TEXT: 1
  
  417
  King Harald Fairhair, the great Jarl who unified Midgard’s petty 
  kingdoms, father to many high and low born children, has died 
  with no successor. On the evening of his death a dreadful omen ap-
  peared in the skies above: two celestial wolves, maws outstretched 
  swallowed the sun and moon!
  Three years later, after an endless and relentless dark winter, he-
  roes rise to forge their legacies. The great realm of Midgard has 
  splintered into fragments. Jarls with ambitions for the crown have 
  sundered the landscape. Crusaders from the south have invaded 
  the Northlands in search of what caused this terrifying Fimbulwin-
  ter. Unearthly forces, guided by the gods and the giants have pen-
  etrated Midgard with purpose and ambition.
  Enter the fiery crucible in which the only true heroes are forged!
  Denizens of the North is the first full sized lore book for the Fate 
  of the Norns: Ragnarok universe. This book works in conjunction 
  with the Core Rulebook to add valuable details to your adventuring 
  world. Denizens of the North contains:
   Legendary and infamous denizens
   Fearsome new monsters
   Important and majestic locales
   Wondrous magic artifacts
   6 new playable archetypes
   A host of new powers and skills
   A crafting system for magical items
   An adventure suitable for dwellers of level 11 to 13
  
  2
  Content Submissions:
  Patrice Combatalade (Hildolfr, Jolnir Puppets)
  Eric Hobberstad (Erik the Frost Bear, Frost Mauler, 
  Noahdher Leaf, Ravenous)
  Akira Currier (Leif Mountain Shaker, Odur’s Torc)
  Florian Hubner (Ymir’s Call)
  Mendel Schmiedekamp (Favour of the Elf King’s Daughter)
  Peter Troia (Sagen Forandre Stones)
  Victor Ventura (Dragvendil)
  Lawrence Huang (Ingrid the Wanderer, Sun Stone)
  Ray Hickey, Jeff Mayo, Alex Soria, David Crowell, Lon Tatro 
  and Joseph Soria (Dawn of Ragnarok)
  Artists:
  Helena Rosova
  Richard Kane Ferguson
  Sveta Sergeevna
  Natasa Ilincic
  Juraj Kopacka
  Soni Alcorn-Hender
  Nick Cragoe
  © Andrew Valkauskas 2014
  First Edition
  Published by Pendelhaven 2014
  121 Place Bourbonniere
  Lachute, Quebec
   J8H 3W7 Canada
  www.pendelhaven.com
  All rights reserved. No part of this publication may be reproduced for resale without the prior writ-
  ten permission of the copyright holder. 
  Author and Designer:
  Andrew Valkauskas
  ISBN# 978-0-9865414-6-9
  Design and Layout:
  Kyriaki Sofocleous
  Stella Andronicou
  Editing:
  Sofia Moura
  Mikel Matthews
  Akira Currier
  Proof Readers
  Patrice Combatalade
  Kevin Tompos
  JP Rullmann
  Kay Stattmueller
  Doug Nordwall
  Special Thanks
  Sofia Moura
  Jonas Zibirkstis
  Davide Zanoni
  Patrice Combatalade
  Seth Rajakumar
  
  3
  21 Years of Viking mayhem...
  Dedicated to the fans who keep the dream alive!
  
  4
  Midgard ........................................................................10
  The Sword Age ............................................................. 12
  Legends and Villains .....................................................14
   
  Aethelstan, King .......................................................16
   
  Baba Yaga ................................................................ 20
   
  Bjorn Eriksson ......................................................... 22
   
  Bjorn Farmann, King ................................................24
   
  Constantine II, First King of Alba .............................. 26
   
  Drifa, Queen of Svalbard .......................................... 28
   
  Edmund the Just ....................................................... 30
   
  Einar of the Storjunkari ............................................ 32
   
  Erik, Blood Axe ........................................................ 34
   
  Erik the Frost Bear ................................................... 36
   
  Erik “the Red” Thorvaldsson .................................... 38
   
  Gorm the Old ........................................................... 40
   
  Hakon the Good ....................................................... 42
   
  Halfdan Ingvarsson ...................................................44
   
  Harald Fairhair, King ................................................ 46
   
  Hildolfr the Battle Wolf ............................................. 50
   
  Ingrid “the Wanderer” ............................................. 54
   
  Ingvar, Lord of Evingard ........................................... 56
   
  Ivar “Iron Root” ....................................................... 58
   
  Koshchey the Deathless ............................................ 60
   
  Leif “the Mountain Shaker” ...................................... 62
   
  Louhi, Mistress of Pohjola .........................................64
   
  Magnus Magnusson.................................................. 66
   
  Olaf Hoskuldsson ..................................................... 70
   
  Otto the Great, Emperor ........................................... 72
   
  Pope John XII ............................................................74
   
  Sitric Cuaran, King ...................................................76
   
  Svalms the Dvergar ................................................... 80
   
  Thorsteinn Ingolfsson .............................................. 82
   
  Trondur i Gotu .........................................................84
   
  Ulfberht ................................................................... 86
   
  Vainamoinen, Son of the Wind, Hero of Kalevala ....... 88
   
  Vargeisa the Fire Wolf .............................................. 90
   
  Wayland the Artisan of Grief ..................................... 92
  Higher Powers .............................................................. 94
   
  Dreki the Great Vaettir ............................................. 95
   
  Nidhogg................................................................... 96
  Locales of Majesty ......................................................... 98
   
  Islandia ...................................................................101
   
   
  Althingvellir ...................................................... 102
   
   
  Cornerstone of the World ................................. 103
   
   
  Evingard .......................................................... 104
   
   
  Hornstrandir .................................................... 105
   
  Baltic Amber Tribes ................................................ 106
   
   
  Funeral & Inheritance Rights ............................ 107
   
   
  Romuva Shrine ................................................. 108
   
   
  Samogitia ......................................................... 109
  Table of Contents
    
  Midgard, Central .....................................................110
   
   
  Avaldsnes ..........................................................111
   
   
  Barrow of King Olaf Geirstad .............................112
   
   
  Trondheim’s Shrine of Kings ..............................114
   
   
  Uppsala Shrine ..................................................115
   
  Midgard, Southern ..................................................116
   
   
  Danevirke..........................................................117
   
   
  Jelling Stones .....................................................118
   
   
  Mounds of Skane ...............................................119
   
   
  Skiringssal (Kaupang) ....................................... 121
   
  Midgard, Eastern....................................................122
   
   
  Gotland ............................................................123
   
   
  Myrkvid ............................................................124
   
   
  Kalevala ...........................................................125
   
   
  Pohjola .............................................................125
   
  Great Isles ..............................................................126
   
   
  Winchester ....................................................... 127
   
   
  Ath Cliath (Dublin) ...........................................128
   
   
  Hibernia ...........................................................129
   
   
  Fabled Markets of Ath Cliath ..............................131
   
   
  Iona Abbey ....................................................... 132
   
  Seas of Midgard ...................................................... 134
   
   
  Longship of the Damned ................................... 134
   
   
  Faroe Islands .................................................... 135
   
  Outer-Midgard ....................................................... 136
   
   
  Volga Trade Route ............................................ 136
   
   
  Miklagard (the great city of Constantinople) .......137
  Secret  Societies .......................................................... 138
   
  The Blotskadi ......................................................... 138
   
   
  Purpose & Loyalties.......................................... 138
   
   
  Leadership & Organization ............................... 139
   
   
  Objectives ........................................................ 139
   
  Eyes, Hands and Teeth of Loki ................................ 140
   
   
  Purpose & Loyalties.......................................... 140
   
   
  Leadership & Organization ............................... 140
   
   
  Objectives ........................................................ 140
   
  Crusaders ...............................................................141
   
   
  Purpose & Loyalties...........................................141
   
   
  Leadership & Organization ................................141
   
   
  Objectives ........................................................ 142
   
  Varangian Legion ................................................... 143
   
   
  Purpose & Loyalties.......................................... 143
   
   
  Leadership & Organization ............................... 143
   
   
  Objectives ........................................................ 143
   
   
  Recent days ...................................................... 143
  Magic Items ................................................................ 144
   
  Bag of Sustenance .................................................. 144
   
  Bifrost Ring ............................................................ 144
   
  Black Tooth ............................................................ 144
   
  Blood Mail Coat ..................................................... 145
  
  5
   
  Boar’s Vanguard ..................................................... 145
   
  Book of Dreams ..................................................... 145
   
  Candle of Spirits ..................................................... 146
   
  Call of the Ancients................................................. 146
   
  Dawn of Ragnarok .................................................. 146
   
  Death Stone ............................................................147
   
  Dragvendil ..............................................................147
   
  Dreadful Antlers ..................................................... 148
   
  Falling Star ............................................................. 149
   
  Favour of the Elf  King’s Daughter .......................... 148
   
  Frost Mauler .......................................................... 149
   
  Fotbitr (Leg Biter) .................................................. 149
   
  Golden Lockbox ..................................................... 150
   
  Hat of Nails ............................................................ 150
   
  Hel’s Favour ........................................................... 150
   
  Hunter’s Harpoon .................................................. 150
   
  Jolnir Puppets .........................................................151
   
  Kiss & Caress of Night.............................................151
   
  Molten Rod ............................................................ 152
   
  Mushrooms of Dreams ........................................... 152
   
  Naglfar ................................................................... 152
   
  Navigator’s Mail ..................................................... 153
   
  Necromancer’s Vow................................................ 153
   
  Noahdher Leaf ....................................................... 154
   
  Odin’s Noose ......................................................... 154
   
  Odur’s Torc  ........................................................... 155
   
  Pelt of Golden Gate ................................................. 155
   
  Pinecones of Ardour ............................................... 156
   
  Ravenous ............................................................... 156
   
  Sägen Forandre Stones (Story Changing Stones) ..... 156
   
  Sampo of Prosperity ................................................157
   
  Shield of the White Stag ..........................................157
   
  Singing Beard of the Axelord ................................... 158
   
  Staff of Serpents ..................................................... 158
   
  Stone of Scone ....................................................... 158
   
  Sun Bow ................................................................ 159
   
  Sun Stone .............................................................. 159
   
  Thistle Wolf Claws ................................................. 160
   
  Torc of the Jotuns ................................................... 160
   
  Tyrfing ................................................................... 160
   
  Visage of Blood .......................................................161
   
  Wayland’s Swords - Almance....................................161
   
  Wayland’s Swords - Caliburn, Sword of Kings ..........161
   
  Wayland’s Swords - Curtana ................................... 162
   
  Wayland’s Swords - Durandal ................................. 162
   
  Wayland’s Swords -  Mimung .................................. 163
   
  Woads (Tattoos) of Power ....................................... 163
   
  Ymir’s Call ............................................................. 163
  Denizens .................................................................... 164
   
  Banshee ................................................................. 164
   
  Borghild (Land Vaettir) ........................................... 168
   
  Doppelgangr ..........................................................172
   
  Draugar ..................................................................176
   
  Dreyri .................................................................... 180
   
  Forge Beast: Lilliputian .......................................... 184
   
  Forge Beast: Nanus Drake ...................................... 188
   
  Gargangjolp (aka Snake Shriekers).......................... 192
   
  Giant Spider ........................................................... 196
   
  Hrokkvir (Ent) .......................................................200
   
  Leader ...................................................................204
   
  Mount: Golden Boar ...............................................208
   
  Mount: Silver Stag .................................................. 212
   
  Skraeling Angakkuq (Shaman) .................................216
   
  Skraeling Warrior ..................................................220
   
  Snow Serpent .........................................................224
   
  Wight Sovereign ....................................................228
   
  Willow Wisp ..........................................................232
   Viking Life .................................................................236
   
  Althing ...................................................................236
   
  Arm Rings ..............................................................238
   
  Blood Brothers .......................................................238
   
  Calendar ................................................................239
   
  Crannog ................................................................240
   
  Drink Recipes ........................................................240
   
  Gall Ink Production ................................................241
   
  Game of Shadows ...................................................241
   
  Justice ....................................................................242
   
   
  Oaths & Reputation ..........................................242
   
   
  Justice: Killer vs. Murderer ................................242
   
   
  Justice: Outlaw vs. Minor Outlawry (Skoggangur) ..243
   
  Languages .............................................................243
   
  Leidang .................................................................244
   
  Monastic Round Towers .........................................244
   
  Monickers & Titles .................................................245
   
  The Walking Dead .................................................245
   
  Tattoos & Woads ....................................................246
   
  Taverns ..................................................................246
   
  Town Denizen Creation ..........................................247
   
  Trade .....................................................................248
   
  Travel by Longship .................................................248
   
  Surviving Fimbulwinter ..........................................250
   
   
  Economic Devastation & War ........................... 251
   
   
  Religion and Devotion ...................................... 251
   
   
  Life as Usual ..................................................... 251
  The Mysterious Skraelings .........................................252
   
  Skraeling Society ....................................................252
   
  Transportation and Housing ...................................254
   
  War and Weaponry ................................................254
   
  Monsters and Spirits ...............................................254
   
  Spirits, Birth and Death ..........................................255
  
  6
   
  First Contact ..........................................................256
  Archetypes ................................................................. 257
   
  Cross Archetype Master Tables ............................... 257
   
  Berserkir ................................................................258
   
   
  Juggernaut .......................................................258
   
   
  Dreadnought ....................................................258
   
   
  Ursen ...............................................................258
   
  Blacksmith .............................................................262
   
   
  Exemplar ..........................................................262
   
   
  Artificer ...........................................................262
   
   
  Alchemist .........................................................262
   
  Druid .....................................................................266
   
   
  Warden of the Woods .......................................266
   
   
  Child of the Stars ..............................................266
   
   
  Animist ............................................................266
   
  Fardrengir .............................................................. 272
   
   
  Farvaldr ............................................................ 272
   
   
  Dyrvaldr ........................................................... 272
   
   
  Geirvaldr .......................................................... 272
   
  Sceadugengan .........................................................274
   
   
  Thief .................................................................274
   
   
  Assassin ............................................................274
   
   
  Scoundrel ..........................................................274
   
  Stalo ...................................................................... 278
   
   
  Striker .............................................................. 278
   
   
  Stalwart ............................................................ 278
   
   
  Keeper ............................................................. 278
  New Game Concepts ...................................................282
   
  New Generic Actions ..............................................282
   
   
  Pronouncing a Curse ........................................282
   
  Magic .....................................................................283
   
   
  Verwandlung ....................................................283
   
  New Metas .............................................................283
   
   
  Absorb .............................................................283
   
   
  Deflect .............................................................283
   
   
  Dodge ..............................................................284
   
   
  Eldritch ............................................................284
   
   
  Multi ................................................................284
   
   
  Piercer .............................................................284
   
   
  Proficiency .......................................................284
   
   
  Sight ................................................................284
   
   
  Stutter ..............................................................285
   
  New Conditions .....................................................285
   
   
  Charm ..............................................................285
   
   
  Flow .................................................................286
   
  New Effects ............................................................287
   
   
  Consume .........................................................287
   
   
  Shade Active Powers .........................................287
   
   
  Shadow Passive Powers ......................................287
   
   
  Snare Active Powers ..........................................287
   
   
  Vaettir Bond .....................................................288
  New Powers and Skills .................................................289
   
  New Active Powers .................................................290
   
   
  Armoured Reflex ..............................................290
   
   
  Beckon Vanagard ..............................................290
   
   
  Clone Power .....................................................290
   
   
  Cloned Manoeuvre ...........................................290
   
   
  Death Strike ..................................................... 291
   
   
  Defying Leap .................................................... 291
   
   
  Field of Poppies ................................................ 291
   
   
  Field of Quagmires ...........................................292
   
   
  Field of Thorny Vines .......................................292
   
   
  Flare ................................................................292
   
   
  Frenetic Charge ................................................292
   
   
  Furious Bestial Mauling ....................................293
   
   
  Fylgia’s Rallying Strike ......................................293
   
   
  Gate Hrokkvir ..................................................293
   
   
  Geyser of Living Water .....................................293
   
   
  Healing Stance .................................................294
   
   
  Howl, Heart of Fury ..........................................294
   
   
  Improvised Attack .............................................294
   
   
  Infused Strike ...................................................294
   
   
  Invincible Sprint ...............................................295
   
   
  Lead the Charge ...............................................295
   
   
  Ley Lines of Power ............................................295
   
   
  Mesmerizing Gaze ............................................295
   
   
  Mimicry ...........................................................296
   
   
  Mount’s Synergy ...............................................296
   
   
  Needle Storm ...................................................296
   
   
  Obliterating Blow .............................................296
   
   
  One With the Land ...........................................297
   
   
  Oyenstikker ......................................................297
   
   
  Pained Strike ....................................................297
   
   
  Pilfer ................................................................297
   
   
  Pinecone Bombardment....................................298
   
   
  Presence of the Invincible Shield .......................298
   
   
  Presence of the Ultimate Shield Maiden .............298
   
   
  Presence of the Ultimate Warrior.......................298
   
   
  Presence of the Weapons Master .......................299
   
   
  Presence of the Wind Warrior ...........................299
   
   
  Projectile Ricochet Technique ...........................299
   
   
  Protective Impulse ............................................299
   
   
  Reckless Aggressive Assault ..............................300
   
   
  Reckless Bull Rush ............................................300
   
   
  Reckless Feral Pounce .......................................300
   
   
  Reckless Lunging Attack ...................................300
   
   
  Reckless Raging Attack .....................................300
   
   
  Reckless Wounding Attack ............................... 301
   
   
  Rider’s Synergy................................................. 301
   
   
  Run to Shadow.................................................. 301
   
   
  Shade of the Abyssal Current............................. 301
   
   
  Shade of the Blustering Blizzard ........................302
   
   
  Shade of the Dark Mother .................................302
   
   
  Shade of the Darkening Sky ..............................302
   
   
  Shade of the Darting Fox ...................................302
   
   
  Shade of the Enveloping Miasma .......................302
  
  7
   
   
  Shade of the Enraged Serpent ...........................303
   
   
  Shade of the Endless Mind ................................303
   
   
  Shade of the Fallen Jarl ......................................303
   
   
  Shade of Night and Day .....................................304
   
   
  Shade of the Toxic River ....................................304
   
   
  Shade of Malevolence ........................................304
   
   
  Shade of Piercing Eyes ......................................304
   
   
  Shade of the Lost Ship  ......................................305
   
   
  Shade of the Treasure Hoard .............................305
   
   
  Shade of Whispers ............................................305
   
   
  Soul-bound Strike ............................................306
   
   
  Stance of Darkness ...........................................306
   
   
  Stance of the Blood Brotherhood .......................306
   
   
  Stance of the Cascading Winds ..........................306
   
   
  Stance of the Spring of Inspiration .....................306
   
   
  Stance of the Violent Avalanche .........................307
   
   
  Stand of Domination .........................................307
   
   
  Stand of Impunity .............................................307
   
   
  Stand of Presence .............................................307
   
   
  Stand of Punishment .........................................308
   
   
  Swallow ............................................................308
   
   
  Throw Weapon .................................................308
   
   
  Touch of the Hallowed Ancestors .......................308
   
   
  Trample ............................................................309
   
   
  Trap-Incapacitation ..........................................309
   
   
  Trap-Lacerations ..............................................309
   
   
  Trap-Spikes ......................................................309
   
   
  Trap-Tangle .......................................................310
   
   
  Trapper’s Stance ................................................310
   
   
  Twin Strike ........................................................310
   
   
  Unleash the Beast ..............................................310
   
   
  Venomous Bite ..................................................311
   
   
  Weapon Stance .................................................311
   
   
  Wild Shape ........................................................311
   
  New Passive Powers .................................................312
   
   
  Alka Kinship .....................................................312
   
   
  Alka Tenacity .....................................................312
   
   
  Archer’s Sight ....................................................312
   
   
  Archer’s Third Eye .............................................312
   
   
  Artisan’s Pride ...................................................312
   
   
  Assassin’s Reflexes.............................................313
   
   
  Attuned Mount ..................................................313
   
   
  Attuned Weapon ...............................................313
   
   
  Aura of Peace .....................................................313
   
   
  Brawler of Spring ...............................................313
   
   
  Builder’s Glory ..................................................313
   
   
  Burrow ..............................................................314
   
   
  Champion of Summer ........................................314
   
   
  Crafter’s Promise ...............................................314
   
   
  Deflect Aggression ............................................314
   
   
  Equipment Mastery ...........................................314
   
   
  Fae-Kin .............................................................314
   
   
  Faithful Mount ...................................................315
   
   
  Harbour Grudge................................................315
   
   
  Hover ................................................................315
   
   
  Hunter’s Cunning .............................................315
   
   
  Hunter’s Heart ..................................................315
   
   
  Insistence for Advantage ....................................315
   
   
  Insistence for Blood ...........................................316
   
   
  Insistence for Darkness ......................................316
   
   
  Insistence for Humiliation ..................................316
   
   
  Insistence for Humility .......................................316
   
   
  Insistence for Momentum ..................................316
   
   
  Insistence for Subtlety ........................................316
   
   
  Insistence for Time ............................................316
   
   
  Invoker’s Charity ...............................................317
   
   
  Iron Beast ..........................................................317
   
   
  Iron Fist ............................................................317
   
   
  Iron Hide ..........................................................317
   
   
  Learn Power ......................................................317
   
   
  Mighty Arm .......................................................317
   
   
  Niflheim’s Boon ................................................317
   
   
  Niflheim’s Celerity ............................................318
   
   
  Niflheim’s Embrace ...........................................318
   
   
  Niflheim’s Might ................................................318
   
   
  Oppose the Crowd .............................................318
   
   
  Raging Bear .......................................................318
   
   
  Rider of Lightning .............................................318
   
   
  Rider of Thunder ...............................................319
   
   
  Rune of Divine Blessing .....................................319
   
   
  Rune of Leadership ............................................319
   
   
  Rune of Scrying .................................................319
   
   
  Rune of the Darkstitched ...................................319
   
   
  Seeker of Winter ................................................319
   
   
  Selective Spirit ..................................................320
   
   
  Shadow of Illicit Deeds ......................................320
   
   
  Shadow of Faith ................................................320
   
   
  Shadow of Hvergelmir .......................................320
   
   
  Shadow of Memory ...........................................320
   
   
  Shadow of Niflheim .......................................... 321
   
   
  Shadow of the Ice Raven .................................... 321
   
   
  Shadow of the Ice Wolf ...................................... 321
   
   
  Shadow of Youth ............................................... 321
   
   
  Spiritual Discretion ..........................................322
   
   
  Stand of Deliverance .........................................322
   
   
  Stand of Haste ..................................................322
   
   
  Stand of the Four Winds....................................322
   
   
  Stand of Victory ................................................322
   
   
  Striker ..............................................................322
   
   
  Stubborn ..........................................................323
   
   
  Summon Forge Beast ........................................323
   
   
  Summon Mount ...............................................323
   
   
  Tactical Pause ...................................................323
   
   
  Temper Rage ....................................................323
   
   
  Timely Mount ...................................................323
   
   
  Titanic Size ......................................................324
  
  8
   
   
  Trail Blaze ........................................................324
   
   
  Trap Master ......................................................324
   
   
  Trapper’s Companion .......................................324
   
   
  Tribal Blood .....................................................324
   
   
  Verdant Size .....................................................324
   
   
  War Planner .....................................................325
   
   
  Zerkir Chest Bump ...........................................325
   
   
  Zerkir Weapon Toss..........................................325
   
  New Skills ..............................................................326
   
   
  Ancestral Weapon ............................................326
   
   
  Animal Shapeshift .............................................326
   
   
  Appraisal ..........................................................327
   
   
  Brew ................................................................327
   
   
  Capture Memories ............................................329
   
   
  Craft ................................................................329
   
   
  Creature Reliquary ...........................................332
   
   
  Dvergar Engineering ........................................333
   
   
  Infuse ...............................................................335
   
   
  Inner Sanctum ..................................................335
   
   
  Lock Bash ........................................................337
   
   
  Lore: Poison .....................................................337
   
   
  Miniaturize .......................................................337
   
   
  Peak Performance .............................................337
   
   
  Realm Ores ......................................................340
   
   
  Riding ..............................................................340
   
   
  Sacred Wood Binding ....................................... 341
   
   
  Short Fuse ........................................................342
   
   
  War Tactics.......................................................342
  Norn Rules .................................................................344
   
  Alkas .....................................................................345
   
  Consumables .........................................................345
   
  Damage- Falling, Burning and Hybrid .....................346
   
   
  Falling Damage ................................................346
   
   
  Burning Damage ..............................................346
   
   
  Hybrid Damage ................................................346
   
  Effective Hit Points .................................................346
   
  Gate Abilities ......................................................... 347
   
  Generic Actions ..................................................... 347
   
  Standard Action ..................................................... 347
   
  Flight ..................................................................... 347
   
  Focus ..................................................................... 347
   
  Foraging for Raw Materials .....................................348
   
  Haugbui ................................................................348
   
  Keen Aptitude ........................................................348
   
  Longships ..............................................................349
   
  Building Longships ................................................350
   
  Naval Battles ........................................................... 351
   
  Magic Items ...........................................................352
   
   
  Assessing Magic Items ......................................352
   
   
  Magic Items for Denizens and Thanes ................352
   
   
  Destroying Magic Items ....................................352
   
   
  Giving out Magic Items .....................................353
   
   
  Limited Knowledge of Magic Items ...................353
   
  Managing a Business or Community .......................354
   
   
  Running a Business ...........................................354
   
   
  Establishing an Outpost ....................................355
   
   
  Outpost Considerations .................................... 357
   
  Mass Battles ...........................................................358
   
  Summon Rules - Thanes & Mounts .........................358
   
  Prepared Powers .....................................................360
   
  Projectile Weapons.................................................360
   
  Portals to Other Realms ..........................................360
   
  Sizes Beyond Massive .............................................360
   
  Starting Dwellers off at Higher Levels ......................361
   
  Shapechanged and Transformed ..............................361
   
  Simple Tactics Runic Game System (STRGS) ..........362
   
   
  Range & Area of Effect ......................................362
   
   
  Power Effect Conversions..................................362
   
  Wyrd .....................................................................363
  New Lifepath Tables ...................................................364
   
  Early Life ...............................................................364
   
  Brushes With Power ...............................................366
   
  Dweller Relationships .............................................368
  Fafnir’s Treasure Addendum .....................................370
   
  Hel’s Needle .......................................................... 370
  Saga : - Cornerstone of the World ................................374
   
  The Cornerstone of the World .................................374
   
  VIGNETTE 1: The walk to the mines...................... 375
   
  VIGNETTE 2: Lost in the wilderness ......................376
   
  VIGNETTE 3: The Entrance to the Mines ...............376
   
  VIGNETTE 4: The Flooded Hallway ...................... 377
   
  VIGNETTE 5: The Trapped Undertaker ................ 378
   
  VIGNETTE 6: The Cannibals ................................ 379
   
  VIGNETTE 7: The Writhing Hall ...........................380
   
   VIGNETTE 8: The Dreyri (Bats)                                            
  Over the Causeway .......................................................381
   
   VIGNETTE 9: The Spiders in the Bowels                                
  of the Earth ............................................................ 381
   
  VIGNETTE 10: The Corrupted Well Chambers .....382
   
  VIGNETTE 11: The Vaettir’s Chamber ..................383
   
  Epilogue ................................................................385
   
   
  If the Great Gloom is cleansed... ........................385
   
   
  If the Cornerstone of the World falls... ...............385
  Starter Vignettes ........................................................387
   
  Rognvald the Sorcerer King ....................................388
   
  Darkness Falls ........................................................389
   
  The First Althing ....................................................392
   
  The Crusaders March North ...................................395
   
  Hravenkell’s saga  ...................................................397
   
  Reforging the Sun...................................................400
   
  The War for the Sampo ...........................................403
   
  Rallying the Kings and Queens of Midgard ..............404
   
  The Coming of the Storjunkari ...............................406
  Appendix A: Updated Equipment ...............................408
  Appendix B: Pre-Generated Dwellers ..........................409
  
  9
  Welcome to the magical and intriguing Viking 
  world of Fate of the Norns. Denizens of the 
  North is a lore book for the Ragnarok line of 
  games. It takes place in the apocalyptic setting 
  that was introduced in Fafnir’s Treasure and 
  continued in the Core Rulebook. Denizens 
  of the North includes quests, characters and 
  monsters that can be used in games of Fate of 
  the Norns: Ragnarok. The focus of this book 
  is the realm of mankind- Midgard, giving 
  players and Norns additional material with 
  which to flesh out a large evolving world.
  Denizens
  North
  of the
  
  10
  Midgard
  I
  n the beginning, there was the great void known as Ginnungagap. Suspended in the sea of non-
  existance were two underived masses known as the Twin Primeval Worlds. One is known as Ni-
  flheim, a realm of absolute cold and darkness. The second is called Muspleheim and is the font of 
  eternal fire and light. As the ice from Niflheim crept towards Muspelheim, primordial heat turned 
  it to steam creating a crucible of life from which the cosmic tree Yggdrasil sprung forth. Currents of 
  time would flow and cascade over Yggdrasil’s bark, fostering its growth for many millenia before the 
  first life would appear on the cosmic tree. A central world known as Midgard would come into being 
  when the sons of Bor: Odin, Vili and Ve would slay the progenitor Jotun known as Ymir, and fashion 
  the heavens and the earth from his corpse. When Midgard was young, all of this knowledge was old.
  The sons of Bor created mankind, the first of whom were named Ask and Embla. Their children came 
  to populate this middle world , calling it Midgard and their home. For a thousand years mankind has 
  spread throughout Midgard, colonizing the land and carving out their destiny. Some moved to outer 
  Midgard, forgetting their roots and adopting new customs.
  
  11
  The strong willed created their own dominions and gathered willing followers. When several 
  self appointed chieftains or karls encroached on each another’s land, there was war. Those that 
  claimed to be descendants of the gods or giants exerted their influence with the most zeal. The 
  Yngling dynasty could trace their ancestry back 1000 years to the Vanir god Frey. This dynasty 
  birthed the greatest king of all, known as Harald Fairhair. He was the first to unite a kingdom 
  using gifts and swords. Over a thousand petty kings bent knee, allowing Harald to create the 
  Kingdom of Norveig.
  His kingdom would be short lived as the spinners of fate called the Norns foretold of the twilight 
  of the gods- Ragnarok! King Harald was a promiscuous man, conceiving many high-born and 
  low-born sons. Lying on his deathbed, Harald never left clear instructions for succession. As 
  he drew his last breath, Midgard went dark- literally! The sun and moon were devoured by two 
  celestial wolves, plunging all of Yggdrasil including Midgard into darkness and cold.
  
  12
  12
  The Sword Age
  S
  ince the death of King Harald and the coinciding extinguishing of the sun and moon, a terrible dark-
  ness and cold has fallen over the lands. This has harkened in the first age of Ragnarok known as the 
  Axe Age. This age has seen the start of an unrelenting winter called Fimbulwinter that has destroyed 
  any prospects of spring or summer. Society’s unabashed descent into chaos and anarchy has ripped 
  the social fabric. Farmers, hunters, and merchants have seen their livelihoods turned upside down. The scarcity of 
  food and security has led the people down a dark road where panic and the survival instinct guide every decision. 
  Many have perished from hunger but more lives have been extinguished by the daily violence that has claimed 
  Midgard. The halls of the damned in Niflheim have never received so many visitors. Tales of undying corpses have 
  become common. Whispers relate stories of Hel turning away the masses that come to Niflheim’s black gates.
  And so we enter the second age the Sword Age. The cold has only intensified as snow and ice have claimed land 
  and sea. Warlords have subdued the populace and have initiated their wars for the throne. The law of Leidang, 
  forced conscription is prevalent throughout the land. Many seek solace by fleeing westward towards Islandia 
  and beyond. Gods and Jotuns send their emissaries on quests of tantamount importance. Order is coming, 
  compelling chaos into capitulation. Violence is the language most common as thralls become the greatest com-
  modity. The strong have survived and are hard at work carving up the spoils.
  
  13
  13
  King Harald’s many sons are vying for the throne. Amicable negotiations have been replaced with assassins and intimi-
  dation. Some go as far to align themselves with the crusaders from the south. The conquests by the crusaders in the last 
  2 years of Fimbulwinter have garnered them a sizeable foothold in the central Great Isles. Those looking to flee the 
  competition for the throne have migrated westward to lawless Islandia and to the unclaimed lands even further to the 
  west. A storm is brewing at the Cornerstone of the World, threatening to engulf all of Midgard.
  In the outer realms, Jotunheim’s forces have surrounded the golden city of the gods. Giants, wolves, and witches cut 
  down anyone trying to get in or out of Asgard. In these dire times, Odin the All Father sends forth his ravens, Hugin 
  and Munin to carry missives to his champions in the land of mankind. Plans are in motion to break the siege. Thor, lord 
  of rage and master of storms has taken the fight to Jotunheim. He is leaving a trail of dead Jotuns as he seeks to uncover 
  the location of Naglfar, the titanic flying ship constructed of toenails. He seeks to destroy it before the Jotuns can sail it 
  against Asgard. In hallowed dreams, Odin’s wife Frigga has witnessed the third age fast approaching. It will be known as 
  the Wind Age. Loki is to break his imprisonment in Hvergelmir and his son Fenrir may soon break his bonds in Lyngvi.
  Surt, the king of the fire giants, watches as his Sons of Muspel rise from the fiery lake. Consulting with the Norn 
  Mogthrasir he knows that he must use Kara the Valkyrie’s fury to his advantage. She, like many other disgruntled 
  Valkyries has defected from Odin’s service. She will play a pivotal role in the continuing vengeance that was started 
  by the legendary Valkyrie Brynhild. Surt seeks champions from within Midgard as they will also play a significant 
  role in the coming storm.
  This age will be very significant as power is consolidated. Willingly and unwillingly, many will step into the mantle of 
  leadership. Most will need to choose their champions and their cause. The battle horns have been sounded, war is now!
  
  14
  14
  
  15
  he world of Midgard is 
  filled 
  with 
  interesting 
  denizens that range from 
  benevolent heroes to nefarious 
  villains. Most citizens of Midgard 
  lie somewhere in the moral grey 
  zone in between both extremes. 
  Herein lies a list of the most 
  notable denizens that hold power 
  within the realm of man.
  T
  Legends 
  and Villains 
  
  16
  Aethelstan, King
  K
  ing Aethelstan rules from his seat of power in Winchester Wessex. He is at the head of the white 
  army that has come to the great isles from Outer-Midgard. With the great Emperor Otto’s sup-
  port, he is leading his crusaders in a northward expansion into Midgard. Resistance in Mercia 
  and East Anglia has fallen, he has now set his sights on Northumbria, Hibernia and Alba.
  However Aethelstan’s beginnings were a lot more humble. Before Aethelstan was born, his father and 
  grandfather faced the great heathen army of Ivar the Boneless and lost. They were driven out of the great 
  isles and were given asylum by the Frankish king Charles the Simple. His father remarried twice, and 
  Aethelstan had many siblings. They were raised in the various courts of Outer-Midgard. He and his half-
  brother Edmund were chosen to study in Emperor Otto’s courts. They grew very close and gained the at-
  tention of their sire who noticed their aptitude in warfare. Aethelstan was the great tactician, and Edmund 
  was the ideal army leader. Both were devout to the cause of the White God.
  LEVEL 32 CRUSADER
  
  17
  And then the darkness came. Aethelstan and Edmund were sparring in the courtyard when the sun 
  was blotted out from the sky. Panic ensued and within days the church was rallying the kingdoms to 
  march against the northern heathen kingdoms of Midgard. Emperor Otto rallied many kings under his 
  banner, but all northward assaults were repelled. Otto’s crusaders could not force their way past the 
  great Danevirke. All eastern campaigns in the Baltic were halted by the Baltic tribes on land and Bjorn 
  Eriksson’s fleets oversea. A westward campaign was stalled out, awaiting negotiations with Charles 
  the Simple.
  It was one fateful afternoon that Aethelstan was sent to deliver a message to the Emperor and stum-
  bled in during a strategic planning session that was at an impasse. While Emperor Otto read the 
  missive, Aethelstan looked at the map and various army placements. Guided by a mysterious cour-
  age and conviction he would later attribute to the White God, he launched into an unsolicited plan 
  on how to invade Midgard. His connections with Charles the Simple could overcome the impasse, 
  
  18
  and his royal lineage in Mercia and West 
  Saxony could rally the people to Otto’s ban-
  ner- eliminating any risk of bloody resist-
  ance to a fleet landing upon the shores of 
  the Great Isles.
  The next few weeks where a whirlwind as Ae-
  thelstan was granted a fleet of a hundred and 
  twenty ships in order to go and reclaim his 
  homeland as a king. As predicted Charles not 
  only granted passage but committed to help-
  ing the new king conquer all of the northern 
  kingdoms. With messengers heralding the 
  return of the royal bloodline, king Aethel-
  stan found a sympathetic army already wait-
  ing for him on the shores of Wessex. Upon 
  hearing of his return, they had ousted their 
  Viking king in a peasant’s rebellion. Aethel-
  stan would re-conquer his lands without a 
  single battle, and his overwhelming force 
  then moved into East Anglia and Mercia in 
  order to secure Otto’s crusader foothold in 
  the Great Isles of Midgard.
  Many think Aethelstan wishes to avenge his 
  family by punishing the descendants of Ivar 
  the Boneless, however they could not be fur-
  ther from the truth. Aethelstan is a master 
  tactician whose ambitions stretch throughout 
  all of Midgard. He will use diplomacy, intimi-
  
  19
  dation, marriage and war in order to secure 
  all of Midgard as his newfound kingdom. He 
  sees everyone as a pawn on a chess board, 
  sacrificed if the outcome is in Aethelstan’s fa-
  vour. Emperor Otto is very pleased with the 
  westward campaign led by Aethelstan, but is 
  also weary of losing his control over the ambi-
  tious king. He has set up a Witenagemot to 
  ensure that Aethelstan’s progress follows Ot-
  to’s direction. A Witenagemot is an assembly 
  of wealthy noblemen (the ruling class) that 
  meets to council king Aethelstan. Both ec-
  clesiastical and secular members make up the 
  Witenagemot.
  Much like Emperor Otto using King Aethel-
  stan, Aethelstan has begun to groom his new 
  proxy king who will win the great kingdom of 
  Norveig for him. A low-born bastard son of 
  King Harald Fairhair has sought refuge in his 
  court, and Aethelstan has adopted him like 
  a son. Just like Aethelstan’s bloodless vic-
  tory in his homeland of Wessex, he wishes 
  to capture Norveig with Hakon the Good as 
  his emissary. For a year Hakon has studied 
  religion and military tactics under Edmund. 
  He is now getting ready to strike forth and 
  reclaim his homeland from his half-brother 
  Erik Blood Axe.
  
  20
  Baba Yaga
  LEVEL 42 SEITHKONA, DRUID, GALDR
  FYLGIAB
  aba Yaga is a hermit sorceress with great talents in Seith, Rune magic and Verwandlung. She 
  makes her home in the lands of the Baltic Tribes, but has been seen throughout Midgard. It is 
  said that her inner sanctum is a hovel which stands on chicken legs. It can travel at great speeds, 
  some say that it is even capable of going into other realms such as Jotunheim. Baba Yaga’s other 
  mode of transport is a Jotun’s magical flying pestle which is propelled and steered by using the mortar. 
  She has  enchanted a pair of disembodied hands to act as her servants.
  Baba Yaga appears as a scary gangly old crone with metal teeth. She uses her magical spells in order to 
  stave off old age. It is said that for every year she ages, someone else lives out an entire lifetime. Her skills 
  aren’t solely magical. She treads softly, leaving no traces of her passing.
  Her heart is dark, despising and begrudging mankind. This negative emotion is fuelled by humanity who has 
  embraced evil and immorality. Those of pure heart and innocence usually find her in good favour. For those few 
  that are paragons of mankind’s goodness, she often goes as far as imparting wisdom or assistance. Whenever 
  her magical hut settles down for an extended period of time, she uses Scorn Poles to curse all those around. 
  The only company she enjoys is that of her three horsemen: Bright Dawn, Red Sun and Dark Midnight.
  
  21
  
  22
  
  23
  Bjorn Eriksson LEVEL 33 BERZERKIR
  FYLGIA
  B
  jorn belongs to the Munso dynasty that includes the legendary Ragnar Lodbrok and Bjorn 
  Ironside. Raiding and a healthy disdain for authority has always been in their blood. Bjorn 
  has been no exception. He has the honour of stopping King Harald Fairhair’s eastward 
  expansion. There were many pitched battles in Gotaland and Ranrike through which both 
  kings acquired a great deal of respect for one another. He is also very disdainful of Gorm the Old, 
  mocking him for hiding behind a wall. Bjorn prefers taking the offence rather than a defence. He 
  commands a great deal of respect because he will be the first one charging down a shield wall.
  Bjorn’s kingdom lies to the west of the Baltic sea in Svealand and Uppland. Naval battles with the 
  Baltic tribes are fierce, but he usually comes out  victorious due to his strong navy. Bjorn strives to 
  acquire the best ships and recruit the best navigators from across Midgard. The Baltic trade contrib-
  utes a great deal to his coffers so it’s a market he protects with zeal. He ensures that most markets in 
  the Baltic pay tributes to his kingdom.
  Dealing with Bjorn isn’t easy. He is large, loud, impulsive and boastful. Many times his decisions 
  are based on emotion alone, but he prefers to call it instinct. Regardless, his successful track record 
  speaks for itself. Since the onset of Fimbulwinter he has had many running battles with King Gut-
  torm of the Ranrike. The conflicts have been so frequent that Guttorm hasn’t had the time to mourn 
  the passing of his father Harald Fairhair.  Nor has he had the opportunity to engage his half brothers 
  for the right of succession.
  
  24
  LEVEL 30 SKALD 
  B
  jorn is one of many sons of the deceased King Harald Fairhair. His mother Svanhild comes 
  from noble stock, elevating the legitimacy of Bjorn’s claim to the crown of Norveig. Bjorn’s 
  love for good mead is only surpassed by his passion for song.
  With his father King Harald’s death, the darkness of Ragnarok has come to the lands of Mid-
  gard. His father never left no clear lines of succession, and this has caused great turmoil as King Harald 
  has sired at least two-dozen known claimants to the throne. Bjorn’s most pressing adversaries for the 
  throne are Erik Bloodaxe the eldest son of Harald Fairhair, Olaf Geirstadalf the noble Jarl of Vingul-
  mark (neighbouring Vestfold) and Sigrod Haraldsson the Jarl of Trondheim.
  LEVEL 30 SKALD Bjorn Farmann, King
  
  25
  Since his father’s passing he has been travelling around the southern kingdom, working to win 
  over the local Karls. Periodically he returns to his seat of power in Vestfold in order to resolve 
  domestic matters. His subjects appreciate that Bjorn’s passions are more noble than self-in-
  dulging. He derives great pleasure from raiding and bringing wealth back to his kingdom to be 
  shared by his subjects. 
  One of Bjorn’s spies has brought news that Erik Bloodaxe has left a wake of violence in his 
  persuit of the crown. The spy has even indicated a threat to the life of Bjorn’s seemingly insig-
  nificant bastard half-brother Hakon. In order to be on the side of safety, Bjorn has increased his 
  thanes so as to keep safe from his would-be assassins.
  
  26
  T
  he last Pictish king Aed inherited the throne from his brother Constantine. Aed was so very 
  proud of his brother, so much so that he named his first born son “Constantine” (Constan-
  tine II). Constantine II and his cousin Domnall were best of friends. Since an early age Con-
  stantine II has led a life of tragedy and triumph in the tumultuous northern kingdom of the Picts. His 
  father was pronounced king of Pictland after his brother Constantine died. He was to be the last of 
  the Pictish kings. After assuming power, Aed chose a Gael as his right hand, a man by the name of 
  Giric. Giric was an ambitious man and he secretly wanted Gael culture to permeate Pictland. After a 
  series of blunders by Aed, Giric saw an opportunity to ursurp the throne. Conspiring with the rest of 
  the ruling class, Giric murdered Aed and claimed the kingdom as his own. His first order of business 
  was to have Domnall and Constantine II murdered to ensure no other rivals could challenge his rule.
  T
  Constantine II, First King of Alba
  LEVEL 27 STALO
  
  27
  Domnall and Constantine II fled west into Gael lands, where Giric wouldn’t think of looking. They 
  were warmly accepted by their aunt who was married to a powerful Hibernian chieftain. They were 
  protected and raised by monks who taught them the ways of the White God. Their upbringing 
  turned them into true Hibernian princes with a desire for vengeance. On their eighteenth birthday 
  they sailed home under a solar eclipse and challenged Giric at the fortress of Dundern. The battle 
  was fierce, great losses were incurred by both sides, and by the end of the conflict, both Giric and 
  Domnall were dead. This left Constantine II as the sole beneficiary of the throne.
  His unique upbringing brought new customs to the northern kingdom, and he took this opportunity 
  to change its name, from Pictland to Alba. His coronation ceremony was something new to both the 
  Gaels and the Picts. Monks oversaw the rituals and the Stone of Scone was introduced, a mystical 
  stone throne that conferred special powers upon the new king. Constantine II wouldn’t have much 
  time for mourning or celebration as a new threat was moving south of his lands.
  These new threats came in the form of Viking invaders from the east. Sitric, Ragnall and Gofraid defeated 
  all of Alba’s neighbours to the south, consolidating power between themselves. Constantine’s only option 
  was diplomacy, as their combined forces would overwhelm the armies of Alba. Even further south was a 
  shrewd king known as Aethelstan. New to the great isles, he was looking to destroy any king unwilling to 
  bend knee. Discovering Constantine II’s upbringing, he sent messengers north looking to forge an alli-
  ance devoted to the White God. This alliance could then attack from both north and south, crushing King 
  Sitric’s domain. The young king Constatine II’s future hangs in the balance as he is pressed for a decision.
  
  28
  28
  
  29
  A
  nyone meeting Drifa will be struck by her unwavering strict moral code and honour. Reputa-
  tion and one’s word are sacred. In her eyes, the lowest of the low are oath-breakers. Blood is 
  the strongest glue that binds society and family comes first. She is very cool and level head-
  ed, pragmatic to a fault. Her foes use her predictable nature against her, but even witnessing 
  impending defeat, she refuses to waver from her code. Her weakness is also her strength, since many who 
  admire her courage and conviction flock to her banner. She has an aura about her, that of a natural leader.
  Raised in the northern reaches of Halogaland, she has always known cold and darkness. A devout Jotun fol-
  lower since her birth, she has enshrined the ancient values that were set out by the Ymir: The world is divided 
  into social classes based on the order in which the divine races emerged from the cosmic crucible. Everyone 
  must know their place in the social stratas, and the Aesir were the blasphemers who broke this covenant.
  Her enormous dislike for the Aesir and their followers as well as her devotion to the Rime Jotun cause has 
  elevated her to unseen levels among mortals. She has been granted the northern island kingdom of Sval-
  bard. Native portals to Jotunheim provide her with all the goods and services she needs. The Jotuns pro-
  vide her with armies, food and raw materials cementing Svalbard as their launching point into Midgard. 
  Very few non-devout Jotun followers dare to venture into her northern stronghold, even fewer return!
  Drifa, Queen of Svalbard
  29
  A
  nyone meeting Drifa will be struck by her unwavering strict moral code and honour. Reputa-
  tion and one’s word are sacred. In her eyes, the lowest of the low are oath-breakers. Blood is 
  the strongest glue that binds society and family comes first. She is very cool and level head-
  ed, pragmatic to a fault. Her foes use her predictable nature against her, but even witnessing 
  impending defeat, she refuses to waver from her code. Her weakness is also her strength, since many who 
  admire her courage and conviction flock to her banner. She has an aura about her, that of a natural leader.
  Raised in the northern reaches of Halogaland, she has always known cold and darkness. A devout Jotun fol-
  lower since her birth, she has enshrined the ancient values that were set out by the Ymir: The world is divided 
  into social classes based on the order in which the divine races emerged from the cosmic crucible. Everyone 
  must know their place in the social stratas, and the Aesir were the blasphemers who broke this covenant.
  Her enormous dislike for the Aesir and their followers as well as her devotion to the Rime Jotun cause has 
  elevated her to unseen levels among mortals. She has been granted the northern island kingdom of Sval-
  bard. Native portals to Jotunheim provide her with all the goods and services she needs. The Jotuns pro-
  vide her with armies, food and raw materials cementing Svalbard as their launching point into Midgard. 
  Very few non-devout Jotun followers dare to venture into her northern stronghold, even fewer return!
  Drifa, Queen of Svalbard
  Drifa, Queen of Svalbard
  LEVEL 42 FARDRENGIR
  FYLGIA
  
  30
  E
  dmund is the half-brother to King Aethelstan. His passion to rid the great Isles of the heathen 
  northmen has made him into king Athelstan’s favoured successor. In the interim, he is at the 
  head of a legion of crusaders that have their sights on Northumbria. He is a very competent 
  military strategist and has already started the invasion plans for Ath Cliath (Dublin) and York. 
  Edmund is impatient with the King’s efforts at diplomacy and would rather dictate the terms once he has 
  vanquished his foes. He makes sure his voice is heard loud and clear at the king’s council.
  One day, the king approached Edmund and asked him what it would take to mould young Hakon into a 
  battlefield commander. Instinctively Edmund refused to share his wisdom with a pagan child who had been 
  recently adopted by the king. However Aethelstan had anticipated Edmund’s reaction and with a wry smile 
  recounted Hakon’s baptism and recent conversion to the faith. Aethelstan also shared his master plan with 
  Edmund that young Hakon would become their sword in the east, conquering Norveig in their name. This 
  pleased Edmund to no end knowing he could mould this young talent into an extension of the white legion. 
  And pleasure turned to bliss when Edmund discovered what a quick  learner Hakon turned out to be.
  Edmund is a large man with steely eyes and a permanently furrowed brow. He is loud, direct and speaks his 
  mind. His ambitions are  motivated by ideology rather than ego. He sees incredible social value brought 
  about by the ethics of the White God. His approach to spreading dogma is much like a hammer: heavy, 
  swift and loud.
  Edmund is a renowned and passionate hunter. He breeds several types of dogs, from wolfhounds to 
  alaunts. He also has several prized falcons. Each animal is geared towards a certain type of prey. He even 
  has his battle pack that has been trained to fight armed men. When he unleashes these unconventional 
  terrors, his foes are driven to a new level of fear and dread.
  LEVEL 28 GRIZZLED WARRIOR
  LEVEL 28 GRIZZLED WARRIOR
  Edmund the Just
  
  31
  
  32
  E
  inar’s destiny has been emblazoned brightly into the Tapestry of Fate. Violently born in the wilds of the 
  north western reaches of Finnmark, Einar entered Midgard with glorious distinction. His mother was 
  dying from battle wounds, leaving his father no choice but to cut Einar out of her womb. Within days, 
  Einar’s father fell ill to a mysterious affliction and joined his wife beyond the veil. It is said the infant was 
  then raised by the holy reindeer and protected until he was ten winters old. Einar was born deaf and mute. The 
  handicap forced Einar to develop a very unique, soft and sublime way of interacting with the world around him.
  A nomadic tribe who worship the Storjunkari (local Vaettir) found the sacred pack of reindeer who were watch-
  ing over little Einar. Despite Einar’s nakedness, the cold could not touch him. They adopted him, knowing that 
  the reindeer had bestowed upon them someone of great importance. The nomadic culture slowly seeped into 
  Einar’s being, but much of his strange, wild heritage remained. He grew into a strong leader of few words, and 
  his brethren followed him without question.
  As custom in his tribe, he took many wives, and the first of which was Berga. She had always had eyes for Einar, 
  and her interest started from the moment he was adopted by the tribe. In the usual custom, they built a shrine 
  called a Seita to the reindeer spirits and received blessing for their union. However, on the first lay, something 
  very strange happened. It was, as if Einar’s seed imparted some magical enchantment upon his wife. Physically 
  she remained as she was, but her mind was opened as if the night clouds parted to reveal the blazing full moon. 
  Her soul was awakened as if it had been slumbering since her birth. She found that she could now see, commune 
  with and interact with the spirit world. This occurred to all of Einar’s wives on the night of consummation.
  Einar was not without magical powers of his own. He was blessed with visions of the future. He guides his 
  people to lands that provide for them. His direction has purpose and meaning, but even he is unsure where this 
  road will ultimately lead him.
  LEVEL 14 FARDRENGIR
  FYLGIA
  LEVEL 14 FARDRENGIR
  Einar of the Storjunkari
     
  
  33
  
  34
  E
  rik was Harald Fairhair’s first son. Harald would go on to having many more sons, but no more 
  with Erik’s mother Ragnhild, princess of Jutland. Erik never paid much attention to his father’s 
  grand ambitions, simply content with executing the raids his father required. The battle and 
  the plunder were enough for Erik. On one such excursion, his fleet was lost in a storm and he 
  washed ashore in far away Finnmark, a land of witches and monsters. Nursed back to health by a local 
  medicine woman named Gunnhild, the two fell in love and married. Gunnhild is a highly intelligent and 
  shrewd woman who clearly sees the potential in her husband. He is in a unique position to inherit the 
  greatest kingdom throughout all of Midgard.
  As King Harald Fairhair began to grow old, Gunnhild’s grooming of Erik was paying off. He would re-
  ceive more and more responsibility in running the kingdom of Norveig. But certain blunders would keep 
  the king from declaring Erik as the true successor. Erik had a tendency to wear his emotions on his sleeve, 
  quickly scuttling negotiations with adjoining kingdoms. As Harald’s health began to deteriorate, Gun-
  nhild redoubled her efforts in making Erik the clear choice. To her dismay, king Harald passed without 
  any clear declaration of which of his sons would rule. This quickly devolved as Harald’s many sons would 
  begin feuding over the crown. Gunnhild had a plan, inviting them all to a wooden meadhall where they 
  could all discuss the division of the kingdom, so long as they swear fealty to Erik as high king. How-
  ever Erik’s negotiating skills surfaced and soon Erik found himself standing outside a burning hall where 
  many of his competitors burned to death. Skalds now speculate if Gunnhild summoned the spirit of Erik’s 
  ancestor Ingjald, who had performed the same treachery in order to grow his kingdom. The late King 
  Harald’s remaining sons, upon hearing this news, declared open war upon Erik.
  One of the low born sons who attended the negotiaitons in the mead hall was Hakon. However he was 
  ejected after his birthright was put into question by Gunnhild, revealing that his mother was a common 
  serving girl in King Harald’s court. His low birthright saved his life on that day, but he suspected Erik and 
  Gunnhild’s retribution and fled to the Great Isles of Midgard.
  Gunnhild knows that negotiations are over, and she will now leverage Erik’s strengths in defeating his 
  challengers in the field of battle. In order to gather a large army, Gunnhild has organized a tour of Nor-
  veig, where they can meet the local Karls and secure their allegiance to Erik’s banner. Erik has set his 
  sights on Bjorn Farmann as his next victim, sending assassins to his lands.
  A hulking battle-hardened figure, Erik comes across more as a rowdy Viking warrior than a son who has in-
  herited a massive kingdom from his father. He loves to raid, feast and like his wife he has no sense of humour. 
  His serious demeanour and short temperament make him difficult. Erik has placed his trust in Odin, and 
  after every victory performs a blot to the All Father. Gunnhild, using her powers as a practitioner of seith, 
  has foreseen a confrontation with a bastard son who has sided with the White God. She wishes to bestow 
  the blessings of the gods upon Erik by organizing a coronation ceremony at Trondheim’s Shrine of Kings.
  LEVEL 28 BERZERKIR
  FYLGIA
  LEVEL 28 BERZERKIR
  Erik, Blood Axe
  
  35
  
  36
  E
  rik was the only child born of a human mother and a Troll father. He was abandoned by his 
  parents when he was but a baby so Erik was forced to grow up quickly. The only link to his 
  past is a claw necklace that his father left in his bassinet. He learned early on how to be self-
  reliant, and to persevere regardless of the situation. Now a grown man, he is well built, bald 
  and covered in tattoos. His tattoos have very personal meanings, from a Valknut on his neck for his 
  son Noah, a tear dedicated to the memory of his daughter Emma, and snowflake tattoo representing 
  his darkest hour. Given his size and imposing personality, he tends to intimidate those around him. 
  His rite of passage was realized when he fought for his life against an enraged giant feral boar. Looking 
  for an improvised weapon, he used his father’s bear claw necklace to slash the boar’s throat, narrowly 
  escaping the boar’s razor sharp tusks. On this day, the Norns granted him life, he pledged a life of 
  valour, living by the standards of courage, truth, honour, fidelity, discipline, hospitality, self-reliance, 
  and perseverance. He has managed to uphold these virtues even after Ragnarok’s chaos descended 
  upon the land. This has made him a legend, and his tale is frequently recounted by skalds.
  LEVEL: 25 BERSERKIR
  FYLGIA (EMMA ROSE)
  TROLL BLOODED
  LEVEL: 25 BERSERKIR
  Erik the Frost Bear
  
  37
  Erik’s marriage was short lived, his wife having fallen  to the 
  spears and torches of rampaging crusaders. With the onset of 
  Fimbulwinter, keeping his children safe was his top priority. 
  His son Noah follows in his father’s footsteps, body, mind and 
  soul consumed with the desire for high adventure. His daughter 
  Emma Rose was the sunshine of his life, and in the trying times 
  of the Axe Age her spirited personality is what kept the gloom 
  away. But the Norns aren’t always kind, taking Emma Rose in 
  her prime. This sent Erik into a deep and very rage filled depres-
  sion. He and his son grew apart and Erik turned inwards and 
  focused on the unrelenting pain.
  His pain led him to flee Midgard and take solace in the dark Alfar 
  realm of Svartalfheim. There his mind found comfort in the com-
  pany of nightmares and unrelenting fear. But even if his conscious 
  wouldn’t allow it, his virtues held fast. His indomitable spirit re-
  sisted and overcame not only his own failings, but even the dark 
  oppression of Svartalfheim itself. His victory was not lost on a 
  Svart Alfar monarch. It is said that she captured his tear in a snow 
  flake binding some secretive enchantments upon his person.
  Upon his return to Midgard, he was known as Erik “The Frost 
  Bear”, but to his son, and those who he’s allowed to be called his 
  comrades and brethren, he was called “Pappa Bjorn”. They were 
  glad to have him back, even though he had been clearly changed 
  by his experiences in the shadow realm. But with his return a 
  Fylgia came and bound herself to himÖ it was his Emma Rose.
  Erik wades into battle with a war hammer called “Ravenous” and 
  a gauntlet called “Frost Mauler”.
  
  38
  
  39
  E
  rik is a very young man, yet his name is already stained with crimes. He has inherited his outlaw 
  status from his father when he was exiled from Norveig for many violent and salacious offences. 
  He and his father fled to Islandia and joined the north western villages where the most notori-
  ous criminals had been congregating. Erik’s father had many accomplices hiding out there. 
  Erik has been raised under very demanding circumstances, forcing him to assert his dominance over oth-
  ers his age. Already several murders have been attributed to the young lad.
  Erik is very large for his young age, and even stronger than his size would infer. He also has a hard time 
  judging his own strength which has caused some injuries to be more serious than intended. He has trav-
  elled far in his few years, and has travelled under very harrowing conditions due to Fimbulwinter’s un-
  forgiving grasp on the land. But this hasn’t dissuaded the young boy from exploration. While his father 
  forces Erik into hard labour in order to eke out a living, every free moment is spent exploring Islandia.
  LEVEL 12 GRIZZLED WARRIOR
  TROLL BLOODED
  LEVEL 12 GRIZZLED WARRIOR
  Erik “the Red” Thorvaldsson
  
  40
  G 
  orm has always been a strong follower of Aegir. Like his fa-
  ther Harthacnut before him, he  inherited a sworn duty to be 
  the warden of the Danevirke. Under his watch, the provoca-
  tions from the south have intensified. He  had the Danevirke 
  doubled in height and length. While King Harald Fairhair was alive, 
  he received regular support in soldiers and gold. However, since his 
  passing, he has had a very hard time maintaining the defenses of the 
  great wall. The pretender kings’ feuds have turned the people’s at-
  tention inwards, leaving Gorm alone in his struggle against the tide 
  of the White God.
  Gorm is a no-nonsense Jarl. He has little time or interest in petty court 
  gossip or emotional women’s banter. He has been known to lose pa-
  tience with those who aren’t direct in their dealings with him, going so 
  far as throw them into the dungeons beneath the wall. His father started 
  his training, becoming a strong military leader when he was still a very 
  young lad. While recruiting men for his war band, his heart was cap-
  tured by a young maiden named Thyra. She was adamant in becoming 
  a shield maiden in Gorm’s regiment. Her beauty was matched by her 
  lust for battle and her direct and stubborn character set her apart from 
  her rather banal peers. She didn’t immediately return Gorm’s interest 
  or affection. If you ask Gorm’s father Harthacnut, he would say that to 
  win her over, Gorm worked hard to bring out the very best in himself.
  G
  Gorm the Old
  LEVEL 12 GRIZZLED WARRIOR
  TROLL BLOODED
  
  41
  Eventually Gorm and Thyra wed, and had two sons: Canute and Harald “Bluetooth”. 
  Thyra shares the same temperament as her husband and matches his passion for the bat-
  tlefield. Their kingdom lies in a unique location, as their neighbors to the south have all 
  converted to the White God. The wall his father started has now become his life’s ambi-
  tion. He is determined to ensure that Midgard will not fall on his watch, and to achieve 
  this, he is willing to go to great lengths.
  Desperation drove Gorm to seek the dark mystic knowledge that had left Midgard long 
  ago. This knowledge led him to the mysterious creation of the Jelling stones (see page 
  118) in order to help secure his kingdom. However, with all the sacrifices that have been 
  demanded by the mighty Wight Sovereigns he has fallen into a spiral of blood debt. In 
  order to abate the Wight’s hunger, he has devised stone ship burials which would ensure 
  that those buried would be indentured into servitude and shrouded from the Valkries. So 
  far Gorm has buried both friends and enemies in these stone ships in order to keep the 
  Wights indebted to him. He uses the Wight Sovereign’s magic to eradicate his enemies.
  In the pursuit of gold and soldiers, Gorm sent his elder son Canute to Ath Cliath to try and 
  secure funding from Jarl Sitric. The plan is to have Canute woo King Sitric’s sister into 
  marriage, allowing Gorm access to the king’s seemingly unlimited assets. This also gets his 
  son away from the dark pact with the Wight Sovereigns that threatens to consume them all.
  His other son Harald has shown interest in the Crusaders to the south. He has always been 
  enthralled by tales of their knights on horseback, leading him to explore the new faith. He 
  has kept his interests to himself, knowing full well the wrath of his father, should he ever 
  find out. Harald owes his monicker to the fact that he has chiseled his teeth and has dyed 
  them with woad. Those who ride in his warband similarly alter their teeth.
  
  42
  H
  akon is the bastard son of the illustrious king Harald Fairhair and a drinking wench named 
  Thora Mosterstang. He was a handsome boy who grew up into a confident young man. His 
  father was proud of him and stood up for him when his siblings derided his low-born status. 
  Hakon wasn’t a particularly aggressive warrior, preferring to teach the basics to young as-
  piring warriors. He held many administrative positions within his father’s kingdom, collecting taxes and 
  managing finances. As such there weren’t any skalds willing to sing the praises of young Hakon.
  When King Harald died, Hakon never expected to ascend the throne. Erik was the eldest and most likely 
  candidate, however Hakon had his reservations. He did not trust Gunnhild and would rather see Bjorn 
  Farmann take over the kingdom. So when Erik’s wife Gunnhild organized a meeting of sons in order 
  LEVEL 28 STALO
  FYLGIA
  akon is the bastard son of the illustrious king Harald Fairhair and a drinking wench named 
  Hakon the Good
  
  to partition the kingdom, Hakon became very 
  vocal about his opinions and his displeasure 
  that Bjorn Farmann wasn’t even invited. Gun-
  nhild was quick to respond, inciting the sons 
  present against Hakon due to his low-born 
  mother’s status. He was ejected from the hall 
  and thankfully so, because a few hours later he 
  heard that it had burnt to the ground- the only 
  survivors Erik and Gunnhild!
  Fearing the same fate, Hakon got on the first ship 
  leaving Rogaland, and it turned out to be a ship filled 
  with Missionaries headed to West Anglia. They ad-
  vised him to seek the protection of king Aethelstan 
  and one of them gave him a cow bone crucifix pen-
  dant. Needing all the help he can get, he accepted 
  the gift and the advice. To his surprise the king gave 
  him a very warm welcome, and soon he felt like one 
  of the family. King Aethelstan dined often with Ha-
  kon, questioning him about Norveig and about all 
  of his half brothers. Their conversations would al-
  ways drift to Hakon righting the wrongs, wresting 
  the kingdom from Erik Bloodaxe and forging an 
  alliance with Aethelstan’s growing kingdom. Slowly 
  talk turned to action and Hakon began training in 
  tactics and battlefield warfare with king Aethelstan’s 
  half brother Edmund. 
  Hakon’s growing concern is the debt he has in-
  curred with king Aethelstan. He has no idea how 
  he could possibly repay such generosity. 
  Receiving news that Erik Blood Axe has tried to 
  assassinate Bjorn Farmann has put winds into 
  Hakon’s sails. Hakon has received his fleet and 
  is heading to Vestfold in order to help his half 
  brother Bjorn against Erik’s army.
  43
  
  44
  H
  alfdan is the son of Ingvar, the chieftain of Evingard. He is fiercely loyal to the ancient customs 
  of his clan. As a Rager Ulfhednar, he has a very short temper and his fury is seemingly unquench-
  able. He recalls the old days before the riches were discovered beneath his ancestral lands. The 
  discovery of the wealth has brought many foreigners to their land looking to extract this wealth. 
  These foreigners have managed to convince his father that exchanging the life for a wild wolf for that of a 
  privileged noble is a good thing... he couldn’t disagree more.
  Many rich merchants came to lay claim to the riches below the mountain in hopes of establishing lucrative min-
  ing opportunities. Those that did not seek Ingvar’s blessing or cooperation were run off by Ingvar’s feral nieces 
  and nephews. Those that looked for a blessing were retained. One stood out due to his largesse. His name was 
  Magnus Magnusson and he was generous enough to offer a third of the spoils for access to the mountains. Ingvar 
  was moved by this gesture and decided to grant exclusive rights to Magnus, backed by the wolf clan’s protection.
  LEVEL 16 ULFHEDNAR
  FYLGIA
  TROLL-BLOODED
  VAETTIR BOND
  Halfdan Ingvarsson
  
  45
  Years later, most of the clan lives in the outpost of Evingard, know-
  ing nothing but a wealthy and indolent lifestyle. To Halfdan, Ev-
  ingard represents a prison that has poisoned the souls of his breth-
  ren. He has tried many times to run Magnus off and speak reason 
  into his clansmen’s ears, but being of slow wit, he has struggled 
  to achieve any progress. In his heart he knows he cannot give up.
  He is quick to strike an alliance with anyone who wishes to oppose 
  Magnus. Halfdan wishes no harm towards his father, preferring to see 
  a change of heart. However, in the darkest parts of his soul, he knows 
  that with if he killed his father, he would lead the clan. He has forged 
  an alliance with Ivar “Iron Root” knowing full well that the druid has 
  been plotting against those who remain within the walls of the outpost.
  Despite his limited intellect, Halfdan has some advantages that 
  will aid him when the day of reckoning comes. His ancestral lands 
  run rich with history and magic. During his hunts, he has found 
  places of great power in the surrounding lands. Among them is 
  Hel’s Needle, a bone spire that reaches into the sky. He and his 
  feral brothers have not yet discovered its secret, but they know it 
  is a weapon of great power. They have also discovered a sinkhole 
  of unimaginable proportion that is filled with creatures tainted by 
  Niflheim. While trekking through the mountains they found one 
  of the Seats of the Watchers, but decided to leave the frozen oc-
  cupant as it sat in stillness. Lastly, he has discovered the Ancient 
  Standing Stones by the sea, which hold at bay some torrential pow-
  ers from Vanagard. Under normal circumstances, it would have 
  been better to leave these ancient sites alone, but desperate times 
  dictate desperate measures. His patience is running out, in a mo-
  ment of passion, it is very likely he will resort to embracing one or 
  more of these ancient locales of power.
  With the Great Vaettir sick, his father to blame, and Magnus se-
  cure in his influence over all in Evingard, Halfdan is ready for dras-
  tic change... even if it means that he might lose his life.
  
  46
  K
  ing Harald had the distinction of being the very first king to unify all of the petty kingdoms 
  into the mighty nation of Norveig. He belongs to the long standing Yngling dynasty. Their an-
  cestral lands are in the central region called the Ranrike. His father was the infamous Halfdan 
  the Black son of Gudrod the Hunter in turn son of Halfdan the Mild. This impressive line-
  age traces back over one thousand years all the way back to the Vanir god Frey. The progenitor of the 
  Yngling dynasty is known simply as Fjolnir. He was the son of the Vanir god Frey and the Rime Jotun 
  Gerda. Imbued with Vanir and Jotun blood, it is said that Fjolnir lived for over 200 years. His death is 
  the stuff of legends, recounted with humour and pride that the progenitor drowned in a 30’ tall vat of 
  strong mead. Apparently he tried to bathe in this heavenly nectar. 
  LEVEL 49 BERZERKIR (DECEASED)
  FYLGIA
  LEVEL 49 BERZERKIR (DECEASED)
  Harald Fairhair, King
  
  47
  
  48
  Throughout the millennium, many great Ynglings have forged an impressive legacy. Eight hundred 
  years ago the king named Dygvi the Brave died and was being carried up to Valhalla in the arms of a 
  Valkyrie. However Hel was enamoured with this hero and so she abducted him so he could become her 
  concubine in Helheim! Frey wouldn’t be the last Vanir god to inject godly blood into this lineage. An-
  other ancestor named Sveigdir the Dutiful was wed to a Vanir goddess named Vana and they had a son 
  named Vanlande. Sveigdir had amassed an incredible amount of riches throughout his life. His riches 
  attracted all sorts of negative attention, including a Dvergar named Diumir. Sveigdir was then tricked 
  by Diumir and imprisoned in a stone for eternity. Many supernatural tales surround these great men.
  Harald was a superstitious man, believing in omens from the gods. The voelvas told him that his early 
  victories would be attributed to his unkept appearance, so he avoided baths and grew his hair out long 
  and wild. This would earn him the ironic monicker of “fairhair”.
  King Harald’s first campaigns were northward, towards his family’s ancestral lands. They were the easy vic-
  tories that would net him more loyal soldiers. The opposition only started once he reached Sogn as the folks 
  there are fiercely independent. In these lands he would find the more powerful warriors that he would then 
  use to for his purposes. He prefered coin, but sometimes offered small tokens of gratitude in return for their 
  service. The Skallagrims family was one of his strongest tools... for a time. This family was a family of ber-
  zerkirs, half-trolls and shapeshifters. They turned the tide of several early battles in his northward expansion. 
  However they were a proud family and were very hard to control and utilize. One of the children was named 
  Egil, and he would become a recurring thorn in King Harald’s side. Eventually they became more of a hin-
  drance than a help, so king Harald banished them to Islandia and claimed their lands as his own.
  In order to grow Norveig southward he would go as far as Skane. The conquering of the Skirungssal 
  Kaupang was one of Harald’s hardest won victories. Too many wanted the site to remain free of any 
  aristocracy or taxes. Once he won those territories he halted any further campaigns to the south as Jarl 
  
  49
  Gorm’s kingdom was friendly and essential to Norveig. Harald had tremendous respect for Gorm the 
  Old who has kept the White God’s influence out of Midgard. Whenever resources would permit, king 
  Harald would send gold, soldiers and other gifts to Gorm to help with the maintenance and the opera-
  tion of the Danevirke.
  After acquiring soldiers and ships from the northern campaign, Harald planned his western expansion. 
  The western campaign extended to the Great Isles but stopped short of Hibernia. He learned from Gorm 
  the Old’s ancestors who had raided there a generation ago. King Harald had mixed success, as his victo-
  ries would be hard to maintain given the long and perilous supply lines from mainland Norveig.
  Initially, Harald didn’t have much respect for the eastern Munso dynasty and underestimated the op-
  position he would face there. Bjorn Eriksson was the king in these lands, and skalds depicted him as 
  a drunken fool, the only redeeming quality were the Munso naval fleets. When Harald attacked there 
  were many pitched battles in Gotaland and Ranrike through which both kings acquired a great deal 
  of respect for one another. In the end the battle lines determined the extent of king Harald’s eastern 
  border for his kingdom of Norveig.
  Norveig had become the largest kingdom in the history of Midgard. The next largest kingdom hadn’t 
  even been a quarter of the size. With power came money, women, pride and fame. He had no inhibi-
  tions when it came to siring many sons with both high-born and low-born women. In his old age, con-
  quest would give way to enjoying the spoils. The day-to-day management of so many territories stalled 
  out any further expansion. King Harald had put his many sons to work and started to test them to see 
  which would be worthy of carrying on the title of King of Norveig. To his chagrin, all of his sons had de-
  fects he could not endure. In the end he died of old age, not having left any written plans of succession.
  The night of his passing would coincide with the onset of Ragnarok. Skalds recount the tale of king 
  Harald drawing his last breath as the sun was devoured by a massive dark celestial wolf!
  
  50
  H
  ildolfr’s origins are shrouded in mystery. His uncanny resemblance to the All Father Odin has 
  some speculating on Hildolfr’s true identity. Most know him for his leadership of an elite band of 
  mercenaries known as the Battle Wolves. Adding to the mystery, those within the ranks of this elite 
  war band will speak of Hildolfr’s ability to travel at impossible speeds, seemingly appearing in two 
  places at the same time. He is very hands off when managing his mercenaries, so he does diligent work to ensure 
  those he recruits are the best of the best (minimum level 20 dwellers and denizens). 
  The reputation of the Battle Wolves is known throughout Midgard. Only the richest can afford their services, and 
  usually only for a short time. Hildolfr has been known to substitute a monetary payment with a future favour of 
  his choosing when the client’s station may prove more valuable. Once the terms of the agreement are handled, 
  he sets his Battle Wolves in motion and steps away until the contract is completed. Jobs include recovery of items 
  or persons, kidnapping, assassinations, protection, information gathering, and influence.
  LEVEL AND ARCHETYPE UNKNOWN
  H
  LEVEL AND ARCHETYPE UNKNOWN
  Hildolfr the Battle Wolf
  
  51
  Most of his time is spent on secret agendas, which he shares on a need 
  to know basis with his most trusted Battle Wolves. One of his most 
  precious projects involves an orphaned merchant named Magnus 
  Magnusson, a Dvergar named Svalms, a remote mining outpost called 
  Evingard, a King named Sitric, and a guild of blacksmiths in Ath Cliath. 
  The goal of this initiative is creating a new sun before the final age of 
  Ragnarok! Svalms the master smith has agreed to build a new sun under 
  the strictest of confidences for untold sums of gold. The essential rare 
  and potent materials required for this project are scattered throughout 
  the nine major realms of Yggdrasil. In order to collect them, his Bat-
  tle Wolves use the portals which are located at the Cornerstone of the 
  World near Evingard. Then Magnus uses his supply lines to move ma-
  terials to Hibernia under the guise of iron ore shipments to the black-
  smith’s guild in Ath Cliath. No one save Svalms is aware of the scheme. 
  A new sun, released in a strategic orbit over Asgard could help turn the 
  tide of the final battle to favour the gods.
  Hildolfr has a very commanding personality, although he always makes 
  sure that those around him speak their minds. He ensures that all 
  agreements are in his favour. His Battle Wolves number in the dozens 
  and those in his most trusted circle include: 
  Magnus “The Small” [Seithkarl] - is Hildolfr’s protégée and prac-
  tically his adopted son. Magnus isn’t in charge due to his odd social 
  graces and his murky moral compass. His words carry weight with the 
  Wolves because he is known to be clever. The talent he brings to the 
  table is the ability to detect magic and decipher items of great power.
  
  52
  Brisghild [Maiden of Ratatosk] - A quick tongue 
  and a quick blade. She speaks first and acts second; 
  thinking is often a distant third. She has been get-
  ting into trouble despite there being few laws which 
  remain after Ragnarok. She devotes most of her idle 
  time to gambling and  thrashing bullies. Her worth 
  comes from her uncanny ability to bring out the 
  worst in others, even unsettling level headed kings.
  Freki [Ulfednar] - A gentle giant of a man, he is a 
  man of few words. When he does speak, his words 
  are woven in wisdom and eloquence. He is profi-
  cient at training new recruits and enjoys doing so 
  tremendously. He is also slightly afraid of magic... 
  especially Seith magic.
  Volheim [Galdr & Blacksmith] - Describing 
  him as a curmudgeon understates his surly na-
  ture. He is the Battle Wolves’ quartermaster and 
  has been in charge of accounting and supplies 
  since before Ragnarok. Even the most ambi-
  tious newcomer will not mess with him because 
  he truly knows where the skeletons are buried. 
  He’s also a very talented magician known to 
  throw curses around. His ability to equip the 
  Battle Wolves brings tremendous value.
  Draugstagg [Skald] - Draugstagg is exception-
  ally charming and very good at verbally manipulat-
  ing those around him. His role is to disassociate 
  himself from the Battle Wolves and infiltrate or-
  ganizations while earning their trust. His ultimate 
  allegiance is to the Battle Wolves, but his act al-
  lows him to accomplish a lot more for Hildolfr.
  The Battle Wolves’ insignia is a wolf head super-
  imposed over a shield. The crimson-emerald col-
  our is very unique and almost impossible to repro-
  duce without knowing the ingredients for the dye. 
  To mark their membership most members of the 
  mercenary band are given a coloured cloth that 
  they attach to their armour to identify themselves.
  
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  I
  ngrid is a beautiful young maiden with long golden hair. To those in her family, it appears as though 
  Ingrid suffers from wanderlust. In reality, since a very young age she has been visited by many omens. 
  She cannot help but follow where these portents lead her. Oftentimes without warning, she steals away 
  from her home, taking ships to faraway kingdoms. Eventually she returns to a visibly shaken family. Her 
  father King Sitric has become increasingly troubled by her escapades since the dark years of Ragnarok.
  Oftentimes her omens are so cryptic that all she perceives are vague locations. She has started to map out 
  the places to which her visions lead her. Thankfully, her chameleon personality and skills in disguise have 
  allowed her to divert unwanted attention.
  LEVEL 10 GALDRIngrid “the Wanderer”
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  I
  ngrid is a beautiful young maiden with long golden hair. To those in her family, it appears as though 
  Ingrid suffers from wanderlust. In reality, since a very young age she has been visited by many omens. 
  She cannot help but follow where these portents lead her. Oftentimes without warning, she steals away 
  from her home, taking ships to faraway kingdoms. Eventually she returns to a visibly shaken family. Her 
  father King Sitric has become increasingly troubled by her escapades since the dark years of Ragnarok.
  Oftentimes her omens are so cryptic that all she perceives are vague locations. She has started to map out 
  the places to which her visions lead her. Thankfully, her chameleon personality and skills in disguise have 
  allowed her to divert unwanted attention.
  LEVEL 10 GALDRIngrid “the Wanderer”
  Ingrid “the Wanderer”
  
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  Her father is tired of making excuses as to why she only attends a few festivals a year. Her sub-
  jects have come to the conclusion that she is of fragile health... in reality each missed feast only 
  means she is off on one of her vision induced escapades. King Sitric is seriously considering 
  marrying Ingrid off to Canute, Gorm the Old’s eldest son.
  Ingrid has begun to piece together years of omens and the places they have taken her. She is 
  getting a clearer understanding of what has occurred to the Alfar, and her conclusions are very 
  disquieting. Mirroring the reality in Midgard, chaos threatens to engulf both the gods and 
  Jotuns. But what most mortals do not see is the gradual disappearance of the Alfar. A parallel 
  war is raging, a war of shadow between the Lios and Svart Alfar. It is a war of very high stakes, 
  with the heavens of Gimli, Vidblain and Andlang hanging in the balance.
  
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  F
  or as far as Ingvar can recall, the north eastern lands of Islandia have been his family’s ances-
  tral stomping grounds. As his father before him, Ingvar bound himslef to Dreki, the dragon 
  vaettir of the land. During his youth, his ambitions kept him busy ensuring that his tribe and 
  the land were prosperous. But unlike his father and grandfather, who knew much strife and 
  war, his reign was during a peaceful stretch of history. Unable to die young in battle, the years started 
  to weigh on his shoulders. He started to rely more and more on his son Halfdan to manage details he 
  didn’t wish to be bothered with.
  Twenty winters ago a strange band of mystics came to their lands. They were northmen, but dressed 
  strangely, more like missionaries of the White God rather than suits of armour and weapons. They 
  didn’t seek conflict or plunder, but rather sought to setup a secluded hamlet up in the mountains. 
  After some tense meetings Ingvar’s clan decided to leave them be. The hamlet soon turned into a vil-
  lage and then a town as more and more mystics came to study in this remote mountain valley. After the 
  cataclysm Ingvar concluded that they should have paid more attention to these visitors. The cataclysm 
  came quickly and unexpectedly, creating tremors in the region that lasted a year, and releasing never-
  seen-before foul beasts upon the land.
  LEVEL 26 ULFHEDNAR
  F
  LEVEL 26 ULFHEDNAR
  Ingvar, Lord of Evingard
  
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  For the first time in years, he felt that rush of adrenaline and excitement. So five years later, when visitors 
  came to Ingvar’s lands once more, he was a lot more interested in what they had to say. These prospectors 
  had found riches in the mountains, and wished to start a mining operation. But before negotiations could 
  conclude, more prospectors came and soon they were in a bidding war to appease Ingvar. One merchant 
  quickly rose to the forefront, Magnus Magnusson. He would offer a generous share of the profits for Ing-
  var’s clan, even offering to build them comfortable homes within the walls of the new outpost. Feeling that 
  surge of excitement once more, Ingvar quickly agreed to the terms and brought his clan into the outpost.
  The first months were filled with comfort, good food and drink- no one lacked for anything. However 
  Halfdan started to become restless, and he was angry about the ulfhednar losing their way. Somehow 
  Halfdan sensed Dreki’s displeasure, while in a mead induced haze, Ingvar had no qualms about ignoring 
  the ancient Vaettir’s pleas. Halfdan wasn’t alone, almost half of the clan shared Halfdan’s wanderlust. A 
  family schism was erupting, but life was too good, and Ingvar didn’t try very hard at pacifying his son and his 
  followers. They soon left Evingard with a purpose of restoring the ways of the clan before Magnus’ arrival.
  In Ingvar’s heart he feels he has done right, making up for the cataclysm and the ensuing chaos. He en-
  sured a lifestyle of comfort for his clan, something his father and grandfather tried to fight for, but never 
  achieved. Many family members that have stayed within the comforts of Evingard praise him as an excel-
  lent negotiator and leader. As long as he can mute the Vaettir’s nagging, life will be good.
  
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  I
  var was always drawn by the preternatural force over which the Vanir gods hold dominion. Clan Ing-
  varsson was never monolithic in faith, but the majority did align themselves with the cause of the Jotuns. 
  Ivar and his sister Rin were already very close, but the Vanir faith permitted unfettered love between 
  siblings, fostering an intimate bond between them. However, the sensibilities of the clan leadership did 
  not condone such behaviour. Things soured between the chieftain Ingvar and Ivar’s parents long before 
  tension arose around Ivar and Rin’s union. Ingvar made it clear that such a union wouldn’t be acceptable 
  to the clan, and if they were to proceed, it would result in expulsion from the clan.
  Excommunicated as outlaws, Ivar and Rin were left to survive in a very hostile wilderness in the north eastern 
  lands of Islandia. At the time, his skills were complimentary with the nomadic clan, but weren’t sufficient for 
  a life of solitude. Necessity drove Ivar to push his bounds of ingenuity, wisdom and tenacity in order to sur-
  vive and keep his pregnant wife safe. Living off the land, Ivar began to uncover his unbridled talents in Ver-
  wandlung magic. Self-taught and, he would later claim, aided by Njord’s watchful eye, he grew astoundingly 
  powerful in the Druidic arts. It served him well, as he and Rin were no longer under the protection afforded 
  by membership in the wolf clan. Drunk and vengeful clan members, wolves, polar bears, and the occasional 
  undying not to mention the elements, threatened their way of life. A few years into the exile, Ivar made the 
  mistake of allowing some lost, wounded clan members to seek shelter at his abode. They were youths from 
  the new Evingard outpost who had ventured out into the wilds without proper preparation. As he tended 
  their wounds, they abused his hospitality, pillaging his home, raping his wife and in the end beating Ivar 
  within an inch of his life. When Ivar regained consciousness, his wife was dying. Her health deteriorated 
  quickly and she died in his arms. He swore that he would never allow his daughter to meet the same fate as 
  her mother. From that day on, Ivar pursued the druidic arts as a man possessed by an unquenchable fire.
  Ivar’s first grand accomplishment was creating his “hovel on the hill”... a magical abode that changes locations 
  and remains shrouded from prying eyes. From a distance it appears as a small ramshackle hut, but as one enters 
  the grounds, the real grandeur becomes apparent. A much larger longhouse that can comfortably house one 
  hundred people is surrounded by thick spiked bramble vines. The interior is overgrown with vegetation and is 
  home to many animals. This sanctum has granted comfort and safety to Ivar and his daughter, Rhine.
  Ivar’s magic allowed him to exert power over the domains of plants, animals, the land and stars. He used his 
  powers to subjugate all manner of beasts. In an act of misguided vengeance, Ivar started to imprison many visi-
  tors who came to his home. He used his magics to slowly transform his visitors into subservient and ensorcelled 
  women he would add to his harem. The transformation would begins within the first 24 hours and complete in 
  48 hours. For those he felt could be of use, he would bestow some Druidic powers, and then send them off on 
  errands. The nature of the errands could range from simple spying and reconnaissance to more complex mis-
  sions involving sabotage. With this harem of heroines, he has become a thorn in the side of Ingvar and Magnus.
  He continues to despise Ingvar for the anger he cannot purge from his heart. He also blames Magnus for 
  the harm his mines have caused the land as well as the great Vaettir’s illness. He is considering a union of 
  force with Ingvar’s disenchanted son, Halfdan.
  LEVEL 18 DRUID
  var was always drawn by the preternatural force over which the Vanir gods hold dominion. Clan Ing-
  Ivar “Iron Root”
  
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  K
  oshchey is a wild man who loves to ride naked through the forest. His mount is magical, having 
  the ability to float above the water and never tire. He is a real threat to anyone travelling the 
  Volga trade route. His lust for fair maidens drives him to raid caravans and trading ships that 
  carry such booty. He brings them back to his hamlet and ensorcells them into subservience.
  Koshchey cannot be killed because his soul is separated from his body. His soul resides in a Death Stone, 
  cloaked with an illusion of a mundane object that resembles a duck egg. The Death Stone effectively erases his 
  time of death from the Tapestry of Fate. However the closer the Death Stone is to Koshchey, the weaker he 
  gets. It is said that physical contact between the beneficiary of the Death stone and the Death Stone itself causes 
  instant death. Until that time, Koshchey remains immortal. This makes him truly fearless in battle. On top of 
  that, rumours abound that he is the steward of the land, having the backing of a powerful land vaettir.
  Many years ago a queen whose kingdom borders the Volga was forced to deal with Koshchey’s mischief. 
  She tried to have him killed unsuccessfully. After devising a trap involving some beautiful bait, she man-
  aged to capture and imprison him leveraging his vanity as a weakness. His incarceration lasted a decade 
  until an unsuspecting hero freed him. He has been at large ever since.
  Those that have witnessed this howling marauder have described him as lanky, lean and muscled greying 
  man. His tangled seaweed like hair frames a a pair of reptilian eyes beneath white bushy eyebrows. His large 
  nose detracts attention from his large, misshapen and crooked teeth. His skin is mottled and dry, forever 
  shedding like that of a snake. When he speaks, he speaks in riddles, never directly addressing a question.
  More warrior than magician, Koshchey recently visited Baba Yaga in order to learn a spell that would 
  allow him to shape-change. His favourite form is that of a whirlwind. In this new form, which he can main-
  tain for up to an hour a day, he is able to scoop up more unsuspecting beauties for his harem. Some people 
  mistake his disconcerting ability to mimic any voices and sounds as a magical enchantment. He does rely 
  on divination magic in order to scry passing caravans at a distance, looking for young beautiful maidens. 
  However it is nothing more than an extraordinary talent that Koshchay has honed over the years. When 
  pressed to fight, he prefers to fight unarmed and naked, as his fingernails and toenails can eject a very 
  toxic and potent poison. His bite has been known to paralyze foes for several days. When he utters his 
  battle-cry, he is usually escorted by a murder of crows.
  He has a dozen sisters that are said to manage the hamlet which contains his harem. Those who have seen 
  them and have lived to tell the tale, speak of hideous hags that match Koshchey’s dubious charisma. They 
  recount scenes of horror where older harem members are boiled and eaten by Koshchey’s family.
  LEVEL 31 FARDRENGIR, DRUID, BERZERKIR
  FYLGIA
  TROLL BLOODED
  Koshchey the Deathless
  
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  A 
  mountain of a man, Leif stands head and shoulders above most. His red hair is pulled into a rough 
  braid, and his beard has been left to grow wild. Hailing from a remote village in the frigid north of 
  Norveig, as a young man he found that he could earn more as a hired sword than by working the 
  land, and before long, he was providing his skills to various karls for weeks or months at a time.
  Leif wears a riveted chain shirt, covered on his back by a full bear skin. When asked, he gladly tells the 
  story of killing the bear with little more than his bare hands (with only a little embellishment). He fights 
  with a full sized maul in one hand, and a massive shield in the other, which appears to have begun its life 
  as a tavern door. Someone went to the trouble of reinforcing it with steel bands and attaching arm straps, 
  LEVEL 20 BERZERKIR
  TROLL-BLOOD
  LEVEL 20 BERZERKIR
  Leif “the Mountain Shaker”
  
  63
  but for some reason, Leif is less willing to tell the story of how he got his shield...
  presumably because the previous owner still wants it back.
  Vicious in combat, the bearded warrior takes the form of a bear on the battle 
  ground. His heavy strikes can be seen throwing lesser men across the field. When 
  standing his ground he is like a rock breaking a wave, and it seems unlikely that a 
  mortal man could move him. 
  Outside of battle, Leif is generally friendly and well liked. His years of travelling 
  from village to village have instilled a wander lust which makes him restless if he 
  stays in one place too long. With enough mead in his belly the huge man will almost 
  always launch into tales of his exploits, many of which are too outlandish to be taken 
  seriously by anyone not similarly intoxicated.
  
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  LEVEL 36 SEITHKONA
  TROLL BLOODED
  Louhi, Mistress of Pohjola
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  TROLL BLOODED
  LEVEL 36 SEITHKONA
  Louhi, Mistress of Pohjola
  Louhi, Mistress of Pohjola
  LEVEL 36 SEITHKONA
  Louhi, Mistress of Pohjola
  LEVEL 36 SEITHKONA
  L
  ouhi is a queen as well as a great and powerful sorceress, but in her youth things were a lot more com-
  plicated. She was born and raised in the picturesque eastern kingdom of Kalevala. Soon after birth, her 
  parents give her up to a merchant named Alvar who raised her as his own. Louhi nor Alvar knew that her 
  parents were of supernatural origin, being hounded by a dark and evil force bent on their destruction. 
  They gave Louhi up for her own safety, and her first years were filled with unbridled happiness. However this 
  quickly changed as Louhi’s powers started to manifest on her 12th birthday. Not knowing what was going on, or 
  how to control such untamed and torrential magical power, she inadvertently injured Alvar, almost killing him.
  Over the years she made some close friends that understood her predicament and sympathized, but for the most part 
  Alvar kept her hidden away from the other villagers knowing full well that their reaction would be. But the magical 
  might within her only grew, and without proper tutelage the accidents became more and more pronounced. After 
  a particularly horrific accident that claimed several lives, Louhi was run out of town by a blood thirsty mob. She fled 
  north to the most inhospitable lands she could find in hopes that no one would follow her. To her surprise her true 
  friends came to support her, and together they forged a small northern kingdom they would call Pohjola. The early 
  years were tough, since nothing grew in this arctic wasteland. However the wide open spaces meant Louhi could 
  practice her magic freely without hesitation and that is what she needed to hone her talents.
  Unfortunately her crimes back in Kalevala weren’t forgotten, and the animosity towards her only grew. Despite 
  the vitriol, she worked hard to mend the divide. Many years passed and Louhi had become the queen of Pohjola, 
  a mother to several children and a widow. As her children grew, age, the harsh life and magic began to wear away 
  at Louhi’s exterior, leaving her with the appearance of a gnarled crone. She resolved to craft a magical device that 
  would provide great bounty for her kingdom. Despite her efforts at crafting a Sampo, all attempts failed.
  One day, washed up upon the shores of Pohjola she found none other than the legendary sage Vainamoinen. He 
  had taken some grievous wounds at the hands of  Joukahainen. She took him in and nursed him back to health. 
  When he recovered he was smitten by her many beautiful daughters, and asked that the youngest and fairest be 
  his bride. In a momentary moment of weakness, she forgot about her daughter’s wishes and agreed so long as 
  Vainamoinen could provide her with a Sampo.
  Vainamoinen returned with a master blacksmith named Ilmarinen. He would be creating the Sampo in exchange 
  for the engagement. It took him three days and nights with all of the extra hands Louhi could muster to work the 
  bellows and keep the fire hot. At last it was created and then placed within the sacred copper mountain called 
  Sariola. The engagement proceeded as planned, but the bride and groom were at an impasse. The bride refused 
  to leave Pohjola to a kingdom that exiled her mother. Similarly, Ilmarinen did not want to live in this desolate, 
  cold and rocky kingdom. Vainamoinen and  Ilmarinen left angry.
  Feeling that they were cheated, Vainamoinen, Ilmarinen and Kaukomieli returned and using song magic, stole the 
  Sampo. Louhi gave chase in the form of a giant ferocious eagle and the resulting battle damaged and broke the Sam-
  po, but the majority of the artifact returned with the warriors to Kalevala. Furious, Louhi returned to her kingdom 
  vowing the destruction of Vainamoinen and his treacherous companions. She stood atop Sariola and began a plague 
  ritual. Winds buffet the mountain and the land grows dark and cold, something much greater than her magic is at 
  work here- above Skoll and Hati pounce upon the sun and moon... Gazing up at the darkening skies, her grey hair 
  flailing, Louhi had a flash of inspiration. Changing her ritual to one of beguiling, she charmed the wolves to descend 
  and enter the caves beneath Sariola. She has captured Skoll and Hati, vengeance will be hers!
  
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  M
  agnus Magnusson wasn’t always a wealthy man. His earliest memories begin with life at an orphan-
  age after his village was wiped out by a plague. He was one of the last children to be adopted due to 
  his poor physical health and this helped shape Magnus’ empathy for orphans.
  Life wasn’t easy working for his foster parents. He had several new siblings which ensured Mag-
  nus received the worst of jobs, allowing them to undertake the easier ones. This went on for most of Magnus’ 
  childhood, until one day, his trivial work resulted in him crossing paths with a man named Magnus. He was a 
  merchant that had a tragic childhood similar to Magnus’. Magnus beseeched the merchant to take him on as an 
  apprentice. Seeing a little of himself in the boy and some potential, he agreed to buy Magnus from his parents.
  Magnus Magnusson
  LEVEL 20 SKALD/SEITHKARL (MALE SEITHKONA)
  
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  68
  Travelling with his new “father”, he started to introduce himself as Magnus Magnusson. He learned much 
  from his father, earning more responsibility. He learned that influence was the cornerstone of power. Hav-
  ing the ability to manipulate others will allow one to have everything else: power, money, and women. The 
  merchant also fostered cunning within his son, giving him the ability to create business opportunity, rather 
  than waiting for opportunities to arise.
  As Magnus grew older, his father introduced him to a wandering man named Hidolfr. It turns out that Hidol-
  fr was the leader of the Battle Wolves, a legendary mercenary band. How his merchant father of modest 
  means could afford to hire such an impressive crew was a mystery to Magnus.  Upon his deathbed, his father 
  confessed that the only reason he could afford the Battle Wolves was that Hidolfr insisted upon working for 
  a pittance sum as long as the orphan Magnus would inherit the business.
  In Magnus, Hildolfr saw a talent few possessed. Without realizing it, Magnus had developed his gift of 
  speech and cunning to levels few could hope for. He attributed his success to his late father, but in truth, the 
  business was about to take off to new heights with Magnus at the helm. Hidolfr would ensure that protection 
  would be provided allowing the business to grow unmolested. Within months of his father’s passing, the 
  darkness of Ragnarok descended upon the world. During the first year of Fimbulwinter, Magnus capitalized 
  on the mass desperation and reaped the rewards. His business grew in riches and renown.
  At the end of the first year, he overheard Hidolfr speak of some new riches that had been discovered at the 
  Cornerstone of the World in Islandia. There would be other claimants heading there that had more gran-
  deur than Magnus’ business, but none that could match Magnus’ business acumen, nor the ferocity of the 
  Battle Wolves which would travel with him. While he courted the chieftain in these lands, Hidolfr’s battle 
  wolves were busy sowing chaos in the efforts of the competing merchants. In the end, a prize that could have 
  made several merchants very rich, went to Magnus in its entirety.
  The riches were the metallurgic ores that sat in the mountain ranges of the north-eastern peninsula of Islan-
  dia. Within a year a town, Evingard, sprung up. Magnus’ mining operation was two-thousand person strong 
  by the end of the first year. He even convinced Ingvar and his tribe to give up their wild ways, and live in the 
  plush lifestyle of Evingard. Magnus figured that a domesticated Ulfhednar clan would be a big benefit to 
  his long term goals in Islandia. Today Magnus is the most powerful and influential man in Evingard, but he 
  keeps Ingvar as the figurehead to deal with daily squabbles of his now rich family.
  
  69
  The main wealth comes from the exotic ores Magnus extracts from other realms that are accessible from the 
  Cornerstone of the World. Hidolfr seems most interested in keeping these supply lines open. His warriors 
  help guard shipments that go to Ath Cliath and keep the presence of these ores secret except from Magnus’ 
  inner circle and the Battle Wolves. The inner circle has organized the extraction of iron ore to be the cover 
  for the much more valuable ores that are mined and moved by a select set of trusted miners. He then has a 
  runner named Draugstagg who has a swift ship that can deliver the prized cargo to the blacksmith’s guild in 
  Ath Cliath. This entire shipment is protected by the Battle Wolves at all times.
  Magnus is very hands-on in his management of the most precious parts of his business and he travels with 
  his inner circle that includes a Galdr named Modi, Maiden of Ratatosk named Frida, and a Seithkona named 
  Gunnlaud. Modi, Frida and Gunnlaud are orphans Magni has rescued from abuse. They are always alert and 
  they protect Magnus with unfailing devotion.
  Ingvar’s son Halfdan refused to succumb to Magnus’ gifts and easy lifestyle. He took a few from his clan 
  and refused to give up their traditional ways. No matter how hard Magnus tries, Halfdan refuses to yield. 
  If anything, the attempts have driven the relationship to levels of animosity bordering on homicidal hatred.
  
  70
  O
  laf is the son of Hoskuld Dala-Kollsson, a chieftain who lives in the Laxardal region. Laxardal is in the 
  north western portion of Islandia, overseen by the great eagle Vaettir. Olaf is one of the richest young 
  land owners in Islandia. However, his childhood was something else altogether.
  Born to a concubine named Melkora, Olaf was a bastard. His father denied him at first but the 
  truth came out and Hoskuld’s wife, Jorunn, set out to make life as hard as possible for both Melkora and 
  Olaf. They were cast out of the household and forced to live as thralls working for Hoskuld. The other 
  thralls made it no easier, seeing how Olaf would get subtle benefits from his father. To complicate mat-
  ters, his mother was mute, so Olaf grew up with no one that would stand up for him. This harsh upbring-
  ing forced Olaf to grow into a very strong man. Melkora gave Olaf a younger half-brother named Helgi 
  when she became romantically involved with another thrall.
  LEVEL: 24 GALDR
  laf is the son of Hoskuld Dala-Kollsson, a chieftain who lives in the Laxardal region. Laxardal is in the 
  Olaf Hoskuldsson
  
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  Only in Olaf’s adolescence did Melkora reveal that she could speak, but chose not to in order to preserve 
  her secret identity. It turns out that she is the granddaughter of the legendary former king of Ath Cliath 
  named Niall Glundub. When King Sitric attacked Ath Cliath, her grandfather was killed, she was taken 
  captive and her father Muirchertach mac Neill fled and now rules Ailech in Hibernia. She was then sold to 
  Rus slave traders who eventually sold her to Hoskuld in one of his visits to Gotaland. On the route back, 
  Hoskuld lay with Malkora thinking that her being a mute would keep it a secret from his wife.
  Olaf’s fervor in performing his labourer work, his fighting prowess, and his keen acumen caught the eye 
  of a wealthy Godi (priest of the Aesir god Foresti) named Thord. Thord was going through a messy sepa-
  ration with his wife Vigdis, and he had no love for his children with her. Out of spite he wanted to arrange 
  that Olaf become his foster-son so that he could inherit everything. Hoskuld was for the arrangement, 
  but Melkora saw the danger in this arrangement. Vigdis would have good reason to go after Olaf, which 
  worried Melkora tremendously. Despite her wishes, Olaf was passed onto Thord as his new foster-son.
  Having ownership of the land, and riches he had never dreamed of possessing, Olaf is coping as best he 
  can. Rangarok’s Fimbulwinter has made trade difficult, and very few merchants deal in items that are not 
  of absolute necessity. Olaf enjoys acquiring vanity merchandise such as dyes and perfumes, for both he 
  and his mother. With the first shipment of dyes that he acquired, he managed to colour all of his wardrobe 
  in Bifrost colours. There are those who now call him “the peacock” behind his back.
  Over the last month he has been preparing to attend the very first Althing. He wants his attendance to be 
  full of pomp and extravagance. He plans on bringing his new sword Fotbitr to the event.
  
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  O
  tto started out as the king of Saxony, but quickly acquired stature and influence throughout 
  Outer-Midgard. His kingdom had very close ties with the western kingdoms of Francia and Brit-
  tany, ties that had been established by his father Henry the Fowler. A generation ago, Francia had 
  granted asylum to many royals from the Great Isles who were fleeing Ivar the Boneless. Many of 
  these royals were accepted into various courts and Otto had the pleasure of securing a bright young West 
  Saxon named Ahtelstan and his half brother Edmund, two bright boys that showed immense promise. 
  With Otto’s expansionist ambitions, he was always grooming new commanders.
  During his eastern military campaigns into the land of the Slavs his supply lines were ambushed by an army 
  of northmen from Midgard. It was a surprise attack by a chieftain known as Bjorn Eriksson and before 
  reinforcements could arrive, Erik’s forces plundered and made off with many slaves. Otto consulted his 
  LEVEL 38 CRUSADER
  LEVEL 38 CRUSADER
  Otto the Great, Emperor
  
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  chroniclers to learn more about this threat from the north. Twenty years before Otto’s birth the Viking 
  northmen laid siege to Francia. Streaming out of Midgard, they sailed into Outer-Midgard with thousands 
  of men. Their savagery was intense and after much plunder they returned to their heathen lands.
  Forgetting the Slavs, he turned his efforts north, smashing against Midgard’s southern kingdoms. The 
  Danevirke wall was immense and spanned coast to coast, forcing Otto into a naval campaign. But his ef-
  forts failed as the northmen outclassed his navy with superior ships. His efforts none the less garnered him 
  a fan in the south, Pope John XII. Pope John XII was looking for a mighty king that could lead a crusade 
  in his name. The crusade he had in mind was expanding the faith, the land, taxation and the influence of 
  the Holy See. Pope John XII found his white knight in Otto and invited him to Rome. The following year 
  king Otto’s delegation arrived in Rome and he was crowned Holy Roman Emperor Otto. The agreement 
  meant that he would bend knee to Pope John XII, be granted expanded territories in the south, be able to 
  raise an even larger army from these new lands, and he would perform a crusade into Midgard.
  Emperor Otto returned north with four additional armies he had mustered in the new territories. With 
  high spirits his northern campaign began... but not as he nor Pope John XII would have liked. On the day 
  of the full scale attack on the Danevirke, the sky grew dark as the sun was snuffed out. Panic descended 
  upon his troops and what should have been a victory, quickly turned into a humiliating retreat. Dark gos-
  sip was spreading throughout the armies, sowing fear and doubt into the hearts of his soldiers. Pope John 
  XII’s displeasure was unmistakable. The meeting with his military leaders had an 
  unexpected breakthrough when Aethelstan surprised them with a plan that seemed 
  foolproof. And so began the campaign for Wessex, the first foothold into Midgard. 
  Aethelstan would be crowned king and would lead the armies through sympathetic 
  lands. Before launching Aethelstan’s armada, Emperor Otto wanted to ensure loy-
  alty, so he married King Aethelstan’s half-sister Eadgyth in order to seal the alli-
  ance. One can’t be too careful when granting someone such power and priviledge.
  With Wessex secured, Aethelstan set his sights on the adjoining kingdoms. Otto 
  was preparing to send reinforcements to king Aethelstan as promised, but disturb-
  ing news from the south stayed his order. What he has heard from his southern spies 
  is very troubling. Apparently the armies of margrave Berengar II have massed to the 
  south of Otto’s kingdom, possibly readying for attack. Pope John XII has grown 
  silent since the failure at the Danevirke. Otto will not rule out possible treachery.
  
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  J
  ohn was born into the Theophylact family. A family deeply entrenched in the power structure of 
  Rome and much of Outer-Midgard. The reign of the Theophylact family is widely known as the 
  Saeculum Obscurum (the dark age). They control both levers of power: secular and spiritual. When 
  John was elected Pope, no one was surprised. In fact that confirmed what many already believed: 
  that the spirit of White God had left the holy city. Many of the street rumours are based in fact. Pope John XII 
  is a scoundrel that turned the Lateran into a brothel. He loves intrigue, gossip, war and debauchery. One of 
  his greatest desires is to expand the Theophylact family’s reach and control into Midgard. To achieve this he 
  has recruited a mighty king whose weakness is vanity. By offering a title, he has bought his kingdom’s services. 
  However emperor Otto hasn’t lived up to his expectations so Pope John XII has found a successor in margrave 
  Berengar II. Pope John XII has dangled the title of “Holy Roman Emperor” in front of Berengar, telling him 
  that the title will be his if he conquers Saxony and takes over the crusade. The wheels are in motion.
  UNKNOWN LEVEL AND ARCHETYPE
  UNKNOWN LEVEL AND ARCHETYPEPope John XII
  
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  itric hails from the legendary clan of Ivar. His ancestors are legends, started by the ber-
  serker Ragnar Lodbrok. The clan was made infamous by his grandfather Ivar the Bone-
  less, who took great pleasure hunting down the followers of the new White God. Ivar 
  became notorious for the use of the Blood Eagle torture, which involves cutting away the 
  ribcage from the spine and pulling out the victim’s lungs through the wounds. The banner for House 
  Ivar is a black raven on a red field.
  LEVEL 32 GALDR
  LEVEL 32 GALDR
  Sitric Cuaran, King
  
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  When Sitric was young, he was captivated by the exploits of his ancestors. Raised by a Godi of Odin, 
  his reverence for the god is fervent and obsessive. To the shock of friends and family, Sitric performed 
  a blot to Odin and gave up his right eye for wisdom. Since that day, Sitric’s fortunes have amassed 
  rapidly. One fateful day, his brother Sicfrith came to him beaming with pride. Apparently Sicfrith 
  had converted to the faith of the new White God. This made Sitric sick to his core. Without a second 
  thought, Sitric committed fratricide in the hopes it would appease Odin.
  On his sixteenth birthday he received an omen from a wanderer which set him off on conquest. 
  He asked two likeminded cousins to join him on a plunder that would know no end. Ragnall 
  and Gofraid agreed without hesitation as all three had shared a similar dream a fortnight ago. 
  Setting out from ancestral Jutland with three ships, each manned by 60 loyal thanes, they set 
  forth on an expedition that would surpass all imagination. All opposition melted away as they 
  re-took York and renamed it Jorvik. They traversed Northumbria gathering more troops under 
  the raven banner.  Lastly they sailed to Hibernia and captured Ath Cliath, one of the most cen-
  tral trade hubs in all of Midgard. Splitting the spoils, Ragnall took his seat of power in Jorvik, 
  Gofraid took Northumbria as his own, and that left Ath Cliath for the new king Sitric.
  His rule in Ath Cliath would face a great challenge with the onset of Ragnarok. Fimbulwinter rallied 
  the independent chieftains of Hibernia to strike at this foreigner. However, with graces from above, 
  Jarl Sitric held back the tide and eventually broke the opposing forces, taking them as slaves. Over the 
  course of the first age of Ragnarok, Jarl Sitric managed to turn Ath Cliath into one of the richest and 
  most prosperous towns, with the slave trade being no small part of this success.
  
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  With a growing reputation throughout Midgard, his list of enemies has grown considerably. 
  Constantine II, the king of Alba tried to stir up trouble in Hibernia, but he quickly realized that 
  Sitric’s reach extends much further than Hibernia. With his forces heading towards Ath Cliath, 
  Constantine II had to turn around to defend his lands after Ragnall and Gofraid struck at the 
  undefended Alba. With reluctance, Constantine agreed to a truce between his kingdom and 
  House Ivar. Constantine II bides his time, looking to possibly ally himself with Aethelstan, the 
  king to the south. Gofraid’s son Olaf continues to push his uncles into attacking Constantine II, 
  sensing Alba’s ambivalence at an alliance.
  Aethelstan has been watching king Sitric’s successes with growing interest. Given Jarl Sitric’s repu-
  tation he knows that both war and dialogue could prove a challenge. Sitric has also been watching 
  Aethelstan, as the king who serves the new White God has been marching north with many victories 
  under his belt. Jarl Sitric has heard through emissaries that Aethelstan may be proposing a marriage of 
  one of his daughters or even his sister. In order to build a foundation between the two kingdoms and 
  lull the good king to the south into a false sense of security, Sitric is considering all options available 
  to him. With the north in check, his next steps of expansion could only be against Aethelstan’s forces.
  Gorm the Old’s son, Canut, has come to Ath Cliath to woo Sitric’s daughter Ingrid (the Wanderer). 
  Sitric sees Gorm’s plan for what it is, and rather than calling him on it, Sitric wants to see how this 
  could play out as a benefit for himself.  
  His most secret and profound desire is to get the attention of the Valkyries so that one day he can meet 
  Odin in Valhalla.
  
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  valms is a rarity among Dvergar. Rather than work the forges in the realms of the giant 
  and gods where the contracts are very lucrative, Svalms has decided to setup his business 
  in Midgard. The immediate returns may be smaller, but Svalms is in it for all four ages of 
  Ragnarok. He sees the long-term investment into a realm whose populace may sway the war 
  in a very profound way. As with all contracts outside of Nidavellir, he pays his tithe to King Ivaldi.
  Svalms uses a magical disguise to ensure that his true nature isn’t discovered. He passes himself as a 
  short man who has become the head of the blacksmith’s guild.
  His import network consists of merchants who can procure ores from the outer realms such as Vanagard and 
  Jotunheim. A constant stream comes in from a merchant named Draugstagg. He is well represented as his 
  entourage is made up of the legendary Battle Wolves. His ships come from the west indicating a possible con-
  nection to the outlaw isle of Islandia. Draugstagg’s ships carry iron as a cover, but he marks the most impor-
  tant cargo with the Othala rune. Within those crates, Svalms finds ores from many worlds and he makes sure 
  his curiosity doesn’t taint this lucrative relationship. Draugstagg is very good at what he does, but Svallms is 
  LEVEL 50 DVERGAR
  LEVEL 50 DVERGARSvalms the Dvergar
  
  81
  convinced that he is more of a runner than a merchant, and 
  someone much shrewder runs the show from afar.
  Svalms has recently been courted by a few of the pre-
  tender kings that seek legitimacy for their claims on king 
  Harald’s old kingdom. Erik Bloodaxe, Hakon the Good 
  and Bjorn Farmann, as well as Gorm the Old, stewart 
  of the Danvirke have all recently approached merchants 
  that Svalms has sent out into Midgard looking to sell 
  Dvergar grade wares. He is most curious about Hakon 
  as this young man has managed to galvanize a sizeable 
  force on the Great Isles. What talents does Hakon pos-
  sess? Charisma? Is he a potent strategist? The amount 
  of attention and support he has received is uncharacter-
  istic of someone who is a low-born thrall. His proximity 
  to Ath Cliath may affect Svalm’s business and he is keen 
  to know more. Knowing that Hakon’s patron, King Ae-
  thelstan, is a threat to King Sitric, Svalms has decided 
  to use King Sitric to do his dirty work. After all, the new 
  White God must not be allowed to succeed!
  Svalms has too much at stake to leave rising powers 
  alone. His operations are too lucrative to let someone 
  running amok whom the Norns may have woven into a 
  pivotal role in the tapestry of fate... not that he believes 
  in the Norns. In recent months, the Dvergar King Ivaldi 
  has asked Svalms to investigate the market for sales to 
  mortals. Higher powers have tremendous wealth, but 
  during these dark times of Ragnarok, many kings are 
  being killed and their wealth is being consolidated un-
  der increasingly fewer, but wealthier banners.
  
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  horsteinn comes from the Arnar dynastic clan. His father, Ingolfur, fled political and royal 
  woe in Norveig, pledged to never again be subservient to royalty, and created his new 
  homestead on the southern reaches of Islandia. Their life was peaceful while Thorsteinn 
  was young, as they had very few neighbours. But, as he grew older, news of Islandia as a 
  safe haven attracted many undesirables. Feuds became more common, and weregilds were not enough 
  to settle some deep seated grievances.
  The settlers looked to Thorsteinn for leadership. Some even wanted to elevate him to karl status, 
  volunteering to quash any resistance to his rule. He refused, citing that Islandia should remain free of 
  any monarchies. After a lot of thought, a plan of shared responsibility and governance came to Thor-
  steinn. He called it the Althing. He discussed the Althing with his thanes and found that it showed 
  both merit and promise. So, in the second year of Fimbulwinter, when chaos was threatening the very 
  fabric of society on Islandia, he sent messengers to all the Jarls of the island. These messengers carried 
  news that the Althing that would occur in a few months’ time. The Norns only know how this idea will 
  play out with the others on the island.
  LEVEL 24 SKALD
  LEVEL 24 SKALD
  Thorsteinn Ingolfsson
  
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  rondur is the very young chieftain of the Faroe Islands. He is a big man, red-haired and red-
  bearded, freckled and grim of look, gloomy of mind, cunning and shrewd towards all men, 
  bad to deal with, and ill-natured to most folk, yet fair of speech to greater men than himself, 
  but in his heart he is never false. He is the defender of Faroe, a small group of islands halfway 
  between Norveig and Islandia. Many pass through her ports, and he stands between chaos and prosperity. 
  Many have surmised that without Trondur’s firm hand, the islands would have burned long ago. Too many 
  drunken outlaws make port at Faroe on their westward journeys.
  Like most small islands during Ragnarok, the forests of the Faroe Islands have been clear cut and used 
  for fuel and shelter. This has placed a large burden on Trondur who must negotiate the purchase of fresh 
  lumber from abroad. He has sent word that those who bring lumber to his islands will receive preferential 
  treatment during their stay. The taxes for making port on Faroe are calculated by ship and by head. This 
  generates a healthy income for the natives. Trondur also looks out for his kin, quashing any talk of new 
  settlers upon the islands. All visitors must be on their way within a fortnight. Those who overstay their 
  welcome will feel the full brunt of Trondur’s wrath.
  LEVEL 26 BERZERKIR
  rondur is the very young chieftain of the Faroe Islands. He is a big man, red-haired and red-
  LEVEL 26 BERZERKIRTrondur i Gotu
  
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  U
  lfberht was a fabled blacksmith who invented the rare and magnificent ancestor sword. 
  By combining the ashes of a deceased ancestor with the heated iron ingots, he raised 
  the carbon content making the steel unbelievably sturdy and flexible... not to mention 
  imbuing the weapon with the essence of an important ancestor. Ulfberht swords are 
  renowned across Midgard, with warriors willing to trade their first born sons for such a fine blade. 
  Only a few are created every year, making them scarce and valuable.
  He passed on his secrets to his sons and grandsons so that the secret recipe would live on, creating 
  an almost immortal aire around the name of Ulfberht. Over several hundred years the family has 
  grown exponentially and now the Stalo profession’s signature status symbol is the ancestor blade. 
  The recipe is closely guarded within the family, and such a blade is rarely sold to someone outside 
  of the family.
  LEVEL 48 STALO (DECEASED)
  lfberht was a fabled blacksmith who invented the rare and magnificent ancestor sword. 
  Ulfberht
  
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  In 
  Northern Midgard, Vainamoinen’s legend precedes him. He has had a very long life filled with epic 
  adventure and conflict. He is the son of the wind spirit Ilmatar and the sea spirit Ukko. Unlike his 
  parents, his appearance is that of a mortal man, however he possesses wisdom only achieved by high-
  er beings. His greatest asset is his voice which carries the magic of spell songs. His magic songs can 
  control the elements such as moving earth and stone as well as silencing the wind. Some of his songs can even 
  put people into a catatonic state similar to sleep. He is credited in creating the very first kantele, a harp like 
  instrument that magnifies the intensity of spell songs.
  Long ago, Vainamoinen’s main rival had been the skald Joukahainen. There was a lot of jealousy and envy 
  between the two bards. One day they decided to settle it once and for all, who is the better minstrel and 
  scholar. The duel was to the death, and both men gave no quarter. Vainamoinen’s songs prevailed, beaten, 
  Joukahainen offered his sister as a bride in exchange for his life. The hero of Kalevala accepted.
  LEVEL 36 SKALD
  FYLGIA
  Vainamoinen, Son of the 
     Wind, Hero of Kalevala
  
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  While lucky in most pursuits, Vainamoinen was always very unlucky in love. Every romantic engagement he had 
  over his long life has ended in ruin. It began with Joukahainen’s sister Aino, who was promised in exchange for 
  mercy. However her love for another man, and her revulsion at marrying someone old enough to be her grand-
  father drove her to suicide. Aino drowned herself rather than fulfilling her brother’s command. Afterwards he 
  sought out a bride in the northern lands of Pohjola, receiving one of Louhi’s daughters as a possible mate. How-
  ever the bride price was steep- the forging of the legendary Sampo. Vainamoinen asked his friend Ilmarinen, a 
  mortal blacksmith with no equal, to forge it for him, but the resulting agreement meant that Louhi’s daughter 
  would wed Ilmarinen rather than Vainamoinen.
  Vainamoinen has always been a champion of his homeland Kalevala. He was always ready to go to great 
  lengths in order to ensure its safety and prosperity. Louhi, mistress of Pohjola would do much the same 
  for her northern kingdom, so the two would be cast at odds with one another time and time again. The 
  greatest confrontation occurred when Vainamoinen stole the Sampo away from Louhi and brought it 
  back home to Kalevala. Even in Ragnarok, the Sampo keeps Kalevala prosperous and bountiful. Vain-
  amoinen senses Louhi’s fury and expects her coming storm.
  
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  nown as the Fire Wolf, her pale skin and crimson hair frame an unforgettable beauty. Vargeisa is a mortal 
  who has take  it upon herself to work towards Loki’s liberation. Her soul sang with joy as she witnessed 
  the sun and moon being devoured by the outlines of fearsome celestial wolves. An omen soon followed 
  showing her a writhing snake emblazoned with the trickster god’s symbol. Vargeisa has been very ac-
  tive in the last two years, coaxing the followers of Loki to reveal themselves to her. She has organized their secret 
  organization in a hierarchy with influential leaders who represent and control different areas of Midgard- they 
  are known as the “Eyes of Loki”. Her agents that travel the land following her orders are known as the “Hands of 
  Loki”. Those who hunt the Godis of Heimdal and Thor are known as the “Teeth of Loki”. 
  Vargeisa the Fire Wolf
  LEVEL 26 SEITHKONA/MAIDEN OF RATATOSK
  FYLGIA
  
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  If nothing else, Vargeisa is a very resourceful woman. Meeting with Voelvas, she has managed to un-
  cover Loki’s fate as well as decipher the location of his imprisonment. Using her agents she has been 
  looking for a portal to Hvergelmir in vain, not knowing about the seals that keep Hvergelmir closed off 
  to the rest of the realms.  Fortunately for her, Angrboda has taken notice of her efforts and has decided 
  to secretly assist Vargeisa in her efforts. Providing Vargeisa more omens, she leads the young woman to 
  caches of silver, weapons and secrets that guide her inexorably towards the seals.
  She will have to be very careful when dealing with the Jotuns. Some Jotuns feel very strongly that releas-
  ing Loki is not worth unlocking Hvergelmir and allowing Nidhogg access to the other realms. It goes 
  without saying she risks her life when she comes for the seals that reside in the realms of the gods.
  
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  K
  nown Long ago, in the distant kingdom of Lapland a Jarl named Hrim fought a losing war against the Sami 
  tribes to the north. Hrim had three young boys named Egil, Slagfid and Wayland whom he wished to protect. 
  He sent them south to Jamtland so they could be spared from the inevitable massacre. Some of the Sami 
  searched for Hrim’s offspring, but alas they were safe in the legendary Mirkwood. They were raised by a 
  pair of witches, a unique upbringing that coaxed out their magical talents. Egil showed promise as a Galdr, Slagfid as a 
  Druid, and Wayland’s talents were more earthly, manifesting in Blacksmithing. The three grew up to become talented 
  and handsome young men, and they attracted the attention of three fallen Valkyries: Hladgud the White Swan, Alvit 
  the Strange and Olrun the Twice Born. These Valkyries had fallen out of favour with Odin and were similarly hiding 
  in Mirkwood. However after seven years Odin had begun to close in on them, with sightings of Hugin, Odin’s raven, 
  above the haunted wood. In the eighth year they were forced to keep moving about Mirkwood because Freki, Odin’s 
  wolf, started to be seen in Mirkwood. On the ninth year, the Valkyries left their lovers in order to face their inevitable 
  stand off with the All Father. In order to spare the men, the Valkyries left suddenly and without warning.
  Egil and Slagfid resolved to follow and search out their lovers, and Wayland remained in Mirkwood in case their 
  women returned. Alone, fueled by his loss of Alvit, he poured his grief into his forge. He made a ring for Alvit, and 
  then he made another, and another, until he had made seven hundred. His sorrow was all consuming. It spread 
  throughout the spirit world, crying out, he attracted the notice of the Lios Alfar. They came... They came to help in 
  his forge... to help him forget... help him fuel his anguish into magnificence. With their guidance, within the uterus 
  of his forge, Wayland produced works of surreal quality. Chroniclers have written about mythic swords, forged by 
  Wayland, wielded by many famous heroes such as Roland and Arthur.
  Word of his backsmithing prowess spread throughout the land and the Jarl of Narke named Nidud came looking 
  for Wayland. Nidud simply had to own this talent like he had so many others in the past. He threw his kingdom’s re-
  sources on the task, employing voelvas and diviners to find Wayland’s location. He paid Wayland’s ancient enemies, 
  the Sami bounty hunters to track him down, capture and deliver him, along with his wondrous creations to Narke. 
  Even Mirkwood’s shroud could not keep Wayland safe. Captured by Jarl Nidud, Wayland had to be subdued and 
  enslaved. To ensure he couldn’t escape, his legs were broken and severed, and he was imprisoned in a forge atop a 
  tall stone tower. He would be forced to create items of splendour for Nidud and his family.
  However Wayland did not prove to be the submissive blacksmith Nidud was hoping for. His forge was the unlimited 
  weapons arsenal he needed. He created means to trap his visitors and when they came to request something new, 
  one by one, the royal family fell victim to Wayland’s snares. In order to finally escape, he crafted a pair of wings with 
  which he flew away. No one has heard from the legendary blacksmith ever since. Rumour has it that he has forged a 
  magical relic that has stopped him from aging.
  And thus is the legacy of Wayland the Artisan of Sorrow, Shaper of Grief.
  DECEASED?
  K
  DECEASED?
  Wayland the Artisan of Grief
  
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  his chapter introduces more key players 
  from the outer realms who will have tre-
  mendous impacts on the fate of Midgard.
  T
  his chapter introduces more key players 
  his chapter introduces more key players 
  T
  his chapter introduces more key players 
  his chapter introduces more key players 
  T
  his chapter introduces more key players 
  his chapter introduces more key players 
  Higher Powers
  
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   Dreki the Great Vaettir
   
   
  Level 54 Druid
   
   
  Can transform into a Borghild
  T
  he Vaettir are Alfar of either disposition (Lios or Svart) who have been elevated to an illustrious duty 
  of guardianship. Through a secretive ceremony, they cease to be Alfar and become spiritual beings 
  that must choose a home in Midgard. The land that they choose becomes one with their essence. 
  As a Vaettir, they are wholly spiritual in nature. They can transform themselves into a corporeal 
  Borghild in the rare times that they need to defend their dominion. However a Vaettir would prefer to relegate 
  these responsibilities to a human steward who could then act as their executor in the physical world. In order 
  to have a suitable arrangement with the human steward, the Vaettir will enter into a bond with this mortal (see 
  page 288).
  The great Vaettir that oversees the north eastern lands of Islandia is called Dreki. These lands are vast, 
  mostly primal and uninhabited. An ancient Ulfhednar tribe along with wild animals of all sorts call this 
  their home. From the great mountain ranges to the icy coasts, this land is filled with mystery and majesty. 
  As Ragnarok has descended upon the land, the northern sea has become extensively covered by icebergs. 
  Dreki has been calling this part of Midgard his home for many centuries. This spirit visually assumes the 
  shape of a great dragon when in Borghild form. Within its kingdom lies the legendary Cornerstone of the 
  World; the location where Yggdrasil’s branch holds up Midgard. Dreki has also chosen to bond with a 
  mortal steward of the land. His name is Ingvar (see Fafnir’s Treasure) and he leads the nomadic wolf clan 
  that has called this part of Midgard their home for many centuries.
  Ingvar’s partnership with Magnus has resulted in a deep mine encroaching into the Cornerstone of the 
  World. This has angered Dreki. He has made his displeasure known, but Ingvar has chosen to ignore 
  it, putting his clan’s financial well-being ahead of the land and the Vaettir. Dreki has wanted to release 
  Ingvar from the steward bond, but it cannot be done without the consent of both parties. In his frustra-
  tion, Dreki has turned to Ivar the druid for help.
  To make matters worse, some sort of pestilence has been recently released into the land by the miners. 
  They unwittingly opened an aperture into Hvergelmir, allowing Nidhogg to cast his Serpent Sigil ritual 
  on the unsuspecting humans. Dreki awoke and went to examine the foreign taint only to be ambushed by 
  Nidhogg’s most potent sorcery. As Dreki’s senses darkened he realized that he was in a struggle for his 
  very existence. Nidhogg cast a powerful curse upon Dreki, a ritual called the Great Gloom which involves 
  summoning an aggressive and powerful wight sovereign to feast on Dreki’s very essence. Since the as-
  sault began, Dreki has been unable to oversee his dominion and it has been steadily falling apart.
  The mining has also caused a disparity at the Cornerstone of the World, allowing more alkas to appear. 
  They are flooding Midgard with the essences from foreign realms. The great sinkhole (see Fafnir’s 
  Treasure) is a result of this imbalance.
  Now the great Vaettir’s fate rests in the hands of Ivar. Ivar knows what needs to be done, but lacks the 
  heroes for the job.
  
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  Level 70
  T
  his primeval serpent’s origin is lost to historians and scholars, but one thing is certain, the 
  second age of Ragnarok brings this great wyrm to the forefront of events in Midgard and be-
  yond. Nidhogg is the undisputed lord of Hvergelmir. He presides over a writhing kingdom 
  of countless serpents, wyrms and dragons. For centuries the gods and Jotuns have been able 
  to contain and seal off Nidhogg and his host from the other beings upon the world tree. But his venom-
  ous spittle and pestilence has caused Yggdrasil’s roots to rot, and the poison is spreading.
  Nidhogg is an extremely mighty being. He desires respect and awe, neither of which has been af-
  forded to him or his brood. The gods and Jotuns fear him, and would rather quarantine him than 
  deal with his enormous ego. With the attention of the gods and Jotuns on one another, Nidhogg 
  is making his play. He plans to impregnate each world with his snake sigil. It is an unimaginably 
  potent ritual that with great stealth, impregnates other species with his seed. Once impregnated, 
  the host loses all control and reason, and lives on to be a feast for the serpents they carry within.
  Nidhogg
  
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  Serpent Sigil: takes 24 hours to cast upon an unsuspecting foe (Perception [5] to detect). Once 
  successfully impregnated, the victim gains the Curse condition with 4 intensity. A condition re-
  moval applied on the Curse by power or skill causes an Ultimate Sacrifice +5 to both the caster 
  and the victim. Clearing this condition requires multiple castings as a casting may never reduce 
  the condition by more than 1 intensity. 
  During the second age of Ragnarok, he has released this pestilence to the 9 worlds via the Cor-
  nerstone of the World. There are 4 seals that keep Hvergelmir closed-off, one in Asgard, Vana-
  gard, Jotunheim, and Muspelheim. He commands his newly hatched brood to melt the seals with 
  their acidic spittle. Nidhogg has help from Angraboda, but neither is aware that they are helping 
  one another. Angraboda wishes to have the seals destroyed in order to release her beloved Loki 
  who has been imprisoned within Hvergelmir.
  If Nidhogg is free and can exert his might over all the worlds of Yggdrasil, it is hard to predict 
  what his actions will be. If the Norns have sway over his fate, they are careful and do not reveal it.
  
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  Locales
    of Majesty
   Majesty
  T
  he world of Mid gard is filled with 
  interesting locales ready to be 
  explored. In this section you will 
  find locales grouped by kingdom 
  or general area of Midgard.
  
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  nown as the island of ice and fire, it has become a popular destination for those 
  who are fleeing the war for the crown. Its inhabitants are fiercely independent 
  and zealously reject any settlers who wish to impose any form of monarchy on 
  the island. Most of the settlements are on the western and southern portions 
  of the island. The north is populated by those who are considered dangerous even by 
  outlaws. The waters north of the island are littered with icebergs, allowing monstrosi-
  ties from the north to make landfall.
  Political Structure: Althing (equal representation)
  Population: Tiny, Sparse
  Economy: Lumber, Fishing and trade with the Skraelings
  Major Hubs: Vatnsdal, Laxardal (north west), Reykjarvik, Borgarfjord (west), Drepstokk 
  (south)
  Islandia
  
  102
  I
  slandia is about to embark on a new form of social or-
  ganization. Thorsteinn Ingolfsson has devised a central 
  council that will manage all organizational matters 
  and disputes. The purpose is to stay organized 
  with laws, commerce and agreements. In-
  dependent chieftains and jarls have been 
  invited to come together at Althingvellir, 
  an hour trek east of Thorsteinn’s fiefdom. 
  The place was selected for its layout, allowing 
  enough space for all those in attendance as well as offering 
  a rather large rock outcrop to be used for speeches.
  The plains that surround the rock outcrop could eas-
  ily accommodate a large temporary encampment. 
  Considering temporary structures such as tents, the 
  Althing can be attended by thousands of visitors. 
  Thorsteinn is inviting the leaders of their communi-
  ties, but knows that any social gathering will inevi-
  tably attract merchants, skalds, spectators and other 
  social elements.
  Althingvellir
  
  103
  Cornerstone 
     of the World
  L
  ocated at the north eastern lands of Islandia, this is where the cosmic tree 
  Yggdrasil holds up Midgard. In this sacred place wild currents of magic 
  churn and transform reality into something spectacular. The landscape is 
  littered with alkas which allow the essence of other worlds to seep through into 
  Midgard. Some forces are benevolent and others are quite lethal.
  In pre-history, someone was responsible for creating a series 
  of wells that lead to Yggdrasil and each well ultimately leads 
  into another realm such as Asgard and Jotunheim. A cen-
  tury ago an outpost was created high up in the mountains 
  above the mystic wells, and from all around Midgard magi-
  cal practitioners came to study here. Thirty years ago a cata-
  clysmic event wiped Evingard off the map, killing most everyone 
  who was living there. The few survivors took to burying the dead and 
  then moved away from this accursed graveyard.
  The cataclysm buried the cornerstone of the world deep underground, letting 
  nature reclaim the site as its own. A generation later a new Evingard is built at 
  the base of the majestic mountains with an entirely different purpose.
  
  104
  Evingard
  T
  he new Evingard came about as a result of prospectors 
  finding huge deposits of wondrous ore in the region. 
  Their claims were for naught as a wild tribe of Ulfhednar 
  refuse to grant access to their ancestral lands without a proper 
  tribute. Among those merchants was one named Magnus Mag-
  nusson. He differentiated himself from the others by not only 
  offering the biggest initial tribute, but he also promised the clan 
  a third of the profits. Such a generous offer landed Magnus an 
  exclusivity agreement with the Ulfhednar. Ingvar the chieftain 
  ensured that his clan would live well and had his people help 
  build the new Evingard.
  It started out humbly with only a few permanent structures, but 
  quickly grew as Magnus imported hundreds of slaves to work 
  the mines. Blacksmiths came to sell their wares, hunters came 
  to feed the population and very quickly an entire local economy 
  sprung up. Officially Ingvar is in charge, but most know that the 
  real power comes from Magnus who prefers to leave the issues 
  of the town to Ingvar.
  
  105
  Hornstrandir
  H
  ornstrandir is the northern most peninsula on Islandia. It is overseen by 
  the Great Eagle Vaettir and has become home to the island’s more un-
  desirable characters. Those who have committed murder and have no 
  desire to integrate into society have made their homes in this part of the outlaw 
  island. The most notorious is Erik Thorvaldsson whose father fled Norveig for 
  mass murder. Erik is known as Erik “the Red” for the trail of corpses that are 
  attributed to him... and he is but a young man.
  In the last two years the ocean has frozen to the point of blocking off any 
  naval access to the peninsula. The icebergs are so tightly packed that one 
  can trek hours north without finding sea water. It is said that those who 
  seek the best assassins should come here, but beware as some have never 
  left this unsavoury den of vipers.
  
  106
    Baltic
  Amber Tribes
  T
  he Baltic tribes are a collection of barbarian tribes that live to the far reaches of 
  eastern Midgard. There are many, but the most notable ones are the Samogi-
  tians, Selonioans, Curonians, Yotvingians, Nadraviansand Skalvians. The king-
  doms of Midgard have traditionally looked at these tribes with mixed emotion. 
  Trade with them has always been difficult, and raiding has always been risky. To begin 
  with, their Aestii language is hard to comprehend and they have a strong distaste 
  for dealing with outsiders. Since they are always at war with one another, their 
  warriors are battle-hardened and raids come at a very high cost. The most re-
  vered warriors are those who have perfected horseback combat techniques.
  These tribes, however, are wealthy; between the amber they collected from 
  the Baltic, their prized horses and the fertile farm lands they maintained, 
  the barbarians had no need to raid beyond their borders. However with 
  Fimbulwinter ravaging their lands, the tribes set their sights on all within 
  reach. They have struck out into the Baltic sea, attacking passing mer-
  chant vessels with impunity. The barbarian horde is rising!
  Political Structure: Tribal (obfuscated social hierarchy)
  Population: Large, dense
  Economy: war/raiding, hunting/fishing, handicraft and trade 
  with the Baltic kingdoms
  Major Hubs: Samogitians, Selonioans, Curonians, Yotvingians, Nadra-
  viansand Skalvians, Romuva Shrine
  
  107
  Funeral & Inheritance Rights
  S
  ometimes travelling merchants from Midgard are accorded the title of friend. It is hard to pin-
  point the reasoning in the minds of these barbarians, but when they do, the friend is treated as kin. 
  Friends are privy to the day-to-day lives of the tribes and some may bear witness to a very fascinat-
  ing funeral ritual. When someone passes beyond the veil, their body is laid our to rest in their homes for 
  several weeks. During this mourning period the friends and family celebrate the life of the deceased with 
  bountiful feasting and drinking. This celebration continues for the entire duration of the wake. All of the 
  celebrations are paid for by the estate of the deceased. Once the wake period ends, the remaining estate 
  is divided into five piles. Each are then placed in mounds within a mile of the dead man’s village. Then 
  family members and friends mount horses and race towards the inheritance, with the speediest receiving 
  the largest share. Skill is prized more than blood rights, which is why there aren’t any monarchies based 
  on bloodlines. Only the skillful rise through the ranks to become chieftains and every generation pro-
  vides new talent. Once the spoils have been divided, then the body is placed on a funeral pyre and sent 
  into the afterlife. Culturally cremation is mandatory, even for fallen enemies.
  
  108
  Romuva Shrine
  R
  omuva is a hub of spiritual focus in the Baltic lands. The various tribes 
  come to pay homage to the eastern gods and goddesses. Gigantic 
  wooden pillars have been erected over many years as a testament to the 
  omnipresence of the divinities during these dark times. Unlike the shrines 
  of the northmen which are tended over by the Godi, the Romuva shrine is 
  open to all visitors who wish to contribute to it or leave a sacrifice. All visi-
  tors are expected to contribute time and energy in the upkeep and evolu-
  tion of the shrine.
  The divinities to which the Baltic tribes pay homage feel very alien to the 
  Viking northmen. Any raids in the proximity of Romuva have evoked strong 
  emotions of fear and unease. There are wooden columns dedicated to tan-
  gible beings such as the goddess Aushrine. She can be seen as the morning 
  star. There are some beings like the Laumes that may have distant relation to 
  the Vaettir or Svart Alfar. These are beings who exist at a somewhat familiar 
  distance. However other beings exist at proximities that are much too inti-
  mate for comfort. These divinities exist as raw notions that appear at a mo-
  ments notice. An example is Zalius who is chaos personified and he makes 
  his presence known at every disagreement. He cannot be seen, even on the 
  spiritual level, but he can definitely be felt. Another example Praamzius, is a 
  divinity that manifests as time itself.
  For these reasons most raids are conducted far to the north and to the south 
  of Romuva.
  
  109
  A
  tremendously stubborn people, the Samogitians trade in amber, 
  horses and gold. Samogitians are one of the central Baltic tribes. 
  Primitive and wild, they are tremendously xenophobic and fierce. 
  They insist on their own language and missionaries have had no success in 
  these lands. Even without walls or fortifications, they repeatedly defeated 
  the efforts of Duke Mieszko’s armies to bring the White God to their thresh-
  old. Their nature gods known as Laumes are as ancient as their traditions 
  and stories. These gods are venerated atop decorated enchanted poles that 
  house a small shrine dedicated to a particular deity. It is said that they pro-
  ject powerful blessings and are highly valued by the tribes.
  After failing to move north through Samogitia and unable to penetrate the Danev-
  irke, the crusaders took to the seas and managed to get a foot hold into Midgard 
  via Wessex on the Great Isles.
  Samogitia
  
  110
  K
  nown Central Midgard is the cradle of civilization. It is said that 
  over one thousand years ago the Aesir gods themselves ruled these 
  lands before migrating to Asgard. Skalds tell tales of how mankind 
  sprung up on the western shores of these lands. For these reasons, 
  even though these lands lie to the east, it is referred to as central Midgard. 
  It encompasses the  kingdoms of Halogaland down to Gotaland. The great 
  kingdom of Norveig consolidated all of central Midgard, making it the largest 
  kingdom in all of history. Since the onset of Fimbulwinter, the great kingdom 
  has started to splinter as the late king Harald’s sons wage war for the throne.
  Central Midgard contains the high seat of power in the city of Avaldsnes. 
  Situated in Rogaland, it is one of the most bountiful fishing grounds in all of 
  Midgard. Jarl Erik Blood Axe currently rules from here and King Aethel-
  stan has set his sights on this strategic city. He believes that taking it will 
  force all of the surrounding lands to bend knee. However as King 
  Harald learned early in his reign, sitting in the seat of power does 
  not obligate fealty. He was forced to contantly tour his kingdom 
  in order to foster loyalty and obedience. Jarl Erik Blood Axe 
  knows this all too well, resigning Avaldsnes to being nothing 
  more than a symbol and an occasional retreat.
  Political Structure: Kingdoms
  Population: Large, dense
  Economy: Trade, hunting/fishing, slaves, raids/war, handicraft
  Major Hubs: Halogaland, Trondelag, Sogn, Hordaland, Roga-
  land, Jaeder, Agdir, Vestfold, Ranrike, Gotaland
  K
  nown Central Midgard is the cradle of civilization. It is said that 
  Midgard, Central
  
  111
  Avaldsnes
  T
  he royal court of Norveig is in the one-of-a-kind city of Avaldsnes. The location was 
  chosen because it is very central, allowing easy access to both southern Midgard and 
  the Great Isles. Secondly it is desirable due to the bountiful fishing grounds that sur-
  round the peninsula. Rare and inspiring is the towering stone castle that houses the royal 
  family. Most buildings in Midgard are of simple wood construction, and it is said that King 
  Harald commissioned its construction by the Dvergar master smiths. The city has the unique 
  characteristic of being surrounded by water, requiring a significant bridge infrastructure in 
  order to connect its various districts. The low bridges play a defensive role as well, ensuring 
  that longships cannot access the various streams and inlets within the city limits. The only op-
  tions available to ships are the coastal jetties to the west of the city.
  Surrounding the castle is a sprawling city. The population that has set its roots down in Avaldsnes 
  are those with professions which support the administrative duties required in a kingdom’s capi-
  tal. The city also holds the largest food  and wealth reserves in all of Midgard making it a popular 
  destination during Fimbulwinter. All of the water has frozen over, effectively doubling the real-
  estate. Many squatters have made their homes on the frozen waterways, gladly indenturing them-
  selves in servitude in exchange for meals and protection. This “free labour” has enabled the city 
  to thrive despite the harsh conditions imposed by Ragnarok.
  
  112
  K
  ing Olaf was half-brother to Halfdan the Black, making the late King Harald Fairhair 
  his nephew. Being a king belonging to the Yngling dynasty ensured an enshrined 
  ruling legacy- and he had a great one ruling Ranrike! His subjects remember him 
  very fondly as a king who brought unbridled prosperity to everyone in his kingdom. 
  Low-born or high-born, it didn’t matter, everyone had unbelievable prosperity during 
  his reign. He was also of very positive disposition, and it took much to sour his mood.
  Many suspected that Olaf was half Alfar. His childhood friends suspected Olaf’s father 
  Gudrod the Hunter of laying with an Alfar named Alfhild, daughter of the illustrious Al-
  farin. That would be the only way to explain such marvellous fortune. In his later years, 
  many subjects tried to worship him, but he strictly forbade it- such talk would be a sure 
  way to incur his anger. At the time of his death, he was easily the most loved monarch 
  in all of Midgard. He was entered in a magnificent barrow which contained a full sized 
  longship along with his slaves and prized possessions. Among those possessions were 
  his magical sword Besingr, an enchanted ring and a rune carved iron plated belt.
  However unlike his Yngling brethren, Olaf left an even greater legacy after his death. 
  Hard times fell upon the kingdom as it was on the fringes of King Harald’s Norveig, so 
  it saw a lot of war and tragedy. Some subjects went to visit his barrow in order to plead 
  for better fortune, and to their surprise it started to work. Word spread and soon his 
  barrow became a pilgrimage site.
  ing Olaf was half-brother to Halfdan the Black, making the late King Harald Fairhair 
  Barrow of King Olaf Geirstad
  
  113
  Anyone who comes to pray and leaves an offering 
  at the barrow gains a bonus so long as they haven’t 
  desecrated any graves nor looted the the dead. The 
  bonus is random based on a one rune Wyrd:
   
   = All healing received and given are 
  doubled for the next combat
   
   = Destiny +1 for 24 hours 
   
   
   
   = A very powerful and meaningful omen 
  will be revealed which pertains to an im-
  portant quest that the dweller is under-
  taking
  The duration increases based on the value of the 
  gift left behind
  Olaf strictly forbade anyone from venerating 
  him. He has no conscious control over the be-
  nevolent effects that surround him, and every-
  one that has been venerating him has incurred 
  his ire. When Ragnarok descended upon the 
  land, King Olaf rose from his grave as a malevo-
  lent Haugbui. He now stalks anyone who is af-
  flicted by his curse, striking them dead with his 
  sword. Anyone killed by him receive -2 to their 
  afterlife Wyrd. He also doesn’t seem bound by 
  his Haugbui’s Curse and may venture as far as 
  needed to reach his victims.
   
   
   
   
   
   
   
   
  
  114
  M
  uch like the Cornerstone of the World, pow-
  erful rivers of unseen magical energy course 
  through this majestic fjord. Prior to Ragnarok, 
  the lands to the south of this fjord were legendary for 
  agriculture. It is said that the Vaettir and Alfar played 
  in the winds that blow through this valley. Many chil-
  dren who were born in the area have grown up to be 
  great men who performed legendary deeds. The first 
  king of Norveig, Harald Fairhair was born in these 
  lands and was coronated at the shrine at the head of 
  the fjord. Erik Bloodaxe plans to follow in his father’s 
  Trondheim’s 
     Shrine of Kings
  footsteps and be coronated there as well. The corona-
  tion, however, will have to wait until he finishes dis-
  patching all of the other contenders for the throne.
  The shrine is atop a tall stone cliff, and on this mesa is a 
  throne carved into the stone. Twin waterfalls frame the 
  throne and vegetation that has remaining verdant de-
  spite Fimbulwinter surrounds the shrine. It is said that 
  only those with a benevolent and fair heart may gain the 
  benefits of a coronation at this shrine.  There are old 
  local folk tales of the Vaettir chasing fraudulent jarls 
  from the mountain shrine. In the darkness of the Sec-
  ond Age, there are very few who have the light within 
  their heart to qualify for such a noble coronation.
  
  115
  U
  ppsala was a world renowned shrine dedicated to Thor, Odin and Frey. Over 1000 years 
  ago, Frey descended from Vanagard and founded the shrine. He ensured that the sur-
  rounding land would know prosperity and peace. He placed his son Fjolnir as the first 
  Godi of Uppsala. The shrine was situated a horse ride away from the small pilgrim town of Sigtuna 
  and the small town grew immensely every nine years when a holy feast was organized by the local 
  Godi. The shrine had two main sections. The first was a massive hall that housed three twenty foot 
  tall statues made out of the wood of a sacred ash tree. The second was an outdoor grove that had 
  many sacred ash trees which were consecrated to Yggdrasil. At the center of the grove was a great 
  ancient ash that would miraculously remain green even throughout winter.
  Before the onset of Ragnarok, the grove would be the site of a yearly blot at the spring equinox, 
  where nine thralls would be hung as an offering to the Aesir gods. Now two years into Fimbul-
  winter, the trees are littered with hundreds of hanging corpses both human and animal in vari-
  ous states of decay. Many in Midgard feel that they have been abandoned by the gods and have 
  gone out with great zeal in order to provide blood sacrifices to have their pleas heard.
  Now only silence and the stench of death permeate this abandoned temple. Everything has been 
  carried away by thieves and a populace in desperationÖ even the gold statue inlays have been 
  stripped away from the icons of the gods themselves. The magic has gone out of this shrine, 
  as even the evergreen ash has been cut down and hauled away. It is said that blacksmiths have 
  purchased the sacred wood and transformed it into several magical artifacts.
  ppsala was a world renowned shrine dedicated to Thor, Odin and Frey. Over 1000 years 
  Uppsala Shrine
  
  116
  S
  outhern Midgard is composed of the belt-
  way kingdoms that press up against Outer-
  Midgard. Since the great exodus that created 
  the outer world, the southern kingdoms have 
  never known peace. Whether from attempting to seize 
  better lands by force or defending against religious zeal-
  ots, everyone in the southern kingdoms have become 
  battle-hardened, reforged in the fires of war. The south-
  ern kingdoms also boast the most merchants per capita 
  since all naval trade routes which connect west and east 
  pass through the straights of Zealand. 
  Before the construction of the great Danevirke, the peo-
  ples of the south were forced into exile for a time. Inva-
  sions from the south forced the southerners to retreat and 
  re-settle in the Great Isles. The generation that lived in the 
  Great Isles were desperate and aggressive, carving out a 
  new kingdom and imposing a taxation on the natives they 
  defeated. Even after their later departure, this left an in-
  delible stamp of their culture behind. 
  Midgard, 
       Southern
  Being of strong will, they returned to their ancestral lands with a vengeance. After reclaiming their ter-
  ritorial integrity, they build a wall of unimaginable length and height. The new kings sank much of their 
  wealth in forging an unbeatable navy, vowing that they would never again face exile.
  Political Structure: Kingdoms
  Population: Large, sparse
  Economy: Trade, hunting/fishing, slaves, raids/war, handicraft
  Major Hubs: Skane, Jutland, Zealand, Smaland, Oland
  
  117
  T
  he threat from the southern kingdoms has been a pain-
  ful reality since long before Ragnarok. The southern 
  Jarls banded together and built an awe-inspiring wall that 
  spanned from the west coast all the way to the east coast of Jutland. 
  During the wall’s initial construction its lowest point was thirty feet 
  tall, but since then the wall has doubled in height with the onset of 
  Fimbulwinter. In many places the wall is dozens of feet thick, with 
  soldier barracks built right into the structure. The few gates that ex-
  ist are heavily trapped and guarded. Very little wood is used in the 
  construction to ensure that it remains resilient against fire. The top 
  of the wall is wide enough to act as a walkway, allowing guards to 
  patrol the length of the structure. At regular intervals fiery brazers 
  have been set up to provide warmth and light. Other larger brazers 
  remain unlit unless the wall is under attack. When lit, they rally the 
  defenders around the possible breach. 
  King Gorm’s castle is built up against the wall, like a Jotun’s fin-
  ger it protrudes one hundred feet into the night sky. The cunning 
  king purposely never finished the castle, leaving it with the ap-
  pearance of a work-in-progress. The wall in this section also looks 
  rough and filled with patchwork masonry. When he receives for-
  eign royalty and dignitaries, the decrepid appearance facilitates 
  his requests for funds and donations in order to keep Midgard se-
  cure from the marauders in the south. His wealth is hidden away 
  in the vast dungeon complexes beneath the castle.
  he threat from the southern kingdoms has been a pain-
  Danevirke
  
  118
  G
  orm the Old has discovered the rituals required to create stone monoliths that attract the very pow-
  erful Wight Sovereigns. These stones were erected in an abandoned village of Jelling and act as a 
  beacon and desirable dwelling for these elite spirits. The Jelling stones are near a stone long ship 
  which Gorm is using for sacrifice. The stone ship burial is a perversion of the standard wood ship crema-
  tion that normally assists the soul in its ascension to the afterlife. The intent of the stone ship is to allow 
  the Wight direct access to the body and soul of the victim involved in the blot. The Wights that reside in 
  Jelling have come to an agreement with Gorm that as long as he provides suitable souls, they will use their 
  might to help protect the Danevirke.
  The cost that the Wight Sovereigns exact from Gorm is increasingly steep. Jelling used to have a popula-
  tion, but he has sacrificed everyone in order to fulfill his sworn obligation. The village is now a death trap 
  for anyone who enters.
  Jelling Stones
  
  119
  I   
  n the southern reaches of Skane, these ancient mounds reach a staggering 80’ towards 
  the sky. The locals call the site haunted and say that it is either a burial mound for Jotuns, 
  ancient soulless kings, or a city for the Alfar or Dvergar. Few venture near these hills for 
  fear of contracting some curse. There are local tales of people going mad after travelling the 
  hills at night and witnessing things mortals should never have laid eyes on. 
  With the onset of Ragnarok, 
  people have moved away,
  leaving this area to the 
  ghosts who 
  haunt them.
   
  Mounds of Skane
  
  120
  
  121
  S
  kiringssal is the largest trading hub in all of Midgard. Its location is right at the passage out of the 
  Baltic Sea, the ideal place for westerners and easterners to meet. It pre-dates King Harald’s king-
  dom by two hundred years, but saw its greatest growth under his reign. It is said that everything can 
  be bought in Skiringssal.
  Skiringssal is on the coast and boasts the largest port in all of Midgard. It can be seen from miles around 
  sitting on the gentle foothils that frame the coastline. At its center is a massive market hall called Kaupang 
  that bewilders new visitors. Its size dwarfs the largest halls from other major cities. It took the collabora-
  tion of over a dozen of the best blacksmiths in all of Midgard in order to build this massive wonder- and it 
  took over a decade to complete. 
  For over a hundred years Skiringssal remained autonomous, rejecting any politics or royal leadership. 
  King Harald Fairhair’s father Halfdan the Black tried to exert his influence over this historic marketplace. 
  All of his attempts ended in abject failure. During the years of King Harald Fairhair’s conquests, how-
  ever, he managed to incorporate Skiringssal into his kingdom- but it wasn’t easy. Rich merchants waged 
  a shadow war against Harald’s influence over the Kaupang, costing the king dearly. In order to maintain 
  his laws and taxes, he had to focus much of his attention and assets, but to Harald it was well worth it. Un-
  like other kings before him, he had the coffers needed to sustain the clandestine war. Since the coming of 
  Fimbulwinter and King Harald’s passing, Skiringssal has once again become autonomous and independ-
  ent of any king’s meddling.
  Those who make their fortunes at Kaupang leave offerings to the higher powers, be it Dvergar, gods or 
  Jotuns. As a result this trading hub doubles as a holy shrine tended to by dozens of Godis. Commerce is 
  the dominant religion in Skiringssal, however, so any bitter rivalries between feuding gods or Jotuns is 
  forgotten within the confines of the market.
  Skiringssal (Kaupang)
  
  122
  I 
  t is said that this part of Midgard was once inhabited by the Vanir 
  gods, specifically the Baltic sea. This is purely speculative, however, 
  as mankind did not exist before the coming of the Aesir gods, and 
  the Vanir gods predate the Aesir. Eastern Midgard contains many 
  types of peoples, cultures and varying methods of social organization. 
  The northern lands are sparsely populated and revolve around tribes. 
  The further south one travels, the denser the population and the richer 
  the land. Monarchies are quite common in the southernmost reaches. 
  Prior to Fimbulwinter, the rich farmland surrounding the Baltic sea was 
  the envy of the realm. Farming made up most of the economy and now 
  the kingdoms can boast some of the most bountiful food reserves. The 
  reserves contain dried grains and fruits which attract refugees who are 
  eager to exchange their freedoms for a regular meal.
  The one thing everyone shares and values is the Baltic sea. Riches from 
  fishing and trade abound, and where there is fortune there will be pi-
  racy. Fortunately the prowess of the ship builders allows those in Mid-
  gard to maintain naval superiority over the Baltic tribes and the denizens 
  of Outer-Midgard. There is a sense of rivalry which is enshrined in the 
  peoples of eastern Midgard against those who live within the bounda-
  ries of central Midgard. Many battles were fought prior to Ragnarok, but 
  Fimbulwinter has multiplied both the danger and violence.
  Political Structure: Kingdoms, fiefdoms, tribal
  Population: Medium, sparse
  Economy: Trade, hunting/fishing, slaves, raids/war, handicraft
  Major Hubs: Gotaland, Gotland, Svealand, Uppland, Hunaland, 
  Helsingland, Jamtland, Norrland, Finnmark
  Midgard, Eastern
  
  123
  A
  mong the thousands of islands in the Baltic Sea, the largest is Gotland. It is a very strategic island 
  for both trade and warfare containing forests, groves, hills, inlets and coves. There are no permanent 
  residents on this island. Most arrive for a short time to trade their wares and move on. Others use the 
  island as a meet-up point before raiding the barbarian lands to the east. Should someone go about exploring 
  on the island, they will find buried beneath the Fimbulwinter snow stone monoliths set about in wide circles. 
  If they were to dig down deep enough into the ice and snow they would find blood stained stone ships.
  What few understand is that Gotland is home to an evil that has been lying in wait. Anyone unfortunate 
  enough to find themselves near the stones may never be heard from again as this evil hungers. Within 
  the monoliths are several very hungry and malicious Wight Sovereigns. No one has offered them a blot 
  so they feast on any souls they can catch. This partially explains why no one has successfully set up a 
  permanent village on this damned island.
  The most voracious Wight Sovereign is none other than King Siggeir. Ever since he fell to the blades 
  of the Volsung, he has stalked this island with an unquenchable blood frenzy. Using the island’s more 
  hazardous landscape, he lures unsuspecting travellers to what would appear as an innocent accident of 
  nature. Those that die are set upon and have little time before their souls are consumed and eradicated. 
  Should a Valkyrie find a soul worthy of retrieval, she would have to confront the wights as they wouldn’t 
  give up the body without a fight.
  A
  mong the thousands of islands in the Baltic Sea, the largest is Gotland. It is a very strategic island 
  A
  mong the thousands of islands in the Baltic Sea, the largest is Gotland. It is a very strategic island 
  A
  Gotland
  
  124
  M
  yrkvid is the legendary dark forest in the 
  mountainous kingdom of Jamtaland. Some 
  say that the forest is an extension of Svartalf-
  heim, with those who venture in rarely returning. 
  Adding to the mystique are rumours of survivors re-
  turning stark mad, raving and babbling incoherent-
  ly. The hunters and trappers who live on the fringes 
  of the forest never track any prey that runs within 
  the shadows of this arboreal blight. It is said that 
  even a few paces in, the largest and noisiest prey will 
  vanish. Skalds recount tales of renegade Valkyries 
  who have established a fortress in these haunted 
  woods. Legend states that even the gods and Jotuns 
  cannot pierce the shroud that envelops this hidden 
  kingdom.
  Within Myrkvid there is a misty lake on whose 
  shores reside two Orlogs. In their thirst for deeper 
  occult knowledge they perform many alchemical rit-
  uals attempting to create new lifeforms. On the eve 
  of Ragnarok, one of these rituals created a twenty 
  foot monstrosity within their giant cauldron. The 
  foul beast cracked the iron cauldron and slithered 
  into the waters of the lake. The Orlog sisters only 
  caught a glimpse of a giant serpent with a cat’s head.
  Myrkvid
  
  125
  K
  alevala is situated on the eastern shore 
  of the Baltic Sea. It is a small kingdom 
  filled with rich soil, green forests and 
  verdant valleys. Even Ragnarok has been 
  unable to shake the economy in this part of 
  the world as the bountiful wood from the 
  forests is always a hot commodity. The lum-
  berjack trade has been booming since dark-
  ness fell over the land. The natural riches are 
  bolstered by a high concentration of land 
  vaettirs in the area. Many of those who are 
  born here are naturally imbued with magi-
  cal talents. The people and the spirits who 
  inhabit the land share a very close symbiosis.
  P
  ohjola is a tiny kingdom at the 
  northernmost bay of the Baltic Sea. 
  It was founded by a renegade flee-
  ing her homeland of Kalevala. It begins 
  at a frothing stony coast and extends into 
  a rocky shore and permafrost hills. There 
  is a mountain called Sariola which has an 
  extensive network of ancient caves rich 
  in copper deposits. This kingdom strug-
  gled for most of its existence, making 
  the citizens very tough and headstrong. 
  Unlike the nomad tribes of Norrland, 
  the people of Pohjola have set down their 
  roots. 
  alevala is situated on the eastern shore 
  Kalevala
  ohjola is a tiny kingdom at the 
  Pohjola
  
  126
  T 
  he great isles are located near the center of Midgard. 
  They are composed of the island of Hibernia to the 
  west, and the larger isle to the east is home to many 
  kingdoms:  Alba, Strathclyde, Northumbria, York, 
  Wessex and East Anglia. Before the coming of Ragnarok, the 
  forces of the White God had been blocked from northern expan-
  sion by both the Daenvike and the ferocity of the Baltic barbar-
  ian tribes. Revising their invasion plans, they decided to attack 
  Midgard over the sea, making inroads in the eastern great isle. 
  Otto the Great tasked King Aethelstan with the western naval in-
  vasion. Many of the northern kingdoms have been held for a time 
  by house Ivar. However until Jarl Sitric went on his westward 
  rampage, none of the land acquisitions had been cemented for 
  longevity. Jarl Sitric and his cousins now exact the Danegeld 
  on the northern kingdoms. The Danegeld is a tax levied on 
  the occupied population and those who wish to maintain 
  autonomy.
  The fate of Midgard hangs in the balance, as an un-
  stoppable Aethelstan means a complete oblitera-
  tion of the old ways for the populace.
  Political Structure: Kingdoms, fiefdoms, clans
  Population: Medium, dense
  Economy: Trade, hunting/fishing, slaves, 
  raids/war, handicraft
  Major Hubs: Hibernia, Alba, Wessex, North-
  umbria, Mercia, East Anglia, Strathclyde.
  Great Isles
  
  127
  It 
  is said that the great city of Winchester was built by the Roman giants a thousand years ago. The remnants of 
  their awesome stonework remains in the old city. The crumbling stone buildings and sky bridges evoke a sense 
  of mystery and awe. Many avoid the district saying that ancient ghosts haunt those cobbled streets. As a result, 
  for hundreds of years vegetation has encroached unchallenged upon the abandoned region. Over a few centuries a 
  new town has been built on the western bank. The location of the town on the river Itchen has allowed merchants from 
  Brittany and Francia easy access into the markets of the Great Isles. The sizable trade has contributed to the growth of 
  the town into a sprawling city.
  King Aethelstan has made Winchester his seat of power within the Great Isles. From there he organizes his northward 
  campaign in the hopes of conquering all of Midgard. His reinforcements from Outer-Midgard travel up the Itchen 
  river and land in the capital, making it a veritable military stronghold. The inherent security further fosters immigra-
  tion, to the point where there is no more room within Winchester’s walls. The population has sprawled outside the 
  city walls for as far as the eye can see. The most powerful Jarls of Midgard see this as a threat that needs to be dealt with 
  sooner rather than later.
  is said that the great city of Winchester was built by the Roman giants a thousand years ago. The remnants of 
  Winchester
  
  128
  O
  n the large island of Hibernia, the city of Ath Cliath has been a hub of trade and commerce for hundreds of 
  years. It is the seat of power for the surrounding lands of Dyflin. Ath Cliath’s location on the Liffey river bank 
  a few miles inland has provided good protection against naval raids. The city has perimeter fortifications that 
  keep it secure from land-based attacks. However the reigning monarch Niall Glundub did not anticipate Sitric’s 
  Viking raiding ships to be able to navigate the shallow Liffey river. The battle was brutal, and hours later a new 
  king was crowned.
  Since the onset of Ragnarok many have flocked to this city’s walls for food and shelter. Jarl Sitric of House Ivar 
  gladly let everyone into the city. This was a shrewd tactic which precipitated Ath Cliath becoming the slave capital 
  of Midgard. Sitric put out the word to all new warlords that slave labour could be found within his walls at a cheap 
  rate. Those refugees that had money could keep their freedom, but security within Ath Cliath would be costly. 
  Sitric deployed many tax collectors to ensure that all goods and services would be heavily taxed.
  Selling slaves and heavy taxation of the desperate refugees made Sitric a very rich king. This allowed him to buy 
  the services of capable mercenaries who would not only guard his city, but also went on raids to get him more 
  slaves. Everything in Ath Cliath was taxed at 100% effectively doubling all prices. Despite this, Ath Cliath at-
  tracted all sorts of persons, as anything you desired could be found within the city walls.
  n the large island of Hibernia, the city of Ath Cliath has been a hub of trade and commerce for hundreds of 
  Ath Cliath (Dublin)
  
  129
  H
  ibernia has a long and rich history filled tales 
  of war and magic. Bards recount the crea-
  tion of the Emerald Isle when the Fomorians 
  drew it out from the sea. It was a poisoned land on 
  which only the ancient race could survive. This did 
  not stop Nemed, his children, or his grandchildren 
  from invading the land and attempting to conquer 
  it for their own. Today, Hibernia’s elder clans 
  make boastful claims about their blood running 
  deep with Nemed’s blood.
  Hibernia is the home to over two dozen fiefdoms 
  controlled by various clans. The most valuable land in 
  Hibernia is in the east, in a fiefdom called Dyflin. The 
  Hibernia
  main city is called Ath Cliath and before Fimbulwin-
  ter, the city was known for the great wealth it derived 
  from animal husbandry and farming. With the com-
  ing of the great white death, clansmen converged on 
  Ath Cliath in hopes of overrunning the foreign king. 
  He offered them refuge, food and warmth, if they 
  lay down their arms. Like lambs, they entered into a 
  shadowy arrangement with their new shepherd.
  The clans who heard about the slavery chose to stay 
  away. However life is hard as clans turn on each other 
  in search of resources required to survive. From his 
  seat of power in Ailech, Muirchertach mac Neill is 
  working hard to unite the clans against King Sitric.
  
  130
  
  131
  A
  th Cliath has become the largest trading hub in all of Western Midgard. Since King Sitric has 
  come to power, he has used his influence to drive all trade through this hub. He taxes all com-
  merce here, allowing him to gather unprecedented wealth. However he also looks out for Ath 
  Cliath’s residents ensuring that no competition could spoil this merchant oasis.
  The largest portion of the economy within Ath Cliath is the slave trade. Foreigners that are captured 
  in raids in outer Midgard fetch very good prices in the open air markets. Since the onset of Ragnarok, 
  even northern slaves from Midgard can be found in the black markets in the underbelly of Ath Cliath. 
  The amount of money that exchanges hands in the black markets is tenfold that of the regular markets. 
  In order to facilitate vast sums, a new currency has been introduced based on gold rods rather than 
  silver skatt. Each rod is worth 10,000 skatt and it is subdivided into 10 sections making it easy to snap 
  off pieces worth 1,000 skatt.
  There are many secretive markets operating in Ath Cliath. Some operate behind the veneer of legiti-
  mate guilds. One of the more lucrative ones is run by a Dvergar named Svalms. He runs a trade in 
  exotic ores and wondrous items behind the front of Ath Cliath’s blacksmith’s guild. His undercover 
  business is cheekily referred to as the Whitesmith’s guild. Unlike common items that carry value into 
  hundreds of skatt, these ores and items begin at tens of thousands of skatt. This clientele is made up of 
  the elite who pull on the ropes of power throughout Midgard. The Whitesmith’s guild also acts as the 
  mint for the production of gold rods.
  Ath Cliath’s markets are the only markets in Western Midgard that carry items of luxury. The concen-
  tration of wealth allows for greater indulgences to feed this market.
  Fabled Markets of Ath Cliath
  
  132
  L
  ocated on the western coast of Alba (Scotland) lies a community of missionaries that have been 
  occupying this part of Midgard for a century or more. Hidden away no one can say for sure when 
  they arrived, but this site has been built up for several generations at the very least. The central 
  monastery is the main attraction. The monks have a fortified abbey with reinforced iron doors and iron 
  window shutters that keep raiders out. There are a pair of barns with sheep as well as a large stockpile 
  of feed for the animals. Fortunately the monks were prepared when Fimbulwinter came.
  There are sixty monks with an abbot. Abbot Francis works to send the message of the White God to 
  the denizens on the Great Isles. He sends his monks with concrete instructions on whom to convert. 
  Unlike his brothers to the south, Abbot Francis has grown hard in the last two years. Exhausted from 
  running to the monastic round tower (see page 244) each time raiders come by, and a significant loss 
  in his sheep stock, he has taken up an active defense with lethal deterrence. Not all of the monks agree 
  with his methods, and some believe he spends far too much time in the catacombs beneath the abbey. 
  The abbey has three floors plus a low incline roof with large cast iron tubs that can be used to pour 
  boiling oil on anyone trying to break in. The top floor has a chapel and the study. The middle floor 
  contains the small personal bedrooms. The ground floor houses the kitchen and the living quarters.
  ocated on the western coast of Alba (Scotland) lies a community of missionaries that have been 
  Iona Abbey
  
  133
  Interaction with the friars:
  The friars will always err on the side of caution. However if the visitors come in genuine peace, 
  they will engage in dialogue with the dwellers and denizens of Midgard. Dialogue will gravitate 
  towards theology and faith. They will work in a non-confrontational manner to spread awareness 
  of the new White God.
  The abbey has a few sublevels of basement as well. They are behind an iron wrought door and under 
  lock and key in order to keep raiders out. The topmost sub-level is the storage room. It has a wood 
  plank wood floor and is filled with crates of food and barrels of wine. The second sublevel is the burial 
  chamber. The ground is earthen and many of the more recent burials have been here. The third level 
  drops into the bedrock and is the crypt that contains the tombs of the founders of the abbey.
  A section of this hallway complex has fallen away into the depths of a natural cavern. Old rusty bars 
  have been masoned into the stone to form a permanently closed portcullis. They have been put here to 
  keep the dangers from below at bay. 
  
  134
  Seas of Midgard
  is said that there is a ship that sails the seas between Islandia and Gronland which is manned by ghosts. 
  Those who have had a close encounter describe a tattered sail along with a crew of spectral warriors. 
  The origin story is quite gruesome. The lord of the ship wanted to find new lands to the west and 
  forced his crew to continue even when they were running dangerously low on supplies. Anyone who 
  protested was run through and thrown overboard by the lord. Eventually the crew, driven by hunger and mad-
  ness, mutinied and killed the captain with the gruesome blood eagle torture technique.
  The lord was so driven by his desire to find land that his soul refused to leave and the intense desire trans-
  formed his body into a Haugbui. Within minutes he slayed the crew. Surprisingly the crew’s desire for revenge 
  re-animated the crew as a half dozen Haugbui. Now the ship sails, seeking land and attacking anyone they 
  come across. The tragic irony is that the Haugbui curse keeps them in roughly the same area, and so they can-
  not venture far enough to actually find land. Woe to anyone who crosses their path.
  It
  Seas of Midgard
  Longship of the Damned
  
  135
  he Faroe Islands are a series of pictur-
  esque islands at the midpoint between 
  most of civilized Midgard and Islandia. 
  Due to the recent exodus from the wars that are 
  consuming Norveig, many find themselves bound 
  for Islandia. Along the way, most stop at the small 
  Faroe Islands for supplies and shelter. The young 
  local chieftain of the Faroes is called Trondur i 
  Gotu. He is a devout follower of Thor and opposes 
  the incursion of the crusaders. By sword and fire, 
  his forefathers rid the islands of missionaries who 
  had setup a stone monastery. The stone moss cov-
  ered structure rises above the land like a mole on 
  a witch’s decrepid face. It stands abandoned as 
  many say it is haunted by a dreadful banshee.
  he Faroe Islands are a series of pictur-
  Faroe Islands
  T
  
  136
  T
  o reach the most distant and lucrative trading hubs, 
  merchants from Midgard use the Volga trade route. The 
  entrance to the route is from the Baltic sea and the route 
  heads far to the east, and then even farther to the south. To 
  reach Miklagard one must travel for months on this very peril-
  ous journey. There are many pirates and bandits on the route, 
  ready to lighten the load of many a merchant ship. They are 
  unlikely to kill the occupants as it is much more profitable to 
  release them and hope they return once more with even more 
  goods for the plunder.
  Many ports have been established on this route in order to 
  make money from passing traders. Services for coin include 
  room and board, security, navigation and translation. Trans-
  lation is very important on this long journey as many different 
  languages will be encountered along the way. It is not uncom-
  mon for Midgard merchants to give up en route as this trek is 
  long and fraught with danger. Many ports have seen a mer-
  chant selling off all their goods, ready to return home.
  The legendary Koshchey is a menace to any traders who pass 
  through the area. He has an eye for pretty cargo and will go 
  out of his way to liberate the nubile goodies.
  o reach the most distant and lucrative trading hubs, 
  Volga Trade Route
  O
  uter-Midgard are all lands that sur-
  round Midgard and its populace. They 
  are the peoples that exist beyond Jor-
  mundgand. They are the people who have 
  brought war and trade to Midgard. They 
  are also the people who make great slaves 
  when captured on raids.
  Political Structure: Kingdoms, fief-
  doms, empires, tribes and clans
  Population: Large, varied
  Economy: Varied
  Major Hubs: Brittany, Frisia, Francia, 
  Saxony, Vedland (among many others)
  Outer-
   Midgard
  
  137
  M
  iklagard is the legendary city where fortunes 
  are made. Only the bravest, most adventurous 
  merchants from Midgard travel to this distant 
  metropolis. It is a once in a lifetime trip that is worn as 
  a badge of honour among merchants. Those who make 
  the long and arduous journey find it hard to sum up the 
  the city using words. The populace and culture of Mikl-
  agard is beyond comprehension, and the city dwarfs the 
  largest cities of Midgard. Goods from Midgard fetch 
  unearthly prices and exotic goods returned from Mikla-
  gard can be sold to Jarls and Karls for exorbitant sums. 
  A merchant can easily retire after one such return trip.
  The merchants of Miklagard are not only interested in 
  goods coming from Midgard. They are also fascinated 
  with the people. It is said that the Emperor Basil has 
  an elite army of six thousand Vikings. They are called 
  the Varangians and are the pride and joy of his military. 
  They are treated as nobility and are compensated ac-
  cordingly. Since good coin can be made, warriors have 
  accompanied merchants to this distant city in order to 
  find adventure and riches.
  Miklagard
  M
  iklagard is the legendary city where fortunes 
  Miklagard
  (the great city of Constantinople)
  
  138
  Se cret Societies
  T
  he Blotskadi is a shadowy organization that has existed since humans first appeared in Midgard. Only the 
  highest ranked members know who founded the organization and what its true purpose might be. It is 
  argued that throughout the ages, the Blotskadi have shaped the ruling class by eliminating those that have 
  been deemed undesirable  - a general on the eve of his next conquest or a king about to engage in a wedding 
  of unity between kingdoms may meet an untimely end at the hands of the Blotskadi. Many a young Karl owes their 
  throne to the work of this shadowy organization.
  Purpose & Loyalties
  This highly secretive society has a particular agenda it wishes to accomplish, 
  and no outsider has yet to piece it together. Very few know of their existence, 
  and most who hear about the Blotskadi, dismiss them as a fanciful rumour. 
  Contacting them requires a particular ritual which even fewer are privy to.
  It is unclear whether the Blotskadi are loyal to anyone but themselves- simply 
  The Blotskadi
  138
  Se cret Societies
  Se cret Societies
  T
  he Blotskadi is a shadowy organization that has existed since humans first appeared in Midgard. Only the 
  T
  he Blotskadi is a shadowy organization that has existed since humans first appeared in Midgard. Only the 
  T
  highest ranked members know who founded the organization and what its true purpose might be. It is 
  T
  highest ranked members know who founded the organization and what its true purpose might be. It is 
  Targued that throughout the ages, the Blotskadi have shaped the ruling class by eliminating those that have 
  Targued that throughout the ages, the Blotskadi have shaped the ruling class by eliminating those that have 
  T
  been deemed undesirable  - a general on the eve of his next conquest or a king about to engage in a wedding 
  T
  been deemed undesirable  - a general on the eve of his next conquest or a king about to engage in a wedding 
  T
  of unity between kingdoms may meet an untimely end at the hands of the Blotskadi. Many a young Karl owes their 
  throne to the work of this shadowy organization.
  Purpose & Loyalties
  Contacting them requires a particular ritual which even fewer are privy to.
  The Blotskadi
  The Blotskadi
  he Blotskadi is a shadowy organization that has existed since humans first appeared in Midgard. Only the 
  The Blotskadi
  he Blotskadi is a shadowy organization that has existed since humans first appeared in Midgard. Only the 
  This highly secretive society has a particular agenda it wishes to accomplish, 
  and no outsider has yet to piece it together. Very few know of their existence, 
  and most who hear about the Blotskadi, dismiss them as a fanciful rumour. 
  It is unclear whether the Blotskadi are loyal to anyone but themselves- simply 
  highest ranked members know who founded the organization and what its true purpose might be. It is 
  argued that throughout the ages, the Blotskadi have shaped the ruling class by eliminating those that have 
  been deemed undesirable  - a general on the eve of his next conquest or a king about to engage in a wedding 
  of unity between kingdoms may meet an untimely end at the hands of the Blotskadi. Many a young Karl owes their 
  This highly secretive society has a particular agenda it wishes to accomplish, 
  and no outsider has yet to piece it together. Very few know of their existence, 
  and most who hear about the Blotskadi, dismiss them as a fanciful rumour. 
  It is unclear whether the Blotskadi are loyal to anyone but themselves- simply 
  
  139
  acting as elite mercenaries. The one consensus is that they are highly effective and efficient at what they do. 
  Even when faced with insurmountable objectives, they deliver on their contracts. Those who study this secret 
  society are convinced that they are aided by higher powers such as the Jotuns or the gods.
  Leadership & Organization
  This secret society is guided by a council of elders. Blotskadi elders are said to be Voelvas- soothsayers 
  who have direct contact with the Norns. The laws of succession are guided by destiny and are said to be 
  preordained. Secrecy is maintained by eldritch rituals which bind the leaders who report to the council. 
  The magic prevents them from revealing the identities of the elders, be it by speech or written word.
  The organization itself is fairly clandestine, aiming to keep its activities hidden from outsiders. Each leader 
  oversees a territory and commands a ‘clique’ of followers. These cliques are spread throughout the leader’s 
  territory and are further broken down into ‘crews’. Crews number two to five members who have a good 
  balance of complimentary skills. Exceptional members may even operate independently. The leaders filter 
  information on a need-to-know basis, and often crews do not know about each other.
  The Blotskadi have an interesting relationship with the beggars and orphans of the world, using them as 
  the unlikely front face of the organization. The beggars and orphans are groomed into being unwitting rep-
  resentatives who do not fully understand the scope of their employers. The beggars and orphans receive 
  initial contact from a potential client. The preferred currency are severed toes. Anyone working beneath 
  the leadership are unaware why toes are so highly valued. It is in fact the toenails that are the strategic value 
  that help the Blotskadi curry favour from both the gods and the Jotuns.
  The Jotuns seek toenails for the construction of the mighty Naglfar, while the gods wish to acquire them in 
  order to destroy them, ensuring they do not pass into Rime Jotun hands. This currency allows the Blotskadi 
  to call upon higher powers whenever they need a supernatural favour such as in the assistance of a very dif-
  ficult objective. The nails are also sold to both divine races for ample gold.
  Objectives
  Fimbulwinter has been a very busy and difficult time for the Blotskadi. In the early days, their network of 
  beggars was nearly wiped out due to the lack of food and shelter. The Aesir and Jotuns have been actively 
  seeking proof of loyalty. Men and women of power have been seeking favours but offering very little in 
  return. Insular towns have been getting harder and harder to infiltrate. This has not deterred the Blotskadi 
  from rebuilding, however territories are no longer exclusive and desperate rivalries have broken out.
  139
  acting as elite mercenaries. The one consensus is that they are highly effective and efficient at what they do. 
  Even when faced with insurmountable objectives, they deliver on their contracts. Those who study this secret 
  society are convinced that they are aided by higher powers such as the Jotuns or the gods.
  Leadership & Organization
  This secret society is guided by a council of elders. Blotskadi elders are said to be Voelvas- soothsayers 
  who have direct contact with the Norns. The laws of succession are guided by destiny and are said to be 
  preordained. Secrecy is maintained by eldritch rituals which bind the leaders who report to the council. 
  The magic prevents them from revealing the identities of the elders, be it by speech or written word.
  The organization itself is fairly clandestine, aiming to keep its activities hidden from outsiders. Each leader 
  oversees a territory and commands a ‘clique’ of followers. These cliques are spread throughout the leader’s 
  territory and are further broken down into ‘crews’. Crews number two to five members who have a good 
  balance of complimentary skills. Exceptional members may even operate independently. The leaders filter 
  information on a need-to-know basis, and often crews do not know about each other.
  The Blotskadi have an interesting relationship with the beggars and orphans of the world, using them as 
  the unlikely front face of the organization. The beggars and orphans are groomed into being unwitting rep-
  resentatives who do not fully understand the scope of their employers. The beggars and orphans receive 
  initial contact from a potential client. The preferred currency are severed toes. Anyone working beneath 
  the leadership are unaware why toes are so highly valued. It is in fact the toenails that are the strategic value 
  that help the Blotskadi curry favour from both the gods and the Jotuns.
  The Jotuns seek toenails for the construction of the mighty Naglfar, while the gods wish to acquire them in 
  order to destroy them, ensuring they do not pass into Rime Jotun hands. This currency allows the Blotskadi 
  to call upon higher powers whenever they need a supernatural favour such as in the assistance of a very dif-
  ficult objective. The nails are also sold to both divine races for ample gold.
  Objectives
  Fimbulwinter has been a very busy and difficult time for the Blotskadi. In the early days, their network of 
  beggars was nearly wiped out due to the lack of food and shelter. The Aesir and Jotuns have been actively 
  seeking proof of loyalty. Men and women of power have been seeking favours but offering very little in 
  return. Insular towns have been getting harder and harder to infiltrate. This has not deterred the Blotskadi 
  from rebuilding, however territories are no longer exclusive and desperate rivalries have broken out.
  from rebuilding, however territories are no longer exclusive and desperate rivalries have broken out.
  
  140
  V
  argeisa the Fire Wolf is the head of this three pronged organization. She hid her love for Loki 
  for most of her life, and has met many others who have done the same. Ever since Loki’s trans-
  gressions against Baldur, his followers have had to hide their true identities. With the advent 
  of Raganrok, Vargeisa has aimed to change the whole dynamic. Her plan has three phases, 
  the first is to organize a secret society that has a common goal. Secondly it is to achieve the 
  goal by any means necessary. The end game is to take the organization out of secrecy and turn it into 
  the ultimate tool for their newly liberated god.
  Purpose & Loyalties
  Every decision, action and thought must bring the organization closer to Loki’s revenge. The 
  thought of his imprisonment burns Vargeisa to her core. In her mind, what the Aesir gods did to 
  Loki and Sygin’s sons was unforgivable. They turned Vali into a wolf and compelled him to rip his 
  brother Narfi to shreds. Then they used Narfi’s guts to bind Loki to the stones of Hvergelmir. Skadi 
  ensured that snake venom would drip upon the trickster god for the duration of his sentence.
  Vargeisa wishes to liberate Loki and his son Fenrir. One of the organization’s goals are to estab-
  lish close ties with Loki’s other children, namely Jormundgand and Hel... but there has been little 
  progress. The organization also has a secret benefactor who has been guiding Vargeisa without her 
  knowledge. The benefactor is none other than Angrboda, Loki’s mistress. Since the onset of Fimbul-
  winter, Angrboda has been sending gifts to Vargeisa via the nexus at Svalbard. Her emissaries are careful to 
  ensure that all aid remains anonymous and appears to be granted by fate.
  Leadership & Organization
  Vargeisa has been very active in the last two years, coaxing the followers of Loki to reveal themselves to her. 
  She classifies members into one of three sects. Influential leaders who represent and control different areas 
  of Midgard belong to the sect known as the ‘Eyes of Loki’. Her agents that travel the land following her 
  orders are known as the ‘Hands of Loki’. Those who espouse violent rebellion and hunt the Godis of Skadi, 
  Heimdal and Thor are known as the ‘Teeth of Loki’.
  The organizational structure is fairly flat, with no pure administrative roles. Everyone contributes daily to 
  the success of their sect. Information is freely disseminated across all three sects and a common sense of 
  desperation and conviction unites all of the members. A victory for one sect is a victory for all because of the 
  forward momentum towards the overall goal.
  Objectives
  The Eyes of Loki are rallying behind the Karls that are sympathetic to Loki and who wish to capture the 
  coveted throne of Norveig. The Hands of Loki are closing in on the first seal that keeps Hvergelmir quaran-
  tined. The Teeth of Loki have been busy murdering the Godis whose gods are most responsible for Loki’s 
  torment. These relentless killings have been actively weakening the flock- turning the tables by driving 
  those Godis into secrecy and hiding. Vargeisa is always on the lookout for more sympathetic talent.
  140
  V
  argeisa the Fire Wolf is the head of this three pronged organization. She hid her love for Loki 
  for most of her life, and has met many others who have done the same. Ever since Loki’s trans-
  for most of her life, and has met many others who have done the same. Ever since Loki’s trans-
  gressions against Baldur, his followers have had to hide their true identities. With the advent 
  gressions against Baldur, his followers have had to hide their true identities. With the advent 
  of Raganrok, Vargeisa has aimed to change the whole dynamic. Her plan has three phases, 
  of Raganrok, Vargeisa has aimed to change the whole dynamic. Her plan has three phases, 
  the first is to organize a secret society that has a common goal. Secondly it is to achieve the 
  the first is to organize a secret society that has a common goal. Secondly it is to achieve the 
  goal by any means necessary. The end game is to take the organization out of secrecy and turn it into 
  goal by any means necessary. The end game is to take the organization out of secrecy and turn it into 
  the ultimate tool for their newly liberated god.
  the ultimate tool for their newly liberated god.
  Purpose & Loyalties
  Every decision, action and thought must bring the organization closer to Loki’s revenge. The 
  Every decision, action and thought must bring the organization closer to Loki’s revenge. The 
  thought of his imprisonment burns Vargeisa to her core. In her mind, what the Aesir gods did to 
  thought of his imprisonment burns Vargeisa to her core. In her mind, what the Aesir gods did to 
  Loki and Sygin’s sons was unforgivable. They turned Vali into a wolf and compelled him to rip his 
  Loki and Sygin’s sons was unforgivable. They turned Vali into a wolf and compelled him to rip his 
  brother Narfi to shreds. Then they used Narfi’s guts to bind Loki to the stones of Hvergelmir. Skadi 
  brother Narfi to shreds. Then they used Narfi’s guts to bind Loki to the stones of Hvergelmir. Skadi 
  ensured that snake venom would drip upon the trickster god for the duration of his sentence.
  ensured that snake venom would drip upon the trickster god for the duration of his sentence.
  Vargeisa wishes to liberate Loki and his son Fenrir. One of the organization’s goals are to estab-
  Vargeisa wishes to liberate Loki and his son Fenrir. One of the organization’s goals are to estab-
  lish close ties with Loki’s other children, namely Jormundgand and Hel... but there has been little 
  lish close ties with Loki’s other children, namely Jormundgand and Hel... but there has been little 
  progress. The organization also has a secret benefactor who has been guiding Vargeisa without her 
  progress. The organization also has a secret benefactor who has been guiding Vargeisa without her 
  knowledge. The benefactor is none other than Angrboda, Loki’s mistress. Since the onset of Fimbul-
  knowledge. The benefactor is none other than Angrboda, Loki’s mistress. Since the onset of Fimbul-
  winter, Angrboda has been sending gifts to Vargeisa via the nexus at Svalbard. Her emissaries are careful to 
  winter, Angrboda has been sending gifts to Vargeisa via the nexus at Svalbard. Her emissaries are careful to 
  ensure that all aid remains anonymous and appears to be granted by fate.
  ensure that all aid remains anonymous and appears to be granted by fate.
  Leadership & Organization
  Vargeisa has been very active in the last two years, coaxing the followers of Loki to reveal themselves to her. 
  Vargeisa has been very active in the last two years, coaxing the followers of Loki to reveal themselves to her. 
  She classifies members into one of three sects. Influential leaders who represent and control different areas 
  She classifies members into one of three sects. Influential leaders who represent and control different areas 
  of Midgard belong to the sect known as the ‘Eyes of Loki’. Her agents that travel the land following her 
  of Midgard belong to the sect known as the ‘Eyes of Loki’. Her agents that travel the land following her 
  orders are known as the ‘Hands of Loki’. Those who espouse violent rebellion and hunt the Godis of Skadi, 
  orders are known as the ‘Hands of Loki’. Those who espouse violent rebellion and hunt the Godis of Skadi, 
  Heimdal and Thor are known as the ‘Teeth of Loki’.
  Heimdal and Thor are known as the ‘Teeth of Loki’.
  The organizational structure is fairly flat, with no pure administrative roles. Everyone contributes daily to 
  The organizational structure is fairly flat, with no pure administrative roles. Everyone contributes daily to 
  the success of their sect. Information is freely disseminated across all three sects and a common sense of 
  the success of their sect. Information is freely disseminated across all three sects and a common sense of 
  desperation and conviction unites all of the members. A victory for one sect is a victory for all because of the 
  desperation and conviction unites all of the members. A victory for one sect is a victory for all because of the 
  forward momentum towards the overall goal.
  forward momentum towards the overall goal.
  Objectives
  The Eyes of Loki are rallying behind the Karls that are sympathetic to Loki and who wish to capture the 
  The Eyes of Loki are rallying behind the Karls that are sympathetic to Loki and who wish to capture the 
  coveted throne of Norveig. The Hands of Loki are closing in on the first seal that keeps Hvergelmir quaran-
  coveted throne of Norveig. The Hands of Loki are closing in on the first seal that keeps Hvergelmir quaran-
  tined. The Teeth of Loki have been busy murdering the Godis whose gods are most responsible for Loki’s 
  tined. The Teeth of Loki have been busy murdering the Godis whose gods are most responsible for Loki’s 
  torment. These relentless killings have been actively weakening the flock- turning the tables by driving 
  torment. These relentless killings have been actively weakening the flock- turning the tables by driving 
  those Godis into secrecy and hiding. Vargeisa is always on the lookout for more sympathetic talent.
  those Godis into secrecy and hiding. Vargeisa is always on the lookout for more sympathetic talent.
  Eyes, Hands 
     and Teeth of Loki
  
  141
  T
  he title of ‘crusader’ refers to many different groups throughout Midgard. While their goals are galvanized in 
  a common belief- to unite the lands under the faith of the White God, the crusaders belong to different orders 
  and report to different lords. They are the elite armies of Outer-Midgard, those who uphold a higher standard 
  of quality. Originally conceived in Rome for the purpose of liberating the Holy Land, the current Pope John XII 
  has rented out the crusaders to anyone who will further his goals. While working for other lords, the crusaders 
  have forged their own identities and orders. The largest crusader army fight under Emperor Otto’s banner, with the bravest 
  at the vanguard in King Aethelstan’s army.
  Purpose & Loyalties
  All of the orders swear to live a life of poverty, chastity and religious discipline. Those who truly live up to those standards are 
  promoted into higher echelons of the organization. Those who struggle with the precepts are either allowed an extended 
  period to better themselves, or are ejected from the order and are transferred into regular standing armies. The crusaders 
  will only bend knee to the Pope and those kings who hold the White God above all else.
  When the sun was extinguished by Skoll and Hati, the leaders (shepherds) of the various orders called a council to discuss 
  how to deal with the coming darkness. Visions and prophesy directed their attentions to the north- towards Midgard and its 
  heathen populace. The northern campaign moves with purpose towards different goals that must be achieved if light is to 
  return to the world of man.
  Leadership & Organization
  The crusader orders are devoted to a particular holy reliquary and the cause it represents. The crusaders house the holy 
  reliquary in their fort, and when they are on the attack, they carry it into battle. There is little doubt about the immense power 
  that the reliquary bestows upon the order. There are many important reliquaries and orders, but only the ones engaged in 
  northern campaigns are outlined below. 
  Crusaders
  141
  T
  he title of ‘crusader’ refers to many different groups throughout Midgard. While their goals are galvanized in 
  T
  he title of ‘crusader’ refers to many different groups throughout Midgard. While their goals are galvanized in 
  T
  he title of ‘crusader’ refers to many different groups throughout Midgard. While their goals are galvanized in 
  T
  a common belief- to unite the lands under the faith of the White God, the crusaders belong to different orders 
  T
  a common belief- to unite the lands under the faith of the White God, the crusaders belong to different orders 
  T
  a common belief- to unite the lands under the faith of the White God, the crusaders belong to different orders 
  T
  and report to different lords. They are the elite armies of Outer-Midgard, those who uphold a higher standard 
  T
  and report to different lords. They are the elite armies of Outer-Midgard, those who uphold a higher standard 
  T
  and report to different lords. They are the elite armies of Outer-Midgard, those who uphold a higher standard 
  T of quality. Originally conceived in Rome for the purpose of liberating the Holy Land, the current Pope John XII 
  T of quality. Originally conceived in Rome for the purpose of liberating the Holy Land, the current Pope John XII 
  T of quality. Originally conceived in Rome for the purpose of liberating the Holy Land, the current Pope John XII 
  T
  has rented out the crusaders to anyone who will further his goals. While working for other lords, the crusaders 
  has rented out the crusaders to anyone who will further his goals. While working for other lords, the crusaders 
  T
  has rented out the crusaders to anyone who will further his goals. While working for other lords, the crusaders 
  T
  has rented out the crusaders to anyone who will further his goals. While working for other lords, the crusaders 
  T
  have forged their own identities and orders. The largest crusader army fight under Emperor Otto’s banner, with the bravest 
  have forged their own identities and orders. The largest crusader army fight under Emperor Otto’s banner, with the bravest 
  at the vanguard in King Aethelstan’s army.
  at the vanguard in King Aethelstan’s army.
  Purpose & Loyalties
  All of the orders swear to live a life of poverty, chastity and religious discipline. Those who truly live up to those standards are 
  promoted into higher echelons of the organization. Those who struggle with the precepts are either allowed an extended 
  period to better themselves, or are ejected from the order and are transferred into regular standing armies. The crusaders 
  will only bend knee to the Pope and those kings who hold the White God above all else.
  When the sun was extinguished by Skoll and Hati, the leaders (shepherds) of the various orders called a council to discuss 
  how to deal with the coming darkness. Visions and prophesy directed their attentions to the north- towards Midgard and its 
  heathen populace. The northern campaign moves with purpose towards different goals that must be achieved if light is to 
  return to the world of man.
  Leadership & Organization
  The crusader orders are devoted to a particular holy reliquary and the cause it represents. The crusaders house the holy 
  reliquary in their fort, and when they are on the attack, they carry it into battle. There is little doubt about the immense power 
  that the reliquary bestows upon the order. There are many important reliquaries and orders, but only the ones engaged in 
  northern campaigns are outlined below. 
  Crusaders
  T
  Crusaders
  T
  
  142
  Order of the Lance of Destiny: This group of knights is devoted to the holy artifact that was used in piercing 
  the White God while He was on the cross. They are driven by the pain and suffering that is required in order 
  to persevere in the faith. Every member is prepared for sacrifice in order to achieve ultimate glory. This order 
  specializes in spear warfare from horseback.
  Order of the Sepulchre: Devoted to the burial site of the White God, this order welcomes the humble heart-
  ed. The Order of the Sepulchre is by far the largest group of crusaders. It welcomes the commoners who place 
  the crusade above their daily lives. This order has so many recruits that it is impossible to issue standard issue 
  weapons and armour. The commoners are led by seasoned warriors who train them in large scale battles.
  Order of the Crown of Thorns: This military order is galvanized by the crown of thorns that rested upon 
  the White God’s head. Patience and mercy are the guiding qualities that are espoused within the order. The 
  Crown of Thorns grant mercy to the defeated and achieve victory through patience and planning. They have a 
  reputation for being the best of the best, so they behave with restraint and precision. Unlike the other orders, 
  the Crown of Thorns members operate in small Warbands, executing specialized and devastating attacks on 
  their enemies.
  The Dark Order: Very little is known about this clandestine group. It is said that in his desire for victory, Em-
  peror Otto empowered his close friend Arnolf to create a legion that would become the crusader’s last stand. 
  Their mission would be to find, decipher and use powerful heathen artifacts and magic. They would remain in 
  the shadows, gaining power, and would be called upon only if victory over the north was in peril.
  Each order has a leader known as a ‘shepherd’. Their responsibility is to ensure the continued growth and 
  success of their order. They are the ones who interact directly with the Pope and various kings.
  Within an order there are some agencies. They are a smaller specialized sub-organizations devoted to a spe-
  cialized set of tasks and responsibilities. Agencies exist in every order and sometimes collaborate across or-
  ders.
  Missionaries are an agency that has been designed to precede the crusaders. They are the scholarly 
  group devoted to non-violent interactions, discussions and conversions. They move into heathen lands 
  well ahead of the crusader armies and work tirelessly to win over the population so that violent confronta-
  tion could be averted. Missionaries devote their lives to the study and worship of the White God. They 
  learn extraordinary building techniques and erect majestic abbeys and cathedrals to honour the Saviour.
  The Inquisitors are an agency that exist within each order. Their purpose is to ensure that the spirit of the 
  White God lives within the crusaders’ hearts and minds. Very special individuals are elevated to join this agen-
  cy. Loyalty, unwavering character, and personal miracles are all prerequisites to consideration. The Inquisitors 
  were founded by a virtuous Pope over one hundred years ago, but now Pope John XII uses the Inquisitors as his 
  leash upon the crusaders. He uses the agency to ensure that the order’s loyalty is to Rome above and beyond any 
  loyalty they may have to their current king or emperor.
  Objectives
  The darkness that came as a result of Ragnarok has galvanized the crusader cause. There has been no shortage 
  of recruits willing to head northward in an effort to restore the light.
  
  143
  Varangian Legion
  T
  he population of far flung Miklagard are not only interested in goods com-
  ing from Midgard, they are also fascinated with the people and their culture. 
  Historians and chroniclers recount the time when Emperor Basil welcomed 
  a wealthy Jarl from Midgard. The Jarl was greeted with full pomp and fanfare 
  and was invited to stay at the emperor’s palace. During the visit the emperor 
  complained that his army was cowardly and untrustworthy. The jarl sympathized, and 
  upon returning home, he sent a legion of some of his finest warriors to the emperor as 
  a gift. This elite army of six thousand Vikings was a sight to behold. They became the 
  Varangian legion, the pride of the emperor’s army.
  Purpose & Loyalties
  Their ferocity and loyalty sets them apart from the emperor’s other armies. Their desire to die 
  in combat makes them ferocious and fearless. Their fantastic exploits have forged their leg-
  end in outer-Midgard. Because the Varangian Legion’s immense success, the emperor treats 
  them as nobility and they are compensated accordingly. They get first plunder rights which 
  secured their unwavering loyalty to the emperor. In return he has even written the legion into 
  his last will and testament!
  Leadership & Organization
  The Varangian Legion’s leaders are chosen from within. The most accomplished warri-
  ors are elevated by their warband bretheren. To become a Varangian warrior, every new 
  recruit must pledge a blood brother oath to every other member of their warband. To 
  survive in this distant foreign land, the members of the legion look out for one another.
  Many locals apply to join the legion, attracted by their favoured status in the eyes of 
  the emperor, however very few have the capacity to embrace the Midgard culture 
  and mentality required. The legion haven’t forgotten their roots, many openly dis-
  playing pendants of their gods.
  Objectives
  The first objectives that Emperor Basil set before the Varangian Legion was to quash the 
  civil war that was being fuelled by the rebellious aristocracy. After a stunning success, 
  the emperor set them loose on the eastern caliphates. In order to replenish their losses, 
  many members of the legion sent work back home of their lucrative success in Outer-
  Midgard. As a result many embarked on the long and perilous Volga trade route in order 
  to find fame and fortune among the Varangians.
  Recent Days
  Since the coming darkness, Emperor Basil has turned his attentions to the north and west. 
  Messengers from Rome arrive daily and the legion has been pulled back from the East. 
  Something intense is brewing and everyone in the legion can feel the electricity in the air.
  
  Ma gic Items
  *Weapon Meta: Knockdown or Knockback (2 hexes)
  Dvergar Engineering: Perform a Minor Sacrifice +1 to 
  perform a Weak Move (no limit to how many times this is 
  invoked during a combat round)
  Active Power: Thundering Attack
  The head of this maul is a dead Jotun’s dead tooth and the 
  haft is forged from high quality metal alloys. This fearsome 
  weapon is generally too large for a human to wield, and is 
  usually found in the hands of troll and ogre cham-
  pions. Within Jotunheim, it is regarded as a 
  status symbol and within Midgard it is seen 
  more as a symbol of Jotun allegiance. If 
  they are fortunate enough to ac-
  quire one, a Rime Jotun Godi 
  would use Black Tooth as 
  the 
  centerpiece 
  of 
  their shrine.
  DF: 4   I  PIERCE: 8    I   REACH: 3   I  PARRY: 0   I   FOCUS: 0    I  META: SPECIAL*
  Black Tooth
  SIZE:  7        QR: 20
  weapon
  Ma gic Items
  SIZE: 4         QR: 4 (DVERGAR ENGINEERING)
  Bag of Sustenance
  This royal blue bag is embroidered with silver runes made from 
  otherworldly thread. Anything edible placed inside this magical sack 
  replicates itself within 24 hrs. The maximum size of an object to be placed 
  within the magic bag is one cubic foot. This magic item may have held moderate value before Ragnarok, 
  but since the onset of Fimbulwinter, such an artifact may start wars between kingdoms!
  Bag of Sustenance
  miscellaneous
  *Weapon Meta: Knockdown or Knockback (2 hexes)
  Dvergar Engineering:
  perform a Weak Move (no limit to how many times this is 
  invoked during a combat round)
  Active Power: 
  DF: 4   
  Black Tooth
  Black Tooth
  SIZE:  7        QR: 20
  but since the onset of Fimbulwinter, such an artifact may start wars between kingdoms!
  Passive Power: PF +1 vs. Mental or Spir-
  itual per point of Focus.
  Upon finding one, Wyrd 1 rune: 
   
  P  = vs. Mental & Spiritual 
   
  M  = vs. Mental only
   
  S  = vs. Spiritual only
  These chromatic rings are sought after by 
  practitioners of magic. Made from multi-
  coloured stone, these rings have the pow-
  er to reshape themselves to the size of the 
  finger they are to adorn. 
  They have been designed to protect the 
  wearer against foul and discordant magic.
  Bifrost Ring
  SIZE: 1
  QR: 3 (SINGLE TRAIT) OR 6 (DOUBLE TRAIT)
  accessory
  144
   
  M  = vs. Mental only
   
  S  = vs. Spiritual only
   
  S  = vs. Spiritual only
   
  P  = vs. Mental & Spiritual 
   
  P  = vs. Mental & Spiritual 
   
  M  = vs. Mental only
   
  M  = vs. Mental only
   
  S  = vs. Spiritual only
   
  S  = vs. Spiritual only
  
  SIZE: 3        QR: 13
  SIZE: 3        QR:  9
  Boar’s Vanguard
  Passive Power: Protector
  This metal shield has a bronze cast bas-relief boar on the front. 
  This was created by the guardians of the Danevirke in order to 
  support a shield wall defense. Some have been stolen by disgrun-
  tled defenders when they departed their service at the great wall. 
  Finding one away from the Danevirke is a reminder of how dete-
  riorated the defenses have become.
  Boar’s Vanguard
  Boar’s Vanguard
  Boar’s Vanguard
  Boar’s Vanguard
  weapon
  DF: 0   I  PIERCE: 0   I  REACH: 0   I  PARRY: 8   I  FOCUS: 1   I  META: DEFLECT
  SIZE: 3        QR:  9
  SIZE: 3        QR:  9
  Blood 
  Mail Coat
  Passive Power: Perform a Moderate Sacrifice +1 to gain a +3
  Physical damage bonus on your Attack action (applied after me-
  tas; can only be performed once per combat round)
  The blood mail coat was created by the blacksmiths who worked 
  in the service of King Harald. Equipping his most loyal soldiers, 
  these mail coats played no small part in the success of King 
  Harald’s armies when they unified Norveig. In these dark times, 
  these coats fetch a fair price for not only their martial powers, 
  but for their historical collector’s value. King Harald’s royal 
  seal was painted on the breast of each of these scale 
  armour
  PF: 1  I  PARRY: 2  I  EVADE:  I  FOCUS: 1  I  META: ABSORB
  SIZE: 1              QR: 12
  SIZE: 3 QR: 9
  Book of Dreams
  SIZE: 1              QR: 12
  SIZE: 1              QR: 12
  Book of Dreams
  Book of Dreams
  Book of Dreams
  Book of Dreams
  This book has 10 pages of ancient and 
  magical parchment (consult the ta-
  ble below to see how many pages are 
  blank). It is said that Mogthrasir the 
  Norn created the parchment for this 
  book. The ink that is drawn onto the 
  pages unlocks a very unique effect. 
  Any scene that is drawn becomes an 
  enchanted vortex for anyone viewing 
  the page. Unless they Wyrd and pull 4 
  Mental runes (rune morphing allowed), 
  they will be magically transported to 
  the scene’s location. Every scene in 
  the book save one is a real life location, 
  some are not even in Midgard. One 
  particular scene is fictitious and depicts 
  an event that is transpiring. Anyone 
  sucked through will be stuck in this 
  dream realm until they resolve the inci-
  dent that was portrayed.
  miscellaneous
  WYRD 
  NUMBEROF  
   
   
   
   
  BLANK  PAGES
   
  P 
  1
   
  M 
  2
   
  S 
  4
   
  S 
  4
  P 
  1
  145
   
  M 
  2
   
  S 
  4
  P 
  1
  P 
  1
   
  M 
  2
   
  M 
  2
   
  S 
  4
  
  STRUCTURAL ESSENCE: 24       PF: 5 P
  Dawn of Ragnarok
  miscellaneous
  SIZE:  1       QR: 6
  Candle
     of 
  Spirits
  SIZE:  1       QR: 6
  Candle
  Candle
     of 
     of 
  Spirits
  Spirits
     of 
     of 
  Spirits
     of 
     of 
  The Candle of Spirits resembles 
  a normal candle in many regards. 
  Only when holding the candle up 
  to a bright light will one see the ru-
  nic symbols that have been buried 
  in the wax. These candles reveal 
  the hidden world around them. 
  When a candle is lit, the holder of 
  the candle can clearly witness the 
  world of spirits within 30' radius. 
  When lit, the candle grants a +1 
  bonus rank to ‘Speak with Dead’, 
  ‘Omens/Portents’ and ‘Lore: Ar-
  cana’. It may also be lit during 
  a funeral pyre to reveal whether 
  the soul has been picked up by a 
  Valkyrie. Witnessing a Valkyrie in 
  her glory and splendour, however, 
  will cause the witness to perform an 
  Ultimate Sacrifice +1. The candle 
  may also help in ‘Sense Motive’ or 
  ‘Lore Personas’ checks when deal-
  ing with a Haugbui (Norn’s discre-
  tion) when attempting to decipher 
  the reason for its curse in Midgard.
  These candles can burn for sev-
  eral hours, consult the table below 
  when one has been found:
  accessory
  WYRD 
  HOURS  
   
   
   
  REMAINING
   
  P 
  1
   
  M 
  2
   
  S 
  4
   
  S 
  4
  P 
  1
  SIZE: 12        QR: 22
  Passive Power: Focus +1 (+2 bonus if applied to a Spell Song)
  Active Power: Heal +6 {Spell Song}, Minor Sac +1 to 
  add a free Area meta [Amplify Amplify Area]
  This coiled horn has been used for generations by the 
  Sammi tribes of the north. It is created from a legendary 
  mountain ram that is said to have gone extinct several 
  generations ago. It is rather large and cumbersome and 
  is tinted a very light shade of grey and ivory.
  Call of the Ancients
  accessory (horn)
  SIZE: 4          QR: 6
  Call of the Ancients
  Call of the Ancients
  STRUCTURAL ESSENCE: 24       PF: 5 P
  Dawn of Ragnarok
  Dawn of Ragnarok
  Passengers gain: 
  During Upkeep Heal +3, Recover +4
  Retribution- DF 1 P, Pierce +2
  Parry +2
  Big battering ram/spike: 
  DF 9, Pierce 6, Meta: Gore 
  This sturdy longship was created in Evingard to protect the fish-
  ermen of the Bay of Ice from the polar kraken that lurk there. 
  Legend has it that the crew was obsessed in hunting all preda-
  tors of the sea, and having crossed paths with a kraken, they re-
  fused to back down. They worked hard at creating a ship capable 
  of withstanding the terror of an adult kraken. Using magics and 
  marvels of engineering, they created a ship worthy of its name. 
  Decorated with a black kraken sail, they sailed into legend after 
  ridding the bay of its most fearsome predator. They vowed to 
  take to the high seas and continue their glorious hunt, which 
  some say would only culminate in their possible encounter with 
  Jormungand!
  146
   
  S 
  4
  P 
  1
   
  M 
  2
   
  S 
  4
  
  No one knows how a Death Stone is created. Some 
  speculate that Mogthrasir the Norn created them in 
  order to play a prank on her sisters Verdandi, Skuld and Urd. 
  The ritual that binds a beneficiary to the stone is also lost. The stone grants immortality to those 
  who are bound to it. The beneficiary’s soul is removed from the body and placed within the heart 
  of the Death Stone., after which they cannot be killed, nor do they age. Their health remains 
  impeccable so long as the stone is at least 100 miles from the beneficiary. The moment it starts 
  to come closer, the beneficiary’s health begins to degrade. Any physical contact with the stone 
  causes the beneficiary to die and the stone becomes receptive to a new binding ritual.
  SIZE: 3         QR: 19
  Dragvendil
  miscellaneous
  Dragvendil
  Dragvendil
  Dragvendil
  Dragvendil
  weapon
  SIZE: 1          QR: 20
  No one knows how a Death Stone is created. Some 
  speculate that Mogthrasir the Norn created them in 
  order to play a prank on her sisters Verdandi, Skuld and Urd. 
  The ritual that binds a beneficiary to the stone is also lost. The stone grants immortality to those 
  who are bound to it. The beneficiary’s soul is removed from the body and placed within the heart 
  of the Death Stone., after which they cannot be killed, nor do they age. Their health remains 
  miscellaneous
  Death Stone
  Passive Power: Afterlife Wyrd doesn’t gain any bonuses for epic 
  deeds performed while wielding Dragvendil
  Active Power: Sundering Blow
  Taking this weapon from a grave does not incur any malice
  In an era long past, Sindri was one of the best weaponsmiths and forge masters of all of the Dvergar. For the gods, 
  he and his brother Brokk crafted many powerful artifacts. Among them, the most legendary are the gold-spinning 
  Draupnir and the mighty hammer Mjolnir. In the years of Fimbulwinter, a shrewd Sammi Karl named Gusir wanted 
  to become one of the greatest warriors of legend. To achieve the greatest glory he offered most of his riches to Sindri 
  in exchange for the best blade ever created- a sword that even the Aesir would desire. The Norns smiled at Gusir and 
  Sindri agreed. Over the years the Dvergar had aged considerably and his hands were not as steady as they once were. 
  He required the assistance of another dwarf named Aranlad, whose ability rivaled Sindri’s while in his prime. 
  In the final moments of the forging process, Sindri became fearful of incurring Odin’s wrath and quickly decided that 
  Dragvendil should be flawed. Sensing Sindri’s hesitation, Aranlad redoubled his efforts in order to create the best 
  artifact he could muster. The result was a paradoxical weapon with two personalities. Aranlad ensured that Dragv-
  endil’s edge would always be perfect, and no material would be able to stop its thrusts. However in panic Sindri 
  infused Dragvendil with a shroud that would hide the wielder from the gods and some speculate that even the Norns 
  themselves would not be able to see through the veil!
  Gusir never deserved to have such a great weapon. He was never able to use it as a true warrior, and when he won battles 
  and duels, it was wholly due to Dragvendil. The fate of the sword would become entwined with great men following Gu-
  sir’s death. It began when the great warrior Ketil Hæing took it from Gusir’s corpse. Ketil Hæing killed many warriors 
  with the now infamous blade. The most famous was Framar, King of Uppland who was cut in half by Dragvendil. The 
  sword was passed down to his son Grim Shaggy-Cheek who was also a famous warrior. The sword continued to pass from 
  hand to hand, great warrior to great warrior. Grim gave it to Thorolf and he in turn gave it to Arinbjorn. Finally Arinbjorn 
  gave it as a gift to Egil Skallagrmsson. Egil is the current owner of this infamous weapon.
  DF: 6   I  PIERCE: 14   I  REACH: 2   I  PARRY: 2   I  FOCUS: 0   I  META: HAMSTRING
  147
  
  SIZE: 1        QR: 4
  Favour of the Elf King’s Daughter
  accessory
  Passive Power: Thriving in the Crowd
  Active Power: Disarming Parry, Disarm
  The Dreadful Antlers are sacred weapons to the nomadic northern Sammi. They are crafted from the antlers of a dy-
  ing reindeer which has allowed someone to witness its passing. Using a special ritual, the horns are extracted to make 
  a significant and magnificent weapon. The horns are then sharpened to points and a leather strap is attached to add 
  a suitable grip to this unconventional weapon. In Sammi society anyone carrying this artifact elevates one’s status. 
  Dreadful Antlers
  weapon
  SIZE: 6          QR: 24
  The Dreadful Antlers are sacred weapons to the nomadic northern Sammi. They are crafted from the antlers of a dy-
  ing reindeer which has allowed someone to witness its passing. Using a special ritual, the horns are extracted to make 
  a significant and magnificent weapon. The horns are then sharpened to points and a leather strap is attached to add 
  There was a very rare coupling of a Lios Alfar lord and a human woman of noble lineage. The union begat a daughter 
  imparted with the beauty and arrogance of the Alfar and the compassion and emotion of a mortal woman. The Elf King’s 
  daughter is a beautiful, but a very capricious Fae. She enjoys disguising herself and leaving the familiarity of her king-
  dom in order to seek out true love. Those she meets, however, are false, vile and filled with wickedness, tainted by the 
  desperation induced by Fimbulwinter. Invariably her affections turn to anger as she discovers the flaws of her mortal 
  companion. Sometimes she will use her spells to taunt and drive her lover mad or she will manipulate others to exact her 
  vengeance. Oftentimes, a willing hero is the hand of her justice, and to these she gives her Favour.
  The Favour appears as a ribbon-wrapped lock of hair, which lightens and darkens with the Elf King daughter’s mood. 
  The Favor appears among the personal effects of a hero who has, knowingly or not, delivered grievous harm upon a per-
  son who has wronged the Elf King’s daughter. It cannot be stolen or lost, but can be freely given to another - although 
  the Elf King’s daughter may take this as an affront.
  Powers: The Favour grants its owner the ability to strike and plot revenge, not for himself, but for another. Whatever 
  path the owner takes to achieve vengeance for another’s wound he will be able to out-think, out-fight, and out-talk his 
  foes (+1 skill ranks). This edge appears as a rush of confidence, a little 
  more luck, and the occasional burst of energy. In addition, the owner 
  may take the Favour and call out to the Elf King’s daughter, asking 
  or demanding of her some boon or task (see ‘Beseech a  Higher 
  Power’ in the Core Rulebook page 99). If successful she will 
  assist within her powers, but the Favour of the Elf King’s 
  daughter will disappear forever. But care must be taken not 
  to demand too much, lest the Elf King’s daughter takes of-
  fense or feels demeaned. She might even decide to make 
  the former owner the next target of her ire!
  DF: 6   I  PIERCE: 4   I  REACH: 2   I  PARRY: 6   I  FOCUS: 2   I  META: GORE
  148
  
  Creature Reliquary: It will bind the fate of the wielder with that of an innocent. 
  The sword will ensure that the wielder crosses paths with someone noble and kind hearted.
  Active Power: Gate Banshee {spell} [amplify range maintain]  - The banshee will help ensure the premature demise of the 
  innocent. Should anyone try and interfere, it will include them in its plans for murder. Unlike the traditional gate power 
  where the caster controls the creature, Fotbitr’s banshee is controlled by the Norn.
  Passive Power: Curse - When the wielder least expects it, the sword will apply Possession intensity +6 on them and compel 
  them to strike dead someone who has not warranted an early death. A Lore: Arcana skill check with 8 successes is needed 
  to detect the curse.
  Fotbitr is a powerful but cursed long sword that drives the wielder to tragedy. It has the uncanny ability of murdering the 
  innocent, weaving a tapestry of catastrophe in its mythology.
  The sword belonged to Geirmund the Noisy, but his vengeful ex-wife Thurid stole it from him. Geirmund’s last words 
  were a curse he directed at the sword and his ex-wife... just before his death when his boat sank at sea. He swore it would 
  ‘kill the man most missed and the man least deserving of death’ making the death a true tragedy. The sword has been 
  sighted on its way to Islandia.
  Fotbitr (Leg Biter)
  weapon
  SIZE: 3         QR: 17
  It will bind the fate of the wielder with that of an innocent. 
  The sword will ensure that the wielder crosses paths with someone noble and kind hearted.
  Gate Banshee {spell} [amplify range maintain]  - The banshee will help ensure the premature demise of the 
  innocent. Should anyone try and interfere, it will include them in its plans for murder. Unlike the traditional gate power 
  where the caster controls the creature, Fotbitr’s banshee is controlled by the Norn.
  SIZE: 6         QR: 24
  Falling
    Star
  weapon
  SIZE: 6         QR: 24
  Falling
  Falling
    Star
    Star
  weapon
  Realm Ore - Meteorite (Midgard): The attack from this weapon 
  not only attacks the space occupied by the victim, but also hits all 
  adjacent hexes (hits friend and foe alike)
  Dvergar Engineering: Weapon meta automatically triggers on all 
  attack actions at +1 intensity [Counter: P]
  This flail is made from stone that fell from the night skies of Fimbul-
  winter. The stone looks fairly cratered with a texture that is quite for-
  eign. There are flecks of red, gold and silver in the stone that shimmer 
  eerily in firelight. The properties of this meteorite stone cause con-
  cussive force to be expelled when it is slammed against anything solid. 
  The concussive force radiates out in all directions. 
  DF: 8   I  PIERCE: 2   I  REACH: 2   I  PARRY: 0   I  FOCUS: 1   I  META: KNOCKDOWN
  DF: 4   I  PIERCE: 4   I  REACH: 2   I  PARRY: 4   I  FOCUS: 1   I  META: GORE
  SIZE: 1         QR:7
  Frost Mauler
  winter. The stone looks fairly cratered with a texture that is quite for-
  eign. There are flecks of red, gold and silver in the stone that shimmer 
  eerily in firelight. The properties of this meteorite stone cause con-
  cussive force to be expelled when it is slammed against anything solid. 
  The concussive force radiates out in all directions. 
  Passive Power: Furious Cohort, Enter Rage
  Active Power: Raging Charge, Raging 
  Attack, Ice Aura
  This gauntlet is crafted by encrusting Rime 
  crystals into polar bear claws. Leather 
  straps and fur trim are added for comfort 
  and style. The nomadic Ulfhednar clans of 
  the north often create a set of these gaunt-
  lets to celebrate their greatest champions. 
  To a Berserkir or an Ulfhednar, these 
  gauntlets are a badge of honour. Anyone 
  else that carries a Frost Mauler may be 
  branded a thief. Be warned!
  accessory
  149
  
  As higher powers watch, listen and manoeuvre into positions of 
  increasing power, it is important to keep good relations with peers. 
  Sending gifts can be risky when a courier can easily be intercepted and robbed. The Dvergar devised expensive gift 
  boxes for just these types of occasions. Most are the size and shape of a coffin, adorned with gold gilded edges and 
  imagery. The quality of the box is designed to match the calibre of gift within. Anyone looking to steal such a valuable 
  box must be willing to face divine wrath and retribution. The locking mechanism is a 3 spindle gear-set programmed 
  with a runic combination. Picking the lock is either done through intuition or a brute force approach (difficulty 11). 
  Destruction of the box is also near impossible as the lockbox would need to be assailed with a higher QR weapon.
  Active Power: Visage of Horrors
  Passive Power: Blend into Shadow
  This morbid looking vestment 
  grants invisibility to the wear-
  er. It appears as a winter hat 
  woven using thread and finger 
  (maybe toe) nails. It uses eso-
  teric enchantments that have 
  been honed in Jotunheim by the 
  witches of Jarnvid. It will magi-
  cally re-size itself to its owner’s 
  head. By concentrating on the 
  magical dweomer, the wearer 
  may alter their facial appearnce 
  into something truly frightful!
  Grants a +1 to the Afterlife roll
  if buried/cremated with the deceased.
  These bone pendants are created and blessed by an Angel of Death. Who 
  is worthy of such a gift is really hard to say, as these gifts have found them-
  selves in the hands of both great heroes and unknown scoundrels alike. 
  During these dark times, wealthy merchants and chieftains pay vast sums 
  to acquire such a precious artifact.
  Golden Lockbox
  Hat of Nails
  Hel’s Favour
  SIZE: 7          QR: 24
  SIZE: 1          QR: 9
  SIZE: 1          QR:8
  SIZE: 4          QR:14
  As higher powers watch, listen and manoeuvre into positions of 
  increasing power, it is important to keep good relations with peers. 
  Sending gifts can be risky when a courier can easily be intercepted and robbed. The Dvergar devised expensive gift 
  boxes for just these types of occasions. Most are the size and shape of a coffin, adorned with gold gilded edges and 
  imagery. The quality of the box is designed to match the calibre of gift within. Anyone looking to steal such a valuable 
  box must be willing to face divine wrath and retribution. The locking mechanism is a 3 spindle gear-set programmed 
  with a runic combination. Picking the lock is either done through intuition or a brute force approach (difficulty 11). 
  Hat of Nails
  Hat of Nails
  Destruction of the box is also near impossible as the lockbox would need to be assailed with a higher QR weapon.
  Grants a +1 to the Afterlife roll
  if buried/cremated with the deceased.
  These bone pendants are created and blessed by an Angel of Death. Who 
  Hel’s Favour
  Hel’s Favour
  Hunter’s
     Harpoon
  Passive Power: Quick Draw
  Active Power: Chant of Skuld
  These harpoons were designed to meet the demanding needs of survivors 
  who hunt under a moonless night sky. Ragnarok has forced most animals 
  into borderline extinction, so hunting an animal for survival cannot be a 
  trivial exercise. Each throw must result in a kill, otherwise the prey may 
  get away leading to a missed meal. Too many are starving to death to leave 
  things to chance. This harpoon is specifically crafted to inflict maximum 
  damage while immobilizing the prey.
  DF: 3   I  PIERCE: 4   I  REACH/RANGE: 3/15   I  PARRY: 1   I  FOCUS: 0   I  META: HAMSTRING
  FOCUS +2
  accessory
  accessory
  accessory
  weapon
    REACH/RANGE: 3/15   I  PARRY: 1   I  FOCUS: 0   I  META: HAMSTRING
  weapon
  150
  
  SIZE: 1 (GOD) 2 (JOTUN)          QR:11
  SIZE: 2          QR:17 each
  Jolnir Puppets
  Kiss & Caress of Night
  * Augment Meta: Combines the Maintain meta with the Conjure Weapon Active power. This Meta can only be evoked by one 
  who strongly believes in the pantheon from which the puppet hails and has taken the time to craft a puppet weapon that resem-
  bles what the god or Jotun would normally wield.
  Active Power: It’s Alive! {spell} [Maintain, Maintain, Maintain] - The puppet comes to life and begins to float around 
  under full control of the caster. It remains by your side, going no further than 3’ from you. You have full control over 
  the puppet as though it were on your hand. You have enough fine motor control that the puppet is essentially like an 
  extra hand. Any feats of ventriloquism, or ëthrown voice’ must be done with a successful Perform skill check.
  Gain a +1 rank in Omens/Portents if you have crafted a weapon for your puppet and have activated ‘It’s Alive’ in the 
  last six hours.
  Beseech a higher power (Generic action Core Rulebook page 99) may get a bonus if the Norn deems it appropriate.
  There is a Yule time tradition of children organizing puppet plays for their village. For some reason Fimbulwinter’s harsh-
  ness has not been able to stamp out this age old custom. Puppets are usually created by the children or their parents, but 
  some puppets may be bought from travelling merchants. 
  Be it at a mysterious market stall, in a dark and foggy alley, or sitting proudly atop a pile of treasure surrounded by the 
  corpses of dead heroes and monsters, these mystical Jolnir puppets can occasionally be found by a lucky adventurer. This 
  line of puppets are said to hold wondrous powers, not least of which is to bring joy and laughter, or perhaps tears and trauma 
  to a Yule night celebration. They are extremely collectible, simply because there is only one for each Aesir and Jotun. No one 
  knows exactly where they come from or who may have made them, but one thing’s for certain: No one has the complete set!
  There are a pair of legendary black daggers known as the Kiss and Caress of Night. The serrated blades have a savage 
  look to them, with an inky black finish which seems to absorb all light. These daggers are sought after by assassins 
  and rogues. Just one of these daggers is a formidable weapon, but the pair together bring out the best in each other.
  Passive Power: Blend Into Shadow, Stealthy Striker  
  Active Power: Shadow Strike
  DF: 1   I  PIERCE: 0   I  REACH: 1   I  PARRY: 0   I  FOCUS: 0   I  META: AUGMENT*
  DF: 2  I  PIERCE: 4  I  REACH: 1  I  PARRY: 3  I  FOCUS: 0   I  META: GORE
  Passive Powers: Aura of Influence, Bully
  Active Power: Shadow Step
  CARESS 
  KISS 
  DF: 3  I  PIERCE: 2  I  REACH: 1  I  PARRY: 0   I  FOCUS: 1  I  META: HAMSTRING
  accessory
  SIZE: 1 (GOD) 2 (JOTUN)          QR:11
  Jolnir Puppets
  Jolnir Puppets
  Augment Meta: Combines the Maintain meta with the Conjure Weapon Active power. This Meta can only be evoked by one 
  who strongly believes in the pantheon from which the puppet hails and has taken the time to craft a puppet weapon that resem-
  bles what the god or Jotun would normally wield.
  It’s Alive! {spell} [Maintain,
  It’s Alive! {spell} [Maintain,
  It’s Alive! {spell} [
  Maintain, Maintain] - The puppet comes to life and begins to float around 
  Maintain] - The puppet comes to life and begins to float around 
  Maintain
  under full control of the caster. It remains by your side, going no further than 3’ from you. You have full control over 
  the puppet as though it were on your hand. You have enough fine motor control that the puppet is essentially like an 
  extra hand. Any feats of ventriloquism, or ëthrown voice’ must be done with a successful Perform skill check.
  Gain a +1 rank in Omens/Portents if you have crafted a weapon for your puppet and have activated ‘It’s Alive’ in the 
    PARRY: 0   I  FOCUS: 0   I  META: AUGMENT*
  accessory
  accessory
  Kiss & Caress of Night
  Kiss & Caress of Night
  There are a pair of legendary black daggers known as the Kiss and Caress of Night. The serrated blades have a savage 
  weapon
  SET BONUS
  Active Power: Umbral Vines- Impeded and Blind Alka {Spell} [Amplify Amplify Amplify]
  Passive Power: Render Helpless
  Disguise rank +1
  The wielder may perform a Minor Sacrifice +2 to grant DF +1, Reach +1 for the next attack (no limit to the number 
  of invocations)
  151
  
  SIZE: 2          QR:12
  SIZE: 1          QR:4
  SIZE: 320          QR:292
  Molten
     Rod
  Mushrooms
     of Dreams
  Naglfar
  Light 10' radius
  Active Power: Beckon Muspelheim
  The molten rod is an item of great use in Midgard considering the cold 
  and darkness of Fimbulwinter. They are quite common and grow out of 
  the ground in Muspelheim. Harvesting them is another matter altogether. 
  The toxic air and incredible heat makes it quite lethal for folks from Mid-
  gard. When a Molten Rod finds its way into a mortal’s hands, it is hidden 
  away and guarded jealously.
  Consumable
  Omens/Portents +2 Ranks
  These mushrooms grow in dark 
  and warm areas, of which there 
  are very few these days. They 
  are usually found in subter-
  ranean caverns that are heated 
  by molten activity. Some more 
  industrious individuals have 
  used Alkas and portals to help 
  create the proper conditions to 
  grow and cultivate this magical 
  fungus.
  Dvergar Engineering: Flight; Shroud 4; It may be 
  “equipped” as an accessory by all crew members
  Passive Powers: Grants the crew every Passive power 
  found in the Core Rulebook (140) with the exception of 
  “summon” and “immortal” powers (as “bestow”).
  The creation of this legendary longship has been proph-
  esied by the Norns well before Ragnarok. The Rime 
  Jotuns of Jotunheim began its construction many years 
  ago, in a secret location so its construction wouldn’t be 
  disturbed by their enemies. The ship is 45 miles long 
  and houses a city within its hull. The outer hull is created 
  from toe nails which grant the ship magical invisibility. 
  The ship has the ability of flight, and bestows dozens of 
  benevolent enchantments upon its crew. When com-
  plete it will be a terror to behold, striking fear into the 
  hearts of the enemy!
  weapon
  legendary air ship
  SIZE: 2          QR:12
  Molten
  Molten
     Rod
     Rod
   radius
  Active Power: Beckon Muspelheim
  The molten rod is an item of great use in Midgard considering the cold 
  weapon
  Mushrooms
  Mushrooms
     of Dreams
     of Dreams
  Mushrooms
  Mushrooms
     of Dreams
  Mushrooms
  Mushrooms
  SIZE: 320          QR:292
  Dvergar Engineering: Flight; Shroud 4; It may be 
  “equipped” as an accessory by all crew members
  legendary air ship
  legendary air ship
  152
  miscellaneous
  DF: 1 MENTAL   I  PIERCE: 0   I  REACH: 1   I  PARRY: 0   I  FOCUS: 1   I  META: BLIND
  
  SIZE: 4          QR:17
  Necromancer’s Vow
  Passive Power: Minor Sac +1 to grant +1 level to the gated Black Skeleton
  Active Power: Gate Bones
  The Necromancer’s Vow is a round metal shield adorned with a coiled up 
  skeleton in the foetal position. When the terrifying magic is activated, the 
  skeleton unwraps itself from the shield and enters the battlefield. Accord-
  ing to scholars, there are very few of these shields remaining as they were 
  created a long time ago and no one has managed to determine how they 
  were made.
  DF: 0   I  PIERCE: 0   I  REACH: 0   I  EVADE: 1   I  PARRY: 4   I  FOCUS: 2   I  META: DEFLECT
  Necromancer’s Vow
  Necromancer’s Vow
  Minor Sac +1 to grant +1 level to the gated Black Skeleton
    EVADE: 1   I  PARRY: 4   I  FOCUS: 2   I  META: DEFLECT
  weapon
  153
  SIZE: 4          QR:10
  SIZE: 4          QR:10
  armour
  Navigator’s
      Mail
  Dvergar Engineering: No swimming penalties due to encumbrance
  Active Power: Water Shield
  This special suit of magic chain mail was created for a very successful war 
  band of seaborne explorers. This apparently heavy armour shirt has in-
  credible buoyancy due to the way it was crafted. After the war band was 
  disbanded, the suits of mail started to appear on the market.
  PF: 2   I  PARRY: 4   I  EVADE: 0    I  FOCUS: 0    I  META: DODGE
  
  Noahdher Leaf
  It’s said that when Odin hung from Yggdrasil for nine nights, and upon the tenth day when he removed himself from the 
  tree, a single leaf from Yggdrasil fell. This leaf captured the essence of the biome surrounding the mighty Yggdrasil as it 
  lay upon the ground season after season. One day a young Viking boy named Noah Ericson found this mystical leaf. With 
  each passing season the leaf seems to take on a different appearance and with it a new set of powers:
  Winter: ‘Nidhogg’s Breath’- Endurance rank +1
  Summer: ‘Great Eagle Feather’  - Athletics rank +1
  Spring: ‘Dainn, Dualinn, Duneyrr & DuraprÛr’s Song’  - Perception rank +1 
  Fall: ‘Ratatosk’s Message’ - Animal Empathy rank +1
  The only 3 powers which are consistent from season to season are:
  1.) ‘Yggdrasil’s Nectar’ - Sweet dew drips from the leaf when placed into a drinking horn, within minutes filling it with mead. 
  2.) ‘Magic Rivers’  - Kissing the leaf in the presence of a gated creature sends it back from whence it came [Counter: S]
  3.) ‘Congregation of Norns’  - Grants +1 rank to Omens/Portents for one vision
  All of the consistent powers can be used once per day. 
  The seasonal powers can be used consistently as long as the season stands. 
  It is said that the name of the leaf ‘Noahdher’ sounds like ‘No Other’, thus villagers tales would say that once you had 
  possession of the leaf you needed ‘No Other’, yet wise Vikings know better and the word ‘Dher’, means Support, thus 
  the name ‘ Noahdher’ means ‘Noah Support’ after the young boy that found it. In honor of this boy and his discovery, 
  the name stands.
  It’s said that when Odin hung from Yggdrasil for nine nights, and upon the tenth day when he removed himself from the 
  tree, a single leaf from Yggdrasil fell. This leaf captured the essence of the biome surrounding the mighty Yggdrasil as it 
  lay upon the ground season after season. One day a young Viking boy named Noah Ericson found this mystical leaf. With 
  each passing season the leaf seems to take on a different appearance and with it a new set of powers:
  accessory
  SIZE: 1          QR:14
  Odin’s Noose
  Dvergar Engineering: Extendible rope from 1’ to 800’
  Indestructible: QR +3 for purposes of being damaged
  Omens/Portents skill rank +1
  +1 to afterlife roll if used as accessory during combat and then buried with it
  Odin’s Noose is a sacred artifact that was bestowed by Odin on his most faithful followers. This noose 
  is to be used when performing blots in Odin’s name. One of his most devout followers was a Skald by 
  the name of Hrani. Hrani did his best to cause strife between kings in order to spark wars. He knew 
  that war would provide Odin’s Valkyries with many valiant warriors for Valhalla. Hrani was the first 
  recorded recipient of the noose, but after his burial with the noose, it is said others had been bestowed 
  with this sacred relic. If a follower of the Aesir were to die while carrying, but not equipping this noose, 
  Odin will reverse the afterlife bonus!
  Extendible rope from 1’ to 800’
  QR +3 for purposes of being damaged
  +1 to afterlife roll if used as accessory during combat and then buried with it
  accessory
  SIZE: VARIABLE         QR:10
  154
  
  Odur’s Torc 
  Absorb 5 damage from Auras per combat round
  Heal +1 and Recover +2
  Evade +3
  Endurance rank +1
  Legend says that this grand torc was commissioned from the Dvergar of Nidavellir by Freya, a gift for her 
  husband Odur. The torc was crafted with braided silver, and capped with silver fox heads. Although given as 
  a sign of affection, the jewelry was secretly enchanted with magics to protect her oft-absent husband. 
  While traveling Midgard pursuing the pleasures of the flesh, Odur wintered among the Volsung disguised 
  as a wandering skald. Late one night he filled himself with strong mead until the room swam, and before 
  long was heard challenging King Volsung to a wrestling match in his own great hall. Despite having little 
  talent for the act, Odur bet his torc against a night with one of the King’s maids who had caught his eye. 
  Thinking this good sport, the king’s men cheered at the brash traveller. Not far gone with drink King 
  Volsung accepted the challenge, and a space was cleared near the head of the table. Head swimming with 
  mead and false confidence, Odur gave a good match but was unable to get the best of the young king. True 
  to his word Odur gave up his torc, and in appreciation of such a fine piece King Volsung granted Odur a 
  night with the maid he so desired. The torc was passed down as a gift to Volsung’s son Sigmund but years 
  later was lost, its whereabouts unknown. No one knows Freya’s response when she learned Odur had 
  gambled away her gift, but it was many years before he travelled Midgard again.
  Absorb 5 damage from Auras per combat round
  accessory
  SIZE: 1        QR:20
  Pelt
     of Golden Gate
  Passive Powers: Unencumbered Dodger, Cornered Ferocity, Unbreakable Body, Fangs
  Curse: During Upkeep all conditions require +1 additional rune to clear
  Animal Empathy rank +1
  This pelt is specifically created for the Coming of Age challenge young Druids of Trondheim 
  must face. Worn as a cloak, it replaces weapons and armour when facing ferocious wild beasts. 
  Surviving the trial grants a Druid passage from initiate level to seer, opening the way for them 
  to own a magic staff or wand. It is thought that this ritual is unique to northern Norveig and 
  takes on different forms elsewhere in Midgard.
     of Golden Gate
     of Golden Gate
  Unencumbered Dodger, Cornered Ferocity, Unbreakable Body, Fangs
  During Upkeep all conditions require +1 additional rune to clear
  accessory
  SIZE: 2        QR:8
  gambled away her gift, but it was many years before he travelled Midgard again.
  155
  
  SIZE:2          QR:9
  Ravenous
  This maul’s head is in the shape of a feral boar, with its snout as the blunt side and its tail as a spike on the other side. 
  Its feet draw in towards the handle. This unique item was created by Eric the Frost Bear, to whom it holds deep per-
  sonal meaning. He is unlikely to part with it as it feels like an extension of his arms.
  DF: 6  I  PIERCE: 0  I  REACH: 3  I  PARRY: 0  I  FOCUS: 0  I  META: KNOCKDOWN
  weapon
  SIZE: 1          QR:24
  Sägen Forandre Stones 
  (Story Changing Stones)
  Possession +6 and forces a Skald to recite a corrupted version of the tale. 
  All listeners must Wyrd at least 3 Mental runes or suffer from despair 
  (Destiny -1). This despair lasts for several days.
  The Sägen Forandre stones, or Sägen stones for short, have numerous 
  histories and no one knows which one is true. The most common belief is 
  that the stones can be found all along shores of the Slidr River with most 
  deposits near the wellspring of Hvergelmir. Some believe the stones are 
  also prevalent in the eleven riverbeds of Elivagar, but that is a lesser held 
  belief. It is a mystery how Sägen stones can be found in the known lands 
  of men, but those who claimed to have escaped from Hvergelmir or have 
  bartered with Nidhogg himself are the same ones that are often in pos-
  session of such stones. Sägen stones are never bigger than a sling stone, 
  and appear to be made from a smooth black mineral often mistaken for 
  onyx. The stones however have a clammy feel to them (like holding the 
  hand of someone on their deathbed), and when shaken, give off a faint but 
  eerie rattle. It is the feel of the stone and the sound of its rattle that gives 
  away their true nature. The stones truly have a nefarious reputation to 
  them, Sägen stone is a slayer of stories with no runic markings evident to 
  have infused such magic. No self-respecting Norsemen would carry such 
  stones, and they are thought of as a weapon for cheats and tricksters. They 
  are most prized in secrecy by witches, rogues, and those that follow Loki. 
  When a Skald is struck by a hurled Sägen stone while reciting a magical 
  poem, the stone’s power is unleashed in the following manner. The Skald 
  will be unable to stop reciting the poem and the story will become imme-
  diately corrupted on the lips of the Skald. The stone will change the very 
  fabric of the story in such a manner that the result will be an unfavorable 
  outcome for both the Skald and its intended listeners within ear shot. 
  accessory
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  (Story Changing Stones)
  (Story Changing Stones)
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  (Story Changing Stones)
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  Possession +6 and forces a Skald to recite a corrupted version of the tale. 
  All listeners must Wyrd at least 3 Mental runes or suffer from despair 
  (Destiny -1). This despair lasts for several days.
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  accessory
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  accessory
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  accessory
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  accessory
  Sägen Forandre Stones 
  Sägen Forandre Stones 
  SIZE: 1          QR:14 (20)
  Consumable (+6 QR)
  Generic Action: When thrown- 
  Deal +4 Mental damage and 
  +4 Physical damage as well as 
  inflict +1 intensity Possession, all 
  in a 2 hex area [Counter: S]
  These mystic pinecones can be 
  found on the ground of magical 
  forests. They are rare and one 
  must know what to look for in 
  order to differentiate these pine-
  cones from their mundane asso-
  ciates. Tossing one of these will 
  cause all manner of ill in the vi-
  cinity where they land... physical 
  pain, nightmares and ghosts will 
  assail all within 10’. They are sin-
  gle use and disappear after they 
  are thrown. Druids, Fardrengir 
  and those who embrace nature 
  use these rare objects as gifts.
  Pinecones
     of Ardour
  miscellaneous
  This maul’s head is in the shape of a feral boar, with its snout as the blunt side and its tail as a spike on the other side. 
  Its feet draw in towards the handle. This unique item was created by Eric the Frost Bear, to whom it holds deep per-
  sonal meaning. He is unlikely to part with it as it feels like an extension of his arms.
    FOCUS: 0  I  META: KNOCKDOWN
  will be unable to stop reciting the poem and the story will become imme-
  diately corrupted on the lips of the Skald. The stone will change the very 
  fabric of the story in such a manner that the result will be an unfavorable 
  outcome for both the Skald and its intended listeners within ear shot. 
  156
  
  SIZE:3          QR:21
  Shield of the White Stag
  Sheds light as a bonfire (40’)
  Passive Powers: Aura of Influence, Fellowship of the White Hare, Fellowship of the Silver Shields, Fellowship 
  of Hel’s Ice Hand, Protector
  This legendary shield belonged to a Maiden of Ratatosk named Ljosa. How she came to acquire such a great 
  artifact makes for a great skald’s tale. Ljosa was the illegitimate daughter of a chieftain who ruled an ancient 
  kingdom near the Baltic sea. Her father sold her into slavery while negotiating a deal with a Dvergar smith of 
  dubious moral character. He intended her to be his play thing, but never counted on her dexterity in avoiding 
  his clutches. Being more trouble than she was worth, he offered her up as tribute to King Ivaldi. In Ivaldi’s 
  court she was to be a distraction, a dancer to help pass the time. Her dance moves, however, were so unbeliev-
  ably graceful that she quickly won the king’s affections.
  Many who recount tales of the Dvergar halls of Nidavellir will speak of legendary Ljosa’s dances. Despite be-
  ing human, Ivaldi doted over her like his firstborn. She would affectionately call Ivaldi her “White Stag”. She 
  managed to extract all manner of gifts from the forges of the underdark and figuratively got away with murder. 
  Ivaldi would muse that her soul was too grand for the confines of Nidavellir. The Shield of the White Stag was a 
  parting gift when Ivaldi set her free. It would always remind Ljosa of the bitter sweet memories of the dwarven 
  realm where she grew up.
  DF: 1  I  PIERCE: 0  I  REACH: 1  I  PARRY: 6  I  FOCUS: 0  I  META: BLIND
  weapon
  Aura of Influence, Fellowship of the White Hare, Fellowship of the Silver Shields, Fellowship 
  This legendary shield belonged to a Maiden of Ratatosk named Ljosa. How she came to acquire such a great 
  artifact makes for a great skald’s tale. Ljosa was the illegitimate daughter of a chieftain who ruled an ancient 
  kingdom near the Baltic sea. Her father sold her into slavery while negotiating a deal with a Dvergar smith of 
  weapon
  Sampo of Prosperity
  accessory
  SIZE: 6 (2 FOR EACH MILL)          QR:15
  157
  The Sampo was forged by Ilmarinen, a blacksmith with immense talent. Over 
  three days the talisman was fashioned from one swift quill, milk of the fertile 
  cow, a grain of barley and the fleece of a summer lamb. The talisman appears as 
  three mills joined back to back. The top of the artifact has 3 multicoloured lids. 
  It has a flour mill, slat mill and gold mill. One must pour any common substance 
  (such as dirt or snow) in through the top and as the mill grinds it will create flour, 
  salt or gold. Ten pounds per hour may be created.
  The Sampo was damaged in the fight between Vainamoinen and Louhi. Its output was severely hampered to 
  8 pounds per hour of flour, 3 pounds per hour of salt and 1 pound per hour of gold. The Sampo resides in 
  Kalevala, whose residents keep the artifact a secret since the onset of Fimbulwinter. Should word get out, the 
  citizens could expect unending raids by those who seek the immeasurable value of the Sampo.
  
  SIZE: 1 TO 2          QR:15
  Passive Power: Price of Progress, Warrior of Song, Bastion, Precision, 
  Alabaster Magician, Thriving in the Crowd, Misery Loves Company
  Active Power: Night of the Long Knives
  Always +1 to Possession (minimum 1) while worn
  In combat, possessed runes are treated as in Rage (Rage starts at 1 and cannot go below 1)
  Out of combat, spiritual skill checks will always use Price of Progress
  Graft: To put on the beard one must pay an Ultimate Sacrifice +1; To remove the beard one must pay an Ultimate 
  Sacrifice +5
  Very little is known of the fabled Mountain King. It is said he lived hundreds of years ago in the mountain ranges of 
  Jamtaland. He was an incredibly powerful and charismatic warrior skald who had a very short temper but a great love 
  for song. It is unclear whether he ruled a people or simply a kingdom of one, but what is clear is the legacy he has left 
  behind. His biggest asset was a spectacular golden beard. It was his most prized possession and he composed many 
  ballads about its magnificence. Some speculate that this beard was created by Dvergar, or that he was a Dvergar, 
  while others say he naturally grew this incredible specimen. After his death, it is said that after his funeral pyre all 
  that remained in the ashes was a pristine magical golden beard.
  If someone were to put the beard near their chin, it will magically graft itself to the face [Counter: P]. While worn, 
  the wearer will hear non-stop singing as the spirit of the Mountain King comes and inhabits the body.
  Price of Progress, Warrior of Song, Bastion, Precision, 
  Alabaster Magician, Thriving in the Crowd, Misery Loves Company
  Always +1 to Possession (minimum 1) while worn
  In combat, possessed runes are treated as in Rage (Rage starts at 1 and cannot go below 1)
  To put on the beard one must pay an Ultimate Sacrifice +1; To remove the beard one must pay an Ultimate 
  Singing Beard of the Axelord
  accessory
  SIZE:5          QR:17
  Staff
     of Serpents
  DF: 1 I PIERCE: 0 I REACH: 4 I PARRY: 2 I FOCUS: 2 I META: KNOCKDOWN
  weapon
     of Serpents
     of Serpents
   PARRY: 2 I FOCUS: 2 I META: KNOCKDOWN
  weapon
  Major Sacrifice +1 to rearrange the Metas in a spell active power (remap the 
  Traits to the Metas)
  Active Power: Gate (Familiar-Snake) {Seith Spell} [Amplify Amplify Amplify]
  The Seithkonas who have debased themselves to Nidhogg and his realm of 
  Nidavellir are granted a token of his appreciation. These staves are not only a 
  sign of their allegiance, but also a very potent weapon in Nidhogg’s cause to 
  spread his will upon the worlds of Yggdrasil.
  158
  
  SIZE:6          QR:24
  Sun Bow
  DF: 5 I PIERCE: 4 I RANGE: 20 I PARRY: 0 I FOCUS: 2 I META: SEE BELOW
  weapon
   META: SEE BELOW
  weapon
  weapon
  SIZE: 6          QR:4
  SIZE: 1          QR:1
  This stone throne looks rather 
  simplistic, crafted from three 
  stone blocks, each roughly six 
  cubic feet. The throne, how-
  ever, is imbued with a very spe-
  cial enchantment backed by the 
  White God. When a new king is 
  crowned on it, he gains a “curse” 
  condition with intensity 1. While 
  this condition is in effect, any 
  deed performed for the good 
  of the kingdom gains a +1 skill 
  rank. This effect dissipates if the 
  king ever turns his back on the 
  White God or his kingdom.
  Navigation rank +1 to anyone with a Mental Trait 
  of 3 or more.
  This ivory white smoky crystal comes in shards that 
  can be as small as a finger to as large as a plate. These 
  tools of navigation have always been useful to the ad-
  venturous sailor, but with the sun devoured, they have 
  become quite useless. Their magnificent power was to 
  allow a sailor to see the sun even on cloudy days. Peer-
  ing through the crystal would allow one to see the sun, 
  even obscured by an overcast sky. There are rumors 
  that some blacksmiths have created a variant that works 
  by homing in on the distant and subtle glow of Muspel-
  heim or the shimmering Bifrost Bridge.
  Stone
   of Scone
  Sun Stone
  miscellaneous
  accessory
  159
  Meta: Gore or Alka of Fire (+4 tokens) that deals +4 Physical damage 
  and applies the Degeneration condition with +1 Intensity
  Active Power: Penetrator Stance - ranged attack actions strike everyone
  in a straight line (similar to 2 range metas creating a “beam” effect)
  Passive Power: Die Hard, Tap the Source (Fire)
  This bow shines with the light of Alfgard and has the fiery properties of Muspelheim. Outside 
  of combat, the bow resembles a beautiful Alfar maiden that shines like a hundred torches (100’ 
  radius of light). The maiden is a beautifully rendered effigy of Dvergar design. It floats over the 
  ground and follows her owner until she is needed in combat. Once combat breaks out she trans-
  forms into a fiery bow and floats into her owner’s hand during the Upkeep phase.
  This is a very noticeable weapon. Those who would be brave enough to own one will need to be 
  just as mighty so as to not fall prey to the undesired elements that would be attracted by it.
  
  SIZE:3          QR:17
  Tyrfing
  Curse: Every round during Upkeep, 2 ranks of Possession are applied to the wielder 
  [Counter: S per intensity] and 2 ranks of Rage are applied to the wielder [Counter: S per intensity] 
  forcing the wielder to slay the closest combatant (friend or foe).
  Curse: Every harmful spell that targets the wielder also applies the Vulnerable condition [Counter: S].
  Curse: Attempting to detect the curses applies a difficulty +3 to the skill check.
  Svarfrlami was the grandson of Odin, and the one who commissioned the creation of this magnificent sword. It 
  wasn’t so much a commission as a coercion of two Dvergar named Dvalinn and Durin. The two Dvergar weren’t 
  pleased with the arrangement and decided to add a few curses to Tyrfing. When unsheathed, Tyrfing’s blade is 
  coated in flames, causing opponents to immolate. It always strikes true and has unearthly sharpness. However it also 
  carries several curses. The first is that it will cause a fatality each and every time it is unsheathed. Secondly it was des-
  tined to cause 3 great evils (which have already occured). Lastly the sword eventually ensures the death of its owner.
  The Immolation weapon meta always triggers, causing Degeneration. If the Weapon meta is activated with an 
  Active power that ultilizes the sword, then an additional intensity of Degeneration will be applied.
  DF: 10 I PIERCE: 10 I REACH: 2 I PARRY: 0 I FOCUS: 0 I META: IMMOLATE
  weapon
  Every round during Upkeep, 2 ranks of Possession are applied to the wielder 
  [Counter: S per intensity] and 2 ranks of Rage are applied to the wielder [Counter: S per intensity] 
  forcing the wielder to slay the closest combatant (friend or foe).
   META: IMMOLATE
  SIZE: 1          QR:6
  Passive Power: Fangs, Unarmed 
  Power, Unencumbered Dodger
  This is a very popular paw or hoof 
  fitted manopele that increases a 
  pet’s feral factor. Those with quad-
  ruped thanes will attach these to the 
  paws in order to make claw attacks 
  more vicious in nature. This magic 
  item will also add more dexterity to 
  the said beast.
  Thistle 
     Wolf Claws
  accessory
  SIZE: 3          QR:13
  Passive Power: Fangs, Unarmed Power, Unencum-
  bered Dodger
  Passive Power: Giant Size, Feral Transformation, Enter 
  Rage, Raging Cohort, Bestial Heart
  Active Powers: Blood Wolf Form
  The items thrown during a combat round return to the 
  thrower during Cleanup 
  Since the portents of Ragnarok have become preva-
  lent, these magical torcs have been handed out to many 
  ogres, ettins and trolls who reside within Jotunheim. 
  More Dvergar have been commissioned to duplicate 
  these torcs so they could be more widely utilized by the 
  Rime Jotun armies.
  Torc 
      of the Jotuns
  accessory
  160
  
  SIZE:3          QR:22
  Wayland’s Swords - Almance
  Passive Power: Alabaster Magician
  Set Bonus: Bestow Conviction, Bestow Wisdom, Companion in War
  Almance, Curtana and Durandal were crafted over 100 years ago 
  by the legendary blacksmith Wayland. They were commissioned 
  for the legendary crusader named Roland of Francia. They operate 
  as a set, as long as three warriors 
  take up the swords and fight 
  within 50’ of each other, 
  the set bonus is unlocked. 
  Almance has been de-
  signed for a warrior with 
  some magical capabilities.
  DF: 4   I  PIERCE: 4   I  REACH: 2   I  PARRY: 4   I  FOCUS: 2   I  META: GORE
  weapon
  as a set, as long as three warriors 
  take up the swords and fight 
  within 50’ of each other, 
  the set bonus is unlocked. 
  Almance has been de-
  signed for a warrior with 
  some magical capabilities.
  SIZE: 1          QR:6
  Passive 
  Power: 
  Arcane 
  Reach, Penumbral Ring, Ni-
  flheim’s Boon
  This iron mask magically at-
  taches itself to the wearer. 
  The mask fully covers the 
  face with only 3 slits reveal-
  ing the appearance below: 
  the eyes and mouth. This 
  iron mask has signs of rust 
  which streak downwards, 
  hence the appearance influ-
  encing the name. To remove 
  the mask, the wearer must 
  pay an Ultimate Sacrifice +1.
  Visage 
      of Blood
  accessory
  for the legendary crusader named Roland of Francia. They operate 
  as a set, as long as three warriors 
  take up the swords and fight 
  within 50’ of each other, 
  161
  encing the name. To remove 
  the mask, the wearer must 
  pay an Ultimate Sacrifice +1.
  161
  SIZE:3          QR:27
  Wayland’s Swords - Caliburn,
            Sword of Kings
  Passive Power: Resistance to Degeneration (x2)
  Dvergar Engineering: It will only allow itself to be wielded by one 
  who is destined to lead great men. It will find a way to get lost if 
  acquired by someone who is unworthy.
  The legendary blacksmith Wayland was approached by a great 
  Voelva with a request for a sword which will define future kings. 
  Caliburn was designed to seek out those 
  who have a potent destiny which 
  has been emblazoned on the 
  Tapestry of Fate. It has been 
  wielded by the infamous king 
  Arthur, lord of the Britons.
  DF: 5   I  PIERCE: 2   I  REACH: 2   I  PARRY: 5   I  FOCUS: 3   I  META: BLIND
  weapon
  Caliburn was designed to seek out those 
  Caliburn was designed to seek out those 
  who have a potent destiny which 
  has been emblazoned on the 
  Tapestry of Fate. It has been 
  wielded by the infamous king 
  Arthur, lord of the Britons.
  who have a potent destiny which 
  wielded by the infamous king 
  
  162
  SIZE:3          QR:22
  Wayland’s Swords - Curtana
  Passive Power: Untouchable
  Set Bonus: Bestow Conviction, Bestow Wisdom, Companion in War
  Almance, Curtana and Durandal were crafted over 100 years ago 
  by the legendary blacksmith Wayland. They were commissioned 
  for the legendary crusader named Roland of Francia. They operate 
  as a set, as long as three warriors take up the swords and fight within 
  50’ of each other, the set bonus is unlocked. Curtana is a balanced 
  sword designed for defense.
  DF: 4   I  PIERCE: 4   I  REACH: 2   I  PARRY: 10   I  FOCUS: 0   I  META: GORE
  weapon
  50’ of each other, the set bonus is unlocked. Curtana is a balanced 
  50’ of each other, the set bonus is unlocked. Curtana is a balanced 
  50’ of each other, the set bonus is unlocked. Curtana is a balanced 
  sword designed for defense.
  sword designed for defense.
  sword designed for defense.
  SIZE:3          QR:22
  Wayland’s Swords - Durandal
  Passive Power: Favour Offence
  Set Bonus: Bestow Conviction, Bestow Wisdom, Companion in War
  Almance, Curtana and Durandal were crafted over 100 years ago 
  by the legendary blacksmith Wayland. They were commissioned 
  for the legendary crusader named Roland of Francia. They operate 
  as a set, as long as three warriors take up the swords and fight within 
  50’ of each other, the set bonus is unlocked. Durandal has been 
  designed to penetrate armour and defences.
  DF: 7   I  PIERCE: 10   I  REACH: 2   I  PARRY: 4   I  FOCUS: 0   I  META: GORE
  weapon
  162
  162
  50’ of each other, the set bonus is unlocked. Durandal has been 
  50’ of each other, the set bonus is unlocked. Durandal has been 
  designed to penetrate armour and defences.
  162
  
  163
  163
  SIZE:6         QR:40
  Ymir’s Call
  Active Power: Raging Attack
  Passive Power: Enter Rage, Drive Back, Constitution, Frenzy, Giant 
  Size, Unstoppable Aggression, Unstoppable Carnage
  This axe is a mighty status symbol that will add +2 ranks to Verbal 
  Manipulation when dealing with denizens from Jotunheim
  It is said that Ymir himself forged this mighty Axe for his children and 
  while this is probably not true, nobody can deny that it’s truly a mas-
  terpiece weapon. Ymir’s Call contains very rare crystals that formed 
  only when the sun shone upon Jotunheim. It has been many millen-
  nia since this realm has felt the sun and its denizens long for justice. 
  These memories fuel the aggression of the wielder to blood curdling 
  summits. Many powerful Jarls wielded this axe of conquest, unifying 
  tribes to crush their opponents. The huge axe was obviously not built 
  to be wielded by humans, though the strongest and largest of them 
  can still make good use of it by holding it in both hands.
  weapon
  SIZE:3          QR:21
  Wayland’s 
       Swords - Mimung
  Active Power: Sundering Blow
  Creature Reliquary: Jarnvid Wolf Fang - automatically applies +2 
  Vulnerable per attack
  Wayland purposely designed this weapon  so its reputation would 
  precede the warrior, instilling  fear in the hearts of his foes. 
  The weapon is notorious for  destroying weapons and 
  armour, making it a terror  on the battlefield.
  DF: 6   I  PIERCE: 2   I  REACH: 2   I  PARRY: 4   I  FOCUS: 1   I  META: KNOCKDOWN
  weapon
   -  - Mimung
  Mimung
  SIZE: 1 (CONTAINER)          QR:6
  Jarnvid Wolf Fang - automatically applies +2 
  Wayland purposely designed this weapon  so its reputation would 
  Woads
     (Tattoos) 
         of Power
  miscellaneous
  Consumable
  Blue - Focus +2
  Black - Afterlife Wyrd +1
  Red - DF + 2 and Evade +1
  Green - Upkeep Heal +6
  This special pigment is meant for tem-
  porary tattoos that confer some magi-
  cal effect. The effect lasts for 1 hour. 
  The number of applications available 
  is based on a rune pull:
  physical 1
  mental 4
  spiritual 9
  Ymir’s Call
  Ymir’s Call
  weapon
  weapon
  DF: 8   I  PIERCE: 4   I  REACH: 4   I  PARRY: 0   I  FOCUS: 0   I  META: HAMSTRING
  miscellaneous
  miscellaneous
  
  164
  Bans hee
  Banshees appear as frightening ghostly women with a dark and alien psyche. They are the su-
  pernatural emissaries of the Norns, and sisters of the Fylgias. It is said that to hear a banshee’s 
  song, one will bear witness to someone’s demise. In many ways, the consequence of the song 
  may be more frightening than witnessing this nether spirit. Their native realm is Niflheim and 
  they are drawn out of Niflheim by the Strands of Life as they are woven into the Tapestry of Fate. 
  Banshees are drawn to the victim as their Strand of Life approaches its end. Usually victims with 
  Fylgias get these dark visitations in their final minutes. Banshees have been known to snuff out 
  the lives of those around the one who’s been destined to die at the preordained time.
  If your campaign is rooted heavily in pre-ordained destiny, 
  then introducing a Banshee into play means you must kill-off 
  a persona of great importance (either a dweller or a denizen). 
  This has strong consequences on the gaming group, so it 
  must be used judiciously and after careful deliberation!
  Base Powers:  None
  Base Level:  0
  Size/Move:   4/4
  Equipment Type:   None
  De nizens
  
  165
  Desperation 
  Attack
  Reckless 
  Whirlwind
  Attack
  Recuperating
  Wounding 
  Attack
  Recuperating 
  Furious
  Onslaught
  Mauling
  Reckless 
  Power 
  Attack
  Reckless 
  Thundering
  Blow
  Raging 
  Attack
  Recuperating 
  Blinding
  Strike
  Feral 
  Pounce
  Ice Aura
  Mobile 
  Stance
  Night of 
  the Long
  Knives
  Ride of the 
  Valkyries
  Purge 
  Vulnerability
  Catharsis
  Invoke the 
  Shadows
  Howl, 
  Skill’s 
  Victory
  Beckon 
  Niflheim
  Soul
  Transfer
  Dark 
  Juxtaposition
  Shadow 
  Step
  Hand 
  of 
  Tyr
  Shadow 
  Strike
  Banshee
  Active 
  Powers
  
  166
  166
  Keen 
  Aptitude
  Spirit 
  Domination
  Spiritual 
  Conduit
  Keen 
  Aptitude
  Fangs
  Dance
   of
   Spring
  Sadist
  Misery 
  Loves 
  Company
  Giant 
  Size
  Enter 
  Rage
  Agility
  Hover
  Essence 
  of 
  the 
  Ghost
  Angered 
  Spirit
  Dance 
  of
  Summer
  Unencumbered 
  Dodger
  Tactical 
  Advantage
  Dance 
  of Winter
  Tap the 
  Source
  Keen 
  Aptitude
  Aura of 
  Influence
  Alka 
  Mastery
  Keen 
  Aptitude
  Running 
  Jab
  Banshee
  Passive 
  Powers
  
  167
  167
  Perform
  Perception
  Perception
  Perform
  Commune 
  With Dead
  Tracking
  Perform
  Perform
  Tracking
  Intimidate
  Commune 
  With Dead
  Tracking
  Endurance
  Commune 
  With Dead
  Hunting
  /Trapping
  Perform
  Perform
  Tracking
  Perception
  Perform
  Lore: 
  Personas
  Lore: 
  Arcana
  Perform
  Commune 
  With Dead
  Banshee
  Skills
  
  168
  B orghild (Land Vaettir)
  (Land fortification violent battle) 
  A Borghild is a physical manifestation of a Vaettir. When a Vaettir needs 
  to assume material form so it can bring order to its land, it will rise up as 
  a gigantic monstrosity. It appears as half land and half beast, as if a beast 
  rose up out of the ground and ended 
  up carrying a mountain or other biome 
  on its back. The creature in this form is 
  considered to be shapechanged/trans-
  formed.
  Base Powers:   Quadruped
  Base Level:   +3
  Size/Move:   6/12
  Equipment Type:  None
  
  169
  Recuperating 
  Furious
  Onslaught
  Recuperating
  Wounding 
  Attack
  Attack from 
  Above
  Destroyer of 
  Crowds
  Sudden 
  Blizzard
  (Beckon 
  Jotunheim)
  {Manoeuver}
  Regenerating 
  Attack
  Cleansing 
  Attack
  Swallow
  Aggressive 
  Assault
  Magma 
  Eruption
  (Beckon 
  Muspelheim)
  {Manoeuver}
  Run Away 
  Laughing
  Gate 
  Hrokkvir
  Trample
  Aggressive 
  Stance
  Spirit 
  Bastion 
  Stance
  Apples 
  of
   Idunn
  Channeling
  Defensive 
  Stance
  Catharsis
  Spiritual 
  Abortion
  Stitch 
  Destiny
  Howl, 
  Skoll’s 
  Victory
  Shake Off 
  (Power over
  Wind)
  {Manoeuver}
  Howl, 
  Hati’s 
  Victory
  Borghild
  Active 
  Powers
  
  170
  170
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Bastion
  Alka 
  Mastery
  Keen 
  Aptitude
  Stand 
  Against the
  Crowd
  Giant Size
  Titanic Size
  Fangs
  Keen 
  Aptitude
  Keen 
  Aptitude
  Stout
  Enter 
  Rage
  Keen 
  Aptitude
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Borghild
  Passive 
  Powers
  
  171
  171
  Endurance
  Intimidate
  Intimidate
  Intimidate
  Intimidate
  Endurance
  Endurance
  Lore: Arcana
  Intimidate
  Intimidate
  Animal 
  Empathy
  Animal 
  Empathy
  Survival: 
  Wilderness
  Intimidate
  Animal 
  Empathy
  Animal 
  Empathy
  Perception
  Perception
  Perception
  Animal 
  Empathy
  Animal 
  Empathy
  Perception
  Perception
  Perception
  Borghild
  Skills
  
  172
  Doppe lgangr
  There are many whispered tales that speak of the mys-
  terious Doppelgangr. Someone is accused of having an 
  adult twin sibling that actually died in childhood... En-
  gaging in a conversation with someone and as they leave 
  through one door they enter through another and claim 
  to have never met before... A reflected image which has 
  no pupils. The perplexity remains high since no one has 
  even seen a Doppelgangr in true form, let alone had a 
  meaningful exchange with one about its origins.
  These double walkers have the mighty power to assume 
  the form of another. They can mimic apperance, sound 
  and smells perfectly, but sometimes have issues mimick-
  ing mannerisms. Their pupils also fail to register when 
  viewed through a reflection. In a world where one’s 
  reputation is worth more than gold, a mischievous Dop-
  pelgangr’s actions may bring the downfall of even the 
  greatest of Karls. While not all Doppelgangrs are hos-
  tile, having their identity compromised usually results in 
  a fight or flight reaction. Many believe that the sight of a 
  Doppelgangr is perhaps an omen of things to come. 
  Base Powers: Can assume the form of any being 
  regardless of size or shape (power restrictions removed)
  Base Level: +2
  Size/Move: 4/4
  Equipment Type: None (body dissolves at death)
  
  173
  Stitch 
  Destiny
  Sunder 
  Mind
  Sly Stance
  Imposing 
  Barrier
  Visage 
  of 
  Horrors
  Run Away 
  Laughing
  Aura 
  Augury
  Shrink
  Power Over 
  Stone
  Mimicry
  Retreating 
  Parry
  Clone Power
  Clone 
  Power
  Rapid 
  Recovery
  Repositioning
  Aura 
  Augury
  Aura 
  Augury
  Power Over 
  Wind
  Clone 
  Power
  Roll Into 
  Position
  Purge 
  Crippling
  Dark 
  Juxtaposition
  Invoke the 
  Shadows
  Cerebral 
  Twist
  Doppelgangr
  Active 
  Powers
  
  174
  174
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Rune 
  of 
  Fate
  Keen 
  Aptitude
  Blend into 
  Shadow
  Fae-Kin
  Keen 
  Aptitude
  Rune 
  of 
  Scrying
  Agility
  Unbreakable 
  Mind
  Nimble
  Insight
  Keen 
  Aptitude
  Stout
  Resistance to
  Possession
  Keen 
  Aptitude
  Tactician
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Constitution
  Doppelgangr
  Passive 
  Powers
  
  175
  175
  Disguise
  Etiquette
  Disguise
  Capture 
  Memories
  Endurance
  Escape
  Disguise
  Lore: 
  Locales
  Lore: 
  Personas
  Capture 
  Memories
  Lore: 
  Arcana
  Capture 
  Memories
  Capture 
  Memories
  Lore: 
  Arcana
  Lore: 
  Personas
  Lore: 
  Locales
  Disguise
  Escape
  Capture 
  Memories
  Capture 
  Memories
  Disguise
  Sense 
  Motive
  Disguise
  Feather 
  Fingers
  Doppelgangr
  Skills
  
  176
  Drau gar
  Draugar are corpses of the dead that have reanimated with a lost soul because Hel has rejected their entry 
  into Niflheim. They act as Hel’s army in the lands of the living. Draugar corpses take on the appearance 
  of charred black bodies, with glowing blue eyes and who move with exceptional speed and agility. High 
  ranking Draugar will carry weapons and armour made out of Niflheim ore called Death Bone. These 
  weapons can be detected by Draugar within 100 miles. They will do anything in their power to reclaim 
  such a weapon if it were to fall into non-Draugar hands. Draugar receive a bonus on Perception checks 
  when trying to locate Draugar equipment. The bonus is equal to +5 per piece at that location (if a group 
  is carrying 3 pieces, the Draugar receive a +15 Perception bonus).
  Draugar are very cunning and will seek out 
  their brethren in order to gain strength in 
  numbers. They will avoid a conflict if vic-
  tory isn’t in their favour. Of course Hel 
  may direct them as she chooses and they 
  are powerless to object.
  Base Powers: None
  Base Level: 0
  Size/Move: 4/4
  Equipment Type: Special- 3 to 4 equipped items with 
  individual QR equivalent to half the denizen’s level
  
  177
  Gate Bones
  Invoke the 
  Shadows
  Channeling
  Chant of 
  Skuld
  Bone 
  Snapper
  Ice Aura
  Howl, Blood 
  Fang
  Catharsis
  Syphon 
  Soul
  Spiritual 
  Abortion
  Beckon 
  Niflheim
  Lunging 
  Attack
  Stitch 
  Destiny
  Stitch 
  Kindred
  Power 
  Overwhelming
  Cleansing 
  Attack
  Cleansing 
  Block
  Sly Stance
  Armageddon 
  Strike
  Purge 
  Blindness
  Purge 
  Crippling
  Perfect 
  Parry
  Unearthly 
  Resilience
  Versatile 
  Combat
  Manoeuver
  Draugar
  Active 
  Powers
  
  178
  178
  Unholy 
  Armoury
  Keen Senses
  Resistance to
  Vulnerable
  Puppet 
  Master
  Keen 
  Aptitude
  Tactician
  Combat 
  Awareness
  Resistance 
  to Impeded
  Resistance 
  to Blindness
  Niflheim’s 
  Boon
  Keen 
  Aptitude
  Niflheim’s 
  Celerity
  Niflheim’s 
  Embrace
  Keen 
  Aptitude
  Tactical 
  Advantage
  Aura of 
  Influence
  Resistance to
  Possession
  Resistance 
  to Blindness
  Niflheim’s 
  Might
  Die Hard
  Fellowship 
  of 
  Hel’s 
  Ice Hand
  Stout
  Death 
  Transforma-
  tion,
  Lesser 
  [Draugar]
  Keen 
  Aptitude
  Draugar
  Passive 
  Powers
  
  179
  179
  Sense Motive
  Perception
  Perception
  Perception
  Sneak
  Lore: Locales
  Commune 
  with Dead
  Intimidate
  Commune 
  with Dead
  Lore: 
  Personas
  Intimidate
  Omens/
  Portents
  Athletics
  Athletics
  Lore: Arcana
  Brawling
  Lore: Arcana
  Tracking
  Commune 
  with Dead
  Sneak
  Tracking
  Lore: 
  Personas
  Silent 
  Tongue
  Endurance
  Draugar
  Skills
  
  180
  Dr eyri
  Dreyri are very large blood drinking 
  bats who come from Vanagard and 
  have a taste for human blood. Unlike 
  their mundane brethren, they have 
  fully functional eyes and are cunning 
  predators. Dreyri have gotten a lot 
  more aggressive since the onset of 
  Fimbulwinter, some say in order to 
  assert themselves at the top of the 
  food chain. They are drawn to light 
  and shiny objects.
  Base Powers: Flight, Move +2
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: None
  
  181
  Piercing 
  Attack
  Desperation 
  Attack
  Feral Pounce
  Raging 
  Charge
  Mauling
  Furious 
  Onslaught
  Disarm
  Run Away 
  Laughing
  Formulating 
  Attack
  Snare
  Flying 
  Charge
  Flying Charge
  Lunging 
  Attack
  Lunging 
  Attack
  Eye Rake
  Acidic Spittle
  Mobile 
  Stance
  Evasive 
  Manoeuver
  Attack from 
  Above
  Trample
  Hamstring
  Furious 
  Sprint
  Head Bash
  Bull Rush
  Dreyri
  Active 
  Powers
  
  182
  182
  Keen 
  Aptitude
  Drive Back
  Dance Away
  Keen 
  Aptitude
  Giant Size
  Desperation
  Stout
  Unencumbered 
  Dodger
  Frenzy
  Agility
  Giant Size
  Fleet Footed
  Combat 
  Awareness
  Giant Size
  Precision
  Die Hard
  Fangs
  Keen 
  Senses
  Running Jab
  Keen 
  Aptitude
  Render 
  Helpless
  Sadist
  Keen 
  Aptitude
  Giant Size
  Dreyri
  Passive 
  Powers
  
  183
  183
  Athletics
  Sneak
  Sneak
  Perception
  Sneak
  Sense 
  Motive
  Intimidate
  Lore: 
  Locales
  Athletics
  Silent 
  Tongue
  Sense 
  Motive
  Sense 
  Motive
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Sense 
  Motive
  Perception
  Lore: 
  Personas
  Perception
  Perception
  Survival: 
  Wilderness
  Athletics
  Tracking
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Dreyri
  Skills
  
  184
  Forge  Beast: Lilliputian
  Lilliputians are tiny humanoids from the realm of Asgard. They have an incredible passion 
  for creating things and will easily make friendships with those who have talents in said 
  passion. Asgard’s most magnificent feats 
  of architecture are thanks to Lilliputian 
  talent and passion. They know no bor-
  ders and will travel to other realms should 
  creative opportunities lead them abroad.
  Base Powers: Perfect vision in darkness
  Base Level: 0
  Size/Move: 1/1
  Equipment Type: None
  
  185
  Arcane 
  Shield
  Recuperating 
  Furious
  Onslaught
  Disarm
  Power 
  Over Stone
  Superior 
  Parry
  Sundering 
  Blow
  Defensive 
  Stance
  Evasive 
  Manoeuvre
  Boar’s 
  Posture
  Bear’s 
  Posture
  Disarming 
  Parry
  Hamstring
  Versatile 
  Combat
  Manoeuvre
  Roll Into 
  Position
  Sweeping 
  Trip
  Sly Stance
  Throw Dirt
  Goad
  Cleansing 
  Block
  Enchant 
  Flesh
  Regenerating 
  Block
  Retreating 
  Parry
  Insulting 
  Parry
  Mental 
  Celerity
  Lilliputian
  Active 
  Powers
  
  186
  186
  Keen 
  Aptitude
  Fleet 
  Footed
  Protector
  Keen 
  Aptitude
  Companion
  in War
  Cornered 
  Ferocity
  Favour 
  Defence
  Spirit 
  Warrior
  Defy 
  the Crowd
  Nimble
  Companion 
  in Destiny
  Agility
  Combat 
  Awareness
  Companion 
  in Death
  Dance Away
  Cerebral 
  Warrior
  Bestow 
  Wisdom
  Mob 
  Mentality
  Bastion
  Keen 
  Aptitude
  Fellowship 
  of 
  the Silver
  Shields
  Fuelled by 
  the Crowd
  Keen 
  Aptitude
  Companion 
  in Life
  Lilliputian
  Passive 
  Powers
  
  187
  187
  Repair 
  Equipment
  Bestow Skill: 
  Infuse
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Bestow Skill: 
  Craft
  Bestow Skill: 
  Infuse
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Bestow Skill:
  Miniaturize
  Silent 
  Tongue
  Appraisal
  Bestow Skill: 
  Infuse
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Bestow Skill: 
  Infuse
  Sneak
  Bestow Skill: 
  Craft
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Silent
  Tongue
  Repair 
  Equipment
  Bestow Skill: 
  Infuse
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Bestow Skill: 
  Craft
  Lilliputian
  Skills
  
  188
  Forge Beast: N anus Drake
  Nanus Drakes are tiny dragons that herald from the fiery realm of Muspelheim. They grow 
  to 6’ in length as adults, and are considered insect sized within the realm of fire giants. 
  Nanus Drakes have a hunger for meta ores and 
  are easily befriended by Blacksmiths. They have a 
  peculiar shape, with small wings and a rather large 
  head. The drake’s fire creates a musical song as if 
  the flames are licking over the strings of a harp.
  Base Powers: Flight, Move +2
  Base Level:  0
  Size/Move: 1/3
  Equipment Type: None
  
  189
  Immolate 
  Weapons (Night 
  of the Long
  Knives) {Spell 
  Song} [Amplify 
  Open Area]
  Drake’s 
  Shriek (Howl, 
  Rally the Pack) 
  {Spell Song} 
  [Amplify Open 
  Area]
  Curtain of 
  Flame
  (Arcane Shield) 
  {Spell Song} 
  [Amplify Open 
  Area]
  Chant 
  of 
  Skuld
  Flame of  Life 
  (Drain Life) 
  {Spell Song}
  [Amplify Open 
  Area]
  Drake’s Aria
  (Invigorate 
  Spirit) {Spell
  Song} [Amplify 
  Open Area]
  Drake’s Roar 
  (Howl, Blood 
  Fang) {Spell
  Song} [Amplify 
  Open Area]
  Flame’s Caress 
  (Apples of Idun) 
  {Spell Song}
  [Amplify Open 
  Area]
  Purging 
  Flames
  (Catharsis) 
  {Spell Song}
  [Amplify Open 
  Area]
  Power 
  Over Fire
  Beckon 
  Muspelheim
  Fire Aura
  Muspeli 
  Nightmares
  Evasive 
  Manoeuver
  Regenerating 
  Attack
  Attack from 
  Above
  Cleansing 
  Block
  Regenerating 
  Block
  Versatile 
  Combat
  Manoeuver
  Satisfying 
  Attack
  Mauling
  Misery Likes 
  Company
  Blazing 
  Fiery  Cell
  (Rend Flesh) 
  {Spell Song} 
  [Amplify Open 
  Area]
  Feral 
  Pounce
  Nanus Drake
  Active 
  Powers
  
  190
  190
  Keen 
  Aptitude
  Resistance to 
  Impeded
  Stout
  Keen 
  Aptitude
  Resistance to
  Possession
  Seeker 
  of 
  Worlds
  Companion 
  in War
  Companion 
  in Life
  Warrior 
  of Song
  Tap the 
  Source
  Penumbral 
  Ring
  Master of 
  Kennings
  Fellowship 
  of  the 
  Silver
  Shields
  Fellowship 
  of 
  Hel’s 
  Ice Hand
  Giant
  Size
  Martial 
  Prowess
  Companion 
  in Destiny
  Work 
  in Concert
  Fangs
  Keen 
  Aptitude
  Might
  Unbreakable 
  Body
  Keen 
  Aptitude
  Unencumbered 
  Dodger
  Nanus 
  Drake
  Passive 
  Powers
  
  191
  191
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Repair 
  Equipment
  Bestow Skill: 
  Infuse
  Bestow Skill: 
  Infuse
  Bestow Skill: 
  Craft
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Infuse
  Athletics
  Silent 
  Tongue
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Perception
  Bestow Skill: 
  Infuse
  Bestow Skill: 
  Craft
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Infuse
  Intimidate
  Bestow Skill: 
  Silent
  Tongue
  Bestow Skill:
  Miniaturize
  Bestow Skill: 
  Craft
  Endurance
  Bestow Skill: 
  Infuse
  Bestow Skill: 
  Infuse
  Nanus Drake
  Skills
  
  192
  Garga ngjolp (Snake Shriekers)
  Those who get infected with the blight, be it human or animal, become twisted by Nidhogg’s magic and are 
  transformed into “snake shriekers” (Gargangjolp). These twisted beings have been transformed on a men-
  tal and spiritual level, leaving only their bodies as a glimpse of their former 
  selves. They run on all fours, slither and bound towards their prey hooting 
  and howling as they go. Their final purpose is to impregnate as many oth-
  ers with the Snake Sigil as possible. They have no fear of death as the death 
  of their bodies will liberate the serpentine spawn that lives within.
  Base Powers: None
  Base Level: 0
  Size/Move: 4/4
  Equipment Type: Martial
  
  193
  Purge 
  Foreign 
  Spirits
  Reckless 
  Thundering
  Blow
  Reckless 
  Power 
  Attack
  Channeling
  Desperation 
  Attack
  Cleansing 
  Attack
  Formulating 
  Attack
  Flanking 
  Attack
  Cleansing 
  Sprint
  Raging 
  Charge
  Whirlwind 
  Attack
  Raging 
  Attack
  Repositioning
  Wounding 
  Attack
  Leaping 
  Attack
  Power Attack
  Eye Rake
  Mobile 
  Stance
  Lunging 
  Attack
  Purge 
  Blindness
  Backstab
  Hamstring
  Purge 
  Crippling
  Furious 
  Onslaught
  Gargangjolp
  Active 
  Powers
  
  194
  194
  Keen 
  Aptitude
  Unstoppable 
  Carnage
  Favour 
  Offense
  Keen 
  Aptitude
  Leaping 
  Striker
  Agility
  Cornered 
  Ferocity
  Tactical 
  Advantage
  Combat
  Manoeuvrability
  Carried 
  by Blood
  Desperation
  Enter Rage
  Tactician
  Frenzy
  Companion 
  in War
  Death 
  Transforma-
  tion:
  Familiar - 
  Snake
  Blood 
  Drinker
  Companion 
  in Death
  Furious 
  Cohort
  Keen 
  Aptitude
  Bully
  Blood Lust
  Keen 
  Aptitude
  Brutalize
  Gargangjolp
  Passive 
  Powers
  
  195
  195
  Brawling
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Sense 
  Motive
  Brawling
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Perception
  Brawling
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Brawling
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Endurance
  Brawling
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Intimidate
  Gargangjolp 
  Skills
  
  196
  Giant  Spider
  Similar to their much smaller brethren from 
  Midgard, giant spiders herald from Jotun-
  heim. They have similar physiology, however 
  their size is a thousand fold. Giant spiders pre-
  fer cold and darkness, so since Ragnarok, they 
  have made their way into the other realms. 
  Their webs are very potent, almost indestruct-
  ible (QR: 10+ denizen level) and have an ad-
  hesion that can effortlessly hold a polar bear 
  securely snared. Extremely quiet, they usu-
  ally ambush their prey, using an already well-
  established web. Giant spiders are very smart 
  and use their webs to disarm opponents and 
  pull their weapons well out of reach.
  Base Powers: The web Alka also hinders 
  Attack actions, while Impeded is greater 
  than 1 intensity, only Weak Attack actions 
  are possible. The Web can be burned off by 
  any fire related power dealing more than 5 
  points (every 5 points of fire damage dealt 
  to the snared victim reduces the Impeded 
  condition by -1). At Intensity 4 Impeded 
  the generic action of spinning to change 
  facing orientation is not possible.
  Base Level: 0
  Size/Move: 4/4
  Equipment Type: Lair
  
  197
  Hamstring
  Web Wall 
  (Imposing
  Barrier) 
  {Manoeuver}
  Feral Pounce
  Disarm
  Piercing 
  Attack
  Recuperating 
  Sever
  Hamstring
  Acidic Spittle
  Superior 
  Parry
  Disarming 
  Parry
  Cocoon 
  (Trip)
  [Amplify 
  Amplify
  Amplify]
  Snare
  Shoot Web 
  (Beckon
  Jotunheim)
  {Manoeuver 
  Alka}
  Vengeful 
  Parry
  Regenerating 
  Block
  Web Curtain
  (Sweeping Trip)
  [Amplify 
  Amplify
  Amplify]
  Blinding Webs 
  (Throw Dirt) 
  [Amplify 
  Amplify
  Amplify]
  Riposte
  Retreating 
  Parry
  Lunging 
  Attack
  Predatory 
  Stance
  Wounding 
  Attack
  Wolf 
  Posture
  Purge 
  Blindness
  Mauling
  Giant Spider
  Active 
  Powers
  
  198
  198
  Keen 
  Aptitude
  Untouchable
  Brutalize
  Keen 
  Aptitude
  Unarmed 
  Power
  Render 
  Helpless
  Giant Size
  Giant Size
  Pounce
  Fangs
  Alka Mastery
  Trail Blaze
  Tactical 
  Advantage
  Unbreakable 
  Body
  Precision
  Giant Size
  Giant Size
  Keen Senses
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Might
  Leaping 
  Striker
  Keen 
  Aptitude
  Stout
  Giant Spider
  Passive 
  Powers
  
  199
  199
  Sense 
  Motive
  Survival: 
  Wilderness
  Perception
  Lore: 
  Personas
  Perception
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Hunting/
  Trapping
  Hunting/
  Trapping
  Perception
  Sneak
  Sneak
  Hunting/
  Trapping
  Hunting/
  Trapping
  Sneak
  Sneak
  Hunting/
  Trapping
  Hunting/
  Trapping
  Athletics
  Sneak
  Sneak
  Hunting/
  Trapping
  Hunting/
  Trapping
  Endurance
  Giant Spider 
  Skills
  
  200
  200
  200
  Hro kkvir (Ent)
  Hrokkvir are the most ancient trees (or 
  shrubs) of the forest. They are wildlife that has 
  matured over centuries and has blossomed 
  into wild consciousness. This gift allows these 
  Hrokkvir to move, walk, talk and see. Ents are 
  usually very large and ancient. Slow to anger, 
  once they get hostile it is almost impossible to 
  pacify their wrath. Hrokkvir have been made 
  restless by Fimbulwinter, becoming an ar-
  boreal menace to pockets of civilization that 
  require wood for survival. Druids have been 
  placed in the middle of such conflicts trying to 
  resolve the need for wood and the Hrokkvirís 
  duty to their forest.
  Base Powers: Extra limbs- Deal an extra 
  +1 P damage per rune in Essence
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: None
  
  201
  201
  201
  Catharsis
  Cloud of Pollen
  (Beckon 
  Svartalfheim)
  {Alka 
  Manoeuver}
  Needle 
  Storm
  Violent Slap 
  (Power of Wind) 
  {Manoeuver}
  [Amplify Multi
  Amplify]
  Feral 
  Pounce
  Strangling 
  Vines
  (Beckon 
  Jotunheim)
  {Alka 
  Manoeuver}
  Mauling
  Disarming 
  Parry
  Destroyer 
  of Crowds
  Attack From 
  Above
  Trample
  Whirlwind 
  Attack
  Disarm
  Hamstring
  Chant 
  of Skuld
  Defensive 
  Stance
  Aggressive 
  Assault
  Purge 
  Foreign 
  Spirits
  Life 
  Overwhelming
  Cleansing 
  Block
  Pinecone
  Bombardment
  Purge 
  Blindness
  Invoke 
  Rage
  Apples 
  of Idun
  Hrokkvir
  Active 
  Powers
  
  202
  202
  202
  202
  202
  Favour 
  Defence
  Turn 
  the Blade
  Untouchable
  Nimble
  Protector
  Keen 
  Aptitude
  Striker
  Resistance 
  to Possession
  Keen 
  Aptitude
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Giant Size
  Verdant 
  Size
  Keen 
  Aptitude
  Keen 
  Aptitude
  Stout
  Resistance 
  to Blindness
  Keen 
  Aptitude
  Fangs
  Keen 
  Senses
  Drive Back
  Bastion
  Cornered 
  Ferocity
  Nature’s 
  Child
  Hrokkvir
  Passive 
  Powers
  
  203
  203
  203
  203
  203
  Survival: 
  Wilderness
  Animal 
  Empathy
  Animal 
  Empathy
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Intimidate
  Lore: 
  Locales
  Lore: 
  Locales
  Endurance
  Silent 
  Tongue
  Survival: 
  Wilderness
  Animal 
  Empathy
  Animal 
  Empathy
  Survival: 
  Wilderness
  Perception
  Lore: 
  Locales
  Lore: 
  Locales
  Perception
  Perception
  Survival: 
  Wilderness
  Animal 
  Empathy
  Animal 
  Empathy
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Hrokkvir 
  Skills
  
  204
  Lea der
  The leader template can be added to any denizen the Norn feels 
  needs to be harder to beat. This template will make the leader 
  harder to shut down when it has to face multiple opponents alone 
  or outnumbered. These power 
  and skill boards are there to 
  compliment any other boards 
  the Norn has assigned to the big 
  bad evil guy (BBEG).
  Base Powers: None
  Base Level: 0
  Size/Move: N/A
  Equipment Type: None
  
  205
  Beckon 
  Yggdrasil
  Power over 
  Wind
  Disarm
  Conjure 
  Weapon
  Perfect 
  Parry
  Apples 
  of Idun
  Analytical 
  Fortress
  Stance
  Cleansing 
  Sprint
  Shadow 
  Strike
  Arcane 
  Shield
  Cleansing 
  Block
  Unearthly 
  Resilience
  Repositioning
  Cleansing 
  Attack
  Ice Aura
  Spirit Bastion 
  Stance
  Enchant 
  Flesh
  Stitch 
  Kindred
  Catharsis
  Power 
  Overwhelming
  Enchant 
  Flesh
  Chant 
  of Skuld
  Clone 
  Power
  Cleansing
  Sprint
  Leader
  Active 
  Powers
  
  206
  206
  Keen 
  Aptitude
  Resistance 
  to Blindness
  Resistance to
  Degeneration
  Keen 
  Aptitude
  Spiritual 
  Discretion
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Keen 
  Aptitude
  Constitution
  Spiritual 
  Discretion
  Tribal Blood
  Tactician
  Tactical 
  Advantage
  Keen Senses
  Dance Away
  Keen 
  Aptitude
  Keen 
  Aptitude
  Resistance to
  Vulnerable
  Rune of 
  Leadership
  Keen 
  Aptitude
  Resistance 
  to Impeded
  Resistance to
  Possession
  Keen 
  Aptitude
  Aura of 
  Influence
  Leader
  Passive 
  Powers
  
  207
  207
  Sneak
  Verbal 
  Manipulation
  Verbal 
  Manipulation
  Negotiation
  Negotiation
  Escape
  Read 
  and Write
  Lore: 
  Personas
  Perception
  Sense 
  Motive
  Read 
  and Write
  Etiquette
  Perception
  Perception
  Athletics
  Intimidate
  Lore: 
  Locales
  Perception
  Lore: 
  Arcana
  Brawling
  Sense 
  Motive
  Sense 
  Motive
  Negotiation
  Sense 
  Motive
  Leader
  Skills
  
  208
  Mount: Golde n Boar
  The Golden Boar are giant beasts that may bond with worthy humans. No one knows from which realm they 
  evolved. It is said that over 1000 years ago they made their home in Vanagard, Midgard and Asgard, now 
  they can be spotted in most other realms as well. They have incredible resilience and adaptability, which 
  has made them the hardy species they are today. They can grow to 4000 
  pounds and yet they have more agility and speed than their diminutive 
  Midgard brethren. Some learn to ride these mythical creatures, but usu-
  ally it is the boar who chooses its rider. They get their name from the glit-
  tering golden boar bristles which adorn their form.
  Base Powers: Quadruped
  Base Level: 0
  Size/Move: 5/10
  Equipment Type: None
  
  209
  Bull Rush
  Aggressive 
  Assault
  Superior 
  Parry
  Perfect 
  Parry
  Run Away 
  Laughing
  Flying 
  Charge
  Mobile 
  Stance
  Regenerating 
  Block
  Evasive 
  Manoeuvre
  Furious 
  Sprint
  Regenerating 
  Attack
  Mount’s 
  Synergy
  Versatile 
  Combat
  Manoeuvre
  Cleansing 
  Block
  Satisfying 
  Attack
  Lunging 
  Attack
  Defensive 
  Stance
  Retreating 
  Parry
  Mauling
  Trample
  Attack 
  From Above
  Vengeful 
  Parry
  Boar’s 
  Posture
  Feral 
  Pounce
  Mount: Boar
  Active 
  Powers
  
  210
  210
  Learn Power
  Untouchable
  Carried 
  by Blood
  Keen 
  Aptitude
  Agility
  Giant Size
  Fleet 
  Footed
  Unencumbered 
  Dodger
  Combat
  Manoeuvrability
  Work 
  in Concert
  Timely 
  Mount
  Faithful 
  Mount
  Combat 
  Awareness
  Unarmed 
  Power
  Tactical 
  Advantage
  Trapper’s 
  Companion
  Stout
  Nimble
  Attuned 
  Mount
  Fangs
  Unbreakable 
  Body
  Protector
  Learn 
  Power
  Combat
  Manoeuvrability
  Mount: Boar
  Passive 
  Powers
  
  211
  211
  Survival: 
  Wilderness
  Sneak
  Brawling
  Perception
  Athletics
  Survival: 
  Wilderness
  Sense 
  Motive
  Endurance
  Perception
  Silent 
  Tongue
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Perception
  Perception
  Survival: 
  Wilderness
  Lore: 
  Locales
  Escape
  Perception
  Navigation
  Survival: 
  Wilderness
  Intimidate
  Animal 
  Empathy
  Perception
  Athletics
  Mount: Boar
  Skills
  
  212
  Mount: Silv er Stag
  The Silver Stags are majestic magical beasts that possess incredible intellect. Originating from Vana-
  gard, over many centuries these beasts have migrated throughout the worlds of Yggdrasil. Despite 
  their bestial nature, they are capable of forging incredible bonds with more evolved species. Their 
  communication at an empathic level is very nuanced. The Silver Stag 
  has magic coursing through its being, and it has magical capabilities 
  that surprise many who interact with these legendary creatures. If a 
  bond of trust and loyalty is forged, the Silver Stag will become a com-
  panion and agree to serve as a mount. 
  Base Powers: Quadruped
  Base Level: 0
  Size/Move: 5/10
  Equipment Type: None
  
  213
  Purge 
  Crippling
  Cleansing 
  Sprint
  Unearthly 
  Resilience
  Perfect 
  Parry
  Run Away 
  Laughing
  Superior 
  Parry
  Mobile 
  Stance
  Regenerating 
  Block
  Evasive 
  Manoeuvre
  Furious 
  Sprint
  Power over 
  Wind
  Mount’s 
  Synergy
  Versatile 
  Combat
  Manoeuvre
  Cleansing 
  Block
  Sun and 
  Moon
  Catharsis
  Defensive 
  Stance
  Retreating 
  Parry
  Apples 
  of Idun
  Stitch 
  Kindred
  Invigorate 
  Spirit
  Vengeful 
  Parry
  Enchant 
  Flesh
  Boar’s 
  Posture
  Mount: Stag
  Active 
  Powers
  
  214
  214
  Learn Power
  Keen 
  Aptitude
  Keen 
  Aptitude
  Learn 
  Power
  Agility
  Keen 
  Aptitude
  Giant Size
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Work 
  in Concert
  Timely 
  Mount
  Faithful 
  Mount
  Combat 
  Awareness
  Companion
   in Magic
  Keen 
  Aptitude
  Fae-Kin
  Stout
  Keen 
  Aptitude
  Attuned 
  Mount
  Learn 
  Power
  Keen 
  Aptitude
  Keen 
  Aptitude
  Learn 
  Power
  Combat
  Manoeuvrability
  Mount: Stag
  Passive 
  Powers
  
  215
  215
  Survival: 
  Wilderness
  Sneak
  Brawling
  Swim
  Athletics
  Survival: 
  Wilderness
  Sense 
  Motive
  Endurance
  Perception
  Silent 
  Tongue
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Perception
  Perception
  Lore: 
  Personas
  Lore: 
  Locales
  Escape
  Perception
  Navigation
  Lore: 
  Arcana
  Intimidate
  Animal 
  Empathy
  Tracking
  Athletics
  Mount: Stag
  Skills
  
  216
  The Skraeling shaman is the medicine man and magical practitioner of the Skraeling peoples. They derive 
  their knowledge and power from the spirit world. Entering a spirit trance is achieved through drumming, 
  singing, dancing, sweat lodges, fasting and vision quests. Sometimes they utilize herbs and mushrooms to 
  assist in the voyage of consciousness. To them knowledge is power, and the spirit world contains untold lore. 
  Skraeling Shaman magic is a blend of Seith and Verwandlung. Rather than dealing with lost souls, the shaman-
  ic magic reaches out to the spirit of ancestors, animals and plants. 
  The most powerful shaman can shape change into different types 
  of animals and beasts. They usually dress in brightly dyed leath-
  ers, bird plumage, bones and body paint.
  Powers are granted based on the type of spirit that possesses the 
  Angakkuq.
  Base Powers: If Possessed on home 
  soil, spirits are always benevolent 
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: None
  Skraeling Ang akkuq (Shaman)
  
  217
  Blood-Wolf 
  Form
  Field of 
  Poppies
  {Verwandlung 
  Alka}
  Wrack 
  {Seith Spell}
  Possess 
  Opponent
  {Seith Spell}
  Field of 
  Thorny Vines
  {Verwandlung 
  Alka Spell}
  Ride the 
  Breeze
  (Shadow Step)
  {Verwandlung 
  Spell}
  Ley Lines 
  of 
  Power
  {Verwandlung 
  Alka}
  Soul Chains 
  {Seith Spell}
  Run Away 
  Laughing
  Field of 
  Quagmires
  {Verwandlung 
  Alka Spell}
  Force of 
  Nature (Sun 
  and Moon)
  {Verwandlung 
  Spell}
  Catharsis
  {Verwandlung 
  Spell}
  Spirit Lance 
  {Seith Spell}
  Sun and 
  Moon 
  {Seith Spell}
  Cleansing 
  Block
  Rustling 
  Leaves (Rapid
  Recovery)
  {Verwandlung 
  Spell}
  Soul Barbs 
  {Seith Spell}
  Soul Twist 
  {Seith Spell}
  Spirit Power 
  Stance
  Wild Shape
  Geyser of 
  Living Water
  {Verwandlung 
  Alka}
  Raven’s 
  Posture
  Purge 
  Foreign 
  Spirits
  {Seith Spell}
  Arcane 
  Shield
  Skraeling 
  Shaman
  Active 
  Powers
  
  218
  218
  Fangs
  Dark 
  Consultation
  Keen 
  Aptitude
  Keen 
  Aptitude
  Alabaster 
  Magician
  Barter 
  With Spirits
  Nether Pact
  Keen 
  Aptitude
  Keen 
  Aptitude
  Alka Mastery
  Arcane Reach
  Possessed
  Fae-Kin
  Unbreakable 
  Mind
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Senses
  Unbreakable 
  Soul
  Stout
  Keen 
  Aptitude
  Keen 
  Aptitude
  Die Hard
  Unencumbered 
  Dodger
  Constitution
  Skraeling 
  Shaman
  Passive 
  Powers
  
  219
  219
  Animal 
  Shapeshift
  Brew
  Swim
  Omens/
  Portents
  Commune 
  with the
  Dead
  Perception
  Brew
  Lore: 
  Locales
  Perception
  Survival: 
  Wilderness
  Animal 
  Shapeshift
  Lore: 
  Arcana
  Sneak
  Lore: 
  Arcana
  Perception
  Brew
  Lore: 
  Personas
  Omens/
  Portents
  Perception
  Animal 
  Shapeshift
  Brew
  Sneak
  Tracking
  Commune 
  with the
  Dead
  Skraeling 
  Shaman
  Skills
  
  220
  The Skraeling warrior is brave and doesn’t fear confrontation or death. They are masters of the land, 
  moving unheard and unseen. Some may even commune with animals as easily as they do with with their 
  brethren. They do not take life indiscriminately, as all life is sacred. Each and every kill must be justified 
  and the appropriate spirits thanked. Warriors are capable with many types of weapons: bows, stone 
  axes and spears. They are also well versed in snares and traps as well as 
  how to best use terrain to their advantage. Rarely wearing armour, the 
  Skraeling warriors possess great speed.
  They personalize their look with distinct hair-styles, war paint and wear 
  trophies obtained on the hunt.
  Base Powers: None
  Base Level: 0
  Size/Move: 4/4
  Equipment Type: None
  Skraeling Wa rrior
  
  221
  Sweeping 
  Trip
  [Amplify 
  Multi
  Cannibalize]
  Satisfying 
  Attack
  Wounding 
  Attack
  [Amplify 
  Multi
  Cannibalize]
  Raging 
  Charge
  Piercing 
  Attack
  [Amplify 
  Multi
  Cannibalize]
  Repositioning
  How, Blood 
  Fang
  Predatory 
  Stance
  Purge 
  Crippling
  Lunging 
  Attack
  [Amplify 
  Multi
  Cannibalize]
  Run Away 
  Laughing
  Throw 
  Weapon
  Perfect Parry
  Catharsis 
  [Amplify
  Area Combo]
  Ride of the 
  Valkyries
  Versatile 
  Combat
  Manoeuvre
  Howl, Rally 
  the Pack
  Purge 
  Blindness
  Trap-
  Incapacitation
  Spirit Bastion 
  Stance
  Trap-Spikes
  Trap-Tangle
  Stitch 
  Kindred
  Trap-
  Lacerations
  Skraeling 
  Warrior
  Active 
  Powers
  
  222
  222
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Blood 
  Drinker
  Keen 
  Aptitude
  Desperation
  Quick Draw
  Keen 
  Aptitude
  Carried 
  by Blood
  Hunter’s 
  Heart
  Hunter’s 
  Cunning
  Tribal Blood
  Combat
  Manoeuvrability
  Keen 
  Aptitude
  Keen Senses
  Dance of 
  Autumn
  Keen 
  Aptitude
  Unencumbered 
  Dodger
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Fleet 
  Footed
  Skraeling 
  Warrior
  Passive 
  Powers
  
  223
  223
  Navigation
  Swim
  Hunting/
  Trapping
  Tracking
  Sneak
  Athletics
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Hunting/
  Trapping
  Sneak
  Survival: 
  Wilderness
  Animal 
  Empathy
  Hunting/
  Trapping
  Survival: 
  Wilderness
  Athletics
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Hunting/
  Trapping
  Perception
  Lore: 
  Locales
  Endurance
  Sneak
  Tracking
  Perception
  Skraeling 
  Warrior
  Skills
  
  224
  Snow Ser pent
  Snow serpents are highly intelligent and fearsome snakes that can grow to 40’ in length. Most of their body is 
  covered in white fur allowing them to blend into their surroundings. The most disconcerting feature of the snow 
  serpent is its ability to speak in any language. They used to be confined to the upper reaches of Nidavellir, but 
  with the onset of Ragnarok, they have begun to migrate into other realms. 
  Snow serpents are as at home underground as underwater or under the 
  snow. They hunt prey that is human sized and smaller. Most would believe 
  that they use a combination of venom and constriction to immobilize and 
  kill, but few count on their magic which they use as a nasty surprise.
  Base Powers: None
  Base Level: 0
  Size/Move: 4/4
  Equipment Type: Lair
  
  225
  Versatile 
  Combat
  Manoeuver
  Tail Whip 
  (Power Over
  Wind)  {Manoeu-
  ver} [Amplify 
  Amplify 
  Amplify]
  Retreating 
  Parry
  Evasive 
  Manoeuver
  Flying 
  Charge
  Wounding 
  Attack
  Recuperating
  Wounding 
  Attack
  Vengeful 
  Parry
  Riposte
  Lunging 
  Attack
  Run Away 
  Laughing
  Constrict 
  (Swallow)
  Ride of the 
  Valkyries
  {Spell Song}
  Disorienting 
  Ballad
  (Cerebral Chains) 
  {Spell Song} 
  [Amplify
  Area Maintain]
  Attack From 
  Above
  Power Attack
  Cleansing 
  Block
  Regenerating 
  Block
  Venomous 
  Bite
  Whirlwind 
  Attack
  Mauling
  Superior 
  Parry
  Water 
  Shield
  Feral 
  Pounce
  Snow 
  Serpent
  Active 
  Powers
  
  226
  226
  Keen 
  Aptitude
  Might
  Aura of 
  Influence
  Keen 
  Aptitude
  Unencumbered 
  Dodger
  Defy the 
  Crowd
  Dance Away
  Arcane 
  Reach
  Fuelled by 
  the Crowd
  Fangs
  Keen Senses
  Burrow
  Carried 
  by Song
  Alabaster 
  Magician
  Unbreakable 
  Body
  Dance of 
  Summer
  Gliding 
  Dodger
  Song Smith
  Dance of 
  Spring
  Keen 
  Aptitude
  Dance of 
  Winter
  Superb 
  Swimmer
  Keen 
  Aptitude
  Warrior 
  of 
  Song
  Snow 
  Serpent
  Passive 
  Powers
  
  227
  227
  Swim
  Swim
  Perception
  Perception
  Navigation
  Swim
  Perception
  Perform
  Perception
  Escape
  Sneak
  Navigation
  Athletics
  Escape
  Tracking
  Swim
  Tracking
  Perform
  Sneak
  Tracking
  Tracking
  Perform
  Perform
  Athletics
  Snow 
  Serpent
  Skills
  
  228
  Wight  Sovereign
  Wight Sovereigns are lost souls that have mastered the state of limbo within 
  which they have been left. They cannot proceed to the heavens, nor to Nifl-
  heim, and have abandoned all hope for resolving their unfinished business in 
  Midgard. They are souls that have replaced anger with appetite. Hunger and 
  ambition drive them to master this very unique predicament they suffer. They 
  have discovered how to create a dwelling (a stone that reshapes into a runic 
  monolith) and how to feed on the soul energy of the living; some can even assume corporeal form! They are the harbin-
  gers of tragedy, as they sometimes devour souls of legendary heroes before the Valkyries can get to them. Some mortals 
  have been known to seek esoteric lore which would permit them to create stone monoliths that would be suitable for 
  Wight Sovereigns. The foolish and the desperate then enter a bargain with these malevolent and powerful wights.
  While the Wight Sovereign inhabits a runic monolith, it is very hard to kill. Sometimes the creature will leave 
  the monolith in order to assume physical form (see powers and skills below). During this time, the runic mono-
  lith is more susceptible to destruction. A Wight Sovereign can spent 1 entire round to enter or leave their 
  home. If they are “killed” in physical form, they must wait an hour before once again assuming corporeal form.
  The monolith is completely immune to Mental and Spiritual damage. It has an Essence of 10x the level 
  of the Wight Sovereign and a PF vs. Physical damage equal to the level of the creature. The PF is cut in 
  half when the Wight Sovereign assumes corporeal form. While in the stone, it cannot be affected by any 
  powers or skills. The runic monolith accords every Wight Sovereign one specific spell that they can cast 
  while within their home. They may spend their entire Destiny on meta tags for that spell.
  Base Powers: Flight; Move +2
  Base Level: 0
  Size/Move: 2/4
  Equipment Type: None
  
  229
  Gate Seith 
  Aberration
  Invoke the 
  Shadows
  {Seith Spell}
  Raven’s 
  Posture
  Shadow 
  Step
  Devour Mind 
  (Devour
  Thought) 
  {Seith Spell}
  Invigorate 
  Spirit {Seith
  Spell}
  Dredge Up
  Nightmares 
  (Cerebral
  Shroud) {Seith 
  Spell}
  Tendrils of 
  Deceit
  (Channeling) 
  {Seith Spell} 
  [Area Range
  Amplify]
  Seith Frenzy
  Arcane 
  Stance
  Beckon 
  Yggdrasil 
  {Alka
  Seith Spell}
  Beckon 
  Niflheim 
  {Alka
  Seith Spell}
  Soul 
  Transfer 
  {Seith Spell}
  Unearthly 
  Resilience
  {Seith Spell}
  Winds of the 
  Barrows
  (Power over Wind) 
  {Seith Spell} 
  [Area
  Multi Amplify]
  Darkness 
  Comes
  (Catharsis) 
  {Seith Spell}
  Blade of Lies 
  (Conjure
  Weapon)  {Seith 
  Spell} [Amplify 
  Maintain 
  Maintain]
  Spiritual 
  Abortion
  {Seith Spell}
  The Nightman 
  Cometh
  {Seith Spell}
  Conjure Troll 
  Illusion
  Possess 
  Opponent
  {Seith Spell}
  Shrink 
  {Seith Spell}
  Dark 
  Juxtaposition
  {Seith Spell}
  Death Chant 
  (Howl, Skoll’s 
  Victory) 
  {Seith Spell}
  Wight 
  Sovereign
  Active 
  Powers
  
  230
  230
  Keen 
  Aptitude
  Alka 
  Mastery
  Nether Pact
  Keen 
  Aptitude
  Puppet 
  Master
  Combat 
  Awareness
  Aura of 
  Influence
  Tactical 
  Advantage
  Spirit 
  Domination
  Essence of 
  the Ghost
  Possessed
  Fangs
  Unencumbered 
  Dodger
  Haugbui’s 
  Curse
  Blend Into 
  Shadow
  Fae Kin
  Niflheim’s 
  Boon
  Unbreakable 
  Mind
  Tactician
  Keen 
  Aptitude
  Barter with 
  Spirits
  Devour 
  Faith
  Keen 
  Aptitude
  Dark 
  Consultation
  Wight 
  Sovereign
  Passive 
  Powers
  
  231
  231
  Intimidate
  Escape
  Lore: 
  Locales
  Endurance
  Lore: 
  Locales
  Commune 
  With Dead
  Read 
  and Write
  Lore: 
  Locales
  Lore: 
  Arcana
  Lore: 
  Locales
  Commune 
  With Dead
  Commune 
  With Dead
  Lore: 
  Arcana
  Lore: 
  Arcana
  Commune 
  With Dead
  Sneak
  Lore: 
  Personas
  Lore: 
  Arcana
  Lore: 
  Personas
  Disguise
  Omens/
  Portents
  Lore: 
  Personas
  Verbal 
  Manipulation
  Lore: 
  Personas
  Wight 
  Sovereign
  Skills
  
  232
  Willow W isp
  Willow Wisps are flying balls of light that shift in colour and appearance to intrigue and draw in their prey. 
  A voracious predator of Vanagard, the Wisp is an enigmatic being. Many from Vanagard do not understand 
  the Willow Wisp’s ways. Usually solitary, it leads both voluntary and involuntary victims into very treacher-
  ous terrain. They subsist by feasting on the last living breath of a sen-
  tient being. Willow Wisps can create a cursed domain that reduces 
  the skills of all those within it. Bringing prey into this kind of harsh 
  terrain can see drownings, lethal falls and other seeming accidents 
  take the lives of those within this accursed land. 
  Base Powers: Flight; Move +2
  Base Level: 0
  Size/Move: 2/4
  Equipment Type: None
  
  233
  Analytical 
  Power 
  Stance
  Purge 
  Foreign 
  Spirits
  Purge 
  Crippling
  Raven’s 
  Posture
  Unearthly 
  Resilience
  Mental 
  Celerity
  Imposing 
  Barrier
  Evasive 
  Manoeuver
  Vanaheim Bond
  (Catharsis) 
  {Spell Song}
  [Amplify 
  Maintain
  Amplify]
  Flare
  Beckon 
  Muspelheim
  Beckon 
  Yggdrasil
  Ride of the 
  Valkyries
  {Spell Song}
  Revitalize 
  (Rapid Recovery) 
  {Spell Song} 
  [Amplify 
  Maintain
  Amplify]
  Syphon Soul
  Soul Twist
  Cleansing 
  Block
  Regenerating 
  Block
  Rend Flesh
  Stitch 
  Destiny
  Evasive 
  Manoeuver
  Insulting 
  Parry
  Insulting 
  Parry
  Purging 
  Tirade
  Willow Wisp
  Active 
  Powers
  
  234
  234
  Keen 
  Aptitude
  Untouchable
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Keen 
  Aptitude
  Arcane 
  Reach
  Dance Away
  Tactical 
  Advantage
  Carried 
  by Song
  Keen 
  Aptitude
  Stout
  Dance 
  of Autumn
  Keen 
  Aptitude
  Hover
  Unencumbered 
  Dodger
  Fangs
  Keen 
  Aptitude
  Incite Strife
  Keen 
  Aptitude
  Keen 
  Aptitude
  Alka Mastery
  Keen 
  Aptitude
  Keen 
  Aptitude
  Willow Wisp
  Passive 
  Powers
  
  235
  235
  Survival: 
  Wilderness
  Lore: 
  Arcana
  Endurance
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Lore: 
  Personas
  Tracking
  Sense Motive
  Sense Motive
  Perception
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Navigation
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Navigation
  Perception
  Sense Motive
  Sense Motive
  Tracking
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Cursed 
  Dominion
  (Rune: Scorn 
  Pole)
  Endurance
  Lore: 
  Arcana
  Survival: 
  Wilderness
  Lore: 
  Personas
  Willow Wisp
  Skills
  
  236
  From the planning notes of Thorsteinn Ingolfsson:
  “We must gather all persons in positions of power from across the island. Runners will go to the four cor-
  ners of Islandia spreading the word about the Althing that is to occur in a month’s time. Every jarl, godi 
  and chieftain will receive an invite to the Althing and we will ask them to bring supplies that are sufficient 
  for not only the travel, but for a few days stay in the Althingvellir. The supplies should be enough for them 
  and their entourage. Their entourage may consist of any freemen and thralls, but only the freemen will be 
  allowed into the Althing. I will supply the closing feast, but for future Athings, every attendee should be 
  encouraged to contribute.
  I will be organizing the proceedings of the Althing, assuming the role of “Althing speaker”. The speaker’s 
  seat will be upon the Logberg outcrop where everyone will be able to hear the speaker clearly. The speak-
  er’s role is to keep the meeting organized on the agenda:
  Althing
  From the planning notes of Thorsteinn Ingolfsson:
  “We must gather all persons in positions of power from across the island. Runners will go to the four cor-
  ners of Islandia spreading the word about the Althing that is to occur in a month’s time. Every jarl, godi 
  Althing
  Althing
  
  237
  237
    Ensuring that all Karls of Islandia may address the attendees with introductions and news
    Election of the Logretta
    Making sure the Logretta members are efficient in creating, modifying and annulling the common laws of Islandia
    Election of the Lawspeakers
    Agreements for the next Althing
    Celebration feast
  Each agenda item may take a few hours to a few days. The speaker should work diligently to ensure no agenda item 
  takes more than 2 days.
  The speaker will ensure that 39 members are elected to the logretta council. Each Jarl of Islandia must put forth at 
  least one nominee from their fiefdom. For all who set foot on Islandia, we will establish common laws that everyone 
  must adhere to. No law may place one freeman above another- equality must be maintained.
  We will then elect 39 judges that will be able to resolve disputes that arise throughout the year. We will call them 
  “Lawspeakers” and ensure that they are neutral and fair in their enforcement of the laws. All future grievances re-
  garding property boundaries and annexation, status of thralls and outlaws, grievances that involve members from 
  different homesteads and other objections should all be brought before the elected Lawspeakers.
  Before we end the assembly, we will need to decide when the next one should occur. I will propose that we create 
  an annual cycle for this very important meeting. We will also need to nominate a new speaker that will sit upon the 
  Logberg outcrop. We should avoid having the same person assigned more than once. Anything that would place one 
  representative in a more authoritative position over the others risks Islandia slipping into an autocracy.
  As a final note, I must extend the invitation to Njall Thorgeirsson personally. His insights into legal issues will be 
  invaluable for the first Althing.”
  
  238
  Within Midgard there is a universal method of displaying one’s 
  wealth and status. It is accomplished by openly wearing arm bands 
  of silver and gold. They are also used as generous tokens of ap-
  preciation. They are generous because an arm-ring could easily be 
  worth 1000 skatt simply on weight alone. A chieftain may bestow an 
  arm-ring to a warrior who distinguished himself by turning the tide of 
  battle. When Ragnarok broke out, many took their rings off to try and 
  avoid getting robbed. But now as we enter the second age, the strong have 
  begun to flaunt their authority by making the arm rings fashionable once more.
  A pledge of sworn loyalty is a common custom in Midgard. When a man’s word is his reputa-
  tion, swearing an oath of blood carries much weight. To seal such a pact, is to perform the 
  blood ritual that leads to a blood brother bond. The blood ritual necessitates that both mem-
  bers must self inflict a bleeding wound, and then the two wounds are pressed together and 
  bound, signifying that each person’s blood now flows in the other participant’s veins. Then 
  both members recite oaths of loyalty and unbreakable friendship before sealing the deal with 
  a drink from a communal drinking horn. 
  Usually warriors that spent time together in a warband will forge a battle bond of trust they 
  wish to take to the next level. The 
  ritual will make their friendship 
  and trust official in the eyes of 
  men and gods. Blood broth-
  ers have an understanding 
  that any offence levelled 
  at one of them is also lev-
  elled at the other. They 
  also share plunder and 
  spoils equally. Forgive-
  ness must also come un-
  conditionally, albeit with-
  out forgetting justice and 
  atonement. 
  Arm Rings
  Blood Brothers
  Within Midgard there is a universal method of displaying one’s 
  wealth and status. It is accomplished by openly wearing arm bands 
  of silver and gold. They are also used as generous tokens of ap-
  preciation. They are generous because an arm-ring could easily be 
  worth 1000 skatt simply on weight alone. A chieftain may bestow an 
  arm-ring to a warrior who distinguished himself by turning the tide of 
  battle. When Ragnarok broke out, many took their rings off to try and 
  avoid getting robbed. But now as we enter the second age, the strong have 
  begun to flaunt their authority by making the arm rings fashionable once more.
  Blood Brothers
  238
  a drink from a communal drinking horn. 
  Usually warriors that spent time together in a warband will forge a battle bond of trust they 
  wish to take to the next level. The 
  ritual will make their friendship 
  and trust official in the eyes of 
  men and gods. Blood broth-
  ers have an understanding 
  that any offence levelled 
  at one of them is also lev-
  elled at the other. They 
  also share plunder and 
  spoils equally. Forgive-
  ness must also come un-
  conditionally, albeit with-
  out forgetting justice and 
  atonement. 
  
  239
  The days of the week are: Manadagr, Tys-
  dagr, Odinsdagr, Thorsdagr, Frjadagr, Lau-
  gardagr, Sunnudagr. The translations behind each day are as 
  follows: Moon day, Tyr day, Odin day, Thor day, Freya day, Washing day, 
  Sun day. To those who worship the Jotuns, the names of the week are slightly different: Manad-
  agr, Lokdagr, Surtrdagr, Bergelmrdagr, Laufdagr, Laugardagr, Sunnudagr. These translate 
  similarly to: Moon day, Loki day, Surt day, Bergelmir day, Laufey day, Washing day, Sun day.
  The months are as follows: Morsugur, Thorri, Goi, Ein-Manudr, Harpa, Skerpla, Sol-
  Manudr, Heyannir, Tvi-Manudr, Haust-Manudr, Gor-Manudr, Frer-Manudr
  There are many feast days and celebrations, but under the eternal 
  night of Fimbulwinter, many have been over-
  looked or completely forsaken. The most im-
  portant feast days are as follows:
  The days of the week are: Manadagr, Tys-
  dagr, Odinsdagr, Thorsdagr, Frjadagr, Lau-
  gardagr, Sunnudagr. The translations behind each day are as 
  follows: Moon day, Tyr day, Odin day, Thor day, Freya day, Washing day, 
  Sun day. To those who worship the Jotuns, the names of the week are slightly different: Manad-
  agr, Lokdagr, Surtrdagr, Bergelmrdagr, Laufdagr, Laugardagr, Sunnudagr. These translate 
  similarly to: Moon day, Loki day, Surt day, Bergelmir day, Laufey day, Washing day, Sun day.
  The months are as follows: Morsugur, Thorri, Goi, Ein-Manudr, Harpa, Skerpla, Sol-
  Manudr, Heyannir, Tvi-Manudr, Haust-Manudr, Gor-Manudr, Frer-Manudr
  There are many feast days and celebrations, but under the eternal 
  night of Fimbulwinter, many have been over-
  looked or completely forsaken. The most im-
  portant feast days are as follows:
  Calendar
  Date 
  Feast/Celebration
  Winter Solstice (December 21) 
   Yule - celebrates the zenith of the Wild Hunt as the longest night consumes the world.
  Vernal Equinox (March 21) 
   Ostara/Summer Finding (Vaetrblot) - It is no longer celebrated but a Vaetrblot is 
  still performed by those who seek the land’s blessings. The blot is performed in hon-
  our of the local Vaettir in expectation of luck and good fortune.
  Summer Solstice (June 21) 
  Midsummer - No longer celebrated
  Autumnal Equinox (September 21) 
  Winter Finding - An offering is made to the Rime Jotuns in hopes of a gentle winter.
  Night of the Dead (October 31) 
   Vetmaetr (Disablot) - An offering is made to Odin/Surt, Hel and the Disir in honour of the 
  deceased. This is the period of the year where the veil between the worlds of the living and the 
  dead is at its thinnest. It is when Odin rides out on the Wild Hunt in search of Lost Souls.
  Date 
  Feast/Celebration
  Winter Solstice (December 21) 
   Yule - celebrates the zenith of the Wild Hunt as the longest night consumes the world.
  Vernal Equinox (March 21) 
   Ostara/Summer Finding (Vaetrblot) - It is no longer celebrated but a Vaetrblot is 
  still performed by those who seek the land’s blessings. The blot is performed in hon-
  our of the local Vaettir in expectation of luck and good fortune.
  Summer Solstice (June 21) 
  Midsummer - No longer celebrated
  Autumnal Equinox (September 21) 
  Winter Finding - An offering is made to the Rime Jotuns in hopes of a gentle winter.
  Night of the Dead (October 31) 
   Vetmaetr (Disablot) - An offering is made to Odin/Surt, Hel and the Disir in honour of the 
  deceased. This is the period of the year where the veil between the worlds of the living and the 
  dead is at its thinnest. It is when Odin rides out on the Wild Hunt in search of Lost Souls.
  
  240
  When security is paramount, a water fortress known as 
  a crannog is built. It is a dwelling that has been built 
  upon stilts (approximately 12’ above water) and the 
  only means of access is via a long narrow bridge 
  (usually 50’ long). The choke-point on the bridge 
  allows for excellent defence when outnumbered, al-
  lowing a much smaller force to keep a larger one at bay by 
  forcing one-on-one combat. Access from the water requires a 
  water borne vessel and would necessitate climbing up onto the 
  deck surrounding the dwelling. Warriors attempting to breach in this manner 
  would suffer many casualties inflicted by the defenders, who would be in a much 
  better fighting position.
  With the advent of Fimbulwinter, many crannogs on freshwater lakes have become useless. Innovative 
  blacksmiths now create coastal crannogs over bodies of saltwater. The design has been altered to account 
  for storms, waves and icebergs. Foundations of stone eliminate structural failure due to erosion. Only 
  those in positions of power can afford the high-priced blacksmiths who can construct such a marvel.
  Despite the cold and darkness of Fimbulwinter, the denizens of Midgard have found ways to keep the gloom at 
  bay. Few things are a more effective remedy than a good horn of mead. After all honey doesn’t spoil, and there are 
  plenty of stockpiled dried herbs and grains that could be plundered for ingredients!
  Note: Yeast is always present in the brewer’s jugs and tools. Only mod-
  ern brewers need to add yeast to stimulate fermentation.
  Jutland Braggot Recipe:
   
  10 lbs Wildflower honey
   
  6 lbs Dry wheat malt (preferably smoked)
   
  2 lbs dried blackberries
   
  2 oz. Dried heather 
   
  2 oz. Dried meadowsweet 
   
  1 oz. Dried chamomile 
   
   
  1 oz. Dried yarrow 
   
   
   
    
  1 pinch of dried bog myrtle
  DIRECTIONS:
  Put the malt and dried herbs n a cauldron. Add 2 gallons of water and bring to a boil. Boil for 45 minutes to an hour. 
  Then remove from fire and add honey. Stir frequently for 20 minutes until honey is fully dissolved. Add frozen berries 
  to cool the mixture down to room temperature. Move entire contents to fermentation barrel and cover with cloth.
  The mixture is left to ferment for three to four weeks. Solids that rise to the surface should be mixed and 
  pushed back down on a daily basis. After 2 weeks the solids may be removed from the fermentation barrel. 
  Once fermentation is complete, the mead is ready for consumption. However it may be strained through a 
  cheese cloth, poured into sealed containers and allowed to settle and age. The ageing duration is entirely 
  subjective and will vary from brewer to brewer.
  Drink Recipes
  When security is paramount, a water fortress known as 
  a crannog is built. It is a dwelling that has been built 
  upon stilts (approximately 12’ above water) and the 
  only means of access is via a long narrow bridge 
  (usually 50’ long). The choke-point on the bridge 
  allows for excellent defence when outnumbered, al-
  lowing a much smaller force to keep a larger one at bay by 
  forcing one-on-one combat. Access from the water requires a 
  water borne vessel and would necessitate climbing up onto the 
  deck surrounding the dwelling. Warriors attempting to breach in this manner 
  would suffer many casualties inflicted by the defenders, who would be in a much 
  Despite the cold and darkness of Fimbulwinter, the denizens of Midgard have found ways to keep the gloom at 
  bay. Few things are a more effective remedy than a good horn of mead. After all honey doesn’t spoil, and there are 
  plenty of stockpiled dried herbs and grains that could be plundered for ingredients!
  Note: Yeast is always present in the brewer’s jugs and tools. Only mod-
  ern brewers need to add yeast to stimulate fermentation.
  Jutland Braggot Recipe:
   
  10 lbs Wildflower honey
   
  6 lbs Dry wheat malt (preferably smoked)
   
  2 lbs dried blackberries
   
  2 oz. Dried heather 
   
  2 oz. Dried meadowsweet 
   
  1 oz. Dried chamomile 
   
  1 oz. Dried yarrow 
   
   
   
    
  1 pinch of dried bog myrtle
  DIRECTIONS:
  Put the malt and dried herbs n a cauldron. Add 2 gallons of water and bring to a boil. Boil for 45 minutes to an hour. 
  Drink Recipes
  Despite the cold and darkness of Fimbulwinter, the denizens of Midgard have found ways to keep the gloom at 
  Drink Recipes
  Despite the cold and darkness of Fimbulwinter, the denizens of Midgard have found ways to keep the gloom at 
   
  10 lbs Wildflower honey
    
   
  6 lbs Dry wheat malt (preferably smoked)
    
   
  2 lbs dried blackberries
    
   
  2 oz. Dried heather 
    
   
  2 oz. Dried meadowsweet 
    
   
  1 oz. Dried chamomile 
    
   
  1 oz. Dried yarrow 
    
    
  1 pinch of dried bog myrtle
    
  
  241
  Gall Ink Production
  Game of Shadows
  Gall Ink Production
  Gall Ink Production
  Gall Ink Production
  Gall Ink Production
  Most of the lore, history and wisdom was passed down verbally. But with the sudden vio-
  lence that broke out across Midgard, many have wanted to immortalize their knowledge be-
  fore losing their lives. Parchment and ink has become more commonplace in Midgard, and Gall 
  Ink has been the main tool for scribes. Most in Midgard learned this technique from the mission-
  aries that have come from Outer Midgard.
  To create Iron Gall ink requires baris sulphate, hardened acacia sap, and gall. Gall is harvested from 
  abnormal growths found on oak trees. Gall growths have spread in abundance since the disappearance 
  of the sun. The ink burns into the hide or parchment by the chemical reaction between tannin and iron. 
  This ensures that the script that was captured is effectively secured onto the writing surface.
  Despite the harrowing effects of Fimbulwinter, the exuberance of youth cannot be discounted. In 
  perpetual winter and darkness, between wars and robberies, children find time to indulge in some 
  recreational fun. One of the most popular games played that utilize the new weather is the “game 
  of shadows”. It requires no more than a light source such as a lantern and some trees. Children go 
  off into a glade and light the lantern. The oldest child is the light elf and the other children are the 
  dark elves in the game. The light elf closes their eyes and sings a song. For the duration of the short 
  melody, the dark elves go and hide in the shadows cast by the tree trunks. They aren’t allowed to leave 
  the area lit by the light source. Once the light elf finishes the song, he or she looks at the tracks made 
  in the snow and they run after the dark elves, trying to spot them. The first one spotted is 
  eliminated and must now stand at the edge of the light and 
  act as a shade. They cannot speak, but may 
  throw snowballs at the dark elves. The 
  game continues until all of the dark 
  elves have been found.
  Despite being simple and fun, it 
  can also be dangerous. Many chil-
  dren have been abducted or killed 
  by hungry animals while playing 
  the game of shadows. None the 
  less, the game seems to be gaining 
  popularity as Fimbulwinter drags on.
  241
  241
  melody, the dark elves go and hide in the shadows cast by the tree trunks. They aren’t allowed to leave 
  the area lit by the light source. Once the light elf finishes the song, he or she looks at the tracks made 
  in the snow and they run after the dark elves, trying to spot them. The first one spotted is 
  eliminated and must now stand at the edge of the light and 
  act as a shade. They cannot speak, but may 
  throw snowballs at the dark elves. The 
  game continues until all of the dark 
  elves have been found.
  Despite being simple and fun, it 
  can also be dangerous. Many chil-
  dren have been abducted or killed 
  by hungry animals while playing 
  the game of shadows. None the 
  less, the game seems to be gaining 
  popularity as Fimbulwinter drags on.
  
  242
  242
  The justice system within Midgard  is relatively uniform, but has some small variations from place to place. As 
  a rule of thumb, the local chieftain or Godi holds council once a week to hear of grievances. The accused are 
  sent summons to appear at their trial, usually by messenger, and failure to appear means receiving a convic-
  tion. For urgent policing matters, alleged criminals are captured and rounded up by the local militia. They are 
  then placed under arrest until the next council of grievances. 
  Oaths & Reputation
  For those living in Midgard, your reputation is extremely important; it is perhaps your most important attrib-
  ute.  Having someone question or tarnish another’s reputation means that person must defend it, at all costs. 
  Besmirching another’s reputation is not done lightly, as if the accusation is proven to be false the accuser’s 
  reputation is diminished.
  Reputation is also influenced by a person’s circle of friends.  Sometimes reputation may increase or de-
  crease depending on the company someone keeps.  If a close friend’s reputation becomes tarnished, it will 
  impact your own.
  In a culture where oaths are the stitching in the fabric of society, being known for keeping your word is one of the 
  defining aspects of reputation. It is important to keep one’s word, so most agreements are sealed with an oath. 
  Failure to uphold one’s oath could brand one an “oath breaker”. This is a damning title that could cost someone 
  many social day-to-day advantages people take for granted. They may be refused a job or some form of hospitality, 
  or prices may be inexplicably marked up. Life can become very tiresome for an oath-breaker. News of someone’s 
  reputation has a way of preceding them in their travels. It is best to keep up one’s legend or infamy.
  Justice: Killer vs. Murderer
  The Viking justice system within Midgard has a very important distinction between “killer” and “murderer”. 
  Violence is endemic in Fimbulwinter wrought society and disputes usually lead to violence. So long as both 
  aggrieved parties engage in an honourable face to face fracas, death and injury incurred in such a manner carry 
  a lesser sentence. A fair fight isn’t a requirement here. Someone killing an wary armed defender will usually 
  be accused of the lesser crime of being a “killer”. These types of tragedies are usually settled via a weregild, 
  sometimes without ever necessitating a court trial. A trial would involve witnesses and a recouting of the griev-
  The justice system within Midgard  is relatively uniform, but has some small variations from place to place. As 
  Justice
  
  243
  243
  Languages
  ance that resulted in the unfortunate loss of life. In most cases a conviction would damn the killer to lesser-
  outlawry. That is the reason most would prefer to settle out of court with a payment of a suitable weregild.
  However if someone sets out to harm another via subterfuge and surprise, then the assault is categorized as a 
  “murder”. There is no honour in murder, and the ramifications on the victim’s chances at a glorious afterlife 
  are greatly hampered. A conviction after a trial almost always results in the maximum sentence of outlaw.
  Justice: Outlaw vs. Minor Outlawry (Skoggangur)
  Someone subject to full outlawry is banished from society. His property is confiscated. He cannot be fed or 
  sheltered. Wherever he goes, he could be killed without penalty by anyone who sees him. Lesser outlawry dif-
  fers in that the guilty party is banished for only three years. His property is not confiscated, making it possible 
  for him to return to a normal life after the three years is over.  Lesser-outlawry sentence also creates safe zones 
  of imprisonment where the convicted may remain safe from being murdered. Usually these reservations of 
  the damned would be set in desolate and remote locales, allowing them to fend for themselves. Sometimes 
  one would be forced to leave the kingdom for the duration of the sentence. Anyone found in violation of their 
  lesser-outlawry terms would be upgraded to full outlawry.
  Outright executions were rare prior to Ragnarok, and were instituted only in extreme cases such as regicide. 
  Since cruel warlords have taken hold of the Sword Age, inevitably, the Blood Eagle has become more preva-
  lent as a means of execution. The Blood Eagle involves breaking open the victim’s ribcage at the spine and 
  pulling out the lungs so that they resemble bloody wings.
  Most regions in Midgard share a common tongue 
  called Orse. It has two dialects, the East Orse and the 
  West Orse. West Orse is spoken in the regions bound-
  ed by Trondelag, Zealand and Gronland. East Orse is 
  prevalent in the regions surrounding the Baltic Sea. Con-
  versations are possible between both dialects, but some nu-
  ances are lost in translation. 
  Alba, Hibernia, Wessex, East Anglia, Finnmark and Svalbard 
  all have their own distinct languages. The Pictish language predominates in Alba. 
  Hibernia’s many clans use the Gaelic tongue. Folks from Wessex and East Anglia 
  speak Anglic. The northern people in Finnmark and Svalbard speak the Sami language.
  Outer Midgard regions such as Brittany, Frisia, Flanders, Saxony, Vedland, Helluland, Markland and Vin-
  land have languages that sound very different from the languages of Midgard. Latin is used extensively 
  throughout the Outer Midgard lands belonging to the crusaders (Brittany, Frisia, Flanders, Saxony, Ved-
  land). There hasn’t been much successful communication in the  western Skraeling lands, however those 
  that have successfully setup trade are forced to learn the Aleut language.
  Given that there are linguistic shards within Midgard, many of its denizens are multilingual. One 
  would be hard pressed to find someone in Midgard who doesn’t have a semi-functional understanding 
  of either of the Orse dialects.
  Languages
  Most regions in Midgard share a common tongue 
  called Orse. It has two dialects, the East Orse and the 
  West Orse. West Orse is spoken in the regions bound-
  ed by Trondelag, Zealand and Gronland. East Orse is 
  prevalent in the regions surrounding the Baltic Sea. Con-
  versations are possible between both dialects, but some nu-
  ances are lost in translation. 
  Alba, Hibernia, Wessex, East Anglia, Finnmark and Svalbard 
  all have their own distinct languages. The Pictish language predominates in Alba. 
  Hibernia’s many clans use the Gaelic tongue. Folks from Wessex and East Anglia 
  
  244
  Leidang is the law across Norveig that warlords use to enlist the commoners into their war-
  bands. This forced conscription is commonplace among the pretender kings that vie for 
  King Harald’s throne and is also gaining popularity among local chieftains and warlords who 
  look to carve out their own fiefdoms. Commoners are coerced by being told it is their duty to 
  protect their homelands, and that they should enlist in their chieftain’s warband. Some that 
  are desperate for food or shelter are easily bribed, and those that refuse are 
  sometimes taken by force, and reduced to thralls. This prac-
  tice is one of the main reasons why most are trying to flee 
  Norveig. The exodus takes many to Alba, Hibernia 
  and the distant Islandia.
  Most Vikings were pretty confrontational when it came to the new White 
  God and his servants. Monks and missionaries who wished to conquer 
  using the word rather than the sword would try to avoid violent con-
  frontation as much as possible. They would build a stone tower that 
  was between 80 and 100 feet in height. The door to the tower would 
  be raised 15’ off the ground and a ladder would be required to climb up 
  to the door. The interior of the tower would have platforms every 20’ 
  connected by ladders. If the monks felt threatened by Viking marauders, 
  they would take supplies into the tower and retract the first ladder. This 
  would make a violent confrontation very difficult for the 
  raiders, so rather than molesting the monks, 
  the raiders would just pillage the monastery.
  Leidang
  Monastic Round Towers
  look to carve out their own fiefdoms. Commoners are coerced by being told it is their duty to 
  protect their homelands, and that they should enlist in their chieftain’s warband. Some that 
  are desperate for food or shelter are easily bribed, and those that refuse are 
  sometimes taken by force, and reduced to thralls. This prac-
  tice is one of the main reasons why most are trying to flee 
  Norveig. The exodus takes many to Alba, Hibernia 
  and the distant Islandia.
  Most Vikings were pretty confrontational when it came to the new White 
  God and his servants. Monks and missionaries who wished to conquer 
  using the word rather than the sword would try to avoid violent con-
  frontation as much as possible. They would build a stone tower that 
  was between 80 and 100 feet in height. The door to the tower would 
  be raised 15’ off the ground and a ladder would be required to climb up 
  to the door. The interior of the tower would have platforms every 20’ 
  connected by ladders. If the monks felt threatened by Viking marauders, 
  they would take supplies into the tower and retract the first ladder. This 
  would make a violent confrontation very difficult for the 
  raiders, so rather than molesting the monks, 
  the raiders would just pillage the monastery.
  Monastic Round Towers
  244
  Most Vikings were pretty confrontational when it came to the new White 
  God and his servants. Monks and missionaries who wished to conquer 
  using the word rather than the sword would try to avoid violent con-
  frontation as much as possible. They would build a stone tower that 
  was between 80 and 100 feet in height. The door to the tower would 
  be raised 15’ off the ground and a ladder would be required to climb up 
  to the door. The interior of the tower would have platforms every 20’ 
  connected by ladders. If the monks felt threatened by Viking marauders, 
  they would take supplies into the tower and retract the first ladder. This 
  would make a violent confrontation very difficult for the 
  raiders, so rather than molesting the monks, 
  the raiders would just pillage the monastery.
  Monastic Round Towers
  
  245
  Monickers & Titles
  There is a Midgard fashion that assigns persons in positions 
  of power certain nicknames. Sometimes those nicknames 
  are literal, other times they are sarcastic or ironic. For ex-
  ample Erik “Blood Axe” refers to his literal desire to slay all 
  opponents. Applying some sarcasm to a moniker, Gautrek 
  “the Generous” was in fact extremely frugal. Players may 
  wish to name themselves or perhaps each other with colour-
  ful nicknames. Below is a list of a few inspirational ideas that 
  covers names based on habits, physical characteristics, tem-
  perament, etc...
  The Walking Dead
  245
  Midgard’s dead aren’t resting in peace as they had in the past. Since the onset of Fimbulwinter, an alarming 
  number of dark and sinister tales have emerged about burials and barrows. It is said that Niflheim is full and 
  Hel has started to turn the dead away. The reasons are unclear, but what is clear is that the dead are restless. 
  A growing number of burials are followed by hauntings. Many falsely believe that a cremation will avert a 
  revenant, but Lost Souls are just as terrifying as a Draugar or Haugbui. In order to avert a cursed funeral, 
  one must follow the proper burial procedures. The local Angel of Death is the final authority on proper 
  burial and cremation that will ensure that the dead rest and leave the living in peace. However many local 
  superstitions have created home made rituals that claim to be effective, such as the following:
  A pair of open scissors must be laid upon the dead person’s chest, and small pieces of straw laid 
  crosswise under the shroud call upon the local Vaettir spirits. The large toes must be tied together 
  so that the legs cannot be separated. Needles must be run into the soles of the feet, so that the dead 
  cannot rise and walk the earth. Then the coffin is carried out, the bearers, just within the threshold 
  of the door, must raise and lower the corpse three times in different directions so as to confuse the 
  dead. When the coffin has left the house, all chairs and stools on which it had rested must be turned 
  over. When the deceased reaches the barrows, everyone sends prayers to the higher powers, bind-
  ing the dead to the afterlife with magic words.
  Monicker 
  Reason
  “the Red” 
   Tendency to leave a trail of 
  blood in their wake
  “the Dwarf” 
  Actually a very large individual
  “Sealed Breeches” 
   Someone who is romantically 
  challenged
  “Fork Tongue” 
  A pathological liar
  “the Vigilant” 
   Great perception due to rather 
  large and comical ears
  large and comical ears
  Monicker 
  Reason
  Monicker 
  Reason
  “the Red” 
   Tendency to leave a trail of 
  “the Dwarf” 
  Actually a very large individual
  “Sealed Breeches” 
   Someone who is romantically 
  “Fork Tongue” 
  A pathological liar
  “the Vigilant” 
   Great perception due to rather 
  
  246
  Tattoos & Woads
  Taverns
  The process of permanent and temporary tattoos is said to have come from 
  an ancient civilization called the Picts. The name attributed to these people 
  actually means “design” or “picture”. The Vikings adopted tattoos for many 
  reasons, ranging from serious reasons such as religious or magical, to frivo-
  lous reasons like aesthetics or style.
  The pigment from tattoos would be creat-
  ed from something as mundane as char-
  coal ash to something as exotic as plant 
  dyes such as woad (blue), weld (yel-
  low) and madder (red) and resin from 
  the rubber tree (imported from Out-
  e r 
  Midgard through trade or raids). A 
  temporary tattoo would require nothing 
  more involved than painting the dyes on 
  the skin. For the more permanent tattoo, a 
  bone needle would be used to pierce the 
  skin and deposit the pigment.
  Taverns and inns were very uncommon in northern Europe during this period of his-
  tory. Tradition in Midgard required home owners to provide hospitality to travellers. 
  However in the Fate of the Norns setting, Midgard during Ragnarok is filled with 
  danger and paranoia. Travellers are turned away from most homes and halls, so a new 
  business opportunity has sprung up. Inns and taverns employ security to ensure that 
  the guests do not decide to rob the es-
  tablishment. These establishments 
  facilitate food and lodging for trav-
  ellers at a reduced risk to both 
  parties.
  Tattoos & Woads
  Taverns
  Taverns
  The process of permanent and temporary tattoos is said to have come from 
  an ancient civilization called the Picts. The name attributed to these people 
  actually means “design” or “picture”. The Vikings adopted tattoos for many 
  reasons, ranging from serious reasons such as religious or magical, to frivo-
  lous reasons like aesthetics or style.
  The pigment from tattoos would be creat-
  ed from something as mundane as char-
  coal ash to something as exotic as plant 
  dyes such as woad (blue), weld (yel-
  low) and madder (red) and resin from 
  the rubber tree (imported from Out-
  e r 
  Midgard through trade or raids). A 
  temporary tattoo would require nothing 
  more involved than painting the dyes on 
  the skin. For the more permanent tattoo, a 
  bone needle would be used to pierce the 
  skin and deposit the pigment.
  246
  Taverns
  Taverns and inns were very uncommon in northern Europe during this period of his-
  tory. Tradition in Midgard required home owners to provide hospitality to travellers. 
  However in the Fate of the Norns setting, Midgard during Ragnarok is filled with 
  danger and paranoia. Travellers are turned away from most homes and halls, so a new 
  business opportunity has sprung up. Inns and taverns employ security to ensure that 
  the guests do not decide to rob the es-
  tablishment. These establishments 
  facilitate food and lodging for trav-
  ellers at a reduced risk to both 
  parties.
  Taverns
  
  247
  Sometimes a Norn will need to populate a town or city with some 
  interesting personalities. In order to assist the Norn in produc-
  ing some denizens on the fly, a quick table is provided that has 
  names, professions and dispositions. Just Wyrd 3 runes (4 if you 
  need an archetype or denizen template).
  Sometimes a Norn will need to populate a town or city with some 
  interesting personalities. In order to assist the Norn in produc-
  ing some denizens on the fly, a quick table is provided that has 
  names, professions and dispositions. Just Wyrd 3 runes (4 if you 
  need an archetype or denizen template).
  Town Denizen 
      Creation
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
   
  Bruni 
  Thrall 
  Suspicious 
  Grizzled Warrior
   
   
  Durnir 
  Bondi 
  Apathetic 
  Grizzled Warrior
   
   
  Gapi 
  Jarl 
  Predatory 
  Grizzled Warrior
   
   
  Grettir 
  Merchant 
  Conniving 
  Grizzled Warrior
   
   
  Gusir 
  Town Guard 
  Friendly 
  Zealot
   
   
  Helga 
  Bar/Innkeeper 
  Drunk 
  Zealot
   
   
  Hildir 
  Bounty Hunter 
  Opportunist 
  Mugger
   
   
  Idi 
  Beggar 
  Amorous 
  Mugger
   
   
  Ima 
  Merchant 
  Curious 
  Blacksmith
   
   
  Imr 
  Town Guard 
  Annoying 
  Galdr
   
   
  Kraka 
  Traveller 
  Jovial 
  Ulfhednar
   
   
  Leif 
  Artisan 
  Entrepreneur 
  Skald
   
   
  Lutr 
  Merchant 
  Pessimist 
  Seithkona
   
   
  Mjoll 
  Town Guard 
  Adventurer 
  Berserkir
   
   
  Nati 
  Traveller 
  Carousing 
  Maiden of Ratatosk
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Sivor 
  Outlaw 
  Secretive 
  Fardrengir
   
   
  Skalli 
  Whore 
  Obnoxious 
  Orlog
   
   
  Stumi 
  Conman 
  Boastful 
  Rogue
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svava 
  Tax Collector 
  Social 
  Stalo
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thjosnir 
  Tavern Wench 
  Violent 
  Angel of Death
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Viparr 
  Karl 
  Neutral 
  Einherjar/Son of Muspel
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
   
  Leif 
  Artisan 
  Entrepreneur 
  Skald
   
   
  Lutr 
  Merchant 
  Pessimist 
  Seithkona
   
   
  Mjoll 
  Town Guard 
  Adventurer 
  Berserkir
   
   
  Nati 
  Traveller 
  Carousing 
  Maiden of Ratatosk
   
   
  Sivor 
  Outlaw 
  Secretive 
  Fardrengir
   
   
  Skalli 
  Whore 
  Obnoxious 
  Orlog
   
   
  Stumi 
  Conman 
  Boastful 
  Rogue
   
   
  Svava 
  Tax Collector 
  Social 
  Stalo
   
   
  Thjosnir 
  Tavern Wench 
  Violent 
  Angel of Death
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
   
  Bruni 
  Thrall 
  Suspicious 
  Grizzled Warrior
   
   
  Durnir 
  Bondi 
  Apathetic 
  Grizzled Warrior
   
   
  Gapi 
  Jarl 
  Predatory 
  Grizzled Warrior
   
   
  Grettir 
  Merchant 
  Conniving 
  Grizzled Warrior
   
   
  Gusir 
  Town Guard 
  Friendly 
  Zealot
   
   
  Helga 
  Bar/Innkeeper 
  Drunk 
  Zealot
   
   
  Hildir 
  Bounty Hunter 
  Opportunist 
  Mugger
   
   
  Idi 
  Beggar 
  Amorous 
  Mugger
   
   
  Ima 
  Merchant 
  Curious 
  Blacksmith
   
   
  Imr 
  Town Guard 
  Annoying 
  Galdr
   
  Rune 
  Name 
  Profession 
  Disposition 
  Archetype
   
   
  Kraka 
  Traveller 
  Jovial 
  Ulfhednar
   
  Viparr 
  Karl 
  Neutral 
  Einherjar/Son of Muspel
   
  Viparr 
  Karl 
  Neutral 
  Einherjar/Son of Muspel
   
  Viparr 
  Karl 
  Neutral 
  Einherjar/Son of Muspel
   
  Viparr 
  Karl 
  Neutral 
  Einherjar/Son of Muspel
   
   
  Durnir 
  Bondi 
  Apathetic 
  Grizzled Warrior
   
   
  Grettir 
  Merchant 
  Conniving 
  Grizzled Warrior
   
   
  Helga 
  Bar/Innkeeper 
  Drunk 
  Zealot
   
   
  Idi 
  Beggar 
  Amorous 
  Mugger
   
   
  Imr 
  Town Guard 
  Annoying 
  Galdr
   
   
  Leif 
  Artisan 
  Entrepreneur 
  Skald
   
   
  Mjoll 
  Town Guard 
  Adventurer 
  Berserkir
   
   
  Regin 
  Artisan 
  Meek 
  Druid
   
   
  Skalli 
  Whore 
  Obnoxious 
  Orlog
   
   
  Svadi 
  Orphaned Child 
  Empathic 
  Son of Fenrir
   
   
  Thiazi 
  Labourer 
  Evasive 
  Godi
   
   
  Valdi 
  Missionary 
  Confrontational 
  Missionary
  
  248
  248
  Life doesn’t exist without commerce. Even with 
  Fimbulwinter wreaking havoc with world econo-
  mies, everyone is trying hard to eke out a living. 
  There is little supply and much demand for all goods 
  that permit survival. Items such as furs, torches, 
  lanterns, oil, food, weapons and armour have seen 
  prices soar. Decorative items, dyes, perfumes and 
  other vanity items which used to hold the most val-
  ue are now worthless in most markets. Large trad-
  ing hubs such as Skiringssal Kaupang and Ath Cli-
  ath still have buyers for vanity items because some 
  have grown very rich as a result of Ragnarok.
  The general rule of thumb is that an item’s worth 
  increases the further it travels from where it was 
  manufactured. Be it an animal skin, a weapon or 
  a type of food- the further it travels before enter-
  ing the sellers market, the greater the potential 
  for price markup. For Norns, the formula could be 
  stated as follows: Every 48 hours of seaborne travel 
  away from the site of manufacture will raise the val-
  ue by +10%. After a week’s travel, the value jumps 
  +10% per 24 hours. That is why travel via the Volga 
  trade route, or the distant markets of Miklagard of-
  fer such amazing rewards. Everything is measured 
  in seaborne travel as overland has been made near 
  impossible with the advent of Fimbulwinter.
  Longships have an average speed of 10 knots (given a 
  favourable wind and a good navigator onboard). This 
  translates to roughly 11.5 mph (18.5 km/h). A world 
  renowned navigator may get another 2 knots out of a 
  longship while the general populace probably travelled 
  between 6 and 8 knots.
  To put things into perspective for someone wishing 
  to travel between Islandia and Norveig, the distance is 
  roughly 745 mi (1200 km). The Faroe Islands would be a 
  fair halfway mark. It would take a master navigator 33 hrs 
  to get to the Faroe Islands and 66 hours to get to Norveig. 
  Weather permitting, a decent navigator could travel that 
  route in 200 hours (8 days).
  Obviously in the dark times of Ragnarok, sea travel is filled 
  with peril.  Dangerous naval encounters can prove fatal. 
  The unbearable cold of Fimbulwinter has filled the oceans 
  with icebergs, and Jormungand’s thrashing has a tendency 
  to cause massive one hundred foot waves. Luckily the stars 
  remain in the sky, allowing travel to still be relatively accu-
  rate. For those who know how to use a sunstone and are 
  lucky enough to get a hold of one, the distant dim lights 
  from Muspelheim can also help guide the way (reducing 
  travel time by 20%).
  Travel by Longship
  Life doesn’t exist without commerce. Even with 
  Trade
  Longships have an average speed of 10 knots (given a 
  favourable wind and a good navigator onboard). This 
  translates to roughly 11.5 mph (18.5 km/h). A world 
  renowned navigator may get another 2 knots out of a 
  longship while the general populace probably travelled 
  To put things into perspective for someone wishing 
  to travel between Islandia and Norveig, the distance is 
  roughly 745 mi (1200 km). The Faroe Islands would be a 
  fair halfway mark. It would take a master navigator 33 hrs 
  to get to the Faroe Islands and 66 hours to get to Norveig. 
  Weather permitting, a decent navigator could travel that 
  Obviously in the dark times of Ragnarok, sea travel is filled 
  with peril.  Dangerous naval encounters can prove fatal. 
  The unbearable cold of Fimbulwinter has filled the oceans 
  with icebergs, and Jormungand’s thrashing has a tendency 
  to cause massive one hundred foot waves. Luckily the stars 
  remain in the sky, allowing travel to still be relatively accu-
  rate. For those who know how to use a sunstone and are 
  lucky enough to get a hold of one, the distant dim lights 
  from Muspelheim can also help guide the way (reducing 
  Travel by Longship
  
  249
  Navigation skill check
  Result 
  Speed Adjustment 
  Chance for a Dangerous Naval Encounter
  0 to 1 
  A few wrong turns- Double the time 
  66%
  2 to 3 
  +50% time 
  33%
  4 
  Average travel speed 
  0%
  5 
  Get to your destination 10% faster 
  0%
  6 
  Get to your destination 20% faster 
  0%
  7 
  Get to your destination 25% faster 
  0%
  249
  Any Norn feeling adventurous with a group of high level 
  dwellers (level 35+) may consider an encounter with Jor-
  mundgand. Definitely not a direct confrontation (unless 
  dwellers are level 50+) but rather be-
  ing thrown about by his immeasurable 
  wake.
  Navigation skill check
  Speed Adjustment 
  Chance for a Dangerous Naval Encounter
  0 to 1 
  A few wrong turns- Double the time 
  66%
  2 to 3 
  +50% time 
  33%
  4 
  Average travel speed 
  0%
  5 
  Get to your destination 10% faster 
  0%
  6 
  Get to your destination 20% faster 
  0%
  7 
  Get to your destination 25% faster 
  0%
  0 to 1 
  A few wrong turns- Double the time 
  66%
  2 to 3 
  +50% time 
  33%
  4 
  Average travel speed 
  0%
  5 
  Get to your destination 10% faster 
  0%
  6 
  Get to your destination 20% faster 
  0%
  7 
  Get to your destination 25% faster 
  0%
  
  250
  Surviving Fimbulwinter
  Once the sun and moon were devoured by Skoll and Hati, Midgard would never be the same. It’s always 
  dark and cold, and when the snow falls, it never melts. Surviving the thus far 3-year long winter has been 
  a lethal affair for the populace of Midgard. Farmers have lost their way of life with the onset of Fimbulwin-
  ter. Only stockpiles remain, and those are either dwindling quickly, or they act as magnets for raiders. All 
  the freshwater bodies of water have frozen solid making fishing in the interior quite impossible. Bodies of 
  salt water aren’t without peril, with the copious presence of icebergs clogging up waterways as far south 
  as the coast of Brittany. The temperatures have dropped by at least fourty degrees (20 degrees Celcius) 
  in the interior, making it deathly cold to all forms of life. Many who were unprepared died in the first year, 
  but as Fimbulwinter shows no signs of abating, the strong and stout are rising. Common decency has 
  been replaced with well founded paranoia making life feel like an insurmountable struggle.
  Successful adventurers will always carry ample food, never knowing when their next meal may be. Furs 
  and lanterns are necessities that cannot be overlooked. Travel by land is more dangerous than travel by 
  sea, but when it’s necessary, snow shoes and skis will be indispensable.
  250
  in the interior, making it deathly cold to all forms of life. Many who were unprepared died in the first year, 
  but as Fimbulwinter shows no signs of abating, the strong and stout are rising. Common decency has 
  been replaced with well founded paranoia making life feel like an insurmountable struggle.
  Successful adventurers will always carry ample food, never knowing when their next meal may be. Furs 
  and lanterns are necessities that cannot be overlooked. Travel by land is more dangerous than travel by 
  sea, but when it’s necessary, snow shoes and skis will be indispensable.
  
  251
  Economic Devastation & War
  The economy has been turned upside down, and prices for essentials have risen tenfold. Most forests that sur-
  rounded villages and towns have been clear cut for heat, light and shelter. Trade negotiations usually end in desper-
  ation as violence becomes the final offer. The wares in the highest demand are: food, furs, light sources, weapons 
  and armour... in that order of priority. Some have seen this as an opportunity for immense profits and have acted 
  quickly after the cataclysm. They now hold positions of power, using their riches to control the flow of good, and 
  in turn control their new subjects. Slavery was always reserved for those from Outer-Midgard, but the new social 
  support structures are turning the denizens of Midgard into thralls- sometimes without them even realizing it.
  With the dawn of the second age, raids have turned into full scale wars over resources. Some petty Karls battle for 
  the throne of Norveig, but deep down it is a desire for resource acquisition and control. One would be hard pressed 
  to find a corner of Midgard that hasn’t known violent struggle in the past three years. Many join a banner eagerly, 
  knowing that there is power in numbers. Others see such a conscription as slavery and would rather strike out on 
  their own. Compounding the wars in Midgard are the crusaders from the south. Their leaders have blamed the 
  darkness upon the “heathens” to the North. The war campaign has spilled even more blood in the Great Isles as the 
  crusader’s momentum of slaughter accelerates.
  The most troubling of conflicts come from the Einherjar and Sons of Muspel that are increasingly more prevalent 
  within Midgard. The gods and Jotuns send them on missions of paramount importance and they usually leave 
  turmoil in their wake, as they care very little for their former homeland. Their transformations imbue them with 
  an altered consciousness that re-orders their priorities. They use their inhuman might to get what they want. In 
  the very rare cases when these powers meet, the inevitable clash usually leaves miles of devastation, within 
  which hopefully there wasn’t any life to begin with. They travel with their quest in 
  mind, and the troubles of mortals are but mere distractions.
  Religion and Devotion
  Since the onset of Fimbulwinter, the religious convictions of most have 
  waned tremendously. For a very few zealots, the events of the last three 
  years have inflamed their passion and reverence. But for the general pop-
  ulation, survival has been their primary concern. Faith has never been 
  monotheistic, with prayers directed at the appropriate divinities for any 
  given hurdle life may throw. Gods, Jotuns, Vaettir, one would choose 
  the divinity that embodied the aspect with which one needed di-
  vine assistance. With the waning enthusiasm, many cross their 
  reverence between gods and Jotuns without second thought. 
  This has made life much harder for the Valkyries who must 
  bring the devoted to the right destination. As a result it isn’t un-
  common for Valkyries to fight over a fallen hero’s soul.
  Life as Usual
  Despite the insanity that Fimbulwinter has brought, the population still knows how to 
  have a good time. A good sense of humour is as important as a sturdy blade. Songs and 
  dance can still be found throughout the realm. Boasting of one’s exploits has never 
  been so enthralling as everyone has epic tales to share over a horn of mead. Everyone 
  knows one’s end will come sooner or later, and the truly heroic ensure that their lives will 
  have been lived to the fullest!
  251
  the throne of Norveig, but deep down it is a desire for resource acquisition and control. One would be hard pressed 
  to find a corner of Midgard that hasn’t known violent struggle in the past three years. Many join a banner eagerly, 
  knowing that there is power in numbers. Others see such a conscription as slavery and would rather strike out on 
  their own. Compounding the wars in Midgard are the crusaders from the south. Their leaders have blamed the 
  darkness upon the “heathens” to the North. The war campaign has spilled even more blood in the Great Isles as the 
  crusader’s momentum of slaughter accelerates.
  The most troubling of conflicts come from the Einherjar and Sons of Muspel that are increasingly more prevalent 
  within Midgard. The gods and Jotuns send them on missions of paramount importance and they usually leave 
  turmoil in their wake, as they care very little for their former homeland. Their transformations imbue them with 
  an altered consciousness that re-orders their priorities. They use their inhuman might to get what they want. In 
  the very rare cases when these powers meet, the inevitable clash usually leaves miles of devastation, within 
  which hopefully there wasn’t any life to begin with. They travel with their quest in 
  mind, and the troubles of mortals are but mere distractions.
  Religion and Devotion
  Since the onset of Fimbulwinter, the religious convictions of most have 
  waned tremendously. For a very few zealots, the events of the last three 
  years have inflamed their passion and reverence. But for the general pop-
  ulation, survival has been their primary concern. Faith has never been 
  monotheistic, with prayers directed at the appropriate divinities for any 
  given hurdle life may throw. Gods, Jotuns, Vaettir, one would choose 
  the divinity that embodied the aspect with which one needed di-
  vine assistance. With the waning enthusiasm, many cross their 
  reverence between gods and Jotuns without second thought. 
  This has made life much harder for the Valkyries who must 
  bring the devoted to the right destination. As a result it isn’t un-
  common for Valkyries to fight over a fallen hero’s soul.
  Life as Usual
  Despite the insanity that Fimbulwinter has brought, the population still knows how to 
  have a good time. A good sense of humour is as important as a sturdy blade. Songs and 
  dance can still be found throughout the realm. Boasting of one’s exploits has never 
  been so enthralling as everyone has epic tales to share over a horn of mead. Everyone 
  knows one’s end will come sooner or later, and the truly heroic ensure that their lives will 
  have been lived to the fullest!
  
  252
  252
  ome folk flee Midgard due to personal troubles or as a result of being branded an outlaw. Others 
  are optimistic traders, willing to skirt the uncharted edges of Midgard. Most of these stalwarts and 
  survivors head west to Islandia. Other more adventurous types, some may call them foolhardy, head 
  past the isle of ice and fire and into the violent and dark north sea. These expeditions, if not met by 
  ruin, lead the explorers to lands shrouded in exotic mystery.
  These lands are unlike anything in Midgard or even the southern kingdoms. The peoples of the far west have strange 
  appearances and customs. Their languages sound strange and their villages and towns are very different from those 
  found in Midgard. Homes are made out of ice and animals skins since much of their northern lands are devoid of trees.
  Should an expedition successfully negotiate with the Skraelings of Gronland and Helluland, managing to 
  navigate the rocky waters of another culture’s etiquette and customs, then they are granted passage further 
  west. The further one travels west, the more bountiful the land becomes. Still under the darkness of Fimbul-
  winter, the icy barren landscape gives way to vast forests. The Skraelings of Markland and Vinland speak yet 
  another language and are less hospitable to newcomers. Their curiosity and desire for trade is mostly trumped 
  by their xenophobic tendencies.
  Skraeling Society
  The Skraeling peoples are nomadic hunter gatherers by nature. Their lives follow the rhythms of the physical 
  and spiritual world around them. They inhabit harsh landscapes and travel with the seasons, following the 
  migration patterns of their prey. A few Skraeling choose to follow a more spiritual path and eventually become 
  the wise elders and revered shamans known as the Angakkuq.
  To become an Angakkuq, one must learn from an elder shaman and go on a Vision Quest. The first step of 
  the learning process is a unique and secret language of the  Angakkuq. A shaman in training must learn about 
  various plants, animals, weather patterns, spirits and history. Some tribes burn special plants in order to con-
  nect with the spirit world. In order to ascend, the Vision Quest must be completed. This is a process which 
  involves both discomfort and sensory deprivation. The ritual varies from tribe to tribe, but multi-day hikes 
  without food or water or prolonged seclusion in a darkened sweat tent are common examples.
  Once the initiate graduates into a full Angakkuq, a spirit called a Tuurngait comes to them and becomes their 
  spirit guide for life. Tuurngaits have the ability to bestow supernatural powers upon their liege. 
  The M ysterious 
     Skraelings
  S
  
  253
  253
  TUURNGAIT- If the Norn wishes to involve a Angakkuq’s Tuurngait in battle, the following abilities may 
  be applied:
   
   If the Skraeling is of higher level than the dwellers, then all adjacent Fylgia ring powers are useless 
  while within 10’ of the Tuurngait (temporarily unbind Active powers and ignore Passive powers in the 
  grey outer ring).
   
   The Angakkuq may allow their Tuurngait to possess them. If they do, treat the effect identical to Seith 
  Magic. All of the Angakkuq’s spells gain the {Seith Spell} descriptor.
  Every tribe has their own sacred land and animal spirits. Some tribes erect totem poles to pay homage to those 
  spirits. The poles are made from the trunks of sacred trees and can be as tall as thirty feet. The spirit imagery is 
  carved into the wood and the poles are finished using consecrated paint. It is believed that erecting such a tribute 
  brings good fortune to the tribe.
  TOTEM POLE- The continuous benefits granted are equivalent to a +1 bonus to skill checks. During battles, if 
  a sacrifice is made, then a continuous Catharsis is cast on all tribe members within 200’ of the Totem Pole.
  If a Generic action is used to Beseech a Higher Power, it gains a benefit when invoking very receptive higher 
  powers (spirits of the Skraeling lands) within sight of the Totem Pole. A bonus rune may be drawn from the bag.
  The best way for young men to win the respect and admiration of other warriors and attract the attention of 
  women is to distinguish themselves in battle. This is one of the primary catalysts for the unending wars between 
  Skraeling tribes. Marriage is not limited to the union of one man and one woman. Depending on local customs,  
  union with more than one partner or even unions with animals are possible. Once universal rule is that one cannot 
  marry someone of the same tribe.
  253
  
  254
  254
  Transportation and Housing
  With little to no wood to be found in the far north, the Skraeling use stone, bone, ivory and animal gut/skins for 
  their crafting. Albeit primitive materials are used, the skill of the craftsmen results in the creation of truly spec-
  tacular items. When wood is not available arctic moss, leather straps, dried feces and dung are used for kindling. 
  Prior to the coming of Ragnarok, eight person canoes were the preferred choice for nautical travel. These lightweight 
  leather skiffs enabled swift movement over small bodies of water and were light enough for long portages over land. 
  Since the onset of Fimbulwinter, most freshwater bodies of water are frozen and so the use of these boats has been 
  relegated to the far north where travel between Helluland and Gronland is perilous, but necessary for some tribes.
  The Skraeling pride themselves on being in harmony with their surroundings. As a result, their villages are built 
  in such a way as to blend in with the surrounding landscape. This skill is honed and refined since it is invaluable 
  when at war with other tribes. As a result any foreigners from Midgard would have a very hard time discerning a 
  Skraeling village. Conversely a foreigner’s beachhead would stand out like bonfire in the night.
  War and Weaponry
  The Skraeling warrior caste rely on stone axes and spears. The Angakkuq tradition introduces some more exotic 
  weapons such as the bone death rattle as well as the staff sling. The staff sling uses very unique ammunition. The pro-
  jectile is comprised of a sewn hide bladder filled with special stones that produce a high pitched grating noise when 
  jostled. When hurled through the air, the contents in conjunction with the shape of the projectile produces a fright-
  ful shrieking sound. Impact causes the special stones to violently shatter into shards that pierce the leather casing.
  Due to the materials and processes used, these weapons are crafted using the “Survival: Wilderness” skill 
  rather than “Craft” skill.
  A Skraeling warband has no hierarchy. Every member receives the same train-
  ing and is autonomous on the battlefield. Pre-planned strategy is 
  replaced with real time coordination. This creates a very different 
  dynamic on the battlefield in comparison to traditional roles of war 
  leaders at the head of Midgard armies. Engaging the Skraeling in 
  war is a dangerous proposition as their tactics seem chaotic and 
  they never fail to surprise.
  Monsters and Spirits
  The Skraeling world is filled with spirits, both benevolent and 
  frightful. Day to day life is shaped by the spirit world, and finding 
  success in life means navigating a relationship with many types of 
  spirits. When dealing with the spirit world,  Angakkuq never use 
  people’s real names for fear that the spirits will be able to hunt them 
  down. Every one is referred to by their spirit names when asking for 
  guidance, victory or protection.
  ing and is autonomous on the battlefield. Pre-planned strategy is 
  replaced with real time coordination. This creates a very different 
  dynamic on the battlefield in comparison to traditional roles of war 
  leaders at the head of Midgard armies. Engaging the Skraeling in 
  war is a dangerous proposition as their tactics seem chaotic and 
  The Skraeling world is filled with spirits, both benevolent and 
  frightful. Day to day life is shaped by the spirit world, and finding 
  success in life means navigating a relationship with many types of 
  spirits. When dealing with the spirit world,  Angakkuq never use 
  people’s real names for fear that the spirits will be able to hunt them 
  down. Every one is referred to by their spirit names when asking for 
  Due to the materials and processes used, these weapons are crafted using the “Survival: Wilderness” skill 
  rather than “Craft” skill.
  
  255
  Skaelings foster a relationship with sympathetic personal and tribal spirits while appeasing and avoiding evil 
  ones. However there are a rare few who seek out the nefarious spirits in order to learn how to harm or exact re-
  venge. In both cases the Skraeling folk treat spirits with tremendous respect.
  Some spirits are beyond the scope of human interaction, and some believed that this aloofness was tied to their 
  immortal nature. At Ragnarok, this myth has been clearly dispelled with the destruction of the sun spirit Akycha 
  and the moon spirit Igaluk. The greater raven spirit Tulungusaq, who is said to have created the world from the 
  abyss, was once aloof, but now is active within the lives of the Skraeling people.
  In the darkest recesses of the Skraeling lands one may find truly terrifying monsters such as the Adlet. The Adlet 
  are five blood drinking monsters who were born from the union between a woman and a shape-shifting dog. They 
  have tremendous strength, speed and hunger, and their appearance is that of a man crossed with a wolf. They have 
  been seen throughout the lands to the west, migrating with their prey.
  Nanook is the great polar bear spirit and while at one time he was a minor spririt, he has grown more powerful 
  and aggressive since the coming of Fimbulwinter. Nanook is not alone. Akhlut is a spirit which can take the form 
  of an orca or a wolf. Since the eternal darkness began, he has become ravenous for human flesh.
  Spirits, Birth and Death
  When the Skraeling die, the corpse is washed and groomed. It is then wrapped in caribou skins and buried under a 
  cairn. The body remains, but the soul moves into the spirit world, taking a path pre-ordained by their living deeds. 
  Those who led decent lives are returned once more to their people as a newborn. The wicked go to a frightful realm 
  in the deepest depths of the cosmos while the enlightened may remain and become timeless spirits.
  Adlivun is the Skraeling underworld. This cold and dark existence beneath the north seas was reserved for those 
  who led lives of wickedness. Anguta is the caretaker spirit of Adlivun and those whom she deems worthy, she 
  sends to Adliparmiut- a darker and deeper afterlife where the souls are permitted to hunt.
  When a child is born, they are given the name of an ancestor following Pittailiniq tradition. The tradition rituals 
  ensure that the name is indeed the spirit which has returned. Henceforth the newborn is then treated with the 
  same amount of respect as the elder after whom they were named. The matron spirit known as Pukkeenegak 
  is invoked to ensure that the birth is safe and successful.
  255
  Adlivun is the Skraeling underworld. This cold and dark existence beneath the north seas was reserved for those 
  who led lives of wickedness. Anguta is the caretaker spirit of Adlivun and those whom she deems worthy, she 
  sends to Adliparmiut- a darker and deeper afterlife where the souls are permitted to hunt.
  When a child is born, they are given the name of an ancestor following Pittailiniq tradition. The tradition rituals 
  ensure that the name is indeed the spirit which has returned. Henceforth the newborn is then treated with the 
  same amount of respect as the elder after whom they were named. The matron spirit known as Pukkeenegak 
  is invoked to ensure that the birth is safe and successful.
  
  256
  256
  First Contact
  The Skraelings of Gronland do not take kindly to intruders upon their land. They are, however, by far the 
  most tolerant of the Skraeling tribes. The further one goes west and south, the more xenophobic the Skraeling 
  become. A first encounter with Skraelings may result in trade, but more often than not it ends with violence. 
  If an Angakkuq is present, his wisdom will drive the encounter towards a mutually prosperous one involving 
  trade rather than bloodshed.
  Skraelings use a bone staff to signify their intent. If they spin it sunwise then they wish to parlay peacefully. If 
  their intention is violent, then the staff is spun counter-sunwise, helping to gather the war spirits to their side. 
  Very strong etiquette skills are essential if someone from Midgard wishes to seek trade with the Skraeling. A 
  minimum of three successes are required to simply understand the basics of their alien customs.
  There is a chance that physical contact with the Skraelings will result in an expedition becoming infected with 
  the White Plague. Many Skraelings are carriers of a disease that does not affect them, but is terribly debilitat-
  ing and lethal to those from Midgard. Should the disease make its way to Islandia and further east, the damage 
  it could cause is of cataclysmic proportions.
  THE WHITE PLAGUE- Should the dwellers meet a Skraeling group, there is a 33% chance that they are 
  carriers of the White Plague. Wyrd 1 rune, a Physical rune indicates potential for contagion. Transmission 
  of the disease requires physical contact and each time physical contact is made the Norn should check to see 
  if the disease has been transmitted (66% chance- Physical or Mental rune). If infected, the Curse condition 
  should be raised to intensity 1. 
  Every hour the victim must perform an Ultimate Sacrifice equal to the Curse condition intensity. Every week, 
  the intensity will automatically increase by +1. Within Midgard there is no known cure for this plague, magi-
  cal or mundane. The Norn may choose to create a means by which the White Plague can be slowed or even 
  reversed within the lands of the Skraeling. Perhaps a pilgrimage to a sacred spring or unique vegetation could 
  achieve some level of relief.
  THE WHITE PLAGUE- Should the dwellers meet a Skraeling group, there is a 33% chance that they are 
  carriers of the White Plague. Wyrd 1 rune, a Physical rune indicates potential for contagion. Transmission 
  of the disease requires physical contact and each time physical contact is made the Norn should check to see 
  if the disease has been transmitted (66% chance- Physical or Mental rune). If infected, the Curse condition 
  should be raised to intensity 1. 
  Every hour the victim must perform an Ultimate Sacrifice equal to the Curse condition intensity. Every week, 
  the intensity will automatically increase by +1. Within Midgard there is no known cure for this plague, magi-
  cal or mundane. The Norn may choose to create a means by which the White Plague can be slowed or even 
  reversed within the lands of the Skraeling. Perhaps a pilgrimage to a sacred spring or unique vegetation could 
  achieve some level of relief.
  256
  
  257
  W
  ARCHETYPES  
  TOP-LEFT  
  TOP-RIGHT  
  BOTTOM-LEFT  
  BOTTOM-RIGHT
  Galdr  
  Blacksmith  
  Skald  
  Druid  
  Seithkona
  Maiden of Ratatosk  
  Sceadugengan  
  Skald  
  Seithkona  
  Stalo
  Seithkona  
  Sceadugengan  
  Skald  
  Galdr  
  Berserkir
  Skald  
  Ulfhednar  
  Galdr  
  Berserkir  
  Stalo
  Ulfhednar  
  Galdr  
  Berserkir  
  Sceadugengan  
  Fardrengir
  Berserkir  
  Ulfhednar  
  Fardrengir  
  Druid  
  Blacksmith
  Blacksmith  
  Druid  
  Maiden of Ratatosk  
  Galdr  
  Stalo
  Druid  
  Ulfhednar  
  Fardrengir  
  Skald  
  Blacksmith
  Fardrengir  
  Druid  
  Stalo  
  Maiden of Ratatosk  
  Ulfhednar
  Sceadugengan  
  Maiden of Ratatosk  
  Fardrengir  
  Seithkona  
  Skald
  Stalo  
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
  Stalo  
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
    
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
    
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
    
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
    
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
    
  Maiden of Ratatosk  
  Fardrengir  
  Blacksmith  
  Sceadugengan
  e present a host of 
  new player archetypes 
  in Denizens of the 
  North. These arche-
  types were introduced in the Core 
  Rulebook, but within this tome you 
  will find them fully fleshed out and 
  playable. These new player options 
  open the door to some signature 
  roles portrayed in Viking myths of 
  legend.
  legend.
  legend.Ar chetypes
  
  258
  A 
  Berserkir is a warrior who is blessed with 
  the anger of the gods. In this rage, he loses 
  all control and becomes a killing machine, 
  striking down foes with the strength of 
  twice four men. They have no need for armour, since neither 
  iron nor fire can touch their skin while in this feverish rage. 
  People have tried calming the fires within a Berserkir con-
  sumed with Modr by pushing them into vats of ice-cold wa-
  ter, but the water was turned to steam by the fiery anger of the 
  Berserkirís breast. Throwing naked women in the path of a 
  Berserkir has also failed to calm the heavenly rage. 
  In some cases, a Berserkir has been known to transform 
  himself into a mighty bear. After the rage wears off, the 
  warrior is in a weakened state for a time. It is said that a 
  king sent five Berserkirs to conquer a neighbouring king-
  dom and they accomplished their task, slaying all of the op-
  ponentís armies. 
  This rage is spiritual in nature, since it is a lesser form of what 
  the god Thor possesses.
  Juggernaut
  Berserkirs that personify the oncoming storm are known as 
  Juggernauts. They are a purely destructive force that believe 
  the best defence is a strong offence. Most will utterly decimate 
  an opponent before they can mount an effective attack. Those 
  that survive the initial onslaught find themselves on their 
  heels, facing an aggressor that will eventually spell their doom.
  Dreadnought
  Berserkirs that are blessed with rage cannot be touched by fire 
  or steel. Dreadnoughts strive to become the most indestruct-
  ible forces of nature. Their resolve is unwavering and their body 
  is immovable. Most foes retreat knowing that killing a Dread-
  nought is an almost insurmountable challenge.
  Ursen
  Berserkirs that embrace their bear form choose to follow the 
  path of the Ursen. They use their form to gain every advantage 
  over their opposition- size, speed, power and ferocity. Ursen 
  use their tremendous reach to great advantage, swatting op-
  ponents about the battlefield.
  ABer serkir
  ponents about the battlefield.
   
  JUGGERNAUT  
  DREADNOUGHT  
  URSEN
  Trait  
  Physical  
  Mental  
  Spiritual
  Active  
  Defying Leap  
  Armoured Reflex  
  Unleash the Beast
  Passive  
  Iron Fist  
  Iron Hide  
  Iron Beast
  Skill  
  Athletics  
  Endurance  
  Brawling
  
  259
  Cross-
  Archetype
  Active
   Powers:
  Ulfhednar
  Howl, 
  Heart
  of Fury
  Reckless 
  Raging
  Attack
  Fylgia’s
  Splendour
  (Throw Dirt)
  [Amplify
  Amplify 
  Echo]
  Furious 
  Bestial
  Mauling
  Cross-
  Archetype
  Active Powers:
  Druid
  Reckless
  Aggressive
  Assault
  Howl, Hati’s
  Victory
   [Amplify
  Cannibalize
  Amplify]
  Stand of
  Punishment
  Pained 
  Strike
  Desperation
  Attack
  Stand of
  Impunity
  Lead 
  the Charge
  Cleansing 
  Attack
  Fylgia’s Scorn
  (Cleansing
  Attack) 
  [Amplify
  Cannibalize
  Weapon]
  Reckless
  Whirlwind
  Attack
  Whirlwind
  Attack
  Vaulting 
  Attack
  Leaping 
  Attack
  Reckless Feral
  Pounce
  Raging 
  Attack
  Reckless
  Wounding
  Attack
  Lunging 
  Attack
  Raging 
  Charge
  Thundering
  Blow
  Reckless
  Thundering
  Blow
  Fylgia’s 
  Rallying
  Strike
  Invincible 
  Sprint
  Reckless 
  Power
  Attack
  Power
  Attack
  Frenetic 
  Charge
  Aggressive
  Assault
  Snare
  Satisfying 
  Attack
  Reckless 
  Bull Rush
  Stand of
  Presence
  Wounding
  Attack
  Piercing 
  Attack
  Stand of
  Domination
  Armageddon
  Strike
  Regenerating
  Attack
  Cross-
  Archetype
  Active Powers:
  Fardrengir
  Obliterating
  Blow
  Reckless
  Lunging 
  Attack
  Improvised
  Attack
  Fylgia’s Fury
  (Formulating
  Attack) 
  [Amplify
  Cannibalize
  Weapon]
  Cross-
  Archetype
  Active 
  Powers:
  Blacksmith
  Protective
  Impulse
  ACTIVE 
  POWERS
  
  260
  260
  Cross-
  Archetype
  Passive 
  Powers:
  Ulfhednar
  Unarmed 
  Power
  Unbreakable
  Mind
  Unbreakable
  Soul
  Resistance to
  Degeneration
  Cross-
  Archetype
  Passive 
  Powers:
  Druid
  Unbreakable
  Body
  Desperation
  Furious 
  Cohort
  Die Hard
  Cerebral
  Warrior
  Running Jab
  Resistance to
  Possession
  Spirit 
  Warrior
  Brawler of
  Spring
  Fleet 
  Footed
  Agility
  Blood Lust
  Might
  Untouchable
  Enter Rage
  Temper 
  Rage
  Drive Back
  Raging Bear
  Zerkir Chest
  Bump
  Unstoppable
  Aggression
  Frenzy
  Zerkir 
  Weapon
  Toss
  Combat
  Manoeuvrability
  Bastion
  Carried 
  by Blood
  Resistance 
  to Blindness
  Seeker of
  Winter
  Harbour 
  Grudge
  Pounce
  Stout
  Constitution
  Unstoppable
  Carnage
  Bestial Heart
  Resistance to
  Impeded
  Leaping 
  Striker
  Cross-
  Archetype
  Passive  
  Powers:
  Fardrengir
  Unencumbered
  Dodger
  Champion of
  Summer
  Quick Draw
  Resistance to
  Vulnerable
  Cross-
  Archetype
  Passive 
  Powers:
  Blacksmith
  Silence the
  Crowd
  PASSIVE
  POWERS
  
  261
  261
  Cross 
  Archetype
  Skills: 
  Ulfhednar
  Lock Bash
  Endurance
  Omens/
  Portents
  Athletics
  Cross 
  Archetype
  Skills: 
  Druid
  Short Fuse
  Drinking/
  Wenching
  Lore: Locales
  Short Fuse
  Drinking/
  Wenching
  Survival: 
  Urban
  Endurance
  War Tactics
  Athletics
  Lock Bash
  Peak
  Performance
  Short Fuse
  Endurance
  Omens/
  Portents
  Brawling
  Brawling
  Brawling
  Intimidate
  Athletics
  Intimidate
  Survival: 
  Urban
  Peak
  Performance
  Endurance
  Swim
  Repair
  Equipment
  Craft
  War Tactics
  Short Fuse
  Swim
  Omens/
  Portents
  Brawling
  Brawling
  Short Fuse
  Craft
  Athletics
  Cross 
  Archetype
  Skills: 
  Fardrengir
  Athletics
  Lock Bash
  Endurance
  Lock Bash
  Cross 
  Archetype
  Skills:
  Blacksmith
  Repair
  Equipment
  SKILLS
  
  262
  T
  he Blacksmith has talents that many envy. He can 
  create items not only out of metals and stones but 
  also out of wood.
  He is a master warrior thanks to his knowledge of 
  weapon creation. Blacksmiths are one of the clanís most valued sub-
  jects due to religious taboos around looting corpses. Many black-
  smiths worship Dvergar, since their crafting skills are the envy of all.
  Some master blacksmiths have created artefacts that clans and 
  kingdoms have gone to war over. They are not bound
  by their forges: once they surpass apprentice levels, they gain the 
  ability to summon a forge beast to their side, allowing them to 
  craft while travelling.
  Creating items, ranging from the mundane to the magical, follows a 
  simple set of rules. The process uses the skill system, and may be at-
  tempted by those with no ranks in the required skills. The two prin-
  cipal skills are: Craft and Infuse. Craft allows one to create mundane 
  items of great quality, and infuse allows one to add magical proper-
  ties to an already crafted item.
  Exemplar
  The Exemplar Blacksmith enjoys time in the forge, but enjoys testing 
  and showing off their creations even more. The exemplar judges his 
  creations on the battlefield against items created by other smiths. He 
  pushes himself to ever higher standards and ideals.
  Artificer
  The Creator Blacksmith enjoys nothing more than spending as 
  much time and effort in the forge. The focus of an artificer’s ef-
  forts are to create the most awe inspiring items, far surpassing 
  anything shop owners may be peddling.
  Alchemist
  The Alchemist Blacksmith is one who explores the esoteric 
  pleasures of imbuing items with magical properties. These items 
  are sought after as they expand and greatly increase the power of 
  the wielder.
  T
  he Blacksmith has talents that many envy. He can 
  T
  he Blacksmith has talents that many envy. He can 
  T
  Blac ksmith
   
  EXEMPLAR  
  ARTIFICER  
  ALCHEMIST
  Trait 
  Physica 
  Mental 
  Spiritual
  Active 
  Weapon Stance 
  Soul-bound Strike 
  Infused Strike
  Passive 
  Builder’s Glory 
  Crafter’s Promise 
  Invoker’s Charity
  Skill 
  Repair Equipment 
  Craft 
  Infuse
  
  263
  Cross-
  Archetype
  Active
   Powers:
  Druid
  Fylgia’s 
  Sanctuary
  (Unearthly
  Resilience) 
  [Area
  Maintain 
  Area]
  Specialized 
  Trip
  (Trip) 
  [Amplify
  Amplify 
  Echo]
  Repositioning
  Fylgia’s 
  Touch
  (Channeling)
  [Combo 
  Range
  Amplify]
  Cross-
  Archetype
  Active 
  Powers:
  Galdr
  Narwhal’s
  Dreadnaught
  (Narwhal’s 
  Posture)
  [Amplify 
  Maintain
  Area]
  Fylgia’s Scorn
  (Cleansing 
  Attack)
  [Amplify
  Cannibalize
  Proficiency]
  Aggressive 
  Stance
  Specialized
  Flanking 
  Attack
  (Flanking Attack)
  [Amplify Multi
  Proficiency]
  Presence 
  of the
  Weapons 
  Master
  Presence 
  of the
  Ultimate 
  Warrior
  Healing 
  Stance
  Purging 
  Tirade
  Specialized
  Whirlwind 
  Attack
  (Whirlwind 
  Attack)
  [Amplify Multi
  Proficiency]
  Specialized 
  Power Attack 
  (Power Attack) 
  [Amplify
  Multi 
  Proficiency]
  Specialized
  Regenerating
  Attack
  (Regenerating
  Attack) 
  [Amplify Multi 
  Proficiency]
  Presence 
  of the
  Invincible 
  Shield
  Specialized
  Sundering 
  Blow
  (Sundering Blow)
  [Amplify Multi
  Proficiency]
  Wolf’s
  Dreadnaught
  (Wolf’s Posture)
  [Amplify 
  Maintain
  Area]
  Predatory 
  Stance
  Specialized 
  Lunging
  Attack 
  (LungingAttack) 
  [Amplify
  Multi 
  Proficiency]
  Regenerating 
  Block
  Defensive 
  Stance
  Misery 
  Loves
  Company
  Specialized
  Formulating 
  Attack
  (Formulating
  Attack) 
  [Amplify Multi 
  Proficiency]
  Specialized
  Precision 
  Attack
  (Precision 
  Attack)
  [Amplify Multi
  Proficiency]
  Superior 
  Parry
  Disarming 
  Parry
  Insulting 
  Parry
  Versatile 
  Combat
  Manoeuver
  Fylgia’s Fury
  (Specialized
  Formulating 
  Attack)
  [Amplify
  Cannibalize
  Proficiency]
  Specialized
  Hamstring
  (Hamstring)
  [Amplify Multi
  Proficiency]
  Specialized 
  Disarm
  (Disarm) 
  [Amplify
  Multi 
  Proficiency]
  Cleansing 
  Block
  Perfect 
  Parry
  Mobile 
  Stance
  Cross-
  Archetype
  Active 
  Powers:
  Maiden of 
  Ratatosk
  Fylgia’s 
  Splendour
  (Throw Dirt)
  [Amplify 
  Amplify
  Echo]
  Snare
  Run 
  Away 
  Laughing
  Fylgia’s 
  Shadow
  (Cleansing 
  Block)
  [Amplify
  Cannibalize
  Proficiency]
  Cross-
  Archetype
  Active 
  Powers:
  Stalo
  Boar’s 
  Dreadnaught
  (Boar’s Posture)
  [Amplify 
  Maintain
  Area]
  ACTIVE 
  POWERS
  Amplify
  Fylgia’s 
  Destiny
  (Stitch Destiny)
  [Multi 
  Range
  Maintain]
  Bear’s 
  Dreadnaught
  (Bear’s Posture)
  [Amplify 
  Maintain
  Area]
  Fylgia’s Grace
  (Purge
  Vulnerability) 
  [Area
  Amplify Area]
  Fylgia’s Kiss
  (Catharsis) 
  [Range
  Combo 
  Amplify]
  
  264
  264
  Cross-
  Archetype
  Passive 
  Powers:
  Druid
  Nimble
  Summon 
  Forge
  Beast
  Summon 
  Forge
  Beast
  Work 
  in Concert
  Cross-
  Archetype
  Passive
   Powers:
  Galdr
  Defy 
  the Crowd
  Bestow 
  Wisdom
  Summon 
  Forge
  Beast
  Stand 
  of Haste
  Stand 
  of Victory
  Summon 
  Forge
  Beast
  Resistance
   to Blind
  Summon 
  Forge
  Beast
  Summon 
  Forge
  Beast
  Might
  Artisan’s 
  Pride
  Drive Back
  Stand of
  Deliverance
  Summon 
  Forge
  Beast
  Stand 
  of the 4
  Winds
  Companion
  in Destiny
  Summon
  Forge
  Beast
  Mob 
  Mentality
  Tactician
  Tactical 
  Advantage
  Resistance 
  toVulnerable
  Constitution
  Favour 
  Offense
  Spirit 
  Warrior
  Cerebral 
  Warrior
  Quick Draw
  Bastion
  Protector
  Bestow 
  Conviction
  Equipment 
  Mastery
  Combat 
  Awareness
  Precision
  Attuned 
  Weapon
  Resistance
   to Impeded
  Favour 
  Defense
  Cross-
  Archetype
  Passive 
  Powers:
  Maiden of 
  Ratatosk
  Summon 
  Forge
  Beast
  Fellowship 
  of the
  Silver 
  Shields
  Companion
   in War
  Summon 
  Forge
  Beast
  Cross-
  Archetype
  Passive 
  Powers:
  Stalo
  Aura 
  of Influence
  PASSIVE
  POWERS
  
  265
  265
  Cross 
  Archetype
  Skills: Druid
  Dvergar 
  Engineering
  Craft
  Infuse
  Dvergar 
  Engineering
  Cross 
  Archetype
  Skills: 
  Galdr
  Dvergar 
  Engineering
  Miniaturize
  Infuse
  Repair 
  Equipment
  Repair 
  Equipment
  Craft
  Creature 
  Reliquary
  Sense 
  Motive
  Craft
  Miniaturize
  Craft
  Infuse
  Omens/ 
  Portents
  Infuse
  Survival, 
  Urban
  Miniaturize
  Craft
  Appraisal
  Appraisal
  Infuse    
  Creature 
  Reliquary
  Infuse
  Miniaturize
  Craft
  Infuse
  Negotiation
  Craft
  Repair 
  Equipment
  Miniaturize
  Infuse
  Repair 
  Equipment
  Lock 
  Picking
  Craft
  Creature 
  Reliquary
  Read 
  and Write
  Cross 
  Archetype
  Skills: 
  Maiden of 
  Ratatosk
  Realm Ores
  Craft
  Infuse
  Realm Ores
  Cross 
  Archetype
  Skills: 
  Stalo
  Realm Ores
  SKILLS
  
  266
  D
  ruids follow the way of the 
  woods. Wood is sacred 
  and has a spirit: knowing 
  how to interact with it is 
  a hidden art that goes by the name of Ver-
  wandlung and is the sacred property of the 
  druid. Verwandlung involves a hierarchy of 
  different wood that must be fashioned into 
  wands and staves. Wielding the wand or staff 
  made from that wood gives the druid powers 
  associated with that grade of wood. Powers 
  involve and encompass interactions with 
  vegetation as well as with wild animals. 
  The mightiest of druids become one with 
  the land and have the awe-inspiring power of 
  terra-forming: a druid can change desolate 
  tundra into a verdant mountain range as eas-
  ily as one dresses in the morning. Druids shun 
  civilization and prefer to dwell in pure nature.
  Warden of the Woods
  The Warden of the Woods specializes in 
  verdant magic that is both restorative and 
  benevolent. The Druid strives to understand 
  the land and the spirits that dwell within. He understands 
  that he is the drop that wishes to reunite with the sea.
  Child of the Stars
  Some Druids have the gift of foresight granted to them by 
  their attunement to the heavens. The Child of the Stars 
  gains insight from  the constellations and can easily share 
  his knowledge with his allies. He is also an expert brewer of 
  potions and ointments.
  Animist
  This particular Druid has specialized in the ability to as-
  sume animal form. This bestial form is a kindred spirit for 
  the Animist. The special affinity allows them to exemplify 
  the very best from that species.
  Dr uid
  gains insight from  the constellations and can easily share 
   
  WARDEN OF THE WOODS  
  CHILD OF STARS  
  ANIMIST
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  One With the Land 
  Beckon Vanagard 
  Wild Shape
  Passive  
  Nature’s Child  
  Bestow Illumination  
  Giant Size
  Skill  
  Sacred Wood Binding  
  Brewing  
  Animal Shapeshift
  
  267
  Cross-
  Archetype
  Active 
  Powers:
  Ulfhednar
  Fylgia’s
  Sanctuary
  (Unearthly
  Resilience)
  [Area 
  Maintain
  Area]
  Life
  Overwhelming
  {Verwandlung
  Spell}
  Narwhal’s
  Posture
  {Verwandlung
  Spell}
  Fylgia’s 
  Fury
  (Specialized
  Formulating Attack) 
  [Amplify
       Cannibalize
  Weapon]
  Cross-
  Archetype
  Active 
  Powers:
  Skald
  Fylgia’s 
  Scorn
  (Cleansing
  Attack) 
  [Amplify
  Cannibalize
  Weapon]
  Invigorate 
  Spirit
  {Verwandlung
  Spell}
  Land’s 
  Caretaker
  (Power
  Overwhelming)
  {Verwandlung
  Spell}
  Rustling 
  Leaves
  (Rapid 
  Recovery)
  {Verwandlung
  Spell}
  Catharsis
  {Verwandlung
  Spell}
  Recuperating
  Furious
  Onslaught
  Cleansing 
  Block
  Chant 
  of Skuld
  Power Over
  Stone
  {Verwandlung
  Spell}
  Oyenstikker    
  Regenerating
  Attack
  Snare
  Leaping 
  Attack
  Forest’s Gaze
  (Apples of Idun)
  {Verwandlung
  Spell}
  Possess
  Opponent
  {Verwandlung
  Spell}
  Force 
  of Nature
  (Sun and Moon)
  {Verwandlung
  Spell}
  Swords to
  Snakes
  {Verwandlung
  Spell}
  Versatile
  Combat
  Manoeuvre
  Cleansing 
  Attack
  Lunging 
    Attack
  Fylgia’s 
  Destiny
  (Stitch Destiny)
  [Multi Range
  Maintain]
  Geyser 
  of Living
  Water
  {Verwandlung
  Alka}
  Field of 
  Thorny 
  Vines
  {Verwandlung
  Alka Spell}
  Superior 
  Parry
  Power Over 
  Wind
  {Verwandlung
  Spell}
  Fylgia’s 
  Cloak
  (Enchant 
  Flesh)
  Field of
  Quagmires
  {Verwandlung
  Alka Spell}
  Fylgia’s Grace
  (Purge
  Vulnerability)
  [Area 
  Amplify
  Area]
  Field  of 
  Poppies
  {Verwandlung
  Alka Spell}
  Ley Lines 
  of  Power
  {Verwandlung
  Alka Spell}
  Gate 
  Hrokkvir
  {Verwandlung
  Spell}
  Perfect Parry
  Stitch
  Kindred
  {Verwandlung
  Spell}
  Cross-
  Archetype
  Active 
  Powers:
  Fardrengir
  Fylgia’s 
  Touch
  (Channeling)
  [Combo 
  Range
  Amplify]
  Imposing
  Barrier
  {Verwandlung
  Spell}
  Cleansing 
  Sprint
  Fylgia’s Kiss
  (Catharsis)
  [Range 
  Combo
  Amplify]
  Cross-
  Archetype
  Active 
  Powers:
  Blacksmith
  Arcane 
  Shield
  {Verwandlung
  Spell}
  ACTIVE 
  POWERS
  Fylgia’s 
  Children
  (Howl, Rally the
  Pack) [Amplify
  Cannibalize
  Amplify]
  Fylgia’s Pride
  (Vengeful 
  Parry)
  [Amplify
  Cannibalize
  Amplify]
  
  268
  268
  Cross-
  Archetype
  Passive 
  Powers:
  Ulfhednar
  Companion 
  in Magic
  Unwelcome
  Motivation
  Price 
  of 
  Progress
  Companion
   in Life
  Cross-
  Archetype
  Passive 
  Powers:
  Skald
  Companion
   in War
  Companion 
  in Destiny
  Alka 
  Mastery
  Keen Senses
  Superb
  Swimmer
  Cornered
  Ferocity
  Companion
  in Death
  Unencumbered
  Dodger
  Resistance to
  Degeneration
  Agility
  Stout
  Channel the
  Unseen River
  Bestow
  Wisdom
  Resistance to
  Impeded
  Nature’s 
  Child
  Fellowship 
  of the
  Silver Shields
  Unbreakable
  Body
  Alka 
  Kinship
  Constitution
  Unbreakable
  Mind
  Insight
  Resistance to
  Blindness
  Gliding 
  Dodger
  Alka 
  Tenacity
  Resistance to
  Possession
  Arcane 
  Reach
  Resistance to
  Vulnerable
  Fae-Kin
  Favour 
  Defense
  Die Hard
  Seeker 
  of 
  Worlds
  Bestow
  Conviction
  Combat
  Awareness
  Companion 
  in Blood
  Unbreakable 
  Soul
  Cross-
  Archetype
  Passive 
  Powers:
  Fardrengir
  Misery 
  Loves
  Company
  Protector
  Rallying 
  Pack
  Howl
  Enchanted
  Prowess
  Cross-
  Archetype
  Passive 
  Powers:
  Blacksmith
  Work in 
  Concert
  PASSIVE
  POWERS
  
  269
  269
  Cross-
  Archetype
  Skills: 
  Ulfhednar
  Brew
  Omens/
  Portents
  Survival
  Wilderness
  Brew
  Cross-
  Archetype
  Skills: 
  Skald
  Inner 
  Sanctum
  Sacred 
  Wood
  Binding
  Inner 
  Sanctum
  Perception
  Swim
  Inner 
  Sanctum
  Sacred 
  Wood
  Binding
  Sacred 
  Wood
  Binding
  Lore:
  Locales
  Navigation
  Brew
  Brew
  Lore:
  Locales
  Navigation
  Survival
  Wilderness
  Brew
  Sacred 
  Wood
  Binding
  Omens/
  Portents
  Hunting/
  Trapping
  Sacred 
  Wood
  Binding
  Brew
  Lore:
  Arcana
  Riding
  Brew
  Brew
  Lore:
  Arcana
  Wilderness
  Survival
  Animal 
  Empathy
  Sacred 
  Wood
  Binding
  Inner 
  Sanctum
  Athletics
  Tracking
  Inner 
  Sanctum
  Sacred 
  Wood
  Binding
  Sacred 
  Wood
  Binding
  Cross-
  Archetype
  Skills: 
  Fardrengir
  Brew
  Animal 
  Empathy
  Animal 
  Empathy
  Brew
  Cross-
  Archetype
  Skills:
  Blacksmith
  Inner 
  Sanctum
  SKILLS
  
  270
  T
  he Fardrengir is a travelling soul and a sea-
  soned hunter. She will not stay in a town 
  too long. Her need for adventure, explora-
  tion and nature will keep her on the move. 
  The Fardrengir is a master of the wilderness. Many travel-
  lers seek the Fardrengirís guidance in their trek. She can 
  safely navigate even the most difficult terrain. She works 
  towards harmony with all beasts of nature, but that does 
  not diminish the hunter inside her heart. 
  Fardrengir usually travel with animal companions that are 
  possessed by the realm spirits of Yggdrasil. The compan-
  ions have consciousness far more evolved than a regular 
  animal. They serve as mounts allowing the Fardrengir to 
  cover vast distances in very little time.
  Farvaldr
  The Farvaldr is consumed with wanderlust. They cannot 
  stay in one place for long and through their travels, they 
  have become masters of the wild. Their survival instincts 
  are second to none. Farvaldr are trap specialists, having 
  the ability to rig a lethal trap from almost anything found 
  in the wild. The most successful bounty hunters are the 
  Falvaldr, also known as Striders. Their competition affec-
  tionately call them “spiders” rather than “Striders”.
  Dyrvaldr
  An animal lover at heart, the beast master attracts spe-
  cial mounts with whom they forge an unbreakable bond. 
  They train with these loyal thanes in order to hone their 
  mesmerizing and synchronized manoeuvres. What they 
  achieve together is much more astonishing than what they 
  T
  Far drengir
   
  FARVALDR (TRAP MASTER)  
  DYRVALDR (BEAST MASTER) 
  GEIRVALDR (SPEAR MASTER)
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Trapper’s Stance 
  Rider’s Synergy 
  Projectile Ricochet Technique
  Passive  
  Trap Master 
  Summon Mount 
  Archer’s Third Eye
  Skill  
  Hunting/Trapping 
  Riding 
  Survival: Wilderness
  muster on their own. Depending on the Dyrvaldr’s goals, 
  they will choose the right mount that will compliment the 
  skills and powers they require.
  Geirvaldr
  The Geirvaldr is the spear master. A hunter who special-
  izes in bows and thrown weapons. The celerity and dexter-
  ity of their arms shocks and astonishes onlookers. Besides 
  their uncanny accuracy, the Geirvaldr has the ability to 
  draw and launch an astonishing number of projectiles- be 
  it with bow or javelin. 
  
  271
  Cross-
  Archetype
  Active 
  Powers:
  Druid
  Fylgia’s
  Sanctuary
  (Unearthly
  Resilience)
  [Area 
  Maintain
  Area]
  Apples
  of Idunn
  Trip
  Fylgia’s
  Touch
  (Channeling)
  [Combo 
  Range
  Amplify]
  Cross-
  Archetype
  Active Powers:
  Maiden of
  Ratatosk
  Throw 
  Dirt
  Satisfying 
  Attack
  [Amplify 
  Multi
  Piercer]
  Misery Likes
  Company
  [Amplify 
  Multi
  Piercer]
  Backstab
  [Amplify 
  Multi
  Piercer]
  Defensive
  Stance
  Run 
  Away
  Laughing
  Sweeping 
  Trip
  Piercing 
  Attack
  [Amplify 
  Multi
  Piercer]
  Stitch 
  Kindred
  Flying 
  Charge
  [Amplify 
  Multi
  Piercer]
  Trap-Tangle
  Trap-
  Lacerations
  Precision 
  Attack
  [Amplify 
  Multi
  Piercer]
  Recuperating
  Wounding
  Attack 
  [Amplify
  Multi 
  Piercer]
  Cleansing 
  Sprint
  Flanking 
  Attack
  [Amplify 
  Multi
  Piercer]
  Lunging 
  Attack
  [Amplify 
  Multi
  Piercer]
  Throw 
  Weapon
  Presence 
  of the
  Wind Warrior
  Arcane 
  Shield
  Wolf 
  Posture
  Thundering
  Blow 
  [Amplify
  Multi 
  Piercer]
  Formulating
  Attack 
  [Amplify
  Multi 
  Piercer]
  Trap-
  Incapacitation
  Trap-Spikes
  Power
  Attack
  [Amplify 
  Multi
  Piercer]
  Wounding
  Attack 
  [Amplify
  Multi 
  Piercer]
  Hamstring 
  [Amplify
  Multi 
  Piercer]
  Sundering 
  Blow
  [Amplify 
  Multi
  Piercer]
  Cleansing 
  Attack
  [Amplify 
  Multi
  Piercer]
  Attack 
  from Above 
  [Amplify
  Multi 
  Piercer]
  Mobile 
  Stance
  Repositioning
  Howl, 
  Blood Fang
  Regenerating
  Attack
  [Amplify 
  Multi
  Piercer]
  Cross-
  Archetype
  Active 
  Powers:
  Stalo
  Fylgia’s Scorn
  (Cleansing
  Attack) 
  [Amplify
  Cannibalize
  Piercer]
  Weapon 
  Stance
  Recuperating
  Sever 
  Hamstring
  [Amplify 
  Multi
  Piercer]
  Fylgia’s Kiss
  (Catharsis)
  [Range 
  Combo
  Amplify]
  Cross-
  Archetype
  Active
   Powers:
  Ulfhednar
  Versatile
  Combat
  Manoeuvre
  ACTIVE 
  POWERS
  
  272
  Cross-
  Archetype
  Passive 
  Powers:
  Druid
  Nature’s 
  Child
  Keen 
  Senses
  Work 
  in Concert
  Defy
   the Crowd
  Cross-
  Archetype
  Passive 
  Powers:
  Maiden of
  Ratatosk
  Summon 
  Mount
  Summon 
  Mount
  Aura of
  Influence
  Fleet 
  Footed
  Martial 
  Prowess
  Archer’s 
  Sight
  Summon 
  Mount
  Combat
  Manoeuvrability
  Mob 
  Mentality
  Untouchable
  Summon
  Mount
  Summon
  Mount
  Rider of
  Thunder
  Companion 
  in Life
  Quick 
  Draw
  Companion
   in War
  Tactician
  Tactical
  Advantage
  Rider of 
  Lightning
  Attuned 
  Weapon
  Blend into
  Shadow
  Agility
  Resistance to
  Blindness
  Summon
  Mount
  Summon
  Mount
  Hunter’s 
  Heart
  Companion
  in Death
  Striker
  Summon 
  Mount
  Stout
  Resistance to
  Impeded
  Drive Back
  Hunter’s 
  Cunning
  Summon 
  Mount
  Mighty Arm
  Cross-
  Archetype
  Passive 
  Powers:
  Stalo
  Leaping 
  Striker
  Drive Back
  Favour 
  Offence
  Rallying 
  Pack
  Howl
  Cross-
  Archetype
  Passive 
  Powers:
  Ulfhednar
  Summon 
  Mount
  PASSIVE
  POWERS
  
  273
  Cross-
  Archetype
  Skills: 
  Druid
  Perception
  Survival:
  Wilderness
  Tracking
  Navigation
  Cross 
  Archetype
  Skills: 
  Maiden of
  Ratatosk
  Riding
  Hunting /
  Trapping
  Riding
  Repair
  Equipment
  Swim
  Riding
  Hunting /
  Trapping
  Endurance
  Survival:
  Wilderness
  Lore: 
  Personas
  Lore: 
  Locales
  Sneak
  Intimidate
  Animal 
  Empathy
  Hunting /
  Trapping
  Sneak
  Athletics
  Navigation
  Tracking
  Survival:
  Wilderness
  Navigation
  Swim
  Silent 
  Tongue
  Perception
  Sense 
  Motive
  Omens /
  Portents
  Survival:
  Wilderness
  Riding
  Riding
  Hunting /
  Trapping
  Survival:
  Wilderness
  Tracking
  Hunting /
  Trapping
  Riding
  Animal 
  Empathy
  Cross 
  Archetype
  Skills: 
  Stalo
  Navigation
  Sneak
  Survival:
  Wilderness
  Perception
  Cross 
  Archetype
  Skills: 
  Ulfhednar
  Hunting /
  Trapping
  SKILLS
  
  274
  S
  ceadugengan are known as the “dark walk-
  ers”. They begin their lives as rogues, living 
  a life of theft, fraud and murder. Life’s am-
  bition drives the rogue to obtain the most 
  for the least amount of effort. Their motto is “when all else 
  fails, steal and backstab”. But while in pursuit of increasingly 
  better concealment, pilfering and assassination techniques, 
  they eventually fall upon the dark lore of the Svart Alfar. This 
  pursuit takes them down a dark road where their psyche and 
  spirit erode and are replaced with greed, envy and lust. Their 
  growing powers are fed by the shadows and darkness, encour-
  aging a penumbral existence. This lore and techniques trans-
  form the rogue into a Sceadugengan. The darkness becomes 
  their play-thing. The general population of Midgard is easy 
  prey for seasoned dark walker. Many seek out the Sceadugen-
  gan for their clandestine talents and offer lucrative contracts. 
  The Sceadugengan’s powers stem from the dance of light and 
  dark. Despite an adoration for the Svart, the powers of shad-
  ow also require the Lios. Some of their powers will take on a 
  life of their own, transforming their very nature to capitalize 
  on the surrounding light and darkness.
  Thief
  The Sceadugengan that is driven by greed seeks the path of the 
  thief. Wealth is a motivator, but the thrill of the score is what 
  truly excites her. It is said that in Svartalfheim you can have 
  your sword plucked right out of your hand without even know-
  ing it. The Thief studies the techniques that allow her to secret-
  ly pilfer personal effects, even in the heat of combat. No one’s 
  possessions are safe when a Sceadugengan Thief is around.
  Assassin
  Most Sceadugengans’ actions are beholden to their shady 
  moral compass. However the darkest of those belong to 
  Sce adugengan
   
  THIEF 
  ASSASSIN 
  SCOUNDREL
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Pilfer 
  Death Strike 
  Mesmerizing Gaze
  Passive  
  Quick Draw 
  Assassin’s Reflexes 
  Deflect Aggression
  Skill  
  Feather Fingers 
  Sneak 
  Verbal Manipulation
  the assassins. They are the ones who have embraced their 
  talent and bliss when choking out the flame of life. The 
  combat style that they bring back from the shadow in-
  volves the least amount of strikes in order to murder their 
  quarry. Those who are the best in this discipline also melt 
  away after the deed is done, so as to avoid any blame.
  Scoundrel
  While the other Sceadugengan pride themselves at stealth, 
  the scoundrel prefers to hide in plain sight. Their mightiest 
  power is their disarming charisma. Replacing the need for 
  nimble fingers and instead relying on flattery, charm and 
  pure presence, the Scoundrel can spin almost any situation 
  into a favourable one. The Svart lore they covet has trained 
  the scoundrels in the art of using others to do their dirty work.
  
  275
  Cross-
  Archetype
  Active 
  Powers:
  Maiden of
  Ratatosk
  Fylgia’s
  Sanctuary
  (Unearthly
  Resilience)
  [Area 
  Maintain
  Area]
  Shade 
  of the
  Darkening 
  Sky
  Shade 
  of  the
  Endless 
  Mind
  Fylgia’s
  Splendour
  (Throw Dirt)
  [Amplify
  Amplify 
  Echo]
  Cross-
  Archetype
  Active Powers:
  Seithkona
  Purge 
  Blindness
  Fylgia’s Pride
  (Vengeful 
  Parry)
  [Amplify
  Cannibalize
  Amplify]
  Shade 
  of  the
  Treasure 
  Hoard
  Beckon
  Svartalfheim
  Dark
  Juxtaposition
  Shade 
  of  the
  Lost Ship
  Boar’s 
  Posture
  Shade of
  Whispers
  Cerebral 
  Shroud
  Shade 
  of the
  Blustering
  Blizzard
  Shade 
  of the
  Toxic River
  Invigorate 
  Spirit
  Shade of
  Piercing 
  Eyes
  Cleansing 
  Attack
  Sly Stance
  Backstab
  Shadow 
  Strike
  Run 
  to Shadow
  Shadow 
  Step
  Power
  Overwhelming
  Shade 
  of  the
  Dark Mother
  Cleansing 
  Block
  Shade 
  of the
  Darting Fox
  Shade of
  Malevolence
  Invoke the
  Shadows
  Shade 
  of  the
  Enraged 
  Serpent
  Stance of
  Darkness
  Fylgia’s Scorn
  (Cleansing
  Attack) 
  [Amplify
  Cannibalize
  Weapon]
  Shade of 
  Night
  and Day
  Run Away
  Laughing
  Lunging 
  Attack
  Shade 
  of  the
  Fallen Jarl
  Formulating
  Attack
  Cross-
  Archetype
  Active Powers:
  Fardrengir
  Fylgia’s Kiss
  (Catharsis)
  [Range 
  Combo
  Amplify]
  Shade
   of  the
  Abyssal 
  Current
  Shade of the
  Enveloping
  Miasma
  Fylgia’s
  Rallying
  Strike
  Cross-
  Archetype
  Active 
  Powers:
  Skald
  Precision 
  Attack
  ACTIVE 
  POWERS
  Fylgia’s Touch
  (Channeling)
  [Combo 
  Range
  Amplify]
  Fylgia’s Grace
  (Purge
  Vulnerability)
  [Area 
  Amplify
  Area]
  
  276
  276
  Cross-
  Archetype
  Passive
   Powers:
  Maiden of
  Ratatosk
  Die Hard
  Shadow 
  of the
  Ice Raven
  Resistance 
  to Blindness
  Bestow 
  Wisdom
  Cross-
  Archetype
  Passive
   Powers:
  Seithkona
  Silence 
  the
  Crowd
  Aura of
  Influence
  Shadow of  
  Illicit
  Deeds
  Tactical 
  Pause
  Keen Senses
  Shadow of
  Memory
  Insight
  Fueled by 
  the Crowd
  Companion 
  in War
  Combat
  Awareness
  Agility
  Aura of
  Influence
  Running Jab
  Shadow of
  Niflheim
  Fleet Footed
  Untouchable
  Dance Away
  Defy
  the Crowd
  Blend into
  Shadow
  Stealthy 
  Striker
  Martial 
  Prowess
  Shadow of
  Hvergelmir
  Leaping 
  Striker
  Combat
  Manoeuvrability
  Precision
  Stubborn
  Stout
  Tactical
  Advantage
  Nature’s 
  Child
  Shadow of 
  Faith
  Render 
  Helpless
  Brutalize
  Shadow of
  Youth
  Desperation
  Constitution
  Cross-
  Archetype
  Passive 
  Powers:
  Fardrengir
  Resistance to
  Impeded
  Misery 
  Loves
  Company
  Shadow 
  of the
  Ice Wolf
  Drive Back
  Cross-
  Archetype
  Passive 
  Powers:
  Skald
  Bully
  PASSIVE
  POWERS
  
  277
  Cross-
  Archetype
  Skills: 
  Maiden of
  Ratatosk
  Sense Motive
  Feather 
  Fingers
  Lore: Poison
  Sneak
  Cross 
  Archetype
  Skills: 
  Seithkona
  Escape
  Feather 
  Fingers
  Sneak
  Survival: 
  Urban
  Intimidate
  Verbal
  Manipulation
  Omens/
  Portents
  Lock-Picking
  Athletics
  Omens/
  Portents
  Drinking/
  Wenching
  Perception
  Lore: 
  Locales
  Sense 
  Motive
  Feather 
  Fingers
  Disguise
  Negotiation
  Verbal
  Manipulation
  Escape
  Athletics
  Lock-Picking
  Perception
  Lore: Personas
  Sense Motive
  Silent 
  Tongue
  Lore: Arcana
  Verbal
  Manipulation
  Sneak
  Lore: Poison
  Sneak
  Feather 
  Fingers
  Verbal
  Manipulation
  Feather 
  Fingers
  Lore: Poison
  Disguise
  Cross 
  Archetype
  Skills: 
  Fardrengir
  Verbal
  Manipulation
  Athletics
  Lock-Picking
  Sneak
  Cross 
  Archetype
  Skills: 
  Skald
  Escape
  SKILLS
  
  278
  T
  he Stalo is the master of controlled combat 
  manoeuvres. It is said that Odin himself 
  taught the first warriors the ways of the 
  Stalo, and throughout the centuries these 
  skills have been passed down through the chosen blood-
  lines. The Stalo arts are deeply rooted in history, ritual and 
  tradition. Fathers teach sons the art of chaining attacks with 
  such precision, that they culminate in a crescendo of unstop-
  pable violence. Stalos also carry their tradition in the form 
  of an ancestral weapon. This weapon has been forged to ac-
  company a particular battle art-form. In the darkest hour of 
  Ragnarok, many count on the Stalo’s resolve to come to the 
  rescue of the weakest and most downtrodden.
  Striker
  The Striker Stalo focuses on optimizing the attack chain 
  they are delivering. They work hard to ensure each blow 
  finds its mark and cannot be easily blocked by opponents. 
  Strikers are at their most lethal when lashing out with a 
  flurry of small yet precise series of attacks.
  Stalwart
  The Stalwart Stalo has refined the art of group warfare. 
  They are sought after for shield-walls as their skills are of 
  great benefit to the entire warband. Most allies will fight 
  close to the Stalwart in order to benefit from his expertise 
  and techniques.
  Keeper
  The Stalo known as the Keeper invests himself into the 
  ancestral relic of his forefathers. Part warrior, part forge 
  master, he hones the relic’s properties to accentuate 
  his fighting style. He understands its past, allowing it to 
  guide his fighting style into something truly synergistic 
  with his weapon.
  S talo
   
  STRIKER 
  STALWART 
  KEEPER
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Twin Strike 
  Cloned Manoeuvre 
  Touch of the Hallowed Ancestors
  Passive  
  Stubborn 
  Aura of Peace 
  Attuned Weapon
  Skill  
  Perception 
  Sense Motive 
  Ancestral Weapon
  
  279
  Cross-
  Archetype
  Active 
  Powers:
  Maiden of
  Ratatosk
     Repeating
  Vengeful 
  Parry
  (Vengeful Parry)
  [Amplify 
  Echo
     Amplify]
  Fylgia’s
  Sanctuary
  (Unearthly
  Resilience)
  [Area 
  Maintain
  Area]
  Fylgia’s
  Splendour
  (Throw Dirt)
  [Amplify
  Amplify 
  Eho]
  Repeating
  Furious
  Onslaught
  (Furious
  Onslaught)
  [Amplify 
  Echo
  Proficiency]
  Cross-
  Archetype
  Active 
  Powers:
  Blacksmith
  Presence 
  of the
  Invincible 
  Shield
  Repeating
  Perfect Parry
  (Perfect Parry)
  [Amplify 
  Echo
  Amplify]
  Stance 
  of the
  Blood
  Brotherhood
  Riposte
  Precision 
  Attack
  Stance 
  of the
  Violent
  Avalanche
  Presence 
  of the
  Weapons
  Master
  Vengeful 
  Parry
  Fylgia’s Pride
  (Vengeful 
  Parry)
  [Amplify
  Cannibalize
  Amplify]
  Cleansing 
  Attack
  Cleansing 
  Block
  Strike 
  Weapon
  Misery 
  Likes
  Company
  Aggressive
  Assault
  Presence
  of the
  Ultimate 
  Shield
  Maiden
  Disarm
  Disarming 
  Parry
  Roll into
  Position
  Formulating
  Attack
  Presence 
  of the
  Wind 
  Warrior
  Fylgia’s Scorn
  (Cleansing
  Attack) 
  [Amplify
  Cannibalize
  Weapon]
  Recuperating
  Blinding 
  Strike
  Versatile
  Combat
  Manoeuvre
  Flanking 
  Attack
  Evasive
  Manoeuvre
  Lunging 
  Attack
  Repeating
  Regenerating
  Attack
  (Regenerating
  Attack) 
  [Amplify Echo
  Proficiency]
  Stance 
  of the
  Cascading
  Winds
  Destroyer 
  of Crowds
  Sly Stance
  Stance 
  of the
  Spring of
  Inspiration
  Flying 
  Charge
  Cross-
  Archetype
  Active 
  Powers:
  Fardrengir
  Repeating
  Hamstring
  (Hamstring)
  [Amplify 
  Echo
  Proficiency]
  Fylgia’s Kiss
  (Catharsis)
  [Range 
  Combo
  Amplify]
  Fylgia’s 
  Rallying
  Strike
  Repeating 
  Trip
  (Trip) 
  [Amplify
  Echo 
  Amplify]
  Cross-
  Archetype
  Active 
  Powers:
  Sceadugengan
  Presence 
  of the
  Ultimate
  Warrior
  ACTIVE 
  POWERS
  Fylgia’s Touch
  (Channeling)
  [Combo 
  Range
  Amplify]
  Repeating
  Throw Dirt
  (Throw Dirt)
  [Amplify 
  Echo
  Amplify]
  Fylgia’s Grace
  (Purge
  Vulnerability)
  [Area 
  Amplify
  Area]
  
  280
  280
  Cross-
  Archetype
  Passive
   Powers:
  Maiden of
  Ratatosk
  Favour 
  Defense
  Aura of
  Influence
  Drive Back
  Insistence 
  for
  Blood
  Cross-
  Archetype
  Passive
   Powers:
  Blacksmith
  Companion 
  in
  Death
  Insistence for
  Humiliation
  Fuelled
  by the
  Crowd
  Insight
  Protector
  Might
  Favour 
  Offence
  Spirit 
  Warrior
  Dance of
  Autumn
  Resistance to
  Blindness
  Cerebral
  Warrior
  Quick Draw
  Misery 
  Loves
  Company
  Tactical
  Advantage
  Insistence for
  Humility
  Companion 
  in Life
  Stout
  Insistence
  for
  Advantage
  Insistence 
  for
  Time
  War 
  Planner
  Companion
  in
  War
  Constitution
  Bastion
  Martial 
  Prowess
  Combat
  Awareness
  Keen 
  Senses
  Dark
  Consultation
  Insistence
  for
  Subtlety
  Desperation
  Cornered
  Ferocity
  Die Hard
  Precision
  Agility
  Insistence
  for
  Darkness
  Combat
  Manoeuvrability
  Cross-
  Archetype
  Passive 
  Powers:
  Fardrengir
  Insistence for
  Momentum
  Fellowship 
  of the 
  White 
  Hare
  Fleet 
  Footed
  Nimble
  Cross-
  Archetype
  Passive 
  Powers:
  Sceadugengan
  Companion 
  in
  Destiny
  PASSIVE
  POWERS
  
  281
  281
  Cross-
  Archetype
  Skills: 
  Maiden of
  Ratatosk
  Verbal
  Manipulation
  Endurance
  Etiquette
  Infuse
  Cross 
  Archetype
  Skills: 
  Blacksmith
  War Tactics
  Ancestral
  Weapon
  Omens/
  Portents
  Riding
  Brawling
  Navigation
  Craft
  Repair
  Equipment
  War 
  Tactics
  Lore: 
  Personas
  Athletics
  Survival: 
  Urban
  War 
  Tactics
  Etiquette
  Ancestral
  Weapon
  Endurance
  Repair
  Equipment
  Sense 
  Motive
  Endurance
  Repair
  Equipment
  Perception
  Sense 
  Motive
  Lore: Locales
  Perception
  Survival:
  Wilderness
  Endurance
  Ancestral
  Weapon
  Intimidate
  Repair
  Equipment
  Etiquette
  War Tactics
  Athletics
  Drinking/
  Wenching
  Escape
  Repair
  Equipment
  Cross 
  Archetype
  Skills: 
  Fardrengir
  Intimidate
  Omens/
  Portents
  Riding
  Lore: 
  Personas
  Cross 
  Archetype
  Skills: 
  Sceadugengan
  Ancestral
  Weapon
  SKILLS
  
  282
  Pronouncing a Curse
  T
  he Viking sagas are filled with heroes and villains pronouncing curses that have a lingering effect. A 
  curse that sticks can only be manifested by someone in the most dire of circumstances driven to great 
  emotional distress. In order to pronounce a curse one must meet 2 criteria from the list below:
   
   Have at least a total of 4 spiritual runes in Stun, Wounds, Death and Drain piles
   
   Facing imminent and unavoidable defeat on an important quest
   
   Facing imminent death
   
   Pronouncing the curse on a recurring foe who has caused emotional or physical injury more than thrice
   
   Know your victim personally for many years
  The Norn may evolve this list as they see fit. If someone is cursing an item, the Norn should use the Creature 
  Reliquary skill rules. Some possible curses that may be pronounced:
   
   “May you always walk in Hel’s shadow never knowing peace!”
   
   “By Andvari’s scorn, I damn your precious weapon!”
   
   “May Aegir’s wrath swallow you! You will never make landfall in Vinland!”
  The scope and effect of the curse are ultimately judged by the Norn.
  The individual must be in good standing within the Tapestry of Fate. They cannot be suffering from an afterlife 
  Wyrd penalty (from any activity such as robbing the dead). Once a curse is successfully pronounced, the indi-
  vidual who uttered the curse suffers a -1 to their afterlife Wyrd.
  New  Game Concepts
  New Generic Actions
  282
  Pronouncing a Curse
  T
  Pronouncing a Curse
  T
  Pronouncing a Curse
  he Viking sagas are filled with heroes and villains pronouncing curses that have a lingering effect. A 
  T
  he Viking sagas are filled with heroes and villains pronouncing curses that have a lingering effect. A 
  T
  curse that sticks can only be manifested by someone in the most dire of circumstances driven to great 
  T
  curse that sticks can only be manifested by someone in the most dire of circumstances driven to great 
  T
  emotional distress. In order to pronounce a curse one must meet 2 criteria from the list below:
  T
  emotional distress. In order to pronounce a curse one must meet 2 criteria from the list below:
  T
   Have at least a total of 4 spiritual runes in Stun, Wounds, Death and Drain piles
   Have at least a total of 4 spiritual runes in Stun, Wounds, Death and Drain piles
   Facing imminent and unavoidable defeat on an important quest
   Facing imminent and unavoidable defeat on an important quest
   Facing imminent death
   Facing imminent death
   Pronouncing the curse on a recurring foe who has caused emotional or physical injury more than thrice
   Pronouncing the curse on a recurring foe who has caused emotional or physical injury more than thrice
   Know your victim personally for many years
   Know your victim personally for many years
  The Norn may evolve this list as they see fit. If someone is cursing an item, the Norn should use the Creature 
  Reliquary skill rules. Some possible curses that may be pronounced:
   “May you always walk in Hel’s shadow never knowing peace!”
   “May you always walk in Hel’s shadow never knowing peace!”
   “By Andvari’s scorn, I damn your precious weapon!”
   “By Andvari’s scorn, I damn your precious weapon!”
   “May Aegir’s wrath swallow you! You will never make landfall in Vinland!”
   “May Aegir’s wrath swallow you! You will never make landfall in Vinland!”
  The scope and effect of the curse are ultimately judged by the Norn.
  The individual must be in good standing within the Tapestry of Fate. They cannot be suffering from an afterlife 
  Wyrd penalty (from any activity such as robbing the dead). Once a curse is successfully pronounced, the indi-
  vidual who uttered the curse suffers a -1 to their afterlife Wyrd.
  New  Game Concepts
  New Generic Actions
  New Generic Actions
  New Generic Actions
  New Generic Actions
  
  283
  Verwandlung
  E
  T
  very plant, animal, vale, mountain and stream has a metaphysical essence that can be felt and seen by 
  only a select few trained in the ancient art of Verwandlung. The land spirits known as the Vaettir are 
  masters at Verwandlung magic, and Druids work hard to attain the same level of harmony with the 
  land. Verwandlung magic does not seek to dominate this essence, but instead it works to nurture and 
  coax out the very best from the land. This allows a Verwandliung practitioner to generate a myriad of Alkas whose 
  variety astounds and amazes other magic users who may manage only one type of Alka per realm. 
  When casting a Verwandlung spell add +1 Focus for every 2 adjacent Alka spaces that surround the caster (+0 
  to +3). Verwandlung Alka based spells also come with very their own specialized Meta tags which alter the way 
  Alkas behave (Creep, etc...). 
  Magic
  New Metas
  here are a few new meta tags that are added to the Runic Game System. Some are additions to ar-
  chetypes and active powers (ie. “Proficiency”) and others are added to crafted items (ie. armour only 
  “Deflect”). Those that are added to armour items can be evoked at the time when the Defend action is 
  performed (or in some cases a Counter is played). If someone who is being attacked performs a Defend 
  action while wearing armour that has a defensive meta, then they can play any rune in conjunction with the rune 
  that was played for the Defend action to trigger it. When applicable, a defensive meta may be triggered multiple 
  times.
  A “shield” is defined as a weapon where Parry exceeds the DF value.
  Absorb 
  Defensive Meta (can be triggered more than once)
  Absorb negates two intensities of a harmful condition that are coming in as a result of an Active power. The meta 
  will not reduce the intensities of pre-existing conditions. Stacking the Absorb meta will negate an additional two 
  harmful conditions (you choose which conditions if there are more than one type). This meta may be played in 
  conjunction with a Counter rune being played. This can only be placed on armour and shields.
  Example: Your opponent plays 4 runes in order to activate their Trip Active power with 3 Amplify meta tags. They 
  move up to you and apply 4 intensities of the Impeded condition. You play a Physical rune to counter and add an-
  other rune for the Absorb meta effect. Your initial rune counters 1 intensity, your Absorb meta counters another 2 
  intensities, leaving you to take 1 intensity of Impeded.
  Deflect
  Defensive Meta (can be triggered more than once)
  Deflect triples the total PF and Parry values. This can only be placed on armour and shields. Multiple instances 
  of Deflect increase the multiplier by 3 (ie. x3, x6, x9, etc...)
  283
  Verwandlung
  E
  T
  very plant, animal, vale, mountain and stream has a metaphysical essence that can be felt and seen by 
  E
  very plant, animal, vale, mountain and stream has a metaphysical essence that can be felt and seen by 
  E
  only a select few trained in the ancient art of Verwandlung. The land spirits known as the Vaettir are 
  E
  only a select few trained in the ancient art of Verwandlung. The land spirits known as the Vaettir are 
  E
  masters at Verwandlung magic, and Druids work hard to attain the same level of harmony with the 
  E
  masters at Verwandlung magic, and Druids work hard to attain the same level of harmony with the 
  E
  land. Verwandlung magic does not seek to dominate this essence, but instead it works to nurture and 
  E
  land. Verwandlung magic does not seek to dominate this essence, but instead it works to nurture and 
  E
  coax out the very best from the land. This allows a Verwandliung practitioner to generate a myriad of Alkas whose 
  E
  coax out the very best from the land. This allows a Verwandliung practitioner to generate a myriad of Alkas whose 
  E
  variety astounds and amazes other magic users who may manage only one type of Alka per realm. 
  When casting a Verwandlung spell add +1 Focus for every 2 adjacent Alka spaces that surround the caster (+0 
  to +3). Verwandlung Alka based spells also come with very their own specialized Meta tags which alter the way 
  Alkas behave (Creep, etc...). 
  Magic
  Magic
  New Metas
  New Metas
  here are a few new meta tags that are added to the Runic Game System. Some are additions to ar-
  T
  here are a few new meta tags that are added to the Runic Game System. Some are additions to ar-
  T
  chetypes and active powers (ie. “Proficiency”) and others are added to crafted items (ie. armour only 
  T
  chetypes and active powers (ie. “Proficiency”) and others are added to crafted items (ie. armour only 
  T
  “Deflect”). Those that are added to armour items can be evoked at the time when the Defend action is 
  T
  “Deflect”). Those that are added to armour items can be evoked at the time when the Defend action is 
  T
  performed (or in some cases a Counter is played). If someone who is being attacked performs a Defend 
  T
  performed (or in some cases a Counter is played). If someone who is being attacked performs a Defend 
  T
  action while wearing armour that has a defensive meta, then they can play any rune in conjunction with the rune 
  that was played for the Defend action to trigger it. When applicable, a defensive meta may be triggered multiple 
  times.
  A “shield” is defined as a weapon where Parry exceeds the DF value.
  Absorb 
  Defensive Meta (can be triggered more than once)
  Absorb negates two intensities of a harmful condition that are coming in as a result of an Active power. The meta 
  will not reduce the intensities of pre-existing conditions. Stacking the Absorb meta will negate an additional two 
  harmful conditions (you choose which conditions if there are more than one type). This meta may be played in 
  conjunction with a Counter rune being played. This can only be placed on armour and shields.
  Example: Your opponent plays 4 runes in order to activate their Trip Active power with 3 Amplify meta tags. They 
  move up to you and apply 4 intensities of the Impeded condition. You play a Physical rune to counter and add an-
  other rune for the Absorb meta effect. Your initial rune counters 1 intensity, your Absorb meta counters another 2 
  intensities, leaving you to take 1 intensity of Impeded.
  Deflect
  Defensive Meta (can be triggered more than once)
  Deflect triples the total PF and Parry values. This can only be placed on armour and shields. Multiple instances 
  of Deflect increase the multiplier by 3 (ie. x3, x6, x9, etc...)
  
  284
  Dodge
  Defensive Meta (can be triggered more than once)
  Dodge allows an immediate Wyrd of 2 runes with a Minor Sacrifice +1 (See Wyrd rules on page 363). These runes 
  can be used for dealing with the attack that is currently being resolved. If not used right now, they must be placed 
  into Contingency and declared for defence only. This meta can only be placed on armour and shields.
  Eldritch
  Defensive Meta
  Eldritch triples all existing Evade bonuses and then grants an additional Evade bonus equal to total Parry 
  divided by five, round up. This meta can only be placed on armour and shields. Multiple instances of Eldritch 
  will increase the existing Evade multiplier by increments of 3 as well as adding another Evade bonus of Parry 
  divided by five.
  Example: Brynna has Evade 2 and Parry 8. She performs a Defend action and plays another rune to trigger 
  Eldritch. Her defend action with Eldritch grants her 8 Evade (6+2).
  Multi
  Multi isn’t a new Meta but there is a small extension that needs to be added for ranged weapons. Range is 
  increased by +5 hexes for anyone using the Multi meta.
  Piercer
  Similar to the Weapon meta, Piercer works only with ranged piercing weapons (thrown or shot). When this meta is 
  applied to a range attack, the attack is allowed to damage up to three opponents who are arranged in a straight line 
  (piercing through the first two before finally lodging into the third enemy). By performing a Minor Sacrifice +1, one 
  intensity of the Degeneration condition may be applied to someone struck by the attack. The attacker may not apply 
  more than 1 intensity per victim struck in this way (additional Piercer metas will raise this cap).
  Proficiency
  Exactly the same as the Weapon meta, however if the weapons being used are self-crafted, then the wielder may also 
  choose to perform a Minor Sacrifice +1 in order to increase the attributes of the weapon by +1. The only attributes 
  that are granted the bonus must already be greater than zero. The bonuses last for the duration of the Active power.
  Example: Hagar the blacksmith is wielding a sword (Size: 3, DF: 3, Pierce: 0, Reach: 1) and shield (Size: 3, 
  Parry: 4) which he personally crafted. By activating the Proficiency meta, the weapons not only trigger their 
  weapon metas such as gore, but also gain bonuses to each item attribute: sword (Size: 3, DF: 4, Pierce: 0, Reach: 
  2) and shield (Size: 3, Parry: 5).
  Sight
  Your consciousness and perceptions are extended via your Alkas. When you cast {Spell} and {Alka} powers 
  with this meta tag, the spell or Alka may be cast through one of your existing Alkas. These effects check range 
  from the Alka’s hex rather than your own location on the battlefield. This helps the caster with line of sight 
  and range requirements. After the new spell or Alka resolves, remove the Alka token that was used as the 
  originating point for the effect.
  284
  Dodge
  Defensive Meta (can be triggered more than once)
  Dodge allows an immediate Wyrd of 2 runes with a Minor Sacrifice +1 (See Wyrd rules on page 363). These runes 
  can be used for dealing with the attack that is currently being resolved. If not used right now, they must be placed 
  into Contingency and declared for defence only. This meta can only be placed on armour and shields.
  Eldritch
  Defensive Meta
  Eldritch triples all existing Evade bonuses and then grants an additional Evade bonus equal to total Parry 
  divided by five, round up. This meta can only be placed on armour and shields. Multiple instances of Eldritch 
  will increase the existing Evade multiplier by increments of 3 as well as adding another Evade bonus of Parry 
  divided by five.
  Example: Brynna has Evade 2 and Parry 8. She performs a Defend action and plays another rune to trigger 
  Eldritch. Her defend action with Eldritch grants her 8 Evade (6+2).
  Multi
  Multi isn’t a new Meta but there is a small extension that needs to be added for ranged weapons. Range is 
  increased by +5 hexes for anyone using the Multi meta.
  Piercer
  Similar to the Weapon meta, Piercer works only with ranged piercing weapons (thrown or shot). When this meta is 
  applied to a range attack, the attack is allowed to damage up to three opponents who are arranged in a straight line 
  (piercing through the first two before finally lodging into the third enemy). By performing a Minor Sacrifice +1, one 
  intensity of the Degeneration condition may be applied to someone struck by the attack. The attacker may not apply 
  more than 1 intensity per victim struck in this way (additional Piercer metas will raise this cap).
  Proficiency
  Exactly the same as the Weapon meta, however if the weapons being used are self-crafted, then the wielder may also 
  choose to perform a Minor Sacrifice +1 in order to increase the attributes of the weapon by +1. The only attributes 
  that are granted the bonus must already be greater than zero. The bonuses last for the duration of the Active power.
  Example: Hagar the blacksmith is wielding a sword (Size: 3, DF: 3, Pierce: 0, Reach: 1) and shield (Size: 3, 
  Parry: 4) which he personally crafted. By activating the Proficiency meta, the weapons not only trigger their 
  weapon metas such as gore, but also gain bonuses to each item attribute: sword (Size: 3, DF: 4, Pierce: 0, Reach: 
  2) and shield (Size: 3, Parry: 5).
  Sight
  Your consciousness and perceptions are extended via your Alkas. When you cast {Spell} and {Alka} powers 
  with this meta tag, the spell or Alka may be cast through one of your existing Alkas. These effects check range 
  from the Alka’s hex rather than your own location on the battlefield. This helps the caster with line of sight 
  and range requirements. After the new spell or Alka resolves, remove the Alka token that was used as the 
  originating point for the effect.
  
  285
  Stutter
  The Alka can be placed ignoring the con-
  tiguous restrictions. Each token may have a 
  1 hex (5’) empty space before placing the 
  next token. Multiple Stutter metas will in-
  crease the gap by another +1 hex (5’). The 
  gap is not mandatory and may be shrunk as 
  needed.
  Multiple Sight metas allow the effect (spell 
  or Alka) to be duplicated and cast from an-
  other different Alka hex. The separate ef-
  fects must choose different targets- if they 
  involve Area or Multi metas, the effects can-
  not overlap (ie. the same target cannot be 
  hit twice). All Alka tokens used as sources 
  are consumed after the effects resolve.
  Charm
  [Detrimental]
  Counter: Specified in the Active/Passive power that bestows the condition. By default 1 Mental or Spiritual 
  rune per intensity.
  Increase Intensity: By Active power.
  Decrease Intensity: Play a Mental or Spiritual rune during Upkeep to reduce Intensity by 1 (max. 1 rune per 
  Upkeep)
  Max. Intensity Bonus Effect: None
  The Charm condition allows someone to sway the victim’s disposition towards the friendly and obedient spec-
  trum. The Charm condition is powerful and supernatural in nature, allowing someone to quickly and success-
  fully dissuade the victim from aggression towards them. Further charms will sway the victim towards greater 
  obedience and even devotion.
  New Conditions
  285
  Stutter
  The Alka can be placed ignoring the con-
  tiguous restrictions. Each token may have a 
  1 hex (5’) empty space before placing the 
  next token. Multiple Stutter metas will in-
  crease the gap by another +1 hex (5’). The 
  gap is not mandatory and may be shrunk as 
  needed.
  Multiple Sight metas allow the effect (spell 
  or Alka) to be duplicated and cast from an-
  other different Alka hex. The separate ef-
  fects must choose different targets- if they 
  involve Area or Multi metas, the effects can-
  not overlap (ie. the same target cannot be 
  hit twice). All Alka tokens used as sources 
  are consumed after the effects resolve.
  Charm
  [Detrimental]
  Counter: Specified in the Active/Passive power that bestows the condition. By default 1 Mental or Spiritual 
  rune per intensity.
  Increase Intensity: By Active power.
  Decrease Intensity: Play a Mental or Spiritual rune during Upkeep to reduce Intensity by 1 (max. 1 rune per 
  Upkeep)
  Max. Intensity Bonus Effect: None
  The Charm condition allows someone to sway the victim’s disposition towards the friendly and obedient spec-
  trum. The Charm condition is powerful and supernatural in nature, allowing someone to quickly and success-
  fully dissuade the victim from aggression towards them. Further charms will sway the victim towards greater 
  obedience and even devotion.
  New Conditions
  New Conditions
  
  286
  Higher level combatants have a natural resistance to Charm from someone of lower level. Each level differ-
  ence grants the higher level combatant a free +1 intensity resistance to Charm.
  Attempting to Charm someone who is already Charmed by someone else becomes a contest of persuasion. 
  The new Charm effect must successfully apply more intensities of Charm than the victim already possesses.
  The Charm condition uses the Possession intensity stack on the playmat. Charm may not be applied on some-
  one with Possession intensity greater than 0. Also someone who is already charmed will immediately cease to 
  be charmed when affected by the Possession condition.
  Players may add their own flavour for intent, and the Norn is encouraged to alter the behavioral table above in 
  order to match the request.
  Flow
  [Beneficial]
  Counter: None
  Increase Intensity: By power effect.
  Decrease Intensity: N/A
  Max. Intensity Bonus Effect: Wyrd 1 rune
  Some powers grant a partial bonus after a certain condition has been met. This partial bonus is called “Flow”. 
  Flow represents someone getting in the  mindset for the activity they are performing, slowly gaining momentum 
  and finesse. Each Flow is marked on the “Rage” condition area on the playmat by incrementing it by 1 intensity. 
  The Flow and Rage conditions are mutually exclusive. Any Rage gain will wipe out and replace any existing Flow. 
  While the Rage condition is higher than 0, no Flow may be gained.
  After an effect awards Flow intensity, the Flow condition is checked to see if it has reached or exceeded the maxi-
  mum intensity, if it has, then the Flow triggers. A trigger means that the combatant Wyrds 1 rune and Flow is 
  reduced to 0 intensity. Any one action may never produce more than 4 Flow. Triggering Flow multiple times in 
  a single combat round has repercussions (consult the Wyrd section on page 363).
  Example: Vali the Stalo has two Passive powers (1 extra instance is infused on his armour) that grant Flow when an 
  opponent is attacked from behind, and another power that grants Flow when an opponent is knocked back. Vali circles 
  around behind an opponent and attacks using an Active power that also knocks an opponent backwards. The attack 
  results in his opponent being knocked back by 1 hex (the opponent didn’t counter). Vali gains 3 Flow from the attack 
  (2 from attacking from behind and another 1 from knocking his opponent backwards). He plays a rune to move into 
  the opponent’s back arc once more followed by another attack. This time the opponent counters the knockback, so Vali 
  only gets 2 Flow. It is enough to trigger Flow, it resets to 0 and Vali gets to Wyrd 1 rune immediately.
  286
  Higher level combatants have a natural resistance to Charm from someone of lower level. Each level differ-
  ence grants the higher level combatant a free +1 intensity resistance to Charm.
  Attempting to Charm someone who is already Charmed by someone else becomes a contest of persuasion. 
  The new Charm effect must successfully apply more intensities of Charm than the victim already possesses.
  The Charm condition uses the Possession intensity stack on the playmat. Charm may not be applied on some-
  one with Possession intensity greater than 0. Also someone who is already charmed will immediately cease to 
  be charmed when affected by the Possession condition.
  Players may add their own flavour for intent, and the Norn is encouraged to alter the behavioral table above in 
  order to match the request.
  Flow
  [Beneficial]
  Counter: None
  Increase Intensity: By power effect.
  Decrease Intensity: N/A
  Max. Intensity Bonus Effect: Wyrd 1 rune
  Some powers grant a partial bonus after a certain condition has been met. This partial bonus is called “Flow”. 
  Flow represents someone getting in the  mindset for the activity they are performing, slowly gaining momentum 
  and finesse. Each Flow is marked on the “Rage” condition area on the playmat by incrementing it by 1 intensity. 
  The Flow and Rage conditions are mutually exclusive. Any Rage gain will wipe out and replace any existing Flow. 
  While the Rage condition is higher than 0, no Flow may be gained.
  After an effect awards Flow intensity, the Flow condition is checked to see if it has reached or exceeded the maxi-
  mum intensity, if it has, then the Flow triggers. A trigger means that the combatant Wyrds 1 rune and Flow is 
  reduced to 0 intensity. Any one action may never produce more than 4 Flow. Triggering Flow multiple times in 
  a single combat round has repercussions (consult the Wyrd section on page 363).
  Example: Vali the Stalo has two Passive powers (1 extra instance is infused on his armour) that grant Flow when an 
  opponent is attacked from behind, and another power that grants Flow when an opponent is knocked back. Vali circles 
  around behind an opponent and attacks using an Active power that also knocks an opponent backwards. The attack 
  results in his opponent being knocked back by 1 hex (the opponent didn’t counter). Vali gains 3 Flow from the attack 
  (2 from attacking from behind and another 1 from knocking his opponent backwards). He plays a rune to move into 
  the opponent’s back arc once more followed by another attack. This time the opponent counters the knockback, so Vali 
  only gets 2 Flow. It is enough to trigger Flow, it resets to 0 and Vali gets to Wyrd 1 rune immediately.
  Intensity 
  Disposition 
  Effect
  1 
  Neutral 
  Won’t attack the one who applied the Charm. The victim loses 1 Charm 
   
   
  intensity if they 229 are attacked by the one who applied the Charm.
  2 
  Friendly 
  Won’t attack the one who applied the Charm or their allies. 
   
   
  Will turn against their old allies. The victim loses 2 Charm intensity 
   
   
  if they are attacked by the one who applied the Charm or his or her allies.
  3 
  Obedient 
  Will follow all non-suicidal orders from the one who applied the Charm. 
   
   
  The victim loses 1 Charm intensity if they are attacked by the one who applied 
   
   
  the  Charm or his or her allies.
  4 
  Slave 
  Will follow all orders from the one who applied the Charm.   
  
  287
  New Effects
  Consume
  Attribute values such as Focus or Condition intensities may be reduced by 1 in order to gain the specified benefit. 
  The value must be greater than zero in order for Consume to work. If any powers would negate a loss or immedi-
  ately restore the loss of a condition intensity (ie. a power that does not allow the intensity to drop below 1), then that 
  intensity cannot be Consumed. The Focus points that are Consumed are no longer usable until the end of round. 
  Powers with Consume will specify what value may be Consumed for the listed benefit. The Consume power is 
  treated at {interrupt} speed. The effect lasts until the Cleanup phase unless otherwise specified. A Consume based 
  Passive power may be triggered only once per round unless otherwise stated. Multiple instances of the power, how-
  ever, will permit more uses per round. A power with Consume which is Amplified does not force nor allow a second 
  Consume to be activated. Nevertheless the Consume benefit is factored into the Amplify multiplier.
  The Rage condition behaves in a unique way when Consumed. Consuming Rage when Rage is at maximum in-
  tensity (4) will add a +1 intensity to the Curse condition. This Curse condition represents the individual’s desire 
  to attack the closest combatant, even if they are allies. This curse intensity will reduce to 0 if for the duration of 
  an entire combat round the combatant did not attack or receive any damage.
  The term “Consume” is also extended to Alkas. When an Alka token is Consumed, it disappears and the Alka 
  effect is transferred onto the combatant.
  Shade Active Powers
  Shade powers work differently based on your Shroud condition intensity. If the Shroud condition intensity is 
  1 to 2 the “light” effect is used, if the condition intensity is 3 or 4 then the “dark” effect is used. If the Shroud 
  condition is at intensity 0, then the runes are treated as unbound and may be used only for generic actions. Shade 
  powers may never be maintained.  Some light and dark effects have their own power sub-type (ie. {spell}). How-
  ever if a sub-type is not explicitly stated, then it is treated as a {Manoeuvre}. Shade effects with Defend actions 
  trigger as {interrupt}.
  Shadow Passive Powers
  Shadow powers work differently based on your Shroud condition intensity. If the shroud condition intensity is 
  1 to 2 the “light” effect is used, if the condition intensity is 3 or 4 then the “dark” effect is used. If the Shroud 
  condition is at intensity 0, then the Shadow Passive powers provide no benefits.
  Snare Active Powers
  {Snare}: The snare power places an adjacent persistent token on the battlefield. It may be placed in an occupied 
  space. Anyone passing over it or standing in its effect radius will spring the trap and suffer its effects. By default 
  a snare is single use, has a 2 hex (10’) area of effect and it lasts past the end of round (like Alkas). This power 
  requires that the individual carry at least 1 crafting material. The individual doesn’t need to use up any of the ma-
  terials, so long as they possess at least 1 for {snare} powers will work. A snare has a level equal to the combatant’s 
  level plus the instances of the Hunting/Trapping skill rank. Area metas will create an area effect for the snare, 
  affecting anyone within 2 hexes (10’) of the snare per Area meta. The individual setting the snare will never be 
  287
  New Effects
  New Effects
  Consume
  Attribute values such as Focus or Condition intensities may be reduced by 1 in order to gain the specified benefit. 
  The value must be greater than zero in order for Consume to work. If any powers would negate a loss or immedi-
  ately restore the loss of a condition intensity (ie. a power that does not allow the intensity to drop below 1), then that 
  intensity cannot be Consumed. The Focus points that are Consumed are no longer usable until the end of round. 
  Powers with Consume will specify what value may be Consumed for the listed benefit. The Consume power is 
  treated at {interrupt} speed. The effect lasts until the Cleanup phase unless otherwise specified. A Consume based 
  Passive power may be triggered only once per round unless otherwise stated. Multiple instances of the power, how-
  ever, will permit more uses per round. A power with Consume which is Amplified does not force nor allow a second 
  Consume to be activated. Nevertheless the Consume benefit is factored into the Amplify multiplier.
  The Rage condition behaves in a unique way when Consumed. Consuming Rage when Rage is at maximum in-
  tensity (4) will add a +1 intensity to the Curse condition. This Curse condition represents the individual’s desire 
  to attack the closest combatant, even if they are allies. This curse intensity will reduce to 0 if for the duration of 
  an entire combat round the combatant did not attack or receive any damage.
  The term “Consume” is also extended to Alkas. When an Alka token is Consumed, it disappears and the Alka 
  effect is transferred onto the combatant.
  Shade Active Powers
  Shade powers work differently based on your Shroud condition intensity. If the Shroud condition intensity is 
  1 to 2 the “light” effect is used, if the condition intensity is 3 or 4 then the “dark” effect is used. If the Shroud 
  condition is at intensity 0, then the runes are treated as unbound and may be used only for generic actions. Shade 
  powers may never be maintained.  Some light and dark effects have their own power sub-type (ie. {spell}). How-
  ever if a sub-type is not explicitly stated, then it is treated as a {Manoeuvre}. Shade effects with Defend actions 
  trigger as {interrupt}.
  Shadow Passive Powers
  Shadow powers work differently based on your Shroud condition intensity. If the shroud condition intensity is 
  1 to 2 the “light” effect is used, if the condition intensity is 3 or 4 then the “dark” effect is used. If the Shroud 
  condition is at intensity 0, then the Shadow Passive powers provide no benefits.
  Snare Active Powers
  {Snare}: The snare power places an adjacent persistent token on the battlefield. It may be placed in an occupied 
  space. Anyone passing over it or standing in its effect radius will spring the trap and suffer its effects. By default 
  a snare is single use, has a 2 hex (10’) area of effect and it lasts past the end of round (like Alkas). This power 
  requires that the individual carry at least 1 crafting material. The individual doesn’t need to use up any of the ma-
  terials, so long as they possess at least 1 for {snare} powers will work. A snare has a level equal to the combatant’s 
  level plus the instances of the Hunting/Trapping skill rank. Area metas will create an area effect for the snare, 
  affecting anyone within 2 hexes (10’) of the snare per Area meta. The individual setting the snare will never be 
  
  288
  affected by their own snare, nor can they trigger it. By default every combatant will be aware of the snare. A snare 
  may be placed in an adjacent hex that is occupied by a combatant, instantly springing its effect. However adjacent 
  enemies may interrupt the placement of a snare by playing any 1 rune as an {interrupt} (similar to countering 
  spells and ranged weapon attacks).
  Vaettir Bond
  The Vaettir are entirely spiritual beings and the land they oversee is subsumed by their being. A Vaettir may as-
  sume physical form in order to interact with the physical beings who inhabit the region. Usually the forms avail-
  able to a Vaettir tend to terrify the mortal populace, making the option less desirable for amicable exchanges. 
  Vaettir have another tool at their disposal, however; they may choose a worthy and willing mortal to bond with. 
  Forming the bond and breaking the bond requires the consent of both parties. Once bonded, both the Vaettir 
  and the steward gain benefits.
  A bond with a Greater Vaettir confers the following to a willing steward:
   The Vaettir knows the location and health of their steward at all times.
    It takes 2 damage to move a rune down a pile on the playmat. Any leftover damage is discarded (5 damage 
  using the middle wounds track, will result in a rune moving from Essence to the top zone of wounds)
    You gain a free Catharsis effect during Upkeep as the Vaettir looks after you.
   Bond Curse*
  A bond with a Lesser Vaettir grants the following:
   The Vaettir knows the location of their steward at all times.
   Heal +1 per Upkeep
   Bond Curse*
  *  Bond Curse: You gain a Curse condition with a +1 intensity per major taint upon the land (example: Jormund-
  gand’s breath lingering in the fishing outpost after he comes up out of the depths to explore the kraken farm on 
  the south shore of the Bay of Ice). For each intensity in the cursed condition, the steward performs an Ultimate 
  sacrifice. Take note of these runes, as they only return when the areas have been cleansed.
  288
  affected by their own snare, nor can they trigger it. By default every combatant will be aware of the snare. A snare 
  may be placed in an adjacent hex that is occupied by a combatant, instantly springing its effect. However adjacent 
  enemies may interrupt the placement of a snare by playing any 1 rune as an {interrupt} (similar to countering 
  spells and ranged weapon attacks).
  Vaettir Bond
  The Vaettir are entirely spiritual beings and the land they oversee is subsumed by their being. A Vaettir may as-
  sume physical form in order to interact with the physical beings who inhabit the region. Usually the forms avail-
  able to a Vaettir tend to terrify the mortal populace, making the option less desirable for amicable exchanges. 
  Vaettir have another tool at their disposal, however; they may choose a worthy and willing mortal to bond with. 
  Forming the bond and breaking the bond requires the consent of both parties. Once bonded, both the Vaettir 
  and the steward gain benefits.
  A bond with a Greater Vaettir confers the following to a willing steward:
   The Vaettir knows the location and health of their steward at all times.
   The Vaettir knows the location and health of their steward at all times.
    It takes 2 damage to move a rune down a pile on the playmat. Any leftover damage is discarded (5 damage 
    It takes 2 damage to move a rune down a pile on the playmat. Any leftover damage is discarded (5 damage 
  using the middle wounds track, will result in a rune moving from Essence to the top zone of wounds)
    You gain a free Catharsis effect during Upkeep as the Vaettir looks after you.
    You gain a free Catharsis effect during Upkeep as the Vaettir looks after you.
   Bond Curse
   Bond Curse*
  A bond with a Lesser Vaettir grants the following:
   The Vaettir knows the location of their steward at all times.
   The Vaettir knows the location of their steward at all times.
   Heal +1 per Upkeep
   Heal +1 per Upkeep
   Bond Curse
   Bond Curse*
  *  Bond Curse: You gain a Curse condition with a +1 intensity per major taint upon the land (example: Jormund-
  gand’s breath lingering in the fishing outpost after he comes up out of the depths to explore the kraken farm on 
  the south shore of the Bay of Ice). For each intensity in the cursed condition, the steward performs an Ultimate 
  sacrifice. Take note of these runes, as they only return when the areas have been cleansed.
  
  289
  New P owers 
    and Skills
  Denizens of the North introduces many 
  new powers and skills that accompany 
  the new playable archetypes as well as the 
  Norn controlled denizens.
  289
  289
  New P owers 
    and Skills
    and Skills
  New P owers 
    and Skills
  New P owers 
    and Skills
  Denizens of the North introduces many 
  new powers and skills that accompany 
  the new playable archetypes as well as the 
  Norn controlled denizens.
  
  290
  Armoured Ref lex
  Metas: 
  [Amplify Amplify Amplify]
  Type:  
  {Interrupt}
  Description:  
  You defend subconsciously and brace yourself for impact.
  Combat Effect:  
  Against the current attack, gain +2 Physical PF and reduce any knockback by 4.
  Out-of-Combat Effect:  
  When not under duress, you can easily catch something thrown at you
  Beckon Vanagard
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground becomes verdant and all colours become vibrant.
  Combat Effect:  
   Perform a Major Sacrifice +1 to create an Alka of 2 hexes that grants an im-
  mediate Wyrd +1. See page 363 for more details on Wyrd.
  Out-of-Combat Effect:  You may restore life to dead vegetation!
  Clone Power
  Metas: 
  [Range Range Range]
  Type: 
  {Spell}
  Description:  
  You look deep into another combatant’s soul, seeing their inner being.
  Combat Effect: 
   Clone an Active power belonging to another combatant [Counter S]. It must be 
  a power you are aware of, either having witnessed it, or having knowledge of it by 
  some other magical means. Until the Cleanup phase, the rest of the runes in-Hand 
  bind themselves to this effect instead of their regular effects. You also shift in Initia-
  tive by +/- 1 position.
  Out-of-Combat Effect: 
   You can read another being’s surface thoughts by performing an Ultimate Sacrifice 
  +1. A random memory may also be learned by performing an Ultimate Sacrifice +1.
  Cloned Manoeuvre
  Metas: 
  [Range Range Amplify]
  Type: 
  {Manoeuvre}
  Description: 
   You are extremely adept at copying an ally’s technique. You also have the ability to 
  temporarily teach others how to perform certain complex actions.
  Combat Effect: 
   While adjacent to an ally, you copy and bind a Manoeuvre they performed earlier 
  this combat round. You bind the cloned Active power to another rune you possess 
  In-Hand. The binding lasts until end of turn so this power may not be maintained. An 
  Amplify meta tag allows you to bind that power to another rune In-Hand.
   
   If instead you perform this power with a Minor Sacrifice +1, then you bestow to a 
  New Ac tive Powers
  290
  Armoured Ref lex
  Metas: 
  [AmplifyAmplifyAmplify]
  Amplify]
  Amplify
  Type:  
  {Interrupt}
  Description:  
  You defend subconsciously and brace yourself for impact.
  Combat Effect:  
  Against the current attack, gain +2 Physical PF and reduce any knockback by 4.
  Out-of-Combat Effect:  
  When not under duress, you can easily catch something thrown at you
  Beckon Vanagard
  Metas:  
  [
  Beckon Vanagard
  Metas:  
  [
  Beckon Vanagard
  Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground becomes verdant and all colours become vibrant.
  Combat Effect:  
   Perform a Major Sacrifice +1 to create an Alka of 2 hexes that grants an im-
  mediate Wyrd +1. See page 363 for more details on Wyrd.
  Out-of-Combat Effect:  You may restore life to dead vegetation!
  Clone Power
  Metas: 
  [
  Clone Power
  Metas: 
  [
  Clone Power
  Range Range Range]
  Type: 
  {Spell}
  Description:  
  You look deep into another combatant’s soul, seeing their inner being.
  Combat Effect: 
   Clone an Active power belonging to another combatant [Counter S]. It must be 
  a power you are aware of, either having witnessed it, or having knowledge of it by 
  some other magical means. Until the Cleanup phase, the rest of the runes in-Hand 
  bind themselves to this effect instead of their regular effects. You also shift in Initia-
  tive by +/- 1 position.
  Out-of-Combat Effect: 
   You can read another being’s surface thoughts by performing an Ultimate Sacrifice 
  +1. A random memory may also be learned by performing an Ultimate Sacrifice +1.
  Cloned Manoeuvre
  Metas: 
  [Range Range Amplify]
  Amplify]
  Amplify
  Type: 
  {Manoeuvre}
  Description: 
   You are extremely adept at copying an ally’s technique. You also have the ability to 
  temporarily teach others how to perform certain complex actions.
  Combat Effect: 
   While adjacent to an ally, you copy and bind a Manoeuvre they performed earlier 
  this combat round. You bind the cloned Active power to another rune you possess 
  In-Hand. The binding lasts until end of turn so this power may not be maintained. An 
  Amplify meta tag allows you to bind that power to another rune In-Hand.
   
   If instead you perform this power with a Minor Sacrifice +1, then you bestow to a 
  New Ac tive Powers
  New Ac tive Powers
  
  291
  willing adjacent ally, one of your Manoeuvres that is bound to a rune in your In-Hand 
  pile. They choose a rune from their In-Hand pile and it becomes bound to your power 
  until the end of the current combat round. An Amplify meta tag allows them to bind 
  that power to another rune in their In-Hand pile.
  Out-of-Combat Effect:  After watching someone successfully complete a skill check, you gain a +1 bonus on 
  your next attempt with that skill, if completed within minutes of the viewing. 
  Death Strike
  Metas: 
  [Amplify Amplify Amplify]
  Type: 
  {Manoeuvre}
  Description: 
   Your fighting technique revolves around dealing devastating blows that end fights 
  quickly.
  Combat Effect:  
   You perform an Attack action against a foe who is healthy (no runes in the Wounds 
  piles). The attack receives a bonus +3 DF and +2 Pierce. Once the attack has been 
  declared on a valid and healthy defender, it will go through regardless even if the de-
  fender damages themselves with an interrupt effect.
  Out-of-Combat Effect:   You carry yourself with an aura of mystery and danger. Perform an Ultimate Sacrifice 
  +1 to gain a +2 bonus to an Intimidate skill check.
  Defying Leap
  Metas: 
  [Amplify Amplify Amplify]
  Type: 
  {Manoeuvre}
  Description: 
   Your ability to leap and strike devastating blows borders on the unfathomable.
  Combat Effect: 
   You may leap a number of hexes equal to your Physical Trait times your Rage inten-
  sity. This is not a Move action and your max height achieved may be as high as the 
  maximum distance allowable. The destination must be an unoccupied hex.
  Out-of-Combat Effect: Your leaping distances are doubled.
  Field of Poppies
  Metas: 
  [Amplify Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
  The ground erupts in red poppy flowers as conditions melt away.
  Combat Effect: 
   Create an Alka of 4 hexes that negates 1 intensity from a given condition and grants 
  the one who consumed the token an immediate free Movement of 1 hex. When af-
  fected by this Alka, you choose a condition, and its intensity is reduced by 1 whenever 
  a token is consumed.
  Out-of-Combat Effect: You may create seeds for edible plants (cucumbers, tomatoes, lettuce).
  291
  willing adjacent ally, one of your Manoeuvres that is bound to a rune in your In-Hand 
  pile. They choose a rune from their In-Hand pile and it becomes bound to your power 
  until the end of the current combat round. An Amplify meta tag allows them to bind 
  that power to another rune in their In-Hand pile.
  Out-of-Combat Effect:  After watching someone successfully complete a skill check, you gain a +1 bonus on 
  your next attempt with that skill, if completed within minutes of the viewing. 
  Death Strike
  Metas: 
  [
  Death Strike
  Metas: 
  [
  Death Strike
  Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Manoeuvre}
  Description: 
   Your fighting technique revolves around dealing devastating blows that end fights 
  quickly.
  Combat Effect:  
   You perform an Attack action against a foe who is healthy (no runes in the Wounds 
  piles). The attack receives a bonus +3 DF and +2 Pierce. Once the attack has been 
  declared on a valid and healthy defender, it will go through regardless even if the de-
  fender damages themselves with an interrupt effect.
  Out-of-Combat Effect:   You carry yourself with an aura of mystery and danger. Perform an Ultimate Sacrifice 
  +1 to gain a +2 bonus to an Intimidate skill check.
  Defying Leap
  Metas:
  Defying Leap
  Metas:
  Defying Leap
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Manoeuvre}
  Description: 
   Your ability to leap and strike devastating blows borders on the unfathomable.
  Combat Effect: 
   You may leap a number of hexes equal to your Physical Trait times your Rage inten-
  sity. This is not a Move action and your max height achieved may be as high as the 
  maximum distance allowable. The destination must be an unoccupied hex.
  Out-of-Combat Effect: Your leaping distances are doubled.
  Field of Poppies
  Metas: 
  [
  Field of Poppies
  Metas: 
  [
  Field of Poppies
  Amplify Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
  The ground erupts in red poppy flowers as conditions melt away.
  Combat Effect: 
   Create an Alka of 4 hexes that negates 1 intensity from a given condition and grants 
  the one who consumed the token an immediate free Movement of 1 hex. When af-
  fected by this Alka, you choose a condition, and its intensity is reduced by 1 whenever 
  a token is consumed.
  Out-of-Combat Effect: You may create seeds for edible plants (cucumbers, tomatoes, lettuce).
  
  292
  Field of Quagmires
  Metas: 
  [Amplify Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
   The ground liquefies and turns into a bobbling and misty swamp of quicksand and icy 
  slush.
  Combat Effect:  
   Create an Alka of 4 hexes that imparts +1 intensity to the Impeded condition and +1 
  intensity to the Blind condition. Combatants on or adjacent to this Alka are consid-
  ered to be in water.
  Out-of-Combat Effect:  You can reshape earth and stone to create tunnels (10’ sphere per minute).
  Field of Thorny Vines
  Metas: 
  [Amplify Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
   The ground erupts as dense thorny vines that grow to 10’ in height. The thorns are 
  excruciatingly painful.
  Combat Effect: 
   Create an Alka of 4 hexes that deals +4 Physical damage with 4 Pierce and also deals 
  +1 Mental damage.
  Out-of-Combat Effect:  When you move through rough terrain (thick underbrush or deep snow) your move-
  ment remains unimpeded.
  Flare
  Metas: 
  [Amplify Amplify Proficiency]
  Type:  
  {Interrupt}
  Description:  
  Your body erupts in an unavoidable flash of elemental energy.
  Combat Effect:  
   Perform a Weak Defend action with a +1 bonus and +1 or -1 to the intensity of the 
  Aura condition.
  Out-of-Combat Effect:  When you face imminent danger you gain +1 rank to Perception skill checks.
  Frenetic Charge
  Metas:  
  [Amplify Amplify Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  You feel like a cornered animal and charge wildly against your aggressors.
  Combat Effect:  
   Perform a Move action with a +2 bonus, you can pass through opponents (move 
  through their hexes). If you are Bloodied, at maximum intensity Rage, and have not 
  attacked this opponent during this combat round, you can perform a Weak Attack 
  action with a +1 bonus on each opponent you pass through. You cannot end your 
  movement in the same hex as another combatant.
  Out-of-Combat Effect:   Whenever you are facing impossible odds, you may perform an Ultimate Sacrifice +2 
  to gain a +1 bonus to a skill check.
  292
  Field of Quagmires
  Metas:
  Field of Quagmires
  Metas:
  Field of Quagmires
  [
  Field of Quagmires
  [
  Field of Quagmires
  Amplify
  Field of Quagmires
  Amplify
  Field of Quagmires
  Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
   The ground liquefies and turns into a bobbling and misty swamp of quicksand and icy 
  slush.
  Combat Effect:  
   Create an Alka of 4 hexes that imparts +1 intensity to the Impeded condition and +1 
  intensity to the Blind condition. Combatants on or adjacent to this Alka are consid-
  ered to be in water.
  Out-of-Combat Effect:  You can reshape earth and stone to create tunnels (10’ sphere per minute).
  Field of Thorny Vines
  Metas:
  Field of Thorny Vines
  Metas:
  Field of Thorny Vines
  [
  Field of Thorny Vines
  [
  Field of Thorny Vines
  Amplify
  Field of Thorny Vines
  Amplify
  Field of Thorny Vines
  Amplify Maintain]
  Type: 
  {Alka Spell}
  Description: 
   The ground erupts as dense thorny vines that grow to 10’ in height. The thorns are 
  excruciatingly painful.
  Combat Effect: 
   Create an Alka of 4 hexes that deals +4 Physical damage with 4 Pierce and also deals 
  +1 Mental damage.
  Out-of-Combat Effect:  When you move through rough terrain (thick underbrush or deep snow) your move-
  ment remains unimpeded.
  Flare
  Metas: 
  [Amplify Amplify Proficiency]
  Proficiency]
  Proficiency
  Type:  
  {Interrupt}
  Description:  
  Your body erupts in an unavoidable flash of elemental energy.
  Combat Effect:  
   Perform a Weak Defend action with a +1 bonus and +1 or -1 to the intensity of the 
  Aura condition.
  Out-of-Combat Effect:  When you face imminent danger you gain +1 rank to Perception skill checks.
  Frenetic Charge
  Metas:  
  [
  Frenetic Charge
  Metas:  
  [
  Frenetic Charge
  Amplify Amplify Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  You feel like a cornered animal and charge wildly against your aggressors.
  Combat Effect:  
   Perform a Move action with a +2 bonus, you can pass through opponents (move 
  through their hexes). If you are Bloodied, at maximum intensity Rage, and have not 
  attacked this opponent during this combat round, you can perform a Weak Attack 
  action with a +1 bonus on each opponent you pass through. You cannot end your 
  movement in the same hex as another combatant.
  Out-of-Combat Effect:   Whenever you are facing impossible odds, you may perform an Ultimate Sacrifice +2 
  to gain a +1 bonus to a skill check.
  
  293
  Furious Bestial Mauling
  Metas:  
  [Amplify Amplify Cannibalize]
  Type:  
  {Manoeuvre}
  Description:  
   Your rage, shapechange and gaping wounds prove to be a lethal cocktail for your foes.
  Combat Effect:  
   Perform an Attack action while at maximum Rage, Bloodied and Shapechanged. The 
  attack gains a bonus +4 DF, +2 Pierce and 1 hex knockback. You may perform a Minor 
  Sacrifice +1 to reposition yourself by 1 hex (5’).
  Out-of-Combat Effect:   When you become angry, you may reveal your bestial side by partially shapechanging. 
  This sight grants you a +1 on Intimidate skill checks. However depending on the social 
  encounter, such a display can attract unwanted attention.
  Fylgia’s Rallying Strike
  Metas:  
  [Amplify Cannibalize Area]
  Type:  
  {Manoeuvre}
  Description:  
  In the heat of battle, you ensure that your blows help to better position your allies.
  Combat Effect:  
   Perform a Weak Attack action and grant yourself and all adjacent allies a +/- 1 shift in 
  Initiative. Area meta tags increase the range for valid allies.
  Out-of-Combat Effect:   When helping someone else on a skill check, you may perform an Ultimate Sacrifice +1 
  in order to give them a +1 bonus. The recipient may only be aided by you in order to 
  benefit from this bonus.
  Gate Hrokkvir
  Metas:  
  [Amplify Maintain Range]
  Type:  
  {Gate}
  Description:  
  You bring forth a massive tree to fight for you.
  Combat Effect: 
  Gate a Hrokkvir with +6 Levels.
  Out-of-Combat Effect:   You can move vegetation at a rate of 10’ per minute. At dweller level 30 or more, the 
  vegetation can move at the same speed as your movement rate.
  Geyser of Living Water
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground erupts as a font of water floods the battlefield.
  Combat Effect:  
   Create an Alka of 4 hexes that Heals +6 and Recovers +4. Combatants on or adjacent 
  to this Alka are considered to be in water.
  Out-of-Combat Effect:  You may create water at will (1 ounce per minute)
  293
  Furious Bestial Mauling
  Metas:  
  [
  Furious Bestial Mauling
  Metas:  
  [
  Furious Bestial Mauling
  Amplify
  Furious Bestial Mauling
  Amplify
  Furious Bestial Mauling
  Amplify
  Furious Bestial Mauling
  Amplify
  Furious Bestial Mauling
  Cannibalize]
  Type:  
  {Manoeuvre}
  Description:  
   Your rage, shapechange and gaping wounds prove to be a lethal cocktail for your foes.
  Combat Effect:  
   Perform an Attack action while at maximum Rage, Bloodied and Shapechanged. The 
  attack gains a bonus +4 DF, +2 Pierce and 1 hex knockback. You may perform a Minor 
  Sacrifice +1 to reposition yourself by 1 hex (5’).
  Out-of-Combat Effect:   When you become angry, you may reveal your bestial side by partially shapechanging. 
  This sight grants you a +1 on Intimidate skill checks. However depending on the social 
  encounter, such a display can attract unwanted attention.
  Fylgia’s Rallying Strike
  Metas: 
  [Amplify Cannibalize Area]
  Type:  
  {Manoeuvre}
  Description:  
  In the heat of battle, you ensure that your blows help to better position your allies.
  Combat Effect:  
   Perform a Weak Attack action and grant yourself and all adjacent allies a +/- 1 shift in 
  Initiative. Area meta tags increase the range for valid allies.
  Out-of-Combat Effect:   When helping someone else on a skill check, you may perform an Ultimate Sacrifice +1 
  in order to give them a +1 bonus. The recipient may only be aided by you in order to 
  benefit from this bonus.
  Gate Hrokkvir
  Metas:  
  [
  Gate Hrokkvir
  Metas:  
  [
  Gate Hrokkvir
  Amplify Maintain Range]
  Type:  
  {Gate}
  Description:  
  You bring forth a massive tree to fight for you.
  Combat Effect: 
  Gate a Hrokkvir with +6 Levels.
  Out-of-Combat Effect:   You can move vegetation at a rate of 10’ per minute. At dweller level 30 or more, the 
  vegetation can move at the same speed as your movement rate.
  Geyser of Living Water
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground erupts as a font of water floods the battlefield.
  Combat Effect:  
   Create an Alka of 4 hexes that Heals +6 and Recovers +4. Combatants on or adjacent 
  to this Alka are considered to be in water.
  Out-of-Combat Effect:  You may create water at will (1 ounce per minute)
  
  294
  Healing Stance
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description: 
   The stance fills you with positive energy that permeates your body as well as your actions.
  Combat Effect:  
  While in this stance, any healing you confer or receive gains a +2 bonus.
  Out-of-Combat Effect:   You have a positive effect on those around you. Spirits remain high long after others 
  would have succumbed to depression and despair.
  Howl, Heart of Fury
  Metas:  
  [Amplify Cannibalize Area]
  Type: 
   {Spell}
  Description:  
  You instill fury in the hearts of those around you.
  Combat Effect:  
   Bestow Rage +1 intensity and Heal +4. Unwilling subjects can counter the effect by 
  playing a Spiritual rune.
  Out-of-Combat Effect:  You can spread your infectious foul mood upon others.
  Improvised Attack
  Metas: 
   [Amplify Cannibalize Range]
  Type:  
  {Manoeuvre}
  Description:  
  In a rage, you grab the nearest available object to pummel your foes.
  Combat Effect:  
   While you are under the Rage condition you grab any inanimate object(s) within 
  reach. The total damage from the objects is equal to their size plus your Physical trait. 
  The object size must respect equipment rules in relation to your size plus half your 
  Physical trait. The improvised items are unwieldy and have a reach of 1. You may at-
  tempt to use another combatant as a weapon, but you must perform a sacrifice based 
  on their size in relation to you. If their size is equal to or smaller than you, then it is 
  a Minor Sacrifice +1, and if they are larger than you, it is a Minor Sacrifice +2. After 
  you pay your sacrifice cost, they may counter the attempt by playing a Physical rune 
  if they are smaller or the same size as you, or any rune if they are larger than you. You 
  may throw your improvised weapon(s) if you play a Range meta. Objects smaller than 
  you can be thrown 6 hexes and objects larger than you can be thrown 3 hexes. At 
  maximum Rage the ranges double.
  Out-of-Combat Effect:   When angered you don’t know your own strength. For feats of strength you trans-
  form your Void rune into a Physical rune for the duration of the skill check.
  Infused Strike
  Metas:  
  [Amplify Amplify Proficiency]
  Type:  
  {Manoeuvre}
  Description:   
   You strike a blow which unleashes a power which was stored within your instrument 
  of death.
  294
  Healing Stance
  Metas:  
  [
  Healing Stance
  Metas:  
  [
  Healing Stance
  Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description: 
   The stance fills you with positive energy that permeates your body as well as your actions.
  Combat Effect:  
  While in this stance, any healing you confer or receive gains a +2 bonus.
  Out-of-Combat Effect:   You have a positive effect on those around you. Spirits remain high long after others 
  would have succumbed to depression and despair.
  Howl, Heart of Fury
  Metas: 
  Howl, Heart of Fury
  Metas: 
  Howl, Heart of Fury
  [
  Howl, Heart of Fury
  [
  Howl, Heart of Fury
  Amplify
  Howl, Heart of Fury
  Amplify
  Howl, Heart of Fury
  Cannibalize Area]
  Type: 
   {Spell}
  Description:  
  You instill fury in the hearts of those around you.
  Combat Effect:  
   Bestow Rage +1 intensity and Heal +4. Unwilling subjects can counter the effect by 
  playing a Spiritual rune.
  Out-of-Combat Effect:  You can spread your infectious foul mood upon others.
  Improvised Attack
  Metas: 
   [Amplify Cannibalize Range]
  Type:  
  {Manoeuvre}
  Description:  
  In a rage, you grab the nearest available object to pummel your foes.
  Combat Effect:  
   While you are under the Rage condition you grab any inanimate object(s) within 
  reach. The total damage from the objects is equal to their size plus your Physical trait. 
  The object size must respect equipment rules in relation to your size plus half your 
  Physical trait. The improvised items are unwieldy and have a reach of 1. You may at-
  tempt to use another combatant as a weapon, but you must perform a sacrifice based 
  on their size in relation to you. If their size is equal to or smaller than you, then it is 
  a Minor Sacrifice +1, and if they are larger than you, it is a Minor Sacrifice +2. After 
  you pay your sacrifice cost, they may counter the attempt by playing a Physical rune 
  if they are smaller or the same size as you, or any rune if they are larger than you. You 
  may throw your improvised weapon(s) if you play a Range meta. Objects smaller than 
  you can be thrown 6 hexes and objects larger than you can be thrown 3 hexes. At 
  maximum Rage the ranges double.
  Out-of-Combat Effect:   When angered you don’t know your own strength. For feats of strength you trans-
  form your Void rune into a Physical rune for the duration of the skill check.
  Infused Strike
  Metas:  
  [Amplify Amplify Proficiency]
  Type:  
  {Manoeuvre}
  Description:   
   You strike a blow which unleashes a power which was stored within your instrument 
  of death.
  
  295
  Combat Effect: 
   Perform a Weak Attack action and a Minor Sacrifice +1 in order to trigger an Active 
  power of one equipped item. The Active power triggers after the attack resolves and 
  may not receive any meta tags. Amplifying this power will increase the attack, the 
  sacrifice cost and will trigger the power one extra time (always without meta tags).
  Out-of-Combat Effect:   When activating your magic items for their powers, you gain a 25% bonus in their effect.
  Invincible Sprint
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  You have an uncanny way of avoiding Alkas.
  Combat Effect:  
  Perform a Move action and ignore 1 Alka token (which is not consumed).
  Out-of-Combat Effect:   When faced with extreme temperatures, your comfort tolerance is double that of an 
  average man.
  Lead the Charge
  Metas:  
  [Amplify Amplify Cannibalize]
  Type:  
  {Manoeuvre}
  Description: 
   Your rage, shapechange and gaping wounds harden your resolve when leading the 
  charge against the enemy.
  Combat Effect:  
   Perform an Attack action with a +1 damage bonus while at maximum Rage, Bloodied 
  and Shapechanged. You gain added defences against the next attack against you this 
  combat round: PF +1 to both Mental and Spiritual damage.
  Out-of-Combat Effect:   You exude an aura of confidence when leading others into dangerous situations. 
  Gain a +1 skill bonus when attempting to convince others to follow your lead.
  Ley Lines of Power
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground glows as magical energy seeps out.
  Combat Effect:  
   Create an Alka of 4 hexes that grants a bonus to the next spell cast of +1 Focus, a free 
  Range meta and Recover +2.
  Out-of-Combat Effect:  Concentrate in order to detect the presence of magic within 5’.
  Mesmerizing Gaze
  Metas:  
  [Amplify Range Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  Your unearthly skills allow you to sway another combatant’s actions.
  Combat Effect:  
   You Charm another combatant by +1 Intensity [Counter: M]. The satisfaction grants 
  you Heal +2.
  Out-of-Combat Effect:   Grants a bonus +2 to a Verbal Manipulation skill check if an Ultimate Sacrifice +1 is paid. 
  295
  Combat Effect: 
   Perform a Weak Attack action and a Minor Sacrifice +1 in order to trigger an Active 
  power of one equipped item. The Active power triggers after the attack resolves and 
  may not receive any meta tags. Amplifying this power will increase the attack, the 
  sacrifice cost and will trigger the power one extra time (always without meta tags).
  Out-of-Combat Effect:   When activating your magic items for their powers, you gain a 25% bonus in their effect.
  Invincible Sprint
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Manoeuvre}
  Description:  
  You have an uncanny way of avoiding Alkas.
  Combat Effect:  
  Perform a Move action and ignore 1 Alka token (which is not consumed).
  Out-of-Combat Effect:   When faced with extreme temperatures, your comfort tolerance is double that of an 
  average man.
  Lead the Charge
  Metas: 
  [Amplify Amplify Cannibalize]
  Type:  
  {Manoeuvre}
  Description: 
   Your rage, shapechange and gaping wounds harden your resolve when leading the 
  charge against the enemy.
  Combat Effect:  
   Perform an Attack action with a +1 damage bonus while at maximum Rage, Bloodied 
  and Shapechanged. You gain added defences against the next attack against you this 
  combat round: PF +1 to both Mental and Spiritual damage.
  Out-of-Combat Effect:   You exude an aura of confidence when leading others into dangerous situations. 
  Gain a +1 skill bonus when attempting to convince others to follow your lead.
  Ley Lines of Power
  Metas: 
  [Amplify Amplify Maintain]
  Type:  
  {Alka}
  Description:  
  The ground glows as magical energy seeps out.
  Combat Effect:  
   Create an Alka of 4 hexes that grants a bonus to the next spell cast of +1 Focus, a free 
  Range meta and Recover +2.
  Out-of-Combat Effect:  Concentrate in order to detect the presence of magic within 5’.
  Mesmerizing Gaze
  Metas: 
  Mesmerizing Gaze
  Metas: 
  Mesmerizing Gaze
  [
  Mesmerizing Gaze
  [
  Mesmerizing Gaze
  Amplify
  Mesmerizing Gaze
  Amplify
  Mesmerizing Gaze
  Range Amplify]
  Amplify]
  Amplify
  Type:  
  {Manoeuvre}
  Description:  
  Your unearthly skills allow you to sway another combatant’s actions.
  Combat Effect:  
   You Charm another combatant by +1 Intensity [Counter: M]. The satisfaction grants 
  you Heal +2.
  Out-of-Combat Effect:   Grants a bonus +2 to a Verbal Manipulation skill check if an Ultimate Sacrifice +1 is paid. 
  
  296
  Mimicry
  Metas:  
  [Range Maintain Maintain]
  Type:  
  {Spell}
  Description:  
   Your body magically changes shape to copy another combatant’s appearance. You 
  copy all physical traits including smell and sound.
  Combat Effect:  
   Heal +4 and change your appearance to become identical to that of another combat-
  ant [Counter P]. The copied combatant must have a similar shape and size. Clothes 
  and equipment are copied in appearance only. Equipment is treated as mundane 
  (non-magical) and you may choose not to “equip” it (treated as worn/carried inven-
  tory). If the copied combatant is within 2 hexes of you, then an Active power or attack 
  directed at you may be redirected to the combatant you copied. Someone attempting 
  to target you may pay 1 Mental rune plus 1 Mental rune per 10 of your levels to reveal 
  you as the duplicate (reveal lasts until the next Cleanup phase).
  Out-of-Combat Effect:   You get a +2 bonus to your Disguise checks if you perform an Ultimate Sacrifice +1 
  and no one is watching you.
  Mount’s Synergy
  Metas: 
  [Amplify Amplify Amplify]
  Type: 
  {Stance}
  Description:  
  You and your rider are one.
  Combat Effect:  
   When you activate any Active power that has a Move action or Attack action, you may 
  bestow either (both) to your rider.  If you assign either a Move or Attack action to 
  your rider, you both Heal +1 per action assigned.
  Out-of-Combat Effect:   You have trained with your rider and can engage in complex communication with one 
  another at an empathic level.
  Needle Storm
  Metas:  
  [Amplify Area Area]
  Type:  
  {Spell}
  Description:  
  Your body magically spawns and expels hundreds of hard and sharp pine needles.
  Combat Effect:  
   Deal an amount of Physical damage equal to your size to all enemies surrounding 
  you. The radius of effect is 4 hexes.
  Out-of-Combat Effect:   Your blood has the same consistency as sap. It also regenerates almost instantane-
  ously when lost.
  Obliterating Blow
  Metas:  
  [Amplify Amplify Weapon]
  Type: 
   {Manoeuvre}
  Description:  
  You channel your rage and pain into fierce punishment.
  Combat Effect:  
   If you are at max Rage and are Bloodied, perform an Attack action with +3 P DF, +2 
  Pierce and 1 hex knockback [Counter: P]
  Out-of-Combat Effect:  Any physical action that requires shoving or pushing results in double the distance.
  296
  Mimicry
  Metas: 
  Mimicry
  Metas: 
  Mimicry
  [Range Maintain Maintain]
  Type:  
  {Spell}
  Description:  
   Your body magically changes shape to copy another combatant’s appearance. You 
  copy all physical traits including smell and sound.
  Combat Effect:  
   Heal +4 and change your appearance to become identical to that of another combat-
  ant [Counter P]. The copied combatant must have a similar shape and size. Clothes 
  and equipment are copied in appearance only. Equipment is treated as mundane 
  (non-magical) and you may choose not to “equip” it (treated as worn/carried inven-
  tory). If the copied combatant is within 2 hexes of you, then an Active power or attack 
  directed at you may be redirected to the combatant you copied. Someone attempting 
  to target you may pay 1 Mental rune plus 1 Mental rune per 10 of your levels to reveal 
  you as the duplicate (reveal lasts until the next Cleanup phase).
  Out-of-Combat Effect:   You get a +2 bonus to your Disguise checks if you perform an Ultimate Sacrifice +1 
  and no one is watching you.
  Mount’s Synergy
  Metas:
  Mount’s Synergy
  Metas:
  Mount’s Synergy
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Stance}
  Description:  
  You and your rider are one.
  Combat Effect:  
   When you activate any Active power that has a Move action or Attack action, you may 
  bestow either (both) to your rider.  If you assign either a Move or Attack action to 
  your rider, you both Heal +1 per action assigned.
  Out-of-Combat Effect:   You have trained with your rider and can engage in complex communication with one 
  another at an empathic level.
  Needle Storm
  Metas: 
  [Amplify Area Area]
  Type:  
  {Spell}
  Description:  
  Your body magically spawns and expels hundreds of hard and sharp pine needles.
  Combat Effect:  
   Deal an amount of Physical damage equal to your size to all enemies surrounding 
  you. The radius of effect is 4 hexes.
  Out-of-Combat Effect:   Your blood has the same consistency as sap. It also regenerates almost instantane-
  ously when lost.
  Obliterating Blow
  Metas: 
  Obliterating Blow
  Metas: 
  Obliterating Blow
  [
  Obliterating Blow
  [
  Obliterating Blow
  Amplify Amplify Weapon]
  Type: 
   {Manoeuvre}
  Description:  
  You channel your rage and pain into fierce punishment.
  Combat Effect:  
   If you are at max Rage and are Bloodied, perform an Attack action with +3 P DF, +2 
  Pierce and 1 hex knockback [Counter: P]
  Out-of-Combat Effect:  Any physical action that requires shoving or pushing results in double the distance.
  
  297
  One With the Land
  Metas: 
   [Amplify Amplify Amplify]
  Type:  
  {Verwandlung Spell Stance}
  Description:  
   You open a bond with the land around you. The land’s essence flows through you and 
  visa versa.
  Combat Effect:  
   While entering this stance your life force flows into the land, perform a Major Sacri-
  fice +1 and then gain PF +2 vs. Physical, PF +1 vs. Mental, and PF +1 vs. Spiritual. 
  During the Upkeep phase the land’s life force flows into you, Heal +2.
  Out-of-Combat Effect:   If you close your eyes and concentrate, you can project your visual awareness up to 
  50’ in any direction.
  Oyenstikker
  Metas:  
  [Maintain Maintain Maintain]
  Type:  
  {Shapechange}
  Description:  
  You shape change into a giant dragonfly.
  Combat Effect:  
   Shapechange into a dragonfly. You lose your weapons and armour (absorbed into 
  new form) but you gain: Flight, Parry +1, Move +4, unarmed Attack actions gain a 
  bonus DF +5 P and Heal +4 during Upkeep. Your size remains unchanged. Base 
  movement and unarmed attack damage is calculated based on size. All Active and Pas-
  sive powers remain unchanged (Passive powers need to be applied to new attributes). 
  Once shapechanged, another combatant may equip you with one Accessory item.
  Out-of-Combat Effect:  Turn into a giant dragonfly at will.
  Pained Strike
  Metas:  
  [Amplify Amplify Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  Your fury increases as you focus on your pain.
  Combat Effect: 
   Perform an Attack action, if you are Bloodied, gain Rage +1.
  Out-of-Combat Effect:  Gain a +1 skill bonus on Physical skills while you have at least 1 rune in Drain.
  Pilfer
  Metas: 
   [Amplify Amplify Amplify]
  Type: 
   {Manoeuvre}
  Description:  
  You snatch something and run away.
  Combat Effect:  
   You perform a Move action and take an item from another combatant (armour may 
  not be taken unless amplified 4 or more times). Unwilling combatants may resist by 
  playing a Physical rune. These actions may be performed in any order. Each Amplify 
  meta tag increases both the movement and the quantity of items stolen.
  Out-of-Combat Effect:   Grants a +2 bonus to Feather Fingers skill checks if an Ultimate Sacrifice +1 is paid.
  297
  One With the Land
  Metas:
  One With the Land
  Metas:
  One With the Land
   [
  One With the Land
   [
  One With the Land
  Amplify
  One With the Land
  Amplify
  One With the Land
  Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Verwandlung Spell Stance}
  Description:  
   You open a bond with the land around you. The land’s essence flows through you and 
  visa versa.
  Combat Effect:  
   While entering this stance your life force flows into the land, perform a Major Sacri-
  fice +1 and then gain PF +2 vs. Physical, PF +1 vs. Mental, and PF +1 vs. Spiritual. 
  During the Upkeep phase the land’s life force flows into you, Heal +2.
  Out-of-Combat Effect:   If you close your eyes and concentrate, you can project your visual awareness up to 
  50’ in any direction.
  Oyenstikker
  Metas: 
  [Maintain Maintain Maintain]
  Type:  
  {Shapechange}
  Description:  
  You shape change into a giant dragonfly.
  Combat Effect:  
   Shapechange into a dragonfly. You lose your weapons and armour (absorbed into 
  new form) but you gain: Flight, Parry +1, Move +4, unarmed Attack actions gain a 
  bonus DF +5 P and Heal +4 during Upkeep. Your size remains unchanged. Base 
  movement and unarmed attack damage is calculated based on size. All Active and Pas-
  sive powers remain unchanged (Passive powers need to be applied to new attributes). 
  Once shapechanged, another combatant may equip you with one Accessory item.
  Out-of-Combat Effect:  Turn into a giant dragonfly at will.
  Pained Strike
  Metas: 
  Pained Strike
  Metas: 
  Pained Strike
  [Amplify Amplify Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  Your fury increases as you focus on your pain.
  Combat Effect: 
   Perform an Attack action, if you are Bloodied, gain Rage +1.
  Out-of-Combat Effect:  Gain a +1 skill bonus on Physical skills while you have at least 1 rune in Drain.
  Pilfer
  Metas:
  Pilfer
  Metas:
  Pilfer
   
   [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
   {Manoeuvre}
  Description:  
  You snatch something and run away.
  Combat Effect:  
   You perform a Move action and take an item from another combatant (armour may 
  not be taken unless amplified 4 or more times). Unwilling combatants may resist by 
  playing a Physical rune. These actions may be performed in any order. Each Amplify 
  meta tag increases both the movement and the quantity of items stolen.
  Out-of-Combat Effect:   Grants a +2 bonus to Feather Fingers skill checks if an Ultimate Sacrifice +1 is paid.
  
  298
  Pinecone Bombardment
  Metas:  
  [Amplify Area Area]
  Type:  
  {Spell}
  Description:  
   Your body magically spawns and expels hundreds of hard and sharp pinecones.
  Combat Effect:  
   Deal 4 Physical damage to all enemies who surround you. The radius of the area is a 
  number of hexes equal to your half your size.
  Out-of-Combat Effect:  You may cause your skin to toughen to the texture and density of tree bark.
  Presence of the Invincible Shield
  Metas:  
  [Amplify Area Area]
  Type:  
  {Stance}
  Description:  
  You show your allies how to block incoming blows.
  Combat Effect:  
   Those affected gain a +2 Parry. Cannot be granted with the Area meta to someone 
  already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  Presence of the Ultimate Shield Maiden
  Metas:  
  [Area Area Area]
  Type:  
  {Stance}
  Description:  
   You have learned how to push yourself in order to achieve the impossible. Your skill 
  demonstrations allow your allies to do the same.
  Combat Effect: 
   When someone affected performs a Weak Defend action, they may perform a Mi-
  nor Sacrifice +1 and they will perform a regular Defend action instead. Cannot be 
  granted with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  Presence of the Ultimate Warrior
  Metas:  
  [Area Area Area]
  Type:  
  {Stance}
  Description:  
   You have learned how to push yourself in order to achieve the impossible. Your skill 
  demonstrations allow your allies to do the same.
  Combat Effect:  
   When someone affected performs a Weak Attack action, they may perform a Minor 
  Sacrifice +1 and they will perform a regular Attack action instead. Cannot be granted 
  with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  298
  Pinecone Bombardment
  Metas: 
  Pinecone Bombardment
  Metas: 
  Pinecone Bombardment
  [
  Pinecone Bombardment
  [
  Pinecone Bombardment
  Amplify
  Pinecone Bombardment
  Amplify
  Pinecone Bombardment
  Area Area]
  Type:  
  {Spell}
  Description:  
   Your body magically spawns and expels hundreds of hard and sharp pinecones.
  Combat Effect:  
   Deal 4 Physical damage to all enemies who surround you. The radius of the area is a 
  number of hexes equal to your half your size.
  Out-of-Combat Effect:  You may cause your skin to toughen to the texture and density of tree bark.
  Presence of the Invincible Shield
  Metas: 
  Presence of the Invincible Shield
  Metas: 
  Presence of the Invincible Shield
  [
  Presence of the Invincible Shield
  [
  Presence of the Invincible Shield
  Amplify
  Presence of the Invincible Shield
  Amplify
  Presence of the Invincible Shield
  Area
  Presence of the Invincible Shield
  Area
  Presence of the Invincible Shield
  Area
  Presence of the Invincible Shield
  Area
  Presence of the Invincible Shield
  ]
  Type:  
  {Stance}
  Description:  
  You show your allies how to block incoming blows.
  Combat Effect:  
   Those affected gain a +2 Parry. Cannot be granted with the Area meta to someone 
  already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  Presence of the Ultimate Shield Maiden
  Metas: 
  [Area Area Area]
  Type:  
  {Stance}
  Description:  
   You have learned how to push yourself in order to achieve the impossible. Your skill 
  demonstrations allow your allies to do the same.
  Combat Effect: 
   When someone affected performs a Weak Defend action, they may perform a Mi-
  nor Sacrifice +1 and they will perform a regular Defend action instead. Cannot be 
  granted with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  Presence of the Ultimate Warrior
  Metas: 
  Presence of the Ultimate Warrior
  Metas: 
  Presence of the Ultimate Warrior
  [
  Presence of the Ultimate Warrior
  [
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  Area
  Presence of the Ultimate Warrior
  ]
  Presence of the Ultimate Warrior
  ]
  Presence of the Ultimate Warrior
  Type:  
  {Stance}
  Description:  
   You have learned how to push yourself in order to achieve the impossible. Your skill 
  demonstrations allow your allies to do the same.
  Combat Effect:  
   When someone affected performs a Weak Attack action, they may perform a Minor 
  Sacrifice +1 and they will perform a regular Attack action instead. Cannot be granted 
  with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment 
  (stacks with other such skills).
  
  299
  Presence of the Weapons Master
  Metas:  
  [Amplify Area Area]
  Type:  
  {Stance}
  Description:  
  You show your allies how properly use their weapons to better attack and defend.
  Combat Effect:  
   Those affected gain a +1 DF and +1 Parry. Cannot be granted with the Area meta to 
  someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment (stacks 
  with other such skills).
  Presence of the Wind Warrior
  Metas:  
  [Area Area Area]
  Type: 
   {Stance}
  Description:  
  You show your allies how to move efficiently.
  Combat Effect:  
   When someone affected performs a Weak Move action, they will perform a regular Move 
  action instead. Cannot be granted with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment (stacks 
  with other such skills).
  Projectile Ricochet Technique
  Metas: 
   [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
   Your deep understanding of projectile weapons (arrows and thrown) allows you to per-
  form “banked” shots.
  Combat Effect:  
   When you apply the Piercer meta tag to an Active power, you may deviate the straight 
  line once during the trajectory. The deviation must start at an opponent who has been 
  struck by the attack, and must continue in a straight line along the new path. An Ampli-
  fied stance allows more than one new trajectory. The attack may not ricochet back to 
  someone who is already being targeted by this Attack action.
  Out-of-Combat Effect:   You have a throwing technique that astounds as your deep comprehensions of object 
  dynamics allows you to perform impossible throws.
  Protective Impulse
  Metas:  
  [Amplify Cannibalize Area]
  Type:  
  {Manoeuvre}
  Description:  
   While raging you feel the overwhelming need to protect the allies around you.
  Combat Effect:  
   While under the Rage condition, with intensity 1, 2 or 3 you perform an Attack action 
  on a foe with a +2 damage bonus per adjacent Bloodied ally. Area meta tags increase the 
  radius for valid allies.
  Out-of-Combat Effect:   When faced with a chaotic and hostile scene, you spot the innocent and injured with ease.
  299
  Presence of the Weapons Master
  Metas: 
  Presence of the Weapons Master
  Metas: 
  Presence of the Weapons Master
  [
  Presence of the Weapons Master
  [
  Presence of the Weapons Master
  Amplify
  Presence of the Weapons Master
  Amplify
  Presence of the Weapons Master
  Area
  Presence of the Weapons Master
  Area
  Presence of the Weapons Master
  Area
  Presence of the Weapons Master
  Area
  Presence of the Weapons Master
  ]
  Presence of the Weapons Master
  ]
  Presence of the Weapons Master
  Type:  
  {Stance}
  Description:  
  You show your allies how properly use their weapons to better attack and defend.
  Combat Effect:  
   Those affected gain a +1 DF and +1 Parry. Cannot be granted with the Area meta to 
  someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment (stacks 
  with other such skills).
  Presence of the Wind Warrior
  Metas: 
  Presence of the Wind Warrior
  Metas: 
  Presence of the Wind Warrior
  [
  Presence of the Wind Warrior
  [
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  Area
  Presence of the Wind Warrior
  ]
  Presence of the Wind Warrior
  ]
  Presence of the Wind Warrior
  Type: 
   {Stance}
  Description:  
  You show your allies how to move efficiently.
  Combat Effect:  
   When someone affected performs a Weak Move action, they will perform a regular Move 
  action instead. Cannot be granted with the Area meta to someone already in a stance.
  Out-of-Combat Effect:   You are sought out by young warriors looking to improve their combat skills. If you 
  train someone of lower level for a day, you may receive up to 50 Skatt in payment (stacks 
  with other such skills).
  Projectile Ricochet Technique
  Metas: 
   [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
   Your deep understanding of projectile weapons (arrows and thrown) allows you to per-
  form “banked” shots.
  Combat Effect:  
   When you apply the Piercer meta tag to an Active power, you may deviate the straight 
  line once during the trajectory. The deviation must start at an opponent who has been 
  struck by the attack, and must continue in a straight line along the new path. An Ampli-
  fied stance allows more than one new trajectory. The attack may not ricochet back to 
  someone who is already being targeted by this Attack action.
  Out-of-Combat Effect:   You have a throwing technique that astounds as your deep comprehensions of object 
  dynamics allows you to perform impossible throws.
  Protective Impulse
  Metas: 
  Protective Impulse
  Metas: 
  Protective Impulse
  [Amplify Cannibalize Area]
  Type:  
  {Manoeuvre}
  Description:  
   While raging you feel the overwhelming need to protect the allies around you.
  Combat Effect:  
   While under the Rage condition, with intensity 1, 2 or 3 you perform an Attack action 
  on a foe with a +2 damage bonus per adjacent Bloodied ally. Area meta tags increase the 
  radius for valid allies.
  Out-of-Combat Effect:   When faced with a chaotic and hostile scene, you spot the innocent and injured with ease.
  
  300
  Reckless Aggressive Assault
  Metas:  
  [Amplify Multi Weapon]
  Type: 
  {Manoeuvre}
  Description: 
    In your zeal you push yourself past your limits in order to unleash a powerful flurry of 
  blows that push back your opponents.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform an Attack action with 2 hexes (10’) Knock-
  back. The opponent may reduce the push by 1 hex per Physical rune played.
  Out-of-Combat Effect:  You are especially gifted at boasting. In fact, no one is better at it than you!
  Reckless Bull Rush
  Metas:  
  [Amplify Multi Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  When attempting to bowl someone over, you have little concern for your well-being.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform a Move action and push an opponent by 4 
  hexes (20’). The opponent may reduce the push by 1 hex per Physical rune played. 
  Hitting multiple combatants with the Multi meta requires that they be within reach 
  (factor in the reach bonus granted by Multi meta).
  Out-of-Combat Effect:   When engaging in competitive feats of strength, you have an edge by being able to 
  push yourself past the breaking point. Perform an Ultimate Sacrifice in order to gain 
  a +1 bonus. You may only perform one such sacrifice per skill attempt.
  Reckless Feral Pounce
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
   {Manoeuvre}
  Description:  
  When unencumbered, you are particularly adept at jumping out of harm’s way. 
  Combat Effect: 
    If you do not wear armour and do not wield weapons, perform a Minor Sacrifice +2 
  to perform a Defend action with a +6 Parry.
  Out-of-Combat Effect:   While afflicted with a curse, your body fights against the magical taint with fervour. 
  The harmful effects are lessened by 33%.
  Reckless Lunging Attack
  Metas:  
  [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  In your rush to beat someone up, you push yourself past your physical limits.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform a Move action and an Attack action (in any order).
  Out-of-Combat Effect:  When in a competitive race to reach an objective, gain +1 Move. 
  Reckless Raging Attack
  Metas:  
  [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
   You wound yourself in your quest to attain inner fury.
  300
  Reckless Aggressive Assault
  Metas: 
  Reckless Aggressive Assault
  Metas: 
  Reckless Aggressive Assault
  [
  Reckless Aggressive Assault
  [
  Reckless Aggressive Assault
  Amplify
  Reckless Aggressive Assault
  Amplify
  Reckless Aggressive Assault
  Multi
  Reckless Aggressive Assault
  Multi
  Reckless Aggressive Assault
  Weapon
  Reckless Aggressive Assault
  Weapon
  Reckless Aggressive Assault
  ]
  Type: 
  {Manoeuvre}
  Description: 
    In your zeal you push yourself past your limits in order to unleash a powerful flurry of 
  blows that push back your opponents.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform an Attack action with 2 hexes (10’) Knock-
  back. The opponent may reduce the push by 1 hex per Physical rune played.
  Out-of-Combat Effect:  You are especially gifted at boasting. In fact, no one is better at it than you!
  Reckless Bull Rush
  Metas: 
  Reckless Bull Rush
  Metas: 
  Reckless Bull Rush
   
  [
  Reckless Bull Rush
   
  [
  Reckless Bull Rush
  Amplify
  Reckless Bull Rush
  Amplify
  Reckless Bull Rush
  Multi Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  When attempting to bowl someone over, you have little concern for your well-being.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform a Move action and push an opponent by 4 
  hexes (20’). The opponent may reduce the push by 1 hex per Physical rune played. 
  Hitting multiple combatants with the Multi meta requires that they be within reach 
  (factor in the reach bonus granted by Multi meta).
  Out-of-Combat Effect:   When engaging in competitive feats of strength, you have an edge by being able to 
  push yourself past the breaking point. Perform an Ultimate Sacrifice in order to gain 
  a +1 bonus. You may only perform one such sacrifice per skill attempt.
  Reckless Feral Pounce
  Metas: 
  Reckless Feral Pounce
  Metas: 
  Reckless Feral Pounce
  [
  Reckless Feral Pounce
  [
  Reckless Feral Pounce
  Amplify
  Reckless Feral Pounce
  Amplify
  Reckless Feral Pounce
  Amplify Amplify]
  Amplify]
  Amplify
  Type: 
   {Manoeuvre}
  Description:  
  When unencumbered, you are particularly adept at jumping out of harm’s way. 
  Combat Effect: 
    If you do not wear armour and do not wield weapons, perform a Minor Sacrifice +2 
  to perform a Defend action with a +6 Parry.
  Out-of-Combat Effect:   While afflicted with a curse, your body fights against the magical taint with fervour. 
  The harmful effects are lessened by 33%.
  Reckless Lunging Attack
  Metas: 
  Reckless Lunging Attack
  Metas: 
  Reckless Lunging Attack
  [
  Reckless Lunging Attack
  [
  Reckless Lunging Attack
  Amplify
  Reckless Lunging Attack
  Amplify
  Reckless Lunging Attack
  Multi
  Reckless Lunging Attack
  Multi
  Reckless Lunging Attack
  Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  In your rush to beat someone up, you push yourself past your physical limits.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform a Move action and an Attack action (in any order).
  Out-of-Combat Effect:  When in a competitive race to reach an objective, gain +1 Move. 
  Reckless Raging Attack
  Metas:
  Reckless Raging Attack
  Metas:
  Reckless Raging Attack
    
  [
  Reckless Raging Attack
  [
  Reckless Raging Attack
  Amplify
  Reckless Raging Attack
  Amplify
  Reckless Raging Attack
  Multi
  Reckless Raging Attack
  Multi
  Reckless Raging Attack
  Weapon]
  Type:  
  {Manoeuvre}
  Description:  
   You wound yourself in your quest to attain inner fury.
  
  301
  Combat Effect: 
   Perform a Minor Sacrifice +2 to perform an Attack action and gain +1 intensity in the 
  Rage condition.
  Out-of-Combat Effect:   When faced with poisons, your body has a higher tolerance than most granting you 
  extra resistances.
  Reckless Wounding Attack
  Metas: 
   [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  In your zeal to punish your opponent, you strain your body past its limits.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform an Attack action, also applying the Degen-
  eration condition with a +1 intensity [Counter P].
  Out-of-Combat Effect:   When performing hard work for an employer, your zeal and dedication usually catch-
  es the employer’s attention and appreciation.
  Rider’s Synergy
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  You and your mount are one.
  Combat Effect:  
   When you activate any Active power that has a Move action or Attack action, you may 
  bestow either (both) to your mount. If you assign either a Move or Attack action to 
  your mount, you both Heal +1 per action assigned.
  Out-of-Combat Effect:   You have trained your mount to respond to very subtle commands at a distance (whis-
  tle, certain arm gesture, etc).
  Run to Shadow
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  You run into the shadow’s welcoming embrace.
  Combat Effect:  
  You perform a Move action and increase the Shroud intensity +1.
  Out-of-Combat Effect:   If you are startled, you subconsciously reposition yourself to the most defensive posi-
  tion. During the Initiative setup phase of the combat (before the first round of com-
  bat begins), you get to perform one free Move action. If multiple combatants have this 
  ability, then the movements are resolved in Initiative order.
  Shade of the Abyssal Current
  Metas: 
   [Amplify Amplify Amplify]
  Type: 
   {Shade}
  Description:  
  You interchange light and darkness, confusing everyone upon the field of battle.
  Light Combat Effect:  
   After you get attacked you may exchange places with another combatant within 2 hexes. 
  Unwilling subjects may counter the exchange by playing a Physical rune. {Stance}
  Dark Combat Effect:  
   After you perform an Attack action you may exchange places with another combatant within 
  2 hexes. Unwilling subjects may counter the exchange by playing a Physical rune. {Stance}
  Out-of-Combat Effect:   When telling outlandish lies that are diametrically opposed to the true facts, you gain 
  a +1 bonus to Verbal Manipulation.
  301
  Combat Effect: 
   Perform a Minor Sacrifice +2 to perform an Attack action and gain +1 intensity in the 
  Rage condition.
  Out-of-Combat Effect:   When faced with poisons, your body has a higher tolerance than most granting you 
  extra resistances.
  Reckless Wounding Attack
  Metas:
   [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  In your zeal to punish your opponent, you strain your body past its limits.
  Combat Effect:  
   Perform a Minor Sacrifice +2 to perform an Attack action, also applying the Degen-
  eration condition with a +1 intensity [Counter P].
  Out-of-Combat Effect:   When performing hard work for an employer, your zeal and dedication usually catch-
  es the employer’s attention and appreciation.
  Rider’s Synergy
  Metas: 
  Rider’s Synergy
  Metas: 
  Rider’s Synergy
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  You and your mount are one.
  Combat Effect:  
   When you activate any Active power that has a Move action or Attack action, you may 
  bestow either (both) to your mount. If you assign either a Move or Attack action to 
  your mount, you both Heal +1 per action assigned.
  Out-of-Combat Effect:   You have trained your mount to respond to very subtle commands at a distance (whis-
  tle, certain arm gesture, etc).
  Run to Shadow
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Manoeuvre}
  Description:  
  You run into the shadow’s welcoming embrace.
  Combat Effect:  
  You perform a Move action and increase the Shroud intensity +1.
  Out-of-Combat Effect:   If you are startled, you subconsciously reposition yourself to the most defensive posi-
  tion. During the Initiative setup phase of the combat (before the first round of com-
  bat begins), you get to perform one free Move action. If multiple combatants have this 
  ability, then the movements are resolved in Initiative order.
  Shade of the Abyssal Current
  Metas:
  Shade of the Abyssal Current
  Metas:
  Shade of the Abyssal Current
   [
  Shade of the Abyssal Current
   [
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  Amplify
  Shade of the Abyssal Current
  ]
  Amplify]
  Amplify
  Type: 
   {Shade}
  Description:  
  You interchange light and darkness, confusing everyone upon the field of battle.
  Light Combat Effect:  
   After you get attacked you may exchange places with another combatant within 2 hexes. 
  Unwilling subjects may counter the exchange by playing a Physical rune. {Stance}
  Dark Combat Effect:  
   After you perform an Attack action you may exchange places with another combatant within 
  2 hexes. Unwilling subjects may counter the exchange by playing a Physical rune. {Stance}
  Out-of-Combat Effect:   When telling outlandish lies that are diametrically opposed to the true facts, you gain 
  a +1 bonus to Verbal Manipulation.
  
  302
  Shade of the Blustering Blizzard
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
  {Shade}
  Description:  
  You embrace both the light and the darkness in order to fuel your evasion.
  Light Combat Effect:  
  Perform a Weak Move action, Shroud +1 {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Defend action with a +1 Parry bonus. If the attacking power has an 
  {Area} meta, then you receive a 33% chance to fully avoid the effect. {Manoeuvre}
  Out-of-Combat Effect:  Grants extra insight into someone’s motivations to engage in violent behaviour.
  Shade of the Dark Mother
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
  You embrace both the light and the darkness in order to keep allies safe.
  Light Combat Effect:  
  Shroud +1 on an ally up to 5 hexes away. {Manoeuvre}
  Dark Combat Effect:  
   Consume Shroud to gain 4 intensities of Taunt until end of turn. During cleanup 
  reduce Taunt to 0. {Manoeuvre}
  Out-of-Combat Effect:   Grants an empathic bond with a warband member up to 50’ away. Sense the emotions 
  the other feels. There is no need for line of sight.
  Shade of the Darkening Sky
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
   {Shade}
  Description:  
  You bring forth the darkness upon the battlefield and shift the light elsewhere.
  Light Combat Effect:  
  Exchange places with a willing combatant within 10 hexes. {Spell}
  Dark Combat Effect:  
   Create a curtain of darkness that obstructs line of sight. This Alka affects 6 hexes. 
  {Alka Spell}
  Out-of-Combat Effect:  See in low light conditions similar to a cat.
  Shade of the Darting Fox
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
   {Shade}
  Description:  
  You embrace both the light and the darkness in order to stay out of harm’s way.
  Light Combat Effect:  
  Heal +2 and Shroud +1. {Spell}
  Dark Combat Effect:  
   Teleport another combatant who is within 10 hexes to an unoccupied adjacent hex. 
  You must have a line of sight to them. Unwilling combatants may pay a Mental rune 
  to counter this effect. {Spell}
  Out-of-Combat Effect:  Grants additional insight as to how best to avoid a dangerous situation.
  Shade of the Enveloping Miasma
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
  {Shade}
  302
  Shade of the Blustering Blizzard
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Shade}
  Description:  
  You embrace both the light and the darkness in order to fuel your evasion.
  Light Combat Effect:  
  Perform a Weak Move action, Shroud +1 {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Defend action with a +1 Parry bonus. If the attacking power has an 
  {Area} meta, then you receive a 33% chance to fully avoid the effect. {Manoeuvre}
  Out-of-Combat Effect:  Grants extra insight into someone’s motivations to engage in violent behaviour.
  Shade of the Dark Mother
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
  You embrace both the light and the darkness in order to keep allies safe.
  Light Combat Effect:  
  Shroud +1 on an ally up to 5 hexes away. {Manoeuvre}
  Dark Combat Effect:  
   Consume Shroud to gain 4 intensities of Taunt until end of turn. During cleanup 
  reduce Taunt to 0. {Manoeuvre}
  Out-of-Combat Effect:   Grants an empathic bond with a warband member up to 50’ away. Sense the emotions 
  the other feels. There is no need for line of sight.
  Shade of the Darkening Sky
  Metas: 
  Shade of the Darkening Sky
  Metas: 
  Shade of the Darkening Sky
  [
  Shade of the Darkening Sky
  [
  Shade of the Darkening Sky
  Amplify
  Shade of the Darkening Sky
  Amplify
  Shade of the Darkening Sky
  Amplify
  Shade of the Darkening Sky
  Amplify
  Shade of the Darkening Sky
  Amplify]
  Amplify]
  Amplify
  Type: 
   {Shade}
  Description:  
  You bring forth the darkness upon the battlefield and shift the light elsewhere.
  Light Combat Effect:  
  Exchange places with a willing combatant within 10 hexes. {Spell}
  Dark Combat Effect:  
   Create a curtain of darkness that obstructs line of sight. This Alka affects 6 hexes. 
  {Alka Spell}
  Out-of-Combat Effect:  See in low light conditions similar to a cat.
  Shade of the Darting Fox
  Metas: 
  Shade of the Darting Fox
  Metas: 
  Shade of the Darting Fox
  [
  Shade of the Darting Fox
  [
  Shade of the Darting Fox
  Amplify
  Shade of the Darting Fox
  Amplify
  Shade of the Darting Fox
  Amplify
  Shade of the Darting Fox
  Amplify
  Shade of the Darting Fox
   Amplify]
  Amplify Amplify]
  Amplify
  Type: 
   {Shade}
  Description:  
  You embrace both the light and the darkness in order to stay out of harm’s way.
  Light Combat Effect:  
  Heal +2 and Shroud +1. {Spell}
  Dark Combat Effect:  
   Teleport another combatant who is within 10 hexes to an unoccupied adjacent hex. 
  You must have a line of sight to them. Unwilling combatants may pay a Mental rune 
  to counter this effect. {Spell}
  Out-of-Combat Effect:  Grants additional insight as to how best to avoid a dangerous situation.
  Shade of the Enveloping Miasma
  Metas: 
  Shade of the Enveloping Miasma
  Metas: 
  Shade of the Enveloping Miasma
  [
  Shade of the Enveloping Miasma
  [
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  Amplify
  Shade of the Enveloping Miasma
  ]
  Amplify]
  Amplify
  Type: 
  {Shade}
  
  303
  Description:  
  You use the shadow to change reality around you.
  Light Combat Effect:  
   Perform a Weak Move action and you may pass through enemies. For every enemy 
  you pass through, you may strip them of 1 intensity of the Shroud condition [Counter 
  M]. For every intensity stripped, you may increase your Shroud intensity by +1. You 
  may not run through an opponent more than once.  {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Move action and you may pass through allies. Every ally you run 
  through may gain +1 Shroud if they perform a Minor Sacrifice +1.  {Manoeuvre}
  Out-of-Combat Effect:  Grants you the ability to successfully mediate an argument by bringing both view-
  points towards a common point. You gain a +1 bonus to Verbal Manipulation checks 
  when dealing with such situations.
  Shade of the Enraged Serpent
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   You use the contrasts of light and dark to inflict maximum punishment upon your foes.
  Light Combat Effect:  
   Perform a Weak Attack action and gain +1 Shroud intensity if you are adjacent to two 
  enemies.  {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Attack action with damage bonus equal to your Shroud intensity.  
  {Manoeuvre}
  Out-of-Combat Effect:   Grants a +1 to Disguise skill checks when you attempt to impersonate someone you 
  have known for a week or more.
  Shade of the Endless Mind
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
  You illuminate the mind while stealing the darkest and most violent of thoughts.
  Light Combat Effect:  
  Perform a Weak Attack action that also deals 1 Mental damage.  {Manoeuvre}
  Dark Combat Effect:  
   Lose 2 intensities of Shroud to grant a Wyrd +1 to yourself or an adjacent ally. Con-
  sult page 363 for more on Wyrd. {Manoeuvre}
  Out-of-Combat Effect:   When performing a Verbal Manipulation skill check, you may impose a difficulty increase 
  in order to attempt a much more drastic swing in their reaction should you succeed.
  Shade of the Fallen Jarl
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   You understand your environment as well as the foes you face. Using the contrasts of light 
  and darkness, you visualize what needs to be done moments before you execute.
  Light Combat Effect:  
   Perform a Move action and gain +1 Shroud intensity if you end your movement adja-
  cent to two enemies. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Minor Sacrifice +1 to perform a Weak Defend action with a bonus Evade 
  +1.  {Manoeuvre}
  Out-of-Combat Effect:  Grants insight into someone’s weaknesses and vulnerabilities.
  303
  Description:  
  You use the shadow to change reality around you.
  Light Combat Effect:  
   Perform a Weak Move action and you may pass through enemies. For every enemy 
  you pass through, you may strip them of 1 intensity of the Shroud condition [Counter 
  M]. For every intensity stripped, you may increase your Shroud intensity by +1. You 
  may not run through an opponent more than once.  {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Move action and you may pass through allies. Every ally you run 
  through may gain +1 Shroud if they perform a Minor Sacrifice +1.  {Manoeuvre}
  Out-of-Combat Effect:  Grants you the ability to successfully mediate an argument by bringing both view-
  points towards a common point. You gain a +1 bonus to Verbal Manipulation checks 
  when dealing with such situations.
  Shade of the Enraged Serpent
  Metas: 
  Shade of the Enraged Serpent
  Metas: 
  Shade of the Enraged Serpent
  [
  Shade of the Enraged Serpent
  [
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  Amplify
  Shade of the Enraged Serpent
  ]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   You use the contrasts of light and dark to inflict maximum punishment upon your foes.
  Light Combat Effect:  
   Perform a Weak Attack action and gain +1 Shroud intensity if you are adjacent to two 
  enemies.  {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Attack action with damage bonus equal to your Shroud intensity. 
  {Manoeuvre}
  Out-of-Combat Effect:   Grants a +1 to Disguise skill checks when you attempt to impersonate someone you 
  have known for a week or more.
  Shade of the Endless Mind
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
  You illuminate the mind while stealing the darkest and most violent of thoughts.
  Light Combat Effect:  
  Perform a Weak Attack action that also deals 1 Mental damage.  {Manoeuvre}
  Dark Combat Effect:  
   Lose 2 intensities of Shroud to grant a Wyrd +1 to yourself or an adjacent ally. Con-
  sult page 363 for more on Wyrd. {Manoeuvre}
  Out-of-Combat Effect:   When performing a Verbal Manipulation skill check, you may impose a difficulty increase 
  in order to attempt a much more drastic swing in their reaction should you succeed.
  Shade of the Fallen Jarl
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   You understand your environment as well as the foes you face. Using the contrasts of light 
  and darkness, you visualize what needs to be done moments before you execute.
  Light Combat Effect:  
   Perform a Move action and gain +1 Shroud intensity if you end your movement adja-
  cent to two enemies. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Minor Sacrifice +1 to perform a Weak Defend action with a bonus Evade 
  +1.  {Manoeuvre}
  Out-of-Combat Effect:  Grants insight into someone’s weaknesses and vulnerabilities.
  
  304
  Shade of Night and Day
  Metas: 
  [Amplify Amplify Amplify]
  Type: 
  {Shade}
  Description:  
  You use the strengths of both light and darkness when executing your manoeuvres.
  Light Combat Effect:  
   Perform a Weak Attack action and then switch places with any adjacent combatant 
  [Counter P].  {Manoeuvre}
  Dark Combat Effect:   
   You Charm another combatant by +1 Intensity [Counter M]. The effect may target 
  someone up to 10’ away (2 hexes).  {Manoeuvre}
  Out-of-Combat Effect:   While standing in a deep shadow, you observe your surroundings and may gain a +2 
  bonus to Perception if you perform an Ultimate Sacrifice +1.
  Shade of the Toxic River
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   You syphon off both benevolent and malicious effects on others, and feed it to the 
  shadow.
  Light Combat Effect:  
   Perform a Weak attack and reduce the intensity of a condition by 1 on yourself or 
  adjacent combatant [Counter M]. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Move action and reduce the intensity of a condition by 1 on yourself or 
  adjacent combatant [Counter M]. {Manoeuvre}
  Out-of-Combat Effect:  Studying a toxic poison at a distance, you understand its effects.
  Shade of  Malevolence
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   Your mastery over the light and dark allows you to play with afflictions as if they were 
  game pieces on a Hnefatafl board.
  Light Combat Effect:  
  Inflict Vulnerable intensity +1 [counter M] and Recover +4. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Minor Sacrifice +1 to perform a Weak Attack action and transfer 1 in-
  tensity of a condition from yourself onto another adjacent combatant [counter M]. 
  {Manoeuvre}
  Out-of-Combat Effect:  Gain a +1 skill bonus when assisting someone else in making poison. 
  Shade of Piercing Eyes
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
  Those who dabble in your domain become easier to coerce.
  Light Combat Effect:  
   Inflict Shroud intensity +1 [counter M] to someone within 5 hexes (25’). {Manoeuvre}
  Dark Combat Effect:  
  Inflict Charm intensity +1 [counter S] to anyone within 5 hexes. {Manoeuvre}
  Out-of-Combat Effect:   Gain +1 skill bonus on Verbal Manipulation checks when dealing with criminals or 
  other undesirable people.
  304
  Shade of Night and Day
  Metas:
  Shade of Night and Day
  Metas:
  Shade of Night and Day
  [
  Shade of Night and Day
  [
  Shade of Night and Day
  Amplify
  Shade of Night and Day
  Amplify
  Shade of Night and Day
  Amplify
  Shade of Night and Day
  Amplify
  Shade of Night and Day
  Amplify]
  Amplify]
  Amplify
  Type: 
  {Shade}
  Description:  
  You use the strengths of both light and darkness when executing your manoeuvres.
  Light Combat Effect:  
   Perform a Weak Attack action and then switch places with any adjacent combatant 
  [Counter P].  {Manoeuvre}
  Dark Combat Effect:   
   You Charm another combatant by +1 Intensity [Counter M]. The effect may target 
  someone up to 10’ away (2 hexes).  {Manoeuvre}
  Out-of-Combat Effect:   While standing in a deep shadow, you observe your surroundings and may gain a +2 
  bonus to Perception if you perform an Ultimate Sacrifice +1.
  Shade of the Toxic River
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   You syphon off both benevolent and malicious effects on others, and feed it to the 
  shadow.
  Light Combat Effect:  
   Perform a Weak attack and reduce the intensity of a condition by 1 on yourself or 
  adjacent combatant [Counter M]. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Move action and reduce the intensity of a condition by 1 on yourself or 
  adjacent combatant [Counter M]. {Manoeuvre}
  Out-of-Combat Effect:  Studying a toxic poison at a distance, you understand its effects.
  Shade of  Malevolence
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   Your mastery over the light and dark allows you to play with afflictions as if they were 
  game pieces on a Hnefatafl board.
  Light Combat Effect:  
  Inflict Vulnerable intensity +1 [counter M] and Recover +4. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Minor Sacrifice +1 to perform a Weak Attack action and transfer 1 in-
  tensity of a condition from yourself onto another adjacent combatant [counter M]. 
  {Manoeuvre}
  Out-of-Combat Effect:  Gain a +1 skill bonus when assisting someone else in making poison. 
  Shade of Piercing Eyes
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
  Those who dabble in your domain become easier to coerce.
  Light Combat Effect:  
   Inflict Shroud intensity +1 [counter M] to someone within 5 hexes (25’). {Manoeuvre}
  Dark Combat Effect:  
  Inflict Charm intensity +1 [counter S] to anyone within 5 hexes. {Manoeuvre}
  Out-of-Combat Effect:   Gain +1 skill bonus on Verbal Manipulation checks when dealing with criminals or 
  other undesirable people.
  
  305
  Shade of the Lost Ship 
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
  Your knowledge of the shadows allows you to strike and retreat out of range.
  Light Combat Effect:  
  Perform an Weak Attack action with a bonus +2 Reach or +10 Range. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Defend action with a +1 Parry bonus, followed by a Weak Move ac-
  tion. {Manoeuvre}
  Out-of-Combat Effect:  Grants an extra skill success when throwing small objects such as hand axes.
  Shade of the Treasure Hoard
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   You cannot control your avarice. The shadow lends you a hand when relieving others 
  of their prized possessions.
  Light Combat Effect:  
   If you stand behind your opponent, perform a Weak Attack action and steal a non-
  equipped item (such as a pouch of coins) [Counter P] from an adjacent combatant. 
  {Manoeuvre}
  Dark Combat Effect:   
   Perform a Minor Sacrifice +1 to perform a Weak Defend action and steal an equipped 
  item (such as an axe) [Counter M] from an adjacent combatant. {Manoeuvre}
  Out-of-Combat Effect:   Grants a +1 bonus on Feather Fingers skill checks if an Ultimate Sacrifice +1 is per-
  formed.
  Shade of Whispers
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Shade}
  Description:  
   Your body darkens or lightens to match your surroundings, granting you a chamele-
  on-like appearance.
  Light Combat Effect:  
   Negate a meta tag being played by an adjacent combatant [counter M] and gain a 
  Shroud +1 if you are Bloodied. {Interrupt}
  Dark Combat Effect:  
   Throw up an illusion that grants a 33% outright miss chance on this attack (one Am-
  plify meta tag grants a 66% miss chance and two Amplify meta tags grant a 100% miss 
  chance). If the attack strikes you, then you perform a free Weak Defend action with a 
  +1 Parry bonus (the meta tags played apply to this effect as well). {Interrupt}
  Out-of-Combat Effect:  You can throw your voice up to 30’ away.
  305
  Shade of the Lost Ship 
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
  Your knowledge of the shadows allows you to strike and retreat out of range.
  Light Combat Effect:  
  Perform an Weak Attack action with a bonus +2 Reach or +10 Range. {Manoeuvre}
  Dark Combat Effect:  
   Perform a Weak Defend action with a +1 Parry bonus, followed by a Weak Move ac-
  tion. {Manoeuvre}
  Out-of-Combat Effect:  Grants an extra skill success when throwing small objects such as hand axes.
  Shade of the Treasure Hoard
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   You cannot control your avarice. The shadow lends you a hand when relieving others 
  of their prized possessions.
  Light Combat Effect:  
   If you stand behind your opponent, perform a Weak Attack action and steal a non-
  equipped item (such as a pouch of coins) [Counter P] from an adjacent combatant. 
  {Manoeuvre}
  Dark Combat Effect:   
   Perform a Minor Sacrifice +1 to perform a Weak Defend action and steal an equipped 
  item (such as an axe) [Counter M] from an adjacent combatant. {Manoeuvre}
  Out-of-Combat Effect:   Grants a +1 bonus on Feather Fingers skill checks if an Ultimate Sacrifice +1 is per-
  formed.
  Shade of Whispers
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Shade}
  Description:  
   Your body darkens or lightens to match your surroundings, granting you a chamele-
  on-like appearance.
  Light Combat Effect:  
   Negate a meta tag being played by an adjacent combatant [counter M] and gain a 
  Shroud +1 if you are Bloodied. {Interrupt}
  Dark Combat Effect:  
   Throw up an illusion that grants a 33% outright miss chance on this attack (one Am-
  plify meta tag grants a 66% miss chance and two Amplify meta tags grant a 100% miss 
  chance). If the attack strikes you, then you perform a free Weak Defend action with a 
  +1 Parry bonus (the meta tags played apply to this effect as well). {Interrupt}
  Out-of-Combat Effect:  You can throw your voice up to 30’ away.
  
  306
  Soul-bound Strike
  Metas:  
  [Amplify Multi Proficiency]
  Type: 
  {Manoeuvre}
  Description:  
   The attacker uses a weapon that they crafted themselves with exceptional skill and 
  accuracy to deal a mighty blow.
  Combat Effect:  
   Perform an Attack action with a weapon that you have crafted (or assisted in craft-
  ing by using any other related skill- infuse, Dvergar engineering, creature reliquary, 
  realm ores), and gain a damage bonus equal to the number of personally crafted items 
  you are equipped with.
  Out-of-Combat Effect:   You may recognize a weapon that you have crafted even if it has suffered some wear 
  and tear.
  Stance of Darkness
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
   Your ability to hide is so extreme that parts of you drift into Svartalfheim.
  Combat Effect:  
   You negate an opponent’s Keen Senses passive power. Every amplify meta tag in-
  creases the instances negated (ex: Stance of Darkness with two Amplify metas would 
  negate 3 instances of Keen Senses from the opponent).
  Out-of-Combat Effect:  If you wish, you will be the last one noticed in social situations. 
  Stance of the Blood Brotherhood
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  Your graceful manoeuvres amplify incoming positive energy.
  Combat Effect:  
  Healing you receive is boosted by +2 per Flow intensity.
  Out-of-Combat Effect:   Your success inspires others to greatness. Following your successful skill check in a 
  given action, one ally gains a +1 bonus when attempting the same action. Their at-
  tempt must immediately follow your attempt.
  Stance of the Cascading Winds
  Metas: 
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  Your movements increase in finesse, culminating in a dazzling display.
  Combat Effect:  
  Gain +2 Move per Flow intensity.
  Out-of-Combat Effect:   Your repetitive actions are exponentially more fruitful the longer you perform 
  them without stop.
  Stance of the Spring of Inspiration
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
   Your movements help centre your mind. You can see clearly, anticipating the 
  306
  Soul-bound Strike
  Metas:  
  [Amplify Multi Proficiency]
  Proficiency]
  Proficiency
  Type: 
  {Manoeuvre}
  Description:  
   The attacker uses a weapon that they crafted themselves with exceptional skill and 
  accuracy to deal a mighty blow.
  Combat Effect:  
   Perform an Attack action with a weapon that you have crafted (or assisted in craft-
  ing by using any other related skill- infuse, Dvergar engineering, creature reliquary, 
  realm ores), and gain a damage bonus equal to the number of personally crafted items 
  you are equipped with.
  Out-of-Combat Effect:   You may recognize a weapon that you have crafted even if it has suffered some wear 
  and tear.
  Stance of Darkness
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
   Your ability to hide is so extreme that parts of you drift into Svartalfheim.
  Combat Effect:  
   You negate an opponent’s Keen Senses passive power. Every amplify meta tag in-
  creases the instances negated (ex: Stance of Darkness with two Amplify metas would 
  negate 3 instances of Keen Senses from the opponent).
  Out-of-Combat Effect:  If you wish, you will be the last one noticed in social situations. 
  Stance of the Blood Brotherhood
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  Your graceful manoeuvres amplify incoming positive energy.
  Combat Effect:  
  Healing you receive is boosted by +2 per Flow intensity.
  Out-of-Combat Effect:   Your success inspires others to greatness. Following your successful skill check in a 
  given action, one ally gains a +1 bonus when attempting the same action. Their at-
  tempt must immediately follow your attempt.
  Stance of the Cascading Winds
  Metas:
  Stance of the Cascading Winds
  Metas:
  Stance of the Cascading Winds
  [
  Stance of the Cascading Winds
  [
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  Amplify
  Stance of the Cascading Winds
  ]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  Your movements increase in finesse, culminating in a dazzling display.
  Combat Effect:  
  Gain +2 Move per Flow intensity.
  Out-of-Combat Effect:   Your repetitive actions are exponentially more fruitful the longer you perform 
  them without stop.
  Stance of the Spring of Inspiration
  Metas: 
  Stance of the Spring of Inspiration
  Metas: 
  Stance of the Spring of Inspiration
  [
  Stance of the Spring of Inspiration
  [
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  Amplify
  Stance of the Spring of Inspiration
  ]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
   Your movements help centre your mind. You can see clearly, anticipating the 
  
  307
  intentions of others.
  Combat Effect:  
  Defend actions gain +2 Parry per Flow intensity.
  Out-of-Combat Effect:   You gain a +1 skill check bonus when performing a skill you successfully com-
  pleted in the last 24 hours.
  Stance of the Violent Avalanche
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  Your strikes increase in ferocity with each falling blow.
  Combat Effect:  
   Attack actions gain a +1 DF and a Reach/Range +1/+5 bonus per Flow intensity.
  Out-of-Combat Effect:   You increase your aptitude in a skill the longer you perform it. Gain a +1 skill bonus 
  on a skill you have already failed today. This does not allow you to instantly repeat a 
  failed skill check.
  Stand of Domination
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  Another’s violence fuels your rage.
  Combat Effect:  
   While the stance is in effect you may Heal +1 during the Cleanup phase. After an 
  adjacent enemy attacks, you get to increase the Rage condition by +1 intensity and 
  the stance ends (return the rune to Essence).
  Out-of-Combat Effect:   You have an authoritative air about you, giving you a bonus in leadership situations.
  Stand of Impunity
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
  {Stance}
  Description:  
  You are very expressive on the battlefield.
  Combat Effect:  
   While the stance is in effect your Attack actions gain +1 Knockback. When your 
  Rage intensity increases, you may shift +/-1 in Initiative and the stance ends (return 
  the rune to Essence).
  Out-of-Combat Effect:   You have a way with words and posture giving you an edge when negotiations begin 
  to break down.
  Stand of Presence
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  You bask in a moment of calm and rejuvenate yourself.
  Combat Effect:  
   While the stance is in effect your Attack actions gain +1 Reach. When your Rage in-
  tensity decreases, you may perform a Move action. After the Move action, the stance 
  ends (return the rune to Essence).
  Out-of-Combat Effect:   During tense negotiations that eventually result in success, you have a knack for 
  drawing out extra concessions.
  307
  intentions of others.
  Combat Effect:  
  Defend actions gain +2 Parry per Flow intensity.
  Out-of-Combat Effect:   You gain a +1 skill check bonus when performing a skill you successfully com-
  pleted in the last 24 hours.
  Stance of the Violent Avalanche
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  Your strikes increase in ferocity with each falling blow.
  Combat Effect:  
   Attack actions gain a +1 DF and a Reach/Range +1/+5 bonus per Flow intensity.
  Out-of-Combat Effect:   You increase your aptitude in a skill the longer you perform it. Gain a +1 skill bonus 
  on a skill you have already failed today. This does not allow you to instantly repeat a 
  failed skill check.
  Stand of Domination
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  Another’s violence fuels your rage.
  Combat Effect:  
   While the stance is in effect you may Heal +1 during the Cleanup phase. After an 
  adjacent enemy attacks, you get to increase the Rage condition by +1 intensity and 
  the stance ends (return the rune to Essence).
  Out-of-Combat Effect:   You have an authoritative air about you, giving you a bonus in leadership situations.
  Stand of Impunity
  Metas: 
  Stand of Impunity
  Metas: 
  Stand of Impunity
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Stance}
  Description:  
  You are very expressive on the battlefield.
  Combat Effect:  
   While the stance is in effect your Attack actions gain +1 Knockback. When your 
  Rage intensity increases, you may shift +/-1 in Initiative and the stance ends (return 
  the rune to Essence).
  Out-of-Combat Effect:   You have a way with words and posture giving you an edge when negotiations begin 
  to break down.
  Stand of Presence
  Metas:
  Stand of Presence
  Metas:
  Stand of Presence
    
  [
  Stand of Presence
  [
  Stand of Presence
  Amplify
  Stand of Presence
  Amplify
  Stand of Presence
  Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  You bask in a moment of calm and rejuvenate yourself.
  Combat Effect:  
   While the stance is in effect your Attack actions gain +1 Reach. When your Rage in-
  tensity decreases, you may perform a Move action. After the Move action, the stance 
  ends (return the rune to Essence).
  Out-of-Combat Effect:   During tense negotiations that eventually result in success, you have a knack for 
  drawing out extra concessions.
  
  308
  Stand of Punishment
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
  You take great joy in pushing around your opponents.
  Combat Effect:  
   While the stance is in effect you may gain a DF +1 P bonus on your Attack actions. 
  After you successfully push an opponent backwards, you Heal +2 per hex pushed. 
  After the Heal effect, the stance ends (return the rune to Essence).
  Out-of-Combat Effect:   You have extra talents when it comes to management of slaves and maintaining their 
  obedience.
  Swallow
  Metas:  
  [Maintain Multi Maintain]
  Type:  
  {Manoeuvre}
  Description:  
  The attacker opens their mouth and attempts to swallow another combatant.
  Combat Effect:  
   If your opponent is half your size or smaller, perform a Weak Attack action with an un-
  armed attack, apply the Impeded condition +1 [Counter: P] per size difference between 
  you and the defender. If the Impeded condition is not reduced to 0 then the defender is 
  considered swallowed and must reduce the Impeded to 0 in order to get out. While you 
  maintain this ability, during Upkeep apply both the Impeded condition +1 [Counter: 
  P] and the Degeneration condition +1 [Counter: P] per size difference between you 
  and the defender. You cannot perform Defend actions against someone you have swal-
  lowed. You can however perform unarmed generic Attack actions against someone you 
  have swallowed (see page 96 in the Core Rulebook for more on generic actions).
  Out-of-Combat Effect:   
   You can swallow small inedible objects such as keys without suffering any ill effects (3 size 
  categories smaller). The maximum number of small items that can be swallowed in this 
  way is equal to your level divided by 5. You may also regurgitate any of those items at will.
  Throw Weapon
  Metas:  
  [Amplify Multi Piercer]
  Type: 
   {Manoeuvre}
  Description:  
  You throw a weapon at your enemy.
  Combat Effect:  
   Perform a ranged Attack action with +10 (+50’) Range. The attack must involve 
  throwing a weapon.
  Out-of-Combat Effect:  You may throw small items with impeccable precision.
  Touch of the Hallowed Ancestors
  Metas:  
  [Amplify Range Area]
  Type:  
  {Spell}
  Description:  
  Your ancestral weapon answers your call.
  Combat Effect:  
  Heal an amount equal to half the QR of the Ancestral Weapon.
  Out-of-Combat Effect:   Your Ancestral Weapon may be teleported back into your hand if you perform an 
  Ultimate Sacrifice +1. The sacrifice cost increases to +2 if the weapon is no longer in 
  your line of sight.
  308
  Stand of Punishment
  Metas: 
  Stand of Punishment
  Metas: 
  Stand of Punishment
  [
  Stand of Punishment
  [
  Stand of Punishment
  Amplify
  Stand of Punishment
  Amplify
  Stand of Punishment
  Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
  You take great joy in pushing around your opponents.
  Combat Effect:  
   While the stance is in effect you may gain a DF +1 P bonus on your Attack actions. 
  After you successfully push an opponent backwards, you Heal +2 per hex pushed. 
  After the Heal effect, the stance ends (return the rune to Essence).
  Out-of-Combat Effect:   You have extra talents when it comes to management of slaves and maintaining their 
  obedience.
  Swallow
  Metas: 
  [Maintain Multi Maintain]
  Type:  
  {Manoeuvre}
  Description:  
  The attacker opens their mouth and attempts to swallow another combatant.
  Combat Effect:  
   If your opponent is half your size or smaller, perform a Weak Attack action with an un-
  armed attack, apply the Impeded condition +1 [Counter: P] per size difference between 
  you and the defender. If the Impeded condition is not reduced to 0 then the defender is 
  considered swallowed and must reduce the Impeded to 0 in order to get out. While you 
  maintain this ability, during Upkeep apply both the Impeded condition +1 [Counter: 
  P] and the Degeneration condition +1 [Counter: P] per size difference between you 
  and the defender. You cannot perform Defend actions against someone you have swal-
  lowed. You can however perform unarmed generic Attack actions against someone you 
  have swallowed (see page 96 in the Core Rulebook for more on generic actions).
  Core Rulebook for more on generic actions).
  Core Rulebook
  Out-of-Combat Effect:   
   You can swallow small inedible objects such as keys without suffering any ill effects (3 size 
  categories smaller). The maximum number of small items that can be swallowed in this 
  way is equal to your level divided by 5. You may also regurgitate any of those items at will.
  Throw Weapon
  Metas: 
  [Amplify Multi Piercer]
  Type: 
   {Manoeuvre}
  Description:  
  You throw a weapon at your enemy.
  Combat Effect:  
   Perform a ranged Attack action with +10 (+50’) Range. The attack must involve 
  throwing a weapon.
  Out-of-Combat Effect:  You may throw small items with impeccable precision.
  Touch of the Hallowed Ancestors
  Metas: 
  [Amplify Range Area]
  Type:  
  {Spell}
  Description:  
  Your ancestral weapon answers your call.
  Combat Effect:  
  Heal an amount equal to half the QR of the Ancestral Weapon.
  Out-of-Combat Effect:   Your Ancestral Weapon may be teleported back into your hand if you perform an 
  Ultimate Sacrifice +1. The sacrifice cost increases to +2 if the weapon is no longer in 
  your line of sight.
  
  309
  Trample
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Manoeuvre}
  Description:  
  You charge through smaller opponents dealing damage as you go.
  Combat Effect:  
   Perform a Move action, you can pass through opponents (move through their hexes). 
  If you are not wielding any weapons, are larger than the opponent, and have not at-
  tacked the opponent this combat round, you can perform a Weak attack action with 
  a +4 DF on each opponent you pass through. You cannot end your movement in the 
  same hex as another combatant.
  Out-of-Combat Effect:  You can travel over difficult terrain without any movement penalties.
  Trap-Incapacitation
  Metas:  
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that blinds your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Blind condition [counter: P]. The inten-
  sity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:   Traps set with your Hunting/Trapping skill are very hard to detect, imposing a +1 
  Perception difficulty.
  Trap-Lacerations
  Metas:  
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that bloodies your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Degeneration condition [counter: P]. 
  The intensity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:   Traps set with your Hunting/Trapping skill are designed for multiple captures of 
  small animals. After small prey is caught and automatically dragged elsewhere, the 
  trap resets and is designed to mask the scent of previous captures and incapacita-
  tions/kills.
  Trap-Spikes
  Metas:  
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a devastatingly dangerous trap on the ground.
  Combat Effect:  
   Set a snare that deals Physical damage equal to half the snare level. It also has Pierce 
  equal to the snare level.
  Out-of-Combat Effect:  Your snares can be miniaturized without sacrificing functionality.
  309
  Trample
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Manoeuvre}
  Description:  
  You charge through smaller opponents dealing damage as you go.
  Combat Effect:  
   Perform a Move action, you can pass through opponents (move through their hexes). 
  If you are not wielding any weapons, are larger than the opponent, and have not at-
  tacked the opponent this combat round, you can perform a Weak attack action with 
  a +4 DF on each opponent you pass through. You cannot end your movement in the 
  same hex as another combatant.
  Out-of-Combat Effect:  You can travel over difficult terrain without any movement penalties.
  Trap-Incapacitation
  Metas: 
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that blinds your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Blind condition [counter: P]. The inten-
  sity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:   Traps set with your Hunting/Trapping skill are very hard to detect, imposing a +1 
  Perception difficulty.
  Trap-Lacerations
  Metas: 
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that bloodies your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Degeneration condition [counter: P]. 
  The intensity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:   Traps set with your Hunting/Trapping skill are designed for multiple captures of 
  small animals. After small prey is caught and automatically dragged elsewhere, the 
  trap resets and is designed to mask the scent of previous captures and incapacita-
  tions/kills.
  Trap-Spikes
  Metas: 
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a devastatingly dangerous trap on the ground.
  Combat Effect:  
   Set a snare that deals Physical damage equal to half the snare level. It also has Pierce 
  equal to the snare level.
  Out-of-Combat Effect:  Your snares can be miniaturized without sacrificing functionality.
  
  310
  Trap-Tangle
  Metas:  
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that tangles up your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Impeded condition [counter: P]. The 
  intensity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:  Your Hunting/Trapping skill may snare creatures that are larger than you.
  Trapper’s Stance
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
   {Stance}
  Description:  
  You prepare yourself for trapping efficiency.
  Combat Effect:  
  When you set a snare, your snare level is increased by 2.
  Out-of-Combat Effect:   You can place your traps very subtly, hiding them in plain sight. You easily trick 
  onlookers by pretending to pick up something you dropped while your other hand 
  places and activates the trap.
  Twin Strike
  Metas:  
  [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  Your mastery allows your companions to mimic your movements.
  Combat Effect:  
   You perform a Weak Attack action. Once it is complete, you grant an ally within 3 
  hexes (15’) the ability to perform a free Weak Attack action against any one combat-
  ant you targeted. The ally’s attack receives no meta tags, but does trigger all relevant 
  Passive powers that they may possess.
  Out-of-Combat Effect:   When working as a group, any prolonged tasks you undertake are completed in half 
  the time so long as you push yourself (you perform an Ultimate Sacrifice +1). The 
  other members of the group do not need to pay the Sacrifice cost.
  Unleash the Beast
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Manoeuvre}
  Description:  
   Your fury causes your body to grow for a short period of time (unless you focus on 
  maintaining the effect).
  Combat Effect:  
  Gain a size +1 and heals you receive are boosted by +2.
  Out-of-Combat Effect:  If a Passive ability allows you to shapechange based on some condition, then outside 
  of combat you may freely assume that form without meeting the prerequisite 
   
  condition.
  310
  Trap-Tangle
  Metas: 
  Trap-Tangle
  Metas: 
  Trap-Tangle
  [Area Area Area]
  Type:  
  {Snare}
  Description:  
  You place a trap on the ground that tangles up your prey.
  Combat Effect:  
   Set a snare that imposes +1 intensity to the Impeded condition [counter: P]. The 
  intensity is boosted by +1 per 5 snare levels.
  Out-of-Combat Effect:  Your Hunting/Trapping skill may snare creatures that are larger than you.
  Trapper’s Stance
  Metas:  
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
   {Stance}
  Description:  
  You prepare yourself for trapping efficiency.
  Combat Effect:  
  When you set a snare, your snare level is increased by 2.
  Out-of-Combat Effect: You can place your traps very subtly, hiding them in plain sight. You easily trick 
  onlookers by pretending to pick up something you dropped while your other hand 
  places and activates the trap.
  Twin Strike
  Metas: 
  [Amplify Multi Weapon]
  Type:  
  {Manoeuvre}
  Description:  
  Your mastery allows your companions to mimic your movements.
  Combat Effect:  
   You perform a Weak Attack action. Once it is complete, you grant an ally within 3 
  hexes (15’) the ability to perform a free Weak Attack action against any one combat-
  ant you targeted. The ally’s attack receives no meta tags, but does trigger all relevant 
  Passive powers that they may possess.
  Out-of-Combat Effect:   When working as a group, any prolonged tasks you undertake are completed in half 
  the time so long as you push yourself (you perform an Ultimate Sacrifice +1). The 
  other members of the group do not need to pay the Sacrifice cost.
  Unleash the Beast
  Metas:  
  [Amplify Amplify Maintain]
  Type:  
  {Manoeuvre}
  Description:  
   Your fury causes your body to grow for a short period of time (unless you focus on 
  maintaining the effect).
  Combat Effect:  
  Gain a size +1 and heals you receive are boosted by +2.
  Out-of-Combat Effect:  If a Passive ability allows you to shapechange based on some condition, then outside 
  of combat you may freely assume that form without meeting the prerequisite 
   
  condition.
  
  311
  Venomous Bite
  Metas:  
  [Amplify Amplify Amplify]
  Type: 
  {Manoeuvre}
  Description:  
  Your bite injects poison into your prey.
  Combat Effect:  
   When wielding no weapons, perform an Attack action that deals no damage and in-
  flict +1 intensity to the Degeneration and Impeded conditions.
  Out-of-Combat Effect:   You have a bile sack which produces poison that can be extracted for other uses. 
  If you use it to poison a drink, the victim must Wyrd a Physical rune per 5 of your 
  dweller’s levels. Failure to do so will place the victim in an unconscious state for 4 
  hours. Failure to draw any Physical runes will result in death.
  Weapon Stance
  Metas:  
  [Amplify Amplify Amplify]
  Type:  
  {Stance}
  Description:  
   The combatant is keenly aware of how to maximize the use of their weapons and 
  shields.
  Combat Effect:  
   While in this stance, weapon and shield DF and Parry values are increased by +1 if 
  they are already greater than 0. The stance affects both weapons if dual-wielding. A 
  two handed weapon gains a +1 Reach (+5 range) bonus as well as the DF and Parry 
  bonuses.
  Out-of-Combat Effect:   You show off your skills in a way that attracts positive attention, granting you favour 
  when seeking employment.
  Wild Shape
  Metas:  
  [Maintain Maintain Maintain]
  Type:  
  {Transform}
  Description:  
  You transform into a bestial form that is kindred with your soul.
  Combat Effect:  
   Choose a Norn-approved non-human creature (denizen) that has no affiliation with 
  Niflheim. This form is fixed permanently. If it has “base level” then you must pay 
  this cost as you transform: perform a Minor Sacrifice for every base level. You gain 
  all Active and Passive powers as well as skills in the new form (re-bind your Essence 
  runes to the new denizen templates- the Norn may allow you to alter these bindings 
  per casting if you have them pre-prepared). All your equipment and items merge into 
  the new form and no longer confer any benefits. Suggested Norn approved shapes: 
  any Familiar from the Core Rulebook, any Mount from this book.
  Out-of-Combat Effect:  Turn into this shape at will.
  311
  Venomous Bite
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type: 
  {Manoeuvre}
  Description:  
  Your bite injects poison into your prey.
  Combat Effect:  
   When wielding no weapons, perform an Attack action that deals no damage and in-
  flict +1 intensity to the Degeneration and Impeded conditions.
  Out-of-Combat Effect:   You have a bile sack which produces poison that can be extracted for other uses. 
  If you use it to poison a drink, the victim must Wyrd a Physical rune per 5 of your 
  dweller’s levels. Failure to do so will place the victim in an unconscious state for 4 
  hours. Failure to draw any Physical runes will result in death.
  Weapon Stance
  Metas: 
  [Amplify Amplify Amplify]
  Amplify]
  Amplify
  Type:  
  {Stance}
  Description:  
   The combatant is keenly aware of how to maximize the use of their weapons and 
  shields.
  Combat Effect:  
   While in this stance, weapon and shield DF and Parry values are increased by +1 if 
  they are already greater than 0. The stance affects both weapons if dual-wielding. A 
  two handed weapon gains a +1 Reach (+5 range) bonus as well as the DF and Parry 
  bonuses.
  Out-of-Combat Effect:   You show off your skills in a way that attracts positive attention, granting you favour 
  when seeking employment.
  Wild Shape
  Metas: 
  [Maintain Maintain Maintain]
  Type:  
  {Transform}
  Description:  
  You transform into a bestial form that is kindred with your soul.
  Combat Effect:  
   Choose a Norn-approved non-human creature (denizen) that has no affiliation with 
  Niflheim. This form is fixed permanently. If it has “base level” then you must pay 
  this cost as you transform: perform a Minor Sacrifice for every base level. You gain 
  all Active and Passive powers as well as skills in the new form (re-bind your Essence 
  runes to the new denizen templates- the Norn may allow you to alter these bindings 
  per casting if you have them pre-prepared). All your equipment and items merge into 
  the new form and no longer confer any benefits. Suggested Norn approved shapes: 
  any Familiar from the Core Rulebook, any Mount from this book.
  Out-of-Combat Effect:  Turn into this shape at will.
  
  312
  New Passi ve Powers
  Alka Kinship
  Type: 
  {Enchantment}
  Description:  Your magic is living and obeys your every command.
  Effect:  
   As you pass through your own Alkas, you may choose to ignore the effect and the Alka token is 
  not consumed.
  Alka Tenacity
  Type:  
  {Enchantment}
  Description:  Your Alkas are so tenacious that they circumvent defenses.
  Effect:  
   Your Alkas that deal damage now have Pierce +4 per instance of this passive power. Pierce will 
  adapt based on the type of damage being dealt (Trait).
  Archer’s Sight
  Type:  
  {Feat}
  Description:  You apply your inner magic to bolster your ranged attacks.
  Effect:  
   During Upkeep, Consume a point of Focus to gain a +5 Range bonus until end of turn. You may 
  consume any and all Focus that you have.
  Archer’s Third Eye
  Type: 
  {Feat}
  Description: You apply your inner magic to your next ranged attack.
  Effect: 
   While declaring a ranged Attack action, you may Consume 1 Focus in order to add 2 points of 
  Mental damage to that Attack action.
  Artisan’s Pride
  Type: 
  {Enchantment}
  Description: Your pride in your craftsmanship bolsters morale.
  Effect: 
   During Upkeep, you Heal +1 per equipped item that you personally crafted (or assisted in craft-
  ing by using any other related skill-Infuse, Dvergar Engineering, Creature Rreliquary, Realm 
  Ores). If you perform a Minor Sacrifice +1, you may heal an adjacent ally instead.
  312
  New Passi ve Powers
  New Passi ve Powers
  Alka Kinship
  Type: 
  {Enchantment}
  Description:  Your magic is living and obeys your every command.
  Effect:  
   As you pass through your own Alkas, you may choose to ignore the effect and the Alka token is 
  not consumed.
  Alka Tenacity
  Type: 
  Alka Tenacity
  Type: 
  Alka Tenacity
   
  {Enchantment}
  Alka Tenacity
   
  {Enchantment}
  Alka Tenacity
  Description:  Your Alkas are so tenacious that they circumvent defenses.
  Effect:  
   Your Alkas that deal damage now have Pierce +4 per instance of this passive power. Pierce will 
  adapt based on the type of damage being dealt (Trait).
  Archer’s Sight
  Type: 
  Archer’s Sight
  Type: 
  Archer’s Sight
   
  {Feat}
  Archer’s Sight
   
  {Feat}
  Archer’s Sight
  Description:  You apply your inner magic to bolster your ranged attacks.
  Effect:  
   During Upkeep, Consume a point of Focus to gain a +5 Range bonus until end of turn. You may 
  consume any and all Focus that you have.
  Archer’s Third Eye
  Type:
  Archer’s Third Eye
  Type:
  Archer’s Third Eye
   
  {Feat}
  Archer’s Third Eye
   
  {Feat}
  Archer’s Third Eye
  Description: You apply your inner magic to your next ranged attack.
  Effect: 
   While declaring a ranged Attack action, you may Consume 1 Focus in order to add 2 points of 
  Mental damage to that Attack action.
  Artisan’s Pride
  Type:
  Artisan’s Pride
  Type:
  Artisan’s Pride
   
  {Enchantment}
  Artisan’s Pride
   
  {Enchantment}
  Artisan’s Pride
  Description: Your pride in your craftsmanship bolsters morale.
  Effect: 
   During Upkeep, you Heal +1 per equipped item that you personally crafted (or assisted in craft-
  ing by using any other related skill-Infuse, Dvergar Engineering, Creature Rreliquary, Realm 
  Ores). If you perform a Minor Sacrifice +1, you may heal an adjacent ally instead.
  
  313
  Assassin’s Ref lexes
  Type:  
  {Feat}
  Description:  You are skilled at striking first.
  Effect:  
  During Upkeep, you may shift your initiative up (earlier) by 2 positions.
  Attuned Mount
  Type:  
  {Feat}
  Description:  You may respond to your rider’s actions.
  Effect:  
   If your Passive powers state that you get an effect based on something you do (or your current 
  state), you may use the rider’s action (or state) to fulfill the Passive power’s conditions.
  Attuned Weapon
  Type:  
  {Feat}
  Description:   You have chosen to improve your skills with one specific weapon type (pole-arms, swords, axes, 
  hammers, shields or bows).
  Effect:  
   Gain +1 DF and +1 Parry while wielding the weapon type of choice. You must make a permanent 
  choice when you acquire this power. Examples of weapon types: slashing melee (axes), blunt 
  melee (clubs), pierce melee (spears) or ranged (bows).
  Aura of Peace
  Type: 
   {Enchantment}
  Description:  You surround yourself in a calming aura that heals the wounds of friends and foes alike.
  Effect:  
   During Upkeep you may gain a +1 Intensity to the Aura condition. Your Aura condition has the 
  inverse effect, healing instead of dealing damage. You are also affected by the Aura.
  Brawler of Spring
  Type:  
  {Feat}
  Description:  Your brawling technique applies to the battlefield.
  Effect:  
  Attack actions gain a +1 DF bonus per 2 ranks in the Brawling skill.
  Builder’s Glory
  Type:  
  {Enchantment}
  Description:  You learn how to humiliate your opponents by exalting the quality of your wares.
  Effect:  
   If you strike someone who wears/wields damaged equipment, you deal +2 damage per broken 
  piece of equipment. See “Damaged” equipment on page 131 of the Core Rulebook.
  313
  Assassin’s Ref lexes
  Type: 
  Assassin’s Ref lexes
  Type: 
  Assassin’s Ref lexes
   
  {Feat}
  Assassin’s Ref lexes
   
  {Feat}
  Assassin’s Ref lexes
  Description:  You are skilled at striking first.
  Effect:  
  During Upkeep, you may shift your initiative up (earlier) by 2 positions.
  Attuned Mount
  Type:  
  {Feat}
  Description:  You may respond to your rider’s actions.
  Effect:  
   If your Passive powers state that you get an effect based on something you do (or your current 
  state), you may use the rider’s action (or state) to fulfill the Passive power’s conditions.
  Attuned Weapon
  Type:  
  {Feat}
  Description:   You have chosen to improve your skills with one specific weapon type (pole-arms, swords, axes, 
  hammers, shields or bows).
  Effect:  
   Gain +1 DF and +1 Parry while wielding the weapon type of choice. You must make a permanent 
  choice when you acquire this power. Examples of weapon types: slashing melee (axes), blunt 
  melee (clubs), pierce melee (spears) or ranged (bows).
  Aura of Peace
  Type: 
   {Enchantment}
  Description:  You surround yourself in a calming aura that heals the wounds of friends and foes alike.
  Effect:  
   During Upkeep you may gain a +1 Intensity to the Aura condition. Your Aura condition has the 
  inverse effect, healing instead of dealing damage. You are also affected by the Aura.
  Brawler of Spring
  Type:  
  {Feat}
  Description:  Your brawling technique applies to the battlefield.
  Effect:  
  Attack actions gain a +1 DF bonus per 2 ranks in the Brawling skill.
  Builder’s Glory
  Type:  
  {Enchantment}
  Description:  You learn how to humiliate your opponents by exalting the quality of your wares.
  Effect:  
   If you strike someone who wears/wields damaged equipment, you deal +2 damage per broken 
  piece of equipment. See “Damaged” equipment on page 131 of the Core Rulebook.
  
  314
  Burrow
  Type:  
  {Feat}
  Description:   You can dig and move through frozen ground as if it were water. You move the dirt behind you 
  so your passage is closed off in your wake.
  Effect:  
   While you move through earth/stone/ice, you may only perform Weak Move actions. Move-
  ment granted by Active powers is cut in half.
  Champion of Summer
  Type:  
  {Feat}
  Description:  Your strength and dexterity aid you on the battlefield.
  Effect:  
  Gain +1 Move per 2 ranks in the Athletics skill.
  Crafter’s Promise
  Type:  
  {Feat}
  Description:   You are intimately familiar with your crafted items, knowing how to turn at the last second in 
  order to avoid damage.
  Effect:  
  Your equipped items are harder to destroy. They gain a +4 QR when being targeted for damage.
  Def lect Aggression
  Type: 
   {Feat}
  Description:  Your demeanour convinces opponents to seek out other victims.
  Effect:  
   When you perform a Defend action, you may perform a Minor Sacrifice +2 in order to apply 1 
  intensity Blind condition upon your attacker [Counter: M]. The Blind condition is only applied 
  after the attack has been fully resolved.
  Equipment Mastery
  Type:  
  {Feat}
  Description:  You may wield larger items with great ease.
  Effect:  
   All items equipped by you are considered to be 1 size smaller for purposes of calculating encum-
  brance.
  Fae-Kin
  Type: 
  {Enchantment}
  Description:   If you abstain from using any weapons or armour which normally interferes with your body’s 
  magical nature, you gain added spell power.
  Effect:  
   If you equip no armour and wield no weapons, you gain +1 Focus. You gain an additional +1 
  Focus every 7 levels.
  314
  Burrow
  Type:  
  {Feat}
  Description:   You can dig and move through frozen ground as if it were water. You move the dirt behind you 
  Description:   You can dig and move through frozen ground as if it were water. You move the dirt behind you 
  Description:   
  so your passage is closed off in your wake.
  Effect:  
   While you move through earth/stone/ice, you may only perform Weak Move actions. Move-
  ment granted by Active powers is cut in half.
  Champion of Summer
  Type:  
  {Feat}
  Description:  Your strength and dexterity aid you on the battlefield.
  Effect:  
  Gain +1 Move per 2 ranks in the Athletics skill.
  Crafter’s Promise
  Type:  
  {Feat}
  Description:   You are intimately familiar with your crafted items, knowing how to turn at the last second in 
  order to avoid damage.
  Effect:  
  Your equipped items are harder to destroy. They gain a +4 QR when being targeted for damage.
  Def lect Aggression
  Type: 
   {Feat}
  Description:  Your demeanour convinces opponents to seek out other victims.
  Effect:  
   When you perform a Defend action, you may perform a Minor Sacrifice +2 in order to apply 1 
  intensity Blind condition upon your attacker [Counter: M]. The Blind condition is only applied 
  after the attack has been fully resolved.
  Equipment Mastery
  Type:  
  {Feat}
  Description:  You may wield larger items with great ease.
  Effect:  
   All items equipped by you are considered to be 1 size smaller for purposes of calculating encum-
  brance.
  Fae-Kin
  Type: 
  {Enchantment}
  Description:   If you abstain from using any weapons or armour which normally interferes with your body’s 
  magical nature, you gain added spell power.
  Effect:  
   If you equip no armour and wield no weapons, you gain +1 Focus. You gain an additional +1 
  Focus every 7 levels.
  
  315
  Faithful Mount
  Type:  
  {Feat}
  Description:  You and your rider are working in perfect synergy.
  Effect:  
   If your rider gains 1 or more rank in the Aura condition, you are exempt from the effect. If you 
  gain the Aura condition, your rider is exempt from the effect as well.
  Harbour Grudge
  Type:  
  {Feat}
  Description:  It is more difficult to quell the anger in your heart. 
  Effect:  
   Any effect that attempts to reduce your Rage condition intensity has its effect reduced by your 
  ranks in the Short Fuse skill.
  Hover
  Type:  
  {Enchantment}
  Description:   You may will your feet to rise up off the ground by a foot. You now move on an air cushion al-
  lowing you to run over water, hot coals or broken rubble without being affected by the surface 
  below.
  Effect:  
   You levitate a foot off the ground and ignore any terrain penalties that would be applied. You 
  still get affected by Alkas and must climb when there are inclines greater than 45 degrees (Hover 
  doesn’t help with inclines of greater than 45 degrees).
  Hunter’s Cunning
  Type:  
  {Feat}
  Description:   You are specially trained in the trapping arts. When you place a trap you move into the optimal 
  position to place the next one in the series.
  Effect:  
  When you place a snare you may perform a Weak Move action afterwards.
  Hunter’s Heart
  Type:  
  {Feat}
  Description:  You apply your hunting expertise when you attack your foes.
  Effect:  
  During Upkeep, Heal +1 per 2 ranks in the Survival:Wilderness skill.
  Insistence for Advantage
  Type:  
  {Feat}
  Description:  You gain momentum as you disarm your opponent.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent becoming dis-
  armed or their equipment getting damaged.
  315
  Faithful Mount
  Type:  
  {Feat}
  Description:  You and your rider are working in perfect synergy.
  Effect:  
   If your rider gains 1 or more rank in the Aura condition, you are exempt from the effect. If you 
  gain the Aura condition, your rider is exempt from the effect as well.
  Harbour Grudge
  Type:  
  {Feat}
  Description:  It is more difficult to quell the anger in your heart. 
  Effect:  
   Any effect that attempts to reduce your Rage condition intensity has its effect reduced by your 
  ranks in the Short Fuse skill.
  Hover
  Type:  
  {Enchantment}
  Description:   You may will your feet to rise up off the ground by a foot. You now move on an air cushion al-
  lowing you to run over water, hot coals or broken rubble without being affected by the surface 
  below.
  Effect:  
   You levitate a foot off the ground and ignore any terrain penalties that would be applied. You 
  still get affected by Alkas and must climb when there are inclines greater than 45 degrees (Hover 
  doesn’t help with inclines of greater than 45 degrees).
  Hunter’s Cunning
  Type:  
  {Feat}
  Description:   You are specially trained in the trapping arts. When you place a trap you move into the optimal 
  position to place the next one in the series.
  Effect:  
  When you place a snare you may perform a Weak Move action afterwards.
  Hunter’s Heart
  Type:  
  {Feat}
  Description:  You apply your hunting expertise when you attack your foes.
  Effect:  
  During Upkeep, Heal +1 per 2 ranks in the Survival:Wilderness skill.
  Insistence for Advantage
  Type:  
  {Feat}
  Description:  You gain momentum as you disarm your opponent.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent becoming dis-
  armed or their equipment getting damaged.
  
  316
  Insistence for Blood
  Type:  
  {Feat}
  Description:  You gain momentum as you pierce your victim.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Degeneration 
  condition intensity rising above 0.
  Insistence for Darkness
  Type:  
  {Feat}
  Description:  You gain momentum as you hinder your opponent’s perception.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Blind condition 
  intensity rising above 0.
  Insistence for Humiliation
  Type: 
  {Feat}
  Description:  You gain momentum as you knock your opponent off balance.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Vulnerable con-
  dition intensity rising above 0.
  Insistence for Humility
  Type:  
  {Feat}
  Description:  You gain momentum as you push your opponent, forcing them backwards.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent being pushed 
  backwards.
  Insistence for Momentum
  Type:  
  {Feat}
  Description:  You gain momentum as you cut at your opponent’s legs.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Impeded condi-
  tion intensity rising above 0.
  Insistence for Subtlety
  Type:  
  {Feat}
  Description:  You gain momentum as you bloody your opponent.
  Effect:  
  Gain +1 Flow when your Attack action (Active power) deals damage to a combatant from behind.
  Insistence for Time
  Type:  
  {Feat}
  Description:  You gain momentum as you time your strikes for the most opportune moments.
  Effect:  
  Gain +1 Flow when you shift a position in the Initiative order.
  316
  Insistence for Blood
  Type:  
  {Feat}
  Description:  You gain momentum as you pierce your victim.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Degeneration 
  condition intensity rising above 0.
  Insistence for Darkness
  Type:  
  {Feat}
  Description:  You gain momentum as you hinder your opponent’s perception.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Blind condition 
  intensity rising above 0.
  Insistence for Humiliation
  Type: 
  {Feat}
  Description:  You gain momentum as you knock your opponent off balance.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Vulnerable con-
  dition intensity rising above 0.
  Insistence for Humility
  Type: 
  Insistence for Humility
  Type: 
  Insistence for Humility
   
  {Feat}
  Insistence for Humility
   
  {Feat}
  Insistence for Humility
  Description:  You gain momentum as you push your opponent, forcing them backwards.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent being pushed 
  backwards.
  Insistence for Momentum
  Type:  
  {Feat}
  Description:  You gain momentum as you cut at your opponent’s legs.
  Effect:  
   Gain +1 Flow when your Attack action (Active power) results in an opponent’s Impeded condi-
  tion intensity rising above 0.
  Insistence for Subtlety
  Type: 
  Insistence for Subtlety
  Type: 
  Insistence for Subtlety
   
  {Feat}
  Insistence for Subtlety
   
  {Feat}
  Insistence for Subtlety
  Description:  You gain momentum as you bloody your opponent.
  Effect:  
  Gain +1 Flow when your Attack action (Active power) deals damage to a combatant from behind.
  Insistence for Time
  Type:  
  {Feat}
  Description:  You gain momentum as you time your strikes for the most opportune moments.
  Effect:  
  Gain +1 Flow when you shift a position in the Initiative order.
  
  317
  Invoker’s Charity
  Type:  
  {Feat}
  Description:   Every time you invoke the power of a magic item, you may invest a part of yourself into the effect 
  in order to bolster it.
  Effect:  
   After invoking a magic item’s active power, you may perform a Major Sacrifice +1 in order to 
  trigger one of the three listed Meta tags (except Maintain and Open).
  Iron Beast
  Type:  
  {Feat}
  Description:  You focus your rage and channel it into a wide attack arc, clawing those around you.
  Effect:  
  Consume Rage to grant your next Attack action a free Multi meta and +1 Reach.
  Iron Fist
  Type:  
  {Feat}
  Description:  Your power surges as you embrace the rage that boils in your heart. 
  Effect:  
  Consume Rage to grant your next attack +1 DF and Degeneration +1.
  Iron Hide
  Type:  
  {Feat}
  Description:  Your exterior hardens as you embrace the rage that boils in your heart. 
  Effect:  
   If you are Bloodied, Consume Rage to gain either +3 PF P or +2 PF M or +2 PF S the next time 
  you are attacked.
  Learn Power
  Type:  
  {Feat}
  Description:  You are a devoted thane who learns from his master.
  Effect: 
   When you first acquire this Passive power, you must choose 1 Passive power that your master 
  knows and substitute it for “Learn Power”. You may not learn a power that is bound to the mas-
  ter’s Void rune.
  Mighty Arm
  Type:  
  {Feat}
  Description:  Your keen eye and strong arms allow you to make devastating ranged attacks.
  Effect:  
  On an Attack action with a ranged weapon (shot or thrown), gain +1 DF and Pierce +2.
  Nif lheim’s Boon
  Type:  
  {Enchantment}
  Description:   You are fueled by the powers of the nether realm. Magic is re-energized by Niflheim’s essence 
  running through you.
  Effect:  
  Gain Focus +1 per 3 runes in Drain.
  317
  Invoker’s Charity
  Type:  
  {Feat}
  Description:   Every time you invoke the power of a magic item, you may invest a part of yourself into the effect 
  in order to bolster it.
  Effect:  
   After invoking a magic item’s active power, you may perform a Major Sacrifice +1 in order to 
  trigger one of the three listed Meta tags (except Maintain and Open).
  Iron Beast
  Type:  
  {Feat}
  Description:  You focus your rage and channel it into a wide attack arc, clawing those around you.
  Effect:  
  Consume Rage to grant your next Attack action a free Multi meta and +1 Reach.
  Iron Fist
  Type:  
  {Feat}
  Description:  Your power surges as you embrace the rage that boils in your heart. 
  Effect:  
  Consume Rage to grant your next attack +1 DF and Degeneration +1.
  Iron Hide
  Type:  
  {Feat}
  Description:  Your exterior hardens as you embrace the rage that boils in your heart. 
  Effect:  
   If you are Bloodied, Consume Rage to gain either +3 PF P or +2 PF M or +2 PF S the next time 
  you are attacked.
  Learn Power
  Type:  
  {Feat}
  Description:  You are a devoted thane who learns from his master.
  Effect: 
   When you first acquire this Passive power, you must choose 1 Passive power that your master 
  knows and substitute it for “Learn Power”. You may not learn a power that is bound to the mas-
  ter’s Void rune.
  Mighty Arm
  Type:  
  {Feat}
  Description:  Your keen eye and strong arms allow you to make devastating ranged attacks.
  Effect:  
  On an Attack action with a ranged weapon (shot or thrown), gain +1 DF and Pierce +2.
  Nif lheim’s Boon
  Type:  
  {Enchantment}
  Description:   You are fueled by the powers of the nether realm. Magic is re-energized by Niflheim’s essence 
  running through you.
  Effect:  
  Gain Focus +1 per 3 runes in Drain.
  
  318
  Nif lheim’s Celerity
  Type:  
  {Enchantment}
  Description:  You are fueled by the powers of the nether realm. Your body accelerates from the nether taint in 
  your blood.
  Effect:  
  Gain Move +1 per rune in Drain.
  Nif lheim’s Embrace
  Type: 
  {Enchantment}
  Description:   You are fuelled by the powers of the nether realm. Niflheim’s grasp on your soul allows you to 
  see and react to all dangers you face.
  Effect:  
  Gain Evade +1 per 4 runes in Drain.
  Nif lheim’s Might
  Type:  
  {Enchantment}
  Description:  You are fueled by the powers of the nether realm. Your strength is amplified by your black blood.
  Effect:  
  Gain DF +1 per rune in Drain.
  Oppose the Crowd
  Type:  
  {Feat}
  Description:   You thrive when surrounded by foes. Your ability to avoid damage is proportional to the number 
  of enemies around you.
  Effect:  
  Gain PF +1 vs. Physical per 4 adjacent foes.
  Raging Bear
  Type:  
  {Feat}
  Description:  Rage consumes you and your body shape changes into a giant bear.
  Effect:  
   When you hit max rage, you may shapechange into a giant bear. You lose your weapons and 
  armour (absorbed into new form) but you gain: Quadruped, Size +4, Reach +2, Physical PF +4. 
  Base movement and unarmed attack damage is calculated based on size. All Active and Passive 
  powers remain unchanged (Passive powers need to be applied to new attributes). Once shape-
  changed, another combatant may equip you with one Accessory item. If your Rage intensity 
  drops below 4, you may choose to revert to your original form.
  Rider of Lightning
  Type: 
   {Feat}
  Description:  You have a bond with your mount.
  Effect:  
  While mounted, gain PF +1 per 2 ranks in the Riding skill.
  318
  Nif lheim’s Celerity
  Type:  
  {Enchantment}
  Description:  You are fueled by the powers of the nether realm. Your body accelerates from the nether taint in 
  your blood.
  Effect:  
  Gain Move +1 per rune in Drain.
  Nif lheim’s Embrace
  Type: 
  {Enchantment}
  Description:   You are fuelled by the powers of the nether realm. Niflheim’s grasp on your soul allows you to 
  see and react to all dangers you face.
  Effect:  
  Gain Evade +1 per 4 runes in Drain.
  Nif lheim’s Might
  Type:  
  {Enchantment}
  Description:  You are fueled by the powers of the nether realm. Your strength is amplified by your black blood.
  Effect:  
  Gain DF +1 per rune in Drain.
  Oppose the Crowd
  Type:  
  {Feat}
  Description:   You thrive when surrounded by foes. Your ability to avoid damage is proportional to the number 
  Description:   You thrive when surrounded by foes. Your ability to avoid damage is proportional to the number 
  Description:   
  of enemies around you.
  Effect:  
  Gain PF +1 vs. Physical per 4 adjacent foes.
  Raging Bear
  Type:  
  {Feat}
  Description:  Rage consumes you and your body shape changes into a giant bear.
  Effect:  
   When you hit max rage, you may shapechange into a giant bear. You lose your weapons and 
  Effect:  
   When you hit max rage, you may shapechange into a giant bear. You lose your weapons and 
  Effect:  
   
  armour (absorbed into new form) but you gain: Quadruped, Size +4, Reach +2, Physical PF +4. 
  Base movement and unarmed attack damage is calculated based on size. All Active and Passive 
  powers remain unchanged (Passive powers need to be applied to new attributes). Once shape-
  changed, another combatant may equip you with one Accessory item. If your Rage intensity 
  drops below 4, you may choose to revert to your original form.
  Rider of Lightning
  Type: 
   {Feat}
  Description:  You have a bond with your mount.
  Effect:  
  While mounted, gain PF +1 per 2 ranks in the Riding skill.
  
  319
  Rider of Thunder
  Type: 
   {Feat}
  Description:  You have a bond with your mount.
  Effect:  
   While mounted, grant your mount a +1 Move bonus per 2 ranks in the Riding skill. Double the 
  bonus if the mount has the quadruped ability. 
  Rune of Divine Blessing
  Type:  
  {Rune Enchantment}
  Description:   You are watched over by a higher power’s grace which functions through a rune that has been 
  tattooed on your body.
  Effect:  
  Gain +1 PF vs. Spiritual damage if you perform a Minor Sacrifice +1 during Upkeep.
  Rune of Leadership
  Type:  
  {Rune Enchantment}
  Description:  You are tattooed with a rune that shields your mind from external influences.
  Effect:  
  Gain +1 PF vs. Mental damage if you perform a Minor Sacrifice +1 during Upkeep.
  Rune of Scrying
  Type:  
  {Rune Enchantment}
  Description:   A rune that has been tattooed on your body allows you to read the mind of those who have been 
  affected by your spells.
  Effect:  
   When you target another combatant with one of your spells, they reveal all their Active powers to 
  you [Counter M].
  Rune of the Darkstitched
  Type:  
  {Rune Enchantment}
  Description:   Your body has been wracked by the dark rune magic of the Svart Alfar, transforming it into an 
  abomination.
  Effect:  
   All of your sacrifice costs are increased in category (Minor sacrifices become Moderate sacrifices and 
  Ultimate sacrifice +1 becomes Ultimate sacrifice +2). When you receive damage, before applying 
  any defences, up to 10 points per rune in Drain are reflected back upon the source of the damage (ie. 
  attacker). You still take the damage and the attacker may perform Defend actions against this damage 
  reflection.
  Seeker of Winter
  Type:  
  {Feat}
  Description:   Your endurance gives you an advantage on the battlefield, allowing you to act when the time is 
  right. 
  Effect:  
  During the Upkeep phase, move +/-1 position in Initiative per 2 ranks in the Endurance skill.
  319
  Rider of Thunder
  Type: 
   {Feat}
  Description:  You have a bond with your mount.
  Effect:  
   While mounted, grant your mount a +1 Move bonus per 2 ranks in the Riding skill. Double the 
  Effect:  
   While mounted, grant your mount a +1 Move bonus per 2 ranks in the Riding skill. Double the 
  Effect:  
   
  bonus if the mount has the quadruped ability. 
  Rune of Divine Blessing
  Type:  
  {Rune Enchantment}
  Description:   You are watched over by a higher power’s grace which function
  Description:   You are watched over by a higher power’s grace which function
  Description:   
  s through a rune that has been 
  tattooed on your body.
  Effect:  
  Gain +1 PF vs. Spiritual damage if you perform a Minor Sacrifice +1 during Upkeep.
  Rune of Leadership
  Type:  
  {Rune Enchantment}
  Description:  You are tattooed with a rune that shields your mind from external influences.
  Effect:  
  Gain +1 PF vs. Mental damage if you perform a Minor Sacrifice +1 during Upkeep.
  Rune of Scrying
  Type:  
  {Rune Enchantment}
  Description:   A run
  Description:   A run
  Description:   
  e that has been tattooed on your body allows you to read the mind of those who have been 
  affected by your spells.
  Effect:  
   When you target another combatant with one of your spells, they reveal all their Active powers to 
  Effect:  
   When you target another combatant with one of your spells, they reveal all their Active powers to 
  Effect:  
   
  you [Counter M].
  Rune of the Darkstitched
  Type:  
  {Rune Enchantment}
  Description:   Your body has been wracked by the dark rune magic of the Svart Alfar, transforming it into an 
  Description:   Your body has been wracked by the dark rune magic of the Svart Alfar, transforming it into an 
  Description:   
  abomination.
  Effect:  
   All of your sacrifice costs are increased in category (Minor sacrifices become Moderate sacrifices and 
    
   All of your sacrifice costs are increased in category (Minor sacrifices become Moderate sacrifices and 
    
   
  Ultimate sacrifice +1 becomes Ultimate sacrifice +2). When you receive damage, before applying 
  any defences, up to 10 points per rune in Drain are reflected back upon the source of the damage (ie. 
  attacker). You still take the damage and the attacker may perform Defend actions against this damage 
  reflection.
  Seeker of Winter
  Type:  
  {Feat}
  Description:   Your endurance gives you an advantage on the battlefield, allowing you to act when the time is 
  Description:   Your endurance gives you an advantage on the battlefield, allowing you to act when the time is 
  Description:   
  right. 
  Effect:  
  During the Upkeep phase, move +/-1 position in Initiative per 2 ranks in the Endurance skill.
  
  320
  Selective Spirit
  Type:  
  {Enchantment}
  Description:   Under certain conditions your soul becomes enraged and territorial, preventing hostile spirits 
  from entering your body. 
  Effect:  
   When possession is being self-applied and you are bloodied with a rune in Drain, no hostile spirits 
  may enter your body. However spirits with an insane or autonomous disposition may enter your body.
  Shadow of Illicit Deeds
  Type: 
  {Shadow}
  Description:   When you stand in shadow, dark tendrils reach for your enemies. When you stand in light, the 
  shadow never truly leaves your side.
  Light Effect:   The first time each combat round that you are affected by an Active power with an Area meta, 
  your Shroud intensity increases by +1.
  Dark Effect:   When you are attacked with a melee weapon, after resolving the damage you may Consume 2 
  Shroud to snatch the weapon from your attacker [Counter: P].
  Shadow of Faith
  Type:  
  {Shadow}
  Description:   When you stand in shadow, it protects you as a beloved child. When you stand in light, the shad-
  ow is drawn to your violence.
  Light Effect:    If you are Bloodied, after you perform a standard Attack action, perform a Minor Sacrifice +1 to 
  increase your Shroud intensity by +1.
  Dark Effect:  Consume Shroud to gain a +2 Parry bonus until end of round.
  Shadow of Hvergelmir
  Type:  
   {Shadow}
  Description:   When you stand in shadow, your illness washes away. When you stand in light, the shadow ob-
  scures you from danger.
  Light Effect:   During Upkeep, if you are Bloodied, your Shroud condition increases by 1 intensity and you 
  Recover +2.
  Dark Effect:   During Upkeep, Consume Shroud to reduce a condition intensity per 4 ranks in Sneak, Feather 
  Fingers and Verbal Manipulation.
  Shadow of Memory
  Type:  
  {Shadow}
  Description:   When you stand in shadow, it guides your strike towards your opponent’s psyche. When you 
  stand in light, the shadow becomes your armour.
  Light Effect:   If you are struck a second time during a combat round, your Shroud condition increases by 1 
  intensity.
  Dark Effect:   Consume Shroud to convert 2 points of damage on your next attack from Physical to Mental. 
  You may increase the amount of damage converted by 1 additional point per Minor Sacrifice +2.
  320
  Selective Spirit
  Type:  
  {Enchantment}
  Description:   Under certain conditions your soul becomes enraged and territorial, preventing hostile spirits 
  from entering your body. 
  Effect:  
   When possession is being self-applied and you are bloodied with a rune in Drain, no hostile spirits 
  Effect:  
   When possession is being self-applied and you are bloodied with a rune in Drain, no hostile spirits 
  Effect:  
   
  may enter your body. However spirits with an insane or autonomous disposition may enter your body.
  Shadow of Illicit Deeds
  Type: 
  {Shadow}
  Description:   When you stand in shadow, dark tendrils reach for your enemies. When you stand in light, the 
  Description:   When you stand in shadow, dark tendrils reach for your enemies. When you stand in light, the 
  Description:   
  shadow never truly leaves your side.
  Light Effect:   The first time each combat round that you are affected by an Active power with an Area meta, 
  your Shroud intensity increases by +1.
  Dark Effect:   When you are attacked with a melee weapon, after resolving the damage you may Consume 2 
  Shroud to snatch the weapon from your attacker [Counter: P].
  Shadow of Faith
  Type:
  Shadow of Faith
  Type:
  Shadow of Faith
    
  {Shadow}
  Shadow of Faith
    
  {Shadow}
  Shadow of Faith
  Description:   When you stand in shadow, it protects you as a beloved child. When you stand in light, the shad-
  ow is drawn to your violence.
  Light Effect:    If you are Bloodied, after you perform a standard Attack action, perform a Minor Sacrifice +1 to 
  increase your Shroud intensity by +1.
  Dark Effect:  Consume Shroud to gain a +2 Parry bonus until end of round.
  Shadow of Hvergelmir
  Type:  
   {Shadow}
  Description:   When you stand in shadow, your illness washes away. When you stand in light, the shadow ob-
  scures you from danger.
  Light Effect:   During Upkeep, if you are Bloodied, your Shroud condition increases by 1 intensity and you 
  Recover +2.
  Dark Effect:   During Upkeep, Consume Shroud to reduce a condition intensity per 4 ranks in Sneak, Feather 
  Fingers and Verbal Manipulation.
  Shadow of Memory
  Type:  
  {Shadow}
  Description:   When you stand in shadow, it guides your strike towards your opponent’s psyche. When you 
  Description:   When you stand in shadow, it guides your strike towards your opponent’s psyche. When you 
  Description:   
  stand in light, the shadow becomes your armour.
  Light Effect:   If you are struck a second time during a combat round, your Shroud condition increases by 1 
  intensity.
  Dark Effect:   Consume Shroud to convert 2 points of damage on your next attack from Physical to Mental. 
  You may increase the amount of damage converted by 1 additional point per Minor Sacrifice +2.
  
  321
  Shadow of Nif lheim
  Type: {Shadow}
  Description:   When you stand in shadow, your movements are quick and lethal. When you stand in light, the 
  shadow hungers for blood.
  Light Effect:   After you deal a killing blow, you may perform a Major Sacrifice +1 to increase your Shroud 
  condition by 1 intensity and perform a Weak Move action.
  Dark Effect:   Consume Shroud to gain a +1 bonus to DF per 3 ranks in Sneak, +1/+5 bonus to Reach/Range 
  per 3 ranks in Feather Fingers and +1 bonus to Parry per 3 ranks in  Verbal Manipulation.
  Shadow of the Ice Raven
  Type:  
  {Shadow}
  Description:   When you stand in shadow, you draw upon penumbral powers. When you stand in light, magic 
  floods through you.
  Light Effect:   During Upkeep, if you are maintaining an Active power, you may Consume Shroud to gain a +1 
  Focus for the remainder of the combat round.
  Dark Effect:   Consume Shroud to add a free meta tag to your next Active power. The meta tag must be a valid 
  one for the Active power.
  Shadow of the Ice Wolf
  Type:  
  {Shadow}
  Description:  When you stand in shadow, you draw upon penumbral powers. When you stand in light, you 
  lunge like a hungry ice wolf.
  Light Effect:  During Upkeep you may Consume Shroud to perform a Move action with a +1 bonus.
  Dark Effect:   Consume 2 Shroud to exchange a rune in play with a rune in hand. If you choose a rune from a 
  rune chain that is providing an ongoing effect, the effect must be reassessed when the rune from 
  In-Hand is swapped into the chain (the root effect or the metas may change). The Void rune may 
  never participate in the swap.
  Shadow of Youth
  Type:  
  {Shadow}
  Description:   When you stand in shadow, its caress mends your wounds. When you stand in light, the shadow 
  beckons for you to enter.
  Light Effect:   If you are Bloodied, after you end a standard Move action, perform a Minor Sacrifice +1 to in-
  crease your Shroud condition by 1 intensity.
  Dark Effect:   During Upkeep, Consume Shroud to Recover +2  and Heal +4. You Heal an additional +2 if you 
  are Bloodied.
  321
  Shadow of Nif lheim
  Type: {Shadow}
  Description:   When you stand in shadow, your movements are quick and lethal. When you stand in light, the 
  shadow hungers for blood.
  Light Effect:   After you deal a killing blow, you may perform a Major Sacrifice +1 to increase your Shroud 
  Light Effect:   After you deal a killing blow, you may perform a Major Sacrifice +1 to increase your Shroud 
  Light Effect:   
  condition by 1 intensity and perform a Weak Move action.
  Dark Effect:   Consume Shroud to gain a +1 bonus to DF per 3 ranks in Sneak, +1/+5 bonus to Reach/Range 
  per 3 ranks in Feather Fingers and +1 bonus to Parry per 3 ranks in  Verbal Manipulation.
  Shadow of the Ice Raven
  Type:  
  {Shadow}
  Description:   When you stand in shadow, you draw upon penumbral powers. When you stand in light, magic 
  floods through you.
  Light Effect:   During Upkeep, if you are maintaining an Active power, you may Consume Shroud to gain a +1 
  Focus for the remainder of the combat round.
  Dark Effect:   Consume Shroud to add a free meta tag to your next Active power. The meta tag must be a valid 
  one for the Active power.
  Shadow of the Ice Wolf
  Type:  
  {Shadow}
  Description:  When you stand in shadow, you draw upon penumbral powers. When you stand in light, you 
  Description:  When you stand in shadow, you draw upon penumbral powers. When you stand in light, you 
  Description:  
  lunge like a hungry ice wolf.
  Light Effect:  During Upkeep you may Consume Shroud to perform a Move action with a +1 bonus.
  Dark Effect:   Consume 2 Shroud to exchange a rune in play with a rune in hand. If you choose a rune from a 
  rune chain that is providing an ongoing effect, the effect must be reassessed when the rune from 
  In-Hand is swapped into the chain (the root effect or the metas may change). The Void rune may 
  never participate in the swap.
  Shadow of Youth
  Type:  
  {Shadow}
  Description:   When you stand in shadow, its caress mends your wounds. When you stand in light, the shadow 
  beckons for you to enter.
  Light Effect:   If you are Bloodied, after you end a standard Move action, perform a Minor Sacrifice +1 to in-
  crease your Shroud condition by 1 intensity.
  Dark Effect:   During Upkeep, Consume Shroud to Recover +2  and Heal +4. You Heal an additional +2 if you 
  are Bloodied.
  
  322
  Spiritual Discretion
  Type:  
  {Enchantment}
  Description:   Your soul is fuelled by immeasurable conviction. When foreign spirits enter your body, you con-
  vert them into benevolent and subservient spirits.
  Effect:  
   When receiving a level of Possession, you may perform an Ultimate Sacrifice +2 in order to force 
  the spirit into having a “benevolent” disposition. It will still act on its own accord with any runes 
  afforded to it, but its actions will be for the good of the possessed individual.
  Stand of Deliverance
  Type: 
  {Feat}
  Description:  Your self-sacrifice enables you to shake off the cobwebs of conflict and pain.
  Effect:  
   When entering or exiting a stance, you may perform a Moderate Sacrifice +1 to reduce a condi-
  tion that affects you by -1 intensity. This can only trigger during the Action phase.
  Stand of Haste
  Type:  
  {Feat}
  Description:  Your dexterity increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Weak Move action. This can only trigger 
  during the Action phase.
  Stand of the Four Winds
  Type:  
  {Feat}
  Description: Your tactical prowess increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Minor Sacrifice +2 to shift your Initiative 
  position by +/-1. This can only trigger during the Action phase.
  Stand of Victory
  Type:  
  {Feat}
  Description:  Your aggression increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Minor Sacrifice +1 to make a Weak Attack 
  action. This can only trigger during the Action phase.
  Striker
  Type:  
  {Feat}
  Description:  Your fighting style allows you to strike foes who would otherwise be beyond your reach. 
  Effect:  
   Gain Reach +1 on all melee Attack actions. If wielding a ranged weapon then you gain a Range +5 bonus.
  322
  Spiritual Discretion
  Type:  
  {Enchantment}
  Description:   Your soul is fuelled by immeasurable conviction. When foreign spirits enter your body, you con-
  vert them into benevolent and subservient spirits.
  Effect:  
   When receiving a level of Possession, you may perform an Ultimate Sacrifice +2 in order to force 
  Effect:  
   When receiving a level of Possession, you may perform an Ultimate Sacrifice +2 in order to force 
  Effect:  
   
  the spirit into having a “benevolent” disposition. It will still act on its own accord with any runes 
  afforded to it, but its actions will be for the good of the possessed individual.
  Stand of Deliverance
  Type: 
  {Feat}
  Description:  Your self-sacrifice enables you to shake off the cobwebs of conflict and pain.
  Effect:  
   When entering or exiting a stance, you may perform a Moderate Sacrifice +1 to reduce a condi-
  tion that affects you by -1 intensity. This can only trigger during the Action phase.
  Stand of Haste
  Type:  
  {Feat}
  Description:  Your dexterity increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Weak Move action. This can only trigger 
  Effect:  
   When entering or exiting a stance, you may perform a Weak Move action. This can only trigger 
  Effect:  
   
  during the Action phase.
  Stand of the Four Winds
  Type:  
  {Feat}
  Description: Your tactical prowess increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Minor Sacrifice +2 to shift your Initiative 
  position by +/-1. This can only trigger during the Action phase.
  Stand of Victory
  Type:  
  {Feat}
  Description:  Your aggression increases as you rely on your trusty stances.
  Effect:  
   When entering or exiting a stance, you may perform a Minor Sacrifice +1 to make a Weak Attack 
  action. This can only trigger during the Action phase.
  Striker
  Type:  
  {Feat}
  Description:  Your fighting style allows you to strike foes who would otherwise be beyond your reach. 
  Effect:  
   Gain Reach +1 on all melee Attack actions. If wielding a ranged weapon then you gain a Range +5 bonus.
  
  323
  Stubborn
  Type:  
  {Feat}
  Description:  Your manoeuvres are driven by your stubborn persistence.
  Effect:  
   Your Active powers that cause an effect requiring a counter become more difficult to counter. In 
  addition to the counter cost, the defender must also perform a Minor Sacrifice +1.
  Summon Forge Beast
  Type:  
  {Enchantment}
  Description:   There are creatures that have powers which are similar to that of a blacksmith’s forge. Some of 
  those creatures have a desire to help in the creation process. Such beasts are rare and usually 
  found in the more mythical realms upon the branches of the world tree. The Blacksmith can 
  attract such a beast by being in the correct realm, or next to an Alka of that realm. Such a beast 
  becomes friendly and will aid the Blacksmith in the crafting and infusing process, as well as act as 
  a faithful thane.
  Effect:  
   Gain a forge beast thane at level 3. If you already have this thane, then multiple instances of this 
  Passive power boost the level by another +3.
  Summon Mount
  Type: 
   {Feat}
  Description:  You attract a “mount” type thane such as a Golden Boar or Silver Stag.
  Effect:  
   Gain a mount thane at level 3. If you already have this thane, then multiple instances of this Pas-
  sive power boost the level by another +3.
  Tactical Pause
  Type:  
  {Feat}
  Description:  You delay your actions and watch for an opportune time to strike.
  Effect:  
  During Upkeep, you may shift your initiative down (later) by 2 positions.
  Temper Rage
  Type: 
   {Feat}
  Description:  You can force yourself to ignore your allies when at max rage.
  Effect:  
   While at max Rage, you may perform an Ultimate Sacrifice +1 in order to avoid attacking allies 
  for 1 combat round.
  Timely Mount
  Type:  
  {Feat}
  Description:  You and your rider time your movements perfectly.
  Effect:  
   During Upkeep you may move your Initiative marker 1 space above or below your rider’s Initia-
  tive marker.
  323
  Stubborn
  Type:  
  {Feat}
  Description:  Your manoeuvres are driven by your stubborn persistence.
  Effect:  
   Your Active powers that cause an effect requiring a counter become more difficult to counter. In 
  Effect:  
   Your Active powers that cause an effect requiring a counter become more difficult to counter. In 
  Effect:  
   
  addition to the counter cost, the defender must also perform a Minor Sacrifice +1.
  Summon Forge Beast
  Type:  
  {Enchantment}
  Description:   There are creatures that have powers which are similar to that of a blacksmith’s forge. Some of 
  those creatures have a desire to help in the creation process. Such beasts are rare and usually 
  found in the more mythical realms upon the branches of the world tree. The Blacksmith can 
  attract such a beast by being in the correct realm, or next to an Alka of that realm. Such a beast 
  becomes friendly and will aid the Blacksmith in the crafting and infusing process, as well as act as 
  a faithful thane.
  Effect:  
   Gain a forge beast thane at level 3. If you already have this thane, then multiple instances of this 
  Passive power boost the level by another +3.
  Summon Mount
  Type: 
   {Feat}
  Description:  You attract a “mount” type thane such as a Golden Boar or Silver Stag.
  Effect:  
   Gain a mount thane at level 3. If you already have this thane, then multiple instances of this Pas-
  sive power boost the level by another +3.
  Tactical Pause
  Type:
  Tactical Pause
  Type:
  Tactical Pause
    
  {Feat}
  Tactical Pause
    
  {Feat}
  Tactical Pause
  Description:  You delay your actions and watch for an opportune time to strike.
  Effect:  
  During Upkeep, you may shift your initiative down (later) by 2 positions.
  Temper Rage
  Type: 
   {Feat}
  Description:  You can force yourself to ignore your allies when at max rage.
  Effect:  
   While at max Rage, you may perform an Ultimate Sacrifice +1 in order to avoid attacking allies 
  for 1 combat round.
  Timely Mount
  Type:  
  {Feat}
  Description:  You and your rider time your movements perfectly.
  Effect:  
   During Upkeep you may move your Initiative marker 1 space above or below your rider’s Initia-
  tive marker.
  
  324
  Titanic Size
  Type:  
  {Feat}
  Description:   You grow at an astounding rate, but cannot benefit from any magical items as they are incompat-
  ible with your special physiology.
  Effect:  
  Size +1 and gain another Size +1 every 5 levels. You may never equip any magic items.
  Trail Blaze
  Type:  
  {Enchantment}
  Description:  While you move, you may extend an Alka that you have already placed on the battlefield.
  Effect:  
   While moving, you may perform a Minor Sacrifice +1 to drop an Alka adjacent to an Alka you 
  have already placed on the ground. For each Minor Sacrifice performed, you get to place 1 Alka 
  on an adjacent hex. This Alka must be adjacent to another Alka you placed earlier.
  Trap Master
  Type:  
  {Feat}
  Description:  You apply your knowledge of traps when designing them.
  Effect:  
  Add +1 level to your traps per rank in the Hunting/Trapping skill.
  Trapper’s Companion
  Type: 
   {Feat}
  Description:   You are aware of the traps of your allies and can avoid taking damage even when caught in the 
  area of effect.
  Effect:  
   When in the area of a friendly trap’s effect, you may elect to negate the effect/damage upon 
  yourself.
  Tribal Blood
  Type:  
  {Enchantment}
  Description:   You are bound by blood to your warband members. Any harm to your companions amplifies your 
  battle prowess.
  Effect:  
   If an ally has died in the last few minutes, gain DF +1 on Attack actions and a Parry +1 bonus 
  on Defend actions. This bonus scales by the number of allies who have died recently (maximum 
  +6/+6).
  Verdant Size
  Type:  
  {Feat}
  Description:  You grow and drop roots, sacrificing mobility for size.
  Effect:  
   Size +2, Move -1 and can only perform Weak Move actions. The +2 Move gained from the +2 
  Size is diminished by the -1 Move penalty.
  324
  Titanic Size
  Type:  
  {Feat}
  Description:   You grow at an astounding rate, but cannot benefit from any magical items as they are incompat-
  ible with your special physiology.
  Effect:  
  Size +1 and gain another Size +1 every 5 levels. You may never equip any magic items.
  Trail Blaze
  Type:  
  {Enchantment}
  Description:  While you move, you may extend an Alka that you have already placed on the battlefield.
  Effect:  
   While moving, you may perform a Minor Sacrifice +1 to drop an Alka adjacent to an Alka you 
  Effect:  
   While moving, you may perform a Minor Sacrifice +1 to drop an Alka adjacent to an Alka you 
  Effect:  
   
  have already placed on the ground. For each Minor Sacrifice performed, you get to place 1 Alka 
  on an adjacent hex. This Alka must be adjacent to another Alka you placed earlier.
  Trap Master
  Type:  
  {Feat}
  Description:  You apply your knowledge of traps when designing them.
  Effect:  
  Add +1 level to your traps per rank in the Hunting/Trapping skill.
  Trapper’s Companion
  Type: 
   {Feat}
  Description:   You are aware of the traps of your allies and can avoid taking damage even when caught in the 
  area of effect.
  Effect:  
   When in the area of a friendly trap’s effect, you may elect to negate the effect/damage upon 
  Effect:  
   When in the area of a friendly trap’s effect, you may elect to negate the effect/damage upon 
  Effect:  
   
  yourself.
  Tribal Blood
  Type:  
  {Enchantment}
  Description:   You are bound by blood to your warband members. Any harm to your companions amplifies your 
  Description:   You are bound by blood to your warband members. Any harm to your companions amplifies your 
  Description:   
  battle prowess.
  Effect:  
   If an ally has died in the last few minutes, gain DF +1 on Attack actions and a Parry +1 bonus 
  on Defend actions. This bonus scales by the number of allies who have died recently (maximum 
  +6/+6).
  Verdant Size
  Type:  
  {Feat}
  Description:  You grow and drop roots, sacrificing mobility for size.
  Effect:  
   Size +2, Move -1 and can only perform Weak Move actions. The +2 Move gained from the +2 
  Size is diminished by the -1 Move penalty.
  
  325
  War Planner
  Type:  
  {Feat}
  Description:   Your phenomenal warfare experience allows you to anticipate the movements of others, so that 
  you may better adjust your plans.
  Effect:  
  During Upkeep, you may shift +/- 1 in Initiative per 2 ranks in War Tactics.
  Zerkir Chest Bump
  Type:  
  {Feat}
  Description:  You run and jump at your opponent, chest first.
  Effect:  
   During Upkeep, Consume 1 Rage to perform a Weak Move. At your destination, knockback an 
  adjacent combatant by +2 hexes [Counter P], and then perform another Weak Move.
  Zerkir Weapon Toss
  Type: 
   {Feat}
  Description:  Your rage is so overpowering that you throw anything you hold at your opponents. 
  Effect:  
   Consume 1 Rage. On your next attack with a melee weapon, you may throw it with a +5 Range 
  bonus and with +1 Knockback. The weapon bounces against your target, back into your hand. 
  The Multi meta may not be used in conjunction with this power.
  325
  War Planner
  Type:  
  {Feat}
  Description:   Your phenomenal warfare experience allows you to anticipate the movements of others, so that 
  you may better adjust your plans.
  Effect:  
  During Upkeep, you may shift +/- 1 in Initiative per 2 ranks in War Tactics.
  Zerkir Chest Bump
  Type:  
  {Feat}
  Description:  You run and jump at your opponent, chest first.
  Effect:  
   During Upkeep, Consume 1 Rage to perform a Weak Move. At your destination, knockback an 
  adjacent combatant by +2 hexes [Counter P], and then perform another Weak Move.
  Zerkir Weapon Toss
  Type: 
   {Feat}
  Description:  Your rage is so overpowering that you throw anything you hold at your opponents. 
  Effect:  
   Consume 1 Rage. On your next attack with a melee weapon, you may throw it with a +5 Range 
  bonus and with +1 Knockback. The weapon bounces against your target, back into your hand. 
  The Multi meta may not be used in conjunction with this power.
  
  326
  Ancestral Weapon
  [Difficulty +2, Spiritual]
  Some weapons hold such great importance that they do not pass into the afterlife. Their purpose is to serve the 
  living and as a result, they pass onto to a worthy heir after their owner’s demise. This special inheritance is not 
  considered a transgression upon the deceased or the afterlife. After the previous owner is cremated, their ashes 
  are bound into a new ore ingot and forged into the weapon. This skill imparts the knowledge of how to bind the 
  ashes to the ore, as well as the process involved in adding this new ingot to the existing weapon. As the weapon 
  passes from owner to owner, each owner’s ashes are imbued into the weapon.
  The weapon has a very high QR, however the wielder can only gain access to a certain amount of the item’s 
  powers and abilities. A dweller or denizen starting out with such a weapon benefits from a QR equal to half 
  the wielder’s level (minimum 7). This QR is further boosted by +10% per wielder’s Disir level. The size of the 
  weapon is 3 or the Reach attribute, whichever is greater. The attributes of the weapon are defined by the craft 
  skill table (see page 329). QR is spent to improve the attributes and metas of the weapon.  Every Additional 
  instance of this skill grants 1 automatic counter to being disarmed per round as well as a virtual +2 QR versus 
  having the weapon damaged.
  This weapon is considered to be crafted by the wielder so long as it has been wielded by the wielder’s ancestor or 
  the wielder has leveled their dweller twice while using this weapon exclusively.
  As the wielder increases in level so does the QR. Every 2 levels gained will grant 1 unused QR to the Ancestral 
  Weapon. This QR can be utilized for new attributes using the Craft skill rules.
  If such a weapon is found the Norn will determine the used and unused portions of QR as well as the attributes 
  of the weapon.
  The loss of an Ancestral Weapon is a real travesty for the Stalo. If it cannot be recovered, then reforging is the 
  only other option. A reforged Ancestral Weapon loses the Disir level bonus since the ancestry line has been 
  reset.
  Animal Shapeshift
  [Difficulty +2, Spiritual]
  [Amplify Amplify Maintain]
  This skill cannot be attempted without at least 1 rank. Over the span of seconds, the individual changes their 
  shape (Shapechange rules) into one of the three predetermined animals. When gaining a rank in this skill, the 
  dweller or denizen chooses 1 small animal from each of the three major biomes: air, water and land. A common 
  selection would be: sparrow, trout and ferret.
  The dweller or denizen retains all of their powers and skills in this new form and uses the physical attributes 
  granted by the new form. Perception and Wilderness Survival grant bonuses to the dweller’s skills. Human 
  speech is possible in the new form.
  New Skills
   
  326
  Ancestral Weapon
  [Difficulty +2, Spiritual]
  Some weapons hold such great importance that they do not pass into the afterlife. Their purpose is to serve the 
  living and as a result, they pass onto to a worthy heir after their owner’s demise. This special inheritance is not 
  considered a transgression upon the deceased or the afterlife. After the previous owner is cremated, their ashes 
  are bound into a new ore ingot and forged into the weapon. This skill imparts the knowledge of how to bind the 
  ashes to the ore, as well as the process involved in adding this new ingot to the existing weapon. As the weapon 
  passes from owner to owner, each owner’s ashes are imbued into the weapon.
  The weapon has a very high QR, however the wielder can only gain access to a certain amount of the item’s 
  powers and abilities. A dweller or denizen starting out with such a weapon benefits from a QR equal to half 
  the wielder’s level (minimum 7). This QR is further boosted by +10% per wielder’s Disir level. The size of the 
  weapon is 3 or the Reach attribute, whichever is greater. The attributes of the weapon are defined by the craft 
  skill table (see page 329). QR is spent to improve the attributes and metas of the weapon.  Every Additional 
  instance of this skill grants 1 automatic counter to being disarmed per round as well as a virtual +2 QR versus 
  having the weapon damaged.
  This weapon is considered to be crafted by the wielder so long as it has been wielded by the wielder’s ancestor or 
  the wielder has leveled their dweller twice while using this weapon exclusively.
  As the wielder increases in level so does the QR. Every 2 levels gained will grant 1 unused QR to the Ancestral 
  Weapon. This QR can be utilized for new attributes using the Craft skill rules.
  If such a weapon is found the Norn will determine the used and unused portions of QR as well as the attributes 
  of the weapon.
  The loss of an Ancestral Weapon is a real travesty for the Stalo. If it cannot be recovered, then reforging is the 
  only other option. A reforged Ancestral Weapon loses the Disir level bonus since the ancestry line has been 
  reset.
  Animal Shapeshift
  [Difficulty +2, Spiritual]
  [Amplify Amplify Maintain]
  This skill cannot be attempted without at least 1 rank. Over the span of seconds, the individual changes their 
  shape (Shapechange rules) into one of the three predetermined animals. When gaining a rank in this skill, the 
  dweller or denizen chooses 1 small animal from each of the three major biomes: air, water and land. A common 
  selection would be: sparrow, trout and ferret.
  The dweller or denizen retains all of their powers and skills in this new form and uses the physical attributes 
  granted by the new form. Perception and Wilderness Survival grant bonuses to the dweller’s skills. Human 
  speech is possible in the new form.
  New Skills
  New Skills
  
  327
  To use this skill in combat the combatant must play a rune. Additional runes may be played as meta tags in order 
  to boost the effect. Every additional rune played grants a +1 bonus to Move, DF or Parry.
  Appraisal
  [Difficulty +0, Mental]
  This skill is used to assess the item attributes as bestowed via the Craft skill. Every success will reveal 5 QR worth of 
  attributes. Even without this skill, repeated use of an item will eventually reveal its crafted attributes (infused effects 
  are assessed using the Lore:Arcana skill). In addition this skill allows someone to assess the local market value for 
  goods and services. This assessment is very accurate and takes into account current economy, perceived availability 
  and demand. Extra successes on Appraisal can be converted to bonuses on a subsequent Negotiation skill check. 
  Every 3 successes in Appraisal can be converted to 1 success on the Negotiation skill check.
  Brew
  [Difficulty +1, Mental]
  The Brewing skill allows one to 
  create potions, tattoo inks and 
  ointments. These are single use 
  items whose effects are either 
  instant (single combat round) or 
  last for a longer duration. The 
  effect’s potency is defined by the 
  consumable’s total QR. Every 
  success above a difficulty of 1 
  adds extra craft successes to the QR of the potion or ointment.
  Total QR = Base QR + Extra Craft Successes
   Type 
  Duration 
  Base QR
   Potion 
  Instant effect (one combat round) 
  6
   Ointment 
  Lasts for the scene (whole combat) 
  0
   Tattoo 
  Lasts for an adventure (game night) 
  -6
  Table 2: Brew Consumable Table
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   
   
   
  (flight)
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   
   
   
  (underwater
   
   
   
  swimming)
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   
   
   
  (quadruped)
  Table 1: Animal Shapeshift Table
  327
  To use this skill in combat the combatant must play a rune. Additional runes may be played as meta tags in order 
  to boost the effect. Every additional rune played grants a +1 bonus to Move, DF or Parry.
  Appraisal
  [Difficulty +0, Mental]
  This skill is used to assess the item attributes as bestowed via the Craft skill. Every success will reveal 5 QR worth of 
  attributes. Even without this skill, repeated use of an item will eventually reveal its crafted attributes (infused effects 
  are assessed using the Lore:Arcana skill). In addition this skill allows someone to assess the local market value for 
  goods and services. This assessment is very accurate and takes into account current economy, perceived availability 
  and demand. Extra successes on Appraisal can be converted to bonuses on a subsequent Negotiation skill check. 
  Every 3 successes in Appraisal can be converted to 1 success on the Negotiation skill check.
  Brew
  [Difficulty +1, Mental]
  The Brewing skill allows one to 
  create potions, tattoo inks and 
  ointments. These are single use 
  items whose effects are either 
  instant (single combat round) or 
  last for a longer duration. The 
  effect’s potency is defined by the 
  consumable’s total QR. Every 
  success above a difficulty of 1 
  adds extra craft successes to the QR of the potion or ointment.
  Total QR = Base QR + Extra Craft Successes
  Table 2: Brew Consumable Table
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   
   
   
  (flight)
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   
   
   
  (quadruped)
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   
   
   
  (flight)
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   
   
   
  (quadruped)
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   
   
   
  (flight)
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   
   
   
  swimming)
   
   
   
  (underwater
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   
   
   
  (quadruped)
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   Animal 
  Size 
  Move 
  DF 
  PF 
  Parry 
  Perception 
  Wilderness
   Type 
   
   
   
   
   
   
  Survival
   
  Air  
  1  
  4 
  1  
  0  
  0  
  +1  
  +2
   Water  
  1  
  4 
  1 
  0 
  4 
  +1 
  +2
   Land 
   1  
  2 
  1  
  0  
  2  
  +3  
  +2
   
   
   
  (quadruped)
   
   
   
  (quadruped)
   
   
   
  (quadruped)
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
  Potion 
  Instant effect (one combat round) 
  6
  Potion 
  Instant effect (one combat round) 
  6
  Potion 
  Instant effect (one combat round) 
  6
   Ointment 
  Lasts for the scene (whole combat) 
  0
   Ointment 
  Lasts for the scene (whole combat) 
  0
   Ointment 
  Lasts for the scene (whole combat) 
  0
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
  Table 1: Animal Shapeshift Table
  Table 1: Animal Shapeshift Table
  Table 1: Animal Shapeshift Table
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
   Type 
  Duration 
  Base QR
   Ointment 
  Lasts for the scene (whole combat) 
  0
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Tattoo 
  Lasts for an adventure (game night) 
  -6
   Type 
  Duration 
  Base QR
  
  328
  In order to create the potions, a number of raw materials (herbs) must be prepared before the skill attempt 
  is made. 
  One or more effects may be added to a potion or ointment. One effect may be stacked many times so long as the 
  QR allows for it. Listed below are the types of effects that can be brewed into the consumable and how they trigger:
  Table 3: Brew Raw Materials Table
   Total 
   
  QR Raw Materials Required
    
  Potion 
  Ointment 
  Tattoo
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  1 
  Heal +1 (immediate effect) 
  Heal immediately 
  Heal triggers during upkeep
  4 
  Remove 1 Intensity from a 
  Immediately remove the 
  Condition intensity
   
  condition 
  condition by the 
  is reduced during Upkeep  
   
   
  intensity
  1  
  Recover +2  
  Recover immediately  
  Recover triggers during upkeep
  1  
  Grant Attack actions +1 P DF 
  Next Attack action 
  Grants the bonus to the first 
   
   
   
  Attack action of the round
  3  
  Focus +1  
  Next spell  
  Grants the bonus to the first spell
   
   
   
  cast each round
  1 
  Grant Parry +1 
  Next Defend action 
  Grants the bonus to the first 
   
   
   
  Defend action of the round
  2  
  Grant PF +1 
  Next time you are 
  Grants the bonus to the first
   
   
  attacked 
  time you are attacked in the round
  4  
  Grant an Evade +1  
  Next Defend action 
  Grants the bonus to the first 
   
   
   
  Defend action of the round
  2 
  Omens / Portents skill rank +1 
  Next Omens / Portents 
  One Omens / Portents skill check
   
   
  skill check 
  per combat round (or every check
   
   
   
  if tattoo)
  Table 4: Brew Effects Table
  328
  In order to create the potions, a number of raw materials (herbs) must be prepared before the skill attempt 
  is made. 
  One or more effects may be added to a potion or ointment. One effect may be stacked many times so long as the 
  QR allows for it. Listed below are the types of effects that can be brewed into the consumable and how they trigger:
  Table 3: Brew Raw Materials Table
   Total 
   
  QR Raw Materials Required
    
  Potion 
  Ointment 
  Tattoo
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Total 
   
  QR Raw Materials Required
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
  Potion 
  Ointment 
  Tattoo
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
  Potion 
  Ointment 
  Tattoo
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  1 
  Heal +1 (immediate effect) 
  Heal immediately 
  Heal triggers during upkeep
  1 
  Heal +1 (immediate effect) 
  Heal immediately 
  Heal triggers during upkeep
  1 
  Heal +1 (immediate effect) 
  Heal immediately 
  Heal triggers during upkeep
  1 
  Heal +1 (immediate effect) 
  Heal immediately 
  Heal triggers during upkeep
  4 
  Remove 1 Intensity from a 
  Immediately remove the 
  Condition intensity
   
  Remove 1 Intensity from a 
  Immediately remove the 
  Condition intensity
   
  Remove 1 Intensity from a 
  Immediately remove the 
  Condition intensity
   
  Remove 1 Intensity from a 
  Immediately remove the 
  Condition intensity
   
  condition 
  condition by the 
  is reduced during Upkeep  
   
  condition 
  condition by the 
  is reduced during Upkeep  
   
  condition 
  condition by the 
  is reduced during Upkeep  
   
  condition 
  condition by the 
  is reduced during Upkeep  
   
   
  intensity
   
   
  intensity
   
   
  intensity
  1  
  Recover +2  
  Recover immediately  
  Recover triggers during upkeep
  1  
  Recover +2  
  Recover immediately  
  Recover triggers during upkeep
  1  
  Recover +2  
  Recover immediately  
  Recover triggers during upkeep
  1  
  Recover +2  
  Recover immediately  
  Recover triggers during upkeep
  1  
  Grant Attack actions +1 P DF 
  Next Attack action 
  Grants the bonus to the first 
  1  
  Grant Attack actions +1 P DF 
  Next Attack action 
  Grants the bonus to the first 
  1  
  Grant Attack actions +1 P DF 
  Next Attack action 
  Grants the bonus to the first 
  1  
  Grant Attack actions +1 P DF 
  Next Attack action 
  Grants the bonus to the first 
   
   
   
  Attack action of the round
   
   
   
  Attack action of the round
   
   
   
  Attack action of the round
   
   
   
  Attack action of the round
  3  
  Focus +1  
  Next spell  
  Grants the bonus to the first spell
  3  
  Focus +1  
  Next spell  
  Grants the bonus to the first spell
  3  
  Focus +1  
  Next spell  
  Grants the bonus to the first spell
  3  
  Focus +1  
  Next spell  
  Grants the bonus to the first spell
   
   
   
  cast each round
   
   
   
  cast each round
   
   
   
  cast each round
   
   
   
  cast each round
  1 
  Grant Parry +1 
  Next Defend action 
  Grants the bonus to the first 
  1 
  Grant Parry +1 
  Next Defend action 
  Grants the bonus to the first 
  1 
  Grant Parry +1 
  Next Defend action 
  Grants the bonus to the first 
  1 
  Grant Parry +1 
  Next Defend action 
  Grants the bonus to the first 
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
  2  
  Grant PF +1 
  Next time you are 
  Grants the bonus to the first
  2  
  Grant PF +1 
  Next time you are 
  Grants the bonus to the first
  2  
  Grant PF +1 
  Next time you are 
  Grants the bonus to the first
  2  
  Grant PF +1 
  Next time you are 
  Grants the bonus to the first
   
   
  attacked 
  time you are attacked in the round
   
   
  attacked 
  time you are attacked in the round
   
   
  attacked 
  time you are attacked in the round
   
   
  attacked 
  time you are attacked in the round
  4  
  Grant an Evade +1  
  Next Defend action 
  Grants the bonus to the first 
  4  
  Grant an Evade +1  
  Next Defend action 
  Grants the bonus to the first 
  4  
  Grant an Evade +1  
  Next Defend action 
  Grants the bonus to the first 
  4  
  Grant an Evade +1  
  Next Defend action 
  Grants the bonus to the first 
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
   
   
   
  Defend action of the round
  2 
  Omens / Portents skill rank +1 
  Next Omens / Portents 
  One Omens / Portents skill check
  2 
  Omens / Portents skill rank +1 
  Next Omens / Portents 
  One Omens / Portents skill check
  2 
  Omens / Portents skill rank +1 
  Next Omens / Portents 
  One Omens / Portents skill check
  2 
  Omens / Portents skill rank +1 
  Next Omens / Portents 
  One Omens / Portents skill check
   
   
  skill check 
  per combat round (or every check
   
   
  skill check 
  per combat round (or every check
   
   
  skill check 
  per combat round (or every check
   
   
  skill check 
  per combat round (or every check
   
   
   
  if tattoo)
   
   
   
  if tattoo)
   
   
   
  if tattoo)
   
   
   
  if tattoo)
  Table 4: Brew Effects Table
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Total 
   
  QR Raw Materials Required
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
   Total 
   
  QR Raw Materials Required
   Total 
   
  QR Raw Materials Required
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
  QR 
  Effect 
  Potion 
  Ointment & Tattoo
   Total 
   
  QR Raw Materials Required
    
   1  
  1  
  1  
  1
   2  
  2  
  4  
  8
   3  
  3  
  9  
  27
   4  
  4  
  16  
  64
   5  
  5 
   25  
  125
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Etc...  
  Etc...  
  Etc...  
  Etc...
   Total 
   
  QR Raw Materials Required
  
  329
  The Norn may allow some other types of consumable effects which aren’t listed in the table above. A lot of cau-
  tion and consideration needs to be given before creating consumables that grant Passive powers or Condition 
  intensities.
  If you gain a benefit from a consumable, you cannot use a second consumable that grants the same benefit. If you 
  do use a consumable that grants the same benefit, the new benefit is negated. The original benefit must wear off 
  before it can be re-applied with another consumable. 
  See page 345 for rules on consumable rules.
  Example:  Anund the Druid has a Brew skill of 2 and Destiny 4. He wishes to make a potion of focus and health. 
  He has 4 successes (3 from the Wyrd and 2 from the skill ranks minus the difficulty of the brew skill). He will need 
  to boil 10 ounces of esoteric herbs within a small cauldron filled with water. The resulting potion has a QR of 10 
  (6 base +4 from the success). He spends 6 QR on focus and 4 QR on healing- this results in a potion that instantly 
  Heals +4 and grants +2 Focus for the next spell.
  Capture Memories
  [Difficulty +2, Mental]
  This skill allows you to read the mind of another being within 15’. If the target is awake, half of their Mental trait 
  is added to the skill check as a difficulty modifier. Half of the victim’s Mental Trait is added as a difficulty modi-
  fier. Failure indicates that the victim has resisted your probe and is now aware that someone is trying to probe 
  their mind. For every success, you can view 4 memories from that being’s life. Every success above 2 allows you 
  to pick one specific memory and probe it further. An example of a specific memory is “the time you met king 
  Harald for the first time”. The the further probe could reveal details such as the topic of conversation with the 
  member of the Blotskadi who was in the room.
  Craft
  [Difficulty +0, Mental]
  Crafting allows someone to create 
  an item that could be of use in com-
  bat or in everyday life. Someone at-
  tempting the Craft skill with zero 
  ranks limits an item’s quality rating 
  (QR) to 2. Crafting requires materi-
  als and tools. The exact number of 
  consumable materials needed and 
  the tool quality required can be found in a table below. 
  The crafting process is handled by a skill check. The individual performing the crafting attempt declares what 
  they wish to create and then sets the quality rating (QR) of the attempt. The QR becomes the difficulty rating 
  (DR) of the skill attempt. The QR declared cannot be higher than the limitation imposed by the tools being used. 
  The amount of crafting materials are consumed and the skill check is made. Success means that the item of the 
  specified QR has been created. Failure by 1 means that the item created is “damaged”, and a failure by 2 or more 
  means the item crafting attempt failed. There are no benefits to scoring additional successes (although some 
  powers and skills may override this).
  Table 5: Craft Success Table
  Skill Check Result  
  Crafting Result
  Success  
  Item successfully created
  Failure by 1  
  Item created, but with “damaged” state
  Failure by 2 or more  
  Junk
  329
  The Norn may allow some other types of consumable effects which aren’t listed in the table above. A lot of cau-
  tion and consideration needs to be given before creating consumables that grant Passive powers or Condition 
  intensities.
  If you gain a benefit from a consumable, you cannot use a second consumable that grants the same benefit. If you 
  do use a consumable that grants the same benefit, the new benefit is negated. The original benefit must wear off 
  before it can be re-applied with another consumable. 
  See page 345 for rules on consumable rules.
  Example:  Anund the Druid has a Brew skill of 2 and Destiny 4. He wishes to make a potion of focus and health. 
  He has 4 successes (3 from the Wyrd and 2 from the skill ranks minus the difficulty of the brew skill). He will need 
  to boil 10 ounces of esoteric herbs within a small cauldron filled with water. The resulting potion has a QR of 10 
  (6 base +4 from the success). He spends 6 QR on focus and 4 QR on healing- this results in a potion that instantly 
  Heals +4 and grants +2 Focus for the next spell.
  Capture Memories
  [Difficulty +2, Mental]
  This skill allows you to read the mind of another being within 15’. If the target is awake, half of their Mental trait 
  is added to the skill check as a difficulty modifier. Half of the victim’s Mental Trait is added as a difficulty modi-
  fier. Failure indicates that the victim has resisted your probe and is now aware that someone is trying to probe 
  their mind. For every success, you can view 4 memories from that being’s life. Every success above 2 allows you 
  to pick one specific memory and probe it further. An example of a specific memory is “the time you met king 
  Harald for the first time”. The the further probe could reveal details such as the topic of conversation with the 
  member of the Blotskadi who was in the room.
  Craft
  [Difficulty +0, Mental]
  Crafting allows someone to create 
  an item that could be of use in com-
  bat or in everyday life. Someone at-
  tempting the Craft skill with zero 
  ranks limits an item’s quality rating 
  (QR) to 2. Crafting requires materi-
  als and tools. The exact number of 
  consumable materials needed and 
  the tool quality required can be found in a table below. 
  The crafting process is handled by a skill check. The individual performing the crafting attempt declares what 
  they wish to create and then sets the quality rating (QR) of the attempt. The QR becomes the difficulty rating 
  (DR) of the skill attempt. The QR declared cannot be higher than the limitation imposed by the tools being used. 
  The amount of crafting materials are consumed and the skill check is made. Success means that the item of the 
  specified QR has been created. Failure by 1 means that the item created is “damaged”, and a failure by 2 or more 
  means the item crafting attempt failed. There are no benefits to scoring additional successes (although some 
  powers and skills may override this).
  Table 5: Craft Success Table
  Skill Check Result  
  Crafting Result
  Success  
  Item successfully created
  Failure by 1  
  Item created, but with “damaged” state
  Failure by 2 or more  
  Junk
  Skill Check Result  
  Crafting Result
  Success  
  Item successfully created
  Failure by 1  
  Item created, but with “damaged” state
  Failure by 2 or more  
  Junk
  (QR) to 2. Crafting requires materi-
  als and tools. The exact number of 
  Failure by 2 or more  
  Junk
  Failure by 2 or more  
  Junk
  Failure by 2 or more  
  Junk
  Failure by 2 or more  
  Junk
  Crafting allows someone to create 
  Skill Check Result  
  Crafting Result
  Skill Check Result  
  Crafting Result
  Skill Check Result  
  Crafting Result
  
  330
  The crafting process has a few requirements. Chief among them are the right tools and the raw materials. The 
  tools are generalized, and do not take into account leather or fur vs. wood or metal ores. However the quality 
  level of the tools is a very important factor that influences the quality level of the resulting crafted items and the 
  price of the tools themselves.
  Crafting a crafting tool is no different than any other item except in the following ways:
  All QR upgrades are spent on allowing it to make items, so no other effects can be added
  Dvergar grade tools require the use of  realm ores from Nidavellir
  A crafting attempt also consumes raw materials (crafting materials) such as leather, wood and iron ore. The 
  materials are also generalized for use with any type of final product. When a crafting attempt is being made, the 
  number of crafting materials that are required and consumed (regardless of the success or failure of the craft-
  ing attempt) is determined by the QR of the desired item. The rule of thumb is the QR squared. So a QR 6 item 
  would require 36 crafting materials. All regular crafting materials are considered to be QR 1. Price per crafting 
  material averages 5 skatt.
  Once an item is successfully created, the QR can be spent on item attributes. Any unspent QR can remain for 
  infusions (see the Infuse skill on page 334).
  A “shield” is defined as a weapon where Parry exceeds the DF value. It is considered its own equipment category 
  when crafting and infusing.
  Table 6: Craft Tool Table
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  330
  The crafting process has a few requirements. Chief among them are the right tools and the raw materials. The 
  tools are generalized, and do not take into account leather or fur vs. wood or metal ores. However the quality 
  level of the tools is a very important factor that influences the quality level of the resulting crafted items and the 
  price of the tools themselves.
  Crafting a crafting tool is no different than any other item except in the following ways:
  All QR upgrades are spent on allowing it to make items, so no other effects can be added
  Dvergar grade tools require the use of  realm ores from Nidavellir
  A crafting attempt also consumes raw materials (crafting materials) such as leather, wood and iron ore. The 
  materials are also generalized for use with any type of final product. When a crafting attempt is being made, the 
  number of crafting materials that are required and consumed (regardless of the success or failure of the craft-
  ing attempt) is determined by the QR of the desired item. The rule of thumb is the QR squared. So a QR 6 item 
  would require 36 crafting materials. All regular crafting materials are considered to be QR 1. Price per crafting 
  material averages 5 skatt.
  Once an item is successfully created, the QR can be spent on item attributes. Any unspent QR can remain for 
  infusions (see the Infuse skill on page 334).
  A “shield” is defined as a weapon where Parry exceeds the DF value. It is considered its own equipment category 
  when crafting and infusing.
  Table 6: Craft Tool Table
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Basic Tools 
  1  
  6 
  5
  Masterwork Tools 
  6 
  9 
  405
  Grand Master Tools 
  9 
  15 
  1,125
  Dvergar Basic Tools 
  15 
  27 
  3,645
  Dvergar Masterwork Tools 
  27 
  51 
  13,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Dvergar Grand Master Tools 
  51 
  99 
  49,005
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  Tool Quality 
  QR of Tool 
  Maximum Crafted Item QR 
  Price
  
  331
  QR Cost 
  Effect 
  Type of item that can receive the effect
  1 
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
   
  container, it is combustible, etc...) 
  Miscellaneous
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Pierce +2 
  Weapon
  1 
  Heal +1 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Physical DF +1 
  Weapon, Shield
  1 
  Parry +1 
  Weapon, Armour, Shield
  1 
  Reach +1 
  Weapon, Shield
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
   
  an item 2-handed regardless of size
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  weapon can be thrown 5 hexes, the first 
   
  addition of this effect increases throw 
   
  range to 10 hexes.
  2 
  Physical PF +1 
  Armour, Shield
  1 
  Physical DF +1 (bonus  
  Accessory
   
  added to {Spell} powers)
  2 
  Mental DF +1 (bonus  
  Accessory
   
  added to {Spell} powers)
  2 
  Spiritual DF +1 (bonus added 
   
  to {Spell} powers) 
  Accessory
  4 
  Evade +1 
  Weapon, Armour, Shield, Accessory
  1 
  Move +1 
  Accessory
  3 
  Focus +1 
  Weapon, Armour, Shield, Accessory
  3 
  Mental PF +1 
  Armour, Shield
  3 
  Spiritual PF +1 
  Armour, Shield
  0 
  First Weapon meta  
  Weapon
   
  (Gore, Knockdown, Hamstring)
  1 
  Second weapon meta  
  Weapon
   
  (Gore, Knockdown, Hamstring) 
  2 
  Third (and beyond) weapon meta  
  Weapon
   
  (Gore, Knockdown, Hamstring)
  4 
  Non-Standard weapon meta (Blind, etc...) 
  Weapon
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  1 
  Second defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and beyond) defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  4 
  Non-Standard defensive meta (Shroud, etc...) 
  Armour, Shield
  0 
  Add the “Consumable” attribute to 
  Accessory, Miscellaneous
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
  Table 7: Craft Weapon Attribute Table
  331
  QR Cost 
  Effect 
  Type of item that can receive the effect
  1 
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
   
  container, it is combustible, etc...) 
  Miscellaneous
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
   
  container, it is combustible, etc...) 
  Miscellaneous
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Pierce +2 
  Weapon
  1 
  Heal +1 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Physical DF +1 
  Weapon, Shield
  1 
  Parry +1 
  Weapon, Armour, Shield
  1 
  Reach +1 
  Weapon, Shield
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
  2 
  Range +10 (bow a
   
  an item 2-handed regardless of size
  2 
  Range +10 (bow a
   
  an item 2-handed regardless of size
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
   
  an item 2-handed regardless of size
  nd crossbow) makes 
  Weapon
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
  2 
  Range +10 (bow a
   
  an item 2-handed regardless of size
  2 
  Range +10 (bow and crossbow) makes 
  Weapon
  2 
  Range +10 (bow a
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  weapon can be thrown 5 hexes, the first 
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  weapon can be thrown 5 hexes, the first 
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  addition of this effect increases throw 
   
  weapon can be thrown 5 hexes, the first 
   
  addition of this effect increases throw 
   
  weapon can be thrown 5 hexes, the first 
   
  range to 10 hexes.
  2 
  Physical PF +1 
  Armour, Shield
  1 
  Physical DF +1 (bonus  
  Accessory
  added to {Spell} powers)
  2 
  Mental DF +1 (bonus  
  Accessory
  added to {Spell} powers)
  added to {Spell} powers)
  2 
  Spiritual DF +1 (bonus added 
   
  to {Spell} powers) 
  Accessory
  4 
  Evade +1 
  Weapon, Armour, Shield, Accessory
  1 
  Move +1 
  Accessory
  3 
  Focus +1 
  Weapon, Armour, Shield, Accessory
  3 
  Mental PF +1 
  Armour, Shield
  3 
  Spiritual PF +1 
  Armour, Shield
  0 
  First Weapon meta  
  Weapon
   
  (Gore, Knockdown, Hamstring)
  1 
  Second weapon meta  
  Weapon
  1 
  Second weapon meta  
  Weapon
  1 
  Second wea
   
  (Gore, Knockdown, Hamstring)
  2 
  Third (and beyond) weapon meta  
  Weapon
  (Gore, Knockdown, Hamstring)
  4 
  Non-Standard weapon meta (Blind, etc...) 
  Weapon
  tandard weapon meta (Blind, etc...) 
  Weapon
  tandard wea
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
  1 
  Second defensive meta  
  Armour, Shield
  defensive meta  
  Armour, Shield
  defensi
   
  (Absorb, Deflect, Dodge, Eldritch)
  ve meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  ve meta  
  Armour, Shield
  2 
  Third (and beyond) defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and beyond)
   
  (Absorb, Deflect, Dodge, Eldritch)
  eyond) defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
   defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
  4 
  Non-Standard defensive meta (Shroud, etc...) 
  Armour, Shield
  0 
  Add the “Consumable” attribute to 
  Accessory, Miscellaneous
   
  the item - 1 use only, destroyed after use, 
  mable” attribute to 
  Accessory, Miscellaneous
   
  the item - 1 use only, destroyed after use, 
  mable” attribute to 
  Accessory, Miscellaneous
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
  QR Cost 
  Effect 
  Type of item that can receive the effect
   
  container, it is combustible, etc...) 
  Miscellaneous
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Pierce +2 
  Weapon
  1 
  Heal +1 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Physical DF +1 
  Weapon, Shield
  1 
  Parry +1 
  Weapon, Armour, Shield
  1 
  Reach +1 
  Weapon, Shield
  2 
  Range +10 (bow a
   
  an item 2-handed regardless of size
  2 
  Range +10 (bow a
   
  an item 2-handed regardless of size
  2 
  Range +10 (bow a
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  weapon can be thrown 5 hexes, the first 
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  weapon can be thrown 5 hexes, the first 
  1 
  Range +5 (thrown weapon only) every  
  Weapon
   
  addition of this effect increases throw 
   
  weapon can be thrown 5 hexes, the first 
   
  addition of this effect increases throw 
   
  weapon can be thrown 5 hexes, the first 
   
  range to 10 hexes.
  2 
  Physical PF +1 
  Armour, Shield
  1 
  Physical DF +1 (bonus  
  Accessory
  2 
  Mental DF +1 (bonus  
  Accessory
  2 
  Spiritual DF +1 (bonus added 
   
  to {Spell} powers) 
  Accessory
  4 
  Evade +1 
  Weapon, Armour, Shield, Accessory
  1 
  Move +1 
  Accessory
  3 
  Focus +1 
  Weapon, Armour, Shield, Accessory
  3 
  Mental PF +1 
  Armour, Shield
  3 
  Spiritual PF 
  0 
  First Weapo
   
  (Gore, Knockdown, Hamstring)
  1 
  Second wea
   
  (Gore, Knockdown, Hamstring)
  2 
  Third (and beyond) weapon meta  
  Weapon
  4 
  Non-S
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
   
  (Absorb, Deflect, Dodge, Eldritch)
  0 
  First defensive meta  
  Armour, Shield
  1 
  Second 
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
   
  (Absorb, Deflect, Dodge, Eldritch)
  2 
  Third (and b
  4 
  Non-Stand
  0 
  Add the “Consu
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
   
  grants a bonus 6 QR to the item
   
  the item - 1 use only, destroyed after use, 
  QR Cost 
  Effect 
  Type of item that can receive the effect
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
   
  container, it is combustible, etc...) 
  Miscellaneous
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
   
  container, it is combustible, etc...) 
  Miscellaneous
  Small non-magical effect (it floats, it is a  
  Weapon, Armour, Shield Accessory, 
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Recover +2 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Pierce +2 
  Weapon
  1 
  Heal +1 (bonus when healing) 
  Accessory, Miscellaneous
  1 
  Physical DF +1 
  Weapon, Shield
  1 
  Parry +1 
  Weapon, Armour, Shield
  1 
  Reach +1 
  Weapon, Shield
  nd crossbow) makes 
  Weapon
  1 
  Range +5 (thrown weapon only) every  
  Weapon
  2 
  Physical PF +1 
  Armour, Shield
  1 
  Physical DF +1 (bonus  
  Accessory
  2 
  Mental DF +1 (bonus  
  Accessory
   
  to {Spell} powers) 
  Accessory
  4 
  Evade +1 
  Weapon, Armour, Shield, Accessory
  1 
  Move +1 
  Accessory
  3 
  Focus +1 
  Weapon, Armour, Shield, Accessory
  3 
  Mental PF +1 
  Armour, Shield
  +1 
  Armour, Shield
  a  
  Weapon
  pon meta  
  Weapon
  2 
  Third (and beyond) weapon meta  
  Weapon
  pon meta (Blind, etc...) 
  Weapon
  0 
  First defensive meta  
  Armour, Shield
  ve meta  
  Armour, Shield
   defensive meta  
  Armour, Shield
  ard defensive meta (Shroud, etc...) 
  Armour, Shield
  mable” attribute to 
  Accessory, Miscellaneous
   
  grants a bonus 6 QR to the item
   
  grants a bonus 6 QR to the item
   
  grants a bonus 6 QR to the item
   
  grants a bonus 6 QR to the item
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  QR Cost 
  Effect 
  Type of item that can receive the effect
  Table 7: Craft Weapon Attribute Table
  
  332
  By default, a created itemís size is equal to its QR. The Miniaturize skill can be used to reduce the itemís size.
  The Miscellaneous category is used for anything that doesnít fit the norm of a weapon, armour or accessory. A 
  longship would be a good example of a Miscellaneous item.
  Another item’s ore may be reclaimed/salvaged/remade by performing a Craft skill check. The item in question 
  must be a mundane item without infusions, Dvergar engineering or creature reliquaries. The difficulty rating for 
  such an attempt is a quarter of the item’s QR. The amount of ore reclaimed is half the item’s QR. Realm ore items 
  set the difficulty at half the item’s QR and only reclaim ore ingots equal to a quarter of the item’s QR.
  Example: Annikki the blacksmith has a set of Masterwork tools and a pile of 100 ore. She has 4 ranks in Craft 
  and a destiny of 3. She is going to attempt to make a QR 7 axe. This will require her to use 49 ores. She performs 
  a Wyrd and draws 1 Mental rune and 2 Spiritual runes- a partial success! With 6 successes she manages to create 
  a damaged size 7 axe. Before repairing the item she’ll try and perform her Miniaturize skill in order to make the 
  axe more usable and easy to repair. Her Miniaturize skill yields 3 successes, making her QR 7 axe size 4. Now 
  performing a Repair Equipment skill check is only against a difficulty of 4- success again! She needs to pick 7 QR 
  worth of weapon attributes to complete her weapon. She decides on the following: DF 3 (3 QR), Reach 1 (1 QR), 
  Pierce 6 (3 QR), meta: Degeneration (free QR).
  Creature Reliquary
  [Difficulty +2, Spiritual]
  This skill allows the blacksmith to identify a very special part of a creature that may be used to alter and im-
  prove an existing item. The binding ritual for the creature reliquary involves incorporating a special creature 
  part (fang, blood, horns, etc) into the item 
  in question. After the six-hour long ritual is 
  complete, a unique consciousness takes hold 
  of the item and it has its own repertoire of 
  powers. The consciousness has a personality 
  and set of powers that it will use to execute its 
  agenda. The table below explains the abilities 
  of the creature reliquary based on it’s level:
  Level of Reliquary: The level of the denizen 
  from which the creature reliquary was taken 
  determines the reliquary level. The minimum 
  level of the creature is 10. It also boosts the 
  item’s QR by +1 per 10 reliquary levels.
  Essence/Destiny: Every reliquary is treated as 
  a thane that cannot take damage, nor equip any 
  items. It has an Essence (rune bag) and Destiny (draws runes in combat). The first Active power every reliquary gets 
  is ìPossess Opponentî and the first Passive Power it gets is ìPuppet Masterî. All other Active and Passive powers are 
  determined by the Norn. Sacrifice effect powers can never be part of a reliquary’s repertoire as it cannot take damage.
  Table 8: Creature Reliquary Table
  Reliquary 
  Essence/ 
  Communication 
  Level 
  Destiny
  (item QR
  boost)
  10 (+1) 
  2/2 
  None
  20 (+2) 
  3/3 
  None
  30 (+3) 
  4/4 
  Empathy
  40 (+4) 
  5/5 
  Empathy
  50 (+5) 
  6/6 
  Telepathy
  60 (+6) 
  7/7 
  Telepathy
  70 (+7) 
  8/8 
  Speech
  332
  By default, a created itemís size is equal to its QR. The Miniaturize skill can be used to reduce the itemís size.
  The Miscellaneous category is used for anything that doesnít fit the norm of a weapon, armour or accessory. A 
  longship would be a good example of a Miscellaneous item.
  Another item’s ore may be reclaimed/salvaged/remade by performing a Craft skill check. The item in question 
  must be a mundane item without infusions, Dvergar engineering or creature reliquaries. The difficulty rating for 
  such an attempt is a quarter of the item’s QR. The amount of ore reclaimed is half the item’s QR. Realm ore items 
  set the difficulty at half the item’s QR and only reclaim ore ingots equal to a quarter of the item’s QR.
  Example: Annikki the blacksmith has a set of Masterwork tools and a pile of 100 ore. She has 4 ranks in Craft 
  and a destiny of 3. She is going to attempt to make a QR 7 axe. This will require her to use 49 ores. She performs 
  a Wyrd and draws 1 Mental rune and 2 Spiritual runes- a partial success! With 6 successes she manages to create 
  a damaged size 7 axe. Before repairing the item she’ll try and perform her Miniaturize skill in order to make the 
  axe more usable and easy to repair. Her Miniaturize skill yields 3 successes, making her QR 7 axe size 4. Now 
  performing a Repair Equipment skill check is only against a difficulty of 4- success again! She needs to pick 7 QR 
  worth of weapon attributes to complete her weapon. She decides on the following: DF 3 (3 QR), Reach 1 (1 QR), 
  Pierce 6 (3 QR), meta: Degeneration (free QR).
  Creature Reliquary
  [Difficulty +2, Spiritual]
  This skill allows the blacksmith to identify a very special part of a creature that may be used to alter and im-
  prove an existing item. The binding ritual for the creature reliquary involves incorporating a special creature 
  part (fang, blood, horns, etc) into the item 
  in question. After the six-hour long ritual is 
  complete, a unique consciousness takes hold 
  of the item and it has its own repertoire of 
  powers. The consciousness has a personality 
  and set of powers that it will use to execute its 
  agenda. The table below explains the abilities 
  of the creature reliquary based on it’s level:
  Level of Reliquary: The level of the denizen 
  from which the creature reliquary was taken 
  determines the reliquary level. The minimum 
  level of the creature is 10. It also boosts the 
  item’s QR by +1 per 10 reliquary levels.
  Essence/Destiny: Every reliquary is treated as 
  a thane that cannot take damage, nor equip any 
  items. It has an Essence (rune bag) and Destiny (draws runes in combat). The first Active power every reliquary gets 
  is ìPossess Opponentî and the first Passive Power it gets is ìPuppet Masterî. All other Active and Passive powers are 
  determined by the Norn. Sacrifice effect powers can never be part of a reliquary’s repertoire as it cannot take damage.
  Table 8: Creature Reliquary Table
  Reliquary 
  Essence/ 
  Communication 
  Level 
  Destiny
  (item QR
  boost)
  10 (+1) 
  2/2 
  None
  20 (+2) 
  3/3 
  None
  30 (+3) 
  4/4 
  Empathy
  40 (+4) 
  5/5 
  Empathy
  50 (+5) 
  6/6 
  Telepathy
  60 (+6) 
  7/7 
  Telepathy
  70 (+7) 
  8/8 
  Speech
  Reliquary 
  Essence/ 
  Communication 
  Level 
  Destiny
  10 (+1) 
  2/2 
  None
  20 (+2) 
  3/3 
  None
  30 (+3) 
  4/4 
  Empathy
  40 (+4) 
  5/5 
  Empathy
  50 (+5) 
  6/6 
  Telepathy
  60 (+6) 
  7/7 
  Telepathy
  70 (+7) 
  8/8 
  Speech
  Reliquary 
  Essence/ 
  Communication 
  10 (+1) 
  2/2 
  None
  20 (+2) 
  3/3 
  None
  30 (+3) 
  4/4 
  Empathy
  40 (+4) 
  5/5 
  Empathy
  50 (+5) 
  6/6 
  Telepathy
  60 (+6) 
  7/7 
  Telepathy
  70 (+7) 
  8/8 
  Speech
  70 (+7) 
  8/8 
  Speech
  70 (+7) 
  8/8 
  Speech
  70 (+7) 
  8/8 
  Speech
  70 (+7) 
  8/8 
  Speech
  70 (+7) 
  8/8 
  Speech
  Reliquary 
  Essence/ 
  Communication 
  Reliquary 
  Essence/ 
  Communication 
  Reliquary 
  Essence/ 
  Communication 
  
  333
  Communication: Depending on the reliquary’s level, it may be able to communicate with the wielder. “Em-
  pathy” just transmits emotion to the wielder, “telepathy” is speech which can only be heard by the wielder, and 
  “speech” is verbal communication that can be heard by anyone nearby.
  The skill check for this skill works as follows: In order to use the creature reliquary to change the properties of 
  an existing item, the starting difficulty rating is 1 and increases by +1 for every 10 denizen levels of the creature. 
  So a Level 30 creature’s reliquary would be a difficulty rating of 6 (1 base + 2 modifier and +3 for 30 levels). No 
  more than one creature reliquary may be added to an item. Success also increases the item’s overall QR rating 
  by the amount the reliquary requires. A failure on this skill check will not only result in no effect, but it will also 
  permanently reduce the QR of the item by -1 (Norn should adjust items powers and attributes accordingly).
  Once the item is crafted, the Norn will decide the reliquary’s personality and motivations. The creature’s most 
  passionate vices and virtues will manifest within the item. Whenever an opportunity presents itself where the 
  item may act upon its core desires, it will use the wielder as a proxy.  It will use the Possess Opponent power (with 
  Puppet Master) to control the wielder. The item may bestow some of its Passive powers upon the wielder (Norn’s 
  discretion). If the item’s QR is higher than the level of a dweller or denizen within five feet of it, it may compel the 
  individual at range without requiring the individual to wield it.
  During combat it shares initiative with the wielder, and the wielder may choose who will go first. If the reliquary 
  isn’t actively trying to dominate the wielder, it will allow the wielder to utilize its powers (player may Wyrd and 
  play the runes for the reliquary). The powers of the Reliquary are different than those infused into the item as 
  only the Reliquary runes may use Reliquary powers.
  If a Creature Reliquary receives the damaged condition, lost QR will affect the Destiny and Essence by 1 for each 
  QR lost. A non-hostile Creature Reliquary is considered a Thane.
  Dvergar Engineering
  [Difficulty +2, Mental]
  You may apply “science and wonder” to something you have created using the craft or infuse skill. Be 
  it making an item explosive, steam powered or some relatively super high tech advancement that would 
  seem truly incomprehensible to a Dark Age blacksmith. Some ideas are Frey’s folding boat that could fit 
  in a pocket, or Thor’s hammer that would return to the thrower. The effect that you add must be approved 
  and negotiated with the Norn. The Norn will work with you to arrive to the proper QR cost of the effect. 
  Dvergar Engineering cannot have any effects that alter the numerical attributes of an item (cannot aug-
  ment DF for example). The effects that get added must be non-numerical effects, or numerical effects 
  that wouldn’t normally be on such an item (ex: afterlife Wyrd bonus). Each instance of this skill allows for 
  one modification to be added. Having two instances of this skill would allow one to put up to two Dvergar 
  engineering effects on an item.
  The skill check for this skill works as follows: In order to use the Dvergar engineering, the starting dif-
  ficulty rating is 1 and increases by +4 for every Dvergar engineering effect already on the item. So an item 
  that already has one Dvergar engineering effect on it would pose a difficulty of 7 (1 base +2 difficulty 
  modifier and +4 from the previous engineering). A failure on this skill check will not only result in no 
  effect, but it will also permanently reduce the QR of the item by -1 (Norn should adjust items powers and 
  attributes accordingly).
  333
  Communication: Depending on the reliquary’s level, it may be able to communicate with the wielder. “Em-
  pathy” just transmits emotion to the wielder, “telepathy” is speech which can only be heard by the wielder, and 
  “speech” is verbal communication that can be heard by anyone nearby.
  The skill check for this skill works as follows: In order to use the creature reliquary to change the properties of 
  an existing item, the starting difficulty rating is 1 and increases by +1 for every 10 denizen levels of the creature. 
  So a Level 30 creature’s reliquary would be a difficulty rating of 6 (1 base + 2 modifier and +3 for 30 levels). No 
  more than one creature reliquary may be added to an item. Success also increases the item’s overall QR rating 
  by the amount the reliquary requires. A failure on this skill check will not only result in no effect, but it will also 
  permanently reduce the QR of the item by -1 (Norn should adjust items powers and attributes accordingly).
  Once the item is crafted, the Norn will decide the reliquary’s personality and motivations. The creature’s most 
  passionate vices and virtues will manifest within the item. Whenever an opportunity presents itself where the 
  item may act upon its core desires, it will use the wielder as a proxy.  It will use the Possess Opponent power (with 
  Puppet Master) to control the wielder. The item may bestow some of its Passive powers upon the wielder (Norn’s 
  discretion). If the item’s QR is higher than the level of a dweller or denizen within five feet of it, it may compel the 
  individual at range without requiring the individual to wield it.
  During combat it shares initiative with the wielder, and the wielder may choose who will go first. If the reliquary 
  isn’t actively trying to dominate the wielder, it will allow the wielder to utilize its powers (player may Wyrd and 
  play the runes for the reliquary). The powers of the Reliquary are different than those infused into the item as 
  only the Reliquary runes may use Reliquary powers.
  If a Creature Reliquary receives the damaged condition, lost QR will affect the Destiny and Essence by 1 for each 
  QR lost. A non-hostile Creature Reliquary is considered a Thane.
  Dvergar Engineering
  [Difficulty +2, Mental]
  You may apply “science and wonder” to something you have created using the craft or infuse skill. Be 
  it making an item explosive, steam powered or some relatively super high tech advancement that would 
  seem truly incomprehensible to a Dark Age blacksmith. Some ideas are Frey’s folding boat that could fit 
  in a pocket, or Thor’s hammer that would return to the thrower. The effect that you add must be approved 
  and negotiated with the Norn. The Norn will work with you to arrive to the proper QR cost of the effect. 
  Dvergar Engineering cannot have any effects that alter the numerical attributes of an item (cannot aug-
  ment DF for example). The effects that get added must be non-numerical effects, or numerical effects 
  that wouldn’t normally be on such an item (ex: afterlife Wyrd bonus). Each instance of this skill allows for 
  one modification to be added. Having two instances of this skill would allow one to put up to two Dvergar 
  engineering effects on an item.
  The skill check for this skill works as follows: In order to use the Dvergar engineering, the starting dif-
  ficulty rating is 1 and increases by +4 for every Dvergar engineering effect already on the item. So an item 
  that already has one Dvergar engineering effect on it would pose a difficulty of 7 (1 base +2 difficulty 
  modifier and +4 from the previous engineering). A failure on this skill check will not only result in no 
  effect, but it will also permanently reduce the QR of the item by -1 (Norn should adjust items powers and 
  attributes accordingly).
  
  334
  Below are some sample effects and sample costs:
  Table 9: Dvergar Engineering Wondrous Effect Table
  Wondrous Effect 
  QR Cost
  Thrown item will return to the wielder (during the Cleanup phase)
  Or
  A damaged item repairs itself (1 hour per QR of the item) 
  1
  Item grants the wearer the Quadruped ability 
  (double move speed but cannot equip any weapons) 
  2
  Item continuously creates thick black smoke (5’x5’x10’) 
  obscuring ranged line of sight. Treat as an Alka token that is placed on 
  an unoccupied hex, anyone standing in or passing through disturbs the smoke 
  and the smoke dissipates (remove token). 
  2
  The size of an item is reduced to 1 for purposes of storage 
  (item cannot be equipped while shrunk down) 
  2
  Allow an equipped accessory to shapechange with its wearer (equipped item retains effect) 
  example: an amulet becomes a saddle on the new beast form 
  2
  An effigy can be modified to turn into a weapon (upon command word) with a QR 
  equal to its level (design weapon when Dvergar Engineering is used); Deduct 3 QR 
  from the weapon in order to have this power 
  3
  Weapon no longer deals damage and instead heals anyone struck by it 
  (all DF bonuses boost the healing effect) 
  3
  The item in question can alter the weather in drastic ways: increase or decrease wind speeds 
  and precipitation by +50% every 10 minutes.
  Or
  +1 Afterlife Wyrd if item is buried with the deceased (effect doesn’t stack) 
  4
  Item grants the wearer the Flight ability (can fly 3’ above the ground per dweller level) 
  4
  Grants the item’s benefits to anyone who touches the item, even multiple people at the 
  same time (Used for enchanted longships and chariots) 
  5
  Weapon meta triggers automatically. There is no need to play a rune for the Weapon meta. 
  Does not work with the Maintain meta. 
  6
  Weapon deals Mental or Spiritual damage instead of Physical. Pay the QR cost to 
  convert 2 points of Physical damage to 1 point of either Mental or Spiritual. The QR cost 
  must be repaid for every 2 points converted in this way. The defender chooses the damage 
  order to be resolved. 
  2
  Create a pair or triad of “set items” that gain powers when used in conjunction 
  with one another* 
  *
  Secret item, all Lore: Arcana skill checks are penalized by -1 per QR invested into this effect. 
  A failed check will reveal false or no information about the itemís true abilities. 
  *
  334
  Below are some sample effects and sample costs:
  Table 9: Dvergar Engineering Wondrous Effect Table
  Wondrous Effect 
  QR Cost
  Thrown item will return to the wielder (during the Cleanup phase)
  Or
  A damaged item repairs itself (1 hour per QR of the item) 
  1
  Item grants the wearer the Quadruped ability 
  (double move speed but cannot equip any weapons) 
  2
  Item continuously creates thick black smoke (5’x5’x10’) 
  obscuring ranged line of sight. Treat as an Alka token that is placed on 
  an unoccupied hex, anyone standing in or passing through disturbs the smoke 
  and the smoke dissipates (remove token). 
  2
  The size of an item is reduced to 1 for purposes of storage 
  (item cannot be equipped while shrunk down) 
  2
  Allow an equipped accessory to shapechange with its wearer (equipped item retains effect) 
  example: an amulet becomes a saddle on the new beast form 
  2
  An effigy can be modified to turn into a weapon (upon command word) with a QR 
  equal to its level (design weapon when Dvergar Engineering is used); Deduct 3 QR 
  from the weapon in order to have this power 
  3
  Weapon no longer deals damage and instead heals anyone struck by it 
  (all DF bonuses boost the healing effect) 
  3
  The item in question can alter the weather in drastic ways: increase or decrease wind speeds 
  and precipitation by +50% every 10 minutes.
  Or
  +1 Afterlife Wyrd if item is buried with the deceased (effect doesn’t stack) 
  4
  Item grants the wearer the Flight ability (can fly 3’ above the ground per dweller level) 
  4
  Grants the item’s benefits to anyone who touches the item, even multiple people at the 
  same time (Used for enchanted longships and chariots) 
  5
  Weapon meta triggers automatically. There is no need to play a rune for the Weapon meta. 
  Does not work with the Maintain meta. 
  6
  Weapon deals Mental or Spiritual damage instead of Physical. Pay the QR cost to 
  convert 2 points of Physical damage to 1 point of either Mental or Spiritual. The QR cost 
  must be repaid for every 2 points converted in this way. The defender chooses the damage 
  order to be resolved. 
  2
  Create a pair or triad of “set items” that gain powers when used in conjunction 
  with one another* 
  *
  Secret item, all Lore: Arcana skill checks are penalized by -1 per QR invested into this effect. 
  A failed check will reveal false or no information about the itemís true abilities. 
  *
  Wondrous Effect 
  QR Cost
  Wondrous Effect 
  QR Cost
  Wondrous Effect 
  QR Cost
  Weapon meta triggers automatically. There is no need to play a rune for the Weapon meta. 
  Weapon deals Mental or Spiritual damage instead of Physical. Pay the QR cost to 
  with one another* 
  *
  A failed check will reveal false or no information about the itemís true abilities. 
  *
  Wondrous Effect 
  QR Cost
  A damaged item repairs itself (1 hour per QR of the item) 
  1
  Allow an equipped accessory to shapechange with its wearer (equipped item retains effect) 
  An effigy can be modified to turn into a weapon (upon command word) with a QR 
  Wondrous Effect 
  QR Cost
  Weapon no longer deals damage and instead heals anyone struck by it 
  Wondrous Effect 
  QR Cost
  A damaged item repairs itself (1 hour per QR of the item) 
  1
  (double move speed but cannot equip any weapons) 
  2
  and the smoke dissipates (remove token). 
  2
  (item cannot be equipped while shrunk down) 
  2
  example: an amulet becomes a saddle on the new beast form 
  2
  from the weapon in order to have this power 
  3
  (all DF bonuses boost the healing effect) 
  3
  +1 Afterlife Wyrd if item is buried with the deceased (effect doesn’t stack) 
  4
  Item grants the wearer the Flight ability (can fly 3’ above the ground per dweller level) 
  4
  same time (Used for enchanted longships and chariots) 
  5
  Does not work with the Maintain meta. 
  6
  order to be resolved. 
  2
  with one another* 
  *
  A failed check will reveal false or no information about the itemís true abilities. 
  *
  Wondrous Effect 
  QR Cost
  
  335
  *  Set items must all be equipped in order to unlock the set bonus powers. Each item in the set must give up the 
  same amount of QR in order to create the QR pool for the set powers. No more than 25% of the item’s QR may 
  be used in this way. Twice the QR cost taken away from the items will be available for a pool of powers that be-
  come available when the items are equipped together. The QR reserved for the set effect may only be used for 
  Dvergar Engineering effects (unless permitted otherwise by the Norn). Example: If 4 QR are paid for the set (2 
  from a  sword and 2 from a shield), then 8 free QR can be filled with joint set powers.
  Infuse
  [Difficulty +1, Spiritual]
  The infusing skill renders items magical or useful for a particular type of activity. Infusing an item with a power or skill re-
  quires the item in question, as well as someone who possesses the desired power or skill which is to be infused. The power 
  or skill cannot be bound to the Void rune for purposes of Infusion. Keen Aptitude and Cross Archetype Passive powers 
  cannot be infused, nor can any skill that creates or modifies items (craft, brew, infuse, etc...). Neither may powers that scale 
  by level (Fangs, Unencumbered Dodger, etc...) unless permitted by the Norn (see Keen Aptitude rules on page 348). The 
  dweller or denizen that is contributing the power must be a willing participant. Infusing doesn’t require crafting tools or 
  materials. The item in question must have some unused QR in order for it to be able to accept an Active or Passive power. 
  An Active power requires 1 QR a Passive power requires 2 QR and a skill requires 2 QR. The difficulty for the Skill check 
  is determined by the number of powers already in the item. By default the DR is 1, and increases by +3 for each power 
  already infused in the item. It is pointless to Infuse the same Passive power more than once since the wielder may only 
  benefit from any one instance of an Infused Passive power (see Core Rulebook page 132).
  The infusing ritual forces both the blacksmith and the power donor to make an Ultimate Sacrifice +1. If the black-
  smith is the power donor, then they must pay both sacrifice costs.
  Infusing has a chance of causing an anomaly. An anomaly is an unforeseen arcane side-effect that changes the 
  nature of the item in an unpredictable manner. If the Wyrd results in no Spiritual runes pulled, the item gets a 
  random anomaly (which is usually some negative effect determined by the Norn). Adding an a Passive power to the 
  item with the reverse effect is a good starting point for an anomaly.
  Reminder- only equipped items will grant the benefits to the wearer. Simply carrying the item will not trigger any 
  infused Active powers. Skills and Passive powers confer the effect continuously, while an Active power requires 
  the Void rune to be played in order to evoke the power from the item.
  The infuse skill also permits someone to rip out an existing enchantment in order to make room for a new one. 
  The difficulty rating of such an attempt is one-quarter the QR of the item. The ritual for removing an Active power 
  takes 1 hour and 2 hours for a Passive power.
  Example: A set of lock picks that are QR 2 can be infused with the skill “Lock Picking” in order to confer 1 rank of 
  that particular skill to anyone who wields that item. The skill check difficulty would be 1.
  Inner Sanctum
  [Difficulty +2, Spiritual]
  This skill cannot be attempted without at least 1 rank. This skill allows one to create a mystic abode that is magically 
  shrouded from prying eyes and ears. It takes nothing more than sheer willpower (Ultimate Sacrifice +1) to create 
  the sanctum and shape it to an appearance that is desirable. The size, defences and other features are dictated by 
  335
  *  Set items must all be equipped in order to unlock the set bonus powers. Each item in the set must give up the 
  same amount of QR in order to create the QR pool for the set powers. No more than 25% of the item’s QR may 
  be used in this way. Twice the QR cost taken away from the items will be available for a pool of powers that be-
  come available when the items are equipped together. The QR reserved for the set effect may only be used for 
  Dvergar Engineering effects (unless permitted otherwise by the Norn). Example: If 4 QR are paid for the set (2 
  from a  sword and 2 from a shield), then 8 free QR can be filled with joint set powers.
  Infuse
  [Difficulty +1, Spiritual]
  The infusing skill renders items magical or useful for a particular type of activity. Infusing an item with a power or skill re-
  quires the item in question, as well as someone who possesses the desired power or skill which is to be infused. The power 
  or skill cannot be bound to the Void rune for purposes of Infusion. Keen Aptitude and Cross Archetype Passive powers 
  cannot be infused, nor can any skill that creates or modifies items (craft, brew, infuse, etc...). Neither may powers that scale 
  by level (Fangs, Unencumbered Dodger, etc...) unless permitted by the Norn (see Keen Aptitude rules on page 348). The 
  dweller or denizen that is contributing the power must be a willing participant. Infusing doesn’t require crafting tools or 
  materials. The item in question must have some unused QR in order for it to be able to accept an Active or Passive power. 
  An Active power requires 1 QR a Passive power requires 2 QR and a skill requires 2 QR. The difficulty for the Skill check 
  is determined by the number of powers already in the item. By default the DR is 1, and increases by +3 for each power 
  already infused in the item. It is pointless to Infuse the same Passive power more than once since the wielder may only 
  benefit from any one instance of an Infused Passive power (see Core Rulebook page 132).
  Core Rulebook page 132).
  Core Rulebook
  The infusing ritual forces both the blacksmith and the power donor to make an Ultimate Sacrifice +1. If the black-
  smith is the power donor, then they must pay both sacrifice costs.
  Infusing has a chance of causing an anomaly. An anomaly is an unforeseen arcane side-effect that changes the 
  nature of the item in an unpredictable manner. If the Wyrd results in no Spiritual runes pulled, the item gets a 
  random anomaly (which is usually some negative effect determined by the Norn). Adding an a Passive power to the 
  item with the reverse effect is a good starting point for an anomaly.
  Reminder- only equipped items will grant the benefits to the wearer. Simply carrying the item will not trigger any 
  infused Active powers. Skills and Passive powers confer the effect continuously, while an Active power requires 
  the Void rune to be played in order to evoke the power from the item.
  The infuse skill also permits someone to rip out an existing enchantment in order to make room for a new one. 
  The difficulty rating of such an attempt is one-quarter the QR of the item. The ritual for removing an Active power 
  takes 1 hour and 2 hours for a Passive power.
  Example: A set of lock picks that are QR 2 can be infused with the skill “Lock Picking” in order to confer 1 rank of 
  that particular skill to anyone who wields that item. The skill check difficulty would be 1.
  Inner Sanctum
  [Difficulty +2, Spiritual]
  This skill cannot be attempted without at least 1 rank. This skill allows one to create a mystic abode that is magically 
  shrouded from prying eyes and ears. It takes nothing more than sheer willpower (Ultimate Sacrifice +1) to create 
  the sanctum and shape it to an appearance that is desirable. The size, defences and other features are dictated by 
  
  336
  the number of successes. The space occupied in the real world is a shrouded 125 cubic feet (to spot a perception 
  check must beat the invisibility rating), however the interior space grows with more skill successes. The duration 
  of the inner sanctum is tied to the Ultimate Sacrifice. The sanctum remains as long as the rune remains in Drain. 
  The player can choose to keep the rune in their Drain pile even when the natural recovery from Drain triggers.
  Items, such as furnishings, that are magically created within the sanctum cannot be carried out of the sanctum. Similarly, 
  food grown in the sanctum must be consumed within the sanctum. Any unauthorized visitors must cross a number of 
  Alkas equal to the Defence before gaining access. Crossing this defensive threshold is considered one action and cannot 
  be performed partially. The Druid can define the types of Alkas that trigger on any intruders. At higher levels, the Druid 
  may choose to obscure the exit out of his grove as well. Anyone wanting to leave without permission would have to suc-
  ceed the required Perception check as well as navigate successfully through the defensive Alkas.
  At higher ranks the Inner Sanctum may move. The Druid must perform an Ultimate Sacrifice +2 to perform a 
  movement action. The movement action will move the Inner Sanctum a number of miles based on the rank. The 
  Inner Sanctum may not cross large bodies of water. Any body of water than spans at least 100’ may not be crossed. 
  The Sanctum may not scale sheer surfaces such as cliffs, or traverse inclines greater than 70 degrees. 
  * Furnishings created by this skill may not be brought out of the sanctum. All furniture created by this skill are 
  non-magical and mundane in nature (chairs, tables, lanterns, etc...).
  Table 10: Inner Sanctum Table
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  successes 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical   
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  6 
  Can travel 2  
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  336
  the number of successes. The space occupied in the real world is a shrouded 125 cubic feet (to spot a perception 
  check must beat the invisibility rating), however the interior space grows with more skill successes. The duration 
  of the inner sanctum is tied to the Ultimate Sacrifice. The sanctum remains as long as the rune remains in Drain. 
  The player can choose to keep the rune in their Drain pile even when the natural recovery from Drain triggers.
  Items, such as furnishings, that are magically created within the sanctum cannot be carried out of the sanctum. Similarly, 
  food grown in the sanctum must be consumed within the sanctum. Any unauthorized visitors must cross a number of 
  Alkas equal to the Defence before gaining access. Crossing this defensive threshold is considered one action and cannot 
  be performed partially. The Druid can define the types of Alkas that trigger on any intruders. At higher levels, the Druid 
  may choose to obscure the exit out of his grove as well. Anyone wanting to leave without permission would have to suc-
  ceed the required Perception check as well as navigate successfully through the defensive Alkas.
  At higher ranks the Inner Sanctum may move. The Druid must perform an Ultimate Sacrifice +2 to perform a 
  movement action. The movement action will move the Inner Sanctum a number of miles based on the rank. The 
  Inner Sanctum may not cross large bodies of water. Any body of water than spans at least 100’ may not be crossed. 
  The Sanctum may not scale sheer surfaces such as cliffs, or traverse inclines greater than 70 degrees. 
  * Furnishings created by this skill may not be brought out of the sanctum. All furniture created by this skill are 
  non-magical and mundane in nature (chairs, tables, lanterns, etc...).
  Table 10: Inner Sanctum Table
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  6 
  Can travel 2  
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  successes 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  6 
  Can travel 2  
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  6 
  Can travel 2  
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  of skill 
   
   
  Alkas 
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  1 
  0 
  2 
  1 
  1,000 
  Natural  
   
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
  2 
  0 
  4 
  2 
  2,000 
  Natural magical  
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
  3 
  0 
  6 
  3 
  4,000 
  Furnishings 
   
   
   
   
   
  of choice*
  4 
  0 
  8 
  4 
  8,000 
  Earth allowing
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
  5 
  Can travel 1  
  10 
  5 
  16,000 
  Hidden Exit
   
  mile per hour 
   
   
   
  (Invisibility 9) 
  12 
  6 
  32.000 
  Hidden Exit
   
  miles per hour 
   
   
   
  (Invisibility 11)
  7 
  Can travel 3  
  14 
  7 
  64000 
  Natural magical 
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
  Number 
  Movement 
  Invisibility 
  Defense 
  Interior Size 
  Features
   
   
   
   
  cubic feet  
  mbient 
   
   
   
   
   
  warmth 
   
   
   
   
   
  approaching 
   
   
   
   
   
  body
   
   
   
   
   
  temperature
   
   
   
   
   
  light equivalent   
   
   
   
   
   
  to torchlight
   
   
   
   
   
  of choice*
   
   
   
   
   
   for gardens
   
   
   
   
   
  to grow 
   
   
   
   
   
  at 10x speeds
   
  mile per hour 
   
   
   
  (Invisibility 9) 
   
  miles per hour 
   
   
   
  (Invisibility 11)
   
  miles per hour 
   
   
   
  light equivalent 
   
   
   
   
   
  to sunlight
   
   
   
   
   
  to sunlight
  
  337
  Druids are invited to design their groves with structures, streams, forests and gardens. Should a grove be infil-
  trated the battlefield would be defined by the Druid’s layout.
  Example: Skallagrim the chieftain is trying to hunt down the Druid who chased away his lumberjacks. Skalla-
  grim has a Destiny of 5 and 3 ranks in the Perception skill. Anund the Druid created his Inner Sanctum with 3 
  successes. Skallagrim must successfully pierce the invisibility of 7 with a Perception skill check in order to spot the 
  grove. Assuming he is successful, he must run across a threshold of alkas in order to gain entrance. Anund has 
  placed 2 Beckon Jotunheim and 1 Beckon Muspelheim. In all he is receiving 3 levels of Degeneration, 2 levels of 
  Impeded and 1 level of Blind. Any of these intensities may be reduced by playing a Physical rune. Skallagrim 
  has a destiny of 5.
  Lock Bash
  [Difficulty +0, Physical]
  Very much like the Lock Picking skill, except there is no finesse to this manoeuvre. You simply know how to 
  smash intricate metal devices rendering them useless. These ranks may apply to other items of similar nature, 
  not just locks.
  Lore: Poison
  [Difficulty +2, Mental]
  The skill allows you to create poisons and antidotes. The number of successes indicates the strength (QR) of the 
  poison or antidote. The quantity of herbs (crafting materials) needed is equal to the desired QR squared. The QR 
  of the poison is the number of Ultimate Sacrifices the poisoned victim needs to perform every hour. An antidote 
  must be higher QR than the poison that afflicts the victim, and once ingested will neutralize the venom’s effects.
  Miniaturize
  [Difficulty +0, Physical]
  You may reduce the size of a piece of equipment which hasn’t yet been miniaturized. Each success reduces the 
  size by 1. Once the miniaturization is complete, the item acquires the “miniaturized” attribute.
  Peak Performance
  [Difficulty +2, Spiritual]
  This skill allows you to push past your limits, drawing inspiration from beyond yourself, achieving a truly spec-
  tacular result. This difficulty rating of this skill is equal to the runes that you have in Drain. Success means you 
  must perform an Ultimate Sacrifice +1 and your next skill check will gain a +1 skill rank bonus.
  337
  Druids are invited to design their groves with structures, streams, forests and gardens. Should a grove be infil-
  trated the battlefield would be defined by the Druid’s layout.
  Example: Skallagrim the chieftain is trying to hunt down the Druid who chased away his lumberjacks. Skalla-
  grim has a Destiny of 5 and 3 ranks in the Perception skill. Anund the Druid created his Inner Sanctum with 3 
  successes. Skallagrim must successfully pierce the invisibility of 7 with a Perception skill check in order to spot the 
  grove. Assuming he is successful, he must run across a threshold of alkas in order to gain entrance. Anund has 
  placed 2 Beckon Jotunheim and 1 Beckon Muspelheim. In all he is receiving 3 levels of Degeneration, 2 levels of 
  Impeded and 1 level of Blind. Any of these intensities may be reduced by playing a Physical rune. Skallagrim 
  has a destiny of 5.
  Lock Bash
  [Difficulty +0, Physical]
  Very much like the Lock Picking skill, except there is no finesse to this manoeuvre. You simply know how to 
  smash intricate metal devices rendering them useless. These ranks may apply to other items of similar nature, 
  not just locks.
  Lore: Poison
  [Difficulty +2, Mental]
  The skill allows you to create poisons and antidotes. The number of successes indicates the strength (QR) of the 
  poison or antidote. The quantity of herbs (crafting materials) needed is equal to the desired QR squared. The QR 
  of the poison is the number of Ultimate Sacrifices the poisoned victim needs to perform every hour. An antidote 
  must be higher QR than the poison that afflicts the victim, and once ingested will neutralize the venom’s effects.
  Miniaturize
  [Difficulty +0, Physical]
  You may reduce the size of a piece of equipment which hasn’t yet been miniaturized. Each success reduces the 
  size by 1. Once the miniaturization is complete, the item acquires the “miniaturized” attribute.
  Peak Performance
  [Difficulty +2, Spiritual]
  This skill allows you to push past your limits, drawing inspiration from beyond yourself, achieving a truly spec-
  tacular result. This difficulty rating of this skill is equal to the runes that you have in Drain. Success means you 
  must perform an Ultimate Sacrifice +1 and your next skill check will gain a +1 skill rank bonus.
  
  338
  Realm Ores
  [Difficulty +2, Physical]
  Every realm upon Yggdrasil has some spectacular crafting material which, when used by a blacksmith, grants incredible 
  properties to the final product. Instead of using regular Midgard ore, if the item is wholly crafted with a spectacular realm 
  ore, then the listed benefits below will apply to the item. Each ore will increase the item’s final QR. This QR increase does 
  not impact the difficulty rating for the craft skill check. The prices listed below are per unit of crafting material.
  Highly volatile and explosive material. Any impact 
  causes a shockwave to emanate from the surface 
  (crafting with this material is very time consuming)
  Enlightened: Focus bonus of +1 per 3 runes
  in the Stun Pile
  Wood Harmonies: Area metas are now +3 hexes
  instead of +2 hexes
  Midgard
  Asgard
  Vanagard
  Star
  Meteorite
  Red Gold
  Song Wood
  Sun’s Kiss: Item sheds tremendous light (100’
  radius) and warmth (+35F / +20C degrees)
  Alfgard
  Moon Silver
  Mead’s Helm: While drunk, wearer gains +2
  ranks to social skill checks and +1 to Physical DF
  Nidavellir
  Mead Iron
  Ivory Blizzard: Persistent Ice Aura 
  (intensity cannot go below 1)
  Jotunheim
  Rime Ice
  Invisible Steel: Cannot be seen while wielded or
  worn. 100% Concealable unless dropped.
  Svartalfheim
  Shadow Steel
  Fire Fog: Persistent Fire
  Aura (intensity cannot go below 1)
  Muspelheim
  Molten Core
  Snake Sigil: The wielder or wearer of an item created
  from this ore is place into Rage condition with +1
  intensity (cannot be lowered 
  while wearing or wielding)
  Hvergelmir
  Snake Hide
  Hel’s Gift: Draugar
  continuously seek you out
  Niflheim
  Death Bone
  Ore 
  Native Realm 
  Salient Effect 
  338
  Realm Ores
  [Difficulty +2, Physical]
  Every realm upon Yggdrasil has some spectacular crafting material which, when used by a blacksmith, grants incredible 
  properties to the final product. Instead of using regular Midgard ore, if the item is wholly crafted with a spectacular realm 
  ore, then the listed benefits below will apply to the item. Each ore will increase the item’s final QR. This QR increase does 
  not impact the difficulty rating for the craft skill check. The prices listed below are per unit of crafting material.
  Highly volatile and explosive material. Any impact 
  causes a shockwave to emanate from the surface 
  (crafting with this material is very time consuming)
  Wood Harmonies: Area metas are now +3 hexes
  instead of +2 hexes
  Midgard
  Vanagard
  Star
  Meteorite
  Song Wood
  Mead’s Helm: While drunk, wearer gains +2
  ranks to social skill checks and +1 to Physical DF
  Nidavellir
  Mead Iron
  Invisible Steel: Cannot be seen while wielded or
  worn. 100% Concealable unless dropped.
  Svartalfheim
  Shadow Steel
  Snake Sigil: The wielder or wearer of an item created
  from this ore is place into Rage condition with +1
  intensity (cannot be lowered 
  while wearing or wielding)
  Hvergelmir
  Snake Hide
  Ore 
  Native Realm 
  Salient Effect 
  Enlightened: Focus bonus of +1 per 3 runes
  in the Stun Pile
  Asgard
  Red Gold
  Sun’s Kiss: Item sheds tremendous light (100’
  radius) and warmth (+35F / +20C degrees)
  Alfgard
  Moon Silver
  Ivory Blizzard: Persistent Ice Aura 
  (intensity cannot go below 1)
  Jotunheim
  Rime Ice
  Fire Fog: Persistent Fire
  Aura (intensity cannot go below 1)
  Muspelheim
  Molten Core
  Hel’s Gift: Draugar
  continuously seek you out
  Niflheim
  Death Bone
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  Ore 
  Native Realm 
  Salient Effect 
  
  339
  The attack from this weapon not only attacks 
  the space occupied by the victim, but also hits 
  all adjacent hexes (hits friends and foes alike)
  Blood Seeker: when attacking someone who 
  is degenerating, you add +1 intensities 
  of Impeded [Counter: M]
  Undead Bane: when attacking creatures from
  Niflheim, you add +1 intensity to 
  Degeneration as they burst into fire
  [Counter: S]
  Every time you are struck by an attack, the 
  damage dealt to you is also dealt to everyone 
  adjacent to you.
  Armour meta “Dodge” benefits increase 
  by +1 runes drawn if the wearer
  is bloodied
  Healing received and delivered boosted by
   the wearer’s Spiritual Trait
  4
  6
  6
  4
  12
  12
  Umbra Bane: each attack to a creature from
  Svartalfheim deals +1 S damage
  The wearer’s spells cannot
  be interrupted.
  5
  10
  Razor’s Edge: Weapon Pierce is augmented 
  by the wielder’s Physical trait.
  Armour negates first 5 points of damage. 
  This reduction cannot be overcome 
  by Pierce or the Vulnerable condition.
  5
  10
  Aggression: All attacks knock back 
  opponents a number of hexes equal to
  the wearer’s Physical trait [Counter: PP]
  Wearer grows in size 
  (Size +2)
  6
  12
  Unseen Blade: Attacks apply +1 intensity of 
  the Vulnerable condition before damage is 
  dealt [Counter: M].
  Wearer always under 1 intensity of shroud
  (cannot be lowered to less than 1). Consume 
  Shroud powers fail at Shroud 1.
  5
  10
  Immolation: Attacks apply +1 intensity
   of the Degeneration condition
  [Counter P]
  All attackers have their weapons receive the 
  “damaged” attribute when they strike  the 
  armoured warrior [Counter P]; T e armour QR 
  must be higher than the attacker’s weapon QR.
  6
  12
  Venom Touched Rune: The attacker may 
  choose to perform  a Major Sacrifice +2 
  to make the attack deal +1 intensity to the 
  Degeneration and Blind conditions
  The first detrimental condition received 
  in a combat round gets 1 intensity 
  countered for free
  4
  8
  Hel’s Scorn: Weapons deal
  Spiritual damage
  PF vs. Spiritual equal to
  wearer’s Spiritual Trait.
  4
  8
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Table 11: Realm Ores Table
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  339
  Table 11: Realm Ores Table
  Every time you are struck by an attack, the 
  damage dealt to you is also dealt to everyone 
  adjacent to you.
  The attack from this weapon not only attacks 
  the space occupied by the victim, but also hits 
  all adjacent hexes (hits friends and foes alike)
  Healing received and delivered boosted by
   the wearer’s Spiritual Trait
  Undead Bane: when attacking creatures from
  Niflheim, you add +1 intensity to 
  Degeneration as they burst into fire
  [Counter: S]
  Armour negates first 5 points of damage. 
  This reduction cannot be overcome 
  by Pierce or the Vulnerable condition.
  Razor’s Edge: Weapon Pierce is augmented 
  by the wielder’s Physical trait.
  Wearer always under 1 intensity of shroud
  (cannot be lowered to less than 1). Consume 
  Shroud powers fail at Shroud 1.
  Unseen Blade: Attacks apply +1 intensity of 
  the Vulnerable condition before damage is 
  dealt [Counter: M].
  Venom Touched Rune: The attacker may 
  choose to perform  a Major Sacrifice +2 
  to make the attack deal +1 intensity to the 
  Degeneration and Blind conditions
  The first detrimental condition received 
  in a combat round gets 1 intensity 
  countered for free
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Armour meta “Dodge” benefits increase 
  by +1 runes drawn if the wearer
  is bloodied
  Blood Seeker: when attacking someone who 
  is degenerating, you add +1 intensities 
  of Impeded [Counter: M]
  The wearer’s spells cannot
  be interrupted.
  Umbra Bane: each attack to a creature from
  Svartalfheim deals +1 S damage
  Wearer grows in size 
  (Size +2)
  Aggression: All attacks knock back 
  opponents a number of hexes equal to
  the wearer’s Physical trait [Counter: PP]
  All attackers have their weapons receive the 
  “damaged” attribute when they strike  the 
  All attackers have their weapons receive the 
  “damaged” attribute when they strike  the 
  All attackers have their weapons receive the 
  armoured warrior [Counter P]; T e armour QR 
  “damaged” attribute when they strike  the 
  armoured warrior [Counter P]; T e armour QR 
  “damaged” attribute when they strike  the 
  must be higher than the attacker’s weapon QR.
  Immolation: Attacks apply +1 intensity
   of the Degeneration condition
  [Counter P]
  PF vs. Spiritual equal to
  wearer’s Spiritual Trait.
  Hel’s Scorn: Weapons deal
  Spiritual damage
  The attack from this weapon not only attacks 
  the space occupied by the victim, but also hits 
  all adjacent hexes (hits friends and foes alike)
  Undead Bane: when attacking creatures from
  Razor’s Edge: Weapon Pierce is augmented 
  Unseen Blade: Attacks apply +1 intensity of 
  Blood Seeker: when attacking someone who 
  armoured warrior [Counter P]; T e armour QR 
  4
  12
  10
  10
  8
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  12
  10
  12
  12
  8
  4
  6
  5
  5
  4
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  6
  5
  6
  6
  4
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  armoured warrior [Counter P]; T e armour QR 
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Every time you are struck by an attack, the 
  damage dealt to you is also dealt to everyone 
  adjacent to you.
  The attack from this weapon not only attacks 
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  The attack from this weapon not only attacks 
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  wearer’s Spiritual Trait.
  Spiritual damage
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  Weapon Benefit 
  Armour Benefit 
  QR 
  Price
  
  340
  If several pieces of equipment have the same realm ore, the effects do not stack. Every instance of this skill allows 
  an extra alloy to be added to the mix. For example having 2 instances of this skill allows an item to be created 
  with 2 different realm ores. This skill also grants the blacksmith the ability to break down an existing item and to 
  extract the ore into a usable ingot.
  Shields are defined as weapons with Parry greater than DF. They may be treated as weapons or armour for the 
  purposes of Realm Ores. They always qualify as armour, but may also qualify as a weapon if their Reach and DF 
  are greater than zero.
  The skill check for this skill works as follows: In order to use the realm ore, the starting difficulty rating is 1 and 
  increases by +3 for every additional realm ore added to the mix. So an item crafted using three realm ores would 
  have a difficulty of 9 (1 base +2 difficulty modifier and +6 from two additional ores). Success also increases the 
  item’s overall QR rating by the amount the realm ores require. A failure on this skill check will not only result 
  in no effect, but it will also permanently reduce the QR of the item by -1 (Norn should adjust items powers and 
  attributes accordingly).
  Riding
  [Difficulty +0, Physical]
  To simply ride a mount such as a horse, there is absolutely no need to perform a ride check. However as the cir-
  cumstances get more complicated, the Norn may require the players involved to perform a check. Good reasons 
  would be to maintain control of a mount as an ambush is sprung, or to carry an extra rider while navigating a 
  dangerous mountain pass during a blizzard. Without any ranks in riding only Weak Attack and Defend actions 
  may be performed from the back of a mount. Spells with adjacent range may not be cast, only with an ability or 
  meta that extends range would spells from a mount be possible. As more ranks are gained, some of these limita-
  tions go away.
  Table 12: Riding Skill Table
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
   
  and spells with no penalties.
  2 
  No more skill checks needed when on horseback 
  Physical damage dealt while on
   
  and performing challenging maneuvers.  
  the mount gains a +1 bonus.
  3  
  Can ride a monstrous quadruped. 
  During Upkeep, the mount may shift
   
   
  its initiative towards that of rider 
   
   
  by 1 position.
  4 
  No more skill checks needed when  
  Can perform attack actions and spells
   
  on a flying mount.  
  with no penalties while on 
   
   
  a flying mount.
  340
  If several pieces of equipment have the same realm ore, the effects do not stack. Every instance of this skill allows 
  an extra alloy to be added to the mix. For example having 2 instances of this skill allows an item to be created 
  with 2 different realm ores. This skill also grants the blacksmith the ability to break down an existing item and to 
  extract the ore into a usable ingot.
  Shields are defined as weapons with Parry greater than DF. They may be treated as weapons or armour for the 
  purposes of Realm Ores. They always qualify as armour, but may also qualify as a weapon if their Reach and DF 
  are greater than zero.
  The skill check for this skill works as follows: In order to use the realm ore, the starting difficulty rating is 1 and 
  increases by +3 for every additional realm ore added to the mix. So an item crafted using three realm ores would 
  have a difficulty of 9 (1 base +2 difficulty modifier and +6 from two additional ores). Success also increases the 
  item’s overall QR rating by the amount the realm ores require. A failure on this skill check will not only result 
  in no effect, but it will also permanently reduce the QR of the item by -1 (Norn should adjust items powers and 
  attributes accordingly).
  Riding
  [Difficulty +0, Physical]
  To simply ride a mount such as a horse, there is absolutely no need to perform a ride check. However as the cir-
  cumstances get more complicated, the Norn may require the players involved to perform a check. Good reasons 
  would be to maintain control of a mount as an ambush is sprung, or to carry an extra rider while navigating a 
  dangerous mountain pass during a blizzard. Without any ranks in riding only Weak Attack and Defend actions 
  may be performed from the back of a mount. Spells with adjacent range may not be cast, only with an ability or 
  meta that extends range would spells from a mount be possible. As more ranks are gained, some of these limita-
  tions go away.
  Table 12: Riding Skill Table
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
   
  and spells with no penalties.
  2 
  No more skill checks needed when on horseback 
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
   
  and spells with no penalties.
  2 
  No more skill checks needed when on horseback 
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
  Physical damage dealt while on
   
  and performing challenging maneuvers.  
  the mount gains a +1 bonus.
  3  
  Can ride a monstrous quadruped. 
  During Upkeep, the mount may shift
   
   
  its initiative towards that of rider 
   
   
  by 1 position.
  4 
  No more skill checks needed when  
  Can perform attack actions and spells
   
  on a flying mount.  
  with no penalties while on 
   
   
  a flying mount.
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
   
  and performing challenging maneuvers.  
  the mount gains a +1 bonus.
  3  
  Can ride a monstrous quadruped. 
  During Upkeep, the mount may shift
   
   
  its initiative towards that of rider 
   
   
  by 1 position.
  4 
  No more skill checks needed when  
  Can perform attack actions and spells
   
  on a flying mount.  
  with no penalties while on 
   
   
  a flying mount.
  Rank 
  Benefits 
  Combat Bonuses
  1 
  Can perform attack actions 
  Mount gains a +1 Movement bonus.
   
  and spells with no penalties.
  2 
  No more skill checks needed when on horseback 
   
  and performing challenging maneuvers.  
  the mount gains a +1 bonus.
  3  
  Can ride a monstrous quadruped. 
  During Upkeep, the mount may shift
   
   
  its initiative towards that of rider 
   
   
  by 1 position.
  4 
  No more skill checks needed when  
  Can perform attack actions and spells
   
  on a flying mount.  
  with no penalties while on 
   
   
  a flying mount.
  
  341
  Sacred Wood Binding
  [Difficulty +2, Spiritual]
  Druids can create and bind a personal wand or staff made from sacred wood. Wands and staves carry their respective 
  properties which are based on the type of wood used.  Druids may only own and wield one such instrument at any given 
  time. Creating a new wand or staff irrevocably disenchants the previous one. 
  Creating a wand or staff requires a skill check against a difficulty of 2 while in possession of the desired type of wood. If 
  the Druid decides to create a Wand (it will always grow/shrink and remain 1-handed), then its QR is equal to 50% of the 
  Druid’s level. If the Druid creates a staff (it will always grow/shrink and remain 2-handed) then the QR is equal to 75% 
  of the Druid’s level. Using the “Weapon Attribute” table found under the Craft skill, the QR is spent on effects which 
  will be assigned to the staff or wand. The wand is treated as a “weapon” and “accessory”, while the staff is treated as a 
  “weapon” and “shield” for the purposes of effect restrictions.
  Each type of wood provides a special effect upon the wielder. Some sacred wood effects grant a new meta tag. While 
  the sacred weapon is equipped, it adds another option to the original Active power meta tags listed. Only one meta tag 
  can be activated with a rune played, so if multiple options are available the player must choose one. Negated condition 
  intensities function similarly to the “Resistance to X” Passive powers found in the Core Rulebook.
  Table 13: Sacred Wood Binding Table
  Wood  
  Effect
  Alder  
  Your spells and Alkas gain the “Sight” meta tag (bound to Spiritual runes) 
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
  Ash  
  Both Active and Passive power heal effects boosted by +1 per rank in Sacred Wood Binding
  Birch  
  Ignore 1 hex of knockback per rank in Sacred Wood Binding
  Blackthorn  
  Each round negate 1 intensity of Impeded per 2 ranks in Sacred Wood Binding
  Broom 
  Grants a PF +1 vs. Physical per 2 ranks in Sacred Wood Binding
  Cedar 
  Each round negate 1 intensity of Vulnerable per 2 ranks in Sacred Wood Binding
  Elder 
  While bloodied, gain an extra +1 Destiny per 8 ranks in Sacred Wood Binding
  Elm 
  Your summoned creatures gain +1 level per rank in Sacred Wood Binding
  Fir 
  Grants a +1 rank in Omens/Portents per 2 ranks in Sacred Wood Binding
  Gorse 
  Your spells and Alkas gain the “Stutter” meta tag (bound to Spiritual runes)
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
  Hawthorne  
  Grants Focus +1 per 3 ranks in Sacred Wood Binding
  Hazel  
  Each round negate 1 intensity of Possession per 2 ranks in Sacred Wood Binding
  Holly  
  If wielded at time of death, afterlife pulls +1 per 8 ranks in Sacred Wood Binding
  Juniper  
  Grants a +1 rank in Perception per 2 ranks in Sacred Wood Binding
  Mistletoe  
  Staff or wand acts as a scorn pole with +1 extra successes per rank in Sacred Wood Binding
  Oak 
  Each round negate 1 intensity of Degeneration per 2 ranks in Sacred Wood Binding
  Pine 
  Grants Evade +1 per 4 ranks in Sacred Wood Binding
  Rowan 
  Grants a +1 rank in Survival Wilderness per 2 ranks in Sacred Wood Binding
  Willow 
  Allows perfect sight in complete darkness within +25’ per rank in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  341
  Sacred Wood Binding
  [Difficulty +2, Spiritual]
  Druids can create and bind a personal wand or staff made from sacred wood. Wands and staves carry their respective 
  properties which are based on the type of wood used.  Druids may only own and wield one such instrument at any given 
  time. Creating a new wand or staff irrevocably disenchants the previous one. 
  Creating a wand or staff requires a skill check against a difficulty of 2 while in possession of the desired type of wood. If 
  the Druid decides to create a Wand (it will always grow/shrink and remain 1-handed), then its QR is equal to 50% of the 
  Druid’s level. If the Druid creates a staff (it will always grow/shrink and remain 2-handed) then the QR is equal to 75% 
  of the Druid’s level. Using the “Weapon Attribute” table found under the Craft skill, the QR is spent on effects which 
  will be assigned to the staff or wand. The wand is treated as a “weapon” and “accessory”, while the staff is treated as a 
  “weapon” and “shield” for the purposes of effect restrictions.
  Each type of wood provides a special effect upon the wielder. Some sacred wood effects grant a new meta tag. While 
  the sacred weapon is equipped, it adds another option to the original Active power meta tags listed. Only one meta tag 
  can be activated with a rune played, so if multiple options are available the player must choose one. Negated condition 
  intensities function similarly to the “Resistance to X” Passive powers found in the Core Rulebook.
  Table 13: Sacred Wood Binding Table
  Wood  
  Effect
  Wood  
  Effect
  Wood  
  Effect
  Wood  
  Effect
  Wood  
  Effect
  Wood  
  Effect
  Alder  
  Your spells and Alk
  Alder  
  Your spells and Alk
  Alder  
  Your spells and Alkas gain the “Sight” meta tag (bound to Spiritual runes) 
  Alder  
  Your spells and Alkas gain the “Sight” meta tag (bound to Spiritual runes) 
  Alder  
  Your spells and Alk
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
  Ash  
  Both Active
  Ash  
  Both Active
  Ash  
  Both Active and Passive power heal effects boosted by +1 per rank in Sacred Wood Binding
  Birch  
  Ignore 1 hex of knockback per rank in Sacred Wood Binding
  Birch  
  Ignore 1 hex of knockback per rank in Sacred Wood Binding
  Birch  
  Ignore 1 hex of knockback per rank in Sacred Wood Binding
  Blackthorn  
  Each round negate 1 intensity of Impeded per 2 ranks in Sacred Wood Binding
  Blackthorn  
  Each round negate 1 intensity of Impeded per 2 ranks in Sacred Wood Binding
  Blackthorn  
  Each round negate 1 intensity of Impeded per 2 ranks in Sacred Wood Binding
  Broom 
  Grants a PF +1 vs. Physical per 2 ranks in Sacred Wood Binding
  Broom 
  Grants a PF +1 vs. Physical per 2 ranks in Sacred Wood Binding
  Broom 
  Grants a PF +1 vs. Physical per 2 ranks in Sacred Wood Binding
  Cedar 
  Each round negate 1 intensity of Vulnerable per 2 ranks in Sacred Wood Binding
  Cedar 
  Each round negate 1 intensity of Vulnerable per 2 ranks in Sacred Wood Binding
  Cedar 
  Each round negate 1 intensity of Vulnerable per 2 ranks in Sacred Wood Binding
  Elder 
  While bloodied, gain an extra +1 Destiny per 8 ranks in Sacred Wood Binding
  Elder 
  While bloodied, gain an extra +1 Destiny per 8 ranks in Sacred Wood Binding
  Elder 
  While bloodied, gain an extra +1 Destiny per 8 ranks in Sacred Wood Binding
  Elm 
  Your summoned creatures gain +1 level per rank in Sacred Wood Binding
  Elm 
  Your summoned creatures gain +1 level per rank in Sacred Wood Binding
  Elm 
  Your summoned creatures gain +1 level per rank in Sacred Wood Binding
  Fir 
  Grants a +1 rank in Omens/
  Fir 
  Grants a +1 rank in Omens/
  Fir 
  Grants a +1 rank in Omens/Portents per 2 ranks in Sacred Wood Binding
  Gorse 
  Your spells and Alk
  Gorse 
  Your spells and Alk
  Gorse 
  Your spells and Alkas gain the “Stutter” meta tag (bound to Spiritual runes)
  Gorse 
  Your spells and Alkas gain the “Stutter” meta tag (bound to Spiritual runes)
  Gorse 
  Your spells and Alk
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
   
  with a +1 Focus bonus per 4 ranks in Sacred Wood Binding
  Hawthorne  
  Gra
  Hawthorne  
  Gra
  Hawthorne  
  Grants Focus +1 per 3 ranks in Sacred Wood Binding
  Hawthorne  
  Grants Focus +1 per 3 ranks in Sacred Wood Binding
  Hawthorne  
  Gra
  Hazel  
  Each round negate 1 intensity of Possession per 2 ranks in Sacred Wood Binding
  Hazel  
  Each round negate 1 intensity of Possession per 2 ranks in Sacred Wood Binding
  Hazel  
  Each round negate 1 intensity of Possession per 2 ranks in Sacred Wood Binding
  Holly  
  If wielded at time of death, afterlife pulls +1 per 8 ranks in Sacred Wood Binding
  Holly  
  If wielded at time of death, afterlife pulls +1 per 8 ranks in Sacred Wood Binding
  Holly  
  If wielded at time of death, afterlife pulls +1 per 8 ranks in Sacred Wood Binding
  Juniper  
  Grants 
  Juniper  
  Grants 
  Juniper  
  Grants a +1 rank in Perception per 2 ranks in Sacred Wood Binding
  Mistletoe  
  Staff or wand acts as a scorn pole with +1 extra successes per rank in Sacred Wood Binding
  Mistletoe  
  Staff or wand acts as a scorn pole with +1 extra successes per rank in Sacred Wood Binding
  Mistletoe  
  Staff or wand acts as a scorn pole with +1 extra successes per rank in Sacred Wood Binding
  Oak 
  Each round negate 1 intensity of Degeneration per 2 ranks in Sacred Wood Binding
  Oak 
  Each round negate 1 intensity of Degeneration per 2 ranks in Sacred Wood Binding
  Oak 
  Each round negate 1 intensity of Degeneration per 2 ranks in Sacred Wood Binding
  Pine 
  Grants Evade +1 per 4 ranks in Sacred Wood Binding
  Pine 
  Grants Evade +1 per 4 ranks in Sacred Wood Binding
  Pine 
  Grants Evade +1 per 4 ranks in Sacred Wood Binding
  Rowan 
  Grants a +1 rank in Survival Wilderness per 2 ranks in Sacred Wood Binding
  Rowan 
  Grants a +1 rank in Survival Wilderness per 2 ranks in Sacred Wood Binding
  Rowan 
  Grants a +1 rank in Survival Wilderness per 2 ranks in Sacred Wood Binding
  Willow 
  Allows perfect sight in complete darkness within +25’ per rank in Sacred Wood Binding
  Willow 
  Allows perfect sight in complete darkness within +25’ per rank in Sacred Wood Binding
  Willow 
  Allows perfect sight in complete darkness within +25’ per rank in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  Yew 
  Each round negate 1 intensity of Blind per 2 ranks in Sacred Wood Binding
  
  Short Fuse
  [Difficulty +1, Spiritual]
  After failing a skill check, you may perform this skill check to try and succeed at the task again. The skill 
  that was failed has the difficulty lowered by 1 for this skill. Performing this skill check requires an Ultimate 
  Sacrifice +1. However a failure on this skill immediately imbues you with violent intent and you gain 4 
  ranks in the Rage condition.
  War Tactics
  [Difficulty +1, Mental]
  You have training in military tactics. You understand logistics between battles dealing with equipment, 
  morale, pay and upkeep. You’re also trained in field strategies like ambushes, terrain, deceit and order 
  propagation. With this skill you are equipped to lead troops consisting from a war-band to the likes of an 
  army.
  342
  Short Fuse
  [Difficulty +1, Spiritual]
  After failing a skill check, you may perform this skill check to try and succeed at the task again. The skill 
  that was failed has the difficulty lowered by 1 for this skill. Performing this skill check requires an Ultimate 
  Sacrifice +1. However a failure on this skill immediately imbues you with violent intent and you gain 4 
  ranks in the Rage condition.
  War Tactics
  [Difficulty +1, Mental]
  You have training in military tactics. You understand logistics between battles dealing with equipment, 
  morale, pay and upkeep. You’re also trained in field strategies like ambushes, terrain, deceit and order 
  propagation. With this skill you are equipped to lead troops consisting from a war-band to the likes of an 
  army.
  342
  
  343
  343
  
  344
  This section expands on the rules that have already 
  been presented in the Core Rulebook. In this sec-
  tion you will find new rules along with additional 
  explanations and evolutions for existing rules.
  Norn Ru les
  344
  This section expands on the rules that have already 
  been presented in the Core Rulebook. In this sec-
  Core Rulebook. In this sec-
  Core Rulebook
  tion you will find new rules along with additional 
  explanations and evolutions for existing rules.
  Norn Ru les
  Norn Ru les
  
  345
  Alkas
  Alkas figure predominately in the extended world as presented in Denizens of the North. As such, additional clarifica-
  tions on the nature and behaviour of Alkas is provided below:
  Maintained Alkas are re-cast every Upkeep, growing the area of the Alka. Unless another power permits it, the 
  Maintained Alka needs to originate once more from a hex adjacent to the caster. If there is an occupant on that 
  hex, they suffer the benevolent or malicious effects immediately.
  Each Alka token is considered a single source, so a movement through a path involving more than one bead must 
  be resolved one bead at a time.
  If an Alka would affect more than one combatant, for example two very small combatants that would fit in the same 
  hex, then all valid combatants are affected by the Alka.
  Any malicious effects bestowed by Alkas have counters specified. In the event a counter is not explicitly specified, 
  then the default counter is 1 Mental rune to negate the effect.
  An important distinction to take note of is that some Alkas are simply {Alka} effects while others have the {Spell} 
  descriptor. Focus is only added to Alka effects with the {Spell} descriptor.
  Alkas are not affected by gravity and if placed by someone with flight, the Alka will remain stationary and airborne.
  Alkas can be interrupted like spells and range attacks.
  If the caster of the Alka directs its path towards a Shrouded opponent, then the Norn may rule that the Shroud cost 
  must be paid. If the Alka, however, is declared to surround the caster and a Shrouded opponent is in that area, 
  then the Norn may allow the Alka to resolve on the Shrouded opponent without the need to overcome Shroud. 
  The Norn will use their best judgment in such a situation.
  The Passive power Alka Mastery from the Core Rulebook has been redesigned in order to integrate with many more 
  Alkas and Alka masters like the Druid. The effect is as follows: “At the end of your Action phase, perform a Major Sacri-
  fice +1 in order to replenish all consumed Alka tokens for the last Alka you played this turn”. This avoids timing issues 
  during the Cleanup phase as well as tracking an overabundance of consumed Alkas.
  Consumables
  The Druid archetype introduces consumables such as potions and ointments to the game. During combat, quaffing a 
  potion requires the dweller or denizen to play one rune, and due to the care required, applying an ointment would re-
  quire the play of two runes. Applying a tattoo would take longer and would have to be done outside of combat.
  345
  Alkas
  Alkas figure predominately in the extended world as presented in Denizens of the North. As such, additional clarifica-
  tions on the nature and behaviour of Alkas is provided below:
  Maintained Alkas are re-cast every Upkeep, growing the area of the Alka. Unless another power permits it, the 
  Maintained Alka needs to originate once more from a hex adjacent to the caster. If there is an occupant on that 
  hex, they suffer the benevolent or malicious effects immediately.
  Each Alka token is considered a single source, so a movement through a path involving more than one bead must 
  be resolved one bead at a time.
  If an Alka would affect more than one combatant, for example two very small combatants that would fit in the same 
  hex, then all valid combatants are affected by the Alka.
  Any malicious effects bestowed by Alkas have counters specified. In the event a counter is not explicitly specified, 
  then the default counter is 1 Mental rune to negate the effect.
  An important distinction to take note of is that some Alkas are simply {Alka} effects while others have the {Spell} 
  descriptor. Focus is only added to Alka effects with the {Spell} descriptor.
  Alkas are not affected by gravity and if placed by someone with flight, the Alka will remain stationary and airborne.
  Alkas can be interrupted like spells and range attacks.
  If the caster of the Alka directs its path towards a Shrouded opponent, then the Norn may rule that the Shroud cost 
  must be paid. If the Alka, however, is declared to surround the caster and a Shrouded opponent is in that area, 
  then the Norn may allow the Alka to resolve on the Shrouded opponent without the need to overcome Shroud. 
  The Norn will use their best judgment in such a situation.
  The Passive power Alka Mastery from the Core Rulebook has been redesigned in order to integrate with many more 
  Core Rulebook has been redesigned in order to integrate with many more 
  Core Rulebook
  Alkas and Alka masters like the Druid. The effect is as follows: “At the end of your Action phase, perform a Major Sacri-
  fice +1 in order to replenish all consumed Alka tokens for the last Alka you played this turn”. This avoids timing issues 
  during the Cleanup phase as well as tracking an overabundance of consumed Alkas.
  Consumables
  The Druid archetype introduces consumables such as potions and ointments to the game. During combat, quaffing a 
  potion requires the dweller or denizen to play one rune, and due to the care required, applying an ointment would re-
  quire the play of two runes. Applying a tattoo would take longer and would have to be done outside of combat.
  
  346
  If you gain a benefit from a consumable, you cannot use a second consumable that grants the same benefit. If 
  you do use a consumable that grants the same benefit, the new benefit is negated. If the initial benefit wears 
  off, it can be re-applied with another consumable. See page 327 for details on the Brew skill.
  Example: Anund the Druid applies an ointment that grants heal +4 and Focus +1. He also quaffs a potion 
  that grants heal +2 and DF +5. The cumulative effect is that he heals +4 during upkeep (disregard the potion 
  heal effect, because duplicate effects cannot stack) and gains a Focus +1 for the duration of the combat and 
  gains a DF +5 until the end of the combat round.
  Damage- Falling, Burning and Hybrid
  Sometimes damage comes from the environment, such as falling off a cliff or being pushed into a fire. In 
  those cases damage ranges heavily depend on the circumstances. Due to the sheer permutations of any given 
  situation, environmental damage is impossible to define. Following some general guidelines may help the 
  Norn determine the possible effects.
  Falling Damage
  As a general rule of thumb, falling damage starts at 2 damage and doubles every 10 feet. A 50’ drop would 
  deal 32 damage (no PF may be applied). The Norn should also allow for a skill check in order to reduce the 
  damage. For falling one could surmise that an athletics skill check would reduce the damage by 5 for every 
  success.
  Burning Damage
  Similarly stepping into a location of extreme temperatures (heat or cold) would deal an amount of damage 
  based on both temperature, duration and exposure. Walking through a cursed hallway that exudes frost 
  from Jotunheim could be defined as dealing 8 damage for every hex travelled. Stopping to heal would deal 
  another 16 damage per combat round (or equivalent out of combat duration). In the case of fire, the Norn 
  may also add the degeneration condition as the combatant is immolated and combustible materials start 
  to burn.
  Hybrid Damage
  Sometimes damage is a hybrid of Traits- ie. “Deal 6 Physical damage and 2 Spiritual damage”. In these 
  cases the defender (recipient of the damage) will choose the order in which to resolve the damage. They may 
  choose to apply the Spiritual damage first and then apply the Physical damage. In some exceptions an Active 
  power may dictate the order in which the effects must be resolved.
  Effective Hit Points
  Players and Norns sometimes have a need to assess the durability of a combatant (ie. How much damage it 
  can take before it dies). This concept is called “Effective Hit Points” (EHP). EHP of a dweller or denizen 
  can be calculated by multiplying the Essence value by 3 for the white (hard) wounds track, 5 for the grey 
  (moderate) wounds track, and 7 for the black (easy) wounds track and then adding the Destiny value. So if 
  a player was using the grey wounds track and then had 6 Essence and 4 Destiny, they would have 34 EHP... 
  meaning they take 34 damage with no PF or Defend actions.
  346
  If you gain a benefit from a consumable, you cannot use a second consumable that grants the same benefit. If 
  you do use a consumable that grants the same benefit, the new benefit is negated. If the initial benefit wears 
  off, it can be re-applied with another consumable. See page 327 for details on the Brew skill.
  Example: Anund the Druid applies an ointment that grants heal +4 and Focus +1. He also quaffs a potion 
  that grants heal +2 and DF +5. The cumulative effect is that he heals +4 during upkeep (disregard the potion 
  heal effect, because duplicate effects cannot stack) and gains a Focus +1 for the duration of the combat and 
  gains a DF +5 until the end of the combat round.
  Damage- Falling, Burning and Hybrid
  Sometimes damage comes from the environment, such as falling off a cliff or being pushed into a fire. In 
  those cases damage ranges heavily depend on the circumstances. Due to the sheer permutations of any given 
  situation, environmental damage is impossible to define. Following some general guidelines may help the 
  Norn determine the possible effects.
  Falling Damage
  As a general rule of thumb, falling damage starts at 2 damage and doubles every 10 feet. A 50’ drop would 
  deal 32 damage (no PF may be applied). The Norn should also allow for a skill check in order to reduce the 
  damage. For falling one could surmise that an athletics skill check would reduce the damage by 5 for every 
  success.
  Burning Damage
  Similarly stepping into a location of extreme temperatures (heat or cold) would deal an amount of damage 
  based on both temperature, duration and exposure. Walking through a cursed hallway that exudes frost 
  from Jotunheim could be defined as dealing 8 damage for every hex travelled. Stopping to heal would deal 
  another 16 damage per combat round (or equivalent out of combat duration). In the case of fire, the Norn 
  may also add the degeneration condition as the combatant is immolated and combustible materials start 
  to burn.
  Hybrid Damage
  Sometimes damage is a hybrid of Traits- ie. “Deal 6 Physical damage and 2 Spiritual damage”. In these 
  cases the defender (recipient of the damage) will choose the order in which to resolve the damage. They may 
  choose to apply the Spiritual damage first and then apply the Physical damage. In some exceptions an Active 
  power may dictate the order in which the effects must be resolved.
  Effective Hit Points
  Players and Norns sometimes have a need to assess the durability of a combatant (ie. How much damage it 
  Effective Hit Points
  Players and Norns sometimes have a need to assess the durability of a combatant (ie. How much damage it 
  Effective Hit Points
  can take before it dies). This concept is called “Effective Hit Points” (EHP). EHP of a dweller or denizen 
  can be calculated by multiplying the Essence value by 3 for the white (hard) wounds track, 5 for the grey 
  (moderate) wounds track, and 7 for the black (easy) wounds track and then adding the Destiny value. So if 
  a player was using the grey wounds track and then had 6 Essence and 4 Destiny, they would have 34 EHP... 
  meaning they take 34 damage with no PF or Defend actions.
  
  347
  Gate Abilities
  Additional clarification on the nature and behaviour of Gate powers is provided below:
  Gate powers can be interrupted.
  {Gate Spell} powers would add Focus to the level of the creature.
  Gated creatures start their initiative at the bottom of the initiative chain (last).
  Gated creatures immediately Wyrd their destiny (until their turn, the runes can be used for {Interrupt} 
  actions).
  Gated creatures receive no Upkeep phase the turn they are brought into play.
  Once the rune with the Gate effect leaves the In-Play pile, the Gated creature ceases to exist.
  Generic Actions
  During combat, players may fall into a mode of playing where they solely focus on the rune symbols they drew and 
  what Active powers they may have at their disposal. Always remind your players that they may play runes for Generic 
  actions allowing them to describe cinematic actions limited only by their imaginations and the scene that the Norn 
  has constructed. For more on Generic actions used as cinematic actions, see page 96 in the Core Rulebook.
  Standard Action
  Denizens of the North adds a Generic action descriptor called “standard”. It means a non-Weak action. So a 
  standard Attack action would be a non-weak Attack action.
  Flight
  Flying creatures move at the same rate as they would move on the ground. Quadrupeds that obtain flight capa-
  bilities will move at double their base movement rate while in flight.
  Focus
  Focus as described in the Core Rulebook may increase the numeric values in a spell. Additional clarifications on 
  the application of Focus are provided below:
  As stated in the Core Rulebook, Focus boosts the numeric values in Active powers with the {Spell} descrip-
  tor. If the active power has more than one source, Focus may be split across the sources.
  Focus can also be used to decrease numeric values that appear in spells.
  As stated in the Core Rulebook, Focus may not increase effects that grant focus or inflict condition intensities. 
  Focus cannot increase the drawing of runes (Wyrd effects).
  Focus added to {Gate Spell} effects increases the creature level
  Focus added to {Alka Spell} effects increase the number of Alka tokens
  347
  Gate Abilities
  Additional clarification on the nature and behaviour of Gate powers is provided below:
  Gate powers can be interrupted.
  {Gate Spell} powers would add Focus to the level of the creature.
  Gated creatures start their initiative at the bottom of the initiative chain (last).
  Gated creatures immediately Wyrd their destiny (until their turn, the runes can be used for {Interrupt} 
  actions).
  Gated creatures receive no Upkeep phase the turn they are brought into play.
  Once the rune with the Gate effect leaves the In-Play pile, the Gated creature ceases to exist.
  Generic Actions
  During combat, players may fall into a mode of playing where they solely focus on the rune symbols they drew and 
  what Active powers they may have at their disposal. Always remind your players that they may play runes for Generic 
  actions allowing them to describe cinematic actions limited only by their imaginations and the scene that the Norn 
  has constructed. For more on Generic actions used as cinematic actions, see page 96 in the Core Rulebook.
  Standard Action
  Denizens of the North adds a Generic action descriptor called “standard”. It means a non-Weak action. So a 
  standard Attack action would be a non-weak Attack action.
  Flight
  Flying creatures move at the same rate as they would move on the ground. Quadrupeds that obtain flight capa-
  bilities will move at double their base movement rate while in flight.
  bilities will move at double their base movement rate while in flight.
  bilities will move at
  Focus
  Focus as described in the Core Rulebook may increase the numeric values in a spell. Additional clarifications on 
  Core Rulebook may increase the numeric values in a spell. Additional clarifications on 
  Core Rulebook
  the application of Focus are provided below:
  As stated in the Core Rulebook, Focus boosts the numeric values in Active powers with the {Spell} descrip-
  tor. If the active power has more than one source, Focus may be split across the sources.
  Focus can also be used to decrease numeric values that appear in spells.
  As stated in the Core Rulebook, Focus may not increase effects that grant focus or inflict condition intensities. 
  Focus cannot increase the drawing of runes (Wyrd effects).
  Focus added to {Gate Spell} effects increases the creature level
  Focus added to {Alka Spell} effects increase the number of Alka tokens
  
  348
  Foraging for Raw Materials
  Some play groups may not want to interrupt the flow of play to accommodate the Blacksmith, Druid and others 
  that need raw materials to create magic items.
  A player can simply state: “wherever we go, I will be on the constant lookout for crafting/brewing materials”. The 
  Norn would then judge the environment and the time constraints (if any) and use one of the columns in the table 
  below. A rune would be Wyrded at the end of the game session to determine how much was found and picked up.
  Speaking in broad generalizations, most locales in the far north would be considered sparse terrain. The rest of 
  Midgard would be considered average terrain, and a few specific niches could be considered bountiful Terrain. 
  The values found are cut in half if the adventuring group was under very tight time constraints (round up).
  Haugbui
  No rest for the wicked! An interesting possibility Norns can entertain is to afflict a playerís dweller with the 
  Haugbui curse when they die. Possible reasons would be a very important personal goal hasnít been achieved 
  while alive, or excessive barrow looting has damned the dweller to a Valkyrie-free future!
  Simply have the player reassign half of their Essence runes (determined at random) to the Haugbui board pow-
  ers and skills. The original power and skill bindings for these runes are lost. The player plays this hybrid dweller 
  until they resolve what is keeping them bound to this mortal world. Once they are free the Norn may grant a 
  modifier to their afterlife Wyrd. The Norn may conversely damn the spirit to becoming a Lost Soul if things go 
  sour for the Haugbui.
  Keen Aptitude
  The Passive power called Keen Aptitude is a common occurrence on denizen power boards but it is much less com-
  mon occurrence on the dweller Passive powers boards- this is by design. When the Norn runs many denizens, Keen 
  Aptitude helps keep play simple and powers become easy to scale. When dwellers gain access to Keen Aptitude, 
  it becomes a rare game-play reward that grants a rare power stacking opportunity. The Norn may stack one Pas-
  sive power as many times as they please, however, dwellers (players) and thanes are limited to stacking any Passive 
  power only once. The Norn may allow a player to bypass this limitation in some very specific cases. Likewise the 
  Norn may choose to waive this restriction on Thanes who have many instances of this power (ie. Seith Aberration).
  Example: Thorvald the half-Troll Ulfhednar has just leveled-up and has picked Keen Aptitude from the Troll-Blood 
  aspect Passive power board. He is a competent warrior who already has the Might and Martial Prowess powers. 
  Thorvald would like to deal more damage, so he chooses Might as the cloned power for Keen Aptitude. He now has 
  two instances of Might and one instance of Martial Prowess making him even more deadly. The next time he gains 
  Table 14: Foraging Results
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Physical 
  3 
  8 
  20
  Mental 
  1 
  6 
  15
  Spiritual 
  0 
  4 
  10
  348
  Foraging for Raw Materials
  Some play groups may not want to interrupt the flow of play to accommodate the Blacksmith, Druid and others 
  that need raw materials to create magic items.
  A player can simply state: “wherever we go, I will be on the constant lookout for crafting/brewing materials”. The 
  Norn would then judge the environment and the time constraints (if any) and use one of the columns in the table 
  below. A rune would be Wyrded at the end of the game session to determine how much was found and picked up.
  Speaking in broad generalizations, most locales in the far north would be considered sparse terrain. The rest of 
  Midgard would be considered average terrain, and a few specific niches could be considered bountiful Terrain. 
  The values found are cut in half if the adventuring group was under very tight time constraints (round up).
  Haugbui
  No rest for the wicked! An interesting possibility Norns can entertain is to afflict a playerís dweller with the 
  Haugbui curse when they die. Possible reasons would be a very important personal goal hasnít been achieved 
  while alive, or excessive barrow looting has damned the dweller to a Valkyrie-free future!
  Simply have the player reassign half of their Essence runes (determined at random) to the Haugbui board pow-
  ers and skills. The original power and skill bindings for these runes are lost. The player plays this hybrid dweller 
  until they resolve what is keeping them bound to this mortal world. Once they are free the Norn may grant a 
  modifier to their afterlife Wyrd. The Norn may conversely damn the spirit to becoming a Lost Soul if things go 
  sour for the Haugbui.
  Keen Aptitude
  The Passive power called Keen Aptitude is a common occurrence on denizen power boards but it is much less com-
  Keen Aptitude
  The Passive power called Keen Aptitude is a common occurrence on denizen power boards but it is much less com-
  Keen Aptitude
  mon occurrence on the dweller Passive powers boards- this is by design. When the Norn runs many denizens, Keen 
  Aptitude helps keep play simple and powers become easy to scale. When dwellers gain access to Keen Aptitude, 
  it becomes a rare game-play reward that grants a rare power stacking opportunity. The Norn may stack one Pas-
  sive power as many times as they please, however, dwellers (players) and thanes are limited to stacking any Passive 
  power only once. The Norn may allow a player to bypass this limitation in some very specific cases. Likewise the 
  Norn may choose to waive this restriction on Thanes who have many instances of this power (ie. Seith Aberration).
  Example: Thorvald the half-Troll Ulfhednar has just leveled-up and has picked Keen Aptitude from the Troll-Blood 
  aspect Passive power board. He is a competent warrior who already has the Might and Martial Prowess powers. 
  Thorvald would like to deal more damage, so he chooses Might as the cloned power for Keen Aptitude. He now has 
  two instances of Might and one instance of Martial Prowess making him even more deadly. The next time he gains 
  Table 14: Foraging Results
  Table 14: Foraging Results
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Rune 
  Sparse Terrain 
  Average Terrain 
  Bountiful Terrain
  Phy
  Physical 
  3 
  8 
  20
  sical 
  3 
  8 
  20
  sical 
  3 
  8 
  20
  sical 
  3 
  8 
  20
  Mental 
  1 
  6 
  15
  Mental 
  1 
  6 
  15
  Mental 
  1 
  6 
  15
  Mental 
  1 
  6 
  15
  Mental 
  1 
  6 
  15
  Spiritu
  Spiritual 
  0 
  4 
  10
  al 
  0 
  4 
  10
  al 
  0 
  4 
  10
  al 
  0 
  4 
  10
  al 
  0 
  4 
  10
  al 
  0 
  4 
  10
  al 
  0 
  4 
  10
  
  349
  access to Keen Aptitude, he will no longer be able to choose Might, but he could choose Martial Prowess.
  As a general rule, the Keen Aptitude Passive power cannot be used to clone any Passive powers that have their ef-
  fect scale on level (ie. Fangs, Unencumbered Dodger, Fae-Kin, etc.). Depending on the QR levels of items given 
  out, the Norn may allow a single copy to be made in order to allow unarmed/unarmoured players to keep up to 
  the rate of magic items being handed out. Under some very specific circumstances the Norn may wish to permit 
  a second copy. It should keep pace with the play groupís access to magic items. The Nornís available options are 
  to limit scaling Passive powers to:
  1 Instance (recommended): When the original Passive power is chosen from the power board. 
  2 Instances: From the original Passive power and an accessory that grants the power (infuse).
  3 Instances: The Passive power chosen, an accessory that grants the power, and a Keen Aptitude 
  copy.
  Longships
  Overland travel is very hazardous and the most abundant food sources are found in deep waters. As a result, 
  longships play a very important role for the denizens of Midgard. Every self-respecting Viking warband should 
  be the proud owners of a longship. With a very optimized design, a longship can accommodate 2 crew members 
  for every 3’ of usable length. Every crew member has an oar and sits on their own “sea bench”- a personal 
  treasure chest filled with their belongings. Wider ships are designed to reserve the central space for cargo. 
  Those looking to colonize distant shores would be bringing livestock and lumber. The sails are constructed from 
  sheep wool, ochre and horse-fat. The sailing of a longship requires a minimum of 4 crew members. Propulsion 
  could be achieved by sail or oars. Speed is measured in “knots” with 1 knot being equivalent to 1.9 km/h or 
  1.2 mph. The speeds listed below are for travel under average weather conditions. The absence or presence of 
  favourable wind can affect the speed by as much as +/- 50%.
  For those who wish to buy a longship, the options are as follows:
  The dwellers will most likely encounter those from Outer-Midgard. Their ships are presented below for comparison.
  Another factor that Midgard longships have over their foreign counterparts is that they can navigate shallow 
  water (3’ or deeper). Besides the canoe, crusader ships require at least 12’ of depth.
  Table 15: Buying Longships Table
  Longship 
  Type
  Kravi–size: 12 
  (30’); QR 12
  Snekkja–size: 27
  (75’); QR 16
  Skeid – size: 43
  (120’); QR 24
  24
  54
  82
  Crew
  Capacity
  7 knots
  8 knots
  10 knots
  Speed
  24 / 0
  64 / 0
  96 / 8
  Damage /
  Weaponry
  12 / 0
  16 / +5 PF
  24 / +15 
  PF
  Essence /
  Durability
  45 degrees
  90 degrees
  90 degrees
  Manoeuvrability
  0
  +3
  +5
  Extra
  Capacity
  0
  +1
  +2
  Stability
  8,000 skatt
  12,000 
  skatt
  18,000 
  skatt
  Price
  349
  access to Keen Aptitude, he will no longer be able to choose Might, but he could choose Martial Prowess.
  As a general rule, the Keen Aptitude Passive power cannot be used to clone any Passive powers that have their ef-
  fect scale on level (ie. Fangs, Unencumbered Dodger, Fae-Kin, etc.). Depending on the QR levels of items given 
  out, the Norn may allow a single copy to be made in order to allow unarmed/unarmoured players to keep up to 
  the rate of magic items being handed out. Under some very specific circumstances the Norn may wish to permit 
  a second copy. It should keep pace with the play groupís access to magic items. The Nornís available options are 
  to limit scaling Passive powers to:
  Longships
  Overland travel is very hazardous and the most abundant food sources are found in deep waters. As a result, 
  longships play a very important role for the denizens of Midgard. Every self-respecting Viking warband should 
  be the proud owners of a longship. With a very optimized design, a longship can accommodate 2 crew members 
  for every 3’ of usable length. Every crew member has an oar and sits on their own “sea bench”- a personal 
  treasure chest filled with their belongings. Wider ships are designed to reserve the central space for cargo. 
  Those looking to colonize distant shores would be bringing livestock and lumber. The sails are constructed from 
  sheep wool, ochre and horse-fat. The sailing of a longship requires a minimum of 4 crew members. Propulsion 
  could be achieved by sail or oars. Speed is measured in “knots” with 1 knot being equivalent to 1.9 km/h or 
  1.2 mph. The speeds listed below are for travel under average weather conditions. The absence or presence of 
  favourable wind can affect the speed by as much as +/- 50%.
  For those who wish to buy a longship, the options are as follows:
  The dwellers will most likely encounter those from Outer-Midgard. Their ships are presented below for comparison.
  Another factor that Midgard longships have over their foreign counterparts is that they can navigate shallow 
  water (3’ or deeper). Besides the canoe, crusader ships require at least 12’ of depth.
  1 Instance (recommended): When the original Passive power is chosen from the power board. 
  2 Instances: From the original Passive power and an accessory that grants the power (infuse).
  3 Instances: The Passive power chosen, an accessory that grants the power, and a Keen Aptitude 
  copy.
  Table 15: Buying Longships Table
  Longship 
  Type
  Kravi–size: 12 
  (30’); QR 12
  Snekkja–size: 27
  (75’); QR 16
  Skeid – size: 43
  (120’); QR 24
  24
  54
  82
  Crew
  Capacity
  Capacity
  Capacity
  7 knots
  8 knots
  10 knots
  Speed
  24 / 0
  64 / 0
  96 / 8
  Damage /
  Damage /
  Damage /
  Weaponry
  Weaponry
  Weaponry
  12 / 0
  16 / +5 PF
  16 / +5 PF
  16 / +5 PF
  24 / +15 
  PF
  Essence /
  Essence /
  Durability
  Durability
  Durability
  45 degrees
  90 degrees
  90 degrees
  Manoeuvrability
  Manoeuvrability
  Manoeuvrability
  0
  +3
  +5
  Extra
  Capacity
  Capacity
  Capacity
  0
  +1
  +2
  Stability
  Stability
  Stability
  8,000 skatt
  8,000 skatt
  12,000 
  skatt
  18,000 
  skatt
  Price
  (120’); QR 24
  PF
  skatt
  PF
  Longship 
  Crew
  Speed
  Damage /
  Damage /
  Essence /
  Essence /
  Manoeuvrability
  Manoeuvrability
  Manoeuvrability
  Extra
  Stability
  Stability
  Stability
  Price
  Essence /
  Essence /
  Manoeuvrability
  Manoeuvrability
  Longship 
  Type
  Kravi–size: 12 
  (30’); QR 12
  Snekkja–size: 27
  (75’); QR 16
  Skeid – size: 43
  (120’); QR 24
  Longship 
  8,000 skatt
  
  350
  Building Longships
  Longships come in many different sizes and configurations. The Craft skill is used in the construction of long-
  ships, requiring tools and materials, resulting in a finished product and QR total. The time required is usually 
  4-6 weeks. Once the QR has been determined, the points will be spent on the “Ship Attribute” table below. 
  Every point spent will automatically increase the ship size by the listed amount.
  By default, a ship’s Size is 6 and its Speed is 1 knot. All effects stack on top of the default values.
  The final QR determines how much damage the ship can deal and withstand. Every QR adds +4 damage when used to 
  ram a sea creature or ship. Similarly, every QR adds 1 rune to the ship’s rune bag (maximum 24). The final size of the 
  ship determines the ship’s crew capacity. Simply multiply the Size by 2 to determine the crew capacity.
  Market value selling price is 75% of QR x 1,000 skatt.
  Table 16: Foreign Vessels Table
  Table 17: Foreign Vessels Table
  Longship 
  Type
  Skraeling Canoe –
  size: 8 (16’)
  Crusader Cog– 
  size: 27 (45’)
  Crusader Galley –
  size: 43 (90’)
  Effect
  Speed: Boost speed by 1 knot. When using a combat grid and miniature ships, 
  it represents a +1 hex of movement.
  Manoeuvrable: Normally a ship can only rotate a maximum of 45 degrees per rune
  played. This ability allows the ship to rotate an extra +45 degrees per rune played.
  Weaponry: Ship damage gains a +4 Pierce.
  Durability: PF +5 vs. Physical damage.
  16
  54
  82
  Crew
  Capacity
  Size Boost
  2 knots
  5 knots
  4 knots
  Speed
  QR Cost
  16 / 0
  54 / 0
  86 / 0
  Damage /
  Weaponry
  4 / 0
  13 / 0
  21 / 0
  Essence /
  Durability
  135 degrees
  45 degrees
  45 degrees
  Manoeuvrability
  0
  0
  +6
  +1
  +1
  +2
  +1
  Extra
  Capacity
  0
  0
  0
  1
  1
  1
  3
  Stability: Automatic +1 success on checks vs. capsize.
  +2
  2
  Capacity: Add an extra 10 cubic feet of cargo space.
  +3
  1
  Stability
  350
  Building Longships
  Longships come in many different sizes and configurations. The Craft skill is used in the construction of long-
  ships, requiring tools and materials, resulting in a finished product and QR total. The time required is usually 
  4-6 weeks. Once the QR has been determined, the points will be spent on the “Ship Attribute” table below. 
  Every point spent will automatically increase the ship size by the listed amount.
  By default, a ship’s Size is 6 and its Speed is 1 knot. All effects stack on top of the default values.
  The final QR determines how much damage the ship can deal and withstand. Every QR adds +4 damage when used to 
  ram a sea creature or ship. Similarly, every QR adds 1 rune to the ship’s rune bag (maximum 24). The final size of the 
  ship determines the ship’s crew capacity. Simply multiply the Size by 2 to determine the crew capacity.
  Market value selling price is 75% of QR x 1,000 skatt.
  Table 16: Foreign Vessels Table
  Table 17: Foreign Vessels Table
  Longship 
  Type
  Skraeling Canoe –
  Skraeling Canoe –
  size: 8 (16’)
  Crusader Cog– 
  size: 27 (45’)
  Crusader Galley –
  Crusader Galley –
  size: 43 (90’)
  Effect
  Speed: Boost speed by 1 knot. When using a combat grid and miniature ships, 
  it represents a +1 hex of movement.
  Manoeuvrable: Normally a ship can only rotate a maximum of 45 degrees per rune
  played. This ability allows the ship to rotate an extra +45 degrees per rune played.
  Weaponry: Ship damage gains a +4 Pierce.
  Weaponry: Ship damage gains a +4 Pierce.
  Durability: PF +5 vs. Physical damage.
  16
  54
  82
  Crew
  Capacity
  Capacity
  Size Boost
  2 knots
  5 knots
  4 knots
  Speed
  QR Cost
  QR Cost
  16 / 0
  54 / 0
  86 / 0
  Damage /
  Damage /
  Weaponry
  Weaponry
  Weaponry
  4 / 0
  13 / 0
  21 / 0
  Essence /
  Durability
  Durability
  Durability
  135 degrees
  45 degrees
  45 degrees
  Manoeuvrability
  Manoeuvrability
  0
  0
  +6
  +1
  +1
  +2
  +1
  Extra
  Capacity
  Capacity
  0
  0
  0
  1
  1
  1
  3
  Stability: Automatic +1 success on checks vs. capsize.
  Stability: Automatic +1 success on checks vs. capsize.
  +2
  2
  Capacity: Add an extra 10 cubic feet of cargo space.
  +3
  1
  Stability
  Stability
  size: 43 (90’)
  Capacity: Add an extra 10 cubic feet of cargo space.
  Capacity: Add an extra 10 cubic feet of cargo space.
  +3
  1
  Capacity: Add an extra 10 cubic feet of cargo space.
  Longship 
  Crew
  Speed
  Damage /
  Effect
  Damage /
  Damage /
  Essence /
  Manoeuvrability
  Manoeuvrability
  Extra
  Stability
  Stability
  Damage /
  Damage /
  Essence /
  Manoeuvrability
  Size Boost
  QR Cost
  QR Cost
  
  351
  Naval Battles
  Embarking on naval travel comes with its own dangers, ranging from sea monsters to raiding vessels. If na-
  val combat were to occur, the Norn may choose to resolve it in any number of ways. The dwellers may wish 
  to use cinematic/generic actions to attempt fleeing the threat. The Norn should compare the ship’s speed 
  and manoeuvrability to the threat’s ability to catch up in order to conclude the result. If the dwellers choose 
  to fight or cannot escape then combat can be resolved in a few ways. The most common technique involves 
  sailing up along side another ship, securing the two ships with grappling hooks and then boarding. Similar 
  tactics could be applied to deep sea monsters. Master navigators will use their intimate knowledge of their 
  ship to perform even more cunning and devious manoeuvres in order to wreak havoc on the enemy. Pos-
  sible options:
  Purely naval: The only combatants are the ship and naval enemies
  Crew only: The dwellers, their thanes and the crew fight the crew of the other ship or sea monster(s)
  Hybrid:  The ship is treated as movable terrain and crew combat is the main focus
  For combat purposes, abstracting crew members may be desirable. For rules on conducting massive bat-
  tles, please see the “Mass Battles” section on page 357. This section could also be applied to massive naval 
  battles involving dozens of ships.
  Controlling the ship is heavily abstracted so that the games focus more on cinematic flavour rather than 
  the technical aspects of sailing. Interacting with the ship requires someone on the ship to spend a rune to 
  perform any of the following actions:
  Movement: The ship moves in a straight line a number of hexes equal to its Speed (can move less)
  Turn: The ship may rotate up to its maximum Manoeuvrability rating (can rotate less)
  Anyone with at least 1 rank in Navigation could perform any of the following actions as well:
  Ramming Damage:  The ship can be driven into another ship or sea monster in order to deal damage. 
  Ramming damage can be done only once per combat round and requires at least 5 
  hexes (25’) of movement. The ship deals damage to the recipient and applies the 
  Weaponry attribute if greater than 0. A ship cannot take Mental or Spiritual damage 
  and it immune to conditions. When Physical damage is dealt, the ship uses the same 
  Wounds track that was chosen for the adventure. The Norn may judge that a portion 
  of the damage spills over to all crew members of the defending ship.
  Capsizing Attack:  Your ship can be rammed into the side of another vessel in an attempt to capsize it. 
  Your ship must be of equal size or larger. Your ship’s bow must strike other vessel’s 
  port or starboard. Half damage is dealt and the defending vessel must attempt to resist 
  the capsize.
  An attack, storm or monster may threaten to capsize your vessel. Resisting a capsize works as follows: The cap-
  tain of the ship (the crew member at the rudder) performs a Navigation skill check. The skill check is usually 
  based on the Physical trait and receives free successes equal to the Stability attribute of the ship. The opposed 
  difficulty is either set by an arbitrary DR in the case of a storm or monster, or set by an opposed Navigation skill 
  check by the attacking vessel’s captain.
  351
  Naval Battles
  Embarking on naval travel comes with its own dangers, ranging from sea monsters to raiding vessels. If na-
  val combat were to occur, the Norn may choose to resolve it in any number of ways. The dwellers may wish 
  to use cinematic/generic actions to attempt fleeing the threat. The Norn should compare the ship’s speed 
  and manoeuvrability to the threat’s ability to catch up in order to conclude the result. If the dwellers choose 
  to fight or cannot escape then combat can be resolved in a few ways. The most common technique involves 
  sailing up along side another ship, securing the two ships with grappling hooks and then boarding. Similar 
  tactics could be applied to deep sea monsters. Master navigators will use their intimate knowledge of their 
  ship to perform even more cunning and devious manoeuvres in order to wreak havoc on the enemy. Pos-
  sible options:
  Purely naval: The only combatants are the ship and naval enemies
  Crew only: The dwellers, their thanes and the crew fight the crew of the other ship or sea monster(s)
  Hybrid:  The ship is treated as movable terrain and crew combat is the main focus
  For combat purposes, abstracting crew members may be desirable. For rules on conducting massive bat-
  tles, please see the “Mass Battles” section on page 357. This section could also be applied to massive naval 
  battles involving dozens of ships.
  Controlling the ship is heavily abstracted so that the games focus more on cinematic flavour rather than 
  the technical aspects of sailing. Interacting with the ship requires someone on the ship to spend a rune to 
  perform any of the following actions:
  Movement: The ship moves in a straight line a number of hexes equal to its Speed (can move less)
  Turn: The ship may rotate up to its maximum Manoeuvrability rating (can rotate less)
  Anyone with at least 1 rank in Navigation could perform any of the following actions as well:
  Ramming Damage:  The ship can be driven into another ship or sea monster in order to deal damage. 
  Ramming damage can be done only once per combat round and requires at least 5 
  hexes (25’) of movement. The ship deals damage to the recipient and applies the 
  Weaponry attribute if greater than 0. A ship cannot take Mental or Spiritual damage 
  and it immune to conditions. When Physical damage is dealt, the ship uses the same 
  Wounds track that was chosen for the adventure. The Norn may judge that a portion 
  of the damage spills over to all crew members of the defending ship.
  Capsizing Attack:  Your ship can be rammed into the side of another vessel in an attempt to capsize it. 
  Capsizing Attack:  Your ship can be rammed into the side of another vessel in an attempt to capsize it. 
  Capsizing Attack:  
  Your ship must be of equal size or larger. Your ship’s bow must strike other vessel’s 
  port or starboard. Half damage is dealt and the defending vessel must attempt to resist 
  the capsize.
  An attack, storm or monster may threaten to capsize your vessel. Resisting a capsize works as follows: The cap-
  tain of the ship (the crew member at the rudder) performs a Navigation skill check. The skill check is usually 
  based on the Physical trait and receives free successes equal to the Stability attribute of the ship. The opposed 
  difficulty is either set by an arbitrary DR in the case of a storm or monster, or set by an opposed Navigation skill 
  check by the attacking vessel’s captain.
  
  352
  Magic Items
  Assessing Magic Items
  The Appraisal skill is used in not only determining the value of an item, but also the assessment of an item’s 
  crafted attributes. The Lore: Arcana skill allows someone to determine the magical properties of the item, which 
  includes effects from Infuse, Brew, Sacred Wood Binding, Dvergar Engineering, Creature Reliquary and Realm 
  Ores. As the Norn reveals the attributes and magic powers, they should ensure that the last effects to be revealed 
  are Creature Reliquary followed by any Infuse anomalies.
  Magic Items for Denizens and Thanes
  Denizens and thanes can use any runes to activate magic item Active Powers. Denizen equipment restrictions 
  are the same as those for dwellers, however thanes may only equip accessories. Some non-humanoid shaped 
  denizens may be challenged in how many weapons they can wield given limbs that may not be able to hold items 
  (ie. Wings, etc). In those cases the Norn may allow (at their own discretion) the denizen to benefit from more 
  than one equipped accessory.
  Destroying Magic Items
  A damaged item may be destroyed outside of combat. It must be smashed and pulverized by a series of consecu-
  tive blows from a higher QR item. The Norn may judge that magic items over QR 30 need special instructions 
  for their ultimate destruction. These instructions may be a small quest in itself. 
  Whenever a skill check is required for piloting the ship, the default skill is “Navigation” (unless otherwise specified).
  352
  Magic Items
  Assessing Magic Items
  The Appraisal skill is used in not only determining the value of an item, but also the assessment of an item’s 
  crafted attributes. The Lore: Arcana skill allows someone to determine the magical properties of the item, which 
  includes effects from Infuse, Brew, Sacred Wood Binding, Dvergar Engineering, Creature Reliquary and Realm 
  Ores. As the Norn reveals the attributes and magic powers, they should ensure that the last effects to be revealed 
  are Creature Reliquary followed by any Infuse anomalies.
  Magic Items for Denizens and Thanes
  Denizens and thanes can use any runes to activate magic item Active Powers. Denizen equipment restrictions 
  are the same as those for dwellers, however thanes may only equip accessories. Some non-humanoid shaped 
  denizens may be challenged in how many weapons they can wield given limbs that may not be able to hold items 
  (ie. Wings, etc). In those cases the Norn may allow (at their own discretion) the denizen to benefit from more 
  than one equipped accessory.
  Destroying Magic Items
  A damaged item may be destroyed outside of combat. It must be smashed and pulverized by a series of consecu-
  tive blows from a higher QR item. The Norn may judge that magic items over QR 30 need special instructions 
  for their ultimate destruction. These instructions may be a small quest in itself. 
  Whenever a skill check is required for piloting the ship, the default skill is “Navigation” (unless otherwise specified).
  
  353
  Giving out Magic Items
  The players could be comfortably equipped with items with QR equal to half their level. So a level 15 could have 
  a set of QR 7 equipment, and a level 20 can have a set of QR 10 equipment. The good Blacksmith is capable of 
  creating slightly better items with QR ranging from 50% to 75% of level. A very strong level 20 craft blacksmith 
  could provide someone with 4 items of QR 15 quality. The table below helps to summarize the equipment curve. 
  The last column adds up 4 average items that a typical dweller or denizen could equip (2 weapons, 1 armour and 
  1 accessory). 
  Buying and selling magic items should not be a common oc-
  currence. Most magic items hold special meaning in the eyes 
  of their owners and carry a history with them. When there is 
  a market for magic items, they are usually sold for an amount 
  of Skatt equal to the QR squared x 10. A QR 7 item would 
  sell for 490 Skatt. This will fluctuate based on the merchant 
  and the health of the market in the area.
  Limited Knowledge of Magic Items
  At the Norn’s discretion, dwellers may be limited to what they can harness and exploit from a magic item. The 
  reasoning may be that despite holding a legendary sword, the dweller doesn’t have the wisdom required to utilize 
  the full potential of this exquisite blade. The same reasoning can be extended to Blacksmiths creating items. The 
  rule of thumb that could be used is: limit the amount of QR usable by the wielder/crafter to 75%. Meaning a 
  level 12 dweller may be wielding a QR 15 axe, but they cannot benefit from more than 9 QR worth of attributes/
  infusions/etc...
  Extending this to crafting, a Blacksmith may create an item with a significant amount of QR, but the amount that 
  could be used for crafted attributes and infused powers would be limited to 75% of the Blacksmith’s level.  This 
  would create an item with unused QR that could later be used by a higher level blacksmith.
  Wyrd Result 
  Unused QR
   
  0
   
  0
   
  0
   
  1
   
  2
   
  3
  Although rare, it is possible to find an item with unused QR. Wyrd 2 runes and consult the table below to deter-
  mine if there are any unused QR:
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
   
   
   
  Gear QR
  10  
  5  
  8 
   20
  20  
  10 
  15  
  40
  30  
  15  
  23  
  60
  40  
  20  
  30  
  80
  Table 18: Suggested Magic Equipment Table
  Table 19: Magic Item Unused QR Table
  353
  Giving out Magic Items
  The players could be comfortably equipped with items with QR equal to half their level. So a level 15 could have 
  a set of QR 7 equipment, and a level 20 can have a set of QR 10 equipment. The good Blacksmith is capable of 
  creating slightly better items with QR ranging from 50% to 75% of level. A very strong level 20 craft blacksmith 
  could provide someone with 4 items of QR 15 quality. The table below helps to summarize the equipment curve. 
  The last column adds up 4 average items that a typical dweller or denizen could equip (2 weapons, 1 armour and 
  1 accessory). 
  Buying and selling magic items should not be a common oc-
  currence. Most magic items hold special meaning in the eyes 
  of their owners and carry a history with them. When there is 
  a market for magic items, they are usually sold for an amount 
  of Skatt equal to the QR squared x 10. A QR 7 item would 
  sell for 490 Skatt. This will fluctuate based on the merchant 
  and the health of the market in the area.
  Limited Knowledge of Magic Items
  At the Norn’s discretion, dwellers may be limited to what they can harness and exploit from a magic item. The 
  reasoning may be that despite holding a legendary sword, the dweller doesn’t have the wisdom required to utilize 
  the full potential of this exquisite blade. The same reasoning can be extended to Blacksmiths creating items. The 
  rule of thumb that could be used is: limit the amount of QR usable by the wielder/crafter to 75%. Meaning a 
  level 12 dweller may be wielding a QR 15 axe, but they cannot benefit from more than 9 QR worth of attributes/
  infusions/etc...
  Extending this to crafting, a Blacksmith may create an item with a significant amount of QR, but the amount that 
  could be used for crafted attributes and infused powers would be limited to 75% of the Blacksmith’s level.  This 
  would create an item with unused QR that could later be used by a higher level blacksmith.
  Wyrd Result 
  Unused QR
  0
   
  0
  0
  1
  2
  3
  Wyrd Result 
  Unused QR
   
  0
  3
  Wyrd Result 
  Unused QR
  Wyrd Result 
  Unused QR
  Although rare, it is possible to find an item with unused QR. Wyrd 2 runes and consult the table below to deter-
  mine if there are any unused QR:
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
   
   
   
  Gear QR
  10  
  5  
  8 
   20
  20  
  10 
  15  
  40
  30  
  15  
  23  
  60
  40  
  20  
  30  
  80
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
   
   
   
  Gear QR
  10  
  5  
  8 
   20
  20  
  10 
  15  
  40
  30  
  15  
  23  
  60
  40  
  20  
  30  
  80
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
   
   
   
  Gear QR
  10  
  5  
  8 
   20
  20  
  10 
  15  
  40
  30  
  15  
  23  
  60
  40  
  20  
  30  
  80
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
   
   
   
  Gear QR
  10  
  5  
  8 
   20
  20  
  10 
  15  
  40
  30  
  15  
  23  
  60
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  40  
  20  
  30  
  80
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Level  
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Table 18: Suggested Magic Equipment Table
  Table 19: Magic Item Unused QR Table
   
  0
   
  0
   
  0
  
  354
  Managing a Business or Community
  Since the onset of Fimbulwinter, eternal night and unrelenting winters have torn the social fabric of Midgard. 
  Towns and villages in the interior were the first to crumble. These communities hunted animals for the first 
  few months, but the increasingly cold temperatures forced the animals to the coast where the climate was more 
  forgiving. This forced those living in the mountainous interior to abandon their towns and migrate to the coast. 
  Those living on the coast sustained themselves with hunting and fishing, but the added refugees strained the 
  food and wood supply. Long range lumber foraging expeditions did not fare well, as many did not return. Some 
  were ambushed and captured by slavers, others were attacked and killed by large and hungry predators.
  Within the first two years, most larger coastal centers crumbled from their own weight. High demand and con-
  sumption of both firewood and food was the main reason. Compounding that, the all-too-common scenario of 
  densely packed houses with desperate people were a volatile situation... a powder keg waiting to explode.
  Some of those who left the towns and villages found themselves at the mercy of roving bandits and slave traders. 
  The others established new homes in the unoccupied corners of Midgard. The First Age saw the population 
  decline as the weak and vulnerable died off.
  The start of the second age saw the emergence of warlords, those who capitalized on the chaos and carved out 
  a kingdom for themselves. They weren’t shy to buy slaves in order to achieve their goals. Others made their 
  fortunes by stockpiling food and wood and selling it at exorbitant prices. The success of the warlords and their 
  outposts began a movement where people came back into community life. Only those with something to offer, 
  something of value, were admitted into the outposts. With the promise of food and shelter, these warlords could 
  exact a tax over their new subjects.
  A time may come when the dwellers establish a business or even an outpost of their own.
  Running a Business
  A dweller may begin play with an operational business that has survived the First Age of Ragnarok. It is even 
  conceivable that a dweller may have established a business capitalizing on some market demand for a particular 
  good or service. The following rules will aid a Norn that is tasked with managing the profits and losses of such a 
  business. After all, the dweller is most likely an adventurer that wishes the business to run itself while the they 
  are away on grand adventures.
  Wyrd Result 
  Profits
   
  +25%
   
  -100%(Disaster*)
   
  +75% (Innovation*)
   
  +50%
  M M 
  -25%
   
  -50%
  Table 20: Business Profits
  *Innovation: the staff have discovered a way to optimize 
  the business and the monthly profit baseline has increased 
  by +75%. The Norn is encouraged to detail the innovation 
  they have found.
  *Disaster: the business is in big trouble, a rival has at-
  tacked it and has possibly taken it over. T e business 
  requires immediate attention or it is lost forever. T e 
  Norn should add other possible disaster scenarios 
  based on the story.
  354
  Managing a Business or Community
  Since the onset of Fimbulwinter, eternal night and unrelenting winters have torn the social fabric of Midgard. 
  Managing a Business or Community
  Since the onset of Fimbulwinter, eternal night and unrelenting winters have torn the social fabric of Midgard. 
  Managing a Business or Community
  Towns and villages in the interior were the first to crumble. These communities hunted animals for the first 
  few months, but the increasingly cold temperatures forced the animals to the coast where the climate was more 
  forgiving. This forced those living in the mountainous interior to abandon their towns and migrate to the coast. 
  Those living on the coast sustained themselves with hunting and fishing, but the added refugees strained the 
  food and wood supply. Long range lumber foraging expeditions did not fare well, as many did not return. Some 
  were ambushed and captured by slavers, others were attacked and killed by large and hungry predators.
  Within the first two years, most larger coastal centers crumbled from their own weight. High demand and con-
  sumption of both firewood and food was the main reason. Compounding that, the all-too-common scenario of 
  densely packed houses with desperate people were a volatile situation... a powder keg waiting to explode.
  Some of those who left the towns and villages found themselves at the mercy of roving bandits and slave traders. 
  The others established new homes in the unoccupied corners of Midgard. The First Age saw the population 
  decline as the weak and vulnerable died off.
  The start of the second age saw the emergence of warlords, those who capitalized on the chaos and carved out 
  a kingdom for themselves. They weren’t shy to buy slaves in order to achieve their goals. Others made their 
  fortunes by stockpiling food and wood and selling it at exorbitant prices. The success of the warlords and their 
  outposts began a movement where people came back into community life. Only those with something to offer, 
  something of value, were admitted into the outposts. With the promise of food and shelter, these warlords could 
  exact a tax over their new subjects.
  A time may come when the dwellers establish a business or even an outpost of their own.
  Running a Business
  A dweller may begin play with an operational business that has survived the First Age of Ragnarok. It is even 
  conceivable that a dweller may have established a business capitalizing on some market demand for a particular 
  good or service. The following rules will aid a Norn that is tasked with managing the profits and losses of such a 
  business. After all, the dweller is most likely an adventurer that wishes the business to run itself while the they 
  are away on grand adventures.
  Wyrd Result 
  Profits
   
  +25%
   
  -100%(Disaster*)
   
  +75% (Innovation*)
   
  +50%
   
  -25%
   
  -50%
  Wyrd Result 
  Profits
   
  +25%
   
  -100%(Disaster*)
   
  +75% (Innovation*)
   
  +50%
   
  -25%
   
  -50%
   
  -50%
   
  -50%
  Wyrd Result 
  Profits
  Wyrd Result 
  Profits
  Table 20: Business Profits
  *Innovation: the staff have discovered a way to optimize 
  the business and the monthly profit baseline has increased 
  by +75%. The Norn is encouraged to detail the innovation 
  they have found.
  *Disaster: the business is in big trouble, a rival has at-
  tacked it and has possibly taken it over. T e business 
  requires immediate attention or it is lost forever. T e 
  Norn should add other possible disaster scenarios 
  based on the story.
   
  +25%
   
  -100%(Disaster*)
   
  +50%
   
  +50%
   
  +50%
   
  -100%(Disaster*)
   
  -100%(Disaster*)
   
  +75% (Innovation*)
   
  -50%
   
  -50%
   
  -50%
   
  -50%
   
  -50%
   
  -50%
   
  +25%
   
  +25%
   
  +75% (Innovation*)
   
  +75% (Innovation*)
  M M
  M M 
  -25%
  M M 
  -25%
  M M
  M M
  
  355
  The Norn should ask the player to present the nature of the business and the staff that he would have on hand. Part 
  of the initial role-play will determine the size and profitability of the operation. The Norn will have the final say on 
  any aspect pertaining to the business. The player can also design methods of communication with their business 
  while they are gallivanting on adventures. For example employing a runner may be a way of keeping in touch with 
  the business, as well as a good way to have a runner come and deliver the monthly profits to their owner.
  When an adventurer gets money every month from a store or business they own the Norn can consult the table 
  below to see how it is doing. The Norn should draw two runes per month of operation.
  The dweller should keep track of how much money remains in the business in case negative profits (loss) eats 
  into the reserves. Operational costs can be abstracted and don’t need to be managed. In the interest of simplicity 
  the dweller should only apply monthly profits or losses.
  Example: A player has started a chicken farm after inheriting a bunch of live chickens and discovering an aban-
  doned grainery. He and the Norn discuss the operation, the setup costs, the required staff and the local demand for 
  eggs and chickens. Their conclusion is that the farm can net him 20,000 skatt per month in profits (after covering all 
  operational expenses). He has no capital saved up, so he hopes his first month will be profitable. A loss will mean he 
  loses staff and inventory requiring the Norn to reassess the monthly profit baseline. 
  Establishing an Outpost
  Should the dwellers find themselves leading a throng of refugees, they will need more than charismatic leader-
  ship skills to care for the flock. If the Norn needs to determine the composition of the followers, the table on 
  page 140 in the Core Rulebook can be used. Any instances that seem inappropriate could be substituted with 
  additional instances of “thrall”. Finding a suitable location for an outpost becomes the first pressing ques-
  tion. The Norn may consult the runes to randomly generate the surrounding riches (known or unknown). 
  The terrain wealth table below outlines the possible outcomes for the site. Some resources may only become 
  apparent after some additional exploration. The Norn may also allow players to perform Survival: Wilderness 
  skill checks with positive results resulting in multiple draws for terrain wealth.
  The “crafting materials” column references the information in the “foraging for raw materials” section above 
  (see page 348).
  The wealth column results are never immediately apparent. Discovery requires further exploration which would 
  take from several days to several months.
  The next step involves the construction of the outpost. The Norn may allow the foraging and construction efforts 
  to be group effort, thus scaled by all able-bodied members of the outpost.
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Result 
   
   
  Gear QR
   
  Sustain 50 people  
  Sparse Terrain 
  None
   
  Sustain 100 people  
  Sparse Terrain  
  None
   
  Sustain 500 people  
  Sparse Terrain  
  None
   
  Sustain 1,000 people  
  Average Terrain  
  1,000 skatt value/month
   
  Sustain 5,000 people 
  Average Terrain 
  5,000 skatt value/month
   
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Table 21: Terrain Wealth
  355
  The Norn should ask the player to present the nature of the business and the staff that he would have on hand. Part 
  of the initial role-play will determine the size and profitability of the operation. The Norn will have the final say on 
  any aspect pertaining to the business. The player can also design methods of communication with their business 
  while they are gallivanting on adventures. For example employing a runner may be a way of keeping in touch with 
  the business, as well as a good way to have a runner come and deliver the monthly profits to their owner.
  When an adventurer gets money every month from a store or business they own the Norn can consult the table 
  below to see how it is doing. The Norn should draw two runes per month of operation.
  The dweller should keep track of how much money remains in the business in case negative profits (loss) eats 
  into the reserves. Operational costs can be abstracted and don’t need to be managed. In the interest of simplicity 
  the dweller should only apply monthly profits or losses.
  Example: A player has started a chicken farm after inheriting a bunch of live chickens and discovering an aban-
  doned grainery. He and the Norn discuss the operation, the setup costs, the required staff and the local demand for 
  eggs and chickens. Their conclusion is that the farm can net him 20,000 skatt per month in profits (after covering all 
  operational expenses). He has no capital saved up, so he hopes his first month will be profitable. A loss will mean he 
  loses staff and inventory requiring the Norn to reassess the monthly profit baseline. 
  Establishing an Outpost
  Should the dwellers find themselves leading a throng of refugees, they will need more than charismatic leader-
  ship skills to care for the flock. If the Norn needs to determine the composition of the followers, the table on 
  page 140 in the Core Rulebook can be used. Any instances that seem inappropriate could be substituted with 
  additional instances of “thrall”. Finding a suitable location for an outpost becomes the first pressing ques-
  tion. The Norn may consult the runes to randomly generate the surrounding riches (known or unknown). 
  The terrain wealth table below outlines the possible outcomes for the site. Some resources may only become 
  apparent after some additional exploration. The Norn may also allow players to perform Survival: Wilderness 
  skill checks with positive results resulting in multiple draws for terrain wealth.
  The “crafting materials” column references the information in the “foraging for raw materials” section above 
  (see page 348).
  The wealth column results are never immediately apparent. Discovery requires further exploration which would 
  take from several days to several months.
  The next step involves the construction of the outpost. The Norn may allow the foraging and construction efforts 
  to be group effort, thus scaled by all able-bodied members of the outpost.
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Result 
   
   
  Gear QR
  Sustain 50 people  
  Sparse Terrain 
  None
  Sustain 100 people  
  Sparse Terrain  
  None
  Sustain 500 people  
  Sparse Terrain  
  None
  Sustain 1,000 people  
  Average Terrain  
  1,000 skatt value/month
  Sustain 5,000 people 
  Average Terrain 
  5,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Result 
   
   
  Gear QR
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Result 
   
   
  Gear QR
  Sustain 50 people  
  Sparse Terrain 
  None
  Sustain 100 people  
  Sparse Terrain  
  None
  Sustain 500 people  
  Sparse Terrain  
  None
  Sustain 1,000 people  
  Average Terrain  
  1,000 skatt value/month
  Sustain 5,000 people 
  Average Terrain 
  5,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Result 
   
   
  Gear QR
  Sustain 50 people  
  Sparse Terrain 
  None
  Sustain 100 people  
  Sparse Terrain  
  None
  Sustain 500 people  
  Sparse Terrain  
  None
  Sustain 1,000 people  
  Average Terrain  
  1,000 skatt value/month
  Sustain 5,000 people 
  Average Terrain 
  5,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Wyrd 
  Average 1-item QR  
  Powerful 1-item QR 
  Total Avg Equipped 
  Sustain 1,000 people  
  Average Terrain  
  1,000 skatt value/month
  Sustain 5,000 people 
  Average Terrain 
  5,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Sustain 10,000 people 
  Bountiful Terrain 
  10,000 skatt value/month
  Table 21: Terrain Wealth
  
  356
  Outpost Considerations:
  Shelter: How will you build your homes to protect your citizens from the deadly elements?
  Heat: What will you burn to keep warm? Will you have enough furs from hunting and trapping?
  Food: Who can hunt and who can fish? Can the fishing efforts be bolstered by longships?
  Security: Will ramparts and palisades be built? How about an ice trench?
  Sanitation and health: How are the sick cared for? How will waste be managed?
  Death and burial: How will the dead be honoured? Spare wood for funeral pyres or carve out crypts?
  The Norn and the players should work together in establishing the costs, logistics and construction of the out-
  post. The players should be encouraged to draw out their new town, flesh-out their followers and assign a name 
  to their new home.
  Once it has been built, monthly operations are summarized in three separate rune pulls on the “outpost events” 
  table below. The first 2-rune pull describes how much the town has managed to stockpile. The next 2-rune pull 
  presents the dwellers with a major event. The third 2-rune pull introduces a minor event that helps shape the 
  town’s legacy. The major and minor events are way to advance the town’s status, history and character. If the 
  dwellers are present, then they can role play the events. Conversely, if they are away from their outpost when the 
  events occur, they could receive news of what has transpired in their absence.
  The other statistics that both players and the Norn may choose to track are the happiness index and taxation. 
  Depending on the relationship between the lords of the outpost (dwellers) and the populace (denizens), taxation 
  may be something that is instituted in order to cover costs that relate to outpost infrastructure. 
  The players should keep track of their material stockpiles, population and wealth. The Norn should track the 
  outpost’s notoriety as passing travelers carry news.
  Table 22: Outpost Events
  A major blizzard besieges the
  outpost for most of the month
  making it impossible to
  leave/reach. If insufficient food
  and wood reserves exist, morale
  diminishes.
  Monster(s) rampage through the
  outpost. Perhaps they came from
  the countryside or some sorcerer
  inadvertently opened a portal to
  another realm.
  Bountiful harvest, all collected
  materials are +25%.
  Outpost is attacked and your
  town suffers casualties
  (population loss -10%). Reduce
  loss for well designed defenses.
  A mysterious artifact is found. It
  has a profound impact on the
  outpost and/or its populace.
  Blessings from the higher
  powers, all collected materials
  are +50%.
  More refugees arrive at the town
  (population growth +10%).
  A denizen of renown comes to
  visit your outpost.
  Business as usual, the population
  is satisfied with your rule.
  Minor Event(s)
  Major Event
  Resources Harvested
  Someone steals some valuable
  assets from the outpost
  (longships, stockpiles, etc).
  An Einherjar or Son of Muspel
  come to the area. They are on a
  quest for their liege.
  Food stocks have degraded,
  reduce the food sources level by
  one category.
  A massive influx of refugees
  arrive at the gates (population
  growth +20%).
  Druids have discovered a way to
  improve the land (upgrade the terrain 
  type by one level maximum “bountiful”).
  Crafting material has become more 
  sparse (degrade the terrain quality- 
  Sparse terrain becomes barren).
  A sickness ravages the outpost
  (population loss -10%).
  Merchants come to setup a
  market in your outpost. Taxation
  revenue increases by 15%.
  Wealth resources have run out.
   
  Wyrd
  Result
   
  356
  Outpost Considerations:
  Shelter: How will you build your homes to protect your citizens from the deadly elements?
  Heat: What will you burn to keep warm? Will you have enough furs from hunting and trapping?
  Food: Who can hunt and who can fish? Can the fishing efforts be bolstered by longships?
  Security: Will ramparts and palisades be built? How about an ice trench?
  Sanitation and health: How are the sick cared for? How will waste be managed?
  Death and burial: How will the dead be honoured? Spare wood for funeral pyres or carve out crypts?
  The Norn and the players should work together in establishing the costs, logistics and construction of the out-
  post. The players should be encouraged to draw out their new town, flesh-out their followers and assign a name 
  to their new home.
  Once it has been built, monthly operations are summarized in three separate rune pulls on the “outpost events” 
  table below. The first 2-rune pull describes how much the town has managed to stockpile. The next 2-rune pull 
  presents the dwellers with a major event. The third 2-rune pull introduces a minor event that helps shape the 
  town’s legacy. The major and minor events are way to advance the town’s status, history and character. If the 
  dwellers are present, then they can role play the events. Conversely, if they are away from their outpost when the 
  events occur, they could receive news of what has transpired in their absence.
  The other statistics that both players and the Norn may choose to track are the happiness index and taxation. 
  Depending on the relationship between the lords of the outpost (dwellers) and the populace (denizens), taxation 
  may be something that is instituted in order to cover costs that relate to outpost infrastructure. 
  The players should keep track of their material stockpiles, population and wealth. The Norn should track the 
  outpost’s notoriety as passing travelers carry news.
  Table 22: Outpost Events
  A major blizzard besieges the
  outpost for most of the month
  making it impossible to
  leave/reach. If insufficient food
  and wood reserves exist, morale
  diminishes.
  Monster(s) rampage through the
  outpost. Perhaps they came from
  the countryside or some sorcerer
  inadvertently opened a portal to
  another realm.
  Bountiful harvest, all collected
  materials are +25%.
  Outpost is attacked and your
  town suffers casualties
  (population loss -10%). Reduce
  loss for well designed defenses.
  A mysterious artifact is found. It
  has a profound impact on the
  outpost and/or its populace.
  Blessings from the higher
  powers, all collected materials
  are +50%.
  More refugees arrive at the town
  (population growth +10%).
  A denizen of renown comes to
  visit your outpost.
  Business as usual, the population
  Business as usual, the population
  is satisfied with your rule.
  Minor Event(s)
  Minor Event(s)
  Major Event
  Major Event
  Major Event
  Resources Harvested
  Resources Harvested
  Someone steals some valuable
  assets from the outpost
  (longships, stockpiles, etc).
  An Einherjar or Son of Muspel
  come to the area. They are on a
  quest for their liege.
  Food stocks have degraded,
  reduce the food sources level by
  one category.
  A massive influx of refugees
  arrive at the gates (population
  growth +20%).
  Druids have discovered a way to
  improve the land (upgrade the terrain 
  type by one level maximum “bountiful”).
  type by one level maximum “bountiful”).
  Crafting material has become more 
  Crafting material has become more 
  sparse (degrade the terrain quality- 
  sparse (degrade the terrain quality- 
  Sparse terrain becomes barren).
  A sickness ravages the outpost
  (population loss -10%).
  Merchants come to setup a
  market in your outpost. Taxation
  revenue increases by 15%.
  revenue increases by 15%.
  revenue increases by 15%.
  Wealth resources have run out.
  Wyrd
  Wyrd
  Wyrd
  Wyrd
  Result
  
  357
  Mass Battles
  Sometimes battles break out where individual unit powers are irrelevant. There are simply so many combatants 
  that the battle must be resolved at a macro level. Each side of the battle should abstract 1 or more units and repre-
  sent them with a single rune. Each army’s Essence would be the sum of those runes. Runes are chosen at random 
  and placed in an army Essence bag.
  Example: King Erik Blood Axe is facing Hakon the Good’s army, with 800 units under Erik’s banner and 1,000 
  under Hakon’s. The Norn could assign 50 units per rune. One side would have 16 runes and the other 20. These 
  runes are placed into their respective bags and they become each army’s Essence attribute.
  The Destiny would be determined by the level of the commander, the state of the army and any Norn assigned 
  mitigating factors. The default minimum Destiny is 1.
  Druids and Galdrs [Amplify Amplify Maintain] Heal +2
  Maidens of Ratatosk and Sceadugengan [Amplify Amplify Amplify] Parry 4 {defend action}
  Berzerkirs and Ulfhednars [Amplify Amplify Amplify] Deal 2 Physical damage {attack action}
  Fardrengir and Seithkonas [ Amplify Amplify Amplify] Deal 1 Mental damage
  Blacksmiths and Stalos [Amplify Maintain Maintain]  Attack actions gain +1 damage bonus
  Skalds and the Godi [Amplify Amplify Amplify] Deal 1 Physical damage, or 3 Physical damage if 
  Bloodied {attack action}
  Example: Both kings are level 28, granting them a Destiny of 3 (1 base +2 from the commander bonus). King 
  Hakon’s army is tired after crossing the sea, but Erik’s forces are rested as they await the invasion so Erik’s army 
  is boosted to Destiny 4.
  Each army must bind their Traits to different Active powers. Bind 1 Active power per Trait. Choices should be 
  made based on the composition of the army. Duplicate choices are not permitted.
  Example: King Erik’s army is reinforced by his wife’s witches from the north. His entourage are skalds and rag-
  ers. His army binds Physical runes to Fardrengir and Seithkonas, binds Mental runes to Skalds and Godi and 
  binds Spiritual runes to Berzerkirs and Ulfhednars.
  Table 23: Army Destiny Modifiers Table
  Table 24: Army Active Powers Table
  Factor 
  Destiny Bonus
  Commander 
  +1 Destiny per 10 levels
  Rested and fed 
  +1 Destiny
  Blessing of a high power 
  +1 or more Destiny
  357
  Mass Battles
  Sometimes battles break out where individual unit powers are irrelevant. There are simply so many combatants 
  that the battle must be resolved at a macro level. Each side of the battle should abstract 1 or more units and repre-
  sent them with a single rune. Each army’s Essence would be the sum of those runes. Runes are chosen at random 
  and placed in an army Essence bag.
  Example: King Erik Blood Axe is facing Hakon the Good’s army, with 800 units under Erik’s banner and 1,000 
  under Hakon’s. The Norn could assign 50 units per rune. One side would have 16 runes and the other 20. These 
  runes are placed into their respective bags and they become each army’s Essence attribute.
  The Destiny would be determined by the level of the commander, the state of the army and any Norn assigned 
  mitigating factors. The default minimum Destiny is 1.
  Druids and Galdrs [Amplify Amplify Maintain] Heal +2
  Maidens of Ratatosk and Sceadugengan [Amplify Amplify
  Amplify Amplify
  Amplify
  Amplify] 
  Amplify] 
  Amplify Parry 4 {defend action}
  Berzerkirs and Ulfhednars [Amplify Amplify Amplify] 
  Amplify] 
  Amplify Deal 2 Physical damage {attack action}
  Fardrengir and Seithkonas [ Amplify Amplify Amplify] 
  Amplify] 
  Amplify Deal 1 Mental damage
  Blacksmiths and Stalos [Amplify Maintain
  Amplify Maintain
  Amplify
  Maintain]  Attack actions gain +1 damage bonus
  Skalds and the Godi [Amplify Amplify Amplify] 
  lify] 
  lify Deal 1 Physical damage, or 3 Physical damage if 
  Bloodied {attack action}
  Example: Both kings are level 28, granting them a Destiny of 3 (1 base +2 from the commander bonus). King 
  Hakon’s army is tired after crossing the sea, but Erik’s forces are rested as they await the invasion so Erik’s army 
  is boosted to Destiny 4.
  Each army must bind their Traits to different Active powers. Bind 1 Active power per Trait. Choices should be 
  made based on the composition of the army. Duplicate choices are not permitted.
  Example: King Erik’s army is reinforced by his wife’s witches from the north. His entourage are skalds and rag-
  ers. His army binds Physical runes to Fardrengir and Seithkonas, binds Mental runes to Skalds and Godi and 
  binds Spiritual runes to Berzerkirs and Ulfhednars.
  Maidens of Ratatosk and Sceadugengan [
  Table 23: Army Destiny Modifiers Table
  Table 24: Army Active Powers Table
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Factor 
  Destiny Bonus
  Comm
  Commander 
  +1 Destiny per 10 levels
  ander 
  +1 Destiny per 10 levels
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Blessing of a high power 
  +1 or more Destiny
  Rested and fed 
  +1 Destiny
  Rested and fed 
  +1 Destiny
  Rested and fed 
  +1 Destiny
  
  358
  Summon Rules - Thanes & Mounts
  In the Core Rulebook you will find several “Summon” Passive powers. It isnít stated explicitly, but you can split 
  up your thane levels for more than one thane. If you have 15 levels of effigy, they could be split over two effigies: 
  a level 6 effigy and a level 9 effigy for example.
  Also for thanes that grow in size with level such as the effigy, it is reasonable to allow the player to limit the size 
  of the effigy. For an organic thane such as an animal it would be less likely, but for something manufactured and 
  animated, the Norn can use their discretion.
  Vikings did not have a military force that was mounted. Cavalry tactics didnít exist, but that is not to say warriors 
  did not know how to fight from atop a mount. In Fate of the Norns: Ragnarok, both dwellers and denizens may 
  end up with mounts both mundane (horses) and mythical (drakes). Mounts should be handled much like thanes. 
  If they are involved in combat, then they get a level assignment and in turn get an Essence bag and an assigned 
  Destiny. Unless they are a special thane granted by a Passive power, they will only be able to perform generic 
  actions. Should the Norn choose, the mount will also have an initiative tile assigned to them.
  Each army must bind their 3 Traits to different Passive powers. Bind 1 Passive power per Trait. Duplicate choic-
  es are not permitted.
  Example: King Erik’s army binds Magic, Luck of the Divine and Nature Affinity.
  Combat is resolved assuming both armies are within striking distance of each other, so no positioning is required. 
  Initiative is set as usual, and both sides slug it out dealing damage to each other’s Essence bags. Active powers will 
  be used most of the time, but any rune can also be used for a Generic Attack action (deal 1 Physical damage), Ge-
  neric Defend action (block 1 Physical damage) or Generic Move. As the battle drags on, fatigue sets in and mistakes 
  are made. The Norn should either boost attack or penalize defense in order to break any stalemates.
  If an army chooses to disengage and flee the battlefield, they must have an overall superior movement rate. By 
  default each army has a Move of 3. Army Passive powers can boost this. Every rune played grants 3 move (plus 
  any bonuses). If 12 hexes of distance are achieved then the army has retreated successfully.
  The Norn should feel free to add more modifiers based on terrain or other battlefield details.
  Horses: Move +1
  Spectacular Weapons: DF +1
  Spectacular Armour: PF +1 while not Bloodied
  Magic: Pierce +2
  Nature Affinity: Heal and Parry effects are boosted by +1 when Bloodied
  Luck of the Divine: perform an Ultimate Sacrifice +1 to Wyrd 2 extra runes (usable once per combat round)
  Table 25: Army Passive Powers Table
  358
  Summon Rules - Thanes & Mounts
  In the Core Rulebook you will find several “Summon” Passive powers. It isnít stated explicitly, but you can split 
  Core Rulebook you will find several “Summon” Passive powers. It isnít stated explicitly, but you can split 
  Core Rulebook
  up your thane levels for more than one thane. If you have 15 levels of effigy, they could be split over two effigies: 
  a level 6 effigy and a level 9 effigy for example.
  Also for thanes that grow in size with level such as the effigy, it is reasonable to allow the player to limit the size 
  of the effigy. For an organic thane such as an animal it would be less likely, but for something manufactured and 
  animated, the Norn can use their discretion.
  Vikings did not have a military force that was mounted. Cavalry tactics didnít exist, but that is not to say warriors 
  did not know how to fight from atop a mount. In Fate of the Norns: Ragnarok, both dwellers and denizens may 
  end up with mounts both mundane (horses) and mythical (drakes). Mounts should be handled much like thanes. 
  If they are involved in combat, then they get a level assignment and in turn get an Essence bag and an assigned 
  Destiny. Unless they are a special thane granted by a Passive power, they will only be able to perform generic 
  actions. Should the Norn choose, the mount will also have an initiative tile assigned to them.
  Each army must bind their 3 Traits to different Passive powers. Bind 1 Passive power per Trait. Duplicate choic-
  es are not permitted.
  Example: King Erik’s army binds Magic, Luck of the Divine and Nature Affinity.
  Combat is resolved assuming both armies are within striking distance of each other, so no positioning is required. 
  Initiative is set as usual, and both sides slug it out dealing damage to each other’s Essence bags. Active powers will 
  be used most of the time, but any rune can also be used for a Generic Attack action (deal 1 Physical damage), Ge-
  neric Defend action (block 1 Physical damage) or Generic Move. As the battle drags on, fatigue sets in and mistakes 
  are made. The Norn should either boost attack or penalize defense in order to break any stalemates.
  If an army chooses to disengage and flee the battlefield, they must have an overall superior movement rate. By 
  default each army has a Move of 3. Army Passive powers can boost this. Every rune played grants 3 move (plus 
  any bonuses). If 12 hexes of distance are achieved then the army has retreated successfully.
  The Norn should feel free to add more modifiers based on terrain or other battlefield details.
  Horses: Move +1
  Spectacular Weapons: DF +1
  Spectacular Armour: PF +1 while not Bloodied
  Magic: Pierce +2
  Nature Affinity: Heal and Parry effects are boosted by +1 when Bloodied
  Luck of the Divine: perform an Ultimate Sacrifice +1 to Wyrd 2 extra runes (usable once per combat round)
  perform an Ultimate Sacrifice +1 to Wyrd 2 extra runes (usable once per combat round)
  perform an Ultimate Sacrifice +1 to Wyrd 2 extra runes (usable once per com
  Magic: 
  Nature Affinity: 
  Table 25: Army Passive Powers Table
  
  359
  For a creature to be considered as a Mount it must be larger than the rider. In some cases the Norn may suspend 
  this requirement due to special situations and/or considerations. Denizens designated as “mount” types have 
  Active and Passive powers that create a powerful synergy with a rider.
  The advantage to having a mount in combat is that it allows the dweller to use the mount’s runes for movement 
  while retaining their own for other actions. Mounts also permit a rider to wear better armour since the encum-
  brance penalties will be ignored. The down side of a mount is that it will most likely be of lower level than the 
  dweller and may die quickly in a combat that has a lot of area type damage.
  For those players who wish to keep increasing the level of their mount after taking all possible “summon” Pas-
  sive powers available to them may, at the discretion of the Norn, gain access to the new mount Passive powers 
  board (see below). If access is granted and the dweller has exhausted all summon possibilities of a particular 
  kind, when they level up they may choose to unlock a passive power on the Extra Mount Passive Power Board. 
  The board cells with “Summon” allow a dweller to gain an increase in a particular summon they already have. 
  Other bonuses are types that are conferred to the mount. Norns should not grant access to this board while a 
  mount’s level exceeds its rider’s level.
  Summon
  Mount 
  DF +2 P
  Mount 
  DF +2 P
  Summon
  Summon
  Mount 
  PF +1 P
  Summon
  Summon
  Mount Heal 
  +2 during
  Upkeep
  Mount 
  DF +2 P
  Summon
  Mount 
  PF +1 P
  Mount Heal 
  +2 during
  Upkeep
  Summon
  Mount 
  PF +1 P
  Summon
  Summon
  Mount Heal 
  +2 during
  Upkeep
  Mount 
  Parry +2
  Summon
  Mount 
  Parry +2
  Mount 
  Parry +2
  Summon
  Summon
  Extra Mount
  Passive Power 
  Board
  359
  For a creature to be considered as a Mount it must be larger than the rider. In some cases the Norn may suspend 
  this requirement due to special situations and/or considerations. Denizens designated as “mount” types have 
  Active and Passive powers that create a powerful synergy with a rider.
  The advantage to having a mount in combat is that it allows the dweller to use the mount’s runes for movement 
  while retaining their own for other actions. Mounts also permit a rider to wear better armour since the encum-
  brance penalties will be ignored. The down side of a mount is that it will most likely be of lower level than the 
  dweller and may die quickly in a combat that has a lot of area type damage.
  For those players who wish to keep increasing the level of their mount after taking all possible “summon” Pas-
  sive powers available to them may, at the discretion of the Norn, gain access to the new mount Passive powers 
  board (see below). If access is granted and the dweller has exhausted all summon possibilities of a particular 
  kind, when they level up they may choose to unlock a passive power on the Extra Mount Passive Power Board. 
  The board cells with “Summon” allow a dweller to gain an increase in a particular summon they already have. 
  Other bonuses are types that are conferred to the mount. Norns should not grant access to this board while a 
  mount’s level exceeds its rider’s level.
  Summon
  Mount 
  DF +2 P
  Mount 
  DF +2 P
  Summon
  Summon
  Mount 
  PF +1 P
  Summon
  Summon
  Mount Heal 
  +2 during
  Upkeep
  Mount 
  DF +2 P
  Summon
  Mount 
  PF +1 P
  Mount Heal 
  +2 during
  Upkeep
  Summon
  Mount 
  PF +1 P
  Summon
  Summon
  Mount Heal 
  +2 during
  Upkeep
  Mount 
  Parry +2
  Summon
  Mount 
  Parry +2
  Mount 
  Parry +2
  Summon
  Summon
  Extra Mount
  Passive Power 
  Board
  
  360
  Prepared Powers
  The combat system aims to create a very competitive environment that is based on a strong foundation of first 
  round balance. This is achieved by ensuring combat begins without any side having an unfair advantage. How-
  ever, there may be some compelling narrative reasons as to why some individuals may begin combat with some 
  powers already activated. For example some game groups may wish to eschew the game balance and allow an 
  Ulfhednar who was in wolf form prior to hostilities breaking out, to begin combat with the Maintained power 
  already placed In-Play. This is a valid option, which may be extended by allowing every combatant who was main-
  taining an active power to begin with 2 runes already in play on round 1 (the active power and a maintain meta). 
  In exchange, the combatant would draw 2 less runes on the first round of combat.
  Building upon this rule, if a combat breaks out as a result of a very specific action, then the individual who pre-
  cipitates the action would be placed at the top of the initiative chain. That individual would pre-draw the runes 
  required for the action into their In-Hand pile and then be forced to play them for the action when they lead off 
  the combat. The runes that were pre-drawn would reduce the initial Wyrd by that amount.
  Example: Vanadis the Seithkona attempts to cast Shrink upon the merchant after the negotiations go sour. This 
  action is very hostile and will precipitate a combat. Vanadis looks through her Essence bag and takes the rune 
  bound to the Shrink power. This rune is placed In-Hand. She then draws 1 less rune when drawing runes for 
  the first round of combat. When her action phase rolls around, she is obligated to cast the Shrink power on the 
  merchant. She may add as many meta tags as she wishes.
  Projectile Weapons
  A certain level of abstraction is utilized when dealing with projectile weapons. There is no need to count arrows 
  and likewise there’s no need to count throwing daggers, axes or javelins. When purchasing thrown weapons and 
  ammunition, the Norn may wish to sell a “bundle” that is sufficient for a combat. This approach eliminates any 
  need for bookkeeping and overhead that would slow down a combat unnecessarily.
  Portals to Other Realms
  How do portals between worlds come about? Alkas are created by the proximity of two realms. Should Alkas be 
  amplified sufficiently, then a rupture can occur allowing an opening to form between both realms. If a dweller or 
  denizen has the capabilities to cast an Alka Active power with five Amplify metas, then they can open a temporary 
  portal to another realm. Eight Amplify metas would be enough to create a permanent pathway between two realms.
  This kind of magic carries significant risk. A portal is much more permeable than an Alka. As such, much more 
  of the realmís essence will pour through... not to mention possibly hostile denizens from beyond! Great care 
  should be taken with each portal created as the destination is truly random within the chosen realm.
  Sizes Beyond Massive
  There will be some creatures like the Borghild which are moving battlefields. Norse myths are full of massive 
  giants and we present some rules for the truly colossal!
  A combatant will take up more than 1 hex when they get to size 6. Beyond that please consult the table to see 
  how many hexes they will occupy:
  360
  Prepared Powers
  The combat system aims to create a very competitive environment that is based on a strong foundation of first 
  round balance. This is achieved by ensuring combat begins without any side having an unfair advantage. How-
  ever, there may be some compelling narrative reasons as to why some individuals may begin combat with some 
  powers already activated. For example some game groups may wish to eschew the game balance and allow an 
  Ulfhednar who was in wolf form prior to hostilities breaking out, to begin combat with the Maintained power 
  already placed In-Play. This is a valid option, which may be extended by allowing every combatant who was main-
  taining an active power to begin with 2 runes already in play on round 1 (the active power and a maintain meta). 
  In exchange, the combatant would draw 2 less runes on the first round of combat.
  Building upon this rule, if a combat breaks out as a result of a very specific action, then the individual who pre-
  cipitates the action would be placed at the top of the initiative chain. That individual would pre-draw the runes 
  required for the action into their In-Hand pile and then be forced to play them for the action when they lead off 
  the combat. The runes that were pre-drawn would reduce the initial Wyrd by that amount.
  Example: Vanadis the Seithkona attempts to cast Shrink upon the merchant after the negotiations go sour. This 
  action is very hostile and will precipitate a combat. Vanadis looks through her Essence bag and takes the rune 
  bound to the Shrink power. This rune is placed In-Hand. She then draws 1 less rune when drawing runes for 
  the first round of combat. When her action phase rolls around, she is obligated to cast the Shrink power on the 
  merchant. She may add as many meta tags as she wishes.
  Projectile Weapons
  A certain level of abstraction is utilized when dealing with projectile weapons. There is no need to count arrows 
  Projectile Weapons
  A certain level of abstraction is utilized when dealing with projectile weapons. There is no need to count arrows 
  Projectile Weapons
  and likewise there’s no need to count throwing daggers, axes or javelins. When purchasing thrown weapons and 
  ammunition, the Norn may wish to sell a “bundle” that is sufficient for a combat. This approach eliminates any 
  need for bookkeeping and overhead that would slow down a combat unnecessarily.
  Portals to Other Realms
  How do portals between worlds come about? Alkas are created by the proximity of two realms. Should Alkas be 
  amplified sufficiently, then a rupture can occur allowing an opening to form between both realms. If a dweller or 
  denizen has the capabilities to cast an Alka Active power with five Amplify metas, then they can open a temporary 
  portal to another realm. Eight Amplify metas would be enough to create a permanent pathway between two realms.
  This kind of magic carries significant risk. A portal is much more permeable than an Alka. As such, much more 
  of the realmís essence will pour through... not to mention possibly hostile denizens from beyond! Great care 
  should be taken with each portal created as the destination is truly random within the chosen realm.
  Sizes Beyond Massive
  There will be some creatures like the Borghild which are moving battlefields. Norse myths are full of massive 
  giants and we present some rules for the truly colossal!
  A combatant will take up more than 1 hex when they get to size 6. Beyond that please consult the table to see 
  how many hexes they will occupy:
  
  361
  For many multi-hex creatures, their anatomy and ability to turn 
  would allow them to originate an attack from any hex which they 
  occupy. When they complete a move, or are receiving an attack, 
  care should be taken to define which hexes are front facing and 
  which are rear facing- all adjacent hexes should be split 50/50 
  between front and rear facing.
  Occupying more than one hex on the combat play-mat does not 
  imply that the multi-hex combatant would be struck more than 
  once by an Alka or a spell with an Area meta. Under some par-
  ticular circumstances, however, the Norn may choose to allow 
  the combatant to be struck more than once due to size. The ap-
  plication of double or triple effect should be used judiciously.
  At a certain point smaller occupants can start sharing the same 
  hexes as a larger creature. The general rule of thumb is that if the creature is 3 or more sizes larger than you, then 
  you can occupy the same space as that large creature (either standing beneath it, or on top of it).
  A very large creature may opt to target ALL occupants sharing his location (same hexes) as the target of a 
  physical attack. This should be limited to once per combat round since the creature would have to move in 
  an awkward fashion to achieve this. Again the Norn could allow for multiple such attacks per round under 
  certain conditions. Treat the creatures in the same hex as adjacent or within reach of a weapon when adjust-
  ing an Active power to work with this rule.
  Example: If a size 22 Borghild walked over and stood over several smaller enemies, one Attack action could 
  strike all enemies within the shared hexes. These enemies would have to be size 19 or smaller.
  At a certain size differential, the larger creature starts to receive penalties when attempting to strike a tiny target. 
  The Norn should grant a temporary situation based Shroud intensity to a smaller target when the attacker is 8 
  sizes or greater. The Shroud intensity should be considered at 4 when the size differential is 16 sizes or more. 
  This Shroud bonus would be only applied against the specific attack and not marked on the combatant’s playmat.
  Starting Dwellers off at Higher Levels
  Some sagas may have the Norn asking players to make dwellers that are higher level than the usual starting range 
  of level 8 to 12. In those cases, starting wealth and life-path rune pulls should be scaled up. The rule of thumb 
  that the Norn can use is a multiplier that is applied every 3 levels. Up until level 12, all dweller generation tables 
  are used as presented in the Core Rulebook. At level 13 to 15 the table benefits are doubled to represent life 
  experience and wealth accumulation. At level 16 to 18 the amount should be tripled; so on and so forth.
  Non-numerical benefits should also be scaled. Being higher level means the dweller has had extra life experi-
  ences which may grant added benefits such as extra allies on the connections table. 
  Shapechanged and Transformed
  With the advent of new player archetypes, the possibilities of mixing and matching different shapechanges 
  and transformations becomes more prevalent. It is important to point out that if you are already shape-
  Size 
  Hexes occupied
  6 
  2
  10 
  3
  14 
  4
  18 
  5
  22 
  6
  Etc... 
  Etc...
  Table 26: Sizes Beyond Massive Table
  361
  For many multi-hex creatures, their anatomy and ability to turn 
  would allow them to originate an attack from any hex which they 
  occupy. When they complete a move, or are receiving an attack, 
  care should be taken to define which hexes are front facing and 
  which are rear facing- all adjacent hexes should be split 50/50 
  between front and rear facing.
  Occupying more than one hex on the combat play-mat does not 
  imply that the multi-hex combatant would be struck more than 
  once by an Alka or a spell with an Area meta. Under some par-
  ticular circumstances, however, the Norn may choose to allow 
  the combatant to be struck more than once due to size. The ap-
  plication of double or triple effect should be used judiciously.
  At a certain point smaller occupants can start sharing the same 
  hexes as a larger creature. The general rule of thumb is that if the creature is 3 or more sizes larger than you, then 
  you can occupy the same space as that large creature (either standing beneath it, or on top of it).
  A very large creature may opt to target ALL occupants sharing his location (same hexes) as the target of a 
  physical attack. This should be limited to once per combat round since the creature would have to move in 
  an awkward fashion to achieve this. Again the Norn could allow for multiple such attacks per round under 
  certain conditions. Treat the creatures in the same hex as adjacent or within reach of a weapon when adjust-
  ing an Active power to work with this rule.
  Example: If a size 22 Borghild walked over and stood over several smaller enemies, one Attack action could 
  strike all enemies within the shared hexes. These enemies would have to be size 19 or smaller.
  At a certain size differential, the larger creature starts to receive penalties when attempting to strike a tiny target. 
  The Norn should grant a temporary situation based Shroud intensity to a smaller target when the attacker is 8 
  sizes or greater. The Shroud intensity should be considered at 4 when the size differential is 16 sizes or more. 
  This Shroud bonus would be only applied against the specific attack and not marked on the combatant’s playmat.
  Starting Dwellers off at Higher Levels
  Some sagas may have the Norn asking players to make dwellers that are higher level than the usual starting range 
  of level 8 to 12. In those cases, starting wealth and life-path rune pulls should be scaled up. The rule of thumb 
  that the Norn can use is a multiplier that is applied every 3 levels. Up until level 12, all dweller generation tables 
  are used as presented in the Core Rulebook. At level 13 to 15 the table benefits are doubled to represent life 
  experience and wealth accumulation. At level 16 to 18 the amount should be tripled; so on and so forth.
  Non-numerical benefits should also be scaled. Being higher level means the dweller has had extra life experi-
  ences which may grant added benefits such as extra allies on the connections table. 
  Shapechanged and Transformed
  With the advent of new player archetypes, the possibilities of mixing and matching different shapechanges 
  and transformations becomes more prevalent. It is important to point out that if you are already shape-
  Size 
  Hexes occupied
  6 
  2
  10 
  3
  14 
  4
  18 
  5
  22 
  6
  Etc... 
  Etc...
  Size 
  Hexes occupied
  6 
  2
  10 
  3
  14 
  4
  18 
  5
  22 
  6
  Etc... 
  Etc...
  Etc... 
  Etc...
  Etc... 
  Etc...
  Size 
  Hexes occupied
  Size 
  Hexes occupied
  Table 26: Sizes Beyond Massive Table
  
  362
  changed, then performing another shapechange overwrites the previous one. Likewise, if you are trans-
  formed, then the new transform overwrites the previous one. If you are transformed, and then you shape-
  change, then that is a legitimate stacking effect.
  Animal-shaped beings would have a very hard time wearing equipment that isnít specifically crafted for them. 
  When a dweller or denizen shapechanges or transforms into a bestial form, all of their items merge into their 
  new form and they are considered to have no equipped items. The items that suit such a form are usually an 
  accessory and to use it effectively the combatant must drop the item before the shapechange/transformation 
  and then pick it up in the new form. This would require the playing of a rune to pick up and equip the acces-
  sory. Alternatively an ally can bestow the accessory when the ally shapechanges/transforms, deferring the 
  rune payment to the ally. New shapes that permit quadruped movement are at odds with equipped weapons. 
  Should a special shape grant the quadruped ability and allow for weapons to be equipped, the movement bo-
  nus granted by quadruped wouldn’t be applicable unless the combatant’s limbs are free.
  Transformed dwellers retain the Void rune bindings (Active power, Passive power and skill).
  Simple Tactics Runic Game System (STRGS)
  Some play groups may not want to play with a hex grid and miniature figurines. For those types of games, certain 
  concepts may need to be generalized. Below are a list of concepts and a simple mechanic on how to translate 
  more tactical powers to more generalized effects.
  Range & Area of Effect
  STRGS abstracts range, positioning and area of effect into 3 categories: Adjacent, Near and entire Battlefield. 
  This replaces the typical ranges and areas calculated with hexes or 5’ increments. STRGS allows term near to be 
  defined by each individual play group. When setting up a scene, the Norn will decide if combatants are near to 
  one another or not.
  Power Conversions
  All powers that are adjacent remain adjacent
  All powers that have range (or area) are considered to have a range/area of near
  Any adjacent powers that get a Range or Area meta will become near
  Any near powers that get a Range or Area meta will become battlefield
  Alkas are considered to cover the area adjacent to the caster (Amplify metas will allow greater coverage)
  Item Conversions
  All unarmed attacks and 1-handed melee weapons (for human size) are treated as adjacent
  All 2-handed melee weapons (for human size) are treated as near
  All ranged weapons are treated as battlefield
  Power Effect Conversions
  Some powers have effects that are highly tactical in nature. Below is a conversion chart that converts a tactical 
  effect into a much more narrative-friendly effect.
  362
  changed, then performing another shapechange overwrites the previous one. Likewise, if you are trans-
  formed, then the new transform overwrites the previous one. If you are transformed, and then you shape-
  change, then that is a legitimate stacking effect.
  Animal-shaped beings would have a very hard time wearing equipment that isnít specifically crafted for them. 
  When a dweller or denizen shapechanges or transforms into a bestial form, all of their items merge into their 
  new form and they are considered to have no equipped items. The items that suit such a form are usually an 
  accessory and to use it effectively the combatant must drop the item before the shapechange/transformation 
  and then pick it up in the new form. This would require the playing of a rune to pick up and equip the acces-
  sory. Alternatively an ally can bestow the accessory when the ally shapechanges/transforms, deferring the 
  rune payment to the ally. New shapes that permit quadruped movement are at odds with equipped weapons. 
  Should a special shape grant the quadruped ability and allow for weapons to be equipped, the movement bo-
  nus granted by quadruped wouldn’t be applicable unless the combatant’s limbs are free.
  Transformed dwellers retain the Void rune bindings (Active power, Passive power and skill).
  Simple Tactics Runic Game System (STRGS)
  Some play groups may not want to play with a hex grid and miniature figurines. For those types of games, certain 
  concepts may need to be generalized. Below are a list of concepts and a simple mechanic on how to translate 
  more tactical powers to more generalized effects.
  Range & Area of Effect
  STRGS abstracts range, positioning and area of effect into 3 categories: Adjacent, Near and entire Battlefield. 
  This replaces the typical ranges and areas calculated with hexes or 5’ increments. STRGS allows term near to be 
  defined by each individual play group. When setting up a scene, the Norn will decide if combatants are near to 
  one another or not.
  Power Conversions
  All powers that are adjacent remain adjacent
  All powers that have range (or area) are considered to have a range/area of near
  Any adjacent powers that get a Range or Area meta will become near
  Any near powers that get a Range or Area meta will become battlefield
  Alkas are considered to cover the area adjacent to the caster (Amplify metas will allow greater coverage)
  ea adjacent to the caster (Amplify metas will allow greater coverage)
  ea adjacent to the caster (Amplify metas will a
  Item Conversions
  All unarmed attacks and 1-handed melee weapons (for human size) are treated as adjacent
  All 2-handed melee weapons (for human size) are treated as near
  All ranged weapons are treated as battlefield
  All ranged weapons are treated as battlefield
  All ranged weapons a
  Power Effect Conversions
  Some powers have effects that are highly tactical in nature. Below is a conversion chart that converts a tactical 
  effect into a much more narrative-friendly effect.
  
  363
  Tactical Power 
  Narrative Power 
  Any power that pushes or pulls an opponent  Push someone out of near range or pull someone into near range.
  Movement bonus  
  Receiving a move bonus of any kind changes weak move
   
  actions into regular move actions.
  Weak move action  
  You may change your relative location to someone else by
   
  1 level (example: battlefield becomes near or near
   
  becomes adjacent).
  Move action  
  Place yourself anywhere on the battlefield.
  Alkas  
  Alka effect hits everything nearby.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Table 27: STRGS Power Effects Conversions Table
  Wyrd
  Anyone drawing more runes than their allotted Destiny in a single combat round stresses their body, mind and 
  soul. It is not something ordained by the Norns and the price gets steeper with every incremental transgression. 
  As a global rule, drawing one extra rune from a power that may allow you to Wyrd +1 causes no harm. The harm 
  begins when two or more extra runes are drawn. Consult the table below for the mandatory Sacrifice costs. All 
  of the costs are cumulative. Drawing 4 runes would cause a total of one minor, moderate and major sacrifice.
  Drawing 7 runes or more keeps compounding the Ultimate Sacrifice.
   
   
   
  Sacrifice
  Extra Wyrd  
  None 
  Minor 
  Moderate 
  Major 
  Ultimate
  2 
    
  +1
  3 
   
  +1 
  +1
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
  Table 27: STRGS Power Effects Conversions Table
  363
  Tactical Power 
  Narrative Power 
  Any power that pushes or pulls an opponent  Push someone out of near range or pull someone into near range.
  Movement bonus  
  Receiving a move bonus of any kind changes weak move
   
  actions into regular move actions.
  Weak move action  
  You may change your relative location to someone else by
   
  1 level (example: battlefield becomes near or near
   
  becomes adjacent).
  Move action  
  Place yourself anywhere on the battlefield.
  Alkas  
  Alka effect hits everything nearby.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Narrative Power 
  hes or pulls an opponent  Push someone out of near range or pull someone into near range.
  Movement bonus  
  Receiving a move bonus of any kind changes weak move
   
  actions into regular move actions.
  Weak move action  
  You may change your rel
   
  1 level (example: battlefield becomes near or near
   
  becomes adjacent).
  Move action  
  Place yourself anywhere on the battlefield.
  Alkas  
  Alka effect hits everything nearby.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Amplified Alkas  
  Alka effect hits everything on the battlefield.
  Narrative Power 
  Narrative Power 
  Table 27: STRGS Power Effects Conversions Table
  Wyrd
  Anyone drawing more runes than their allotted Destiny in a single combat round stresses their body, mind and 
  soul. It is not something ordained by the Norns and the price gets steeper with every incremental transgression. 
  As a global rule, drawing one extra rune from a power that may allow you to Wyrd +1 causes no harm. The harm 
  begins when two or more extra runes are drawn. Consult the table below for the mandatory Sacrifice costs. All 
  of the costs are cumulative. Drawing 4 runes would cause a total of one minor, moderate and major sacrifice.
  Drawing 7 runes or more keeps compounding the Ultimate Sacrifice.
   
   
   
  Sacrifice
  Extra Wyrd  
  None 
  Minor 
  Moderate 
  Major 
  Ultimate
  2 
    
  +1
  3 
   
  +1 
  +1
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
   
   
   
  Sacrifice
  Extra Wyrd  
  None 
  Minor 
  Moderate 
  Major 
  Ultimate
  2 
    
  +1
  3 
   
  +1 
  +1
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
  2 
    
  +1
  3 
   
  +1 
  +1
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
  3 
   
  +1 
  +1
  4 
   
  +1 
  +1 
  +1
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
  5 
   
  +1 
  +1 
  +1 
  +1
  6 
   
  +1 
  +1 
  +1 
  +2
   
   
   
  Sacrifice
  Extra Wyrd  
  None 
  Minor 
  Moderate 
  Major 
  Ultimate
   
   
   
  Sacrifice
  Extra Wyrd  
  None 
  Minor 
  Moderate 
  Major 
  Ultimate
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
  6 
   
  +1 
  +1 
  +1 
  +2
   
   
   
  Sacrifice
   
   
   
  Sacrifice
   
   
   
  Sacrifice
   
   
   
  Sacrifice
  Table 27: STRGS Power Effects Conversions Table
  
  364
  During dweller creation many players and Norns may choose to use the tables from the Core 
  Rulebook spanning from page 138 to 144. These tables are useful when the play group wish-
  es to quickly draft up a background for their dwellers. Below are a new set of extended tables 
  in order to build a deeper and more engaging randomly generated back-story.
  T
  Early Life
  he Early Life table helps place a dweller in the world. It also gives them a family connection as well 
  as two critical events in their lives. These key events should be elaborated upon by the player and 
  the Norn should encourage players to build up a colourful story around both events. The Norn 
  may choose to impose limits to the player defined back-story to ensure that it fits within the parameters of the 
  Norn’s world.
  The “Early Life” table should have a separate rune pull for every column.
  New  Lifepath Tables
  364
  During dweller creation many players and Norns may choose to use the tables from the Core 
  Rulebook spanning from page 138 to 144. These tables are useful when the play group wish-
  Rulebook spanning from page 138 to 144. These tables are useful when the play group wish-
  Rulebook
  es to quickly draft up a background for their dwellers. Below are a new set of extended tables 
  in order to build a deeper and more engaging randomly generated back-story.
  T
  Early Life
  he Early Life table helps place a dweller in the world. It also gives them a family connection as well 
  T
  he Early Life table helps place a dweller in the world. It also gives them a family connection as well 
  T
  as two critical events in their lives. These key events should be elaborated upon by the player and 
  T
  as two critical events in their lives. These key events should be elaborated upon by the player and 
  T
  the Norn should encourage players to build up a colourful story around both events. The Norn 
  T
  the Norn should encourage players to build up a colourful story around both events. The Norn 
  T
  may choose to impose limits to the player defined back-story to ensure that it fits within the parameters of the 
  Norn’s world.
  The “Early Life” table should have a separate rune pull for every column.
  During dweller creation many players and Norns may choose to use the tables from the Core 
  New  Lifepath Tables
  
  365
  Table 29: Early Life Table
  365
  Table 29: Early Life Table
  Family lineage can 
  be traced back to a 
  dynastic ancestry
  (choose how many 
  family members are 
  alive)
  Orphaned
  Family
  One surviving 
  parent/sibling
  Estranged from 
  your family
  Two surviving 
  family members
  Three surviving 
  family members
  Eight surviving 
  family members
  Nine surviving 
  family members
  Orphaned
  One surviving 
  parent/sibling
  Estranged from 
  your family
  Two surviving 
  family members
  Five surviving 
  family members
  Orphaned
  One surviving 
  parent/sibling
  Estranged from 
  your family
  Two surviving 
  family members
  Four surviving 
  family members
  Orphaned
  One surviving 
  parent/sibling
  Three surviving 
  family members
  Seven surviving 
  family members
  Estranged from 
  your family
  Two surviving 
  family members
  Six surviving 
  family members
  Islandia
  Norrland
  Birth Place
  Rune
  Zealand
  Svealand
  Rogaland
  Shetland
  Northumbria
  Svalbard
  Helsingland
  RanRike
  Smaland
  Sogn
  Alba
  Jamtland
  Jutland
  Gotaland
  Hordaland
  Orkney
  Uppland
  Vestfold
  Halogaland
  Strathclyde
  Skane
  Trondelag
  Hibernia
  A higher power has blessed you 
  with omens, 
  granting you purpose
  You were recognized for a great deed that 
  elevated your reputation
  Defining Event
  You overcame a strange illness that 
  claimed the lives of many
  Many years ago you came 
  into great wealth
  You have endeared yourself to someone 
  with great power
  Someone died and left you a map to 
  a hidden “treasure”
  Someone you admire has shown you 
  a life path you have chosen to follow
  You found true love
  You made a great friend who always looks 
  out for your wellbeing
  You received a good omen from a 
  Voelva pertaining to your future
  You saved someone’s life, and a higher 
  power rewarded you
  You saved your town from disaster,
  the townsfolk are eternally grateful
  A Godi is forever in your debt, granting 
  you blessings in a domain
  You have had tremendous success in the 
  romantic arena
  Defeating a criminal organization you 
  came upon a far reaching plot
  Reputation: your heroic deeds have 
  spread far and wide
  Something you did has attracted 
  the attention of a higher power
  The killing or sparing of someone’s life 
  has set your moral compass
  You had a childhood pet with whom you 
  went on great adventures
  During your travels you discovered a 
  wondrous place
  Several people owe you favours
  An important choice you made resulted 
  in an ally and an enemy
  You brewed an especially legendary 
  cask of mead
  A magical effect has left your body 
  with an indelible benefit
  You were able to witness the wonders 
  of a realm outside Midgard
  Personally lost a very important 
  family heirloom
  Childhood rival
  Scarring Event
  Failed at a critical task that greatly 
  impacted your life
  Lover was abducted
  Implicated as the main reason your war-
  band was defeated
  Lost a non-vital body part
  Pregnancy- your partner left you
  You have offspring that harbours ill will 
  and resentment towards you
  Close friend was declared an outlaw
  Accused of a crime you 
  did not commit
  Had to pay a weregild to settle 
  a intra-family feud
  Raised by an abusive parental figure
  You witnessed something you 
  shouldn’t have
  Almost died in a natural disaster
  Personal integrity was besmirched 
  in front of important people
  Mercilessly beaten and robbed
  Witnessed a traumatizing 
  predatory assault
  Lover was killed
  Forced to leave home
  Witnessed a deeply dark and disturbing 
  magical event
  Someone with great means wants 
  you to suffer
  You suffered a great betrayal
  Close friend murdered
  Trauma induced psychotic episode that 
  negatively impacted your reputation
  A blow to the head has left you 
  with extensive memory loss
  Rune
  Rune
  Northumbria
  be traced back to a 
  family members are 
  Northumbria
  be traced back to a 
  (choose how many 
  family members are 
  You were recognized for a great deed that 
  You have endeared yourself to someone 
  You made a great friend who always looks 
  You saved someone’s life, and a higher 
  A Godi is forever in your debt, granting 
  You have had tremendous success in the 
  Defeating a criminal organization you 
  The killing or sparing of someone’s life 
  You had a childhood pet with whom you 
  An important choice you made resulted 
  
  366
  T
  Brushes With Power
  he Norn may wish to have the dwellers assume a more heroic role. The back-stories below were designed to 
  build and amplify tension in an already dangerous world. Heroes know people in high places and the longer their 
  lifespan, the more significant their interactions become. Many of the referenced characters can be found in the 
  “Legends and Villains” chapter (page 14). For every 10 years of their lives, the dweller should Wyrd 1 rune and 
  366
  T
  Brushes With Power
  he Norn may wish to have the dwellers assume a more heroic role. The back-stories below were designed to 
  T
  he Norn may wish to have the dwellers assume a more heroic role. The back-stories below were designed to 
  T
  build and amplify tension in an already dangerous world. Heroes know people in high places and the longer their 
  T
  build and amplify tension in an already dangerous world. Heroes know people in high places and the longer their 
  T
  lifespan, the more significant their interactions become. Many of the referenced characters can be found in the 
  T
  lifespan, the more significant their interactions become. Many of the referenced characters can be found in the 
  T
  “Legends and Villains” chapter (page 14). For every 10 years of their lives, the dweller should Wyrd 1 rune and 
  T
  “Legends and Villains” chapter (page 14). For every 10 years of their lives, the dweller should Wyrd 1 rune and 
  T
  Rune
  Civil
  Royal
  Divine
  You visited the court of King Aethelstan 
  in Winchester. Gain a social contact 
  from the Witenagemot.
  Your visit to the port of Winchester has resulted in
  an altercation with crusaders. Edmund the Just
  wants your head.
  While playing the game of braids in King Bjorn
  Eriksson’s mead hall you win some wagers 
  and his respect.
  King Bjorn Farmann has mistakenly identified you
  as an assassin sent by King Erik Bloodaxe. 
  You find no quarter in his lands.
  You performed an errand for the late King Harald
  Fairhair. His eldest son, King Erik Bloodaxe,
  remembers your good deed.
  You were asked to deliver an ultimatum from the
  court of Northumbria to Alba. The news infuriated
  Constantine and he grudgingly spared your life,
  promising death if you should 
  ever re-enter his kingdom.
  While traveling in a far north you came across
  Queen Drifa and her elite warband. You provided
  her a map of the south in exchange 
  of a map of the north.
  While visiting the Danevirke, some in your group
  went missing. As you searched for their
  whereabouts you were chased off by hostile
  emissaries working for King Gorm the Old.
  On the way through Jutland you saved a caravan
  from bandits. You escorted it to the Danevirke and
  discovered that the caravan carried much needed
  supplies. King Gorm the Old personally thanked
  and rewarded you.
  While in Ath Cliath you attended a banquet in King
  Sitric’s honour. You displeased your host and he
  had you arrested. During your rigged trial you were
  stripped of title and re-branded as a slave.
  While in the Great Isles you met Hakon the Good
  on a hunting trip. You learned more about the
  Harald Fairhair family tree as well as the politics
  and scheming.
  Months ago your wanderlust led you to the
  Northern reaches of the Baltic sea. There you met
  mistress Louhi of Pohjola. She was pleasant until
  you tried to enter the sacred caves. She became
  very angered and hostile and you thought it best to
  leave.
  While in Ath Cliath you gained audience with King
  Sitric. He had heard of your great exploits and
  tasked you with hunting his enemy- the Hibernian
  clans.
  While fulfilling a bounty on an outlaw’s head you burned 
  down a saw mill. The local land Vaettir has chosen to 
  bless you for clearing this blight from her lands.
  You witnessed horror upon the high seas- a
  glimpse of the terrifying Jormungand which leaves
  you mentally and emotionally scarred.
  Svalms the Dvergar has hired you to fetch some
  special ores from Finnmark. Upon return you are
  rewarded handsomely.
  Odin the wanderer has marked you as a promising
  hero. Since that day your encounters have become
  increasingly challenging and deadly.
  You helped a Jarl who is strategic to Farbauti the
  Muspeli Jotun. He rewards you with a torch which
  will never consumed nor extinguished.
  You trespass into the sacred cave of Pohjola and
  witness the presence of Skoll and Hati. Fright
  drives you away and you are unsure what to do
  with this knowledge. Many would kill those with
  such information.
  Angrboda visited you in a dream, revealing Loki’s
  predicament and she promised a reward so vast
  you considered it even if your allegiance 
  was to the gods.
  An Einherjar hired a legendary but drunk
  Fardrengir. He asked the Fardrengir to lead him to a
  secret cave. Hours later you hired the same
  Fandrengir for more coin but for a different task.
  The drunk took you instead of the stingy Einherhar.
  Now the Einherjar wants your head.
  Thor found you camped out in the ruins of a shrine
  dedicated to the Rime Jotun Hrungnir. He was
  unsure whether to thank you or kill you! Had to
  smashed the shrine, or had you come to pay
  homage. Your sharp wit and quick tongue saved
  you that day.
  The Vanir goddess Freya took pity on you while you
  pined on an object of your desire. She helped you,
  then marked you with with a blessing that will help
  you in fulfilling your next desire.
  In an effort to keep warm on the island of Svalbard,
  you were forced to build a makeshift shelter from
  ice and snow. The next morning you found the
  mark of Bergelmir on a block of ice. He has shown
  interest in you... for good or ill.
  In order to give the dead a proper burial, you
  engaged in ferrying the deceased from the
  Shetland islands to Alba’s coast where an Angel of
  Death awaited your arrival. Along the way a wave
  capsized your boat condemning the dead to the
  depths. Ran, Vanir goddess of the sea has taken
  notice of your unintended sacrifice to her.
  While were hunting in the forests of Helsingland,
  two wolves joined in the hunt. They corralled the
  prey in your direction. When you slew the prey,
  you dedicated one of the killed to Geri and Freki.
  Soon afterwards two ravens were seen in the skies
  above. Odin has taken notice of your deeds.
  You met an important merchant that returned from 
  Miklagard. You may purchase a rare item.
  You angered a local Angel of Death who now has
  refused to bury you when the time comes. 
  She has also put out the word to her sisters 
  in the adjoining petty kingdoms.
  During a raid on the Baltic sea you gained the
  respect of a local tribal chief. He owes you a debt.
  During your travels to far eastern lands you
  managed to offend Baba Yaga’s sensibilities. 
  You receive a peculiar curse.
  You crossed paths with Einar of the Storjunkari and
  his witches. They read the bones and prophesied
  that your paths would cross again under very
  different circumstances.
  While you were in Islandia, Erik the Red engaged
  you in an athletic competition. You beat him and
  he has been habouring a murderous 
  grudge ever since.
  Erik the Frost Bear saved your life while your ship
  was adrift and damaged after a storm. You owe
  him a favour and you know he’ll be back to cash it.
  Long ago you visited Islandia’s eastern shores.
  There you met an ulfhednar price named Halfdan
  Ingvarsson. He didn’t like your presence in his
  ancestral lands and he chased you off with his
  warband.
  While in Ath Cliath and making arrangements for a
  ship bound for Norveig you med Ingrid the
  Wanderer. She shared many tales of far away
  places which ignited your wanderlust.
  After being awarded a job contract by a petty king,
  you were ousted and replaced by Hildolfr’s mercenar-
  ies. Demanding justice, you were threatened and run 
  out of town by the leader of the Battle Wolves.
  While visiting Evingard on business you met with
  Karl Ingvar. He was pleased with your wares and
  sense of humour and looks forward to your return.
  Getting lost on the eastern side of Islandia, you
  met a welcoming druid named Ivar Iron Root. You
  fell prey to his ensorcellment and were temporarily
  turned into a soft slave. You barely escaped with
  your life.
  You met a mountain of a man named Leif the
  Mountain Shaker. You both got drunk and
  proceeded to rampage across the countryside.
  Your visit to the port of Winchester has resulted in
  King Bjorn Farmann has mistakenly identified you
  court of Northumbria to Alba. The news infuriated
  from bandits. You escorted it to the Danevirke and
  While in Ath Cliath you attended a banquet in King
  had you arrested. During your rigged trial you were
  very angered and hostile and you thought it best to
  While in Ath Cliath you gained audience with King
  tasked you with hunting his enemy- the Hibernian
  You met an important merchant that returned from 
  You crossed paths with Einar of the Storjunkari and
  While in Ath Cliath and making arrangements for a
  After being awarded a job contract by a petty king,
  you were ousted and replaced by Hildolfr’s mercenar-
  ies. Demanding justice, you were threatened and run 
  sense of humour and looks forward to your return.
  met a welcoming druid named Ivar Iron Root. You
  fell prey to his ensorcellment and were temporarily
  Rune
  Rune
  You met an important merchant that returned from 
  You angered a local Angel of Death who now has
  respect of a local tribal chief. He owes you a debt.
  You crossed paths with Einar of the Storjunkari and
  his witches. They read the bones and prophesied
  While you were in Islandia, Erik the Red engaged
  you in an athletic competition. You beat him and
  Erik the Frost Bear saved your life while your ship
  him a favour and you know he’ll be back to cash it.
  There you met an ulfhednar price named Halfdan
  While in Ath Cliath and making arrangements for a
  After being awarded a job contract by a petty king,
  you were ousted and replaced by Hildolfr’s mercenar-
  ies. Demanding justice, you were threatened and run 
  While visiting Evingard on business you met with
  sense of humour and looks forward to your return.
  met a welcoming druid named Ivar Iron Root. You
  fell prey to his ensorcellment and were temporarily
  While fulfilling a bounty on an outlaw’s head you burned 
  
  367
  consult the “Brushes with Power” table below. The first 10 years would result in a civil relationship, the next decade a 
  royal relationship and the following decade a divine relationship. Older dwellers would restart the cycle at “civilî and re-
  peat. For example a 42 year old dweller would Wyrd 4 times on the table, noting a result from the civil column, followed 
  by the royal column, then the divine column and finally the civil column once more.
  Table 30: Brushes With Power Table
  367
  consult the “Brushes with Power” table below. The first 10 years would result in a civil relationship, the next decade a 
  royal relationship and the following decade a divine relationship. Older dwellers would restart the cycle at “civilî and re-
  peat. For example a 42 year old dweller would Wyrd 4 times on the table, noting a result from the civil column, followed 
  by the royal column, then the divine column and finally the civil column once more.
  Table 30: Brushes With Power Table
  Rune
  Civil
  Royal
  Divine
  While being high-profile prisoners of the crusaders
  you had a brief moment to interact with Emperor
  Otto the Great. He spoke briefly while assessing
  your worth for an exchange of hostages with King
  Gorm the Old of the Danevirke.
  One of your past jobs was to guard the causeway
  to your chieftain’s crannog. The relief to your shift
  never came, but you stayed steadfast for 3 days
  and night. Heimdall took notice and left you gift
  beneath the causeway.
  Years ago you attempted the trade route to
  Miklagard. On the way your ship was intercepted
  by Koschey the Deathless. You lost your cargo and
  barely escaped with your lives.
  While returning from Islandia to Jutland you
  stopped in the Faroe Islands. Trondur i Gotu was
  overjoyed with your gifts of fine lumber. You were
  treated to a feast and unforgettable bardic tales.
  You discovered an ancient temple to Gulveig.
  Despite her death, you felt her presence. The next
  few nights were filled with dreams of the
  legendary Fafnir’s Treasure.
  You were hired by a n aspiring merchant named
  Magnus Magnusson. He wanted to you to prospect
  a new mining operation and report back with your
  findings.
  In a very important and daring trading expedition
  you ventured to the south, into Outer Midgard, to
  an exotic city called Roma. There you met with
  Pope John XII and his conclave while trading in fine
  northern goods. Due to your refusal in becoming a
  grossly underpaid lackey, he scuttled the entire
  trade deal.
  You were on the trail of an outlaw. He had been responsible 
  for arson, theft and pranks to different communities along 
  the Sogn coast. When you finally caught and surrounded 
  him your were taken aback by his arrogance and sharp 
  tongue. He managed to talk you into letting him go and 
  after he left you discovered that you had been 
  pickpocketed! Could it have been Loki himself?
  You were captured by the Crusaders and brought
  before one of their tribunals in Francia. You were
  convicted for the “crimes” of your ancestors and
  sentenced to death. Luckily you managed to
  escape before the execution.
  While visiting Kalevala you met the local hero
  Vainamoinen. You experienced first hand the
  prosperity that the Sampo has
   brought to his lands.
  Many years ago you were at the back of an army
  that was marching upon Svalbard. Suddenly, out of
  the darkness, a titanic wolf maw swallowed up half
  the army in one gulp. without second thought, the
  rest of the army fled from Fenrir.
  Olaf Hoskuldsson, a prosperous merchant of the
  Laxdal region of Islandia hired you to import
  important goods from Skiringssal to Laxdal.
  Many years back King Harald Fairhair sent his son
  Erik Blood Axe to the far north. You accompanied
  him on a mission to kill Rognvald the sorcerer king.
  In his dying breath, Rognvald pronounced a
  powerful curse upon Erik’s entire warband.
  A decade ago your quest took you to see the
  Dvergar named Fjalar and Galar. The item you
  would need crafted would require the hearts of
  several prominent Jarls. This was only the first
  ingredient. Deciding that the price was too steep, you 
  abandoned the quest. It haunts you to this day.
  A storm blew your ship off course, stranding you at
  Iona abbey. The Abbott extended his hospitality so
  long as you renounce your pagan beliefs while
  under his roof.
  King Bjorn Eriksson lost a longship race to you and
  your crew. He took it very badly and ordered your
  ship burned. To this day you avoid his kingdom in
  fear of a lingering grudge.
  An elite warband was being formed by queen
  Drifa. You enlisted and passed the training. The
  first quest took you to Jotunheim to meet with the
  mighty Rime Jotun Thrym. His objective was
  challenging and you were grievously wounded
  requiring several months of recovery.
  While you visited south western Islandia, you met
  a man named Thorsteinn Ingolfsson. He had
  invited you to attend the very first Althing which
  was to occur many months later.
  King Bjorn Farmann received word of your
  benevolent deeds within his kingdom. He
  summoned you to his court to thank you
  personally.
  After getting separated from your adventuring
  party you wandered the wilderness without food nor 
  water. After several days, delirious, you stared up into 
  the sun. You saw the branches of Yggdrasil beyond the 
  clouds and atop them a celestial eagle looking down upon 
  you. The vision guided you safely home.
  Your travels took you far west to Gronland. While
  there you were continuously harassed by the
  fearsome Skraeling. Their Angakkuq demanded
  your retreat or surrender.
  You met King Erik Bloodaxe while he was sailing
  about Norveig shoring up support for his claim for
  the crown. Your slow and indecisive answer has
  placed you in his bad books.
  During a voyage west from the Great Isles you came 
  upon a glowing figure hovering over the water- a Lios 
  Alfar. The beauty and emotions you felt in that instant 
  blotted out your memories from the following week.
  You met Vergeisa the Fire Wolf and retrieved an
  important relic for her organization. She paid you
  handsomely and offered you membership in her
  secret organization.
  You performed a favour for a local Karl and he
  owes you a debt of gratitude.
  While exploring the catacombs beneath an ancient
  stone temple you discovered a nightmarish
  presence- a Svart Alfar. The experience kept you
  awake and distraught for several nights.
  While travelling from Islandia to Gronland you saw
  a longship manned by Draugar and Haugbui. You
  retreated due to a lack of a combat ready crew.
  While traveling through East Anglia you decided to
  hunt deer in a walled-in glade. Little did you know
  that the glade was sacred to Hakon the Good. He
  has now set a warband upon you.
  You had a near death experience and as you looked
  over at your blood brother’s soul escaping his lifeless
  body, you witnessed the full glory of Kara the
  Valkyrie as she embraced his soul.
  After defending a town from an invasion, the
  corpses were piled high. A representative from the
  shadowy Blotskadi organization came to ask if they
  could take away the corpses for you.
  King Harald Fairhair’s sons have been slaughtering
  one another for some time. You were seen at one
  such slaughter and in the eyes of the surviving sons
  your allegiance has been mistakenly set to the
  defeated pretender king.
  While experimenting with unknown magics you
  inadvertently opened a portal to Muspelheim. On
  the other side, an amused Laufey, the Muspeli
  Jotun of arcane secrets. She wiped your mind of
  this magic, telling you that you weren’t ready for it.
  You visited Trondelag and spent a night with an
  exotic woman. It turns out she was the local
  chieftain’s wife and now he wants you dead.
  Draw 2 more times on this column
  Draw 2 more times on this column
  Draw 2 more times on this column
  
  368
  E
  Dweller Relationships
  very pair of players may choose to pull a pair of runes to see how they know each other. The circumstances of 
  their relationship and the current state of affairs are determined by 2 separate rune pulls. If some seemingly con-
  tradictory pairs are pulled such as “Good Friends” and “Mistrust”, then the players are challenged to come up 
  with a reason why their good friendship has taken a recent downturn. If players feel uncomfortable role-playing 
  any results that result in dweller tension, the Norn should allow them to re-Wyrd the rune.
  Table 31: Dweller Relationships Table
  368
  E
  Dweller Relationships
  very pair of players may choose to pull a pair of runes to see how they know each other. The circumstances of 
  E
  very pair of players may choose to pull a pair of runes to see how they know each other. The circumstances of 
  E
  their relationship and the current state of affairs are determined by 2 separate rune pulls. If some seemingly con-
  E
  their relationship and the current state of affairs are determined by 2 separate rune pulls. If some seemingly con-
  E
  tradictory pairs are pulled such as “Good Friends” and “Mistrust”, then the players are challenged to come up 
  E
  tradictory pairs are pulled such as “Good Friends” and “Mistrust”, then the players are challenged to come up 
  E
  with a reason why their good friendship has taken a recent downturn. If players feel uncomfortable role-playing 
  E
  with a reason why their good friendship has taken a recent downturn. If players feel uncomfortable role-playing 
  E
  any results that result in dweller tension, the Norn should allow them to re-Wyrd the rune.
  E
  any results that result in dweller tension, the Norn should allow them to re-Wyrd the rune.
  E
  Table 31: Dweller Relationships Table
  Rune
  Circumstance
  State
  Mistrust
  Anger
  Platonic affection
  Mutual respect
  Whimsical
  Curious
  Looking forward to collaborating together
  Indebted
  Bound in purpose
  One person waiting on the other to fulfill some bargain
  Enjoyment of each other’s company
  Oath to protect one another
  Pushing each other to ever greater epic deeds
  Rivalry
  Greed
  Jealousy
  Shared plans for achieving a specific goal
  Enemies: keeping friends close, but this particular enemy even closer
  Desire for power or to overthrow unjust power
  Shared wanderlust and desire for exploration
  Religious or spiritual connection
  Mystery
  Regret
  Misery
  Fear and/or Uncertainty
  Drinking buddies
  Related: distant family
  Employer / employee
  Good friends (or lovers?)
  Have gambled together
  Travelled together
  Saved the other’s life
  Were robbed by the same criminal
  Made a bet, will travel together until someone wins the bet
  Both are teacher and student, exchanging wisdom
  Entered into a legal agreement that is mutually beneficial
  Employed to spy on one another by rival/competing organizations
  Both survivors of a massacre
  Prisoners who escaped together
  A common omen stitched both destinies together
  Shared reverence for same (or similar) divine power(s)
  Paid off a weregild for the other’s misdeeds
  Hunting the same prey (monster, outlaw, etc…)
  Running away from the same danger
  Met at a wedding
  Met at a funeral
  Woke up together after a heavy night of drinking 
  (possible memory blackout?)
  Fighting over the ownership of an item of value
  Extended History: Return the Void rune to the bag and 
  Wyrd 2 more times
  Both worked together building a longship or a mead hall 
  for a community in need
  Anger
  Related: distant family
  Mutual respect
  Good friends (or lovers?)
  Curious
  Travelled together
  Indebted
  Were robbed by the same criminal
  One person waiting on the other to fulfill some bargain
  Both are teacher and student, exchanging wisdom
  Oath to protect one another
  Employed to spy on one another by rival/competing organizations
  Rivalry
  Prisoners who escaped together
  Greed
  A common omen stitched both destinies together
  Shared plans for achieving a specific goal
  Paid off a weregild for the other’s misdeeds
  Desire for power or to overthrow unjust power
  Running away from the same danger
  Religious or spiritual connection
  Met at a funeral
  Regret
  Fighting over the ownership of an item of value
  
  369
  369
  
  370
  Hel’s Needle
  Miscellaneous
  Size: 15
  QR: 72
  Helís needle is a bone spire surrounded by 3 smaller bone altars. The 
  main spire is roughly 40' tall and houses 3 alcoves. Each of the altars has 
  the following items on them:
  Altar 1: Sword, Shield, Tool
  Altar 2: 24 runes
  Altar 3: Small statues representing 6 rulers of 6 realms: Odin, Aegir, 
  Surt, Bergelmir, Ivaldi, and Hel
  As one can surmise, the items placed in the alcoves have an effect on how 
  the machine operates. An alcove will only accept items from a given altar. 
  The blight that has caused the zombear infestation and the corruption in the 
  surrounding lands comes from a gaping sinkhole up in the mountains. At 
  the bottom of the 3,000 foot drop is a contraption that was built by the Dver-
  gar for Hel. She received this infernal device as a gift when she ascended to 
  the throne of Niflheim. This device is a powerful multipurpose weapon that 
  keeps even the most powerful beings at bay with its devastating effects.
     Fafnir’s 
  Treasure Add endum
  keeps even the most powerful beings at bay with its devastating effects.
  
  371
  There are many combinations, but one is the root cause of the damage that was brought upon the land: sword, Dagaz, Hel. 
  What happened was that a hunter from Evingard stumbled across the sinkhole and his curiosity got the better of him. After 
  descending to the bottom, he tried using the device. It was his combination of items that unleashed the essence of Niflheim 
  upon the land, killing smaller animals and tainting larger ones such as the polar bears.
  In order to reverse the effect, the players need to either return the device to Niflheim, or trigger some self-destruct mecha-
  nism. Other creative solutions may also exist.
  Shield, Othala, Hel: Machine teleports back to Niflheim
  Sword, Mann, Surt: Machine self-destructs (Hel may have an override)
  Shield, Hagalaz, Jotunheim: Surround the device in a snowstorm (1000’ diameter) that slowly fills the sinkhole (1í 
  per minute)
  The Norn may decide other adventurers have preceded the group and have been trying to fool with this powerful artifact. For 
  example, some of the combinations could have been:
  Sword, Jethe, Hel: Summon a dozen Draugar to come and terrorize the land
  Tool, Fehu, Hel: Summon some magic item that was buried with someone who has descended into Niflheim
  Tool, Mann, Ivaldi: Machine becomes a Hraesvelgr (see Denizens chapter in Lords of the Ash)
  There are literally hundreds of possible combinations. The Norn is encouraged to create some in the event players wish to use 
  this dangerous device for possible personal gain. 
  371
  Sword, Jethe, Hel: 
  Tool, Fehu, Hel: Summon some magic item that was buried with someone who has descended into Niflheim
  Tool, Mann, Ivaldi: Machine becomes a Hraesvelgr (see Denizens chapter in Lords of the Ash)
  Tool, Mann, Ivaldi: Machine becomes a Hraesvelgr (see Denizens chapter in Lords of the Ash)
  Tool, Mann, Ivaldi:
  There are literally hundreds of possible combinations. The Norn is encouraged to create some in the event players wish to use 
  this dangerous device for possible personal gain. 
  
  372
  
  373
  
  374
  he Cornerstone of the World is a short saga that is designed for an evening of adventure. The story begins in the 
  outpost of Evingard (see the Fafnir’s Treasure book for full details on this remote outpost) as the players are hired 
  by the owner of a once very lucrative mine. For many years this mine has created much wealth and has drawn many 
  to Evingard in search of fortunes. The owner of the mine is a man that goes by the name of Magnus. He has as much sway 
  in Evingard as the Ulfhednar chieftain known as Ingvar. Magnus hires local talent as management, and buys slaves to work 
  the mines. In the past he has made trips to Ath Cliath in order to get the hardest workers that King Sitric’s slave trade has 
  to offer. On the same trips he would offload the fruits of his mines, creating obscene amounts of profit.
  Evingard is situated next to one of the most important sites in all of Midgard: the Cornerstone of the World. This 
  is where the world tree Yggdrasil holds up the realm of mankind. At this location, 
  the barriers between worlds are thinnest. The essence of many other realms seep into 
  Midgard via the Cornerstone of the World. This has resulted in the mountain range 
  north west of Evingard becoming a melting pot of potent magic, Alkas and portals to 
  other worlds.
  Magnus discovered these wonders and has been seeking increasingly more exotic ores 
  as he digs deeper and deeper into the mountains. He mines iron ore as a cover, but his 
  real desire is to extract ores from Vanagard and Jotunheim as well as other exotic lo-
  cales. Using brokers, Magnus sells those ores at exorbitant prices to blacksmiths who 
  wish to create something truly unique. Some say the blacksmiths are disguised Dver-
  gar who are creating items for besieged Asgard. Magnus ensures that the sales cannot 
  be traced back to him so competitors will not flock to the Cornerstone of the World.
  Every so often the miners broke through a wall and stumbled into a natural cavernous 
  chamber beneath the mountains. That is when Magnus would relocate and reassign 
  the miners to other duties while his trusted advisors would look for signs of natural 
  alkas and portals into other realms.
  A month ago the mine started having problems. The hundreds of slaves who work the 
  mines appeared to have started a revolt. It turns out that the last natural chamber they un-
  covered in the depths contained a sealed portal into another realm. As procedures war-
  T
  The Cornerstone of the World
  Blood as my ink, bone as my quill, 
                 I leave my last words upon these walls...
   
   
  Agustin the Miner
  This very short saga builds on the locale in Islandia known as Evingard (see 
  Fafnir’s Treasure book). This saga will take 2-6 dwellers of level 11-13 on an 
  adventure that will have them solve a mystery in the mines north of Evingard.
   Sag a: Cornerstone of the World
  374
  he Cornerstone of the World is a short saga that is designed for an evening of adventure. The story begins in the 
  outpost of Evingard (see the Fafnir’s Treasure book for full details on this remote outpost) as the players are hired 
  by the owner of a once very lucrative mine. For many years this mine has created much wealth and has drawn many 
  to Evingard in search of fortunes. The owner of the mine is a man that goes by the name of Magnus. He has as much sway 
  in Evingard as the Ulfhednar chieftain known as Ingvar. Magnus hires local talent as management, and buys slaves to work 
  the mines. In the past he has made trips to Ath Cliath in order to get the hardest workers that King Sitric’s slave trade has 
  to offer. On the same trips he would offload the fruits of his mines, creating obscene amounts of profit.
  Evingard is situated next to one of the most important sites in all of Midgard: the Cornerstone of the World. This 
  is where the world tree Yggdrasil holds up the realm of mankind. At this location, 
  the barriers between worlds are thinnest. The essence of many other realms seep into 
  Midgard via the Cornerstone of the World. This has resulted in the mountain range 
  north west of Evingard becoming a melting pot of potent magic, Alkas and portals to 
  other worlds.
  Magnus discovered these wonders and has been seeking increasingly more exotic ores 
  as he digs deeper and deeper into the mountains. He mines iron ore as a cover, but his 
  real desire is to extract ores from Vanagard and Jotunheim as well as other exotic lo-
  cales. Using brokers, Magnus sells those ores at exorbitant prices to blacksmiths who 
  wish to create something truly unique. Some say the blacksmiths are disguised Dver-
  gar who are creating items for besieged Asgard. Magnus ensures that the sales cannot 
  be traced back to him so competitors will not flock to the Cornerstone of the World.
  Every so often the miners broke through a wall and stumbled into a natural cavernous 
  chamber beneath the mountains. That is when Magnus would relocate and reassign 
  the miners to other duties while his trusted advisors would look for signs of natural 
  alkas and portals into other realms.
  A month ago the mine started having problems. The hundreds of slaves who work the 
  mines appeared to have started a revolt. It turns out that the last natural chamber they un-
  covered in the depths contained a sealed portal into another realm. As procedures war-
  T
  he Cornerstone of the World is a short saga that is designed for an evening of adventure. The story begins in the 
  T
  he Cornerstone of the World is a short saga that is designed for an evening of adventure. The story begins in the 
  outpost of Evingard (see the Fafnir’s Treasure book for full details on this remote outpost) as the players are hired 
  T
  outpost of Evingard (see the Fafnir’s Treasure book for full details on this remote outpost) as the players are hired 
  by the owner of a once very lucrative mine. For many years this mine has created much wealth and has drawn many 
  T
  by the owner of a once very lucrative mine. For many years this mine has created much wealth and has drawn many 
  The Cornerstone of the World
  The Cornerstone of the World
  Blood as my ink, bone as my quill, 
                 I leave my last words upon these walls...
  Blood as my ink, bone as my quill, 
                 I leave my last words upon these walls...
  Blood as my ink, bone as my quill, 
  Agustin the Miner
                 I leave my last words upon these walls...
  Agustin the Miner
                 I leave my last words upon these walls...
  Fafnir’s Treasure book). This saga will take 2-6 dwellers of level 11-13 on an 
  Fafnir’s Treasure book). This saga will take 2-6 dwellers of level 11-13 on an 
  Fafnir’s Treasure book
  adventure that will have them solve a mystery in the mines north of Evingard.
  This very short saga builds on the locale in Islandia known as Evingard (see 
  Fafnir’s Treasure book). This saga will take 2-6 dwellers of level 11-13 on an 
  Fafnir’s Treasure book). This saga will take 2-6 dwellers of level 11-13 on an 
  Fafnir’s Treasure book
   Sag a: 
   Sag a: 
  This very short saga builds on the locale in Islandia known as Evingard (see 
   Sag a: 
  This very short saga builds on the locale in Islandia known as Evingard (see 
  Cornerstone of the World
  This very short saga builds on the locale in Islandia known as Evingard (see 
  Cornerstone of the World
  This very short saga builds on the locale in Islandia known as Evingard (see 
  
  375
  ranted, Magnus’ reconnaissance team looked at ways to open the portal. In the process they released some denizens 
  from the serpentine realm of Hvergelmir. These serpents and their magics impregnated the miners with the dreaded 
  snake sigil.
  All land in Midgard is presided over by a guardian spirit called a Vaettir. A Vaettir’s power is proportional to 
  the land size they govern. The Vaettir that oversees the north eastern part of Islandia is a great dragon named 
  Dreki. Vaettirs are known to choose mortals to bond with and elevate them into leadership positions. Two 
  generations ago, Dreki chose Ingvar as his bond. When a Vaettir thrives, so does the land and the bonded 
  leader. Likewise when a Vaettir is sick, the land withers and the leader weakens.
  The snake sigil from Hvergelmir has caused a sickness in the great Vaettir Dreki. For the last month Ingvar 
  has been terribly ill and Evingard has been hammered by unending gale force snow squalls. Ivar the druid will 
  approach the group when they are en route to the mines and ask that they deliver a healing elixir to Dreki. 
  The saga is broken down into scenes called vignettes. The Norn will select which vignettes and the 
  order in which they will be presented to the players. Adventures between vignettes can be handled in 
  summary form, or played through in detail.
  he walk from Evingard was well patrolled and well-guarded when the mine was operational. Now it has 
  been reclaimed by the forces of nature and its denizens. Since the trek takes the dwellers inland and 
  up into the mountains, the temperature drops noticeably. The average temperature in Evingard is -25 
  degrees Celsius. The road and the mines have the temperature plunge to -35. Anyone not dressed 
  appropriately, such as wearing winter furs will suffer from exposure. Exposure results in Destiny being penal-
  ized by -1 while affected by the cold. The penalty is removed if exposed to continuous warmth for one hour. 
  The trail is no longer heavily travelled, so it has accumulated 4’ of snow. Anyone not wearing snow shoes or 
  skis will only be able to perform weak move actions.
  Snowshoes and skis counter the movement penalties caused by deep snow. However skis also confer a 
  +1 movement bonus when moving in a straight line and an additional +1 if moving downhill. Skis apply 
  a -1 penalty when moving uphill.
  While trekking towards the mine, the dwellers may be attacked by hungry giant wolves. If the dwellers are 
  careful to mask their presence with a successful Wilderness Survival [3P] check, they may avoid the wolves. 
  Anyone with Animal Empathy may try to dissuade the wolves [4S]. There will be a number of level 9 wolves 
  equal to the number of dwellers minus one. There is also an alpha wolf that is level 11. The wolves have 
  adapted to the deep snow and do not suffer from movement penalties.
  VIGNETTE 1: The walk to the mines
  This path has been trodden by the tears 
    and indignation of many trampled nations...
   
   
  Agustin the Miner
  T
  375
  ranted, Magnus’ reconnaissance team looked at ways to open the portal. In the process they released some denizens 
  from the serpentine realm of Hvergelmir. These serpents and their magics impregnated the miners with the dreaded 
  snake sigil.
  snake sigil.
  All land in Midgard is presided over by a guardian spirit called a Vaettir. A Vaettir’s power is proportional to 
  the land size they govern. The Vaettir that oversees the north eastern part of Islandia is a great dragon named 
  Dreki. Vaettirs are known to choose mortals to bond with and elevate them into leadership positions. Two 
  generations ago, Dreki chose Ingvar as his bond. When a Vaettir thrives, so does the land and the bonded 
  leader. Likewise when a Vaettir is sick, the land withers and the leader weakens.
  The snake sigil from Hvergelmir has caused a sickness in the great Vaettir Dreki. For the last month Ingvar 
  has been terribly ill and Evingard has been hammered by unending gale force snow squalls. Ivar the druid will 
  approach the group when they are en route to the mines and ask that they deliver a healing elixir to Dreki. 
  The saga is broken down into scenes called vignettes. The Norn will select which vignettes and the 
  order in which they will be presented to the players. Adventures between vignettes can be handled in 
  summary form, or played through in detail.
  he walk from Evingard was well patrolled and well-guarded when the mine was operational. Now it has 
  been reclaimed by the forces of nature and its denizens. Since the trek takes the dwellers inland and 
  up into the mountains, the temperature drops noticeably. The average temperature in Evingard is -25 
  degrees Celsius. The road and the mines have the temperature plunge to -35. Anyone not dressed 
  appropriately, such as wearing winter furs will suffer from exposure. Exposure results in Destiny being penal-
  ized by -1 while affected by the cold. The penalty is removed if exposed to continuous warmth for one hour. 
  The trail is no longer heavily travelled, so it has accumulated 4’ of snow. Anyone not wearing snow shoes or 
  skis will only be able to perform weak move actions.
  Snowshoes and skis counter the movement penalties caused by deep snow. However skis also confer a 
  +1 movement bonus when moving in a straight line and an additional +1 if moving downhill. Skis apply 
  a -1 penalty when moving uphill.
  While trekking towards the mine, the dwellers may be attacked by hungry giant wolves. If the dwellers are 
  careful to mask their presence with a successful Wilderness Survival [3P] check, they may avoid the wolves. 
  Anyone with Animal Empathy may try to dissuade the wolves [4S]. There will be a number of level 9 wolves 
  equal to the number of dwellers minus one. There is also an alpha wolf that is level 11. The wolves have 
  adapted to the deep snow and do not suffer from movement penalties.
  VIGNETTE 1: The walk to the mines
  This path has been trodden by the tears 
    and indignation of many trampled nations...
  This path has been trodden by the tears 
    and indignation of many trampled nations...
  This path has been trodden by the tears 
  Agustin the Miner
    and indignation of many trampled nations...
  Agustin the Miner
    and indignation of many trampled nations...
  T
  he walk from Evingard was well patrolled and well-guarded when the mine was operational. Now it has 
  T
  he walk from Evingard was well patrolled and well-guarded when the mine was operational. Now it has 
  been reclaimed by the forces of nature and its denizens. Since the trek takes the dwellers inland and 
  T
  been reclaimed by the forces of nature and its denizens. Since the trek takes the dwellers inland and 
  up into the mountains, the temperature drops noticeably. The average temperature in Evingard is -25 
  T up into the mountains, the temperature drops noticeably. The average temperature in Evingard is -25 
  degrees Celsius. The road and the mines have the temperature plunge to -35. Anyone not dressed 
  T
  degrees Celsius. The road and the mines have the temperature plunge to -35. Anyone not dressed 
  
  376
  f the dwellers get lost or run off into the wilderness, they will run into a few interesting scenarios. If they 
  were running away from danger, or were genuinely lost, then they will run into Ivar the Druid. If they 
  were purposely wandering away from the mines, they will face some fearsome foes. These lands are so 
  hostile that even the hunters from the nearby lodge are reluctant to wander into these lands. Every hour 
  in the wilderness has a 33% chance of having a hostile encounter. When an encounter occurs, wyrd 1 rune 
  and consult the following table:
  P  = Pack of wolves (level 10) numbering one more than the previous pack encountered
  M =  Snow Serpent is level 9 with a bonus +2 levels per dweller in the adventuring group. It also 
  gains +1 level per previous encounter with a snow serpent.
  S   =  Pack of level 14 trolls numbering half the number of dwellers (round up). T ere will be +1 
  trolls per previous encounter with trolls.
  nce the dwellers arrive at the mine they are greeting by a very bleak scene. The remnants of the outdoor 
  slave camp looks completely abandoned and iced over. The camp looks like it accommodated over 500 
  shift workers at one time. Tents, wooden racks and bags of personal effects litter the camp. If the players 
  decide to loot the camp, the return is minimal. The ice is hard to crack, and the reward is literally a few Skatt 
  per dozen camps. The entrance to the mines are are huge. The opening is 200 feet wide and 80 feet high. Outside 
  the opening are very large piles of worthless stone. Each of the dozen piles is roughly 300 feet tall, indicating the 
  depth and scale of this operation. The reinforcing beams for the entrance have been turned into the hangman’s gal-
  lows. No fewer than 50 frozen corpses sway in the wind as a murder of crows stands watch at the highest of the sup-
  porting rafters. As the adventurers approach the entrance, the crows begin to caw in unison. This is an opportunity 
  to perform an Omens and Portents check. The dwellers make out the melody of a childhood song being recited by 
  the crows. Consult the following table for the results of an Omens/Portents skill check:
  VIGNETTE 2: Lost in the wilderness
  VIGNETTE 3: The Entrance to the Mines
  Escape from this infernal existence is not an option.
  Hungry beasts, the winter’s icy grasp and despair are our jailers...
    
                                              Agustin the Miner
  As I tread under the gallows gate, the ravens take a break 
  from their feast to mock my daily march into the darkness....
    
                                              Agustin the Miner
  I
  O
  376
  f the dwellers get lost or run off into the wilderness, they will run into a few interesting scenarios. If they 
  were running away from danger, or were genuinely lost, then they will run into Ivar the Druid. If they 
  were purposely wandering away from the mines, they will face some fearsome foes. These lands are so 
  hostile that even the hunters from the nearby lodge are reluctant to wander into these lands. Every hour 
  in the wilderness has a 33% chance of having a hostile encounter. When an encounter occurs, wyrd 1 rune 
  and consult the following table:
    = Pack of wolves (level 10) numbering one more than the previous pack encountered
   =  Snow Serpent is level 9 with a bonus +2 levels per dweller in the adventuring group. It also 
  gains +1 level per previous encounter with a snow serpent.
     =  Pack of level 14 trolls numbering half the number of dwellers (round up). T ere will be +1 
  trolls per previous encounter with trolls.
  nce the dwellers arrive at the mine they are greeting by a very bleak scene. The remnants of the outdoor 
  slave camp looks completely abandoned and iced over. The camp looks like it accommodated over 500 
  shift workers at one time. Tents, wooden racks and bags of personal effects litter the camp. If the players 
  decide to loot the camp, the return is minimal. The ice is hard to crack, and the reward is literally a few Skatt 
  per dozen camps. The entrance to the mines are are huge. The opening is 200 feet wide and 80 feet high. Outside 
  the opening are very large piles of worthless stone. Each of the dozen piles is roughly 300 feet tall, indicating the 
  depth and scale of this operation. The reinforcing beams for the entrance have been turned into the hangman’s gal-
  lows. No fewer than 50 frozen corpses sway in the wind as a murder of crows stands watch at the highest of the sup-
  porting rafters. As the adventurers approach the entrance, the crows begin to caw in unison. This is an opportunity 
  to perform an Omens and Portents check. The dwellers make out the melody of a childhood song being recited by 
  the crows. Consult the following table for the results of an Omens/Portents skill check:
  VIGNETTE 2: Lost in the wilderness
  VIGNETTE 3: The Entrance to the Mines
  Escape from this infernal existence is not an option.
  Hungry beasts, the winter’s icy grasp and despair are our jailers...
  Escape from this infernal existence is not an option.
  Hungry beasts, the winter’s icy grasp and despair are our jailers...
  Escape from this infernal existence is not an option.
                                              Agustin the Miner
  Hungry beasts, the winter’s icy grasp and despair are our jailers...
  Agustin the Miner
  Hungry beasts, the winter’s icy grasp and despair are our jailers...
  As I tread under the gallows gate, the ravens take a break 
  from their feast to mock my daily march into the darkness....
  As I tread under the gallows gate, the ravens take a break 
  from their feast to mock my daily march into the darkness....
  As I tread under the gallows gate, the ravens take a break 
                                              Agustin the Miner
  from their feast to mock my daily march into the darkness....
  Agustin the Miner
  from their feast to mock my daily march into the darkness....
  I
  O
  P  = 
  M =  
  S   =  
  
  377
  1 success     = Something isn’t right, there is a melody to their caws, but you cannot decipher anymore
  2 successes =  The childhood song is about a hermit who refuses to see or accept the world around him... 
  you will meet someone who refuses to deal with reality
  3 successes =  The end of the song deals with the hermit’s wife, she has sickness that needs to be cured before she 
  can help her husband... you will need to heal someone who can make things right
  4 successes =  The cure she needed required gathering many ingredients that no one was willing to seek... Your 
  quest will take you to several important places that will test your wits and heroism
  Inside the cave are many makeshift homes, probably those that belonged to the taskmasters and managers of the mine. 
  All of the buildings are abandoned and seem to have already been ransacked. A successful Perception skill check will 
  reveal some loot and added information:
  1 success =      You find paperwork pertaining to the mine. anyone with the Read and Write skill can   ascertain 
  that the mine was extracting a carriage worth of iron ore every 6 hours.
  2 successes =  You find some hidden compartments in the homes that contain money and items of value. 200 
  skatt worth of loot per player is discovered.
  3 successes =  You find a letter from Magnus (dated 2 months ago) to the foreman stating that slave rebellion is 
  unacceptable and all means should be used in order to quash it. He also questions the scale of the 
  rebellion, finding it hard to believe that all of the slaves have turned.
  4 successes =  You find a scroll that recounts the last days of a guard that barricaded himself into one of the hous-
  es... “they scratch at the doors, sniffing around like dogs. some move on all fours as if possessed 
  by some bestial spirits. They have no regard for those who surrender, devouring every man’s still 
  beating heart. I implore the gods to intervene, but my spirits dampen with every passing hour”. 
  The last occupant of the house looks like he was dragged out, as a trail of bloody scratch marks 
  will attest.
  5 successes =  You find a magical item.
  he main passageway that leads from the taskmaster village and into the deeper mine passes by some equipment and 
  storage rooms. The storage rooms look like they were used to hold the extracted ore at one time, but now the room 
  is empty. A perception check at moderate[3] difficulty will reveal that some of the ore can be found hidden under 
  some dirt, and it is iron ore. The store room contains: pick axes, rope, shovels, lanterns (but very little flaming oil), 
  candles, empty crates and barrels. There are also some cabers that are used to reinforce tunnels. Out in the hallway are 
  two wagons that would have been used to transport the ore.
  As the main passage begins to descend, the dwellers are confronted by a complete flooding of the passageway. The 
  flooded section is very long, roughly 300’. To swim to the other end requires an unlikely[5] swim skill check. This 
  natural challenge will only be overcome by careful planning and ingenuity. The dwellers can use their powers, skills 
  and anything they picked up to overcome this challenge.
  VIGNETTE 4: The Flooded Hallway
  We hear sounds that no man or beast could make- 
  whispering, gnashing, shrieking, in our ears or is it in our minds? 
  Dismissing our protests, our slavers insist we dig deeper... 
   
                                              Agustin the Miner
  T
  377
  1 success     = Something isn’t right, there is a melody to their caws, but you cannot decipher anymore
  2 successes =  The childhood song is about a hermit who refuses to see or accept the world around him... 
  you will meet someone who refuses to deal with reality
  3 successes =  The end of the song deals with the hermit’s wife, she has sickness that needs to be cured before she 
  can help her husband... you will need to heal someone who can make things right
  4 successes =  The cure she needed required gathering many ingredients that no one was willing to seek... Your 
  quest will take you to several important places that will test your wits and heroism
  Inside the cave are many makeshift homes, probably those that belonged to the taskmasters and managers of the mine. 
  All of the buildings are abandoned and seem to have already been ransacked. A successful Perception skill check will 
  reveal some loot and added information:
  1 success =      You find paperwork pertaining to the mine. anyone with the Read and Write skill can   ascertain 
  1 success =      You find paperwork pertaining to the mine. anyone with the Read and Write skill can   ascertain 
  1 success
  that the mine was extracting a carriage worth of iron ore every 6 hours.
  2 successes =  You find some hidden compartments in the homes that contain money and items of value. 200 
  2 successes =  You find some hidden compartments in the homes that contain money and items of value. 200 
  2 successes
  skatt worth of loot per player is discovered.
  3 successes =  You find a letter from Magnus (dated 2 months ago) to the foreman stating that slave rebellion is 
  3 successes =  You find a letter from Magnus (dated 2 months ago) to the foreman stating that slave rebellion is 
  3 successes
  unacceptable and all means should be used in order to quash it. He also questions the scale of the 
  rebellion, finding it hard to believe that all of the slaves have turned.
  4 successes =  You find a scroll that recounts the last days of a guard that barricaded himself into one of the hous-
  4 successes =  You find a scroll that recounts the last days of a guard that barricaded himself into one of the hous-
  4 successes
  es... “they scratch at the doors, sniffing around like dogs. some move on all fours as if possessed 
  by some bestial spirits. They have no regard for those who surrender, devouring every man’s still 
  beating heart. I implore the gods to intervene, but my spirits dampen with every passing hour”. 
  The last occupant of the house looks like he was dragged out, as a trail of bloody scratch marks 
  will attest.
  5 successes =  You find a magical item.
  5 successes =  You find a magical item.
  5 successes
  he main passageway that leads from the taskmaster village and into the deeper mine passes by some equipment and 
  storage rooms. The storage rooms look like they were used to hold the extracted ore at one time, but now the room 
  is empty. A perception check at moderate[3] difficulty will reveal that some of the ore can be found hidden under 
  some dirt, and it is iron ore. The store room contains: pick axes, rope, shovels, lanterns (but very little flaming oil), 
  candles, empty crates and barrels. There are also some cabers that are used to reinforce tunnels. Out in the hallway are 
  two wagons that would have been used to transport the ore.
  As the main passage begins to descend, the dwellers are confronted by a complete flooding of the passageway. The 
  flooded section is very long, roughly 300’. To swim to the other end requires an unlikely[5] swim skill check. This 
  natural challenge will only be overcome by careful planning and ingenuity. The dwellers can use their powers, skills 
  and anything they picked up to overcome this challenge.
  VIGNETTE 4: The Flooded Hallway
  VIGNETTE 4: The Flooded Hallway
  We hear sounds that no man or beast could make- 
  whispering, gnashing, shrieking, in our ears or is it in our minds? 
  We hear sounds that no man or beast could make- 
  whispering, gnashing, shrieking, in our ears or is it in our minds? 
  We hear sounds that no man or beast could make- 
  Dismissing our protests, our slavers insist we dig deeper... 
  whispering, gnashing, shrieking, in our ears or is it in our minds? 
  Dismissing our protests, our slavers insist we dig deeper... 
  whispering, gnashing, shrieking, in our ears or is it in our minds? 
                                              Agustin the Miner
  T
  he main passageway that leads from the taskmaster village and into the deeper mine passes by some equipment and 
  T
  he main passageway that leads from the taskmaster village and into the deeper mine passes by some equipment and 
  storage rooms. The storage rooms look like they were used to hold the extracted ore at one time, but now the room 
  T
  storage rooms. The storage rooms look like they were used to hold the extracted ore at one time, but now the room 
  is empty. A perception check at moderate[3] difficulty will reveal that some of the ore can be found hidden under 
  T is empty. A perception check at moderate[3] difficulty will reveal that some of the ore can be found hidden under 
  some dirt, and it is iron ore. The store room contains: pick axes, rope, shovels, lanterns (but very little flaming oil), 
  T
  some dirt, and it is iron ore. The store room contains: pick axes, rope, shovels, lanterns (but very little flaming oil), 
  T
  1 success    
  2 successes 
  3 successes 
  4 successes
  1 success
  2 successes
  3 successes
  4 successes
  5 successes
  
  378
  eep within the mines is a chamber that 
  looks completely barricaded from the 
  inside. The barricade was put up in a way 
  that the heavier objects that are stacked 
  high fall on anyone trying to clear through it. 
  It takes five Athletics skill checks to clear the 
  passage. The difficulty to clear it without tak-
  ing damage is hard [4] and clearing a section 
  and setting off a trap is moderate [3]. If a trap 
  is sprung, anyone within 15’ of the barricade 
  take damage equal to 4x the attempt (first trap 
  deals 4 damage, next trap deals 8 damage, so 
  on and so forth). Within the room is one of the 
  mine’s undertakers named Lut. He isn’t an An-
  gel of Death, but has a healthy respect for Hel. 
  Lut fears that those breaking into the chamber 
  are the infected slaves. He prefers to hide than 
  engage in open combat. If the dwellers are go-
  ing to break through, he buries himself leaving 
  a small hole for air (perception[2] to detect his 
  presence). If he feels like he is going to die, then 
  he will put up a fight as a level 6 grizzled war-
  rior. However he is very sympathetic to anyone 
  not visibly infected by the Hvergelmir parasites. 
  He will tell his tale to anyone who will listen.
  He was hired a few months ago to bury the 
  slaves that had been worked to death. For the 
  disposal of corpses, he would use mine shafts 
  and chambers that the miners had already mined 
  dry. He would love to get back to Evingard in 
  order to resume his apprenticeship to the Angel 
  of Death named Jadvyg. He promises that any-
  one who helps him escape will receive a proper 
  burial when the time comes.
  VIGNETTE 5: The Trapped Undertaker
  D
  Like blood from a fresh gaping wound, 
  my dreams are seeping out into my dismal and pathetic life. 
  Yesterday I heard that they quelled a revolt on the lower levels, but I saw no bodies. 
  Lord help me, I think I’m losing my mind...
   
                                              Agustin the Miner
  378
  eep within the mines is a chamber that 
  looks completely barricaded from the 
  inside. The barricade was put up in a way 
  that the heavier objects that are stacked 
  high fall on anyone trying to clear through it. 
  It takes five Athletics skill checks to clear the 
  passage. The difficulty to clear it without tak-
  ing damage is hard [4] and clearing a section 
  and setting off a trap is moderate [3]. If a trap 
  is sprung, anyone within 15’ of the barricade 
  take damage equal to 4x the attempt (first trap 
  deals 4 damage, next trap deals 8 damage, so 
  on and so forth). Within the room is one of the 
  mine’s undertakers named Lut. He isn’t an An-
  gel of Death, but has a healthy respect for Hel. 
  Lut fears that those breaking into the chamber 
  are the infected slaves. He prefers to hide than 
  engage in open combat. If the dwellers are go-
  ing to break through, he buries himself leaving 
  a small hole for air (perception[2] to detect his 
  presence). If he feels like he is going to die, then 
  he will put up a fight as a level 6 grizzled war-
  rior. However he is very sympathetic to anyone 
  not visibly infected by the Hvergelmir parasites. 
  He will tell his tale to anyone who will listen.
  He was hired a few months ago to bury the 
  slaves that had been worked to death. For the 
  disposal of corpses, he would use mine shafts 
  and chambers that the miners had already mined 
  dry. He would love to get back to Evingard in 
  order to resume his apprenticeship to the Angel 
  of Death named Jadvyg. He promises that any-
  one who helps him escape will receive a proper 
  burial when the time comes.
  VIGNETTE 5: The Trapped Undertaker
  D
  VIGNETTE 5: The Trapped Undertaker
  Like blood from a fresh gaping wound, 
  my dreams are seeping out into my dismal and pathetic life. 
  Like blood from a fresh gaping wound, 
  my dreams are seeping out into my dismal and pathetic life. 
  Like blood from a fresh gaping wound, 
  Yesterday I heard that they quelled a revolt on the lower levels, but I saw no bodies. 
  my dreams are seeping out into my dismal and pathetic life. 
  Yesterday I heard that they quelled a revolt on the lower levels, but I saw no bodies. 
  my dreams are seeping out into my dismal and pathetic life. 
  Lord help me, I think I’m losing my mind...
  Yesterday I heard that they quelled a revolt on the lower levels, but I saw no bodies. 
  Lord help me, I think I’m losing my mind...
  Yesterday I heard that they quelled a revolt on the lower levels, but I saw no bodies. 
                                              Agustin the Miner
  Lord help me, I think I’m losing my mind...
  Agustin the Miner
  Lord help me, I think I’m losing my mind...
  378
  
  379
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  stead they seek out the un-infected. The curse forces them to spread the infection to as many as 
  possible. They fight with a bestial ferocity with the goal of dropping opponents into an unconscious 
  state. Those who fall unconscious are bitten repeatedly by those already infected in order to spread 
  the curse. To the casual observer it would seem that the victim is bitten by a cannibal, however those who 
  scrutinize the scene will observe that the infected open their mouth just above the victim, and then the 
  spawn of Hvergelmir that live within the infected writhe out through the mouth and burrow their way into 
  the new host. The resulting wounds appear as though the victim had been bitten and chewed on from all 
  exposed sides.
  Snake Sigil: Those that are infected carry writhing snakes within their body. Upon death, the snake will burst 
  out of the corpse (same combat round, added at the end of initiative) and attack the dwellers. The snake’s 
  level depends on how long it has gestated within the host. Those that are more recent take on half the host’s 
  level and those that have matured within their host have a level that matches the host’s level (1 week or more).
  When the infected attack, they enter the rage condition with a +1 intensity per Upkeep. They all have the 
  Furious Cohort power that allows them to work together, even at Rage intensity 4. When they stand over an 
  unconscious foe, they will spend a rune to impregnate the victim. An impregnated victim immediately suf-
  fers enough spiritual damage to place 1 rune in the Drain pile. The Snake sigil curse is represented by a +1 
  intensity on the Curse condition. Every 2 days the curse increases by +1. While suffering from the Snake 
  Sigil, runes in Drain do not recover over time. In fact whenever the Snake Sigil increases by +1 intensity, 
  the victim must make an Ultimate Sacrifice +1. At intensity 1 the victim still retains some of their previous 
  personality, but they have an impending bestial nature that threatens to consume their being. At intensity 2 
  they lose control around anyone who isn’t infected, wishing to infect them at all costs. If left alone, they still 
  retain enough humanity to allow them to try and find a way to cleanse themselves of the impregnation. At 
  intensity 3 all control is lost and they are fully subservient to the voices in their head. It is said that Nidhogg 
  communicates to his spawn in this way. At intensity 4 the serpents within their host grow to full maturity. 
  If at any intensity the host dies, the serpents leave the host and seek out a new host (a serpent may play any 
  rune to attempt to enter a new host by burrowing through their flesh) and the defender can play any rune to 
  counter the attack.
  VIGNETTE 6: The Cannibals
  Madness has broken out in every mine shaft, and I cannot tell how much of this 
  blood is my own. Despite my pleading, my companions 
  have insisted on eating the ﬂ esh of the fallen... .
   
                                              Agustin the Miner
  T
  379
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  stead they seek out the un-infected. The curse forces them to spread the infection to as many as 
  possible. They fight with a bestial ferocity with the goal of dropping opponents into an unconscious 
  state. Those who fall unconscious are bitten repeatedly by those already infected in order to spread 
  the curse. To the casual observer it would seem that the victim is bitten by a cannibal, however those who 
  scrutinize the scene will observe that the infected open their mouth just above the victim, and then the 
  spawn of Hvergelmir that live within the infected writhe out through the mouth and burrow their way into 
  the new host. The resulting wounds appear as though the victim had been bitten and chewed on from all 
  exposed sides.
  When the infected attack, they enter the rage condition with a +1 intensity per Upkeep. They all have the 
  Furious Cohort power that allows them to work together, even at Rage intensity 4. When they stand over an 
  unconscious foe, they will spend a rune to impregnate the victim. An impregnated victim immediately suf-
  fers enough spiritual damage to place 1 rune in the Drain pile. The Snake sigil curse is represented by a +1 
  intensity on the Curse condition. Every 2 days the curse increases by +1. While suffering from the Snake 
  Sigil, runes in Drain do not recover over time. In fact whenever the Snake Sigil increases by +1 intensity, 
  the victim must make an Ultimate Sacrifice +1. At intensity 1 the victim still retains some of their previous 
  personality, but they have an impending bestial nature that threatens to consume their being. At intensity 2 
  they lose control around anyone who isn’t infected, wishing to infect them at all costs. If left alone, they still 
  retain enough humanity to allow them to try and find a way to cleanse themselves of the impregnation. At 
  intensity 3 all control is lost and they are fully subservient to the voices in their head. It is said that Nidhogg 
  communicates to his spawn in this way. At intensity 4 the serpents within their host grow to full maturity. 
  If at any intensity the host dies, the serpents leave the host and seek out a new host (a serpent may play any 
  rune to attempt to enter a new host by burrowing through their flesh) and the defender can play any rune to 
  counter the attack.
  VIGNETTE 6: The Cannibals
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  Madness has broken out in every mine shaft, and I cannot tell how much of this 
  blood is my own. Despite my pleading, my companions 
  Madness has broken out in every mine shaft, and I cannot tell how much of this 
  blood is my own. Despite my pleading, my companions 
  Madness has broken out in every mine shaft, and I cannot tell how much of this 
  have insisted on eating the ﬂ esh of the fallen... 
  blood is my own. Despite my pleading, my companions 
  have insisted on eating the ﬂ esh of the fallen... 
  blood is my own. Despite my pleading, my companions 
  .
                                              Agustin the Miner
  T
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  T
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  stead they seek out the un-infected. The curse forces them to spread the infection to as many as 
  T
  stead they seek out the un-infected. The curse forces them to spread the infection to as many as 
  possible. They fight with a bestial ferocity with the goal of dropping opponents into an unconscious 
  T possible. They fight with a bestial ferocity with the goal of dropping opponents into an unconscious 
  state. Those who fall unconscious are bitten repeatedly by those already infected in order to spread 
  T
  state. Those who fall unconscious are bitten repeatedly by those already infected in order to spread 
  T
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  T
  he miners and taskmasters that have been infected by the snake sigil do not harm one another; in-
  Snake Sigil: Those that are infected carry writhing snakes within their body. Upon death, the snake will burst 
  out of the corpse (same combat round, added at the end of initiative) and attack the dwellers. The snake’s 
  level depends on how long it has gestated within the host. Those that are more recent take on half the host’s 
  level and those that have matured within their host have a level that matches the host’s level (1 week or more).
  
  380
  he Snake Sigil changes the victim’s psyche suppressing inhibition and any sense of ethics or civil-
  ity. The sigil has a way of amplifying the more primal and instinctual behaviours in the victim. Deep 
  within the mines is a room where a lot of the infected miners and task masters have congregated for 
  carnal activities. There are literally hundreds of bodies that are packed into a room that is too small 
  to accommodate so many. As the adventurers approach, the first impression they have in the darkness is 
  that the floors and walls are moving. However upon a successful Perception check of difficulty Moderate[3] 
  (Hard[4] if the group doesn’t approach with any lights), they will notice that the room is filled with writhing 
  naked bodies.
  The infected within the room do not notice the 
  adventurers unless actively provoked. They are so 
  self-consumed, that a Perception check from them 
  is heavily penalized (Hard[4]). However any ag-
  gression from the adventurers will have a handful 
  of cannibals break out of their lust filled embrace 
  and attack the dwellers (Moderate[3]). The dwell-
  ers will be quickly overwhelmed if they don’t take 
  quick action in taking any fights out of this cham-
  ber. If a fight breaks out, every round, more can-
  nibals will join the fight (Easy[2]).
  Round 1:   A number of level 6 cannibals equal 
  to the number of adventurers.
  Round 2:  1 level 9 cannibal
  Round 3:   2 level 9 cannibals
                      subsequent rounds the numbers 
  keep increasing by +1
  Round 7:  1 level 12 cannibal
  Round 8:  2 level 12 cannibals
         so on and so forth...
  This hall isn’t here to be conquered by the players, 
  but rather a glimpse into the magnitude of the prob-
  lem. It also reveals to the players that the infected 
  cannot be starved out, as the sigil keeps their bod-
  ies alive for as long as the serpent needs to grow.
  VIGNETTE 7: The Writhing Hall
  I cannot participate in this folly, but how can I resist? The voices are so loud... 
   
                                              Agustin the Miner
  T
  380
  he Snake Sigil changes the victim’s psyche suppressing inhibition and any sense of ethics or civil-
  ity. The sigil has a way of amplifying the more primal and instinctual behaviours in the victim. Deep 
  within the mines is a room where a lot of the infected miners and task masters have congregated for 
  carnal activities. There are literally hundreds of bodies that are packed into a room that is too small 
  to accommodate so many. As the adventurers approach, the first impression they have in the darkness is 
  that the floors and walls are moving. However upon a successful Perception check of difficulty Moderate[3] 
  (Hard[4] if the group doesn’t approach with any lights), they will notice that the room is filled with writhing 
  naked bodies.
  The infected within the room do not notice the 
  adventurers unless actively provoked. They are so 
  self-consumed, that a Perception check from them 
  is heavily penalized (Hard[4]). However any ag-
  gression from the adventurers will have a handful 
  of cannibals break out of their lust filled embrace 
  and attack the dwellers (Moderate[3]). The dwell-
  ers will be quickly overwhelmed if they don’t take 
  quick action in taking any fights out of this cham-
  ber. If a fight breaks out, every round, more can-
  nibals will join the fight (Easy[2]).
  Round 1:
  Round 1:   A number of level 6 cannibals equal 
  to the number of adventurers.
  Round 2:
  Round 2:
  Round 2:
  Round 2:  1 level 9 cannibal
  Round 3:
  Round 3:
  Round 3:
  Round 3:   2 level 9 cannibals
                      subsequent rounds the numbers 
                      subsequent rounds the numbers 
  keep increasing by +1
  Round 7:
  Round 7:
  Round 7:
  Round 7:  1 level 12 cannibal
  Round 8:
  Round 8:
  Round 8:
  Round 8:  2 level 12 cannibals
         so on and so forth...
         so on and so forth...
  This hall isn’t here to be conquered by the players, 
  but rather a glimpse into the magnitude of the prob-
  lem. It also reveals to the players that the infected 
  cannot be starved out, as the sigil keeps their bod-
  ies alive for as long as the serpent needs to grow.
  VIGNETTE 7: The Writhing Hall
  I cannot participate in this folly, but how can I resist? The voices are so loud... 
                                              Agustin the Miner
  I cannot participate in this folly, but how can I resist? The voices are so loud... 
  Agustin the Miner
  I cannot participate in this folly, but how can I resist? The voices are so loud... 
  T
  he Snake Sigil changes the victim’s psyche suppressing inhibition and any sense of ethics or civil-
  T
  he Snake Sigil changes the victim’s psyche suppressing inhibition and any sense of ethics or civil-
  ity. The sigil has a way of amplifying the more primal and instinctual behaviours in the victim. Deep 
  T
  ity. The sigil has a way of amplifying the more primal and instinctual behaviours in the victim. Deep 
  within the mines is a room where a lot of the infected miners and task masters have congregated for 
  T within the mines is a room where a lot of the infected miners and task masters have congregated for 
  carnal activities. There are literally hundreds of bodies that are packed into a room that is too small 
  T
  carnal activities. There are literally hundreds of bodies that are packed into a room that is too small 
  380
  
  381
  ne of the chambers has a wide open ceiling that houses a large population of Dreyri (blood sucking 
  bats). They will be attracted by any light sources, with a flock of level 12 equal to the number of 
  light sources. The dwellers will need to set contingency actions in order to strike as their tactics 
  involve moving in and attacking and then moving out of melee range. For ranged attacks, good light 
  sources will be needed. A typical torch provides 20 feet of reliable visibility.
  Below the causeway is a natural lake. Should anyone plunge off the edge they will be effectively removed 
  from combat unless they have a waterproof light source as well as ranged capabilities while treading water.
  While in water:
  - Play a rune to stay afloat
  - Only weak Move actions 
  (unless at least 1 rank in the swim skill)
  n this area, a number of level 9 spiders equal to the number of dwellers lie in wait of a meal. The web traps 
  are difficult to see, requiring a Perception skill check at Hard[4] (-1 difficulty per light source). As soon 
  as someone is trapped or interacts with the webs in any way, the spiders attack.
  The chamber provides a glimpse into the fate that has befallen the great Vaettir Dreki. Inscribed upon 
  the walls are the final messages by Augustin the mad miner. As the spiders were drawn to his final and fleet-
  ing life force, he managed to scribe the following testament: “My ancestors come to claim me, I hear their 
  ghostly hissing. I leave here my last testament... The soul of the mountain is crying out to me in voices of 
  many colours. They hunger for the mountain’s soul. I hear their gnashing teeth tear the mountain’s flesh. 
  They wish to bring blood back to their earthen homes. Their abyssal homes in the heart of the mountain. 
  They have sealed the other worlds... it is too late. I wrap myself in the webs and await the monstrosity that 
  grows within me...”
  VIGNETTE 9: The Spiders in the Bowels of the Earth
  VIGNETTE 8: The Dreyri (Bats) Over the Causeway
  O
  I
  I have ﬂ ed from the monsters who were once my friends. 
  I stumble in the darkness like a drunk without a home.
  Lord I feel something stirring within the pit of my stomach...
   
                                              Agustin the Miner
  Quick sharpen the stone so it can taste your ﬂ esh! No! What am I doing? 
  Why do my hands move of their own accord??
   Listen, let’s discuss this- PLEASE!...    
  Agustin the Miner
  381
  ne of the chambers has a wide open ceiling that houses a large population of Dreyri (blood sucking 
  bats). They will be attracted by any light sources, with a flock of level 12 equal to the number of 
  light sources. The dwellers will need to set contingency actions in order to strike as their tactics 
  involve moving in and attacking and then moving out of melee range. For ranged attacks, good light 
  sources will be needed. A typical torch provides 20 feet of reliable visibility.
  Below the causeway is a natural lake. Should anyone plunge off the edge they will be effectively removed 
  from combat unless they have a waterproof light source as well as ranged capabilities while treading water.
  While in water:
  - Play a rune to stay afloat
  - Only weak Move actions 
  (unless at least 1 rank in the swim skill)
  n this area, a number of level 9 spiders equal to the number of dwellers lie in wait of a meal. The web traps 
  are difficult to see, requiring a Perception skill check at Hard[4] (-1 difficulty per light source). As soon 
  as someone is trapped or interacts with the webs in any way, the spiders attack.
  The chamber provides a glimpse into the fate that has befallen the great Vaettir Dreki. Inscribed upon 
  the walls are the final messages by Augustin the mad miner. As the spiders were drawn to his final and fleet-
  ing life force, he managed to scribe the following testament: “My ancestors come to claim me, I hear their 
  ghostly hissing. I leave here my last testament... The soul of the mountain is crying out to me in voices of 
  many colours. They hunger for the mountain’s soul. I hear their gnashing teeth tear the mountain’s flesh. 
  They wish to bring blood back to their earthen homes. Their abyssal homes in the heart of the mountain. 
  They have sealed the other worlds... it is too late. I wrap myself in the webs and await the monstrosity that 
  grows within me...”
  VIGNETTE 9: The Spiders in the Bowels of the Earth
  VIGNETTE 8: The Dreyri (Bats) Over the Causeway
  O
  I
  ne of the chambers has a wide open ceiling that houses a large population of Dreyri (blood sucking 
  VIGNETTE 8: The Dreyri (Bats) Over the Causeway
  I have ﬂ ed from the monsters who were once my friends. 
  I stumble in the darkness like a drunk without a home.
  I have ﬂ ed from the monsters who were once my friends. 
  I stumble in the darkness like a drunk without a home.
  I have ﬂ ed from the monsters who were once my friends. 
  Lord I feel something stirring within the pit of my stomach...
  I stumble in the darkness like a drunk without a home.
  Lord I feel something stirring within the pit of my stomach...
  I stumble in the darkness like a drunk without a home.
                                              Agustin the Miner
  VIGNETTE 9: The Spiders in the Bowels of the Earth
  Quick sharpen the stone so it can taste your ﬂ esh! No! What am I doing? 
  Why do my hands move of their own accord??
  Quick sharpen the stone so it can taste your ﬂ esh! No! What am I doing? 
  Why do my hands move of their own accord??
  Quick sharpen the stone so it can taste your ﬂ esh! No! What am I doing? 
   Listen, let’s discuss this- PLEASE!...    
  Agustin the Miner
  
  382
  VIGNETTE 10: The Corrupted Well Chambers
  The sensations are maddening, pure ecstasy....
    
   
  Agustin the Miner
  T
  REALM 
  ARTIFACT 
  GUARDIANS
  Asgard 
  Bifrost Ring 
  Gold Effigy
  Vanagard 
  Bag of Sustenance 
  Kraken
  Muspelheim 
  Molten Rod 
  Fire Skui
  Jotunheim 
  Frost Mauler 
  Troll
  Alfgard 
  Call of the Ancients 
  Willow Wisp
  Svartalfheim 
  Visage of Blood 
  Shadow Skui
  Nidavellir 
  Blood Mail Coat 
  Snow Serpent
  here is a honeycomb pattern to these series of chambers and the sum of the chambers is known as 
  the Cornerstone of the World. They are all linked in a circle, and the walls are made from tree bark 
  rather than stone. The wood is impervious to the elements as it is part of Yggdrasil (QR 100). Ver-
  wandlung magic is amplified in these rooms (all Verwandlung spells get a free amplify meta tag).
  The awesome power that radiates off of Yggdrasil allows for very potent Omens and Portents skill 
  checks. Performing a check at the Cornerstone of the world will reveal more than just the immediate 
  quest. The Norn should reward extra successes with hints that allude to the next adventure. Any suc-
  cesses will result in some vivid imagery:
  1 success  =  The wells are portals into other realms that hang upon the cosmic tree
  2 successes  = A curse was muttered as a powerful artifact was placed
  3 successes  =  The wells have been corrupted and everyone who attempts to pass through gets in-
  fected with the Snake Sigil
  4 successes  = The curses act as a jail for a powerful soul which is imprisoned below
  Each chamber is roughly 60 feet in diameter. At the center of each chamber is a well that originally had bas-
  relief carvings which identified the world it links to. Currently the bas-relief carvings are covered in dried 
  blood that has caked into a very serpentine shape. Emerging from the well is a plethora of vines and branch-
  es, rising up to touch the ceiling. If one were to search the vegetation (Perception[3]), they would find a 
  powerful artifact that has been used in a ritual that causes the portal to infect anyone who passes through. 
  Each cursed portal is powered by a magical item that sets the difficulty to resist the curse. The higher the 
  QR the tougher it is to resist the curse. Yggdrasil has a reflex to envelop any powerful sources of magic. The 
  artifact found is tied to each individual well.
  382
  VIGNETTE 10: The Corrupted Well Chambers
  The sensations are maddening, pure ecstasy....
  Agustin the Miner
  The sensations are maddening, pure ecstasy....
  Agustin the Miner
  The sensations are maddening, pure ecstasy....
  T
  REALM 
  ARTIFACT 
  GUARDIANS
  REALM 
  ARTIFACT 
  GUARDIANS
  REALM 
  ARTIFACT 
  GUARDIANS
  REALM 
  ARTIFACT 
  GUARDIANS
  Asgard 
  Bifrost Ring 
  Gold Effigy
  Asgard 
  Bifrost Ring 
  Gold Effigy
  Asgard 
  Bifrost Ring 
  Gold Effigy
  Asgard 
  Bifrost Ring 
  Gold Effigy
  Vanagard 
  Bag of Sustenance 
  Kraken
  Vanagard 
  Bag of Sustenance 
  Kraken
  Vanagard 
  Bag of Sustenance 
  Kraken
  Vanagard 
  Bag of Sustenance 
  Kraken
  Muspelheim 
  Molten Rod 
  Fire Skui
  Muspelheim 
  Molten Rod 
  Fire Skui
  Muspelheim 
  Molten Rod 
  Fire Skui
  Muspelheim 
  Molten Rod 
  Fire Skui
  Jotunheim 
  Frost Mauler 
  Troll
  Jotunheim 
  Frost Mauler 
  Troll
  Jotunheim 
  Frost Mauler 
  Troll
  Jotunheim 
  Frost Mauler 
  Troll
  Alfgard 
  Call of the Ancients 
  Willow Wisp
  Alfgard 
  Call of the Ancients 
  Willow Wisp
  Alfgard 
  Call of the Ancients 
  Willow Wisp
  Alfgard 
  Call of the Ancients 
  Willow Wisp
  Svartalfheim 
  Visage of Blood 
  Shadow Skui
  Svartalfheim 
  Visage of Blood 
  Shadow Skui
  Svartalfheim 
  Visage of Blood 
  Shadow Skui
  Svartalfheim 
  Visage of Blood 
  Shadow Skui
  Nidavellir 
  Blood Mail Coat 
  Snow Serpent
  Nidavellir 
  Blood Mail Coat 
  Snow Serpent
  Nidavellir 
  Blood Mail Coat 
  Snow Serpent
  Nidavellir 
  Blood Mail Coat 
  Snow Serpent
  here is a honeycomb pattern to these series of chambers and the sum of the chambers is known as 
  T
  here is a honeycomb pattern to these series of chambers and the sum of the chambers is known as 
  T
  the Cornerstone of the World. They are all linked in a circle, and the walls are made from tree bark 
  T
  the Cornerstone of the World. They are all linked in a circle, and the walls are made from tree bark 
  T rather than stone. The wood is impervious to the elements as it is part of Yggdrasil (QR 100). Ver-
  T rather than stone. The wood is impervious to the elements as it is part of Yggdrasil (QR 100). Ver-
  T
  wandlung magic is amplified in these rooms (all Verwandlung spells get a free amplify meta tag).
  T
  wandlung magic is amplified in these rooms (all Verwandlung spells get a free amplify meta tag).
  T
  The awesome power that radiates off of Yggdrasil allows for very potent Omens and Portents skill 
  checks. Performing a check at the Cornerstone of the world will reveal more than just the immediate 
  quest. The Norn should reward extra successes with hints that allude to the next adventure. Any suc-
  cesses will result in some vivid imagery:
  1 success  =  The wells are portals into other realms that hang upon the cosmic tree
  2 successes  = A curse was muttered as a powerful artifact was placed
  3 successes  =  The wells have been corrupted and everyone who attempts to pass through gets in-
  fected with the Snake Sigil
  4 successes  = The curses act as a jail for a powerful soul which is imprisoned below
  Each chamber is roughly 60 feet in diameter. At the center of each chamber is a well that originally had bas-
  relief carvings which identified the world it links to. Currently the bas-relief carvings are covered in dried 
  blood that has caked into a very serpentine shape. Emerging from the well is a plethora of vines and branch-
  es, rising up to touch the ceiling. If one were to search the vegetation (Perception[3]), they would find a 
  powerful artifact that has been used in a ritual that causes the portal to infect anyone who passes through. 
  Each cursed portal is powered by a magical item that sets the difficulty to resist the curse. The higher the 
  QR the tougher it is to resist the curse. Yggdrasil has a reflex to envelop any powerful sources of magic. The 
  artifact found is tied to each individual well.
  
  383
  Removing the artifact shuts down the curse that has hijacked the portal. The denizens found in each cham-
  ber are afflicted with the sigil and are unquenchably aggressive. There will be one less denizen than there 
  are dwellers, and the denizen level will be 11. After the inevitable combat, the dwellers are free to keep the 
  items found. Removing the items from the chambers also removes the Hvergelmir taint. The blood bubbles 
  and boils, and then flakes off into the air and turns to dust.
  Regardless of whether the chambers are cleared, the player should find a mysterious well with a triad 
  of magic rings. They are known as the “Three Norns”: Verdandi, Urd, and Skuld. Standing between 
  the rings and the adventurers are three puzzles/riddles. The Norns have ensured that these rings are 
  found by the adventurers- it’s part of their destiny. Each ring grants a key power that increases the 
  chances of success during the final confrontation.
  t the lowest sub-level of the caverns and mines lies the physical home of the Great Vaettir Dreki. 
  The cavern floor is covered by thousands of small snakes, causing more mental distress than real 
  physical danger. They emerge from a well that is at the far end of the room. This well was recently 
  created by Nidhogg and leads to Hvergelmir. At the center of the chamber is a huge beast that 
  looks to be a cross between a gigantic serpent and a wingless dragon. It is Dreki but only in body as Nid-
  hogg’s corrupting influence has almost completely subverted the Great Vaettir’s soul. The curse condition 
  it suffers is different than the Snake Sigil. The curse it suffers is known as Nidhogg’s Great Gloom. Nidhogg 
  wishes to convert Dreki into his obedient and subservient liege within Midgard. Surrounding the Great 
  Vaettir are stone monoliths that are the homes of Wight Sovereigns. They have been summoned and bound 
  here by Nidhogg. The Wight Sovereigns act as jailers for the subdued Dreki.
  Nidhogg has started to turn the Great Vaettir towards his cause. The Vaettir is afflicted by Possession 4 and 
  has the Great Gloom effect that is represented by the Curse condition at intensity 3. It begins at Possession 
  4 if none of the wells have been cleared. If at least 1 has been cleared the Possession starts at 3 and if all of 
  them have been cleared then the Possession intensity is 2.
  The Wight Sovereigns are working at increasing the Great Gloom to intensity 4. As fate would have it, as the 
  adventurers walk into the chamber, the Wights are minutes away from fulfilling their goal!
  VIGNETTE 11: The Vaettir’s Chamber
  I live for the glorious moment when I can birth your children!...    
    
   
  Agustin the Miner
  SKULD 
  URD 
  VERDANDI
  QR: 1 
  QR: 1 
  QR: 2 
  Active Power: 
  Active Power:  
  Passive Power: 
        Catharsis 
        Purge Foreign Spirits 
        Keen Senses
  A
  383
  Removing the artifact shuts down the curse that has hijacked the portal. The denizens found in each cham-
  ber are afflicted with the sigil and are unquenchably aggressive. There will be one less denizen than there 
  are dwellers, and the denizen level will be 11. After the inevitable combat, the dwellers are free to keep the 
  items found. Removing the items from the chambers also removes the Hvergelmir taint. The blood bubbles 
  and boils, and then flakes off into the air and turns to dust.
  t the lowest sub-level of the caverns and mines lies the physical home of the Great Vaettir Dreki. 
  The cavern floor is covered by thousands of small snakes, causing more mental distress than real 
  physical danger. They emerge from a well that is at the far end of the room. This well was recently 
  created by Nidhogg and leads to Hvergelmir. At the center of the chamber is a huge beast that 
  looks to be a cross between a gigantic serpent and a wingless dragon. It is Dreki but only in body as Nid-
  hogg’s corrupting influence has almost completely subverted the Great Vaettir’s soul. The curse condition 
  it suffers is different than the Snake Sigil. The curse it suffers is known as Nidhogg’s Great Gloom. Nidhogg 
  wishes to convert Dreki into his obedient and subservient liege within Midgard. Surrounding the Great 
  Vaettir are stone monoliths that are the homes of Wight Sovereigns. They have been summoned and bound 
  here by Nidhogg. The Wight Sovereigns act as jailers for the subdued Dreki.
  Nidhogg has started to turn the Great Vaettir towards his cause. The Vaettir is afflicted by Possession 4 and 
  has the Great Gloom effect that is represented by the Curse condition at intensity 3. It begins at Possession 
  4 if none of the wells have been cleared. If at least 1 has been cleared the Possession starts at 3 and if all of 
  them have been cleared then the Possession intensity is 2.
  The Wight Sovereigns are working at increasing the Great Gloom to intensity 4. As fate would have it, as the 
  adventurers walk into the chamber, the Wights are minutes away from fulfilling their goal!
  VIGNETTE 11: The Vaettir’s Chamber
  I live for the glorious moment when I can birth your children!...    
  Agustin the Miner
  I live for the glorious moment when I can birth your children!...
  Agustin the Miner
  I live for the glorious moment when I can birth your children!...
  Regardless of whether the chambers are cleared, the player should find a mysterious well with a triad 
  of magic rings. They are known as the “Three Norns”: Verdandi, Urd, and Skuld. Standing between 
  the rings and the adventurers are three puzzles/riddles. The Norns have ensured that these rings are 
  found by the adventurers- it’s part of their destiny. Each ring grants a key power that increases the 
  chances of success during the final confrontation.
  SKULD 
  URD 
  VERDANDI
  SKULD 
  URD 
  VERDANDI
  SKULD 
  URD 
  VERDANDI
  SKULD 
  URD 
  VERDANDI
  QR: 1 
  QR: 1 
  QR: 2 
  QR: 1 
  QR: 1 
  QR: 2 
  QR: 1 
  QR: 1 
  QR: 2 
  QR: 1 
  QR: 1 
  QR: 2 
  Active Power: 
  Active Power:  
  Passive Power: 
  Active Power: 
  Active Power:  
  Passive Power: 
  Active Power: 
  Active Power:  
  Passive Power: 
  Active Power: 
  Active Power:  
  Passive Power: 
        Catharsis 
        Purge Foreign Spirits 
        Keen Senses
        Catharsis 
        Purge Foreign Spirits 
        Keen Senses
        Catharsis 
        Purge Foreign Spirits 
        Keen Senses
        Catharsis 
        Purge Foreign Spirits 
        Keen Senses
  A
  
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  Dreki is level 54 with Essence 24 and Destiny 15. Its size is 25.
  The wights are level 10 with Essence 6 and Destiny 2. There are as many wights as there are players.
  The curse increases as the Wight Sovereigns ravage the Vaettir’s soul. There are 100 (+20 per Wight) more 
  points of damage that need to be dealt to the Vaettir in order to increase the Great Gloom curse to intensity 
  4. The dwellers can heal the Vaettir while killing the Wight Sovereigns before they deal the required dam-
  age. Each level of intensity was brought about by tens of thousands of points of damage being dealt, so heal-
  ing isn’t an efficient way to clear the curse.
  While the Curse condition persists, the Vaettir is afflicted with the following:
  - Apathy: It cannot fight back
  - Each upkeep phase, Dreki’s Possession forces him to summon one level 6 Snow Serpent per level of 
  Possession intensity
  Strategy: The Wights will balance dealing damage to the Vaettir  and fighting the dwellers. They will 
  initially focus on the dwellers and hope that Dreki will summon enough Snow Serpent reinforcements. 
  Once the dwellers are busy with the serpents, the Wights will resume their assault on the Great Vaettir.
  To reduce the intensity of the Curse 
  condition, the dwellers must sacrifice 
  magic items at the Well of Hvergelmir 
  that sits at the back of the Vaettir’s 
  chamber. To find out more about the 
  sacrifice ritual, anyone can perform a 
  Lore:Arcana[3] skill check. The ritual 
  cannot be performed during combat 
  because the ritual takes 1 hour per 
  curse intensity. The number of magic 
  items is determined by the curse inten-
  sity (magic items are those which have 
  been modified using any of the follow-
  ing skills: Infuse, Dvergar Engineering, 
  Realm Ores, Creature Reliquary).
  - 1 Curse level
  If the Great Gloom Curse is allowed to 
  proceed to intensity 4, then the Corner-
  stone of the World falls and is claimed 
  by the proto-serpent Nidhogg.
  384
  The curse increases as the Wight Sovereigns ravage the Vaettir’s soul. There are 100 (+20 per Wight) more 
  points of damage that need to be dealt to the Vaettir in order to increase the Great Gloom curse to intensity 
  4. The dwellers can heal the Vaettir while killing the Wight Sovereigns before they deal the required dam-
  age. Each level of intensity was brought about by tens of thousands of points of damage being dealt, so heal-
  ing isn’t an efficient way to clear the curse.
  While the Curse condition persists, the Vaettir is afflicted with the following:
  - Apathy: It cannot fight back
  - Each upkeep phase, Dreki’s Possession forces him to summon one level 6 Snow Serpent per level of 
  Possession intensity
  Dreki is level 54 with Essence 24 and Destiny 15. Its size is 25.
  The wights are level 10 with Essence 6 and Destiny 2. There are as many wights as there are players.
  Strategy: The Wights will balance dealing damage to the Vaettir  and fighting the dwellers. They will 
  initially focus on the dwellers and hope that Dreki will summon enough Snow Serpent reinforcements. 
  Once the dwellers are busy with the serpents, the Wights will resume their assault on the Great Vaettir.
  To reduce the intensity of the Curse 
  condition, the dwellers must sacrifice 
  magic items at the Well of Hvergelmir 
  that sits at the back of the Vaettir’s 
  chamber. To find out more about the 
  sacrifice ritual, anyone can perform a 
  Lore:Arcana[3] skill check. The ritual 
  cannot be performed during combat 
  because the ritual takes 1 hour per 
  curse intensity. The number of magic 
  items is determined by the curse inten-
  sity (magic items are those which have 
  been modified using any of the follow-
  ing skills: Infuse, Dvergar Engineering, 
  Realm Ores, Creature Reliquary).
  - 1 Curse level
  If the Great Gloom Curse is allowed to 
  proceed to intensity 4, then the Corner-
  stone of the World falls and is claimed 
  by the proto-serpent Nidhogg.
  
  385
  If the Great Gloom is cleansed...
  reki recovers very slowly because the damage has placed a lot of his runes in drain. He then thanks 
  the dwellers and rewards them with a cache of magic items (Norn decides how many items, with a 
  QR half the average dweller level). He will ask the dwellers for  help in clearing out the mine of Nid-
  hogg’s brood as well as cleansing the wells (if they aren’t already clean). As the Cornerstone’s wells 
  are cleansed, Yggdrassil’s branches begin to regenerate and return into Midgard.  Before the corruption 
  came to the Cornerstone of the World, up in the mountain ranges north-west of Evingard, there was a tree 
  that reached up into the clouds. With its return, Dreki’s dominion will become the most verdant and vibrant 
  in all of Midgard.
  The Great Vaettir will also ask the dwellers to go back to Evingard and engage in negotiations with Magnus 
  in order to close down the mine. Magnus will naturally be reluctant and if push comes to shove, Ingvar the 
  chieftain of Evingard will side with Magnus. Tension may grow as Halfdan Ingvarsson and Ivar Iron Root 
  prepare for violent confrontation. It is in the dweller’s best interest to broker a non-violent solution because 
  more claimants are en-route to the Cornerstone of the World. Annikki is leading her marauding warband 
  across the sea in order to secure this very strategic site for the glory of the Vanir. But she isn’t alone in 
  her dreams of conquest. Almost every higher power has some emissary en route to the Cornerstone of the 
  World. It will be a short won victory, but for now let the celebrations begin!
  If the Cornerstone of the World falls...
  hould Nidhogg prove successful, by slaying the dwellers or forcing them to debase themselves by 
  swearing fealty, the Cornerstone of the Word becomes his. This will allow his minions to spon-
  taneously appear anywhere in Dreki’s lands (hundred mile radius around the mine). The humans 
  that bend knee in servitude to Nidhogg will be spared, be it dwellers or denizens, and may be 
  converted into Gargangjolp. Anyone afflicted by the snake sigil have a week to live before snakes 
  within their bowels slay the host. Anyone afflicted must remap half of their Essence to powers on the Gar-
  gangjolp power and skill boards.
  Those who resist will have to retreat  and will most likely need to seek help from the most powerful Jarls of 
  Midgard. Evingard will hold up against the tide of serpents, but not for more than a few days or weeks (de-
  pending on the defences of the outpost).
  Epilogue
  D
  S
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  If the Great Gloom is cleansed...
  reki recovers very slowly because the damage has placed a lot of his runes in drain. He then thanks 
  the dwellers and rewards them with a cache of magic items (Norn decides how many items, with a 
  QR half the average dweller level). He will ask the dwellers for  help in clearing out the mine of Nid-
  hogg’s brood as well as cleansing the wells (if they aren’t already clean). As the Cornerstone’s wells 
  are cleansed, Yggdrassil’s branches begin to regenerate and return into Midgard.  Before the corruption 
  came to the Cornerstone of the World, up in the mountain ranges north-west of Evingard, there was a tree 
  that reached up into the clouds. With its return, Dreki’s dominion will become the most verdant and vibrant 
  in all of Midgard.
  The Great Vaettir will also ask the dwellers to go back to Evingard and engage in negotiations with Magnus 
  in order to close down the mine. Magnus will naturally be reluctant and if push comes to shove, Ingvar the 
  chieftain of Evingard will side with Magnus. Tension may grow as Halfdan Ingvarsson and Ivar Iron Root 
  prepare for violent confrontation. It is in the dweller’s best interest to broker a non-violent solution because 
  more claimants are en-route to the Cornerstone of the World. Annikki is leading her marauding warband 
  across the sea in order to secure this very strategic site for the glory of the Vanir. But she isn’t alone in 
  her dreams of conquest. Almost every higher power has some emissary en route to the Cornerstone of the 
  World. It will be a short won victory, but for now let the celebrations begin!
  If the Cornerstone of the World falls...
  hould Nidhogg prove successful, by slaying the dwellers or forcing them to debase themselves by 
  swearing fealty, the Cornerstone of the Word becomes his. This will allow his minions to spon-
  taneously appear anywhere in Dreki’s lands (hundred mile radius around the mine). The humans 
  that bend knee in servitude to Nidhogg will be spared, be it dwellers or denizens, and may be 
  converted into Gargangjolp. Anyone afflicted by the snake sigil have a week to live before snakes 
  within their bowels slay the host. Anyone afflicted must remap half of their Essence to powers on the Gar-
  gangjolp power and skill boards.
  Those who resist will have to retreat  and will most likely need to seek help from the most powerful Jarls of 
  Midgard. Evingard will hold up against the tide of serpents, but not for more than a few days or weeks (de-
  pending on the defences of the outpost).
  Epilogue
  D
  S
  
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  n this chapter you will find a few starter vignettes. They are similar to what would be found in the initial 
  sections of a full blown saga. They contain enough information to kick off an epic saga, but will require 
  the Norn to fill in the missing pieces in the later parts of the story. Each starter vignette breaks down the 
  information into eight key sections:
  − Summary- a quick summary of the overarching plot.
  − Location- lists the key locales wherein the saga’s plot will unfold.
  −  Time Period- sets the time-frame within which the saga should take place. This is important be-
  cause the starter vignettes span a period of many years. Each saga has outcomes which may greatly 
  impact future sagas.
  −  Background- presents optional background information which help improve the framing of the plot.
  −  Main Characters- presents the list of key denizens that will help propel the plot. Many are de-
  scribed in the “Legends and Villains” chapter (see page 14).
  −  Plot: outlines the start of the saga. The remainder of the plot remains to be filled out by the Norn.
  −  Plot Twist- like any good story, not everything is as straight-forward as it seems. This section puts 
  a hidden spin on the story which may have the players reassessing all of their assumptions.
  −  Fallout- No story is complete without consequences. This section outlines possible ending sce-
  narios and what they could mean to the broader 
  Starter Vig nettes
  I
  
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  The time period is set in an important chronology spanning almost 1000 years. It is said that in the year 0, the 
  first man and woman, Ask and Embla were created by the sons of Bor. Ragnarok begins in 930 and some say 
  the end of the world will come before the year 1000.
  The Norn should take great care when role-playing the main characters listed in each saga vignette. The mor-
  tality of those recurring characters should not be taken lightly because they will feature prominently in future 
  stories. The Norn should use other forms of defeat such as imprisonment, curses and exile. The Fallout sec-
  tions give hints as to when certain dwellers may shuffle off this mortal coil.
  Only the overarching story is outlined within the plot. The Norn should feel free to add violent encounters 
  with brigands, monsters and various deadly challenges throughout the sagas presented below. This will add an 
  unmistakable Viking feel to every adventure.
  These starter vignettes are a small part of the overarching story line that covers the period between 925 and 
  940. The whole story will be revealed in the saga trilogy: Fate of the Norns: Ragnarok - The Sword Age, The 
  Wind Age and The Wolf Age.
  Rognvald the Sorcerer King
  Summary: The dwellers are to accompany 
  prince Erik Blood Axe to Hathaland. There 
  Erik’s half-brother Rognvald the Sorcerer King 
  rules with his council of eighty. He has been or-
  dered by King Harald Fairhair to cease his dark 
  arts and to bequeath his rule upon Prince Erik.
  Location: Hathaland, Uppland
  Time Period: 925-929 (pre-Ragnarok)
  Background: It was during King Harald Fair-
  hair’s unsuccessful northern campaign versus the 
  kingdoms of Halogaland and Finnmark when he 
  met a beautiful northern witch named Snoefrith. 
  Her mother Svasi came to Harald’s hall in Tron-
  delag offering him a gift of fine mead. Harald 
  would later claim that the drink was enchanted 
  with foul Seith magic and will use this as an excuse 
  to banish Snoefrith. That night, the mead made 
  his whole body ache and burn with an unearthly 
  desire for Snoefrith. Svasi ruefully insisted that 
  Harald marry Snoefrith before he could enjoy the 
  carnal pleasures of her flesh. That night they were married and King Harald remained in Trondelag for four years (circa 
  901-905). His interests became singular- Snoefrith. During that time he abandoned his ambitions to capture the north and 
  became apathetic to the rest of his kingdom. On the fourth year Snoefrith gave birth to their fourth son, Rognvald. Soon 
  afterwards King Harald’s true wife, the queen of Norveig arrived in such a furor that it would strike fear in both kings and 
  gods. The court Skalds attributed the breaking of the enchantment to Queen Gyda’s turbulent arrival. Svasi, Snoefrith and 
  her children were all declared outlaws and banished to Finnmark as the king and queen sailed back to Alvaldsnes.
  
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  King Harald had many marital indiscretions but most of his high-born bastard sons remained within his 
  court; even assigned various important political or military stations. Unlike his brethren, Rognvald had to 
  fight fight his way in from the outside. When he became of age he traveled to Alvaldsnes to demand his place 
  within the kingdom. He was a troublemaker, starting quarrels with his brothers in order to best them and in 
  turn shame them. Eventually King Harald could not ignore Rognvald’s talents, nor his disruptive character 
  upon the rest of his court. He assigned Rognvald to the far eastern front in Uppland because regardless 
  of success or failure, the outcome would be positive. Rognvald would have to face King Bjorn Eriksson of 
  Svealand, a powerful and dangerous foe. If Rognvald should best him, then Uppland would become part of 
  Norveig, and if King Bjorn would kill Rognvald, then the rebel bastard could be laid to rest.
  Sometimes the Norns have a sense of humour. Rognvald, in a stroke of insight and good fortune, became the 
  foster son to King Bjorn Erikkson. This brought an end to the Uppland war front. Rognvald declared himself 
  king of Uppand, kept his army, and swore allegiance to the High-King Bjorn Erikkson.
  Main Characters:
  − Prince Erik Blood Axe is the eldest highborn son of King Harald Fairhair.
  −  Rognvald the Sorceror King possesses a Death Stone (see page 147) making him immortal so long 
  as he doesn’t touch the artifact.
  −  Gunnhild is the consort of Erik Blood Axe. She is a powerful Seithkona who can cast illusions.
  Plot: The dwellers are hired by Prince Erik to join his warband after it was decimated in a bloody battle 
  against a rival kingdom. The dwellers accompany Prince Erik to an audience with his father King Harald 
  Fairhair. The king is old and sickly and confined to his bed. He tells his son about the eastern threat of Rog-
  nvald the Sorceror king. Earlier in the day, King Harald had received a message from King Rognvald via a 
  courier. King Rognvald was demanding that the armies of Norveig be withdrawn from Uppland’s borders. 
  King Harald is furious and wants the traitor Rognvald driven out or killed. He explains that Rognvald was 
  once a loyal subject, but has now turned against the kingdom.
  Prince Erik asks that the dwellers become the scouting vanguard for his army. They are to take a small long-
  ship and sail ahead of the main fleet. Instructions are given that they must first to go Finnmark in order to 
  retrieve a magical item from a barrow. Then they are to travel overland to Norrland where they will buy ves-
  sels and sail down to Hathaland. Rognvald’s spies would not expect an attack from the north.
  Gunnhild having spent time in Finnmark knows of Snoefrith and of her final resting place. She also knows 
  that Rognvald cannot be killed without first exhuming the Death Stone which has been buried in his mother’s 
  tomb. Gunnhild will keep of this information from the dwellers. In her mind they are just hired muscle, not 
  paid to think.
  Dealing with King Rognvald is another matter entirely. They ask the dwellers to go to him and keep him 
  distracted and occupied while the main force attacks Hathaland. Prince Erik suggests that the dwellers could 
  pretend to be couriers returning with word from King Harald. Gunnhild cares about results and has no 
  qualms about burning down the town with the dwellers within if it means the goal has been achieved.
  King Rognvald will be prepared for subterfuge and assassination attempts. King Rognvald is no fool and 
  expects King Harald to react poorly to his message. He will be in poor health because of the Death Stone’s 
  proximity, but his council of eighty sorcerers will fight to the death in order to keep him safe. The best course 
  of action for the dwellers would be speedy diplomacy. King Rognvald will engage in dialogue, but time will 
  
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  run out as Gunnhild will attempt to strike him down with the Death Stone.
  Plot Twist: Gunnhild and Snoefrith were rival Seithkonas in Finnmark. Both were equally talented and power-
  ful despite Snoefrith being Gunnhild’s senior by many years. Life in Finnmark is tough and many seek an easier 
  way of life in the south. Gunnhild was trapped in a love triangle with two Druids while Snoefrith, with the aid 
  of her mother Svasi had managed to snare the most prestigious man in all of Midgard. This drove Gunnhild to 
  intense feelings of jealousy and hatred. Years later when Snoefrith was outlawed and sent back to Finnmark, 
  Gunnhild rejoiced at her suffering, but eventually the stronger emotion of patriotic sisterhood reconciled the two 
  Seithkonas. Gunnhild went so far as helping raise Snoefrith’s children while they were infants. One terrible win-
  ter little Rognvald fell deathly ill. They sought all remedies mundane and magical, but it seemed like the Norns 
  had promised Rognvald’s soul to Hel. In desperation, Rognvald’s grandmother took him to see Drifa, Queen of 
  Svalbard. Queen Drifa took great interest in the child and it was rumoured that he was saved when the queen cre-
  ated a Death Stone in order to chase the Norns away. After Rognvald was saved his family was invited to live with 
  the queen in Svalbard, but Gunnhild was left behind once more. The dark emotions retook her once more. She 
  vowed to sunder Snoefrith’s family, and if the rumours were true, she’d take the Death Stone too!
  Gunnhild ensured Rognvald would turn against his father. She bolstered his ego while he was jockeying for 
  position within his court. With great cunning, she negotiated the fostering agreement between Rognvald 
  and King Bjorn. With her council, Rognvald formulated the letter to King Harald. To Rognvald, Gunnhild 
  was just the distant but caring aunt, why doubt her motives? Queen Gunnhild would prove to be the master 
  architect of this conspiracy.
  Fallout: If Rognvald continues to rule, he will become a very powerful contender for the throne after King Harald’s 
  death. If the dwellers side with Rognvald then they have made very powerful enemies of Erik and Gunnhild. They 
  will be banned from the king’s council until King Harald’s death. If Rognvald is exiled, he will flee to Mirkvid where 
  many sympathetic denizens will grant him shelter. If Rognvald is killed by the Death Stone’s touch his sorcerer 
  council scatters and Rognvald’s children seek revenge. Earl Einar of the Orkney Islands is the eldest of King Rogn-
  vald’s sons. He has a sadistic streak and enjoys performing the “blood eagle” torture upon his enemies.
  Darkness Falls
  Summary: The world the dwellers 
  know is about to change forever. King 
  Harald, the greatest king in Midgard’s 
  history is about to die and the dwellers 
  will bear witness to the most cataclys-
  mic event- the devouring of the sun and 
  moon by two celestial wolves. They will 
  watch as the kingdom begins to splin-
  ter, and the choices they make will de-
  termine their allies and enemies for the 
  foreseeable future.
  Location: Alvaldsnes, Norveig
  Time Period: 930, the Axe Age begins
  Background: Long ago before King 
  
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  Harald was king, even before he had received his monicker of “Fairhair”, he was a man in love. Madly in love 
  with an energetic and ambitious girl named Gyda. She rebuffed his proposals and demanded that he conquer 
  all of the petty kingdoms from Vestfold to Trondelag in order to prove his worth. Harald took up the chal-
  lenge like a man possessed. He refused to cut or comb his hair until the task was complete. Prior to becom-
  ing king of Norveig, he had become known as “Harald the Tanglehaired”. Once his quest was complete, he 
  groomed his hair and married his sweetheart.
  Controlling such a vast empire required High-King Harald Fairhair to frequently visit the various seats of 
  power. While staying at the various capitals, he fell for various high-born and low-born women. Those of 
  higher rank he married, and those of lower rank he kept as mistresses. The more important unions were to  
  Queen Svanhild Eysteinsdottir of Trondelag and Queen Ragnhild of Jutland. While High-Queen Gyda did 
  not approve, she was pragmatic about the price she had to pay for marrying the most powerful man in Mid-
  gard. She passed due to illness a few winters ago.
  Main Characters:
  −  Prince Alof  is the eldest highborn son. His mother is High-Queen Gyda. He has received the best 
  training, court appointments and opportunity. Despite the amount invested into Alof, his father finds 
  him a disappointment. He has been trying to rule the kingdom while his father’s health deteriorates.
  −  Prince Hroerek is one of the younger sons. His mother is High-Queen Gyda. He is a dreamer. He 
  has a very idyllic vision of life and ignores anything that may displease him. He has a way of lifting 
  the spirits of everyone in the room when he enters.
  −  Prince Sigtrygg is one of the younger sons. His mother is High-Queen Gyda. Sigtrygg is a cunning 
  and brilliant military leader but fails to grasp even the simplest economic or political tasks. He is cold 
  and emotionless and his decisions are guided by logic as well as battlefield intuition.
  −  Prince Frothi is one of the younger sons. His mother is High-Queen Gyda. He is a shrewd man. He 
  speaks little and prefers to listen to what everyone else may have on their mind. Constantly plotting, 
  he has developed a paranoid streak. So much so that his siblings have started to ignore his warnings, 
  chalking them up to an overactive imagination.
  −  Prince Thorgils is the youngest son. His mother is High-Queen Gyda. A natural diplomat and 
  statesman, most believe that if Prince Alof fails to secure the throne, Prince Thorgils would be the 
  popular choice. However, his inexperience is what plagues his advancement.
  −  Prince Hakon the Good is a lowborn son. His mother was the court drinking wench named  Thora 
  Mosterstang. He is very humble and has no expectations about inheriting any position of power 
  within the kingdom. His love and respect towards his dying father is what brought him.
  −  Prince Bjorn Farmann was the eldest from the union between King Harald Fairhair and Queen 
  Svanhild Eysteinsdottir. His father asked that he travel to Alvaldsnes when the time comes. He is 
  very attentive to his subjects and that keeps him busy, but he has made time to come and say farewell 
  to his father.
  −  Prince Erik Blood Axe is the son of King Harald Fairhair and Queen Ragnhild of Jutland. As King 
  Harald’s health began to deteriorate, he insisted that Prince Erik remain in Alvadsnes. He has been 
  co-managing the kingdom with Prince Alof in the last year. It is clear that Prince Alof cannot manage 
  it without assistance.
  
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  −  Gunnhild is the wife of Erik Blood Axe. She is a smart and powerful Seithkona who looks out for her 
  husband’s well being. She never leaves his side and gives council on all matters.
  Plot: The dwellers have become loyal servants of the crown. They go on hunting trips with the princes and hold 
  important roles within their warbands. They are as close to family as can be without being part of the “inner cir-
  cle”. The family is making preparations for the death of the patriarch King Harald Fairhair. He has grown old, 
  his health has deteriorated and he sleeps when he isn’t gripped by painful fits. They ask the dwellers to fetch the 
  court Angel of Death but it appears she is away and they must find the next best official. They are also tasked 
  with summoning Harald’s various children to his dying chamber. Lastly, they are asked to bring the king’s ship 
  to shore and prepare it for the royal barrow.
  Each of his children stand around the bed and listen to their father’s laboured breathing. Each takes turns 
  saying their farewells and minutes later as High-King Harald draws his final breath, the sky suddenly turns 
  from day to night. Panicked screams can be heard through out the castle and town. Fear grips everyone in at-
  tendance. Accusations and speculations are thrown about with abandon. The funeral is delayed as everyone 
  seeks answers. After Voelvas are consulted the truth and gravity of the situation becomes clear- Ragnarok has 
  started, Skoll and Hati have devoured the sun and moon, and Fimbulwinter is coming!
  Once the funeral is completed the sons meet in the main hall to discuss succession. Their father had intention-
  ally dragged his feet on naming a successor. The dwellers must navigate intense negotiations, power configu-
  rations and offers in order to secure the next monarch. What is clear is that the heir apparent, Prince Alof is 
  not fit for the task. He is also unwilling to share the duties any longer with Prince Erik and his wife Gunnhild.
  The Norn should keep track of which monarchs the dwellers are ready to back after several iterations of ne-
  gotiations and threats. Eventually if a solution is not found, Prince Erik invites his rivals to a longhouse in the 
  woods for further discussions without interruptions from court officials. He proposes a lockdown until an heir 
  is found.  High-Queen Gyda’s children come as requested, the others are late. Not taking a chance that some 
  of the monarchs in attendance leave, Gunnhild locks the doors and sets fire to the longhouse- killing the im-
  mediate bloodline.
  New travels quickly and Prince Hakon hurriedly leaves Norveig. Bjorn Farmann declares himself king of Vest-
  fold and begins courting the other parts of the kingdom. Erik and Gunnhild declare themselves as High-King 
  and High-Queen and they begin doing the same.
  Plot Twist: The players may feel as though High-Queen Gyda’s children may be at the forefront for the crown, 
  but in fact the others are in much better positions to obtain the ultimate title and honour. Their skills are more 
  evenly rounded giving them an advantage.
  Gunnhild has sent away the court Angel of Death due to a long standing grudge she holds against King Harald 
  and his Finnmark mistress Snoefrith. She will go to great lengths to destroy anything Snoefrith had touched. 
  Gunnhild is also looking out for her husband’s advancement. As High-King Harald grew old, High-Queen 
  Gyda began openly positioning her sons for the throne and actively blocking the other bastard sons from suc-
  cession. This did not sit well with Gunnhild. She used her alchemy and magic to bring about High-Queen 
  Gyda’s demise, and made it look like natural causes.
  King Rognvald, if alive, will also make an appearance once King Harald is dead. He may prove to be a serious 
  contender for the throne.
  Fallout: Prophesy has played-out. Throughout the course of the saga the dwellers will forge alliances and when 
  the kingdom becomes fractured, enemies will be forged by the choices made. Depending on how everything 
  
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  unfolds, all, some or none of Gyda’s children may be deceased. If the dwellers chose Hakon the Good, then 
  their fortunes will be made on the Great Isles. If they choose any other prince then the others will regard them 
  as treacherous enemies. Most will refrain from killing, but Erik and Gunnhild will stop at nothing to achieve 
  their goals- making them the most dangerous of adversaries.
  Fimbulwinter has begun. Eternal night and cold sweeps across the land killing people, livestock and hope. 
  Farms fail within weeks and stockpiles become targets of raids. Morality and ethics fall away as survival in-
  stincts guide all decisions. The world will never be the same...
  The First Althing
  Summary:  Thorsteinn Ingolfsson has been 
  looking at creating a revolutionary new form 
  of self governance for the denizens of Islandia. 
  Almost all who live upon its shores have fled the 
  monarchy in Norveig. With the coming of Fim-
  bulwinter, however, there is an increased need 
  for a framework that can settle disputes which 
  have become all too common. Rather than let-
  ting family feuds escalate to violence,  Thor-
  steinn wishes to try something new. With the 
  help of the dwellers, he will organize the very 
  first Althing.
  Location: Althingvellir, Islandia
  Time Period: 930
  Background: For a generation folks have been 
  coming to Islandia as their homes were turned upside down by Harald the Tanglehaired. Those who came to 
  Islandia were fed up with the monarchy and wanted freedom and self-governance. As they settled Islandia’s 
  many inlets and fjords the crowding led to land disputes. Many disputes turned violent without a monarch 
  who could pass judgement. The problem has become endemic in the western part of Islandia due to the mass 
  immigration. Every grievance became amplified with the coming of Fimbulwinter.  Thorsteinn Ingolfsson 
  hails from clan Arnar. They were the first to arrive on Islandia’s shores and many look to him for wisdom as 
  land owners take the law into their own hands.
  For full details on the structure of the Althing, please see  page 236 (“Viking Life- Althing” chapter).
  For more details on charges and sentencing, please see page 242 (“Viking Life- Justice” chapter).
  Main Characters:
  −  Njal is a legal expert, second to none in Islandia, but unfortunately he cannot grow a beard. He lives 
  in the southern parts of Islandia, in a village called Bergthorshvol. He has represented many legal 
  cases and has a very strong reputation across the Island. Thorsteinn insists that you bring Njal as it 
  will improve the legitimacy of the Althing.
  −  Hrut comes from an impressive family lineage, a descendant of Sigurd Snake-in-the-Eye and in turn 
  
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  Ragnar Lodbrok. He was married to Unn for a very short time. After it was determined that he could 
  not have children (from a local Voelva) Unn divorced him and demanded the return of the dowry. 
  He has demanded to keep the dowry and accuses his ex-wife’s family of using witchcraft to drum up 
  false charges. He lives in Hvammur.
  −  Unn is the daughter of Mord Gigja, a very wise man. They live in Saebol and demand Hrut return 
  the large dowry. He has challenged them to a knattleikur (a duel, see below) but they know that 
  without a champion they stand no chance against him.
  −  Thorkel is a leader in the Vathasdal region. His father Thorgrim settled Islandia as a rich land 
  owner and established a large farm with many farmhands who he treated well. When Thorkel trav-
  els to the Althing, he brings many farmhands, among them is Skeggi.
  −  Skeggi the farmhand is a valuable and loyal servant of the Thorkel farmstead. He is a hard worker who 
  has recently been rewarded with a silver arm band from his master. He does not want to offend the other 
  farmhands by wearing it out in the open, so he keeps it humbly tucked away with his belongings.
  −  Asmund has recently come to Islandia with his wife Asdis. They are invited to live in the Vathasdal 
  region by Thorkel. Because Thorkel is going to the Althing, Asmund decides to come as well, bring-
  ing his wife and four children (Atli oldest son, Grettir youngest son, Thordis oldest daughter and 
  Rannveig youngest daughter).
  −  Grettir is a 14 year old son of Asmund and Asdis. He is disliked by his father Asmund, because he 
  refuses to do chores around the farm. Grettir believes all these chores are beneath him and that he is 
  destined for great and heroic deeds. He is loved by his mother Asdis, because she sees greatness that 
  is being wasted on a farmstead.
  −  Olaf Hoskuldsson is the richest merchant in western Islandia. He is the foster son of Thord and 
  owes most of his success to he inheritance he received when Thord passed away. He is being sum-
  moned to the Althing in order to defend himself against Vigdis and her legal claim to her husband’s 
  inheritance. He plans on bringing his new sword Fotbitr to the event.
  −  Vigdis is the ex-wife of Thord. Thord was a wealthy landowner who fell out of love with Vigdis and 
  their children. Before he passed he divorced his wife and took a foster son named Olaf Hoskuldsson 
  in order to thwart his wife’s claim to the inheritance. She wants what’s rightfully hers.
  −  Hen-Thorir is a businessman who has many homes in western-Islandia. He has made many loans 
  and is eager to see how the Althing will help him collect.
  −  Skallagrim is the son of Kveldulf Bjalfason. His son is the infamous Egil, a mountain of a man, who 
  sails about stirring up trouble. He resides in Borgarfjord on the south western end of Islandia. Since 
  he lives close, he will come without reservation. He has no grievances with the locals, but his hatred 
  for King Harald’s family runs deep. If questioned about any grievances, he will launch into a tirade 
  about King Harald and the newly self-proclaimed King Erik Blood Axe.
  −  Kjartan Hravenkell is the Godi of Adalbol. He is charged with the care of Freyfaxi, a sacred mare in the 
  service of the god Frey. No one may ride her. Transgression against this religious law is dealt with severely, 
  the punishment ranging from outlawry to a death sentence. He refuses the invitation to the Althing.
  −  Arnkell Thorvalds is a rich owner of a very prosperous lumber mill. His son Snorri is acused of rid-
  ing Freyfaxi, a sacred mare dedicated to the god Frey. He refuses the invitation to the Althing.
  
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  −  Ingvar is the ulfhednar chieftain who resides in Evingard. He is unlikely to come due to the troubles 
  that have started at the Cornerstone of the World. 
  −  Erik the Red” Thorvaldsson may have a few accusers at the Althing. Charges ranging from robbery to 
  murder may be leveled against him. Despite the summons, he will refuse to come, choosing to stay within 
  the relative safety of Hornstrandir. This may spin off into a follow-up adventure for the dwellers.
  Plot: The assembly is to take place in three weeks. There are many preparations remaining, including the 
  personal invitations to the island’s chiefs. The dwellers are hired by Thorsteinn to help organize the Alth-
  ingvellir site as well as summon the heads of every outpost in Islandia. The heads are listed in the “main 
  characters” section above. If the dwellers don’t own a boat, Thorsteinn loans them a longship for the job. 
  While travelling to eastern Islandia to invite Godi Kjartan Hravenkell the dwellers find that the town is in an 
  uproar over the desecration of a sacred mare by Snorri Thorvalds. Despite the very appropriate invitation to 
  settle the dispute, all parties involved refuse to attend. If the dwellers choose to stop in Hornstrandir they 
  find a veritable den of vipers and thieves, not a single honourable man in the whole outpost. Grievances in 
  Hornstrandir are settled with the blade and they will laugh and mock the Althing if it is brought up. The 
  dwellers shouldn’t be able to leave without a few cuts and bruises as a parting gift from the locals.
  The Althingvellir site setup includes a pitch where youths can play knattleikur. It’s a local ball game where 
  teams attempt to outscore the opposing side. The other part of the setup is the holmgangr, an area reserved 
  for dueling. Some disputes may forgo arbitration by jury if both sides agree to resolution by holmgangr. A 
  holmgangr pitch is a small island or a raised dais that confines the space used in a duel. Tradition requires 
  that the holmgangr be surrounded by sacred “axe waters”, a body over water such as a river or lake, even if 
  it is man made. This requirement may be waived considering it is Fimbulwinter. The participants of the duel 
  negotiate the terms of the contest, as well as the stakes. Some would fight until first blood was drawn, others 
  would allow each dueler three shields. A winner was declared once all three are destroyed. Some claimants 
  may summon a champion in their place if they are incapable of participating in the holmgangr.
  Thorsteinn asks the dwellers to assist with judging the many grievances that are brought before the Althing. 
  They are free to refuse the obligation. They may also be hired by some of the participants as legal counsel, 
  helping build a case for their claims and/or defenses. 
  First Case
  The first case is the claim Vigdis brings forth against Olaf Hoskuldsson. She claims that her ex-husband 
  Thord built his fortunes with her help and that this last minute divorce and foster-son arrangement was out 
  of ill will. Olaf’s defense is that everything Thord did may be suspect but it was within legal limits of the law.
  Second Case
  Hrut and Unn level accusations against one another and it takes some time to calm them down. Hrut de-
  mands a knattleikur knowing full well that he would beat Unn or her father in a duel. Before the case Unn 
  will look for a champion. Her father Mord will instead look to prove the charge of impotence.
  Other cases
  The Norn should feel free to add more cases where merchants may be seeking seizure of property after loans 
  have not been repaid. Since the onset of Fimbulwinter, many businesses have failed and debts have become 
  impossible to repay. Hen-Thorir has made many loans and is unmoved by excuses as to why his money cannot 
  be repaid.
  
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  Interlude
  While the proceedings are unfolding a bunch of youths are playing knattleikur. It is a close game and things heat up as 
  the spirit of competition fills the player’s hearts. Things get too physical between Grettir and Skeggi and an argument 
  breaks out. Their teammates restrain them in order to halt the confrontation before it gets violent. As the two sides 
  part, Grettir grabs a leather sack that looks like his but in fact belongs to Skeggi. Skeggi’s beloved arm-ring is inside 
  and he disputes the ownership claim. Grettir refuses to acknowledge Skeggi’s demand to check the contents of the bag 
  so Skeggi attacks Grettir with an axe. Grettir being the stronger of the two reverses the blow and kills Skeggi.
  Third Case
  The third grievance is fresh as Thorkel summons Grettir to the Althing. The initial charge is murder, but is 
  reduced to killing after all evidence is presented. No matter what the dwellers attempt, they feel like these 
  events have been per-ordained by the Norns.
  Plot Twist: the outcome for Grettir has been predetermined by the Norns. He is to be sentenced to lesser 
  Outlawry for a period of three years. During this time he will be cast out of Islandia, wherein he will perform 
  great deeds and return a legend.
  If the dwellers find a way to use divination magic to scry Hrut’s past, they will discover that he is under a curse 
  of infertility. After his wedding to Unn he traveled to Halogaland on business and while there he had a marital 
  indiscretion with a Sammi witch named Gunnhild. She found out he was married and placed the curse upon him.
  The Norn may choose to involve the dwellers in an on-site altercation by having charges leveled against the 
  dwellers. This would see them stripped of “juror” status and brought before the Althing (and possibly the 
  holmgangr pitch).
  Kjartan and Arnkell, despite being no-shows at the Althing will cross paths with the dwellers in the future. 
  This small meeting is a setup for the future encounter.
  If Olaf Hoskuldson is forced to use his magic sword Fotbitr, things won’t end well.
  Fallout: The individuals the dwellers choose to defend will look to them as allies. They will receive invites 
  to their outposts and will be treated as honoured guests. Those denizens that the dwellers rule against will 
  look for revenge. The dwellers may have chosen to stand as proxies in the holmgangr.
  The Crusaders March North
  Summary: The great Holy Roman Empire was fixated 
  on the barbarian hordes to the far east. The Faith must 
  be brought by word and sword. When the sun was sud-
  denly blotted out of the sky by Skoll, however, strate-
  gies quickly changed. Emperor Otto had heard of the 
  Midgard prophesies that had told of wolves devouring 
  the sun and moon. His armies are redirected from the 
  east and are set on a northward campaign into Midgard. 
  The dwellers are captured at the Danevirke and brought 
  south to Quedlinburg in Saxony. There are tortured, in-
  terrogated and used as advisers or bargaining collateral.
  Location: Quedlinburg, Saxony
  
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  Time Period: 931-932
  Background:  Emperor Otto’s northern campaign was never successful. When he attempted naval incur-
  sions, Viking longships laid waste to his fleet. When he attempted an eastern flanking manoeuvre through 
  the Baltic tribes, he was furiously repelled. Then finally he mustered a massive force with the aid of Pope 
  John XII and hoped for a successful frontal assault. He had the overwhelming numbers in order to breach the 
  mighty Danevirke, but at the moment of victory Ragnarok began. His frightened army scattered leaving him 
  with ignoble defeat. Ever since he has been looking to capture and abduct persons of renown from Midgard 
  in hopes of learning more about this spectacular event.
  Main Characters: 
  −  The dwellers are the main focus of this saga.
  −  Emperor Otto is the leader of the Holy Roman Empire that sits to the south of Midgard. His seat of 
  power is in Quedlinburg, Saxony.
  −  Aethelstan is the general that Emperor Otto sends to gain a foothold on the Great Isles.
  −  Hakon the Good is a low-born bastard son of the late High-King Harald Fairhair. He seeks a new 
  home after his bretheren sundered Norveig with their infighting for the throne.
  Plot: Unwittingly the dwellers are hired by agents of the crusaders. They are asked to gather reconnaissance infor-
  mation for King Gorm the Old on the crusader formations south of the wall. They are paid an exorbitant amount 
  on the condition that they keep the mission a secret. Once they sneak past the wall and are a mile or so south of the 
  Danevirke, they are ambushed by an overwhelming force and brought to Quedlinburg. After being worked over in 
  the dungeons, Emperor Otto comes to see them. He has many questions about the north: What happened to the 
  sun and moon? Who is responsible? How is it reversed? What is the easiest way for an army to breach Midgard?
  If the dwellers prove difficult he keeps them as bargaining chips when nogotiating prisoner swaps with King 
  Gorm the Old. They have time to escape and can slowly make their way back to the Danevirke. It will be a 
  challenge and they may be recaptured because they stand out from the peasants of these foreign lands.
  If the dwellers wish to cooperate, Emperor Otto promises their freedom if they help Aethelstan establish a 
  beach-head for the invasion in the Great Isles. If they work in ernest to help Aethelstan establish Wessex, 
  then they are granted freedom. If they give Aethelstan a hard time, then they are incarcerated in Winchester 
  after the beach-head is established.
  Plot Twist: If the dwellers choose to go with Aethelstan, they meet up with another “prisoner” from Mid-
  gard, Lief the Mountain Shaker. An adventurer who has seen many exotic sites and fought many strange 
  monsters is looking to broaden his horizons. He is genuinely intrigued by the crusaders and their ways. 
  He sees this as an opportunity to learn about these strangers, their customs and beliefs. He feels he has as 
  much to gain from them as they do from him and he will go the distance with Aethelstan. If the dwellers tag 
  along, they will cross paths with Hakon the Good who arrives shortly after the beach-head is established in 
  Winchester.
  Fallout: If the dwellers choose to double-cross and escape from the crusaders then the status quo in the 
  relationship is maintained. If they ally themselves with the crusaders then they make friends with two kings 
  and an emperor; the new King Aethelstan, King Hakon the Good and Emperor Otto. Emperor Otto may 
  have some work for them in the south and may ask them to go and spy on margrave Berengar. When word 
  gets out, this will sour any relationships they may already have with the kings of Midgard.
  
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  Hravenkell’s saga 
  Summary: The story begins in Evingard. A 
  troubled Halfdan Ingvarsson comes to see the 
  dwellers. The village of Adalbol to the west of 
  Evingard has come under threat. A monstrously 
  giant rampaging bull has cut off access to the 
  town. Recently Halfdan has taken the respon-
  sibility of moving lumber from Adalbol to the 
  port of Evingard. This new threat has halted his 
  obligations to Adalbol.
  Location: Adalbol, Islandia
  Time: 933, the Sword Age begins
  Background: The Adventure takes place 
  in the remote town of Adalbol. Two leading 
  families, the Thorvalds (who follow the Aesir) and the Hravenkells (who follow the Vanir) are rivals. The 
  Hravenkells are bovine herders who have lost their only bull in a recent cold snap. The Thorvalds are wood 
  cutters who operate a mill on the fjord. The waters within the fjord are heated by the many thermal springs 
  and haven’t frozen over. This allows the water wheel saw mill to continue operations throughout Fimbul-
  winter.
  Kjartan Hravenkell is both chieftain of Adalbol and high-godi of Frey. He is the patriarch of the Hravenkell 
  clan and has worked tirelessly to maintain his clan’s dominance in these lands. The Thorvalds clan is led by 
  Arnkel whose business has flourished and has brought incredible wealth and influence to his clan. This has 
  strained relations between both men.
  A month prior to the arrival of the dwellers, a spiral of violence would degenerate relations and inflict a ter-
  rible curse upon all of Adalbol’s inhabitants.
  The story begins in a rather sordid fashion, with a marriage sundered by infidelity. Alfhild, the local Angel 
  of Death, and her husband Briedavik were happy. Then a year ago they gave birth to a wonderful but de-
  manding daughter they named Brana. The sleepless nights and stress started to cause rift in their marriage. 
  The breaking point that unravelled their relationship came when Alfhild found her husband in bed with the 
  young girl Vigdis Thorvalds. The ensuing storm would have resulted in Alfhild and Brana leaving town, but 
  chieftain Kjartan worked swiftly to exile Briedavik instead. A community losing an Angel of Death would 
  have had a much more profound repercussion upon Adalbol.
  Briedavik’s exile did not go well. The cold bit deeply into his skin and he may have died had it not been for 
  the Land Vaettir’s intervention. The Vaettir could not bear to watch the suffering and regret that consumed 
  the man. She took pity and transformed his body to that of a man-wolf. The fur would keep him warm, and 
  the new form could allow him to hunt for sustenance. He could repay her by dealing with undesirables within 
  her dominion, namely the Thorvalds who have been clear cutting her forests. Briedavik retained his human 
  consciousness, but it acquired a bestial edge.
  Main Characters: 
  −  Alfhild is the Angel of Death, mother to Brana and divorced from Briedavik. Alfhild was very 
  
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  grateful to Snorri for haing saved little Brana from being abducted by a were-wolf. In the process, 
  little Snorri offended the chieftain Kjartan Hravenkell and was sentenced to death. Alfhild cursed 
  Kjartan for killing Snorri. The curse is that he will know no rest while alive or dead. He will succumb 
  to the beast within.
  −  Arnkel Thorvalds is the Snorri’s father and head of the Thorvalds clan and owner of a prosperous 
  lumber business. His wife died during childbirth. His lumber mill does very well even during Fimbul-
  winter since the fjord’s heated waters do not freeze. It allows his water wheel saw mill to operate and 
  the river allows for upstream lumber to be shipped downstream without much effort and cost. Arnkel 
  suspects that the land vaettir has it in for him, but he presses on unintimidated. Arnkel despises the 
  Hvravenkell clan for killing Snorri. In revenge he went and killed the sacred mare Freyfaxi. He stole 
  her head to deal a deep emotional wound to Kjartan. Despite the curse of the bull, Arnkel will not 
  relent on his revenge. Whatever the cost, he will see the Hravenkells ruined.
  −  Bjorn Hravenkell is brother to Kjartan the chieftain. He is a devoted brother and the boss at the cow 
  farm. His only bull died a few weeks ago and Bjorn has requested passing merchants to get him a new 
  one. He is ready to pay top coin. There is a lot of tension between his clan and the Thorvalds, but this 
  hasn’t stopped him from falling in love with Vigdis Thorvalds. Bjorn was heartbroken when Vigdis had 
  a one-night-stand with Briedavik. After his brother’s strange death he inherited a lot of responsibility. 
  Atop his business, Bjorn inherited and needed to manage the leadership of the town, Frey’s temple and 
  the duties as head of the Hravenkell clan. He visited the grave every day, even when busy, even if it 
  meant bringing the cow herd with him. One day, one of his cows got pregnant and he still had not pro-
  cured a new bull. This unnatural pregnancy progressed quickly and days later a young bull was born. It 
  was a menace and grew quickly, propelled by some dark sorcery. Within a week it was double the size of 
  any full grown bull. It turned on everyone and in a murderous rage began killing with abandon.
  −  Brana is the infant daughter of Alfhild and Briedavik. She is abducted by her father when he is in 
  werewolf form and is then subsequently rescued by Snorri.
  −  Briedavik was the stone mason of Adalbol. He became estranged from his wife Alfhild and daughter Brana 
  after a marital indescretion. Briedanik has been exiled from Adalbol for his affair with Vigdis Thorvalds. 
  The land Vaettir known as Byggvir saved his life and he now owes her a blood debt. In a moment of grief 
  and heartbreak, he attempted to abduct his daughter but Snorri Thorvalds intervened. Rather than harm-
  ing the boy, he let him “save” little Brana. There will be more opportunities to reunite with little Brana.
  −  Byggvir is an old and powerful Land Vaettir. She oversees the entire Adalbol Fjord. She is sympa-
  thetic to the Norns and the Vanir and hates the Thorvalds for clear cutting the land. She has inflicted 
  various “accidents” upon the Thorvalds in hopes of closing down their booming lumber business. 
  Many have died in the swift currents of the fjord and Byggvir loves to animate the drowned corpses 
  as black skeletons who harry her enemies.
  −  Freyfaxi is the sacred mare dedicated to the Vanir god Frey. The mare brings bounty and fertility 
  to the land so long as she isn’t touched by a non-Godi and no one may every ride her. The child 
  Snorri rode her in order to save Brana from the were-wolf (Briedavik shapechanged by the Vaettir). 
  In revenge for the killing of Snorri, Freyfaxi was killed and decapitated by Snorri’s father Arnkel 
  Thorvalds. The deed was done in secret so no evidence could point to the perpetrator.
  −  Kjartan Hravenkell is the chieftain of Adalbol and high-godi of Frey. Brother to Bjorn the bovine 
  herder. His prized possession was a sacred mare named Freyfaxi. He has also worked hard to ensure 
  that clan Hravenkell doesn’t get superseded by the rival clan of the Thorvalds (the lucrative saw mill 
  
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  owners). When he found out little Snorri rode Freyfaxi, he had no choice but to punish the boy for the 
  desecration he had caused. He chose the harshest punishment prescribed by the law in order to kill the 
  sole Thorvalds son, possibly ending the lineage. This earned him a curse from Alfhild. A few days later 
  someone killed Freyfaxi and did away with the head making a proper burial impossible. This caused 
  Kjartan to sink into an endless spiral of anger, grief and shame. He sat on his throne for three days, 
  brooding, refusing food and drink. On the third day he had turned to stone and had merged with his 
  throne. He was buried and visited daily by his brother Bjorn. Sometimes his brother brought the cows to 
  the burial mound. During one such visit, Alfhild’s curse impregnated a cow with Kjartan’s soul. He was 
  born within a few days and became a bull with a terrible and violent temperament. He grew to adulthood 
  in a few days and then broke loose, trampling the towns inhabitants to death. He cannot be killed and 
  will eternally rise from the ashes until Freyfaxi’s head is found and given a proper burial.
  −  Snorri Throvalds is the only son of Arnkel.  His mother is deceased. He was a good teen, with a good 
  heart. One day he saw little Brana being abducted by a were-wolf and he ran to the stables to get a 
  horse. They were all spooked by the beast, only Freyfaxi remained calm. Despite knowing the sacred 
  nature of the mare, he threw caution to the wind and rode after her on Freyfaxi. The mare startled 
  the were-wolf and he dropped the basket with little Brana inside. This allowed Snorri to scoop her 
  up and bring her back to Adalbol. After returning he went to face Kjartan and confessed the truth. 
  Kjartan didn’t take the news well and sentenced the teen to death.
  −  Vigdis Thorvalds is the daughter of the lumber magnate Arnkel Thorvalds. She fell in love with 
  Bjorn but had a fight with him over his wandering eyes. In an attempt to make him jealous, she 
  seduced Briedavik and shared a night of passion with him. She went too far, however, sundering 
  Briedavik’s mariage to Alfhild and wounding Bjorn much more deeply than intended. She keeps out 
  of the public eye while gossip runs wild throughout Adalbol.
  Plot: As the dwellers approach the town they catch a glimpse of a were-wolf bounding through the snow 
  carrying a basket normally used to carry infants. He is too hard to catch and eludes any pursuit. The dwellers 
  arrive in Adalbol to find it dark and quiet. Occasional distant bull or boar-like grunts can be heard. Everyone 
  seems to be indoors and all the lights are off. There are large hoof tracks in the snow throughout Adalbol. 
  In the first house they enter, the dwellers find Arnkel Thorvalds sitting at his dinner table in the dark. Laid 
  out on the table is the corpse of his son Snorri who looks long dead from having his throat cut. Arnkel is 
  pretty vague about how long he has been sitting there and refuses to end his mourning, telling the dwellers 
  “the shadows are the company I seek in my time of grief”.
  If the dwellers go to the main hall, they find it abandoned and the high-throne missing. Behind where the throne 
  should have been is a massive gaping hole in the wall- hacked open from both sides by axes. There are drag marks 
  that look like the throne (heavier than it should be) was dragged out in the direction of the barrows.
  Most residents are found sitting quietly in their cold and dark homes. If the dwellers interact with the deni-
  zens, they find the denizens of Adalbol very cold and emotionless. The townsfolk are not hostile towards the 
  dwellers unless threatened. The townsfolk will share information about the town and the long list of griev-
  ances. Each person who harbours a grudge will ask the dwellers to help solve their problems... however they 
  will not help them in doing so.
  The solution to Adalbol’s problems is the resolution of every grievance.
  Plot Twist: Everyone in Adalbol is long dead and have since become Haugbui- Briedavik is the only ex-
  ception. They also cannot be killed and will rise within minutes of being defeated or even destroyed. Only 
  
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  solving the cycle of grievances will put this town to rest. When the curse lifts, everyone turns to ash with the 
  exception of Briedavik who is crushed by the loss of his daughter.
  Fallout: If the dwellers succeed, word of their great deeds increases their legend. Monarchs of Midgard 
  will view the dwellers in the more favourable light when encountered in future sagas. If the town’s problems 
  are solved, then Briedavik and the vaettir Byggvir become strong allies. If the curse isn’t lifted then Adalbol 
  remains shrouded in gloom.
  Reforging the Sun
  Summary: The sun has been devoured and some disagree that 
  this should become the new reality. Prophesy states that Fim-
  bulwinter will last only three years and there are organizations 
  who have been working at reforging a new sun that could be 
  launched into the skies above Midgard. It appears that the elite 
  mercenary group known as the Battle-Wolves is the organiza-
  tion that is going to make it happen. They are looking for new 
  members to help accelerate the re-forging process.
  Location: Evingard, Islandia and Ath Cliath, Hibernia
  Time Period: 933-934
  Background: Many would speculate that Hildolfr and 
  Odin are one and the same. If the senior members of the 
  Battle-Wolves know, they remain tight lipped. Regard-
  less, what is important is that Hildolfr’s goals are similar 
  to those of Odin, namely the construction of a new sun. 
  Almost no task is too tough for this elite mercenary outfit. 
  As a result they command top coin for their services while 
  working for the most prestigious clients across Midgard. 
  With deep coffers, an extensive network of powerful and 
  connected denizens, they focus their clandestine work on 
  forging a new sun. Despite keeping their work secret, they 
  have faced setbacks as emissaries of the Rime Jotuns have 
  worked to oppose them every step of the way.
  The Rime Jotuns are acclimatized to the cold and dark of 
  Jotunheim. Now Fimbulwinter provides them with a clear 
  advantage over the Aesir gods who have been accustomed 
  to a bright and warm lifestyle. The agents of the Rime Jotuns will stop at nothing to bring ruin to Hildolfr’s 
  plans. That is why Hildolfr is careful to keep his plans a secret from everyone except his inner circle. The most 
  critical component of the work is the highly paid Dvergar blacksmith known simply as Svalms. His talents 
  makes it all possible, since no mortal would have the knowledge required to forge such an incredible artifact. 
  Hildolfr came to see him with a hypothetical project- to create an artifact that can generate enough heat to 
  melt the snows of Midgard. Svalms provided an estimated cost and list of materials required, most of which 
  was missing from his forge in Ath Cliath. Hildolfr promised to double the payment if Svalms would keep the 
  
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  401
  project a secret. Svalms began to look for the required materials but the quantities he needed were nowhere 
  to be found in Midgard. Hildolfr decided to secretly help, so Draugstagg was hired as a trusted merchant 
  who could provide the needed materials to Svalms. Draugstagg and Hildolfr would behave as if they were 
  unaware of each other’s existence. This would downplay Hildolfr’s power and reach and also make the 
  project seem more innocuous to Svalms.
  The Cornerstone of the World is a critical and strategic locale in the coming war. He who controls the Cor-
  nerstone controls the gateways into other worlds. Portals are quick routes to other worlds, but they are ran-
  dom and unpredictable. As a result, any ongoing operation that requires minerals to flow from other realms 
  into Midgard requires the Cornerstone’s predictable gateways. The merchant Magnus Magnusson owed a 
  huge debt of gratitude to Hildolfr for his success. To repay his debt Magnus oversees a pipeline of special 
  crates of ore for Hildolfr (marked with the Othala rune). Magnus manages a mine that digs into the earth 
  surrounding the Cornerstone, extracting iron and copper  ore from the earth. This is a cover operation for 
  the real flow of goods that moves from the other realms, through the Cornerstone and into Midgard. The 
  port in Evingard moves the regular crates as well as the ones marked with the Othala rune to Ath-Cliath. 
  There, agents from the Whitesmith’s Guild purchase the Othala marked crates from Draugstagg. For more 
  on the Whitesmith’s Guild please see page 131 in the “Fabled Markets of Ath-Cliath” section.
  On the first night of Ragnarok, Bergelmir, king of the Rime Jotuns, tasked Isaice, a mysterious witch from 
  Jarnvid, with the goal of shutting down any attempts at constructing a new sun. She and her agents have 
  been busy monitoring all major Dvergar forges for suspicious activities. Recently, Svalms in Ath-Cliath has 
  caught her attention.
  Main Characters:
  −  Hildolfr is the mysterious leader of the legendary Battle-Wolves. He is a strategic thinker, careful 
  planner and efficient executor. Despite his many talents, what he is trying to achieve is so grand 
  that inevitably problems strike at the least opportune moments.
  −  Svalms is an awe-inspiring ultra-talented Dvergar who has assumed human appearance. He is 
  guided by profit and has no stakes in Ragnarok’s outcome. It doesn’t matter whether the gods or Jo-
  tuns win. Like most of his brethren, Svalms sees the Norns as snake oil peddlers whose ëprophecyí 
  is self-fulfilling when the gullible work to make it happen.
  −  Magnus Magnusson is the willing co-conspirator of the secret mining operation in Evingard. His 
  knowledge is limited to what Hildolfr needs him to know. He is happy with the arrangement since 
  his business has seen a hundredfold increase in profits. Much more on Evingard can be found in the 
  Fafnir’s Treasure saga book.
  −  The Battle-Wolves Inner Circle can all be found on page 14 in the “Legends and Villains” chapter. 
  These five members manage the most important tasks in the organization.
  −  Isaice is a mysterious woman whose real name remains a mystery. She is the thorn in Hildolfr’s 
  side. With the uncanny ability to strike and then disappear, she has waged a relentless assault on 
  the ore pipeline. She has many allies who she uses in order to strike multiple locations at once. Each 
  strike not only delays production, but it also drains the Battle-Wolves’ coffers.
  Plot: There are three parts to the story.
  Part I 
  Funds are drying up. The Battle-Wolves approach the dwellers with an offer: if they complete a quest for 
  
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  them, instead of payment, they will be granted membership into the illustrious Battle-Wolves. King Sitric is 
  paying the Battle-Wolves to go and find his daughter Ingrid “the Wanderer”. She may soon have a marriage 
  proposal and he needs her back in Ath-Cliath. Time is of the essence because Canute, son of Gorm the Old 
  is coming in two weeks time.
  Part 2
  Nidhogg the primordial serpent corrupts Dreki the Land Vaettir. This halts all mining in the vicinity of Ev-
  ingard. See the “Cornerstone of the World” saga on page 374.
  Part 3
  Isaice has approached Svalms with a higher counter-offer. He must choose sides, and like any self respecting 
  Dvergar, he is looking at the highest bidder. Failure in Part 1 means that the Battle-Wolves cannot afford to 
  raise the payment. Success means that Isaice works to disrupt the mining and delivery at several key points in 
  the pipeline. She also tried to win the dwellers over to her side.
  If the dwellers stick with Hildolfr, they get assigned objectives that take them into other worlds. With some 
  key miners unable to complete their assignments, the dwellers must go into Muspelheim, Vanagard and Ni-
  davellir to retrieve some outstanding crafting materials.
  Plot Twist: The agents from Jotunheim are ready to pay the unknown Dvergar more in order to sabotage the 
  project. If they find out who it is and the dwellers fail to raise the funds to keep paying Svalms, he turns sides.
  If the dwellers have a lengthy conversation with Isaice, she defends her cause by bringing up the many griev-
  ances the Jotuns have towards the gods (see “the Writ” in the Core Rulebook page 19). She is also ready 
  to introduce them to Drifa, Queen of Svalbard who may hire them as part of her elite guard. Isaice will also 
  reward the dwellers with magical items that will allow them to shrug off the cold and see perfectly in darkness.
  Should the dwellers decide to reforge the moon as well, then there are delays that are pre-ordained by the 
  Norns. Inexplicable delays occur until 935.
  Fallout: The outcome of this adventure will determine the duration of Fimbulwinter. If the dwellers launch 
  a new sun into the sky, then Fimbulwinter ends and all of Yggdrassil enjoys the wonders of light and warmth. 
  If the project is sabotaged, then the status quo remains and the Jotuns continue to press their advantage in 
  the heavens.
  This saga also affects how the higher powers will perceive the dwellers. If the dwellers help Hildolfr with his 
  secret task, then the heavenly alliances are set: the dwellers are allies of the gods and foes of the giants. If the 
  dwellers help Isaice after discovering her motives, then the alliances are inverted. Either way, the dwellers are 
  now major players in the second age of Ragnarok. Their names and achievements will be discussed by beings 
  in the outer realms.
  
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  The War for the Sampo
  Summary: The kingdoms of Pohjola and 
  Kalevala are on the precipice of war. Mis-
  tress Louhi prepares her armies for attack 
  in hopes of recovering the Sampo. Lord 
  Vainamoinen expects the attack and has laid 
  traps for the incoming army. The dwellers 
  are caught in the middle.
  Location: Northern Baltic region
  Time Period: 933
  Background: The full background of the 
  conflict can be found in the descriptions of 
  Mistress Louhi and Lord Vainamoinen in the 
  “Legends and Villains” chapter (page 14). While Vainamoinen was returning with the Sampo Louhi attacked 
  in eagle form. The resulting battle damaged the Sampo, greatly reducing its capabilities. Any more jostling may 
  destroy this fragile relic of power. As a result it is housed in the most secure and guarded locations. Without the 
  Sampo, Kalevala would have succumbed to Fimbulwinter. Instead the country has enjoyed its greatest bounty 
  since its founding.
  Main Characters:
  −  Louhi Mistress of Pohjola wants her Sampo back. She has a standing army that she will level against 
  Kalevala, as she doesn’t want to destroy her birthplace. If push comes to shove, she will loose Skoll 
  and Hati upon the kingdom and its inhabitants.
  −  Lord Vainamoinen Hero of Kalevala is going to do everything in his might to protect Kalevala and 
  keep the Sampo. His powerful song magic will slow an invading army, and the magical beings of Ka-
  levala will ensure that the country has formidable defenses. If he can smash the invaders, then he will 
  counterattack and burn Pohjola to ashes, ensuring an end to this conflict.
  −  Ilmarinen is the master blacksmith credited with the creation of the Sampo. He has devised many 
  traps to snare the incoming army.
  −  Joukahainen is a powerful Skald, second to only Vainamoinen. Joukahainen has many reasons to 
  despise Vainamoinen and has chosen to ally himself with Louhi in the coming war. He plans to coun-
  ter Vainamoinen’s spell songs.
  −  Skoll & Hati are two gargantuan celestial wolves who hail from Jotunheim. They stand a mile tall at 
  the shoulder. The amount of damage they could cause in Midgard is unprecedented. Mistress Louhi’s 
  charm magic has bound their loyalty to her.
  Plot: The Sampo is such a unique and powerful device that its destruction would damage humanity’s chances 
  of surviving Ragnarok. As such the dweller’s primary goal will be saving the Sampo from destruction. The 
  secondary goal will be to keep the kingdoms from war, as the land of Midgard will need the monarchy unified 
  in order to survive the crusader invasion. This is a very difficult task because both sides have a long list of 
  grievances against the other and are reluctant to budge.
  
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  404
  The dwellers may also choose to join one side or the other based on their opinion on the conflict thus far. If they do 
  the Norn should encourage them to create tactics for overcoming the opposing side. Pohjola will attack by sea with 
  hundreds of longships. Kalevala will have traps set in the sea that will sink many incoming ships. They will also 
  have incendiary traps set on shore to deal with any warbands whose boats survived the naval traps. Lastly Kalevala 
  has a strong army that will decimate whatever armies may breach their forests. The plan is to then sail north and 
  counter-attack Pohjola who will have very few warbands in reserve.
  Plot Twist: Louhi has two new pets which individually are more powerful than a regular standing army. These 
  weapons of mass destruction, once loosed will tear kingdoms to shreds. Kalevala is completely unprepared for the 
  possibility of celestial wolves joining the fight. If they do, all preparations would be for naught against such divine 
  monstrosities.
  Fallout: If an amicable solution could be found and both leaders forge a new friendship, then they will be added 
  to the roster in the saga “Rallying the Kings and Queens of Midgard”. If a protracted war breaks out, they will 
  disregard anything else occurring in Midgard and focus on destroying one another. If Skoll and Hati join the war, 
  then there is a chance that higher powers will intervene after a few kingdoms have been reduced to dust.
  Rallying the Kings and Queens of Midgard
  Summary: King Aethelstan’s military is conquering the 
  north without much resistance. King Sitric and his Great 
  Isle alliance may not be enough to stop Edmund the 
  Just’s advance. Complicating matters, Hakon the Good 
  has launched an invasion of Norveig, looking to claim 
  the throne for Aethelstan’s cause. Meanwhile the kings 
  of Midgard, who are divided and fighting each other, will 
  most surely fall. The dwellers must meet with the kings 
  and unite them in the defense of Midgard.
  Location: Hathaland, Uppland
  Time Period: 934
  Background: Each of the kings has an incentive that will 
  spur them to join the Midgard Alliance. Naturally they 
  have their own personal and local problems, so it will take 
  some skillful diplomacy to get the monarchy to see the 
  larger picture. Depending on how the “Darkness Falls” 
  saga unfolded, the power landscape will vary greatly.
  Main Characters:
  −  King Erik Blood Axe is the front-runner for the throne of Norveig. He rules from his seat of power in 
  Alvaldsnes. He wants to be crowned at the Throne of Kings.
  −  King Sitric Cuaran is the monarch of Ath-Cliath and Hibernia. He will join if the dwellers bring him the 
  heads of the Hibernian clan chiefs who oppose his rule.
  −  King Ragnall has his seat of power in Jorvik and rules Northumbria. He will join if King Sitric has been 
  recruited.
  −  King Gofraid has conquered Strathclyde. He will join if King Sitric has been recruited and if King Con-
  
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  stantine signs a treaty of non-aggression towards Strathclyde.
  −  King Gorm the Old is the lord of the Danevirke. He will join if the other monarchs pledge 50,000 Skatt 
  to his war chest. He knows first hand what the crusaders are capable of.
  −  King Bjorn Eriksson is lord of Uppland and Svealand. He will join for the fun of it!
  −  King Rognvald of Uppland (if alive) will join without question if the dwellers have helped him in the past.
  −  King Bjorn Farmann is the beloved lord of Vestfold. He will refuse to join if King Erik is in the alliance 
  or if he plans to be. King Bjorn would rather co-rule with Hakon the Good than Erik Blood Axe.
  −  Queen Drifa is the undisputed mistress of Svalbard. She has little interest in joining the alliance as her 
  kingdom is so far removed from the conflict. Only if things are going poorly will she join in order to pre-
  serve the old ways.
  −  King Constantine II is the monarch of Alba. If he does join the Midgard alliance, it will be temporary. If 
  and when the crusaders gain the upper hand, his armies will strike a lethal blow from behind.
  Plot: The kings each want something done for them before they join an alliance. The dwellers will need to undergo 
  a quest to secure each monarch into the alliance. Some will be easier than others. How well the crusaders do de-
  pends on how many kingdoms join the alliance. If less than four join, then the cause is lost. Victory is assured only 
  when six or more join the alliance. If some of these monarchs are already dead, then the Norn should introduce 
  new monarchs into the roster.
  Plot Twist: Hakon the Good has a secret strategy. He plans to win by bribery instead of force. He comes with many 
  chests of gold and silver which he uses to reward the petty kings who are first to join his cause. He will also enter 
  into agreements where the petty kings will retain control of their lands under Hakon’s rule. Those who convert to 
  the New Faith will enjoy lower taxation rates. King Erik has been rather bloodthirsty and oppressive in his quest 
  for Norveig, so many petty kings will see Hakon’s approach as the most desirable outcome- making conquest 
  shockingly swift.
  When counting how many kingdoms have joined the alliance for purposes of the victory resolution, if Constatine 
  joins and then backstabs, reduce the total count by two to three. This depends on how opportune his moment was 
  when he switched sides.
  Kings and Queens are very fickle and their egos must be managed. Depending on who the dwellers recruit first, 
  their jobs may become more difficult if a monarch is offended that they weren’t approached earlier. Relationship 
  management will become very important. If the dwellers already have a bad relationship with a certain monarch, 
  then forging the alliance will be more difficult.
  Fallout: Should the dwellers take up this quest, they will become mortal enemies to the kings of Outer-Midgard.
  
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  The Coming of the Storjunkari
  Summary: The dwellers are woven into a tale of northern 
  struggle, recognition and redemption. A new power is rising 
  in the north. An omen brings the dwellers to distant Finn-
  mark where they meet a strange young man named Einar. He 
  opens their eyes to a new reality that is coming full circle.
  Location: Finnmark
  Time Period: 935, the Wind Age begins
  Background: The far north of Midgard has always been 
  slandered and ignored by the rest of Midgard. Its in-
  habitants have been written off and vilified as primitive 
  barbarians or evil witches and sorcerers. It is a land for-
  gotten by time, which is unfortunate as the ancient tra-
  ditions of this region have maintained the secrets of the 
  first humans who walked upon Midgard. The secrets of creation past, and the secrets of destruction future.
  Their dwellings are tents, their villages move with the migration patterns of the reindeer herds. Life is sacred 
  and taking a life while hunting must end in reverence and thanks. They are neighbours to the Land Vaettir 
  and communicate with them more naturally than humans do with speech.
  Their magic is not of this world. It taps into the energies of the cosmic tree Yggdrasil and the currents that 
  flow around it. A magic that was born from the first life. An art that only the Orlog can comprehend, and even 
  then, usually it bends and sometimes breaks the mortal mind.
  Main Characters:
  −  Einar is the vision of the Storjunkari tribes. There are no leaders or kings among the northern tribes. 
  His role would be better described as that of a guide. Einar’s purity of spirit has allowed him to be-
  come a vessel that guides mankind to their logical conclusion with respect to Ragnarok... a return to 
  how it all began.
  −  Berga is Einar’s first wife and speaks for her husband when they must interact with outsiders. Her 
  demeanour may seem strange, perhaps insane, but it is part and parcel of who she is. She has been 
  mistaken as a Seithkona, but in truth, she and her fellow wives are Orlogs.
  −  Kjell is a chieftain in Norrland. He has his prejudices against the tribes of the north, but Einar’s 
  group has definitely changed his outlook on their way of life.
  −  Queen Drifa the mistress of Svalbard knows much about the northern culture and lifestyle. Svalbard 
  is very different, it is an extension of Jotunheim rather than Halogaland or Midgard. If the dwellers 
  are in good standing with her, she will impart knowledge about the reindeer cult, nomadic lifestyle 
  and society in Finnmark.
  Plot: The story begins as a new moon rises for the first time in years. It may be as a result of the “Reforging a 
  New Sun” saga (should the dwellers organize a plan to reforge it as well), or attributed to someone else’s ef-
  forts. Regardless, the moon rises and the dwellers are delivered a powerful omen. They must go to Finnmark, 
  to the ancient shrine of the reindeer. Along the way, they may choose to stop and visit Queen Drifa if they are 
  
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  in good standing with her. While they are there they cross paths with Vargeisa the Fire Wolf. She tells them 
  ominously that her goals will be fulfilled in the coming Wind Age. The dwellers may choose to join her at a 
  later date at the Cornerstone of the World as she travels in search of the seals.
  The omen brings the dwellers to an ancient stone shrine, encased in ice. Chipping away at the ice the dwell-
  ers find a pictograph recounting the story of Einar’s youth. It includes a very prominent moon which grows 
  in every scene. The carvings shows a route south to Helsingland. As the dwellers begin their trip, reindeer 
  come out of the brush and look though they are leading the way.
  Traveling south, following the route, the dwellers come across an abandoned tower. After some investiga-
  tion the dwellers piece together that this was the last known location of Wayland the Artisan. Perhaps some 
  wondrous magic items may still linger behind.
  Still further south in Norrland the dwellers cross paths with a prominent Chieftain name Kjell. He recounts 
  how Einar and his tribe looked emaciated from their hurried travels south. They had skipped meals and sleep 
  in order to get to their destination down south. He took pity on them and gave them provisions. Kjell shows 
  the dwellers wood etchings the tribe left behind as thanks. These etchings depict a series of panels:
  −  The first shows two worlds, one of darkness and ice, the other of fire and light. In between there looks 
  to be something vaguely serpentine.
  −  The second shows that from the mists in-between the worlds a tree begins to grow. Entwined in the 
  roots is a great wyrm.
  −  The third shows the tree with many more worlds upon its branches and roots. In orbit around the tree 
  are a sun and moon.
  −  The fourth panel depicts the tree in silhouette with an absence of both sun and moon.
  −  The sixth and final panel depict the tree shaking, surrounded by turbulent winds. There are beings of 
  light and dark who surround the entirety of the tree. It appears to be a war between the beings of light 
  and those who look unsettlingly dark.
  If asked about Helsingland, Kjell recounts some history about his neighbours to the south. Thorir Hels-
  ing was the founder of Helsingland. He was a good man and he established these lands as a haven for those 
  fleeing King Harald’s war with King Bjorn Eriksson. His children, however, were a different matter. Kjell 
  refuses to elaborate. Since Ragnarok, the kingdom has been abandoned, as if everyone just vanished into 
  thin air. Some say the Helsing clan have wandered into Mirkvid.
  The dwellers travel to Helsingland, following the reindeer. It appears that Kjell was correct, the kingdom 
  is deserted. The dwellers pass abandoned villages with homes that betray a sudden unexpected departure. 
  Meals are half eaten and signs of uncompleted chores are everywhere. In the capital city, in the King’s fort, 
  the dwellers find Einar and his tribe. He stands with arms outstretched to the sky, his wives forming a chant-
  ing circle around him, everyone else is on their knees. The moonlight here is polarizing, light and dark in 
  stark extremes, dancing like the flames upon untold candles. 
  As the ritual ends, the wives speak in riddles when asked any questions. Einar remains silent and content as 
  a wind picks up, tossing around light and dark as if they were leaves.
  Plot Twist: The rise of the moon ushers in the third age of Ragnarok- the Wind Age. It is the age where the 
  cosmic tree shakes from the disturbances surrounding it... a wind of scintillating light and unsettling darkness.
  Fallout: If you stop and listen, you can hear the Wind Age, it’s coming... and it brings the War of Shadow!
  
  408
  With the addition of Defensive Metas, the Core Rulebook equipment tables are updated.
  Appendix  A: Updated Equipment
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Armour & Shields 
  Size 
  DF 
  Reach 
  PF 
  Focus 
  Parry 
  Meta 
  Cost
  Reinforced shield 
  3 
   
   
   
   
  3 
  Deflect 
  90
  Metal shield 
  4 
   
   
   
   
  4 
  Def ect 
  160
  Spiked Wooden shield 
  4 
  1 
  1 
   
   
  2 
  Def ect 
  160
  Spiked metal shield 
  5 
  1 
  1 
   
   
  3 
  Def ect 
  250
  Tower Defender 
  5 
   
   
   
   
  5 
  Def ect 
  250
  Bladed Shield 
  6 
  2 
  1 
   
   
  3 
  Def ect 
  360
  Spiked Tower Shield 
  6 
  1 
  1 
   
   
  4 
  Def ect 
  360
  Tower Shield 
  6 
   
   
   
   
  6 
  Def ect 
  360
  Light Armour 
  3 
   
   
  1 
   
  1 
  Absorb 
  100
  Light Magician’s Robes 
  3 
   
   
   
  1 
   
  Eldritch 
  100
  Medium Armour 
  4 
   
   
  2 
   
   
  Absorb 
  170
  Medium Ceremonial Garb 
  4 
   
   
   
  1 
  1 
  Eldritch 
  170
  Medium Graceful Armour 
  4 
   
   
  1 
   
  2 
  Absorb 
  170
  Heavy Armour 
  5 
   
   
  2 
   
  1 
  Absorb 
  260
  Heavy Runic Garb 
  5 
   
   
   
  1 
  2 
  Eldritch 
  260
  Heavy Divine Robes 
  5 
   
   
  1 
  1 
   
  Eldritch 
  260
  Heavy Nimble Armour 
  5 
   
   
  1 
   
  3 
  Absorb 
  260
  
  409
  Appendix B: 
  Pre-Generated D wellers
  In this section you will find six level-8 pre-generated dwellers. They 
  have been designed for immediate play with only one set of runes 
  (split among all six dwellers). Some of their powers have been 
  simplified in order to ensure they are truly pick-up-and-play ready.
  
  410
  410
  Blacksmith
  The Blacksmith has talents that many envy. He can create items not only out of  metals and 
  stones but also out of wood. He is a master warrior thanks to his  knowledge of weapon crea-
  tion. Blacksmiths are one of the clanís most valued  subjects due to religious taboos around 
  looting corpses. Many blacksmiths  worship Dvergar, since their crafting skills are the envy 
  of all.
  Some master blacksmiths have created artefacts that clans and kingdoms have  gone to war 
  over. They are not bound by their forges: once they surpass  apprentice levels, they gain the 
  ability to summon a forge beast to their side,  allowing them to craft while travelling.
  Creating items, ranging from the mundane to the magical, follows a simple set  of rules. The 
  process uses the skill system, and may be attempted by those with  no ranks in the required 
  skills. The two principal skills are: Craft and Infuse.  Craft allows one to create mundane items 
  of great quality, and infuse allows one to add magical properties to an already crafted item.
  Exemplar
  The Exemplar Blacksmith enjoys time in the forge, but enjoys testing and showing off their 
  creations even more. The exemplar judges his creations on the battlefield against items cre-
  ated by other smiths. He pushes himself to ever higher standards and ideals.
  Artificer
  The Creator Blacksmith enjoys nothing more than spending as much time and effort in the 
  forge. The focus of an artificerís efforts are to create the most awe inspiring items, far surpass-
  ing anything shop owners may be peddling.
  Alchemist
  The Alchemist Blacksmith is one who explores the esoteric pleasures of imbuing items with 
  magical properties. These items are sought after as they expand and greatly increase the pow-
  er of the wielder.
  Repair Equipment
  Craft
  Infuse
  Invoker’s Charity
  When invoking a magic item’s power, 
  you may perform a Major Sacrifice +1 
  to trigger one  Meta tags.
  Crafter’s Promise
  Your equipped items are harder to de-
  stroy. They gain a +4 QR when being 
  compared for the intent of destruction.
  Builder’s Glory
  If you strike someone who wears/wields 
  damaged equipment, you deal +2 dam-
  age per broken piece of equipment.
  Infused Strike
  [Amplify Amplify Proficiency]
  Perform a Weak Attack action and 
  trigger an Active power of one 
  equipped item; Minor Sacrifice +1. 
  {Manoeuvre}
  Soul Bound Strike
  [Amplify Multi Proficiency]
  Perform an Attack action with  a 
  weapon that you have crafted  and 
  gain a damage bonus equal  to the 
  number of personally  crafted items 
  you have equipped [+4]. {Manoeuvre}
  Weapon Stance
  [Amplify Amplify Amplify]
  While in this stance, weapon and 
  shield DF and Parry values are 
  increased by +1 if  they are already 
  greater than 1. 
  {Stance}
  
  411
  411
  Mystic Arm Ring
  Infused Powers:
  - Regenerating Block
  - Specialized SunderingBlow
  - Stand of Victory
  Crafted Scale Mail Armour
  Protection Factor: 2
  Meta: Absorb
  (Negate 2 harmful 
  conditions)
  Crafted Spiked Shield
  Damage Factor: 2
  Parry: 4
  Meta: Deflect
  (Multiply total Parry and
  Protection Factor by 3)
  Crafted Warhammer
  Damage Factor: 2
  Reach: 2
  Meta: Knockdown
  (Apply the Vulnerable 
  condition)
  SKILLS
  Appraisal: You know the relative quality and worth of any crafted item you observe.
  Infuse: You may infuse active and passive powers into items. Use the Void rune to trigger infused Active powers.
  Craft: You may craft items ranging from weapons and armour to jewelry and transportation.
  Repair Equipment: You may remove the “damaged” condition from crafted items.
  PASSIVE POWERS
  Protector: You may perform defend actions for adjacent allies.
  Drive Back: Each attack pushed your opponent back 1 hex (5’) [Counter P]. You may perform a Minor Sacrifice +1
  to move into the hex vacated by the opponent.
  Tactician: During Upkeep, you may shift +/-1 position in Initiative.
  Stand of Victory: When entering or exiting a stance, you may perform a Minor Sacrifice +1 to make a Weak Attack action. 
  This can only trigger during the Action phase.
  META TAGS
  AMPLIFY: Double the power effect
  MULTI: +1 Reach and strike up to 2 more targets within reach
  PROFICIENCY: Unleash your weapon’s “meta”effect and you 
  may perform a Minor Sacrifice +1 to add +1 to all weapon attributes
  ACTIVE POWERS
  Specialized Sundering Blow
  Metas: [Amplify Amplify Proficiency]
  Type: {Manoeuvre}
  Combat Effect: Perform a weak attack action with 
  a +1 Damage Factor and damage an  opponent’s 
  equipped item [Counter P].
  Out-of-Combat Effect: You have a talent for spotting 
  structural weaknesses in crafted  items.
  Regenerating Block
  Metas: [Amplify Amplify Amplify]
  Type: {Interrupt}
  Combat Effect: Perform a defend action and Heal +1 and 
  Recover +2 
  Out-of-Combat Effect: When you avoid a perilous situa-
  tion, you attract good fortune.
  Disarming Parry
  Metas: [Amplify Amplify Amplify]
  Type: {Interrupt}
  Combat Effect: Perform a defend action and disarm 
  the attacker’s weapon [Counter P].
  Out-of-Combat Effect: You have the uncanny ability 
  to catch and deflect fast moving objects.
  Defensive Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Combat Effect: Protection Factor +1
  Out-of-Combat Effect: Your defensive reflexes allow 
  you to roll with any damage, reducing damage (falling, 
  avalanche, etc).
  Move                       PF                     Parry                      DF            
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  
  412
  412
  Druid
  Druids follow the way of the woods. Wood is sacred and has a spirit: knowing how 
  to interact with it is a hidden art that goes by the name of Verwandlung and is the 
  sacred property of the druid. Verwandlung involves a hierarchy of different wood 
  that must be fashioned into wands and staves. Wielding the wand or staff made from 
  that wood gives the druid powers associated with that grade of wood. Powers involve 
  and encompass interactions with vegetation as well as with wild animals. 
  The mightiest of druids become one with the land and have the awe-inspiring power 
  of terra-forming: a druid can change desolate tundra into a verdant mountain range 
  as easily as one dresses in the morning. Druids shun civilization and prefer to dwell 
  in pure nature.
  Warden of the Woods
  The Warden of the Woods specializes in verdant magic that is both restorative and 
  benevolent. The Druid strives to understand the land and the spirits that dwell with-
  in. He understands that he is the drop that wishes to reunite with the sea.
  Child of the Stars
  Some Druids have the gift of foresight granted to them by their attunement to the 
  heavens. The Child of the Stars gains insight from  the constellations and can easily 
  share his knowledge with his allies. He is also an expert brewer of potions and oint-
  ments.
  Animist
  This particular Druid has specialized in the ability to assume animal form. This bes-
  tial form is a kindred spirit for the Animist. The special affinity allows them to exem-
  plify the very best from that species.
  Sacred Wood Binding
  Brewing
  Animal Shapeshift
  Giant Size
  Size +1
  Bestow Illumination
  During the Upkeep phase, you and 
  adjacent allies Heal +3
  Nature’s Child
  Healing you grant or receive
  gains a +1 bonus
  Wild Shape
  [Maintain Maintain 
  Maintain] {Shapechange}
  Turn into a giant wild animal
  Beckon Vanagard
  [Amplify Amplify  Maintain]
  Perform a Major Sacrifice +1 to cre-
  ate an Alka of 2 hexes that grants an 
  immediate Wyrd +1. {Alka}
  One with the Land
  [Amplify Amplify Amplify]
  Major Sacrifice +1 to gain PF +2 vs. 
  Physical and PF +1 vs.  Mental and PF 
  +1 vs. Spiritual. Durng Upkeep phase 
  Heal +2. Awareness extends 360 
  degrees. {Verwandlung Spell Stance}
  
  413
  413
  Verwandlung Magic
  Nature magic that benefits 
  from conduits to other realms. 
  For every 2 adjacent
  Alkas, you gain Focus +1
  6 Healing Potions
  Heal +6 per Brew rank.
  4 Recovery Salves
  Reduce a condition intensity 
  by 1 per Brew rank.
  Sacred Staff Spear
  Damage Factor: 2
  Pierce: 2       
  Reach: 3
  Meta: Knockdown
  (Apply the Vulnerable 
  condition)
  SKILLS
  Omens / Portents: When the higher powers send signs, you know how to interpret them.
  Survival, Winderness: You know how to survive in the harsh unforgiving wilds (forage for food and shelter).
  Brew: You have the knowledge of how to brew potions and ointments.
  Sacred Wood Binding: Your specially prepared sacred staff grants you perfect night vision. The vision distance is 25’ per rank in this skill.
  PASSIVE POWERS
  Fae-Kin: Focus +2 while not wearing armour.
  Nature’s Child: Healing you grant or receive gains a +1 bonus.
  Unencumbered Dodger: Protection Factor +2 and Parry +2 while not wearing armour.
  Stout: During the Upkeep phase you may reduce the intensity of a detrimental condition by 1.
  META TAGS
  AMPLIFY: Double the effect.
  AREA: Everyone within 2 hexes (10’) are affected.
  MAINTAIN: Power may last past the end of the combat round.
  Field of Thorny Vines
  Metas: [Amplify Amplify Maintain]
  Type: {Verwandlung Alka Spell}
  Combat Effect: Create an Alka of 4 hexes that deals 
  +4 Physical damage with 4 Pierce and  also deals +1 
  Mental damage. 
  Out-of-Combat Effect: When you face imminent  
  danger you gain +1 rank to Perception skill checks.
  Geyser of Living Water
  Metas: [Amplify Amplify Maintain]
  Type: {Verwandlung Alka Spell}
  Combat Effect: Create an Alka of 4 hexes  that Heals +6 
  and Recovers +4.
  Out-of-Combat Effect: You may create  water at will (1 
  ounce per minute)
  Field of Quagmires
  Metas: [Amplify Amplify Maintain]
  Type: {Verwandlung Alka Spell}
  Combat Effect: Create an Alka of 4 hexes that  im-
  parts +1 intensity to the Impeded condition  and +1 
  intensity to the Blind condition.
  Out-of-Combat Effect: You can reshape earth and 
  stone creating tunnels (10’ sphere per minute).
  Forest’s Gaze
  Metas: [Amplify Area Maintain]
  Type: {Verwandlung Spell}
  Combat Effect: Heal 4, and then heal another 4 
  points when the recipient of this spell performs a move 
  action this turn.
  Out-of-Combat Effect: You can magically heal the 
  wounds of others.
  Move                      PF                      Parry                    DF                      Pierce                Focus
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  ACTIVE POWERS
  
  414
  414
  Fardrengir
  The Fardrengir is a travelling soul and a seasoned hunter. She will not stay in a town too 
  long. Her need for adventure, exploration and nature will keep her on the move. The 
  Fardrengir is a master of the wilderness. Many travellers seek the Fardrengirís guidance 
  in their trek. She can safely navigate even the most difficult terrain. She works towards 
  harmony with all beasts of nature, but that does not diminish the hunter inside her heart. 
  Fardrengir usually travel with animal companions that are possessed by the realm spirits 
  of Yggdrasil. The companions have consciousness far more evolved than a regular animal. 
  They serve as mounts allowing the Fardrengir to cover vast distances in very little time.
  Farvaldr
  The Farvaldr is consumed with wanderlust. They cannot stay in one place for long and 
  through their travels, they have become masters of the wild. Their survival instincts are sec-
  ond to none. Farvaldr are trap specialists, having the ability to rig a lethal trap from almost 
  anything found in the wild. The most successful bounty hunters are the Falvaldr, also known 
  as Striders. Their competition affectionately call them ìspidersî rather than “Striders”.
  Dyrvaldr
  An animal lover at heart, the beast master attracts special mounts with whom they forge 
  an unbreakable bond. They train with these loyal thanes in order to hone their mesmer-
  izing and synchronized manoeuvres. What they achieve together is much more aston-
  ishing than what they muster on their own. Depending on the Dyrvaldr’s goals, they will 
  choose the right mount that will compliment the skills and powers they require.
  Geirvaldr
  The Geirvaldr is the spear master. A hunter who specializes in bows and thrown weap-
  ons. The celerity and dexterity of their arms shocks and astonishes onlookers. Besides 
  their uncanny accuracy, the Geirvaldr has the ability to draw and launch an astonishing 
  number of projectiles- be it with bow or javelin. 
  Hunting / Trapping
  Riding
  Survival, Wilderness
  Archer’s Third Eye
  On a ranged Attack action, you may 
  Consume 1 Focus in order to add 2 
  points of Mental damage to that At-
  tack action.
  Summon Mount
  Trap Master
  Add +1 level to your traps per rank in 
  the Hunting/Trapping skill.
  Projectile Ricochet  Technique
  [Amplify Amplify Amplify]
  When you apply the Piercer  meta 
  tag to an Active power,  you may 
  ricochet your shot to a new trajec-
  tory (1 new path per Amplify meta). 
  {Stance}
  Rider’s Synergy
  [Amplify Amplify Amplify]
  Instead of taking your own move or 
  attack actions, you or your mount 
  may assign it to the other. You 
  both Heal +1 per  action assigned.
  {Stance}
  Trapper’s Stance
  [Amplify Amplify Amplify]
  When you set a snare, your 
  snare level is increased by 2.
  {Stance}
  
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  Snare (Traps) A snare has a level equal to your level  plus the 
  instances of the Hunting/Trapping skill rank. You are immune to 
  your own traps and cannot trigger them. Anyone else within the 
  effect radius sets off the  trap.
  Eldritch Ring
  Focus +1
  Hunter’s Bow
  Damage Factor: 2
  Pierce: 2       
  Range: 10
  Meta: Gore
  (Apply the Degeneration  
  condition)
  SKILLS
  Riding: This skill allows you to perform complex manoeuvres while riding.
  Animal Empathy: You have an affinity with wild animals, knowing how to calm in the inner beast.
  Tracking: Few can hide their tracks from your expert tracking skills.
  Hunting / Trapping: Your skills allow you to find game trails and your traps can catch both large and small prey.
  PASSIVE POWERS
  Tactical Advantage: During Upkeep you may perform a free move action.
  Quick Draw: You may exchange equipment or draw more ammunition without having to play a rune.
  Summon Mount: You attract a silver stag or golden boar companion (skill taken twice- level 6, size 6).
  META TAGS
  AMPLIFY: Double the effect.
  AREA: Everyone within 2 hexes (10’) are affected.
  MULTI: Add +5 hex (25’) range and up to 2 more targets.
  PIERCER: Hit two targets who are in a straight line.
  Regenerating Attack
  Metas: [Amplify Multi Piercer]
  Type: {Manoeuvre}
  Combat Effect: Perform an Attack action and Heal +1 
  and Recover +2 to self or adjacent.
  Out-of-Combat Effect: The suffering of  others fuels 
  your inspiration and resolve.
  Hamstring
  Metas: [Amplify Multi Piercer]
  Type: {Manoeuvre}
  Combat Effect: Perform a weak attack action with a +1 dam-
  age bonus and inflict Impeded with +1 intensity [Counter P].
  Out-of-Combat Effect: You move quickly through water 
  and deep snow.
  Trap- Spikes
  Metas: [Area Area Area]
  Type: {Snare}
  Combat Effect: Set a snare that deals  Physical damage 
  equal to half the snare level.  It also has a pierce equal to the 
  snare level.
  Out-of-Combat Effect: Your snares can be  miniaturized 
  without the need to sacrifice  functionality (palm sized).
  Trap Incapacitation
  Metas: [Area Area Area]
  Type: {Snare}
  Combat Effect: Set a snare that imposes +1  intensity 
  to the Blind condition [counter: P].  The intensity is 
  boosted by +1 per 5 snare levels.
  Out-of-Combat Effect: Your traps are very
  well hidden making them especially deadly.
  Move                       DF                     Pierce                 Focus
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  ACTIVE POWERS
  Both runes are bound to the 
  Active Power: Lunging Attack
  
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  Sceadugengan
  Sceadugengan are known as the “dark walkers”. They begin their lives as rogues, living a life of theft, 
  fraud and murder. Life’s ambition drives the rogue to obtain the most for the least amount of effort. Their 
  motto is ìwhen all else fails, steal and backstabî. But while in pursuit of increasingly better concealment, 
  pilfering and assassination techniques, they eventually fall upon the dark lore of the Svart Alfar. This 
  pursuit takes them down a dark road where their psyche and spirit erode and are replaced with greed, 
  envy and lust. Their growing powers are fed by the shadows and darkness, encouraging a penumbral 
  existence. This lore and techniques transform the rogue into a Sceadugengan. The darkness becomes 
  their play-thing. The general population of Midgard is easy prey for seasoned dark walker. Many seek out 
  the Sceadugengan for their clandestine talents and offer lucrative contracts. The Sceadugengan’s pow-
  ers stem from the dance of light and dark. Despite an adoration for the Svart, the powers of shadow also 
  require the Lios. Some of their powers will take on a life of their own, transforming their very nature to 
  capitalize on the surrounding light and darkness.
  Thief
  The Sceadugengan that is driven by greed seeks the path of the thief. Wealth is a motivator, but the 
  thrill of the score is what truly excites her. It is said that in Svartalfheim you can have your sword 
  plucked right out of your hand without even knowing it. The Thief studies the techniques that allow 
  her to secretly pilfer personal effects, even in the heat of combat. No one’s possessions are safe when 
  a Sceadugengan Thief is around.
  Assassin
  Most Sceadugengans’ actions are beholden to their shady moral compass. However the darkest of 
  those belong to the assassins. They are the ones who have embraced their talent and bliss when chok-
  ing out the flame of life. The combat style that they bring back from the shadow involves the least 
  amount of strikes in order to murder their quarry. Those who are the best in this discipline also melt 
  away after the deed is done, so as to avoid any blame.
  Scoundrel
  While the other Sceadugengan pride themselves at stealth, the scoundrel prefers to hide in plain sight. Their 
  mightiest power is their disarming charisma. Replacing the need for nimble fingers and instead relying on flat-
  tery, charm and pure presence, the Scoundrel can spin almost any situation into a favourable one. The Svart 
  lore they covet has trained the scoundrels in the art of using others to do their dirty work.
  Feather Fingers
  Sneak
  Verbal Manipulation
  Deflect Aggression
  After a Defend action, you may 
  perform a Minor Sacrifice +2 to apply 
  1 intensity Blind condition upon the 
  attacker [Counter: M].
  Assassin’s Reflexes
  During Upkeep, you may shift your 
  initiative up (earlier) by 2 positions.
  Quick Draw
  You can exchange equipment
  and ammunition without
  playing a rune.
  Mesmerizing Gaze
  [Amplify Range Amplify]
  You Charm another combatant 
  by +1 Intensity [Counter: M]. 
  The satisfaction heals you +2.
  {Manoeuvre}
  Death Strike
  [Amplify Amplify Amplify]
  You perform an Attack action  
  against a foe who is healthy 
  (no runes in the Wounds piles).  
  The attack receives a bonus +3 
  DF and +2 Pierce.  {Manoeuvre}
  Pilfer
  [Amplify Amplify Amplify]
  You perform a Move action 
  and then take 1 item from 
  another combatant [Counter P]
  (any order) {Manoeuvre}
  
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  Light/Dark Powers
  While Shroud is 1 or 2 you are
  in the “light”. While Shroud is
  3 or 4 you are in the “dark”.
  Dark Bracers
  Parry: 4
  Meta: Deflect (multiply your
  PF and Parry by x3)
  2 Cruel Daggers
  Damage Factor: 3
  Reach: 1
  Meta: Gore (Apply the 
  Degeneration condition)
  SKILLS
  Verbal Manipulation: You can talk others into doing stuff they would not normally do.
  Sneak: You know how to move about undetected. 
  Feather Fingers: This skill grants you a five-finger discount.
  Escape: You can slip out of any restraints that are placed upon you.
  PASSIVE POWERS
  Blend into Shadow: During Upkeep you may increase your Shroud condition by +1 intensity.
  Precision: Your attacks gain Pierce +2.
  Brutalize: Your first attack action applies +1 intensity of the Degeneration condition [Counter P].
  Shadow of Youth: 
   
  Light Effect:  If you are Bloodied, after you end a (non-weak) Move action, perform a Minor Sacrifice +1 to  increase your Shroud 
  condition by 1 intensity.
   
  Dark Effect:   During Upkeep, Consume Shroud to Recover +2  and Heal +4. You Heal an additional +2 if you  are Bloodied.
  META TAGS
  AMPLIFY: Double the power effect.
  MULTI: +1 Reach and strike up to 2 more targets within reach.
  WEAPON: Unleash your weaponís “meta” effect.
  RANGE: Adds 10 hexes (50’) to range powers.
  Shadow Strike
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Combat Effect: Perform a Minor Sacrifice +2 to 
  perform an Attack action and apply +1 intensity to the 
  Shroud condition.
  Out-of-Combat Effect: You have very quick reactions to 
  sudden events.
  Shade of the Darting Fox
  Metas: [Amplify Amplify Amplify]
  Type: {Shade Spell}
  Light Combat Effect: Heal +2 and Shroud  +1.
  Dark Combat Effect: Teleport another  combatant who is 
  within 10 hexes to an  unoccupied adjacent hex. You must  
  have a line of sight to them [Counter M].
  Cleansing Block
  Metas: [Amplify Amplify Amplify]
  Type: {Interrupt}
  Combat Effect: Perform a weak Defend  action with a 
  +1 bonus and reduce a condition  that afflicts you (or 
  adjacent) by 1 intensity.
  Out-of-Combat Effect: Your danger sense allows you 
  to reposition yourself before combat.
  Shade of Night and Day
  Metas: [Amplify Amplify Amplify]
  Type: {Shade Manoeuvre}
  Light Combat Effect: Perform a Weak Attack action 
  and then switch places with any adjacent combatant 
  [Counter P].
  Dark Combat Effect:  You Charm another combatant 
  by +1 Intensity [Counter: M]. The effect may target 
  someone up to 10’ away (2 hexes).
  Move                   Parry                       DF                    Pierce
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  ACTIVE POWERS
  
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  Stalo
  The Stalo is the master of controlled combat manoeuvres. It is said that Odin him-
  self taught the first warriors the ways of the Stalo, and throughout the centuries these 
  skills have been passed down through the chosen bloodlines. The Stalo arts are 
  deeply rooted in history, ritual and tradition. Fathers teach sons the art of chaining at-
  tacks with such precision, that they culminate in a crescendo of unstoppable violence. 
  Stalos also carry their tradition in the form of an ancestral weapon. This weapon has 
  been forged to accompany a particular battle art-form. In the darkest hour of Ragn-
  arok, many count on the Stalos resolve to come to the rescue of the weakest and most 
  downtrodden.
  Striker
  The Striker Stalo focuses on optimizing the attack chain they are delivering. They 
  work hard to ensure each blow finds its mark and cannot be easily blocked by op-
  ponents. Strikers are at their most lethal when lashing out with a flurry of small yet 
  precise series of attacks.
  Stalwart
  The Stalwart Stalo has refined the art of group warfare. They are sought after for 
  shield-walls as their skills are of great benefit to the entire warband. Most allies will 
  fight close to the Stalwart in order to benefit from his expertise and techniques.
  Keeper
  The Stalo known as the Keeper invests himself into the ancestral relic of his forefa-
  thers. Part warrior, part forge master, he hones the relic’s properties to accentuate 
  his fighting style. He understands its past, allowing it to guide his fighting style into 
  something truly synergistic with his weapon.
  Perception
  Sense Motive
  Ancestral Weapon
  Attuned Weapon
  Gain a +1 Damage Factor and +1 
  Parry while wielding the Ancestral 
  Weapon.
  Aura of Peace
  During Upkeep you may gain a +1 
  Intensity to the Aura condition. Your 
  Aura heals instead of dealing damage 
  (includes you).
  Stubborn
  The cost to counter your powers, is 
  increased. The defender must also 
  perform a Minor Sacrifice +1.
  Touch of the Hallowed Ancestors
  [Amplify Range Area]
  Heal equal to half the QR of the  
  Ancestral Weapon [4]. Perform 
  an Ultimate Sacrifice +1 to teleport 
  your ancestral weapon back into 
  your hand. {Spell}
  Cloned Manoeuvre
  [Range Range Amplify]
  After an ally performs a manoeuvre, 
  copy and bind it to 1 rune in your 
  In-Hand pile.  It is usable until end of 
  turn. Perform a Minor Sacrifice +1 
  to  invert the effect. {Manoeuvre}
  [Amplify Multi Weapon]
  Perform a Weak Attack action.  Im-
  mediately after, grant an  ally within 
  3 hexes (15’) a free  Weak Attack 
  action against  any one combatant 
  you just targeted. {Manoeuvre}
  
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  Scale Armour
  Protection Factor: 2
  Meta: Absorb
  Negate 2 harmful conditions
  Ancestral Spear
  Damage Factor: 3
  Pierce: 2
  Reach 3
  Meta: Gore (apply the 
  Degeneration condition)
  SKILLS
  Sense Motive: You can detect the real intensions behind someoneís actions and/or words.
  Ancestral Weapon: Your familyís ancestral weapon has been passed down for generations. 
  Perception: Your senses are very acute, giving you the ability to perceive hidden items or imminent danger/ambush.
  Athletics: Your athleticism allows you to perform physical feats which elude others.
  PASSIVE POWERS
  Insistence for Subtlety: Gain Flow when your Attack action deals damage to a combatant from behind.
  Combat Manoeuvrability: During Upkeep you may perform a free Move action.
  Die Hard: During Upkeep you may Heal +1 and Recover +2
  Martial Prowess: While equipped with a weapon, your Attack actions gain a +1 damage bonus.
  META TAGS
  AMPLIFY: Double the power effect.
  MULTI: +1 Reach and strike up to 2 more targets within reach.
  WEAPON: Unleach your weaponís “meta” effect.
  RANGE: Adds 10 hexes (50’) to range powers.
  AREA: Adds a 2 hex (10’) radius to the effect.
  Flow
  When you attack from behind you get +1 Flow.
  Mark this on the “Rage” condition on your
  playmat. When Flow reaches 4, draw a rune 
  and reset Flow to 0.
  Lunging Attack
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Combat Effect: Perform a Weak Move action and an At-
  tack action (in any order).
  Out-of-Combat Effect: You are especially good at 
  pouncing, allowing you to surprise and ambush your prey.
  Stance of the Cascading Winds
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Combat Effect: Move actions gain a +2  bonus per Flow 
  intensity.
  Out-of-Combat Effect: Repeating your skills improves your 
  chances at success.
  Flying Charge
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Combat Effect: Perform a Move action and  a weak At-
  tack action (in any order).
  Out-of-Combat Effect: Your superb ability  of ambush-
  ing foes allows you to trick and trap someone in social 
  environments as well.
  Destroyer of Crowds
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Combat Effect: Perform an Attack action with a +1 
  damage bonus per 2 adjacent foes.
  Out-of-Combat Effect: You can move gracefully 
  through thick crowds without slowing down.
  Move                     PF                      Parry                      DF                      Pierce
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  ACTIVE POWERS
  
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  Berserkir
  A Berserkir is a warrior who is blessed with the anger of the gods. In this rage, he loses all control and becomes a killing machine, 
  striking down foes with the strength of twice four men. They have no need for armour, since neither iron nor fire can touch their 
  skin while in this feverish rage. People have tried calming the fires within a Berserkir consumed with Modr by pushing them into 
  vats of ice-cold water, but the water was turned to steam by the fiery anger of the Berserkirís breast. Throwing naked women in 
  the path of a Berserkir has also failed to calm the heavenly rage. 
  In some cases, a Berserkir has been known to transform himself into a mighty bear. After the rage wears off, the warrior is in a 
  weakened state for a time. It is said that a king sent five Berserkirs to conquer a neighbouring kingdom and they accomplished 
  their task, slaying all of the opponentís armies. 
  This rage is spiritual in nature, since it is a lesser form of what the god Thor possesses.
  Juggernaut
  Berserkirs that personify the oncoming storm are known as Juggernauts. They are a purely destructive force that believe the best 
  defence is a strong offence. Most will utterly decimate an opponent before they can mount an effective attack. Those that survive 
  the initial onslaught find themselves on their heels, facing an aggressor that will eventually spell their doom.
  Dreadnought
  Berserkirs that are blessed with rage cannot be touched by fire or steel. Dreadnoughts strive to become the most indestructible 
  forces of nature. Their resolve is unwavering and their body is immovable. Most foes retreat knowing that killing a Dreadnought 
  is an almost insurmountable challenge.
  Ursen
  Berserkirs that embrace their bear form choose to follow the path of the Ursen. They use their form to gain every advantage over their op-
  position- size, speed, power and ferocity. Ursen use their tremendous reach to great advantage, swatting opponents about the battlefield.
  Athletics
  Endurance
  Brawling
  Iron Beast
  Consume Rage to grant your next 
  Attack action a free Multi meta and 
  +1 Reach.
  Iron Hide
  If you are Bloodied, Consume Rage 
  to gain either +3PF P or +2PF M 
  or +2PF S the next time you are 
  attacked.
  Iron Fist
  Consume Rage to grant your 
  next attack a DF +1 bonus and 
  Degeneration +1.
  Unleash the Beast
  [Amplify Amplify Maintain]
  Gain a size +1 and heals you 
  receive are boosted by +2.
  {Manoeuvre}
  Armoured Reflex
  [Amplify Amplify Amplify]
  Against the current attack, gain +2 
  Physical PF and reduce any knock-
  back by 4. {Interrupt}
  Defying Leap
  [Amplify Amplify Amplify]
  You may leap a number of  hexes 
  equal to your Physical Trait times 
  your Rage 
  intensity. The destination must  be 
  an unoccupied hex. {Manoeuvre}
  
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  Leather Armour
  Protection Factor: 1
  Meta: Absorb
  (Negate 2 harmful conditions)
  2 War Axes
  Damage Factor: 2
  Reach: 2
  Meta: Hamstring
  (Apply the Impeded condition)
  SKILLS
  Brawling: You are a skilled brawler, using your whole body as a weapon.
  Intimidate: Use your menacing presence to cow others into compliance.
  Endurance: You can push yourself well past normal limits before succumbing to exhaustion.
  Short Fuse: After failing a skill check, you may perform this skill check to try and succeed at the task again. 
  The skill that was failed has the difficulty lowered by 1 for this skill. Performing this skill check requires an 
  Ultimate Sacrifice +1. However a failure on this skill immediately imbues you with violent intent and you gain 
  4 ranks in the Rage condition.
  PASSIVE POWERS
  Constitution: During the Upkeep phase, Heal +1 per itensity of all conditions that affect you.
  Drive Back: Each attack pushed your opponent back 1 hex (5’) [Counter P]. You may perform a Minor Sacrifice +1 to move into the 
  hex vacated by the opponent.
  Bastion: When you are facing 2 or more adjacent foes, gain +2 Protection Factor
  Raging Bear: Upon reaching Rage intensity 4 you may shapechange into a giant golden 
  bear (gain, Size +4, Reach +2, Protection Factor +4 and quadruped movement)
  META TAGS
  AMPLIFY: Double the power effect
  MULTI: +1 Reach and strike up to 2 more targets within reach
  WEAPON: Unleach your weaponís “meta” effect
  Stand of Presence
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Combat Effect: While the stance is in effect 
  you gain a Reach +1 on your Attack actions. 
  When your Rage intensity decreases, you may 
  perform a Move action. After the Move action, 
  the stance ends (return the rune to Essence).
  Out-of-Combat Effect: After tense 
  negotiations that eventually result in 
  success, you have a knack for drawing out 
  extra concessions.
  Reckless Power Attack
  Metas: [Amplify Multi Weapon]
  Type: {Stance}
  Combat Effect: Pay a Minor Sacrifice +1 to
  perform an Attack action with +3 damage 
  Out-of-Combat Effect: You can push yourself
  past your limits
  Lunging Attack
  Metas: [Amplify Multi Weapon]
  Type: {Stance}
  Combat Effect: Perform a Weak Move action
  and an Attack action (in any order).
  Out-of-Combat Effect: You are especially
  good at pouncing, allowing you to surprise and
  ambush your prey.
  Raging Charge
  Metas: [Amplify Amplify Amplify]
  Type: {Manoeuvre}
  Combat Effect: Perform a Move action and
  apply +1 intensity to the Rage condition.
  Out-of-Combat Effect: You are a natural
  wrestler. On a failed Brawl skill check, perform
  an Ultimate Sacrifice +1 to try again.
  Move                      PF                          DF   
  Essence
  Your memories
  lifeforce & wisdom
  Level: 8
  Size: 4
  Destiny
  The effect you can
  cause on the world
  ACTIVE POWERS
  
SOURCE: textdata/thevault/Fate of the Norns Ragnarok/Fate of the Norns - Ragnarok - Denizens of the North.pdf