TEXT: 1
  Written by Tracy Barnett
  
  2
   Iron Edda: War of Metal and Bone is licensed 
  under a Creative Commons Attribution-
  ShareAlike 3.0 Unported License.
  Credits
  Written by:  Tracy Barnett
  Adventures by:  Lillian Cohen-Moore, Ryan Macklin, 
  and Quinn Murphy
  Editor: John Adamus
  Cover Artists: Claudia Cangini and Brian Patterson 
  Interior Artists: Lance MacCarty and Theo Evans
  Layout Artist:  Tiara Lynn Agresta
  Map: Brian Patterson
  Production Artist: Tracy VanTilburg
  Thanks
  All of the Kickstarter backers, friends, and family 
  that supported this project. Without all of you, this 
  game would not exist.
  This work is based on Fate Core System and Fate Accelerated Edition 
  (found at http://www.faterpg.com/), products of Evil Hat Productions, 
  LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, 
  Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda 
  Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under 
  the Creative Commons Attribution 3.0 Unported license  
  (http://creativecommons.org/licenses/by/3.0/).
  
  3
  HROFNIR’S STORY 
  3
  THE GAME 
  4
  Differences from Fate Core 
  4
  HOLDFAST CREATION 5
  SETTING CREATION 
  16
  CHARACTERS 
  21
  Refresh 
  22
  Aspects 
  22
  Warrior Clans 
  23
  Beyond the Clans 
  25
  Sacred Item 
  26
  Group Aspect 
  26
  The Bonebonded 
  29
  Extra: Bonebonded 
  29
  Advancement 
  30
  Scale 
  31
  Dealing With Size  
  35
  Skills and Stunts 
  36
  Stunts 
  40
  Mortal Stunts 
  40
  Supernatural Stunts 
  41
  Magic 
  43
  Runescribed Magic 
  44
  Runic Stunts 
  45
  The Runes 
  45
  Authority 
  47
  Consequences 
  48
  Collaborating in Midgard 
  49
  SETTING 
  51
  Midgard, Our Lands 
  52
  The Nine Rivers 
  52
  The Northlands 
  53
  The Midlands 
  56
  The Southlands 
  57
  Outside of Midgard 
  59
  The Elven Forests 
  59
  The Petruvian Empire 
  60
  The Isles of Mist 
  61
  The Desert of J’Goll 
  62
  RUNNING WAR OF  
  METAL AND BONE 
  66
  Story Stress 
  66
  Creating Threats and Enemies 
  66
  Plot 
  68
  Inspirational Resources 
  69
  Last Words 
  69
  A TALE OF BLOOD &  
  DARKNESS —  
  by Lillian Cohen-Moore 
  71
  THE THRONE THAT WOULD 
  BE BONE AND WRATH —  
  by Ryan Macklin 
  83
  REMAINS —  
  by Quinn Murphy 
  100
  CHARACTER SHEET 108
  TABLE OF  
  CONTENTS
  
  4
  Prologue
  Long had the Dwarves,| forgers of iron and metal,
  Bent and twisted, rotten fork | of Ymir’s life-river,
  Kept to the ground | holding in their homes
  The secrets of the world | long left hidden.
  Their dark hands darker | with the blood of the earth
  They crafted in secret; | would you yet know more?
  A liar, monster-father, trickster, | whispered to them of lost days,
  Dripped mind-poison in their ears, | made promises of lost glory regained.
  Incensed, the duergar took the forms | of giants of old,
  Wrought by hammer and steel | not by natural means.
  Metal giants made in mock | of their grave-laid ancestors
  Built for war and destruction; would you yet know more?
  Rising from the ground | across the world, in all nations
  The humans and elves alike | were caught unawares.
  Mighty warriors blunted | their spears and axes
  On the surface of the | dwarf-forged giants.
  Where hammers wrought | the deaths of the brave,
  Flowers grew to show | their blood-marked passing.
  Hope faded and desperation | etched every face.
  Eyes to the heavens turned | pleading for aid
  From the Aesir, the gods | of the old long held.
  The gods, knowing their fate | held back action, no aid given.
  All save Loki, liar, monster-father, trickster; | would you yet know more?
  
  1
  From the depths of the earth, | old jotunn bones were
  Pulled forth; The trickster god | working his mischief.
  Loki gave the secrets needed | to raise the bones,
  To bind the spirits of true warriors | to the spirits of dead bone.
  Old giants, flesh-lacking, | rising to meet the dwarves.
  The Elves, too, with the willows | of Alfheimr, strong
  And true, came to battle; | how else to fight their doom?
  Giants, true children of Ymir |, full of rage, few of number,
  Rose in challenge, daring | Men, Elves, and Dwarves alike.
  The mock made of their forms | and the pillaging of jotunn bones
  Drove them to mind-fury, | raging against all.
  Grinding war rends | the earth asunder,
  Rivers of blood crashing | through axe-made canyons.
  The seers proclaim truths | hidden truths, eye-hiding things
  That speak of the end. | The death of all things, world-ender, Ragnarok.
  Some accept, bending to Fate | as in times before.
  We do not bend. We fight, | no matter the means.
  This is our world | which we fight to protect
  And for which we will die. | Our home, gift of the
  Gods, we will fight for, always; | would you yet know more?
  - Penned by Selvie Half-axe, skald to Jarl Elsebet.
  
  2
  
  3
  Hrofnir’s Story
  It always comes back to one thing. What is a person willing to do to protect 
  what’s theirs? In the old days, men fought men, to keep what they had. They 
  raided, ravaged, and pillaged each other and the surrounding lands. Life, it 
  was good. Then the world shattered. The ground rent asunder by the metal 
  giants of the duergar. None could not stand against them.
  So tall. Blocked out the sun. Some say the largest had heads that 
  were lost in the clouds themselves. They moved as mountains, with 
  ponderousness. A grinding that shook you to your very bones. Entire 
  holdfasts shattered, crushed under metal feet, or torn from the ground by 
  grasping hands. 
  We cried out to the gods, praying for help. We sacrificed and we bled, 
  the warrior clans disintegrating under the onslaught. Even my own clan, 
  the mighty Raven Clan, Odin’s own clan, was reduced to a shadow of our 
  former glory. So many deaths. Truly Valhalla was filled to bursting after our 
  fruitless battles.
  After months, all seemed lost. The dwarves and their metal creations had 
  laid waste; there was little left to speak of. Then, in the north, a grim hope 
  appeared. We thought at first that it was dwarven trickery. A giant, it seemed, 
  but not of metal. Of bones, it was, with scraps of gravecloth hanging from 
  it. At the center of it, a human form burning in blue light. And as the man 
  moved, so too did the bones.
  Ragnar Bonebonded. His original name was burned from him. He spoke 
  of the northern Seers and their powers. How the gods had come to them 
  and delivered to them the answer. How they pulled the bones of long-dead 
  giants from the ground. How they took him and wedded his very spirit to 
  the bones. How he was the start of a new clan: the Clan of Bone.
  The clans were troubled by this. Spirit bonded to bones? To the bones of 
  a giant? What would happen when he died? Would he feast with Odin in 
  Valhalla? Would he be condemned? Words were thrown like spears. Clans 
  already ruined by the war broke further. 
  Two sides took form. There were those who said this was no gift,that 
  they would rather die like warriors than rely on the magic of bones. 
  
  4
  Others welcomed this gift from the gods. They clamored to be bonded 
  themselves. Then the attack came and, for the first time, the dwarves were 
  driven back by Ragnar and his bones. The Clan of Bone truly began that day.
  And now, it is my turn. I have heard what the old one says will happen, 
  and I have made my choice. I will take this gift from the gods. I will leave 
  the Clan of the Raven and give over my name. Forevermore, I will be 
  known as Hrofnir Boneson. I, and my brothers and sisters, will drive back 
  the dwarves. We will turn the tides or die in defiance. 
  The Game
  War of Metal and Bone is a game of brave warriors fighting to keep their 
  homes, lives, and freedom. It is a game of magic and intrigue. It is the story 
  of ordinary men and women who fight alongside towering giants. It is the 
  story of a world irrevocably changed. What the future brings will be in your 
  hands. It is your fate to walk into the world of giants.
  Midgard is a world like our own. Inspired by Norse myth, it is a world 
  roughly as it was during the Viking Era. A lot of research went into the 
  writing of the setting. Historians will see a lot of variations, but will 
  hopefully appreciate the small details that were purposefully included. 
  Norse myth is a rich source from which to draw, and War of Metal and Bone 
  would not be what it is without the use of such sources.
  Ultimately, this world is your world. Fate is designed for the players 
  to have an impact on the world around them. War of Metal and Bone is 
  no different. Your group will create your own holdfast, describe the world 
  around you, and carve your names into the rolls of history. 
  Lord, warrior, thrall ... all have the chance to feast in Valhalla.
  DIFFERENCES FROM FATE CORE
  War of Metal and Bone uses the FATE CORE and Fate Accelerated Edition 
  rules, but there are some significant differences in how things are handled in 
  War of Metal and Bone. The following is an overview of the differences.
  Holdfast Creation - Rather than setting creation, War of Metal and Bone 
  uses a collaborative map-building process that uses a large table of 
  
  5
  questions about the setting. In addition to creating the setting, this leads 
  naturally into character creation.
  Character Creation - Character creation immediately follows Holdfast 
  Creation. Rather than telling backstories with one another, players 
  use the plot threads they generated during Holdfast Creation to make 
  shared histories.
  Characters have differences from those in FATE CORE as well.
  Aspects - In addition to High Concept and Trouble, the other three 
  aspects are labeled: Clan Aspect/Nationality Aspect/Bond 
  Aspect, Sacred Item, and Group Aspect.
  Refresh - Default refresh in War of Bones and Metal is four.
  Skills/Stunts - Burglary and Driving are all replaced. There are 
  substitutions  for each skill
  Magic - There are three different levels of magic in War of Metal and Bone: 
  Non-magicaL, Seers/Witches/Wisepeople, and Runescribed. 
  Each of the Non-Magical distinctions has different mechanical impacts 
  on how a character interacts with the world.
  Scale - There are three scales of size in War of Metal and Bone: Human 
  Scale, Giant Scale, and Epic Scale. The size of a thing or being 
  changes the manner in which you interact with it.
  Holdfast Creation
  The heart of a campaign of War 
  of Metal and Bone is found in the 
  creation of a unique holdfast and 
  the lands around it. This method 
  of creation allows each group 
  to have a unique experience in 
  Midgard, shaping the lands around them as they adventure. 
  Each Holdfast is created using the same process and items. Following is 
  a table of questions. Each player uses a set of Fate Dice to determine what 
  Credit for this idea goes to Travis Scott, 
  a man of intellect and grace. Thanks 
  for letting me use it, Trav.
  
  6
  category their question will be from, and to determine the question itself. 
  As each player answers their question, they add details to the world, and 
  somethintg to the ever-growing Holdfast Map. This process gives both the 
  players and the GM a stake in the world that the game will take place in. 
  Here’s the process you’ll need to follow. 
  To create a holdfast, you’ll need a few things:
   
  1.  
   A piece of paper to draw a map on. Graph paper works well.  
  In my experience, an 8½" x 11" piece works best.
   
  2.  
  A set of Fudge/Fate dice.
   
  3.  
  A group ready to begin the campaign.
  To use the holdfast generator use the following steps:
   
  1. 
   Roll four Fate/Fudge dice. Count the plusses across, and the minuses 
  down until you get to a specific box.
   
  2. 
   Once you have your box, find the corresponding entry on the list on 
  page 7 and roll two additional Fate/Fudge dice. 
   
  3. 
   Read the entry aloud, and answer any questions that are posed in 
  the entry.
   
  4. 
   Draw something on the map that corresponds to your entry. It does 
  not have to be to scale. If you can add an aspect to your map entry, 
  so much the better. See the example setting creation on page 16 for 
  more information.
   
  5. 
   The remaining players each take a turn taking steps 1-4. If you have 
  a small number of players, have the GM take a turn as well. When 
  everyone has gone, you should have 4-5 entries on the map.
   
  5a.  If you roll the same category as another player, feel free to roll again 
  for something different. There are 96 questions on the table. That 
  means lots of possibilities!
   
  6. 
   Discuss among the group where the holdfast itself should be on the 
  map. Name it.
   
  7. 
   While the players are answering these questions, the GM needs to 
  take notes about the answers. What the players are saying are the 
  
  7
  seeds of the plot and 
  the beginnings of the 
  story that the GM will 
  guide. Anything that 
  catches your ear should 
  be written down. If 
  something a player says 
  catches your interest, or 
  doesn’t make sense, ask 
  a follow-up question to 
  get some more details. See the example below.
   
  7a.  Players, feel free to ask each other questions as well. Let each player 
  answer their own questions, but if they ask for help, give it to them. 
  This is, above all, a collaborative process.
  As mentioned above, as questions get answered, things get defined in the 
  world. It’s best to come into this process with an open mind. For example, if 
  a question mentions the Jarl and a player refers to the Jarl as “she,” then the 
  Jarl’s a woman. The declarations that are made during this process should be 
  noted and used later.
  There may be words or terms that you’re unfamiliar with when looking 
  at the questions. If you see something you don’t recognize, check the setting 
  section of the book to get a description.
  HOLDFAST CREATION TABLE
  0
  +
  +
  +
  +
  0 Hanging in the 
  Balance
  Sword Talk, 
  Axe Talk
  Political 
  Maneuvers
  Dictates of Fate
  Blessing of the 
  Gods
  - Time of 
  Sacrifice
  Trade and 
  Commerce
  Local Resources
  Tidings of War
  - What We Have 
  Wrought
  Clan Matters
  Fortune Favors 
  the Bold
  - A Glimmer of 
  Hope
  Tales for the 
  Ages
  - Curse of the 
  Gods
  Name suffixes for holdfasts in this 
  setting are as follows:
  - heim = home
  - lund = land
  - borg = town, city
  If you want an authentic Old 
  Norse name, use the translator at: 
  http://www.freelang.net/online/
  old_norse.php
  
  8
  HANGING IN THE BALANCE
  ++ There is a chance to strike at the heart of a dwarven fortification! It would 
  be a telling blow in the war. Where are the dwarves fortified? Why is now 
  the opportune moment?
  +0 Information has been gathered on a looming dwarven assault. Many 
  scouts died to bring the information. What was the information? How will 
  this help blunt or thwart the coming attack?
  +- Refugees are streaming into the holdfast. What has caused this influx? 
  How will the Jarl ensure that everyone is fed and cared for?
  00 A lone dwarven automaton arrived outside of the holdfast three days ago. 
  It is not moving. What is the local reaction to its arrival? 
  -0 A renowned Bonebonded warrior has vanished! Who disappeared? Where 
  did they go? Why?
  -- Rumors of plague are spreading across the holdfast. Everyone who so 
  much as coughs is looked at sideways. How is the Jarl handling the 
  situation? Why?
  SWORD TALK, AXE TALK
  ++ A great victory has been won over the dwarven forces! Who was 
  responsible for turning the tides? What is needed to ensure future victories 
  will come?
  +0 Tempers are high in the holdfast. Duels over honor are at an all-time high. 
  What is causing the tension?
  +- Murder in the holdfast! Who has been killed? Who is the killer? How can 
  they be stopped before it happens again?
  00 An old warrior craves a death that will assure them their place in Valhalla. 
  To what lengths will they go to ensure their proper end? Who are they 
  pulling into their plans?
  -0 Two warrior clans are feuding. Which clans are fighting and what is the 
  source of their strife? Can anything end it?
  -- A local coalition hates and fears the Bonebonded. What have they done to 
  sabotage the local contingent? How are the Bonebonded responding?
  POLITICAL MANEUVERS
  ++ A delegation from Alfheim has arrived in the holdfast. The elves offer their 
  support in the war against the duergar, but for a price. What do they want? 
  Why is the Jarl reluctant to take the deal?
  +0 A nearby Jarl is styling themselves as Jarl of Jarls and is demanding fealty 
  of all local lords and ladies. What is the reaction to this in your holdfast? 
  How is this affecting the ongoing war with the dwarves? 
  +- A group of merchants is demanding restitution for dwarven raids, claiming 
  the Jarl did not give them promised protection. How is the Jarl responding? 
  What are the merchants withholding until their demands are met?
  
  9
  00 A powerful warrior is stirring up trouble, claiming that the Jarl is weak and 
  foolish. What is the Jarl preparing to do in response? What will it take to 
  silence the dissident warrior?
  -0 The Jarl is gravely ill. Some whisper that their spouse is responsible. What 
  is the true nature of the Jarl’s illness? What will happen if they do not 
  recover?
  -- Rebellion! A group of clan warriors has risen up against the Jarl. With 
  whom are the people siding? What will happen when the next dwarven 
  attack comes?
  DICTATES OF FATE
  ++ A great sacrifice has been made and victory has been promised by the priests 
  of Odin and Thor. What was sacrificed? How will the victory come to pass?
  +0 A great flock of ravens, Odin’s own messengers, has alighted on the Jarl’s 
  longhouse. How is this portent being interpreted?
  +- A skald claims to have visited Mimir’s Well, at the root of Yiggdrasil itself. 
  The tale is spreading far and wide. What is the skald’s agenda? How are 
  the priests reacting?
  00 A great number of young warriors are abandoning their chosen clans to 
  become Bonebonded. How are the clans reacting to this?
  -0 A two-headed calf has been born. What does this grim portent mean for 
  the holdfast?
  -- A priest walks through the streets claiming that the gods have abandoned 
  the holdfast. What event does the priest claim as the origin for this loss of 
  divine favor?
  BLESSING OF THE GODS
  ++ Folk say the forges of the blacksmith ring with the sound of Thor’s own 
  hammer. Who is this blacksmith? What did they do to earn such an 
  honor? What does this honor mean for your holdfast?
  +0 A special member of the Bonebonded is said to have pieces of Ymir, the 
  Father of Giants in his skeleton. What special properties does this give the 
  Bonebonded? How has this made your holdfast famous?
  +- The waters of your river are said to give strength and agility to those that 
  drink of it. How has the river been protected against the dwarves? What 
  needs to be done to keep the waters safe for all time?
  00 Your Jarl has Odin’s own wisdom. How has this benefited your holdfast? 
  How have these benefits affected relations with the surrounding lands?
  -0 Frigg has blessed your holdfast! What is the nature of this blessing? How 
  do the women of the holdfast greatly benefit from it?
  -- The blessing of Loki? What double-edged blessing has the trickster 
  bestowed on your holdfast? 
  
  10
  TIME OF SACRIFICE
  ++ Every hand is needed to fight against the dwarves. How are the warriors 
  supporting the Bonebonded when the dwarven automatons come? Why 
  are these efforts vital to winning the war?
  +0 An important resources has been cut off by the dwarves. What is this 
  resource? Why is it vital to the holdfast that it be recovered?
  +- A dwarven assault has the holdfast crippled. A scout claims that a 
  contingent of Bonebonded are on the way. How do the dwarves have 
  the holdfast in such a position? What is needed to hold out until 
  help arrives?
  00 The Jarl’s treasury has been depleted by the war. To what lengths will the 
  Jarl go to cover the loss? How will this affect the war?
  -0 A living giant arrived outside of the holdfast and is now demanding 
  tribute. What does the giant want for tribute? How is the Jarl responding?
  -- The Jarl has been poisoned! Who is stepping up to fill the void in 
  leadership? Why is their move a contentious one?
  TRADE AND COMMERCE
  ++ A bountiful harvest means an abundance for the people of your holdfast. 
  Why was the harvest so good this year? What new trade alliances are 
  being formed as a result?
  +0 A trader is in dwarven artifacts. Where do the artifacts come from? How 
  are they being obtained?
  +- Caravans from Jgol have begun traveling across the whole of Midgard. 
  What goods to the hooded traders bring? Why are people loathe to 
  trust them?
  00 Jorufaegir, warriors from across the Hnitborg Mountains bring fine furs 
  from strange animals. What is unique about these goods and why are 
  people clamoring for them?
  -0 Weapons and armor are in scarce supply. What dwarven threat has 
  caused this shortage? How can the warriors be outfitted in time to 
  stop it?
  -- Traders from the Petruvian Empire are threatening to cut off relations. 
  What has them so willing to destroy years of trade? What can be done 
  about it?
  LOCAL RESOURCES
  ++ A wealth of gold has been uncovered in a nearby mine. How will 
  this bounty affect your holdfast? What must be done to ensure the 
  mine’s profitability?
  +0 The land around your holdfast is particularly well-suited for the cultivation 
  of bees and honey. How has the war affected the hives? How can they 
  be protected?
  +- A vital resource for the war is located near your holdfast. What is it? Why 
  is it so difficult to access?
  
  11
  00 The river is the lifeblood of your holdfast. What threat is being posed to 
  those who ply the river? How can their way of life be maintained?
  -0 A new method of spinning wool has been found. It creates durable cloth 
  more quickly than ever before. Who created this method? How are they 
  profiting from it? How is the holdfast profiting?
  -- Scarcity plagues the lands around your holdfast. What is causing the 
  shortages? How will you survive until the next season?
  TIDINGS OF WAR
  ++
  The fighting has avoided your holdfast until recently. Why has the war not 
  come near until now? How is the Jarl responding to the broken peace?
  +0
  The holdfast’s most renowned warrior has died in a recent battle. 
  How is the holdfast honoring them? Where is the honoring ceremony 
  taking place?
  +-
  The Jarl’s heir has been killed in battle. Where did the battle take place? 
  What has the Jarl sworn to do to gain vengeance?
  00
  The fields are running red with blood. Whose blood has been spilled? 
  Why does it spell hard times for the holdfast?
  -0
  Crucial supplies need to get to a nearby holdfast. What is preventing the 
  supplies from getting there? How can this obstacle be circumvented?
  --
  Rumors are swirling that one of the countries surrounding Midgard is 
  about to take advantage of the dwarven war and invade. What country is 
  attacking? What are they looking to gain from the attack?
  WHAT WE HAVE WROUGHT
  ++
  The Golden Halls of your holdfast are the envy of all in Midgard. Why 
  were they built? What is required to keep them up? Why does the Jarl 
  guard them so jealously?
  +0
  Your holdfast has a cadre of blacksmiths that make the finest weapons in 
  the area. How is the war affecting them? What do the blacksmiths need to 
  keep forging?
  +-
  A persuasive speaker has convinced the Jarl to work to divert the river to 
  better water the crops. How did the speaker do their convincing? What 
  does the rest of the holdfast think of this idea?
  00
  New knowledge from the Petruvian Empire makes it possible to create 
  stone roads from holdfast to holdfast. How is construction taking place 
  with the war? Why do the dwarves seem so keen to disrupt it? 
  -0
  A nearby bridge is on the verge of collapse. What resources will be cut off 
  if it is not repaired? What needs to be done to fix it?
  --
  Desecration! The statues of the gods in the nearby temple have been 
  stolen! Who took them? How can they be retrieved to avoid the wrath of 
  the gods?
  
  12
  CLAN MATTERS
  ++
  The clans are united and working together in your holdfast!  
  What event brought about this unity? What will it take for the unity 
  to scontinue?
  +0
  The Clan of the Raven claims they know of a weakness in the dwarven 
  automatons, one that does not require the Bonebonded. How are the 
  Bonebonded reacting to the news? How will the Ravens work prove 
  themselves right?
  +-
  The Horse Clan has been losing a large number of scouts to the dwarven 
  forces in the area. How is information being taken from holdfast to 
  holdfast? What is needed to make sure the scouts are safe?
  00
  A few hot-headed young members of the Wolf Clan started a fight in the 
  mead hall recently. What was the fallout from that event? Why is one of 
  the hot-heads missing?
  -0
  Members of the Snake Clan are dying. Who is killing them? Why is the 
  Jarl doing nothing about it?
  --
  Rumors of the Clan of the Bone are flying through the holdfast. 
  People talk of dark sacrifices and evil rites. How are the Bonebonded 
  reacting to the rumors? How are the people of the holdfast reacting to 
  the Bonebonded?
  FORTUNE FAVORS THE BOLD
  ++
  A mighty warrior is renowned in your holdfast. Who is it? What deeds 
  made them famous? 
  +0
  The Jarl is planning a night assault on a Dwarven position. What 
  preparations are needed to make the maneuver successful?
  +-
  A local scoundrel claims that Loki has given them knowledge of 
  something the dwarves value greatly. The loss of it would cripple them. 
  What is the item? What must be done to secure it?
  00
  The Norns have marked a young child for great deeds. What will the child 
  accomplish? What needs to be done to ensure those deeds come to pass? 
  -0
  Despite the war, couples are making their vows in record numbers. What is 
  needed to make sure that the ceremonies are proper in the eyes of the gods?
  --
  The Jarl is hiding behind the walls of the holdfast while their warriors 
  are clamoring for an assault on the dwarves. Why is the Jarl so hesitant? 
  What are the warriors willing to do to for the Jarl’s hand?
  A GLIMMER OF HOPE
  ++
  A skald sings songs of the eventual defeat of the dwarves. How do the 
  Bonebonded figure into the tales? What does the skald claim needs to 
  happen to make it so?
  +0
  The river flooded but a great bounty was left when the waters cleared. 
  What is that bounty? How does it bring hope to the people of 
  the holdfast?
  
  13
  +-
  A contingent of Bonebonded are on their way to your holdfast. Why are 
  they coming?  How will the holdfast accommodate them?
  00
  A missive from the dwarves is calling for peace, but at a price. What are the 
  dwarves demanding? Is it possible for the Jarl to deliver? Why or why not?
  -0
  A shipment of weapons has come from one of the countries surrounding 
  Midgard. Which country sent the weapons? How will the shipment 
  benefit the holdfast in the war?
  --
  A new salve has been discovered. It can knit broken bones and heal 
  grievous wounds, bringing warriors back from the brink of death. Who 
  discovered the salve? What do they want for it?
  TALES FOR THE AGES
  ++
  A warrior of great renown comes from your holdfast. Why do all of the 
  clans honor them? What do young people do to be like them?
  +0
  A relic of the gods is revealed to be in a nearby barrow. What protects the 
  relic? How could it help turn the tide of the war?
  +-
  A weapon of peerless quality has been forged in your holdfast. For whom 
  has it been forged? Why do they not wish to wield it in battle?
  00
  The skalds are composing a poem to reflect the glory of your holdfast. 
  What about the holdfast and the surrounding lands do they praise the 
  most? What do they malign?
  -0
  The twisted wreckage of many dwarven automatons surround your 
  holdfast. Why did the dwarves attack in such numbers? How did the 
  Bonebonded defeat so many of the dwarven war machines? 
  --
  Local brewers have created a brew to end all brews. Its presence has 
  raised morale in your holdfast. What hard to find ingredient do they need 
  to make it? How will they get it?
  CURSE OF THE GODS
  ++
  One of the clans in your holdfast has fallen out of favor with the gods. 
  Which clan is it? What did they do to lose the gods’ blessing?
  +0
  The priests say that warriors from your holdfast are not being taken to 
  Valhalla when they die, but instead are being taken to dine with Hel. 
  What happened to cause such a thing? How can those lost warriors be 
  accorded their place at Odin’s table? 
  +-
  A renegade Valkyrie is plaguing your holdfast. Who is the target of her 
  wrath? What did they do to earn the ire of such a being?
  00
  The weather has been horrendous for weeks. What was done to offend 
  the gods? What will happen if the weather doesn’t break?
  -0
   A seer arrives at the holdfast and pronounces doom for all who live there. 
  What is the doom? What can be done to stop it?
  --
  The river has stopped flowing! How is this possible? What does this lack 
  of water flow mean for the holdfast? How can it be made to flow again?
  
  14
  Once the Holdfast Creation is done, you’ll have a bunch of notes, the 
  seeds of amazing stories, characters ready to spring from the minds of 
  the players, and a map of the area the game will take place in. Move on 
  to character creation and take the seeds of story and make them into a 
  game session.
  After each game session, as the characters accomplish mighty deeds and 
  effect change across the whole of Midgard, your map will need updated. If 
  any session featured epic events, things that changed the landscape of the 
  setting, or altered the world in palpable ways, update your map. 
  GMs, ask the players questions about what the long-term impact of 
  the events will be. Don’t take that burden on yourself. Let the players give 
  you the plot threads going forward. Then use their ideas, twist them, and 
  surprise the players.  
  
  15
  
  16
  EXAMPLE SETTING CREATION
  Elissa, Ben, Jared, Jessica, and Jason sit down to play Iron Edda. Jessica’s 
  running the game, so she has a copy of the setting questions ready and gives 
  everyone a character sheet.
  Jessica: Alright, we need to get the holdfast made. This piece of graph 
  paper represents the area in and around the holdfast. Once you answer your 
  question, draw something on the paper to represent it. Don’t worry too much 
  about the scale, just keep in mind that the questions might cover stuff that’s 
  outside the walls, proper. Oh, and if you’ve got input when it’s not your turn, 
  you can give it. Let the person whose question it is have final say, though. 
  Elissa, why don’t you start?
  Elissa grabs her Fate dice and rolls on the table. 000+: Sword Talk, 
  Axe Talk. Then she rolls two more dice on that table. +0: Tempers are 
  high in the holdfast. Duels over honor are at an all-time high. What is causing 
  the tension? 
  Elissa: Duels, huh? Well, I think that the warrior clans are all messing with 
  each other.
  Ben: Is it all happening inside the walls? That could get ugly.
  Elissa: Nah, I think each clan has a little place outside the walls.
  Jason: An enclave?
  Elissa: Exactly.
  Jessica: Cool. I’ve got a follow-up question: which clan is really responsible.
  Elissa: … The Clan of Bone.
  Everyone at the table pauses.
  Jared: Do they actually exist?
  Jessica: For our game, they do now.
  Jessica takes notes about the answer to Elissa’s question, making special note 
  that the Clan of Bone exists in this holdfast. Elissa grabs the map and draws 
  twelve rough squares around a center point of the map. She labels each with 
  the name of a clan.
  For more information on the 
  Warrior Clans, see Page 23
  
  17
  Jessica: Alright, Ben, how about you?
  Ben: Sure.
  Ben rolls his four dice. ++--: Fortune Favors the Bold. On his next 
  roll, he gets 0-: Despite the war, couples are making their vows in record 
  numbers. What is needed to make sure that the ceremonies are proper in the 
  eyes of the gods?
  Ben: Hmmm… what do people need for weddings?
  Jared: Well, it means that the ceremony is important, right?
  Elissa: Yeah, so maybe things to make oils, incense, that kind of thing?
  Ben: I like that. How about a special kind of bog berry that’s used to make 
  the oil they anoint the couples’ heads with?
  Jessica: So your holdfast’s in a swamp?
  Jason: That’d be impractical. 
  Jared: Yeah, things in swamps tend to burn down and fall over.
  Ben: Heh, yeah. No, we’re near a swamp. But it’s not easy to harvest the 
  bog berries. In fact, only the Snake Clan know the secret.
  Jessica: Cool. That’s got to add to the tension between the clans. Draw 
  something on the map to represent that.
  Ben takes the map and draws a swampy area on the bottom-left corner of the 
  map, near the Snake Clan enclave that Elissa drew.
  Elissa: Convenient.
  Jessica: Yep. Jason, how about you?
  Jason rolls ---0: A Glimmer of Hope. His next two dice give him 
  --: A new salve has been discovered. It can knit broken bones and heal 
  grievous wounds, bringing warriors back from the brink of death. Who 
  discovered the salve? What do they want for it?
  Ben: Bog Berries!
  
  18
  Jason: That would make sense. But would that give the Snake clan too 
  much power?
  Jared: It might, but is that a bad thing? Jessica?
  Jessica: It’s up to you. This is your version of this setting.
  Elissa: Yeah, just go with it.
  Jason: Sounds good to me. So yeah, a member of the Snake Clan discovered 
  that the Bog Berries can be boiled and mixed with a root from a nearby forest 
  to make the salve.
  Jessica: Forests and swamps, huh? Quite a mixed bag of terrain.
  Jason: Yeah, there’s a dense forest to the north of the swamp.
  Jessica: Draw it in, if that’s the important bit to you. While you’re doing 
  that, what’s the name of the Snake who discovered the salve?
  Jason: Uhhh… Sven Urisson.
  Jessica: Cool.
  Jason draws in the forest right above the swamp.
  Elissa: That’s awful close to the Bear Clan enclave.
  Jason: Yeah, I figured they’re not fans of the Snakes coming into the forest.
  Jessica makes a note of that.
  Jessica: Jared, you’re up.
  Jared rolls +---: Tales for the Ages. His next roll gets him 00: 
  The skalds are composing a poem to reflect the glory of your holdfast. What 
  about the holdfast and the surrounding lands do they praise the most?  
  What do they malign?
  Jared: What do they praise and what do they malign? Well, they malign the 
  disunity between the clans, that’s for sure.
  Jessica: So the problems have been going on for a while, then?
  Jared: Oh, yeah. I’d say our holdfast is practically known for it.
  Jessica: That’s fair. What about the praise?
  Jared: Well, the lands around the holdfast are diverse and beautiful.
  
  19
  Elissa: A swamp.
  Jason: And a large forest.
  Jared: Yeah. I think we’re near mountains on the other side, and we’ve 
  probably got one of the Nine Rivers flowing near us, too.
  Jessica looks at the map of Midgard (see Page 50) to see where in the world 
  the holdfast would be situated.
  Jessica: Well, if you’re near the mountains, that’d put you over in the east, 
  near the Hnitborg Mountains. And if you’re near a river, too… Looks like it’ll be 
  Gjöll, which makes sense, because there’s a forest nearby. And having a swamp 
  near the river makes sense, too. So, the river would be south of the Holdfast.
  Jared takes the map and draws in the northern banks of the River Gjöll.
  Jared: I’m putting it near the Horse Enclave. Seems like the clan that has 
  messengers and such would probably want to be near the river for ease 
  of travel.
  Ben: Makes sense.
  Jessica: I’m going to roll one also. There’s some good stuff here, but it needs 
  some rounding out.
  Jessica rolls 00++: Political Manuevers
  Jessica: Perfect. This should be good.
  Jessica’s second roll gives her 0-: The Jarl is gravely ill. Some whisper that 
  their spouse is responsible. What is the true nature of the Jarl’s illness? What 
  will happen if they do not recover?
  Jessica: Oh, nice! So, the Jarl is ill and people think her husband did it.
  Ben: Her?
  Jessica: Yeah, We haven’t established who the Jarl is yet, so I’m making the 
  Jarl a woman.
  Elissa: How about the Jarl’s wife being responsible, then?
  Jessica: Yeah, totally. So the Jarl is sick and people think her wife is 
  responsible. Why?
  Jared: Are they from different clans?
  
  20
  
  21
  Jason: Yeah, if they were from different clans, there could be a lot 
  of suspicion.
  Jessica: Sounds good to me. Let’s get some other clans involved. I’ll say the 
  Jarl’s from the Clan of the Dragon, and her wife’s from the Clan of the Raven.
  Elissa: Oooh, Ravens. Secrets, secrets are no fun.
  Ben: Not for the Jarl, anyway.
  Jessica: So let’s say that the Jarl’s wife is definitely responsible. What will 
  happen if the Jarl doesn’t recover?
  Jason: Well, the holdfast will have to hold a Thing to elect a new Jarl.
  Ben: And with how contentious the clans are being, that’s not likely to go well.
  Jessica: I like it. So I’m gonna draw in the holdfast itself. It’ll be in the 
  middle of the clan enclaves. What are we going to name it?
  Elissa: Well, the area’s really beautiful. How about something like Home 
  of Beauty?
  Jared: This online translator says that vænn means “beautiful.” How 
  about Vænnheim?
  Elissa: That’s a nice name.
  Jessica: Vænnheim it is.
  Jessica draws a box in the middle of the map to represent the holdfast itself. 
  Below it, she writes Vænnheim, home of Beauty.
  Jessica: There’s an aspect for the Holdfast. Anyone have any aspects for 
  their drawings?
  Ben: The swamp needs one. How about treacherous swamp of Legend?
  Jessica: Swamp of Legend? Well, the berries have to have come from 
  somewhere. Anything else?
  Elissa: Not for now. I figure the game will use the clan conflict pretty heavily.
  Jason: Yeah, I’m good.
  Jared: Me, too.
  
  22
  Characters
  If the holdfast creation is the heart of a campaign of War of Metal 
  and Bone, characters are the heart of the holdfast. From Jarl to thrall, 
  everyone has a chance to hear their name called, to do their duty, and 
  to live out their fate. The Bonebonded who ride in blue fire inside their 
  giants may seem like the primary heroes, but the tales of the warriors 
  and shieldmaidens on the ground, the servants to the lord and Jarls, 
  the farmers and traders, skalds and merchants, those tales are just 
  as powerful. 
  REFRESH
  The default refresh for War of Metal and Bone is four.
  ASPECTS
  Every character has the following aspects:
  HIGH CONCEPT
  This is the same as in FATE CORE. It defines who your character is. 
  Remember that aspects make things true. If you take the High Concept 
  Dishonored Firstborn of the Jarl, you’ve defined three things about your 
  character. Three things that the GM can use to feed into the campaign.
  TROUBLE
  This is also the same as in FATE CORE. This is a flaw, a weakness, an 
  enemy, something that keeps getting in the way of the character. Just 
  like the High Concept, feel free to give the GM something to work with. 
  Something like I Killed Mirrim Ravensdottir gives you some depth to your 
  history, and gives the GM an entire family to bother you with.
  WARRIOR CLAN
  Society in Midgard is built on bonds of kinship. Parents to children, 
  siblings to one another, Jarls to thralls. In this world, there is another type 
  of kin, one that transcends family and blood: that of the clan. The clans 
  are bonds of fellowship and common interest. No one is born into a clan. 
  They choose the clan their fate decrees for them. 
  
  23
  There are nine clans. Each has an 
  aspect associated with it. Feel free 
  to use that aspect or to change it to 
  better reflect your character. 
  The warrior clans are as follows:
  CLAN OF THE RAVEN -  
  We See Beyond This World
  Odin’s own clan, or so the Ravens claim. Much like the 
  Allfather, this clan’s interests are spread far and wide. 
  Preaching wisdom in all things, a Raven may spend 
  years perfecting their skill with a blade, then move 
  on to the study of a foreign land. It is said that the Ravens produce the 
  mightiest skalds. Some whisper that Odin himself has blessed this clan with 
  special knowledge of the runes.
  CLAN OF THE WOLF - The Pack is All
  A wolf’s loyalty is the one thing that no person can ever 
  question. Wolves work as a pack, fight as a pack, and live 
  as a pack. No matter how distant and scattered, a wolf 
  will always answer the call of their pack, crossing vast 
  distances to support their sisters and brothers. Rumors 
  persist that some of the wolves are eigi einhamir, not of 
  one skin, and are able take the form of a wolf during the heat of battle.
  CLAN OF THE SNAKE -  
  Strike Hard, With Deadly Force
  The snakes strike quickly, lashing out with a quickness 
  that surprises even those familiar with them. Favoring 
  short-bladed knives in combat, the lightly armored 
  snakes are often the first into battle. Some snakes 
  choose to coat their weapons in powerful poisons. This 
  earns them mistrust from the other clans. The snakes 
  simply shrug and say that it is their way.
  Each clan has an Aspect that 
  may be used whenever that clan 
  features prominently in the story.
  
  24
  CLAN OF THE HAMMER -  
  The World is Meant to be Shaped
  Forge fires and the ring of metal on metal are the 
  songs of the hammers. Hammers focus on crafting and 
  smithing above all else. It would be a fool who assumes 
  they do not know the use of their own creations, 
  though. Hammers tend to be slow to anger, but like the 
  fires they work with, their rage immolates all before them when it is released. 
  All Hammers see potential in the world around them.
  CLAN OF THE OX - We Stand, We Fight
  The clan of farmers and herders, the Ox are stubborn and 
  steadfast. If an Ox digs in, expect to not move them, even 
  come Ragnarok. And should you raise an Ox to anger, 
  beware all in its path. This clan prides itself on supporting 
  those around it, through food, through labor, and through 
  unmatchable hard work.
  CLAN OF THE SWALLOW -  
  Words Are the True Weapon
  The skalds of the Swallow Clan sing the sweetest and 
  spin tales with the greatest. Said to be blessed by the 
  gods with golden throats, the warrior-poets of the 
  Sparrows are skalds to Jarls. They also travel the length 
  and breadth of Midgard, telling tales and collecting 
  stories. And everywhere, Sparrows have ears.
  CLAN OF THE HORSE -  
  Swift of Foot, Long of Life
  Fleet of foot and swift of thought, the Horses are scouts 
  and messengers. Like the Sparrows, they travel the whole 
  of Midgard. And, like their flighty counterparts, a Horse 
  rarely stays in one place for long. There is always another 
  horizon, always a river to cross or a mountain to climb. This 
  restlessness makes the Horse clan the most widely-traveled outside of the Lands.
  
  25
  CLAN OF THE DRAGON -  
  Rage is All the Warmth We Need
  Implacable warriors, Dragons strike fear into the 
  hearts of their enemies. Said to carry small drops of 
  the blood of Nidhoggr in their veins, the Dragons 
  are known for their berserker rages. The fury of the 
  Dragons shocks their enemies, and even allies stand 
  clear when the battle-lust is upon them.
  CLAN OF THE BEAR -  
  The Beast Must be Bested
  Powerful and proud, the Bears are the most wide-
  spread clan. With warriors in every hold, Bears are 
  reliable and stolid. Natural leaders, Bears protect any 
  in their territory, clanmates or no. Each Bear wears the 
  claws of their namesake, and must have taken those 
  claws in single combat; either from a clanmate, or a beast in the wild.
  BEYOND THE CLANS
  If you’re playing a Bonebonded warrior, you’ll replace your Warrior 
  Clan with your Giantsbond. You have the spirit of a long-dead giant living 
  in your mind. What is that relationship like? How does it affect you? Is 
  there contention? Camaraderie? You might be Bound as if to a Selfish Child, 
  or know that I’ve Found the Mate to my Own Spirit. 
  If you’re from one of the countries that surrounds Midgard, you’ll replace 
  your Warrior Clan with your Homeland. Read about the different countries 
  and write an aspect that highlights your heritage or your relationship to 
  There are rumors of a tenth clan, one beyond the sacred nine. This clan, the 
  Clan of Bone, has no public face. If they exist, they exist in the shadows, on 
  the edges of society. The recent rise of the Bonebonded has prompted new 
  speculation among the learned about this “Clan.”
  
  26
  your homeland. A Desert Trader of J’Goll that is Rejected by the Caliphate, or 
  a warrior from the Isle of Mists that is Chosen Scion of the Druids, or maybe a 
  thrall from the Petruvian Empire that was Sold Away by My Own People. 
  This also covers member of other races like the Alfar. An Alfar treesinger 
  that Hears the Rustling Song of Willowbough would be able to contend with the 
  largest dwarven destroyers... or a Bonebonded, for that matter.
  If you’re playing a Runescribed (page 44) you’ll replace your Warrior 
  Clan with your Sacred Rune. The Runescribed are part of their clans, but 
  they possess great power via their Rune, and that power supersedes the clan 
  in the lives of most Runescribed.
  Sacred Item
  The Sacred Item is something precious to your character. It might be My 
  Father’s Axe, or The Jarl’s Armband. It can also be something ephemeral like 
  My Mother’s Last Words. The item should have a history to it, something 
  that speaks to the character’s past. It also needs to speak somewhat to a 
  weakness in the character so that it can be compelled like all Aspects.
  The Sacred Item functions like a Gear Aspect from the Fate Toolkit (see 
  page 16 of the Toolkit.) If you want to, you can spend one of your refresh 
  to have this aspect as an Extra so you can use it as a weapon or armor. By 
  default, it has a rating of 2, whether it’s weapon or armor. 
  Group aSpect
  The Group Aspect is the last aspect to make in character creation. It is a bond 
  that ties you to another character in the group. Every group aspect will have 
  another character’s name in it. Narfi Saved My Life, or Sigrid Owes 
  Me Big. If you can pull from the plot threads you came up with during 
  Holdfast Creation, so much the better.
  The Group Aspects are also unidirectional, meaning that no one will 
  have a Group Aspect with the same person. This means that early in the 
  defining, an order will be established.
  
  27
  EXAMPLE: 
  Our group from before has their characters almost complete. Elissa is playing 
  Felbride the Scarred, Jason is playing Kel Farseer, Jared is playing Narfi 
  Svensson, and Ben is playing Barri.
  Jessica: Looks like we’ve got the characters set, all except for the Group Aspect.
  Ben: Yeah, I was wondering about those. You said we were going to save 
  them for last.
  Elissa: Why’d we save them?
  Jessica: Well, we needed to have a better sense of who your characters are. 
  And now that we’ve finished all the other aspects, and gotten your skills and 
  stunts done, we have that information. Group Aspects tie your characters 
  together.
  Jason: So, would something like i gaVe feLBride her scar be cool.
  Jessica: Elissa, are you okay with that?
  Elissa: Yeah, it sounds good to me.
  Jessica: Cool. So now you guys have that bit of history between you.
  Ben: Now what?
  Jessica: Now Elissa gets to make a connection between Felbride and 
  someone else. Elissa, who does Felbride have a connection to?
  Elissa: Hmmm… how about Narfi?
  Jared: Works for me. What are we talking here?
  Elissa: I think that Narfi and Felbride were out hunting bog berries, you 
  know, the ones needed for the weddings?
  Jared: Yeah.
  Elissa: They were hunting them, and were attacked by a giant swamp snake. 
  And Narfi saved Felbride’s life.
  Jessica: So the aspect is going to be narfi saVed my Life?
  
  28
  Elissa: Yeah.
  Jessica: Works for me. That means it’s Narfi’s turn, and Narfi will have to be 
  connected to Barri, and then Barri back to Kel.
  Jared: Why’s that?
  Jessica: Well, each of the aspects only goes one direction and we want 
  everyone to have one. And since there are only four of you, the order got 
  set early.
  Jared: That’s fine by me. I don’t know what the details of it are, but I think I 
  want mine to be Barri Betrayed my cLan.
  Elissa: Whoa.
  Jessica: Yeah, that’s big. But you two aren’t from the same clan.
  Ben: That’s fine. There’s a lot of infighting between the clans. I’m sure we 
  can have that play out.
  Jessica: Excellent. So that means we need to connect you and Kel.
  Ben: Well, Kel’s a Seer, right?
  Jason: Runescribed.
  Ben: Well, when Barri did the ceremony to get 
  his Bonebond, he had a vision and he believes 
  that KeL wiLL guide me.
  Jason: I like it. I don’t know that Kel likes it, 
  but I like it.
  Jessica: Alright! Looks like we’re ready to get the session started!
  See Page 29 for more on 
  the mechanics behind 
  Bonebonded, Page 43 for 
  Seers, and Page 44 for 
  Runescribed.
  
  29
  THE BONEBONDED
  Secret rituals pull the spirit of a dead giant from the depths of its dark 
  afterlife and binds it to the soul of a warrior brave enough to take the 
  burden. With the spirit come the bones of the giant... and power. But power 
  at a price. The giant lives inside the warrior, always. For the rest of their 
  shared life, they are never alone. A mere human and a powerful, dead giant, 
  bound for ever after.
  extra: BoneBonded
  Permissions: Replace your Warrior Clan aspect with a Bond aspect. 
  Your spirit is bound to that of a dead giant. Giants are cruel, capricious, and 
  tend towards evil. They bear no love for humans. However, you have chosen 
  this bond to help save your people from the constructions of the dwarves. 
  You will continually battle the nature of the giant as you use the bones. This 
  battle continues even when you are not working with the bones. The bond 
  is a part of you, always. Look to the approaches you chose for the bones to 
  give you an idea of the temperament of your bond. Some giants are brutish 
  and straightforward, others are subtle and cruel. This is the burden you will 
  carry with you; choose well.
  Costs: Two refresh, one of your starting three stunts must be used on 
  your Giant.
  Create your giant. Give your giant a name, and assign approaches.
  Choose one approach at Good (+3), two at Fair (+2), two at Average 
  (+1), and one at  Mediocre (+0). The default five approaches are listed here:
  ◆
  ◆ Forceful
  ◆
  ◆ Clever
  ◆
  ◆ Quick
  ◆
  ◆ Careful
  ◆
  ◆ Flashy
  The sixth approach is for you to fill in. Think about what makes your 
  giant different from any other giant in the land. Choose an approach to 
  reflect that. Remember, we’re talking about 40 foot-tall skeletal giants. 
  They’re usually not too subtle.
  
  30
  Sample approaches for giants are Explosive, Wrathful, Icy, and Vengeful.
  Choose a stunt from your starting pool for your giant. The form for 
  building stunts for approaches is found in Fate: Accelerated Edition on 
  Page 31. If you don’t own Fate Accelerated Edition, the two templates for 
  Accelerated stunts are as follows:
  Because I [describe some way that you are exceptional, 
  have a cool bit of gear, or are otherwise awesome], I get a +2 
  when I [pick one: Carefully, Cleverly,  Flashily,  Forcefully,  
  Quickly,  Sneakily]  [pick  one:  attack, defend, create 
  advantages, overcome] when [describe a circumstance].
  and
  Because I [describe some way that you are exceptional, 
  have a cool bit of gear, or are otherwise awesome], once per 
  game session I can [describe something cool you can do].
  Give yourself an amount of stress boxes equal to the value of your 
  highest approach. If your highest approach increases because of a milestone, 
  you add an additional stress box.
  These stress boxes represent the power of the giant bones that surround 
  you. The stress boxes may only be used when you have the giant’s bones 
  summoned. All attacks on the Bonebonded when the bones are summoned 
  use this set of stress boxes. If an attack exceeds the giant’s stress boxes and the 
  character would be Taken Out, the stress instead rolls over to the human’s 
  stress boxes. Then the giant’s bone can’t be summoned for the rest of the scene.
  EXAMPLE: 
  Barri has a Bonebonded giant named Balgi. Balgi and Barri are fighting 
  Mountaincrusher, and are on their last legs. Mountaincrusher attacks and 
  Barri chooses to defend. Mountaincrusher rolls +8 on his dice, while Balgi 
  only rolls +4. Balgo has no stress boxes left, and Barri doesn’t want another 
  consequence. Balgi takes the stress and the bone disappear, dropping Barri 
  to the ground. The extra stress rolls over to Barri’s physical stress boxes. Barri 
  checks his fourth physical stress box and prepares to try and continue the fight.
  
  31
  ADVANCEMENT
   When you are able to advance a Skill, you may instead choose to advance 
  one of your Giant’s approaches. You may not advance your Giant’s 
  approaches higher than the rating of your highest Skill.
  If you are able to take a new stunt, you may spend that stunt on your 
  giant, rather than on your character. 
  SCALE
  When a giant or dwarven automaton is on the battlefield, the scale of the 
  game changes.
  There are multiple levels of scale in War of Metal and Bone. 
  ◆
  ◆ Human Scale
  ◆
  ◆ Giant Scale
  ◆
  ◆ Epic Scale
  HUMAN SCALE
  This is the default scale that the game operates on. After all, the PCs 
  are all about that size. Sure, there might be the odd 7-foot tall warrior 
  towering over her companions, but that doesn’t put her on the next level 
  of scale.
  What this means in the rules — Everything on Human Scale operates just 
  like it would in a regular game of FATE CORE. You use your regular skills 
  to Attack, Defend, Overcome, and Create Advantages.
  GIANT SCALE
  This is for big things: The bones of a bonded giant that can step over the 
  walls of your holdfast, the Dwarven Destroyer that wields small trees as 
  clubs, or the Alfar Treewalker striding through the forest looking so much 
  like a mobile tree.
  Approaches signal Giant Scale. That means when you see anything 
  with an Approach, you’re looking at something that operates on Giant 
  Scale. The descriptions become grander. Portions of holdfasts become 
  decimated by one blow. The action of the story becomes, quite literally, 
  bigger in scope.
  
  32
  What this means in the rules — If two Giant Scale things are interacting 
  with one another, you use the Approaches of each and resolve stress as 
  normal. Just as if you were playing Fate Accelerated Edition.
  If a Human Scale thing is interacting with a Giant Scale thing, the 
  rules change.
  Human Scale to Giant Scale — To Human Scale things, Giant Scale 
  things function as maps. The Giant Scale thing is divided into zones, and 
  each of those zones is mapped to one of the Giant Scale thing’s Approaches.
  EXAMPLE
  The Dwarven Destroyer Mountaincrusher has the following approaches:
  ◆
  ◆ Inferno: +4
  ◆
  ◆ Forceful +3
  ◆
  ◆ Clever +2
  ◆
  ◆ Quick +1
  ◆
  ◆ Flashy +0
  ◆
  ◆ Careful -1
  Each of those Approaches is mapped to an area of the Destroyer itself.
  ◆
  ◆ Head — Clever
  ◆
  ◆ Torso (Front) — Inferno
  ◆
  ◆ Torso (Back) — Flashy
  ◆
  ◆ Arm (Right) — Forceful
  ◆
  ◆ Arm (Left) — Careful
  ◆
  ◆ Legs — Quick
  If a Human Scale warrior wanted to interact with those zones of 
  Mountaincrusher, he would do so just like he would a zone on a map. The 
  Overcome action would be used to move into the zone, and the Create 
  Advantage action would be used to give situation aspects to the zone. To set 
  the difficulties for those two actions, use the numbers associated with the zone.
  
  33
  EXAMPLE: Felbride the Scarred and her party are attacking 
  Mountaincrusher. Felbride is Human Scale and has no abilities that let her act 
  on Giant Scale. She wishes to climb onto Mountaincrusher’s legs and search 
  for the dwarf that must be piloting the Destroyer. 
  On her first turn, she rolls athLetics to jump onto the legs. 
  Mountaincrusher’s legs are Quick +1, so the passive resistance is a 1. 
  Felbride rolls ++--, with Great Athletics. She makes, it no problem. 
  Mountaincrusher doesn’t take notice of her. After all, what can she do to him? 
  On her next turn, Felbride gets an idea. She tells the GM that she’s taking 
  a length of rope and throwing it around Mountaincrusher’s legs. She rolls 
  +0--, with Mediocre Shooting. She gets the Aspect Bound in rope 
  on the leg zone of Mountaincrusher, but because she tied, Mountaincrusher 
  will get the free invoke of that Aspect.
  Giant Scale to Human Scale — If a Giant Scale thing attacks a Human 
  Scale thing and hits, its attack is treated as having a Weapon rating equal to 
  the rating on the Approach it used.
  EXAMPLE: Mountaincrusher decides to brush Felbride off his leg Forcefully. 
  He rolls  00+0 with +3 Forceful for a total of 4. Felbride rolls 
  --+- with Great Athletics. Not good enough. Mountaincrusher beat 
  the roll by one shift, plus Weapon: 3. 4 shifts for Felbride to deal with. Ouch!
  Human Scale to Giant Scale — By default, Human Scale things cannot 
  inflict stress on Giant Scale things. There are exceptions to this when magic 
  or stunts come into play.
  EPIC SCALE
  There are things in the world 
  bigger than giants or Destroyers. 
  They’re spoken of in hushed tones 
  over cook fires burned low; Fenrir, 
  the Wolf, Jormungandr, the World 
  Serpent, and Nidhogg, the Dragon. 
  They tower like mountains, blot out 
  If the players decide to generally 
  operate on Human Scale, keep 
  that in mind. Throwing Dwarven 
  Destroyers at a Human Scale party 
  will mean lots of stress boxes and 
  consequences used. Not a bad 
  thing, but don’t overdo it.
  
  34
  
  35
  sections of the sky, and are terrifying 
  to behold.
  When an Epic Scale thing comes 
  into play, the scale shifts further. To 
  Giant Scale things, the Epic Scale thing 
  becomes a map. To Human Scale things, 
  the Epic Scale thing becomes something 
  to explore, a map of maps, if you will.
  What this means in the rules — Epic 
  Scale things don’t use Skills or Approaches. Instead, their Aspects have ratings. 
  Their very natures are the things that they attack and defend with. Those Aspects 
  are also zones, and the passive defense rating of those zones is the same as the 
  zones for Giant Scale things.
  Giant Scale things use their Approaches to Overcome and Create 
  Advantages on the zones that make up the Epic Scale thing. Human Scale 
  things explore, hunt, and fight working to find the thing, or things, that will let 
  them disable the Epic Scale thing, if only for a short time.
  Epic Scale to Giant Scale — This is treated the same as a Giant Scale 
  thing attacking a Human Scale thing. Use the rating of the Aspect as a 
  Weapon rating.
  Epic Scale to Human Scale — When an Epic Scale thing attacks a Human 
  Scale thing, it means destruction on a vast scale. Rather than inflicting stress, 
  the attacks are not attacks that deal stress, but rather change the landscape. 
  EXAMPLE:  If Fenrir attacks a holdfast with his Jaws that can swaLLow 
  the moon, roll as normal. The attack is going to hit; Fenrir is huge. The roll is 
  happening to give those in the area an active defense to roll against. Everyone 
  in the area rolls the appropriate skill to duck and cover, get out of the way, and 
  so forth. Calculate their stress as normal, and add a new situation Aspect to the 
  holdfast. Furrows the Size of Canyons now cross what once was your holdfast. 
  DEALING WITH SIZE IN YOUR GAME
  The idea that Epic Scale things can’t be killed, only contained, is in keeping 
  with Norse myth. That doesn’t mean that you can’t have it happen. You just 
  need to find ways for the players to operate on Epic Scale. Weapons as Extras, 
  Stunts, or Godlike magic are all options. 
  If, after reading this section, you 
  decide that your game needs more 
  levels of scale, add more. To do 
  that, adjust the scale upward 
  as described in the Epic Scale 
  section, on Page 33. Now imagine 
  what could be bigger than the 
  World Serpent.
  
  36
  SKILLS AND STUNTS
  SKILLS IN WAR OF METAL AND BONE
  Skill
  Overcome
  Create 
  Advantage
  Attack
  Defend
  Athletics
  x
  x
  x
  Contacts
  x
  x
  x
  Crafts
  x
  x
  Deceive
  x
  x
  x
  Empathy
  x
  x
  x
  Fight
  x
  x
  x
  x
  Investigate
  x
  x
  Lore
  x
  x
  x*
  x*
  Notice
  x
  x
  x
  Physique
  x
  x
  x
  Provoke
  x
  x
  x
  Rapport
  x
  x
  x
  Resources
  x
  x
  Ride
  x
  x
  x
  Sail
  x
  x
  x
  Shoot
  x
  x
  x
  Stealth
  x
  x
  x
  Thievery
  x
  x
  Will
  x
  x
  x
  * Certain characters may be able to attack and defend with Lore; see Magic, on Page 41.
  ATHLETICS
  Leaping from the prow of a longship as it surges through the river; Rolling 
  aside to avoid the thundering blow from a destroyer’s hammer; Running 
  through the forest in chase of a fleet-footed Alfar.
  CONTACTS
  Having an in with the only traveling merchant that comes to your holdfast; 
  Knowing who really runs the Wolf Clan, regardless of what they say; 
  Having a place to stay in a distant holdfast because of the favor you’re owed.
  CRAFTS
  The forging of a blade worthy of a Jarl; Constructing a new series of walls 
  for the holdfast after a ruinous battle; Devising a new means of irrigating 
  the fields to better harvest crops.
  
  37
  DECEIVE
  Talking your way into a clan meeting for a rival clan; Passing yourself off as 
  a seer by telling false fortunes; Avoiding a beating from angry warriors by 
  convincing them that someone else is responsible for stealing their horses.
  EMPATHY
  Figuring out the true nature of the new seer that arrived in the holdfast; Using 
  verbal cues to determine that the speaker at the clan meeting isn’t really a Snake; 
  Discovering that the fast-talker in front of you is a Renowned Horse Thief.
  FIGHT
  Trading blows in combat; Standing toe-to-toe with an opponent in an honor 
  duel; Parrying a vicious cut from an enemy blade.
  INVESTIGATE
  Discovering the truth behind the dwarven attacks in a dusty ruin; Gaining 
  knowledge about the Jarl thanks to family records; Uncovering lost forging 
  techniques after an attack uncovers a cache of documents.
  LORE
  Drawing on your knowledge of herbs and 
  poultices to help bind a companion’s wounds; 
  Calling on the gods for inspiration and guidance; 
  Weaving the tenuous forces of magic into spells 
  and creations.
  By itself, Lore is the skill that represents 
  knowledge and its applications. However, Lore 
  is also the skill associated with Seer Magic 
  (Page 41). Stunts to enhance Lore as a skill for 
  Seer Magic are found in that section.
  NOTICE
  Spotting the dwarven spy moving through the darkness toward the holdfast; 
  Catching sight of the person skulking through the crowd; Hearing the crack of 
  a twig behind you before your attacker lunges.
  PHYSIQUE
  Working hard at the oar of a longship to help it surge through the river; 
  Catching and holding the thundering blow from a destroyer’s hammer; 
  Throwing a tree across the path of a fleet-footed Alfar.
  This use of the Lore skill is 
  almost identical to the Lore-as-
  magic example in FATE CORE. 
  It is re-written in the Seer Magic 
  Section to give the appropriate 
  costs, and to reflect a little 
  flavor of the setting.
  
  38
  PROVOKE
  Using words as a weapon; Laying bare the flaws of someone else for all to  
  see; Inciting ire; Driving someone to distraction.
  RAPPORT
  Holding strong when someone insults or defames you; Convincing the guards 
  to let you into the Meadhall because you really are the person to help the Jarl; 
  Convincing a crowd to be hopeful and positive in the face of a coming attack.
  RESOURCES
  What you’re worth and what you can buy; Wowing a clan with your generosity 
  as you provide a Sumptuous Feast for their celebration; Outfitting a cadre of 
  warriors for battle at the drop of a hat. 
  RIDE
  Challenging a troll on a combat-trained mount; Avoiding certain danger while 
  your horse leaps across a chasm; Staying atop a wyvern long enough to make it 
  across the mountains.
  SAIL
  Making it safely through a treacherous set of rapids; Navigating across an 
  expanse of open water with only the stars to guide you; Ramming the spear-like
  prow of your longship into the side of a kraken.
  SHOOT
  Splitting your first arrow with your second in an archery contest; Hurling 
  a spear through the thigh of an oncoming ogre; Launching a stone from a 
  Petruvian trebuchet.
  STEALTH
  Moving unnoticed through a crowd; Sneaking your way into the back of the 
  Meadhall under the cover of night; Finding the perfect position from which to 
  strike in a shadowy room.
  THIEVERY
  Lifting money pouches; Disabling complex dwarven traps; Setting up a long con 
  or heist; Planting evidence on someone; Forging a document
  WILL
  Holding on to your concentration in the face of distraction; Solving a puzzle in 
  an old ruin before your companions are crushed; Resisting a magical assault on 
  your mind.
  
  39
  
  40
  STUNTS
  When creating stunts for War of Metal and Bone, think larger-than-life. 
  Imagine clearly the way your hero interacts with the world. How are they 
  unique? How are they capable in ways that no other is capable? How do they 
  strive to accomplish their goals? Do they have special training? Are they the 
  one person to ever take down a dwarven construct without a Bonebonded? 
  Ask yourself these questions. Look to the shared history from character 
  creation. Make a hero.
  Stunts in War of Metal and Bone fall into two broad categories: Mortal and 
  Supernatural. Mortal stunts are extensions of skills and reflect the work of 
  training, skill, and mortal effort. Supernatural stunts reflect the presence of magic, 
  blessings from the gods, or influence from outside of the normal mortal ken.
  MORTAL STUNTS
  Berzerker — Once per session, you can make a single attack against all enemies in 
  the same zone as you. Roll once and use that as the attack for all targets.
  The Bigger They Are… — For the cost of a Fate Point, you can use a skill as 
  if it were an approach, allowing it to affect things on Giant Scale for an 
  exchange.
  Flyting — When you Invoke an opponent’s aspect as part of an Attack with 
  Provoke, you gain three shifts success, rather than two.
  I Know Who Can Help — Once per session you can call on one of your 
  contacts who will appear just at the right time.
  Self-Sacrifice — Once per session if you have a Mild Consequence available, 
  you may take that consequence and treat it as if you spent a Fate Point. 
  If you don’t have a Mild Consequence available, you may take a higher 
  Consequence, but the benefit remains the same.
  Size Doesn’t Matter — +2 to Defend rolls when facing a Giant Scale Opponent.
  You, Beat Me? — +2 to Create Advantage rolls that involve you outracing our 
  outpacing an opponent with Athletics.
  
  41
  SUPERNATURAL STUNTS
  Some of the Supernatural Stunts are available to any character. Those are 
  directly below. Others can only be used by Seers or Runescribed. Those 
  stunts are found in their respective sections.
  Hammer of the Gods — Your Sacred Item is blessed by one of the gods. 
  It attacks at Weapon:3 if it is a weapon, or grants Armor:3 is it is 
  protective. If you use any item of a similar nature (weapon or armor) 
  that is not your Sacred Item, you lose this bonus until you appease the 
  god you have offended.
  Odin’s Blind Eye — Your Notice skill is 
  unimpeded by conditions like total 
  concealment and darkness. 
  Odin’s Emissary — A raven follows you, 
  a gift from Odin. You may use the 
  Raven’s eyes to roll Notice when the 
  raven is away from you. 
  Runetouched — Pick a Rune from the list 
  on Page 45. While not Runescribed, you have an affinity for that Rune. 
  You may take that Rune as a Skill, starting at Mediocre. You gain a +2 
  on Creating Advantages with your Runic Skill due to magical nature 
  of the skill. If your Runic Skill advances to Good (due to normal skill 
  advances), you may take the Runescribed Extra without paying the 
  refresh cost.
  MAGIC
  There are two types of magic in War of Metal and Bone, Seer Magic, and 
  Runescribed Magic. Each type of magic has a different impact on the world 
  and comes with different societal restrictions. 
  SEER MAGIC
  Seer magic comes from the gods, granting visions, providing knowledge, and 
  crafting spells to delight and horrify. Seer magic operates on Human Scale, 
  working as an extension of the Lore skill. 
  There are a number of stunts in 
  FATE CORE that will work well, as 
  written, in War of Metal and Bone. 
  In fact, any stunt that doesn’t imply 
  a higher level of technology than 
  the setting has will work very well. 
  If you’re stuck trying to come up 
  with a stunt, start there.
  
  42
  
  43
  Extra: Seer Magic
  Permissions: Indicate your ability to use magic in either your High 
  Concept or Trouble Aspects 
  Costs: Reduce your Refresh by one, and take the Lore skill at Good 
  or higher.
  Every time a Seer rolls her Lore skill, she is using magic. 
  Overcome: Cast spells or rituals, commune with the gods
  Create Advantage: Use magic to change the world people around you, 
  either physically or mentally.
  Attack: Use Lore to attack with spells, elements, etc. Can affect targets 
  either physically or mentally. Targets can defend with Athletics, Will, 
  or Lore if they are also Seers.
  Defend: Use Lore to defend against attacks, magical or otherwise. This 
  kind of thing can be difficult to define. Players and GMs should discuss 
  the limits of such defenses. For example, A Seer can’t defend against 
  an attack from a Runescribed (see Page 44) without taking the extra 
  shifts of stress from the weapon rating of their attack. But the same 
  Seer could summon a magical defense to defend against the sword of a 
  raging warrior.
  SEER MAGIC STUNTS
  My Ancestor’s Bones — Your rune bones are carved from the bones of a 
  notable ancestor of yours. Name the ancestor and give them a High 
  Concept. +2 to Overcome when divining with your special rune 
  bones. Every time they are used, the ghost of your ancestor will 
  demand a boon or favor. 
  Tied to (element) — Choose an element (earth, fire, ice, etc). You get +2 to 
  Attack with Lore when using a natural occurrence of that element.
  ADVANCEMENT
  Seer Magic advances the same as any skill does, including through the 
  addition of stunts.
  
  44
  Society — Seers are on the outside of society. They may advise, guide, or 
  suggest, but they do not lead. Such is the price of their power. They 
  are wise-people, healers, priests, and shamans. They may not have the 
  Authority Extra (see pg 47).
  runeScrIBed maGIc
  The 18 Runes are powerful forces in the world. Seers use the runes on 
  their bones, casting them to divine the future or seek answers to questions. 
  They never tap the true power of the runes. You gain that power when you 
  inscribe a rune onto or into your flesh.
  EXTRA: RUNESCRIBED MAGIC
  Permissions: Your Sacred Item aspect is your rune; indicate which Rune it 
  is and how it’s inscribed (scarred, tattooed, burned, etc)
  EXAMPLE:  Frostburned Rune of Isa (Ice)
  Costs: Reduce your Refresh by one
  You gain a single approach at Good (+3) that reflects your tie to your Rune. 
  That Runic approach operates on Giant Scale.
  Attack: When attacking a Giant Scale thing with your Runic approach, you 
  may deal stress as normal. When attacking a Human Scale thing, treat 
  your Rune as having a Weapon rating equal to the rating of the Rune.
  Defend: You can use your Runic approach to defend against Giant Scale 
  attacks as normal. If you use your Runic approach to defend against a 
  Human Scale attack, treat the Rune as having an Armor rating equal to 
  the rating of the Runic approach.
  For Overcome and Create Advantage actions, keep the scale in mind. The 
  Runes operate on Giant Scale and should be described as such. There are no 
  mechanical bonuses granted when you use the Runic approaches for those 
  actions, but the descriptions should reflect the scale.
  RUNIC STUNTS
  Stunts that affect your Runic approach are built the same way Bonebonded 
  stunts are built. See Page 30.
  
  45
  ADVANCEMENT AND MULTIPLE RUNES
   When you are able to advance a Skill, you may instead choose to advance 
  your Runic approach. You may not advance your Runic approach(es) 
  higher than the rating of your highest Skill.
  If you are able to take a new stunt, you may spend that stunt on 
  your Rune, rather than your character. The form for building stunts for 
  approaches is the same as it is for Bonebonded. See Page 30..
  If you wish to inscribe your character with more than one Rune, you 
  may do so for the equivalent cost of one refresh. The new Runic approach 
  gets a rating of +3 or one step lower on the ladder of your highest Runic 
  approach, whichever is lower.
  Society — The Runescribed are the magical weapons of those in command. 
  If an individual takes a Rune, they do so knowing that they will never 
  rule. A ruler with the unchecked power of a Rune would be a terror to 
  behold. Runescribed may not take the Authority Extra (see Page 47). 
  THE RUNES
  f  Fehu — Luck,  Great Fortune. Bearers 
  of Fehu can manipulate their luck or 
  the luck of those around them. Attacks 
  and defenses with Fehu look like 
  random chance or lucky breaks. 
  u  Uruz  — Strength, Aurochs, Ox. Uruz 
  is the true mark of the Ox clan. Those 
  marked by Uruz can accomplish feats 
  of strength that no mere mortal could 
  contemplate. 
  xT  Thurisaz — Destruction, Change.  The decay of things, or the 
  transmutation of things is the hallmark of those marked with Thurisaz. 
  a  Ansuz  — Will, Mental Force. Ansuz dominates the thoughts and will of 
  others. Moods change dramatically and minds are damaged by its use.
  MERKSTAVES
  When the Runes appear 
  upside-down or backward in 
  an inscription, the meaning 
  of the Rune is reversed. 
  Such runes are not used in 
  Runescribing due to their 
  deleterious effects on the user.
  
  46
  r  Raidho — Speed, Travel. The bearers of Raidho move faster than an 
  eyeblink. Some say that they don’t traverse the world physically but 
  instead move instantaneously from one place to another.
  k Kenaz — Light, Illumination. Kenaz lights all darkness and 
  blinds with its radiance. It reveals the unseen and makes clear the 
  way forward.
  h  Hagalaz — Hail, Nature’s Wrath. Those marked with Hagalaz are 
  storms contained in mortal form. They can control the weather and 
  unleash its brutality on their enemies.
  i  Isa — Ice, Frost, Death. Isa saps, takes, and locks things in place. It is 
  the dead chill of the upper Northlands in the depth of a sunless night.
  I Eihwaz — Tree, Life, Growth. Those marked by Eihwaz are life 
  personified. Growth and abundance follow them, to the point of surfeit 
  and beyond.
  n Nauthiz — Need, Desire, Want. Nauthiz creates cravings and hungers 
  that must be sated. Carriers of Nauthiz leave trails of unmet needs 
  and unfulfilled desires in their wake.
  p  Perthro — Secrets, Occlusion, Stealth. Masters and Mistresses of the 
  hidden, those marked by Perthro breath secrets and walk in shadows.
  z Algiz — Protection, Shield. Indomitable and unmovable. Algiz breeds 
  a deep and abiding strength used to protect the Runescribed or those 
  they deem worthy.
  l  Laguz — Water, River, Lake. Motion, force, and strength. Those 
  marked by Laguz ripple and flow around obstacles. When cornered, 
  they can unleash the fury of the Nine Rivers.
  Nq Ingwaz — Earth, Mountain, Rock. Ingwaz gives its bearers 
  the ability to call on the force of a rockslide, or the solidity of a 
  mountain. Even the smallest pebble can cause damage of great 
  proportions in their hands.
  
  47
  o Othala — Age, Ancestry, Old Power. Othala marks fearsome 
  warriors that call not on the names of their ancestors, but the spirits 
  of their ancestors to fight at their sides.
  e Ehwaz — Horse, Wildness, Freedom. A person branded by Ehwaz 
  cannot be contained or controlled. They long for freedom and birth 
  the same longing in all things.
  m Mannaz — Intelligence, Insight, Forethought. It is said that Mannaz 
  allows brief glimpses into the future that allow those marked to act 
  before their opponents know a decision has been made.
  d Dagaz — Day, Dawn, Fire. Renewal and rebirth through purifying 
  fire. The flames of the sun burn in those marked by Dagaz and woe 
  betide any who challenge them.
   
  AUTHORITY
  Not everyone in the world is Bonebonded, or uses magic like a Seer or 
  the Runescribed. If your character is none of those things, then you have 
  the option of taking the Authority Extra.
  Extra: Authority
  Permissions: An Aspect that indicates some type of leadership status 
  in the Holdfast, either as granted by society (Haughty Son of the Jarl, 
  Immensely Wealthy Fur Trader, Tenacious Wolf Clan Leader), or by 
  personality (Silver-Tongued and Knows It). 
  Character cannot have the Bonebonded, Seer Magic, or 
  Runescribed Extras.
  Costs: Lower your Refresh by one, take either Rapport, Resources, or 
  Contacts at Good or higher.
  Those with Authority have the capability to command a group of people,  
  or mobilize a set of resources that operate on Giant Scale. This is called 
  your Asset.
  
  48
  Name your Asset as an aspect.
  EXAMPLES:
  ◆
  ◆ LoyaL warBand
  ◆
  ◆ the peopLe of cLiffBorg
  ◆
  ◆ my networK of informants
  ◆
  ◆ the giant catapuLt of rimeward hoLdfast
  Your Asset has a rating of Good +3. It can act on Giant Scale if the context 
  is appropriate. A Loyal Warband might be able to mount an attack on 
  an oncoming Destroyer, but a Network of Informants would have great 
  difficulty doing the same thing.
  advancement and multIple aSSetS
   When you are able to advance a Skill, you may instead choose to advance 
  your Asset. You may not advance your Asset(s) higher than the rating of 
  your highest Skill.
  If you are able to take a new stunt, you may spend that stunt on 
  your Asset, rather than your character. The form for building stunts for 
  approaches is the same as it is for Bonebonded. See Page 30.
  The form for building stunts for approaches is the same as it is for 
  Bonebonded. See Page 31. The new Asset gets a rating of +3 or one step 
  lower on the ladder of your highest Asset, whichever is lower.
  CONSEQUENCES
  Extreme Consequences — In addition to the three standard consequences, 
  there is an additional Extreme consequence that can mitigate eight shifts 
  of success. This is a last-ditch, no-other-options-left choice. To take the 
  Extreme Consequence, the character must re-write their High Concept 
  to reflect the fundamental change that they have undergone in order to 
  avoid the stress they are mitigating.
  Collateral Consequences — This are a pool of communal consequences that 
  is shared by the party, one of each level including Extreme. If the players 
  decide to, they may use one of these collateral consequences to mitigate 
  shifts of stress. 
  
  49
  These consequences represent damage to the people or world around 
  the characters.
  EXAMPLES:
  ◆
  ◆ Mild — Damaged Walls
  ◆
  ◆ Moderate — Destroyed Bridge
  ◆
  ◆ Severe — Thousands of Displaced Refugees
  ◆
  ◆ Extreme — The Crater Where Fellheim Used to Be
  COLLABORATING IN MIDGARD
  The heart of what makes War of Metal and Bone sing is the collaboration 
  that takes place among everyone involved. From the words you are reading 
  here to the decisions the players make during setting creation to the GMs 
  preferences and skillset, all of these things must blend together to create 
  your Midgard. Here are some suggestions on how to accomplish that.
  ◆
  ◆ Keep an open mind. If you come into the session with too many 
  preconceived notions of what will happen, then the setting creation 
  and collaboration that comes with it will fall flat.
  ◆
  ◆ Work together at all times. Take suggestions from everyone else at the 
  table. Offer suggestions. But remember this: you need to share. If you 
  hog the space, you will win no love from your table.
  ◆
  ◆ Always enable. This is something that is not always discussed when it 
  comes to gaming. If you take the time (as player or GM) to help the other 
  people at your table have moments in the sun, then your game will sing. 
  If you look only to your own success, then your game will struggle.
  
  50
  Setting
  
  51
  Setting
  The setting for War of Metal and Bone is moldable. It is created and 
  shaped by every group that plays it. There are some things that are always 
  true about the setting, but each group will take Midgard and make it their 
  own. What follows is an accounting of what is true, as seen through the 
  eyes of a resident of the world.
  Each section has a description of the area, a section detailing notable 
  holdfasts and settlements, and notable people.
  Penned by Helga Fenrirsdaughter, 
  historian to Jarl Elsebet
  All know the story of the world’s creation. The ice from Nifelheim 
  combined with the fires of Muspellheim, and in the void of Ginnungagap, 
  Ymir formed. Odin and his brothers killed the Father of Giants and formed 
  the world, formed Midgard, and inside it, Asgard. In the years since the 
  work of the gods, many things have changed. 
  The children of Rig, the Jarls, the warriors, and the thralls, spread across 
  the land. Divides of geography led to divides of people. Tongues changed, 
  cultures changed, and the world grew. From the Hnitbjorg Mountains to 
  the Jörmungandr-ringed oceans, the people spread across the land. Some 
  forgot the gods, instead worshiping weak spirits and other ideals.
  Into this world, the dwarves entered.
  In all parts of the world, the people responded. Those who did not 
  follow our gods were left to their own devices. Some managed to survive. 
  Some even found a response for the creations of the dwarves. The years 
  passed in an uneasy stalemate, and the lands suffered.
  Who can say what action will be needed to break the will of the 
  duergar? The gods only know.
  Let this record serve as a chronicle of the lands as they stand now, at this 
  point in history. This is the record of our lands, and the lands surrounding 
  ours. I have walked them with my own feet, and these things I have seen 
  with my own eyes. Let the gods bear witness to the truth of my words.
  
  52
  MIDGARD, OUR LANDS
  From the northern ice, and the Frostreave Wastes, to the south, along 
  the edge of the River Gjöll; from the Endless Ocean to the west, to the 
  Hnitborg Mountains in the east we hold dominion. People cover the whole 
  of Midgard. They range from the Frostreave Wastes in the far north, all the 
  way to the edge of the River Gjöll in the south. As well, they’re found from 
  the shores of the Endless Ocean in the west into the Hnitborg Mountains in 
  the east.  No one person rules all of it, though there are Jarls who have tried. 
  Most of the lands are ruled by a Jarl who claims a set area of land. There are 
  also areas of great emptiness, where only beasts and Low Men live. As well, 
  there are areas of great darkness; places where witches, spirits, and beings 
  from the Lower World are said to gather. As promised, I will only speak of 
  what I know to be true, having been witnessed with the eyes granted me by 
  the gods. I will also speak of what is whispered, for even a whisper can carry 
  the breath of truth.
  the nIne rIverS
  The rivers of Midgard are the lifeblood of our people. 
  Without the Nine Rivers, trade, war, our way of life 
  would not exist. The rivers reach into other realms, 
  and give us passage there. They are sacred and each 
  has shaped the character of the land and the people 
  that live near them.
  This is the list of the names of the rivers:
  ◆
  ◆
  Svol, icy and hard;
  ◆
  ◆
  Gunnthrá, placid and calm;
  ◆
  ◆
  Fjorm, warm and tranquil;
  ◆
  ◆
  Fimbulthul, cold and riotous, like a 
  blizzard
  ◆
  ◆
  Slidr and Hrid, the first pair, joined and 
  separate across our lands;
  ◆
  ◆ Sylgr and Ylgr, crossing the deepest place 
  and highest points;
  
  53
  ◆
  ◆ Vid, so long and large;
  ◆
  ◆ Leiptr, spilling into valleys and forming lakes;
  ◆
  ◆ Gjoll, hard against the Hel-gates, the land of the dead.
  No matter what part of Midgard a person hails from, one thing is true: 
  the river is life. We fish them. We hunt the animals that water near them. 
  And, perhaps most important of all, we sail them. The rivers and their 
  tributaries connect the majority of Midgard. The shallow-drafted boats 
  that we pilot are faster than most horses and less expensive for a holdfast 
  to maintain than roads, the boats are a way of life for most residents 
  of Midgard.
  Each part of Midgard takes to the rivers in different ways. As well, boat 
  designs vary from holdfast to holdfast, and region to region. More than a 
  few fights have broken out between members of rival holdfasts about this 
  style versus that. Though, frankly, it doesn’t take much to prompt a fight 
  between proud warriors.
  It is by boat that I have traveled the length and breadth of Midgard, and 
  it is by boat that that I shall be put to rest before the gods when my death 
  comes.  Without the boats, our lives would be nothing as they are now. And 
  it is with trepidation that I see the coming of the Bonebonded…
  the northlandS
  Hard lands, with fjords scraped from the earth by the waters there. The 
  folk who live here travel with the seasons, the midnight sun lighting their 
  steps. Long and lean, wearing furs of the beasts they hunt, the Northfolk can 
  endure much. Their Jarls hold court where they rest. The claiming of land 
  is no simple thing in the North. Every year at the Thing, disputes are settled 
  with trials and combats. And every year, the same fights are fought again.
  Northlanders are tough, hardy, and brook no nonsense. Though all are 
  If the location of your holdfast makes one of the Nine Rivers an important 
  location in your game, use the description of the river as a starting point 
  for a setting aspect for your game. Highlight how the river’s nature affects 
  your holdfast.
  
  54
  loyal to family and clan, Northlanders hold those bonds in high esteem. 
  Too high, some say. These valued attachments make the Bonebonded a 
  problem for most Northlanders. After all, they are choosing to abandon 
  clan and family to be joined with a giant. To many Northlanders, death is a 
  preferable option.
  The Northlands stretch from the Frostreave Wastes down to the 
  southern end of the aptly named Northern Sea. There are very few 
  stretches of arable land, though more farms and permanent settlements can 
  be found as you go further south.
  Six of the Nine Rivers flow through the Northlands. Some of them spend 
  half the year frozen, and the other half of the year as a riotous crashing set of 
  rapids. Still, they provide food and travel. As well, there is plenty to be found 
  in the salty waters of the Northern Sea and the Whale Road Ocean.
  The lack of trees makes sailing difficult. The few stands of forest that 
  can be found in the Northlands provide just enough wood for ships, but 
  hardly enough for any other purpose. That leaves the Northlanders as one 
  of the only areas of Midgard with exclusively stone buildings. In fact, the 
  stonemasons of the Northlands are some of the most sought-after. Their 
  designs and carvings are subtle, functional, but elegant. 
  NOTABLE HOLDFASTS
  FELLHEIM
  Aspects
  ◆
  ◆ Home of the Sveidsdottir
  ◆
  ◆ Word Travels Fast Around Here
  Located off the River Svol before the mouths of Hrid and Slidr, Fellheim 
  isn’t notable so much for anything it produces so much as it’s notable for 
  who lives there. I’d heard there are rumors of a remarkable young woman, 
  Sigrid. They call her Sveidsdottir. Daughter of Sveid, a Valkyrie.
  The rumor may be true, but in Fellheim there does live a young woman 
  whose prowess in battle is unmatched. She’s only 16 winters and she can 
  outmatch any warrior that faces her. The Jarl, Marsa Frostreave, hates the 
  girl. There have been rumors of Dwarven movement in the area, leading 
  
  55
  people to believe that young Sigrid might be necessary for her holdfast, 
  Marsa’s anger, or no.
  To the far north, there are rumors of a seer out in the Frostreave 
  Wastes. The search is tough as guides often grow sick of the snow, ice, 
  and emptiness. What is known is this: the first Bonebonded came from 
  the Northlands. The far Northlands, places that have no name, small 
  settlements that folk barely know exist. 
  SNOW WATCH HOLD
  Aspects
  ◆
  ◆ Living on the Border of Winter
  ◆
  ◆ Marked by the Ice
  Snow Watch Hold rests along the Fimbulthul, the river 
  that embodies the very spirit of winter. Aside from 
  its location in alongside the river that borders the 
  Frostreave Wastes, Snow Watch Hold gets its 
  name from the particularly large concentration 
  of Runescribed there. And not just any 
  Runescribed, but those only marked by Isa, 
  ice. Even across clan lines, those Isa-marked 
  refer to themselves as the Snow Watch 
  and have done for as long as any cared to 
  recount. 
  The seers of Snow Watch survey every 
  youth in the Hold when those children come of 
  age; their Clanday. Those chosen by whatever 
  augury the seers use make a pilgrimage to 
  the Frostreave Wastes, each sent out by 
  themselves, each on different days. Some 
  come back, unmarked, some not at all. 
  And still others come back as members 
  of the Snow Watch, marked by the ice 
  that they grew to know.
  
  56
  the mIdlandS
  The Midlands are lush. All of the Nine Rivers save Fimbulthul flow through 
  the Midlands at some point, giving the land the water it needs to support 
  life. Here, the Jarls claim outright the lands that they call their own. Border 
  disputes are more than common, each spring bringing war. This culture of 
  battle permeates everything that the Midlanders do. Like their Northern 
  brethren, the Midlanders settle disputes with trials by combat. Unlike the 
  Northlanders, the Midlanders often claim retribution on the loser’s family. 
  This pillaging of a loser’s family contrasts to the Northlanders’ tight family 
  bonds. No Northlander would consider breaking up another’s family. 
  Midlanders think little of it; it is simply their way. 
  The Midlands hold the largest holdfasts in Midgard. From the rocky 
  outcroppings of Cliffborg, to the floating holdfast of Voltendi, the Midlands 
  boast the most permanent settlements. This means that the Midlands have 
  by far the most political disputes. Anyone who owns a tract of land and has 
  the swords and axes to back their claim can hold the title of Jarl. 
  Petty disputes occur often, with lands changing hands as often 
  as one might change their clothes. These disputes made the 
  Midlands by far the most vulnerable when the dwarves 
  attacked. Many pretty Jarls lost their lands, their lives, 
  and those they loved in the initial onslaught. Rather 
  than breaking under the pressure, this grew a 
  fierce hatred of the dwarves within most 
  Midlanders. The Midlands has the highest 
  number of Bonebonded as a result.
  NOTABLE HOLDFASTS
  CLIFFBORG
  Aspects
  ◆
  ◆ We Are Above You All
  ◆
  ◆ Precariously Perched
  Cliffborg is a major trade settlement that rests 
  hard against the edge of the canyon made by the 
  
  57
  River Hrid as it makes its way to the Ginnungagap. The location is perfect for 
  traders, but the height above the river prevented that trade for years. That is, 
  until an enterprising scholar from the Petruvian Empire made her way north. 
  She saw the potential in Cliffborg and began spending her own funds to 
  make a series of ladders, bridges and pulleys that could raise a boat from the 
  river to the holdfast. That proved to be Cliffborg’s greatest boon. Now, years 
  later, an intricate series of mechanisms dots the cliff. Some merchants have 
  even carved caverns out of the Cliffside and sell their goods to the people 
  traveling up and down the pulley system.
  VOLTENDI
  Aspects
  ◆
  ◆ Loosely Connected, but Working as One
  ◆
  ◆ Ever-Shifting
  Voltendi is one of the most memorable and strange holdfasts in Midgard. 
  It’s located on the River Vid, literally. What magics or innovations keep it 
  afloat are a mystery, and the residents aren’t keen on revealing it. However, 
  there are paved streets, homes and shops, and the Jarl’s meadhall, all 
  connected, moving about, and floating on the surface of the river. For a 
  newcomer, it can be quite disarming to find that things aren’t in the same 
  place from one day to the next. The residents seem to have a sense of where 
  things will move, though, and have no trouble navigating the holdfast.
  Those same residents often prove to be as changeable as the arrangement 
  of the holdfast. It’s difficult to get someone from Voltendi to remain firm 
  on anything and alliances or agreements with them are tenuous at best. 
  However, should you be able to gain the actual trust of a resident, you’ll find 
  that there are few people more willing to come to your aid.
  the SouthlandS
  The Southlands are as diverse as their people. Southlanders, more than 
  most, are willing to intermarry with people of other lands. As such the only 
  defining characteristic of a Southlander is that they don’t resemble their 
  neighbors in manner or dress. This diversity means that the Southlands are 
  
  58
  an interesting blend of tradition and new ideas. Here is where new thinking 
  flourishes, including the skaldic colleges. The Southlands also have the 
  greatest number of traders. The Southlanders’ openness to new ideas allows 
  them to negotiate with the peoples of different lands more effectively.
  The lands themselves are a mix of lush valleys, beautiful fjords, deep forests, 
  and rocky near-mountains. Jarls claim lands as in the Midlands, but the border 
  wars are far less frequent. The natural boundaries created by river and fjord 
  serve as dividing lines for the Jarls of the Southlands. There are disputes over 
  who owns what, but those disputes are more often solved by negotiating over 
  horns of mead rather than by the clash of arms. This has led to the Southlanders 
  having a reputation for either avoiding or fearing combat—depending on the 
  person speaking. Southlanders just smile, knowing that their prowess in combat 
  is not something worth proving at the loss of a life.
  NOTABLE HOLDFASTS
  HEL’S GATE
  Aspects
  ◆
  ◆ Land of the Restless Dead
  ◆
  ◆ Border Between Worlds
  Hel’s Gate is named for the goddess that keeps watch over the dishonored 
  dead; the ones that did not die in combat, or that offended the gods. It is 
  rumored that the holdfast contains an actual doorway or passage to Hel, the 
  lands named for the goddess. What is true is that the residents of Hel’s Gate 
  walk a fine line between traditional worship of the gods and veneration of 
  the goddess from which their holdfast derives its name. Hel is a goddess that 
  most avoid thinking of, but she is given a place of honor in Hel’s Gate. It is 
  also rumored that somehow the dead walk in the holdfast. This much is for 
  certain: Hel’s Gate is a place unlike any other in the whole of Midgard.
  GATEWAY
  Apsects
  ◆
  ◆ Crossroads of Midgard
  ◆
  ◆ If You Can’t Find it Here, it Cannot be Found
  
  59
  Though there are other holdfasts where merchants bustle about, selling 
  their goods, and where crafters tinker and toil over their creations, no 
  holdfast in the whole of Midgard has the range and depth of goods and 
  services that Gateway has. Situated where the rivers Gunthrá and Gjoll 
  meet, Gateway is next to both the Petruvian Empire and the great Desert of 
  J’goll. Goods moves from both of these lands into and through Gateway. As 
  well, any goods that come from the Midlands or the Northlands end up in 
  Gateway as well. Jarl Heirickson rules Gateway with a strong hand, though 
  rumor has it that his grip can be prised apart if enough coin offered.
  OUTSIDE OF MIDGARD
  When people spread to other lands, they forgot the proper worship of the 
  gods. They live in their own countries, strange and sometimes even alien to 
  residents of Midgard. One thing in common is the threat of the dwarves 
  and each land has fought back in its own way. Here is what is known about 
  these lands and their people.
  THE ELVEN FORESTS
  It is perhaps disingenuous to refer to the Elven 
  Lands as being outside of Midgard. After all, the 
  forests in which the elves live are the same forests 
  that some see outside their holdfasts every day. 
  However, the elven forests seem quite a different 
  place when you enter them. A hush falls over your 
  ears, the sun dips in the sky, never rising beyond 
  a perpetual twilight, and the smells of loam and 
  leaves grows to a constant perfume in your nose.
  The elves keep largely to themselves, not 
  disturbing travelers unless those in the forests 
  mean harm to the elves. They seem to have a sixth 
  sense about such things, though they rarely act 
  directly. And it doesn’t take seeing more than one 
  companion being torn apart by woodland animals 
  to convince you that you should tread lightly.
  
  60
  Perhaps of greatest benefit to the residents 
  of Midgard are the elves’ Treants. Living trees 
  that move of their own accord, they fight the 
  dwarven Destroyers with a ferocity that even 
  our warriors cannot match. Any holdfast 
  near an elven forest has a near guarantee of 
  protection and aid from the elves in the event 
  of a dwarven attack. For all the enmity that 
  elves and Treants have for the dwarves and their 
  constructs, such help should be sought only in grave 
  situations. Every gift from an elf comes at a price.  
  The homes of the elves are unlike anything 
  seen in the whole of the rest of Midgard. Only the 
  forests of the Isles of Mist bear any resemblance, 
  and then only in passing. Elven homes are as one 
  with the land, invisible to the naked eye unless 
  you know exactly what to look for. Hollows 
  in the trunks of massive trees, natural caves 
  adorned with mosses, or even tangles of 
  underbrush; any of these could be the home 
  of an elf or family of elves. 
  Travelers through the elven lands say that there is nothing that humans 
  would term a city, town, or holdfast. Only individual homes or dwellings 
  that seemed to house multiple elves. But anyone who travels an elven forest 
  reports feeling that the elves hide greater numbers as well as great strength.
  THE PETRUVIAN EMPIRE
  To the south is a vast empire, stretching, some say, for distances that would 
  take months upon months to travel. Petruvia. The people of those lands are 
  as diverse of a lot as the peoples of Midgard, but for poorer reasons. The 
  Petruvian Empire is ruled from the city of the same name. The tales told in 
  Midgard are that the Emperor, a kind of overblown Jarl sought to conquer 
  all the lands he could see. His successors did the same, casting their gazes far 
  and wide.
  
  61
  At times, the Emperor or Empress has cast their gaze northward, to 
  Midgard. Great bloody wars were fought, Petruvian phalanxes clashing against 
  our own shieldwalls. Neither side has proven able to get the upper hand, and 
  something approaching peace has settled over the years. Each side patrols their 
  lands, but as long as no hostile actions are taken, blood remains unshed.
  When the dwarves came, we called upon the gods to give us the power 
  to bind giants’ bone to our will. The Petruvians seem to, well, call upon their 
  gods more directly. Each deity in their pantheon is represented by a gigantic 
  carved statue; a Monolith, they call it. They line the mains streets of every 
  one of their large cities, each moving closer to or further from the seat of 
  power as the cult of each gains or loses favor with the Empress. 
  The Petruvians place great store in honor and glory in combat. It is one 
  of the few things that the people of Midgard have in common with them. 
  They are worthy foes on the battlefield. And though most of the strong-
  headed Jarls would disagree with me, I think it a good thing that their 
  Empress has her gaze turned to the distant lands on the southern border of 
  the Empire. Were her gaze to turn northward to Midgard, I doubt that we 
  could withstand the full might of her armies.
  THE ISLES OF MIST
  Far to the west, across the ocean, is a strange land. Our oldest skalds say that 
  we were once of a people with those who dwell on the islands there. That 
  their ancestors sailed across the ocean and found places to settle. Indeed, 
  there is some similarity between our peoples, but the Islanders remain 
  strange to most. The weather patterns of the islands leave them a grey and 
  dim place, with the sun peeking through the clouds only rarely. 
  The Islanders live in small groups, moving around the thick forests that 
  cover their islands. They have few permanent settlements, and what few 
  they do have are religious in nature. Priestesses and Priests wearing blue face 
  paint and deer-skull masks chant over ritual fires. The smell of burning peat 
  fills their sacred spaces. Peat… and flesh.
  The religious fervor of the Islanders is unmatched in my experience. 
  Some of the faithful willingly go to their deaths at the seeming behest of 
  
  62
  their gods. And somehow these deaths are used against the dwarves who 
  rose even on these remote islands. Tall man-shapes, made of wicker and 
  vines, filled with writing bodies, all burning. These Wicker Men moved 
  against a dwarven Destroyer with a speed and ferocity I’m not sure even the 
  Bonebonded could match. The scene haunts my dream still.
  We see Islanders in Midgard rarely. The journey across the sea is 
  a treacherous one. However, when they do make the journey, they 
  are welcomed in most holdfasts. It is said that to give shelter to an 
  Islander is to gain the favor of the spirits and strange gods they worship. 
  Though I place no stock in any gods save for my own, I see no harm in 
  indulging such superstitions. At the least, the Islanders make excellent 
  drinking companions.
  THE DESERT OF J’GOLL
  To the south and west of Midgard is an expanse of sand and broken rock: 
  the J’Goll Desert. This arid and inhospitable land is home to a people 
  almost as enigmatic as the elves: the Desert Traders. For as much contact 
  as our people have, we know precious little about them. They travel in 
  large caravans with wheeled wooden carts pulled by a varied assortment 
  of beasts of burden. 
  The Traders live up to their name. When their caravan arrive, 
  they carry an amazing assortment of goods, and not just good of their 
  own make. They bring steel from Petruvia, fine woven goods from the 
  Jorufaegir, peat-smoked foods and alcohol from the Isles of Mist, and 
  even soft cloths made of silk that must come from the lands that border 
  the far side of the Desert. 
  The Traders never uncover their faces. Only their eyes are visible 
  through the layers of cloth in which they are swathed. The cloth varies 
  in color from caravan to caravan. Each color marks some type of clan 
  association, or perhaps familial bonds. Few have been able to find out. It is 
  difficult to gain any information from people that will not talk to you.
  All communication with the Desert Traders happens via their slaves. 
  These slaves, not from any recognizable homeland, do all the speaking for 
  
  63
  the Traders. And it is unnerving, for the Traders themselves never utter a 
  sound. The slaves seem to know exactly what it is that their owners want 
  to communicate.
  It is assumed that the Traders have a way of fighting the Dwarves, as 
  scraps of Destroyers and other dwarven metals have been traded when 
  the caravans stop in the holdfasts of the Southlands. The only guesses as 
  to how they fight come from story books and scraps of half-told tales. The 
  illustrations.in the books show men and women in the flowing robes of the 
  traders summoning fire, water, earth, and air. Half-human looking beings 
  seem to be formed of these four things, and are commanded by the men 
  and women in the pictures. It is not known if the books are fact or fiction, 
  but there is little doubt that the Traders possess power of some kind.
  Beyond the hnItBorG mountaInS
  Much like the ocean to the west, passing through the barrier of the 
  Hnitborg Mountains to the east is rarely and perilously 
  done. However, the lands beyond the 
  mountains very nearly rival 
  Midgard in their beauty. The 
  people there, the Jorufaegir, 
  are valiant and brave. They are 
  darker of skin than most who live 
  in Midgard, save for those in the 
  Southlands. One oddity is that the 
  men do not wear beards. It is a shock 
  to most when they first see it, and more 
  shocking still when it is realized that 
  none ever shave.
  The Jorufaegir are as varied as we are, 
  though a glance seems to say otherwise. 
  There are many tribes of the Jorufaegir. 
  Some live nomadically, as the Northlanders. 
  Others have more permanent settlements, 
  
  64
  much like our holdfasts. They don’t appear to build in the same way, 
  though. Very little of what they possess is made of metal, and almost none 
  of their buildings are made of stone.
  Many of the Jorufaegir identify with animals in their tribal icons and 
  practices. It seems, on the surface, to be similar to our Warrior Clans. 
  However, a dwarven attack on the village in which I stayed showed me that 
  this was not the case. When the Destroyers rose from the ground, I swear 
  to Odin that three of the warriors of the village changed forms. Where 
  two women and a man had once been, there were now bears, massive in 
  proportion, and more than a match for the Destroyers.
  It is not known if other villages or tribes of the Jorufaegir have this 
  same ability, or if they do, if the animals are different. What is known is 
  that the Jorufaegir seem to have fewer problems with the dwarves and their 
  incursions than almost any other part of the world that we know of.
  
  65
  
  66
  Running War of Metal and Bone
  Midgard is your world. Every group that runs a campaign will have 
  a different version of it, especially because of the setting generation. 
  This same freedom should be extended to how you interpret threats, 
  enemies, and plotlines. Everything that follows is a well-intentioned 
  suggestion. 
  STORY STRESS
  Story stress is one of the best ways to keep track of the events in the 
  world that lives around the characters. The world grows and changes 
  and moves with or without the PCs. Create a chain of events that 
  leads to your ultimate story goal. Give that chain a number of stress 
  boxes (eight tends to be a good number). For every two stress boxes, 
  write an aspect that will be present in all future sessions.
  Every time the PCs fail to accomplish a goal that would prevent 
  something bad from happening, check one of the stress boxes. Every 
  time the PCs accomplish something that helps them prevent disaster, 
  or that undoes a previous failure, clear a stress box. For every two 
  stress boxes that get cleared, change the aspect associated with that 
  pair of stress boxes. You’re putting them into recovery.
  CREATING THREATS AND ENEMIES
  There are no statblocks in this setting. Every GM will want to come 
  up with their own enemies and issues based on the setting that their 
  group creates. Fate does an excellent job of laying out how to create 
  enemies. Keep the Fate Fractal firmly in mind. Anything, anything 
  can be statted out as a character. Whether you are looking for the 
  opposition to the Jarl or a catastrophic event, skills, stunts and stress 
  are the heart of these threats.
  Creating threats and enemies in War of Metal and Bone can be 
  as simple or as complicated as you want it to be. If you’re already 
  familiar with Fate, then the guidelines that are given in the FATE 
  
  67
  CORE book starting on page 213 (Creating the Opposition) will work the 
  same for War of Metal and Bone as they do for FATE CORE (rules for scale 
  notwithstanding). 
  If you want an even faster way to handle threats, remember 
  this guideline:
  RATING = STRESS BOXES
  Let’s say that you’re creating an approaching dwarven army to threaten 
  the Holdfast. You want the army to be a threat, but not something that will 
  automatically overwhelm the characters. Based on the setting you’ve created, 
  you decide that the army needs to have the following: 
  Dwarven Spiders, the teeming masses that are the fodder for any 
  dwarven army
  Automatons, the shock troops that a human may or may not be able to 
  handle one-on-one
  A Dwarven Destroyer, the literal head of the army and large enough to 
  smash a Holdfast all by itself if it’s not stopped.
  You want the Spiders to be disposable, so you grab an index card and write: 
  DWARVEN SPIDERS +1
  And because Rating = Stress Boxes, you give the Spiders one stress box. 
  If you want more than one group of spiders, add additional stress boxes, one 
  per group. Everything that the Spiders try to do that relates to their nature as 
  Dwarven Spiders, they do at +1. Everything else, +0, or even -1 if you think 
  they’re particularly unsuited to it.
  For the Automatons, you decide that you want them to be real threats. 
  On another index card, you write:
  AUTOMATON +3
  And you give them three stress boxes. Same as with the spiders, if they do 
  things that Automatons are good at, they roll at +3. Everything else, +0, or -1.
  You’ll notice that neither of the above example enemies has Aspects. 
  Their names act as their Aspects if they ever need to be compelled or if you 
  
  68
  need to spend Fate Points to invoke anything about them. Keep it simple.
  For the Dwarven Destroyer, you have to do a little more work. As with 
  the example of Giant Scale threats on Page 31, you decide which Approaches 
  the Destroyer has, assign those Approaches to sections of its body (to make 
  the zones that Human Scale enemies will interact with), and give it a number 
  of stress boxes equal to its highest approach. As well, you will give it a number 
  of Aspects equal to its highest Approach. If this Destroyer is positioned as a 
  long-term threat, give it Stunts and some history as well.
  The same principles above can be used for any type of threat you need 
  to make. Environmental threats get ratings that can be used to represent 
  attacks from local wildlife, or natural hazards. The stress boxes you give 
  (equal to the rating) can be used to denote the characters coping with the 
  threats (not dissimilar to Story Stress).
  All of this is built on the principals of the Fate Fractal. Everything can 
  be treated as a character. The tricky bit is getting the rating numbers set 
  correctly. Too high and they’ll overwhelm your players. Too low and they 
  won’t be enough of a challenge. The advice on Page 222 of FATE CORE 
  will guide you here. 
  PLOT
  The setting generation will provide you many things to work with to create 
  the plot of the game. You also have the minds of the people that sit at 
  the table with you. Collaboration is the name of the game here. You will 
  hopefully have some idea of where the game is going to go after the setting 
  generation. Discuss those ideas with your players and make sure that 
  everyone has bought into what you have in mind.
  When it comes to the moment-to-moment running of the game, one 
  of the techniques that can help quite a bit is that of asking questions. Ask 
  questions of your players. Let them give you the information that you need 
  to come up with in-the-moment inspiration. If they ask you a question 
  about the setting, turn the question back around on them and ask them 
  to define that bit of the setting for you. There is power in multiple minds 
  working together. Do not waste that resource.
  
  69
  INSPIRATIONAL RESOURCES
  If you are not familiar with Norse themes, there are some fantastic 
  resources available to give you a taste of what Midgard could be.
  Literature: Much of what we know about Norse and Viking culture 
  comes from writings of that era. There are a number of wonderful 
  translations available. The primary resources that were used in the writing 
  of this setting were:
  The Prose Edda: http://www.sacred-texts.com/neu/pre/index.htm
  The Poetic Edda: http://www.sacred-texts.com/neu/poe/
  The Norse Myths - Introduced and Retold by Kevin Crossley-Holland
  The Eddas are fantastic resources. The introductory poem was written in 
  the style of the Poetic Edda. The Norse Myths takes the same information that 
  is found in the Eddas and presents them in a compelling and easy-to-read 
  manner.
  Television: The writing of War of Metal and Bone coincided perfectly 
  with the premiere of Vikings, on the History Channel. The series 
  encapsulates the feel of Viking culture fabulously. If you are going to run a 
  campaign of War of Metal and Bone, you need to watch Vikings.
  Music: This list would not be complete without Immigrant Song by Led 
  Zeppelin. Also of note is anything by Wardruna, and If I Had a Heart by 
  Fever Ray.
  LAST WORDS
  Beyond anything else that could be used to finish out this book, these words 
  are the most important to include:
  Know Yourself.
  Every GM plans and runs games differently. War of Metal and Bone does 
  not presume to tell you how to create an enemy or what to include. Use 
  what you know and use what you love. If you prefer to use Fate: Accelerated 
  Edition approaches (as the Bonebonded  do), do so. If you prefer to have 
  every enemy fully blocked out with skills and stunts, do so.
  
  70
  You know your style of game-mastering better than anyone else could. 
  If you see those words and blanche a little, then do some exploration. Find 
  the tools that you need to succeed and create the enemies that you will 
  need to challenge your players.
  The world of Midgard is heavily influenced by Norse mythology. Every 
  group will take those themes and bend them in unique ways. Consider the 
  results of the setting generation, consider the group you are playing with, 
  and consider your own strengths (and weaknesses). With those things 
  firmly in mind, design the enemies that are appropriate for all of the items 
  just mentioned.
  Stay true to yourself and your game will thrive.
  
  71
  A Tale of Blood and Darkness
  by Lillian Cohen-Moore
  
  72
  Situation
  On the shores of the Vid, the southland community of Selah is holding 
  a festival to celebrate the Spring. Selah’s Jarl, Didrick, an elderly warrior that 
  is beyond the fighting days of his youth, is now a shadow of the strong body 
  that fought shoulder to shoulder with brothers and sisters of the Wolf Clan.
  Jarl Didrick’s family suffered a string of calamities throughout the last 
  winter, but has chosen to press on with a Spring festival in his Holdfast. 
  Didrick’s son, Dane, was slain by strange spirits who attacked in the depths 
  of Winter, and the Jarl’s daughter Sefa vanished the same night. Only his 
  daughter Þórarna still lives, and the Jarldom pins its hopes for safety and 
  stability on seeing Þórarna safely married, for the Jarl is quite ill. Selah is 
  home to some of the finest orchards in Midgard; the bounty of the land, 
  and the fairness of the Jarl’s daughter, who has served for years as her 
  father’s beloved counsel and household manager, are each enough to draw 
  visitors to their home. Didrick hopes among the visitors this spring, a 
  suitable and loving match for his surviving child can be made. 
  Though his illness worsens, the Jarl intends to broker as many alliances 
  and trade agreements as he can, for it may be his last spring to do so. Strange 
  and twisting shadows have been seen on the banks of the Vid, where the 
  community is located. There is a fear that if the spirits said to have slain 
  Dane and many of the Jarl’s warriors return, there might not be enough able 
  bodied people to defend Selah a second time.
  Impact
  Without quick-witted visitors who can protect the town, the inevitable 
  return of the shadow-men will do damage, killing even more than they did 
  in winter. These shadow creatures do not simply seek destruction, they seek 
  revenge against Þórarna. In the chaos of their winter attack, Þórarna killed 
  Dane. Sefa, unknowing of why Þórarna killed their brother, discovered 
  the murder only moments after Þórarna dealt the killing blow. Þórarna 
  panicked and killed her sister, to keep the secret of their family’s shame 
  from their father and the rest of Midgard. She threw Sefa’s body into the 
  
  73
  Vid, but left her brother’s corpse in the path of a fire raging on the edge 
  of the town, the spot where she caught him with the shadows. Unless the 
  shadows can be dealt with once and for all, they will destroy Selah, and only 
  after that will they kill Þórarna.
  The bone flute the skald Anmar carries is in truth made of one of Sefa’s 
  bones. If what Þórarna has done is revealed, Selah will be torn apart by 
  horror at her actions, and distrust of the Jarl. It would be easy for someone 
  else to lead a siege against the town after this reveal, as others seek to take 
  Selah from an ailing Jarl who is father to not one, but two murderers.
  With some help, Þórarna may find someone that she can show affection 
  to, but a betrothed will leave her if they learn about her actions.
  Hooks
  Each of these hooks can be taken by more than one player. Each hook colors 
  how the characters will approach their time in Selah, and influences their 
  reactions to the Holdfast’s many secrets.
  I have journeyed here to escort my Jarl’s younger son. Do you believe it 
  is wise for him to seek marriage to Þórarna? Do you think the attempt at 
  matchmaking will succeed?
  I am escorting a man of wisdom to the festival. The skald Anmar was 
  attacked on the road, and you rescued him. Do you trust the skald’s 
  intentions towards the people of Selah? Is there more to his bone flute 
  than he lets on?
  My Jarl sent me as their emissary. Has your Jarl sent you to make a trade 
  arrangement? Broker a marriage for a reluctant son? Observe the town? 
  How do you feel about what you’ve been sent to do?
  I have come to learn more of the shadows. The reports of the shadowy 
  figures that killed many of the warriors in Selah gravely concern you. 
  What do you hope to learn? What do you fear you will learn?
  A woman’s voice in the night bade me to come. Why did you answer her 
  midnight pleas, and promise to journey to Selah? What exactly did she 
  ask you? Why does she want you to go there?
  
  74
  Involved NPCs
  Jarl Didrick
  Didrick is a proud man, who will always hold himself as straight as his 
  sword, no matter how greatly it pains him. He has become ill in his old 
  age, and this Wolf will not admit it. He has already buried a wife and two 
  children. Didrick’s heart and soul is his only remaining child, Þórarna. He 
  will do everything he can to see her married to a good man, and his people 
  provided for, before he dies.
  Aspects:  Fighter to the End, Burdened by Duty,  
   Heart of the Wolf 
  Skills: 
  Great (+4) Rapport, Contacts, Resources, Provoke 
   
  Good (+3) Empathy, Will,  
   
  Fair (+2) Lore, Notice, Fight, Athletics
  Stunt:  
   For My People.  Jarl Didrick has a +2 whenever he acts in 
  defense of one of the residents of Selah.
  Stress:  
  2 mental, 2 physical 
  MOVES
  Inspire Loyalty. Though the Jarl is far from the mighty warrior he was as 
  a youth, the history of his deeds and love for his people still count for 
  much. When needed, he will rise to meet danger, and inspire loyalty in 
  those around him.
  A Father Knows Much. Didrick attempted to give his children as much 
  space as he could as they grew, to foster their independence and 
  discovery of their talents. He seeks to ease his daughter’s unspoken pain, 
  and will take time to speak with anyone suffering from heartbreak.
  
  75
  Brandt
  Brandt was Sefa’s betrothed, and is of the Wolf Clan, like her father. He has 
  told no one that he and Sefa had met a few hours before the attack, stealing 
  time away from their families to be together. Though he has kept silent to 
  not betray her memory, he knows she must have come to harm after she left 
  him for the night, and has come to suspect Þórarna may have been involved. 
  Adding to his uncomfortable situation, his parents have begun to urge him 
  to court the Jarl’s surviving daughter.
  Aspects:   Heartsore, Suspicious All Around,  
  I Must Find The Truth 
  Skills: 
  Great (+4) Stealth 
   
  Good (+3) Fight, Notice 
   
  Fair (+2) Rapport, Empathy, Provoke
  Stunt:  
   Watchman’s Prowess. Brandt became a watch captain in 
  Selah after the attack, and has a +2 to noticing possible threats 
  toward the town.
  Stress:  
  3 physical, 3 mental 
  MOVES
  Silent as the Night. Brandt is a boon to the watch because of his light steps, 
  but his ability to silently turn up when Þórarna least wishes him present 
  is causing friction between them.
  Air of Authority. Brandt is intimidating for many to deal with, including, 
  Anmar. The tension between the two men is only heightened by 
  Anmar’s air of secrecy.
  
  76
  Anmar 
  The skald Anmar has been making a name for himself across Midgard. 
  His poetry is said to be a gift of the Gods, but his poems have become 
  overshadowed by his flute. Unlike the harps of other skalds, he cannot play 
  his instrument as he recites. But he has taken to closing his performances 
  with the flute’s unearthly tones. No one knows it is carved of a bone 
  he found washed up on the shores of the Vid, far from Selah, or that 
  Sefa’s spirit has been driving him to write a poem that will break her 
  father’s heart.
  Aspects:  Paragon of Poetry, Chronicler of Midgard,  
   
  Driven by Sefa 
  Skills: 
  Great (+4) Lore, Rapport, Crafts, Provoke 
   
  Good (+3) Deceive, Empathy, Contacts 
   
  Fair (+2) Will, Notice
  Stunt:  
  None
  Stress:  
  3 physical, 3 mental 
  MOVES
  Well-Timed Memory. Anmar’s capabilities as a skald have given the man a 
  memory like a steel trap, one he’s more than happy to share the contents 
  of—at the best and worst moments to do so. 
  Charming Company. The skald is an amusing companion, whether on the 
  road or sharing a meal. Though he enjoys insulting people to exercise his 
  skill, he tends to focus his charms on them instead, putting them at ease 
  and listening to their stories, seeking new deeds to compose about.
  
  77
  Þórarna
  She is the last surviving child of Jarl Didrick. Her years managing her 
  father’s household have made her well spoken, using her ready smiles 
  and her intellect to defuse anger and promote bloodless politics. She is 
  ultimately invested in the continued well being of Selah, and will escalate 
  from politic responses to a secret attack if the truth of her siblings’ deaths 
  threatens to come to light. The household is largely unaware that the lessons 
  of sword use from her father were continued by Dane. Þórarna is a ruthless, 
  deadly fighter, particularly when armed.
  Aspects:   Driven by Duty, Warrior of Words,  
  Sick With Grief 
  Skills: 
  Superb (+5) Fight, Provoke 
   
  Great (+4) Rapport, Empathy, Deceive 
   
   
  Good (+3) Contacts, Will, Deceive, Notice 
   
  Fair (+2) Athletics, Crafts, Lore
  Stunt:  
  None
  Stress:  
  4 physical, 2 mental 
  MOVES
  Maiden’s Touch. All it takes to defuse most situations is the intervention—
  or presence—of a woman. Like her mother, Þórarna willingly intervenes 
  whenever tensions arise where she is present. She’ll use kind words to 
  those she likes, but she’ll flay with flyting anyone who mistreats someone 
  in her presence. 
  Prepared for Battle. After the events of the past winter, Þórarna will not 
  be taken unawares by danger anywhere inside the boundaries of Selah. 
  If she’s far from her knives or her sword, she’ll improvise weapons as 
  needed to defend herself or someone else.
  
  78
  Threats: 
  Bone flute
  The bone flute carried by Anmar is haunted by Sefa, and she will seek to 
  control any characters that go against her wish to expose her sister.
  Aspects:  Haunting Song, Supernaturally Persuasive, 
   
  Vengeful
  Skills:   
  Superb (+5) Rapport, Deceive 
   
  Fair (+2) Empathy
  Stunt:  
  None
  Stress:  
  4 physical, 2 mental
  The Shadow Men
  Some of the unholy spirits that Dane forged an alliance with have returned, 
  reinvigorated by their months of waiting, and ready for revenge. 
  Mob (2 per PC)
  Aspects:  Strengthened By the Night,  
   
  Darkness Made Manifest, Dreaded By the Living
  Skills:  
  Superb (+5) Fight, Stealth 
   
  Great (+4) Notice 
   
  Stunts: None 
   
  Stress: 2 per Shadow 
  
  79
  Chapter 1: The Road to Selah
  OPENING
  The characters are headed to the spring festival in Selah, but the journey 
  is a strange one. Haunting flute music is just on the edge of their hearing 
  during the days, and at night, their dreams are dark and troubled. These 
  nightmares don’t vary across their accounts; all of them share broken 
  memories of dark, frigid, rushing water, and the hungry sound of fire.
  EVENTS
  Encountering the Skald. On the journey to Selah, the characters meet the 
  skald, Anmar, who invites himself along with them on the remainder of 
  the journey. Depending on what hooks have been chosen, Anmar may 
  be useful and charming, or aloof and sarcastic, if Þórarna is part of their 
  reasons to make the trip.
  Reflections in the Vid. While fetching water or washing up in the river, one 
  or more of the characters will glimpse a pale, weeping woman with 
  golden hair reflected in the river’s surface.
  Dark Tales on the Road. Either from Anmar, or from other travelers they 
  encounter, a fireside trade of tales will bring up the midnight battle of 
  shadows that descended on Selah.
  CLOSING
  This chapter ends when the characters reach Selah, the Holdfast of Jarl 
  Didrick. Depending on the experiences they’ve had on the way to the city, 
  they may enter with the sense that the worst is yet to come.
  
  80
  Chapter 2: A Festival of Darkness
  OPENING
  The characters, like the many other travelers that flooded Selah, are 
  entreated to explore the festival. Didrick will take no audiences until the 
  next day, and is in fact not enjoying the festival, but quietly resting out of 
  the view of prying eyes or ears. He sends his daughter out to enjoy the day.
  EVENTS
  Encountering Þórarna. Where her sister was pale, light and golden, like their 
  father, Þórarna is dark haired and short like her mother. Unless treated 
  poorly, Þórarna will be gracious, charming and eloquent while dealing 
  the characters.
  Flight in a Dark Wood. A young girl, Katla, cannot be located in the throng 
  of the festival. Her friends say she went into the edge of the wood to 
  retrieve a ball, and has not returned. Any characters who take part 
  in searching for her will become lost for a time in the woods, guided 
  away from Katla by uneven light and strange noises—the Shadow Men 
  confusing and unnerving the searchers.
  Feast of Secrets. To any of the characters who observe their hosts or those 
  close to them, there’s apparent tension between Brandt and Þórarna, 
  and Anmar seems strangely insistent that he will not perform until the 
  following night.
  CLOSING
  As the night’s feast winds to a close, characters may be able to capture a few 
  private words with Þórarna, Brandt, Anmar, or even the Jarl himself. These 
  conversations will be colored by the secrets and suspicions each of these 
  people harbor.
  
  81
  Chapter 3: Honor and Blood
  OPENING
  The second feast of the festival has begun, but the night holds countless 
  dangers and revelations. Anmar has promised to perform a story he says 
  none there have ever heard before. 
  EVENTS
  Song of Twisted Truth. The night after the skald’s arrival, he performs a poem 
  intercut with flute music, a tale about the riverside murder of a sister at 
  the hands of her jealous sibling, who has no love of her own. Anmar does 
  not outright accuse Þórarna of murder, but Sefa’s presence in the flute 
  is a compelling and weighty seed of doubt to everyone present about 
  the fate of Sefa that cold, dark night. Without intervention, violence 
  will happen.
  The Scene of the Crime. Þórarna will return to where she killed her siblings 
  after the skald’s performance, and recover the lost girl Katla in the 
  process, who tells her the shadows have returned. Katla had been 
  hiding, ever since they tried to snatch her up in the forest the previous 
  afternoon. When they stopped searching near her hiding place, she ran. 
  If Þórarna is delayed at the feast, a member of the watch will find Katla 
  near where Þórarna killed Dane and Sefa.
  Shadows Last Stand. The shadows have returned for vengeance against 
  Þórarna, who will require help swaying those who live in Selah to take 
  up arms with her to fight the Shadows once more.
  Matters of Honor. Whether or not Þórarna, the Jarl or Brandt survive the 
  fight against the Shadows, those who do survive will have to decide what 
  to do with what they may have learned about what’s been going on in 
  Selah. The characters can greatly influence the outcome of this secret 
  meeting, for good or ill.
  
  82
  CLOSING
  The town of Selah has suffered in the past, and depending on the outcome 
  of this night, it may have a great deal of suffering to come. At dawn, the 
  survivors closest to the truth will gather to decide how to go forward. For 
  those seeking to learn more of the shadows, there are only more questions 
  to be asked, and few answers to be found.
  
  83
  The Throne That Would  
  Be Bone And Wrath
  by Ryan Macklin
  
  84
  Situation
  The southlander city of Alsborg must deal with what every village and 
  kingdom silently fears: that a fearsome Bonebonded will come home from 
  the fight against the dwarves and claim rule over the land. For the last few 
  days, the tenor of Alsborg has been beyond tense, and those of sane mind 
  fear that the unease will turn into chaos, chaos into a massacre, and that 
  massacre into a second war across the land.
  Last year, the peaceful and stable Alsborg met with grief. Jarl Örvar 
  succumbed to illness and passed away in great agony. His eldest child 
  Brimi, groomed to rule since he was born, took his father’s mantle. Soon 
  after, Kolgrímur, his second son (who some say Örvar favored among 
  his children), chose the life of the Bonebonded and sought to keep their 
  city safe by sundering those dwarven Machines that dared tread in the 
  southlands. Finally, his dear daughter Rúna moved away and married the 
  son of a midlander warrior-noble.
  Three weeks ago, tragedy struck the latest Jarl of Alsborg. While 
  leading a hunt in the forest, Brimi was savaged by a great beast, his body 
  left mangled and half-devoured. Brimi had no wife or children. With no 
  one to assume rightful rule, four prominent citizens formed a Council: 
  Ísar of the Watch, Hilda of the Ferrymen, Dúi of the Farmers, and Kára 
  of the Treasury. Unfortunately, they are doing far more infighting than 
  administering, and the city languishes in their “care.”
  Last week, Rúna and her midlander husband, Þór the Redblade, arrived 
  for her brother’s funeral. Some believe that she should now rule Alsborg, 
  but others fear that since she was never groomed for leadership, that 
  would mean an outsider—one known for war over peace—would be their 
  new Jarl.
  This would be a minor political squabble if not for Kolgrímur’s return 
  three days ago, the glowing light in the walking bones of a giant. He 
  announced that he should take his rightful place as Alsborg’s new Jarl. So 
  far, he has been patient with his city’s delayed acceptance, but the dark 
  whispers of a dead giant inside of his mind grows stronger…
  
  85
  Impact
  With no one to intercede, Þór the Redblade will convince Rúna to demand 
  the throne. The Council will balk at this, citing that a woman cannot 
  become Jarl—though in truth they only object to Þór and not Rúna. (After 
  all, she could be fashioned into a puppet just as easily without his presence.)
  Kolgrímur will finally grow impatient, his inaction allowing the giant’s 
  vile urges to caress his mind. He will demand his throne and threaten 
  to end all those who do not bow to him. The Redblade will certainly do 
  no such thing, and the Bonebonded will kill him. Rúna will rush to her 
  husband just before the blow connects, ending her life as well. The grief will 
  trigger rage, and a sizable chunk of the city is destroyed until the citizens are 
  able to calm the giant-rider through complete supplication.
  The damage already done to Kolgrímur’s mind, he will rule with hate 
  and cruelty, turning his once-beautiful Alsborg into land of despair. This 
  rule will last for nigh a few weeks, though, as Þór’s kin arrive to enact 
  justice—and include a Bonebonded and a Runescribed. Kolgrímur will die, 
  Alsborg will be razed, and this story will spread throughout the land.
  And people will say, “Why not let the dwarves win, if this is the world 
  we will have afterward?”
  Hooks
  Each character should choose one of the following reasons that they 
  have come to Alsborg, answering any related questions. Each hook can 
  be used by more than one player. All of the hooks involve a question to 
  detail a positive element in the city—something that may be threatened or 
  destroyed if things go poorly.
  I come at Þór’s request, to be his council. Why does Þór invest such trust 
  in you? What is it about Alsborg that makes you wish to remain?
  I have tracked the curious movement of a single Bonebonded 
  heading away from battle. What is your role or relationship with the 
  Bonebonded? What is the most beautiful thing you have seen in Alsborg?
  
  86
  Alsborg is my home. What is it about Alsborg that fills you with the most 
  pride? Who do you believe should rule?
  I represent my Jarl, seeking trade and relations. What is it that Alsborg 
  boasts that your land desperately wants or needs? Who among the 
  council seems to be the easiest for you to sway? Who is the hardest?
  The Norns spoke to me in a dream, that I should be here to witness 
  and judge an auspicious moment. This dream involved two visions of 
  Alsborg: one beautiful and one horrific. Describe the beautiful dream. 
  (GM, you can describe the impact from above as in a dream vision.) 
  Why do you accept the Norns’ request?
  
  87
  Invested Characters
  Those in Alsborg who hold a stake or claim to its leadership are detailed here.
  Kolgrímur Duergarbane
  Bonebonded to the giant Gerðr, Kolgrímur took up fighting Machines as 
  a way to seek his glory on his own path, rather than live in his brother’s 
  shadow. That is when he found Gerðr, a noblewoman once accustomed to 
  wealth and power. As they’ve bonded, she feeds Kolgrímur’s mind scenes 
  of delight and power, and that has slowly twisted his heart. The giant’s 
  influence has not yet removed Kolgrímur’s love for his people and the land, 
  though she does prey on both his grief and his sense of duty.
  Aspects:  Gentle Son of Southland Nobility,  
  Hardened by Battle, Gerðr Whispers in My Mind
  Skills: 
  Great (+4) Lore, Physique 
   
  Good (+3) Deceive, Fight, Notice 
   
  Fair (+2) Athletics, Empathy, Rapport, Will
  Stunts:  
   Lasting Bone. Unlike other Bonebonded, Gerðr does not 
  disappear into the earth when Kolgrímur leaves her. Instead, 
  she sits, unmoving and indestructible, waiting for Kolgrímur 
  to return to animate her. Alternatively, he can will the giant to 
  come to him.
  
  88
  Soul Link 
  If out of Gerðr, but she’s in view, his link to the giant means he defends against 
  any attack, physical or otherwise, as if he were inside the giant. After a scene 
  where he’s forced to use this stunt, Gerðr gains a boost relating to being 
  deeper in Kolgrímur’s mind or intruding in the mind of an NPC nearby.
  Stress: 
  4 physical, 3 mental
  Notes: 
   Because of his link to Gerðr, Kolgrímur prefers to be outside, in 
  open spaces where the giant can been. He sleeps in the open, on 
  roofs, or outside of the city walls where the giant sits silently. He’s 
  loathe to enter a building, and when he does, he tries to find a 
  window that looks out toward the giant. (However, he doesn’t truly 
  understand why he is like this, and believes that it’s just natural.)
   
   Those familiar with the Bonebonded know that this persistence 
  is unpredicted. Exceptional Lore actions could shed some 
  further light on the strange Bonebonded nature. Kolgrímur 
  believes that this is his advanced power over the Bonebonded, 
  that his will is able to keep it manifest even when it isn’t in it, 
  and is proud of himself.
  Gerðr’s Approaches: Good (+3) Forceful 
   
  Fair (+2) Greedy, Clever 
   
  Average (+1) Careful, Quick 
   
  Mediocre (+0) Flashy
  MOVES
  Make a polite demand. Whether it’s for hospitality for himself or 
  guests, to speak with the Council or others in town, or anything else, 
  Kolgrímur’s requests are polite but firm. They always start with “[i]I 
  require…[/i],” and he is knowingly using his nobility and the power of 
  being Bonebonded to get his way without hesitation.
  
  89
  Seek audience with other Bonebonded. If any PCs are also Bonebonded, 
  Kolgrímur will seek them out. His rational mind is looking for allies, 
  those who might be able to demonstrate that power need not invoke 
  fear. The whispers in his mind are jealous of them stealing his thunder, so 
  to speak, by not being the only Bonebonded in Alsborg.
  Cause fear, unintentionally. Kolgrímur’s presence is terrifying to behold, 
  and the giant is slowly influencing the weak-willed among the city. 
  Show him doing something that causes panic, exasperated by the giant’s 
  dark whispers.
  Show that Kolgrímur isn’t fully in control. Shift his mindset partway 
  through a conversation, change his mood or emotion without warning, 
  and even shift speech patterns. He grows defensive and irrational when 
  he realizes this.
  
  90
  Þór the Redblade
  Like Kolgrímur, Þór is the second son of a Jarl, though unlike the 
  Bonebonded, his father is still alive. He earned “the Redblade” in a vicious 
  battle while barely a teenager. People say that by the end of the battle, you 
  could not see the metal of his sword for all the blood on it, and bestows that 
  epithet. In truth, he does not see that as a proud moment, just a grisly duty 
  to protect those who cannot fight. His temper comes not from hostility, but 
  from constantly feeling the burden of that responsibility.
  Aspects: The Redblade, Weight of Noble Responsibility, 
   
  Deeply Loves Rúna
  Skills: 
  Great (+4) Fight, Will 
   
  Good (+3) Empathy, Notice, Physique 
   
  Fair (+2) Athletics, Flyting, Lore, Resources
  Stunts: 
   Legendary Armor. While wearing the breastplate bearing 
  his family crest, all physical stress boxes absorb 1 more stress 
  than normal—the 1-stress box absorbs 2 stress, the 2-stress 
  box absorbs 3 stress, and so on. (Special: Others succeeding at a 
  Good Lore roll can see that the crest is composed of numerous 
  stylized Algiz and Ingwaz runes forming into a sword and fang.)
  Stress: 
  4 physical, 4 mental
  MOVES
  Cause an Incident. Through either stress or treating the people of Alsborg 
  with midlander manners, Þór causes some crisis that those in positions 
  of authority or power (possibly including some PCs) must handle.
  Through Gritted Teeth. Þór makes an “observation” or “request” that might 
  be a veiled threat or potent of doom, especially as stress takes its toll.
  Try to do something nice for Rúna. Þór realizes that this visit is hard for 
  his wife, and is no fool—he knows that his own conduct is part of that 
  strife. He seeks aid to ease her time here or to make her smile.
  
  91
  Rúna Örvardottir. 
  The “daughter of Alsborg” returned to bury a brother after having buried 
  a father not so long ago. She understands that the duty of rule may fall to 
  her, but in truth she does not want that mantle. Rúna left Alsborg because 
  she wanted to see the world outside of its walls, and married a second son 
  whose passion and respect for life inspired her. To Rúna, becoming Jarl 
  would bring her life to a crushing halt, and she sees that with the stress on 
  her husband’s face. Yet, she cannot just walk away from the city and her 
  brother’s return, not while he seems colder than before.
  Aspects: Daughter of Alsborg,  
   
  More Cunning than Given Credit For,  
   
  Filled with Sorrow
  Skills: 
  Great (+4) Rapport 
   
  Good (+3) Contacts, Empathy, Will 
   
  Fair (+2) Athletics, Crafts, Deceive, Lore, Notice
  Stunts: 
   Kolgrímur’s Heart. Even if Kolgrímur is in the giant, she 
  may affect him with actions that inflict mental stress.
   
   Noble of Alsborg. Rúna has +2 to all social actions that deal 
  with her people.
  Stress: 
  2 physical, 2 mental
  MOVES
  Look for leaders. Rúna needs competent people to lead the city during this 
  trying time, those who would be better councilors. She is constantly testing 
  others to see who is able and willing, including “poorly” solving incidents 
  and looking somewhat incompetent to force others into action.
  Learn more about Bonebonded. Rúna can tell that the thing he rides 
  affects her brother. Anyone who might know more about his affliction 
  can expect a secret visit from her, if she feels she can trust them.
  
  92
  Ísar, Councilor of the Watch
  Ísar is the oldest of the four councilors, and Watch Commander personally 
  appointed by Örvar years before the Jarl’s passing. He is worried that the 
  creatures in the forest are growing in number and hunger, and that the 
  beast that slaughtered Jarl Brimi is the first of what’s to come.
  Aspects: Watch Commander, Afraid for Alsborg
  Skills: 
  Good (+2) Fight 
   
  Fair (+1) Empathy, Physique  
   
  Average (+0) Shoot, Rapport, Notice
  Stress: 
  3 physical, 2 mental
  MOVES
  Organize a Hunt. Ísar gathers those able-bodied and brave enough to join 
  him for a hunt in the forest. He seeks to kill that which killed Brimi, and 
  barring that, assess any danger within.
  Challenge Hostile People. Ísar respects those who don’t flaunt their 
  power. He’s grossly disappointed in Kolgrímur’s development and loathes 
  Þór’s midlander ways. Any PCs who displays obvious supernatural or 
  temporal power are likewise distrusted.
  Prepare for the Inevitable. The Watch Commander is looking for any 
  allies in the possible bloodshed to come, and is willing to make deals that 
  he could only deliver if he was Alsborg’s ruler.
  
  93
  Hilda, Councilor of the Ferrymen
  There was a time when the various ferrymen of Alsborg were disorganized 
  and in constant conflict. Hilda saw an opportunity, and over three years 
  formed a union of ferry pilots. Alsborg become an even more vibrant 
  trade hub then, and Jarl Örvar awarded her with a land along with an 
  official writ of unionization. But what she worked hard to forge could all be 
  quickly undone. 
  Aspects: Economic Powerhouse, Friends Everywhere,  
   
  Scared for the Future
  Skills: 
  Good (+2) Rapport 
   
  Fair (+1) Contacts, Deceive 
   
  Average (+0) Empathy, Flyting, Notice
  Stress: 
  2 physical, 2 mental
  MOVES
  Appease the Frightful Bone-Rider. Hilda is trying to find a way to get 
  Kolgrímur to move his giant away from the city, as it’s frightening off 
  traders and her people are hurting for it.
  Recruit to Her Side. Hilda is no fool, and sees that if the situation does 
  not resolve, she will need protection. She cannot count on Ísar to not 
  grab power once everything is settled—if it indeed gets settled—so she is 
  looking to make powerful friends.
  
  94
  Dúi, Councilor of the Farmers
  The “Councilor of the Farmers” is a misnomer: Dúi is a crime lord, who 
  began operating shortly after Brimi’s passing. However, this isn’t well 
  known outside of his inner circle, as Dúi is no mere crime lord—Dúi is 
  Runescribed, with fehu (the rune of luck and great fortune) carved on his 
  stomach and inlaid with gold. The rune has given him the power to bend 
  favor and chance to his will, which he has used to obtain a council seat.
  He is naturally a bit distrustful of Ísar, and the Watch Commander has a 
  sense of suspiciousness toward him. However, both recognize that they are 
  ants in the shadow of a literal giant, and their antagonism could well upset 
  this delicate moment.
  Aspects: Crime Lord of Alsborg, Bearer of the Fehu Rune
  Skills: 
  Good (+2) Deceive 
   
  Fair (+1) Contacts, Rapport  
   
  Average (+0) Flyting, Notice, Empathy
  Stress: 
  2 physical, 2 mental
  Rune: 
  Good (+3) Fehu (Luck and Great Fortune)
  MOVES
  Make Generous Offers. Dúi would love nothing more than to make 
  friendly offers to powerful individuals (such as the PCs) in exchange for 
  their future favor.
  Secretly Manipulate Chance. Dúi knows that his rune may not stand up 
  to the full assault of a Bonebonded (let alone whatever the PCs bring to 
  bear), so he is careful about using his Runescribed magic. But when he 
  can get away with it, he will.
  
  95
  Kára, Councilor of the Treasury
  Kára is the one appointment Brimi made as Jarl before his demise. She was 
  skilled in mathematics and had a good sense of foresight. She also spent 
  many nights in Brimi’s company, which led many to believe her a consort—
  in truth, he sought her aid as he alone knew about her gift and curse of 
  prophecy. Sadly, she was not able to warn him about the forest before he 
  left, and she holds guilt over that.
  Aspects: Secretly a Prophet, Guilty
  Skills: 
  Good (+2) Lore 
   
  Fair (+1) Empathy, Resources 
   
  Average (+0) Deceive, Rapport, Will
  Stunt: 
   Dealmaker. Kára has a +2 to social rolls that involve 
  bargaining and making deals, due to both her time in the role of 
  the treasury and her prophetic nature.
  Stress: 
  2 physical, 3 mental
  MOVES
  Speak of Doom and Hope Others Believe. If Kára believes that she 
  might be taken seriously, she will speak of her visions and beseech the 
  characters to action—action that will be difficult to discern, as visions 
  are rarely specific.
  Reluctantly Make Generous Offers. She will make any offer that she 
  believes herself able to fulfill if it means recruiting bold people to 
  preserve (or restore) the city. She loves the people, and feels a debt 
  loyalty to Brimi, so she will consider whatever bargains she must—
  though she is not to be underestimated.
  
  96
  Chapter 1: Auspicious Arrivals
  OPENING
  The characters arrive to a busy city filled with rumors and fear. Citizens are 
  on edge, and not just because of the giant inanimate skeleton sitting outside 
  the city walls. Everyone takes notice of strangers entering the city, especially 
  those who don’t seem like typical folk just passing through for trade.
  EVENTS
  In addition to whoever the characters look to rendezvous with upon 
  arriving, the major power players will want to meet with the PCs—either 
  to recruit or just assess them. Here are some possible moments.
  The Watch’s Eye.  Ísar takes keeping the peace in Alsborg quite seriously, and 
  anyone who looks like a disruption will be “invited” to meet with him. 
  Those who seem like stable, lawful types will get a much more courteous 
  invitation, hoping that they can do covertly what he cannot to save 
  the city.
  A Daughter’s Request. Anyone who seems wise and knowing will 
  get a summons from Rúna Örvardottir. Before she asks for aid in 
  understanding her brother’s condition, she’ll need to see if they’ll keep 
  her confidence.
  Bonebonded’s Beckoning. Kolgrímur is welcoming and civil, inviting 
  interesting strangers to dine with him in one of the city’s plazas—one 
  nearest to his giant. He’s upfront about their timing being curious, and 
  without showing hostility warns them against interfering in business 
  that isn’t theirs. But for those who are respectful, he swaps stories.
  A Curious Meeting. Dúi’s sense for fortune will lead him to one of the PCs, 
  and he will work to get in that character’s good graces. He’s no fool, 
  though; he knows to gradually build a relationship and learn how a mark 
  thinks before pressing.
  
  97
  This is Foreseen. Kára has a sense that the characters will upset the delicate 
  balance that exists in Alsborg, and she seeks them out to discover their 
  motives and implore them to aid the city. (As the treasurer, she is able 
  to promise monetary recompense, if needed. But asking for that will 
  disappoint her.) 
  Give time for characters to meet with the movers above, while also playing 
  out scenes that involve reasons they would care about this city’s fate. If it 
  helps, explicitly ask the players what would get their characters to care.
  CLOSING
  Once the characters have been firmly entangled in the dangerous political 
  web of Alsborg, it’s time to move onto the next chapter. 
  
  98
  Chapter 2: City of Dangerous Machinations
  OPENING
  With the characters involved in the city, the web of deals and treachery 
  grows more complex.
  EVENTS
  The various moves listed on each interested party could happen here. Along 
  with that, here are some strange portents.
  Citizens Possessed by Vile Spirits of Hate and Greed. Crime in the city rapidly 
  grows worse—a combination of Gerðr’s mental influence and Dúi 
  looking to gather what he can before the city finally boils over.
  Omen of Lightning. Lightning during the cloudless day either shows the gods’ 
  displeasure or sorcerous maleficence. Fear heightens and fires (literal and 
  metaphorical) spark.
  Beasts from the Forest. The foul creatures who slaughtered Brimi have 
  ventured into town under cover of night.
  Angry and Fearful Mob. A prelude to city-wide violence, one faction lets 
  anger get the better of them and riots.
  Dwarven Machine. A stray dwarven creation has followed Kolgrímur’s trail 
  home. The battle scars the land and further polarizes the city.
  CLOSING
  Two elements will close out this chapter: the tipping point that erupts into 
  violence, and somehow managing a peaceful situation among all involved. 
  If the latter happens, the adventure is over, though certainly such peace will 
  be uneasy to maintain (which means it should be unlikely, but not wholly 
  impossible, to achieve that solution for a short time).
  Without significant action either way, the tipping moment happens a 
  few days after the characters arrive.
  
  99
  Chapter 3:  River of Blood and Sorrow
  OPENING
  One outrage too many is suffered, and violence breaks out. Many people in 
  the city take sides—some possessed by Gerðr’s whispers, and others rallying 
  behind their patron. Many more flee into their homes or away from the 
  city. A civil war begins, and blood flows.
  EVENTS
  The events drastically depend on who ends up triggering the battle and who 
  the PCs side with (and whether they all side with the same person). Two 
  events in particular are likely to happen, as in any case Kolgrímur will be 
  lost to his giant’s will.
  Assaulting a Giant. Lost in a rage, Kolgrímur-Gerðr crushes those who they 
  believe to have slighted them. While they won’t destroy the whole town, 
  they seek to make a very public display, and innocents will die unless 
  they’re stopped.
  Safety for Rúna and Þór. While stubborn, Þór is no fool. The moment it’s 
  clear that violence is erupting, he’ll leave with Rúna. (And if Rúna is 
  elsewhere, he will not leave without her.) Naturally Rúna doesn’t want 
  to leave while her brother is in the throes of the giant. Amid all the chaos 
  of battle.  If either of them die, Alsborg is ultimately doomed since Þór’s 
  family will take that as a great grievance.
  CLOSING
  There is a city to build. There is perhaps an impending war to avert. The 
  consequences of the Bonebonded that would be Jarl will reverberate for 
  years to come. 
  
  100
  Remains
  by Quinn Murphy
  
  101
  Situation
  The quiet, peaceful fishing town of Feskrheim lies in ruins.  Several hundred 
  people have been dead for a week. Machines ravaged the town, leaving none 
  alive inside.  
  The characters enter Feskrheim and discover a garden and come into 
  contact with the restless ghosts, newly created and blindly lashing out for 
  vengeance against the living. Once their ghostly rage subsides, the ghosts 
  more soberly seek vengeance,
  Impact
  Characters can learn news of the dwarven war strategy and next actions.  
  They may also be able to bring supplies (magical and otherwise) back with 
  them from Feskrheim
  Hooks
  Each character should choose one of the following reasons that they have 
  come to Feskrheim, answering any related questions. Each hook can be used 
  by more than one player.
  I heard there was trouble... You heard that the dwarves attacked 
  Feskrheim. Who asked you to investigate?  What is their relationship 
  to Feskrheim?
  Looking to trade. You arrived at Feskrheim to trade.  What were you 
  looking to give? What were you looking to get?
  Visitation. You came to Feskrheim to visit someone that you know.  Who 
  was it, and what was their relation to you?
  
  102
  Antagonists
  THE GHOSTS OF FESKRHEIM
  The ghosts of Feskrheim still reel from their human memories of the brutal 
  attack of the dwarves. They are at first only able to lash out, but as time goes 
  by, they will regain their senses and become more typical haunts.  They may 
  request vengeance to help them gain peace. The stats and the moves of the 
  ghosts vary according to chapter.
  Ghosts of Vengeance  
  (during chapter 1)
  Aspects:  Destroy the Living, We Demand Vengeance, 
   
  Trapped Between Two Worlds
  Skills: 
  Great (+4) Provoke, Stealth, Will 
   
  Good (+3) Notice, Deceive
  Stunts:  
   Deathless. The ghosts cannot truly die until they are put to 
  rest. They are immune to physical stress
   
   Haunting. +2 to Provoke when creating advantages that 
  involve terrifying the opponent.
  Stress:  
  Ghosts cannot take physical stress.
  MOVES
  Portents. We haunt strangers exploring our town to test their mettle. We 
  create obstacles to frighten them.
  The Wrath of Feskrheim. We possess suits of armors and attack the 
  visitors with several Haunted Armors.
  
  103
  Ghosts of Sorrow 
  (during chapter 2)
  Aspects:   We Seek Rest, Sing the Song of the Damned, 
  Trapped Between Two Worlds
  Skill: 
  Great (+4) Provoke, Stealth, Will 
   
  Good (+3) Notice, Fight, Empathy 
   
  Fair (+2) Lore, Resources
  Stunts:  
   Aid the Instruments of Our Vengeance. +2 to Lore 
  when creating an advantage to  benefit someone assisting 
  the ghosts.
   
   Deathless. The ghosts cannot truly die until they are put to 
  rest. They are immune to physical stress.
  Stress:   Ghosts cannot take physical stress
  MOVES
  Share Sorrow.  We create an otherworldly display to show these strangers 
  what  happened to our home.
  Demand Vengeance. We send a ghostly representative to the strangers 
  who demands vengeance for Feskrheim.
  Secret Treasures of  Feskrheim. If the strangers leave without pledging to 
  help, we bribe them by promising to share a secret treasure.
  Destroy them. There will be others. If the strangers refuse to help, we will 
  attack them
  
  104
  Threats
  Haunted Armor
  The ghosts can possess the armor and weapons in the village and use them 
  to cause physical harm to the characters.
  Aspects:  Animated Armor, Relentless, Terrifying Appearance
  Skills:  
  Superb (+5) Physique, Will  
   
  Great (+4) Fight, Provoke 
   
  Fair (+2) Notice
  Stunts:  
  None
  Stress:  
  1111
  Blood Wolves  
  Blood wolves are wolves fed too often on human flesh. They have lost all 
  fear of humans and instead see them as prey. The blood wolves in Feskrheim 
  have feasted plenty, but a blood wolf’s thirst is never sated.
  Mob (2 blood wolves for each PC)
  Aspects:  We Fear No Human, Pack Mentality
  Skills:  
  Good (+4) Fight, Notice
  Stunts:  
  None.
  Stress:  
  1 for each blood wolf.
  
  105
  Duergar Scavengers 
  The Duergar aren’t quite done with Feskrheim; some stragglers have 
  remained rummaging for further plunder. Without their war machines or 
  battle captains, these dwarves have little heart for a fight.  They are merely 
  opportunists looking for easy spoils during a nighttime raid.
  Mob (1-3 duergar scavengers for each PC)
  Aspects:  Easy Pickings, Sneaky
  Skills:  
  Fair (+2) Fight, Notice
  Stress:  
  None
  Chapter 1: From Nothing
  OPENING
  The characters arrive and bear witness to the slaughter that took place. As 
  they explore, blood wolves surround them and attack! The ghosts will not 
  make themselves known yet.
  EVENTS
  We’re not finished yet. Duergar scavengers visit the village to loot what 
  remains. A mob (1 for each character) appears.  If the characters avoid 
  them, Feskrheim gains the aspect Picked Dry. 
  Discovered Atrocity. The characters come upon an unusually grisly 
  or tragic scene. Create a scene that touches the character’s buttons 
  (borrow from aspects if possible). For example, a character might 
  find the charred remains of a father wrapped around a child in his 
  unsuccessful attempt to shield him from the Duergar’s weapons. 
  Characters must make a Great (+4) Will overcome action or gain the 
  aspect Shaken by Tragedy.
  
  106
  Sword Without Master. While the characters explore, they stumble onto 
  a blade with a sinister energy.  The blade’s name is Dreyrgur (“Blood-
  stained”). Choosing to wield the blade grants the trouble aspect A 
  Violent Fate, and grants the character the stunt Blood for Blood.
  CLOSING
  Once the characters have encountered at least 2 events or moves, the chapter 
  can end. Adjust for the time you have. Run more events and let the characters 
  explore more if events resolve quickly or you have more time to play.
  Chapter 2:  A Good Sleep
  OPENING
  The rage of the ghosts settles and turns to sorrow.  The ghosts of Feskrheim 
  attempt to get the characters to take an action that will provide them with 
  rest. The former elder of the village, Jorund Windcaller, will speak to the 
  characters at first, then he will let others from the village speak. The ghosts 
  in their appeal will tell the tales of the lives cut short by the dwarven attack, 
  repeating their requests for the characters.  If the characters refuse, the 
  ghosts may turn on them in their sorrow. 
  EVENTS
  Vengeance. If the characters seek vengeance, they must find the duergar 
  destroyer responsible and kill them. Finding the destroyer is a challenge 
  that requires the characters to pick up the trail, track the destroyer, 
  and launch an attack.  The opposition is Good (+3) for each part of 
  the challenge. 
  BLOOD FOR BLOOD. Take 1 physical stress to gain two shifts on a 
  successful Fight roll.
  
  107
  Manreaper
  Dwarven Destroyer (Giant Scale)
  A hunched destroyer covered in blades, Manreaper is not meant to fight 
  giants or destroyers. It is meant to harass and terrorize.
   
  Head — Careful -2 
   
  Torso (Front) — Forceful +0 
   
  Torso (Back) — Flashy +2 
   
  Arm (Right) — Cutting +3 
   
  Arm (Left) — Clever +2 
   
  Legs — Quick +1
  Last Rites. The characters are asked to bury the entire village and perform 
  burial rites for them all.  This challenge requires accounting for all the 
  villagers, finding all the remains, and performing all the rituals correctly. 
  The opposition is Great (+4) for each part of the challenge.
  Refusal. If the characters refuse for some reason, the ghosts will attack 
  them, turning their sorrow to fury.
  CLOSING
  Once one of the Events has taken place, the characters have either put the 
  ghosts to rest or not.  If the characters put the ghosts to rest, they will find 
  great peace settling upon them and their holdfast. If the characters fail 
  to put the ghost to rest, unease and a subtle curse settles upon them and 
  their holdfast.  
  
   Mild
   Mild
  2
   Moderate
  4
   Severe
  6
  High Concept
  Trouble
  Clan / Bonebonded
  Superb (+5)
  Great (+4)
  Good (+3)
  Fair (+2)
  Average (+1)
  1
  2
  1
  2
  3
  4
  1
  2
  Name
  Description
  Refresh
  Group
  Sacred Item
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Iron Edda - World of Metal and Bone.pdf