TEXT: Andrew VAlkAuskAs
  
  1
  
  2
  © Andrew Valkauskas 2017
  First Edition
  © Published by Pendelhaven 2017
  121 Place Bourbonniere 
  Lachute, Quebec 
   J8H 3W7 Canada
  www.pendelhaven.com
  All rights reserved. No part of this publication may be reproduced for resale without the prior 
  written permission of the copyright holder.
  Author, Designer, Layout
  Andrew Valkauskas
  Artists
  Kevin Nichols
  Natasa Ilincic
  Sveta Sergeevna Ignatova
  Anastasia Ovchinnikova
  Editing / Proof Reading/Special Thanks
  Guylaine “Fire Wolf” Champagne
  Laurent “Lanord“ Sauve
  Aaron “Bagelman” Cohen
  Florian “the real Gaut” Saugues
  Lennard Petersen
  Brad German
  Alexandre #WeAreAaron Daoust
  Craig Hooker
  Chris “EP” Stamatelos
  Kosta Kokkaliaris
  Chris Challice
  Jason “Silkenrat“ Hart
  ISBN# 978-0-9940240-7-7
  
  3
  24 Years of Viking mayhem...
  Dedicated to the Vikings that come out to play every week!
  
  4
  Introduction 
  19
  What Has Come to Pass ......................... 19
  Timeline .............................................. 19
  The Beginning: Primeval Age  .......................20
  The Age of Idavigdir  ....................................20
  The Age of Galligarm  ...................................20
  The Age of Yggdrasil  ...................................20
  The Age of Mankind  ....................................20
  The Age of Gods ..........................................20
  The Golden Age ...........................................20
  The Age of Turmoil ......................................21
  The Twilight of the Gods ...............................21
  The Ages of Ragnarok ..................................22
  The Divine 
  23
  The Norns ...........................................25
  Muspeli Jotun .......................................25
  Nidhogg and the Alsvartr .......................27
  Vanir ...................................................27
  Rime Jotun ...........................................29
  Aesir ...................................................29
  Dvergar ...............................................31
  Alfar ....................................................33
  Aos Si ..................................................33
  Hel ......................................................34
  Celtic Gods ..........................................36
  Baltic Gods ..........................................37
  Finnish Gods ........................................38
  Skraeling Spirits ...................................39
  Table of Contents
  Locales of Majesty 
  40
  Asgard .................................................41
  Environment ................................................41
  Description .................................................41
  Locales of Interest ........................................41
  Brenna ................................................................... 41
  Briedablik .............................................................. 41
  Eigivetr .................................................................. 41
  Fensalir .................................................................42
  Gladsheim ..............................................................42
  Glitnir ...................................................................42
  Laerad ...................................................................42
  Lyngvi ...................................................................42
  Sokkvabekk ...........................................................43
  Valaskjalf ...............................................................43
  Valhalla ..................................................................43
  Ydalir ....................................................................44
  Gimle ..................................................44
  Environment ............................................... 44
  Description ................................................ 44
  Locales of Interest ....................................... 44
  Weaving Hall ..........................................................44
  Hvergelmir ..........................................45
  Environment ................................................45
  Description .................................................45
  Locales of Interest ........................................46
  Loki’s Lament ........................................................46
  Nastrond and the Wicked Hall ..................................46
  Jotunheim ............................................46
  Environment ................................................46
  Description .................................................46
  Locales of Interest ........................................47
  Brimir’s Hall .......................................................... 47
  Ifing River .............................................................. 47
  Jarnvid ................................................................... 47
  Lyfja & Ettinvidr .....................................................48
  
  5
  Myrkvid .................................................................48
  Icetooth Mountains .................................................48
  Risivid ...................................................................48
  Sky’s End ...............................................................48
  Utgard ...................................................................49
  White Valley ..........................................................49
  Muspelheim .........................................49
  Environment ................................................51
  Description .................................................51
  Locales of Interest ........................................51
  Alsvartr River ......................................................... 51
  Glassisvellir ............................................................ 51
  Myrkvid ................................................................. 51
  Sigrdrifa ................................................................52
  Solheim .................................................................52
  Surt’s Eye ..............................................................53
  Tholley ..................................................................53
  Nidavellir .............................................53
  Environment ................................................53
  Description .................................................53
  Locales of Interest ........................................53
  Golden Hall ...........................................................53
  Ormr’s Den ...........................................................54
  Sandbani ................................................................54
  Vanagard .............................................54
  Environment ................................................55
  Description .................................................55
  Locales of Interest ........................................55
  Cavern of Echoes ....................................................55
  Drekkjahalla...........................................................55
  Grinning Caldera ....................................................55
  Myrkvid & the Southern Blight ................................55
  Nif lheim ..............................................56
  Environment ................................................56
  Description .................................................56
  Locales of Interest ........................................56
  Helheim.................................................................56
  Muspeli Jotun Graveyard ......................................... 57
  Manala & Tuonela .................................57
  Udlormiut ............................................57
  The Otherworld....................................57
  Faith, Customs, and Societies 
  59
  The World of Spirits .............................59
  Death and the Afterlife ..........................60
  Disir and Fylgia ....................................60
  Worship ..............................................60
  The White God ....................................60
  The Hof ............................................... 61
  The Divine Order ................................. 61
  Reputation ..................................................61
  Word ..........................................................62
  Gifts and Debts ............................................62
  Other Pantheons and Ragnarok ..............62
  Outer Midgard .............................................62
  The White God ............................................62
  Other Pantheons ..........................................62
  Yule ....................................................63
  Bragarfull ....................................................63
  The Veil, the Alfar, and Myrkvid .....................63
  The Wild Hunt ............................................ 64
  Holmgangr ..........................................64
  Organizations ......................................65
  Hammers of the Gods ...................................65
  The Guild of Nails ........................................65
  Agents ...................................................................65
  Guild of Nails members ...........................................65
  Silent Council ........................................................65
  The Ship Masons ....................................................65
  Disciples of the Great Serpent .......................65
  Orlog Demi-Gods ........................................65
  
  6
  Alkas in Three-Dimensions .....................................72
  Water Alkas ...........................................................72
  Interrupt .....................................................72
  Gate ............................................................72
  Transformation ............................................72
  Transformation and Gate .........................................72
  Transformation and Death Transformation ................72
  Transformation and Transformation .........................72
  New Types of Active Powers ...................73
  Faith ...........................................................73
  Void ............................................................73
  {Void} Mechanics ................................................... 74
  Optional Role-Playing for Void powers ...................... 74
  Creation Spells/Alkas/Gates ........................74
  {Creation Spell} Mechanics ..................................... 74
  Divine .........................................................75
  {Divine Spell} Mechanics ........................................77
  Providence ..................................................78
  Passive Powers ......................................78
  Summon ......................................................78
  New Passive Powers ...............................78
  Bloodline.....................................................78
  Primal .........................................................78
  Skills ...................................................78
  Infuse..........................................................78
  Crafting and Miniaturize ...............................78
  Meta Tags ............................................78
  Abate ..........................................................78
  Area ............................................................79
  Cluster ........................................................79
  Echo ...........................................................79
  Expanse ......................................................80
  Fortify .........................................................80
  Gloom .........................................................80
  Permanency .................................................80
  Implications of Permanency .....................................80
  Expanded Game Rules 
  66
  RGS Clarif ications ...............................66
  Multiple Void Rune Powers ...........................66
  Bonus Board ..........................................................66
  Knockback ..................................................66
  Interrupts ....................................................66
  Attributes (Base Powers) .......................66
  Aos-Si .........................................................66
  Aquatic .......................................................67
  Ascended ....................................................67
  Aware ..........................................................67
  Domain .......................................................67
  Flight ..........................................................67
  Ghostly .......................................................67
  God Blood ...................................................67
  Immortal .....................................................68
  Jotun Blood .................................................68
  Legend (X) ..................................................68
  Light Soul ...................................................68
  Primal Being ................................................68
  Supernatural ................................................69
  Twilight Vision .............................................69
  Ymir-Kith ....................................................69
  Composite & Slot Boards ......................70
  Actions ................................................71
  Contingency Actions ....................................71
  Generic and Cinematic Actions .....................71
  Effects .................................................71
  Focus ..........................................................71
  Aura ...........................................................71
  Knockback ..................................................71
  Active Powers .......................................72
  Alkas ...........................................................72
  Dismissing During Cleanup ....................................72
  
  7
  Removing Permanency Effects ................................. 81
  Implications of Permanency ..................................... 81
  Range .........................................................81
  New Conditions....................................81
  The Madness ...............................................81
  Miracle ........................................................82
  Afterlife and Disir Level ........................82
  Afterlife .......................................................82
  Burial and Epitaph .......................................82
  Ascended Dweller ...................................................82
  Epic Retirement ...........................................83
  In-Game Afterlife Bonuses ............................83
  Other Ascended Options ..............................83
  Dweller Creation ..................................83
  Lifepath System ...........................................83
  Lifepaths for Followers of the White God ........83
  Disir Level Rewards ......................................85
  Dvergar Blood .............................................85
  Specialized Hero ..........................................85
  Valkyrie Blood .............................................85
  Half-Breed ...................................................85
  Dweller Leveling ..................................85
  Immortals ............................................86
  Creating an Immortal Dweller .......................86
  Select Ascended Dweller .........................................86
  Adjust the Level ......................................................86
  Bind the Valknutt Rune ...........................................86
  Rebind Essence to Immortal Boards .........................86
  Set Providence ........................................................86
  Set Divine Potence .................................................. 87
  Godi Immortals ...................................................... 87
  Valknut Rune ...............................................87
  Divine Potence .............................................88
  Spending Divine Potence.........................................88
  Regaining Divine Potence........................................88
  Draining Divine Potence .........................................89
  Increasing Maximum Divine Potence ........................89
  Powers Granted by Divine Potence ...........................90
  Immortal Death ...........................................90
  Immortal Trauma .........................................90
  Einherjar ............................................................... 91
  Sons of Muspel ....................................................... 91
  Effects of Trauma ....................................................92
  Achievements and Mastering Trauma ........................92
  Achievements and MDP...........................................92
  Valkyries and Achievements .....................................92
  Immortals Upon the Battlefield ......................92
  Generic / Cinematic Actions ...................................92
  Immortal Range and Area ........................................92
  Attacks and Range/Reach .......................................93
  Movement ..............................................................93
  Conditions .............................................................93
  Recover .................................................................93
  Knockback .............................................................93
  Alkas .....................................................................93
  Unconscious ..........................................................93
  Immortal Disir Levels ...................................93
  Leveling Immortals ......................................93
  Pronouncing Curses .............................94
  Swarm Rules ........................................94
  Wyrd ...................................................94
  Norn Disir Levels .................................94
  Prophesy ..............................................95
  Size .....................................................95
  New Combat Options ............................95
  Subdual Damage ..........................................95
  Double Turn ................................................95
  Charge Rules ...............................................96
  Aquatic & Underwater Combat ......................96
  Drunkenness ...............................................96
  New Advanced Playable Archetypes 97
  Angel of Death .....................................98
  Executioner (of the Damned).........................98
  Beckoner (of the Death Maidens) ...................98
  
  8
  Denizens 
  133
  Base Powers ...............................................133
  Base Level .................................................133
  Size/Move .................................................133
  Equipment Type .........................................133
  Immortal Denizens .....................................133
  Ancient Borghild ................................134
  Angungri ...........................................136
  Destrier, Valkyrie ...............................138
  Doudarord (Spirald Shadow) ...............140
  Dragon, Catacomb .............................142
  Effigy: Serpent ...................................144
  Ettin ..................................................146
  Folded Shadow ...................................148
  Forge Beast: Van-Folk .........................150
  Forge Beast: Risabarn .........................152
  Fossegrimen ......................................154
  Huldra / Huldu ..................................156
  Giant Golden Eagle .............................158
  Glaistig ..............................................160
  Huldufolk ..........................................162
  Hoary Huldufolk ........................................162
  Hraesvelgr (Corpse Swallower) ............164
  Karst .................................................166
  Krampus ............................................168
  Mareritt ............................................. 170
  Mount: Guardian Bear ......................... 172
  Mount: Night Wolf .............................. 174
  Nisser ................................................ 176
  Nokken.............................................. 178
  Ogre .................................................180
  Pesta .................................................182
  Sidankar Sif-Guard .............................184
  Shepherd (of the Fallen) ................................98
  Godi ..................................................102
  Hand of Judgment ......................................102
  Voice of Wisdom ........................................102
  Exalted ......................................................102
  Missionary .........................................106
  Malleus Maleficarum (the Hammer of Witches) 106
  Vox Dei (the Voice of God) ..........................106
  Palatinus (Paladin) ......................................106
  Orlog ................................................ 110
  Sculptor of Breath ......................................110
  Curator of Dominions ................................110
  Shepherd of Dreams ...................................110
  Voelva ............................................... 114
  Raven Seer ................................................114
  Seer of Dusk ..............................................114
  Seer of Dawn .............................................114
  Immortal Archetypes 
  119
  Einherjar ...........................................120
  Hammer of the Gods ...................................120
  Spirit Wolf .................................................120
  Raven Caller ..............................................120
  Sons of Muspel ...................................124
  Wildfire Warrior ....................................... 124
  Eternal Light ............................................ 124
  Keeper of the Flame .................................. 124
  Valkyrie .............................................128
  The Harvester of Souls ................................129
  Swan Maiden .............................................129
  Blazing Avenger .........................................129
  
  9
  Skui, Ice ............................................186
  Skui, Water ........................................188
  Skui, Cloud ........................................190
  Haugbui Cloud Skui ...................................190
  Utburden ...........................................192
  Wolf, Jarnvid ...................................... 194
  Wyrm, Rime.......................................196
  Divine Patrons 
  198
  Aegir .................................................198
  Albruna .............................................199
  Alcis Twins.........................................199
  Almattki.............................................200
  Alvaldi ...............................................200
  Angrboda ..........................................201
  Asvid .................................................201
  Baghist ..............................................202
  Beli ...................................................202
  Bergelmir ..........................................203
  Baldur ...............................................203
  Bragi .................................................204
  Brimir ...............................................204
  Byleist ...............................................205
  Elli ....................................................205
  Eitri ..................................................206
  Farbauti .............................................206
  Frey ..................................................207
  Freya .................................................207
  Frigga ...............................................208
  Gulveig ..............................................208
  Heimdall ............................................209
  Helblindi ...........................................209
  Hyrrokkin .......................................... 210
  Idun .................................................. 210
  Laufey ............................................... 211
  Loki .................................................. 211
  Lytir ..................................................212
  Magni ................................................212
  Mimir ................................................ 213
  Nerthus ............................................. 213
  Njord................................................. 214
  Odin ................................................. 214
  Ran ................................................... 215
  Sinmara ............................................. 215
  Surt ................................................... 216
  Thor .................................................. 216
  Skadi ................................................. 217
  Ull ..................................................... 217
  Active Powers 
  218
  Agonizing Vortex ............................... 218
  Air Shape ........................................... 218
  Aqua Armour ..................................... 218
  Aqua Axe ........................................... 218
  Ballad of Champions ........................... 219
  Beckon Plague .................................... 219
  Beget Water ....................................... 219
  Bestow Gills ....................................... 219
  Bewitchment ...................................... 219
  Bicker ................................................220
  Bind Haugbui .....................................220
  Black Flame .......................................220
  Blessed is thine Flock ..........................220
  Blight ................................................220
  Blinding Light ....................................221
  Cold Bolt ...........................................221
  
  10
  Concealed Posture ..............................221
  Concealed Stance ...............................221
  Concealed Strike ................................221
  Conceive The Majestic ........................222
  Conceive The Mysterious ....................224
  Conceive the Mythical .........................226
  Corrosive Touch .................................228
  Dark Castigation ................................228
  Divine Symbol ....................................228
  Dragged to Hel...................................228
  Dragon’s Breath .................................228
  Dredge the Past ..................................229
  Drunken Stance .................................229
  Earth Shape .......................................229
  Erase the Wickedness .........................229
  Ex Igne Vita .......................................229
  Fate Blast ...........................................230
  Fertility Bloom ...................................230
  Flight of the Shade ..............................230
  Gate Draugar .....................................230
  Gate Nokken ......................................230
  Gate Pesta ..........................................230
  Gate Rusalki .......................................230
  Get Behind Me ...................................231
  Gift of Gold ........................................231
  Gift of Silver .......................................231
  Halt Evil ............................................231
  Hel’s Icy Embrace ...............................231
  Hunt the Wicked ................................232
  Ice Sheet ............................................232
  Ice Shield ...........................................232
  Illusion of Immortality.........................232
  Keep the Peace ...................................232
  Manipulate Fate ..................................233
  Mistress of the Dark Bond ...................233
  Modr .................................................233
  Natural Strike .....................................233
  Not My Time ......................................233
  Outnumbered Dexterity Stance ...........233
  Outnumbered Guard Stance ................234
  Outnumbered Recovery ......................234
  Outnumbered Riposte Stance ..............234
  Outnumbered Spell Stance ..................234
  Part the Tapestry ................................234
  Pass Judgement ..................................234
  Power Over Ice ...................................234
  Power Over Water ...............................235
  Prayer Circle ......................................235
  Primal Scream ....................................235
  Radiant Cloud ....................................235
  Rebuke Evil ........................................235
  Revenge .............................................236
  Reversal of Fortune .............................236
  Serpent Gateway ................................236
  Shadow Parasite ..................................236
  Skeletal Vanguard ...............................236
  Slay Monster ......................................237
  Stance of Damnation ...........................237
  Stance of Impunity ..............................237
  Strike of Bereavement .........................237
  Sworn Duty ........................................237
  The World Exposed ............................237
  Thunderclap ......................................238
  Trail Blaze ..........................................238
  Unearthly Beauty ................................238
  Unnatural Strike .................................238
  
  11
  Vanish ...............................................238
  Void Walker Stance .............................239
  Walking Island ...................................240
  Water Shape.......................................240
  Were-Shape .......................................240
  Withering Touch ................................240
  Word of Command .............................240
  You Will Not Die ................................241
  Providence Active Powers 
  242
  Angel of Chains  .................................242
  Angel of Mercy ...................................244
  Angel of Ruin .....................................245
  Awaken the Ancients ...........................247
  Blood Strike .......................................247
  Champion Strike ................................247
  Cleansing Posture ...............................247
  Conflagration Armour ........................247
  Conflagration Axe ..............................247
  Conflagration Bow .............................248
  Conflagration Spear ...........................248
  Crucible Alka .....................................248
  Cursing Defense ................................248
  Divine Drain ......................................248
  Devour Life Force...............................248
  Gate Valkyrie Destrier ........................249
  Gate Valkyrie`s Champion ..................249
  Ground Smash....................................249
  Heave Anything ..................................249
  Heavenly Retribution ..........................249
  Hive Mind ..........................................250
  Immortal’s Attack ...............................250
  Immortal’s Bash .................................250
  Immortal’s Blazing Fire Column ..........250
  Immortal’s Brilliance ..........................250
  Immortal’s Cleansing ..........................251
  Immortal’s Focus ................................251
  Immortal’s Regeneration .....................251
  Immortal’s Retribution ........................251
  Immortal’s Parry .................................251
  Immortal’s Sprint ...............................251
  Immortal’s Stomp ...............................252
  Incinerating Gaze ...............................252
  Incinerating Presence .........................252
  Incinerating Retribution ......................252
  Living Land........................................252
  Living Smite .......................................252
  Living Succor .....................................253
  Magical Prism .....................................253
  Modr, Greater ....................................253
  Odin’s Sorcery ...................................253
  Omniscience ......................................253
  Posture of Tenacity .............................254
  Providence Gate .................................254
  Providence Interrupt ...........................254
  Providence Manoeuvre ........................254
  Providence Spell .................................254
  Providence Stance ..............................255
  Sever Fate ..........................................255
  Signature Alka ....................................255
  Signature Attack .................................256
  Signature Defense ..............................258
  Signature Enchantment .......................260
  Signature Gate ...................................261
  Signature Magic .................................262
  Signature Manoeuvre ..........................264
  
  12
  Signature Shapechange .......................266
  Signature Stance ................................266
  Signature Transform ...........................267
  Sky Smash ..........................................267
  Thorgerd and Irpa’s Reprisal  ...............267
  Transcendental Strike .........................268
  Unmitigated Cleansing ........................268
  Unmitigated Healing ...........................268
  Valhalla’s Armoury .............................268
  Valhalla’s Brotherhood ........................268
  Valhalla Stance ...................................268
  Passive Powers 
  270
  Ancient Blood ....................................270
  Arcane Drums ....................................270
  Arcane Mobility ..................................270
  Barrow Home .....................................270
  Been There Done That ........................270
  Benevolent Hulk .................................270
  Blessing: Healer .................................270
  Blessing: Sage ....................................270
  Blessing: Tyrant ..................................271
  Blood Ring .........................................271
  Boon: Shapechange ............................271
  Boon: Transformation .........................271
  Cloak of Protection .............................271
  Dark Shape ........................................271
  Destiny’s Embrace ..............................271
  Destroyer Hide ...................................271
  Divine Potence ...................................271
  Drunken Brawling ..............................272
  Drunken Songs ..................................272
  Earth Bender Hulk..............................272
  Ebon Armoury ...................................272
  Eldritch Hulk .....................................272
  Enveloped by Destiny .........................272
  Eye of Air ...........................................272
  Eye of Fire .........................................272
  Eye of Stone .......................................272
  Eye of Water ......................................272
  Giant of Fire .......................................273
  Give Haste .........................................273
  Hallucinations of Power .......................273
  Hamingja ...........................................273
  Healer’s Remorse ...............................273
  Holy Spirit .........................................273
  Inversion: Fire ....................................273
  Inversion: Ice ..................................... 274
  Insistence for Health ........................... 274
  Master of Reality ................................. 274
  Master of Gloom ................................. 274
  Master of Puppets ............................... 274
  Mind Eater Hulk ................................. 274
  Natural Absorb ................................... 274
  Natural Deflect .................................. 274
  Natural Dodge.................................... 274
  Natural Eldritch .................................. 274
  Natural Fortify ....................................275
  Offering of Fire ..................................275
  Pain Eases Anguish .............................275
  Past Remembered ...............................275
  Power of Disbelief ...............................275
  Project Voice ......................................275
  Revision ............................................275
  Revitalize ...........................................275
  Run Into the Light ..............................276
  
  13
  Rune of Knowledge ............................276
  Rune of Odin’s Eye .............................276
  Rune of Wonder .................................276
  Scoundrel of Autumn ..........................276
  Scoundrel of Spring ............................276
  Scoundrel of Summer ..........................276
  Scoundrel of Winter............................276
  Silver Weapon ....................................276
  Slamming Hulk ..................................277
  Slow Time  .........................................277
  Sorrow’s Lament ................................277
  Sorrow’s Tears ...................................277
  Sorrow’s Wail .....................................277
  Soul Devouring Hulk ..........................277
  Summon the Innocent .........................277
  The Sight ...........................................277
  Umbral Negotiations ...........................278
  Visions of Fate ....................................278
  Water Home ......................................278
  Water Lord ........................................278
  Weeping Blood ..................................278
  Well of Wonder ..................................278
  Wondrous Magic ................................278
  Wondrous Possession .........................278
  Wyrd Eye ...........................................278
  Wyrd Heart ........................................279
  Wyrd Ways ........................................279
  Primal Passive Powers 
  279
  Almighty Presence ..............................279
  Battlefield Fortitude ...........................279
  Battlefield Presence ............................280
  Battlefield Timing ..............................280
  Bear’s Courage ...................................280
  Bloodline: Einherjar – Doom Seer ........280
  Bloodline: Einherjar – Harbinger of Ghosts 280
  Bloodline: Einherjar – Shield Breaker ...280
  Bloodline: Muspeli Jotun – Ashen Eyes .280
  Bloodline: Muspeli Jotun – Furious Eruption 
  280
  Bloodline: Muspeli Jotun – Molten Heart 281
  Bloodline: Valkyrie – Aria of Death ......281
  Bloodline: Valkyrie – Aria of Glory .......281
  Bloodline: Valkyrie – Aria of Rebirth ....281
  Crown of Dawn ..................................283
  Crown of Mercy ..................................283
  Crown of Ruin ....................................284
  Dreadful Aggression ...........................285
  Dreadful Foe ......................................285
  Dreadful Wail .....................................285
  Eternal Body ......................................285
  Eternal Fury .......................................285
  Eternal Glory .....................................285
  Eternal Light ......................................285
  Eternal Mind ......................................285
  Eternal Reflexes .................................285
  Eternal Soul .......................................285
  Eternal Stalwart ..................................286
  Eternal Thrust ....................................286
  Eternal Warden ..................................286
  Fox’s Cunning ....................................286
  Heart of Cold .....................................286
  Heart of Darkness...............................286
  Heart of Sorrow ..................................286
  Heart of Thorns ..................................286
  Heart of Whispers ..............................286
  
  14
  Iron Archer ........................................286
  Iron Mage ..........................................287
  Masochistic Defense ...........................287
  Mortal Mimicry ..................................287
  None Can Hide ..................................287
  Nullifying Wish ..................................287
  Ratatosk’s Paths .................................287
  Summon Thane ..................................287
  Temporal Body ...................................288
  Temporal Shift....................................288
   Unbudging Stalwart ............................288
  Violent Growth ...................................288
  Yggdrasil’s Heart ................................288
  Skills 
  290
  Blessed Relic ......................................290
  Bloodsmithing ....................................290
  Blot/Faining ......................................290
  Burial ................................................291
  Distaff (X) ..........................................291
  Divine Infusion ..................................292
  Divine Inspiration ..............................292
  Hag-Ridden .......................................292
  Learned .............................................293
  Life Elements .....................................293
  Omens / Portents ...............................293
  Preternatural Mental Prowess ...............297
  Preternatural Physical Prowess .............297
  Preternatural Spiritual Prowess ............297
  Ritual Corpse Magic ...........................297
  The Sight ...........................................297
  Domain Slot Boards 
  298
  Beast .................................................299
  Beauty ...............................................299
  Brick .................................................300
  Brute .................................................300
  Dark Wizardry ...................................301
  Darkness Whispers .............................301
  Festive Revelry ...................................302
  Fire & Blood ......................................302
  Guardianship .....................................303
  Hammer & Anvil ................................303
  Law & Justice .....................................304
  Leech ................................................304
  Life ...................................................305
  Ice Blade ............................................305
  Hunter ..............................................306
  Magi ..................................................306
  Might ................................................307
  Mind Theft .........................................307
  Sea Kingdom......................................308
  Songs & Poetry...................................308
  Soul Grip ...........................................309
  Stone Peacekeeper ..............................309
  Thunderstorm .................................... 310
  War ................................................... 310
  Wild Flame ........................................ 311
  Wind ................................................. 311
  Wisdom .............................................312
  Relics of Power 
  314
  Dainsleif (Tyrfing) .............................. 314
  Gleipnir ............................................. 316
  Gungnir ............................................. 316
  
  15
  Laevateinn ......................................... 318
  Magical Krampus Chain ...................... 318
  Mimir’s Well ......................................320
  Megingjord ............................................... 320
  Jarngreipr ................................................ 320
  Mjolnir, Megingjord & Jarngreipr ........320
  Slaine Weapons ..................................322
  Spirald Shadow Chain Spear ................322
  The Excavator ....................................323
  Tooth of Saint Bede .............................323
  Heroes of Legend 
  325
  Angantyr............................................326
  Aslaug the Volsung .............................326
  Beowulf the Mighty .............................326
  Bjorn Ironside ....................................326
  Frodi .................................................327
  Gunnar Hamundarson .........................327
  Harald Fairhair ...................................328
  Harald Wartooth ................................328
  Hervor Angantyrsdottir .......................329
  Heidrek the Wise................................329
  Ivar the Boneless ................................329
  Ragnar Lodbrok .................................330
  Sigurd “Dragon Slayer” the Volsung ....330
  Starter Vignettes 
  333
  Saga 1: Freeing Fenrir ........................334
  Summary .................................................. 334
  Location ................................................... 334
  Time Period .............................................. 334
  Background .............................................. 334
  Main Characters ........................................ 335
  Odin ....................................................................335
  Angrboda ............................................................335
  Laufey .................................................................335
  Fenrir ..................................................................335
  Heimdall ..............................................................336
  Vali Lokisson .......................................................336
  Jormungand .........................................................336
  Hel ......................................................................336
  Harald Wartooth (Einherjar) ..................................336
  Gold Effigies ........................................................ 337
  Plot ...........................................................337
  Vignette 1a: The Grandmother’s Lament ................ 337
  Vignette 1b: Angrboda’s Aid .................................. 337
  Vignette 2a: Learning from Jormungand (optional) ..338
  Vignette 2b: Learning from Hel (optional) ..............338
  Vignette 3: Finding a Way In ..................................338
  Vignette 4: Meeting with Vali Lokisson (optional) ....338
  Vignette 5: Freeing Fenrir .....................................339
  Plot Twist ................................................. 339
  Fallout ..................................................... 339
  Saga 2: Hunting Naglfar ......................340
  Summary .................................................. 340
  Location ................................................... 340
  Skiringssal ...........................................................340
  Utgard .................................................................340
  Myrkvid ...............................................................340
  Alsvartr River .......................................................340
  The Ship of the Damned ........................................ 341
  Time Period ...............................................341
  Background ...............................................341
  Main Characters .........................................341
  Odin .................................................................... 341
  Thor ....................................................................342
  Aurvandil .............................................................342
  Buseyra ...............................................................342
  Hrym ...................................................................342
  Vulstagg ..............................................................343
  Ullgrid.................................................................343
  Hyrrokkin ............................................................343
  Plot .......................................................... 343
  The Ship ..............................................................343
  Vignette 1: The Hunt Begins .................................343
  Vignette 2:  Skiringssal .........................................343
  
  16
  Vignette 3: The Ambush ........................................344
  Vignette 4: The Guild of Nails ................................344
  Vignette 5: The Warlord ........................................344
  Vignette 6: The Rogue ..........................................344
  Vignette 7: Rime Gorge .........................................344
  Vignette 8: Following the spokes from the rim .........344
  Vignette 9: Naglfar Shipyard ..................................344
  Plot Twist ................................................. 345
  Fallout ..................................................... 345
  Saga 3: Battle of Brunanburh ...............346
  Summary .................................................. 346
  Location ................................................... 346
  Time Period .............................................. 346
  Background .............................................. 346
  Main Characters .........................................347
  Odin ....................................................................347
  King Olaf Gofraidsson .......................................... 347
  King Owen Dyfinwallsson ..................................... 347
  King Constantine II ..............................................347
  King Aethelstan ....................................................347
  Hrodr ..................................................................347
  Plot ...........................................................347
  Vignette 1: Odin Chooses His Champions ..............348
  Vignette 2: Meeting the Three Kings ......................348
  Vignette 3: Weakening Wessex (optional) ...............348
  Vignette 4: The Battle of Brunanburh .....................348
  Vignette 5: Odin Intervenes and Changes the Plan ...348
  Plot Twist ................................................. 348
  Fallout ..................................................... 348
  Saga 4: The Fire Wolf Hunts Four Demons 349
  Summary .................................................. 349
  Location ................................................... 349
  Time Period .............................................. 349
  Background .............................................. 349
  Main Characters ........................................ 349
  Vargeisa  ..............................................................349
  Loki  ...................................................................349
  Sigyn  ..................................................................349
  Angrboda  ............................................................350
  Nidhogg  ..............................................................350
  Laufey .................................................................350
  Farbauti  ..............................................................350
  Agmund ..............................................................350
  Dagny  .................................................................350
  Frida ...................................................................350
  Hildolfr  ...............................................................350
  Annikki  ...............................................................350
  Magnus  ...............................................................350
  Plot .......................................................... 350
  Vignette 1: Meeting in Midgard .............................. 351
  Vignette 2: Angrboda’s Aid ................................... 351
  Vignette 3: The Vanagard Key................................ 351
  Vignette 4: The Jotunheim Key .............................. 351
  Vignette 5: The Muspelheim Key ...........................352
  Vignette 6: The Asgard Key ...................................352
  Vignette 7: Unlocking Hvergelmir ..........................352
  Vignette 6: First Invasion of the Cornerstone ..........352
  Vignette 7: Second Invasion of the Cornerstone .......352
  Plot Twist ................................................. 353
  Fallout ..................................................... 353
  
  17
  
  18
  
  19
  Introduction
  Welcome to the second lore book for the Fate of the 
  Norns: Ragnarok Universe. Lords of the Ash is an in-
  depth exploration of the worlds of gods and giants. It is 
  meant to be read with the Illuminated Edda as the com-
  panion book. While Lords of the Ash contains all of the 
  materials pertaining to the game rules, the stories and in-
  depth lore can be found within the pages of the Illuminat-
  ed Edda. Ownership of the Core Rulebook is mandatory 
  for the content contained within this tome. Ownership of 
  the Denizens of the North book is strongly suggested, but 
  it is not absolutely necessary. The intent is that the con-
  tent contained within this book are a natural progression 
  and extension of the content contained within Denizens 
  of the North.
  Lords of the Ash has been written with both the Norn, 
  as well as, the player in mind. For the players, the book 
  presents many new playable archetypes and powers. For 
  the Norn, many new monsters and adventures await. Both 
  player and Norn will benefit from the expanded Runic 
  Game System rules evolution.
  Without further delay, go forth and learn about the higher 
  powers who rule the high kingdoms of Yggdrasil!
  What Has Come to Pass
  The Norns are at the apex, peerless in power and legend. 
  These mysterious beings shape all that was, is and will 
  be. They are so far removed from the lives of humans that 
  offerings and veneration have never garnered an answer 
  from these aloof beings. It is said that they have the power 
  to set the fate of both gods and giants. Within the confines 
  of Midgard, which is the realm of mankind, both the gods 
  and the giants hold sway over the human race. It is they 
  who are venerated and worshipped by the men and women 
  of Midgard.
  Midgard and mankind were created by the Aesir gods, but 
  humanity was courted by the older Vanir gods as well as 
  the giants. Lesser powers such as the Alfar, Dvergar, and 
  Landvaettir also granted favour to the mortals who chose 
  to venerate them.
  In fact, there are many more god factions, but their lore 
  lives in the hearts of those who dwell at the fringes of Mid-
  gard. They live within the frontier kingdoms, the ones 
  which straddle Outer Midgard, gods of the Celtic, Baltic 
  and Finn peoples.
  The giants are known as the Jotuns. There are two tribes of 
  Jotuns, the primeval Muspeli Jotuns and the more numer-
  ous Rime Jotuns. Despite having similar stature, the two 
  tribes have little in common. The differences are much 
  more pronounced then that of the Vanir and Aesir gods.
  Timeline
  It is said that all things sprung from the Crucible of Life, a 
  misty vortex created within the great void Ginnungagap. 
  This cradle of reality was birthed when a realm of fire and 
  a realm of ice collided. A great war was fought between the 
  forces of light and the beasts of the dark. Muspeli Jotun 
  and Alsvartr clashed and the Jotuns won, albeit a pyrrhic 
  victory. The light and warmth ushered in an era of growth 
  and bounty. The Crucible of Life gave birth to a titanic 
  tree upon whose branches life began.
  Yggdrasil is known as the “Cosmic Tree”, and upon its 
  branches hang many wondrous realms. To great scholars 
  it is also known as the “Third Tree of Life” since there 
  were two others which preceded it. Idavigdir gave life to 
  many ancient peoples who colonized the far reaches of 
  the Great Ocean. Then came Galligarm, a tree whose fruit 
  were the awesomely talented Vanir gods.
  But peace and prosperity would not last, as the oppressive 
  rule of the Rime Jotuns began. Only the fledgling Aesir 
  gods had the resolve to end the tyranny. For the killing of 
  Ymir, the progenitor of the Rime Jotuns, the Aesir gods 
  were forever hounded by the vengeful ice giants. But it 
  was also with this great deed that the Aesir established 
  themselves as the most aggressive and successful of divine 
  beings.
  
  20
  The Beginning: Primeval Age 
   
  - Muspelheim collides with Niflheim.
   
  - The Muspeli Jotuns trap the Alsvartr in the void, creating the stars.
   
  - The great world devouring dragon, Nidhogg, survives the war.
  The Age of Idavigdir 
   
  - Idavigdir sprouts from the Crucible of Life.
   
  - The Alfar emerge through the Breach, exploring the Cosmic Tree. They meet Nidhogg in the shadows.
   
  - After four great wars, the Tuatha De Danann become the undisputed rulers of Eriu.
   
  - The Second Great War is fought and from the ashes arises the Great Ocean.
  The Age of Galligarm 
   
  - The great world tree Galligarm rises from Idavigdir’s ashes.
   
  - The Vanir bring prosperity and bounty.
   
  - Ilmatar and Vainaimoinen shape the Eastern Kingdoms.
   
  - Nidhogg leads his brood against the Muspeli Jotuns and the Vanir gods.
  The Age of Yggdrasil 
   
  - Yggdrasil rises up from the Crucible of Life.
   
  - Ymir and his progeny begin their tyrannical rule.
   
  - The Aesir gods commit the genocide of the Rime Jotun race.
   
  - The Dvergar are created by the Aesir gods.
  The Age of Mankind 
   
  - The Aesir gods create mankind.
   
  - The progenitors of magic bring the arcane arts to mankind.
   
  - Gods procreate with humans to create divine lineage.
   
  - Nidhogg is imprisoned within Hvergelmir.
  The Age of Gods
   
  - The halls of the afterlife are created to keep the souls of the dead.
   
  - Asgard, the golden city of the Aesir, is built atop the great mountain.
   
  - The Aesir and Vanir fight a bloody war amongst themselves.
   
  - Kvasir is created from the truce of the gods and from his blood, the Mead of Poetry is brewed.
  The Golden Age
   
  - King Atli’s peace reigns supreme over Midgard as kingdoms prosper.
   
  - The legendary Fafnir’s Treasure passes into the hands of mortals.
   
  - The Aesir gods Baldur and Hod fight for Nanna.
   
  - The Dwarven Kingdoms rise to prominence.
  
  21
  The Age of Turmoil
   
  - Loki’s children are banished by the Aesir gods.
   
  - The Rime Jotuns begin building Naglfar with the toenails of the dead.
   
  - Baldur is slain and Loki is imprisoned.
   
  - Odin is exiled and later returns with new wisdom.
  The Twilight of the Gods
   
  - The battle-horns sound, Ragnarok commences!
  
  22
  The Ages of Ragnarok
  The end of the world began with the death of King 
  Harald Fairhair, coinciding with the destruction of 
  the sun and moon. The apocalypse did not resolve 
  itself with instant obliteration, instead the brutali-
  ty is said to unfold over four ages.
  930 The Axe Age, where the Sun and Moon 
  are devoured by Skoll and Hati
  There are three years of brutal Fimbulwinter, 
  unending darkness and cold.
  933 The Sword Age when a new sun is reforged
  The new sun brings about the great floods which 
  are exacerbated by Jormungand’s thrashing 
  beneath the oceans.
  935 Then Wind Age commences with the 
  arrival of the Storjunkari tribes
  The War of Shadow unfolds within the legendary 
  Myrkvid.
  939 The Wolf Age draws all opposing forces to 
  the battlefield known as Vigridr
  Surt wields Laevateinn, sundering the sky as 
  Yggdrasil is consumed in flames.
  
  23
  The Divine
  Many unique and wondrous races populate the cosmic 
  tree Yggdrasil. Within each realm, one race has evolved 
  and ascended to assume the dominant role. This chapter 
  explores these apex species of immortals. More details 
  and listed names appear in the Illuminated Edda.
  This chapter introduces many interesting characters and 
  their motivations. The Norn will be able to find story 
  ideas and possible interactions between dwellers and the 
  higher powers. When dwellers use their Omens and Por-
  tents skill, the type of messages sent will be shaped by the 
  individual divine beings.
  Behold all of the Lords and Ladies of the Ash…
  
  24
  
  25
  The Norns
  The Norns are a mysterious sorority of extremely power-
  ful and secretive beings. These women are said to possess 
  the Loom of Destiny… a magical item capable of comman-
  deering the fate of gods, giants and men. Although some 
  hushed whispers theorise that the Alfar cannot be woven 
  into the Tapestry of Fate. Their home is Gimle, a realm 
  attached to both Muspelheim and Asgard. None may enter 
  save the Norn, and for this reason, the Sorority of Provi-
  dence visit those they wish to speak with.
  The origins of the Norns remain a mystery, and they never 
  reveal their secrets. It is rumoured that dead Muspeli Jo-
  tuns became the Norns after travelling up from Museple-
  him to Gimle, but this has never been observed by any of 
  the remaining Muspeli Jotuns.
  The Norns have spent the last few centuries weaving poli-
  cies and orchestrating events which will further their mas-
  ter plan. Gods and Jotuns venerate these women, wishing 
  to curry their favour. However not all of the divine races 
  bend knee to the Norns. The Dvergar see them as the ped-
  dlers of snake oil, declaring prophesies which the gullible 
  will enact as self-fulfilling. The Alfar are another divine 
  power which snubs the call of the Norns. What is abun-
  dantly clear is that the World Devourer known as Nidhogg 
  cannot be controlled by these all-powerful women.
  Mortal man has been fascinated with the Norns ever since 
  the first humans discovered their presence, however all of-
  ferings and sacrifices have fallen on deaf ears. The Norns 
  act as if mortals are unimportant, but nothing could be 
  further from the truth. Skuld, Verdandi and Urd are a few 
  names in a larger list of Norns who have forsaken their so-
  rority in order to pursue a more benevolent lifestyle.
  This slight has not gone unnoticed by Mogthrasir, queen 
  of the Norn. Despite her cordial demeanour, the ren-
  egade Norns watch their backs, knowing that their old 
  queen may very well be plotting their punishments. It is 
  thanks to the renegade Norns that humans can now gain 
  a glimpse at the Tapestry of Fate. The human women who 
  are chosen are called Voelva and they revere the Norns for 
  their power and foresight.
  No one truly knows how many Norns there are, since 
  even the renegades keep tight lipped about their soror-
  ity. It is entirely unclear if the Norns even age. No other 
  species carries themselves under such an opaque veil of 
  secrecy. The Muspeli Jotuns may have a special bond with 
  the Norns, since Gimle and Muspelheim have been bound 
  since time immemorial, but if such a bond exists, the Mis-
  tresses of Fate remain tight lipped.
  For more on Gimle, see page page 44.
  Muspeli Jotun
  The Muspeli Jotuns are an ancient race of immortals. They 
  are noble, wise, and true to their word. They age incred-
  ibly slowly and they trace their lineage all the way back to 
  the Primeval Age… a time before recorded history. Their 
  numbers have dwindled since the great war against the 
  Alsvartr. Their ancestral home is in Muspelheim granting 
  them unparalleled security, since the realm is highly in-
  hospitable to non-natives.
  In their natural appearance, the Muspeli Jotuns stand 30’ 
  tall. Their hair burns with eternal fire and their skin is 
  deep red. However, like all Jotuns, they have the ability to 
  alter their size and appearance at will. This is very handy 
  when they wish to blend in. Within moments, they can al-
  ter their size between 5’ and 90’. Similarly, they can adjust 
  their skin and hair to take on a more human-like appear-
  ance. Their skin tone can match that of human mortals or 
  it may extend to almost any colour in the visible spectrum. 
  Often, their appearance may shift to better reflect their 
  mood. A Muspeli Jotun’s fiery hair may be extinguished 
  at will. Their hair resembles regular human hair follicles 
  in this form.
  Surt is the Muspeli Jotun high king. He leads the Fire 
  Council which is made up of kings and queens who rule 
  their own domains within Muspelheim. Those with great 
  talent are also invited to join the Fire Council. They de-
  cide the laws of the land which are passed down to the 
  various domains. Despite their strict laws, there is ample 
  disharmony between the domains. Some stem from per-
  sonal grudges, while others revolve around differing so-
  cial structures and local laws.
  Surt makes his home in the north, and his personal do-
  main encompasses the lands surrounding the great vol-
  canic mountain known as Surt’s Eye. Within his domain 
  lies the great fire lake Glassisvellir. It is here that the fire 
  Valkyries bring the souls of great heroes. It is from these 
  very waters which give birth to the Sons and Daughters 
  of Muspel. Glassisvellir is tended by the great hero Gud-
  mund who ensures that Surt’s armies are filled with the 
  most legendary of heroes.
  Surt is known by the moniker, “Destroyer of Worlds”, be-
  cause he had once reduced an entire world tree to ashes 
  using his awesome sword, Laevateinn. No one dares use 
  the moniker in his presence, nor suggest that he should 
  
  26
  take up the “cursed sword”- as he calls it. Prophesy states 
  that he will once more commit genocide when he destroys 
  Yggdrasil.
  King Farbauti and Queen Laufey rule two separate king-
  doms since their separation. Their son Loki’s fostering 
  arrangement with the Aesir gods has driven a painful 
  wedge between the parents. As a result, their respective 
  subjects view one another with distrust. 
  Laufey’s lands lie in the eastern mountain ranges. There 
  she attracts many different creatures who wish to excel in 
  study and the magical arts. Despite the fiery nature of the 
  realm, her dominion is dark, shrouded by the black ash 
  that falls from the many contiguous volcanic eruptions.
  King Farbauti’s domain is to the west. He is a great 
  schemer and has no equal in this regard save perhaps Odin 
  himself. Farbauti’s domain includes the legendary Eldr 
  River and the mysterious Mirkvid forest. He confides in 
  no one when it comes to his schemes, not even Laufey his 
  estranged wife. It is clear that most of his plans are culmi-
  nating during Ragnarok.
  The Storm Baron Baghist, who rules the southern king-
  dom has divided his own realm into city states. Each led 
  by an earl eager to prove their talent and loyalty. Baghist 
  intentionally pits them against one another to ensure that 
  only the best rise to the top. The Storm Baron loves chaos 
  and strife. This, mixed with his dubious moral compass, 
  makes him a very interesting liege.
  For the most part, all of these kings and queens keep out 
  of the affairs of mankind, however other princes are more 
  active on the various theatres upon Yggdrasil. Prince Hel-
  blindi and Prince Byleist are such a pair. They are the sons 
  of Farbauti and Laufey and brothers to Loki. They over-
  see smaller domains since they are more active outside of 
  Muspelheim. They seek glory and recognition through-
  out the realms of Yggdrasil.
  Loki is perhaps the most mysterious of the Muspeli Jo-
  tuns. His activities could best be described as erratic and 
  enigmatic. He forged Laevateinn, yet even after such a 
  masterpiece weapon, he never returned to the forge. Be-
  loved by his brethren, he spent most of his life among the 
  Aesir gods. Then true love found him in Jotunheim in the 
  arms of an ice witch named Angrboda. The Norns call 
  him “Jotun of Destiny”, but he does not know what that 
  means. For being complicit in Baldur’s death, Loki was 
  imprisoned in Hvergelmir. Cellmates with Nidhogg, des-
  tiny foreshadows his escape.
  Compared to the other divine beings, Muspeli Jotuns are 
  very few in number. Nidhogg and the Alsvartr were re-
  sponsible for the exile of almost all Muspeli Jotuns during 
  the Primeval Age. The stars in the sky repsent those who 
  gave themselves in order to rid their world of the Alsvartr 
  darkness. As a result, the remaining Muspeli Jotuns strive 
  
  27
  to bolster their numbers.
  The Muspeli Jotuns are very active when it comes to re-
  cruiting more Valkyries. Competing with Odin, Ran and 
  the others, the Fire Council sends their Sons of Muspel to 
  fight Wight Sovereigns. Defeating the ancient enemy of 
  the Valkyries, the fire giants attract new Death Maidens 
  to their cause.
  The Fire Council has always been preoccupied with Nid-
  hogg. His imprisonment in Hvergelmir has not dimin-
  ished the vigil. While other divine powers have lowered 
  their guard, the fire giants always have a reminder of what 
  the Alsvartr are capable of- every time they look up at the 
  stars.
  For more on Muspelheim, see page page 49.
  Nidhogg and the Alsvartr
  Nidhogg and his kin are known collectively as the Als-
  vartr. These beasts of cold and darkness are a primordial 
  race, native to Niflheim. When Muspelheim and Niflheim 
  crashed within the great void, the clash between Muspeli 
  Jotuns and the Alsvartr was inevitable. The war was costly 
  for both sides. Very few of the Muspeli children remained 
  and Nidhogg was the last of his kind. The remaining Als-
  vartr were exiled into Ginnungagap by the Muspeli Jotuns 
  who sacrificed their lives. 
  It is unclear if the Alsvartr age at all. Alone, Nidhogg is 
  still more powerful than the combined might of the pres-
  ent-day gods and Jotuns. His home was in Niflheim, but 
  his consorts lived in Hvergelmir- a dark and dank realm 
  beneath the Crucible of Life. When gods and Jotuns re-
  alized that he was an existential threat, all of the divine 
  powers upon Yggdrasil worked together to imprison him 
  in Hvergelmir.
  The seal that keeps him trapped will not hold him forever. 
  He has gained tremendous strength by drawing in and de-
  vouring the souls of the dead. With each meal, his power 
  grows, and the strongest souls provide Nidhogg with the 
  power he craves. For this very reason, Hel works to keep 
  the souls of the dead out of Niflheim. She instructs her 
  Angels of Death to ensure that the worthy are properly 
  prepared for the Valkyries. While Nidhogg may feast on 
  the weak souls, the strong ones are carried away from his 
  ever-hungering maw.
  The great world devourer has had his revenge. Nidhogg 
  has tainted the Void magic which the gods used to create 
  Midgard and mankind. Every time Void magic is used, 
  his taint creates a bridge in Ginungagap which coaxes his 
  brethren back towards Yggdrasil. The taint could not be 
  undone and posed a threat too great to ignore, so the gods 
  and Jotuns agreed to ban the use of Void magic forever.
  Despite their efforts, Nidhogg will eventually break free. 
  Even the Norns have seen the future: after Surt baptizes 
  the worlds in the great conflagration, Nidhogg will rise 
  up from the ashes.
  Vanir
  The Cosmic Tree, which is known as Galligarm, gave birth 
  to the Vanir gods. Galligarm had grown out of the turbu-
  lent waters left by the destruction of the preceding world 
  tree. The Vanir were remarkable beings, the first to create 
  wonders with what the Crucible of Life had given them. 
  Being children of nature, they embodied the aspects of the 
  natural world. Raw, unapologetic, they reflect emotions, 
  thoughts and uncompromising nature of the world around 
  them.
  Long ago, the Vanir made their home beneath the boughs 
  of the Cosmic Tree Galligarm. After its destruction, they 
  made a new home upon the branches of Yggdrasil- they 
  named it Vanagard.
  The Vanir are loosely organized, and have very few laws 
  governing their realm. For the most part, they are free 
  spirits who abhor structure and any limits imposed on 
  
  28
  creativity and expression. By the same token, this makes 
  Vanagard a dangerous realm- a place where the rules of 
  nature are the only governing principles for law and order.
  Njord was their king and his twin children Frey and Freya 
  were the most remarkable beings. Talented beyond mea-
  sure, their potential and creativity surpassed everyone 
  who had ever walked before them. Frey was elevated as the 
  caretaker of Yggdrasil, tasked with opposing Nidhogg’s 
  corruption. Freya was one of the four sorceresses cho-
  sen to bind Nidhogg to Hvergelmir. Everything the twins 
  touched became more resplendent.
  Not everyone was as benevolent, especially Gulveig, the 
  goddess of avarice, jealousy and greed. Her mere pres-
  ence was enough to set the Vanir gods against one an-
  other. Even her kin were unable to suppress her power. 
  For better or for worse, the Vanir were forced to send her 
  away.
  Much like the changing seasons, leadership of the Vanir 
  changed. Among these old gods, succession was always 
  based on aptitude, not blood. With three water deities 
  vying for supremacy, the turbulence was felt among all 
  worlds. Eventually Njord was replaced with Aegir as the 
  king of the Vanir. It was during the war of the gods that the 
  change in leadership took place. When the Aesir and Van-
  ir went to war, Aegir took this opportunity to showcase his 
  power and skill. By the end of the war, it was clear that he 
  would make a more formidable leader.
  The Aesir-Vanir war was a drawn out and bloody affair. 
  Many gods lost their lives as both clans vied for suprema-
  cy. It was Gulveig who singlehandedly broke the stalemate 
  and brought the Aesir to the negotiation table. As both 
  clans sued for peace, they exchanged hostages to ensure 
  that the peace would last. Njord and his children were sent 
  to the Aesir, and Odin send Hoenir and Mimir to the Van-
  ir.
  Many great mortal lineages can be traced back to Van-
  ir blood. As gods they took interest in Midgard and its 
  populace. Nerthus, Ran, Frey and Freya became famous 
  throughout the land. When Ragnarok descended upon 
  Yggdrasil, Aegir was careful to steer the Vanir into a neu-
  tral position. Much like nature, their spirit will live-on no 
  matter who wins this war.
  
  29
  Rime Jotun
  The Rime Jotuns were the first divine race upon Yggdra-
  sil, the third Cosmic Tree. Their progenitor was Aurgel-
  mir and his realm was bathed in primeval ice known as 
  Rime. He begat his children and they were known as the 
  mighty Rime Jotuns. His kingdom came to an end when 
  his grandsons killed him and drowned his progeny in 
  Ymir’s blood. The survivors rebuilt their empire in the 
  dark and cold realm of Jotunheim.
  When Bestla chose to be with the Aesir god known as Bor, 
  Aurgelmir was furious. He punished her for lying with 
  an “inferior” Aesir god, but this deed was not lost on her 
  three sons: Odin, Vili and Ve. Aurgelmir was called Ymir 
  by the Aesir gods- which is a derogatory name. The three 
  brothers slew their ancestor and banished the few survi-
  vors to the darkest and coldest reaches of Yggdrasil.
  In the far-flung reaches, the Rime Jotun race regrouped 
  and forged Jotunheim into their new home. Bergelmir 
  was their leader and he inspired his kin to greatness. They 
  established their dominance over the lesser beings such 
  as ogres and trolls. With the ogres, the Jotuns sired new 
  half-breed offspring which they named ettins. The giant 
  creatures were elevated above the other races living in 
  Jotunheim. Thankful, the ettins served their Rime Jotun 
  overlords without hesitation.
  Together, under Bergelmir’s instruction, the Rime Jotuns 
  built their very first town which they named Utgard. With 
  hard work, determination and a bevy of ogre and troll la-
  bourers, they built Utgard into a thriving and vibrant city. 
  This city brought wealth to the noble Jotun bloodlines, 
  but importantly it restored their legend among the divine 
  races.
  With ample prosperity, the various Rime Jotun families 
  carved up the realm, and each Rime Jotun noble presided 
  over their own kingdom. Some kingdoms were humble, 
  while others were ostentatious- a reflection of the ruling 
  family.
  One of the more unique kingdoms is the iron wood known 
  as Jarnvid. Angrboda presides over the troll witches who 
  inhabit the wood. Their children are the most terrifying 
  wolves known to both gods and men. The Jarnvid Wolves 
  are teeming with infamous lupines: Fenrir the god devour-
  er, whom the gods had to imprison at Lyngvi. Managarm 
  the titanic, who can effortlessly destroy an entire mortal 
  kingdom. Skoll and Hati who devour the sun and moon 
  and bring about Ragnarok.
  The Rime Jotuns are the architects of Ragnarok. The Twi-
  light of the Gods is their revenge for the death of Aurgel-
  mir. They have laid siege to Asgard and the Norns have 
  foretold: when Naglfar, Ship of the Apocalypse breaks its 
  moorings, it will sail across the firmament and will reduce 
  Asgard to rubble and ash.
  Aesir
  The Aesir are at the apex of their power when Ragnarok 
  begins. They are a wondrous race of gods who slew Ymir 
  and ended his reign of terror. They did not limit their 
  membership to having Aesir blood, instead they recruited 
  the brightest and most talented individuals to join their 
  ranks.
  The first Aesir was licked out of the primordial Rime by 
  the primeval cow Audhumla. His name was Buri and he 
  had a son whom he begat and named Bor. Bor fell in love 
  with Bestla, a Rime Jotun, and they had three sons: Odin, 
  Vili and Ve. Ymir, the first Rime Jotun, punished Bestla 
  and for that deed the three Aesir brothers murdered their 
  grandfather Ymir. Their grandfather’s blood drowned al-
  most all of his offspring, creating an undying hatred for 
  the Aesir in the hearts of the Jotun survivors.
  Odin, the All Father, has led the Aesir tribe. Under his 
  
  30
  watch, it has grown to prominence. The Aesir are known 
  for many wondrous deeds, and chief among them was the 
  creation of mankind. Five gods used the Void to create hu-
  manity as well as their home, Midgard. Those gods were: 
  Odin, Lodur, Hoenir, Vili, and Ve.
  The Aesir governance involved a high council of twelve 
  gods and goddesses. Led by Odin, they decided their laws 
  and guided their society. Their culture was one of forward 
  progress. Power, wealth, and influence at any cost. Raid-
  ing was encouraged, slavery was permitted and strength 
  was the cornerstone of the philosophy. Trial by combat 
  (holmgangr) would reveal the one who was without guilt. 
  If personal moral principles or ethical dilemmas contra-
  dicted the acquisition of power, wealth or influence… 
  then the morals and ethics would be thrown overboard. 
  These guiding principles filtered down to the humans 
  whom they had created.
  The path of the sun and moon were managed by the Ae-
  sir gods. The light would shine eternal upon their golden 
  city and three realms would receive a night and day cycle: 
  Vanagard, Alfgard, and Midgard. Five worlds would have 
  known only darkness: Niflheim, Jotunheim, Muspelheim, 
  Nidavellir, and Svartalfheim. Muspelheim and Alfgard 
  were the least affected, with the realms providing salient 
  ambient light.
  Their ascendency put them at odds with the Vanir gods, 
  with whom they had a long and protracted war. It was a 
  stalemate for many years, but finally the Vanir goddess 
  Gulveig was able to drive both sides to the negotiating ta-
  ble. A truce was put into effect and it was sealed with the 
  exchange of hostages. This is how Njord and his children 
  Frey and Freya joined the ranks of the Aesir. To commem-
  orate this event, a giant shrine in was erected in Midgard, 
  at the holy site known as Uppsala.
  With those talents, the Aesir were unstoppable and be-
  came the apex divine race upon Yggdrasil. It is said that 
  the Norns had colluded by weaving a fate which would 
  preordain the ascendancy of the new gods. But with power 
  came arrogance, and many of the other divine powers be-
  gan to resent the new gods. The Aesir gods and goddesses 
  did as they wished. The Dvergar were taken advantage of, 
  the Rime Jotuns would receive the light from neither the 
  sun nor the moon, and the Muspeli Jotuns and Vanir had 
  their secrets stolen.
  With divine relations cooling, the Aesir found themselves 
  fighting for relevance in Midgard. The other gods and 
  Jotuns were asserting their own influence over mankind. 
  
  31
  Humans were a remarkable race and everyone wanted to 
  court them. To reverse the trend, the gods and goddesses 
  spent more time with their mortal worshippers.
  Thor was the god of storms, and his talents provided rains 
  for farmers.
  Saga was the goddess of wealth and her powers increased 
  the riches of her devoted karls and kings.
  Odin promised warriors glory after death so long as they 
  pledged their swords to his cause.
  Freya could heal the heart or stir the passions in those 
  who required rekindled romance.
  With such talented representatives Midgard would once 
  more come back to the Aesir, however not everything was 
  going according to plan. The Aesir god Hod had tremen-
  dous affection for humanity, so much so that he forsook 
  Asgard and lived among mankind. He protected them 
  from divine abuse, and this put him into direct conflict 
  with Baldur. The Bright God had set his sights on a mortal 
  woman named Nanna. He would win her at whatever the 
  cost, but not if Hod had anything to say about it. This con-
  frontation left Hod blinded and paved the road to a second 
  confrontation. In this second one, it would be Baldur who 
  would lose his life.
  For a time, Odin was exiled for rape. In his place, Mitho-
  tyn ruled Asgard and the Aesir. During this time miracle 
  workers known as Fimafeng began to usurp the role of the 
  Godi. Mithotyn viewed them as a means to capture more 
  worshippers without the arduous time investment. Godi 
  would take years to sow their ideology into the fabric of 
  the populace, but Fimafeng could work quick miracles 
  from the Aesir gods in order to win over those without 
  steadfast conviction.
  Now that the sun and moon are no more, the Twilight of 
  the Gods began. All eyes are on the Aesir and the predic-
  ament they face. The Rime Jotuns have besieged Asgard 
  and it is prophesied that Loki will sail the longship of the 
  Apocalypse against the gods.
  Dvergar
  After Aurgelmir was slain, the Aesir gods created the 
  Dvergar race. Similar to other races which were birthed 
  from the corpse, the Dvergar turn to stone when in direct 
  sunlight. This has driven them deep beneath the earth, 
  into a realm they named Nidavellir. The most wondrous 
  
  32
  magical relics are forged within these fabled halls. None 
  can exceed the Blacksmithing skills of a Dvergar.
  The Dvergar are the youngest of the divine races. By the 
  time the Aesir gods created mankind, the Dvergar had 
  time to build an underground kingdom like no other. 
  Their first king was known as Motsognir and he codified 
  the Artificer’s Law. It dictated that every hundred years, 
  the high king’s throne would be occupied by the best 
  blacksmith within Nidavellir’s borders.
  This decree has forged the Dvergar into a very compet-
  itive people. They strive to outdo one another through 
  invention and innovation. Their success is fueled by ego 
  and greed. The Dvergar have always known how to best 
  showcase their wares. These talented blacksmiths have 
  gifted some of their best works to famous gods and heroes 
  so that their wondrous creations would become legend in 
  kind.
  The Norns have managed to bewitch all of the divine races, 
  save the Dvergar. These dwarves believe that the Tapestry 
  of Fate is no more of a creation than their own swords that 
  help propel warriors into fabled heroes- a simple self-ful-
  filling prophecy. For this reason, they refuse to subscribe 
  to what the Norns are peddling. As Ragnarok descends 
  upon the World Tree, the Dvergar are selling their wares 
  to the highest bidders. They act as arms dealers to both 
  the gods and the Jotuns. After all is said and done, they 
  will stand alone as the most powerful and wealthy peoples 
  upon Yggdrasil.
  The Dvergar are a very mobile society. They can be found 
  in almost every realm upon Yggdrasil. For this reason, 
  mankind has found them both approachable and relatable. 
  The price of their wares, however, may be out of reach for 
  many. Dvergar creations fetch the highest prices in the 
  realms, but sometimes they are given as an investment. If 
  the Dvergar feels that they can buy the loyalty of a rising 
  legend, and the legend’s exploits will bring fame to their 
  creation, then they will bestow the hero with a valuable 
  gift.
  The dwarves are venerated for their great skills. They will 
  bestow enlightenment on the godi who choose to follow 
  them.
  With the sun was destroyed by Skol and Hati, the Dvergar 
  have been able to move above ground. They have heard 
  that efforts are being made towards building a new sun, 
  and the Dvergar are ready to sabotage any and all efforts 
  in this regard.
  
  33
  Alfar
  The Alfar are perhaps the most mysterious divine race 
  aside from the Norns. Emerging from the Crucible of 
  Life, these faerie folk danced around the World Tree. Half 
  migrated and lived in the shadow of Niflheim, and those 
  elves became the Svart Alfar. These beings were dark and 
  frightful in nature, acquiring beastlike traits. The other 
  half danced in the light of Muspelheim and became the 
  Lios Alfar. This folk were bright and joyful, embodying 
  the seasons.
  The Lios and Svart Alfar were always at war, their natures 
  in diametric opposition to one another. From the conflict, 
  they birthed new worlds and new realities. Their wars were 
  the seeds of wonders that appeared on both Galligarm and 
  Yggdrasil. Through strife, new worlds were birthed and 
  realities were altered. This disturbed the Norns, who had 
  worked diligently to mold reality in their design.
  In the First Age, Laufey transformed the Alfar into differ-
  ent spiritual beings. Reshaping their essence, she turned 
  them into the awesome Vaettir which guard the land, the 
  mystical Fylgia which shepherd all life, and the spectral 
  Valkyries who reap the dead. These wondrous spirits con-
  tinued to proliferate as their own new species.
  It was Frey who showed the Alfar how they could choose 
  to change their essence to become anything they wished. 
  With his counsel, the Alfar took on the form or guise of 
  their choosing. They could mimic any race and once cho-
  sen, the form is chosen for life, and the Alfar have tremen-
  dously long lifespans.
  This is how the Alfar mingled with gods, giants and even-
  tually mankind. Those that remained in their natural form 
  were called the Aos Si, the faerie folk who lived in the Oth-
  erworld beyond the Veil. It was the spirit world that mir-
  rored the world known by both gods and men.
  With the passage of time, the Alfar bred with mankind, 
  passing down their essence through legendary blood-
  lines. Alfar blooded mortals were destined for greatness. 
  Even Lios and Svart Alfar lay together on occasion. Nott 
  the Svart Alfar queen seduced the Lios Alfar lord named 
  Delling. Their offspring was a Dokkalfar, a shadow elf, 
  named Dag.
  Ragnarok would once more bring Svart against the Lios. 
  The third age of Ragnarok would be known as the War of 
  the Shadow. A battle raging within Myrkvid, reshaping the 
  world for something truly unexpected. Only time will tell 
  what will unfold. 
  Aos Si
  The Aos Si are the Alfar who never assumed corporeal 
  form in the world of men and gods. They did not see a rea-
  son to step out of the Crucible of Life. Instead they remain 
  in their natural state in the Otherworld. The Otherworld 
  and the world of gods and men are kindred realities, but 
  at the same time, they are very different. The same can be 
  said about the Aos Si and the Alfar. While both started out 
  from the same source, they have taken a distinctively dif-
  ferent approach to living.
  The Aos Si can only be seen by someone who has the 
  Sight. All Aos Si, Alfar or faerie folk have the Sight, and 
  those who have Alfar blood in their ancestry can use the 
  Sight under certain special lighting conditions. During 
  the Yule season, the Veil between this world and the Oth-
  erworld is thinnest and sometimes those without the Sight 
  may witness the Aos Si and their world.
  The Aos Si have their own social norms and etiquette, and 
  most visitors find their customs peculiar. Most oaths and 
  arrangements are made with strict time constraints, usu-
  ally one year. Some speculate this is because the Veil be-
  tween the worlds is thinnest during the Yule season. 
  
  34
  The Aos Si have kingdoms ruled by kings and queens and 
  one such famous king is Arawn. He rules the kingdom of 
  Annwvyn and has enjoyed visiting the world of men and 
  gods. He exchanged kingdoms with Pwyll, prince of the 
  seven Cantevs of Dyved. The exchange lasted one year 
  and involved the killing of a rival king.
  To those who have limited interactions with the Aos Si, 
  they appear as a single species. However, if one were to 
  live among them for a while, they would learn that there 
  are many types of Aos Si. One such race is the Morrigan. 
  They are an enigma to those who come from the lands of 
  men and gods. The Morrigan are both many as they are 
  one. There are many Morrigan, but she is also unique. It 
  is a conundrum that mortals cannot comprehend.
  The Laumes are another race of Aos Si. They are spirits 
  who can be both benevolent and destructive. Many believe 
  them to be simple witches since that is their appearance 
  when the Veil is thin. However, the Sight will reveal their 
  true nature. Some mortals have made arrangements with 
  them. For certain non-conventional offerings and gifts, 
  the Laumes may imbue mortals with powers they could 
  never have imagined.
  This truly remarkable species revealed themselves during 
  the Wing Age of Ragnarok.
  Hel
  While there have been many creatures with both Rime 
  and Muspeli blood, Hel was like no other denizen upon 
  Yggdrasil. She was special and everyone knew it from a 
  young age. From her romance with Baldur to her murder 
  by Odin, she led a tumultuous existence. Banished to Ni-
  flheim as a young girl, she overcame many challenges and 
  persevered to become the mistress of death. Her kingdom 
  of Helheim brought dread to all who heard its name.
  It has always been a perilous kingdom filled with unex-
  plained horrors. Hel shared a frontier with Nidhogg the 
  Alsvartr, and because of his breath, her domain was the 
  destination for the souls of the dead. They collected in the 
  venom-filled waters surrounding Nastrond, a hall which 
  was full of serpents and evil. The souls abated Nidhogg’s 
  hunger, but devouring the souls of the mighty augmented 
  the Great Serpent’s power. Once a day, his power would 
  recover sufficiently, enabling him to defeat the collective 
  might of the divine gods and giants.
  For this reason, Hel’s resolve was in opposing Nidhogg- 
  working to deny him his meals. She founded a sorority 
  of women who would strive to prepare the souls of the 
  mighty for the Valkyries. They were Angels of Death, 
  Hel’s chosen. Carried off by the Valkyries, Hel ensured 
  that Nidhogg was robbed of the regenerative meals he so 
  violently craved.
  With the coming of the third age of Ragnarok, Nidhogg 
  no longer needs to feed on the dead. With so much death, 
  Helheim is filled to capacity, unable to receive new souls. 
  The dead can no longer find rest and Lost Souls are left 
  to loiter about Yggdrasil’s realms. The Wild Hunt is the 
  only means of ensuring that the Wight Sovereigns do not 
  overpower the Valkyries.
  Hel’s important role is far from over. As the second half of 
  Ragnarok unfolds, her Angels of Death are the only force 
  opposing the undead horde. Humanity may fear her, but 
  they need Hel now more than ever.
  
  35
  
  36
  Celtic Gods
  The islands created by Idavigdir’s burnt husks were quick-
  ly inhabited by the survivors who avoided Laevateinn’s 
  flames. One such landmass was named Eriu and Cesair 
  and her kinsmen made it their home. They knew peace for 
  a while, but this land would be contested many times. Each 
  invasion brought a new race of gods. Eriu, now known as 
  Hibernia, would be painted with divine blood before the 
  first of mankind arrived upon its shores.
  Beneath Eriu lived a race of sea-giants known as the Fo-
  morians. Their origins are unknown, but they were the 
  first to start a conflict upon the island’s shores. It is said 
  that they were the guardians of the Emerald Isle and were 
  tasked with destroying anyone who wished to live there.
  The first battle was between Partholon and the Fomori-
  an king, Ciocal Gricenchos. Partholon’s army was better 
  trained and drove the Fomorian’s beneath the sea from 
  whence they came, but the pestilence that the sea-giants 
  left upon the land killed Partholon and his people.
  Then came a god named Nemed, who arrived upon Eriu’s 
  shores. They took the clouds and made the lakes and us-
  ing their magic, they began to cleanse the Fomorian taint 
  which clung to the island. Once more the sea-giants arose 
  from the depths and once more they were driven back into 
  the sea. Nemed kept some Fomorians as slaves, but soon 
  the roles were reversed and the gods became the slaves. 
  Eventually they revolted, disgusted at having to pay a 
  heavy tribute- every Samhain, when summer would end 
  and winter would come, the gods would have to turn over 
  two thirds of their food, and two thirds of their children. 
  Another battle ensued between Eriu’s kinsmen and the 
  Fomorians, but this time the Vaettir of the Sea intervened, 
  smashing the gods and driving them from the island.
  Nemed’s children had sailed off in different directions. 
  One offshoot of the bloodline became known as the Fir 
  Bolg and the other was known as the Tuatha De Danann.
  It would be two-hundred years until the descendants of 
  the gods would return, and the Fir Bolg were the first to 
  return. When they arrived, the sea-giant blight had dis-
  sipated and it allowed them to partition the island into 
  five principalities: Ulaid, Lagin, Mumu, Connachta, and 
  Mide. Each principality had their own king, who swore 
  oaths to the high-king.
  When the Tuatha De Danann returned to Eriu, they did 
  not expect, nor did they receive a warm welcome from the 
  Fir Bolg. Eochaid mac Eirc was the high-king of the Fir 
  Bolg and he would not share the lands with his estranged 
  kinsmen, the Tuatha De Danann. Danu was the matriarch 
  of the Tuatha De Danann and she and her kinsmen arrived 
  ready for war.
  A bloody battle between gods ensued and the Tuatha De 
  Danann were victorious. The Fir Bolg were allowed to re-
  main so long as they lived in Connachta and paid tribute 
  to the Tuatha De Danann… they accepted. The high king 
  who ruled over Eriu’s five principalities was named Bres 
  and he was Fomorian blooded. When Nemed’s people 
  were slaves of the Fomorians, Bres’ ancestor lay with a 
  sea-giant.
  Balor was the high-king of the Fomorians and he knew 
  that the might of the Fir Bolg and the Tuatha De Danann 
  would be too much. Instead of direct confrontation, he 
  worked to befriend High-King Bres. He succeeded and 
  began the subjugation of the Tuatha De Danann. These 
  wise gods refused to go quietly into the night and another 
  great war ensued for the soul of Eriu. Balor used his magi-
  cal eye to lay waste to the armies of the gods, but in the end 
  the Tuatha De Danann were once more victorious. They 
  would become the gods who lived upon the sacred isle.
  When the Aesir gods created Midgard, they enveloped 
  the island of Hibernia. When humanity explored their 
  realm, they found the sacred island of the Tuatha De Da-
  nann. Mortals called it Hibernia, and those who settled its 
  
  37
  five principalities came to learn of the gods who were the 
  stewards of the sacred isle.
  The gods play a very important role in the lives of those 
  who live upon Hibernia’s shores. The presence of other 
  gods is not tolerated, so when King Sitric conquered Ath 
  Cliath in the name of the Aesir gods, the Hibernian clans-
  men rallied for the Tuatha De Danann.
  It is said that the Fomorians will arise once more as 
  Ragnarok threatens to sunder their beloved island.
  Baltic Gods
  The gods who shepherd the Baltic Tribes are as myste-
  rious as the tribes themselves. The gods and goddesses 
  rarely involve themselves directly in the affairs of mankind, 
  however they do intercede indirectly on a regular and re-
  curring basis. In addition to the specialized aspects they 
  embody, the Baltic divinities are also called upon during 
  times of war. The Baltic tribes are first and foremost war-
  riors, and as such, their gods and goddesses reflect this 
  martial way of life.
  It is very difficult for outsiders to understand the Baltic 
  pantheon due to the closed nature of the clans who popu-
  late the Amber Coast. Outsiders are usually treated to the 
  spectacle of invocation only upon the battlefield. It is this 
  theatre of war that outsiders witness the hammer of the 
  Baltic divinities.
  There are four high gods and goddesses, each dominant 
  over a tier of the cosmos. The highest tier is the sky, and it 
  is ruled by the high god-known as Andajus. He is known 
  as the great blacksmith, the one who forged all of creation. 
  Below the clouds rules the high-god known as Perkunas. 
  His dominion is between the land and the clouds. He is 
  the great thunder god, bringer of wind and rain. Upon the 
  surface of the world, the high-goddess Zvorune is the un-
  disputed ruler. She is the goddess of the soil, forests and 
  the hunt. All animals and trees are subjects in her king-
  dom. Beneath the earth is the kingdom of Velnias. He is 
  the horned high-god of the underworld. His dominion 
  oversees the dead, magic and the beasts who live beneath 
  the land.
  Each of the high-gods and goddesses have a true-name. A 
  name by which they are evoked. These names are sacred 
  and only used when the need is urgent and dire. Invok-
  ing a divinity for what would seem a trivial or self-serving 
  request would not only anger the gods, but would enact 
  a crippling curse upon the foolish mortal. Andajus’ true 
  name is Nunadievis. Perkunas is also known as Diviriksas 
  by those who require his intercession. Zvoruna’s secret 
  name is Medeina. If Velnias has a true name, no one knows 
  it. He involves himself in the lives of mortals whether they 
  ask for him or not.
  Beneath the power of the high-gods are the gods, god-
  desses, and demi-gods of the Baltic Tribes. Aitvaras, god 
  of the birds has never shied away from humanity’s wail. 
  Those possessing true grit can count on him as a staunch 
  ally. The stork is his sacred bird, and is venerated by those 
  living in the Amber Coast. Laime is known as the goddess 
  of luck, and she makes her presence known to those who 
  need a reversal of fortune. It is said that every memorable 
  event has been touched by Laime’s kiss.
  While some gods are easy to comprehend, Velnias is a tru-
  ly mysterious agent. While dreadfully powerful and wise, 
  sometimes he lets human heroes get the better of him, and 
  those who prevail rise to become the best of mankind. 
  He shows up and tests great warriors, and sometimes the 
  agent of destruction is the hero’s greatest inspiration.
  Perhaps the most enigmatic of all are the Laumes. Like 
  the Morrigan, the Laumes are both many as they are one. 
  Some speculate that it is the same entity but its awesome 
  
  38
  power allows it to change its appearance and to be in mul-
  tiple places at once. Usually met on dark moonless nights, 
  encountering a Laume is a sign of impending tragedy. 
  Whether personal, or to someone else, a mortal’s life will 
  be inexorably changed after such an encounter. They have 
  been blamed with infant abductions.
  Finnish Gods
  The gods of the Northeast are many and varied. The high-
  gods and goddesses are aloof, living beyond the reach of 
  mankind, however, the gods and goddesses prefer to min-
  gle with humanity. Over centuries, this has forged a much 
  more personal relationship amongst humanity and the 
  gods. These close relations have resulted in many having 
  god blood coursing through their mortal veins. Despite 
  the interwoven relationship, the gods and goddesses pre-
  fer to let humanity fight for what they desire, rather than 
  capitulate to their worshippers’ demands. 
  The high-god Ukko is the source of clouds, rain, hail, sun-
  shine and darkness. He created the Luonnotars, air maid-
  ens who were to be the servants of the gods. The eastern 
  worlds were created by the high-goddess Ilmatar and her 
  eggs. These lands were further developed by her son, the 
  Vainamoinen. Sampsa Pellervoinen planted all vegeta-
  tion, bringing life to the shores of the Baltic.
  Vainamoinen had a great love for his creations. He loved 
  mankind so much so that he built a glorious kingdom 
  called Kalevala upon the eastern shores of the Baltic Sea. 
  He did all in his power to provide a safe haven for his peo-
  ple, even if that meant angering powerful folk. The ani-
  mosity between Vainamoinen and Louhi is profoundly 
  bitter and has been fermenting for decades.
  Queen Louhi rules the northern kingdom of Pohjola. 
  She is fiercely devoted to her subjects who have built up 
  a town around the mountain home known as the Sariola. 
  She and Vainamoinen had a bitter feud over a magical ar-
  tifact of great worth known simply as the Sampo. It was a 
  mill capable of creating boundless salt, flour and gold. In 
  their feud, the Sampo was damaged badly and now is only 
  a shadow of its former magnificence.
  With Skoll and Hati beguiled by Mistress Louhi, Pohjola 
  is poised to sunder Kalevala and drown it in the Baltic Sea. 
  Will this impending cataclysm bring the high-god Ukko 
  in the conflict? He is the supreme ruler of all that lived 
  below the sky, but he has been absent from the affairs of 
  men for a long time, however, Vainamoinen’s life hangs 
  in the balance. Dark times and indiscriminate death await 
  the eastern peoples.
  It is said that Ukko awoke and gazed upon Yggdrasil after 
  hearing the plight of his worshippers. There are rumours 
  that he may be forging a new sun and moon to replace the 
  ones destroyed by Skoll and Hati.
  Tuonela is the underworld, ruled by a high-goddess 
  named Tuonetar and her husband, Tuoni. Tuoni’s Luon-
  notars are known as Dark Angels, who are sent to cut the 
  life-thread of those whose life has come to an end. When 
  mortals die, their souls are claimed by Tuoni’s Luonno-
  tars, and brought to Tuonela for their eternal rest. It is 
  from this realm that all of Midgard can be seen. The dead 
  witness everything that transpires in the land of the living. 
  Those who seek knowledge and possess equal portions 
  of bravery and foolishness will travel down Tuoni’s river. 
  Anyone caught by Tuonetar will be tricked into drinking 
  a drought that will imprison them in Tuonela for eternity.
  
  39
  Skraeling approach all life with honour and respect. Tak-
  ing a life is not done lightly, and animals killed for suste-
  nance are thanked for their lives.
  Sila is the goddess of life and death. She is also the spirit 
  of violent winds. It is by her will that a soul is granted the 
  Breath of Life. It is also said that she reclaims that very 
  breath at the time of death. The Breath of Life is what 
  grants living things their consciousness, personality, and 
  speech. Skraeling will placate her with gifts and offerings 
  left far from their homes, in order to keep her destructive 
  winds at bay.
  Nunam is Sila’s sister, and her dominion is over the lives of 
  trees and vegetation. Her subjects are without the Breath 
  of Life, but are no less important in the eyes of the Sk-
  raeling. It is said that her subjects grow upon her divine 
  body, and to fell a tree would be like disrobing the god-
  dess, therefore it is important to placate her. Before cut-
  ting trees and picking berries, the Skraeling will honour 
  her with song and tribute.
  Pukimna is the goddess of the caribou and reindeer. She 
  is the only goddess of the far north that has ventured into 
  Midgard proper. Mortals such as the Sami of Finnma-
  rk have learned about her throughout many generations 
  and have adapted their worship to a form practiced by the 
  Skaelings. The Sami peoples blend the faiths of the Aesir, 
  Vanir, Jotuns and Skraeling spirit-gods.
  Skraeling Spirits
  The spirit-gods of the Skraeling peoples are violent man-
  ifestations of the dangers which lie in the northern reach-
  es. They are not benevolent spirits, so instead of worship, 
  the Skraeling seek to pacify, placate and avoid them. The 
  most notorious of these spirits is the goddess Nerrivik. 
  Everyone who inhabits the northern reaches of Midgard 
  learns about the Goddess of the Deep. In the language of 
  the far western reaches of outer Midgard she is called Sed-
  na. Anyone who must travel over water will leave a proper 
  offering at the water’s edge. While Nerrivik retrieves the 
  gift, the traveller will avoid her eye.
  In the far north, a pair of divine siblings supplant the sun 
  and moon. Seqinek controls the light, and her brother 
  Tatqim controls the dark- they dictate what light the Sk-
  raeling will receive. Tatqim’s letcherous desires for his 
  fleeing sister is what guides the peculiar night and day 
  cycles.
  The goddess Tapasuma judges the spirits of humans and 
  animals. All souls in the dominion of these northern gods 
  and goddesses have their souls transported to Tapasu-
  ma’s realm of Udlormiut. Sequinek collects the souls and 
  brings them to Udlormiut. There they are judged and re-
  turned to live once more in a different human or animal. 
  It is Tatqim who returns the spirits to Midgard. Ancestors 
  may be living in other humans and animals, therefore the 
  
  40
  Locales of Majesty
  This chapter will provide maps and game mechanics pertaining to surviving these realms. This 
  includes surviving the elements to navigating particular customs.
  
  41
  Asgard
  Location: The realm of the Aesir gods hangs off the top-
  most branches of Yggdrasil. The golden city sits atop the 
  gigantic Mount Asfell, whose base is connected to Mid-
  gard. It oversees the other worlds and prior to Ragnarok, 
  both the sun and moon continuously illuminated the 
  realm.
  Population: The Aesir are very selective about who will 
  be able to reside in Asgard. Only members of the clan 
  and their families, are allowed to have halls atop the holy 
  mountain. Golden effigies have been created in order to 
  secure the realm against intruders. Some are allowed to 
  visit for extended periods of time, such as the Dvergar 
  when working on commissions for the gods… but these 
  arrangements are rare and special.
  Access/Entry: Entry to the city of the gods from Midgard 
  can be achieved by crossing the rainbow bridge- Bifrost. 
  Bifrost may appear in different places at different times, 
  and sometimes in two places at once, so timing is import-
  ant. One of the touchdown points for the rainbow bridge 
  in Midgard is at mount Store Skagastolstind. This moun-
  tain peak lies to the east of the Throne of kings and far to 
  the west of Myrkvid.
  Environment
  Prior to Ragnarok, Asgard was perpetually lit by both the 
  sun and moon. Dvergar, trolls and other beings created 
  from Ymir’s flesh find the environment too hostile, after 
  all, direct sunlight turns them to stone. It was always warm 
  and the city felt safe and secure, but now, with the coming 
  of Ragnarok, Asgard has been under siege. It is nearly im-
  possible to come and go from the city whilst the agents of 
  the Rime Jotuns surround the golden city.
  Description
  Dubbed the most glorious golden city, Asgard projects 
  opulence, riches and power. Buildings are built with gold 
  and silver and the coffers are overflowing. The mountain 
  top is another realm, thus, the space is altered. Asgard is 
  much larger than the appearance of the peak from below.
  The wall built after the great Aesir-Vanir war proved to be 
  impregnable. The gods built large halls upon even larger 
  tracts of land. The result is a city with tremendous sprawl, 
  visiting a neighbour would be a trek without the proper 
  transportation. In Asgard everyone knows everyone, so it 
  is hard for an outsider to sneak into the holy city. Heimdall 
  takes his role as the guardian of Bifrost very seriously, and 
  uninvited guests feel uncomfortable under the intensity of 
  his scrutiny.
  Locales of Interest
  Brenna
  Lore: Personas- This is Loki’s underground hall. He had 
  it built beneath the earth in order to keep his activities a 
  secret. It also made it more hospitable for any visitors who 
  may be susceptible to sunlight.
  Lore: Locales- This hall is located in the north eastern 
  regions of Asgard. It is surrounded by dense forest which 
  acts as a roost for the giant golden eagles.
  Lore: Arcana- Loki was very paranoid about being 
  watched, In order to secure his own privacy, the hall is lit-
  tered with magical wards and deadly traps.
  Brenna is the name of Loki’s subterranean hall. Loki had 
  it custom built by the Dvergar and it is said that those 
  who built it disappeared. As a result, Loki is the only who 
  knows the layout and the secrets contained within. It is 
  said that his hall delves deep into Mount Asfell. Those who 
  have entered his hall without his welcome and permission 
  were horribly maimed by his traps.
  Briedablik
  Lore: Personas- Briedablik is Baldur’s kingdom which he 
  calls home. Ever since his death, his home lays vacant.
  Lore: Locales- Baldur’s hall is built upon a portal to an-
  other realm. The hall stands in the eastern part of Asgard.
  Lore: Arcana- No violence is possible in Baldur’s king-
  dom of Briedablik. This is because this realm lies apart 
  from Asgard. Baldur’s secret is that he discovered a portal 
  in the east, atop Mount Asfell. This portal led to a world 
  which nullifies all violent intent. It is something that all of 
  the Aesir have experienced when they visited Baldur.
  Now that Ragnarok has claimed Asgard, Briedablik re-
  mains hauntingly vacant. The doors are unbarred, yet no 
  one enters out of respect.
  Eigivetr
  Lore: Personas- This forest is Lofn’s domain. She makes 
  her home within its groves, and those who visit pay their 
  respects to the goddess of romance. Lofn shares her forest 
  with Iduna. Iduna crafts her own magical trees using the 
  ingredients provided by the grove.
  
  42
  Lore: Locales- This magical forest is in the middle of 
  Asgard proper. Any tree or shrub that is cut will fully re-
  generate in a matter of hours. This gives the Aesir gods 
  unlimited wood. At the very center of the wood, Iduna’s 
  orchard can be found.
  Lore: Arcana- This forest is always in full bloom. Flow-
  ers colour the landscape and fruit trees bear fruit several 
  times a year. Iduna’s orchard produces apples that halt the 
  aging process.
  This verdant forest can be found at the center of Asgard. 
  Eigivetr belongs to Lofn, yet Iduna tends to its vegetation. 
  It is here that the gods come for their daily apple. This reg-
  ular diet ensures that the Aesir gods no longer age.
  Fensalir
  Lore: Personas- This region belongs to Frigga. It is a wel-
  coming domain and it is open to any and all travellers.
  Lore: Locales- This rocky and mountainous region is 
  in the eastern portion of Asgard. It is rather perilous for 
  those who are inexperienced. A traveller can easily fall 
  while navigating the slippery rocky paths.
  Lore: Arcana- This region is pulsing with healing mag-
  ics. The springs can cure all manner of ailment, so those 
  stricken by sickness come to visit Frigga’s hot springs.
  Fensalir is known as Frigga’s dominion. She has built a 
  hall atop a watery and rocky landscape. It is a place filled 
  with hot springs and coloured mineral pools. 
  Gladsheim
  Lore: Personas- The Aesir high-gods congregate in this 
  hall. Over the years the twelve gods selected as high-gods 
  has changed somewhat, but some, like Vili and Ve, have 
  remained since the beginning.
  Lore: Locales- There are twelve thrones arranged in a 
  semi-circle. It is here that major issues are discussed. 
  Prior to the building of Gladsheim, the high-gods would 
  meet at Mimir’s Well.
  Lore: Arcana- This hall is secured against all manner of 
  eavesdropping. Only divine beings can enter this space, 
  mortals cannot cross the threshold.
  This marvellous hall houses the thrones of the Aesir gods. 
  Its doors open into a field where the Einherjar fight every 
  day. Gladsheim is a place where laws and decrees are dis-
  cussed and subsequently pronounced.
  Glitnir
  Lore: Personas- Forseti and Var own and run this hall. 
  They are the god and goddess of justice and those who 
  must face judgement come before them.
  Lore: Locales- Glitnir is in the south east of Asgard.
  Lore: Arcana- It is a special hall where lies cannot be ut-
  tered. Every statement emerging from someone’s mouth 
  must be the truth… the facts that they believe to be the 
  truth.
  This hall is also known as the hall of justice. It is rarely 
  used by the Aesir versus one another, but rather to settle 
  claims and disputes with the other divine races. When an 
  Aesir and a Dvergar are in disagreement, they will come 
  to see the arbiters- Forseti and Var. This hall has also been 
  used when someone swears loyalty to the Aesir. A pledge 
  bound in truth is stronger than Dvergar iron.
  Laerad
  Lore: Personas- The Laerad tree is home to two mythical 
  beasts Eikthirnir the stag and Heidrun the goat. Heidrun 
  grazes on the Laerad’s foliage while her udder produces 
  the mead enjoyed in Valhalla. Eikthirnir also nibbles on 
  the tree all the while dew condenses on its antlers and 
  drips down into Hvergelmir.
  Lore: Locales- The Laerad grows on fringes of Eigivetr. 
  It stands beside Valhalla, its branches overhanging the 
  legendary hall.
  Lore: Arcana- The Laerad’s leaves are smelted to pro-
  duce the red gold ore that Asgard is famous for. Black-
  smiths prize this realm ore. The Laerad sheds and re-
  grows leaves very regularly, allowing the Aesir to collect 
  the fallen leaves.
  Laerad is the magical tree that overhangs Valhalla. When 
  the Aesir first came to Mount Asfell, they were astound-
  ed by the Laerad’s snow white bark and striking red gold 
  leaves. It is one of the reasons Odin, Vili and Ve chose this 
  location as their home.
  Lyngvi
  Lore: Personas- Fenrir is bound to an enormous boulder 
  upon the island. No one else sets foot upon this desolate 
  rock unless they are assigned to guard Fenrir.
  Lore: Locales- Lyngvi is a windy barren island in the 
  north-western part of Asgard. It is surrounded by a turbu-
  lent lake called Amsvartnir.
  
  43
  Lore: Arcana- The boulder, named Gjoll, in the middle 
  of the island is magical. Fenrir is bound by a magical un-
  breakable chain named Gleipnir.
  This is where Fenrir is bound. It is said that the siege of 
  Asgard is simply to free Fenrir. Once free he is powerful 
  enough to tear through the city of the gods unopposed.
  Sokkvabekk
  Lore: Personas- Sokkvabekk is Saga’s home. She is the 
  keeper of treasures for the Aesir. The wealth accumulated 
  for the communal wealth of the Aesir is stored at Sokkv-
  abekk.
  Lore: Locales- Sokkvabekk was built upon the cliffs over-
  looking Amsvartnir. The waves of the lake crash upon the 
  cliffs below. Her home is difficult to reach, and that was by 
  design. The treasures contained within are priceless.
  Lore: Arcana- Saga has filled her home with secrets, 
  wards, illusions and traps. She and high-gods are the only 
  ones with access to her many vaults.
  Saga acts as the treasurer of the Aesir. When the Aesir 
  return from raids, she collects each god’s tribute towards 
  the communal treasure horde. She has a terrace overlook-
  ing lake Amsvartnir. Here she and Odin often share some 
  quality mead together while reviewing the Aesir finances.
  Valaskjalf
  Lore: Personas- This is Odin’s hall, but more of a tower 
  than an actual hall.
  Lore: Locales- The hall is situated in the northern reach-
  es of Asgard.
  Lore: Arcana- The legendary throne Hlidskjalf sits atop 
  this hall. It is an all-seeing throne allowing the ones seated 
  to look into the other worlds that hang upon Yggdrasil. 
  Using Hlidskjalf usually comes at a price, a curse that the 
  viewer must accept.
  This is Odin’s tower, a hall built of pure silver and atop it 
  sits the all-seeing throne Hlidskjalf. From this throne, the 
  seated person can see into most realms. Very few places 
  are barred from view, but they include, Myrkvid, Gimle, 
  Helheim and Hvergelmir.
  Valhalla
  Lore: Personas- This is the home of the Einherjar. Odin 
  spends much of his time overseeing the army he is build-
  ing. The Valkyries employed by the Aesir also call Valhalla 
  their home. A regenerating boar, which is named Saeh-
  rimnir, is cooked continuously within the hall of the dead.
  Lore: Locales- Valhalla was built at the center of Asgard. 
  It was erected next to the Laerad tree and in a grove within 
  the Eigivetr forest. The hall faces Gladsheim, and between 
  these halls the Einherjar spar.
  Lore: Arcana- Valkyries bring the souls of dead heroes, 
  then Odin uses his necromantic magics to turn the soul 
  into an immortal killing machine. These souls are now ful-
  ly dedicated to the Aesir cause, and their concern for the 
  mortal world is second.
  This hall was modeled on Freya’s Folkvangar, but Odin 
  made it his own. This has differentiated his Einherjar 
  from Freya’s Valin. This hall is incredible in size. There 
  are five-hundred and forty doors and each door was de-
  signed so that eight-hundred men could walk out shoul-
  der to shoulder from each one! The décor matched Val-
  halla’s militant theme. Valhalla has bundles of spears for 
  columns and rafters and the roof is thatched with shields. 
  The benches are adorned with mail coats, ensuring that 
  every Einherjar is ready for war.
  
  44
  Ydalir
  Lore: Personas- The forest that surrounds Asgard is a 
  dangerous place. Ull is the master, but his leadership is 
  always contested. The Cloud Skui who were defeated and 
  banished by the Aesir remain in Ydalir. They are violent, 
  visitors are unlikely to receive a warm reception.
  Lore: Locales- This forest remains contested. The resent-
  ful foes have remained at Asgard’s door, anger fermented 
  over the ages. The clouded forest is tough to navigate, the 
  visibility is cut to ten feet or less. The Cloud Skui are not 
  affected by this hindrance.
  Lore: Arcana- The war between the original owners of 
  Mount Asfell and the Aesir has left a magical wasteland in 
  Ydalir- the forest surrounding the golden city.
  Not every Aesir god wished to be constrained within 
  Asgard’s walls. Ull, master of the wilds, was one such god. 
  The forest which surrounds Asgard, Ull calls it home. No 
  one has built anything in this sacred wood.
  Gimle
  Location: Gimle has always been connected to Muspel-
  heim, but the realm is also connected to Asgard.
  Population: The natives of Gimle are the Norns. But ever 
  since the age of Galligarm, some Lios Alfar live there as 
  well. Any outsiders will be caught immediately and will be 
  killed or escorted out, depending on the intruder’s be-
  haviour. The Norns can see when a visit will come, unless 
  they are of a species that cannot be woven into the Tapes-
  try of Fate (i.e., Alfar, Alsvartr, etc…). There is a hint of 
  malevolence in the air.
  Access/Entry: The entry from Muspelheim is far in the 
  southern reaches of the realm, nestled deep within the 
  Craggy Mountain range. The entry in Asgard is above Val-
  halla. No one can enter save those invited in by the Norns. 
  Only Gimle’s natives can come and go when they choose. 
  There have been mysterious exceptions, such as the Vanir 
  goddess Albruna, as well as, the Lios Alfar.
  Environment
  Gimle is warm and luminous, everything in the realm 
  sheds heat and light. Shadows cannot exist, making it a 
  nightmare for Svart Alfar and the Alsvartr. Even during 
  Ragnarok, the warmth and light prevailed since the realm 
  never required the sun and moon.
  There is a hint of malevolence in the air. The realm is 
  filled with Void magic, but the Norns try to resist its lure. 
  The Alsvartr taint is like a persistent blemish beneath the 
  beauty. It manifests itself as a momentary lapse in sanity, 
  something the Norns are struggling to resist… and failing.
  Description
  The Norns have everything their hearts desire, every com-
  fort and need are met by this paradise. Nature’s beauty is 
  breathtaking and beyond words. It is no wonder the Norns 
  only leave Gimle when it is absolutely necessary. The land-
  scape is so surreal that in some places it would appear that 
  the laws of nature have been broken.
  There exists a sinister undertone to the world, but it is 
  so subtle that few notice it. The Norns have had absolute 
  power for far too long, and that has corrupted their virtue. 
  Add a touch of Alsvartr taint to the mix, and now the Norns 
  make for frightening hosts. Those who are invited to visit 
  never stay long. The menacing vibe’s tone becomes more 
  apparent the longer a visitor stays in Gimle.
  Locales of Interest
  Weaving Hall
  Lore: Personas- The Norns sit within this hall weaving 
  the Tapestry of Fate. It is strictly off limits to anyone who’s 
  not a Norn. Voaleva’s have an uncanny power that allows 
  them to glimpse the tapestry, yet no one can explain how 
  that happens.
  Lore: Locales- The Weaving Hall was built close to Gim-
  le’s entrance and its giant size rises up into the clouds. 
  The architecture is both awe-inspiring and morbid. Much 
  of the tapestry winds through the hall’s many chambers 
  which are adorned with bones. The loom is hundreds of 
  feet tall and stands in the main chamber. The loom also has 
  a bone motif which matches that of the hall. The Tapestry 
  of Fate winds through the hall’s thousand rooms.
  Lore: Arcana- The loom pulses with Void magic, its es-
  sence tainted by Nidhogg. This old hall has absorbed a lot 
  of the Void, and the Norns are either unaware, or choose 
  to ignore that fact. Either way, the madness has touched 
  the Norns, and at times, it reveals itself upon their facial 
  expressions.
  This is a sacred hall belonging to the Norns. Very few out-
  siders have set foot in the hall, and few of those lived to 
  tell their tale. Perhaps it is the bones of uninvited guests 
  which adorn the loom and hall. The Norns work in shifts 
  weaving the Tapestry of Fate. The decisions of what will 
  be woven are discussed elsewhere.
  
  45
  Hvergelmir
  Location: Hvergelmir is the realm directly below Yggdra-
  sil, and houses most of Cosmic Trees’ roots. It is realm that 
  bridges the divide between Niflheim and Muspelheim.
  Population: Hvergelmir is filled with serpents, wyrms, 
  and dragons. The progenitors of the serpentine brood are 
  Nidhogg as well as his consorts: Goin and Moin. Another 
  key lord of the serpentine realm is Grafvollud. He is the 
  father of four terrors named: Grabak, Grafvollud, Ofnir, 
  and Svafnir.
  Access/Entry: It is an ancient realm, created by Nifl-
  heim’s ice and Muspelheim’s fire. All legendary water 
  ways will contain a way to enter the realm, however since 
  Nidhogg’s imprisonment, the realm has been sealed.
  Environment
  Hvergelmir is very inhospitable, but add Nidhogg’s pres-
  ence and the realm becomes downright deadly. The realm 
  is very hot and humid, rivers and brooks can be heard 
  cascading down and around Yggdrasil’s roots. Even when 
  the sun was in the sky, no light shone into this dark realm. 
  The humidity and mist quash any natural flames. The only 
  light can come from magical sources.
  Everything looks the same in this realm- a continuous vis-
  ta of roots, mist, and water. Anyone without ranks in the 
  Navigation skill will find themselves hopelessly lost in the 
  winding roots and streams. In order to find one’s destina-
  tion in this accursed realm, they must score at least three 
  successes in their Navigation skill, and this will ensure a 
  timely arrival within eight days. For every success beyond 
  three, the time of arrival will be cumulatively cut in half.
  Nidhogg’s corrosive breath applies a continuous pain and 
  suffering upon anyone who is without serpentine blood. 
  This translated to 2 runes in Drain at all times for anyone 
  without wyrm ancestry.
  Should anyone lay eyes upon Nidhogg within this realm, 
  his appearance will invoke such dread that mortals will 
  suffer an immediate Ultimate Sacrifice +2 and immortals 
  will suffer an immediate Ultimate Sacrifice +1.
  Description
  Hvergelmir houses most of Yggdrasil’s roots. All legend-
  ary waterways flow through Hvergelmir. From above, 
  the condensation from Eikthirnir’s horns drips down 
  into Hvergelmir, and the Eldr flows out of Muspelheim 
  and into Hvergelmir. All of the major rivers flow out of 
  Hvergelmir: Svol, Gunnthra, Fjorm, Fimbulthul, Slidr, 
  Hrid, Sylg, Ylg, Vid, Leiptr, and Gjoll. These rivers defy 
  gravity and flow out into the other realms.
  It is the realm of serpents- an ancient race, perhaps the 
  first to emerge from the Crucible of Life. They were se-
  lected by Nidhogg long ago, and their allegiance is un-
  shakable. This ancient race has evolved into three distinct 
  species. The nascent serpents were the first. They are 
  giant versions of the snakes that inhabit Midgard. They 
  were mostly aquatic. As Yggdrasil grew out of the Cruci-
  ble of Life, wyms and dragons were two different evolu-
  tions. Wyrms are serpentine in shape, they slither on the 
  ground and have the ability to burrow. Dragons are the 
  species which evolved for flight. They are smaller than 
  wyrms, but have large wings which propel them into the 
  sky. Now serpents, wyrms and dragons can be found in all 
  of Yggdrasil’s realms.
  No one else has settled Hvergelmir. The realm is monop-
  olized by the serpents and their kin. Ratatosk is the only 
  creature that visits regularly, mostly to stir up conflict be-
  tween Nidhogg and Himinnorn.
  
  46
  Locales of Interest
  Loki’s Lament
  Lore: Personas- Loki was imprisoned within this realm 
  and his wife Sigyn accompanied him. They are are not 
  alone, above them a great serpent drips venom upon Lo-
  ki’s head. 
  Lore: Locales- This location is near the entrance to 
  Hvergelmir, however this does not mean it is easy to get 
  to. It still requires a minimum success of 6 Navigation to 
  locate the vault.
  Lore: Arcana- The bindings that hold Loki in place are 
  as indestructible as the tether restraining Fenrir. In addi-
  tion, the vault negates all manner of spells.
  There is a vault within the cavernous network of roots that 
  negates all manner of spells. The walls are formed from 
  densely intertwined roots and the floor is a mix of roots 
  and pools of diluted poison. There is an opening at the 
  top of the vault from which toxic venom drips. Grafvitnir’s 
  brood take turns inflicting pain upon the prisoner below.
  Nastrond and the Wicked Hall
  Lore: Personas- Upon Nastrond, Nidhogg feasts upon 
  the souls that are drawn into Niflheim. The World De-
  vourer calls his council of serpents upon Nastrond, and it 
  is here that Grafvitnir, Goin and Moin are regularly meet.
  Lore: Locales- This feeding trough is located next to the 
  threshold of Niflheim. The close proximity allows Nid-
  hogg to inhale the souls which wander Niflheim’s desolate 
  landscape.
  Lore: Arcana- The Wicked Hall was created with the 
  corpses of serpents who thought to defy Nidhogg. The 
  World Devourer built a visible reminder to those who 
  think to oppose his will. It is rumoured that the lost souls 
  of wyrms, dragons and serpents haunt this plain.
  Upon Nastrond, the Wicked Hall stands, its walls woven 
  from the spines of serpents, venom drips from the vent 
  holes and this dreaded hall’s gates facing north. Upon the 
  shores, wading in the wild waters are treacherous men, 
  murderers and letches. Here Nidhogg devours the souls 
  of the dead, much like a ravenous wolf tearing apart a 
  man’s flesh.
  Jotunheim
  Location: Jotunheim hangs upon the roots of Yggdrasil. 
  Prior to the sun and moon being devoured, Jotunheim did 
  not receive any light from either celestial body. The flight 
  paths for Sol and Mani did not take them over Jotunheim.
  Population: This is one of the largest realms in existence. 
  It is cold, dark and remote, and only the most hearty call 
  it home. It is filled with ogres, ice skui, wolves, angungri, 
  trolls, ettins and Jotuns. Utgard is the most populated city 
  upon all of Yggdrasil and most of Jotunheim’s kingdoms 
  are sizeable.
  Access/Entry: Entry to Jotunheim is usually via cold and 
  remote regions. From Midgard there’s a well at Svalbard 
  that leads to Jotunheim. The Cornerstone of the World is 
  another portal. In Vanagard, one must travel to high and 
  snowy mountains in order to descend into a lush valley 
  known as Barri. This grove is the meeting point between 
  Vanagard and Jotunheim.
  Environment
  Jotunheim is excessively cold. Mortals will suffer a contin-
  uous 2 runes in Drain unless they have magical and super-
  natural heat. Even then they will suffer 1 rune in Drain. 
  Only natives of Jotunheim ignore the harsh cold.
  Immortals suffer the effect at a much lesser rate. A single 
  rune in drain if without proper magical heat, and with it, 
  the cold is bearable.
  All of the vegetation is giant sized. It is not uncommon to 
  walk through forests where trees are a mile tall. Acorns 
  and pinecones are larger than human size and one falling 
  on an unsuspecting mortal could result in death. To gods 
  and mortals, Jotunheim’s rivers appear as seas and oceans.
  Description
  Jotunheim was created out of necessity by the survivors 
  of the great crimson flood. The Jotuns enjoyed a deca-
  dent life upon the branches of Yggdrasil, but when Ymir’s 
  blood drowned his progeny, the few survivors fled to one 
  of Cosmic Tree’s far flung roots. There they built the 
  realm of Jotunheim and within it they repopulated the Jo-
  tun race.
  For the most part, the denizens of Jotunheim distrust out-
  siders. It is quite common that visitors from other realms 
  are accosted and sometimes killed. Due to past racial ten-
  sions, the Aesir gods and anyone affiliated with them will 
  never receive a warm welcome in Jotunheim.
  
  47
  Not all of Jotunheim is unwelcoming. Utgard is perhaps 
  the most progressive and cosmopolitan city in all of Ygg-
  drasil. All races are welcome under Utgarda-Loki’s reign. 
  As ruler, his open markets ensure that anyone willing to 
  put in hard work and ingenuity can gain fame and fortune. 
  Utgarda-Loki is so open-minded, that even the Aesir were 
  once invited as guests to participate in a series of physical 
  and mental challenges.
  Locales of Interest
  Brimir’s Hall
  Lore: Personas- Brimir is the owner of the hall. He is 
  a Rime Jotun and welcomes every traveller who pass-
  es through. Given the realms which border the Okolnir 
  mesa, the infamous patrons that visit the hall are ruffians 
  and thugs. Brimir himself has a magical sword called Her-
  kir. When pointed at someone it compels them to obey 
  the wielder.
  Lore: Locales- Situated atop the Okolnir Mesa in Jotun-
  heim, the hall borders Nidavellir and Hvergelmir. It is a 
  dark place of perpetual night.
  Lore: Arcana- Many protective wards have been placed 
  upon the establishment. Some say that Brimir’s Hall is 
  more durable than the walls which guard Asgard.
  Brimir’s hall sits atop the mesa of Okolnir, on the border 
  between Nidavellir, Jotunheim, and Hvergelmir. It wel-
  comes all manner of traveller, no matter how rowdy. It’s 
  not a place for the faint of heart. Many nefarious deals are 
  made within these walls.
  Ifing River
  Lore: Personas- Since the tensions run high between the 
  Aesir Gods and Rime Jotuns, no one makes their home 
  upon the shores of the Ifing.
  Lore: Locales- In the past many battles were fought upon 
  its shores, resulting in a grim landscape littered with bar-
  rows. The place is also ripe with natural beauty, unspoiled 
  by civilization.
  Lore: Arcana- It is said that the dead cannot find rest 
  here. Most push on through the night, preferring to avoid 
  staying the night in such a frightful place.
  This river separates Asgard from Jotunheim. This river 
  never freezes and keeps these ancient rivals apart. It is im-
  possibly wide, to most it would appear as a sea or ocean.
  Jarnvid
  Lore: Personas- Angrboda is the undisputed queen of 
  the legendary forest. Garm is her prized pup, the largest 
  wolf in all existence. It is said that the iron-wood wolves 
  are the offspring of the witches of Jarnvid.
  Lore: Locales- Jarnvid is an autonomous kingdom which 
  the Jotuns respect. It is a large and dangerous forest, filled 
  with Seithkonas and Jarnvid Wolves.
  Lore: Arcana- It is one of the preeminent places where 
  Seith magic is practiced. It is said that when the witch-
  es die, their soul remains in Jarnvid, forever to live on 
  
  48
  through possession.
  Jarnvid is known as Iron-Wood. It is a dangerous forest 
  to anyone who isn’t welcome. The Jarnvid witches prac-
  tice and innovate the dark arts of the Seith. They also give 
  birth to monstrous wolves known as the Jarnvid Wolves. 
  Their very name dredges up fear in both the hearts of gods 
  and men.
  Lyfja & Ettinvidr
  Lore: Personas- Fjolsvinn guarded Menglod within Lyfja 
  until the hero Svipdag came to claim her. The population 
  of ettins in the densest in this region.
  Lore: Locales- It is situated in the north-western reaches 
  of Jotunheim.
  Lore: Arcana- Ettins have mutations that have allowed 
  them to push the bounds of spells and magic.
  The ettins had a guardian who welcomed the half-breeds 
  into his kingdom. The king was known as Fjolsvinn and 
  his kingdom was known as the Ettinvidr. It was a wooded 
  kingdom that had many native denizens. From the Angun-
  gri mushroom folk to the Ice Skui faerie fold who fluttered 
  about. It was atop the mountain at the heart of this wood, 
  where Fjolsvinn erected his golden hall.
  Myrkvid
  Lore: Personas- It is a dark and cold forest, but it is said 
  that powerful Svart Alfar make their home here.
  Lore: Locales- The ice spire that rises above the canopy 
  is said to be Jotun made. Yet no one claims ownership of 
  this haunted tower.
  Lore: Arcana- Magic inside the forest will not work as 
  intended. Lost Souls seem to be few, Alkas behave errati-
  cally and runes are unreliable. Something has altered the 
  fabric of magic itself.
  Myrkvid lies adjacent to the White Valley. This forest is 
  avoided by the locals and it is said that dark and violent 
  beasts live within the haunted wood. 
  Icetooth Mountains
  Lore: Personas- Many ogre and troll tribes lives in these 
  mountains.
  Lore: Locales- These are the tallest mountains in all of 
  Jotunheim.
  Lore: Arcana- Magical ice is extracted from these moun-
  tains. This Rime Ice is used by blacksmiths in the creation 
  of wondrous magical items.
  These are the most majestic mountains in all of Jotun-
  heim. They are at the heart of the realm and it is within 
  their valleys that Utgard was built. These peaks are cov-
  ered in thick forests, making them ideal for hunting and 
  refuge. As a result, many tribes have moved in and called 
  them home. Utgard is the greatest example of this great 
  migration.
  Risivid
  Lore: Personas- The Risi/Risabarn populate this area. 
  They are industrious by nature and cannot sit still, driven 
  by a desire to create. Laziness is not tolerated here.
  Lore: Locales- It is close to both the Ifing River, as well as 
  Brimir’s Hall. The land looks like an industrial wasteland- 
  strip-mined and clear-cut.
  Lore: Arcana- The place is mined for precious metals and 
  wood. Some metals and wood extracted from this region 
  has magical properties.
  The frozen wasteland is situated in the south west of Jo-
  tunheim, bordering the Ifing River. Despite its name, Ri-
  sivid is no longer a forest. Instead it is a region which has 
  been pillaged for natural resources. Black smog blankets 
  the area as charcoal is created to power the forges. It is 
  the home of Risi, who are large humanoids with a rather 
  pleasant disposition. They are welcoming to those who 
  share their passions.
  Sky’s End
  Lore: Personas- Hymir, Tyr’s father lives here, a man with 
  an incredible temper. Austri the Dvergar is also impris-
  oned here. It is a desolate and far-flung place, few wish 
  to visit, even fewer wish to remain. It is silent, the usual 
  wildlife cannot be found here. In the watery regions of this 
  domain, Jormungand can sometimes be found swimming 
  the depths.
  Lore: Locales- Hymir’s farmstead is filled with wonders. 
  He is a collector of antiquities, rarities, and marvels.
  Lore: Arcana- Void magic is strongest here, no place is 
  closer to the great void Ginnungagap. 
  This legendary place is where the sky meets the world. It 
  is here where Austri stands, holding up the sky. It is here 
  where the edge of Yggdrasil drops off into the Void. Hy-
  mir’s farmstead can be found here, but a warm welcome 
  may be hard to come by. There was a time when he was a 
  
  49
  hospitable host, a time when he sent his son Tyr to join the 
  Aesir, however, Hymir became more reclusive after Thor 
  killed his friend and ally Hrungnir.
  Utgard
  Lore: Personas- Utgarda-Loki is the ruler of this mag-
  nificent city. He allows everyone an opportunity to make 
  a name for themselves in the city. He respects smart and 
  innovative folks, no matter what race they may be.
  Lore: Locales- This is the largest and most cosmopolitan 
  city in all of Yggdrasil. It is an incredibly prosperous city, 
  hosting some of the most lucrative markets. It is said that 
  as large as the city may be, the catacombs beneath the city 
  are even larger.
  Lore: Arcana- All manner of magic is practiced here, 
  even the banned Void magic still used by reckless Orlogs. 
  The markets are unfettered by any laws and taxation is 
  left at a minimum. This has brought many merchants and 
  traders to Utgard. It is said that virtually everything can be 
  bought and sold within this majestic city. Rumours about 
  the catacombs below speak of restricted areas where clan-
  destine work is being conducted. Those who bring raw 
  materials into the depths speak of an operation of unimag-
  inable size and scope. They would be right, because it is 
  here that Naglfar’s hull is being built.
  White Valley
  Lore: Personas- Nidhogg’s spawn are plentiful here. 
  Wyrms, serpents, and dragons inhabit this dark and des-
  olate landscape.
  Lore: Locales- This place is twice as cold as the rest of 
  Jotunheim. It is an ancient place where the Rime is said to 
  contain Nidhogg’s taint. As a result, no one wants to see a 
  thaw come in this region.
  Lore: Arcana- Signs of ancient Void magic can be found 
  everywhere. Nothing is as it seems… a glacier could easily 
  be an animated, living creation by some ancient Orlog.
  The White valley is the coldest place in Jotunheim. It is 
  the fabled remains of Ymir’s kingdom. It is a desolate 
  place, inhabited by fearsome Rime Wyrms. Rime Jotuns 
  speak of the legendary timeless Audhumla, wandering the 
  Rime peaks and valleys. They say that she is possessed by 
  the Alsvartr taint, and that she is best left alone.
  Muspelheim
  Location: Muspelheim borders on Yggdrasil and the 
  Crucible of Life. It sits opposite to Niflheim. Nidavellir 
  sits upon a root below, and Alfgard upon an overhanging 
  branch. The sun has always been inconsequential to 
  Muspelheim, since the realm burns brighter and hotter. 
  The ashen clouds rising from the gaping volcanoes act 
  as curtains, keeping the light from illuminating the other 
  worlds. While the sun is dead, sun-stones can be used to 
  pick up the faint light emanating from Muspelheim.
  Population: The population of Muspelheim is ancient 
  and varied. The Muspeli Jotuns rule the realm, but 
  the Norns direct events from Gimle above. Karsts are 
  large living creatures made from the magma that flows 
  throughout Muspelheim’s rivers. Nanus drakes, fire 
  skui and many other exotic species make their homes 
  in this bright and hot realm. There are many kingdoms 
  throughout Muspelheim and most are ruled by the 
  various Jotuns. These kingdoms are populated by natives 
  and foreigners alike, the natives are welcoming, but few 
  foreigners can survive the realm’s toxic atmosphere.
  Access/Entry: There are several ways to enter 
  Muspelheim, the most notorious in Midgard is Mount 
  Hekla- an active volcano in Islandia. From Muspelheim 
  into Midgard, the most prominent is that of Solheim, 
  granting a convenient portal for the Sons of Muspel. This 
  passage is very well guarded by a legion of Karsts.
  
  50
  
  51
  Environment
  Muspelheim is excessively hot and the air is exceedingly 
  toxic. The natives are obviously immune to the harsh 
  effects, but some select species who immigrate can thrive 
  in the heat. The Vanir are one such immortal race, while 
  the Rime Jotuns, despite their immortal status, will not 
  last long in Muspelheim.
  To mortals the realm is almost instant death. Every 
  minute mortals must make an Ultimate Sacrifice +1 from 
  the stifling heat. The toxic smoke emitted by the volcanic 
  ash is downright paralyzing, applying a cumulative -1 
  Destiny per hour. Anyone with heat and light affinity are 
  immune, so passive powers such as “Inversion: Fire” 
  grant this immunity.
  Immortals suffer the effect at a much slower rate. 
  Ultimate Sacrifice +1 per hour, and cumulative Destiny 
  -1 per 24 hours. Those with Vanir blood are immune, 
  while Svart Alfar suffer double effect.
  Description
  Muspelheim’s origins are unknown. It is an ancient home 
  of the primeval Muspeli Jotuns and the ancestors have 
  departed in self inflicted exile. Muspelheim is a place of 
  unbearable heat, toxic ash and violent volcanic activity. 
  At the same time, it is boundless in beauty.
  The sands in many places are blasted into glass, creating 
  incredible mosaic landscapes. Some places it’s fresh and 
  cracks underfoot, while in other places the glass is miles 
  thick. Sand and rocks cover most of the world. Even the 
  “vegetation” is crystalline in nature. Forests are created 
  when crystals emerge from the ground, agitated by the 
  ever-shifting magma beneath the surface. Rivers consist 
  of lava flows. Due to the intense heat, the lava does not 
  cool sufficiently until it reaches the border of the realm. 
  Molten and volcanic eruptions remain the biggest natural 
  threat.
  Muspeli cities are built from stone and decorated with 
  gems and crystals. Their construction and appearance 
  are like non-other. Due to the realm’s size, the denizens 
  sprawl the construction, making ample use of the space. 
  City squares and plazas are filled with trade and the 
  denizens of the realm. But this glory also has a dark 
  underbelly. The southern city states are encouraged to 
  fight. Baghist demands that the strong emerge from the 
  fracas, and Farbauti runs a slave trade that spans all of 
  Yggdrasil.
  Locales of Interest
  Alsvartr River
  Lore: Personas- This is a desolate region without 
  inhabitants.
  Lore: Locales- Nothing has been built upon its shores. 
  This region is considered damned and the locals steer 
  clear of this place.
  Lore: Arcana- All spells in proximity of this river 
  becomes a {Void} type in addition to the original type.
  It is said that this river was magically tainted by Nidhogg 
  himself. It is darker than the other rivers and it flows 
  into Svartalfheim. The closer it gets to Svartalfheim the 
  darker it gets… as if a taint from the Svart Alfar realm in 
  creeping upstream.
  Glassisvellir
  Lore: Personas- Gudmund is the keeper of this sacred 
  lake. Ember Keepers are a special unit created to help 
  train the newly reborn Sons of Muspel.
  Lore: Locales- This sacred lake can be found in the 
  northern reaches of Musplheim. It is located at the foot of 
  the mountain known as Surt’s Eye. Sleggja is a town built 
  upon the shores of Glassisvellir and it is here where the 
  Sons of Muspel are welcomed by the Ember Keepers.
  Lore: Arcana- There are caves nearby which lead to both 
  Midgard and Jotunheim. This allows the Sons of Muspel 
  to travel to these realms without issue. The magic here 
  is similar to the enchantments found in Folkvangar and 
  Valhalla.
  Gudmund is the keeper of this mythical lake of fire. 
  Gudmund splits his time between Glassisvellir and 
  Solheim. It is here that Surt’s Valkyries bring the souls of 
  Fallen champions. When they bathe in these flames, they 
  emerge as Sons of Muspel.
  Myrkvid
  Lore: Personas- It is a dark and hot forest, but it is said 
  that powerful Lios Alfar make their home here. No one 
  enters this forest of their own free will. Surt rules the city 
  and the surrounding lands.
  Lore: Locales- It is situated in the north west of the 
  realm, just south of Sleggja.
  Lore: Arcana- The trees in Myrkvid resemble trees 
  
  52
  in other realms. This is in stark contrast to the crystal 
  forests of Muspelheim. It is Yggdrasil which pushed 
  Myrkvid into the realms.
  Myrkvid like its counterparts in other realms is a 
  place shunned by the locals. Prior to Ragnarok, many 
  witnessed Lios Alfar travelling from Gimle to Myrkvid. 
  Their migration was never fully understood.
  Sigrdrifa
  Lore: Personas- Despite having their own kingdoms, the 
  Muspeli Jotuns can be seen here on a regular basis. Surt 
  acts as the administrator of Sigrdrifa.
  Lore: Locales- This is the oldest city in all creation. 
  When Muspelheim and Niflheim crashed together in 
  Ginnungagap, Sigrdrifa was already a thriving home to 
  thousands. It is said that this city holds many mysteries 
  yet to be discovered. The exiled elders never had the 
  luxury of time to properly pass down the city’s many 
  secrets.
  Lore: Arcana- The crystals upon which the city is built 
  provide natural defences against the darkness. The 
  crystals produce as much light as the sun, ensuring a city 
  with virtually no shadows.
  This is the capital city of Muspelheim. It is here that 
  the Fire Council meet on a regular basis. It is a city 
  made upon a crystal formation which emerged from 
  Muspelheim’s heart. It is a sacred city with a rich and 
  mysterious history. Since the exile of the Elder Muspeli 
  Jotuns, much of the lore has been lost, but the customs 
  live on in the new generation.
  Solheim
  Lore: Personas- Gudmund is one of the leaders here 
  (see Glassisvellir). He shares this kingdom with his blood 
  brothers, the most renowned one is Hodbrodd and the 
  younger is named Starkad.
  Lore: Locales- The kingdom is north of Sogn and south 
  of Trondelag. It is within a day’s ride of the Throne 
  of Kings. This was one of the Nibelung bloodline 
  strongholds.
  Lore: Arcana- It is a place which bridges Muspelheim 
  and Midgard. The waters of Solheim never froze due to 
  the proximity of the fiery realm.
  This is a kingdom in Midgard that is ruled by three 
  blood-brothers. It straddles Muspelheim and the heat 
  and light give this kingdom its name. Unlike his brothers, 
  
  53
  Gudmund is an immortal and cannot be permanently 
  killed. As a Son of Muspel he ensures that his kinsmen 
  have an open door to Midgard.
  Surt’s Eye
  Lore: Personas- Despite the name, the highest and 
  most sacred mountain is does not belong to Surt. It is 
  Mogthrasir the Norn who has her hall atop this mountain. 
  When she is not in Gimle, she sits atop Surt’s Eye, 
  meeting with important divinities.
  Lore: Locales- Surt’s Eye is at the very north of 
  Muspelheim. It is the highest active volcano, and its lava 
  runs down into Glassisvellir.
  Lore: Arcana- Anyone climbing Surt’s Eye will be 
  challenged with illusions. These are not visual tricks 
  played by the hot steam, instead this is a magical defense 
  placed upon the mountain by Mogthrasir.
  This sacred mountain is only scaled by those invited by 
  Mogthrasir. The Norn will not tolerate intrusion into her 
  dominion. Surt is the only one who would dare make the 
  ascent without an invitation. When she invites a higher 
  power atop the volcano, they best be prepared for the 
  intense heat. For those who can tolerate the elements, 
  the view is breathtaking. From here, Yggdrasil can be 
  seen in its awesome glory.
  Tholley
  Lore: Personas- The town is governed by a council of 
  wise men and women. The council members rotate every 
  month, allowing everyone in the town an opportunity to 
  govern their home.
  Lore: Locales- This is an ancient yet primitive town. It 
  has spread to include every inch of the island, with a very 
  dense ogre population.
  Lore: Arcana- Magic different from their own is viewed 
  with suspicion. The fire-ogres distrust the magical arts.
  The island where fire-dwelling ogres live. It rises out of 
  the Brandingi river which runs south through the center 
  of Muspelheim. The ogres have migrated throughout 
  Muspelheim and have integrated with other species, but 
  upon Tholley, only ogres are admitted residence.
  Nidavellir
  Location: Nidavellir hangs upon one of Yggdrasil’s roots. 
  It is next to Muspelheim and below Midgard. The sun nev-
  er shines upon the realms since 99% of the world is un-
  derground. It was created from Ymir’s corpse.
  Population: The Dvergar are the rulers of this under-
  ground realm, but they rule with very little oversight. 
  There are many other species that are native to Nidavellir, 
  but none of them are significant in the eyes of the Dvergar.
  Access/Entry: Nidavellir holds a rather central position, 
  having many entrances and exits to all other realms.
  Environment
  Nidavellir is an underground labyrinth. Those without 
  ranks in the Navigation skill will get lost rather easily. It 
  is mostly dark, yet some areas are illuminated by lumi-
  nescent fungi and moss. Some regions have been taken 
  over by surface dwellers and those rely on fire for heat and 
  light.
  The underworld is very sectarian and battles over scarce 
  resources is commonplace. Paranoia and xenophobia are 
  survival traits for those who have lived here for genera-
  tions. Those who live in Nidavellir are very creative and 
  talented - a necessity to survive in such a unique biome. 
  Most everyone is skilled in stonemasonry to a level envied 
  by the denizens of other realms.
  Description
  Nidavellir is Ymir’s corpse, which the Dvergar turned into 
  a home. Creatures spawned from Ymir’s body have a ge-
  netic trait that petrifies them when in direct sunlight. This 
  has made Nidavellir a refuge for Ymir spawn. It is a net-
  work of natural, as well as stonemasoned caverns. Some 
  creatures have bodies that can burrow through the earth, 
  while others use tools to create architectural wonders in 
  the depths of Nidavellir.
  Locales of Interest
  Golden Hall
  Lore: Personas- The high-king of the Dvergar rules over 
  this ancestral hall. Every time a new high-king is elected, 
  they and their kin move into the hall.
  Lore: Locales- This great hall is built in the middle of Ni-
  davellir, and the other halls and underground towns sur-
  round this central seat of power.
  Lore: Arcana- All manner of magic can be found here, 
  
  54
  from Rune enchantments to realm ores. The Dvergar 
  pride themselves on the collection and advancement of 
  magical creations.
  For a long time, the Dvergar worked for the gods hoping 
  to garner their favour in return. They obeyed the Norns 
  and awaited their promised glory. Eventually they became 
  disenchanted and struck out on their own. Fortunes im-
  proved and the Dvergar kingdoms became a rising power. 
  Now that Ragnarok is upon the land, the Dvergar act as 
  weapons dealers to those who can pay the best coin. This 
  has made them incredibly rich, rivalling the treasures 
  stored in Asgard.
  There are massive vaulted caverns which have been built 
  around the Dvergar kingdom. They are there to keep out 
  burrowing monstrosities that burrow through the stone. 
  This allows the Dvergar to engage the intruders in an 
  open arena where the dwarves retain the advantage.
  Ormr’s Den
  Lore: Personas- Ormr the ancient wyrm prowls Nidavel-
  lir, sating its hunger on anyone it can find. It is so powerful 
  that it will slay immortals as readily as mortals who may 
  stray too close to its den.
  Lore: Locales- Ormr’s den is in the deepest reaches of 
  Nidavellir. It used to have an entry point into Hvergelmir 
  until the serpentine realm was sealed.
  Lore: Arcana- The great wyrm’s excrement is used to 
  mark his territory. Within these putrid piles, sometimes a 
  great treasure can be found. The greatest magical artifacts 
  survive Ormr’s digestive tract and pass back into the world 
  of the living. Hunting for treasure in Ormr’s domain is a 
  fool’s errand.
  Before the realm of Hvergeklmir was sealed, a great wyrm 
  known as Ormr slithered into Nidavellir. His innate abil-
  ity to burrow through the bedrock has allowed him to be-
  come the realm’s apex predator. No one is safe, since his 
  attacks can come from any direction.
  Sandbani
  Lore: Personas- This region is shunned by those who 
  turn to stone in sunlight. Iduna was the one who made this 
  place her home, and left a garden which exists to this day.
  Lore: Locales- This region lies above the Dvergar city. It 
  is a natural fissure that has appeared and over time it has 
  grown in size due to water erosion.
  Lore: Arcana- Iduna’s garden has continued to grow de-
  spite her absence. There are many wondrous trees, shrubs 
  and plants which have spread throughout the cavern. Most 
  of the vegetation have beneficial effects when turned into 
  potions and poultices, however, some are deadly.
  This is a desolate chasm above which sunlight streams into 
  Nidavellir. Since Dvergar cannot survive in sunlight, this 
  place is their death. They avoid it, although Iduna’s magi-
  cal and bountiful gardens grow here.
  Vanagard
  Location: Vanagard hangs upon the branches of Yggdra-
  sil. Prior to the sun and moon being devoured, Vanagard 
  had a day and night cycle.
  Population: Despite initial impressions, this realm is 
  very densely populated. The Vanir are the divine race who 
  govern this realm, and besides them, there are thousands 
  of other species who inhabit this highly diverse realm.
  Access/Entry: Entry to Vanagard is usually via under-
  water portals that lead into the water kingdom of the 
  Vanir. The Cornerstone of the World in Midgard is one 
  non-aquatic portal.
  
  55
  Environment
  Vanagard is a very vast watery realm, made up of 80% wa-
  ter, 20% landmass. The landmasses are verdant islands 
  which litter the seascape. Since entry into this realm is 
  via underwater caverns, those who venture here must be 
  equipped to travel underwater. For those mortals who 
  make the journey, the air and land is very hospitable. 
  Some islands have very tall mountains atop which there is 
  snow year-round, but for the most part, the realm has four 
  distinct seasons.
  Description
  Vanagard is unique in that it has no towns or city centers. 
  Instead all native denizens make their home in the nature 
  around them. They feel no need to build halls or fortress-
  es, instead they live in communion with the nature around 
  them. If dwellings are created, they appear to be in harmo-
  ny with their surroundings.
  Most of the denizens inhabit the depths beneath the 
  waves. There are all manner of aquatic denizen, some 
  are humanlike, but the majority resemble the aquatic life 
  found in the waters of Midgard. The difference between 
  the creatures which inhabit Midgard’s waters and those 
  of Vanagard, is their intelligence. The creatures in Vana-
  gard communicate using human-like speech. These fish 
  and crustaceans are incredibly wise, rivalling a mortal’s 
  capacity for reason.
  The islands are inhabited by various land bound creatures 
  who cannot leave their biomes. As such, each island offers 
  a very unique experience for those who visit. The crea-
  tures, customs and ecology would be special and different 
  on each island in the realm. 
  There are many airborne denizens who populate the 
  skies. They make their nests in the trees which are abun-
  dant upon the islands.
  The Vanir gods hold dominion in their respective realms. 
  Gods, such as Aegir and Ran, hold their court in the 
  depths of Vanagard, while Almattki and Lytir preside over 
  their respective islands.
  Locales of Interest
  Cavern of Echoes
  Lore: Personas- Loki and Odin were imprisoned here 
  during the Aesir-Vanir war.
  Lore: Locales- This network of caverns is nearly impos-
  sible to comprehend. Getting lost is almost guaranteed.
  Lore: Arcana- These caves are littered with the bones of 
  those who never managed to escape. They either starved 
  to death or were killed by beasts who hunt in the caves. 
  Magical items can be found since the beasts have no inter-
  est in them.
  The watery cavern in Vanagard where Odin and Loki were 
  strung up as prisoners during the Aesir-Vanir war. It is a 
  labyrinth of caves where many get lost and may stay lost for 
  days. The Vanir know the layout well and use this place as 
  a prison for hardened criminals. 
  Drekkjahalla
  Lore: Personas- Ran’s Chosen populate these halls. They 
  are the greatest heroes who met their end and were em-
  braced by Ran’s watery arms.
  Lore: Locales- This is the hall of the dead, where Water 
  Valkyries preside. It is located in the deepest waters of Va-
  nagard.
  Lore: Arcana- Ran has barred entry to those who do not 
  belong. Her magic is strong enough to keep out both gods 
  and giants.
  Ran’s underwater hall is the place of legend. Her water 
  Valkyries are tasked with collecting the souls of drowned 
  heroes. It is within the halls of Drekkjahalla where Ran’s 
  Chosen preside. No one without her express permission 
  is allowed to enter within. Her walls can withstand whales 
  and her doors can resist Mjolnir’s blows.
  Grinning Caldera
  Lore: Personas- It is rumoured that Gulveig’s family lives 
  there.
  Lore: Locales- Since the portal’s collapse, the place has 
  become barren and devoid of travellers. It is eerily silent 
  and still.
  Lore: Arcana- Magic resonates in this place. A tower 
  made of pure magic is said to stand in the vicinity of the 
  caldera.
  This was an ancient portal to Muspelheim which was col-
  lapsed after strange and mysterious circumstances. Those 
  who visit say that they feel an uncomfortable malevolent 
  presence.
  Myrkvid & the Southern Blight
  Lore: Personas- Vanagard’s creatures have all migrated 
  north. None of the Vanir gods have been able to reverse 
  
  56
  the taint. It is said that only Frey would have the knowl-
  edge.
  Lore: Locales- The lakes and seas in this region have 
  dried up, and all of the vegetation has turned brown. The 
  trees and bushes still seem to live, albeit infected with 
  some plague. In the most southern reaches, a new forest 
  has sprung up, it is dense, dark, and sick.
  Lore: Arcana- Magic inside the forest will not work as 
  intended. Lost Souls seem to be few, Alkas behave errati-
  cally and runes are unreliable. Something has altered the 
  fabric of magic itself.
  With clouds scarcely seen over this region, the southern 
  lands are drying up. The lakes are dry and the seas have re-
  ceded. The trees and bushes remain, but have taken on a 
  sickly brown colour. At the most southern point, Myrkvid 
  has spread into Vanagard.
  Nif lheim
  Location: Niflheim borders on Yggdrasil and the Cru-
  cible of Life. It sits opposite to Muspelheim. Hvergelmir 
  sits upon a root below, and Vanagard upon an overhang-
  ing branch. Light and heat have never touched this icy and 
  shadowy realm. 
  Population: Niflheim was the ancestral home of the Als-
  vartr, and Nidhogg is the only surviving member of his 
  primordial species. He has been banished to Hvergelmir 
  and was imprisoned there by the gods and giants. Now Hel 
  rules this icy wasteland. It is also populated by the souls of 
  the dead. The dead try to eke out some semblance of a life 
  here. Desperation drives good souls towards evil deeds.
  Access/Entry: There are very few passages to and from 
  Niflheim. Hel has ensured that a powerful warden guards 
  every portal. These are immensely powerful beings ca-
  pable to killing immortals. Garm is the terrifying hound 
  which guards Gnipahellir, the Midgard portal.
  Environment
  Niflheim is near impossible to enter and should someone 
  gain entry, it is impossible to flee. Not only will Hel bar 
  any exit, but Nidhogg’s breath will suck anyone wishing 
  to escape the grasp of this icy realm. Even gods and gi-
  ants cannot defy the nature of this place. Once Nidhogg 
  escapes his imprisonment in Hvergelmir, the chances of 
  escape increase… if only marginally.
  All damage in Niflheim is spiritual in nature. If someone 
  is killed in Niflheim, they become a Lost Soul, most of 
  which are sucked in and devoured by Nidhogg. Even the 
  dead can be killed here, and only oblivion awaits.
  Description
  Niflheim is unimaginably dark and cold. It is a desolate 
  place with ash like dust underfoot. When the landscape 
  changes, it does so drastically- immense cliffs of ice and 
  black stone shoot into the air. Sound is muffled and 
  echoes are faint. It is a realm without vegetation as Nifl-
  heim chokes the life out of everyone and everything.
  The dead who arrive in Niflheim must create a new life 
  for themselves. In many ways, they try to mirror their pri-
  or lives, however in this new state, they require no sleep 
  nor food. The realm also provides little in terms of shelter 
  and raw materials. It is fortunate that some souls come to 
  Niflheim with whatever belonging that they carried while 
  alive. Now souls fight to claim these rare treasures.
  There are others who prowl the landscape, creatures 
  which have grown accustomed to Niflheim and have made 
  it their home. Many suspect that these nightmares are of 
  Svart Alfar origin, who have assumed the form of night-
  mares and terrors. They were the enemies of the dead un-
  til Hel brought order to the chaos.
  Everyone in Niflheim revere and fear their mistress Hel. 
  She rules Niflheim with an iron fist, ensuring complete 
  and unwavering loyalty from those in her realm.
  Locales of Interest
  Helheim
  Lore: Personas- Helheim is Hel’s kingdom within the 
  realm of Niflheim. It is surrounded by a wall of bones that 
  reaches a hundred feet into the sky. She has no enemies in 
  this realm, so the wall is more a symbol of her power than 
  a defensive measure. The souls of mortals, and even those 
  of gods and giants remain in Hel’s servitude.
  Lore: Locales- At first Hel brought the dead to Helheim 
  as a way to protect them from Nidhogg’s hunger. But soon 
  the kingdom was filled to capacity, and the dead now fill 
  Niflheim.
  Lore: Arcana- Magic needs Hel’s permission. Spells are 
  impotent without her permission. The living who come 
  to Niflheim may die twice. The first time they become 
  the dead, the next time they die it is oblivion that awaits. 
  Angels of Death have been made aware that Niflheim is 
  getting filled to capacity. Soon the gates will close to the 
  dead, leaving them to terrorize the living.
  This is Hel’s kingdom, a place she has made into a home. 
  It is a place of grandeur where even the most powerful 
  souls bend knee to their mistress. The hall is unfathom-
  
  57
  ably large as are the walls and gates. Her favoured souls 
  are granted their own halls within the kingdom’s walls.
  Muspeli Jotun Graveyard
  Lore: Personas- The Scorching Legion was the vanguard 
  army of the Elder Muspeli Jotuns. They walked into an 
  Alsvartr trap, and despite putting up a valiant fight, they 
  were completely wiped out.
  Lore: Locales- This graveyard lies deep in a remote west-
  ern portion of the realm. The Alsvartr lured the Scorching 
  legion to a place where retreat would be impossible.
  Lore: Arcana- The equipment that the Scorching Legion 
  wore produced incredible heat, light and fire. The victo-
  rious Alsvartr loathed everything about these implements 
  and left them where they lay. They were forged by the in-
  genuity of the Elder Muspeli Jotun, forged by ten thou-
  sand years of progress.
  Long ago, before Yggdrasil, before Galligarm, even be-
  fore Idavigdir, a great war was fought between the Alsvar-
  tr and the Muspeli Jotuns. When the Scorching Legion 
  attacked the Alsvartr in Niflheim, the Alsvartr held the 
  decisive advantage and massacred many Muspeli Jotuns. 
  To this day, in a distant corner of Niflheim, their corpses 
  and equipment lay still. No one knows what has become 
  of their souls save Hel herself. Their awesome weaponry 
  and armour remain there, Hel refusing to desecrate their 
  memory. She used their weapons once to chase Nidhogg 
  from her realm, proving their awesome power.
  Prophesy states that Tyrfing will come to Niflheim, and 
  will wake the slumbering Elder Muspeli Jotuns. Once the 
  Scorching Legion arises, the world will never be the same 
  again.
  Manala & Tuonela
  The River Tuoni lies between the land of mortals and the 
  lands of the gods. Across this dangerous river is the realm 
  of Manala. It is a vast realm with many kingdoms belong-
  ing to gods and monsters. The landscapes are varied and 
  divinities live within magical castles. The lowest of the 
  Manala’s kingdoms is known as Tuonela.
  Tuonela is the underworld, ruled by a high-goddess 
  named Tuonetar and her husband Tuoni. There the dead 
  are judged as they pass through Manala. The more hei-
  nous their crimes, the lower they will descend. Where 
  the three arms of the Tuoni river meet, a frightful rock 
  arises, called Kipu-Kivi. In a dungeon beneath that rock, 
  the worst offenders are imprisoned. The third daughter of 
  Tuoni sits in her throne, grinding her millstone, grinding 
  her subjects until they escape and go forth to torture and 
  slay the children of men.
  This is a domain that Hel and the Valkyries cannot contest. 
  There is an agreement between the gods and goddesses of 
  the dead that each will oversee their own domains. 
  Udlormiut
  Udlormiut is the land beyond the sky. Those who die in 
  the far northern reaches of Midgard may be captured by 
  Seqinek and their souls brought into Udlormiut for a time. 
  There their lives would be judged by the goddess Tapasu-
  ma. Eventually Tatqim would return the spirit to Midgard 
  and they would begin another life as an animal or human.
  This fate can occur to any soul that is plucked by Seqinek, 
  be it mortal or immortal. Tapasuma will decide whether 
  the next life is in a higher state or a lower one. If she is 
  displeased, a dead god or Jotun may find themselves being 
  reborn to human parents. Or a mortal may be reborn as a 
  seal. If she is pleased, the spirit will also be pleased with 
  their next life.
  This is a domain that Hel and the Valkyries cannot contest. 
  There is an agreement between the gods and goddesses of 
  the dead that each will oversee their own domains.
  The Otherworld
  The cosmos is much like an hourglass. The upper portion 
  is the Otherworld, the narrowest point is the Crucible of 
  Life and the bottom portion is the known world of men 
  and gods. Since time immemorial, the essence of the Oth-
  erworld has been pouring into the world we know. Be-
  tween the worlds is a curtain, called the Veil. Travelling 
  against the stream is near impossible, but it is much easier 
  to enter this world. Both worlds are similar, but different.
  The Otherworld is the home of the Aos Si. Very few have 
  made the journey beyond the Veil. Frey is the only god to 
  have entered the Crucible of Life, and returned. The same 
  can be said about Pwyll, the prince of the seven Cantevs 
  of Dyved. He and Arawn, an Aos Si, exchanged kingdoms 
  for a year. This experience was profound and it changed 
  Pwyll’s soul forever.
  The Veil is thinnest once a year, during the Yule sea-
  son. Some can look beyond the Veil in order to discern 
  the mysteries of what will comes to pass. As sand drops 
  
  58
  from the top of an hourglass and into the bottom, so do 
  events. It is possible to see the future in the Otherworld. 
  Some speculate that you can live in the future if you travel 
  there from our world. But just as sand in the hourglass, 
  the future there becomes the present-day reality of our 
  universe.
  Looking into the Otherworld is much like looking at a 
  warped mirror, full of additional facets and distortions. 
  The land may look the same, but the populace and their 
  villages and towns are in different places and appear sur-
  real and alien- a side effect of looking at things to come.
  The Alfar of this world are the Aos Si of the Otherworld. 
  As such, they can pass through the veil unimpeded. For 
  mortals and immortals of our world, there are a few ways 
  to enter the Otherworld, one of which is through Urd’s 
  Well. This is a portal that the Norns wish to control at all 
  costs, for they have understood this truth for a very long 
  time. Myrkvid is another portal into the Otherword, and 
  Nidhogg has finally understood the relationship and en-
  twined destinies of these two realities. It is here that the 
  War of Shadow will unfold in the third age of Ragnarok.
  
  59
  Faith, Customs, and Societies
  The gods and giants are the central theme in Lords of the 
  Ash, so the exploration of divinity, primordial power and 
  the relationship between mortals and divinity are front 
  and center. Death and the spirit world are also of tanta-
  mount importance for all beings wishing to learn about 
  the true nature of the world around them.
  The World of Spirits
  Everything and everyone has a soul. From the beginning 
  of time, the Norns, the Muspeli Jotuns, and the Alsvartr 
  had souls. Then, later on, everything which sprang from 
  the Crucible of Life was also inhabited with a soul. How 
  souls travelled after death was forever changed when 
  Nidhogg involved himself in the affairs of Yggdrasil and 
  its denizens. The almighty Alsvartr learned how to in-
  hale so as to draw the souls into his unholy maw. It is 
  here that souls went until the Valkyries were created by 
  Laufey, and improved by Freya. The Valkyries were able 
  to save the souls of the bravest and most talented indi-
  viduals, so they could live on in Folkvangar, and later in 
  other immortal halls.
  Laufey, the great Muspeli Jotun, also awakened the spirits 
  of the land known as the Vaettir. These awakened spirits 
  learned to love their bodies and became wardens of the 
  land. Most of the time they rested in contentment, but 
  when roused to action, they could assume the form of the 
  fearsome Borghild.
  Not all souls were restful. Those who died before achiev-
  ing important goals remained as Lost Souls, haunting the 
  lands of the living. Anger and vengeance driving them to 
  try and achieve those goals, now hopelessly out of reach. 
  It is these spirits which Seith magic harness for its power.
  It is Hel who stood up against Nidhogg’s tyranny and 
  barred him from the feast. She established Helheim with-
  in Niflheim and it there that she receives the souls of those 
  who are abandoned by the Valkyries. It is in her princi-
  pality, where she keeps the souls safe from oblivion. 
  But she knows that her kingdom cannot help 
  every soul, and that now, during Ragnarok, 
  her kingdom is full. In her desire to see the 
  souls spared, she sends them back to the 
  land of the living.
  It is during the third age of 
  Ragnarok when the dead do not 
  rest. It is during this Wind Age 
  when mankind has started seal-
  ing their dead in catacombs 
  designed to keep them impris-
  oned, so that they do not rise 
  to harry the living. Cremation 
  only creates greater monsters, 
  
  60
  intangible beasts who harass the living while they sleep. 
  The dead turn into Marerit, invading dreams with very 
  real nightmares.
  Death and the Afterlife
  When mortals live their lives, two shadows follow them: 
  the fate of the Norns, and the spectre of Hel. It is said that 
  all of life’s deeds and decision have already been woven 
  into the Tapestry of Fate. Knowing this, wise men abolish 
  the notion of fear. They know that to achieve proper im-
  mortality, they must prove themselves in the eyes of gods 
  and giants. The Valkyries will only come to witness the 
  deaths of the most heroic and deserving. Those who do 
  not live their lives as exemplars of the virtues set down by 
  their forefathers can expect an afterlife in Helheim.
  Truly the worst fate is that of Niflheim. An afterlife filled 
  with darkness, gloom and silence. Mortals believe that 
  this is the worst that awaits them, but they do not realize 
  that Helheim saves them from the alternative- Niddhogg 
  and oblivion. Mortals view Niflheim with such disdain that 
  they do not wish it even upon their worst enemies. That is 
  why the afterlife is sacred, and stealing from the dead is a 
  terrible sin.
  Mankind set their sights on loftier afterlives, as Einherjar 
  and Sons of Muspel. In Valhalla and Glassisvellir, there 
  will be much merriment, battle, ale and wenching. Even 
  though both armies are destined to wage war upon the 
  field of Vigridr, it is viewed as the most desirable outcome.
  Disir and Fylgia
  Disir are the spirits of the ancestors. They are the foot-
  prints left by the spirits as they depart to Niflheim or to-
  wards greener pastures. Even thought a spirit leaves its 
  body, it leaves an echo of itself attached to the descen-
  dants. These spirits remain by the living descendants, 
  spurring them onto great deeds and unforgettable leg-
  acies. The Disir spirits are an amalgamation of all those 
  who have passed out of the world of the living.
  The Disir look out for the family, and wish to ensure that 
  the lineage is strong and enduring. While they harbour 
  the personalities of those that died, they are another entity 
  all together. Their allegiance, thoughts and actions are all 
  about their bloodline. They strive to attract the Fylgia to 
  their living descendants in hopes that the guardian spirits 
  will guide them to legend or infamy.
  Fylgias are kith and perhaps kin, to the Valkyries. Like the 
  Valkyries, the Fylgia are drawn to mortals with great po-
  tential. Where the Valkyries reap the souls of great men 
  and women, the Fylgia help mortals achieve greatness. 
  They teach them, protect them, and lure them towards 
  conflict. It is from struggle that great heroes arise.
  Worship
  The Viking people of Midgard are extremely polytheis-
  tic. Most do not subscribe to religious zeal, instead they 
  worship out of pragmatism and practicality. When setting 
  off on a sea voyage, they will leave an offering (Faining) to 
  a patron of the Sea- such as Njord or Aegir. These same 
  people will leave a Faining to Odin when setting off for 
  war. And when time comes for the harvest, they will per-
  form a blood sacrifice (Blot) to Thor or Frey. While gods 
  and giants may occupy the highest orders of divinity, they 
  can be aloof and uncaring at times.
  In order to get more immediate help, mortals sometimes 
  turn to land spirits (Land Vaettir), Alfar and Dvergar for 
  help. Although also divine, they are less aloof and more 
  prone to answer the prayers of mortals.
  Mortal worship could easily cross over between Gods and 
  Jotuns. After all, Odin’s grandfather was the primeval Jo-
  tun named Ymir. Many Aesir were of Jotun blood, and so 
  veneration of Gods and Jotuns was widespread throughout 
  history. However, with every passing century, the schism 
  grew wider, as both factions became more polarized. 
  The White God
  Even prior to Ragnarok, the Vikings of Midgard had heard 
  of the New Faith. A new divinity known as the White God 
  had arisen. His evangelists from the south proclaimed his 
  Good Word, and missionaries came to the north in hopes 
  of gaining converts to the New Faith. 
  The Vikings of Midgard were open to the idea of a new god 
  that they could add to their already large list of divinities. 
  Like well travelled merchants, they asked the missionar-
  ies to list the specialties of the White God. They would 
  make offerings when his specialties would prove useful. 
  Unlike the traditional polytheistic norms of Midgard, the 
  New Faith demanded that no other gods stand before the 
  White God. He would answer all their needs.
  In many ways, this faith was a rebellion against the old tra-
  ditions. Blot was frowned upon, and instead, tithes were 
  suggested. The sprinkling of blood was replaced with holy 
  water. Burial was made out to be more desirable than cre-
  
  61
  mation. Women were viewed as people rather than prop-
  erty exchanged in arranged marriages. It took men with 
  great charisma and wisdom to bring about change. Some 
  of the great missionaries of the past were Saint Columba, 
  Saint Patrick, Saint Bede and Saint Cuthbert. They were 
  men who sought to build bridges of understanding be-
  tween the peoples of Midgard.
  At first the missionaries came in peace, building monas-
  teries in search of contemplation and dialogue. Bridges 
  were built with local chiefs, but when doors were closed 
  to them, the Crusaders followed- the word was replaced 
  with the sword. This was the main catalyst for the building 
  of the great Danevirke. When Ragnarok descended upon 
  the land, traditional disputes slid into open warfare.
  The Hof
  A Godi is one who has devoted themselves to understand-
  ing the higher powers (i.e. Divine beings). They cultivate 
  a relationship based on worship, sacrifice and reward. 
  Most Godi are nomadic, and travel to spread the word 
  about their patrons.
  Sedentary Godis, however, will build a temple called a 
  Hof and dedicate it to their various patrons. The Hof is 
  a gathering place where prayers are made and a place for 
  Faining and Blot. Most often the hof is an outdoor arena, 
  but increasingly with Ragnarok in full swing, the hofs have 
  become guarded structures. Built from timber or stone, 
  they are meant to be a powerful and visual reminder that 
  the divine powers still require devotion.
  Since Godis are very polytheistic in their patrons, so too 
  are the hofs, reflecting their builder’s intent. For exam-
  ple, the great Hof at Uppsala was built to venerate Thor, 
  Odin, and Frey. Since its construction, it has been a bea-
  con to anyone who wishes to appease three divinities with 
  a single pilgrimage.
  The Divine Order
  Mortals and immortals are driven by priorities, although 
  they do share many similar ones. Those with longer lifes-
  pans place importance of different aspects of existence. 
  While mortals wish to emulate the lives of the divine, 
  many distractions lead them to pursue wealth, immediate 
  gratification, and their own egos. As an immortal, repu-
  tation, word, and your ability to repay debts are of tanta-
  mount importance.
  Reputation
  A divine being’s ability to sway their peers is directly pro-
  portional to their reputation. Their past decisions that 
  have proven to be correct is one way to increase one’s 
  reputation, another is to share one’s wealth and being a 
  good host. Those who can take the high road when faced 
  with a conflict also increase their reputation, but those 
  who immediately resort to vengeance and barba-
  rism diminish their own status. Bridge building 
  between enemies and lifting up one’s peers 
  brings one some tangible prestige.
  Perhaps the greatest impact on one’s 
  reputation is the building of a lasting 
  
  62
  legacy- a legacy that the creator can be proud of. The Ae-
  sir’s creation of mankind and Midgard cannot be ignored 
  by their peers. The success and growth of Midgard and 
  humanity reflects well upon their creators.
  One of the interesting aspects of personal honour is that 
  of “reputation by association”. Those with whom you 
  keep company will affect your own reputation. Those who 
  have lost personal prestige will find themselves alone.
  Word
  Sometimes gods and giants seem to speak slowly, with 
  measure and forethought. This may make them out to be 
  aloof and serious folk, but in fact something else is behind 
  this contemplation. Being true to one’s word carries im-
  measurable weight. Speaking falsehoods or being unable 
  to fulfill one’s promises hurts the immortal’s prestige. 
  That is why immortals weight their words carefully be-
  fore speaking them. Those who make hollow promises or 
  speak shallow words will be ignored by their peers.
  Gifts and Debts
  One’s reputation rises as an immortal bestows gifts and 
  favours upon others. An immortal, who receives favour 
  from another, naturally loses status in the eyes of their 
  peers. Those divine beings are quick to repay their debts 
  in order to restore their standing. Immortals will ask for 
  help when needed, that is to say that they will not avoid it 
  when necessary, but they will be eager to repay the debts.
  Sparing someone may seem risky as a mortal, but to an im-
  mortal this is a great way to generate worth among peers. 
  Those spared the divinity’s wrath or death will spread 
  word of the benevolent deed. Therefore, killing mortals, 
  an easy task, is often overlooked, and mercy with a debt 
  is often chosen as the right course of action. More glory 
  will be assured as the favours, most often repaid as holy 
  quests, further the name of the divinity.
  Other Pantheons and Ragnarok
  Ragnarok has had a massive impact upon Yggdrasil and its 
  people. Reading the Core Rulebook and Denizens of the 
  North it is clear how the populace of Midgard views the 
  apocalypse, but how about Outer Midgard? How about 
  other divine pantheons?
  Outer Midgard
  The lands that surrounded Midgard were as affected by 
  Fimbulwinter as Midgard itself. During the First Age of 
  Ragnarok, the Crusaders invaded Midgard because they 
  had heard the heathen population speak of Fimbulwin-
  ter. The defenders of the New Faith wished to understand 
  what sorcery could afflict humanity with eternal winter 
  and night. Fimbulwinter lasted three years, until the sec-
  ond sun was reforged and launched into the firmament.
  During the Second Age, Outer Midgard was released 
  from Fimbulwinter’s clutches, and the clash between 
  Pope John XII and Emperor Otto the Great of the Holy 
  Roman Empire was inevitable. If the players did not get 
  involved in the conflict, Emperor Otto was victorious and 
  chased Pope John the XII out of Rome. He then installed 
  his chosen man, Pope Leo as the successor. The powers 
  in the south rebelled and deposed Leo, and after a synod 
  Pope Benedict V was elected. This caused Emperor Otto 
  to return at the end of the Second Age, and besiege the 
  holy city of Rome.
  This also had implications in Midgard. If the players did 
  not get involved in King Harald’s succession, then Haa-
  kon the Good has defeated King Erik Bloodaxe, and the 
  New Faith is spreading like wildfire throughout the land.
  The Norn has an opportunity to play up a reverse conver-
  sion of Outer-Midgard, as Viking myth comes to pass. It is 
  very conceivable that more pagans arise in the south once 
  Ragnarok has shown its true colours. Having Viking mis-
  sionaries heading south is a very interesting story arc that 
  could be explored.
  The White God
  The book of Revelations may shine a light upon another 
  apocalypse. Have the four horsemen, the seven trumpets, 
  and the great red dragon arrived to the land of mankind? 
  It is entirely up to the Norns to decide if this is the apoc-
  alypse of the New Faith or if these events are to come at a 
  later date.
  The Missionary player archetype brings a new perspective 
  to the end times. Is this a trial for the Vikings? A test they 
  need to pass? Or is this an all-encompassing apocalypse 
  that threatens to involve everything the Missionaries be-
  lieve in? Missionaries are peaceful and prefer dialogue, 
  making the player dynamic a very interesting one. Philo-
  sophical Vikings?
  Other Pantheons
  The Inuit spirits are used to cold and darkness, do they 
  even blink at Fimbulwinter? The Skraeling mythology 
  does not have an apocalypse narrative, so it can easily be 
  folded into the Norse end times.
  During the Second Age, the Celtic gods have moved to 
  participate in the War of Shadow. They are among the first 
  
  63
  to join the conflict, long before the Aesir and Vanir even 
  take notice.
  The Finnish and Baltic gods instead turn their attentions 
  on Midgard. They have direct impact on the destiny of 
  mankind. The conflict between Louhi and Vainamoinen 
  reach a crescendo by the end of the Second Age. One of 
  the two kingdoms will be obliterated, the players will help 
  influence that outcome.
  Yule
  Yule is a very special time of the year. It is a time for friends 
  and family to get together and a period of contemplation 
  at year’s end. It is also a time of dread, when horrible ter-
  rors haunt the night. During the nights of the Yule sea-
  son the barriers between worlds thins significantly. This 
  makes the undead restless and dangers are plentiful upon 
  the open roads.
  Bragarfull
  “I vow upon my name, upon my blood-line, and upon my 
  Disir, that I will ensure that my blood-brother ascends the 
  throne of Rogaland before the end of Yule.” – A solemn vow
  On the Yule-night there is a custom where brave men will 
  swear vows to one another. The ritual is called the Bragar-
  full. Usually a hand is placed on a sacred object or animal 
  when the words are spoken. This builds a bond between 
  members of a War-Band, but it also attracts the notice of 
  Valkyries.
  Once per year, during the Yule season, if a dweller is in-
  volved in a Bragarfull, they gain a +1 Afterlife Wyrd bo-
  nus. The Norn will take note, and when the inevitable 
  death comes knocking, the player will get one extra rune 
  pull.
  The Veil, the Alfar, and Myrkvid
  It is when the Otherworld and the world we know are at 
  their closest to one another.
  The Aos Si come to our world, and become the Alfar we 
  know. They are divine beings who have deep interest in 
  humanity- both benevolent and malevolent. They take on 
  human form and live among us, and are almost impossible 
  to detect. Once here, they use their vast power to influ-
  ence the fate of the world, and the Norns are helpless. The 
  Alfar cannot be woven into the Tapestry of Fate. As more 
  and cross the Breach, increasingly Yggdrasil’s populace 
  are at the mercy of the Aos-Si.
  Nidhogg knows this, and his chewing upon Yggdrasil’s 
  roots has caused a tumor to grow upon the Cosmic Tree. 
  A tumor known as Myrkvid. This dark wood has spread 
  into every world which hangs upon Yggdrasil, and it is 
  where the Veil is thinnest. The great World Devourer has 
  tainted the Alfar there, and these Svartalfar march to the 
  beat of Nidhogg’s black heart.
  
  64
  It is prophesied that the Veil will thin increasingly 
  throughout the Third Age of Ragnarok, and that at the 
  dawn of the Fourth Age, the War of Shadow will spill out 
  into the worlds of gods and men.
  The Wild Hunt
  “Every Yule season, we will ride together. We will harvest 
  the best souls and we will slay any Wight Sovereigns who 
  stand in our way. We will claim their souls are the sweetest 
  treasure. We will bring rest to the agitated Haugbui and 
  we will reap the lost souls which haunt their communities. 
  They will hear us coming. They will fear us knowing what 
  awaits them. Mankind will learn that during this season, 
  after sunset, it will be safest indoors and behind barred 
  and hallowed doors.”- The All Father
  During the Yule season, the barriers between worlds 
  thins. It is then that spirits come to visit the living, the Aos 
  Si emerge from the Otherworld and it is when the Wild 
  Hunt occurs.
  The end of the year brings spirits back to their old haunts, 
  harassing the living. Draugar wander the land while Haug-
  bui drag victims into their barrows. At the apex of this 
  spiritual army are the Arch-Wight Sovereigns. Their pow-
  er has grown exponentially since the coming of Ragnarok. 
  They rival the influence of gods and giants, attracting 
  their own breed of worshippers. Their threat cannot be 
  ignored. That is why Odin, surrounded with his Valkyries 
  and Einherjar, ride forth on the Wild Hunt.
  Immortals who can beat a Wight Sovereign earn great 
  reputation from their peers. If the Wild Hunt fails, the 
  spirit world may pose an unforeseen threat in the Fourth 
  Age of Ragnarok.
  Holmgangr
  A Holmgang is a one-on-one duel where two warriors face 
  off in a fight to the death. There are several rules which are 
  usually established before the formal duel.
  Who are the two combatants?
  At what time must the combatants arrive?
  What weaponry is allowed?
  While some rules of engagement can be set, the outcome 
  is always a fight to the death.
  What is the sacred space of the Holmgang? No one is al-
  lowed to leave the space until there is a conclusive out-
  come.
  What are the implications for the winning side? Usually 
  the result of the Holmgang will have a meaningful impact 
  on the lives of those allied to the combatants.
  
  65
  Organizations
  Hammers of the Gods
  The heroes dedicated to breaking the siege of Asgard. 
  Their symbol is Thor’s hammer, Mjolnir. When the siege 
  began the Hammers of the Gods tried to break it by force. 
  Attacking the Ogres, Ettins and Jarnvid wolves which sur-
  round the golden city was a disastrous endeavour. More 
  than half of the order died, and yet the siege continues 
  well into the Second Age. Now, the Hammers of the Gods 
  look to use subterfuge. They create underground passag-
  es to allow for the flow of supplies and the ability of the 
  Einherjar to move in and out of the city. Using the Golden 
  Eagles of Mount Asfell, the Hammers of the Gods create 
  safe corridors through the sky and around the land siege.
  There are those who prefer to remain confrontational 
  and upon the front lines, they are sent to attack the Guild 
  of Nails. They must stop the creation of Naglfar, for the 
  airship of the apocalypse is said to be so mighty, that if it 
  sails, it will reduce Asgard to rubble.
  The Guild of Nails
  The Guild of Nails is a highly secretive cult devoted to 
  the Rime Jotun cause. Their symbol is a cart wheel that 
  represents their structural order. They have a range of 
  responsibilities, from gathering the toenails of the dead 
  to building the various components of Naglfar. There are 
  three known echelons in the organization, very few know 
  about the fourth.
  Agents
  Agents are the lowest echelon of the organization. They 
  perform non-mission critical tasks and are never intro-
  duced to the truth about the larger picture. Their motiva-
  tion is money. Agents are hired for tasks such as collect-
  ing toe-nails from the dead.
  Guild of Nails members
  These members know a small portion of the overall pic-
  ture, but they have dedicated their lives to the cause. They 
  receive orders from the Silent Council (see below) and are 
  willing to lay down their lives for Naglfar. This echelon 
  makes up the bulk of the membership and that is the rea-
  son the whole organization is called the “Guild of Nails”. 
  They hire and pay the Agents for the menial tasks.
  Silent Council
  The Silent Council understand the big picture, but are 
  assigned to the construction of only a single piece of Na-
  glfar. Collectively they oversee the creation of all compo-
  nents of the ship, but they do not know the details of each 
  other’s work. They take their orders from the Ship Ma-
  sons (see below). The Silent Council have voluntarily cut 
  out their own tongues in order to keep silent if ever inter-
  rogated with torture. They communicate using the “silent 
  tongue” skill which becomes useless when bound during 
  interrogation. They will not divulge the secrets even af-
  ter death- the Wight Sovereigns who guard build site are 
  ready to devour their souls. 
  The Ship Masons
  There are a few founding members and they know the 
  whole truth. They insulate themselves by using the Silent 
  Council as the “bosses” of each spoke in the wheel. They 
  will act as Guild of Nails members if they are ever suspect-
  ed of being part of the organization. They hold powerful 
  sway in their respective kingdoms and some have even in-
  filtrated the highest ranks of the enemy.
  Disciples of the Great Serpent
  The clan of Nidhogg and the Alsvartr is ever-growing. 
  Word is spreading that while Ragnarok may feature a 
  showdown between gods and giants, the menace in the 
  background holds all of the power. There are two reac-
  tions from those who learn about Nidhogg: either they 
  are terrified and want to forget what they learned, or they 
  wish to serve the great power with hopes of recompense.
  The Godi of Nidhogg are a frightful bunch, exploring 
  magic that has long been forbidden. They forge Snake 
  Effigies using a corrupted version of Rune magic. As Nid-
  hogg reveals himself to the world, there is no doubt that 
  his cult will grow.
  Orlog Demi-Gods
  Orlog are the careless mortals who seek the power of the 
  Void. Despite the taint, they wish to harness Ginnun-
  gagap in order to create new life. During Ragnarok the 
  Taint upon the Void has never been more pronounced. 
  Besides madness, the Orlog also manage to create won-
  drous and terrifying creatures… some of which have pow-
  er that rivals that of the gods.
  These monstrous creations attract their own followers 
  and cults spring up around every insane Orlog. The demi-
  gods are revered and the monstrosity is eager to show its 
  power. The First Age may have seen a dozen of these be-
  ings, by the close of the Second Age, there are hundreds 
  appearing all over the land.
  
  66
  RGS Clarif ications
  Lords of the Ash introduces some new features to the Fate 
  of the Norns: Ragnarok game.
  Multiple Void Rune Powers
  With the introduction of the new Godi archetype as well as 
  the concept of Bonus boards, a Void rune can have more 
  than a single power bound to it. When the Void rune is 
  played for a power invocation, and more than a single 
  power is bound to it, the player must declare which single 
  power is being evoked.
  Bonus Board
  The concept of a Bonus board shows up on some Disir 
  rewards. It a list of bonus gameplay effects that can be 
  unlocked when a dweller achieves any multiple of 5 levels 
  (level 5, 10, 15, etc). Unlocking benefits on the bonus is 
  no different than a power or skill board- that is you start in 
  the center and unlock adjacent squares with no diagonal 
  movement permitted. 
  There are some differences however. Bonus boards can 
  have any type of benefit: power, skill or even magic items. 
  If an Active power is unlocked from the bonus board, it 
  is assumed to be bound to the Void rune. If it is a Passive 
  power or a skill, it is assumed to behave like a denizen 
  Base power.
  Knockback
  Attempting to Knockback an opponent who is larger than 
  you is a losing proposition. The larger they are the harder 
  they are to move- basic common sense. Anyone attempt-
  ing to push someone who is larger will move them only 
  half the distance (ie. Weak Knockback). It is impossible 
  to move something that is twice your size.
  Interrupts
  Interrupts are an important part of RGS, and this section 
  clarifies some of the more common questions surround-
  ing these types of actions:
  Q- Can I interrupt a spell caster from two hexes away if I 
  have Aura of Influence (Passive power)?
  A- Yes
  Q- Can I interrupt someone using the reach of my weap-
  on?
  A- No, you really need finesse and full body contact to in-
  terrupt.
  Q- Can I interrupt an archer?
  A- Sure, why not?
  Attributes (Base Powers)
  Attributes have shown up in previous books under deni-
  zen “base powers”. In Lords of the Ash we formalize the 
  concept of base powers a.k.a. “Attributes”.
  Quadruped was the only attribute defined in the Core 
  Rulebook (page 129) and Flight explanations were added 
  in Denizens of the North (page 347). Attributes for den-
  izens and dwellers now become a formal taxonomy in the 
  RGS.
  All appropriate denizens from previous books may have 
  attributes added at the Norns’s discretion. Should the 
  Norn choose, some attributes could be extended to dwell-
  ers if circumstances warrant.
  The Norn should recalculate “Base Level” for creatures 
  which appear in the Core Rulebook as well as Denizens of 
  the North.
  Aos-Si
  Base Level modifier: +1
  All Aos-Si can perfectly see and interact with other Aos-
  Si. Alfar are one with the Aos-Si and both can see one an-
  other without issue.
  Expanded Game Rules
  
  67
  The Aos-Si live in the otherworld and cannot be seen 
  without special skills or circumstance. To anyone without 
  the Aos-Si attribute, they are considered to have Stealth 
  rating 8 for purposes of Perception and even if they can 
  be spotted, they are hard to discern and are considered to 
  have Shroud 4. This Shroud cannot be negated, nor de-
  creased without specific skills and powers meant to spot 
  the Aos-Si.
  The Sight is a skill/power that allows one to see those 
  beyond the Veil. Those with this skill or those with Alfar 
  blood will negate all penalties regarding the Aos-Si under 
  specific light conditions- a narrow window at dawn or at 
  dusk.
  During the Yule season, the Veil is partially lifted and the 
  penalties are halved (Stealth 4 and Shroud 2).
  Omens and Portents have a chance to reveal the Other-
  world, and during these visions the Aos-Si may be re-
  vealed.
  Aquatic
  Base Level modifier: +1
  Aquatic denotes a creature which is at home in and un-
  der water. The creature does not require air, can move in 
  water without penalties and can float in place (without ex-
  pending runes to tread water). Quadruped bonuses will 
  extend Aquatic movement just as they do for the Flight 
  attribute (Denizens of the North page 347).
  Ascended
  Base Level modifier: +1
  An Ascended being is one which was mortal, but through 
  death or other drastic means has achieved a new state of 
  reality. They have access to all possessions which were 
  consecrated by an Angel of Death and buried with them, 
  or immolated upon their funeral pyre. These possessions 
  encompass equipment, livestock, slaves and other worldly 
  possessions owned by the Ascended being. Burial and ep-
  itaph rules are discussed on page page 82.
  Aware
  Base Level modifier: +1
  Aware creatures cannot be robbed of their senses. They 
  are immune to the Blind condition and have perfect senso-
  ry 360-degree awareness within a 60’ radius. They do not 
  have extra senses beyond the human spectrum, therefore 
  they do not gain bonuses against Shrouded opponents.
  Domain
  Base Level modifier: +1
  This base power can be assigned to denizens with “Lair” 
  type equipment. The creature’s home or immediate do-
  main is treacherous and will be a hazard to the combatants 
  who are not of this Domain. Examples are swamps that 
  drag combatants into the mud, lava flows that create fire 
  alkas upon the battlefield, etc. The Domain receives its 
  own initiative tile and when its turn comes up, all foreign 
  combatants must deal with the environmental effect. Ev-
  ery effect will have an appropriate counter (i.e., Counter 
  P).
  Flight
  Base Level modifier: +1
  The creature can fly or hover in mid-air. Flying creatures 
  move at the same rate as they would move on the ground. 
  Quadrupeds that obtain the flight attribute will move at 
  double their base movement while in flight.
  Ghostly
  Base Level modifier: +1
  A ghostly creature can pass through combatants and ter-
  rain without any hindrance. A ghostly combatant may 
  share the same hex as another combatant. When the 
  ghostly combatant is struck with a spell, everyone it shares 
  a hex with, also get affected by the spell. A ghostly com-
  batant takes half damage from physical attacks, but dou-
  ble damage from Spiritual attacks. A ghostly creature’s 
  basic attacks are physical in nature and suffer a -1 penalty. 
  Any Spiritual damage dealt by the Ghostly creature, be it 
  from manoeuvres or spells (or any other type) is increased 
  by +1. A ghost is limited to picking up and resolving only 
  1 Alka bead per Move action, even if they pass over many 
  more.
  God Blood
  Base Level modifier: +5
  This Attribute does not necessarily imply immortality. It 
  simply means someone with god blood in their recent an-
  cestry.
  A God is a being which has the ability to forge new life 
  forms and realities. As a result, they have access to Void 
  Magic which touches all disciplines.
  
  68
  Immortal
  Base Level modifier: +3
  An Immortal gains Divine Potence (see page page 88). 
  This represents their ability to survive incredible violence 
  and ailments, and should they succumb to the threat, they 
  will be reborn at their Place of Rebirth (see page page 
  90).
  All mortal Active powers gain the {Providence} type. Sev-
  eral Meta tags change on mortal powers: Multi becomes 
  Cluster, and Area become Expanse.
  When Immortal’s produce offspring with created beings 
  such as mortal humans, they may pass on some traits to 
  their offspring. This is usually in the form of Disir boards 
  which the offspring may discover as they age. These be-
  ings gain access to the new Divine Touched dweller 
  upgrade (page page 67) when choosing Dweller up-
  grades (page 134 in the Core Rulebook).
  Immortal denizens are considered to have a an MDP of 1 
  and an Achievement score of 1 (see Immortals page page 
  86).
  Jotun Blood
  Base Level modifier: +2
  This Attribute does not necessarily imply immortality. It 
  simply means someone with Jotun blood in their recent 
  ancestry.
  A Jotun has the ability to adjust their size at will. Their 
  smallest size is 4 and their largest size is determined by 
  their DP and Disir levels.
   
  Max Size = Denizen Level + Disir Level + Max 
  Divine Potence
  During combat changing size takes mere moments and 
  can be done during Upkeep.
  Legend (X)
  Base Level modifier: +X
  Legend is a special attribute that rates someone’s fame 
  throughout the land. It increases with every heroic deed 
  that becomes local legend. The Legend attribute allows 
  one to leverage bonuses on social interactions. A legend-
  ary individual could potentially add the Legend rating 
  to skills such as Negotiation, Etiquette, and others if the 
  Norns deems the legend would influence the interaction.
  Light Soul
  Base Level modifier: +2
  This being is made from the luminescence shed by the 
  Crucible of Life. It pulses with vitality, gaining a Size +1. 
  It can travel quickly and will be able to travel over water, 
  through walls and trees. It will also be able to fly. Dou-
  ble the movement speed, grant flight and ignore terrain 
  for movement. If it carries a rider, it confers the ignoring 
  of terrain upon the rider. It cannot exist without light. It 
  must remain within the luminous range of a light source 
  or it will die and return to the Crucible of Life.
  Primal Being
  Base Level modifier: +2
  A Primal Being is one which was begotten from the Cruci-
  ble of Life. This is a distinction with most other life forms 
  which where begotten upon one of the realms of Yggdra-
  sil or created by gods who used Void magic. These Primal 
  Beings have no ancestry or creator per se. Their bodies 
  are spiritual in nature, made from the same essence as the 
  World Tree. It is an essence that gave the Alfar their form, 
  and Valkyries the ability to subsume other life forms. 
  These beings have the ability to shape their appearance, 
  size and shape through ritual and the understanding of 
  the building blocks of the universe.
  While most make their home in the Otherworld, many 
  have traveled through the Breach. Most Primal Beings 
  have learned how to adapt their life-force in order to better 
  fit in with the worlds they visit and inhabit. This is usual-
  ly accomplished by the use of some powers and/or skills. 
  Vaettirs will assume avatar form using the land which they 
  call home, essentially becoming a Borghild when needed. 
  Valkyries will snare a mortal and subsume their life-force. 
  While in that altered shape/state, they do not gain any 
  benefits conferred by this “Primal Being” attribute. But 
  when they revert to natural form, they receive several in-
  herent benefits and hindrances.
  While in their natural state:
  To mortals they have effective Shroud 4 which cannot be 
  reduced.
  They can shape their appearance, size and shape at will.
  They take half damage from Physical sources but take 
  double damage from Spiritual sources.
  They move through physical matter as a fish would move 
  
  69
  through water.
  Dwellers only: their Void and Valknutt runes become 
  bound to Crucible Alka (Active power), Primal Presence 
  (Passive power) and Learned (Skill)
  A mortal witnessing a Primal Being for the first time will 
  be forced to perform an Ultimate Sacrifice +1 from the 
  immeasurable shock and awe. Subsequent viewings will 
  not trigger this effect.
  Supernatural
  Base Level modifier: +0
  Supernatural is a new keyword found in some power and 
  skill descriptions. It refers to any creature or being alien 
  to Midgard (ie. the creature’s home realm is one other 
  than Midgard). In terms of species identification, if it’s 
  not present in present day Earth, it can be considered 
  “Supernatural”.
  The Base Level modifier is +0 for this attribute.
  Twilight Vision
  Base Level modifier: +1
  Perfect vision in absolute darkness.
  Ymir-Kith
  Base Level modifier: +0
  Some beings were created from Ymir’s corpse. Those 
  creatures turn to stone while exposed to the sun (or an 
  equivalent light and heat source from Museplheim). In 
  the stone state, they are virtually indestructible. They 
  have Essence equal to their level times 100, and a PF 
  vs. all damage types equal to their level times 10. They 
  cannot be afflicted with any conditions while in their 
  petrified state. Once the sun no longer shines directly 
  upon them, they revert back to their normal form.
  Due to their immortal heritage, Ymir-Kith also gain 
  Divine Potence at higher levels. At level 20, they gain 
  
  70
  their first DP, and then another +1 every 10 levels.
  Composite & Slot Boards
  Composite boards are 7x7 or 5x5 power and/or skill 
  boards which begin with undefined corners. These vacant 
  cells are filled with specific types of Slot boards. For ex-
  ample, the Godi archetype has Composite power and skill 
  boards whose corner slots are to be filled with Patron Slot 
  boards.
  The Composite board has a “+” pattern of predefined 
  powers/skills. These are called Origin powers and skills. 
  Origin powers and skills are provided and immutable.
  In most cases, Composite boards must be fully filled in 
  with Slot boards before they are usable. Exceptions to this 
  rule will be explicitly called out.
  By default, Composite boards used by Dwellers will lock 
  out the outer ring until a Fylgia is chosen. The Godi com-
  posite board has the outer ring greyed out, so placement 
  of Slot boards will be important. Exceptions to this de-
  fault rule will be specifically called out. By default, Den-
  izen Composite boards will not have a locked outer ring 
  requiring a Fylgia.
  Figure 1. 
  7x7 Player archetype Composite board (dark grey 
  cells are Origin powers/skills, white cells are for 3x3 Slot boards)
  Figure 2. 
  75x5 Denizen/Thane Composite board (dark grey cells 
  are Origin powers/skills, white cells are for 2x2 Slot boards)
  Figure 3. 
  73x3 Slot board and 2x2 Slot board
  
  71
  Effects
  Focus
  A few more clarifications about when to apply Focus.
  • Focus does not boost Divine Potence.
  • Focus will boost free Counters generated by spell Ac-
  tive powers.
  Aura
  In order to keep Aura powers in check against vastly more 
  powerful denizens, a new optional rule may be added 
  stipulating that someone may not be affected by the same 
  Aura more than once when resolving a rune-chain. This 
  will keep a single Galdr from defeating a divine denizen in 
  single round by overwhelming them with a massive Beck-
  on Yggdrasil evocation.
  Example: Odin is standing upon the battlefield surround-
  ed by a dozen einherjar, all within 10’. A single Galdr can 
  send forth an amplified Beckon Yggdrasil into the crowd, 
  bombing everyone with many Aura effects forcing all ad-
  jacent combatants take Aura damage each time someone 
  incurs the Aura condition- including Odin. The crowd can 
  only take damage from Aura once, even though many ad-
  jacent combatants will trigger Aura.
  Knockback
  Knockback is usually countered by playing a Physical rune 
  per hex someone wishes to counter.
  If the victim of a knockback is thrown against a stationary 
  object, the victim will suffer Physical damage of 1 DF per 
  hex they cannot move through. This damage is reduced 
  normally with PF and Defend actions.
  If the victim of a knockback is thrown against another 
  combatant, both will be knocked back at half the rate (1 
  hex per 2 Knockback). They will also suffer 1 DF of Phys-
  ical damage per hex that they travel in this way.
  Note: Knockback works differently for immortals (see Im-
  mortal Combat on page 92).
  Actions
  Contingency Actions
  A further clarification for contingencies is made here. 
  There are many areas left for interpretation when a Norn 
  must allow or disallow a particular contingency action. 
  There are a few helpful guidelines:
  • Generally, allow only one rune-chain at any given time 
  in the contingency pile (not counting Dodge defen-
  sive meta runes)
  • Do not allow a player to leapfrog other players by 
  setting up their main action after the first combatant 
  does something during their Action phase. Contin-
  gencies need to be meaningful and have a person-
  al implication. A typically bad example would be “I 
  cast this Alka with 7 Amplifies when that combatant 
  moves (that combatant being the first in initiative, 
  and not being anywhere near the person declaring the 
  contingency).
  • When declaring a contingency try and ensure this 
  doesn’t create a situation where an attack or spell will 
  be cast during Upkeep. Avoid allowing any triggers 
  which may resolve the contingency action during Up-
  keep. You do not want Upkeep turning into another 
  Action phase.
  Generic and Cinematic Actions
  Following the release of Lords of the Ash, Generic actions 
  will be referred to as both “Generic “and/or “Cinematic” 
  actions interchangeably. The phrase “Cinematic action” 
  if more evocative and descriptive of what a combatant can 
  do. Cinematic actions now have a new elaborated and clar-
  ified mechanic to help adjudicate the rune cost:
  Whenever someone wishes to perform a Cine-
  matic (Generic) action, they verbally state what 
  they wish to do. For every verb in the description, 
  1 rune must be played (any Trait). If the action is 
  something that would be deemed to be difficult or 
  unlikely, a specific Trait must be played.
  Example: Fjori wishes to leap across the table, knock the 
  candle into the flaming oil and push the larger opponent 
  into the flames. This has three verbs- “leap”, “knock”, and 
  “push”, necessitating the play of 3 runes. However, the last 
  action is against a more powerful opponent (larger), so the 
  3rd rune will have to be Physical.
  
  72
  Active Powers
  Alkas
  Dismissing During Cleanup
  Alkas are dispelled only during the Cleanup phase. 
  Whomever has Alkas in place, when the Cleanup phase 
  rolls around, they get an opportunity to dispel an Alka in 
  its entirety if they wish. Every bead of that type of Alka is 
  removed. If the caster has two or more types of Alkas in 
  play, they may release some types while leaving others in 
  play.
  Alkas in Three-Dimensions
  When playing with miniatures on a battle-mat, situations 
  may arise where Alkas may be placed in 3 dimensions. 
  For example the need may arise when: someone wishes to 
  fill in a hallway up to the ceiling when dealing with flying 
  enemies, or perhaps calculating how many adjacent water 
  Alkas surround a combatant.
  If one must calculate adjacent Alkas in three-dimensions, 
  apply this rule: Calculate the surrounding Alkas in 2-D 
  only, then add +1 if there is at least 1 Alka token below, 
  and another +1 if there is another Alka token above. Do 
  not attempt to calculate the complete sphere of Alkas (es-
  pecially if dealing with Aura of Influence and a power like 
  Verwandlung), not only will it be needlessly time consum-
  ing, but the game engine formulas are designed for 2-D 
  space. The intent is that 3D will grant up to a +2 bonus 
  with a very quick check.
  Water Alkas
  Lords of the Ash introduces a new type of Alka called the 
  “water Alka”. It represents regular water (with all regular 
  side effects of water), but this regular water also observes 
  the magical properties of Alkas (not affected by gravity 
  and so on and so forth…). It had some special exceptional 
  properties listed below:
  • Water Alkas are never consumed when a combatant 
  moves through them. They can only be dismissed by 
  the caster during the Cleanup phase.
  • Should this water Alka be turned into a portal (by 
  playing 5 or more Amplify metas), the resulting portal 
  will lead to Vanagard.
  • Should this Alka be stacked vertically, it will create 
  deep water for humans (2 hexes deep / 10’ deep). 
  This will introduce the environmental modifiers for 
  underwater combat (see page “Aquatic & Underwater 
  Combat” on page 96).
  • Water Alkas can be given a current strength were 
  anyone within the current will be moved during their 
  Upkeep step a number of hexes equal to the current 
  strength. Default current strength is 0, but with every 
  Amplify meta, the Alka caster may choose to create 
  a current rather than adding more Alka tokens, thus 
  adding their Mental Trait to the current strength.
  Interrupt
  With the advent of immortals, {Interrupt} powers are 
  more plentiful. As a result, a rule tightening is required 
  on how to resolve multiple interrupts called in response 
  to an Active power. If multiple interrupts are declared in 
  response to the rune-chain, they are resolved in the order 
  that they are called out.
  Interrupts may not be played in response to another {In-
  terrupt}. They can only be played in response to an Active 
  power that allows an individual to play a valid interrupt.
  Gate
  Gate isn’t a new power type, but with the introduction of 
  the Orlog as well as immortals, some extra clarifications 
  are in order:
  • Gate allows for multiple creatures to be gates via a 
  single {Gate} power. That level must be split between 
  as many creatures as the caster would like (minimum 
  level 3 per creature).
  • Gated creatures cannot have a level that exceeds 60
  Transformation
  Transformation and Gate
  When gating in a creature or transforming into a creature, 
  the caster must perform a Minor Sacrifice for each Base 
  Level.
  Transformation and Death Transformation
  If you are Transformed into a creature who has Death 
  Transformation, and then you die, interesting things can 
  happen... but they don’t. Do you really want to go down 
  that rabbit hole? Death Transformation is ignored if you 
  are already Transformed. That brings us to...
  Transformation and Transformation
  You may not have multiple Transformations upon you. 
  Once you are Transformed, you cannot Transform again 
  without first returning to your real form.
  
  73
  worlds of Yggdrasil.
  Alfar are the living embodiment of Void energy and they 
  act as magnets that give Void energy motion and purpose. 
  The two polar Alfar are known as the Lios and Svart (light 
  and dark). Their contention is what swirls the Void magic 
  making it come alive with purpose and destiny.
  Gods have a talent in seeing and manipulating Void magic, 
  but mortals may only grasp small portions of this incred-
  ible power, and even then, it may consume them. Spells 
  conjured by Void magic are raw and more unpredictable, 
  but usually have a much more pronounced effect. The 
  greatest practitioners of Void Magic are Vafthrudnir, Frey, 
  Odin, Vili, Ve, Lodur, and Hoenir. For example: Odin and 
  his brothers created mankind, Lodur and Hoenir refined 
  them by instilling passion and logic.
  There are many branches of knowledge within Void mag-
  ic:
  • The knowledge of how to create all forms of life. This 
  involves creating something out of the Void, giving it 
  a cycle of birth, growth and death. A primary example 
  would be a plant, but a humanoid fetus would also fit 
  into this sphere of wisdom.
  • The knowledge of how to manifest spirit, conscious-
  ness and thought. Examples would include curses 
  upon places, hallowed ground, dream/nightmare 
  space, a vaettir, or a Disir spirit. These effects are 
  bound to a location and as a result are stationary or 
  they are bound to some other life-form.
  • The knowledge of how to bestow motion, change 
  and consequence. This includes animating a body or 
  granting motion to a spirit. Change can also occur 
  when someone says “I love you” or when someone 
  swears a blood brother oath. This change may be im-
  mediate or it will reveal itself over time.
  • The manipulation of destiny and the preordained. 
  This includes unchangeable events and the logical 
  process of thought. How one arrives at a conclusion 
  based on their life experiences is a good example of 
  this cause-and-effect.
  More branches of knowledge exist, but they are beyond 
  mortal understanding. Orlog and Voelva can utilize Void 
  magic, but the Alfar play with its nature. The Dvergar un-
  derstand the principles of Void magic. They are crafters 
  of a different sort, using more tangible ingredients in 
  their creations, but the process is very similar. As a result, 
  Dvergar refuse to believe the Norns about the outcome 
  of Ragnarok- they know the Alfar can change the preor-
  dained. To them, destiny is but a construct- albeit a very 
  New Types of Active Powers
  Faith
  Faith are a new type of Active power which are granted to 
  followers of the White God (missionaries, crusaders, etc). 
  These powers represent the power of the White God or 
  saint amplifying the effect. Faith powers aren’t spells, so 
  they cannot be interrupted and do not gain any bonuses 
  from Focus, instead they gain a bonus equal to the Mira-
  cle condition intensity. All numerical values that appear in 
  Faith powers are boosted by the current Miracle condition 
  intensity. Unlike Focus, Faith bonuses are included when 
  playing Amplify metas.
  There are a few attributes Faith will not boost: Faith, Con-
  dition intensities, Flow, Focus, and Wyrd.
  Void
  Some practitioners of magical arts have discovered the 
  magic which governs the building blocks of the universe. 
  This magic is known as Void Magic since its origins come 
  from Ginnungagap itself. The related powers are marked 
  as the {Void} type. This energy became visible only to the 
  most astute when it coalesced in the crucible of life, the 
  space between Muspelheim and Niflheim. The “steam” 
  within the crucible gave birth to Yggdrasil the cosmic 
  tree. The currents of Void magic swirl around Yggdrasil 
  coalescing to create primordial life (Ymir, Audumbla, etc) 
  and it exists in a form which enables those who under-
  stand, to use it to create more life and conscious realities.
  Most things in the known universe have been created 
  either by “spontaneous creation” or as a result of Void 
  magic. The beauty and perfection of a tree, its lifecycle, 
  it’s vitality and its ability to manifest Verwandlung came 
  about as a result of Void magic- Void magic created other 
  types of magic. Most Void spellcaster initiates create mon-
  strosities due to their lack of finesse and inability to repel 
  the “madness” (see page “Optional Role-Playing for Void 
  powers” on page 74). Orlog have coined the phrase 
  “the madness” to mean the inexplicable “presence” and 
  “force” which seeks to infest, manipulate and subvert 
  their Void use. This alien presence seeks to hijack the 
  creation for some inexplicable purposes is a very real and 
  omnipresent threat. The force seems to come out of Gin-
  nungagap from a distant and unknown origin. Some have 
  proposed that it is the willpower of the ancient Alsvartr 
  which return on the currents of Void magic. The impact 
  on the caster is pronounced as they struggle against “the 
  madness” that wishes to exert their influence upon the 
  
  74
  complex one.
  Void magic is a violent art. Adrenaline, conflict and strife 
  are all required in the casting of Void magic, much like 
  the violent struggle between Lios and Svart Alfar. For this 
  reason, Void magic may only be performed during combat 
  and will not manifest if the struggle isn’t real and deadly.
  Void has a sub-type called Creation magic (see below). 
  When Void magic is used in order to conceive new a new 
  reality or life, that new creation, if conscious will have its 
  own will and agenda, but it will have a positive disposition 
  towards its creator. The game Norn is free to decide who 
  controls the creation, either the Norn or the Orlog play-
  er. This could come down to how many Animal Empathy 
  ranks and are there enough to control their creation, or 
  will it be the Norn who plays the runes for the creation.
  {Void} Mechanics
  Void powers manifest themselves by using the building 
  blocks of the universe. As such, they are magic in its pur-
  est form. Void spells have two sets of meta tags. The first is 
  for the player, the second called the “Reverberating Meta” 
  is for the Norn (encapsulated by the < > symbols). The Re-
  verberating Meta set represents the cosmos contributing 
  random elements to the spell. This almost always includes 
  “the madness” (represented by the Gloom meta) which 
  looks to ensnare the Void practitioner.
  When the Void spell rune-chain is played the universe as-
  serts its influence in the form of the Norn playing a num-
  ber of runes equal to the Void spell rune-chain length. If 
  the Norn pulls a matching Trait sequential pair (PP, MM 
  or SS), then the cosmos and/or madness has infested the 
  spell. Every pair of Traits pulled in sequence will result 
  in an alteration to the initial {Void} rune-chain as defined 
  by the Reverberating meta. By default, unless otherwise 
  specified, the Reverberating metas are:
  <Amplify, Abate, Gloom>
   
   
  PP = A free Amplify meta has been added  
   
   
   
  to the effect
   
   
  MM = See the Abate meta tag for details   
   
   
   
  (page “Abate” on page 78)
   
   
  SS = See the Gloom meta tag for details   
   
   
   
  (page “Gloom” on page 80)
  The Norn is encouraged to create special Reverberating 
  Meta combinations for special situations and locations.
  Example: An Orlog plays Gate Ancestor with an Ampli-
  fy and Permanency meta tag. The Norn draws 3 runes 
  in sequence and gets P, M, M. The pair of M runes means 
  that an Abate meta tag has been triggered and the Norn re-
  moves the Permanency meta tag from the Rune-chain. Af-
  ter the Norn has made the adjustments to the initial rune-
  chain, then adjusted rune-chain triggers. In this case there 
  will be no cost to the caster related to the Permanency meta 
  tag since the meta wasn’t there when the chain triggered.
  Example: The player rune-chain has 4 runes. The Norn 
  pulls M, S, S, S. In this result the first 2 S runes are paired, 
  and the last S rune does not have a pair.
  Optional Role-Playing for Void powers
  Void powers wouldn’t have “the Madness” associated with 
  them if the Alsvartr had never been exiled, or if the time 
  period being played was unfolding after the Alsvartr have 
  returned. But in most campaigns, the Void magic will be 
  inexorably tied to “the Madness”.
  Learning a Void spell is a far from trivial. When a dweller 
  binds a new rune to a {Void} power, “the Madness” will 
  encroach on the Orlog and a +1 “Madness” Possession 
  intensity will be added. The spellcaster is burdened with 
  depression, hallucination, erratic behaviour and suicidal 
  tendencies. So being in someone’s care is essential.
  When a {Void spell} is invoked, a minor madness may take 
  hold and the Orlog should be role-played in an erratic 
  state for the next combat round.
  Creation Spells/Alkas/Gates
  Creation spells are a sub-type of Void magic- all Void 
  magic mechanics apply to Creation magic spells. Creation 
  magic spells have a special set of creation rules associated 
  with them.
  {Creation Spell} Mechanics
  Creating life is just like gating a creature on the battle-
  field, except the creature’s board is custom made using a 
  Composite board and some Slot boards. The Composite 
  board is defined by the {Void Creation Gate} active pow-
  er, and the Slot boards are learned via the “Life Elements 
  (X)” skill. The other difference is that {Void Creation 
  Gate} active powers usually have a Permanency meta tag. 
  This allows the caster the option to keep the creation as a 
  permanent new being.
  Life forms created by Void Creation magic will not obey 
  their creator as gated or summoned creatures would. 
  They will however have a positive rapport with their cre-
  ator. Every Animal Empathy rank will increase the close-
  
  75
  offer more than one Slot board, they may choose to slot 
  different ones in different corners.
  ness of this empathic bond.
  After the battle, if the creation was made permanent with 
  the Permanency meta tag, then it will exist until killed or 
  it dies from old age. How long it sticks around is based 
  on the Animal Empathy skill as well as the level difference 
  between Orlog and the creation.
  After a creation leaves, it sets out to procreate and build 
  an entire species. Since they are alone, their process to 
  beget children will be similar to what occurred when Ymir 
  spawned his brood (they were spontaneously begotten out 
  of his body). Void magic allows for progenitors to spawn 
  the first few generations of descendants via spontaneous 
  creation from their own bodies.
  Example: Svanir wishes to create a lifeform which is sta-
  tionary but sucks out the life energy from those around it. 
  He builds his creation in the following manner...
  Divine
  The Godi wield Divine powers. Divine Active powers are 
  gifts granted by deities who are mighty and powerful. The 
  Godi seldom devote themselves to only one deity. Most 
  serve several gods or giants from a given pantheon, while 
  some will even serve more than a single pantheon.
  The Godi chooses 1 to 4 divine patrons to whom they will 
  devote themselves. They place the divine patron’s 3x3 
  Slot power/skill board into one or more of the corner 
  quadrants of the Godi Composite board. If the divine pa-
  tron has more than a single Composite Board available, 
  then the player must choose which board appears in that 
  slot. Depending on the location slotted, the location/
  order of the powers/skills will vary. If a Godi chooses to 
  follow less than 4 divinities, then they must slot a divine 
  patron’s board more than once. If they have patrons who 
  Less than 2
  2-3
  4-5
  More than 5
  Leaves Immediately
  1 Hour
  1 Day
  2 Days
  Animal Empathy 
  Skill Check
  Duration
  Table1: 
  Creature Allegiance
  The player decides into which quadrant a divine patron’s 
  board will fall. Powers/skills that fall into the outer Fylgia 
  ring are locked to any dweller who doesn’t have a Fylgia.
  
  76
  Figure 4. 
  Above is an example of a Godi choosing 4 patrons: 
  Idun, Thor, Sif and Frey.
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Frey
  Frey
  Frey
  Frey
  Frey
  Frey
  Frey
  Frey
  Frey
  Idun
  Idun
  Idun
  Idun
  Idun
  Idun
  Idun
  Idun
  Idun
  Figure 5. 
  Example 2: Below is an example of a Godi 
  choosing 3 patrons: Thor, Sif and Ull. The repeating Ull 
  3x3 board retains the same power/skill positions (denoted 
  by the numbers)
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Thor
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Sif
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  
  77
  to become pleased. Not following the patron’s code of dis-
  cipline will reduce the patron’s happiness by 1 level per 
  infraction. A Blot is required to move a patron’s disposi-
  tion from angered to uncaring.
  ANGERED
   
   
   
   
   
  Blot
  UNCARING
   
   
   
   
   
  Faining
  PLEASED
  Patrons also have rules concerning sacrifice (faining and 
  blot).
  A patron who is pleased will bind a power or skill rank to 
  the Godis’ Void rune. When the Void rune is played, it 
  may be used for any one of the bound powers (see Multiple 
  Void Rune Powers on page “Multiple Void Rune Powers” 
  on page 66). For Passive powers and skills, the effect is 
  continuous.
   
  ANGERED
  Contradicted the code of discipline
  UNCARING
  Failed to follow the code of discipline
  PLEASED
  An angered patron will apply a -1 to all skill checks (ex-
  cept Blot/Faining).
  {Divine Spell} Mechanics
  Every time a Divine power is used, it triggers the Godi’s 
  specialization Passive power.
  Every power on patron boards are considered to have the 
  The quadrants chosen for each patron must remain the 
  same for Active and Passive powers, as well as skills. For 
  this reason, the placement location is very important.
  The limitations of which patrons may be selected boils 
  down to the patron’s code of discipline. When selecting 
  multiple patrons, patrons with conflicting codes of disci-
  pline may not be chosen. It is in the Godi’s best interests 
  to choose divine patrons who coexist in harmony. It will be 
  much easier for the Godi to curry favour when the patron 
  interests are similar.
  Most patrons have 2 codes of discipline, and a 3rd one is 
  applicable if the game unfolds during Ragnarok (most 
  likely the case).
  It is very important for a Godi to remain true to their pa-
  tron’s code of discipline. Divine patrons disposition will 
  fall into 3 categories: angered, uncaring, pleased. A new 
  dweller will start a campaign with all patrons at the uncar-
  ing level. Performing a proper Faining will cause a patron 
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Ull
  Figure 6. 
  Above is an example of a Godi choosing only 
  1 patron: Ull.
  
  78
  {Divine} type in addition to any other types listed. This 
  descriptor is disabled for powers granted by an angered 
  patron.
  In the rare cases that a patron should die, or decide the 
  Godi is no longer worthy, the Godi’s powers and skills 
  granted by the patron are lost. Treat these runes as un-
  bound, only generic actions are possible. It is the Godi’s 
  duty to then find another willing patron, prove themselves 
  worthy (taking up a quest for the new patron) so that the 
  new patron’s power and skill boards may be used.
  Providence
  Providence powers are only available to those with a Maxi-
  mum Divine Potence (MDP) greater than zero.
  Providence powers apply a bonus to all valid numerical 
  values in an Active power, with exceptions noted below. 
  Number written out as a word are not boosted by the bo-
  nus. The bonus is equal to the Trait score that matches the 
  rune played as the root of the Active power. This bonus is 
  applied before resolving the meta tags (if any).
  There are a few numerical values that Providence will not 
  boost: Divine Potence, Faith, Condition intensities, Flow, 
  Focus and Wyrd.
  Example: Immortal’s Bash (If your DP > 0, perform an 
  Attack action with +1 DF bonus and apply Knockback 
  [Counter P]) has been bound to the Tiwaz rune. The Son 
  of Muspel’s Physical Trait is 5. When Immortal’s Brilliance 
  is activated, before the meta tags are applied, add 5 to the 
  damage bonus for a total bonus of +6.
  Passive Powers
  Summon
  It can be argued that there is a special bond between a 
  dweller and their summoned thane. If that is the case, then 
  the Norn may apply two modifiers on the relationship:
  Grant the dweller and the thane some communication 
  shortcuts, like a special whistle to call out commands to 
  the thane.
  If the thane should ever die, the dweller is grief-stricken 
  and must perform an Ultimate Sacrifice +1.
  New Passive Powers
  Bloodline
  A dweller and denizen cannot have more than a single 
  Bloodline Passive power. The first one obtained is the 
  only one which will be active, no matter how another may 
  have been obtained.
  Primal
  Immortal Passive powers are known as Primal. They can-
  not be used if MDP = 0, so it is useless to infuse them into 
  magical items that are to be used by mortals.
  Skills
  Infuse
  There are many new archetypes which have been intro-
  duced in this book. Along with those archetypes are nu-
  merous new powers and skills. Here are the adjustments:
  • As a general rule of thumb, any archetype that re-
  quires Disir levels may not have their powers infused 
  by anyone without Divine Potence.
  • Immortal board powers may only be infused by some-
  one who has Divine Potence. The power donor must 
  also have Divine Potence.
  • Angel of Death powers may never be infused.
  • Mortals holding an item infused with DP or immortal 
  powers will be burned at a cumulative Ultimate Sac-
  rifice +1 per round. An immortal may loan an item 
  to a mortal, but the immortal consecrate the item by 
  permanently losing 1 MDP until the item is returned.
  Crafting and Miniaturize
  Clarification: Crafting and Miniaturize are two different 
  skill checks, independent of one another.
  Meta Tags
  Abate
  Playing the Abate meta tag on your own {Interrupt} rune-
  chain allows you to remove the last meta tag runes (right-
  
  79
  Cluster
  By default, an Active power will target one combatant. The 
  Cluster meta will expand the reach of the effect to anyone 
  adjacent to the target (immortal definition of 15’).  
  For harmful effects, the combatant using this Meta will 
  not receive the effect even if they are within the total area 
  of effect. If the effect is beneficial, then the combatant us-
  ing this Meta may choose to receive the effect.
  Every additional Cluster Meta will increase the area 
  around the target: Adjacent to Nearby, and eventually 
  Distant (see page “Immortals Upon the Battlefield” on 
  page 92).
  most) in the rune-chain that you were responding to with 
  your {Interrupt} power. The removed rune is immediately 
  returned to the Essence bag.
  The effect of the rune which was removed is nullified im-
  mediately upon the use of the Abate {interrupt}. From this 
  point onward, the effect should be adjusted to reflect this 
  new reality. If the power is one which involves multiple ac-
  tions, previous actions should remain “as-is” (do not go 
  back and retroactively change the results; example Death 
  Charge).
  If an Abate meta appears on an offensive rune-chain, then 
  if a defense is mounted, the last defensive meta played 
  will be Abated. If no defensive metas are played, then the 
  Abate on the offensive rune-chain has no effect.
  Example: A Wight Sovereign casts Soul Transfer {Seith 
  Spell} with 1 level of Possession being used to ass an Am-
  plify meta and two runes played as a pair of Amplify Meta 
  tags. The defender uses 3 Abate metas in their {Interrupt} 
  defense. They remove the last 2 Amplify meta tags, but 
  cannot remove the virtual meta tag from Possession nor 
  can they remove the root rune.
  Area
  Area is not a new meta, but it is being redefined to allow 
  for a greater flexibility. When the Area meta is played, the 
  invoker of the meta must choose one shape for the area:
  • The standard sphere (Core Rulebook page 105)
  • A Cone shape (below)
  Echo
  The Echo meta isn’t new, but it has a more prominent role 
  within the pages of this book. If two runes are morphed 
  in order to produce the right Trait for an Echo meta, then 
  both runes will be placed into Drain when the Echo re-
  solves.
  
  80
  Expanse
  Some Active powers will target the one who initiates the 
  power (target self). The Expanse meta will expand the 
  reach of the effect to anyone adjacent to the initiator of the 
  power (immortal definition of 15’).
  For harmful effects, the combatant using this Meta will 
  not receive the effect even if they are within the total area 
  of effect. If the effect is beneficial, then the combatant us-
  ing this Meta may choose to receive the effect.
  Every additional Expanse Meta will increase the area 
  around the initiator: Adjacent to Nearby, and eventually 
  Distant (see page “Immortals Upon the Battlefield” on 
  page 92).
  Fortify
  Defensive Meta (can be triggered more than once)
  Fortify helps deal with area damage. If you are caught in 
  an area effect as a result of an Area meta or an Aura effect, 
  this meta will halve the damage received. Each additional 
  instance of this meta will shield and apply the damage re-
  duction to another combatant who is standing in your rear 
  arc (the 3 immediate hexes behind you). This meta can be 
  placed only on shields.
  Gloom
  The Active power adds 3 free metas (1 of each Trait type) 
  and inflicts +1 intensity to “the Madness” Possession 
  condition [Counter: none] (see page “The Madness” on 
  page 81) to the individual evoking the power. If they 
  are already at intensity 4, then “the Madness” will affect 
  an adjacent combatant.
  When the Madness condition increases upon a combat-
  ant by a Gloom meta during a combat, the Norn should 
  include a brand new combatant which only the combat-
  ant who triggered the Gloom can see. This combatant is 
  a shade with Taunt 4 which only affects the combatant 
  in question. The shade hallucination could be any crea-
  ture with a level equal to half the combatant’s level. The 
  damage effects of the shade are very real and can kill the 
  combatant, and thus must be dealt with expeditiously. The 
  Norn can make the shade a single hit monster (once hit it 
  dissipates forever) or the Norn can make it a much more 
  challenging design.
  When Gloom applies “the Madness”, it will also apply the 
  same Possession condition intensity on all creatures on 
  the battlefield which have been recently created by {Void 
  Creation Spell} (last 24 hours).
  If Gloom adds another Permanency meta, the Permanency 
  cost must be paid an extra time.
  Permanency
  As soon as the Permanency meta tag is played, the effect 
  remains indefinitely, and the rune-chain is returned to 
  the Essence bag (same as when a Maintain meta tag is re-
  leased). Powers with the Permanency meta tag will specify 
  under what conditions the effect may end. A Permanency 
  meta tag also requires the initiator to perform an Ultimate 
  Sacrifice +2. This sacrifice cost doubles for each other 
  Permanency meta tag was already played in the last 24 
  hours.
  Example: If this is the third Permanency being used in the 
  last 24 hours, then the Ultimate Sacrifice is +8 (double and 
  then double again).
  Implications of Permanency
  If a Permanency is placed upon an Alka rune-chain, then 
  the Alka remains in place forever.
  If a Permanency is placed upon the a Gate effect, then the 
  creature has been brought to this place without a means 
  to return home.
  If a Permanency is placed upon the creation of a new spe-
  cies, then a new species is born. Usually a new species 
  will magically birth children without the need for a mate. 
  Much like Ymir spawned his own progeny. A new species 
  will also be intriguing to other races, and out of morbid 
  curiosity, the new creation may be placed into dangerous 
  
  81
  On the playmat, this condition is marked and tracked 
  on the Possession condition location. “The Madness” is 
  stronger than other types of possession and will force Lost 
  Souls out of the host body (reset the Possession counter). 
  “The Madness” has a very strict and rigid agenda:
  • Win the battle by any means necessary
  • Help Nidhogg’s followers above all others
  • Spread the use of gloom
  • Seek lore relating to the Alsvartr
  • Seek out the Svartalfar
  • Free Nidhogg
  • Hasten the return of the exiled lords known as the Als-
  vatr
  • Recruit loyal and obedient followers
  • Establish a kingdom which awaits the return of the 
  exiled lords.
  Since the primary agenda is to win the battle, “the Mad-
  ness” possession allows the host to play their own runes 
  unless there is a conflict of interest- ie. The host is fight-
  ing against followers of the Alsvartr (Nidhogg). Posses-
  sion caused by “the Madness” also boosts Seith Magic as 
  per the normal possession rules.
  Outside of combat, however, the possession will have a 
  more pronounced effect. This type of possession is more 
  nefarious than standard Possession. It cannot be dimin-
  ished via powers or skills. Only the passage of time will al-
  leviate “the Madness”. Every 24 hours (or another inter-
  val determined by the Norn), “the Madness” Possession 
  will diminish by 1 intensity. While the host is gripped by 
  “the Madness”, they will work to enact the agenda out-
  lined above.
  Some players may be incapable to role-playing “the Mad-
  ness” agenda. In those cases the Norn should step in and 
  hijack the dweller from time to time and play out some of 
  the actions.
  At intensity 4 the victim devotes their life in its entirety 
  to the return of the Alsvartr. The victim will continuous-
  ly seek to maintain “the Madness” at maximum intensity, 
  even if it means casting Void spells upon allies. Some say 
  that at this stage, one of Alsvartr have returned and dwell 
  within the victim.
  situations.
  If a Permanency is placed upon a Shapechange or Trans-
  formation power, then the new shape remains forever. 
  This is extremely traumatic in the case of a Transforma-
  tion. Transformation replaces powers and abilities includ-
  ing natural abilities such as speech. The fact that memo-
  ries remain makes it especially traumatic.
  Removing Permanency Effects
  Special spells and effects may dispel the magical binding. 
  They are few and rare. It is said that the longer the perma-
  nency is in effect, the harder it is to break apart with these 
  special spells. There are rumours than inverted magic 
  used by the Alfar has the ability to dissolve such bindings.
  Implications of Permanency
  Should someone begin to create wondrous and benevo-
  lent effects which affect wealth and living standards, word 
  will begin to spread. During Ragnarok, news of this type 
  would spread a thousand times quicker. The attention re-
  ceived may not be something desirable, so every Perma-
  nency should be considered carefully.
  Range
  The Range meta used by immortals and Providence/Pri-
  mal powers works somewhat differently. If the area of ef-
  fect is Adjacent, then adding a Range meta will increase 
  it to Nearby. A second one will make it Distant. For com-
  plete information go to page “Immortals Upon the Battle-
  field” on page 92.
  New Conditions
  The Madness
  The Madness is the manifestation of desire by extraor-
  dinarily powerful immortals. The Muspli Jotuns exiled 
  the Alsvartr at a great cost in order to save the denizens 
  of Yggdrasil. Of the Alsvartr, only Nidhogg remains, the 
  others are sealed in their starry prisons on the other side 
  of Ginungagap. But they hunger to return and the vessel 
  which they have chosen is Void magic. It is a powerful cur-
  rent which they wish to ride back to Yggdrassil. The Als-
  vartr don’t need their physical forms in order to return, 
  it is enough to return in consciousness, and they will re-
  build their bodies using Void Creation magic.
  
  82
  Miracle
  Miracle uses the Curse condition zone on the play-mat in 
  order to track its intensity. Access to the Miracle condi-
  tion is granted by special powers and skills. Every time the 
  dweller or denizen follows a Commandment (or abstains 
  from one of the Deadly Sins) when it is inconvenient for 
  them to do so, they gain a +1 intensity to the Miracle con-
  dition. At intensity 4 an Intervention will occur when the 
  dweller or denizen is in dire need- the Norn or the player 
  may evoke the effect, however the Norn is the one who 
  determines the effect. An Intervention can take on many 
  forms and will always be important/life-changing/awe-
  some.
  example: The missionary has Miracle at intensity 4. They 
  are about to be slain by an enraged jarl. The player in-
  vokes the Intervention, and the Norn decides that the jarl 
  spares the dweller’s life.
  example: The missionary has Miracle at intensity 3. A 
  town is disease ridden and there is very little food. Despite 
  not having eaten for days, the Missionary comes across 
  some food, but decides to forego their portion and they do-
  nate it to a starving mother and child. The Norn decides 
  that this will increase the Miracle intensity to 4. Later the 
  Norn invokes an intervention attributed to the Missionary 
  dweller as the town’s disease is mysteriously cleansed.
  Once an Intervention has occurred, reduce the Miracle 
  condition intensity by 1 (down to intensity 3).
  The breaking one of the 11 Commandments or partaking 
  in one of the 7 Deadly Sins will diminish the Miracle con-
  dition intensity by 1 (or more, depending upon the Norn’s 
  discretion).
  The 11 Commandments:
  1. Thou shalt love thy neighbour as thyself.
  2. Thou shalt not have any other gods before me
  3. Thou shalt not make unto thee any graven image
  4. Thou shalt not take the name of the Lord thy God in 
  vain
  5. Remember the Lord’s day, to keep it holy
  6. Honour thy father and thy mother
  7. Thou shalt not kill
  8. Thou shalt not commit adultery
  9. Thou shalt not steal
  10. Thou shalt not bear false witness against thy neigh-
  bour
  11. Thou shalt not covet
  The 7 Deadly Sins:
  1. Lust
  2. Gluttony
  3. Greed
  4. Sloth
  5. Wrath
  6. Envy
  7. Pride
  Afterlife and Disir Level
  In the Lords of the Ash, Disir and the afterlife come to 
  center stage.
  Afterlife
  Valkyrie dwellers may help mortal war-band members 
  when they die. This is no guarantee that the soul will be 
  accepted into one of the heavens, but it does help when a 
  Valkyrie vouches for the soul she has brought to the gates.
  If a Valkyrie dweller brings another mortal dweller’s soul 
  to the heavens upon death/funeral, then the Norn draws 2 
  extra runes when determining the Afterlife Wyrd.
  Burial and Epitaph
  Will so many new options for Disir level progression, 
  dweller death and their funeral rights are more import-
  ant than ever. Upon a player’s dweller ascending, the 
  player should write down all of the epic deeds the dwell-
  er achieved while alive. Then they should take note of the 
  burial method (interment or cremation) and all of the pos-
  sessions passed into the next life. This become important 
  should a future dweller have the “Ascended” attribute 
  (see page “Ascended” on page 67).
  Ascended Dweller
  An Ascended being has access to all items buried or cre-
  mated along with their corpse. There are pros and cons 
  for the burial ceremony chosen.
  
  83
  should a Godi of Frey restore his temple at Uppsala as a 
  personal quest, going above and beyond what the group’s 
  quest goals may have been, then the Norn may grant a +2 
  Afterlife Wyrd bonus. This bonus should be kept secret, 
  and when the dweller eventually dies, the Norn would 
  grant the player an additional 2 draws when performing 
  their Afterlife Wyrd.
  Other Ascended Options
  The scope of this book covers halls belonging to Odin and 
  Surt. However, should you feel adventuresome, you may 
  choose to flesh out Folkvangar (Freya’s dominion), Drek-
  kjahalla (Ran’s underwater hall) or some other afterlife 
  mechanics for Celtic, Baltic, or Skraeling gods/spirits.
  Dweller Creation
  Lifepath System
  Oftentimes the players will create dwellers with elaborate 
  histories, only to never get to draw them into the game. 
  The cause may be a Norn who has too much to manage 
  (rich histories for six players) or a Norn who does not see 
  how the history can play into the planned storyline.
  The first problem is easy to handle. Players should present 
  a cue card to the Norn listing a single-story element that 
  could be interesting to both the player and the Norn. This 
  would limit the number of story variables the Norn would 
  have to deal with.
  The second problem is harder to resolve. It should involve 
  a deeper discussion of how the two could intersect. Per-
  haps the history has evolved and will intersect with the 
  Norn’s plot in a different way than first intended. The key 
  is having a good dialogue between player and Norn.
  Lifepaths for Followers of the 
  White God
  The missionary will have slightly different backstory than 
  your typical Viking. The table below is meant to solidify 
  the Missionary’s background in the world of Midgard. 
  One rune should be drawn in order to determine the Mis-
  sionary’s past.
  Burial:
  • Burial is a good way to honour those who have very 
  large estates which will be accompanying them on 
  their journey.
  • A specific tomb/crypt/barrow needs to be erected, 
  which carries addition cost and effort.
  • All items left at the burial can be accessed from either 
  the burial site or the place of rebirth (Valhalla or Glas-
  sisvellir).
  • Any new items consecrated and left at the tomb be-
  come available to the ascended dweller. 
  • Items left at the burial may be stolen by evil and un-
  scrupulous grave robbers. The Ascended being would 
  be alerted to anyone removing their possessions from 
  their crypt. Once removed, the dweller loses access to 
  them.
  Cremation:
  Immolated possessions do not carry the same risk, but 
  also to not gain the same benefits which a tomb or barrow 
  would bestow.
  • Cremation must destroy the body and items in their 
  entirety (coal will be required to achieve high tem-
  peratures).
  • All items cremated along with the body instantly travel 
  to the place of rebirth (Valhalla or Glassisvellir).
  • No more items may be passed onto the ascended 
  dweller at a later date.
  • All items are secure in the place of rebirth (Valhalla or 
  Glassisvellir).
  Epic Retirement
  Rather than have a dweller die and possibly get brought to 
  one of the ascended halls, a player may choose the option 
  of epic retirement. This is where the dweller is perma-
  nently retired and the player gets an Afterlife Wyrd just 
  as if the dweller had died. Success means the dweller now 
  becomes an important denizen (who is controlled by the 
  Norn) in the world and may show up as a recurring ally/
  enemy in future adventures.
  In-Game Afterlife Bonuses
  The Norn should also consider adding Afterlife Wyrd 
  bonuses as rewards for exceptional play. For example, 
  
  84
  Rune
  History
  You were sent by Aethelstan to spy on the peoples of the Great Isles. Over time you grew to respect them.
  You were a founding member of a cloistered monastery on some remote island. Once day raiders discovered your religious outpost and you 
  left with them.
  A chieftain from Midgard was visiting Emperor Otto. The Holy Roman Emperor suggested that you return with the chieftain in order to teach 
  him more about the New Faith.
  You were captured near the Danevirke and subsequently tortured. A war-band took pity on you and purchased you from the slave trader.
  Table2: 
  Missionary Lifepath
  You have been proselytizing around the Baltic when a community took you in. You taught them about the White God and performed many 
  sacraments.
  You had a disagreement with the Abbot of Iona and were sent away to repent on your sins.
  You have been chasing out demons and monsters from terrified communities in Islandia, in the process gaining positive notoriety.
  Your miraculous visions have taken you north beyond the Danevirke.
  You were chased out of the Baltic lands, but found a welcoming home in Pohjola. You were welcome to stay so long as you kept your beliefs 
  to yourself.
  Your charisma has allowed you to approach a powerful king. He has taken you in as one of his advisors.
  You married a young couple in Trondelag, but the local Godi accused you of breaking tradition and custom. You and the couple were ban-
  ished.
  You travelled to an abbey of great renown. As soon as you arrived, you received a miracle, and were marked with Stigmata.
  You ingratiated yourself to a town in Norrland when you helped them bury the dead after a bloody war with their neighbours.
  You have always been outspoken and true to your convictions, even if it lands you in hot water. You were imprisoned in Strathclyde until the 
  king of Alba paid your ransom. How you owe him your life.
  You had the honour of travelling for a time with Haakon the Good, heir to the throne of Norveig.
  You join a group of crusaders as they claim land in the name of the Holy Roman Emperor. You quickly realize this path of violence is not the 
  way to win the hearts and minds of Midgard.
  To atone for a grievous sin, you have taken a vow of silence and celibacy. It is nearing its end.
  You are chased by a blood-thirsty warband that wishes to see you suffer. You believe that they are possessed by demons and sent to test your 
  resolve.
  In a monastery, you kept busy rewriting important manuscripts. One day your hand was possessed and you wrote for an hour, as if possessed. 
  No one understands what you wrote in some strange language. You have departed with the manuscript, seeking answers.
  The power of the White God flowing through you has begat miracles, and now the locals believe you to be a new pagan god. Not wishing to 
  confuse them, you fled in the middle of the night.
  You travelled to a reclusive monastery in order to expand your training. They were an order of flagellants who showed you a new perspective 
  on the natural order of the universe.
  You met a kindred spirit in another missionary and spent months travelling together. Then one night, he disappeared.
  You spent a time in Uppsala learning about the gods and giants. As a result, you are amicable and approachable by various Godi.
  Long ago you were a crusader, and your hands were stained in the blood of hundreds. At a moral crossroads, you became a missionary to 
  atone for your sins.
  Wyrd 2 more times and keep both results
  
  85
  Specialized Hero
  Requirement: 2 or more dwellers in the heavens
  Cost to buy: 3 levels
  Benefits: You may fill your own 3x3 board with a person-
  alized selection of powers and skills. In all, three boards 
  should be created, one for Active powers, another for Pas-
  sive powers and the last for Skills. Every 6 levels you can 
  chose a power and skills from these personal boards.
  Valkyrie Blood
  Requirement: 2 or more dwellers in the heavens
  Cost to buy: Base level of the denizen +1
  Benefits: You are a child of a Valkyrie. Since Valkyries are 
  known to subsume human lives, they can also get pregnant 
  and can give birth. Someone who is a child of a Valkyrie 
  can read the surface thoughts of others. The Sense Motive 
  skill gains an inherent +1 bonus and the result of the skill 
  check not only grants intent, but also up to three surface 
  thoughts running through the person’s mind. A child of 
  a Valkyrie also gains better insight into the future and so 
  they gain an inherent +1 bonus to the Omens/Portents 
  skill. Lastly they get to pull 1 extra rune when they per-
  form their Afterlife Wyrd.
  Half-Breed
  Requirement: 4 or more dwellers in the heavens
  Cost to buy: Base level of the denizen
  Benefits: You may choose any humanoid denizen species 
  that could have conceived with a human (Norn approval 
  required). You gain half of the Base Powers (round up and 
  chosen by player) and average the size between both spe-
  cies. Whenever you gain a level, you may dip into these 
  boards for powers or skills (instead of your other boards- 
  ie. Archetype and other Disir).
  Dweller Leveling
  When you gain new dweller levels, you already get two 
  options:
  • For 1 level, you may increase your Essence
  • For 2 levels, you may increase your Destiny
  Now a 3rd option becomes available:
  Disir Level Rewards
  In the Core Rulebook, several dweller upgrades are list-
  ed on page 134 for players with a Disir level greater than 
  zero. More are added below. Some grant access to special 
  Bonus boards, that behave similarly to Power and Skill 
  boards (see Bonus Board on page “Bonus Board” on page 
  66).
  Dvergar Blood
  Requirement: 3 or more dwellers in the heavens
  Cost to buy: 2 levels
  Benefits: Somewhere in your ancestry, your bloodline was 
  touched by an immortal Dvergar. Gain access to the Dver-
  gar Blood Bonus board (below).
  * A family heirloom can be a weapon, shield, armour or 
  accessory. It will have a QR equal to 75% of the dweller’s 
  current level. The QR can be spent on Craft attributes 
  only.
  Craft
  Appraisal
  Family 
  Heirloom*
  Builder’s 
  Glory
  Stout
  Infuse
  Miniaturize
  Die Hard
  Dvergar 
  Blood
  
  86
  • For 2 levels, you may unbind a rune in order to re-
  bind it to a new set of powers/skills
  For 2 levels, you can unbind a rune from your power/skill 
  boards and rebind it to a new cell (must be a legal option- 
  i.e., adjacent to a power/skill you’ve already unlocked). 
  This option becomes very important for high level cam-
  paigns when Essence is nearing or at 24, and dwellers 
  have assumed more than one archetype. This allows a play-
  er to unbind older powers and re-use the runes to advance 
  further when moving through multi-Archetype boards.
  Immortals
  While immortals may seem more powerful than mortals, 
  mankind is special in other ways. Mortals are more nu-
  anced in their ability to interact with the world around 
  them. An immortal may effortlessly blanket the battlefield 
  in destruction (ex: Expanse Meta tag), but they will de-
  stroy everything in that area. Humans are more discern-
  ing and accurate (ex: Area Meta tag) but it requires much 
  more effort to achieve the scale that immortal can affect. 
  Some may even see mortals exceeding what immortals can 
  do- this is why many divinities admire Midgard’s human 
  race.
  Creating an Immortal Dweller
  The immortal rules have been designed from the group 
  up in order to be friendly for online play. All powers, ef-
  fects, and number management has been designed with 
  players getting together online.
  Select Ascended Dweller
  When selecting an immortal archetype that has the “As-
  cended” attribute, it will require the player to take one of 
  their old dwellers which succeeded their Afterlife Wyrd 
  and remake them as an Ascended Immortal (Einherjar and 
  Son of Muspel).
  When selecting an immortal archetype that has the “Pri-
  mal Being” attribute (i.e., Valkyrie), it will require the 
  player to create a brand-new dweller which has just sub-
  sumed a mortal life-force. A Valkyrie may subsume any 
  being that is not a Missionary, nor an Angel of Death. The 
  dweller must have as many levels as required by the Norn 
  for the given campaign. The dweller’s levels will be used to 
  bind a mortal archetype.
  Adjust the Level
  The level of your immortal dweller must be paid out of 
  your total available dweller level. The dweller who has died 
  must have their level adjusted for the current campaign in 
  which they will be participating. If the ascended dweller is 
  lower level than the adventure/campaign that they will be 
  joined, then they must be leveled up to the average dwell-
  er level in the group. Similarly, if the ascended dweller is 
  higher level than the adventure/campaign that they will be 
  joined, then they must have some levels removed. Remov-
  ing levels entails a combination of reducing Destiny and/
  or reducing Essence and removing runes/powers/skills 
  from the dweller.
  Example: Jane is making a Valkyrie dweller and the Norn 
  has asked everyone to make level 15 dwellers. The arche-
  type requires her to pay 5 levels for the archetype so she 
  will have 10 levels to spend on Essence and Destiny.
  Bind the Valknutt Rune
  The player must select one of the immortal archetype’s 
  specializations and the Valknutt rune is used to bind the 
  Trait, powers and skill (see page “Valknut Rune” on page 
  87 for more about the Valknutt rune).
  Rebind Essence to Immortal Boards
  A fraction of the Essence which was previously bound to 
  mortal boards can be unbound and re-bound to powers 
  and skills found on the immortal archetype’s board. The 
  maximum allowable runes are equal to the Disir level mi-
  nus four.
  Example: The Norn has asked everyone to make level 15 
  dwellers. Bob had an old level 17 Stalo who died and as-
  cended as an Einherjar many months ago. If he uses this 
  dweller, he will need to remove 6 levels from that dweller 
  build (-2 levels because it was too high to begin with, and 
  secondly an Einherjar costs 4 levels). Box will spend 11 
  levels buying Essence and Destiny for his Einherjar. Since 
  Bob is Disir 5, he gets to rebind 1 rune from the Stalo board 
  and rebind it to the Einherjar board.
  Set Providence
  All mortal Active powers gain the {Providence} type. Sev-
  eral Meta tags change on mortal powers: Multi becomes 
  Cluster, and Area become Expanse.
  
  87
  Set Divine Potence
  See page “Divine Potence” on page 88.
  Godi Immortals
  When a hero dies upon the battlefield, sometimes the 
  Valkyrie’s choice may override their own convictions. In 
  a twist of fate, a follower of the Aesir may end up in Glas-
  sisvellir. Thankfully most mortal memories and allegianc-
  es are forgotten when the immortal experiences rebirth. 
  Their thoughts and allegiance are for their new birth-
  home and kinsmen.
  When a Godi dies and is brought to an immortal hall, it is 
  possible that one or more of their Patrons are on the op-
  posing side of the conflict. In those cases, the Patrons will 
  abandon the newly reborn immortal Godi and it is up to 
  the Godi to choose new Patrons from among the divinities 
  that inhabit his new home.
  Depending on the timeline, some gods such as the Vanir 
  may still be on the fence in terms of who they’ll back. In 
  those cases, the Patrons remain until a decision is made.
  Valknut Rune
  The Fate of the Norns rune set has a Valknut rune which 
  is put to use in conjunction with the new immortal rules 
  found in Lords of the Ash. The Valknut rune behaves 
  in the same way the Void rune does.  When selecting a 
  specialization for one of the immortals (Einherjar, Son of 
  Muspel, or Valkyrie), the Valknut rune is used for the spe-
  cialization binding. This allows for the old specialization 
  to remain using the Void rune.
  The Valknut rune resides in the Void pile when not in use. 
  When a dweller must Wyrd (for any reason such as combat 
  or a skill check), both the Void and the Valknut are drawn 
  into the In-Hand pile. During the Cleanup phase, the 
  Valknut rune returns to the Void pile unless it is part of a 
  Maintained or Open rune-chain.
  The Valknutt rune may also be used to activate magic 
  items. Items infused with Immortal powers may only be 
  evoked using the Valknutt.
  Unlike the Void Rune, the Valknutt rune may be rebound 
  more than once. Every time the immortal gains a level, 
  they may rebind the Valknutt rune to a different special-
  ization for their chosen archetype. This choice will be 
  binding until they achieve a new dweller level.
  
  88
  Divine Potence
  Divine Potence is the representation of a great being’s 
  divinity and immortality. The higher the value, the more 
  miraculous their ability and the harder they are to kill. The 
  Divine Potence rules below override the Divine Potence 
  rules in the Core Rulebook.
  Divine Potence (DP) is represented on the game table by 
  tokens. Player controlled Einherjar, Sons of Muspel and 
  Valkyries have access to DP. Any higher power, including 
  Norn-controlled denizens who have access to DP, will ac-
  crue these tokens.
  • Maximum Divine Potence (MDP): The maximum Di-
  vine Potence attainable at any given time
  • Base MDP is calculated = Disir level - 4
  • Current Divine Potence (CDP): The current Divine 
  Potence after some of it has been spent or lost
  Note: MDP may be increased (see page “Increasing Maxi-
  mum Divine Potence” on page 89).
  Spending Divine Potence
  An immortal begins combat with a number of CDP equal 
  to their MDP. When DP is spent to perform actions or 
  power certain effects, the CDP is reduced by the DP cost 
  of the effect. An immortal cannot spend DP they do not 
  have, so CDP must be equal or greater than the DP cost 
  of the effect.
  No more than 1 DP token may be added to a single ac-
  tion or rune-chain.
  Options in combat:
  • 1 DP token may be spent to add any valid meta tag to 
  an Active power rune-chain. Valid Meta tags are those 
  already listed for the power in question. The rune-
  chain cannot have any Open or Maintain metas.
  • 1 DP token may be spent to perform an Attack, De-
  fend (during Action phase only), or Move action 
  (during Upkeep or Action phase only).
  • 1 DP token may be spent to take 1 rune from the low-
  er damage piles (Stun, Wounds or Death) and place it 
  back in their Essence bag. While conscious and as an 
  {Interrupt} before resolving the damage.
  • 1 DP token may be spent to perform a [Counter] 
  against an undesirable effect.
  • 1 DP token may be spent to reduce the cost in over-
  coming Blind or Shroud. Each DP is equivalent to a 
  rune.
  • 1 DP token may be spent to reduce 1 intensity of a 
  condition affecting you.
  • 1 DP token may be spent to add +1 success to a skill 
  check.
  Options out of combat:
  • 1 DP token may be spent to understand someone who 
  is speaking a language you do not know.
  • 1 DP token may be spent to take 1 rune from the low-
  er damage piles (Stun, Wounds or Death) and place it 
  back in their Essence bag.
  • 1 DP token may be spent to add +3 to a skill check.
  • 2 DP tokens may be spent to receive divine inspira-
  tion (an answer to a dilemma)
  Regaining Divine Potence
  CDP can be increased in a number of ways. The first is 
  painful, and involves the immortal taxing their body in or-
  der to draw in more DP. It is important to note:
  • CDP may never exceed MDP
  • While CDP < MDP, an immortal may perform an Ul-
  timate Sacrifice +1 to gain +1 DP
  DP regenerates naturally:
  • DP naturally regenerates at 1 point per hour 
  Some immortals are considered deities, because they 
  have attracted mortal followers. The number of worship-
  pers increased the DP regeneration rate. When worship-
  pers perform a Faining the immortal immediately regen-
  erates 1 DP. Based on the total number of worshippers, an 
  averaged Faining rate can be determined from the table 
  0
  1-10
  11-100
  100-1000
  0 per hour
  1 per 30 minutes
  1 per minute
  1 per combat round
  Number  of Mortal 
  Worshippers
  DP Restored
  Table3: 
  DP Through Faining
  
  89
  below. Due to game world circumstances, the Norns may 
  alter the Faining rate.
  Note: For every 1000 worshippers, regeneration increas-
  es by a cumulative +1 per combat round
  An immortal with godi followers may expect to receive 
  blots. Every 24 hours, it is assumed that some worship-
  per, somewhere, has performed a blot. A blood sacrifice 
  will restore CDP to maximum (MDP). The Norn will 
  choose the time when this will occur.
  Draining Divine Potence
  Some attacks and some weapons have the capability to 
  lower the CDP in others. This is usually frowned upon 
  within the immortal community. There is an unspoken 
  rule that such powers or items are not to be used without 
  a profound reason. Anyone who would use such means to 
  permanently kill another immortal will have a stigma at-
  tached to them within the immortal community.
  Slaine weapons hunger for Divine Potence (see page “Di-
  vine Potence” on page 88). These terrifying weapons 
  are used sparingly by the immortal community.
  Increasing Maximum Divine Potence
  The base maximum Divine Potence (MDP) is derived from 
  the Disir level, as a result Disir levels must be augmented 
  into order to increase the starting MDP. In addition, Im-
  mortals may increase their MDP through worshippers, 
  accomplishments, as well as legend and infamy.
  Worship
  Some immortals strive to improve the universe around 
  them. When they touch the lives of mortals, they may 
  end up attracting a following. When these mortals devote 
  themselves to their patrons, the immortal gains many di-
  vine benefits. Higher powers gain tangible benefits from 
  worship in the form of DP regeneration (see page “In-
  creasing Maximum Divine Potence” on page 89) and 
  bonus MDP.
  • Immortals gain a permanent +1 MDP level per 90 
  worshippers.
  Immortals may worship other immortals, but it has no ef-
  fect upon divine rewards. For the immortal to receive the 
  bonuses, only mortal worship will fuel the divine rewards.
  Granted Power/Skill
  A fraction of the worshippers will be godis. The immor-
  tal will bestow upon their godis a custom granted power 
  or skill. Gods and Jotuns may bestow any mortal active or 
  passive power. Einherjar and Sons of Muspel only have the 
  option of bestowing a skill in which they possess the high-
  est skill rank. In case of tie, they may choose which skill 
  their worshippers will receive.
  The bestowed power or skill can be revoked at any time 
  should the immortal be displeased with the worshipper. 
  Godi who have lost the blessing of their patron may re-
  store their favour with a suitable blot.
  Faining and Blot
  When worshippers perform blots and fainings, the immor-
  tal receives bonuses. A Faining will increase the DP by +1, 
  while a Blot will restore the DP to maximum (MDP). The 
  averaged frequency of fainings and blots are determined 
  by the total number of worshippers.
  Performing a blot or faining is a time intensive ritual and 
  cannot be performed during combat. For this reason, im-
  mortals will not be entering battles with worshippers act-
  ing as DP batteries. The acts are spontaneous and occur 
  when followers complete their devotional activities. For 
  averaged DP regeneration rates see page “Regaining Di-
  vine Potence” on page 88.
  Infamy & Fear
  If you are feared by many, and your evil deeds make oth-
  ers fear mentioning your name. By burning down a village 
  and sending the survivors into exile, an immortal may gain 
  infamy.
  • +1 MDP per 90 beings who genuinely fear or hate 
  you.
  Accomplishments
  When you build something great, and word of your deed 
  spread far and wide, your legend grants you DP. If you 
  ravage and destroy someone’s home town, your vile deeds 
  grow your infamy. Any of the following accomplishments 
  would grant a permanent +1 MDP:
  • Your worshippers erected a shrine in your honour 
  that is greatest one ever erected in your name.
  • Per higher level immortal you killed permanently 
  (must be 1 on 1 combat)
  • Saved a beleaguered outpost and its inhabitants from 
  destruction
  
  90
  • Play a leading role in fulfilling one of the Norn proph-
  esies (Loki’s escape, Baldur’s death, etc…)
  Powers Granted by Divine Potence
  Detection
  Any dwellers or denizens who have access to DP can sense 
  DP in others. The exact number is never known, but the 
  Norns can grant a rough estimate such as “You feel the 
  man on the other side of the table is an immortal, with sig-
  nificantly greater power than your own.”
  The range is about a 1 mile radius. When someone with 
  DP enters a town, the Norn may tell them that they sense a 
  few others in town with DP.
  The only way to identify an immortal with certainty is by 
  eye-contact. When two individuals with DP look into each 
  others’ eyes, they will recognize the immortal spark.
  Skill Boost
  MDP represents acquired knowledge due to exposure 
  to new environments, experiences and viewpoints. MDP 
  also represents the augmentation of body, mind and soul 
  when the rebirth takes place. As a result, MDP is added as 
  a bonus to all skill checks.
  When doing a skill check for a skill you do not possess, 
  Wyrd as usual, but to the result, add your MDP as a bonus. 
  It is important to know that this is a “bonus” and not a skill 
  “rank”. In some cases, the situation requires a minimum 
  skill rank, so a bonus will not fulfill the requirement.
  Having at least 1 rank in a skill will add MDP as bonus 
  ranks rather than a bonus. So, having 1 rank in the Craft 
  skill and having 3 MDP will net the immortal 4 ranks in 
  the Craft skill.
  Aging
  Immortals age at a rate much slower to that of mortal spe-
  cies. Gods have an average lifespan of 1000 years, as do 
  Rime Jotuns. Vanir gods live longer, perhaps until 2000 
  years. Musepeli Jotuns and Norns live as long as 3000 
  years. Dvergar can live up to 300 years. Other species like 
  Alfar and Valkyries are much harder to track and assess 
  because they change form so often. No one truly knows if 
  a return to the Crucible of Life is a death, or just a passage 
  to another phase of their lives.
  After rebirth, Einherjar can live another 200 years, but 
  they manage to extend that by partaking in Iduna’s mag-
  ical apples. The orchard is plentiful and provides for 
  Odin’s army. On the other hand, Sons of Muspel can live 
  to nine-hundred years and they do not have access to Idu-
  na’s creations in order to extend their vitality.
  Breath and Poison
  Immortals can also hold their breath for one hour per 
  MDP, and they are completely immune to poison.
  Blot and Faining
  When a mortal performs a faining or blot in order to 
  please their patron, the immortal will be aware. If the im-
  mortal concentrates for a moment, they will be able to see 
  the godi performing the sacrifice as well as the nature of 
  the sacrifice.
  Hearing Your Name
  When someone mentions your name, you can hear them 
  no matter where they are. You will hear the sentence which 
  was uttered in conjunction with your name.
  Immortal Death
  Immortals have a tether or “umbilical cord” to a place in 
  the world which game them initial life. This is represented 
  by Divine Potence. While Divine Potence is greater than 
  zero, their link in active. If Divine Potence drops to zero, 
  they lose all connection to their birth-place.
  When immortals “die” while their Current Divine Po-
  tence (CDP) is greater than 0 will be reborn at their birth 
  place. For Einherjar its in Valhalla while Sons of Muspel 
  will return to Glassisvellir. The process of rebirth takes 
  time, roughly an hour. If they have “died” in the past 24 
  hours, the duration is cumulatively doubled for each time 
  they died in the last 24 hours.
  If an immortal dies while Divine Potence is zero, their soul 
  travels to Niflheim. It is a destiny which they cannot es-
  cape, not matter how powerful they might have been while 
  alive.
  Example: Sigurd has died 3 times in the last 24 hours. He 
  has died again, so his rebirth will take 8 hours.
  Immortal Trauma
  When an immortal is reborn, they have a period of adap-
  tation where they turn their handicaps into super-powers. 
  
  91
  Not only does the trauma of death haunt the newly reborn 
  immortal, but their new forms also heighten emotions and 
  senses. When playing an immortal that was recently re-
  born, the player will need to choose a trauma/handicap 
  for their dweller. Perhaps it is tied to the circumstances 
  surrounding their death. The players should role-play the 
  handicap they have chosen, both in and out of combat.
  Real Life Illness or Trauma Option
  Another interesting option for role-playing could be that 
  a player chooses a real-life illness or trauma that they or a 
  loved one is suffering through. Perhaps one of the player’s 
  siblings has returned from a war abroad and suffers from 
  PTSD. This could be a great opportunity to try and work 
  out what they are going through from their perspective.
  Einherjar
  Einherjar are born into a body which is defined by strong 
  emotions- Anger, Love, Jealousy,  or Despair, etc... At the 
  onset, they tend to be a victim of those feelings. Those 
  emotions are much deeper and profound to an Einherjar, 
  well past the limits of human feeling. If a human felt anger 
  from a scale of 1 to 25, Einherjar would feel anger on a 
  scale of 1 to 100. The overwhelming sentiments tend to 
  be a strong handicap, because when the Einherjar begin 
  to feel, they are drawn deeper into that particular emo-
  tion, and sometimes they feel that they cannot stop this 
  compelling vortex that threatens to consume them. Imag-
  ine the first time you feel love at 26, then when you think 
  it can’t feel more profound, you find yourself at 30, then 
  40. By 75 you feel like you have lost yourself, a prisoner of 
  that emotion. When you’re approaching 100, a newly re-
  born Einherjar can feel that even the gods cannot remedy 
  their plight.
  The good news is that Einherjar learn to live with this 
  new scale, and eventually they learn to master their emo-
  tions. Mastering doesn’t mean halting their intensity, but 
  rather channeling the intensity into everything they do. 
  They party harder, they are stronger fighters, they resist 
  defeat when everyone else would have bent at the knee. 
  Their emotions turn them into vessels of power that Gods 
  and Jotuns look upon with great respect. Odin has truly 
  forged a new and exceptional species!
  Trauma choices: Anger, Fear, Shame, Kindness, Pity, In-
  dignation, Envy, Love
  Perks:
  • Gain a +1 rank to a skill you already know
  • Gain a free mortal Passive Power (any non-Primal type 
  power)
  • Change one Meta tag to another type on a power you 
  possess (Norn must approve the change)
  • When faced with the old trauma emotion, out of com-
  bat gain a +1 To skill checks, and in combat raise or 
  lower a condition intensity by 1 during Upkeep.
  Sons of Muspel
  Sons of Muspel are reborn into new bodies when they rise 
  out of Glassisvellir. These bodies are hyper-sensitive to 
  all stimuli. Sounds are amplified to a point where you can 
  hear grass grow. The visible spectrum is quadrupled, the 
  Son of Muspel can see in darkness, they can see heat, they 
  can see life, and they can see the spirit world. The spirit 
  world is visible and pronounced. Scent and taste go off the 
  charts, better than any dog- the Son of Muspel can recog-
  nize a dozen olfactory traits left behind by someone who 
  was in the hall a week ago. All of these stimuli are mad-
  dening to someone who has just been reborn. They want 
  to curl up into a fetal position in a dark quiet cave- this is 
  normal. But with time and training, adjusting to the new 
  spectrum of senses, these powers become indispensable 
  to the Son of Muspel.
  The reason Sons of Muspel go on training pilgrimages 
  throughout the worlds of Yggdrasil is because they must 
  familiarize themselves bombarded with every stimulus 
  ever created by Yggdrasil. If they are to be the wardens of 
  the Great Cosmic Ash, they must learn to recognize it in all 
  things. With time and training, Sons of Muspel are capa-
  ble of feats which make them appear as though they bend 
  the laws of reality- they can appear in several places at the 
  same time, they can manipulate space and may call upon 
  the Vaettir of the land in order to produce earth shattering 
  events. It is no surprise that Gods and Jotuns alike are in 
  awe of what trained Sons of Muspel can achieve. Surt has 
  re-forged mankind into its next evolution.
  Trauma choices: Light, Sound, Taste/Smell, Touch, 
  Ranged Sense (cold, vibration, etc)
  Perks:
  • Gain a +1rank to a skill you already know
  • Gain a free mortal Passive Power (any non-Primal type 
  power)
  • Change one Meta tag to another type on a power you 
  possess (Norn must approve the change)
  • When faced with the old sensory trauma, out of com-
  
  92
  bat gain a +3 Perception bonus, and in combat gain 1 
  free meta tag per combat round.
  Effects of Trauma
  The Trauma level begins at 4. While under the effect of 
  the trauma/handicap, the dweller suffers a -1 penalty to 
  Destiny per Trauma level. When the Destiny value is re-
  quired for a calculation (i.e. Blind, Shroud, etc…) then 
  the Trauma affected Destiny value is used (lower modified 
  value).
  Achievements and Mastering Trauma
  To improve on their ability to process external stimuli, 
  Sons of Muspel must fail and learn. At the end of a game 
  session where the Son of Muspel has been overstimulated, 
  the Norn may reduce the Trauma level by 1 and grant the 
  dweller an Achievement. The Norn must feel that the play-
  er role-played the Trauma in an authentic manner. 
  When an immortal is reborn they begin with Trauma 4 
  and Achievement 0. After four Achievements, the Des-
  tiny penalty would be zero and the trauma would longer 
  plague the dweller (Trauma 0 and Achievement 4). No 
  more Achievements may be obtained when Trauma has 
  been cleared. 
  When a dweller has gained an Achievement, they may 
  spend it to gain any one of the perks listed for their ar-
  chetype. The same perk may be selected more than once 
  for repeat Achievements. Achievements also scale some 
  powers and skills, turning a learning experience into a 
  real advantage.
  Achievements and MDP
  Whenever an Achievement is gained, the dweller’s 
  MDP increases by +1.
  Valkyries and Achievements
  Valkyries do not start with Trau-
  ma, but they do receive +1 
  Achievement per heroic soul 
  brought into Valhalla or Glas-
  sisvellir. The Norn must weigh 
  if the soul was truly a worthy 
  one. The Valkyrie’s Achieve-
  ment score cannot exceed 4.
  Immortals Upon the Battlefield
  When it comes to combat, immortals have an unfair ad-
  vantage over mortal combatants- but not in all ways. Im-
  mortals have the ability to act and affect on a much grand-
  er scale than mortals, however it does come at a cost. Most 
  attacks and spell effect will have areas of effect with a lot 
  less precision than that or a mortal. While a mortal can 
  strike with precision, an immortal’s strike will devastate a 
  much larger portion of the battlefield.
  The mechanical implications are that immortals use dif-
  ferent meta tags. Immortals use the Expanse meta tag in-
  stead of the Area meta tag. They also use the Cluster meta 
  tag instead of the Multi meta tag. 
  Immortals also gain base attributes based on their Trait 
  scores. Their Passive powers boost certain attributes such 
  as natural PF and DF right from the start.
  Generic / Cinematic Actions
  For players who wish to play at the “quick and easy” lev-
  el of play: when Generic and Cinematic actions contain 
  numeric values, they gain bonuses equal to MDP and the 
  Providence bonus equal to the Trait matching the rune 
  that was played. Also, the Norn may allow actions to re-
  ceive appropriate meta tags (Range and/or Amplify).
  Immortal Range and Area
  Immortal range and area are defined differently from mor-
  tal archetypes. While mortals may achieve much better fi-
  nesse, immortals can achieve greater areas of effect with 
  little effort. Distances are defined as follows:
  Adjacent
  Adjacent range is defined as 3 hexes (15’). Any melee 
  weapon regardless of reach (whether is greater or less) 
  will strike anyone within adjacent range.
  Nearby
  Nearby range is defined as the whole region within 10 
  hexes (50’) around the combatant executing this Meta 
  tag. This includes allies and enemies. It also includes all 
  structures, innocent bystanders, vegetation, etc. 
  Distant
  Distant is defined as the whole region up to an including 
  the farthest combatant involved in the conflict. At a min-
  imum, it is 20 hexes (100’) around the combatant exe-
  cuting this Meta tag. Depending on how far the farthest 
  combatant may be, this can increase the range all the way 
  up to 40 hexes (200’). This includes allies and enemies. 
  It also includes all structures, innocent bystanders, vege-
  
  93
  tation, etc.
  There may be powers that need conversion when used by 
  an immortal. Any mention of “hexes” or 5’ increments 
  needs to fit into the 3-area paradigm. For example, an 
  immortal with the Untouchable passive power, will reduce 
  the range categories by one.
  Attacks and Range/Reach
  When immortals attack, they ignore the weapon’s Reach 
  value. Instead melee weapons can strike any Adjacent 
  target. Thrown weapons can strike anyone within Nearby 
  range. Ranged weapons can strike anyone within Distant 
  range.
  Movement
  When an Immortal performs a Move action, they may 
  move up to anywhere Nearby, so long as they can trace 
  an unblocked path in order to get there. If they have the 
  Quadruped attribute, then the distance increases to Dis-
  tant.
  Conditions
  Several conditions receive some changes based on how 
  immortals function. First and foremost, immortals cannot 
  reduce condition intensities by performing Minor Sacri-
  fices.
  Impeded
  Impeded intensities 1 to 3 reduce the immortal’s Move 
  action by 1 range category. At intensity 4, the range cate-
  gory is reduced by 2 and if that brings the Movement low-
  er than adjacent, then they cannot move.
  Rage
  An immortal in Rage will add their MDP to all Rage bo-
  nuses (Move, DF and PF).
  Taunt
  Taunt intensities 1 to 3 affect everyone Nearby. At inten-
  sity 4, even Distant enemies are affected.
  Recover
  Due to their different nature, immortals do not naturally 
  Recover +1 during the Upkeep phase.
  Knockback
  Knockback from an immortal will throw the victim back-
  wards until a solid object is struck (Distant is maximum 
  range). If the object struck was Nearby, the victim will 
  gain +1 Vulnerable, but if the object was Distant, then the 
  victim gains Vulnerability +2 [Counter P per intensity].
  Alkas
  Alkas placed by immortals must be in a straight line only. 
  Default length is Adjacent (2 hexes in a line), and +10 or 
  +20 hexes for one additional and two additional Ampli-
  fy metas respectively. At three Amplify metas, a portal is 
  created.
  Unconscious
  When an immortal is rendered unconscious, due to runes 
  being in the Wounds zone and below, then they lose ac-
  cess to their Void and Valknutt runes and may not spend 
  DP. If they regain consciousness, then they regain access 
  to those resources.
  Immortal Disir Levels
  Disir spirits have a different symbiosis with immortals. 
  The ancestor spirits are fuelled by immortals bolstering 
  the legend of the bloodline. Truly spectacular deeds per-
  formed by the immortal will permanently raise the play-
  er’s Disir level.
   
  Every 1,000 worshippers will grant a permanent 
  +1 Disir level to the player
  Leveling Immortals
  When an immortal gains a new level, they get two options 
  which are not available to mortal dwellers:
  1) 
  They may rebind their Valknutt rune to a different 
  immortal specialization.
  2) 
  They may rebind a rune from a mortal archetype’s 
  board to their immortal archetype’s board.
  
  94
  Pronouncing Curses
  The sagas are riddled with people applying curses on 
  one another. And knowing someone’s true name makes 
  the curse stick that much more. When cursing someone, 
  the chance of if sticking depends on the context. By de-
  fault, the Norn may choose it to be 33% if it would enrich 
  the current story (call a Trait and pull a rune from a full 
  rune-bag, a match is 33%). If the two individuals involved 
  know one another for a while, this increases the chance 
  by +33%. If the true name is invoked with the curse, that 
  adds another +33%. For a 66% chance, call two Traits and 
  a 99% chance is a guarantee.
  Swarm Rules
  In some cases a player will need to control many creatures. 
  For example: a player may gate many lower level creatures 
  or perhaps have several summoned thanes, or a Norn may 
  wish to play a swarm of low level creatures.  Sometimes the 
  standard rules may be too heavy for such a scenario, and it 
  may call for the special “swarm rules”. “Swarm” refers to 
  a swarm or crowd of creatures. The only requirement for 
  these rules is that all members of the swarm are the same 
  level and have the same powers. The way swarm works is:
  • Decide how many creatures will be in a swarm (exam-
  ple: 10 members).
  • Decide the health of each member (example: 3 rune 
  health).
  • Use a single Essence bag of runes for the swarm. Put 
  a number of runes in the bag equal to the number of 
  swarm members times the health value (example: 30 
  runes). More than 1 bag of runes may be used.
  • Every time runes are placed in the Death pile, check if 
  a swarm member died (example: every 3 runes in the 
  Death pile, remove 1 member from the swarm).
  • Set a Destiny that makes sense. This Destiny will be 
  used to activate all swarm members. Destiny is re-
  duced every time one or more swarm members die. 
  (example: 5 Destiny runes, every 2 members dying 
  will reduce the Destiny by 1)
  • When you play a rune for an action or power, you must 
  assign actions to one member of the swarm. If using 
  miniatures, pick a swarm member miniature on the 
  battlefield. Swarm members must remain adjacent to 
  one another when possible. For simplicity, a member 
  knocked back out of the swarm could be considered 
  “dead” (unless players abuse this).
  • Healing the swarm means reinforcements have ar-
  rived (unconscious or dead members don’t rise once 
  downed)
  • Conditions Intensities: The swarm gains the passive 
  powers which resist conditions (Core Rulebook page 
  283). One instance of the passive powers are granted 
  to the swarm per 2 members of the swarm. If an effect 
  causes the swarm to gain more condition intensities 
  than the combined resistance, then every member of 
  the swarm received the condition intensity. (example: 
  the swarm of 10 members means that the swarm has 
  5 instances of- Resistance to Impeded, Resistance to 
  Blindness, Resistance to Degeneration, Resistance 
  to Possession, Resistance to Vulnerable. It would 
  require at least 6 intensities to affect the swarm, and 
  then the whole swarm would receive the condition. If 
  members of the swarm die, then the resistances are 
  adjusted accordingly).
  • Mental damage: When a swarm receives Mental dam-
  age, divide the damage by the number of members 
  (round up). If more than 1 member received Mental 
  damage, as a result of an Area or Multi meta for ex-
  ample, multiply the final number by the number of 
  members hit.
  These swarm rules can also be used for creatures with 
  many limbs (krakens), many heads (ettins) or arms.
  Wyrd
  With the advent of the Angel of Death player archetype, it 
  is now possible to Wyrd runes from more than 1 source. 
  This necessitates a more robust ruling of how Wyrd 
  works. Wyrd is a “smart draw” system where the player 
  may choose after each rune pulled where the next rune 
  will come from. The player does not need to state before-
  hand how many runes will be drawn from each source.
  Norn Disir Levels
  Norns are at a disadvantage when they step back in the role 
  of a player because the time spent being a Norn did not net 
  them any Disir levels. Well no more! For every 90 hours 
  
  95
  being a Norn, the player gains an automatic Disir level. 
  This way when they return to the player side of the table, 
  they will not find themselves at a disadvantage. Norns typ-
  ically get much better insights into the game world and the 
  lore, so they will find themselves ready to play archetypes 
  which are normally reserved for higher Disir levels be-
  cause of required lore in order to play properly. Gaming 
  groups can unanimously agree to alter the hours required 
  for a Deisir level given the player rate of death and ascen-
  sion as well as the Norn’s mastery of the subject-matter.
  Prophesy
  Certain archetypes, characters and denizens will have the 
  ability (or profess to have the ability) to foretell the future. 
  This is a very powerful ability that can alter the course of 
  your adventures, and thus should be used sparingly. Be-
  fore the game begins, the players should all agree what 
  role prophesies will have in their world- after all prophesy 
  means less player agency (choice and ability to alter the 
  story-line). The Norn should always be given veto powers 
  as most of the work in building and maintaining a cohesive 
  story rests upon their shoulders. But they should listen to 
  the player s, considering their opinions on the effect of 
  prophesy on the game- especially if players are in a posi-
  tion to shape prophecy.
  When dealing with prophesy, there are no rules on how 
  one will state and manage the preordained. This makes 
  things harder, but it also allows for great latitude. When 
  someone must state a prophesy, there are a few best prac-
  tices:
  • Never spell out an upcoming event in full detail
  • Avoid stating the obvious (ex: In the upcoming war, 
  there will be death)
  • Try and use kennings (or mythic metaphors) for 
  nouns and verbs (Thor replaced with “rolling thunder 
  of the heavens”)
  • 
  Size
  Massive creatures were introduced in Denizens of the 
  North, but even larger beasts are possible with Lords of 
  the Ash. When a creature is smaller they are harder to hit. 
  For every 3 size categories smaller, the larger creature 
  must overcome an intensity of Shroud in order to strike 
  the smaller creatrure. This cost does not stack with nor-
  mal Shroud, instead the attacker must deal with the higher 
  of the two values.
  New Combat Options
  RGS combat is both structured and very open to free-form 
  elements. There are many different player styles and just 
  as many Norn styles, that predicting outcomes is almost 
  impossible. Some groups like combat to be easy and fast, 
  while others prefer protracted strategic battles. Some 
  Norns are deadly, while others are benevolent and forgiv-
  ing. Some players espouse Generic/Cinematic actions, 
  while others savour every Active power they play. Simply 
  put, RGS encompases the all of the necessary variables 
  that allow for this diversity. In order to foster new flavours 
  of combat, we introduce the “combat options” section. 
  This section suggests new combat rules which could add 
  spice to your battlefield. All of the following options are 
  obviously optional.
  Subdual Damage
  Sometimes you want to knock someone out rather than kill 
  them. This will  require much more finesse on the part of 
  your attacks. You may choose to pull your punches when 
  dealing Physical damage- you apply only half damage per 
  attack, but the runes stop at the bottom of the Wounds 
  track, right avove the Death pile. This makes it tremen-
  dously easier to knock someone out rather than kill them.
  Double Turn
  The double-turn combat option changes the dynamics of 
  the Action phase. At higher levels (30+) very long Destiny 
  chains may prove to be too detrimental, especially when 
  the initiative allows one side to get a few combatants go-
  ing first. Action phases can also take longer for each com-
  batant at those higher levels. In order to keep lick-based 
  lethality in check, as well as keeping turns short and fre-
  quent, the “double turn” rules are proposed.
  When it’s the combatants turn to resolve their action 
  during the Action phase, they are limited to a minimum of 
  1 rune-chain and up to a maximum of only 2 rune-chains. 
  If they wish to “pass”, they can use their minimum action 
  to put a rune in the Contingency pile and declare it for 
  defense. This way everyone is forced to use some of the 
  runes at their disposal with every pass.
  The Action phase restarts after every combatant has per-
  
  96
  formed one or two actions. This repeats until no one has 
  any usable actions left. Then the combat round proceeds 
  to the Cleanup phase.
  Charge Rules
  If you charge upon a mount in a straight line, after travel-
  ling 4 hexes you gain a +1 DF to your attack per hex travel 
  before performing your Attack action.
  Aquatic & Underwater Combat
  With the advent of shapeshifting into aquatic beasts, the 
  introduction of water alkas and more aquatic monsters, it 
  is fitting to present some helpful guidelines for conduct-
  ing underwater combats. Anyone with the “Aquatic” attri-
  bute can ignore the hindrances presented below:
  • In water (shallow or deep) Move actions (regular and 
  weak) have the numbers halved.
  • In deep water, during Upkeep a rune must be played 
  for treading water.
  • In waters with currents, anyone in deep water will be 
  moved a number of hexes equivalent to the current 
  strength (to be determined by the Norn).
  • During combat, one’s breath can be held for a single 
  round underwater with a bonus of +1 round per rank 
  in the Swim skill.
  • Being underwater and failing to have breath results 
  in drowning damage. Drowning damage is applied on 
  Upkeep and results in a variable (random) amount of 
  damage that increasingly gets worse. The Norn draws 
  a rune from a full bag of runes to determine damage 
  this round.
   
   No damage
   
  Take half your level in unavoidable damage (re  
   
  solved similarly to Degeneration)
   
   Take your level in unavoidable damage
   
  For each additional round without breath, the 
  stakes increase. P runes now deal half your level, M runes 
  deal  
  your level and S deals one-and-a-half times your 
  level. This pattern increases every round (add 50% more 
  damage).
  Drunkenness
  Depending on how much someone drinks, they may 
  get penalties as well as some bonuses. Every rank of the 
  Drinking/Wenching skill will negate one level of drunk-
  enness. Your tolerance for alcohol and your ability to par-
  ty is higher than the average Viking.
  0
  1
  2
  3
  Sober
  Tipsy
  Drunk
  Sloshed
  Drunken Level
  State
  Table4: 
  Drunk Effects
  4
  Unconscious
  Effect
  Skill check difficulties raised by 3, Destiny -1 (minimum 1), DF +3
  Unconscious
  Skill check difficulties raised by 1, DF +1 on attack actions
  Skill check difficulties raised by 2, DF +2
  None
  
  97
  New Advanced Playable Archetypes
  Lords of the Ash introduces five new mortal archetypes and three new immortal archetypes. These new player 
  options are for experienced players and require higher Disir levels.
  
  98
   
  EXECUTIONER 
  BECKONER 
  SHEPHERD
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Dragged to Hel 
  Ballad of Champions 
  Gate Draugar
  Passive  
   Sorrow’s Tears 
  Sorrow’s Wail 
  Sorrow’s Lament
  Skill  
  Sneak 
  Lore: Poison 
  Commune with Dead
  Angel of Death
  Minimum Disir Level: 3
  Base Level: +1 (spend 1 dweller level when selecting this archetype)
  The Angel of Death is a complex and mysterious individual. Her soul has 
  been claimed by Hel, the mistress of Niflheim. Hel chooses only the wor-
  thy and sometimes the recipient of the blessing does not get an opportu-
  nity to consent. The Angel of Death retains her human appearance but 
  her soul has been altered by Hel. The Angel of Death holds the knowl-
  edge of souls and wields mysterious necromatic abilities.
  She is a very important figure in the community and is held in very high 
  regard. She oversees all burial rights and is consulted for matters dealing 
  with life after death. The afterlife is of utmost importance, and her skills 
  can help a recently deceased enter one of the heavens. Her relationship 
  with her divine mistress confuses most, as the Angel of Death directs 
  most souls away from Niflheim.
  Her knowledge of anatomy makes her every strike lethal, and her knowl-
  edge of poisons and disease only adds to her repertoire of death. Most 
  tiptoe around her, as to incur her wrath could mean a quick and sudden 
  trip into the next world.
  When an Angels of Death dies, Hel claims their soul. The afterlife Wyrd 
  is made to see if they become an Aptrgangr, one of Hel's chosen. If the 
  afterlife Wyrd is a failure than they are relegated to the menial duties of a 
  Draugar.
  Executioner (of the Damned)
  The Executioner of the Damned travels under Hel's iron decree. They are specialized in killing those whom Hel wishes to 
  claim for herself. A killing blow from an Executioner shrouds the soul from the sight of Valkyries, making an ascension to 
  the promised afterlife unlikely.
  Beckoner (of the Death Maidens)
  The Beckoner of the Death Maidens knows how to commune with Valkyries, the gatherers of the slain. She can call upon 
  their presence so that the worthy warriors are taken up to the heavens. Her powers allow her to increase the level of heroism 
  upon the battlefield.
  Shepherd (of the Fallen)
  The Shepherd of the Fallen has been entrusted with leading the armies of the damned. Draugar and other nether denizens 
  are on good terms with the Shepherd. They will collaborate with the Shepherd heeding her requests. She will use them to 
  enact her will knowing that they cannot ever die.
  
  ACTIVE
  POWERS
  99
  Illusion of 
  Immortality
  Spiritual 
  Abortion
  Repositioning 
  [Amplify 
  Amplify Echo]
  Ride of the 
  Valkyries
  Wrack 
  [Echo Range 
  Amplify]
  Power 
  Overwhelming 
  [Echo Amplify 
  Amplify]
  Withering 
  Touch
  Soul Barbs
  Shadow Step 
  [Range Echo 
  Range]
  Spirit Power 
  Stance
  Perfect Parry
  Stance of 
  Damnation
  Unnatural 
  Strike [Echo 
  Amplify 
  Amplify]
  Soul Shroud
  Soul Transfer
  Spirit Lance
  Dark 
  Castigation
  Cleansing 
  Block [Echo 
  Amplify 
  Amplify]
  Stance of 
  Darkness
  Soul Twist 
  [Range Echo 
  Amplify]
  Ice Aura
  Stance of 
  Impunity
  Cleansing 
  Sprint [Echo 
  Amplify 
  Amplify]
  Run to Shadow
  Nether Touch
  Arcane Shield
  Soul Chains
  Unearthly 
  Resilience
  Dark 
  Juxtaposition
  Beckon 
  Niflheim
  Strike of 
  Bereavement 
  [Echo Amplify 
  Amplify]
  Lunging Attack 
  [Amplify Multi 
  Echo]
  Conjure 
  Weapon
  Fylgia’s 
  Rallying Strike 
  [Amplify Echo 
  Area]
  Hel’s Icy 
  Embrace
  Armageddon 
  Strike 
  [Amplify Multi 
  Cannibalize]
  Desperation 
  Attack 
  [Amplify Multi 
  Echo]
  Cleansing 
  Attack 
  [Amplify Multi 
  Echo]
  Flight of the 
  Shade
  Beckon 
  Svartalfheim
  Beckon Plague
  Gate Pesta
  Chant of Skuld
  Sun and Moon
  Shadow Strike 
  [Amplify Multi 
  Echo]
  Skeletal 
  Vanguard
  Blight
  Bind Haugbui
  
  PASSIVE
  POWERS
  100
  Niflheim’s 
  Might
  Resistance to 
  Blindness
  Weeping Blood
  Dark Shape
  Rune of the 
  Darkstitched
  Essence of the 
  Ghost
  Niflheim’s 
  Celerity
  Leaping Striker
  Summon the 
  Innocent
  Offering to Hel
  Blend into 
  Shadow
  Stubborn
  Summon the 
  Innocent
  Misery Loves 
  Company
  Keen Senses
  Desperation
  Brutalize
  Precision
  Render 
  Helpless
  Unbreakable 
  Soul
  Resistance to 
  Possession
  Bestow 
  Conviction
  Tribal Blood
  Combat 
  Awareness
  Spiritual 
  Conduit
  Nether Pact
  Bestow Faith
  Resistance to 
  Vulnerable
  Angered Spirit
  Alka Kinship
  Unbreakable 
  Body
  Carried by 
  Blood
  Untouchable
  Resistance to 
  Degeneration
  Dance of 
  Autumn
  Summon the 
  Innocent
  Spirit 
  Domination
  Arcane Reach
  Barrow Home
  Summon the 
  Innocent
  Companion in 
  Magic
  Niflheim’s 
  Boon
  Spiritual 
  Discretion
  Resistance to 
  Impeded
  Bestow 
  Illumination
  Insight
  Companion in 
  Destiny
  Niflheim’s 
  Embrace
  
  SKILLS
  101
  Commune with 
  Dead
  Omens / 
  Portents
  Commune with 
  Dead
  Silent Tongue
  Commune with 
  Dead
  Disguise
  Commune with 
  Dead
  Lore: Arcana
  Commune with 
  Dead
  Sneak
  Omens / 
  Portents
  Lore: Locales
  Commune with 
  Dead
  Lore: Poison
  Commune with 
  Dead
  Lore: Arcana
  Commune with 
  Dead
  Perception
  Commune with 
  Dead
  Intimidate
  Commune with 
  Dead
  Feather Fingers
  Verbal 
  Manipulation
  Survival: Urban
  Sense Motive
  Lore: Poison
  Silent Tongue
  Commune with 
  Dead
  Lore: Arcana
  Commune with 
  Dead
  Burial
  Commune with 
  Dead
  Intimidate
  Commune with 
  Dead
  Survival: Urban
  Commune with 
  Dead
  Read and Write
  Peak 
  Performance
  Lore: Poison
  Commune with 
  Dead
  Commune with 
  Dead
  Intimidate
  Commune with 
  Dead
  Sneak
  Commune with 
  Dead
  Perception
  Commune with 
  Dead
  
  102
   
  HAND OF JUDGEMENT 
  VOICE OF WISDOM 
  EXALTED
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Pass Judgement 
  Word of Command 
  Divine Symbol
  Passive  
   Blessing: Tyrant 
  Blessing: Sage 
  Blessing: Healer
  Skill  
  Intimidate 
  Perform 
  Craft
  Godi
  Minimum Disir Level: 3
  Note: The Godi is a composite archetype. The full power and 
  skill boards are assembled from several sub-boards (patron 
  boards) that are slotted into the Godi boards. See Composite 
  archetypes on page “Composite & Slot Boards” on page 70 
  and Divine Magic on page “Divine” on page 75.
  Reminder: The outer ring is meant for the Fytlgia, so slot board 
  placement is very important.
  The moral backbone of the community is the Godi. They ad-
  vise leaders and common folk on the wishes of their patron(s) 
  (Gods / Jotuns / legendary beasts). A Godi is well respected 
  and honoured because of their wisdom. Rather than trying to 
  proselytize, Godis live their lives as paragons of their patron's 
  dominions and aspects. It is their deeds and how they carry 
  themselves that inspires interest in the higher powers they 
  worship. Godis strive day and night to undo the grip of oppos-
  ing Godis of enemy deities.
  Godis may represent more than a single patron. Most Godis 
  will revere up to four different deities. Godis do not normally 
  need to train to acquire their skills. Through communion with 
  their deities, they are bestowed knowledge from their divine patron(s). The knowledge is always aligned with what the pa-
  tron deity’s domain of influence is. For example, a Godi of Ull can easily become the best archer in the whole countryside, 
  performing feats that defy mortal skills.
  Hand of Judgment
  The Godi known as the Hand of Judgment exacts the will of their patrons. You hunt those who have upset your deity. You 
  also find those who oppose your patron's will, and mark them for divine judgment.  The higher powers you serve help you 
  pass judgment upon the unworthy.
  Voice of Wisdom
  This Godi who preaches their patron's doctrine is known as the Voice of Wisdom. Through their mystic words, they bring 
  more devotees to their patrons. A large flock will move mountains and enact wonders. Their power comes from the words 
  of power that their patrons have taught them.
  Exalted
  The Exalted will live their lives as near-perfect paragons of their deities. These Godi go out of their way to serve their com-
  munities in order to display their patron's benevolence. Their patrons grant them magical symbols which are the embod-
  iment of their patron's domains.
  
  ACTIVE
  POWERS
  103
  Ride of the 
  Valkyries 
  {Divine Spell}
  Retreating 
  Parry
  Cleansing 
  Block
  Chant of Skuld  
  {Divine Spell}
  Drain Life 
  {Divine Spell}
  Arcane Shield 
  {Divine Spell}
  Stitch Destiny 
  {Divine Spell}
  Catharsis 
  {Divine Spell}
  Apples of Idun 
  {Divine Spell}
  Lunging Attack
  Power Attack
  Fylgia’s 
  Rallying Strike
  
  PASSIVE
  POWERS
  104
  Bestow Insight
  Companion in 
  Destiny
  Resistance to 
  Vulnerable
  Bestow 
  Wisdom
  Companion in 
  Magic
  Resistance to 
  Possession
  Bestow Faith
  Companion in 
  War
  Resistance to 
  Blindness
  Resistance to 
  Degeneration
  Companion in 
  Life
  Bestow 
  Conviction
  
  SKILLS
  105
  Lore: Persona
  Lore: Arcana
  Blot/Faining
  Lore: Locales
  Negotiation
  Blot/Faining
  Blot/Faining
  Blot/Faining
  Read and Write
  Omens/
  Portents
  Blot/Faining
  Sense Motive
  
  106
   
  MALLEUS MALEFICARUM 
  VOX DEI 
  PLATINUS
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Slay Monster 
  Keep the Peace 
  Sworn Duty
  Passive  
  Silver Weapon  
  Power of Disbelief 
  Cloak of Protection
  Skill  
  Lore: Personas 
  Etiquette 
  Sense Motive
  Missionary
  Minimum Disir Level: 3
  Note: A Missionary cannot have a Fylgia, but the outer-ring of 
  the power and skill boards is open to all Missionary dwellers.
  A Missionary is granted access to the Miracle condition.
  As the Twilight of the gods looms ever nearer, missionaries 
  drive out the demons of a dark age. They stand firm on the 
  teachings of the White God, even if it means putting one’s 
  life on the line. They dedicate their lives to bringing peace 
  to war-ravaged peoples and erasing all traces of a dark and 
  bloody past. The Missionary will stamp out the darkness 
  while bringing illumination to the masses.The most devout 
  Missionaries invoke miracles in the name of their White God.
  While crusaders would have a hard time standing shoulder to 
  shoulder with Midgardians, the Missionaries are without res-
  ervation. They seek to build bridges with those of differing 
  faiths and perspectives. Dialogue always trumps the sword. 
  Oftentimes conversion comes from inspiration. Many see 
  the lives of the Missionary and wish to learn more about their 
  cause.
  Malleus Maleficarum (the Hammer of Witches)
  The Hammer of Witches seeks to rid the world of all manner of supernatural beasts. They study esoteric and occult sources 
  to better understand their prey. When those monstrosities come into the realm of mankind, the Hammer of Witches is 
  there to banish or destroy them. He is more wolf than lamb. They also known by many other names: Myth Hunter, Witch 
  Hunter, Exorcist and Justicar.
  Vox Dei (the Voice of God)
  The Voice of God puts his own life in God’s hands as he travels into the world of pagans in order to spread the Good Word. 
  His weapons are his ideals, and his tools are his words. He avoids conflict and would rather die than take another’s life. His 
  success is measured in the souls he has converted for the White God. He can easily shrug-off and dismiss the supernatural 
  as fanciful fairy-tales. The darkness cannot silence the Voice of God.
  Palatinus (Paladin)
  God’s Sword is one who has embraced peace over bloodshed, however he won’t hesitate to raise the sword when defending 
  the innocent. He is the good shepherd who ensures justice and equality for all. God’s Sword will be slow to anger, but if and 
  when the righteous fury comes, it manifests as blazing divine wrath. His power comes from beyond, and those who witness 
  are forever changed.
  
  ACTIVE
  POWERS
  107
  Tears of God 
  (Geyser of 
  Living Water) 
  {Faith Alka}
  Unearthly 
  Resilience 
  {Faith}
  Erase the 
  Wickedness
  Life 
  Overwhelming 
  {Faith}
  Prayer Circle
  Trip {Faith}
  Ex Igne Vita
  Roll into 
  Position 
  {Faith}
  Catharsis
  {Faith}
  Mental Celerity 
  {Faith}
  Retreating 
  Parry {Faith}
  Arcane Shield 
  {Faith}
  Howl, Rally the 
  Pack {Faith}
  Light of the 
  Righteous 
  (Throw Dirt) 
  {Faith}
  Get Behind Me
  Purge 
  Degeneration 
  {Faith}
  Enchant Flesh
  {Faith}
  Cleansing 
  Sprint {Faith}
  Repositioning 
  {Faith}
  Purge 
  Blindness 
  {Faith}
  Blessed is 
  Thine Flock
  Furious Sprint 
  {Faith}
  Aggressive 
  Stance {Faith 
  Stance}
  Cleansing 
  Block {Faith 
  Interrupt}
  Evasive 
  Manoeuvre 
  {Faith 
  Interrupt}
  Apples of Idun 
  {Faith}
  Cerebral 
  Chains {Faith}
  Run Away 
  Laughing 
  {Faith}
  Purge Foreign 
  Spirits {Faith}
  Rapid Recovery 
  {Faith}
  Regenerating 
  Block {Faith 
  Interrupt}
  Versatile 
  Combat 
  Manoeuvre 
  {Faith}
  Purge 
  Crippling 
  {Faith}
  Rebuke Evil
  Conjure 
  Weapon 
  {Faith}
  Cerebral 
  Shroud {Faith}
  Boar’s Posture 
  {Faith}
  Bull Rush 
  {Faith}
  Purge 
  Vulnerability 
  {Faith}
  Invigorate 
  Spirit {Faith}
  Vengeful Parry 
  {Faith}
  Light of God 
  (Presence of 
  the Ultimate 
  Shield Maiden) 
  {Faith Stance}
  Armoured 
  Reflex {Faith 
  Interrupt}
  Hunt the 
  Wicked
  Superior Parry 
  {Faith}
  Halt Evil
  Sweeping Trip 
  {Faith}
  Word of God 
  (Cerebral 
  Chains) {Faith}
  
  PASSIVE
  POWERS
  108
  Aura of Peace
  Unbreakable 
  Mind
  Resistance to 
  Impeded
  Die Hard
  Work in 
  Concert
  Combat 
  Awareness
  Turn the Blade
  Unbreakable 
  Body
  Rallying Pack 
  Howl
  Agility
  Protector
  Insight
  Fellowship of 
  the White Hare
  Dance of 
  Autumn
  Resistance to 
  Possession
  Price of 
  Progress
  Bestow 
  Conviction
  Nature’s Child
  Companion in 
  Death
  Keen Senses
  Resistance to 
  Degeneration
  Tactician
  Constitution
  Favour Defense
  Nimble
  Bastion
  Fleet Footed
  Resistance to 
  Vulnerable
  Defy the Crowd
  Cornered 
  Ferocity
  Aura of 
  Influence
  Bestow Faith
  Misery Loves 
  Company
  Untouchable
  Deflect 
  Aggression
  Fellowship 
  of the Silver 
  Shields
  Companion in 
  Destiny
  Tactical 
  Advantage
  Drive Back
  Carried by 
  Blood
  Fueled by the 
  Crowd
  Unencumbered 
  Dodger
  Thriving in the 
  Crowd
  Holy Spirit
  Stout
  Resistance to 
  Blindness
  Unbreakable 
  Soul
  Dance Away
  
  SKILLS
  109
  Lore: Arcana
  Verbal 
  Manipulation
  Perception
  Negotiation
  Etiquette
  Sense Motive
  Lore: Locales
  Sense Motive
  Lore: Locales
  Repair 
  Equipment
  Brew
  Perform
  Blessed Relic
  Lore: Personas
  Etiquette
  Survival: 
  Wilderness
  Animal 
  Empathy
  Negotiation
  Lore: Personas
  Verbal 
  Manipulation
  Perception
  Negotiation
  Survival: Urban
  Read and Write
  Sense Motive
  Navigation
  Negotiation
  Perception
  Hunting/
  Trapping
  Athletics
  Etiquette
  Perception
  Disguise
  Etiquette
  Sense Motive
  Tracking
  Endurance
  Lore: Locales
  Escape
  Sneak
  Lore: Personas
  Lore: Locales
  Sense Motive
  Etiquette
  Negotiation
  Perception
  Verbal 
  Manipulation
  Lore: Arcana
  
  110
   
  SCULPTOR OF BREATH 
  CURATOR OF DOMINIONS 
  SHEPHERD OF DREAMS
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Conceive the Majestic 
  Void Walker Stance 
  Were-Shape
  Passive  
  Master of Puppets  
  Master of Reality 
  Master of Gloom
  Skill  
  Life Elements 
  Lore: Locales 
  Lore: Personas
  Orlog
  Minimum Disir Level: 4
  Orlogs seek primordial enlightenment from the great void Gin-
  nungagap. The quest for primal and original truth brings them 
  to commune with forces untouchable and unseen to most. As a 
  result, they walk a very fine line between genius and madness. 
  Orlogs tread where danger threatens to consume them, but the 
  rewards are unearthly. They are in pursuit of the very building 
  blocks which formed within the crucible of life, the very cradle of 
  Yggdrasil. The Orlog manipulate Void magic, the building blocks 
  which form matter, thought and action. Alfar are the embodiment 
  of that fundamental energy.
  Odin, Vili, and Ve were among the first to use Void magic in order 
  to create life. Seeing an imperfect creation, Hoenir and Lodurr 
  were the ones who added logic and passion to mankind. The 
  greatest Orlog is the Jotun Vafthrudnir. He was among the first to 
  seek out the great void Ginnungagap and without losing his facul-
  ties, has discovered the secrets which lie within- few can boast this 
  feat. Frey, the Alfar king, was another immortal who discovered 
  the correlation between Ginnungagap and the Alfar.
  Mere mortals struggle to understand but a single aspect of Void 
  magic. Orlogs have the capacity to learn how to manifest matter, 
  thought and motion, but in order to be effective, they choose to 
  focus on one above all others. Others view Orlog as erratic, dan-
  gerous, and insane... after all, they claim that Midgard is round!
  Sculptor of Breath
  This Orlog sect is mostly concerned with the creation of matter and life as well as transformation and mutation. You are the 
  blacksmith of life and realms. You know how to evolve your creation for size, toughness, endurance and presence.
  Curator of Dominions
  This Orlog sect is mostly concerned with the subconscious reality which guides all things. You are the blacksmith of 
  thought and will. You manifest prominent effects that influence the surrounding world. You can inflict blights upon the 
  land as much as you can consecrate a holy space.
  Shepherd of Dreams
  This Orlog sect is mostly concerned with the impetus that drives action. You are the blacksmith who forges change and the 
  great legacy which follows. A natural form is meant to be transformed. It is meant to evolve by your very whim.
  
  ACTIVE
  POWERS
  111
  Spiritual 
  Abortion {Void 
  Spell}
  Apples of Idun 
  {Void Spell}
  Perfect Parry
  Power 
  Overwhelming 
  {Void Spell}
  Armageddon 
  Strike
  Imposing 
  Barrier {Void 
  Spell}
  Air Shape
  Chant of Skuld 
  {Void Spell}
  Beckon 
  Muspelheim 
  {Void Alka}
  Water Shape
  Invigorate 
  Spirit {Void 
  Spell}
  Regenerating 
  Block
  Beckon 
  Jotunheim 
  {Void Alka}
  Stitch Kindred 
  {Void Spell}
  Unearthly 
  Resilience 
  {Void Spell}
  Catharsis {Void 
  Spell}
  Shadow Step 
  {Void Spell}
  Arcane Shield 
  {Void Spell}
  The Nightman 
  Cometh {Void 
  Spell}
  Sly Stance
  Ice Aura {Void 
  Spell}
  Raven’s Posture
  Cleansing 
  Block
  Earth Shape
  Purge Foreign 
  Spirits {Void 
  Spell}
  Soul Twist 
  {Void Spell}
  Howl, Skoll’s 
  Victory {Void 
  Spell}
  Evasive 
  Manoeuvre
  Retreating 
  Parry
  Versatile 
  Combat 
  Manoeuvre
  Cleansing 
  Attack
  Conceive the 
  Mysterious
  Spirit Lance 
  {Void Spell}
  Sun and Moon 
  {Void Spell}
  Power Over 
  Wind {Void 
  Spell}
  Beckon 
  Svartalfheim 
  {Void Alka}
  Shadow Strike
  Regenerating 
  Attack
  Sunder Mind 
  {Void Spell}
  Conceive the 
  Mythical
  Visage of 
  Horrors {Void 
  Spell}
  Field of 
  Quagmires 
  {Void Alka}
  Recuperating 
  Wounding 
  Attack
  Recuperating 
  Sever 
  Hamstring
  Conjure 
  Weapon {Void 
  Spell}
  Touch the 
  Essence {Void 
  Spell}
  Yggdrasil’s 
  Presence {Void 
  Spell}
  Field of Poppies 
  {Void Alka}
  
  PASSIVE
  POWERS
  112
  Fae-Kin
  Tactical Pause
  Titanic Size
  Companion in 
  Destiny
  Destroyer Hide
  Verdant Size
  Burrow
  Striker
  Deflect 
  Aggression
  Rune of Scrying
  Companion in 
  War
  Stout
  Assassin’s 
  Reflexes
  Hover
  Unencumbered 
  Dodger
  Keen Senses
  Give Haste
  Companion in 
  Life
  Unbreakable 
  Soul
  Unbreakable 
  Body
  Unbreakable 
  Mind
  Alabaster 
  Magician
  Enchanted 
  Prowess
  Combat 
  Awareness
  Alka Kinship
  Unholy 
  Armoury
  Dance of 
  Autumn
  Penumbral 
  Ring
  Nature’s Child
  Witch Blood
  Barter with 
  Spirits
  Constitution
  Spirit 
  Domination
  Dark 
  Consultation
  Resistance to 
  Degeneration
  Resistance to 
  Possession
  Resistance to 
  Blindness
  Well of Spirits
  Nether Pact
  Die Hard
  Offering to Hel
  Possessed
  Aura of 
  Influence
  Giant Size
  Spiritual 
  Conduit
  Rune of Bones
  Fangs
  Tap the Source
  
  SKILLS
  113
  Life Elements
  Rune: Scorn 
  Pole
  Animal 
  Empathy
  Lore: Arcana
  Animal 
  Empathy
  Rune: Scorn 
  Pole
  Life Elements
  Read and Write
  Life Elements
  Survival: 
  Wilderness
  Lore: Personas
  Perception
  Life Elements
  Read and Write
  Sense Motive
  Commune with 
  Dead
  Animal 
  Empathy
  Omens / 
  Portents
  Animal 
  Empathy
  Commune with 
  Dead
  Endurance
  Lore: Personas
  Omens / 
  Portents
  Lore: Locales
  Lore: Personas
  Lore: Arcana
  Lore: Locales
  Endurance
  Commune with 
  Dead
  Animal 
  Empathy
  Lore: Arcana
  Animal 
  Empathy
  Commune with 
  Dead
  Sense Motive
  Rune: Scorn 
  Pole
  Life Elements
  Perception
  Lore: Locales
  Survival: 
  Wilderness
  Life Elements
  Rune: Scorn 
  Pole
  Life Elements
  Read and Write
  Animal 
  Empathy
  Omens / 
  Portents
  Animal 
  Empathy
  Read and Write
  Life Elements
  
  114
   
  RAVEN SEER 
  SEER OF DUSK 
  SEER OF DAWN
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  The World Exposed 
  Dredge the Past 
  Manipulate Fate
  Passive  
   Past Remembered 
  Visions of Fate 
  Enveloped by Destiny
  Skill  
  Distaff (Omens / Portents) 
  Distaff (Lore: Personas) 
  Distaff (Lore: Locales)
  Voelva
  Minimum Disir Level: 4
  The Voelva are the disciples of the Norns. They can look upon the 
  Norn’s Tapestry of Fate indirectly. A mortal cannot look at the tapes-
  try directly, for it would be like looking at the sun- their eyes and mind 
  would go blind. The Voelva look upon the shadows and reflections cast 
  by the Tapestry of Fate, that is why omens and portents are highly sym-
  bolic and cryptic in nature. Volur (plural Voelva) are practitioners of a 
  specialized form of Void magic. Void magic taps into the very building 
  blocks which form matter, thought, action and destiny. The Alfar are the 
  embodiment of that fundamental energy. Voelvas are also practitioners 
  of both Rune and Seith magic. Void magic shapes all... Tangible and in-
  tangible, visible and invisible, chaos and the preordained. It is said that 
  Norns use Void magic to weave the Tapestry of Fate. Voelva who tap into 
  the great void known as Ginungagap have a chance of going mad due 
  to the gloom. Wisely they specialize in only one discipline of the Void, 
  Hamingja- the ability to see and manipulate fortune. The Voelva are no-
  madic, so it takes a lot to keep these women tied to one place. When 
  someone comes to see a Voelva for advice, it is never cheap. In fact, re-
  spectable Voelvas are courted by karls and jarls throughout the last who 
  wish to use Voelva insight in order to grow their kingdoms. During the 
  3rd and 4th ages of Ragnarok, Voelvas should be allowed to swap one skill from the Voelva skill board and replace it with 
  an instance of Ritual Corpse Magic. This reflects the changing attitudes of the Norns.
  While male Voelvas are very rare, but they do exist and are known as Vitki.
  Raven Seer
  The Raven Seer is the fortune teller of mankind. She can see people’s auras and discern their true nature. She can also 
  see their fate, whether she relates the news in a different matter all together. Her wisdom tells her: little can be gained by 
  knowing what is to come when you cannot change it.
  Seer of Dusk
  This Seer of Dusk is especially talented in seeing the details about past events. Her visions are so detailed, just as if she was 
  a participant in the event in question. Her perceptions are so hightened that she can taste motivations and smell thoughts 
  and intentions. Events which have already happened become an open book to this Voelva.
  Seer of Dawn
  The Seer of Dawn is knowledgeable of the Alfar and their salient abilities to manipulate fate. She is conscious that the fu-
  ture is far from preordained, especially when Norns and Alfar hold such great sway. She cannot create preordained events, 
  but can guide and shape present and upcoming events in order to bend the future.
  
  ACTIVE
  POWERS
  115
  Reversal of 
  Fortune
  Shade of the 
  Darkening Sky 
  {Shade Seith 
  Spell}
  Gift of Gold
  Fate Blast
  Cerebral Barbs 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Cerebral 
  Chains {Rune 
  Spell} [Amplify 
  Range Combo]
  Apples of Idun 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Cerebral Twist 
  {Rune Spell} 
  [Amplify Range 
  Combo]
  Visage of 
  Horrors {Rune 
  Spell} [Amplify 
  Range 
  Cannibalize]
  Sunder Mind 
  {Rune Spell} 
  [Amplify 
  Amplify 
  Cannibalize]
  Muspeli 
  Nightmares 
  {Rune Spell} 
  [Amplify 
  Range 
  Cannibalize]
  Shade of 
  Piercing Eyes 
  {Shade Seith 
  Spell}
  Shade of 
  Whispers 
  {Shade Seith 
  Spell}
  Part the 
  Tapestry
  Gift of Silver
  Shade of the 
  Darting Fox 
  {Shade Seith 
  Spell}
  Invoke the 
  Shadows {Seith 
  Spell} [Amplify 
  Range 
  Cannibalize]
  Wrack {Rune 
  Spell} [Amplify 
  Range 
  Cannibalize]
  Power Over Fire
  Power Over 
  Wind
  Cerebral 
  Shroud {Rune 
  Spell} [Amplify 
  Range Combo]
  Purge 
  Vulnerability 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Power Over 
  Stone
  Devour 
  Thought {Rune 
  Spell} [Amplify 
  Range 
  Cannibalize]
  Not My Time
  Shadow Step 
  {Seith Spell} 
  [Range Range 
  Cannibalize]
  Syphon Soul 
  {Seith Spell} 
  [Amplify 
  Range 
  Combo]
  Spirit Lance 
  {Seith Spell} 
  [Amplify 
  Range 
  Combo]
  Soul Chains 
  {Seith Spell} 
  [Amplify 
  Range Echo]
  Seith Frenzy 
  {Seith Spell} 
  [Amplify 
  Amplify 
  Maintain]
  Soul Transfer 
  {Seith Spell} 
  [Amplify 
  Range 
  Cannibalize]
  Chant of Skuld 
  {Seith Spell} 
  [Amplify 
  Range 
  Cannibalize]
  Agonizing 
  Vortex {Seith 
  Spell}
  Purge 
  Crippling 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Purge 
  Blindness 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Mistress of the 
  Dark Bond 
  {Seith Spell}
  Arcane Stance
  Dark 
  Juxtaposition 
  {Seith Spell} 
  [Range 
  Maintain 
  Cannibalize]
  Soul Shroud 
  {Seith Spell} 
  [Amplify Multi 
  Cannibalize]
  The Nightman 
  Cometh {Seith 
  Spell} [Amplify 
  Amplify 
  Amplify]
  Soul Barbs 
  {Seith Spell} 
  [Amplify 
  Range 
  Combo]
  You Will Not 
  Die
  Possess 
  Opponent 
  {Seith Spell} 
  [Amplify 
  Range Combo]
  Soul Twist 
  {Seith Spell} 
  [Amplify 
  Range Combo]
  Sun and Moon 
  {Seith Spell} 
  [Amplify 
  Range Combo]
  Purge Foreign 
  Spirits {Rune 
  Spell} [Amplify 
  Range Combo]
  Purge 
  Degeneration 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  Catharsis 
  {Rune Spell} 
  [Amplify 
  Range Combo]
  
  PASSIVE
  POWERS
  116
  Destiny’s 
  Embrace
  Shadow of the 
  Ice Wolf
  Hamingja
  Selective Spirit
  Shadow of 
  Hvergelmir
  Shadow of the 
  Ice Raven
  Wyrd Eye
  Pain Eases 
  Anguish
  Witch Blood
  Wondrous 
  Possession
  Umbral 
  Alliance
  Nether Pact
  Hallucinations 
  of Power
  Umbral 
  Negotiations
  Shadow of 
  Illicit Deeds
  Penumbral 
  Ring
  Blood Ring
  Possessed
  Well of Wonder
  Angered Spirit
  Shadow of 
  Memory
  Niflheim’s 
  Boon
  Alabaster 
  Magician
  Arcane Reach
  Blend into 
  Shadow
  Run into the 
  Light
  Aura of 
  Influence
  Rune of 
  Knowledge
  Wondrous 
  Magic
  Rune of Mead
  Rune of Fate
  Rune of 
  Wonder
  Rune of Storms
  Niflheim’s 
  Celerity
  Niflheim’s 
  Embrace
  Rune of Bones
  Rune of 
  Retribution
  Rune of 
  Reinforcement
  Rune of Blood
  Rune of Scrying
  Arcane Drums
  Wyrd Heart
  Been There 
  Done That
  Rune of the 
  Darkstitched
  Rune of Odin’s 
  Eye
  Rune of 
  Leadership
  Rune of Divine 
  Blessing
  Wyrd Ways
  
  SKILLS
  117
  Omens / 
  Portents
  Rune: Scorn 
  Pole
  Commune with 
  Dead
  Appraisal
  Commune with 
  Dead
  Rune: Scorn 
  Pole
  Omens / 
  Portents
  Rune: Scorn 
  Pole
  Omens / 
  Portents
  Silent Tongue
  Sense Motive
  Animal 
  Empathy
  Omens / 
  Portents
  Rune: Scorn 
  Pole
  Commune with 
  Dead
  Perform
  Omens / 
  Portents
  Perception
  Omens / 
  Portents
  Survival: Urban
  Commune with 
  Dead
  Feather Fingers
  Navigation
  Read and Write
  Etiquette
  Negotiation
  Intimidate
  Commune with 
  Dead
  Verbal 
  Manipulation
  Omens / 
  Portents
  Lore: Arcana
  Omens / 
  Portents
  Survival: 
  Wilderness
  Commune with 
  Dead
  Rune: Scorn 
  Pole
  Omens / 
  Portents
  Swim
  Lore: Locales
  Tracking
  Omens / 
  Portents
  Rune: Scorn 
  Pole
  Rune: Scorn 
  Pole
  Omens / 
  Portents
  Commune with 
  Dead
  Lore: Personas
  Commune with 
  Dead
  Rune: Scorn 
  Pole
  Omens / 
  Portents
  
  118
  
  119
  Immortal Archetypes
  In this chapter you will find full fledged versions of the Einherjar and Son of Muspel archetypes. As well, you will also find 
  a new one called the Valkyrie which becomes available at Disir 6.
  
  120
  Einherjar
  Minimum Disir Level: 5
  Base Powers: Ascended, Immortal
  Base Level: +4 (spend 4 dweller levels when selecting this 
  archetype)
  Place of Rebirth: Valhalla
  Every great hero wishes to have a place in Valhalla. They wish 
  to have their souls taken up to Odin’s hall by the fabled Valky-
  ries. For the All Father to use his necromantic magic to trans-
  form their souls into the mighty Einherjar. In Valhalla they 
  spar, honing their skills for the coming final battle. They also 
  drink the mead that flows from Heidrun’s udders and feast 
  upon a regenerating boar known as Saehrimnir.
  With the coming of Ragnarok, they are sent on important 
  quests for the gods. The first days as Einherjar are troubling; 
  adjusting to an immortal shell can be unsettling for the soul, 
  and memories of their violent death haunt the heroes. Emo-
  tions can run wild, leading to unpredictable moods and ven-
  omous reactions. But with time, the Einherjar come into their 
  own, embracing a fighting prowess of unsurpassed magnitude.
  The Einherjar will retain the most profound memories of its previous life. A rule of thumb would be one major event per 
  year.
  Hammer of the Gods
  The Hammer of the Gods is the direct and unapologetic instrument of war. They fear no one. They refuse to back down. 
  They are relentless and they get into their opponent’s faces. The Hammer of the gods is driven by anger, shame and indig-
  nation.
  Spirit Wolf
  Spirit Wolves succeed in getting into the minds of their enemies by understanding the nature of all beasts. These Einherjar 
  can see the intended action just by witnessing how muscles tighten in preparation for the movement. With lightning reflex-
  es, they react by tapping into their divine nature. Spirit Wolves are driven by friendship, kindness and envy.
  Raven Caller
  Raven Callers are known for their affinity with the magical realm and spirit world. They grab hold of magic, and their 
  essence infuses their spellcraft. Their foes never quite know what they are in for due to the Spirit Wolves vast talents and 
  resources. Spirit Wolves are driven by love, pity and fear.
   
  HAMMER OF THE GODS 
  SPIRIT WOLF 
  RAVEN CALLER
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Blood Strike 
  Heavenly Retribution 
  Magical Prism
  Passive
  Skill
  Bloodline: Einherjar –
   Shield Breaker
  Bloodline: Einherjar –
  Doom Seer
  Bloodline: Einherjar –
   Harbinger of Ghosts
  Brawling
  Lore: Arcana
  Omens / Portents
  
  ACTIVE
  POWERS
  121
  Divine Drain
  Providence 
  Gate
  Providence 
  Interrupt
  Providence 
  Manoeuvre
  Providence 
  Spell
  Providence 
  Stance
  Divine Killing 
  Strike
  Providence Gate
  Odin’s Sorcery
  Unmitigated 
  Healing
  Sky Smash
  Valhalla’s 
  Armoury
  Valhalla’s 
  Stance
  Providence 
  Stance
  Providence 
  Spell
  Valhalla’s 
  Brotherhood
  Immortal’s 
  Regeneration
  Immortal’s 
  Bash
  Unmitigated 
  Cleansing
  Immortal’s 
  Cleansing
  Providence 
  Interrupt
  Providence 
  Manoeuvre
  Posture of 
  Tenacity
  Ground Smash
  Immortal’s 
  Sprint
  Heave 
  Anything
  Providence 
  Manoeuvre
  Providence 
  Interrupt
  Modr, Greater
  Immortal’s 
  Focus
  Immortal’s 
  Attack
  Champion 
  Strike
  Odin’s Sorcery
  Providence 
  Spell
  Providence 
  Stance
  Odin’s Sorcery
  Cleansing 
  Posture
  Immortal’s 
  Parry
  Cursing 
  Defense
  Thorgerd and 
  Irpa’s Reprisal
  Providence 
  Gate
  Divine Killing 
  Strike
  Providence 
  Stance
  Providence 
  Spell
  Providence 
  Manoeuvre
  Providence 
  Interrupt
  Providence 
  Gate
  Divine Drain
  
  PASSIVE
  POWERS
  122
  Almighty 
  Presence
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Almighty 
  Presence
  Mortal Mimicry
  Dreadful 
  Aggression
  Eternal Light
  Iron Mage
  Eternal Mind
  Summon 
  Thane
  Mortal Mimicry
  Mortal Mimicry
  Heart of 
  Thorns
  Battlefield 
  Timing
  Eternal 
  Warden
  Eternal Soul
  Heart of 
  Darkness
  Mortal Mimicry
  Mortal Mimicry
  Dreadful Wail
  Battlefield 
  Fortitude
  Eternal Fury
  Masochistic 
  Defense
  Mortal Mimicry
  Mortal Mimicry
  Heart of Cold
  Bear’s Courage
  Eternal Body
  Fox’s Cunning
  Heart of 
  Sorrow
  Mortal Mimicry
  Mortal Mimicry
  Eternal 
  Stalwart
  Battlefield 
  Presence
  Iron Archer
  Eternal 
  Reflexes
  Eternal Thrust
  Mortal Mimicry
  Almighty 
  Presence
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Almighty 
  Presence
  
  SKILLS
  123
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Lore: Arcana
  Lore: Personas
  Hunting/
  Trapping
  Omens/
  Portents
  Brew
  Divine 
  Inspiration
  Divine 
  Inspiration
  Infuse
  Endurance
  Lock Bash
  Drinking/
  Wenching
  Lore: Locales
  Divine 
  Inspiration
  Divine 
  Inspiration
  Perform
  Brawling
  Repair 
  Equipment
  Appraisal
  Divine 
  Inspiration
  Divine 
  Inspiration
  Craft
  Peak 
  Performance
  Intimidate
  Athletics
  Survival: Urban
  Divine 
  Inspiration
  Divine 
  Inspiration
  Short Fuse
  Sneak
  Perception
  Swim
  Realm Ore
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  
  124
   
  WILDFIRE WARRIOR 
  ETERNAL LIGHT 
  KEEPER OF THE FLAME
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Transcendental Strike 
  Hive Mind 
  Awaken the Ancients
  Passive
  Skill
  Bloodline: Muspeli Jotun - 
  Furious Eruption
  Bloodline: Muspeli Jotun – 
  Ashen Eyes
  Bloodline: Muspeli Jotun – 
  Molten Heart
  Perception
  The Sight
  Learned
  Sons of Muspel
  Minimum Disir Level: 5
  Base Powers: Ascended, Immortal
  Base Level: +4 (spend 4 dweller levels when selecting this archetype)
  Place of Rebirth: Glassisvellir
  Warrior-heroes of legends who died in battle were chosen by Valkyries and brought 
  to Glassisvellir to become Sons of Muspel. Once they emerge from the lake of fire 
  and are reborn into a new immortal body, the Sons of Muspel undertake a pilgrim-
  age throughout the worlds of Yggdrasil to hone their skills for all realms and against 
  all types of foes. Once the pilgrimage is complete, they achieve oneness with the 
  world-tree Yggdrasil, which gives them omniscience and cosmic resilience. The 
  first days as a Son of Muspel are difficult. The body is extraordinarily sensitive to 
  all elements, including the spectrum of sound and sight. In time, however, this sen-
  sitivity is transformed into an awareness that resembles precognition. Sons of Musepl retain their human appearance from 
  their past life, but they are also “fire touched”. Their eyes will take on a golden sheen. The veins beneath their skin will 
  resemble lava flows and this will become more pronounced when they are angry. Then in the heat of battle, their skin will 
  shine like the embers upon a log which has been bathing in flames. Once they have mastered their new form, their hair will 
  blaze like the eternal fires of Muspelheim, certifying their nature and appearance. The Son of Muspel will retain the most 
  profound memories of its previous life. A rule of thumb would be one major event per year.
  Wildfire Warrior
  Wildfire Warriors tirelessly hunt the enemies of the Muspeli Jotuns. Physical senses and the vision of Fate are two defining 
  extraordinary senses for this specialization. They can hear, see, taste and smell with uncanny accuracy. When you look 
  upon another, you look past their physical form and see them as images upon the Tapestry of Fate. Their actions are threads 
  you can sever and reweave into your own destiny.
  Eternal Light
  The Eternal Light Sons of Muspel take a vow to protect Yggdrasil and protect it from all harm. Thought and Time are two 
  defining senses for this specialization. They understand the nature of Yggdrasil and they tap into the sacrosanct sap which 
  runs through its core. With a shared consciousness, these Sons of Muspel can use time as both weapon and armour. The 
  Cosmic Tree is living, the Great Ash has a will and the Eternal Light will enact its holy edict.
  Keeper of the Flame
  Keepers of the Flame are the ones who vow to keep Nidhogg’s darkness at bay. Spirit and Space are two defining senses for 
  this specialization. They rally the forces of nature which have sprung from the Crucible of Life against the coming dark tide. 
  They understand the Yggdrasil is part of everything and when they work through the Cosmic Ash then they work upon all 
  of the worlds. They can call upon the Vaettir for assistance and they can appear anywhere they wish to be.
  
  ACTIVE
  POWERS
  125
  Divine Killing 
  Strike
  Providence 
  Gate
  Providence 
  Interrupt
  Providence 
  Manoeuvre
  Providence 
  Spell
  Providence 
  Stance
  Divine Drain
  Providence Gate
  Immortal’s 
  Attack
  Immortal’s 
  Parry
  Immortal’s 
  Stomp
  Immortal’s 
  Blazing Fire 
  Column
  Heave 
  Anything
  Providence 
  Stance
  Providence 
  Spell
  Incinerating 
  Presence
  Conflagration 
  Axe
  Champion 
  Strike
  Conflagration 
  Armour
  Incinerating 
  Gaze
  Providence 
  Interrupt
  Providence 
  Manoeuvre
  Omniscience
  Cleansing 
  Posture
  Immortal’s 
  Brilliance
  Omniscience
  Providence 
  Manoeuvre
  Providence 
  Interrupt
  Incinerating 
  Retribution
  Conflagration 
  Bow
  Unmitigated 
  Healing
  Conflagration 
  Spear
  Posture of 
  Tenacity
  Providence 
  Spell
  Providence 
  Stance
  Crucible Alka
  Immortal’s 
  Regeneration
  Unmitigated 
  Cleansing
  Immortal’s 
  Focus
  Immortal’s 
  Cleansing
  Providence 
  Gate
  Divine Drain
  Providence 
  Stance
  Providence 
  Spell
  Providence 
  Manoeuvre
  Providence 
  Interrupt
  Providence 
  Gate
  Divine Killing 
  Strike
  
  PASSIVE
  POWERS
  126
  Almighty 
  Presence
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Almighty 
  Presence
  Mortal Mimicry
  Nullifying Wish
  Ratatosk’s 
  Paths
  Dreadful Foe
  Eternal 
  Reflexes
  Yggdrasil’s 
  Heart
  Mortal Mimicry
  Mortal Mimicry
  Eternal 
  Stalwart
  Iron Archer
  Battlefield 
  Presence
  None Can Hide
  Eternal Soul
  Mortal Mimicry
  Mortal Mimicry
  Eternal Glory
  Battlefield 
  Timing
  Eternal Body
  Heart of 
  Whispers
  Mortal Mimicry
  Mortal Mimicry
  Violent Growth
  Iron Mage
  Fox’s Cunning
  Masochistic 
  Defense
  Eternal Mind
  Mortal Mimicry
  Mortal Mimicry
  Temporal Body
  Eternal Fury
  Eternal Light
  Battlefield 
  Fortitude
  Temporal Shift
  Mortal Mimicry
  Almighty 
  Presence
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Mortal Mimicry
  Almighty 
  Presence
  
  SKILLS
  127
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Brew
  Survival: 
  Wilderness
  Sneak
  Silent Tongue
  Perform
  Divine 
  Inspiration
  Divine 
  Inspiration
  Infuse
  Tracking
  Perception
  Read and Write
  Commune with 
  Dead
  Divine 
  Inspiration
  Divine 
  Inspiration
  Negotiation
  Sense Motive
  Repair 
  Equipment
  Appraisal
  Divine 
  Inspiration
  Divine 
  Inspiration
  Craft
  Verbal 
  Manipulation
  Animal 
  Empathy
  Omens/
  Portents
  Lore: Personas
  Divine 
  Inspiration
  Divine 
  Inspiration
  Lore: Arcana
  Lore: Locales
  Navigation
  Intimidate
  Realm Ore
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  
  128
  Valkyrie
  Minimum Disir Level: 6
  Base Powers: Primal Being, Immortal
  Base Level: +5 (spend 5 dweller levels when selecting 
  this archetype)
  Place of Rebirth: Crucible of Life – You return to the 
  birthplace of creation. Your natural essence is ready to 
  seek out a new host whom you will be able to subsume.
  A Valkyrie is an agent of death. These mystical and 
  mythical spirits were birthed from the Void, which is 
  where the light and darkness clashed. Valkyries are 
  drawn to battle and can see and manipulate the spiri-
  tual world as easily as the material world. They move to 
  where destiny requires them to be, whether it is serv-
  ing Odin in bringing the dead into Valhalla, working 
  to bolster the ranks of the Sons of Muspel when they 
  wade into battle against the Alsvartr, or fulfilling their 
  own personal agendas.
  Valkyries are powerful awe-inspiring spirits who thirst 
  for emotion and experiences. These spirits are fasci-
  nated and drawn to humanity and have the ability to 
  subsume the life of humans. They merge with the mor-
  tal, taking on their form and drinking their memories. 
  The mortal consciousness remains, sometimes it is 
  in harmony with the Valkyrie, other times it can be at 
  odds. In some instances, the Valkyrie and the mortal 
  consciousness are aware of each other, but other times 
  it may be that one or the other live on opposite sides of 
  a coin flipping through the air. A mortal may sudden-
  ly be amazed by powers which erupt in times of emo-
  tional distress, unaware that a Valkyrie has subsumed 
  them. Other times a Valkyrie may fight to suppress the 
  host’s desires. Most often, when a Valkyrie chooses 
  a new host, they choose one with whom harmony is 
  achievable.
  The longer a Valkyrie lives a mortal’s life, the more 
  memories they uncover within their subsumed host’s 
  consciousness. Disir 6 Valkyries are new Valkyries, 
  just learning how to co-exist with someone they have 
  subsumed. As a result, it is possible for the original 
  consciousness to be the dominant one for a while. 
  However, Valkyries are quick learners and they will 
  soon overpower even the most assertive mortal con-
  sciousness.
  There have been numerous times when Valkyries have 
  chosen to live out their lives as a princess or heroine. 
  While Valkyries prefer to take the form of female mor-
  tals, it is not unheard of for them to subsume males 
  as well. Valkyries have been known to take on human 
  form out of intense infatuation with a mortal hero(ine). 
  Those who have been rebuffed by the object of their 
  affection have gone on to perform dishonorable deeds 
  out of scorn.
  The only way for them to return to their natural and 
  primal form is by the death of their host. When a Valky-
  rie dies while subsuming a life, it reverts to its natural 
  form and begins to search out another body and soul 
  to subsume as its own. There have been cases were the 
  Valkyrie did not care for the soul it liberated from its 
  mortal shell upon death. In those cases, those souls 
  have become Lost Souls and some Lost Souls have 
  been so overtaken with rage and the need for revenge, 
  that they walked down the dark path of the Wight Sov-
  ereign.
  Wight Sovereigns are the natural enemies of Valkyries. 
  They feed on souls which Valkyries cherish and most 
  Wight Sovereigns have a very intimate and personal 
  conflict with Valkyries due to how they were treated 
  while subsumed by the agents of death. The Valkyries 
  have a special role when it comes to the Wild Hunt.
  The Valkyrie will retain the most profound memories 
  of its previous life. A rule of thumb would be one major 
  event per year.
  A player does not play a Valkyrie in its natural form, 
  rather the dweller played is one of the subsumed lives.
  
  129
   
  HARVESTER OF SOULS 
  SWAN MAIDEN 
  BLAZING AVENGER
  Trait  
  Physical  
  Mental  
  Spiritual
  Active 
  Angel of Chains 
  Angel of Mercy 
  Angel of Ruin
  Passive
  Skill
  Bloodline: Valkyrie - Aria 
  of Death
  Bloodline: Valkyrie - Aria 
  of Rebirth
  Bloodline: Valkyrie - Aria 
  of Glory
  Commune with Dead
  Commune with Dead
  Commune with Dead
  The Harvester of Souls
  The Valkyrie known as the harvester of souls has a natural inclination to seek war and death. Upon the battlefield, they love 
  to witness the best warriors and mages doing battle. They are particularly drawn to them after death, wishing to share their 
  company and possibly bring them to their fated destination. Harvester of Souls are most likely to be under the employ of a 
  God or Jotun collecting great souls. These Valkyries also partake in the annual Wild Hunt in order to reap the rewards of 
  this recurring cosmic event. They are governed by sorrow and awe.
  Swan Maiden
  Swan maidens are drawn to the beauty of humanity. They seek to understand the complex and beautiful range of emotions 
  which humans are capable of. Valkyries can only feel one emotion at a time, but when they subsume a human mortal shell, 
  they can feel mixed and concurrent emotions. They strive to live out most of their existence fitting in with other life forms, 
  believing that the universe is constantly evolving and improving and they must not be left behind as a primitive life form 
  within the Crucible of Life.  They are governed by bliss and love.
  Blazing Avenger
  The Valkyrie known as the blazing avenger embraces the path of war and conflict. A war is raging and these Valkyries 
  cannot sit on the sidelines. They are very well aware of the precarious state of Yggdrasil and the Crucible of Life and have 
  resolved to do everything in their power to avert the impending cataclysm. They use their talents to wage the war or to sup-
  port those who fight the good fight. Blazing avengers are eager to take on the deadliest of foes, they are the ones who hunt 
  Wight Sovereigns. Blazing Avengers are governed by rage and fury.
  
  ACTIVE
  POWERS
  130
  Signature 
  Shapechange
  Signature 
  Transform
  Signature 
  Stance
  Odin’s Sorcery
  Odin’s Sorcery
  Signature Alka
  Signature Gate
  Signature 
  Enchantment
  Omniscience
  Immortal’s 
  Focus
  Immortal’s 
  Attack
  Immortal’s 
  Bash
  Omniscience
  Signature 
  Enchantment
  Signature 
  Magic
  Ground Smash
  Cleansing 
  Posture
  Immortal’s 
  Brilliance
  Heave 
  Anything
  Immortal’s 
  Parry
  Signature 
  Magic
  Signature 
  Defense
  Immortal’s 
  Regeneration
  Immortal’s 
  Cleansing
  Gate Valkyrie 
  Destrier
  Gate Valkyrie 
  Champion
  Signature 
  Defense
  Signature 
  Attack
  Posture of 
  Tenacity
  Crucible Alka
  Champion 
  Strike
  Cursing 
  Defense
  Unmitigated 
  Cleansing
  Signature 
  Attack
  Signature 
  Manoeuvre
  Omniscience
  Unmitigated 
  Healing
  Immortal’s 
  Sprint
  Sky Smash
  Omniscience
  Signature 
  Manoeuvre
  Signature Alka
  Signature Gate
  Odin’s Sorcery
  Odin’s Sorcery
  Signature 
  Shapechange
  Signature 
  Transform
  Signature 
  Stance
  
  SKILLS
  131
  Mortal Mimicry
  Temporal Body
  Mortal Mimicry
  Iron Mage
  Mortal Mimicry
  Temporal Shift
  Mortal Mimicry
  Masochistic 
  Defense
  Eternal Mind
  Heart of 
  Thorns
  Eternal Light
  Heart of 
  Sorrow
  Eternal 
  Stalwart
  None Can Hide
  Mortal Mimicry
  Fox’s Cunning
  Bear’s Courage
  Crown of Ruin
  Battlefield 
  Timing
  Dreadful 
  Aggression
  Mortal Mimicry
  Eternal 
  Warden
  Eternal Body
  Crown of Dawn
  Crown of Mercy
  Eternal Fury
  Eternal Thrust
  Mortal Mimicry
  Dreadful Foe
  Battlefield 
  Presence
  Crown of 
  Amber
  Battlefield 
  Fortitude
  Heart of Cold
  ¬Unbudging 
  Stalwart
  Nullifying Wish
  Eternal 
  Reflexes
  Heart of 
  Darkness
  Eternal Glory
  Dreadful Wail
  Eternal Soul
  Heart of 
  Whispers
  Mortal Mimicry
  Yggdrasil’s 
  Heart
  Mortal Mimicry
  Iron Archer
  Mortal Mimicry
  Ratatosk’s 
  Paths
  Mortal Mimicry
  PASSIVE
  POWERS
  
  SKILLS
  132
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine 
  Inspiration
  Divine Infusion
  
  SKILLS
  133
  Denizens
  This chapter includes many more denizens who herald from Asgard, Jotunheim, Muspelheim, Vanagard, 
  Nidavellir, and Niflheim. Lords of the Ash includes two more forge beasts for the Blacksmith, and two 
  more mounts for the Fardrengir.
  Base Powers
  The denizens are listed with new Attributes which are fully explained on page “Attributes (Base Powers)” 
  on page 66.
  Base Level
  The base level is included in the denizen’s overall level. For example: if a Norn wished to make a level 20 
  denizen, and the chosen denizen’s base level was +4, then the Norn would only have 16 levels with which 
  to buy Essence and Destiny.
  Size/Move
  This is the denizen’s size and move. It may be altered with Passive powers which increase size. Reminder: 
  unarmed damage has a DF equal to Size -3.
  Equipment Type
  The Equipment Types are the following:
  None: The denizen does not carry any equipment
  Martial: The denizen will have weapons and armor for itself and possibly 
  Fay: The denizen will most likely have magical items with infused Active or Passive powers.
  Lair: The denizen not only has Martial or possibly Fay gear, but also has a treasure reserve in their lair 
  nearby.
  Immortal Denizens
  Some of the denizens in this chapter are immortals. They will share powers and skill similar to immortal 
  dweller archetypes. They begin combat with at maximum Divine Potence. Should a power scale based on 
  Achievement, assume the achievement of 1.
  
  134
  ACTIVE
  POWERS
  Nether Touch
  Lunging Attack
  Reckless 
  Whirlwind 
  Attack
  Mauling
  Chant of Skuld
  Frost Breath
  Aggressive 
  Assault
  Natural Strike
  Drain Life
  Any “Beckon 
  X” Active power 
  from the Core 
  Rulebook
  Any “Beckon 
  X” Active power 
  from the Core 
  Rulebook
  Bone Snapper
  Apples of Idun
  Catharsis
  Ride of the 
  Valkyries
  Stitch Kindred
  Living Land
  Living Smite
  Wrack
  Spirit Lance
  Soul Shroud
  Living Succor
  Sweeping Trip
  Sun and Moon
  Ancient Borghild
  The land has a soul and its known as a Vaettir. The first land created 
  by the Crucible of Life is inhabited by the most ancient of Vaettir. 
  When such a spirit takes corporeal form, it is known as an Ancient 
  Borghild. They are experienced, powerful and wise.
  They will aid those who work to preserve the world tree Yggdrasil. 
  Most of the time they slumber, and occasionally they wake in or-
  der to grant advice to powerful beings. Some manifest themselves 
  as mountains, others as storms, while others take on more exotic 
  appearances. Among their ranks are the four Ancient Vaettir of Is-
  landia: the eagle Gammur, the dragon Dreki, the bull Gridungur 
  and the giant Bergrisi.
  These all powerful Vaettir manifestations are immortal, and have 
  Divine Potence. All of their Active powers are {Providence} type.
  Ancient Borghilds are seasoned practitioners of magic. The Norn 
  may choose to template all spells by a certain type such as {Seith}, 
  {Verwandlung}, {Rune}, etc.
  Base Powers: Immortal; Earthquake: During Upkeep, everyone on 
  the battlefield gains +1 intensity to the Impeded condition [Count-
  er P] (this effect scales by the Ancient Borghild’s MDP).
  Base Level: +8 (+3 levels per additional +1 Divine Potence)
  Size/Move: 8/8
  Equipment Type: None
  
  135
  PASSIVE
  POWERS
  SKILLS
  Lore: Arcana
  Lore: Arcana
  Lore: Arcana
  Lore: Locales
  Lore: Locales
  Lore: Arcana
  Lore: Arcana
  Lore: Arcana
  Lore: Locales
  Lore: Locales
  Lore: Arcana
  Lore: Arcana
  Lore: Locales
  Lore: Locales
  Lore: Personas
  Lore: Personas
  Lore: Personas
  Lore: Personas
  Lore: Locales
  Lore: Personas
  Lore: Personas
  Lore: Personas
  Lore: Personas
  Lore: Locales
  Keen Aptitude
  Keen Aptitude
  Fangs
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Earth Bender 
  Hulk
  Benevolent 
  Hulk
  Soul Devouring 
  Hulk
  Keen Aptitude
  Unencumbered 
  Dodger
  Mind Eater 
  Hulk
  Slamming Hulk
  Ancient Blood
  Keen Aptitude
  Battlefield 
  Fortitude
  Verdant Size
  Eldritch Hulk
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fae-Kin
  Keen Aptitude
  Keen Aptitude
  
  136
  ACTIVE
  POWERS
  Cleansing Block
  Purge 
  Degeneration
  Perfect Parry
  Mental Celerity
  Conjure Troll 
  Illusion
  Life 
  Overwhelming
  Apples of Idun
  Mask of Mockery
  Catharsis {Spell 
  Song} [Amplify 
  Area Open]
  Chant of Skuld
  Arcane Shield
  Cerebral Chains 
  {Spell Song} 
  [Amplify Area 
  Open]
  Stitch Destiny 
  {Spell Song} 
  [Maintain Area 
  Maintain]
  Insulting Parry
  Ice Aura
  Analytical 
  Fortress Stance
  Stitch Kindred 
  {Spell Song} 
  [Maintain Area 
  Maintain]
  Piercing Attack
  Beckon 
  Jotunheim
  Howl, Skoll’s 
  Victory
  Enchant Flesh
  Devour Thought 
  {Spell Song} 
  [Amplify Area 
  Open]
  Defensive Stance
  Conjure 
  Weapon
  Angungri
  Native to Jotunheim, these hearty fungal folk look like humanoid 
  mushrooms. They span from 1’ in height to a towering 20’, but they 
  are small in proportion to everything else in Jotunheim. They are 
  very smart and social while their society is based  on very rigid and 
  peculiar etiquette. They can be very militaristic towards their ene-
  mies and their close bond make them a major threat in large num-
  bers.
  Base Powers: Twilight Vision (perfect vision in darkness)
  Base Level: +1
  Size/Move: 4
  Equipment Type: Martial
  
  137
  PASSIVE
  POWERS
  SKILLS
  Hunting/
  Trapping
  Perform
  Etiquette
  Perform
  Animal 
  Empathy
  Perform
  Lore: Arcana
  Perform
  Lore: Arcana
  Perform
  Silent Tongue
  Silent Tongue
  Perception
  Lore: Locales
  Survival: 
  Wilderness
  Sneak
  Survival: 
  Wilderness
  Repair 
  Equipment
  Survival: 
  Wilderness
  Navigation
  Survival: 
  Wilderness
  Omens/
  Portents
  Survival: 
  Wilderness
  Craft
  Keen Aptitude
  Keen Aptitude
  Turn the Blade
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Untouchable
  Stout
  Keen Aptitude
  Precision
  Keen Senses
  Nature’s Child
  Carried by Song
  Keen Aptitude
  Verdant Size
  Penumbral Ring
  Dance of 
  Summer
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Dance of Winter
  Keen Aptitude
  Keen Aptitude
  
  138
  ACTIVE
  POWERS
  Evasive 
  Manoeuvre
  Invincible 
  Sprint
  Cleansing 
  Sprint
  Catharsis
  Power Over 
  Wind
  Regenerating 
  Block
  Run to Shadow
  Analytical 
  Fortress Stance
  Boar’s Posture
  Mauling
  Furious Sprint
  Ride of the 
  Valkyries
  Crucible Alka
  Death Charge
  Flare
  Field of 
  Quagmires
  Run Away 
  Laughing
  Apples of Idun
  Feral Pounce
  Rapid Recovery
  Purge Foreign 
  Spirits
  Purge Crippling
  Purge 
  Vulnerability
  Stitch Kindred
  Destrier, Valkyrie
  These celestial horses were birthed from the Crucible of Life. They 
  appear as shimmering steeds- perfect equine specimens in every 
  way. Their manes burn with heatless flames and their hooves create 
  sparks as they gallop across the wind. Their eyes look malevolent, 
  black, reflecting the stars.
  With boundless energy, they race across the sky. Life most creatures 
  birthed from the Crucible of Life, they return there upon their death, 
  only to be reborn. Some have the uncanny ability to recoalesce right 
  where they died, making them frightful foes.
  They are mysteriously drawn to conflict and enjoy carrying a wor-
  thy champion. Valkyries and these destriers share a special bond, 
  which allows the Valkyries to instantly gate one into their location. 
  A Valkyrie Destrier has an unnatural capacity for riders. In addition 
  to the Valkyrie, it can carry an extra rider per 6 levels.
  Base Powers: Light-Soul, Immortal
  Base Level: +5
  Size/Move: 5/10
  Equipment Type: None
  
  139
  PASSIVE
  POWERS
  SKILLS
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Athletics
  Lore: Locales
  Lore: Locales
  Lore: Locales
  Lore: Locales
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Endurance
  Keen Aptitude
  Keen Aptitude
  Faithful Mount
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Death 
  Transformation 
  (Valkyrie 
  Destrier)
  Timely Mount
  Agility
  Keen Aptitude
  Unencumbered 
  Dodger
  Resistance to 
  Impeded
  Dance Away
  Giant Size
  Keen Aptitude
  Ancient Blood
  Fleet Footed
  Bestow 
  Illumination
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Essence of the 
  Ghost
  Keen Aptitude
  Keen Aptitude
  
  140
  ACTIVE
  POWERS
  Superior Parry
  Purging Tirade
  Beckon 
  Svartalfheim
  Howl, Skoll’s 
  Victory
  Furious 
  Onslaught 
  [Amplify 
  Amplify Piercer]
  Weapon Stance
  Recuperating 
  Wounding 
  Attack [Amplify 
  Amplify Piercer]
  Stance of 
  Darkness
  Dragged to Hel
  Cerebral Twist
  Raging Attack 
  [Amplify 
  Amplify 
  Piercer]
  Raging Charge
  Cold Bolt
  Rend Flesh
  Vanish
  Throw Weapon
  Wounding 
  Attack [Amplify 
  Amplify 
  Piercer]
  Shadow Step
  Soul Twist
  Projectile 
  Ricochet 
  Technique
  Run to Shadow
  Catharsis
  Precision 
  Attack [Amplify 
  Amplify 
  Piercer]
  Enchant Flesh
  Doudarord (Spirald Shadow)
  It is said that during the full moon, these heralds of bereavement emerge 
  from Svartalfheim during the full moon. They travel across Yggdrasil 
  searching for their quarry, relentless in intent and pursuit. Doudarord 
  are the creation of Hel and the Svart Alfar lords and ladies. Kings in other 
  realms pay generously for Doudarord assassination services. 
  They appear as pale, lanky and imposing cloaked figures. Beneath their 
  cloaks are humanoids who seem to have been coated in dark grey ash. 
  Their ability to jump between shadows allows them to use their chain-
  spears with aggravating effectiveness. They often hunt in packs, a warband 
  of death. A pair of Spirald shadows will impale their victims from opposite 
  sides and will then pull on their chains, ensuring that the victim is stuck in 
  the middle. Then the chain drains the lifeforce from the snared victim by 
  extracting its blood which heals the Duadarord in the process.
  Once their victims are dead, the Doudarord disembowel the corpses and 
  consume the organs. The bodies are taken back to their domains and are 
  prepared for the drying process. This makes their homes an horrific char-
  nel ground. Bodies are burned and the Doudarord rub ashes into their 
  skin. This grants them powers similar to the Creature Reliquiary of the 
  blacksmith, but rather than an item, it is they who get possessed. This 
  ritual also erases the essence of the deceased, when they are attached to 
  the Doudarord, they are hidden from Valkyries. They become Lost Souls 
  who reveal the secrets beyond the Veil- an oracle for the Doudarord. These 
  lamenting souls can be heard 
  wailing around the Doudarord 
  domains.
  It is rumoured that some of the 
  Doudarord have transcended 
  death, and cannot be killed. This 
  is what makes them the most re-
  lentless and fearless hunters, the 
  most frightful predators in the 
  cosmos. Wise men surmise that 
  they share the same creation as 
  Tanngrisnir and Tanngnjostr.
  Base Powers: Twilight Vision; 
  Ritual Corpse Magic (skill)
  Base Level: +2
  Size/Move: 4/4
  Equipment Type: Spirald Shad-
  ow chain spear (see page “Spi-
  rald Shadow Chain Spear” on 
  page 322)
  
  Keen Aptitude
  Keen Aptitude
  Ancient Blood
  Greater
  Transformation
  (Doudarord)
  Keen Aptitude
  Keen Aptitude
  Keen Senses
  Scoundrel of 
  Autumn
  Keen Aptitude
  Blend Into 
  Shadow
  Stubborn
  Scoundrel of 
  Winter
  Keen Aptitude
  Possessed
  Scoundrel of 
  Summer
  Keen Aptitude
  Brutalize
  Raging Cohort
  Scoundrel of 
  Spring
  Spirit 
  Domination
  Keen Aptitude
  Enter Rage
  Keen Aptitude
  Keen Aptitude
  141
  PASSIVE
  POWERS
  SKILLS
  Ritual Corpse 
  Magic
  Sneak
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Sneak
  Sneak
  Commune with 
  Dead
  Tracking
  Sneak
  Sneak
  Commune with 
  Dead
  Sneak
  Tracking
  Commune with 
  Dead
  Sneak
  Sneak
  Tracking
  Ritual Corpse 
  Magic
  Sneak
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  
  142
  ACTIVE
  POWERS
  Rapid Recovery 
  {Seith Spell}
  Needle Storm 
  {Seith Spell}
  Unearthly 
  Resilience 
  {Seith Spell}
  Purge 
  Vulnerability 
  {Seith Spell}
  Muspeli 
  Nightmare 
  {Seith Spell}
  Seith Frenzy 
  {Seith Spell}
  Outnumbered 
  Riposte Stance
  Dragon’s Breath
  Venomous Bite
  Outnumbered 
  Dexterity Stance
  The Nightman 
  Cometh {Seith 
  Spell}
  Visage of 
  Horrors {Seith 
  Spell}
  Reckless 
  Lunging Attack
  Swallow
  Outnumbered 
  Recovery {Seith 
  Spell}
  Reckless 
  Aggressive 
  Assault
  Outnumbered 
  Guard Stance
  Mauling
  Outnumbered 
  Spell Stance
  Reckless Raging 
  Attack
  Trample
  Reckless 
  Whirlwind 
  Attack
  Raging Charge
  Obliterating 
  Blow
  Dragon, Catacomb
  These dragons make their homes in Nidavellir, but their origins can 
  be traced back to Hvergelmir. Their cousins are the wyrms and ser-
  pents of Hvergelmir. These dragons can grow to immense size, and 
  their hides are covered in preternatural brass scales. Although most 
  have wings, Catacomb Dragon wings are more for displays of intim-
  idation. Dragons from other realms, however, have fully functional 
  wings. Catacomb Dragons can slither at tremendous speeds. Like 
  all members of their kind, they have tremendously powerful “breath 
  attacks.”
  Since Catacomb Dragons are normally solitary creatures outside 
  of Hvergelmir, they have adapted themselves when outnumbered 
  by their foes. This makes them increasingly more terrifying against 
  larger warbands. They are powerful Seith practitioners who are un-
  afraid of external possession. When they open themselves up, it is 
  the essence of the Alsvartr. During that time, Nidhogg acts through 
  them. Equally terrifying is their ability to go into rage. Their spines 
  act as barbed spears against anyone who’d come to close.
  Catacomb dragon hearts are filled with avarice. As a result, they 
  work hard to amass tremendous wealth. They guard it with ferocity, 
  and use their intellect and rage to chase off any would-be thieves 
  who may wander too close to their lair. Dvergar and dragons often 
  clash in the catacombs of Nidavellir.
  Base Powers: Quadruped; 
  Twilight Vision; Possession 
  always invites the essence of 
  the Alsvartr
  Base Level: +5
  Size/Move: 8/8
  Equipment Type: Lair x 2
  
  Keen Aptitude
  Keen Aptitude
  Aura of 
  Influence
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fae-Kin
  Unencumbered 
  Dodger
  Keen Aptitude
  Earth Bender 
  Hulk
  Devour Faith
  Possessed
  Keen Aptitude
  Verdant Size
  Slamming Hulk
  Keen Aptitude
  Titanic Size
  Fangs
  Eldrtitch Hulk
  Keen Aptitude
  Keen Aptitude
  Enter Rage
  Keen Aptitude
  Keen Aptitude
  143
  PASSIVE
  POWERS
  SKILLS
  Intimidate
  Intimidate
  Intimidate
  Perception
  Intimidate
  Survival: 
  Wilderness
  Endurance
  Intimidate
  Perception
  Intimidate
  Omens/
  Portents
  Sense Motive
  Perception
  Perception
  Perception
  Commune with 
  Dead
  Lore: Arcana
  Lore: Locales
  Lore: Personas
  Negotiation
  Lore: Locales
  Lore: Personas
  Perception
  Lore: Arcana
  
  144
  ACTIVE
  POWERS
  Channeling 
  {Manoeuvre}
  Acidic Spittle
  Flying Charge
  Leaping Attack
  Furious Sprint
  Power over Wind
  Snare
  Lunging Attack
  Repositioning
  Catharsis
  Mauling
  Power Attack
  Dark 
  Juxtaposition
  Shadow Strike
  Piercing Attack
  Purge Blindness
  Aggressive 
  Assault
  Backstab
  Shadow Step
  Rapid Recovery
  Purge Crippling
  Predatory 
  Stance
  Ice Aura
  Imposing 
  Barrier
  Effigy: Serpent
  The Disciples of the Great Serpent have the recipe of how to create 
  these effigies made from a writhing mass of black adders. They are 
  used on assassination missions. Under the cover of darkness, they 
  are almost imperceivable. When they strike, they deliver special 
  mixture toxins which render their victims helpless. Those who are 
  marked for death rarely escape the Galdr who serve the great ser-
  pent Nidhogg.
  The essence of the Void fuels the runes which power these adders. 
  As a result, when the runes upon the adder come close to other 
  runes, the other runes power-down while the adder’s runes remain 
  active. No one understands why Nidhogg’s magic changes the way 
  runes work within the known universe.
  Base Powers: The rune enchantments on the adder do not cancel 
  out when in proximity with identical runes on the victim. Only the 
  victim’s runes will power down; Twilight Vision.
  Base Level: +2
  Size/Move: 5/5
  Equipment Type: None
  
  Keen Aptitude
  Favour Offense
  Bully
  Keen Aptitude
  Stout
  Agility
  Unencumbered 
  Dodger
  Render Helpless
  Rune of Blood
  Dance of Spring
  Precision
  Sadist
  Rune of 
  Shielding
  Rune of Mead
  Brutalize
  Dance of Winter
  Fangs
  Pounce
  Dance of 
  Summer
  Keen Aptitude
  Keen Senses
  Leaping Striker
  Keen Aptitude
  Blend into 
  Shadow
  145
  PASSIVE
  POWERS
  SKILLS
  Perform
  Athletics
  Escape
  Perform
  Athletics
  Tracking
  Perform
  Athletics
  Perception
  Perform
  Silent Tongue
  Tracking
  Perception
  Lore: Locales
  Perception
  Tracking
  Perform
  Sneak
  Perform
  Perform
  Sneak
  Lore: Personas
  Perform
  Sneak
  
  ACTIVE
  POWERS
  Immortal’s 
  Focus
  Cold Bolt
  Cleansing 
  Attack 
  [Amplify Multi 
  Proficiency]
  Ground Smash
  Raging Attack
  Ice Aura
  Ice Shield
  Reckless 
  Lunging Attack 
  [Amplify Multi 
  Proficiency]
  Pained Strike
  Raging Charge
  Imposing 
  Barrier
  Ice Sheet
  Death Charge
  Illusion of 
  Immortality
  Unnatural 
  Strike
  Chant of Skuld 
  {Spell Song}
  Catharsis {Spell 
  Song}
  Throw Weapon
  Weapon Stance
  Awaken the 
  Ancients
  Apples of Idun 
  {Spell Song}
  Ballad of 
  Champions 
  {Spell Song}
  Immortal’s Gaze
  Life 
  Overwhelming
  Ettin
  Ettins are the result of Jotuns mating with Ogres. This type of union is 
  not uncommon but birth defects are common. Mutations may include 
  multiple heads, limbs, or eyes which grant benefits, but conversely re-
  action time and cognitive processing is impaired. Ettins are held in high 
  regard within the Jotunheim hierarchy. After Rime Jotuns, they com-
  mand the most respect. Unlike many of denizens of Jotunheim, Ettins 
  are very artistic and musically inclined.
  Holding the title of earl, Ettins dominate the lesser races of Jotunheim. 
  Through their blood they receive Divine Potence and that is what so-
  lidifies their claim. Odin sends his Einherjar to challenge their might 
  and authority, hoping to destabilize Jotunheim. Ettins make formidable 
  adversaries and on many occasions, they ground the bones of the Aesir 
  emissaries.
  Mutations: Draw 2 runes, no mutation on non-matching pairs
   
   
  Extra Eye: Combat Awareness (Passive power); More  
   
   
  than 3 eyes grants +1 to Perception per extra eye.
   
   
  Extra Head: Ability to perform +1 extra spell song at  
   
   
  once (all {spells} are changed to {Spell Song} type)
   
   
  Extra Arm: Same effect as Hand of Tyr (Active power  
   
   
  always maintained)
   
   
  Extra Leg: Movement rate doubled
   
   
  Base Powers: Immortal; Jotun 
  Blood – Can alter size by +/- 
  50% in seconds (in combat as 
  a free action during Upkeep) 
  and equipment magically al-
  ters as well (DF and Parry 
  scales by same amount); Inver-
  sion Ice (Passive power); Twi-
  light Vision;
  Base Level: +13 (+3 levels per 
  additional +1 Divine Potence)
  Size/Move: 12/12 (minimum 
  6, maximum 18 or larger with 
  additional Passive powers)
  Equipment Type: Martial (ar-
  tisans, will have 1 exceptional 
  item at QR 75% of level)
  
  Divine Potence
  Keen Aptitude
  Eternal Mind
  Divine Potence
  Keen Aptitude
  Keen Aptitude
  Eternal Glory
  Battlefield 
  Fortitude
  Keen Aptitude
  Bear’s Courage
  Bear’s Courage
  Enter Rage
  Keen Aptitude
  Heart of Cold
  Cloak of 
  Protection
  Keen Aptitude
  Eternal Fury
  Benevolent 
  Hulk
  Titanic Size
  Divine Potence
  Keen Aptitude
  Eternal Glory
  Divine Potence
  Keen Aptitude
  147
  PASSIVE
  POWERS
  SKILLS
  Divine Infusion
  Craft
  Drinking/
  Wenching
  Commune with 
  Dead
  Lore: Arcana
  Infuse
  Craft
  Endurance
  Survival: Urban
  Negotiation
  Craft
  Brawling
  Sense Motive
  Perform
  Hunting/
  Trapping
  Repair 
  Equipment
  Navigation
  Intimidate
  Perception
  Tracking
  Lore: Locales
  Survival: 
  Wilderness
  Omens/
  Portents
  Lore: Personas
  
  148
  ACTIVE
  POWERS
  Raging Charge
  Beckon Plague
  Dark Shape
  Withering 
  Touch
  Primal Scream
  Raging Attack
  Concealed 
  Posture
  Stance of 
  Darkness
  Unnatural 
  Strike
  Vanish
  Blight
  Concealed 
  Strike
  Armageddon 
  Strike
  Strike of 
  Bereavement
  Illusion of 
  Immortality
  Sundering Blow
  Concealed 
  Stance
  Shadow Step
  Spiritual 
  Abortion
  Catharsis
  Agonizing 
  Vortex
  Flight of the 
  Shade
  Mistress of the 
  Dark Bond
  Dark 
  Castigation
  Folded Shadow
  These shapeshifters from Svartalfheim act as sentries and scouts, ambush-
  ing unsuspecting prey. They are masters of disguise and can easily appear 
  as a dark rug or tattered black curtains. This gives them an advantage of first 
  strike, no matter how well prepared their adversaries may be. When attack-
  ing, they manifest limbs or tentacles to reach out to their prey. Their bodies 
  appear as gaping holes into nothingness and their bodies reflect no light- a 
  very jarring sight!
  The Svart Alfar employ them as guards in Svartalfheim, but sometimes they 
  can be met elsewhere. They do seem to be drawn to Myrkvid. Many believe 
  that these creatures were created by Void magic, and are in fact a portal into 
  Ginnungagap. Perhaps they are a conduit to the Alsvartr? Wise men postu-
  late that their behaviour mimics those of the Haugbui.
  Folded Shadows fight until killed, they will never retreat, nor will they accept 
  surrender. They make no sound and as a result have earned the moniker “Si-
  lent Killer”. Their most terrifying ability it to subsume the shadow belonging 
  to a traveller, this way they can move about undetected, attached to the traveller’s shadow much like a parasite. Only pow-
  erful fully ambient light will eliminate all shadows, thus revealing the presence of a Folded Shadow.
  Base Powers: Twilight Vision; Ambush, always surprises victims, even if victims are fully aware of the Folded Shadow’s 
  presence (gain 1 free round of attacks); Shadow Parasite (Active Power bound to all runes)
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Lair
  
  Keen Aptitude
  Keen Aptitude
  Enter Rage
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Scoundrel of 
  Autumn
  Keen Senses
  Keen Aptitude
  Scoundrel of 
  Winter
  Sadist
  Brutalize
  Keen Aptitude
  Stubborn
  Shadow of the 
  Ice Raven
  Keen Aptitude
  Scoundrel of 
  Summer
  Tap the Source
  Scoundrel of 
  Spring
  Keen Aptitude
  Keen Aptitude
  Blend into 
  Shadow
  Keen Aptitude
  Keen Aptitude
  149
  PASSIVE
  POWERS
  SKILLS
  Sneak
  Sneak
  Perception
  Disguise
  Disguise
  Sneak
  Sneak
  Perception
  Disguise
  Disguise
  Sneak
  Sneak
  Disguise
  Disguise
  Disguise
  Sneak
  Sneak
  Lore: Persona
  Disguise
  Sneak
  Sneak
  Lore: Arcana
  Disguise
  Disguise
  
  150
  ACTIVE
  POWERS
  Gift of Silver
  Primal Scream
  Run Away 
  Laughing
  Sweeping Trip
  Throw Dirt
  Roll into 
  Position
  Disarming 
  Parry
  Versatile 
  Combat 
  Manoeuvre
  Bull Rush
  Disarm
  Regenerating 
  Block
  Cleansing Block
  Flying Charge
  Regenerating 
  Attack
  Cleansing 
  Attack
  Vengeful Parry
  Superior Parry
  Apples of Idun
  Sundering Blow
  Unearthly 
  Resilience
  Defensive Stance
  Cleansing 
  Sprint
  Destroyer of 
  Crowds
  Aggressive 
  Stance
  Forge Beast: Van-Folk
  When the world tree, Yggdrasil, was new, young Frey and Freya 
  found themselves alone. Njord often left for travel. Nothing is known 
  of their mother. Instinctively the Freya understood they would need 
  teachers and guardians, so her power created the Van-Folk. They 
  are humanoid animals and come in all shapes and sizes. They have 
  an incredible talent for infusing magic because their bodies are 
  filled with eldritch energy. Some appear as humanoid mice, rabbits, 
  badgers, while others are more exotic, such as ravens, serpents and 
  beetles. They are very curious and genuinely friendly. Blacksmiths 
  who focus on crafting will seek out these creatures as companions 
  for infusions. To this day the sibling Gods hold nothing but kindness 
  for their former guardians, to cross the Van-Folk is to cross them.
  A blacksmith who chooses to partner with a Van-Folk should per-
  sonally specialize in crafting. The Van-Folks’ excellent infusing al-
  lows their partner to excel in crafting, making it a dream pairing.
  Base Powers: none
  Base Level: +0
  Size/Move: 4/4
  Equipment Type: Martial
  
  Companion in 
  Blood
  Companion in 
  Death
  Companion in 
  Destiny
  Die Hard
  Companion in 
  War
  Fellowship of 
  White Hare
  Quick Draw
  Crafter’s 
  Promise
  Fellowship of 
  Hel’s Ice Hand
  Combat 
  Awareness
  Aura of 
  Influence
  Spirit Warrior
  Fellowship of the 
  Silver Shields
  Keen Aptitude
  Cerebral 
  Warrior
  Fellowship of 
  Magic Eye
  Bestow Wisdom
  Equipment 
  Mastery
  Bestow 
  Conviction
  Bestow Insight
  Nature’s Child
  Bestow 
  Illumination
  Bestow Faith
  Protector
  151
  PASSIVE
  POWERS
  SKILLS
  Infuse
  Bestow skill: 
  Miniaturize
  Infuse
  Infuse
  Bestow Skill: 
  Craft
  Repair 
  Equipment
  Infuse
  Silent Tongue
  Bestow Skill: 
  Craft
  Infuse
  Infuse
  Bestow skill: 
  Miniaturize
  Bestow Skill: 
  Craft
  Infuse
  Bestow skill: 
  Miniaturize
  Appraisal
  Infuse
  Bestow Skill: 
  Silent Tongue
  Infuse
  Infuse
  Bestow skill: 
  Miniaturize
  Infuse
  Infuse
  Bestow Skill: 
  Craft
  
  152
  ACTIVE
  POWERS
  Bear’s Posture
  Mobile Stance
  Cleansing 
  Attack 
  [Amplify Multi 
  Proficiency]
  Destroyer of 
  Crowds
  Regenerating 
  Block
  Aggressive 
  Stance
  Desperation 
  Attack
  Reckless 
  Lunging Attack 
  [Amplify Multi 
  Proficiency]
  Satisfying Attack 
  [Amplify Multi 
  Proficiency]
  Reckless 
  Wounding Attack 
  [Amplify Multi 
  Proficiency]
  Cleansing Block
  Reckless 
  Power Attack 
  [Amplify Multi 
  Proficiency]
  Sly Stance
  Trample
  Reckless 
  Thundering Blow 
  [Amplify Multi 
  Proficiency]
  Defensive Stance
  Reckless 
  Bull Rush 
  [Amplify Multi 
  Proficiency]
  Reckless 
  Whirlwind Attack 
  [Amplify Multi 
  Proficiency]
  Reckless 
  Aggressive Assault 
  [Amplify Multi 
  Proficiency]
  Boar’s Posture
  Predatory 
  Stance
  Throw Weapon
  Flanking Attack 
  [Amplify Multi 
  Proficiency]
  Hamstring
  Forge Beast: Risabarn
  The Risabarn, sometimes called Risi, herald from Jotunheim. They 
  are diminutive jotuns who are said to be the mixed offspring of jotun 
  and dvergar blood. They have an uncanny talent for crafting won-
  drous items and their passion for crafting outweighs all other wants 
  and desires. This is fortunate for their neighbors, because they can 
  be terrifying warriors if pressed into a corner- albeit clumsy. After 
  touching and manipulating metals and non-living wood for several 
  minutes, they can either temporarily shift the consistency and den-
  sity to that of wet snow, or they can temporarily shift it to a state 
  which is as brittle as ice. They love to partner up with a blacksmith 
  in order to achieve greater mastery in their craft.
  A blacksmith who chooses to partner with a Risabarn should per-
  sonally specialize in infusing. The Risabarns’ excellent crafting al-
  lows their partner to excel in infusion, making it a dream pairing.
  Base Powers: none
  Base Level: +0
  Size/Move: 4/4
  Equipment Type: Martial
  
  Martial Prowess
  Combat 
  Awareness
  Tactical Pause
  Giant Size
  Keen Aptitude
  Keen Aptitude
  Giant Size
  Crafter’s 
  Promise
  Frenzy
  Martial Prowess
  Cornered 
  Ferocity
  Spirit Warrior
  Keen Aptitude
  Carried by 
  Blood
  Cerebral 
  Warrior
  Quick Draw
  Giant Size
  Equipment 
  Mastery
  Martial Prowess
  Martial Prowess
  Keen Aptitude
  Tribal Blood
  Giant Size
  Desperation
  153
  PASSIVE
  POWERS
  SKILLS
  Craft
  Bestow skill: 
  Miniaturize
  Craft
  Craft
  Bestow Skill: 
  Infuse
  Repair 
  Equipment
  Craft
  Silent Tongue
  Bestow Skill: 
  Infuse
  Craft
  Craft
  Bestow skill: 
  Miniaturize
  Bestow Skill: 
  Infuse
  Craft
  Bestow skill: 
  Miniaturize
  Appraisal
  Craft
  Bestow Skill: 
  Silent Tongue
  Craft
  Craft
  Bestow skill: 
  Miniaturize
  Craft
  Craft
  Bestow Skill: 
  Infuse
  
  Water Shape
  Whirlwind 
  Attack
  Power Attack
  Drain Life
  {Spell Song} 
  [Amplify Area 
  Open]
  Bone Snapper
  {Spell Song} 
  [Amplify Area 
  Open]
  Retreating Parry
  Aqua Armour
  Lunging Attack
  Frost Breath
  {Spell Song} 
  [Amplify Area 
  Open]
  Water Shield
  {Spell Song} 
  [Amplify Area 
  Open]
  Superior Parry
  Beget Water
  How, Skoll’s Victory
  {Spell Song} 
  [Amplify Area 
  Open]
  Howl, Blood Fang
  {Spell Song} 
  [Amplify Area 
  Open]
  Power Over Water
  {Spell Song} 
  [Amplify Area 
  Open]
  Gate Nokken
  Aqua Axe
  Geyser of Living 
  Water
  Apples of Idun
  {Spell Song} 
  [Amplify Area 
  Open]
  Gate Rusalki
  Field of 
  Quagmires
  Rusalki Song
  Possess Opponent
  {Spell Song} 
  [Amplify Area 
  Open]
  Arcane Shield 
  {Spell Song} 
  [Amplify Area 
  Open]
  Fossegrimen
  The Fossegrimen are musical spirits, which inhabit waterfalls in all 
  realms. Each of these spirits are bound to a particular waterfall and 
  act as wardens and caretakers for the lands which surround the falls. 
  The Fossegrimen are master musicians and are adapted to breathe, 
  sing and play musical instruments underwater. They are equally ad-
  ept out of the water, but remain perpetually wet, leaving puddles and 
  brooks in their wake.
  These musical spirits resemble corporeal green men and women, 
  yet very wispy and translucent. Their perpetually wet skin swirls 
  about like the turbulent currents of their homes- the waterfalls. It 
  is said that these creatures guard the gateways that lead beyond the 
  veil, to the lands inhabited by the Aos Si. The Fossegrimen will be 
  convivial if the proper gifts and etiquette are observed, however be-
  ware their wrath to anyone who might insult them.
  There is nothing that the Fossegrimen enjoy more than the taste of 
  cooked meat. Sadly, due to their watery nature, they are unable to 
  prepare cooked meat for themselves. This is why they rely on oth-
  ers to bring them delicious cooked mutton. In return, they agree to 
  teach their musical skills to others.
  Mentoring- Grant a +1 skill boost that will last 24 hours. Those who 
  know spell songs will also be granted a bonus Area meta on their 
  Spell Songs during the next battle.
  SKILLS
  Base Powers: Aquatic, Mento-
  ring
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Fay (magi-
  cal string instrument with QR 
  75% of level)
  
  Keen Aptitude
  Keen Aptitude
  Stout
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Suave Singer
  Water Home
  Keen Aptitude
  Carried by Song
  Warrior of Song
  Water Lord
  Keen Aptitude
  Fae-Kin
  Gliding Dodger
  Keen Aptitude
  Song Smith
  Superb 
  Swimmer
  Master of 
  Kennings
  Keen Aptitude
  Keen Aptitude
  Nature’s Child
  Keen Aptitude
  Keen Aptitude
  155
  PASSIVE
  POWERS
  SKILLS
  Athletics
  Swim
  Perception
  Animal 
  Empathy
  Swim
  Swim
  Perform
  Swim
  Swim
  Perform
  Lore: Arcana
  Swim
  Swim
  Lore: Arcana
  Swim
  Swim
  Perform
  Swim
  Perform
  Sense Motive
  Swim
  Survival: 
  Wilderness
  Negotiation
  Swim
  
  ACTIVE
  POWERS
  Chant of Skuld
  Touch the 
  Essence
  Backstab
  Shade of 
  Whispers
  Invoke the 
  Shadows
  Cerebral Twist
  Arcane Shield
  Cleansing 
  Attack
  Mimicry
  Lunging Attack
  Cerebral Chains
  Apples of Idun
  Hand of Tyr
  Run Away 
  Laughing
  Run to Shadow
  Devour 
  Thoughts
  Mental Celerity
  Melody of 
  Discord
  Dark 
  Juxtaposition
  Ode to Vanagard
  Imposing 
  Barrier
  Evasive 
  Manoeuvre
  Shade of Night 
  and Day
  Invigorate 
  Spirits
  Huldra / Huldu
  The Huldra come from the mountains of Vanagard. They resemble human 
  beings in every regard except for their tails. Some tails are bovine while oth-
  er are fox-like. Males are called Huldus and females are known as Huldras. 
  Since the females are more adventurous, they venture most often into Mid-
  gard, so their species is thought to be all female.
  The most obvious characteristic of the Huldra is their passion. Many wrong-
  fully confuse that as promiscuous sexuality. Whatever their endeavour, they 
  will invest their heart and soul. Success results in manic behaviour while 
  failure plunges them into depression. This headstrong attitude drives them 
  to perfection. Their zealous persistence may border on self-entitlement.
  The Huldra’s most distinguishing physical characteristic is that their backs 
  have a tree hollow. An obvious cavity which is lined in tree bark. They never 
  reveal why their bodies have this strange cavity. Huldra prefer to be nude, 
  but if they dress to conceal their identity, Huldra prefer to dress in provoc-
  ative clothes.
  They have farmsteads in Vanagard and the cattle on their farms is are a pe-
  culiar blue. The music they play is cheerful and fascinating and they have 
  a tremendous zeal and talent for magical trinkets and baubles. They love 
  to seduce humans, both men and women. Some have even been known to 
  steal babies. Beware those who venture into the lands of the Huldra, for not 
  everything is as it seems.
  Base Powers: Always in a Bewitchment stance (Active Power)
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Fay
  
  Fae Kin
  Alabaster 
  Magician
  Aura of 
  Influence
  Bestow Wisdom
  Blend into 
  Shadows
  Suave Singer
  Invoker’s 
  Charity
  Keen Senses
  Companion in 
  Blood
  Dance Away
  Price of 
  Progress
  Carried by Song
  Companion in 
  War
  Striker
  Agility
  Arcane Reach
  Work in Concert
  Fleet Footed
  Unencumbered 
  Dodger
  Channel the 
  Unseen River
  Song Smith
  Untouchable
  Bestow 
  Conviction
  Deflect 
  Aggression
  157
  PASSIVE
  POWERS
  SKILLS
  Perform
  Drinking/
  Wenching
  Etiquette
  Survival: 
  Wilderness
  Drinking/
  Wenching
  Drinking/
  Wenching
  Craft
  Verbal 
  Manipulation
  Drinking/
  Wenching
  Swim
  Disguise
  Sense Motive
  Drinking/
  Wenching
  Escape
  Silent Tongue
  Drinking/
  Wenching
  Perception
  Sneak
  Athletics
  Repair 
  Equipment
  Drinking/
  Wenching
  Feather Fingers
  Tracking
  Drinking/
  Wenching
  
  158
  ACTIVE
  POWERS
  Cleansing 
  Attack
  Cleansing Block
  Radiant Cloud
  Howl, Heart of 
  Fury [Amplify 
  Area Area]
  Goad
  Attack from 
  Above
  Superior Parry
  Purge Blindness
  Mauling
  Trample
  Stand of 
  Presence
  Feral Pounce
  Reckless 
  Aggressive 
  Assault
  Raging Attack
  Raging Charge
  Eye Rake
  Evasive 
  Manoeuvre
  Apples of Idun
  Reckless Power 
  Attack
  Chant of Skuld
  Disarming 
  Parry
  Power Over 
  Wind
  Reckless Raging 
  Attack
  Reckless 
  Lunging Attack
  Giant Golden Eagle
  Giant Golden Eagles are native to the mountaintop upon which the 
  city of Asgard was built. These eagles are like no others, because 
  they have four massive wings which carry them through the air. They 
  have the ability to remain in place much like hummingbirds. They 
  have been assimilated into the Aesir world and they act as scouts 
  and guards for the holy city of the gods. Their ferocity and keen eye 
  make them an ideal guardian over the skies of Asgard.
  They can carry a rider and act as a mount for anyone deemed wor-
  thy. Their eggs are sought after and can fetch a mighty price upon 
  the black market. They would never be sold on the open market in 
  fear that the Godis dedicated to the Aesir gods would take grave and 
  violent offense.
  Base Powers: Flight, Quadruped
  Base Level: +2
  Size/Move: 4/8
  Equipment Type: None
  
  Keen Aptitude
  Natural Fortify
  Fangs
  Keen Aptitude
  Champion of 
  Summer
  Keen Aptitude
  Natural Dodge
  Leaping Striker
  Keen Aptitude
  Enter Rage
  Keen Aptitude
  Natural Eldritch
  Keen Aptitude
  Keen Aptitude
  Furious Cohort
  Keen Aptitude
  Natural Deflect
  Harbour 
  Grudge
  Resistance to 
  Blindness
  Keen Aptitude
  Natural Absorb
  Unencumbered 
  Dodger
  Keen Aptitude
  Giant Size
  159
  PASSIVE
  POWERS
  SKILLS
  Athletics
  Short Fuse
  Tracking
  Athletics
  Short Fuse
  Perception
  Athletics
  Short Fuse
  Perception
  Athletics
  Athletics
  Perception
  Perception
  Athletics
  Perception
  Perception
  Athletics
  Perception
  Athletics
  Athletics
  Perception
  Tracking
  Athletics
  Perception
  
  160
  ACTIVE
  POWERS
  Throw Dirt
  Trip
  Sundering Blow
  Cleansing 
  Attack
  Whirlwind 
  Attack
  Strike Weapon
  Outnumbered 
  Riposte Stance
  Flying Charge
  Sundering Blow
  Outnumbered 
  Dexterity Stance
  Furious Sprint
  Run Away 
  Laughing
  Disarming 
  Parry
  Superior Parry
  Versatile 
  Combat 
  Manoeuvre
  Disarm
  Outnumbered 
  Guard Stance
  Outnumbered 
  Recovery
  Outnumbered 
  Spell Stance
  Roll into 
  Position
  Retreating Parry
  Cleansing Block
  Regenerating 
  Block
  Riposte
  Glaistig
  Glaistigs appear as fauns; they are human-like, but with goat 
  haunches and legs. It is said that their ancestry can be traced to 
  the Lios Alfar. They are filled with creative talent and their ability 
  to forge wondrous items is only rivaled by the Dvergar. But unlike 
  the Dvergar, the Glaistig do not part with their creations. In fact, 
  they believe that others are out to rob them, and this has infected 
  their character with paranoia. As a result, most are solitary crea-
  tures.
  Since the buildup to the War of Shadow, many of these creatures 
  have been drawn into Myrkvid. Their ability to see shades of light 
  and colour in unmatched, granting them heightened perception. 
  They also make their homes in the most remote and inhospitable 
  places, ensuring that they receive very few guests.
  Base Powers: Domain
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Lair (QR equipment equal to the Gailstig’s 
  level).
  
  Keen Aptitude
  Keen Aptitude
  Die Hard
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Tactician
  Combat 
  Awareness
  Keen Aptitude
  Defy the Crowd
  Combat 
  Manoeuvrability
  Tactical 
  Advantage
  Keen Aptitude
  Attuned 
  Weapon
  Bastion
  Keen Aptitude
  Fleet-Footed
  Keen Senses
  Fuelled by the 
  Crowd
  Keen Aptitude
  Keen Aptitude
  Blend into 
  Shadow
  Keen Aptitude
  Keen Aptitude
  161
  PASSIVE
  POWERS
  SKILLS
  Craft
  Dvergar 
  Engineering
  Craft
  Craft
  Dvergar 
  Engineering
  Miniaturize
  Craft
  Infuse
  Miniaturize
  Craft
  Craft
  Repair 
  Equipment
  Miniaturize
  Craft
  Realm Ore
  Miniaturize
  Craft
  Infuse
  Craft
  Craft
  Dvergar 
  Engineering
  Craft
  Craft
  Dvergar 
  Engineering
  
  ACTIVE
  POWERS
  Purge Foreign 
  Spirits
  Catharsis
  Field of 
  Quagmires
  Purge Blindness
  Regenerating 
  Attack
  Regenerating 
  Block
  Apples of Idun
  Bone Snapper
  Purge Crippling
  Piercing Attack
  Cleansing Block
  Superior Parry
  Recuperating 
  Furious 
  Onslaught
  Cleansing 
  Attack
  Stance of 
  Darkness
  Disarming 
  Parry
  Shadow Step
  Run to Shadow
  Recuperating 
  Wounding 
  Attack
  Beckon 
  Svartalfheim
  Despoil the 
  Flesh
  Run Away 
  Laughing
  Recuperating 
  Blinding Strike
  Recuperating 
  Sever Hamstring
  Huldufolk
  The Huldufolk are the hidden folk of Myrkvid. They live beyond the Veil. They are the Aos Si who have settled the haunted 
  woods and in the process, were transformed by the nature of the forest. They are invisible to normal sight, only Aos, Siand 
  Alfar can see these faeries. Sometimes, humans gain glimpses into their world when they look for omens or portents.
  The Huldufolk appear as small and slender humanoids with large eyes and 
  dilated pupils. Their hair is cloudlike and their ears are pointed. Their 
  skin is so pale that its almost translucent, that their veins and arteries are 
  revealed. The older Huldufolk who have spent centuries in Myrkvid have 
  acquired other qualities. Some are deformed by bestial traits, while oth-
  ers take on more insect-like characteristics. The most venerable of their 
  kind appear equally split between humanoid and monstrosity.
  These denizens have created wondrous towns and settlements within the 
  dark wood, but these structures can only be seen by the Alfar and other 
  Aos Si. It is claimed that mortals who have Alfar blood can also witness 
  and explore these wonders nestled deep within Myrkvid. To these half-
  breeds, the Huldufolk may appear when the lighting is just right.
  Base Powers: Aos Si
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Martial
  Hoary Huldufolk
  These 
  corrupted 
  crea-
  tures 
  share 
  Nidhogg’s 
  hunger and evil, as well as 
  the nightmarish qualities 
  of the Svart Alfar. Hoary 
  Huldufolk seek to devour 
  the lives and souls of those 
  who venture into Myrkvid. 
  They are immortal so long 
  as they remain in Myrkvid, 
  and have been known to 
  devour foolish Einherjar 
  and Sons of Muspel on rare 
  occasions.
  Base Powers: Aos Si; Im-
  mortal
  Base Level: +4
  Size/Move: 4/4
  Equipment Type: Lair
  
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Stubborn
  Blend into 
  Shadow
  Keen Aptitude
  Pounce
  Keen Aptitude
  Brutalize
  Keen Aptitude
  Keen Aptitude
  Misery Loves 
  Company
  Keen Aptitude
  Keen Senses
  Bully
  Sadist
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  163
  PASSIVE
  POWERS
  SKILLS
  Lore: Locales
  Sneak
  Rune: Scorn 
  Pole
  Disguise
  Sneak
  Sneak
  Swim
  Survival: 
  Wilderness
  Sneak
  Silent Tongue
  Rune: Scorn 
  Pole
  Tracking
  Sneak
  Rune: Scorn 
  Pole
  Verbal 
  Manipulation
  Intimidate
  Perception
  Survival: Urban
  Feather Fingers
  Lore: Personas
  Sneak
  Rune: Scorn 
  Pole
  Lore: Arcana
  Sneak
  
  164
  ACTIVE
  POWERS
  Destroyer of 
  Crowds
  Ice Aura {Seith 
  Spell}
  Lunging Attack
  The Nightman 
  Cometh {Seith 
  Spell}
  Syphon Soul 
  {Seith Spell}
  Attack from 
  Above
  Swallow
  Nether Touch
  Soul Twist {Seith 
  Spell}
  Soul Shroud 
  {Seith Spell}
  Feral Pounce
  Trample
  Spirit Lance 
  {Seith Spell}
  Spirit Power 
  Stance
  Soul Barbs 
  {Seith Spell}
  Mauling
  Catharsis {Seith 
  Spell}
  Claim Souls (Possess 
  Opponent) {Seith 
  Spell} [Amplify 
  Multi Amplify]
  Soul Chains 
  {Seith Spell}
  Power 
  Overwhelming 
  {Seith Spell}
  Purge Blindness 
  {Seith Spell}
  Spirit Bastion 
  Stance
  Spiritual 
  Abortion {Seith 
  Spell}
  Unearthly 
  Resilience 
  {Seith Spell}
  Hraesvelgr (Corpse Swallower)
  These colossal skeletal masses acts as the “custodians” of Nifl-
  heim. They torment the souls of the damned with their incessant 
  wailing and wind. If they slay anyone non-native to Niflheim, their 
  souls will be damned to Niflheim. Valkyries cannot touch a soul 
  tainted by the Hraesvelgr. The Hraesvelgr looks like a huge pile 
  of shambling bones with the ability to assume many forms. One of 
  their most cherished forms is that of a giant eagle. When at rest, 
  the Hraesvelgir enjoys looming over the ashen plains as a tower-
  ing bone monolith.
  Base Powers: Flight; Quadruped; Twilight Vision
  Base Level: +5
  Size/Move: 6/12
  Equipment Type: None
  
  Keen Aptitude
  Keen Aptitude
  Fangs
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Tactician
  Niflheim’s 
  Might
  Keen Aptitude
  Spirit 
  Domination
  Giant Size
  Titanic Size
  Keen Aptitude
  Tactical 
  Advantage
  Niflheim’s Boon
  Keen Aptitude
  Keen Senses
  Niflheim’s 
  Celerity
  Possessed
  Keen Aptitude
  Keen Aptitude
  Niflheim’s 
  Embrace
  Keen Aptitude
  Keen Aptitude
  165
  PASSIVE
  POWERS
  SKILLS
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Perception
  Perception
  Commune with 
  Dead
  Perception
  Commune with 
  Dead
  Lore: Arcana
  Commune with 
  Dead
  Commune with 
  Dead
  Lore: Personas
  Commune with 
  Dead
  Endurance
  Endurance
  Endurance
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  
  166
  ACTIVE
  POWERS
  Power 
  Overwhelming
  Night of the 
  Long Knives
  Muspeli 
  Nightmare
  Sundering Blow
  Power Over Fire
  Rapid Recovery
  Power Attack
  Conjure 
  Weapon
  Predatory 
  Stance
  Recuperating 
  Wounding 
  Attack
  Catharsis
  Beckon 
  Muspelheim
  Purge Foreign 
  Spirits
  Death Charge
  Attack from 
  Above
  Cleansing 
  Sprint
  Snare
  Fire Aura
  Purge Blindness
  Invigorate Spirit
  Enchant Flesh
  Cerebral 
  Shroud
  Life 
  Overwhelming
  Unearthly 
  Resilience
  Karst
  Karsts appear as massive lava giants. They travel beneath the earth 
  and burst onto the surface, surprising their foes. Their natural 
  habitat is within Muspelheim and they act as border sentries for 
  the realm.  Their bodies are humanoid, but like lava, they are fluid 
  and they can surprise their foes by altering their shape. Standing 
  dozens of feet taller than most other races, the heat they emit is 
  stifling and deadly. Karsts burn everything in their path and their 
  colossal size allows them to lay waste to vast swaths of the battle-
  field. They can bring any weapon into being as a natural extension 
  of their bodies. Many Karsts enjoy shaping themselves into four-
  armed giants wielding a fiery bardiche executioner’s axe.
  Base Powers:  Inversion: Fire, Domain
  Base Level: +5
  Size/Move: 8/8
  Equipment Type: None
  
  Keen Aptitude
  Keen Aptitude
  Stout
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Brawler of 
  Spring
  Burrow
  Keen Aptitude
  Hunter’s Heart
  Death 
  Transformation 
  Lesser (Karst)
  Titanic Size
  Keen Aptitude
  Keen Senses
  Destroyer Hide
  Keen Aptitude
  Brutalize
  Alka Kinship
  Deflect 
  Aggression
  Keen Aptitude
  Keen Aptitude
  Alka Mastery
  Keen Aptitude
  Keen Aptitude
  167
  PASSIVE
  POWERS
  SKILLS
  Brawling
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Brawling
  Survival: 
  Wilderness
  Intimidate
  Survival: 
  Wilderness
  Brawling
  Perception
  Brawling
  Survival: 
  Wilderness
  Brawling
  Survival: 
  Wilderness
  Brawling
  Survival: 
  Wilderness
  Perception
  Brawling
  Intimidate
  Brawling
  Survival: 
  Wilderness
  Brawling
  Survival: 
  Wilderness
  Brawling
  
  ACTIVE
  POWERS
  Soul Barbs
  Soul Shroud
  Dark 
  Juxtaposition
  Power 
  Overwhelming
  Flying Charge
  Spirit Lance
  Soul Twist
  Shadow Step
  Power Attack
  Lunging Attack
  Howl, Skoll’s 
  Victory
  Soul Barbs
  Evasive 
  Manoeuvre
  Run Away 
  Laughing
  Stance of 
  Darkness
  Soul Chains
  Syphon Soul
  Shade of 
  Whispers
  Roll into 
  Position
  Spiritual 
  Abortion
  Nether Touch
  Wrack
  Catharsis
  Superior Parry
  Krampus
  The Krampus is a seasonal monster that inhabits southern Mid-
  gard. These foul creatures emerge in winter to terrorize the 
  populace around the Yule season. They’re always encountered 
  on moonless nights when the world is at its darkest. Ragnarok’s 
  Axe Age was their time, which is when they struck terror into 
  the hearts of mankind.
  Krampus are very large humanoids with goat legs and heads. 
  Their hooves are cloven and their fur is black and matted with 
  the blood of their victims. Their maws are lined with teeth and 
  their eyes are malevolent.
  These monsters feed off the fear they create in others. They 
  carry chains which they use to signal their arrival. Those who 
  know must fight the fear that mounts within their hearts. 
  Krampus are masters of misery, knowing how to inflict pain 
  and sorrow. They will first strike the weakest and most loved- 
  the children. As the parents grieve and yearn for revenge, the 
  Krampus will burn down their homes. As they lament their 
  fate, the Krampus will scatter them in the darkness, allowing 
  fear to take hold. Only when fear begins to flirt with despair, 
  will the Krampus emerge from the darkness in order to lay low 
  a once proud warrior.
  They were cursed and exiled 
  from Muspelheim long ago 
  by Surt and the Fire Council. 
  Once they walked in light, 
  now they find solace in dark-
  ness. They live in the shad-
  ows of Svartalfheim, but they 
  emerge when darkness de-
  scends upon the other worlds.
  Base Powers: Twilight Vi-
  sion; Quadruped
  Base Level: +3
  Size/Move: 5/10
  Equipment Type: Martial; 
  Magical 
  Krampus 
  Chain 
  (see page “Magical Krampus 
  Chain” on page 318)
  
  Keen Aptitude
  Keen Aptitude
  Iron Mage
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fleet-Footed
  Ancient Blood
  Keen Aptitude
  Shadow of Illicit 
  Deeds
  Channel the 
  Unseen River
  Alabaster 
  Magician
  Keen Aptitude
  Shadow of 
  Niflheim
  Shadow of 
  Hvergelmir
  Keen Aptitude
  Dance Away
  Blend into 
  Shadow
  Arcane Reach
  Keen Aptitude
  Keen Aptitude
  Tactical 
  Advantage
  Keen Aptitude
  Keen Aptitude
  169
  PASSIVE
  POWERS
  SKILLS
  Sneak
  Sneak
  Sneak
  Sneak
  Sneak
  Verbal 
  Manipulation
  Sneak
  Sneak
  Disguise
  Sneak
  Verbal 
  Manipulation
  Verbal 
  Manipulation
  Disguise
  Disguise
  Disguise
  Verbal 
  Manipulation
  Feather Fingers
  Feather Fingers
  Feather Fingers
  Feather Fingers
  Feather Fingers
  Feather Fingers
  Feather Fingers
  Feather Fingers
  
  ACTIVE
  POWERS
  Raging Attack
  Acidic Spittle
  Arcane Shield
  Conjure Troll 
  Illusion
  Mental Celerity
  Goad
  Lunging Attack
  Mobile Stance
  Cleansing Block
  Cleansing 
  Attack
  Death Charge
  Conjure 
  Weapon
  Venomous Bite
  Trample
  Mauling
  Hamstring
  Flying Charge
  Power Attack
  Feral Pounce
  Raging Charge
  Formulating 
  Attack
  Analytical 
  Fortress Stance
  Evasive 
  Manoeuvre
  Wolf Posture
  Mareritt
  The Mareritt are terrifying creatures who invade people’s 
  dreams. Their nature makes them particularly frightening 
  because their victims do not face them on a conventional bat-
  tlefield. Conventional swords and spells have no place in the 
  Dream World. The Marerit are the souls of the cremated, the 
  souls who have been turned away from Hel’s gates. They return 
  to the land of the living in order to harangue the living.
  The Mareritt appear as dark manifestations of someone’s worst 
  nightmares. The appearance can vary greatly, but the dark na-
  ture is omnipresent. The Norn is encouraged to change the 
  power and skill boards as needed. The loadout presented is an 
  approximation of powers which are thematic and punishing.
  Dream World- The dream world is a battlefield in one’s mind. 
  Every time the victim goes to sleep, they are attacked by the 
  Mareritt. The Mareritt will draw in any other victims who are 
  sleeping nearby. There will be one Mareritt for every victim. A 
  victim who is facing a Mareritt in the Dream World cannot be 
  awoken by any means until the combat is over. The first night-
  mare, the Mareritt level will be equal to the victim’s. Every 
  subsequent dream, the level will increase by a cumulative +1. If 
  the victim “dies” in the Nightmare, then they suffer -1 Destiny 
  until they return to the Dream World. A victory will reduce the 
  Destiny penalty by 1, but another loss will apply a cumulative 
  -1. To rid oneself of a Mareritt, a Voelva must be consulted. 
  Each Mareritt has a unique weakness, and that weakness must 
  be discovered and exploited 
  in order to force it to return to 
  Svartalfheim. Once Destiny 
  is at 0, all Spiritual damage in 
  Drain remains after the victim 
  wakes up. It is possible to die 
  after several encounters with 
  the Mareritt!
  Base Powers: none
  Base Level: +0
  Size/Move: 4/4
  Equipment Type: Norn’s de-
  cision
  
  Keen Aptitude
  Keen Aptitude
  Unencumbered 
  Dodger
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fangs
  Keen Aptitude
  Keen Aptitude
  Raging Cohort
  Hover
  Keen Aptitude
  Rune of 
  Leadership
  Tactician
  Keen Aptitude
  Keen Aptitude
  Hunter’s Heart
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Giant Size
  Keen Aptitude
  Keen Aptitude
  171
  PASSIVE
  POWERS
  SKILLS
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  
  172
  ACTIVE
  POWERS
  Unleash the 
  Beast
  Regenerating 
  Block
  Feral Pounce
  Roll into 
  Position
  Retreating Parry
  Superior Parry
  Cleansing Block
  Protector
  Vengeful Parry
  Evasive 
  Manoeuvre
  Stitch Kindred
  Mount’s Synergy
  Bear’s Posture
  Attack from 
  Above
  Versatile 
  Combat 
  Manoeuvre
  Aggressive 
  Assault
  Aggressive 
  Stance
  Lunging Attack
  Power Attack
  Apples of Idun
  Whirlwind 
  Attack
  Trample
  Cleansing 
  Attack
  Mauling
  Mount: Guardian Bear
  Guardian bears are well - known protectors of Vanagard. Most 
  have white fur, and are at as much ease above water as they are be-
  low. They are much larger than their Midgard cousins and have an 
  affinity with riders. Many Fardrengir seek these as mounts. They 
  work to keep their rider safe and have many abilities which prove 
  their talents. When angered, they can be a terrifying foe, able to 
  outrun most prey.
  These giant bears have magical powers that enable them to truly 
  shine upon the battlefield. Many seek these bears as mounts, but 
  very few are worthy for such a fine thane.
  Base Powers: Quadruped
  Base Level: +4
  Size/Move: 7/14
  Equipment Type: None
  
  Keen Aptitude
  Keen Aptitude
  Bestow Wisdom
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Timely Mount
  Seeker of Winter
  Keen Aptitude
  Attuned Mount
  Companion in 
  Destiny
  Learn Power
  Keen Aptitude
  Fangs
  Unencumbered 
  Dodger
  Keen Aptitude
  Faithful Mount
  Brawler of 
  Spring
  Bestow 
  Conviction
  Keen Aptitude
  Keen Aptitude
  Hunter’s Heart
  Keen Aptitude
  Keen Aptitude
  173
  PASSIVE
  POWERS
  SKILLS
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Endurance
  Endurance
  Endurance
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Endurance
  Endurance
  Endurance
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Perception
  Swim
  Swim
  Survival: 
  Wilderness
  Brawling
  Brawling
  Brawling
  Survival: 
  Wilderness
  Brawling
  Brawling
  Perception
  Brawling
  
  174
  ACTIVE
  POWERS
  Visage of 
  Horrors
  Shadow Strike
  Trample
  Rapid Recovery
  Purge Crippling
  Beckon 
  Svartalfheim
  Shade of the 
  Dark Mother
  Flying Charge
  Attack from 
  Above
  Cleansing 
  Attack
  Invoke the 
  Shadows
  Mount’s Synergy
  Formulating 
  Attack
  Cleansing Block
  Feral Pounce
  Flight of the 
  Shade
  Howl, Blood 
  Fang
  Repositioning
  Invoke the 
  Shadows
  Unleash the 
  Beast
  Run Away 
  Laughing
  Lunging Attack
  Mauling
  Apples of Idun
  Mount: Night Wolf
  Night wolves are giant wolves, which trace their lineage back to 
  Svartalfheim. Their black fur and ability to pass undetected is as 
  frightening as their onslaught. They are much larger than their 
  Midgard cousins and have an affinity with riders. Many Fardren-
  gir seek these as mounts, and work well in when subterfuge is 
  necessary. They are incredibly smart and can be trained to under-
  stand gestures and sounds. Some say it is not the rider who picks 
  the wolf, but rather the wolf who picks their rider.
  Night wolves can cast cash spells, taking many opponents by sur-
  prise. They are also very dextrous and can manoeuvre very diffi-
  cult terrain.
  Base Powers: Quadruped
  Base Level: +3
  Size/Move: 6/12
  Equipment Type: None
  
  Keen Aptitude
  Keen Aptitude
  Fangs
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Timely Mount
  Blend in Shadow
  Keen Aptitude
  Attuned Mount
  Unencumbered 
  Dodger
  Learn Power
  Keen Aptitude
  Scoundrel of 
  Winter
  Scoundrel of 
  Summer
  Keen Aptitude
  Faithful Mount
  Scoundrel of 
  Autumn
  Hunter’s Heart
  Keen Aptitude
  Keen Aptitude
  Scoundrel of 
  Spring
  Keen Aptitude
  Keen Aptitude
  175
  PASSIVE
  POWERS
  SKILLS
  Survival: 
  Wilderness
  Sneak
  Survival: 
  Wilderness
  Survival: 
  Wilderness
  Sneak
  Sneak
  Survival: 
  Wilderness
  Sneak
  Sneak
  Perception
  Survival: 
  Wilderness
  Sneak
  Sneak
  Perception
  Sneak
  Sneak
  Athletics
  Sneak
  Athletics
  Survival: 
  Wilderness
  Sneak
  Athletics
  Athletics
  Sneak
  
  176
  ACTIVE
  POWERS
  Shade of Night 
  and Day
  Night of the 
  Long Knives
  Trap-
  Lacerations
  Stitch Destiny
  Defensive Stance
  Roll into 
  Position
  Trap-Tangle
  Trap 
  Incapacitation
  Lunging Attack
  Trap-Spikes
  Touch the 
  Essence
  Superior Parry
  Wolf Posture
  Versatile 
  Combat 
  Manoeuvre
  Trip
  Sun and Moon
  Throw Dirt
  Flying Charge
  Snare
  Mesmerizing 
  Gaze
  Chant of Skuld
  Apples of Idun
  Stitch Kindred
  Arcane Shield
  Nisser
  The Nisser are hybrids between the Alfar and the Dvergar. They share many 
  paternal traits, but have also evolved to become a very special and unique den-
  izen. From the Alfar, they have acquired the ability to hide in plain sight and 
  their capricious personality. Their strong work ethic comes from their Dver-
  gar ancestry.
  To those who can see them, they appear as diminutive folk, about the height of 
  short sword. Tall Nisser would stand about half the height of a Dvergar. They 
  have white hair and dress in loud colours.
  Nisser love to help others, and will work tirelessly so long as they are thanked 
  and rewarded. Their etiquette revolves around feeling needed and appreciat-
  ed. If this feeling wavers, their retribution can be brutal. Mortals may jump at 
  the opportunity to receive free labour, but with time most regret the arrange-
  ment, for keeping a Nisser happy is a very intensive affair.
  When pressed to fight, they prefer to lure their prey into traps and use their 
  superior numbers to their advantage. If they plan to face their host, they will 
  sabotage their weapons and armour first, then lure the unsuspecting victim 
  into their snares. Unless the host understands Nisser etiquette, they won’t 
  even know that they are being targeted for revenge.
  Nisser are nomadic in nature, except for Niflheim and Hvergelmir, they can be found in all realms that hang upon Yggdras-
  sil. When they settle for a time, their traps provide them with both food and protection. Nisser are omnivorous, and will 
  eat anything and anyone. 
  Base Powers: Twilight Vision, 
  Domain.
  Base Level: +0
  Size/Move: 2/2
  Equipment Type: Lair
  
  Keen Aptitude
  Keen Aptitude
  Fellowship of 
  the White Hare
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Work in Concert
  Keen Aptitude
  Keen Aptitude
  Untouchable
  Blend into 
  Shadow
  Keen Aptitude
  Fellowship of the 
  Silver Shields
  Fuelled by the 
  Crowd
  Keen Aptitude
  Keen Aptitude
  Fae-Kin
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Unencumbered 
  Dodger
  Keen Aptitude
  Keen Aptitude
  177
  PASSIVE
  POWERS
  SKILLS
  Endurance
  Navigation
  Sneak
  Escape
  Omens / 
  Portents
  Feather Fingers
  Silent Tongue
  Craft
  Lore: Poison
  Negotiation
  Rune: Scorn 
  Pole
  Repair 
  Equipment
  Athletics
  Survival: Urban
  Etiquette
  Lore: Locales
  Perform
  Read and Write
  Perception
  Lore: Personas
  Lore: Arcana
  Verbal 
  Manipulation
  Brew
  Tracking
  
  178
  ACTIVE
  POWERS
  Invigorate Spirit
  Mental Celerity
  {Spell Song} 
  [Amplify Area 
  Open]
  Muspeli Nightmares
  {Spell Song} 
  [Amplify Area 
  Open]
  Wild Shape
  Cerebral Shroud
  {Spell Song} 
  [Amplify Area 
  Open]
  Devour Thought
  {Spell Song} 
  [Amplify Area 
  Open]
  Aqua Axe
  Cleansing 
  Attack
  Apples of Idun
  {Spell Song} 
  [Amplify Area 
  Open]
  Field of 
  Quagmires
  Roll into 
  Position
  Chant of Skuld
  {Spell Song} 
  [Amplify Area 
  Open]
  Cerebral Twist
  {Spell Song} 
  [Amplify Area 
  Open]
  Cleansing 
  Sprint
  Cerebral Barbs
  {Spell Song} 
  [Amplify Area 
  Open]
  Arcane Shield
  {Spell Song} 
  [Amplify Area 
  Open]
  Boar’s Posture
  Water Shield
  Aqua Armour
  Walking Island
  Catharsis
  {Spell Song} 
  [Amplify Area 
  Open]
  Sunder Mind
  {Spell Song} 
  [Amplify Area 
  Open]
  Enchant Flesh
  Cerebral Chains
  {Spell Song} 
  [Amplify Area 
  Open]
  Nokken
  The Nokken are the princes of lakes and rivers. They are known 
  to court Summer Rusalki, as well as, humans. They are very fickle 
  when choosing romantic companions. Unwanted advances can 
  result in sudden and unexpected death. When angered, they can 
  transform into giants who resemble islands. Despite being most 
  common in Midgard, they trace their lineage to Vanagard. When 
  they leave the safety and confines of the water, they prefer to 
  shapechange into wild animals. Nokken excel in the arts of spell 
  songs. Fishermen often perform fainings to Nokken in order to 
  improve their catch.
  Base Powers:  Aquatic
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Fay
  
  Die Hard
  Suave Singer
  Songsmith
  Dance of Winter
  Master of 
  Kennings
  Combat 
  Awareness
  Enchanted 
  Prowess
  Carried by Song
  Companion of 
  Life
  Warrior of Song
  Water Home
  Gliding Dodger
  Bestow Wisdom
  Water Lord
  Unencumbered 
  Dodger
  Companion of 
  War
  Unbreakable 
  Mind
  Superb 
  Swimmer
  Nature’s Child
  Dance of Spring
  Keen Senses
  Agility
  Dance of 
  Summer
  Bestow Insight
  179
  PASSIVE
  POWERS
  SKILLS
  Animal 
  Empathy
  Perform
  Navigation
  Lore: Personas
  Perform
  Endurance
  Perform
  Verbal 
  Manipulation
  Sense Motive
  Perform
  Escape
  Sense Motive
  Swim
  Lore: Arcana
  Survival 
  Wilderness
  Survival 
  Wilderness
  Swim
  Swim
  Swim
  Swim
  Swim
  Swim
  Swim
  Verbal 
  Manipulation
  
  180
  ACTIVE
  POWERS
  Unnatural 
  Strike
  Reckless Bull 
  Rush
  Reckless 
  Thundering 
  Blow
  Purge 
  Vulnerability
  Reckless 
  Aggressive 
  Assault
  Rapid Recovery
  Reckless 
  Lunging Attack
  Reckless Power 
  Attack
  Purge Crippling
  Reckless 
  Whirlwind 
  Attack
  Furious 
  Onslaught
  Reckless Raging 
  Attack
  Purge Foreign 
  Spirits
  Purge Blindness
  Reckless 
  Wounding 
  Attack
  Raging Charge
  Natural Strike
  Desperation 
  Attack
  Predatory 
  Stance
  Throw Dirt
  Eye Rake
  Hamstring
  Sweeping Trip
  Head Bash
  Ogre
  Ogres make up the majority of denizens that populate Jotun-
  heim. They appear as rather obese giants, with little to no body 
  hair. Their skin is a pale blue and they identify themselves with 
  woad tattoos. They follow a strict hierarchy and are tribal in na-
  ture. Rulers are replaced by challengers and chosen by combat. 
  When a Rime Jotun chooses to lie with an Ogre, their resulting 
  offspring are Ettins.
  The Rime Jotuns are the patrons to Ogres, and the species main-
  tain a tight bond with each other. Ogres venerate the Rime Jotuns, 
  building altars and performing sacrifices. An Ogre army is truly a 
  terrifying sight to behold. The more damage they take, the more 
  ferocious they become. The fact that they are clumsy fighters only 
  speeds them towards a blood frenzy.
  Base Powers: none
  Base Level: +3
  Size/Move: 7/7
  Equipment Type: Martial
  
  Keen Aptitude
  Keen Aptitude
  Raging Cohort
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Desperation
  Enter Rage
  Keen Aptitude
  Frenzy
  Unstoppable 
  Aggression
  Blood Drinker
  Keen Aptitude
  Unbreakable 
  Soul
  Cornered 
  Ferocity
  Keen Aptitude
  Carried by 
  Blood
  Blood Lust
  Companion in 
  Death
  Keen Aptitude
  Keen Aptitude
  Unbreakable 
  Mind
  Keen Aptitude
  Keen Aptitude
  181
  PASSIVE
  POWERS
  SKILLS
  Brawling
  Endurance
  Endurance
  Endurance
  Endurance
  Brawling
  Brawling
  Endurance
  Intimidate
  Intimidate
  Brawling
  Brawling
  Intimidate
  Intimidate
  Intimidate
  Brawling
  Brawling
  Drinking / 
  Wenching
  Intimidate
  Brawling
  Drinking / 
  Wenching
  Drinking / 
  Wenching
  Intimidate
  Drinking / 
  Wenching
  
  182
  ACTIVE
  POWERS
  Soul Chains 
  {Seith Spell}
  Soul Shroud 
  {Seith Spell}
  Stance of 
  Darkness
  Rend Flesh 
  {Seith Spell}
  Soul Transfer 
  {Seith Spell}
  Soul Barbs 
  {Seith Spell}
  Shadow Step 
  {Seith Spell}
  Beckon 
  Yggdrasil
  Invoke the 
  Shadows {Seith 
  Spell}
  Dark 
  Juxtaposition 
  {Seith Spell}
  Beckon 
  Niflheim
  Beckon Plague
  Seith Frenzy 
  {Seith Spell}
  Unearthly 
  Resilience 
  {Seith Spell}
  Spiritual 
  Abortion {Seith 
  Spell}
  Spirit Lance 
  {Seith Spell}
  Channeling 
  {Seith Spell}
  [Amplify Range 
  Area] 
  Visage of 
  Horrors {Seith 
  Spell}
  Corrosive Touch
  Soul Twist {Seith 
  Spell}
  Sunder Mind 
  {Seith Spell}
  Sun and Moon 
  {Seith Spell}
  The Nightman 
  Cometh {Seith 
  Spell}
  Syphon Soul 
  {Seith Spell}
  Pesta
  The Pesta is a carrier of disease and harbinger of death. These 
  creatures are extremely rare and when one makes an appearance, 
  the fallout is catastrophic. Just their presence is enough to start 
  a deathly chain reaction. When people receive news that Pesta is 
  coming, most flee as quickly as possible. She appears as a sickly 
  old woman with hobbled movement and wearing mud and blood 
  caked robes. Her skin is covered with boils, cysts, and tumors and 
  when they rupture the blood is highly infectious. Fighting a Pesta 
  is always a losing proposition. When she speaks a dark cloud of 
  flies escape her mouth. She seems to enjoy having conversations 
  with those she has killed. Her eyes are tainted by cataracts which 
  do not diminish her perception. It is said that this creature was 
  birthed in Niflheim.
  Base Powers: Sorrow’s Tears (Passive power)
  Base Level: +1
  Size/Move: 4/4
  Equipment Type: Fay (magical rake or broom)
  
  Oppose the 
  Crowd
  Keen Aptitude
  Spirit 
  Domination
  Burrow
  Keen Aptitude
  Keen Aptitude
  Rune of the 
  Darkstitched
  Unencumbered 
  Dodger
  Keen Aptitude
  Niflheim’s Boon
  Die Hard
  Fae-Kin
  Keen Aptitude
  Stout
  Tactician
  Keen Aptitude
  Selective Spirit
  Stubborn
  Alka Kinship
  Hover
  Keen Aptitude
  Insistence for 
  Blood (via any 
  Active power)
  Aura of 
  Influence
  Keen Aptitude
  183
  PASSIVE
  POWERS
  SKILLS
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Hag-Ridden
  Commune With 
  Dead
  Commune With 
  Dead
  Intimidate
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Intimidate
  Commune With 
  Dead
  Hag-Ridden
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  Commune With 
  Dead
  
  184
  ACTIVE
  POWERS
  Illusion of 
  Immortality
  Perfect Parry
  Catharsis {Spell 
  Song} [Amplify 
  Area Open]
  Unearthly 
  Beauty {Spell 
  Song} [Amplify 
  Area Open]
  Cerebral Chains 
  {Spell Song} 
  [Amplify Area 
  Open]
  Mistress of the 
  Dark Bond
  Primal Scream
  Blinding Light
  Arcane Shield 
  {Spell Song} 
  [Amplify Area 
  Open]
  Drain Life 
  {Spell Song} 
  [Amplify Area 
  Open]
  Raging Attack
  Radiant Cloud
  Regenerating 
  Block
  Howl, Rally 
  the Pack {Spell 
  Song} [Amplify 
  Area Open]
  Cold Bolt
  Stitch Kindred
  Mobile Stance
  Flying Charge
  Insulting Parry
  Gift of Gold
  Death Charge
  Lunging Attack
  Thunderclap 
  {Spell Song} 
  [Amplify Area 
  Open]
  Flanking Attack
  Sidankar Sif-Guard
  The Sidankar are ancient creatures who live atop Mount Asfell. They have devoted 
  their lives to the goddess Sif. Waist down, they have the body of a horse, and waist up 
  that of a human. They have pledged their beauty to their mistress, and as a result their 
  heads have no faces. The magical devotional ritual has erased their facial expressions 
  forever.
  To compensate for their lack of expressions, they have beautiful long golden hair 
  that they arrange in very long braids. At the end of those braids they attach sharp 
  weaponry, allowing them to strike opponents by tossing their hair. They prefer close 
  combat, frowning on those who’d use a bow. They lack mouths, but can speak and 
  sing by vibrating their larynx. The musical range is truly unbelievable. Their culture 
  raises them to be noble and solemn.
  They guard Sif’s home, unwavering defenders of Asgard. Daily the Sidankar consult 
  the Omens and Portents, and are thus rarely surprised.
  Base Powers: Quadruped, Aware, Braids (Hand of Tyr always in effect)
  Base Level: +3
  Size/Move: 4/4
  Equipment Type: Martial; Braid weapon has a QR equal to 50% of the overall den-
  izen level
  
  Die Hard
  Tactician
  Constitution
  Suave Singer
  Unbreakable 
  Mind
  Mob Mentality
  Combat 
  Awareness
  Unencumbered 
  Dodger
  Songsmith
  Combat 
  Manoeuverability
  Quick Draw
  Giant Size
  Warrior of Song
  Fae-Kin
  Agility
  Leaping Striker
  Fleet-Footed
  Nimble
  Protector
  Running Jab
  Unbreakable 
  Body
  Stout
  Master of 
  Kennings
  Unbreakable 
  Soul
  185
  PASSIVE
  POWERS
  SKILLS
  Navigation
  Perception
  Sense Motive
  Survival: 
  Wilderness
  Perception
  Intimidate
  Perform
  Omens / 
  Portents
  Lore: Personas
  Perform
  Sense Motive
  Omens / 
  Portents
  Lore: Locales
  Sense Motive
  Omens / 
  Portents
  Endurance
  Perform
  Omens / 
  Portents
  Perform
  Repair 
  Equipment
  Perception
  Sense Motive
  Tracking
  Perception
  
  186
  ACTIVE
  POWERS
  Frost Breath
  Ice Sheet
  Natural Strike
  Chant of Skuld
  Cerebral Chains
  Ice Shield
  Cold Bolt
  Lunging Attack
  Cerebral 
  Shroud
  Beckon 
  Jotunheim
  Shadow Strike
  Bewitchment
  Ride of the 
  Valkyries
  Channeling
  Apples of Idun
  Power Over 
  Water
  Power Over Ice
  Disarm
  Posture of 
  Tenacity
  Ice Aura
  Power Over 
  Wind
  Evasive 
  Manoeuvre
  Stitch Kindred
  Goad
  Skui, Ice
  Unlike many of their brethren, the Ice Skui are rather large for their species. They 
  stand as tall as a human but their features are delicate like that of their kin. These 
  Skui are at home in the cold reaches of Jotunheim. They are numerous, inhabit-
  ing much of the land, sky, and arctic waters of the realm. They are mischievous, 
  with sadistic tendencies. Some clans even keep slaves. They are opportunists and 
  greed runs deep in their blood. It is said that Gulveig spent a time with them, and 
  her taint has remained ever since. They prefer ranged weapons and spells.
  Base Powers: Aquatic, Flight
  Base Level: +0
  Size/Move: 2/2
  Equipment Type: Fay
  
  Keen Aptitude
  Keen Aptitude
  Unencumbered 
  Dodger
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Dance of Spring
  Fae-Kin
  Keen Aptitude
  Gliding Dodger
  Dance of Winter
  Keen Senses
  Keen Aptitude
  Leaping Striker
  Stout
  Keen Aptitude
  Dance of 
  Summer
  Nether Pact
  Alabaster 
  Magician
  Keen Aptitude
  Keen Aptitude
  Penumbral Ring
  Keen Aptitude
  Keen Aptitude
  187
  PASSIVE
  POWERS
  SKILLS
  Perform
  Escape
  Feather Fingers
  Perform
  Lore: Arcana
  Animal 
  Empathy
  Perform
  Hunting/
  Trapping
  Perception
  Perform
  Perform
  Athletics
  Rune: Scorn 
  Pole
  Perform
  Lock-Picking
  Drinking/
  Wenching
  Perform
  Hunting/
  Trapping
  Perform
  Perform
  Lore: Personas
  Feather Fingers
  Perform
  Lore: Locales
  
  188
  ACTIVE
  POWERS
  Transform 
  (Winter 
  Rusalki)
  Aqua Armour
  Transform 
  (Snow Serpent)
  Transform 
  (Polar Bear)
  Aqua Axe
  Water Shield
  Howl, Skoll’s 
  Victory
  Acidic Spittle
  Bestow Gills
  Water Shape
  Transform 
  (Dreyri)
  Transform 
  (Black Skeleton)
  Power Over 
  Water
  Transform 
  (Hrokkvir)
  Transform 
  (Stone Effigy)
  Beget Water
  Earth Shape
  Transform 
  (Wolf)
  Air Shape
  Transform 
  (Polar Kraken)
  Geyser of Living 
  Water
  Transform 
  (Giant Spider)
  Transform 
  (Troll)
  Run Away 
  Laughing
  Skui, Water
  Many believe that Vanagard may be the only realm without Skui, but they would be 
  dead wrong. Water Skui are masters of disguise, able to blend into the waters sur-
  rounding them. They can mimic a watery form to hide in the depths of Vanagard or 
  they can assume a translucent body in order to disappear in the skies above. When 
  angered, their most terrifying ability to shape change into other terrifying beats. 
  These abilities keep them as Vanagard’s best kept secret.
  Water Skui are the guardians of Vanagard, testing those who dare to enter their 
  realm. They will transform into a mighty beast in order to scare intruders, chasing 
  them out of Vanagard. However, those who persevere will be allowed to remain. 
  These confrontations are seldom lethal in nature. 
  Base Powers: Aquatic
  Base Level: +0
  Size/Move: 3/3
  Equipment Type: Fay
  
  Keen Aptitude
  Keen Aptitude
  Boon: 
  Transformation
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fae Kin
  Resistance to 
  Degeneration
  Keen Aptitude
  Unencumbered 
  Dodger
  Tactical 
  Advantage
  Gliding Dodger
  Keen Aptitude
  Boon: 
  Shapechange
  Water Home
  Keen Aptitude
  Keen Senses
  Blend into 
  Shadow
  Water Lord
  Keen Aptitude
  Keen Aptitude
  Fangs
  Keen Aptitude
  Keen Aptitude
  189
  PASSIVE
  POWERS
  SKILLS
  Feather Fingers
  Sense Motives
  Intimidate
  Hunting/
  Trapping
  Verbal 
  Manipulation
  Swim
  Athletics
  Swim
  Swim
  Lore: Arcana
  Animal 
  Empathy
  Swim
  Swim
  Lore: Personas
  Swim
  Swim
  Escape
  Swim
  Lore: Locales
  Disguise
  Survival: 
  Wilderness
  Perception
  Sneak
  Tracking
  
  190
  ACTIVE
  POWERS
  Shadow of Youth 
  {Shadow Spell}
  Shadow of Illicit 
  Deeds
  Invoke the 
  Shadows
  Dark 
  Juxtaposition
  Visage of 
  Horrors
  Shadow of 
  Niflheim
  Shadow of 
  Memory
  Radiant Cloud
  Cerebral Twist
  Cerebral 
  Shroud
  Attack from 
  Above
  Backstab
  Stitch Kindred
  Gift of Gold
  Gift of Silver
  Flanking Attack
  Catharsis
  Superior Parry
  Run Away 
  Laughing
  Purge 
  Degeneration
  Purge Crippling
  Purge Blindness
  Purge Foreign 
  Spirits
  Purge 
  Vulnerability
  Skui, Cloud
  Cloud Skui are the native folk of the mountain upon which Asgard 
  was built. Their indomitable spirit is what drew the attention of 
  the Sons of Bor. They are immensely talented in the magical arts 
  and have talents when facing an armed opponent. They did not 
  go quietly into the night when the Aesir came to conquer. They 
  put up a fight which the Aesir remember to this day, but they did 
  lose against the gods and were scattered to the lower portions of 
  the mountain. This left the Skui resentful and vindictive. The for-
  ests at the base of the mountain are shrouded in perpetual mists 
  because of these diminutive folks. They blend into the cloud and 
  fog, making them hard to notice by visitors upon the mountain.
  They find it hard to trust outsiders and their xenophobia tends 
  to swing their initial reactions towards hostility. They rage with 
  vengeance and seek to devour the souls of those who walk into 
  their domain. The Aesir are content to have such ferocious beasts 
  guarding the base of their realm.
  Base Powers: Flight, Line of sight is never affected
  Base Level: +2
  Size/Move: 4/4
  Equipment Type: Martial (3 items of QR equal to 50% of level: 
  weapon, shield and accessory)
  Haugbui Cloud 
  Skui
  The Cloud Skui that have fall-
  en when the Aesir took Mount 
  Asfell remain as Haugbui. 
  Their burning desire to re-
  claim the mountain have en-
  sured that their souls would 
  be restless and tethered to the 
  mountain. Such Skui have ac-
  cess to both the “Skui, Cloud” 
  boards as well as the “Haug-
  bui” boards found in the Core 
  Rulebook.
  
  Keen Aptitude
  Scoundrel of 
  Spring
  Fae-Kin
  Keen Aptitude
  Scoundrel of 
  Summer
  Keen Aptitude
  Shadow of Youth
  Shadow of Illicit 
  Deeds
  Keen Aptitude
  Shadow of Faith
  Blend into 
  Shadow
  Shadow of the 
  Ice Wolf
  Keen Aptitude
  Stout
  Shadow of 
  Hvergelmir
  Keen Aptitude
  Shadow of the 
  Ice Raven
  Shadow of 
  Niflheim
  Shadow of 
  Memory
  Keen Aptitude
  Scoundrel of 
  Autumn
  Unencumbered 
  Dodger
  Keen Aptitude
  Scoundrel of 
  Spring
  191
  PASSIVE
  POWERS
  SKILLS
  Sneak
  Sense Motive
  Sneak
  Sneak
  Perception
  Silent Tongue
  Sneak
  Feather Fingers
  Navigation
  Sneak
  Verbal 
  Manipulation
  Verbal 
  Manipulation
  Survival: 
  Wilderness
  Verbal 
  Manipulation
  Verbal 
  Manipulation
  Lore: Arcana
  Sneak
  Escape
  Sneak
  Sneak
  Tracking
  Sneak
  Sneak
  Hunting/
  Trapping
  
  192
  ACTIVE
  POWERS
  Howl, Skoll’s 
  Victory
  Sun and Moon
  Swords to Snakes
  {Spell Song} 
  [Amplify Area 
  Open]
  Channeling
  {Spell Song} 
  [Amplify Area 
  Open]
  Soul Shroud
  {Spell Song} 
  [Amplify Area 
  Open]
  Spirit Power 
  Stance
  Onyx Skin
  (Enchant Flesh)
  [Maintain Amplify 
  Amplify]
  Bone Snapper
  {Spell Song} 
  [Amplify Area 
  Open]
  Shadow Step
  Imposing 
  Barrier
  Frost Breath
  {Spell Song} 
  [Amplify Area 
  Open]
  Ice Aura
  Wrack
  {Spell Song} 
  [Amplify Area 
  Open]
  Soul Barbs
  {Spell Song} 
  [Amplify Area 
  Open]
  Drain Life 
  {Spell Song} 
  [Amplify Area 
  Open]
  Spirit Bastion 
  Stance
  Boar’s Posture
  Purging Tirade
  Invoke the 
  Shadows
  Possess 
  Opponent
  Spirit Lance
  {Spell Song} 
  [Amplify Area 
  Open]
  Rend Flesh
  {Spell Song} 
  [Amplify Area 
  Open]
  Mesmerizing 
  Gaze
  Soul Twist
  {Spell Song} 
  [Amplify Area 
  Open]
  Utburden
  When an infant is left to die of exposure, neglect, or murder, it may 
  rise up as an Utburden. These frightful little undead look unset-
  tling and benign, but only until they are ready to mete out their re-
  venge, then they become truly terrifying. Days before the attack, 
  they will surround the town with Scorn Poles cursing those within. 
  They will then wander into a town, looking like an exhausted little 
  child in ragged clothing. 
  They will try to corral as many victims as possible around them by 
  singing a sad song or trying to pique the curiosity of onlookers in 
  other ways. They may bestow boons upon the greedy. Once a siz-
  able crowd has gathered, their song will turn sinister as they exact 
  their revenge upon humanity. There is no bargaining with these 
  righteously hateful beings.
  Some Angels of Death take on an Utburden companion. These An-
  gels of Death don’t reveal their motivations, but some speculate it 
  is a benevolent act of mercy. It is best not to anger Angels of Death 
  or the Utburden with such questions!
  Base Powers: Companion in Blood (Passive power); Companion in 
  Magic (Passive Power)
  Base Level: +0
  Size/Move: 2/2
  Equipment Type: Fay
  
  Keen Aptitude
  Fueled by the 
  Crowd
  Cornered 
  Ferocity
  Keen Aptitude
  Incite Strife
  Tactician
  Aura of 
  Influence
  Bastion
  Thriving in a 
  Crowd
  Defy the Crowd
  Suave Singer
  Song Smith
  Untouchable
  Tap the Source
  Bestow 
  Conviction
  Tactical 
  Advantage
  Penumbral Ring
  Unencumbered 
  Dodger
  Bestow Faith
  Keen Aptitude
  Project Voice
  Companion in 
  Blood
  Keen Aptitude
  Dance Away
  193
  PASSIVE
  POWERS
  SKILLS
  Perform
  Perform
  Verbal 
  Manipulation
  Rune: Scorn 
  Pole
  Rune: Scorn 
  Pole
  Perform
  Perform
  Verbal 
  Manipulation
  Rune: Scorn 
  Pole
  Rune: Scorn 
  Pole
  Perform
  Perform
  Rune: Scorn 
  Pole
  Disguise
  Disguise
  Perform
  Perform
  Verbal 
  Manipulation
  Rune: Scorn 
  Pole
  Perform
  Perform
  Verbal 
  Manipulation
  Rune: Scorn 
  Pole
  Rune: Scorn 
  Pole
  
  194
  ACTIVE
  POWERS
  Unmitigated 
  Cleansing
  Champion 
  Strike
  Unmitigated 
  Healing
  Providence Spell
  Freezing 
  Retribution 
  (Incinerating 
  Retribution)
  Cleansing 
  Posture
  Immortal’s 
  Stomp
  Devour Life Force 
  {Providence 
  Manoeuvre} [Amplify 
  Amplify Amplify]
  Signature 
  Stance
  Posture of 
  Tenacity
  Immortal’s 
  Attack
  Immortal’s 
  Sprint
  Signature 
  Manoeuvre
  Signature 
  Attack
  Sever Fate
  Immortal’s 
  Bash
  Immortal’s 
  Cleansing
  Divine Drain
  Modr, Greater
  Immortal’s 
  Retribution
  Immortal’s 
  Regeneration
  Providence 
  Manoeuvre
  Providence 
  Manoeuvre
  Providence 
  Stance
  Wolf, Jarnvid
  These ironwood wolves are legendary throughout the realms. 
  They are born to the witches of Jarnvid and despite being na-
  tive to Jotunheim, they can be found anywhere throughout Yg-
  gdrasil. They have a divine nature and have a natural talent that 
  allows them to slay divine beings- permanently! They resemble 
  gigantic arctic wolves, with shaggy white fur. They are so large 
  that they stand above the treeline when hunting in Midgard.
  Many divine powers come to Jarnvid in hopes of procuring an 
  Iron Wood Wolf pup. Jarnvid Wolves are tremendous guards for 
  a divine homestead. Those that grow up in the wilds of Jotun-
  heim come to acquire a taste for Einherjar blood.
  Base Powers: Quadruped; Immortal; Jotun Blood
  Base Level: +16
  Size/Move: 10/20
  Equipment Type: None
  
  Divine Potence
  Keen Aptitude
  Heart of Cold
  Divine Potence
  Keen Aptitude
  Keen Aptitude
  Eternal Fury
  Fox’s Cunning
  Keen Aptitude
  Violent Growth
  Raging Cohort
  Dreadful 
  Aggression
  Keen Aptitude
  Versant Size
  Titanic Size
  Keen Aptitude
  Eternal Body
  None Can Hide
  Giant Size
  Divine Potence
  Keen Aptitude
  Heart of Thorns
  Divine Potence
  Keen Aptitude
  195
  PASSIVE
  POWERS
  SKILLS
  Perception
  Navigation
  Sense Motive
  Perception
  Swim
  Perception
  Endurance
  Athletics
  Perception
  Intimidate
  Tracking
  Tracking
  Tracking
  Tracking
  Tracking
  Tracking
  Tracking
  Perception
  Tracking
  Tracking
  Tracking
  Perception
  Tracking
  Tracking
  
  196
  ACTIVE
  POWERS
  Rapid Recovery 
  {Seith Spell}
  Needle Storm 
  {Seith Spell}
  Unearthly 
  Resilience 
  {Seith Spell}
  Purge 
  Vulnerability 
  {Seith Spell}
  Muspeli 
  Nightmare 
  {Seith Spell}
  Seith Frenzy 
  {Seith Spell}
  Outnumbered 
  Riposte Stance
  Dragon’s Breath
  Venomous Bite
  Outnumbered 
  Dexterity Stance
  The Nightman 
  Cometh {Seith 
  Spell}
  Visage of 
  Horrors {Seith 
  Spell}
  Reckless 
  Lunging Attack
  Swallow
  Outnumbered 
  Recovery {Seith 
  Spell}
  Reckless 
  Aggressive 
  Assault
  Outnumbered 
  Guard Stance
  Mauling
  Outnumbered 
  Spell Stance
  Reckless Raging 
  Attack
  Trample
  Reckless 
  Whirlwind 
  Attack
  Raging Charge
  Obliterating 
  Blow
  Wyrm, Rime
  Wyrms make their homes in Jotunheim, but their origins can be 
  traced back to Hvergelmir. Their cousins are the dragons and ser-
  pents of Hvergelmir. Ice wyrms populate the most remote regions 
  of Jotunheim. Their exceptionally hard scales are coated by the pri-
  mordial Rime which covered Ymir’s ancient kingdom.
  They are solitary creatures and they’re fiercely territorial. Anyone 
  trespassing on their land best escape their notice. Running away 
  is not an option once a Rime Wyrm has been alerted to the pres-
  ence of an intruder. They use their many legs to propel themselves 
  across the landscape at tremendous speeds. They surprise their 
  enemies by burrowing beneath the earth just as quickly, attacking 
  their prey from below.
  Base Powers: Inversion: Ice (Passive Power); Quadruped (x2)
  Base Level: +9
  Size/Move: 10/30
  Equipment Type: Lair
  
  Keen Aptitude
  Keen Aptitude
  Aura of 
  Influence
  Keen Aptitude
  Keen Aptitude
  Keen Aptitude
  Fae-Kin
  Unencumbered 
  Dodger
  Keen Aptitude
  Earth Bender 
  Hulk
  Devour Faith
  Possessed
  Keen Aptitude
  Verdant Size
  Slamming Hulk
  Keen Aptitude
  Titanic Size
  Fangs
  Eldritch Hulk
  Keen Aptitude
  Keen Aptitude
  Enter Rage
  Keen Aptitude
  Keen Aptitude
  197
  PASSIVE
  POWERS
  SKILLS
  Intimidate
  Intimidate
  Intimidate
  Perception
  Intimidate
  Survival: 
  Wilderness
  Endurance
  Intimidate
  Perception
  Intimidate
  Omens/
  Portents
  Sense Motive
  Perception
  Perception
  Perception
  Commune with 
  Dead
  Lore: Arcana
  Lore: Locales
  Lore: Personas
  Negotiation
  Lore: Locales
  Lore: Personas
  Perception
  Lore: Arcana
  
  198
  Divine Patrons
  The Patron Slot boards below are to be fitted into the Godi 
  archetype Composite boards (see Divine page “Divine” 
  on page 75). For more on Composite and Slot boards, 
  see page “Composite & Slot Boards” on page 70.
  The Godi archetype can choose up to 4 patrons from the 
  ones listed below. The only restriction in combinations 
  will stem from contradictory Codes of Discipline. A Godi 
  cannot select two patrons who impose contradictory be-
  haviour.
  Each Patron has the following breakdown:
  • A quick summary of the Patron.
  • A description of how the Godis behave when in the 
  service of their patron.
  • Clan lists their current affiliation during the Second 
  Age of Ragnarok. For some patrons, their allegiance 
  may have changed more than once.
  • Status described any major events that may influence 
  how the patron’s relationship to their Godi.
  • The Granted Power that the Patron bestows upon the 
  Godi when then are pleased (see Divine on page “Di-
  vine” on page 75).
  • The strict Code of Discipline that must be observed 
  by the Godi
  • The type of sacrifice that must be performed to prop-
  erly honour the Patron
  • The Domain Slot Boards that are available to the 
  Godi. The Godi must select one of the Domain op-
  tions and place it into the Godi Composite board. If 
  the God is chosen to occupy more than a single po-
  sition in the Composite board, then either the same 
  Domain or another 
  Aegir
  Aegir is the High-King of the Vanir gods. 
  His dominion is that over water and 
  victory. He is both shrewd and 
  wise. Aegir can change shape at 
  will. Aegir has a jovial manner, 
  preferring celebration over war.
  Aegir’s Godi prefer to lead us-
  ing kindness and generosity, but 
  if push comes to shove, like their 
  god, they can be terrifying in battle. 
  During festivities, learn about others, 
  so 
  if pushed to war, you can use that knowl-
  edge against your foes. The greatest shrine in Aegir’s 
  honour can be found on the island of Hlesey in Jutland. 
  Clan: Vanir
  Status: He has remained neutral in the conflict between 
  the Aesir and the Jotuns.
  Granted Power: Enter Rage (Passive power)
  Code of Discipline:
  • Resolve differences and disagreements with a 
  meeting of the minds.
  • Ensure that celebrations strengthen bonds 
  between those in attendance.
  • During Ragnarok, Aegir carefully positions the 
  Vanir as a neutral force, so his Godis must do the 
  same.
  Blot & Faining:
  • Faining: When preparing a feast, an extra 
  portion of food and drink must be set aside in 
  Aegir’s honour.
  • Blot: A dozen sea creatures much be captured, 
  killed, and then thrown back into the sea as a 
  blood offering.
  Domain Slot Boards:
  • 
  Sea Kingdom
  • 
  Festive Revelry
  
  199
  Albruna
  Albruna is a Vanir goddess of 
  divination. She can project 
  her sight for hundreds of 
  leagues and she can detect 
  the unseen us ing more sens-
  es than that of a human. 
  She can even see forwards 
  and backwards in time. She 
  appears as a stoic woman, 
  adorned in pearl white garments.
  Albruna’s Godi have one eye on the present and anoth-
  er on the future. Their motto is to always be prepared. 
  Steps forward must be guided by foreknowledge of what 
  is to come. Albruna has many shrines in Jutland and many 
  come to perform a faining in exchange for insight and wis-
  dom. Albruna is a demanding patron.
  Clan: Vanir
  Status: She has been using her powers to assess 
  Nidhogg’s next movements.
  Granted Power: Hamingja (Passive power)
  Code of Discipline:
  • Aid your allies with premonitions, even if they 
  will bring hardship.
  • Do not try to change what is preordained.
  • During Ragnarok:  The Godi must prepare for 
  the Third Age of Ragnarok.
  Blot & Faining:
  • Faining: Time must be devoted to contemplation. 
  At dawn and dusk, Albruna demands 30 minutes 
  of contemplation.
  • Blot: Albruna demands the blood of her enemies, 
  especially Nidhogg’s disciples.
  Domain Slot Boards:
  • 
  Dark Wizardry
  • 
  Magi
  Alcis Twins
  These brothers represent liber-
  ty and pros perity. The Alcis 
  Twins preside over the elk 
  herds and their brethren, 
  the reindeer. They appear 
  as effeminate males who 
  adorn themselves with elk 
  skins and antlers.
  Alcis Twin shrines can be 
  found between Jutland and 
  Norrland. Those who wish to have 
  great bounty, or throw off the shackles of an oppressor 
  will turn to the Alcis twins. Godi of the Alcis Twins make it 
  a point to know the land and all of its denizens, and strive 
  to have an understanding of the relationships between all 
  things.
  Clan: Vanir
  Status: They are mostly absent from the Ragnarok 
  conflict, preferring to stay in communion with their 
  lands and people.
  Granted Power: Nature’s Child (Passive power)
  Code of Discipline:
  • Understand before acting or speaking.
  • Take action only when the outcome outweighs 
  the cost
  • During Ragnarok, oppose those who seek to 
  impose their will upon others
  Blot & Faining:
  • Faining: Anything the Godi feels is an 
  appropriate tribute
  • Blot: Erect a stone shrine in their honour
  Domain Slot Boards:
  • 
  Hunter
  • 
  Beast
  
  200
  Almattki
  Almattki is the Vanir god of honour 
  and justice. Al mattki doesn’t re-
  spond well to oath-breakers, so 
  his name is invoked by those 
  swearing oaths and pledg ing 
  allegiance. He is a tall and im-
  posing figure with an air of au-
  thority about him. He is rarely 
  found without his battle gear.
  Almattki’s Godi are well known to 
  be impar tial and fair arbiters in dis-
  putes. They are good listeners and speak only after deep 
  reflection. They are stern and do not indulge in idle gos-
  sip. They are called upon by kings when important judge-
  ments must be made.
  Clan: Vanir
  Status: He has led armies to confront the Svartalfar.
  Granted Power: Sense Motive (Skill)
  Code of Discipline:
  • Never tell a lie. Defend honest folks who need 
  legal representation.
  • Shun those who use deceit to get their way
  • During Ragnarok: Stand against the shadow and 
  the Svartalfar
  Blot & Faining:
  • Faining: When paid for legal counsel, invest 10% 
  to Almattki’s glory
  • Blot: Spill the blood of a liar and a cheater
  Domain Slot Boards:
  • 
  Law & Justice
  • 
  War
  Alvaldi
  Alvaldi is one of the wealthiest Rime 
  Jotuns- owning untold riches, 
  sprawling lands, and throngs 
  of sub jects. Many come to Al-
  valdi when they are down 
  on their luck. He is selective 
  in his benevo lence, investing 
  only in those who could ex-
  tend his power and influence. 
  He has his eyes on the throne of 
  Jotunheim.
  H i s 
  Godi follow Alvaldi’s teaching. They 
  will help those who in turn can return helpful favours. 
  Nothing is given without first ensuring that more will be 
  received at a later date. Investment in power is the first 
  and most important doctrine.
  Clan: Rime Jotun
  Status: Alvaldi plans to replace Bergelmir as the high-
  king of the Rime Jotuns.
  Granted Power: Stitch Kindred (Active power)
  Code of Discipline:
  • Help others only if it will bring you benefit
  • Seek power and glory, raising your own status
  • During Ragnarok, be a leader of men, do not 
  follow other leaders. Undermine Bergelmir’s 
  Godi.
  Blot & Faining:
  • Faining: Reinvest all new wealth into attaining 
  higher glory in Alvaldi’s name
  • Blot: In a public manner, humiliate and spill the 
  blood over your enemies.
  Domain Slot Boards:
  • 
  Brute
  • 
  War
  
  201
  Angrboda
  Angrboda is the undisputed rul-
  er of Jarnvid and over sees the 
  many witches and wolves 
  who dwell within. With 
  Loki she had the legendary 
  children known as Fenrir, 
  Jormungand and Hel. She 
  has a special rela tionship 
  with magicians of renown. 
  Many who yearn to improve 
  their arcane arts seek her out.
  Angrboda’s Godi are unflinchingly loyal. They also seek 
  to learn the art of Seith magic in conjunction with their 
  own divine rites. Many seek out the her Godi in order to 
  gain apprenticeship. Sometimes the Godi take on pupils, 
  albeit at a steep price. Angrboda’s Godi are close allies to 
  Laufey’s Godi.
  Clan: Rime Jotun
  Status: She seeks to rescue her lover Loki and her son 
  Fenrir.
  Granted Power: All Spells become {Seith Spells} in 
  addition to other types (Special)
  Code of Discipline:
  • Learn magical arts and always keep an open 
  mind- nothing is taboo.
  • Never put another patron’s needs ahead of 
  Angrboda’s.
  • During Ragnarok: Work tirelessly against the 
  Aesir. Oppose their Godi in every way.
  Blot & Faining:
  • Faining: At least once a day, find a way to pervert 
  the Aesir cause in any way
  • Blot: Spill the blood of an Aesir Godi upon a 
  grove dedicated to Angrboda
  Domain Slot Boards:
  • 
  Dark Wizardry
  • 
  Ice Blade
  Asvid
  Many galdr come from all over 
  Jo tunheim to learn from 
  him. Asvid is open with his 
  teachings and only asks 
  his pupils to hone their 
  skills for the Twilight of the 
  Gods. He is a stern yet be-
  nevolent teacher. His hair 
  is very long and hangs in a 
  myriad of braids. Asvid’s body 
  is covered in runic tattoos, many 
  u n -
  recognizable to even learned Galdr.
  His Godi work to spread knowledge among the allies of 
  the Jotun. They freely assist their brethren, ensuring that 
  their collective strength is a force to be reckoned with. 
  The Godi strive to best the Godi of the Aesir in every way, 
  and prior to Ragnarok had friendly competitions. Since 
  Fimbulwinter, the competitions have turned deadly.
  Clan: Rime Jotun
  Status: Preparing the army that is being sent to reinforce 
  the siege of Asgard
  Granted Power: All Spells become {Rune Spells} in 
  addition to other types (Special)
  Code of Discipline:
  • Teach your skills to those whom you consider 
  friends
  • Raise up those around you, your status is 
  measured by their success
  • During Ragnarok: Oppose the Aesir Godi in 
  every way.
  Blot & Faining:
  • Faining: Instead of selling magical relics, they 
  should be donated to a good cause that furthers 
  Asvid’s teachings.
  • Blot: A owl, which is a symbol of wisdom, must 
  be sacrificed at his altar.
  Domain Slot Boards:
  • 
  Magi
  • 
  Brick
  
  202
  Baghist
  Baghist is the conflagration. He is 
  unpredictable and deadly. He 
  does as he pleases and follows 
  his whims. His overwhelming 
  power is more than enough 
  of an offset for any trouble he 
  may get into.
  The Godis of Baghist live for 
  the moment. They follow their 
  whims, emotions and intuition 
  without much thought. They feel 
  t h a t 
  instinct supersedes logic and reason. 
  They are powerful albeit erratic allies. They work to dis-
  cover latent talents within other and then they foster and 
  help bring hone them to perfect supremacy.
  Clan: Muspeli Jotun
  Status: During Ragnarok, Baghist hunts the disciples of 
  Nidhogg
  Granted Power: Offering of Fire (Passive Power)
  Code of Discipline:
  • Achieve greatness by seizing the moment
  • Help others reach their potential and break down 
  any hesitation they may have
  • During Ragnarok, light yourself on fire and let 
  destiny take you where it wills
  Blot & Faining:
  • Faining: Burn whatever you think your lord may 
  appreciate
  • Blot: Light yourself on fire and burn all of your 
  enemies
  Domain Slot Boards:
  • 
  Brute
  • 
  Fire & Blood
  Beli
  Beli enjoys tests of strength and believes that he is the 
  embodiment of physical prowess. Whenever possible he 
  chal lenges others to wrestling competitions. When Frey 
  approached Gerd and wished to take her away, Beli op-
  posed him and challenged him to a duel. 
  Those who are about to enter a physical challenge pay 
  hom age to Beli. His Godi spend most of their time honing 
  their bodies into perfect specimens. They also train for 
  Holmgangs and are sought out by those who have been 
  challenged. They will offer advice and training for a price.
  Clan: Rime Jotun
  Status: Participating in the siege of Asgard.
  Granted Power: Might (Passive power)
  Code of Discipline:
  • Spend much of every day devoted to self 
  improvement
  • Challenge adversaries to one-on-one combat
  • During Ragnarok: Destroy the followers of the 
  Asgardians
  Blot & Faining:
  • Faining: burn a wooden weapon at the end of 
  every week
  • Blot: Ritual slaying of a bull
  Domain Slot Boards:
  • 
  Might
  • 
  Stone Peacekeeper
  
  203
  Bergelmir
  Bergelmir is the high-king of Jo-
  tunheim. He has worked tire-
  lessly to rebuild the Jotun 
  race in the dark and cold 
  realm of Jotunheim. Bergel-
  mir appears as a wise old 
  ruler, with a calm demean-
  or. However, his eyes betray 
  a fiery spirit that thirsts for 
  revenge. 
  His Godis meet with roy-
  a
  l 
  bloodlines in order to keep the lineage 
  i n t a c t . 
  They work tirelessly in bringing important individuals to-
  gether, building powerful alliances. His Godi act as king 
  makers and the creators of powerful unions between king-
  doms. They have played a great role in the rise of many 
  powerful kingdoms within Jotunheim.
  Clan: Rime Jotun
  Status: Presides over Jotunheim
  Granted Power: Chant of Skuld (Active power)
  Code of Discipline:
  • Befriend people in powerful positions
  • Forge powerful alliances between those who will 
  work in Bergelmir’s best interest
  • During Ragnarok, work to bring the Vanir to the 
  side of the Rime Jotuns
  Blot & Faining:
  • Faining: On a weekly basis, bury 10% of 
  personal wealth as a donation to your patron. 
  Mark the site with a special and secret symbol so 
  Bergelmir’s agents will collect the tithes.
  • Blot: A creature from Asgard must be sacrificed 
  in Bergelmir’s honour.
  Domain Slot Boards:
  • 
  Guardianship
  • 
  Law & Justice
  Baldur
  Baldur is the god of peace and dialogue. She wishes to 
  avoid conflict when possible, and in his hall Briedablik, 
  no violence is permitted. His mother, Frigga, asked all 
  things to not harm her beloved son.
  The Godis of Baldur are peacemakers. They work to bring 
  wars to an end using dialogue rather than swords. They 
  are master negotiators and work to understand regional 
  politics and societal ills. Just like their patron, Baldur’s 
  godis wish to become invincible.
  Clan: Aesir
  Status: Baldur dies right before Raganrok, and is 
  condemned to Helheim. His Godi must seek new 
  Patrons.
  Granted Power: Blinding Light (Active power)
  Code of Discipline:
  • Work to stop all ongoing violence and conflict
  • Use violence as a last resort
  • During Ragnarok: His Godis lose all powers 
  right before Ragnarok
  Blot & Faining:
  • Faining: Burn the weapons of those who ended a 
  feud or conflict
  • Blot: Place your life at risk by attempting to stop 
  the most violent conflict you are aware of
  Domain Slot Boards:
  • 
  Brick
  • 
  Stone Peacekeeper
  
  204
  Bragi
  Bragi is the god of poetry, mead and good times. The fa-
  mous cheer “Bragi provides!” is attributed to him. It is ex-
  claimed by the host of the festive gathering, right before the 
  first sip. 
  The Godis of Bragi are usually met at variable levels of in-
  ebriation. It is rare to find one without a clouded head. 
  Despite their love for mead and poetry, they work hard to 
  ensure that festivities are to be remembered. Many chief-
  tains seek out the advice of these Godi when preparing an 
  important and memorable feast. 
  Clan: Aesir
  Status: The grim reality of Ragnarok has presented new 
  challenges to the god. He works to keep Asgard’s spirits 
  high, despite the siege.
  Granted Power: Drunken Stance (Passive Power)
  Code of Discipline:
  • Prepare feasts and ensure that they will be 
  remembered
  • Travel with heroes and compose poems about 
  their great deeds
  • During Ragnarok: During Filbulwinter, gather 
  and preserve honey, grains, and other key 
  ingredients used in the creation of alcohol.
  Blot & Faining:
  • Faining: Brew a batch of ale in Bragi’s honour
  • Blot: 
  Domain Slot Boards:
  • Festive Revelry
  • Songs & Poetry
  Brimir
  He owns the legendary feasting 
  hall which is perched on the 
  mesa of Okolnir on the border 
  between Nidavellir, Jotun-
  heim and Hvergelmir. This 
  hall and his hos pitality are 
  well known throughout the 
  worlds which hang upon 
  Yggdrasil. He is the patron of 
  brewers and those who wish to 
  put on great celebrations. 
  Brimir is not one to seek out Godi wor-
  s h i p . 
  He is perfectly happy to host a festive hall, even during the 
  dark times of Ragnarok. None the less, many mortals are 
  impressed with Brimir and seek him out as a patron. His 
  staunch neutrality and his unapologetic passion for festiv-
  ities makes him a natural magnet for Godis.
  Clan: Rime Jotun
  Status: He spends his time within his festive hall.
  Granted Power: Drinking / Wenching (Skill)
  Code of Discipline:
  • Refrain from involving yourself in politics
  • Always foster a festive mood 
  • During Ragnarok: Godis should avoid 
  the conflict and remain brotherly to their 
  neighbours.
  Blot & Faining:
  • Faining: He refuses to accept gifts from his 
  godis.
  • Blot: He would be mortified if someone 
  performed a Blot in his name.
  Domain Slot Boards:
  • 
  Festive Revelry
  • 
  Stone Peacekeeper
  
  205
  Byleist
  Byleist is very cunning; He 
  speaks only when necessary 
  and watches and remembers 
  everything. One of his titles 
  is the Steady Flame, burn-
  ing slowly but consistently, 
  with surprising and very 
  successful results. Byleist’s 
  appearance does not reveal 
  is racial heritage, allowing to 
  pass as a god or even a mortal.
  Those who require discipline, such as soldiers and elite 
  mercenaries will pay homage to Byleist. His Godi is 
  shrewd and calculating, ensuring that every action brings 
  more power and glory to their patron. These Godi are 
  often highly sought after my chieftains and kings, due to 
  their loyalty and strategic thinking.
  Clan: Muspeli Jotun
  Status: Unknown, he has been travelling the worlds of 
  Yggdrasil with secret intent.
  Granted Power: Disguise (skill)
  Code of Discipline:
  • Your word is your bond, expect that from other 
  as well
  • Never rush into a situation without alternate 
  plans. Think before acting.
  • During Ragnarok: When Byleist comes calling 
  with a request, his Godi better drop everything 
  into order to help him with his plans
  Blot & Faining:
  • Faining: Find great men and recruit them into 
  Byleist’s service
  • Blot: Byleist will send a vision regarding whose 
  blood must be spilled
  Domain Slot Boards:
  • 
  Darkness Whispers
  • 
  Fire & Blood
  Elli
  Elli is known as the Jotun crone 
  o
  f 
  old age. She holds dominion 
  over the aging process, even 
  for the gods and Jotuns. 
  Her tremendous powers 
  enfeeble the mind and 
  wither the soul. Those she 
  favours, Elli blesses them 
  with a longer life. She is the 
  goddess of Inescapable Fate.
  Her godi focus on time and 
  age, 
  attending births, coming of age cere-
  m o n i e s 
  as well as funerals. They hold an important role in Rime 
  Jotun society and are accorded great respect. They dress 
  in drab grey clothes, representing that everyone will one 
  day face the dust of Niflheim. Even Einherjar and Sons of 
  Muspel will eventually die and face Hel’s judgement.
  Clan: Rime Jotun 
  Status: She moved her abode to Utgard since the start of 
  Fimbulwinter.
  Granted Power: Despoil the Flesh (Active power)
  Code of Discipline:
  • Perform all the proper coming of age ceremonies 
  when in Jotunheim
  • Weaken the position of the gods in the world of 
  mankind
  • During Ragnarok: Actively hunt the Godi of the 
  Aesir
  Blot & Faining:
  • Faining: Burn an offering of baby teeth once a 
  week
  • Blot: Spill the blood of an animal with 
  exceptional longevity.
  Domain Slot Boards:
  • 
  Leech
  • 
  Soul Grip
  
  206
  Eitri
  Eitri is the greatest of Dvergar black-
  smiths. His skills are perhaps only 
  second to Brokk, his brother, but 
  that is debatable. He seeks per-
  sonal glory only through the 
  adulation of those who benefit 
  from his wondrous creations. 
  Eitri works to ensure that all of 
  the Lords of the Ash come to him 
  for commissions.
  The Godi of Eitri pride themselves 
  on their craft. They divide their time 
  between exalting the greatness of their patron as well as 
  creating their own magnificent magical artifacts. By their 
  wondrous items, they bring honour and glory to their pa-
  tron.
  Clan: Dvergar
  Status: In Utgard, creating expensive weaponry for both 
  the gods and the giants
  Granted Power: Realm Ores +1 (Skill)
  Code of Discipline:
  • Devote yourself at being the best at your craft
  • Negotiate the best prices - never waste your 
  wealth
  • During Ragnarok: Sell your wares to the highest 
  bidder
  Blot & Faining:
  • Faining: Melt 20% of your wealth as a donation 
  to Eitri
  • Blot: Melt down your most prized creation
  Domain Slot Boards:
  • Hammer & Anvil
  • Brick
  Farbauti
  Farbauti is the consum mate strategist, making him an 
  extremely effective leader of the Muspeli war council. He 
  planned Loki’s fostering in order to fulfill a much bigger 
  plot, so he is ready to pay any cost for ultimate victory. He 
  is charismatic, proven warrior and a slave trader.
  Strategists come to Farbauti’s Godi for advice and bless-
  ing. Those who seek assistance in love also seek out his 
  Godi. Answers are not immediately forthcoming, as the 
  Godi work out the best plan of attack. Replies are usual-
  ly a well thought out plan involving several misdirection 
  techniques. 
  Clan: Muspeli Jotun
  Status: He is Muspelheim overseeing his slave trade. He 
  plan for Asgard’s utter destruction is already in motion.
  Granted Power: War Tactics (Skill)
  Code of Discipline:
  • Listen and learn all you can; information is 
  power. Gain it through charm rather than force.
  • Craft elaborate plans that take every eventuality 
  into consideration.
  • During Ragnarok: Amass wealth through any 
  means necessary
  Blot & Faining:
  • Faining: Burn a wooden weapon effigy as a token 
  tribute
  • Blot: Give all of your wealth to Farbauti in a burnt 
  offering
  Domain Slot Boards:
  • 
  War
  • 
  Beauty
  
  207
  Frey
  He is perhaps the most talented 
  among all of the Aesir and Vanir 
  gods. He is known as the king 
  of the Alfar and his benevo-
  lent magic is critical to the well 
  being of Yggdrasil. Frey has 
  many children who have gone 
  on to become notable kings in 
  Midgard- this dynasty is known 
  as the Yngling clan.
  Frey’s Godi are passionate and benev-
  olent. Sometimes, the passion hinders the work that they 
  must achieve, but their patron does not chastise them for 
  this. The Godi are sought after for fertility in crops, ani-
  mal husbandry and human descendants. 
  Clan: Aesir
  Status: Frey is with the Lios Alfar, trying to understand 
  the War of Shadow.
  Granted Power: Fertility Bloom (Active power)
  Code of Discipline:
  • Let passion guide you, logic may steer you astray 
  from matters of the heart
  • Bring fertility to everything and everyone around 
  you
  • During Ragnarok: Learn what you can about the 
  War of Shadow which threatens the Lios Alfar.
  Blot & Faining:
  • Faining: Give into your passions at least once per 
  day
  • Blot: Sacrifice a wolf in a grove that has been 
  consecrated to Frey
  Domain Slot Boards:
  • 
  Life
  • 
  Beauty
  Freya
  Freya is the goddess of heroes, beauty and riches. Her 
  hall of Folkvangar claims half of the dead collected by the 
  Valkyries. She works tirelessly to save the dead from Nid-
  hogg’s maw. She is also the goddess who embodies beauty 
  and free love. Love will always trump war.
  Freya’s Godi are peacemakers and diplomats. They are 
  social by nature, with great charisma and hygiene. In the 
  absence of an Angel of Death, Freya’s Godi are also con-
  sulted in matters of death and the afterlife. They are usu-
  ally found in the company of cats.
  Clan: Aesir
  Status: She looks to being dialogue between the Gods 
  and Jotuns, hoping to resolve Ragnarok without further 
  bloodshed.
  Granted Power: Unearthly Beauty (Active Power)
  Code of Discipline:
  • Don’t be a prude
  • Make love not war; find a creative solution in 
  order to avoid needless violence.
  • During Ragnarok: She travels often between 
  Asgard, Utgard and Sigrdrifa- trying to bring 
  peace to the land.
  Blot & Faining:
  • Faining: Burn a lock of hair over a scented open 
  flame
  • Blot: The blood of three dogs must be shed to 
  regain her favour
  Domain Slot Boards:
  • 
  Soul Grip
  • 
  Beauty
  
  208
  Frigga
  Frigga is the queen of the Aesir gods. Other goddesses look 
  to her for approval and permission. She is stern yet benev-
  olent. She is farseeing, understanding the far-reaching con-
  sequences for immediate action. She is mother to all, and 
  her healing knows no limits.
  Frigga’s Godis hold important roles within the communi-
  ty. They are healers, midwives and mentors. They are slow 
  to anger and would rather spend their time learning and 
  teaching. Frigga refuses to receive Blots, but her Fainings 
  are more demanding.
  Clan: Aesir
  Status: She cares for the wounded in Asgard.
  Granted Power: Brew (Skill)
  Code of Discipline:
  • Aid those in need, even those who would have 
  wished harm upon you
  • Take care of children, especially orphans
  • During Ragnarok: Work to support the other 
  Aesir Godi
  Blot & Faining:
  • Faining: Her Godi must learn something new 
  every single day, and must teach a pupil at least 
  once a week.
  • Blot: None
  Domain Slot Boards:
  • 
  Life
  • 
  Guardianship
  Gulveig
  Gulveig is the incarnation of av-
  arice. When great avarice con-
  sumes mighty hearts, she is re-
  born. Wherever she goes, she 
  ignites jealousy, paranoia, 
  avarice and sloth. She was 
  the secret weapon of the Van-
  ir gods. Some say she is more 
  powerful than all of the Vanir 
  combined.
  Gulveig’s Godi covet wealth and seek 
  to acquire as much as possible. They fend for themselves 
  since their actions do not attract many friends. Those who 
  are drawn to her Godi are merchants and warlords who 
  wish to amass their own wealth. By paying tribute to her 
  Godi, the worshippers expect their fortunes to increase by 
  even greater numbers.
  Clan: Vanir
  Status: Now that Fafnir’s treasure has been found, she is 
  once more reborn.
  Granted Power: Ancient Blood (Passive power)
  Code of Discipline:
  • Stir up greed and avarice in the hearts of others
  • Amass tremendous wealth
  • During Ragnarok: Stay out of the conflict and 
  find ways to profit from it
  Blot & Faining:
  • Faining: Bury 10% of all new wealth acquired as 
  a tribute to Gulveig
  • Blot: Sacrifice the blood of another Godi
  Domain Slot Boards:
  • 
  Mind Theft
  • 
  Soul Grip
  
  209
  Heimdall
  Heimdall is the guardian of the Bi-
  frost Bridge. He has keen senses 
  and can even hear the grass 
  growing. As a result, he can 
  detect the treachery which un-
  folds within Asgard. Born of 
  9 mothers, he wields Gjallar-
  horn and will blow it when the 
  Jotuns come to attack Asgard.
  The Godis of Heimdall are the 
  heralds of the coming darkness. 
  They remain vigilant and guard against the 
  influence 
  of the Jotuns, especially Loki’s Godi. They are protective 
  of their communities, investing themselves in the mainte-
  nance of peace and security.
  Clan: Aesir
  Status: He guards Bifrost without fail
  Granted Power: Perception (Skill)
  Code of Discipline:
  • Investigate crimes and evil-doers
  • Perform your sworn duties and responsibilities 
  with the highest level of excellence
  • During Ragnarok: Actively oppose the followers 
  of Loki and the Rime Jotuns
  Blot & Faining:
  • Faining: Blowing a horn on a bridge then 
  throwing it into the waters below
  • Blot: Horned animals must be sacrificed in his 
  honour
  Domain Slot Boards:
  • 
  Guardianship
  • 
  War
  Helblindi
  He is the patron of brave warrior. He 
  is the bravest of all Muspli Jo tuns, 
  some may say that he is so fear-
  less that it makes him reckless. 
  He has his hall and seat of 
  power at the end of the Eldr 
  river, repelling the serpentine 
  menace from Hvergelmir. Hel-
  blindi and Nidhogg have a 
  long history of animosity and 
  violence. 
  Helblindi’s fa cial scar was delivered by 
  the great World Devourer when they fought toe-to-toe in 
  the Alfar Wars. His Godi also self-inflict a facial scar to 
  commemorate their patron’s bravery. Helblindi’s Godi 
  are known for their unflinching courage, and that is why 
  Kings hire them for the toughest of quests.
  Clan: Muspeli Jotun
  Status: Helblindi visits Hvergelmir and Myrkvid, 
  ensuring that Nidhogg does not threaten the denizens of 
  the World Tree.
  Granted Power: Outnumbered Dexterity Stance (Active 
  power)
  Code of Discipline:
  • Never back down from a fight when something/
  someone threatens your home or your family
  • Inspire others to be courageous upon the 
  battlefield
  • During Ragnarok: Hunt down and kill Nidhogg’s 
  allies
  Blot & Faining:
  • Faining: Reopen your facial wound once a week 
  in his honour
  • Blot: Burn a dozen live snakes in Helblindi’s 
  honour
  Domain Slot Boards:
  • 
  War
  • 
  Fire & Blood
  
  210
  Hyrrokkin
  Hyrrokkin is part of the secre-
  cy-sworn architects of Naglfar. 
  Hyrrokkin is a master spy who 
  has infiltrated the Aesir for 
  many years now. Hyrrokkin 
  appears as a red headed Jotun 
  with an athletic body. Her face 
  is almost always frowning. She 
  rides a giant wolf with vipers for 
  reins.
  Hyr-
  rokkin’s Godis are not only master build-
  ers, but also deceptive spies, able to blend in with the enemy. 
  Kings value such talents and are ready to pay handsomely for 
  such a cunning infiltrator. The Godis 
  Clan: Rime Jotun
  Status: Embedded within besieged Asgard, she awaits 
  her Farbauti’s signal.
  Granted Power: Verbal Manipulation (Skill)
  Code of Discipline:
  • Never reveal your true intentions and put on a 
  charming face.
  • Be a craftsman who will make your community 
  proud to have you.
  • During Ragnarok: She is biding her time before 
  creating an opening, and letting in the saboteurs 
  who will undoubtedly cripple the Asgard 
  defenders. 
  Blot & Faining:
  • Faining: Every week, burn a small effigy of a 
  longship.
  • Blot: Spill the blood of someone who slanders 
  blacksmiths.
  Domain Slot Boards:
  • 
  Hammer and Anvil
  • 
  Mind Theft
  Idun
  Iduna is the keeper of the sacred 
  orchard. She cares for the tree 
  which bears apples which 
  retard the aging process. 
  She has the stature of a 
  Dvergar, with the graceful 
  features of an Alfar. She 
  has an uncanny talent for 
  crafting and splicing plants 
  in order to create new plants 
  with ground-breaking magical 
  properties. 
  Iduna’s Godi are never forgotten. They strive to get no-
  ticed by their deeds and creations. They are often leaders 
  of communities and inspire others to do more with their 
  lives. Always the optimists, these Godi are sought out by 
  kings wishing to build morale in their men.
  Clan: Aesir
  Status: She tends to her garden in Asgard.
  Granted Power: Dvergar Engineering (Skill)
  Code of Discipline:
  • Do not settle for what has already been done; 
  instead innovate and improve.
  • Rise to the occasion, never be ordinary, but 
  always extraordinary
  • During Ragnarok: Find a way to weaken or break 
  the siege of Asgard
  Blot & Faining:
  • Faining: Create alcohol from fermenting fruits 
  and offer a filled horn to your patron
  • Blot: Spill the blood of a Troll or other foul 
  predator of Nidavellir
  Domain Slot Boards:
  • 
  Hammer & Anvil
  • 
  Life
  
  211
  Laufey
  Laufey is the matron of magic. 
  She has a keen interest and tal-
  ent in every type of magic and 
  goes out of her way to discov-
  er any that may have eluded 
  her studies. She teaches those 
  within whom she sees talent 
  and great potential. She is also 
  the unseen puppet master who 
  pulls the strings of power.
  The Godis of Laufey are the caretak-
  ers of esoteric and occult knowledge. They seek 
  to 
  preserve and expand the knowledgebase of the arcane 
  arts, even if it means exposing long forgotten dangerous 
  and forbidden arcana. They are close allies to Angrboda’s 
  Godi.
  Clan: Muspeli Jotun
  Status: She is working with others, trying to free her son 
  and grandchildren.
  Granted Power: Black Flame (Active power)
  Code of Discipline:
  • Seek arcane knowledge at all costs
  • Create and nurture a tight-knit fellowship who 
  share a passion for the arcane arts
  • During Ragnarok: Work to free Loki from 
  imprisonment
  Blot & Faining:
  • Faining: Transcribe an magical incantation and 
  burn the parchment as an offering to Laufey
  • Blot: Spill the blood of those who destroy 
  knowledge
  Domain Slot Boards:
  • 
  Dark Wizardry
  • 
  Soul Grip
  Loki
  Loki is the patron of underdogs, fire and deceit. He has 
  helped the gods as much as he has hindered them. His an-
  imosity towards the gods has grown throughout the centu-
  ries and this is reflected in his followers. He is the Jotun of 
  Destiny and his time is coming at Ragnarok.
  Those who are neglected, ridiculed or ingnored within 
  their home communities usually gravitate towards be-
  coming godis of Loki. They seek justice through sneaky 
  and indirect means. Their spiritual symbol is fire, reflect-
  ing Loki’s Muspeli nature.
  Clan: Muspeli Jotun
  Status: Once he is freed from Hvergelmir he returns to 
  the Muspeli Jotuns and rejoins his kin.
  Granted Power: Trail Blaze (Active power)
  Code of Discipline:
  • Hide your allegiance and true motives
  • Help the isolated, downtrodden and less 
  fortunate
  • During Ragnarok: Work to free Loki and 
  undermine the efforts of the Aesir gods and their 
  Godi
  Blot & Faining:
  • Faining: Light a fire dedicated to Loki and burn 
  a lock of hair or fur belonging to an adversary 
  (live or dead)
  • Blot: Spill the blood of a godi of Haimdall
  Domain Slot Boards:
  • 
  Darkness Whispers
  • Mind Theft
  
  212
  Lytir
  Lytir is the god of omens and prophesy. 
  Lytir can see the future and many 
  kings seek his blessing to improve 
  their reign. He obtains many of 
  his secrets by pulling back the 
  Veil and consulting the dead. 
  They see things mortal and even 
  divine eyes cannot see.
  Like most Vanir gods, he has a 
  consecrated wagon which is drawn 
  by cattle. These wagons are created by 
  his wandering Godi who trav el from king-
  dom to kingdom, consulting jarls and kings. With each 
  stop, they are showered with gifts for a chance to consult 
  the Godi with the vision.
  Clan: Vanir
  Status: Having learned what had happened between 
  Vafthrudnir and Odin, Lytir is searching for the Jotun’s 
  son.
  Granted Power: Not My Time (Active power)
  Code of Discipline:
  • Never stays in one place, you learn more by 
  travelling and experiencing the world
  • Embrace new cultures and learn about their 
  magic and technology
  • During Ragnarok, do not pick sides in the 
  conflict
  Blot & Faining:
  • Faining: Create a cart that will carry Lytir’s 
  tithes. Once per week the Godi are allowed to 
  spend 50% of the treasure onboard
  • Blot: The blood of someone who accused your 
  order of “profiteering from lies”
  Domain Slot Boards:
  • 
  Magi
  • 
  Soul Grip
  Magni
  Magni is the personification of strength. He is the son of 
  Thor and Jarnsaxa and he’s proven to be the strongest 
  among gods. Some may have better fighting techniques, 
  but none can match him for raw strength. He is known to 
  invent many games which test physical strength and prow-
  ess.
  The Godis of Magni strive to be the strongest among 
  their peers. They see strength as a valuable currency with 
  which to negotiate, maintain peace and get their way. Due 
  to their eagerness to show off physical strength, godis of 
  magni usually fight unarmed or with melee weapons.
  Clan: Aesir
  Status: Magni stands upon Asgard’s wall, fighting the 
  invaders
  Granted Power: Might (Passive power)
  Code of Discipline:
  • Challenge others to feats of strength 
  • Leverage your strength in all social transactions
  • During Ragnarok: Help break the seige of 
  Asgard and destroy the Jotun fortifications
  Blot & Faining:
  • Faining: When winning a wager from a feat of 
  strength, offer it to Magni 
  • Blot: Face something dangerously more powerful 
  than yourself and beat it using your strength 
  alone
  Domain Slot Boards:
  • Might
  • Brute
  
  213
  Mimir
  Mimir is the Jotun patron of wis-
  dom and knowledge. He tends 
  his well at the base of the 
  Cosmic Tree Yggdrasil. All 
  who wish to partake in its 
  mind-altering water must 
  leave a sizeable sacrifice. He 
  prides himself on wisdom, 
  which keeps him above any 
  petty tribal conflicts involving 
  the gods and giants.
  Mimir’s Godi must make a pilgrimage to M i m i r ’ s 
  Well at least once in their lives. It changes them forever 
  and reveals the secret of the cosmos. These Godi focus on 
  the big picture, the major world shaping events that will 
  affect tens of thousands of people.
  Clan: Rime Jotun (but rather independent)
  Status: Mimir tends to his well
  Granted Power: Learned (Skill)
  Code of Discipline:
  • Do not involve yourself in petty squabbles and 
  affairs
  • Dedicate your time contemplating how you can 
  affect major world events
  • During Ragnarok, involve yourself with Naglfar, 
  Loki’s escape and the War of Shadow
  Blot & Faining:
  • Faining: sacrifice all petty thoughts to Mimir’s 
  Well
  • Blot: Maim yourself at Mimir’s Well
  Domain Slot Boards:
  • 
  Wisdom
  • 
  Magi
  Nerthus
  She is the powerful goddess of farming, peace, and hos-
  pitality. She espouses tradition and ritual, deviating from 
  her prescribed norms can mean swift death. She has lit-
  tle patience for fools, but is generous with those who are 
  good to their neighbours, labour over their fields and live 
  a peaceful life.
  Her shrines and artifacts are so sacred that only her Godi 
  are permitted to touch and enter these sanctified spaces. 
  Cows are sacred and must be bred, raised and slaughtered 
  using strict ritual. If anyone else should break this cardi-
  nal rule, they will be killed and sacrificed upon her altars.
  Clan: Vanir
  Status: She awaits Njord’s return to the Vanir.
  Granted Power: Spiritual Abortion (Active Power)
  Code of Discipline:
  • Foster a productive, respectful and peaceful 
  lifestyle
  • Show no mercy to those who threaten the social 
  order
  • During Ragnarok, those who seek war will find 
  death by your hand
  Blot & Faining:
  • Faining: Throughout the year, sacred cows must 
  be bred and reared
  • Blot: Spill the blood of one who disrespects the 
  age-old customs
  Domain Slot Boards:
  • 
  Stone Peacekeeper
  • 
  Guardianship
  
  214
  Njord
  Njord is the Vanir god of the sea. 
  He looks out for his children and 
  performs deals which place his 
  family in positions of power 
  and influence. He has tremen-
  dous power over the sea and 
  its inhabitants. Long ago he 
  has the lord of the Vanir gods, 
  but now he belongs to the Aesir 
  clan.
  The Godis of Njord believe in the 
  power of fellowship and family. They 
  also have powers over water, as well as benefits when with-
  in water. Godis of Njord are skilled at political maneuver-
  ing as well as controlling the powers of the sea and the 
  denizens within.
  Clan: Vanir
  Status: Returns to the Vanir during the Second Age of 
  Ragnarok
  Granted Power: Gate Rusalki (Active power)
  Code of Discipline:
  • Help preserve and grow aquatic biomes
  • Insert yourself (and your allies) into positions of 
  power and influence
  • During Ragnarok, ingratiate yourself with the 
  powerful, those most likely to win the wars
  Blot & Faining:
  • Faining: Offer up cooked fish
  • Blot: A ship must be burnt and sunk into shallow 
  waters
  Domain Slot Boards:
  • 
  Sea Kingdom
  • 
  Wind
  Odin
  Odin is the All Father of the Aesir Gods. He values knowl-
  edge, power, as well as swift and decisive action. The ends 
  justify the means, and magic is a mighty tool regardless of 
  social taboos. He is the progenitor of mankind, and the 
  bringer of the Mead of Poetry.
  Odin’s Godi are musically inclined; they are almost pro-
  fessional skalds. They seek knowledge at every opportu-
  nity and work tirelessly to bring power and glory to the 
  Aesir. His Godi actively seek and acquire power, and will 
  use any means necessary. Odin’s chosen do not waste time 
  with commoners, instead they spend time cultivating rela-
  tionships with kings. 
  Clan: Aesir
  Status: Odin wanders the land, looking for allies to break 
  the siege of Asgard.
  Granted Power: Suave Singer (Passive power)
  Code of Discipline:
  • Seek out the ones who wield the levers of power 
  in their respective kingdoms
  • Seek knowledge and wisdom, no matter the cost
  • During Ragnarok, ensure that the Aesir triumph 
  over their enemies
  Blot & Faining:
  • Faining: Each day either hone your battle-
  prowess, or acquire new wisdom and skills
  • Blot: A ritual blood-eagle of a man who has 
  betrayed his people
  Domain Slot Boards:
  • 
  Songs & Poetry
  • 
  Dark Wizardry
  
  215
  Ran
  Ran is the queen of the Vanir, mistress 
  of the deep. Her underwater hall is 
  known as Drekkjahalla, and it is 
  home to the drowned heroes of 
  legend. She commands a host of 
  water Valky ries, and the beasts 
  of the deep are her subjects. She 
  respects might and has no time 
  for the weak.
  Those who set out upon the sea seek 
  the guid ance of her Godi. A proper 
  tribute in silver will obtain the proper blessings. R a n ’ s 
  most sacred shrine is in Gnipalund, and many travel there 
  before the raiding season. Her Godi prefer to travel by sea 
  rather than overland, making good use of their powers.
  Clan: Vanir
  Status: Ran urges her people to choose a side in the 
  coming final battle.
  Granted Power: Ice Aura (Active Power)
  Code of Discipline:
  • Be the hunter rather than the hunted. The bold 
  catch their supper.
  • Ensure that intentions are clearly stated and well 
  known by all
  • During Ragnarok: Direct the Vanir followers to 
  choose a side, the meek will not be remembered
  Blot & Faining:
  • Faining: “Bury” a corpse in a lake or at sea, at 
  least once a week
  • Blot: Sacrifice someone who ahs no hope of 
  dying upon the battlefield (illness or age)
  Domain Slot Boards:
  • 
  Sea Kingdom
  • 
  Hunter
  Sinmara
  Sinmara is the keeper of the apocalypse… the blade known 
  as Laevateinn. It is the sword that destroys worlds, and 
  Sinmara is entrusted with keeping it from Surt. By her 
  hand and by her voice, the worlds and its people remain 
  safe. Without her, utter annihilation of all things is preor-
  dained.
  Sinmara’s Godi are not numerous. Those who obsess 
  about the end of the world discover this brave Muspeli 
  Jotun. Then they fall in love with her resolve and love for 
  Yggdrasil and its worlds. Her kindness yes unshakable 
  willpower lives in the hearts of her Godi. They work to 
  prevent Ragnarok from unfolding as it was prophesied by 
  the Norns.
  Clan: Muspeli Jotun
  Status: She meets with Surt regularly, but keeps the 
  location of Laevateinn a secret.
  Granted Power: 
  Code of Discipline:
  • Act responsibly for the greater good, even if it is 
  not the popular choice
  • Your moral compass is not to be compromised 
  when lives are at stake
  • During Ragnarok, derail the Norn’s prophecy by 
  any means necessary
  Blot & Faining:
  • Faining: Once a month, torch the throne of a 
  warlord who oppressed his people
  • Blot: Spill the blood of a ruthless warlord who 
  preyed on the weak
  Domain Slot Boards:
  • 
  Wild Flame
  • 
  Darkness Whispers
  
  216
  Surt
  Surt is the High- King of the Mus-
  peli Jotuns as well as the guard-
  ian of of Muspelheim. He is 
  one of the few survivors after 
  the war with the Alsvartr 
  and he was instrumental in 
  the binding of Nidhogg. His 
  other responsibility, which 
  he does not enjoy, is to burn 
  the Cosmic Tree once it has suc-
  cumbed to the gloom. 
  Surt’s Godi place duty above all else, even 
  if it pains 
  them to perform their sworn oaths. They follow Surt’s 
  commandments to the letter. The Godi stand shoulder 
  to shoulder against Nidhogg and his brood, but when the 
  Snake Sigil has claimed a village, it must be cleansed- the 
  populace slain and the homes burnt to the gound.
  Clan: Muspeli Jotuns
  Status: He stands watching - one eye upon Nidhogg’s 
  movements and the other he keeps upon Asgard.
  Granted Power: Blinding Light (Active power)
  Code of Discipline:
  • Keep an eye on your enemies, always know their 
  intentions.
  • Place duty above all else, even if it is not pleasant
  • During Ragnarok: Be responsible for your 
  people, and guide them to the best outcome
  Blot & Faining:
  • Faining: Burn anything related to Nidhogg and 
  his cult
  • Blot: Sacrifice Nidhogg’s followers upon a 
  consecrated funeral pyre
  Domain Slot Boards:
  • 
  Wild Flame
  • 
  Law & Justice
  Thor
  Thor is the Aesir thunder god. He is the unflinching de-
  fender, standing against those who would threaten the vul-
  nerable. When gripped by Modr, which is an unquench-
  able rage, nothing can withstand his wrath. He shepherds 
  the farmers, granting rain to those who pray for his favour.
  The Godis of Thor are warriors who embody his battle 
  rage, farmers who ask for the rain, or leaders who value 
  his noble spirit. His Godi are active enemies of the Rime 
  Jotun Godi and there have been many battles over the past 
  few centuries.
  Clan: Aesir
  Status: Looking to find and destroy Naglfar
  Granted Power: Modr (Active power)
  Code of Discipline:
  • Distrust followers of the Jotuns and the White 
  God
  • Help those who have benevolent and noble 
  professions (farmers, blacksmiths, etc)
  • During Ragnarok: Slow or prevent the creation 
  of Naglfar
  Blot & Faining:
  • Faining: Wooden tools must be burned as an 
  offering
  • Blot: The heads of Jotun worshippers must be 
  burned during a storm
  Domain Slot Boards:
  • 
  Thunderstorm
  • 
  Wind
  
  217
  Skadi
  Skadi is he Rime Jotun patron of 
  mountains, winter and the hunt. 
  She is a wandering soul that is 
  open to trying any experience 
  presented before her. This has 
  made her stronger and wis-
  er, someone any divine clan 
  would be honoured to call sis-
  ter.
  Skadi’s Godi are nomadic. They 
  stop into villages and cities to learn 
  about the people and their customs. 
  They also impart some of their vast knowledge for a 
  tithe. Many wander off into the wilderness to find these 
  well-travelled and wise Godi. 
  Clan: Aesir (formerly Rime Jotun and then Vanir)
  Status: She is using her knowledge to take the fight to 
  the Rime Jotuns
  Granted Power: Ice Sheet (Active power)
  Code of Discipline:
  • Use the elements of cold and ice to your 
  advantage
  • Learn about your enemies, they may have more 
  in common with you than you think
  • During Ragnarok: Discover the truth about fate 
  and destiny
  Blot & Faining:
  • Faining: Wooden tools must be burned as an 
  offering
  • Blot: The heads of Jotun worshippers must be 
  burned during a storm
  Domain Slot Boards:
  • 
  Ice Blade
  • 
  Hunter
  Ull
  Ull is the god of winter and the hunt. He is a marvelous 
  archer and it is said no prey can foil his tracking expertise. 
  He is also the patron of skiers and explorers. He has been 
  careful to stay neutral in most conflicts and expects his fol-
  lowers to do the same.
  The Godis of Ull are master archers, hunters and skiers. 
  They avoid taking sides when possible, but remain loyal 
  to friends. They assume the rolls of provider and boun-
  ty-hunter for most communities. They live in the wilder-
  ness and protect it from exploitation.
  Clan: Aesir
  Status: Travels across Yggdrasil
  Granted Power: Throw Weapon (Active power)
  Code of Discipline:
  • Live in the wilderness, hone your skills for 
  survival
  • Live an epic life by hunting prey that is greater 
  than you
  • During Ragnarok: Protect the land from over-
  exploitation
  Blot & Faining:
  • Faining: Cremate the first hunt of the day as an 
  offering to Ull
  • Blot: Hunt down and slay the most dreadful beast 
  in the area and dedicate it to Ull
  Domain Slot Boards:
  • 
  Hunter
  • 
  Beast
  
  218
  Active Powers
  Agonizing Vortex
  Metas: [Amplify Area Maintain]
  Type: {Spell}
  Description: Create a vortex of negative energy as your 
  soul becomes a conduit to Niflheim.
  Combat Effect: Deal DF +2 Spiritual damage. For 
  every Rune in Drain, increase apply +1 intensity to the 
  Degeneration condition [Counter S].
  Out-of-Combat Effect: While wounded you escape 
  notice. For some reason people ignore you and your 
  pain.
  Air Shape
  Metas: [Maintain Maintain Maintain] 
  Type: {Shapechange}
  Description: You can shapechange into a creature which 
  inhabits the skies above Asgard or Muspelheim.
  Combat Effect: You Shapechange into a Asgard Golden 
  Eagle while clear skies or a Muspelheim Fire Owl if 
  weather is stormy. You may Perform a Minor Sacrifice +2 
  in order to choose your shape. You lose your weapons 
  and armour (absorbed into your new form) but you gain:
  Asgard Golden Eagle: Move +5, DF +2, Pierce +2, Parry 
  +2 and gain Flight. Every rune in your Essence is bound 
  to the Lunging Attack Active power in addition to any 
  other powers they may be already bound to.
  Muspelheim Fire Owl: Focus +3, Move +1 and gain 
  Flight. Every rune in your Essence is bound to the 
  Muspeli Nightmares Active power in addition to any 
  other powers they may be already bound to.
  Your size remains unchanged. Base movement and 
  unarmed attack damage is calculated based on size. All 
  active and Passive powers remain unchanged (Passive 
  powers need to be applied to new attributes). Once 
  Shapechanged, another combatant may equip you with 
  one Accessory item.
  Out-of-Combat Effect: You will change shape into one 
  of the above forms every full moon for the duration of the 
  night (once per month).
  Aqua Armour
  Metas: [Maintain Maintain Maintain]
  Type: {Spell}
  Description: You harness the water around you in order 
  to form a protective barrier.
  Combat Effect: Create a wave that swats away incoming 
  attacks. Gain a PF vs Physical damage equivalent to half 
  the number of aquatic hexes which are adjacent to you.
  Out-of-Combat Effect: Holding a container of water 
  between your hands, you can boil a galon of water in a 
  minute.
  Aqua Axe
  Metas: [Maintain Maintain Maintain]
  Type: {Spell}
  Description: You harness the water around you in order 
  to form an aquatic weapon.
  Combat Effect: Create a weapon out of the water around 
  you. The DF and Parry of the weapon are equivalent to 
  1 plus the half number of aquatic hexes that are adjacent 
  to you. Your range and reach are defined by the body of 
  water’s boundaries, and you may only strike opponents 
  who are within the same body of water as you.
  Out-of-Combat Effect: You can instantly dry your body 
  and clothing.
  
  219
  Ballad of Champions
  Metas: [Amplify Area Open]
  Type: {Spell Song}
  Description: You sing a song which inspires those upon 
  the battlefield towards heroic death.
  Combat Effect: Apply the Rage condition with a +1 
  intensity [Counter M] and grant the “Furious Cohort” 
  Passive power until end of turn [Counter M]. You are 
  affected by the spell unless you perform a Minor Sacrifice 
  +1 (you may also play individual counters).
  Out-of-Combat Effect: You can see other people’s 
  Fylgias, pinpointing legends in the making.
  Beckon Plague
  Metas: [Amplify Amplify Amplify]
  Type: {Alka Spell}
  Description: You blanket the land in a pestilence. The 
  toxic taint from Hvergelmir is set loose upon the land.
  Combat Effect: Perform an Ultimate Sacrifice +1 and 
  create an Alka of 4 hexes that inflicts +1 intensity to the 
  both Impeded and Degeneration conditions [Counter 
  P per condition], and deals 3 Spiritual DF. Whenever 
  someone consumed one of your Alka tokens, you Heal 
  +1.
  Out-of-Combat Effect: You are naturally resilient to 
  disease.
  Beget Water
  Metas: [Amplify Amplify Amplify]
  Type: {Alka Spell}
  Description: You bring water into being, suddenly 
  flooding the battlefield. The water is contained by 
  invisible magical retaining walls, so it may be summoned 
  on any terrain.
  Combat Effect: Following Alka rules, place 8 tokens 
  on 8 hexes to indicate water. Anyone passing through 
  those spaces may only perform Weak Move actions 
  unless they possess Passive powers which grant bonuses 
  when in water. Unlike Alkas these water hexes are not 
  consumed when a combatant passes through them. They 
  may only be dispelled by the caster or the caster losing 
  consciousness.
  Out-of-Combat Effect: You may create water at a rate of 
  1 gallon per minute. It springs forth from your hands.
  Bestow Gills
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: You and your chosen allies are at home in 
  water. You grow gills and your hands and feet slightly 
  deform in order to allow more agile and efficient 
  swimming.
  Combat Effect: You pass through water without 
  penalties. You may also breathe underwater. While 
  underwater and in this stance, you are especially resistant 
  to physical harm, gain +2 PF.
  Out-of-Combat Effect: You pass through water without 
  penalties. You may also breathe underwater.
  Bewitchment
  Metas: [Amplify Amplify Amplify]
  Type: {Divine Stance}
  Description: The recipients of your spells are charmed 
  by you. Even if the spell is detrimental, it leaves your 
  victims in a state of euphoria afterwards.
  Effect: When you cast a spell, you may perform a 
  Moderate Sacrifice +1 in order to apply 1 intensity of 
  the Charm condition to 1 recipient of your spell. If you 
  affected more than a single target with your spell, you 
  may perform additional sacrifices to affect more targets. 
  As usual, Amplify amplifies the sacrifice, the number of 
  default targets and condition intensity.
  Out-of-Combat Effect: Gain +1 to social skill checks 
  when dealing with spell casters.
  
  220
  Bicker
  Metas: [Range Multi Open]
  Type: {Manoeuvre}
  Description: You can escalate the tension in the room.
  Combat Effect: Target combatant gets a +1 to their 
  Taunt condition [Counter M]. This special Taunt 
  application forces all combatants to see the target 
  combatant as hostile, even combatants who would 
  normally considered allies (mark the condition with a 
  special token).
  Out-of-Combat Effect: You have an uncanny ability to 
  know how to push someone’s buttons, aggravating them 
  and driving them to anger.
  Bind Haugbui
  Metas: [Range Amplify Permanency]
  Type: {Spell}
  Description: Hel allows you to curse a spirit, creating 
  a Lost Soul. You’ve delayed or prevented another soul 
  from entering Niflheim.
  Combat Effect: Target a combatant who died during the 
  current combat. It rises once more as a Haugbui (treat as 
  a Gate power) with +6 levels. For the remainder of this 
  combat, it will be at Rag 4 and will use “Syphon Soul” as 
  its Active power and will rely on “Death Transformation, 
  Greater (Haugbui)” as its Passive power. It is bound to 
  this battlefield (cannot move further than 500’ from their 
  corpse) and will not rest until the one who invoked this 
  curse is dead. Once combat is over, Rage is reduced to 
  0 intensity and the Haugbui may be created as a denizen 
  with a level equal to the deceased combatant’s level and 
  using the Haugbui powers and skills found in the Core 
  Rulebook page 206. A Haugbui will never move its own 
  corpse. If a player’s dweller was cursed with this power, 
  their allies may carry their corpse for them. They will play 
  a Haugbui until they kill the one who inflicted the curse 
  upon them or that individual dies from other causes. 
  Once the curse is broken the dweller may perform their 
  afterlife Wyrd as usual.
  Out-of-Combat Effect: Haugbui will not attack you 
  unless provoked. You may parlay with a Haugbui and 
  understand the reason behind their curse.
  Black Flame
  Metas: [Range Range Amplify]
  Type: {Spell}
  Description: You can understand, copy and improvise 
  magic spells that you witness.
  Combat Effect: While adjacent to an ally, you copy and 
  bind a Spell they performed earlier this combat round. 
  You bind the cloned Active power to another rune you 
  possess In-Hand. The binding lasts until end of turn so 
  this power may not be maintained. An Amplify meta tag 
  allows you to bind another spell to another rune In-Hand.
  Out-of-Combat Effect: If you witnessed someone 
  succeed in a skill check within the last few minutes, you 
  will gain a +1 bonus if you attempt the same skill.
  Blessed is thine Flock
  Metas: [Amplify Range Area]
  Type: {Faith}
  Description: Your devotion to a higher power manifests 
  itself as a benevolence towards your fellow man.
  Combat Effect: Remove 1 intensity from a detrimental 
  condition (Blind, Degeneration, Impeded, Possession 
  or Vulnerable) and Heal another combatant equal to 
  the Sacrifice cost you pay (Minor = +3, Moderate = +5, 
  Major = +7 and Ultimate = +9).
  Out-of-Combat Effect: When you put others before 
  yourself, others take notice and remember.
  Blight
  Metas: [Maintain Maintain Amplify]
  Type: {Spell}
  Description: You are toxic to those around you. 
  Niflheim’s blight washes out of your pores.
  Combat Effect: Whenever you are the recipient of an 
  Attack action, your body releases a toxic cloud damaging 
  all adjacent combatants DF +1 S. When you are struck, 
  you have an option to perform 1 Ultimate Sacrifice +1 in 
  order to boost the DF by +2 S and the area by +2 hexes.
  Out-of-Combat Effect: You may change your demeanor 
  
  221
  to be very repulsive to others, driving people away from 
  you.
  Blinding Light
  Metas: [Amplify Area Area]
  Type: {Spell}
  Description: You begin to radiate a blindingly white 
  luminescence. You blind those around you and become 
  harder to see.
  Combat Effect: Apply +1 intensity to the Blind 
  condition [Counter P] and self apply the Shroud 
  condition with +1 intensity.
  Out-of-Combat Effect: You may turn an object you 
  hold into a bright light source, illuminating as much as a 
  bright torch.
  Cold Bolt
  Metas: [Amplify Amplify Multi]
  Type: {Spell}
  Description: You fire a bolt of pure cold from your 
  outstretched hand.
  Combat Effect: Apply +1 intensity to the Impeded 
  condition [Counter P] and to a target up to 50’ (10 
  hexes) away.
  Out-of-Combat Effect: You can move through deep 
  snow without a penalty.
  Concealed Posture
  Metas: [Maintain Amplify Maintain]
  Type: {Manoeuvre}
  Description: Your disguise makes you particularly 
  insidious.
  Combat Effect: After you are damaged, you may perform 
  a Minor Sacrifice +2 to apply Shroud upon yourself. If 
  you are at maximum Shroud and have at least 2 ranks in 
  Disguise, you inflict the Blind condition to a combatant 
  within reach [Counter M].
  Out-of-Combat Effect: While trailing someone within 
  line of sight, you may add half your ranks in Disguise to 
  your Tracking skill when attempting to follow without 
  being noticed.
  Concealed Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: Your disguise allows you several 
  advantages upon the battlefield.
  Combat Effect: Right after you receive damage, you 
  may perform a weak Move action. If you perform a Minor 
  Sacrifice +1, you may add a Move bonus equal to your 
  ranks in Disguise.
  Out-of-Combat Effect: When no one is looking directly 
  at you, you may leave the area by performing a Sneak skill 
  check with a +2 bonus.
  Concealed Strike
  Metas: [Amplify Amplify Amplify]
  Type: {Manoeuvre}
  Description: Your disguise allows your first strike to be 
  exceptionally lethal.
  Combat Effect: Perform an Attack action with a +2 DF 
  bonus for every 3 ranks of the Disguise skill. This attack 
  may only work on opponents who are unaware of your 
  true nature.
  Out-of-Combat Effect: You are exceptional at hiding 
  from your opponents. All Perception checks against you 
  are performed at a -2 penalty.
  
  222
  ACTIVE 
  POWERS
  Frenetic 
  Charge
  Feral Pounce
  Mauling
  Raging Attack
  Whirlwind 
  Attack
  Power Attack
  Superior 
  Parry
  Cleansing 
  Block
  Regenerating 
  Block
  Lunging 
  Attack
  Attack from 
  Above
  Death 
  Charge
  Conceive The Majestic
  Metas: [Permanency Amplify Amplify]  [Amplify 
  Abate Gloom]
  Type: {Void Creation Gate Spell}
  Description: You create a new life form using the 
  currents of Ginnungagap. Describe the appearance of 
  your new life form when you invoke this power. You value 
  physical prowess above all else.
  Combat Effect: You birth a brand new life-form with +6 
  levels and the following Composite Board. Starting size 
  is 4 and for every Amplify meta, the size can be adjusted 
  by +/- 1. The slot boards are chosen from the Domain 
  Slot Boards chapter (page “Domain Slot Boards” on 
  page 298).
  Out-of-Combat Effect: You gain a +1 bonus to lore 
  based skill checks if they involve the creation of the 
  known universe.
  
  223
  SKILLS
  PASSIVE 
  POWERS
  Brawling
  Endurance
  Athletics
  Escape
  Lore: 
  Personas
  Intimidate
  Animal 
  Empathy
  Perception
  Sense Motive
  Hunting/
  Trapping
  Survival: 
  Wilderness
  Tracking
  Might
  Fangs
  Lunging 
  Attack
  Die Hard
  Keen Senses
  Giant Size
  Constitution
  Furious 
  Cohort
  Enter Rage
  Render 
  Helpless
  Pounce
  Brutalize
  
  224
  Roll into 
  Position
  Disarm
  Backstab
  Mobile Stance
  Shadow Step
  Dark 
  Juxtaposition
  Shadow Strike
  Trip
  Evasive 
  Manoeuvre
  Riposte
  Insulting 
  Parry
  Vengeful 
  Parry
  ACTIVE 
  POWERS
  Conceive The Mysterious
  Metas: [ Amplify Permanency Amplify]  [Amplify 
  Abate Gloom]
  Type: {Void Creation Gate Spell}
  Description: You create a new life form using the 
  currents of Ginnungagap. Describe the appearance of 
  your new life form when you invoke this power. You value 
  subterfuge above all else.
  Combat Effect: You birth a brand new life-form with 
  +6 levels and the following Composite Board. Starting 
  Move is 4 and for every Amplify meta, base Move can 
  be adjusted by +2. The slot boards are chosen from 
  the Domain Slot Boards chapter (page “Domain Slot 
  Boards” on page 298).
  Out-of-Combat Effect: You gain a +1 bonus to lore 
  based skill checks if they involve people/places/magic 
  that are specifically obfuscated.
  
  225
  Feather 
  Fingers
  Survival: 
  Wilderness
  Lore: Arcana
  Sneak
  Silent Tongue
  Escape
  Sense Motive
  Perception
  Verbal 
  Manipulation
  Athletics
  Brawling
  Omens/ 
  Portents
  Power Over 
  Wind
  Defy the 
  Crowd
  Agility
  Blend into 
  Shadow
  Stealthy 
  Striker
  Fleet Footed
  Incite Strife
  Running Jab
  Leaping 
  Striker
  Cloak of 
  Protection
  Ancient 
  Blood
  Unencumbered 
  Dodger
  SKILLS
  PASSIVE 
  POWERS
  
  226
  Analytical 
  Power Stance
  Unleash the 
  Beast
  Touch the 
  Essence
  Power 
  Overwhelming
  Conjure 
  Weapon
  Arcane Stance
  Raven’s 
  Posture
  Mistress of the 
  Dark Bond
  Spirit Power 
  Stance
  Alabaster 
  Magician
  Yggdrasil’s 
  Presence
  Ley Lines of 
  Power
  ACTIVE 
  POWERS
  Conceive the Mythical
  Metas: [ Amplify Amplify Permanency]  [Amplify 
  Abate Gloom]
  Type: {Void Creation Gate Spell}
  Description: You create a new life form using the 
  currents of Ginnungagap. Describe the appearance of 
  your new life form when you invoke this power. You value 
  magical talents above all else.
  Combat Effect: You birth a brand-new life-form with 
  +6 levels and the following Composite Board. Starting 
  Focus is 0 and for every Amplify meta, Focus can be 
  increased by +1. The slot boards are chosen from 
  the Domain Slot Boards chapter (page “Domain Slot 
  Boards” on page 298).
  Out-of-Combat Effect: You gain a +1 bonus to lore 
  based skill checks if they involve magic.
  
  227
  Survival: 
  Urban
  Omens/ 
  Portents
  Read and 
  Write
  Etiquette
  Perform
  Disguise
  Navigation
  Negotiation
  Repair 
  Equipment
  Lore: Arcana
  Lore: Locales
  Lore: 
  Personas
  Arcane 
  Mobility
  Seeker of 
  Worlds
  Eye of Fire
  Eye of Air
  Arcane Reach
  Alabaster 
  Magician
  Eye of Water
  Nether Pact
  Penumbral 
  Ring
  Eye of Stone
  Fae-Kin
  Arcane 
  Drums
  SKILLS
  PASSIVE 
  POWERS
  
  228
  Corrosive Touch
  Metas: [Amplify Amplify Amplify]
  Type: {Manoeuvre}
  Description: Your touch destroys crafted and forged 
  items. You regenerate every time you destroy.
  Combat Effect: You touch an adjacent crafted item 
  which gains the “damaged” condition [Counter P]. The 
  item’s QR must be lower than 6. Every Amplify meta 
  increases the threshold by another +6 levels.
  Out-of-Combat Effect: Your sweat is corrosive, causing 
  you to damage your own clothing and equipment over 
  time. You may force your hands to sweat profusely, this 
  allows you to dissolve 1 oz of metals per minute. This will 
  not affect items which have been crafted by a Blacksmith 
  having a Fylgia.
  Dark Castigation
  Metas: [Amplify Amplify Amplify]
  Type: {Interrupt}
  Description: Your soul acts as a conduit from Niflheim, 
  bringing down Hel’s wrath.
  Combat Effect: Perform an Defend action with a +3 
  Parry bonus per rune in your Drain pile and then you get 
  to move a number of hexes equal to the number of runes 
  in your Drain pile.
  Out-of-Combat Effect: When performing an action 
  which would make Hel proud, you gain a +1 bonus to 
  your skill check.
  Divine Symbol
  Metas: [Amplify Maintain Maintain]
  Type: {Divine Spell}
  Description: You bring forth your deity`s majestic 
  symbol. It may be a sword, a suit of armour, or even a 
  crown. It appears out of nothingness and adorns you, 
  revealing your patron`s presence to those around you.
  Combat Effect: Choose one shape when you learn 
  this power, that symbol cannot be changed. To use 
  the symbol`s benefits, it must be equipped. If it is an 
  accessory, it grants Focus +1 per 5 dweller levels. If it is 
  a shield, it adds +3 Parry or Evade +1, stacking every 5 
  dweller levels. If it is armour, it adds +2 PF vs. Physical, 
  or +1 PF vs. Mental, or +1 vs. Spiritual, stacking every 5 
  dweller levels. If it is a melee weapon, it has DF +2 and 
  Reach +1, stacking every 5 dweller levels. If it is a ranged 
  weapon, it has DF +1 and Range 10, stacking every 5 
  dweller levels.
  Out-of-Combat Effect: You are never without your 
  divine symbol. You may bring it into being at any time 
  while your patron is not angered.
  Dragged to Hel
  Metas: [Amplify Amplify Amplify]
  Type: {Alka Spell}
  Description: You send the souls of the unworthy to 
  Niflheim. Skeletal hands reach up from the ground 
  and attempt to inflict a shameful death. They work to 
  immobilize, disarm and kill a warrior so that Valkyries 
  don’t detect the death.
  Combat Effect: Perform an Ultimate Sacrifice +1 and 
  create an Alka of 4 hexes that inflicts +1 intensity to 
  the Impeded condition [Counter P], attempts to disarm 
  the combatant [Counter P] and deals 3 Spiritual DF. 
  A disarmed weapon falls to an adjacent hex. If the hex 
  contains this Alka, the weapon may be passed from 
  skeletal hand to skeletal hand and end up in any hex 
  which contains this alka (so long as the alka path is 
  contiguous).
  Out-of-Combat Effect: Standing over someone who is 
  sleeping, every hour you can inflict an Ultimate Sacrifice 
  +1 upon them without waking them.
  Dragon’s Breath
  Metas: [Amplify Area Area]
  Type: {Seith Spell}
  Description: You can exhale some type of element (ice, 
  fire, electricity, etc) from your maw. The damage it deals 
  scales by your size.
  Combat Effect: This area effect is in a “cone” shape 
  (see page “Area” on page 79) and deals damage based 
  on your size. The spell begins with a free Area meta and 
  deals +2 Physical damage per 2 Size.
  
  229
  Out-of-Combat Effect: You can smell those who enter 
  your home/lair. Gain a +3 Perception bonus when 
  detecting intruders.
  Dredge the Past
  Metas: [Amplify Area Multi]
  Type: {Void Spell}
  Description: You bring up the single-most traumatic 
  experience in someone’s life... and then you make it 
  worse.
  Combat Effect: Deal +2 Mental damage as well as +2 
  Spiritual damage. You may pay an Ultimate Sacrifice +1 
  in order to add an intensity of Vulnerable +1 [Counter 
  M] and an intensity of Impeded +1 [Counter M].
  Out-of-Combat Effect: You may look into someone’s 
  eyes. So long as they look back into your eyes, you may 
  witness their past using Hamingja (see revised Omens 
  / Portents skill on page “Omens / Portents” on page 
  293).
  Drunken Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Divine Stance}
  Description: You make use of your inebriated state.
  Effect: Suffer none of of the ill effects of inebriation, 
  including not passing out at drunken level 4. Gain a 
  Move and DF bonus equal to drunken level.
  Earth Shape
  Metas: [Maintain Maintain Maintain]
  Type: {Shapechange}
  Description: You can shapechange into a creature 
  which inhabits the depths of Nidavellir or the wilds of 
  Jotunheim.
  Combat Effect:  You Shapechange into a Nidavellir Cave 
  Wyrm while below ground or a Jotunheim Ice Boar if 
  above ground. You may Perform a Minor Sacrifice +2 in 
  order to choose your shape. You lose your weapons and 
  armour (absorbed into your new form) but you gain:
  Nidavellir Cave Wyrm: Evade +2, Size +2 and become 
  Quadruped. Every rune in your Essence is bound to the 
  Field of Quagmires Active power in addition to any other 
  powers they may be already bound to.
  Jotunheim Ice Boar: DF +4, Pierce +2, PF +1 M, Move 
  +2 and become Quadruped. Every rune in your Essence 
  is bound to the Raging Attack Active power in addition to 
  any other powers they may be already bound to.
  Your size remains unchanged (unless specified). Base 
  movement and unarmed attack damage is calculated 
  based on size. All active and Passive powers remain 
  unchanged (Passive powers need to be applied to new 
  attributes). Once Shapechanged, another combatant may 
  equip you with one Accessory item.
  Out-of-Combat Effect: You will change shape into one 
  of the above forms every full moon for the duration of the 
  night (once per month).
  Erase the Wickedness
  Metas: [Amplify Amplify Amplify]
  Type: {Faith Alka}
  Description: You blot out the presence of other faiths 
  and beliefs.
  Combat Effect: Create an alka of 8 hexes that removes 
  other alka tokens. After this power resolves, remove all 
  alka tokens produced by this power.
  Out-of-Combat Effect: Gain a +1 skill bonus to 
  Negotiation and Verbal Manipulation when discussing 
  matters of religion and faith.
  Ex Igne Vita
  Metas: [Amplify Range Multi]
  Type: {Faith}
  Description: Life comes from fire. You create a 
  retribution against those who harmed the innocent.
  Combat Effect: When you target someone who is 
  wounded (runes in the damage track) they gain +1 
  intensity to the Aura condition [Counter S] and receive 
  a Heal +2. If they are Bloodied when they receive this 
  effect, then their Aura is raised to maximum intensity.
  Out-of-Combat Effect: Those who have been 
  marginalized are consoled by your words. They receive 
  a +2 bonus on their next social skill check related to 
  
  230
  restoring their reputation.
  Fate Blast
  Metas: [Amplify Range Area]
  Type: {Void Spell}
  Description: You channel your destiny in a powerful 
  vortex of magical energy that rips apart the life force of 
  others and feeds it into a regenerative well for yourself.
  Combat Effect: Deal an amount of Spiritual damage 
  equal to the number of Spiritual runes in this rune-chain, 
  deal an amount of Mental damage equal to the number 
  of Mental runes in this rune-chain, deal an amount of 
  Physical damage equal to twice the number of Physical 
  runes in this rune-chain. Heal yourself an amount equal 
  to the length of this spell’s rune-chain.
  Out-of-Combat Effect: Perform an Untimate Sacrifice 
  +1 in order to penalize someone else’s Omens/Portents 
  skill check by 2. This person must be within line of sight.
  Fertility Bloom
  Metas: [Amplify Amplify Amplify]
  Type: {Alka}
  Description: You create a verdant, pleasant smelling 
  pasture of magical flowers.
  Combat Effect: Create a Alka of 4 hexes. Anyone 
  stepping into the hex will Heal +4. While you stand 
  beside the Alka, anyone performing an attack action 
  upon you will suffer a free Abate meta against their 
  Attack action (this will consume the Alka bead next to 
  you).
  Out-of-Combat Effect: You increase the chance of 
  fertility in people, beasts and crops.
  Flight of the Shade
  Metas: [Amplify Amplify Amplify]
  Type: {Manoeuvre}
  Description: You move like a shadow.
  Combat Effect: Perform an Ultimate Sacrifice +1 to 
  perform a Move action with a +3 bonus and gain +2 
  intensity to the Shroud condition.
  Out-of-Combat Effect: Gain a +1 Sneak bonus if there 
  is a corpse within 50’.
  Gate Draugar
  Metas: [Maintain Amplify Range]
  Type: {Gate}
  Description: Hel provides you with minions.
  Combat Effect: Gate a Dragar with +6 levels.
  Out-of-Combat Effect: You may summon an obedient 
  Draugar to perform mundane tasks.
  Gate Nokken
  Metas: [Maintain Amplify Range]
  Type: {Gate/Alka Spell}
  Description: A pool of water appears and a Nokken 
  emerges.
  Combat Effect: Gate a Nokken with +3 levels and place 
  4 tokens on 4 hexes to indicate water. Anyone passing 
  through those spaces may only perform Weak Move 
  actions unless they possess Passive powers which grant 
  bonuses when in water. Unlike Alkas these water hexes 
  are not consumed when a combatant passes through 
  them. They may only be dispelled by the caster or the 
  caster losing consciousness.
  Out-of-Combat Effect: When interacting with denizens 
  who make their home under water, you gain a +1 bonus 
  to social skill checks.
  Gate Pesta
  Metas: [Maintain Amplify Range]
  Type: {Gate}
  Description: You keep strange company.
  Combat Effect: Gate a Pesta with +6 levels.
  Out-of-Combat Effect: You may cure someone of 
  disease by performing an Ultimate Sacrifice +1.
  Gate Rusalki
  Metas: [Maintain Amplify Range]
  
  231
  Type: {Gate/ Alka Spell}
  Description: A pool of water appears and a Rusalki 
  emerges. During spring and summer, you gate a Summer 
  Rusalki, in the Fall and winter you gate a Winter Rusalki.
  Combat Effect: Gate a Rusalki with +3 levels and place 
  4 tokens on 4 hexes to indicate water. Anyone passing 
  through those spaces may only perform Weak Move 
  actions unless they possess Passive powers which grant 
  bonuses when in water. The current season determines 
  the type of Rusalki. Unlike Alkas these water hexes are 
  not consumed when a combatant passes through them. 
  They may only be dispelled by the caster or the caster 
  losing consciousness.
  Out-of-Combat Effect: When interacting with denizens 
  who make their home under water, you gain a +1 bonus 
  to social skill checks.
  Get Behind Me
  Metas: [Amplify Abate Echo]
  Type: {Faith Interrupt}
  Description: You move with a greater purpose, to save 
  others without regard for your own safety. Luckily a 
  higher power is looking out for you.
  Combat Effect: Perform a Minor Sacrifice +1 to do a 
  Defend action for an adjacent ally with a +1 Evade bonus.
  Out-of-Combat Effect: When attempting to gain the 
  trust of others, your words are soothing and reassuring.
  Gift of Gold
  Metas: [Multi Multi Amplify]
  Type: {Void Spell}
  Description: You may gift someone else your boon of 
  good fortune.
  Combat Effect: Targets of this spell Wyrd 1 rune if they 
  have a rune-chain in Contingency.
  Out-of-Combat Effect: You sense those who have the 
  stench of death. If someone has killed another of their 
  own species within the last 24 hours, you will smell them 
  if they come within 30 feet.
  Gift of Silver
  Metas: [Multi Multi Maintain]
  Type: {Void Spell}
  Description: When you are targeted with benevolent 
  effects, you may have those effects also trigger on those 
  you have gifted with this boon.
  Combat Effect: When you cast this spell, choose 1 ally 
  within 10’. When you receive any beneficial effects from 
  Active and Passive powers, you may have them trigger 
  on anyone you have targeted in this bond. Range is 
  important only when this power is cast, once this bond is 
  in place, the bond will continue to distribute benevolent 
  effects no matter where the combatants have gone. All 
  effects retain their duration (until end of turn unless a 
  Maintain meta has been played).
  Out-of-Combat Effect: You bestow good fortune on 
  another. Once per day you can have someone try again 
  on a failed skill check.
  Halt Evil
  Metas: [Amplify Multi Area]
  Type: {Faith}
  Description: You can stop evil in its tracks.
  Combat Effect: If you have at least 1 intensity in the 
  Miracle condition then to a Supernatural foe, you deal +1 
  Spiritual damage, +1 intensity to the Impeded condition 
  [Counter S] and +1 intensity to the Blind condition 
  [Counter S].
  Out-of-Combat Effect: When learning about 
  supernatural beings, you are especially resilient to any 
  occult traps hidden within the lore.
  Hel’s Icy Embrace
  Metas: [Area Amplify Area]
  Type: {Spell}
  Description: Hel giveth while she taketh away.
  Combat Effect: Heal +4 and reduce a condition 
  intensity by 1. Anyone affected by this power may 
  perform an Ultimate Sacrifice +1 to add an Area or 
  Amplify to the effect (this benefits everyone). Every 
  
  232
  participant is limited to only one Ultimate Sacrifice.
  Out-of-Combat Effect: When you are cremating/
  burying someone, you gain a +1 rank to skills which 
  aid you in the preperation (Negotiation, Verbal 
  Manipulation, Appraisal, etc)
  Hunt the Wicked
  Metas: [Amplify Multi Weapon]
  Type: {Faith}
  Description: Evil cannot hide from your righteous fury.
  Combat Effect: If you have at least 1 intensity in the 
  Miracle condition you perform an Attack action on a 
  Supernatural foe dealing +1 Spiritual damage, and you 
  ignore 1 intensity of the Shroud condition.
  Out-of-Combat Effect: When in dimly lit environments 
  or in darkness, your eyes pick up the glow emitted by 
  Supernatural beings.
  Ice Sheet
  Metas: [Amplify Amplify Amplify]
  Type: {Alka Spell}
  Description: You magically freeze the humidity in the 
  air, creating a sheet of ice.
  Combat Effect: Following Alka rules, place 8 tokens 
  on 8 hexes to indicate ice. Anyone on those spaces 
  are affected by Vulnerability +1 (can be temporarily 
  suppressed for 1 attack action by playing a P rune after 
  an attack) unless they possess powers (Active or Passive) 
  which grant bonuses when adjacent to ice. Anyone 
  who possesses powers (Active or Passive) which grant 
  bonuses when adjacent to ice double their movement rate 
  while traveling over the ice Alka. Unlike standard Alkas 
  these ice hexes are not consumed when a combatant 
  passes through them. They may only be dispelled by the 
  caster or the caster losing consciousness.
  Out-of-Combat Effect: You may create ice at a rate of 1 
  cubic inch per minute. It springs forth from your hands.
  Ice Shield
  Metas: [Amplify Maintain Maintain]
  Type: {Spell}
  Description: You gain extra protection when adjacent to 
  ice.
  Combat Effect: If you are adjacent to ice, you may 
  perform a Minor Sacrifice +1 and gain PF +2 P.
  Out-of-Combat Effect: Your tolerance for cold is six 
  fold that of an average human.
  Illusion of Immortality
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: You send part of your soul to Niflheim in 
  exchange for agility and speed.
  Combat Effect: When you are attacked, you may 
  perform an Ultimate Sacrifice +1 in order to Wyrd 1 
  rune.
  Out-of-Combat Effect: While you have runes in Drain, 
  you understand languages you don’t normally know. This 
  ability doesn’t allow you to speak those languages.
  Keep the Peace
  Metas: [Amplify Area Abate]
  Type: {Faith Interrupt}
  Description: You have little interest in participating in 
  any fights. If a fight breaks out, you use your actions in 
  order to end the fight with the least amount of bloodshed 
  possible.
  Combat Effect: Perform a Weak Defend action for 
  yourself or anyone within the area of effect of this power 
  and apply the Charm condition with a +1 intensity upon 
  the attacker. After the Defend action, you Heal +1.
  Out-of-Combat Effect: Since you woke up, if you have 
  not taken part in any violence, you gain a +1 bonus to 
  your skill checks.
  
  233
  Manipulate Fate
  Metas: [Amplify Amplify Amplify]
  Type: {Void Interrupt}
  Description: You set the stage for a future event.
  Combat Effect: When you play this from your hand, 
  you evoke the power of 1 rune-chain you or an adjacent 
  ally has placed in contingency. The rune-chain in 
  contingency does not trigger, this active power clones 
  the contingency power’s effect and triggers all metas 
  placed in that contingency’s rune-chain. For every 
  Amplify added to this power, you can trigger a different 
  rune-chain in contingency.
  Out-of-Combat Effect: You may ask for a few drops 
  of blood from someone wishing to know their fate. 
  You place them on your runes and perform Hamingja 
  (see revised Omens / Portents skill on page “Omens / 
  Portents” on page 293).
  Mistress of the Dark Bond
  Metas: [Amplify Maintain Amplify]
  Type: {Spell}
  Description: When most of your soul has been 
  committed to Hel, you awaken new might.
  Combat Effect: For every rune in Drain, gain +1 Focus. 
  While this spell is active, Heal +2 whenever you perform 
  an Ultimate Sacrifice.
  Out-of-Combat Effect: You have great relations with 
  Angels of Death and Voelvas. You have much in common 
  to talk about and they enjoy your dark sense of humour.
  Modr
  Metas: [Amplify Amplify Amplify]
  Type: {Spell}
  Description: You are blessed by the anger of the gods- 
  more precisely by Thor’s foul mood.
  Combat Effect: Apply +1 intensity to the Rage condition 
  and you may reduce the intensity of a Condition that 
  affects you.
  Out-of-Combat Effect: Your strength and endurance 
  are doubled when you are angry.
  Natural Strike
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Description: You attack using your instincts.
  Combat Effect: Perform an Attack action and if the 
  defender has the Shroud condition, treat it as if it was 1 
  intensity lower for the purposes of paying the cost.
  Out-of-Combat Effect: People cannot hide from you. 
  Gain +1 to Perception skill checks when looking for 
  someone actively hiding from you.
  Not My Time
  Metas: [Amplify Maintain Amplify]
  Type: {Void Spell}
  Description: You wrinkle the Tapestry of Fate so that a 
  magical effect ignores you.
  Combat Effect: Until the end of turn, you get +1 free 
  Counter against an undesirable effect with a specified 
  Counter cost. Until the end of turn you also get +1 Abate 
  meta on any one Defend action you perform.
  Out-of-Combat Effect: The fates are looking out for 
  you. Once a day you may choose to ignore a failed skill 
  check, and instead try to Wyrd a second time.
  Outnumbered Dexterity Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: While outnumbered, you are driven to 
  move out of danger.
  Combat Effect: While you have no other allies upon the 
  battlefield, you gain a Move bonus equal to +2 per enemy 
  within 60’, and you also gain a +2 Parry per enemy 
  within 60’.
  
  234
  Outnumbered Guard Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: While outnumbered, you are tougher and 
  more resilient.
  Combat Effect: While you have no other allies upon the 
  battlefield, for every opponent within 60’, you gain a +2 
  PF bonus vs. Physical damage.
  Outnumbered Recovery
  Metas: [Amplify Amplify Amplify]
  Type: {Spell}
  Description: While outnumbered, your healing is fueled 
  by your desperation against stacked odds.
  Combat Effect: While you have no other allies upon the 
  battlefield, you Heal +4 per enemy within 30’. You also 
  reduce the intensity of one detrimental condition by 1 
  per enemy within 30’.
  Outnumbered Riposte Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: While outnumbered, you counter attack 
  when struck.
  Combat Effect: While you have no other allies upon 
  the battlefield, whenever you are struck with an Attack 
  action, after it resolves, you may perform an immediate 
  free Attack action upon the attacker with a +2 DF bonus. 
  Your reach must be sufficient to strike your target. You 
  may not use this power upon someone whom you have 
  already attacked this combat round.
  Outnumbered Spell Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: While outnumbered, your spell casting 
  becomes more determined and tenacious.
  Combat Effect: While you have no other allies upon 
  the battlefield, if your enemies attempt to interrupt your 
  spell casting, they must play +1 additional rune to do so 
  per ally they have upon the battlefield.
  Part the Tapestry
  Metas: [Range Amplify Range]
  Type: {Void Spell}
  Description: You look at someone else’s destiny, and 
  you beseech the Norns to divide their fate.
  Combat Effect: Look at a combatant’s runes In-Hand 
  [Counter S]. For every rank in your Omens / Portents 
  skill, you may force the combatant to put 1 rune back in 
  their Essence bag (This is not considered damage and 
  cannot affect the Void rune). All runes put back must 
  share the same Trait.
  Out-of-Combat Effect: You may perform an Ultimate 
  Sacrifice +1 in order to gain a +1 bonus to Omens/
  Portents.
  Pass Judgement
  Metas: [Range Amplify Multi]
  Type: {Divine Spell}
  Description: You mark another, bringing forth the wrath 
  of the gods.
  Combat Effect: Apply +1 intensity to the Curse 
  condition [Counter S] in order to weaken the subject 
  when they take any damage. When the victim receives 
  damage, for every intensity of this Curse condition, 
  the damage is increased by +2 for Physical and +1 for 
  Mental or Spiritual. This condition is treated as any other 
  harmful condition (degeneration, blind, etc) for the 
  purposes of removal or status.
  Out-of-Combat Effect: You may perform an Ultimate 
  Sacrifice +1 in order to penalize someone else’s skill 
  attempt by 1.
  Power Over Ice
  Metas: [Amplify Amplify Maintain]
  Type: {Rune Spell}
  Description: Your skin pales as painful ice coats your 
  
  235
  body. Your swift movements create a blast of ice shards 
  that fly in the direction of your movements. 
  Combat Effect: Your Attack actions add +1 Mental DF 
  of unimaginable cold damage. You may perform a Minor 
  Sacrifice to extend the range of the blast beyond the 
  initial target by 1 hex. Minor Sacrifice +1 for 1 additional 
  hex, or Minor Sacrifice +2 for 2 additional hexes, or 
  Moderate Sacrifice +1 for 3 additional hexes.
  Out-of-Combat Effect: Your grasp can freeze water. 
  1 pint of water per minute will turn to ice if touched by 
  your frigid hands.
  Power Over Water
  Metas: [Amplify Range Echo]
  Type: {Rune Spell}
  Description: Water obeys your every command.
  Combat Effect: You may evoke this power in order to 
  drench and adjacent combatant in water [Counter P], 
  or you may evoke this power to animate the water that 
  touches another combatant. Animated water can be made 
  to boil (+1 Degeneration) or it can be made to envelop 
  and push the limbs (+1 Impeded) or it can be made to 
  press into the eyes (+1 Blind). A +1 Condition intensity 
  may be countered by playing a Physical rune.
  Out-of-Combat Effect: You may create a pint of water 
  out of thin air with every minute of silent meditation. 
  This water appears below your outstretched hand.
  Prayer Circle
  Metas: [Area Maintain Amplify]
  Type: {Faith}
  Description: You begin a holy chant that bolsters the 
  faith of other like minded individuals.
  Combat Effect: All who have at least 1 intensity in the 
  Miracle condition, immediately Heal +4 and gain a +1 
  Evade bonus on the next active power this combat round.
  Out-of-Combat Effect: When performing a skill check 
  that will further the cause of the White God, you may 
  perform an Ultimate Sacrifice +1 in order to gain a +1 
  bonus on the skill check.
  Primal Scream
  Metas: [Maintain Maintain Maintain]
  Type: {Void Manoeuvre}
  Description: Your scream pierces the battlefield. The 
  void awakens around you and your abilities explode upon 
  the battlefield. Simple attacks cause shockwaves. Spells 
  rain down from the firmament blanketing most of the 
  battlefield.
  Combat Effect: Choose one spell, manoeuvre or 
  interrupt per combat round that will benefit from this 
  posture. Spells gain +1 free Area meta (if applicable), 
  Manoeuvres gain +1 free Multi meta (if applicable) 
  and Interrupts gain +1 free Abate meta. The spell, 
  manoeuvre or interrupt can also apply a knockback of +2 
  [Counter P] if you so choose.
  Out-of-Combat Effect: You have omniscience in a 
  radius equal to your level. You can perfectly hear, see and 
  smell anything in that space.
  Radiant Cloud
  Metas: [Amplify Amplify Amplify]
  Type: {Alka}
  Description: You tap the power which flows out of the 
  mountain upon which Asgard stands.
  Combat Effect: Create an Alka of 4 hexes that creates a 
  dense cloud which obstructs line of sight, and grants +1 
  Focus for the next spell cast and an instantaneous Heal 
  +1.
  Out-of-Combat Effect: You can disperse non-magical 
  fog and mist within 60’ of yourself. The process takes 
  several minutes.
  Rebuke Evil
  Metas: [Area Area Maintain]
  Type: {Faith}
  Description: You create an aura that damages 
  otherworldly beings.
  Combat Effect: Only to Supernatural beings, deal 2 
  Mental damage bypassing up to 2 points of M defense 
  and apply the Degeneration condition with a +1 Intensity 
  [Counter S].
  
  236
  Out-of-Combat Effect: Within a 60’ radius, you detect 
  the presence of Alkas and portals to other realms.
  Revenge
  Metas: [Range Range Range]
  Type: {Divine Spell}
  Combat Effect: Deal an amount of Physical damage equal 
  to half the Heal you last cast.
  Out-of-Combat Effect: You get a +1 skill bonus when 
  performing an opposed skill check against someone who 
  has wronged your friend.
  Reversal of Fortune
  Metas: [Range Range Range]
  Type: {Void Interrupt}
  Description: With this awe inspiring power, you touch 
  the Tapestry of Fate and move a thread ever so slightly.
  Combat Effect: Target a combatant who just played 
  a rune-chain. Perform a Minor Sacrifice +1 if the 
  combatant is equal or lower level, otherwise perform an 
  Major Sacrifice +1. The victim’s action is halted and must 
  be redone with a different result. The same power cannot 
  be invoked again, and the combatant must use the runes 
  from that rune-chain and create an entirely different 
  result using those runes. This power cannot be used on a 
  Defend action.
  Out-of-Combat Effect: If you are alone, and your last 
  action led to personal disaster (without influencing 
  anyone else’s fate), you may perform an Ultimate 
  Sacrifice +4 in order to roll back time a few seconds to 
  before your action took place (no more than 5 seconds).
  Serpent Gateway
  Metas: [Area Area Maintain]
  Type: {Void Spell}
  Description: You transform all magic in the area to be 
  Void Magic.
  Combat Effect: All spells cast in the area of effect are 
  transformed into {Void Spells} instead of their normal 
  type. Casters may counter this effect by performing an 
  Ultimate Sacrifice +1 per spell they wish to preserve. 
  This spell targets a 10’ radius by default.
  Out-of-Combat Effect: You dream of the imprisoned 
  Alsvartr.
  Shadow Parasite
  Metas: [Maintain Maintain Maintain]
  Type: {Manoeuvre}
  Description: A dweller or denizen whose nature has 
  been touched by the great void Ginnungagap has the 
  ability to subsume the shadow belonging to another 
  being.
  Combat Effect: Attach yourself to another combatant 
  [Counter S]. When that combatant moves, you move as 
  well, always staying adjacent to them. When finishing 
  their Move actions, they must ensure that there is space 
  for you adjacent to them, otherwise they cannot move 
  into such a space. When you attack the combatant to 
  whom you are attached, you bypass part of their defense. 
  They may only perform Weak Defend actions against 
  you. When you are struck for damage, half of the damage 
  is dealt to your host and half to you.
  Out-of-Combat Effect: Gain +1 to skill checks involving 
  Sneak or Disguise when you are under dim lighting 
  conditions (above and beyond the normal environmental 
  bonuses.
  Skeletal Vanguard
  Metas: [Maintain Maintain Maintain]
  Type: {Shapechange}
  Description: Your presence represents your 
  commitments to Hel. Your outward appearance turns 
  skeletal in appearance as you take on a powerful spectral 
  transformation.
  Combat Effect: You shapechange into a skeletal winged 
  beast. You lose your weapons and armour (absorbed into 
  new form) but gain the Passive power “Essence of the 
  Ghost” (Core Ruelbook page 275), Flight, Spiritual DF: 
  +3 and Parry +3. Your initial size remains the same as 
  your native form, but it increases by +1 every Cleanup 
  phase if you attacked a foe that round. Base movement 
  
  237
  and unarmed attack damage is calculated based on size. 
  All Active and Passive powers remain unchanged (Passive 
  powers need to be applied to the new attributes).
  Out-of-Combat Effect: For every quest that you 
  perform (and complete successfully) for Hel or one of 
  her official servants, she will intercede for you in your 
  darkest hour. If you are about to suffer a fatal wound 
  (non-combat related, such as falling off a tall cliff due to a 
  botched climb skill check), she will avert the fall.
  Slay Monster
  Metas: [Amplify Multi Weapon]
  Type: {Faith Manoeuvre}
  Description: You have studied your monstrous prey and 
  know how to strike it effectively.
  Combat Effect: Perform an Attack action and receive a 
  +2 DF and +2 Pierce bonus versus Supernatural foes.
  Out-of-Combat Effect: You can detect the presence 
  of Supernatural beings within a number of feet equal to 
  your dweller level.
  Stance of Damnation
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: Your soul, which has been partially torn 
  out of your body, grants you supernatural prowess.
  Combat Effect: When entering this stance, perform an 
  Ultimate Sacrifice +1. Every time you perform a Defend 
  action, you may apply 1 condition of your choice upon 
  the attacker (all except Curse) [Counter: S].
  Out-of-Combat Effect: If someone gets the better of you 
  in some contested skill check, you receive a +1 bonus in 
  your next challenge with them (must be a different skill).
  Stance of Impunity
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: Your soul, which has been partially torn 
  out of your body, grants you protections in the mortal 
  world.
  Combat Effect: When entering this stance, perform 
  an Ultimate Sacrifice +1. When you perform a Defend 
  action, gain +2 Evade and +1 Parry.
  Out-of-Combat Effect: When examining a corpse, you 
  gain a +1 Perception bonus. This helps to discern such 
  things as foul-play, time of death, etc...
  Strike of Bereavement
  Metas: [Amplify Echo Weapon]
  Type: {Manoeuvre}
  Description: Your soul acts as a conduit from Niflheim, 
  creating a surge of positive energy.
  Combat Effect: Perform a Weak Attack action with a +1 
  DF and everyone within 10’ (2 hexes) heals +7 for each 
  rune they have in Drain.
  Out-of-Combat Effect: When performing an action 
  which would make Hel proud, you gain a +1 bonus to 
  your skill check.
  Sworn Duty
  Metas: [Amplify Amplify Amplify]
  Type: {Faith Interrupt}
  Description: You must defend the innocent and the 
  weak.
  Combat Effect: If an adjacent ally is attacked, you may 
  perform a Weak Defend action. You may then heal 
  yourself or the adjacent ally by +1. If the attacker is 
  within reach, you may choose to immediately strike them 
  with a Weak Attack action that knocks them back +1 hex 
  (+5’) [Counter P].
  Out-of-Combat Effect: The meek and oppressed seek 
  you out and petition you for protection.
  The World Exposed
  Metas: [Maintain Maintain Maintain]
  Type: {Void Spell}
  Description: You are omniscient in a small radius 
  around yourself.
  Combat Effect: While this spell is in effect, you gain 
  
  238
  the following Passive powers: Combat Awareness, 
  Untouchable, Agility, Keen Senses, and Tactician.
  Out-of-Combat Effect: While studying someone’s palm, 
  or divining using runes while holding a personal effect 
  belonging to an individual, you can witness their future 
  using Hamingja (see revised Omens / Portents skill on 
  page “Omens / Portents” on page 293).
  Thunderclap
  Metas: [Amplify Area Multi]
  Type: {Spell}
  Description: Lightning rains down from the sky, 
  knocking your foes off their feet.
  Combat Effect: If under open skies (not in a building 
  or underground), deal +3 P damage and cause a push 
  back of 2 hexes (20’) [Counter P per hex] and inflict the 
  Vulnerable condition with a +1 intensity [Counter P].
  Out-of-Combat Effect: You may summon strong winds 
  within a few minutes within a 1 mile diameter (70 mph). 
  By performing an Ultimate Sacrifice +1 you can make 
  them gale force (110 mph)
  Trail Blaze
  Metas: [Amplify Amplify Amplify]
  Type: {Stance}
  Description: Your movements kindle and burn the 
  ground beneath your feet.
  Combat Effect: When you perform a Move action, leave 
  +1 Alka token with Degeneration +1 and Blind +1.
  Out-of-Combat Effect: Envelop your skin in a shell of 
  flickering flames that repels the cold and illuminates a 6 
  hex (30’) radius around you.
  Unearthly Beauty
  Metas: [Area Area Amplify]
  Type: {Spell}
  Description: You flaunt your beauty and stun others 
  upon the battlefield. They consider joining your side 
  upon the battlefield.
  Combat Effect: Deal +2 Mental damage and apply +1 
  intensity to the Charm condition [Counter M].
  Out-of-Combat Effect: Your beauty is astounding and 
  when you flaunt it, you gain a +1 bonus to social skill 
  checks when involving someone who could potentially be 
  sexually attracted to you.
  Unnatural Strike
  Metas: [Amplify Multi Weapon]
  Type: {Manoeuvre}
  Description: Your body and soul break as you defy 
  reality and strike with extreme violence, surprising your 
  foes.
  Combat Effect: Perform an Ultimate Sacrifice +1 
  to perform an Attack action with a +3 Reach (or +30 
  Range), +3 DF and +2 Pierce.
  Out-of-Combat Effect: If you need to move suddenly, 
  you can move twice the distance in half the time. This 
  burst can be performed once per hour at most.
  Vanish
  Metas: [Amplify Amplify Amplify]
  Type: {Spell}
  Description: You remove yourself from this reality for 
  a predetermined amount of time. Your body, mind and 
  soul depart to a mysterious dimension in which you 
  remain in physical stasis until the time runs out.
  Combat Effect: You teleport yourself from the 
  battlefield and into a pocket dimension. There you 
  remain in physical stasis, unable to move. All effects 
  (conditions, maintained abilities, etc) stop affecting you 
  while in stasis. You remain in stasis for a minimum of 
  1 combat round and up to the maximum rounds based 
  on the number of Amplify metas played. You can look 
  upon the battlefield as if it were illuminated by daylight, 
  but you cannot hear any sounds. You may return at the 
  start of any combat round up until the maximum rounds 
  permitted. For every round beyond the maximum you 
  must perform an Ultimate Sacrifice +3.
  Out-of-Combat Effect: You can blink out of existence 
  for several minutes up to your level. While blinked out, 
  you are in the stasis described in the Combat Effect 
  
  239
  above. This exhausts you and you must perform an 
  Ultimate Sacrifice +1 per minute departed.
  Void Walker Stance
  Metas: [Amplify Amplify Amplify]
  Type: {Void Stance}
  Description: You may shape the Alkas you bring into 
  being. You can blend Alkas from different worlds and 
  create your own world bending effects.
  Combat Effect: While in this stance, the Spiritual meta 
  is changed to Permanency for every Alka Active power 
  you invoke.  The Alka also adds another bonus Source 
  effect. You get to spend 2 QR worth of effects while 
  creating the new Source Effect from the options below. 
  For every Amplify you get an additional +2 QR worth of 
  effects.
  Out-of-Combat Effect: You perform a ritual that 
  dismisses an Alka which has been made permanent. It 
  takes a number of minutes equal to the level of the caster.
  Notes:
  • 
  The Norn and the player are encouraged to create more effects 
  together (Norn having the final word for approval).
  • 
  The bonus source effect is set when the stance is played, so it’s 
  the same bonus source effect for every Alka which is invoked 
  while in this stance. When the stance is released, the bonus 
  source effect remains on the Alka’s to which it was added.
  • 
  An Alka which has been made permanent never has its beads 
  consumed.
  QR
  Effect
  The Alka produces light which illuminates 30’ around the Alka
  Heal +1
  Recover +2
  Deal damage DF +1 P
  Table5: 
  Void Walker Stance
  Deal damage DF +1 M or S
  Pierce +2
  Move +1 or -1
  Boost Focus +1
  +1 Boost to Parry or Physical DF (choose one)
  Boost Evade +1
  Every bead of this Alka blocks sight, movement, or sound (choose one)
  Apply 1 intensity of a detrimental condition (Degeneration, Impeded, Vulnerable, Blind)
  Teleport: by stepping on an Alka bead, a combatant may move to any other bead within the Alka
  Line of sight may weave and bend while a trajectory is drawn through the Alka
  Gated creatures gain/lose 6 levels while in the Alka (remove Destiny before Essence)
  Arena of Peace: Someone wishing to perform an Attack action must perform a Major Sacrifice +1
  Arena of War: All weapons gain +6 DF
  Arena of Fervor: While in the Alka, Shroud, Taunt or Rage are considered at 1 intensity higher (choose one)
  Arena of Souls: When Possession is applied, an extra intensity is applied, but the victim can choose the disposition of the spirits which 
  possess them.
  Draw +1 rune when you Wyrd
  +1 on Afterlife Wyrd when someone dies or is buried in this consecrated space
  1
  1
  1
  1
  2
  1
  1
  3
  1
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  7
  8
  
  240
  Walking Island
  Metas: [Maintain Maintain Maintain]
  Type: {Transform}
  Description: You assume the awesome size and shape of 
  a Borghild.
  Combat Effect: You transform into a Borghild.
  Out-of-Combat Effect: You gain a +1 Perception check 
  when in water.
  Water Shape
  Metas: [Maintain Maintain Maintain]
  Type: {Shapechange}
  Description: You can shapechange into a creature which 
  inhabits the waters of Vanagard or Hvergelmir.
  Combat Effect: You Shapechange into a Vanagard Blood 
  Whale while in fresh water or a Hvergelmir Sea Serpent 
  if in salt water. You may Perform a Minor Sacrifice +2 in 
  order to choose your shape. You lose your weapons and 
  armour (absorbed into your new form) but you gain:
  • Vanagard Blood Whale: Size +2, DF +3, Pierce +4, 
  PF +1 P, Parry +1, and gain Aquatic (can breathe 
  underwater). Every rune in your Essence is bound 
  to the Swallow Active power in addition to any other 
  powers they may be already bound to.
  • Hvergelmir Sea Serpent: Move +2, Parry +2, Focus 
  +2 and gain Aquatic (can breathe underwater). Every 
  rune in your Essence is bound to the Water Shield 
  Active power in addition to any other powers they 
  may be already bound to.
  Your size remains unchanged (unless specified). Base 
  movement and unarmed attack damage is calculated 
  based on size. All active and Passive powers remain 
  unchanged (Passive powers need to be applied to new 
  attributes). Once Shapechanged, another combatant may 
  equip you with one Accessory item.
  Out-of-Combat Effect: You will change shape into one 
  of the above forms every full moon for the duration of the 
  night (once per month). You can remain outside of water, 
  but movement will be difficult and/or impossible.
  Were-Shape
  Metas: [Amplify Amplify Amplify]
  Type: {Void Stance}
  Description: You have tremendous control over how 
  your body evolves during the shape change process. You 
  retain the best of your original physiology, you gain the 
  best attributes of the new shape changed form, and you 
  add additional benefits.
  Combat Effect: If you perform a Shapechange 
  while in this stance, you control every aspect of 
  the final physiology. This allows you to keep all 
  equipment you had equipped while in the new form. 
  It also adds +2 QR worth of benefits from the table 
  below. If you cease maintaining this stance, the 
  bonus ceases and any equipped items merge into 
  your Shapechanged form. All powers activated while 
  Were-Shape is in effect gain the {Void} type so long 
  as they have an Amplify Meta tag.
  Out-of-Combat Effect: By concentrating for a few 
  seconds, you may take on the form granted by any 
  shapechange abilities you have. This will last as long as 
  you want it to.
  Withering Touch
  Metas: [Amplify Amplify Amplify]
  Type: {Spell}
  Description: You see someone’s age and choose to 
  accelerate it.
  Combat Effect: Deal +2 S damage and apply 
  Degeneration with +1 intensity per rune in your Drain 
  pile. Each intensity of the Degeneration condition may 
  be countered by playing a Spiritual rune.
  Out-of-Combat Effect: You can discern someone’s age 
  perfectly.
  Word of Command
  Metas: [Range Amplify Area]
  Type: {Divine Spell}
  Description: You force your will upon another being.
  Combat Effect: Deal +1 M damage and apply +1 
  
  241
  intensities of the Possessed condition [Counter M]. You 
  get to control how the Possession runes are used. During 
  the cleanup phase, anyone who was affected by ths power 
  has their Possession condition intensity reduced to 0.
  Out-of-Combat Effect: On a failed skill check involving 
  convincing (Negotiation or Verbal Manipulation for 
  example), you may perform an Ultimate Sacrifice +1 to 
  try again.
  You Will Not Die
  Metas: [Range Range Maintain]
  Type: {Void Interrupt}
  Description: You wind your fate around someone else’s 
  strand of destiny.
  Combat Effect: Heal +4. If the target of the spell should 
  receive lethal damage this combat round, the damage is 
  assigned to the caster of this spell instead. By default, 
  this effect will persist until the end of round. The effect 
  may be released prematurely only if the Maintain meta is 
  played at the time of casting (releasing the meta will cease 
  the effect immediately).
  Out-of-Combat Effect: If you were to ever die while 
  trying to save another’s life, you gain +1 to your Afterlife 
  Wyrd.
  QR
  Benefit
  +1 DF, +1 Parry, +1 Move, Size +1, or Pierce +2 (choose one)
  During Upkeep: Recover +2 or Heal +1 (choose one)
  Physical PF +1
  +1 Focus, Mental PF +1, or Spiritual PF +1 (choose one)
  Table6: 
  Were-Shape Benefits
  Evade +1, Flight, or Quadruped (choose one)
  Aquatic: Can breathe underwater
  Extra attacking limb/head: Wield another weapon or free Amplify on Active powers (choose one)
  1
  1
  2
  3
  4
  4
  5
  
  242
  This section contains all active powers related to the im-
  mortal dwellers and denizens. Providence powers cannot 
  be used by combatants who have 0 MDP, so infusing a 
  Providence power on an item to be used by a mortal is a 
  useless endeavour.
  Angel of Chains 
  Metas: [Amplify] [Range] [Cluster] [Expanse] [Open] 
  [Maintain] (choose 3 and assign to Traits)
  Type: {Providence Spell Song} or {Providence Seith 
  Spell} or {Providence Verwandlung Spell} or {Providence 
  Rune Spell} or {Providence Void Spell}
  Description: Create your own signature spell.
  Combat Effect: From the available options, you must 
  select the type of power it is as well as assign three metas 
  to the power. When you bind this power, you must create 
  your own signature active power with a burst/instant 
  effect using 8 QR from the table below. You may apply 
  some conditions of when the power can be used. Those 
  restrictions apply negative values which increase the total 
  amount of QR for your power. You may only select one 
  Sacrifice effect and if you do, you cannot have a Heal or 
  Recover in the power.
  You must choose an effect:
  Providence Active Powers
  QR
  Effect
  Deal 1 Physical Damage
  Deal 1 Mental Damage
  Deal 1 Spiritual Damage
  Apply or remove 1 intensity of a condition
  Table7: 
  Angel of Chains Effect
  Heal +1
  Recover +2
  Knockback
  Wyrd 1 rune
  Shift Initiative by +/- 1
  Teleport Nearby
  Switch places with another combatant
  -1
  -2
  -2
  -4
  -1
  -1
  -2
  -10
  -4
  -4
  -4
  Note
  Beneficial condition to self/ally, or detrimental condition to enemy
  [Counter P]
  If applied on an enemy [Counter M]
  [Counter S]
  
  243
  Optionally you may select any modifiers:
  Notes:
  • Your power is complete once all of your QR has been 
  spent.
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be 
  written up by the player.
  Out-of-Combat Effect: You can subsume any mortal 
  of equal or lesser character level. The victim has no 
  counter to this ability. Once subsumed, you merge into 
  a single life-force, only to be separated upon death. 
  Certain archetypes cannot be possessed: Angel of Death, 
  Missionary and Godi because they are under the spiritual 
  protection of a benevolent patron.
  QR
  Modifier
  Built in Meta tag
  Scale the effect by Achievement level
  Scale the effect by Combat round
  Scale by MDP
  Table8: 
  Angel of Chains Modifier
  Scale by your Size
  -4
  -1
  -2
  -3
  -1
  Note
  The built in Meta triggers along with the spell effect
  Increase multiplier by +x1 per 5 size categories
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawbacks
  CDP > 0
  CDP equals 0
  Consume 1 intensity
  You are Bloodied
  Table9: 
  Angel of Chains Drawbacks
  Minor Sacrifice +1
  1
  2
  4
  2
  1
  Note
  Consume 1 intensity of a beneficial condition
  1
  You have rune chain being Maintained
  Maintain or Open meta In-Play
  
  244
  Angel of Mercy
  Metas: [Amplify] [Range] [Cluster] [Expanse] [Open] 
  [Maintain] (choose 3 and assign to Traits)
  Type: {Providence Spell Song} or {Providence Seith 
  Spell} or {Providence Verwandlung Spell} or {Providence 
  Rune Spell} or {Providence Void Spell}
  Description: Create your own signature buff spell.
  Combat Effect: From the available options, you must 
  select the type of power it is as well as assign three metas 
  to the power. When you bind this power, you must create 
  your own signature active power with a buff effect that 
  lasts for the combat round using 2 QR from the table 
  below. You may apply some conditions of when the 
  power can be used. Those restrictions apply negative 
  values which increase the total amount of QR for your 
  power. You may only select one Sacrifice effect and if you 
  do, you cannot have a Heal or Recover in the power.
  You must choose at least 1 effect:
  QR
  Effect
  +1 Physical DF on Attack actions
  +1 Mental DF on Attack actions
  +1 Spiritual DF on Attack actions
  Flight
  Table10: 
  Angel of Mercy Effect
  Parry +1 on Defend
  PF +1 vs. Physical
  PF +1 vs. Mental
  PF +1 vs. Spiritual
  Evade +1 on Defend
  -1
  -2
  -2
  -4
  -1
  -2
  -3
  -3
  -4
  Optionally you may select any modifiers:
  QR
  Modifier
  Built in Meta tag
  Scale the effect by Achievement level
  Scale the effect by Combat round
  Scale by MDP
  Table11: 
  Angel of Mercy Modifier
  Scale by your Size
  -4
  -1
  -2
  -3
  -1
  Note
  The built in Meta triggers along with the spell effect
  Increase multiplier by +x1 per 5 size categories
  
  245
  Notes:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be 
  written up by the player.
  Out-of-Combat Effect: You can subsume any mortal 
  of equal or lesser character level. The victim has no 
  counter to this ability. Once subsumed, you merge into 
  a single life-force, only to be separated upon death. 
  Certain archetypes cannot be possessed: Angel of Death, 
  Missionary and Godi because they are under the spiritual 
  protection of a benevolent patron.
  Angel of Ruin
  Metas: [Amplify] [Abate] [Cluster] [Cannibalize] [Echo] 
  [Weapon] (choose 3 and assign to Traits)
  Type: {Providence Manoeuvre} or {Providence Interrupt}
  Description: Create your own signature Manoeuvre or 
  Interrupt. 
  Combat Effect: From the available options, you must 
  select the type of power it is as well as assign three metas 
  to the power. When you bind this power, you must 
  create your own signature active power with a built-in 
  action using 8 QR from the table below. You may apply 
  some conditions of when the power can be used. Those 
  restrictions apply negative values which increase the total 
  amount of QR for your power. You may only select one 
  Sacrifice effect and if you do, you cannot have a Heal or 
  Recover in the power.
  You must choose an action:
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawbacks
  CDP > 0
  CDP equals 0
  Consume 1 intensity
  You are Bloodied
  Table12: 
  Angel of Mercy Drawbacks
  Minor Sacrifice +1
  1
  2
  4
  2
  1
  Note
  Consume 1 intensity of a beneficial condition
  1
  You have rune chain being Maintained
  Maintain or Open meta In-Play
  QR
  Effect
  Attack action
  Weak Attack action
  Defend action
  Weak Defend action
  Table13: 
  Angel of Ruin Effect
  Move action
  Cinematic/Generic action (Cannot be any one of the ones already listed in this table)
  -6
  -3
  -6
  -3
  -4
  -4
  
  246
  Optionally you may select any bonus effects:
  QR
  Bonus Effect
  Knockback
  Disarm
  Pierce +2
  Parry +1
  Table14: 
  Angel of Ruin Bonus Effect
  Evade +1
  DF +1
  Apply or remove 1 intensity of a condition
  Shift Initiative by +/- 1
  -2
  -5
  -1
  -1
  -4
  -1
  -4
  -4
  Note
  [Counter: P]
  [Counter: P]
  Beneficial condition to self/ally, or detrimental condition to enemy
  If applied on an enemy [Counter M]
  Optionally you may select any modifiers:
  QR
  Modifier
  Built in Meta tag
  Scale the effect by Achievement level
  Scale the effect by Combat round
  Scale by MDP
  Table15: 
  Angel of Ruin Modifier
  Scale by your Size
  -4
  -1
  -2
  -3
  -1
  Note
  The built in Meta triggers along with the spell effect
  Increase multiplier by +x1 per 5 size categories
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawbacks
  CDP > 0
  CDP equals 0
  Consume 1 intensity
  You are Bloodied
  Table16: 
  Angel of Ruin Drawbacks
  Minor Sacrifice +1
  1
  2
  4
  2
  1
  Note
  Consume 1 intensity of a beneficial condition
  1
  You have rune chain being Maintained
  Maintain or Open meta In-Play
  Notes:
  • 
  Your power is complete once all of your QR has been spent
  • 
  Once the signature move has been created, it cannot be 
  changed.
  • 
  The visual description of this power should be written up by the 
  player.
  Out-of-Combat Effect: You can subsume any mor-
  tal of equal or lesser character level. The victim has 
  no counter to this ability. Once subsumed, you merge 
  into a single life-force, only to be separated upon 
  death. Certain archetypes cannot be possessed: An-
  gel of Death, Missionary and Godi because they are 
  under the spiritual protection of a benevolent patron.
  
  247
  Awaken the Ancients
  Metas: [Amplify Amplify Maintain]
  Type: {Providence Gate}
  Description: You awaken the slumbering Ancient 
  Vaettir. You have an understanding with them so that 
  they will do your bidding.
  Combat Effect: Gate an Ancient Borghild with +6 levels. 
  If your CDP > 0, then Heal +1.
  Out-of-Combat Effect: You have a +3 bonus to 
  Etiquette, Negotiation and Verbal Manipulation skill 
  checks when interacting with Vaettir and Borghild.
  Blood Strike
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre}
  Description: You are fueled by the pain and suffering 
  of your fellow war-band members. You are their light 
  and shining beacon, but to your foes you are a terror to 
  behold. You are the storm in the darkness, the blood tide 
  of revenge.
  Combat Effect: Perform an Attack action with DF+1 per 
  Achievement. You may spend a DP to gain Rage +1. You 
  may spend a DP to gain Aura +1.
  Out-of-Combat Effect: When dealing with warlords and 
  men who attain power through violence, you gain a +1 
  skill bonus to all applicable interaction skills.
  Champion Strike
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre}
  Description: Your attacks allow you to see within the 
  mind of the enemy.
  Combat Effect: Perform an Attack action with 
  Knockback, and Heal +1 if your CDP > 0. 
  Out-of-Combat Effect: When tensions run high, you 
  can discern the levels of your opponents. You may assess 
  a number of opponents equal to your Mental trait.
  Cleansing Posture
  Metas: [Amplify Maintain Maintain]
  Type: {Providence Manoeuvre}
  Description: Your motions and actions shake off your 
  illnesses and conditions.
  Combat Effect: Every time you play a rune-chain, if 
  your CDP = 0, you may Perform a Minor Sacrifice +1 to 
  remove 1 intensity per Achievement from a detrimental 
  Condition which affects you (Blind, Degeneration, 
  Impeded, Vulnerable, Possessed). 
  Out-of-Combat Effect: When you must seek 
  forgiveness from another, you gain +1 to your relevant 
  social skill checks.
  Conflagration Armour
  Metas: [Amplify Maintain Amplify]
  Type: {Providence Spell}
  Description: Arcane metal plates materialize around 
  your body.
  Combat Effect: So long as you have at least 1 DP you 
  gain a bonus +1 Parry. The bonus is multiplied by the 
  combat round count.
  Out-of-Combat Effect: You can suppress your physical 
  immortal attributes, allowing you to better fit in with the 
  mortal races.
  Conflagration Axe
  Metas: [Amplify Maintain Maintain]
  Type: {Providence Spell}
  Description: A blazing axe appears in your hand. As 
  light as fire, it is easily wielded one-handed.
  Combat Effect: A slashing weapon one size smaller 
  than you materializes in your hand. The DF is equal 
  to your size minus one, it has Pierce +2 and hits with a 
  free Cluster meta with every attack. The DF, Pierce and 
  Cluster intensity are multiplied by the combat round 
  count.
  Out-of-Combat Effect: You can create a fire in the palm 
  of your hand with the equivalent attributes of a torch.
  
  248
  Conflagration Bow
  Metas: [Maintain Amplify Maintain]1
  Type: {Providence Spell}
  Description: A bow made of pure light appears in your 
  hand. It creates molten arrows when the bow-string is 
  pulled back.
  Combat Effect: A range weapon two sizes larger than 
  you materializes in your hands. It will require both hands 
  to wield properly and can strike Distant targets. The DF 
  is equal to your size minus two, Pierce +2, and hits with 
  a free Piercer meta with every attack. The DF, Pierce 
  and Piercer intensity are multiplied by the combat round 
  count.
  Out-of-Combat Effect: You can double the intensity of 
  fires around you, or you can snuff them out (within 30’).
  Conflagration Spear
  Metas: [Maintain Maintain Amplify]
  Type: {Providence Spell}
  Description: A spear made of crackling lightning 
  appears in your hands. It is long and requires both hands 
  in order to wield properly.
  Combat Effect: A melee weapon two sizes larger than 
  you materializes in your hands. It will require both hands 
  to wield properly. The DF is equal to your size +2, it can 
  strike Nearby opponents and applies 1 intensity of the 
  Degeneration condition with every attack. The DF and 
  condition intensity are multiplied by the combat round 
  count.
  Out-of-Combat Effect: Those within 30’ of a flame 
  cannot hide their deceit from you. Gain +2 ranks to the 
  Sense Motive skill check in these situations.
  Crucible Alka
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Alka}
  Description: You can tap into all worlds. Your Alka can 
  be any Alka power known to mankind.
  Combat Effect: Perform an Minor Sacrifice +1, to create 
  an Alka. This Alka may be any that is available to mortals. 
  The number of Alka tokens created is boosted by +1 
  (before meta tags). If the Alka is used to create a portal, 
  it leads to the Otherworld. Unless they are Alfar or Aos-
  Si, anyone going through the portal must perform an 
  Ultimate Sacrifice +1.
  Out-of-Combat Effect: You know all Alkas and portals 
  on sight. You can identify them and their effects/
  destination realm with 100% precision.
  Cursing Defense
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Interrupt}
  Description: You attempt to evade an attack all while 
  cursing and damning your opponent to Hel.
  Combat Effect: Perform a Weak Defend action with a 
  +1 Parry bonus per your Achievement level. Pull one 
  random rune from a full bag and Abate all metas of the 
  Trait you pulled from the attackers rune-chain.
  Out-of-Combat Effect: When in an opposed skill 
  challenge, you may make your adversary re-Wyrd their 
  skill check. You must honour the second result.
  Divine Drain
  Metas: [Amplify Range Amplify]
  Type: {Providence}
  Description: You exert your superiority by intimidating 
  another immortal.
  Combat Effect: If you have at 0 DP, you gain 1 DP and 
  you drain another combatant’s DP by 1 [Counter S].
  Out-of-Combat Effect: You sense portals into other 
  realms. You detect the presence of portals within a 30 
  mile radius. You can sense if you are getting closer or 
  further away.
  Devour Life Force
  Metas: [Amplify Expanse Amplify]
  Type: {Providence Spell}
  Description: You drain the life force from those around 
  you.
  
  249
  Combat Effect: If your CDP > 0, you deal DF 4 Spiritual 
  damage and Heal +1.
  Out-of-Combat Effect: Draugar, Haugbui and other 
  Niflheim spawn leave you alone unless you attack them.
  Gate Valkyrie Destrier
  Metas: [Maintain Amplify Maintain]
  Type: {Providence Gate}
  Description: You can summon your personal mount. 
  This celestial horse can take you anywhere and can fly 
  through the sky without need for rest. It knows where the 
  gates are between realms allowing you to visit may distant 
  and exotic lands.
  Combat Effect: Gate a Valkyrie Destrier with +6 levels. 
  If your CDP > 0, then Heal +1.
  Out-of-Combat Effect: You can summon and maintain 
  this mount outside of combat at will. It will always have at 
  least 1 Destiny.
  Gate Valkyrie`s Champion
  Metas: [Amplify Range Maintain]
  Type: {Providence Gate}
  Description: You can summon your personal champions 
  who owe you a blood debt, after all you brought them 
  immortality. This champion will someone from your past, 
  either an Einherjar or a Son of Muspel.
  Combat Effect: So long as you have CDP > 0, you Gate 
  a champion (Einherjar or Son of Muspel) with +3 levels. 
  Every Amplify increases the level by +6.
  Out-of-Combat Effect: By closing your eyes, you can 
  see through the eyes of anyone whom you have brought 
  to Valhalla or Glassisvellir.
  Ground Smash
  Metas: [Amplify Expanse Range]
  Type: {Providence Manoeuvre}
  Description: You forego attacking your enemies 
  directly. Filled with anger, you smash the ground sending 
  ripples that damage nearby combatants.
  Combat Effect: You perform a melee Attack action and 
  strike the ground at your feet and the damage ripples 
  through the ground towards all Adjacent combatants. 
  Anyone in the hex you strike and within the area created 
  with your meta tags takes the Attack and all effects 
  associated to the attack. After the attack, you must 
  perform a Minor Sacrifice +2 due to the aftershocks 
  underfoot.
  Out-of-Combat Effect: When you fail to intimidate 
  someone, you gain +2 to the Brawling skill check if you 
  choose to fight.
  Heave Anything
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Manoeuvre}
  Description: You can throw anything you get your hands 
  on.
  Combat Effect: You may throw any object that is up to 
  double your size. This Weak Attack action deals its size 
  in damage. Your range is Distant. Throwing a combatant 
  will deal the same damage to the combatant. Unwilling 
  subjects can Counter by playing a Physical rune. If 
  objects are sparse, you can forage and find something up 
  to your Achievement in size, even if it’s a lump of ground 
  below you (the Norn will describe what is found).
  Out-of-Combat Effect: Throwing a projectile at a small 
  target always succeeds, even at ludicrous distances, so 
  long as you have line of sight.
  Heavenly Retribution
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Stance}
  Description: You see the guilt in the minds of those who 
  wronged you, even if they don’t sense the infinitesimal 
  emotion which lurks at the backs of their minds. You use 
  it against them as you unleash your retribution.
  Combat Effect: While in this stance, your next rune-
  chain will gain a free Cluster meta for each time you 
  or an Adjacent ally were targeted by a foe this round. 
  When you release this Stance, you gain +1 Taunt per 
  Achievement level.
  Out-of-Combat Effect: Those who wronged you or 
  
  250
  stabbed you in the back have guilt that you can exploit. 
  You gain a +1 skill bonus to any and all skills relating to 
  this guilty person.
  Hive Mind
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Stance}
  Description: Your mind ignores time and can stop it in 
  order to do wondrous things with the consciousness of 
  others.
  Combat Effect: You may join minds with +1 other 
  adjacent ally who is within +1 hex of you and not already 
  part of a hive mind (including any instances of yourself if 
  you are in Temporal Body form). While this stance is in 
  place, one per round, you can exchange Initiative order 
  with anyone else who is willing and in the hive. When 
  anyone in the hive is dealt Mental damage, someone else 
  may opt to take all of it. Anyone in the hive at maximum 
  intensity Rage may never harm others in the hive. When 
  someone in the hive performs an Active power, anyone 
  else in the hive may choose to instantly perform a Major 
  Sacrifice +2 in order to clone the Active power rune-
  chain and trigger it right after the initial one resolves. It 
  resolves with new targets (if valid ones can be chosen) 
  and the same meta tags. A maximum number of cloned 
  actions allowed per combat round is equal to the 
  Achievement level of the stance initiator.
  Out-of-Combat Effect: When you are faced with any 
  time sensitive task, you as a player cannot be rushed by 
  the Norn, take all the time to deliberate the pros and cons 
  with other players at the table. They act as an expanded 
  consciousness that you can tap into for ideas.
  Immortal’s Attack
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre }
  Description: Your body surges with divine rage.
  Combat Effect: Perform an Attack action with a damage 
  bonus equal to 1+ your Achievement level.
  Out-of-Combat Effect: You have the strength of twice-
  four men. You may bend, lift and break stuff equivalent to 
  eight men doing the same.
  Immortal’s Bash
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre}
  Description: You harness your inner might and your 
  mighty blows knock others from their feet.
  Combat Effect: If your DP > 0, perform an Attack action 
  with +1 DF bonus and apply Knockback [Counter P].
  Out-of-Combat Effect: You can push something which 
  is 10 times your size as if the object or being was the 
  same size as you.
  Immortal’s Blazing Fire Col-
  umn
  Metas: [Amplify Cluster Range]
  Type: {Providence Spell}
  Description: You summon fire columns which burst out 
  of the ground, scorching everyone in the area.
  Combat Effect: Strike a number of Adjacent targets 
  equal to 1 + Achievement level. Each target receives +1 
  intensity to the Degeneration condition and takes +2 
  Mental damage. The Range meta will increase the target 
  selection and Cluster will affect everyone around the 
  target.
  Out-of-Combat Effect: You can super-heat your body 
  to the same intensity as a flame of equal size. Anyone and 
  anything not touching you will smoulder and burn.
  Immortal’s Brilliance
  Metas: [Amplify Expanse Amplify]
  Type: {Providence}
  Description: Your body becomes a source of bright 
  light. Enemy combatants have a hard time targeting you 
  due to your blinding brilliance.
  Combat Effect: While you have at least 1 DP, gain 
  Shroud +2 and Heal +1.
  Out-of-Combat Effect: You can have any portion of 
  your body turn into a light source. A finger will grant a 
  mild 5’ light source while your entire body will illuminate 
  a radius of 90’.
  
  251
  Immortal’s Cleansing
  Metas: [Range Expanse Amplify]
  Type: {Providence Spell}
  Description: You cleanse pollution and wickedness 
  wherever you find it.
  Combat Effect: If your CDP > 0, reduce the intensity of 
  a Condition by -1 and Heal +5.
  Out-of-Combat Effect: You can purify water by your 
  simple touch (10 gallons per minute).
  Immortal’s Focus
  Metas: [Amplify Expanse Amplify]
  Type: {Providence Spell}
  Description: You have an unbelievable talent for magic. 
  So much so that you heal anyone who is touched by your 
  benevolence.
  Combat Effect: If your CDP = 0, grant +3 Focus and 
  Heal +1.
  Out-of-Combat Effect: You are talented when it comes 
  to building halls and other protective structures. You can 
  create one out of half of the required materials and with 
  double the glamour. You do not need to pass a Craft skill 
  check to create good looking halls.
  Immortal’s Regeneration
  Metas: [Amplify Amplify Amplify]
  Type: {Providence}
  Description: You reach out into the swirling vortex of 
  Ginungagap and draw Divine Potence back into your 
  being.
  Combat Effect: If CDP = 0, then gain +1 DP, and Heal 
  +2. 
  Out-of-Combat Effect: You may identify someone with 
  Divine Potence even if they don’t meet your gaze, so long 
  as they are lower level than you are.
  Immortal’s Retribution
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Manoeuvre}
  Description: They had the gall to attack you. You race 
  towards your enemy, delivering a devastating blow.
  Combat Effect: If your CDP > 0, and you’ve already 
  been attacked this round, perform a Move action and 
  then an Attack action. If you strike from behind, you 
  Heal +1.
  Out-of-Combat Effect: You are placed in leadership 
  positions when called upon to bring about change. Your 
  ability to lead inspires others.
  Immortal’s Parry
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Interrupt}
  Description: Your senses allow you to perceive danger 
  quicker than mortals. This gives you an edge when 
  dealing with incoming damage, especially when you are 
  at your most vulnerable.
  Combat Effect: Perform a Defend action with a +2 Parry 
  bonus, if you have 0 DP then the bonus increases to +4.
  Out-of-Combat Effect: When you set your eyes on 
  a weapon, you can detect if it has any DP depleting 
  properties. You also get a +1 skill bonus to Lore: Arcana 
  when discerning the powers of a magical item.
  Immortal’s Sprint
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Manoeuvre}
  Description: Your body surges with divine speed.
  Combat Effect: Perform a Move action and Heal +1. You 
  also grant an Adjacent ally a free Move action (before or 
  after you have moved).
  Out-of-Combat Effect: You are so fast that when you 
  focus on running, you are as fast as the fastest horse in 
  Midgard.
  
  252
  Immortal’s Stomp
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Manoeuvre}
  Description: Your barrel through the battlefield, 
  knocking everyone over.
  Combat Effect: Perform a Move action and you may pass 
  through other combatants, but must end your movement 
  on an empty hex. Apply the Vulnerable condition with 
  +1 Intensity [Counter P] for every opponent you moved 
  through. If you are larger than your opponent then they 
  fall over and must spend a rune to get up.
  Out-of-Combat Effect: You can smash the ground and 
  cause tremors that travel 100’ per MDP. At the epicenter, 
  small unstable structures may very well collapse.
  Incinerating Gaze
  Metas: [Amplify Range Amplify]
  Type: {Providence Spell}
  Description: Your eyes penetrate the darkness and 
  scatter the shadows.
  Combat Effect: So long as you have at least 1 DP, Heal 
  +1, reduce the Blind Condition on yourself by 1 intensity 
  and remove 1 intensity from the Shroud condition on 
  another Adjacent combatant [Counter P].
  Out-of-Combat Effect: You can detect hidden people 
  and objects. Gain +1 rank to the Perception skill when 
  looking for a known object and gain +1 rank when 
  opposing someone else’s Disguise and Sneak skill 
  checks.
  Incinerating Presence
  Metas: [Amplify Amplify Maintain]
  Type: {Providence Spell}
  Description: Your allies wish to stand within your 
  blessed aura. As they are affected, benevolent fires cover 
  their skin as they join the sacred union.
  Combat Effect:  So long as you have at least 1 DP, 
  perform a Minor Sacrifice +1 to grant +1 Evade to 
  yourself or an adjacent ally.
  Out-of-Combat Effect: When you perform benevolent 
  acts, word of your grace spreads quickly.
  Incinerating Retribution
  Metas: [Amplify Amplify Echo]
  Type: {Providence Interrupt}
  Description: A powerful shockwave is released when 
  you brace yourself for the blow.
  Combat Effect: So long as you have at least 1 DP you 
  may perform this Defend action. Your Aura condition 
  is reduced to 0 intensity and then raised by +1 intensity 
  (triggering the effect) and all opponents who take the 
  Aura damage receive Knockback.
  Out-of-Combat Effect: You make others second guess 
  their decision to antagonize you. When performing an 
  Intimidate skill check, you can Wyrd twice and use the 
  better of the two results.
  Living Land
  Metas: [Amplify Expanse Maintain]
  Type: {Providence Spell}
  Description: Your body merges with the land around it, 
  granting it boons based on size and divinity.
  Combat Effect: So long as your DP > 0, Heal equal to 
  your one half your Size +1, and gain a PF vs Physical 
  equal to a quarter your Size +1. These bonuses are 
  multiplied by your MDP.
  Out-of-Combat Effect: You merge with the land 
  beneath you. You can hear and see anything within 300’ 
  as if your were standing right there.
  Living Smite
  Metas: [Amplify Expanse Amplify]
  Type: {Providence Spell}
  Description: Your attacks reflect the land which you 
  embody.
  Combat Effect: Perform an Attack action with a DF 
  bonus equal to 1+ half your Size. If you are larger than 
  your opponent, inflict +1 intensity of a condition based 
  on the land around you:
  
  253
  - 
  Mostly water = Impeded
  - 
  Mostly desert/heat = Degeneration
  - 
  Mostly stone = Vulnerable
  - 
  Mostly open air = Blind
  The bonuses are multiplied by your MDP.
  Out-of-Combat Effect: Normal fire and normal frigid 
  temperatures do not affect you. It must be magically and 
  unnaturally cold for you to feel any discomfort.
  Living Succor
  Metas: [Amplify Expanse Maintain]
  Type: {Providence Spell}
  Description: Your distress call is answered by the land 
  and its denizens.
  Combat Effect: While Bloodied and having a CDP of 0, 
  the land around you whips up in a frenzy defending you 
  by applying an Abate meta on every Adjacent detrimental 
  rune-chain that could potentially affect you. Every time a 
  rune is Abated, the victim also suffers +1 Mental damage 
  after their rune chain resolves.
  Out-of-Combat Effect: You hear the distress and alarm 
  of native fauna in a 300’ radius around you. You may 
  never be surprised unless the threat does not panic local 
  fauna.
  Magical Prism
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Stance}
  Description: You have mastery over different types 
  of magic. You can transmute one form of magic into 
  another.
  Combat Effect: When you enter this stance and cast 
  subsequent spells, you may change one type of magic 
  into another. When casting a spell, you must declare 
  what type of spell changes to another type. Valid spell 
  types are: {Song}, {Seith}, {Verwandlung}, {Rune}, and 
  {Void}. You also gain a Focus bonus equal to you current 
  Achievement level.
  Out-of-Combat Effect: When you witness a magical 
  enchantment (spell with Permenancy) you may perform 
  an Ultimate Sacrifice +1 to disenchant it if it was cast by 
  a lesser magician. If the spell caster was of higher level, 
  your cost increases by the level difference. It takes 1 
  minute of ritual disenchantment per level of the original 
  spell caster.
  Modr, Greater
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Spell}
  Description: You have witnessed Thor’s rage and you’ve 
  got to get you some of that!
  Combat Effect: Apply +1 intensity to the Rage condition 
  and you may reduce the intensity of a Condition that 
  affects you. You may voluntarily take as many Minor 
  Sacrifices as you’d like as you play this power. If you have 
  Achievement 4, then gain Furious Cohort for the rest of 
  the combat.
  Out-of-Combat Effect: Your strength and endurance 
  are quadruple when you are angry.
  Odin’s Sorcery
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Stance}
  Description: You have been trained in the magical arts 
  by none other than Odin himself!
  Combat Effect: If your CDP = 0, you gain an intensity of 
  Flow every time you cast a spell.
  Playing this stance does not remove other instances of 
  this stance in play. If you enter this stance while already 
  being in this stance, your next spell gains a +3 Focus 
  bonus for each other copy of this stance in play.
  Out-of-Combat Effect: You gain +2 ranks to Lore: 
  Arcana when deciphering spells and magical effects.
  Omniscience
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Stance}
  Description: You become one with your surroundings. 
  Your body melds with the air and land. Your 
  
  254
  consciousness spreads around the battlefield. Your Soul 
  sees all souls without the need of your eyes.
  Combat Effect: So long as you have at least 1 DP you 
  gain an intensity of Flow every time someone targets you.
  Playing this stance does not remove other instances of 
  this stance in play. If you enter this stance while already 
  being in this stance, you immediately Wyrd 1 for each 
  other copy of this stance in play. You may also move your 
  Initiative marker anywhere in the order.
  Out-of-Combat Effect: If you push your Soul partially 
  out of your body, you can read the surface thoughts of 
  others. Perform an Ultimate Sacrifice +2 in order to gain 
  +2 bonus on Sense Motive checks, while you have runes 
  in Drain.
  Posture of Tenacity
  Metas: [Amplify Maintain Maintain]
  Type: {Providence Manoeuvre}
  Description: You shake off your opponents, evade their 
  traps and thwart their plans.
  Combat Effect: You gain +2 free Counters this combat 
  round.
  Out-of-Combat Effect: You are especially lucky. Every 
  time something terrible will befall you, there is a 33% 
  chance that you turn it into an advantage.
  Providence Gate
  Metas: [Special]
  Type: {Providence Gate}
  Description: You improve upon mortal gate abilities.
  Combat Effect: When you first gain this power, choose 
  any mortal Active power that is a Gate. It cannot be one 
  bestowed by an archetype specialization. This power 
  becomes that power, and this power’s metas are the same 
  as the mortal power’s metas, with two exceptions: Area 
  metas become Expanse metas, and Multi metas become 
  Cluster metas. The power also gains the {Providence} 
  type.
  Out-of-Combat Effect: You can recognize any mortal 
  gate when you see it performed. No need to spend 
  mental runes to try and understand it.
  Providence Interrupt
  Metas: [special]
  Type: {Providence Interrupt}
  Description: You improve upon a mortal interrupt.
  Combat Effect: When you first gain this power, choose 
  any mortal Active power that is an Interrupt. It cannot be 
  one bestowed by an archetype specialization. This power 
  becomes that power, and this power’s metas are the same 
  as the mortal power’s metas, with two exceptions: Area 
  metas become Expanse metas, and Multi metas become 
  Cluster metas. The power also gains the {Providence} 
  type.
  Out-of-Combat Effect: You can recognize any mortal 
  interrupt when you see it performed. No need to spend 
  mental runes to try and understand it.
  Providence Manoeuvre
  Metas: [Special]
  Type: {Providence Manoeuvre}
  Description: You improve upon a mortal manoeuvre.
  Combat Effect: When you first gain this power, choose 
  any mortal Active power that is a Manoeuvre. It cannot be 
  one bestowed by an archetype specialization. This power 
  becomes that power, and this power’s metas are the same 
  as the mortal power’s metas, with two exceptions: Area 
  metas become Expanse metas, and Multi metas become 
  Cluster metas. The power also gains the {Providence} 
  type.
  Out-of-Combat Effect: You can recognize any mortal 
  manoeuvre when you see it performed. No need to spend 
  mental runes to try and understand it.
  Providence Spell
  Metas: [Special]
  Type: {Providence Spell}
  Description: You improve upon a mortal spell.
  Combat Effect: When you first gain this power, choose 
  any mortal Active power that is a Spell. It cannot be one 
  bestowed by an archetype specialization. This power 
  becomes that power, and this power’s metas are the same 
  
  255
  as the mortal power’s metas, with two exceptions: Area 
  metas become Expanse metas, and Multi metas become 
  Cluster metas. The power also gains the {Providence} 
  type.
  Out-of-Combat Effect: You can recognize any mortal 
  spell when you see it performed. No need to spend 
  mental runes to try and understand it.
  Providence Stance
  Metas: [Special]
  Type: {Providence Stance}
  Description: You improve upon a mortal stance.
  Combat Effect: When you first gain this power, choose 
  any mortal Active power that is a Stance. It cannot be 
  one bestowed by an archetype specialization. This power 
  becomes that power, and this power’s metas are the same 
  as the mortal power’s metas, with two exceptions: Area 
  metas become Expanse metas, and Multi metas become 
  Cluster metas. The power also gains the {Providence} 
  type.
  Out-of-Combat Effect: You can recognize any mortal 
  stance when you see it performed. No need to spend 
  mental runes to try and understand it.
  Sever Fate
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre}
  Description: You devour the fate of others. You look 
  past their physical form and attack their image upon the 
  Tapestry of Fate.
  Combat Effect: While you have at least 1 DP, perform 
  a Minor Sacrifice +1 to perform an Attack action and 
  reduce the other combatant’s DP by -1 [Counter S].
  Out-of-Combat Effect: When you look upon someone, 
  you may perform an Ultimate Sacrifice +1 and you will 
  see the great deed that they will accomplish today. The 
  individual must be lower level otherwise the Ultimate 
  Sacrifice becomes +3.
  Signature Alka
  Metas: [Amplify] [Sight] [Stutter] [Maintain] (choose 3 
  and assign to Traits)
  Type: {Providence Alka} 
  Description: Create your own signature Alka power.
  Combat Effect: From the available options, you must 
  select the effects for the Alka as well as assign three metas 
  to the power. When you bind this power, you must create 
  your own signature active power with Alka effects using 8 
  QR from the table below. You may apply some additional 
  costs to creating the Alka. Those costs apply negative 
  values which increase the total amount of QR for your 
  power. You may only select one Sacrifice effect and if you 
  do, you cannot have a Heal or Recover in the power.
  You must choose at least 1 benevolent or detrimental 
  effect.
  Detrimental effects:
  QR
  Effect
  Deal 1 Physical damage
  Deal 1 Mental damage
  Deal 1 Spiritual damage
  Apply +1 intensity to a detrimental condition
  Table17: 
  Signature Alka Effect
  -1
  -2
  -2
  -4
  Benevolent Effects:
  QR
  Effect
  Heal +1
  Recover +2
  Apply +1 intensity to a benevolent condition
  Focus +1
  Table18: 
  Signature Alka Effect
  Wyrd 1 rune
  -1
  -1
  -4
  -3
  -10
  
  256
  Optionally you may select one cost which will increase 
  your overall QR pool:
  QR
  Cost
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Table19: 
  Signature Alka Cost
  Moderate Sacrifice +2
  -1
  -2
  -3
  -4
  -5
  -7
  -6
  Major Sacrifice +2
  Ultimate Sacrifice +1
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be 
  written up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Signature Attack
  Metas: [Amplify] [Abate] [Cluster] [Cannibalize] [Echo] 
  [Weapon] (choose 3 and assign to Traits)
  Type: {Providence Manoeuvre}
  Description: Create your own signature manoeuvre.
  Combat Effect: From the available options, you must 
  assign three metas to the power. When you bind this 
  power, you must create your own signature active power 
  with a built-in action using 8 QR from the tables below. 
  You may apply some conditions of when the power can 
  be used. Those restrictions apply negative values which 
  increase the total amount of QR for your power. You may 
  only select one Sacrifice effect and if you do, you cannot 
  have a Heal or Recover in the power.
  You must choose an action:
  Shift Initiative by +/- 1
  4
  If applied on an enemy [Counter M]
  QR
  Effect
  Attack action
  Weak Attack action
  Move action
  Knockback
  Table20: 
  Signature Attack Effect
  DF +1
  Disarm
  Pierce +2
  Apply or remove 1 intensity of a condition
  6
  3
  4
  1
  1
  5
  1
  4
  Note
  Choose a Trait for the Counter
  Choose a Trait for the Counter
  Beneficial condition to self/ally, or detrimental condition to enemy
  
  257
  Optionally you may select some drawbacks which may increase your overall QR pool:
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn 
  should agree upon a suitable out of combat effect re-
  lating to this power.
  QR
  Drawback
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power (Maintain or Open)
  While you have at least 1 rune in Drain
  Table21: 
  Signature Attack Drawbacks
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  Per 2 ranks in a skill (state exact skill)
  You are larger than the target or on higher ground (choose one)
  Consume 1 intensity of a beneficial condition (state exact condition)
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  Major Sacrifice +2
  Ultimate Sacrifice +1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  
  258
  Signature Defense
  Metas: [Amplify] [Abate] (choose 3 and assign to Traits)
  Type: {Providence Interrupt}
  Description: Create your own signature interrupt.
  Combat Effect: From the available options, you must 
  assign three metas to the power. When you bind this 
  power, you must create your own signature active power 
  with a built-in action using 8 QR from the tables below. 
  You may apply some conditions of when the power can 
  be used. Those restrictions apply negative values which 
  increase the total amount of QR for your power. You may 
  only select one Sacrifice effect and if you do, you cannot 
  have a Heal or Recover in the power.
  You must choose an action:
  QR
  Cost
  Defend Action
  Weak Defend action
  Perform a Defend action for an adjacent ally
  Table22: 
  Signature Defense Cost
  6
  3
  2
  Optionally you may select any modifiers:
  Shift Initiative by +/- 1
  4
  If applied on an enemy [Counter M]
  QR
  Modifier
  Move action
  Knockback
  Parry +1
  Disarm
  Table23: 
  Signature Defense  Modifier
  PF +1 P
  PF +1 M or S
  Evade +1
  Apply or remove 1 intensity of a condition
  4
  1
  1
  5
  2
  2
  4
  4
  Note
  Choose a Trait for the Counter
  Choose a Trait for the Counter
  Choose one
  Beneficial condition to self/ally, or detrimental condition to enemy
  
  259
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawback
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power (Maintain or Open)
  While you have at least 1 rune in Drain
  Table24: 
  Signature Defense Drawbacks
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  Per 2 ranks in a skill (state exact skill)
  You are larger than the target or on higher ground (choose one)
  Consume 1 intensity of a beneficial condition (state exact condition)
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  Major Sacrifice +2
  Ultimate Sacrifice +1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  
  260
  Signature Enchantment
  Metas: [Amplify] [Range] [Cluster] [Expanse] [Open] 
  [Maintain] (choose 3 and assign to Traits)
  Type: {Providence Spell Song} or {Providence Seith 
  Spell} or {Providence Verwandlung Spell} or {Providence 
  Rune Spell} or {Providence Void Spell}
  Description: Create your own signature buff spell.
  Combat Effect: From the available options, you must 
  select the type of power it is as well as assign three metas 
  to the power. When you bind this power, you must create 
  your own signature active power with a buff effect that 
  lasts for the combat round using 2 QR from the table 
  below. You may apply some conditions of when the 
  power can be used. Those restrictions apply negative 
  values which increase the total amount of QR for your 
  power. You may only select one Sacrifice effect and if you 
  do, you cannot have a Heal or Recover in the power.
  You must choose at least 1 effect:
  QR
  Effect
  +1 Physical DF on Attacks
  +1 Mental DF on Spells
  +1 Spiritual DF on Spells
  Flight
  Table25: 
  Signature Enchantment  Effect
  Parry +1 on Defend
  PF +1 vs. Physical
  PF +1 vs. Mental
  PF +1 vs. Spiritual
  Evade +1 on Defend
  -1
  -2
  -2
  -4
  -1
  -2
  -3
  -3
  -4
  
  261
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawback
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power (Maintain or Open)
  While you have at least 1 rune in Drain
  Table26: 
  Signature Enchantment Drawbacks
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  Per 2 ranks in a skill (state exact skill)
  You are larger than the target or on higher ground (choose one)
  Consume 1 intensity of a beneficial condition (state exact condition)
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  Major Sacrifice +2
  Ultimate Sacrifice +1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  Signature Gate
  Metas: [Amplify] [Maintain] (choose 3 and assign to 
  Traits)
  Type: {Providence Gate}
  Description: Create your own signature Gate. 
  Combat Effect: When you bind this power, you must 
  create your own signature Gate by choosing a creature 
  from the known worlds. When you evoke this power, you 
  must pay a Minor Sacrifice cost equal to its base level.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  
  262
  Signature Magic
  Metas: [Amplify] [Range] [Cluster] [Expanse] [Maintain] 
  [Open] [Echo] [Cannibalize] (choose 3 and assign to 
  Traits)
  Type: {Providence Spell Song} or {Providence Seith 
  Spell} or {Providence Verwandlung Spell} or {Providence 
  Rune Spell} or {Providence Void Spell}
  Description: Create your own signature burst spell.
  Combat Effect: From the available options, you must 
  select the type of power it is as well as assign three metas 
  to the power. When you bind this power, you must create 
  your own signature active power using 8 QR from the 
  tables below. You may apply some conditions of when 
  the power can be used. Those restrictions apply negative 
  values which increase the total amount of QR for your 
  power. You may only select one Sacrifice effect and if you 
  do, you cannot have a Heal or Recover in the power.
  You must choose one or more effects:
  Shift Initiative by +/- 1
  -4
  If applied on an enemy [Counter M]
  QR
  Effect
  Deal 1 Physical Damage
  Deal 1 Mental Damage
  Deal 1 Spiritual Damage
  Apply or remove 1 intensity of a condition
  Table27: 
  Signature Spell  Effect
  Heal +1
  Recover +2
  Knockback
  Wyrd 1 rune
  -1
  -2
  -2
  -4
  -1
  -1
  -2
  -10
  Note
  Beneficial condition to self/ally, or detrimental condition to enemy
  [Counter P]
  Switch places with another combatant
  -4
  [Counter S]
  Teleport Nearby
  -4
  
  263
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawback
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power (Maintain or Open)
  While you have at least 1 rune in Drain
  Table28: 
  Signature Spell Drawbacks
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  Per 2 ranks in a skill (state exact skill)
  You are larger than the target or on higher ground (choose one)
  Consume 1 intensity of a beneficial condition (state exact condition)
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  Major Sacrifice +2
  Ultimate Sacrifice +1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  
  264
  Signature Manoeuvre
  Metas: [Amplify] [Abate] (choose 3 and assign to Traits)
  Type: {Providence Manoeuvre}
  Description: Create your own signature manoeuvre.
  Combat Effect: From the available options, you must 
  assign three metas to the power. When you bind this 
  power, you must create your own signature active power 
  with a built-in action using 8 QR from the tables below. 
  You may apply some conditions of when the power can 
  be used. Those restrictions apply negative values which 
  increase the total amount of QR for your power. You may 
  only select one Sacrifice effect and if you do, you cannot 
  have a Heal or Recover in the power.
  You must choose an action:
  QR
  Action
  Move action
  Cinematic / Generic action that is not a move, 
  nor attack or defend.
  Table29: 
  Signature Manoeuvre Action
  4
  4
  Optionally you may select any modifiers:
  Shift Initiative by +/- 1
  4
  If applied on an enemy [Counter M]
  QR
  Modifier
  Move action
  Knockback
  Parry +1
  Disarm
  Table30: 
  Signature Manoeuvre  Modifier
  PF +1 P
  PF +1 M or S
  Evade +1
  Apply or remove 1 intensity of a condition
  4
  1
  1
  5
  2
  2
  4
  4
  Note
  Choose a Trait for the Counter
  Choose a Trait for the Counter
  Choose one
  Beneficial condition to self/ally, or detrimental condition to enemy
  
  265
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Optionally you may select some drawbacks which may increase your overall QR pool:
  QR
  Drawback
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power (Maintain or Open)
  While you have at least 1 rune in Drain
  Table31: 
  Signature Manoeuvre Drawbacks
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  Per 2 ranks in a skill (state exact skill)
  You are larger than the target or on higher ground (choose one)
  Consume 1 intensity of a beneficial condition (state exact condition)
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  Major Sacrifice +2
  Ultimate Sacrifice +1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  
  266
  Signature Shapechange
  Metas: [Maintain]
  Type: {Providence Shapechange}
  Description: Create your own signature Shapechange.
  Combat Effect: When you bind this power, you must 
  create your own signature active power using 16 QR 
  from the tables below. Your size remains unchanged. 
  Base movement and unarmed attack damage is calculated 
  based on size. All Active and Passive powers remain 
  unchanged (Passive powers need to be applied to new 
  attributes).
  You must choose one or more attributes:
  Note:
  Your power is complete once all of your QR has been spent
  Once the signature move has been created, it cannot be 
  changed.
  The visual description of this power should be written up 
  by the player.
  QR
  Attribute
  +1 DF on unarmed Attack actions
  +2 Pierce on unarmed Attack actions
  Knockback on Attack actions
  +1 Parry
  Table32: 
  Signature Shapechange Attributes
  Evade +1
  Recover +2 (triggers during Upkeep)
  Heal +1 (triggers during Upkeep)
  Physical PF +1
  Mental PF +1
  Spiritual PF +1
  +1 Focus
  Flight
  Aquatic
  Quadruped
  Size +1
  1
  1
  2
  1
  4
  1
  1
  2
  3
  3
  3
  4
  4
  4
  2
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Signature Stance
  Metas: [Amplify]
  Type: {Providence Stance}
  Description: Create your own signature Stance. 
  Combat Effect: When you bind this power, you must 
  create your own signature Stance using 2 QR from the 
  table below. You may apply some conditions of when the 
  power can be used. Those restrictions apply negative 
  values which increase the total amount of QR for your 
  power. You may only select one Sacrifice effect and if you 
  do, you cannot have a Heal or Recover in the power.
  You must choose an effect from table 33 (ont he right).
  Optionally you may select some drawbacks which may in-
  crease your overall QR pool:
  QR
  Cost
  When you enter the stance, perform a Minor 
  Sacrifice +1
  When you enter the stance, perform a Minor 
  Sacrifice +2
  When you enter the stance, perform a Moderate 
  Sacrifice +1
  When you enter the stance, perform a Major 
  Sacrifice +1
  Table33: 
  Signature Stance Drawbacks
  While you are Bloodied
  1
  2
  3
  4
  2
  1
  While you have rune chain being Maintained 
  and/or Open
  Note:
  • Your power is complete once all of your QR has been 
  spent
  • Once the signature move has been created, it cannot 
  be changed.
  • The visual description of this power should be written 
  up by the player.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  
  267
  Signature Transform
  Metas: [Maintain Maintain Maintain]
   Type: {Providence Transform}
  Description: Create your own signature Transform. 
  Combat Effect: When you bind this power, you must 
  create your own signature Transform by choosing a 
  creature from the known worlds. When you evoke this 
  power, you must pay a Minor Sacrifice cost equal to its 
  base level.
  Out-of-Combat Effect: The player and the Norn should 
  agree upon a suitable out of combat effect relating to this 
  power.
  Sky Smash
  Metas: [Amplify Cluster Weapon]
  Type: {Providence Manoeuvre}
  Description: You leap high into the air and then smash 
  down upon your opponent, driving them into the 
  ground below. Stuck partially in the ground, they suffer 
  impediment and clear vulnerability to further attacks.
  Combat Effect: You perform a move action, leaping 
  into the air performing a Major Sacrifice +1 as you land 
  upon your foe paying a Major Sacrifice per distance 
  travelled (Adjacent +1, Nearby +2, Distant +3). You then 
  perform an Attack action, dealing an extra +4 damage 
  per distance travelled. If you struck a Nearby foe, you 
  also apply +1 intensity Impeded condition to your foe. 
  If you travelled Distant, you also apply an additional +1 
  intensity to the Vulnerable condition.
  Out-of-Combat Effect: You can leap across any chasm 
  so long as you see the other side.
  Thorgerd and Irpa’s Reprisal 
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Gate}
  Description: Should the proper price be paid, a calamity 
  will befall your enemies. Thorgerd and Irpa are the 
  unmistakable goddesses of death, while they won’t stick 
  around, they’ll make sure your enemies won’t either. 
  They arrive in the form of giant wolves.
  Combat Effect: If your CDP is greater than zero, 
  perform an Ultimate Sacrifice +2, to Gate a pair of 
  Jarnvid Wolves with +6 levels. Their MDP is equal to 
  yours times your Achievement.
  Out-of-Combat Effect: Yo
  QR
  Effect
  Your actions add Knockback
  Your actions add Disarm
  Your Attack actions gain Pierce +2
  Your Attack actions add DF +1
  Table34: 
  Signature Stance Effect
  Your Defend actions gain Parry +1
  Your Defend actions gain Evade +1
  Your actions apply or remove 1 intensity of a condition
  Your actions shift Initiative by +/- 1
  Your Attack action grants you Flow +1 if the opponent is Bloodied
  Your Defend action grants you Flow +1
  Your actions grant you a +1 intensity to a benevolent condition
  -1
  -5
  -1
  -1
  -1
  -4
  -4
  -4
  -1
  -1
  -4
  Note
  [Counter P]; Choose Attack or Defend action
  [Counter P] ; Choose Attack or Defend action
  Beneficial condition to self/ally, or detrimental condition to enemy; 
  Choose Attack or Defend action
  If applied on an enemy [Counter M]; 
  Choose Attack or Defend action
  -4
  Your actions allow you to impose a +1 intensity to a detrimental con-
  dition upon an opponent
  [Counter P]; Choose Attack or Defend action
  
  268
  Transcendental Strike
  Metas: [Amplify Cluster Weapon]
  Type: {Providence}
  Description: Your body is a weapon because it manifests 
  in the spirit and conscious realms as well. You are 
  especially crippling against mortals as well as immortals 
  who have lost their inherent divinity.
  Combat Effect: While CDP > 0, perform an unarmed 
  physical Attack action that also deals +1 M DF and +1 
  S DF. If the target of your attack has DP < 1, then the 
  attack deals +2 additional Physical damage.
  Out-of-Combat Effect: You and/or your lineage has 
  a ferocious reputation, you gain a +2 Etiquette bonus 
  when visiting a hall belonging to another immortal.
  Unmitigated Cleansing
  Metas: [Amplify Cluster Range]
  Type: {Providence Spell}
  Description: You remove the impurities from your 
  system.
  Combat Effect: If CDP > 0, you remove 1 intensity from 
  up to two different conditions [Counter S]. The intensity 
  is multiplied by Achievement.
  Out-of-Combat Effect: You can apply magical cleansing 
  at will outside of combat, curing all detrimental 
  conditions.
  Unmitigated Healing
  Metas: [Amplify Cluster Range]
  Type: {Providence Spell}
  Description: You most almost all wounds.
  Combat Effect: Heal +7 to a number of Adjacent targets 
  equal to Achievement.
  Out-of-Combat Effect: You can apply magical healing at 
  will outside of combat, curing all damage save Spiritual.
  Valhalla’s Armoury
  Metas: [Amplify Amplify Amplify]
  Type: {Providence Spell}
  Description: You may summon any personal equipment 
  from Valhalla.
  Combat Effect: You instantly equip 1 weapon, armour 
  and accessory of your choice. These personal items must 
  be yours and located in your Place of Rebirth. You may 
  also reverse the effect and magically teleport any 1 piece 
  of equipment to your Place of Rebirth. When summoned, 
  these items appear in your possession, but must be 
  equipped in order to be used. The size restriction of any 
  item is equal to three times your Achievement. Every 
  Amplify meta tag sends or brings and item.
  Out-of-Combat Effect: You are never without what you 
  need (so long as you’ve stocked your personal armoury). 
  This power is usable outside of combat as well.
  Valhalla’s Brotherhood
  Metas: [Amplify Expanse Amplify]
  Type: {Providence Spell}
  Description: You call upon your brothers when you are 
  in need.
  Combat Effect: 1 Nearby immortal ally may receive 
  a free move in order to come to your side. Expanse 
  increases the range to Distant and Amplify increases the 
  number of allies who are summoned. They can ignore 
  your request by playing a Mental rune to Counter. When 
  they arrive, they may perform a free weak Attack action 
  on any Adjacent enemy. They receive a DF bonus equal 
  to your Achievement.
  Out-of-Combat Effect: When you send out your distress 
  call, Einherjar within 90 miles will hear your call.
  Valhalla Stance
  Metas: [Expanse Expanse Expanse]
  Type: {Providence Stance}
  Description: You may change your equipped weapons at 
  lightning speed. This includes switching to shields when 
  you are attacked, then switching back to weapons when 
  
  269
  you counter attack.
  Combat Effect: You may change your equipped 
  weapons for free. This can be done any number of times 
  per round. Adding metas will bestow this effect upon 
  other combatants (friendly and hostile). If you have 
  Achievement 4, you may equip and benefit from a 5th 
  item.
  Out-of-Combat Effect: When you intimidate someone, 
  add your Achievement to the skill check.
  
  270
  Passive Powers
  Ancient Blood
  Type: {Enchantment}
  Description: Your ancestry can be traced to beings 
  of great power. You rely on your innate power rather 
  than on modern man made creations. As a result, your 
  body has a natural defense against physical, mental and 
  spiritual attacks.
  Effect: If you wear no armour, gain an Evade +1 . This 
  increases by +1 for every 8 levels.
  Arcane Drums
  Type: {Enchantment}
  Description: Your spells gain tempo and power and you 
  cast them upon the battlefield.
  Effect: Spells get a range bonus equal to the number of 
  runes in your In-Play and Contingency piles before the 
  spell rune-chain is played.
  Arcane Mobility
  Type: {Enchantment}
  Description: Your spells fuel your movement if you push 
  yourself beyond your limits.
  Effect:  When you declare a Spell action, you may 
  perform a Minor Sacrifice +1 to perform a Weak Move 
  before you cast.
  Barrow Home
  Type: {Enchantment}
  Description: You know how to draw power from the 
  dead.
  Effect: While within 1 mile of a grave, gain Focus 
  +1. While standing within 30’ of a grave, the bonus 
  increases to +2.
  Been There Done That
  Type: {Enchantment}
  Description: Every time you recast the same spell, you 
  make it more potent.
  Effect: If you cast a Spell which you have cast earlier this 
  round (either because it’s bound to more than one of 
  your runes or you used an Echo meta), the next casting 
  gains a cumulative free Meta tag (one of the available 
  ones).
  Benevolent Hulk
  Type: {Enchantment}
  Description: You are not only massive, but your body is 
  radiates a regenerative vibe.
  Effect: When casting spells, gain a +1 Heal bonus at Size 
  8, and then an additional +1 Heal bonus every 3 levels.
  Blessing: Healer
  Type: {Enchantment}
  Description: Higher powers use your vessel for 
  spreading benevolence.
  Effect: Whenever you play a {Divine} power, heal +1 to 
  all allies within 2 hexes (10’).
  Blessing: Sage
  Type: {Enchantment}
  Description: Higher powers use your vessel for 
  knowledge.
  Effect: Whenever you play a {Divine} power, allies within 
  2 hexes (10’) may move by 1 hex (5’) for free.
  
  271
  Blessing: Tyrant
  Type: {Enchantment}
  Description: Higher powers use your vessel for 
  domination.
  Effect: Whenever you play a {Divine} power, one ally 
  within 2 hexes (10’) may shift +/-1 position in the 
  Initiative rank.
  Blood Ring
  Type: {Enchantment}
  Description: Spill blood and bond with others.
  Effect: Perform a Minor Sacrifice +1 during Upkeep in 
  order to add 1 free Multi meta to a spell which has that 
  meta listed as an option. This rune chain cannot have a 
  Maintain nor Open meta.
  Boon: Shapechange
  Type: {Enchantment}
  Description: You feel more familiar in your alternate 
  form, gaining bonuses.
  Effect: While Shapechanged, gain +1 Move, and  PF +1 
  versus Physical damage
  Boon: Transformation
  Type: {Enchantment}
  Description: White Transformed, you retain some 
  semblance of your former-self.
  Effect: The rune that this Passive power is bound to will 
  retain its Active power and Skill. The rune will have two 
  Active powers bound to it (1 from original form and 1 
  from new form) and when played, you must choose which 
  power it evokes. The Skill will add to the repertoire of 
  skills known.
  Cloak of Protection
  Type: {Enchantment}
  Description: You push yourself to any extent in order to 
  protect the ones you swore to shield from harm.
  Effect: Perform a Minor Sacrifice +1 to add one free 
  Abate meta to a Defend action you are performing.
  Dark Shape
  Type: {Enchantment}
  Description: You embrace the darkness and become a 
  shadow. This giant amorphous miasma floats towards its 
  enemies grasping them with its wispy tentacles.
  Effect: When you attain maximum Shroud, you 
  shapechage into a shade. You lose your weapons and 
  armour (absorbed in the new form), but you gain: 
  Ghostly, Size +1. Every combat round you get 1 free 
  Move action. Every combat round you get 1 free Defend 
  action. The first generic Attack action of every round 
  grants you Aura +1.
  Destiny’s Embrace
  Type: {Enchantment}
  Description: Your soul is fed by the deeds of great men.
  Effect: During Upkeep, Heal +1 per rune drawn by 
  adjacent combatants this turn.
  Destroyer Hide
  Type: {Enchantment}
  Description: Your body is caustic to weapons.
  Effect: Every time a weapon strikes you, the attacker 
  must play a Physical rune to counter their weapon getting 
  the “damaged” status.
  Divine Potence
  Type: {Enchantment}
  Description: You are filled with divine spirit.
  Effect: Gain Divine Potence +1
  
  272
  Drunken Brawling
  Type: {Feat}
  Description: When you’re drunk, anything you can grab 
  becomes a weapon.
  Effect: If you are drunk, add +1 DF when using an 
  improvised weapon per drunken level (0-4).
  Drunken Songs
  Type: {Feat}
  Description: Your voice is fueled by the excellent mead.
  Effect: If you are drunk, add 5’ range per level of 
  drunken level (0-4).
  Earth Bender Hulk
  Type: {Enchantment}
  Description: You are not only massive, but your body is 
  woven together with magic. The larger you are, the more 
  potent your spells.
  Effect: When casting spells, gain a +1 to Physical 
  damage at Size 8, and then an additional +1 to Physical 
  damage every size category.
  Ebon Armoury 
  Type: {Enchantment}
  Description: You are Hel’s trusted handmaiden and she 
  grants you a clear status symbol.
  Effect: Your equipment, while worn, is always 
  considered to be made from Death Bone realm ore. 
  Draugar recognize your status and do not harass you.
  Eldritch Hulk
  Type: {Enchantment}
  Description: You are not only massive, but your body is 
  woven together with magic. The larger you are, the more 
  potent your spells.
  Effect: When casting spells, gain a +1 Focus at Size 8, 
  and then an additional +1 Focus every 3 sizes.
  Enveloped by Destiny
  Type: {Enchantment}
  Description: Your foresight was especially accurate.
  Effect: The first time a rune-chain triggers from 
  Contingency, resolve it and then return it back into 
  Contingency.
  Eye of Air
  Type: {Enchantment}
  Description: You have no need of enchanted items in 
  order to fuel your spells. You have an innate talent for 
  powering Mental effects.
  Effect: When you cast a spell that deals Mental damage, 
  you add +2 DF.
  Eye of Fire
  Type: {Enchantment}
  Description: You have no need of enchanted items in 
  order to fuel your spells. You have an innate talent for 
  powering Physical effects.
  Effect: When you cast a spell that deals Physical damage, 
  you add +4 DF.
  Eye of Stone
  Type: {Enchantment}
  Description: You have no need of enchanted items in 
  order to fuel your spells. You have an innate talent for 
  powering healing effects.
  Effect: When you cast a spell that Heals damage, you 
  gain a +2 Heal bonus.
  Eye of Water
  Type: {Enchantment}
  Description: You have no need of enchanted items in 
  order to fuel your spells. You have an innate talent for 
  powering spiritual effects.
  Effect: When you cast a spell that deals Spiritual damage, 
  you add +2 DF.
  
  273
  Giant of Fire
  Type: {Enchantment}
  Description: Your pain rips at your body, mixing with 
  your rage, transforming your physical being into a giant 
  of molten rock.
  Effect: During Upkeep, if your Degeneration condition 
  and Rage condition are at maximum intensity, you 
  Shapechange into a Magma Giant. You lose your 
  weapons and armour (absorbed into your new form) but 
  you gain: Size +15, Pierce +2, and gain the Inversion: 
  Fire Passive power. Your Physical runes are bound to the 
  Wounding Attack Active power in addition to any other 
  powers they may be already bound to. Your Mental runes 
  are bound to the Fire Aura Active power in addition to 
  any other powers they may be already bound to. Your 
  Spiritual runes are bound to the Active power in addition 
  to any other powers they may be already bound to. Your 
  size remains unchanged. Base movement and unarmed 
  attack damage is calculated based on size. All active and 
  Passive powers remain unchanged (Passive powers need 
  to be applied to new attributes). Once Shapechanged, 
  another combatant may equip you with one Accessory 
  item. During Cleanup, if your Essence bag is empty, you 
  may choose to revert back to your normal form.
  Give Haste
  Type: {Enchantment}
  Description: You grant your creations immediate 
  action.
  Effect: After you complete your {Gate} Active Power, 
  grant your gated creature(s) an immediate {Interrupt} 
  speed Cinematic (Generic) action.
  Hallucinations of Power
  Type: {Enchantment}
  Description: Your insight into the future grants you 
  additional power.
  Effect: Gain a +1 DF bonus on Attack actions per 2 
  ranks in the Omens/Portents skill.
  Hamingja
  Type: {Enchantment}
  Description: You have contact with the Tapestry of Fate, 
  shifting the light so that a different fortune is reflected.
  Effect: On the first round of combat, during the Wyrd 
  phase, if you don’t like your runes In-Hand, you may put 
  them back into your Essence bag in order to re-Wyrd. 
  Also when performing the Omens/Portents skill, you 
  gain access to the more potent version using Hamingja.
  Healer’s Remorse
  Type: {Enchantment}
  Description: Your frustration at continuously healing 
  your allies boils over and you channel your positive 
  energy into an attack upon your enemies.
  Effect: When you perform a Heal, you may perform a 
  Minor Sacrifice +1 in order to deal Physical damage to an 
  adjacent enemy equal to half the amount of your Heal.
  Holy Spirit
  Type: {Enchantment}
  Description: You are filled with the Holy Spirit.
  Effect: During Upkeep, you may gain Possessed +1 and 
  the Possessing Spirit is friendly and adheres to Miracle 
  doctrine and ethics (see page “Miracle” on page 82). 
  While possessed by the Holy Spirit, other Possessions 
  and Charm effects are ignored. Faith powers invoked 
  by the spirit gain Miracle bonuses and are boosted by 
  an additional +1. During the Cleanup phase, Heal an 
  amount of damage equal to the intensity of the Holy 
  Spirit condition.
  Inversion: Fire
  Type: {Enchantment}
  Description: Your body is heat. Your nemesis is cold.
  Effect: Fire and heat sources heal you instead of dealing 
  damage. You take double damage from cold and ice 
  sources. Degeneration is considered “neutral” damage 
  and never has a type associated with it.
  
  274
  Inversion: Ice
  Type: {Enchantment}
  Description: Your body is cold. Your nemesis is heat.
  Effect: Ice and cold sources heal you instead of dealing 
  damage. You take double damage from fire and heat 
  sources. Degeneration is considered “neutral” damage 
  and never has a type associated with it.
  Insistence for Health
  Type: {Feat}
  Description: You gain momentum as you heal your 
  allies, increasing your own potential.
  Effect: Gain +1 Flow when you Heal someone to who is 
  Bloodied.
  Master of Reality
  Type: {Enchantment}
  Description: Your life force is bolstered by the presence 
  of your thanes.
  Effect: When a Void spell triggers an Abate meta from 
  the Reverberating meta, you may perform an Moderate 
  Sacrifice +1 in order to ignore it.
  Master of Gloom
  Type: {Enchantment}
  Description: You are especially talented in resisting the 
  madness.
  Effect: When the Gloom meta triggers granting you a 
  free meta from each Trait, you get to apply +1 additional 
  free meta of your choice.
  Master of Puppets
  Type: {Enchantment}
  Description: You are very attuned to your creation and 
  may act though it.
  Effect: Your creation resolves its Upkeep phase as it 
  enters the battlefield. During your Action phase you 
  may activate your creation. It may activate its powers and 
  perform Generic actions.
  Mind Eater Hulk
  Type: {Enchantment}
  Description: You are not only massive, but your 
  powerful consciousness matches your girth.
  Effect: When casting spells, gain a +1 Mental damage 
  bonus at Size 8, and then an additional +1 Mental 
  damage bonus every 2 sizes.
  Natural Absorb
  Type: {Feat}
  Description: You know how to enhance your defenses 
  naturally, without the need for equipment.
  Effect: When you perform a Defend action, you may play 
  one or more runes as Absorb metas.
  Natural Deflect
  Type: {Feat}
  Description: You know how to enhance your defenses 
  naturally, without the need for equipment.
  Effect: When you perform a Defend action, you may play 
  one or more runes as Deflect metas.
  Natural Dodge
  Type: {Feat}
  Description: You know how to enhance your defenses 
  naturally, without the need for equipment.
  Effect: When you perform a Defend action, you may play 
  one or more runes as Dodge metas.
  Natural Eldritch
  Type: {Feat}
  Description: You know how to enhance your defenses 
  naturally, without the need for equipment.
  
  275
  Effect: When you perform a Defend action, you may play 
  one or more runes as Eldritch metas.
  Natural Fortify
  Type: {Feat}
  Description: You know how to enhance your defenses 
  naturally, without the need for equipment.
  Effect: When you perform a Defend action, you may play 
  one or more runes as Fortify metas.
  Offering of Fire
  Type: {Enchantment}
  Description: You set yourself ablaze in order to pay 
  homage to the Muspeli Jotuns.
  Effect: During Upkeep, if you suffer from the 
  Degeneration condition due to being on fire, on your 
  next Spell, Manoeuvre or Interrupt rune-chain gain +2 
  Focus (if it is a {Spell}) or +3 to DF and Parry (if it is a 
  {Manoeuvre}), or a +2 Parry and +1 Evade bonus (if it 
  is an {interrupt}). This bonus scales per intensity of the 
  Degeneration condition which afflicts you (so long as 
  you are on fire).
  Pain Eases Anguish
  Type: {Enchantment}
  Description: Other suffering pains in comparison to 
  having your soul torn out of your body.
  Effect: If you have a rune in Drain, all non-Ultimate 
  Sacrifice costs are reduced by 1 category (Major 
  becomes Moderate, Moderate becomes Minor). Minor 
  Sacrifices cannot be reduced, instead the amount of 
  runes is eased (Minor Sacrifice +2 becomes Minor 
  Sacrifice +1, with a minimum of 1).
  Past Remembered
  Type: {Enchantment}
  Description: Your past has changed, and you can use 
  that to your advantage.
  Effect: You can revise the condition which you stated 
  after you placed a rune-chain in Contingency. This can 
  be done once per round.
  Power of Disbelief
  Type: {Enchantment}
  Description: Your body, mind, and soul shut out the 
  supernatural. As long as you choose not to engage it, the 
  supernatural may not lay a finger upon you.
  Effect: You automatically ignore any Supernatural 
  being whose level is lower than the combined value of 
  your dweller level and your Faith condition intensity. An 
  ignored creature may not interact with you in any direct 
  manner. They may not push you, throw or swing anything 
  at you, cast a spell on you or even shout at you. They may 
  only affect you in a very indirect manner (judged by the 
  Norn). For example, they may light a longhouse on fire 
  and if you’re within it, you may burn. Your actions will 
  also ignore the Supernatural being, but indirect actions 
  may affect them. Your area of effect powers will exclude 
  anyone you have ignored by this power.
  Project Voice
  Type: {Feat}
  Description: You know how to project your voice.
  Effect: Your spell song active powers gain a free Area 
  meta for every 8 ranks of the Perform skill.
  Revision
  Type: {Feat}
  Description: You can change your mind or renew your 
  potential to perform the same actions.
  Effect: Once per turn, you may move a Rune-chain 
  from In-Play to your Essence bag, or a Rune-chain from 
  Contingency to In-Hand
  Revitalize
  Type: {Feat}
  Description: Your heals afford you insights on the other 
  combatants, allowing you to time you actions.
  
  276
  Effect: During the Cleanup phase, if you healed 
  someone this turn, you can shift +/-2 positions in 
  Initiative.
  Run Into the Light
  Type: {Enchantment}
  Description: You shed the darkness and move into 
  position.
  Effect: Once per turn, during your Upkeep or Action 
  phase, you may Consume 1 intensity of Shroud in order 
  to move 3 hexes (15’).
  Rune of Knowledge
  Type: {Rune Enchantment}
  Description: You look into your past experiences in 
  order to shape the spells available to you.
  Effect: During Upkeep, you may exchange a rune In-
  Hand with a rune In-Play which is being used as a meta 
  tag. The Traits on both runes must match.
  Rune of Odin’s Eye
  Type: {Rune Enchantment}
  Description: Your openness to omens and portents 
  solidifies your relationship with the runes.
  Effect: Gain a +1 Focus on Rune Spells per 6 ranks in 
  your Omens / Portents skill.
  Rune of Wonder
  Type: {Rune Enchantment}
  Description: You understand the potential of a power 
  which is released just at the right time.
  Effect: A rune-chain which triggers from your 
  Contingency pile when the condition is met will receive a 
  free Meta tag as it is resolved.
  Scoundrel of Autumn
  Type: {Feat}
  Description: While hidden you are much more adept at 
  defense.
  Effect: Defend actions gain a +1 Parry bonus per 2 ranks 
  in the Sneak skill.
  Scoundrel of Spring
  Type: {Feat}
  Description: Your ability to hide aids in the damage you 
  inflict upon the unsuspecting.
  Effect: Attack actions gain a +1 DF bonus per 2 ranks in 
  the Sneak skill.
  Scoundrel of Summer
  Type: {Feat}
  Description: You know how to move unseen through the 
  shadows.
  Effect: Move actions gain a +1 bonus per 2 ranks in the 
  Sneak skill.
  Scoundrel of Winter
  Type: {Feat}
  Description: While hidden you know to strike at the 
  right moment.
  Effect: During the Upkeep phase, move +/- 1 position 
  in the initiative order per 2 ranks in the Sneak skill.
  Silver Weapon
  Type: {Feat}
  Description: You know how to deal with supernatural 
  beings.
  Effect: While fighting against a Supernatural foe, you 
  may double the meta effects for the Weapon meta as well 
  as any of the defensive metas (Absorb, Deflect, Dodge, 
  Eldritch).
  
  277
  Slamming Hulk
  Type: {Enchantment}
  Description: You can’t help it, your immense size 
  knocks folks around when you touch them.
  Effect: Your Attack actions gain a Kockback +1 at size 
  8, and an additional +1 per size category [Counter P 
  per knockback]. The Kockback effect is reduced by the 
  opponent’s size. If you are larger than your opponent, 
  you can smash them into the ground. They must spend 
  a rune to dig themselves out per 4 successful Knockback.
  Slow Time 
  Type: {Enchantment}
  Description: You can slow time for a few seconds.
  Effect: This power works only if you are the only one who 
  possesses it within 100’. You get a free round of actions 
  before the first round of combat begins (all combatants 
  go through all the combat phases, but only the combatant 
  with this power gets to perform their Action phase).
  Sorrow’s Lament
  Type: {Enchantment}
  Description: You share your mistress Hel’s lament. You 
  discover power in anguish, driving your violence to new 
  heights.
  Effect: When you Wyrd you may opt to Wyrd from Drain 
  instead of Essence. Runes taken from Drain are chosen, 
  and runes taken from Essence are random. During 
  Upkeep, grant adjacent allies DF +1 on Attack actions 
  for every rune in your Drain pile (bonus lasts until the 
  cleanup phase).
  Sorrow’s Tears
  Type: {Enchantment}
  Description: You share your mistress Hel’s lament. You 
  discover power in anguish, increasing your speed.
  Effect: When you Wyrd you may opt to Wyrd from Drain 
  instead of Essence. Runes taken from Drain are chosen, 
  and runes taken from Essence are random.  During 
  Upkeep, grant adjacent allies Move +1 on Move actions 
  for every rune in your Drain pile (bonus lasts until the 
  cleanup phase).
  Sorrow’s Wail
  Type: {Enchantment}
  Description: You share your mistress Hel’s lament. You 
  discover power in anguish and your reaction times are 
  greatly amplified.
  Effect: When you Wyrd, you may opt to Wyrd from 
  Drain instead of Essence. Runes taken from Drain are 
  chosen, and runes taken from Essence are random.  
  During Upkeep, grant adjacent allies Parry +1 on 
  Defend actions for every rune in your Drain pile (bonus 
  lasts until the cleanup phase).
  Soul Devouring Hulk
  Type: {Enchantment}
  Description: You are not only massive, but your soul is 
  just as ravenous as it is large.
  Effect: When casting spells, gain a +1 Spiritual damage 
  bonus at Size 8, and then an additional +1 Spiritual 
  damage bonus every three sizes.
  Summon the Innocent
  Type: {Enchantment}
  Description: Every town has dark secrets where children 
  are horribly mistreated. You may raise them from the 
  dead and help then exact their revenge upon the living.
  Effect: Gain an Utburden thane at level 3. If you already 
  have this thane, then multiple instances of this Passive 
  Power boost the level by another +3.
  The Sight
  Type: {Enchantment}
  Description: You can see beyond the Veil into the 
  worlds of the Aos Si. You can hear and understand the 
  songs from both the Seelie and Unseelie courts.
  Effect: You may see creatures and places that lie beyond 
  
  278
  the Veil. You may look into the Otherworld and may 
  interact with them using their language. You are drawn 
  towards the parting of the Veil, to the places where both 
  worlds meet and you may cross over into the other realm.
  Umbral Negotiations
  Type: {Enchantment}
  Description: You have sway with the nether powers. You 
  can strike bargains with those who whisper in your ear.
  Effect: During Upkeep, you may swap 1 rune in Drain 
  with a rune in Hand. This power can be used at will 
  outside of combat.
  Visions of Fate
  Type: {Enchantment}
  Description: The ability to glimpse at the Tapestry of 
  Fate allows you a rare and unique insight into the magic 
  you weave.
  Effect: During Upkeep, you may ask the Norn a question 
  about someone or some spell effect in your line of sight, 
  such as “does he want to hurt me?”, or “what is that 
  Alka?”, or “how fast can they move?”, or “what power 
  did he put in contingency?”. The Norn must answer 
  truthfully.
  Water Home
  Type: {Enchantment}
  Description: Your abilities are improved when you are 
  partially or fully submerged.
  Effect: While in water, gain a +1 Parry bonus per 2 ranks 
  in the Swim skill.
  Water Lord
  Type: {Enchantment}
  Description: Your ferocity is improved when you are 
  partially or fully submerged.
  Effect: While in water, your Attack actions gain a +1 DF 
  bonus per 2 ranks in the Swim skill.
  Weeping Blood
  Type: {Enchantment}
  Description: You radiate pestilence and death.
  Effect: Whenever you receive an intensity in a condition, 
  you may perform an Ultimate Sacrifice +1 in order to 
  apply 1 intensity of Degeneration to all combatants 
  within 10’ (2 hexes) [Counter S].
  Well of Wonder
  Type: {Enchantment}
  Description: While you retain some of your power, it 
  fuels your other endeavours.
  Effect: Gain a free Range or Area meta on your first 
  applicable spell (must be listed as a spell option) of 
  the round so long as you have a rune-chain in your 
  Contingency pile.
  Wondrous Magic
  Type: {Enchantment}
  Description: While you plan for the future, your spells 
  benefit immediately.
  Effect: Gain a +1 Focus while you have a rune-chain in 
  the Contingency pile.
  Wondrous Possession
  Type: {Enchantment}
  Description: Your plans cannot be derailed by foreign 
  spirits.
  Effect: Runes in your Contingency pile cannot be used 
  by spirits possessing you. You cannot place runes into 
  Contingency if they are already taken by a possessing 
  spirit.
  Wyrd Eye
  Type: {Enchantment}
  Description: You pay for your lot in life, but that lot pays 
  dividends in other ways as well.
  
  279
  Effect: When you meet the condition for a rune-chain in 
  your Contingency pile, as it triggers, you may either add 
  or remove a rune from that rune-chain. The rune added 
  or removed can be In-Play or In-Hand.
  Wyrd Heart
  Type: {Enchantment}
  Description: You pay for your lot in life, but that lot pays 
  dividends in other ways as well.
  Effect: During Upkeep, Heal +1 for every rune in your 
  Contingency pile.
  Wyrd Ways
  Type: {Enchantment}
  Description: You pay for your lot in life, but that lot pays 
  dividends in other ways as well.
  Effect: For each pair of runes in your Contingency pile, 
  gain PF +1 vs Physical damage.
  action type, apply a +1 intensity to a condition upon 
  yourself or 1 Adjacent combatant [Counter S]
  Battlefield Fortitude
  Type: {Primal}
  Description: You do not get pushed around easily when 
  facing powerful brutes.
  Effect: Ignore the first Knockback you receive every 
  combat round per MDP.
  Primal Passive Powers
  Almighty Presence
  Type: {Primal}
  Description: You have come into your own as an 
  immortal, you show off your signature ability.
  Effect: Choose an action type from: Attack, Defend or 
  cast a Spell. Choose one of the following:
  • Once per round, you may perform the chosen action 
  type with a free Meta tag of your choice. The Meta 
  tag chosen must make sense with the action (Norn’s 
  discretion).
  • Once per round, when you perform the chosen 
  
  280
  Battlefield Presence
  Type: {Primal}
  Description: You make your presence known upon the 
  battlefield.
  Effect: As you play your first rune chain of the combat 
  round, you may perform a free Move action before or 
  after the resolution of your power.
  Battlefield Timing
  Type: {Primal}
  Description: You strike at the most opportune time, 
  causing your foes to curse your name.
  Effect: During Upkeep, shift +/- 1 in the Initiative 
  order. This bonus is multiplied by your MDP.
  Bear’s Courage
  Type: {Primal}
  Description: Your pain drives you to unrestrained rage. 
  Effect: When Bloodied, you immediately gain 1 intensity 
  of Rage per MDP
  Bloodline: Einherjar – Doom 
  Seer
  Type: {Bloodline Primal}
  Description: Odin has enchanted your bones, reinforced 
  your soul and steadied your mind.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M 
  & S, Parry +1, Focus +1, and Heals that you grant and 
  receive gain a +1 bonus. These bonuses are multiplied by 
  your MDP. You gain access to the Dodge defensive meta.
  Bloodline: Einherjar – Har-
  binger of Ghosts
  Type: {Bloodline Primal}
  Description: Odin carves runes on your tongue, 
  allowing you to speak the forbidden words.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M & 
  S, Parry +1, and Evade +1. These bonuses are multiplied 
  by your MDP. You gain access to the Eldritch defensive 
  meta.
  Bloodline: Einherjar – Shield 
  Breaker
  Type: {Bloodline Primal}
  Description: Odin’s necromancy has altered your being, 
  making your muscles grow their own muscles.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M & 
  S, Parry +1, and Heals that you grant and receive gain a 
  +4 bonus. These bonuses are multiplied by your MDP. 
  You gain access to the Deflect defensive meta.
  Bloodline: Muspeli Jotun – 
  Ashen Eyes
  Type: {Bloodline Primal}
  Description: By bathing yourself in Glassisvellir, you 
  have opened your eyes to the worlds.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M 
  & S, Parry +1, Focus +1, and Heals that you grant and 
  receive gain a +1 bonus. These bonuses are multiplied by 
  your MDP. You gain access to the Dodge defensive meta.
  Bloodline: Muspeli Jotun – 
  Furious Eruption
  Type: {Bloodline Primal}
  Description: By bathing yourself in Glassisvellir, you 
  have purged the darkness from your soul.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M & 
  S, Parry +1, and Heals that you grant and receive gain a 
  +4 bonus. These bonuses are multiplied by your MDP. 
  You gain access to the Deflect defensive meta.
  
  281
  Bloodline: Muspeli Jotun – 
  Molten Heart
  Type: {Bloodline Primal}
  Description: By bathing yourself in Glassisvellir, you 
  have hardened your being.
  Effect: While CDP > 0, gain a +2 PF vs P, +1 PF vs M & 
  S, Parry +1, and Evade +1. These bonuses are multiplied 
  by your MDP. You gain access to the Eldritch defensive 
  meta.
  Bloodline: Valkyrie – Aria of 
  Death
  Type: {Bloodline Primal}
  Description: Your terrifying spirit articulates bone-
  chilling chants.
  Effect: Every time you are targeted by any effect (friendly 
  or hostile), after the rune-chain resolves, you may trigger 
  the Devour Life Force Active power for free. You do not 
  add Meta tags, and if you don’t already have Immortal’s 
  Retribution bound to one of your runes, the Providence 
  bonus does not get added. You may do this once per 
  round per MDP. You also gain ain a +2 PF vs P, +1 PF vs 
  M & S all of which scales by MDP.
  Bloodline: Valkyrie – Aria of 
  Glory
  Type: {Bloodline Primal}
  Description: Your courageous spirit sings exalted 
  anthems.
  Effect: Every time you are targeted by any effect (friendly 
  or hostile), after the rune-chain resolves, you may trigger 
  the Immortal’s Retribution Active power for free. You 
  do not add Meta tags, and if you don’t already have 
  Immortal’s Retribution bound to one of your runes, the 
  Providence bonus does not get added. You may do this 
  once per round per MDP. You also gain ain a +2 PF vs P, 
  +1 PF vs M & S all of which scales by MDP.
  Bloodline: Valkyrie – Aria of 
  Rebirth
  Type: {Bloodline Primal}
  Description: Your pure spirit’s voice projects the songs 
  of heroes.
  Effect: Every time you are targeted by any effect (friendly 
  or hostile), after the rune-chain resolves, you may 
  trigger the Immortal’s Cleansing Active power for free. 
  You do not add Meta tags, and if you don’t already have 
  Immortal’s Retribution bound to one of your runes, the 
  Providence bonus does not get added. You may do this 
  QR
  Benefit
  Immediately Heal +1
  Re-equip yourself with new weapons, shields or accessories (not armour)
  First Defend action this combat round gains a +1 Parry bonus
  First Defend action this combat round gains a +1 Evade bonus
  Table35: 
  Crown of Amber Benefits
  First Attack action this combat round gains a +1 DF bonus
  Perform a Move action
  Reduce a Condition intensity by -1
  Gain +1 to a Condition of your choice
  +1 Parry (triggers on next Defend action)
  1
  1
  1
  4
  1
  4
  4
  4
  4
  
  282
  QR
  Benefit
  +1 DF, Knockback, or Pierce +2 (choose one; triggers on next Attack action)
  +1 Parry (triggers on next Defend action)
  Recover +2 or Heal +1 (choose one; triggers during Upkeep)
  Physical PF +1 (triggers the next time you are attacked)
  Table36: 
  Crown of Dawn
  +1 Focus (triggers on your next spell rune-chain)
  Mental PF +1, or Spiritual PF +1 (choose one; triggers the next time you are attacked)
  Evade +1 (triggers on next Defend action)
  Grant skill a +1 skill bonus (or +2 for a specific skill)
  Targeting from behind
  While Bloodied
  You have a condition at maximum intensity
  While maintaining an Active power
  While you have at least 1 rune in Drain
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action (choose one)
  You are larger than the target or on higher ground (choose one)
  Consume an intensity of a beneficial condition (state exact condition)
  1
  1
  1
  2
  3
  3
  4
  8
  -1
  -2
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  CDP equals 0
  CDP > 0
  -2
  -1
  Minor Sacrifice +1
  Minor Sacrifice +2
  -1
  -2
  Moderate Sacrifice +1
  Major Sacrifice +1
  -3
  -4
  Moderate Sacrifice +2
  -5
  Major Sacrifice +2
  -6
  once per round per MDP. You also gain ain a +2 PF vs P, 
  +1 PF vs M & S all of which scales by MDP.
  Crown of Amber
  Type: {Primal}
  Description: Your body shimmers with light as you 
  chase away Ginnungagap. The Crucible of Life fills every 
  fiber of your being.
  Effect: Create your own signature Passive power. This 
  power triggers once per Upkeep. You have 4 QR to 
  spend on effects in the table below. Negative values 
  increase the amount of QR you have to spend. You may 
  
  283
  only select one Sacrifice effect.
  Crown of Dawn
  Type: {Primal}
  Description: Your being radiates Yggdrasil’s essence. 
  The Cosmic Tree extends tendrils of light to envelop you 
  from harm. These tendrils weave an iridescent mail coat 
  around your body.
  Effect: Create your own signature Passive power. 
  This power triggers once per Upkeep. You have 4 
  QR to spend on effects in the table below. Negative 
  values increase the amount of QR you have to spend. 
  You may only select one Sacrifice effect.
  Crown of Mercy
  Type: {Primal}
  Description: Your soul cries out for beauty and 
  humanity. You wish to fit into their midst and experience 
  all that their lives have to offer. You burst with light as 
  swan feathers surround you like a winter storm. Anyone 
  caught in this plumage are affected by your power.
  Effect: Create your own signature Passive power. This 
  power grants effects which last for the duration of the 
  round. If there are costs which need to be paid (such 
  as Sacrifice and Consume), they must be paid during 
  Upkeep in order to gain the effects of the remainder of 
  the round. You have 1 QR to spend on effects in the table 
  below. Negative values increase the amount of QR you 
  have to spend. You may only select one Sacrifice effect.
  QR
  Benefit
  Summon a denizen with +3 levels (choose the denizen with 0 Base Level)
  Apply a negative condition upon an adjacent opponent [Counter P] when you attack them (choose one)
  Add +3 levels to your Gate powers
  Equipped items have a virtual +1 QR when comparing them for breaking
  Table37: 
  Crown of Mercy
  After you get attacked, or you attack, you get a free Weak Move action (choose one)
  Knockback [Counter P]
  Gain 1 Flow after performing an Attack, Defend or Move action (choose one)
  Bestow a condition on your first Attack, Spell, Defend, Move per round (choose 1 condition and 1 trigger action)
  Consume an intensity from a beneficial condition (Taunt, Rage, Shroud, Aura)
  You have a condition at maximum intensity
  While maintaining an Active power
  While you have at least 1 rune in Drain
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action action (choose one)
  You are larger than the target or on higher ground (choose one)
  Consume an intensity of a beneficial condition (state exact condition)
  Have at least 1 DP
  1
  6
  1
  1
  1
  1
  1
  4
  -5
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  Have exactly 0 DP
  -6
  
  284
  Crown of Ruin
  Type: {Primal}
  Description: Your eyes turn black as you draw yourself 
  out of the well of souls. Your anger and envy fuel you. 
  You drink in the pain upon the battlefield and you breath 
  out your death dealing fury.
  Effect: Create your own signature Passive power when 
  you bind your Void rune to this power. This power grants 
  effects which last for the duration of the round. If there 
  are costs which need to be paid (such as Sacrifice), they 
  must be paid during Upkeep in order to gain the effects 
  of the remainder of the round. You have 1 QR to spend 
  on effects in the table below. Negative values increase 
  the amount of QR you have to spend. You may only select 
  one Sacrifice effect.
  QR
  Benefit
  +1 DF, +1 Knockback, or Pierce +2 (choose one)
  +1 Parry
  +1 Move
  Physical PF +1
  Table38: 
  Crown of Ruin
  +1 Focus
  Mental PF +1, or Spiritual PF +1 (choose one)
  Evade +1
  While Bloodied
  Targeting from behind
  You have a condition at maximum intensity
  While maintaining an Active power
  While you have at least 1 rune in Drain
  You have already been attacked this round
  Wearing no armour
  Wielding no weapons
  You have just performed a Move or Attack action action (choose one)
  You are larger than the target or on higher ground (choose one)
  Consume an intensity of a beneficial condition (state exact condition)
  Have at least 1 DP
  1
  1
  1
  2
  3
  3
  4
  -2
  -1
  -1
  -1
  -2
  -1
  -1
  -1
  -1
  -1
  -1
  -2
  Have exactly 0 DP
  -6
  Minor Sacrifice +1
  Minor Sacrifice +2
  Moderate Sacrifice +1
  Major Sacrifice +1
  Moderate Sacrifice +2
  -1
  -2
  -3
  -4
  -5
  Major Sacrifice +2
  -6
  
  285
  Dreadful Aggression
  Type: {Primal}
  Description: Your heart lights up as conflicting passions 
  consume your mind.
  Effect: During Upkeep, gain Rage +1. This bonus is 
  multiplied by your MDP.
  Dreadful Foe
  Type: {Primal}
  Description: Your eyes turn black as you draw yourself 
  out of the well of souls. Your anger and envy fuel you. 
  You drink in the pain upon the battlefield and you breath 
  out your death dealing fury.
  Effect: During Upkeep, gain Aura +1. This bonus is 
  multiplied by your MDP.
  Dreadful Wail
  Type: {Primal}
  Description: Your mouth contorts as your words defile 
  all that is sacred. Your enemies turn their focus upon 
  you.
  Effect: During Upkeep, gain Taunt +1. This bonus is 
  multiplied by your MDP.
  Eternal Body
  Type: {Primal}
  Description: Your attacks are bolstered by your divine 
  nature.
  Effect: Gain +1 PF vs Physical damage if you’ve already 
  been attacked this round. This bonus is multiplied by 
  your MDP.
  Eternal Fury
  Type: {Primal}
  Description: Your attacks are bolstered by your divine 
  nature.
  Effect: Gain +1 DF on your Attack actions. This bonus is 
  multiplied by your MDP.
  Eternal Glory
  Type: {Primal}
  Description: Your mind understands the foundations of 
  all types of magic.
  Effect: Gain +1 Focus. This bonus is multiplied by your 
  MDP.
  Eternal Light
  Type: {Primal}
  Description: Your body radiates in a blinding light when 
  your divinity has left your body.
  Effect: Heal effects you receive or grant gain a +1 bonus. 
  This bonus is multiplied by your MDP.
  Eternal Mind
  Type: {Primal}
  Description: Your attacks are bolstered by your divine 
  nature.
  Effect: Gain +1 PF vs Mental damage while you are 
  Bloodied. This bonus is multiplied by your MDP.
  Eternal Reflexes
  Type: {Primal}
  Description: Your body instinctually reacts when danger 
  is present.
  Effect: Gain +1 Parry. This bonus is multiplied by your 
  MDP.
  Eternal Soul
  Type: {Primal}
  Description: Your attacks are bolstered by your divine 
  nature.
  Effect: Gain +1 PF vs Spiritual damage while you are 
  Bloodied. This bonus is multiplied by your MDP.
  
  286
  Eternal Stalwart
  Type: {Primal}
  Description: You shrug off the most obvious attack.
  Effect: Evade +1 versus the first damage you face in a 
  round. This bonus is multiplied by your MDP.
  Eternal Thrust
  Type: {Primal}
  Description: Your attacks penetrate even the most 
  resilient armour.
  Effect: Gain +1 Pierce on all attack actions and on all 
  types of damage. This bonus is multiplied by your MDP.
  Eternal Warden
  Type: {Primal}
  Description: Your divine body mends itself.
  Effect: During Upkeep, you Heal +4. This bonus is 
  multiplied by your MDP.
  Fox’s Cunning
  Type: {Primal}
  Description: Your enemies fail to assess your sneakiness 
  upon the battlefield, underestimating your guile.
  Effect: Abate 1 meta per MDP from the first 
  {Manoeuvre} or {Spell} that targets you each combat 
  round.
  Heart of Cold
  Type: {Primal}
  Description: You have been rebuilt with Odin’s 
  necromancy. Each action is calculated for destruction.
  Effect: Your first Attack action inflicts +1 intensity to 
  the Impeded condition. This bonus is multiplied by your 
  MDP.
  Heart of Darkness
  Type: {Primal}
  Description: You have been rebuilt with Odin’s 
  necromancy. Each action is calculated for destruction.
  Effect: Your first Attack action inflicts +1 intensity to 
  the Blind condition. This bonus is multiplied by your 
  MDP.
  Heart of Sorrow
  Type: {Primal}
  Description: You have been rebuilt with Odin’s 
  necromancy. Each action is calculated for destruction.
  Effect: Your first Attack action inflicts +1 intensity to 
  the Vulnerable condition. This bonus is multiplied by 
  your MDP.
  Heart of Thorns
  Type: {Primal}
  Description: You have been rebuilt with Odin’s 
  necromancy. Each action is calculated for destruction.
  Effect: Your first Attack action inflicts +1 intensity to 
  the Degeneration condition. This bonus is multiplied by 
  your MDP.
  Heart of Whispers
  Type: {Primal}
  Description: You have been rebuilt with Odin’s 
  necromancy. Each action is calculated for destruction.
  Effect: Your first Attack action inflicts +1 intensity to 
  the Possession condition. This bonus is multiplied by 
  your MDP.
  Iron Archer
  Type: {Primal}
  Description: Your archery skills afford you extra 
  opportunities while in melee range.
  
  287
  Effect: Interrupting your range Attack actions costs 1 
  extra rune.
  Iron Mage
  Type: {Primal}
  Description: Your spells are hard to stop.
  Effect: Interrupting your {Spell} rune-chains costs 1 
  extra rune.
  Masochistic Defense
  Type: {Primal}
  Description: You push your body, forcing it to resist the 
  assault.
  Effect: You may perform a Major Sacrifice +1 in order 
  to perform a Counter (any one Trait). You may do this a 
  number of times per round equal to your MDP.
  Mortal Mimicry
  Type: {Primal}
  Description: Your Fylgia reminds you of the skills 
  available to mankind.
  Effect: Choose any mortal Passive power when you select 
  this Passive power. Multi metas become Cluster, and 
  Area metas become Expanse.
  None Can Hide
  Type: {Primal}
  Description: When you exhaust your Divine Potence, 
  you see everyone occupy a place in the tapestry of Fate 
  rather than the living world.
  Effect: While DP is zero, within Nearby area, you can see 
  everything and everyone from any angle as if you were 
  viewing them under ideal lighting (still apply Blind and 
  Shroud conditions). For every Achievement level, your 
  costs to overcome Blind and Shroud are reduced by 1 
  rune.
  Nullifying Wish
  Type: {Primal}
  Description: Your understanding of the universe allows 
  you to take an aspect of the world and have it disappear 
  from reality for a brief moment.
  Effect: During Upkeep, you may choose one inanimate 
  aspect of the battlefield (ie. A tree, river, wooden hall, 
  etc), it will disappear from your reality, but will remain 
  for everyone else. If you target an object that is equipped 
  (or carried) by a combatant, they may counter by playing 
  a Spiritual rune. This will allow you to walk through the 
  space it used to occupy. It will also allow you to shoot 
  an arrow through the object that used to be there. If it 
  is on a weapon belonging to an opponent, it will negate 
  the incoming damage (treat as an unarmed attack). The 
  item will return into your reality at the end of your Action 
  phase.
  Ratatosk’s Paths
  Type: {Primal}
  Description: You have learned some of Ratatosk’s 
  tricks on how to best navigate Yggdrasil’s branches. 
  You add your own flair with fire bursts announcing your 
  departure and arrival.
  Effect: During Upkeep, you may choose to teleport to 
  your place of rebirth. You will remain there until your 
  Action phase. When it is your Action phase, you begin 
  at your place of rebirth. While there, you may spend 
  runes for actions such as changing equipment or casting 
  healing upon yourself. Then you declare that you are 
  returning, at which time you may reappear within Distant 
  range of your original location. You may then spend your 
  remaining runes affecting the battlefield around you.
  Summon Thane
  Type: {Primal}
  Description: You summon a faithful companion.
  Effect: Summon any creature that has a Base Level 
  beneath your MDP value. It gains +3 levels and becomes 
  your faithful thane.
  
  288
  Temporal Body
  Type: {Primal}
  Description: Your body and mind are able to be in two 
  places at once.
  Effect: During Upkeep, if you have 0 DP, you may appear 
  in more than one place at the same time. If you choose to 
  do so, you get to place a second initiative tile (where you 
  choose) and second miniature on the battlefield (if using 
  minis) for your dweller in an adjacent position. You still 
  have a single pool of Destiny and Essence, but you can be 
  in two places at once and may act at two moments in time. 
  When a rune-chain is played for a power or cinematic/
  generic action, you assign it to one of your bodies. You 
  may choose to act on either initiative, or both. This 
  does not grant multiple triggers of Passive powers, but 
  you may choose the powers which trigger during each 
  initiative tile. Either body can be struck in order to deal 
  damage to you, however you do not take double damage/
  conditions if both are struck in a single attack/power. 
  You can dispel any extra instances of yourself, down to a 
  single instance during the Cleanup phase. This Passive 
  triggers a number of times equal to your Advantage level.
  Temporal Shift
  Type: {Primal}
  Description: You rewind time for yourself. Everything 
  else remains as is, but your body jumps back to a previous 
  state.
  Effect: Once per combat round, right after another 
  combatant’s rune-chain resolves, you may perform an 
  Ultimate Sacrifice +1 in order to ignore the rune-chain’s 
  effect upon you (others remain affected).
   Unbudging Stalwart
  Type: {Primal}
  Description: You have trained to make your body 
  impervious- you no longer need to dodge.
  Effect: Your Parry value is reduced by half, but opponent 
  Pierce against you is also reduced by half. The division is 
  the last operator applied. This ability cannot be “turned-
  off”.
  Violent Growth
  Type: {Primal}
  Description: The violence around you increases your 
  size.
  Effect: During Upkeep, while violent enemy combatants 
  are Nearby, you may gain a cumulative Size +1 per MDP. 
  Once this condition is no longer met, you return to 
  normal size.
  Yggdrasil’s Heart
  Type: {Primal}
  Description: Your essence is in harmony with 
  Yggdrasil’s life-force.
  Effect: When you are struck with an attack, Perform 
  a Minor Sacrifice +1 and draw a random rune from 
  a full rune bag. On a red Physical rune you take no 
  damage since the World Tree has taken it for you (keep 
  track of that damage). You do take other effects such 
  as Knockback, conditions, etc…. On the next Upkeep 
  phase, all of the damage taken by World Tree the 
  previous round returns to hit you in one large damage 
  pool. You may perform Defend actions to deal with this 
  damage.
  
  289
  
  290
  Lords of the Ash brings forth new skills which will be used 
  by the new denizens and player archetypes. Many of these 
  skills deal with the spirit world.
  Blessed Relic
  [Difficulty +2, Spiritual]
  The Blessed Relic skill may only be attempted by some-
  one who has faith and devotion in the White God. In all 
  respects except two, this skill functions the same as the 
  Craft skill (see Denizens of the North page 329).
  The first difference is that Blessed Relic may never create 
  an item with Focus. Instead that modifier becomes Faith 
  at a cost of 3 QR, but instead of ore, this requires a holy 
  reliquary- a body part of a saint (usually a tooth or hair 
  clipping) or a cutting of his garments (4 square inches of 
  material removed from a vestment). This entails a visit to 
  the final resting place of such a powerful missionary and 
  the sacrosanct and solemn retrieval of the required reli-
  quary.
  The second difference is that a dweller or denizen pos-
  sessing Miracle 4, using this skill may bless one item be-
  longing to a believer so long as they undertake a quest. A 
  blessing will imbue the item with a Faith modifier until a 
  quest is completed and so long as the recipient’s Miracle 
  condition remains above 0. A very broad or vague quest 
  will provide a +1 bonus, but a more focused quest will 
  grant a higher bonus. A sample range is provided below:
  Bloodsmithing
  [Difficulty +3, Spiritual]
  Bloodsmithing is similar to Creature Reliquary as it in-
  volves using a sentient body in the crafting process. 
  However, Creature Reliquary requires a corpse whereas 
  Bloodsmithing begins with a living being, and throughout 
  the process the being is drained of all their blood. This 
  form of crafting raises many moral questions. Ever since 
  the Dvergar brothers Fjalar and Gallar used the blood of 
  Kvasir in the Mead of Poetry, the practice of Bloodsmith-
  ing has been banned throughout the realms. In reality, the 
  practice was driven underground and is still in practice 
  today.
  The Bloodsmithing skill is to determine how much of the 
  victim’s blood has been successfully extracted and suf-
  fused during the forging process. The higher the level of 
  the victim the higher quality blood is used. The number of 
  successes is the Blood bonus and is calculated as follows:
  Blood bonus = (Level of victim / 10) + number of 
  skill successes – difficulty
  The Blood bonus then adds to all Craft, Infuse, Miniatur-
  ize skill checks.
  Blot/Faining
  [Difficulty +2, Spiritual]
  Faining deals with a burnt or drowned offering. The item 
  is almost always an item of value. Someone who has ranks 
  in this skill will know how to properly perform the sacri-
  fice (knowing the appropriate tribute). Fainings would be 
  performed on a regular basis in order to maintain good 
  relations with a higher power. A Godi will use fainings to 
  curry favour with their patron.
  Blot deals with a blood sacrifice. This offering is usually an 
  animal, but sometimes it may be human or non-human as 
  well (non-human defined as a higher consciousness being 
  native to a realm outside of Midgard; ie. troll). Someone 
  who has ranks in this skill will know how to properly per-
  form the sacrifice. A blot is used to grab a divine being’s 
  Skills
  Blessing 
  Bonuis
  Cost
  “Convert the peoples of Jagvald”
  “Convert the chieftain and his entourage in the 
  town of Jagvald”
  “Seek out the final resting place of a saint and 
  return with a holy reliquary”
  “Seek and destroy the banshee which terrorized 
  the abby last night”
  Table39: 
  Blessing Bonuses
  +1
  +2
  +3
  4+
  One cannot self-appoint a quest nor bless their own items.
  
  291
  attention and beg for forgiveness. A Godi will use this skill 
  in order to appease an angered patron deity.
  Example: Farmers have desecrated a nature shrine to Frey 
  by tearing-up the stones in order to make room for farm 
  land. That first year the crop rots and the farmers realize 
  the error of their ways. They perform a blot using their 
  prized bull as the offering.
  Burial
  [Difficulty +2, Spiritual]
  Burial is by far the most important skill to someone who 
  has died. They hope that their remains will be handled and 
  prepared with care so that they may continue their jour-
  ney into the promised afterlife. The burial skill imparts a 
  certain knowledge of how spirits operate and how to gov-
  ern their flow after they have departed mortal life.
  Every 5 successes in this skill check allow the deceased an 
  extra afterlife rune pull. An Angel of Death utilizing this 
  skill is automatically granted free 1 success if her special-
  ization matches how the deceased perished.
  Distaff (X)
  [Difficulty +2, Spiritual]
  Voelva can create and bind a personal wand or staff to 
  their family’s guardian spirits called the Disir. Wands and 
  staves carry their respective properties which are based 
  on their family lineage.  Voelva may only own and wield 
  one such instrument at any given time. Creating a new 
  wand or staff irrevocably disenchants the previous one.
  Creating a wand or staff requires a minimum player Disir 
  level of 1 as well as the skill check against a difficulty of 
  2. If the Voelva decides to create a Wand (it will always 
  grow/shrink and remain 1-handed with a size attribute of 
  half the wielder’s size), then its QR is equal to 50% of the 
  Voelva’s level. If the Voelva creates a staff (it will always 
  grow/shrink and remain 2-handed with a size attribute of 
  the wielder’s size +2) then the QR is equal to 75% of the 
  Voelva’s level. Using the “Weapon Attribute” table found 
  under the Craft skill, the QR is spent on effects which will 
  be assigned to the staff or wand. The wand is treated as a 
  “weapon” and “accessory”, while the staff is treated as a 
  “weapon” and “shield” for the purposes of effect restric-
  tions.
  The Distaff reach is variable. It has a maximum reach is 
  equal to the QR but it normally remains at a reach equal 
  to the size of the item. It will extend in an instant and can 
  retract in the same amount of time.
  While the Distaff is equipped, it adds 1 rank of the listed 
  “X” skill (in brackets).
  It also has salient powers based on the Disir level of the in-
  dividual. Every Disir level grants 1 QR which can be spent 
  on the table below. Unless otherwise mentioned, each sa-
  lient power may be used once per hour.
  QR
  Benefit
  The Distaff will point to the most legendary/infamous person in the room (highest Disir level).
  The Distaff grants the wielder 60’ night vision
  The Distaff will overcome any language barriers by allowing the wielder to speak and understand any mortal language.
  By touching someone lower level than you, you can make someone forget the last 5 minutes of their life.
  By touching someone lower level than you, you can make them tell the truth
  By touching someone lower level than you, you can change their disposition by 1 level from their current level (hostile <-> untrusting <-> 
  neutral <-friendly-> devoted)
  Change the skill granted by the Distaff to any skill with a Difficulty modifier of +0 or +1
  Grant an Afterlife bonus of Wyrd +1
  1
  1
  1
  2
  2
  2
  3
  3
  Table40: 
  Distaff
  
  292
  Divine Infusion
  [Difficulty +3, Spiritual]
  You have the ability to infuse an item with your own Divine 
  Potence. A success in the skill check means that you have 
  successfully infused the item with DP. It now receives the 
  “Divine” attribute and cannot benefit any further from 
  this skill. Each instance of this skill allows you to place 1 
  point of DP into an item (regardless of QR). Having 3 in-
  stances of this skill will allow you to infuse 4 DP into the 
  item should you succeed the skill check.
  The DP stored in the item act as a spare DP reservoir for 
  an immortal. Once per round, during Upkeep, the wielder 
  of the equipped Divine item may play their Valknutt rune 
  in order to gain 1 DP. This is subtracted from the total in 
  the item. A Divine item with zero remaining DP cannot 
  be used until it has regenerated. Divine items regenerate 
  DP at the same rate as the wielder. When a point is regen-
  erated, the wielder will choose whether it goes into their 
  personal pool, or back into the item.
  Mortals touching a weapon infused with DP will instant-
  ly be wracked in pain, gaining 4 ranks of Degeneration. 
  They will not be able to counter it, nor reduce it so long 
  as they hold the item. Some sadistic mortals have used Di-
  vine Potence weapons as instruments of torture.
  Divine Inspiration
  [N/A]
  When you receive this skill, it becomes any other skill 
  known to mortals. You may choose any skill that has a 
  difficulty rating less than your MDP. You may not choose 
  the same skill twice in a row (maximum rank progression 
  is capped to 1 per 2 levels). This skill may never be 
  Infused into a magical item.
  Hag-Ridden
  [Difficulty +3, Spiritual]
  You invoke a curse which summons hags from 
  Svartalfheim to beset your victim while they sleep. 
  The night hags have the ability to wrack the victim’s 
  body and mind until they both irreparably break, if 
  the victim isn’t helped, death may occur. Casting this 
  curse is time consuming and requires a pact with the 
  night hags. They must be bartered with until both 
  parties agree on the payment. The payment is never 
  pleasant but becomes more bearable with each skill 
  success.
  # of Extra 
  Successeess
  Payment
  They demand the life of someone close to you
  You must give up your most prized possession
  You will receive a later visit from them for a re-
  quest which you must accept!
  Table41: 
  Payment Contract
  0
  1
  2
  They demand a trinket retrieved from a bright 
  realm that they cannot reach (Alfgard)
  3+
  Casting the hex on the victim requires eye contact for 
  just an instant. The counter is done subconsciously and 
  automatically, but the victim remains unaware of the hex 
  regardless of the outcome. The counter requires the de-
  fender to Wyrd a number of spiritual runes equal to the 
  level of success. Failure to do so means the curse has tak-
  en hold. A failed attempt may not be reattempted until the 
  caster has gained a new dweller level.
  The curse has the following effect: when the victim falls 
  asleep, the hags come to harangue the victim, causing sei-
  zures to both the body and mind. Every hour that the vic-
  tim sleeps, an amount of Spiritual damage is dealt equal to 
  the skill check’s level of success. The victim will not wake 
  under any circumstances until the natural sleep cycle has 
  passed (6 to 8 hours). If someone is present, they may 
  Wyrd to reduce the damage inflicted by 1 point for every 
  Physical rune they pull.
  There is no way to lift the curse, but it ends by itself once 
  it runs its course. The number of consecutive nights de-
  pends on the intensity of the curse.
  Number of 
  Successeess
  Number of Consecutive 
  Nights
  1
  2
  3
  Table42: 
  Nights Assailed
  1-3
  4-6
  7-9
  4
  10+
  Subsequent nights do double the damage dealt from the 
  previous night.
  
  293
  Learned
  [Difficulty +0, Mental]
  An individual who is learned will have access to knowl-
  edge which would normally be unattainable to someone 
  with their race, status, upbringing, etc. This would per-
  tain to knowing words in an obscure language, or having 
  knowledge on a relic deemed holy by a society of beings 
  from another realm of existence. This skill cannot be 
  used as a substitute for any existing “Lore” skills (such as 
  “Lore: Arcana” or “Lore:Personas”) but rather it is used 
  for knowledge which would not be covered by an existing 
  Lore skill.
  Life Elements
  [N/A]
  This skill cannot be attempted untrained. You gain access 
  to a blueprint of creation. Gain a new Domain Slot Board 
  (page “Domain Slot Boards” on page 298) which can be 
  placed into Void Creation Composite boards.
  Omens / Portents
  [Difficulty +1, Spiritual]
  This skill allows someone to discern eldritch signs and 
  their meanings. During the dark times of Ragnarok, des-
  tiny has been woven tightly by the Norns: portents of the 
  future are plentiful…if one knows how to read them. Suc-
  cess indicates that the dweller knows that the sign is an 
  omen and not a random worldly occurrence. Additional 
  success allows the dweller to glean more details about fu-
  ture events from the omen. The Difficulty Rating is deter-
  mined by the Norn.
  Norn driven omens may come in the form of a dream, a 
  sudden vision or hearing a specific sound in the distance. 
  Omens may also be initiated by players having their dwell-
  ers cast runes, enter an herb-induced trance, interpreting 
  bone/blood drops or reading someone’s palm. The Norn 
  and the players are encouraged to come up with thematic 
  actions in order to resolve this skill.
  For every rank in Omens/Portents the dweller may learn 
  the true meaning behind 3 omen-related key words. It is 
  best to choose words pertaining to different scenarios so 
  that a wider range of omens will be made clear. This will 
  be a shared dictionary between the player and the Norn. 
  When performing an Omens / Portents skill check, for 
  every success, the Norn will use one of the agreed upon 
  words for the meaning. The Norn will also use many more 
  words which may mean something different than one of 
  the established meanings in the table below, but will none 
  the less choose words carefully so that they convey reason-
  able meaning. An astute player should be able to decipher 
  some if not most of the cryptic portent.
  Sign
  Meaning
  Someone’s mind and/or intentions
  Death
  Manipulation
  Table43: 
  Signs and Meanings
  Owl
  Tooth
  Sudden                 
  disappearance
  You should set your sights on loftier goals
  Looking down
  Someone or something is obstructing the 
  path forward
  Strength and durability
  An imminent challenge
  Aches and pains
  Acorn
  Sense of fear
  The need for creativity
  Sky and clouds
  There will be a significant distraction or 
  detractor
  Benevolence and/or shelter
  Sickness of the mind or body. Personal 
  detriment.
  Alcohol
  Amber
  Rat
  Tradition, values and ritual observance
  Jewelry or              
  ancient place
  Abundance
  New beginnings, renewal, rebirth
  Hasty words will be spoken which lead to 
  negative consequences
  Apple
  Baby
  Bad Breath
  An enemy. Hatred. Impending conflict.
  Barking or baying 
  of hounds
  The need for unity. Strength in numbers. 
  Organized achievement.
  You will advance or find achievement through 
  others
  Your goals can only be attained by your own 
  doing
  A fence or wall
  Living vegetation
  Dead vegetation
   A punishment, inflicted by others or self-in-
  flicted
  Venom or poison
  Vast expanses. Great lengths. Immense 
  efforts.
  More maturity, growth, refinement and 
  thought required.
  Witness and/or experience the best and the 
  worst.
  Boat or longship
  Skeleton
  Opposing colours 
  or concepts
  There is someone else running the show. 
  You and/or those you witness are unwitting 
  pawns.
  Slave and/or 
  slavery
  
  294
  Omens / Portents is a very deep and complex skill, it’s 
  hard to learn and impossible to master. A more potent 
  viewing reveals someone’s Hamingja (fortune). This is 
  a very deep use of the skill, and can only be performed 
  by those who have powers or skills which explicitly state 
  “Hamingja” as an effect.
  Note: Hamingja has a possibility of derailing both the 
  Norn’s narrative as well as the player’s agency. Be-
  fore using these game-changing rules, the play group 
  needs to agree to the new role-play dynamics that 
  Hamingja will introduce. Everyone must be prepared 
  to accept the consequences of these fate based me-
  chanics and their results.
  Hamingja is a multifaceted aspect of destiny and the pre-
  ordained. It represents someone’s fortune, their future, 
  but at the same time it encompasses inevitable events and 
  their consequences.
  When Hamingja is used to read someone’s fortune:
  1. Perform an Ultimate Sacrifice +1
  2. Perform an Omens / Portents skill check.
  3. Insanity: Pull 2 runes, if both are Spiritual, apply 1 
  intensity of The Madness.
  4. Wyrd 1 rune to determine the Fate.
  5. For every 5 successes in the skill, Wyrd once on the 
  Context table to get a hint as to when, where or how 
  it will happen.
  This Fate is immutable. It will happen. The Norn is re-
  sponsible to ensure that it occurs given all of the param-
  eters, and the players must accept the outcome and role-
  play it to the best of their ability.
  If this is done on a Norn’s denizen, then the Norn will 
  need to factor this into the story in some way.
  When Hamingja is used to understand the past:
  1. Perform an Ultimate Sacrifice +1
  2. Perform an Omens / Portents skill check.
  3. Insanity: Pull 2 runes, if both are Spiritual, apply 1 
  intensity of The Madness.
  4. Per skill check success, you may ask the Norn some in-
  formation about someone’s past. The Norn must an-
  swer truthfully. The answer must contain symbolism 
  rather than literal description, but the symbols must 
  genuinely reflect the truth of the matter in question.
  When Hamingja is used to see into the future:
  1. Perform an Ultimate Sacrifice +1
  2. Perform an Omens / Portents skill check.
  3. Insanity: Pull 2 runes, if both are Spiritual, apply 1 
  intensity of The Madness.
  4. Per skill check success,
  
  295
  Rune
  History
  You will lose a dear friend
  You will lose an item or relic of great worth
  Your homestead or your base of operations will suffer greatly
  A friend will turn into a foe
  Table44: 
  Fate
  You will fail an important quest
  You will let someone down. Their pain will endure. It will grow your infamy
  You will sentenced to outlawry by an important court/case
  You will lose a family member or a family member you did not know will become your rival
  You will build a hall
  You will be visited by an agent of a higher power
  You will discover new lands
  One of your actions will <fill in the blank>
  You will be hated by many, but loved by a few who wield great influence
  Someone will let you in on a secret which will change your life
  One of your actions will majorly affect the lives of hundreds of people
  A higher power will forsake you, another will take interest in you
  You will make a new lifelong friend
  Someone will bestow upon you a relic of awesome power
  You will become the hero to a people
  You will make peace with an enemy, forging a valuable alliance
  You will complete an important endeavour in a way that shapes your reputation into that of a legend
  You will track down and capture/kill an infamous menace
  Someone will offer to cooperate with you. If you accept you will be showered in good fortune.
  You will fall in love
  You will die very soon!
  
  296
  Rune
  History
  In a forest
  On a beach
  In a hall
  On a mountain
  Table45: 
  Context
  In a town square
  In a cave
  Upon the open waters
  Upon a battlefield
  In the next two nights
  In the next week
  In the next month
  At night
  After a meal
  After a battle
  After waking
  While indisposed ;-)
  You will be alone
  You will be surrounded by many
  It will occur as a result of love
  It will occur as a result of hate
  It will occur as a result of a joke
  Fire is involved
  Water is involved
  Someone else will share in your fate, albeit at a much lesser degree
  An Alfar has bent the fate or the context. Norn draws another rune in secret on one or both tables.
  
  297
  Preternatural Mental Prowess
  [Difficulty +0, Physical]
  If you have this skill you may attempt it once per day. After 
  you awaken from a restful slumber, and have performed a 
  few minutes of intense mental meditation, you may per-
  form a skill check. For every success in this skill check, 
  you may choose a Spiritual or Physical rune from your Es-
  sence, and assign that symbol as dual trait rune- the rune 
  symbol retains their original trait, but the rune symbol 
  also acts as a Mental rune as well (for purposes of skill 
  checks and meta tags). The effect lasts for 24 hours.
  Preternatural Physical Prowess
  [Difficulty +0, Physical]
  If you have this skill you may attempt it once per day. After 
  you awaken from a restful slumber, and have performed a 
  few minutes of intense spiritual meditation, you may per-
  form a skill check. For every success in this skill check, 
  you may choose a Metal or Spiritual rune from your Es-
  sence, and assign that symbol as dual trait rune- the rune 
  symbol retains their original trait, but the rune symbol 
  also acts as a Physical rune as well (for purposes of skill 
  checks and meta tags). The effect lasts for 24 hours.
  Preternatural Spiritual Prowess
  [Difficulty +0, Physical]
  If you have this skill you may attempt it once per day. After 
  you awaken from a restful slumber, and have performed a 
  few minutes of intense spiritual prayer, you may perform a 
  skill check. For every success in this skill check, you may 
  choose a Metal or Physical rune from your Essence, and 
  assign that symbol as dual trait rune- the rune symbol re-
  tains their original trait, but the rune symbol also acts as 
  a Spiritual rune as well (for purposes of skill checks and 
  meta tags). The effect lasts for 24 hours.
  Ritual Corpse Magic
  [Difficulty +4, Spiritual]
  Ritual magic is a long and arduous process, and cannot 
  be performed during combat. The ritual requires that the 
  ashes of a corpse be rubbed into one’s skin. By doing so, 
  the magic will be unleashed upon the caster. The recipi-
  ent of these powers must perform each and every step in 
  this ritual in order for it to work. The uninitiated (no skill 
  ranks) cannot perform this rite.
  First the corpse must be properly prepared. The organs 
  must be removed and all liquids drained from the body. 
  This must be done while the corpse is fresh. Then the 
  corpse must be rubbed with special ointments and dried 
  in the open air for several weeks. Finally, it is consumed 
  by a sacred fire and the ashes are ready for use. This pro-
  cess is misunderstood by many, because according to the 
  practitioners, this process elevates the soul into a perpet-
  ual state of return. No more than the ashes of a finger are 
  required to activate the magic, so very often the corpses 
  will be stores away upon charnel grounds and saved for 
  future use.
  There are special methods of applying the ashes, but once 
  properly applied they are bound to the recipient until they 
  are washed away with sacred water. Preparing the water 
  requires a skill check with a difficulty of 1. No other liquid 
  is capable of removing the ashes from the magician.
  The magic is activated when the recipient of the ashes 
  becomes possessed, it matters not how the magician is 
  possessed. It is then that the soul which is bound to them 
  returns to the land of the living. Being granted the body 
  of the practitioner immediately makes it a friendly and be-
  nevolent spirit who will be a staunch ally to the magician. 
  This Possession condition is very different than the stan-
  dard one. Instead of using the magicians own runes, the 
  possessed soul returns with its own Destiny and Essence.
  Consult the Corpse Table on next page.
  Note: The Essence and Destiny are determined by the 
  level of the corpse when it died. Every 10 levels increases 
  the Essence and Destiny. Every intensity of the Possessed 
  condition adds a free meta tag to the spirit’s rune chains. 
  The number of ranks in the skill also limits the maximum 
  power that can be harnessed from the ashen spirit.
  The Sight
  [N/A ]
  Someone without ranks in the Sight may not attempt this 
  skill check. The Sight grants someone the ability to see 
  the Otherworld and the Aos-Si which inhabit it. Those 
  with Lios Alfar blood can view the Otherworld and its 
  denizens as the sun hits the horizon, and only until it dips 
  below the horizon. Those with Svart Alfar blood have a 
  similar window of opportunity at dawn.
  
  298
  Corpse 
  Level
  Essence / 
  Destiny
  Table46: 
  Corpse Table
  Up to 10
  20
  30
  40
  Required 
  Skill Rank
  1
  2
  3
  4
  2/2
  3/3
  4/4
  5/5
  Etc
  Etc
  Etc
  Domain Slot Boards
  This chapter contains dozens of Slot boards to be used with the Godi archetype as well as the Orlog Life Elements skill. 
  Each domain presents 1 Active power board, 1 Passive power board and 1 Skill board (vertically and in that order).
  
  299
  Beast
  Raging Charge
  Blood-Wolf Form
  Frenetic Charge
  Raging Attack
  Mauling
  Feral Pounce
  Howl, Hati’s 
  Victory
  Whirlwind 
  Attack
  Superior Parry
  Might
  Fangs
  Ancient Blood
  Giant Size
  Unencumbered 
  Dodger
  Die Hard
  Drive Back
  Unarmed Power
  Stout
  Intimidate
  Athletics
  Endurance
  Survival: 
  Wilderness
  Brawling
  Animal Empathy
  Tracking
  Perception
  Escape
  Beauty
  Devour Thought
  Unearthly Beauty
  Possess 
  Opponent
  Spiritual 
  Abortion
  Ley Lines of 
  Power
  Despoil the Flesh
  Visage of Beauty 
  (Visage of 
  Horrors)
  Shade of Piercing 
  Eyes
  Shade of Night 
  and Day
  Barter with 
  Spirits
  Resistance to 
  Possession
  Bestow Wisdom
  Enchanted 
  Prowess
  Defy the Crowd
  Price of Progress
  Untouchable
  Arcane Reach
  Insight
  Animal Empathy
  Perform
  Drinking/ 
  Wenching
  Etiquette
  Sense Motive
  Verbal 
  Manipulation
  Intimidate
  Negotiation
  Lore: Personas
  
  300
  Brick
  Versatile Combat 
  Manoeuvre
  Enchant Flesh
  Arcane Shield
  Bear`s Posture
  Defensive Stance
  Unearthly 
  Resilience
  Purge 
  Vulnerability
  Armoured 
  Reflex
  Power Over Stone
  Drive Back
  Unbreakable 
  Mind
  Stout
  Rune of 
  Reinforcement
  Turn the Blade
  Unbreakable 
  Body
  Bastion
  Cornered 
  Ferocity
  Constitution
  Drinking / 
  Wenching
  Repair 
  Equipment
  Endurance
  Sense Motive
  Escape
  Intimidate
  Perception
  Athletics
  Escape
  Brute
  Reckless Power 
  Attack
  Pained Strike
  Power Attack
  Aggressive 
  Assault
  Trample
  Desperation 
  Attack
  Reckless 
  Whirlwind 
  Attack
  Wounding 
  Attack
  Whirlwind 
  Attack
  Might
  Giant Size
  Favour Offense
  Striker
  Temper Rage
  Rune of Storms
  Silence the 
  Crowd
  Drive Back
  Martial Prowess
  Repair 
  Equipment
  Survival: 
  Wilderness
  Intimidation
  Swim
  Brawling
  Drinking/ 
  Wenching
  Athletics
  Hunting / 
  Trapping
  Endurance
  
  301
  Dark Wizardry
  Beckon 
  Muspelheim 
  {Rune Spell} [Echo 
  Amplify Amplify]
  Ley Lines 
  of Power 
  {Verwandlung 
  Spell}
  Dark 
  Juxtaposition 
  {Seith Spell}
  Fire Aura
  Despoil the Flesh 
  {Void Spell}
  Stitch Kindred 
  {Rune Spell}
  Melody of Discord 
  (Sunder Mind) {Spell 
  Song} [Amplify Area 
  Open]
  The Nightman 
  Cometh {Seith 
  Spell}
  Mimicry
  Rune of Scrying
  Channel the 
  Unseen River
  Arcane Reach
  Die Hard
  Puppet Master
  Blend in Shadow
  Enchanted 
  Prowess
  Witch Blood
  Keen Senses
  Sense Motive
  Lore Arcana
  Commune with 
  the Dead
  Perception
  Verbal 
  Manipulation
  Silent Tongue
  Lore: Arcana
  Read/Write
  Disguise
  Darkness Whispers
  Weapon Stance
  Invoke the 
  Shadows
  Shade of 
  Malevolence
  Visage of Horrors
  Shadow Strike
  Soul Transfer
  Shade of the 
  Toxic River
  Shade of the Dark 
  Mother
  Shade of the Lost 
  Ship
  Blend into 
  Shadow
  Keen Senses
  Shadow of Faith
  Shadow of Illicit 
  Deeds
  Shadow of 
  Niflheim
  Shadow of 
  Hvergelmir
  Running Jab
  Shadow of 
  Memory
  Shadow of the Ice 
  Wolf
  Silent Tongue
  Sneak
  Lore: Poison
  Sneak
  Perception
  Sneak
  Athletics
  Sneak
  Escape
  
  302
  Festive Revelry
  Reckless Power 
  Attack
  Cerebral Barbs 
  {Spell Song} 
  [Amplify Area 
  Open]
  Cerebral Chains 
  {Spell Song} 
  [Amplify Area 
  Open]
  Reckless 
  Whirlwind 
  Attack
  Analytical Power 
  Stance
  Howl, Blood 
  Fang {Spell 
  Song} [Amplify 
  Area Open]
  Reckless 
  Thundering 
  Blow
  Howl, Rally 
  the Pack {Spell 
  Song} [Amplify 
  Area Open]
  Apples of Idun 
  {Spell Song} 
  [Amplify Area 
  Open]
  Rune of Mead
  Drunken Songs
  Master of 
  Kennings
  Enchanted 
  Prowess
  Drunken 
  Brawling
  Carried by Song
  Warrior of Song
  Suave Singer
  Song Smith
  Verbal 
  Manipulation
  Perform
  Lore: Personas
  Perform
  Drinking/
  Wenching
  Perform
  Brawling
  Perform
  Survival: Urban
  Fire & Blood
  Flame Blade (Conjure 
  Weapon) -4 Parry but 
  weapon meta: “Immolate” 
  Degeneration +1
  Beckon 
  Muspelheim
  Cleansing Attack
  Howl, Hati’s 
  Victory
  Reckless 
  Whirlwind 
  Attack
  Stitch Destiny
  Regenerating 
  Attack
  Reckless Power 
  Attack
  Sundering Blow
  Giant of Fire
  Render Helpless
  Misery Loves 
  Company
  Brutalize
  Frenzy
  Keen Senses
  Bully
  Desperation
  Insistence for 
  Blood
  Endurance
  Intimidate
  Short Fuse
  Verbal 
  Manipulation
  Brawling
  Athletics
  Omens / 
  Portents
  Perception
  Drinking / 
  Wenching
  
  303
  Guardianship
  Cleansing Block
  Defensive Stance
  Lunging Attack
  Repositioning
  Evasive 
  Manoeuvre
  Rapid Recovery
  Howl, Blood 
  Fang
  Roll into Position
  Superior Parry
  Defy the Crowd
  Combat 
  Awareness
  Cornered 
  Ferocity
  Bastion
  Protector
  Aura of Influence
  Companion in 
  Destiny
  Keen Senses
  Companion in 
  War
  Endurance
  Perception
  Sense Motive
  Perception
  Sense Motive
  Perception
  Sense Motive
  Perception
  Endurance
  Hammer & Anvil
  Sundering Blow  
  [Amplify Multi 
  Proficiency]
  Cleansing Attack 
  [Amplify Multi 
  Proficiency]
  Lunging Attack 
  [Amplify Multi 
  Proficiency]
  Precision Attack 
  [Amplify Multi 
  Proficiency]
  Versatile Combat 
  Manoeuvre
  Power Attack 
  [Amplify Multi 
  Proficiency]
  Superior Parry
  Cleansing Block
  Disarming Parry
  Combat 
  Awareness
  Attuned Weapon
  Protector
  Summon Forge 
  Beast
  Artisan’s Pride
  Summon Forge 
  Beast
  Cerebral Warrior
  Martial Prowess
  Spirit Warrior
  Miniaturize
  Infuse
  Appraisal
  Craft
  Negotiate
  Craft
  Repair 
  Equipment
  Infuse
  Dvergar 
  Engineering
  
  304
  Law & Justice
  Desperation 
  Attack
  Superior Parry
  Power Attack
  Stitch Destiny
  Riposte
  Stitch Kindred
  Apples of Idun
  Flanking Attack
  Lunging Attack
  Bestow 
  Conviction
  Turn the Blade
  Bestow Wisdom
  Blood Drinker
  Companion in 
  Death
  Desperation
  Carried by Blood
  Cornered 
  Ferocity
  Misery Loves 
  Company
  Etiquette
  Sense Motive
  Commune with 
  Dead
  Sense Motive
  Read & Write
  Sense Motive
  Lore: Personas
  Sense Motive
  Lore: Locales
  Leech
  Regenerating 
  Attack
  Sun and Moon
  Regenerating 
  Block
  Devour Thought
  Drain Life
  Life 
  Overwhelming
  Cleansing Block
  Howl, Rally the 
  Pack
  Cleansing Attack
  Nature’s Child
  Companion in 
  Life
  Defy the Crowd
  Rune of Blood
  Rallying Pack 
  Howl
  Constitution
  Blood Drinker
  Work in Concert
  Die Hard
  Tracking
  Athletics
  Swim
  Endurance
  Perception
  Survival: Urban
  Navigation
  Survival: 
  Wilderness
  Sense Motive
  
  305
  Life
  Mental Celerity
  Howl, Rally the 
  Pack
  Life 
  Overwhelming
  Catharsis
  Apples of Idun
  Invigorate Spirit
  Stitch Kindred
  Rapid Recovery
  Run Away 
  Laughing
  Bestow 
  Illumination
  Die Hard
  Companion in 
  Life
  Rallying Pack 
  Howl
  Nature’s Child
  Stout
  Rune of Blood
  Constitution
  Work in Concert
  Brewing
  Lore: Personas
  Omens / 
  Portents
  Survival: Urban
  Brewing
  Sense Motive
  Survival: 
  Wilderness
  Perception
  Brewing
  Ice Blade
  Touch the 
  Essence
  Ley Lines of 
  Power
  Frost Breath
  Imposing Barrier
  Ice Shield
  Raven’s Posture
  Ice Aura
  Power 
  Overwhelming
  Beckon 
  Jotunheim
  Enchanted 
  Prowess
  Alabaster 
  Magician
  Alka Kinship
  Keen Senses
  Tap the Source
  Attuned Weapon
  Inversion: Ice
  Seeker of Winter
  Enchanted 
  Prowess
  Endurance
  Brawling
  Etiquette
  Navigation
  Intimidate
  War Tactics
  Survival: 
  Wilderness
  Athletics
  Endurance
  
  306
  Hunter
  Piercing Attack 
  [Amplify Multi 
  Piercer]
  Howl, Rally the 
  Pack
  Sweeping Trip 
  [Amplify Multi 
  Amplify]
  Beckon 
  Jotunheim
  Boar’s Posture
  Run Away 
  Laughing
  Cleansing Attack 
  [Amplify Multi 
  Piercer]
  Recuperating 
  Sever Hamstring 
  [Amplify Multi 
  Piercer]
  Flying Charge 
  [Amplify Multi 
  Piercer]
  Hunter’s Heart
  Striker
  Archer’s Sight
  Mighty Arm
  Stout
  Fleet Footed
  Tactician
  Attuned Weapon 
  (Ranged)
  Tactical 
  Advantage
  Endurance
  Survival: 
  Wilderness
  Repair 
  Equipment
  Tracking
  Perception
  Survival: 
  Wilderness
  Lore: Locales
  Tracking
  Sneak
  Magi
  Geyser of Living 
  Water
  Arcane Stance
  Flare
  Touch the 
  Essence
  Raven’s Posture
  Power 
  Overwhelming
  Ley Lines of 
  Power
  Syphon Soul 
  {Seith Spell}
  Catharsis {Seith 
  Spell}
  Nether Pact
  Witch Blood
  Hover
  Alabaster 
  Magician
  Nether Pact
  Enchanted 
  Prowess
  Seeker of Worlds
  Penumbral Ring
  Assassin’s 
  Reflexes
  Read and Write
  Lore: Arcana
  Omens/Portents
  Lore: Arcana
  Omens/Portents
  Lore: Arcana
  Verbal 
  Manipulation
  Lore: Arcana
  Negotiation
  
  307
  Might
  Snare
  Disarm
  Mobile Stance
  Cleansing Sprint
  Power Attack
  Power 
  Overwhelming
  Versatile Combat 
  Manoeuvre
  Thundering 
  Blow
  Sundering Blow
  Pounce
  Might
  Spiritual 
  Warrior
  Might
  Unarmed Power
  Might
  Cerebral Warrior
  Might
  Die Hard
  Endurance
  Brawling
  Athletics
  Brawling
  Preternatural 
  Physical Prowess
  Brawling
  Intimidate
  Brawling
  Escape
  Mind Theft
  Roll into Position
  Run to Shadow
  Cerebral Barbs
  Mobile Stance
  Goad
  Visage of Horrors
  Riposte
  Run away 
  Laughing
  Cerebral Shroud
  Dance Away
  Combat 
  Awareness
  Dance of Spring
  Blend into 
  Shadow
  Agility
  Bestow Wisdom
  Dance of 
  Summer
  Stubborn
  Bestow Insight
  Verbal 
  Manipulation
  Feather Fingers
  Sense Motive
  Perform
  Disguise
  Perform
  Sense Motive
  Sneak
  Verbal 
  Manipulation
  
  308
  Sea Kingdom
  Gate Nokken
  Water Shield
  Bestow Gills
  Aqua Axe
  Beget Water
  Field of 
  Quagmires
  Geyser of Living 
  Water
  Aqua Armour
  Apples of Idun
  Water Home
  Constitution
  Unbreakable 
  Mind
  Aura of Influence
  Gliding Dodger
  Superb Swimmer
  Die Hard
  Untouchable
  Water Lord
  Swim
  Verbal 
  Manipulation
  Swim
  Sense Motive
  Negotiation
  Etiquette
  Swim
  Lore: Personas
  Swim
  Songs & Poetry
  Sunder Mind 
  {Spell Song} 
  [Amplify Area 
  Open]
  Cerebral Twist 
  {Spell Song} 
  [Amplify Area 
  Open]
  Devour Thought 
  {Spell Song} 
  [Amplify Area 
  Open]
  Howl, Rally 
  the Pack {Spell 
  Song} [Amplify 
  Area Open]
  Muspeli 
  Nightmares {Spell 
  Song} [Amplify 
  Area Open]
  Howl, Skoll’s 
  Victory {Spell 
  Song} [Amplify 
  Area Open]
  Run Away 
  Laughing
  Analytical Power 
  Stance
  Lunging Attack
  Master of 
  Kennings
  Dance of Spring
  Carried by Song
  Dance of 
  Summer
  Suave Singer
  Dance of Winter
  Warrior of Song
  Alabaster 
  Magician
  Song Smith
  Perform
  Survival: Urban
  Perform
  Negotiation
  Perform
  Verbal 
  Manipulation
  Perform
  Drinking/
  Wenching
  Perform
  
  309
  Soul Grip
  Soul Barbs
  Soul Chains
  Spirit Bastion 
  Stance
  Soul Shroud
  Howl, Skoll’s 
  Victory
  Soul Twist
  Spirit Power 
  Stance
  Sun and Moon
  Spirit Lance
  Angered Spirit
  Bestow 
  Conviction
  Nether Pact
  Arcane Reach
  Whisper of Souls
  Penumbral Ring
  Rune of Blood
  Keen Senses
  Spirit 
  Domination
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Lore: Arcana
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Commune with 
  Dead
  Stone Peacekeeper
  Unearthly 
  Resilience
  Life 
  Overwhelming
  Bear’s Posture
  Regenerating 
  Block
  Arcane Shield
  Cleansing Block
  Power Over Stone
  Enchant Flesh
  Defensive Stance
  Unbreakable 
  Body
  Dance Away
  Resistance to 
  Vulnerable
  Unencumbered 
  Dodger
  Untouchable
  Resistance to 
  Degeneration
  Turn the Blade
  Stout
  Die Hard
  Lore: Locales
  Sense Motive
  Etiquette
  Survival: Urban
  Negotiation
  Perception
  Intimidate
  Verbal 
  Manipulation
  Lore: Personas
  
  310
  Thunderstorm
  Aggressive 
  Stance
  Regenerating 
  Attack
  Sundering Blow
  Raging Attack
  Thunderclap 
  {Divine Spell}
  Invoke Rage
  Reckless Power 
  Attack
  Raging Charge
  Unearthly 
  Resilience
  Might
  Drive Back
  Bully
  Unstoppable 
  Carnage
  Enter Rage
  Blood Lust
  Furious Cohort
  Unstoppable 
  Aggression
  Martial Prowess
  Athletics
  Brawling
  Athletics
  Endurance
  Intimidate
  Endurance
  Brawling
  Drinking/
  Wenching
  Brawling
  War
  Superior Parry
  Stance of 
  the Violent 
  Avalanche
  Wounding 
  Attack
  Stance of 
  the Blood 
  Brotherhood
  Power Attack
  Aggressive 
  Assault
  Cleansing Block
  Stance of the 
  Spring of 
  Inspiration
  Backstab
  Combat 
  Awareness
  Insistence for 
  Time
  Insistence for 
  Blood
  Martial Prowess
  Tactician
  Insistence for 
  Humility
  Die Hard
  Stout
  Insistence for 
  Subtlety
  Verbal 
  Manipulation
  War Tactics
  Perception
  War Tactics
  Lore: Locales
  War Tactics
  Repair 
  Equipment
  War Tactics
  Lore: Personas
  
  311
  Wild Flame
  Conjure Weapon
  Death Charge
  Muspeli 
  Nightmares
  Power Over Fire
  Beckon 
  Muspelheim
  Yggdrasil’s 
  Presence
  Flame Strike 
  (Flare)
  Touch the 
  Essence
  Fire Aura
  Stout
  Giant Size
  Rune of Blood
  Eye of Fire
  Inversion: Fire
  Channel the 
  Unseen River
  Tactician
  Alabaster 
  Magician
  Untouchable
  Athletics
  Rune: Scorn Pole
  Perform
  Brawling
  Intimidate
  Perception
  Drinking / 
  Wenching
  Endurance
  Hunting / 
  Trapping
  Wind
  Vaulting Attack
  Flying Charge
  Run Away 
  Laughing
  Raging Charge
  Mobile Stance
  Lunging Attack
  Whirlwind 
  Attack
  Repositioning
  Retreating Parry
  Agility
  Fleet-Footed
  Carried by Blood
  Running Jab
  Leaping Striker
  Dance Away
  Combat 
  Manoeuvrability
  Quick Draw
  Tactical 
  Advantage
  Swim
  Athletics
  Endurance
  Athletics
  Survival: 
  Wilderness
  Athletics
  Endurance
  Athletics
  Navigation
  
  312
  Wisdom
  Ley Lines of 
  Power
  Power 
  Overwhelming
  Raven’s Posture
  Touch the 
  Essence
  Syphon Soul
  Mistress of the 
  Dark Bond
  Radiant Cloud
  Arcane Shield
  Arcane Stance
  Shadow of the Ice 
  Raven
  Wondrous Magic
  Insight
  Bestow 
  Illumination
  Price of Progress
  Combat 
  Awareness
  Fae-Kin
  Arcane Reach
  Barrow Home
  Lore: Arcana
  Lore: Personas
  Lore: Locales
  Read and Write
  Omens / 
  Portents
  Commune with 
  Dead
  Lore: Arcana
  Lore: Personas
  Lore: Locales
  
  313
  
  314
  Relics of Power
  The gods and giants have commissioned many wondrous artifacts from the Dvergar. Some were gifts, presented in the 
  hopes of currying favour and prestige, while others came at great cost. While the Dvergar may be the most famous for their 
  exquisite talents, other blacksmiths have proven to be equally resourceful and talented.
  Dainsleif (Tyrfing)
  Curse: Whenever it is drawn from its sheath, it cannot be re-sheathed until it has taken a life. It will bend 
  fate to ensure that someone underserving will die.
  Dvergar Engineering: The degeneration damage dealt is Spiritual and the meta triggers automatically
  Dvergar Engineering: Apply a -3 penalty to Lore: Arcana and Appraisal skills when assessing Dainsleif.
  Dvergar Engineering: The damage Dainsleif deals is Spiritual in nature and it’s Pierce overcomes Spir-
  itual defense.
  Bloodsmithing: Ymir’s blood, thawed from the ancient Rime
  Tyrfing was created by the Dvergar for an infamous dwarven assassin with a sinister purpose. It was forged 
  using Bloodsmithing and by suffusing Ymir’s blood which had been recovered from the Rime. The darkest 
  powers would manifest under the moonlight, and it was built for Dvergar hands, but instead passed into 
  the hands of mankind. It shone with moonlight and granted no quarter whenever it was unsheathed. The 
  first to own it was King Sigrlami of Gardariki and over the centuries it passed from owner to owner, leaving 
  a legacy of death. Its last owner was Angantyr, king of Reidgotaland. He did not want Tyrfing to blight his 
  descendants, so he hid it from them. It is in this way that Tyrfing passed into obscurity.
  When it resurfaced it came into King Hogni’s possession. It had no name, so he named it Dainsleif. His 
  Valkyrie daughter Hild took the sword and, every night, used it to reanimate the dead warriors upon the 
  battlefield of Hiadining. Among the dead were her father and her lover.
  It is said that this sword will influence the outcome of Ragnarok.
  Weapon
  Size: 4
  QR: 51
  DF: 6
  Pierce: 6
  Reach: 2
  Parry: 2
  Focus: 2
  Meta: Gore
  
  315
  
  316
  Gleipnir
  Dvergar Engineering: Pierce is only half as effec-
  tive (If another effect already halves Pierce, then 
  stacking this effect will divide by 3 instead of 2)
  This fabric ribbon is exceedingly deceiving. What 
  appears as an ordinary strip of cloth, is in fact the 
  most indestructible material known to the gods. 
  When the Aesir set out to restrain Fenrir, they un-
  derestimated his strength. He broke through several metal chains made by Ull and Frigga. This dashed their 
  hopes for a quick solution. Freya visited the Dvergar and it is they who created marvelous Gleipnir from the 
  most esoteric ingredients: the sound of a cat’s footfall, a woman’s beard, a mountain’s roots, bear’s sinews, 
  the breath of a fish, and finally a bird’s spittle. Armour created from this material is very resilient to damage 
  and even piercing weapons.
  Accessory
  Size: 24
  QR: 56
  PF: 25  vs. Physical
  Gungnir
  Dvergar Engineering: Unlimited throwing range (limited only by line of sight)
  Dvergar Engineering: Anyone under the throwing arc of this spear will receive +1 intensity to Blind 
  condition [Counter S]
  Realm Ore: Yggdrasil’s Wood - Anyone pierced by this wood will incur an automatic weapon meta of 
  Possession +1 [Counter P]. The spirits will be haunting and wise, engaging the victim’s consciousness 
  with powerful visions. This results in the runes being used to process the new-found knowledge (put into 
  In-Play with no visual effect).
  Odin’s spear was given to him by Loki, and was forged by the sons of Ivaldi. Gungnir is regarded as one 
  of the great treasures of Asgard. It was whittled from wood provided by the Great Ash. Gungnir may be 
  thrown any distance and blinds anyone beneath it. When Odin wished to have Helgi as an Einherjar, he 
  leant Gungnir to Dag. When Dag faced Helgi upon the battlefield, Gungnir easily delivered the killing 
  blow.
  Yggdrasil’s enchanted wood has special properties which allow for a spiritual journey. Odin pierced him-
  self with Gungnir in order to gain knowledge, and when Helgi was struck, he instantly knew the fate that 
  awaited him. A victim struck upon the battlefield will appear paralyzed and catatonic, overwhelmed with 
  the knowledge that the spirit world has revealed.
  Weapon
  Size: 4
  QR: 70
  DF: 16
  Pierce: 16
  Reach: 4
  Parry: 2
  Focus: 9
  Meta: Spirits
  DP: 8
  
  317
  
  318
  Magical Krampus Chain
  Dvergar Engineering: The wielder strikes fear into the hearts of their enemies. Anyone attempting to 
  strike the wielder must take a damage penalty if they suffer from the Vulnerable condition. Vulnerable in-
  tensity 1-3 the attacks deals only 50% of the damage, and at intensity 4, the damage dealt is 25% of actual. 
  [Counter: P]
  Curse: If the wielder is not a Krampus, an Ultimate Sacrifice must be paid upon equipping this weapon. 
  Then with every attack, a Minor Sacrifice +1 must be paid.
  These magical chains were forged by unknown hands in an unknown forge. Even most Dvergar do not 
  understand their creation techniques. While most often found in the hands of the frightful Krampus, some 
  brave and fool-hearty Ulfhednar and Berserkirs make use of these punishing instruments of death. On the 
  other hand, many an Angel of Death enjoy possessing such a weapon.
  Weapon
  Size: 6
  QR: 20
  DF: 3
  Pierce: 2
  Reach: 6
  Parry: 0
  Focus: 3
  Meta: Knockdown
  Laevateinn
  The damage type is ”fire” (for powers affected by specific element)
  Dvergar Engineering: Meta tag automatically triggers upon an Attack action.
  Infuse: Sundering Blow (Active power)
  Muspeli Jotun Engineering: The attributes of the weapon double each combat round. The Cluster meta 
  range also doubles every round.
  Laevateinn was forged by Loki, wielded by Surt and is now guarded by Sinmara. This sword is known as the 
  World Destroyer. Farbauti goaded his son Loki into creating a veritable weapon of mass destruction. It was not 
  Loki’s intent to create such a destructive force, and once the Trickster God witnessed its lethality, he forever 
  gave up the blacksmithing art. When Surt used Laevateinn awesome power, it was as a last resort. He knew that 
  he could not be trusted with such a weapon, so he entrusted it in to Sinmara’s care. She is now the guardian who 
  watches over the World Destroyer.
  Laevateinn doubles in power every combat round, and this effect cannot be negated. All direct numerical val-
  ues (DF, Parry, etc), and implied numerical values (meta tag range) are affected by this power. The longer this 
  weapon is used, the greater the devastation.
  Weapon
  Size: 24
  QR: 95
  DF: 16
  Pierce: 16
  Reach: 4
  Parry: 2
  Focus: 9
  Meta: Spirits
  DP: 9
  
  319
  
  320
  Mimir’s Well
  Mimir’s Well is one of the most sacred sites in all of Yggdrasil. It is a place of calm, contemplation, and wisdom. Situated 
  at the base of Yggdrasil, it is far from all realms which hang upon the branches and roots. When Mimir grew tired of living 
  among his kin in Jotunheim, he specifically chose a remote and mystical place. Sun shines in this grove only a few short 
  hours per day. Many rivers flow through these woods, on their way to Hvergelmir below.
  The well itself is both living and magical. It is a place where Nidhogg scored a deep wound in Yggdrasil’s bark. From the 
  ever-flowing wound, both remedy and poison flow. Mimir built a well in order to capture the conflicted boreal blood. The 
  well is in need of constant care, for little can contain the Yggdrasil’s blood.
  For those who wish to visit, the site is not easy to reach, since Mimir only wants the wise to find their way. He has obscured 
  the paths around his grove. Those who make the pilgrimage come for a drought of the Cosmic Tree’s tainted nectar. It is a 
  costly affair, because a precious gift must be made at the well before Mimir will allow one to partake in the tainted elixir. He 
  explains that what you receive is proportional to what you leave as a gift, and a gift must be something intimate to you. Odin 
  learned much, but it cost him his own eye which he left in the well as a tribute to Yggdrasil.
  Infuse: Sever Fate (Active Power)
  Dvergar Engineering: Set Items see below
  Curse: Must have a Physical Trait of 8 to lift Mjolnir, and a 
  Physical Trait of 10 to wield properly
  Mjolnir, Megingjord & Jarngreipr
  Weapon
  Size: 12
  QR: 72
  DF: 40
  Pierce: 24
  Reach: 2
  Parry: 0
  Focus: 9
  Meta: Knockback
  DP: 9
  Megingjord
  Accessory
  Move +14
  Infuse: Modr, Greater
  Dvergar Engineering: Set Items (see left)
  Jarngreipr
  Accessory
  Evade +4
  Infuse: Thunderclap [Amplify Area Multi] 
  {Providence Spell} (Active power)
  Dvergar Engineering: Set Items (see left)
  Dvergar Engineering: Set Items (30 QR) – when Mjolnir, Meg-
  ingjord and Jarngreipr equipped together, they gain the follow-
  ing powers:
  • Dvergar Engineering: No matter how far Mjolnir is thrown, 
  it will return to the wielder
  • Dvergar Engineering: Removes the curse effect from Mjol-
  nir
  • Pierce +56
  Thor’s hammer Mjolnir, was forged by Brokk and Sindri and is 
  judged by the Aesir to be the finest magical weapon they have 
  ever seen. This is despite Loki’s efforts to sabotage Mjolnir’s 
  construction, resulting in a shortened handle and shaft. Meg-
  ingjord is the iron girdle that was created to help boost the 
  wearer’s strength enough to lift Mjolnir. Jarngreipr was the iron 
  glove created to allow Mjolnir to be thrown and caught upon its 
  magical return. The most terrifying aspect is this set of items is 
  that it has killed more immortals than any other weapon.
  Size: 12
  QR: 22
  Size: 12
  QR: 22
  
  321
  
  322
  Slaine Weapons
  Slaine weapons are weapons which devour Divine Potence. They are real threats to immortals because they will diminish 
  an immortal’s Divine Potence. Should an immortal be killed while Divine Potence is at zero, their souls are condemned 
  to Helheim. Immortals have unanimously agreed that these weapons should be destroyed, and the few that are allowed to 
  exist, should only be used under the most dire circumstances.
  During the second age, the Age of Idavigdir, the high-king of Eriu was known as Slaine. In order to rule with absolute 
  power, he devised weapons that would hunger for the blood of gods. These weapons were forged in the bowels of his castle 
  and were forever known as Slaine weapons.
  Thor is probably the immortal who has the worst reputation in this regard. His hammer Mjolnir is a legendary Slaine weap-
  on. Thor has killed many Rime Jotuns with Mjolnir which has the ability to drain DP. Some of his kills were justified, but the 
  majority are seen as unnecessary and reckless. As a result, many doors are closed to him among immortals. Many shun him 
  and refuse to help him when he asks for aid.
  Spirald Shadow Chain Spear
  All damage dealt by the weapon is Spiritual [QR 12]
  Dvergar Engineering: Gore meta triggers automatically on the Attack action. More Weapon metas 
  may be played in order to add more condition intensities [QR 6].
  Dvergar Engineering: When the barbed spear damages the opponent, it will lodge itself into its vic-
  tim [Counter: P]. In order to remove the weapon, the victim must play a Physical rune if their Physical 
  trait is less than the wielder, or 2 Physical runes if the wielder’s Physical trait is higher [QR 2].
  Dvergar Engineering: When someone impaled upon the weapon suffers their Degeneration damage 
  during the Upkeep phase, the wielder instantly heals the damage the victim suffered [QR 4[.
  Realm Ore: Red Gold [QR 6]
  Curse: If the wielder does not have at least 6 ranks in the Sneak skill, this spear’s magical effects will 
  not manifest.
  These magical spears are attached to enchanted chains which are tethered to the wielder’s wrist. Oddly 
  these Red Gold weapons are sought after and collected by agents of the dark. These spears are usually 
  thrown, and the chain is used for follow-up attacks.
  Weapon
  Size: 6
  QR: 47
  DF: 6
  Pierce: 6
  Range: 40
  Parry: 0
  Focus: 0
  Meta: Gore
  
  323
  The Excavator
  Accessory
  QR: 4
  When an intrepid group of adventurers travelled west in 
  order to settle Gronland, they brought many provisions 
  and equipment, but forgot to pack any shovels. When 
  they arrived, they found out their horrible mistake, and 
  despaired- how would they dig into the hard and frozen 
  soil? Then a mysterious shovel appeared upon their ship. 
  Had they packed it and forgot about it? After their en-
  campment was built, they looked for their only shovel, but 
  it was nowhere to be found. Rumours said that it had sur-
  faced in one of the Skraeling villages, and the settlers sent 
  out a war-band to retrieve it from the thieves, however, the 
  truth was much more disturbing than a simple theft.
  The shovel that refuses to be found, and appears in times 
  of dire need is known as the Excavator. Brought into be-
  ing by the mighty Orglog known as Bryll, the Excavator 
  is a shovel with no equal- literally. It has consciousness, 
  powers and ambitions. It left its creator long ago in order 
  to find meaning.
  Tooth of Saint Bede
  Accessory
  QR: 4
  Saint Bede was a Missionary with incredible willpower, 
  faith and devotion. Many settlements and conversions 
  to the New Faith are thanks to his tireless efforts. When 
  he died, his teeth were extracted and brought to various 
  monasteries throughout Western Midgard. This hopy rel-
  ic would be placed in a shrine of great honour, in order to 
  remind the abbot and the monks that White God’s bless-
  ings are with them. By praying before this holy relic, the 
  pilgrim gains a Miracle bonus of +1. This bonus is cannot 
  be imparted again from this particular reliquary until the 
  pilgrim has visited each holy site containing Saint Bede’s 
  other holy reliquaries.
  
  324
  
  325
  Heroes of Legend
  
  326
  In this section, you will find an extensive list of Viking 
  heroes and legendary personalities who have ascended to 
  become Einherjar, Valin or Sons of Muspel. For immortal 
  campaigns, you get to fight side-by-side with (or against) 
  the legends! They may have achieved greatness in life, but 
  they have continued to build their legend in the afterlife 
  as well. In some rare cases, however, some of these heroes 
  have been drawn down into Niflheim- here you will find 
  their tragic tale.
  Valin are the dead who are brought by the Valkyries to 
  Folkvangar, Freya’s field of the dead. The field was cre-
  ated in a way that souls who linger upon its pastures will 
  regrow a new body around the soul. They are also known 
  as Champions of Vanagard.
  Sons of Muspel are brought by the Valkyries to Glassis-
  vellir and the Einherjar are brought to Valhalla. Usually 
  the mortal’s allegiance is taken into consideration when 
  they are plucked by the Valkyries. For example, a mortal 
  who worships Surt would be taken by one of Surt’s Fire 
  Valkyries, but in some cases, Odin may want the soul, and 
  the soul may be contested by Odin’s Valkyrie. Should she 
  win, the soul may end up in Valhalla.
  Ragnarok occurs in the 10th century, so all of the char-
  acters below have been long dead. Under each legendary 
  figure you will find their dates (when their great deeds 
  were recorded), sources (for further reading), status (Ein-
  herjar, Valin, or Son of Muspel), and a short synopsis of 
  their impact upon the Fate of the Norns universe.
  Angantyr
  7th century
  The Saga of Heidrek the Wise
  Son of Muspel
  Angantyr was the son of King Arngrim and Eyfura. He 
  had eleven siblings, and all were Berserkirs who earned 
  their legend through battles and raiding- they were un-
  beatable. Once day the twelve brothers were to travel to 
  battle with an enemy, and Angantyr had an omen predict-
  ing their doom. When he told his father, King Arngrim 
  bequeathed upon him the legendary sword Tyrfing. With 
  the help of the sword, the brothers killed an entire army, 
  but ultimately fell to the opposing prince. He was bur-
  ied with Tyrfing, and lay undisturbed until his daughter 
  Hrevor came to claim it from his barrow.
  Aslaug the Volsung
  8th century
  The Sagas of Ragnar Lodbrok
  Einherjar
  Aslaug was the daughter of Sigurd and Brynhild. She was 
  Ragnar Lodbrok’s third wife and they had four sons: Ivar 
  the Boneless, Sigurd Snake-Eye, Hvitserk and Ubba. 
  She poured her efforts in raising her children as heroes. 
  Aslaug did not shy away from clashing with Ragnar, nor 
  about going to war. While she lived, she led armies into 
  battle and defended her lands with zeal. When they at-
  tacked Earl Eystein of Svealand, she led an army of 1500 
  men overland while her sons attacked from the sea.
  Beowulf the Mighty
  6th century
  Beowulf
  Valin
  Beowulf was the king of a kingdom which only lives on in 
  memory. To become the king of the Geats, Beowulf had to 
  prove himself. He did so by killing two monstrous trolls 
  who were terrorizing king Hrothgar’s kingdom. Upon 
  ascending the throne of the Geats, Beowulf bolstered his 
  own legend by fighting a terrifying dragon. He was mor-
  tally wounded, and with his passing, his kingdom also 
  passed into memory. Geatland has been replaced with the 
  current kingdom of Ranrike. Beowulf’s bloodline lives on 
  in the Ylfing dynasty. 
  Bjorn Ironside
  9th century
  The Sagas of Ragnar Lodbrok; Tale of Ragnar’s Sons
  Son of Muspel
  Bjorn was the son of Ragnar Lodbrok and Aslaug the 
  Volsung. His father grew jealous of Bjorn’s accomplish-
  ments and set King Eystein against his sons. Aslaug and 
  her sons brought war to Eystein’s doorstep and estab-
  lished themselves as powers that deserve respect. Like 
  his father, his name is known throughout Midgard, but 
  Bjorn Ironside is also infamous in Outer-Midgard. He 
  pillaged down the coast from Francia, then attacked the 
  Papal States of the south. When he returned, he was more 
  
  327
  worldly than any Viking to date. He was a self-made man 
  who chose his own path in life, and even after death.
  Frodi
  8th century
  Gesta Danorum; Poetic Edda
  Einherjar
  King Frodi’s reign of Jutland will never be forgotten- 
  Frodi’s peace stretched across most of Midgard. Frodi is 
  part of the Skjoldung clan. Odin helped Skjoldung’s son 
  Skjold become jarl of Gotland. Skjold married the god-
  dess Gefjun and their son was Fridleif and his grandson 
  was Frodi. Frodi wished to keep the peace so his set two 
  giant-women to work a magical mill that could grind out 
  whatever he wanted. He ordered them to create a lasting 
  peace throughout the land. While they obeyed, all of Mid-
  gard settled into an era of prosperity. But the giant-wom-
  en grew bored and resentful. They churned out an army 
  that ended Frodi’s life, and the peace along with it.
  Gunnar Hamundarson
  10th century
  Njal’s Saga
  Muspeli Jotun
  Gunnar was bellowed in Islandia. He was physically gift-
  ed, with inhuman strength and dexterity. He was a adept 
  with most weapons, but his favourite was the atgeir. He 
  was handsome, and his charm matched his good looks. 
  He was calm, well mannered and even tempered. He had a 
  great love for his homeland and performed many benevo-
  lent deeds for his kinsmen. He was close friends with Njal 
  the Lawspeaker, who one day warned him about violence 
  against certain powerful clans. He ignored this sage ad-
  vice and was subsequently marked for death. Instead of 
  fleeing, he remained to fight them, having no desire to 
  put his life above his homeland. Despite killing many of 
  his attackers, he was eventually overpowered and killed.
  
  328
  Harald Fairhair
  10th century
  Heimskringla
  Einherjar
  Harald Tanglehair was known for his wild and tangled 
  mane. He said that it brought him luck, and he was not 
  wrong. Hoping to win the heart of a fair maiden who was 
  set on marrying a great man, Harald conquered the petty 
  kingdoms of Norveig, unifying them under his banner. No 
  one had ever accomplished such a great feat in the history 
  of Midgard. Harald Fairhair died in his bed, which would 
  normally fail to attract the Valkyries, since they scour bat-
  tlefields for proper heroes. Odin made an exception in 
  Harald’s case and sent a Valkyrie to fetch the king’s soul.
  Harald Wartooth
  7th century
  Gesta Danorum
  Einherjar
  He was the legendary king of Svealand, Jutland, Ranrike 
  and Rogaland. He was so successful upon the battlefield 
  that he grew to old age. Fearing death in his sleep and a 
  fate in Niflheim, he organized a battle between his well-re-
  spected foe King Sigurd Ring. All he wanted was to die 
  upon the battlefield so that Odin could claim him for Val-
  halla. It is said that Odin himself came down to the Battle 
  of Bravalla in order to personally kill and claim King Har-
  ald Wartooth as a prized Einherjar. Upon his ascension 
  to Valhalla, he was raised to a trusted circle of Einherjar 
  chosen for the most important missions. Before Ragnarok 
  he was entrusted to guard Fenrir and ensure that he does 
  not escape.
  
  329
  Hervor Angantyrsdottir
  7th century
  The Saga of Heidrek the Wise
  Daughter of Muspel
  Hervor was Angantyr the Berserkir’s daughter. She visited 
  his barrow and demanded her inheritance- Tyrfing, sword 
  of legend. Despite his protests and warnings, she left with 
  her prize. A headstrong woman, Hervor was a force to be 
  reckoned with, even before she acquired Tyrfing. Once 
  she did, she became truly dangerous, leaving corpses in 
  her wake. She became famous throughout the land, and 
  eventually married a man who enjoyed her spunk. They 
  had two sons, the older was named after his grandfather, 
  Angantyr. The younger was Heidrek, and a trouble-maker 
  like his mother. After a heinous deed, Heidrek was exiled, 
  and his mother gave him Tyrfing, fearing for his safety. 
  Heidrek the Wise
  7th century
  The Saga of Heidrek the Wise
  Son of Muspel
  Heidrek was Hervor’s son, and Angantyr’s grandson. 
  Like his mother, he had a foul attitude and unquench-
  able fire in his heart. His wicked deeds resulted in the his 
  clan sentencing him out outlawry. His mother gave him 
  a magical sword that would protect him from those who 
  could not kill him with impunity. Alone and desperate, he 
  became a more noble man. He joined the court of a king 
  named Harald, a very wise man and beloved leader. When 
  Heidrek discovered that his liege was paying tribute to an 
  overlord, he became incensed. This overlord was a rude 
  and hated despot. Using his skill and sword, Heidrek led 
  his warband and slew the overlord and his army. He led his 
  army on many more successful conquests in the west.
  Ivar the Boneless
  9th century
  The Sagas of Ragnar Lodbrok; Tale of Ragnar’s Sons
  Einherjar
  Ivar was the son of Ragnar Lodbrok and Aslaug the 
  Volsung. Like his father, his name is known across Mid-
  
  330
  gard, and feared in Outer-Midgard. He led the great 
  Heathen army in their invasion of the Great Isles. They 
  sacked the eastern kingdoms aligned with the New Faith. 
  Expanding their kingdoms into the eastern Great Isles, 
  the sons of Ragnarok Lodbrok took their revenge for the 
  death of their father. In the end Ivar captures his father’s 
  killer, King Aella of Northumbria and kills him using the 
  Blood Eagle ritual. Despite his physical handicaps, his 
  mental acuity, wisdom, willpower and cunning made him 
  into one of the greatest heroes of his age.
  Ragnar Lodbrok
  9th century
  The Sagas of Ragnar Lodbrok; Gesta Danorum; Krakum-
  al
  Einherjar
  Ragnar was a legend among his people, and a scourge to 
  those of Outer-Midgard. Ragnar’s most telling accom-
  plishment was the raid upon Paris and the subsequent 
  sacking of this Frankish city. Frankish King Charles the 
  Bald bribed Ragnar with seven-thousand pounds of silver 
  in order for the Vikings to leave Francia. He then turned 
  his sights on the Great Isles, where he clashed with King 
  Aella and his allies. Ragnar established settlements, ex-
  panding his kingdom, but he was ultimately captured by 
  King Aella and thrown into a pit of vipers. Ragnar fought 
  the snakes in the pit, his life’s deeds attracting the Valky-
  ries to bear witness to his final hours.
  Sigurd “Dragon Slayer” the 
  Volsung
  5th century
  Poetic Edda
  In Helheim
  Sigurd was an ancient hero whose legend has never died. 
  His epic deeds are peerless- beginning with apprentice-
  ship with the Dvergar, fighting and defeating a dragon, 
  and inheriting a treasure assembled by none other than 
  Odin and Loki. He went on to liberate the Valkyrie named 
  Brynhild and then became the prize of the Nibelung clan. 
  His death was orchestrated by Brynhild, from misguided 
  jealousy and shame. Sigurd was murdered by his brother-
  in-law Gutthorm and as a result ended up in Niflheim. Dy-
  ing in his sleep outweighed all of the great deeds he had 
  achieved in life. This was a tragedy that Brynhild wished 
  to thwart, riding into Helheim in order to save her love.
  
  331
  
  332
  
  333
  Starter Vignettes
  Lords of the Ash presents several sagas that transport the dwellers through some of the major 
  events unfolding during the Second Age of Ragnarok. The Sword Age has some major events 
  that irrevocably change the lives of both divine beings and mortals. These adventures are geared 
  towards immortal archetypes, tying into the divine conflict.
  The Sword Age spans the period 933-935 and includes many more story arcs than those pre-
  sented in this chapter. The Norn and their players are encouraged to explore 
  the Wrath of Jormungand- a flooding that devastates the coastal towns in Mid-
  gard. Equally cataclysmic is the Fall of Asgard, which ushers in the Third Age 
  of Ragnarok.
  The structure follows the same format found in Denizens of the North. The 
  starter vignettes contain enough information to kick off an epic saga, but will 
  require the Norn to fill in the missing pieces in the later parts of the story. Each 
  starter vignette breaks down the information into eight key sections:
  - Summary: a quick summary of the overarching plot.
  - Location: lists the key locales wherein the saga’s plot will unfold.
  - Time Period: sets the time-frame within which the saga should take 
  place. This is important because the starter vignettes span a period of 
  many years. Each saga has outcomes which may greatly impact future 
  sagas.
  - Background: presents optional background information which help 
  improve the framing of the plot.
  - Main Characters: presents the list of key denizens that will help pro-
  pel the plot. Some include strengths and faults.
  in the “Legends and Villains” chapter (see page 14).
  - Plot: outlines the start of the saga. The remainder of the plot re-
  mains to be filled out by the Norn.
  - Plot 
  T w i s t : 
  like any 
  
  334
  good story, not everything is as straight-forward as it 
  seems. This section puts
  a hidden spin on the story which may have the players re-
  assessing all of their assumptions.
  - Fallout: No story is complete without consequences. 
  This section outlines possible ending scenarios
  and what they could mean to the broader
  Saga 1: Freeing Fenrir
  An adventure for Sons of Muspel, but Valkyries are wel-
  come as well. The Norn may permit a rebel Einherjar to 
  join the cause, and such archetypes do exist. Helgi Hun-
  dingsbani is an Einherjar with no love for the All Father. 
  The Einherjar harbours deep anger and resentment after 
  how Odin treated Helgi’s wife- Sigrun the Valkyrie.
  Summary
  This saga fulfills the prophesy of Fenrir breaking loose 
  during the Sword Age, the Second Age of Ragnarok. Fen-
  rir is freed by a warband which was assembled by one of 
  Loki’s supporters. They have watched Loki and his chil-
  dren suffer and they have hatched a plan to set Fenrir free. 
  If the dwellers fail to free Fenrir, he will break free at the 
  end of the Third Age by his own accord.
  Location
  The adventure begins in either Jotunheim or Muspelheim 
  and concludes in Asgard. Along the way, the adventure 
  may meander through other realms depending on the 
  strategy employed by the dwellers.
  Time Period
  This adventure unfolds during the Sword Age. Loki is not 
  yet free, and this adventure, should it prove successful, 
  could add a powerful ally when it comes time to free Loki 
  from his prison in Hvergelmir.
  Background
  History about the binding of Fenrir:
  When Loki brought his children to Asgard, the gods 
  were shocked. A wolf, a serpent and a skeletal girl, fright-
  ful beasts borne of a frightful mother- Angrboda. Fenrir 
  caused all manner of mischief, and the gods came togeth-
  er to discuss what should be done. Loki was kept out of 
  the discussions since they revolved around his children 
  and the mother was never considered. They resolved to 
  bind him to a giant rock upon the island of Lyngvi in the 
  north-western waters of Asgard.
  The Aesir decided to trick young Fenrir into playing a 
  game of strength. They would tether him with a fetter, and 
  he would prove his strength by breaking it. The first bond 
  created was called Leyding, and Fenrir had no problems 
  breaking it. The second was called Dromi, and it was the 
  very best the gods could muster. Again, Fenrir broke it, 
  but it required him to strain against it. Odin knew that the 
  solution would require the Dvergar. Freya commissioned 
  the Dvergar who knew a thing or two about making un-
  breakable bonds.
  The Dvergar forged Gleipnir from a cat’s footfall, a bird’s 
  spittle, a woman’s beard, a mountain’s roots, a bear’s sin-
  ews and the breath belonging to a fish. These were impos-
  sible ingredients which were forged into an impossibly 
  durable fetter. When Fenrir was presented with the next 
  challenge he began to suspect that the gods meant him 
  harm. He insisted that an Aesir god place their hand into 
  his maw as insurance against trickery. Tyr was the only 
  one brave enough to fulfill this duty, knowing full well that 
  if Fenrir could not break the fetter, he would forfeit his 
  hand.
  It came to pass that Fenrir was bound upon Lyngvi and 
  Tyr lost his hand. The Aesir gods moved quickly against 
  the other children so as to get to them before news of their 
  sibling’s fate could reach them. Odin murdered Hel and 
  then the gods banished Jormungand in Midgard. Angrbo-
  da was furious and refused to forgive Loki for the fate of 
  their children. Just before Ragnarok, Loki was captured 
  and bound by the guts of his dead children, those which 
  he sired with his wife Sygin. After Loki’s imprisonment, 
  Angrboda’s heart softened as she realized that inaction 
  would never serve justice to those who deserved it.
  Loki cannot be freed without a much longer adventure, 
  since Hvergelmir has been sealed by four seals in order 
  to keep Nidhogg imprisoned there. The seals were put 
  into place by the rulers of Asgard (Odin), Vanagard (Ae-
  gir), Jotunheim (Bergelmir) and Muspelheim (Surt). They 
  were temporarily lifted so that Loki could be placed within 
  Hvergelmir’s confines. Now the realm is resealed and the 
  seals are back in their respective realms. Loki is bound be-
  low a venomous snake and which the poison hits his face, 
  he shakes with unimaginable agony and his convulsions 
  cause the world tree to shudder. See Vargeisa the Fire 
  Wolf (Denizens of the North page 90) for the one who is 
  driving the effort to free Loki. The dwellers can, however, 
  attempt to free Fenrir with much less effort.
  
  335
  Asgard has been under siege for three years. Morale is 
  grim within the city of the gods. Asgard’s impregna-
  ble walls are the only thing keeping the dark tide at bay. 
  Trolls, ogres, ettins, Jarnvid Wolves and Jotun eagles have 
  the city surrounded. Bifrost is coated in blood from the 
  continued attempts at breaching the gates. Heimdall is 
  ever-watchful in protecting the main entrance. Einher-
  jar utilize Valkyries and Golden Eagles to ferry them in 
  and out of Asgard when they go on important missions. 
  Each and every time is dangerous since the Jotun eagles 
  will challenge anyone in the skies above Asgard. When 
  he needs to come and go, Thor is the only one mighty 
  enough to smash his way through the siege. Thor is mostly 
  away, since he knows that he must find Naglfar and that he 
  must destroy it. Prophesy states that the armies that will 
  reduce Asgard to ash will sail upon this mighty air-ship. 
  Odin finds a way to go in and out of Asgard, but it involves 
  trickery and illusion.
  Main Characters
  Odin
  He is the All Father, leader of the Aesir gods.
  Knowledge: He knows everything which has occurred in 
  great detail. He also knows what is to come, but not at the 
  same level of detail.
  Strengths: His ravens fly around Asgard and report any-
  thing they see. With the arrival of the Jotun eagles, their 
  flights are much less frequent and cover less territory. 
  They check over the main halls mostly.
  Vices: Curiosity and the desire for knowledge is Odin’s 
  greatest vice. He will go to almost any lengths to find 
  out what is going on and what will happen. If the dwell-
  er arouses Odin’s curiosity and attention, they will be 
  tracked down very quickly. Odin also tends to wander 
  Midgard, despite the siege of Asgard.
  Allies: All of the Aesir and the Einherjar.
  Enemies: Many, but he has ways to mitigate most threats.
  Angrboda
  She is Loki’s mistress and has found place in her heart for 
  forgiveness. She is one of the two higher-powers who will 
  bestow the quest to liberate Fenrir. She has many assets at 
  her disposal. Jarnvid is full of powerful Seithkonas and she 
  is the most powerful of them all.
  Knowledge: She has little knowledge of Asgard, but vast 
  knowledge when it comes to magic, wolves and Jotun-
  heim. She will impart what she knows upon those who 
  work for her.
  Strengths: She is a powerful Seithkona. She can infuse 
  many powers into magical amulets for the dwellers, trans-
  forming them into denizens native to Asgard. She also has 
  the Jarnvid wolves as an army, but most are already at the 
  siege of Asgard. She can command the wolves to help in 
  any way they can.
  Vices: She has a weakness for her children and will go to 
  great lengths to help free them. She is willing to part with 
  immense wealth if need be (she has 100,000 Skatt at her 
  disposal).
  Allies: Most creatures of Jotunheim.
  Enemies: Aesir and the Einherjar.
  Laufey
  She is the Loki’s mother and the grandmother of Fenrir. 
  She has strong reasons to see both set free. She is one of 
  the two higher-powers who will bestow the quest to liber-
  ate Fenrir. Within her hall in Muspelheim, she has great 
  assets which she could leverage in the rescue of her chil-
  dren. However, having her as an ally is the most valuable 
  reward since she is on great terms with all of the higher 
  powers in Muspelheim with the exception of her estranged 
  husband Farbauti.
  Knowledge: Everything dealing with magic and the realm 
  of Muspelheim.
  Strengths: Her magic can create portals into Asgard. The 
  will be closed rather quickly because Heimdall has placed 
  wards alerting him of such intrusions. She can also help 
  the dwellers hide from Einherjar, bestowing upon them 
  magical items infused with Sneak and Shroud.
  Vices: She is very curious about magic. Anyone having a 
  power which could be of interest to her will automatically 
  get her attention. She is driven to become the most knowl-
  edgeable, not necessarily most powerful, spell-caster in 
  all of the realms.
  Allies: The denizens of Muspelheim such as Fire Skui and 
  Karsts, all of the Muspeli Jotuns except Farbauti.
  Enemies: Nidhogg
  Fenrir
  He is bound, and after many years, he is demoralized. It 
  will take time and effort to get him back to his lively state. 
  The only thing that rouses him out of his depression is 
  when the earth shakes due to his father’s anguish in the 
  venom realm.
  Knowledge: He is more interested in hunting and playing 
  rather than obtaining knowledge.
  
  336
  Strengths: If combat lasts 6 turns, he will wake from his 
  depression and prove to be a ferocious ally (level 68).
  Vices: He loves to play and can be distracted rather easily.
  Allies: His family.
  Enemies: All of the Aesir and all of the Einherjar.
  Heimdall
  He is the guardian of Bifrost bridge. Attempting to breach 
  the main gate by force would be suicide. He has formed 
  a perfect bottle-neck where his overwhelming forces can 
  cut down anyone trying to cross. He will not engage in any 
  dialogue with anyone who is aligned against them. Heim-
  dall can hear grass growing 1 mile away, so if the team 
  wishes to get into Asgard, they will have to take steps to 
  conceal themselves.
  Knowledge: How to protect a dominion from invasion. 
  He is all seeing and knowing when it comes to Asgard. He 
  detects portals and dispels them within a minute. It takes 
  strong magics to hide someone from his senses.
  Strengths: War and tactics. He has setup Bifrist in such a 
  way that he can beat an army one hundred times the size of 
  his defending war-band.
  Vices: He hates dishonorable people, particularly liars.
  Allies: All of the Aesir.
  Enemies: Loki and his brood. He refuses to trust Vali and 
  keeps a close eye on him.
  Vali Lokisson
  He is Loki’s son who was transformed into a wolf and 
  bewitched and forced to attack and kill his brother Nari. 
  After the gods pulled the guts out of Nari’s stomach, they 
  bound Loki in his son’s intestines. After Loki’s imprison-
  ment, Sygin went to be with her husband and Vali was left 
  in Asgard to bury the brother he unwittingly killed. He is 
  furious and holds great hatred towards the Aesir.
  Knowledge: He knows everyone in Asgard since he was 
  born and raised there.
  Strengths: After his bewitchment, he can now 
  shapechange into a Blood Wolf at will. However, he loses 
  his sanity when he does this and goes into rage (Rage 4).
  Vices: He will be easily swayed into taking revenge on the 
  Aesir. He will help the dwellers in any way he can so long 
  as the Aesir are made to suffer.
  Allies: He has very few allies left in Asgard. Since his fam-
  ily was killed, imprisoned and exiled, he has been a veri-
  table pariah. He has befriended some of the Dvergar who 
  have been hired to come to Asgard and create weapons 
  and armour for the war.
  Enemies: Heimdall doesn’t trust Vali because he can 
  sense the anger in Vali’s voice. After tempers cooled, 
  the Aesir allowed Vali to stay, so Heimdall cannot move 
  against him without proof.
  Jormungand
  He has been banished to Midgard and cannot leave this 
  realm. He has been blowing off steam by attacking the 
  coastal Hofs dedicated to the Aesir gods. His thrashing 
  has caused unimaginable flooding. Combined with the 
  thawing snows of Fimbulwinter, most coastal towns in 
  Midgard have been washed away.
  Knowledge: He lived in Jotunheim, Asgard and is not in 
  Midgard. He has tremendous knowledge of each realm, 
  especially the waterways.
  Strengths: Normally Jormungand is viewed as a gentle gi-
  ant. Before his banishment to Midgard, he shunned con-
  frontation. His desire to see his father and siblings freed 
  has brought him out of his shell, making him a terrifying 
  foe and a valued ally.
  Vices: He will get worked up when reminded of his fam-
  ily’s fate. It is a sore spot that will illicit a temper in this 
  usually docile creature of the deep.
  Allies: Denizens of Jotunheim
  Enemies: The Aesir
  Hel
  She was banished to Niflheim by Odin’s own hand. She 
  cares deeply about her father and siblings. She is not one 
  that is easily approached, so dwellers may meet with her 
  agents throughout Yggdrasil. Angels of Death and Drau-
  gar will be acting as her agents if the dwellers attempt to 
  seek her out.
  Knowledge: She knows Asgard very well. She knows 
  Odin and Heimdall, and how to avoid their gaze.
  Strengths: She is the mistress of death, granting her do-
  minion over the spirit world.
  Vices: She has particular animosity towards Odin. Anyone 
  offering to harm him will get into her good graces.
  Allies: Denizens of Niflheim. Everyone else fears her.
  Enemies: Odin and Nidhogg.
  Harald Wartooth (Einherjar)
  He was the legendary king of Svealand, Jutland, Ranrike 
  and Rogaland. He was so successful upon the battlefield 
  that he grew to old age. Fearing death in his sleep and a 
  
  337
  fate in Niflheim, he organized a battle between his well-re-
  spected foe King Sigurd Ring. All he wanted was to die 
  upon the battlefield so that Odin could claim him for Val-
  halla. It is said that Odin himself came down to the Battle 
  of Bravalla in order to personally kill and claim King Har-
  ald Wartooth as a prized Einherjar. Upon his ascension 
  to Valhalla, he was raised to a trusted circle of Einherjar 
  chosen for the most important missions. Before Ragnarok 
  he was entrusted to guard Fenrir and ensure that he does 
  not escape.
  Knowledge: War and tactics are his strength. He knows 
  how to engage his foes and he has laid traps for anyone 
  coming to Lyngvi.
  Strengths: Upon the battlefield, he can call upon unend-
  ing recruits. He needs to be avoided, and if he is engaged, 
  he will be able to call in an Einherjar every other turn and 
  a Golden Effigy every turn.
  Vices: He loves women and drink. He has a hard time re-
  sisting when those options are placed before him. He also 
  has a big ego and will be reluctant to call upon help from 
  peers. Not wanting to be overshadowed, he will rely on 
  lesser minions for aid.
  Allies: If he is the last one upon the battlefield, he will call 
  upon an equal level Einherjar for aid. Until that time, he 
  will refrain from looking bad in front of his peers and will 
  summon lesser reinforcements.
  Enemies: He has none within Asgard.
  Gold Effigies
  They are the primary guard sentries littered throughout 
  Asgard. They have low level consciousness and free well, 
  but they do have fantastic loyalty and will follow directions 
  literally. More details about them can be found in the Core 
  Rulebook on page 196.
  Knowledge: Limited to what was programmed into their 
  minds
  Strengths: Unwavering devotion to their programmed 
  objectives
  Vices: None
  Allies: Creator and anyone programmed to be an ally (All 
  Aesir and Einherjar)
  Enemies: anyone programmed to be an enemy (All 
  non-Aesir and non-Einherjar)
  • Reprogramming an Effigy: All of the runes from the 
  effigy’s Essence must be matched by Galdr with the 
  same runes bound to the “Summon Effigy” Passive 
  power. This is a very hard thing to match, that is why 
  the creator retains almost all control over reprogram-
  ming. So for example if the Effigy’s Essence consists of 
  the following runes: Fehu, Tiwaz, Jera, Uruz and Dag-
  az, then the one attempting to shut them down, must 
  have the “Summon Effigy”
  Plot
  The plot begins in Jotunheim or Muspelheim, depending 
  on who initiates the quest. The dwellers may realize that 
  there are two women who have a high stake in this mission 
  and may choose to visit both quest initiators.
  This is a rather linear quest, with a clear destination of 
  Lyngvi. It can be as short as 2-3 vignettes if the dwellers 
  choose to steam-roll ahead, or may involve many more 
  mid-adventure vignettes should the dwellers choose to 
  prepare before the assault. 
  Even if the players ultimately fail, Fenrir will escape ac-
  cording to Norn prophesy.
  Vignette 1a: The Grandmother’s Lament
  The Sons of Muspel are summoned to Laufey’s hall. She 
  explains the backstory and asks for their help in springing 
  Fenrir free. She offers to provide any necessary equip-
  ment they mat need upon their adventure. The Norn can 
  offer any custom crafted item up to a QR equal to 50% 
  of the dweller level (Craft skill only). Laufey also provides 
  10,000 skatt for expenses during the adventure. She will 
  also give the dwellers an amulet that is infused with: Navi-
  gation +1 (Skill), Sneak +1 (Skill), and Blend into Shadow 
  (Passive power). She will also setup any meetings with oth-
  er higher powers, with the exception of Farbauti.
  If Laufey is visited after the dwellers meet Angrboda, she 
  will only provide the amulets.
  Vignette 1b: Angrboda’s Aid
  The Sons of Muspel are travelling through Jotunheim 
  and are invited to visit Jarnvid. Angrboda treats them as 
  honoured guests and explains her personal pain: Her son 
  Fenrir has been imprisoned by the Aesir gods. She enlists 
  their aid, and promises them honour and glory in the eyes 
  of the Jotun kingdoms. She will loan them Jarnvid wolves 
  for the journey, and will bestow golden rings. These 
  rings allow them to transform into Golden Effigies (Core 
  Rulebook page 196). This will allow them to slip through 
  Asgard without raising Heimdall’s suspicions.
  
  338
  If Angrboda is visited after the dwellers meet Laufey, she 
  will only provide the rings. 
  Vignette 2a: Learning from Jormungand (optional)
  Jormungand will be found in Midgard’s waters. He will be 
  eager to help in any way he can when it comes to freeing 
  his brother Fenrir. Talking with him may be problematic 
  as his demeanour will change throughout the conversa-
  tion. At first, he will be suspicious of any Sons of Mus-
  pel who come to see him. He will remain antisocial until 
  his brother is mentioned. From that point on, the timer 
  starts. His anger will grow as thoughts of his imprisoned 
  brother consume his mind and heart. After 10 minutes, he 
  will enter Rage and depart, seeking to kill Aesir followers.
  Within that 10-minute window, if the right questions are 
  asked, the dwellers may extract some of the information 
  below:
  Loki’s hall was built underground. It has a passage that 
  leads to Nidavellir. It is also filled with traps and puzzles, 
  ensuring that intruders die horribly.
  The Aesir do not have Einherjar guarding the waterways 
  that leave Asgard. Only Golden Effigies are posted to 
  sound the alarm that enemies will be emerging from the 
  water.
  Portals using Alkas are inadvisable since they will be spot-
  ted by Heimdall, and a war-band will be sent to dispatch 
  the intruders.
  His half brother Vali may be someone worth visiting in 
  Asgard. He will have ways to deal with Harald Wartooth.
  Vignette 2b: Learning from Hel (optional)
  Since she is in Niflheim, Hel cannot be directly reached for 
  an audience. If word gets out about the dwellers and their 
  intent, she will send a senior Angel of Death or Draugar 
  to parlay with the dwellers. They will not be able to answer 
  many questions, but will be able to offer the information 
  that Hel has sent:
  Going over the wall is a dangerous proposition; the Gold-
  en Eagles are more powerful than the Giant Eagles of Jo-
  tunheim.
  There is an entrance through Briedablik (Baldur’s hall/
  realm). It is linked to Alfgard, so passage through there 
  will require diplomacy rather than strength. Briedablik 
  neutralizes all hostilities and violence, so for the Lios Al-
  far to grant passage, they will need to agree to the request.
  Myrkvid is inadvisable since time passes differently (and 
  randomly). If time slows down outside Myrkvid, then it is 
  a desirable outcome, but time can also be faster, and than 
  that would be bad.
  His half brother Vali may be someone worth visiting in 
  Asgard. He will have ways to deal with Harald Wartooth.
  Vignette 3: Finding a Way In
  There are quite a few ways to enter Asgard, but most are 
  heavily guarded by Einherjar and Aesir gods.
  Trying to enter through the front door is tantamount to 
  suicide. Heimdall and his elite guard will slaughter an 
  army 100 times their size.
  Flying over the wall is very unlikely without a major di-
  version. The Golden Eagles maintain air superiority and a 
  head-to-head confrontation with them is not advised.
  Entering through the waterways will require magic, since 
  the currents are swift and hazardous; some entries require 
  scaling waterfalls. If the golden effigy sentries are alerted, 
  then a welcoming party will await the invaders when they 
  surface.
  There is a Myrkvid is Asgard. Like the other Myrkvids 
  found in other realms, they are all connected. Unfortu-
  nately, it is very easy to get lost in these dark woods. The 
  passage of time is warped within these woods, making it 
  entirely possible that one might emerge in the next age 
  of Ragnarok, or that perhaps no time has passed. On the 
  plus side, Odin’s all seeing throne Hlidskjalf cannot pene-
  trate this shadowy forest’s veil.
  Travelling through Nidavellir will lead to Loki’s hall. 
  While Heimdall and Odin cannot see inside, the traps and 
  riddles may halt all progress.
  Travelling through Alfgard will lead to Baldur’s aban-
  doned hall, but the Lios Alfar are very set in their ways, 
  and may not allow passage. Since violence is impossible in 
  Briedablik, a cunning tongue will be needed.
  The players may also think of ways to use heavily amplified 
  Alkas to create portals into Asgard. However, portals will 
  be detected and dispelled by Heimdall within 60 seconds 
  of opening.
  Vignette 4: Meeting with Vali Lokisson (optional)
  Vali is in his decrepit hall, drunk and suffering from de-
  pression. If the dwellers visit him, they will not only need 
  to sober him up, but will also need to lift his spirits. 
  
  339
  He offers information on how Harald Wartooth can be 
  beaten: He loves women and drink. He has a hard time 
  resisting when those options are placed before him. He 
  also has a big ego and will be reluctant to call upon help 
  from peers. Not wanting to be overshadowed, he will rely 
  on lesser minions for 
  aid.
  Vignette 5: Freeing Fenrir
  The dwellers will likely approach Harald Wartooth in one 
  of three ways, rescue through violence, or the use of sub-
  terfuge to sneak Fenrir out of Asgard, or a social interac-
  tion playing upon his vices.
  Violence option: A battle with Harald Wartooth will be 
  difficult. After all, he is a level 45 Einherjar. He will be 
  able to call in an Einherjar every other turn (starting on 
  round 2) and a Golden Effigy every turn (starting round 
  1). The Einherjar and Effigies will be the same level as the 
  average dweller level.
  Subterfuge option: This can only be achieved if an op-
  posed Sneak skill check can exceed Harald and Heim-
  dall’s respective Perception skill check result (10 and 14 
  respectively).
  Social option: If the dwellers appear as Asgard natives 
  (see Angrboda’s rings above) and offer him good drink 
  and company, he may be distracted enough for the libera-
  tion to go through without a hitch.
  Plot Twist
  Should the dwellers be struggling to accomplish the quest, 
  another denizen shows up to give them “aid”. He is none 
  other than Odin’s brother Vili. The dwellers may think the 
  jig is up when they see him, but they will soon realize that 
  Vili is not himself. In fact he has not been himself since 
  the Aesir-Vanir war when he succumbed to the madness 
  of Void magic. Nidhogg’s taint has taken hold in this Aesir 
  god, and he now seeks the return of the Alsvartr. He will 
  not divulge this, and instead will offer to help the dwellers.
  He offer them a bag of black seeds, claiming that once 
  planted, these seeds will sprout a Svart Tree within min-
  utes. Anyone in it’s shadow is concealed from sight (re-
  quires 10 Perception successes). Vili is not laying about 
  this power, however he does not tell them the whole truth. 
  Within an hour, they will mature to full sized Hrokkvir and 
  will attack Asgard. This is a double-edged sword. While 
  an army dedicated to the return of the Alsvartr attacks 
  Asgard, the dwellers will receive a much-needed distrac-
  tion.
  Fallout
  Once Fenrir is free, he enters Rage 4 and proceeds to trash 
  Asgard. Any Einherjar are devoured and Aesir gods who 
  intercede are grievously wounded and routed. His escape 
  will create a major diversion, and other calamities will be-
  fall Asgard. Eventually Fenrir is chased out of Asgard, but 
  he vows to return.
  The Sons of Muspel gain much fame throughout the 
  realms, especially in Jotunheim and Muspelheim. The Ae-
  sir send Einherjar to track Fenrir and his liberators. The 
  players may find themselves stalked relentlessly by Ein-
  herjar looking for revenge.
  A cult devoted to Fenrir springs up in Midgard. Fenrir can 
  now congregate his own Godi and will grant them excep-
  tional powers.
  
  340
  
  341
  
  342
  Saga 2: Hunting Naglfar
  An adventure is designed for Einherjar dwellers, but 
  Valkyries are also welcome. Naglfar is known as the 
  “dreaded ship of the apocalypse”. Naglfar is being built 
  by the Rime Jotuns. It is foretold that this air-ship will fly 
  over Asgard and devastate it from above.
  Summary
  This saga follows the story of Thor as he seeks to find and 
  destroy the ship of prophesy before it can be completed. 
  He fears that once it is completed, he will be powerless 
  to oppose it. The Aesir have been aware of the ship for 
  many years, ever since Odin received the prophesy from 
  a mysterious voelva. It is said that the ship gains its mag-
  ical strength because it is forged using the toenails of 
  the dead. For decades, toenails have been gathered by a 
  secretive and mysterious cult devoted to the Rime Jotun 
  cause. The cult members are known as the Guild of Nails 
  and more can be found about them on page “The Guild of 
  Nails” on page 65 of this book.
  Those in charge of building the legendary ship have gone 
  to great lengths to hide their activities. Naglfar is being 
  built in sections, and each section is being built at a dif-
  ferent location. The Guild of Nails have also created fake 
  construction sites which act as ambushes for followers of 
  the Aesir gods. Higher echelon cult members with knowl-
  edge of the locations of the ship cut out their own tongues 
  so that even if tortured, they will not reveal the construc-
  tion sites. The official construction sites purposely attract 
  Wight Sovereigns so that if death should befall the guild 
  members, their souls will be devoured before they can an-
  swer any questions to those who can commune with the 
  dead.
  With all of this secrecy, all of these precautions and all of 
  the decoys, it is not hard to understand why Thor has been 
  unable to locate and destroy the dreaded ship of the apoc-
  alypse. With the onset of Ragnarok and being no closer 
  to destroying Naglfar, the Aesir gods are worried. Odin 
  has chosen and sent certain talented Einherjar to seek out 
  Thor. They are to work with him in trying to find and de-
  stroy Naglfar.
  Thor may set his sights high when it comes to the destruc-
  tion of Naglfar, he wants the entire ship and the whole 
  Guild of Nails destroyed... after all, he is the God of Thun-
  der, Slayer of Jotuns. For Einherjar, locating and destroy-
  ing just one component will be considered a glorious vic-
  tory. Both sides know that Naglfar cannot sail to victory if 
  it remains incomplete.
  Location
  The adventure unfolds is as many places as there are com-
  ponents and decoys. The adventure will begin in Valhalla, 
  but will quickly take the group to Skiringssal in Midgard. 
  Where the adventure goes from there is entirely up to the 
  dwellers and the Norn. Many parts are scattered through-
  out the realms, and ambush sites are plentiful. The major 
  locations are as follows:
  Skiringssal
  Is in Midgard and is the home of the largest market in all 
  of Midgard- it is known as the Kaupang. Skiringssal is a 
  neutral city, welcoming everyone regardless of their re-
  ligious or political convictions. It has remained neutral 
  even during Ragnarok, when external pressures have 
  tried to push it towards the gods or giants. It is governed 
  by a council of rich merchants who refuse to bow to any 
  king or kingdom. More can be found on page 121 in Den-
  izens of the North).
  Utgard
  Utgard is in Jotunheim. Naglfar’s hull is being built be-
  neath the greatest city of the Rime Jotuns. Almost all of 
  the denizens who live in Utgard are unaware of the mas-
  sive construction going on beneath their fabled city. The 
  city spans hundreds of miles in all directions, and the hull 
  is being built even larger, so that when the eventual ship 
  rises, it will carry within it the largest and most glorious 
  of the Jotun cities. All of the pieces will be brought to this 
  location when it is time for Naglfar to set sail. At that time 
  it will burst from the ground and fly into the air carrying 
  the army of Jotuns within it’s colossal hull.
  Myrkvid
  This is the Myrkvid in Midgard. Within this dark and en-
  chanted wood, no external detection or scrying is possi-
  ble, both magical and mundane. This is an obvious place 
  for a Naglfar shipyard, but instead the forest is home to 
  one of the fake-build sites as well as a deadly ambush.
  Alsvartr River
  This river runs through the eastern lands of Muspelheim. 
  It runs toxic with Nidhogg’s venomous breath. It is an ide-
  al locale for one of the Naglfar components being built be-
  cause of the difficulty in reaching this place. Muspelheim 
  is a natural enemy to the Einherjar and even if they were 
  to breach its borders, the locale is known for especially 
  deadly vapours that blanket the landscape. The crew that 
  
  343
  works there must be rotated regularly so they can recover 
  from their physical poisoning before returning to contin-
  ue their work.
  The Ship of the Damned
  The oars have been completed long ago and they have 
  been placed upon the Ship of the Damned which sails be-
  tween Islandia and Gronland. These oars can magically 
  scale to the size of any ship they are mounted upon.
  Time Period
  This saga unfolds in the Second Age of Ragnarok), circa 
  935. The hunt for Naglfar began well before Ragnarok 
  and most say that it will end one way or another by the 
  end of the Sword Age. Prophesy states that Asgard will be 
  burning when the Third Age begins.
  Background
  Odin is eager to see Naglfar destroyed and his son Thor 
  return to the defense of Asgard. He is willing to send 
  smart and talented Einherjar for recon missions in order 
  to help Thor find Naglfar before its completion. It is a 
  fight which is very hard to win because the Rime Jotuns 
  have gone to great lengths to ensure that the ship is com-
  pleted before the fourth age of Ragnarok. Many whisper 
  in hushed tones that when Naglfar sails, it will herald the 
  coming of the Wolf Age.
  Every time Odin offers to help, Thor refuses. It is a matter 
  of pride that he finds the ship by himself. With the coming 
  of Fimbulwinter, Thor has softened his stance on doing it 
  alone. He will want to use the Einherjar as scouts and in-
  formants, but when it comes to the action, he will want to 
  take all of the glory. This is a source of contention with the 
  Einherjar, who are eager to prove themselves in Odin’s 
  eyes. Most of the Einherjar will refuse to retreat from a 
  fight- after all they are heroes of renown!
  Thor and most Einherjar are expecting the ship to be built 
  in the water, or upon a mountain-top where flight will be 
  possible, however they are wrong. The Jotuns have select-
  ed the most unthinkable locations imaginable in order to 
  throw off any saboteurs. The dwellers will receive a tip 
  early on in the adventure which allows them to follow leads 
  to these more obscure locales.
  It is a well-known secret that Naglfar requires toe-nails 
  for its construction... yes toe nails. That is the reason 
  the gods have always told mankind to bury the dead with 
  toenails properly clipped or to removed entirely. Grave 
  diggers belonging to the Guild of Nails have been active 
  searching barrows for any nails they can pass on to the 
  ship builders. Most of them are sent to the caves beneath 
  Utgard for Nahlfar’s hull.
  Prophesy states that it will be Loki who pilots Naglfar 
  against Asgard. Until that day, Hrym has been chosen as 
  the captain. There is a contingent of Einherjar who have 
  been placed at the entrances to Hvergelmir as the plan 
  of last resort. They are Valhalla’s grimmest bunch- the 
  Black Platoon. If Naglfar is completed successfully, then if 
  Loki being the captain of the ship is killed while escaping 
  Hvergelmir, perhaps the apocalypse which has been fore-
  told can be lessened.
  Buseyra is the original designer for Naglfar, but she has 
  delegated all of the knowledge and work upon her trust-
  ed shipwrights. She realizes that if this project is to work, 
  she cannot be the only one with the knowledge and plan-
  ning. Buseyra decided to invest her body and soul into the 
  project when her dear friend Hyrrokkin was threatened by 
  Thor. The toxic Aesir had to expire, the sooner the better.
  Main Characters
  Odin
  He is the All Fater of the Aesir gods. He received the omen 
  about Naglfar from the unknown voelva. Odin has relayed 
  the relevant news to those who can help stop this fate. 
  Thor, Frigga and Heimdall are all aware of the prophesy 
  in great detail. He is not ready to kill Loki, and suspects 
  that Thor will not destroy it in time.
  Knowledge: He knows of the ship, how it is being built 
  and the rough time it will take to complete it. He is hap-
  py Thor is on the trail, but is getting exasperated with his 
  failure.
  Strengths: Odin thinks outside the box, and plans for di-
  saster. He has a plan B as well as a plan C already in the 
  works.
  Vices: The All Father loves knowledge and intrigue. He 
  can often go down a rabbit hole, enticed by the game of 
  discovery. He tips his hat to the Guild of Nails and their 
  ability to create diversions. He sees this as a personal 
  challenge and is eager to meet with the architects of the 
  misdirection.
  Allies: The Aesir
  Enemies: Most Rime Jotuns
  
  344
  Thor
  Thor has been absent from Asgard because he is search-
  ing frantically for Naglfar. As a result, Asgard has lost it’s 
  greatest warrior and is now under siege by the armies of 
  the Rime Jotun. He will take the time to coordinate with 
  the Einherjar, but he will remain focused on his own 
  search. Because he can travel faster than the Einherjar, he 
  will prefer to work alone. He can also take on foes which 
  would make quick work of “green” Einherjar, so he pre-
  fers not make the Einherjar a liability.
  Knowledge: He knows Jotunheim very well, having hunt-
  ed and fought in Holmgangs in the past.
  Strengths: He is unstoppable, and no one really knows if 
  anything can stop the legendary Thor.
  Vices: He is very emotional, so if his buttons are pushed, 
  he can easily fly off the handle. The Guild of Nails has 
  used this to their advantage.
  Allies: The Aesir
  Enemies: The Rime Jotuns
  Aurvandil
  He is known as “the bold” and is the husband of the witch 
  Groa. He has gone on many adventures with Thor in Jotun-
  heim. He isn’t a god, and has parents and grandparents of 
  mixed heritage. Aurvandil has the courage to match that 
  of a god or any Jotun. He is very resourceful and has found 
  ways of tracking down information which may lead to the 
  secret building site of Naglfar- ship of terror. He is the one 
  who has a new theory on how the Guild of Nails operates.
  Knowledge: He has a lot of knowledge when it comes to 
  Midgard. He is also charismatic and knows how to pump 
  people for information without them knowing.
  Strengths: He offsets Thor’s unbridled passion with his 
  own level-headedness. 
  Vices: His ego and gambling can sink him. He hates hav-
  ing his reputation besmirched and once money is on the 
  table, he cannot look back.
  Allies: He is very amicable and makes many friends wher-
  ever he goes.
  Enemies: Very few, but the ones who have marked him for 
  death are very dangerous.
  Buseyra
  She is a Rime Jotun and is part of the secrecy-sworn archi-
  tects of Naglfar. When Thor passed close to the building 
  site of the fabled ship of toenails, she made sure she was 
  seen and fled in the opposite direction, putting herself in 
  danger rather than revealing the shipyard’s location. In 
  flight, she was grievously wounded by Thor. She appears 
  as a crippled woman, unable to walk. She is carried around 
  upon a mighty shield by her thanes, which doubles as her 
  throne. She appears as a rather bookish woman, more in-
  terested in naval engineering than her own appearance. 
  Her Godi are strictly devoted to the cause of launching Na-
  glfar successfully. The rest of the “ship masons” who were 
  also injured or killed by Thor were: Leikin has his legs 
  broken, Thrivaldi was lamed, Starkad was overthrown, 
  and Gjalp was killed. Thor hit Keila’s pate, Kiallandi 
  was broken, Lutr and Leidi were killed. Hengiankiapta 
  was hobbled, Hyrrokkin and Svivor were killed.
  Knowledge: She knows everything there is to know about 
  the creation of Naglfar.
  Strengths: She is no coward and she leads by example. 
  This has made her followers exceptionally devoted to her 
  and her cause.
  Vices: She will do anything to get Naglfar built, including 
  things she may not have normally found tasteful.
  Allies: The Guild of Nails
  Enemies: No one really knows about her and she likes to 
  stay low-key
  Hrym
  He is a Rime Jotun and is the master navigator who is cho-
  sen to captain the mighty Naglfar, ship of the apocalypse. 
  Some say Loki is better suited, but that is inconsequential 
  since Loki is imprisoned in Hvergelmir. Longship naviga-
  tors pay homage to Hrym. His godi are trained in longship 
  creation and navigation. Hrym possesses a magical shield 
  with spectacular properties when it is wielded in the van-
  guard.
  Knowledge: He is an exceptional navigator.
  Strengths: He is a quick learner and can figure out how to 
  best pilot an airship.
  Vices: He is exceptionally insecure and he gets very flus-
  tered when Loki is mentioned. He does not want to be re-
  placed. Flattery will win his heart.
  Allies: Most navigators in Jotunheim respect him greatly.
  Enemies: He has tussled with the law at various ports, 
  and some port authorities would like to get a hold of him.
  
  345
  Vulstagg
  Is a powerful merchant prince and warlord. He is a devout 
  Aesir follower and is a close friend of Aurvandil. He has 
  information related to taking on the Guild of Nails head 
  on. He will support a frontal assault however he can.
  Knowledge: He is a war hero from the late King Harald 
  Fairhair’s army.
  Strengths: He has a love for military tactics and prefers to 
  plan brute force assaults.
  Vices: He hates weak people, and tormenting them gives 
  him pleasure.
  Allies: Ex-military personnel in Skiringssal
  Enemies: Those who protect the weak
  Ullgrid
  She is a powerful black-market runner and Sceadugengan. 
  She is a devout Aesir follower and a close friend of Aur-
  vandil. She had information on how to infiltrate the Guild 
  of Nails. She will support the dwellers if they choose to 
  infiltrate the organization.
  Knowledge: She is a master runner, using her fleet of 
  ships to move illicit goods.
  Strengths: She knows many prominent denizens in the 
  black-market underworld.
  Vices: She lives to carouse and drink.
  Allies: She has very strong connections in every major 
  port in Midgard.
  Enemies: There are those on both sides of the law that 
  would love to see her drowned.
  Hyrrokkin
  She has a signature look: Hyrrokkin rides a giant wolf and 
  the reins are living vipers. Hyrrokkin decided to throw 
  off any suspicion on her involvement with the construc-
  tion of Naglfar by ingratiating herself to the Aesir. With 
  her knowledge of shipbuilding she was able to help with 
  the release of Baldur’s funeral pyre when it got stuck on 
  shore. Thor was infuriated and was ready to kill Hyrrok-
  kin until others interceded, calming the Thunderer down.
  Knowledge: He knows the Aesir very well, having lived 
  among them for years. She prefers to hide in plain sight, 
  making herself visually present at each major gathering.
  Strengths: She can gather information, and she can give 
  erroneous advice to the Aesir council.
  Vices: She loves mortal men, she finds them irresistible. 
  She also likes to be remembered and will try and add flair 
  to her every day routine.
  Allies: The Guild of Nails
  Enemies: Thor and several others she has intimidated in 
  the past
  Plot
  The plot unfolds over several scenes, branching in some 
  places. Some vignettes will occur at random points in the 
  story, so it is important that the Norn read all vignettes 
  before beginning the story.
  The Ship
  To begin with, the ship is being built in nine separate piec-
  es: the hull, the mast, the sail, the rudder & tiller, oars, 
  shields, mast-head, anchor, and stern-post.
  Vignette 1: The Hunt Begins
  Odin summons the dwellers to his throne. There he tells 
  them to seek out Thor and his helper Aurvandil. They will 
  give them their orders when it comes to tracking down 
  Naglfar. The All Father explains the calamity which will 
  befall Asgard if it is built. He also explains that the ship 
  is being built in parts, and each part is being manufac-
  tured in a separate clandestine location. The war-band is 
  allowed to visit the Dvergar in Valhalla in order to obtain 
  three custom crafted items. These items have a QR equal 
  to half the dweller level.
  Vignette 2:  Skiringssal
  Skiringssal is the largest market in Midgard. Anything and 
  everything is for sale in this trading hub, including toe-
  nails. The war-band travels to Skiringssal in order to meet 
  an informant named Aurvandil. He has a new theory as to 
  how the Guild of Nails operates. He explains how para-
  noid they are and how they will act in the way you least 
  expect. All of Thor’s obvious attempts have come up emp-
  ty, and when Thor visited places that would have nothing 
  to do with Naglfar was when he would stumble across the 
  Guild of Nails. He will say that he came across come info 
  that he needs them to further explore. Each time they visit 
  
  346
  him with a report, he will have a new tid-bit that he heard 
  about.
  Quest Tips:
  • Look up some history on “Hyrrokkin”
  • Seek Vulstagg
  • Seek Ullgrid
  • Someone has been asking for toe-nails in the Kaupang
  • An agent was captured for some unrelated offense and 
  is being held for trial. Go and interrogate them “un-
  officially”.
  • A Dvergar in Ath-Cliath was asked to create parts of a 
  ship, was it for Naglfar?
  It is expected that the dwellers will hit dead ends frequent-
  ly because of how well the Guild of Nails covers its tracks. 
  The higher up they go, the more abrupt the dead-end. 
  They should go and visit Aurvandil for new leads and he 
  should reassure the war-band that this is to be expected. 
  Hopefully the dwellers with gain some extra insight with 
  each dead-end so that progress is made towards an even-
  tual victory.
  Vignette 3: The Ambush
  This vignette is not part of a strict order of vignettes. It 
  will trigger any time the Einherjar war-band is led to a 
  false build site. Instead of a shipyard working upon Na-
  glfar, the dwellers will be met with a vicious ambush. Not 
  only will the ambush be tailored for these particular Ein-
  herjar (leveraging weaknesses within the party), but the 
  attackers will also be in possession of a Slaine weapon (a 
  weapon that diminishes Divine Potence, see page “Divine 
  Potence” on page 88). These weapons will be a real 
  threat to the Einherjar, enabling the ambushers to perma-
  nently kill immortals.
  Vignette 4: The Guild of Nails
  The dwellers will frequently meet with agents hired by 
  the Guild of Nails members. Most of the time the dwellers 
  will be unaware that they are the enemy. They will provide 
  interesting pieces of information which will either allow 
  them to assess the desires of the Einherjar (on how to bet-
  ter turn them) or they will lead the dwellers in circles (and 
  eventually into an ambush). These agents may sometimes 
  be completely unaware of why they were hired, and may 
  just be doing a job for pay without asking questions.
  Guild of Nails members with real information will have 
  their tongues cut out (self inflicted) and will rely on the 
  silent tongue skill in order to communicate. They are re-
  ferred to as the Silent Council (see page “The Guild of 
  Nails” on page 65)
  Vignette 5: The Warlord
  Meeting with Vulstagg after talking with Aurvandil. He 
  will supply a base of operations out of Skiringssal for the 
  dwellers should they heed his advice. Vulstagg and Ullgrid 
  have a mutual respect for one another, but also a healthy 
  disdain for their approach.
  Vignette 6: The Rogue
  Meeting with Ullgrid after talking with Aurvandil. She 
  will supply a base of operations out of Skiringssal for 
  the dwellers should they heed her advice. Vulstagg and 
  Ullgrid have a mutual respect for one another, but also a 
  healthy disdain for their approach.
  Vignette 7: Rime Gorge
  Rime Gorge is in the Northern portion of Jotunheim. It 
  is a nine-mile-deep chasm whose walls are coated with 
  primeval ice. Within this chasm is a meeting place for the 
  Guild of Nails. A member of the Silent Council will sum-
  mon their subordinates to this place to discuss progress 
  and any changes in the plans.
  Vignette 8: Following the spokes from the rim
  The dwellers will want to follow the guild’s pecking order 
  to find members who have knowledge. They will be con-
  fronted with violent resistance and a fight may result in 
  permanent death because of the Wight Sovereigns. Each 
  of the key locations will have a Runic Monolith which has 
  been placed there to devour anyone who dies (even if Di-
  vine Potence was greater than zero). Valkyries will have to 
  fight the Wights in order to save any souls.
  Vignette 9: Naglfar Shipyard
  Eventually, if the dwellers are persistent and resourceful, 
  they should find one of the shipyards building a key com-
  ponent of Naglfar. It will be very well defended and a fron-
  tal assault will be gruelling. Equally a sabotage will be very 
  hard since the site is operated like a well oiled machine, 
  very difficult to infiltrate.
  
  347
  Once the part is destroyed, the dwellers will need to con-
  firm that it was indeed a real component, and not some 
  decoy presented by the Guild of Nails.
  Plot Twist
  The Guild of Nails has been successful so far because they 
  go to tremendous lengths to keep their opponents guess-
  ing. Throughout the search the Norn should approach 
  each player individually (usually between sessions) in or-
  der to try and bribe them to join the Guild of Nails as an in-
  formant. The guild will provide endless compensation for 
  loyalty, but will also have safeguards against any thoughts 
  at double-cross.
  They have commissioned the Dvergar to craft pommel 
  stones which reveal if the owner of the stone is true, or 
  if they have broken their oath. These Oathbreaker stones 
  (see below) will be hidden within gifts they will impart 
  upon their agents. If an agent is thinking about breaking 
  their oath, or had already broken their oaths, the Guild of 
  Nails will know.
  The Guild of Nails will approach an Einherjar after study-
  ing them from afar. Then they will come with the promise 
  of gifts, title or standing, depending on what really entic-
  es their potential recruit. Once they have a sworn oath of 
  fealty for certain gifts, tests of loyalty will be required. A 
  trapped item will be given to begin with such as a cursed 
  magical item or a mount loyal to Jotunheim, this way loy-
  alty is measured. Then the recruit will be asked to divert 
  their war-bands to trapped locations where ambushes will 
  await them. Ambushes will be constructed in such a way 
  that agents aren’t harmed, nor is their status revealed.
  Einherjar war-bands with embedded agents have always 
  been driven to ruin, either by paranoia among themselves, 
  or by lethal ambushes designed to permanently slay the 
  immortals. If the guild sees that the Einherjar war-band 
  are refusing to waver, then they will sow seeds of doubt 
  by spreading stories about prior warbands that had been 
  infiltrated and how they met their doom.
  The Norn should work at turning at least one player 
  against the group, but if that fails, the seeds of doubt 
  should be planted within the hearts of the dwellers. Even 
  “allies” they meet throughout the adventure should lead 
  the war-band towards numerous ambushes (either by hon-
  est accident, or by the fact that they were agents).
  Depending on how the saga is unfolding, the Norn can 
  make Ullgrid and Vulstagg agents of the Guild of Nails.
  Oathbreaker Stones
  Accessory
  QR: 4
  Dvergar Engineering: These stones will change colour and 
  texture if the conditions are met. The change will be subtle 
  and someone who knows what they are looking for will 
  need to inspect them no further than 10’ away. These mag-
  ical stones will indicate if the subject is lying (slight shift) 
  or that they are compulsive liars and/or oathbreakers 
  (major change).
  The second plot twist is that Odin has begun building his 
  own airship. Rather than a ship that will be used in an at-
  tack, he plans to use it in an eventual evacuation of Asgard.
  Fallout
  Naglfar is world shattering in power, a peerless airship. He 
  who owns it, will have the ability to level even the mighti-
  est of cities. Unless it is destroyed, someone will have the 
  power to scatter their enemies and force them into hiding.
  If the dwellers manage to destroy one of the build sites, it 
  will delay the building of the ship. Unless completely de-
  stroyed, it will rise in the Third Age.
  If the ship is destroyed, it will not change Asgard’s Fate. 
  By the start of the Third Age, Surt will lead his Sons of 
  Muspel across Bifrost and they will reduce the golden 
  city to ruins. The Aesir will scatter, as the War of Shadow 
  grips Yggdrasil.
  
  348
  
  349
  
  350
  Saga 3: Battle of Brunan-
  burh
  This is an adventure for an adventuring group which in-
  cludes at least one Valkyrie. The war-band may consist of 
  mortals and immortals, but the story requires Valkyries 
  in order to bring the plot to fruition. If the players have 
  a hard time understanding how Valkyries could become 
  renegades and rebels, this adventure will have them expe-
  rience it first hand.
  This is primarily a Valkyrie story, but Einherjar and Sons 
  of Muspel are welcome. Einherjar would make more sense 
  because Odin is involved, but considering King Aethel-
  stan and the White god are a common enemy to both gods 
  and Jotuns, the Sons of Muspel could be convinced to join 
  the cause.
  Summary
  This saga shines the spotlight on the Valkyries in the war-
  band. They are summoned by Odin to unite and rally the 
  forces against the invasion of the White God in the Great 
  Isles. King Aethelstan marches north, and the kings of 
  house Ui Imair and king Constantine II are the only forc-
  es capable to stop the army of the White god. They must 
  roused from their local problems and made to understand 
  the greater picture- Midgard will fall to the New Faith. 
  Even then, their only chance of success is if they unite in 
  order to stop King Aethelstan’s mighty army.
  Location
  The adventure begins in Asgard, and then moves into 
  Midgard for much of the saga. Each kingdom will have a 
  point of interest for one or more quests. The final battle 
  unfolds in Strathclyde.
  Time Period
  This adventure unfolds during the Second Age of 
  Ragnarok (circa 935 AD). The new sun has been in the 
  sky for 3-4 years, and the world has adapted. The thaw has 
  brought much flooding to the land.
  Background
  History about the House of Ui Imair:
  In this section, we reveal some of the major past events 
  which have shaped the legacy of the Kings of house Ui 
  Imair. History of the house and it’s main characters can be 
  found in Denizens of the North.
  The back-story begins with three central characters, King 
  Sitric Caech of house Ui Imair (King of Hibernia) along 
  with his brothers, Ragnall (King of Northumbria) and 
  Gofraid (King of Strathclyde). Together they have man-
  aged to hold the northern reaches of the Great Isles mak-
  ing it a homeland for the northmen. The allied kingdoms 
  of Ui Imair stretch from Jorvik to Ath Cliath and this has 
  been a home for Vikings for a generation.
  To the north is Alba, ruled by Constantine II, a devotee of 
  the White God. His kingdom has an uneasy alliance with 
  house Ui Imair. Shrewd diplomacy has ensured peace be-
  tween Hibernia, Strathclyde, Northumbria to the south 
  and his kingdom of Alba.
  Far to the south a new power has arisen in the kingdom 
  of Wessex. King Aethelstan has carved out a foothold on 
  the Great Isles which he has managed to grow through 
  war and cunning. He now marches north looking to claim 
  the remainder of the Great Isles. He has had messengers 
  sail to Alba in order to forge a truce with Constantine II. 
  Their master plan was to use house Ui Imair’s own strat-
  egy against them. House Ui Imair’s strength came from 
  placing family in strategic centers, and ensuring that mar-
  riages would be of benefit to the house. King Constantine 
  II and King Aethelstan had cunning women whom they 
  raised and trained for eventual infiltration.
  During the first age of Ragnarok, much of the power dy-
  namic changed in the Great Isles. Aethelstan captured the 
  lands to the east, and forged an alliance with the Kingdom 
  of Mercia. He wielded power which was the envy of other 
  Great Isle kings. King Aethelstan promised King Sitric 
  power if he would marry Aethelstan’s sister Gwenth. The 
  two married, and King Sitric was granted mercenaries to 
  help fight the clansmen of Hibernia- who were set to over-
  throw King Sitric from his seat of power in Ath Cliath.
  Meanwhile Gorm the Old of Jutland sent his eldest son 
  Canute to Ath Cliath in hopes of securing a bride- one 
  of King Sitric’s daughters. While under the hospitality of 
  King Sitric, prince Canute was killed. It is rumoured that 
  Queen Gwenth had organized this in order to destabilize 
  her husband’s rule. King Gorm the Old sent assassins to 
  kill King Canute in order to avenge his son’s murder. As a 
  result, King Sitric had to abandon his throne and go into 
  
  351
  hiding. He handed the throne of Ath Cliath over to his 
  nephew Olaf Gofraidsson who was the son of King Gof-
  raid of Strathclyde.
  Olaf was a successful monarch, but he did not have his un-
  cle’s wisdom and shrewdness. In a similar move as King 
  Aethelstan, King Constantine II offered his daughter 
  Caithness as a bride to Olaf Gofraidsson. His father Gof-
  raid objected, telling his son that their three kingdoms 
  would stay strong so long as they did not make peace with 
  their enemies. He pointed to the likelihood that Gwenth 
  had sabotaged his cousin’s throne, and the same would 
  happen to Olaf if he married Caithness. Olaf ignored his 
  father’s warnings and married Caithness. This brought 
  peace between Constantine II and King Olaf. The newly 
  crowned Queen Gwenth went to work right away, build-
  ing a coalition of jarls who would back her husband in his 
  claim to control more of the kingdoms governed by house 
  Ui Imair.
  During the Second Age of Ragnarok, house Ui Imair 
  weakened further as Queen Aethelflaed of Mercia bat-
  tled with King Ragnall, draining the limited Ui Imair war 
  chest. Queen Aethelflaed had a brilliant mind and virtu-
  ally unlimited funding via her ally King Aethelstan. Rag-
  nall, drained from perpetual war, was losing control of his 
  kingdom. A venerable and wise powerful jarl stepped in 
  to bring back civil order to Jorvik. His name was Dyfnwall 
  and he was related to Constantine II and was an adviser to 
  King Ragnall. In fact it was King Constantine II of Alba 
  who funded Dyfnwalls’ success and allowed Dyfnwall to 
  install his son Owen Dyfinwallsson as king. The people 
  backed King Owen and King Ragnall was overthrown.
  Constantine II’s success in dismantling house Ui Imair 
  has grown his ego. His small kingdom of Alba has now 
  been bolstered with alliances with Strathclyde and Nor-
  thumbria. His daughter Caithness and his nephew Owen 
  now help consolidate a vast powerhouse in the north. Per-
  haps enough to challenge King Aethelstan of Wessex.
  The story begins with Olaf Gofraidsson as the King of Ath 
  Cliath and King Owen is the King of Strathclyde. King 
  Constantine II remains the king of Alba.
  Main Characters
  Odin
  He is the All Father, leader of the Aesir gods. His hall 
  named Valhalla is the home to the legendary Einherjar- 
  immortal warriors who have been reaped from the battle-
  field.
  King Olaf Gofraidsson
  He is a follower of Odin and is the last ruler of house Ui 
  Imair. He currently rules Strathclyde from his seat of pow-
  er in Ath Cliath. Most other petty kingdoms of the Great 
  Isles have aligned themselves with the White God, so his 
  army is the only one that still feeds recruits to the fabled 
  halls of Valhalla. He wishes to make a name for himself and 
  become the most legendary ruler of house Ui Imair. He is 
  married to Caithness.
  King Owen Dyfinwallsson
  He currently rules Northumbria from his seat of power in 
  Jorvik. His father is a follower of Hrungnir, while his un-
  cle, Constantine II is a follower of the White God. King 
  Own had a blended faith where new God and old gods co-
  exist. He knows that alliances with his neighbours will en-
  sure prosperity for his kingdom. He has an uneasy alliance 
  with the Kingdom of Strathclyde and has blood ties to the 
  Kingdom of Alba.
  King Constantine II
  King Constantine II has defied all odds. His little king-
  dom of Alba was surrounded by heathen kingdoms, yet 
  with strategic planning, successful alliances, and a little 
  good fortune, he has managed to weaken all of them while 
  bolstering his own reign. He and his kin now rule all of the 
  northern kingdoms on the Great Isles.
  King Aethelstan
  With funding and support from Emperor Otto, he is ready 
  to conquer Midgard. He is the spear-point for the inva-
  sion, and he has been tremendously successful so far. He 
  has proven himself to be resourceful and versatile in his 
  approach. When needed, enemies are bribed. Other op-
  portunities allow him to use his enemy’s strength against 
  them (or beat them at their own game). Lastly he has a vast 
  army with what would seem unlimited reserves. 
  Hrodr
  Hrodr is the Land Vaettir who oversees the western lands 
  of Strathclyde. His lifeforce is bound to the old ways, and 
  he withers when the old divinities are chased from the land 
  by the New Faith. He is already weakened, and the out-
  come of Brunanburh will determine his lifespan.
  More character such a Gorm the Old and the Ui Imair can 
  be found in Denizens of the North.
  Plot
  The plot unfolds over 5 scenes.
  
  352
  Vignette 1: Odin Chooses His Champions
  During the first two ages of Ragnarok, Odin had lost a few 
  very good candidates to become his Einherjar. The kings, 
  Sitric, Ragnall and Gofraid had been removed from pow-
  er before Odin could intervene. Ragnarok had consumed 
  his attention, and three great kings had failed at greatness 
  and could no longer be recruited as mythical Einherjar. 
  He did not want that to occur with the current wardens of 
  the Great Isles- Olaf and Owen. Both have unique quali-
  ties which Odin is looking for.
  Vignette 2: Meeting the Three Kings
  Next the dwellers are ushered to Midgard, to the Great 
  Isles specifically, in order to unite the northern kingdoms. 
  They must speak with each monarch to try and sway them 
  to the side of the Old Traditions. The dwellers will need 
  to learn much of the backstory for each kingdom, in order 
  to best persuade its monarch. Without very good persua-
  sion, it will be very difficult to achive (the Norn should 
  make it tough on the players, making them earn each and 
  every ally).
  Vignette 3: Weakening Wessex (optional)
  Valkyries and other immortals are ideal saboteurs. The 
  dwellers may choose to sabotage King Aethelstan’s power. 
  They may sow dissent in his court. They may weaken his 
  alliances. They may also demoralize his army. Whatever 
  they do will have to be clandestine, since a frontal assault 
  on Wessex is suicide, even more immortals.
  Vignette 4: The Battle of Brunanburh
  The dwellers involve themselves in the war, helping the 
  North in their war effort against King Aethelstan’s forc-
  es. The outcome is directly proportional to the efforts the 
  dwellers put into forging an alliance.
  Vignette 5: Odin Intervenes and Changes the Plan
  Odin appears at a critical moment and delivers the news 
  summed up in the plot twist.
  Plot Twist
  At the 11th hour, Odin demands the Valkyrie dweller(s) 
  to grant victory to King Aethelstan because he needs the 
  Northern kings as Einherjar, so they must die in glorious 
  battle. This is a conflicted moment for the Valkyrie(s) in 
  the group, because following Odin’s order will allow the 
  White God to capture all of the Great Isles. Disobeying 
  Odin will likely grant victory to the Northern Viking 
  army, but will undoubtedly enrage the All Father. The 
  players must choose wisely because the repercussions will 
  be grave in either case.
  The Norn should know that Odin’s decision isn’t an easy 
  one, but the skill set these heroes possess is vital in the 
  defense of Asgard at this critical time. No one else in 
  Midgard would be a suitable replacement for these two 
  Einherjar recruits. Odin does not explain himself to the 
  Valkyrie(s)... since well, he never does.
  If there are any Einherjar dwellers in the war-band, they 
  may argue that Odin’s cause is the right one. Sons of Mus-
  pel on the other hand would most likely choose to aid the 
  kings of the north. The Norn should anticipate for this dy-
  namic within the war-band and have a plan.
  Fallout
  Should King Aethelstan win, the land vaettir known as 
  Hrodr fades away and the Great Isles split Viking Midgard 
  in half. Should the Valkyries disobey the All Father, they 
  are marked for vengeance. They may have to lie low in 
  Myrkvid for a while until his fury blows over.
  
  353
  Saga 4: The Fire Wolf 
  Hunts Four Demons
  This saga completes the Cornerstone of the World story 
  arc. This is a longer adventure, designed for an extend-
  ed campaign that spans several realms. It contains many 
  characters who are fully described in previous books 
  (Core Rulebook, Denizens of the North, Seith and Sword, 
  and the Illuminated Edda).
  Summary
  Vargeisa the Fire Wolf is looking to free her old mentor 
  Loki from his imprisonment within Hvergelmir. When 
  she was young, the Great Trickster fostered her, and to 
  this day she owes him a debt of gratitude.
  Long ago, the gods and giants sealed the realm of Hvergel-
  mir when they imprisoned Nidhogg the Alsvartr. The 
  realm is locked with four keys that are required to unlock 
  the seal that prevents anyone going in or out. Each key re-
  sides in a different realm: Asgard, Vanagard, Jotunheim 
  and Muspelheim. All four are needed to remove the seal.
  The realm was once unlocked by the Aesir gods when they 
  imprisoned Loki for Baldur’s murder. By that same ratio-
  nale, Vargeisa plans to liberate the Trickster God from his 
  prison. The dwellers will join her in collecting the keys 
  and will help free Loki, the Jotun of Destiny.
  Location
  This adventure begins in Midgard, but soon afterwards 
  the players will find themselves in Asgard, Vanagard, Jo-
  tunheim, Muspelheim and finally Hvergelmir. The Norns 
  should read over each location in the “Locales of Majesty” 
  chapter on page “Locales of Majesty” on page 40 to fa-
  miliarize themselves with the environmental implications 
  for mortal dwellers.
  Time Period
  This quest can start at any time, but should complete 
  around the end of the Sword Age (second age of Ragan-
  rok). One of the plot twists hints at what is to come in the 
  fourth and final age of Ragnarok.
  Background
  Vargeisa’s is a princess of Pohjola. She is Queen Louhi’s 
  sixth daughter, but an unintended curse pronounced acci-
  dentally by her mother prevents her from returning. Her 
  Pohjolan lineage has made her strong and her exile has 
  forged her into a resourceful woman, ready to take on the 
  world. In the Fire Wolf’s mind, there is no challenge that is 
  insurmountable. As a mortal woman, she has faced down 
  legendary Valkyries- besting them in her many meetings. 
  Her faith and her gods are those of Eastern Midgard: Il-
  matar, Ukko, Akka among many others… but her greatest 
  devotion has always been to her mentor Loki.
  While she was young, she drifted away from home and suf-
  fered many perils. Having a mischievous streak a league 
  long, she gained the attention of Loki, the Great Trick-
  ster. She was fostered by him and grew to love her master 
  as a father she never had. For saving her life, she would 
  forever remain in his debt. Loki never demanded such an 
  oath, but she offered it freely.
  The Fire Wolf founded three secret organizations in Lo-
  ki’s service.
  Angrboda was Loki’s first love, together they had three 
  children- Jormungand, Fenrir and Hel. She is a silent 
  helper on Vargeisa’s quest to free Loki. Angrboda is a 
  Jotun Seithkona, High Matriarch of Jarnvid. She initially 
  blamed Loki for the fate of their children, but eventually 
  forgave him.
  Main Characters
  Many of these characters have already been covered in 
  great depths in other books.
  Vargeisa 
  The Fire Wolf is the main character in this story. More can 
  be found about her in Denizens of the North.
  Loki 
  He is a Muspeli Jotun by birth, but most of his life was 
  spent as a member of the Aesir gods. More about him can 
  be found in the Core Rulebook.
  Sigyn 
  She is Loki’s Aesir wife, who chose to be imprisoned with 
  him. She holds the venom away from her husband’s body.
  
  354
  Angrboda 
  She is Loki’s old mistress with whom they had three chil-
  dren. She is secretly helping Vargeisa. More about him 
  can be found in the Core Rulebook.
  Nidhogg 
  It is an Alsvartr and is better known as the Great World 
  Devourer. He cannot be defeated by the gods and Jotuns, 
  so they imprisoned him in Hvergelmir. More can be found 
  about her in Denizens of the North.
  Laufey 
  She is Loki’s mother and she cannot forgive Farbauti for 
  sending Loki to the Aesir. Now that Loki is imprisoned, 
  her anger towards Farbauti is uncontrollable. More about 
  him can be found in the Core Rulebook.
  Farbauti 
  He is Loki’s father and most of Loki’s life has been or-
  chestrated by Farbauti. More about him can be found in 
  the Core Rulebook.
  Agmund
  He is the head of the “Eyes of Loki” organization. Vi-
  gnette 1 may have the dwellers cross paths with Agmund. 
  He is a rather large fellow with a jovial disposition. Some 
  find it disconcerting since he stands in contrast with the 
  misery Ragnarok has brought. He strongly believes in the 
  fate of the Norns and knows in his heart that Loki will win.
  Dagny 
  She is the head of the “Hands of Loki” organization. Da-
  gny is a dour yet beautiful woman. She is lethal, and it be-
  comes very apparent to anyone who dares challenge her 
  authority. Very little occurs in the Hands of Loki that she 
  is unawares. Vignette 1 may have the dwellers cross paths 
  with Dagny.
  Frida 
  She is the head of the “Teeth of Loki” organization. Frida 
  is a wild and loud woman. She has poor hygiene, but her 
  emotionally charged oratory skills steal the show. She or-
  ganizes the raids upon the Aesir Hofs. She is a Berserkir 
  with a cohort of lunatics. Some say that they eat their prey, 
  but when confronted with this, Frida usually shrugs and 
  replies: “a fight can really stir the bear’s hunger!”
  Hildolfr 
  He is the leader of the elite mercenary group known as 
  the Battle Wolves. Alongside the Jomsvikings, the Battle 
  Wolves are the most renowned mercenary unit in Mid-
  gard. He wishes to stake a claim to the entire Cornerstone 
  of the World for the glory of the Aesir gods. He will not 
  negotiate and will not hesitate to use all and any means at 
  his disposal in order to succeed.
  Annikki 
  She is the leader of a warband devoted to the Vanir gods. 
  They have restored Nerthus’ shrine in Zealand and now 
  come to claim the Cornerstone of the World for the Vanir 
  gods. Nerthus and Almattki wish to send aid to their wor-
  shippers through the portal to Vanagard. She is willing 
  to settle for shared control with someone she can trust so 
  long as she is wholly in charge of the Vanir portal.
  Magnus 
  He is the owner of the mine that dug to the Cornerstone 
  of the World. He negotiated mining rights with the local 
  chieftain named Ingvar. In return for comfort and riches, 
  Ingvar allowed Magnus to mine the mountain range to the 
  north of the outpost. After the Snake Sigil curse he was 
  forced to condemn the mine, and since then most have left 
  Evingard. Magnus remains in Evingard, looking to restart 
  operations (see Fafnir’s Treasure).
  Plot
  The plot is non-linear and the keys can be obtained in any 
  order the players choose. However, they must return to 
  Midgard in order to obtain magical items that will allow 
  them to survive in the realms which they plan to visit.
  Since this is a long adventure, it is possible that dwellers 
  will level every time one of the vignettes is completed. It 
  is recommended that Vargeisa levels at the same rate. She 
  begins the adventure at level 26. It is up to the Norn to 
  establish her powers and skills. She is a Seithkona and 
  Maiden of Ratatosk and has a Fylgia as well (Norn chooses 
  Vargeisa’s archetype specialization).
  She avoids battles when she can, but her mischievous na-
  
  355
  ture contradicts her efforts. In battle, she will try to avoid 
  death since she strives to live in order to achieve Loki’s 
  liberation. This will place the dwellers in danger and she 
  will support them from the periphery of the fray.
  Some vignette events are interrupts which occur at cer-
  tain predetermined times. The Norn should read through 
  the whole vignette before they begin.
  A lot of the information about Asgard can be gleaned from 
  the “Freeing Fenrir” Saga earlier in this chapter.
  Vignette 1: Meeting in Midgard
  The dwellers cross paths with one of Vargeisa’s organi-
  zations (Denizens of the North page 140). If one of the 
  dwellers is a Godi of Loki, the introductions will be much 
  easier. If the dweller’s alliance is in question, they will be 
  approached for their talents. A series of tests may be used 
  to ensure that the dwellers are the tools Vargeisa needs, or 
  that their loyalties can be secured.
  Some opportunities to cross paths:
  Vargeisa meets them in Evingard after Fafnir’s Treasure 
  and suggests they seek more adventure deep in the mines.
  The Teeth of Loki, may eliminate a threat that hangs over 
  the dwellers. Once the favour has been performed, they 
  will ask the dwellers to return the favour by helping one 
  of their “members” (ie. Vargeisa). They will never reveal 
  who they are as an organization unless a Godi of Loki is in 
  the group.
  The Eyes of Loki represent disciples of Loki who hold im-
  portant positions of power. They may use their influence 
  to create a snare for the dwellers, and once captured, Var-
  geisa frees them from their predicament. Now the dwell-
  ers will be in debt to the Fore Wolf.
  The Hands of Loki are ready to offer the dwellers lucrative 
  employment as bodyguard mercenaries to a lady who has 
  a tendency to wander into trouble (ie. Vargeisa). They will 
  never reveal who they are as an organization unless a Godi 
  of Loki is in the group.
  At the start, she will reveal very little about her goals and 
  motivations. She will not think twice about lying since her 
  Verbal Manipulation skill will most likely double that of 
  any dweller’s Sense Motive skill. The dwellers will have to 
  earn her trust if they are to be more than hired mercenar-
  ies.
  Vignette 2: Angrboda’s Aid
  The dwellers will soon see than Vargeisa is either extreme-
  ly lucky, or some greater power is sending her aid. Angr-
  boda will ensure that preparations for the journey to come 
  are easy to come by… almost too easy. When questioned, 
  Vargeisa won’t acknowledge that someone is helping her. 
  She is not lying, since Angrboda never showed herself to 
  the Firewolf.
  Aid will come in the form of maps, money, convenient pas-
  sage via longships or Fardrengir scouts. Later in the ad-
  venture, if matters become very difficult, Angrboda may 
  send help in the form of an Ogre or Troll Seithkona or a 
  Jarnvid wolf.
  As a last resort, Angrboda may involve Jormungand, but 
  that would be only if the dwellers have angered the gods 
  and are under a divine death sentence. Angboda’s priority 
  will always be Vargeisa, the dweller’s will be secondary.
  Vignette 3: The Vanagard Key
  The Vanir, led by Aegir, are still undecided which side they 
  will choose when it comes down to the final battle. One 
  thing Aegir and Ran are sure of, is that they do not wish 
  to see Nidhogg released upon Yggdrasil. Unless a prior 
  player-driven story opened the door to one of the Vanir 
  joining Loki’s side, Vargeisa and the dwellers will be hard 
  pressed to find a sympathetic ear in Vanagard. They will 
  need to trick the residents into revealing the location of 
  the key.
  Each key is guarded by a terrifying guardian. If Vargeisa is 
  still keeping her mission secret from the dwellers, she will 
  claim that she is hunting this beast as a trophy, and only 
  wants a single item from the treasure hoard.
  The Vanaguard key is deep beneath the waters of the 
  Vanir realm. Vargeisa and the dwellers will need to find 
  a way to breathe and travel underwater to the monstrosity 
  that guards the key. Along the way, unless they have been 
  granted free passage, they will be challenged by all man-
  ner of aquatic being- from Water Skui to Fossegrimen.
  Vignette 4: The Jotunheim Key
  The Rime Jotuns are ambivalent to Loki’s situation. HE 
  has many friends in this realm, but he also has an equal 
  number of enemies. Angrboda and the forest of Jarnvid 
  will receive Vargeisa and the dwellers with respect and 
  hospitality, but they will play along to how much Vargeisa 
  is willing to reveal. She will set the tone of the conversa-
  tion.
  
  356
  Each key is guarded by a terrifying guardian. If Vargeisa is 
  still keeping her mission secret from the dwellers, she will 
  claim that she is hunting this beast as a trophy, and only 
  wants a single item from the treasure hoard.
  The Jotunheim key is located in the White Valley. It is a 
  place of desolation and unyielding cold. The mountains 
  are the last vestiges of Ymir’s primordial rime. The beast 
  that guards the key is the oldest of Rime Wyrms.
  Vignette 5: The Muspelheim Key
  The Muspeli Jotuns will be the most sympathetic to Var-
  geisa’s requests. At the same time they will refuse to co-
  operate unless the dwellers have a plan that ensures that 
  Nidhogg does not escape. Unless the plan is fool-proof, 
  they will not risk releasing this monster, no matter how 
  much their hearts break for their estranged kinsman.
  The Muspeli Jotuns may be the easiest to convince, but 
  their realm is deadly to mortals. The biggest challenge 
  that the mortals face is how to stay alive in this toxic en-
  vironment.
  Each key is guarded by a terrifying guardian. If Vargeisa is 
  still keeping her mission secret from the dwellers, she will 
  claim that she is hunting this beast as a trophy, and only 
  wants a single item from the treasure hoard.
  Laufey will do everything in her power to help, including 
  risking the release of Nidhogg. Her kinsmen suspect as 
  much, so while she will help however she can, unless they 
  have agreed to the arrangement, they will thwart all her 
  efforts. The key is deep beneath the mountain known as 
  Surt’s Eye.
  Vignette 6: The Asgard Key
  Persuading the Asgardians will be near impossible. In 
  fact, if anyone in Asgard determines the nature of the visit, 
  swift death will follow. Loki does have a few allies, but they 
  are very reluctant to help knowing that they are probably 
  being watched by Heimdall. The guardian of Bifrost has 
  taken it upon himself to ensure that Loki rots and does in 
  Hvergelmir.
  Asgard will be very hard to breach since it under siege by 
  the Rime Jotuns. Getting into the city will be very difficult 
  unless they are strongly allied with the Rime Jotuns or the 
  Asgardians. Both have ways to enter the city, albeit at a 
  high risk of discovery and death.
  Each key is guarded by a terrifying guardian. If Vargeisa is 
  still keeping her mission secret from the dwellers, she will 
  claim that she is hunting this beast as a trophy, and only 
  wants a single item from the treasure hoard.
  The Asgard key is protected by an Ancient Borghild which 
  is the mountain itself, upon which Asgard was built. It 
  is possibly the most powerful adversary of them all, and 
  trickery and subterfuge are the only option. There are 
  two possible entries into the heart of the mountain, ei-
  ther through the top via Asgard proper, or entering from 
  below via Nidavellir. Ironically, Loki’s underground hall 
  is the easiest entry point into the catacombs beneath the 
  golden city of the gods.
  Vignette 7: Unlocking Hvergelmir
  Once the keys have been assembled the dwellers will in-
  voke the ritual using the keys. Laufey will have shown 
  them how to perform the deed, since she had participated 
  with the creation of the seal and keys.
  Hvergelmir is a terrifying place and danger if found 
  around every corner. The Norn should go to great lengths 
  making it a living nightmare.
  Loki will be grateful for the release, as will Sigyn. A happy 
  reunion will follow between master and student.
  Vignette 6: First Invasion of the Cornerstone
  This event is triggered after the Vanir key has been se-
  cured. Nerthus and Almattki have given Annikki a holy 
  quest. Annikki must secure the Vanir portal into Midgard 
  at the Cornerstone of the World. Once she has negotiated 
  ownership of the portal, she will be sending denizens of 
  Vanagard into Midgard. If she cannot negotiate the portal 
  rights with the dwellers, then she will fight them for it.
  She will be open with her reasons for the claim: The Vanir 
  gods wish to send reinforcements to their worshippers in 
  Midgard. Since the Vanir have not entered the conflict be-
  tween the Aesir and the Vanir, they have troops to spare. 
  Since the reasons do not encroach on the other divine rac-
  es, she feels a negotiated arrangement can be made with 
  whomever is holding the Cornerstone of the World.
  Vignette 7: Second Invasion of the Cornerstone
  The Aesir come to claim the Cornerstone of the World, 
  led by Hildolfr and the Battle Wolves. They wish to secure 
  the portals to other worlds for the Einherjar. This event 
  is triggered after the Aesir key has been secured. If it is 
  the last key, they will work to block the adventurers from 
  entering Hvergelmir.
  
  357
  This vignette involves a more macro-level adventure of 
  how the players will defend the Cornerstone of the World 
  using their allies from Evingard and surrounding lands. It 
  is important that they have established connections with 
  the town and its denizens.
  The only bargaining chip the dwellers may have is that An-
  nikki wishes to retain her control, and the Vanir have not 
  pledged support to the Aesir for Ragnarok. Hildolfr may 
  wish to tread more carefully with Annikki in the picture.
  Plot Twist
  It turns out that Ratatosk has always had a secret when it 
  came to moving from world to world. He did so travelling 
  through Myrkvid. In fact there is a Myrkvid in every realm, 
  and all of them are connected via Yggdrasil. While Ratato-
  sk was visiting Nidhogg, he unintentionally (or intention-
  ally) showed the World devouring serpent how he could 
  slip out of his prison.
  The alternative plot involves Nidhogg slipping out of 
  Hvergelmir when the seals are lifted in order to imprison 
  Loki. This lays the blame on the gods and giants rather 
  than upon Ratatosk. Depending on the Norn’s prior ad-
  ventures, it may unfold in yet another way, and it matters 
  little, so long as Nidhogg does escape. 
  When Vargeisa and the dwellers arrive in Hvergelmir, the 
  big story reveal is that Nidhogg has escaped his impris-
  onment long ago. He has been living in Myrkvid for years 
  and now Ragnarok may unfold in a very different way than 
  prophesied by the Norns. This sets up the events for the 
  War of Shadow which has already started in Myrkvid.
  Also if the players fail to free Loki, then the Trickster god 
  will use the same escape route that Nidhogg used.
  ###
  The second part of the plot twist is that Farbauti had been 
  directing all of these events for a millennium. Loki has 
  been the pivotal centerpiece of Farbauti’s great scheme, a 
  plan so important, that Farbauti’s marriage to Laufey was 
  sacrificed. Long ago, Mogthrasir the Norn visited Far-
  bauti right after Loki was born, and explained the baby’s 
  role in the salvation of the Muspeli Jotuns and the Norn. 
  Ever since then, Farbauti has put his talents to work on 
  ensuring the events occur as required in order to fulfill the 
  required prophesy.
  Fallout
  Assuming that Vargeisa and the players succeed, they 
  will have made new allies and enemies. The Muspeli Jo-
  tuns will welcome them as heroes. By the same token, the 
  dwellers and Vargeisa may very well be blamed for Nid-
  hogg’s escape from Hvergelmir. This means many power-
  ful enemies will be hunting the war-band. They will need 
  to seek the safety of Myrkvid, in order to escape magic that 
  can track them down. This will lead them directly into the 
  War of Shadow.
  Meanwhile Loki will return to Jotunheim, and will claim 
  his rightful place at the helm of Naglfar. Should Naglfar 
  be destroyed or delayed, Loki will join Surt’s invasion of 
  Asgard. Either way, Asgard will be reduced to rubble by 
  the end of the Third Age.
  
  358
  
  359
  
  360
  Bergelmir  203
  Bjorn Ironside  326
  Bloodline Powers  78
  Bragarfull  63
  Bragi  204
  Brenna  41
  Briedablik  41
  Brimir  204
  Brimir’s Hall  47
  Burial and Epitaph  82
  Byleist  205
  C
  Cavern of Echoes  55
  CDP. See Current Divine Potence
  Celtic Gods  36
  Charge Rules  96
  Cluster Meta Tag  79
  Composite Boards  70
  Contingency Actions  71
  Corpse Swallower. See Hraesvelgr
  Creating an Immortal Dweller  86
  Creation Spells/Alkas/Gates  74
  Current Divine Potence  88
  D
  Destrier, Valkyrie  138
  Disciples of the Great Serpent  65
  Disir  60
  Disir Level  82
  Disir Level Rewards  85
  Divine Potence  88
  Divine Powers  75
  Domain  67
  Double Turn  95
  Doudarord  140
  DP. See Divine Potence
  Dragon, Catacomb  142
  Draining Divine Potence  89
  Drekkjahalla  55
  Drunkenness  96
  Dvergar  31
  Dvergar Blood  85
  Dweller Leveling  85
  Index
  Index
  A
  Abate Meta Tag  78
  Achievements and MDP  92
  Aegir  198
  Aesir  29
  Afterlife  82
  Afterlife Bonuses  83
  Albruna  199
  Alcis Twins  199
  Alfar  33
  Alkas  72
  Almattki  200
  Alsvartr  27
  Alsvartr River  51
  Alvaldi  200
  Ancient Borghild  134
  Angantyr  326
  Angel of Death  98
  Angrboda  201
  Angungri  136
  Aos Si  33
  Aos-Si  66
  Aquatic  67
  Aquatic & Underwater Combat  96
  Area Meta Tag  79
  Ascended  67
  Asgard  41
  Aslaug the Volsung  326
  Asvid  201
  Attributes  66
  Aura  71
  Aware  67
  B
  Baghist  202
  Baldur  203
  Baltic Gods  37
  Beli  202
  Beowulf the Mighty  326
  
  361
  Hammers of the Gods  65
  Harald Fairhair  328
  Harald Wartooth  328
  Heidrek the Wise  329
  Heimdall  209
  Hel  34
  Helblindi  209
  Helheim  56
  Hervor Angantyrsdottir  329
  Hof  61
  Holmgangr  64
  Hraesvelgr  164
  Huldra  156
  Huldu  156
  Huldufolk  162
  Hvergelmir  45
  Hyrrokkin  210
  I
  Icetooth Mountains  48
  Idun  210
  Ifing River  47
  Immortal  68
  Immortal Combat  92
  Immortal Death  90
  Immortal Disir Levels  93
  Immortals  86
  Immortal Trauma  90
  Increasing Maximum Divine Potence  89
  Infuse  78
  Interrupt  72
  Interrupts  66
  Ivar the Boneless  329
  J
  Jarnvid  47
  Jotun Blood  68
  Jotunheim  46
  K
  Karst  166
  Knockback  66, 71
  Krampus  168
  L
  Laerad  42
  Laufey  211
  Legend  68
  Lifepath System  83
  E
  Echo Meta Tag  79
  Effigy: Serpent  144
  Eigivetr  41
  Einherjar  91, 120
  Eitri  206
  Elli  205
  Epic Retirement  83
  Ettin  146
  Expanse Meta Tag  80
  F
  Faith Powers  73
  Farbauti  206
  Fensalir  42
  Finnish Gods  38
  Flight  67
  Focus  71
  Folded Shadow  148
  Fortify Meta Tag  80
  Fossegrimen  154
  Frey  207
  Freya  207
  Frigga  208
  Frodi  327
  Fylgia  60
  G
  Gate  72
  Generic and Cinematic Actions  71
  Ghostly  67
  Giant Golden Eagle  158
  Gimle  44
  Ginnungagap  19
  Gladsheim  42
  Glaistig  160
  Glassisvellir  51
  Glitnir  42
  Gloom Meta Tag  80
  God Blood  67
  Godi  102
  Golden Hall  53
  Grinning Caldera  55
  Guardian Bear (Mount)  172
  Guild of Nails  65
  Gulveig  208
  Gunnar Hamundarson  327
  H
  Half-Breed  85
  
  362
  Primal Powers  78
  Pronouncing Curses  94
  Prophesy  95
  Providence Powers  78
  R
  Ragnar Lodbrok  330
  Ran  215
  Range Meta Tag  81
  Regaining Divine Potence  88
  Rime Jotun  29
  Risabarn (Forge Beast)  152
  Risivid  48
  S
  Sandbani  54
  Sidankar Sif-Guard  184
  Sigrdrifa  52
  Sigurd the Volsung  330
  Sinmara  215
  Size  95
  Skadi  217
  Skraeling Spirits  39
  Skui, Cloud  190
  Skui, Ice  186
  Skui, Water  188
  Sky’s End  48
  Slot Boards  70
  Sokkvabekk  43
  Solheim  52
  Sons of Muspel  91, 124
  Southern Blight  55
  Specialized Hero  85
  Spending Divine Potence  88
  Spirald Shadow. See Doudarord
  Subdual Damage  95
  Summon  78
  Supernatural  69
  Surt  216
  Surt’s Eye  53
  Swarm Rules  94
  T
  Tholley  53
  Thor  216
  Transformation  72
  Tuonela  57
  Twilight Vision  69
  U
  Light Soul  68
  Loki  211
  Loki’s Lament  46
  Lyfja & Ettinvidr  48
  Lyngvi  42
  Lytir  212
  M
  Madness Condition  81
  Magni  212
  Manala  57
  Mareritt  170
  Maximum Divine Potence  88
  MDP. See Maximum Divine Potence
  Mimir  213
  Miracle Condition  82
  Missionary  106
  Muspelheim  49
  Muspeli Jotun  25
  Muspeli Jotun Graveyard  57
  Myrkvid  48, 51, 63
  N
  Nastrond and the Wicked Hall  46
  Nerthus  213
  New Combat Options  95
  Nidavellir  53
  Nidhogg  27
  Niflheim  56
  Night Wolf (Mount)  174
  Nisser  176
  Njord  214
  Nokken  178
  Norn Disir Levels  94
  Norns  25
  O
  Odin  214
  Ogre  180
  Orlog  110
  Orlog Demi-Gods  65
  Ormr’s Den  54
  Otherworld  57
  P
  Permanency Meta Tag  80
  Pesta  182
  Powers Granted by Divine Potence  90
  Primal Being  68
  
  363
  Udlormiut  57
  Ull  217
  Utburden  192
  Utgard  49
  V
  Valaskjalf  43
  Valhalla  43
  Valknut Rune  87
  Valkyrie  128
  Valkyrie Blood  85
  Vanagard  54
  Van-Folk (Forge Beast)  150
  Vanir  27
  Veil  63
  Voelva  114
  Void Powers  73
  W
  Weaving Hall  44
  White God  60, 62
  White Valley  49
  Wild Hunt  64
  Wolf, Jarnvid  194
  Worship  89
  Wyrd  94
  Wyrm, Rime  196
  Y
  Ydalir  44
  Yggdrasil  19
  Ymir-Kith  69
  Yule  63
  
  364
  Come and discover
  more Viking products
  at
  www.fateofthenorns.com
  Runes
  novels
  card games
  Role Playing games
  
  Asgard and the Aesir gods are under siege by the Rime Jotun hoard. The Muspeli 
  Jotuns search for Loki and Fenrir, while the Vanir try to remain neutral. Rumours 
  abound that Nidhogg, the world devouring wyrm, has escaped his imprisonment. 
  Ragnarok’s Sword Age is afoot!
  Lords of the Ash is the second full sized lore book for the Fate of the Norns: Ragnarok 
  universe. This book works in conjunction with the Core Rulebook to add valuable 
  details to your adventuring world. Lords of the Ash contains:
  -
  An overview of the divine races
  -
  Exploration into the realms of gods and giants
  -
  Five new player archetypes
  -
  Three new player immortal archetypes
  -
  A host of new powers and skills
  -
  A hoard of monsters that populate the worlds of the immortals
  -
  Magical items of epic power and renown
  -
  Several adventures suitable for 2 to 6 players 
  
SOURCE: textdata/thevault/Fate of the Norns Ragnarok/Fate of the Norns - Ragnarok - Lords of the Ash.pdf