TEXT: Archetypes Compendium
  
  W
  elcome to Fate of the Norns: Ragnarok - a table-top role-playing game 
  set during the Viking apocalypse. Players take on heroic archetypes and 
  embark on adventures which would shape the outcome of Ragnarok.
  This RPG eschews dice and instead resolves all mechanics using the Futhark rune 
  stones. The official website (www.fateofthenorns.com) lists all current products, mobile 
  apps and free downloads.
  Currently the game system has one quick-start-adventure (Fafnir`s Treasure), a 
  cure rulebook, a lore book dealing with the realm of mankind (Den-
  izens of the North) and a pair of books detailing the home of 
  the gods and jotuns (The Illuminated Edda as well as Lords 
  of the Ash).
  
  T
  o summarize the Runic Game 
  System (RGS) in one page we must be-
  gin by explaining that it was designed for both narra-
  tive and strategic play. Every player has two main attributes:
  Essence: Everything that you are, life, memory, powers and skills (the runes in your customized 
  rune bag).
  Destiny: Represents your impact on the world around you (the number of runes you draw 
  from your bag).
  Runes are divided into three traits: red runes are physical, blue runes are mental, and green 
  runes are spiritual. The more of a certain colour in your Essence, the higher your trait score.
  In RGS there are three levels of crunch and you may move between them seamlessly and at any 
  time:
  Crunch level 0: Any rune may be played for any cinematic action (use your imagination).
  Crunch level 1: You bind each rune to powers and abilities. Play the symbol to 
  invoke the effect (ex: play the Tiwaz rune to cast a Devour Life spell).
  Crunch level 2: You can add runes to your initial rune in order to change 
  the way your effect works (ex: add area or range to your effect).
  Each player`s customized rune bag contains the runes which are 
  bound to their powers and abilities and this bag also doubles as 
  the player`s life force (hit points). When damage is assigned,  
  runes are removed from the Essence bag (healing returns 
  them). The player loses access to powers which were 
  bound to those runes, so damage feels very real. 
   
   
  --- That`s it!
  
  T
  he Angel of Death is a complex and 
  mysterious individual. Her soul has 
  been claimed by Hel, the mistress 
  of Niflheim. Hel chooses only the 
  worthy and sometimes the recipient of the blessing 
  does not get an opportunity to consent. The Angel 
  of Death retains her human appearance but her soul 
  has been altered by Hel. The Angel of Death holds the 
  knowledge 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 le-
  thal, and her knowledge 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 sud-
  den trip into the next world.
  When an Angels of Death die, 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.
  Bockoner (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.
  Angel of Death
  
  A 
  Berserkir is a warrior who is blessed with 
  the anger of the gods. In this rage, he loses 
  all control and becomes a killing machine, 
  striking down foes with the strength of 
  twice four men. They have no need for armour, since neither 
  iron nor fire can touch their skin while in this feverish rage. 
  People have tried calming the fires within a Berserkir con-
  sumed with Modr by pushing them into vats of ice-cold wa-
  ter, but the water was turned to steam by the fiery anger of the 
  Berserkirís breast. Throwing naked women in the path of a 
  Berserkir has also failed to calm the heavenly rage. 
  In some cases, a Berserkir has been known to transform 
  himself into a mighty bear. After the rage wears off, the 
  warrior is in a weakened state for a time. It is said that a 
  king sent five Berserkirs to conquer a neighbouring king-
  dom and they accomplished their task, slaying all of the 
  opponentís armies. 
  This rage is spiritual in nature, since it is a lesser form of what 
  the god Thor possesses.
  Juggernaut
  Berserkirs that personify the oncoming storm are known as 
  Juggernauts. They are a purely destructive force that believe 
  the best defence is a strong offence. Most will utterly decimate 
  an opponent before they can mount an effective attack. Those 
  that survive the initial onslaught find themselves on their 
  heels, facing an aggressor that will eventually spell their doom.
  Dreadnought
  Berserkirs that are blessed with rage cannot be touched by fire 
  or steel. Dreadnoughts strive to become the most indestructi-
  ble forces of nature. Their resolve is unwavering and their body 
  is immovable. Most foes retreat knowing that killing a Dread-
  nought is an almost insurmountable challenge.
  Ursen
  Berserkirs that embrace their bear form choose to follow the 
  path of the Ursen. They use their form to gain every advantage 
  over their opposition- size, speed, power and ferocity. Ursen 
  use their tremendous reach to great advantage, swatting op-
  ponents about the battlefield.
  Berserkir
  
  T
  he Blacksmith has talents that many envy. 
  He can create items not only out of metals 
  and stones but also out of wood.
  He is a master warrior thanks to his knowledge 
  of weapon creation. Blacksmiths are one of the clanís most val-
  ued subjects due to religious taboos around looting corpses. 
  Many blacksmiths worship Dvergar, since their crafting skills 
  are the envy of all.
  Some master blacksmiths have created artefacts that clans 
  and kingdoms have gone to war over. They are not bound
  by their forges: once they surpass apprentice levels, they 
  gain the ability to summon a forge beast to their side, allow-
  ing them to craft while travelling.
  Creating items, ranging from the mundane to the magical, fol-
  lows a simple set of rules. The process uses the skill system, 
  and may be attempted by those with no ranks in the required 
  skills. The two principal skills are: Craft and Infuse. Craft al-
  lows one to create mundane items of great quality, and infuse 
  allows one to add magical properties to an already crafted item.
  Exemplar
  The Exemplar Blacksmith enjoys time in the forge, but enjoys 
  testing and showing off their creations even more. The exemplar 
  judges his creations on the battlefield against items created by 
  other smiths. He pushes himself to ever higher standards and 
  ideals.
  Artificer
  The Creator Blacksmith enjoys nothing more than spend-
  ing as much time and effort in the forge. The focus of an 
  artificer’s efforts are to create the most awe inspiring items, 
  far surpassing anything shop owners may be peddling.
  Alchemist
  The Alchemist Blacksmith is one who explores the esoteric 
  pleasures of imbuing items with magical properties. These 
  items are sought after as they expand and greatly increase 
  the power of the wielder.
  Blacksmith
  
  D
  ruids follow the way of the 
  woods. Wood is sacred and 
  has a spirit: knowing how to 
  interact with it is a hidden art 
  that goes by the name of Verwandlung and is 
  the sacred property of the druid. Verwandlung 
  involves a hierarchy of different wood that must 
  be fashioned into wands and staves. Wielding 
  the wand or staff made from that wood gives 
  the druid powers associated with that grade of 
  wood. Powers involve and encompass interac-
  tions with vegetation as well as with wild ani-
  mals. 
  The mightiest of druids become one with the 
  land and have the awe-inspiring power of ter-
  ra-forming: a druid can change desolate tundra 
  into a verdant mountain range as easily as one 
  dresses in the morning. Druids shun civilization 
  and prefer to dwell in pure nature.
  Druid
  Warden of the Woods
  The Warden of the Woods specializes in verdant magic that is both restorative and benevolent. The Druid strives to un-
  derstand the land and the spirits that dwell within. He understands that he is the drop that wishes to reunite with the sea.
  Child of the Stars
  Some Druids have the gift of foresight granted to them by their attunement to the heavens. The Child of the Stars gains 
  insight from  the constellations and can easily share his knowledge with his allies. He is also an expert brewer of potions 
  and ointments.
  Animist
  This particular Druid has specialized in the ability to assume animal form. This bestial form is a kindred spirit for the Ani-
  mist. The special affinity allows them to exemplify the very best from that species.
  
  T
  he Fardrengir is a travelling soul and a sea-
  soned hunter. She will not stay in a town 
  too long. Her need for adventure, explora-
  tion and nature will keep her on the move. 
  The Fardrengir is a master of the wilderness. Many travel-
  lers seek the Fardrengirís guidance in their trek. She can 
  safely navigate even the most difficult terrain. She works 
  towards harmony with all beasts of nature, but that does 
  not diminish the hunter inside her heart. 
  Fardrengir usually travel with animal companions that are 
  possessed by the realm spirits of Yggdrasil. The compan-
  ions have consciousness far more evolved than a regular 
  animal. They serve as mounts allowing the Fardrengir to 
  cover vast distances in very little time.
  Farvaldr
  The Farvaldr is consumed with wanderlust. They cannot 
  stay in one place for long and through their travels, they 
  have become masters of the wild. Their survival instincts 
  are second to none. Farvaldr are trap specialists, having 
  the ability to rig a lethal trap from almost anything found 
  in the wild. The most successful bounty hunters are the 
  Falvaldr, also known as Striders. Their competition affec-
  tionately call them “spiders” rather than “Striders”.
  Dyrvaldr
  An animal lover at heart, the beast master attracts special mounts with whom they forge an unbreakable bond. They train 
  with these loyal thanes in order to hone their mesmerizing and synchronized manoeuvres. What they achieve together is 
  much more astonishing than what they muster on their own. Depending on the Dyrvaldr’s goals, they will choose the right 
  mount that will compliment the skills and powers they require.
  Geirvaldr
  The Geirvaldr is the spear master. A hunter who specializes in bows and thrown weapons. The celerity and dexterity of their 
  arms shocks and astonishes onlookers. Besides their uncanny accuracy, the Geirvaldr has the ability to draw and launch an 
  astonishing number of projectiles- be it with bow or javelin. 
  Fardrengir
  
  R
  unes are magical symbols that create a vari-
  ety of arcane effects. A Galdr is one who has 
  learned how to wield the might of runic magic. 
  Runic magic comes in two forms: the first is 
  speaking the runes while scribing their casting in the air 
  with a finger; the second is carving the symbols into an ob-
  ject or person to bestow the arcane gifts. Learning runes 
  is a very humbling endeavour; most of the time, the runes 
  choose the Galdr, rather than the other way around.
  Enchanter
  Enchanter runecasters focus on effects that are persistent. 
  Maintaining magic is a struggle against a very chaotic and 
  strong-willed force; it is a mighty achievement to control 
  runic Essence.
  Sorcerer
  Sorcerer runecasters try to create a perfect storm: “The 
  runic apex flashes as lightning, momentary, beautiful, and 
  striking through us…” They live for the glorious moment 
  when they become the instantaneous conduits of the runic 
  source.
  Diviner
  Diviners wish to tap into the world behind the veil. Runes 
  are the disembodied third eye that leads them through the 
  curtain into the oceans of pure energy; after basking in it, 
  the Diviner returns with wondrous insight!
  Galdr
  
  Godi
  T
  he moral backbone of the community is 
  the Godi. He advises leaders and common 
  folk on the wishes of their gods/jotuns. 
  A Godi is well respected and honoured. 
  Godis have great responsibility beyond their community 
  to spread the good word to others. They must strive day 
  and night to undo the grip of opposing Godis of unaligned 
  gods/Jotuns. Godis do not normally need to train to ac-
  quire their skills. Through communion with their deities, 
  they are bestowed knowledge from their divine patron(s). 
  The knowledge is always aligned with what the patron dei-
  ty’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 Judgement
  The Godi known as the Hand of Judgement exacts the will 
  of their patrons. You find those who are worthy and raise 
  them up. You also find those who oppose your patron’s 
  will, and mark them for divine judgment.  
  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.
  Exalted
  When a patron wishes to direct their will through a mor-
  tal vessel, they turn to their Exalted. The Exalted are the 
  most rigorous when it comes down to living the code of 
  discipline prescribed by their patrons. They are elevated 
  because nothing is more important than their patrons. 
  
  Maiden of Ratatosk
  M
  aidens of Ratatosk are the girls of mis-
  chief, living life fast and fully. They seek 
  adventure and ride those winds, wherever 
  they will take them. Their title is derived 
  from the celestial squirrel named Ratatosk. The squirrel 
  is well known for the strife it has caused by distorting the 
  messages it carries between the celestial eagle and the 
  great dragon Nidhogg. Some adventuring groups have 
  their patience stretched by chaos, strife, and mischief-lad-
  en Maidens. However, their contribution to team security 
  is unmatched. Maidens of Ratatosk can easily draw the at-
  tention of foes. Coupled with their almost-inhuman ability 
  to avoid damage, they are invaluable to a party’s success on 
  the battlefield.
  Death Dancer
  She uses her dance to inspire her allies and frustrate her 
  foes. Each step in her dance evades blows as her blades 
  seek their mark. Her dance is the flawless mix of death and 
  grace. 
  Scorn Dominatrix
  She is a poison flower in a bed of weeds. Shining, radiant, 
  and deadly, she grows in strength with every increasing 
  foe. Her ability to interrupt opponent strategies is her 
  greatest asset.
  Aggravatrix
  She aggravates her foes to a point of unbearable frustra-
  tion. They will do anything in their power to silence her 
  insults and taunts. As their rage boils over, they make mis-
  takes…and she’s ready to capitalize on them.
  
  Missionary
  A
  s the Twilight of the gods looms ever 
  nearer, missionaries drive out the de-
  mons 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.
  
  Orlog
  T
  he Orlog seek primordial enlightenment 
  from the great void Ginnungagap. The 
  quest for primal and original truth brings 
  them to commune with forces untoucha-
  ble 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 cradle of Yg-
  gdrasil. The Orlog manipulate Void magic- the building 
  blocks which form matter, thought and action. Alfar are 
  the embodiment of that fundamental energy.
  The greatest Orlog is the Jotun Vafthrudnir. He was 
  among the first to seek out the great void Ginnungagap 
  and without losing his faculties, has discovered the secrets 
  which lie within- few can boast this feat. Mortals seek to 
  understand one single aspect, Vafthrudnir’s mastery en-
  compasses and exceeds all three Orlog sects. Even the 
  very talented Alfar king Frey strives to achieve the same 
  level of comprehension.
  Orlog 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.
  Curator of Dominions
  This Orlog sect is most 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.  
  Shepherd of Dreams
  This Orlog sect is most concerned with the subconscious 
  reality which guides all things. Your are the blacksmith of 
  thought and will. You manifest prominent effects that in-
  fluence the surrounding world.
  Sculptor of Breath
  This Orlog sect is most concerned with the impetus that 
  drives action. You are the blacksmith who forges change 
  and the great legacy which follows. 
  
  Sceadugengan
  S
  ceadugengan are known as the “dark walk-
  ers”. They begin their lives as rogues, living 
  a life of theft, fraud and murder. Life’s am-
  bition drives the rogue to obtain the most 
  for the least amount of effort. Their motto is “when all else 
  fails, steal and backstab”. But while in pursuit of increasingly 
  better concealment, pilfering and assassination techniques, 
  they eventually fall upon the dark lore of the Svart Alfar. This 
  pursuit takes them down a dark road where their psyche and 
  spirit erode and are replaced with greed, envy and lust. Their 
  growing powers are fed by the shadows and darkness, encour-
  aging a penumbral existence. This lore and techniques trans-
  form the rogue into a Sceadugengan. The darkness becomes 
  their play-thing. The general population of Midgard is easy 
  prey for seasoned dark walker. Many seek out the Sceadugen-
  gan for their clandestine talents and offer lucrative contracts. 
  The Sceadugengan’s powers stem from the dance of light and 
  dark. Despite an adoration for the Svart, the powers of shad-
  ow also require the Lios. Some of their powers will take on a 
  life of their own, transforming their very nature to capitalize 
  on the surrounding light and darkness.
  Thief
  The Sceadugengan that is driven by greed seeks the path of 
  the thief. Wealth is a motivator, but the thrill of the score is 
  what truly excites her. It is said that in Svartalfheim you can 
  have your sword plucked right out of your hand without even 
  knowing it. The Thief studies the techniques that allow her 
  to secretly pilfer personal effects, even in the heat of combat. 
  No one’s possessions are safe when a Sceadugengan Thief is 
  around.
  Assassin
  Most Sceadugengans’ actions are beholden to their shady 
  moral compass. However the darkest of those belong to 
  the assassins. They are the ones who have embraced their 
  talent and bliss when choking out the flame of life. The 
  combat style that they bring back from the shadow in-
  volves the least amount of strikes in order to murder their 
  quarry. Those who are the best in this discipline also melt 
  away after the deed is done, so as to avoid any blame.
  Scoundrel
  While the other Sceadugengan pride themselves at stealth, 
  the scoundrel prefers to hide in plain sight. Their mightiest 
  power is their disarming charisma. Replacing the need for 
  nimble fingers and instead relying on flattery, charm and 
  pure presence, the Scoundrel can spin almost any situation 
  into a favourable one. The Svart lore they covet has trained 
  the scoundrels in the art of using others to do their dirty work.
  
  S
  eith energy surrounds everyone and 
  everything. Only the witch (or Seithkona) 
  can see and manipulate these energies 
  to cast spells. She channels Seith spirits 
  through her body and coerces them to do her bidding. 
  Seith spirits are benign by nature, but being forced into 
  servitude makes them resentful; as such, the spell results 
  are always negative and destructive. Seith magic is usually 
  not visible and is very deceptive in nature. For some rea-
  son, women are better suited for channelling Seith. With 
  the power of alchemy, the Seithkona binds a familiar (be-
  nign animals that act as a host for a trapped Seith spirit). 
  The power to wield Seith can be learned by most, but only 
  a few have the drive to conquer this wicked art. All men 
  view this as a shameful practice but respect its might none-
  theless.
  Transmuter
  A Transmuter Seithkona works her magic to shape the tan-
  gible world by invoking the intangible world. Her spirits 
  manipulate shape through painful coercion, bending and 
  deforming matter, which inevitably results in violent and 
  painful transformations.  
  Mesmer
  A Mesmer pulls the strings of the invisible world: thought, 
  emotion, and faith. She can make puppets of those she tar-
  gets as hostile spirits take over their bodies. Phantasms, 
  ghostly incorporeal apparitions, dance their illusionary 
  dance to the Seithkona’s fancy.
  Necromancer
  The Necromancer Seithkona’s passion lies in capturing 
  and manipulating spirits that are trapped between Ni-
  flheim and the heavens. She forges them into a spiritual 
  weapon that strikes from beyond. 
  Seithkona
  
  Skald T
  he Skald brings colour to most any culture. 
  Skalds are bards that have been blessed by 
  the Mead of Poetry. This mead was made 
  when a magical being named Kvasir was 
  murdered by two Dvergar, and his blood was mixed with 
  honey to produce the magical mead. It was later taken by 
  a giant who kept it all for himself. But Odin stole it, and 
  while flying over the realms of Yggdrasil in eagle form, 
  some of the mead dropped down and touched some living 
  beings. Those beings learned how to weave magical songs 
  called Spell Songs...they go by the name of skalds. They 
  sing battle ballads that unnerve opponents and bolster the 
  morale of their companions... All that they need are their 
  voices, but with instruments, they can bend and shape 
  their magic to astound their audiences.
  Wanderer
  Wanderer Skalds devote their life to creating great adven-
  tures to feed their sagas. The Wanderer seeks out increas-
  ingly dangerous adventures to find his place in history. 
  Poet
  The Poet skald is one who knows how to have a good time. 
  He woos maidens for a night and earns free ale and his stay 
  at taverns using skills in music and song.
  Mystic
  The Mystic skald is intrigued by the Mead of Poetry that 
  granted him his Spell Song powers. He wishes to delve 
  deep into this art to understand its source. 
  
  Stalo
  T
  he Stalo is the master of controlled combat 
  manoeuvres. It is said that Odin himself 
  taught the first warriors the ways of the Sta-
  lo, and throughout the centuries these skills 
  have been passed down through the chosen bloodlines. The 
  Stalo arts are deeply rooted in history, ritual and tradition. 
  Fathers teach sons the art of chaining attacks with such pre-
  cision, that they culminate in a crescendo of unstoppable vi-
  olence. Stalos also carry their tradition in the form of an an-
  cestral weapon. This weapon has been forged to accompany 
  a particular battle art-form. In the darkest hour of Ragnarok, 
  many count on the Stalo’s resolve to come to the rescue of 
  the weakest and most downtrodden.
  Striker
  The Striker Stalo focuses on optimizing the attack chain 
  they are delivering. They work hard to ensure each blow 
  finds its mark and cannot be easily blocked by opponents. 
  Strikers are at their most lethal when lashing out with a 
  flurry of small yet precise series of attacks.
  Stalwart
  The Stalwart Stalo has refined the art of group warfare. 
  They are sought after for shield-walls as their skills are of 
  great benefit to the entire warband. Most allies will fight 
  close to the Stalwart in order to benefit from his expertise 
  and techniques.
  Keeper
  The Stalo known as the Keeper invests himself into the 
  ancestral relic of his forefathers. Part warrior, part forge 
  master, he hones the relic’s properties to accentuate his 
  fighting style. He understands its past, allowing it to 
  guide his fighting style into something truly synergistic 
  with his weapon.
  
  Ulfhednar
  U
  lfhednar embody the ruthless aggression 
  of their patrons Skoll and Hati, whose 
  lives are all about the hunt that leads 
  to the kill, just like their father Fenrir. 
  Their followers adhere to this philosophy with great zeal. 
  They also embody the wolf-pack mentality, knowing how 
  best to work together to hunt down their prey. Destiny 
  promises that after their continuous chase of the sun and 
  moon, Skoll and Hati will catch and devour them! Ulfh-
  ednar aggression is unmatched, and will keep opponents 
  on their heels with hardly a chance to think of offensive 
  attack. Scale this by several Ulfhednar working in concert, 
  and you have a veritable unstoppable tide of blades and 
  blood!
  Eater of Eyes
  This Ulfhednar (wolf head) clan specializes in removing 
  the eyes of their victims, sometimes in combat. It is said 
  in sacred texts that consuming the organs of one’s enemy 
  confers supernatural strength in battle and the ability to 
  absorb their Essence. 
  Rager
  This Ulfhednar fighter loses control on the battlefield. 
  The release is both ecstatic and cathartic for these warri-
  ors. Once gripped by rage, their ferocity is unmatched!
  Wolfen
  These Ulfhednar feel that their natural form is that of the 
  wolf. They embrace the dexterity, cunning, and predatory 
  instinct of the wolf spirit.
  
  Join the Kickstarter
  https://www.kickstarter.com/projects/avalkauskas/lords-of-the-ash
  Lords of the Ash
  
  rlds 
   dark 
  nkind 
  k!
   to 6 players 
  gods, and must 
  e legendary 
   a set 
  agnarok 
  Andrew Valkauskas
  ●  FATE OF THE NORNS ‒ RAGNAROK  ●  FAFNIR’S TREASURE  ●  ANDREW VALKAUSKAS  ●
  Fate of the Norns: Ragnarok 
  FAFNIR’S TREASURE
  Fate of the Norns: Ragnarok
  CORE RULEBOOK
  Fate of the Norns: Ragnarok 
  DENIZENS OF THE NORTH
  Fate of the Norns: Ragnarok 
  THE ILLUMINATED EDDA
  
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