Iron Edda PDF
Iron Edda PDF
Iron Edda PDF
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Credits
Written by: Tracy Barnett
Adventures by: Lillian Cohen-Moore, Ryan Macklin,
and Quinn Murphy
Editor: John Adamus
Cover Artists: Claudia Cangini and Brian Patterson
Interior Artists: Lance MacCarty and Theo Evans
Layout Artist: Tiara Lynn Agresta
Map: Brian Patterson
Production Artist: Tracy VanTilburg
Thanks
All of the Kickstarter backers, friends, and family
that supported this project. Without all of you, this
game would not exist.
This work is based on Fate Core System and Fate Accelerated Edition
(found at http://www.faterpg.com/), products of Evil Hat Productions,
LLC, developed, authored, and edited by Leonard Balsera, Brian Engard,
Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda
Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under
the Creative Commons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).
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TABLE OF
CONTENTS
HROFNIRS STORY 3 Outside of Midgard 59
THE GAME 4 The Elven Forests 59
Differences from Fate Core 4 The Petruvian Empire 60
HOLDFAST CREATION 5 The Isles of Mist 61
SETTING CREATION 16 The Desert of JGoll 62
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Prologue
Long had the Dwarves,| forgers of iron and metal,
Bent and twisted, rotten fork | of Ymirs life-river,
Kept to the ground | holding in their homes
The secrets of the world | long left hidden.
Their dark hands darker | with the blood of the earth
They crafted in secret; | would you yet know more?
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From the depths of the earth, | old jotunn bones were
Pulled forth; The trickster god | working his mischief.
Loki gave the secrets needed | to raise the bones,
To bind the spirits of true warriors | to the spirits of dead bone.
Old giants, flesh-lacking, | rising to meet the dwarves.
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Hrofnirs Story
It always comes back to one thing. What is a person willing to do to protect
whats theirs? In the old days, men fought men, to keep what they had. They
raided, ravaged, and pillaged each other and the surrounding lands. Life, it
was good. Then the world shattered. The ground rent asunder by the metal
giants of the duergar. None could not stand against them.
So tall. Blocked out the sun. Some say the largest had heads that
were lost in the clouds themselves. They moved as mountains, with
ponderousness. A grinding that shook you to your very bones. Entire
holdfasts shattered, crushed under metal feet, or torn from the ground by
grasping hands.
We cried out to the gods, praying for help. We sacrificed and we bled,
the warrior clans disintegrating under the onslaught. Even my own clan,
the mighty Raven Clan, Odins own clan, was reduced to a shadow of our
former glory. So many deaths. Truly Valhalla was filled to bursting after our
fruitlessbattles.
After months, all seemed lost. The dwarves and their metal creations had
laid waste; there was little left to speak of. Then, in the north, a grim hope
appeared. We thought at first that it was dwarven trickery. A giant, it seemed,
but not of metal. Of bones, it was, with scraps of gravecloth hanging from
it. At the center of it, a human form burning in blue light. And as the man
moved, so too did the bones.
Ragnar Bonebonded. His original name was burned from him. He spoke
of the northern Seers and their powers. How the gods had come to them
and delivered to them the answer. How they pulled the bones of long-dead
giants from the ground. How they took him and wedded his very spirit to
the bones. How he was the start of a new clan: the Clan ofBone.
The clans were troubled by this. Spirit bonded to bones? To the bones of
a giant? What would happen when he died? Would he feast with Odin in
Valhalla? Would he be condemned? Words were thrown like spears. Clans
already ruined by the war broke further.
Two sides took form. There were those who said this was no gift,that
they would rather die like warriors than rely on the magic of bones.
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Otherswelcomed this gift from the gods. They clamored to be bonded
themselves. Then the attack came and, for the first time, the dwarves were
driven back by Ragnar and his bones. The Clan of Bone truly began thatday.
And now, it is my turn. I have heard what the old one says will happen,
and I have made my choice. I will take this gift from the gods. I will leave
the Clan of the Raven and give over my name. Forevermore, I will be
known as Hrofnir Boneson. I, and my brothers and sisters, will drive back
the dwarves. We will turn the tides or die in defiance.
The Game
War of Metal and Bone is a game of brave warriors fighting to keep their
homes, lives, and freedom. It is a game of magic and intrigue. It is the story
of ordinary men and women who fight alongside towering giants. It is the
story of a world irrevocably changed. What the future brings will be in your
hands. It is your fate to walk into the world of giants.
Midgard is a world like our own. Inspired by Norse myth, it is a world
roughly as it was during the Viking Era. A lot of research went into the
writing of the setting. Historians will see a lot of variations, but will
hopefully appreciate the small details that were purposefully included.
Norse myth is a rich source from which to draw, and War of Metal and Bone
would not be what it is without the use of such sources.
Ultimately, this world is your world. Fate is designed for the players
to have an impact on the world around them. War of Metal and Bone is
nodifferent. Your group will create your own holdfast, describe the world
around you, and carve your names into the rolls of history.
Lord, warrior, thrall ... all have the chance to feast in Valhalla.
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questions about the setting. In addition to creating the setting, this leads
naturally into character creation.
Character Creation - Character creation immediately follows Holdfast
Creation. Rather than telling backstories with one another, players
use the plot threads they generated during Holdfast Creation to make
shared histories.
Holdfast Creation
The heart of a campaign of War
of Metal and Bone is found in the Credit for this idea goes to Travis Scott,
creation of a unique holdfast and a man of intellect and grace. Thanks
for letting me use it, Trav.
the lands around it. This method
of creation allows each group
to have a unique experience in
Midgard, shaping the lands around them as theyadventure.
Each Holdfast is created using the same process and items. Following is
a table of questions. Each player uses a set of Fate Dice to determine what
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category their question will be from, and to determine the question itself.
As each player answers their question, they add details to the world, and
somethintg to the ever-growing Holdfast Map. This process gives both the
players and the GM a stake in the world that the game will take place in.
Heres the process youll need to follow.
To create a holdfast, youll need a few things:
1. A piece of paper to draw a map on. Graph paper works well.
In my experience, an 8" x 11" piece works best.
2. A set of Fudge/Fate dice.
3. A group ready to begin the campaign.
To use the holdfast generator use the following steps:
1.
Roll four Fate/Fudge dice. Count the plusses across, and the minuses
down until you get to a specific box.
2. Once you have your box, find the corresponding entry on the list on
page 7 and roll two additional Fate/Fudge dice.
3. Read the entry aloud, and answer any questions that are posed in
theentry.
4. Draw something on the map that corresponds to your entry. It does
not have to be to scale. If you can add an aspect to your map entry,
so much the better. See the example setting creation on page 16 for
moreinformation.
5. The remaining players each take a turn taking steps 1-4. If you have
a small number of players, have the GM take a turn as well. When
everyone has gone, you should have 4-5 entries on the map.
5a. If you roll the same category as another player, feel free to roll again
for something different. There are 96 questions on the table. That
means lots of possibilities!
6. Discuss among the group where the holdfast itself should be on the
map. Name it.
7. While the players are answering these questions, the GM needs to
take notes about the answers. What the players are saying are the
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seeds of the plot and
Name suffixes for holdfasts in this
the beginnings of the
setting are as follows:
story that the GM will - heim = home
guide. Anything that - lund = land
catches your ear should - borg = town, city
If you want an authentic Old
be written down. If Norse name, use the translator at:
something a player says http://www.freelang.net/online/
catches your interest, or old_norse.php
doesnt make sense, ask
a follow-up question to
get some more details. See the examplebelow.
7a. Players, feel free to ask each other questions as well. Let each player
answer their own questions, but if they ask for help, give it to them.
Thisis, above all, a collaborative process.
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HANGING IN THE BALANCE
++ There is a chance to strike at the heart of a dwarven fortification! It would
be a telling blow in the war. Where are the dwarves fortified? Why is now
the opportune moment?
+0 Information has been gathered on a looming dwarven assault. Many
scouts died to bring the information. What was the information? How will
this help blunt or thwart the coming attack?
+- Refugees are streaming into the holdfast. What has caused this influx?
How will the Jarl ensure that everyone is fed and cared for?
00 A lone dwarven automaton arrived outside of the holdfast three days ago.
It is not moving. What is the local reaction to its arrival?
-0 A renowned Bonebonded warrior has vanished! Who disappeared? Where
did they go? Why?
-- Rumors of plague are spreading across the holdfast. Everyone who so
much as coughs is looked at sideways. How is the Jarl handling the
situation? Why?
POLITICAL MANEUVERS
++ A delegation from Alfheim has arrived in the holdfast. The elves offer their
support in the war against the duergar, but for a price. What do they want?
Why is the Jarl reluctant to take the deal?
+0 A nearby Jarl is styling themselves as Jarl of Jarls and is demanding fealty
of all local lords and ladies. What is the reaction to this in your holdfast?
How is this affecting the ongoing war with the dwarves?
+- A group of merchants is demanding restitution for dwarven raids, claiming
the Jarl did not give them promised protection. How is the Jarl responding?
What are the merchants withholding until their demands are met?
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00 A powerful warrior is stirring up trouble, claiming that the Jarl is weak and
foolish. What is the Jarl preparing to do in response? What will it take to
silence the dissident warrior?
-0 The Jarl is gravely ill. Some whisper that their spouse is responsible. What
is the true nature of the Jarls illness? What will happen if they do not
recover?
-- Rebellion! A group of clan warriors has risen up against the Jarl. With
whom are the people siding? What will happen when the next dwarven
attack comes?
DICTATES OF FATE
++ A great sacrifice has been made and victory has been promised by the priests
of Odin and Thor. What was sacrificed? How will the victory come to pass?
+0 A great flock of ravens, Odins own messengers, has alighted on the Jarls
longhouse. How is this portent being interpreted?
+- A skald claims to have visited Mimirs Well, at the root of Yiggdrasil itself.
The tale is spreading far and wide. What is the skalds agenda? How are
the priests reacting?
00 A great number of young warriors are abandoning their chosen clans to
become Bonebonded. How are the clans reacting to this?
-0 A two-headed calf has been born. What does this grim portent mean for
the holdfast?
-- A priest walks through the streets claiming that the gods have abandoned
the holdfast. What event does the priest claim as the origin for this loss of
divine favor?
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TIME OF SACRIFICE
++ Every hand is needed to fight against the dwarves. How are the warriors
supporting the Bonebonded when the dwarven automatons come? Why
are these efforts vital to winning the war?
+0 An important resources has been cut off by the dwarves. What is this
resource? Why is it vital to the holdfast that it be recovered?
+- A dwarven assault has the holdfast crippled. A scout claims that a
contingent of Bonebonded are on the way. How do the dwarves have
the holdfast in such a position? What is needed to hold out until
helparrives?
00 The Jarls treasury has been depleted by the war. To what lengths will the
Jarl go to cover the loss? How will this affect the war?
-0 A living giant arrived outside of the holdfast and is now demanding
tribute. What does the giant want for tribute? How is the Jarl responding?
-- The Jarl has been poisoned! Who is stepping up to fill the void in
leadership? Why is their move a contentious one?
LOCAL RESOURCES
++ A wealth of gold has been uncovered in a nearby mine. How will
this bounty affect your holdfast? What must be done to ensure the
minesprofitability?
+0 The land around your holdfast is particularly well-suited for the cultivation
of bees and honey. How has the war affected the hives? How can they
beprotected?
+- A vital resource for the war is located near your holdfast. What is it? Why
is it so difficult to access?
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00 The river is the lifeblood of your holdfast. What threat is being posed to
those who ply the river? How can their way of life be maintained?
-0 A new method of spinning wool has been found. It creates durable cloth
more quickly than ever before. Who created this method? How are they
profiting from it? How is the holdfast profiting?
-- Scarcity plagues the lands around your holdfast. What is causing the
shortages? How will you survive until the next season?
TIDINGS OF WAR
++ The fighting has avoided your holdfast until recently. Why has the war not
come near until now? How is the Jarl responding to the broken peace?
+0 The holdfasts most renowned warrior has died in a recent battle.
How is the holdfast honoring them? Where is the honoring ceremony
takingplace?
+- The Jarls heir has been killed in battle. Where did the battle take place?
What has the Jarl sworn to do to gain vengeance?
00 The fields are running red with blood. Whose blood has been spilled?
Why does it spell hard times for the holdfast?
-0 Crucial supplies need to get to a nearby holdfast. What is preventing the
supplies from getting there? How can this obstacle be circumvented?
-- Rumors are swirling that one of the countries surrounding Midgard is
about to take advantage of the dwarven war and invade. What country is
attacking? What are they looking to gain from the attack?
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CLAN MATTERS
++ The clans are united and working together in your holdfast!
What event brought about this unity? What will it take for the unity
toscontinue?
+0 The Clan of the Raven claims they know of a weakness in the dwarven
automatons, one that does not require the Bonebonded. How are the
Bonebonded reacting to the news? How will the Ravens work prove
themselves right?
+- The Horse Clan has been losing a large number of scouts to the dwarven
forces in the area. How is information being taken from holdfast to
holdfast? What is needed to make sure the scouts are safe?
00 A few hot-headed young members of the Wolf Clan started a fight in the
mead hall recently. What was the fallout from that event? Why is one of
the hot-heads missing?
-0 Members of the Snake Clan are dying. Who is killing them? Why is the
Jarl doing nothing about it?
-- Rumors of the Clan of the Bone are flying through the holdfast.
People talk of dark sacrifices and evil rites. How are the Bonebonded
reacting to the rumors? How are the people of the holdfast reacting to
theBonebonded?
A GLIMMER OF HOPE
++ A skald sings songs of the eventual defeat of the dwarves. How do the
Bonebonded figure into the tales? What does the skald claim needs to
happen to make it so?
+0 The river flooded but a great bounty was left when the waters cleared.
What is that bounty? How does it bring hope to the people of
theholdfast?
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+- A contingent of Bonebonded are on their way to your holdfast. Why are
they coming? How will the holdfast accommodate them?
00 A missive from the dwarves is calling for peace, but at a price. What are the
dwarves demanding? Is it possible for the Jarl to deliver? Why or whynot?
-0 A shipment of weapons has come from one of the countries surrounding
Midgard. Which country sent the weapons? How will the shipment
benefit the holdfast in the war?
-- A new salve has been discovered. It can knit broken bones and heal
grievous wounds, bringing warriors back from the brink of death. Who
discovered the salve? What do they want for it?
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Once the Holdfast Creation is done, youll have a bunch of notes, the
seeds of amazing stories, characters ready to spring from the minds of
the players, and a map of the area the game will take place in. Move on
to character creation and take the seeds of story and make them into a
gamesession.
After each game session, as the characters accomplish mighty deeds and
effect change across the whole of Midgard, your map will need updated. If
any session featured epic events, things that changed the landscape of the
setting, or altered the world in palpable ways, update your map.
GMs, ask the players questions about what the long-term impact of
the events will be. Dont take that burden on yourself. Let the players give
you the plot threads going forward. Then use their ideas, twist them, and
surprise the players.
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EXAMPLE SETTING CREATION
Elissa, Ben, Jared, Jessica, and Jason sit down to play Iron Edda. Jessicas
running the game, so she has a copy of the setting questions ready and gives
everyone a character sheet.
Jessica: Alright, we need to get the holdfast made. This piece of graph
paper represents the area in and around the holdfast. Once you answer your
question, draw something on the paper to represent it. Dont worry too much
about the scale, just keep in mind that the questions might cover stuff thats
outside the walls, proper. Oh, and if youve got input when its not your turn,
you can give it. Let the person whose question it is have final say, though.
Elissa, why dont you start?
Elissa grabs her Fate dice and rolls on the table. 000+: Sword Talk,
Axe Talk. Then she rolls two more dice on that table. +0: Tempers are
high in the holdfast. Duels over honor are at an all-time high. What is causing
thetension?
Elissa: Duels, huh? Well, I think that the warrior clans are all messing with
eachother.
Ben: Is it all happening inside the walls? That could get ugly.
Elissa: Nah, I think each clan has a little place outside the walls.
Jason: An enclave?
Elissa: Exactly.
Jessica: Cool. Ive got a follow-up question: which clan is really responsible.
Jessica takes notes about the answer to Elissas question, making special note
that the Clan of Bone exists in this holdfast. Elissa grabs the map and draws
twelve rough squares around a center point of the map. She labels each with
the name of a clan.
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Jessica: Alright, Ben, how about you?
Ben: Sure.
Ben rolls his four dice. ++--: Fortune Favors the Bold. On his next
roll, he gets 0-: Despite the war, couples are making their vows in record
numbers. What is needed to make sure that the ceremonies are proper in the
eyes of the gods?
Elissa: Yeah, so maybe things to make oils, incense, that kind of thing?
Ben: I like that. How about a special kind of bog berry thats used to make
the oil they anoint the couples heads with?
Jared: Yeah, things in swamps tend to burn down and fall over.
Ben: Heh, yeah. No, were near a swamp. But its not easy to harvest the
bog berries. In fact, only the Snake Clan know the secret.
Jessica: Cool. Thats got to add to the tension between the clans. Draw
something on the map to represent that.
Ben takes the map and draws a swampy area on the bottom-left corner of the
map, near the Snake Clan enclave that Elissa drew.
Elissa: Convenient.
Jason rolls ---0: A Glimmer of Hope. His next two dice give him
--: A new salve has been discovered. It can knit broken bones and heal
grievous wounds, bringing warriors back from the brink of death. Who
discovered the salve? What do they want for it?
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Jason: That would make sense. But would that give the Snake clan too
muchpower?
Jared: It might, but is that a bad thing? Jessica?
Jessica: Its up to you. This is your version of this setting.
Elissa: Yeah, just go with it.
Jason: Sounds good to me. So yeah, a member of the Snake Clan discovered
that the Bog Berries can be boiled and mixed with a root from a nearby forest
to make the salve.
Jessica: Forests and swamps, huh? Quite a mixed bag of terrain.
Jason: Yeah, theres a dense forest to the north of the swamp.
Jessica: Draw it in, if thats the important bit to you. While youre doing
that, whats the name of the Snake who discovered the salve?
Jason: Uhhh Sven Urisson.
Jessica: Cool.
Jason draws in the forest right above the swamp.
Elissa: Thats awful close to the Bear Clan enclave.
Jason: Yeah, I figured theyre not fans of the Snakes coming into the forest.
Jessica makes a note of that.
Jessica: Jared, youre up.
Jared rolls +---: Tales for the Ages. His next roll gets him 00:
The skalds are composing a poem to reflect the glory of your holdfast. What
about the holdfast and the surrounding lands do they praise the most?
What do theymalign?
Jared: What do they praise and what do they malign? Well, they malign the
disunity between the clans, thats for sure.
Jessica: So the problems have been going on for a while, then?
Jared: Oh, yeah. Id say our holdfast is practically known for it.
Jessica: Thats fair. What about the praise?
Jared: Well, the lands around the holdfast are diverse and beautiful.
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Elissa: A swamp.
Jason: And a large forest.
Jared: Yeah. I think were near mountains on the other side, and weve
probably got one of the Nine Rivers flowing near us, too.
Jessica looks at the map of Midgard (see Page 50) to see where in the world
the holdfast would be situated.
Jessica: Well, if youre near the mountains, thatd put you over in the east,
near the Hnitborg Mountains. And if youre near a river, too Looks like itll be
Gjll, which makes sense, because theres a forest nearby. And having a swamp
near the river makes sense, too. So, the river would be south of the Holdfast.
Jared takes the map and draws in the northern banks of the River Gjll.
Jared: Im putting it near the Horse Enclave. Seems like the clan that has
messengers and such would probably want to be near the river for ease
oftravel.
Ben: Makes sense.
Jessica: Im going to roll one also. Theres some good stuff here, but it needs
some rounding out.
Jessica rolls 00++: Political Manuevers
Jessica: Perfect. This should be good.
Jessicas second roll gives her 0-: The Jarl is gravely ill. Some whisper that
their spouse is responsible. What is the true nature of the Jarls illness? What
will happen if they do not recover?
Jessica: Oh, nice! So, the Jarl is ill and people think her husband did it.
Ben: Her?
Jessica: Yeah, We havent established who the Jarl is yet, so Im making the
Jarl a woman.
Elissa: How about the Jarls wife being responsible, then?
Jessica: Yeah, totally. So the Jarl is sick and people think her wife is
responsible. Why?
Jared: Are they from different clans?
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Jason: Yeah, if they were from different clans, there could be a lot
ofsuspicion.
Jessica: Sounds good to me. Lets get some other clans involved. Ill say the
Jarls from the Clan of the Dragon, and her wifes from the Clan of the Raven.
Elissa: Oooh, Ravens. Secrets, secrets are no fun.
Ben: Not for the Jarl, anyway.
Jessica: So lets say that the Jarls wife is definitely responsible. What will
happen if the Jarl doesnt recover?
Jason: Well, the holdfast will have to hold a Thing to elect a new Jarl.
Ben: And with how contentious the clans are being, thats not likely to gowell.
Jessica: I like it. So Im gonna draw in the holdfast itself. Itll be in the
middle of the clan enclaves. What are we going to name it?
Elissa: Well, the areas really beautiful. How about something like Home
ofBeauty?
Jared: This online translator says that vnn means beautiful. How
aboutVnnheim?
Elissa: Thats a nice name.
Jessica: Vnnheim it is.
Jessica draws a box in the middle of the map to represent the holdfast itself.
Below it, she writes V nnheim , H ome of B eaut y .
Jessica: Theres an aspect for the Holdfast. Anyone have any aspects for
their drawings?
Ben: The swamp needs one. How about T reacherous S wamp of L egend ?
Jessica: Swamp of Legend? Well, the berries have to have come from
somewhere. Anything else?
Elissa: Not for now. I figure the game will use the clan conflict pretty heavily.
Jason: Yeah, Im good.
Jared: Me, too.
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Characters
If the holdfast creation is the heart of a campaign of War of Metal
and Bone, characters are the heart of the holdfast. From Jarl to thrall,
everyone has a chance to hear their name called, to do their duty, and
to live out their fate. The Bonebonded who ride in blue fire inside their
giants may seem like the primary heroes, but the tales of the warriors
and shieldmaidens on the ground, the servants to the lord and Jarls,
the farmers and traders, skalds and merchants, those tales are just
aspowerful.
REFRESH
The default refresh for War of Metal and Bone is four.
ASPECTS
Every character has the following aspects:
HIGH CONCEPT
This is the same as in FATE CORE. It defines who your character is.
Remember that aspects make things true. If you take the High Concept
Dishonored Firstborn of the Jarl, youve defined three things about your
character. Three things that the GM can use to feed into the campaign.
TROUBLE
This is also the same as in FATE CORE. This is a flaw, a weakness, an
enemy, something that keeps getting in the way of the character. Just
like the High Concept, feel free to give the GM something to work with.
Something like I Killed Mirrim Ravensdottir gives you some depth to your
history, and gives the GM an entire family to bother you with.
WARRIOR CLAN
Society in Midgard is built on bonds of kinship. Parents to children,
siblings to one another, Jarls to thralls. In this world, there is another type
of kin, one that transcends family and blood: that of the clan. The clans
are bonds of fellowship and common interest. No one is born into a clan.
They choose the clan their fate decrees for them.
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There are nine clans. Each has an
aspect associated with it. Feel free Each clan has an Aspect that
may be used whenever that clan
to use that aspect or to change it to features prominently in the story.
better reflect your character.
The warrior clans are as follows:
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CLAN OF THE HAMMER -
The World is Meant to be Shaped
Forge fires and the ring of metal on metal are the
songs of the hammers. Hammers focus on crafting and
smithing above all else. It would be a fool who assumes
they do not know the use of their own creations,
though. Hammers tend to be slow to anger, but like the
fires they work with, their rage immolates all before them when it is released.
All Hammers see potential in the world around them.
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CLAN OF THE DRAGON -
Rage is All the Warmth We Need
Implacable warriors, Dragons strike fear into the
hearts of their enemies. Said to carry small drops of
the blood of Nidhoggr in their veins, the Dragons
are known for their berserker rages. The fury of the
Dragons shocks their enemies, and even allies stand
clear when the battle-lust is upon them.
There are rumors of a tenth clan, one beyond the sacred nine. This clan, the
Clan of Bone, has no public face. If they exist, they exist in the shadows, on
the edges of society. The recent rise of the Bonebonded has prompted new
speculation among the learned about this Clan.
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yourhomeland. A Desert Trader of JGoll that is Rejected by the Caliphate, or
a warrior from the Isle of Mists that is Chosen Scion of the Druids, or maybe a
thrall from the Petruvian Empire that was Sold Away by My Own People.
This also covers member of other races like the Alfar. An Alfar treesinger
that Hears the Rustling Song of Willowbough would be able to contend with the
largest dwarven destroyers... or a Bonebonded, for that matter.
If youre playing a Runescribed (page 44) youll replace your Warrior
Clan with your Sacred Rune. The Runescribed are part of their clans, but
they possess great power via their Rune, and that power supersedes the clan
in the lives of most Runescribed.
Sacred Item
The Sacred Item is something precious to your character. It might be My
Fathers Axe, or The Jarls Armband. It can also be something ephemeral like
My Mothers Last Words. The item should have a history to it, something
that speaks to the characters past. It also needs to speak somewhat to a
weakness in the character so that it can be compelled like all Aspects.
The Sacred Item functions like a Gear Aspect from the Fate Toolkit (see
page 16 of the Toolkit.) If you want to, you can spend one of your refresh
to have this aspect as an Extra so you can use it as a weapon or armor. By
default, it has a rating of 2, whether its weapon or armor.
Group Aspect
The Group Aspect is the last aspect to make in character creation. It is a bond
that ties you to another character in the group. Every group aspect will have
another characters name in it. Narfi Saved My Life, or Sigrid Owes
Me Big. If you can pull from the plot threads you came up with during
Holdfast Creation, so much the better.
The Group Aspects are also unidirectional, meaning that no one will
have a Group Aspect with the same person. This means that early in the
defining, an order will be established.
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EXAMPLE:
Our group from before has their characters almost complete. Elissa is playing
Felbride the Scarred, Jason is playing Kel Farseer, Jared is playing Narfi
Svensson, and Ben is playing Barri.
Jessica: Looks like weve got the characters set, all except for the Group Aspect.
Ben: Yeah, I was wondering about those. You said we were going to save
them for last.
Jessica: Well, we needed to have a better sense of who your characters are.
And now that weve finished all the other aspects, and gotten your skills and
stunts done, we have that information. Group Aspects tie your characters
together.
Jessica: Cool. So now you guys have that bit of history between you.
Elissa: I think that Narfi and Felbride were out hunting bog berries, you
know, the ones needed for the weddings?
Jared: Yeah.
Elissa: They were hunting them, and were attacked by a giant swamp snake.
And Narfi saved Felbrides life.
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Elissa: Yeah.
Jessica: Works for me. That means its Narfis turn, and Narfi will have to be
connected to Barri, and then Barri back to Kel.
Jessica: Well, each of the aspects only goes one direction and we want
everyone to have one. And since there are only four of you, the order got
setearly.
Jared: Thats fine by me. I dont know what the details of it are, but I think I
want mine to be B arri B etrayed M y C l an .
Elissa: Whoa.
Jessica: Yeah, thats big. But you two arent from the same clan.
Ben: Thats fine. Theres a lot of infighting between the clans. Im sure we
can have that play out.
Jason: Runescribed.
See Page 29 for more on
Ben: Well, when Barri did the ceremony to get the mechanics behind
Bonebonded, Page 43 for
his Bonebond, he had a vision and he believes
Seers, and Page 44 for
that K el W ill G uide M e . Runescribed.
Jason: I like it. I dont know that Kel likes it,
but I like it.
Jessica: Alright! Looks like were ready to get the session started!
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THE BONEBONDED
Secret rituals pull the spirit of a dead giant from the depths of its dark
afterlife and binds it to the soul of a warrior brave enough to take the
burden. With the spirit come the bones of the giant... and power. But power
at a price. The giant lives inside the warrior, always. For the rest of their
shared life, they are never alone. A mere human and a powerful, dead giant,
bound for ever after.
Extra: Bonebonded
Permissions: Replace your Warrior Clan aspect with a Bond aspect.
Your spirit is bound to that of a dead giant. Giants are cruel, capricious, and
tend towards evil. They bear no love for humans. However, you have chosen
this bond to help save your people from the constructions of the dwarves.
You will continually battle the nature of the giant as you use the bones. This
battle continues even when you are not working with the bones. The bond
is a part of you, always. Look to the approaches you chose for the bones to
give you an idea of the temperament of your bond. Some giants are brutish
and straightforward, others are subtle and cruel. This is the burden you will
carry with you; choose well.
Costs: Two refresh, one of your starting three stunts must be used on
your Giant.
Create your giant. Give your giant a name, and assign approaches.
Choose one approach at Good (+3), two at Fair (+2), two at Average
(+1), and one at Mediocre (+0). The default five approaches are listedhere:
Forceful
Clever
Quick
Careful
Flashy
The sixth approach is for you to fill in. Think about what makes your
giant different from any other giant in the land. Choose an approach to
reflectthat. Remember, were talking about 40 foot-tall skeletal giants.
Theyre usually not too subtle.
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Sample approaches for giants are Explosive, Wrathful, Icy, and Vengeful.
Choose a stunt from your starting pool for your giant. The form for
building stunts for approaches is found in Fate: Accelerated Edition on
Page 31. If you dont own Fate Accelerated Edition, the two templates for
Accelerated stunts are as follows:
Because I [describe some way that you are exceptional,
have a cool bit of gear, or are otherwise awesome], I get a +2
when I [pick one: Carefully, Cleverly, Flashily, Forcefully,
Quickly, Sneakily] [pick one: attack, defend, create
advantages, overcome] when [describe a circumstance].
and
Because I [describe some way that you are exceptional,
have a cool bit of gear, or are otherwise awesome], once per
game session I can [describe something cool you can do].
Give yourself an amount of stress boxes equal to the value of your
highest approach. If your highest approach increases because of a milestone,
you add an additional stress box.
These stress boxes represent the power of the giant bones that surround
you. The stress boxes may only be used when you have the giants bones
summoned. All attacks on the Bonebonded when the bones are summoned
use this set of stress boxes. If an attack exceeds the giants stress boxes and the
character would be Taken Out, the stress instead rolls over to the humans
stress boxes. Then the giants bone cant be summoned for the rest of the scene.
EXAMPLE:
Barri has a Bonebonded giant named Balgi. Balgi and Barri are fighting
Mountaincrusher, and are on their last legs. Mountaincrusher attacks and
Barri chooses to defend. Mountaincrusher rolls +8 on his dice, while Balgi
only rolls +4. Balgo has no stress boxes left, and Barri doesnt want another
consequence. Balgi takes the stress and the bone disappear, dropping Barri
to the ground. The extra stress rolls over to Barris physical stress boxes. Barri
checks his fourth physical stress box and prepares to try and continue the fight.
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ADVANCEMENT
When you are able to advance a Skill, you may instead choose to advance
one of your Giants approaches. You may not advance your Giants
approaches higher than the rating of your highest Skill.
If you are able to take a new stunt, you may spend that stunt on your
giant, rather than on your character.
SCALE
When a giant or dwarven automaton is on the battlefield, the scale of the
game changes.
There are multiple levels of scale in War of Metal and Bone.
Human Scale
Giant Scale
Epic Scale
HUMAN SCALE
This is the default scale that the game operates on. After all, the PCs
are all about that size. Sure, there might be the odd 7-foot tall warrior
towering over her companions, but that doesnt put her on the next level
of scale.
What this means in the rules Everything on Human Scale operates just
like it would in a regular game of FATE CORE. You use your regular skills
to Attack, Defend, Overcome, and Create Advantages.
GIANT SCALE
This is for big things: The bones of a bonded giant that can step over the
walls of your holdfast, the Dwarven Destroyer that wields small trees as
clubs, or the Alfar Treewalker striding through the forest looking so much
like a mobile tree.
Approaches signal Giant Scale. That means when you see anything
with an Approach, youre looking at something that operates on Giant
Scale. The descriptions become grander. Portions of holdfasts become
decimated by one blow. The action of the story becomes, quite literally,
bigger in scope.
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What this means in the rules If two Giant Scale things are interacting
with one another, you use the Approaches of each and resolve stress as
normal. Just as if you were playing Fate Accelerated Edition.
If a Human Scale thing is interacting with a Giant Scale thing, the
ruleschange.
Human Scale to Giant Scale To Human Scale things, Giant Scale
things function as maps. The Giant Scale thing is divided into zones, and
each of those zones is mapped to one of the Giant Scale things Approaches.
EXAMPLE
The Dwarven Destroyer Mountaincrusher has the following approaches:
Inferno: +4
Forceful +3
Clever +2
Quick +1
Flashy +0
Careful -1
Each of those Approaches is mapped to an area of the Destroyer itself.
Head Clever
Torso (Front) Inferno
Torso (Back) Flashy
Arm (Right) Forceful
Arm (Left) Careful
Legs Quick
If a Human Scale warrior wanted to interact with those zones of
Mountaincrusher, he would do so just like he would a zone on a map. The
Overcome action would be used to move into the zone, and the Create
Advantage action would be used to give situation aspects to the zone. To set
the difficulties for those two actions, use the numbers associated with the zone.
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EXAMPLE: Felbride the Scarred and her party are attacking
Mountaincrusher. Felbride is Human Scale and has no abilities that let her act
on Giant Scale. She wishes to climb onto Mountaincrushers legs and search
for the dwarf that must be piloting the Destroyer.
On her first turn, she rolls A thletics to jump onto the legs.
Mountaincrushers legs are Quick +1, so the passive resistance is a 1.
Felbride rolls ++--, with Great Athletics. She makes, it no problem.
Mountaincrusher doesnt take notice of her. After all, what can she do to him?
On her next turn, Felbride gets an idea. She tells the GM that shes taking
a length of rope and throwing it around Mountaincrushers legs. She rolls
+0--, with Mediocre Shooting. She gets the Aspect B ound in R ope
on the leg zone of Mountaincrusher, but because she tied, Mountaincrusher
will get the free invoke of that Aspect.
Giant Scale to Human Scale Ifa Giant Scale thing attacks a Human
Scale thing and hits, its attack is treated as having a Weapon rating equal to
the rating on the Approach it used.
EPIC SCALE
There are things in the world If the players decide to generally
bigger than giants or Destroyers. operate on Human Scale, keep
that in mind. Throwing Dwarven
Theyre spoken of in hushed tones
Destroyers at a Human Scale party
over cook fires burned low; Fenrir, will mean lots of stress boxes and
the Wolf, Jormungandr, the World consequences used. Not a bad
thing, but dont overdo it.
Serpent, and Nidhogg, the Dragon.
They tower like mountains, blot out
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34
sections of the sky, and are terrifying
to behold. If, after reading this section, you
decide that your game needs more
When an Epic Scale thing comes levels of scale, add more. To do
into play, the scale shifts further. To that, adjust the scale upward
Giant Scale things, the Epic Scale thing as described in the Epic Scale
section, on Page 33. Now imagine
becomes a map. To Human Scale things,
what could be bigger than the
the Epic Scale thing becomes something WorldSerpent.
to explore, a map of maps, if you will.
What this means in the rules Epic
Scale things dont use Skills or Approaches. Instead, their Aspects have ratings.
Their very natures are the things that they attack and defend with. Those Aspects
are also zones, and the passive defense rating of those zones is the same as the
zones for Giant Scale things.
Giant Scale things use their Approaches to Overcome and Create
Advantages on the zones that make up the Epic Scale thing. Human Scale
things explore, hunt, and fight working to find the thing, or things, that will let
them disable the Epic Scale thing, if only for a short time.
Epic Scale to Giant Scale This is treated the same as a Giant Scale
thing attacking a Human Scale thing. Use the rating of the Aspect as a
Weaponrating.
Epic Scale to Human Scale When an Epic Scale thing attacks a Human
Scale thing, it means destruction on a vast scale. Rather than inflicting stress,
the attacks are not attacks that deal stress, but rather change the landscape.
EXAMPLE: If Fenrir attacks a holdfast with his J aws T hat C an S wallow
the M oon , roll as normal. The attack is going to hit; Fenrir is huge. The roll is
happening to give those in the area an active defense to roll against. Everyone
in the area rolls the appropriate skill to duck and cover, get out of the way, and
so forth. Calculate their stress as normal, and add a new situation Aspect to the
holdfast. Furrows the Size of Canyons now cross what once was yourholdfast.
ATHLETICS
Leaping from the prow of a longship as it surges through the river; Rolling
aside to avoid the thundering blow from a destroyers hammer; Running
through the forest in chase of a fleet-footed Alfar.
CONTACTS
Having an in with the only traveling merchant that comes to your holdfast;
Knowing who really runs the Wolf Clan, regardless of what they say;
Having a place to stay in a distant holdfast because of the favor youre owed.
CRAFTS
The forging of a blade worthy of a Jarl; Constructing a new series of walls
for the holdfast after a ruinous battle; Devising a new means of irrigating
the fields to better harvest crops.
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DECEIVE
Talking your way into a clan meeting for a rival clan; Passing yourself off as
a seer by telling false fortunes; Avoiding a beating from angry warriors by
convincing them that someone else is responsible for stealing their horses.
EMPATHY
Figuring out the true nature of the new seer that arrived in the holdfast; Using
verbal cues to determine that the speaker at the clan meeting isnt really a Snake;
Discovering that the fast-talker in front of you is a Renowned Horse Thief.
FIGHT
Trading blows in combat; Standing toe-to-toe with an opponent in an honor
duel; Parrying a vicious cut from an enemy blade.
INVESTIGATE
Discovering the truth behind the dwarven attacks in a dusty ruin; Gaining
knowledge about the Jarl thanks to family records; Uncovering lost forging
techniques after an attack uncovers a cache of documents.
LORE
Drawing on your knowledge of herbs and This use of the Lore skill is
poultices to help bind a companions wounds; almost identical to the Lore-as-
Calling on the gods for inspiration and guidance; magic example in FATE CORE.
Weaving the tenuous forces of magic into spells It is re-written in the Seer Magic
and creations. Section to give the appropriate
By itself, Lore is the skill that represents costs, and to reflect a little
flavor of the setting.
knowledge and its applications. However, Lore
is also the skill associated with Seer Magic
(Page41). Stunts to enhance Lore as a skill for
Seer Magic are found in that section.
NOTICE
Spotting the dwarven spy moving through the darkness toward the holdfast;
Catching sight of the person skulking through the crowd; Hearing the crack of
a twig behind you before your attacker lunges.
PHYSIQUE
Working hard at the oar of a longship to help it surge through the river;
Catching and holding the thundering blow from a destroyers hammer;
Throwing a tree across the path of a fleet-footed Alfar.
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PROVOKE
Using words as a weapon; Laying bare the flaws of someone else for all to
see; Inciting ire; Driving someone to distraction.
RAPPORT
Holding strong when someone insults or defames you; Convincing the guards
to let you into the Meadhall because you really are the person to help the Jarl;
Convincing a crowd to be hopeful and positive in the face of a coming attack.
RESOURCES
What youre worth and what you can buy; Wowing a clan with your generosity
as you provide a Sumptuous Feast for their celebration; Outfitting a cadre of
warriors for battle at the drop of a hat.
RIDE
Challenging a troll on a combat-trained mount; Avoiding certain danger while
your horse leaps across a chasm; Staying atop a wyvern long enough to make it
across the mountains.
SAIL
Making it safely through a treacherous set of rapids; Navigating across an
expanse of open water with only the stars to guide you; Ramming the spear-like
prow of your longship into the side of a kraken.
SHOOT
Splitting your first arrow with your second in an archery contest; Hurling
a spear through the thigh of an oncoming ogre; Launching a stone from a
Petruvian trebuchet.
STEALTH
Moving unnoticed through a crowd; Sneaking your way into the back of the
Meadhall under the cover of night; Finding the perfect position from which to
strike in a shadowy room.
THIEVERY
Lifting money pouches; Disabling complex dwarven traps; Setting up a long con
or heist; Planting evidence on someone; Forging a document
WILL
Holding on to your concentration in the face of distraction; Solving a puzzle in
an old ruin before your companions are crushed; Resisting a magical assault on
your mind.
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STUNTS
When creating stunts for War of Metal and Bone, think larger-than-life.
Imagine clearly the way your hero interacts with the world. How are they
unique? How are they capable in ways that no other is capable? How do they
strive to accomplish their goals? Do they have special training? Are they the
one person to ever take down a dwarven construct without a Bonebonded?
Ask yourself these questions. Look to the shared history from character
creation. Make a hero.
Stunts in War of Metal and Bone fall into two broad categories: Mortal and
Supernatural. Mortal stunts are extensions of skills and reflect the work of
training, skill, and mortal effort. Supernatural stunts reflect the presence of magic,
blessings from the gods, or influence from outside of the normal mortal ken.
MORTAL STUNTS
Berzerker Once per session, you can make a single attack against all enemies in
the same zone as you. Roll once and use that as the attack for all targets.
The Bigger They Are For the cost of a Fate Point, you can use a skill as
if it were an approach, allowing it to affect things on Giant Scale for an
exchange.
Flyting When you Invoke an opponents aspect as part of an Attack with
Provoke, you gain three shifts success, rather than two.
I Know Who Can Help Once per session you can call on one of your
contacts who will appear just at the right time.
Self-Sacrifice Once per session if you have a Mild Consequence available,
you may take that consequence and treat it as if you spent a Fate Point.
If you dont have a Mild Consequence available, you may take a higher
Consequence, but the benefit remains the same.
Size Doesnt Matter +2 to Defend rolls when facing a Giant Scale Opponent.
You, Beat Me? +2 to Create Advantage rolls that involve you outracing our
outpacing an opponent with Athletics.
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SUPERNATURAL STUNTS
Some of the Supernatural Stunts are available to any character. Those are
directly below. Others can only be used by Seers or Runescribed. Those
stunts are found in their respective sections.
Hammer of the Gods Your Sacred Item is blessed by one of the gods.
It attacks at Weapon:3 if it is a weapon, or grants Armor:3 is it is
protective. If you use any item of a similar nature (weapon or armor)
that is not your Sacred Item, you lose this bonus until you appease the
god you have offended.
Odins Blind Eye Your Notice skill is There are a number of stunts in
unimpeded by conditions like total FATE CORE that will work well, as
concealment and darkness. written, in War of Metal and Bone.
In fact, any stunt that doesnt imply
Odins Emissary A raven follows you, a higher level of technology than
a gift from Odin. You may use the the setting has will work very well.
If youre stuck trying to come up
Ravens eyes to roll Notice when the
with a stunt, start there.
raven is away from you.
Runetouched Pick a Rune from the list
on Page 45. While not Runescribed, you have an affinity for that Rune.
You may take that Rune as a Skill, starting at Mediocre. You gain a +2
on Creating Advantages with your Runic Skill due to magical nature
of the skill. If your Runic Skill advances to Good (due to normal skill
advances), you may take the Runescribed Extra without paying the
refresh cost.
MAGIC
There are two types of magic in War of Metal and Bone, Seer Magic, and
Runescribed Magic. Each type of magic has a different impact on the world
and comes with different societal restrictions.
SEER MAGIC
Seer magic comes from the gods, granting visions, providing knowledge, and
crafting spells to delight and horrify. Seer magic operates on Human Scale,
working as an extension of the Lore skill.
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42
Extra: Seer Magic
Permissions: Indicate your ability to use magic in either your High
Concept or Trouble Aspects
Costs: Reduce your Refresh by one, and take the Lore skill at Good
orhigher.
Every time a Seer rolls her Lore skill, she is using magic.
Overcome: Cast spells or rituals, commune with the gods
Create Advantage: Use magic to change the world people around you,
either physically or mentally.
Attack: Use Lore to attack with spells, elements, etc. Can affect targets
either physically or mentally. Targets can defend with Athletics, Will,
or Lore if they are also Seers.
Defend: Use Lore to defend against attacks, magical or otherwise. This
kind of thing can be difficult to define. Players and GMs should discuss
the limits of such defenses. For example, A Seer cant defend against
an attack from a Runescribed (see Page 44) without taking the extra
shifts of stress from the weapon rating of their attack. But the same
Seer could summon a magical defense to defend against the sword of a
ragingwarrior.
ADVANCEMENT
Seer Magic advances the same as any skill does, including through the
addition of stunts.
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Society Seers are on the outside of society. They may advise, guide, or
suggest, but they do not lead. Such is the price of their power. They
are wise-people, healers, priests, and shamans. They may not have the
Authority Extra (see pg 47).
Runescribed Magic
The 18 Runes are powerful forces in the world. Seers use the runes on
their bones, casting them to divine the future or seek answers to questions.
They never tap the true power of the runes. You gain that power when you
inscribe a rune onto or into your flesh.
RUNIC STUNTS
Stunts that affect your Runic approach are built the same way Bonebonded
stunts are built. See Page 30.
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ADVANCEMENT AND MULTIPLE RUNES
When you are able to advance a Skill, you may instead choose to advance
your Runic approach. You may not advance your Runic approach(es)
higher than the rating of your highest Skill.
If you are able to take a new stunt, you may spend that stunt on
your Rune, rather than your character. The form for building stunts for
approaches is the same as it is for Bonebonded. See Page 30..
If you wish to inscribe your character with more than one Rune, you
may do so for the equivalent cost of one refresh. The new Runic approach
gets a rating of +3 or one step lower on the ladder of your highest Runic
approach, whichever is lower.
Society The Runescribed are the magical weapons of those in command.
If an individual takes a Rune, they do so knowing that they will never
rule. A ruler with the unchecked power of a Rune would be a terror to
behold. Runescribed may not take the Authority Extra (see Page 47).
THE RUNES
f Fehu Luck, Great Fortune. Bearers
of Fehu can manipulate their luck or
MERKSTAVES
the luck of those around them. Attacks When the Runes appear
and defenses with Fehu look like upside-down or backward in
random chance or lucky breaks. an inscription, the meaning
of the Rune is reversed.
u Uruz Strength, Aurochs, Ox. Uruz Such runes are not used in
is the true mark of the Ox clan. Those Runescribing due to their
deleterious effects on the user.
marked by Uruz can accomplish feats
of strength that no mere mortal could
contemplate.
a Ansuz Will, Mental Force. Ansuz dominates the thoughts and will of
others. Moods change dramatically and minds are damaged by its use.
45
r Raidho Speed, Travel. The bearers of Raidho move faster than an
eyeblink. Some say that they dont traverse the world physically but
instead move instantaneously from one place to another.
i Isa Ice, Frost, Death. Isa saps, takes, and locks things in place. It is
the dead chill of the upper Northlands in the depth of a sunless night.
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o Othala Age, Ancestry, Old Power. Othala marks fearsome
warriors that call not on the names of their ancestors, but the spirits
of their ancestors to fight at their sides.
AUTHORITY
Not everyone in the world is Bonebonded, or uses magic like a Seer or
the Runescribed. If your character is none of those things, then you have
the option of taking the Authority Extra.
Extra: Authority
Permissions: An Aspect that indicates some type of leadership status
in the Holdfast, either as granted by society (Haughty Son of the Jarl,
Immensely Wealthy Fur Trader, Tenacious Wolf Clan Leader), or by
personality (Silver-Tongued and KnowsIt).
Character cannot have the Bonebonded, Seer Magic, or
RunescribedExtras.
Costs: Lower your Refresh by one, take either Rapport, Resources, or
Contacts at Good or higher.
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Name your Asset as an aspect.
EXAMPLES:
L oyal W arband
T he P eople of C liffborg
M y N et work of I nformants
Your Asset has a rating of Good +3. It can act on Giant Scale if the context
is appropriate. A Loyal Warband might be able to mount an attack on
an oncoming Destroyer, but a Network of Informants would have great
difficulty doing the same thing.
CONSEQUENCES
Extreme Consequences In addition to the three standard consequences,
there is an additional Extreme consequence that can mitigate eight shifts
of success. This is a last-ditch, no-other-options-left choice. To take the
Extreme Consequence, the character must re-write their High Concept
to reflect the fundamental change that they have undergone in order to
avoid the stress they are mitigating.
Collateral Consequences This are a pool of communal consequences that
is shared by the party, one of each level including Extreme. If the players
decide to, they may use one of these collateral consequences to mitigate
shifts of stress.
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These consequences represent damage to the people or world around
the characters.
EXAMPLES:
Mild Damaged Walls
COLLABORATING IN MIDGARD
The heart of what makes War of Metal and Bone sing is the collaboration
that takes place among everyone involved. From the words you are reading
here to the decisions the players make during setting creation to the GMs
preferences and skillset, all of these things must blend together to create
your Midgard. Here are some suggestions on how to accomplish that.
Keep an open mind. If you come into the session with too many
preconceived notions of what will happen, then the setting creation
and collaboration that comes with it will fall flat.
Work together at all times. Take suggestions from everyone else at the
table. Offer suggestions. But remember this: you need to share. If you
hog the space, you will win no love from your table.
Always enable. This is something that is not always discussed when it
comes to gaming. If you take the time (as player or GM) to help the other
people at your table have moments in the sun, then your game will sing.
If you look only to your own success, then your game willstruggle.
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Setting
50
Setting
The setting for War of Metal and Bone is moldable. It is created and
shaped by every group that plays it. There are some things that are always
true about the setting, but each group will take Midgard and make it their
own. What follows is an accounting of what is true, as seen through the
eyes of a resident of the world.
Each section has a description of the area, a section detailing notable
holdfasts and settlements, and notable people.
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MIDGARD, OUR LANDS
From the northern ice, and the Frostreave Wastes, to the south, along
the edge of the River Gjll; from the Endless Ocean to the west, to the
Hnitborg Mountains in the east we hold dominion. People cover the whole
of Midgard. They range from the Frostreave Wastes in the far north, all the
way to the edge of the River Gjll in the south. As well, theyre found from
the shores of the Endless Ocean in the west into the Hnitborg Mountains in
the east. No one person rules all of it, though there are Jarls who have tried.
Most of the lands are ruled by a Jarl who claims a set area of land. There are
also areas of great emptiness, where only beasts and Low Men live. As well,
there are areas of great darkness; places where witches, spirits, and beings
from the Lower World are said to gather. As promised, I will only speak of
what I know to be true, having been witnessed with the eyes granted me by
the gods. I will also speak of what is whispered, for even a whisper can carry
the breath of truth.
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Vid, so long and large;
Leiptr, spilling into valleys and forming lakes;
No matter what part of Midgard a person hails from, one thing is true:
the river is life. We fish them. We hunt the animals that water near them.
And, perhaps most important of all, we sail them. The rivers and their
tributaries connect the majority of Midgard. The shallow-drafted boats
that we pilot are faster than most horses and less expensive for a holdfast
to maintain than roads, the boats are a way of life for most residents
ofMidgard.
Each part of Midgard takes to the rivers in different ways. As well, boat
designs vary from holdfast to holdfast, and region to region. More than a
few fights have broken out between members of rival holdfasts about this
style versus that. Though, frankly, it doesnt take much to prompt a fight
between proud warriors.
It is by boat that I have traveled the length and breadth of Midgard, and
it is by boat that that I shall be put to rest before the gods when my death
comes. Without the boats, our lives would be nothing as they are now. And
it is with trepidation that I see the coming of the Bonebonded
The Northlands
Hard lands, with fjords scraped from the earth by the waters there. The
folk who live here travel with the seasons, the midnight sun lighting their
steps. Long and lean, wearing furs of the beasts they hunt, the Northfolk can
endure much. Their Jarls hold court where they rest. The claiming of land
is no simple thing in the North. Every year at the Thing, disputes are settled
with trials and combats. And every year, the same fights are fought again.
Northlanders are tough, hardy, and brook no nonsense. Though all are
If the location of your holdfast makes one of the Nine Rivers an important
location in your game, use the description of the river as a starting point
for a setting aspect for your game. Highlight how the rivers nature affects
your holdfast.
53
loyal to family and clan, Northlanders hold those bonds in high esteem.
Too high, some say. These valued attachments make the Bonebonded a
problem for most Northlanders. After all, they are choosing to abandon
clan and family to be joined with a giant. To many Northlanders, death is a
preferable option.
The Northlands stretch from the Frostreave Wastes down to the
southern end of the aptly named Northern Sea. There are very few
stretches of arable land, though more farms and permanent settlements can
be found as you go further south.
Six of the Nine Rivers flow through the Northlands. Some of them spend
half the year frozen, and the other half of the year as a riotous crashing set of
rapids. Still, they provide food and travel. As well, there is plenty to be found
in the salty waters of the Northern Sea and the Whale Road Ocean.
The lack of trees makes sailing difficult. The few stands of forest that
can be found in the Northlands provide just enough wood for ships, but
hardly enough for any other purpose. That leaves the Northlanders as one
of the only areas of Midgard with exclusively stone buildings. In fact, the
stonemasons of the Northlands are some of the most sought-after. Their
designs and carvings are subtle, functional, but elegant.
NOTABLE HOLDFASTS
FELLHEIM
Aspects
Home of the Sveidsdottir
Located off the River Svol before the mouths of Hrid and Slidr, Fellheim
isnt notable so much for anything it produces so much as its notable for
who lives there. Id heard there are rumors of a remarkable young woman,
Sigrid. They call her Sveidsdottir. Daughter of Sveid, a Valkyrie.
The rumor may be true, but in Fellheim there does live a young woman
whose prowess in battle is unmatched. Shes only 16 winters and she can
outmatch any warrior that faces her. The Jarl, Marsa Frostreave, hates the
girl. There have been rumors of Dwarven movement in the area, leading
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people to believe that young Sigrid might be necessary for her holdfast,
Marsas anger, or no.
To the far north, there are rumors of a seer out in the Frostreave
Wastes. The search is tough as guides often grow sick of the snow, ice,
and emptiness. What is known is this: the first Bonebonded came from
the Northlands. The far Northlands, places that have no name, small
settlements that folk barely know exist.
SNOW WATCH HOLD
Aspects
Living on the Border of Winter
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The Midlands
The Midlands are lush. All of the Nine Rivers save Fimbulthul flow through
the Midlands at some point, giving the land the water it needs to support
life. Here, the Jarls claim outright the lands that they call their own. Border
disputes are more than common, each spring bringing war. This culture of
battle permeates everything that the Midlanders do. Like their Northern
brethren, the Midlanders settle disputes with trials by combat. Unlike the
Northlanders, the Midlanders often claim retribution on the losers family.
This pillaging of a losers family contrasts to the Northlanders tight family
bonds. No Northlander would consider breaking up anothers family.
Midlanders think little of it; it is simply their way.
The Midlands hold the largest holdfasts in Midgard. From the rocky
outcroppings of Cliffborg, to the floating holdfast of Voltendi, the Midlands
boast the most permanent settlements. This means that the Midlands have
by far the most political disputes. Anyone who owns a tract of land and has
the swords and axes to back their claim can hold the title of Jarl.
Petty disputes occur often, with lands changing hands as often
as one might change their clothes. These disputes made the
Midlands by far the most vulnerable when the dwarves
attacked. Many pretty Jarls lost their lands, their lives,
and those they loved in the initial onslaught. Rather
than breaking under the pressure, this grew a
fierce hatred of the dwarves within most
Midlanders. The Midlands has the highest
number of Bonebonded as a result.
NOTABLE HOLDFASTS
CLIFFBORG
Aspects
We Are Above You All
Precariously Perched
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River Hrid as it makes its way to the Ginnungagap. The location is perfect for
traders, but the height above the river prevented that trade for years. That is,
until an enterprising scholar from the Petruvian Empire made her way north.
She saw the potential in Cliffborg and began spending her own funds to
make a series of ladders, bridges and pulleys that could raise a boat from the
river to the holdfast. That proved to be Cliffborgs greatest boon. Now, years
later, an intricate series of mechanisms dots the cliff. Some merchants have
even carved caverns out of the Cliffside and sell their goods to the people
traveling up and down the pulley system.
VOLTENDI
Aspects
Loosely Connected, but Working as One
Ever-Shifting
The Southlands
The Southlands are as diverse as their people. Southlanders, more than
most, are willing to intermarry with people of other lands. As such the only
defining characteristic of a Southlander is that they dont resemble their
neighbors in manner or dress. This diversity means that the Southlands are
57
an interesting blend of tradition and new ideas. Here is where new thinking
flourishes, including the skaldic colleges. TheSouthlands also have the
greatest number of traders. The Southlanders openness to new ideas allows
them to negotiate with the peoples of different lands more effectively.
The lands themselves are a mix of lush valleys, beautiful fjords, deep forests,
and rocky near-mountains. Jarls claim lands as in the Midlands, but the border
wars are far less frequent. The natural boundaries created by river and fjord
serve as dividing lines for the Jarls of the Southlands. There are disputes over
who owns what, but those disputes are more often solved by negotiating over
horns of mead rather than by the clash of arms. This has led to the Southlanders
having a reputation for either avoiding or fearing combatdepending on the
person speaking. Southlanders just smile, knowing that their prowess in combat
is not something worth proving at the loss of a life.
NOTABLE HOLDFASTS
HELS GATE
Aspects
Land of the Restless Dead
Hels Gate is named for the goddess that keeps watch over the dishonored
dead; the ones that did not die in combat, or that offended the gods. It is
rumored that the holdfast contains an actual doorway or passage to Hel, the
lands named for the goddess. What is true is that the residents of Hels Gate
walk a fine line between traditional worship of the gods and veneration of
the goddess from which their holdfast derives its name. Hel is a goddess that
most avoid thinking of, but she is given a place of honor in Hels Gate. It is
also rumored that somehow the dead walk in the holdfast. This much is for
certain: Hels Gate is a place unlike any other in the whole of Midgard.
GATEWAY
Apsects
Crossroads of Midgard
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Though there are other holdfasts where merchants bustle about, selling
their goods, and where crafters tinker and toil over their creations, no
holdfast in the whole of Midgard has the range and depth of goods and
services that Gateway has. Situated where the rivers Gunthr and Gjoll
meet, Gateway is next to both the Petruvian Empire and the great Desert of
Jgoll. Goods moves from both of these lands into and through Gateway. As
well, any goods that come from the Midlands or the Northlands end up in
Gateway as well. Jarl Heirickson rules Gateway with a strong hand, though
rumor has it that his grip can be prised apart if enough coin offered.
OUTSIDE OF MIDGARD
When people spread to other lands, they forgot the proper worship of the
gods. They live in their own countries, strange and sometimes even alien to
residents of Midgard. One thing in common is the threat of the dwarves
and each land has fought back in its own way. Here is what is known about
these lands and their people.
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Perhaps of greatest benefit to the residents
of Midgard are the elves Treants. Living trees
that move of their own accord, they fight the
dwarven Destroyers with a ferocity that even
our warriors cannot match. Any holdfast
near an elven forest has a near guarantee of
protection and aid from the elves in the event
of a dwarven attack. For all the enmity that
elves and Treants have for the dwarves and their
constructs, such help should be sought only in grave
situations. Every gift from an elf comes at a price.
The homes of the elves are unlike anything
seen in the whole of the rest of Midgard. Only the
forests of the Isles of Mist bear any resemblance,
and then only in passing. Elven homes are as one
with the land, invisible to the naked eye unless
you know exactly what to look for. Hollows
in the trunks of massive trees, natural caves
adorned with mosses, or even tangles of
underbrush; any of these could be the home
of an elf or family of elves.
Travelers through the elven lands say that there is nothing that humans
would term a city, town, or holdfast. Only individual homes or dwellings
that seemed to house multiple elves. But anyone who travels an elven forest
reports feeling that the elves hide greater numbers as well as great strength.
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At times, the Emperor or Empress has cast their gaze northward, to
Midgard. Great bloody wars were fought, Petruvian phalanxes clashing against
our own shieldwalls. Neither side has proven able to get the upper hand, and
something approaching peace has settled over the years. Each side patrols their
lands, but as long as no hostile actions are taken, blood remains unshed.
When the dwarves came, we called upon the gods to give us the power
to bind giants bone to our will. The Petruvians seem to, well, call upon their
gods more directly. Each deity in their pantheon is represented by a gigantic
carved statue; a Monolith, they call it. They line the mains streets of every
one of their large cities, each moving closer to or further from the seat of
power as the cult of each gains or loses favor with the Empress.
The Petruvians place great store in honor and glory in combat. It is one
of the few things that the people of Midgard have in common with them.
They are worthy foes on the battlefield. And though most of the strong-
headed Jarls would disagree with me, I think it a good thing that their
Empress has her gaze turned to the distant lands on the southern border of
the Empire. Were her gaze to turn northward to Midgard, I doubt that we
could withstand the full might of her armies.
61
their gods. And somehow these deaths are used against the dwarves who
rose even on these remote islands. Tall man-shapes, made of wicker and
vines, filled with writing bodies, all burning. These Wicker Men moved
against a dwarven Destroyer with a speed and ferocity Im not sure even the
Bonebonded could match. The scene haunts my dream still.
We see Islanders in Midgard rarely. The journey across the sea is
a treacherous one. However, when they do make the journey, they
are welcomed in most holdfasts. It is said that to give shelter to an
Islander is to gain the favor of the spirits and strange gods they worship.
Though I place no stock in any gods save for my own, I see no harm in
indulging such superstitions. At the least, the Islanders make excellent
drinkingcompanions.
62
the Traders. And it is unnerving, for the Traders themselves never utter a
sound. The slaves seem to know exactly what it is that their owners want
tocommunicate.
It is assumed that the Traders have a way of fighting the Dwarves, as
scraps of Destroyers and other dwarven metals have been traded when
the caravans stop in the holdfasts of the Southlands. The only guesses as
to how they fight come from story books and scraps of half-told tales. The
illustrations.in the books show men and women in the flowing robes of the
traders summoning fire, water, earth, and air. Half-human looking beings
seem to be formed of these four things, and are commanded by the men
and women in the pictures. It is not known if the books are fact or fiction,
but there is little doubt that the Traders possess power of somekind.
63
much like our holdfasts. They dont appear to build in the same way,
though. Very little of what they possess is made of metal, and almost none
of their buildings are made of stone.
Many of the Jorufaegir identify with animals in their tribal icons and
practices. It seems, on the surface, to be similar to our Warrior Clans.
However, a dwarven attack on the village in which I stayed showed me that
this was not the case. When the Destroyers rose from the ground, I swear
to Odin that three of the warriors of the village changed forms. Where
two women and a man had once been, there were now bears, massive in
proportion, and more than a match for the Destroyers.
It is not known if other villages or tribes of the Jorufaegir have this
same ability, or if they do, if the animals are different. What is known is
that the Jorufaegir seem to have fewer problems with the dwarves and their
incursions than almost any other part of the world that we know of.
64
65
Running War of Metal and Bone
Midgard is your world. Every group that runs a campaign will have
a different version of it, especially because of the setting generation.
This same freedom should be extended to how you interpret threats,
enemies, and plotlines. Everything that follows is a well-intentioned
suggestion.
STORY STRESS
Story stress is one of the best ways to keep track of the events in the
world that lives around the characters. The world grows and changes
and moves with or without the PCs. Create a chain of events that
leads to your ultimate story goal. Give that chain a number of stress
boxes (eight tends to be a good number). For every two stress boxes,
write an aspect that will be present in all future sessions.
Every time the PCs fail to accomplish a goal that would prevent
something bad from happening, check one of the stress boxes. Every
time the PCs accomplish something that helps them prevent disaster,
or that undoes a previous failure, clear a stress box. For every two
stress boxes that get cleared, change the aspect associated with that
pair of stress boxes. Youre putting them into recovery.
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CORE book starting on page 213 (Creating the Opposition) will work the
same for War of Metal and Bone as they do for FATE CORE (rules for scale
notwithstanding).
If you want an even faster way to handle threats, remember
thisguideline:
RATING = STRESS BOXES
Lets say that youre creating an approaching dwarven army to threaten
the Holdfast. You want the army to be a threat, but not something that will
automatically overwhelm the characters. Based on the setting youve created,
you decide that the army needs to have the following:
Dwarven Spiders, the teeming masses that are the fodder for any
dwarvenarmy
Automatons, the shock troops that a human may or may not be able to
handle one-on-one
A Dwarven Destroyer, the literal head of the army and large enough to
smash a Holdfast all by itself if its not stopped.
You want the Spiders to be disposable, so you grab an index card and write:
DWARVEN SPIDERS +1
And because Rating = Stress Boxes, you give the Spiders one stress box.
If you want more than one group of spiders, add additional stress boxes, one
per group. Everything that the Spiders try to do that relates to their nature as
Dwarven Spiders, they do at +1. Everything else, +0, or even -1 if you think
theyre particularly unsuited to it.
For the Automatons, you decide that you want them to be real threats.
On another index card, you write:
AUTOMATON +3
And you give them three stress boxes. Same as with the spiders, if they do
things that Automatons are good at, they roll at +3. Everything else, +0, or -1.
Youll notice that neither of the above example enemies has Aspects.
Their names act as their Aspects if they ever need to be compelled or if you
67
need to spend Fate Points to invoke anything about them. Keep itsimple.
For the Dwarven Destroyer, you have to do a little more work. As with
the example of Giant Scale threats on Page 31, you decide which Approaches
the Destroyer has, assign those Approaches to sections of its body (to make
the zones that Human Scale enemies will interact with), and give it a number
of stress boxes equal to its highest approach. As well, you will give it a number
of Aspects equal to its highest Approach. If this Destroyer is positioned as a
long-term threat, give it Stunts and some history as well.
The same principles above can be used for any type of threat you need
to make. Environmental threats get ratings that can be used to represent
attacks from local wildlife, or natural hazards. The stress boxes you give
(equal to the rating) can be used to denote the characters coping with the
threats (not dissimilar to Story Stress).
All of this is built on the principals of the Fate Fractal. Everything can
be treated as a character. The tricky bit is getting the rating numbers set
correctly. Too high and theyll overwhelm your players. Too low and they
wont be enough of a challenge. The advice on Page 222 of FATE CORE
will guide you here.
PLOT
The setting generation will provide you many things to work with to create
the plot of the game. You also have the minds of the people that sit at
the table with you. Collaboration is the name of the game here. You will
hopefully have some idea of where the game is going to go after the setting
generation. Discuss those ideas with your players and make sure that
everyone has bought into what you have in mind.
When it comes to the moment-to-moment running of the game, one
of the techniques that can help quite a bit is that of asking questions. Ask
questions of your players. Let them give you the information that you need
to come up with in-the-moment inspiration. If they ask you a question
about the setting, turn the question back around on them and ask them
to define that bit of the setting for you. There is power in multiple minds
working together. Do not waste that resource.
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INSPIRATIONAL RESOURCES
If you are not familiar with Norse themes, there are some fantastic
resources available to give you a taste of what Midgard could be.
Literature: Much of what we know about Norse and Viking culture
comes from writings of that era. There are a number of wonderful
translations available. The primary resources that were used in the writing
of this setting were:
The Prose Edda: http://www.sacred-texts.com/neu/pre/index.htm
The Poetic Edda: http://www.sacred-texts.com/neu/poe/
The Norse Myths - Introduced and Retold by Kevin Crossley-Holland
The Eddas are fantastic resources. The introductory poem was written in
the style of the Poetic Edda. The Norse Myths takes the same information that
is found in the Eddas and presents them in a compelling and easy-to-read
manner.
Television: The writing of War of Metal and Bone coincided perfectly
with the premiere of Vikings, on the History Channel. The series
encapsulates the feel of Viking culture fabulously. If you are going to run a
campaign of War of Metal and Bone, you need to watch Vikings.
Music: This list would not be complete without Immigrant Song by Led
Zeppelin. Also of note is anything by Wardruna, and If I Had a Heart by
Fever Ray.
LAST WORDS
Beyond anything else that could be used to finish out this book, these words
are the most important to include:
Know Yourself.
Every GM plans and runs games differently. War of Metal and Bone does
not presume to tell you how to create an enemy or what to include. Use
what you know and use what you love. If you prefer to use Fate: Accelerated
Edition approaches (as the Bonebonded do), do so. If you prefer to have
every enemy fully blocked out with skills and stunts, do so.
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You know your style of game-mastering better than anyone else could.
If you see those words and blanche a little, then do some exploration. Find
the tools that you need to succeed and create the enemies that you will
need to challenge your players.
The world of Midgard is heavily influenced by Norse mythology. Every
group will take those themes and bend them in unique ways. Consider the
results of the setting generation, consider the group you are playing with,
and consider your own strengths (and weaknesses). With those things
firmly in mind, design the enemies that are appropriate for all of the items
just mentioned.
Stay true to yourself and your game will thrive.
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A Tale of Blood and Darkness
by Lillian Cohen-Moore
71
Situation
On the shores of the Vid, the southland community of Selah is holding
a festival to celebrate the Spring. Selahs Jarl, Didrick, an elderly warrior that
is beyond the fighting days of his youth, is now a shadow of the strong body
that fought shoulder to shoulder with brothers and sisters of the Wolf Clan.
Jarl Didricks family suffered a string of calamities throughout the last
winter, but has chosen to press on with a Spring festival in his Holdfast.
Didricks son, Dane, was slain by strange spirits who attacked in the depths
of Winter, and the Jarls daughter Sefa vanished the same night. Only his
daughter rarna still lives, and the Jarldom pins its hopes for safety and
stability on seeing rarna safely married, for the Jarl is quite ill. Selah is
home to some of the finest orchards in Midgard; the bounty of the land,
and the fairness of the Jarls daughter, who has served for years as her
fathers beloved counsel and household manager, are each enough to draw
visitors to their home. Didrick hopes among the visitors this spring, a
suitable and loving match for his surviving child can be made.
Though his illness worsens, the Jarl intends to broker as many alliances
and trade agreements as he can, for it may be his last spring to do so. Strange
and twisting shadows have been seen on the banks of the Vid, where the
community is located. There is a fear that if the spirits said to have slain
Dane and many of the Jarls warriors return, there might not be enough able
bodied people to defend Selah a second time.
Impact
Without quick-witted visitors who can protect the town, the inevitable
return of the shadow-men will do damage, killing even more than they did
in winter. These shadow creatures do not simply seek destruction, they seek
revenge against rarna. In the chaos of their winter attack, rarna killed
Dane. Sefa, unknowing of why rarna killed their brother, discovered
the murder only moments after rarna dealt the killing blow. rarna
panicked and killed her sister, to keep the secret of their familys shame
from their father and the rest of Midgard. She threw Sefas body into the
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Vid, but left her brothers corpse in the path of a fire raging on the edge
of the town, the spot where she caught him with the shadows. Unless the
shadows can be dealt with once and for all, they will destroy Selah, and only
after that will they kill rarna.
The bone flute the skald Anmar carries is in truth made of one of Sefas
bones. If what rarna has done is revealed, Selah will be torn apart by
horror at her actions, and distrust of the Jarl. It would be easy for someone
else to lead a siege against the town after this reveal, as others seek to take
Selah from an ailing Jarl who is father to not one, but two murderers.
With some help, rarna may find someone that she can show affection
to, but a betrothed will leave her if they learn about her actions.
Hooks
Each of these hooks can be taken by more than one player. Each hook colors
how the characters will approach their time in Selah, and influences their
reactions to the Holdfasts many secrets.
I have journeyed here to escort my Jarls younger son. Do you believe it
is wise for him to seek marriage to rarna? Do you think the attempt at
matchmaking will succeed?
I am escorting a man of wisdom to the festival. The skald Anmar was
attacked on the road, and you rescued him. Do you trust the skalds
intentions towards the people of Selah? Is there more to his bone flute
than he lets on?
My Jarl sent me as their emissary. Has your Jarl sent you to make a trade
arrangement? Broker a marriage for a reluctant son? Observe the town?
How do you feel about what youve been sent to do?
I have come to learn more of the shadows. The reports of the shadowy
figures that killed many of the warriors in Selah gravely concern you.
What do you hope to learn? What do you fear you will learn?
A womans voice in the night bade me to come. Why did you answer her
midnight pleas, and promise to journey to Selah? What exactly did she
ask you? Why does she want you to go there?
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Involved NPCs
Jarl Didrick
Didrick is a proud man, who will always hold himself as straight as his
sword, no matter how greatly it pains him. He has become ill in his old
age, and this Wolf will not admit it. He has already buried a wife and two
children. Didricks heart and soul is his only remaining child, rarna. He
will do everything he can to see her married to a good man, and his people
provided for, before he dies.
Aspects: Fighter to the End, Burdened by Duty,
Heart of the Wolf
Skills: Great (+4) Rapport, Contacts, Resources, Provoke
Good (+3) Empathy, Will,
Fair (+2) Lore, Notice, Fight, Athletics
Stunt: For My People. Jarl Didrick has a +2 whenever he acts in
defense of one of the residents of Selah.
Stress: 2 mental, 2 physical
MOVES
Inspire Loyalty. Though the Jarl is far from the mighty warrior he was as
a youth, the history of his deeds and love for his people still count for
much. When needed, he will rise to meet danger, and inspire loyalty in
those around him.
A Father Knows Much. Didrick attempted to give his children as much
space as he could as they grew, to foster their independence and
discovery of their talents. He seeks to ease his daughters unspoken pain,
and will take time to speak with anyone suffering from heartbreak.
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Brandt
Brandt was Sefas betrothed, and is of the Wolf Clan, like her father. He has
told no one that he and Sefa had met a few hours before the attack, stealing
time away from their families to be together. Though he has kept silent to
not betray her memory, he knows she must have come to harm after she left
him for the night, and has come to suspect rarna may have been involved.
Adding to his uncomfortable situation, his parents have begun to urge him
to court the Jarls surviving daughter.
MOVES
Silent as the Night. Brandt is a boon to the watch because of his light steps,
but his ability to silently turn up when rarna least wishes him present
is causing friction between them.
Air of Authority. Brandt is intimidating for many to deal with, including,
Anmar. The tension between the two men is only heightened by
Anmars air of secrecy.
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Anmar
The skald Anmar has been making a name for himself across Midgard.
His poetry is said to be a gift of the Gods, but his poems have become
overshadowed by his flute. Unlike the harps of other skalds, he cannot play
his instrument as he recites. But he has taken to closing his performances
with the flutes unearthly tones. No one knows it is carved of a bone
he found washed up on the shores of the Vid, far from Selah, or that
Sefas spirit has been driving him to write a poem that will break her
fathersheart.
MOVES
Well-Timed Memory. Anmars capabilities as a skald have given the man a
memory like a steel trap, one hes more than happy to share the contents
ofat the best and worst moments to do so.
Charming Company. The skald is an amusing companion, whether on the
road or sharing a meal. Though he enjoys insulting people to exercise his
skill, he tends to focus his charms on them instead, putting them at ease
and listening to their stories, seeking new deeds to compose about.
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rarna
She is the last surviving child of Jarl Didrick. Her years managing her
fathers household have made her well spoken, using her ready smiles
and her intellect to defuse anger and promote bloodless politics. She is
ultimately invested in the continued well being of Selah, and will escalate
from politic responses to a secret attack if the truth of her siblings deaths
threatens to come to light. The household is largely unaware that the lessons
of sword use from her father were continued by Dane. rarna is a ruthless,
deadly fighter, particularly when armed.
MOVES
Maidens Touch. All it takes to defuse most situations is the intervention
or presenceof a woman. Like her mother, rarna willingly intervenes
whenever tensions arise where she is present. Shell use kind words to
those she likes, but shell flay with flyting anyone who mistreats someone
in her presence.
Prepared for Battle. After the events of the past winter, rarna will not
be taken unawares by danger anywhere inside the boundaries of Selah.
If shes far from her knives or her sword, shell improvise weapons as
needed to defend herself or someone else.
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Threats:
Bone flute
The bone flute carried by Anmar is haunted by Sefa, and she will seek to
control any characters that go against her wish to expose hersister.
Aspects: Haunting Song, Supernaturally Persuasive,
Vengeful
Skills: Superb (+5) Rapport, Deceive
Fair (+2) Empathy
Stunt: None
Stress: 4 physical, 2 mental
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Chapter 1: The Road to Selah
OPENING
The characters are headed to the spring festival in Selah, but the journey
is a strange one. Haunting flute music is just on the edge of their hearing
during the days, and at night, their dreams are dark and troubled. These
nightmares dont vary across their accounts; all of them share broken
memories of dark, frigid, rushing water, and the hungry sound of fire.
EVENTS
Encountering the Skald. On the journey to Selah, the characters meet the
skald, Anmar, who invites himself along with them on the remainder of
the journey. Depending on what hooks have been chosen, Anmar may
be useful and charming, or aloof and sarcastic, if rarna is part of their
reasons to make the trip.
Reflections in the Vid. While fetching water or washing up in the river, one
or more of the characters will glimpse a pale, weeping woman with
golden hair reflected in the rivers surface.
Dark Tales on the Road. Either from Anmar, or from other travelers they
encounter, a fireside trade of tales will bring up the midnight battle of
shadows that descended on Selah.
CLOSING
This chapter ends when the characters reach Selah, the Holdfast of Jarl
Didrick. Depending on the experiences theyve had on the way to the city,
they may enter with the sense that the worst is yet to come.
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Chapter 2: A Festival of Darkness
OPENING
The characters, like the many other travelers that flooded Selah, are
entreated to explore the festival. Didrick will take no audiences until the
next day, and is in fact not enjoying the festival, but quietly resting out of
the view of prying eyes or ears. He sends his daughter out to enjoy the day.
EVENTS
Encountering rarna. Where her sister was pale, light and golden, like their
father, rarna is dark haired and short like her mother. Unless treated
poorly, rarna will be gracious, charming and eloquent while dealing
thecharacters.
Flight in a Dark Wood. A young girl, Katla, cannot be located in the throng
of the festival. Her friends say she went into the edge of the wood to
retrieve a ball, and has not returned. Any characters who take part
in searching for her will become lost for a time in the woods, guided
away from Katla by uneven light and strange noisesthe Shadow Men
confusing and unnerving the searchers.
Feast of Secrets. To any of the characters who observe their hosts or those
close to them, theres apparent tension between Brandt and rarna,
and Anmar seems strangely insistent that he will not perform until the
following night.
CLOSING
As the nights feast winds to a close, characters may be able to capture a few
private words with rarna, Brandt, Anmar, or even the Jarl himself. These
conversations will be colored by the secrets and suspicions each of these
people harbor.
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Chapter 3: Honor and Blood
OPENING
The second feast of the festival has begun, but the night holds countless
dangers and revelations. Anmar has promised to perform a story he says
none there have ever heard before.
EVENTS
Song of Twisted Truth. The night after the skalds arrival, he performs a poem
intercut with flute music, a tale about the riverside murder of a sister at
the hands of her jealous sibling, who has no love of her own. Anmar does
not outright accuse rarna of murder, but Sefas presence in the flute
is a compelling and weighty seed of doubt to everyone present about
the fate of Sefa that cold, dark night. Without intervention, violence
willhappen.
The Scene of the Crime. rarna will return to where she killed her siblings
after the skalds performance, and recover the lost girl Katla in the
process, who tells her the shadows have returned. Katla had been
hiding, ever since they tried to snatch her up in the forest the previous
afternoon. When they stopped searching near her hiding place, she ran.
If rarna is delayed at the feast, a member of the watch will find Katla
near where rarna killed Dane and Sefa.
Shadows Last Stand. The shadows have returned for vengeance against
rarna, who will require help swaying those who live in Selah to take
up arms with her to fight the Shadows once more.
Matters of Honor. Whether or not rarna, the Jarl or Brandt survive the
fight against the Shadows, those who do survive will have to decide what
to do with what they may have learned about whats been going on in
Selah. The characters can greatly influence the outcome of this secret
meeting, for good or ill.
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CLOSING
The town of Selah has suffered in the past, and depending on the outcome
of this night, it may have a great deal of suffering to come. At dawn, the
survivors closest to the truth will gather to decide how to go forward. For
those seeking to learn more of the shadows, there are only more questions
to be asked, and few answers to be found.
82
The Throne That Would
Be Bone And Wrath
by Ryan Macklin
83
Situation
The southlander city of Alsborg must deal with what every village and
kingdom silently fears: that a fearsome Bonebonded will come home from
the fight against the dwarves and claim rule over the land. For the last few
days, the tenor of Alsborg has been beyond tense, and those of sane mind
fear that the unease will turn into chaos, chaos into a massacre, and that
massacre into a second war across the land.
Last year, the peaceful and stable Alsborg met with grief. Jarl rvar
succumbed to illness and passed away in great agony. His eldest child
Brimi, groomed to rule since he was born, took his fathers mantle. Soon
after, Kolgrmur, his second son (who some say rvar favored among
his children), chose the life of the Bonebonded and sought to keep their
city safe by sundering those dwarven Machines that dared tread in the
southlands. Finally, his dear daughter Rna moved away and married the
son of a midlander warrior-noble.
Three weeks ago, tragedy struck the latest Jarl of Alsborg. While
leading a hunt in the forest, Brimi was savaged by a great beast, his body
left mangled and half-devoured. Brimi had no wife or children. With no
one to assume rightful rule, four prominent citizens formed a Council:
sar of the Watch, Hilda of the Ferrymen, Di of the Farmers, and Kra
of the Treasury. Unfortunately, they are doing far more infighting than
administering, and the city languishes in their care.
Last week, Rna and her midlander husband, r the Redblade, arrived
for her brothers funeral. Some believe that she should now rule Alsborg,
but others fear that since she was never groomed for leadership, that
would mean an outsiderone known for war over peacewould be their
newJarl.
This would be a minor political squabble if not for Kolgrmurs return
three days ago, the glowing light in the walking bones of a giant. He
announced that he should take his rightful place as Alsborgs new Jarl. So
far, he has been patient with his citys delayed acceptance, but the dark
whispers of a dead giant inside of his mind grows stronger
84
Impact
With no one to intercede, r the Redblade will convince Rna to demand
the throne. The Council will balk at this, citing that a woman cannot
become Jarlthough in truth they only object to r and not Rna. (After
all, she could be fashioned into a puppet just as easily without his presence.)
Kolgrmur will finally grow impatient, his inaction allowing the giants
vile urges to caress his mind. He will demand his throne and threaten
to end all those who do not bow to him. The Redblade will certainly do
no such thing, and the Bonebonded will kill him. Rna will rush to her
husband just before the blow connects, ending her life as well. The grief will
trigger rage, and a sizable chunk of the city is destroyed until the citizens are
able to calm the giant-rider through complete supplication.
The damage already done to Kolgrmurs mind, he will rule with hate
and cruelty, turning his once-beautiful Alsborg into land of despair. This
rule will last for nigh a few weeks, though, as rs kin arrive to enact
justiceand include a Bonebonded and a Runescribed. Kolgrmur will die,
Alsborg will be razed, and this story will spread throughout the land.
And people will say, Why not let the dwarves win, if this is the world
we will have afterward?
Hooks
Each character should choose one of the following reasons that they
have come to Alsborg, answering any related questions. Each hook can
be used by more than one player. All of the hooks involve a question to
detail a positive element in the citysomething that may be threatened or
destroyed if things go poorly.
I come at rs request, to be his council. Why does r invest such trust
in you? What is it about Alsborg that makes you wish to remain?
I have tracked the curious movement of a single Bonebonded
heading away from battle. What is your role or relationship with the
Bonebonded? What is the most beautiful thing you have seen in Alsborg?
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Alsborg is my home. What is it about Alsborg that fills you with the most
pride? Who do you believe should rule?
I represent my Jarl, seeking trade and relations. What is it that Alsborg
boasts that your land desperately wants or needs? Who among the
council seems to be the easiest for you to sway? Who is the hardest?
The Norns spoke to me in a dream, that I should be here to witness
and judge an auspicious moment. This dream involved two visions of
Alsborg: one beautiful and one horrific. Describe the beautiful dream.
(GM, you can describe the impact from above as in a dream vision.)
Why do you accept the Norns request?
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Invested Characters
Those in Alsborg who hold a stake or claim to its leadership are detailed here.
Kolgrmur Duergarbane
Bonebonded to the giant Gerr, Kolgrmur took up fighting Machines as
a way to seek his glory on his own path, rather than live in his brothers
shadow. That is when he found Gerr, a noblewoman once accustomed to
wealth and power. As theyve bonded, she feeds Kolgrmurs mind scenes
of delight and power, and that has slowly twisted his heart. The giants
influence has not yet removed Kolgrmurs love for his people and the land,
though she does prey on both his grief and his sense of duty.
Aspects:
Gentle Son of Southland Nobility,
Hardened by Battle, Gerr Whispers in My Mind
Skills: Great (+4) Lore, Physique
Good (+3) Deceive, Fight, Notice
Fair (+2) Athletics, Empathy, Rapport, Will
Stunts: Lasting Bone. Unlike other Bonebonded, Gerr does not
disappear into the earth when Kolgrmur leaves her. Instead,
she sits, unmoving and indestructible, waiting for Kolgrmur
to return to animate her. Alternatively, he can will the giant to
come to him.
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Soul Link
If out of Gerr, but shes in view, his link to the giant means he defends against
any attack, physical or otherwise, as if he were inside the giant. After a scene
where hes forced to use this stunt, Gerr gains a boost relating to being
deeper in Kolgrmurs mind or intruding in the mind of an NPCnearby.
Stress: 4 physical, 3 mental
Notes:
Because of his link to Gerr, Kolgrmur prefers to be outside, in
open spaces where the giant can been. He sleeps in the open, on
roofs, or outside of the city walls where the giant sits silently. Hes
loathe to enter a building, and when he does, he tries to find a
window that looks out toward the giant. (However, he doesnt truly
understand why he is like this, and believes that its justnatural.)
Those familiar with the Bonebonded know that this persistence
is unpredicted. Exceptional Lore actions could shed some
further light on the strange Bonebonded nature. Kolgrmur
believes that this is his advanced power over the Bonebonded,
that his will is able to keep it manifest even when it isnt in it,
and is proud of himself.
Gerrs Approaches: Good (+3) Forceful
Fair (+2) Greedy, Clever
Average (+1) Careful, Quick
Mediocre (+0) Flashy
MOVES
Make a polite demand. Whether its for hospitality for himself or
guests, to speak with the Council or others in town, or anything else,
Kolgrmurs requests are polite but firm. They always start with [i]I
require[/i], and he is knowingly using his nobility and the power of
being Bonebonded to get his way without hesitation.
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Seek audience with other Bonebonded. If any PCs are also Bonebonded,
Kolgrmur will seek them out. His rational mind is looking for allies,
those who might be able to demonstrate that power need not invoke
fear. The whispers in his mind are jealous of them stealing his thunder, so
to speak, by not being the only Bonebonded in Alsborg.
Cause fear, unintentionally. Kolgrmurs presence is terrifying to behold,
and the giant is slowly influencing the weak-willed among the city.
Show him doing something that causes panic, exasperated by the giants
darkwhispers.
Show that Kolgrmur isnt fully in control. Shift his mindset partway
through a conversation, change his mood or emotion without warning,
and even shift speech patterns. He grows defensive and irrational when
he realizes this.
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r the Redblade
Like Kolgrmur, r is the second son of a Jarl, though unlike the
Bonebonded, his father is still alive. He earned the Redblade in a vicious
battle while barely a teenager. People say that by the end of the battle, you
could not see the metal of his sword for all the blood on it, and bestows that
epithet. In truth, he does not see that as a proud moment, just a grisly duty
to protect those who cannot fight. His temper comes not from hostility, but
from constantly feeling the burden of that responsibility.
Aspects: The Redblade, Weight of Noble Responsibility,
Deeply Loves Rna
Skills: Great (+4) Fight, Will
Good (+3) Empathy, Notice, Physique
Fair (+2) Athletics, Flyting, Lore, Resources
Stunts:
Legendary Armor. While wearing the breastplate bearing
his family crest, all physical stress boxes absorb 1 more stress
than normalthe 1-stress box absorbs 2 stress, the 2-stress
box absorbs 3 stress, and so on. (Special: Others succeeding at a
Good Lore roll can see that the crest is composed of numerous
stylized Algiz and Ingwaz runes forming into a sword and fang.)
Stress: 4 physical, 4 mental
MOVES
Cause an Incident. Through either stress or treating the people of Alsborg
with midlander manners, r causes some crisis that those in positions
of authority or power (possibly including some PCs) must handle.
Through Gritted Teeth. r makes an observation or request that might
be a veiled threat or potent of doom, especially as stress takes itstoll.
Try to do something nice for Rna. r realizes that this visit is hard for
his wife, and is no foolhe knows that his own conduct is part of that
strife. He seeks aid to ease her time here or to make her smile.
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Rna rvardottir.
The daughter of Alsborg returned to bury a brother after having buried
a father not so long ago. She understands that the duty of rule may fall to
her, but in truth she does not want that mantle. Rna left Alsborg because
she wanted to see the world outside of its walls, and married a second son
whose passion and respect for life inspired her. To Rna, becoming Jarl
would bring her life to a crushing halt, and she sees that with the stress on
her husbands face. Yet, she cannot just walk away from the city and her
brothers return, not while he seems colder than before.
Aspects: Daughter of Alsborg,
More Cunning than Given Credit For,
Filled with Sorrow
Skills: Great (+4) Rapport
Good (+3) Contacts, Empathy, Will
Fair (+2) Athletics, Crafts, Deceive, Lore, Notice
Stunts:
Kolgrmurs Heart. Even if Kolgrmur is in the giant, she
may affect him with actions that inflict mental stress.
Noble of Alsborg. Rna has +2 to all social actions that deal
with her people.
Stress: 2 physical, 2 mental
MOVES
Look for leaders. Rna needs competent people to lead the city during this
trying time, those who would be better councilors. She is constantly testing
others to see who is able and willing, including poorly solving incidents
and looking somewhat incompetent to force others into action.
Learn more about Bonebonded. Rna can tell that the thing he rides
affects her brother. Anyone who might know more about his affliction
can expect a secret visit from her, if she feels she can trust them.
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sar, Councilor of the Watch
sar is the oldest of the four councilors, and Watch Commander personally
appointed by rvar years before the Jarls passing. He is worried that the
creatures in the forest are growing in number and hunger, and that the
beast that slaughtered Jarl Brimi is the first of whats to come.
MOVES
Organize a Hunt. sar gathers those able-bodied and brave enough to join
him for a hunt in the forest. He seeks to kill that which killed Brimi, and
barring that, assess any danger within.
Challenge Hostile People. sar respects those who dont flaunt their
power. Hes grossly disappointed in Kolgrmurs development and loathes
rs midlander ways. Any PCs who displays obvious supernatural or
temporal power are likewise distrusted.
Prepare for the Inevitable. The Watch Commander is looking for any
allies in the possible bloodshed to come, and is willing to make deals that
he could only deliver if he was Alsborgs ruler.
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Hilda, Councilor of the Ferrymen
There was a time when the various ferrymen of Alsborg were disorganized
and in constant conflict. Hilda saw an opportunity, and over three years
formed a union of ferry pilots. Alsborg become an even more vibrant
trade hub then, and Jarl rvar awarded her with a land along with an
official writ of unionization. But what she worked hard to forge could all be
quicklyundone.
MOVES
Appease the Frightful Bone-Rider. Hilda is trying to find a way to get
Kolgrmur to move his giant away from the city, as its frightening off
traders and her people are hurting for it.
Recruit to Her Side. Hilda is no fool, and sees that if the situation does
not resolve, she will need protection. She cannot count on sar to not
grab power once everything is settledif it indeed gets settledso she is
looking to make powerful friends.
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Di, Councilor of the Farmers
The Councilor of the Farmers is a misnomer: Di is a crime lord, who
began operating shortly after Brimis passing. However, this isnt well
known outside of his inner circle, as Di is no mere crime lordDi is
Runescribed, with fehu (the rune of luck and great fortune) carved on his
stomach and inlaid with gold. The rune has given him the power to bend
favor and chance to his will, which he has used to obtain a council seat.
He is naturally a bit distrustful of sar, and the Watch Commander has a
sense of suspiciousness toward him. However, both recognize that they are
ants in the shadow of a literal giant, and their antagonism could well upset
this delicate moment.
MOVES
Make Generous Offers. Di would love nothing more than to make
friendly offers to powerful individuals (such as the PCs) in exchange for
their future favor.
Secretly Manipulate Chance. Di knows that his rune may not stand up
to the full assault of a Bonebonded (let alone whatever the PCs bring to
bear), so he is careful about using his Runescribed magic. But when he
can get away with it, he will.
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Kra, Councilor of the Treasury
Kra is the one appointment Brimi made as Jarl before his demise. She was
skilled in mathematics and had a good sense of foresight. She also spent
many nights in Brimis company, which led many to believe her a consort
in truth, he sought her aid as he alone knew about her gift and curse of
prophecy. Sadly, she was not able to warn him about the forest before he
left, and she holds guilt over that.
MOVES
Speak of Doom and Hope Others Believe. If Kra believes that she
might be taken seriously, she will speak of her visions and beseech the
characters to actionaction that will be difficult to discern, as visions
are rarely specific.
Reluctantly Make Generous Offers. She will make any offer that she
believes herself able to fulfill if it means recruiting bold people to
preserve (or restore) the city. She loves the people, and feels a debt
loyalty to Brimi, so she will consider whatever bargains she must
though she is not to be underestimated.
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Chapter 1: Auspicious Arrivals
OPENING
The characters arrive to a busy city filled with rumors and fear. Citizens are
on edge, and not just because of the giant inanimate skeleton sitting outside
the city walls. Everyone takes notice of strangers entering the city, especially
those who dont seem like typical folk just passing through for trade.
EVENTS
In addition to whoever the characters look to rendezvous with upon
arriving, the major power players will want to meet with the PCseither
to recruit or just assess them. Here are some possible moments.
The Watchs Eye. sar takes keeping the peace in Alsborg quite seriously, and
anyone who looks like a disruption will be invited to meet with him.
Those who seem like stable, lawful types will get a much more courteous
invitation, hoping that they can do covertly what he cannot to save
thecity.
A Daughters Request. Anyone who seems wise and knowing will
get a summons from Rna rvardottir. Before she asks for aid in
understanding her brothers condition, shell need to see if theyll keep
her confidence.
Bonebondeds Beckoning. Kolgrmur is welcoming and civil, inviting
interesting strangers to dine with him in one of the citys plazasone
nearest to his giant. Hes upfront about their timing being curious, and
without showing hostility warns them against interfering in business
that isnt theirs. But for those who are respectful, he swaps stories.
A Curious Meeting. Dis sense for fortune will lead him to one of the PCs,
and he will work to get in that characters good graces. Hes no fool,
though; he knows to gradually build a relationship and learn how a mark
thinks before pressing.
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This is Foreseen. Kra has a sense that the characters will upset the delicate
balance that exists in Alsborg, and she seeks them out to discover their
motives and implore them to aid the city. (As the treasurer, she is able
to promise monetary recompense, if needed. But asking for that will
disappoint her.)
Give time for characters to meet with the movers above, while also playing
out scenes that involve reasons they would care about this citys fate. If it
helps, explicitly ask the players what would get their characters to care.
CLOSING
Once the characters have been firmly entangled in the dangerous political
web of Alsborg, its time to move onto the next chapter.
97
Chapter 2: City of Dangerous Machinations
OPENING
With the characters involved in the city, the web of deals and treachery
grows more complex.
EVENTS
The various moves listed on each interested party could happen here. Along
with that, here are some strange portents.
Citizens Possessed by Vile Spirits of Hate and Greed. Crime in the city rapidly
grows worsea combination of Gerrs mental influence and Di
looking to gather what he can before the city finally boils over.
Omen of Lightning. Lightning during the cloudless day either shows the gods
displeasure or sorcerous maleficence. Fear heightens and fires (literal and
metaphorical) spark.
Beasts from the Forest. The foul creatures who slaughtered Brimi have
ventured into town under cover of night.
Angry and Fearful Mob. A prelude to city-wide violence, one faction lets
anger get the better of them and riots.
Dwarven Machine. A stray dwarven creation has followed Kolgrmurs trail
home. The battle scars the land and further polarizes the city.
CLOSING
Two elements will close out this chapter: the tipping point that erupts into
violence, and somehow managing a peaceful situation among all involved.
If the latter happens, the adventure is over, though certainly such peace will
be uneasy to maintain (which means it should be unlikely, but not wholly
impossible, to achieve that solution for a short time).
Without significant action either way, the tipping moment happens a
few days after the characters arrive.
98
Chapter 3: River of Blood and Sorrow
OPENING
One outrage too many is suffered, and violence breaks out. Many people in
the city take sidessome possessed by Gerrs whispers, and others rallying
behind their patron. Many more flee into their homes or away from the
city. A civil war begins, and blood flows.
EVENTS
The events drastically depend on who ends up triggering the battle and who
the PCs side with (and whether they all side with the same person). Two
events in particular are likely to happen, as in any case Kolgrmur will be
lost to his giants will.
Assaulting a Giant. Lost in a rage, Kolgrmur-Gerr crushes those who they
believe to have slighted them. While they wont destroy the whole town,
they seek to make a very public display, and innocents will die unless
theyre stopped.
Safety for Rna and r. While stubborn, r is no fool. The moment its
clear that violence is erupting, hell leave with Rna. (And if Rna is
elsewhere, he will not leave without her.) Naturally Rna doesnt want
to leave while her brother is in the throes of the giant. Amid all the chaos
of battle. If either of them die, Alsborg is ultimately doomed since rs
family will take that as a great grievance.
CLOSING
There is a city to build. There is perhaps an impending war to avert. The
consequences of the Bonebonded that would be Jarl will reverberate for
years to come.
99
Remains
by Quinn Murphy
100
Situation
The quiet, peaceful fishing town of Feskrheim lies in ruins. Several hundred
people have been dead for a week. Machines ravaged the town, leaving none
alive inside.
The characters enter Feskrheim and discover a garden and come into
contact with the restless ghosts, newly created and blindly lashing out for
vengeance against the living. Once their ghostly rage subsides, the ghosts
more soberly seek vengeance,
Impact
Characters can learn news of the dwarven war strategy and next actions.
They may also be able to bring supplies (magical and otherwise) back with
them from Feskrheim
Hooks
Each character should choose one of the following reasons that they have
come to Feskrheim, answering any related questions. Each hook can be used
by more than one player.
I heard there was trouble... You heard that the dwarves attacked
Feskrheim. Who asked you to investigate? What is their relationship
toFeskrheim?
Looking to trade. You arrived at Feskrheim to trade. What were you
looking to give? What were you looking to get?
Visitation. You came to Feskrheim to visit someone that you know. Who
was it, and what was their relation to you?
101
Antagonists
THE GHOSTS OF FESKRHEIM
The ghosts of Feskrheim still reel from their human memories of the brutal
attack of the dwarves. They are at first only able to lash out, but as time goes
by, they will regain their senses and become more typical haunts. They may
request vengeance to help them gain peace. The stats and the moves of the
ghosts vary according to chapter.
Ghosts of Vengeance
(during chapter 1)
Aspects: Destroy the Living, We Demand Vengeance,
Trapped Between Two Worlds
Skills: Great (+4) Provoke, Stealth, Will
Good (+3) Notice, Deceive
Stunts: Deathless. The ghosts cannot truly die until they are put to
rest. They are immune to physical stress
Haunting. +2 to Provoke when creating advantages that
involve terrifying the opponent.
Stress: Ghosts cannot take physical stress.
MOVES
Portents. We haunt strangers exploring our town to test their mettle. We
create obstacles to frighten them.
The Wrath of Feskrheim. We possess suits of armors and attack the
visitors with several Haunted Armors.
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Ghosts of Sorrow
(during chapter 2)
Aspects: We Seek Rest, Sing the Song of the Damned,
Trapped Between Two Worlds
Skill: Great (+4) Provoke, Stealth, Will
Good (+3) Notice, Fight, Empathy
Fair (+2) Lore, Resources
Stunts: Aid the Instruments of Our Vengeance. +2 to Lore
when creating an advantage to benefit someone assisting
theghosts.
Deathless. The ghosts cannot truly die until they are put to
rest. They are immune to physical stress.
Stress: Ghosts cannot take physical stress
MOVES
Share Sorrow. We create an otherworldly display to show these strangers
what happened to our home.
Demand Vengeance. We send a ghostly representative to the strangers
who demands vengeance for Feskrheim.
Secret Treasures of Feskrheim. If the strangers leave without pledging to
help, we bribe them by promising to share a secret treasure.
Destroy them. There will be others. If the strangers refuse to help, we will
attack them
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Threats
Haunted Armor
The ghosts can possess the armor and weapons in the village and use them
to cause physical harm to the characters.
Aspects: Animated Armor, Relentless, Terrifying Appearance
Skills: Superb (+5) Physique, Will
Great (+4) Fight, Provoke
Fair (+2) Notice
Stunts: None
Stress: 1111
Blood Wolves
Blood wolves are wolves fed too often on human flesh. They have lost all
fear of humans and instead see them as prey. The blood wolves in Feskrheim
have feasted plenty, but a blood wolf s thirst is never sated.
Mob (2 blood wolves for each PC)
Aspects: We Fear No Human, Pack Mentality
Skills: Good (+4) Fight, Notice
Stunts: None.
Stress: 1 for each blood wolf.
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Duergar Scavengers
The Duergar arent quite done with Feskrheim; some stragglers have
remained rummaging for further plunder. Without their war machines or
battle captains, these dwarves have little heart for a fight. They are merely
opportunists looking for easy spoils during a nighttime raid.
EVENTS
Were not finished yet. Duergar scavengers visit the village to loot what
remains. A mob (1 for each character) appears. If the characters avoid
them, Feskrheim gains the aspect Picked Dry.
Discovered Atrocity. The characters come upon an unusually grisly
or tragic scene. Create a scene that touches the characters buttons
(borrow from aspects if possible). For example, a character might
find the charred remains of a father wrapped around a child in his
unsuccessful attempt to shield him from the Duergars weapons.
Characters must make a Great (+4) Will overcome action or gain the
aspect Shaken by Tragedy.
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Sword Without Master. While the characters explore, they stumble onto
a blade with a sinister energy. The blades name is Dreyrgur (Blood-
stained). Choosing to wield the blade grants the trouble aspect A
Violent Fate, and grants the character the stunt Blood for Blood.
CLOSING
Once the characters have encountered at least 2 events or moves, the chapter
can end. Adjust for the time you have. Run more events and let the characters
explore more if events resolve quickly or you have more time to play.
EVENTS
Vengeance. If the characters seek vengeance, they must find the duergar
destroyer responsible and kill them. Finding the destroyer is a challenge
that requires the characters to pick up the trail, track the destroyer,
and launch an attack. The opposition is Good (+3) for each part of
thechallenge.
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Manreaper
Dwarven Destroyer (Giant Scale)
A hunched destroyer covered in blades, Manreaper is not meant to fight
giants or destroyers. It is meant to harass and terrorize.
Head Careful -2
Torso (Front) Forceful +0
Torso (Back) Flashy +2
Arm (Right) Cutting +3
Arm (Left) Clever +2
Legs Quick +1
Last Rites. The characters are asked to bury the entire village and perform
burial rites for them all. This challenge requires accounting for all the
villagers, finding all the remains, and performing all the rituals correctly.
The opposition is Great (+4) for each part of the challenge.
Refusal. If the characters refuse for some reason, the ghosts will attack
them, turning their sorrow to fury.
CLOSING
Once one of the Events has taken place, the characters have either put the
ghosts to rest or not. If the characters put the ghosts to rest, they will find
great peace settling upon them and their holdfast. If the characters fail
to put the ghost to rest, unease and a subtle curse settles upon them and
their holdfast.
107
Name Refresh
Description
1 2
1 2
2 Mild Mild
4 Moderate
1 2 3 4 6 Severe