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Fate Plus - Vikings

This document discusses the historical and cultural aspects of Vikings, highlighting their societal structure, commerce, and the impact of their explorations and invasions in Europe. It emphasizes the complexity of Viking society, including their class system and the role of assemblies in governance, while also exploring their portrayal in media and the significance of their raids. Additionally, it provides insights into Viking beliefs, traditions, and the narrative of their legendary history, serving as a resource for game masters to create campaigns based on this rich cultural backdrop.

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0% found this document useful (0 votes)
112 views112 pages

Fate Plus - Vikings

This document discusses the historical and cultural aspects of Vikings, highlighting their societal structure, commerce, and the impact of their explorations and invasions in Europe. It emphasizes the complexity of Viking society, including their class system and the role of assemblies in governance, while also exploring their portrayal in media and the significance of their raids. Additionally, it provides insights into Viking beliefs, traditions, and the narrative of their legendary history, serving as a resource for game masters to create campaigns based on this rich cultural backdrop.

Uploaded by

ivanivanov270423
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ROLE

PRESS

VIKINGS
FÁBIO
SILVA
LUCAS
PEIXOTO
TIAGO
JEDSON

FÁBIO LUCAS TIAGO


SILVA PEIXOTO JEDSON
This issue is only possible thanks to the support
of these incredible people on Patreon

www.patreon.com/fabiosilvarpg

Anders Jonsson Joe Trzos Nathan Wells


André alias DD John Helmuth Onne
Arthur Green Jonathan Patrick Barnes
Avery Vreeland Jonathan Korman Phil Groff
Aïssa Arame José Manuel Rachael Hixon
Björn Steffen Navarro Randy Oest
Bleupomme Leif Nelson Requiell
Bob Cahill Liam BN Ryan Singer
C.K. Lee Lord Smackey Sean
Chris Jahn Mackenzie Serge Beaumont
Christian Häusler Marcel Wittram Stefan Schloesser
Cédric Salvador Martin Deppe Steve Stone
David Lawson Matt Kaufman Tevel Drinkwater
David Morfin Michael Bowman Tone Milazzo
David Thornley Miguel Pimentel William King
Don Arnold Mitchell Evans Wyverary
Frédéri POCHARD Ms DOS
James Thompson Mykel Alvis
2021, October

FÁBIO SILVA
EDITING — LINE MANAGER
CONCEPT — WRITING — INTERIOR GRAPHIC DESIGNER

lucas peixoto — tiago jedson


WRITING

ALINE MACIEL
PROOFREADING

ROLE
PRESS
Fate Plus is ©2021 Rolepress.
Fate Plus and its texts are licensed under a Creative Commons
Attribution 4.0 License International. To view a copy of this license, visit
http://creativecommons.org/licenses/by/4.0/

ISBN PDF: 978-65-995661-9-6


ISBN Softcover: 978-65-995661-8-9

Read it here!
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This work is based on Fate Core and Fate Accelerated (found at http://
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created and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan
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Editorial
This issue is a brainstorm about historical fiction adventures set in Scandinavia in
a dark age, populated with mysticism and tales of bravery.
The Vikings have accomplished great feats and are part of the popular imagi-
nation through TV shows, comics, movies, and literature. This is a world written
with adventure and blood, where even the gods are destined to die.
In this zine, the GM will find tools to create stories about brave PCs that can
ascend to Jarls and kings, cities that arise, and wars that drown kingdoms in their
own suffering.
Watch out for the crows that are circling your heads, as they can be harbingers
of the gods.
This issue is a bit historical but also uses creative fantasy freedom and it is not
intended to be a source of research or the absolute truth. Use the information
below as a reference for your game.
Fábio Silva

Index
Barbarians and Explorers................................................................6
Blood, Steel, and Flames.................................................................9
Embrace your destiny: Character Creation............................. 16
Viking Shamanism...........................................................................27
Berserk.................................................................................................35
Choose Your Weapon!.....................................................................37
Sailing the High Seas..................................................................... 44
Looting Everything They Have................................................... 50
The Shield Wall..................................................................................58
Predators from the Darkness......................................................62
Premade Characters...................................................................... 68
Turbulent Times................................................................................ 71
A Populated World...........................................................................78
Barbarians
and Explorers
The Vikings’ World
By Fabio Silva
The media has portrayed the Vikings as barbarian explorers who invaded and
plundered many lands. It is important to point out, though, that this was only
a short period in the history of Scandinavian culture. The Vikings were much
more than that, and their culture was rich and vast. This historical period of their
culture receives more emphasis because many who wrote about them in ancient
Europe focused on their dragon ships invading their lands. Also, the commercial
appeal for movies, books, comics, and games is undeniable.
The Vikings had a structured society. They had cities, long-distance trade
routes, artisans, an economic system, and a primary method of inscriptional regis-
tration — only a few barbarians were full-time warriors.

The Viking Society


The Vikings structured their society into three classes.
The Jarl class was formed by the nobility and was the source of kings and influ-
ential people. Despite their power, many class members were not authoritarian, as
they knew they could fall politically.
Carl class consisted of farmers, fishers, and workers, forming the basis of society’s
production of goods. In addition, they produced all the tools needed to defend cities
and prepare for war, such as weapons, armor, and warships.
The Thrall class was made up of the poorest and enslaved members of society,
many captured during looting.

Social Structure
In Viking society, not even the king was above the law, and everyone complied
with the decisions of a council. The idea was similar to a democratic assembly,
where each representative expressed their vote for important decisions within the
local society. These assemblies’ goal was to prevent the unfair use of power by
influential people, avoiding tyranny.
Each region had its assembly, which was called the “Thing.” They had laws and
statutes that taught the new generations orally.
Each region also had an administrative assembly called the Landthing, responsible
for general decisions and judgments, including the choice of kings. Once a year, the
assemblies of each region gathered in a large council to align interests and decisions.

King
Many may think that the king had more power than what was really his due. They
chose their kings among the people in the Jarl class, and he ruled with the consent
of the governed. Different from other cultures, there was no belief that God or the
ancestors chose the king. The king’s role was to present his commands and judg-

Fate plus 6 Vikings


ments, which could be accepted or not by the council. The council, on its turn,
had to consult the king for his approval of decisions and judgments. A council or
union of councils could decide whether the king was abusing his authority and
then overthrow him from his position, choosing another to take his place.
A strong family was the most significant source of security to the king, but also
to every nobleman. A noble or a king without children, a wife, or relatives could
be killed with impunity since there would be no one to avenge his death or de-
mand for justice — this made them look weak or untrustworthy. The family was
the group of people that would help in times of distress, whatever the situation
— just as a king or nobleman would also provide support for his family when they
needed it. Many have died to honor their family name.
The king also had a say in solving local problems, such as aiding families that got
sick members and needed support, helping farm animals affected by some illness,
floods and other similar situations.

Weddings and Alliances


Weddings were significant events in the union of two families. These festivities
strengthened alliances between two lineages that had common interests. If the
promised young husband or wife refused the marriage agreement, dangerous dis-
putes could arise. On the other hand, if a marriage took place and the husband dis-
honored or abused his wife, his family would have to deal with the consequences
of his actions, and a war between families could break out.

Law and Order


Although there were laws and punishments for transgressors, some situations
allowed them to break the rule to maintain
honor, honesty, courage, and loyalty.
Nordic laws were constantly evolving,
adapting to new cases and command-
ments of assemblies and kings.
When there was a dispute of interest
between two parties, they should resolve
the situation between them. When the
condition worsened, or the two parties
could not reach an agreement, the king
or the Thing took care of the problem
— which could be considered shameful
for both parties.
The parties presented their argu-
ments, witnesses, and evidence and
presented their expectations. The
Thing or the King decided the case’s
resolution and the penalty imposed
on both sides. Most sentences consist-
ed of paying compensations in gold
or goods.
Treachery, theft, or adultery
were punishable by death, slavery,
or banishment. A banned person
was no longer under the protec-

Fate plus 7 Vikings


tion of their family or the law, and anyone could do whatever they wanted
without fear of punishment.
If all the judgment attempts failed, the parties dueled to resolve the situation —
but this was the last resort. The duelist who won had the right to take the other’s life
and settle the case with impunity. Delaying a duel or playing dirty was dishonorable,
and missing a duel was seen as cowardice, resulting in the banishment of the loser.
Another informal way of resolving disputes was family warfare. If someone suf-
fered injustice and felt that they were not adequately compensated, they resolved
the issues by fighting. Like dueling, this was not common, and only more extreme
cases led to situations like this, which could last for generations.

Commerce and Expansion


The Vikings produced goods by farming, fishing, and crafting tools and utensils.
Most people devoted their lives to working on farms, planting and caring for
animals, or fishing. They only dared to fight when summoned by the Jarl for com-
bat or looting.
Artisans worked with metal, leather, wood, and bones. The market was made
by exchanging or selling products derived from these materials, food, animals,
clothing, utensils, weapons, and other goods. These were primarily traded in near-
by towns, by animal-drawn carts or merchant boats, but quite a few places sold
many goods in Europe and the Middle East.

The Viking Empire


The Vikings exploits are among the most incredible. They colonized some parts of
Europe and the North Atlantic islands, advancing over land and water. They used
their boats to travel across Iceland and Greenland and caught up with Al-Andalus.
Scandinavia, Denmark, and their islands were places of complex life and harsh
winters. Farming was difficult in some regions and, although possible, this caused
groups to migrate or explore new lands frequently. With many rocky mountains
and wide rivers, long journeys were dangerous, especially on foot.
With the expansion, Iceland was colonized quickly, a region with many volcanic
activities and geysers. Winters in the area are harsh, but local fishing is rich. Many
farmers were able to maintain their crops on the south coast.
The advance to Greenland was the first step towards the Americas. This region
presented conditions that the Vikings were already used to, so it was not challeng-
ing to create settlements.
One of the most significant actions of the time was the conquest of Dublin,
which marked the advance over Ireland. The Vikings took the city as the center of
their activities, making it their capital.
Going through Europe was one of the most impressive achievements of the Vikings.
Many invasions took place in England and Danelaw, with the barbarians establishing
their capital there, which would later become modern York. They further advanced to
France and eastern Europe, conquering land, making allies and enemies.
GMs, create your own campaigns based on these regions and situations. You
can use this information to make cities, fictional historic areas, and conflicts.

Fate plus 8 Vikings


Blood, Steel, and
Flames
The history of a warrior people
By Tiago Jedson
“Hearing I ask | from the holy races,
From Heimdall’s sons, | both high and low;
Thou wilt, Valfather, | that well I relate
Old tales I remember | of men long ago.”
— Völuspa, verse 1
Scenario Aspect: A simple people of abundant treasures
At the end of the 8th century, the island of Lindisfarne, off of the northeast-
ern coast of England, was home to farmers, shepherds, and religious. It was a
sacred place, where Saint Aidan had lived 100 years before. They limited all
the village treasures to a handful of worship objects, made of precious metals
kept in a monastery.
Since most of Europe was Christian, Lindisfarne residents feared the possibility
of an invasion, but they were sure that no one would touch their religious relics.
All that confidence collapsed on June 8th, 793.
Scenario Aspect: Nothing good comes from the pagans
A group of men landed on the island from the icy northern lands. With ferocity,
they plundered the monastery and killed the monks who took care of it.
The Lindisfarne invasion was the first one. It marked the beginning of the Age
of Vikings. Between the end of the 8th century and the middle of the 11th centu-
ry, Scandinavian warriors terrorized Europe. First on the British coast, then on the
rest of the continent, it seemed to Europeans that nothing could stop the Vikings.
Scenario Aspect: Neither heavenly beliefs nor earthly rules
Their name originated from the Nordic term vik, which refers to someone lurk-
ing in a bay — a pirate. Being pagans, Vikings did not differentiate peasants from
monks, or treasures from Christian relics. For them, it was all the same, which
shocked the Europeans, who described the Vikings as “barbarians” with no mercy.
The Vikings enjoyed combat. Valhalla was the “heaven” for them, a place of
endless war. They believed Odin invited the one who died in conflicts to celebrate
victory in another eternal fight.

Fate plus 9 Vikings


Midgard: A Troubled Story
“Of old was the age | when Ymir lived;
Sea nor cool waves | nor sand there were;
Earth had not been, | nor heaven above,
But a yawning gap, | and grass nowhere.”
— Völuspa, verse 3
Scenario Aspect: Ymir, the giant ancestor
In the beginning, there were nothing but distinct regions in the middle of the
void: one made of fire and one made of ice. In the middle of them there was a
tremendous crack that resembled a monstrous mouth, yawning. From the regions
of fire and ice, cosmic rivers flowed over a crevice, called the Ginnungagap. Those
rivers brought fire and ice energy, giving rise to a creative force in the gap’s center.
This force was gradually gaining shape until it created a gigantic being over the
crack. This being was the first ice giant, Ymir, still devoid of reason and thought
but filled with the creative force that had given rise to him.
The giant created a couple of beings similar to him from this creative force, a
man and a woman, but infinitely smaller. They were so much smaller that they
lived on his body. These were the first Jotuns. The Jotun race increased on Ymir’s
body, and many of them still had the energy within them to create new things.
Scenario Aspect: Midgard, the cradle of the gods
From the Jotuns’ union, the Aesir’s race arose, smaller than the giants but with
more sagacious minds. The first Aesir were three brothers: Odin, Vili and Ve.
They believed themselves to be better than Jotuns and capable of creating more
useful things from the energy present in Ymir’s body, so they built the first world,
Midgard. Then, the Aesir created the sky, clouds, sun, moon, and stars.
The Aesir were no longer just three. Just as Odin, Vile, and Ve were born to the
Jotuns, others of their race were also raised and joined Midgard. The Aesir then
met with another race, quite similar to them, but these had not come from the
Jotuns. They received the name Vanir, and legend says that they appeared at the
same time as the Ymir. Some of them had great power over natural forces, such as
time, cold, heat, and claimed to be older than the Aesir, having the right over the
world. The Aesir did not accept this idea and started the first war. Mortals cannot
measure the duration of this conflict between the Aesir and the Vanir.
Scenario Aspect: Odin, the greedy sage
When the war started, Odin sought help from his uncle Mimir, an ice giant, the
guardian of the fountain of knowledge. Yggdrasil’s roots, a colossal tree and the
world’s axis that is located in the center of the Universe, protects Mimir’s fountain.
Odin begged his uncle to grant him the gift of knowledge, but he considered the Ae-
sir unworthy of such a blessing. Then Odin, using his spear, attached himself to Yg-
gdrasil’s trunk. He remained there for nine days until Mimir accepted his sacrifice,
removed him from the tree, and took care of his wounds. But Mimir had one condi-
tion: Odin had to offer one of his eyes in exchange for knowledge. Odin accepted the
proposal and was allowed to drink from Mimir’s fountain. The giant then taught
him the secret of the runes to guarantee the Aesir’s victory in the war. But Odin still
wanted more: before his uncle could react, the proud Aesir cut off Mimir’s head.

Fate plus 10 Vikings


Scenario Aspect: A world shaped by iron and blood
The battle waged for an immeasurable time and extended over several of Mid-
gard’s regions, changing the world’s shape. The Aesir’s weapons’ blows created
valleys and canyons, changed the riverbed, and cut down mountains. The Vanir
transformed forests into glaciers, dried-up lakes, and swept plants and animals
away with their crushing winds. Many Vanir lost their lives in this conflict, as did
many Aesir, including Odin’s brothers. The Vanir realized that they would suffer
in this war after reading the runes brought by Odin, and so they proposed an
agreement: they would leave Midgard if the Aesir spared them.
The Aesir accepted the proposal and banished the Vanir to a distant land called
Vanaheim. Some Vanir, however, remained among the Aesir, showing sympathy
for them. Njord and his sons, Freyr and Freyja, were the most important Vanir
who remained.
Although the war was over, the Aesir were not yet at peace. There were also the
Jotun, who surprised the Aesir with violence from time to time. The Aesir then
planned to build a palace where they could shelter from the Jotun, who were more
numerous than themselves.
Scenario Aspect: Loki, the treacherous master of forms
For the construction of this palace, they took Loki’s advice (a son of the giants
who was neither Jotun nor Aesir, but had lived among them). Loki suggested de-
ceiving one of the Jotun, offering him the most beautiful woman, Freyja, if he
could build the palace in less than a year.
The Jotun summoned Svadifari to help in the task, a magnificent horse that
could transport enormous weights with no difficulty. When the stipulated dead-
line was approaching, the Aesir realized the Jotun was almost finished with their
task and worried about having to hand over Freyja. They summoned Loki again to
resolve the situation, as he was the one who suggested Freyja as payment.
Thus, Loki, a master of forms, emerged as a lovely mare that immediately
caught the giant’s horse’s attention, causing it to abandon its work and chase the
beautiful animal. The two did not return before the deadline expired, and the
giant was unable to finish the palace alone. However, since there was very little
to do in order to finish the construction, he demanded his payment anyway. The
resolute Aesir did not give up on Freyja. Furious, he charged against the Aesir but
was defeated by the combined strength of their great power.
Scenario Aspect: Asgard, a strengthening haven
A new war had started, this time between the Aesir and the giants. However,
the Aesir had a refuge: the newly built palace, which they called Asgard, where
they could take shelter. They stopped the Jotun’s attacks and confined them to a
mountainous land called Jotunheim.
After they built Midgard from Ymir’s body, there was still a fraction of the
creative energy. Since the Jotun were confined to Jotunheim and the Aesir were
isolated in Asgard, while the Vanir were in Vanaheim, these regions gave rise to
new life forms.
Scenario Aspect: Human wisdom comes from the Gods
In the mountains, the dwarves were born, still uneducated. There were two
dwarves, Dvalin and Ivaldi, responsible for enlightening the entire race. They
taught all of them how to talk, write, and the secret of the runes. Then they taught
the art of building and forging items. When the Aesir discovered the dwarves, they

Fate plus 11 Vikings


already had a vast production of extraor-
dinary items, which drew the attention
from the Asgard sovereigns. The Aesir
allied with them and, more than that,
built for them the kingdom of Nidav-
ellir, where they could live in safety and
comfort, as long as they provided their
wonderful products to the Aesir.
Odin, Loki and Honir — who lived
among the Vanir — traveled through
Midgard when they met a man lying at
the foot of an ash tree in a distant forest
of Nidavellir. Next to him, there was
also a woman lying at the foot of an elm.
They noticed that they did not belong
to any race, but they wanted to help
them. Thus, they gave the first couple
of humans the gifts of the soul, reason
and will. They reproduced and spread to
Midgard, which became their kingdom,
and the Aesir, their gods.
Over time, the Aesir prospered in
Asgard, the humans in Midgard, and
the dwarves in Nidavellir. The ice giants
hardly left their mountains in Jotun-
heim, and the Vanir remained in Vana-
heim. However, other things were hap-
pening in the world’s depths, below the
lands populated by humans, dwarves
and giants.
Scenario Aspect: The dangers that
come from below
The primordial fire that fed the rivers
that flowed into Ginnungagap still exist-
ed underground. It originated the Mus-
pellsheim in its depths: fire giants, fierce
and cruel, capable of manipulating the
fire and yearning to conquer the world
on the surface.
Elsewhere in the underground, the
souls of dead humans, dwarves, and gi-
ants gathered in suffering, clinging to that
place and drawing the souls of the newly
deceased there. This place became known
as Nifheim, the world of the dead, and
everyone came to fear that name.
Scenario Aspect: The children of the treacherous God
The Aesir knew about these dangers, but they also had their own problems. Loki
had had children with the giantess Angrboda, and they inherited from their father
the ability to change shapes, becoming terrible creatures. One was the immense
wolf Fenrir, and the other was the evil snake Jormungand. These two beasts terri-
fied Midgard and threatened the Aesir in Asgard. So, they had a council meeting
to decide what they would do.
The Aesir decided to take action against the children of Loki. Fenrir was cap-
tured and imprisoned with a magical chain forged by the dwarves, after which
he was thrown into a deep chasm near Nifheim. Odin threw Jormungand to the
depths of the ocean that surrounded Midgard.
Another daughter of Loki, Hel, who was not as violent as her brothers, es-
caped the punishment and found her place among the dead of Nifheim, becom-
ing her sovereign.
Scenario Aspect: Sacred runes seal the passages
To prevent the advancement of underground threats, the Aesir decided to create
runes that would seal the world’s passages. These runes were hidden in secret plac-
es around Midgard. This way peace would reign, and there would no longer be a
frequent concern for enemies. Thus, the nine worlds were separated.
Some passages remained open, such as those between the three underground
kingdoms of Nifheim, Muspellsheim and Svartalfheim. The others could be
opened only by the Aesir, who knew the runes that were used to seal them. The
Vanir discovered the rune used to seal the passage between Vanaheim and Mid-
gard. Taking advantage of this, they made frequent inroads into the world of mor-
tals to obtain slaves.
Scenario Aspect: Valhalla, the hall of the dead in Asgard
Odin took pity on the mortals, who were forever isolated from the Aesir, and
had a palace built in Asgard to receive those who died in battle. Thus, they
would avoid having to spend an eternity of suffering in Nifheim, and could be
taken by the Valkyries to Valhalla, the hall of the dead in Asgard. There they
would have the opportunity to act again as they did in their lives, fighting and
partying, alongside Odin.
Scenario Aspect: The Gods bet
Odin and Loki were gods who always gambled with each other. In one such bet,
Loki doubted that Odin would remain loyal to his wife Frigga for a year. If Odin
won the bet, Loki would give him a gift as valuable as those made by the dwarves.
However, if Loki won, Odin would have to reveal where he hid the runes used to
seal the worlds’ passages.
Eleven months had passed, and Odin remained faithful to his wife. Loki knew
a woman in Asgard to whom Odin would never say no: Freyja, the most beautiful
of all. She was aware of Loki’s intentions, refusing to help him. On the last day,
Loki went to a fountain that Odin always visited, and he waited for the old Aesir.
When Odin passed by the fountain, he saw Freyja bathing, calling on him to
join her. Odin slowly entered the fountain, mesmerized by her beauty. When he
was next to her, she revealed her true face. It was Loki who was there, delighted
with the victory, even though he cheated to do so.

Fate plus 13 Vikings


Odin took Loki to his throne, where he could see everything that happened in
Asgard and Midgard. He revealed to Loki the places where the runes that sealed
the passages of the worlds were hidden.
Odin was not concerned about the information he had given Loki. The cheat-
ing god knew where the runes were, but he could do nothing, as he had no Aesir
blood, and that was an essential trait stipulated by the gods to find these items.
Scenario Aspect: God’s blood among the mortals
However, Loki had a plan. Odin’s many daughters were known as Valkyries, the
inhabitants of Asgard. One of them, Hild, had fallen in love with a mortal and
secretly had a child with him. The boy, Sven, had grown up in Midgard with his
father’s family without knowing his maternal relatives. Not even Odin himself
knew of the boy’s existence, but Loki knew many secrets, both godly and mortal.
Undaunted and confident, Sven had a flaw: ambition. Loki approached him,
in the guise of an old Norne, saying that the gods were proud of him and that
they would give him power over the nine worlds if he succeeded in a test. He was
to set out on a journey, passing through distant and dangerous places in order to
find several secret runes, which would be the first step in his ascent. Sven faced
the challenges and received a rune each time he was successful. With all the runes,
Sven returned to the cave where he first encountered Loki in disguise.
Sven revealed the god the rune’s knowledge, saying he was ready for new chal-
lenges. But he noticed that there was something wrong. Using a torch, Sven saw
Loki’s shape in his shadows. The treacherous god could assume any shape, but
his shadow always revealed his features. Sven immediately recognized the cheating
god and threatened to kill him. Loki, changing to the shape of a snake, escaped
through a small passage at the bottom of the cave, and went down to the under-
ground kingdoms.
Scenario Aspect: A beast sets free
Loki realizes how powerful Sven had become, and that he was now a threat, no
longer a pawn. Loki asked for help from his daughter Hel, the regent of Nifheim,
and together they managed to set Fenrir free. The monstrous wolf was sent back
to Midgard, and spread its deadly offspring around the world of mortals again.
When Odin heard about Sven’s actions, it was too late. He did not know that
Loki was behind the events, and yet he respected Sven for his courage and deter-
mination. On one occasion, Sven was with his son when he met Fenrir. The beast
attacked both, but Sven fought bravely, striking the creature and making it fear
for its life.
Scenario Aspect: Those with honor go to Valhalla
Fenrir injured Sven’s son during the battle, and his life was on the line. After the
combat, Odin appeared in front of Sven and said that he had no honor to go to
Valhalla, as his son helped him in the fight against Fenrir and Sven did not die
during the conflict.

Fate plus 14 Vikings


Taken by rage, Sven brandished
his sword, intending to kill his own
son, blaming him for his damnation.
He then realized that if he killed his
offspring, he would go to Valhalla by
his sword. He then took his son to the
nearest village, asking for help to save
his life. After his recovery, Sven should
poison him. This way, both would
not die in the field of battle and were
doomed to go to Niflheim, the Realm
of Dead.
Scenario Aspect:
The worlds’ fusion
Loki traveled through Midgard, using
the runes to unseal the passage be-
tween the realms. However, things did
not proceed as Loki expected. Some-
thing went wrong and all the worlds
merged into Midgard.
Despite the general conditions
of each realm being the same, they
could come and go to the neighbor-
ing kingdom unhindered. Aesir and
giants faced each other again, dwarves
worked side by side with humans and
the elves were once again the subject of
legends and songs. The Vanir spread
across Midgard, and the underking-
doms remained distant from the sur-
faces although possible to reach.
The worlds’ fusion misshapen the
Yggdrasil, since it was responsible to
connect the kingdoms. The world was
now a dangerous place for the Aesir.
The Vanir, which had been banned,
were now worshiped by the mortals.
Underground kingdoms, once just a
distant nightmare, had become un-
comfortably close. The ice giants,
trapped in Jotunheim, were free to
spread out across mortal lands. Ae-
sir could count only on mortals and
dwarves, who always paid them devo-
tion and respect.
Embrace your
destiny:
Character
Creation
Fearlessness and violence will cross
your path
By Fabio Silva
Combatants move forward with bloodlust, their bodies clashing amid the fury
screams, axes, and swords hitting wooden shields. In mountain’s heights and
earth’s dark depths, the Gods move destiny’s wires, manipulating peoples’ lives
and attending to their pleas, as long as they pay the price. Mystical powers touch
the oracles to unravel the mysteries of life, luck, and fate.
The Vikings were barbaric warriors and navigators who explored and con-
quered lands and treasures. These are the rules for creating fantastic Viking char-
acters, with skills to conquer their destinies and receive power from the gods, in a
fantastic setting inspired by historic Scandinavia.

Aspects
First, let’s define our barbarian through five aspects:
high concept, trouble, ambition, destiny, and
a free aspect.

High Concept
The high concept is a general
description of the character,
focusing on essential informa-
tion. It’s something that other
people know about them or
how you would explain your
character to someone.
Examples: Bloodish war-
rior; Thirsty for combat;
Sailor blessed by the gods;
Quick steps squire; Hunt-
er with sharp instincts;
Archer patrolman.
Trouble
The next step is the trouble aspect, which will complicate the characters’ lives: it
makes it difficult for them to perform some tasks or puts them in delicate social
situations. It may be a weakness, a persecuting enemy, a code of conduct, or a duty.
Examples: I do not have the favor of the gods; There is a con-
spiracy against me; I am terrified of the high seas; I envy the in-
fluential and rich people; Disdain for oracles and fate.

Ambition
A Viking’s Ambition is linked to their heart’s desire. It is something personal that
can go against their destiny aspect (they do not accept the path that the gods have
laid out for them) or in favor of it (they embrace their destiny and take it as a prior-
ity in their life). It can be something simple and personal or the biggest ambition a
Viking has ever had. This aspect guides the player on how the character will make
their decisions.
Examples: I will be the most powerful in Aarhus; I will have all the
gold I can loot; I will take my brother’s kingdom; I will have the
largest fleet of ships in these waters; Everyone will fear my name.
Suppose the character achieves their ambition during the game. In that case,
the player can create a new ambition aspect or retire the character and create a
new one — they settle down with their achievements and is no longer proactive
because they no longer seek new goals.

Destiny
The gods are powerful and can touch each person’s life. Some receive portents in
dreams, others have visions in the water, clouds, or during storms, while a few seek
oracles to know what the gods predestined for them. Some are already born with a
path to walk since their parents or other important people in their lives (or in their
lands) have contacted supernatural forces to predict what would be the destiny of
their sons or citizens.
A Viking’s destiny may conflict with their ambition (the heart wants the oppo-
site of what the gods desire) — this is an excellent drama for the GM to compel or
create scenes in the adventure that make the character face a dilemma.
Examples: I will be the conqueror of the seas; A great warrior
will cross my path; There will be a blood betrayal; The crows
will show me the way; I will bring the war to my people.
The GM can use the destiny of one or more characters to create an adventure
plot, compelling these aspects at the adventure’s beginning. It will be up to each
player to embrace their destiny or face it with fury and blood.

Free Aspect
The last character aspect can be anything the player wants. They can choose some-
thing that will make the character more interesting and fun to play, and bring new
ideas for the adventure.
Examples: My ax is my best friend; You don’t want to mess with
me; Corpulent and spacious; Sneaky in cities; Runes scholar.

Fate plus 17 Vikings


Skills
Each skill describes an activity that the character can perform, whether from natural wis-
dom or training. During the barbarian’s creation, the skill pyramid remains the same as
the Fate Condensed (one Great +4, two Good +3, three Fair +2, and four Average +1).
A skill is a broad competence. A character who has Animal skill knows how
to care for domestic animals, understands wild ones, knows how to train or ride,
and assumes that they have the tools to perform the essential tasks. Suppose the
player wants something exotic for a skill’s action (such as owning a rare tool or per-
forming the job in an unusual way). In that case, the GM can ask for a fate point,
invocation, or other resources (they may need to create a stunt for that).
Even if the group plays using the FAE, there is no change in how the approaches work.

Skill List
The following list has described some skills adapted for the Viking scenario. Skills
that don’t appear on the list work the same way as shown in Fate Condensed.
Academics: Knowledge of the runes and medicine. Vikings did not know the
traditional writing and reading system of the Europeans. Academic stunts involve
extensive knowledge of runes and medical skills.
Animals: Care for domestic animals, knowledge about wild animals, training,
or riding. It also assumes that the character has the essential tools for the routine
care of animals. Animals stunts allow the character to have a unique mount or to
be able to interact efficiently with a domestic or wild one.
Crafts: Works with iron, stone, and wood to build tools and utensils. It may
involve the ability to make weapons, shields, boats, etc. Crafts stunts allow the
character to have items and accessories available anytime, and bonuses for creating
items or using Crafts instead of other skills in specific situations.
Ship: It works like Drive, but for boats. This skill is not about sailing in calm
waters but about maneuvering during storms, avoiding collision on coastal rocks,
or conducting a conflict between ships on the high seas. It may also be about nav-
igating using the stars, sun, and moon as a guide. Ship stunts are about risky ma-
neuvers or having a unique ship with special characteristics.
Lore: Knowledge about the gods, the occult, precognition, and magic. Lore’s
stunts are about the gods’ contact, visions of the future, contact with the spiritual
plane, or witchcraft.

Brilliant Navigators
Navigating through the seas made the Vikings rich and feared. They
achieved an incredible nautical advancement in their time, innovating in the
construction of boats. By using the Drakkar, they could navigate shallow
rivers and land on the beach.
They navigated the high seas using the stars, moon, and sun, discovering
and plundering kingdoms where they landed. Many Viking warriors coveted
to take part in loot. These are pleasant topic for GM to explore: being part
of an adventure in the hopes of the Jarl approval for the next loot; a session
where the PCs dock in unknown lands and kingdoms, eager for what they
will discover; Vikings worshiping pagan gods fighting European Christian
knights, negotiating with kings and creating new settlements.
Fate plus 18 Vikings
Stunts
While the skills show the character’s specializations, stunts make them unique. A
Viking starts with two Stunts, but the player can buy more by spending refresh.
The character also has a third one, called Stunt from the Gods. This supernatu-
ral ability can be linked to their destiny, another particular aspect of the character,
or connected to one or more of the gods.
Below, we have two lists. The first is regular stunts for Viking characters in each
Fate Condensed skill. You can rewrite them to suit your game needs using Fate
Core or FAE. The second list is stunts from the gods, according to some main
deities in Norse mythology.
Academics Stunts
Sights of Life: As I know the gods’ path, I get +2 when I use Academics to create an
advantage when trying to decipher an aspect that presages the future.
Sacred Healer: As I believe in the power of nature, I can heal a mild consequence in
myself or a target, but only once per session.
Animals Stunts
Animal Empathy: As I have a connection with nature, I get +2 when using Animals
to create an advantage, to communicate with them, or when I am dealing with wild
animals.
Wise Mount: As I am my mount’s best friend, I can flee at any time from a conflict,
no matter the conditions, by being removed and taken to a safe place by my mount.
Athletics Stunts
Flexible Body: Since I am agile as a snake, I get +2 when using Athletics to overcome
obstacles while running.
Counterattack: Since I am unbeatable in combat, I can cause two physical stresses
on a target that attacks me, but only on a success with style on the defense roll against
the target at the same zone.
Burglary Stunts
Night Invader: As I am sneaky like a snake, I get +2 in Burglary to overcome when
invading a place at night.
Fugitive: Since I have quick feet, I am not surprised by an ambush when alone, but
only once per scene.
Contacts Stunts
Allied Network: As I have friends everywhere, I get +2 in Contacts to create an
advantage when trying to find an ally in my contacts in a new place.
Influential Name: As I am persuasive and feared, I can succeed in any Skill roll, as
long as I can get help from an ally, but only once per session.
Crafts Stunts
Blacksmith: As I’m used to hard work, I get +2 in Crafts to create an advantage
when creating, repairing, or improving a metal item.
Jack of All Trades: As I am a talented craftsman, I have the right tool for any Craft
task, but only once per scene.

Fate plus 19 Vikings


Deceive Stunts
Treacherous: As I am a scammer, I get +2 in Deceive to create an advantage when
lying about the gods to convince someone to do my will.
Sharp Tongue: As I am a natural liar, I can use Deceive to mentally attack a target,
telling a convincing lie, but only if it embarrasses or defames them.
Empathy Stunts
Word of Solace: As I am good with words, I get +2 in Empathy to overcome when
comforting an ally to heal a mental consequence.
Stuck by the Tongue: Since I have a sixth sense for people, I can be successful on
an Empathy roll when trying to find out if someone is lying, but only once per scene.
Fight Stunts
Disarm: As I am a fighting master, I get +2 in Fight to create an advantage when
trying to disarm the opponent.
Sure Strike: As I study the target weaknesses, I can cause a mild consequence when
fighting on an equal footing with an opponent, but only once per session.
Investigate Stunts
Watchful: As I am attentive to details, I get +2 in Investigate to create an advantage
when discovering a scene aspect.
Concealed: Since I know how to manipulate people, I can use Investigate instead of
Empathy when discovering a target’s aspect.
Lore Stunts
Eyes on Tomorrow: As the wisdom of the gods enlightens me, I get +2 when using
Lore to make an create and advantage roll while creating the aspect I sense what is
about to happen, with no free invocation.
In the Soul: As the gods touch me, I can discover the trouble aspect of a target when
touching their head, but only once per session.
Notice Stunts
Feel the Danger: As I have heightened senses, I get +2 when using Notice to over-
come an ambush aspect.
In-depth Look: As I am attentive to details, I can discover one of the target aspects if
I can observe them for a scene, but only once per session.
Physique Stunts
Human Shield: As I have a bulky body, I get +2 when using Physique to defend on
a shield wall.
The Health of the Gods: As the gods bless my body, I can ignore a mild conse-
quence, but only once per session.
Provoke Stunts
Menacing Words: As I have a sharp tongue, I get +2 ino Provoke to create an advan-
tage when intimidating.

Fate plus 20 Vikings


Words of Violence: As I have an unbreakable spirit, I can make a motivational
speech that gives all my allies (as long as they are in the same zone as me) +1 to any
roll in the next turn, but only once per session.
Rapport Stunts
Voice of the Wise: As I speak with confidence, I get +2 when using Rapport to
create an advantage when talking to leaders and kings.
The Voice of Reason: Since I always seem to be prepared, I can speak to a
crowd and create the aspect I was right all the time with no free invocation,
but only once per scene.
Resources Stunts
The Power of Money: As I flaunt my richness, I get +2 when using Resources
to create an advantage when trying to convince someone to do my will.
The Good Fortune: Since I have access to resources, I receive two free invo-
cations, instead of one, when creating an aspect with Resources, once per scene.
Ship Stunts
Thor is With Me: As Thor guides me, I get +2 in Ship to overcome when
sailing in a storm.
Good Luck: As an experienced sailor, I can automatically succeed on creating
an advantage roll when exploring new waters, but only once per session.
Shoot Stunts
Ravenous Hunter: As I have hunter instincts, I get +2 in Shoot when roll to
hunt wild animals.
Accurate Shot: As an expert shooter, I can roll the dice twice and choose the
best result when I Shoot to attack, but only once per scene.
Stealth Stunts
Sneaky Movement: As I move like the shadows, I get +2 in Stealth to create an
advantage when I’m in the middle of a fight with multiple opponents.
Skillful Escape: Since I have light feet, I can use Stealth to automatically get
out of sight if I’m being chased at night, but only once per session.
Will Stunts
Fearless: Since I don’t fear the supernatural, I get +2 in Will to defend against super-
natural mental attacks.
Unshakable: Since I am unshakable, I can ignore a mild mental consequence if I have
at least one ally in the same zone, but only once per session.

Stunts from the Gods


The gods can change the world through their power. The life of all beings is part
of their creation. They can influence the existence of things, bending this reality
according to their will.
Being touched by the gods allows a person to have stunts beyond human capac-
ity. This manifestation of the gods comes in the form of physical power, ancient
magic, visions of the future, and other supernatural talents.

Fate plus 21 Vikings


Each character has a stunt from the gods during the barbarian creation. A player
cannot purchase a stunt from the gods with a refresh, neither during the character
creation nor in a major milestone. This stunt has a connection with the charac-
ter’s destiny aspect or another aspect that shows they have a link to the gods. To
get a new stunt from the gods, first the Viking must have another aspect blessed
by divine powers. The only way to accomplish this blessed aspect is performing a
significant feat during the game that is big enough to catch the gods’ attention.
Coming out alive from a bloody battle, where you were at a disadvantage, can
bring the aspect Odin brings me the blessing of blood, while betraying
your leaders in a bloody plot brings the aspect Loki controls my tongue.
This new aspect replaces the character’s ambition or free aspect. With the new
blessed aspect, the player can spend refresh to create a new stunt from the gods.
Stunts from the gods are more potent than usual. They can provide a bonus
besides creating an exception to the rule, receiving limitations once per scene, per
session, or at a fate point cost. A stunt that provides only bonuses will be +4 in-
stead of +2, but only in a particular situation or once per scene or session. The
GM may judge that a stunt from the gods requires extra costs.

Odin, Father of All Gods


Odin is the main Aesir deity in Norse mythology. He is the god of war, victory,
hunting, wisdom, and death. Odin lives in Asgard and can see all the kingdoms
— the realm of Aesir, Bright Elves, Giants, Humans, Fire-giants, Dwarves, Ice
and Mist, Black Elves, and Vanir. Odin sends his Valkyries daughters to collect the
souls of those who died in battle, so they can be taken to Valhalla, the dead’s palace
for those who have died with honor.

Fate plus 22 Vikings


Destiny aspect (or another blessed aspect) for characters who worship
Odin: My victory by blood is thanks to Odin; Dying on the battle-
field will take me to Valhalla; Respect for nature and creation.
Fury: Since Odin is with me, once per session I can make a second attack with
a +2 bonus if I succeed with style in the first attack.

Tyr, Opositor God


Tyr is the Aesir god of heaven, light, oath, and justice. Some say that he is the son of
Odin himself, while others say that he is the “Opositor” of the Father of All Gods, as he
preaches peace and dialogue instead of war and slaughter. Legend has it that he lost his
right arm defending the people of the nine kingdoms from Fenrir’s wrath. Despite be-
ing the god of peace, Tyr was a fearless warrior, using his only arm to brandish his sword.
Destiny aspect (or another blessed aspect) for characters who worship
Tyr: Peace among the peoples; A fearless diplomat; My sacrifice
is for justice.
Soul Sword: Since Tyr is with me, I can be successful on a Rapport roll when
negotiating peace and justice, automatically causing a mild mental consequence
to anyone who opposes me, but only once per scene or at the cost of a fate point.

Heimdall, the Wanderer God


Heimdall is the guardian of the paths between the nine kingdoms, connected by
an iridescent bridge. Heimdall is the most well-informed among the gods, as no
one travels between the realms without his permission. Even the gods seek his help
when they need someone’s or some place’s information. It is said that he can see
and hear as no one else can.
Destiny aspect (or another blessed aspect) for characters who worship
Heimdall: The judge of the paths; The wisdom of the roads; I know
a little about everything and everyone.
Wit: Since Heimdall is with me, I can discover a character aspect or scene aspect
with a free invocation; or know the whereabouts of a target, even if I don’t know
them, but only once per sesseion or at the cost of a fate point.

Baldur, The God of Beauty


Odin’s son and Thor’s brother, he was the most beloved among the gods. Baldur was
the most beautiful and resolved conflicts through goodwill, peace, and sympathy,
unlike Odin and Thor. Odin had blessed Baldur with immortality, claiming that he
could be killed only by an arrow made of mistletoe. Loki planned on hitting Baldur
by deceiving Hoder, the blind god, by making him shoot the beautiful god, and thus
killing the immortal. Many who continue to worship Baldur believe that his essence
permeates the mortal world and that he will rise from the dead during Ragnarök.
Destiny aspect (the other blessed aspect) for characters who worship
Baldur: My word will cease wars; Words are sharper than swords;
Peace is the tool against the war.
Healing Word: As Baldur is with me, I can heal a mild mental consequence in
myself or a target, by talking about the peace to come, but only once per session
or at a fate point cost.

Fate plus 23 Vikings


Loki, Trickery God
Loki is the god of trickery, mischief, evil, and lies. He is known for changing his
form and even transforming himself into other gods, confusing them. Loki was
raised as Odin’s son, but he is a mix of god and giant, making him grudge against
the gods. Loki is also known as the one who will lead the dark forces against Odin
during Ragnarök — the end of time in Norse mythology.
Destiny aspect (or another blessed aspect) for characters who worship
Loki: I’ll cheat blessed by Loki; The story is told with facts and
lies; The smartest live longer.
Pleasure in Deception: As Loki is with me, I can roll the dice twice with a +2
bonus and choose the best result when Deceiving someone about the gods’ will,
but only once per session or at a fate point cost.

Frigga, Mother of All Gods


Frigga is the mother goddess, wife of Odin, queen of Asgard. She is the goddess
of union, family, love, fertility, protector of mothers, and responsible for peace
among the gods, as many of them are violent. She has the gift of prophesying the
future but shares her visions only with Odin.
Destiny aspect (or another blessed aspect) for characters who worship Frig-
ga: I will protect my people; Hatred only fuels violence; Nothing
good comes from the battlefield.
Mother’s Persuasion: Since Frigga is with me, I can invoke my destiny aspect for
free once per scene, and all invocations provide a +4 bonus instead of +2; or I can
roll the dice twice with a +2 bonus and choose the best result for defense actions.

Mimir, the Wise God


Mimir is the wise god, holder of knowledge. Mimir owns a fountain at Yggdrasil’s
roots, the tree of life, whose waters guarantee wisdom and knowledge to all who
drink from it. Odin, looking for wisdom, asked to drink of it and Mimir, fearing
that he would become invincible, asked for Odin’s eye in exchange. Thus, the Fa-
ther of All Gods has only one eye, but he is known as the god of wisdom.
Destiny aspect (or another blessed aspect) for characters who worship
Mimir: I will sacrifice myself for wisdom; He who knows every-
thing and everyone; The source of knowledge.
Knowledge About Everything: As Mimir is with me, I can use Lore instead of
any other skill to create an advantage or overcome, with a +2 bonus, but only once
per session or at a fate point cost.

Fate plus 24 Vikings


Freya, Goddess of Nature
Freya is Vanir’s main goddess, known as the goddess of nature, beauty, compas-
sion, magic, and fertility. She was given as an exchange of knowledge to the Aesir
after a great war. Freya receives orders from Odin to command his Valkyries to
search for the ones who died in the conflict and lead them to Valhalla. It is said
that Freya is building her own army from the souls of fighting men and women
who should go to Valhalla. She escorts them to her palace, known as Fólkvangr
because she fears Odin in Ragnarök.
Destiny aspect (or other blessed aspects) for characters who worship Freya:
My compassion will save my people; Nature must be feared and
respected; Magic is present in me.
Nature’s Wisdom: As Freya is with me, I know where to find the best raw
material (metal, stone, wood, leather animals), and I always know where there is
food, drinking water, and safe shelter, no matter where I am.
The Beauty of the Goddess: As Freya is with me, I can get +4 Empathy, Contacts,
or Rapport to Create an Advantage, but only once per scene or at a fate point cost.

Frey, God of Prosperity


Frey is a Vanir god, Freya’s twin brother, linked to prosperity, good harvest, fertili-
ty, joy, and peace. He is the sovereign of the Álfheim kingdom, the elves’ realm, re-
sponsible for vegetation growth. Despite being a god associated with good things
and peace, his fate is to fight great battles during Ragnarök against Surt, the fire
giant of the Musphelhein.
Destiny aspect (or another blessed aspect) for characters who worship
Frey: My family will reign, for Frey; There is no fate that I can-
not conquer; Prosperity will bring peace.
Word of Peace: Since Frey is with me, once per session or at a fate point
cost, I can roll the dice twice with a +2 bonus and choose the best result on an
overcome Empathy or Rapport roll, but only when I am resolving a conflict
through dialogue.

Njord, God of the Seas


Njord is the father of Freya and Frey, being the greatest god of the Vanir clan. He is
the god of the seas and sailors and is often represented as a boatman. Njord is just
as important to the Vanir as Odin is to the Aesir.
Destiny aspect (or another blessed aspect) for characters who worship
Njord: The lord of the seas; Pathfinder of waters; The ocean is
my cradle.
Intrepid: As Njord is with me, I can overcome any aspect related to the seas,
with no roll, once per session or at a fate point cost.

Fate plus 25 Vikings


Thor, God of Thunder
Thor, the god of thunder and war, is the son of Odin. During battles, it is com-
mon to hear prayers to Thor, asking for strength and determination to win the
fight or die with honor, to be taken to Valhalla. Odin sends Thor to mediate con-
flicts with the power of his hammer, Mjolnir, which makes him a popular name
for fighting battles in the name of the gods.
Destiny aspect (or another blessed aspect) for characters who worship
Thor: The storm is my blessing; Thor guides my way with the thun-
der’s fury; The force of the storm in my body.
The Thunder Fury: As Thor is with me, I receive a free invocation of my desti-
ny aspect per scene, and a +3 bonus instead of +2, or roll the dice twice and choose
the best result, whenever I Invoke this aspect in physical conflicts.

Fate plus 26 Vikings


Viking Shamanism
“Runes you will find, and readable staves,
Very strong staves,
Very stout staves,
Staves that Bolthor staine,
Made by mighty powers,
Graven by the prophetic god.”
— Hávamál, The Sayings of Hár

By Lucas Peixoto
Magic among the Vikings is very present. It manifests in the daily religious prac-
tices; in the rituals that precede the year’s seasons, so they can have good harvests
or less rigorous winter; and also omens, small signals that symbolize the emptiness
and the gods’ caprice.
Everyone knows magic and knows that it exists, but only a few can decipher the
secret of the runes, taking from them their magical essence, which turns their will
into reality, materializing the desire of the spellcasters and sometimes pleases the
Father of All. However, when the shaman dares to manipulate a power greater
than their abilities, many wrong and unpleasant things can happen.
Nordic witchcraft practitioners are divided into three groups, each with their
own unique way of conjuring spells: seiðr, galdr, and völva. The goals and the
effects achieved may be similar, but each of them follows a different path. Fur-
thermore, one practice does not exclude the other: a seiðkona may well learn to
perform galdr spells.
Seiðr practitioners are called seiðkonas. This spell is cast through chants, which
must be performed while the shaman concentrates on the runes and the effect
they wish to achieve (usually simpler and more objective), which happens at the
moment the spell is cast.
To perform the Galdr, the shaman must have their grimoire, the galdrabók. In
this book, all their enchantments are written, in a very specific poetic metric that
helps the liberation of magic, the galdralag. These spells take some time to cast and
their effects can last for days, weeks, or even permanently. The shaman must paint
or carve magical runes for the effect to take place.
For the most complex and dangerous spells, part of the Völva magic, the sha-
man must always have their magic staff while undergoing a deep trance. These
spells are of the ritualistic type, which takes hours or even days to perform and
may require sacrifices in the process. They are more powerful and aim to accom-
plish great things, such as climate changes and clairvoyance.
Any of these magical practices are divided into two purposes: defensive and of-
fensive spells. The shamans of the first group are very well accepted in society.
More than that, they are always required when worldly resources are not enough
to solve a problem. On the other hand, practitioners of offensive magic are feared
and avoided at all costs, causing great fear in people, even to the karl or a jarl.

Fate plus 27 Vikings


How to
perform spells
For your character to be able to perform any kind of
magic, they must have an aspect that allows it, in ad-
dition to the Runes skill. Each aspect permits only one
practice.
Seiðkona of the island fjords; Master in the
verses Galdr; The irrepressible shaman Völva.

New skill: Runes


The different shamanic practices relate more to the length, shape, and intensity
of Viking magic, being instant and simple to seiðr, lasting or permanent galdr,
and grand and portentous for völva. However, the effect achieved depends on the
shaman’s knowledge about magical runes. It is the gods who give the shaman per-
mission to access the hidden power of the runes and perform their magic.
Each magical rune is associated with a Nordic deity; its powers can only be ac-
cessed if the shaman receives the grace of the goddess or god. This must occur
naturally or with minor issues within the narrative, demanding that the shaman
makes a sacrifice, assist their devotees or please the gods in some way.
For each level in the adjective ladder, the shaman receives knowledge from the
deity’s runes. The shaman who has Runes skill Fair (+2) has permission from two
gods to perform the effects of their runes, being able to access 4 runes. A shaman
with Runes Fantastic (+6) has the blessing of six gods, and therefore can access
12 runes. When acquiring the skill and determining the level, the Player needs
to write down, in the character sheet, the gods and the runes they have access to.
Each deity knows two runes, which allows the shaman to perform any combi-
nation of effects attached to it, as described below. The 16 runes of the Futhark
alphabet are listed, which are the lines known and used by the Vikings during the
expansion period (793-1066 AD). In addition to the effect of each rune, its failure
is also detailed, which describes what happens when the spell fails, or how this
rune can be used offensively.
When casting a spell, the shaman must choose a rune, or a combination of
several, to which they have access and then describe their intention based on the
effects those runes have. When they have success or success with style, its effects
will be achieved. If they tie or fail the spell, a low or high cost can be applied, re-
spectively. This cost must be related to some failure of the chosen runes.

Fate plus 28 Vikings


Frey
Rune: Faith ( )
ility, luck.
Effect: Wealth, abundance, fert
bad luck.
Failure: Poverty, famine, ruin,

Rune: Air ( )
ce, prosperity.
Effect: Harvest, abundance, pea
ery.
Failure: Hunger, war, decline, mis

Freya
Rune: Bjarkan ( )
Effect: Birth, marriage, resumption, growth.
Failure: Death, disease, abrupt end, illness.

Rune: Yr ( )
Effect: Animals, livelihood, protection, comfort.
Failure: Anguish, discouragement, fatigue, vulnerability.

Heimdall
Rune: Reið ( )
Effect: Riding, journey, change, knowledge.
Failure: Kidnapping, misfortune, paralysis.

Rune: Kaun ( )
Effect: Revelation, knowledge, passion.
Failure: Disgrace, unhappiness, hatred, ignorance.

Fate plus 30 Vikings


Loki
Rune: Ðurs ( )
e temper.
Effect: Giant, powerful, fire, explosiv
ies, risks.
Failure: Selfishness, conflict, difficult

Rune: Nauðr ( )
torment.
Effect: Suffering, difficulty, poverty,
ission, starvation.
Failure: Imprisonment, death, subm

Njord
Rune: Hagall ( )
Effect: Nature’s fury, air, storm, blizzard.
Failure: Retreat, surrender, drought, flooding.

Rune: Lögr ( )
Effect: Emotions, feelings, dreams, water.
Failure: Nightmares, fear, castaway, confusion.

Odin
Rune: Óss ( )
Effect: Gods, intuition, communication, inspiration.
Failure: Intrigue, lies, gossip, defamation.

Rune: Isa ( )
Effect: Winter, challenge, ice, patience.
Failure: Stagnation, blockages, distress, inflexibility.

Fate plus 31 Vikings


Thor
Rune: Úr ( )
, earth, energy, health.
Effect: Physical strength
akness, passivity.
Failure: Loss, illness, we

Rune: Maðr ( )
er.
ndship, family, social ord
Effect: Humanity, frie
mity, intrigue, disorder.
Failure: Decadence, en

Tyr
Rune: Sun ( )
Effect: Heat, victory, honor, healing
.
Failure: Cold, dishonor, defeat, with
er.

Rune: Týr ( )
Effect: Justice, courage, discipline,
leadership.
Failure: Betrayal, violation, revenge
, cowardice.

O Overcome: Use this action when you want to identify a spell or ritual in
progress or realize what spell or magic runes are in use. It can also be used
to cast spells that remove curses, cure illnesses, cancel enchantments or
overcome similar aspects.
C Create an Advantage: This allows the character to cast spells to aid the
shaman, create aspects like enchanted weapons and armor, strengthen
plantations, predict the future or change the climate.
A Attack: It is not possible to attack with this skill.
D Defend: It is not possible to defend with this skill.

Fate plus 32 Vikings


The spell effect depends on the method by which it was cast. In general, follow
the indications of each magical practice. Let’s see some examples:
Seiðr: The shaman must be able to chant songs for the spell to take effect. It
happens instantly and the spell’s target(s) must be within reach of their voice.
Seiðr spells take one or more exchanges to cast, depending on the target number
and complexity of the desired effect.

• Bringing courage and strength to warriors before a battle requires the use of
úr (physical strength, energy, health) or týr (courage, discipline, leadership)
runes.
• Calming animals’ emotions, or making them angry, requires yr (animals)
or lögr (emotions).
• Relieving disease symptoms can be done with the nauðr (suffering), yr
(comfort) or úr (health) runes. To cease poisoning effects or cure a disease,
use the sun (cure) rune.
• Casting a spell with the úr rune (physical strength) can give you the strength
of a bear; the rune reið (journey), the agility of a cat; and the rune hagall
(fury of nature), the voracity of a badger.
• You can predict the weather using the runes sun (heat), hagall (blizzard) or
lögr (water).

Galdr: Must be cast as the shaman reads the spell in galdrabók. For the effect
to be achieved, it is necessary to draw or carve the chosen rune on the target(s) of
the spell. Galdr spells take one or more exchanges to cast, depending on the target
number and complexity of the desired effect. At the time of casting, the shaman
defines the duration of the spell, whether a few exchanges, scenes, or indefinite
time. The galdr shaman cannot have a number of active spells greater than their
Runes skill level.

• During a war, the shaman can use ðurs (fire, explosive temper) to either
summon fire on swords or to turn warriors into berserkers.
• A house can receive an enchantment that keeps it warm during winter, using
the isa (winter), ðurs (fire) or yr (protection) runes.
• A ring can bring great fortune to its bearer, by just enchanting it with faith
(wealth, abundance, luck).
• An elemental trap can be placed on a room or entrance, with the ðurs (fire)
or isa (ice) runes.
• Securing a place or a person from damage or injury requires the rune
yr (protection).

Völva: It can only be conjured with a magic staff. To conjure a ritual of Völva
magic, the shaman enters a trance, in which they fail to perceive the world around
them. The ritual takes one or more scenes to be performed and its result can occur
at the end of the ritual’s conjuration or sometime later, depending on the target
number and complexity of the desired effect. Complex effects may require sacri-
fices or special items; the GM decides.

• Casting a curse on the air (harvest, wealth), bjarkan (birth, growth) or yr


(animals) runes could cause a plantation to have a failure of a crop or animals
to not generate resources, such as eggs and milk.

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• Conjuring a storm with heavy rain, snow, lightning, and thunder would be
possible with hagall (nature’s fury, storm, blizzard) or isa (challenge, ice).
• It is possible to temporarily take the form of a fish with the rune lögr
(water), an owl with the rune kaun (knowledge), or a wolf with the rune
týr (courage).
• By casting a ritual with the úr (earth) or lögr (water) runes, the shaman
can sense the presence of creatures that are in contact with a surface or that
have been in that place for a short time.
• The shaman can also communicate in a rudimentary way with all kinds of
living beings. Use the lögr (emotions, feelings) or óss (communication)
runes to feel the emotions the target has experienced or to exchange brief and
simple words with them.

Rune Stunts Examples


Magical Herbs: The PC knows how to identify which herbs have magical
properties, gaining +2 to Runes when casting spells in a forest, as long as they
have the time to harvest the herbs.
Chosen of the Gods: Choose a god or goddess who will allow the character to
access the runes. Since they are the god’s favorite shaman, they will get +2 Runes
to cast spells using any of their two runes.
Specialized Craftsman: The PC is a specialist in carving runes (whether in
stone or wood), and therefore any Galdr spell cast on any of these surfaces is more
difficult to be detected by a person without knowledge of the runes.
Resonant Voice: When performing a Seiðr spell inside a closed room, the PC
can make sure that everyone present can hear them, no matter how much noise
there is inside or outside the place.
Deep Night: When performing a Völva ritual on a new moon night, the char-
acter can spend a fate point to improve the dice’s result (i.e. a failure becomes a tie,
a tie becomes a success and a success becomes a success with style).

Fate plus 34 Vikings


Berserk
Unleash the unbridled fury
By Fábio Silva
Berserk is the Nordic term for the uncontrollable fury and bloodlust warriors ex-
perience before battle.
Some legends say that these groups of warriors were religious fanatics who wor-
shiped Odin and entered a state of fury and excitement when at the verge of de-
feating the enemy or dying and going to Valhalla.
They may ingest a mixture of herbs and alcohol that causes the berserk effect —
in others, that same mix could cause lull and sleep. If a warrior took the anointing
and felt the fury rise in their body, Odim would bless them for the battle.
Others say about rituals consisted of fighting, dancing, and drinking to receive
the berserker’s approval and power. These warriors were known as wolves or bear-
skins, as they seemed to ignore the blows they received while killing their enemies.
Others said that they were guided by these animals’ spirits or wore their skins, still
warm and wet from blood, and charged naked against the enemy.
Rules for Berserker
The GM may set prerequisites for characters to go berserk — whether it is pray-
ing, drinking an anointment, being bathed in blood, killing a bear, dressing its
skin, or other narrative events. Warriors can enter this state of fury during the
game, as long as they have fulfilled the GM’s prerequisites (if any).
To do so, the player declares, “I’m going berserk” or any other catchphrase. If
the player declares at the beginning of their turn, they can use the berserk effects
instantly, as shown below. If they declare at the end of their turn (after they have
performed an action, rolled the dice, and moved), then the berserk effects will start
at the beginning of their next turn (at the following exchange).

Berserk Effects
When the player declares that their character has gone berserk, the warrior replac-
es their high concept with Warrior dominated by the berserker’s fury
until the end of the scene or until the character leaves the combat.
Warriors went berserk during battles, not in minor conflicts or simple fights —
unless something very important was at stake. The GM can put as a prerequisite
that the warriors are outnumbered to activate the berserk’s effects.
The berserk effect works as a super stunt or an extra. While in a fury state, the
warrior receives some benefits and disadvantages, as below.

• They cannot concede


• They get +1 on all attack and damage rolls
• When they receive a consequence, they can invoke it once for free in the next
attack
• Once per scene, they can spend a fate point to ignore all the stress from an
attack
• They roll twice and get the worst result in defense actions
• They can’t invoke or activate social aspects, neither stunts
• When there are no more enemies to be attacked, they receive a physical mild
consequence Exhaustion. If all the consequences are in use, they pass out
and leave the scene immediately.

Fate plus 36 Vikings


Choose Your
Weapon!
Life or death in your hand
By Fábio Silva
Weapons, armors, and shields were essential to the Vikings, as these were their ma-
jor tools for combat and hunting. With them, they conquered lands, kingdoms,
and won battles. These items were like their family — something they trusted their
life with. For some of them, there was nothing special about a specific weapon;
they just needed to have something in their hands and were ready for combat. For
others, weapons were inherited or forged as a gift and could have special bonds.
It is essential to note that this article provides different levels of complexity for
using weapons, armors, and shields, and is intended for games that dedicate at
least minimal attention to weapons. We’ll look at some tips to avoid the “arms
race” mood, where players will think a lot wether their weapons are good enough
and where or how they could get better equipment to nullify their opponents’
power. These rules are good for stories that revolve around personal combat, tac-
tical battles, or important conflicts.

Vikings Equipment
Before we start with the rules, let’s understand how the Viking people made their
weapons, clothing, and shields.
Vikings’ sword handles had many shapes and were made of bones, horns, and
metals (even silver or gold). Swords were expensive to produce. At the end of the
hilt was the pommel, serving as the blade counterweight,decorated according to
the owner’s wishes. They manufactured the blades with grooves and cuts, which
made them lighter and cheaper to produce.
Swords were weapons of status. Due to its high cost, not all Viking warriors had
one. They buried only the noblest of them with their swords, and it was common
practice to pass down the swords from generation to generation or to give them as
a gift in a sign of good faith and alliance.
There were also several types of axes intended for various purposes. They could
be used as tools, such as working with wood, constructing boats and houses, and
existed in many sizes and shapes. Using an ax for combat was natural; after all, it
could cause damage like a weapon — and, for that purpose, they could make it
lighter. Vikings buried many wealthy warriors and even simple people with their
axes, which shows their popularity. They were all made of iron, but some had
silver and copper ornaments.
Vikings wore iron helmets without ornaments, and they were really expensive.
Ornate horned helmets probably had a ritualistic purpose — there are no histor-
ical records of combat helmets with horns or ornaments. Having props on the
helmet was impractical in most situations — there was almost no space on the
sailing boats when all of them were together, and an opponent could use the horn
of a helmet as a support to pull or push a warrior’s head.

Fate plus 37 Vikings


The shields were made of wooden plates joined by a central iron dome, which
protected the hand. The wood was decorated with paintings, engravings or iron
edges, as well as nails. They buried many warriors with their shields so that they
could accompany them on their last journey.
Vikings made their garments out of wool, linen, and animal leather. They wore
helmets, chain mails, or iron plate armors to defend the body, but this was a luxu-
ry item that few could afford.

The Desire for Power


This article presents some weapon systems that the GM can use alone or in
combination — the more options you include in your game, the more complex
and complete it becomes. The dynamics between the use of weapons and the
consequences they can bring to the story’s rhythm are essential, and the GM
must think about it.
Many stories with legendary swords, bows, spears, and shields provide power
beyond normal for those who use it. However, these items are not easily accessible
and often require a long journey to be conquered.
Including a rule system can change the pace of the story. A character with a
powerful attack or defense can quickly take down their opponents, and only the
strongest and best equipped NPCs will be able to face them. They can defeat mi-
nor NPCs with just one hit, and it’s unlikely that these opponents will be able to
cause physical stress on them.
If you’re setting a one-shot adventure, giving them these equipment can be
fun — “Let’s see the damage we can do in this story using these items.” But in a
campaign, allowing beginning characters to have access to powerful equipment
can take on huge proportions further on, with cinematic and massive combat. If
that’s the mood you plan for your game, then go ahead.
So, the GM can start the adventure with standard equipment for beginner char-
acters, with nothing special. After achieving a milestone (minor or major), they
evolve their equipment. Perhaps they got something as a gift for their services, or
maybe they stole an item from a villain, or even bought new equipment with the
resources gained in their last mission. So, common equipment can be an aspect,
become a stunt or extra, according to its importance and the rules that the group
uses. Equipment that provides bonuses or reduces damage, such as armors and
shields, can start with +0 and increase this value with each new milestone.

Aspects are Your Weapon


The simplest way to highlight weapons without making them the game’s focus is
to create them as aspects of the character or of the scene. Aspects allow the player
to create a dramatic bond with the item with mechanical effects.
Someone known as The silver ax warrior may have a reputation for mak-
ing deadly blows with their weapon that stands out for its power and origin (its
destructive impacts when invoking the aspect). The player must contextualize the
importance of the item, explaining its origin and how it came into their hands.
Equipment used in this way adds dramatic possibilities and plot to the story.
The GM can compel these aspects, perhaps allowing the weapon, armor, or shield
to fall into the hands of envious opponents, such as a Jarl who is jealous of one
of the protagonists, a blacksmith or artisan who wishes to have it as a trophy or
personal item, and so on.

Fate plus 38 Vikings


So, whenever the characters explore unknown lands and gather loot, receive a
gift from someone important, or buy their equipment, it could become an aspect.
This system’s disadvantage is that there is no mechanical difference between a
Bloody cursed blade and a Revengeful dagger — both provide a bonus
or allow the player to roll the dice again when invoked. Its greater meaning is in the
narrative, compelling situations, differing from standard equipment.
The same applies to defense equipment, such as armors and shields. The player
creates an aspect like Heavy dark wood shield or Leather armor with
metal plates, which they can invoke in defense actions or compel when appro-
priate (such as when swimming or sneaking).
The GM should look for opportunities to compel these aspects if they are mis-
used. Swords can get Crooked, axes can have a Broken handle, shields can
become Loose, and armors can be Compromised. It is necessary to perform a
Crafts overcome roll against +2, out of combat, to get rid of these aspects.

Fate plus 39 Vikings


Equipped with Stunts
Stunts are excellent tools for creating special equipment or abilities. Items made
this way have more prominence in the story than those created as aspects. Perhaps
it is something important for the character, a piece of equipment designed by a
famous artisan, an inheritance from someone important, or anything that sets this
item apart from any other.
If it is a particular skill when using the equipment, the character is probably
known for their deeds. The character might have a unique way of striking with
their sword or make sure-strikes with their ax, bold maneuvers with their shield,
and so on.
The first prerequisite for an equipment stunt to work is that the character must
be wearing or carrying it. If it is a weapon, it must be wielded and in a condition to
be used — a Crooked sword or an ax with a Broken handle may not meet
these requirements at the group’s discretion.
The second prerequisite is that the character needs to use the equipment in spe-
cific combat situations. The stunt can not be so powerful that it can be used too
often or provide regular benefits. If this happens, the GM may require an extra
refresh cost or fate point to activate it.
As with the aspects, the GM can compel an equipment used in an improvised
or irregular manner, causing it to wear out — the stunt equipment receives an
aspect like Crooked or Broken, or other that limits its use. It is necessary to
perform a Crafts overcome roll against +2, out of combat, to eliminate these as-
pects, requiring a few hours of work with the right tools.
The same applies to shields and armor. First, the Viking must wear the equip-
ment, and they must be in good condition for the stunt’s activation. These pieces
of equipment can suffer compel for wear or improvised use, as above.
The cost to create stunts like this is simple. By investing a refresh point:

• The weapon provides +2 physical stress in specific situations and against a


particular enemy.
• It can Reduce by -2 the physical stress for armor and shields in specific situa-
tions and against a particular enemy.
• The weapon gives +1 to attack or defense rolls in specific situations and
against a particular enemy.
• The weapon can break a fate rule.

Increase refresh cost for each +2 additional damage or +1 on attack and defense
rolls. The GM may require a fate point or extra refresh if the player wishes to hit
more than one target at the same time or an entire zone; if they want to benefit
from a general situation rather than specific conditions, and so on.
Specific situations can include fighting on an equal footing with an enemy,
fighting in the rain, when mounting, defending an ally, and so on. Defining one
enemy in particular means that they are better against an opponent of their choice:
wild animals, male warriors, peasants, or other specific targets.
Here are some examples:
Arh’s Ax: The great artisan, Arh, made this ax. It provides +2 physical stress in
an uneven or outnumbered fight.
Leather Armor: You produced this armor from the leather of animals sacri-
ficed to the gods. It reduces 2 stresses against sword attacks.
Fate plus 40 Vikings
Sword of Waters: The sea brought this sword to you. It provides +1 to attack
rolls when you fight on the beach or near the ocean.
Blood Warrior Helm: This helmet has specific carvings that create a sinister
look to the wearer. You get a +1 to defend when fighting a single opponent.
Salvation Shield: When you use your shield to defend yourself and are un-
armed, you can roll the dice twice and choose the best result.
Another use of stunts is to create unique moves with specific weapons. The
prerequisite is to have an aspect confirming that the character has the weap-
on, such as Ax inherited from my grandfather, Bloody revenge’s
sword, or Shield of a hundred battles. To activate the stunt, the player
must invoke the aspect.
Strike of Fury: When invoking the aspect Ax inherited from my grand-
father and attacking a target that caused me stress, I deal +2 physical stress.
Enhanced Defense: When invoking the Shield of a hundred battles
aspect, I reduce 2 physical stresses if the target has previously attacked me in the
conflict.
Revenge Strike: When invoking the Bloody revenge’s sword aspect, I
can roll the dice twice and choose the best result to attack an enemy that has al-
ready dealt stress on me or on an ally.
Quick Defense: When invoking Heavy dark wood shield, I can roll the
dice twice and choose the best result to defend against an injured opponent.
Resistant Armor: When invoking Leather armor with metal plates, I
can avoid a mild consequence once per scene, even if I fail the defense roll.

Extra: Weapons and Armors


Fate Core, on page 277, presents the Weapon and Armor Ratings rule (here we
will call it Equipment). It is great if you are looking for something more complex
than aspects and stunts. As the book points out, you need to be careful about a
character’s power level. Again, it is recommended that they start with weapons
and armor with a +0 stress bonus (maybe even -1) and get new equipment, in a +1
progression, for each major milestone they reach.
The GM can give the PCs access to these weapons and armors by saying that
all medium quality weapons, crafted by most blacksmiths and artisans in the vil-
lages, are Equipment: 0. These will be the PCs’ initial equipment. Items with a
better quality, typically made in big cities and with a higher cost, are Equipment:
1 and 2. Only the best blacksmiths and artisans, probably working for royalty,
produce Equipment: 3 and 4 — the most powerful being reserved only for kings
and wealthy families.
The GM can also divide the power of weapons and armors according to size.
Weapons and armors of small to medium size (knives, daggers, linen clothing, etc)
are Equipment: 0 (maybe even -1). Weapons with medium blades such as short
swords, small axes, hammers, or armors such as leather or wooden shields can be
rated 1 or 2. Long Blades or heavy weapons (such as large axes and hammers) are
classified as 3, while those with a better finishing and bigger or heavier than the
usual can be a Weapon: 4. Clothing such as chain mail can be Armor: 3 while
metal plate armor is Armor: 4.

Fate plus 41 Vikings


So let’s go deeper into the Fate Core rules on equipment. By using these rules,
it is possible to think of new stunts, such as:
Secret Movement: When succeeding with style with a sword attack, you can
choose to ignore the target’s armor value instead of reducing the shift by one to
receive a boost.
Reinforced Shield: Once per scene, or at the cost of a fate point, you can ig-
nore the value of the weapon that attacked you.
Vigorous Attack: On a successful attack, you can choose to reduce the target’s
weapon or armor value by one, attacking the item efficiently to damage it.
The Fate System Toolkit presents alternative rules for weapons and armor on
pages 70-72. First, it is explained how to use a variation of this same weapon and
armor ratting rule, defining the minimum and maximum stress that an equip-
ment can cause and defend.
The toolkit still presents an alternative to using weapons and armors as aspects,
but it differs from what we have in this article. By those rules you can invoke a
weapon aspect, on a successful attack, to force the enemy to receive a consequence,
as well as other ideas.
The book finishes the section with tips on using different dice colors for weap-
ons and armors, adding them to the attack and defense rolls. It is worth checking.

Ammunition and
Throwing Weapons
Fate has an abstract concept for disposable weapons or ammunition. In most sit-
uations, the GM will compel the weapon by asking, “do you run out of arrows?” or
“do you run out of your throwing axes?” If the player doesn’t want this to happen,
they can simply pay a fate point to avoid the situation. This concept applies well in
all cases of the rules presented above — with weapons as aspects, stunts, or extras.
If your group enjoys a more complex approach, such as counting the weapon’s
use until it needs to be reloaded or replaced, use the system below.

Weapon Stress
Each weapon with ammunition or quantity control, such as arrows or throwing
axes, has a stress bar representing its quality and quantity. Characters who proper-
ly prepare for conflict can get weapons with more stress boxes — players and GM
should talk about how many boxes each weapon can have, but three to five is a
good number for most basic weapons.
Whenever the player attacks with the weapon, they must mark one box — if
they succeed with style in the roll, they do not need to mark the box, as they used
the weapon efficiently.
When all the weapon boxes are marked, they will be Out of ammo or the
weapon will be Unusable. To make this aspect disappear and use it again, the
character needs to spend a fate point or perform an overcome roll of Shoot, Craft,
or Resources against Mediocre +0. The GM may require other skills, if deemed
appropriate, such as Notice to walk on a battlefield and collect arrows and axes
from the ground and bodies. Each shift achieved retrieves a stress box of ammo.
This roll represents the time spent to obtain new ammunition, either by searching

Fate plus 42 Vikings


their supply or finding the items in their path, if it makes sense. Failing means that
the character cannot get more ammo. Success with a cost could indicate that the
weapon may not function properly or the character is poorly positioned to use
the weapon efficiently.

Equipment Stress
This system also works to wear equipment down, such as swords,axes,
shields, and armors. As this equipment’s durability is greater than just a few
rolls, the player marks a stress box only when they fail the attack or defense
roll (succeeding with a cost also marks boxes). When all boxes are checked,
the equipment needs maintenance to become usable again. A Crafts over-
come roll or other appropriate skill against Fair +2 is required. Each shift
achieved retrieves a stress box from the equipment.

The player can draw the stress boxes of equipment next to its name, being it an
aspect, a stunt, or an extra.
An alternative rule is to define that all equipment has three stress boxes. If the
player invests a refresh point, they can add two extra boxes to one of their equip-
ment. If the character has Crafts +1 or +2, the equipment receives another stress
box. If they have Crafts +3 or +4, the equipment receives two extra boxes, and so on.
Using our previous examples, by applying this rule, it would look like this:
Aspects:
3 Bloody cursed blade
4 Revengeful dagger
Stunts
3 Arh’s Ax: The great artisan, Arh, made this ax. It provides +2 physical
stress in an uneven or outnumbered fight.
5 Salvation Shield: When you use your shield to defend yourself
and are unarmed, you can roll the dice twice and choose the best result.
This is a great system to use in Viking settings, as the conflict is constant, even in
political stories. Limiting weapons can make every blow count on the battlefield.

Fate plus 43 Vikings


Sailing the
High Seas
Build your vessel
and sail towards adventure
By Fábio silva
The Vikings managed to accomplish the most remarkable nautical feats for the
time they lived. In addition to building innovative, high-quality vessels, they
could cross the seas without modern navigation devices.
Boats were a symbol of prestige in Viking society, but they were not only used
as a means of transport. They were also their primary tool for fishing, exploration,
negotiation, and raiding.
Below is some information about boats and sailing, which can make exciting
adventures on the seas.

Navigating to Destination
Navigation was the primary means by which Vikings arrived at their destinations
to plunder. Their ships were one of the most outstanding nautical achievements
of the dark ages in Europe, as they had a draft (in short, hoes deep the boat’s hull
goes in the water) of a few tens of centimeters. That way, they could sail in shal-
low water (even in rivers) and land directly on the beach and slopes. Usually, the
ships dropped the anchor many hundreds of yards or a few miles from the beach.
Their crew members could get into smaller boats and paddle to their destination,
as large ships might damage the hull in corals and rocks.
The Vikings had warships, called langskip (also known as Dracar), that were
long, narrow, and low. They were sailing ships with a central mast and used long
oars. Knörr, on the other hand, were short and wide boats with higher edges, used
for heavy loads and fishing.
Thus, warships were more typical for looting, and they could remove the tim-
bers on the deck, or, in some cases, there was a large hole to give access to the cargo
hold. The shields were usually attached to the boat’s sides because of the small
space, protecting from winds and waves. Each crew member had a sea chest, where
they kept personal belongings and was probably used as a bench when paddling.
There are legends about longer and wider warships, with the capacity for more
warriors and more incredible speed on the high seas. That is up to the GM to decide.
They used warships in maritime conflicts, fighting battles on the seas. They tied
allied boats together to facilitate group combat maneuvers and rolled up the sails
to avoid damage that could hinder future navigation. The boats worked as mov-
ing islands, and each one sought the best position to attack the enemy ship using
arrows and spears before approaching and invading it.
Some could ensnare isolated enemy boats and pull them closer so that the crew
could approach and take the enemy ship, going into hand-to-hand combat. There
were smaller boats that roamed the waters in search of fugitives who jumped into
the sea in an attempt to escape.

Fate plus 44 Vikings


Ships were valuable assets. With these conflicts, they intended to arrest or kill
enemy crews to take possession of the enemy’s boat, using it in future combats,
and taking advantage of any goods inside it. So it was common to avoid attacks
that could damage a ship.
They probably had an average crew of 18-30 members in charge of mainte-
nance and oars.
Some trips could take days, weeks, or even months. The warriors rested in leath-
er sleeping bags and laid where they could. They brought drinking water and beer
in leather bags and ate dried, salted, or smoked meat.
Sailing for plunder and exploitation was not a regular event and took place once
or twice a year. It was common to have great preparation for the event and they
stayed six months or more at their destination before returning to their homeland.
They used astronomical observations as a navigation method, watching the sun,
stars, and moon, traveling only in favorable weather conditions — they probably
used devices to measure the sun’s shadow at noon to orient themselves during
navigation. They sailed close to the coast, always having land in sight, and avoided
night navigation.

Building Your Ship


The size and crew may vary, but the goal is the same: to cross the seas and face
dangers. A ship and its staff must be ready to overcome the challenges it will en-
counter along the way.
A well-built ship is like a group member; it will be a part of the adventures,
conquests, and defeats, and everyone must collaborate in its creation.

Ship’s High Concept


An average ship has one aspect, a High Concept,
Building and maintaining a ship that describes its most notable qualities, either its
was a feat that required a lot of own characteristics or its crew. Larger vessels can
money. Characters may have ac- have an extra aspect, while smaller ones only have
cess to a vessel of their own if they two skills and no stunt — the Vikings use small
have Resources +2 or more or an boats for fishing or stealth invasions.
aspect that shows their wealth or The High Concept must represent its crew’s
noble origin. spirit of adventure, origin, or goal. You can think of
Another way for the PCs to an aspect like As fast as thunder and ready
take part in an adventure at sea is for danger, or It seems harmless. This as-
to join as warriors in an onslaught pect is invoked in the ship’s rolls or by any member
by a nobleman who undertakes of the crew. Opponents may invoke it against the
sea explorations. group, or the GM may find ways to compel it on
These rules assume that the the high seas.
group will engage in naval com-
bat at some point in the story or Skills and Stress
that the boat is relatively import- Ships use some of the skills that the characters have
ant to receive its character sheet. but in a different way — that way, the group doesn’t
If the GM thinks there will be no have to worry about new rules or skills. Each skill
marine adventures, mentioning represents crew action, vessel conditions, or avail-
the ship or creating it as an aspect able resources, but some of them may work differ-
of the group is enough. ently since a boat cannot “Shoot” an arrow by itself.

Fate plus 45 Vikings


Let’s look at a few examples of how to use some skills to represent the crew’s ac-
tions. This list considers the skills presented in the article Vikings as Characters, in
this zine, and the skill list in Fate Condensed. If a skill does not appear below, the
crew cannot use it or it has no practical application during navigation — discuss
exciting and unusual ideas for the skills with the group.
Fight: This skill represents the crew’s hand-to-hand combat ability when they
run into an opponent’s ship or perform an invasion maneuver into the oppo-
nent’s deck. It is used if both boats are in the same zone.
Investigate: This skill represents the crew’s ability to solve riddles and mysteries
together. The sea hides many secrets.
Notice: This skill shows how attentive the crew is to the events around them.
They use their senses to understand dangers before they happen.
Physique: This skill represents the physical condition of the boat, not the crew.
If a ship does not have the Physique skill, it means that it was so poorly built or is
in such bad shape that it can sink quickly (only one stress will do that).
Provoke: This skill represents the ability of the crew to make opponents act
the way they want. The crew might chant war cries, hitting their swords in their
shields, playing Gjallarhorn, and other appropriate actions to incite their targets.
Resources: This skill represents how well-equipped the crew is or the ship’s
reserves. The vessel can roll Resources to determine whether the boat or crew has
specific equipment, food, drinking water, and other appropriate goods.
Ship: This skill represents the crew’s knowledge of navigation based on previ-
ous experience. They can roll instead of the character’s skill to lead the expedition.
Shoot: This skill represents the crew’s ability to shoot arrows at the opponent’s
boat or land. There were no other forms of Vikings’ boat ranged attack that could
use the Shoot skill.
Stealth: This skill represents stealth actions by the crew and the boat, such as
approaching opposing ships or the shore without being noticed.
Will: This skill represents the willpower and loyalty of the crew. Low will-
power can put a mission at risk, as it can boost cowardice actions, dubious feel-
ings, and betrayal.
The group will choose six skills, one Good (+3), two Fair (+2), and three Aver-
age (+1). These will be the capabilities of the group’s boat crew. It is a good idea
that one of them is Physique. If a large part of the team is absent or unable to act
for some reason, the GM may judge that a roll of a specific skill is not possible.
Each skill noted on the boat’s character sheet has twice as many stress boxes. If
a ship has Fight Good (+3), there will be six stress boxes next to this skill on the
boat’s sheet. If the group chooses Provoke Fair (+2), there will be four stress boxes
next to it, and so on.

Fate plus 46 Vikings


HIGH CONCEPT

OTHER ASPECT

SKILLS

+3 __________
Fight 6
+3 __________ 6
Provoke
+2 __________ 4
+2 __________ 4
+1 __________ 2
+1 __________ 2
STUNTS
These boxes represent the ability of the crew or boat to continue operating in
that manner.
When the group decides to make a roll using a boat’s skill, they need to succeed
in the challenge, dispute, or conflict. On a failure, they check a box from the rolled
skill. It doesn’t matter by how many shifts the roll failed or by how many shifts the
opponent won their attack roll or created an advantage.
If it succeeds and the opponent fails, the target marks a stress box from the skill
rolled. In the event of a tie, neither side marks the box (some types of actions pro-
vide a boost, so check Actions in Fate Condensed, p. 18 to 21).
The group attacks the opposing ship using the Shoot skill, as they are
a few zones away. One of the players rolls the dice and gets +1. The PCs
boat has a Shoot +2, and the total is +3. The GM previously determined
that this boat is difficult +1 (but they could create the boat’s character
sheet and roll the dice against the players — either way is fine). Although
the PCs get 2 shifts of difference in the roll, the opposing ship still marks
only one stress box of its skill.
If a single character or NPC decides to dispute or enter a conflict with a crewed
boat, they will need to succeed with style in order to win against the ship and
make it tick a stress box. If the ship also succeeds with style, then the victory is for
the vessel and its crew. The character who fought alone against the crew receives
a mild consequence (if it was a conflict) or a temporary situation aspect (if a dis-
pute). In both cases, the ship gets a free invocation of the aspect.
A surviving NPC from an abandoned ship decides to honor his name to
reach Valhalla. He advances against the PC’s ship and performs a Fight
attack. The ship defends itself with Fight and the GM describes how a
single warrior advances against the entire crew, with courage. He suc-
ceeds in attacking, but would need a stylistic hit to make the PCs ship
mark a stress box. Instead, he receives the moderate consequence Deep
cuts through the body.
It may be helpful if some members of the crew have the skills listed below.
Academics: A Viking who has the Academics skill can use their medical knowl-
edge or the runes to heal the wounded and know the gods’ will while sailing.
Animals: A Viking who has the Animals skill can try to determine their ap-
proximate location by watching marines’ life or birds.
Crafts: A Viking who has the Crafts skill can make repairs to the ship or to the
crew’s equipment.

Fate plus 47 Vikings


Lore: A Viking who has the Lore skill can contact their supernatural power to de-
termine how the waters will behave or whether they are on the right path and so on.
Rapport: A Viking who has the Rapport skill can communicate with the lead-
ers of other vessels or lands to conduct negotiations.

Stunts
Small ships have no stunts, and the larger ones can have one or two. A crew mem-
ber (commonly its maker, owner or Jarl) can spend a refresh to create an extra
stunt if the boat is unique or if the GM allows it.
Stunts for boats work similarly to those for characters; they will provide an ad-
vantage in a skill roll in a specific situation or they might break some rule. It is
important to remember that the boat’s roll generally represents the crew, so the
stunt needs to make sense in that manner.
Some stunts examples:
Skillful Maneuvers: This is an easy boat to sail. It gets +2 to overcome obsta-
cles using Ship when it approaches a rocky slope with rough seas.
Windward: As this boat is as light as the wind, it reaches its destination in half
the expected time if there are no impediments (storms, pirates, etc.)

Fate plus 48 Vikings


Sailing on
the High Seas
Sailing in calm waters in short travels is easy and shouldn’t require a roll — perhaps
just a dramatic description. If the GM deems it appropriate, they can create a chal-
lenge in which the Players, or the boat, must overcome a series of obstacles to reach
their destination. This can be three or five rolls against Fair (+2). Winning the chal-
lenge means reaching their goal safely. Having the stunt of Windward (above) or an-
other suitable stunt can guarantee one or more automatic successes in the challenge.
The GM can determine that a roll of the Ship skill is required to keep the boat
moving safely. Roll Investigate to assess and avoid possible dangers or Notice to
perceive pirates. Stealth can make them go undetected by potential enemies, and
Physique keeps the boat intact in the face of a storm. Resources can be a good one
to determine how they manage assets, or Will to determine whether the warriors’
willpower remains intact in the face of adversity.
If the group accumulates more failures than successes (for example, two failures
and one success), they arrive at their destination with the situation aspect Phys-
ically and mentally exhausted. While in this condition, they can only
invoke an aspect to roll the dice again (they cannot receive the +2 bonus), and
cannot receive or use free invocations.
The group should think of ways to get rid of this situation — rest a few hours or
days, at the GM’s discretion, or some rolls of Academics (Medicine), Resources,
etc., to care for the sick and find healthy food and drinking water, besides rest.

Marking the Stress Boxes


When the group marks all the skill stress boxes, the crew is compromised in that
field and can no longer roll with it, and the GM or the group must create an ap-
propriate situation aspect. The context of each skill determines what that means.
Also, the GM must consider that whoever causes stress determines what happens
to the opponent.
For example, suppose the PCs attack a ship and damage its Fight skill. In that case,
the party must determine whether they are killing enemy warriors or making them
prisoners, and the situation aspect could be Opposing warriors wounded (or dead).
Marking all the Fight boxes can mean that some warriors have been seriously in-
jured or killed while marking all Notice boxes can tell they are Lost and scared.
As explained earlier, ships are valuable assets, and attacks should aim to make
the crew surrender or to kill them. So attacking the boat’s Physique skill (or de-
fending the boat using Physique) is reproachable.
All stress boxes are recovered at the end of a scene if the crew has time and peace
to rest. The GM may judge that recovering one skill may take longer than others
— calming down a crew who is Lost and scared (filled in all of Notice’s stress)
may take less time than Wounded warriors (filled in all of the Fight’s stress),
or fix the broken boat, with Crafts rolls, to recover the Physique stress.

Fate plus 49 Vikings


BOAT SHEET
BOAT NAME:
ASPECTS
HIGH CONCEPT

OTHER ASPECT

SKILLS

+3 __________ 6
+3 __________ 6
+2 __________ 4
+2 __________ 4
+1 __________ 2
+1 __________ 2
STUNTS

Fate plus 50 Vikings


Looting
Everything
They Have
Advance and conquer
By Fábio Silva
Some nations became aware of the Vikings because of their raids. They visited
other lands and did business with their inhabitants, but the way they looted was
what made them notorious — and feared.
Their main targets were easy coastal towns and nearby villages, Atlantic mer-
chant routes, and ships at sea — they stole valuable religious jewelry and gold. The
Christians said that their attacks were a punishment from God for the people’s sin
and that these savage warriors seemed to be possessed by bloodthirsty demons.
These attacks were always terrifying, but they were not the Vikings’ focus. Only
a few Jarls, generally those with fewer domains, carried out these endeavors and
sought only gold. Over time, great Jarls and even kings sailed with economic and
political intentions, which led to new settlements.
Even so, these events took place a few times a year, and it was typical for them to
stay in their target lands for months before returning home.

Invading and Looting


It was common for Vikings to sail to the lands they were going to plunder. You
can use the article Sailing the High Seas to create an adventure in the seas before
reaching the looting destination.
Sometimes they traveled by land, exploring new places in search of cities and
villages they could attack. The GM can make this journey an essential part of the
adventure, creating a three rolls challenge — each roll represents an exchange.
Each Player rolls against +2, but the GM can increase the difficulty if unforeseen
situations arise, such as bad weather or rugged terrain.
The rolls can be from Athletics to move in different terrains and conditions;
Fight to deal with wild animals, bandits, or rival invasive groups. Notice to per-
ceive traps or natural hazards; Physique to resist the long walk, weather varia-
tion, hunger, and other situations; Will to not give up, and so on. If the GM
and party prefer, each roll can be a scene that the PCs will need to roleplay to
resolve situations.
Each Player must roll individually. A failure means that the Vikings had to
stop their walk and the character gets a situation aspect. Failure in Athletics can
mean Difficulty moving on; Fight means they have been Injured or Tak-
en hostage. Notice can indicate that the Viking has Fallen into a trap or
Been caught in bad weather. Physique suggests that they are Exhaust-
ed, Hungry, or another condition, while failing WIll means they Missing
home or Give up.

Fate plus 51 Vikings


The PCs group decided to go overland to explore a location in search of
villages they could loot. The GM then explains that it will take three rolls
before they reach their destination. Each Player will roll against the +3 dif-
ficulty on each exchange, as the GM says the strong winds and rain took
them by surprise. At the first exchange, Irene rolls Athletics to find out if
her Viking warrior will do well. Her result was +1, a failure. The GM imposes
the Sprained ankle aspect on her, and now she will have to slow down
and take care of the injury.
If there are NPCs with them — they usually travel and carry out attacks in
groups — the GM does not need to roll the dice for each one individually. Instead,
the GM treats the NPCs group as a single character. If one among them stands
out, the GM will use that NPC’s skill value. If no one stands out and the NPCs
group does not have a character sheet, the GM will set an average value between
+1 and +3 for them, based on how strong and inspired the warriors’ group is.
A group of six warriors accompanies the PCs on their journey. The GM
did not write a character sheet for them and decides that their rolls will
be done with a +2 bonus, as they are fearless. On one of the exchanges,
they roll Will against +3 and reach +2 in total, a failure. The GM describes
how some of the warriors are Grumbling and complaining about this
adventure.
Whenever they fail, they must deal with the consequences and resolve the un-
foreseen consequences before the following rolls or reach the destination.

Attentive to Details
Despite being barbarians, the Vikings did not reach their destination as irrational
attackers. They watched the city or town for a few hours or days, understood the
routine, how many guards, shift changes, and other flaws they could exploit. They
carried out deliberate and meticulous attacks.
A single character can make a roll to create an advantage or overcome from
Notice — usually the one with the highest value — to understand the target’s
routine, discover some aspect (such as Nightshift), or overcome a situation
(Attentive guards).
Each character (including NPCs) who has the Notice skill at least Average (+1)
adds +1 to the leader’s roll. The maximum bonus the leader can receive is equal to
the highest skill level between characters.
Irena is a Viking with Eagle eyes. The group chose her to do the Notice
roll and understand the routine of the village that the group is about to
invade. She has Notice Good (+3) and is the one with the highest value in
the group. Ivyr and Namar are not so attentive Viking warriors but have
a Notice Average (+1). Each of them gives Irena a +1 bonus, totaling +2 —
the maximum bonus she could receive is +3, equal to her Notice skill level
since she is the character with the highest one. As she has Notice Good
(+3) and now receives +2 with her friends’ help, she will roll the dice and
add Superb +5 in total.
Another way the group could help is by creating an advantage and providing
free invocations to the group leader. Each Player rolls a create an advantage with
the appropriate skill, usually against +2, or a dispute against the village. If success-
ful, each of them can provide the leader with a free invocation.
On another occasion, Irena is checking to see if there is a breach in a
village’s security to invade the place without being noticed. Namar rolls
to create an advantage with Notice and discovers the Sleeping guards’
aspect, providing his free invocation to Irena. Ivyr decides to make a roll
of creating an advantage from Stealth and creates the aspect of Better
visibility, hiding close to the location to guide Irena from afar, providing
her with his free invocation.
The other way is for the characters to invoke aspects and provide the invoked
advantages to the group leader.
Some players decide to pay a fate point and invoke the Sleeping guards
and Better visibility aspects, providing the invocation advantages for
Irena. She will determine if she receives bonuses or rolls the dice again.

The Attack Takes Place


Once they reach their destination and decide to attack, invasion and looting
scenes occur.
The GM will create the city, town, monastery, or other location following these
rules to manage the scene and determine how successful the PCs were or how
disastrous things went.

Create two aspects


The invaded place has two aspects, its Local Concept and Trouble. These aspects
describe the location in its most essential details, such as its qualities and flaws.
A monastery could have the local concept of Servants of the living
God and the local trouble Pacifists and fearful. A village could have
the Rural village concept and the village trouble Hot-headed farm-
ers searching for a fight. A city could have the concept of Empire on
the rise and the trouble Poor and unhappy people.
The GM doesn’t have to think about all the parts of a place — start small and
expand as the adventure progresses.

The skills
A location has three skills. Unlike a character’s skills, a
Suppose a person or group place skill indicates an entire zone’s action — all citizens,
of individuals stand out in soldiers, or influential people within that area are mov-
a city. In that case, the GM ing and acting when the GM rolls the dice.
can create a character sheet After creating the local aspects, assign three skills to
for a major or minor NPC the following pyramid:
(Fate Condensed, p. 43) One Fair (+2)
or combine several citizen
NPCs into a single char- Two Average (+1)
acter sheet, creating mobs Choose or create a stunt.
(Fate Core, p. 216).
These NPCs are new If the GM thinks the place could be more organized
challenges for PCs to over- and powerful, increase each skill bonus by 1.
come, in addition to zone as- The three skills available to a location are:
pects, as you will see below. Maneuver
This skill measures the city’s ability to carry out offensive
or defensive maneuvers, defend and hide the weak and in-
nocent and perform tactical combat actions. Whenever the GM rolls this skill, all
capable people in the PCs zone move to achieve the action result.
O Overcome: Local people move to overcome PCs’ obstacles, such as being
surprised by nighttime attacks, and so on.
C Create an Advantage: When the location creates an advantage, soldiers
and citizens prepare an ambush, intimidate the PCs, and use other tricks
to deceive or distract them.

Fate plus 53 Vikings


A Attack: When the GM rolls the dice, one or more soldiers and citizens
attack the PCs with whatever they have in hand (bows and arrows, swords,
or improvised weapons).
D Defend: Maneuver is used to defend when PCs perform attacks and create
an advantage against the location.
Stunts
Fearless Soldiers: Once per scene or at the cost of a fate point, a group of soldiers
or armed citizens rise against the characters. They have their own sheet, as below.

Fearless Soldiers
Aspect
Our lives for our people.
Skill
Fair (+2): Fight and Shoot
Stress: 3

Enraged Attack: Once per session, the location can cause a mild consequence
to one of the PCs, as a citizen or soldier leaps in rage carrying out an attack, throw-
ing stones or hot water from a window.
Resources
This skill works as described in Fate Condensed, but it represents the city’s wealth
and equipment resources. A Fair value (+2) or more indicates a large city explor-
ing natural resources and having farms, mines, and good quality equipment.
O Overcome: This skill can help overcome situations where equipment is
useful, such as unarmed soldiers, rugged terrain, burning houses, injured
citizens, frightened animals, etc.
C Create an Advantage: The location can use Resources to create traps, get
special equipment, or enhance the use of a particular prop.
A D Attack and Defend: Resources aren’t used in conflicts.
Stunts
Catapults: The location gets +2 to create an advantage using catapults to slow
down or scare PCs.
Unexpected Trap: Once per scene, or at the cost of a fate point, the location
chooses a zone and declares an unexpected trap, even if it is not the GM’s turn
at the exchange. Everyone in the zone must succeed on a roll against the location
Resources. Those who fail get physical stress and the Trapped aspect.
Diplomacy
This skill covers all communication forms and willpower such as Contacts, De-
ceive, Empathy, Rapport, Provoke, and Will. The location uses this skill when it
does not have individuals strong enough to defend the city (as in the case of a mon-
astery), looking for contacts, talking to its invaders, or provoking to scare them.

Fate plus 54 Vikings


O Overcome: The location uses Diplomacy to overcome social situations
such as intimidation or speeches that encourage its people or soldiers.
C Create an Advantage: Diplomacy can create aspects that represent strong
alliances, the willpower of the people, or mediate the relationship with the
PCs or other invading groups through negotiations, and interests.
A Attack: Diplomacy attacks cause mental stress or consequences.
D Defend: Diplomacy defends against mental stress or consequences.
Stunts
Sharp Words: The location receives a +1 to attack using Diplomacy, threaten-
ing the looters’ life (whether through a lie or not) whether they are able to inter-
cept the invaders before the invasion takes place.
Cunning Words: Once per session, the location can create the aspect Let’s
seek the best for both sides with a free invocation. If either side attacks
while that aspect is in the scene, the PC, NPC, or location that performs the first
hit (or that encourages or orders the attack) receives the mental mild consequence
Coward with no honor.

OCAL
LocationLZones SHEET
The location will have up to three zones that the PCs need to explore to determine
if there are valuable things.
LOCA L NA AM E: Th
huge e Mmay
location onashave ry zones, but that will
temore
make the adventure long — make sure this is what you want. Each zone has at least
one aspect, at most three,
SPECwhich
to overcome orAtreasures
TS represent dangerous situations that the PCs need
to loot. An area’s size can vary from a room, a central
square, or an entire neighborhood, depending on the type of invasion scene that
HIGH CONCEPT
the GM is creating.
Usually each zone will take a session or a few hours of adventure to be explored,
depending on the HER AS
OTnumber PECT it has. The GM must create aspects that rep-
of aspects
resent obstacles to be overcome, challenges to be faced, battles to be fought, or
treasures to be discovered.
STUthe
Mike is preparing a monastery on the fly, before
LS will have two NTgame session starts.
He decides that SKtheIL
location zones: a public area, where
monks and visitors circulate, and an internal area, with private rooms. He
creates the aspects Labyrinthine streets and Defenseless citizens in
+2
the public zone — he thinks it is enough since nobody will keep anything
of value in that zone. In the inner zone, he creates the aspects Religious
+1
gold relics and Wise monks.
+1
ECTS
ZONES AND ASP
Outside:
Labyrinthine streets;
Defenseless citizens;

Inside:
Religious gold relics;
Wise monks

Fate plus 55 Vikings


T
OTHER ASPEC

STUNT
After creating the
S ILLS the GM can think of ways that these aspects will
Kaspects,
manifest in the game, creating interesting situations for the PCs to face.
Mike thinks Labyrinthine streets may require three Notice contest rolls
+2
from each PC’s against the location Maneuver, where each failure will
+1
cause PCs to receive 2 physical stress from rocks and hot water thrown
by citizens. On each roll, he describes the details as players talk about
+1
their reactions.

S PECTS
ZONES AND A

Outside: Maneuver contest)


by rin thi ne str eet s (three Notice vs
La
s: 3
Success track PC
roll)
or Lore overcome
ns (three Empathy
Defenseless citize
s: 3
Success track PC

If the PC wins the contest, the GM describes what they are doing to get rid of
the situation and erase the aspect if that makes sense. If they fail, they continue
to face the aspect, and a new exchange begins. Whoever fails continues to face the
problem, gets stress or some restrictions, and can receive help from their friends
to overcome obstacles.
After a few exchanges, each PC achieves two or more successes and gets
rid of the Labyrinthine streets, describing how they take citizens who
stoned them (2 of physical stress by rocks, for failing in one contest roll)
as hostages, while away from the narrow streets. Mike erases that aspect
and the adventure continues.
The GM must continue to think about challenges for each aspect of the zone.
The location will take actions using the Maneuver, Resources, and Diplomacy
skills to prevent the PCs from advancing.
When there are no more challenges to prevent PCs from plundering the loca-
tion, they can then transfer the area’s treasure aspect to their sheets or the ship’s
sheet. If the treasure is locked, protected, or if it is not clear how to carry it, the
GM must create new challenges for the Vikings to discover (and plunder) the trea-
sure aspect.
Mike created the Religious gold relics aspect inside the monastery.
Wise monks hid some of the most valuable items or disguised them be-
tween books and rags. Mike then determines that it will take a Notice
roll to overcome this situation, against +3, to find the relics, and Physique
against +2 to carry all relics to the boats.
After plundering the treasure aspect, the Vikings can count their winnings, rest,
return home or prepare for the next attack.

The GM can literally draw the local map or download it from the internet
and use a pencil or pen to mark where each zone begins and ends. There is
no correct formula for designing the zones. Make sure that everyone who is
playing understands the zones and aspects distribution.

Fate plus 56 Vikings


LOCAL SHEET
LOCAL NAME:

ASPECTS
HIGH CONCEPT

OTHER ASPECT

SKILLS STUNT

+2
+1
+1
ZONES AND ASPECTS

Fate plus 57 Vikings


The Shield Wall
It terrifies, there is no place more terrible than the shield wall. It is the
place where we die and where we conquer and where we make our repu-
tation. I touched Thor’s hammer, prayed that Edward was coming, and
readied to fight. In the shield wall.
— Death Of Kings, Bernard Cornwell

By Lucas Peixoto
The scene of two armies facing each other is rather common in medieval or his-
torical fantasy movies. They line up on the plain, hear words of bravery from their
leader, and then run off towards their enemies. Although this is a delightful scene
within the fiction, it is chaotic for the warriors! Distancing yourself from your group
makes you vulnerable, unable to be effective against the enemy prepared for combat.
Vikings were expert warriors who used war tactics, such as quick, sneak attacks;
advantageous positions; and an old military strategy, the shield wall.
The warriors hold their shields together and slowly advance forward, bumping
into their opponents. While warriors in the first rank create a shield barrier to
stop enemy attacks, those in the second rank attack with spears, axes, and swords,
looking for openings in the enemy wall or opportunities to break it. When this
happens, the massacre is widespread, and victory becomes a certainty.

The Mechanics
of the Shield Wall
Here are two ways of making a shield wall in your game: one simpler for those
who prefer action and another one slightly complex for those looking for dice
rolls, to make the moment more intense and glorious!

Shield Wall as a Dispute


As described in Fate Core, it is possible to make a shield wall as a Dispute. One of
the front-line characters will be responsible for the rolls, usually the most valued
champion. It is not possible to get help from allies for these rolls.
They must roll the following skills in this order: Fight, Physique, Will, and Pro-
voke. If there is no winner at the end of the four rolls, repeat the rolls until one
side stands out.
When one side loses, its shield wall is breached, half of their warriors are killed,
and the winning group can begin the massacre. Put the Disorganized and disori-
ented aspect in the remaining warriors in the losing group, with two free invoca-
tions. Do the rest of the scene as individual conflicts.

Shield Wall as Teamwork


When a group of warriors performs the wall formation, we immediately make a
sheet for them. This sheet contains two aspects, High Concept and Trouble, team
skills, a Stunt, and a Stress Bar.
There are four team skills, as shown below. Each team distributes their team
skills in these four skills pyramid as desired when the team is created.

Fate plus 58 Vikings


Ferocity
This skill represents the team’s attacking power, how skillful they are to press the
enemy shield wall, forcing an opening.
O Overcome: Use Ferocity to overcome hostile or intimidating actions im-
posed on your team that are related to mental aspects.
C Create an Advantage: When creating an advantage with Ferocity, you
can disorganize the enemy wall, destabilizing their warriors momentarily.
A Attack: Allows you to make ferocious attacks on the enemy shield wall.
D Defend: Allows the shield wall to defend fiercely.
Until the Last Warrior: Your warriors continue to fight bravely even after
many deaths. You can continue forming shield walls for up to two rounds after
having all stress boxes checked.
Berserker Gang: Fierce warriors are in your front row. Get +2 to fiercely attack
while you have more stress boxes marked than your enemy.
Cohesion
This skill measures the warriors’ union on the shield wall, how well trained they
are to maintain their defensive position and avoid enemy attacks.
O Overcome: Allows you to ignore negative aspects imposed on your team,
such as rough terrain, poor positioning, or numerical disadvantage.
C Create an Advantage: You can elevate your warriors’ mood, making them
more united and less subject to enemy provocations.
A Attack: Cohesion isn’t used to attack.
D Defend: Allows you to defend against any attack made against the wall.
Turtle Shell: The wall defenses are intimidating. Get +2 to defend against at-
tacks made with Ferocity.
Sturdy as Rocks: The warriors have unshakable confidence. Get +2 to over-
come mental or magical difficulties.
Opportunity
This skill is equivalent to the shield wall warriors’ cleverness and quick wits, as well
as the ability to handle the sword in search of an opening in the enemy defense.
O Overcome: You can use Opportunity to correct errors in your row, such as
gaps between shields or lack of coordination.
C Create an Advantage: You can create opportunities to attack the enemy
with advantage, exploring their flaws.
A Attack: Allows you to make timely attacks on the enemy shield wall.
D Defend: Allows you to defend yourself against opportunity attacks by
the enemy.
At the Right Time: The first row can maintain position and still attack with a
short sword under the enemy wall. Timely attacks that result in success with style
do not need to reduce damage to gain a boost.

Fate plus 59 Vikings


Attentive to the Enemy: Trained warriors can defend themselves more skillful-
ly. You receive +2 to defend yourself against Ferocity attacks.
Equipment
This skill reflects the quality of weapons, armor, and shields equipped by the
shield wall members.
O Overcome: You can use Equipment to overcome aspects that represent
dropped swords or broken shields.
C Create an Advantage: You use Equipment to create aspects based on
tricks to open the enemy’s defenses, such as using long axes to pull enemy
shields or throwing spears at the enemy’s shield wall.
A Attack: Equipment isn’t used to attack.
D Defend: Equipment isn’t used to defend.
Technical Superiority: Your defense equipment is of better quality than most.
The shield wall receives two extra stress boxes.
Versatility: You have weapons of different types that surprise enemies. Get +2
for creating an advantage against enemies with Mediocre equipment (+0).
After choosing the skills values, you need to define the number of stress boxes. This
will be done dynamically during the game, according to each battle’s conditions.
Initially, each shield wall has five stress boxes. In each battle, before starting
the conflict, apply the modifiers shown below to define the number of stress
boxes on each side.
The team receives one additional stress box for each of these situations:

• The shield wall has twice as many warriors as the enemy;


• The shield wall has three times as many warriors as the enemy;
• The shield wall has four times as many warriors as the enemy;
• A spell was cast to assist the warriors specifically in this battle;
• The team has the Fair (+2) Equipment skill.
• The team loses one stress box for each of these situations:
• The team is in an unfavorable position. Eg, in a pond or on a slope;
• The team has already taken part in a shield wall in this scene;
• The team has no one to lead it.

Once the battle between the shield walls has started, face it as a regular conflict, using
each of the teams’ sheets. In each exchange, it is possible to attack with Ferocity or Op-
portunity. Also, the team may use an action to overcome or create an advantage, as usual.
Warriors die when attacks are successfully conducted. The exact amount of casual-
ties will depend on the style of your narrative. If the shield walls are small (about 20
warriors on each side), consider from two to three warriors falling with each strike, for
example. At least half of the warriors are still standing in a wall that has been broken.
When one team has all their stress boxes checked, the shield wall has been
breached, and the winning group can infiltrate the opposing team. Put the Dis-
organized and disoriented aspect on all warriors of the losing team, with
two free invocations. Treat the rest of the scene as individual conflicts. If there are
many NPCs, create mobs with groups of three to five warriors.
Using the shield wall can create exciting conflicts with rage, blood, and glory.

Fate plus 60 Vikings


SHIELD WALL SHEET
ASPECTS
HIGH CONCEPT

OTHER ASPECT

SKILLS STUNTS
Start with one Fair (+2), two
Average (+1) and one
Mediocre (+0).

+_____ Ferocity
+_____ Cohesion
+_____ Opportunity
+_____ Equipment

Fate plus 61 Vikings


Predators from
the Darkness
Demons in the night
By Tiago Jedson
Scenario Aspects: The night demanded deaths; Wendol is coming;
Murdering demons and evil spirits; Brave warriors disappeared
into the woods; Severe winter.
This adventure takes place in the village of Kijanlar. Some days after the cold
winter blew, the night has demanded deaths — but this time, not just by freez-
ing. The locals say that the fearsome mist of the night, named Wendol, is taking
its victims. This fog brings murdering demons and evil spirits with it, hidden by
the night’s shadows, killing humans and feasting with their meat. When the sun
comes up, it vanishes as fast as it arrived.
In the past few days, the Jarl (the governor of a relatively extensive region or
the king’s right-hand) ordered the village’s gates to remain closed. He intends to
preserve people’s lives. Recently, the town designated a group of people to investi-
gate the woods surrounding the area, but no one has come back. Now, our heroes
must figure out what’s happening and solve the problem.

Scene 1: Tales from


the Darkness
Scene Aspect: The peace comes to an end.
In the recent past, Kijanlar village was known as a trading place, exporting
high-quality shields and whale oil to allied cities. The citizens are known as skilled
warriors behind the shield walls on the battlefield. But nowadays there is fear in
the faces of the inhabitants, which may include the PCs.
There are just a few men and women in the Jarl palace hall when the adventure
begins — there’s only sadness and hopelessness in the faces of the elders and the
children. Maybe they have lost someone in the recent mission in the woods, or by
the demons of the night.
The Jarl, named Mondol, welcomes the PCs, serving strong beer to appease the
cold that freezes their souls. The fireplace in the center of the hall brings warmth
and the feeling of protection, even in tough times. Some people feed the fire with
wooden stakes so that it doesn’t go out.
Scene Aspect: Can we revive the hope?
The Jarl tells the group that an elder survived the mysterious fog in a farm em-
braced by the mist. He reveals that the mist comes with the night, and when it
is all over the place, something decapitates those in it, leaving only the bodies on
the ground without their heads. They named the mist Wendol, an old name that
means “the mist from the darkness” or “darkness fog.” The elder explains that, with
the darkness, comes murdering stinking demons, furry and repulsive to the touch.

Fate plus 62 Vikings


The Jarl proposes that if the PCs help him solve this situation, he will give them
the right to navigate and plunder in the next summer — and that means a lot to
the Viking people. After accepting the proposal (or bargaining with the Jarl), they
need to go through the same path in which the previous group disappeared.

Scene 2: Pile of Bodies


A 15-year-old boy named Bo guides the group, while the old ones try to solve the
village’s issues. After an hour of walking, they find the neighboring town hit by
the dark fog. It burned the place down, and there is no sign of combat.
It is raining hard, and they can’t find footprints, but ten bodies, dead for about
three days, are found. Bo suggests they keep walking, heading to the forest, look-
ing for the missing group, when a sound comes from the pile of bodies or the
ashes of a burned house. Some demons possessed the dead, and they are coming
to attack the intruders.

Possessed Bodies
The demons formed a mob of three possessed people(one for each stress
box), armed with poorly improvised weapons. The GM may include
one mob of possessed bodies for each PC effectively engaged in combat.
Aspects
Demon puppet; Wild instinct.
Skills
Good (+3): Athletics and Fight
Fair (+2): Physique
Stress: 3

The possessed bodies look like zombies, with rotten flesh, blank and blooded
eyes, stinking like hell, but move fast and with violence. They don’t talk but bab-
ble loose phrases like “you will be the next,” “we are coming for you,” or “Roklav
will have his revenge.”
A Lore roll against Fair (+2) lets the characters know that Roklav was a former
resident of the village, who died many years ago — for more information, they
can ask the Jarl.
After the battle, they can see a river nearby, full of rocks, which they can use to
cross the water to reach the forest where the first group disappeared. Among the
stones, a female warrior is fighting against the current. She is weak, and if the PCs
do not help her, the waters will wash her away (no roll needed to get her out of the
current). The woman is seriously injured and needs medical help not to die. Bo
suggests they head back to the village to help her, and after she is taken care then
they can ask her what has happened.
If the group goes back to the village, the woman receives proper care and can
talk. If they decide not to go back, they need to do first aid and health care rolling
Lore or another relevant skill or approach against +2.
When she wakes up, she talks about what happened. She presents herself as Signe
and says, “The shadows that come with the night attacked us. It looks like a fog, but
with sharp teeth and claws; everyone was killed in just a moment. I escaped by luck,
protected by the gods when I fell from my horse in the river, and the current dragged
me away from the danger. The demons kept saying ‘Roklav will have his revenge.’”
Scene 3: The Price
of the Victory
The woman continues, “Our village will be the next one. It is getting closer and closer.”
If the group hasn’t done so yet, she suggests they all head back to the village, and Bo
agrees with her. Remind the players that their mission is to locate the missing group
and, according to this woman, they are all dead (but her), so they need to go back
to report and assist the survivor — and maybe ask questions about who Roklav is.
If the PCs agree and go back to the village, or if they are already there, the Jarl
will listen to what the survivor has to say. Everybody can talk and discuss what
they think. If they don’t go back, The Devil Breath (see below) will find them.
If they are in the village, while they talk in the Jarl hall, one sentinel comes,
warning that “The night is coming! The fog is coming!” and the Jarl orders that the
villagers lock themselves in their homes. In a few minutes, silence takes place, and
a thick, dark fog settles in.

The Devil Breath


The fog has no body, so the PCs can’t attack it directly. Inside it, restless
demons crawl stealthily. The heroes need to attack the demons hidden inside
to dismiss the mist — the PCs can make regular attacks against the demon’s
silhouette that crosses their sigh.
Aspect
Fog with no body; Demons become vulnerable when attacking.
Skills
Good (+3): Fight
Fair (+2): Deceive, Notice, and Stealth
Stunt
Die Hard: Every time someone attacks a silhouette in the fog, it defends
with Fight Great (+4). If the attack is successful, the PC hits a demon hidden
in the mist.
Stress: 5

When defeated, the fog disappears just as quickly and mysteriously as when
it arrived.

Scene 4: A Cursed People


Scene Aspect: Chaos, disaster, and injured people.
After the conflict, they can rest or help the villagers — ask appropriate rolls, like
Crafts to fix the houses or Lore to treat the wounds, as below. They may want to help
with the dead — the Jarl intends to burn the bodies in a ritualistic funeral pyre, fearing
the evil spirits may possess them, whether the characters tell him about the conflict
against the possessed bodies (whenever this happens is up to the GM).

Fate plus 64 Vikings


Fixing the
Houses
Ask for Crafts roll against Fair
(+2). Each shift marks a Fixing
Track box below. When the PCs
mark all the boxes, they repair all
significant damage to main build-
ings and houses. Now the citizens
could rearrange the city.
Fixing Track:
5

Taking Care of
the Citizens
Ask for Lore rolls against Fair (+2).
Each shift marks a Health Care
Track box below. When the PCs
mark all the boxes, they treat the
kids, elders, injured people, and
warriors. Now citizens can rest.
Health Care Track:
5

Scene Aspect: Deadly secrets.


After all considerations, Mondol re-
veals a secret that could guide the heroes
to solve this situation. “In the distant
past, there was a sorcerer in this village,
called Roklav. He studied the secrets of
dark magic and evil spirits and I, fearing
for my people’s safety, ordered my war-
riors to take him to a mountain, far away
from here. There the gods would decide
his fate. For the things the demons of the
mist spoke, I do not doubt that the dark
gods have grappled for his life.”
He asks for the PCs to solve the sit-
uation while they rebuild the village
and take care of the citizens. Mondol
can explain to the heroes the way to the
mountain or provide a warrior as a guide
(maybe Bo again).
Final Scene:
Facing the Danger
Scene Aspect: Sharp stones and bones and dangerous canyons.
The climb to the top of the mountain is hard and painful. Ask for Athletics
rolls against Fair (+2). On a failure, the PC receives physical stress equal to the
margin by which they failed, caused by sharp stones and dangerous canyons form
the mountain’s foot. As they approach the top, the stones give way to human
skulls and bones.
At some point, ask for a Notice roll against Fair (+2). If at least one PC is suc-
cessful, they see spirits descending from the top of the mountain and possessing
skeletons lying on the ground and can act against it. If everyone fails, an attack of
skeletons revived by demonic spirits will surprise them.

Possessed Skeletons
Two skeletons will rise for each PC engaged in combat.
Aspects
Demon puppet; Fragile against blows; Difficult to cut and pierce.
Skills
Good (+3): Athletics and Fight
Stress: No stress (a single shift destroys the creature).

Scenario Aspect: An ancient sacred tree.


The bone path continues all the way to the top of the mountain where there is a
big old tree; its roots look like protruding veins in the ground, making the terrain
difficult to walk.
Ask for a Notice roll against Fair (+2); heroes who fail will face two skeletons,
risen from the pile of bones. If successful, the character sees a deep cave between
the roots. A dense fog emanates from it, and there are footprints of only one per-
son coming and going into the place. It is possible to notice that, from the top of
the mountain, some villages are visible — the sorcerer uses the cave as his home
and the mountain as an observatory of the surrounding villages, while planning
the next attacks.
Scenario Aspect: A deep and dangerous cave.
Shiny fungi embedded in the walls and roots illuminate the cave. The deeper they
go, the denser the fog becomes. If they think of retreating or taking any action
other than entering, the sorcerer appears through the mist, provoking and threat-
ening the PCs.
His motivation is revenge for being sentenced to wander in the wild — his mag-
ic saved him. In an unholy ritual, h e sold his soul to demons who demanded him
to open a spiritual portal so that these creatures could come to hunt and feed in
the living world. This is the reason there are so many human bones at the top of
the mountain; the demons bring their some of their victims to eat their flesh here.
After killing the sorcerer, they can bring peace to their village. Can any treacherous
demon spirit be trapped in the material world? Has any portal to the infernal realms
remained open and needs to be closed? This may just be the beginning of a campaign.

Fate plus 66 Vikings


Roklav
Aspects
Sorcerer with a desire for revenge; Promises of power de-
ceive me; Pact with demons; I know these mountains like the
back of my hand; The summoner of the evil mists.
Skills
Great (+4): Lore
Good (+3): Fight, Will, and Physique
Fair (+2): Provoke, Deceive, and Notice
Stunts
Demons from the Mist: Once per session, or at the cost of a fate point,
Roklav can summon one demon spirit for each PC engaged in combat (see
the stat block below).
Army of Skeletons: Whenever Roklav receives at least a shift of physical
or mental stress, a Possessed Skeletons rises in the cave to attack the invaders.
They act in the same turn as Roklav.
Mist of Damnation: Roklav can use Lore to make attacks in the same
zone or up to three zones away, inciting fog demons to hit his opponents.
Macabre Connection: If Raklov is killed, the fog, demonic spirits and
skeletons disappear, becoming dust.
Stress
Physical: 3 Mental: 3
Consequences
Mild:
Moderate:
Severe:

Demon Spirit
Grotesque spiritual creatures out of the mist.
Aspects
Thirst for blood; Immaterial body.
Skills
Fair (+2): Fight
Stunt
Immaterial Body: Normal attacks do no damage. Only witchcraft, bless-
ed or magic weapons can hit these creatures.
Stress: No stress (a single shift destroys the creature).

Fate plus 67 Vikings


Premade
Characters
The GM can use these characters as allies, enemies, or any appropriate role, or the
players can choose one of them as their own.

Astrid
Astrid is a warrior from a noble family — she is the Jarl’s daughter and seeks
revenge for his brother’s death.
Aspects
A furious warrior seeking revenge; Stay away from me!; I’m
the owner of my destiny; I’ll unravel a conspiracy for power;
Nature lover.
Skills
Great (+4): Fight
Good (+3): Notice and Physique
Fair (+2): Investigate, Provoke, and Stealth
Average (+1): Athletics, Contacts, Resources, and Will
Stunts
Disarm: As I am a fighting master, I get +2 to Fight to create an aad-
vantage when trying to disarm the opponent.
Feel the Danger: As I have heightened senses, I get +2 when I use Notice
to overcome an ambush aspect.
Stunt from the Gods
Nature’s Wisdom: As Freya is with
me, I can always find the best raw ma-
terial (metal, stone, wood, leather
animals), and I always know where
there is food, drinking water, and
safe shelter, no matter where I am.
Stress
Physical: 4
Mental: 3
Consequences
Mild (2):
Moderate (4):
Severe (6):

Fate plus 68 Vikings


Hilda
Hilda is the fourth sister from six, destined to conquer lands and wealth beyond the ocean.
Aspects
A family of warrior sisters; I don’t obey orders; I will conquer lands and
wealth; I will have my place in Valhalla; My shield is my greatest companion.
Skills
Great (+4): Fight
Good (+3): Athletics and Physique
Fair (+2): Will, Provoke, and Crafts (Shields)
Average (+1): Lore, Rapport, Shoot, and Burglary
Stunts
Flexible Body: Since I am as agile as a snake, I get +2 when I use Athletics to overcome ob-
stacles when running.
The Health of the Gods: As the gods blessed my body, I can ignore a mild consequence, but
only once per session.
Stunt from the Gods
Fury: Since Odin is with me, I can make a second Attack with a +2 bonus if I succeed with
style in the first attack.
Stress
Physical: 4 Mental: 3
Consequences
Mild (2): Moderate (4): Severe (6):

Birger
Birger has an ambitious heart and hands full of rage. He doesn’t tolerate injustices..
Aspects
Ambitious warrior; No tolerance with injustices; Odin will give me
strength; I will lead a great army in a battle; Fear is not an option.
Skills
Great (+4): Physique
Good (+3): Fight and Notice
Fair (+2): Athletics, Provoke, and Lore (the Gods)
Average (+1): Deceive, Rapport, Stealth, and Will
Stunts
Human Shield: With my bulky body I get +2 when I use Physique to defend on a shield wall.
Word of Fear: As I have a sharp tongue, I get +2 to Provoke to create an advantage
when intimidating.
Stunt from the Gods
Blessing: Since Odin is with me, I can invoke my destiny aspect for +4 instead of +2, but
only in great battles and I cannot concede.
Stress
Physical: 4 Mental: 3
Consequences
Mild (2): Moderate (4): Severe (6):
Arne
Arne is a warrior tired from the combat and the bloodshedding, but he still has
some battles to fight.
Aspects
Warrior tired from the combat and the bloodshedding; Di-
vided between pacifism and violence; Peace among peoples; I
will be a great leader; I miss my homeland.
Skills
Great (+4): Provoke
Good (+3): Fight and Athletics
Fair (+2): Physique, Will, and Empathy
Average (+1): Lore, Contacts, Shoot, and Rapport
Stunts
Word of Solace: As I am good with words, I get +2 to Empathy to
overcome when comforting an ally to heal a mental consequence.
Voice of the Wise: As I speak with confidence, I get +2 when using
Rapport to create an advantage when talking to leaders and kings.
Stunt from the Gods
Soul Sword: Since Tyr is with me, I am suc-
cessful on a Rapport roll if I am negotiating
peace and justice and automatically cause a
mild mental consequence to anyone who
opposes me, but only once per scene.
Stress
Physical: 3
Mental: 3
Consequences
Mild (2):
Moderate (4):
Severe (6):
Turbulent Times
Adventure seeds and campaign ideas
By Fábio Silva
This article presents three generic Viking adventure seeds, created using sugges-
tions from the Fate Core’s Game Creation chapter. Each adventure has a Cur-
rent Issue and an Impending Issue, with a paragraph explaining with more details
these aspects. Each issue presents two places and two faces (each with an aspect
suggestion), where one favors the issue and the other fights against it. There is a
paragraph contextualizing each of these elements and providing ideas that can be
used as background to start the adventure.
The GM must use the character’s aspects to add extra details to the plot of the
adventure. From these seeds, it is possible to play a one-shot game or expand to a
campaign, according to the character’s actions or by connecting the adventures.

Adventure: The Sacred


River and the Cowardly
Thieves
Scale: Small scale — there are problems at the border of two villages with thieves
who plunder them.

Current Issue: A mystical river of


uncertain origin
There is a river that divides the territory between Bregentv and Tarp’s villages, and
each city has different beliefs. Residents of Bregentv say that the cursed waters are
from the depths of Niflheim, making animal sacrifices in the waters to purify it be-
fore drinking from it or fishing. The Tarp villagers say that the waters are sacred,
blessed by Odin and Thor and that the sacrifices are cursing the fisheries. The two
villages are fighting violently to prove which one is correct. Is there a curse on the
waters or are they blessed? And what is their origin?

Impending Issue:
The looters’ alliance
There are rumors about an alliance between renegade warriors that were not ap-
proved by Jarl to sail and loot. They joined a group called the Plunderer’s Alli-
ance and now invade small villages to loot or even demand taxes. Could they hurt
someone important to PCs or steal something valuable from their homes? Do the
PCs know any of them, perhaps a friend or family member? Do they act on their
own, or is there a leader with a big plan?

Fate plus 71 Vikings


Bregentv Faces and Places
Place: The Sanctuary of Waters
Aspect: A sacred place to worship Njord.
The villagers gather here to celebrate and offer Njord prayers, making requests
and showing appreciation for the fishing.
Face: Gorm, a man of the gods
Aspect: These waters are a blessing to us all.
Gorm experienced an extraordinary event in his childhood that he believes was
a call from the gods. He has a special affection for Njord, but his knowledge of the
deities in general is vast. He is a healer and a counselor and believes that the river’s
waters are sacred, coming from Asgard or Vanaheim, and must be protected to
allow plenty of fishing.
Place: The Sombrero Market
Aspect: Goods for families and travelers.
This place gathers various goods for consumption, such as strong beer, grains,
and salty meats. This is a place visited by merchants, who bring new goods, and
citizens who want to consume. The popular belief in this place is that the river is
cursed.
Face: Halfdan, the merchant
Aspect: The curse of the water slows progress.
Halfdan is a practical man: he believes in what he sees. Few fish are arriving in
his city, and he believes that this is the fault of the sacrifices of the neighboring
town, which are cursing the river waters. Sometimes he says that the waters are
Njord’s tears, and sometimes he states that they come directly from Niflheim.

Tarp Faces and Places


Place: The Blacksmith
Aspect: A place for secret meetings.
The blacksmith is an establishment and also the home of Erik, the artisan. A
variety of weapons, shields, and armor are manufactured here. This is also a meet-
ing place for secret reunions of citizens dissatisfied because the Jarl did not choose
them to take part in the looting sales.
Face: Erik, the blacksmith
Aspect: We make our own destiny.
Erik is the village’s blacksmith who has had a tough life of hard work. Besides
his dislike, he is known for his greed and bragging about producing the best iron
crafts in the region. He has a problem with the Jarl and is happy with the issues
the thieves have been causing.

Fate plus 72 Vikings


Place: The Cabin on the Sea
Aspect: Boats faithful to water, heart faithful to the Jarl.
This cabin is on a boulder beach, in a quiet area of the sea. This is where the
main sailing and fishing boats in the region are built. They are known for their
outstanding quality, and the Jarl fears that bandits will target this place.
Face: Sune, the boat maker
Aspect: Nobody will mess up with my village.
Sune is a young boat artisan, passionate about the sea. He dedicates his life to
building and maintaining vessels, and his loyalty is entirely to the Jarl, who saved
his life when he was thrown into a basket in the sea. Sune doesn’t know his par-
ents, but he considers himself the Jarl’s adopted son, although the great leader
may not see him in this way.

Adventure: The Waterfalls


of Power and the Sinister
Wolves
Scale: Small scale — there are legends of power in the waters of a waterfall in the
mountains near the local village and night attacks by sinister wolves.

Current Issue: Blessed waters and


strange disappearances
The PCs live in a village of Djúpr (deep), surrounded by steep mountains. Leg-
ends of the past talk about a waterfall of sacred waters that provide the power of
the gods to those who bathe in it. Young dreamers and audacious warriors disap-
pear in search of these waters. Did a friend or relative of the character disappear
that way? Do the characters themselves want to drink the water? Does the Jarl ask
the PCs to investigate this legend to demystify it and discourage new dreamers
from looking for the location?

Impending Issue: Sinister wolves


hunt in the night
Giant wolves have been haunting the village in the last few nights. Sometimes they
sneak around the streets, sniffing for easy prey. The situation intrigued the resi-
dents, as the wolves are not killing the animals or the people: they are kidnaping
them. Where are they taking the abducted ones? Did any of the PCs have their
mount, family member, or friends kidnapped? Is someone controlling the wolves?
Why are they giant?

Fate plus 73 Vikings


Faces and Places
Place: The Ranch
Aspect: Strong animals for long journeys.
This is the village ranch that takes care of the animals of the Jarl family. Some
adventurers approach Trygve for advice on strong animals for long trips in the
mountains — the most audacious stole the Jarl’s riding animals. He knows how
to track animals with ease.
Face: Trygve, the Animal Caregiver
Aspect: Animal lover, loyal to the Jarl.
Trygve is a simple person. He believes that the legends are true, but he himself
does not have the courage to seek the waterfall. He has cared for animals since his
childhood and hunts frequently. He is loyal to the Jarl and wants to know who
stole his best horses to carry out this insane quest.
Place: The Lake
Aspect: A quiet place and a source of food.
This lake is one of the main sources of fishing. It is formed by the melting waters
of the nearby mountains. There are legends and rumors about it too, but nothing
that surprises or scares the residents.
Face: Frida, the audacious fisherwoman
Aspect: I don’t fear legends; I respect the waters.
Frida is a longtime fisherwoman who doesn’t believe in local legends and ru-
mors. She thinks people are wasting their lives in vain, searching for sacred waters
that guarantee power. In the lake’s waters, she has already found rags of clothing
or pieces of metal brought by the melting waters.
Place: The Hunters’ Grove
Aspect: Hidden traps.
This grove has scattered huts that belong to hunters who live in the wild. When
the PCs walk around this place, it is possible to see dead animals hanging, tied to
be skinned and boned.
Face: Inga, a woman from the forest
Aspect: Freyja protects those who take care of nature.
Inga is an experienced hunter and likes to use traps with intruders, but not with
animals — these she hunts with her own hands and with her bow. She believes the
giant wolves are a punishment from Freyja for the greed of people who consume
natural resources uncontrollably. She would like to have one of these wolves as
her friend.
Place: The Training Yard
Aspect: The greatest warriors are born here.
This large courtyard has a wooden platform with a throne that the Jarl uses to
watch the training or disputes taking place. The site is used to train new warriors
and has wooden logs for sword practice and arrow shooting.
Face: Knud, the bully
Aspect: The weak will perish.
The violence shaped this man. He handles new warriors’ training and the Jarl’s
combat tactics and checks the quality of shields, swords, and equipment, besides
training horses. He can’t wait to hunt these wolves and collect their heads.
Adventure: The Omen
of Destruction and the
Journey with the Firstborn
Scale: Small scale — the seer envisioned in a dream the village on fire by the hand
of a two-headed beast, and the Jarl sends his wife to take care of the neighboring
village (inherited from her family). The PCs must escort the couple’s daughter to
the mother’s city.

Current Issue: A giant two-headed


beast will bring destruction and
suffering
The seer of Akranes envisioned in a dream that a two-headed beast would bring
flames over the town. This has been going on for a few months now, and the Jarl
has been secretly investigating this prophecy. Will a creature appear to destroy the
city? Could the two-headed beast represent tyrannical twins? Did other events
catch the Jarl’s attention so that the dream is becoming true? Do the PCs have
some connection with it or will the Jarl contact them to solve the mystery?

Impending Issue: The firstborn’s


journey
Liv is the Jarl’s wife (the title for the sovereign’s wife is “Frue” — it is derived from
the name of the goddess Freya and means “Lady”), and she inherited her father’s
land in the neighboring city. She traveled to the town and put everything in place
to merge the lands with her husband. Her daughter and firstborn, named Thyra,
will travel to the nearby town to help her mother, and the Jarl asks the characters
to escort her to the place. What secrets can she tell the PCs? What dangers will they
face to protect her? Could she instruct the PCs on a shortcut to visit a secret place?

Faces and Places


Place: Revna Farm
Aspect: Sacred place for rites.
This farm has special features on its land that favor rituals and spiritual activ-
ities. Because it is far from the village, witches and sorcerers gather here to carry
out their ceremonies.
Face: Revna, an arrogant witch
Aspect: I will embrace the mysteries of the future.
Revna is a student of the mystical arts and believes that she can channel the
gods’ power according to her will. She organizes a secret meeting of witches and
sorcerers on her farm to perform rites and studies. She heard about a prophecy
concerning the two-headed beast and is looking for more information, as she de-
sires to meet such a creature.

Fate plus 76 Vikings


Place: The Prophet’s Tent
Aspect: Fate within sight.
This tent is on the village’s edge, as the people fear being called by the seer to
receive a promotion from the gods. Also, away from the city, the seer is only con-
cerned with receiving visions and being a spokesman for the spiritual world and
the gods themselves. The people take care of the seer’s needs, bringing food and
water every day as an offering.
Face: The Seer
Aspect: Let me see your hand.
His name is unknown, and everyone calls him The Seer. He has no eyes, prob-
ably corroded as an offering for the power of vision. He is wise and neutral in his
visions, but this time he fears for the prophecy of the two-headed beast and will do
his best to assist those who try to prevent the catastrophe.
Place: The Jarl’s House
Aspect: A place of comfort for the nobles and coveted by the
commoners.
This is the largest house in the village, in which there is the throne hall, where the
Jarl receives the citizens. Anyone could ask for a meeting with the Jarl, which would
be scheduled to take place in the following days. Nevertheless, his presence could also
be requested during emergencies or when important and unexpected visitors arrive.
Face: Tove, the seamstress
Aspect: Humble peasant faithful to Thyra.
Tove is a dedicated girl who learned the art of sewing from her grandmother,
while her parents worked on the farms when she was still very young. The Jarl’s
daughter, Thyra, was fond of her, and the two became friends. Tove sews Thyra’s
clothes and knows that she has many secret pockets to keep hidden things — jew-
elry and gifts from unknown people. She will help those who convince her that
Thyra may be in danger.
Place: The Long River.
Aspect: The place of the less fortunate.
This river passes close to the city and flows into the sea. For some strange reason,
Thyra loved to visit this place and demanded to go there alone. Here people seek
drinking water, fresh fish, wash their utensils, and so on. In the upper part of the
river, the water forms small puddles that people use to bathe, and children to play.
Some fear this place because they say that there is a snake spirit in the waters that
pulls the unsuspecting feet, drowning people and feeding on their rotten flesh.
Face: Sten, the smart boy
Aspect: Smart and sneaky boy.
Sten is a teenager who lives in the river’s vicinity and seeks to prove that the place’s
legends are true. He says he has seen looters hiding in the river, children being pulled
by water creatures, and is looking to spot some animal spirits. He eavesdropped on
Thyra visiting the river several times and receiving small objects from someone com-
ing out of the water — he swears it is true: “she keeps the objects in the secret pockets
of her clothes,” he says. Once, she seemed to be talking to something in the depths
and he swears he saw her kissing another girl he didn’t recognize.

Fate plus 77 Vikings


A Populated
World
Antagonists, allies, and beasts
By Fábio Silva
The Vikings visited, looted, and negotiated with many cultures. They made slaves
from other regions, which became part of the barbaric culture over time. The
NPCs in this session are generic and can be found in most Viking villages.
This list includes wild animals that the GM can use in hunting scenes or ran-
dom encounters during long trips on wild roads or outdoor camps.
Finally, there are folk creatures for fantastic adventures. Viking culture does not
have a wide-ranging fantasy bestiary, but they believed in the existence of some
supernatural beings and wild spirits. They inherited some of these beliefs from
other cultures that, gradually, became part of their own over the years.

NPCs: Allies
and Antagonists
Unlike what many may think, the Vikings were not just brutal warriors. Only a
few devoted themselves entirely to the art of combat, and these were, for the most
part, bodyguards of the nobility. The Viking society was full of big cities, busi-
nesses, great artisans, and economic structure.
Nordic society was reasonably organized but sometimes close to anarchy. The
NPCs on this list are organized from what would be the upper classes to the lower
classes. The NPCs below represent the different faces of Nordic society. They are
divided into three groups: the nobles (the Jarl class), the commoners (the Carl
class), and the servants and slaves (the Thrall class). The GM can use some of these
NPCs, such as warriors, as a base to create extra dwarf or elf warrior NPCs.
The GM might use them as tools in the adventure. Their relationship with the
PCs will depend on the context of the story and the characters’ actions. If the
protagonists have a reputation aspect, perhaps some of the NPCs have heard of
them — and that can be a good or a bad thing. One of the players may want to
have a bond with one of the NPCs. Allow them to create a character aspect that
represents this relationship.
The GM can change or add aspects, skills, or stunts to better fit an NPC in
their adventure.

Fate plus 78 Vikings


Jarl Knud Bloodrage
Knud is known as Bloodrage for leading berserkers’ groups in
many battles. His fury can be felt in his eyes, and he hates injus-
tices against innocents.
Aspects
A leader motivated by greed; I cannot tolerate being
contradicted; The innocent have to be protected.
Skills
Great +4: Fight
Good +3: Will and Physique
Fair +2: Empathy, Rapport, and Resources
Average +1: Provoke, Notice, Athletics, and Contacts
Stunts
Pain Fury: Knud receives a free invocation of his
physical consequences on his next turn as soon as he
gets a blow.
Innocent Blood: If an innocent (NPC who
is unable to defend oneself, such as children,
artisans, the elderly, the sick, among others)
is injured in front of Knud, he receives a free
invocation of The innocent have to be
protected. This free invocation provides a
+3 bonus instead of +2, or Knud can roll the
dice twice and choose the best result.
Stress
Physical: 4
Mental: 4
Consequences
2 Mild:
4 Moderate:
6 Severe:

Fate plus 79 Vikings


Fru Signe of the Silver Moon
Signe is a Frue (Jarl’s wife) and was born into a noble family. A seer predicted
that she would be born on a full silver moon night like no one had ever seen.
The prophecy has been fulfilled, and everyone believes that she is destined
to be a great leader.
Aspects
Born in the nobility; Many envy my privileges; I am part of
a prophecy.
Skills
Great +4: Contacts
Good +3: Resources and Will
Fair +2: Rapport, Lore, and Crafts
Average +1: Fight, Shoot, Provoke, and Stealth
Stunts
People to Serve Me: Once per scene, Signe can make any skill check with
Good +3 since she can call someone to perform the task or action for her at
that moment. She can spend a fate point to continue receiving help until the
end of the scene.
I Know a Little About Everyone: Once per session, Signe can discover
one aspect of a character. She will use her resources or contacts to unveil the
information if it is not clear at first sight. She discovers the aspect until the
end of the scene.
Stress
Physical: 2 Mental: 4
Consequences
2 Mild:
4 Moderate:
6 Severe:

Ulf, the smith


Ulf is a specialist in weapons, armor, and iron accessories.
Aspect
Handcrafted iron works; Ax specialist.
Skills
Fair +2: Crafts (iron) and Fight
Stress: 2

Fate plus 80 Vikings


Leif, the boat craft
Leif lives in a cabin near the sea, among the tall trees of a forest, the wood of
which he uses to build valuable vessels.
Aspect
Royal boat craftsman; The sea is my cradle.
Skills
Good +3: Crafts (boats and wood) and shoot
Stress: 2

Gertrud, The Merchant


Gertrud travels between cities trading goods and delivering messages. She
travels with her eldest son and hires bodyguards frequently.
Aspect
An experienced dealer; I know these roads; I know every-
thing and everyone a little.
Skills
Good +3: Resources and Deceive
Fair +2: Contacts, Notice, and Will
Stress: 2

Erik, the Joiner


Erik is a wood craftsman who makes furniture, houses, and utensils.
Aspect
Longtime woodcutter.
Skills
Fair +2: Crafts (wood) and Fight
Stress: 2

Bodil, the Fisherwoman


Bodil is a strong woman and the sea is her domain.
Aspect
The sea is my domain.
Skills
Good +3: Athletics
Fair +2: Fight and Physique
Stress: 4

Fate plus 81 Vikings


Roar, the Tailor
Roar makes royal fabrics and garments. He’s a man with a lot of contacts.
His family helps him makie popular clothes.
Aspect
The best tailor in the region; Contacts between the nobles.
Skills
Good +3: Crafts (tailor) and Contacts
Fair +2: Notice and Will
Stress: 1

Ødger, the Warrior


Ødger is a warrior who promised to give his life for his Jarl.
Aspect
My life for my people.
Skills
Fair +2: Fight and Shoot
Stress: 3

Tora, the Warrior


Tora is a mercenary warrior who fights for money. She is usually hired by
merchants as a bodyguard.
Aspects
How much is my loyalty worth?; I will fight to the death!
Skills
Good +3: Fight
Fair +2: Shoot and Physique
Stress: 3
Consequence
2 Mild:
Inga, the Warrior
Inga grew up hunting in the forests. She started using bows and traps in
fights and wars.
Aspect
Bow and arrow specialist warrior; Cunning hunter; Sur-
prise traps.
Skills
Good +3: Fight and Shoot
Fair +2: Crafts (traps) and Physique
Stress: 4
Consequence
2 Mild:

Åge, the Warrior


Åge is a young man and a warrior who dreams of fighting great battles.
Aspects
Anxious for the fight; Young and inexperienced.
Skills
Good +3: Fight
Fair +2: Athletics and Physique
Stunt
Oak Shield: Åge always gets +1 in all defense actions against Fight at-
tacks, if he uses a shield, as he is a shield specialist.
Stress: 3
Consequence
2 Mild:
Fantastic Beings
Norse legends and myths have few fantastic creatures. For players to find the crea-
tures below, the PCs have to travel to other planes, or mystical beings have to reach
the mortal world. If a fantastic being belongs to the mortal plane, its description
will inform that.

Children of the Gods


Divine creatures are mighty. The blood of the gods runs in their veins, and this
gives them supernatural abilities. These are creatures far more powerful than any
mortal, and the GM must use them wisely. Creating a character sheet for a being
means taking it off of the god’s pedestal and telling players, “it has a sheet and can be
destroyed.” NPCs like these must come into play with a plot purpose and not just
as another creature to be overcome. Even if they are killed or defeated, there would
be ways for them to come back to life by the hand and will of the gods themselves.

Fate plus 84 Vikings


Fenris
This monstrosity is a spawn of Loki. Fenris is such a colossal wolf that its
bite can swallow the sky. Fenris is bound by a magical chain created by the
dwarves through spells and secret ingredients. It will be released in Ragnarok
to assassinate Odin.
Aspects
Giant wolf, spawn of Loki; Bound by a magical chain; Change-
able size; Smart beast; I speak the language of humans.
Skills
Superb +5: Fight
Great +4: Physique and Provoke
Good +3: Athletics, Notice, and Stealth
Stunt
Target Bite: Once per conflict or at the cost of a fate point, Fenris can de-
clare that an attack was a success, even if it failed, and cause a mild consequence.
Deep Cut: Fenris attacks always cause consequences instead of stress.
Stress
Physical: 5 Mental: 4
Consequences
2 Mild: 2 Mild (Physical):
4 Moderate:
6 Severe:

Garm
This creature is a giant dog that guards the gates of the underworld against
local invaders. It is prophesied that it will die while killing Tyr, in fierce com-
bat, during Ragnarok.
Aspects
Giant dog; Guardian of the underworld gates; Prophesied
to kill Tyr and die in Ragnarok.
Skills
Superb +5: Fight
Great +4: Physique and Provoking
Good +3: Athletics, Notice, and Stealth
Stunt
Ripping Bite: If successful on a bite Fight attack, Garm can spend a fate
point to turn stress into a mild consequence and throw the target into the
adjacent zone.
Stress
Physical: 5 Mental: 4
Consequences
2 Mild:
4 Moderate:

Fate plus 85 Vikings


Thrúd
This is the daughter of Thor, the God of Thunder, and Sif. She is the rul-
er of the weather, and her feelings manipulate storms and sunny days. Her
healing powers makes her an entity worshiped by many healers. She looks
like a human, but her power is unimaginable.
Aspects
Daughter of Thor and Sif; Weather ruler; My feelings ma-
nipulate the weather; Patroness of healers; Human appear-
ance and unimaginable power.
Skills
Superb +5: Empathy
Great +4: Academics and Lore
Good +3: Contacts, Rapport, and Will
Stunt
Mistress of Time: If Thrúd’s mood changes, the weather will change
accordingly. Storms and lightning for rage, rain or snow for sadness, sun and
wind for happy feelings. Once per session Thrúd can change the weather at
her discretion. All such changes must be represented by situation aspects.
Healer: Once per scene, or at the cost of a fate point, Thrúd can immedi-
ately heal a consequence of any level on herself or a target in the same zone.
Divine Blood: Thrúd receives no consequences from ordinary weapons,
only stress. Only magical, blessed, and divine weapons can cause conse-
quences in Thrúd.
Stress
Physical: 4 Mental: 4
Consequences
2 Mild:
4 Moderate:
6 Severe:

Fate plus 86 Vikings


Commanded Spirits
A vile and powerful sorcerer can summon spirits from the underworld to carry
out their will. These spirits can be of the dead or other entities that live on the
ethereal plane. Sometimes these beings are called upon to answer questions about
the future or the spirit world, but commonly they are brought back to that world
to perform evil tasks.
These creatures are connected to this world by a powerful artifact that was used
to summon their presence. This item may be in the spirit’s or the sorcerer’s posses-
sion. Destroying this relic will banish the spirit from the material world.
Their summoners will normally bind these beings unless some agreement has
been broken and they can act of their own free will. After completing their mis-
sions, it’s common for after-death madness to cause these creatures to haunt the
living world.

Commanded Spirits
Aspects
The GM can choose from one up to three aspects for each Commanded Spirits:
Unusual strength; Partly material; Desire for freedom;
An item protects my existence; Summoned by sorcery.
Skills
Great +4: Fight and Will
Stunt
Choose one or two stunts for each Commanded Spirits:
Frightening Visions: Using Will to create an advantage, a Spirit can cre-
ate the Frightening visions of the future aspect by touching a target
in the same zone. The Spirit and the target receive a free invocation; howev-
er, the target receives 2 mental stress when invoking the aspect. If desired,
the GM can give details about the vision according to the current campaign.
Frozen Touch: Once per conflict, upon succeeding on a Will attack, the
Spirit causes the mild consequence of Decaying spirit.
Incorporeal: Whenever the Spirit receives an attack from a non-magical
or non-blessed weapon that causes less than 2 physical or mental stress, the
attack fails.
Heavy Strike: Once per target in each conflict, the Spirit performs a Fight
attack with its extraordinary strength. If successful, in addition to the stress
caused, the target receives the situation aspect Disoriented or Fallen
to the ground. The Spirit has one free invocation of the imposed aspect.
Stress
Mental: 4
Consequences
2 Mild:

Fate plus 87 Vikings


Draugr and Haugbui
These are undead creatures with magical abilities that arise from the darkness of
death. Some resurface as evil creatures, while others may arise from their tombs
searching for undelivered offerings or revenge. It is a habit for the relatives of a
deceased to break the sword, ax, or shield of a loved one before burying them with
their possessions, fearing that they might rise from their graves armed for combat.
While a Draugr roams the night lands of winter, a Haugbui is trapped in its
own grave or mounds, destined to watch over to protect it from marauders.
They thrive in cold weather and are stronger in winter, preferring to hunt at
night and avoid sunlight. Their skin is bluish or partially black, and they have wa-
tery eyes. These creatures are intelligent and, in some cases, able to speak.
They are strong and use their hands to crush their targets’ bones. Some of them
are resistant to attacks made with common weapons, being wounded only by
magic or by the blade of their own weapons.
Even after the second kill, a Draugr or Haugbui can come back to life after a
few days or weeks. There are many ways to kill these beings permanently, and each
creature may require a different method. The players might find out that they
just need to cut their heads off, while other creatures need to be burned and the
ashes taken to their original tomb (or even thrown into the sea). There are legends
about stakes through the heart that can bring the ultimate death of a Draugr. He-
roes will need to investigate and discover these methods before it’s too late.
Draugr and Haugbui, the Dark Beings
Aspects
The GM can choose from one to three aspects for each Draugr or Haugbui:
Undead driven by rage; Decapitate to final death; Sun and
heat are my torments; A stake through my heart is the ulti-
mate death; The cold comforts me; Revenge against my fami-
ly; I want fresh meat.
Skills
Good +3: Fight or Provoke
Fair +2: Physique and Notice
Stunt
Choose one or two stunts for each Draugr or Haugbui:
Bone Crush: If the creature hits a Fight attack, it can spend a fate point
to turn the stress achieved into the mild consequence Crushed bones.
Drain Energy: The creature stares at a target with its terrifying gaze and
dreadful moan. It makes a Provoke attack against a target in the same zone or
adjacent. If successful, it causes mental stress on the target and recovers the
same value of its own physical or mental stress or consequence.
Frostbite: When hitting a bite attack using Fight, in addition to the stress
caused, the creature can spend a fate point and create the situation aspect
Freezing body on the target, with a free invocation.
Merge with Earth: Once per scene, or at the cost of a fate point, the
creature can create the situation aspect Merged with earth. It can
only move one zone per turn and cannot take action (not even defend). It
is impossible to damage the creature in this state, except through spells and
bewitched weapons. The creature commonly enters this state if it is badly
wounded or to avoid the sun.
Snowstorm: Once per session, the creature can spend a fate point to
summon a Snowstorm that covers the entire scene. Everyone in the scene,
other than Draugr or Haugbui, cannot invoke aspects, and Notice rolls au-
tomatically fail unless it’s by stunt or magic. All Draugr and Haugbui receive
a free invocation of the aspect.
Spot Strike: Once per scene, when a Fight attack fails, the creature can
choose to succeed and causes 2 physical stress.
Taciturn Mist: Once per scene, or at the cost of a fate point, the creature
summons a thick, icy mist, covering the zone where it is. The fog moves with
it. All non-Draugr or Haugbui creatures cannot invoke aspects while inside
the fog, which lasts until the end of the scene or the creature’s death.
Stress
Physical: 3 Mental: 2
Consequences
2 Mild:
4 Moderate:

Fate plus 89 Vikings


Dwarves
Nordic dwarves are different from popular culture and classical fantasy ones.
They inhabit their world, a plane different from that of humans. The Vikings
know them through legends, but they never met them in person. An encounter
with a dwarf means that something is wrong between the passages that connect
the world of the dwarves, called Nidavellir.
They are known for their incredible artisan skills, especially the making of mag-
ic items for the gods themselves. Dwarves are a fantastic and powerful species, but
deeper details about their culture are a mystery.
The dwarves of Norse legends are similar to humans in appearance, but their
height is about 12” less. They, however, have the weakness of turning into stone
if touched by sunlight.
All dwarves have the following aspects, in addition to the personal aspects:
The sunlight turns me to stone; Extended life; Darkvision; Con-
nected minds.

Fate plus 90 Vikings


Veggr, Hammer’s Fury
Veggr is a warrior dwarf and she violently defends her territory.
Aspects
Intruders will not pass by me; Convince me of your loyalty.
Skills
Superb +5: Fight (hammer)
Great +4: Physique and Will
Good +3: Athletics, Notice, and Provoke
Stunt
Rolled Hammer: Veggr hits her sledgehammer on the ground in a Fight
attack against everyone in the same zone as her and creates the Earth-
quake boost.
Stress
Physical: 4 Mental: 2
Consequences
2 Mild:
4 Moderate:
6 Severe:

Fáinn, the Mountain Jeweler


Fáinn digs up precious stones and turns them into magical accessories for
kings, queens, and gods.
Aspects
The jeweler of the gods; Hard to kill; A soft heart.
Skills
Superb +5: Crafts (jewelry)
Great +4: Physique and Empathy
Good +3: Athletics, Physique, and Provoke
Stunt
Artisan: Fáinn can spend one fate point per session to make a Crafts roll
against +5. While doing the roll, he cannot do anything else during the ses-
sion and cannot be interrupted in his studio. During this Fáinn also does not
sleep nor eat. If he manages to keep working for three successful sessions,
he will create a magical jewel with three aspects and a stunt according to his
own will, or the will of the receiver of the trinket. The stunt represents ex-
traordinary power and provides a +4 bonus to create an advantage and over-
come actions, or to break a Fate rule and still provide a +2 bonus. The item
is indestructible by mortal means — it can only be destroyed in dwarf forges.
Stress
Physical: 4 Mental: 2
Consequences
2 Mild:
4 Moderate:

Fate plus 91 Vikings


Dragons and Serpents
Dragons are common creatures in Norse legends. There are many famous, power-
ful dragons. Its origins are many, like Fafnir, a dwarf who was transformed into a
dragon after killing his own father while searching for the family’s gold; Jormun-
gand, the serpent of Midgard; or Nidhug, the dragon of Hel.
All dragons in Norse mythology have dramatic stories, and their power is overwhelm-
ing compared to mortals. If you decide to use a dragon in your game, think of ways for
the PCs to face it using their brains, not only their brawns. Perhaps a dragon was the son
of a king who was cursed and now protects the only treasure capable of saving a village.
A mortal can be the half-breed child of a human with a dragon, and their power may be
awakening in a transformation that will soon become permanent.
Dragons can inhabit any plane and be mortal or spiritual creatures, depending on
their origins. Some of them can be so powerful that they manage to travel between
worlds, with only the gods being able to stop them.
Serpentes are like giant snakes. They are similar to Dragons, but they have no legs
and are not rational like these. Many legends say that these creatures were adopted as
pets and later thrown into rivers or left in the wild after becoming giants. Many of these
stories end with their previous owner devoured. Other legends speak of these creatures
being the offspring of dragons or enormous serpents in Midgard.
They are big enough to destroy houses, cut down trees, or sink ships. Serpents act
out of survival instincts but can perform simple ambushes or traps to capture their prey.
They are territorial and hunt for hunger more than planning or emotion.

Jörmungandr, the huge monster


This snake dragon is the child of Loki and the giantess Angrboða. Loki then
released the serpent into the seas of Midgard. Jörmungandr’s arch-enemy
is the thunder-god, Thor. It has become so gigantic that it can go around
the world and bite its own tail. The prophecy says that when Jörmungandr
releases its tail, the Ragnarök will begin.
Aspects
Serpent dragon, child of Loki; As huge as the world; Ruler
of the seas; Surrounded by prophecies.
Skills
Superb +5: Physique
Great +4: Fight and Will
Good +3: Athletics, Provoke, and Notice
Fair +2: Deceive and Stealth
Stunts
The Tail Bite: Jörmungandr cannot roll skills or invoke aspects unless it
releases its tail. When it does, it acts normally and moves as many zones as it
wants. However, Ragnarok’s prophecy begins, and the end times draw near
— this could mean the PCs need to convince it to bite the tail again or face
that catastrophic event. The details are up to the GM.
Divine Blood: Jörmungandr can only be hit by magic weapons.
Stress
Physical: 6 Mental: 4
Consequences
2 Mild: 2 Mild (Physical):
4 Moderate:
6 Severe:
Fate plus 92 Vikings
Fafnir, the treacherous dragon
Fafnir is one of the sons of the dwarf king Hreidmar. He killed his father to
keep all his family treasure for himself and was cursed by the magic ring of
Andvari (the dwarf who had the power to change himself into a pike) turn-
ing him into a dragon. Now he is eternally trapped in the desire to protect
his inherited wealth. Fafnir has used his venom breath to poison the lands
around him, so that all who try to steal his treasure will flee in terror or die
in agony.
Aspects
A dragon dwarf with a powerful body and fearless soul;
Guardian of my father’s gold and jewels; The strongest
among my brothers; Poisoned lands.
Skills
Superb +5: Physique
Great +4: Fight and Provoke
Good +3: Athletics, Notice, and Will
Stunts
The Strength of the Word: Fafnir can use Provoke to defend against
attacks by speaking devastating words that affect the opponent emotionally.
Poisonous Bite: On a successful Physique attack, Fafnir causes +2 stress
and can spend a fate point to impose Deadly poison on the target. While
with this aspect, the target receives 3 physical stress per exchange.
Acid Spit: Once per scene, or at the cost of a fate point, Fafnir can at-
tack everyone in the same (or an adjacent) zone with an acidic spit. Everyone
defends against +5. Targets that fail receive the stress from the attack and
the Sickened by Fafnir’s poison aspect (if the aspect already exists,
Fafnir receives a free invocation). While with this aspect, the target receives
+3 physical stress per exchange.
Stress
Physical: 5
Mental: 4
Consequences
2 Mild:
2 Mild (Physical):
4 Moderate:
6 Severe:
Brarsyn, the Firebreath
Brarsyn is a treacherous dragon who will do whatever it takes to get what
she wants. She has no pleasure in killing, but delights herself in corrupting
those with a good heart. Legends say that she was a high elf who was cursed
for her betrayals. It is said that only the elven songs can make her heart warm.
Aspects
Brarsyn, the treacherous dragon; Elven songs soothe my heart;
Flaming saliva; Lies and deceptions; The terror of the skies.
Skills
Superb +5: Provoke
Great +4: Fight and Will
Good +3: Athletics, Physique, and Notice
Stunts
Breath of Fire: Once per session, Brarsyn releases a puff of fire, which
rises through her throat and explodes through her mouth. All targets in the
same zone and adjacent to Brarsyn must roll defense Athletics against +4.
Whoever succeeds receives 2 shifts of physical stress. Those who fail receive
the mild consequence Ignited by the dragon’s flames. This aspect
causes 2 shifts of physical stress per exchange. On their turn, the PC can
overcome this aspect with a roll of an appropriate skill against +4.
Threatening Presence: Once per exchange, Brarsyn can roll a create an
advantage of Provoke to face or roar at a target of her choice, up to three
zones away, instead of taking action. The target defends against it with Will.
If they fail, they will be Frightened and cannot stay within three zones
of Brarsyn (if they are, they cannot take any action other than fleeing). The
target can attack Brarsyn if they are four or more zones away. The target can
repeat the Will roll whenever it is their turn. A success nullifies the effect
and makes the target immune to that effect until the next encounter with
the creature.
Dragon’s Luck: Once per session, when Brarsyn fails an overcome or
create an advantage roll, she can choose to succeed instead, as if she had
achieved 2 shifts. Brarsyn can invoke aspects to improve the result.
Stress
Physical: 4 Mental: 4
Consequences
2 Mild:
4 Moderate:
6 Severe:

Fate plus 94 Vikings


Water Serpent
This serpent does not have wings, but fins that help it swim faster. It can
jump out of the water to attack ships or capture prey on the shores of the
sea, river, and lakes.
Aspects
Giant water serpent; I will catch you!
Skills
Great +4: Athletics
Good +3: Fight and Stealth
Fair +2: Deceive, Notice, and Physique
Stunts
Swift Swim: Once per scene the Water Serpent can make an Athletics
roll against +3. If successful, it creates the Swift swim aspect, with no free
invocations. Each shift achieved on this roll represents an additional zone
that the creature can move to in that turn.
Hunger Jump: If the Water Serpent achieves 3 or more shifts on the
Swift Swim stunt’s Athletics roll, it can jump against a target in the water
(usually a vessel) or on land. It uses the result of the Athletics roll as an attack
against the target, who must defend.
Stress
Physical: 3 Mental: 2
Consequences
2 Mild:
4 Moderate:

Earth Serpent
Some of these snakes have wings but cannot fly; they hover in the air as
they jump from trees, mountains, or rocks. Others have no wings and creep
through the dry leaves and branches, among trees, grasses, and rocks.
Aspects
Giant earth serpent; Sneaky predator.
Skills
Great +4: Athletics
Good +3: Fight and Stealth
Stunts
Trap Target: The Earth Serpent performs a create an advantage roll of Ath-
letics against a target. If successful, it creates the Trapped on the snake’s
coil aspect as it wraps itself around the victim’s body, with one free invoca-
tion. The target may attempt a new overcome dispute roll on their turn using
Physique, Fight, or another appropriate skill, to get rid of the aspect.
Crush Target: If the Earth Serpent starts its turn with the Trapped on the
serpent’s coil aspect, it can use Athletics to perform a crush attack. If the Ser-
pent succeeds, it causes a mild consequence, and if it fails, it causes 3 physical stress.
Stress
Physical: 3 Mental: 2
Consequences
2 Mild:
4 Moderate: Fate plus 95 Vikings
Elves
The mountain elves are spiritual beings who accept offerings to help in the har-
vest and fertility of the people who worship them. They are nocturnal creatures,
beginning their activities at sunset and ending at sunrise, because, like dwarves,
they become stone if touched by sunlight. They are about six or seven feet tall,
thin, with smooth features, and with long exotic hairstyles. Their clothes are
similar to humans’, but they are more graceful and in earthy tones (brown,
green, and gray). Because they are spiritual creatures, their skin is pale, close to
a translucent blue-green.
Mortals are unlikely to see a mountain elf as they inhabit their own world —
Alfheim, a place close to Asgard.
They live in hills and forests, and only those who know the elves’ magic can find
the way to their majestic cities. These places are created and protected by elven
magic, hiding the vastest towns at the top of small forest hills.
Mountain elves are known for their artistic and magical torque in various as-
pects of their culture. Their music, art, and blacksmiths are graceful and delicate.
Their weapons are among the finest, lightest, and most accurate in the world, and
are made of iron, as they are sensitive to steel. Their jewels are as beautiful as the
sunlight. Nothing that a mortal is capable of doing can even come close to the
majesty of elven art.
The elves are attached to their home and hardly ever leave their kingdom. They
may have visitors, make alliances, or trade goods, but they are unlikely to leave
their spiritual world to visit other places, for whatever reason. They are attached to
their culture, which has gala parties with music and dance. Their musical arts are
mesmerizing for any mortal. It is beyond human ability to understand or perform
this art — although there are reports of mortals trained by elves that learned the
exquisite art of dance and instrumental music.
All elves have the following aspects, in addition to the personal aspects: Ex-
tended life; Darkvision; Elven magic; The sunlight turns me to
stone; Vulnerable to steel.

Haleth, the Ambassador


Haleth is an elf of the high command who fought great battles for his peo-
ple. He fiercely defends his territory and is suspicious of foreigners, as he is
overprotective of elven wealth.
Aspects
The elven kingdom must be protected at all costs; You need
to prove your intentions.
Skills
Great +4: Athletics and Notice
Good +3: Fight, Physique, and Will
Stress
Physical: 4 Mental: 2
Consequences
2 Mild:
4 Moderate:

Fate plus 96 Vikings


Rina, the Healer
Studying the mystical arts of magic and healing medicine for the body and
spirit, Rina is an elf dedicated to the knowledge of nature and existence.
Aspects
Everyone needs healing, whether their bodies or their spirits.
Skills
Great +4: Lore and Academics
Good +3: Empathy, Rapport, and Will
Stress
Physical: 2 Mental: 4
Consequence
2 Mild:

Fate plus 97 Vikings


Mermaid People
Mermaid peoples are sea spirits, similar to water spirits. Their appearance may
vary, and they strive to gain the trust of their targets. The big difference is that a
mermaid can control the weather at its will. Therefore, ship captains fear these
creatures and do everything possible to get good weather conditions for their
next voyage.
They can take the form of other animals, such as cats, seals, or fish, but not of
objects. Their appearance is almost always young and attractive, but they don’t
hide what they truly are, as they intend to marry and have many children with the
hypnotized targets, in an underwater city.

Mermaid People
This creature has a mixed form of a human and a marine animal, commonly a
fishtail, but it can appear in the form of a cat, a seal, or other marine animals.
Aspects
The GM can choose one to three aspects for each Mermaid Person:
Spirits of the seas; Varied appearances; Desire for confi-
dence; Faithful ally or mortal enemy; Owners of the seas;
We control the climate; Attractive appearance; Looking
for a spouse; I don’t hide who I am.
Skills
Good +3: Empathy or Will
Fair +2: Fight and Athletics
Stunts
Gaining Trust: A mermaid person rolls Empathy to create an advantage
against a target’s Will. If they fail, the target will be Enchanted by the
mermaid people while the creature sings, plays an instrument, or recites
poems. Receiving stress frees the target from the aspect.
Weather Power: Using Will to create an advantage against +3, a mermaid
person can make a weather-related situation aspect that lasts until the end of
the scene, like a Sea storm or a Beautiful sunny day.
Metamorphosis: Once per scene, a mermaid person can change their
shape as they wish to a small animal or a full human body. The creature can
stay out of the sea in this form until the end of the scene, or else they start
receiving one physical stress per turn.
Stress
Mental: 4
Consequence
2 Mild:

Fate plus 98 Vikings


Spirits of the Forest
Forest spirits torment people by performing tricks, inviting them to the woods.
They call those who pass close to their territories, creating illusory sounds. If the
targets respond, they will be hypnotized and led to walk through the forest to
exhaustion. Those who don’t respond are trapped in spiritual nets, which can
only be broken through spells and magical weapons. One way to keep these beings
away is to have wolves with you, as these spirits fear these beasts. They are likewise
terrified of the sound of thunder and Christian church bells.
There are the hunters’ spirits, called Skogsnufvar, in the female version, and
Skovmanner, in the male version. These spirits can have relationships with humans,
dominating their bodies when this happens, making the individual carry out their
will for their own interests. Those who have contact with a Skogsnufvar or Skovman-
ner become incredible hunters, with animals, and prey kneeling before them. Both
spirits can take any form they like, ranging from beautiful women or men to animals.
These spirits have power over the weather and are capable of riding storms.

Spirits of the Forest


Aspects
The GM can choose one to three aspects for each Spirit of the Forest:
Torment people by performing tricks; illusionists; I hypno-
tize those who answer me; I imprison those who do not an-
swer me; We fear wolves, thunder and bells; Hunters’ spirits;
We seduce to dominate; You will do my bidding; Shapeshift-
ers; We have power over the climate; We ride storms.
Skills
Great +4: Will or Lore
Good +3: Deceive, Empathy, and Provoke
Stunts
Hypnosis: The Spirit makes a Will roll to attack a target in the same zone,
who defends with Will. On a fail, the target receives the mild consequence
Mind under control and obeys the Spirit to the limit of their body or
receives physical stress whenever they disobey.
Spirit Networks: If the target succeeds in resisting the Hypnosis stunt,
the Spirit can perform a Will attack; the target defends with Will. On a fail,
the target receives the mild consequence Trapped in spiritual nets. It
takes a Will overcomer action against +2 using a spell or magical weapons to
get rid of this aspect.
Stress
Mental: 4
Consequence
2 Mild:

Fate plus 99 Vikings


Spirits of the Water
These spirits shape-shift to resemble humans and lure the unwary to the edge of
rivers and lakes. They can take the form of valuable objects, even the smallest ones,
such as rings, gemstone necklaces, and gold items, appearing on the shore. Those
who come to collect the treasure are pulled into the depths.
They take the form of women or men to get the attention of everyone who pass-
es close by, using songs and instruments like the harp. They commonly inhabit
the water depths and are seen in overhanging rocks, tree roots near water, or near
bridges crossing rivers.
Despite being skilled in their talents, their appearance can reveal that something
is wrong: discreet gills on the neck; furtive and delicate fins between the fingers;
crooked, sharp, and greenish teeth; among other details. Commonly these charac-
teristics are from marine animals, but they may also be horse-like.

Spirits of the Water


This is a dangerous creature that will do everything in its power to drown
its targets in the waters of a river or a lake. Some say they do it for pleasure,
others as an offering.
Aspects
The GM can choose one to three aspects for each Spirit of the Water:
I reside in lakes and rivers; I change my form to get what I
want; Temptation of greedy hearts; Attractive appearance;
Disturbing deformities.
Skills
Good +3: Deceive and Empathy
Fair +2: Fight and Athletics
Stunts
Choose one or two stunts for each Spirit of the Water:
Hypnotic Song: A Spirit of the Water rolls Deceive or Empathy to create
an advantage against a target defending with Will. If the target fails, it takes
the situation aspect Enchanted by the waters’ song and moves, each
turn, in the song’s direction, as close as they can get. To get rid of the aspect,
they have to receive an attack. As long as the target is under the effect of the
aspect and touches the water, the creature can invoke this aspect for free.
Drown: A spirit that attacks a target in its waters always causes a conse-
quence, not stress.
Stress
Mental: 4
Consequence
2 Mild:

Fate plus 100 Vikings


Trolls
Trolls have many origins and stories linked to them. Many of them are pagan leg-
ends mixed with Christian ones — the territorial expansion of the Vikings created
many variations of their legends.
Humans call them trolls, ogres, or giants, and find them to be violent. These
creatures are typically between seven and nine feet tall, have bulging muscles, and
a slightly deformed human appearance. They often use rustic weapons, and the
females are terrible witches.
Trolls of short stature, 4 or 5 feet tall, can be mistaken for children if disguised.
These are usually cowards and attack in packs, preferring to act against fragile and
solitary targets, such as children and the elderly.
Trolls inhabit places far from civilization, in mountain caves. Their society is
primitive and they do not use advanced tools, such as bows or mounts (they do
not know how to train animals). They often use clubs, tree trunks, and heavy
stones as weapons but can use swords, axes, sickles, and other simple-use bladed
weapons — and they throw their weapons as a ranged attack.
In addition to looking for sustenance in the wild, Trolls invade human camps
in search of food and can eat human flesh if the prey is easy to defeat, or they will
fight to defend themselves.
As Troll species can vary from one region to another, their main characteris-
tics can be very different. Trolls are sensitive to sunlight for some cultures and
can turn to stone, while in others, nothing happens if they perform their activ-
ities during the day.
The GM can merge a stunt or aspect of a Troll to another creature or increase/
decrease the skills levels, making it more powerful if they want to challenge players.
The following list presents an interesting variety of Trolls. They all share the
following aspects, in addition to having their own: We attacked in packs;
Night vision; Diehard; Smell of death; Uncontrolled fury; Prim-
itive creature; Everyone fears me; Frightened by blessed places.

Troll
This is a stupid creature that survives by hunting and struggles to feed. They
defend their caves and territories with ferocity.
Aspects
Bleeding meat is delicious; Smart in combat.
Skills
Great +4: Fight and Physique
Good +3: Athletics, Provoke, and Notice
Stunt
Fast Heal: At the start of its turn, the Troll heals two physical stresses.
Stress
Physical: 4 Mental: 2
Consequences
2 Mild:
4 Moderate:

Fate plus 101 Vikings


Sea Cave Troll
These creatures are amphibians that spend most of their time in the water,
going out only to hunt ships, drown their prey, and devour their flesh. They
have greenish-gray skin, long teeth and sharp nails, withsea plants encrusted
across the body.
Aspects
Giant-bodied amphibian; Diseased claws and fangs.
Skills
Great +4: Athletics
Good +3: Fight and Stealth
Stunt
Your Strokes are Like Tickles: If a hit causes two or fewer shifts of phys-
ical stress to the Troll, the attack fails.
Stress
Physical: 2 Mental: 2
Consequence
2 Mild:

Mountain Cave Troll


These Trolls live in high areas, in rocky caves, and their main fun is to throw
adventurers down the mountain, on the sharp rocks.
Aspects
Go down!; Skilled climber.
Skills
Great +4: Athletics and Physique
Good +3: Fight and Deceive
Stunt
The Fall: The Mountain Cave Troll uses Athletics +1 to attack if it push-
es a target to fall off a canyon or mountain.
Tough Skin: The Troll can use Physique to defend against Fight attacks.
Stress
Physical: 4 Mental: 2
Consequence
2 Mild:

Fate plus 102 Vikings


Troll Witch
Over the years, a Troll can learn dangerous spells. Troll sorcery is one of the
most feared and is usually practiced by females.
Aspects
Ancient and dangerous sorceress; I carry curses.
Skills
Great +4: Crafts and Provoke
Good +3: Fight, Physique, and Notice
Stunts
Unhealthy Touch: Once per session, the witch spends a fate point and
spits an anointing from her mouth at a target with a Crafts roll. The target
defends with Physique. On a fail, the target receives the moderate conse-
quence of Sickness of sorcery. They do not receive the aspect if they
succeed in the defense roll, but the anointing does three physical stresses
from acid. The PCs need to find a supernatural way to cure the consequence.
Curse Word: Once per session, the witch spends a fate point and calls out
curse words over the land or water of a place, which receives the Inhospi-
table place aspect. Every day the aspect remains, plants wither, animals
flee or die, and lakes and rivers run out of fish and dry. The PCs need to find
a supernatural way to get rid of the aspect.
Stress
Physical: 4 Mental: 2
Consequence
2 Mild:
4 Moderate:
6 Severe:

Vorthr
These semi-transparent beings are partially physical, with decaying bodies and
strong desires. They are known as guardians, in a literal translation of their name.
They can be people who died with strong ties to the material plane or remnants
of what was once a Draugr or Haugbui who got lost in the after-death madness.
These dangerous beings are irrational in their hatred and suffering and are often
stuck in places that were important in their lives. There is a lot of misinformation
about their weaknesses and wills, and those who don’t research the origins and
accurate information about these creatures quickly perish before them. The truth
is, their essence is connected to a location or item that, if destroyed, ends their ex-
istence. This could be the weapon the creature holds, a piece of clothing it wears,
or a treasure it protects. This item or place is also commonly linked to its past life,
has magical properties, and can only be destroyed through sorcery.
They are creatures imbued with ancient and powerful sorcery, which makes
them difficult enemies to face.

Fate plus 103 Vikings


Vorthr
Aspects
The GM can choose up to three aspects for each Vorthr:
Partially physical body; Real and painful blows; Ancient
and dangerous sorcery; Protector of the reason of my exis-
tence; Terrifying appearance.
Skills
Great +4: Fight or Physique
Good +3: Provoke and Notice
Stunt
Choose one or two stunts for each Vorthr:
Frightening Presence: Whenever it makes a defense roll, Vorthr can
spend a fate point and invoke its Terrifying appearance aspect, mak-
ing its defense a success by two shifts, in spite of the number of shifts the
opponent has achieved.
Deathtouch: With a Fight or Physique attack that causes 3 shifts or more,
Vorthr can spend a fate point to shift stress to the mild consequence of Ex-
cruciating pain.
Drain Unlife: If there is another undead of any kind in the same zone as
Vorthr, it can perform a Fight or Physique attack roll against the creature’s
Fight or Physique. Each stress shift caused on the target creature heals one
stress on Vorthr.
Stress
Physical: 4 Mental: 2
Consequence
2 Mild:
4 Moderate:

Were-Creature
These creatures have different origins, many of them nothing but speculation and
conjectures. They are not common in Norse tales, but they exist — the GM may
feel free to include one of these beings if they want to add a special touch of mys-
tery and horror.
The most common legend tells of a person who was cursed through sorcery and
became a were-creature. There are healing spells that reverse the curse, but they
aren’t easy to get — the PC party must go through an adventure for that.
Some sorcerers can change their shape by cursing themselves. Unfortunately,
those who do this are often malicious, capable of trading their safety and health
for a curse to achieve their goals more quickly. Some of these goals might include
revenge or tormenting the inhabitants of a region in search of relics.
Unlike most myths related to were-creatures, in Norse stories, their bites and
scratches do not turn others into beings like them. They can be wounded by
common weapons — silver has no special meaning — and don’t morph into a
were-creature in specific moon phases or other natural cycles.

Fate plus 104 Vikings


If a were-creature is killed and its skin removed, underneath it may be the person
or sorcerer who originated the being, also dead in their last words. Other legends
say that if the creature’s true name is said out loud near it, it will die immediately.
The most common types of were-creatures are wolves and bears. There may
be many others, depending on the region, but they are rare. When someone is
cursed, it can take three different forms: the original human form, the form of the
animal on which the curse was imposed, and a mutation between the two. When
in its animal form, the being is indistinguishable from a natural creature. Some
were-creatures can control when to transform, while others do it involuntarily
— some events or emotions trigger the transformation. The transformation takes
an exchange to happen, and the creature doesn’t take any actions or moves in the
meantime — including performing defense rolls.
In any form, the player or NPC has access to aspects, skills, and stunts, but some
characteristics may not make sense for that creature — the group judges whether
or not a wolf or bear can use a particular skill, stunt, or invoke an aspect. The
creature can have aspects or stunts specific to each of its forms. All stress and con-

Fate plus 105 Vikings


sequences received while in beast or were-creature form are kept when changing
back to human, and vice versa.
A wolf, a bear, or a deer may have the Rapport skill, but the player needs to
think of ways to communicate with other humans, as these animals don’t use
words. It can try to communicate with other creatures or its own species — it’s up
to the GM to decide how easy or difficult that task is. An animal may understand
simple commands or verbalize in its own language in a fantastic Viking campaign.
In historical adventures, the GM might judge that the were-creature is like a reg-
ular animal with human intelligence. In contrast, an ordinary animal has limited
intelligence, and the GM can compel some of the creature’s aspects.
When becoming a were-creature, a beast, or reverting to human form, the
creature must pay a fate point — either willingly or if a trigger event happens.
If they don’t have a fate point, the GM will compel one of the aspects Cursed
were-creature or Human and beast, and the creature gets a fate point.
All were-creatures share the following aspects: Cursed were-creature;
Human and beast; Iron health.

Werewolf
These creatures are like adult wolves when in beast form or slightly larger
than an adult human when in werewolf form. This beast has suffered a
family curse.
Aspects
Swift beast; I become a werewolf when I see my family.
Skills
Great +4: Fight
Good +3: Athletics and Physique
Stunt
Sharp Claws (only as a werewolf): On a successful attack using its claws,
the werewolf causes consequences rather than stress.
Ferocious Bite (only as a wolf): The beast can perform a bite attack us-
ing Fight. If successful, it can spend a fate point and, instead of stress, it can
cause the mild consequence Deep bite.
Stress
Physical: 4 Mental: 2
Consequence
2 Mild:
4 Moderate:

Fate plus 106 Vikings


Werebear
This is a huge creature, whether in bear or werebear form. It is fueled by fury
and attacks using its strong claws and arms to crush its targets.
Aspects
Insatiable hunger; I have to hide my face or I become a werebear.
Skills
Great +4: Fight
Good +3: Athletics and Physique
Stunt
Enraged Claws (only as a werebear): Once per conflict, or at the cost of
a fate point, the werebear can make an attack using Physique against every-
one in the same zone. The werebear does not need to split the result among
the targets — each target will roll defense against the werebear’s full roll.
Bear Hug (only as a bear): Once per session, the bear can perform an
attack by hugging a target with Physique. If successful, it causes the mild
consequence Crushed by the bear’s hug.
Stress
Physical: 4 Mental: 2
Consequence
2 Mild:
4 Moderate:

Nature’s Creatures
The GM can use these animals to challenge players while traveling or during
hunting scenes.

Bear, Polar Bear


The bear’s type depends on the region where it is found. Brown bears are
commonly found in the forests of Europe, while polar bears are from the
arctic. Both are hunted for their fur, but some cultures feed on their flesh.
Aspects
The biggest predator in the area; Survival instinct; Tough
fur; Sharp claws and teeth.
Skills
Good +3: Fight and Athletics
Stunts
Chunky: If there is only one opponent in the same zone as the bear, it gets
+1 to all attack rolls against the target.
Thick Hair: A bear gets +1 to all defense rolls against Fight.
Stress: 4

Fate plus 107 Vikings


Boar, Pigs, and Goats
These animals are wild and violent, commonly hunted for food in survival
situations. The GM can use this character sheet for wild boars, pigs, and goats.
Aspects
The GM can choose one or two aspects for each creature:
Survival instincts; Wildlife; Sharp fangs (Sharp horns).
Skills
Fair +2: Fight (horn or fangs)
Average +1: Athletics (run, jump, or swim)
Stunt
Charge Attack: The creature can make a Fight +1 attack against a target
in the adjacent zone. If successful, the attack causes +1 stress.
Stress: 4

Buffalo, Ox
Cattle are robust animals spread across all continents that act in herds. They
often have sharp horns that they use to ward off predators.
Aspects
The GM can choose one or two aspects for each creature:
Robust animal; Acting in a herd; Sharp horns; Strong kick.
Skills
Fair +2: Athletics (run, jump, or swim)
Average +1: Fight (horn or kick)
Stunts
Spinning Horn: If the creature gets stress, it can invoke its Sharp horns
aspect for free on its next turn.
Fast Kick: Once per scene, or at the cost of a fate point, the creature can deal a mild
consequence to a target in the same zone, if succeeds on an Athletics roll against +3.
Stress: 6

Deer, Reindeer
These animals were part of the staple diet of most Vikings. Not only their flesh was
used, but their leather, bones, and horns to create tools, utensils, or decorations.
Aspects
The GM can choose one or two aspects for each deer or reindeer:
In groups, we are more agile; Sharp horns; Attentive to details.
Skills
Fair +2: Athletics (run, jump, or swim)
Average +1: Fight (horn or kick)
Stunt
Escape: When there is more than one creature of the same or similar species in
the same zone, and they move with the intent to flee, they move 2 zones per turn.
Stress: 2
Dog, Fox, Wolf
Dogs were used during hunting or to guard the homes or farms from in-
truders and wild animals. There are also wild dogs, fierce and violent. Foxes
hunt small animals in the wild and on farms, such as rats, squirrels, chickens,
or sheep. They have orange fur, but, in the arctic, their fur usually is white.
Wolves are the biggest land predators in the Viking world. They hunt small
animals, but they act in a pack and are intelligent. They can attack humans,
horses, and livestock in a harsh winter or if they are trapped.
Aspects
The GM can choose one or two aspects for each creature:
Ferocious hunter; Sniffer; Attentive senses; Violent bite;
Run like the devil.
Skills
Good +3: Fight (bite) and Athletics (run, jump, or swim)
Stunts
The GM can choose one or two stunts for each creature:
Trap Bite: If successful with style on a bite attack, in addition to the stress
caused, the beast creates the Trap bite aspect and locks its mouth in a bite
on the target’s body. As long as the aspect lasts, the target cannot invoke
aspects and receives one physical stress per turn.
Fast Step: The creature moves two zones per turn and can take action.
Stress: 4

Falcon, Eagle
Eagles are the biggest predators of the air, while falcons, although smaller,
can be trained to help with hunting in place of dogs. Both are carnivores and
seek out small animals such as rabbits, fish, or other birds. Eagles are strong
and dangerous and can hunt lambs.
Aspects
Hunters of the air; Voracious carnivores; Sharp talons;
Ripping beak.
Skills
Good +3: Fight
Fair +2: Athletics
Stunt
Target on Point: If the bird is one or more zones above the target, it gains
+1 to Fight attack rolls and causes +1 physical stress if successful.
Stress: 1

Fate plus 109 Vikings


Horses
Horses were used for riding, carrying objects, pulling carts, and rarely during
conflicts. In wars, horses were commonly used to get to the place where the
battle was happening. Upon reaching the site, the warriors dismounted to
fight on foot. Like dogs, there are wild horses.
Aspects
The GM can choose one or two aspects for each horse:
Fast gallop; Crushing bite; Precise kick; Fear of fire and the sea.
Skills
Good +3: Fight (kick) and Athletics (run, jump, or swim)
Stunts
The GM can choose one or two stunts for each horse:
Lush Strength: A horse gets +2 to overcome with Athletics when it has
to perform jumps.
Strong Kick: When a horse has success with style on a Fight attack, it
does 2 extra stresses.
At Full Speed: A horse moves two zones per turn and takes an action, or
gives up its action and moves three zones per turn.
Stress: 6

Rat
Rats are nature’s most versatile and successful rodents, adapting to coexist
with humanity. Rats are not dangerous as solitary creatures, but they can do
significant harm if they act as a swarm. Its biggest threat is the diseases it carries.
Aspects
The GM can choose one or two aspects for each rat:
Surviving rodents; Lives with humans; I’m not an individu-
al threat; Rat swarm is dangerous; Carrying diseases.
Skills
Average +1: Fight and Athletics
Stunts
The GM can choose one or two stunts for each rat:
Small: When alone, the rat can roll twice to defend and use the best result.
Rat King: When there are five or more rats in the same zone, they become
a single creature with 1 physical stress for each rat present. They receive +1
on Fight attack rolls and +1 stress on successful attacks.
Stress: None (defeated on a single successful attack).

Fate plus 110 Vikings


Seals
These animals are the staple food of many northern peoples and can be
found during navigations and on the coast of rocky beaches.
Aspects
The GM can choose one or two aspects for each seal:
The sea is my home; We act as a group; Violent predators.
Skills
Fair +2: Fight and Athletics (swim)
Stunt
Swimmer: In water, a seal moves two zones per turn and can take action.
On land, the seal has to choose if they move or perform an action on its turn.
Stress: 2

Viper, Snake, Serpent


Poisonous snakes are not common in the northern lands. They tend to be
discreet and flee from animals larger than rats. The GM can use a poisonous
aspect or stunt to add that trait to the animal.
Aspects
The GM can choose one or two aspects for each creature:
Stealth survivor; I only attack when cornered; Danger-
ous poison.
Skills
Average +1: Fight and Athletics
Stunts
Small: The creature can roll twice to defend and use the best result.
Poison: The target of a creature’s successful attack must roll Physique to
overcome against +3. On a fail, they take the situation aspect Poisoned
and take one physical stress per turn for as long as the aspect lasts. The group
must find a suitable method to cure the aspect.
Stress: None (defeated on a single successful attack).

Fate plus 111 Vikings


Wildcat, Cougar
The wildcat is larger than a domestic cat, but smaller than a cougar. They are
stealthy and avoid human camps, preferring to hunt small animals like squir-
rels, rats, or chickens. Cougars are huge felines, like the lion, panther, and oth-
ers. They are two or three times larger and heavier than a wildcat. These crea-
tures are solitary hunters, but they can hunt humans if they cross their path.
Aspects
The GM can choose one or two aspects for each creature:
Large feline; Stealth hunters.
Skills
Good +3: Fight and Athletics
Fair +2: Stealth
Stunt
Violent Attack: Once per animal and per conflict, and if in the zone ad-
jacent to the target, the creature can make a Fight attack, moving quickly
towards them. If successful, it causes the mild consequence Deep cut.
Stress: 4

Whale, Dolphin
Vikings hunted whales and dolphins for staple food in some regions, as they
could not maintain farms — as in the north. These animals can appear in an
adventure as an obstacle.
Aspects
The GM can choose one or two aspects for each creature:
The sea is my home; I defend my territory.
Skills
Good +3: Fight and Athletics
Stunt
Tail Strike: The creature can attack a target that is in the water with
Fight. If successful, it causes +2 physical stress, and the target is thrown three
zones away, which can cause extra stress from falling. If the target is a boat,
the handler must roll to overcome against +3, or the boat will Capsize or
About to sink.
Stress: 6

Fate plus 112 Vikings

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