Archetypes

Fate of the Norns: Ragnarok Core Rulebook begins with the presentation of five complete archetypes. These archetypes are fully described and ready to be used right away to create dwellers or denizens. Each archetype has three possible specializations. The player must choose one of the three specializations so that the Void rune can be bound to an Active power, Passive power, and skill.

Six new player archetypes are presented in Denizens of the North. These new player options open the door to some signature roles portrayed in Viking myths of legend.

    • Galdr - A sort of gish/buff yourself and others sort of caster/fighter. Can fight just fine, just uses magic to back him up. one who has learned to wield the magic of the runes. Core Book

    • Maiden of Ratatosk - named for the squirrel that trades insults between the eagle on top of Yggdrasil and Nidhogg, the maiden could best be described as a dodge and taunt tank. Core Book

    • Seithkona - A true "cloth caster", but one with a price - her spells become more powerful as she opens herself for possession from the spirits. Charms, spells, and necromancy. Core Book

    • Skald - They have been blessed by the Mead of Poetry. They are rogues, spellcasters, and wanderers extraordinaire. They sing in battle to unnerve their opponents, bolster their allies, and shape magic. Core Book

    • Ulfhednar - Fighters of old, embodying rage and aggression, with the ability to turn into giant wolves. Not actually a berserker (but see below) Core Book

    • Berserkir - blessed by Thor with his rage, they are killing machines - fire and steel cannot stop them, and ice cold water turns to steam trying to cool their rage. They can even turn into giant bears. Denizens of the North

    • Blacksmith - not a sit at home kind of guy, he is a master warrior due to his knowledge of weapon creation. With cultural proscriptions against stealing from the dead, he can be your best friend. Denizens of the North

    • Druid - masters of world-bridging magics and nature, many can change shape into various birds and beasts and are masters of alkas and Verwandlung. Denizens of the North

    • Fardrengir - travellers and hunters, most of us would think of them as rangers. Many have a silver stag or a golden boar to ride into battle upon. Denizens of the North

    • Sceadugengan - Rogues, thieves, and murderers, those who have been to Svartalfheim and return become "darkwalkers" - they learned the dark arts of thievery, assassination, and chicanery and practice them in Midgard. Denizens of the North

    • Stalo - while Berserkirs may be masters of uncontrolled combat, the Stalo are warriors of form and control. They methodically maneuvers himself, and sometimes his allies, to decisive victory. Denizens of the North