Arvingar
The Arvingar are survivors from the planet Alfheimr, the world of the Alfar. Alfheimr was reached by one of the first colony ships, which was launched shortly after fusion drives became practical. It was sent by the Nordic Council, a federation of the Scandinavian countries.
Alfheimr flourished and expanded. Its people colonized several planets in the local star system and became autonomous. This displeased the Commission and the megacorporations who launched an effort to try to bring the lost sheep back under control. But the Alfheimers fended off all attacks and ultimately routed the Komplex forces sent to subdue them. When they tried to forge alliances with the other colonies, however, the Commission resorted to the ultima ratio and area-bombed the planet down to the bedrock. Only a handful of survivors were able to escape this inferno, this Ragnarok. They took their memories and their Scandinavian heritage with them on their travels, preserving them to this day.
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Faction game mechanics
The Arvingar’s unique talent is their ability to look into the future, which many of them have mastered. To facilitate this, they receive Fate points or other abilities to look at or even manipulate fate cards. They get to perform a classic re-roll, but please forgive this overly mundane comparison. It’s merely a simplified representation to allow non-Arvingar to understand the concept.
They can achieve similar effects by using the Eye of Fate property: The value of a drawn, light-coloured fate card can be modified.
Some units are even Indestructible.. If they lose their last hit point, a fate card is drawn. If a light-coloured fate card is drawn, the unit remains on the battlefield with one hit point.
Bödvar
Although we are distantly related to the Arvingar, we really have nothing more in common with those pirates than some very distant common ancestry. Yes, they are humans. But many pirates are human. And the Arvingar differ from them only in having a homogeneous culture and a common heritage. They regard themselves as descendants of Lifthrasir and base their existence on archaic rituals and a barbaric culture. One may give them credit for valuing honourable conduct, but that does not excuse exhibiting a deplorable lack of hygiene or flaunting the Interstellar Commission’s authority.
The Arvingar follow an outdated religion and ancient gods, hankering after a time when ships did not travel through interstellar space but on planetary seas. This explains their tendency to use wooden parts in their ships which, I hardly have to tell you, is a grossly inefficient way of going about things.


Huldra
Huldra can see into the future and thus
turn the tide of battle in the Arvingar’s favour.
Her abilities are much more pronounced than those of other seers her age.
Only the wise Grimveig can still teach her new things.
When she completed the ceremonies which made her a seer, she was surprised
to be transferred to Bödvar’s ship.
She used to have a romantic relationship with him some time ago,
and is unwilling to have to confront it again.
Forseti
Forseti, a Torpék, grins boldly at every enemy, baring his golden teeth.
If they get too close, he strikes like lightning.
After the Interstellar
Commission failed to help during a famine
and a large part
of the population, including his family, starved to death on his home planet,
Forseti joined the
Arvingar
at a young age.
Today, the Arvingar are his new family, for whom he would lay down his life.


Bondi
On the battlefield, the Bondi are a light combat unit consisting of the newest members of the Arvingar. They are always on the lookout for opportunities to prove themselves in battle and thus rise through the ranks.
They enter damaged orbital stations without hesitation, regardless of the consequences.

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