Current Edition 0.

01
Begun
Edition 0.00 complete
Edition 0.01 complete

2016/04/23
2016/06/17
yyy/mm/dd

Credits
Sword, Axe, Spear, & Shield Designed By
G. Michael Truran

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Introduction/How to Play
What is Sword, Axe, Spear, & Shield?
Sword, Axe, Spear, & Shield is a game where players take on the role of Vikings out to claim gold and glory
with naught but the stoutness of their shield and the edge of their weapon. Combat in SASS is tactical and
deadly.
The World of Sword, Axe, Spear, & Shield is not our own, though it takes inspiration from early medieval
Europe in general and Viking Age Scandinavia in particular.

Design Goals
1. Model Viking Age personal combat. Most combatants are lightly armored and do not have a lot of
health, so a good shield may be all that stands between a hero and getting on a first name basis with a
Valkyrie.
2. Fast and fun tactical combat. Use a grid and minis. Movement and positioning matter! Most tasks
should take one die roll to resolve. Don’t pick up the dice unless there’s a meaningful consequence for
failure.
3. Every skill has a use in or related to combat. Players shouldn’t have to choose between being ‘good at
skills,’ ‘good at talking,’ and ‘good at fighting.’
4. Represent the essence of Viking Age Scandinavia while still being accessible to players unfamiliar with
that era. Use an original setting rather than historical Europe so that players don’t feel like they need to
be well acquainted with history or geography. When given the choice between using an obscure
historical name for a concept, go with something descriptive in modern English instead. Example: call
it a ‘war knife,’ not a ‘scramasax.’

Basic Mechanic
Sword, Axe, Spear, and Shield is played with dice with six, eight, and ten sides commonly noted as d6, d8, and
d10. Six sided dice are referred to as chance dice. Eight sided dice are referred to as skill dice. Ten sided dice
are referred to as excellency dice.
Characters have attributes that are rated 1 to 5. This indicates the number of chance dice they roll when testing
that attribute.
Characters have skills that are rated 1 to 5. This indicates the number of chance dice that are upgraded to skill
dice. When a character has a better skill than attribute, flip the calculation: use skill to determine the number
of chance dice and attribute to determine the number of skill dice.
Some characters might have a specialization in a particular application of a skill. When a character makes a
test that relates to their specialization, one skill die is upgraded to an excellency die. More than one skill die can
be upgraded if it makes sense for more than one specialization to apply to a test, but only skill dice can be
upgraded to excellency dice. Specializations cannot upgrade a chance die!
When a specific type of check is called for, it will be noted as attribute(skill). It is up to the players and
Game Master to determine which specializations might apply to a roll, unless a talent or ability calls it out
specifically.

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So, for example, Egil has a prowess attribute rating of 4, 2 ranks of the fighting skill, and a specialization in
dueling. When making a prowess(fighting) check while engaged in single combat, he would roll dice pool of
d6, d6, d8, and d10.
The target number or difficulty of most checks is 5. Each die that comes up 5 or higher is a success. Each
result of 1 causes the combatant to present an opportunity token that can be exploited by their opponents
later.
If an excellency die produces a result of 10, keep the success and roll another excellency die, adding any
successes to the results. Continue until a die produces a result other than 10.

Presenting and Seizing Opportunity
The flow of combat in Sword, Axe, Spear, and Shield depends on presenting and seizing opportunity.
Whenever a character rolls a 1 on a die during an attribute(skill) test, they present an opportunity token that
remains until they take an action to remove it or the end of combat. Opportunity tokens are an abstraction to
represent openings and little mistakes warriors make in combat that leave them open to reprisals. Most
characters can’t do anything with their own pool of opportunity tokens except add to them. However, they
can spend opportunity tokens from their opponent’s pools to execute deadly maneuvers against them. This is
called seizing opportunity. Most actions that can be performed by seizing opportunity can also be performed by
presenting a greater number of opportunity tokens. Most activated abilities require a combatant to seize 2
opportunity or present 3 opportunity.

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The World of Sword, Axe, Spear, & Shield
Regions of the Known World
The Nordlands are a rocky peninsula far to the north of the world. The inhabitants of these lands are
referred to as Nordsfolk or, informally, as Nords or Nordlings. The Nordlands are connected to a country
called Midland by a narrow strip of land. West of the Nordlands lie the Elles Islands which are widely
considered the last habitable lands before the edge of the world.
The Nordlands are an inhospitable country. Mountains make it difficult to travel. Frozen or stony soil
render the growing season mercilessly short and unproductive. Winter storms wreck any ships that dare the
waters around the Nordlands. Yet, most Nordsfolk are farmers and Nordsfolk shipwrights and navigators
are the best in the world.
The Nordlands are composed of three distinct regions: Fjallsland, Fjordsdal, and Vangurjod.

Fjallsland is the mountainous region that takes up the south and east of the Nordlands.

Compared to
the rest of the Nordlands, Fjallsland is an undeveloped wilderness. The people of Fjallsland are similarly
rough around the edges. Even other Nordsfolk consider Fjallslanders to be standoffish and superstitious.

Fjordsdal

is the region that lies along the west coast of the Nordlands. The largest cities in the
Nordlands are Fjordsdal ports. The people of Fjordsdal are the wealthiest of the Nordsfolk,
disproportionately benefiting from the foreign silver and thralls brought in by Viking expeditions.
Fjordsdalers are also the most likely Nordsfolk to be of mixed Elleslander or Midlander parentage.

Vangurjod

is the inland region between Fjallsland and Fjordsdal. While rocky in its own right,
Vangurjod is flatter and more fertile than Fjallsland and Fjordsdal combined. Vangurjod is also the only
region in the Nordlands with enough open space to support wild horses, which Vangurjoders are known to
tame. Vangurjoders are known for their ability to work together to overcome adversity and for their
gregarious nature. It is said among the Nordsfolk that Vangurjoders wrote the rules of hospitality.

Ellesland

is a chain of islands to the east of the Nordlands renowned for its fertile farmlands, rich
fisheries, and superstitious people. Vikings often raid Ellesland for silver and thralls and have established
several permanent fortifications there from which Nordsfolk fight a sort of proxy war with missionaries from
Gottsreich.
South of the Nordlands lies Gottsreich, an empire united by the Cult of the Deiarch. There are three
major nations within the Gottsreich that the Nordsfolk might be expected to know about: Midland,
Kholovia, and Occitania.

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In turn a thegn usually owes military service to an earl who holds three or more neighboring thegns in bond in addition to their own tenant farmers. to the south and west. a combination that often puzzles Nordsfolk. Foreign visitors are granted the same legal protections as free Nordsfolk. Far beyond the Gottsreich. or king. formal bonds. Occitania is a land of great inequality. Nobles in this country possess rights far beyond that of a peasant. and thralldom. earls. and holy men. fertile. and kings – stands tenuously above free Nordsfolk. and wealthy making it a juicy target for Viking expeditions.’ Viking ships often find their way to the deep rivers that run through Kholovia. in fact. The people there are close cousins of the Nordsfolk and worshiped the same gods before they were conquered by the Cult of the Deiarch some 50 years ago. Kholovia is the region of the Gottsreich east of Midland. and the Bond By law there are only two social classes in the Nordlands: free Nordsfolk and thralls. The most daring of Vikings make multi-year voyages to Shambhala and back. So long as the farmers work the land the thegn owes them wages. and the crucible steel from which Nordsfolk artisans forge their mightiest swords. own their own land and promise no service to thegn. A bond is a contractual obligation of service. Sword. Occitania is the region of the Gottsreich west of Midland. and advocacy. Axe Spear. Those that return bring back gold idols. Kholovia is nearly as frigid and inhospitable as the Nordlands and the people are known to be dour. protection. In practice it is somewhat more complicated: a class of aristocrats – thegns.bad. The land of Occitania is temperate. earl. Class. lies the country of Shambhala. and as skilled with violence as they are short of temper . Indeed all peasants in Occitania are what Nordsfolk would refer to as ‘thralls’: people without freedom bound in service to the land. Many Midlanders fled to the Nordlands and rumor has it that those who remained and tried to keep their faith were massacred. punitive bonds. & Shield: A Viking Age Role-Playing Game – the. usually with a specific set of conditions and defined responsibilities for both the bondsman and their master. Thegns are landowners who hold a household of farmers in bond. ‘very. pragmatic. trading with the people there more often than raiding them. Nordsfolk.com | 5 . Shambhala is said to be a land of wealth.which is to say.Midland is the region of Gottsreich directly south of the Nordlands. There are four types of bond recognized in Nordland law: informal bonds. There are thegns and earls who owe no bond to a king. debauchery. raiding Occitania or Kholovia along the way. Many farmers. A king holds three or more earls in a similar bond.quail@gmail. and more directly to the lord who holds the land. and even thegns who are their own masters. ivory drinking horns.

Unlike other bonds.com | 6 . but the bulk of longships are owned by cooperatives of individual farmers. to visit foreign lands to seek wealth and earn fame. Many settlements in Ellesland and Occitania offer bribes in silver. Sword. thralldom is indefinite. A punitive bond is a bond ordered by the gathering of a lawthing as compensation for some wrong done. usually when the wrong doer cannot pay monetary reparation. When a Nordsfolk agrees to perform a service they will often say ‘I give my bond that I will see this thing done. Despite this. A thrall is owed food. Wergilds are expensive and few but thegns and earls have the silver set aside to pay one.bad. A formal bond is a written agreement between two parties. No law holds such a bondsman to their bond and they are free to renounce it before the gathering of a lawthing without legal retribution. clothing. in exchange for training in the master’s craft. & Shield: A Viking Age Role-Playing Game – the. renouncing an informal bond may be considered dishonorable.quail@gmail. murder.An informal bond is a verbal agreement or an obligation based on tradition rather than written contract. Nordsfolk and Viking Viking is a word in the Nordstongue that can mean either ‘to go raiding’ or ‘a person who goes raiding. Some of these expeditions are sponsored by thegns and earls. The master of a thrall may choose to release them from their bond at any time and the children of a thrall are born free of obligation to the thrall’s master. The most common bond of this type is that between a master artisan and their apprentice. and ravishment. most Nordsfolk are farmers and never so much as set foot on foreign land. ivory.’ For many outside the Nordlands. which is at least a two year round trip. landowners and chieftains with aspirations of aristocracy. and wages by their master and has legal protections against beating. This is most common in cases of accidental injury or manslaughter. In practice. The apprentice gives their bond to the master for a set term. usually seven years. Thralldom is a permanent bond between a prisoner taken in a viking raid and their captor. grain. Axe Spear. it is the only word they know for Nordsfolk.’ The bond between a farmer and their thegn. and so on is an informal bond based on an agreement or tradition of service. The most enterprising Nordsfolk take the long journey to the eastern kingdom of Shambhala. Viking expeditions are not always violent. and crucible steel. vessels wide enough to traverse open ocean and shallow enough to venture down rivers. In the summer some Nordsfolk will venture out on longships. which enterprising vikings then bring home or take to more exotic ports to trade for spices. and between a thegn and their earl.

storms. The deity most revered by farmers is Skaffi Silverrod. Axe Spear. and kings pay homage to Tordal Evenhand. She stole knowledge of art and magic from the fates. hangovers. the Ravencrowned. The Cult of the Deiarch is not well understood by Nordsfolk. fertility.com | 7 . festivals. and the pursuit of romance. They hold that awakening the Deiarch will end His dream and. god of bountiful harvests. Few worship Vokun Falsetongue. Sword. who often extricates him from his misadventures. and hosts the valorous dead in her great hall. Vikings and berserkers live by the example of Bjorna Blodverdr. it is often because of one of Vokun’s pranks. poetry. This strange new religion now controls a sizeable empire called the Gottsreich and actively sends missionaries to Ellesland. and it is just as often Vokun’s quick thinking that gets the gods out of trouble. all of human suffering. The Cult of the Deiarch In the last few centuries the Cult of the Deiarch has taken root in the lands south of the Nordlands. When the gods fight amongst each other. and what little they grasp baffles them. by extension. but many pray that he not take an interest in them. the god of vigilance. and justice. goddess of wisdom.The Gods of the Nordlands The Nordsfolk recognize a pantheon of over a dozen gods. and mead. and the father of Tordal Evenhand. if careless. protection. earls. Thegns. Vokun is the beloved brother of Bjorna Blodverdr. Bjorna is a simple and direct goddess who prizes honesty and straight forwardness and settles her problems with violence and the threat thereof. the god of lies and trickery. goddess of strength. the later often lands him in trouble with giants and jealous husbands.quail@gmail. In the tales Skaffi is a jolly. & Shield: A Viking Age Role-Playing Game – the. Bjorna is the sister of Vokun Falsetongue and Tordal Evenhand is her consort. Skaffi is the consort and husband of Magna Ironheart. Tordal is the most levelheaded of the gods by far and it is his clear thinking that often averts disaster and his fair mindedness that settles bloody vendettas.bad. where they often clash with viking outposts. but are chiefly interested in five deities. warfare. Her consort and (philandering) husband is Skaffi Silverrod and her son is Tordal Evenhand. and victory. The Cult of the Deiarch believes that life is fundamentally rooted in suffering and that reality is the dream of a single deity: the Deiarch. Tordal is the son of Magna Ironheart and Skaffi Silverrod and the consort of Bjorna Blodverdr. The chief deity of the Nordsfolk is Magna Ironheart. god who often neglects his responsibilities and engages in extramarital affairs.

disputes the existence of trolls or the otherworldly faen. The Lodge of the Moon lies in a barrow beneath a set of great faen standing stones in Vangurjod. The sorcerers of the Lodge of Storms are renowned jewelers and silversmiths. and the Gods The Nordlands owes much of its prosperity to the various sorcerous lodges that make their home in the region. even sorcerers admit that their magic is more reliable when the name of a deity is invoked. The Lodge of the Sun lies atop a mountain fastness deep in Fjallsland.com | 8 . report meeting with otherworldly beings they identify as faen and trading riddles in exchange for favors and occult knowledge. and the creatures of Magh Mell and train special berserkers who wander the Nordlands hunting dangerous creatures. a price paid for clear skies in the summer. They are not the only lodge to know the secret of working the sunstones used by Nordsfolk pilots to navigate on the open sea. The sorcerers of the Lodge of the Sun are great augurs and weather witches. trolls. however. These lodges are organizations of Nordsfolk who gather together to practice ritual magic. Axe Spear. and protecting those they consider beneficial. Some have loose affiliations with temples but most are irreligious. No sorcerer. out of sight of land. Sorcerers of many lodges. predict the weather. The sorcerers of the Lodge of the Moon study faen. Sorcerers often dispute the existence of the gods. for their presence can be felt and observed. but those they produce are of the finest size and clarity. Thegns and earls often bring sorcerers of the Lodge of the Sun viking. Other tales tell of how children born on or near the Winter Solstice are stolen by faen and replaced by changelings. & Shield: A Viking Age Role-Playing Game – the. Some Nordsfolk are born without fear and with the instinctive ability to work magic spells. Faen are as mysterious as they are sinister. These cursed individuals are said to be faenblooded changelings. Rune-inscribed standing stones litter the landscape of the Nordlands. or any of the Nordsfolk deities in living memory. For all the tales of divine intervention spun by priests and the faithful. Monsters. the Lodge of the Moon chief among them. These stones are said to be gateways left by the otherworldly faen. Bridge trolls are among those to benefit from the protection of the berserker-sorcerers of the Lodge of the Moon. mainly Bjorna and Vokun. The Lodge of Storms lies in a remote lighthouse in Fjordsdal.quail@gmail. Some are considered holy to certain gods. and create important tools for navigation. faen will take you as thrall to work the mines of Magh Mell. Sorcerous lodges advise thegns and earls. a race of sorcerers from the otherworld of Magh Mell. Sword. yet they date to an age before the Nordsfolk first migrated to the region. Folk wisdom holds that if you spend the night near standing stones beneath a full or new moon. Tordal.Magic.bad. as insurance against inopportune weather. Still. no one has truly spoken to Magna. Some say they are responsible for the fierce winter storms that render the waters around the Nordlands unnavigable for half the year.

the beasts are blessedly few in number.Compared to the faen. infiltrating farms and steadings where they hunt with impunity. Even Lodge of the Moon berserkers are said to be wary of going up against skinchangers. Today the tale is largely considered slander. travelers huddle around their fires in fear of skinchangers. Fortunately. & Shield: A Viking Age Role-Playing Game – the.bad. These blessed individuals are said to be trollblooded. Axe Spear. They are prodigiously strong and resistant to injury and disease. In Fjallsland. These massive.com | 9 .quail@gmail. Sword. but the birth of Nordsfolk of supernatural strength and regenerative ability give some credence to the story. Their preternatural affinity for earth and stonework make them sought after masons. It is said that the mightiest earl’s strongholds were built by trolls. Legends say that centuries ago a clan of Vangurjoders married the daughters of a troll in exchange for his knowledge of stonework. Trolls are supernatural creatures that stand at least ten feet in height. In current days those few trolls that still dwell in human lands make their living building and maintaining bridges in return for tolls of silver or livestock. man-eating beasts are said to wear the skins of those they slay. trolls are considered friendly and mundane by the Nordsfolk.

An Attribute of 5 costs 14 ponts.com | 10 . All attributes start at 1. Mental fortitude and strength of personality. Spirit is used to inspire one’s companions and to ward off doubt and fear. or a secretive member of a sorcerous lodge set to manipulate the strands of fate. an outlaw poacher more at home in the forests than towns. Guile. brawl with bare fists.Character Creation 0. Prowess is used to fight with weapons and also represents a combatant’s battlefield awareness.bad. Generate Attributes Characters in Sword. Swiftness and balance. Axe. An Attribute of 4 costs 9 points. manipulate emotions. Fleetness is used to move across the battlefield and helps a combatant keep their feet when pushed around. Raw physical power and toughness. Axe. & Shield have five vital attributes. From there spend 21 points from the following table. Spirit. and determines a combatant’s ability to take punishment and resist disease. Spear. An Attribute of 2 costs 2 points. Mental dexterity and intelligence. You could play a seafaring merchant of noble blood on a mission to increase their family’s wealth and renown. Spear. Guile is used to uncover or recall information. 1. If you have a point left over you may spend it on a specialization for one of your trained skills. a priest of the gods set on defending his people from a strange new religion. Might. Prowess. Fleetness. Physical coordination and reflexes. & Shield: A Viking Age Role-Playing Game – the. Once you have an idea of the sort of character you want to play you can go about figuring the numbers and nitty gritty out. An Attribute of 3 costs 5 points. Might is used to perform feats of strength. Come Up with a Character Concept In Sword. Axe Spear. & Shield players take on the roles of Nordsfolk of various walks of life. navigate the wilderness. Sword. and perform feats of sorcery.quail@gmail.

A hunter’s core mechanic is skirmisher. and fighting.quail@gmail. & Shield: A Viking Age Role-Playing Game – the. driving them into unfavorable terrain or into an archer’s line of sight.2. A shield thane’s core mechanic is interpose. But the keen mind of a herald is. When an adjacent ally is subject to an enemy attack the shield thane may switch places with them and become the new target of the attack as an interrupt. A shield thane’s associated skills are banter. what got them there. Choose two paths and gain their core abilities and mark three of their skills as trained skills. Nordsfolk make much of honor. A spear thane’s associated skills are fighting. A herald is a warrior tactician adept at guiding their companions through the heat of combat. Spear thane’s excel at both offense and defense. fighting. A skald is a scholar and storyteller first and a warrior second. Many enemies come to break themselves on Nordsfolk shield walls. A berserker’s associated skills are faith. It is the means by which they will acquire fame. but only the most foolish look down on these crafty fighters. A herald’s core mechanic is form up! As a trifle the herald may present 2 opportunity to select one ally within three squares to move a number of squares equal to their balance. and navigation. in all likelihood. A spear thane’s core mechanic is driving spear. Sword.com | 11 . Skald’s compose the epic poems that memorialize the deeds of Nordsfolk who have gone to drink with Magna and her Valkyries. leechcraft.bad. As a trifle a skald may present 2 opportunity to select one ally within 3 squares to receive an excellency die to their next attribute(skill) test. but in truth what sets them apart is their ability to unsettle their opponents and send them running before the clash of weapons have sent a combatant to the Valkyries. A skald’s associated skills are banter. A berserker is a warrior who channels their ferocity to terrify their enemies. A herald’s associated skills are authority. These poets often accompany warriors on raids to witness their kinsman’s deeds first hand. banter. When an opponent ends their movement adjacent to a hunter the hunter may seize 2 opportunity or present 3 opportunity to move a number of squares up to their balance as a riposte. and menace. A skald’s core mechanic is bolster. A berserker’s core mechanic is hostility. Tales are often told of the legendary skill and strength of these warriors. Pick a Path A Nordsfolk’s path represents their present and their future. When the spear thane makes a successful melee weapon attack they may seize or present 2 opportunity to drive the target back 1 square. and informs the role they play in a raiding party. and toil. keeping out of their enemies reach while pelting them with sling stones or arrows and waiting for the right moment to slip in and deal the finishing blow up close. and occult. A shield thane is a warrior who wagers blood and bone to halt enemy advances and keep their companions safe. and the shield thane is the cornerstone of this tactic. Skalds sing the songs of shield thanes and their unbreakable walls. fighting. A spear thane is a warrior skilled at moving their opponents across the battlefield. faith. At the start of the berserker’s turn they may seize 1 opportunity or present 2 opportunity to place 1 fear token on an adjacent enemy. A hunter’s associated skills are forestry. Berserkers inspire tales of their strength and fury. leechcraft. A hunter is a warrior who stays light on their feet. and menace. putting opponents in bad spots and keeping them away from a raiding party’s sorcerers and skalds. Axe Spear.

Then make up a short tale about your character’s childhood and how they came to be trained in these skills above others. Select an upbringing from the following table and mark yourself as trained in one of their associated skills. A bondsman’s associated skills are skullduggery. and as hermits practicing strange magic in the wilderness. Even the most influential earl is only the first of equals. They are renowned for their ability to divine the future and many are believed to be able to perform great feats of sorcery. and all bondsmen are owed a wage for their labor. and other goods.bad. learned advisors to kings and earls. Sword. bringing back gold. A sage’s associated skills are leechcraft and occult.3. whether by sea or river. Woodsmen might be village hunters. Nordsfolk and those living among them enter into bonds for a number of judicial and economic reasons. A priest’s associated skills are faith and inquiry. and bonded in turn to protect and serve the interests of their people. Sages are encountered as village healers. Nordsfolk priests lead a variety of seasonal religious celebrations and often arbitrate legal disputes when the local earl has a personal interest in the matter. reclusive hermits.quail@gmail. Nobles are raised to command and often have greater privilege and access to luxuries than other freedmen. but their children will be born free. or footloose wanderers. Most bonds have a set time limit or some other condition for expiration. and while they do not officiate ceremonies as a formally trained priest does. making their way as hunters and fur traders. Nordsfolk traders travel all over the world. they are not considered any worse at interpreting the will of the gods. A Nordsfolk merchant rarely pays for what they can seize by force. Determine Your Upbringing No man or woman springs from nothing fully formed. owed bonds by those who dwell on and around their land. A character’s upbringing represents their life experiences before the start of the game. A bondsman is a person bound to another’s service. A youth might give himself in bond to a master craftsman for a term of 7 years in exchange for an apprenticeship or a debtor might be forced into bond if he does not pay his loans within a set period. A thrall is bound indefinitely to the service of their master. but will deal honorably with anyone they engage with peacefully. A priest is a person bonded in service to a god or temple. A merchant is a person who travels far and wide seeking gold and fame. A woodsman’s associated skills are forestry and menace. A sage is a person possessing great wisdom and secret knowledge. though it is often a pittance compared to what a freedman makes. A merchant’s associated skills are banter and navigate. This tells a lot about who their people are and what sort of education they received. & Shield: A Viking Age Role-Playing Game – the. Axe Spear. A priest is not always formally trained or sanctioned by a temple. Prisoners taken in raids are put in a special type of bond called thralldom. usually by trade. A noble is a person from a famed landowning family. Self-proclaimed holy men might come from all walks of life. but sometimes by force. but are not considered better than other Nordsfolk by virtue of their birth alone. A woodsman is a person who dwells on the outskirts of Nordsfolk civilization.com | 12 . and toil. Even figures of legend came from somewhere. A noble’s associated skills are authority and horsemanship. silk.

Fjallsland is the mountainous country that divides Fjordsdal and Vangurjod. learning to sail from an early age. and shaggy enough to endure the Nordland’s harsh winters. Their customs and personality vary somewhat by their nation of birth. navigate. Many of them are thralls but even more are their free descendants. The people of Midland originally worshiped the same gods as the Nordsfolk. the long and harsh winter results in a short growing season. Vangurjoders raise the only horses surefooted enough to navigate the Nordland’s rocky terrain. Sword. Axe Spear. and they are renowned as traders and pirates not only in the Nordlands. preferring the company of their countrymen to curious Fjordsdalers or talkative Vangurjoders. Ellesland is an island chain Southwest of the Nordlands.bad. Gottsreich traders sometimes make their way to the ports of Fjordsdal. The best ship captains are Fjordsdalers. Fjordsdal is the rocky coastal region in the southernmost Nordlands.4. and toil. Fjordsdalers grow up as much at sea as on land. Vangurjod is the relatively flat country in the interior of the Nordlands. and horsemanship. 5. menace. As a result there is a large population of Elleslanders in the Nordlands. The people of these islands are renowned for their ability to cultivate the land and for the strange magic their holy men perform. Pick a Nation The Nordlands are not one nation and the Nordsfolk are not a wholly homogenous people. and occult. A Fjallslander’s associated skills are faith. A Fjordsdaler’s associated skills are inquiry. A Vangurjoder’s associated skills are banter. which often leads them to use more underhanded tactics than other Nordsfolk. but also from Ellesland to Midland and beyond. forestry. An Elleslander’s associated skills are forestry. but they quickly find that most earls are unfriendly to their strange faith and less than tolerant of strangers. The soil is less rocky and the climate more temperate than any of the nations of the Nordlands and thus a tempting target for Nordsfolk raiders.com | 13 . but forty years ago the country was absorbed by the Gottsreich and converted to the worship of their strange Deiarch. and skullduggery. Fjordsdalers defining characteristic is their ambition. Nordsfolk raiders often visit Ellesland. faith. Vangurjoders know the value of community and teamwork and are among the most outgoing and gregarious Nordsfolk. The inhabitants of Fjallsland are superstitious and standoffish.quail@gmail. Select a nation for your character and gain training in one of that nation’s associated skills. Make up a short tale of how your character won renown using that skill. Many Midlanders fled to the Nordlands and settled in Vangurjod where they are among the most pious devotees of the gods. and horsemanship. Select a Reputation Select one of your trained skills and gain a specialization in that skill. occult. & Shield: A Viking Age Role-Playing Game – the. You may select a skill you are already trained in to instead gain a specialization in that skill. While the soil of Vangurjod is better for farming. A Midlander’s associated skills are banter. Midland is the country directly south of the Nordlands.

he falls for Vokun’s trickery the least often. 8. Magna is the wife of Skaffi and the mother of Tordal. Vokun Falsetongue is a god of lies and trickery. Despite their many conflicts. Tordal is the son of Magna and Skaffi. Bjorna and Vokun are fast friends and siblings. In many of the tales of the gods. and fertility.bad. Skaffi is the husband of Magna and the father of Tordal. Of all the gods. but only grudgingly allowed that knowledge to pass to humans. 7. Vokun is the instigator who sets the conflict in motion. Axe Spear. Bjorna and Vokun are siblings. Sword. Each rank of a skill costs 1 renown per rank you will have after the purchase. So. She was the first of the gods to learn magic. festivals. it costs 3 renown to upgrade a skill from rank 2 to rank 3. See the Paths and Talents chapter for details. Choose a Deity Choose the god your character feels the most kinship with. She is the wisest of the gods. Tordal Evenhand is a god of vigilance and protection. She is most pleased by poetry and cleverly won victories. Select a driving motivation and a vice they cannot pass up. Most tales of Skaffi center around his legendary infidelity. Purchase Skill Ranks and Talents Starting characters have 15 renown to spend on skills and talents. drinking. Pick a Motivation and a Vice Nordsfolk are people of great ambitions and great appetites. He is the jolliest of the Nordsfolk gods and presides over harvests. often landing him in predicaments which Magna extricates him from (grudgingly).com | 14 . Bjorna Blodverdr is a berserker goddess. merely an unreasonable prankster. Skill Rank 1 Rank 2 Rank 3 Rank 4 Rank 5 Costs 1 2 3 4 5 Total 1 3 6 10 15 Talents Cost between 1 and 5 renown. Despite this Vokun is not an evil god. but their chief gods are: Magna Ironheart is the chief goddess of the Nordsfolk. She demands that her followers never stoop to using deceit or trickery to get their way and that they test their strength at every possibility. Skaffi Silverrod is the consort of Magna Ironheart. He instructs his followers to answer injustice with violence and to always be fair in their judgments. & Shield: A Viking Age Role-Playing Game – the.quail@gmail.6. There are well over a dozen deities in the Nordsfolk pantheon.

Sword. Burden is a measure of the amount of equipment a character can carry before their movement becomes restricted.9. A combatant’s defense equals their balance + defensive objects defending property value. A character’s wyrd equals (guile + spirit) / 2. Grit is the number of wounds a combatant can sustain before they pass out from their injuries. Balance is a measure of how sure a combatant is on their feet. Choose Equipment Spend 2 gold rings and 5 gottsmark (250 skera) as you wish. It determines the number of squares a character can be pushed or pulled before they fall prone. but ordinary characters can spend wyrd to give themselves an automatic success on an attribute test. List all defense values on the character sheet. A combatant has an amount of morale equal to 5 + spirit.bad. A combatant’s balance equals (might + fleetness) / 2. It determines the number of enemies a combatant can be engaged with while keeping their defense up. Morale is a measure of a combatant’s willingness to fight. unless you would like to meet a Valkyrie! 10. It is mostly useful for sorcerers and occultists. Balance also determines the number of defense tokens a character begins a battle with.quail@gmail. A combatant has grit equal to 5 + might. If a combatant takes more wounds than they have remaining morale. A character’s burden equals 10 + might. Calculate Derived Values Speed is the number of squares a combatant can move in one action. A combatant’s awareness equals (prowess + guile) / 2.com | 15 . It determines the maximum number of defense tokens a combatant may have at any one time. though only an can be used at a time. Wyrd is a measure of your character’s ability to tamper with fate. You should purchase a wool tunic and soft shield at least. Speed equals 3 + fleetness. Awareness is a measure of how well a combatant can keep track of the battlefield. A combatant may have more than one defense value if they carry more than one weapon. Defense is a measure of how well a combatant can dodge or ward off oncoming blows with weapon or shield. Axe Spear. they risk losing their will to fight. & Shield: A Viking Age Role-Playing Game – the.

Axe Spear. and conducting oneself with dignity. Teacher.com | 16 . managing an estate. Upgrade a skill die to an excellency die on all authority tests made to negotiate with earls and other nobles. ordering an ally to keep their shield up. On a successful test put a defense token on the target for every two successes (minimum 1). & Shield: A Viking Age Role-Playing Game – the. Authority is the skill of leading men. We drilled for this! Target one ally within 5 squares of you and make a guile(authority) test. Combat Actions Command Defense as a deed. Specializations Diplomat.bad. It covers battlefield command and training.quail@gmail. Upgrade a skill die to an excellency die on all authority tests made to instruct another in a skill you possess.Skills Following is a list of skills along with their applications in and out of combat. You snap a command. Sword. Upgrade a skill die to an excellency die on all authority tests made to influence characters who owe you or your family a bond of service. Master.

On a successful test draw the target one square for each success and put one opportunity token on them for every two successes (minimum 1).com | 17 . & Shield: A Viking Age Role-Playing Game – the. It can be used to put people at ease. Combat Actions Taunt as a trifle.quail@gmail. and to cut deals. Trader. Upgrade a skill die to an excellency die on all banter tests made to influence another character with poetry or song.Banter is the skill of manipulating emotions. To use this with a deed or trifle that does not explicitly involve poetry.bad. You single out an enemy and let them know just how similar their face is to impolite parts of a troll’s anatomy. Target one enemy within 5 squares of you and make a guile(banter) test. Specializations Poet. the player should make up or have prepared a quick and appropriate rhyme. Sword. rile them up. Upgrade a skill die to an excellency die on all banter tests made to negotiate the price of a good or service. Axe Spear.

The gods are with us! Target yourself or one ally within 5 squares of you and make a spirit(faith) test. Pick a deity. On a successful test restore one morale damage or remove one fear ongoing damage token for every two successes (minimum 1). Specializations Guilt. Upgrade a skill die to an excellency die on all faith tests to influence another character with the gods’ disappointment. Fear not friends. & Shield: A Viking Age Role-Playing Game – the. Godslore.quail@gmail. It can be used to wield spiritual belief and doctrine to inspire and manipulate. Sword. A character can pick the godslore specialization once for each deity.bad. Combat Actions Invoke Divinity as a trifle. Upgrade a skill die to an excellency die on all faith tests to influence another character with the gods’ glory. Axe Spear. Inspiration.Faith is the skill of religious leadership.com | 18 . Upgrade a skill die to an excellency die on all faith tests to recall stories about that god and knowledge about their followers and priests.

Fighting is the skill of triumphing in martial conflict. & Shield: A Viking Age Role-Playing Game – the. In a skirmish with multiple opponents you may receive this bonus while your opponent and you are adjacent to each other and no other combatants Marksmanship. Specializations Berserk.com | 19 . Upgrade a skill die to an excellency die on all fighting tests made against targets at least 10 squares away. Upgrade a skill die to an excellency die on all fighting tests made while you have at least one wound.quail@gmail. Shield Wall. Upgrade a skill die to an excellency die to all fighting tests made when engaging an opponent in single combat. Combat Actions See the combat chapter for a comprehensive description of applications of the fighting skill. Upgrade a skill die to an excellency die on all fighting tests made while wielding a shield and adjacent to at least two allies also wielding shields. It is used to attack and defend with weapon and shield. Sword. Cavalry. Upgrade a skill die to an excellency die on all fighting tests made from horseback.bad. Axe Spear. Dueling.

Forestry is the skill of surviving the wilderness. scrambling out of sight. You duck behind a tree or under some tall grass. forage for herbs and berries. It can be used to hunt wild animals. You can pick the Terrain Lore specialization once for each terrain type. You remain invisible as long as you have natural terrain to hide in or until you use a deed to move farther than your own awareness value. For every success the GM must tell you one detail about the opponent from the following list: The number of defense tokens on the opponent and their defense value. Axe Spear. & Shield: A Viking Age Role-Playing Game – the. Target a beastly opponent within 5 squares of you and make a guile(forestry) test.com | 20 . Make a guile(forestry) test while obscured by natural terrain. One special attack or property of the creature. Upgrade a skill die to an excellency die on all forestry tests to track or trap wild animals. Vanish into the Wild as a deed. Upgrade a skill die to an excellency die on all forestry tests relating to that terrain. You are invisible to all opponents with an awareness value lower than your number of successes. Sword. Pick a type of natural terrain. Combat Actions Judge Beast as a trifle. and pass unseen in the woods. You’ve spent enough time in the wilderness to identify most beasts.bad. The number of opportunity tokens on the opponent and their awareness value. Terrain Lore. One attribute value and one skill value. Specializations Hunting.quail@gmail.

Horsemanship is the skill of riding and caring for horses. Move your mount’s speed plus one square for every two successes. Specializations Horsebreaker. & Shield: A Viking Age Role-Playing Game – the. It can be used to calm animals and remain in the saddle.quail@gmail. Horsefriend. While mounted make a prowess(horsemanship) test. You dig your heels into your steed. driving them to pick up the pace. Sword.com | 21 . You must spend a downtime action to form a bond with a new mount and you can have a number of bonded mounts equal to your wyrd value. Combat Actions Spur Mount as a trifle. Upgrade a skill die to an excellency die on all horsemanship tests to train a wild horse to accept a rider. Axe Spear.bad. Upgrade a skill die to an excellency die on all horsemanship tests to influence the behavior of your bonded mount.

It can be used to intuit motivation and notice hidden details. Target a human opponent within 5 squares of you and make a guile(inquiry) test. Upgrade a skill die to an excellency die on all inquiry tests to attempt to get a person to reveal their plans or motives. Axe Spear. For every success increase your awareness by one until the end of your next turn. mindful of incoming threats. At least enough to take measure. Combat Actions Judge Opponent as a trifle.bad. Specializations Observation. The number of opportunity tokens on the opponent and their awareness value. Inquisitor. One attribute value and one skill value. Upgrade a skill die to an excellency die on all inquiry tests to discover details about an object or location. With an expert’s eye.com | 22 .quail@gmail. & Shield: A Viking Age Role-Playing Game – the. You know what men are made of. Make a guile(inquiry) test. Review Battlefield as a trifle. you keep watch on the skirmish. Sword.Inquiry is the skill of uncovering secrets. For every success the GM must tell you one detail about the opponent from the following list: The number of defense tokens on the opponent and their defense value.

catgut. Attempt to stop your bleed or the bleed of an ally adjacent to you. It is used to staunch bleeding. Upgrade a skill die to an excellency die when making leechcraft tests that relate to human anatomy. Sword. Upgrade a skill die to an excellency die when making leechcraft tests that relate to diagnosing and treating illnesses. Treat Poison as a deed. Wound Lore. sew up wounds. Upgrade a skill die to an excellency die when making leechcraft tests that relate to properly preparing and administering drugs and herbal remedies. Combat Actions Dress Wounds as a deed. and bandage you patch up your ally.Leechcraft is the skill of treating sickness and injury. and treat the symptoms of disease.com | 23 . With purgative and antidote you help your ally overcome the sting of poison. such as when performing surgery. Herb Lore. Every success removes one poison token from the target. Make a guile(leechcraft) test. & Shield: A Viking Age Role-Playing Game – the.quail@gmail.bad. Every success removes one ongoing damage token from the target. Make a guile(leechcraft test. With needle. Attempt to neutralize your poison or the poison of an ally adjacent to you. Axe Spear. Specializations Disease Lore.

quail@gmail. You intimidate an opponent. and willing to do terrible things to them.bad. Combat Actions Bully as a trifle.Menace is the skill of wielding fear and the threat of violence to get one’s way. Sword.com | 24 . or otherwise let them know that you are bigger than they are. & Shield: A Viking Age Role-Playing Game – the. Upgrade a skill die to an excellency die when making menace tests to get one’s way with implications and indirect threats. Make a might(menace) test against an adjacent opponent. It can be used to coerce surrender or inspire flight from conflict. Axe Spear. On a successful test the target is repelled and takes one point of damage to their morale for every two successes. You snarl at an enemy. Specializations Extortion.

bad. and find one’s way by the stars. Sword. Sea Legs.Navigate is the skill of getting from one place to another. Upgrade a skill die to an excellency die when making navigate tests to make or read a map.quail@gmail. keep one’s feet in rough waters.com | 25 . Make a fleetness(navigate) test. Combat Actions Hustle as a trifle. Upgrade a skill die to an excellency die when making navigate tests to move about a ship at sea. Upgrade a skill die to an excellency die when making navigate tests to navigate a ship out of the sight of land. Move one square for each success. & Shield: A Viking Age Role-Playing Game – the. Oceangoer. Axe Spear. Specializations Cartography. It can be used to read a map. A skirmish is all about being in the right place at the right time. sail a ship.

Combat Actions Cast a Spell as a deed. place curses. See the Runes & Spells chapter. Augury. Upgrade a skill die to an excellency die when making occult tests to interpret omens and divine the future. One special attack or property of the creature. Sword. and to augur the future. It can be used to brew magic potions. One attribute value and one skill value. & Shield: A Viking Age Role-Playing Game – the.com | 26 . Judge Monster as a trifle. Upgrade a skill die to an excellency die when making occult tests to read or inscribe magic runes.quail@gmail. Upgrade a skill die to an excellency die when making occult tests to create or administer a magic potion. Specializations Alchemy. See the Runes & Spells chapter.bad.Occult is the skill of secret lore. Target a monstrous opponent within 5 squares of you and make a guile(occult) test. Axe Spear. Runelore. You’re familiar with tales of the faen and other magical creatures. The number of opportunity tokens on the opponent and their awareness value. You just never thought you would have opportunity to put that knowledge to practical use. For every success the GM must tell you one detail about the opponent from the following list: The number of defense tokens on the opponent and their defense value. Downtime Actions Carve a Rune.

You duck behind a barrel or around a corner.Skullduggery is the skill of conducting secret business. Sword. Upgrade one skill die to an excellency die when making a skullduggery test to pocket a small object without notice. & Shield: A Viking Age Role-Playing Game – the. You are invisible to all opponents with an awareness value lower than your number of successes.quail@gmail. Axe Spear. Light Fingers. Upgrade one skill die to an excellency die when making a skullduggery test to locate a fence and to buy and sell stolen or illicit goods. Specializations Black Market. Make a guile(skullduggery) test while obscured by man-made terrain. staying out of sight. It can be used to pass unseen in a town.bad. You remain invisible as long as you have manmade terrain to hide in or until you use a deed to move farther than your own awareness value. steal a coin purse without the owner’s notice. Combat Actions Vanish into the Town as a deed.com | 27 . and to gain illicit entry to a stronghold.

Upgrade one skill die to an excellency die when making toil tests to construct or repair oceangoing vessels. driving them backward. Upgrade one skill die to an excellency die when making toil tests to cut and polish gemstones. Sword. Shipwright. Farmer. create trade goods. Specializations Armorer. Attempt to knock an opponent from their feet.bad. Axe Spear. Make a might(toil) test against an adjacent opponent. Upgrade one skill die to an excellency die when making toil tests to produce or repair armor or weapons. Make a might(toil) test against an adjacent opponent. Shove into your opponent. Knockdown as a deed.quail@gmail. On a successful test. repel the target one square for every two successes (minimum 1). If they were already hobbled they are knocked flat. It can be used to cultivate a plot of land. Combat Actions Drive as a deed.Toil is the skill of working the land and producing goods. and to repair weapons and armor. Upgrade one skill die to one excellency die when making toil tests to cultivate vegetables or livestock. Jeweler. You may move an equal number of squares. up to your movement speed.com | 28 . If you get more successes than your target’s balance value they are hobbled. so long as you end your movement adjacent to the driven enemy. & Shield: A Viking Age Role-Playing Game – the.

bad. The berserker’s melee weapon attacks gain the frightening 2 property. At the start of the berserker’s turn they may seize 1 opportunity from two adjacent enemies to put 1 fear token on each enemy or present 3 opportunity to place 1 fear token on two adjacent enemies. Thirsty Edge. Associated Skills Faith Fighting Menace Core Mechanic: Hostility At the start of the berserker’s turn they may seize 1 opportunity or present 2 opportunity to place 1 fear token on an adjacent enemy.com | 29 . Costs 3 renown. Costs 3 renown. At the start of the berserker’s turn they may seize 1 opportunity from three adjacent enemies to put 1 fear token on each enemy or present 3 opportunity to place 1 fear token on three adjacent enemies. Thirsty Edge II. Chew Fear. Costs 5 renown. & Shield: A Viking Age Role-Playing Game – the. The berserker may spend fear tokens off of adjacent opponents instead of seizing opportunity. Costs 2 renown. At the start of the berserker’s turn they may seize 1 opportunity from four adjacent enemies to put 1 fear token on each enemy or present 3 opportunity to place 1fear token on four adjacent enemies. Tales are often told of the legendary skill and strength of these warriors. Requires thirsty edge. Frothing Rage II. but in truth what sets them apart is their ability to unsettle their opponents and send them running before the clash of weapons have sent a combatant to the Valkyries. The berserker’s melee weapon attacks gain the frightening 1 property.The Berserker A berserker is a warrior who channels their ferocity to terrify their enemies. Requires frothing rage II. Costs 4 renown. Axe Spear.quail@gmail. Berserker Talents Frothing Rage. Sword. Costs 1 renown. Frothing Rage III. Requires frothing rage.

Battle Commander. Requires skirmish commander. Costs 3 renown. Costs 5 renown. Inspire Valor. Costs 3 renown. Expand the range form up! to 5 squares. Swift Opening. what got them there. When the herald uses form up! they may affect two allies within range. When the herald uses form up! they may affect three allies within range. Give Opening. Requires thane’s voice. & Shield: A Viking Age Role-Playing Game – the. Expand the range of form up! to 10 squares.bad. Allies affected by form up! may make a melee weapon attack at the end of their movement. Axe Spear. Skalds sing the songs of shield thanes and their unbreakable walls. Costs 5 renown. Sword. The herald may give opening as a trifle. Associated Skills Authority Banter Fighting Core Mechanic: Form Up! As a trifle the herald may present 2 opportunity to select one ally within three squares to move a number of squares equal to their balance as a riposte. Thane’s Voice.com | 30 . Costs 4 renown. Earl’s Voice. Costs 2 renown. Berserkers inspire tales of their strength and fury.quail@gmail. Herald Talents Skirmish Commander. But the keen mind of a herald is. Costs 1 renown. As a deed the herald may present 2 opportunity to let one ally within form up! range perform an immediate deed.The Herald A herald is a warrior tactician adept at guiding their companions through the heat of combat. in all likelihood.

but only the most foolish look down on these crafty fighters. Costs 5 renown. they move 1 additional square. Costs 3 renown. Requires swift withdrawal. Shadow. they may perform a deed at the end of their movement. Requires shadow. they move 3 additional squares. Associated Skills Forestry Leechcraft Navigation Core Mechanic: Skirmisher When an opponent ends their movement adjacent to a hunter the hunter may seize 2 opportunity or present 3 opportunity to move a number of squares up to their balance as a riposte. The hunter’s weapon attacks gain the dishonorable 1 property. Costs 3 renown. Costs 5 renown. Costs 1 renown. Hunter Talents Savage Tactics. keeping out of their enemies reach while pelting them with sling stones or arrows and waiting for the right moment to slip in and deal the finishing blow up close. Costs 4 renown. Costs 2 renown. The hunter may move through squares occupied by their allies as long as they end their movement in an unoccupied square. Phantom. Evasive. If the hunter has swift withdrawal II. Axe Spear. Swift Withdrawal II. When the hunter activates skirmisher. Requires swift withdrawal II. & Shield: A Viking Age Role-Playing Game – the. Costs 2 renown. Savage Tactics II. The hunter’s weapon attacks gain the dishonorable 2 property. The hunter’s skirmisher movement increases by 2 squares. The hunter’s skirmisher movement increases by 1 square. Sword.The Hunter A hunter is a warrior who stays light on their feet. Tactical Withdrawal. Swift Withdrawal.com | 31 .bad. Nordsfolk make much of honor. Swift Withdrawal III. Requires swift withdrawal. The hunter may move through squares occupied by their enemies as long as they end their movement in an unoccupied square. Costs 3 renown.quail@gmail. It costs 2 additional opportunity to take the pursuing attack action against the hunter. Trailfoot. Savage Tactics III. Costs 5 renown. Whenever the hunter performs the hustle trifle. they move 2 additional squares and if they have swift withdrawal III. The hunter’s skirmisher movement increases by 3 squares. Requires savage tactics. Costs 1 renown. The hunter’s weapon attacks gain the dishonorable 3 property. Requires savage tactics II.

Swift Imposition. When the shield thegn uses the defend trifle and succeeds on their prowess(fighting) test. Costs 1 renown. Requires sure defender II. Axe Spear. Sword.quail@gmail.bad.The Shield Thane A shield thane is a warrior who wagers blood and bone to halt enemy advances and keep their companions safe. & Shield: A Viking Age Role-Playing Game – the. When the shield thane interposes in such a way. When the shield thane uses interpose. they remove 1 additional opportunity token or gain 1 additional defense token. they remove 1 additional opportunity token or gain 1 additional defense token. When the shield thegn uses the defend trifle and succeeds on their prowess(fighting) test. they take their ally’s place and their ally is shifted to any square adjacent to the shield thane. Shield Thane Talents Sure Defender. Requires sure defender. Sure Defender III. Costs 4 renown. they remove 1 additional opportunity token or gain 1 additional defense token. The shield thane may interpose on behalf of an ally within a number of squares equal to their awareness value. Costs 5 renown. Sheltering Imposition. Costs 1 renown.com | 32 . Costs 3 renown. Many enemies come to break themselves on Nordsfolk shield walls. When the shield thegn uses the defend trifle and succeeds on their prowess(fighting) test. their ally may perform the defend trifle for free. Sure Defender II. Associated Skills Banter Fighting Toil Core Mechanic: Interpose As an interrupt when an adjacent ally is subject to an enemy attack the shield thane may present 2 opportunity to switch places with them and become the new target of the attack. and the shield thane is the cornerstone of this tactic.

Costs 3 renown. When the skald bolsters an ally. Requires poet’s voice. & Shield: A Viking Age Role-Playing Game – the. that ally may remove 3 opportunity tokens or generate 3 defense tokens. that ally may remove an opportunity token or generate a defense token. Associated Skills Banter Faith Occult Core Mechanic: Bolster As a trifle a skald may present 2 opportunity to select one ally within 3 squares to receive an excellency die to their next attribute(skill) test. Increase the range of bolster to 10 squares.com | 33 .bad.quail@gmail. Sword Song. Singer’s Voice. Requires sword song. Poet’s Voice. that ally may remove 2 opportunity tokens or generate 2 defense tokens. Tooth and Claw Song.The Skald A skald is a scholar and storyteller first and a warrior second. When the skald bolsters an ally. Sword. Costs 5 renown. These poets often accompany warriors on raids to witness their kinsman’s deeds first hand. Increase the range of bolster to 5 squares. Skald Talents Spear Song. Skald’s compose the epic poems that memorialize the deeds of Nordsfolk who have gone to drink with Magna and her Valkyries. Costs 4 renown. Costs 2 renown. Axe Spear. Requires spear song. Costs 1 renown. When the skald bolsters an ally.

Costs 2 renown. & Shield: A Viking Age Role-Playing Game – the. they add 1 to the number of squares they drive back their target.quail@gmail. Costs 4 renown. Requires mighty thrust. Whenever the spear thane drives an opponent. Seize Ground. Costs 3 renown. Costs 1 renown. Covering Thrust. Associated Skills Fighting Leechcraft Menace Core Mechanic: Driving Spear When the spear thane makes a successful melee weapon attack they may seize 2 opportunity or present 3 opportunity to drive the target back 1 square. This increases to 2 squares if they have the mighty thrust talent and 3 squares if they have the legendary thrust talent. Sword.The Spear Thane A spear thane is a warrior skilled at moving their opponents across the battlefield. Driving spear now drives the target back 2 squares. When the spear thane uses driving spear one ally that was adjacent to the spear thane or their target may shed one opportunity token or gain one defense token for each square the opponent was driven. Axe Spear. they may move the same number of squares in the same direction. When the spear thane succeeds at the drive action.com | 34 . Legendary Thrust. Spear thanes excel at both offense and defense. putting opponents in bad spots and keeping them away from a raiding party’s sorcerers and skalds.bad. Mighty Thrust. driving them into unfavorable terrain or into an archer’s line of sight. Driving spear now drives the target back 3 squares. Spear Thane Talents Practiced Vanguard. Costs 5 renown.

and requires your Game Master’s approval. Costs 3 renown. A character with this talent cannot also take the faenblood. You roll skill dice instead of chance dice when you take ongoing morale damage from fear and know the spell Vokun’s Cloak of Light. you should ask your Game Master first. Faen standing stones will react to your blood and you may even be able to open a path to underhill. Magic Talents The following talents give characters access to magic spells. & Shield: A Viking Age Role-Playing Game – the. You learned magic from a mountain hermit. Costs 3 renown. Tales tell that one of your ancestors lay with a troll. Costs 3 renown. You belong to a sorcerous lodge. Hedge Sorcerer. You roll skill dice instead of chance dice when you take ongoing damage from bleed or poison and increase your grit and burden by 2. Axe Spear.Bloodline Talents The following talents represent special ancestry. Costs 2 renown. A character with this talent cannot also take the godscaller. You gain an occult specialization for casting that deity’s favored spells. You learn one magic spell. If you have a willing companion or a helpless foe adjacent to you. Sword. Requires knowledge of at least one magic spell. or lodge sorcerer talents.com | 35 . Specialized Magician.bad. Requires knowledge of at least one magic spell. an exclusive order dedicated to helping the Nordlands with the use of magic. Costs 3 renown. Before casting a spell as a deed you may take a number of bleed tokens equal to the woe cost of the spell as a trifle to reduce the woe cost to 0. Trollblood. but you reduce the woe costs of all of that deity’s spells by one. godscaller. You may only learn the favored spells of that deity. Most such tales are boasts or slander. You were born under a bad sign or can trace your ancestry back to a former thrall of the mysterious faen. fire loves you. made a pact with a faen. Blood Sorcerer. or hedge sorcerer talents. However. Lodge Sorcerer. They must be taken at character creation. or simply came across a spell in an old scroll or carved in a standing stone. Requires knowledge of at least one magic spell. Costs 3 renown. Costs 2 renown. Costs 1 renown. Pick one deity to which your character is devoted. When taking ongoing damage from burn. A character with this talent cannot also take the faenblood. hedge sorcerer or lodge sorcerer talents. Faenblood. you do not remove a token on a result of a 6 or higher and for every wound you suffer from burn you also lose morale. godscaller. You must be holding a sharp instrument to use this talent. but your stature and visage give truth to legend. If you want your character to use magic.quail@gmail. Pick one deity to which your character is devoted and learn one of that deity’s favored spells. Practiced Magician. You gain knowledge of an additional magic spell. Godscaller. You learn two magic spells and may call on your lodge for aid. they may accept the bleed tokens in your stead.

hewing. Increase your balance by 1. You may take this talent more than once. Increase your balance by 1. You may perform the attack with a second weapon trifle with a weapon with an encumbrance equal to or less than your might value instead of half of your might value. Great Hewer. Increase your awareness by 1. you may combine the defending values of both weapons to add to your defense. Costs 1 renown. or piercing weapon and any of the attack’s damage bypasses your target’s defense. Increase your morale by 1. When you wield a weapon in each hand and neither weapon is a shield. Requires coarse skin II. Increase your morale by 1. Costs 5 renown. Costs 1 renown. When attacking with a weapon with both the cutting and defending properties you may seize 2 opportunity or present 3 opportunity to treat the weapon as if it had the dishonorable property of a rating equal to its defending property. Coarse Skin II.bad. Costs 3 renown. Requires great hewer. Increase your awareness by 1. cudgel. Sword. Increase your morale by 1. you do not present opportunity. Costs 2 renown. hewing. You add your fleetness value to your defense when fighting without benefit of a defending weapon or shield. or piercing value. Costs 5 renown. Requires unflinching. Requires coarse skin. Steady. When you activate your great hewer talent or the hewing weapon property. Evasive Target. & Shield: A Viking Age Role-Playing Game – the. Unflinching. Costs 1 renown. Legbiter. Costs 4 renown. If you already wield a weapon with the hewing property you may instead increase the hewing value of the weapon by 1 without seizing or presenting any additional opportunity beyond what it takes to activate the weapon property. Hungry Weapon. Requires keen reflexes. Costs 5 renown. Keen Reflexes II. Costs 2 renown. Coarse Skin III. Evasive Target II. Costs 3 renown. Costs 2 renown. Unflinching II. Increase your grit by 1. hewing. Costs 4 renown. Fjordsdal Method. Unflinching III. Costs 2 renown. Coarse Skin. you may activate cutting. Iron Nerves. or piercing to place a number of bleed tokens on the target equal to your weapon’s cutting. Requires evasive target. When you spend defense tokens to dodge. Specialized. When you successfully attack with a cutting. You gain a specialization in a skill in which you are trained. increase the value of your hewing property by 1. Death in Either Hand. Costs 3 renown. Increase your grit by 1. Costs 4 renown.Universal Talents The following talents can be taken by characters of any path. Increase your grit by 1. When you successfully attack with any weapon except fist.quail@gmail. Costs 3 renown. Requires unflinching. Keen Reflexes. Steady II. Great Hewer II. Axe Spear. Requires unflinching II. and shield you may seize 3 opportunity or present 4 opportunity to treat your weapon as if it had the hewing 1 property. Costs 2 renown. Requires keen reflexes.com | 36 . Costs 3 renown. you instead make a might(faith) test. Costs 3 renown. When you spend a trifle to make a might test to resist going into shock.

or links.quail@gmail. The durability of a piece of armor. It is. The integrity of rigid armor can be damaged by weapons with the hewing or piercing properties. especially if they are in a small village or a foreign land. This armor does not take integrity damage from the burn status. The special properties of the piece of armor. Sword. Axe Spear. Armor Traits Armor Rating. The integrity of soft armor can be damaged by weapons with the cutting or hewing properties. most commonly thick rings about the same weight as a gottsmark. Armor composed of metal plates. Properties. 10 skera (sk) are worth 1 gottsmark (gk). weighing a tiny fraction of a pound. 10 gottsmark are worth 1 gold ring (gR). The normal market price of a piece of armor. but many more are cut from silver sculptures and tableware. & Shield: A Viking Age Role-Playing Game – the.bad. Armor composed of cloth or animal hides. use it in place of armor rating. If an armor’s integrity is reduced to zero it is damaged beyond all repair. Armor Properties Fire Resistant. The degree to which a piece of armor weighs down a combatant. When integrity has fallen below a piece’s armor rating. rather. a small chunk of silver hacked off of a larger piece. When trading in larger sums of money. Integrity. heavy silver coins used as currency in the Gottsreich. Some skera are hewn from gottsmark. scales.Equipment Currency The basic unit of currency used by Nordsfolk is the skera.com | 37 . but that does not necessarily mean that there will be sword or mail on the market for them to purchase. Prices and Availability A character may amass a sizeable enough hoard of silver to purchase sword and mail. a character may salvage a sword from an enemy and have some difficulty tracking down a buyer who can pay the full value in silver. Rigid. Price. Nordsfolk use gold jewelry. The amount of damage a piece of armor mitigates. Soft. Encumbrance. The skera is not a coin. Likewise.

& Shield: A Viking Age Role-Playing Game – the. mail will still keep a warrior alive longer than any other armor.quail@gmail. Sword.bad.Armor Name Helmets Hard Leather Helm Iron Nasal Helm Iron Masked Helm Cloth and Leather Wool Tunic Thick Wool Coat Fur-lined Wool Coat Silk Coat Lamellar Scavenged Lamellar Foreign Lamellar Mail Scavenged Mail New Mail Byrnie Fine Mail Byrnie Lamellar over Mail Armor Rating Integrity Enc Properties Price 2 3 3 2 3 4 1 1 1 Soft Fire. Rigid Fire Resistant. While lamellar is easy to assemble. Wealthier warriors sport helmets with built in masks that cover the whole face. While not technically armor. the binding cords wear out quickly even when not heavily used. Resistant. Rigid Rigid 416 sk 520 sk 624 sk 702 sk Many Nordsfolk warriors go without protection save for shield and helmet. The poorest of warriors make do with helms of hard leather. A good suit of iron mail armor is worth enough silver to purchase a small farm. Lamellar is armor composed of iron plates laced together in a fashion that does not require a backing material. Some warriors intentionally pile on layers of wool and furs to turn away weapons. Rigid Fire Resistant. Very little new lamellar armor is made in the Nordlands. Rigid 43 sk 75 sk 111 sk 1 2 2 2 2 3 4 5 1 2 2 2 Soft Soft Soft Soft 44 sk 88 sk 117 sk 146 sk 3 3 4 5 3 3 Rigid Rigid 312 sk 390 sk 4 4 4 5 4 5 6 7 4 4 4 5 Fire Resistant. famous heroes.com | 38 . and foreign silk is coveted in part for its ability to catch arrows before the pierce the wearer. often bearing the likeness of ancestors. benefitting from the best qualities of both armors. requiring the armor to be vigilantly maintained. the thick wool tunics and coats worn by Nordsfolk provide some protection against weapons. A few warriors don lamellar vests over their mail. Axe Spear. or devilish faen. Rigid Fire Resistant. but simple iron helmets with nose guards are more common. Most suits are either assembled from centuries old plates or imported from foreign lands. These tunics of riveted iron rings will turn away sword and arrow While axe and spear may break mail links.

leather. making them superior for parrying blows. When a weapon’s integrity falls below its damage. Properties. Defending (passive). Knives are commonly carried as tools and as weapons of last resort. The degree to which a weapon weighs down a combatant. When activated. Dishonorable weapons deal additional damage equal to their dishonorable value against opponents who are vulnerable. While relatively feeble against an alert warrior. The general market value of a weapon.Weapon Traits Damage. Encumbrance. A passive property is always in effect. Missile weapons such as slings and bows require ammunition. Bleeding (active). use its integrity as damage instead. Cutting (active). the cutting weapon reduces the target armor or weapon’s integrity by your weapon’s cutting value. When activated. Weapon Properties Weapon properties are either active or passive. An active property requires the combatant to either seize 2 opportunity tokens off the target or present 3 opportunity tokens on their self. Dishonorable (passive). & Shield: A Viking Age Role-Playing Game – the. Burning (active).quail@gmail. The amount of damage a weapon deals on a successful hit. the burning weapon places a number of burn ongoing damage tokens on the target equal to the weapon’s burning value. the bleeding weapon places a number of bleed ongoing tokens on the target equal to the weapon’s bleeding value. Bows require arrows. Weapons with the ammunition property cannot be used to make melee weapon attacks. Axe Spear.bad. or when blocking a weapon that doesn’t have the defending property. they can quickly end the unwary. The cutting property can be activated whenever an attacks damage is reduced by cloth or leather armor. Ammunition (passive). The durability of a weapon. when blocked by a weapon that doesn’t have the defending property.com | 39 . and the hafts of spears and axes. Swords and war knives lack the vulnerable hafts of axes and spears. Integrity. The burning property can be activated when an attack’s damage is reduced by a piece of armor or when blocked by a shield. slings require slugs or stones. When activated. If a weapon’s integrity falls to zero. and crossbows require bolts. Edged weapons such as knives and swords are adept at cleaving through cloth. When fighting with a defending weapon and without a shield a combatant increases their balance by the defending value when determining the maximum number of defense tokens they may have. Price. The special properties of a weapon. the weapon is destroyed beyond any possibility of repair. Sword. The bleeding property can be activated when an attack successfully bypasses defense and armor to deal a wound.

Reach (passive). Frightening (active). It just so happens that a shield is both. but a die is removed from the check to do so for each additional range value between the combatant and their target. When activated. Noble (passive). Range (passive). War spears are the main battlefield weapon of most warriors. the hewing weapon reduces the target armor or shield’s integrity by your weapon’s hewing value. & Shield: A Viking Age Role-Playing Game – the. A weapon with the range property can be fired or hurled a number of squares equal to the weapon’s range value. A weapon with the reload property must be loaded with a deed before it can be used in a battle. The piercing property can be activated whenever an attack’s damage is reduced by mail or lamellar armor. Crossbows and staff slings strike with great range and power. “The best defense is a good offense. Some weapons are awkwardly balanced. Axe Spear. A combatant may use their might attribute to make attacks with a mighty weapon. Reliable (passive). A weapon with the reach property can be used to attack an opponent two squares away from a combatant. and after each time it is fired. A sword is as much a symbol of status as it is a tool for killing. When activated. The combatant also presents an opportunity token for each such additional range band. prized for their ability to bite through mail and for the advantage of their long reach. When activated. The disorienting property can be activated when an attack’s damage is reduced by armor or when an attack deals damage to wounds. When activated.Disorienting (active). If all of their d6s have already been upgraded. the frightening weapon deals an amount of morale damage equal to its frightening value.quail@gmail. or are too small to use effectively against an opponent with a bigger weapon. a combatant may reroll any die that comes up 1 once. they may increase a d8 to a d10. the piercing weapon reduces the target armor or shield’s integrity by your weapon’s piercing value. A combatant displaying a weapon with the noble property may upgrade an additional d6 to a d8 while testing their authority skill.” or so goes an old commander’s adage. Mighty (passive). Sword. The cruel edge of the axe is as adept at chewing through shield and armor as it is bone. Cudgels and shields are excellent weapons for inflicting blunt trauma and manually scrambling the brains of one’s opponents. Inopportune (passive). When making a fighting test with an inopportune weapon each die result of 1 generates 2 opportunity tokens instead of 1. Piercing (active). These weapons can be thrown or fired further. but are time consuming to reload. The frightening property can be activated on any successful attack. put a great deal of stress on the wielder. Spears and axes can be thrown and many weapons are made to send missiles hurling across the battlefield. the disorienting weapon places a number of opportunity tokens on the target equal to the weapon’s disorienting value. Hewing (active). The hewing property can be activated whenever an attack’s damage is reduced by armor or when blocked by a shield.bad. starting with the lowest die. The talon point of a spear is a worthy tool for splitting mail. Reload (passive). When making a fighting test with a reliable weapon.com | 40 .

& Shield: A Viking Age Role-Playing Game – the. but they are cheap and will leave a ringing in your opponent’s ears. When fighting without the benefit of a weapon. spear. Sword.bad. A weapon with the two-handed property require both hands to use effectively and cannot be used alongside a shield or off-hand weapon. Range 10 21 sk Piercing 2. or shield. Hammers and hardwood cudgels may not stand up well to axe and spear. any property or game effect that would cause damage to your weapon’s integrity instead inflicts wounds that may not be mitigated by armor. Mighty. True (passive). Most knives are too short to be much use in a stand up fight against a warrior armed with an axe.quail@gmail.com | 41 . Range 5 43 sk Hewing 2. Inopportune. Axe Spear. Mighty n/a Disorienting 3 1 sk Defending 1. When making an attribute(fighting) test with this weapon. The tainted property can be activated whenever an attack with the weapon deals a wound. almost everyone carries one and with the element of surprise. Inopportune 3 sk Cutting 1. Noble 308 sk Melee Weapons Fighting with a bare fist against weapons of war is a risky proposition. Inopportune. But. Two-handed (passive). they can be brutal weapons. Reach 32 sk Hewing 1. Two-Handed 86 sk Cutting 2. Defending 3. die results of 4 and higher are successes. When activated place a number of poison ongoing damage tokens on the target equal to the weapon’s tainted value. Defending 2 67 sk Piercing 1. Melee Weapons Name Damage Integrity Enc 0 1 1 1 2 2 1 3 2 Fist Cudgel Knife War Knife Tossing Spear War Spear War Axe Two-Handed Axe Sword Special 2 3 4 2 3 3 3 6 2 2 1 2 2 3 2 4 3 Properties Price Disorienting 1.Tainted (active). Dishonorable 1.

quail@gmail. the axe is favored over the spear. Axe Spear.The war knife is a cheaper and less prestigious alternative to the sword. Reliable 55 sk Defending 7. and poplar. Sword.com | 42 . Among Nordsfolk who spend their summers Viking. The Nordsfolk sword is a single-handed weapon with a small hilt and a pattern-welded iron blade of up to 36”. Reliable 123 sk Shields The Nordsfolk shield is round in shape and constructed from planks of soft timber such as fir.bad. most swords in the Nordlands are imported from other parts of the world and even the finest Nordsfolk-forged swords are made from foreign crucible steel. Making a sword is a costly endeavor and ownership of a sword is a symbol of honor and status. Disorienting 2. alder. from raw wooden offerings thrown together swiftly to meet demand on short notice to more elaborate painted pieces reinforced with leather or iron around the rim. Reliable 82 sk Defending 8. While there are Nordsfolk smiths who possess the skills to forge swords. Most measure between 30” and 36” in diameter but some measure as great as 48”. & Shield: A Viking Age Role-Playing Game – the. Tossing spears have shorter hafts and narrow. but single-edged examples can be found and are not considered exotic. Shields may range greatly in quality. Disorienting 1. which feature long hafts with broad. Nordsfolk spears come in two main varieties. Nordsfolk shields have a central boss made of iron. Reliable 41 sk Defending 6. onehanded war axes double as useful tools and can be hurled with some accuracy while two-handed axes favored by the mountain men of Fjallsland can split shields and mail as easy as they do kindling. Most swords are double-edged. The most popular weapon among the Nordsfolk is the spear. Smaller. Shields Name Soft Shield Painted Shield Leather-Reinforced Shield Iron Reinforced Shield Damage 1 1 1 2 Integrity Enc 3 4 5 6 3 4 4 5 Properties Price Defending 5. leaf-shaped spearheads. Disorienting 1. spearheads compared to war spears. Disorienting 1. behind which is an iron bar where the shield is held in the fist. These weapons sport singleedged blades that may be as long as a warrior’s arm. sometimes barbed.

Barbed Arrow. True Frightening 3 Price/10 10 sk 20 sk 30 sk 30 sk 20 sk 30 sk 50 sk 5 sk 20 sk 10 sk Sword. Narrow ‘bodkin’ arrowheads for piercing mail are not made in the Nordlands. Screaming Bolt Bolt. They are. Range 30.com | 43 .quail@gmail. Two-Handed 86 sk Ammunition. nonetheless. Two-Handed Ammunition. Range +5. Two-Handed 3 sk 57 sk Ammunition. Screaming Damage Enc Properties +0 +1 +0 +0 +0 +0 +0 +0 +1 +0 1 1 1 1 1 1 1 1 1 1 -Bleeding 3 Piercing 1. Crossbows are foreign weapons. Ammunition Name Arrow Arrow. Fire Arrow. Bodkin Arrow. Disorienting 1. even to Midlanders and especially to Nordsfolk. Reload. Warriors who carry slings into battle often carve short messages into their slugs such as ‘duck.bad. but enough are smuggled from the Gottsreich that they may be found among vikings.’ Nordsfolk use bows of yew. Reload Frightening 3 -Frightening 3 -Range +5. True Burning 3. Arrowheads are commonly forged from iron. Lead Slug. and Nordsfolk are known to use barbed arrowheads. Range 20. Piercing 2. Range 25. Inopportune. Inopportune. Range 5 2 sk Ammunition. Among the Nordsfolk they are mainly carried by shepherds and travelers as defense against wolves and other wild beasts. TwoHanded 217 sk Missile Weapons A sling is a length of braided linen or wool fiber with a small pouch in the middle used to hurl clay or lead slugs with greater force than they could be thrown. Disorienting 2. and elm both in hunting and war. Axe Spear. Screaming Slug Slug. Short slings are sometimes attached to the end of a staff and used as a sort of hand-held catapult. sometimes salvaged while Viking and taken back to the Nordlands. & Shield: A Viking Age Role-Playing Game – the. ash.Missile Weapons Name Sling Staff Sling Hunting Bow War Bow Crossbow Damage 0 1 1 2 3 Integrity Enc 1 3 2 2 3 0 2 2 3 2 Properties Price Ammunition. Reload. Range 20.

but must be lit before firing. and already have iron heads resembling those of bodkin arrows. slingers often use specialized slugs cast from lead. The standard ammunition for a sling is a baked clay slug that is often inscribed with a sarcastic message such as ‘duck. Some clay slugs have holes bored in them to produce a whistling sound similar to screaming arrows.Ammunition Some specialized ammunition may increase the damage of a missile weapon or give it additional properties.com | 44 .bad. Screaming arrows are specially designed to produce an ear-splitting whistle when fired and are known to spook opponents. Fire arrows have been wrapped in pitch-soaked linen. Encumbrance and price for ammunition is given for quivers. There are a variety of specialized arrows available for bows.quail@gmail. Bodkin arrows have small heads forged of hardened iron making them excellent both in terms of accuracy and in their ability to penetrate mail armor.’ When going into battle. Barbed arrows are designed to inflict great trauma on the flesh of opponents. or pouches of 10. The same principle that produces the horrid screech of screaming arrows can be applied to crossbow bolts. Axe Spear. Crossbow bolts are considerably shorter than arrows. cases. Sword. The added mass helps the slugs to travel farther and they pack a considerable wallop. & Shield: A Viking Age Role-Playing Game – the.

An interrupt occurs before the triggering action. and so on. Skills might be used with many different attributes. If they also have the same fleetness. & Shield: A Viking Age Role-Playing Game – the. and Shield most matters are settled with tests of skill. Defense Tokens Defense tokens are an abstraction of a character’s ability to dodge.quail@gmail. Spear. so when the game calls you to make a test it will be noted attribute(skill). If two or more combatants roll the same initiative. the player character goes first. followed by the next most. Initiative Test Every combatant tests fleetness(fighting). or deflect incoming attacks.bad. all combatants begin a battle with a number of defense tokens equal to their balance score. and one combatant is a player character. As a deed a combatant may Move up to their speed Make an attack Help an ally recover from ongoing damage As a trifle a combatant may Draw or ready a weapon Help an ally recover from knocked flat or staggered Taunt. block. As an interrupt a combatant may Cut down a fleeing opponent A riposte occurs after the triggering action. As a riposte a combatant may Relieve an opponent of their weapon when they botch an attack The Skill Test In Sword. Axe Spear. the combatant with the higher fleetness acts first. If this is also equal. then whichever combatant has the higher fighting acts first. If a combatant loses all of their defense tokens they are rendered unable to block or dodge and are considered vulnerable. the GM determines which acts first. If both generated the same number of opportunity tokens. Unless they are surprised. Axe. the combatant who generated the fewest opportunity tokens on the test goes first. If both combatants in a tie are NPCs.com | 45 . Sword. intimidate. or trick their opponent There are two types of actions which combatants may make during other combatant’s turns: interrupts and ripostes. The combatant with the most successes on the roll acts first.Combat Types of Actions There are two types of actions which characters may take on their turn: Deeds and Trifles.

remove a woe.bad.com | 46 . adding them to your own opportunity pool to activate the weapon property or ability. Having opportunity tokens makes a combatant vulnerable to special attacks.quail@gmail. If the attack test generates successes you deal damage equal to your weapon’s base damage plus the total number of successes. If you are not using a weapon with the range or reach property. you may often instead present a larger number of opportunity tokens.Opportunity Tokens When a combatant makes a skill test and a die comes up 1. If an attack test does not generate any successes the attacker may take 1 damage to their weapon’s integrity to hit anyway and deal the weapon’s base damage. Before making an attribute test a character may choose to take on a point of woe to give themselves one automatic success. Then make a prowess(fighting) test or a might(fighting) test if you are fighting with your bare fists. but there are dire consequences for letting one’s woe outweigh one’s wyrd. Axe Spear. spending opportunity tokens off your target to active weapon properties. To make an attack you must first choose a target from among your opponents within range of your weapon. Recovering Woe Fate has a dark sense of humor and loves nothing so much as seeing a hero destroyed by their ambitions. If the target does not have enough opportunity tokens for you to activate a weapon property or other ability that requires opportunity tokens. they present opportunity. Using Opportunity Tokens When you succeed on a fighting test to attack with a weapon you may seize opportunity. fate would tell you that their relationship is more nuanced. Before you make your attack test the target may declare that they are blocking or dodging. this is limited to adjacent opponents. & Shield: A Viking Age Role-Playing Game – the. Wyrd and Woe Nordsfolk heroes believe that they are masters of their own fate. A character may generate woe indefinitely. When a character acts on their motivation or vice in a way that causes them difficulty. they generate one opportunity token for each point of difference. Attacking Attacks are made by testing the fighting skill. Sword. placing an opportunity token in their opportunity pool. While this is true to an extent. using the prowess attribute for weapon attacks and the might attribute for striking with bare hands and grappling. If a character begins combat with more woe than their wyrd value.

they must either spend as many defense tokens to block an attack as they are able to or refrain from blocking. they luck out and the remainder of the damage is cancelled.Defenses: Blocking and Dodging Each round a combatant may block or dodge a number of times equal to their awareness value. If a defender is able to. Axe Spear. Dodging works like blocking except that the defender also presents opportunity tokens equal to half the defense tokens they spend. For the purposes of weapon properties such as cutting and hewing this counts both as being blocked by a weapon or shield and as striking whatever armor the defender is wearing. If an attack is going to deal more damage than the defender has defense tokens. Blocking A combatant can mitigate damage by blocking with their shield or weapon. Hit Location Die 1 Die 2 1 Head Right 2 Torso Left 3 Torso Right 4 Arm Left 5 Arm Right 6 Leg Left If the first die comes up ‘head’ or ‘torso.’ ignore the second die.com | 47 . arm. Sword. They cannot choose to partially block an attack and let the rest of the damage through if they have defense tokens remaining. the attacker rolls the hit location dice to determine where their attack lands. If the dice come up ‘left arm’ and the defender is using a shield.bad. This number resets at the end of a combatant’s turn. If the dice come up ‘head’ than the damage is reduced by the armor rating of whatever helmet the defender is wearing. To do so the combatant spends a number of defense tokens equal to the incoming damage. & Shield: A Viking Age Role-Playing Game – the. arm. torso. A combatant takes one wound for every point of damage that is not cancelled out by armor rating. leg’ and one that says ‘right’ on three sides and ‘left’ on the other. the combatant takes damage to their morale equal to the difference between the damage and their spirit.quail@gmail. If a single attack deals more damage to a combatant’s wounds than their spirit rating. Dodging If a character isn’t armed with a weapon they may dodge instead of blocking. If the dice comes up ‘arm’ or ‘torso. If you do not own hit location dice. you can roll two normal d6 and consult the following chart. torso. one with sides that read ‘head. These are two d6.’ the damage is reduced by the armor rating of whatever armor the defender is wearing. Taking Wounds and Hit Location When damage from an attack is not completely cancelled by blocking or dodging. than the defender blocks an amount of damage equal to their spent defense tokens and takes the remainder as wounds.

they are overcome with dread. they may keep fighting for a turn. Any die result of 1 on this test will inflict a point of morale damage. Engaging in song. At the end of the week the healer makes a guile(leechcraft) test and removes a wound for each success in addition to the wound the character removes for healing naturally. If they get a success for each wound they have received above their current morale. To benefit from a healer. If they get a success for each wound they have received above their grit value. They can remain in the fight by making a spirit(faith) test as a trifle before performing any other action. they are alive but in critical condition.bad. Awareness Awareness determines the number of times a combatant may block or dodge each combat round. they start to go into shock. celebration. make a spirit(banter) or spirit(faith) test and recover an additional morale for each success in addition to the morale the character would recover naturally. Axe Spear.Defeat Conditions A combatant can keep fighting until either their body or their will fail them. They may keep fighting by making a might test as a trifle before performing any other action. Recovering from Wounds A character heals naturally at a rate of 1 wound per week. Shock Once a combatant has received more wounds than their grit value. Death At the end of combat. they may keep fighting for a turn. Sword. Roll a chance die for each wound they have above their grit value. If they have more 1s than successes.quail@gmail. or religious activity can accelerate this process. Otherwise they must attempt to flee combat or surrender. A combatant’s awareness is increased by 1 for every adjacent ally. Flight or Surrender If a character receives more wounds than their current morale. For every day spent doing nothing stressful but celebrating or participating in religious ritual. This can be accelerated by the attentions of a healer. Otherwise they collapse unconscious.com | 48 . if a combatant has received more wounds than their grit value. If they have more successes than 1s. they get to meet a Valkyrie (which is a nice way of saying they die). they are at risk of death. a character must do nothing but rest and receive healing for a week. & Shield: A Viking Age Role-Playing Game – the. Recovering Morale A character recovers morale naturally at a rate of 1 morale per day.

You do not roll dice for ongoing damage. Move. Drop and Roll. Sword. Recover from the dizzied condition. While suffering ongoing damage from burn tokens. Charge. Move a number of squares up to your balance value and make an attack test treating your fighting skill as 1 lower. and staggered conditions. Pat Out Friend. Remove 1 burn token for each success. Remove 1 burn ongoing damage token from an adjacent ally. knocked flat. Attack. Catch Your Breath. Recover from the hobbled.bad.quail@gmail. you may become knocked flat to make a fleetness test. Regain Your Feet. weapon leading the way. Regain Focus. & Shield: A Viking Age Role-Playing Game – the. Staunch Wounds. Axe Spear. Rush an opponent.com | 49 . Recover from the winded condition. Put pressure on your own wound or the wound of an adjacent ally.Common Deeds Any action you can perform as a trifle can be performed as a deed. Make a fighting test against one opponent in range. Move a number of squares up to your movement speed (3 + fleetness squares). You must declare this action at the start of your turn before rolling ongoing damage tokens from the bleed status. but also do not remove any ongoing damage tokens.

com | 50 . Axe Spear. & Shield: A Viking Age Role-Playing Game – the.List of Deeds Name Opportunity Cost Page/Section Attack n/a Common Deeds Cast a Magic Spell n/a Occult Catch Your Breath n/a Status Effects Charge n/a Common Deeds Command n/a Authority Dress Wounds n/a Leechcraft Drive n/a Toil Drop and Roll n/a Common Deeds Knockdown n/a Toil Move n/a Common Deeds Pat Out Friend n/a Common Deeds Regain Focus n/a Status Effects Regain Your Feet n/a Status Effects Reload n/a Weapon Properties Staunch Wounds n/a Common Deeds Treat Poison n/a Leechcraft Vanish into the Town n/a Skullduggery Vanish into the Wild n/a Forestry Sword.bad.quail@gmail.

Common Trifles Attack with a Second Weapon. Pat Out Flames. When an opponent exits a square adjacent to you. Sword. If you are holding a second weapon with an encumberance equal to or less than one half of your might value and have already used your deed to make an attack test you may seize 2 opportunity or present 3 opportunity to use it to make an attack against an opponent in range. Common Interrupts Pursuing Attack. Ready Arms. If the test produces as many or more successes as your opponent’s awareness. You draw or ready a weapon or weapons. When an adjacent opponent makes an unsuccessful weapon attack targeting you. you may seize 2 opportunity or present 3 opportunity to make a weapon attack against them. While suffering ongoing damage from burn tokens. & Shield: A Viking Age Role-Playing Game – the. Make a prowess(fighting) test and remove a number of opportunity tokens from yourself or generate a number of defense tokens equal to the number of successes. remove 1 burn token from yourself. You bring your weapon or shield on guard. An adjacent ally recovers from staggered or knocked flat. You may ready a second weapon as well if it’s encumbrance is half of your might value or less. Raise Up. A weapon may not be used to attack or block until it is readied.quail@gmail. Defend.com | 51 . Common Ripostes Disarm. you may seize 2 opportunity or present 3 opportunity to make a prowess(fighting) test against the triggering opponent. You lift an ally to their feet. disarm them of their weapon. Axe Spear.bad.

& Shield: A Viking Age Role-Playing Game – the. present 3 Common Ripostes Skirmisher seize 2. present 3 Common Trifles Bolster present 2 Skald Bully n/a Menace Defend n/a Common Trifles Form Up! present 2 Herald Hustle n/a Navigate Invoke Divinity n/a Faith Judge Beast n/a Forestry Judge Monster n/a Occult Judge Opponent n/a Inquiry Pat Out Flames n/a Common Trifles Raise Up n/a Common Trifles Ready Arms n/a Common Trifles Review Battlefield n/a Inquiry Spur Mount n/a Horsemanship Taunt n/a Banter Name Opportunity Cost Page/Section Interpose n/a Shield Thane Pursuing Attack seize 2. Axe Spear.bad. present 3 Common Interrupts Name Opportunity Cost Page/Section Disarm seize 2.quail@gmail.com | 52 . present 3 Hunter List of Interrupts List of Ripostes Sword.List of Trifles Name Opportunity Cost Page/Section Attack with a Second Weapon seize 2.

At the end of their turn a bleeding combatant rolls one chance die for each bleed token they have. You can prevent taking bleed damage for a turn by using the staunch wound action and attempt to remove ongoing damage tokens from bleed with the dress wound action.com | 53 . Each wound inflicted by burn also damages the integrity of any armor the combatant is wearing. they are repelled only their balance value and are staggered. If a combatant is repelled more squares than their balance value. They take one wound for each result of a 1 or 2. At the end of their turn a combatant who is afraid rolls one chance die for each fear token they have. You generate an opportunity token at the start of your turn. This is not a skill test. Burn. Under normal circumstances you may perform a deed to regain your focus and stop being dizzied. While burning a combatant may spend a trifle patting out the flames or a deed dropping to the ground and rolling around. Fear is inflicted by placing ongoing damage tokens on a combatant. Sword. Status Effects Bleed. Your weapon flies from your hand. landing two squares away from you in a direction chosen by the attacker. burn. At the end of their turn a burning combatant rolls one chance die for each burn token they have. For each result of a 6 or higher they remove a bleed token. Ongoing damage tokens from fear can be removed with the invoke divinity trifle. A combatant is subject to ongoing damage when they have ongoing damage tokens. For each result of 6 or higher. For each result of a 6 or higher they remove a burn token. Repel X. Blind. Draw X. they are drawn only their balance value and are hobbled. If a combatant is drawn more squares than their balance value. remove an ongoing damage token.Forced Movement Combatants may be subject to two types of forced movement: draw and repel. & Shield: A Viking Age Role-Playing Game – the. Axe Spear. They lose one morale for each result of a 1 or 2. The combatant takes a wound or loses a morale for each result of 1 or 2. The attacker moves the target X squares so long as each square of movement takes the target farther away from the attacker. Burn is inflicted by placing ongoing damage tokens on a combatant. When a combatant ends their turn with ongoing damage tokens they roll a number of chance dice equal to the number of ongoing damage tokens. The attacker moves the target X squares so long as each square of movement brings the target closer to the attacker. Dizzied. They take one wound for each result of a 1 or 2. You are vulnerable and when you make attack tests you only produce successes on die results of 7 for melee weapons and 8 for ranged weapons. Fear. For each result of a 6 or higher they remove a fear token. and poison status effects.bad.quail@gmail. Ongoing Damage Ongoing damage most often takes the form of the bleed. Disarm. fear. Bleed is inflicted by placing ongoing damage tokens on a combatant.

First check your wounds and morale. Test for initiative. You cannot be seen by friend or foe. Enemies are considered blind in relation to you. Winded. Poison is inflicted by placing ongoing damage tokens on a combatant. You cannot block or dodge incoming attacks and the attacker may select the hit location without Hobbled. Axe Spear. Are you going into shock or at risk of flight or surrender? Second take note of any status effects that may be on your character. Knocked Flat. Staggered. For example. Vulnerable. you need to perform a trifle before anything else just to see if you can stay in the fight. Poison. You cannot speak or make authority. Fifth refresh your awareness. At the end of their turn a poisoned combatant rolls one chance die for each poison token they have. You can only perform one deed or trifle during your turn until you perform a deed to catch your breath. if you risk going into shock.quail@gmail. Combat Checklist Top of the Round. On your turn.bad. Invisible.com | 54 . You cannot block or dodge incoming attacks. Ongoing damage tokens from poison can be removed with the treat poison deed. Review any interrupts or ripostes you might want to perform and stay vigilant for opportunities to use them! Sword. They take one wound for each result of a 1 or 2. or faith tests that affect another combatant.Helpless. For each result of a 6 or higher they remove a poison token. banter. Now you’re done with your turn and the next combatant can act. You cannot move and are vulnerable until you perform a deed to regain your feet. Fourth roll chance dice for any ongoing damage you’re taking. & Shield: A Viking Age Role-Playing Game – the. You cannot move from your square until you perform a deed to regain your feet. Your speed and balance are halved until you spend a deed to regain your feet. How do these restrict your options? Are you at risk of taking ongoing damage at the end of your turn? Third perform your deed and trifle. rolling. Mute. A combatant is rendered vulnerable if they run out of defense tokens or if they are attacked more times in one round than their awareness value. You can perform them in whatever order you like unless they state otherwise.

results. Test guile(occult). you become winded. Not to be outdone. Casting a spell is much like any other action. For each success repel each target one square and put a fear token on them. For each success you deal one damage to the integrity of the target’s current defensive object.bad. Sword. At the end of every day. Sorcerers have additional penalties for having too much woe. However. Magna’s Undoing Touch Costs: 1 woe Material Focus: a silver axe amulet worth at least five gottsmark Target: One adjacent enemy Test guile(occult). Axe Spear. Trifling with spells is perilous. Even feats considered simple can rebound on the practitioner with deadly. Skaffi’s Soothing Song Costs: 1 woe Material Component: a dried ram’s phallus Target: Each ally within 5 squares Test guile(occult). Every spell generates a fixed amount of woe. If your test does not produce any successes. Bjorna’s Thunderous Cry Costs: 1 woe Material Focus: a lodestone the size of a fist Target: Each adjacent enemy. a spell takes its toll from the sorcerer’s wyrd: the wiggle room the universe has allotted them to achieve their destiny. or embarrassing. the other gods followed suit. a sorcerer rolls a chance die for each woe they have beyond their wyrd value. but many observe that fate lets sorcerers get away with a lot more if they invoke the name of a god before casting their spells. On a result of 1 or 2.com | 55 . instead of having a cost in opportunity. For each success remove one ongoing damage token from the affected targets. Tordal’s Judging Fire Costs: 1 woe Material Focus: a touchstone Target: One enemy within five squares Test guile(occult). and each result of a 1 on a test die for casting a spell generates an additional woe. If your test does not produce any successes.quail@gmail.Spells Magic Spells Magic is the practice of bending fate and natural law of the world to achieve feats impossible by mundane means. & Shield: A Viking Age Role-Playing Game – the. According to the oldest runes the trickster god Vokun first taught man the sorcerous arts. Each sorcerer has their own thoughts on the matter. If your test does not produce any successes. If your test does not produce any successes. gain a burn token for each point of woe you have above your wyrd value. they take a wound. gain a poison token for each point of woe you have above your wyrd value. For each success seize an opportunity token on the target and place a burn token on them. take one damage to morale equal to the number of test dice that resulted in a 1. be it a shield or weapon.

or threatening another with bodily harm.com | 56 . One target for each success becomes invisible to all combatants until they take an action that displeases Vokun. Axe Spear. Sword.Vokun’s Cloak of Light Costs: 1 woe Material Focus: a sunstone Target: self or adjacent allies Test guile(occult). Or until the end of your next turn.quail@gmail. such as attacking another creature. Laughter comes easily to the trickster god. & Shield: A Viking Age Role-Playing Game – the. If your test does not generate any successes you are blinded and invisible until you can make Vokun laugh. telling the unambiguous truth.bad.