Professional Documents
Culture Documents
c om
Campaign Sourcebook
Table of Contents
iSBN 1-580761288
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Introduction
I
I
Danes raid
I O M , 795
Lothair
rebels again
hires Da
mercen
789:A nd in (King Beorhtric's)da ys there came ences Players and DMs who want to lea
fo r the first time three ships of No rthm en, more about the Vikings and their times are e
from Horthaland: and tho reeve rode thither couraged to pick up some of the books list
and tried to compel them to go to the royal at the end of this chapter.
manor, for he did no t know what they were, Although the Norsemen lived in the roc
and they slew him. These were the first ships and cold lands of Scandinavia for millennia
of the Danes t o com e to England. was not until the early 800s that they ma
Anglmo-Saxon Chronicles their presence known to the world. Sudden
as if out of nowhere, raiders in long wood
So came, in blood and violence, the first no- ships descended upon the coasts of Englan
Scotland, Ireland, and France. Their first n
tice of a new
Vikings. force
During theto Northern
next Europe-the
three centuries, the toriety came from a series of raids, primar
sailors from Scandinavia would make their targeting the rich monasteries at Lindisfam
mark raiding, conquering, exploring, and set- Iona, and Jarrow. Soon they were raiding c
tling from as far east as Constantinople to as ies all along the coast and well inland.
far west as Vinland. The raiders came from several northe
lands-Denmark, Norway, and Swed
Though they called themselves Vikings, th
were referred to by the rest of the world
Nordmanni (Frankish), Dene, Dani (b
Anglo-Saxon), Ascommani (Germanic), Fin
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gaill, Dubh-gaill, Lochlannach (all Irish),
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Harold Fin
the battle o
P~~~L X
\ I
Quentoric Bordeaux, Nimes, Arles Danes conquer Charles/ v&g
sack/
Paris, Hamburg
sacked
Paris sacked,
Friesland conquered
sacked
Vikings driven
from the
Loire valley
East Anglia
\ the Fat (Fr..)
Vikings beseiged
at Angers
bese
Par
Madjus (Arabic), Rus Slavic), Rhos Greek), were too weak individually and too distrust-
and Ruo tsi (Finnish). ful of each other to form an effective defense
Th e wor ld the Vikings found on their early against the Viking invaders.
,aids was a divid ed and weak one. Few lands Scotland was no better, perhaps even
had rulers strong enough t o o rganize defenses worse. Divided between a host of chieftains,
against the sudden Viking raids. M os t found it Scotland's best defense was its own poverty.
easier to suffer through these attacks or pay With little worth taking, the Vikings headed
off the Vikings in hopes they would not re- their ships towa rd mo re profitable shores.
turn. Such payments seldom worked; they Charlemagne's Frankish Empire (mode rn
had quite the opposite effect, encouraging the France and Germany) at first profited from
Vikings to come back for more "protection the emperor's strong and vigo ro us rule.
money." Coastal defenses were built and, under the
England was not yet a unified country. The control of a strong government, were ready to
+and wa s div ide d between the kings of Wes- drive away any attackers. With Charle-
sex, Merc ia, Northu mbria, and others. Strug- magne's death in 814, the Frankish Empire
gling against each other for control of all gradually began to decline. Split between
England, these feudal lords we re ill-prepared warring sons, the empire turned on itself,
to face a threat fro m overseas. leaving the coastsvulnerable to attack. By 835
Ireland was even more disorganized than its the Danes were raiding cities that only dec-
neighbor. The island, once the center for ades befo re had drive n back their fero cious at-
Christian learning in the north, was divided tacks. ~
between a score of petty kings. These kings To the east, there was no organized
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._
The Finns and S hough stubborn, were liphates and emirates of the soutn
'ng raiders. Without accents of Viking travelers.
King Edward King O
ff o Ill Iceland converts Danes b-
Harald Bluetooth,
King of Denmark,
/
King Aethelred
Eirik the Red
discoversGreenland
TrellbOrg
forg/
Kin; Olaf
(Nor,) \ Englis
destr
by tre
baptized the Unready (Eng.) Danes win Svien Forkbeard, V i i s a
battle of King of Denmark, Native Ame
Maldon (Eng.) invades England in Vinlan
Paris and other cities. Gradu ally sia"). The ir ships sailed on the Baltic and
control the lower Seine vdley-
nam ed Gange- Rolf) and Norm an dy was and threaten the once-invincible empire o
Byzantium
Meanwhile, in the east, Swedish Vikings
we re not just seizing lands, they wer e found- The Explorers
ing new empires. The first settlements were
While some took land through conquest
along the coasts of Finland and the Baltic, but
other Vikings discovered new lands to
the adventurous soon turned their North of Scotland, longships beached at the
ships the great rivers Of Gardariki (as the
Orhey nd Shetland Islands. Further out, the
lands of Russia were called). From Staraja La-
Vikings settled the bleak Faeroes, displacing
gods (near and passing through a the few Irish they found there, Then
series Of rivers and lakes, he reached around 860, the Norse a larg
Novgorod. Here they set themselves up as
island far out in the ocean. Forced to winte
thers down the Dvina' then ov er in this land, one settler named it Iceland
- -~ --
settlement of Iceland began in earnest. It so, 1ifi once again grew exciting.
might have been nobles disgruntled with King
Harald Finehair's relentless unification of Nor- Resurgence
way. Perhaps it was overcrowded farmers
searching for new pastures. Whatever the rea- It was almost as if the Vikings, having
sons, ship after ship of settlers from Norway, paused to catch their breath, were now re-
freshed and ready to strike out again. New
the Orkneys, Shetland, Scotland and Ireland
sailed to the Icelandic shore, there to create a waves of invaders struggled for control of En-
gland. At the same time, the Irish, under the
new nation without kings or princes.
leadership of the formidable High King Brian
throne. Once again Viking invaders landed in any of the various dates given for cities sacke
Northumbria to stake their claim to England. can be turned into a raid the characters pwtic
This time, however, the Saxons were pre- ipate in or defend against. Ibn Fadlan's visit t
pared. King Harold I1 assembled an army and Sweden could be an opportunity for travel o
met his Norwegian counterpart at the little vil- intrigue involving the player characters.
lage of Stamford Bridge outside York. The highlighted sections of the timeline in
dicate suggested dates within the Viking ag
"'King Haro ld has already declared h ow for a campaign setting. The long period from
mu ch o f England he is prepared to grant 830 to about 950, for example, was a particu
him (Harald Hardradi): seven feet of larly active time, filled with conquest and ex
ground or as much more as he is taller ploration. The 30 years that immediatel
than other men."' followed this, on the other hand, were a rela
tively quite period of Viking history and
Or so says Kmg Haral ds Saga. probably less suited to adventuring play.
The battle was fought, but did not go as
Harald Hardradi hoped. Arnor the Earl's-Poet Suggested Reading
had this to say:
Much more can and has been said about th
It was an evil m oment Vikings than these few pages allow space for
W hen Norway's king lay fallen; Not only are there many well-written and en
Go ld inlaid weapons tertaining histories written by everyone from
Brought dea th t o N orway 's leader. wargamers to archaeologists, but the descen
dants of the Vikings themselves left behind
All King Harald's
Preferred warriors
to die beside him, rich collection of work. These are the sagas
Sharing their b rave king's fate entertaining epics filled with heroism, battles
Rather than beg for m ercy. murders, revenge, magic, and even ghosts
Written in a clear, direct style, many of thes
Harald Hardradi had lost and the Vikings sagas have been translated into English and
would threaten England no more. are easily found at specialty book stores.
In a final ironic touch, King Harold of En- Listed here are a few of the many titles to
gland would soon meet his own death on the choose from. Not all are necessarily still in
battlefield at Hastings, brought down by print, but might be found in libraries and use
Duke William of Normandy. With the last of book stores.
the Saxon kings gone, William the Conqueror
was proclaimed King of the English. Thus, he Brent,starting
a good Peter; The Viking
place Saga;
for the This book
general readeri
descendants of the Vikings succeeded where
the Vikings themselves had failed. detailing the major events and accomplish
ments of the Viking Age.
Graham-Campbell, James; T he Vik in
The Timeline
Wo r ld ; Filled with color pictures, maps
The timeline given in this chapter provides drawings, and diagrams, this book describe
indications for specific events of Viking histo- the life and times of the Vikings based on ar
ry or the surrounding lands. These events are chaeological evidence.
both those that were important to the Viking Heath, Ian; The Viking s; One of the Osprey
age and others that can be used as background Elite Series, this slim book is intended primari
for campaigns and adventures. For example,
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to the history of the period, then focuses on ideas €or adventures. Helpful dwarfs, viciou
the arms, armor, battles, and tactics of the berserkers, troll-bo rn, ghost s, magica
warriors. Useful color plates are the highlight swords, healing salves, and powerful spel
of the volume. are all found in its pages.
Jones, Gwyn; A History of the Vikin gs; King Harald's Saga; Telling the story o
Filled with information, this book is just what Harald Hardradi, the last great warrior-kin
it says, a history of the V k n g age written for of Norway, this saga ranges from his fligh
those with a serious, somewhat scholarly in- from Norway through his years as a general i
terest in the period. Constantinople and Sicily to the defeat of th
Pollington, Stephen; The Warrior's Way; Norse at Stamford Bridge in England.
This large and colorful book focuses on a sin- Njal s Saga; This saga of Iceland describe
gle event, the Battle of Maldon, using it as a the course of a 50 year blood-feud to its tragi
springboard to describe life in Viking-age En- end-the burning of Njal and his family
gland. trapped in their house.
Simpson, Jacqueline; Everyday Life in the Seven Viking Romances; In a change from
Viking Ag e; This provides a clear, nuts-and- historical sagas, these seven short tales ar
bolts account of many of the little details of filled with magic and wonder. Characters lik
Viking life. Topics such as dress, food, daily Arr ow- Odd , Thorstei n Mansion-Migh t
work, family, the arts, and society are all cov- Ufkel the Wizard, Stunt-Bosi, and Asmund
ered here. Berserks-Killer adventure as far as Hunland
Permia, and Giantland.
The following books are examples of the The Vinland Sagas; These short sagas tel
many sagas and tales written by Scandinavian the stories of Eirik the Red and Leif the Luck
writers of the Middle Ages, shortly after the and their discoveries and settlements of
close of the Viking age. Some purport to be Greenland and Vinland in North America.
family histories, others ar e the tales of heroes. In addition to these titles, there are numer
All those listed are translated into English and OUS other sagas translated into English. Som
should be available with a little searching. may be easily found, others are more difficul
Sagas are a worthwhile source of inspira- These titles include the Laxdaela Saga
tion (even for non-Viking campaigns). While Orkneyinga Saga, The Saga o f the lomsvik
generally written in a clear, straight-forward ings, Hrafknel's Saga, Eyrbyggju Saga, and
style, inexperienced readers can become con- Grettir's Saga
fused by the abundance of names and events. Finally, those interested in the mythology o
It is suggested that readers first tackle a gen- Scandinavia might want to read Gods and
Myths of the Viking Ag e or the slim
era1 history of the period before launching in- da of Snorri Sturluson. Prose Ed
A t the first mention of a Viking campaign, belief allows for many differences betwee
most characters envision bands of unruly, men. Some men and women h ave special ta
barbaric, and savage warriors, setting out on ents that separate them from ordin ary people
bloodthirsty raids to loo t and pillage. V i i s These talents are known as Gifts-a bo on o
are imagined as lewd, crude, and uneducated, curse bestowed by the N o m s (Fates) at th
swilling mead from drinking horns and moment of birth. For some, the No m s hav
pounding the tables with their knives-the wov en a lucky thread in life; others are bo m
medieval equivalent of outlaw bikers. without luck. O nc e these gifts are determined
Som e of them proba bly were-some but there is little a man can d o t o change them.
hardly all. The heroes of the V i k i i sagas N o t all gifts are bestowed by the gods, how
wer e a colorful and varied lot. Of course there ever. Some are the result of the deeds of fa
were warriors-many of them-but their tem- thers, grandfathers, even ancestors. A her
peraments ranged from wild and savage to ma y inherit a fine piece of land or find himse
wise and educated. There were heroes who the target of a bloo d feud. Unlike the gifts o
wer e m ore than just simple warriors. There the gods, though, these can be g ained o r los
were also wild berserkers, wise runecasters, b y the character's bo ld (o r craven) actions.
educated skalds, and the dangerous troll- If a player chooses for his character to b
born. Each of these types had a place in Vi- human, he can check to see if his character ha
king legend and can be a player character role. a Gift. The check is made by rolling ld20 an
The information in this chapter is divided findin g the result on Table 1: Character Gifts
into tw sections. T he first part presents infor- No player is required to make this check
mation on old and new character races and Howeve r, once the player makes the die ro
classes. Th e second section has rules fo r creat- he must accept the result, whether it is fo
ing special background information pertinent good or ill. N o t all results are desireable, an
t o a V i n g cam paign. some players may choose to no t make the ro
rather than risk an unpleasant result. If th
Races in a Viking Campaign player refuses to check for a Gift, he canno
make the attempt in the future.
Th e historical fantasy wor ld of the i s
.'
was a much different place from a standard Table I : Character Ciw. ;
fantasy realm. While the Norsemen had no
doubt that dwarves and elves existed, such Die Roll Gift
creatures wer e n ot a part of their daily lives. 1 Bad Luck
Instead, theirs was a world of men, though 2 Blood feud
darker creatures lurked around the shadow ed 3 Family Outlawed
fringes. 4 Ugly
For player characters, the Viking world of- 5-12 No Gift
fers a-l&ted selection of races. By far and 13 Courage
away, the majority of characters will be hu- 14 Go od Luck
man. Beyond this, a fe w characters may be one 15 Handsome
of the trollb om, a mixture of men and mon- 16 Inheritance
strous troll. Such men are rare and feared. 17 Rune Lore
18 Second Sight
Humans 19 Seer
Th e bulk of characters encountered in a Vi- 20 Title
lung campaign are human. Howeve
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runecaster or sorcerer, the chance of a successful lifestyle, most often living as other men. Som
prediction is never greater than 60 . prefer the isolated surr oundi ngs of dee
20. Title. The character is the son of an earl, woods. Others gain a reputation as king
nobleman or chieftain. (The order of prece- champions. Not a few live on rocky island
dence generally follows king, earl, nobleman, practicing sorcerous arts. No matter whe
chieftain, freeman, farmer, and thrall. All they live, the trollborn tend to be secretiv
other characters are assumed to be the chil- and individualistic, rarely bowing to autho
dren of freemen or farmers. Player characters ity. The fearsome reputation of their kin
never begin as thralls.) During his lifetime, the causes common folk to deal with them r
character can make one claim upon his father spectfully or not at all.
fo r a ship and men to go raiding, assuming the Due to their blood, trollbom characters ga
character has not broken with his family. The a +1 to Strength, Constitution, and Intel
su e and quality of the ship and the number of gence. However, they suffer a -1 to Wisdo
men received will depend on the reputation and a -2 on Charisma. The trollborn can b
an d level of the character. A charcter will nev- fighters, rangers, berserkers, runecasters,
er receive less than 10 normal men and a sorcerers (15th level maximum in these classes
knaar (a small merchant ship) or more than 60 The trollborn have infravision (60' ange). Th
normal men and a longship. trollbom are not born with Gifts and cann
roll on the Gifts Table for special powers.
The Trollborn
The trollbom are a feared and respected Character Classes
people. Their blood is half human, half troll. Like character races, the classes available
(The
ent trolls
from of the
those Viking
found world
in the are far differ-
Monstrous Com- a Viking campaign are both a mixture of exis
ing character classes (as described in th
p end ium ) The trollbom are noted for their AD&D@ nd Edition Player's Ha ndb ook) an
strength and cunning. Some become fearsome new character classes described here. Becau
wamors, while others excel in sorcery. Ugly, of the differences between a standard AD&
powerful, and ill-tempered, they are easily campaign and one set in the V h n g world, no
identified from the common human stock. all character classes are available to player
The trollbom are not properly a race like These additions and exclusions are necessar
elves, giants, or dwarves. Others consider to create the appropriate mood for the worl
them human-or mostly human. Although described in the Norse sagas.
trollblood may have been in a family for gen-
erations, only those of the first generation are Classes from the P l a y e m Handbook
considered trollbom. All others are merely In addition to the unique character classe
humans, although their troll ancestry may
taint them in the eyes of others. described in this book, players can als
The trollbom ar e easily identified. They are choose from some of the character classe
almost universally larger than normal men, found in the AD&D 2nd Edition Player
usually much stockier and more muscular. Handbook. However, not all the standar
Some may grow as tall as seven feet in height. character classes are available in a "pure" V
They are seldom handsome and are often king campaign, and other classes may hav
quite ugly. Their temperaments range from special restrictions. These changes and restric
bad to worse, although they do have their tions are listed below, and are also found i
good moods and senses of humor. the Player Information section at the end o
The trollborn have no definite tendencies in
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time raiders
sword, spear, and
and so were skilled
sometimes bow. with the
In addi- battlelevel
36-45 6th are +human
2 berserker, shield
tion, the sagas tell tales of exceptional war- sword, battle axe
riors, men noted for their courage, skills, 46-60 6th level human fighter, chain mai
cunning, and even mystical powers. shield I , spear + I
In. a Viking campaign, the Warrior group 61-75 6th level trollbom fighter, shield +1
includes fighters, rangers, berserkers, and battle are 2
runecasters. These last two are unique to the 76-85 6th level human runecaster, chain ma
Viking world and should only be used in such I, pear +I
86-95 7th level human fighter, chain ma
settings. At the other extreme, paladins are
I, hield +I, battle axe 2
not appropriate to a Viking campaign and
96-99 7th level trollbom fighter, ring ma
should not be used without special consider-
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+ I , cloak of rotection
battle axe
1 fighters w/chain mai
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vout Saxon, a peer of Charlemagne's realms, Kveld-Ulf, the count's host, so the king quick
or a knight of Spain. Like all foreigners, pala- ly finds the count guilty of murder. However
dins will encounter difficulties and prejudices because he is a nobleman of great valor, King
when dealing with the people of Scandinavia. Harald only demands a heavy weregeld (a
Language. The paladin cannot choose Old payment made to compensate for the deaths)
Norse as his native tongue. Instead, his first
,r
language must be the tongue and dialect of his Rangers
homeland. While the character can learn Old
The Scandinavians were primarily a rura
Norse (which was spoken by all of Scandina-
people, freeborn farmers and sailors. There
via), his speech will always be marked, to a
fore, the tracking and woods-lore skills of a
greater or lesser degree, by a noticeable
ranger are known and useful to the people of
accent. the land. However, true rangers, with thei
Religion Much of Scandinavia was pagan knowledge of secret powers, are rare. Indeed
throughout the Viking period. However, ad-
their magical abilities would make rangers
herence to any deity's belief was loose, at best.
feared by common folk who have little use o
Although they were not religious fanatics,
love for the dangerous magical arts.
some people may not care for the faith es-
In the Viking campaign, rangers, like pala
poused by the paladin. The paladin may have
dins, are outsiders. They are Lapps, Kare
a difficult time finding a church or follower of
lians, Kvenir, or other people more skilled in
his own religion. the mystical arts. Only rarely are Norsemen
Land and Property. Foreigners were not al-
rangers, those few taught their secret magica
lowed to hold land. They were never consid-
arts by Lapp wizards.
ered landholders and so did not get the rights
(or duties) of this class. In a Viking
remain campaign,
unchanged. Onlymost rangerability
the class abilitie
to
Slavery. Since the paladin is a foreigner, he
attract followers is different. Instead of using
can be captured and sold as a slave, should
Table 19: Ranger's Followers in the Player's
anyone want to try.
H a n d b o o k . rangers should determine thei
Law. As a foreigner, the paladin is not fully
protected by the customary laws and legal
proceedings of the Vikings. The characters
are, of course, expected to abide by local law
and custom, bu t d o not have the same rights
as Vikings. The amount of rights and protec-
tion a foreigner receives depends on his stat- Constitution 1 4
ure, the offense committed, and who among Charisma 13
the Vikings ar e his friends and enemies. Prime Requisites: Strength, Constitution
For example, Count Ercangar, a paladin Allowed Races: Human, Trollborn
from the Frankish court (modern-day France),
is the guest of Kveld-Ulf, a chieftain in Nor- One of the character classes unique to a Vi
way. While traveling, the count is attacked by king campaign is the berserker. Berserkers are
retainers of Harek, who has a feud with fearsome warriors who, in the heat of battle
Kveld-Ulf. The count wins the battle, killing tap powerful but dangerously unpredictabl
several men. Harek is naturally unhappy and battle lusts. These wild passions liken them to
takes his case to King Harald Finehair, ruler of savage beasts: indeed, the most powerful ber
Norwav. Unfortunatelv for Count Ercannar, serkers can actually shapechange into anima
King Harald as his reasons o
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Old Icelandic sagas have many mysterious magic. If the save is successful, the charact
references to berserkers. The most heroic of reaches the berserk state. If failed, the chara
all these was probably Bodva r Biarki, one of ter has not managed to reach the wil d ment
the great champions of King Hrolf of Den- state needed to go berserk. He can continu
mark. Powerful and fearless, Bodvar Biarki making attempts for up to ten consecuti
cou ld become a m agical bear-spirit to fight at rounds. At the end of the tenth round, th
the head of King Hrolf's armies. character autom atically succeeds. T h e berser
Berserkers are members of the warrior state has several benefits:
group. They share with the fighter, paladin Strength. Th e berserker's Strength increas
and ranger the com mon features of the war- b y 2 points to a maximum of 19. O v e r 18, pe
rior group-hit dice, weap ons, armor, and at- centile Strengths increase b y one category fo
tacks per round. They advance in level at the ev er y extra point, thus on ly character's wit
same rate as a palad in or ranger. Th eir princi- an 18 (91) or greater Strength can attain 19
ple attributes are Strength, Constitution and The character gains all bonuses (THACO
Charisma. A berserker can be go od , neutral, damage, weight allowance, etc.) for his in
or evil, but must be chaotic in alignment. creased Strength.
W hi le they are often loyal, trustworthy, and Hit Points. T h e berserker instantly gain
noble, berserkers have a w ild and willful na- tw o additional hit points fo r eve ry level. Th
ture that leaves them alwa ys unpredicatable. hit points gained do not heal existing wounds
A berserker wh o has Strength and Consti- they are simply add ed to the character's cu
tution of 16 or greater gains a 10% bonus to rent total. These additional hit points ca
all experience points earned. cause the character's tota l t o exceed the nor
A berserker
available
can use any arms or armor
to him (provided the item exists in
mal maximum the character is allowed .
Armor Class. Th e berserker's base armo
the setting). Howev er, although he can use class improves b y 1 or e ve ry level o f the cha
any weapon, he does not begin with as many acter, to a maximum of AC 0. This adjustmen
weapo n proficiencies as a normal warrior. In- is t o the character's norma l unarmored ratin g
stead of 4 initial weapon proficiencies, the A 5th level berserker fighting without armo
berserker has on ly 2. Thereafter, weapon pro- would have an armor class of 5. This armo
ficienicies are gained at the norm al rate. Ber- class adjustment can be co mbin ed with mod
serkers cannot use proficiency slots fo r pu rely fications for Dexterity, magical items, spells
missile weapons. For exam ple, a berserker can and shields. This bonus does not ap ply if th
be proficient in spear, since it can be used in character is wearing armor. In this case, th
melee, but cannot spend slots to learn short- armor's AC i s used, not that created by th
bow or sling. It is not in their savage natures berserk fury. A 10th level berserker in chai
to figh t at a distance. mail would still have an AC of 5 when he en
U berserkers have the ability to "go ber- tered into his berserk rage. Note that a ber
serk," to enter into a wild frenzy that increases serker is not prevented from wearing armor
their effectiveness in battle. The frenzy is not either in normal com bat or when berserk, bu
autom atic; the character cannot turn it on at wearing armor negates this benefit.
will. A berserker must spend one rou nd work- Charms. W hi le berserk, the character gain
ing himself into a frenzy, during which h e can a + 2 to all saving throws vs. charms or men
take n o other action. (Th e sagas describe ber- tal-based attacks.
serkers biting their shields and howling like In addition to the benefits, the berserk fur
wi ld animals.) A t the end of the round, the has several special limitations and conse
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berserker makes a saving throw vs. death quences. Ma n y of these reflect the savage an
force changes, and no special immunities or class is equal to that of the character if he were
healing are gained. While in bear form, the ber- berserk and unarmored. The spirit form also
serker retains his hit points, THACO and saving shares the berserker's +2 saving throw 'bonus
throws. In bear form, the berserker moves 12, vs. mental attacks. The berserker sees, heals,
has an armor class of 6, and can make 3 attacks feels, and senses normally through the spirit
per round. These attacks do ld6/ld6/ld8 form. Damage suffered by the spirit form is
points of damage. f either paw hits with a roll done to the berserker, as are all magical attacks
of 18 or better, the berserker can hug for an ad- (charms, etc.). The spirit form cannot naturally
ditional 2d12 points of damage. communicate with other humans (or trollborn)
Berserkers attract followers upon attaining but does understand the speech of similar ani-
9th level. Those willing to serve the berserker mals and can speak to them.
are few, but noteworthy. The berserker will The spirit form can only be created once per
attract ld4 +1 heroes. Roll on the leaders sec- day. The spirit form remains for a number of
tion of Table 2: Norse Followers. These fol- turns equal to the berserker's wisdom. The
lowers are fanatically loyal to the berserker, spirit form and the berserker are inexorably
willing to stand by him even to the death. linked. Any damage taken by the spirit form
The berserker can shape-journey (hamfarir) is transfered to the berserker as soon as the
at 12th level. A shape-journey is when the trance ends. If the spirit form is slain, the ber-
character sends his spirit out into the world in serker dies. The character can voluntarily end
the form of an animal, typically a raven, wolf, the trance at any time and it automatically
bear, or bull (but never as a horse). To shape- ends if the character is shaken, attacked,
journey, the berserker must place himself in a roughly disturbed.
deep trance. During the shape-journey he can- Creating the spirit form is even more dra
not be disturbed and is not aware of events ing than berserking. At the end of the trance,
around him. One turn after entering the the character must make a saving throw vs.
trance, the berserker's spirit form appears death with a -4 penalty to his roll. If success-
within 100 yards of the character. After this, ful, he has avoided any weakening effects. If
the spirit form can move any distance from failed, the berserker's Strength and Wisdom
the character. This spirit form is always that are reduced by half. Lost points are regained
of an animal. Typical spirit forms are listed at the rate of 1per hour of rest. Strength is
below. regained first, then Wisdom. Characters are
not required to rest immediately, but do not
Berserker Hamfadr Summary regain any points until they do so.
Berserkers gain experience according to the
Form MV #ATDam.
Bear 12 3 ld6/ld6/ld8 guidelines
the warriorgiven in the
group. Player's Handbook
In addition for
to the experi-
Bull 15 2 ld8/ld8
ence awards already listed, berserkers can
Falcon 36 3 1/1/1
earn an individual experience point award for
Raven, huge 18 1 ld4+2
initiating combat. This award is worth 200 ex-
Wolf 18 1 2d4
perience points. The berserker character must
be the one who leads his side into battle before
The spirit form s an actual physical presence.
the foes attack. Furthermore, the award is not
The shape created can only be detected as magi-
given if it was clear from the star t of the en-
cal by those with frue seeing or second sight.
counter that both sides intended to fight.
The spirit form has the hit points, saving
For example, an evil troll has been terroriz-
throws, and THACO of the berserker. Its armor
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one away. The group, including Kveld-Ulf the normally available to warriors. However
Berserker, spends the night in the hall so that the runecaster never gains any bonus hi
when the monster appears, they can slay it. points normally due for high Constitution
The troll appears at the door and Kveld-Ulf scores.
leads the attack. Since combat was inevitable, Runecasters possess the knowledge o
Kveld-Ulf will not gain the experience award runes, magical words that when used properl
in this case. generate or release special powers. Althoug
However, if the same group were facing a they seem like spells (because they have magi
company of trolls, things would be different. cal effects), runes are very different. Th
The trolls outnumber Kveld-Ulf's group and source of all runes is the god Odin. Rune
are well-armed. The Viking group leader is must be learned, but are not memorized an
uncertain if they should fight, talk, or retreat. forgotten like spells. There is no limit to th
Fed u p with the indecision, Kveld-Ulf gives a number of times a rune can be used in a singl
bloodthirsty shout and charges the monster day. However, runes are difficult and compl
In this case, Kveld-Ulf would earn the experi- cated. Casting a rune is time-consuming an
ence award. may result in nothing but failure. Lastly,
character's selection of runes is severely lim
ited. Complete information on runes, how
they are used, and what they do is found i
ility Requirements: Strength 11
Chapter 4: Rune Magic.
Intelligence 14
In addition to his fighting ability, a firs
Wisdom 15
level runecaster begins the game knowing tw
me Requisites: Intelligence, Wisdom
runes. These runes are assigned by the DM
aces Allowed: Human, trollborn and are never chosen by the player. N o chec
is made to see if the character can learn thes
Runecasters are rare and fearsome war-
runes; it is assumed he has mastered that com
riors. Although skilled in battle, their formi-
plicated art. Within the limits of rune-castin
dable power springs from their understanding
and the runes available, the character can us
of runes, ancient formulae that tap mystical
his knowledge at any time he feels appropr
powers. This combination of sword and mag-
ate. Thereafter, each time the character ad
ic makes them powerful allies and dangerous
vances in level, he has the opportunity t
foes.
attempt to learn a new rune. Success is not au
Though they are infrequent, warriors with
tomatic and a character can only make the a
the power to wr ite magical runes do appear
tempt when he reaches a new level. Th
in the old Icelandic tales. Perhaps the most
famous runecaster was Egil Skallagrimsson, chance to learn the It
acter's Intelligence. rune is based
is the onthat
same as the need
cha
hero of Egil's Sag a. Descendant of the famous
ed to learn a new spell. If the check
berserker Kveld-Ulf, Egil was a strong and
succeeded, the character can add the rune t
hot-tempered man, skilled in runes and poet-
his list of those already known. If it is failed
ry. the character can never learn that particula
Although they possess magical abilities,
rune, regardless of how high in level he rises
runecasters a re members of the warr ior
As with the initial runes, the DM has fin
grou p. T hey fight and save like warriors. Ex-
say over the knowledge gained. He may allo
perience is earned as a warrior and they ad-
the player to pick the desired rune or offer th
vance in levels as a ranger or paladin. They
character a limited selection. Furthermore, th
are allowed to use all those magical items
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den into the character's min d with out prior ex- eigners. Those wanting to learn the magica
perience or study; or he can require the char- arts often went to the Lapps, Finns, Scots, o
acter t o find someone wh o w ill teach him the Irish to learn their secrets. Up on return, suc
difficult art of form ing the rune. There are no sorcerors were viewed with suspicion an
books of rune magic to study from fear. Thus, wizards must either come from o
As noted before , a character can only learn have studied extensively in foreign lands-
a ne w rune when he rises in leve l. Un like spells particularly Finland, Lapland, the Hebrides
(which can be learned anytime the character Miklagard (Constantinople), or Araby. No
discovers a n ew one), a character cannot try surprisingly, wizards of all stripes often had
to 'learn" a rune simply because he has seen it. ve ry lo w status.
Runecasting is a mystical art; it cannot simply Not all types of magic were known, eit
be m emorized b y rote. Even if the character
knows o f the rune's existence, he must wait f or
a new level befo re attempting to understand that can appear are listed belo w:
its intricacies. Conjurer
Because of their more ominous reputations, Diviner
runecasters d o no t attract large bodies of fol-
lowers. Upon attaining 9th level, the reputa-
tion of the runecaster is such that a certain
number of men will follow his banner. Like
the hphter, he determines those wh o stand by For those D M s striving for an "authenti
him using the Norse Followers Table. Unlike
the fighter, he on ly attracts half the number
listed (fractions rounded up). Those wh o d o NPC, be kept to a minimum. O f the few tha
attend him are no less loy al f or all this. do appear, the majo rity of these should be D i
viners or Necromancers. Specialist mage
Wizard should automatically suffer a -2 on all en
Although magic and wondrous events counter reactions with those aware of th
aboun d in the sagas and romances of the Vi- character's repuation.
king age, the style of magic is seldom like that
Furthermore, spells of Alteration, Jnvoc;
found in the AD &D @ 2nd Edition rules. Th e tion, and Evocation are almost complete1
Vikings operated by different understandings nonexistent. The few wizards that do ap
of magic. Runes and supernatural agencies use subtle methods, not the powerful
play ed an important part, while the stereotyp- flash y damage-causing spells.
Player-character priests who follow Norse AD&DB game thief chara cters and those
deities must consult the Legends and Lore found in the Viking campaign are the abilities
tome for available spell spheres. to open locks and find and remove traps. Vi-
Of course, this does not mean there were no king thieves do not gain these powers because
priests during the Viking age. Historically the characters would not have had experience
speaking, both followers of pagan beliefs and with these items. Locks were rare, and even
the expanding Christian influence were found. those that existed were simple and primitive
Among the Vikmgs, however, religion was of- affairs. Likewise, the practice of trapping
ten viewed as a personal matter. The gods chests or treasures was unknown, so again
were viewed as patron deities, to be dealt with there was no opportunity to learn the craft.
by each man on his own. More often than not, To compensate for the loss of these abiliti
each man was his own priest. Viking thieves instead gain the ability t o open
In those cases where a man was given the barred doors. While locks were rare, barring
title of priest, the job was as much political as doors was not . With this ability, the thief can
religious(if not more so). For example, in Ice- use a number of tricks and tools (such as thin
land, the priests (godi or g o d a r ) functioned as pieces of wood or a sword blade) to silently
chieftains. They ruled over districts, kept lift or slide the bar out of place-when the
households of warriors, judged the court cases thief is on the wrong side of the door This is
of those living in their district, and attended not a Strength-based rating; it is a percentage
the Athing (national assembly), in addition to chance (that can be improved) like other thief
seeing that the proper rituals were performed abilities. All Viking thieves begin with a base
and the sacred grounds protected. The posi- 10% chance of success in this area. A high
tion of godi was not one a character could Dexterity does not improve this skill, , . ,
neighbors, and the wealth he possessed. A Known to the Vikings as skalds, bards were
poor man claiming to be the godi is as likely as respected and honored members of the com
a hobo announcing himself Emperor of the munity. As stated before, the Vikings were not
World. all uncouth barbarians. They placed great
store in poets, developing poetry to a fine art
Rogues It was common for kings and nobles to sup-
port and protect skalds-and the poets were
The Vikings were not all heroic warriors
naturally expected to sing their lo rd s praises
and bloodthirsty berserkers. The tales are
Skalds were poets and storytellers. They
filled with accounts of murder a nd theft,
entertained by reciting verses, often com-
along with more noble descriptions of famed posed on the spot. Without a written language
poets accompanying kings into battle. Thus,
(runes were not used to write down poetry)
both thief a nd bard characbers are perfectly
the skalds memorized their work and passed i
acceptable in a Viking campaign.
on by reciting it to others. Their poems are
filled with fanciful allusions known as k e n
Thief
nings, a poetic description of a person o
As noted above, not every Viking was hon-
thing. For example, an axe would be called a
est and true. Viking thieves, while not com-
"wood-griever" or "wound-wolf," while a
mon, can and did exist-although not without
warrior might be an "enemy of trolls," "paint
modification to reflect the time period.
er of the wolf's tooth," or "feeder of ravens."
The greatest difference between standard
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Spear-flying
Sword-glory thorn
of battle, hilt-wand, war-flam
Sex
Th e first impression most players will have
concerning Viking characters is that it is a
world of men. Bold Viking men stand at the
prow of their ships, men fight in battles, men
explore the world. Meanwhile, women stay
home to sew, weave, and tend the farm. In-
deed, women are often imagined as virtual
servants of their husbands and fathers.
As with all things, part of this picture is cor-
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rect and part is just fancy. It is true that men hard time accepting terms from a wom an war
d all the things mentioned above. There are rior, and Moorish knights are apt to find th
ew accounts of women warriors or explor- whole situation intolerable.
bu t in the Viking world these things were In the end, players and DMs should neve
mpossible Aud the Deep-Minded, queen shy from playing a female character-espe-
ublin, moved her entire household to Ice- cially not on the basis of "it's not a woman
land after the death of her husband. There she role." Instead, they should consider the specia
claimed an d ran an estate large enough to sup- considerations and social obstacles that migh
port 80 farmers. In Scandinavia, women had arise as challenges and opportunities to hav
ar more rights and responsibilities than true role-playing encounters.
eighboring England or the Frankish Empire.
Under Viking tradition, women had many Names
ghts. They could own property and inherit Once a character has chosen a particula
lands. Women were expected to manage sex, a name can be chosen appropriate to tha
everything in the household, and wives often sex. Of course, players and DMs can choos
supervised the estates while the husband was whatever name they wish, but some of the V
gone. With such a warlike people, there were king feel will be lost if "Fred the Viking" i
many widows who kept the family farms and used. The Viking campaign will be much mor
made them prosper. A woman had the right to convincing if characters have authentic V
divorce her husb and . (He, of course, also had king-sounding names. To do that, though,
the same right.) helps to know how Vikings were named.
Women served as priestesses to pagan gods Scandinavians of the time went by only on
and
theywere
werefrequently
not allowedskilled inlawsuits
to file magic. Though
or take name, used.
rarely a personal name.
Of course, Surnames
problems were
arose; howver
di
part in the thing (the governing assembly), one tell the three Thorolf's of the village apart o
their influence over the men handling such whether someone meant the Thorolf living i
matters w as great. Many sagas tell of blood- Trondlag or the Thorolf in Hordaland? Th
feuds stirred up or sustained by the u r g i n g s of problem was solved in several ways.
a woman. A woman might even work deadly The most common was to add a patronym
revenge on the slayer of a kinsman. ic-"father's name"-to the end of the name
Still, women warriors were rare, and truly Thus, Tho rolf, son of Har ald, becam
exceptional. There is no doubt that by cus- Thorolf Haraldsson. This type of nicknam
tom, women stayed home and saw to the could be made by adding "son" or "sson" t
households and property. For female player the father's name. (Women tended not to car
characters in a Viking campaign, this means y their father's name.) On occasion, the per
that though their presence as adventurers (es- son was indicated by his home, i.e., Thorol
pecially warriors) is recognized as their right, of Trollwood, but place names like this wer
it might raise more than a few eyebrows. not as common.
Those more traditionally-minded may view it Another popular method of naming was t
as improper or unseemly, while the broad- give the person a descriptive nickname based
minded are ap t to consider it unusual but not on some quality or deed. Judging from nick
necessarily inappropriate. names, Vikings apparently had quite a sens
The female player character is likely to have of humor. Besides obvious nicknames lik
problems when dealing with NPCs from other "the Short" or "the Tall," less complimentar
lands, where the rights of women are not as ones like "Snake-in-the-Eye" or "the Braggart
well established. Frankish nobles may have a
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also appeared. Furthermore, nicknames were acters at such an early age. However, charac-
sometimes ironic, entirely opposite from the ters who leave home after age eighteen have
truth-Thorolf the Short could actually be certainly earned the uncomplimentary nick
quite tall name "Coal-Chewer "
As is true with all nicknames, the person
bearing the moniker generally has little choice omeland \,
in what he is called. His friends (he hopes ) Another important part of each charac
and companions give him the nickname that background is where he hails from. Tho
suits him best. Players may also take this ap- all were considered Vikings, there was
proach, letting their characters earn their great bond between Danes, Swedes, or any of
the other Viking nations. Giving each charac
ter a home province adds to the role-playing
interaction.
Players and DMs can choose whatever age Unless several separate groups a re going to
they desire for their characters. Traditionally, be playing in the same campaign world, the
a Vikmg youth was considered an adult at the DM should probably assume that all charac
age of twelve, although it was common for ters start from the same general region. This i
him to remain at home for a few more years. certainly true with beginning characters. It is
In The Saga o f t h e Jornsvikings, Vagn Akason not likely that a group of beginning heroes
who had killed three men by the age of nine, happens to include a Dane from Jutland, an
joined the warrior brotherhood (the Jomsvik- Icelander, two Swedes, and a Rus. Where did
ings) at the age of twelve. they all meet and how did they get together?
Players are not required to begin their char-
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Agn=
Alrek Fjori
Franmar Hedin
Heidrek Ketil
Kjar
An Freki Heimir Knui
Angantyr Fridleif Helgi Kol
Aran Frithjof Herbjorn Krabbi
h o d Frodi Herthjof Kraki
Arnfinn Frosti Hervard Leif
Amgrim Fyri Hildigrim Melnir
Asmund Gardar Hjalm-Gunnar Neri
Atli Gauk Hjalmar Odd
Auda Gauti Hjalprek Olaf
Bard Gautrek Hjorleif Olvir
Barri Geirmund Hiorolf Orkning
Beiti Geirrod Hiorvard Om
Bild Geirthjof Hlodvard Otrya
Bjarkmar Gilling Hlodver Ottar
Borgar Gjuki Hlothver Raevil
Bosi Glammad Hodbrodd Raknar
Brand Gothorm Hogni Ref
Brynjo Granmar Hoketil Rennir
Budli Grettir Holmgeir Rodstaff
Bui Grim Hosvir Rolf
Drott Grimhild Hraerek Runolf
Eddval Gripir Hrafknel Saemund
E d Grundi Hrani Sigmund
Einar Gudmund Hreggvid Sigurd
Eirik Gunnar Hring Sinfjotli
Eitil Gunnbjorn Hroar Sirnir
ET Gust Hrodmar Sjolf
Eylimi Guthorm Hroi Skuli
Eyolf Hadding Hrolf Skuma
Eystein Haeming Hrollaug Slagfid
Fafnir Hafgrim Hrosskel Smid
Fin nbo i Hagal Hrotti Snaeulf
Hundinz Snaevar
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the characters reach higher levels when rea- begin as slaves (since this makes adventurin
sonable explanations can be provided. A difficult) and only those who have the appro
henchman from the Hebrides (Scotland) may priate Gift are the sons of chieftains, godar,
become a player character (to replace a fallen princes.
heraldry
riding, airborne
Iceland (after 870) spellcraft
Ireland (after 820) forgery
charioteering
cultures
guage-Old spoke essentially
Norse. Thus, for the same
Viking lan
chara
~.
Gaelic (Ireland)
ore, it is reasonable for the initial char- Saxon (England)
to hail from Stad, More, Gaulardale, Slavic (Russia)
d, or other nearby districts. Thereafter French (Franks)
aracters are assumed to have family and Latin (the Church)
Arabic (Moors)
Greek (Byzantium)
lthough the bulk of the Vikings were free As noted, this list is simplified, ignorin
means-neither poo r nor overly ricA (unless essary complication to the experience of rol
the character has benefited from a Gift during
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.
Rune Descrlptlons On ce the rune is shaped, the user of the weap-
on gains + 2 to his hit points and + 1 to his
spellsf magica1 do not have damage and THACO (but no other berserke
levels. M os t can be karned b y any runecaster, powers). The berserk-rune does not convey
no matter what his level. However, Some all the powers allowed the berserker charat
runes can Only be attempted after mastering ter. The state lasts until the character is slair
nes. In these cases, the rune Or
uses another weapon, retreats, or is out <
that must be known are listed in the descrip- for than rounds,
tion of the particular run
Catch-Rune
AleRune
This rune must be to oled on to the palms of
This rune the Pence f poison and a pair of leather gloves. When the rune is
protects against POiS0+, after a fashion. shaped, the wearer, place, and time must be
Once the rune must be carved On specified (i.e. "these glove s are fo r Halfdan the
the rim Of a Or The two runes must Seal-Hunter in the battle against the English
then be touched o each Other. The effectiveness we are about to fight"). The glov es are effec
Of the rune s not permanent; it is Only u s f u l for tive f or one day. When wo rn, the named char
a ession, the may acter can try to catch any weapon thrown at
be refilled many times. If d e his time the him-spears, axes, knives, etc.-by making a
drink contained is poisoned, the cup shatters
when the runecaster touches it. Once
broken, the a l e r u n e is obviously can
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from that attack. If the attempt fails but the Charm-runes are dangerous to use for a va-
attack succeeds, the character suffers one ex- riety of reasons. First, unlike many other
tra point of damage from the attempt. The runes, a misshapen or poorly carved charm
rune is not effective against arrows or thrown rune is not just ineffective: it gains the power
boulders and the like. to harm, assuming the properties of a disease
rune. Second, unless natural instincts overrule
Change-Rune it, the charm-rune is only effective so long a
it remains in place. It is reasonable to assume
This rune allows the runecaster to assume
that sooner or later the rune will be discov
the form of a natural animal. When shaping
ered. The charmed person (and his or her kin
the rune, the runecaster must specify what
is apt to take a dim view of such a magical se
creature
carved onhe will become.
a bone, feather, orThe
hiderune is crea-
of that then duction. Finally, unquestioning love may no
always be the bliss the character imagined; i
ture. Upon completion, the character assumes
can easily yield to other emotions, particular
the form of the animal. His clothing and
ly jealousy.
equipment do not transform with him. The
character has the armor class, movement, at-
tacks and damage of the creature but retains Dead-Rune
his own hit points, THACO, and saving This dark and potent rune allows the m e
throws. He does not gain any special abilities caster to converse with those departed. When
the creature might possesses (poisons, bear shaping the rune, the runecaster must know
hugs, etc.). The change lasts for ld 6 hours or the name of the specific individual he seeks
until the character sleeps or goes unconscious, The rune is then carved on a pole and driven
although the caster can end it earlier if he into the earth of the grave mound or cast into
wishes. the sea for those unburied. The mound then
opens (or a hall appears in the waters) reveal
Charm-Rune ing the dead spirit seated at his hlgh seat. T he
runecaster can pose up to three questions to
This rune, when correctly shaped, func-
the spirit. Although the summoned spirit can
tions as a powerful love charm. It is, however,
not lie, it typically answers in riddles and po-
dangerous to use. Each charm rune must be
ems (frequently loaded with kennings). The
shaped with a particular pair of lovers in mind
spirit will invite the character to enter, bu
and then carved onto a plank. The plank must
anyone foolish enough to do so is lost forever
then be placed underneath the mattress of the
The dead-rune has a significant risk in tha
victim. After each night spent sleeping over
not all spirits are cooperative or helpless. Each
the rune, the victim must make a saving throw
vs. petrification. If the saving throw is suc- time it is used to summon a new spirit, there is
a 10% chance the runecaster has contacted
cessful, the rune has n o effect that day. f the
one of the uneasy dead. The summoning free
saving throw is failed, the victim is charmed.
such spirits from their mounds and they take
He or she views the runecaster (or whomever
on physical form. Spirits released in this man
the runecaster has designated) most favor-
ner are equal in all respects to wights.
ably. Indeed, the victim behaves if in love.
(Note that this does not give the runecaster or
Disease-Rune
any other absolute control over the charmed
person ) The charm effect only remains in ef- This rune is very similar to the charm-rune
fect so long as the plank with the rune remains When shaped, the victim must be named and
in place beneath the mattress.
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beneath the mattress of the victim. Each has no effect on illness caused by d i s e u s
morning thereafter, the victim must make a runes. Whe n shaped the caster must kn ow th
saving throw vs. death. If successful, the rune name and symptoms of the sufferer. Th e run
has no effect. If failed, the victim weakens, is then carved on a plank and placed under th
losing a point of Constitution per day. This ailing person’s pillow. Each morning the pa
process continues until the victim’s Constitu- tient makes a saving throw vs. death. If suc
tion reaches 0 and the character dies. Consti- cessful, the disease lessens and one of th
tution lost in this fashion cannot be regained symptoms vanishes. (Fevers abate, po x hea
until the rune is discovered and destro yed. aches depart, etc.) When all symptoms ar
gone, the person is cured. T he rune is then in
effective.
Fortune-Rune
Used by seers, the fortune-rune allows the
Iron-Can’t-Bite-Rune
caster t o predic t the fate o f others. Each rune
must be fashioned fo r a particular person and This potent rune is much valued by war
carved into wood . It is then typically cast on riors of all types and is frequently used b
the floor, burnt, or handled by the seeker. If raiders and berserkers. Th e rune is shaped fo
the ru ne is shaped successfully, a general indi- a particular person and carved onto a wo ode
cation of the character’s fate in life is given. amulet. T he charm must be donne d as soon a
Thii can be as broa d o r precise as the DM de- it is carved. (It is not possible to stockpile pre
sires. O f course, onc e a prediction is made the pared amulets.)This must be wo rn around th
DM should make efforts to see that what has neck at all times. Thereafter, the wearer su
been fo reto ld comes true. fers one point less damage from all attack
Th e Vikings strongly believed that the fate made with weapons. A n axe blow that doe
of a person was fixed f rom his birth and there six points of damage would o nly cause fi ve t
was little he could do to change it. (Arr ow- a character so protected.) The rune is effectiv
Odd, wh o was fated t o be killed at home by as long as the character wears the amulet o
the skull of his own horse, killed and buried until the character’s hit po ints are reduced t
the animal, then sailed aw ay vo wi ng never to 0. If the rune is removed for any reason, i
return. Although he lived for three hundred power is broken. C ertain magical devices ma
years, Arrow-Odd finally did meet the fate also negate the effectiveness of the rune.
the seer had described fo r him.) character can on ly use one of these runes at
Fortune-runes are useful in describing the time.
general l i e of the character, his luck in a com-
dheother
dangers of undertaking
largescale events.a They
long Limb-Rune
This useful rune can be used to heal injurie
for determining the outcome of particularly those suffered in battle. To be e
tails and events, such as whether a fective, the rune is shaped with the injure
nster lurks behind the door. Such hazards person‘s name and then carved onto th
life are left for the characters to face on branch of a living tree. Blood from th
wounded person must be touched to th
carved letters. If the runecasting is successfu
Help-Rune the injured person heals l d l O p oints of dam
Th is valuable rune can be fashioned t o cure age.
diseases, including most of those caused by Altepately, limb-runes can be used
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speed the process of natural h d i n p Th
process for shaping the rune is the same as more than one l u c k - r u n e in operation at a si
above, but the rune is carved on the inside of a gle time. All others he might try to carry a
piece of bark stripped from a living tree and instantly negated.
placed against the wounded character's skin.
Thereafter, the character heals at twice his Nis-Rune
normal rate. When used in this fashion, the
rune remains effective until the character has A ni8-rune (pronounced roughly nith) is
highly charged and emotional rune to us
made a complete recovery. Only one limb
since it is a grave insult to the person named
rune per character can be used at a time.
the rune. (Ni8 implies shaming and disgrac
and among the Vikings is associated with tra
Lor-Rune tors, particularly a man who kills his ow
This is a potent and dangerous rune, great blood-kin. Such criminals are named ni8in
in both its rewards and its risks. It allows the and can be killed on sight by any man.) A ni
runecaster to seek the answer to a single ques- rune delivers a powerful curse.
tion. The runecaster formulates his question To fashion this rune, the runecaster mu
in the form of magical runes and carves these name a particular person to be affected an
on a stone. If the rune is successfully shaped, fashion with the runes the wrongs that perso
an answer to the question will come to the has committed against the runecaster to ju
character in a dream in Id6 nights. Like most tify the curse. A ni8-rune carved witho
prophetic answers, the vision will be couched good cause automatically fails (with the co
in strange and mysterious terms for the rune- sequences given below). T he rune is carved o
caster to puzzle out. a pole, set in the ground, and topped with a
The risk comes if the rune is fashioned animal's skull. The pole must be on the prop
wrong. Then, instead of a prophetic dream, erty of the person being cursed.
the runecaster suffers six visits by a gast (see The type of curse delivered depends on th
Monsters), appearing once each night. imagination and desires of the runecaste
Typical curses inflict madness, misfortun
Luck-Rune bad luck, illness, Poor harvests, hars
winters, bad hunting: or evil weather. Th
This rune, carved on a stick or other wood-
curse can never directly cause the death of th
en object, gives a single person luck for one
victim. For example, the runecaster cann
day. The shaping of the rune requires the
will a fatal illness on the victim or cause h
name particular person to be protected. He
ship to sink in mid-ocean. However, he cou
must then carry the rune with him for it to be reduce the victim to feeble weakness (makin
effective. If the rune is successfully shaped,
him easy to kill) or request a terrible stor
the recipient gains the benefits of Good L u c k
(that might sink the ship of anyone foolis
as described in the "Gifts"section of Chapter 2.
enough to sail).
f the rune is badly formed, the Bad Luck e f -
If the rune is fashioned successfully, the vi
fect is instead triggered. The runecaster de-
tim is allowed a saving throw vs. death to r
cides the type of d i e to be affected at the time
sist the effects of the curse. If the save is faile
>f shaping the rune.
the curse takes hold. If the save is successfu
Good luck remains in effect from sunrise to
the curse is negated.
sunset, provided the character keeps the rune
There are several risks involved in usin
on his person all that time. Bad luck has the
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same duration, but remains in effect even if
. fn
he ni8-rune t o have effect it must be placed building o f the ship gains a +5% bonus to lat
where it can be found. Since the runes clearly er seaworthiness checks.
identify the runecaster and his intended vic- Once the sea-rune is carved (assuming i
tim, either the victim or his relatives might was successful), the ship has better chances o
discover the pole and then take vengeance on surviving any storm. In dangerous seas, th
the character. A ni8-rune is a grave insult and vessel handles as if the win d and waves wer
will not be dismissed lightly, unless the target one category less. (Strong winds are treated a
is a coward. Finally, a po orl y fashioned rune favorable, storms as strong winds, gales a
will rebound on the runecaster. If the charac- storms, and the northern equivalent of hurri
ter errs in shaping the rune, the curse (or cane is a gale.) Th e ship gains a +lo% bonu
something similar to it) effects the runecaster. to all seaworthiness checks (possibly 1 5 % i
Lik e the potential victim, the player character the rune was fashioned when the ship wa
is allowe d a saving throw to a voi d the effect. built). Multip le sets of sea-runes on a singl
Th e curse remains in effect until either the ship are not allowed.
conditions of the curse are fulfilled, the ni8- If a sea-rune is negated because of a broken
rune is negated, or the tw parties arrive at or lost oar, the rune can be repaired by any
some kind of reconciliation. This last can be runecaster who knows how to shape a sea
done by arbitrating a settlement at the local rune. H e can examine the runes already o n th
thing (a law-assembly, see Chapter 7). ship and carve a new one. A check for th
work must still be made. The bonus for th
Quench-Rune initial carving of the rune is lost, however
since the replacement oar was not fashione
This rune allows the caster to extinguish
an y single fire. Whe n shaped, the name of the when the ship
is broken, thewas built. Ifisthe
sea-rune pr ow or rudde
permanently de
place to be affected must be worked into the
stroyed. T he ship is then considered ill-fated
rune, which can then be carved on any availa-
and cannot have another rune placed on it.
ble piece of wood. The woo d is thrown into
the F i e and consumed to activate the rune. If
the rune is shaped successfully, a conflagra- Shield-Rune
tion up to the size of a single building can be Like the sea-rune, this rune is highly desired
extinguished. Only one fire can be extin- by all warriors. To be used, the rune must b
guished per rune. shaped for a particular warrior and then
carved on the inside of his shield. Thereafter
Sea-Rune the warrior gains a + 1 o all his saving throws
when carrying the shield. The shield-rune is
For the Vikings, the sea-rune is one of the only effective for the named warrior; should
most prized and practical of all runes. W ith it,
another use his shield, it functions as a norma
the chances of a safe voyage are improved
shield with no special bonus.
greatly, no small thing for sailors of the
The shield-rune remains in effect until the
stormy northern seas. Since the rune is most
character is defeated in a duel or runs from a
effectiv e if shaped and carv ed when the ship is
battle. If either event occurs, the rune is imme
built, wise shipwrights seek out the most skill-
diately negated.
ful runecaster they can find. The runecaster
shapes the rune and then carves it on the
Shout-Rune
pro w, rudder, and oars of the ship. The rune
remains in effect until any of these items are This peculiar rune can be used to free oth
broken or lost. A rune shaped during the
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ers. It can also open locks. To use, the rune- include the name of the strengthened person
laster names the person to be freed or the item and then carve the rune on a piece of wood o
o be opened and carves the rune on the bonds stone. This is driven into the earth and touch
.hemselves. He then shouts to activate the ed by the named person. Thereafter, for ld
wne. This unties knots, opens locks, breaks hours, that character's Strength is increase
:etters, and undoes any other restraints. by l d3 points (or 10% if over 18).The charac
ter receives all appropriate adjustments t
Sight-Rune THACO and damage for his enhanced
Strength.
This rune is carved on a piece of wood and
nust be shaped for a particular individual.
Triumph-Rune
3nce activated, the runecaster can look at the This is a powerful and much desired rune
Tamed person with the power of second sight
:see Second Sight in this chapter). Because sec- because it improves a warrior's skill in battle
m d sight allows one to see many things hid- The rune must be shaped for a particular war
ie n or from the other world, this rune is often rior and a particular battle or setting. ("Giv
ise d to help predict the fortunes of others. A victory to Sigurd Hairy-Cheek today agains
;ingle sight rune is effective for one reading. the Wends.") It is then scratched onto the war
rior's sword hilt and blade (spear shaft an
Speech-Rune blade, or any other appropriate combina
tion). The warrior gains a + 1 o his THACO
This rune is shaped for a particular person, and damage rolls. The rune lasts until the war
then carved on an amulet for the person to rior loses the weapon or changes to anothe
wear.
ter theThe rune is During
carving. effectivethat
for twelve
time, hours af-
the rune weapon, retreats or is defeated in the bakle
or the battle ends. The rune-carved blade i
prevents enemies of the wearer from speaking the equivalent of a magical weapon for figh
evil of him. Those attempting to defame, deni- ing creatures that can only be hit with
grate, or spread lies about the protected per- weapons. The triumph-rune cannot be com
;on must make a saving throw vs. spell to do bined with other runes that increase th
so. Furthermore, the spell prevents others THACO or damage rolls of the character, no
from casting runes (particularly the ni6-rune can it be applied to magical weapons.
on the protected person unless, again, a sav-
ing throw vs. magic is made. Water-Rune
While it a t first seems inconsequential, this
rune is of great importantance. The honor of This practical rune is often used by sailo
waters and suffers -1 point of damage that Second sight can also be used to see event
might be caused by drowning or similar wa- that will occur. For example, in Iceland ther
ter-based attacks (although these are very, was an old wise woman with the sight who
very infrequent in the Viking world). regularly foretold when the merchant ship
would be arriving for the season.
Creating Other Runes What is seen by second sight will happen
no matter what measures are taken to avoi
Unlike magical spells, which are formulae
it. While most things seen by second sigh
that can be researched and created by player
come to pass relatively quickly, it is not un
characters, runes are secrets with divine
known for the prediction to be fulfilled year
powers. The powers of runes have existed
later.
since the beginning of the world. Runecasters Second sight does have its limitations. At
do not they discover tempts to use second sight only succeed 50
what has always been. A runecaster cannot
of the time, and even then may not revea
choose to research a new Of and add anything interesting or extraordinary. Mos
it to his collection; this is simply not possible.
importantly, this ability cannot be used to pre
This does not mean new runes cannot be
dict the outcome of actions. A character wit
added to the campaign, however. The DM can
second sight cannot look at a chest and say
create new runes as he desires, perhaps in re-
that opening it would be bad, since this re
sponse to the wishes of the players. He can
quires an action that may or may not happen
then introduce these runes into his game how-
(Upon hearing the prediction, nobody open
ever he sees fit. An old hermit in the moun-
the chest and thus makes the prediciton un
tains, through hardship and deprivation, may
have seen a vision of the new rune. An animal true). Characters
outcome cannot
of a fight use it to
or a battle, foretell th
although th
who, since they are part of the earth, are of-
seer could say whether one fighter or com
ten wiser in these than humans) may
mander’s luck was good or bad. An event tha
know the secret. Likewise dwarves, whose
depends on the specific actions of people, par
knowledge of the old magic is far greater,
ticularly player characters, cannot be deter
could know the ru
mined through second sight.
the D M s imaginati
As a last caution, the DM must remembe
that he is in charge whenever a character has
Second Sight vision through second sight. If the DM has n
Second sight gives people the ability to see idea what vision would be appropriate, then
things beyond the ken of normal folk. It mani- none need occur.
fests in two ways. Some D M s may object to the gifted charac
The first, and simpler, power of second ter’s ability to constantly see invisible objects
sight is to see those things that are hidden by Most of the invisible things seen are creature
supernatural means. A person gifted with sec- fr om the othe r world-dwarves, huldre
ond sight can see invisible things without diffi- tomke, nisse, and an assorted collection o
This primarily means the character can sprites and fairies. Seeing such invisible crea
see spirits and hidden creatures. tures is no great blessing since they take
The second power is the ability to see things greater interest in those who can see them
&a t are to be. This prophetic ability of second The attentions of spirits are seldom desirable
sight mostly involves people. With second those with second sight are often mad o
sight the seer can see a person‘s luck, and
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From Ym ir's blood fell drops of poison wh ich The second reaction, which com bines with
grew and formed into a giant. the first, is awe. These strange creatures are
All our kinsmen were so created and that's otherworldly. They know more about the
w h y we're far too fierce. workings of the earth and the gods than nor
Th e Lay of Vathrudnir mal men. Therefore, their appearance among
the world of men always has significance
Th e lands of Vikings were home to more than Worse still, interference with such creature
just human beings. M an y people are familiar can bring down greater woes, even the ire o
with tales of giants, trolls, ogres, dwarves, the gods, whose w ay s are unfathomable.
elves, even dragons; but how many kno w of Only the greatest of heroes (or fools) can
the nisse, kabbelgatt, skogsr3, fossegrim, treat supernatural creatures with casual disre
sjor3, o r a horde o f other creatures, goo d and gard. For all others, the news that a linnorm
ill, that lurked in the dark comers of the has been seen at the ferry or that a spoke is
world? These creatures and many more terrorizing the neighbors is a matter of mea
form ed part of the Viking world. and serious imp
ants, dwarves, and trolls. These creatures, so its affairs. However, in its appearance and
central to Viking myth, require special treat- abilities, it is more like a zombie and has the
ment and are dealt with individuallv. same statistics as these. The ge ng hg er is not
overly horrid in appearance, although it's
Existing Monsters
body reflects the means by which it died.
Badger Owl, giant Drowned men appear dripping wet and those
' Bear Raven who die in battle often sport fresh wounds.
Boar, wild Roc The gengsnger is not necessarily malevolent
Dog, war Snake or evil; it's behavior is influenced by what re-
Dog, wild Squid, giant mains undone. A genginger may appear
Dolphin Squid, kraken briefly to announce its own death, deliver a
Eagle, giant Swanmay message, see that its property is divided prop-
Eagle, wild Turtle, giant sea erly, or even take revenge on a slayer. The
Fish, g. pike Vulture, common genginger can speak and often arrives as a
Hawk, small Vulture, giant guest at a banquet.
Hawk, large Weasel, wild The most important feat ure of the
Korred* Whales genginger is that it cannot be destroyed by
Leprechaun' Wolves normal means. A genggnger can be defeated
Owl, common Wolverine, normal and its body destroyed, but this only delays
*Found in British Isles only the creature. By the next night, the body will
have reformed and it will return. The
Cast (Spectre) genginger can only be permanently laid to
rest when its mission is completed or if it is
T h e gast (not to be confused with the Mon- been put down by the proper rituals. These
strous Compendium ghast) is a fearful undead rituals include holding a "door court," an in-
being that lurks in the wilderness. Unlike formal trial that banishes the spirit, o r an ex-
many other undead, the gast is the spirit of a n orcism (if those haunted are Christian in
unknown person now forced to haunt the belief).
world. It is similar to the spectre, except that it
can take o n solid form and can become invisi- Hamhleypa (Werewoll
ble at will. When solid, the gast can make its
body incredibly heavy, more than a man can Hamhleypa (literally "shape-leaper") are
lift. O n e of its common tricks is to invisibly sit werewolves and werebears, the only types of
itself on the back of a horse or wazon. slowine lvcanthropes encountered in Scandinavian
movement to a cra realms. TAese creatures have the same abilites
and statistics as the lycanthropes listed in the
CengSnger ( Z o Monstrous Compe n diu m.However, in the Vi-
king world lycanthropy is not a disease. All
Kjartan went straight into the living-room lycanthropes encountered are "tme'' lycan-
and saw ThoTodd and the other dead People thropes. Those attacked by a hamhleypa are
sifting b y the fire as usual. not subject to lycanthropy.
Eyrb ygg ja Saga - "
Furthermore, the method of changing form
is different. The Viking lycanthrope cannot
done, the lycanthrope assumes his animal tend to be found only in non-Viking lands
form. Once donned, the skin cannot be re- particularly England and the Empire of the
moved until the next sunrise or sunset. If this Franks.
skin is lost or destroyed, the lycanthrope can The linnorm more often encountered (as of
no onger change its shape. Because of the vul- ten as these very rare creatures can be found
nerability of this change, lycanthropes try to in Viking lands is literally a giant serpent
keep their identities a well-hidden secret. These creatures are nearly identical to red
dragons in power. They have the same statis
Havmand (Merman) tics as red dragons described in the Monstrous
Compendium. However, such linnorm are no
The havmand is found in the ocean, usually
restricted to the color red and have no wings
rocky coasts where sailing is particularly
herous. The havmand has the same abili- although they are excellent swimmers. They
often appear in shimmering rainbow hues o
ties as the merman, and is generally the same
gleaming scales. They can swim at speeds up
in appearance, although the havmand is typi-
to 24 and commonly live at the bottom of
cally bearded. T he havmand is a neutral good
lakes, rivers, and fjords, although they can be
creature. It seldom causes harm to humans.
encountered nearly anywhere. (There are no
Those blessed with good fortune o r respect for
reports of linnorm in Iceland.) Like othe
the sea may be rewarded by the havmand, ei-
dragons, these linnorm guard fabulous trea
ther by seeing that the fishermen's nets are al-
sures.
ways full or, less frequently, appearing to
No matter what type or color, all linnorm
sailors to warn them of auoroachine storms.
and dragons are evil. These creatures are no
~~
instruments. It is said that many a skilled bard easily as their rural cousins.
learned at the feet of a nokk, after presenting There are no nisse in Iceland.
the proper gift to the creature. So talented is
the nokk in music that it can cast a charm with Pukje (Goblin)
it's playing. Those who fail to save vs. paraly-
zation are drawn into uncontrollable dancing The pukje is a small, malicious creature
which must be sustained until the music stops the deep woods. Although seldom seen, he i
identical in appearance and abilities to th
playing.
The nokk is also known by other names, A D & P Monstrous Compendium goblin. Al
depending on where it lives. The fossegrim pukje are capable with magic, however, abl
(waterfall goblin) dwells behind the roaring to cast spells as if they were 4th level wizards
The pukje seldom bands together and then on
falls so common in the mountainous country. ly in small parties of his kind. These groups
Stromkarl is a name for those nokk found in
rivers. Those who favor the horse form are live in homes dug into mountainsides and
cleverly disguised with magic. Traveler
known as backahast.
sometimes spy the lights of these homes when
Those nokk encountered are always male.
Unlike nixies, nokk tend to be true neutral in the pukje forget to close the door.
nature. They do not stray far from their wa- Pukje and dverge are often mistaken fo
ters. each other and the two may have a common
ancestry. Unlike dwarves and goblins, there is
no overt hatred between the pukje and the
Nisse (Brownie)
dverge. Indeed, pukje treasure often include
This creature is known as a nisse or some- a few items made by the cunni
Sjors (Merman)
The sjor i are a type of merfolk, although Not every creature of Scandinavian legend
those encountered are almost always female. has an equivalent in the A D & W Monstrou
Unlike mermaids, sjori can be found in al- C o m p e n d i u m . The following creatures
most any body of water, fresh or salt. Sjori though occasionally sharing the names of
choose to have little traffic with humans, but standard AD&D game creatures, have no
on occasion make their presence known. parellel in the Mon strou s Compe n diu ms
Those sailors and fishermen who treat them Now, you get to see what they're really like
with kindness and respect are apt to be re-
warded. A sjori knnws of impending storms
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spell-casting
ard abilities
(Id8 + 3). of a 4th
(Viking to 11thare
dwarves level wiz-
hardly In addition
ability, to their
the dverge considerable
are the finest of allmagical
crafts-
strangers to magicl) Furthermore, all dwarves men for making magical devices. T
and elves can fight and use armor without re- cally have and use magical devic
striction. weapons, clothes that make the wearer
Dwarves o r elves can never be player char- ble, and statuettes that come to life are fav
acters, although in very rare circumstances a ite items.
dwarf might join a party. These NPCs will The dverge are almost never encoun
never remain for more than a single adven- Most meetings are with travelers lost
ture, however. Dwarves are seldom con- deep mountains. Dverge are never fo
cerned in the affairs of men. Iceland and rarely in other lands of Sc
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I
-
ia, although they are more common to east- making all manner of magical things, includ-
em lands such as Karelia, Permia, and Gar- ing swords, armor, rings, and horns.
dariki. These beings usually live underground Most huldufolk, as one of their other names
and are sensitive to sunlight, which causes implies, live in the numerous mounds and bar-
them to have a -1 penalty on all die rolls rows found near farms and homesteads. Al-
when in the sun. Many dverge live in the oth- though their choice of domicile suggests it, the
erworldly realms of Niflheim and all have the huldufolk are not undead creatures. Instead
power to cross from the normal world to the their homes are magical realms reached only
otherworld. be entering these mounds. Others live just be-
yond the realm of men, in invisible lands at
Dock-Alfm the edges of farmsteads. There they have their
own farms and houses, often in imitation of
The dock-alfar, or dark elves, are similar to
their human neighbors. The huldufolk possess
&ow in abilities and appearance. They live
the ability to pass from one realm to the other
beneath the earth and shun the llght. Unlike
and can take those they choose into this
drow, the dock-alfar are not quite as mali-
realm. Those with second sight can see into
cious or evil. They are neutral to evil in be-
this realm when the huldufolk are passing
havior, in general preferring to remain out of
from one to the other.
human affairs. They do not use javelins or
For the most part, huldufolk remain distant
crossbows of any type, carry adamantine
from the affairs of men. If they are spoken of
maces, use poison, or have any of the cultural
with respect and undisturbed, they can be
particulars of &ow. The dock-alfar live in un-
good neighbors, performing little services for
derground communities organized much like
the farm when no one is around. They may
normal human communities. Like the dverge, bring back cows that have strayed or help a
dock-alfar tend to only be encountered in the
little in the harvest. On the other hand, if
loneliest of mountain regions. So infrequently
treated disrespectfully or bothered, the huldu-
are they seen that humans consider them more
folk use their powers to cause havoc and suf-
legend than fact. The dock-alfar are never
fering for their human neighbors. Huldufolk
found outside Norway and Sweden.
tend to be neutral or chaotic good.
Like all of their kind, the huldufolk canno
Huldre be held to human standards. They have their
The huldufolk (‘hidden people”) are quite own reasons and motives for doing things
similar to elves as described in the AD&D” Male and female huldre are fascinated with
Monstrous Compendium, and the ability humans of the opposite sex and will some-
scores of elves can be used. They are also times use they powers to trick humans into be
known as the alfar, huldre, vattar, under- coming their paramours. Those so romanced
ground folk, or people of the mounds. Unlike are typically taken back to the huldufolks
elves, the huldufolk can become invisible at realm to live. There time passes much differ-
will or polymorph themselves into copies of ently, such that years may pass outside for a
humans, including people known to the char- single night within the mound. There is no se
acters. Such a transformation is never perfect, pace; the time variation is different on each
however. There is always a distinguishing fea- occurence. Sometimes a day is a month,
ture to reveal the huldufolks true identity, be sometimes it is a year. As stated earlier, those
it a cow’s tail, merging eyebrows, or a ridge who return from bertagning are never the
instead of a dimple under the lip. Like the same. Some gain the power of second sight or
dverge, the huldufolk are accomplished in
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farms far fro m other lands. Cli ff giants tend to sented in the AD & D 2nd Edition Legends an
Lore rulebook. It is doubtful that even the range of civilization. They are most common
most heroic of player characters would ever on the fringes of Karelia and the heart of Ta-
encounter one of these giants. festaland and Permia.
Though the Vikings did quite a lot of raid Trade Go od Appro ximat e Cash Valu
and pillaging, they also settled and colo- 6 yds. o f Icelandic cloth 1 0 2 . of silv
various areas. A s an outgrowth of this 1 lave 10 2 of silv
a1 maturation, they discovered the ne-
essity of commerce. The reasoning goes Finally, the Vikings also used silver f
mething like this: I have expanded to nearly trade. Mints were established by kings
e limit of m y ability to travel. In the course Scandinavia, England, and Ireland and the
,f m y exploration, I have encountered other produced a variety of silver pennies and ha
Jeople with things I would like to have. Some pennies. Although by tradition these coin
If these people I have been able to beat into were all supposed to be the same size an
erage weight for buying items, and the ap- the prices listed below.
proximate AD&D@ game equivalent. The
equivalent allows the DM to convert the Available Equipment
prices of items listed in the AD&D 2nd Edition
Player's Handbo ok into prices usable in a Vi- As noted above, the Viking age is techno
king campaign. Finally, Table 5: Coin/Weight logically and culturally different from th
Conversions lists the number of available standard AD&D fantasy campaign. Not ever
coins needed to equal the Viking weights al- item on the Weapon and Equipment lists wi
ready given. be available. Some of it had not yet been in
vented in the times of the Vikings. Other
Table 3: Viking Weights and Coins were beyond the resources of the Vikings o
their neighbors. Some items can be found, bu
Vi@ Weight Modern Equivalent they are extremely rare.
In addition, the equipment lists in the Play
Pennigar ' / 3 0 OZ.
er's Han dbook do not include some items pe
Otrogar v 3 oz.
culiar to the Viking age, particularly th
Ore 1 ounce
varieties of ships the Scandinavian craftsme
~
Mark unces (V2 lb.)
built.
The two tables below reflect these differ
Table 4: Viking Coins
ences. Table 6: Equipment Adjustments list
those items not found or rarely found in a Vi
Coin Type Average Game
king campaign. This table is for use with th
Weight Equivalent*
equipment lists presented in the AD&D 2nd
Half-Penny (xP) 1/40 oz. 5 CP Edition Player's Handbo ok. Price adjustment
Silver Penny (P) 1/20 oz. 1 SP are marked for some items, using Viking
Arab Dirham 1/10 02. 2 SP weights (and equivalent silver penny costs)
Any item marked N/ A is not available for us
* The gold piece, electrum piece, and plati- in the campaign. (The DM may want to pho
num piece have no equivalent coins in the Vi- tocopy the lists in the Players Handbook and
king age. They convert to silver penny as mark the changes on these copies.) The secon
follows: 1EP = 5 P; 1GP = 10 P; and 1PP = list presents new items that can be bought in a
50 P. Viking campaign.
Calculating the cost (in Viking terms) o
Table 5: Approx. CoinMreight Conversion any item not listed below is relatively simple
For expensive items, divide the gp cost by 16
Pen. Otr. Ore Mark The result is the equivalent number of mark
Half-penny 1 12 40 320 for the item. Prices listed in silver pieces can
Penny l/2 6 20 160 be converted directly to silver pennies, one fo
Arab Dirham l14 3 10 80 one.
200 feet per round. The faering was sometimes walking man. (Hills and valleys tend to cance
used as a ship's boat, towed behind the long- each other out.)
ship. Sleigh: This is another important item fo
Longship, small: This ship was similar to its winter travel, since a man on skis cannot hau
larger cousin, differing only in the overall much. A small sleigh could carry up to 300
length and slightly narrower beam. The small pounds. The sleigh could be pulled at half nor
long ship was an average of 60 feet in length. mal movement rate by one reindeer or two
It had the same speed and performance as its men wearing snowshoes or skis. Dog team
slightly larger brother, but oars were limited were not used by Vikings.
to about 1 6 to a side. The standard crew was Wagon: V k n g wagons were small and of
30 sailors, but it could carry a maximum of 75 ten highly ornamented. They were mainly
to 100. Cargo capacity was limited to 30 tons. used for ceremonial purposes and as means of
Sexaering: The sexaering was a small fish- transport for well-bred women. They wer
ing boat, approximately 40 feet long. The ves- only effective where there were roads, an un
sel was fitted with six oars and a small mast. It common feature in the rugged mountain land
normally carried six to 10 comfortably, but of Scandinavia. Most often hitched to an ox, a
could load up to 30 sailors if needed. It can wagon can carry up to 500 pounds and move
travel 60 feet per round, either rowed or at the beast's normal movement rate.
sailed. The cargo capacity was about two
tons. The sexaering was a common working Treasure
ship found on the coasts. Although relatively
Since the Vikings did not have a coin-base
seaworthy, sailors did not sail it out into the
economy, the treasure hoards characters may
open seas.
Skates: Viking skates were simple but prac- find in their adventures are seldom going to b
convenient stacks of gold and silver. A certai
tical affairs made of a bone blade fastened to a
portion of a treasure will be silver pennies and
leather shoe. Just like the ones today, they al-
dirhams, but in a large hoard the bulk of th
lowed one to move across frozen water at nor-
treasure will be items valued for their crafts
mal movement speed (or greater). Skates must
manship as much as their material. Jewelry
be removed when not on ice, however.
goldwork, woodcarvings, silversmithing, and
Skis: Viking skis, unlike the slick, highly re-
glassware all represent sources of treasure in
fined and expensive downhill skis of today,
the Viking age.
were more along the lines of today's snow-
The list below gives some indication of th
shoes or cross-country skis. Speeding down-
variety of forms such treasures can take. No
hill was unknown to the Norsemen. In
monetary value is assigned to any of these ob
general, their skis were broader and the bind-
ings were loose. A single pole was used, car- jects, since 1 it is impossible to know how
valuable these items really were, and 2) th
ried like a high-wire artist. To climb the
value of similar items can vary greatly de
slopes, seal-skins were tied to the bottom of
pending on the skill of the craftsman. Th
the skis, giving the climbers traction. No lift
items listed here are representative of actua
tickets here
finds from Viking hoards and burial mounds
Skis allow a character to move across snow
This list could be expanded by many items
with greater ease. On level ground and small
since many things did not survive burial
slopes, the skier can travel at his normal
These include fine cloths and tapestries, fur
movement rate. Going up slopes is done at
walrus ivory, and wood carvings. Further
half the normal rate. For long distance travel,
more, there were items taken from othe
a skier can move as fast and far as a normal
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lands. Crucifixes, reliquaries, chalices, book- ing when converted to terms suitable to a Vi-
mounts, crozier-heads, and much more were w campai
looted from the west.
500 dirhams
Amber beads and pendants from Wendland One gold armband (2,000 P)
Bone comb-case Four silver brooches weighing 5 ore each
Braided gold neck rings (100P each)
Braided silver arm rings One small gold and silver casket set with gar-
Carolingian gold coins converted to pendants nets (4,000 )
Carved jet pendants from England This certainly makes for a more colorful trea-
Carved wood horse collars with gilt-bronze sure hoard
fittings
Carved wooden chest Magical Items
Gilt-bronze and silver caskets
Gilt-bronze, chased bridle mounts I've a sword called Tyrfing, made b y d w a m
Gold and walrus ivory casket who swore it could bite anything, even iron
Gold arm rings and rock.
Gold disks (bracteates) Arrow- Odd
Gold filigree brooches
Gold rings Viking lore is filled with all manner of magi-
Gold spurs cal items, from dwarf-forged swords to silken
Gold pendants shirts with magical powers. Many saga heroes
Multi-colored glass beads from Rhineland carry weapons that can "bite through iron"
ing the general type of magical item found. priests only. However, the DM can allow cer-
The table here has important differences, par- tain items to be used by an y character. For ex-
picularly in the absence of certain categories of ample, a runecaster might discover and learn
items (such as scrolls). the use of a stuff of curing. In this case, the
ability to use the item is rationalized as a gift
Table 8 : V i n g Magical Items from the gods.
ble 10: Viking Magical Ite nary material, it has no special powers unt
the command word is spoken. when act
d20Roll Item vated, the cloak molds to the wearer’s bod
1 Bottomless Drinking Horn and shapechanges its owner (and all his pos
2 Cloak of Dryness sessions) into a falcon. The character has
3 Cloak of Fire Resistance flying speed of 33, maneuverability class B
4 Feathered Cloak The feathered cloak functions for 2d12 turn
5-6 Gusir‘s Gifts and then immediately shuts down for on
7 Helm of Terror turn. After this pause, it can be activate
8 Mirror of Transformation again.
1
armor class. Upon uttering a second com- streams are passable. Upon another command
mand word , the wearer can become invisible. word, the stick confers invisibility upon anyone
There is no limit to the number of times per touching it. This power only works so long as
da y these pow ers can be exercised. the character holds the stick and it is not used
Howev er, the helm of terror was part of a for any other purpose. The latter two uses of the
treasure and as such carries a little bit stick require one charge each. When ound, the
evil w ith it. So long as a person owns stick contains 3d10 charges. T h e tick cannot be
, whether it is with him or not, the recharged, and when all charges are spent it be-
r suffers rom bad luck as defined in comes a club 2.
Ring of Money: This gold ring is a very
m o r of Transformation This mirror valuable magical item, a treasure beyond all
like
ns a ing
look highly
into polished
it will see piece of unusu-
nothing silver. worth.
full day,Each evening,
the ring createsafter
Id 8 being worn for
nonmagical cop-a
n truth, it has two functions. First, if the ies of itself. Each cop y is worth 1 ore (20 P).
nd word is spoken when a person is There is a 5 % chance with each use that the
nto the mirror, that person can be po- ring will fail. W hen this happens, the ring of
ymorphed as the owne r of the mirror desires. money loses all magical properties, although
te that the owner of the mirror is not neces- it still has a value o f 1 ore tself.
ily the person looking into the mirror. If a Silken Shirt of nvulnerability: This m agical
econd command word is spoken, all those item can be found in a variety of fabrics and
g at the mirror must make a saving styles, ranging from simple woolen cloth to
ow vs. death or be permanently blinded. lustrous silk trimmed with gold. The powers
ose who make the saving throw are unaf- of these shirts can vary greatly and when
Only one function of the mirror can found, the DM hould roll on the table below
e at any given time. to determine the item’s exact nature.
klace of Protection This necklace,
f silver, crystals, and beads, confers 1-3 +1 protection
e benefit as a ring of protection +1. 4-6 AC4
Stalk Spear: This magical weapon ap- 7 Immunity to poison
ars to b e nothing m ore than a harmless and 8 Immunity to fire and cold
sy reed, such as could be found in any 9 Immun ity to missile weapons
sh. In actuality, it is a spear I , causing 10 Immunity to drow ning
Ld6 +1 points of damage per attack. The reed
stalk spea r can be thrown twice the distance of Immunity to fire and cold applies only to
3 normal spear. natural sources (flaming buildings and arctic
Riding S t i c k Thi s magical item appears to be cold included). Th e character suffers no dam-
n o t h i i more than a crooked stick. T h e stick age fro m these. For magical attacks, the char-
has several powers. If used as a weapon, it is acter suffers half or n o damage, depending on
equal o a club 2 . Straddled and activated by his saving throw. Immunity to drowning
a command word, the riding stick cames the means that character can stay at the surface of
character along at a movement rate of 32. It can a body of water indefinitely; the shirt will
maintain this speed for ld6 turns after which a keep him afloat so long as the character is no t
ful turn must pass beiore it can be activated carrying more than his maximum weight lim-
again. T h e haracter does not fly, but skims ust it. O f course, if the character we re trapped in
above the ground. It cannot be used to cross a sealed barrel with n o access to air, the shirt
large bodies of water, although rivers and would b e of little value.
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knew
Eachnothorn
fear.)can only be used once. the East.
Tyrfing-Made by the dwarves, it wa
Stone Arrows: These weapons are identical stolen by King Svafrlami who lost it t
to normal arrows, except they are made of Angrim. Angrim gave it to his son
stone. They are normally found in bundles of Angantyr, who died on Samso. Th
ld 3. Each arrow can only be used once. They dwarves supposedly cursed the sword s
can be shot from any normal bow. When that it would bring death to its owner.
used the archer whispers the name of his tar-
get to the arrow and then fires the shot. The
arrow flies as a + 5 arrow toward the target
named a nd ignores all range modifiers. If the
arrow hits, it causes 3d6 + 5 points of damage.
Regardless of whether the ar row hits or
misses, it shatters at the end of its flight.
CHAPTER
The age of the Vikings was a vastly differ- DMs preparing a Viking campaign shoul
ent world from those generally portrayed in read through this chapter carefully, since th
the A D & W rules set. Many of the common information here is important when creating
pieces of equipment an d nonmagical devices fully realized world. Details of dress, food
found in a standard fantasy world simply shelter, home life, customs, and law are de
were not available in either the Norse lands or scribed in basic detail here. Unfortunately
anywhere in Europe. With the decline of the this single chapter cannot adequately cove
great empires of Rome and Byzantium, many every detail of Viking culture. Numerou
scientific and technological wonders disap- books, for every age and degree of seriou
peared into the bleak maw of the Dark Ages. ness, have been published describing the V
Summer
After an exciting spring, Ivar has his knaa
and is ready to sail. Olaf provides a small car
go of trade goods. Among the crew is Hrolf
Ivar's foster-father. When wind and tide ar
right, Ivar sets sail for Denmark.
After several days of sailing along the coast
one of the crew spots a longship headed i
their direction. One of Ivar's fellow dreng
who has the s e c o n d sight says the approachin
ship has no luck. Encouraged by this, an
since they are slower than the warship, Iva
brings the knaar about and orders his men t
get ready to fight. The battle at first look
hopeless, but the dreng's prediction hold
true. Ivar and his crew prevail, taking a num
ber of prisoners.
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i
sionaries sought new converts. Gaels,
Scots, and Slavs p a s 4 through the slave '
markets. There was even the occasional
traveler from Arab ia. By the mid-season,
though, many of the merchants would
have already finished their business and
started fo r ho me.
Fall
Striking out across the open sea, Ivar and
his men make good time for England. Sighting
the coast, they pr ow l along it until they come
upon a small village. Their supplies are start-
ing to r un low, so Iva r decides to make a raid.
Landing on a beach just out of sight, the crew
surprise the villagers. The battle is swift and
one-sided. Ivar's men wo rk quickly, befo re the
loc al militia can muster and arrive.
Loaded with booty, Ivar proceeds up the
coast, ma @ several mo re raids. Alon g the
way he meets Halfdan, his brother, also raid-
ing the coast. Ivar, having long since forg iven
his brother, joins forces with him. Together
they continue goin g north, but luck gradually
goes against them. Finally, Halfdan proposes
they sail fo r home.
Turning their ships back out o nto the ocean,
the tw o vessels become separated by a storm.
After several harrowing days, Ivar finally
sights land. Struggling with his damaged ship
alon g the coast, I va r learns he has been blow n
to the Orkneys. There Ivar and his crew are
taken in b y a prosperous farmer and invited t o
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e were some
Winter
Winter m e s quickly in the Orkneys.
There is much to be done before the weather
closes in, so Ivar and his men help where they
can. Except for a little bit of hunting and fish-
ing on good days, there is nothing to do when
the icy cold and snow finally settle over the
islands. The men pass the days fixing tools
and ship fittings, making wood carvings, tan-
ning hides, and playing games. Everyone,
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had bought his freedom) or received only half es. f the freeman became unhappy, he could
the compensation from an y lawsuit. These re- switch his allegiance to another nobleman. Of
strictions lasted only throughout the ex- course, this might anger his old ally and so it
thrall's life; his sons were treated as freemen was an action not lightly taken.
an d received all the rights of that class.
Nobles
Freeman Above the freemen were the men of author-
"We shall never submit to anyone at all, nor ity - ocal chieftains and earls. These were
eve r cleave to an y servitude, nor accept favors the men who kept huskarlar. They were the
from anyone. That favor pleases us best commanders in battles, had influence on the
numbers of nobles to Norway. Iceland, with was still subject to the pleasure of his subjec
its 36 godi, was not over-populated with no- The king was their leader in war. He was t
bles. The smaller islands of Orkney had at grand judge for disputes that could not be s
most only a few hersar and an earl. The Fa- tled any other way. He collected tribute fro
roes an d Shetlands had even fewer nobles. neighbors.
Player characters who aspire to the ranks of Player characters can never hope to becom
hersar and jarls will not find abundant oppor- kings (unless something truly extraordina
tunities. The player character will have to be occurs in the campaign). However, they c
extraordinary in deed and character to attain fill many roles in either the service or defian
entrance into these ranks. of a king.
an earthen rampart. During the tenth centu- afford any better. Added to this was a larg
ry the Danish kings built a series of perma- round, wooden shield, usually brightly pain
nent fortresses. These fortresses were ed with a large metal boss in the center. Late i
carefully laid out camps with barracks and the Viking age, some warrior adopted th
defenses. Trellborg is the most famous of curved triangular shield. Both would count a
these fortifications. large shields.
Of the warrior societies, the most famous Those who could afford better armor wor
(and probably least accurately documented) of a byrnie. This was a long chain mail tunic tha
all these groups were the redoubtable Jomsvik- reached to abou t mid-calf or the knee. T h
i n g s of Jomsberg. Their laws were strict. No sleeves were short. The helmet was a simpl
man under 18 or over 50 could join them; every conical dome, sometimes fitted with a fac
man had to avenge his fellows like a brother; mask and nose guard. A few even had chee
they must never speak or act in fear; all loot was protectors. Helmets were often elaboratel
to be brought to the commander for division; decorated with bands of chased silver an
no woman could enter the camp nor could a brass. Wearing it, a warrior would look quit
man be gone for more than three nights; and no fierce.
man was to create trouble among his fellows. Scale mail was the rarest of all. Only a few
No one could join their society unless a member well-traveled warriors had this fine armor.
spoke up for the applicant. was not made in any land close to the Viking
Supposedly the Jomsvikings were merce- but came from distant Miklagard (Constant
naries, feared throughout Scandinavia. They nople). Only truly wealthy warriors or forme
fought bravely in many battles, but finally members of the Varangian Guard, the Byzan
picked thechance
given the losing to
side. Captured,
betray theybut
their code, were
in tine Emperor’s
warriors, mightelite troophave
possibly of Rus
suchand Vikin
a fine su
truly heroic Viking fashion (at least in the sa- of armor.
gad) refused to a man. As a consequence
many of them were executed, and (according Viking Women
to the sagas) they faced their deaths bravely.
While it is unlikely that anything quite like The da c e of women in virtual
.he Jomsvikings ever existed, warrior societies pean medieval society was not a desirabl
are useful for a fantasy campaign. Player one. Their world was male-dominated. This i
iharacters could form the nucleus of a society, an inescapable fact. In the Viking world, how
gradually expanding as they gained henchmen ever, they had many more rights than else
and followers. Perhaps, in time, they could where.
liellehrg-style Barracks
A
play er character's advantage. N PC s will alsr were usually along the coast, since most of tne
vie w female warriors with a certain amount 0 : peop le were both Vikings and fishermen.
superstitious awe. The only warrior wom en The center of the farm was the house. In
most NP Cs are likely to know of are the Val Scandinavia proper it was made of wood and
kyries. These maidens are the agents of Odin, usually roofed with shlngles or thatch. In lands
leader of the gods. A certain amount of infer- where woo d was scarce, such as Iceland, houses
ence is therefore bound to happen. were built from sod along the same lines.
Female characters are not limited to war- Th e typical wealthy man's longhouse was
riors, of course, and other roles are less unu- about 30 yards long and 8 yards wide. Run-
sual. The sagas make mention of several ning the length of the inside walls w ere raised
wizardesses, some favorably. While awe-in- platforms. These were used for seating and
spiring simply for their abilities, a wizardess sleeping. During the day, tables could be set
wo uld still be a rare occurrence. Th e same ap up on trestles. Chairs and chests were also
plies to the other classes. used a s seats. Besides the chests there was little
other storage space. Weapons, tools, and sup-
Houses and Farms plies wou ld be hung on the walls, posts, and
rafters. The central floor was dirt, strewn with
straw or sweet-smelling grasses. A fire pit
filled the center of the hall, prov iding w armth
and light. W oo d o r peat was used fo r the fire
and was kept stacked nearby. Coo king was of-
ten done in a side room.
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f privacy was needed, sections of the hall raw. Fish, of which there was plenty, was
o d d be closed off with simple curtains. Usu- cooked in much the same way. It could be fla-
ally the master and mistress had a large bed at vored with mustard, juniper, cumin, horse-
one end of the hall. In some houses, this bed radish, or other simple seasonings. Exotic
was actually transformed into a closet with spices such as pepper were very rare.
doors that could be closed and shut from the Milk was churned into butter and pressed
inside. Other blankets and pillows were into cheese. Curds and whey were common.
packed away during the day and the space Milk was a common drink.
used for other purposes. Breads were flat, unleavened, and made of
A poor man's o r a thrall's hut was much barley, rye, or peas. The poor ate bread made
smaller and meaner. Generally made of wood from the husks of these grains. Breads would
fished,
times oforhardship, onlyofwine
caught most theirand
food. Except
spices in
were raids
tled inbecame less frequent
these regions as the Vikings
and discovered set-
the more
imported. Meat, fish, dairy products, bread, profitable advantages of trade.
and vegetables were the daily fare. Trade was vital for the Vikings because
Meat was lamb, beef, pork, goose, venison, their own homeland was poor in many neces-
rabbit, and whatever else could be brought sary goods and skills. Trade was conducted
down in the hunt. Meats were boiled in caul- for both useful and luxury goods.
irons, roasted on spits, surrounded with hot Fortunately, although poor in some things
;tones and covered with dirt, or broiled by the Scandinavians had many desirable re-
hot stones in wood-lined pits. Meat could also sources to trade. These included thralls, iron,
be eaten dried. salted, uickled, smoked or horn, furs, walrus ivory, honey, ropes, fish,
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and timber. What they wanted in exchange had Celts, Gaels, Saxons, Franks, and Wend
re silver, glassware, swords, woolens, salt, as thralls. They also did not neglect their ow
~c es , ilk, and wine. people. Danes took Norwegians as thralls
Trading goods were normally carried by Norwegians to ok Danes. As a general rule, th
hip t o market towns such as Hedeby. Th is sea people one didn't take as thralls we re people o
ade only encouraged piracy, which was al- the same district or region. Raiding nearby dis
wa ys a hazard. Storms and misfortunes at sea tricts resulted in bloo d feuds and lawsuits an
added to the cost of shipping goods. On ce at generally did not make for good ne*bors.
market, the goo ds were usually sold to a mid- Not everyone captured in raids was taken bac
dleman who in turn sold the goods to mer- to tend the farm. The Vikings sold more o
chants from the rest of Europe. their thralls than they actually kept. The majo
Th e Vikings, perhaps not content to rely on market towns of Hedeby and Birka had thral
these trading towns, developed new trade markets where the Vikings brought their good
routes in the wake o f their raids. Some sailed to sell to Western and Arab merchants. Thrall
with goo ds up the Rhine, but the greatest ad- sold by the V i ere taken south to th
venture was in Russia. Several major trade Moslem lands on the Mediterranean.
'outes crossed the wh ole of Russia from the As the western nations became Christian
Baltic to the Black Sea. On e inv olve d sailing ized, the source of thralls shifted east. Thes
down the Dvina River, hauling goods and countries refused to sell Christian thralls t
boats overland to the Dnieper River, and sail- the Arabs, but had no similar qualms abou
ing to Gnezdovo or Kiev. The adventurous pagans. Slavs from Gardariki (Russia) and
could from there continue their voya ge for six other pagans from the Baltic were n ow the tar
weeks all the way to the Black Sea and fabled gets i f Giking raids. Christian thralls w
Miklagard, as Constantinople was called. A kept t o w ork the Norse farms.
second river route started at the end of the
Gulf of Finland, sailed up the Neva to Lake Law
Ladoga, then down the Volchov to Novgorod.
From here a Viking could continue down the For all their warlike behavior, the Viking
Lovat , and once again drag his ships overland were a very legal-minded people. Although
t o the Dnieper. The third great route began they had a king and nobles, the people
like the second in the Gulf of Finland. From founded semi-democratic assemblies virtu-
there the intrepid Viking could either choose ally ev eryw here they went. These assemblie
to go to Novgorod or Lake Onega. Once existed to hear and settle disputes between
again, an overlan d portage was required, this men and to pass laws concerning the gover n
time to reach the great Volga. This m ighty riv- ing of the district.
er carried the Vikings all the wa y to the Caspi- An assembly was known as a thing. The
an Sea. Here they met with Ara b traders from thing was an assembly o f freemen. Jealous o
Baghdad and caravans traveling the 5,000 their rights, the people enforced special law
mile Silk Road fro m China. restricting hersar and jarls fro m these assem
These were not rare voyages. The Vikings blies. The things existed to hear lawsuits
plied these rivers enough to found towns and brought by one man against another. After lis
states. Indeed Rus and Viking fleets threat- tening t o arguments and witnesses from both
ened Constantinople and raided ports o n the sides, the assembly made a judgement on the
Caspian Sea case.
Thralls were normallv taken in raids. Thus. O f course, the wh ole procedure and func
tioning, of things was much more comulicated
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than this. Although the thing existed to settle ant and plaintiff. If either side refused the
matters in a given region, a difficult case could settlement, he was considered an outlaw.
be sent to a different thing for settlement Unlike modem courts, the thing seldom
(much like a change in jurisdiction in the tried to punish the guilty. No r were there any
courts today). Special things existed to settle prisons to send the criminal away to . Instead
differences between men of different districts. the assembly's goal was to reach a settlemen
Th e things were held at a permanent assem- between the two parties, ensuring peace in th
bl y place. This was sacred ground. When the neighborhood. Settlements usually require
thing was in session, drawing weapons was payment f or damages and fines on the person
forbidden. The thing met at certain times of voted to be in the wrong. Indeed, many cour
the year, often in conjunction with festivals. cases were brought in the hope of winning a
Me n of the district would travel to the thing judgement and increasing one's ow n wealth
and set up tents at specific places, often hand- A thing might best be compared to a politi
ed down from father to son. A thing would cal convention of today, rather than a court
last several days, during which cases would be room. The object was to get the freemen of th
presented and judged upon. It would also, assembly, or the judges, to vote for your sid
quite naturally, be a time for meeting old (rather like getting delegates to vote fo r you
friends and feasting. Of course, it was also a candidate). This involved a lot of persuading
time to meet old and new enemies, hence the negotiating, and private conversations amon
restrictions on w eapons and fighting. the tents of the freemen. Like a political con
The leader of the thi ng was the lawspeaker. test, a more popular and powerful man ha
He was responsible for seeing that the rules and greater influence on the outcome. (Remem be
procedures
ence at the were
thing.followed, and hadwas
The lawspeaker great influ-
chosen that reachinga
issue.) Settlement,
Friendships notmade
were often justice,
or was th
broke
by the freemen in attendance. The position at the thing.
went to people of importance and standing. In cases of killing, peace could be made (a
All manner of cases could be heard at a least on the surface) by reaching a settlemen
thing. A n y dispute between t wo p eople was and paying a weregild, a "man-price." Th
likely to be presented. These included argu- amounts paid were set by tradition and law
ments ov er prop erty lines, divisions of inheri- and varied according to the relationship of th
tance, killings, thefts, insults, and divorce slain person to the complainant. Of course
settlements. A woman could not bring a case men of power and influence could deman
to the thing, although any man - usband, (and often get) more than the customar
brother, son, or father - ould represent her amounts.
in the issue. It was
fore not necessary
the thing. to bring
A settlement evebe
co uld ry case be
reache
Cases were settled by the vote of the thing.
In theory, both sides presented their argu- outside the assembly at any time. For exam
ments and witnesses. The freem en of the thing ple, Thorolf has accidentally killed Bjorn's
then deliberated fo r a day or tw o and finally youngest son. Rather than wait for the nex
reached a decision. Howeve r, since it was of- thing, letting the bad blood between them
ten impractical for the entire assembly to grow, Thorolf wants to make peace quickly
work out an agreement, cases were usually as- Therefore, he asks Snoni, his friend, to ap
signed to three judges chosen b y the assembly proach Bjorn about a settlement. After som
and approved by those involved. These negotiation on both sides an agreement i
judges would decide the terms of the settle- reached. Thorolf pays the settlement and th
ment and present their decision to the defend-
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Nordic religion and its practices is a particu- these sites and other times at a farmhous
larly mysterious subject. T h e Vikings left little which also doubled as a local temple.
in the way of chronicles of their religious rites There were generally three main ceremonie
an d with the rise of Christianity the old ways each year: one in the spring, one at mid-sum
were suppressed. At the same time, later poets mer, and one in the fall. These ceremoni
left behind rich descriptions of the adventures were marked by sacrifices of animals (an
and foibles of the gods. The result is an inter- sometimes humans) and ritual feasting. A
esting paradox - more is known about the were intended to ensure fertility for the farm
Nordic gods th an how these gods were actu- Sometimes the summer festival included pray
ally worshipped. ers for victory in war and raiding. Oracle
The Norse gods, always popular in AD&W were consulted and offerings to the gods we
campaigns, are not described here. Complete made. Each festival lasted several days.
details on these powers can be found in the At home, each family usually had a sma
AD&D 2nd Edition Legends and Lore rule- number of wooden statues or rune-carve
book. DMs who want to have the gods take posts, the high-seat pillars, that represente
an active and involved role in the campaign the gods. Prayers and offerings were left fo
world should look to this rulebook for infor- these whenever the need arose. There is no e
mation. idence that there were formal rites for these
Few men worshipped a single god only. Finally, of course, the wise man took care
There is an occasional note that a warrior was see that his neghbo rs - is invisible ones -
a man of Thor, but common-sense people were placated. This included leaving sma
worshipped a variety of gods depending on bowls of food for the nisse and avoidin
the need and situation. AD&D game players things that might offend the huldafolk an
should use the areas of control listed in the other spirits. Since in a fantasy campaig
Legends and Lore rulebook to determine these creatures are real, player characte
which would be most appropriate. must devise their own methods for dealin
There were few proper temples to the gods with otherworldly neighbors.
in Scandinavia. However, there were many Judgingfrom the sagas, not all Vikings we
sacred sites out-of-doors. These included a fiercely devout group. Many saga hero
mountains, islands, fields, rocks, and groves. loudly proclaimed they ha d no need for go
Ceremonies would sometimes be conducted at and then set out to prove their point. E
Skallagrimsson, mourning the loss of his so
blamed Odin for his grief and wished he cou
take vengeance on the sea gods. Worship w
something like a bargain. In exchange for d
votions, the gods were supposed to give som
thing in return. If they did not, the pact w
broken.
This does not mean, however, that Vikin
were atheists. They had a rich web of supers
tion and belief. It is just that, unlike man
other religions, the Norsemen did not crea
religious institutions like the Church or th
temples of Rome. In general each man was r
sponsible for his o w n faith in the gods.
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8
In the Viking setting, as in any other realms were created. First of these was
4 D P game milieu, the player characters Niflheim, a realm of co ld and darkness. Nin e
Ire going to travel t o strange lands and distant worlds were supposed to fo rm Niflheim , and
settings. T his chapter provides a brief descrip- it was here many of the dead were sent. Sec-
tion of the many lands, both real and imagi- ond came Muspellheim, a land of heat and
nary, that make up the world of a Viking fire. This is the home of the giant Surt (or Sur-
campaign. The places described in this chap- tur) w ho will destroy M idgard at Ragnarok.
ter can be found on the players' map (the large A t the boundary of the tw o worlds, where
map sheet bound in the back of this bo ok ) o r heat met ice, was a warm river. From this was
on the detailed maps included in this book . born the giant Ymir o r Aurgelmir. From other
Astute players will notice the fold-up map is ice were born other giants and from one of
not an accurate representation of the world. It these giants was born Odm, eader of the Ae-
is not meant to be. Instead, it is a map of the sir. Odin and his brothers slew Ym
wo rld as the Vikings might have envisioned it, from the giant's bo dy made the wor ld.
had they made maps. Scandinavia and its
coastlines, areas best known t o the Vikings, ". rom his bloo d the sea and la kes, from his
are almost correct. A s one m oves farther from flesh the earth, from his bones the mountain;
this center, the map becomes less and less ac- rocks and pebbles they made from his teeth
curate, reflecting the increasing lack of first- and jaws and those bones that were broken."
hand knowledge the Vikings had of these The Prose Edda
distant lands. Ultimately, those countries at
the outermost edges are lands of fantasy and Ymir's skull became the sky, supported by
vonder, home to giants and other mythical four dwarves, one for each direction. The
sparks blow ing up from M uspellheim became
-out map is based in part on a map the sun and stars. With Ymir's eyebrow s, the
" in 1965. This map was presented gods built a wall to the keep the giants out of
s a cop y made around 1440 of an older map, Midg ard and the giant's brains became the
n ow lost. Th e map was unique, showing Ice- clouds. Thus was the earth created.
land, Greenland, and parts of Vinland, some-
thing never before seen on a medieval map. The World According to Rolf
e discovery was quickly dubbed the
nland Map" and a great deal of scholarship In a com er of the player's map is an inset
was spent arguing fo r its authenticity. Unfor- showing a map of the entire world-at least
tunately, tests showed the map w as a forgery the way the Vikings understood it. This map
made n o earlier than 1917. Still, the map con- is the "scientific" vi ew of the world , as op-
At the center of the world is Jerusalem, re- Denmark was a low-lying flat land of bogs,
flecting Christian belief. The continents were heaths, and sand dunes, although parts were
divided into three-Europe (the smallest), Af- covered with forests of beech and oak. Every-
rica, and Asia (the largest). Greenland was where was close to the coast, causing one
thought to connect in the far north to Europe, chronicler to note the Danes ”live in the sea.”
while Vinland did the same with Africa. The At the base of the peninsula is Hedeby, one
river Tanais was the Don and divided Europe of the most important trading centers in Scan-
from Asia. dinavia. Here Franks and Germans met to buy
the goods of Norsemen. The town was protect-
The Lands of the Vikings ed by an earthen rampart. Not far from it was
the Danevirke, an earthen fortification that
Africa: Of the entire continent of Africa, the separates Denmark from its southem neigh-
Vikings had knowledge of only the smallest bors. Other towns include Viborg, Ribe (an
portion-the Mediterranean coast of North other trading center), Schleswig, Arhus, and
Africa. With its warm temperature and bright Jelling (where the king resided). From the be-
sun. the few exulorers who traveled so far of- ginning of the V i k i i age, Denmark was under
ten believed th iy were nearing the fabled land the rule of a single king. Late in the Viking age
these kings built several fortresses at Aggers
gh never visited, the Vikings borg, Trellborg, Fykat, and other places.
it h the lands of Ara bia England: England was known to the Vi-
ourrh their contact with Arab merchants. kings well before the start of the Viking Age
Viking fleets sailed on the Caspian and traded At the beginning of the Age, England was un-
with merchants from Baghdad. The main der the rule of a number of petty Saxon kings
trading centers in this region were Itil (at the and nobles and the land was divided into a
mouth of the Volga) and Gurgan (at the south- number of different kingdoms; Mercia, Eas
em end of the Caspian). Here Vikings sold Anglia, Northumbria, and Wessex were the
furs and slaves for silk, spices, and silver from most prominent. Gradually the lords of Wes
Arabia, India, and China. sex (in the south) brought the other kingdoms
Byzantium: The great empire of Byzantium under its control, though not without warfare
was known to the Vikings. Their own name and struggle.
fo r the capital Constantinople was Miklagard England was the target of both raids and
(“the Great City”). More than once, Viking conquest. Rich monasteries at Jarrow, Lindis
ships sailed and raided on the Black Sea only fame, and Whitby were choice targets of
to be defeated by either bad luck or the myste- raids, along with a number of cities. More im
rious Greek fire. Eventually trade treaties portant, however, was conquest. The Dane
were formed between the Rus of Kiev and the law came to be the name for those lands
Byzantines. From about 980 on, Viking mer- controlled by Viking kings or adventurers
cenaries formed the elite bodyguard of the The exact boundaries varied with the fortune
Byzantine emperor, the Varangian Guard. of war, but usually included Northumbria and
Denmark This small land is one of the three East Anglia. In the Danelaw, Viking settler
countries that make up Scandinavia. During established their own laws and traditions
the Viking age, Denmark included the south- Outside of it, English kings exercised thei
eastern coast of Sweden-Halland, Skane, rule. York, in Northumbria, was the center of
and Blekinge. Sometimes Danish rule extend-
ed to the Vik, now Oslofjord in Norway. TO
the south of Denmark were the Wends.
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The Faeroes: These islands are steep, tree- peace. This and became Normandy. Ironical
less hills rising from the ocean. Known from ly, it was the Normans who would bring
the beginning of the Viking age, the Faroes about the end of the Viking age.
were first home to Irish monks who lived on Gardariki: Meaning "land of fortified
these bleak islands. The Norsemen colonized towns," Gardariki was the Viking name fo
these islands during the early 80 , driving the modern Russia and surrounding lands. Al
hermits away. Buildings were made of turf though most of the population w as Slavic
an d field stone. Crops grew poorly, but sheep Swedish princes established themselves i
an d cattle were raised. T h e hardy settlers also Holmgadr Novgorod), Aldeigjuborg (Staraj
relied on fishing, game birds, and whaling. Ladoga), Gnezdovo, Chemigov, and Kiev
During August, the men would drive the There they became known as the Rus. It wa
whales ashore and slaughter them for their through Kiev that trade with the Byzantine
meat an d bone. passed.
Frankland: Also known as the Empire of the Gardariki was also a land of wonder and
Franks or the Frankish Empire, Frankland mystery. Little explored, it was rumored to b
(no w modern France, the Low Countries, and filled with monsters, giants, and horrible crea
parts of Germany) was, at the start of the age tures. Undead spirits lurked in the vast wilder
the most powerful kingdom of northern Eu- ness, along with evil trolls and sorcerers.
rope. Charlemagne the Great, who led his em- Groenland: Discovered in the early 900s
pire to its pinnacle of power and learning, was Groenland (Greenland) was not settled unti
still alive. However, he died near the begin- sometime aroun d 985 when Eirik th e Red led
ning of the Viking age, and within only a an expedition there. Named Groenland fo
short time, his great empire fell into decline as its vast mead ows (it was somewhat warm e
his heirs squabbled and fought for control of then), the island did eventually su ppo rt tw
the land. main are as of settlement, th e Eastern Settle
Still, Frankland was an impressive place to ment around Brattahild, and the Western
the Vikings. For the first few decades of the Settlement at G odt hab fjord. These were th
period, Viking raiders were effectively only areas with adequate grazing land fo
stopped by a system of fortresses and watch- farm ers. With out trees, bui ldings wer
towers set up by Charlemagne. These allowed made of turf and stone. Life was hard and
the local lords to quickly strike at raiders. relied on imports from Iceland and furthe
When the system collapsed, the rich lands of east. In exchange, the Greenlanders sold
Frankland were ripe for plunder. wool, seal hides, furs, walrus ivory, an
Because of large rivers like the Loire and fierce falcons.
Seine, the Vikings were able to strike at more Groenland was also a land of fierce frost gi
than just coastal towns. Their raids went as ants and other icy terrors. At its furthes
far inland as Paris (then only a small city on reaches it was thought to give entrance to th
an island) and Orleans. The local lords, too cold, dark land of Niflheim.
busy fighting each other, could not prevent Helluland: Meaning Slabland, this region
the Vikings from plundering. Instead, they is believed to be Baffin Island today. It to o
used the same solution as the English and paid its name from the huge slabs of stone tha
the Vikings vast sums to go home. formed the land. It was little visited or ex
As with England, the Vikings began settle- plored, since apparently nothing but foxe
ment of Frankland. They became so numer- lived there. Of course, so far north, it to
ous and powerful that eventually the emperor was also home to frost giants and other evil
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was forced to grant them land in exchange for cold-loving creatures.
Ireland: Ireland was well known to the Vi- seals, eider-down, and hides. They imported
ey ruled over parts of the island lumber, grain, and luxury goods. As a people,
ed many settlements there. Most they were fiercely independent; many were
of these were Dublin and Water- outlaws from Norway, having incurred the
f Viking power on the island. wrath of the king there. These men brought
Vikings invaded Ireland in the early BOOS, their families to join them in Iceland.
nquered the island. Wars be- Although it was a harsh life there, the island
gs and Irish Kings were com- was also noted for its skalds. All of what was
mon, though the kings were far from united. later written down came from the Icelanders.
Some sided with the Vikings, others against They had a great love of words.
Karelia: This eastern land is now part of
a source of slaves in modern Finland and Russia. It is a land of for-
oods. It is also a good ests, lakes, and bogs. The native Finns there
in the near-constant had their own kings, although large parts of
and between the Irish. the land were subject to Swedish kings who
Isaland, or Iceland, was settled by crossed the Baltic and settled on Karelia's
om Norway, the Shetlands, Ork- shores.
eroes, and British Isles. The first The Finns were noted for theirpowers of
oyages were around 860, when a few Irish sorcery. Many a Norse wizard learned his arts
nks were found living there in solitude. Se- from a Finnish tutor. Inland the co untry was
s colonization began in 870 and lasted for overrun with giants and trolls, some of whom
about 60 years. had their own kingdoms. Karelia was also a
good source of timber and furs.
The land is mostly meadow with only Kurland: This region lies along the southern
areas of forest. Volcanic vents and lava coast of the Baltic. Although there is a large
native population there, it has been heavily
colonized by the Swedes, since the Dvina riv-
some crops were the principal ways of life on er, an important trade route to Kiev, passes
the island. The people lived on scattered farms through the land, The trading towns of Gro-
no towns of consequence. bin and Truso were once of particular impor-
om the farms, the only other sites of tance, although these towns declined early in
ance were the things, the assembly the Viking age.
Kurland was seldom the target of raiders,
Iceland had no king or single ruler. The since there was little wealth in the land. The
rmers were independent freemen. Govern- most useful things that could be taken from it
g was conducted by the thing and the 36 go- were slaves and amber. The amber was carved
of the land. For convenience, the island was into figurines and used for jewelry. Slaves
vided into four quarters, one for each direc- from the region, since they were pagan, were
had its own assembly and, sold in the markets of Hedeby (which would
was divided into three districts. Three not accept Christians as slaves).
Markland: This is the second of three lands
discovered beyond Groenland. The name
means "forest-land and was probably the
s were noted for many goods, coast of Labrador or Newfoundland. It was
rich in timber, but the forests were filled with
hostile skraelingar ("wretches," a contemp
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ous name for the Indians there) and giants. were well-sited for the Vikings, close to Caith-
Little effort was made t o settle this land, al- ness (northern Scotland) and only a shor
though ships sometimes sailed there from vo ya ge across the north sea to No rw ay . Trav-
Groenland to gather timber. elers from Iceland, Ireland, and the Faeroes
Norway: One of the lands of Scandinavia, often wintered over at the Orkneys when
Norway is a MITOW strip of mountainous storms were too fierce to venture on the open
land. The coastline is a jagged series of fjords, sea.
waterways that cut like gashes through the The islands, like many in the north, were
steep slopes. It is along these fjord s that most relatively treeless. Houses were made of turf
of the people lived, making use of the and stone and the men liv ed b y herding, fish-
cramped farmlands. This rugged land is one ing, and raising crops of barley and other har
wing of the Viking homeland. dy grains. Trade was in thesegoods, especially
Nor w ay divides into several regions. In the malt (roasted barley) sent to Iceland.
south, around modern Oslo, is the fjord The Orkney islands were ruled by heredi-
known as the V i , ossible source of the Vi- tary earls. While supposedly subject to the
king name. The Vi kin was home to the kings Norwegian king, the earls of Orkney ruled
of Norway. Here was the best farmland in the pretty much as they pleased, since there was
country and it was a close connection to the little the Norwegian lord could do to them.
kingdoms of Denmark and Sweden. At its The earls had close, though not always friend
mouth was the town of Kaupang, an impor- ly, ties to the lords of Scotland, particularly
tant trading center. Dividing the Vikin from those of Caithness.
western Norway is a range of jagged moun- Permia: This is a cold and snowy land of
tains. Low passes reach to Trondelag, but mystery and monsters, sometimes calle d B j u r
voyages along the coast were much more m u l u n d . Reached by making the dangerou
practical. voy age around the north of N orw ay, Permia
The Norway peninsula, which stretches was a hostile land. Its kings and nobles were
down from the Vikin, is a rugged region, al- wizards, w hile giants and monsters roamed it
most inaccessible by land. Here there are forests. Still, the people there had great trea
many isolated valleys almost completely inde- sures. Large numbers of valuable furs cam
pendent of all others. Bergen, on the coast, out of Permia's dark wo ods. Greater still
was a small center of trade and the starting there was said to be a mound deep in the fores
point f or many v oy ag es west. Finally, north of where the people left offe rings to the dead-a
Bergen along the coast was the Trondelag re- handful of silver for every man who passed
gion. This was another region with sizeable away. Getting these treasures, however, was
not easy, since the Permians hated the Nors
farms
the V andi go
ndod communication.
Sweden. Passes
It was the seat led to
of many and wo uld attack them on sight. Alth ough n o
impo rtant jarls. nearly as well armed and armored, the Permi
North of Norway is Lapland. Although in- an wizards presented a great threat to any
dependent, the Lapps were required to pay raiding party.
tribute to the earls of Trondelag. The Lapps Sadand: This land lay just south of Den
we re well-known for their skill in sorcery, al- mark and was part of the Frankish empire. It
though they could seldom withstand the Vi- most important town was Bremen, a tradmg
kings in battle. center on the coast. This made it a rich targe
Orkney Islands: These islands, just off the for raiders. Kn owing this, the Saxons fort ifie
coast of Scotland, were settled early in (or the tow n with earthworks and palisades.
perhaps before) the Viking age. The islands
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The Saxons were noted as merchants. The
94/106
fo go "straight to the source" should read a Grundir: This earldom lies between Risa-
translation of The Prose Edda. For other land and Jotunheim. Its ruler is Earl Agdi and
lands, little or no details exist. DMs can fill he makes his residence at Gnipaland. The earl
out these countries with whatever seems mos is said to be a powerful sorcerer. His retainers
appropriate. are not men but great trolls, much to be
Imaginary lands, being imaginary, have no feared.
place on any map. At best, there are vague in- Jot unh eim This is another of the celestial
dications of where these lands can be found realms, the home of the jotens, the great gi-
("east beyond Permia") but not even anything ants of folklore. It is a wild and wooded place,
as good as sailing directions exists. Player somewhere east of Asgard. The giants of this
characters reach these lands by crossing over land are hostile to the inhabitants of Asgard.
some invisible border between the real world Mirkwood: This is a vast forest that lies just
and the Other Worlds. The border may be to the south of settled lands. [t is semi-mythi-
marked by a fierce storm that blows the ship cal, since it might lie south of Midgard as a
off course or a broad swath of trackless forest. whole. It might also describe the vast forests
The Other Worlds can exist anywhere, even that covered Germany. Mirkwood separates
Jmong the farmer's lands. A sudden look to Muspellheim from the rest of the world.
the left or flicker in the moonlight may be all Mirkwood has earned its name; it is a dark
that's needed to reveal this hidden realm. place filled with serpents, trolls, and giants.
Few venture there who do not need to.
Alfheim Virtually nothing is known of this Muspellheim Muspellheim is a mythical
land, the home of the elves. It might be part of land of fire and heat to the south. It is from
Asgard,
Asgard:but is more
Asgard likely
is the close
home of to
theit.
Aesir, the here someday
will that fire giants come.
assault Theand
Asgard sons of Muspel
bring about
12 principal gods of the Vikings. It is said to be the end of the world. It is quite possible that
above or in the middle of Midgard, the world Muspellheim grew from early reports of the
of men. It is described as a plain marked by desert lands of Arabia a nd Africa.
rivers and guarded by cliffs. Twelve palatial Niflheim: This is the last of the celestial
halls, homes of the gods, exist there. In addi- realms, the land of the dead. It is described as
tion, there ar e lesser halls for their followers. being to the north of Midgard, across the
The most famous of these, Valhalla, is Odin's ocean, and underground. It is made up of nine
hall for the fallen warriors he has chosen. On different worlds. Here all dead but those cho-
the da y of the final battle, Ragnarok, these sen by Odin are sent. Niflheim is a cold and
men will fight (and lose) in the war against the dark place. Its halls have rafters coiled with
giants. venomous serpents and agonies await those
Geirrodargardar: Meaning "Geinodstown," who are sent here.
this is the capital of Risaland, or Giantland. Noatown: It is unknown where this town
The king lives here along with his retainers. lies. Although it is ruled by a king, Noatown
GlasisvelIir: Known as the Glasir Plains in is known for its fierce amazons.
English, this country is ruled by giants. It is Risaland: Located to the east of Permia ..
found somewhere east of Permia. Although it Risaland, or Giantland. This is a powerful
has its o w n lung, Glasisvellir is forced to pay kingdom ruled by giants. The capital is Geir-
tribute to the giant king of Risaland. A great rodgardar. Beyond Risaland lay Jotunheim.
river, Henna, separates the two lands. The
king of Glasisvellir is always called God-
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mund, regardless of his true name.
on actual excavations)
dlev find 92' X 15'
5 iI6 rio 5 r s
Saexring 3 9 x a
.-
Silk y wheat
Silver Weapons
Wine
- - - -
The Kwwn W e b
On little shores and little seas
live people of little sense;
ne has equal wisdom
e the world is half as wide.
Sayings of the High One
.:.,.- <...A ..
8i 1
i
i
r
I 1
I
istorical Reference
115 00 u 5
29 U 1.