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Based on work by Howard Phillips Lovecraft

Cover and logos


Peter Frain

Interior artwork
Victor Koroyedov, Dave Allsop, Floyd Thompson III. Some artwork ©
2015 Dean Spencer, used with permission. All rights reserved.

Cartography
Glynn Seal, Garnett Elliott

Writing and layout


Garnett Elliott

Wyrd Sails and The Sea Bride © 2021 Garnett Elliott


Everywhen © Filigree Forge
Barbarians of Lemuria © Simon Washbourne
Velkommen!
This is a free preview for Wyrd Sails, a setting book using the rules-lite, cinematic Everywhen system, based
on Simon Washbourne’s Barbarians of Lemuria. Herein you’ll find setting information, pre-gens, an initial
adventure, sample spells (‘Wyrd Runes’), and a character sheet. The full book contains much more, of
course, with new boons and flaws, Norse careers, Bestiary, Equipment, Genre Rules, and Magic chapters,
as well as several adventures. The complete setting book will be available early 2022, in both POD and PDF
formats.

The Everywhen core system is available here: https://www.drivethrurpg.com/product/249193/Everywhen


Also, a free quickstart adventure, The Fomorian, is available here: https://www.drivethrurpg.com/
product/369122/The-Fomorian
“Harken, you who would win fame through sword-deeds!”

The Dane reaver, Yngvarr Red Gloves, curls his hands towards the polar night.
He’s earned his name the hard way, the skin stripped from those clawed
fingers years ago. The pain of gripping spear-haft or tiller must be maddening,
but Yngvarr’s hollowed eyes are shorn of reason.
He nods towards the beach, where black water laps. “We’ve all heard the
rumblings beneath the wave-fields. We’ve seen, or smelled, the new islands
thrown up from the ocean’s belly, covered in her stinking bile. Some say these
are portents of End Times. That Yggdrasil trembles as its roots give way, and
the crone-priests of Ymir whimper dooms in the night. But I say we’ve been
granted a gift.”
He tugs up the sleeve of his tunic. Around his scarred bicep gleams a pale
gold serpent; an armlet fit for a jarl. Though beautiful, something about the
piece seems wrong—its twists and curves would defy even the craftsmen of
Miklagard. The hopefuls gathered suck in their breaths.
“Aye, and this is but a trifle. I’ve seen hoards heaped in the caverns of the
Sea Things. Soft, flabby creatures, fit only to wet a spear’s edge.” He turns to
gesture inland, towards hills of barren tundra. “Now winter bares her teeth.
Would you spend the days in your sod huts, starving by a peat fire? Tomorrow
I sail through the Maelstrom beyond the black rocks, to the fathomless oceans
of Nilfheim. By Hel’s bad side, I can promise an axe-quenching! Who’s with
me? Who would go a Viking with Yngvarr?”
Hoarse cries, as youth and the desperate pledge their lives for sea-filmed
gold. In omen the bivrost shimmers above, its weird radiance weaving shapes
beyond the kenning of men.
SETTING
It’s 954 AD. The Viking Age. Norse settlers face more than bitter winters and poor soil.
Shifting tectonics have heaved up portions of the ocean floor, along with colonies of Deep
Ones—and worse. Among the forgotten hills, the remote, rime-covered islands, the touch of
eldritch horror still lingers. Ghouls haunt ancient barrow mounds, and deep within glaciers of
blue ice, the houses of the Star Jotun await.

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Against these evils both Christian and Pagan ready-made for doomsday cults, with
Gods have fallen silent. Even the spells of its Ragnarok legends of monstrous evil
Lapp shamans bring no aid. In desperation, overtaking the world. And after all, doesn’t
people turn to cults venerating monsters of Lovecraft’s most famous work, The Call of
old: Ilthakwa, bringer of chill winds, and the Cthulhu, feature a climax where a “brave
world-wyrm Yigdgard, whose children ruled Norwegian” rams the eponymous Old One
during warmer times. Corrupted jarls, like with his ship?
Helgi Hastursson, seek the mind-rending The focus of adventures shifts from
Wyrd Runes, powerful sigils carved in the investigation to violent opportunism. Pore
darkness of pre-human history. through dusty libraries for clues? There
But the Norse aren’t ones to hide while terror aren’t any, at least not this far north. Stop the
stalks outside their steads. Brave Berserks summoning of some dread Old One? No,
and Shield Maidens, cunning Skalds and while the fish-things are busy chanting, we’ll
mail-clad Huscarls are eager to pit axe and raid their treasure room. Close the extra-
spear against squamous flesh, spurred by planar gate? Huh-uh. We want it open, so we
rumors of wondrous loot. Some raiders take can sail our longships through and plunder
the fight deeper, sailing their dragon-prowed the alien lands beyond. Chances are players
ships through the Maelstrom, a monstrous won’t have any problems with this approach.
whirlpool churning space and time. That said, courage and a battle axe can only
In Wyrd Sails player characters are hardened get you so far against cosmic evil. Minion-
adventurers, not tea-sipping academicians. level creature like Deep Ones are one
Will the fury of the North prevail against thing, but 20’ monstrosities of non-terrene
cosmic evil? And in the ensuing bloodshed, protoplasm, bristling with serrated tentacles,
who can say who is terrorizing whom? are something else entirely. While Everywhen
characters are heroic, they don’t have the
massive hit point pools and God-like, high-
level powers associated with a certain famous
DARK TIMES CALL FOR DARK MEASURES RPG. Thus, players can feel real fear when
. . . and it doesn’t get much darker than the their creations are put in harm’s way. And yes,
Viking Age. Unless, of course, you add cosmic running may be the best option!
horror to the mix. Wyrd Sails offers a twist
on the now-familiar excursions into HPL’s
Mythos: Viking heroes more along the lines
of Conan than kindly Doctor Henry Armitage.
The grim, fatalistic worldview of the Norse
pairs well with Lovecraftian horror; a culture

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Like other cosmic horror settings, Wyrd Sails So what does all this ‘heroic horror’ of
posits that supernatural forces exist—Mythos Vikings and eldritch forces entail? Well, in
forces, not the oft-whimsical beings of Wyrd Sails players can:
human lore. No real alfar (elves), no dvergar
(dwarves), or Storm God priests blasting • Compete for the hand of a mysterious
their foes with bolts of Divine lightning. jarl’s daughter, who hails from a family
However, some legends may have a kernel of of Deep One hybrids (The Sea Bride).
truth behind them, in the form of Mythos • Journey to a slime-covered isle newly
origins. Stories about reclusive ‘Mound Folk’ risen from the sea, where great
for example, could be based on sightings of treasure—and Mother Hydra—await
ghouls. Monstrous creatures like jotun turn (The Bell of Bokrug).
out to be Elder Things, or gugs. And so on. • Stop a would-be warlord on the march,
In a similar vein, Wyrd Sails features ‘hybrid’ using the corpse of an Elder Thing as his
cults of the Old Ones. These are Mythos banner (Army of Five Eyes).
creatures perceived through the lens of • Discover the fate of a remote village
Norse culture. So Yig, Father of Serpents, is trapped beneath the Polar Night (30
repurposed as the monstrous world-wyrm Days of Nott).
encircling Midgard, or Ithaqua as the vengeful
ghost of Ymir, the slain frost giant whose • Grope through twisting ghoul tunnels
corpse forms the mountains and sky. to defeat an ancient evil (The Saga of
Grimr Raven-Friend).
• Make an unholy ‘pilgrimage’ with the
notorious sorcerer, Gizur the White (At
the Mountains of Midgard).
• Heed Yngvarr’s call to go a Viking across
space and time, aboard his worlds-
spanning longship (Red Glove’s Last
Raid).

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“I have reached these lands but newly,
From an ultimate dim Thule—
From a weird, wild clime that lieth sublime,
Out of space—out of time”

Dream-Land, by Edgar Allen Poe

NYRTHULE
East of Iceland, south of Svalbard lies the ‘lost’ island Nyrthule (‘New Thule’). Hardy settlers
have established their homesteads here, fishing, hunting, and mining iron. The remote
location, hemmed on all sides by the unknown, is a liminal place where eldritch horrors claw at
the barrier separating Midgard from countless others.

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SOMETHING’S BENEATH THE ICE!
Nyrthule first appears in written history Mentioned in obscure texts and whispers
around 326 AD, mentioned in the travel of ancient historians is the legend of
annals of Gnaeus Amulius, a Roman trader Hyperborea, a mighty sub-continent once
from occupied Britain. Blown far off course dominating the Arctic Circle. In eons past,
during an expedition to the Hebrides, Gnaeus before the cooling of the Earth, this area was
landed along the isle’s rocky northwestern covered with dense jungle, thriving in the
shores, near the distinctive mountain later fertile volcanic soil. The Serpent Men had
known as Hag’s Head Peak. His foraging party an empire here, and the Elder Things fought
penetrated far enough inland to discover their wars against myriad invaders touching
ice fields strewn with blue glaciers, before down from the black gulf of space. Humans
being attacked by polar bears. Gnaeus left eventually arrived, and as the Serpent Men
post-haste and Nyrthule passed back into waned with the decline of the jungles,
obscurity. established a bronze-using, Pleistocene era
The isle was ‘discovered’ again by Norse empire of their own, spanning the continent
explorer Arne Einarsson in 745, who sighted and nearby island chains.
the more hospitable southern tip. Arne Though technologically advanced for the
immediately noted the region seemed warmer time, the Hyperborean’s real innovations were
than it should. Heated by ocean currents and in the field of sorcery, aided by the discoveries
nearby geothermal vents, there was actual of their non-human predecessors, who left
greenery and even a few trees. behind arcane artifacts and writings amidst
Settlers were soon sailing for Nyrthule’s crumbling ruins. Drawing on these resources,
shores, many prompted by the hard rule of the Hyperboreans created the Aklo alphabet,
Harald Fairhair. The permanent settlements later to form the twisting Wyrd Runes of the
of Skvallmark and Reijk were established, present age.
and later, the iron mining village of Geirheim. But the cooling trend continued, and icebergs
See the Adventures section for details began to scrape across the landscape, freezing
concerning these regions of the isle. everything in their inexorable march south.
As it happens, Nyrthule has abundant eldritch Entire cities were entombed in glaciers of
horrors, including an outpost of the Elder clear ice, and citizens scattered to warmer
Things and nearby Deep One colonies, which climes. Then, a second cataclysm struck, as
have also taken advantage of the thermal the Earth shook and Hyperborea slipped
currents. Aside from its general remoteness,
however, there is another reason the isle is
such a hotspot for Old One activity . . .

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beneath the waves, taking all her mysteries • The PCs are Celts, dealing with Viking
with her. mass invasions. In order to turn the
The northernmost tip of Nyrthule lies just fortunes of war, Heroes must seek out
on the boundaries of this sunken sub- the sinister Mound Folk living in caverns
continent, whose proximity exudes a kind beneath the ancient circles of standing
of supernatural fallout. Hyperborean relics stones. Perhaps with these eldritch allies
occasionally wash ashore, and the legions they can fight off the Vikings . . . but at
of demons summoned by her sorcerers still what cost?
haunt remote sections of the isle, unbound • The PCs are Arab traders and their
and masterless. bodyguards, who through misadventure
find themselves in the frozen North.
While attempting to establish friendly
ALTERNATIVE SETTINGS relations with the local jarl, Heroes can’t
help but notice the strange pagan rites
Of course, GM’s don’t have to restrict their being carried out—dark rites, even for
focus to the fictitious isle of Nyrthule. the Infidel. Perhaps that copy of the Kitab
Though it’s recommended to keep Wyrd Sails Al-Azif in the locked strongbox can shed
adventures within the Viking Age, a campaign some light on the subject.
can be run among the more traditional lands
• The PCs are members of a doomed Viking
of the Norse, or even elsewhere:
raid, perhaps about to descend on a
• The PCs are members of the Varangian remote Skraeling settlement in Greenland,
Guard, based in Constantinople or on an ‘undiscovered’ island in the
(Mikelgard). After a secret briefing with Hebrides, still inhabited by the mysterious
the Byzantine emperor, Heroes are tasked Picts. Wherever the location, the natives
to investigate rumors of an ancient have access to Wyrd Runes (see the Magic
temple ruin, newly risen from the Black chapter) and eldritch horrors—the ‘raid’
Sea. Possibly related to this occurrence, won’t go as planned. Defeated, their
a mysterious cult venerating a fish-like longship destroyed, Heroes must discover
deity has sprung up along the coast. The a way off this accursed isle!
emperor warns time is of the essence, as
the Persian sorcerer Ardavan al Khani
is also rumored to be organizing an
expedition to the ruins . . .

9
starkad skrymir
Attributes Combat Abilities
Strength 2 Initiative 1 Lifeblood 12
Agility 2(1) Melee 2 Resolve 10
Mind 0 Missile 0 Hero Points 5
Appeal 0 Defense 1 (2)

Boons/Flaws Careers
Heirloom Sword Jarl 1
Inured Warrior 2
Obsession Sailor 1
Explorer 0

Grim, gaunt, and tall (his nickname, Skrymir, means ‘giant’), Starkad is the proud son of a jarl
killed by treachery. He managed to his escape his family’s burning longhouse with the sword
Barmrgnaga (‘Gut-Gnawer’), a gift from his father, and a mysterious stone chip of greenish-
mottled black, like no other stone on Earth. “Find the likeness from whence this was chipped,”
his grandmother, a seer, prophesized, “and you will find the gold—and the power—to reclaim
your father’s rule.”
Starkad is unusually dark-complected for a Norseman, with black hair and a well-trimmed
beard. As an Heirloom Weapon, Barmrgnaga does base d6H damage, has the Penetration
1 characteristic, and will fly from the wielder’s hand rather than break if Splintered Shield,
Shattered Sword is invoked. He wears a mail byrine (medium protection), plus helm and shield
(d6-1 total).

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yngvild ragnisdottir
Attributes Combat Abilities
Strength 0 Initiative 1 Lifeblood 10
Agility 1 Melee 1 Resolve 13
Mind 3 Missile 0 Hero Points 5
Appeal 0 Defense 2 Arcane
Points 11
Faith Points 2

Boons/Flaws Careers
Literate Farmer 0
Second Sight Healer 1
Lack of Faith Volva 2
Sorcerer 1

As a child, Yngvild was prone to the ‘falling sickness’ (epilepsy). During her seizures, she often
experienced prophetic visions, which drew the attention of the local Wise Woman. With her
prodigious intelligence, she soaked up all she was taught, and more. But when a rival Seidr
(an avatar of Nyarlathotep, in disguise) began to wreak havoc in her village, she found her
traditional powers useless against the creature’s alien magic. Out of desperation, her mentor
taught Yngvild the ‘true craft’ of Wyrd Runes, and she has been on the trail of eldritch horrors
since.
Yngvild has golden-red hair kept in elaborate braids. Though she harbors doubts about the lore
of her upbringing, she still wears a Volva’s blue cloak.
See pg. 36 for sample Wyrd Runes.

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reidar the shunned
Attributes Combat Abilities
Strength 3 Initiative 0 Lifeblood 13
Agility 1 Melee 3 Resolve 10
Mind 0 Missile 0 Hero Points 4
Appeal 0 Defense 1 (2)

Boons/Flaws Careers
Berserkergang Hunter 1
Fearsome Looks Berserker 2
Hard to Kill Outlaw 1
Notorious Wanderer 0

Reidar is the last of the Sykling clan, a notorious family of outlaws and treacherous warriors.
Birthed in the wild, he grew strong rather than succumb to the fury of the elements. The
blinding rage of berserkergang came easily to him. His contacts with civilization led to fights,
and eventually, a reputation as a duelist. Now, Reidar seeks to join the retinue of a powerful jarl.
Perhaps if he travels far enough, he’ll find a place where his reputation hasn’t preceded him.
Reidar has long brown hair and a wild, matted beard. He wears the bearskin cloak and hood of
his martial order (d6-3 protection). Comfortable with many weapons, he favors the battle axe
(d6 + Strength damage) and shield in combat.

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THE SEA BRIDE
Vidar the Bald is hosting a betrothal feast for his daughter, Groa, who has recently come of
age. Any suitor she chooses stands to gain a rich dowry. Hopefuls from all over Nyrthule are
flocking to the celebration, where a series of contests have been prepared. Though reclusive,
Vidar is known for his prosperity, and several days of flowing ale, roast meat, and rich gift-
giving are anticipated.
What most don’t know is Vidar’s true heritage. The jarl’s family has been in league with Deep
Ones since arriving at the isle generations ago. The attractive ‘Groa’ seen about the settlement is
only a decoy; Vidar’s real daughter is a monstrous hybrid kept in seclusion beneath his hall. The
jarl intends a clever switch on her wedding night, after the groom has been selected. However,
events won’t proceed according to plan . . .

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The Sea Bride makes a good starting The jarl is equally famous for his seclusion,
adventure for a Wyrd Sails campaign. The living with close kin in a hall separate
public nature of the feast can draw PCs from the rest of his subjects. Known as
together if they don’t share a common Skvalldomstol (“Squallcourt”), this structure
background, and several prominent NPCs consists of a large knarr with a longhouse
make an appearance (see Cameos, pg. 23), built atop its deck. During winter the ship
allowing the GM to foreshadow future events. is hauled ashore, but in warmer months
The situation allows for plenty of roleplaying remains moored in the bay, aloof and
opportunities, while the numerous checks foreboding. An impressive seawall protects it
involved can help orient newer players to the from frequent storms.
rules. Though the scenario is presented in All this prosperity has come at a cost,
a linear fashion, it’s expected Heroes will go however. Vidar maintains the contract made
‘sandbox’ at some point as they try to thwart a by his grandfather with the Deep Ones, even
marriage spawned in the darkest depths! as he undergoes his own slow transformation.
By confining the practice of ‘mixing’ to his
family, he has managed to keep this unholy
BACKGROUND arrangement under wraps. For their part,
his human subjects are aware something is
It’s May, 954. The whole Nyrthule archipelago amiss, but remain complicit in maintaining
is abuzz with news of the feast at Vidar’s hall. the status quo. They’ve done well under Vidar,
As snow and ice have thawed, travel across the and their elders have made ominous hints of
islands becomes relatively easy. Those who a price paid. Thus, they turn a blind eye to
are able plan to make the trek to the coastal the occasional disappearance of livestock or
settlement of Skvallmark, established by unpopular member of the community.
Vidar’s grandfather nearly a century earlier.
Some 300 souls call the windy village home, Groa Vidarsdottir has tolerated her seclusion
making it second only to Reijk in population. up to now, but has made clear an eagerness to
Most everyone’s livelihood is connected with mate. Worried he can no longer contain her
the sea, fishing when the season allows, and appetites, Vidar hatches a desperate scheme
hunting seals out on the ice. Even the children to find a hardy candidate and continue the
are tasked to scour the beaches for precious family line.
driftwood.
Though Skvallmark met with difficulties
when first settled, it has since gained a
reputation for unrivaled prosperity. The nets
of its fishing boats writhe with generous
catches. Vidar himself seems to have an
inexhaustible supply of gold, which he doles
out to his favorites in the form of rings,
armlets, and torcs.

14
History of the Skvallmark
The following timeline is presented for the Keeper’s reference. Some of this history is known
to the common folk and can be gleaned from conversation (see Rumors on pg. 19), though
Vidar’s family has taken pains to conceal the Deep One presence.
867 Vidar’s grandfather, Ville, establishes the colony on Nyrthule’s western shores. The area
he selects is plagued by strong winds, but provides a deep natural harbor. The remains of an
Inuit encampment are discovered nearby.
869 Poor fishing followed by a hard winter nearly wipes out the settlement. After an Inuit
hunting party shows up, Ville and his warriors kill them for supplies. However, he spares the
life of an ancient shaman who shows him Deep One jewelry.
870 In the midst of another terrible winter, Ville and his shaman captive head out onto the
ice. Holes are cut with axes, and Ville casts several metal disks into the water.
871 Excellent fishing relieves starvation at the settlement. Conditions stabilize.
874 Now prosperous, the colony begins to attract additional settlers. A seawall is built to
protect the harbor in record time, with secret assistance by Ville’s new allies.
877 In addition to occasional sacrifices, the Deep Ones demand the right of ‘mixing’ with
their human subjects. Ville offers up his own family to keep this practice secret. For greater
privacy, he builds a new hall atop his knarr.
879 The Skvallmark’s first human hybrid, Valdi, is born to Ville’s mistress, whom he promptly
declares his own son. Ville dies of a heart attack later that year, and Valdi goes on to become
jarl.
910 Vidar is born by Valdi’s human wife. The elder jarl eventually makes a complete
transformation and returns to the sea, following a mock funeral in which his ‘remains’ are set
adrift.
938 Vidar’s daughter, Groa, is born, killing her human mother in the process. An aberrant
hybrid, Groa’s origins are immediately obvious, and a nursery is prepared below decks of the
Skvalldomstol.
949 The Danish raider Yngvarr attacks the settlement and is captured by Vidar. For
punishment, the jarl strips the skin from Yngvarr’s hands and throws him in his lamprey pool.
However, Yngvarr’s men engineer a daring rescue. The raider, now known as Red Gloves, vows
his revenge.
954 Present. Vidar actively begins seeking a mate for his daughter.

15
Though the chance to eat and drink to excess
MAJOR NPCs works as an adventure hook, Heroes may have
other motivations for attending. An obvious
Vidar the Bald one is seeking Groa’s dowry for themselves.
Chief antagonist. A tainted jarl, intent on This sets up additional conflict, especially if
keeping his family’s dark secrets at any PCs are competing with one another! More
price! subtle reasons could include a Skald seeking
Groa Vidarsdottir patronage, a Warrior attempting to hire on
Vidar’s only child, ‘blessed’ with a hideous with Vidar, or a Volva tasked to perform the
form. wedding ceremony. Large gatherings tend to
attract less scrupulous types as well, including
False Groa
Rogues.
Vidar’s faux daughter, actually a distant
cousin to the family. She’s being presented Finally, PCs with the Taint (Deep Ones)
to suitors as the bride. background may be a relative of Vidar’s
family, and expected to show. In this case it’s
Broddi Bjarnson recommended the Hero be a distant relative,
A strapping young suitor, smitten by Groa’s without intimate knowledge of Vidar’s clan.
decoy. This makes the adventure’s final reveal more
Eyarr the Tragic horrific.
Vidar’s cousin, another aberrant hybrid
cursed with a monstrous appearance.
Hrolfr START
Vidar’s champion, a hybrid berserk on the
cusp of full transformation. Norse hospitality means PCs arriving at
Skvallmark are treated like honored guests.
The settlement consists of several steads
arranged near a small, earth-walled ringfort,
with smaller dwellings for newer families.
INVOLVING THE HEROES Rows of fishing boats line the beach. A stone
jetty curls out into the harbor, protected by
Word of Vidar’s feast has spread far. Because a seawall, with an imposing knarr moored at
of the event’s public nature, Heroes don’t the end. Unlike typical Norse ships, this craft
need to have established previous links with has an upper deck and no sail. Even more
each other (though this is still preferable). surprising, a narrow longhouse has been built
The GM can simply arrange for PCs to meet atop it.
up as they approach Skvallmark, perhaps on
an overland trail from Reijk or aboard ship.

16
Though players might be familiar with the
concept of a houseboat, Heroes should find Proper Attire
the arrangement puzzling. Why live aboard a
ship when so much land is available? And why Heroes will likely want to go about wearing
render such a fine old knarr un-seaworthy? armor and shields, with weapons at the
If asked, the locals only shake their heads. ready. Though such gear is appropriate
“That’s our jarl,” they say. “Vidar likes his for war, it’s not the norm during a feast.
privacy.” Most people just carry a knife or perhaps a
walking stick. Heavier weapons should be
For simplicity, the GM can have all the Heroes kept stowed in a longhouse, with a chest
lodged in the same hall (not Vidar’s). Broddi made available for valuable armor like mail.
Bjarnson and his elderly parents will be If PCs insist on donning apparatus belli,
resting a couple benches down. More guests they will be met with suspicion. Vidar’s
are arriving hourly, with the locals bustling huscarls and Hroflr will keep a wary eye on
about in preparation for the feast. Heroes them, making any discrete investigation
have the rest of the day and night to poke difficult.
around Skvallmark (see Investigation, pg.
18). Swords are a notable exception. As a status
weapon, these are worn proudly, meant to
Notably absent is Vidar himself. If asked, be talked about and examined. There is a
villagers cast a dubious glance at the knarr, tradition of exchanging swords as gifts at
perhaps rolling their eyes. A jarl Hero weddings.
requesting audience with Vidar will be met
by the false Groa instead, who makes pleasant
chit-chat long enough to apologize for her
father’s breach of protocol. Aside from being Broddi’s parents, Bjarn and Solvi, don’t seem
a stunning beauty, she wears enough gold quite so enthusiastic. In fact, they sadly shake
to hire a warband. Truly, her dowry must be their heads as Broddi preens. The family
substantial! arrived here two days ago and has caught on
something’s not quite right with Skvallmark.
Bjarn and Solvi know one disquieting
rumor between them (see Special Rumors
BRODDI BJARNSSON table, pg. 19), which they readily disclose. If
Shortly after their arrival, heroes meet a befriended, Solvi asks heroes to keep an eye
handsome Icelander named Broddi. This on her impressionable son. “I’ve been having
muscular youth is taking great care of his dreams, lately,” she confides, “that something
appearance, frequently combing his blond awful is going to happen to him.”
hair and wearing a fine linen shirt. Broddi Broddi serves as good-natured competition
boldly announces he will have the honor of for Heroes seeking Groa’s hand. And unless
claiming Groa’s dowry, though he seems just events prove otherwise, he will end up getting
as interested in the maiden herself. what he wants–much to his dismay.

17
Broddi Bjarnsson, Smitten Suitor while reinforcing the idea that Skvallmark
harbors a dark secret. Depending on time
constraints, the GM may wish to run only one
Attributes Combat Abilities
or two instead of a whole sequence.
Strength 2 Attack +1 missile
Agility 0 Damage by weapon The Skvalldomstol
Mind 0 Defense 1
Appeal 0 Protection 0 Vidar’s floating longhouse is off-limits
Lifeblood 7 during preparation for the feast. However,
nosy Heroes may try to get aboard anyway.
A group of Vidar’s huscarls (1 per PC) blocks
The son of Icelandic settlers, adventurous access via the jetty. The hybrid warriors
young Broddi has finally found a worthy goal: gruffly order visitors away. Any protest brings
the hand of Vidar’s daughter! At home he won Vidar’s berserk, Hrolfr, lumbering over to
fame for himself after climbing the volcano investigate. The GM may wish to remind
Fagradalsfjall, while semi-active. players that Norse hospitality works two ways:
guests are expected to honor their host’s
Broddi is a rank 1 Homesteader and Explorer.
authority, especially during a celebration. If
He has the Athletic and Attractive boons, as
necessary, False Groa puts in an appearance
well as the Naive flaw.
to try and smooth things out, using charm
rather than intimidation.

INVESTIGATION Hybrid Huscarls (Toughs)

With time to kill before the feast, Heroes Attributes Combat Abilities
are free to explore Skvallmark and chat up Strength 1 Attack +2 melee
locals. Gleaning rumors generally requires a Agility 1 (0) Damage by weapon
Moderate (0) Appeal or Mind check, modified Mind 0 Defense 0 (1)
by socially oriented careers (e.g. Jarl, Skald, or Appeal 0 Protection d6-1
Trader) and various boons/flaws. A Tough (-2) Lifeblood 6 Fear Rating 1
check reveals particularly juicy information
(see the General and Special Rumors
table, pg. 19). Not surprisingly, most of the Vidar’s household warriors are all Deep
gossip pertains to Vidar and his household. One hybrids, with webbed fingers, faintly
Roleplaying these interactions can help keep translucent skin, protruding eyes, etc. (treat
the process from becoming a simple question- as the Unsettling flaw). They wear leather
and-answer session. armor sewn with metal scales, helms (to hide
their features) and carry shields, spears, and
In addition to gathering rumors, heroes may
axes. Treat as rank 1 Sailors and Huscarls.
stumble across several brief encounters prior
Their Fear Rating only takes effect if seen
to the feast. These serve to build tension,
unclothed.

18
GENERAL RUMORS
• Vidar is also called the “Hard-Starer” because he never seems to blink.
• Yngvarr Red Gloves attacked here five years ago. Vidar’s huscarls defeated his band, and
Vidar took him prisoner. He stripped the skin from Yngvarr’s hands and threw him in the
lamprey pool, but the raider somehow escaped. That’s how Yngvarr got his nickname.
• Groa will bestow a carved drinking horn as a prize at the end of the contests.
• The remains of an Easterling hunting camp are near here. You can still see it, just past the
midden piles.
• This settlement almost didn’t make it. The first two winters were hard, but after that our
luck changed and the fishing has been plentiful since.
• Vidar’s favorite dish is lampreys. They’re going to be a major course during the feast.
• The final contest is a wrestling match, but I hear something special’s planned to make it
more exciting.
• The seawall has remained strong over the years. Funny thing, but I don’t think I’ve ever
seen anyone repairing it.
• Frida’s sickling daughter went missing last month. Since then, they’ve been sending the
children out in larger groups to gather driftwood.
• No one swims in the harbor! Einar tried it a week ago and said he felt something big and
slimy brush up against his leg.

SPECIAL RUMORS
• Vidar’s knarr reeks like rotten kelp, especially below deck. I hear he sent for incense to
help cover up the smell.
• Vidar has become more reclusive over the years. He used to get out more, but now people
say he just sits and stares at the sea. Maybe he wants to go a-viking.
• Vidar lives with a cousin named Eyarr, but you never see him without a hooded robe. He
has some kind of terrible skin disease.
• Smedi the smith works gold given to him by Vidar. Smedi won’t talk about it no matter
how much ale he drinks.
• Vidar’s champion is Hroflr, a berserk. He’s a hunchback, but I swear he wasn’t like that a
couple years ago.

19
Heroes might get the bright idea of swimming Assuming the lamprey can be circumvented
up to the knarr, likely under the cover of without causing a ruckus, PCs still have to
night. Vidar keeps a pet to guard against such clamber up the knarr’s 9’ sides–a Tough
incursions, however; a monstrous 20’ lamprey (-2) Agility check, modified by careers with
named Tsentallach. This slimy horror lurks climbing experience. Sneaking around the
near the knarr, and attempts to attach itself to ship requires a Moderate Agility check,
the closest swimmer. Any commotion in the modified by stealthy careers (e.g. Rogue,
water alerts the huscarls, who lean over the Scout), minus the attentive huscarls rank
ship’s sides to warn off intruders. of 1. There is 1 hybrid huscarl onboard per
PC, in addition to Hrolf, Vidar, d6+2 thralls
(Rabble), and 2 more huscarls guarding access
Tsentallach, Monstrous Pet to below deck. See The Knarr sidebar, pg.
27, Troubleshooting, pg. 26, and Wedding
Attributes Combat Abilities
Night, pg. 29 for more details.
Strength 4 Attack +2 melee
Agility 0 Damage see below If Tsentallach is slain and hauled ashore,
Mind -2 Defense 0 Heroes make a disturbing discovery. Gold
Appeal -- Protection 1 pt. skin rings and other Deep One jewelry adorn the
Lifeblood 9 Fear Rating 1 creature’s mottled flesh! Though Vidar will
avow no knowledge of the beast, he secretly
marks for vengeance anyone who kills his
This hellish creature has grown to gigantic beloved pet.
size thanks to Vidar’s loving attention–and
constant feeding. It attacks by attaching it’s
toothy disc-mouth for d6L initial damage, Censers from Byzantium
plus a d3 every round after, as it sucks out vital Heroes close to the knarr might spot one of
fluids. Tsentallach’s slimy skin provides 1 pt. Vidar’s thralls, carefully swinging a metal ball
of protection. attached to a length of chain. The ball gives
At night, in the murky water of the harbor, off clouds of sweet-smelling smoke. PCs with
the giant lamprey is extremely difficult to ranks in Explorer, Sailor, or Trader will likely
detect. Treat as having the Camouflague recognize this strange substance.
creature boon (see Everywhen, pg. 94). Vidar procured incense from far-off
Additionally, fighting in the water with Miklagard to try and mask the odor of Groa
slashing or bludgeoning weapons entails a and his cousin, Eyarr, for the feast. Though
penalty die on attack rolls. not entirely successful, the stench won’t be
strong unless below deck.

20
Lamprey Pool
A rickety shed stands a discrete distance from CHARM AGAINST DEEP ONES
the other buildings. PCs notice any locals
nearby stolidly ignore the structure, refusing This ancient Inuit talisman requires Arcane
to even glance at it. Points to use. When ‘powered’ with 2 AP,
the leaf-shaped rune glows with an eerie
The shed encloses what looks like a stone
greenish-white light. Deep Ones and
well, roughly 3’ high and 12’ in diameter,
hybrids won’t willingly approach the bearer
covered by a heavy wooden lid. The lid
of the talisman as per the First Magnitude
requires a Demanding (-4) Strength check to
Seal of Gardr rune (see the Magic chapter).
shove aside, though Heroes may pool their
This effect is negated if the bearer attacks
Strength scores for the attempt. Beneath lies
the creature(s) so warded.
an 8’ deep pool of murky, evil-smelling brine.
Sinuous gray shapes occasionally break above
the surface.
Pet Food
Vidar keeps the pool stocked with lampreys,
his favorite delicacy. However, the creatures Flies buzz above the bloated corpse of a goat,
serve another, more ominous purpose; the washed ashore. Examining the body reveals
jarl has been known to throw the occasional a puckering, disc-shaped wound on the poor
outlaw or traitorous subject inside, before creature’s belly. A PC versed in fishing or sea
replacing the lid. This grisly ‘punishment’ lore can deduce the wound was caused by a
has been very effective in maintaining order lamprey, albeit a huge one.
among the village. The goat is the remains of Tsentallach’s last
The shed will soon be dismantled, and the meal.
pool put to another use (see Holmgang, pg.
25).
Strange Glow
Inuit Camp This encounter occurs at night. Any Hero
To the south of Skvallmark lies an open awake and near the shore will spot the
area covered with refuse, mostly piles of phenomenon. Otherwise, sleeping PCs with
fish bones. The midden partially conceals ranks in Shaman, Sorcerer, or Volva, or with
an old camp used by nomadic Inuits, who the Taint (Deep One) or Second Sight boon
hunted seals here during winter. All that awaken from fitful dreams and feel compelled
remains are the char marks of ancient fire to walk along the beach.
pits, the occasional seal skull, and discarded The sea is weirdly calm. A keening sound,
stonework. mournful yet haunting, can be heard over the
A dedicated search and a Tough (-2) Mind quiet lap of waves. Suddenly, a section of
check yields something else; a flat, green distant water flashes phosphorescent blue-
stone bearing a leaf-shaped rune on one side. green, somewhere below the depths. The

21
display lasts only a few seconds and does not
repeat.

THE FEAST
The morning after heroes arrive, Vidar the
Bald finally makes an appearance. He comes
hobbling down the jetty and gives a short,
gruff speech by way of opening ceremonies.
The jarl praises his daughter for her beauty,
dutifulness, but most of all headstrong will–
so like, he recalls sadly, her late mother’s. He
then announces the contests; a footrace along
the beach, axe and spear-throwing, drinking,
boasting, and finally, a climactic wrestling
match between champions. Groa will judge,
and in the evening announce her selection
VIDAR AND COMPANY
of groom. A brief wedding ceremony aboard Though only in his mid-forties, the years
the knarr will follow, along with four days of have not been kind to Vidar the Bald. He
revelry. walks with a shuffling limp, explained away
Vidar claps his hands. Casks of foamy ale are as gout. His hairless head gleams smooth
hauled out, as well as platters heaped with as an eggshell; even his eyebrows are gone.
smoked salmon and lamprey. The feasting When he speaks his voice has a hoarse,
begins! gurgling quality.
Bad as this is, Hrolfr looks even worse. His
torso stoops forward at a pronounced angle,
making his muscular back and shoulders
prominent. Filthy bandages completely
cover his left hand. These conceal fingers
fused together into a pincer-like claw,
useless for gripping a shield. Hrolfr always
wears a helm with a mail coif, hiding the
prominent gill-slits on either side of his
neck.
Soon, both these hybrids will be ready for
the sea.

22
Cameos Generic Suitors (Rabble)
If running The Sea Bride as part of a
Attributes Combat Abilities
campaign, the GM can link it to later
adventures by having important non-player Strength 0 Attack +0 melee
characters attend the feast. Good candidates Agility 0 Damage d3
are Saevar, the jarl of Reijk, as well as Helgi Mind 0 Defense 0
Hastursson and his wife, Igun. These Appeal 0 Protection 0
NPCs play no major role in this adventure, Lifeblood 3
and will be conveniently ‘off-camera’ when
significant events occur. Their sole function is Treat these hopefuls as rank 1 Homesteaders,
foreshadowing. Sailors, or Warriors.

Footrace
Contestants run two miles along the shore to
THE CONTESTS a marked spot, then turn and run back. The
race emphasizes endurance over speed, as the
Heroes are free to enter the challenges even
beach’s wet sand proves tiring. Heroes need
if they’re not seeking Groa’s dowry. It’s all in
to pass a Moderate (0) Strength check for the
the spirit of friendly competition–most of it,
first leg; failure means they become winded
anyway. If no PCs are interested, the GM can
and drop out. The check becomes Tough (-2)
simply describe several colorful outcomes
for the final half, with the highest successful
without rolling dice. Broddi Bjarnson soon
roll winning. At the GM’s option, Heroes can
emerges as a top contender. Groa offers the
add the highest rank they possess for a career
winner of each contest a drink from a carved
that emphasizes endurance (Thrall, Warrior,
walrus tusk, which will itself become a prize.
etc.)
The Keeper can run the contests in any
If only NPCs are competing, Broddi wins this
particular order, though it’s recommended
match handily.
the Holmgang be the final event. While it
isn’t implicit Groa will choose her husband Axe-Throwing
based on who wins the most, emerging
victorious certainly puts a suitor in a favorable Contestants take turns hurling a bearded axe
light. If Heroes are competing, they’ll need to at a stump 30’ away. Treat this as a normal
roll against Broddi and d6 Rabble suitors for ranged attack with a Hard (-1) modifier for the
each contest. Broddi is generally the man to distance, modified by ranks in Missile combat
beat. ability. If no one scores a Mighty Success, the
highest successful attack roll wins. A Mighty
Success beats a normal one and a Legendary
Success trumps a Mighty. Compare the

23
Drinking
modified attack rolls in the event of ties, A cask of strong mead is broached for this
with the highest result winning. A Mighty or event. Contestants are required to stay
Legendary success cleaves the stump in two, upright as they alternate rounds of drinks.
drawing excited shouts from spectators. Each cup requires a Strength check, starting
If Heroes aren’t competing, Broddi loses to a at Very Easy (+2) and moving through
grizzled warrior. the task difficulties by one category (Easy,
Moderate, Hard, etc.). The Carouser boon
allows a bonus die to the check, and careers
Spear-Throwing associated with hard drinking like Warrior
Spears are hurled for greatest total distance or Jarl add their rank as a positive modifier.
rather than accuracy. This is a Strength or On a Calamitous Failure the PC projectile
Agility check, modified by Missile combat vomits, taking d6 fatigue damage and causing
ability. The highest successful check wins, spectators to roar with mirth!
with ties and Mighty and Legendary Successes Unless opposed by heroes, Broddi wins this
resolved as above. one, too–more by virtue of his hardiness than
Unless challenged by PCs, Broddi also wins alcohol tolerance.
this contest.

24
Boasting
This contest is best run after the drinking betrothal contests don’t involve an actual
bout, when everyone is in an expansive mood. feud, no weapons will be used in this match.
Contestants take turns bragging about their To make things more interesting, however,
heroic deeds, unsurpassable virtues, and Vidar has converted his lamprey pool into
general prowess. This also means tossing a makeshift arena. A 7’ square platform is
insults at rival suitors. Embellishment of suspended by planks over the pool’s surface,
events, real or imagined, is the norm here. leaving plenty of room for someone to fall
into the slimy water.
Players who have invested time in their Hero’s
backstory should have a chance to shine. If Contestants strip down to their breeches and
impressed by a PC’s monologue, the GM can climb atop the platform. Unarmed Melee
simply assign a level of success instead of proceeds at this point; at the GM’s discretion,
asking for a roll. Otherwise, contestants make Heroes can use Strength instead of Agility
an Appeal check, modified by their highest for their attack rolls. Any damage done is
rank in an appropriately heroic career (e.g. fatigue. The GM can use the dueling options
Hunter, Sailor, Warrior). Boons or flaws may presented in Genre Rules chapter, or run
play a role as well. The highest successful this like any other combat. A successful
check wins. grapple (see Everywhen, pg. 40) can be used
to toss an opponent into the pool, if the
Given Broddi’s general lack of worldliness, he
restrained target fails to break free the next
fails the contest.
round. Having the Grappler boon is a definite
advantage here!
Hungry lampreys attach themselves to anyone
Holmgang in the pool at a rate of D3 per round. However,
By evening, the contests reach their climax conscious PCs can scrabble out in a single
in a wrestling match between two final round with a Moderate (0) Agility check.
contenders, chosen by Groa. If two PCs have Onlookers pull everyone else out in two. The
managed to distinguish themselves thus far, lampreys drain 1 lifeblood apiece and require
they should be chosen. If only one Hero has careful removal due to their numerous teeth.
competed, the other opponent will be Broddi. While death is possible from these injuries,
If no PCs entered the contests, Broddi and a Vidar’s intent is to humiliate the loser rather
Rabble suitor square off. than kill them.
Traditionally, a holmgang is a duel fought If no Heroes compete, Broddi narrowly wins
atop a piece of cloth cut to specific this match. Groa presents the walrus tusk
dimensions. The loser is the first to shed to the victor, and invites everyone aboard
blood or step off the cloth. Because the the knarr for dinner. The jarl explains his
daughter will make her final selection there.

25
TROUBLESHOOTING
Heroes may decide to skip the contests altogether, taking advantage of the distraction to
sneak aboard the knarr. Also, if they feel they’ve figured out what’s going on, they may try to
challenge Vidar openly, in front of his subjects. While PCs shouldn’t be prevented from taking
a direct course of action, they shouldn’t have an easy time of it, either.
Access to the jetty won’t be blocked, as it was prior to the feast. However, the hatch leading
below deck will have two hybrid guards posted, along with a wary Hrolfr. No amount of guile
persuades them to allow entrance. The sentries must be distracted and/or dispatched, quietly,
or their shouts will bring the rest of the huscarls running. For more information, see the
Skvalldomstol map on pg. 35 and The Knarr sidebar on pg. 27. Below deck areas are detailed
in Wedding Night, pg. 29.
Challenging or insulting Vidar will be met with a counter-challenge. The jarl appoints Hrolfr
to represent him in a formal duel to the death. Needless to say, this dampens festivities.
Regardless of the duel’s outcome, villagers won’t be swayed to action without substantial
proof of Vidar’s Deep One connections (see If It All Goes South, pg. 32). As noted before,
they already know something is wrong, but choose to pretend otherwise as the settlement
prospers.

WEDDING DINNER
With the contests over, feasters are uncontrollably–though not for joy. An
invited aboard the longhouse known as ancient volva then presides over the wedding
Skvalldomstol. This is a singular event; most ceremony, brief by even pragmatic Norse
villagers have never set foot here. The benches standards. As a new son-in-law, Broddi (or the
have been polished and whole sturgeons roast PC) is expected to swear allegiance to Vidar.
above the oblong hearth. Bright mead flows, After vows are exchanged, both Groa and
along with un-watered wine for distinguished her groom share mead from the same cup,
guests. A vague stench, like rotting kelp, is signaling dinner to begin.
just barely discernable beneath the aroma of
good food.
Solemn-faced, Vidar announces his daughter
is prepared to make her choice. The suitors
file forward, hopeful. Unless PCs have
competed for Groa’s hand, Broddi is chosen.
The Icelander’s mother begins weeping

26
Uninvited Guests
As the wedding dinner proceeds, Vidar’s Unable to resist the temptation of so many
thralls bring out a stock of pale green wine. humans packed together, several Deep Ones
Though it has a briny taste, the stuff is very have swum into the harbor. Whenever a
potent, and guests soon grow somnolent PC leaves the hall (which they should do at
or pass out from partaking. A hired skald some point, if only to relieve themselves),
then gets up to deliver a stirring re-telling of the GM can ask for a Moderate (0) Mind
Vidar’s victory over Yngvarr and his band of check, modified by any Keen Senses boons or
raiders. Shortly thereafter, a stooped figure Alertness. On a success, a faint splashing can
in a hooded robe comes lurching into the be heard from the water below. Peering down,
hall, pursued by a huscarl. The figure has the Hero spots a spiny form climbing up the
just enough time to recite a few lines of epic anchor rope towards the deck. A Deep One!
verse in an oddly sibilant voice, before being Once sighted, the creature swiftly dives back
ushered back out again. into the water. Alternately, PCs can come
This is Eyarr the Tragic, Vidar’s cousin. across the Deep One just before it claims a
The jarl hastily apologizes for his relative’s victim, a woman leaning over the side to be
drunkenness. However, Eyarr isn’t the only violently sick. The creature will dive to safety
one crashing the wedding. once detected, as above.

THE KNARR
With no sail or oars, Vidar’s ship functions solely as a houseboat. Long as a drakkar, it
measures some 165’ in length, with a wide beam of 30’, and a freeboard of 9’. Normally,
Norse ships are ‘open,’ without a deck, but the knarr has a platform built across the top to
accommodate the longhouse. This hall is narrower than most; only 20’ wide, though it runs
nearly the length of the ship. There are four entrances through the sides, front, and rear.
Vidar’s ‘throne’ is an elevated chair at the far end of the hall, with his sleeping loft overhead.
As a precaution against fire, the hearth has steep sides, and there are buckets of sand within
easy reach. Painted shields decorate the walls, along with a sea motif of nets, barbed spears,
and ornamental anchor stones.
There is only one entrance to below deck, an iron-bound hatch at the ship’s stern. This is
guarded at all times by at least two hybrid huscarls. Vidar also keeps a small group of thralls
aboard to manage the household. These are all frightened and tight-lipped, kept silent with
threats of being sacrificed to Tsentallach or the Deep Ones; threats Vidar occasionally makes
good on.
For more information about the below deck area, see Wedding Night, pg. 29.

27
Vidar tries to quiet any alarm raised, claiming Hrolfr, Hybrid Berserk (Rival)
the Hero(s) must be drunk and imagining
things. Attempts to prove otherwise by Attributes Combat Abilities
rushing people outside meets with failure, as Strength 3 Initiative 1 Lifeblood 13
the Deep Ones have mysteriously vanished. Agility 1 Melee 3 Rival Points 5
Snickering ensues. Mind 0 Missile 0 Resolve 10
Appeal 0 Defense 0
Vidar the Bald, Hybrid Jarl (Rival)

Attributes Combat Abilities Boons/Flaws Careers


Hybrid (Deep One) Berserker 2
Strength 1 Initiative 1 Lifeblood 11
Berserkergang Sailor 1
Agility 0 Melee 2 Rival Points 5
Unsettling Huscarl 1
Mind 2 Missile 0 Resolve 12
Temper Rogue 0
Appeal 1 Defense 1 (2)

Boons/Flaws Careers Hrolfr has served Vidar as both an enforcer


Hybrid (Deep One) Jarl 3 and champion since reaching manhood. Like
Inspire Warrior 0 Vidar, some of his primal fury has cooled with
Dark Secret Sailor 1 the onset of transformation, though he can
Enemy Rogue 0 still achieve a berserkergang state.
Aside from a leather cape and mailed helm
(d6-2 protection), Hrolfr shuns armor,
Vidar, AKA ‘The Hard-Starer,’ is a Deep wearing the aforementioned pieces to hide
One hybrid nearing the time of total his transformation. Unlike most berserks, he
transformation. Though still ruthless, some long ago abandoned the traditional bearskin
of his former temperament has mellowed as a cloak, as he finds the sensation of fur against
colder, ichthyoid mentality takes over. his piscine skin utterly alien. Hrolfr favors an
If expecting trouble, Vidar dons a fine quality axe (d6+3 damage) in combat.
mail shirt (d6H-3 protection) and grabs a
shield (Defense total 2). He always carries a
sword with a scalloped motif (d6+1 damage).
Despite his personality, Vidar has genuine
affection for his daughter, huscalrs, and
pet lamprey. Everyone else is just fish food,
however.

28
WEDDING NIGHT
After dinner has drawn to a close, Vidar Vidar has naively assumed a combination of
announces it’s time for the happy new couple darkness and mead could somehow mask
to retire. By this point many of the revelers his daughter’s physical presence. Heroes will
have fallen asleep or passed out, slumped on likely not be fooled, however. Neither will
the hall’s benches. Broddi. If the Icelander was chosen as groom,
If False Groa chose a hero as groom, she leads he lets loose a bloodcurdling scream and flees
him to the hatch at the knarr’s stern, where the chamber. A jilted Groa pursues.
the hybrid guards allow them to pass. The Broddi’s scream (or shouts from any terrified
smell of rotten kelp is particularly strong PCs) can be heard above deck. Vidar tries
below deck, though not overpowering. False to pass this off with a joke (“They’re really
Groa’s sleeping chamber (area B on the knarr getting carried away down there!” or
map), has a straw bed and a single guttering something similar). If Broddi was chosen
seal-oil lamp. She demurely douses the light, as groom, Bjarn and Solvi beg Heroes to
plunging the room into darkness before intervene. Most of the other guests are too
she sneaks out of the chamber. Moments drunk to do much, even if they had the
later comes the wet slap of tentacles as the inclination.
real Groa crawls from her quarters (area C)
towards the bed, mewling in anticipation.

29
Vidar, Hrolfr, and the huscarl Toughs (1.5 x Though she swims well enough in water
PCs number, round up) fight to keep anyone (Agility 1), she can only crawl about slowly on
from going below. That said, crafty Heroes land. Her aberrant form grants her the Tough
can simply sneak out of the hall or excuse as Nails boon.
themselves, then make their way to the stern. Any show of revulsion or disgust from
Provided the two guards can be overcome humans plunges Groa into a murderous
without much noise, the hatch can then be rage. Though her tentacles constrict with
opened. tremendous strength (d3+4 damage), she
Below deck is dark, and the ceiling relatively suffers a penalty die when fighting on land
low (6’). Heroes coming down the steps notice due to her prone position.
light flickering from under a leather curtain
that screens area A. At some point they
Verses in the Dark
also run into the real Groa as she doggedly
crawls after her groom. The GM can have this The cramped space at the knarr’s stern
encounter occur immediately, or wait until serves as Eyarr’s quarters (area A). Anyone
PCs have had a chance to explore the other approaching hears the skald softly muttering
chambers, heightening tension with a gradual verse as he composes an epic. Literate, Eyarr
reveal. is writing in Younger Furthark (runic script)
on pieces of valuable paper, by the light of
a seal-oil lamp. A pacifist, he is pointedly
Groa Vidarsdottir, Aberrant Hybrid
avoiding any conflict between Groa and her
(Tough)
new husband. In fact, if disturbed he asks PCs
Attributes Combat Abilities to leave him alone so he can write in peace.
Strength 4 Attack +2 melee The sole exception to this self-absorption is
Agility 0 Damage see below meeting another Skald. In this case, he talks
Mind -1 Defense 0 shop, discussing obscure authors and the
Appeal -- Protection 1 pt. skin finer points of writing eddas, as he seldom
Lifeblood 12 Fear Rating 1 gets the opportunity. He might even go so far
as to share some of his poetry.
Groa was ‘blessed’ with partial transformation Pacifist or not, Eyarr fights in his own defense
at birth. Both her legs branch into a pair of if attacked. Like Groa, his great strength
powerful tentacles, banded black, gold, and makes him more dangerous than he might
red like a coral snake’s. Her upper torso is seem. Any PC who incurs a Calamitous
emaciated, and she already has the bulging Failure while in combat with Eyarr knocks
eyes of a full-grown Deep One. Groa can over the lamp, spilling burning oil onto his
speak haltingly, though prefers to express papers. The hybrid flies into a berserk rage
herself through hisses and physical gestures. (bonus die on attack rolls) as his work is
consumed. Worse, unless extinguished, the

30
Groa’s Chamber
flames turn into a conflagration, eventually The real Groa’s sleeping room (area C on the
burning the knarr to the waterline (see If it map) contains a large bronze cauldron filled
All Goes South, pg. 32). with fetid brine. Groa normally bathes here
during the day. At night she is sometimes
allowed out into the water, where she frolics
Eyarr the Tragic, Pacifistic Hybrid (Tough) with Tsentallach and wistfully watches
humans along the shore.
Attributes Combat Abilities
If discovered here prior to the events of
Strength 3 Attack +1 melee Wedding Night, a startled Groa will rear out
Agility -1 Damage see below of her cauldron and hiss, extending all four of
Mind 1 Defense 1 her 5’ tentacles. She can attack after spending
Appeal -- Protection 1 pt. skin a round crawling free of her bath, but suffers
Lifeblood 8 Fear Rating 1 a penalty die from fighting prone. If Groa
is killed and Vidar finds out the feasting
immediately stops; her aggrieved father
Eyarr is another aberrant hybrid born to will seek revenge in the most direct manner
Vidar’s clan. Particularly hideous, he has possible (see If It All Goes South, pg. 32).
the flat, sleek head of an albino moray eel.
However, he can neither swim properly
nor form gills, cursing him to an eternal, Transitional Room
miserable existence on land. Treat as a rank 1 Area D serves as quarters for hybrids who
Skald, with the Artistic boon and Lumbering can no longer conceal their transformation,
flaw. but must bide time before they can take to
Eyarr’s bestial appearance masks the soul the sea. Nominally this chamber is empty,
of a poet. To ease his pain, he has taken but at the GM’s option there are d3 hybrids
to composing verse, and fancies himself in advanced stages of the process. These have
something of a skald. The urge to perform the same stats as hybrid huscarls, but carry no
prompted his untimely appearance at dinner. weapons and are unarmored.
Eyarr is a pacifist who abhors violence, but If empty, this room makes a good spot to stage
will fight to defend himself (d3+3 fatigue an encounter between Groa and PCs as she
damage). If slain, he chants his own death- pursues her husband.
litany as a final act. This necessitates a Tough
(-2) Resolve Check for anyone listening, who
will realize the full extent of Eyarr’s humanity.

31
Treasure Chamber Greti, Human Decoy (Tough)
This storage area (E on the map) also serves
Attributes Combat Abilities
as strong room for Vidar’s hoard. Prominent
among the bolts of cloth, timber, rope, and Strength 0 Attack +0 melee
other valuables are two iron-bound chests. Agility 0 Damage d3
The first contains heaps of Deep One jewelry, Mind 1 Defense 2
in its usual alien configurations. The second Appeal 1 Protection 0
has more conventional torcs, rings, and Lifeblood 5
brooches carefully re-worked by Vidar’s
smith. Taken together, the gold in both chests
A distant cousin of Vidar’s, Greti has no
weighs over two thousand pounds!
Deep One taint in her bloodline. She lives in
Next to the chests lies a stone tablet wrapped perpetual fear of the jarl and longs for a more
in several layers of wool. Though broken into normal existence. Treat as a rank 2 Thrall
three pieces, the tablet is easily re-assembled with the Attractive boon.
and depicts a series of Deep One glyphs.
These can bestow one rank of Sorcerer with
appropriate study and expenditure of XP (see
the Magic chapter). Vidar procured the tablet IF IT ALL GOES SOUTH
from his Deep One masters, planning to give
At some point during the adventure, Vidar
it to Eyarr as a present.
will no longer be able to keep his alliance
False Groa (her real name is Greti) will be with the Deep Ones secret. If PCs are trying
hiding here behind a bolt of Icelandic cloth, to expose the jarl to his subjects, some type
after sneaking away from the bedchamber. of physical proof (e.g. a body, or captive
She initially refuses to speak about her of Vidar’s family), plus testimony from
involvement in Vidar’s ruse, but if promised False Groa or the household thralls will be
safety by PCs can be coaxed otherwise. necessary to spur a revolt. In this case, the
Greti’s testimony can be used to convince the GM can require a Tough (-2) Appeal check,
villagers of their jarl’s true evil (see if It All before the villagers start lighting torches and
Goes South). grabbing pitchforks. If Vidar is present to
provide his own defense, this roll becomes
Demanding (-4). The jarl reminds his subjects
of their prosperity under his rule, as well as
the successful defense of Skvallmark against
Yngvarr.

32
Deep Ones (Rabble)

Other actions may force Vidar’s hand. If the Attributes Combat Abilities
knarr burns down, or if Groa is killed, the jarl Strength 1 Attack +0 melee
pulls out all the stops. He, and any hybrids Agility -1 Damage d3
near him, tilt back their heads and loose an Mind 0 Defense 0
ululating call that seems to echo out far over Appeal -- Protection 1 pt. scales
the water. Roughly twenty minutes later, Lifeblood 4 Fear Rating 1
hordes of Deep Ones come boiling out of
the harbor, to swarm Skvallmark and drag
victims back into the sea. Quick-thinking PCs These stats are for Deep Ones appearing in
can rush villagers into the ringfort, before hordes; when encountered singly or in small
arranging a suitable defense. The GM can groups, treat as Toughs instead, with Strength
run a few combats to simulate this attack; the 2, Agility 0 (1 in water), 7 lifeblood, and a +2
Deep Ones, unequipped to mount a siege, melee attack with either d3+2 claws or a d6+2
eventually withdraw. spear. All Deep Ones have the Lumbering flaw
Vidar himself won’t stick around to face the on land and the Night Sight boon.
wrath of a mob. If the odds look bad, he
makes for open water and attempts to swim
away, while his loyal huscarls fight a delaying
CONSEQUENCES
action. The jarl’s gills have reached a point Killing or deposing Vidar creates a power
where he can remain submerged for hours. vacuum, with the jarl Saevar eventually
Finally, if Broddi is chosen as groom and claiming rulership over Skvallmark. If PCs
Heroes fail to intervene on his wedding night, displayed significant valor in the course of the
the Icelander is (eventually) cornered by Groa scenario, and/or recovered a goodly portion
and killed. People become suspicious when of Vidar’s loot, they gain Saevar’s (positive)
the new husband fails to show the next day; attention, along with a formal invitation to
Bjarn and Solvi grow hysterical. To cover up visit Reijk. This sets up the Bell of Bokrug
the incident, Vidar kills False Groa and has adventure.
the Deep Ones take both her and Broddi’s Yngvarr Red Gloves will also learn of Vidar’s
corpses far out to sea. He then claims, in downfall. Initially angered to be deprived
mock surprise, that the couple must have of vengeance, Yngvarr’s temper eventually
eloped, pointing out that a fishing boat is cools, and he will seek out Heroes as potential
conveniently missing. No one really buys ‘allies’ in the Red Glove’s Last Raid adventure.
it, but unless challenged, things eventually
Without the aid of the Deep Ones, citizens of
return to status quo at the Skvallmark.
Skvallmark will have to depend on their own
skill and luck to survive. Unfortunately, the
fishing for many seasons to come will be poor.

33
THE SKVALLMARK
Skvalldomstol
Lamprey Pool

Steadings
Seawall

Old Inuit Camp Ringfort

34
SKVALLDOMSTOL
Hatch

Longhouse
C

Lower Deck Upper Deck

35
Sample wyrd runes
In the Wyrd Sails setting, real magic comes from runes—and not the ones you’re thinking of,
either. The Wyrd Runes have their origins in pre-human history, adapted from the glyphs of
the Deep Ones and Serpent Men, the ciphers of the Elder Things, diligently transcribed by
Hyperborean sorcerers before their continent sunk beneath the Arctic Circle. They form the
basis of the ancient Aklo script, and vaguely resemble Elder Futhark runes. However, unlike the
wholesome, angular strokes of the latter, Wyrd Runes twist and branch into fourth dimensional
space. Their carven images appear to writhe, crawling with eldritch power. The sounds these
symbols represent were never intended for human vocal cords, and the guttural, wholly alien
syllables require careful practice to intone.

Bone from Bone, Sinew from Sinew (First/Second Magnitude)


This unpleasant rune rips apart the flesh of a single target, doing d6 lifeblood at First
Magnitude and 2d6 at Second. The target’s Protection value is considered 0, as the spell
tears from the inside. The caster can opt to ‘juice’ the damage on a successful Arcana Roll by
expending additional AP; every 1 AP spent over the base cost increases minimum damage by
1. So, a Sorcerer casting a First Magnitude version who pays 4 extra AP will do a minimum
of (4+1) 5 lifeblood casting this spell. The damage can’t be increased beyond the maximum
possible. Difficulty for First Magnitude is Moderate (0) and requires Line of Sight and Obvious
Technique. AP cost is 3. Difficulty for Second Magnitude is Tough (-2) and requires Resolve Loss
and Miscast. AP costs is 8.

Freezing Breath of Ginnungagap (First Magnitude)


This rune tears a jagged hole in the fabric of reality, within range of the caster’s sight. Howling,
freezing winds pour from the black breach, inflicting vacuum environmental damage (2 pts.
Normal lifeblood) per round to anyone within 10.’ Eldritch horrors inured to the rigors of space
(i.e. Elder Things, Boreal Demons, etc.) are not affected. Additionally, the noise and wind inflict
a penalty die on all actions to targets in the area. The breach cannot be moved. Difficulty is
Hard (-1) and requires Line of Sight, Obvious Technique, and Resolve Loss. Cost is 2 AP, +1 AP
per round after the first the breach is maintained.

36
career Rank
____________________________
name ____________________________
____________________________
____________________________
strength agility ____________________________
____________________________

LB cOMBAT ABILITIES
initiative
melee
Missile
mind appeal Defense

Boons / Flaws
____________________________
____________________________
Hero / arcane / faith Points ____________________________
____________________________
/ / ____________________________
____________________________

weapons damage equipment / notes


____________________________ ________________________________
____________________________ ________________________________
____________________________ ________________________________
____________________________ ________________________________
________________________________
________________________________
ARMOR / Shield Protection ________________________________
____________________________ ________________________________
____________________________ ________________________________
____________________________
____________________________ XP:
IT’S PRONOUNCED ‘KUH-THULE-loo’
It’s 954 A.D. Rumblings beneath the waves heave up sections of sea floor,
along with colonies of Deep Ones — and worse. But these eldritch horrors
might have surfaced in the wrong spot. Because their neighbors aren’t the
usual breed of Lovecraftian investigators. They’re Norse. And they smell
gold!

A heroic horror setting for the Everywhen RPG system.


Coming soon!

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