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OLD NORSE OLD SCHOOL ROLEPLAYING

House Rules for Swords & Wizardry

Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. I am
not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.

Creating a Character

Roll 3d6 six times and assign the resulting values, in the order in which they are rolled, to the six
Attributes described in the Swords & Wizardry Complete Rulebook. Then roll 3d6 three more
times. These are the Norns Urthr (the highest value), Verthandi (the middle value), and Skuld
(the lowest value). These values must replace the values of any three of the six Attributes
already recorded. The values that get replaced are chosen by the player, but no one Attribute
may be replaced more than once, and all of the Norn values must be used, even if doing so
means replacing a higher value with a lower one -- that’s Fate for you!

See the Swords & Wizardry Complete Rulebook for explanations of what these Attribute
values mean.

Class

In Old Norse Old School Roleplaying every player character is a Fighter. Hold on, there’s more
to it than that, but, for now, consult the Swords & Wizardry Complete Rulebook for what that
means in terms of abilities and level advancement. Okay, now here’s a little more, but it won’t be
all of it. Every character also has all Thieving Skills in the usual level progression excepting
“Delicate Tasks and Traps,” “Open Locks” and “Backstab” (which they cannot have without the
Aspect of Loki, described below).

Aspect

Next comes something new. Dependent on the resulting Attribute scores, the player chooses
one single Aspect from the following list. If the player has a Wisdom value of 15+ (and with
Referee approval), the player may choose yet a second Aspect (as long as the character
Attributes meet the prerequisite). There are nine Aspects, all corresponding to some Old
Norse deity. They are as follows.

Baldr (Charisma 13+)


The aspect of Baldr grants to the character incredible good looks magnetism. This character is
good at charming and seducing people, and most people want to follow this person. This
character has a 1 in 6 chance of making any encounter reasonably friendly towards the
party. At the very least, within reason, this character has a chance to reduce the attitude of
hostile parties one step into the party’s favor, and the antagonistic parties only will attack this
character in extreme and unusual circumstances.

Bragi (Intelligence and Charisma 13+)


Bragi is the god of poetry, and characters with this aspect make good skalds and speakers.
They have the ability to use Galdr and/or Runes, and may use their Urthr points (see below) to
power these kinds of magic. In addition to these abilities, characters with the aspect of Bragi
have a 1 in 6 chance of lulling an audience (the actual number can be determined by the
Referee), through story and poetry, into an enchantment.

Frey (Wisdom 13+)


Frey makes his home in Alfheim and is considered King of the Alfar. Anyone with the aspect of
Frey has a 1 in 6 chance of befriending any alf-kind the party meets and has +2 vs. Saves
vs. magic emanating from alfar. At Referee discretion, these characters also might have
some ability with one form of magic.

Heimdall (Wisdom 13+)


Characters with the aspect of Heimdall are naturally alert and observant. This gives them the
Ranger qualities of Outdoor Tracking, Underground and City Tracking, and Alertness (see
Swords & Wizardry Complete Rulebook).

Loki (Dexterity and Intelligence 13+)


No need to explain more, right? However, despite all of Loki’s many talents, characters cannot
hope to come anywhere close to the abilities of the god himself. Characters with the aspect of
Loki pick up the remaining Thieving Skills Delicate Tasks and Traps, Open Locks, the
shared Assassin and Thief ability to Backstab, and the Assassin quality of Poison use.
See Swords & Wizardry Complete Rulebook for explanations of these. Characters who want
to make use of Loki’s Aspect cannot wear armor heavier than Leather.

Whenever a character with the Aspect of Loki gains level, the player can elect to forego
the additional Urthr point in exchange for ascension of one level on the Thieving Skills
track.

Odin/Frigg (see description below)


Odin is the One-Eyed Man! Characters with this aspect have some choices: either characters
can kick-ass as Shield-biters for Odin, taking on animal aspects as bear-ragers, wolf-ragers,
or boar-ragers, or they practice one or more of Odin’s “quieter” gifts of Seidr magic, Galdr
and/or Runes. It has to be one or the other: kick-assery or magic, there is no middle. Here’s
how it works:

Shield-biter (Strength, Constitution and Wisdom 13+) If the player chooses to kick ass, then
she is a Shield-biter, and the character must decide if she channels the power of a bear, wolf or
boar. Here’s why the choices matter: Bearskin (favored weapon, usually axe - +1 damage;
damage reduction 1), Wolfskin (favored weapon, usually spear - +1 damage; wolf howl
automatically results in a free surprise attack once per battle), Boarskin (favored weapon,
usually hammer - +1 damage; with any strike opponent must Save or be knocked prone).

Any Shield-biter spending an Urthr point (see below) must go into a Rage. This means that the
character must spend at least 1 Urthr point every round (usually to add #d10 to an attack roll).
Unlike other characters, the Shield-biter can use more than one Urthr point on a single roll, but
always must use at least one every round. While Raging, Shield-biters cannot do anything but
fight and are immune to all mind-affecting spells and effects. Shield-biters only can break a
Rage with a successful Saving Throw negatively modified by all Urthr points spent. If all
enemies are slain or down and a Shield-biter fails to end her rage, there is a # of Urthr points
spent in 6 chance that the Shield-biter will attack a friendly companion. If this does not occur,
the Shield-biter successfully escapes his Rage.

Unlike other Aspects, when a Shield-biter is reduced to 0 Urthr, he is Exhausted, able to do little
more than move and defend (with penalties), for 1d4 Rounds.

While in a Rage, a Shield-biter cannot die until the natural end of her Rage, at which point, if
she is below 0 hp, she will die in 1d4 Rounds.

To Rage, a Shield-biter cannot be wearing armor heavier (better) than Leather, as armor
that does not come from natural skins interferes with the Shield-biter’s powers. Wearing
armor heavier than Leather, moreover, interferes with the Shield-biter’s ability to use
Urthr at all.

Spell-user (any 2 of Intelligence, Wisdom, Charisma 13+) Now, for those more magically
inclined, the mysteries of Seidr, Galdr and/or Runes are available. Spells (and those with the
aspect of Odin are not limited by kind) may be cast by expending 1 Urthr point. To successfully
cast a spell, however, magic-users must make a spell check by rolling under their relevant
Attribute (Wis for Seidr, Cha for Galdr, Int for Runes) with #d6 according to spell level. One d6
may be removed for each time increment the character takes to cast it (Round, Turn, Hour, Day,
etc.). As an optional rule, the amount by which the Ability check succeeds may result in effect or
duration of spell. More on this is explained in Spells below.

Njord (Wisdom 13+)


Characters with the aspect of Njord are good on the sea. They might be considered Rangers of
the water. In general, the chance of getting lost at sea is halved (5%) and all probabilities
for naval encounters are increased in the party’s favor by 1. At Referee discretion, the
character even may be able to negotiate or interact with the more interesting denizens of the
deep.

Thor (Strength and Constitution 13+)


This will be a favorite. Characters with the aspect of Thor are particularly adept at giving
damage. These characters add their level to damage resulting from every successful hit.
However, the use of this ability requires the expense of an Urthr point. Moreover, unless
the weapon is special in some way (dvergr-made, perhaps), using this ability requires a weapon
Save or the weapon breaks.

Tyr (Intelligence and Wisdom 13+)


Tyr is the law-giver, the reasoned man, the hero of resolve. Any character with the aspect of Tyr
has a 1 in 6 chance of settling any dispute (“non-violently” is what is meant here) and
enjoys a +2 on all Saving Throws related to Mind and Body affects (not necessarily
Reflexes).

Race

For the most part, there is only one available Race in ONOSR: Human! However, it is known
that other kinds of people live in Midgard and in the rest of the Nine Worlds, so variations do
occur. To play these races as PCs, though, Ability prerequisites are required.

Half-Alf (Intelligence and Wisdom and Charisma 13+)


Sometimes members of the alfar fall in love with the mortal kind -- probably for that reason
precisely: their temporality. Half-Alfar have a 3 in 6 chance to find secret doors while searching
and enjoy Darkvision 60’. They also may practice any magic (follow the magic by level
progression) without the usual prerequisites. They get the Non-Human Thief Bonuses of an Elf
in the Swords & Wizardry Complete Rulebook.

Half-Dvergr (Strength and Constitution and Intelligence 13+)


For the most part, dvergr are their own, highly-magical race, but it might be that an affair
happens, once in awhile, between Man and Dvergr. Half-Dvergr characters enjoy a +2 Save vs.
any magic, have Darkvision 60’, have a 3 in 6 chance to notice secret doors and traps in
stonework (1 in 6 without searching). Half-Dvergr characters may practice any magic (follow the
magic by level progression described below) without the usual prerequisites. They also get the
Non-Human Thief Bonuses of a Dwarf in the Swords & Wizardry Complete Rulebook.

Half-Aesir, Half-Giant (Strength and Constitution and Wisdom 13+)


It happens, on occasion, that a god or a Giant finds a member of the mortal race comely and
takes that person, willingly or not, to bed. Their offspring feel forever apart from their human
clan, though they enjoy Darkvision 60’, +2 Save vs. any magic, and may practice any magic
without the usual prerequisite. They also get 1 DR.

Hill-Folk (Dexterity and Wisdom or Charisma 13+)


A relative to the Dvergr -- or maybe the Alfar? -- the Hill-folk (haug-folk) live secretly in mounds
and tend to their herds of domesticated reindeer. Their women often are quite beautiful and like
to seduce men, though they sometimes are found out by their animal tail -- be it bushy like that
of a fox or tufted at the end like that of a cow. They have +4 on Saving Throws vs. magic enjoy
+1 to attacking with missile weapons. They get to practice any magic without the usual
prerequisite. They get the Non-Human Thief Bonuses of a Halfling in the Swords & Wizardry
Complete Rulebook.

Alignment

The alignment system that Poul Anderson introduced in Three Hearts and Three Lions (Law,
Neutrality, Chaos) falls neatly into the ethos of ONOSR. In ONOSR, PCs usually are Lawful or
Neutral, because they usually are respectful or appreciative of Odin, who fights eternally against
Chaos taking the form of many monsters arising out of entropy.

House Rules and New Rules

Critical Hits, Fumbles and Shield Breaks and Bashes

A natural 20 is an automatic hit and +1 damage; however, the weapon must make a Save or be
broken (-2 to hit and half damage). Moreover, before rolling the Save and weapon damage, the
player can elect to automatically break the weapon in exchange for double damage against
target.

A natural 1 is an automatic miss. Based on circumstances, the weapon must make a Save or be
broken for the above penalties.

Any character using a shield may elect to sunder the shield to avoid all damage from a single
blow. The shield then is useless for defense. The Referee will limit how many shields a
character may carry at any one time (probably 2 at most).

Any character fighting with a weapon and shield may choose the AC bonus from the shield for
one round to bash his opponent (in effect, +1 to hit and damage but -1 to AC till start of next
action).

Missile Attacks

When firing into melee, if target is missed, 50% chance of striking ally.

Attribute Checks (use only when absolutely necessary and for Spells)

Simple - 1d6 under Ability, Easy - 2d6 under Ability, Moderate - 3d6 under Ability, Difficult - 4d6
under Ability, Extremely Difficult - 5d6 under Ability, and so on…

Urthr
All PCs have Urthr points equal to their level + Con bonus and Wis bonus (15+ in either stat
grants +1 Urthr). Urthr points are regained through rest. Usually a character has to rest all night
long, uninterrupted, as in the way a magic-user in a traditional game regains spells, to regain all
of her Urthr points. At the discretion of a Referee, interrupted or short rest could result in a
reasonable portion of the Urthr points being regained.

An Urthr point’s most basic function is, when spent, to add a sum of 1d10 to a single 1d20 roll.
Shield-biters and spell-users need it to power their abilities. Spell-users can use Urthr points to
reduce, per point expended, a single d6 from the dice rolled for the Attribute check.

Another use of Urthr points are as additional hit points, each Urthr point spent in this way
equaling 1 hit point. At the discretion of the Referee, players may be allowed to spend one Urthr
point to inflict full damage with one successful hit (but automatically break the weapon) and/or
reroll one die roll (usually Attacks, Saves, and Ability Checks -- not damage). These optional
rules are not recommended for any Referee who wants to run a regularly lethal OSR game, but
they are recommended for Referees who want to run a heroic game.

Session Runes (Optional)

Another way to make the game heroic is to award to each player, at the beginning of a single
session, a single Rune from a dice bag (if you possess actual runestones) or roll on 1d6 on the
following chart for a random result. Players may use these runes, during that session, and enjoy
the effects described with the rune. As a third option, any magic-users in the party with the Read
Runes spell might cast it and choose the Runes for the party per every two points of success. A
consequence should be made for failure, however -- perhaps curse the Runes with opposite
effects. Referees and players are encouraged to contact me with any ideas for additional Runes
and their effects at towerofthevalkyrie.com.

Table 1: Session Runes (FUTHARK)


Roll Rune Effect

1 Fehu Automatically double the


amount of a single treasure

2 Uruz Automatically succeed at a


failed Save related to
sickness and health or gain
1d4 temporary hit points

3 Thurisaz Automatically do full damage


with one successful strike

4 Ansuz Automatically succeed to the


best of your ability on a single
Spell Check or Save vs. a
spell directed at you

5 Raido Automatically succeed at a


failed Save related to
movement or double travel
speed for a single journey

6 Kenaz Divine the answer to some


secret, riddle or puzzle or
automatically succeed at
some difficult task

Spells

Magic in ONOSR comes in three forms: Seidr, Galdr and Runes. I have read that Seidr is
considered “woman’s magic,” that men who practiced it were looked down upon, but that Odin
himself was highly skilled in it, having learned it from his wife Frigg (whom I take to be a
personification of Midgard itself). Of course, we’re not concerned about gender roles ourselves,
so players running male characters are free to practice Seidr without reproach, if they want.
Another type of magic is called Galdr, which I have taken to be loosely aligned with what we
would consider the Bardic or Skaldic talents -- songs and charms, inspirations and seductions.
And then of course there are the Runes themselves, all sorts of runes, the 24 (or 25, if you
include the Void rune) of the extended futhark that we know. They of course were forged into
weapons, carved in lintels, worn as charms, and read as means of divination. In “reality,” all
three types of magic, I suspect, weren’t all that mutually exclusive from one another, but for
gaming purposes it’s fun to codify and mechanize these approaches.

From the Swords & Wizardry Complete Rulebook I have selected spells that make the most
sense for a game interested in emulating the Norse ethos (essentially, Seidr magic is Druid
magic and Galdr magic is Magic-User magic), and I have organized them into two spell lists. For
Runes, I had to make up something entirely different. I also have made up a spell or two,
inspired from my reading of Norse literature, which are identified in the lists with the letters NS
and described in the section titled New Spells. Runes are given its own unique section.

The spell lists here are not meant to suggest that the unincluded spells have no place in an
ONOSR game. Quite the contrary! The spells here are intended to be the spells that are
available to player characters. It is quite likely that the interesting array of alfar, dvergr,
monsters, giants and trolls in the Norse milieu will have spells and abilities far beyond those of
the player characters. The Referee therefore should make ample use of the spell lists for
inspiration and to empower her monsters and adversaries. An example might suffice here: I
myself am quite attracted to the notion that, in an ONOSR game, player characters and most
“normal” people should not have the ability to enchant items with magical qualities. Indeed, the
Old Norse literature seems to suggest that only the dwarves (what I am calling dvergr) had this
ability. So dvergr smiths then would have access to the Enchant Item spell, whereas player
characters would not. For that matter, on the topic of magic items, real, permanent magic items
should be relatively rare. Magic swords do exist, but most notable swords are just really good
swords with really evocative names.

How Magic Works in ONOSR

As has already been explained, characters skilled in a form of magic use an Urthr point to power
a spell and then must make a relevant Attribute check to successfully cast that spell. As has
been explained, Seidr uses the Wis Attribute, Galdr the Cha Attribute, and Runes the Int
Attribute. Now the difficulty to cast the spell is determined by the spell level: a 1st-level spell
requires a roll of 1d6 under the Attribute, a 2nd-level a roll of 2d6, etc. Now, some spells are at
really high levels, but these spells, technically, are not unreachable for three reasons. 1.
Spell-users also modify the Attribute check by their character level + relevant Attribute modifier
(15+ = -1). So a level 3 character casting a level 2 spell would roll 2d6 and subtract from that
value 3 for her caster level (and another 1 if her Attribute score is high enough) to get under her
Attribute value. 2. As explained in the section on Urthr, spell-users can spend Urthr points to
reduce the dice needed to roll under the Attribute. 3. Spell-users can use extra time to decrease
the dice needed to roll by one d6 per time increment. In other words, it is assumed that most
spells in the Swords & Wizardry Complete Rulebook take one round to cast (unless stated
otherwise in the spell description, which I believe is never). If the caster instead takes 1 Turn to
cast the spell, the dice rolled for success is reduced by 1d6. If the caster takes 1 Hour to cast,
another die is removed, and etc. Of course, if a caster has an entire week in which to cast a
spell, the spell is automatically cast. In fact, a number of forces can be brought to bear to make
the casting of certain spells essentially “automatic” by reducing to 0 the dice being rolled on the
Attribute. This rule probably will not work so well with spells whose duration are “immediate.”

As an optional rule, for every two points (round down) by which the caster succeeds at her spell
can determine the duration or area of effect of the spell. Some interpretation might be requisite
on the Referee here, but, at base, the Referee should be able to calculate the number of the
success range by the average time or range increment associated with the spell. For example,
someone practicing Seidr casting hold person who rolls 8 points under his attribute might have a
range of 540’ (180 x 3) and a duration of 27 turns (9 x 3). Certainly other forms of calculation
can be explored. This certainly won’t work with every spell, and this optional rule only is a way
to reward players for significant successes. As a final consideration, the Referee might rule that
this modifier can be applied either to Range or Duration of spell.

For Referees desiring a particularly low-magic game, in addition to the rules detailed above,
during casting PCs might be required to spend as many Urthr points as the spell level. This
would emulate a campaign in which the use of magic is particularly strenuous and the working
of powerful magics exhausting to the spell-caster.
Learning Spells

Spellcasters start play knowing one 1st-level spell and another if they have a bonus in the
relevant spellcasting Attribute. After this, spell knowledge mostly is up to the Referee. The only
advice here is that, in ONOSR, which is meant to emulate an Old Norse atmosphere, magic is
supposed to be rare and enigmatic. The most obvious way to learn magic -- be it Seidr, Galdr or
Runes -- is to find someone who is practiced in the knowledge and learn from that person.
Since, in an Old Norse milieu, written language (as moderns understand it) is rare, and
spellbooks are unused, a spellcaster wishing to learn more spells is going to have to roleplay. If
the Referee has a player clearly interested in spellcasting, the Referee is encouraged to provide
many reasonable opportunities for spell research. In general, a spellcaster might be able to
master a new spell with every level gained and spells above first with great time and labor and
special circumstances.

Referees who want just a little more magic in their ONOSR campaigns might consider allowing
PCs to understand and know spells (whatever the circumstances) according to the Number of
Spells (by level) charts for Druids (for Seidr magic) and Magic-User (for Galdr magic). The
nature of Galdr itself feels particularly suited to a sorcerer-style innate power and potential that
might justify gaining spells without a teacher.

Table 2: Spell Lists


Seidr Spells Galdr Spells

Level 1 Level 1
Detect Magic Charm Person
Detect Snares and Pits Detect Magic
Locate Animals Hold Portal
Predict Weather Protection from Evil
Protection from Evil Read Languages
Shield
Sleep

Level 2 Level 2
Cast Runes (NS) Detect Evil
Cure Light Wounds Detect Invisibility
Bless Knock
Heat Metal Locate Object
Hold Person Pyrotechnics
Locate Plants Strength
Obscuring Mist Wizard Lock
Produce Flame
Snake Charm
Speak with Animals
Warp Wood
Level 3 Level 3
Cure Disease Clairaudience
Hold Animal Clairvoyance
Locate Object Darkvision
Neutralize Poison Dispel Magic
Plant Growth Explosive Runes
Prayer Haste
Protection from Fire Hold Person
Pyrotechnics Protection from Evil, 10’
Remove Curse Protection from Normal Missiles
Speak with the Dead Monster (Animal) Summoning I*
Slow
Suggestion

Level 4 Level 4
Animal Summoning I Charm Monster
Control Temperature Confusion
Cure Serious Wounds Fear
Dispel Magic Ice Storm
Insect Plague Monster Summoning II
Plant Doorway Odin’s Spear (NS)
Produce Fire Plant Growth
Protection from Evil, 10’ Remove Curse
Protection from Lightning Wall of Fire
Speak with Plants Wall of Ice

Level 5 Level 5
Animal Summoning II Animate Dead
Commune/Commune with Nature Contact other Plane
Control Winds Ground Thrust (NS)
Dispel Evil Hold Monster
Hold Plant Monster Summoning III
Quest Transmute Rock to Mud
Transmute Rock to Mud Wall of Iron
Twig Belly (NS) Wall of Stone
Sticks to Snakes
Wall of Fire

Level 6 Level 6
Animal Summoning III Anti-Magic Shell
Anti-Animal Ward Control Weather
Find the Path Death Spell
Finger of Death Legend Lore
Lower Water Lower Water
Move Earth Monster Summoning IV
Speak with Monsters Move Earth
Weather Summoning Part Water
Repulsion

Level 7 Level 7
Confusion Charm Plants
Control Weather Monster Summoning V
Creeping Doom Power Word, Stun
Earthquake
Part Water Level 8
Restoration Mass Charm
Transmute Metal to Wood Monster Summoning VI
Power Word, Blind

Level 9
Monster Summoning VII
Power Word, Kill
Shape Change
*not all the Monsters (or Animals) in the Monster Summoning spell may be appropriate for the
Referee’s Old Norse campaign; some monsters may need to be reskinned as necessary. This
spell is chosen to emulate, from the Havamal, Odin’s Rune for summoning Help.

New Spells

Cast Runes
Spell Level: Seidr 2
Range: N/A
Duration: 1 Turn
The caster reads the runes in whatever manner she uses, usually by scattering them on a
surface or drawing them, in some arrangement, out of a bag. If successful, the spell grants to
the caster an appropriate number of clues or answers to questions she has about a single
specific situation.

Ground Thrust
Spell Level: Galdr 5
Range: Caster
Duration: 1 hour
In the midst of a battle, at a word that caster is thrust head down into the ground, the soles of
his feet a scant inch from the surface. This does not harm the caster in any way, but instead he
is cosily protected from the battle above (though astute characters might discover and mutilate
the soles of his feet). While the spell functions, the caster is immune to suffocation. When the
spell expires, the caster appears again, upright, anywhere within ten feet of where he was. It is
up to the Referee if this spell can be cast outside of combat.

Odin’s Spear
Spell Level: Galdr 4
Range: One opposing army (must be divided into units with a commander)
Duration: For the entirety of a single battle
Just before the clash of a battle, either before or during the missile phase, the caster throws a
spear over the heads of an opposing army, claiming the victory for Odin. The opposing force
suffers -4 to attacks as if it fights on poor terrain.

If ONOSR’s Simplified Mass Combat rules are being used, the side that uses this spell gets +1
to its d6 roll.

Twig Belly
Spell Level: Seidr 5
Range: Close/Touch
On the night before an impending battle, the recipient of the spell dreams that a witch or some
other spellcaster, often in the form of an animal (a hamr), comes to him and replaces his guts
with twigs and bracken. If he dies in battle the next day, he instead will regain negative hit points
at 1 and hour until he stabilizes, though unconscious, at 0 hp. During this period the subject
dreams that the spellcaster returns and replaces the twigs with the removed entrails.

Runes

The use of Rune magic is quite different from Seidr and Galdr. To use Runes, the player must
decide on the effect she wants to create, how much of an area or influence she wants the Rune
to affect, and how long she wants the effect to last. Runes cannot be cast simultaneously: they
always are prepared beforehand, and it should be assumed that the player character has plenty
of time in which to inscribe the runes on a relevant substance and to stain them with her blood.
The power and effect of Runes are almost limitless, bounded only by the number of Runes the
character knows and how many Urthr points she is able to spend at once.

The casting of Runes requires a lot of cooperation between the player and the Referee. In most
cases Runes are cut into symbolic types of wood (ash, oak, birch) or carved in stone or bone.
After being cut, they must be touched with the blood of the caster for the magic to have any
effect. Casting Runes takes at least 1 Turn per Rune used in the casting, sometimes (depending
on the effect desired and the determination of the Referee) much longer. Next, the caster
decides how long she wants the power of the Rune to remain in effect, usually for 1 Turn (1d6),
1 Hour (2d6), 1 Day (3d6), 1 Week (4d6), up to 1 Year (5d6). Times later than this are up to the
Referee.

So, to cast a Rune, the player assembles 1d6 for every Rune being used and the number of
dice associated with the duration that the player desires. For an example, say the caster wants
to cut a simple charm that will bring riches to the user. To make this charm, the caster decides to
use Fehu (riches, prosperity, success) with the intent of getting extra treasure that day. The
player and the Referee confer and reasonably decide that the player will use Fehu (1d6) to gain
+10% treasure on all loot that day (3d6), so the caster rolls, total, 4d6 under his Int (don’t forget
to subtract character level and Attribute bonus from the roll).

In most cases, only “one” Rune can be in effect on a character at any one time. Therefore,
for any desired effect that should require more than one Rune (+1 to attack rolls and damage,
for instance), Bindrunes must be employed.

Spells that use more than one Rune are called Bindrunes and work with poetic associations
between the Runes. For an example, say that a character wants to ensure safe passage of a
longship over sea. Any number of Runes -- even a single Rune -- could bring a bonus or aid this
endeavor, but the player decides to make a Bindrune composed of Raido (voyage, travel,
mobility), Ehwaz (Frey’s horse -- in this case the longship becomes a kenning “horse of the
sea”), and Laugr (water). The player wants this very powerful Rune to last for 1 Day, so
assembles 3d6 for each of the Runes used and 3d6 for the duration of a full day and rolls a total
of 6d6 under Int.

Learning Runes

Runes for first-level casters are much like the initial spell list for Magic-Users. In other words,
use the character's Int to determine the percentage and Min/Max of Runes known out of the first
eight. For convenience, each of these three groups of eight runes will be referred to by the
name of the first Rune in each group: Fehu, Hagalaz and Tiwaz. Each time a caster gains a
level, the player should again roll for each Fehu Rune to see if she has mastered it. As with the
other spells in this game, Runes from the other lists will need to be learned or discovered
through roleplay.

The 25th Rune, Ginnungagap or the Void Rune, is particularly potent and malicious. Only the
most powerful beings and Rune casters have access to this Rune, and it should be used only at
great personal cost to the caster.

The descriptions of the following Runes can be reversed. Two Runes, Nauthr and Ginnungagap,
always are negative, and these are identified with a (-). Suggestions for how individual Runes in
Fehu might be used are given in brackets.

Fehu - Riches, prosperity, social success. [+10% on treasure finds]


Uruz - Vitality, health, energy; linked to Constitution. [+1 or more temporary hit points or bonuses
to Saves linked to Con]
Thurisaz - Giants, power, destruction. [+1 or more to attack rolls or damage]
Ansuz - Odin’s rune, magic power. [Bonuses to spell checks or Saves vs. Magic]
Raido - Voyage, travel, mobility. [Increased speed]
Kenaz - Flame, light. [Simple fire starting or emulation of the traditional Light spell]
Gebo - Gift, sacrifice, spiritual power. [+1 or more to Saves associated with Will or anything
associated with the gods]
Wunjo - Happiness. [A beneficial ingredient in charms or attempts at persuasion]

Hagalaz - Power of nature and natural catastrophes; associated with Landvaettir (earth spirits)
Nauthiz - Poverty, suffering, torment (-)
Isa - Ice
Jera - Good harvest, bounty
Iwaz - The World Tree
Perthro - Secrets, divination, femininity; associated with Seidr
Algiz - Protection from traps and curses.
Sowilo - the Sun

Tiwaz - Law, associated with Tyr


Berkano - Marriage, fertility and childbirth
Ehwaz - Frey’s horse
Mannaz - The human race and community
Laguz - Water
Ingwaz - Near family and kin
Dagaz - Day
Othala - Inheritance or required wealth, wealthy family.

Ginnungagap - The Void Rune, Entropy, Chaos, Death and Destruction (-)

Monsters

The Referee should make recourse to the Monster lists in Swords & Wizardry Complete and
other resources. Since the Referee is running ONOSR and not some other traditional fantasy
game, it is assumed that the Referee will carefully select or “reskin” creatures to emulate beings
that feel appropriate in an Old Norse milieu. The Vikings supplement for AD&D 2nd Ed does a
great job of describing atmospheric nuances and explaining how traditional fantasy monsters
can be adapted for an Old Norse campaign.

Treasure

Currency

ONOSR does not use the familiar “gold standard” (and platinum and copper, etc.) found in most
fantasy roleplaying games but instead adopts “silver” as its standard. More accurately, in
ONOSR, any chunk of precious metal may be used as currency, but there is no standard weight
or kind, nor is minting a common process. This is not to say that there will not occasionally be
minted coins in a treasure hoard or in the possession of PCs and NPCs, but that most “silver
pieces” simply are bits of metal “hacked” away from larger pieces of loot. There also is a custom
for kings and jarls and other members of the social structure to wear their wealth in the form of
arm rings. Whenever money needs to be shared, a piece of this ring might be prized away with
a knife and given away in payment or in recognition of heroic deeds. Kenneth Spencer in Frog
God Games’s excellent Northlands Saga describes this process, and like Spencer, I use the
term hacksilver (hs) as the sole base for my monetary system. It’s easiest to approximate a
piece of hacksilver as a gold piece and estimate all other prices accordingly. It’s also easiest to
approximate a piece of hacksilver as a gold piece for purposes of XP and level advancement.

Magic Items

In a traditional Old Norse campaign, magic items should be rare. That is not to say that there
are not +1 Swords (Referee discretion as to whether these items can “hit” creatures immune to
normal weapons) and other weapons and armor, but that these items should be the result of
excellent craftsmanship and not (necessarily) magical ability. Moreover, every powerful item --
even mundane items -- should have a name and interesting provenance. A chart for generating
naming inspiration is provided in Appendix B.

When strictly magical items do appear, in general they should be the work of dvergr or (as is the
case in Beowulf) Giants. Again, these items should be very rare and have an incredibly detailed
provenance. If the Referee uses the Treasure charts at the back of Swords & Wizardry
Complete, the Referee might be assured that these items will be kept within reasonable
scarcities. Potions and Scrolls, however, might be more common, though Scrolls generally
should be Runic incantations inscribed on bits of wood or birchbark, not the rolls of parchment
and bound spellbooks that are common in most traditional fantasy games.

Appendix A

The following chart simply gives inspiration to the Referee for generating interesting abilities
with interesting monsters or allies that the PCs might meet. If the Referee ever feels like an
encounter needs a more interesting twist, she might roll on the following tables. First she rolls
1d3, which corresponds to one of the three following tables. Then she rolls 1d8 to come up with
an inspirational power or trait. However, if on the first roll the Referee rolls a 6, she should roll
1d6 again. If she gets another 6, she has rolled Ginnungagap! Otherwise she has rolled “Tiwaz.”

Table 3: Runic Powers

Fehu (1-2)
1. Fehu - the creature can procure wealth or knows where treasures are hid
2. Uruz - the creature has impossible strength
3. Thurisaz - the creature is or can grow to giant size
4. Ansuz - the creature is a powerful magician; may have three or more runic powers
5. Raido - the creature is quick/the creature may have a binding charm
6. Kenaz - the creature has powerful gear or is a potent manipulator of the natural world
7. Gebo - the creature is offspring of or beloved of some god
8. Wunjo - the creature has the ability to give blessings or grant wishes
Hagall (3-4)
1. Hagalaz - the creature has powerful and violent control over the natural world
2. Nauthiz - the creature can incite sharp hunger or overall pain in its targets
3. Isa - the creature exudes cold and might possess ice powers
4. Jera - the creature has control over flora and perhaps fauna
5. Iwaz - the creature can teleport or shift dimensions
6. Perthro - the creature can read minds or tell the future
7. Algiz - the creature is protected and can protect others from opposing energies
8. Sowilo - the creature can inspire itself and others to victory

Tiwaz (5-6)
1. Tiwaz - the creature is powerful at suggestion and persuasion
2. Berkano - the creature can replicate itself or summon others of its kind
3. Ehwaz - the creature is or has a powerful or magical mount
4. Mannaz - the creature can disguise itself as human
5. Laguz - the creature has power over water and/or the ability to weave illusions and
invade someone's dreams
6. Ingwaz - the creature belongs to a powerful and connected family or organization
7. Dagaz - the creature has power over flame, the sun, or might just shine with a dazzling
light
8. Othala - the creature is charming and seductive

The Void Rune (6 + 6)


● Ginnungagap - the creature can cast a crippling curse or even kill outright!

Appendix B

Table 4: Weapon Name Generator


Most everything in an ONOSR campaign should have names -- that is the Old Norse way --
particularly weapons! The following table is given for inspiration.

Roll d100 any number of times (usually 2 or 3) and for inspiration try out possible combinations
from any of the three columns.

1 foe bane eagle

2 leg bright claw

3 head dark fang

4 arm hot sail


5 shield cold candle

6 iron stern gem

7 bone hammer amber

8 blood piercer gold

9 heart slasher rune

10 gut biter spell

11 foot victory curse

12 death avenger fey (doom)

13 life hard foam

14 stone grip branch

15 armor smasher torch

16 helm splitter willow

17 tree cleaver whip

18 friend breaker tooth

19 alf maker (smith) shard

20 dverg wound file

21 thurs (giant) fester brick

22 mind killer straw

23 cloud sharp breach

24 mountain/hill (fell) broad horn

25 wind gift cup

26 mere blaze/ember drip

27 sea thruster brew

28 river kitten mead

29 mound/barrow long ale


30 gully leaf cream/milk

31 troll/monster viper woman/wife

32 kin bringer honey

33 wolf large sand

34 raven pruner tinder

35 orm (worm) burner flint

36 bear crash steel

37 boar scraper thief

38 battle/war guard (ward) coal

39 white watcher dust

40 grave finder/seeker web

41 shame hungry fan

42 peace scather cliff

43 man/son fallen seed

44 rage haft apple

45 craven glancer prow

46 traitor trust stern

47 shin prober oar

48 hag sound rudder

49 black raider (reaver) widow

50 fir/pine weeper kiss

51 oak thresher love

52 lightning weaver hate

53 thunder rower terror/fright

54 ash/elm ski balm


55 moon glider touch

56 sun swimmer soot/clinker

57 star diver daughter

58 meteor spinner healer

59 land leaper levy

60 plume/spume flier pick

61 gray spatter sword/brand

62 rime striker spear

63 hoar sailor knife

64 ring trader pin/needle

65 treasure/wealth ringer axe

66 silver blower digger

67 pearl drummer arrow

68 wave shriek bleeder

69 ship courage sap

70 hall honor thread

71 beach/strand quake hair

72 bay mane shell

73 sky scatter tendon

74 day rout liar

75 night chaser wood/stock (skog)

76 morning catcher wrinkle

77 evening runner lash

78 hero wrestler song

79 winter flayer saga


80 summer stealthy kettle

81 whale shaker feather

82 spring bold anchor

83 autumn proud net

84 rain defender thimble/spindle

85 gale protector clay

86 storm father lump

87 blow mother goat

88 seal ox (aurochs) bleat

89 skin law nest

90 eye hound berg

91 nose sniffer pack

92 ear tracker sleigh

93 finger worth rein/leash

94 toe sparker horse

95 anvil answer back

96 water/drink hindrance/trap neck

97 hearth chewer/eater wrist

98 roof mark knuckle

99 wall scar nail

100 gate stitcher scale

Appendix C

Other Resources
The author of this work has consulted many other roleplaying games and supplements before
crafting ONOSR. The following is a list of what the author recommends most for inspiration and
modification of this game. The author of course hasn’t read everything out there, so this list
should be taken as a beginning point only. This list certainly will be modified as the author reads
more. Moreover, many of these works have been reviewed by the author at Blackgate.com.

Roleplaying Games

Yggdrasill
In my view, this is the masterwork of rpgs seeking to emulate an “authentic” Old Norse milieu. In
fact, if it weren't for a difficulty I faced in adapting the system for “high level” play, I never would
have designed ONOSR at all and merrily would be running this game for all time. As a setting
resource it and all of its supplements are highly recommended. Each release contains part of an
“official campaign” that is a great read even if the GM has no interest in using it for her own
game.

Vikings (AD&D)
This is listed for the sake of continuity in the discourse and because of its direct relevance to the
core rules set of which ONOSR makes use. I have made the most use of its discussion of
classic Monsters adapted and “reskinned” for a particular Norse milieu.

Fate of the Norns


X must be recognized as a pioneer in this sort of thing. FotR is innovative for both its runic game
system and its setting. The game is set in sunless ice age directly following Ragnarok and
seems to anticipate the worldbuilding encountered in Simonson’s Ragnarok (below) and Bunn’s
Helheim (below). X’s interpretation and synthesis of the Norse myth cycle after Ragnarok is
great reading. X also has published The Illuminated Edda, which I have yet to read, but it
promises to be a gorgeous and indispensable resource.

Vikings RPG
GURPS Vikings
Vikings of Legend

Primary Sources
- The Elder Edda
- The Prose Edda
- Heimskringla
- Saxo Grammaticus
- Sagas
- Beowulf

References

Popularizations
Neil Gaiman
- Norse Mythology
Of course there are many digests of Norse mythology out there. Most readers cite familiarity
with x developed in their childhoods. I single out Gaiman’s for no other reason than that it's the
newest and, since Gaiman is the undisputed rockstar of the literary world, this is the one that
most likely will be read from now on. Composed in the tradition of Edith Hamilton’s Mythology,
Gaiman’s prose is elegant, presenting insights into the psychology of the Norse gods.

Joanne Harris
- The Gospel of Loki

Harris retells the extant Norse myths through the singular perspective of Loki. This work is
interesting, as Valkauskas’s, because of the way Harris justifies and synthesizes seemingly
disparate elements of the original mythos.

Novels
J.R.R. Tolkien
- The Lord of the Rings
- The Hobbit
- The Silmarillion
- Children of Hurin
- The Legend of Sigurd and Gudrun
- Kullervo

A cursory exam of the greatest works ever written makes obvious how much of an influence
“that northern thing” had on Tolkien’s worldbuilding and ethos. Not convinced? Consult any
scholarly perspective on Tolkien’s work. Tom Shippey is the best place to start.

E.R. Eddison
- The Worm Ouroboros
- Styrbjorn the Strong

It has been many years since I read This Worm Ouroboros, but in my recollection the martial
spirit particular to the Old Norse ethos infused this book. This worldview is of course front and
center in Styrbjorn the Strong, the biography of a Viking-age hero told in more or less standard
saga style.

William Morris
- The House of the Wolfings

Poul Anderson
- The Broken Sword
- Hrolf Kraki’s Saga
- The Golden Slave
- War of the Gods

Robert E. Howard
- Marchers of Valhalla
- The Dark Man
- The Grey God Passes
- The Frost Giant’s Daughter

Charles Watts Whistler


- King Olaf's Kinsman
- Havelok the Dane

Nancy Farmer
- The Sea of Trolls
- The Land of the Silver Apples
- The Islands of the Blessed

Comics
Walt Simonson
- Thor
- Ragnarok

Cullen Bunn
- Helheim

Brian Wood
- Northlanders
- Black Road

Music
- Wardruna

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