Campaign Sourcebook

by David “Zeb” Cook

Table of Contents

Chapter 1: Introduction...... 2 Chapter 8: A Brief Gazetteer . .... Chapter 2: A Mini-Course of Viking History.5 Europe, 9th and loth Centuries...... 46-47 Chapter 3: Of Characters and Combat .....14 Trelleborg Fortress, Denmark...... 79 Chapter 4: Rune Magic ...... 33 Stmg Farmhouse, Iceland...... 8 Chapter 5: ...And Monsters ...... 43 Trelleborg-style Barracks...... 8 Chapter 6: Equipment and Treasure...... 57 Denmark and Hedeby ...... 9 Chapter 7: The Vilung Cultur?...... 69 Longship Deck Plans ...... 9 I I

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A Few Wrong Thoughts Vikings wear homed helmets. Sorry, they Most of us are raised believing a lurid, though quite colorful, picture of the fierce Vi- king. This is primarily thanks to Wagner, , comics, Hollywood, and Bullfinchs Mythol- This sourcebook is more than just a setting ogy. While rooted somewhere in a grain of for Vikings in a fantasy campaign; it is a pass- , truth, our popular image of Vikings has be- port into the real world of the Vikings. With I come little more than a cartoon-literally so the material here, DMs and players have a through such strips as Hugar the Horrible, unique opportunity to try a new iole-playing Prince Valiant, and Bugs Bunny forays into experience-historical fantasy adventuring. opera. Before going any further, it is best to Historical fantasy adventuring is just that- put to rest some of the misconceptions: an opportunity for campaigns and adventur- ers to role-play in the real worlds and lands of Vikings loot and piZlage. No one can deny the history. In this sourcebook, players are car- Vikings did loot and pillage, but not every ried back to tenth century Scandinavia. There Norseman was a ravening warrior who lived players can assume roles as Norsemen of vari- to kill and destroy. The people of Scandinavia ous stripes-fighting men, explorers, and included lungs, earls, farmers, shipwrights, , or bards. With the Vikings source- poets, smiths, priests, merchants, and artists. book, players can adventure in a "real" fanta- In fact, the word "Viking" only applies to sy world-the world as the Vikings those Northmen who made a habit of themselves believed it. raiding-"to go a-Viking'' was an expression In addition to warriors and skalds, players that described their voyages. For this book, can become rune-casters, berserkers, or one of Viking refers to all the people of Scandinavia. the ominous troll-born. Their encounters will range beyond history to include clever giants, Vikings are bloodthirsty pagans. At the start magical dwarves, beautiful , mur- of the great Vilung age (around A.D. SOO), derous berserkers, foul sea ogresses, treacher- there is no question the Vikings were a pagan ous sorcerers, and mythic dragons. They can people. Before the end of their time, however, sail to lands beyond the real world- the Viking nations had converted to Chris- Mirkwood, that separates the world of men tianity. The pagan ways were repressed or, in from the gods; Jotunheim, home of the giants; some cases, added to the Christian tradition. or even to the lands of the gods themselves. Bloodthirsty, well. . . Wondrous treasures might be theirs for the taking. Vikings are ignorant savages. While those vic- Finally, the Vikings sourcebook can be used tims of the Viking raids saw them as savage, to recreate a Viking setting in other the Vikings developed an impressive culture. campaign worlds. Details on placing and and poems still remind us of their adapting Viking culture and beliefs to the achievements. They were among the first to FORGOTTEN REALMSO, @, practice fledgling democracy. Their ships were and DRAGONLANCE" campaigns is given. built with an eye for beauty and were techno- Instructions on adapting the Vikings source- logically superior to anything on the seas at book to the DMs personal campaign is also the time. They founded cities, ruled in foreign provided. 'lands and undertook dangerous sea voyages few others would dare.

2 Chapter One How to Get Started on these as the campaign grows. For those unfamiliar with Viking history The Viking Campaign Sourcebook and (approximately from A.D. 800 to A.D. 1100), a brief overview of the time period, describing AD&D@ 2nd Edition Rules major personalities, events, and trends is This sourcebook is meant to be used with the given in the first chapter, A Mini-Course in AD&D@ 2nd Edition rules. However, the Viking History. Players already familiar with AD&D rules reflect the "realities" of a fantasy the time period can skip this section if they world, not the real world. Therefore, want. This section is not intended to create ex- changes, exceptions, and prohibitions exist in perts in the , only provide a general these rules that do not apply to a normal fan- background of the period. tasy campaign. (For example, priests are not Before proceeding further, the DM should allowed as player characters in this source- decide what type of campaign he wishes to book.) When playing in a Viking setting, the play. The material in this book is written with rule changes given here should be used. These a historical fantasy campaign in mind - a changes ensure the style and mood of the cam- campaign set in Scandinavia but filled with paign will match the Nordic setting. If there magic, giants, ogres and trolls. If the DM in- are contradictions, the rules found in this tends to use the setting in his own campaign sourcebook take precedence. world, he should make notes or changes as Not all campaigns will use the historical set- needed when he reads. ting given here. In this case, certain rules pre- After choosing his campaign, the DM can sented in this sourcebook may not apply or read through the remaining material. The may need modification. chapters can be read in whatever order the DM desires. Player character information and most game rules are in the first part of the book. Facts and details about the Viking way of life and their world, both real and legend- ary, form the second section of the book. Some players may want to learn about the character classes immediately; others may want first to gain more background on the Vi- king age. Players are encouraged to read the sections that most interest them in whatever order they desire. There is a pull-out map to be used by the players, showing a stylized (and in places in- correct) Viking view of the world. Before beginning a Viking campaign, the DM should read through all the material pre- sented here at least once. When he is ready to begin a campaign, he should use this book as a resource, just as he would any other rulebook or gazetteer. The maps pcovided in the book provide the campaign base and larger area maps of the true world. The DM can expand ti Introduction 3 I I I

4 Chapter One A MiniXourse of Viking History

Danes raid Missionaries Danes raid

Danes raid IOM, 795 Lothair (Ger.) rebels against father, hires Danish mercenmies

789:And in (King Beorhtric's)days there came ences! Players and DMs who want to learn for the first time three ships of Northmen, more about the Vikings and their times are en- from Horthaland: and tho reeve rode thither couraged to pick up some of the books listed and tried to compel them to go to the royal at the end of this chapter. manor, for he did not know what they were, Although the Norsemen lived in the rocky and they slew him. These were the first ships and cold lands of Scandinavia for millennia, it of the Danes to come to England. was not until the early 800s that they made Anglmo-Saxon Chronicles their presence known to the world. Suddenly, as if out of nowhere, raiders in long wooden So came, in blood and violence, the first no- ships descended upon the coasts of England, tice of a new force to Northern Europe-the Scotland, Ireland, and France. Their first no- Vikings. During the next three centuries, the toriety came from a series of raids, primarily sailors from Scandinavia would make their targeting the rich monasteries at Lindisfame, mark raiding, conquering, exploring, and set- Iona, and Jarrow. Soon they were raiding cit- tling from as far east as Constantinople to as ies all along the coast and well inland. far west as Vinland. The raiders came from several northern lands-Denmark, Norway, and Sweden. Though they called themselves Vikings, they were referred to by the rest of the world as Nordmanni (Frankish), Dene, Dani (both Anglo-Saxon), Ascommani (Germanic), Finn- gaill, Dubh-gaill, Lochlannach (all Irish), al-

l Harold Finehair wins the battle of Hafsfjord

\ I Quentoric Bordeaux, Nimes, Arles Danes conquer Charles/ v&gs sack/ P~~~LIIX sacked East Anglia the Fat (Fr..) beseige Paris Vikings driven \ Vikings Paris, Hamburg Paris sacked, from the Vikings beseiged sacked Friesland conquered Loire valley at Angers invade by Rorik the Dane Kent

Madjus (Arabic), Rus (Slavic), Rhos (Greek), were too weak individually and too distrust- and Ruotsi (Finnish). ful of each other to form an effective defense The world the Vikings found on their early against the Viking invaders. ,aids was a divided and weak one. Few lands Scotland was no better, perhaps even had rulers strong enough to organize defenses worse. Divided between a host of chieftains, against the sudden Viking raids. Most found it Scotland's best defense was its own poverty. easier to suffer through these attacks or pay With little worth taking, the Vikings headed off the Vikings in hopes they would not re- their ships toward more profitable shores. turn. Such payments seldom worked; they Charlemagne's Frankish Empire (modern had quite the opposite effect, encouraging the France and Germany) at first profited from Vikings to come back for more "protection the emperor's strong and vigorous rule. money." Coastal defenses were built and, under the England was not yet a unified country. The control of a strong government, were ready to +and was divided between the kings of Wes- drive away any attackers. With Charle- sex, Mercia, Northumbria, and others. Strug- magne's death in 814, the Frankish Empire gling against each other for control of all gradually began to decline. Split between England, these feudal lords were ill-prepared warring sons, the empire turned on itself, to face a threat from overseas. leaving the coastsvulnerable to attack. By 835 Ireland was even more disorganized than its the Danes were raiding cities that only dec- I neighbor. The island, once the center for ades before had driven back their ferocious at-

Christian learning in the north, was divided tacks.~~ between a score of petty kings. These kings To the east, there was no organized N 248 &$ eks

Y I

I 1 I I

I Norse and Scots

._1 r

The Finns and S hough stubborn, were liphates and emirates of the soutn 'ng raiders. Without accents of Viking travelers.

After making their first bloody raids on the coasts of England, Scotland, and Ireland, the Once the greatest Of the Vikings lapsed into a period of relative quiet the lords Of Constantinodehad lost Of that lasted for decades, The Danes their lands to the qandi%nations launched a few attempts CharlemagneSs to the south. Africa much the Middle on and of lands, to be defeated and driven back, East had been lost to the Arabs. Slavs threat- Occasional raids were launched against En- Byzantium from the north. Efforts were gland and the Frankish lands, but these were made to regain the Old borders Of the small and isolated. Only heland mercenaries were always needed to fight experienced and what lay in store when Norse Vikings invaded in places like the Italy, and the Per- their lands. The Irish kings were split, sian borders. The Vikings filled this need quite siding with the invaders, others taking annS against them. In a short while, however, the there were the Arabs. The N~~~~founded Dublin and proclaimed their Moslem states stretched from Spain to the ownking. Caucasus, and were by far one of the most dy- Then, beginning in the 830s, the situation namic Of the age. Although separated changed for the rest of the north. Raiders sud- by vast gulfs of land and culture, ever A- p=- - I

King Edward King Off o Ill Iceland converts Danes b-

I Eirik the Red TrellbOrg Kin; Olaf English fleet Harald Bluetooth, discoversGreenland forg/ (Nor,) 1 \ destroyed / by treason King of Denmark, King Aethelred baptized the Unready (Eng.) Danes win Svien Forkbeard, Viisbattle battle of King of Denmark, Native Americans Maldon (Eng.) invades England in Vinland

-, enly started appearing along the coasts of the ...- iquerorr north every year. Dorestad, Sheppey, Con- naught, Kent, Antwerp, Rouen, Pans, Ham- During the last half of the 9th Century, raid- burg, and a host of other cities and villages ing was steadily being replaced by conquest. were pillaged annually. The words of a Frank- For the Danes, England was the prime target. ish monk, "From the wrath of the Northmen, Northumbria and East Anglia remained under Viking to become the Danelaw. (Traces of 0 Lord, deliver us," became a familiar plea. rule By 860, the Vking raiders often wintered over this conquest, particularly in names, still re- at towns they had seized from their enemies. main in Great Britain today.) The kings of In 865, the Viking terror entered a new Wessex, though slowly uniting the rest of En- stage. That year, the Viking warlords Half- gland, were unable to drive out the invaders. dan, Uni, and the intriguingly named Ivar the Indeed, the Wessex kings were forced to pay Boneless landed in England at East Anglia. vast sums to the Vikings simply to keep their According to legend they came to seek re- own lands safe. This extortion became known as the Dunegeld, and with each year the price venge for the death of their father, (Hairy-Breeks), who was cast into a grew. The English kings had the choice to pay or suffer. Most chose to pay. pit of vipers by the king of Northumbria. Whatever their reason, the three brothers did England was not the only target of con- more than just raid; after looting the region, quest, however. Norse Vikings continued the Vikings captured York and conquered their claims in Ireland and even expanded into Northumbria and Mercia. The Norsemen parts of Wales and Scotland. In the Frankish lands, the Danes sailed up rivers to capture I1 were there to stay. 8 Chapter Two between Rome and

Paris and other cities. Gradually sia"). Their ships sailed on the Baltic and control the lower Seine vdley-

named Gange-Rolf) and Normandy was and threaten the once-invincible empire of Byzantium! Meanwhile, in the east, Swedish Vikings were not just seizing lands, they were found- The Explorers ing new empires. The first settlements were While some took land through conquest, along the coasts Finland and the Baltic, but of other Vikings discovered new lands to the adventurous soon turned their North of Scotland, longships beached at the ships the great rivers Of Gardariki (as the Orheyand Shetland Islands. Further out, the lands of Russia were called). From Staraja La- Vikings settled the bleak Faeroes, displacing gods (near and passing through a the few Irish they found there, Then, series Of rivers and lakes,the reached around 860, the Norse a large Novgorod. Here they set themselves up as island far out in the ocean. Forced to winter Others down the Dvina' then over in this land, one settler named it Iceland, the Rus (from which comes HRE: Holy Roman Empire

"- -~ -- settlement of Iceland began in earnest. It so, 1ifi once again grew exciting. might have been nobles disgruntled with King Harald Finehair's relentless unification of Nor- Resurgence way. Perhaps it was overcrowded farmers searching for new pastures. Whatever the rea- It was almost as if the Vikings, having sons, ship after ship of settlers from Norway, paused to catch their breath, were now re- the Orkneys, Shetland, Scotland and Ireland freshed and ready to strike out again. New sailed to the Icelandic shore, there to create a waves of invaders struggled for control of En- new nation without kings or princes. gland. At the same time, the Irish, under the leadership of the formidable High King Brian Boru, began the long struggle to drive out the A Pause Norse invaders. Although the grip of the Vi- Sometime around the middle of the 10th kings would be broken at the Battle of Clon- century, relative peace settled over the north. tarf (1014),the task would not be complete f The Norsemen seemed satisfied with what over 100 years. they held. The great conquests and fearful In England, the strude went the ouuosite raids slackened as the Vikings concentrated way. First Harald Bluetooth, King ;(Den- on ruling their new lands. New ideas, particu- mark, then his son Svien Forkbeard secured larly Christianity, were beginning to take hold the Scandinavian grip over the Danelaw. Fi- on the pagan Scandinavian shores. This nally, Svien's son Cnute seized the ultimate peacefulness did not last, however. and in the I the King of England. Shortly thereafter Cnute added Denmark, then Norway to his list of Viking Targets possessions. It seemed that all of Scandinavia and England would be united in a single em- The Vikings were rapacious raiders wl pire. struck throughout the world. The folloi Meanwhile, the hardy Icelanders surged ing is a partial list of their targets. I outward once more. Banished from Iceland for three years, Eirik the Red sailed for a new Aix Limerick land that a sailor named Gunn-bjorn had A 1g e c i r as Lindisf arne found by accident over 60 years before. He Angers London named the place Greenland, since ”. . . men Angouleme Luna would be much more tempted to go there if it Antwerp Maastricht had an attractive name:’ By the mid 980s set- Arles Melun tlers were arriving on this new shore. Armagh Nantes It was one of these settlers who made the Bayeux Narbonne next discovery of a land even further to the Beauvais Nimes west. Blown off course, Bjarni Herjolfsson Berda‘a Noirmoutier sighted a strange shore. Realizing it wasn’t Blois Orleans Greenland (his true destination), he turned Bonn Oxford away and never went ashore. That task was Bordeaux Pampalona left to Leif Ericsson, a.k.a. Leif the Lucky. Like Bourges Paris his father Eirik before him, Leif assembled a Canterbury Perigueux group of settlers and set out for this new Chartes Pisa world. There he discovered and may have set- Chester Poiters tled Vinland, battling the Sksaelings (Indians) Chippenham Quentoric for a foothold in the new world. Cirencester Quentoric Cologne Rochester Collapse Constantinople Rouen Dorestad Roussillon By this time, though, the Vilung age was Dorset Seville I drawing to a close. With his death, King Cnu- Evreux Snottingham te’s Scandinavian empire crumbled, once Gloucester Tamworth again dividing into separate countries. Chris- Holstein Toulouse tianity was taking hold in the North. Chris- Iona Tours tian slaughtered Christian in the ruins of the Jarrow Trier Frankish Empire; the Normans forsook their La Rochelle Ulster Viking ancestry and denied harbor and safety Le Mans Utrecht to the raiders. The colonies of Greenland and Leicester Valence Vinland proved to be too far, too isolated. Lichfield Wareham I The tinv Vikine colonv in Vinland died out. Liege Waterford York to the present day. throne. Once again Viking invaders landed in any of the various dates given for cities sacked Northumbria to stake their claim to England. can be turned into a raid the characters pwtic- This time, however, the Saxons were pre- ipate in or defend against. Ibn Fadlan's visit to pared. King Harold I1 assembled an army and Sweden could be an opportunity for travel or met his Norwegian counterpart at the little vil- intrigue involving the player characters. lage of Stamford Bridge outside York. The highlighted sections of the timeline in- dicate suggested dates within the Viking age "'King Harold has already declared how for a campaign setting. The long period from much of England he is prepared to grant 830 to about 950, for example, was a particu- him (Harald Hardradi): seven feet of larly active time, filled with conquest and ex- ground or as much more as he is taller ploration. The 30 years that immediately than other men."' followed this, on the other hand, were a rela- tively quite period of Viking history and Or so says Kmg Haralds . probably less suited to adventuring play. The battle was fought, but did not go as Harald Hardradi hoped. Arnor the Earl's-Poet Suggested Reading had this to say: Much more can and has been said about the It was an evil moment Vikings than these few pages allow space for. When Norway's king lay fallen; Not only are there many well-written and en- Gold inlaid weapons tertaining histories written by everyone from Brought death to Norway's leader. wargamers to archaeologists, but the descen- All King Harald's warriors dants of the Vikings themselves left behind a Preferred to die beside him, rich collection of work. These are the sagas, Sharing their brave king's fate entertaining epics filled with heroism, battles, Rather than beg for mercy. murders, revenge, magic, and even ghosts. Written in a clear, direct style, many of these Harald Hardradi had lost and the Vikings sagas have been translated into English and would threaten England no more. are easily found at specialty book stores. In a final ironic touch, King Harold of En- Listed here are a few of the many titles to gland would soon meet his own death on the choose from. Not all are necessarily still in battlefield at Hastings, brought down by print, but might be found in libraries and used Duke William of Normandy. With the last of book stores. the Saxon kings gone, William the Conqueror was proclaimed King of the English. Thus, the Brent, Peter; The Viking Saga; This book is descendants of the Vikings succeeded where a good starting place for the general reader, the Vikings themselves had failed. detailing the major events and accomplish- ments of the Viking Age. Graham-Campbell, James; The Viking The Timeline World; Filled with color pictures, maps, The timeline given in this chapter provides drawings, and diagrams, this book describes indications for specific events of Viking histo- the life and times of the Vikings based on ar- ry or the surrounding lands. These events are chaeological evidence. both those that were important to the Viking Heath, Ian; The Vikings;One of the Osprey age and others that can be used as background Elite Series, this slim book is intended primari- for campaigns and adventures. For example, ly for wargamers. It gives a brief introduction

12 Chapter Two to the history of the period, then focuses on ideas €or adventures. Helpful dwarfs, vicious the arms, armor, battles, and tactics of the berserkers, troll-born, ghosts, magical warriors. Useful color plates are the highlight swords, healing salves, and powerful spells of the volume. are all found in its pages. Jones, Gwyn; A History of the Vikings; King Harald's Saga; Telling the story of Filled with information, this book is just what Harald Hardradi, the last great warrior-king it says, a history of the Vkng age written for of Norway, this saga ranges from his flight those with a serious, somewhat scholarly in- from Norway through his years as a general in terest in the period. Constantinople and Sicily to the defeat of the Pollington, Stephen; The Warrior's Way; Norse at Stamford Bridge in England. This large and colorful book focuses on a sin- Njal's Saga; This saga of Iceland describes gle event, the Battle of Maldon, using it as a the course of a 50 year blood-feud to its tragic springboard to describe life in Viking-age En- end-the burning of Njal and his family, gland. trapped in their house. Simpson, Jacqueline; Everyday Life in the Seven Viking Romances; In a change from Viking Age; This provides a clear, nuts-and- historical sagas, these seven short tales are bolts account of many of the little details of filled with magic and wonder. Characters like Viking life. Topics such as dress, food, daily Arrow-Odd, Thorstein Mansion-Might, work, family, the arts, and society are all cov- Ufkel the Wizard, Stunt-Bosi, and Asmund ered here. Berserks-Killer adventure as far as Hunland, Permia, and Giantland. The following books are examples of the The Vinland Sagas; These short sagas tell many sagas and tales written by Scandinavian the stories of Eirik the Red and Leif the Lucky writers of the Middle Ages, shortly after the and their discoveries and settlements of close of the Viking age. Some purport to be Greenland and Vinland in North America. family histories, others are the tales of heroes. In addition to these titles, there are numer- All those listed are translated into English and OUS other sagas translated into English. Some should be available with a little searching. may be easily found, others are more difficult. Sagas are a worthwhile source of inspira- These titles include the Laxdaela Saga, tion (even for non-Viking campaigns). While Orkneyinga Saga, The Saga of the lomsvik- generally written in a clear, straight-forward ings, Hrafknel's Saga, Eyrbyggju Saga, and style, inexperienced readers can become con- Grettir's Saga. fused by the abundance of names and events. Finally, those interested in the mythology of It is suggested that readers first tackle a gen- Scandinavia might want to read Gods and era1 history of the period before launching in- Myths of the Viking Age or the slim Prose Ed- da of Snorri Sturluson.

Egil's Saga; This is the story of Egil Skalla- 3f Characters and Combat I

At the first mention of a Viking campaign, belief allows for many differences between most characters envision bands of unruly, men. Some men and women have special tal- barbaric, and savage warriors, setting out on ents that separate them from ordinary people. bloodthirsty raids to loot and pillage. Viis These talents are known as Gifts-a boon or are imagined as lewd, crude, and uneducated, curse bestowed by the Noms (Fates) at the swilling mead from drinking horns and moment of birth. For some, the Noms have pounding the tables with their knives-the woven a lucky thread in life; others are bom medieval equivalent of outlaw bikers. without luck. Once these gifts are determined, Some of them probably were-some but there is little a man can do to change them. hardly all. The heroes of the Vikii sagas Not all gifts are bestowed by the gods, how- were a colorful and varied lot. Of course there ever. Some are the result of the deeds of fa- were warriors-many of them-but their tem- thers, grandfathers, even ancestors. A hero peraments ranged from wild and savage to may inherit a fine piece of land or find himself wise and educated. There were heroes who the target of a blood feud. Unlike the gifts of were more than just simple warriors. There the gods, though, these can be gained or lost were also wild berserkers, wise runecasters, by the character's bold (or craven) actions. educated skalds, and the dangerous troll- If a player chooses for his character to be born. Each of these types had a place in Vi- human, he can check to see if his character has king legend and can be a player character role. a Gift. The check is made by rolling ld20 and The information in this chapter is divided finding the result on Table 1: Character Gifts. into two sections. The first part presents infor- No player is required to make this check. mation on old and new character races and However, once the player makes the die roll classes. The second section has rules for creat- he must accept the result, whether it is for ing special background information pertinent good or ill. Not all results are desireable, and to a Ving campaign. some players may choose to not make the roll rather than risk an unpleasant result. If the Races in a Viking Campaign player refuses to check for a Gift, he cannot make the attempt in the future. The historical fantasy world of the Vis .' was a much different place from a standard Table I: Character Ciw.,.'; fantasy realm. While the Norsemen had no doubt that dwarves and existed, such Die Roll Gift creatures were not a part of their daily lives. 1 Bad Luck Instead, theirs was a world of men, though 2 Blood feud darker creatures lurked around the shadowed 3 Family Outlawed fringes. 4 Ugly For player characters, the Viking world of- 5-12 No Gift fers a-l&ted selection of races. By far and 13 Courage away, the majority of characters will be hu- 14 Good Luck man. Beyond this, a few characters may be one 15 Handsome of the trollbom, a mixture of men and mon- 16 Inheritance strous troll. Such men are rare and feared. 17 Rune Lore 18 Second Sight Humans 19 Seer The bulk of characters encountered in a Vi- 20 Title lung campaign are human. Howeve

14 Chapter Three Explanation of Character Gifts: 1. Bad Luck. The have drawn the skien of the character‘s life and he is destined to be if both sides agree to a settlement or-one of the unlucky. Neither the character nor the gods feuding families is wiped out. can change this fact. This dioes not mean the 3. Outlawed. The player character’s father character cannot achieve great deeds. It does (typically) and all his kin have been declared mean that someday, luck will be against the outlaws by a local king or earl. The DM character and he will die. should determine what province or land this In game terms, bad luck causes the player applies to. The player character is a con- character to suffer a -1 penalty on all die demned criminal in this land and will be slain rolls made with a single type of die. The type on sight if found by the noble’s men. of die affected can be a d6, d8, d10, or d20. 4. Ugly. The player character is particularly The penalty comes into effect any time the disfigured in some noticeable way. The char- character attempts an action using the chosen acter suffers a -2 on his Charisma and gains die, or anytime the DM uses that die to deter- an uncomplimentary nickname. mine some random event that affects the ill- 5-12. No Gift. fated character only. It does not apply to 13. Courage. The player character is noted for THACO and damage rolls made by others his pluck. He gains a + 1on all saving throws when attacking the player character, but does vs. fear-based attacks. apply to the unlucky character‘s attacks. 14. Good Luck. The player character is fated For example, Jon has chosen a d10 as the die by the Norns to be be lucky through all his for his unlucky character, Asmund Berserks- life. The character gains a +1 to all rolls of a Killer. Asmund and his friends encounter a single die type, chosen by the player. The af- pack of werewolves in the night. The -1 fected die can be a d6, d8, d10, or d20. Just as modifier is not used when rolling for the with bad luck, the modifier is only applied in group’s surprise or initiative since the out- situations that affect the lucky character only, come affects more than just Asmund. If As- never to group situations. mund encountered the werewolves when 15. Handsome. The gods have given the char- alone, the - 1modifier would be used, reflect- acter exceptional charm and good looks. The ing Asmunds bad luck. character gains a +1 to his Charisma. In all cases the - 1modifier is considered a 16. Inheritance. The character begins with a penalty to the unlucky character. In the above small bequest from his late father. The player example, the penalty is added to Asmunds can either choose to have a small farmstead initiative, since this is a worse result for him. (which can be used as a base for adventuring), Even with bad luck, a die roll can never be a knaar (a small merchant ship), or five times modified below 1. the normal starting money allowed his char- 2. Blood Feud. The character’s family is cur- acter type. rently involved in a blood feud with an NPC 17. Rune Lore. The character can use one family. The DM should provide the name and rune, (DMs choice), regardless of class. some background about the NPC family. En- 18. Second Sight. The character has the gift of counters with the feuding NPCs are automati- second sight. This power is explained in Chap- cally hostile (although they may not ter 4: Rune Magic. immediately attack). In addition, the NPC 19. Seer. The character has the gift of proph- family may raid or murder the player charac- ecy, both a boon and curse granted by the ter‘s family. Typical causes of blood feuds in- gods. Once per day the character can attempt a prediction just as if he were able to cast a divi- nation spell. However, unless the character is a

I runecaster or sorcerer, the chance of a successful lifestyle, most often living as other men. Some prediction is never greater than 60%. prefer the isolated surroundings of deep 20. Title. The character is the son of an earl, woods. Others gain a reputation as kings' nobleman or chieftain. (The order of prece- champions. Not a few live on rocky islands, dence generally follows king, earl, nobleman, practicing sorcerous arts. No matter where chieftain, freeman, farmer, and thrall. All they live, the trollborn tend to be secretive other characters are assumed to be the chil- and individualistic, rarely bowing to author- dren of freemen or farmers. Player characters ity. The fearsome reputation of their kind never begin as thralls.) During his lifetime, the causes common folk to deal with them re- character can make one claim upon his father spectfully or not at all. for a ship and men to go raiding, assuming the Due to their blood, trollbom characters gain character has not broken with his family. The a +1 to Strength, Constitution, and Intelli- sue and quality of the ship and the number of gence. However, they suffer a -1 to Wisdom men received will depend on the reputation and a -2 on Charisma. The trollborn can be and level of the character. A charcter will nev- fighters, rangers, berserkers, runecasters, or er receive less than 10 normal men and a sorcerers (15th level maximum in these classes). knaar (a small merchant ship) or more than 60 The trollborn have infravision (60' range). The normal men and a longship. trollbom are not born with Gifts and cannot roll on the Gifts Table for special powers. The Trollborn The trollbom are a feared and respected Character Classes people. Their blood is half human, half troll. Like character races, the classes available in (The trolls of the Viking world are far differ- a Viking campaign are both a mixture of exist- ent from those found in the Monstrous Com- ing character classes (as described in the pendium!) The trollbom are noted for their AD&D@2nd Edition Player's Handbook) and strength and cunning. Some become fearsome new character classes described here. Because wamors, while others excel in sorcery. Ugly, of the differences between a standard AD&D powerful, and ill-tempered, they are easily campaign and one set in the Vhng world, not identified from the common human stock. all character classes are available to players. The trollbom are not properly a race like These additions and exclusions are necessary elves, giants, or dwarves. Others consider to create the appropriate mood for the world them human-or mostly human. Although described in the Norse sagas. trollblood may have been in a family for gen- erations, only those of the first generation are Classes from the Playem Handbook considered trollbom. All others are merely humans, although their troll ancestry may In addition to the unique character classes taint them in the eyes of others. described in this book, players can also The trollbom are easily identified. They are choose from some of the character classes almost universally larger than normal men, found in the AD&D 2nd Edition Player's usually much stockier and more muscular. Handbook. However, not all the standard Some may grow as tall as seven feet in height. character classes are available in a "pure" Vi- They are seldom handsome and are often king campaign, and other classes may have quite ugly. Their temperaments range from special restrictions. These changes and restric- bad to worse, although they do have their tions are listed below, and are also found in good moods and senses of humor. the Player Information section at the end of The trollborn have no definite tendencies in the book. Note that these changes only apply

16 Chapter Three 1 legends and sagas of Scandinavia. These new Table 2: Norse Followers classes are berserker and runecaster. Die warriors Roll Leader Type 01-05 5th level trollbom sorcerer, In a historical Viking setting, warriors are chain mail, dagger +I the most commonly encountered group of 06-15 5th level trollbom runecaster, characters. In the legends of the Norsemen, chain mail, sword +I freedmen of all stations were commonly part- 16-35 5th level human fighter, chain mail, time raiders and so were skilled with the battle are +2 sword, spear, and sometimes bow. In addi- 36-45 6th level human berserker, shield, tion, the sagas tell tales of exceptional war- sword, battle axe riors, men noted for their courage, skills, 46-60 6th level human fighter, chain mail, cunning, and even mystical powers. shield +I,spear +I In. a Viking campaign, the Warrior group 61-75 6th level trollbom fighter, shield + 1, includes fighters, rangers, berserkers, and battle are +2 runecasters. These last two are unique to the 76-85 6th level human runecaster, chain mail Viking world and should only be used in such +I,spear + I settings. At the other extreme, paladins are 86-95 7th level human fighter, chain mail not appropriate to a Viking campaign and +I,shield +I, battle axe +2 96-99 7th level trollbom fighter, ring mail should not be used without special consider- +I, cloak of protection ations. Descriptions of how each warrior class 00 DMschoice Die Roll Troop Type 01-25 60 infantry w/leather armor, shield, 61-90 5 3rd level trollbom runecasters w/ and sword; 20 archers w/leather ar- chain mail and halberd mor and shortbow; 20 infantry w/ 91-99 2 4th level sorcerers w/longship chain mail and battle axe 00 DMsoption 26-50 50 infantry w/leather armor and spear; 50 infantry w/chain mail and Pdadins battle axe 51-75 40 infantry w/studded leather, shield Although the people of the age certainly be- and sword; 2o infantry w/chah mail lieved in the virtues of bravery, honesty, char- and sword; 10 cavalry w/chain mail ity, and goodness, the character class of the and spear; 10 archers w/leather paladin is not found in the Viking world. The and shortbow unique blending of ideals and religious fervor 76-95 70 infantry w/studded leather, shield, so necessary in the paladin class never found and sword; 10 1st level berserkers W’ expression among the agnostic Norsemen. Be- battle axe; 10 infantry w/chain mail cause of this, true Viking characters cannot be shield, sword and spear paladins. 96-00 DMs option (100 men total) However, paladins can exist in the game, al- beit under exceptionally rare circumstances.

battle axe 1 fighters w/chain mai vout Saxon, a peer of Charlemagne's realms, Kveld-Ulf, the count's host, so the king quick- or a knight of Spain. Like all foreigners, pala- ly finds the count guilty of murder. However, dins will encounter difficulties and prejudices because he is a nobleman of great valor, King when dealing with the people of Scandinavia. Harald only demands a heavy weregeld (a Language. The paladin cannot choose Old payment made to compensate for the deaths). Norse as his native tongue. Instead, his first language must be the tongue and dialect of his Rangers ,r homeland. While the character can learn Old The Scandinavians were primarily a rural Norse (which was spoken by all of Scandina- people, freeborn farmers and sailors. There- via), his speech will always be marked, to a fore, the tracking and woods-lore skills of a greater or lesser degree, by a noticeable ranger are known and useful to the people of accent. the land. However, true rangers, with their Religion Much of Scandinavia was pagan knowledge of secret powers, are rare. Indeed, throughout the Viking period. However, ad- their magical abilities would make rangers herence to any deity's belief was loose, at best. feared by common folk who have little use or Although they were not religious fanatics, love for the dangerous magical arts. some people may not care for the faith es- In the Viking campaign, rangers, like pala- poused by the paladin. The paladin may have dins, are outsiders. They are Lapps, Kare- a difficult time finding a church or follower of lians, Kvenir, or other people more skilled in his own religion. the mystical arts. Only rarely are Norsemen Land and Property. Foreigners were not al- rangers, those few taught their secret magical lowed to hold land. They were never consid- arts by Lapp wizards. ered landholders and so did not get the rights In a Viking campaign, most ranger abilities (or duties) of this class. remain unchanged. Only the class ability to Slavery. Since the paladin is a foreigner, he attract followers is different. Instead of using can be captured and sold as a slave, should Table 19: Ranger's Followers in the Player's anyone want to try. rangers should determine their Law. As a foreigner, the paladin is not fully Handbook. protected by the customary laws and legal proceedings of the Vikings. The characters are, of course, expected to abide by local law and custom, but do not have the same rights as Vikings. The amount of rights and protec- tion a foreigner receives depends on his stat- Constitution 14 ure, the offense committed, and who among Charisma 13 the Vikings are his friends and enemies. Prime Requisites: Strength, Constitution For example, Count Ercangar, a paladin Allowed Races: Human, Trollborn from the Frankish court (modern-day France), is the guest of Kveld-Ulf, a chieftain in Nor- One of the character classes unique to a Vi- way. While traveling, the count is attacked by king campaign is the berserker. Berserkers are retainers of Harek, who has a feud with fearsome warriors who, in the heat of battle, Kveld-Ulf. The count wins the battle, killing tap powerful but dangerously unpredictable several men. Harek is naturally unhappy and battle lusts. These wild passions liken them to takes his case to King Harald Finehair, ruler of savage beasts: indeed, the most powerful ber- Norwav. Unfortunatelv for Count Ercannar, serkers can actually shapechange into animal King Harald has his reasons to

-- - - 7- Of Characters and Combat 19 Old Icelandic sagas have many mysterious magic. If the save is successful, the character references to berserkers. The most heroic of reaches the berserk state. If failed, the charac- all these was probably Bodvar Biarki, one of ter has not managed to reach the wild mental the great champions of King Hrolf of Den- state needed to go berserk. He can continue mark. Powerful and fearless, Bodvar Biarki making attempts for up to ten consecutive could become a magical bear-spirit to fight at rounds. At the end of the tenth round, the the head of King Hrolf's armies. character automatically succeeds. The berserk Berserkers are members of the warrior state has several benefits: group. They share with the fighter, paladin Strength. The berserker's Strength increases and ranger the common features of the war- by 2 points to a maximum of 19. Over 18, per- rior group-hit dice, weapons, armor, and at- centile Strengths increase by one category for tacks per round. They advance in level at the every extra point, thus only character's with same rate as a paladin or ranger. Their princi- an 18 (91) or greater Strength can attain 19. ple attributes are Strength, Constitution and The character gains all bonuses (THACO, Charisma. A berserker can be good, neutral, damage, weight allowance, etc.) for his in- or evil, but must be chaotic in alignment. creased Strength. While they are often loyal, trustworthy, and Hit Points. The berserker instantly gains noble, berserkers have a wild and willful na- two additional hit points for every level. The ture that leaves them always unpredicatable. hit points gained do not heal existing wounds; A berserker who has Strength and Consti- they are simply added to the character's cur- tution of 16 or greater gains a 10% bonus to rent total. These additional hit points can all experience points earned. cause the character's total to exceed the nor- A berserker can use any arms or armor mal maximum the character is allowed. available to him (provided the item exists in Armor Class. The berserker's base armor the setting). However, although he can use class improves by 1for every level of the char- any weapon, he does not begin with as many acter, to a maximum of AC 0. This adjustment weapon proficiencies as a normal warrior. In- is to the character's normal unarmored rating. stead of 4 initial weapon proficiencies, the A 5th level berserker fighting without armor berserker has only 2. Thereafter, weapon pro- would have an armor class of 5. This armor ficienicies are gained at the normal rate. Ber- class adjustment can be combined with modi- serkers cannot use proficiency slots for purely fications for Dexterity, magical items, spells, missile weapons. For example, a berserker can and shields. This bonus does not apply if the be proficient in spear, since it can be used in character is wearing armor. In this case, the melee, but cannot spend slots to learn short- armor's AC is used, not that created by the bow or sling. It is not in their savage natures berserk fury. A 10th level berserker in chain to fight at a distance. mail would still have an AC of 5 when he en- AU berserkers have the ability to "go ber- tered into his berserk rage. Note that a ber- serk," to enter into a wild frenzy that increases serker is not prevented from wearing armor, their effectiveness in battle. The frenzy is not either in normal combat or when berserk, but automatic; the character cannot turn it on at wearing armor negates this benefit. will. A berserker must spend one round work- Charms. While berserk, the character gains ing himself into a frenzy, during which he can a +2 to all saving throws vs. charms or men- take no other action. (The sagas describe ber- tal-based attacks. serkers biting their shields and howling like In addition to the benefits, the berserk fury wild animals.) At the end of the round, the has several special limitations and conse- I berserker makes a saving throw vs. death quences. Many of these reflect the savage and 20 Chapter Three unpredictable nature of berserkers. fore this time, it instantly ceases. Single-Mindedness. Once a character goes As soon as the character stops being ber- berserk, he must enter melee combat with the serk, he must make another saving throw vs. enemy. Though the berserker can pick and death. If the saving throw is successful, the choose his targets, he cannot hang back from character is unaffected by his fury. Should he battle. If he does, the berserk fury leaves him fail the saving throw, the berserker is immedi- within two rounds. ately drained and exhausted. The character's Once in combat, a berserk character cannot Strength is reduced by 5 (from its normal non- change opponents until the current foe is ei- berserk state) and remains reduced until the ther slain or flees and cannot be pursued. For character has time to rest. Strength recovers at example, Agnar the Berserk is at the forefront the rate of 1point per turn of rest. The charac- of the battle, fighting the standard-bearer of ter cannot again attempt to go berserk until the Saxons. Suddenly, one of Agnar's com- his Strength has returned to its normal level. panions calls out for aid. Although Agnar is The berserker character also gains other close at hand, he cannot break off to help his abilities as he increases in level. It is these abil- friend since all his effort is focused on defeat- ities that truly inspire supernatural dread in ing the standard-bearer. Agnar's only options simple folk, for they are beyond normal ex- are to quickly defeat his opponent or retreat planation. They are as follows: from battle (which has its own consequences). A berserker can shapechange into a wolf at The restriction on changing opponents applies fourth level. He can use this power once per only after the berserker has actually entered week. The berserker's hit points, THACO, into combat. If not actually engaged in melee, number of attacks, and saving throws remain the character can move and attack whomever unchanged. However, the berserker gains the he chooses. movement, armor class, and damage of a wolf Retreat. Once a berserker has entered his (MV 18, AC 7, Damage 2-5). The character battle fury, he cannot retreat from combat receives no bonuses for Strength and cannot without breaking the delicate psychological go berserk while in wolf form. The character state that generates his power. If the berserk can understand human speech, but cannot character withdraws from combat, routs, or is communicate back without magical means. forced to retreat, the berserk fury immedi- He can understand and speak the language of ately ends. wolves while shapechanged. This knowledge Loss of Powers. As soon as the berserk rage is lost upon transforming back. ends, all powers gained (increased Strength, The berserker's shape change is not lycan- hit points, armor class and charm resistance) thropy; it is a power bestowed upon him by a vanish. All damage suffered is taken from the totem animal. His bite has no special power, temporary hit points first. Only after all these he does not heal damage when changing form, hit points are lost does the character suffer ac- the moon has no effect and he is vulnerable to tual wounds. normal weapons. The transformation takes Exhaustion. Going berserk is a voluntary one round to effect and the berserker's clothes action; the player can choose to end it at any are gear are not transformed with him. time. (It can also fail involuntarily shoud the The berserker can shapechange into a cave character fail to enter combat or retreat from bear at 7th level. The berserker can assume battle.) However, berserking can be physi- bear form (and change back again) once per cally draining. The character can only remain week. Like the wolf form, this is a totem abili- berserk for a number of rounds equal to his tv reflecting- the berserker's increased Dower: Constitution. If he has not ended the rage be- no disease is transmitted, the moo9 does not

. .. Of Characters and Combat 2 1 I

force changes, and no special immunities or class is equal to that of the character if he were healing are gained. While in bear form, the ber- berserk and unarmored. The spirit form also serker retains his hit points, THACO and saving shares the berserker's +2 saving throw 'bonus throws. In bear form, the berserker moves 12, vs. mental attacks. The berserker sees, heals, has an armor class of 6, and can make 3 attacks feels, and senses normally through the spirit per round. These attacks do ld6/ld6/ld8 form. Damage suffered by the spirit form is points of damage. If either paw hits with a roll done to the berserker, as are all magical attacks of 18 or better, the berserker can hug for an ad- (charms, etc.). The spirit form cannot naturally ditional 2d12 points of damage. communicate with other humans (or trollborn) Berserkers attract followers upon attaining but does understand the speech of similar ani- 9th level. Those willing to serve the berserker mals and can speak to them. are few, but noteworthy. The berserker will The spirit form can only be created once per attract ld4 +1 heroes. Roll on the leaders sec- day. The spirit form remains for a number of tion of Table 2: Norse Followers. These fol- turns equal to the berserker's wisdom. The lowers are fanatically loyal to the berserker, spirit form and the berserker are inexorably willing to stand by him even to the death. linked. Any damage taken by the spirit form The berserker can shape-journey (hamfarir) is transfered to the berserker as soon as the at 12th level. A shape-journey is when the trance ends. If the spirit form is slain, the ber- character sends his spirit out into the world in serker dies. The character can voluntarily end the form of an animal, typically a raven, wolf, the trance at any time and it automatically bear, or bull (but never as a horse). To shape- ends if the character is shaken, attacked, journey, the berserker must place himself in a roughly disturbed. deep trance. During the shape-journey he can- Creating the spirit form is even more dra not be disturbed and is not aware of events ing than berserking. At the end of the trance, around him. One turn after entering the the character must make a saving throw vs. trance, the berserker's spirit form appears death with a -4 penalty to his roll. If success- within 100 yards of the character. After this, ful, he has avoided any weakening effects. If the spirit form can move any distance from failed, the berserker's Strength and Wisdom the character. This spirit form is always that are reduced by half. Lost points are regained of an animal. Typical spirit forms are listed at the rate of 1 per hour of rest. Strength is below. regained first, then Wisdom. Characters are not required to rest immediately, but do not Berserker Hamfadr Summary regain any points until they do so. Form MV #ATDam. Berserkers gain experience according to the Bear 12 3 ld6/ld6/ld8 guidelines given in the Player's Handbook for Bull 15 2 ld8/ld8 the warrior group. In addition to the experi- Falcon 36 3 1/1/1 ence awards already listed, berserkers can earn an individual experience point award for Raven, huge 18 1 ld4+2 Wolf 18 1 2d4 initiating combat. This award is worth 200 ex- perience points. The berserker character must be the one who leads his side into battle before The spirit form is an actual physical presence. The shape created can only be detected as magi- the foes attack. Furthermore, the award is not given if it was clear from the start of the en- cal by those with frue seeing or second sight. The spirit form has the hit points, saving counter that both sides intended to fight. throws, and THACO of the berserker. Its armor For example, an evil troll has been terroriz- ing the kings and has

22 Chapter Three one away. The group, including Kveld-Ulf the normally available to warriors. However, Berserker, spends the night in the hall so that the runecaster never gains any bonus hit when the monster appears, they can slay it. points normally due for high Constitution The troll appears at the door and Kveld-Ulf scores. leads the attack. Since combat was inevitable, Runecasters possess the knowledge of Kveld-Ulf will not gain the experience award , magical words that when used properly in this case. generate or release special powers. Although However, if the same group were facing a they seem like spells (because they have magi- company of trolls, things would be different. cal effects), runes are very different. The The trolls outnumber Kveld-Ulf's group and source of all runes is the god . Runes are well-armed. The Viking group leader is must be learned, but are not memorized and uncertain if they should fight, talk, or retreat. forgotten like spells. There is no limit to the Fed up with the indecision, Kveld-Ulf gives a number of times a rune can be used in a single bloodthirsty shout and charges the monster! day. However, runes are difficult and compli- In this case, Kveld-Ulf would earn the experi- cated. Casting a rune is time-consuming and ence award. may result in nothing but failure. Lastly, a character's selection of runes is severely lim- ited. Complete information on runes, how they are used, and what they do is found in ility Requirements: Strength 11 Intelligence 14 Chapter 4: Rune Magic. In addition to his fighting ability, a first Wisdom 15 level runecaster begins the game knowing two me Requisites: Intelligence, Wisdom runes. These runes are assigned by the DM aces Allowed: Human, trollborn and are never chosen by the player. No check is made to see if the character can learn these Runecasters are rare and fearsome war- runes; it is assumed he has mastered that com- riors. Although skilled in battle, their formi- plicated art. Within the limits of rune-casting dable power springs from their understanding and the runes available, the character can use of runes, ancient formulae that tap mystical his knowledge at any time he feels appropri- powers. This combination of sword and mag- ate. Thereafter, each time the character ad- ic makes them powerful allies and dangerous vances in level, he has the opportunity to foes. attempt to learn a new rune. Success is not au- Though they are infrequent, warriors with tomatic and a character can only make the at- the power to write magical runes do appear tempt when he reaches a new level. The in the old Icelandic tales. Perhaps the most chance to learn the rune is based on the char- famous runecaster was Egil Skallagrimsson, acter's Intelligence. It is the same as that need- hero of Egil's Saga. Descendant of the famous ed to learn a new spell. If the check is berserker Kveld-Ulf, Egil was a strong and succeeded, the character can add the rune to hot-tempered man, skilled in runes and poet- his list of those already known. If it is failed, ry. the character can never learn that particular Although they possess magical abilities, rune, regardless of how high in level he rises. runecasters are members of the warrior As with the initial runes, the DM has final group. They fight and save like warriors. Ex- say over the knowledge gained. He may allow perience is earned as a warrior and they ad- the player to pick the desired rune or offer the vance in levels as a ranger or paladin. They character a limited selection. Furthermore, the are allowed to use all those magical items DM can either allow the rune to leap unbid-

Of Characters and Combat 23 den into the character's mind without prior ex- eigners. Those wanting to learn the magical perience or study; or he can require the char- arts often went to the Lapps, Finns, Scots, or acter to find someone who will teach him the Irish to learn their secrets. Upon return, such difficult art of forming the rune. There are no sorcerors were viewed with suspicion and books of rune magic to study from! fear. Thus, wizards must either come from or As noted before, a character can only learn have studied extensively in foreign lands- a new rune when he rises in level. Unlike spells particularly Finland, Lapland, the Hebrides, (which can be learned anytime the character Miklagard (Constantinople), or Araby. Not discovers a new one), a character cannot try surprisingly, wizards of all stripes often had a to 'learn" a rune simply because he has seen it. very low status. Runecasting is a mystical art; it cannot simply Not all types of magic were known, eit be memorized by rote. Even if the character knows of the rune's existence, he must wait for a new level before attempting to understand that can appear are listed below: its intricacies. Conjurer Because of their more ominous reputations, Diviner runecasters do not attract large bodies of fol- lowers. Upon attaining 9th level, the reputa- tion of the runecaster is such that a certain number of men will follow his banner. Like the hphter, he determines those who stand by For those DMs striving for an "authenti him using the Norse Followers Table. Unlike the fighter, he only attracts half the number listed (fractions rounded up). Those who do NPC, be kept to a minimum. Of the few that attend him are no less loyal for all this. do appear, the majority of these should be Di- viners or Necromancers. Specialist mages Wizard should automatically suffer a -2 on all en- Although magic and wondrous events counter reactions with those aware of the abound in the sagas and romances of the Vi- character's repuation. king age, the style of magic is seldom like that Furthermore, spells of Alteration, Jnvoc; found in the AD&D@ 2nd Edition rules. The tion, and Evocation are almost complete1 Vikings operated by different understandings nonexistent. The few wizards that do ap of magic. Runes and supernatural agencies use subtle methods, not the powerful played an important part, while the stereotyp- flashy damage-causing spells. ical robed wizard was seldom seen. Organized wizard colleges, guilds, magical supply shops, Priests and other conventions sometimes assumed in Like the wizard, the standard AD&D game an AD&D campaign simply did not exist. interpretation of the priest is poorly suited to Likewise, scrolls, spellbooks, and other such the world of the Vikings. The powers wielded written material were not native to Scandina- by AD&D game priest characters bear little via. Runic writing was used for memorial resemblance to those described in Scandinavi- markers and runecasting, both of which in- an tales. Therefore, uriest characters (ewe-. .~ volved the invoking of special divine power. cially Christian priests), though retaining However, a few wizards did exist. Like the their spell-casting abilities, must be careful11 paladin, these sorcerors were always for- I

Player-character priests who follow Norse AD&DB game thief characters and those deities must consult the Legends and Lore found in the Viking campaign are the abilities tome for available spell spheres. to open locks and find and remove traps. Vi- Of course, this does not mean there were no king thieves do not gain these powers because priests during the Viking age. Historically the characters would not have had experience speaking, both followers of pagan beliefs and with these items. Locks were rare, and even the expanding Christian influence were found. those that existed were simple and primitive Among the Vikmgs, however, religion was of- affairs. Likewise, the practice of trapping ten viewed as a personal matter. The gods chests or treasures was unknown, so again were viewed as patron deities, to be dealt with there was no opportunity to learn the craft. by each man on his own. More often than not, To compensate for the loss of these abiliti each man was his own priest. Viking thieves instead gain the ability to open In those cases where a man was given the barred doors. While locks were rare, barring title of priest, the job was as much political as doors was not. With this ability, the thief can religious(if not more so). For example, in Ice- use a number of tricks and tools (such as thin land, the priests (godi or godar) functioned as pieces of wood or a sword blade) to silently chieftains. They ruled over districts, kept lift or slide the bar out of place-when the households of warriors, judged the court cases thief is on the wrong side of the door! This is of those living in their district, and attended not a Strength-based rating; it is a percentage the Athing (national assembly), in addition to chance (that can be improved) like other thief seeing that the proper rituals were performed abilities. All Viking thieves begin with a base and the sacred grounds protected. The posi- 10% chance of success in this area. A high- tion of godi was not one a character could Dexterity does not improve this skill, , . , simply choose. Instead the godi received his ti- ' 4- tle by right of his bloodline, the respect of his -Bards _._. ! neighbors, and the wealth he possessed. A Known to the Vikings as skalds, bards were poor man claiming to be the godi is as likely as respected and honored members of the com- a hobo announcing himself Emperor of the munity. As stated before, the Vikings were not World. all uncouth barbarians. They placed great store in poets, developing poetry to a fine art. Rogues It was common for kings and nobles to sup- port and protect skalds-and the poets were The Vikings were not all heroic warriors naturally expected to sing their lords praises! and bloodthirsty berserkers. The tales are Skalds were poets and storytellers. They filled with accounts of murder and theft, entertained by reciting verses, often com- along with more noble descriptions of famed posed on the spot. Without a written language poets accompanying kings into battle. Thus, (runes were not used to write down poetry), both thief and bard characbers are perfectly the skalds memorized their work and passed it acceptable in a Viking campaign. on by reciting it to others. Their poems are filled with fanciful allusions known as ken- Thief nings, a poetic description of a person or noted above, not every Viking was hon- As thing. For example, an axe would be called a est and true. Viking thieves, while not com- "wood-griever" or "wound-wolf," while a mon, can and did exist-although not without warrior might be an "enemy of trolls," "paint- modification to reflect the time period. er of the wolf's tooth," or "feeder of ravens." The greatest difference between standard The skalds audience was expected to know these , and their complexity and word-play would add to the beauty and skill Colorful Kennings of the poem. If proficiencies are used in the campaign, all When running characters, players and skald characters must reserve one slot for Po- DMs may want to brighten the characters’ etry (Slots: Relevant Ability: Intelligence; stories with poetic expressions appropriate to l, class. The kennings (word-plays) below may Check Modifier: -2). Whenever the skald at- just what’s needed to add that bardic tou tempts to entertain, he must make a poetry proficiency check to see if he can master the Arrows-wound-bees difficult kennings. Axe-wound-wolf, wound-griever Of course, poetry was not the only form of Battle-clash of the , gam storm, storm of metal entertainment. Musical instruments were Beer-pool of malt, sea of the ho known, but were not valued as highly as the Blacksmith-pole of iron spoken word. Harping, in particular, was a Blood-arrow-dew, milk of corp popular entertainment. swords Before a Viking skald can gain the use of Drinking horn-aurochs spear magical spells (as described in the Player’s Eagle-battle-crane, vulture of bat Handbook) he must first have the opportunity Earth-fjord of the heather to learn this art. This can only be done in a Farm land-sorrow of oxen foreign land (such as Ireland), since the Vi- Fire-terror of the birch kings did not have these magical traditions. Generous-hostile to gold Gold-arm-fire, fire of the wave New player characters have not yet had the moon of the sea, river-fire opportunity to travel, and so cannot begin Head-helmet-crag knowing any spells. Hearth-stone-table of fire Hot iron-gold of the fire Other Details King-giver of rings, land-demander Of course, a race and class are far from all Man-Odin’s oak, shield-wood, tree of Poetry--giant’s drink, mead of Odin, Odin‘s $ that define a player character or NPC. Other theft features-sex, name, age, homeland, and so- Sea-belt of the earth, plain of seals cial status-are nearly or equally as impor- Shield-spear-cloud tant. Since a Viking campaign is not the Ship-sea-king’s horse, sea-king’s ski, sea-stee standard fantasy world, the differences and Silver-snow effects of all these choices need to be consid- Sky-wind-bowl ered. Snake-thong of the heather, valley-fis Spear-flying thorn Sex Sword-glory of battle, hilt-wand, war-flam The first impression most players will have concerning Viking characters is that it is a world of men. Bold Viking men stand at the prow of their ships, men fight in battles, men explore the world. Meanwhile, women stay home to sew, weave, and tend the farm. In- deed, women are often imagined as virtual servants of their husbands and fathers. As with all things, part of this picture is cor- I Of Characters and Combat 9 27 rect and part is just fancy. It is true that men hard time accepting terms from a woman war- d all the things mentioned above. There are rior, and Moorish knights are apt to find the ew accounts of women warriors or explor- whole situation intolerable. but in the Viking world these things were In the end, players and DMs should never mpossible! Aud the Deep-Minded, queen shy from playing a female character-espe- ublin, moved her entire household to Ice- cially not on the basis of "it's not a woman's land after the death of her husband. There she role." Instead, they should consider the special claimed and ran an estate large enough to sup- considerations and social obstacles that might port 80 farmers. In Scandinavia, women had arise as challenges and opportunities to have ar more rights and responsibilities than true role-playing encounters. eighboring England or the Frankish Empire. Under Viking tradition, women had many Names ghts. They could own property and inherit Once a character has chosen a particular lands. Women were expected to manage sex, a name can be chosen appropriate to that everything in the household, and wives often sex. Of course, players and DMs can choose supervised the estates while the husband was whatever name they wish, but some of the Vi- gone. With such a warlike people, there were king feel will be lost if "Fred the Viking" is many widows who kept the family farms and used. The Viking campaign will be much more made them prosper. A woman had the right to convincing if characters have authentic Vi- divorce her husband. (He, of course, also had king-sounding names. To do that, though, it the same right.) helps to know how Vikings were named. Women served as priestesses to pagan gods Scandinavians of the time went by only one and were frequently skilled in magic. Though name, a personal name. Surnames were very they were not allowed to file lawsuits or take rarely used. Of course, problems arose; how did part in the thing (the governing assembly), one tell the three Thorolf's of the village apart or their influence over the men handling such whether someone meant the Thorolf living in matters was great. Many sagas tell of blood- Trondlag or the Thorolf in Hordaland? This feuds stirred up or sustained by the urgings of problem was solved in several ways. a woman. A woman might even work deadly The most common was to add a patronym- revenge on the slayer of a kinsman. ic-"father's name"-to the end of the name. Still, women warriors were rare, and truly Thus, Thorolf, son of Harald, became exceptional. There is no doubt that by cus- Thorolf Haraldsson. This type of nickname tom, women stayed home and saw to the could be made by adding "son" or "sson" to households and property. For female player the father's name. (Women tended not to car- characters in a Viking campaign, this means ry their father's name.) On occasion, the per- that though their presence as adventurers (es- son was indicated by his home, i.e., Thorolf pecially warriors) is recognized as their right, of Trollwood, but place names like this were it might raise more than a few eyebrows. not as common. Those more traditionally-minded may view it Another popular method of naming was to as improper or unseemly, while the broad- give the person a descriptive nickname based minded are apt to consider it unusual but not on some quality or deed. Judging from nick- necessarily inappropriate. names, Vikings apparently had quite a sense The female player character is likely to have of humor. Besides obvious nicknames like problems when dealing with NPCs from other "the Short" or "the Tall," less complimentary lands, where the rights of women are not as ones like "Snake-in-the-Eye" or "the Braggart" well established. Frankish nobles may have a

28 Chapter Three also appeared. Furthermore, nicknames were acters at such an early age. However, charac- sometimes ironic, entirely opposite from the ters who leave home after age eighteen have truth-Thorolf the Short could actually be certainly earned the uncomplimentary nick- quite tall! name "Coal-Chewer!" As is true with all nicknames, the person bearing the moniker generally has little choice Homeland \, in what he is called. His friends (he hopes!) Another important part of each charac and companions give him the nickname that background is where he hails from. Tho suits him best. Players may also take this ap- all were considered Vikings, there was proach, letting their characters earn their great bond between Danes, Swedes, or any of the other Viking nations. Giving each charac- ter a home province adds to the role-playing interaction. Players and DMs can choose whatever age Unless several separate groups are going to they desire for their characters. Traditionally, be playing in the same campaign world, the a Vikmg youth was considered an adult at the DM should probably assume that all charac- age of twelve, although it was common for ters start from the same general region. This is him to remain at home for a few more years. certainly true with beginning characters. It is In The Saga ofthe Jornsvikings, Vagn Akason not likely that a group of beginning heroes who had killed three men by the age of nine, happens to include a Dane from Jutland, an joined the warrior brotherhood (the Jomsvik- Icelander, two Swedes, and a Rus. Where did ings) at the age of twelve. they all meet and how did they get together? Players are not required to begin their char- The mixing of nationalities should wait until Wing Names Hak Hunthjof Hymling assist players and DMs in naming their To Hakon Idmund characters, lists of names (divided by sex) and Halfdan Illugi nicknames are presented here. The DM can Hamal Imsigull photocopy these lists for use in his campaign. Hamdir Ingjald Harald Ivar Men’s Names Harek Jarnskeggi Aella Fjolmod Hauk Jokul Agdi Fjolvar Havard Jormunrek Agn= Fjori Hedin Ketil Alrek Franmar Kjar An Freki Heimir Knui Angantyr Fridleif Helgi Kol Aran Frithjof Herbjorn Krabbi hod Frodi Herthjof Kraki Arnfinn Frosti Hervard Leif Amgrim Fyri Hildigrim Melnir Asmund Gardar Hjalm-Gunnar Neri Atli Gauk Hjalmar Odd Auda Gauti Hjalprek Olaf Bard Gautrek Hjorleif Olvir Geirmund Hiorolf Orkning Beiti Geirrod Hiorvard Om Bild Geirthjof Hlodvard Otrya Bjarkmar Gilling Hlodver Ottar Borgar Gjuki Hlothver Raevil Bosi Glammad Hodbrodd Raknar Brand Gothorm Hogni Ref Brynjo Granmar Hoketil Rennir Budli Grettir Holmgeir Rodstaff Bui Grim Hosvir Rolf Drott Grimhild Hraerek Runolf Eddval Gripir Hrafknel Saemund Ed Grundi Hrani Einar Gudmund Hreggvid Eirik Gunnar Hring Sinfjotli Eitil Gunnbjorn Hroar Sirnir ET Gust Hrodmar Sjolf Eylimi Guthorm Hroi Skuli Eyolf Hadding Hrolf Skuma Eystein Haeming Hrollaug Slagfid Hafgrim Hrosskel Smid Fin nbo gi Hagal Hrotti Snaeulf Hundinz Snaevar

30 Chapter Three Women's Names Nicknames Hrafnhild Absent-Minded Old Hrodrdod Arrow-Odd One-Hand Alof Ingibjorg Bag-Nose Peaceful Arnora Ingigerd Bare-Legs Peacock Asa Isgerd Belly-Shaker Pilgrim Kara Berserks-Killer Pin-Leg Aud Kolfrosta Black Powerful Bekkhild Kostbera Blind Proud Bera Lofnheid Blood-Axe Prow-Gleam Lofthaena Bold Red Bodvild Lyngheid Brave Serpent-Tongue Borghild Nauma Breast Rope Showy Borgny Oddrun Bull-Bear Silk-Beard Brynhild Olvor Buttered-Bread Skinflint Busla Ragnhild Crow Skull-Splitter Dagmaer Saereid Dee p - M i n d ed Sleekstone-Eye DaWY Sigrid Dueller Smooth-Tongue Edda Sigrlinn Easterner Snake-in-the-Eye EhY Silksif Fair Southerner Eyfura Sinrjod Feeble stout Fjotra Skjalf Fetter-Hound Stubborn Freydis Svanhvit Finehair Tit-Bit Gdumvor Swanhild Fish-Hook Unruly Geirrid Sylgia Flat-Nose Wealthy Gjaflaug Thjodhild Flayer Wartooth Grimhild Thorgerd Fosterer Whelp Groa Thorunn Good White Gudrid Throa Gossip Wry-Mouth Guh Thurid Grey-C1 Wry-Neck Gullrond Tofa Hairy-Breeks Xxx's-Bane Halldis UM Hairy-Cheek Xxx's-Killer Hallfrid Vaetild Hard-Mouth Yeoman Hallveig Yrsa Horse-Head Hekja (Scot) Hot-Head Helga Hunter Herborg Keen-Eyed Herkja Lean Little WdlgUM Long- L eg Hildirid Lucky Hjordis Mansion-Might Hjotra Night-Sun Hleid Noisv I the characters reach higher levels when rea- begin as slaves (since this makes adventuring I sonable explanations can be provided. A difficult) and only those who have the appro- henchman from the Hebrides (Scotland) may priate Gift are the sons of chieftains, godar, or become a player character (to replace a fallen princes.

the AD&D@game rules. The following profi- ciencies are not available, for cultural or his- Danelaw (England, after 865) torical reasons:

heraldry riding, airborne Iceland (after 870) spellcraft Ireland (after 820) forgery charioteering

cultures spoke essentially the same lan- guage-Old~. Norse. Thus, for Viking charac- ters, this serves as the common tongue. In addition, the languages of surrounding lands in this general area. For example, the may be useful to the player characters. Char- acters with the omortunitv to learn addition- al languages can-(se the skplified list bel

Gaelic (Ireland) ore, it is reasonable for the initial char- Saxon (England) to hail from Stad, More, Gaulardale, Slavic (Russia) d, or other nearby districts. Thereafter French (Franks) aracters are assumed to have family and Latin (the Church) Arabic (Moors) Greek (Byzantium)

Although the bulk of the Vikings were free As noted, this list is simplified, ignoring

means-neither poor nor overly ricA (unless essary complication to the experience of role- the character has benefited from a Gift during playing. character generation). Player characters never He who would read the sacred runes given by the gods, that Odin set down and the sage stained with color, is well advised to waste no words. - Sayings of the High One

Nordic magic can be roughly divided into two different groups. There is the normal type of magic, reflected by the wizards and spells of the AD&P game system, practiced by or learned from foreigners. The second type is rune magic, peculiar to the Nordic lands. Rune magic is vastly different from the nor- mal AD&D game system of memorization and spells.

What Are Runes? Runes are an ancient form of writing used throughout Scandinavia. The stick-like letters are easily carved with a knife, a tool every man and woman commonly carried. A piece of wood, shaved flat on one side, commonly served as a "tablet." Runes were carved into process, since such runes were highly secret wood and stone, and used for things such as and hard to master. Not everyone could use charms, contracts, boundary markers, and magical runes, only those who had taken the memorial stones. time to master this difficult art. This is be- Thus the Vikings had their own written lan- cause magical runes were ancient secrets that guage and were not illiterate. However, runic came from Odin. Even Odin suffered trying to script had its limitations. Most important learn the secret words, as this ancient text in- (and what made the Scandinavians seem illit- dicates: erate) was that only short messages could be written using this method. Paper, parchment, I know that I hung on a high windy tree for and hides were not used, and boards were just nine long nights; not practical for writing books. Thus, Viking I had a spear wound-that was my work- literature was all oral and not written down struck myself. . . until after the Viking age. Without a collec- They brought me no bread, no horn to drink tion of books, it was easy for later historians from. . . to assume the Vikings were illiterate. Crying aloud, I seized the runes; finally fell. . . Magic Runes Thus I learned the secret lore, prospered and While runic script was used for messages, waxed in wisdom . . . the Vikings also believed in special runes that Sayings of the High One could be used to create potent magical effects and charms. This was, however, a difficult If the leader of the Aesir had to undergo such

Rune Magic 33 uffering, how could mortals expect the runes explained above. o come easily to them? First-level runecasters start the campaign Runes are gained through insight, instruc- knowing two runes. It is assumed the charac- tion, and reward. The character who is taught ter successfully learned these runes and no how to form a magical rune most probably check is necessary. The initial runes are as- learned it from one who already knows, who signed by the DM. in turn learned it from another, and another before him, and so on until the beginning of Using Runes time. Sometimes a character, after much con- templation, suddenly "sees" the pattern need- Once the character learns how to fashion a ed to create a specific rune.The rarest of all is magical rune, he can attempt to use it. Of to acquire a rune as a gift from the gods. A course, since the character is manipulating bird may whisper the secret of the rune to the magic, this is neither a simple nor easy task. character or he may even hear it in the voice Even though the character "knows" how to of a waterfall. use a given rune, it must be recreated with Although runes have magical powers, they each use. What the character knows are the are not like standard AD&D" game spells. principles and steps for creating the desired Runes are not memorized daily, to be cast and rune, but each time he uses the rune, it takes a then lost. There is no limit to the number of different form affected by the factors of the times runes can be used in a single day. They moment. It could be the time, place, motives, do not have varying verbal, material, and so- or people involved that alter the rune. Per- matic components, nor do thev have castine haps the most important oart in usine a rune is times that modify kitiati to deduce the the correc;forrn~ ~~~~~ needid.~~..~~.... This slow process is known as shaping, and is divided into three steps-planning, carving, Learning Runes and activating. Each attempt to shape a rune Like spells, runes must be learned before begins with a-full turn of contemplation dur- they can be used. After a rune has been found ing which the character must remain undis- whatever means), the character must turbed. At the end of that time, the character ck to see if he can learn it. This check uses can proceed to the second step. the Chance to Learn Spell percentage given for Carving a rune requires only three things- e character's Intelligence score. If the check the rune as planned out in the character's successful, the character can add that rune mind, something to carve it with, and some- tu the list of those he already knows. If the thing to carve it on. Magical runes must be eck is failed, the character cannot learn that carved to be effective; written with paper and Increasing in level does not allow an- inks they have no power. The carving tool check; however, if the character's Intelli- and surface can be whatever is at hand (al- ence improves, he can make another attempt though some runes may have restrictions), provided he still has access to the rune but must be known during the planning stage. (through an instructor or other method). A character cannot plan a rune and then look Although runes are a written type of magic, around for the materials to carve it. There a character cannot learn how to use a rune just must be no delay between the planning and By studying one. There is much more to creat- the carving of a rune. ing runes than writing them. The character Typical surfaces for carving runes include must have a living example of the rune- boards, blades, drinking horns, and stones. either insight, instructor, or inte knife, although any other hard, pointed tool Beast-Rune be used. can This rune allows the runecaster to undei The third step in shaping a rune is activat- stand the speech of a particular animal. Whell ing it. This must be done within two rounds of shaped, the rune must name the particular an- the carving for the rune to be effective. The imal it is intended to affect. type of animal activation can be either a poem spoken over A (''any bear") is not sufficient; an exact identifi- the runes (to charge them with power) or cation must be provided ("the bear that lives anointing the runes with beer or spit. The ex- in the big cave at the mouth of act method is generally unimportant to the Flossi's stream"). Once the rune is carved, the caster play of the campaign. can converse with that animal as if by normal All told, the process of shaping a rune takes speech, both man and animal understanding 15 minutes. Upon completing the last + ld20 each other. Speaking animals are typically step, either the player or the DM makes a Wis- friendly, even helpful; perhaps the novelty of dom check for the character. If the Wisdom speaking humans intrigues them. check is successful, the rune works as intend- ed. The player can make checks for those runes where the outcome is obvious. The DM Berserk-Rune should make checks for situations where the This rune, carved onto the haft of an axe or success of the rune cannot be determined im- shaft of a spear, can be used to incite berserk mediately, such as a rune against poison frenzy. Since the name of the person and the carved on a driiihorn. After the rune has instance of battle must be included in the served its purpose, it is merely a carved pat- shaping of the rune, the berserk-rune is gener- tern. Runes cannot be reused. ally only effective in set-piece battles or duels

where~~ the runecaster has time to ureoare.I. Rune Descrlptlons Once the rune is shaped, the user of the weap- on gains +2 to his hit points and +1 to his spellsf magica1 do not have damage and THACO (but no other berserker levels. Most can be karned by any runecaster, powers). The berserk-rune does not convey no matter what his level. However, Some all the powers allowed the berserker charat runes can Only be attempted after mastering ter. The state lasts until the character is slair Ones. In these cases, the rune Or uses another weapon, retreats, or is out < that must be known are listed in the descrip- for than rounds, tion of the particular run Catch-Rune AleRune This rune must be tooled onto the palms of This rune the PenceOf poison and a pair of leather gloves. When the rune is protects against POiS0+, after a fashion. shaped, the wearer, place, and time must be Once the rune must be carved On specified (i.e. "these gloves are for Halfdan the the rim Of a Or The two runes must Seal-Hunter in the battle against the English then be touchedto each Other. The effectiveness we are about to fight"). The gloves are effec- Of the rune is not permanent; it is Only useful for tive for one day. When worn, the named char- a session, the may acter can try to catch any weapon thrown at be refilledm many times. If dethis time the him-spears, axes, knives, etc.-by making a drink contained is poisoned, the cup shatters when the runecaster touches it. Once broken, the alerune is obviously can

1; Rune Me-'- 35 from that attack. If the attempt fails but the Charm-runes are dangerous to use for a va- attack succeeds, the character suffers one ex- riety of reasons. First, unlike many other tra point of damage from the attempt. The runes, a misshapen or poorly carved charm- rune is not effective against arrows or thrown rune is not just ineffective: it gains the power boulders and the like. to harm, assuming the properties of a disease- rune. Second, unless natural instincts overrule Change-Rune it, the charm-rune is only effective so long as This rune allows the runecaster to assume it remains in place. It is reasonable to assume that sooner or later the rune will be discov- the form of a natural animal. When shaping ered. The charmed person (and his or her kin) the rune, the runecaster must specify what is apt to take a dim view of such a magical se- creature he will become. The rune is then duction. Finally, unquestioning love may not carved on a bone, feather, or hide of that crea- always be the bliss the character imagined; it ture. Upon completion, the character assumes can easily yield to other emotions, particular- the form of the animal. His clothing and ly jealousy. equipment do not transform with him. The character has the armor class, movement, at- tacks and damage of the creature but retains Dead-Rune his own hit points, THACO, and saving This dark and potent rune allows the me- throws. He does not gain any special abilities caster to converse with those departed. When the creature might possesses (poisons, bear shaping the rune, the runecaster must know hugs, etc.). The change lasts for ld6 hours or the name of the specific individual he seeks. until the character sleeps or goes unconscious, The rune is then carved on a pole and driven although the caster can end it earlier if he into the earth of the grave mound or cast into wishes. the sea for those unburied. The mound then opens (or a hall appears in the waters) reveal- Charm-Rune ing the dead spirit seated at his hlgh seat. The runecaster can pose up to three questions to This rune, when correctly shaped, func- the spirit. Although the summoned spirit can- tions as a powerful love charm. It is, however, not lie, it typically answers in riddles and po- dangerous to use. Each charm rune must be ems (frequently loaded with kennings). The shaped with a particular pair of lovers in mind spirit will invite the character to enter, but and then carved onto a plank. The plank must anyone foolish enough to do so is lost forever. then be placed underneath the mattress of the The dead-rune has a significant risk in that victim. After each night spent sleeping over not all spirits are cooperative or helpless. Each the rune, the victim must make a saving throw time it is used to summon a new spirit, there is vs. petrification. If the saving throw is suc- a 10% chance the runecaster has contacted cessful, the rune has no effect that day. If the one of the uneasy dead. The summoning frees saving throw is failed, the victim is charmed. such spirits from their mounds and they take He or she views the runecaster (or whomever on physical form. Spirits released in this man- the runecaster has designated) most favor- ner are equal in all respects to wights. ably. Indeed, the victim behaves if in love. (Note that this does not give the runecaster or any other absolute control over the charmed Disease-Rune person!) The charm effect only remains in ef- This rune is very similar to the charm-rune. fect so long as the plank with the rune remains When shaped, the victim must be named and in place beneath the mattress. the rune carved on a plank. This is then placed

36 Chapter ForIr beneath the mattress of the victim. Each has no effect on illness caused by diseus morning thereafter, the victim must make a runes. When shaped the caster must know the saving throw vs. death. If successful, the rune name and symptoms of the sufferer. The rune has no effect. If failed, the victim weakens, is then carved on a plank and placed under the losing a point of Constitution per day. This ailing person’s pillow. Each morning the pa- process continues until the victim’s Constitu- tient makes a saving throw vs. death. If suc- tion reaches 0 and the character dies. Consti- cessful, the disease lessens and one of the tution lost in this fashion cannot be regained symptoms vanishes. (Fevers abate, pox heal, until the rune is discovered and destroyed. aches depart, etc.) When all symptoms are gone, the person is cured. The rune is then in- Fortune-Rune effective. Used by seers, the fortune-rune allows the Iron-Can’t-Bite-Rune caster to predict the fate of others. Each rune must be fashioned for a particular person and This potent rune is much valued by war- carved into wood. It is then typically cast on riors of all types and is frequently used by the floor, burnt, or handled by the seeker. If raiders and berserkers. The rune is shaped for the rune is shaped successfully, a general indi- a particular person and carved onto a wooden cation of the character’s fate in life is given. amulet. The charm must be donned as soon as Thii can be as broad or precise as the DM de- it is carved. (It is not possible to stockpile pre- sires. Of course, once a prediction is made the pared amulets.)This must be worn around the DM should make efforts to see that what has neck at all times. Thereafter, the wearer suf- been foretold comes true. fers one point less damage from all attacks The Vikings strongly believed that the fate made with weapons. (An axe blow that does of a person was fixed from his birth and there six points of damage would only cause five to was little he could do to change it. (Arrow- a character so protected.) The rune is effective Odd, who was fated to be killed at home by as long as the character wears the amulet or the skull of his own horse, killed and buried until the character’s hit points are reduced to the animal, then sailed away vowing never to 0. If the rune is removed for any reason, its return. Although he lived for three hundred power is broken. Certain magical devices may years, Arrow-Odd finally did meet the fate also negate the effectiveness of the rune. A the seer had described for him.) character can only use one of these runes at a Fortune-runes are useful in describing the time. general lie of the character, his luck in a com- he dangers of undertaking a long Limb-Rune d other largescale events. They This useful rune can be used to heal injuries, for determining the outcome of particularly those suffered in battle. To be ef- tails and events, such as whether a fective, the rune is shaped with the injured nster lurks behind the door. Such hazards person‘s name and then carved onto the life are left for the characters to face on branch of a living tree. Blood from the wounded person must be touched to the carved letters. If the runecasting is successful, Help-Rune the injured person heals ldlO points of dam- This valuable rune can be fashioned to cure age. diseases, including most of those caused by Altepately, limb-runes can be used to magical means (unless otherwise specified). It speed the process of natural hdinp The

Rune Magic 37 process for shaping the rune is the same as more than one luck-rune in operation at a sin- above, but the rune is carved on the inside of a gle time. All others he might try to carry are piece of bark stripped from a living tree and instantly negated. placed against the wounded character's skin. Thereafter, the character heals at twice his Nis-Rune normal rate. When used in this fashion, the rune remains effective until the character has A ni8-rune (pronounced roughly nith) is a made a complete recovery. Only one limb- highly charged and emotional rune to use, rune per character can be used at a time. since it is a grave insult to the person named in the rune. (Ni8 implies shaming and disgrace and among the Vikings is associated with trai- Lor-Rune tors, particularly a man who kills his own This is a potent and dangerous rune, great blood-kin. Such criminals are named ni8ingr in both its rewards and its risks. It allows the and can be killed on sight by any man.) A ni8- runecaster to seek the answer to a single ques- rune delivers a powerful curse. tion. The runecaster formulates his question To fashion this rune, the runecaster must in the form of magical runes and carves these name a particular person to be affected and on a stone. If the rune is successfully shaped, fashion with the runes the wrongs that person an answer to the question will come to the has committed against the runecaster to jus- character in a dream in Id6 nights. Like most tify the curse. A ni8-rune carved without prophetic answers, the vision will be couched good cause automatically fails (with the con- in strange and mysterious terms for the rune- sequences given below). The rune is carved on caster to puzzle out. a pole, set in the ground, and topped with an The risk comes if the rune is fashioned animal's skull. The pole must be on the prop- wrong. Then, instead of a prophetic dream, erty of the person being cursed. the runecaster suffers six visits by a gast (see The type of curse delivered depends on the Monsters), appearing once each night. imagination and desires of the runecaster. Typical curses inflict madness, misfortune, Luck-Rune bad luck, illness, Poor harvests, harsh This rune, carved on a stick or other wood- winters, bad hunting: or evil weather. The en object, gives a single person luck for one curse can never directly cause the death of the day. The shaping of the rune requires the victim. For example, the runecaster cannot name particular person to be protected. He will a fatal illness on the victim or cause his must then carry the rune with him for it to be ship to sink in mid-ocean. However, he could effective. If the rune is successfully shaped, reduce the victim to feeble weakness (making the recipient gains the benefits of Good Luck him easy to kill) or request a terrible storm as described in the "Gifts"section of Chapter 2. (that might sink the ship of anyone foolish enough to sail). If the rune is badly formed, the Bad Luck ef- fect is instead triggered. The runecaster de- If the rune is fashioned successfully, the vic- tim is allowed a saving throw vs. death to re- cides the type of die to be affected at the time sist the effects of the curse. If the save is failed, >f shaping the rune. Good luck remains in effect from sunrise to the curse takes hold. If the save is successful, the curse is negated. sunset, provided the character keeps the rune on his person all that time. Bad luck has the There are several risks involved in using this spell. First, it is difficult to fashion, so the same duration, but remains in effect even if the rune is discarded. A character can have no shaping check is made with a - 1. Second fnr

he ni8-rune to have effect it must be placed building of the ship gains a +5% bonus to lat- where it can be found. Since the runes clearly er seaworthiness checks. identify the runecaster and his intended vic- Once the sea-rune is carved (assuming it tim, either the victim or his relatives might was successful), the ship has better chances of discover the pole and then take vengeance on surviving any storm. In dangerous seas, the the character. A ni8-rune is a grave insult and vessel handles as if the wind and waves were will not be dismissed lightly, unless the target one category less. (Strong winds are treated as is a coward. Finally, a poorly fashioned rune favorable, storms as strong winds, gales as will rebound on the runecaster. If the charac- storms, and the northern equivalent of hurri- ter errs in shaping the rune, the curse (or cane is a gale.) The ship gains a +lo% bonus something similar to it) effects the runecaster. to all seaworthiness checks (possibly 15% if Like the potential victim, the player character the rune was fashioned when the ship was is allowed a saving throw to avoid the effect. built). Multiple sets of sea-runes on a single The curse remains in effect until either the ship are not allowed. conditions of the curse are fulfilled, the ni8- If a sea-rune is negated because of a broken rune is negated, or the two parties arrive at or lost oar, the rune can be repaired by any some kind of reconciliation. This last can be runecaster who knows how to shape a sea- done by arbitrating a settlement at the local rune. He can examine the runes already on the thing (a law-assembly, see Chapter 7). ship and carve a new one. A check for the work must still be made. The bonus for the Quench-Rune initial carving of the rune is lost, however, This rune allows the caster to extinguish since the replacement oar was not fashioned when the ship was built. If the prow or rudder any single fire. When shaped, the name of the place to be affected must be worked into the is broken, the sea-rune is permanently de- stroyed. The ship is then considered ill-fated rune, which can then be carved on any availa- ble piece of wood. The wood is thrown into and cannot have another rune placed on it. the Fie and consumed to activate the rune. If the rune is shaped successfully, a conflagra- Shield-Rune tion up to the size of a single building can be Like the sea-rune, this rune is highly desired extinguished. Only one fire can be extin- by all warriors. To be used, the rune must be guished per rune. shaped for a particular warrior and then carved on the inside of his shield. Thereafter, Sea-Rune the warrior gains a + 1to all his saving throws For the Vikings, the sea-rune is one of the when carrying the shield. The shield-rune is only effective for the named warrior; should most prized and practical of all runes. With it, the chances of a safe voyage are improved another use his shield, it functions as a normal shield with no special bonus. greatly, no small thing for sailors of the The remains in effect until the stormy northern seas. Since the rune is most shield-rune character is defeated in a duel or runs from a effective if shaped and carved when the ship is built, wise shipwrights seek out the most skill- battle. If either event occurs, the rune is imme- diately negated. ful runecaster they can find. The runecaster shapes the rune and then carves it on the prow, rudder, and oars of the ship. The rune Shout-Rune remains in effect until any of these items are This peculiar rune can be used to free oth- broken or lost. A rune shaped during the ers, or sometimes oneself, from bonds and fet-

40 Chapter Four ers. It can also open locks. To use, the rune- include the name of the strengthened person laster names the person to be freed or the item and then carve the rune on a piece of wood or o be opened and carves the rune on the bonds stone. This is driven into the earth and touch- .hemselves. He then shouts to activate the ed by the named person. Thereafter, for ld4 wne. This unties knots, opens locks, breaks hours, that character's Strength is increased :etters, and undoes any other restraints. by ld3 points (or 10% if over 18).The charac- ter receives all appropriate adjustments to Sight-Rune THACO and damage for his enhanced Strength. This rune is carved on a piece of wood and nust be shaped for a particular individual. Triumph-Rune 3nce activated, the runecaster can look at the Tamed person with the power of second sight This is a powerful and much desired rune, :see Second Sight in this chapter). Because sec- because it improves a warrior's skill in battle. md sight allows one to see many things hid- The rune must be shaped for a particular war- ien or from the other world, this rune is often rior and a particular battle or setting. ("Give ised to help predict the fortunes of others. A victory to Sigurd Hairy-Cheek today against ;ingle sight rune is effective for one reading. the Wends.") It is then scratched onto the war- rior's sword hilt and blade (spear shaft and Speech-Rune blade, or any other appropriate combina- tion). The warrior gains a + 1to his THACO This rune is shaped for a particular person, and damage rolls. The rune lasts until the war- then carved on an amulet for the person to rior loses the weapon or changes to another wear. The rune is effective for twelve hours af- weapon, retreats or is defeated in the bakle, ter the carving. During that time, the rune or the battle ends. The rune-carved blade is prevents enemies of the wearer from speaking the equivalent of a magical weapon for fight- evil of him. Those attempting to defame, deni- ing creatures that can only be hit with +1 grate, or spread lies about the protected per- weapons. The triumph-rune cannot be com- ;on must make a saving throw vs. spell to do bined with other runes that increase the so. Furthermore, the spell prevents others THACO or damage rolls of the character, nor from casting runes (particularly the ni6-rune can it be applied to magical weapons. on the protected person unless, again, a sav- ing throw vs. magic is made. Water-Rune While it at first seems inconsequential, this rune is of great importantance. The honor of This practical rune is often used by sailors one's reputation was of no small significance to protect against the risk of drowning. The among the Vikings. A man's standing could rune is shaped with the person's name and easily be destroyed by slander and innuendo, then carved onto a piece of wood. This is set particularly in the court or at the thing (the as- adrift on the ocean. Thereafter, the person has sembly). The speech-rune, wisely used, could limited protection against drowning in the fol- prevent such a downfall. lowing ways: He can hold his breath for twice as long as normal. The character is automati- Strength-Rune cally considered proficient in swimming. When swimming long distances (such as to The strength-rune does just as its name im- shore after a shipwreck), the character gains a plies: it increases the strength of the recipient. +1 to all required Constitution checks. The When shaping the rune, the runecaster must character does not suffer from exposure to icy

Rune Magic 41 waters and suffers -1 point of damage that Second sight can also be used to see events might be caused by drowning or similar wa- that will occur. For example, in Iceland there ter-based attacks (although these are very, was an old wise woman with the sight who very infrequent in the Viking world). regularly foretold when the merchant ships would be arriving for the season. Creating Other Runes What is seen by second sight will happen, Unlike magical spells, which are formulae no matter what measures are taken to avoid that can be researched and created by player it. While most things seen by second sight characters, runes are secrets with divine come to pass relatively quickly, it is not un- known for the prediction to be fulfilled years powers. The powers of runes have existed later. since the beginning of the world. Runecasters Second sight does have its limitations. At- whatdo not has always been.they A runecaster discover cannot tempts to use second sight only succeed 50% of the time, and even then may not reveal choose to research a new Of and add anything interesting or extraordinary. Most it to his collection; this is simply not possible. This does not mean new runes cannot be importantly, this ability cannot be used to pre- added to the campaign, however. The DM can dict the outcome of actions. A character with second sight cannot look at a chest and say create new runes as he desires, perhaps in re- sponse to the wishes of the players. He can that opening it would be bad, since this re- then introduce these runes into his game how- quires an action that may or may not happen ever he sees fit. An old hermit in the moun- (Upon hearing the prediction, nobody opens the chest and thus makes the prediciton un- tains, through hardship and deprivation, may true). Characters cannot use it to foretell the have seen a vision of the new rune. An animal outcome of a fight or a battle, although the (who, since they are part of the earth, are of- seer could say whether one fighter or com- ten wiser in these than humans) may was An know the secret. Likewise dwarves, whose mander’s luck good or bad. event that knowledge of the old magic is far greater, depends on the specific actions of people, par- ticularly player characters, cannot be deter- could know the ru mined through second sight. the DMs imaginati As a last caution, the DM must remember that he is in charge whenever a character has a Second Sight vision through second sight. If the DM has no Second sight gives people the ability to see idea what vision would be appropriate, then things beyond the ken of normal folk. It mani- none need occur. fests in two ways. Some DMs may object to the gifted charac- The first, and simpler, power of second ter’s ability to constantly see invisible objects. sight is to see those things that are hidden by Most of the invisible things seen are creatures supernatural means. A person gifted with sec- from the other world-dwarves, huldre, ond sight can see invisible things without diffi- tomke, nisse, and an assorted collection of This primarily means the character can sprites and fairies. Seeing such invisible crea- see spirits and hidden creatures. tures is no great blessing since they take a The second power is the ability to see things greater interest in those who can see them. &at are to be. This prophetic ability of second The attentions of spirits are seldom desirable; sight mostly involves people. With second those with second sight are often mad or sight the seer can see a person‘s luck, and touched in the brain by their own power. omens of the future.

42 Chapter Four From 's blood fell drops of poison which The second reaction, which combines with grew and formed into a giant. the first, is awe. These strange creatures are All our kinsmen were so created and that's otherworldly. They know more about the why we're far too fierce. workings of the earth and the gods than nor- The Lay of Vathrudnir mal men. Therefore, their appearance among the world of men always has significance. The lands of Vikings were home to more than Worse still, interference with such creatures just human beings. Many people are familiar can bring down greater woes, even the ire of with tales of giants, trolls, ogres, dwarves, the gods, whose ways are unfathomable. elves, even dragons; but how many know of Only the greatest of heroes (or fools) can the nisse, kabbelgatt, skogsr3, fossegrim, treat supernatural creatures with casual disre- sjor3, or a horde of other creatures, good and gard. For all others, the news that a linnorm ill, that lurked in the dark comers of the has been seen at the ferry or that a spoke is world? These creatures and many more terrorizing the neighbors is a matter of meat formed part of the Viking world. and serious imp The Role of Monsters Existing Cre Before throwing dragons, trolls, giants, and The AD&D game system, with its plethora whatever left and right at player characters, of monsters, has tapped the rich veins of Scan- take a little time and consider the place of dinavian folklore more than once in its search monsters in the Viking campaign. The view for new foes. A few creatures appear under the Vikings had of the world is much different the guise of a different name (more common from that found in the typical AD&- cam- in English). Rather than create a new batch of paign. A carefully built campaign should re- monsters who differ only from creatures al- flect these differences. ready described in some minor detail (an AC Although the Vikings believed in the crea- of 6 instead of 5), it is simpler to give these tures described here, monsters were not a creatures an appropriate name change (if any) common part of everyday life. The world is and note any modifications to their appear- human-based and human-centered. Even the ance or behavior. This approach is not practi- trollborn are part human in nature, difficult to cal for all monsters, however. In some cases, smgle out by appearance alone. There are no the Scandinavian name for a creature has been dwarven citadels or elven villages. , borrowed, but the description of the monster gnomes, dwarves, and elves do not roam the is vastly different from Scandinavian legend. streets of towns and cities. Humans, humans This is most obvious in the cases of giants, and more humans make up the fabric of daily dwarves, elves, and trolls. lie. The "unchanged monsters are listed in this Because strange and nonhuman creatures section, organized alphabetically according to are rarely every seen, humans have two domi- their Scandinavian name. The standard nant reactions. The first is fear. It does not AD&D game creature is identified in paren- matter how beneficial or helpful the creature theses after the Viking name. For conven- might be, it will be viewed with suspicion and ience, those creatures that can be used terror. Such beings have powers beyond nor- unchanged from the Monstrous .Compendi- mal men and temperaments that are difficult ums are listed on page 44 under Existing Mon- to uredict. The wisest wav to deal with such sters. creatures is to avoi ants, dwarves, and trolls. These creatures, so its affairs. However, in its appearance and central to Viking myth, require special treat- abilities, it is more like a zombie and has the ment and are dealt with individuallv. same statistics as these. The genghger is not overly horrid in appearance, although it's Existing Monsters body reflects the means by which it died. Badger Owl, giant Drowned men appear dripping wet and those ' Bear Raven who die in battle often sport fresh wounds. Boar, wild Roc The gengsnger is not necessarily malevolent Dog, war Snake or evil; it's behavior is influenced by what re- Dog, wild Squid, giant mains undone. A genginger may appear 9 Dolphin Squid, kraken briefly to announce its own death, deliver a Eagle, giant Swanmay message, see that its property is divided prop- Eagle, wild Turtle, giant sea erly, or even take revenge on a slayer. The Fish, g. pike Vulture, common genginger can speak and often arrives as a Hawk, small Vulture, giant guest at a banquet. Hawk, large Weasel, wild The most important feature of the Korred* Whales genginger is that it cannot be destroyed by Leprechaun' Wolves normal means. A genggnger can be defeated Owl, common Wolverine, normal and its body destroyed, but this only delays *Found in British Isles only the creature. By the next night, the body will have reformed and it will return. The Cast (Spectre) genginger can only be permanently laid to rest when its mission is completed or if it is The gast (not to be confused with the Mon- been put down by the proper rituals. These strous Compendium ghast) is a fearful undead rituals include holding a "door court," an in- being that lurks in the wilderness. Unlike formal trial that banishes the spirit, or an ex- many other undead, the gast is the spirit of an orcism (if those haunted are Christian in unknown person now forced to haunt the belief). world. It is similar to the spectre, except that it can take on solid form and can become invisi- Hamhleypa (Werewoll ble at will. When solid, the gast can make its body incredibly heavy, more than a man can Hamhleypa (literally "shape-leaper") are lift. One of its common tricks is to invisibly sit werewolves and werebears, the only types of itself on the back of a horse or wazon. slowine lvcanthropes encountered in Scandinavian c movement to a cra realms. TAese creatures have the same abilites and statistics as the lycanthropes listed in the CengSnger (Zo Monstrous Compendium. However, in the Vi- king world lycanthropy is not a disease. All Kjartan went straight into the living-room lycanthropes encountered are "tme'' lycan- and saw ThoTodd and the other dead People thropes. Those attacked by a hamhleypa are sifting by the fire as usual. not subject to lycanthropy. Eyrbygg ja Saga Furthermore, the method of changing-" form is different. The Viking lycanthrope cannot done, the lycanthrope assumes his animal tend to be found only in non-Viking lands, form. Once donned, the skin cannot be re- particularly England and the Empire of the moved until the next sunrise or sunset. If this Franks. skin is lost or destroyed, the lycanthrope can The linnorm more often encountered (as of- no longer change its shape. Because of the vul- ten as these very rare creatures can be found) nerability of this change, lycanthropes try to in Viking lands is literally a giant serpent. keep their identities a well-hidden secret. These creatures are nearly identical to red dragons in power. They have the same statis- Havmand (Merman) tics as red dragons described in the Monstrous Compendium. However, such linnorm are not The havmand is found in the ocean, usually restricted to the color red and have no wings, rocky coasts where sailing is particularly although they are excellent swimmers. They herous. The havmand has the same abili- often appear in shimmering rainbow hues or ties as the merman, and is generally the same gleaming scales. They can swim at speeds up in appearance, although the havmand is typi- to 24 and commonly live at the bottom of , cally bearded. The havmand is a neutral good lakes, rivers, and fjords, although they can be creature. It seldom causes harm to humans. encountered nearly anywhere. (There are no Those blessed with good fortune or respect for reports of linnorm in Iceland.) Like other the sea may be rewarded by the havmand, ei- dragons, these linnorm guard fabulous trea- ther by seeing that the fishermen's nets are al- sures. ways full or, less frequently, appearing to No matter what type or color, all linnorm

sailors~~ to warn them of auoroachine storms. ! and dragons are evil. These creatures are not Like all creatures of the si;, the haimand is and never have been friends to man or virtu- able to predict weather at wil ally any other creature. It is sometimes thought that a or giant, through greed Llnnorm (Dragon) and miserliness, can be changed into a drag- ir went up on to Gnita Heath a on. Indeed, this was the case with Fafnir. self into a dragon and Nokk (Nixie) The nokk is a water spirit similar to the nix- ie. It has the same statistics as the nixie, but its ath snake") is a term behavior and powers are different. The nokk kinds of dragons, both is a solitary being, there seldom being more The most famous of these are than one to a body of water or stretch of river. certainly Fafnir, slain by the great hero Si- Each individual possess the power to charm its rssormr (Midgard Serpent), victims, although the victim is allowed a sav- 0's body encircles the entire ing throw vs. spell with a +2 to the roll. The rld ocean (Uthaf); and Nishoggr ("Corpse- nokk also possesses the power to shapechange ents the bodies of the dead. into a horse and will often use this form to lure er, these three are the truly exceptional the unwary onto its back. Once mounted the kind, and have attained a sort of mon- nokk attempts to carry its victim below the waters, there to drown or enslave the unfortu- /I Other, less tremendous dragons did exist. nate person. Red and black dragons can be used from the Another significant power of the nokk is its AD&D@ Monstrous Compendiums. Both fine musical skill. The nokk is an expert with

1: . . . And Monsters 45 L6 Chapter Five I I

I1 I I1 I instruments. It is said that many a skilled bard easily as their rural cousins. learned at the feet of a nokk, after presenting There are no nisse in Iceland. the proper gift to the creature. So talented is the nokk in music that it can cast a charm with Pukje (Goblin) it's playing. Those who fail to save vs. paraly- zation are drawn into uncontrollable dancing The pukje is a small, malicious creature which must be sustained until the music stops the deep woods. Although seldom seen, he is playing. identical in appearance and abilities to the The nokk is also known by other names, AD&PMonstrous Compendium goblin. All depending on where it lives. The fossegrim pukje are capable with magic, however, able (waterfall goblin) dwells behind the roaring to cast spells as if they were 4th level wizards. falls so common in the mountainous country. The pukje seldom bands together and then on- Stromkarl is a name for those nokk found in ly in small parties of his kind. These groups rivers. Those who favor the horse form are live in homes dug into mountainsides and known as backahast. cleverly disguised with magic. Travelers Those nokk encountered are always male. sometimes spy the lights of these homes when Unlike nixies, nokk tend to be true neutral in the pukje forget to close the door. nature. They do not stray far from their wa- Pukje and dverge are often mistaken for ters. each other and the two may have a common ancestry. Unlike dwarves and goblins, there is Nisse (Brownie) no overt hatred between the pukje and the dverge. Indeed, pukje treasure often includes This creature is known as a nisse or some- a few items made by the cunni times a tomte. He can usually be identified by his red cap. Wise farmers leave this little crea- Sending (Revenant) ture alone, hoping that he will bring the homestead good luck. The nisse possesses one The sending is a powerful type of undead power. If pleased or offended, the nisse can invoked by certain evil wizards. These wiz- change a man's luck. He can bestow good or ards dispatch their sendmgs out into the world bad luck (explained under Gifts in Chapter 3) to carry out their wicked commands. Send- or he can take these away. Nisse seldom make ings have the same abilities and powers as re- physical attacks, the threat of bad luck usu- venants. However, where the revenant seeks ally being sufficient to protect them. So long revenge on its killer, the sending's target is as he is treated well and respected, the nisse whomever its evil master commands it to at- improves the fortunes of the farmer and his tack. Thus the sending's paralytic power is ef- family. If harassed or bothered too much, a fective against whomever tries to oppose it, nisse will simply leave the farm, after he has not just a single person (as is the case with a caused some mischief. revenant). The process of creating a sending is an evil Some nisse do not attach themselves to a and dark secret. Those wizards capable of this farm but are instead found on ships. These nisse are known as kabbelgatt. Others are found in deed have independently researched the nec- villages where their influence is limited to the essary spell or spells to perform the task. Play- er characters will never find this spell written house only, not the farm. These are known as gardwor. All serve the same function as farm in spellbooks or on scrolls. nisse, bringing good fortune to their charge and seeinn to little details. Thev can be offended as SkogsrP (Nymph) and can warn sailors to shore. Like the skogsri, the sjori can grant sailors success at The skogsri is a wild and dangerous, yet fishing, guaranteeing they will have a good potentially helpful, type of nymph. In appear- ance, it is similar to other nymphs, taking the catch whenever they cast their nets in the form of a beautiful maiden. The skogsri lives sjor2s waters. in the deep forest where hunters sometimes travel. Unlike the nymph, the skogsri does not have the power to blind or kill. Instead, it The spoke is a type of undead similar to the can charm males if it so desires. Those so en- poltergeist. Like that spirit, it causes distur- chanted are led into the deepest parts of the bances and harrasses those who dwell within forest and are seldom seen again. Fortunately, its haunts. The spoke is normally invisible, the skogsri reserves this punishment for those but can assume a physical form-a ghost-like, who displease her. intangible outline of the person it was in life. The skogsri can also polymorph herself to The spoke is distinguished from other undead appear as a man's wife or lover. She takes by its activity (going bump in the night) and great interest in men and sometimes even vis- because it is the spirit of a person known to its hunters in their own domain for her plea- the household. The spoke's hauntings are not sure. If not displeased, she can bestow the gift random; often it returns to right a wrong, fin- of hunting skill on her paramour. As long as ish something left undone, deliver a message, he remains silent, the hunter will always have or harrass those whom it hated in life. success in the hunt. He will always come across game and enjoys a +1 to his THACO when hunting. (This does not apply to com- This type of undead is most frequently en- bat.) Should a man foolishly boast of his for- countered in Iceland. It is similar to the ghost tune or reveal his tryst, he will be cursed with in abilities and powers. Unlike most ghosts, bad luck. Little game will he ever find and he whose identities are known, the svipa is a will suffer a - 1on his THACO when hunting. mysterious undead, unknown to those who Skogsri are neutral and even sometimes live in the region it haunts. The svipa lurks in evil. While they may reward those they like, it lonely regions, particularly at crossroads (a is dangerous to seek these creatures out. Few common place to bury potentially dangerous can say what pleases such creatures. They can dead). The svipa is only active at night and be angered by the slightest thing, so much so seeks to cause harm to those who wander that only a fool or a hero would welcome the within its range. attentions of their

Sjors (Merman) The sjori are a type of merfolk, although Not every creature of Scandinavian legend those encountered are almost always female. has an equivalent in the AD&W Monstrous Unlike mermaids, sjori can be found in al- Compendium. The following creatures, most any body of water, fresh or salt. Sjori though occasionally sharing the names of choose to have little traffic with humans, but standard AD&D game creatures, have no on occasion make their presence known. parellel in the Monstrous Compendiums. Those sailors and fishermen who treat them Now, you get to see what they're really like! with kindness and respect are apt to be re- warded. A sjori knnws of impending storms Dwarves and Elves As a rule, these beings are a secretive and The dwarfs had first emerged and come to life mysterious lot. They live in the world of spir- in Ymir’s flesh, and at that time were maggots. its and gods, and therefore have little commu- But by the decree of the gods they acquired nion with the world of men. Their desires and human understanding and the appearance of goals are not those of humanity. They are sel- men, although they lived in the earth and dom susceptible to bribes of gold or jewels. In- rocks. stead they may seek marriage or affairs with The humans and sometimes take children to raise as their own. Dwarves of all types are usually The dwarves and elves of V&ng myth, leg- neutral or neutral evil in alignment. end, and folktale are a far different breed from One of the most feared traits of such crea- those presented in the AD&W des. In the Vi- tures is bertagning (”taking into the moun- king imagination, dwarves and elves are more tain”), the habit of luring or stealing men, or less lumped together. The words are used women, and children away from their homes. somewhat interchangably to indicate any of a Men lost in the forests are often lured into variety of strange beings with supernatural mountain halls by bright lights and feasting, powers. Thus, dwarf refers to many types of sometimes by the allure of a seductive spirit. humanoid earth or woodland creatures. Women are sometimes tricked into marrying a In a Viking campaign, the words dwarf and dwarf or . Infants are stolen from their cra- elf can refer to any number of beings-usually dles, sometimes replaced by an elf-child an AD&W dwarf, elf, or . Ignoring their (changeling) or a wooden doll. Those taken differences in appearance, all dwarves and are either never seen again or disappear for elves are considered to be more or less the years, only to return dazed and slightly mad same type of being. Known by a variety of from their experience. Very rarely, a few re- names (alfr, dvergar, dock-alfar, and more) turn blessed with strange powers and go they are hlghly magical and mysterious crea- fortune. tures. Some live on the surface and are consid- ered fair, others live underground and are Dverge called dark. All are older than mankiid, hav- The dverge is the closest in appearance to ing lived since the beginning of the world. the dwarf described in the Monstrous Com- In game terms, a dwarf or elf can be any pendium, except for their crow’s feet. They number of different beings, dependmg on its are usually short and skinny, often grotesque behavior and appearance. Regardless of its in appearance. A few can pass for normal, name and appearance, the dwarf or elf has the though stunted, men. Some sport wild beards. spell-casting abilities of a 4th to 11th level wiz- In addition to their considerable magical ard (Id8 +3). (Viking dwarves are hardly ability, the dverge are the finest of all crafts- strangers to magicl) Furthermore, all dwarves men for making magical devices. T and elves can fight and use armor without re- cally have and use magical devic striction. weapons, clothes that make the wearer Dwarves or elves can never be player char- ble, and statuettes that come to life are fav acters, although in very rare circumstances a ite items. dwarf might join a party. These NPCs will The dverge are almost never encoun never remain for more than a single adven- Most meetings are with travelers lost ture, however. Dwarves are seldom con- deep mountains. Dverge are never fo cerned in the affairs of men. Iceland and rarely in other lands of Sc cI UI1-

via, although they are more common to east- making all manner of magical things, includ- em lands such as Karelia, Permia, and Gar- ing swords, armor, rings, and horns. dariki. These beings usually live underground Most huldufolk, as one of their other names and are sensitive to sunlight, which causes implies, live in the numerous mounds and bar- them to have a -1 penalty on all die rolls rows found near farms and homesteads. Al- when in the sun. Many dverge live in the oth- though their choice of domicile suggests it, the erworldly realms of Niflheim and all have the huldufolk are not undead creatures. Instead power to cross from the normal world to the their homes are magical realms reached only otherworld. be entering these mounds. Others live just be- yond the realm of men, in invisible lands at Dock-Alfm the edges of farmsteads. There they have their own farms and houses, often in imitation of The dock-alfar, or dark elves, are similar to their human neighbors. The huldufolk possess &ow in abilities and appearance. They live the ability to pass from one realm to the other beneath the earth and shun the llght. Unlike and can take those they choose into this drow, the dock-alfar are not quite as mali- realm. Those with second sight can see into cious or evil. They are neutral to evil in be- this realm when the huldufolk are passing havior, in general preferring to remain out of from one to the other. human affairs. They do not use javelins or For the most part, huldufolk remain distant crossbows of any type, carry adamantine from the affairs of men. If they are spoken of maces, use poison, or have any of the cultural with respect and undisturbed, they can be particulars of &ow. The dock-alfar live in un- good neighbors, performing little services for derground communities organized much like the farm when no one is around. They may normal human communities. Like the dverge, bring back cows that have strayed or help a dock-alfar tend to only be encountered in the little in the harvest. On the other hand, if loneliest of mountain regions. So infrequently treated disrespectfully or bothered, the huldu- are they seen that humans consider them more folk use their powers to cause havoc and suf- legend than fact. The dock-alfar are never fering for their human neighbors. Huldufolk found outside Norway and Sweden. tend to be neutral or chaotic good. Like all of their kind, the huldufolk cannot Huldre be held to human standards. They have their The huldufolk (‘hidden people”) are quite own reasons and motives for doing things. similar to elves as described in the AD&D” Male and female huldre are fascinated with Monstrous Compendium, and the ability humans of the opposite sex and will some- scores of elves can be used. They are also times use they powers to trick humans into be- known as the alfar, huldre, vattar, under- coming their paramours. Those so romanced ground folk, or people of the mounds. Unlike are typically taken back to the huldufolks elves, the huldufolk can become invisible at realm to live. There time passes much differ- will or polymorph themselves into copies of ently, such that years may pass outside for a humans, including people known to the char- single night within the mound. There is no set acters. Such a transformation is never perfect, pace; the time variation is different on each however. There is always a distinguishing fea- occurence. Sometimes a day is a month, ture to reveal the huldufolks true identity, be sometimes it is a year. As stated earlier, those it a cow’s tail, merging eyebrows, or a ridge who return from bertagning are never the instead of a dimple under the lip. Like the same. Some gain the power of second sight or dverge, the huldufolk are accomplished in good fortune, while others are simply mad for

. . . And Monsters 51 the rest of their days. Giants The huldufolk are found throughout nearly all the lands settled by the Vikiis. Some say Odin said: Hail, Vafthrudnir! I am here in these beings lived there first; others maintain your hall to see what you look like, the huldre followed their neighbors to these I have come to find out if they call you wise new lands. rightly or wrongly, giant. The Lay of Vafthrudnir Maahiset The giants of Norse belief are some of the This type of dwarf is identical in appearance best known of all the strange and wondrous to the standard AD&P game dwarf, although creatures in their mythology. It was a giant its dress is simpler and more barbaric. Like the who built the wall around , land of the dverge, the maahiset lives underground and is gods. It was the giant Utgard- who trick- seldom found on the surface. It seldom carries ed the gods and Loki in contests of weapons and typically wears rustic clothii. strength. It is the giant Surt, lord of Mus- The maahiset are all elementalists, especially pelheim, who will destroy the earth in the last fond of earth-based spells. As a rule, they are battle, Ragnarok. juspicious of strangers. The maahiset are found Norse giants come in a broad range of guises ~nlyin Karelii, Tafestaland, and Permia. from the cunning and clever to the brutish and stupid. Although similar in many ways to the Dwarf Names NSi giants presented in the AD&D Monstrous Com- pendium, even the least of the Norse giants is Frosti NYr Ai Fundin NyraS greater than his AD&D game cousin. Alberich Galar Oin In the Viking age, few giants, if any, lived in Alf Ganndilf Onar Scandinavian realms. Once they were popu- Althj6f Ginnar Ori lous and lived throughout the land. Many Alvis Gloin RassviS landmarks-a precariously balanced boulder, Har an oddly shaped mountain peak, or a curi- Austri Haur Rekk ously shaped lake-were created (usually ac- Bifur Heptifili SkafiS cidentally) or placed by giants. With the rise Bifur HleSjolf skirvir of men, however, the giant population dwin- Bombor Hugstari SuSri dled and their race retreated. Of those on earth (Midgard), most dwell in fabled lands Brokk Ingi Sviar Dain Iwaldi Thekk far to the east beyond Permia. This land is Dolghvari Kili Thjodrorir known by many names-Jotunheim, Don Lit Thorin Giantland, and the Glasir Plains. Others live Draupnir MjoSvitnir Throin far north in the frozen wastes, in places like Duf MoSsognir Thror Svalbard and Groenland. In mythical lands, Durin Mondul Vali giants abounded, again to the east of Asgard Dvalin Niin Vestri and to the south in Muspelheim. Eikinskjaldi Nir Vig As a rule, giants share the worst characteris- NiSi Vin n di 1 f tics of humans. They are deceitful, often cun- Fa1 Niping Virvir ning, greedy, malicious, jealous, and violent. FiS NorSri Vit Some are quite clever and skilled in magical Fili Nori Volund arts. All giants are evil, though they may be be devious and suspicious of strangers. They Giant Names are seldom openly hostile, but will sometimes (Fem. indicates giantess) attempt to trick or ambush humans who enter their territory. In general, cliff giants are neu- Aegir tral evil. Idi Im Frost Giants Lodin Arkefia (fem. ) Menia (fern.) Frost giants live in the uncharted frozen I. Aurgelmir Mimir lands north of Scandinavia and in the cold en- Aurnir Mogthrasir trances to Niflheim. Frost giants are identical Muspell in ability and general appearance to those de- Neri scribed in the AD&D Monstrous Compendi- Bestla (fern.) Norvi um, although they stand 25' to 30' tall. They Bolthorn Nott (fem.) are much more intelligent than their AD&D Eggther Rind (fern.) game cousins, with intelligence scores from 12 Egd Skrogg to 15. The frost giants of Viking myth do not Fenja (fem.) Skrymir have shamans or witchdoctors, but 20% of Fjalar Skuld their kind are mages up to 10th level in ability. Fornjotr Suttung The frost giants live in cold and dimly lit Gerd (fem.) Svarang longhouses. Their groupings are tribal, usu- Gunnlod (fern.) Thiassi ally consisting of a jar1 (chieftain), his men, Gvmir Thiazi and their families. The giant jar1 in turn owes Hiti Thklgelrnir his allegience to the jNten Fomjotr or Thrym, HddU Thrym both kings. Because the frost giants live in dis- Hlebard Ulf tant, icy lands, they seldom become involved Hrimgerd (fem.) Utgard-Loki in the affairs of men. However, they have Hrimgrimnir Vafthrudnir more than once boiled out of Niflheim and Hrunnnir Verdandi threatened the safety of Asgard and the other Hrym Mfing realms. Ymir loten These giants are among the most powerful Cliff Giants and wisest of their kind. Most are nearly as The clif giants are one of the more common old as the beginning of the world. They have types of giant, frequently encountered in the near godlike powers and abilities. Because of lands to the east. Cliff giants have the same their mythical background, the joten are only statistics and abilities as AD&P game stone found in the legendary lands of the other giants. In appearance, however, they stand realms-Niflheim, Muspel, and Jotunheim. 25' to 30' tall, have long hair and thick beards, In appearance, the joten are truly majestic. and indeed look much like their Viking They have the general appearance of storm gi- counterparts. They are also very intelligent ants from the AD&D Monstrous Compendi- (10-12).Some cliff giants serve under power- um, but easily stand 75 to 100 feet tall. The ful chieftains of their kind, staying at his hall abilities of each of these giants are unique, but as retainers. Others live with their families on are similar to those for Surt and Thyrm pre- farms far from other lands. Cliff giants tend to sented in the AD&D 2nd Edition Legends and

And Mnnsterc 51 Lore rulebook. It is doubtful that even the range of civilization. They are most common most heroic of player characters would ever on the fringes of Karelia and the heart of Ta- encounter one of these giants. festaland and Permia.

Kalevanpojat Sea Giants These giants, found only in the regions of These special giants dwell below the waves. Karelia, Tafestaland, and Permia, are a bane They are similar in size, appearance and abili- to the farmers who have settled there. In ap- ties to AD&D game cloud giants. Sea giants pearance the kalevanpojat look like hill gi- can breathe in air or water equally well and ants. They have the same ability scores as swim or walk at the same movement rate. these creatures. However, the kalevanpojat They can predict weather at will. They do not can transmute rock to mud and transmute have priests among their number, although earth to stones, each three times per day. (The they can be 9th level wizards. They fight with latter power has the same range and area of their hands or spears, on those rare occasions effect as transmute rock to mud. It changes when they give battle. earth into small boulder-sized rocks.) Sea giants are believed to dwell in halls be- The kalevanpojat live at the edges of the neath the waves. This is only supposition, wilderness in simple log houses hidden well since their homes have never been visited by away from strangers. They enjoy their soli- man. They dress in ordinary clothing, draped tude and will use their powers to plague set- in seaweed and often adorned with treasures tlers who expand into giant territory. Dry land from the ocean floor. Their hair is normally a becomes inexplicably swampy, no matter how pale blond-green. many times it is drained. Good fields fill and Sea giants have little interest in the affairs of Ill refill with stones, making plowing impossible. men or anything else that occurs on land. The kalevanpojat are neutral evil in align- They also tend not to involve themselves with ment. the fleets of fishermen and Vikings that ply the waves. However, the sea giants have been Thursir known to make rare appearances at the sur- These ill-tempered brutes are enlarged ver- face. Sometimes they warn of impending sions of the AD&D@game hill giants. They storms, particularly if the captain is blessed have the general abilities of the hill giant, al- with good luck or the ship is protected by runes. the unlucky and the disrespectful, though they can came disease or madness up For to three times per day. Their appearance is not the sea giants appear by seizing the gunwales and dragging the vessel down. quite so primitive as the hill giant. Thursir stand about 20 to 25' tall. Their hair and Because there is so little contact between beards are wild and unkempt and their ears man and sea giant, it is almost impossible to are noticeablely large. They dress in crude, say what the motives of these beings are. They rustic clothing, often heavily patched, and are neutral evil in alignment, although, as has fight with cudgels fashioned from trees. been noted, they are known to perform help- The thursir have lived for as long as the jo- ful acts for a lucky few. ten. However, they are not nearly so blessed with intellectual ability or power as their Trolls brother giants. The thursir tend to be slow- The most common creatu witted and easily tricked or enraged. They live out the Viking lands are trolls, but they are far by themselves in wildernesses just beyond the different creatures from those described in the 'i 54 Chapter Five AD&D@ Monstrous Compendium. Trolls of great asset on the battlefield. Scandinavia range from hideously ugly, huge, and hulking to human in size and appearance. Trow Yet even these normal-seeming trolls are very different from humans. The trow is a sea-troll, most often found Scandinavian trolls have the same statistics around the Orkney and Shetland islands. It is as ogres as defined in the AD&D Monstrous neither a handsome nor friendly creature. It Compendium. They are not the creatures de- has the abilities and general appearance of an scribed as trolls in those products. Most im- ogre, but it can function equally well on land portantly, the trolls of Scandinavia do not and sea. The trow can breathe air or water regenerate damage. and swims at the same speed it can move on However, like most other creatures of the land. The trow hate humans, especially those region, the Scandinavian troll is highly skilled who venture into their fishing territory. It typ- ically attacks by overturning the fisherman's in magic. Of those encountered, 50% are highly intelligent wizards of 5th to 13th level. boat and then drowning the crew. Trow This in particular makes them cunning and homes are usually found in the rocky cliffs dangerous, since they have little love of man- along the sea-shore. kind who has usurped their position on the Earth. In appearance, the troll varies greatly. Those found in Norway, the British Isles, and distant eastern lands are commonly huge and ugly. As such, they look like ogres although they dress better, wearing the clothes of their region (not crude skins or furs). They fight with the same kinds of weapons and armor as their human neighbors, although these are scaled for their larger size. In Sweden and parts of Denmark, the troll looks almost human, like one of the troll- born. They tend to be somewhat bigger than humans, though not remarkably so. These trolls are not particularly ugly and a few can even be described as handsome. However, they are still trolls, and therefore dangerous to humans. Trolls are not social creatures. Each family (for trolls have wives and children, too) lives more or less by itself. Their homes are found in deep woods, rocky sea-cliffs, high moun- tains, and deserted heaths. A troll will some- times seek out a human mate, although why they feel the need is a secret only they know. A few troll wizards have been known to ally themselves with particularly cruel or evil kings and chieftains. Their magical skill is a

1. I And Monzters 0 55 . Though the Vikings did quite a lot of raid Trade Good Approximate Cash Value and pillaging, they also settled and colo- 6 yds. of Icelandic cloth 102. of silver various areas. As an outgrowth of this 1slave 10 02. of silver a1 maturation, they discovered the ne- essity of commerce. The reasoning goes Finally, the Vikings also used silver for mething like this: I have expanded to nearly trade. Mints were established by kings in e limit of my ability to travel. In the course Scandinavia, England, and Ireland and these ,f my exploration, I have encountered other produced a variety of silver pennies and half- Jeople with things I would like to have. Some pennies. Although by tradition these coins If these people I have been able to beat into were all supposed to be the same size and submission, forcing them to give me the things we&, in actual practice they varied greatly. I want. Others I have not. I have also discov- Silver dirhams from Arabia weighed more ered that there are people who may be able to than local coins. The same mint mlght lower beat me into submission to get things they the weight of its own coins if the king needed want. Perhaus there is another wav to do money. Scoundrels and thieves would "shave" things . . . silver coins, literally cutting away a bit of the This line of reasoning leads to commerce. precious metal to melt down and thus lower- Commerce, in time, leads to . . ing the value of the coin. Because of all this, the only way to use Money coins was to weigh them and price everything to according to weight, not number of coins. The people of the Viking age used many dif- Merchants carried collapsible scales for just ierent ways to settle business transactions-so this purpose. Paying by weight had the addi- many, in fact, that it could become quite con- tional advantage that a man or woman could fusing in a campaign. For simplicity, these are wear their wealth as silver jewelry. Men and reduced to three methods: debts of honor, women commonly wore silver armbands, of- barter (what we call "swapping" or "trading"), ten in the pattern of coiled snakes or dragons. 2nd cash. Then, when money was needed, a portion of A debt of honor is fairly simple and the armband could be cut off and weighed as straight-forward: I do something for you, and payment. These armbands and other silver or- someday you will repay me in kind. This con- naments were called hack-silver, since they cept applies to all games and all cultures. Ob- were literally chopped to pieces. The same viously, this type of arrangement is only made fate was in store for silver coins that were too between people who trust each other or have large. no other choice. Players can work this how- For convenience to players and DMsalike, ever they want. the Scandinavian monetary system is some- For barter the Vikings had a variety of use- what standardized here. While the weights, ful goods that could be exchanged. These in- coins and equivalents given here are not per- cluded cattle, sheep, land, ships, fish, and a fectly historical, they are close enough to keep whole variety of other goods. Bartering relies the feel of the Viking age. Certainly it will be on the intrinsic skill of the buyer and seller, so far easier for players and DMs if they do not there is no absolute value for a cow, for exam- have to calculate everything according to the ple. However, the following relationships can price of a sheep or cow! Table 3: Viking be used as a guideline. Welghts lists the different names for welghts and their modern equivalents. Table 4: Viking Coins gives the types of Viking coins, the erage weight for buying items, and the ap- the prices listed below. proximate AD&D@ game equivalent. The equivalent allows the DM to convert the Available Equipment prices of items listed in the AD&D 2nd Edition Player's Handbook into prices usable in a Vi- As noted above, the Viking age is techno- king campaign. Finally, Table 5: Coin/Weight logically and culturally different from the Conversions lists the number of available standard AD&D fantasy campaign. Not every coins needed to equal the Viking weights al- item on the Weapon and Equipment lists will ready given. be available. Some of it had not yet been in- vented in the times of the Vikings. Others Table 3: Viking Weights and Coins were beyond the resources of the Vikings or their neighbors. Some items can be found, but Vi@ Weight Modern Equivalent they are extremely rare. In addition, the equipment lists in the Play- Pennigar '/30 OZ. er's Handbook do not include some items pe- Otrogar v3oz. culiar to the Viking age, particularly the Ore 1ounce varieties of ships the Scandinavian craftsmen Mark unces (V2 lb.) built. The two tables below reflect these differ- Table 4: Viking Coins 1~ences. Table 6: Equipment Adjustments lists those items not found or rarely found in a Vi- Coin Type Average Game king campaign. This table is for use with the Weight Equivalent* equipment lists presented in the AD&D 2nd Half-Penny (xP) 1/40 oz. 5 CP Edition Player's Handbook. Price adjustments Silver Penny (P) 1/20 oz. 1SP are marked for some items, using Viking Arab Dirham 1/10 02. 2 SP weights (and equivalent silver penny costs). Any item marked N/A is not available for use * The gold piece, electrum piece, and plati- in the campaign. (The DM may want to pho- num piece have no equivalent coins in the Vi- tocopy the lists in the Players Handbook and king age. They convert to silver penny as mark the changes on these copies.) The second follows: 1EP = 5 P; 1GP = 10 P; and 1PP = list presents new items that can be bought in a 50 P. Viking campaign. Calculating the cost (in Viking terms) of Table 5: Approx. CoinMreight Conversion any item not listed below is relatively simple. For expensive items, divide the gp cost by 16. Pen. Otr. Ore Mark The result is the equivalent number of marks Half-penny 1 12 40 320 for the item. Prices listed in silver pieces can Penny l/2 6 20 160 be converted directly to silver pennies, one for Arab Dirham l14 3 10 80 one.

Because coins could vary greatly in weight either from manufacture or fraud), the DM n vary the coidweight conversions by as ch as 25% any time he so desires. ("Well, these pennies are little light. It's going to take 25 of them to make an ore.") This can affect IB‘ I1 I

Table 6: Equipment Adjustments I 10 Marks (1600 P) Sedan chair N/A Clothing Item cost Miscellaneous Equipment Silk jacket 10 Marks(1,600 P) Item cost Toga N/A Block and tackle N/A Chain (any, per ft.) 1Mark (160 P) Daily Food and Lodging Glass bottle 4 Ore (80 P) Item cost Lantern (any) N/A City rooms N/A* Lock, good N/A Common wine (pitcher) 1Otrogar (6 P) Poor 6 Marks (960 P) Inn lodging N/A* Magnifying glass N/A Merchant’s scale 1Ore ( Household Provisioning Oil, greek fire N/A* Item cost Paper N/A Figs (per Ib.) 1Mark (160 P) Papyrus N/A Raisins (per lb.) 1Mark (160 P) Parchment N/A* Salted herring (per 100) 1Otrogar (6 P) Rope, hemp (50 feet) 1Ore (20 P) Spice, exotic (per Ib.) 5 Marks (800 P) silk N/A Rare (per lb.) 3 Marks (480 P) Spyglass N/A Uncommon (per lb.) 1Mark (160 P) Thieve’s picks N/A* * Tun of good wine Water clock N/A (250 gal.) 4 Marks (640 P) Writing ink N/A* Tack and Harness Animals Item cost Item cost Barding, half padded N/A* Camel N/A half scale N/A* Elephant N/A all other types N/A Horse, draft N/A Yoke, horse N/A heavy war N/A Hunting cat N/A Transport Peacock N/A Item cost Pigeon, homing N/A Canoe (all types) N/A Caravel N/A Weapons Carriage (all types) N/A Item cost Chariot (all types) N/A Arquebus N/A cog N/A Blowgun N/A Drakkar 1,500 Marks Bow, composite (240,000 P) long bow N/A Dromond N/A* Crossbow (any) N/A Galleon N/A Lance, heavy horse N/A Great -,eallev N/A Jousting N/A Knarr 100 Marks (16,000 P) Mancatcher N/A Longship (large) 150 Marks (24,000 P) I Oar 1Otrogar (6P) Polearm, awl pike NIA Table 7: New Equipment Bec de corbin NIA Bill-guisarme NIA Item Fauchard-fork NIA Bearing dial Glaive-guisarme NIA Cauldron and tripod Guisarme-voulge NIA Comb Hook fauchard NIA Ships Lucerne hammer NIA Faering Ranseur NIA Longship, small Scourge NIA Sexaering 10 Marks (1600 P) Staff sling NIA Skates 1Otrogar (6 P) Sword, khopesh NIA Skis 1Otrogar (6 P) Scimitar N/A Sleigh 10 Marks (1600 P) Two-handed NIA Wagon 15 Marks (2400 P) Armor Equipment Descriptions Item cost Banded mail NIA Bearing Dial: This simple device looks Brigan dine NIA something like a top, and is an important aid Bronze plate mail NIA for navigation. It is a flat wooden disk with a Field plate NIA handle on the bottom and a pin and pointer Full plate N/A on the top. Around the edge of the dial are Helmet, great helm NIA markings for the different directions. To use Plate mail N/A the bearing dial, the captain would take a Ring mail NIA sighting on the rising sun (or North Star at Scale mail N/A* night), aligning the east mar- on the dial to Splint mail NIA his slghting. He can then set the pointer to any other direction and thus show his new head- * These items are not available in Scandinavi- ing. While a seemingly simple device, the an lands. City rooms and inns may be found bearing dial was a great advance in ocean nav- in large trading centers or cities of the Frank- igation at the time. ish and Byzantine empires. Dromonds, scale Comb: Combs were valuable trade items mail, horse barding, and scimitars may be and gifts, simply because they were hard to found in Byzantine or Arab lands; Greek fire make. The teeth were carved from a thin piece was a secret of the Byzantines. Writing ink of wood, whalebone or other material. This and parchment can be found at centers of sheet was then mounted between two other learning, such as monasteries or courts out- pieces of wood, ivory, amber, antler, or other side Scandinavia. ornamental material to make the handle. Combs were often elaborately decorated with ** With locks uncommon, there is no devel- silver or gold fittims.- These were treasures in oped art for picking locks. The DM can allow their own right. a collection of small saws and blades useful Faering: The faerin for breaking and entering. Still, such a kit sleek, sturdy boat fitt would not be found in Scandinavian lands. ried no sail. The ship four to six and their ge oarsmen, the faering could mak 200 feet per round. The faering was sometimes walking man. (Hills and valleys tend to cancel used as a ship's boat, towed behind the long- each other out.) ship. Sleigh: This is another important item for Longship, small: This ship was similar to its winter travel, since a man on skis cannot haul larger cousin, differing only in the overall much. A small sleigh could carry up to 300 length and slightly narrower beam. The small pounds. The sleigh could be pulled at half nor- long ship was an average of 60 feet in length. mal movement rate by one reindeer or two It had the same speed and performance as its men wearing snowshoes or skis. Dog teams slightly larger brother, but oars were limited were not used by Vikings. to about 16 to a side. The standard crew was Wagon: Vkng wagons were small and of- 30 sailors, but it could carry a maximum of 75 ten highly ornamented. They were mainly to 100. Cargo capacity was limited to 30 tons. used for ceremonial purposes and as means of Sexaering: The sexaering was a small fish- transport for well-bred women. They were ing boat, approximately 40 feet long. The ves- only effective where there were roads, an un- sel was fitted with six oars and a small mast. It common feature in the rugged mountain lands normally carried six to 10 comfortably, but of Scandinavia. Most often hitched to an ox, a could load up to 30 sailors if needed. It can wagon can carry up to 500 pounds and move travel 60 feet per round, either rowed or at the beast's normal movement rate. sailed. The cargo capacity was about two tons. The sexaering was a common working Treasure ship found on the coasts. Although relatively seaworthy, sailors did not sail it out into the Since the Vikings did not have a coin-based open seas. economy, the treasure hoards characters may Skates: Viking skates were simple but prac- find in their adventures are seldom going to be tical affairs made of a bone blade fastened to a convenient stacks of gold and silver. A certain leather shoe. Just like the ones today, they al- portion of a treasure will be silver pennies and lowed one to move across frozen water at nor- dirhams, but in a large hoard the bulk of the mal movement speed (or greater). Skates must treasure will be items valued for their crafts- manship as much as their material. Jewelry, be removed when not on ice, however. Skis: Viking skis, unlike the slick, highly re- goldwork, woodcarvings, silversmithing, and fined and expensive downhill skis of today, glassware all represent sources of treasure in the Viking age. were more along the lines of today's snow- shoes or cross-country skis. Speeding down- The list below gives some indication of the hill was unknown to the Norsemen. In variety of forms such treasures can take. No general, their skis were broader and the bind- monetary value is assigned to any of these ob- ings were loose. A single pole was used, car- jects, since 1) it is impossible to know how valuable these items really were, and 2) the ried like a high-wire artist. To climb the slopes, seal-skins were tied to the bottom of value of similar items can vary greatly de- the skis, giving the climbers traction. No lift pending on the skill of the craftsman. The items listed here are representative of actual tickets here! Skis allow a character to move across snow finds from Viking hoards and burial mounds. with greater ease. On level ground and small This list could be expanded by many items, slopes, the skier can travel at his normal since many things did not survive burial. These include fine cloths and tapestries, furs, movement rate. Going up slopes is done at half the normal rate. For long distance travel, walrus ivory, and wood carvings. Further- a skier can move as fast and far as a normal more, there were items taken from other

1: Equipment and Treasure 61 lands. Crucifixes, reliquaries, chalices, book- ing when converted to terms suitable to a Vi- mounts, crozier-heads, and much more were kw campai looted from the west. 500 dirhams Amber beads and pendants from Wendland One gold armband (2,000 P) Bone comb-case Four silver brooches weighing 5 ore each Braided gold neck rings (100 P each) Braided silver arm rings One small gold and silver casket set with gar- Carolingian gold coins converted to pendants nets (4,000P) Carved jet pendants from England This certainly makes for a more colorful trea- Carved wood horse collars with gilt-bronze- sure hoard! fittings Carved wooden chest Magical Items Gilt-bronze and silver caskets Gilt-bronze, chased bridle mounts I've a sword called Tyrfing, made by dwam Gold and walrus ivory casket who swore it could bite anything, even iron Gold arm rings and rock. Gold disks (bracteates) Arrow-Odd Gold filigree brooches Gold rings Viking lore is filled with all manner of magi- Gold spurs cal items, from dwarf-forged swords to silken Gold pendants shirts with magical powers. Many saga heroes Multi-colored glass beads from Rhineland carry weapons that can "bite through iron" Necklace of crystal and carnelian and wear armor that "no iron can bite." Other, Necklace of crystal beads set in silver even more fantastic treasures can be had by Painted woodcarvings those bold enough or worthy of such rewards. Rheinish glassware Still, the number of magical items in a Vi- Sheets of embossed gold foil king campaign is probably nothing like that Silver and cloisonne enamel brooch found in the typical AD&D game world. The Silver bowls player characters (or NPCs) are not going to Silver cauldron be carrying bundles of scrolls, potions, Silver cloak pin wands, and miscellaneous items. Most magi- Silver engraved cup cal items will be weapons and armor, with just Silver filigree brooches a sprinkling of other items. This mix reflects Silver rings the warrior culture of the period. Silver Thor's hammer pendant Silver-inlaid axe head Existing Items Spear head decorated with silver Not all magical items listed in the ADbD Sword hilt decorated with silver 's Guide are appropriate to a Walrus ivory gaming pieces Viking setting. Including the vast array of tomes, wands, scrolls, dusts, decanters, and The DM is encouraged to use his the like only detracts from the unique cam- imagination in creating a treasure hoard. For paign world of Viking fantasy. example, the player characters might discover Table 8: Viking Magical Items should be a troll's hoard (worth 720 GP in standard used instead of Table 88: Magical Items (from AD&D@game terms) that contains the follow- the Dungeon Master's Guide) when determin-

" I 1.1 1.1

ing the general type of magical item found. priests only. However, the DM can allow cer- The table here has important differences, par- tain items to be used by any character. For ex- picularly in the absence of certain categories of ample, a runecaster might discover and learn items (such as scrolls). the use of a stuff of curing. In this case, the ability to use the item is rationalized as a gift Table 8: VingMagical Items from the gods.

dlOO Table 9: Unavailable Magical Items Roll Category Potions and Oils 01-05 Potions and Oils 06 Rings Animal Control 07-10 Staves Climbing 11-12 Misc. Magic: Jewels &Jewelry Diminution 13-18 Misc. Magic: Cloaks & Robes Dragon Control 19-20 Misc. Magic: Boots & Gloves ESP 21-22 Misc. Magic: Girdles & Helms Giant Control 23-25 Misc. Magic: Household Items Human Control 26-30 Misc. Magic: Musical Instruments Levitation 31-35 Viking Items Oil of Elemental Invulnerability 36-55 Armor and Shields Oil of Etherealness 56-99 Weapons Oil of Impact 00 Special Plant Control Polymorph Self n withii these tables, not all magical Rainbow Hues are available. Table 9: Unavailable Treasure Finding ical Items lists those things not found in a Undead Control mpaign. Although the list of exclud- may seem restrictive to a fantasy Rings ers must accept certain limitations their characters' magical power. The Vi- Blinking g realm is a world of men and women who Chameleon Power nost often stand or fall by their own abilities. Djinni Summoning Because an item is excluded by Table 9 (or Elemental Command ble 8 above) does not mean it can never ap- Feather Falling ear in play. However, before it is introduced Human Influence o the campaign, the DM must think of a Mammal Control ar explanation for why and how the item Mind Shielding ot to where it is. For example, a ring of djinni Shooting Stars oning just might be found - if the play- Telekinesis racters were adventuring somewhere in Water Walking region of the Caspian Sea and had come Wizardry ss the treasure of an Arab wizard. (Ele- X-Ray Vision tals are far more common to the mythol- gy of southern lands.) - A number of magical items are usable by f ii EauiDment and Treasure 63 Staves Household Items

Command Braziers (all) Magi Mirrors (all) Power Rugs (all) Swarming Insects Musical Instruments Jewels and Jewelry Chimes (all) Amulets (all) Horn of Bubbles Medallions (all) Horn of the Tritons Phylacteries (all) Lyre of Building Scarab versus Golems Pipes (all) Talisman of the Sphere Talisman of Zagy Armor and Shield

Cloaks and Robes Onlv armor tvoes,I available to the Vikine" campaign can be found. Thus, there is no Cloak of Arachnida magical plate mail, field plate, e Cloak of Displacement Cloak of the Bat Weapons Cloak of the Manta Ray Robe of Eyes Crossbows (all) Robe of Scintillating Colors Nets (all) Robe of Stars Scimitar of Speed Tridents (all) Boots, Bracers, and Gloves Sword of the Planes

Boots of Levitation New Magical Items Boots of Varied Tracks Boots, Winged The new magical items listed below are only Bracers of Brachiation part of the strange and wondrous things de- scribed in sagas and legends. In particular, Slippers of Spider Climbing there are numerous dwarven-made items not included here, since these devices were the Girdles, Hats, and Helms urouertv of the gods. Plaver characters have Girdle of Femininity/Masculinity Helm of Brilliance Helm of Telepathy Helm of Teleportation Helm of Underwater Action ble 10: Viking Magical Ite nary material, it has no special powers until the command word is spoken. when acti- d20Roll Item vated, the cloak molds to the wearer’s body 1 Bottomless Drinking Horn and shapechanges its owner (and all his pos- 2 Cloak of Dryness sessions) into a falcon. The character has a 3 Cloak of Fire Resistance flying speed of 33, maneuverability class B. 4 Feathered Cloak The feathered cloak functions for 2d12 turns 5-6 Gusir‘s Gifts and then immediately shuts down for one 7 Helm of Terror turn. After this pause, it can be activated 8 Mirror of Transformation again. 9-10 Necklace of Protection Gusir‘s Gifts: Gusir’s gifts are magical ar- 11-12 Reed-Stalk Spear ..rows found in bundles of ld3. They are fine- 13 Riding Stick looking examples of the fletcher‘s craft with 14 RingofMoney golden feathers and wonderfully wrought 15-16 Silken Shirt of Invulnerability shafts. If detections are made, they appear to 17-18 Sleep-Thorn be +1 arrows and do give this bonus to at- 19-20 Stone Arrows tacks. However, after hitting their target, the arrows magically streak back to their owner, Magical Item Descdptlons returning to the quiver where they can be used again. Each arrow possesses only ld4 charges, Bottomless Drinking Horn This device is a however. Each shot with the costs a large, fine-looking dr!nking horn with silver- charge and when all the charges are spent, the work around the rim. Runes are etched on the lose their magical properties. inside. Upon uttering these runes, the horn The arrows are called Gusir’s Gifts because fills with mead or beer, as the owner chooses. they were Once property of King Gusir of It remains filled but not overflowing, no mat- Lapland, He, in turn, got these arrows from ter how much is drunk, until the owner gives the cunning dwarves who made them. the command once again. At that point, the Helm of Terror: This powerful magical item horn can be emptied as a normal cup. is one of the most famous of all treasures. Ac- ‘lo* Of This long ‘‘Oak cording to the Prose Eddu, it originally be- is of exquisite manufacture. Its magical prop- longed to Hriedmar, to whom the gods were erty is such that anyone wearing it will not be- , forced to pay a of gold. Hriedmar in come wet Or ‘Old, no matter what the turn was killed by his sons, Fafnir and Regin, .

The helm of terror is an awe-inspiring item. Feathered Cloak: This cloak is made from Upon command, it can cuuSe fear in all who falcon feathers fixed together to form a long, see it (90t radius), with a -2 on the saving flowing garment. Aside from its extraordi- throw. It gives the wearer a +1bonus to his armor class. Upon uttering a second com- streams are passable. Upon another command mand word, the wearer can become invisible. word, the stick confers invisibility upon anyone There is no limit to the number of times per touching it. This power only works so long as I day these powers can be exercised. the character holds the stick and it is not used However, the helm of terror was part of a for any other purpose. The latter two uses of the treasure and as such carries a little bit stick require one charge each. When found, the evil with it. So long as a person owns stick contains 3d10 charges. The stick cannot be , whether it is with him or not, the recharged, and when all charges are spent it be- r suffers from bad luck as defined in comes a club +2. Ring of Money: This gold ring is a very mor of Transformation This mirror valuable magical item, a treasure beyond all like a highly polished piece of silver. worth. Each evening, after being worn for a ns looking into it will see nothing unusu- full day, the ring creates Id8 nonmagical cop- n truth, it has two functions. First, if the ies of itself. Each copy is worth 1ore (20 P). nd word is spoken when a person is There is a 5% chance with each use that the nto the mirror, that person can be po- ring will fail. When this happens, the ring of ymorphed as the owner of the mirror desires. money loses all magical properties, although te that the owner of the mirror is not neces- it still has a value of 1 ore itself. ily the person looking into the mirror. If a Silken Shirt of Invulnerability: This magical econd command word is spoken, all those item can be found in a variety of fabrics and g at the mirror must make a saving styles, ranging from simple woolen cloth to ow vs. death or be permanently blinded. lustrous silk trimmed with gold. The powers ose who make the saving throw are unaf- of these shirts can vary greatly and when Only one function of the mirror can found, the DM should roll on the table below e at any given time. to determine the item’s exact nature. klace of Protection This necklace, f silver, crystals, and beads, confers 1-3 +1 protection e benefit as a ring of protection +1. 4-6 AC4 Stalk Spear: This magical weapon ap- 7 Immunity to poison ars to be nothing more than a harmless and 8 Immunity to fire and cold sy reed, such as could be found in any 9 Immunity to missile weapons sh. In actuality, it is a spear +I, causing 10 Immunity to drowning Ld6 +1 points of damage per attack. The reed stalk spear can be thrown twice the distance of Immunity to fire and cold applies only to 3 normal spear. natural sources (flaming buildings and arctic Riding Stick This magical item appears to be cold included). The character suffers no dam- nothii more than a crooked stick. The stick age from these. For magical attacks, the char- has several powers. If used as a weapon, it is acter suffers half or no damage, depending on equal to a club +2. Straddled and activated by his saving throw. Immunity to drowning a command word, the riding stick cames the means that character can stay at the surface of character along at a movement rate of 32. It can a body of water indefinitely; the shirt will maintain this speed for ld6 turns, after which a keep him afloat so long as the character is not full turn must pass beiore it can be activated carrying more than his maximum weight lim- again. The character does not fly, but skims just it. Of course, if the character were trapped in above the ground. It cannot be used to cross a sealed barrel with no access to air, the shirt large bodies of water, although rivers and would be of little value.

66 Chapter Six Sleep-thom This magical item appears to be the thorn of a plant about three inches Viking Swords long. It is dry and smooth to the touch, giving no indication of its venomous capabilities. In addition to magical powers, weaws, When pricked by the thorn, the victim must especially swords, had names and histories make a saving throw vs. paralyzation. If it of importance. These often explained the fails, the character falls into a deep slumber. nature of the swords power or affected its He will not awaken unless attacked or roused career in some way. Below are some exam- by another person. Noises, even those of bat- ples of magical swords from myth and leg- tle, will not rouse the victim. end. A small number of these thorns (5%)are Gram-Sigurd's sword, made by Regin even more extreme. Any character affected by from the shattered pieces of the sword these falls into a state of suspended animation. Odin gave to Sigmund, Sigurds father. The victim (and his gear) does not age or Hroffi-Fafnir's sword which became part change in any way. When pricked by one of of his treasure hoard. It passed into the these, the victim can only be awakened by ei- hands of Sigurd when he killed Fafnir. ther a specific circumstance defined by the Mimming-Sword made by the giant person using the sleep-thorn, or a wish spell. Mimir. (In some versions of the Volsung saga, Odin is Refil-Regin's sword, which he used to kill said to have used one of these sleep-thorns to his father. punish the valkyrie Brynhild, decreeing that Snidil-The finest of weapons, it belonged she could only be awakened by a man who to Simir, who had many adventures in knew no fear.) the East. Each thorn can only be used once. Tyrfing-Made by the dwarves, it was Stone Arrows: These weapons are identical stolen by King who lost it to to normal arrows, except they are made of Angrim. Angrim gave it to his son, stone. They are normally found in bundles of Angantyr, who died on Samso. The ld3. Each arrow can only be used once. They dwarves supposedly cursed the sword so can be shot from any normal bow. When that it would bring death to its owner. used, the archer whispers the name of his tar- get to the arrow and then fires the shot. The arrow flies as a +5 arrow toward the target named and ignores all range modifiers. If the arrow hits, it causes 3d6 + 5 points of damage. Regardless of whether the arrow hits or misses, it shatters at the end of its flight.

Eauinment and Treasure 67 68 Chapter Six CHAPTER ‘I

The age of the Vikings was a vastly differ- DMs preparing a Viking campaign should ent world from those generally portrayed in read through this chapter carefully, since the the AD&W rules set. Many of the common information here is important when creating a pieces of equipment and nonmagical devices fully realized world. Details of dress, food, found in a standard fantasy world simply shelter, home life, customs, and law are de- were not available in either the Norse lands or scribed in basic detail here. Unfortunately, anywhere in Europe. With the decline of the this single chapter cannot adequately cover great empires of Rome and Byzantium, many every detail of Viking culture. Numerous scientific and technological wonders disap- books, for every age and degree of serious- peared into the bleak maw of the Dark Ages. ness, have been published describing the Vi- It is a common mistake to equate lack of kings and their way of life. DMs are technology with barbarism. Failure to build encouraged to check a local library or book- the printing press does not make a people illit- store for additional background material. A erate savages. The lack of technology needed list of suggested titles was given at the end of to build one does not mean they are primitive. Chapter 2. Many people only look at the lack of crafts, machines, and sciences and from these decide Ivar’s Year the Vikings were coarse ruffians who lived on- ly to loot and pillage. To best illustrate what Viking life was like, Viking culture was primitive, but not always this section follows a year in the life of Ivar barbaric. It was shaped by the land and needs Olafsson. Ivar is a young fighter and this year, of the people. The Viings were masters at A.D. 841, marks his first voyage overseas. crafts important to their lifestyle, using the ma- Naturally he has much to be excited about and terials they had commonly available. That more to learn. While not everything that hap- they lacked centers of pottery-making or book- pens to Ivar would really happen in the span writing does not imply backwardness, only of a single year, his adventures will serve to that the resources needed were not available. illustrate many important points of Viking life and culture. As Ivar’s adventures unfold, ex- Up to now, with chapters describing raids planations and game information are given in and warfare, warriors, monsters, and magical the screened sections of the text. weapons, readers can be forgiven if they as- sume the Vikings and their kin were barbaric savages who lived for nothing but blood and warfare. The Vikings did raid and conquer; it Ivar is the third son of a minor hersir (no- is pointless to deny this. However, by focus- bleman) named Olaf of Sogn. His two older ing so much on their violent exploits, it is easy brothers, Halfdan and Egil, have already been to lose sight of the gentle and sophisticated as- to Dublin and Hedeby several times. Ivar, at pects of Viking life. 16, has been asking for permission to go on a Besides being warriors, the Vikings were al- voyage for several years. As the spring ar- so farmers, explorers, statesmen, judges, po- rives, his father Olaf agrees to let the youth go ets, craftsmen, merchants, and artisans. Not abroad. everyone who took to the longships was a Vi- However, there are conditions and compli- king; not every Viking was uncouth. Kings cations that must be dealt with before Ivar can and chieftains included skalds among their leave. Olaf won’t let any of his sons leave for crews, even as they sailed into battle, to see several months. Worse still, Ivar has a reputa- and report on their glories. (Making the skalds tion as a “coal-chewer.” Halfdan, Ivar’s oldest the news reporters of the Viking age.) brother, refuses to take Ivar raiding. Since

111 Viking Cult Olaf can only outfit a single ship, Ivar won’t be joining any raids this year.

Sure enough, Halfdan sails without Ivar. Not surprisingly, the would-be warrior is in a foul mood and has few kind thoughts for his brother. A few days later, two young neigh- Still, it was much more common for a bors, Thorir and Einar, arrive at the farm. youth to remain at home until he was 16 or They are a rough and unpopular pair, boastful 18, when he was mature enough to go vi- of their own abilities. They challenge several king (the term for raiding). As in Ivar’s other youths to a ball game. The challenge is case, a youth would travel under the pro- taken up, and on the first day Thorir and tection of an older brother, father, uncle, or Einar break the arm of one of the players. On other relation. the second day, they almost kill another play- Olaf‘s insistence on waiting for several er and their boasting grows even worse. Fi- months is based on practicality. During nally, on the third day, they try Ivar. In winter, early spring, and late fall the North defense, Ivar cracks a stone over Thorir’s head Sea is far too stormy for safe sailing. The and kills him. Einar returns to his own home brothers must wait until the sailing weather and tells what has happened. Only after some improves. Second, the ship must be outfit- difficulty does Olaf negotiate a settlement. ted for the voyage. Ako, there is much Ivar has now gained a small reputation that work to do around the farm. Winter dam- stands him in good stead when a duelist from age to the fences and barns must be re- Sweden arrives. Finding some small offense, paired. Fads must be plowed and planted the duelist challenges Olaf to a holrngangu, or with the seed set aside from last year‘s har- duel. Olaf of Sogn is getting old and knows he vest. This takes a lot of work, most of could lose. Seeing the chance for fame, Ivar which is done by the thralls, but the famify offers to fight in Olafs stead. Since there is no one else, Olaf reluctantly agrees. After a fierce

70 Chapter Seven I exchange of blows, Ivar prevails and kills the duelist. Pleased with his son, Olaf adranges a ship for Ivar. He will get to go abroad iafter all. an, the two established the condi hat was to be forfeited by the s was often half the other man's It was not necessary to fight t because a man could surrender stained the cloth. The winner uel claimed the prize. If one o as killed, the winner usually o compensation to the family rticularly fierce and daring fight nally worked as "hired guns." like the duelist above, would and hope to win property from ' themselves or a sponsor. Such eldom popular. is success in the duel, Iva a long way toward changing his " er" image. The neighbors are re confident in the youths ability. friends form a drengr, a br young men sworn to each to a street gang today). Wi and the huskarlar Olaf sends ar has enough crew to outfit a

Summer After an exciting spring, Ivar has his knaar and is ready to sail. Olaf provides a small car- go of trade goods. Among the crew is Hrolf, Ivar's foster-father. When wind and tide are right, Ivar sets sail for Denmark. After several days of sailing along the coast, one of the crew spots a longship headed in their direction. One of Ivar's fellow drengs who has the second sight says the approaching ship has no luck. Encouraged by this, and since they are slower than the warship, Ivar brings the knaar about and orders his men to get ready to fight. The battle at first looks hopeless, but the dreng's prediction holds true. Ivar and his crew prevail, taking a num- ber of prisoners.

I , The Viking Culture 7 1 I 72 Chapter Seven I

After the battle, Ivar puts in at the nearest island to bury his dead and get oaths from his prisoners. After this is done, Ivar divides his crew between the two ships and tab them both to Hedeby. Luck is not good at Hedeby. Ivar does not get much for his cargo and so decideis to sell the knaar. He doesn't have enough wew for both ship anyway. Although Hedeby is an exciting place, it quickly proves too much for Ivar. With a fully crewed longship under his command, Ivar announces he plans to go raid- ing along the coast of England. The crew agree that this is a fine idea.

I! The Viking Culture 73 remain for the winter. Ivar and some of his ading towns like Hedeby, Kaupang, crew remain, while the remainder of his men Birka were major centers. The town go to their relatives on other islands through- ,would be impressive to a farmboy, al- out the Orkneys. They all agree to return here though it was nothing more than collec- ' a in the spring. tion of simple one-story houses, surrounded by gardens and linked by! !:planked streets. An earth rampart and wooden palisade surrounded the town to protect it from raiders. Here, merchants I,from Frisia, Wendland, Ssxland, and be- * yond came to buy and sell. Christian mis- sionaries sought new converts. Gaels, i Scots, and Slavs pas4 through the slave ' markets. There was even the occasional traveler from Arabia. By the mid-season, though, many of the merchants would have already finished their business and started for home.

Fall Striking out across the open sea, Ivar and his men make good time for England. Sighting the coast, they prowl along it until they come upon a small village. Their supplies are start- ing to run low, so Ivar decides to make a raid. Landing on a beach just out of sight, the crew surprise the villagers. The battle is swift and one-sided. Ivar's men work quickly, before the local militia can muster and arrive. Loaded with booty, Ivar proceeds up the coast, ma@ several more raids. Along the way he meets Halfdan, his brother, also raid- ing the coast. Ivar, having long since forgiven his brother, joins forces with him. Together they continue going north, but luck gradually goes against them. Finally, Halfdan proposes they sail for home. Turning their ships back out onto the ocean, the two vessels become separated by a storm. After several harrowing days, Ivar finally sights land. Struggling with his damaged ship along the coast, Ivar learns he has been blown to the Orkneys. There Ivar and his crew are taken in by a prosperous farmer and invited to

74 Chapter Seven even the household slaves, lives in the long- house where it is almost comfortable and warm. Ivar can only wonder if his brother Halfdan made it home safely. Finally the weather breaks and spring ar- rives. Messengers are dispatched to the other farms and Ivar's crew is reassembled. Gener- ous gifts are exchanged between Ivar and his host. Eager to return home. Ivar Olafsson sets sail for Norway. time to rest and endu

eparations were made before th oze and the weather closed in. for the fires, while others sco ches for driftwood. On the e were precious few trees and

of the hay was brought in from s. After this, the fences to the f'

stubble. Livestock was butchered meat was smoked, pickled, salted, d. Fish were dried on racks in the w

e were some

re all valuable trade goods. ys, seals and possibly walrus hunters' game. Winter was t

Winter Winter mes quickly in the Orkneys. There is much to be done before the weather closes in, so Ivar and his men help where they can. Except for a little bit of hunting and fish- ing on good days, there is nothing to do when the icy cold and snow finally settle over the islands. The men pass the days fixing tools and ship fittings, making wood carvings, tan- ning hides, and playing games. Everyone,

Inu The Vikine Culture 75 work his land. Even a small property, it was felt, should have at least three thralls. Thralls did much of the heavy farm work. The men spaded fields, herded cattle, watched sheep, tended pigs, spread manure, dug peat, built walls, and harvested crops. Women was very scarce. churned butter, milked cows, ground wheat, During cold winter nights, everyo and cooked meals. lived in the same house, almost the Thralls were not without some rights, room. In this way they conserved though these were few. Thralls' lives were and fuel. Beds were made of thick counted as no more than those of cattle, ac- cording to law. If they were killed, the master could not pursue a blood feud nor demand a repayment equal to that of a freeman. Thralls could not inherit or leave property to their children. Still, the thrall was not without some pro- tection. In some places, a man who killed an- other's thrall was subject to banishment for a period of years. If he was wounded, the thrall was entitled to a third of the compensation paid his master. (As lands became more Chris- tian, it became a crime to sell a Christian thrall.) In general, thralls were allowed to own a little property and livestock and even engage in business. Thralls were generally well-treated, although their lives were not easy. Thrallry was not inescapable. The law al- Social Rankings lowed several ways for a thrall to gain his Like nearly all medieval cultures, the Vi- freedom. First and foremost, he could be freed kings were highly class-oriented. Not every- by his master, usually for loyal service or me was born equal; some individuals were some particular deed. The master, in the pres- ilearly superior to others. Viking society gen- ence of witnesses, could free a thrall, perhaps ?rally divides into four classes: slave, free- with a small legal ceremony. Another person man, nobleman, and king. Each class had a could by a thrall's freedom, paying the master different set of rights and responsibilities. an agreed price. Finally, a thrall could buy his freedom. With the money he earned, the thrall Thrall organized a feast with meats and beer for his

76 Chapter Seven ~ had bought his freedom) or received only half es. If the freeman became unhappy, he could the compensation from any lawsuit. These re- switch his allegiance to another nobleman. Of strictions lasted only throughout the ex- course, this might anger his old ally and so it thrall's life; his sons were treated as freemen was an action not lightly taken. and received all the rights of that class. Nobles Freeman Above the freemen were the men of author- "We shall never submit to anyone at all, nor ity - local chieftains and earls. These were ever cleave to any servitude, nor accept favors the men who kept huskarlar. They were the from anyone. That favor pleases us best commanders in battles, had influence on the which we win for ourselves with arms and toil selection of the local lawspeakers, collected of battles." tribute, tended the king's estates, and enforced Norse reply to an emmissary of the Franks the king's decrees. There were general types of nobles. The The largest social class are the free farmers, lesser, sometimes called chieftains, were the the karlykn or freemen. Unlike the lands of hersar (sing. hersir) or "landed men." They re- the Franks and the Saxons, the farmers of ceived their authority (along with a grant of Scandinavia were truly free. Their farmland land) from the king. Unlike nobles of other was owned outright. Earls and kings had no lands, the position of hersir was not heredi- claim on a man's land. (Elsewhere a peasant tary. The king gave the title. Once given, it farmer's land belonged to a nobleman.) could not be taken away, but the title did not A freeman enjoyed full protection under the necessarily pass on to the son at death. The law, although lawsuits at this time depended king had to confirm the transfer, again by on power and alliances. Most karlykn were making a grant of land. farmers. Others were retainers, smiths, war- The second noble was the jarl or "earl." Sec- riors, merchants, shipwrights, skalds, wood- ond only to the king, the jarls had a great deal carvers, and any number of other trades. of power and authority. Many were indepen- All player characters begin the game as sons dent of the local kings and did as they pleased. and daughters of bondi, unless the DM They kept large numbers of huskarlar, collect- chooses otherwise. Bondi were independent ed tribute of their own, and ruled over dis- farmers, not hired hands. These landowners tricts. It was only gradually that the jarls had among the highest rights of all freemen. submitted to the authority of the kings. Another important group of freemen were Iceland was unique in that it had neither the huskarlar or house-carls. These men hersar or jarls. No noblemen settled on this is- served as retainers to a nobleman, forming his land and the freemen who came there did not hird or household. These men served as his want them. Instead the Icelanders chose 36 go- bodyguard and the core of any army the noble di (which roughly means "priest") to act as might need to raise. Player characters may as- chieftains. These men had both religious and pire to become part of a nobleman's hird or secular duties but mostly the latter. gain one for themselves. The number of hersar, jarls, and godi was Although a bondi or other freeman was not never large. In all of Norway there were per- tied to a particular nobleman, he usually al- haps no more than 100 hersar and about 16 lied himself to a local earl or king. The noble earls (at their largest numbers). Sweden had assisted in lawsuits and protection. The free- numbers probably similar to Norway. Den- man served in the noble's army and paid tax- mark was hardly large enough to have equal numbers of nobles to Norway. Iceland, with was still subject to the pleasure of his subjects. its 36 godi, was not over-populated with no- The king was their leader in war. He was the bles. The smaller islands of Orkney had at grand judge for disputes that could not be set- most only a few hersar and an earl. The Fa- tled any other way. He collected tribute from roes and Shetlands had even fewer nobles. neighbors. Player characters who aspire to the ranks of Player characters can never hope to become hersar and jarls will not find abundant oppor- kings (unless something truly extraordinary tunities. The player character will have to be occurs in the campaign). However, they can extraordinary in deed and character to attain fill many roles in either the service or defiance entrance into these ranks. of a king. Kings The Warrior’s Way The h&est levels of Viking society were the The warrior was a central part of the Viking kings or konungr. The title of king was both culture. One of the ways a man earned respect hereditary and democratic at the same time. was through his sword. Combat was not the Kingship descended from father to son (or ille- only way, but it was perhaps the easiest. It did gitimate son or even brother), but the freemen not require special study, inborn talents, or voted for their choice of king. Thus, if there even a heavy investment for equipment. Any- were three sons and a brother of the late king, one with a club could become a brave warrior. all were candidates to become the new king. Most, though, preferred a stout shield and a Since the freemen had the final say, the choos- good sword. ing of a king was always a highly charged and A warrior could follow his occupation in a political affair. As in most things, the title went variety of different ways: as a farmer(l), a du- to the strongest, most cunning, or most popu- elist, a huscarl, or a society-member. lar. The system also encouraged a king’s sons In a sense, every farmer was a warrior, The to battle or murder each other. After all, if the home had to be defended in times of trouble, other contenders were eliminated, the choice of so every farmer was a part-time fighter. king was greatly simplified. Farmers, however, did not have much wca- The idea of one king to all of Scandinavia sion to practice their fighting skills, so they was foreign to the Vikings. Much of the region were far from being highly-trained killing ma- was divided between kings, earls, and chief- chines. tains, all of whom ruled over separate dis- A talented, if unethical, warrior could tricts. In Norway, things changed around 890 make his living as a duelist (as described earli- when Harald Finehair established himself as er). This, however, was not a way to gain King of Norway. Thereafter, the Norse recog- friends or to ensure a long life. nized a sole king over all the other nobles. Third, a fighter could seek to become a hus- Sweden had its own king during this time, and Carl. This would ensure that he was fed and the process of unifying Denmark had already housed. However, at that point the fighter been completed. For the centuries that passed, was no longer his own man. Now he was sub- however, these kings and various pretenders ject to the edicts and commands of his lord. and earls contended with each other, keeping A final choice was to become a member of a warfare and intrigue alive. warrior society. These quasi-military groups The king’s most important function was to organized warriors under a strict set of laws. oversee the protection and honor of his sub- Home was a military camp, normally a care- jects. Whether elected or hereditary, the king fully laid out set of longhouses surrounded by

I an earthen rampart. During the tenth centu- ry, the Danish kings built a series of perma- nent fortresses. These fortresses were carefully laid out camps with barracks and defenses. Trellborg is the most famous of these fortifications. Of the warrior societies, the most famous (and probably least accurately documented) of all these groups were the redoubtable Jomsvik- ings of Jomsberg. Their laws were strict. No man under 18 or over 50 could join them; every man had to avenge his fellows like a brother; they must never speak or act in fear; all loot was to be brought to the commander for division; no woman could enter the camp nor could a man be gone for more than three nights; and no man was to create trouble among his fellows. No one could join their society unless a member spoke up for the applicant. Supposedly the Jomsvikings were merce- naries, feared throughout Scandinavia. They fought bravely in many battles, but finally picked the losing side. Stong Farmhouse &eland)

aking their minas or interfering in Deep-Minded was queen of Ireland after her politics and blood-feuds. Indeed, this gave husband died and it was under her guidance rise to the proverb, "Cold are the counsels of that the entire household left for Iceland. For a women," as a way of warning. time there was a band of Irish Vikings led by a As time went on and Christianity spread leader only known as "the red girl." Best through the north, the role of women deterio- known of all were the mythical valkyries, the rated. Their independence gradually de- "choosers of the slain." The valkyries, lesser creased and they became more subservient to gods, were warrior maidens who plucked he- their husbands. roes from the battlefield and carried them to , Odin's hall in Asgard. There are also Female Adventurers legends of warrior-queens, both in England and Scandinavia. To most minds of the age, a woman's work Female warrior characters are going to was as nursemaid, weaver, embroiderer, and cause two reactions in male NPCs. The first is cook - i.e., to see to the household. Maidens surprise and scorn. The NPC will have a hard learned the necessary skills they would need time accepting the female character, since a after marriage. A wife m&t manage the farm woman's place is at home. It is not that she is while her husband was gone raiding, but this not necessarily capable, but that she is "not was uncommon. Often a brother or son supposed to be sailing on raids or battling would see to this task. monsters. Certainly this attitude will make However, women in positions of power and things more difficult for the fe war were not altogether unknown. Aud the The second reaction is muc

The Viking Culture 81 'liellehrg-style Barracks A

player character's advantage. NPCs will alsr were usually along the coast, since most of tne view female warriors with a certain amount 0: people were both Vikings and fishermen. superstitious awe. The only warrior women The center of the farm was the house. In most NPCs are likely to know of are the Val- Scandinavia proper it was made of wood and kyries. These maidens are the agents of Odin, usually roofed with shlngles or thatch. In lands leader of the gods. A certain amount of infer- where wood was scarce, such as Iceland, houses ence is therefore bound to happen. were built from sod along the same lines. Female characters are not limited to war- The typical wealthy man's longhouse was riors, of course, and other roles are less unu- about 30 yards long and 8 yards wide. Run- sual. The sagas make mention of several ning the length of the inside walls were raised wizardesses, some favorably. While awe-in- platforms. These were used for seating and spiring simply for their abilities, a wizardess , sleeping. During the day, tables could be set would still be a rare occurrence. The same ap up on trestles. Chairs and chests were also plies to the other classes. used as seats. Besides the chests there was little other storage space. Weapons, tools, and sup- Houses and Farms plies would be hung on the walls, posts, and rafters. The central floor was dirt, strewn with straw or sweet-smelling grasses. A fire pit filled the center of the hall, providing warmth and light. Wood or peat was used for the fire and was kept stacked nearby. Cooking was of- ten done in a side room. If privacy was needed, sections of the hall raw. Fish, of which there was plenty, was odd be closed off with simple curtains. Usu- cooked in much the same way. It could be fla- ally the master and mistress had a large bed at vored with mustard, juniper, cumin, horse- one end of the hall. In some houses, this bed radish, or other simple seasonings. Exotic was actually transformed into a closet with spices such as pepper were very rare. doors that could be closed and shut from the Milk was churned into butter and pressed inside. Other blankets and pillows were into cheese. Curds and whey were common. packed away during the day and the space Milk was a common drink. used for other purposes. Breads were flat, unleavened, and made of A poor man's or a thrall's hut was much barley, rye, or peas. The poor ate bread made smaller and meaner. Generally made of wood from the husks of these grains. Breads would or turf with a thatched roof, it was about 3 to probably include a fair amount of grit from 5 yards long and rectangular in shape. The the grinding stone along with other strange furnishings were few, if any, and the space substances, like pine bark and ashes. was very cramped. Vegetables were not common. Peas and Other buildings to complete the farm in- beans were grown in gardens, along with kale. clude barns, workshops, thrall huts, boat Other greens were gathered from the wild. houses, saunas, fish-drying sheds, and grain Fruits were picked from the wild. These in- stores. Most of these are simple buildings. The cluded berries, apples, and other orchard grain store, however, would be built on stilts fruit. with a ladder to the door. This was necessary The main drink was either mead, an alco- to keep vermin (including bears) out. holic brew made from honey, or beer. Wine In addition to the main farm, there was an- was a great rarity. Whatever they had, the Vi- other, isolated building in the high meadows, kings seemed to be able to drink immense the seder. During the summer the livestock amounts from wooden cups or drinking were kept at these meadows to graze on the horns. mountain grasses. Usually a bondmaid or ser- I vant lived in the seder and tended the herd. Trade These lonely cabins were prime targets of ban- lits and huldafolk, so regular visits were Raiding and warfare were not the sole occu- nade to ensure that all was well. pations of the Vikings. Indeed as time passed, prime raiding targets became places for settle- ment and trade. In the early part of the Viking Food and Drink age, Vikings relentlessly struck at the English, Since the Vikings were farmers, they grew, French, and German coasts. Gradually these fished, or caught most of their food. Except in raids became less frequent as the Vikings set- times of hardship, only wine and spices were tled in these regions and discovered the more imported. Meat, fish, dairy products, bread, profitable advantages of trade. and vegetables were the daily fare. Trade was vital for the Vikings because Meat was lamb, beef, pork, goose, venison, their own homeland was poor in many neces- rabbit, and whatever else could be brought sary goods and skills. Trade was conducted down in the hunt. Meats were boiled in caul- for both useful and luxury goods. irons, roasted on spits, surrounded with hot Fortunately, although poor in some things, ;tones and covered with dirt, or broiled by the Scandinavians had many desirable re- hot stones in wood-lined pits. Meat could also sources to trade. These included thralls, iron, be eaten dried. salted, uickled, smoked or horn, furs, walrus ivory, honey, ropes, fish, and timber. What they wanted in exchange had Celts, Gaels, Saxons, Franks, and Wends re silver, glassware, swords, woolens, salt, as thralls. They also did not neglect their own ~ces,silk, and wine. people. Danes took Norwegians as thralls, Trading goods were normally carried by Norwegians took Danes. As a general rule, the hip to market towns such as Hedeby. This sea people one didn't take as thralls were people of ade only encouraged piracy, which was al- the same district or region. Raiding nearby dis- ways a hazard. Storms and misfortunes at sea tricts resulted in blood feuds and lawsuits and added to the cost of shipping goods. Once at generally did not make for good ne*bors. market, the goods were usually sold to a mid- Not everyone captured in raids was taken back dleman who in turn sold the goods to mer- to tend the farm. The Vikings sold more of chants from the rest of Europe. their thralls than they actually kept. The major The Vikings, perhaps not content to rely on market towns of Hedeby and Birka had thrall these trading towns, developed new trade markets where the Vikings brought their goods routes in the wake of their raids. Some sailed to sell to Western and Arab merchants. Thralls with goods up the Rhine, but the greatest ad- sold by the Viwere taken south to the venture was in Russia. Several major trade Moslem lands on the Mediterranean. 'outes crossed the whole of Russia from the As the western nations became Christian- Baltic to the Black Sea. One involved sailing ized, the source of thralls shifted east. These down the Dvina River, hauling goods and countries refused to sell Christian thralls to boats overland to the Dnieper River, and sail- the Arabs, but had no similar qualms about ing to Gnezdovo or Kiev. The adventurous pagans. Slavs from Gardariki (Russia) and could from there continue their voyage for six other pagans from the Baltic were now the tar- weeks all the way to the Black Sea and fabled gets if Giking raids. Christian thralls w Miklagard, as Constantinople was called. A kept to work the Norse farms. second river route started at the end of the Gulf of Finland, sailed up the Neva to Lake Law Ladoga, then down the Volchov to Novgorod. From here a Viking could continue down the For all their warlike behavior, the Vikings Lovat, and once again drag his ships overland were a very legal-minded people. Although to the Dnieper. The third great route began they had a king and nobles, the people like the second in the Gulf of Finland. From founded semi-democratic assemblies virtu- there the intrepid Viking could either choose ally everywhere they went. These assemblies to go to Novgorod or Lake Onega. Once existed to hear and settle disputes between again, an overland portage was required, this men and to pass laws concerning the govern- time to reach the great Volga. This mighty riv- ing of the district. er carried the Vikings all the way to the Caspi- An assembly was known as a thing. The an Sea. Here they met with Arab traders from thing was an assembly of freemen. Jealous of Baghdad and caravans traveling the 5,000 their rights, the people enforced special laws mile Silk Road from China. restricting hersar and jarls from these assem- These were not rare voyages. The Vikings blies. The things existed to hear lawsuits plied these rivers enough to found towns and brought by one man against another. After lis- states. Indeed Rus and Viking fleets threat- tening to arguments and witnesses from both ened Constantinople and raided ports on the sides, the assembly made a judgement on the Caspian Sea! case. Thralls were normallv taken in raids. Thus. Of course, the whole procedure and func- tioning, of things was much more comulicated than this. Although the thing existed to settle ant and plaintiff. If either side refused the matters in a given region, a difficult case could settlement, he was considered an outlaw. be sent to a different thing for settlement Unlike modem courts, the thing seldom (much like a change in jurisdiction in the tried to punish the guilty. Nor were there any courts today). Special things existed to settle prisons to send the criminal away to. Instead, differences between men of different districts. the assembly's goal was to reach a settlement The things were held at a permanent assem- between the two parties, ensuring peace in the bly place. This was sacred ground. When the neighborhood. Settlements usually required thing was in session, drawing weapons was payment for damages and fines on the person forbidden. The thing met at certain times of voted to be in the wrong. Indeed, many court the year, often in conjunction with festivals. cases were brought in the hope of winning a Men of the district would travel to the thing judgement and increasing one's own wealth! and set up tents at specific places, often hand- A thing might best be compared to a politi- ed down from father to son. A thing would cal convention of today, rather than a court- last several days, during which cases would be room. The object was to get the freemen of the presented and judged upon. It would also, assembly, or the judges, to vote for your side quite naturally, be a time for meeting old (rather like getting delegates to vote for your friends and feasting. Of course, it was also a candidate). This involved a lot of persuading, time to meet old and new enemies, hence the negotiating, and private conversations among restrictions on weapons and fighting. the tents of the freemen. Like a political con- The leader of the thing was the lawspeaker. test, a more popular and powerful man had He was responsible for seeing that the rules and greater influence on the outcome. (Remember procedures were followed, and had great influ- that reachinga Settlement, not justice, was the ence at the thing. The lawspeaker was chosen issue.) Friendships were often made or broken by the freemen in attendance. The position at the thing. went to people of importance and standing. In cases of killing, peace could be made (at All manner of cases could be heard at a least on the surface) by reaching a settlement thing. Any dispute between two people was and paying a weregild, a "man-price." The likely to be presented. These included argu- amounts paid were set by tradition and law ments over property lines, divisions of inheri- and varied according to the relationship of the tance, killings, thefts, insults, and divorce slain person to the complainant. Of course, settlements. A woman could not bring a case men of power and influence could demand to the thing, although any man - husband, (and often get) more than the customary brother, son, or father - could represent her amounts. in the issue. It was not necessary to bring every case be- Cases were settled by the vote of the thing. fore the thing. A settlement could be reached In theory, both sides presented their argu- outside the assembly at any time. For exam- ments and witnesses. The freemen of the thing ple, Thorolf has accidentally killed Bjorn's then deliberated for a day or two and finally youngest son. Rather than wait for the next reached a decision. However, since it was of- thing, letting the bad blood between them ten impractical for the entire assembly to grow, Thorolf wants to make peace quickly. work out an agreement, cases were usually as- Therefore, he asks Snoni, his friend, to ap- signed to three judges chosen by the assembly proach Bjorn about a settlement. After some and approved by those involved. These negotiation on both sides an agreement is judges would decide the terms of the settle- reached. Thorolf pays the settlement and the ment and present their decision to the defend- issue is dropped.

I! The Viking Culture 85 Again, the choice of negotiator was a care- ful and political thing. Ideally the person cho- The Many Names of Odin sen should favor your side and be powerful enough to persuade the other to accept the With the variety of people and practlces, terms. It helps if the mediator is on friendly nothing about religion was straight- terms with the other party, too. Of course, forward or clear cut. The following list this is not always possible. If the injured party shows just how varied even the names of was a very powerful man, a wise decision the gods could b would be to let him fix his own terms. This show of generosity and humility could go a Allfod - All-Father long way toward soothing feelings. Baleyg - Flame-eyed One If the injured party did not accept the terms Biflindi - Spear Shaker Bileyg - One-Eyed of a settlement, then a blood-feud could re- Bolverk - Worker of Evil sult. At that point it was war between the two Farmagud - God of Cargoe! families. It was not necessary to kill the guilty Farmatyr - God of Cargoes person to gain revenge. Any member of his Fjolnir - Much-Knowing family was generally sufficient (although Fjolsvid - Very Wise One women were seldom targets of such feuds). - Horsehair This killing would naturally lead to a counter- Grim - Masked One attack and it would continue back and forth Grimnir - Masked One until either everyone on one side was dead or Hangagud - God of the Hanged a settlement was finally reached. Haptagud - God of the Gods If a man refused to honor the terms of a Har - High One judgement reached by the thing, or if he had Harbard - Greybearded One committed too terrible a crime to be settled, - One Who Blinds with Death i.e., treason or kin-slaying, he was outlawed, Herjan - Raider banished either for three years or life. The Herteit - of War outlaw was allowed a reasonable amount of Hjalmberi - Helmeted One time to leave the land, usually long enough to Hnikar - Spear Thruster return home and outfit a ship, although this Hnikud - Spear Thruster could be extended if the sailing season was Jalk - Gelding bad. After this period, the criminal was never Jafhnar -Just as High to return (unless the sentence was only for Omi - One Whose Speech Resounds three years). If discovered in the country, he Oski - Fulfiller of Desire Sanngetal - One Who Guesses Correctly could be killed without fear of a blood-feud or Sidhott - Deep-Hooded One weregild. Of course, friends could be expected Sidskegg - Long-Bearded One to shelter an outlaw, even though this in turn Sigfod - Father of Battle would bring the law down on the friend. Svipall - Changeable One Thekk - Pleasant One Religion Thridi - Third "Thorolf threw overboard the high-seat pil- Thund - Thin One Vak - Alert One lars and declared that he would settle at . . . Veratyr - God of Men any place in Iceland where Thor chose to send Vidrir - Ruler of Weather the aillars ashore." Ypg - Terrible One

-- Chapter Seven Nordic religion and its practices is a particu- these sites and other times at a farmhouse larly mysterious subject. The Vikings left little which also doubled as a local temple. in the way of chronicles of their religious rites There were generally three main ceremonies and with the rise of Christianity the old ways each year: one in the spring, one at mid-sum- were suppressed. At the same time, later poets mer, and one in the fall. These ceremonies left behind rich descriptions of the adventures were marked by sacrifices of animals (and and foibles of the gods. The result is an inter- sometimes humans) and ritual feasting. All esting paradox - more is known about the were intended to ensure fertility for the farm. Nordic gods than how these gods were actu- Sometimes the summer festival included pray- ally worshipped. ers for victory in war and raiding. Oracles The Norse gods, always popular in AD&W were consulted and offerings to the gods were campaigns, are not described here. Complete made. Each festival lasted several days. details on these powers can be found in the At home, each family usually had a small AD&D 2nd Edition Legends and Lore rule- number of wooden statues or rune-carved book. DMs who want to have the gods take posts, the high-seat pillars, that represented an active and involved role in the campaign the gods. Prayers and offerings were left for world should look to this rulebook for infor- these whenever the need arose. There is no ev- mation. idence that there were formal rites for these. Few men worshipped a single god only. Finally, of course, the wise man took care to There is an occasional note that a warrior was see that his neghbors - his invisible ones - a man of Thor, but common-sense people were placated. This included leaving small worshipped a variety of gods depending on bowls of food for the nisse and avoiding the need and situation. AD&D game players things that might offend the huldafolk and should use the areas of control listed in the other spirits. Since in a fantasy campaign Legends and Lore rulebook to determine these creatures are real, player characters which would be most appropriate. must devise their own methods for dealing There were few proper temples to the gods with otherworldly neighbors. in Scandinavia. However, there were many Judgingfrom the sagas, not all Vikings were sacred sites out-of-doors. These included a fiercely devout group. Many saga heroes mountains, islands, fields, rocks, and groves. loudly proclaimed they had no need for gods Ceremonies would sometimes be conducted at and then set out to prove their point. Egil Skallagrimsson, mourning the loss of his son, blamed Odin for his grief and wished he could take vengeance on the sea gods. Worship was something like a bargain. In exchange for de- votions, the gods were supposed to give some- thing in return. If they did not, the pact was broken. This does not mean, however, that Vikings were atheists. They had a rich web of supersti- tion and belief. It is just that, unlike many other religions, the Norsemen did not create religious institutions like the Church or the temples of Rome. In general each man was re- sponsible for his own faith in the gods. .'I 8 I I

+In the Viking setting, as in any other realms were created. First of these was 4D&P game milieu, the player characters Niflheim, a realm of cold and darkness. Nine Ire going to travel to strange lands and distant worlds were supposed to form Niflheim, and settings. This chapter provides a brief descrip- it was here many of the dead were sent. Sec- tion of the many lands, both real and imagi- ond came Muspellheim, a land of heat and nary, that make up the world of a Viking fire. This is the home of the giant Surt (or Sur- campaign. The places described in this chap- tur) who will destroy Midgard at Ragnarok. ter can be found on the players' map (the large At the boundary of the two worlds, where map sheet bound in the back of this book) or heat met ice, was a warm river. From this was on the detailed maps included in this book. born the giant Ymir or Aurgelmir. From other Astute players will notice the fold-up map is ice were born other giants and from one of not an accurate representation of the world. It these giants was born Odm,leader of the Ae- is not meant to be. Instead, it is a map of the sir. Odin and his brothers slew Ym world as the Vikings might have envisioned it, from the giant's body made the world. had they made maps. Scandinavia and its coastlines, areas best known to the Vikings, ". . . from his blood the sea and lakes, from his are almost correct. As one moves farther from flesh the earth, from his bones the mountain; this center, the map becomes less and less ac- rocks and pebbles they made from his teeth curate, reflecting the increasing lack of first- and jaws and those bones that were broken." hand knowledge the Vikings had of these The Prose Edda distant lands. Ultimately, those countries at the outermost edges are lands of fantasy and Ymir's skull became the sky, supported by vonder, home to giants and other mythical four dwarves, one for each direction. The sparks blowing up from Muspellheim became -out map is based in part on a map the sun and stars. With Ymir's eyebrows, the " in 1965. This map was presented gods built a wall to the keep the giants out of s a copy made around 1440 of an older map, Midgard and the giant's brains became the now lost. The map was unique, showing Ice- clouds. Thus was the earth created. land, Greenland, and parts of Vinland, some- thing never before seen on a medieval map. The World According to Rolf e discovery was quickly dubbed the nland Map" and a great deal of scholarship In a comer of the player's map is an inset was spent arguing for its authenticity. Unfor- showing a map of the entire world-at least tunately, tests showed the map was a forgery the way the Vikings understood it. This map made no earlier than 1917. Still, the map con- is the "scientific" view of the world, as op- tains many features thought to have existed posed to the mythical understanding of the during the Viking age and is perfectly suitable globe. All the same it has many mythical ele- for play. ments and can be seen as one map of Midgard, the Middle World of men. The Making of the World The world is seen as a flat disk, surrounded by the great world ocean, Uthaf. Beyond the There are several Viking legends that ex- edge of this ocean lived the Midzardsormr. the ulain the existence of the world. but the most MLdgard Serpent, a beast so large it could en- popular tells of the life Ad deaih 9f the giant circle the world. Beyond that no one knew Ymir. Before the creation of the Earth (known what lay, although legends said Muspellhei

I' At the center of the world is Jerusalem, re- Denmark was a low-lying flat land of bogs, flecting Christian belief. The continents were heaths, and sand dunes, although parts were divided into three-Europe (the smallest), Af- covered with forests of beech and oak. Every- rica, and Asia (the largest). Greenland was where was close to the coast, causing one thought to connect in the far north to Europe, chronicler to note the Danes ”live in the sea.” while Vinland did the same with Africa. The At the base of the peninsula is Hedeby, one river Tanais was the Don and divided Europe of the most important trading centers in Scan- from Asia. dinavia. Here Franks and Germans met to buy the goods of Norsemen. The town was protect- The Lands of the Vikings ed by an earthen rampart. Not far from it was the Danevirke, an earthen fortification that Africa: Of the entire continent of Africa, the separates Denmark from its southem neigh- Vikings had knowledge of only the smallest bors. Other towns include Viborg, Ribe (an- portion-the Mediterranean coast of North other trading center), Schleswig, Arhus, and Africa. With its warm temperature and bright Jelling (where the king resided). From the be- sun. the few exulorers who traveled so far of- ginning of the Vikii age, Denmark was under ten believed thiy were nearing the fabled land the rule of a single king. Late in the Viking age these kings built several fortresses at Aggers- gh never visited, the Vikings borg, Trellborg, Fykat, and other places. ith the lands of Arabia England: England was known to the Vi- ourrh their contact with Arab merchants. kings well before the start of the Viking Age. Viking fleets sailed on the Caspian and traded At the beginning of the Age, England was un- with merchants from Baghdad. The main der the rule of a number of petty Saxon kings trading centers in this region were Itil (at the and nobles and the land was divided into a mouth of the Volga) and Gurgan (at the south- number of different kingdoms; Mercia, East em end of the Caspian). Here Vikings sold Anglia, Northumbria, and Wessex were the furs and slaves for silk, spices, and silver from most prominent. Gradually the lords of Wes- Arabia, India, and China. sex (in the south) brought the other kingdoms Byzantium: The great empire of Byzantium under its control, though not without warfare was known to the Vikings. Their own name and struggle. for the capital Constantinople was Miklagard England was the target of both raids and (“the Great City”). More than once, Viking conquest. Rich monasteries at Jarrow, Lindis- ships sailed and raided on the Black Sea only fame, and Whitby were choice targets of to be defeated by either bad luck or the myste- raids, along with a number of cities. More im- rious Greek fire. Eventually trade treaties portant, however, was conquest. The Dane- were formed between the Rus of Kiev and the law came to be the name for those lands Byzantines. From about 980 on, Viking mer- controlled by Viking kings or adventurers. cenaries formed the elite bodyguard of the The exact boundaries varied with the fortunes Byzantine emperor, the Varangian Guard. of war, but usually included Northumbria and Denmark This small land is one of the three East Anglia. In the Danelaw, Viking settlers countries that make up Scandinavia. During established their own laws and traditions. the Viking age, Denmark included the south- Outside of it, English kings exercised their eastern coast of Sweden-Halland, Skane, rule. York, in Northumbria, was the center of and Blekinge. Sometimes Danish rule extend- ed to the Vik, now Oslofjord in Norway. TO the south of Denmark were the Wends.

I !I A Brief Gazetteer 89 I The Faeroes: These islands are steep, tree- peace. This land became Normandy. Ironical- less hills rising from the ocean. Known from ly, it was the Normans who would bring the beginning of the Viking age, the Faroes about the end of the Viking age. were first home to Irish monks who lived on Gardariki: Meaning "land of fortified these bleak islands. The Norsemen colonized towns," Gardariki was the Viking name for these islands during the early 80&, driving the modern Russia and surrounding lands. Al- hermits away. Buildings were made of turf though most of the population was Slavic, and field stone. Crops grew poorly, but sheep Swedish princes established themselves in and cattle were raised. The hardy settlers also Holmgadr (Novgorod), Aldeigjuborg (Staraja relied on fishing, game birds, and whaling. Ladoga), Gnezdovo, Chemigov, and Kiev. During August, the men would drive the There they became known as the Rus. It was whales ashore and slaughter them for their through Kiev that trade with the Byzantines meat and bone. passed. Frankland: Also known as the Empire of the Gardariki was also a land of wonder and Franks or the Frankish Empire, Frankland mystery. Little explored, it was rumored to be (now modern France, the Low Countries, and filled with monsters, giants, and horrible crea- parts of Germany) was, at the start of the age, tures. Undead spirits lurked in the vast wilder- the most powerful kingdom of northern Eu- ness, along with evil trolls and sorcerers. rope. Charlemagne the Great, who led his em- Groenland: Discovered in the early 900s, pire to its pinnacle of power and learning, was Groenland (Greenland) was not settled until still alive. However, he died near the begin- sometime around 985 when Eirik the Red led ning of the Viking age, and within only a an expedition there. Named Groenland for short time, his great empire fell into decline as its vast meadows (it was somewhat warmer his heirs squabbled and fought for control of then), the island did eventually support two the land. main areas of settlement, the Eastern Settle- Still, Frankland was an impressive place to ment around Brattahild, and the Western the Vikings. For the first few decades of the Settlement at Godthab fjord. These were the period, Viking raiders were effectively only areas with adequate grazing land for stopped by a system of fortresses and watch- farmers. Without trees, buildings were towers set up by Charlemagne. These allowed made of turf and stone. Life was hard and the local lords to quickly strike at raiders. relied on imports from Iceland and further When the system collapsed, the rich lands of east. In exchange, the Greenlanders sold Frankland were ripe for plunder. wool, seal hides, furs, walrus ivory, and Because of large rivers like the Loire and fierce falcons. Seine, the Vikings were able to strike at more Groenland was also a land of fierce frost gi- than just coastal towns. Their raids went as ants and other icy terrors. At its furthest far inland as Paris (then only a small city on reaches it was thought to give entrance to the an island) and Orleans. The local lords, too cold, dark land of Niflheim. busy fighting each other, could not prevent Helluland: Meaning Slabland, this region the Vikings from plundering. Instead, they is believed to be Baffin Island today. It took used the same solution as the English and paid its name from the huge slabs of stone that the Vikings vast sums to go home. formed the land. It was little visited or ex- As with England, the Vikings began settle- plored, since apparently nothing but foxes ment of Frankland. They became so numer- lived there. Of course, so far north, it too ous and powerful that eventually the emperor was also home to frost giants and other evil, was forced to grant them land in exchange for cold-loving creatures.

AI :etteer 91 I

Ireland: Ireland was well known to the Vi- seals, eider-down, and hides. They imported ey ruled over parts of the island lumber, grain, and luxury goods. As a people, ed many settlements there. Most they were fiercely independent; many were of these were Dublin and Water- outlaws from Norway, having incurred the f Viking power on the island. wrath of the king there. These men brought Vikings invaded Ireland in the early BOOS, their families to join them in Iceland. nquered the island. Wars be- Although it was a harsh life there, the island gs and Irish Kings were com- was also noted for its skalds. All of what was mon, though the kings were far from united. later written down came from the Icelanders. Some sided with the Vikings, others against They had a great love of words. Karelia: This eastern land is now part of a source of slaves in modern Finland and Russia. It is a land of for- oods. It is also a good ests, lakes, and bogs. The native Finns there in the near-constant had their own kings, although large parts of and between the Irish. the land were subject to Swedish kings who Isaland, or Iceland, was settled by crossed the Baltic and settled on Karelia's om Norway, the Shetlands, Ork- shores. eroes, and British Isles. The first The Finns were noted for theirpowers of oyages were around 860, when a few Irish sorcery. Many a Norse wizard learned his arts nks were found living there in solitude. Se- from a Finnish tutor. Inland the country was s colonization began in 870 and lasted for overrun with giants and trolls, some of whom about 60 years. had their own kingdoms. Karelia was also a good source of timber and furs. The land is mostly meadow with only Kurland: This region lies along the southern areas of forest. Volcanic vents and lava coast of the Baltic. Although there is a large native population there, it has been heavily colonized by the Swedes, since the Dvina riv- some crops were the principal ways of life on er, an important trade route to Kiev, passes the island. The people lived on scattered farms through the land, The trading towns of Gro- no towns of consequence. bin and Truso were once of particular impor- om the farms, the only other sites of tance, although these towns declined early in ance were the things, the assembly the Viking age. Kurland was seldom the target of raiders, Iceland had no king or single ruler. The since there was little wealth in the land. The rmers were independent freemen. Govern- most useful things that could be taken from it g was conducted by the thing and the 36 go- were slaves and amber. The amber was carved of the land. For convenience, the island was into figurines and used for jewelry. Slaves vided into four quarters, one for each direc- from the region, since they were pagan, were had its own assembly and, sold in the markets of Hedeby (which would was divided into three districts. Three not accept Christians as slaves). Markland: This is the second of three lands discovered beyond Groenland. The name means "forest-land and was probably the s were noted for many goods, coast of Labrador or Newfoundland. It was rich in timber, but the forests were filled with hostile skraelingar ("wretches," a contemp ..

'1. , a,. ': ' ,; ...... , . ,,,: ~ . ... - :e

ous name for the Indians there) and giants. were well-sited for the Vikings, close to Caith- Little effort was made to settle this land, al- ness (northern Scotland) and only a short though ships sometimes sailed there from voyage across the north sea to Norway. Trav- Groenland to gather timber. elers from Iceland, Ireland, and the Faeroes Norway: One of the lands of Scandinavia, often wintered over at the Orkneys when Norway is a MITOW strip of mountainous storms were too fierce to venture on the open land. The coastline is a jagged series of fjords, sea. waterways that cut like gashes through the The islands, like many in the north, were steep slopes. It is along these fjords that most relatively treeless. Houses were made of turf of the people lived, making use of the and stone and the men lived by herding, fish- cramped farmlands. This rugged land is one ing, and raising crops of barley and other har- wing of the Viking homeland. dy grains. Trade was in thesegoods, especially Norway divides into several regions. In the malt (roasted barley) sent to Iceland. south, around modern Oslo, is the fjord The Orkney islands were ruled by heredi- known as the Vi,possible source of the Vi- tary earls. While supposedly subject to the king name. The Vikin was home to the kings Norwegian king, the earls of Orkney ruled of Norway. Here was the best farmland in the pretty much as they pleased, since there was country and it was a close connection to the little the Norwegian lord could do to them. kingdoms of Denmark and Sweden. At its The earls had close, though not always friend- mouth was the town of Kaupang, an impor- ly, ties to the lords of Scotland, particularly tant trading center. Dividing the Vikin from those of Caithness. western Norway is a range of jagged moun- Permia: This is a cold and snowy land of tains. Low passes reach to Trondelag, but mystery and monsters, sometimes called Bjur- voyages along the coast were much more mulund. Reached by making the dangerous practical. voyage around the north of Norway, Permia The Norway peninsula, which stretches was a hostile land. Its kings and nobles were down from the Vikin, is a rugged region, al- wizards, while giants and monsters roamed its most inaccessible by land. Here there are forests. Still, the people there had great trea- many isolated valleys almost completely inde- sures. Large numbers of valuable furs came pendent of all others. Bergen, on the coast, out of Permia's dark woods. Greater still, was a small center of trade and the starting there was said to be a mound deep in the forest point for many voyages west. Finally, north of where the people left offerings to the dead-a Bergen along the coast was the Trondelag re- handful of silver for every man who passed gion. This was another region with sizeable away. Getting these treasures, however, was farms and good communication. Passes led to not easy, since the Permians hated the Norse the Viand Sweden. It was the seat of many and would attack them on sight. Although not important jarls. nearly as well armed and armored, the Permi- North of Norway is Lapland. Although in- an wizards presented a great threat to any dependent, the Lapps were required to pay raiding party. tribute to the earls of Trondelag. The Lapps Sadand: This land lay just south of Den- were well-known for their skill in sorcery, al- mark and was part of the Frankish empire. Its though they could seldom withstand the Vi- most important town was Bremen, a tradmg kings in battle. center on the coast. This made it a rich target Orkney Islands: These islands, just off the for raiders. Knowing this, the Saxons fortified coast of Scotland, were settled early in (or the town with earthworks and palisades. perhaps before) the Viking age. The islands The Saxons were noted as merchants. They of those traders who came land Meaning perhaps "grassland ging glassware and other goo of vines," the Vinland explored by Lie to sell in Denmark. ricsson and others is now believed to be and: North of Northumbria were Newfoundland and parts of the coast further and untamed people of Scotland. south. A small settlement was established on were a mixture of many people-P the shore, but was attacked by skraelingar. It ts, and Norse. The fiercely independe did not thrive and was eventually abandoned kings often faced their Sa or wiped out. The stories of this land describe arts in border battles. For these it as filled with riches, although giants and s sometimes formed alliances wi hostile skraelingar abound. Ultimat ir Norse neighbors in Northumbria, Viand proved too far from civilization d, and the Orkneys. At other times t proper settlement. ired Norse mercenaries. Although there Wendland: Located southeast of De raids on the Scottish coast, the land w is the land of the Wends. These German and not a very good target. Only a f ple lived just beyond the borders of the nasteries, Iona for one, founded by Ir ish empire. Like the Saxons, the Wends traded nks on the Hebrides, were ..popular raid with the Vikinns. Danish and Swedish settle- argets. Sweden This is the third nation that fo Scandinavia. Sweden roughly divides Oder, another important river route. three parts. The southern section is m bw-lying plains, rich with rivers, lakes,

Baltic and the lands of the east. Thus, settlements are found in Finland and The middle section was likewise an forest and plains and is known as Sv 'Fhis was the center of Swedish power fo go "straight to the source" should read a Grundir: This earldom lies between Risa- translation of The Prose Edda.) For other land and Jotunheim. Its ruler is Earl Agdi and lands, little or no details exist. DMs can fill he makes his residence at Gnipaland. The earl out these countries with whatever seems mos is said to be a powerful sorcerer. His retainers appropriate. are not men but great trolls, much to be Imaginary lands, being imaginary, have no feared. place on any map. At best, there are vague in- Jotunheim This is another of the celestial dications of where these lands can be found realms, the home of the jotens, the great gi- ("east beyond Permia") but not even anything ants of folklore. It is a wild and wooded place, as good as sailing directions exists. Player somewhere east of Asgard. The giants of this characters reach these lands by crossing over land are hostile to the inhabitants of Asgard. some invisible border between the real world Mirkwood: This is a vast forest that lies just and the Other Worlds. The border may be to the south of settled lands. [t is semi-mythi- marked by a fierce storm that blows the ship cal, since it might lie south of Midgard as a off course or a broad swath of trackless forest. whole. It might also describe the vast forests The Other Worlds can exist anywhere, even that covered Germany. Mirkwood separates Jmong the farmer's lands. A sudden look to Muspellheim from the rest of the world. the left or flicker in the moonlight may be all Mirkwood has earned its name; it is a dark that's needed to reveal this hidden realm. place filled with serpents, trolls, and giants. Few venture there who do not need to. Alfheim Virtually nothing is known of this Muspellheim Muspellheim is a mythical land, the home of the elves. It might be part of land of fire and heat to the south. It is from Asgard, but is more likely close to it. here that fire giants come. The sons of Muspel Asgard: Asgard is the home of the Aesir, the will someday assault Asgard and bring about 12 principal gods of the Vikings. It is said to be the end of the world. It is quite possible that above or in the middle of Midgard, the world Muspellheim grew from early reports of the of men. It is described as a plain marked by desert lands of Arabia and Africa. rivers and guarded by cliffs. Twelve palatial Niflheim: This is the last of the celestial halls, homes of the gods, exist there. In addi- realms, the land of the dead. It is described as tion, there are lesser halls for their followers. being to the north of Midgard, across the The most famous of these, Valhalla, is Odin's ocean, and underground. It is made up of nine hall for the fallen warriors he has chosen. On different worlds. Here all dead but those cho- the day of the final battle, Ragnarok, these sen by Odin are sent. Niflheim is a cold and men will fight (and lose) in the war against the dark place. Its halls have rafters coiled with giants. venomous serpents and agonies await those Geirrodargardar: Meaning "Geinodstown," who are sent here. this is the capital of Risaland, or Giantland. Noatown: It is unknown where this town The king lives here along with his retainers. lies. Although it is ruled by a king, Noatown GlasisvelIir: Known as the Glasir Plains in is known for its fierce amazons. English, this country is ruled by giants. It is Risaland: Located to the east of Permia .. found somewhere east of Permia. Although it Risaland, or Giantland. This is a powerful has its own lung, Glasisvellir is forced to pay kingdom ruled by giants. The capital is Geir- tribute to the giant king of Risaland. A great rodgardar. Beyond Risaland lay Jotunheim. river, Henna, separates the two lands. The king of Glasisvellir is always called God- mund, regardless of his true name.

Btl A Brief Gazetteer 95 cI m

Longship Deck Plan (&be

on actual excavations)

dlev find 92' X 15'

Oseberg find 70' x 16'

Ocean-going Knarr (Skudev find) 53' x 15'

5 5iI6"rio 5rs"

Coastal ham(Skudlev findj 43' X 10' 4 vlanra 51~~~ Saexring 39'xa' For use with miniatures, enlarge these deck plans on a photocopier. Listed beside each deck are two lengths for

elm.. ,. mP. I"* .Ail!Pi&nll-d- . 96 Chapter Eight Viking lands and settlements spices ICitiesandtowns A- A 5 salt .- Silk y wheat

Silver Weapons ---- Wine

The Kwwn Web "On little shores and little seas live people of little sense; ne has equal wisdom e the world is half as wide. i Sayings of the High One

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1 Dorestad \

I r' I 1I

istorical Reference

NOW you can take your campaign and player cndr- acters into the realms of the Northmen. This is no mere fantasy world-this sourcebook is set in the historical world of Viking legend. Included in this sourcebook are new character classes, new magic, new spells, new monsters, new treasures and the nec- essary background information on the life and times of the Vikings. Numerous floorplans and a full-color map of the Viking world give you a complete role- playing package.

115.00 u 5 29 U 1.