TEXT: A Norse Mythology Inspired adventure module (1st-15th level) 
  across The Nine Worlds Setting for 5th Edition 
  
  Journey to Ragnarok
  2
  Journey To Ragnarokis an Adventure and Setting inspired by 
  Norse Mythology, compatible with the 5th Edition of the most famous 
  role-playing game, designed by Michele Paroli
  Author: Michele Paroli
  Adventure Design:
  Midgardr and the Clans: Andrea Lucca
  The Nine Worlds: Alex Melluso
  Ragnarok: Matteo Pedroni
  Mechanics Design: 
  Classes: Andrea Bergamelli
  NPC’s, Backgrounds and Magical Items: Matteo Pedroni
  Effects of the Runes: Andrea Back
  Names and additional materials: Alessandro Drighetto, Mila Fois
  Art Director: Michele Paroli
  Cover Art: Andrea Guardino
  (Alice Candy Guerreri for the Limited Edition) 
  Interior Illustrators: Andrea Guardino, Milivoj Ćeran, 
  Simone Denti, Elisa Ferrotto, Olga Volkova
  Graphic Designers: Michele Paroli, Elena Giovannetti
  Proof-reader: Enrico Romeo, Michele Paroli
  English Translation and Editing: 
  Francesco Castelli, Jason R. Forbus, Federico Gavioli
  Playtesters, error hunters and special thanks:  
  Davide Ardizzone, Valerio Arnone, Federico Bellini, Luca Bellini, 
  Christian Zoltar Bellomo, Luca Bianco, Cristiano Bruzzo, 
  Francesco Castelli, Mattia Catania (Naux), Ivan Cavestro, 
  Cesare Costantini, Nicola Degobbis, Antonio Dell’Aquila, Patrick Eusepi, 
  Veronica Fantoni, Mila Fois, Giuliano Gianfriglia, Daniele Iannucci, 
  Giulia Ingrassia, Logan Lee Kober, Giacomo Kuroda, Eugenio Lauro, 
  Juri Loi, Robin Mallaby, Edoardo Montingelli (Quit108), 
  Mariano Mora, Matteo Moret, Marco Munari, Chiara Musi, Silvia 
  Paindelli, Mirko Paradisi, Paola Rota, Claudio Serena, Marco Signore, 
  Søren Møller Starcke, Andrea Vitaloni, Van Vought, Michele Zanni.
  A monumental “Thank you!” to all the Backers who supported 
  the project on Kickstarter and effectively made it possible! 
  (Full list on page 326)
   Journey To Ragnarok is © Michele Paroli 2018. All rights reserved
  The reproduction of any material inside this work 
  without authorization from the Author is forbidden.
  Journey To Ragnarok  is a product of fiction, 
  any reference to people or events is accidental.
  Illustrations on pages 6/7, 9, 123, 129, 191, 282/283, 288, 289, 
  290/291, 304/305 © Milivoj Ćeran, used with permission
  FOREWORDS 
   
   
   
  5
  CHAPTER 1 - THE NINE WORLDS 
   
  6
  The Prophecy of the Volva   
   
  8
  The Origins of the Worlds   
   
  10
  The Nine Worlds   
   
   
  12
  Death in the Nine Worlds 
   
   
  14
  Alignments  
   
   
   
  14
  The Nine Virtues   
   
   
  14
  Asatru Ability  
   
   
   
  14
  Magic in the Nine Worlds   
   
  15
  CHAPTER 2 - PEOPLE OF MIDGARDR  
  16
  Clans   
   
   
   
            18
  Bear Warriors  
   
   
  19
  Gjallarhorn 
   
   
   
  22
  Icy Crows 
   
   
   
  25
  Jötunn Sons  
   
   
  29
  Odhinn’s Eye  
   
   
  32
  Wolves of the Shadow 
   
   
  35
  Classes  
   
   
   
  38
  Barbarian 
   
   
   
  38
  Bard 
   
   
   
  40
  Cleric 
   
   
   
  41
  Druid 
   
   
   
  42
  Fighter 
   
   
   
  43
  Monk 
   
   
   
  45
  Paladin 
   
   
   
  46
  Ranger 
   
   
   
  47
  Rogue 
   
   
   
  48
  Rune Master  
   
   
  50
  Sorcerer 
   
   
   
  57
  Warlock 
   
   
   
  59
  Wizard 
   
   
   
  61
  Backgrounds  
   
   
   
  63
  Bondhi 
   
   
   
  64
  Gothi 
   
   
   
  66
  Huscarl 
   
   
   
  68
  Jarlr 
   
   
   
  70
  Skògarmadhr  
   
   
  72
  Thallr 
   
   
   
  74
  Vaeringhi 
   
   
   
  76
  Vikingr 
   
   
   
  78
  Equipment  
   
   
   
  80
  CHAPTER 3 - THE JOURNEY TO RAGNAROK 
  84
  CHAPTER 4 - THE JOURNEY: MIDGARDR 
  90
  Midgardr 
   
   
   
  92
  General Features 
   
   
  92
  Maps 
   
   
   
  93
  Norvgr  
   
   
   
  94
  The Coastal Area [1-2] 
   
   
  94
  Heill Hofn 
   
   
   
  97
  The Snowy Mountains [4-5] 
   
  99
  Siste Klintr 
   
                
   
  103
  The Trolls Cavern 
                
   
  104
  
  Index
  3
  Svtjod  
   
   
   
  106
  The Great Forest [2-3] 
   
   
  106
  Skjult Borg 
   
   
   
  108
  Uppsala 
   
   
   
  110
  Fenmark 
   
   
   
  113
  The Swamp [4-5] 
   
   
  113
  Fínnbol 
   
   
   
  114
  Jutland  
   
   
   
  117
  The Peninsula [4-5] 
   
   
  117
  Danevirke 
   
   
   
  118
  Siste Festning  
   
   
  120
  The Islands [4-5] 
   
   
  122
  The Journey on Midgardr 
   
   
  124
  Expand Midgardr 
   
   
  128
  Encounters on Midgardr 
   
   
  130
  CHAPTER 5 - THE JOURNEY: NIFLHEIMR 
  156
  Niflheimr 
   
   
   
  158
  General Features 
   
   
  159
  Maps 
   
   
   
  161
  The Journey on Niflheimr 
   
   
  163
  Encounters on Niflheimr 
   
   
  164
  CHAPTER 6 - THE JOURNEY: HELHEIMR 
            166
  Helheimr 
   
   
   
  168
  General Features 
   
   
  168
  Maps 
   
   
   
  171
  The Journey on Helheimr 
   
   
  174
  Encounters on Helheimr 
   
   
  176
  CHAPTER 7 - THE JOURNEY: ASGARDR 
           182
  Asgardr 
   
   
   
  184
  General Features 
   
   
  184
  Maps 
   
   
   
  187
  The Journey on Asgardr 
   
   
  192
  Encounters on Asgardr 
   
   
  193
  CHAPTER 8 - THE JOURNEY: SVARTALFHEIMR           208
  Svartalfheimr 
   
   
   
  210
  General Features 
   
   
  210
  Maps 
   
   
   
  211
  The Journey on Svartalfheimr 
   
  215
  Encounters on Svartalfheimr 
   
  216
  Nidavellir 
   
   
   
  218
  Gnitaheith, Fafnir’s Liar 
   
   
  219
  Maps 
   
   
   
  221
  Encounters on Nidavellir 
   
   
  222
  CHAPTER 9 - THE JOURNEY: LJOSALFHEIMR 
            226
  Ljosalfheimr 
   
   
   
  228
  General Features 
   
   
  229
  Maps 
   
   
   
  231
  The Journey on Ljosalfheimr  
   
  232
  Encounters on Ljosalfheimr  
   
  234
  CHAPTER 10 - THE JOURNEY: VANAHEIMR 
            238
  Vanaheimr 
   
   
   
  240
  General Features 
   
   
  241
  Maps 
   
   
   
  243
  The Journey on Vanaheimr  
   
  244
  Encounters on Vanaheimr 
   
   
  245
  CHAPTER 11 - THE JOURNEY: JOTUNHEIMR 
            254
  Jotunheimr 
   
   
   
  256
  General Features 
   
   
  256
  Maps 
   
   
   
  259
  The Journey on Jotunheimr  
   
  260
  Encounters on Jotunheimr  
   
  261
  CHAPTER 12 - THE JOURNEY: MUSPELLSHEIMR          266
  Muspellsheimr 
   
   
   
  268
  General Features 
   
   
  268
  Maps 
   
   
   
  271
  The Journey on Muspellsheimr 
   
  272
  Encounters on Muspellsheimr 
   
  274
  CHAPTER 13 - RAGNAROK HAS COME  
            276
  Prologue 
   
   
   
  278
  Ragnarok 
   
   
   
  280
  Epilogue 
   
   
   
  284
  Key Players of Ragnarok 
   
   
  286
  APPENDIX  
   
   
   
            294
  MAGICAL ITEMS 
   
   
   
            296
  RUNE DIVINATION 
   
   
            304
  Table Results  
   
   
   
  306
  Using The Runic Dice  
   
   
  306
  Reading The Runes  
   
   
  307
  Aett of Freyja 
   
   
   
  308
  Aett of Heimdallr  
   
   
  312
  Aett of Tyr  
   
   
   
  316
  CHARACTER SHEETS 
   
   
            320
  NAMES PRONUNCIATION 
   
   
            324
  BIBLIOGRAPHY 
   
   
   
            325
  BACKER LIST 
   
   
   
            326
  CREATOR TOKEN  
   
   
            332
  INDEX 
   
   
   
   
            333
  OGL 
   
   
   
   
            336
  
  Journey to Ragnarok
  4
  Journey To Ragnarok is a love letter to the Norse Mythology, the fruit of over 15 years of research and 
  documentation through travels and reading. The more I discovered, the more my passion grew, as I realized how 
  deeply the myths of the Norse people influenced fantasy literature, games, comics and movies.
  It all started with a phonecall by the Red, Andrea Lucca. He told me “Man, you MUST come back to D&D! 5th 
  Edition is worth a shot!” and so he involved me with the Adventurers’ League group he was organizing in Cernusco 
  sul Naviglio, Milan. 
  In but a moment, the group of Game Masters, made up of friends both old and new, became incredibly close-
  knit, organizing the crazy sessions that would lead to the formation of the larger Adventurers’ League of Milan.
  That was the environment where the idea of joining these two passions and realize this book was born, both an 
  adventure and setting module and a journey throughout the Norse myths and legends.
  I must thank Elena for supporting (and bearing with) me in the many hard spots during the project, the Red for 
  having believed in the project from the start and having helped to kickstart it with the right gusto. 
  I thank Alex, Pedro and the rest of the team for having followed me in this crazy endeavor, Enrico for having 
  pieced together the veritable mountain of bits this here book required and Andrea, Elisa, Simone and Olga for 
  translating my ideas into pictures.
  Special thanks, of course, to Nicola for the reality of Need Games, that became like family.
  Skål!
  Michele Paroli
  Author
  
  Forewords
  5
  “Gods, Monsters and Men, will die together in the end”
  It took me thirty years, but I can finally quote a Manowar song writing about something! It’s been a long wait, 
  fraught with temptation, like the time I presented an essay on Scandinavian myths for a History of Religions exam... 
  or the times I played Vikings with the ruleset of RuneQuest or Land of Giants, the great Beowulf and Scandinavia 
  supplement for Pendragon. None of them, however, deserved a Manowar quote more than this short preface.
  It is easy to see why: Journey to Ragnarok... the title itself is tribute to epic metal. And if it wasn’t enough, 
  just open the book. Michele and his team of modern skald portrayed the Æsir, Vanir, Giants, Trolls and the undead, 
  vikings, varyags, sorcerers, thieves and the Nine Worlds where they live and fight in more than three hundred 
  pages of pure wisdom and lore. And what about the art? The illustrations by Guardino, Ćeran, Denti, Ferrotto and 
  Volkova alone are worthy of a separate book.
  The love story between roleplaying games and Norse myths gave birth to countless publications, like 
  supplements for GURPS, Rolemaster, RuneQuest and even D&D, but Journey to Ragnarok is the first work 
  I have seen that successfully blends gods, monsters and men, three of the pillars of fantasy, in such a complete, 
  dynamic and original way.
  What else can I say...?
  “Valhalla, the Gods await me...”
  Francesco Nepitello - Game Designer
  Lex Arcana, The One Ring, Adventures in Middle Earth (...)
  A few years ago, on a trip to the United States, I had the chance of flying over Scandinavia, Iceland and Greenland 
  with a clear sky. I was rewarded with the sight of jagged mountains, white expanses, strips of volcanic land, frost 
  islands and endless grasslands fading into the ocean. It was barely the beginning of my journey and yet I already 
  felt fulfilled by that majestic experience, a memory that will accompany me as long as I live.
  I wondered why I found these places so fascinating, I wondered how brave was Mankind to venture to these 
  inhospitable lands not only to live there but also to thrive. I found my answer by paraphrasing a famous saying: 
  there is no unfavorable place, only people who give up easily.
  The howling of the wind, the silence of snow, the might of magma, all are incredibly powerful forces, so strong they 
  can spell doom for Mankind and convince it they are divine in nature, telling us “You have no place, here.” And yet, 
  the more Nature seems merciless and impossible to overcome, the more Mankind attempts to portray it, to reach it 
  and sometimes even to grasp it, even if for just a few instants… with only the foolish thinking they can best it.
  The challenge in Journey to Ragnarok is not just monsters and intrigues, but also the chaotic 
  Norse environment, sometimes as hostile as a hailstorm, or as calm and benevolent as a warm, sunny day.
  I am very proud of Michele and his team; they are all expert adventurers, more than capable of leading you in 
  these lands where Myths dwell. If you will be brave enough, you might even have the honor of fighting alongside 
  the Gods during Ragnarok!
  Zoltar of Sage Advice
  sageadvice.eu
  
  Journey to Ragnarok
  6
  Chapter 1
  In this introductory chapter, the foundations of Norse 
  mythology are illustrated, with the origins of the Nine 
  Worlds, followed by rules and setting.
  The Prophecy of the Volva 
   
   
  8
  The Origins of the Worlds 
   
   
  10
  The Nine Worlds 
   
   
   
  12
  Death in the Nine Worlds 
   
   
  14
  Alignments  
   
   
   
   
  14
  The Nine Virtues  
   
   
   
  14
  Asatru Skill  
   
   
   
   
  14
  Magic in the Nine Worlds  
   
   
  15
  
  The Nine Worlds
  7
  Æsir and Vanir Fight - © Milivoj Ćeran
  
  Journey to Ragnarok
  8
  The Prophecy of the Volva
  Necklaces had I
  and rings from Heerfather,
  Wise was my speech
  and my magic wisdom;
  Widely I saw
  over all the worlds.
   
   
   
   
  Voluspá, (29)
   
   
   
   
  Ljóða Edda
  The Voluspá is the first poem of the Poetic Edda and 
  considered the most important in understanding 
  Norse mythology.
  The prophecy begins with the discourse of the seer 
  to Odhinn, where she declares to know the origin 
  of Odhinn’s omniscience, telling and explaining the 
  secrets of the Ásgarðr gods.
  Odhinn recognized the prophetic gift of the Volva 
  and gave the seer gifts and necklaces; he gave her wise 
  advice and conferred upon her the power of prophecy. 
  Her eyes now saw beyond the confines of the world, 
  the deepest past and the distant future.
  The Volva tells of past events, from the creation of 
  the Nine Worlds and the people that populate them. 
  The sacrifice of Ymir in the war between Æsir and 
  Vanir that put an end to the golden age of peace, and 
  of future events, such as the assassination of Baldur 
  and the rebellion of some of the Gods and many of 
  the Jøtnar. 
  Volva concludes her prophecy by announcing the 
  twilight of the Gods, the Ragnarok, when the Nine 
  Worlds are overwhelmed by the violence of fire and 
  water, when the Gods fight their last battle and face 
  their destiny, describing the personal suffering of each 
  divinity. All the Gods will see their end and Odhinn 
  himself will die in the mouth of the wolf Fenrir.
  From the ashes of the dead and total destruction, 
  a perfect world of abundance and prosperity will rise, 
  where Baldur will live again.
  
  The Nine Worlds
  9
  Ymir - © Milivoj Ćeran
  
  Journey to Ragnarok
  10
  The Origin of the Worlds 
  and the Sacrifice of Ymir
  At the dawn of time, there was nothing. Everywhere 
  was Ginnungagap, a dark and formless abyss. The two 
  Initial Forces then were generated: the Infinite Ice of 
  the plain of Niflheimr and Primal Fire of the plain 
  of Muspellsheimr, with the Ginnungagap stretching 
  between them.
  The cold winds of Niflheimr, which carried water 
  from its source the Élivágar, washed over this empty 
  void from the north, while the heat and sparks of 
  Muspellsheimr lashed it from the south. When the ice 
  met the heat of the fire, it melted and dripping, it gen-
  erated life, which took shape: the first being was the 
  giant Ymir, who the Jötunn call Aurgelmir, along with 
  Auðhumla, the cosmic cow.
  The drops that generated Ymir, however, contained 
  the poisonous water of the Élivágar, the eleven cosmic 
  rivers, and that is why the first living being was wise 
  but evil, as were all his descendants.
  Ymir, nourished by the milk produced by 
  Auðhumla, generated the race of giants, while the cow, 
  licking the salt formed by the ice, gave life to Buri, 
  large, powerful and handsome, who generated a twin-
  son called Borr (“ the generated “), Borr later took the 
  Giantess Bestla as his wife and from their union the 
  first Æsir were born: Odhinn, Víli and Vé.
  Ymir was gargantuan in size and was able to cover 
  the whole earth. Muspellsheimr’s Fire resided in his 
  heart, giving him strength and allowing him to raise 
  his body temperature to very high levels, along with 
  Ice and Niflheimr’s poison.
  The three brothers, Odhinn Vili and Vè, considered 
  him impure. With a necessary sacrifice, they killed 
  Ymir and drowned in his blood almost the entire lin-
  eage of giants. Among the few survivors, there was 
  Bergelmir, who using a raft fashioned from a tree 
  trunk managed to survive with his family, ensuring 
  the survival of the species.
  In the middle of Ginnungagap, the gods created 
  Midgardr using the body of the giant. Ymir’s flesh 
  became earth, his blood the waters of lakes and rivers. 
  Rocks and mountains rose out of his bones and his 
  hair turned into trees. The heavens were made with 
  Ymir’s skull. The four dwarfs Norðri, Suðri, Austri and 
  Vestri became the cardinal points. Odhinn then cre-
  ated the wind, turning one of the sons of Bergelmir 
  into an eagle. He then threw pieces of the giant’s brain 
  into the sky and made the clouds.
  I remember yet
  the giants of yore,
  who gave me bread
  in the days gone by;
  Nine worlds I knew,
  he nine in the tree
  with mighty roots
  beneath the mold.
  Of old was the age
  when Ymir lived;
  Sea nor cool waves
  nor sand there were;
  Earth had not been,
  nor heaven above,
  But a yawning gap,
  and grass nowhere.
   
   
   
   
  Voluspá, (2-3)
   
   
   
   
  Ljóða Edda
  In myth, the first Worlds were Niflheimr and 
  Muspellsheimr, the kingdoms of Infinite Ice and Primitive 
  Fire. From this pair, at whose center Ginnungagap rises, 
  the other Worlds were born, created by the remains of 
  Ymir, killed by Odhinn and his brothers.
  The names of the worlds end either with the suffix 
  -heimr (house, kingdom or world) or with -garðr 
  (dwelling, earth, and fence), while from the root 
  of the name it is possible to understand its genesis. 
  Excluding Midgardr (which indicates “Middle-earth” 
  or the world as known to us, also called Manheimr 
  or the “world of Maðr”, men), born from the remains 
  of Ymir and the home of men, the remaining eight 
  Worlds can be divided into pairs of opposites:
  Each world was created with specific characteristics. 
  Their respective position along the north-south axis 
  of Yggdrasill and and their proximity and affinity with 
  either of the Initial Forces alter their magical forces. 
  The following is a description of the magical forces 
  acting in each of the Nine Worlds, rather than the 
  setting itself.
  Ásgardr 
  Ljosalfheimr
  Jotunheimr
  Niflheimr
  Helheimr 
  Svartalfheimr 
  Vanaheimr
  Muspellsheimr 
  
  The Nine Worlds
  11
  
  Journey to Ragnarok
  12
  Midgardr
  Located at the center of the universe, the place where 
  Men live, is now the prey of the Fimbulvetr, the great 
  winter that precedes Ragnarok. In this unholy situa-
  tion, with Worlds colliding with each other and the 
  limits placed on the use of magic by the gods gradu-
  ally fading, divine and arcane forces invade this realm. 
  Being the center world, all magical sources are present.
  However, since some of the limits set by the Gods are 
  still in force, spells are weaker than they should be.
  Asgardr
  On the high branches of Yggdrasill, is the world of 
  Asgardr (or Ásaheimr), the realm of the Æsir, bathed 
  by the light of the stars, full of luminescence reflected 
  by the Infinite Ice and strong brightness of the Primal 
  Fire. Here the predominant magical force is the result 
  of the friction between the Initial Forces, that arcane 
  spark that arises when ice and lava meet: there are no 
  half measures in the forces that permeate this world, 
  only absolutes in the abode of the Æsir. 
  There are no echoes of the Initial Forces: in Ásgarðr, 
  it is only the distant memory of the creation of the 
  Nine Worlds.
  ljosalfheimr
  Before reaching the land of men, descending along 
  Yggdrasill, there is Ljosalfheimr (also called Alfheimr), 
  the reign of the Ljósálfar, the elves of light. Located 
  above the clouds of Midgardr, created from the brain 
  of Ymir, this hyperuranium World is a place of high 
  thought. Here lies energy derived from blocking friction 
  between the Initial Forces, and which the highest of the 
  kingdoms are composed. The description of these forces 
  is mediated by their proximity to the kingdom of men. 
  Here, there is no echo of the initial great emptiness 
  or even that of the Superior Entities who existed at the 
  beginning of time.
  Niflheimr
  Located north of Midgardr is Niflheimr, the World 
  of Mist that comes from the Infinite Ice, the realm of 
  cold and ice that existed from the beginning of time. 
  In this place reside the hrímþursar, the last few Frost 
  Giants who survived the drowning of their lineage, 
  posted to guard the dwelling of the dishonorable dead. 
  Far from the Primal Fire, this kingdom is dominated 
  by dry cold and the absence of flame, but also by the 
  crystallized fluidity of the ice: everything flows, out 
  from this realm. 
  There are no archetypal forces of the Gods at work in 
  this world, since it existed before the arrival of all things.
  Muspellsheimr
  To the South lies the World of Muspellsheimr, the 
  other Kingdom that has existed since the beginning 
  of time, the place of origin of Primal Fire. This Initial 
  Force permeates this World making it fiery, deafening, 
  hot and dry. Here are the sons of Fire, the Fire Giants, 
  the Muspeli Jötunn. 
  There are no archetypal forces of the Gods at work in 
  this world, since it existed before the arrival of all things.
  Jøtunheimr
  To the east is Jotunheimr, where the giant Bergelmir 
  escaped to with his family, here the offspring of the Ice 
  Giants, the Jøtnar, were born. The flow of the Infinite 
  Ice, mediated by its proximity to “Middle-earth”, this 
  place is the solidification of ideas, where the earth and 
  ice meet. Ruled by cold and hardness, far from the 
  
  The Nine Worlds
  13
  fluidity of water (destined to freeze), it is the emblem 
  of stiffness and stubbornness. 
  There are no archetypal forces of the Gods in this 
  World, for their perfection has no place in this frozen 
  realm. The World of Jotunheimr is separated from 
  Midgardr by a mountain range where lies the fortress 
  of Utgardr, built to prevent the Jötunn from invading 
  the realm of Men. 
  Vanaheimr
  To the west is Vanheimr, the kingdom of the Vanir, the 
  minor Gods, and a world of emanations of the Primal 
  Fire and illuminated by the light of Ljosalfheimr. In 
  this place lies dynamic thought and Nature in its cyclic 
  emanation: the great wheel of life watched over and 
  ruled by the divine beings that reside there. 
  Here, is no place for the stillness of the great initial 
  emptiness or even for the Superior Entities that existed 
  at the beginning of time.
  Svartalfheimr
  Below Midgardr, among the roots of Yggdrasill, is 
  Svartalfheimr, a kingdom situated in the shade of the 
  World Tree. Far from the friction of the Initial Forces, 
  this plain is inhabited by the Døkkálfar (the Dark Elves); 
  driven out of the upper realms, they worship a false World 
  Tree made from the original stone of this Kingdom. 
  Here, natural magic is absent, as well as that of the 
  Gods, the wickedness of Helheimr its only resonance. 
  This realm is surrounded by darkness and Hell, that 
  part of the world where Musphellsheimr fire flows as 
  the only exception. The two Worlds are near where 
  rises Nidavellir, the realm of the Dvergar and their 
  renowned forges.
  Only in this place, unlike the rest of Svartalfheimr, 
  it is possible to find the archetypal force of the Gods.
  Helheimr
  In the depths of the Cosmos, beneath the roots of 
  Yggdrasill is the reign of the giant daughter of Loki, 
  Hel, who with divine powers rules over the dishonor-
  able dead, the sick or diseased, in a place called Náir. 
  This marshy moor, lashed by the wind and rains, is 
  the ancestral emanation of the stillness of the ice, that 
  stasis at the end of a life without the flame of honor and 
  virtue. In this world, the magic is permeated by cold 
  death, one without memory, without name or future. 
  Only the echoes of the archetypal forces of the 
  Gods and the ancient force of the Superior Entities 
  have power in this kingdom.
  Yggdrasill, The Ash of the Worlds
  The Yggdrasill ash tree is the most imposing and best of 
  trees, with its immense trunk, branches and roots over 
  which clear waters flow. It supports all Nine Worlds.
  The tree rests on three roots, which in turn, point in 
  three different directions, guaranteeing it nourishment.
  The first root sinks into Niflheimr and slips 
  into the well of Hvergelmir, sinking to the abyss of 
  Helheimr where it holds the snake Níðhoggr and his 
  bloodline prisoner.
  The second root extends to Jotunheimr, slipping 
  into the spring of Mímisbrunnr, where wisdom and 
  knowledge are hidden.
  The third root rests on Midgardr, feeding off the 
  spring of Urðarbrunnr, where swans live. Here the 
  Æsir gather in council and the caretakers of the tree, 
  the three Norns, live. The location of the source of 
  the Urðarbrunnr is located in a place unknown to the 
  people of Midgardr and beyond their reach.
  
  Journey to Ragnarok
  14
  Death in the Nine Worlds
  When a character dies in the Nine Worlds, the Æsir 
  will immediately judge them within one minute. 
  Once their fate is sealed, the Valkyries take them to 
  the eternal feast in Valhalla or they sinks into the abyss 
  of Helheimr and the clutches of Hel.
  “The fifth is Glathsheim, 
  and gold-bright there
  Stands Valhall stretching wide;
  And there does Othin 
  each day choose
  The men who have fallen in fight.”
   
   
  GRÍMNISMÁL (8-9)
   
   
  Poetic Edda
  The body of the fallen and all their earthly belongings 
  are then recreated in the appropriate afterlife.For this 
  reason it’s impossible to resurrect a character after one 
  minute from his death.
  Alignments
  The ethics of the vikingar are based on different values 
  from the classic 5th edition alignments (Lawful Good, 
  Neutral etc.). Respect of the Nine Virtues and a 
  honorable death are the key to becoming one of the 
  Einherjar to be welcomed into Valhalla.
  The Journey to Ragnarok alignments are 
  instead:
  • 
  Lawful Honorable
  • 
  Chaotic Honorable
  • 
  Lawful Dishonorable
  • 
  Chaotic Dishonorable
  The Nine Virtues
  The Asatru moral code can be summed up by the Nine 
  Noble Virtues, these makes a character Honorable and 
  represent the summation of the ancient lore contained 
  in the Poetic Edda. They are:
  1. Courage
  2. Truth
  3. Honor
  4. Loyalty
  5. Discipline
  6. Hospitality
  7. Industriousness
  8. Self-reliance 
  9. Perseverance
  Asatru ability (Wisdom)
  Norse characters may learn the Asatru skill. 
  This skill is based on Wisdom and allows the 
  character to recognize and sometimes understand 
  the energies, entities and divine influences of the 
  Nine Worlds.
  
  The Nine Worlds
  15
  Optional Rule:
  Magic in the Nine Worlds
  Norse culture is a very rich and complex macrocosm 
  where infinite forms of magic and religion merge, cre-
  ating innumerable interpretations, all of which can 
  be traced back to the three oldest Initial Forces: the 
  Primordial Fire of Muspellsheimr, the Infinite Ice of 
  Niflheimr and the Water of the Cosmos runs along 
  the roots of Yggdrasill. These three entities, united 
  together in different and sometimes unharmonious 
  solutions, have shaped the Nine Worlds, different 
  from each other by results of their origin (depends 
  on how much of Ymir is present in each of them) 
  and their resonance with the three Initial Forces. The 
  direct consequence is the existence of different and not 
  always stable agglomerations of magic. The magical 
  force differs from World to World and it is not possible 
  to foresee its effects or the provenance of the energies it 
  was channeled as. Spells manifested with energy from 
  other Worlds cause one of four types of reaction to the 
  arcane forces present in that realm where the caster is.
  • 
  Altered: the effect of each magic is aestheti-
  cally altered depending on the World.
  • 
  Augmented: the effect of every magic is maximized. 
  Example: 1d6 damage will result 6. 
  • 
  Decreased: the effect of every magic is minimized. 
  Example: 1d6 damage will result 1.
  • 
  Unaltered: the effect of each spell is unaltered.
  Option 1: Schools of Magic
  Abjuration
  Conjuration
  Divination
  Enchantment
  Evocation
  Illusion
  Necromancy
  Transmutation
  Ásgardr
  Augmented
  Alterated
  Decreased
  Augmented
  Unaltered
  Augmented
  Decreased
  Decreased
  Ljosalfheimr
  Alterated
  Alterated
  Alterated
  Augmented
  Decreased
  Augmented
  Decreased
  Alterated
  Midgardr
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Niflheimr
  Decreased
  Decreased
  Unaltered
  Augmented
  Alterated
  Augmented
  Augmented
  Decreased
  Muspellsheimr
  Augmented
  Augmented
  Alterated
  Decreased
  Alterated
  Decreased
  Decreased
  Augmented
  Jotunheimr
  Augmented
  Unaltered
  Alterated
  Augmented
  Augmented
  Alterated
  Unaltered
  Augmented
  Vanaheimr
  Augmented
  Augmented
  Decreased
  Alterated
  Decreased
  Alterated
  Decreased
  Augmented
  Svartalfheimr
  Alterated
  Alterated
  Alterated
  Decreased
  Augmented
  Decreased
  Augmented
  Alterated
  Nidavellir
  Augmented
  Augmented
  Alterated
  Augmented
  Augmented
  Alterated
  Augmented
  Augmented
  Helheimr
  Decreased
  Unaltered
  Augmented
  Decreased
  Alterated
  Decreased
  Augmented
  Augmented
  Option 2: Damage Types
  Acid
  Cold
  Fire
  Force
  Lightning
  Necrotic
  Poison
  Psychic
  Radiant
  Thunder
  Ásgardr
  Unaltered
  Decreased
  Augmented
  Decreased
  Augmented
  Decreased
  Decreased
  Decreased
  Alterated
  Augmented
  Ljosalfheimr
  Decreased
  Decreased
  Augmented Augmented
  Unaltered
  Decreased
  Decreased
  Augmented Augmented
  Unaltered
  Midgardr
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Unaltered
  Niflheimr
  Augmented
  Alterated
  Unaltered
  Decreased
  Decreased
  Augmented Augmented Augmented
  Decreased
  Decreased
  Muspellsheimr
  Decreased
  Unaltered
  Augmented Augmented Augmented
  Decreased
  Decreased
  Decreased
  Augmented Augmented
  Jotunheimr
  Decreased
  Augmented
  Decreased
  Augmented Augmented
  Decreased
  Unaltered
  Augmented
  Decreased
  Augmented
  Vanaheimr
  Decreased
  Alterated
  Augmented Augmented
  Decreased
  Alterated
  Augmented
  Decreased
  Alterated
  Decreased
  Svartalfheimr
  Augmented Augmented
  Decreased
  Decreased
  Unaltered
  Augmented Augmented
  Decreased
  Decreased
  Unaltered
  Nidavellir
  Unaltered
  Augmented Decreased Augmented Augmented Augmented Augmented
  Alterated
  Augmented
  Unaltered
  Helheimr
  Alterated
  Augmented
  Decreased
  Augmented
  Decreased
  Augmented Augmented Augmented
  Unaltered
  Decreased
  
  Journey to Ragnarok
  16
  Chapter 2
  In the chapter “People of Midgardr” you can find all the 
  information and the rules necessary for the creation of 
  characters in the Journey To Ragnarok setting.
  Clans  
   
   
   
  18
  Bear Warriors 
   
   
  19
  Gjallarhorn 
   
   
  22
  Icy Crows  
   
   
  25
  Jötunn Sons 
   
   
  29
  Odhinn’s Eye 
   
   
  32
  Wolves of the Shadow 
   
  35
  Classes  
   
   
   
  38
  Barbarian  
   
   
  38
  Bard 
   
   
   
  40
  Cleric 
   
   
   
  41
  Druid 
   
   
   
  42
  Fighter 
   
   
   
  43
  Monk 
   
   
   
  45
  Paladin 
   
   
   
  46
  Ranger 
   
   
   
  47
  Rogue 
   
   
   
  48
  Rune Master 
   
   
  50
  Sorcerer  
   
   
  57
  Warlock  
   
   
  59
  Wizard 
   
   
   
  61
  Backgrounds  
   
   
  63
  Bondhi 
   
   
   
  64
  Gothi 
   
   
   
  66
  Huscarl 
   
   
   
  68
  Jarlr 
   
   
   
  70
  Skògarmadhr 
   
   
  72
  Thallr 
   
   
   
  74
  Vaeringhi  
   
   
  76
  Vikingr 
   
   
   
  78
  Equipment   
   
   
  80
  
  The Nine Worlds
  17
  
  Journey to Ragnarok
  18
  The Clans of Midgardr
  This chapter present a brief description of the main 
  clans of Midgardr.
  Every human player character should be part 
  of one. It is not mandatory, but it’s highly recom-
  mended, as the clans play a key role the adventure. 
  The following descriptions are the “stereotypes” of 
  the great clans, each one being an alliance of many 
  villages, families a smaller clans that share the same 
  moral, political and social values.
  The Game Master and the players are free to create 
  new minor clans or sub-clans within the existing ones. 
  In the Norse culture clans were mostly linked to family 
  lineage. During your adventures on Midgardr, you are 
  going to meet representative of minor clans in every 
  hall and every village, these are – usually – people shar-
  ing the name of a renowned ancestor.
  Still, the information of this chapter are meant to 
  help you choose the most appropriate clan for you 
  character. More informations concerning the poli-
  tics and geography of the clans are in the Setting of 
  Midgardr chapter.
  
  People of Midgardr: The Clans
  19
  Bear Warriors 
  (Birnir Rekkar)
  Berserkers. Bear-men. Savages. There are a number of epi-
  thets to define the folks from the mountains of Norrvegr 
  and they all describe their lifestyle pretty accurately.
  The Bear Warriors don’t talk much. They are practi-
  cal, spontaneous and tend solve every problem with brute 
  strength. Almost nobody can stop them once they commit.
  A true Bear Warrior will never pass a chance to show 
  his or her strength and will always be at the forefront 
  against any opponent.
  The Bears tend to wear heavy furs – usually bears’ or 
  from other mountain animals – and wield heavy weapons 
  to maximize their strength advantage with devastating 
  effects. Those who are skilled in magic wears totems upon 
  totems, made of bone, wood or any other material avaible 
  at the top of their mountains.
  An ancient motto of the lands of the North says: “It’s 
  not important to be friend with a Bear, what’s important 
  is that the Bear is on your side of the shield wall”.
  The King of the Mountain 
  The Bear Warriors aren’t a proper clan, but they are 
  identified as such by the other denizens of the White 
  Mountains. The people of this region are, in fact, 
  primitive, savages, violent and have little time or inter-
  est for politics.
  The reason behind this error is that almost all the 
  chieftains of the villages scattered across the moun-
  tains live in fear and under the thumb of Snjallrsons. 
  Ever This family have ruled Fjalltindr (“top of the 
  mountain”) the topmost village on the mountains for 
  many years. The current “King of the Mountain” is 
  Gamallbjarki (“old little bear”) of the Snjallrson.
  Strength is the only law on the mountains 
  and another clan might challenge and replace the 
  Snjallrsons at any moment.
  
  Journey to Ragnarok
  20
  Cold as a Glacier
  The Great White Mountains are cold, inhospita-
  ble and the resources are scarce. The inhabitants 
  struggle to survive each passing day. Over time, 
  this extreme lifestyle transformed these people into 
  mighty creatures with a strength vastly superior to 
  the dwellers of the valleys. At the same time, their 
  temper changed, the mountain-folk are cold and 
  distant like their homeland. 
  Natural Raiders 
  Since time immemorial, the lack of natural resources 
  has driven the mountain clans to cross the ford during 
  the more mild season, when their’ not blocked by 
  ice. Only the most ferocious and powerful warriors 
  undertook this journey and their objective was to raid 
  everything in their path.
  After many years of conflicts, this tradition mel-
  lowed out, as the other clans started offering the Bears 
  to participate the spring raids. Over time, this new 
  custom became more and more common, up to the 
  point that no ship sailed without a couple of Bears 
  on board and they became a curiosity in the coastal 
  villages thanks to their fame of mighty warriors. 
  The Priests of the Mountain
  Contrary to the popular opinion, the mountain dwell-
  ers aren’t just mighty warriors. every village hosts at 
  least one priest that is skilled in the ancient rituals to 
  commune with the spirit of the mountain and harness 
  its power.
  These seers and sorcerers are highly respected and 
  they often clash with the those Icy Crows that visit the 
  Bears’ villages.
  While the Bear Warriors are, in their own way, 
  followers of Æsir and Vanir, they also practice many 
  rituals to cuddle the favors of the Mountain, which 
  they worship as a true deity. these barbaric religious 
  practices are blasphemous in the eyes of the Crows, 
  who do their best not to speak about them, because 
  abusing the Bears’ hospitality might have lethal 
  consequences. 
  The Curse of the Bear
  Recently, the snowstorms have become more and more 
  powerful, blocking many mountain passes, but strange 
  rumors started to circulate between the high-altitude 
  villages. They spoke of a terrible curse that turns war-
  riors into bloodthirsty monsters. Many were cast out 
  of their villages under the suspicion that they were 
  “cursed” and, according to other rumors, they founded 
  their own village beyond Fjalltindr, in the uninhabited 
  part of the mountain.
  Some villages literally disappeared overnight, as if 
  they were swallowed by the mountain itself. According 
  to the Bears’ sages, the Mountain is angry and it lust 
  for blood have to be satiated before Ragnarok. 
  Gamallbjarki, "Old Little Bear" Snjallrson
  
  People of Midgardr: The Clans
  21
  Relationships with Other Clans
  Gjallarhorn
  These people with fancy clothes are great warriors, 
  but none of Mountain-folk have seen one of them in 
  a very long time. It’s possible that the Great Winter 
  killed them all. They should have worn thicker clothes.
  Icy Crows
  The Crows are considered wise and welcome. They 
  know the tales of Odhinn and the other Gods. They 
  can figure who is right without resorting to a battleaxe.
  Unfortunately many of them are weak and haven’t 
  survived this winter season that grows ever stronger. 
  They died of cold or they were offered as sacrifices to 
  quench the craving for blood of the Mountain.
  Some of them decided to become a voluntary sac-
  rifice, they climbed to the top of the Mountain to beg 
  for an audience, but never returned.
  Jötunn Sons
  The folks of the swamp talk too much and they words 
  are empty. It’s better to shut their mouths before they 
  utter a curse.
  Odhinn’s Eye
  The people of the great hall and ships were always kind 
  with the Bears and allowed them to cross the sea. This 
  doesn’t mean that the Bears are ready to kneel and kiss 
  their boots or follow their orders: if the people of the 
  great hall push their luck too far the Bear will show 
  them the fury of the Mountain. 
  Wolves of the Shadow
  The Wolves are trustworthy warriors, they are not as 
  powerful as the Bears, but they show honor on the 
  battlefield. This is the greatest praise a Bear can offer.
  Guàrdinjandr, Cheftain of the Cursed Bears
  
  Journey to Ragnarok
  22
  Gjallarhorn
  The Gjallarhorns are proud, dedicated and pragmatic.
  They are protectors born and raised, they are ready to go 
  any length to shield their companions, guiding them to fight 
  as single, cohesive force.
  While they carry weapons clothes and armors of vastly 
  superior quality to the Odhinn’s Eye, the Gjallarhorns tend 
  to favor dark and simple design over lavish and shiny ones. 
  In everyday life and on the battlefield, a Gjallarhorn favor 
  actions over words.
  While every Gjallarhorn desires to show her valor in a 
  raid, they are all dedicated to protecting their homeland first.
  A true Gjallarhorn is always ready to abandon any task 
  to rush back and defend the homeland when it’s in peril. 
  Blood of the First Viking King
  The Gjallaorn clan, formed by the descendants of the 
  first Viking King, rules uncontested upon the penin-
  sula and the islands of the Jutland.
  Despite the constant threat of an invasion, the 
  kingdom of Jutland is, probably, the richest and most 
  stable of the North. Because of this, the royal family is 
  very much loved by both the nobles and the popula-
  tion. This state of “peace” was born from many years 
  of bloody and brutal war that drove the opponents of 
  the royal family almost to extinction.
  The cheerful and kind ways, typical of the 
  Gjallahorn clan, are misleading. A visitor should not 
  think that the clan lacks resolve, the royal family is 
  ready to use the iron first when needed. 
  Defenders of the Northen Lands
  The ruling family didn’t become legend just because 
  of its strength and wealth, it also built the Danevirke, 
  a great and ingenious fortification system that stretch 
  across the entire peninsula, protecting it from the 
  assaults from the nearby Frank Empire.
  The first queen herself ordered the construction of 
  this great fortification and, to honor her memory, a 
  force of Gjallarhorn’s shield maidens choose to fight 
  on the borders, all worthy descendent of the great her-
  oine of ancient times.
  The clan itself is named after the gigantic horn 
  that sits in the capital. If the Danevirke should fall, 
  a system of lighthouses across the peninsula would 
  immediately alert the capital and the great horn will 
  be heard loud and clear.
  According to legend, the horn was sounded once and 
  it’s so powerful that it can be heard in all of Midgardr.
  The Gjallahorns are very faithful to the gods and, 
  according to legend, the clan descend from the god 
  Heimdallr and the clan took the name of his warhorn. 
  This belief gives their chosen task a divine aura, they 
  protect the North like Heimdallr protects Asgardr.
  
  People of Midgardr: The Clans
  23
  Rich and Humble
  Beside the political stability and more fertile lands, 
  compared to other regions of the North, the main 
  source of wealth of the inhabitants of the Jutland are 
  the raids. The peninsula is perfect to send ships against 
  the Frankish coasts and toward those inhabited by the 
  strange people of the East.
  While today the sea are under the control of the 
  Odhinn’s Eye, it’s still possible to find good sailors 
  and shipyards in the peninsula and the nearby islands. 
  There is also the historical alliance between these two 
  clans that created many terrifying raider fleets that ter-
  rorized all the seas of Midgardr.
  Almost every important village of the Jutland has 
  stone buildings and the quality of life is far higher than 
  the rest of the North. In spite of all this prosperity, the 
  nobles of the Jutland tend not to boast their wealth, 
  especially compared to the Odhinn’s Eye.
  Ever since Fimbulvetr hit the Jutland the situation 
  has changed dramatically and most of the population 
  wouldn’t have survived the first years without the help 
  of the royal family and the great stashes of supplies. 
  The Queen of L egends
  During the last year, a great tragedy stroke the royal 
  family: a furious sea storm destroyed the ship of King 
  Horik Gottfredson, killing the King and his first-
  born Erik Barn (“the Child”), while they were sailing 
  toward Heill Hofn to meet their ally Asbjørn the Red. 
  Apparently, nobody survived the shipwreck.
  The population feared a time of political turmoil, 
  because the only living descendant was the king’s 
  daughter, princess Thorunn. The young princess didn’t 
  give up, showing to be a true Gjallahorn, she sum-
  moned her faithful men of women and, in a single 
  night, eliminated all the nobles and leaders that con-
  spired against her. After this show of strength, it was 
  simple to convince all the remaining sages to crown her 
  Queen. She took a second name in honor of her late 
  father becoming Queen Thorunn Horikdottir. After 
  establishing her power, the Queen took up sword and 
  shield and marched to Danevirke with her elite guard, 
  fighting on the forefront against the Franks’ invasion. 
  According to many rumors, the Great Winter hit the 
  lands beyond the wall with incredible ferocity, causing 
  a spike in the number of Franks’ attacks. The enemy 
  hopes to invade the Jutland to raid its resources.
  Covered in the blood of the enemies and sur-
  rounded by the superb warriors of the elite guard, 
  the Queen demonstrated her great skills as a leader, 
  earning her spot in legends and tales. It didn’t take 
  long for the Skalds to start comparing Thorunn with 
  the first queen of legends, she who started the con-
  struction of the Danevirke.
  Today, the people of Jutland, in spite of the extreme 
  poverty, see its warrior queen as a sign of hope. 
  Thorunn has become the incarnation of the faith and 
  hopes of her people.
  While the Queen keeps a strict control over the 
  Jutland, she know that tradition is against her and the 
  court nobles, who never fully supported her, push so 
  that she find a husband worthy of the crown. Thorunn 
  isn’t happy with this perspective, but she also knows 
  that an alliance might help the Jutland rise again.
  Thorunn Horikdottir
  
  Journey to Ragnarok
  24
  Beyond the Danevirke 
  It’s not just the dreadful weather that bother the 
  Gjallahorns. While the Franks’ attacks suddenly 
  stopped, those few spies that returned from the enemy 
  lands have gone mad. They keep blathering about a 
  terrible disease, green lights and a terror that will soon 
  arrive from the South. Thorunn made sure that these 
  men could find an honorable death and that their rav-
  ings didn’t circulate among the people.
  The Queen doesn’t have resources to spare to dis-
  cover what is really happening beyond the Danevirke, 
  right now the only course of action is to keep the realm 
  stable and survive the Great Winter. In spite of these 
  precautions, the rumors have spread among the com-
  moners fueling the collective hysteria. Thorunn will 
  soon be forced to take action.
  Relationships with Other Clans
  Bear Warriors
  It’s rare to find any barbarian from the mountain in 
  the Jutland, but not completely unheard of. Many 
  inhabitants of the far North are skilled sailors, who 
  dedicated their live at raiding and were “adopted” by 
  a warlord of Jutland. The tales of the Skalds made 
  these mighty warriors famous. A Bear Warrior will 
  always be welcomed with kind awe and amazement 
  by the people of these regions, who consider him a 
  legendary warrior. 
  Icy Crows
  The Queen has conflicting opinions about the Icy 
  Crows in her territory.
  On one hand, they are very useful to help those in 
  need and investigate the strange events of the last year. 
  On the other, they are a danger to the kingdom’s stability. 
  The Queen is perceptive enough to know that, behind 
  their shows of goodwill, the Crows have a precise design 
  and that myths and superstitions are much more effec-
  tive than a sword to control her people. So, the Queen 
  harbors some well-grounded suspicions about the Icy 
  Crows. She won’t trust them fully until they show their 
  real goals. Until then, Thorunn would much prefer to 
  hang them, but she can’t risk to create some martyrs, 
  and keep with the tradition that the royal family has 
  never allowed any kind of political interference.
  Jötunn Sons
  For the people of Jutland the existence of the outcasts’ 
  clan is almost a myth. While Thorunn is a very “pro-
  gressive” ruler, she will never be able to forge a true 
  alliance with the Jötunn Sons, because her subjects are 
  still very devout to tradition. This doesn’t mean that 
  Queen cannot find a use for the Jötunn Sons and their 
  unique abilities: the outcasts might take care of some 
  delicate matters, like eliminating those few nobles that 
  she doesn’t trust fully, yet. 
  Odhinn’s Eye
  The Gjallahorns don’t know about the recent changes 
  at the hall of King Asbjørn and, despite this lack of 
  communication, believe that the Odhinn’s Eye will 
  heed their call. The population – unaware of the recent 
  marriage of King Asbjørn – hopes that the two clans 
  might unite through the marriage between their heroic 
  monarchs: King Asbjørn and Queen Thorunn. Due 
  to situation getting worse and worse, it’s probable 
  that the Queen will soon send a delegation to ask the 
  Odhinn’s Eye for help, crossing the islands of Jutland 
  and the region of Svitjod.
  Wolves of the Shadow
  The Gjallarhorn clan never had any direct relationship 
  with the forest clan. Some Wolves fought alongside the 
  Gjallahorns during raids, but the differences between 
  the Clans and the alliance with the Odhinn’s Eye put a 
  stop to any possible treaty.
  Still, the Gjallahorns deeply respect the Wolves 
  because of the prowess of their warriors.
  The current Queen is less traditionalist and might 
  be incredibly grateful to the Wolves if they provide 
  her the help she so desperately need. She might even 
  change her allegiance, although she has only heard 
  rumors about what is happening oversea.
  
  People of Midgardr: The Clans
  25
  Icy Crows 
  (Jokullsrafn)
  The Icy Crows are famous for being meditative, serene 
  and intelligent.
  A member of the Icy Crows often has visions of future 
  events or cast the runes to peer beyond the veil of fate. The 
  Icy Crows are also experts of ancient magic rituals passed 
  on orally within the clan.
  A true Icy Crow live to serve the circle and its princi-
  ples, she would do anything to preserve them.
  An Icy Crow will never pass the opportunity to tell 
  a story, recall a legend or pass down a myth. It doesn’t 
  matter how urgent are her obligations, she will always 
  find time to tell about the way of the Gods and keep the 
  culture of the Nordic people alive.
  Serving the Circle
  Despite their preeminence in the politics of the North, 
  the Icy Crows aren’t a proper clan, they’re a vast and 
  highly structured circle, formed primarily by hermits, 
  wise seers, sorcerers and Skalds. they live according to 
  a precise code of conduct, fully devoted to preserving 
  the divine order on Midgardr.
  The Icy Crows fulfill this divine call by retelling 
  the legends of the Gods, they spread the cultural and 
  moral values through their actions. 
  Teachers, Judges 
  and Arbitrators
  The Icy crows are more than protector of the cul-
  tural heritage, they often handles administrative and 
  bureaucracy for the other clans. It’s quite common for 
  a Crow to sit next to the Jarl – as an adviser or a judge 
  of the feuds between the citizens – or the fulfill the 
  role of the Løgsøgumaður (expert of the law) during a 
  þing, a gathering of a great clan.
  Their presence – as adviser, teachers and wise men 
  or women – through almost every village of Midgardr 
  gives the Icy Crows an immense network of inform-
  ants that the circle can always use for its own ends.
  A L ifelong Path
  While every Icy crow is free to act as she saw fit, there’s 
  a precise hierarchy within the circle.
  The headquarter of the order is in the famous temple 
  of Uppsala (see page 110), in the region of Svitjod, very 
  close to the forests of the Wolves of the Shadow.
  When a youngster join the circle, she has to swear 
  an oath to Fate itself and sever every bond with her pre-
  vious life. These new recruits must embrace neutrality 
  and have a single purpose: serve the circle and pass on 
  its values. 
  
  Journey to Ragnarok
  26
  These adepts are called Rót (“Root”) and usually, 
  after a first term of studies in Uppsala, they serve a 
  Mímistafr (“Pillar of Wisdom”) as apprentices for ten 
  years, following the master in her journeys. During the 
  long apprenticeship a Rót must learn the old tales, how 
  to cast and read the Runes of Knowledge and study the 
  principles that regulate the life and death of every Crow.
  Although there is no official age to join the Icy Crows, 
  it’s a common custom to send small children to the 
  circle. There are a number of reasons for that, these chil-
  dren might be orphans or their parents swore an oath to 
  the Gods. Some villages – especially the Wolves of the 
  Shadow’ ones – send at least three children to the Crows 
  every year as a tribute. In some, much more rare, circum-
  stanced a kid might be sent because she was born with 
  spot or other birthmarks that looks like the sacred Runes, 
  hinting at a higher call.
  An Icy Crow might remain a Rót for just a few month 
  or her entire life. This spiritual journey has no per-deter-
  mined length and only when the Mímistafr thinks the 
  Rót is ready, she would be appointed a proper Mímistafr 
  during a ceremony at the temple of Uppsala.
  After the apprenticeship ends with a trial decided by 
  the master (usually a game of hnefatafl), the Rót becomes 
  a Mímistafr and can participate fully at the life of the clan 
  and the meeting of the circle, but she can’t vote.
  These sages – the Mímistafr – are the heart of the 
  circle and, beside the usual responsibilities of every Icy 
  Crow, they are constantly traveling between Uppsala and 
  the villages of other clans. With very few exceptions, a 
  Mímistafr cannot stop in any given place for a long time. 
  These continuous travels help the circle to keep its net-
  work alive, going from Mímistafr to Mímistafr across all 
  the Northen lands. Additionally, a Mímistafr must take 
  care of the education of the Rót – usually having one 
  apprentice at every time – and she must also rely instruc-
  tions to the Flakkàndi she met.
  Some Mímistafr choose to become Flakkàndi (“wan-
  derers”) and pass the rest of their lives wandering from 
  a village to the next, serving the typical duties of an Icy 
  Crow at each stop. They’re free to go wherever they want, 
  unless the circle assign them a particular task.
  Although they usually live in Uppsala, some Léradhr 
  are allowed to act as advisers to a Jarl of a different clan, 
  while others choose to become hermits.
  The Léradhr usually act as teachers and mentors to 
  the lower ranks, passing on the tradition and the rules 
  of the clan. They’re also part of council of the Léradhr: 
  the ruling body that debates how the circle should 
  answer to the political evolution of Midgardr. They 
  have no decision-making power, though, this is usually 
  reserved to the three Mímaneidhr (“tree of wisdom”).
  According to tradizione, the three Mímaneidhr are 
  chosen from three different age groups, to represent the 
  Norns and have a different point of view of every given 
  decision.
  To make a decision official, all three Mímaneidhr must 
  agree.
  When a Mímaneidhr dies or choose to abdicate, the 
  Flakkàndi bring the news to every member of the Icy 
  Crows and the circle gets ready for the new investiture.
  To become a Mímaneidhr, a Crow must face three 
  extreme trials:
  • 
  Swallow hot coals to become a vessel of the pri-
  mordial fire of Muspell, bringer of life and death.
  • 
  Be buried up to the neck on a beach, at the 
  water’s edge, waiting for the tide to shift; to con-
  quer the sea and become one with Landvaettir, 
  the spirit of earth.
  • 
  Offer and officiate a sacrifice.
  If more than one candidate survive these trials, the 
  circle of the Mímistafr choose the one that made the 
  most significant sacrifice as the new Mímaneidhr.
  After becoming a Mímaneidhr, a Mímistafr 
  renounce her name and receive a new spiritual name 
  from the circle of the Crows.
  While a Crow cannot have a family, procreating is 
  not forbidden, just not recommended outside of cer-
  tain times of the year. During certain festivities the 
  Icy Crows are used to organize great ritual orgies and 
  every child conceived during these conclaves is con-
  sidered a child of the entire circle and raised by the 
  entire community. 
  
  People of Midgardr: The Clans
  27
  The Broken Circle
  Today, the circle of the Crows is more fractured and 
  weaker than ever. Every important decision requires 
  the approval of all the three Mímaneidhr and, when 
  this doesn’t happen, the Icy Crows are forced to remain 
  neutral until there is a unanimous vote.
  The current Mímaneidhr are (from the oldest to the 
  youngest):
  The old Spekisvidhr, “Wood of Knowledge”
  The very yong Límrún, “Rune of the Branches”
  The adult Blóttré, “Tree of Sacrifice”
  
  Journey to Ragnarok
  28
  During the last year, the biggest point of conten-
  tion between the Mímaneidhr has been which side 
  the Crows will support, at least politically, in the 
  impending war between the Odhinn’s Eye and the 
  Wolves of Shadow.
  Under the religious perspective, every Crow thinks 
  that it’s shameful and dishonorable for the King to 
  deny the Æsir and the Vanir. Almost the entire clan 
  thinks that the King’s companion is a powerful witch 
  and some believe she’s, at least partially, responsible for 
  the coming of the Fimbulvetr.
  At the same time, there are no doubts that 
  Ragnarok is at the gates and facing the twilight of 
  the gods with the circle so weak and fractured will 
  bring shame to all the Crows. It’s imperative to find a 
  solution as soon as possible.
  Finally, the circle has sent many Mímistafr, along 
  with their Rót, to investigate the rumors, more and 
  more frequent with each passing day, of monsters 
  appearing and other magical events. Unfortunately, 
  the terrible weather conditions make journeys harder 
  and harder.
  Relationships with Other Clans 
  Bear Warriors
  The Bears are considered pure being, the closest true 
  incarnations of the Nine Virtues. Because of that, the 
  Crows see them as exuberant children that need guid-
  ance, so that they continue to follow the tradition and 
  honor the gods. Usually, at least one Crow lives all year 
  around at each Bears’ village to arbitrate those con-
  flict that would be solved through violence otherwise. 
  These Crows also teach to the children and pass on 
  ancient legends.
  Recently, the Sages of the snowy mountains stopped 
  sending news. Many think this is due to the terrible 
  weather, but the circle has grown more and more wor-
  ried by this lack of communication. 
  Gjallarhorn
  The Icy Crows always looked with suspicion and fear 
  at the rulers of the Gjallarhorn clan, because they 
  never allowed the Crows to interfere in the internal 
  politics of their lands and were ruthless in punishing 
  those who tried to meddle.
  The Crows that still lives in these lands are trying to 
  contact the circle, but the weather isolated them and 
  the few missives that came through were garbled and 
  unreliable. They speak of a terrible war with the Franks 
  and of something horrible beyond the Danevirke, but 
  the only way to discover the truth would be send other 
  warriors into the unknown across the Jutland.
  Jötunn Sons
  It doesn’t matter how honeyed are their words, nor 
  that the Wolves trust them and neither that they now 
  seem willing to follow the Virtues: the cursed blood 
  remain such. The Crows know better than anyone else 
  who the true enemy is.
  Despite the rule of neutrality, every Crow with a lick 
  of common sense will never turn her back to a Jötunn 
  Son. trusting a Gargan is never a good idea.
  The origin of this rivalry is ancient and is grounded in 
  the foundation of the outcast clan, but only a handful of 
  people knows
  Not all the battles are fought with swords and shields. 
  Since time immemorial these two clans duel using cun-
  ning, magic and politics.
  Odhinn’s Eye
  While the King is bringing shame to the clan denying 
  the Gods, the Odhinn’s Eye is still considered an ally 
  by many Crows. The reason is twofold: most of the 
  Odhinn’s Eyes still pray the Æsir and the Vanir and the 
  entire clan still honor the Crows as keepers of virtue 
  and knowledge.
  Still, the spreading of the faith of the Flame might 
  ruin the relationship between these two clans and 
  many scandalmongers whisper that the Mímaneidhr 
  haven’t reach an agreement yet because the King 
  bribed at least one of them. 
  Wolves of Shadow
  The Wolves are the clan closest to the Crows. While 
  they are often too impulsive, they are, without a doubt, 
  the most devout clan.
  Recently, the Crows are relying more and more 
  on the Wolves to investigate the strange sightings of 
  magical beings. While the rule of neutrality prevents 
  the Crows from openly admitting it, many of them 
  would immediately side with the Wolves to eliminate 
  the King of the Odhinn’s Eye and his clan.
  
  People of Midgardr: The Clans
  29
  Jötunn Sons 
  (Jothnarsønir)
  The Jötunn Sons are mellifluous, cunning and full of tricks.
  It is a clan of outcasts, proud of their dissolute lifestyle 
  and openly mocking the Nine Virtues. Their clothes and 
  equipment are usually eccentric, yet functional. They are, 
  in fact, great experts of traps, poisons and other obscure 
  contraptions.
  Barring some rare accidents, the Jötunn Sons try to 
  keep a neutral facade toward the other Clans: the last 
  thing they want is becoming the common enemy of every 
  other clan of North.
  When a Jötunn Son goes into battle, she always takes 
  time to find the best way to win without dying and – 
  although considered a dishonorable behavior by many 
  – this is a clear sign of the clan’s superior strategic abilities. 
  These qualities and their vast knowledge of the magical 
  arts makes them very sought after allies for oversea raids, 
  in spite of the outcast status. 
  The Outcasts’ clan 
  Assassins, thieves, traitors and cursed ones, it doesn’t 
  matter why they were cast out from the Clans, those 
  who have the guts to look for the way through the 
  swamps and survive, will find a clearing beyond the 
  bogs and be welcomed among the outcasts known as 
  the Jötunn Sons.
  The Jotuns are the only clan that does not follow 
  the Nine Virtue and even brags about this freedom. 
  They call themselves Gargan (“snakes”).
  The clan continues to exists thanks to the constant 
  influx of outcasts, but also the sexual freedom enjoyed 
  by its members. Furthermore, many mothers that dis-
  cover the signs of frost giants’ blood or other curses 
  upon they children try, as last act of motherly love, 
  to give them to the Gargan, to spare the young ones a 
  death sentence.
  The Way Past the Swamp 
  The main Jötunn’s settlement is an encampment in 
  a dark and accursed clearing, at the heart of a foul 
  swamp. The precise location of Fínnbol (see page 114) 
  is a secret but, even if it wasn’t, it would be hard for 
  other clans to infiltrate it. According to some rumors  
   
   
   
  it should be in the northern part of Svitjod, where the 
  forest becomes a wasted plain.
  The Jötunn Sons survive thanks to the scarce resources 
  of the swamp and the outcome of their nightly raids in 
  the villages near their encampment. The inhabitants of 
  this region are so terrified that the often leave offerings 
  and necessities along the borders of the swamp, hoping 
  to keep at bay its inhabitants, feared like evil spirits.
   
  
  Journey to Ragnarok
  30
  Children of the Giant
  The origins of the Jötunn Sons clan are lost to time 
  and today very few people remember how this pack 
  of outcasts united and has become one of the most 
  important clans. Many believe that the growth of 
  the outcast’s clan is a consequence of the power of its 
  founder, the legendary Hrókr Fjalson, “The Crow Son 
  of the Mountain”. Others claim that Fjalson has been 
  the only leader of the Jotuns since their foundation, 
  over 200 years ago. It’s possible that Hrókr Fjalson is 
  just one of the many lies created by the outcast clan to 
  bolster its reputation and strike fear into the hearts of 
  the Northeners.
  Very few know the truth: Hrókr Fjalson is real and 
  so are the rumors that he’s the child of an unfortu-
  nate encounter between an ice giantess and a mortal. 
  This half-breed has a really unusual look and, also, an 
  incredible longevity, far superior to ordinary humans.
  Only four people – Hrókr himself and the three 
  Mímaneidhr of the Icy Crows – know the truth about 
  how the Jötunn Sons came to be: Hrórk was a very 
  powerful and respected Mímistafr of the Crows, accord-
  ing to many it was written that he would become a 
  Mímaneidhr, but something went wrong. The Jötunn 
  blood pushed the Crow closer and closer to ancient 
  and forbidden rites. His desire for power consumed 
  his sense of honor, making the council more and more 
  worried. When his Rót was found dead, with the body 
  covered in unknown symbols and riddled with terrible 
  malformations, Hrókr was cast out from the Crows. 
  Since that time the rare blue blood, like his, is consid-
  ered a terrible curse.
  The hatred toward the children born with even a 
  hint of ice giant blood is so widespread among the 
  Crows that has spread to all the other Clans. It has 
  become customary to abandon these children, consid-
  ered abominations.
  Hrókr never accepted his exile and remains jealous 
  of his superiors. He passed the last 200 years hiding 
  in the swamp and preparing for a vendetta. After 
  this exile, desperate to escape, he discovered a path 
  through the swamps and, when he reached the clear-
  ing, an ancient and magical statue of Loki. Desperate 
  and without anywhere to go, Hrókr put his fate in 
  the hands of the God and Loki answered, through 
  the statue. It has become tradition for Hrókr to pass 
  the same day every year talking to the statue, waiting 
  for instructions. This is an important festivity for the 
  Jötunn Sons and long, wicked celebration follows it.
  The objectives and aims of the Jötunn Sons are 
  obscure and mysterious. The outcast clan blindly fol-
  lows the orders of the half-giant, but these are so unclear 
  and guttural that nobody can understand them.
  Hrókr Fjalson, “The Crow Son of the Mountain”
  
  People of Midgardr: The Clans
  31
  Another key character of the Jötunn Sons is 
  Kynbani (“Bane of the Kins”) Bergelmirson, who 
  claims to be the son of Belgelmir himself. Kynbani 
  lives on a stilt house along the river that surrounds the 
  encampment. There he welcome the youth of the clan, 
  telling them about the deeds of the Jotuns to fuel their 
  hatred toward the Æsir.
  L ies Until the End of the World
  The members of the clan workship Loki above any 
  other deity and believe that the rest of the Æsir are 
  wicked liars: according to their beliefs the Æsir stole 
  the magic from Midgardr because they feared the 
  potential dormant in mankind.
  All the Jötunn Sons have been waiting for the Great 
  Winter that heralds Ragnarok, as the oracle foreseen, 
  this will be the time of vengeance for the outcasts and 
  glory for the Jotuns.
  The Jötunn Sons despise all the other Clans, but not 
  openly, considering them lapdogs of the Icy Crows. 
  The reserve a special, unlimited, hatred for the Crows, 
  to the point of organizing schemes and conspiracies to 
  bring down the circle.
  In the depth of their souls, almost all Jötunn Sons 
  desire vengeance against the other Clans. Being part 
  of the Jotuns means that one was either cast out or, at 
  best, was born among the Gargan and taught to hate 
  everyone else since childhood.
  Relationships with Other Clans
  Bear Warriors
  Upon the mountain of the far North everything con-
  tinues are the oracle foresaw.
  It doesn’t matter that the Bears are forming an alli-
  ance, the ancient prophecy foretold that a sickness will 
  strike the mountain clans and, thanks to their alliances, 
  spread to the people of the valleys and, eventually, to 
  all the people of the North.
  Gjallarhorn
  The oracle showed to the half-giant the fate of the 
  men of Jutland: the chieftain of the Jotuns, as always, 
  revealed only what he needed, but he seem certain that 
  the warriors defending the Danevirke are too busy to 
  participate the upcoming war.
  Icy Crows
  The Icy Crows has always been a problem: the Jötunn 
  Sons grew up longing for a vengeance against those 
  who first marked the Gargan as renegades.
  At the moment the Icy Crows are the only one 
  that might be cunning enough to unveil the lies of 
  the Jotuns, but the circle is weaker and more fractured 
  than ever. This might be the right time to eliminate the 
  current Mímaneidhr and replace them with someone 
  more malleable.
  Odhinn’s Eye
  The Odhinn’s Eye clan is one of the greatest threats to 
  the schemes and the survival of the Jötunn Sons.
  Nothing ever helped the Gargan more than King 
  Asbjørn denying the Æsir. The Wolves of the Shadow 
  are bidding their time, but sooner or later the chieftain 
  would move against the heretics and the Jotuns are 
  waiting just for the blood to smear the snow. 
  Wolves of the Shadow
  Everybody think that the Jötunn Sons are allied with 
  the Wolves of the Shadow, but the Gargan don’t know 
  the meaning of the word. The Wolves are just a mean 
  to their ends and this is the only reason why the 
  remain nonbelligerent.
  Kynbani, “Bane of the Kins”
  
  Journey to Ragnarok
  32
  Odhinn’s Eye 
  (Odhinsauga)
  The Odhinn’s Eye clan is the most powerful and feared 
  among the vikingar clans. It’s famous for its brave warri-
  ors and great strategists, clad in shining armors and armed 
  with magnificent weapons. They’re able to overwhelm any 
  enemy thanks to their superior numbers and the perfect 
  coordination of the warriors behind the shield wall.
  The Odhinn’s Eyes consider themselves superior to the 
  other Clans and hope to, one day, unify all the people of 
  Midgardr under their banners, creating a kingdom based 
  on law and innovation.
  Sacred Origins
  The Odhinn’s Eye is the largest and most powerful clan 
  in the lands of the North. Although they’re relatives 
  of the same family that rule the Jutland, they always 
  tried to demonstrate that they’re from a sacred blood-
  line, descendants of Odhinn himself. Although all the 
  Odhinn’s Eyes believe this theory – and don’t appre-
  ciate jokes about it – it’s not hard to find those who 
  consider it just a way to intimidate the other clans.
  The clan appeared out of the blue and rose to power 
  quickly, annexing all the nearby clans with strength 
  and guile, destroying all resistance by any mean nec-
  essary. In less than half a century, what started as a 
  simple one-family clan has reach across the entire 
  region of Norrvegr, becoming a true royal household. 
  The Kingdom of the Fjords
  The kingdom of the Odhinn’s Eye encompass primar-
  ily the coast of Norrvegr, but the coastal villages of 
  Svitjod are within its sphere of influence.
  From his lavish hall in the capital city of Heill 
  Hofn, the King governs villages and outposts thanks 
  to a host of trusted Jarls, who receive the authority to 
  rule freely on their territories in exchange for absolute 
  loyalty and subordination to the crown. During the 
  expansion of the Odhinn’s Eye, many opposing clans 
  were replaced by these Jarls and their families. This 
  division of power is the source of many quarrels and 
  instabilities between the Jarls. Usually the royal family 
  doesn’t intervene, leaving their vassals to figure it out 
  between them. Only if the King or his advisers suspect 
  that one of these squabbles might endanger the stabil-
  ity of the kingdom the army intervene to drown the 
  dissidents in their own blood. 
  Seafarers, Conquerors
  and Merchants
  The Odhinn’s Eyes are famous across the Northern 
  lands as great shipbuilders and even greater sailors; 
  these skills allowed them to explore far away lands and 
  return heavy with loot. Their raids are nothing short 
  of legendary.
  This also allowed the clan to forge important com-
  mercial relationships with merchants from far away 
  lands and it’s very common, in the largest villages of 
  the clan, to find exotic market stalls, full of strange a 
  marvelous items. The clan include a large number of 
  
  People of Midgardr: The Clans
  33
  farmers and ranchers that, usually, prefer to live in the 
  smaller and quieter inland communities.
  The King of Flame
  The current ruler, King Asbjørn the Red, is one the 
  most ambitious and ferocious rulers the Odhinn’s Eye 
  ever had. Under his iron fisted rule the clan’s influence 
  has grown steadily, it took control of many other vil-
  lages in the region, expanded its borders and bringing 
  many minor clans under the crown.
  In spite of all his power, the King is the center 
  of a great cultural schism within the clan: about six 
  months after he took the throne, Asbjørn the Red 
  returned, despite the terrible weather, from a raid in 
  the West, in the land of Hibernia (Ireland). His loot 
  wasn’t of precious metals, but of flesh and blood, a 
  Hibernian wife.
  Nobody – except Asbjørn’s most faithful retainers 
  – really knowns what happened in thos far away lands 
  and nobody knows how the King’s ship was able to 
  return despite the fury of the sea. What is known is 
  that the King married Sknaht (Brannagh), daughter 
  of a powerful ruler of Hibernia and priestess of the 
  flame god of those lands.
  If the marriage was part of a political alliance, or if 
  it was even properly celebrated, is the favored rumor 
  of the commoners. What is known is that Asbjørn 
  has embraced this cult of Flame more and more, 
  eschewing the customs of the ancient gods.
  Confronted with the warnings and curses of sages 
  and priests, the King stated – time and again – that 
  he doesn’t consider this “change” of faith problem-
  atic: he consider the Flame as a manifestation of the 
  sacred power of Odhinn, from whom he descends. 
  Moreover, in the villages of the Odhinn’s Eye there’s 
  the absolute freedom of religion, at least so far. Every 
  day the god of the Flame gains new acolytes.
  It’s hard to understand if these conversions are the 
  result of real faith or just a way to curry the favor  of 
  this violent and powerful monarch. Many at court 
  think that the King’s most trusted wore the badge of 
  the Flame for purely political reasons.
  The public opinion is very divided even in regard of 
  the King’s companion, Sknaht priestess of the Flame: 
  some worship her as a goddess, others think she is a 
  curse made flesh. In spite of these different opinion 
  everybody is in awe of the Queen, the rumors of her 
  great mystic powers are more than substantiated.
  King Asbjørn, "the Red"
  Queen Sknaht, “Queen of the Flame”
  
  Journey to Ragnarok
  34
  The Long Winter
  The Odhinn’s Eye clan doesn’t give much credit at the 
  rumors about the impeding Ragnarok. Despite the 
  fear and the worries of wise men and women, the King 
  thinks that the harsher weather is just a random event 
  and he doesn’t want to change his plans because of it. 
  This doesn’t mean that the Long Winter isn’t caus-
  ing problems to the clan, but the King’s loyalists fake 
  optimism while everybody can see that the weather is 
  leaving its mark on the economy of the kingdom.
  The harvests are poor, the cattle get sick or die of 
  frostbite and. worst of all, the terrible state of the sea 
  delay raids and trade missions. So far the clan has been 
  able to survive on the resources accumulated during the 
  years of plenty, but they are going to be depleted soon.
  Relationships with Other Clans 
  Icy Crows 
  Despite the appearance of this men, the circle of sages of 
  the Icy Crows still keeps the King in the highest regard.
  No member of the Odhinn’s Eye will deny hospitality 
  to traveling Crows and will always listen to their teach-
  ings with utmost respect. So, every Icy Crow will always 
  find free lodgings at the villages of the Odhinn’s Eye.
  Jötunn Sons
  The relationships with the Jötunn Sons are scarce and 
  not very friendly. The outcast aren’t welcome in the 
  villages of the Odhinn’s Eye and must tread carefully 
  to avoid trouble.
  Only the converted to the cult of the god of the 
  Flame speak of equality and piety and are friendly to 
  the Jötunn Sons. Because of this they’re often consid-
  ered naive. 
  Gjallarhorn
  There have not been news from the allies of the Jutland, 
  not for some time. Asbjørn was expecting the King of 
  the Gjallarhorn and his son – hoping to ask their help 
  the coming war – but their ship never arrived. The Red 
  believes that his ally decided not to depart because of 
  the terrible weather.
  At the moment King Asbjørn is too busy with his 
  own conquests to bother with the events of the Jutland, 
  but he believes that his allies will be ready to assist him 
  again in the future.
  Because of the winter weather it’s hard to meet any 
  Jutlander in Norrvegr, but those who are stuck here are 
  welcomed as family in the villages of the Odhinn’s Eye.
  Wolves of the Shadow
  The relationships between the Odhinn’s Eye and the 
  Wolves of the Shaodw were never very peaceful.
  Over the year, the expansionist ambitions of the 
  Odhinn’s Eye and the wildly different traditions of the 
  two Clans made them natural enemies.
  While a real war hasn’t erupted yet, over the last 
  year the clashes between the two Clans have grown 
  more and more frequent. According to the survivors 
  the attacks of the Odhinn’s Eye against the villages of 
  the Wolves are nothing short of true massacres.
  Despite the mounting tension, the Odhinn’s Eyes 
  don’t consider their rivals a real threat, due to their 
  small numbers. They think that, if a true conflict 
  erupts, they would be able to erase the Wolves from 
  the chronicles.
  Small groups of Wolves, or even lone travelers, may 
  enter the Odhinn’s eye villages, but they will be dis-
  armed and under constant surveillance.
  Bear Warriors
  The members of the Odhinn’s Eye have a very super-
  ficial approach toward the mountain Clans, especially 
  the ruling clan of the Bear Warriors. They believe that, 
  sooner or later, King Asbjørn will lead his army up the 
  mountains and force these savages into a blood bond. 
  Meanwhile, the mountain-folk that journey across the 
  lands of the Odhinn’s Eye usually sell their might as 
  mercenaries and laborers. They might stir the general 
  curiosity, but they are usually welcome. 
  
  People of Midgardr: The Clans
  35
  Wolves 
  of the Shadow 
  (Myrkir Vargar)
  The Wolves of the Shadow are famous as ferocious warri-
  ors, skilled in taking advantage of terrain in battle, using 
  simple – yet effective – team tactics to strike down their 
  enemies at best possible moment. Among he Wolves of the 
  Shadow there are many Úlfheðnar, warrior-shamans that 
  fight covered only in wolves’ pelts.
  The Wolves use simple equipment of low quality and 
  they wear wolves pelts and fangs as clothes or ornaments. 
  This makes them even more feral and savage in the eyes of 
  the other clans.
  The clan lives in harmony with nature, following the 
  Nine Virtues. According to the Wolves reuniting the clans 
  under a single ruler would weaken the linage and would 
  be a terrible shame in the eyes of Æsir and Vanir. They 
  truly enjoy the natural competition between the warriors 
  of the North.
  The Savagery of the Hunt
  The Wolves of the Shadow clan arose from the families 
  of hunters that traditionally lived in the Svitjod region, 
  especially the great inland forests.
  The Wolves lives following the ways of their ances-
  tors, they are nomadic hunters and their encampments 
  moves between the clearings of the great forest. Over 
  time, these routes between fixed locations have become 
  a true border, recognized by other clans. The Wolves 
  consider this region a holy hunting ground: whoever 
  hunts or disturb the forest face a swift and silent death.
  Warrior Shadows
  True to their traditions the clan didn’t grow in num-
  bers, nor expanded its boundaries, but the Wolves of 
  the Shadow are still a great threat or a powerful ally 
  to the other great clans. It’s a very well know fact that 
  some of the fiercest, bravest and most skilled warrior 
  of Midgardr live among the Wolves.
  According to the Wolves of the Shadow there’s no 
  difference between hunting and waging a war: the 
  youngsters are trained, since childhood, to consider 
  both with the same attention and dedication. The 
  life and training of these young warriors is marked by 
  extreme tests of survival, to improve their body and 
  mind.
  
  Journey to Ragnarok
  36
  The Wolves of the Shadow are true masters in 
  taking advantage of terrain and weather. yet, even on 
  an open battlefield, the “packs” showed their mettle, 
  fighting as coordinated units and crushing the enemies 
  under their impetus. A true Wolf never leaves a prey 
  behind. It doesn’t matter if it’s an animal of an enemy, 
  both will hear only a rustle of leaves or a light step 
  before death caught it. 
  The Time of the Wolves 
  Talking of peace was, perhaps, possible once, but now 
  that the Great Winter is here the Time of the Wolves 
  is at hand. According to the most radical packs the 
  mention of wolves in the Voluspa is no mere coin-
  cidence. Many, especially among the youngest and 
  most ferocious warriors of the clan, believe that 
  it’s time for the Wolves of the Shadow to show the 
  Gods their valor and secure their places among the 
  Einherjar. At the same time the infidels usurpers of 
  the Odhinn’s Eye have shows their true colors of blas-
  phemous traitors, lapdogs of the witch, the whore of 
  the Westerners. She dripped hexes and lies in their 
  ears, turning them against the Allfather, from whom 
  they shamelessly claim to descend.
  According to the “letter” of the legends, this cold 
  climate can only be a sign of the wrath of the Gods 
  that so many people of Midgardr denied.
  The constant snowfalls and the days growing shorter 
  and shorter are a great boon for the raiding packs. They 
  attack outposts and caravans of the Odhinn’s Eye as 
  payback for the massacres in the villages traditionally 
  affiliated with the Wolves of the Shadow.
  Despite the public excitement, the truth is very 
  different: many families are in dreadful conditions, 
  the clan always survived by hunting and exchanging 
  the loot from their raids and both are now impossible 
  with this weather.
  The chieftain – also known as “pack leader” – 
  Koltønn (“ashen tooth”) – also know as Ginnungason 
  (“son of the abyss”) – and many elders know how crit-
  ical the situation is and, for now, are trying to calm 
  down the warriors. Koltønn has to take some impor-
  tant decisions, soon, for the survival of the clan, before 
  a young and radical Wolf decide to challenge him.
  Koltønn Ginnungason, "Ashen Tooth, Son of Nothing"
  
  People of Midgardr: The Clans
  37
  Relationships with Other Clans
  Bear Warriors
  The Wolves of the Shdow consider the Bear Warriors 
  as the key factor in the war against the Odhinn’s Eye.
  Securing an alliance with the fearsome Berserkers 
  of the northern mountains, the Wolves of the Shadow 
  would be able to stop hiding in the forest and face 
  the Odhinn’s eye on the battlefield. Even the army of 
  King Asbjørn won’t be able to resist a joint attack from 
  wolves, Bears and Jotuns.
  Gjallarhorn
  According to the scarce news from the nearby islands, 
  it seem that the people of Jutland are too busy protect-
  ing their borders to bother with their old allies.
  The Wolves fear that the Gjallarhorns might come 
  to rescue the Odhinn’s Eye, once their problems are 
  over. The two clans together will be unstoppable.
  Some Wolves of the Shadow are more optimist and 
  believe that, when faced with King Asbjørn’s heresy, 
  the Gjallarhorn clan would abandon its old allies and 
  help the Wolves.
  Icy Crows 
  The Wolves of the Shadow have the utmost respect for 
  the Icy Crows. Even a rude answer to a Crow repre-
  sent a great dishonor for a Wolf. The Crows spread the 
  word of the Gods and they are feared and respected for 
  this. Many wolves are in awe of the Crows because, the 
  rumors say, they are able to cast terrible curses upon 
  those that disrespect them.
  For these reasons, the Wolves’ leader has tried to 
  persuade the crows to stand up against the Infidels of 
  the Odhinn’s Eye.
  If the Icy Crow would deny King Asbjørn their 
  favor, it’s highly possible that many families would 
  abandon the clan, making the defeat of the heretic 
  King much easier.
  Jötunn Sons
  The wolves consider the Jötunn Sons as potential 
  allies in the impending war against the Odhinn’s Eye, 
  despite their reputation as tricksters.
  In recent years the Wolves allowed the Jötunn Sons 
  to stay in their villages, whereas they previously drove 
  them off as outcasts.
  In spite of this grant, many Wolves – especially the 
  older ones – consider the Jötunn Sons to be a threat 
  and don’t trust them, but not openly.
  Odhinn’s Eye
  The Wolves of the Shadow are about to wage a true 
  all-out war against the Odhinn’s Eye.
  More and more villages across the Svitjob – once 
  faithful to the Odhinn’s Eye, now enraged by the blas-
  phemy that corrupted the court – are leaving the clan 
  to join the Wolves.
  The only reason to delay is that Koltønn knows that 
  facing the great army of King Asbjørn without allies 
  would cost the life of too many of his warriors, perhaps 
  all of them. Forging powerful alliances might tip the 
  scales in favor of the Wolves and, at that time, nothing 
  could stop them from fighting to the bitter end. 
  
  Journey to Ragnarok
  38
  In Journey to Ragnarok the players take the role 
  of fearless norse raiders known as Vikingar. Magical or 
  monstrous beings are an uncommon sight on Midgardr, 
  found chiefly in legends and lore. For this reason, it’s 
  suggested you play only human characters, although 
  all races from the 5th edition books are compatible. All 
  Backgrounds and Alignments presented in Journey to 
  Ragnarok are designed with humans in mind.
  The changing of reality as the character become 
  pawns and victims in the gods’ games will awaken 
  extraordinary magical and physical abilities as they 
  gain levels.
  Barbarian
  Path of the Storm Wielder
  Wind, Rain and Thunder. The Storm is the quintessential 
  force of nature, comparable only to volcanoes and earth-
  quakes. A Barbarian can tune in with such a force by 
  manifesting the will to become unstoppable and inescap-
  able. This bond is not without risk: once summoned, the 
  Storm can only grow until it discharges its immense power 
  on something or someone. Such as you.
  Storm Caller
  When you choose this Path at 3rd level, you harness 
  the power of the storms. Every time you use one of 
  your Storm Wielder features, you gain a number of 
  Storm Charges.
  You can hold up to a number of Storm Charges 
  equal to your barbarian level .
  Every time you have a number of Storm Charges 
  equal to your level,or when your Barbarian Rage ends, 
  
  People of Midgardr: The Classes
  39
  you immediately lose all charges and receive 1d6 points 
  of damage as the unbridled storm surges through your 
  body. This damage cannot be prevented in any way.
  Thunder Blow
  Starting at 3rd level, you can channel the might of 
  a gale-force-wind. When you use the Attack action 
  while raging, you can empower your weapon to deal 
  an extra 1d6 thunder damage with each successful 
  attack. You gain one Storm Charge for each attack 
  empowered this way, two charges on a critical hit.
  Starting at 10th level, Thunder Blow feature adds 
  1d8 thunder damage instead of a 1d6.
  Calamity Rod
  Starting 3rd level, you can discharge the storm on 
  another living creature. As an action, while you are  
  raging, make a single melee weapon attack against a crea-
  ture. If it hits, the target and all other creatures within 
  5 ft. of him suffer 1 thunder damage for every Storm 
  Charge you possess and you lose your all Storm Charges.
  If the attack fails, you gain a number of Storm 
  Charges equal to your Rage Damage.
  Starting at 10th level the area of effect of your 
  Calamity Rod feature increases to 10 ft.
  Unleash The Gale
  Starting at 6th Level, you have advantage on saving 
  throws made to resist being moved, pushed or knocked 
  prone. Also, when you’re hit by a melee attack, you can 
  unleash a sudden wind, causing 1d6 thunder damage 
  to the attacker and gaining a Storm Charge.
  Imbue the Cloud
  Starting at 6th level you can fill your weapon with 
  the essence of a rumbling blizzard cloud. When you 
  activate your Thunder Blow feature, you can convert 
  all the weapon damage (whether slashing, piercing or 
  bludgeoning) into lightning or cold damage. This fea-
  ture also converts any extra damage, including your 
  Strength or Dexterity bonus. 
  Every time you make an attack with Imbue the 
  Cloud, you gain a Storm Charge, in addition to the 
  one gained from Thunder Blow.
  One with the Winds
  Starting at 10th level , you can cast Control Weather 
  as a ritual.
  Step of Thunder
  Starting at 14th level, as a bonus action, you can cause 
  a halo of lightning to surround you until the end of 
  your turn, gaining 5 Storm Charges. 
  When you do, each creature with 5 ft of you must 
  make a Dexterity saving throw. 
  On a failed save, the creature takes 5d6 lightning 
  damage. 
  On a successful save, the creature takes half as much 
  damage. The DC is 8 + your proficiency bonus + your 
  Constitution modifier.
  
  Journey to Ragnarok
  40
  Bard
  College of Valhalla
  All Bards share a common passion for stories, but many 
  of them sing of the past. Bards of Valhalla instead rec-
  ognize when the present is full of grandeur and learn 
  how to instill such greatness into others. Their words and 
  songs chant of heroes present, creating legends for future 
  generations.
  Stef
  Starting at 3rd level, every time you use Bardic 
  Inspiration, a number of friendly creatures up to your 
  Charisma modifier can use their reaction to sing a choir. 
  Each one of these creatures gains 10ft bonus move-
  ment speed and a +1 bonus on their next ability check 
  or attack roll. These bonuses last until the beginning of 
  your next turn. 
  To benefit from this feature, a creature must be able 
  to see and hear you and respond vocally.
  Testimony 
  Starting at 3rd level, every time a creature uses one 
  of your Bardic Inspiration Die, you gain a number of 
  temporary HP equal to the result of the roll.
  Dræplingr
  Starting at 6th level, you weave words to present some-
  one as an awe-inspiring figure. 
  Choose one creature within 30 ft (including your-
  self) and one skill, set of tools, weapon or musical 
  instrument. The creature gains proficiency with it, and 
  its proficiency bonus is doubled. 
  If a creature sees the chosen target use that particu-
  lar skill or object, it must make a Charisma Saving 
  Throw to avoid being enthralled by the performance. 
  A creature enthralled by such manners won’t attack 
  the performer nor you, and will be generally friendly 
  toward both for the duration.
  Heroes Calling
  The ultimate proof of the greatness of a deed; by 
  declamating a tale about what’s happening, a war-
  rior from Valhalla comes to aid you. Should one of 
  your comrades fall in battle, the tale will add a new 
  Lausavísa, and more Warriors will come.
  Staring at 14th level, as an action, you can expend 
  one use of your Bardic Inspiration. 
  You summon a Spirit that takes the form of a typi-
  cal warrior of the region (reference the statistics of the 
  Gladiator on the Monster Manual). 
  The spirit follows your verbal commands, acts during 
  your initiative and disappears if it drops to 0 Hit Points. 
  This apparition last for 1 minute and only one spirit 
  at a time can be present with this feature.
  Once you use this feature, you can’t use it 
  until you finish a long rest. If one of your 
  allies that you can see dies, you regain this 
  feature.
  
  People of Midgardr: The Classes
  41
  Cleric
  Sacrifice Domain
  There’s power, in renouncing. Gifts and offerings are 
  always appreciated, but some deities care as much about 
  them that the act alone become power for the true wor-
  shipper. Bearing a permanent scar becomes a sign of 
  attachment, and a receptacle of divine favor. Clerics of 
  the Domain of Sacrifice channel every voluntarily loss, 
  theirs or others, into a clear request for power, greatness, 
  and luck.
  Sacrifice Domain Spells
  Cleric Level 
  Spells
         1st  
  False Life, Purify Food and Drink
         3rd  
  Blindness/Deafness, Enhance Ability
         5th  
  Bestow Curse, Beacon of Hope
         7th  
  Blight, Death Ward
         9th  
  Geas, Hallow
  Ritual of the 
  Honored Offering 
  Starting at 1st level, as part of a long rest, you can per-
  form a ritual. Choose a number of Permanent Injures 
  (see sidebar) equal to your Wisdom modifier among 
  any number of creatures you can see.
  Each participant can choose one of the following 
  benefits for every injury it offered during the ritual:
  Benefit of Fortune. The recipient can reroll a single 
  ability check, attack roll or saving throw.
  Benefit of Endurance. As a bonus action, the 
  recepient can spend and roll one of its Hit Die, healing 
  that amount of Hit Points. If one choose this bene-
  fit multiple times, it can use multiple dice in a single 
  bonus action.
  Benefit of Knowledge. The recipient chooses 
  one1st-level spell they do not know nor can prepare.“ 
  e poi “If they take this benefit multiple times, ithey 
  can learn a higher level spell, but must have spell slots 
  of the appropriate level.
  Every benefit lasts until the next long rest.
  Bonus proficiency
  At 1st level, you gain proficiency with heavy armors.
  Blessed Scars
  Starting at 1st level, after you take damage while you 
  are already under your full Hit points, you gain tem-
  porary Hit Points equal to your Wisdom Modifier, and 
  you add that same amount the next weapon attack and 
  damage roll you make within your next turn. 
  You can’t benefit from this feature if you already 
  have any amount of temporary Hit Points.
  Channel divinity: 
  Glory of Martyrdom 
  Starting at 2nd level, you can offer a volunteer’s life on 
  the altar of war. As an action, you or a willing creature 
  you can see reduce all damage taken by 2 (before apply-
  ing resistances and vulnerabilities), gain advantage on 
  all saving throws, but receive only half the effect of any 
  healing. These effects last 1 minute.
  
  Journey to Ragnarok
  42
  Consecrated Loss
  Starting at 6th level, if an ally within 30 ft. that you 
  can see takes damage, you can spend your reaction to 
  grant him the benefits of Blessed Scars. This ability 
  can’t be use on a creature who already has any amount 
  of temporary Hit Points. 
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  with divine energy. Once on each of your turns, when 
  you hit a creature with a weapon attack, you can cause 
  the attack to deal an extra 1d8 radiant damage. 
  When you reach 14th level, the extra damage 
  increases to 2d8.  
  This Pleases the Gods.
  Starting at 17th level, you can decide to gain advan-
  tage or disadvantage on your death saving throws.
  As an action, you touch a character that has been 
  restored to life within the last hour. It gains resistance 
  to bludgeoning, piercing and slashing damage from 
  nonmagical weapons and it can lose this benefit as a 
  reaction to negate all the damage from a single instance 
  as soon as it gets hit.
  A creature can receive the benefit of This Pleases the 
  Gods only once before completing a long rest.
  What is a permanent Injury?
  Honor comes from battle and gods grievous 
  wounds please the gods. But what makes an Injury 
  eligible for the Ritual of Honored Offering? 
  As a rule of thumb, any mutilation that hampers 
  the character. Here are some examples:
  • 
  A missing eye, or being blind
  • 
  A missing an ear, or being deaf
  • 
  A missing hand or arm
  • 
  A missing foot or leg
  • 
  A missing nose
  • 
  A disfiguring scar that renders you hideous
  • 
  Suffering a permanent reduction of the 
  number of spell slots available
  The GM’s word on what is considered a Permanent 
  Injury is final, and should allocate appropriate 
  drawbacks depending on the nature of the Injury. 
  If you remove the negative effects of such Injury, 
  by magic or any other mean, you cannot reap the 
  benefit of the Ritual.
  Druid
  Circle of Yggdrasill
  Druids that enters the circle of World Tree understand a 
  fundamental law; there are many worlds and each must 
  be respected and protected, in its own way. The bond with 
  nature must change accordingly to what “Nature” means 
  in each Realm and this circle has sworn to blend with the 
  forces of every part of the Yggdrasill. 
  Soul Under the Bark
  Starting at 2nd level, at the end of a long rest, choose a 
  favored energy type: radiant or necrotic. 
  The other becomes your adverse energy type.
  As long as you are on your native World, you gain 
  the following benefits:
  • 
  You add your Wisdom modifier to damage 
  rolls of spells and cantrips that deal the 
  damage of your favored energy type;
  • 
  You have advantage on saving throws against 
  effects that deal your adverse energy type;
  • 
  You have resistance against your adverse 
  energy type;
  • 
  While you are in Wild Shape, every time you 
  successfully hit a creature with one of your 
  natural attacks, you can decide to switch the 
  damage to your favored energy type.
  When you are on other Worlds, the GM can choose 
  two different energy types in accordance with the 
  nature of the World. You decide which one becomes 
  your favored and which one becomes your adverse.
  Branch Explorer
  Starting at 6th level, while you are on your Native 
  World you can detect the presence of non-native crea-
  tures within 60 ft. as an action. 
  This ability gives you the number and the general 
  direction, but not any information about the type of 
  creatures, nor their precise location.
  When you are somewhere other than your Native 
  World, you are acclimated to their extreme conditions. 
  You have advantage on saving throws caused by 
  environmental conditions.
  
  People of Midgardr: The Classes
  43
  L eaf of the World Tree
  Starting at 10th level, you can call the very essence of 
  another World to aid you. As an action, choose one 
  World other than the one you are on. A spherical area 
  with a radius  of 40 ft. centered on you becomes imbued 
  with the characteristics of that World. This area is fixed 
  in space and it does not change the local geography, nor 
  does it materialize any creature of the chosen World.
  This effect lasts 1 minute. The area counts effec-
  tively as part of the chosen World, changing the laws 
  of magic and physics accordingly.
  At the GM’s call, this feature might introduce haz-
  ardous condition from the chosen World.
  Shaker of the Roots
  Starting at 14th level, every time you score a critical hit 
  or cast as spell of 1st level and above, you emit a blast 
  of your favored energy type within a 10-foot radius 
  around you. 
  Enemy creatures inside the area take 2d6 damage, 
  or half damage on a successful Dexterity saving throw.
  Fighter
  Martial Archetype: Warden
  Where others retreat, the Warden stands. Where other 
  falls, the Warden holds the line. Those who decide to 
  become Warden learn different techniques to rebuke any 
  assault against them and their allies. While the typical 
  Warden (or Shield Maiden, the feminine counterpart) 
  favor a weapon and a shield, this is not the only choice.
  Warden Tactics
  When you choose this archetype at 3rd level, you learn 
  two Tactics, detailed below. Unless specified otherwise, 
  these Tactics are always active.
   
  Interpose. If an enemy within reach of your melee 
  weapon hits a creature other than you, you can inter-
  pose your weapon. As a reaction, roll your weapon 
  damage die and subtract the result from the creature’s 
  damage roll. If all damage is negated this way, you 
  deal half the negated damage to the attacker. If you’re 
  holding two melee weapons, roll both weapon’s dice 
  and choose the better result. You must use this feature 
  before knowing the damage total.
  Overwatch. While you’re holding a ranged or 
  thrown weapon, you vigil over an area, preemptively 
  distracting any attacker. If an enemy within 20 ft. of 
  you hits a  creature other than you, as a reaction you 
  can roll your weapon damage dice and subtract it from 
  the enemy’s damage roll. If this reduces the damage to 
  0, nothing else happens.
  If the attack still deals damage, you deal half the 
  negated damage to the attacker.
  You consume ammunition or lose the thrown 
  weapon regardless of the result. You must use this fea-
  ture before knowing the damage total.
  Reaction Surge. You learn how to react faster than 
  anyone else. During a round, you have an additional 
  reaction. You may only use your reaction once for each 
  triggering event. Once you use this feature, you must 
  finish a short or long rest before using it again.
  Violent Retaliation. When you make an attack 
  of opportunity, you gain a bonus on your attack and 
  damage rolls equal to the number of Warden Tactics 
  you know.
  Shield Wall. You coordinate your allies to with-
  stand an assault. When you take the Dodge Action, 
  you and all allies within 5 ft gain advantage on 
  Strength and Dexterity saving throws. Enemies 
  
  Journey to Ragnarok
  44
  consider the terrain within reach of you and your 
  affect allies as difficult terrain.
   
  Shield Bearer
  Starting at 7th level, you are always ready for battle. 
  You can stow a weapon and don a shield, or stow a 
  shield and draw a weapon, when you would normally 
  be able to draw or stow only one of such objects.
  Also, you can grant a +1 bonus to an ally’s Armor 
  Class until the start of your next turn as long as they 
  remain within 5 ft. of you. 
  Improved Warden Tactics
  At 10th level, you learn two additional Warden Tactics 
  chosen from the list below. Unless specified otherwise, 
  these Tactics are always active.
  Improved Reaction Surge. You gain the Reaction 
  Surge Tactic or, if you have it already, you gain an 
  additional use of it between two rests. 
  Invigorating Strike. When you hit a creature with 
  a weapon attack, you can forgo adding your relevant 
  ability modifier to the damage roll to gain 1d8 tempo-
  rary hit points.
  Protective Stance. As an action, you adopt a par-
  ticular defensive guard. You protect all allies within 
  reach of your melee weapon (or 5ft if you aren’t wield-
  ing a melee weapon). If an attack would hit anyone of 
  them, confront its AC and yours; if yours is higher, the 
  attack is redirected on you. This stance lasts until the 
  start of your next turn. While you are in this stance, 
  you can make a single weapon attack as a bonus action.
  If you have the Wall of Iron Tactic, you gain its 
  benefits while you use Protective Stance. 
  Powerful Riposte. You learn the Interpose or 
  Overwatch Tactic. If you already knew one of those, 
  instead you can add your Strength or Dexterity mod-
  ifier (depending on your weapon) to the damage 
  negated when using said tactics.
  Superior Warden Tactics
  At 15th level, you learn one additional Warden Tactic, 
  chosen from the list below. Unless specified otherwise, 
  these Tactics are always active.
  Adept Maneuverer. You have resistance against 
  damage from attacks of opportunity.
  Cover Retreat. Allies within reach of your weapon 
  (or 20 ft. if you have a ranged weapon) can Disengage 
  as a Bonus action.
  Superior Reaction Surge. You gain the Reaction 
  Surge Tactic or, if you have it already, you gain an 
  additional use of it between two rests.
   
  Master Warden Tactics
  At 18th level, you learn one additional Warden Tactic, 
  chosen from the list below. Unless specified otherwise, 
  these Tactics are always active.
  Inescapable. If you damage an Enemy up to one size 
  larger than you, you can knock him prone as a reaction.
  Bastion. If you are about to receive an amount of 
  damage equal to or less than your Armor Class, you 
  can halve it as a reaction (before applying damage 
  resistance or vulnerability). You can use this ability 
  three times, and you regain all expended uses with a 
  long rest.
  
  People of Midgardr: The Classes
  45
  Monk
  Way of Glima
  A glimpse. A flash. The prowess of many warriors comes 
  from fine training in martial arts, but your monastic path 
  already granted such feats. By adopting the techniques of 
  Glima, you become a master in controlling your oppo-
  nents, locking them into close combat and causing pain by 
  twisting arms and legs. You dominate your foes with fast 
  movements, quick defenses and overwhelming strength. 
  Lausatok
  At 3rd level, you gain proficiency in Athletics and 
  you can use your Strength score, instead of your 
  Dexterity score, when calculating Armor Class with 
  the Unarmored Defense feature.
  Hand on the Neck
  You are an expert close combat. Entering in a lock 
  means ruin for your foes, as your grip on them is pain-
  ful and hampers their movement.
  At 3rd level, you gain the following features:
  • 
  Creatures you are grappling have disadvantage on 
  all attack rolls.
  • 
  When you successfully grapple a creature, or when 
  that creature escapes your grapple, you can spend 
  1 Ki Point to deal damage equal to your Martial 
  Art Die + your Strength or Dexterity modifier.
  Destructive throw
  Your mastery in holds and grips lets you hurl anything 
  you’re currently holding in your hand.
  Startingt at 6th level, as an action, you spend 1 
  Ki Point to use whatever you have in your hand, not 
  anchored to the ground, as a projectile.The object (or 
  creature) must be Large or smaller. This is an impro-
  vised simple thrown weapon with a range of 10/30 ft. 
  that deals damage equal to Martial Arts Die + your 
  Strength or Dexterity modifier on impact. If the 
  hurled object is a creature, it takes the same amount of 
  damage, regardless if that attack hits or miss.
  Grip of Iron
  Starting at 11th level, if you are about to lose a con-
  tested grappling check (that is, any ability check used 
  for entering or escaping grapples and such), you can 
  spend 2 Ki Points to strengthen your grip. You take 
  bludgeoning damage equal to your level + the differ-
  ence between your check and your opponent’s check, 
  but you automatically win the check. This damage 
  cannot be prevented by any means, as you deliberately 
  open your guard to ensure your hold on the target.  
  Flash victory
  You effortlessly achieve “victory”, the takedown of your 
  opponent while you are standing up, free of any grip.
  Startingt at 17th level, if you are within reach of an 
  enemy at the start of the round, you can spend 4 Ki 
  Points to make a grapple attempt with advantage on 
  the roll. 
  This check happens before the normal initiative 
  count and you are still entitled to your normal turn.
  You can use Destructive Throw as a bonus action.
  
  Journey to Ragnarok
  46
  Paladin
   Oath of the Chosen
  Since you were able to understand words, you knew you 
  would be destined for great battles. Maybe your family 
  trained you to become a great warrior, or perhaps you 
  hear whispers in your head promising great rewards. 
  Whatever the case, you were Chosen and this fact alone 
  motivates you and your allies to go the extra mile when 
  swords clash. Swearing the Oath of the Chosen binds you 
  to a glorious destiny! 
  Tenets of the Chosen
  Seek Honor Through Battle. If a situation can 
  be resolved with a honorable battle between factions 
  that recognize valor, this will be your chosen course of 
  action. Those who do not respect your position shall 
  be treated with tyranny, treachery and all the lowest 
  forms of combat.
  Uphold your Position. You shall demand to be 
  listened to if you believe you’re in the right, and you 
  will have an open ear from the wise. No authority can 
  simply deny your request, and any solid justification 
  will be listened to.
  Demand the River, Reward the Sea.  When asking 
  for anything you need on your mission, you will always 
  repay more than what you have requested.
  Oath of the Chosen Spells
  Paladin Level  Spells
      3rd 
  Command, Heroism
      5th 
  Enthrall, See Invisibility
      9th 
  Beacon of Hope, Bestow Curse
     13th 
  Compulsion, Dominate Beast 
     17th 
  Geas, Hold Monster
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Balance of Battle. As an action, choose one 
  friendly and one hostile creature within 30 ft. The 
  hostile creature makes a Charisma Saving throw. On 
  a failed Save, every time the hostile creature makes an 
  attack roll he also rolls 1d4 and subtracts the result 
  from the attack roll. At the same time, the friendly 
  creature rolls an additional 1d4 when he makes an 
  attack roll and adds it to the final result. These effects 
  lasts for 1 minute. On a successful Save, only the 
  friendly creature gains the effect of this feature.
  Unearthly Vigor. Your blessed presence brings 
  renewed strength to your allies. When you use your 
  Lay on Hands feature, you can spend 10 points of 
  healing and your Channel Divinity to remove a single 
  level of exhaustion. No more than one level can be 
  removed with this feature during a single use.
  Aura of Valor
  Starting at 7th level , your mere presence create an aura 
  of inspiration that exalts those around you.
  All allies within a 20 ft radius that successfully 
  makes a saving throw, gain advantage on the first abil-
  ity check or attack roll within their next turn.
  At 18th level, the radius of this aura extends to 40 ft.
  Feast of Odinn
  Starting at 7th level, you feast like you’re already in 
  Valhalla. You gain the nourishment of a full meal from 
  a single flask of ale or chalice of wine.
  
  People of Midgardr: The Classes
  47
  Stalwart Recovery
  Starting at 15th level, when you fall to 0 hit points you 
  can spend a reaction to use Lay on Hands on yourself.
  Valkyrie / Einherjar 
  You ascend to your preordained fate! You gain your 
  eternal reward before your final death, as you become 
  a creature that can sit with the gods at their banquet.
  Starting at 20th level, you no longer need to eat or 
  drink to survive.
  As an action, you transform into a divine emissary, 
  gaining the following effects for 1 minute.
  • 
  You don’t need to breathe.
  • 
  You are Immune to every spell that requires a 
  Wisdom or Charisma Saving throw.
  • 
  If a creature within your Aura of Valor dies, 
  you can teleport at its location as a reaction 
  and immediately make a single weapon attack 
  or cast one spell with a casting time of 1 action 
  or 1 bonus action.
  Ranger
  Wolf Pack Archetype
  Emulating the Wolf Pack means becoming part of some-
  thing greater than yourself. You ensure that your group 
  triumph by trusting your allies and creating opportunities 
  for them to exploit. Each of their wounds fuels the boil-
  ing anger that drives your animal instinct and to give 
  everything you have got in a fight.
   
  Wolf Pack Fighter
  You can lead your pack of comrades with every strike.
  At 3rd level, you gain the following features:
  • 
  If you hit a creature with a melee attack, the 
  next attack made by one of your allies against 
  the same creature gains advantage.
  • 
  If you hit a creature with a ranged or thrown 
  weapon attack, that creature gains disadvan-
  tage on opportunity attacks until the start of 
  your next turn.
  • 
  If an enemy deals damage to one of your 
  allies, you can use your reaction to howl.  
  If you do, you deal 1d6 psychic damage against 
  that creature.
   
  Wolf Pack L eader
  You learn to conduct your pack on every track. Your 
  ability to navigate the wild becomes exceptional, and 
  you learn to anticipate the moves of your enemies.
  At 7th level, you gain the following features:
  • 
  You and your allies can travel at fast pace 
  stealthily, or without penalties to passive per-
  ception, but not both.
  • 
  When an enemy moves, you or one of your 
  allies can move up to 10 ft. as a reaction. If 
  an ally wants to use this ability, both of you 
  must be conscious. You must be able to speak 
  or make visual signals and your ally must be 
  able to hear or see you.
   
  Swift Strike
  Starting at 11th level, every time you kill an enemy 
  creature with an attack, you can immediately make an 
  additional attack with a melee or thrown weapon.
   
  Wolf’s Endurance
  Starting at 15th level, once per round during your turn, 
  you can expend of your Hit die to regain 1d8 + your 
  Constitution modifier hit points. This feature does not 
  require an action nor a bonus action.
  
  Journey to Ragnarok
  48
  Rogue
  Unshaped Archetype
   
  Lies and cruelty. For some rogues the innate potential to 
  deeply harm others, in the flesh and the soul, becomes a 
  path to follow. By discovering and channeling such power 
  through acts and words, you learn how to twist your 
  appearance and your trickery becomes a deadly weapon.
    
  Way of the Trickster
  At 3rd level, you learn the Minor Illusion cantrip.
  You learn to twist minds and bodies on a whim. You 
  gain access to a pool of spells and spell slots according 
  to the following table. You regain all the expended 
  spell slots after you finish a short or long rest. Your 
  Spell Save DC for Way of the Trickster is 8 + profi-
  ciency bonus + Charisma modifier
  Starting at 3rd level, you can cast Disguise Self and 
  Charm Person with your Way of the trickster.
  Level             Slots 
          Slot Level
  3 
   
  1 
   
  1
  4 
   
  1 
   
  1
  5 
   
  1 
   
  1
  6 
   
  1 
   
  1
  7 
   
  1 
   
  1
  8 
   
  1 
   
  1
  9 
   
  2 
   
  2
  10 
   
  2 
   
  2
  11 
   
  2 
   
  2
  12 
   
  2 
   
  2
  13 
   
  3 
   
  3
  14 
   
  3 
   
  3
  15 
   
  3 
   
  3
  16 
   
  3 
   
  3
  17 
   
  4 
   
  4
  18 
   
  4 
   
  4
  19 
   
  4 
   
  4
  20 
   
  4 
   
  4
  
  People of Midgardr: The Classes
  49
  Vicious Wounds
  Starting at 3rd level, after hitting with a sneak attack, 
  you can twist the weapon (or projectile) deep inside the 
  body of the target. The target has his movement speed 
  halved and disadvantage on opportunity attacks until 
  it uses an action to remove the weapon or projectile.
  Also, any creature that successfully makes a saving 
  throw against one of your Way of the Trickster spells 
  takes psychic damage. Roll a number of d4 equal to 
  your Sneak Attack Dice.
  Once a creature suffered a Vicious Wound (from 
  attack or spell), it is immune to these effects for 1 hour.
    
  Smoke and Mirrors
  Starting at 6th level, your lies and deceits are incredi-
  bly durable. Anytime you succeed a Deception check, 
  or someone fails to see through one of your disguises, 
  that target is thoroughly convinced that it’s perceiving 
  the truth. No amount of proof presented by anyone 
  other than you can convince the target. This effect lasts 
  for an hour.
   
  Improved Way of the Trickster
  At 9th level you add Alter Self, Enhance Ability and Mirror 
  Image to your spell selection for Way of the Trickster.
  Superior Way of the Trickster
  At 13th level you add Major Image and Phantom Steed 
  to your spell selection for Way of the Trickster.
   
  Mirror Riposte
  Starting at 17th level, your deceiving nature lets you 
  turn the tide of a battle.
  As a Reaction, when you or another creature within 
  30 ft. is hit by an attack, you can magically swap posi-
  tions with another creature within 30 ft. of you. If 
  one or both creatures creatures are unwilling to trade 
  places, they may attempt a Charisma Saving Throw. 
  If he succeeds, this ability fails.
  If the swap takes places, the creature now in place 
  takes the result of the attack. He is still entitled to any 
  saving throw required by the attack.
  Once you use this feature, it can’t be used until the 
  next short or long rest.
  Mastery of the Trickster 
  At 17th level, you add Confusion and Greater Invisibility 
  to your spell selection for Way of the Trickster.
  
  Journey to Ragnarok
  50
  HitPoints
  Hit Dice: 1d8 per rune master level
  Hit Points at 1st Level: 8 + your Constitution 
  modifier 
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per rune master level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons
  Tools: Rune Crafting set
  Languages: One of your choice
  Saving Throws: Wisdom, Strength
  Skills: Choose two skills from Arcana, History, Insight, 
  Nature, Perception, Religion, Survival
  Equipment
  You start with the following equipment, in addition to 
  the equipment granted by your background:
  • 
  (a) a quarterstaff or (b) a sling
  • 
  a rune set
  • 
  (a) a priest’s pack or (b) a dungeoneer’s pack
  • 
  Leather armor, and two daggers
  Level
  Proficiency 
  Bonus
  Features
  Cantrips
  Known
  Spells
  Known 1 2 3 4 5 6 7 8 9
  1
  +2
  SpellCasting, Ritual Casting,
  Futhark Circle, Runic Cantrip
  1
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +2
  Ætt, Ætt spells , Circle Rune
  1
  5
  3
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +2
  Protect the Inscribed, Expertise
  1
  6
  4
  2
  -
  -
  -
  -
  -
  -
  -
  4
  +2
  Ability Score Improvement
  2
  7
  4
  3
  -
  -
  -
  -
  -
  -
  -
  5
  +3
  Futhark Circle (d8)
  2
  8
  4
  3
  2
  -
  -
  -
  -
  -
  -
  6
  +3
  Rune Restoration
  2
  9
  4
  3
  3
  -
  -
  -
  -
  -
  -
  7
  +3
  Ætt  Circle 
  2
  10
  4
  3
  3
  1
  -
  -
  -
  -
  -
  8
  +3
  Ability Score Improvement
  2
  11
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9
  +4
  Cantrips of the Ætt
  2
  12
  4
  3
  3
  3
  1
  -
  -
  -
  -
  10
  +4
  Futhark Circle (d10)
  3
  13
  4
  3
  3
  3
  2
  -
  -
  -
  -
  11
  +4
  Ætt Improvement
  3
  14
  4
  3
  3
  3
  2
  1
  -
  -
  -
  12
  +4
  Ability Score Improvement
  3
  15
  4
  3
  3
  3
  2
  1
  -
  -
  -
  13
  +5
  -
  3
  16
  4
  3
  3
  3
  2
  1
  1
  -
  -
  14
  +5
  Weaver of Fates
  3
  17
  4
  3
  3
  3
  2
  1
  1
  -
  -
  15
  +5
  Futhark Circle (d12)
  3
  18
  4
  3
  3
  3
  2
  1
  1
  1
  -
  16
  +5
  Ability Score Improvement
  3
  19
  4
  3
  3
  3
  2
  1
  1
  1
  -
  17
  +6
  -
  3
  20
  4
  3
  3
  3
  2
  1
  1
  1
  1
  18
  +6
  Improved Weaver of Fates
  3
  22
  4
  3
  3
  3
  3
  1
  1
  1
  1
  19
  +6
  Ability Score Improvement
  3
  22
  4
  3
  3
  3
  3
  2
  1
  1
  1
  20
  +6
  Enduring Prophecy
  3
  22
  4
  3
  3
  3
  3
  2
  2
  1
  1
  Rune Master
  
  People of Midgardr: The Classes
  51
  Spellcasting
  Runes are more than mere symbols. They are icons of 
  power, a fundamental principle of the universe, such 
  than even gods study and learn them. They can predict 
  and alter the fate of all beings, living and unliving. As 
  you attune to particular set of runes, you gain the abil-
  ity to bring miraculous effects upon friends and foes.
  Cantrips
  You know one cantrip  of your choice from the Rune 
  Master spell list. You learn additional Rune Master 
  cantrips of your choice at higher levels, as shown in the 
  Cantrips Known column of the Rune Master table.
  You also have access to a special pool of cantrips; see 
  the Runic Cantrip ability.
  From 10th level, when you gain a new cantrip, you 
  can choose it from the Rune Master Cantrip list, or 
  from the Runic Casting Cantrip list. If you choose one 
  from the latter option, it is removed from the Runic 
  Casting Cantrip list and it is added to your Rune 
  Master Cantrip list.
  Spell Slots
  The Rune Master table shows how many spell slots 
  you have to cast your spells of 1st level and higher. 
  To cast one of these spells, you must expend a slot of 
  the spell’s level or higher. You regain all expended spell 
  slots when you finish a long rest.
  For example, if you know the 1st-level spell Cure 
  Wounds and have a 1st-level and a 2nd-level spell slot 
  available, you can cast Cure Wounds using either slot.
  Spells Known 
  of 1st L evel and Higher
  You know four 1st-level spells of your choice from the 
  Rune Master spell list.
  The Spells Known column of the Rune Master 
  table shows when you learn more Rune Master spells 
  of your choice. Each of these spells must be of a level 
  for which you have spell slots, as shown on the table. 
  For instance, when you reach 3rd level in this class, 
  you can learn one new spell of 1st or 2nd level.
  Additionally, when you gain a level in this class, you 
  can choose one of the Rune Master spells you know 
  and replace it with another spell from the Rune Master 
  spell list, which also must be of a level for which you 
  have spell slots.
  Spellcasting Ability
  Wisdom is your spellcasting ability for your Rune 
  Master spells. Your magic comes from the intrin-
  sic essence that resides in the Runes, the symbols of 
  power. You use your Wisdom whenever a spell refers 
  to your spellcasting ability. In addition, you use your 
  Wisdom modifier when setting the saving throw DC 
  for a Rune Master spell you cast and when making an 
  attack roll with one.
  Spell save DC = 8 + your proficiency bonus + your 
  Wisdom modifier
  Spell attack modifier = your proficiency bonus + your 
  Wisdom modifier
  
  Journey to Ragnarok
  52
  Ritual Casting
  You can cast any Rune Master spell you know as a 
  ritual if that spell has the ritual tag.
  Spellcasting Focus
  You can use the runes carved on your equipment or 
  your tattooed runes as a spellcasting focus for your 
  Rune Master spells. 
  Runic Casting
  Your training with the Runes lets you focus on some 
  particular aspects of the magic. By painting yourself 
  on the forehead or on your left hand palm a particular 
  rune, you absorb its power and its knowledge.
  At the end of a long rest, you can choose one of 
  these cantrips, until the end of your next long rest, you 
  know it and can use it.
  Every time you take a long rest, you may choose a 
  different Runic Casting cantrip.
  Runic cantrips
  Message 
  Poison Spray
  Share Blood (see page 56)
  Produce Flame
  Futhark Circle
  You can cast a rune circle, carving the Futhark alpha-
  bet on the ground with your magic.
  You use an action on your turn to choose a point 
  on the ground within 60 ft., creating a 10 ft. radius 
  Futhark Circle.
  To maintain the circle active, you must use a bonus 
  action each turn and you must be able to see it.
  When a creature you can see attacks a target other 
  than you that is inside the circle, you can expend on of 
  your Futhark Circle Dice as a reaction and subtract its 
  result from the enemy’s attack roll.
  You have a number of Futhark Circle Dice equal 
  to your Wisdom modifier (a minimum of one). You 
  regain any expended Futhark Circle Dice when you 
  finish a long rest.
  Your Futhark Circle Die is a d6, and changes when 
  you reach certain levels in this class. It becomes a d8 at 
  5th level, a d10 at 10th level, and a d12 at 15th level.
  Ætt
  At 2nd level, you begin to develop a particular affinity 
  with one of the main groups of runes. The Runes of 
  Freyja, of Tyr and of Heimdallr grants you a vocation 
  for a particular magic. Your choice grants you additional 
  features at 7th level and again at 9th and 11th level.
  Ætt Spells
  Each Ætt has a list of associated spells. You gain access 
  to these spells at the levels specified in the Ætt descrip-
  tion. Those spells are added to  the Rune Master spell 
  list for you.  
  Protect the Inscribed
  Starting at 3rd level, as part of a long rest you can paint 
  a special rune combination on the skin of one your 
  allies. This ally is now your Inscribed, and has the fol-
  lowing advantages:
  • 
  It is always considered as being inside your 
  Futhark Circle.
  • 
  You can target the Inscribed with one of your 
  spell even if you can’t see him, and the effective 
  range of any spell is considered doubled to deter-
  mine if the Inscribed is an eligible as a target.
  You can only have one Inscribed at any time. Should 
  you decide to Inscribe another ally, the former one will 
  lose any benefit.
  Expertise
  At 3rd level you choose two of your skill proficiencies, 
  or one of your skill proficiencies and your proficiency 
  with Rune Crafting Set. Your proficiency bonus is dou-
  bled for any ability check you make that uses either of 
  the chosen proficiencies.
  Ability Score Improvement
  When you reach 4th level, and again at 8th, 12th, 16th, 
  and 19th level, you can increase one ability score of 
  your choice by 2, or you can increase two ability scores 
  of your choice by 1. As normal, you can’t increase an 
  ability score above 20 using this feature.
  Rune Restoration
  Beginning when you reach 6th level, you regain all of 
  your expended Futhark Circle Dice when you finish a 
  short or long rest.
  
  People of Midgardr: The Classes
  53
  Weaver of the Fates
  The Runes not only talk about the future, they can 
  control it. You learn to chain the outcome of an action 
  to another creature’s fate.
  Starting at 14th level, every time someone hits with 
  an attack or successfully cast a spell against a single 
  target that you can see inside your Futhark Circle, as 
  a reaction you can spend one of your Futhark Circle 
  Dice. If you do, you can target one creature inside 
  your Futhark Circle and duplicate the attack or spell 
  against him. The original attack roll must still equal 
  or exceed the Armor Class of the new target; and the 
  target of the copied spell can still make the same saving 
  throws as the original.
  Once you use this ability, you can’t use it until you 
  complete a long rest.
  Improved Weaver of the Fates
  Starting at 18th level, you can use your Weaver of 
  Fates one more time between each long rest.
  Enduring Prophecy
  Startingt 20th level, when you roll for initiative and 
  have no Futhark Circle Dice left, you regain one die.
  Heimdallr’s Ætt
  The affinity with the runes of Heimdall express the desire 
  to face adversity. The runes protect the invoker, negating 
  harm and hindrances. Rune Masters of Heimdall often 
  becomes wardens of a community or answer the call for 
  help of the oppressed.
  Heimdallr’s Ætt spells
  You add the following spells to your Rune Master spell 
  list at the appropriate level.
  Spell Level 
  Spells
          1st  
  Heroism, Shield of Faith
         2nd  
  Barkskin, Protection from Poison
         3rd  
  Glyph of Warding, Spirit Guardians
         4th  
  Private Sanctum, Stoneskin
         5th  
  Wall of Force, Antilife Shell
         6th  
  Guards and Wards
         7th  
  Magnificent Mansion
         8th  
  Power Word Stun
         9th  
  Imprisonment
  Algiz Seal
  At 2nd level, you gain the ability to expend one of your 
  Futhark Circle Dice as a reaction to force rerolling an 
  opportunity attack made against a target inside the circle.
  
  Journey to Ragnarok
  54
  Circle of Heimdallr
  Starting at 7th level, allies inside your Futhark Circle 
  reduce any damage by an amount equal to half your 
  Wisdom Modifier. This reduction is applied before 
  resistances and vulnerabilities 
  Every time you use your bonus action to maintain 
  your Futhark Circle, you can move it up to 5 ft.
  Cantrips of Heimdallr
  At 9th level you add the Ray of Frost and Resistance 
  cantrips to your Runic Cantrip list.
  Vigilance of Eihwaz
  Startingt 11th level, you and your Inscribed require 
  only 1 hour of sleep during a long rest to gain its 
  full benefits, you can do other light activities for the 
  remaining time. Also, both of you gain advantage on 
  Wisdom (Perception) checks.
  Freyja’s Ætt
  The Rune Masters who choose to dedicate themselves to the 
  Freyja’s Ætt become beacons of hope, abundance, and pros-
  perity. Like the Vanir Goddess, these Rune Masters fill empty 
  barns, mend broken bones and stand tall where hope is lost. 
  They tend to become doctors, midwives and keepers of the 
  land, draping the world with blessings and health. 
  Freyja’s Ætt spells
  You add the following spells to your Rune Master spell 
  list at the appropriate level.
  Spell Level 
  Spells
  1st 
   
  Create or Destroy Water, Goodberry
  2nd  
  Aid, Lesser Restoration
  3rd  
  Revivify, Water Breathing
  4th  
  Death Ward, Fabricate
  5th  
  Creation, Raise Dead
  6th  
  Heroes’ Feast
  7th  
  Regenerate
  8th  
  Antipathy/Sympathy
  9th  
  True Resurrection
  Blessing of Ansuz
  At 2nd level, you gain the ability to expend one of 
  your Futhark Circles Dice as an action to heal a target 
  inside the circle by a number of hit points equal to 
  your Futhark Circle Die + your Wisdom modifier.
  Circle of Freyja
  Startingt 7th level, allies inside your Futhark Circle 
  gains advantage on death saving throws. Additionally, 
  an ally regains 1 hit point if he rolls a 19 or a 20 on a 
  death saving throw.
  Every time you use your bonus action to maintain 
  your Futhark Circle, you can expand its radius by 5 ft., 
  up to a maximum of 30 ft.
  Cantrips of Freyja
  At 9th level you add the Dancing Lights and Mending 
  cantrips to your Runic Cantrip list.
  Ætt improvement:
  Trust of Wunjo
  Starting at 11th level. you and your Inscribed can take 
  the Help action as a bonus action.
  
  People of Midgardr: The Classes
  55
  Tyr’s Ætt
  The Ætt of the God of Justice is a straightforward but 
  hard calling: payback for every wrongdoing seen or heard. 
  Judging and declaring for entire clans and villages, Rune 
  Masters who tend toward this Ætt have the unbridled 
  power of destruction at their disposal to ensure that no 
  menace stands before them. 
  Tyr’s Ætt spells
  You add the following spells to your Rune Master spell 
  list at the appropriate level.
  Spell Level 
  Spells
  1st 
   
  Guiding Bolt, Shield
  2nd  
  Magic Weapon, Spiritual Weapon
  3rd  
  Ligthing Bolt, Sleet Storm
  4th  
  Banishment, Ice Storm
  5th  
  Flame Strike, Hold Monster
  6th  
  Chain Lightning
  7th  
  Arcane Sword
  8th  
  Incendiary Cloud
  9th  
  Storm of Vengeance
  Retribution of Tìwaz
  At 2nd level, you gain the ability to expend one of your 
  Futhark Circle Dice as a reaction when you or a friendly 
  creature inside the circle is hit. Every enemy inside the 
  circle takes radiant damage equal to the result of your 
  Futhark Circle Die roll.
  Circle of Tyr
  Starting at 7th level, enemies inside your Futhark 
  Circle lose any resistance to bludgeoning, piercing and 
  slashing damage from nonmagical weapons.
  Every time you use your bonus action to maintain 
  your Futhark Circle, you create a secondary Circle 
  around yourself. This new Circle has a 5 foot radius, 
  it’s centered on you and follows you if you move. It 
  lasts until the start of your next round.
  Cantrips of  Tyr
  At 9th level you add the Sacred Flame and True Strike 
  cantrips to your Runic Cantrip list.
  Ætt improvement: 
  Duty of Justice
  Starting at 11th level, you and your Inscribed have 
  advantage on Intelligence (Insight) and Intelligence 
  (Investigation) checks.
  Rune Master Spell L ist
  Cantrips
  Chill Touch
  Guidance
  Light
  Shillelagh
  Thaumaturgy
  1st level
  Alarm     
  Bane     
  Bless     
  Command     
  Comprehend Languages 
  Cure Wounds    
  Detect Evil and Good 
  Detect Magic   
  Detect Poison and Diseases
  Expeditious Retreat  
  Faerie Fire    
  Jump     
  Longstrider    
  Purify Food and Drink 
  Sanctuary    
  Sleep     
  Speak with Animals  
  Thunderwave    
  2nd level
  Augury
  Blindness/Deafness
  Darkness
  Darkvision
  Enhance Ability
  Enlarge/Reduce
  Gentle Repose
  Hold Person
  Locate Animals or Plants
  Locate Object
  Moonbeam
  Pass without Trace
  Prayer of Healing
  See Invisibility
  Warding Bond
  Web
  Zone of Truth
  
  Journey to Ragnarok
  56
  3rd level 
  Beacon of Hope
  Bestow Curse
  Clairvoyance
  Dispel Magic
  Fear
  Haste
  Magic Circle
  Phantom Steed
  Plant Growth
  Remove Curse
  Slow
  Speak with Dead
  Tongues
  4th level
  Arcane Eye
  Compulsion
  Confusion
  Control Water
  Divination
  Hallucinatory Terrain
  Locate Creature
  5th level
  Commune
  Contact Other Plane 
  Dispel Evil and Good
  Dominate Person
  Geas
  Insect Plague
  Planar Binding
  Scrying
  Seeming
  Telepathic Bond
  Teleportation Circle
  Wall of Stone
  6th level
  Circle of Death
  Contingency
  Create Undead
  Find the Path
  Forbiddance
  7th level
  Conjure Celestial
  Etherealness
  Fire Storm
  Symbol
  8th level
  Antimagic Field
  Control Weather
  Dominate Monster
  Earthquake
  9th level 
  Astral Projection
  Foresight
  Time Stop
  New Cantrip: Share Blood
  Necromancy cantrip
  Casting Time: 1 action 
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Target:  1 willing or unconscious creature
  The creature’s skin and yours open, creating wounds 
  that let you share the essence of life itself.
  You reduce your hit point maximum by 1d4, and 
  the target heals the same number of hit points. The hit 
  point maximum reduction by this spell restores with 
  a long rest.
  Alternatively, if the target of the spell is not uncon-
  scious, it can choose willingly to reduce its hit points 
  by 1d4 and heal you by the same number of hit points.
  The healing and reduction increase to 3d4 at 5th 
  level, to 5d4 at 11th level and 7d4 at 17th level.
  Share Blood is added on Cleric, Druid, and Warlock 
  spell list.
  
  People of Midgardr: The Classes
  57
  Sorcerer
  Jötunn Origin 
  The lineage of the inhabitants of Jotunheimr predates 
  even Odinn himself. Such eternal power flows through 
  gods, monsters and men alike. The glacial presence of 
  Ymir grants you arcane abilities, reminding constantly 
  that cold, in the end, awaits us all…
  Son of Jotunheimr
  The endless cold is part of you, your source of power. 
  But, once you have used its magic potential it starts 
  seeping on your very flesh.
  Starting at 1st level, the first time you use all your 
  slots of a certain spell level, a part of your body become 
  ice. This transformation invigorates you, healing a 
  number of hit points equal to the spell slot that trig-
  gered the transformation plus your level, and you gain 
  three times that number as temporary hit points.
  While you are in this state, you gain the follow-
  ing benefits:
  • 
  You gain resistance to cold damage.
  • 
  As an action, you can inflict freezing pain with a 
  mere touch. Make a melee spell attack; if it hits, 
  you deal damage equal to 1d6 + your Charisma 
  modifier + the spell slot level that triggered the 
  transformation.
  These effects last for a minute.
  Once you used this feature for a particular spell slot 
  level, you cannot use it again for that level until you 
  perform a long rest.
  Starting at 5th level, your freezing touch deals 2d6 
  damage. At 11th level it deals 3d6, at 17th level it 
  deals 4d6.
   
  Skin of endless Frost
  Your blood pulses in unison with the realm of your 
  ancestors.
  At 6th level, when you are hit by a melee attack, you 
  can, as a reaction, spend 2 sorcery points to emit flash 
  frost. The attacker makes a Dexterity saving throw. If 
  it fails, it becomes incapacitated and its speed becomes 
  0. If it succeeds its speed is halved. These effects lasts 
  until the end of his next turn.
   
  Frozen Heart
  As your power grows, so does your connection to 
  your ancestors. Your demeanor becomes more distant, 
  colder and callous.
  Starting at 14th level, you have advantage on saving 
  throws and skill checks made to resist being intimi-
  dated, charmed, or frightened.
  
  Journey to Ragnarok
  58
  The Bones of Ymir
  The World was made from the Bones of Ymir, the 
  First Giant. The Frost Jötunn lineage runs deep into 
  the very fabric of the universe, recalling the ancient 
  nature of the World.
  At 18th level, as an action, you can expend a spell 
  slot and create an area of intense cold.
  Snow begins to fall, blanketing everyone and 
  everything in a half a mile radius. If you use this fea-
  ture underground or underwater, the snow falls on the 
  surface and does not reach you.Every creature within 
  30 ft. of you takes cold damage at the beginning of 
  its turn equal to the level of the slot used plus your 
  Charisma Modifier. A successful Constitution saving 
  throw halves this damage.
  While the Bones of Ymir are active you can spend 
  and action and conjure an Ice Elemental. The Elemental 
  appears within 5 ft. of you, acts during at your initiative 
  count and follow your orders. You can do this a number 
  of times equal to the level of the slot used.
  All these effects lasts 1 minute.All the Ice Elemental 
  summoned with this ability immediately disappear. 
  The snow melts at normal speed.
  After using the Bones of Ymir, you must finish a 
  long rest before using it again.
  Ice Elemental 
  Large elemental, neutral
  STR 
  20 (+5)
  DEX 
  8 (-1)
  CON 
  20 (+5)
  INT 
  5 (-3)
  WIS 
  10 (+0)
  CHA 
  5 (-3)
  Armor Class 17 (natural armor)
  Hit Points  126 (12d10 + 60)
  Speed 30 ft, burrow 30 ft, swim 30 ft.
  Damage Vulnerabilities Fire
  Damage Resistances bludgeoning, piercing, and  slashing 
  from nonmagical attacks
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, petrified,  
  poisoned, unconscious
  Senses darkvision 60 ft., tremorsense 60 ft., 
  passive  Perception 10
  Languages Terran
  Challenge 5 (1,800 XP)
  ACTIONS
  Multiattack. The Ice Elemental makes two slam attacks. 
  Slam. Melee Weapon Attack: +8 to hit, reach 10 ft,  one target. 
  Hit: 14 (2d8 + 5) bludgeoning damage.
  
  People of Midgardr: The Classes
  59
  Warlock
  Otherworldly Patron: 
  The Endbringer
  Nidhoggr. Fenrir. Jörmungandr. Deep within the abyss of the 
  Nine Worlds, terrible beasts wait to unleash the apocalypse on 
  both man and god. Through dreams and prophetic quests, 
  you reached one of these fiends and agreed to become the 
  vessel of their hate toward the living and bring utter destruc-
  tion in their name. Why you agreed to such a pact is up to 
  you, but ultimately, even the monster will meet their fate…
  Expanded Spell L ist
  The Endbringer lets you choose from an expanded list 
  of spells when you learn a Warlock spell. The following 
  spells are added to the Warlock spell list for you.  
  Spell Level 
  Spells
  1st 
   
  Inflict wounds, Shield
  2nd  
  Alter Self, Enlarge/Reduce  
  3rd  
  Haste, Stinking Cloud 
  4th  
  Evard’s Black tentacles, Stoneskin
  5th  
  Antilife Shell, Cloudkill
  Ranchor
  You have an almost bestial behaviour. Your skin is 
  unnaturally tough and you react to any menace with 
  unbridled fury.
  Starting at 1st level, while you are not wearing any 
  armor, your Armor Class is 13 + your Dexterity Modifier.
  As a reaction, when you are hit by a melee attack, 
  you lash out at your attacker, dealing force damage 
  equal to your Charisma Modifier (minimum 1). This 
  damage improves by 1d8 at 5th level, 2d8 ah 11th 
  level and 3d8 at 17th level.
  Ageless spite
  Your patron despises any failure in ending another one’s 
  life, and urges you to keep going in such moments.
  Starting at 1st level, every time you deal damage to a 
  creature with a warlock spell or cantrip and one or more 
  damage dice rolls a 1, you heal 1 hit point per such die.
  If you choose the Pact of the Blade feature at 3rd level, 
  this feature extends to the damage of your pact weapon.
  If you choose the Pact of the Chain feature at 3rd 
  level this feature extends to the damage deal by your 
  familiar’s attacks. Additionally, your familiar benefits 
  from the healing gained by this ability.
  Relentless
  Driven by your patron’s prophecy, you do not stop 
  against any obstacle
  Starting at 6th level, attacks of opportunity against 
  you are made with disadvantage, and getting up from 
  prone costs you only 5 ft. or your movement. Also, 
  your movement speed cannot be reduced by any means, 
  though you can still become Restrained or Paralyzed. 
  Last Assault
  Starting at 10th level, when you are reduced to 0 hit 
  points, you can use your reaction to cast a Warlock spell, 
  make one attack with your pact weapon or let your 
  familiar make one attack of its own.
  Once you use this feature, you cannot use it until 
  you take a short or long rest.
  
  Journey to Ragnarok
  60
  L ife Devourer
  Starting at 14th level, when you hit a creature with an 
  attack, you can use this feature to devour it. The crea-
  ture is magically shrunk and absorbed inside your body. 
  While in this state, it is restrained and incapacitated.
  At the beginning of its turn, the creature can make a 
  Strength saving throw; if it succeed, it is freed from your 
  body and expelled to the nearest free space. If it fails, it 
  suffers 3d10 acid damage as you slowly dissolve its body.
  If a creature is slain by such damage, its body disin-
  tegrates completely, but you can regurgitate any object 
  it wore or carried, intact
  Once you use this feature, you cannot use it until 
  you finish a long rest
  Warlock
  Otherworldly Patron:
  The Norns
  Distant and aloof, your patrons are a conclave of three 
  women that sit at the Well of Destiny, sprinkling Yggdrasill 
  with its water so that it may never rot. Although they 
  control the fate of all creatures – gods, monsters and men 
  alike – they cannot prevent all the ruinous event that the 
  future can bring. So, they are willing to strike a bargain, 
  conceding a strand of their power to a Warlock ready to 
  do their bidding.
  Expanded Spell L ist
  The Norns lets you choose from an expanded list of 
  spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.  
  Spell Level 
  Spells
  1st 
   
  Bless, Create or Destroy Water
  2nd  
  Augury, Locate Object
  3rd  
  Clairvoyance, Nondetection 
  4th  
  Divination, Locate Creature
  5th  
  Commune, True Seeing
  Urðr, Verðanði and Skuld
  At 1st level, the Norns instill in you the power to 
  control the fates of those around you. When a crea-
  ture you can see makes an attack roll, ability check or 
  saving throw, you can use your reaction to roll 1d6 and 
  add or subtract the result from the d20 roll. You must 
  use this feature before knowing the result of the action 
  you are trying to manipulate.
  You can use this feature once on a humanoid, undead 
  or beast; once on an aberration, giant or monstrosity; 
  and once on a celestial, dragon, elemental or fiend. 
  You regain all expended uses after a short or long rest.
  Clay for the weakened
  Starting at 6th level, just as your patrons preserve 
  the World Tree, you can preserve your life and those 
  of your allies. As an action, you can touch a willing 
  creature and remove one of the following conditions: 
  Blinded, Charmed, Deafened, Paralyzed, Petrified or 
  Poisoned. The creature becomes immune to that par-
  ticular condition for 1 minute.
  Once you use this feature, you can’t use it again until 
  you finish a short or long rest. 
  Break Gungnir 
  Startingt at 10th level, if you are hit by a ranged 
  attack, you can make a spell attack roll. If your result 
  is higher than the enemy’s, you redirect the attack to 
  another target of your choice within its range, using 
  your attack roll result instead. Once you successfully 
  redirect an attack with this feature, you cannot use it 
  again for 1 minute.
  Weaving your own Fate
  Starting at 14th level, you can reroll any of your own 
  ability check, attack roll or saving throw whose die roll 
  is 3 or lower, but you must accept the second result, 
  even if it’s lower. Note that if the roll is made with 
  advantage or disadvantage, you can only reroll one 
  those dice.
  
  People of Midgardr: The Classes
  61
  Wizard
  School of the Wanderer
  In times and places where there’s no written knowledge, 
  the world itself is an open book. Wizards who follow the 
  School of the Wanderers are renowned travellers, adept 
  socializers, and connoisseurs of arcane mysteries. As all 
  the Nine Worlds are suffused with power, the Wanderers 
  learn to use it as a conduit for their magical might and 
  a as font of arcane wisdom.
  Through  the heart
  Your experience in discovering the world extends to 
  your fellow men. With just a few words, you are able 
  to understand the needs of your interlocutors.
  Starting from 2nd level, during a conversation last-
  ing longer than 1 minute you can attempt a Wisdom 
  (Insight) check opposed by a Charisma (Deception 
  or Persuasion) check, as chosen by the target. If you 
  succeed, you know exactly what the target currently 
  desires the most. This feature does not work on crea-
  tures immune to the Charmed condition.
  Through the earth
  As you gradually uncover the secrets of magic, you 
  learn to instill power into your surroundings.
  If you cast a spell of 1st level or higher with a range 
  of touch or expressed in ft., you can decide to chan-
  nel it through the surrounding. Choose one point in a 
  space that you can see within 15 ft. of you, it becomes 
  the origin point of the spell and you calculate line of 
  effect from that point instead of your actual position.
  Once you use this feature, you cannot cast spells 
  except cantrips until the end of your next turn.
  Knowledge of the World
  You have traveled far and accomplished many things, 
  adaptability has become your ally.
  Starting at 6th level, at the end of a long rest, 
  you can recall the actions of countless people you 
  have met before and learn from your memories.
  Choose two specific skills, weapons or sets 
  of tools. You gain proficiency with them 
  until the end of your next long rest.
  For example, you can gain proficiency in 
  Deception and the longsword, or learn to 
  use alchemist’s tools and carpenter’s tools. 
  World of Knowledge
  Magic shapes worlds just as they shape 
  magic. By tapping into raw arcane power, 
  you discover new forms of incantations.
  Starting at 6th level, as an action, you 
  can forget one prepared spell of 2nd level 
  or higher. If you do, the GM chooses two 
  wizard spells whose level is one lower than 
  the one you have forgotten and that you 
  don’t know. You pick one and it becomes 
  prepared for you for the following 8 hours.
  The spell is not memorized for you and it 
  does not appear in your spellbook; as such, 
  
  Journey to Ragnarok
  62
  you cannot transcribe it into your spellbook or create 
  a spell scroll of it. You have just enough instinctual 
  understanding of the spell to cast it.
  You can use this feature up to three times, but you 
  must wait at least 1 minute betwen each use. Once you 
  consumed your uses, you cannot use this feature until 
  the end of your next long rest. 
  Every time you use this feature, you cannot cast 
  spells except cantrips until the end of your next turn.
  First Impressions
  Starting at 10th level, you have advantage on the first 
  ability check made when socially interacting with some-
  one you’ve never met before. This feature does not work 
  on creatures immune to the Charmed condition.
  L ingering Magic 
  Starting at 10th level, as a reaction made when one or 
  more targets within 45 ft of you receive 10 or more 
  points of energy damage, you tap into residual energy. 
  Until the end of your next turn, any spell you cast 
  that deals that damage or include that type of energy 
  among its effects is considered cast using a slot 1 level 
  higher than usual.
  After casting a spell empowered this way, you 
  cannot cast spells except cantrips until the end of your 
  next turn.
  Make connections
  Starting at 14th level, when you converse for at least 
  10 minutes with a creature you can see, you can magi-
  cally strengthen or remove the memoy of you from its 
  mind. The creature makes a Charisma saving throw 
  against your Spellcasting DC. On a failed save, you 
  decide if the creature forgets you the moment he 
  doesn’t see you anymore, or if he can perfectly recall 
  your look, appearance and what you have talked 
  about. On a successful save, the creature is immune to 
  this feature for a month.
  This feature does not work on creatures immune to 
  the Charmed condition.
  Shared connections
  Starting at 14th level, if the target of one of your spells 
  fails a saving throw against it, you can also sever their 
  connection with magic. The target cannot cast spells, 
  benefit from magic items and any magical attack they 
  have is considered nonmagical. These effects last until 
  the end of his next turn. 
  You can use use this feature three times before a long rest.
  Once you use this feature, you cannot cast spells 
  except cantrips until the end of your next turn.
  Spellbooks without literature.
  As you can imagine, there is a noticable level 
  of discrepancy in using the Wizard class in a 
  setting with no common writing. How could 
  you resolve that?
  This is definitely up to you and your GM, but 
  here are some ideas.
  • 
  You have some rudimentary knowledge of 
  runes, not enough to channel power through 
  them, but enough to combine them into strings 
  of power that you record on slabs of bark, weave 
  into a mantle, or carve into your staff. 
  • 
  By reading the runes, you gain a minuscule 
  whiff of their power.
  • 
  You draw your spells. You create elaborate 
  representations of the effect of the spell, and 
  this helps you remember all the gestures and 
  words you need to cast them.
  • 
  You create fetishes. For every spell you know, 
  you craft a little totem made by stones, 
  feathers, blood (usually your own) and other 
  significant components. Only you can properly 
  understand such totems, and you carry them 
  inside a “sage satchel” for when you need them.
  
  People of Midgardr: Backgrounds
  63
  In this chapter, we enter the depths of the characters’ 
  minds, investigating from what point their history 
  originates the source of the motivations that drive 
  them to move in the world, pursuing a specific pur-
  pose, and the ideals that guide them on their journey.
  While the class will define how characters face the 
  challenges that fate puts before them and gives the clans 
  a choice of how to move, or not move, within a soci-
  ety and to who they ally themselves, the Backgrounds 
  focus on the beginning of a characters story, the moti-
  vations that have led him to become what he is and 
  what he was before leaving for adventure in this world 
  held in the hard grip of Fimbulvetr. 
  On Midgardr a man is judged by his strength, his 
  respect for the Nine Virtues and his social class, so a 
  Background is designed to represent the characters 
  belonging to the Norse social system and culture, 
  based on honor and pride of independence.
  Leading each settlement is the Jarlr, a unique and 
  exclusive title, inferior only to the Konungr (King). 
  The Jarlr governs sitting at the head of Thing, an 
  assembly of elected local councilors chosen from the 
  freemen, such as the Bhondi, Gothi, Hersir, Huscarl, 
  Vaeringjar and Vikingar. 
  However, not all men are born equal. Slaves and 
  outcasts, Thrallr and Skògarmadhri occupy the lowest 
  rungs on the competitive social ladder of Midgardr. 
  Every man is moved to a higher destiny that is writ-
  ten at the time of his birth, this chapter serves to define 
  his first step, but the rest of the path is in the hands of 
  the players. 
  To what glorious Fate will you lead your characters?
  
  Journey to Ragnarok
  64
  This term designates a man in possession of a small 
  plot of cultivated land. In the harsh and hostile north-
  ern territories, owning a piece of arable land can be 
  quite complicated. On Midgardr a free man is part of 
  a complex social organism regulated by precise laws.
  Land and animals are the wealth of these men, free 
  before the law and rich enough to arm themselves so 
  that, in the recent past, a class of freemen competent 
  in the use of weapons has formed in Norse society. 
  The possession of such land allows the Bondhi to buy 
  the necessary equipment to go to war. The greater the 
  wealth of a land, the better the equipment to arm these 
  warrior peasants.
  Being Bondhi is a major social responsibility as well 
  as constituting a tough lifestyle marked by hard work. 
  Being a Bondhi, however, is also a source of great pride. 
  A Bondhi will fiercely defend his independence and 
  autonomy both in the Thing and with the force of arms.
  The Bondhi gather in Fridhr when they descend 
  into battle, ie bands belonging to the same community 
  or Thing, bound by kinship relationships.
  These formations of warriors share close bonds and 
  are very combative, even if inclined to impulsive deeds 
  for the salvation of their families.
  Skills: Animal Handling, Perception
  Tools: Artisan tools
  Equipment: common clothes, an artisan’s tool of your 
  choice, a bracelet adorned with a rune, a simple weapon, 
  a terracotta container, a leather bag with 15 gp.
  Privilege: 
  A Hearth to Return to
  When choosing this background, you also choose a 
  location on Midgardr. In that place, you have a plot 
  of land with a house and, at your discretion, a family 
  waiting for you. You are welcome by the community 
  of that location and you can turn to them in times 
  of need. 
  Suggested Characteristics
  Being a Bondhi is in itself a matter of pride, personal 
  independence, a plot of land to cultivate and to be 
  able to say he is the lord in his own home are goals 
  to defend, whether they have been conquered with 
  prowess in battle, or through hard work and commit-
  ment. Sometimes, however, this is not enough and a 
  Bondhi aspires to larger estates or positions that are 
  more prestigious.
  Bondhi Variant: Hersir
  A Hersir is a prominent member of a community who 
  holds sufficient wealth and land to be able to liaise with 
  a local lord and interact with the community, which he 
  represents. A Hersir has the same rights and duties as 
  any Bondhi. Indeed, he will have more burdens due to 
  having to finance military expeditions and leading his 
  own countrymen in battle, making sure that every man 
  is sufficiently armed for battle, that there are provisions 
  necessary to the expedition in progress and that the state 
  of health of his companions is good. 
  However, this also has advantages. Being such an 
  influential figure allows you to have a say on many 
  issues, especially in the face of overly despotic or 
  weak lords. 
  Variants Privilege: 
  Great holdings
  In addition to the privilege of “A Hearth to Return 
  to”, as Hesir your estate is not limited to a home and 
  a small cultivated plot, your large estate yields fruit for 
  you and your home. If you choose this variant, start the 
  game with 5 gp more, moreover, the profit you earn 
  from the sale of the produce from your land is 2 gp 
  per day, which you can withdraw each time you return 
  home. Furthermore, you are considered a prominent 
  member of your community, but money, power, and 
  influence always attract envy and enemies: by staying 
  away from home for a long period there is the risk of 
  finding your property usurped and your family miss-
  ing. In addition, the local lords you are bound to will 
  certainly be asking for favors and contributions.
  
  People of Midgardr: Backgrounds
  65
  D8
  Personality Traits
  1
  My place is at home.
  2
  The affairs of the Gods do not interest 
  me. I must look only to my work.
  3
  After the raids that allowed me 
  to gain my position, I want 
  to stay away from trouble.
  4
  Traditions are as important as work.
  5
  I believe that in order to obtain 
  anything you need sacrifice effort 
  and commitment.
  6
  I am a quiet man who respects 
  those above him.
  7
  I miss the iron and blood of battle.
  8
  I have never left my home and 
  the world seems too large for me.
  D6
  Ideals
  1
  Respect. Respect traditions and men 
  must respect me. (Honorable)
  2
  Work. Nothing counts in life but hard 
  work and enjoying its fruits. (Neutral)
  3
  Travel. Home will always be waiting for 
  me, while the world outside will not. In 
  addition, I want to see it all. (Chaotic)
  4
  Greed. I want more, there is no limit to 
  which I will go or the means I will take 
  to get it. (Dishonorable)
  5
  Duty. All my efforts are put into 
  my duties, as a master, a warrior 
  and a man. (Lawful)
  6
  Ambition. I aspire to become 
  something more than just a landowner, 
  the position of Jarlr or even the glory of 
  the Gods await me! (Any)
  D6
  Bonds
  1
  I have a friend in trouble and I must 
  save him.
  2
  I must defend my home at all costs.
  3
  I hide something important in 
  my house, no one suspects it.
  4
  I have sworn loyalty and I will 
  never fail in this oath.
  5
  Someone plots to have me lose 
  what I have conquered.
  6
  I lead others with my exemplary 
  behavior.
  D6
  Flaw
  1
  Sometimes I forget my most 
  important treasure: my home.
  2
  My house, at times, seems to suffocate me.
  3
  I do not think I really deserve 
  what I have managed to achieve.
  4
  I am willing to risk everything to get 
  what I want, even my loved ones.
  5
  I am afraid of the world outside 
  my home.
  6
  A little man has nothing to do 
  with stories, legends and Gods.
  
  Journey to Ragnarok
  66
  The Northern communities have always lived their 
  spirituality in a natural and spontaneous way. Although 
  they do not have a true faith, they are aware of being 
  part of a much larger cosmos. The Nine Worlds, the 
  Æsir and the Vanir, the spirits of nature and the ghosts 
  of the dead, these entities for these populations are as 
  present and “tangible” as their own homes. 
  To mediate with these entities the Gothar exist. A 
  Gothi is not a priest in the strict sense, nor an ascetic 
  figure: he is a common person who, with simple rituals 
  or prayers, is the link between his community and the 
  vast universe that surrounds them. 
  These practices are, mostly for, solving the small 
  needs of everyday life. Sowing a field, building a house, 
  helping a pregnant woman are all activities for which 
  the watchful eye of a Gothi is required, to ensure that 
  everything goes the right way.
  Skills: Asatru, Medicine
  Tools: Herbalist’s tools
  Equipment: ceremonial dress, herbalist’s tools, a pol-
  ished stone talisman with a rune, 5 pieces of aromatic 
  bark, a leather bag with 15 gp.
  Privilege: 
  good wishes and hospitality
  As Gothi you are welcome in any community that 
  respects the traditions of the Ancient Gods. You will 
  be welcomed in the halls of the Jarlr or the village 
  chief; you will be offered food and shelter for the night 
  in exchange for auspicious rituals. This welcome also 
  extends to those who accompany you.
  Suggested Characteristics
  Other Gothar through oral recognition of respect for 
  traditions educates the Gothi, as a child. Usually, sec-
  ond-generation students choose this path, but it is not 
  strictly necessary, just like the social class. 
  This path is prohibited to slaves and renegades. 
  These figures have the responsibility of passing on 
  traditions, rites and religious ceremonies to future 
  generations, keeping alive the spirituality of the 
  community. 
  The common defects in a Gothi are their excessive 
  attachment to ancient traditions and a lascivious infat-
  uation with new ways, which is completely opposed to 
  his formation. Typical defects of the Gothi is neglect-
  ing their duties or exploiting their social position for 
  their own benefit.
  
  People of Midgardr: Backgrounds
  67
  D8
  Personality Traits
  1
  My life is a continuous search 
  for the Gods.
  2
  The affairs of mortals do not interest 
  me; I seek the knowledge of the Gods.
  3
  Nothing happens by chance, 
  everything is driven by fate.
  4
  I feel a great concern for the future that 
  never abandons my thoughts.
  5
  I stubbornly follow the ancient 
  traditions and lament times past.
  6
  Those who do not respect traditions 
  do not deserve my respect.
  7
  I entrust myself to the Gods 
  for every aspect of my life.
  8
  I spent much time as a foreigner, 
  wandering from one village to another, 
  that I no longer feel comfortable in the 
  life of the community.
  D6
  Ideals
  1
  Teaching. The purpose of my life is to 
  train the new generations under the sign 
  of the Gods. (Honorable)
  2
  Knowledge. Each event is a sign of 
  the Gods and deserves to be studied to 
  understand its nature. (Neutral)
  3
  Discovery. Traditions and teachings 
  are a starting point from which 
  to discover the world. (Chaotic)
  4
  Enrichment. I have to use my 
  knowledge and position to live in 
  the most comfortable way possible. 
  (Dishonorable)
  5
  Tradition. My strength is that of the 
  ancient traditions, in that knowledge 
  there is all that is needed in my life. 
  (Lawful)
  6
  Aspiration. Guided by my knowledge I 
  aspire to reach the Gods who guide my 
  life. (All)
  D6
  Bonds
  1
  I have to fulfill the mission entrusted 
  to me by my mentor.
  2
  One day, in the world, there will exist 
  no other Gods but mine.
  3
  I put my community before all else.
  4
  I had a vision of the Gods and 
  I want to find them in person.
  5
  The only temple I need to be occupied 
  with is my body.
  6
  I want to find out if there are gods 
  beyond the sea.
  D6
  Flaw
  1
  I do not accept versions of the world 
  other than that recounted 
  in the traditions.
  2
  What happens in the outside world 
  questions my faith in the Gods.
  3
  I fear that my lifestyle is not honorable 
  to lead me to the Gods.
  4
  I am far too intrigued 
  by what I do not know.
  5
  Sometimes I change traditions 
  or divination results, to gain 
  personal advantage.
  6
  I do not think I have the respect 
  or consideration that I deserve.
  
  Journey to Ragnarok
  68
  Sentinels, guardians, custodians. The Huscarlar are 
  all this, individuals in charge of a specific and delicate 
  task. In the past, the term generally indicated a man 
  who defended his home, today, these tasks are not lim-
  ited only to the home. 
  A Huscarl can be recruited by anyone who can 
  afford his services, to monitor, at the cost of his own 
  life, a home or person, also acting as a bodyguard. 
  Being Huscarl is a great honor and a source of good 
  compensation, but it is a role that is not without risks. 
  It is about placing the protection of a place or a person 
  at the expense of their own safety, pain, death or exile. 
  It may happen that prestigious figures like a Jarl or 
  Konungr hire more than one Huscarlar for the defense 
  of their halls or to form groups of elite warriors to take 
  into battle. 
  Being a Huscarlar is the most “immaculate” way 
  that a man can take to cover himself in fame and last-
  ing wealth, but it is also the longest.
  Skills: Insight, Investigation
  Equipment: common clothes, Huscarl uniform, a 
  large cloak, a helmet decorated with a rune, a martial 
  weapon, a leather bag with 20 gp.
  Privilege: Huscarl skills
  A Huscarl remains such until his death. Only Huscarl 
  who are dishonorable or guilty of crimes, betray the 
  solidarity pact that binds them. 
  With this background, you can count on the sup-
  port of Huscarl guards, even from other areas, if you 
  are able to prove your membership. Except for situa-
  tions of open hostility.
  Suggested Characteristics
  An honorable and respectable occupation with good 
  earnings but high risk. Being a Huscarl means respon-
  sibility and integrity but sometimes it is a position 
  occupied by power or to give vent to the bloodlust.
  
  People of Midgardr: Backgrounds
  69
  D8
  Personality Traits
  1
  I am very suspicious of those 
  I do not know.
  2
  I try to display my honor on 
  every occasion.
  3
  Once having gained my trust, 
  I will never disappoint.
  4
  I never lose my concentration.
  5
  I do what I do to be able to vent 
  my violence without problems.
  6
  For me, actions are worth more 
  than words.
  7
  If I can rest, I will, I am very lazy.
  8
  Being a guard does not mean 
  being surly, I am very nice and 
  I love socializing.
  D6
  Ideals
  1
  Oath. Nothing on this earth is worth 
  more than the oath of a man. (Lawful)
  2
  Independence. I only intervene when 
  I consider it right. (Neutral)
  3
  Competition. I live every situation as 
  a challenge that I cannot lose. (Chaotic)
  4
  Power. I will perform my duties as 
  a guard until the right opportunity 
  presents itself for me to gain power. 
  (Dishonorable)
  5
  Protection. Those who have the 
  strength to defend themselves must 
  first defend others. (Honorable)
  6
  Comfort. Mine is an honorable but 
  dangerous profession, I do it to be able 
  to enjoy its rewards (Any)
  D6
  Bonds
  1
  A bond with a person, who is 
  very important to me, but distant, 
  draws me far away.
  2
  I am here because I want to protect 
  someone in particular.
  3
  I committed a dishonorable act 
  that must never be discovered.
  4
  I have no ties or interests with 
  the people I have to protect.
  5
  I envy a colleague very much.
  6
  What I must really protect 
  I have yet to find.
  D6
  Flaw
  1
  I am afraid I have been content 
  with choosing this life.
  2
  I am tired of my life.
  3
  I have no half measures; everything 
  for me is black or white.
  4
  I blindly trust all those above me.
  5
  The only God I follow is money.
  6
  I do not think I deserve to rest 
  with my fathers in Valhalla.
  
  Journey to Ragnarok
  70
  The oldest families boast of descending from a famous 
  ancestor, a hero or even a deity, a sort of aristocracy 
  that rather than governing a region administrates it. It 
  is not uncommon for a Jarlr to be elected by the Thing. 
  You are the leader of a regional army in battle, you 
  choose the best men for your retinue, regulate the dis-
  tribution of wealth and privileges among the Norse. 
  An expert in law as well as politics, you are required 
  to be present as a judge at trials.
  Skills: Asatru, History
  Equipment: fine clothes, embroidered cape, a precious 
  ring engraved with a rune, a brooch with a symbol of 
  the family name, a leather bag with 25 gp
  Privilege: Heroes blood
  When choosing this background, you also choose a 
  Midgardr location. In the chosen location, you are 
  considered the leader. 
  You, or your family, own the largest house in the 
  village, which is also the center of the town’s social life. 
  Your opinion is highly valued as if it were the law. 
  The ardor of your ancient ancestors has been 
  handed down in your blood and elevates you among 
  the proudest of men. 
  Great respect is due to you, and no one will ever 
  refuse you an audience or hospitality, you are worthy 
  of the name you hold among your peers.
  Suggested Characteristics
  Being a Jarlr means having great honor and respect but 
  it also means great expectations. 
  From an early age you grew up with the heroic tales 
  of your ancestors and you are expected to be worthy 
  of their name. 
  Educated in the oral traditions of the Gods and in 
  the laws of your land, you must remember that you are 
  not superior to other men. 
  For a Jarlr the border between pride and arrogance is 
  likely to be very subtle, as well as the desire to become 
  more powerful or aspire to become king.
  
  People of Midgardr: Backgrounds
  71
  D8
  Personality Traits
  1
  I believe that my heritage alone is 
  worthy of making a great man of me.
  2
  I feel that a great destiny is reserved 
  for me.
  3
  I look at everything from the top 
  to the bottom.
  4
  I feel like an ordinary person and 
  reveal my heritage only when necessary.
  5
  I believe that I am always right.
  6
  Every moment is opportune to 
  narrate the exploits of my ancestors.
  7
  I am insecure despite being 
  educated to command.
  8
  Responsibilities suffocate me.
  D6
  Ideals
  1
  Hero. Like my ancestors, I must live 
  a life worthy of being remembered for 
  the great deeds I have accomplished. 
  (Honorable)
  2
  Power. My power and determination 
  are the burdens with which my existence 
  is judged. (Neutral)
  3
  Pleasure. Life should be squeezed like 
  a sweet fruit to get as much as possible 
  out of it. (Chaotic)
  4
  Domain. My place is higher than 
  that of other men, so everyone must 
  serve me. (Dishonorable)
  5
  Justice. It is my task to enforce the 
  laws of my land in the most equitable 
  and just way possible. (Lawful)
  6
  Destiny. The hand of fate and the gods 
  guides me on the path to glory. (Any)
  D6
  Bonds
  1
  Nothing is more important to me 
  then my family.
  2
  I have a rival who has bested me in 
  all things since my childhood.
  3
  I feel that somehow my ancestors 
  are guiding me.
  4
  A person very important to me left for 
  the sea and did not return.
  5
  I have a sacred task entrusted to me by 
  an oracle, only I can accomplish it.
  6
  My pride is my people.
  D6
  Flaw
  1
  When I am proved wrong, I quickly 
  pass to violence.
  2
  I really do not think that I am worthy 
  of my ancestors.
  3
  In front of gold, my sense 
  of justice falters.
  4
  I am attracted to the pleasures 
  of flesh and wine.
  5
  Despite my heritage, I am often 
  inappropriate and awkward.
  6
  Behind the mask of a powerful man, 
  there is one weak and fearful.
  
  Journey to Ragnarok
  72
  You are literally called “the one who lives in the woods”, 
  it is the worst fate that can happen to a Norseman. 
  Your assets have been expropriated, all your rights 
  have been removed, and you have been exiled from the 
  community and from your family. 
  Forced to live in the woods, you must constantly 
  watch your back as a death sentence hangs over you: 
  anyone you meet can and must kill you, remaining 
  unpunished. 
  You wander aimlessly; your only purpose is survival. 
  No refuge, no rights, only hardships and a probable 
  violent death await you.
  Skills: Stealth, Survival
  Equipment: ragged clothes, an oath bracelet with a 
  broken rune, a stone knife, 5 gp.
  Privilege: False identity
  After surviving in the woods during the winter you 
  have moved to an area far enough away that no one 
  knows your name or your story and you have built a 
  second fake identity, pretending to be an oracle beggar, 
  a freed slave or the only survivor of a dark tragedy. 
  Meet other Skògarmadhr like yourself, scattered 
  throughout safe hiding places in the depths of 
  Midgardr’s forests.
  Suggested Characteristics
  Being a Skògarmadhr is the lowest and most degrading 
  of human conditions. In your past, there are terrible 
  and dishonorable acts that have cost you exile from 
  your community. 
  The purpose of a Skògarmadhr is mainly to see the 
  dawn of the next day and make do with what you can 
  to survive. 
  But not all Skògarmadhr deserve the fate they face, 
  some are betrayed or framed by their enemies. 
  They can try to redeem their name, although it is 
  almost impossible.
  
  People of Midgardr: Backgrounds
  73
  D8
  Personality Traits
  1
  I now struggle to relate to another 
  human being.
  2
  I do not give value to money or 
  possessions, survival is all that counts.
  3
  I grieve for the times in which 
  I lived in society.
  4
  My behaviors are more like that 
  of a beast.
  5
  I do not trust anyone.
  6
  I cannot resist the pleasures of good 
  food and meat.
  7
  I have an honorable attitude, as I consider 
  it correct in spite of the unjust condition 
  in which I find myself.
  8
  I cannot afford distractions, 
  I am always focused.
  D6
  Ideals
  1
  Redemption. I do not know if it is 
  possible or not, but I want to win back 
  the honor of a man. (Honorable)
  2
  Peace. The only things I yearn for are 
  love, peace and tranquility. (Neutral)
  3
  Madness. Hunted by the world of 
  men, I will live in the world of fools. 
  (Chaotic)
  4
  Deception. My past remains what 
  it is; the consequences of my actions 
  will remain unpunished if I am able to 
  deceive even the Gods. (Dishonorable)
  5
  Traditions. Living far from society 
  does not prevent me from continuing 
  to live according to the customs 
  of my people. (Lawful)
  6
  Loneliness. There is nothing left to me 
  but to live far from the affairs of men 
  and gods and die alone. (Any)
  D6
  Bonds
  1
  I have a contact that helps me 
  despite my condition.
  2
  Someone in the village suspects me.
  3
  I have a man who has sworn 
  to kill me on my heels.
  4
  In the most remote lands, there is 
  a community of people like me.
  5
  I made a friend who suspects 
  nothing of my past.
  6
  I do not want relationships of any kind 
  with other human beings.
  D6
  Flaw
  1
  Even though I look for its solace, 
  I cannot hold my alcohol.
  2
  Risk of betraying myself by revealing 
  my identity if provoked.
  3
  I do not think I deserve 
  an honorable death.
  4
  To redeem my name I am willing 
  to do anything, even commit 
  dishonorable acts.
  5
  I feel constantly hunted 
  and do not trust anyone.
  6
  Every day a piece of my mind yields 
  to madness.
  
  Journey to Ragnarok
  74
  The life of a Thrallr is hard, the life of a slave, forced 
  to perform any task that your owner imposes on you. 
  Whether by debt, imprisonment or condemnation 
  by the assembly, as Thrallr you have lost all rights and 
  you will be bound to the will of a master. 
  Luckily for you the Norsemen are not ruthless or 
  cruel masters: you have food, clothes and a roof over 
  your head. 
  You can free yourself through hard work or worthy 
  deeds. Norsemen, wherever they live in the lands of 
  the North, will always remain a pragmatic people, to 
  be a slave is not a detestable fate, provided you do not 
  become a human sacrifice…
  Skills: Animal Handling, Performance
  Equipment: poor clothes, work tools, rune engraved 
  on a piece of wood given by the master, a wooden 
  bowl, 5 gp.
  Privilege: 
  Protected by the Master 
  You are considered the property of your master and, as 
  such, you have value. 
  You can always count on the support of your 
  master, able to help you in case of need even after 
  having redeemed yourself through your labors. 
  Food and shelter for the night you will always have 
  at your master’s house unless you have escaped or done 
  dishonorable deeds.
  Suggested Characteristics
  Life is hard for a Thrallr, who has to settle for a meager 
  meal and a roof over their heads in exchange for all 
  their sweat. 
  Being away from one’s home and the feeling of 
  having no power over one’s own destiny can create 
  strong and tempered personalities. 
  A Thrallr often tries to redeem his life through work 
  or conducting business for his master, this is how he 
  might try to liberate himself. Freedom and independ-
  ence can be regrets, but also dreams and goals.
  Thrallr Variant: Foreign Slave
  Whether you are the spoils of a raid on the other side 
  of the sea. That you were bought from the slave mar-
  kets in the Deep South. 
  Defeated in battle and taken as a slave, it changes 
  little: you find yourself forced to serve a master of a 
  people very different from yours, in an almost alien 
  environment, with rules, laws, and morals of a distant 
  culture and, for you, difficult to understand.
  If you decide that, your background as a Thrallr is 
  due to one of these reasons you can choose the privilege 
  “Foreign knowledge” instead of “Protected by the owner”.
  Variant Privilege: 
  Foreign Knowledge
  If the character has the Thrallr background, you can 
  choose this privilege instead of “Protected by the Master”.
  Your origin from a foreign country means that your 
  basic knowledge of the world is very different from that 
  of the Norse people. 
  You can ask your master for information and infor-
  mation that is more precise about the foreign country 
  you come from, as well as having the advantage in the 
  arcane, religion or history trials concerning the customs 
  of cultures or foreign countries.
  
  People of Midgardr: Backgrounds
  75
  D8
  Personality Traits
  1
  Despite being a slave, 
  I am never broken.
  2
  Great ambitions are hidden behind 
  my fatigued face.
  3
  I am a quiet person who thinks only 
  of his duty, and of having enough food 
  and a roof over his head.
  4
  I am gentle and kind.
  5
  My eyes hide a great sadness.
  6
  My way of speaking is simple 
  and concise.
  7
  I am not comfortable in social 
  situations.
  8
  I appreciate the simple joys of life.
  D6
  Ideals
  1
  Fidelity. Mine is not just a job, but also 
  a task. Faithfully serve to the best of 
  my abilities for the good of the master. 
  (Honorable)
  2
  Survival. To remain alive, I must 
  continue to work. (Neutral)
  3
  Adventure. I would very much like the 
  chains of monotony of my slave life be 
  broken to let me live an adventure in 
  life. (Chaotic)
  4
  Escape. Every day may be the right day 
  to escape and rediscover my freedom. 
  (Dishonorable)
  5
  Patience. The efforts of an honorable and 
  just life are always repaid. (Lawful)
  6
  Liberation. With effort and hard work, 
  I will be able to redeem my freedom. 
  (Any)
  D6
  Bonds
  1
  I feel affection only towards animals.
  2
  I consider my master as a friend 
  or a family member.
  3
  I will never forget my real family.
  4
  There is a mystery related to my 
  previous life that makes me more 
  than a simple slave.
  5
  Plot a dishonorable deed together 
  with other servants.
  6
  I have many friends, even in the 
  upper castes.
  D6
  Flaw
  1
  Sometimes I forget my place.
  2
  My will is easily bent.
  3
  Resentment builds in me day by day.
  4
  For the money, I am willing 
  to do anything.
  5
  False promises of freedom are 
  pitfalls that make me do things 
  that are inconvenient.
  6
  I am persecuted by bad luck.
  
  Journey to Ragnarok
  76
  Not all Norsemen feel the need to seek glory by crossing 
  the sea and fighting. You have chosen to venture with 
  your ships to the continent, going up the rivers to trade. 
  You formed brotherhoods, swearing on the sword 
  and promising to protect and share revenues with 
  your brothers. Need and pragmatism require those 
  who embark on these journeys to be a skilled and 
  experienced fighter, an astute trader and an attentive 
  connoisseur of human nature and foreign cultures. 
  Some groups of Vaeringjar settle along the rivers 
  and found new kingdoms where river trade is a source 
  of great wealth. 
  A distant empire of the continent seems to have 
  established a military body, founding the Vaerengjalidh, 
  the Vaeringjar Guard. 
  The Emperor, in his marble and gold court, admires 
  the courage and strength the Norsemen have shown in 
  battle and has offered them the opportunity to fight 
  as his bodyguards. The salary is very high, as is the 
  prestige of such an honor, and the Vaerengjar who 
  return home after an expedition with the commercial 
  brotherhood or as veterans of the Guard have great 
  influence on the community. 
  They are forgiven for their extravagance in dress, in 
  the tastes of food and in their way of speaking.
  Skills: Insight, Persuasion
  Tools: Artisan’s tools
  Equipment: common clothes, a rudimentary porta-
  ble scale, a metallic weight for trade with an engraved 
  rune, a small jewel of foreign origin, a leather bag with 
  15 gp.
  Privilege: Sacred Oath  
  The oath taken on the sword that every Vaeringjar car-
  ries when joining a merchant group is considered sacred 
  and more important than any other bond on Midgardr. 
  Like Vaeringjar you will always find passage by 
  ship or work to earn some money. You can even get 
  help from other Vaeringjar with whom you are not in 
  conflict.
  Suggested Characteristics
  You are independent, curious and awake; you are not 
  interested in power but certainly in gold, sometimes 
  too much. 
  You have no ties to your native land and the world, 
  beyond the sea, you think is a land of opportunity and 
  income.
  
  People of Midgardr: Backgrounds
  77
  D8
  Personality Traits
  1
  I can never stand still; I must always 
  be active and moving.
  2
  I always win my bet.
  3
  I carefully evaluate each situation 
  by listing the pros and cons.
  4
  Showing my wealth and success 
  is part of my duty.
  5
  I never really settle down.
  6
  I prefer to solve every situation 
  without extracting weapons if possible.
  7
  I do not know the meaning 
  of regret and nostalgia.
  8
  Fortune smiles on the clever man, 
  one such as me.
  D6
  Ideals
  1
  Perseverance. Even after a failure, 
  I always get back up and start 
  my journey again. (Honorable)
  2
  Comfort. This is just a way to live 
  quiet and fulfilled, materially and not. 
  (Neutral)
  3
  Discovery. I travel and trade to discover 
  new and fascinating things about the 
  outside world. (Chaotic)
  4
  Dishonesty. I will do anything to 
  get more than I should from each 
  transaction, especially by using 
  deception. (Dishonorable)
  5
  Honor. Doing my job well makes 
  me an honorable man who deserves 
  respect. (Lawful)
  6
  Premonition. To take me along my 
  travels is a recurring dream that I believe 
  is a message from the Gods. (Any)
  D6
  Bonds
  1
  I am loyal to myself first of all.
  2
  My companions are my brothers.
  3
  I travel in search of a person dear to me 
  and of who I have lost track.
  4
  Someone near to me wants to betray me.
  5
  I have a secret mission to complete 
  and my travels act as a cover.
  6
  I left because I was no longer welcome 
  in my home.
  D6
  Flaw
  1
  My eyes fall to a new goal even if I have 
  not finished the old one.
  2
  For greater profit, I am willing to 
  turn a blind eye or do something 
  dishonorable.
  3
  I leave everything behind 
  a little too easily.
  4
  I cannot resist a bet or a challenge.
  5
  I am full of the desire to travel 
  continuously.
  6
  Alcohol and gambling are my daily 
  bread. However, I often go wrong.
  
  Journey to Ragnarok
  78
  Fara i vikingu: Depart as a Viking, an expression in 
  Norse that simply means independence. 
  Pirates, adventurers, looters, sailors and mercenar-
  ies: these are Vikingar and this is you. 
  Showy, with provocative tattoos covering the arms, 
  neck and chest, garish or deliberately unsettling clothes, 
  make-up around the eyes and incisions on the teeth, all 
  to distinguish yourself from a Bondhi. 
  Plundering and raiding is an easy way to become 
  famous and rich, as well as to gain glory in the eyes of 
  the Gods. 
  Certainly, it is also the easiest and quickest way to 
  die. You will only be able to return home if you prove 
  yourself to be one of the ablest, strongest or luckiest. 
  Death is a constant companion for you, but the 
  rewards are worth the risk: raids are a valid tool to gain 
  influence at the political level. 
  In a Thing the relevance of an individual is given by 
  his possessions and his prestige; as Vikingr your success 
  in raids can determine your influence and with increas-
  ing prestige, the number of men ready to follow you 
  grows. If the Bondhi communities are based on family 
  ties also on the battlefield, for a Vikingr like you, your 
  bonds are tightened through the Fòstbroedhralagr rite, 
  the Blood Brother Oath. 
  This ceremony makes men brothers on a spiritual 
  level. In this way, any previous bonds have been sev-
  ered and a new bond has been forged, just as strong, 
  but free from family ties, a further reason why you are 
  feared or envied at home; new ties with greater free-
  dom and autonomy.
  Skills: Athletics, Intimidation
  Tools: Navigator’s tools
  Equipment: flashy clothing, a solar stone with an engraved 
  rune (counts as a navigator’s tools), a martial weapon, a 
  pointed tattoo cannula, a leather bag with 20 gp.
  Privilege:
  Brotherhood of Blood
  The blood pact that binds you to your fellow raiders is 
  worth more than any family bond. 
  Each of them will put his life at risk in order to 
  protect you and will grant you all their aid, even siding 
  against those who are your superiors. 
  As Vikingr the population nurtures great respect 
  towards you as well as fear.
  Suggested Characteristics
  As Vikingr you are a resolute person, determined, and 
  convinced that the path you have taken is the most 
  direct for gaining glory and immortality, to be worthy 
  of entering the legends. 
  An exceptional fighter, without fear of death, you 
  often give in to excesses: violence and death accom-
  pany you as inseparable lovers.
  
  People of Midgardr: Backgrounds
  79
  D8
  Personality Traits
  1
  Staring death in the face is the feeling 
  that most exalts and gives me joy.
  2
  I am extremely loyal to traditions.
  3
  I am tireless and insatiable.
  4
  I hardly ever speak... with the living.
  5
  I live every day as if it were the only 
  one worth living.
  6
  I love to look unique and extravagant.
  7
  Despite appearances, I am a thoughtful 
  and strategic type.
  8
  I take maniacal care of my person, my 
  body is a temple dedicated to the gods.
  D6
  Ideals
  1
  Death. I live, I fight and I will die 
  with honor. (Honorable)
  2
  Wealth. Raids are a great source of 
  income, risk your life to live better 
  (Neutral)
  3
  Challenge. My life is a constant 
  challenge of fate and the Gods, they will 
  have to work hard to end it. (Chaotic)
  4
  Cowardice. When the situation turns 
  bad, we are the first to flee, leaving 
  behind no witnesses. (Dishonorable)
  5
  Power. The defeats inflicted on foreign 
  enemies are a victory for the entire 
  Norse community. (Lawful)
  6
  Destiny. This life is part of my destiny, 
  by fighting, I will discover where it will 
  take me. (Any)
  D6
  Bonds
  1
  My ship is my best friend.
  2
  My companions are my real family.
  3
  I discovered directions to an enormous 
  treasure beyond the sea.
  4
  I hate those above me in the chain 
  of command.
  5
  I have an enemy among my 
  companions.
  6
  I formed a bond with an enemy 
  during a truce.
  D6
  Flaw
  1
  I do not know how to calm 
  or moderate my fury.
  2
  I have no respect for anyone outside 
  of what is shown on the battlefield.
  3
  Death actually frightens me.
  4
  I have no care for my safety.
  5
  I have doubts about the Gods 
  and ancient traditions.
  6
  I am tormented by all the deaths 
  I have caused.
  
  Journey to Ragnarok
  80
  Exotic Items: 
  During the Character creation phase, it is advisable to 
  consider the Exotic Items, not available at the time of 
  the creation of the character but obtainable only on 
  the bodies of foreign enemies or trading, at double of 
  the original price, with merchants in large cities. 
  Armors
  • 
  Splint Mail 
  • 
  Plate Armor
  Weapons
  • 
  Glaive
  • 
  Halberd
  • 
  Hand Crossbow
  • 
  Heavy Crossbow
  • 
  Light Crossbow
  • 
  Rapier
  • 
  Scimitar
  Items
  • 
  Book
  • 
  Crossbow bolt
  • 
  Hourglass
  • 
  Ink Pen
  • 
  Lantern, Bullseye
  • 
  Lantern, Hooded
  • 
  Magnifying Glass
  • 
  Paper
  • 
  Spellbook
  • 
  Spyglass
  Axes matter
  In addition to the items included in the “Weapons” 
  table, add the short bearded axe and assault axe to the 
  Martial Melee Weapons.
  The short bearded axe has a value of 6 gp and weighs 
  2 lb, inflicts 1d6 slashing damage and possesses the 
  Finesse, Light and Thrown (range 20/60) properties.
  The assault axe has a value of 12 gp and weighs 4 
  lb, deals 1d8 slashing damage and possesses the Finesse 
  property.
  
  People of Midgardr: Equipment
  81
  Clan
  Heirlooms
  The clan Heirloom are exclusive objects that are manu-
  factured only at the clan to which they refer and can be 
  obtained only as a reward for having accomplished large 
  enterprises or as a sign of recognition by a clan chieftain.
  Owning an Heirloom is a unique honor that is rare 
  and is synonymous with great value.
  Bear Warriors 
  Claw of the Mountain
  The Bear Warriors have never been par-
  ticularly interested in the art of forging 
  and believe that the Mountain they 
  worship as a deity has encouraged them 
  by discovering her heart: a vein of a very resistant cold 
  rock that the Bear Warriors have learned to shape in the 
  head of powerful two-handed war hammers, delivered 
  into the hands of their strongest warriors to symbolize 
  the power and the link with the Mountain. 
  A Claw of the Mountain counts as a maul and 
  the character that holds it has advantage on Strength 
  (Athletics) ability checks to break down objects. 
  In addition, when a character hits a critical strike 
  against a shielded opponent, the player may choose to 
  break the shield instead of inflicting the damage from 
  the attack.
  Gjallarhorn: 
  Clangorous Horn
  The Clangorous Horn is a beautiful 
  battle horn made from a fine selection 
  of long-horned cattle raised by the royal 
  family that guards the Danevirke wall. 
  As a symbol of the Gjallarhorn, it gives advan-
  tage on Charisma (Persuasion) ability checks to 
  those in possession that own it, if carried out for 
  commercial exchanges. 
  Once blown, it can be heard up to about 3 kilome-
  ters away and gives to the person who played it and its 
  allies advantage on Saving Throws against the effects 
  of fear for 1 minute.
  
  Journey to Ragnarok
  82
  Icy Crows: 
  Runic Branch
  Obtained from a sacred ash at the Icy 
  Crows, one of Yggdrasill’s avatars on 
  Midgardr, this staff is decorated with 
  engraved knots and runes and has a white 
  quartz embedded in one of its ends.
  Its incredible resistance ensures that a Runic Branch 
  has the characteristics of a quarterstaff, giving advan-
  tage on Wisdom (Asatru) ability checks to those who 
  hold. It can also be used as an arcane or divine focus 
  by a spellcaster.
  Jötunn Sons: 
  Witch’s Tooth
  The extreme conditions in which the 
  Jötunn Sons are accustomed to living 
  have refined their adaptability and the 
  tools with which they can cope. 
  This reindeer horn knife has the characteristics of a 
  dagger, but its blade is of a special alloy: a character can 
  use this knife to light a fire, thanks to the sparks pro-
  duced by the blade if rubbed, even in rough conditions.
  In a bone insert on the end of the handle has a small 
  rattle, which legend serves to keep evil spirits away 
  while eating lunch.
  A character who owns it has an advantage on 
  Wisdom (Survival) ability checks.
  
  People of Midgardr: Equipment
  83
  Odyn’s Eye: 
  Ulfberht Sword
  The smiths of Odhinn’s Eye clan are 
  famous for their ability to forge, as well as 
  having the best steel available throughout 
  Midgardr to arm their formidable army. 
  Their masterpiece is the Ulfberht sword, a long, very 
  sharp sword destined for the best warriors. 
  The reputation that the common weapons risk 
  breaking up against this prodigious blade discourages 
  many warriors to confront with those who hold it.
  By embodying the power of Odhinn’s Eyes, a char-
  acter who shows this sword has the advantage on 
  Charisma (Intimidation) ability checks against the 
  other inhabitants of Midgardr.
  Wolves of the 
  Shadow: 
  Shadow of L eafage
  The coordinated battle tactics of 
  the Wolves of the Shadow clan give 
  their best in the forest environment, 
  where they manage to camouflage themselves in the 
  vegetation to engage in deadly surprise attacks. 
  Their most daring warriors are equipped with 
  these wooden shields, light but very resistant, covered 
  with a weave of evergreen leaves to ensure maximum 
  camouflage. 
  A character carrying a Shadow of Leafage shield has 
  advantage on Dexterity (Stealth) ability checks when 
  trying to hide in vegetation or between the bush, as 
  well as having the armor bonus of a shield.
  
  Journey to Ragnarok
  84
  Chapter 3
  This section of the Journey offers a brief preview of what 
  will be the journey of the characters within the Nine 
  Worlds, from their rise on Midgardr to the Final Battle.
  
  Introduzione alla Campagna
  85
  
  Journey to Ragnarok
  86
  Midgardr (1-7): 
  The characters have the chance to gather fame and 
  power on Midgardr, influencing the events of the 
  mortal realm. As shown in the table on page 126, the 
  characters have multiple ways of attracting the atten-
  tion of the gods. Exploring Midgardr, the characters 
  will meet various NPC’s and will know their goals, as 
  they gather the necessary fame, honor and power.
  Loki’s role: the Æsir think that Loki is imprisoned 
  in a cave of Eitr on Niflheimr, chained to a boulder 
  while a snake torments him. The reality is that the god 
  of deception managed to free himself without being 
  discovered by Æsir and now plot behind them for the 
  coming of Ragnarok.
  In this chapter, the gods stay distant, playing their 
  role of mythological figures. Loki, too, does not inter-
  fere with the journey of the characters. Unless they 
  undertake a very specific course of action, he intervenes 
  only when the characters are ready to start their Journey 
  to Ragnarok.
  Niflheimr (7-8): 
  The group wakes up in Nilfheimr; the place is utterly 
  inhospitable and the characters run the risk of clash-
  ing with the Hrímþursar, the hoarfrost giants. There is 
  only one way out of this realm.
  Loki’s role: at this stage, the Trickster God’s influ-
  ence is still latent, every now and then directing the 
  characters to the cavern of Gnipahellir through visions 
  or clues. This tunnel connects the World of Ice to the 
  domain of the goddess Hel and is completely frozen, 
  with no coming back.
  Helheimr (8-9):
  After crossing Gnipahellir, the group faces Garmr, the 
  chained guardian. Garmr is an encounter beyond the 
  power of the group to take on, as Fate itself set that it 
  cannot be killed yet, being one of the protagonists of 
  Ragnarok, so it must be bypassed rather than fought. 
  Then, they will meet Hermóðr, sent there to rescue Baldr.
  Loki’s role: The Trickster God, also the father of Hel, 
  led the characters to this Realm to put their mettle to 
  the test. Because of this, Garmr does not behave like the 
  fierce opponent he actually is and Hel allows the heroes 
  to walk her realm. 
  
  Introduzione alla Campagna
  87
  Ásaheimr
  Ásaheimr is the World the Æsir come from. 
  There lies the city of Ásgarðr 
  and its temples and palaces. 
  No word can portray the marvel that is the world
   of the Æsir, as here live legends. Fate converges here 
  like the winds in the eye of the storm.
  Miðgarðr
  Miðgarðr is the “Middle-Fence”, placed at the center 
  of the universe. There live the scions of men, a pawn 
  in the hands of the gods.
  Ljósálfheimr
  In Ljosálfheimr live the Ljósálfar, the Light Elves, 
  created and protected by the God Freyr. 
  Covered mostly in thick vegetation, it is in 
  continuous evolution and shaped by the magic and 
  will of its inhabitants.
  Svartálfaheimr
  The World of Svartálfaheimr is in the underground, 
  very close to the borders of Nilfheimr. It is split in 
  half by violence among the two people living there, 
  the Dvergar and the Døkkálfar.
  Múspellsheimr
  The burning World of Múspellsheimr 
  predates the others. This region burns 
  and crackles and is utterly inhospitable 
  for those who were not born there. Here 
  live the fire giants, the Múspellsmegir, 
  and the soul tasked with guarding its 
  borders is named Surtr.
     Jotunheimr
  Jötunheimr is the World of the 
  Jötnar, a desolate and barren land. 
  It is located beyond the great 
  mountain ridge surrounding the 
  lands of Midgardr.
                             Vanaheimr    
  Vanaheimr is the land of the Vanir. 
  A realm where nature itself rules over 
  the bones of a dead civilization.
  Its people wield the Seidhr, a secret 
  form of magic orally passed from one 
  generation to another, capable of altering 
  nature according to one’s wish.
       Niflheimr
  The frozen and misty Realm of 
  Niflheimr is in the extreme north, 
  where lies the region of eternal ice, 
  and is the bleakest and coldest of the 
  Nine Worlds. Constantly whipped by 
  winds and snowstorms, Niflheimr is 
  the most ancient of the Nine Worlds, 
  together with  Múspellsheimr.
  Helheimr
  In the furthest and darkest corner of the universe, to 
  the north, lies a desolate land, flensed by the winds and 
  beaten by rain. Helheimr, the domain of Hel, queen of 
  the dead, as repulsive as she is beautiful.
  
  Journey to Ragnarok
  88
  Asgardr:
  By now, the characters have attracted the attention 
  of the Æsir. After their arrival, they are welcomed by 
  Heimdallr and immediately summoned by the council 
  of the gods where they meet all the major deities for 
  the first time. They are introduced to Odhinn as valor-
  ous and exceptional warriors. The Allfather, then, tasks 
  them with going to Svartalfheimr to defeat Farnir, the 
  dragon, although his main goal is to recover Andvari’s 
  ring, as he clearly tells the characters. The hero Sigurd 
  failed in this task and during their travel there the 
  characters will have the chance to recover his blade.
  Loki’s role: here he makes his first appearance in his 
  true form. He is intrigued by the characters but does 
  not show his curiosity as his true goal is to have them 
  become Odhinn’s champions.
  Svartalfheimr (9-10)
  In the underground world of Svartalfheimr, the char-
  acters find themselves trapped in a realm torn by the 
  conflict between Dark Elves and Dwarves. Their mis-
  sion will lead them through the caves of Nidavellir, 
  where they will face the king of the Dwarves and the 
  curse of his ring.
  Loki’s role: he witness the unraveling of events, 
  ready to “help” the characters should the challenges they 
  face be too hard or they lose their way. He never shows 
  his presence, preferring instead to trick the group into 
  believing the help they receive is from Odhinn.
  L josalfheimr (10-11)
  Here, Odhinn meets the character to have the ring 
  they took from Fafnir back, in the hopes he is not dis-
  covered. Of course, his plans are thrown to the wind 
  and the heroes are forced to meddle in the affairs of the 
  Light Elves and bear a much heavier burden.
  Loki’s role: he continues to follow the group from 
  a distance, not wanting to reveal his presence just 
  yet. The trust that Odhinn put in the characters is a 
  weapon he wants to temper to see how strong it can 
  become.
  Vanaheimr (11-12)
  Questing for clues on this realm is meant to put the 
  players to the test due to the bizarre nature of the 
  magic wielded by the Vanir. The characters need a 
  guide to move about a world where nature was left free 
  to grow as it wished.
  Loki’s role: the Trickster God intervenes once again 
  only if absolutely necessary and, even so, wearing 
  Odhinn’s appearance. He will not help the players, as 
  he fears the power of the Vanir.
  
  Introduzione alla Campagna
  89
  Jotunheimr (12-13)
  The group is once again put to the test, here. They will 
  explore the land, meeting famous Jötnar, until they 
  arrive at the fortress of Utgardr, its capital. Only the 
  giant Hymir knows the exact position of what they are 
  looking for.
  Loki’s role: this is the last test for the group, as 
  overcoming the challenges of this realm is the final 
  deed to be worthy of the project the Trickster wants 
  them to be part of.
  Muspellsheimr (13-14)
  Now armed with Odhinn’s trust, the group faces the 
  final challenge, a suicide mission where only the favour 
  of the gods will allow them to take the lava world on 
  and find out where Naglfar is moored.
  Loki’s role: he appears to the player, revealing his 
  plan. To complete the construction of Naglfar, the 
  Muspeli Jötunn need the bones of the bravest heroes 
  of Midgardr. The characters are mutilated and killed, 
  only to be elevated to the vaunted rank of Einherjar 
  and brought to Valhalla just in time for the opening of 
  its gates and the beginning of Ragnarok.
  Ragnarok (14-15)
  Ragnarok begins and the characters are faced with 
  choices:
  • 
  Recovering the Svalin shield fell after Fenrir’s 
  sons devoured the Sun and the Moon 
  • 
  Saving Lif and Lifthrasir
  • 
  Participating in the epic clashes between ances-
  tral creatures and Gods.
  Closing: Epilogue
  A few words on distances
  In Journey to Ragnarok, distances are measured in a 
  “cinematographic” way. Measuring the exact distance 
  between point A and point B is not necessary; on 
  Midgardr, the arrival of Fimbulvetr darkened the vast 
  majority of the stars, so orienteering is almost impos-
  sible and on the other Worlds… well, they might not 
  even have stars, to begin with.
  In the tales and myths we used as sources for this 
  book, there is no mention of a specific measuring 
  system, because that is not their point, so introducing 
  one here would make little sense. As such, the Game 
  Master has the power to lengthen or shorten the travel 
  time between two locations as it fits their campaign 
  and GM style better. As such, nothing prevents from 
  using the system you prefer: the maps we included in 
  the book are meant as just a hint on how to find the 
  way of doing things that suits your group best.
  
  Journey to Ragnarok
  90
  Chapter 4
  This section of the Journey is dedicated to the Midgardr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Midgardr 
   
   
   
  92
  General Features  
   
  92
  Map 
   
   
   
  93
  Norvgr  
   
   
   
  94
  The Coastal Area [1-2] 
   
  94
  Heill Hofn 
   
   
  97
  The Snowy Mountains [4-5] 
  99
  Siste Klintr 
   
   
  103
  The Trolls Cavern  
                
  104
  Svtjod  
   
   
   
  106
  The Great Forest [2-3] 
   
  106
  Skjult Borg 
   
   
  108
  Uppsala  
   
   
  110
  Fenmark  
   
   
   
  113
  The Swamp [4-5]  
   
  113
  Fínnbol  
   
   
  114
  Jutland  
   
   
   
  117
  The Peninsula [4-5] 
   
  117
  Danevirke  
   
   
  118
  Siste Festning 
   
   
  120
  The Islands [4-5]  
   
  122
  The Journey on Midgardr 
   
  124
  Expand Midgardr 
   
   
  128
  Encounters on Midgardr 
   
  130
  
  The Nine Worlds: Midgardr
  91
  
  Journey to Ragnarok
  92
  Midgardr
  “Brothers shall fight and fell each other; 
  and sisters’ sons shall kinship stain; 
  hard is it on earth, with mighty whoredom.
  Axe time, sword time, shields are sundered, 
  wind time, wolf time, ere the world falls.
  Nor ever shall men each other spare. (...)"
   
   
   
  VOLUSPÁ (45)
   
   
   
  Poetic Edda
  In this age the ties and constraints that regulate the Nine 
  Worlds are increasingly blurred and magic, along with 
  some creatures not native to Midgardr, penetrates the 
  barrier between the Worlds, making it possible for the 
  characters to use their own special and magical abilities.
  The Fimbulvetr (“Great Winter”) consists of the 
  first winter, three years in length, without seasons in 
  between, in which the Sun will give neither light nor 
  heat. Then a second winter lasting another three years 
  will follow, in which all social ties will fall into ruin. 
  The seers say that in the end the Sun and the Moon 
  will be devoured by the wolves that have chased their 
  chariots since the dawn of time, after which the 
  Ragnarok will begin.
  Climate and Weather: The Fimbulvetr has fallen on 
  Midgardr for more than a year, changing the world of 
  men. All terrain is considered difficult and movement 
  speed is halved; visibility is reduced and the characters 
  suffer disadvantage on Wisdom (Perception) checks 
  when traveling on open ground. During the night the 
  temperatures are harsh and all characters who cannot 
  find shelter must pass a DC 10 Constitution saving 
  throw every hour or receive a level of exhaustion. 
  Creatures with resistance or immunity to frost or who 
  have equipment suitable for low temperatures automat-
  ically pass the tests.
  Light and Visibility: The sky is perpetually cov-
  ered and the sun obscured. Because of this, sunlight is 
  considered so weak that anyone who is vulnerable to 
  daylight suffers no malus.
  Brothers against brothers: The extreme weather 
  conditions and the desperate lack of resources mean 
  that suspicion and fear poison the relationships 
  between the clans. For this reason all social interaction 
  tests suffer disadvantage.
  
  The Nine Worlds: Midgardr
  93
  
  Journey to Ragnarok
  94
  Norvgr
  The territories of this region are characterized by 
  jagged fjords and high snow-capped mountains. The 
  few plains that lay halfway between the coast and the 
  mountains are usually covered with woods and are 
  sparsely inhabited.
  Most of the settlements are located along the 
  coast and are under the strict rule of the Odhinn’s 
  Eye, allowing those in the clan’s good graces to travel 
  safely and quickly.
  The same cannot be said for the mountains and 
  the surrounding areas: the slopes of the great white 
  mountains are full of caves and cracks used as dens by 
  wild beasts or shelters for groups of bandits formed 
  by those who opposed the rule of the Odhinn’s Eye.
  Finally, the White Mountains are a place suita-
  ble only for those who have great survival skills, the 
  entire mountain range is a huge trap of snow and ice, 
  a desolate place where only the fierce barbarians of 
  the mountain Clans live. 
  The coastal area [1-2]
  The coasts of Norvgr are rich in villages, shipyards and 
  large cities located on the main fjords. This dense network 
  of settlements, connected to each other by safe paths, rep-
  resents the imposing kingdom of the Eye of Odhinn.  
  The two main cities of the kingdom are Heil Hofn 
  and Særhurdh, the Seagate. The first is famous for being 
  the kingdom’s capital and the seat of the ruling house. 
  The second, instead, is the market for the Northern 
  lands due to its strategic position and its reputation.
  Traveling through these lands is safe and it is easy 
  to find hospitality, although enemies of the crown will 
  find only open hostility.
  The rule of the Eye of Odhinn is deeply rooted and 
  absolute in the coastal villages, those not in agreement 
  with the King’s policies have long since left the region 
  or have suffered a painful death. The largest settle-
  ments are governed by the faithful Jarl, and smaller 
  villages are watched over by a great many loyal minor 
  clans who wait for nothing more but to show their 
  loyalty to the crown in exchange for greater power.
  Despite the military rigidity and extreme weather 
  
  The Nine Worlds: Midgardr
  95
  conditions caused by the Fimbulvetr, the cities of the 
  Eye of Odhinn are varied and exotic thanks to the pres-
  ence of merchants and artisans who come in search of 
  wealth from all over Midgardr.
  Another special feature is the increasingly wide-
  spread presence of temples dedicated to the One God 
  of the Flame. These buildings are often surrounded by 
  enthusiastic acolytes in search of new followers and 
  who are at the same time viewed with hatred and curi-
  osity by the population.  
  Random Encounters
  To determine random encounters in this region, check 
  the “Norvgr - The Coastal Area” Table on page 152.
  Small Villages
  The smaller villages of the coastal area are all subjected 
  to the control of the Eye of Odhinn: Brokununnr, 
  “Rumbling Wave”, Eikinfjordhr “Oaken Fjord”, Jarnóss 
  “Iron Estuary”, and the city of Særhurdh, “Seagate”.
  These settlements are similar in structure to the 
  larger coastal cities but of smaller dimensions. 
  All the Jarls of the coastal area are trusted men of 
  the King, who were often seated thanks to his support. 
  Because of this, in the smaller villages the atmosphere 
  is tenser than in the larger cities, even though most of 
  the people are still loyal to the crown. 
  Shipyards
  A few of the fjords are used for the construction and 
  maintenance of ships, instead of being inhabited. 
  Those sites are occupied by one or more craftsmen 
  who dedicated their lives to building vessels for the 
  glory of the clan. Although often ambiguous and sol-
  itary characters, these people are held in high esteem 
  because of this duty.
   Shipyards are a key resource for the Eye of the 
  Odhinn clan so they are well guarded. 
  The construction of new vessels must be agreed 
  upon with the local Jarl and any work not approved is 
  considered a serious betrayal of the clan and is severely 
  punished.
  2d10 Guards watch over the shipyard that host 1d4 
  Commoners.
  Community of the only Flame
  The first settlement where the only inhabitants are fol-
  lowers of the Only Flame. 
  The community consists of a few dwellings made 
  of thatch, timber and skins, organized around a small 
  stone church.
  The interiors are bare, the only object of value 
  being a huge effigy of the One God of the Flame made 
  of gold worth at least 200 gp located on a wooden altar 
  at the back of the church.
  A group of fanatics obsessed with the new faith live 
  there. They will do anything to convince new arrivals 
  to join their community and if they believe that they 
  are in danger or are being laughed at by strangers they 
  reveal a violent and frightening nature. 
  In the village are always present 8 Priests of the 
  Only Flame (see page 143) and Leif Logisson (see 
  page 141), as well as 1d10 Commoners.
  Cursed Woods
  Some of the woods near the coast are surrounded by 
  ancient stones carved with runes and adorned with fet-
  ishes with a reputation for being cursed.
  Many sages agree that these woods grow on the ruins 
  of the ancient lost city of the Trolls. 
  For this reason almost no one dares to enter these 
  woods and those who do often come out terrified. 
  Those who are not lucky enough to return disappear 
  forever into the thick foliage of the trees.
  The woods are inhabited by Trolls (see page 149) 
  that if threatened or disturbed will attack the characters.
  
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  The Nine Worlds: Midgardr
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  Heill Hofn
  Heil Hofn (“Safe Harbor”) is the capital of the Eye of 
  Odhinn kingdom and is considered to be one of the 
  richest and most opulent cities in the North. Inhabited 
  by the King and those loyal to him, its strategic position 
  makes it almost impregnable. 
  Despite the extreme conditions of the last few years, 
  the splendor of the city still lives on thanks mainly to 
  its flourishing market.
  A. Barricade
  With the exception of those parts overlooking the sea, 
  the settlement is defended by a wooden and earthen 
  barricade about 15 ft. tall. 
  Both sides of the fortification are composed of 
  sharpened wooden poles, with an earthen walkway in 
  the middle. Usually every section of the barricade is 
  patrolled by at least one Guard.
  B. Defensive Towers
  Outside the walls there is a series of simple wooden 
  watchtowers, about 30 ft. tall. 
  Defensive Towers usually house a Guard.
  C. Poor District
  This part of the city is mainly composed of simple 
  wooden houses, inhabited by the poorest citizens of 
  the city, usually farmers. 
  Despite their conditions the locals are still very 
  loyal to the King, because if it were not for the security 
  guaranteed by the Clans’ power, their living conditions 
  would be far worse.
  Each dwelling is inhabited by 2d4 Commoners and 
  contains farming implements.
  D. Hunters District
  Although not only inhabited by hunters, this part of 
  the city is famous for hosting some of Norvgr’s most 
  famous explorers.  
  The buildings in this area look more expensive than 
  those of the peasants and are usually adorned with 
  animal skins and trophies. When entering one of these 
  houses, it is clear that the inhabitants are people of a 
  higher social class than the average citizen. 
  It is said that the Heil Hofn hunting district is the 
  ideal place for those who want to find a guide, an expert 
  scout or information on traveling or hunting routes.
  Within each building live 1 Scout and 1d4 
  Commoners, containing hunting supplies, trophies 
  and 1d4 items from the Adventuring Gear Table.
  E. Fishermen’s District
  The part of the city that overlooks the sea is mainly 
  inhabited by fishermen or sailors. Since the great 
  winter has hit Midgardr the inhabitants of the district 
  have fared much worse. 
  This district is the perfect place for anyone look-
  ing for an expert seaman. Few, however, still dare to 
  challenge the extreme conditions of the sea and many 
  preferred to find other ways to get by.
   Buildings are inhabited by 2d4 Commoners who 
  roll sea- and navigation-related checks with advantage 
  and contain fishing or sailing implements and 1d4 
  rations of salted fish.
  F. Heroes District
  The dwellings built close to the King’s great house are 
  where his most loyal retainers live.
  Most of them are veterans of many raids and bat-
  tles, who earned the trust of the King by fighting 
  at their side for many years. The buildings in this 
  area are of excellent workmanship. Lately it’s quite 
  common to see religious symbols for the Only Flame 
  in the buildings and on it’s inhabitants.
  Each building is inhabited by 1 Shieldmaster (see 
  page 144) and 1d4 Commoners. They also contain 
  200 gp worth of precious items, a weapon, a suit of 
  armor and 1d100 gp.
  G. The Great Hall of the King
  This imposing and sumptuous hall is built on a rocky 
  hill in the center of the village, dwarfing all the other 
  buildings. The main room of the building is accessible 
  by a stairway carved into the rock itself.
  The center of the Mead Hall is occupied by wooden 
  tables and benches while the walls are decorated with 
  tapestries and precious objects looted in the many 
  raids carried out by the king.
  On the opposite side of the entrance is the king’s 
  enormous throne flanked by the queen’s smaller one. 
  Both are made of precious wood, carved with beautiful 
  details of famous battles and decorated with precious 
  stones from past raids.
  On the sides of the hall, wooden panels and fabric 
  walls form rooms dedicated to guests and servants, 
  while the private quarters of the royals are located 
  behind the two thrones.
  It is said from the very rock of the hill have been 
  carved other rooms, believed to be dungeons used to 
  contain the enemies of the King or the laboratories 
  where the Queen performs her magical rituals.
  
  Journey to Ragnarok
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   In the palace can be found King Asbjorn (see 
  pag 131) and Queen Sknaht (see pag 145). 4 
  Shieldmasters are always guarding the palace and 5 
  Commoner servants can be found inside the hall. 
  The palace contains various treasures for a total 
  value of 1000 gp at the discretion of the Game Master.
  H. Church of the Flame
  This small construction of unusual white stone differs 
  completely in style from the other buildings of the 
  village. This is the first temple dedicated to the One 
  God of the Flame and was built by explicit order of 
  the queen. 
  Every day, under the indignant glances of the citi-
  zens, the resident Priest carries out the sacred rites of 
  the flame and bolsters the ranks of the faithful.
  The inside is completely bare except for a few 
  benches reserved for the faithful, and an altar bearing 
  a flame effigy made of solid gold. The Priest is always 
  present inside and during the rituals the temple is filled 
  with the faithful. The only object of value is the golden 
  effigy which has a value of 200 gold coins.
  I. The Stables
  These modest-sized buildings host the steeds of the 
  richest citizens. 
  In the stables there are usually around ten horses 
  cared for by 2 Commoners. Every 30 minutes or so a 
  Guard patrols the area.
  L. The Docks
  The part of the on the sea consists mainly of a dense 
  network of piers and marinas. 
  Vessels of different sizes and classes moor there 
  waiting for the terrible weather to lift. 
  M. Sacred Rocks
  An old hermit lives among the rocks near the city 
  walls. It is said he is able to see the future and the will 
  of the Gods. 
  As the rocks are taller than the city walls he is often 
  seen perform his rituals in the early hours of the morn-
  ing. In the past the sages and the King spoke to the 
  people from here, but after King Asbjorn’s latest raid 
  and his religious conversion it is said that he has never 
  again set foot there.  
  N. The Great Market
  This area of the city is occupied by a market square wel-
  coming merchants from all the corners of Midgardr. 
  There, one can find exotic or special items or better 
  prices when dealing in the more common ones, if 
  gifted in the art of barter. The few local craftsmen 
  usually live near the market and can create objects of 
  mediocre quality.
  In the market stalls one can find items up to a value 
  of 75 gp on sale (for more information see the equip-
  ment section on page 80).
  
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  99
  The Snowy Mountains [4-5]
  The hinterland of Norvgr is the opposite of its coastal 
  counterpart, the fjords almost immediately leaving space 
  to a long and mighty snow-capped mountain range. 
  The little land that lies between the mountains and 
  the sea is uneven terrain, covered with thick forests. For 
  this reason, the settlements of the Eye of Odhinn are 
  fewer and farther between moving towards the moun-
  tains and it is commonly held that the valleys offer 
  shelter to hermits, bandits or outcasts.
  Following the hidden paths and climbing the White 
  Mountains, it only gets worse.
  The weather on the tops of the snow-capped moun-
  tains is always extreme. Constant wind and storms make 
  it difficult to cross the passes and even the shortest jour-
  ney is challenge against a deadly trap of ice, crevasses 
  and hungry predators.
  To find the first settlements of the Bear clan living on 
  these inhospitable peaks it is necessary to follow what 
  is called “The Path”. It is an impervious, often barely 
  visible trail that leads into the heart of the mountains all 
  the way to the highest peak, home to many of the Bear 
  Warriors villages.
  From here lucky travelers can enjoy one of the rare 
  moments of calm on the mountain and admire the 
  unique and breathtaking view of the lands of the North.
  Random Encounters
  To determine random encounters in this region, check the 
  “Norvgr - The Snowy Mountains” Table on page 152.
  Bandit Camp 
  This primitive camp is covered by the forest cover and 
  rises in a massive rocky creek at the foot of the White 
  Mountains. The Bandit Chief Guthrum Óeidhar “The 
  Savage” was once the Jarlr of a village that opposed the 
  dominion of the Eye of Odhinn. Today he leads a gang 
  of twenty, criminals and outcasts from other clans who 
  also opposed the Eye of Odhinn.
  The camp is mostly composed of wooden shacks 
  and is hidden in the vegetation and is occupied by 
  Bandits only during rests between raids. In case it is 
  discovered, it can be easily dismantled and moved.
  Present in the camp are Guthrum Óeidhar (see 
  pag 137) and 20 Bandits.
  
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  The Path
  Voices and legends speak of this Path that allows trav-
  ellers to cross the White Mountains and avoid the 
  greatest risks. Tradition has it that those who discover 
  the Path must not reveal it, as only the brave and 
  worthy should have the privilege of using it.
  According to various sources the beginning of the 
  path is marked by a few rocks placed at the base of the 
  mountain range. The rocks look very old and worn, 
  bearing bas-reliefs that represent a man in the act of 
  putting his arm into gaping maw of a giant wolf. 
  A DC 10 Wisdom (Asatru) check makes it clear 
  that this is a representation of the sacrifice of Tyr, the 
  ultimate heroic deed to the community.
  To follow the path it is necessary to find the Teiwaz 
  rune representing the God, placed under different 
  imposing sacred rocks. 
  In several places the rune is not easily identifi-
  able and must be found with a DC 15 Wisdom 
  (Perception or Survival) check.
  Ice Traps 
  The crevasses are one of the greatest threats to those 
  who decide to venture on the peaks of the White 
  Mountains.
  Whenever the characters travel without following 
  the runes on the Path or they fail a check to find them, 
  the Game Master must roll a d20: on a result of 13 or 
  more, the characters are in the proximity of a crevasse.
  The characters at the front of the group must make 
  a DC 13 Dexterity saving throw to avoid falling into 
  the crevasse that just opens under their feet or suffer 
  damage by falling fall damage. The crevasses usually do 
  not exceed 90 ft. in height.  
  Small Villages
  Below the shadow of the highest peak of the mountain 
  are some of the smaller villages of the Bear Warriors: 
  Brotninnfjall “Broken Hill”, Raudhhals “Red Ridge” 
  and Thytr-brekka “Howling Ascent”.
  These small settlements are mostly inhabited by 
  small, family-sized clan loyal to the lords of the peak.
  They are usually made up of a few huts where large 
  and savage men live. However, despite their frigid and 
  wary ways, they will honour the Nine Virtues and will 
  not refuse hospitality to travelers.
  These small Bear Warrior clans are concerned with 
  what they call “the curse”. 
  According to the elders, the mountain is thirsty 
  for blood and some villages have already fallen to its 
  wrath. It is said that these villages are less populated 
  because their warriors fall into insanity and choose the 
  path of solitude on the ice of the mountain.
  In every village there is present 1d12 Berserker.
  Ghost Village
  The village of Thagallvørdhr, “Silent Guardian”, seems 
  to have been razed by a tremendous force. 
  There are no human remains or corpses in the village 
  but the ruins are soaked in blood.
  Passing a DC 10 Intelligence (Nature or Medicine) 
  check reveals that it is of human origin. 
  Another DC 15 Intelligence (Investigation) check 
  shows strange marks on some of the remains in addi-
  tion to blood that seem to be claw marks. A DC 12 
  Intelligence (Nature) or Wisdom (Survival) check 
  reveals that they were probably left by a large animal, 
  like an exceptionally large bear.
  Passing a DC 16 Wisdom (Survival) checks to 
  follow its tracks allows the characters to spot blood-
  stains that lead towards the top of the mountain 
  beyond Siste Klintr. 
  The Shrine of the Peak
  At the top of the mountain, high above any settle-
  ment, the sages have built a shrine of bones and stone 
  where they bring their sacrificial victims for the moun-
  tain to feed upon. According to the villagers, only the 
  sages had the courage to climb to the shrine on the 
  peak, as all the others were terrified at the idea of being 
  devoured by the mountain itself.
  The sanctuary is surrounded by the remains of flesh 
  and the impaled corpses of human beings.
  With a DC 15 Intelligence (Investigation) check 
  it is possible to identify some of the impaled men as 
  Ice Crows. A DC 13 Wisdom (Survival) shows traces 
  of blood and the footprints of large animals moving on 
  the opposite side of the peak.
  
  The Nine Worlds: Midgardr
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  Hidden Entrance
  On the other side of the summit there is a small depres-
  sion in the rock, the entrance to a well-hidden cave and 
  tunnel that goes down into the depths of the mountain.
  This passage is completely unknown to the locals, 
  who believe that this side of the mountain is cursed 
  because it is rarely touched by sunlight. 
  Once on the opposite slope of the peak, the 
  entrance of the cave is visible by passing a DC 15 
  Wisdom (Perception) check.
  Characters with a passive Perception score higher 
  than 15 notice it without the need for a check.
  Cave of the Cursed Berserker
  The hidden entrance to the cursed summit allows 
  access to a long natural underground corridor that 
  descends into the depths of the mountain itself. 
  The cave walls are scarred by large claw marks. 
  A DC 13 Intellect (Nature) check reveals that they 
  were probably left by an oversized bear. There are also 
  runes apparently painted with blood. 
  A DC 15 Wisdom (Asatru) check is required to 
  recognize the Uruz rune drawn upside down, meaning 
  ferocity, aggression and dependence (see page 308).
  Finally, the tunnel opens into a huge underground 
  cave permeated by a strong smell. A DC 13 Intellect 
  (Nature) or Wisdom (Survival) check allows the 
  characters to recognize the smell as blood, corpses and 
  the urine of wild animals.
  The cave descends deep, opening into a cavern. 
  Several bestial humans and other, bear-like creatures 
  are either sleeping or wandering around. The floor is 
  covered with bones and pieces of corpses that are occa-
  sionally gnawed on by both men and beast. 
  In the cave live Guàrdinjandr (see page 136) and 5 
  to 10 of his Cursed Berserkers (see page 133), at the 
  Game Master’s discretion. 
  A DC 18 Wisdom (Asatru) check allows the char-
  acters to remember ancient legends of cursed berserker 
  warriors who fell prey to their own fury, becoming 
  creatures obsessed with human flesh.
  
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  The Nine Worlds: Midgardr
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  Siste Klintr
  On the highest peak of the White Mountains the bar-
  barian clans erected the great fortress of Siste Klintr 
  (“Last Cliff”). 
  The local traditions have it that the clan dominating 
  the fortress is the ruler of the mountain. The transi-
  tion of power from one clan to another has never been 
  peaceful, reigning house keeping its power through 
  brute force and terror. 
  A. Barricade
  The village is naturally protected by the cliffs sur-
  rounding the peak. The only pass in the mountain is 
  blocked by a wooden barricade about 15 ft. tall and 10 
  wide with a packed earth and perennial ice walkway. 
  At either side of the main gate there are two lookout 
  posts, from which guards mount watch.
  Each post garrisons 1d8 Berserker.
  B. Huts
  The vast majority of buildings in the village is rudimen-
  tary wooden huts, as the only social difference among 
  the Bear clan are the slaves captured during raids or 
  survivors of one of the many battles with minor clans.
  1d4 Berserker of the Bear Warriors and 1d4 
  Commoner slaves live in the huts with survival imple-
  ments, heavy bear skins and a few pieces of gold.
  C. Tents of the Mountain Sages
  This part of the village consists of huge tents and is 
  festooned with rune stones and effigies bearing pieces 
  of flesh and bone, remains of some ancient ritual sac-
  rifice. Here is where the elders and the sages of the 
  mountain live, following traditions that are said to be 
  older than the gods themselves. 
  They believe that the mountain itself is alive, to be 
  prayed to and venerated to escape its wrath. Because 
  of this, these sorcerers constantly practice rituals and 
  sacrifices of all kinds, rarely on willing victims.
  Inside the huts there are always at least 5 Mìmirsfar 
  (Priests), several trinkets as well as ritual sacrifi-
  cial tools. A DC 15 Intelligence (Investigation) or 
  Wisdom (Perception) check reveals that among the 
  various remains of the sacrifices, there are pieces of 
  leather with Ice Crows heraldry.
  D. Holmgang Circle
  Within this circular palisade of sharp stakes, the 
  locals solve disputes through the Holmgang, duels 
  in which the challenger seeks often deadly compen-
  sation for offenses they received.
  One side of the palisade is the cliff itself on 
  which the village sits, making the Holmgang even 
  deadlier because of the prodigious strength of the 
  berserkers that allows them to throw over many of 
  their challegers.
  E. Clan Chieftain’s Hut
  The largest hut in the village is the one that houses 
  Gamallbjarki (see page 135) and his family. Made 
  of heavy wood, the interior is entirely covered in bear 
  skins, one side dedicated to a massive hearth, lit for 
  warmth and cooking. 
  The various rooms are simply divided by heavy tar-
  paulins but usually after the banquets guests and Lords 
  alike fall asleep near the hearth.
  F. Storage 
  This hut, next to the Chieftain’s residence, stores the 
  clan’s food reserves. So they last as long as possible, 
  foodstuffs are usually rationed. 
  G. Observatory
  From this wooden structure on the cliff’s edge it is 
  possible to observe all the villages that lay below the 
  summit. Tradition has it that the chieftains of the peak 
  spend much of their time here observing their domain.
  
  Journey to Ragnarok
  104
  The Trolls Cavern
  The characters can hardly find this hidden and inac-
  cessible place until they are in possession of all the 
  fragments of the Troll kingdom map. When the 
  Midgardr adventure begins, part of the map is in 
  Revr’s (known as the Fox) possession (see page 143), 
  while the other two pieces can be found with the Trolls 
  who infest the cursed forest. Whenever the characters 
  kill a Troll or pass a check to steal a fragment, there is a 
  25% chance of finding a piece of the map.
  The entrance to the Troll cavern consists of a huge 
  stone door embedded in the rock of the mountains, 
  decorated with runes and ancient engravings. 
  Always closed and camouflaged with vines and trees. 
  With the complete map, the door becomes incredibly 
  easy to find. 
  Overcoming a check of Wisdom (Asatru) DC 15 
  you can interpret part of the engravings depicting the 
  Kings of the Northern lands bowing before a colossal 
  Troll wearing a crown. 
  Thanks to powerful magic the Troll King is able to 
  see who comes to the door, but he is hardly intrigued by 
  humans who, in case they stay too long in front of the 
  door, will be attacked by 1d6 Trolls (see page 149) from 
  the wood sent by the king to devour them.
  The Troll King will immediately open the door if the 
  Troll Kidh is accompanied by the characters, who bow 
  before the door, as depicted by the inscriptions, or if the 
  characters bring with them a treasure of great value.
  Once inside, the only way to leave this place is to 
  kill the Troll King, trick or convince him to entrust the 
  characters with a task.
  The inside of the cavern is a natural grotto, modi-
  fied by the Trolls rough excavations in the stone. The 
  environment is humid and warm, compared to the cold 
  of the forest. The darkness is interspersed with a few 
  sporadic fires whose smoke finds its way out through a 
  few natural chimneys. The rough floor does not allow 
  safe footing. However, the Trolls excavations have leve-
  led the cavern floor in the larger rooms making it more 
  comfortable for moving about.
      
  A. Entrance
  Usually, in this cleft immediately beyond the colos-
  sal portal, there stand 2 Troll guards. They watch over 
  those who venture near the door and give the alarm in 
  case of trouble.
  Whoever shows up at the gates to the cave without 
  arousing the interest of the King, will receive no answers 
  and, if the adventurers cause no damage, they will be 
  free to leave unharmed. Otherwise, any other behavior 
  will trigger the fury of the trolls.
  B. The cave of the Troll Kidh
  This cave is filled with furs and strange artifacts made of 
  bones that resemble simple children’s games, macabre 
  and roughly made. A massive Troll cries and despairs 
  continuously. The creature is mad with grief over the 
  disappearance of the Troll Kidh and will ferociously 
  attack anyone who she thinks has her “pup”. In the 
  room there are, in addition to the games, the remains 
  of rotting meat and little else.
  C. Throne Room
  A large fire illuminates this vast natural cave and the 
  light of the flame is reflected on a pile of treasure accu-
  mulated on one side of the cave (the cave is about 
  2000 square meters). The throne, made of tree trunks 
  and bear fur, sits on a raised wooden dais. 
  In front of the throne, a multitude of swords are 
  stuck in the ground: of every makes and size, among 
  these 45 swords are magic weapons +1 but only 1 stands 
  out among the others, covered by 1d12 Swarms of 
  Poisonous Snakes. 
  This is the Skofnung sword (see page 301). 
  Sitting on the throne, the Troll King rules his vast 
  court, happy to ignore the events of human beings. 
  Unfortunately, the kidnapping of the Troll Kidh has 
  changed things. In the throne room there are always, 
  in addition to the Troll King (see page 150), at least 
  12 Trolls and more can be summoned by a simple cry 
  of alarm. If the characters are in this room, they can 
  avoid fighting by swearing on their honor to bring back 
  the Troll Kidh. The King will consent to free the group, 
  granting until the new moon, that they return, with or 
  without the child. The king may be lenient, in case the 
  characters return empty-handed, respecting their given 
  word. Otherwise, the king will offer a rich reward to 
  those who bring him the heads of the characters.
  D. Tunnels 
  In every tunnel is nested the den of a Troll: these crea-
  tures burrow into the bare rock where they curl up 
  and fall into a state similar to the hibernation of ani-
  mals. You understand too little about the physiology 
  of these creatures to know when this happens, but the 
  Trolls can recover from this state almost instantly and 
  unleash themselves in a homicidal frenzy searching for 
  meat to devour.
  
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  Svtjod
  Sheltered by the great White Mountains, lie the green 
  and lush plains of Svtjod. These wild and sparsely 
  inhabited lands are covered by huge woods and extend 
  from the inner shores of the North Sea to the dead 
  lands of the Keel. 
  Most of the local villages are ruled by independent 
  Clans whose allegiance changes following the wind. 
  In the southernmost part of Svtjod is the great 
  forest, a sacred and dark place where the legendary 
  Shadow Wolves clan lives. There stands the ancient 
  settlement of Uppsala, home to one of the most 
  important shrines.
  Traveling eastwards, the woods and the green plains 
  give way to the grayness of the marshes. This unhealthy 
  and cursed land is inhabited by slimy and deceitful 
  men, the secret location of the clan of outcasts also 
  known as the Jötunn Sons. 
  Going south, beyond the great forest, is the 
  important city of Uppsala, seat of the most impor-
  tant temple in the North. Ideal destination for those 
  seeking advice from the gods or wishing to offer an 
  important sacrifice, it is also the seat of the Druidic 
  Circle of the Icy Crows.
  The Svtjod is a dangerous place for the inexperi-
  enced travelers, the long distances between settlements 
  punishing the imprepared. Those who do not know 
  the path could easily cross sacred or, worse still, cursed 
  grounds without knowing they need the permission of 
  its guardians.
  The Great Forest [2 – 3]
  The innermost areas of Svtjod, thanks to the natural 
  shelter offered by the great White Mountains and the 
  many rivers that run through them, are dominated 
  by vast expanses of green forests with the occasional 
  large clearing.
  Because of such features, most of the villages are 
  built on the forest edge or in its clearings, as venturing 
  into the heart of the forest means trespassing into the 
  lands of the Shadow Wolves clan.
  The clan’s territories have no real border, so the most 
  experienced travelers usually avoid crossing the forest. A 
  longer trek is usually preferred to avert the risk of tres-
  passing into the sacred hunting grounds.
  
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  However, not everyone is afraid of such dangers, as 
  the legends speak of ancient ruins hidden deep in the 
  forest and full of treasures. For the common folk, how-
  ever, such folly only bolsters the ranks of the unwary 
  who have disappeared.
  Random Encounters
  To determine random encounters in this region, check 
  the “Svtjod - The Great Forest” Table on page 153.
  Coastal Villages
  The coastal villages of Ásodhull “River Saddle” and 
  Vatnakinn “Water Jowl” are usually loyal to the Odhinn’s 
  Eye but are not as large or splendent compared to those 
  in Norvgr. Usually, the troops of the kingdom or the 
  Jarl loyal to the king are not particularly interested in 
  “occupying” these villages, left under the control of 
  minor clans with little political influence.
  Recently several of them have been growing distant 
  from the King and are gradually being influenced by the 
  Shadow Wolves. King Asbjorn has not yet taken action 
  in the regards of these “rebel” villages but many of the 
  coastal inhabitants fear that soon the reckless actions of 
  some clan leaders will have dire consequences.
  Villages on the edge 
  of the great forest
  The villages of Skidhfyrd “Army of Wood” and 
  Varmrfors “Warm Fall”, located on the edge of the 
  forest, are historically loyal to the Shadow Wolves clan. 
  Like the coastal ones, they are small in size and 
  belong to minor Clans whose members in recent 
  years have developed a hatred towards the King’s 
  arrogant expansion.
  The villagers provide what aid they can to the 
  bands of Shadow Wolves, supplying them with basic 
  necessities and other resources, knowing they can take 
  refuge in the forest without incurring the wrath of the 
  Shadow Wolves in case of dire need. However, such is 
  a concession that should not be abused.
  Destroyed Village
  This village of Dreymandibù, “Dreaming House”, is 
  very close to the forest and seems to have been struck 
  by a terrible tragedy. 
  From a mountain of charred bodies rises a thick 
  column of black smoke that produces a stench of 
  death that can be smelled from miles away. Also, the 
  banners of the Odhinn’s Eye clan are clearly visible 
  from a distance.
  At the center of the village the Odhinn’s Eye has set 
  up camp for a garrison of 10 Guards commanded by 
  Jarlr Gundabald (see page 137).
  They are not aggressive, unless attacked, but the 
  guards have orders to bring anyone approaching the vil-
  lage to the presence of the Jarl, usually inside a huge tent 
  among the smaller tents that house his men and horses. 
  At the edge of the camp are two impaled corpses that 
  seem to belong to two young warriors of the Shadow 
  Wolves clan. A DC 15 Intelligence (Medicine) check 
  tells that they died at least ten days ago and have been 
  dragged for a long time.
  The original inhabitants of the village are all dead.
  If the players decide to investigate the abandoned 
  houses or the funeral pyre they can gather the fol-
  lowing information by passing a DC 13 Intelligence 
  (Investigation) check: 
  Some homes show serious damage, as if something 
  powerful had furiously hit them.
  Some of the corpses in the pyre seem to have been 
  crushed by something heavy, while others have been 
  completely ripped in half.
  If the characters try to find tracks by passing a DC 
  13 Wisdom (Survival) check they see inhumanly large 
  footprints, heading into the nearby bush. These tracks 
  seem to be a couple of days old, not as fresh as those left 
  by the soldiers of the Odhinn’s Eye, leading to a hut in 
  the forest before disappearing in the undergrowth.
  Forest Hut
  A few hours walk from the destroyed village, inside the 
  brush, there is a small hut made of stone and mud. The 
  hut is inhabited by three sisters Gertrud, Melega and 
  Dontoka (see page 151), 3 Green Hags.
  It is possible to tell the presence of the hut in the 
  distance by the smoke coming from its chimney.
  Inside, there is usually only Gertrud, as the others 
  are often out in the woods.
  The hut is filled with herbs and other ingredients 
  typically used for many different potions and boil-
  ing over the fire is a huge pot that contains a colorful 
  liquid with a disgusting smell. Gertrud frequently stirs 
  the pot’s contents frequently.
  Passing a DC 13 Wisdom (Survival) check allows 
  to spot many non-human footprints in the vicinity 
  of the hut.
  The Troll Kidh (see page 149) is hidden among the 
  trees and is keeping a watchful eye on the characters. 
  Should they show any sign of aggression towards the 
  hags he will act immediately and rush to their aid. 
  
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  Lost Ruins
  Inside the forest there are several abandoned ruins. 
  According to legends, they are all that is left of an 
  ancient kingdom that once thrived there.
  According to other tales they are the remains of 
  the dwellings of the gods when they still walked 
  among Midgardr. 
  The ruins are full of treasures but are also protected 
  by a powerful curse. The spirits of their guardians still 
  haunt their empty armor, attacking on sight. 
  Those who enter these ruins immediately awaken the 
  spirits and are attacked by 5 suits of Animated Armor.
  Inside one of the ruins the Conqueror’s Axe (see 
  page 296) is kept, which is said to have belonged to the 
  founder of the Wolves of the Shadow clan. 
  The other ruins, at the discretion of the DM, hide 
  a magical object of an uncommon type.
   
  Minor Camps
  The smaller clearings, devoid of sacred stones, are usu-
  ally occupied by minor camps where live those Shadow 
  Wolves who prefer different hunting grounds or simply 
  greater autonomy. Their loyalty to the ruling household 
  of the clan, however, is always beyond question.
  This “independence” is often only temporary and 
  during the following hunting season the camp may 
  reunite with that of the Pack Leader. In such occa-
  sion, it is customary that the bounty from the hunt is 
  divided once again among everybody.
  Camps of this kind are usually occupied by few 
  families and consist of pack tents, where 1 Druid, 1d6 
  Scouts and 1d10 Commoners live and sleep.
  Camp of the Bloody Wolves
  Many young warriors who do not fully share their 
  Leader’s caution live in this camp. 
  It is small and its warriors are in a perpetual state of 
  warlike frenzy, launching every day small assault packs 
  towards the territories of the Odhinn’s Eye where they 
  engage in acts of guerrilla warfare against the soldiers 
  of the King.
  Despite their attitude, these young Wolves declare 
  themselves loyal to the Pack Leader. In fact, despite 
  the more cautious approach of their Leader, no law 
  bans these raids and their heroic deeds are often seen 
  as honorable behaviour by the most.
  The young Wolves might soon choose an actual 
  commander, who will be inevitably forced to challenge 
  the current Leader for his place as the clan Chieftain of 
  the Shadow Wolves.
  The camp is only a few small tents which are often 
  moved to facilitate attacks against the Odhinn’s Eye and 
  at all times 1d10 Thugs and 1 Bandit Captain, armed 
  with Assault Axe (see page 80) and Longbow, are there.
  Skjult Borg
  The Shadow Wolves are a nomadic clan, their camps 
  moving among the glades of the great forests following 
  the wildlife migrations. They hunt in a sacred ground 
  they consider their own. The clan’s main camp is 
  inhabited by the Pack Leader Koltønn Ginnungason 
  (see page 139) and his most loyal supporters. It is 
  difficult for a traveler to reach Skjult Borg “Hidden 
  Village” unless the Shadow Wolves themselves allow 
  it, as the surrounding woods are heavily patrolled by 
  the clan’s assault packs and those who are not welcome 
  never reach the clearing. 
  Despite its size, the camp is designed to be moved 
  from one glade to another as the seasons change 
  therefore using cloth, simple wood and foliage as 
  building materials.
  A. Pack Leader’s Tent
  The clan Chieftain’s tent is the largest in size and of 
  a better quality, made from fine leathers and skins 
  stitched together. It can accommodate many people 
  and its center is dedicated to a small fireplace used for 
  warmth and cooking. Being guests in the tent of the 
  Pack Leader is a great honor as it is usually occupied 
  only by his large family and his most loyal men.
  The interior of the tent is adorned with the Pack 
  Leaders hunting trophies. In addition to Koltønn, 3 
  Scouts and 4 Berserkers live in the tent.
  B. The Tents of the Pack 
  The whole camp consists of a cluster of small tents 
  around that of the Pack Leader and are mainly occu-
  pied by single, extended families. There are no social 
  differences dictated by possessions or wealth within 
  the clan, so the larger tents are inhabited by those who 
  have shown their honor to the clan, earning a more 
  central place within the camp. 
  Other then in size, the tents do not differ from 
  each other in craftsmanship, heavy leather, rope and 
  wood being the only materials available. The inte-
  riors are usually decorated with hunting trophies, 
  
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  protective amulets and other trinkets. Each tent hosts 
  1 Scout or 1 Berserker. 
  C. Reserve
  In these tents, the elderly and women of the village 
  take care of butchering game animals, being careful 
  not to ruin the hides or other useful parts.
  Meat is cured in this part of the camp, using 
  ancient traditional methods to make last as long as 
  possible without the need for precious salt.  
  D. Tents of the Ice Crows
  The clan of the Shadow Wolves is historically tied to 
  the Druid Circle of the Ice Crows, so that inside the 
  main camp there are always some tents reserved for 
  those wise men when they visit the clan Chieftain. 
  This part of the camp is usually located near one of 
  the sacred stones where the Crows perform their rituals. 
  At the discretion of the Game Master in some tents 
  can be found Mímistafr (Priests) of the Ice Crows and 
  their ceremonial implements.
  E. Sacred Stone
  Each clearing where Skjult Borg stops holds at least 
  one sacred stone. These ancient boulders are covered 
  in ancient runes and are used by the Ice Crows to per-
  form rituals and sacrifices. 
  Should one of the characters examine the inscriptions 
  and pass a DC 13 Wisdom (Asatru) check, the DM casts 
  and interprets a rune. (See Rune Divination, page 304).
  F. Hidden Lookout Posts
  Simple wooden structures covered in foliage surround 
  the camp and serve as a lookout posts to control its 
  boundaries without being seen. 
  This simple defensive system is easily moved and 
  allows the lookouts to strike from hiding at any enemy 
  that approaches while at the same time providing cover 
  from possible attacks.
  G. Pyre
  Every time the camp settles, a huge wooden pyre is 
  placed at its entrance. At nightfall, it is set on fire so 
  that the hunting packs can easily find their way back 
  if they are slow to return from the hunt. In other, 
  sombre, occasions the pyre is often used to burn the 
  bodies of those who have died with honor. 
  These, however, are not its only uses, as it is also lit 
  to commemorate important holidays or perform rituals.
  Uppsala
  Located in the southern part of the great forest under 
  a huge hill this peaceful village lies on the ruins of the 
  ancient city from which it takes its name. 
  The inhabitants of the village are, moreover, peas-
  ants and farmers who live a quiet life, contributing in 
  large part to the sustenance of the many sages living in 
  the temple.
  Once an opulent and rich city, today the settle-
  ment is mostly modest huts and stables built out of 
  the remains of the Uppsala of old.
  The village is under the control of Jarlr Alrekr 
  Sigthollr “Pillar of Victory”, who managed to be at the 
  same time vassal to King Asbjorn and friend to the 
  Leader of the Shadow Wolves. 
  A. The Jarlr’s House
  The house of the Jarlr Alrekr Sigthollr (see page 130) 
  is the largest and oldest dwelling in the village, the 
  only one dating back to its golden age.
  Its mighty structure and wooden walls are etched 
  with fine knotwork and scenes portraying the Æsir. 
  Within it, in addition to the Jarlr, live 4 Guards 
  and 4 Commoner servants.
  B. Temple of Uppsala
  A sacred path connects the village of Uppsala to its 
  temple, climbing the hill and then plunging into the 
  trees for a few hours of traveling before allowing pil-
  grims to see the imposing temple.
  A thick fog almost always shrouds the hilltop, giving 
  the temple a mystical and yet frightening appearance.
  All are welcome to Uppsala, whether in search of 
  answers or forgiveness, and every day pilgrims bearing 
  offerings arrive at the temple and are welcomed by the 
  priests who live on the hill. 
  The temple and most of the sacred structures 
  surrounding it date back to the ancient splendor of 
  Uppsala. Only thanks to the meticulous care of the 
  sages they have been preserved to the present day. 
  The hill hosts several circles of Druids and priests, 
  that of the Icy Crows that make Upsala their true 
  home being among the largest and most illustrious.
  C. Pilgrims Camp
  This area is the only one where pilgrims visiting Upsala 
  can rest, a barren land for travelers to pitch their tents. 
  No other comforts are offered to those who come in 
  search for divine help.
  
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  D. The Workshop of Svenn Skallfoss
  Not all those who arrive in Uppsala are there for the 
  temple, however. It is said that the local blacksmith is 
  none other than the famous Svenn Skallfoss (see page 
  151), one of the best of all Midgardr.
  According to others, Svenn once worked for the 
  court of King Asbjorn of the Odhinn’s Eye clan, going 
  into “exile” for his dark past.
  There are also those who believe he unearthed a dwar-
  ven forge dating back to the first settlement of Uppsala.
  Whoever he is, those with enough gold to attract his 
  attention have never been dissatisfied with his work.
  E. Offering Fence
  Simple wooden fences contain the offerings that the 
  pilgrims have brought for the Gods.
  Each enclosure contains a different type of offer-
  ing, the most common being treasures and livestock 
  although it is not unusual to see people as well.
  F. Sacrificial Altar
  At the center of a depression in the ground there is a 
  huge rectangular stone that the sages think dates back 
  to the age when the gods still walked in Midgardr.
  Most of the sacrificial rites take place on this altar 
  and for this reason its rock is stained red so that not 
  even the strongest rain can wash it away. 
  A hole in the stone collects the blood spilled during 
  the sacrifices and channels into vessels that are placed 
  in front of the altar during the rituals.   
  G. The Priests Camp 
  This part of the hill is home to the many Priests and 
  Druids staying or passing through the temple, either 
  to pose questions to the Æsir or to offer a sacrifice. 
  In sharp contrast with the pilgrims’ area, the 
  Priests camp is quiet and peaceful, the only noise that 
  interrupts the calm is their litanies regularly rising 
  above the tents. 
  Wisemen from all over Midgardr stay and, if the 
  characters are looking for an expert on some arcane 
  matter, they will surely find them here.   
  H. Seat of the Icy Crows
  The circle of the Icy Crows uses as its headquarters 
  an ancient and complex stone building. Thanks to the 
  care of the clan the building is in excellent condition 
  but its interior has been completely emptied and it is 
  now a mystery what its original function was.
  The largest part of the complex is composed of 5 
  adjoining buildings where all the Icy Crows not cur-
  rently traveling throughout Midgardr sleep and live. 
  Close to the center of this complex is a larger build-
  ing in which clan meetings are held, while in the side 
  rooms are the quarters of the three great Mímaneidhr 
  (see page 25): Límrún, the very young (see page 142), 
  Blóttré, the adult (see page 132) and Spekisvidhr, the 
  old one (see page 146).
  I. Yggdrasill 
  At the top of the hill in front of the temple is a huge 
  ash tree said to predate even the very founding of 
  Uppsala. Many sages agree that the tree is an effigy of 
  Yggdrasill on Midgardr and for this reason it is con-
  sidered sacred and only certain priests can approach it 
  and take care of it. 
  
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  Fenmark
  The Swamp [4-5]
  When seawater seeps into the ground, the forest begins 
  to die, slowly withering into a gray and putrid marsh. 
  This dead land located in the extreme east of Svitjod 
  separates the verdant forest from the endless desolation 
  of the Keel. 
  The locals have small, thin bodies and a sickly 
  appearance, rarely offering hospitality or showing 
  kindness to strangers. 
  But the real evil lies in the heart of the swamp itself; 
  in the center of this land hidden by foul mists lies the 
  camp of the outcast Jötunn Sons. 
  Death awaits those who consider these desolate 
  lands to be less dangerous than the forest. Under the 
  stagnant water, hungry and wicked creatures wait to 
  put their fangs into their next prey.
  The composition of the terrain makes it very difficult 
  to move, the best solution being to travel using rafts.
  Random Encounters
  To determine random encounters in this region, check 
  the “Fenmark - The Swamp” Table on page 153. 
  Villages of the Swamp
  The villages of Algràsol “Gray Sun” and Flaugunbarr 
  “Needles in the Wind” on the edge of the marsh are 
  stilt houses inhabited by men who move around the 
  swamp using simple wooden rafts. 
  These villages look destitute and the locals, few and 
  far between, scarcely want to deal with outsiders. 
  Finding something of value or interest in these 
  places can prove difficult and a prolonged stay could 
  easily make the inhabitants aggressive. 
  Those who live at the edge of the swamps often 
  leave small food offerings to the wandering specters.
   
  
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  The Marshes
  Moving through the marsh can prove very difficult a 
  task especially for those who do not know the way.
  It is said that there is a path that can be used to cross 
  the swamp safely, the Nilfgata, or “Path in the Mist”. it 
  is also said that the Jötunn Sons and the Stilt Dwellers 
  know of it but are very reluctant to reveal its location.
  In any case, moving inside the swamp requires a 
  DC 17 Wisdom (Survival) check every hour spent 
  into the marshes. The check is rolled with advantage 
  if the group includes a raftsman of the Stilt Dwellers 
  who is willing to cooperate.
  On a fail, the characters suffer a local event. After 
  three successes, the group finds the path is marked by 
  small bone charms attached to the tree trunks. If so, 
  they do not need to roll checks to advance anymore. 
  A Jötunn Son knows the way and does not need 
  to roll any checks, but they may enjoy watching their 
  companions despair in the swamp. 
  Villages of the Hrimgrimnir Sons 
  Taking the Nilfgata, the characters must pass a DC 20 
  Wisdom (Survival) check to find evidence of a recent 
  fight and drag marks leading out of the path.
  If they choose to follow these tracks, they must 
  pass a second DC 15 Wisdom (Survival) check not to 
  lose their way in the marshes and arrive at one of the 
  hidden camps of the Hrimgrimnir Sons.
  These people are Jötunn Sons who have been exiled 
  from their clan because of their hunger-induced can-
  nibalism. They now live in small camps along the 
  Nilfgata, feeding on whoever they find and worshiping 
  Hrimgrimnir, the most terrifying of all Jötunn.
  As ancient as time itself, born out of one of Ymir’s feet 
  and with six heads, Hrimgrimnir is addicted to any vice 
  and it is said he terrorizes the whole Jötunn population.
  Each village of the Hrimgrimnir Sons is inhabited 
  by 1d4 fanatic cultists and 1d10 cultists armed with 
  Bearded Axes (see page 80). 
  Fínnbol
  In the heart of the swamp surrounded by green mists 
  and dangerous creatures is Fínnbol, a sanctuary of the 
  outcast and dishonored. The place that the Jötunn 
  Sons clan calls home, it is a cluster of huts and stilt 
  dwellings built on a flat land of peat.
  Fínnbol is barely accessible and incredibly danger-
  ous and the fact that it has no guards does not mean 
  that anyone who enters is not being watched.
  Entering the village of the outcasts does not mean that 
  one will be allowed to leave it on their own two feet. 
  A. Stilt Dwellings and Peat Huts
  Located in the middle of the swamp, the Jötunn Sons 
  camp is a series of stilts joined together by wooden 
  walkways and earthen embankments, alternated with 
  peat huts where the land is denser.
  B. Hrókr’s Hut
  Near the effigy of Loki is the peat hut of the founder 
  of the Outcast clan, Hrókr Fjalson the half-giant (see 
  page 138). 
  The powerful sorcerer spends most of his time 
  inside his hut enshrouded by incense and other vapors 
  that cause powerful hallucinogenic effects. Entrance is 
  forbidden unless specifically invited. 
  C. Kynbani’s Hut
  Northwards on the river banks, removed from the 
  village and its matters, Kynbani Bergelmirson, 
  “Bloodbane” (see page 140) lives in his hut. 
  Kynbani goes back and forth from a clearing not far 
  from the village (see Kynbani’s Goals).
  D. Effigy of Loki
  A huge statue representing the god Loki rises in the 
  center of Fínnbol. According to the legend, it was 
  already in the swamp when Hrókr took refuge there.
  Many Outcasts spend their days in front of the 
  statue in the hope that it will speak to them as it did to 
  the half-giant, but the effigy remains silent. 
  Once a year Hrókr holds a large ritual in the pres-
  ence of the whole clan and speaks with the statue, 
  revealing then to everyone the will of Loki. 
  Observing the statue, the characters will notice 
  nothing unusual. Should they make use of means of 
  magical perception, the statue reveals a powerful cha-
  otic dishonorable aura. 
  
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  E. The Green Pyre
  A huge wooden pyre is placed in front of the statue of 
  Loki and is lit whenever Hrókr must speak to the clan.
  When the pyre is lit it does not behave normally, 
  the wood has in fact been treated to emit a green flame 
  and hallucinogenic fumes that gives strange visions to 
  anyone who breathes them.
  F. Penitent’s Cage
  Living with the Jötunn Sons does not mean absolute 
  freedom, however. The great and venerable Hrókr can 
  take the life of all those he wants as well as enforce 
  cruel punishments. 
  Those who incur into the Sorcerers wrath without 
  being killed serve their sentences locked into a small 
  cage exposed to the elements and the ridicule of their 
  companions.
  
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  Jutland
  The peninsula of the Kings and the surrounding 
  islands are the richest and most organized region of the 
  Northern lands, its powerful and enlightened ruling 
  house turning into a more developed region.
  The islands and peninsula share a jagged and hard 
  land perennially beaten by the wind and unsuitable for 
  agriculture. For this reason, Jutlanders amassed their 
  great wealth mainly by raiding, now rendered almost 
  completely impossible by bad weather.
  The peninsula is dominated by the Queen of the 
  reigning clan’s overwhelming power, who keeps the 
  peninsula under control thanks to the support of the 
  entire population and the noble families. 
  The islands, not as wealthy as the peninsula, have 
  remained isolated due to the extreme conditions of the 
  sea, their lords reigning from their isolated fortresses.
  The Peninsula [4-5]
  The populated centers of the peninsula are actual for-
  tresses linked together by a great road that traverses 
  the entire region north to south. The marshlands have 
  been partly reclaimed and their peat used to construct 
  buildings and defensive earthworks. Danevirke, the 
  best known of these barriers, separates the peninsula 
  from the territories of the hostile Franks. 
  The peninsula is completely crossed by the wide 
  highway, a beaten path that connects the capital of 
  Siste Festning in the north to the great wall of the 
  Danevirke in the south connecting along the way all 
  the other minor Trelleborg.
  Random Encounters
  To determine random encounters in this region, 
  check the “Jutland - Dry Land” Table on page 154. 
  Rík Braut, the Great Path
  The southern gate of Siste Festning immediately opens 
  onto the great dirt path that connects the whole of the 
  Jutland peninsula, linking the three main Trelleborg 
  together, and ends near the Danevirke. 
  
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  For most of the route, the trail is wide and can easily 
  be traveled on foot or horseback. In some places trav-
  eling along the main road is more complicated due to 
  the uneven ground or the erosion of sea water.
  Travelling along the great path is no longer as safe as 
  it once was, as now the queen’s troops mostly garrison 
  the fortresses and the wall.
  Signal Fires
  Every mile, the path passes near wooden 30 ft. tall 
  towers on top of which have been placed wooden 
  pyres ready to be lit in case of emergency.
  In the past, clan guards watched over them, now 
  barely a few workers live there, tasked with keeping 
  an eye on the nearby pyres and lighting the fire should 
  the need arise. 
  1d4 commoners live in a peat hut near each pyre, 
  garrisoned by 1d4 Guards.
  Minor Trelleborgs 
  Before reaching the great barricade, the Rìk Braut 
  passes through the other two main fortresses of the 
  peninsula, Gryttir Vordhr “Rock Guardian” and Skjald 
  Rif “Shield Shore”.
  Although these fortresses are smaller than Siste 
  Festning, they share the same construction though 
  lacking the royal palace and the Great Horn. 
  The Minor Trelleborgs of the peninsula are gov-
  erned by Jarl loyal to the Queen, living in the core of 
  their fortress.
  Because of the extreme weather conditions the 
  poor and destitute wait in line at the entrance of the 
  Trelleborgs. Should the characters need or want to 
  gain access to fortresses, they would have to find ways 
  of convincing the guards to allow them in. Or arm 
  themselves with a great deal of patience.
  The Rotting Forest
  The closer to the wall, the stranger the area becomes. 
  Tales are many of what happens beyond the barrier, but 
  according to some the evil permeating the lands of the 
  Franks slipped past the wall and tainted the peninsula.
  Some forests in the southern part of the peninsula 
  have been infected by this evil, the trees gray, their 
  trunks spotted and the earth dry and lifeless.
  Those who lived near these woods have disappeared 
  without leaving a trace, their abandoned dwellings 
  bearing signs of struggle and traces of blood. 
  Some escaped from this fate by fleeing at the first 
  strange signs and have joined the swarms of refugees 
  who ask to enter the fortresses.
  The air inside these forests is unhealthy and every 
  hour the characters spend in this terrain they must roll 
  a DC 15 Constitution saving throw or suffer a level 
  of exhaustion. 
  The forest is inhabited by creatures that have been 
  corrupted by the evil spirits haunting the kingdom of 
  the Franks, who wish death to all the living.
  If the characters manage to kill or exorcise the cor-
  rupted beasts, the curse on the forest is lifted and it 
  will slowly return to normal.
  Danevirke
  An enormous fortification that runs across the penin-
  sula separating it from the enemy Franks. 
  Depending on the events that occurred during 
  the The Grey Wanderer adventure, or according to the 
  GM’s choices, the situation in the camps in defense of 
  the Danevirke can vary:
  • 
  Erik “The Sleepless”, formerly Captain of the 
  Danevirke Guard, is now a Corporeal Draugr 
  (see page 133) and is still in possession of the 
  Angurvadal sword (see page 196). He terrorizes 
  the camps in defense of the Danevirke, creating 
  notices problems to the Gjallarhorn clan.
  • 
  Erik was killed in the city of Silasthorp beyond the 
  Danevirke and now the Guard is preparing to face 
  the enemy without a charismatic guide.
  • 
  Erik was saved during the events of “The Grey 
  Wanderer” and will be very grateful and hospitable 
  should he meet again the characters he owes his 
  life to.
  In any case, the Danevirke is constantly under attack 
  by the enemy Franks, who always fight with more 
  ferocity. Each assault unit is generally composed of a 
  Knight, a Priest (or Priest of the Only Flame, see 
  page 143) and 8 Guards.
  If any soldiers of the Frank army were to be 
  captured and interrogated, they will reveal to the char-
  acters precious information, see “Expand Midgardr” on 
  page 126.
  
  The Nine Worlds: Midgardr
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  1 square = 5 ft.
  
  Journey to Ragnarok
  120
  Siste Festning
  The capital of the Kingdom of the Gjallarhorn clan is 
  the largest fortress in the Northern lands, the first to 
  see a family leader becoming King.
  The stronghold is overcrowded because of the many 
  refugees seeking shelter from the weather inside the 
  walls. The Queen has given orders to help all those in 
  need but every day that passes the already complicated 
  situation becomes more and more critical.
  A. Perimeter Walls
  The encircling city walls are 20 ft. tall and 10 wide, 
  constructed out of wood, earth, and peat, with a foot-
  bridge about 3 ft. wide protected by wooden spikes. 
  Above two of the gates are wooden defensive towers 
  a few meters high, from which take cover and attack 
  enemies. At the back of each of the towers there is a 
  wooden ladder that allows to go down or climb the 
  walls of the fortresses.
  Each tower houses at least one Guard while 1d12 
  others patrol the walls.
  B. Entrance Gates
  Four huge, wooden gates allow access inside the for-
  tress, each leading to one of the main roads. They 
  are operated by hand and can be blocked with heavy 
  wooden beams placed from the inside.
  C. External Guard Towers 
  Outside the walls of the fortress, there are a series of 
  simple wooden watchtowers about 30 ft. tall that host 
  2 Guards.
  D. Refugees’ Huts
  Outside the Trelleborg, wooden huts have been built 
  at the Queen’s order to provide shelter to the refugees. 
  The area is always patrolled by at least four Guards 
  who offer a hot meal and shelter to those in need. 
  However, their duty is also to break any revolts 
  among the many refugees who crowd the perimeter of 
  the wall waiting to gain access to the fortress. 
  E. Dwellings
  The buildings inside the fortress, much like its defenses, 
  are well-made but not opulent, built out of stone and peat.
  The interiors are practical, simple and yet more 
  varied than those that are found in other regions of the 
  northern territories.
  Those who have the honor of living inside the for-
  tresses are usually part of the clan’s army or warriors 
  with many raids under their belt, their homes dec-
  orated with well-made weapons or strange objects 
  obtained during their travels in strange lands. 
  Every dwelling is inhabited at least 1 Veteran and 
  1d4 Commoners. Inside there are weapons at the 
  discretion of the Game Master and 3d100 gp worth 
  of treasures.
  F. Craftsmen’s District 
  This area of the fortress is where the Jutland artisans 
  live. For the right price, they provide for weapons and 
  armor of superb craftsmanship, as it is well known that 
  no one in the Northern lands can compete with their 
  skills. The area is also inhabited by merchants who, 
  few in numbers, have no dedicated area of their own.
  In this district, the characters can buy both equip-
  ment and exotic items (see page 80), but all prices 
  have doubled.
  G. The Great Gjallarhorn
  In the large square of the fortress, in front of the 
  entrance to the royal palace, stands the imposing Horn 
  of the clan. It is said to be a faithful reproduction of 
  the one belonging to the god Heimdall, after which 
  the Gjallarhorns have been named.
  No one now living has ever heard the sound of the 
  horn but the legends say that it has been blown only 
  once by the first King and the sound echoed through-
  out Midgardr.
  The horn is to be blown only in case of great danger, 
  the Queen willing to do so only should the Franks were 
  able to break through the Danevirke. Whoever dares 
  to use the horn for futile reasons would be immedi-
  ately executed by the Queen herself.
  H. Royal Palace
  The royal palace, too, was built in ancient times by 
  the first clan King preferring functionality to pomp, 
  using only the best stone extracted from the moun-
  tains south of Jutland. Many argue that even Dwarf 
  craftsmen contributed to the construction effort.
  A huge wooden door allows access to the entrance 
  hall where two Veterans ensure that only those in 
  possession of a valid invitation and no weapons are 
  allowed inside.
  A smaller door opens onto the throne room located 
  on the side opposite to the entrance. 
  Two series of four columns precede the throne, dec-
  orating the room, and, when the court is gathered, one 
  of the eight Shield Maidens from the Queen’s Royal 
  
  The Nine Worlds: Midgardr
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  g
  c
  d
  e
  f
  a
  a
  b
  b
  b
  b
  c
  h
  1 square = 15 ft.
  
  Journey to Ragnarok
  122
  Guard stands at attention in front of each.
  At the end of the colonnade, a series of steps lead to 
  the magnificent stone throne on which the queen sits 
  when she receives guests. 
  The other rooms of the palace are located at the 
  sides and behind the throne room and are occupied 
  by the Queen’s personal guard and her servants. No 
  longer having blood relatives, Thorun wanted the 
  palace to be populated only by women.
  The palace contains 2.000 gp worth of treasures at 
  the Game Master’s discretion.
  The Islands [5]
  Those who live on the Jutland islands feel abandoned 
  and betrayed by the kingdom and antipathy towards 
  the peninsula has begun to grow. The local Jarls, then, 
  declared their independence by forming a league of 
  nobles outside the control of the mainland.
  The Queen is at the moment forced to focus her 
  resources to maintain control of the peninsula but in 
  her heart she waits for the opportunity to rain down 
  punishment upon the noble rebels. 
  Reaching the islands is a deadly undertaking even for 
  the best of seamen and given the current political insta-
  bility of the islands few are willing to set sail to them.  
  Random Encounters
  To determine random encounters in the sea, check 
  the “The Sea Midgardr” Table on page 154.  
  Rebel Trelleborgs
  Almost all the inhabitants of the islands have taken 
  refuge in the fortresses of the rebellious nobles accept-
  ing their rule and often sharing their resentment 
  towards the crown. 
  The rebel trelleborgs share the same characteristics 
  of the mainland ones but have been further fortified to 
  prevent attacks by bands of bandits and wild creatures 
  and any markings of allegiance to the Gjallarhorn clan 
  have been either defaced or replaced. 
  Only those who profess complete loyalty to the 
  league of independent nobles can hope to live inside 
  the fortress and those who are suspected of being still 
  faithful to the crown are usually hung outside the trel-
  leborg as a warning. 
  Each rebel Trelleborg has an army consisting of 
  9 Guards, 1d12 Shieldmasters (see page 144), 3 
  Assassins, led by a Noble.
  Coastal Villages
  On the coastal area of the islands there are still a few 
  villages loyal to the crown waiting for the arrival of the 
  Queen’s army to purge the rebellious nobles.
  These locals barely survive to the assaults by bandits 
  and the scarcity of resources, but they know the area 
  very well and could prove to be ideal allies for those 
  wanting to challenge the power of the rebels.
  Samsø  Island
  A little more than 6 miles from the coast lies the island 
  of Samsø, famous for the tombs of twelve berserker. 
  No one dares to approach and it is considered a cursed 
  place: it is said that the Twelve Berserkers who were 
  killed on those banks refuse to leave this world, haunt-
  ing the island. Numerous fishermen say they have seen 
  terrifying nocturnal fires on the island, but no one has 
  ever dared to land.
  If the characters decide to explore the island, they 
  will find twelve fires that rise from openings in the 
  ground, where the twelve warriors are buried in a circle.
  They were twelve brothers, nephews of Svafrlame, 
  who claimed to descend from Odhinn himself and who 
  had blackmailed Dwarfs make for him the Tyrfing 
  sword “Finger of Tyr” (see page 302), the deadly but 
  cursed sword that brought ruin to his entire bloodline.
  Passing a Wisdom (Asatru) DC 13 check, the 
  characters understand that they must pay tribute to 
  the fallen warriors in order to communicate with 
  them. In hailing the berserkers with respect, a Draugr 
  (corporeal see page 133) appears from the fire of one 
  of the openings.
  It is Agantyr (see page 151), owner of the sword, 
  the oldest of the other eleven brothers (Incorporeal 
  Draugr, see page 134).
  Should the character convince him to give them the 
  sword, Agantyr relinquishes it if defeated in a duel or 
  interested in their motivations. When freed from the 
  curse, he dissolves.
  If the characters show disrespect to him, Agantyr 
  and his brothers attack.
  
  The Nine Worlds: Midgardr
  123
  Draug - © Milivoj Ćeran
  
  Journey to Ragnarok
  124
  Party loyal to a clan 
  Odhinn’s Eye 
  Parties loyal to King Asbjorn begin their adventure in 
  the territories of Norvgr at the service of the clan. 
  These groups should be composed primarily of 
  characters from the Odhinn’s Eye clan or those that 
  have not yet chosen their allegiance (Gjallarhorn, Bear 
  Warriors, Icy Crows). Of course, there should not be 
  members of the Jötunn Sons or Wolves of the Shadow.
  Such parties begin their adventure with a mission 
  against a rival clan entrusted to them by a Jarlr, the 
  King in person or perhaps a prisoner.
  Wolves of the Shadow 
  Parties loyal to the Pack Leader should begin their adven-
  ture in the territories of Svtiod at the service of the clan. 
  These groups should be composed primarily of char-
  acters from the Wolves of the Shadow clan, the Jötunn 
  Sons or those that have not yet chosen their allegiance 
  (Gjallarhorn, Bear Warriors, Icy Crows). Of course, 
  there should not be members of the Odhinn’s Eye clan.
  Parties of this type begin their adventure with a 
  mission against a rival clan entrusted to them by the 
  Pack Leader, other warlords or after being attacked or 
  imprisoned by enemies.
  Party with characters 
  above first level
  Players who want to start with characters of a level 
  higher than first or who want a more difficult challenge 
  may choose to start from other points in Midgardr.
  The White Mountains, the Great Forest or the Swamp 
  can be ideal starting points for the adventure for charac-
  ters of second to fourth level.
  Even the Jutland peninsula is perfect as an advanced 
  starting point especially for those players who want to 
  carry on the adventure that ended in The Grey Wanderer.
  The first part of the adventure is designed to give the 
  player the opportunity to take an active part in the politi-
  cal and mystical events that are taking place on Midgardr 
  and write their story. Will they fight for a clan, quest for 
  power and glory or will they investigate ancient mysteries 
  chasing after evil creatures of other Worlds?
  Setting this kind of game can be complicated at the 
  beginning, especially for novice GMs, so we have decided 
  to give you some tips on how to start your adventure 
  depending on the composition and level of your party.
  Remember, however, this is just advice. As the GM 
  you SHOULD expand, adjust and rewrite this material 
  to turn the Journey to Ragnarok into a truly epic experi-
  ence for your players.
    
  Party formed by mixed clan
  characters
  Returning from a distant voyage  
  The characters return to the lands of the North 
  exhausted after a long journey, to take part in the great 
  raid led by the then-prince Asbjorn. Fimbulvetr hit, 
  however, and the extreme weather conditions consid-
  erably slowed their return home. 
  When they return to the North, the situation is 
  rather different than what it was when they left. When 
  they departed, the Clans were at peace, while the pres-
  ent political situation is of discord and war.
  It is advised to have the adventure begin in one of 
  the coastal villages of Norvgr or Svitjod perhaps near 
  Uppsala or Heil Hofn.
  Summoned by Destiny 
  The characters’ dreams are disturbed by strange visions 
  of the Yggdrasill tree or they are summoned to the 
  Druid Circle of the Icy Crows in Uppsala, whether 
  they felt the need to go there or found themselves 
  there by chance.
  An Elder of the Ice Crows awaits their arrival, who 
  saw in his dreams the characters beginning a journey to 
  resolve the fate of the Northern lands. Because of this, 
  he will do anything to join the group in their search.
  
  The Nine Worlds: Midgardr
  125
  Advancement of 
  the Characters on Midgardr
  As the characters make their way in this dangerous 
  world, challenges and intrigues will increase in level 
  and, consequently, so does their fame and influence, 
  perhaps by overthrowing one of the rulers and con-
  quering their kingdom.
  The table on the next page shows how to advance 
  characters through the milestone mechanism, the 
  Game Master is free to use it as a starting point and 
  model the rewards, depending on its history.
  In the event that a group prefers to use a classic 
  advancement system through experience points, the 
  Game Master can assign additional rewards for achiev-
  ing goals and not just for eliminating opponents.
  This type of system is more suitable for a group that 
  wants to further expand Journey to Ragnarok 
  both in terms of the duration of the game and the 
  material to be integrated. As with the milestone mech-
  anism, the reputation of the characters will increase as 
  they reach each new level.
  Reputation
  The reputation of the characters is based on how the 
  characters earn the milestones; being the hero of a clan 
  often means being the enemy of an opposing faction.
  The Game Master is free to interpret the fame of 
  the characters as a tool for their own story; in the early 
  stages, the simplest way could be giving advantage or 
  disadvantage through social trials depending on the 
  places they journey through.
  The Voyage on Midgardr
  Depending on the clan of origin of the characters, 
  their players might receive different pieces of infor-
  mation, at the beginning of Fimbulvetr, to push them 
  towards a specific mission. Whatever their first steps, 
  the characters must gather enough glory to attract the 
  attention of the gods, by conquering honor and fame 
  in Midgardr, the mortal realm.
  The Game Master is free to use both the back-
  ground and clan of the characters to help the players 
  in choosing one of the many adventures listed in this 
  chapter. As an example, King Asbjorn is willing to 
  put an end to the disputes with the bandits living in a 
  village at the foot of the White Mountains. Although 
  a frontal attack would bring much honor to the 
  characters, more cunning adventurers might want to 
  kidnap or kill their leader, Guthrum Óeidhar. Such 
  adventure is fitting for characters belonging to the 
  Odhinn’s Eye clan.
  Characters closer to the Wolves of the Shadows 
  might want to visit Jarlr Alrekr Sigthollr, of Uppsala, 
  to see what he needs in order to turn his back to 
  the King and his heretical wife. Instead, should the 
  characters be indifferent to clan politics, they might 
  simply want to wander off, looking for adventure. As 
  winter is drawing closer, nights are longer and the 
  tales of monsters are more frequent at every campfire.
  In the Norvgr region, the Cursed Woods are 
  ridden with trolls, while on the snowy mountains 
  crazed berserkers slaughter those few travelers who 
  still pass from those lands. In the Svtjod area, a 
  whole village was destroyed under mysterious cir-
  cumstances, while in the peninsula the barrier that 
  should keep at bay the curse ravaging the Frank 
  lands seems to be losing its strength. Honorless 
  characters, should they want to swear themselves to 
  a darker goal, could look for a statue, half submerged 
  in putrid swamp waters, that appears to answer the 
  questions of those who find it.
  Once the characters have shown they can influ-
  ence the events leading to Ragnarok, they are chosen 
  by the gods for a sacred mission and are able to carry 
  on with their adventure in one of the following ways. 
  As always, they are but suggestion: you are free to 
  adapt them or come with new ones depending on 
  your story and plot.
  
  Journey to Ragnarok
  126
  Activity
  Example
  Milestone
  Reputation
  Effect
  Carry out the initial 
  quests offered by the 
  clan chieftains or 
  hunt minor monsters 
  or dangerous wild 
  creatures.
  Defend the borders of 
  King Asbjorn from the 
  bandits. Gain the trust 
  of the Wolves of the 
  Shadow, demonstrating 
  honor to them.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the second 
  level.
  The characters are 
  known for their 
  achievements in the 
  groups with whom they 
  collaborated directly.
  Characters may be 
  helped / hindered in a 
  lesser way by clans who 
  know their fame.
  Conclude definitively 
  some of the quests of 
  the clan chieftain or 
  eliminate moderately 
  dangerous monsters.
  Eliminate the threat 
  of bandits from the 
  coast. Solve the enigma 
  of the destroyed village 
  in Svjtiod.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the third level.
  Characters begin to be 
  very well known within 
  the clans influenced by 
  their deeds.
  The characters will be 
  welcomed as friends / 
  foes by the clans who 
  know their fame.
  Influence one of the 
  clan’s choices to tip 
  the balance.
  Turn over the political 
  stalemate of the Crows. 
  Freeing the mountain 
  from the Berseker’s curse.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the fourth 
  level.
  The characters are 
  famous throughout 
  Midgardr as well as their 
  goals or the faction with 
  which they have sided.
  Some allies will actively 
  help the heroes as some 
  enemies begin to attack 
  them if possible.
  Take an active part in 
  the conflict or eliminate 
  threatening monsters.
  Join a band of Wolves 
  to kill a clan Chieftain 
  of the Odhinn’s Eye. 
  Kill Trolls or discover 
  the treasures of the 
  ancient ruins.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the fifth level.
  The characters begin 
  to play a role of power 
  within the clans, 
  could become general 
  or advisors of one 
  of the leaders.
  Bands of allies will join 
  the heroes and at the 
  same time bands of 
  enemies will be hired 
  to kill them.
  Consolidate the power 
  of their allies or reduce 
  the power of a clan.
  Restore power in the 
  rebel islands of Jutland. 
  Conquer villages or 
  minor territories 
  of a rival.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the sixth level.
  The characters now play 
  a role of prestige and 
  leadership within the 
  allied clans.
  The characters become 
  owners of a territory or 
  Jarlr of a minor village.
  Become a clan 
  Chieftain.
  Killing or overthrowing 
  a Rival clan Chieftain.
  When the characters 
  complete a task of this 
  kind for the first time, 
  they reach the seventh 
  level.
  The characters are at the 
  head of a clan.
  The villages under the 
  clan bow to the power of 
  the new chieftain while 
  the faithful to the old 
  sovereign seek revenge.
  Conquer the North
  Now the characters 
  have accumulated 
  enough power to decide 
  the fate of the North: 
  will they shed more 
  blood in search of new 
  possessions or will they 
  try to bring peace to 
  the Fimbulvetr?
  
  The Nine Worlds: Midgardr
  127
  The adventure continues
  Reaching the sixth level the characters have gained 
  such power that they can now change the fate of the 
  Northern lands, shaping them at will.
  In reality, there are still threats beyond the abili-
  ties of the characters, such as the evil Troll King (see 
  page 150) and the army of undead in the lands of the 
  Franks (see Expand Midgardr page 128), but, at this 
  level, the Game Master should allow the players to get 
  drunk on their accumulated power, preparing them 
  for first big plot twist of the campaign.
  At the end of the section “The Journey on Midgardr” 
  three alternatives are presented to bring the characters 
  to the end of this Journey, at the discretion of the GM 
  the possibilities are many.
  The characters have become the most valiant warri-
  ors on Midgardr and Loki has laid his eyes upon them, 
  ready to make them the new puppets in his game.
  They will be involved in a great enterprise, during 
  which, however, they will lose their senses and will 
  awaken on a desolate stretch of ice, in the World of 
  Niflheimr, thus reaching the seventh level.
  The Begin of the Journey
  When the characters have reached an adequate level, 
  it is time for the Game Master to set the scene for the 
  next step of their journey.
  It is key that the players can live this moment as a 
  significant and memorable event.
  It should be the last scene of the session, to leave 
  the players with a great cliffhanger to make them muse 
  on what might happen next.
  The Game Master must not give explanations; the 
  surprise is the beginning of the next session when the 
  characters find themselves in another world...
  This narrated sequence represents the moment the 
  game takes an unexpected turn for the characters, they 
  are about to leave their World of origin and explore the 
  Nine Worlds that they had just heard of in legends in 
  myths before that day.
  The Game Master should have prepared some 
  ambience music (see page 325 for advice on the choice 
  of music), to set the adequate mood, dim the lights 
  and read in a grave tone the following paragraph:
  While once you were nameless among the throngs 
  of your clan, now you have carved for yourselves a 
  place of honor in the history of the northern lands.
  Now bards sing of your deeds, and your name is 
  known by everybody, causing terror in your enemies 
  and earning you the admiration of your allies.
  Wherever you go, Jarlar and Kings throw rich ban-
  quets in your honor and the requests of help in these 
  dark nights of the long winter grow by the day.
  During a night similar to many others, as sleep 
  quickly took over your mind, a vision shakes you.
  Jörmungandr, Midgardr’s serpent, rises from the 
  abyss of the sea, crushing the World into fragments 
  among its coils. As death and desperation surround 
  you, you catch a glimpse of gleaming figures on the 
  top of a mound of mangled bodies. You try to climb 
  this mountain of dead flesh, sinking into it as you try 
  to reach the light, crushing the air out of your lungs.
  You start shaking in your sleep when a biting cold 
  suddenly wakes you up. Your body is ice-cold, in 
  spite of your being drenched in sweat.
  Something changed. You are not in your bed, with 
  your fur blankets, anymore.
  At this point, your players will want to know the fate 
  of their characters, arrived on Nilfheimr. Now, how-
  ever, is the perfect moment to close the session and 
  leave wrapping their heads around what happened and 
  what might happen next session.
  
  Journey to Ragnarok
  128
  Beyond the North
  The men of the North are skilled travelers and expert 
  explorers driven by fame and wealth they have trave-
  led far and wide discovering distant and exotic lands 
  inhabited by men with skin, costumes and divinities 
  different from their own in the North.
  Below is a brief description of these places that may 
  serve as a starting point for the GM in the event that 
  the characters find a way to travel beyond the North 
  despite the critical conditions of the Fimbulvetr.
  Frankland
  Beyond the barrier built by the Jutlanders lies the 
  immense kingdom of the Frankland, ruled by an 
  ancient lineage of emperors. With its imposing castles, 
  hosts of paladins, templars, and priests ready to die for 
  the faith of the sacred light, the mighty kingdom has 
  now been struck by an obscure curse. It first infected 
  the plants and animals, turning them poisonous and 
  aggressive, eventually corrupting the minds and bodies 
  of the people into servants of an ancient evil. 
  Linguistic differences and continuous warfare have 
  kept the Jutlanders ignorant of the real Frank con-
  ditions, no longer the opulent kingdom of shining 
  knights but now the dominion of an evil and ancient 
  Draugr with great powers bestowed upon him by the 
  great winter. He has turned the Frankland into a realm 
  of terror and death inhabited by the undead, ghosts and 
  other nameless horrors.
  The army camped in front of the Danevirke and the 
  desperate people behind it are all that remains of the 
  Frank citizens, hopeful to find safety beyond the wall as 
  the priests of the sacred light have repeatedly foreseen.
  Keel
  To the South East of the Northern territories extends 
  the land known as Keel or the Great Desolation. 
  This expanse of ice perpetually beaten by strong 
  winds is considered uninhabitable except for a strange 
  people, nomadic mystics called Lapi.
  Besides being famous for their ability to survive in 
  such a hostile land the Lapi are also known for being 
  wizards of the wind, with the innate power to control 
  the air currents.
  These strange people are despised and feared by 
  the inhabitants of the North who look upon the Lapi 
  with distrust.
  Ambitious men who looked beyond ethnic preju-
  dices have tried to convince the Lapi wizards to join 
  them during their navigations to exploit their powers 
  and always have the winds at their favor.
  No one can say with certainty, but according to 
  many this idea is pure folly and dangerous, as a Lapi 
  wizard onboard a ship can only bring disaster. 
  Colonies in the frozen sea
  Some explorers have gone beyond the most extreme 
  North and reached unknown and uninhabited islands 
  where they founded colonies in the hope of finding 
  good farmland. 
  From the very beginning, the colonization of these 
  islands proved to be difficult, as there are periods when 
  the sea completely freezes, making impossible going 
  back and forth.
  Since the beginning of the Fimbulvetr no one 
  knows what the fate of the settlers who remained on 
  the islands is and nobody is crazy enough to take the 
  chance to find out.
  The kingdom of the Englar
  The islands to the west of the Northern lands are ruled 
  by several Kings who vie for power with the aim of 
  unifying all the territories under their own crown. 
  However, these areas are not famous just for their 
  armies and kings. From here came the wife of King 
  Asbjorn and her faith, the religion of the Eternal 
  Flame. Great treasures are hidden within castles and 
  temples, but the Englar are deadly warriors, rivals even 
  to the men of the North. 
  Their warrior priests do not fear death and are said 
  to possess incredible powers given to them by their 
  unwavering faith in the Flame.
  Some raids have been successful against the vil-
  lages near the coast but when the Englar armies take 
  the field they are an opponent too powerful for the 
  Northern raiders.
  
  The Nine Worlds: Midgardr
  129
  The Great Steppe
  To the South East of the Northern lands extends the 
  great steppe, an alien and immense place inhabited by 
  men of long spears.
  These lands offer great opportunities for daring trav-
  elers but the risks are high. 
  None of the travelers who have ventured east have 
  found the end of these lands and the men of the North 
  are not used to traveling on hard land for such long dis-
  tances. In addition, the natives of the steppes are skilled 
  and cruel fighters, lethal adversaries even for the pow-
  erful Vikingar. however, many still choose to put their 
  lives at risk to discover the incredible mysteries of the 
  great steppe.
  The Lands of the Inner Sea
  In the South of the world there is an inland sea which 
  can be reached only by following routes known to a 
  selected few. Such journey is fraught with danger and 
  many ships have disappeared in the attempt to follow 
  the Southern route. The inland sea bathes many lands, 
  each of which inhabited by very different people. 
  Darker of skin than the Northern people, they have 
  a predisposition for the arts of politics and commerce.
  The Land of the Spirits
  Although mostly just myths, there are those who say 
  that pushing even further west one reaches an immense 
  land. This place is inhabited by evil spirits who haunt a 
  world forgotten by the Gods.
  Those who miraculously returned from there claim 
  that no man should challenge the wrath of the Gods 
  trying to reach them.
  The Well of Urðarbrunnr
  The third root of Yggdrasill stretches out on Midgardr. 
  The legends tell of the Well of Urðarbrunnr, where the 
  three Norns tend to the tree. They live there and each 
  day they feed it with pure water, that then falls as dew, 
  and cover it in clay from a spring.
  The legend holds that the Nors are called Urðr 
  (“Past”), Verðandi (“Present”) and Skuld (“Future”), who 
  weave, sing and play with the runes bearing the thread 
  of Destiny.
  The exact location of the Well of Urðarbrunnr is 
  unknown as it seems to be shrouded in the mythical 
  mists that protect the place the Æsir are said to gather 
  and hold council, the Thing.
  The Three Norns - © Milivoj Ćeran
  
  130
  Alrekr Sigthollr
  "One day, these ruins will shine again like in ancient times and I will be 
  worthy of my ancestors".
  Thanks to his political and speech skills, young Alrekr – son of a humble 
  merchant – climbed the social ladder, gaining the trust of Kings and Jarls. 
  After a great struggle with the noble houses that controlled the city, the 
  father of King’s Asbjorn made him Jarl of the ancient city of Uppsala.
  While Uppsala is within the territories of the Odhinn’s Eye, Alrekr 
  earned the respect of the other Clans as well and today the jarl plays the 
  role of mediator to prevent a new war in his city.
  Despite the appearances, the jarl and the Icy Crows aren’t going along 
  well: a year ago the jarl’s firstborn son became Límrún, new Mímaneidhr of 
  the Crows. This political move tied the jarl’s hands, preventing him from 
  swearing fealty to another clan to stabilize the city.
  Roleplaying Alrekr
  The jarl of Uppsala hides his true nature behind a calm and polite facade.
  Alrekr is ready to do anything to achieve his goals and to face any 
  opponent with his trademark guile and skill.
  He will use those PCs that appear to be a useful resource, otherwise he 
  will ignore them or find a clean way to dispose of them.
  Alrekr’s Goals
  The main goal of the Jarl is to restore Uppsala to its ancient glory. He 
  thinks that the influence of the Icy Crows bogged down this process 
  and that the city should be controlled by a clan that can provide greater 
  stability and security.
  Meanwhile, he wants to free his firstborn from the Crows’ clutches; 
  Alrekr is no fool, he knows that this “great honor” they bestowed upon his 
  son is just an attempt from the circle to control him.
  If the characters oppose the circle or try to bring Uppsala under the 
  wing of another powerful clan, Alrekr will do anything in his power to 
  help them.
  Alrekr
  Medium Humanoid (Human), Chaotic Honorable
  STR 
  12 (+1)
  DEX 
  10 (+0)
  CON 
  16 (+3)
  INT 
  18 (+4)
  WIS 
  16 (+3)
  CHA 
  18 (+4)
  Armor Class 18 (scale armor, shield)
  Hit Points 76 (7d8 + 21)
  Speed 30 ft.
  Saving Throws Str +3, Con +5
  Skills Deception +6, Insight +6, Perception +5, Persuasion +6
  Senses passive Perception 15
  Languages Common
  Challenge 3 (700 XP)
  ACTIONS
  Multiattack. Alrekr makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 
  (1d6 + 1) slashing damage.
  REACTIONS
  Jarlr’s Guard. If Alrekr fights in Uppsala and is not incapacitated, on 
  initiative count 20 (losing initiative ties) he can summon 1d4 Guards to 
  defend him.
  Alrekr
  
  131
  Encounters on Midgardr
  King Asbjorn
  Asbjorn, The Red
  "I ask you one last time… do you renew the oath of fealty to your king?"
  After the death of his father, Asbjorn’s first order as King was to sail to 
  the coasts of Englar for a glorious raid. Very few know exactly what hap-
  pened to the young and brave prince – eager to make new discoveries and 
  dreaming of sailing over all the seas – during those years among enemies, 
  but when he returned he was a completely different man.
  The sea returned to the Odhinn’s Eye a powerful and ruthless King that 
  greatly expanded the border of the clan’s lands.
  The King also returned married to an alleged princess of Einglar, 
  Sknaht, and converted to her faith, which spreads in the lands of the 
  Odhinn’s Eye with each day that passes.
  Roleplaying Asbjorn
  Asbjorn is a straightforward and violent man, he demands absolute loy-
  alty from his subjects and rarely comes to trust those he frowns upon.
  The only person he trusts without reservation is his beloved queen. Her 
  wish is his command and the King will do anything to satisfy her.
  If Asbjorn thinks that the PCs might damage him somehow, he will do 
  anything in his power to eliminate them or, if they might come in handy, 
  break them to make them his slaves. At the same time, he’s very generous 
  with those who serve him.
  Asbjorn always wear the sign of the eternal flame on his chest. He 
  believes that it’s just another “human” way to represent the gods, so he 
  respects those who follow the ancient ways.
  Asbjorn’s Goals
  The main goal of the King is to create a safe and powerful kingdom that 
  spans all the Northlands.
  He’s constantly looking for skilled individuals that can deal with his ene-
  mies, both internals and externals. He will probably ask the PCs to deal with 
  rebellious bandits in his lands or personal enemies among the other clans, 
  rewarding them with gold, lands or positions within the Odhinn’s Eyes.
  At the same time, the King doesn’t like to hear rumors about the end of 
  the world or monsters within his land and reward those who “silence” these 
  ideas or deal with the rumormongers in a discreet way.
  Asbjorn
  Medium Humanoid (Human), Lawful Honorable
  STR 
  20 (+5)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  16 (+3)
  Armor Class 19 (scale armor, shield)
  Hit Points 118 (12d10 + 36)
  Speed 30 ft.
  Saving Throws Str +9, Cha +7
  Skills Asatru +5, Athletics +9 
  Damage Immunities fire
  Senses passive Perception 11
  Languages Common
  Challenge 7 (2,900 XP)
  Fierce. Asbjorn has advantage on all saving throws against being frightened.
  ACTIONS
  Multiattack. Asbjorn makes three attacks with the Ulfberht Sword or two 
  attacks with the Ulfberht Sword and one Shield Bash.
  Ulfberht Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 
  Hit: 11 (1d8 + 6) slashing damage +3 (1d6) fire damage. or 12 (1d10 + 6) 
  slashing damage +3 (1d6) fire damage if used with two hands.
  Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 
  (2d4 + 5) bludgeon damage. If the target is a Medium or smaller creature, 
  it must succeed on a DC 15 Strength saving throw or be knocked prone.
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  Asbjorn can utter a special command or warning whenever a non-hostile 
  creature that he can see within 30 ft. of him makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll provided it can hear and 
  understand him. A creature can benefit from only one Leadership die at a 
  time. This effect ends if Asbjorn is incapacitated.
  Royal Gaze. Asbjorn can intimidate an opponent with the sheer power of 
  his gaze. A creature within 5 ft. of him must succeed on a DC 15 Wisdom 
  saving throw or suffer disadvantage on all melee attacks against Asbjorn for 
  1 minute. At the end of its turn, an intimidated creature can attempt a new 
  DC 15 Wisdom saving throw to end this effect. This ability doesn’t work 
  on a creature who previously succeeded on the saving throw.
  REACTIONS
  Parry. Asbjorn adds 3 to its AC against one melee attack that would hit 
  him. To do so, he must see the attacker and be wielding a shield. 
  LIAR ACTIONS
  Royal Guard. If Asbjorn fights in a territory controlled by the 
  Odhinn’s Eye and is not incapacitated, on initiative count 20 (losing 
  initiative ties) he can summon 1d4 Guards to defend him.
  
  132
  Blóttré
  Blóttré, “Tree of Sacrifice”
  "Everything I did was to ensure the safety of this circle".
  When Blóttré was picked up by the circle he was barely a toddler, left as 
  a gift by an unknown clan.
  Blóttré has lived his entire life in the circle and struggled to reach an 
  important position within the clan’s ranks. Unfortunately, once he arrived 
  he realized how much the circle needs to the be reformed to face the trou-
  bled times ahead. His master, Spekisvidhr, was a wise and good teacher, but 
  now it’s time for him to step down.
  The first encounter between Blóttré and King Asbjorn was a casual affair, 
  but every encounter since was much more serious. During some secret meet-
  ings, Asbjorn promised his full support, if the circle would ever collapse.
  If Uppsala would ever to fall under the influence of the throne, Asbjorn 
  would shower Blóttré with gold and make him the sole Mímaneidhr.
  Roleplaying Blóttré
  Blóttré is a man that uses his intelligence and skills to make his oppo-
  nents feel insignificant.
  If necessary, he can put aside his polite facade in an instant, showing his 
  true colors of an authoritarian sage.
  Blóttré’s Goals
  Blóttré is planning to kill the other Mímaneidhr and infiltrate Asbjorn’s 
  warriors in Uppsala to seize control of the city. He is very suspicious and 
  won’t trust the PCs unless they can prove to be an agent of Asbjorn him-
  self or they have rock-solid reasons to destroy the circle.
  Blóttré isn’t aware of the plans of Jarl Alrekr – because he doesn’t trust 
  him – but the PCs might be the perfect tool to join the schemes of these 
  two conspirators.
  Blóttré 
  Medium Humanoid (Human), Lawful Dishonorable
  STR 
  9 (-1)
  DEX 
  16 (+3)
  CON 
  14 (+2)
  INT 
  14 (+2)
  WIS 
  18 (+4)
  CHA 
  12 (+1)
  Armor Class 14 (padded armor)
  Hit Points 58 (9d8 + 18)
  Speed 30 ft.
  Saving Throws Int +6, Wis +8
  Skills Asatru +8, Deception +5, Nature, +8, Persuasion +5
  Damage Resistances radiant
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1,800 XP)
  Spellcasting. Blóttré is a 9th-level spellcaster. His spellcasting ability is 
  Wisdom (spell save DC 16, +8 to hit with spell attacks) and he has the 
  following druid spells prepared:
  Cantrips (at will): poison spray, shillelagh, thorn whip
  1st level (4 slots): cure wounds, entangle, fog cloud, thunder wave
  2nd level (3 slots): barkskin, gust of wind, moonbeam
  3rd level (3 slots): meld into stone, plant growth, sleet storm
  4th level (3 slots): blight, grasping vine, stoneskin
  5th level (1 slot): tree stride
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if 
  used with two hands.
  Change Shape (2/Day). Blóttré magically polymorphs into a beast with 
  a challenge rating of 1 or less, and can remain in this form for up to 4 
  hours. He can choose whether his equipment falls to the ground, melds 
  with his new form, or is worn by the new form. Blóttré reverts to its true 
  form if it dies or falls unconscious. He can revert to its true form using a 
  bonus action on its turn.
  While in a new form, Blóttré can’t speak and retains his game statistics and 
  ability to speak, but its AC, movement modes, Strength, and Dexterity 
  are replaced by those of the new form, and he gains any special senses, 
  proficiencies, traits, actions, and reactions (except class features, legendary 
  actions, and lair actions) that the new form has but that he lacks.
  When Blóttré returns to his true form, he retains the same amount of hit 
  point he had prior to the transformation.
  
  133
  Encounters on Midgardr
  Cursed Berserker
  These skinchangers have completely lost their humanity and now they 
  survive as cursed bear, thirsting for human blood. Their minds are com-
  pletely clouded by an insatiable hunger that never leaves them.
  A long time ago, the skinchangers were proud berserker warriors with 
  supernatural powers, but something corrupted their spirits, like a disease, 
  and now they only way to save them is to kill them.
  The Cursed Berserkers answer only to the commands of their leader and 
  immediately attack any human being in suight unless the leader restrains 
  them. it’s rare for one of these creatures to become human again, but when it 
  happens the guilt of its actions often crushes him.
  Cursed Berserker
  Medium Humanoid (Human), Chaotic Dishonorable
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  16 (+3)
  INT 
  9 (-1)
  WIS 
  11 (+0)
  CHA 
  9 (-1)
  Armor Class 12 (padded armor or natural armor in Bear Form)
  Hit Points 64 (8d8 + 16)
  Speed 30 ft. (40 ft. in Bear Form)
  Senses passive Perception 10
  Languages Common (can’t speak in Bear Form)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the Cursed Berserker can gain advantage 
  on the first melee weapon attack rolls during that turn, but attack rolls 
  against it have advantage until the start of its next turn.
  Bear Form (recharge after a long rest). As an action, the Cursed Berserker 
  can take the form of a Cave Bear for 1 hour. Its strength becomes 20 
  (+5), but its intelligence drops to 7 (-2). It gains darkvision (60 ft.) 
  and advantage on all Wisdom (Perception) rolls related to smell. Any 
  equipment he’s wearing or carrying isn’t transformed.
  If the Cursed Berserker dies or become incapacitated, it reverts to its 
  human form.
  ACTIONS
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage 
  if used with two hands.
  Multiattack (only in Bear Form). While in Bear Form the Cursed 
  Berserker makes two melee attacks, one with its claws and one with its 
  bite.
  Claws (only in Bear Form). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  Bite (only in Bear Form). Melee Weapon Attack: +7 to hit, reach 
  5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  Draugr
  Even the bravest warriors who have led an honorable life may have a 
  moment of weakness and lose their honor or fall into battle without 
  having completed the businesses for which they were intended.
  Seeing themselves denied their place among the Einherjar, they remain 
  attached to life in the form of Draugr, possessing or not of their body (see 
  Draugr, Corporeal and Draugr, Incorporeal). Wandering tormented by 
  dispelling their pain on the living or trying to ward off their condition.
  Draugr, Corporeal 
  Medium undead, any Chaotic
  STR 
  18 (+4)
  DEX 
  10 (+0)
  CON 
  18 (+4)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 
  18 (+4)
  Armor Class 18 (plate)
  Hit Points 85 (14d8 + 6)  
  Speed 30 ft
  Saving Throws Dex +2, Wis +2, Cha +2
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, poisoned
  Senses darkvision 120 ft., passive perception 13
  Languages Common
  Challenge 10 (5900 XP)
  Magic Resistance. The Draugr has advantage on saving throws against 
  spells and other magical effects.
  Marshal Undead. Unless the Draugr is incapacitated, it and undead 
  creatures of its choice within 60 ft. of it have advantage on saving throws 
  against features that turn undead. 
  Spellcasting. The Draugr is a 10th-level spellcaster. Its spellcasting ability 
  is Charisma (spell save DC 16, +7 to hit with spell attacks). The Draugr 
  has the following paladin spells prepared: 
  1st level (4 slots): command, compelled duel, searing smite
  2nd level (3 slots): hold person, magic weapon
  3rd level (3 slots): dispel magic, elemental weapon
  ACTIONS
  Multiattack. The Draugr makes 3 longsword attacks.
  Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 
  8 (1d8 + 4) slashing damage, or 9 (1d10+4) if used with two hands, plus 
  18 (4d8) necrotic damage.
  Hellfire Orb (1/Day). The Draugr hurls a magical ball of fire that 
  explodes at a point it can see within 120 ft. of it. Each creature in a 20 
  ft. radius sphere, centered on that point, must make a DC 17 Dexterity 
  saving throw. The Sphere spreads around corners. A creature takes 18 
  (5d6) fire damage and 18 (5d6) necrotic damage on a failed save, or half 
  as much damage on a successful one. 
  REACTIONS
  Parry. The Draugr adds 6 to its AC against one melee attack that would 
  hit it. To do so, the Draugr must see the attacker and be wielding a 
  melee weapon.
  
  134
  Draugr, Incorporeal 
  Medium Undead, Any Alignment
  STR 
  7 (+2)
  DEX 
  14 (+2)
  CON 
  10 (+0)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  15 (+2)
  Armor Class 11
  Hit Points 75 (15d8)  
  Speed 0 ft, fly 40 ft (hover)
  Damage Resistances acid, fire, lightning, thunder; bludgeoning, 
  piercing, and slashing from non-magical attacks
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, grappled, 
  paralyzed, petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive perception 11
  Languages all those it knew in life
  Challenge 6 (2.300 PE)
  Legendary Resistance (3/Day). If the Draugr fails a saving throw, it can 
  choose to succeed instead.
  Ethereal Sight. While Draugr is on the Material Plane, it can see up to 
  60 ft. in the Ethereal Plane and vice versa.
  Incorporeal Movement. The Draugr can move through objects and 
  creatures as if they were difficult terrain. It suffer 5 (1d10) force damage if 
  it ends its movement inside an object.
  ACTIONS
  Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 17 (4d6 + 3) necrotic damage.
  Etherealness. The Draugr enters the Ethereal Plane from the Material 
  Plane, or vice versa. It is visible on the Material Plane while it is in the 
  Ethereal Plane, and vice versa, yet it can’t affect or be affected by anything 
  on the other plane.
  Horrifying Visage. Each non-undead creature within 60 ft. of the 
  Draugr that can see it must succeed on a DC 13 Wisdom saving throw 
  or be frightened for 1 minute. If the save fails by 5 or more, the target 
  also ages 1d4 × 10 years. A frightened target can repeat the saving throw 
  at the end of each of its turns, ending the frightened condition on itself 
  on a success. If a target’s saving throw is successful or the effect ends for 
  it, the target is immune to this ghost’s Horrifying Visage for the next 24 
  hours. The aging effect can be reversed with a greater restoration spell, 
  but only within 24 hours of it occurring.
  Possession (Recharge 6). One humanoid that the Draugr can see 
  within 5 ft. of it must succeed on a DC 13 Charisma saving throw or 
  be possessed by the Draugr; the Draugr then disappears, and the target 
  is incapacitated and loses control of its body. The Draugr now controls 
  the body but doesn’t deprive the target of awareness. The Draugr can’t 
  be targeted by any attack, spell, or other effect, except ones that turn 
  undead, and it retains its alignment, Intelligence, Wisdom, Charisma, 
  and immunity to being charmed and frightened. It otherwise uses 
  the possessed target’s statistics, but doesn’t gain access to the target’s 
  knowledge, class features, or proficiencies. The possession lasts until the 
  body drops to 0 hit points, the Draugr ends it as a bonus action, or the 
  Draugr is turned or forced out by an effect like the Protection From 
  Good and Evil spell.
  When the possession ends, the Draugr reappears in an unoccupied 
  space within 5 ft. of the body. The target is immune to this Draugr’s 
  Possession for 24 hours after succeeding on the saving throw or after 
  the possession ends.
  LIAR ACTIONS
  On initiative count 20 (losing ties) the Draugr can cause one of the 
  following effects:  
  Automatic Possession: The Draugr automatically possesses the  
  character that wields its object of desire (physical or figurated). The target 
  can be free if  succeeds a DC 17 Wisdom saving throw or dropping to 
  0 hp (in that case the Draugr will immediately leave the body) or if the 
  Draugr loses interests in the target.
  
  135
  Encounters on Midgardr
  Gamallbjarki Snjallrson
  "You don’t fear the mountain? Then you’re already dead".
  Gamallbjarki Snjallrson “Little Old Bear” didn’t earn the respect of the 
  mountain by being gentle. The mountain taught him the way of strength 
  and he always follows that path.
  With his strength, he has been able to control the peak and the barbar-
  ian clans and punish those who tried to challenge his leadership.
  Despite his rude behavior, Gamallbjarki Snjallrson always does every-
  thing in his power to ensure the well-being of his people, managing men 
  and resources to survive the harsh environment of the mountain. 
  Roleplaying Gamallbjarki
  Gamallbjarki Snjallrson is a giant of a man, all brute strength and few words.
  He prefers acts over words and will be very generous with those charac-
  ters that help him. He unleashes his fury only upon his enemies and those 
  who try to trick him.
  While he’s devoted to the ancient gods, Gamallbjarki Snjallrson – like 
  many other mountain barbarians – believes that there are older and more 
  powerful beings than the gods, like the spirit of the mountain. He doesn’t 
  fear death but is afraid of the mountain’s ire and what it could possibly 
  bring down upon his people.
  Gamallbjarki’s Goals
  Gamallbjarki Snjallrson is looking for skilled individuals to discover what 
  is going on. If the PCs help the chieftain, he will become a stalwart ally, 
  ready to take the full might of his clan down into the valley to side with 
  the party.
  Gamallbjarki 
  Medium Humanoid (Human), Chaotic Honorable
  STR 
  20 (+5)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armor Class 16 (hide armor)
  Hit Points 100 (10d12 + 30)
  Speed 40 ft.
  Saving Throws Str +9, Con +7
  Skills Animal Handling +2, Asatru +4, Athletics +9
  Damage Resistances all non-psychic and non-magical damage
  Senses passive Perception 11
  Languages Common
  Challenge 6 (2,300 XP)
  Reckless. At the start of his turn, Gamallbjarki can gain advantage on the 
  first melee weapon attack rolls during that turn, but attack rolls against 
  him have advantage until the start of his next turn.
  Feral Roar (recharge 5-6). As a bonus action, Gamallbjarki can utter 
  a powerful roar that scares his enemies. Every opponent within 60 ft. 
  that can see and hear Gamallbjarki, must make a DC 15 Wisdom 
  saving throw. On a failed save it suffer 5 (2d4) psychic damage and has 
  disadvantage on its next attack roll against Gamallbjarki, on a successful 
  one takes half that damage and has no disadvantage. This ability doesn’t 
  work on creatures that are immune to being frightened.
  ACTIONS
  Multiattack. Gamallbjarki makes three attacks with the maul.
  Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 6) bludgeon damage.
  Powerful Maul Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 20 (4d6 + 6) bludgeon damage. The target must succeed 
  on a DC 15 Strength saving throw or be pushed 15 ft. away from 
  Gamallbjarki and be knocked prone.
  Gamallbjarki
  
  136
  Guàrdinjandr, 
  Pack L eader of the Cursed Berserkers
  "Give me your strength… SATE MY HUNGER"
  The Leader of the Cursed Berserkers was once a warrior and scout of the 
  Northlands, famous for his valor and feared for his supernatural berserk-
  er’s powers. The curse stroke him when, in order to survive, he was forced 
  to feed on human flesh. This is now just a distant and buried memory.
  Unfortunately, the curse was even able to infect others, starting with 
  the first berserkers sent to kill the Leader of the Cursed Berserkers. As the 
  pack started to grow, the Leader of the Cursed Berserkers decided to lead 
  them to a place where they could reproduce.
  Roleplaying Guàrdinjandr
  The Leader of the Cursed Berserkers is the only one among his peers that 
  can, partially, control his skin-changer powers.
  He can shift between his bear and human form at will but, most of the 
  time, he prefers to remain a giant monstrous werebear.
  When he’s looking for information about what is happening in the 
  Northlands, the journeys to nearby settlements masquerading as a polite 
  traveler, but this becomes more and more difficult. When he’s with his 
  pack, his countenance is that of a feral beast. 
  Guàrdinjandr’s Goals
  The only thing that interest the Leader of the Cursed Berserkers is to feed 
  his pack and himself, hoping to sate the insatiable hunger.
  He will destroy anyone that crosses his path, but he might curse par-
  ticularly skilled warriors, adding them to the pack ranks. He’s the only 
  Cursed Berserker that can spread the curse.
  When the pack will be ready, he will lead it down into the valley to 
  bring death and destruction.
  Guàrdinjandr 
  Medium Humanoid (Human), Chaotic Dishonorable
  STR 
  18 (+4)
  DEX 
  12 (+1)
  CON 
  16 (+3)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 
  12 (+1)
  Armor Class 12 (padded armor or 13 natural armor in Bear Form)
  Hit Points 80 (10d8 + 30)
  Speed 30 ft. (40 ft. in Bear Form)
  Damage Immunities all non-magical damage
  Senses passive Perception 11
  Languages Common (can’t speak in Bear Form)
  Challenge 5 (1,800 XP)
  Reckless. At the start of its turn, the Leader of the Cursed Berserkers can 
  gain advantage on the first melee weapon attack rolls during that turn, 
  but attack rolls against him have advantage until the start of his next turn.
  Bear Form. The Leader of the Cursed Berserkers can use his bonus action 
  to polymorph into a cave bear, a bear-humanoid hybrid or back into 
  his true humanoid form. As a bear or a hybrid, he has Strength 20 (+5) 
  and gains darkvision (60 ft.) and advantage on all Wisdom (Perception) 
  rolls related to smell. Any equipment he’s wearing or carrying isn’t 
  transformed. If the Leader of the Cursed Berserkers dies, he reverts to its 
  human form.
  ACTIONS
  Multiattack. As a humanoid the Leader of the Cursed Berserkers makes 
  two battleaxe attacks. As a bear he makes two claws attacks. As hybrid he 
  can attack as one or the other.
  Assault Axe (only in humanoid of hybrid form). Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, or 12 
  (1d8 + 7) in hybrid form.
  Claws (only in bear or hybrid form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
  Bite (only in bear or hybrid form). Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
  Guàrdinjandr
  
  137
  Encounters on Midgardr
  Gundabald
  “Drop that sword, before it’s too late”.
  The left hand of King Asbjorn, Gundabald has always been at the King’s 
  side since their unruly childhood. After following the King in the great raid, 
  Gundabald was appointed Jarl of a coastal village very close to Heil Hofn.
  Roleplaying Gundabald
  Gundabald believes in Asbjorn without reservations and he’s willing to 
  do anything to help the King achieve his goals. He’s both feared and 
  respected and has no qualms about showcasing his strength and dedi-
  cation when someone questions him. He doesn’t consider dishonorable 
  getting his hands dirty to serve his lord’s will.
  Gundabal’s Goals 
  Gundabald put his lord above everything and he has a blood debt toward 
  Asbjorn, who saved him during a raid when they were younger.
  He’s ready to do anything to serve the King and he would oppose his 
  friend and lord only if confronted with definitive proof of a manipulation.
  Gundabald can be found in any of the clan’s villages, accompanied 
  by his soldiers, but at the beginning of the adventure, he should be in 
  the destroyed village, while he tries to frame the Wolves of the Shadow 
  and eliminate any clues to the Trolls’ presence. At the same time, he was 
  ordered to deal with any busybody.
  If the Pcs start investigating, showing they don’t believe Gundabald’s 
  reconstruction, he will offer them shelter for the night and will try to kill 
  them while asleep.
  Gundabald 
  Medium Humanoid (Human), Lawful Honorable
  STR 
  18 (+4)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  15 (+2)
  Armor Class 18 (scale armor, shield)
  Hit Points 80 (9d10 + 27)
  Speed 30 ft.
  Saving Throws Str +7, Con +6
  Skills Athletics +7, Perception +4
  Senses passive Perception 14
  Languages Common
  Challenge 5 (1.800 XP)
  Brave. Gundabald has advantage on all saving throws against 
  being frightened.
  Brute. A melee weapon deals one extra die of its damage when 
  Gundabald hits with it (included in the attack).
  ACTIONS
  Multiattack. Gundabald makes three attacks with the battleaxe or two 
  attacks with the battleaxe and one Shield Bash.
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if 
  used with two hands.
  Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  12 (3d4 + 5) bludgeon damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  REACTIONS
  Parry. Gundabald adds 3 to its AC against one melee attack that would hit 
  him. To do so, he must see the attacker and be wielding a shield.
  Guthrum Óeidhar, the Rebel L eader
  "Don’t take another step or my men are going to shoot… who sent you?"
  Guthrum, the Rebel Leader, was a clan chieftain from a coastal village 
  that refused to kneel to King Asbjorn.
  He survived the brutal massacre of his home village at the hand of the 
  King’s warriors only because he was out hunting when they arrived.
  Since then, he lives in the woods surrounding the white mountains 
  and has gathered a group of rebels and bandits, each with its own bone to 
  pick with the throne.
  Roleplaying Guthrum
  Guthrum is no longer the strong man he once was, he’s growing weaker 
  and gloom veils his eyes. He had to make compromises with people he 
  once would have exiled from his village, but there is little choice: to fight 
  the King he has to rely on criminals, not proud warriors.
  The Rebel Leader required a proof of fealty from the PCs before deal-
  ing with them. He fears that, soon, Asbjorn will send someone to kill him 
  and so he doesn’t trust strangers.
  Guthrum’s Goals
  Guthrum needs to find allies and resources to face and dethrone Asbjorn. 
  To this end, he steals gold from caravans and villages of the Odhinn’s Eye 
  and kidnaps generals and Jarl from the coastal villages.
  If the PCs want to “work” with him they must prove their dedication 
  to the cause: raiding a village or shipyard of the Odhinn’s Eye, kidnapping 
  an important member of the clan or finding powerful allies to the cause.
  Right now, the Rebel Leader have no contacts with other clans, but the 
  PCs might be the right one to act as ambassadors.
  Guthrum Óeidhar 
  Medium Humanoid (Human), Chaotic Honorable
  STR 
  16 (+3)
  DEX 
  16 (+3)
  CON 
  14 (+2)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 
  14 (+2)
  Armor Class 17 (studded leather armor, shield)
  Hit Points 71 (10d8 + 21)
  Speed 30 ft.
  Saving Throws Str +5, Dex +5, Wis +2
  Skills Asatru +3, History +4, Persuade +4
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Strategic Guidance. As a bonus action, Guthrum grants advantage to an 
  attack roll to an ally he can see within 30 ft.
  ACTIONS
  Multiattack. Guthrum makes three battleaxe attacks.
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used 
  with two hands.
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  Guthrum can utter a special command or warning whenever a non-
  hostile creature that it can see within 30 ft. of it makes an attack roll or 
  a saving throw. The creature can add a d4 to its roll provided it can hear 
  and understand him. A creature can benefit from only one Leadership die 
  at a time. This effect ends if Guthrum is incapacitated. 
  REACTIONS
  Parry. Guthrum adds 2 to its AC against one melee attack that would hit 
  him. To do so, it must see the attacker and be wielding a shield.
  
  138
  Hrókr Fjalson
  "I am vengeance… let death and destruction come through me."
  Very few people know that Hrókr Fjalson really exists and even less are 
  aware that he’s the result of the unholy union of a frost giantess and a 
  simple mortal. Thanks to his mixed blood, Hrókr has an unusual appear-
  ance and long lifespan, way superior to other mortals.
  Only two people know how the Jötunn’s Sons came to be: the oldest 
  Mímaneidhr of the Icy crows and Hrókr himself. The half-blood was once 
  a powerful and respected Mímistafr and many thought it was already writ-
  ten that he would become a Mímaneidhr, but something went wrong. 
  Under the influence of his giant blood, Hrókr became more and more 
  interested in ancient forbidden rituals. The lust for power destroyed his 
  honor, making the council more and more worried. When they found his 
  Rót – his apprentice – dead, covered in unknown symbols and his corpse 
  twisted by terrible deformities, Hrókr’s was exiled.
  Hrókr never accepted his exile, nor the spite of his betters. During 
  his escape, he found a way through the bogs, to a hidden clearing, where 
  he discovered an ancient and powerful statue of the god Loki. Desperate 
  and without a purpose, Hrókr put his life in the hands of the god and he 
  answered his prayers through the statue.
  It time and protected by the bogs, Hrókr reunited more and more 
  outcasts like him, forced to flee from their own past. It has been almost a 
  century since the day when Hrókr discovered Loki’s statue and today the 
  Jötunn’s Sons number as much as the most prolific Minor Clans.
  Roleplaying Hròkr 
  Hrókr’s half-giant appearance is the less terrifying part of him, which give 
  a good measure of how dreaded he is.
  He is almost always holed up in his home, where he plans new tricks and 
  traps for his enemies.
  His ability to exploit fears and worries is unrivaled and he often uses 
  powerful hallucinogenic poisons to induce terror. Thanks to his giant blood, 
  he’s immune to these toxins.
  It’s very hard to surpass his skill with words or to hide anything from 
  him. The half-giant seem to possess an infinite number of ways to coerce the 
  truth out of somebody and to manipulate it.
  Hròkr’s Goals
  Loki revealed to Hrókr Fjalson his goals: the sorcerer is the spark that will 
  ignite a fratricidal war between the Clans before the Ragnarok. 
  The other goal of the half-giant is destroying the Icy Crow’s circle or 
  subject it to a more “agreeable” power, like the Wolves of the Shadow.
  Hrókr 
  Medium Humanoid (Human), Chaotic Dishonorable
  STR 
  10 (+0)
  DEX 
  10 (+0)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA
  18 (+4)
  Armor Class 10 (unarmored)
  Hit Points 80 (10d8 + 30)
  Speed 30 ft.
  Saving Throws Wis +3, Cha +8
  Skills Arcane +4, Asatru +3, History +4, Intimidate +8, Perception +3, 
  Religion +4
  Damage Immunities cold
  Senses passive Perception 13
  Languages Common
  Challenge 6 (3,900 XP)
  Spellcasting. Hrókr is a 10th-level spellcaster. His spellcasting ability is 
  Charisma (spell save DC 16, +8 to hit with spell attacks) and he has the 
  following sorcerer spells prepared:
  Cantrips (at will): chill touch, frost ray, minor illusion, 
  shocking grasp, poison spray
  1st level (4 slots): chromatic orb, disguise self, fog cloud, silent image
  2nd level (3 slots): crown of madness, suggestion, gust of wind, web
  3rd level (3 slots): counterspell, lighting bolt, sleet storm
  4th level (3 slots): greater invisibility, ice storm, stoneskin
  5th level (2 slot): cloudkill, cone of cold
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used 
  with two hands.
  REACTIONS
  Cold Aura. After being hit by a melee attack, Hrókr can use his reaction 
  to freeze the attacker, who must make an immediate DC 16 Dexterity 
  saving throw. On a failed save it becomes incapacitated and its speed 
  drops to 0, on a successful one its speed is halved. These effects last until 
  the end of the target’s next turn.
  Hròkr
  
  139
  Encounters on Midgardr
  Koltønn Ginnungason
  "Get ready to strike… on my mark".
  One doesn’t become pack leader with words or wealth, but by earning the 
  respect of the warriors he fought side-by-side in battle after battle. Like 
  all the pack leaders before him, Koltønn Ginnungason, “Ash Tooth, Son 
  of the Nothing”, showed his honor in many skirmishes between the clans 
  during his youth.
  Today, Koltønn Ginnungason is no longer that young bloodthirsty 
  viking, but a man who bears the scars of many harsh winters and has to 
  think of his pack’s well-being first, as his old allies become dreaded ene-
  mies, much greater in numbers and strength.
  Roleplaying Koltønn
  Koltønn Ginnungason’s thoughtful behavior should not be mistaken for 
  weakness: he can be violent and merciless if he thinks that this can bring 
  even the smallest benefit to his clan.
  Koltønn is as caring of the members of his pack, as he’s distrustful of 
  those who enter the forest without his permission. These are considered 
  enemy spies sent to kill him, unless they can offer definitive proof of the 
  contrary or another Wolf vouches for them.
  Koltønn’s Goals
  Koltønn Ginnungason struggled to keep a balance that grows more and 
  more unstable.
  He knows that his fate is to wage war and kill the apostate King but, 
  opposite to many of his clan’s warriors, he knows that the Wolves alone 
  won’t stand a chance against Asbjorn’s war-dogs.
  At the same time, he’s aware that his clan is a bunch of young hot-
  blooded warriors that want nothing more than to go into battle and prove 
  their honor. He’s certain that, without a show of strength from him, some 
  young warrior will soon challenge him or one of the old ones will question 
  him in front of the minor packs.
  The pack leader is desperately looking for new allies and the PCs might 
  be the right tool, but they have to prove their loyalty first, dealing with 
  one of the many dangers of the great forest or raiding a settlement of the 
  Odhinn’s Eye.
  Koltønn 
  Medium Humanoid (Human), Chaotic Honorable
  STR 
  16 (+3)
  DEX 
  20 (+5)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  12 (+1)
  Armor Class 19 (studded leather armor, shield; 
  18 when wielding two weapons)
  Hit Points 100 (12d10 + 36)
  Speed 30 ft.
  Saving Throws Dex +9, Con +7
  Skills Animal Handling +5, Asatru +7, Stealth +9, Survival +7
  Senses Passive Perception 13
  Languages Common
  Challenge 7 (2,900 XP)
  Shield of Shadow and Branches. Koltønn’s shield grants him advantage 
  to Dexterity (Stealth) rolls in the woods.
  Hidden by the Leaves. While in the woods or another area with many 
  plants, Koltønn can use his action in combat to make a Dexterity 
  (Stealth) roll and hide, even if he’s in plain sight.
  Dual Axes Mastery. Koltønn can fight with two non-light axes. He can 
  also drop the shield and grab an axe or drop an axe and strap the shield as 
  part of his Attack action.
  Pack tactics. Koltønn and all his allies within 30 ft. have advantage on 
  an attack rolls against a creature if at least one ally, non-incapacitated, is 
  within 5 ft. of it. 
  ACTIONS
  Multiattack. Koltønn makes two melee attacks and one ranged attack, or 
  one melee attack and two ranged attacks.
  Assault Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  10 (1d8 + 5) slashing damage.
  Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 7 (1d6 + 3) slashing damage.
  Koltønn
  
  140
  Kynbani Bergelmirson
  Few know the story behind the eyes of Kynbani Bergelmirson, who 
  claims to be a descendant of Bergelmir. Many believe that he was born 
  blind, but the truth is known only to Hrókr and Kynbani himself.
  Not all of the Jötunn’s Sons support Hrókr’s madness, a few try to 
  oppose and dethrone him, but the half-giant’s retaliation is always brutal 
  and merciless. When he discovered that Kynbani and his three brothers 
  were planning to kill him, Hrókr lured them into the swamp. He forced 
  Kynbani to watch while he butchered his brothers, then blinded him and 
  left him in the swamp.
  Kynbani managed to return to the village, but he was accused of mur-
  dering his brothers while he was hallucinating. Nobody was ever able to 
  prove him guilty, but Kynbani holed up in his stilt house.
  After many years, he started teaching the deeds of the Jotuns to the 
  clan’s young ones, fuelling their hatred for the Æsir.
  Roleplaying Kynbani
  Kynbani is just pretending to have accepted his place as an outcast 
  among the outcasts.
  He spends all his time in his stilt house at the edge of the village, wel-
  coming those who seek his tales and bowing his head to Hrókr. He only 
  shows his true spirit during his rare public appearance, when he speaks 
  against the Æsir and the other Clans.
  If the CPS shows to be brave, he will pretend to be a victim and ask 
  for their help. This is actually a trick to use them to get his revenge.
  Under the mask, Kynbani wants revenge and his hatred for Hrókr 
  still burns strong. He’s only biding his time.
  Kynbani’s Goals
  The real purpose of Kynbani is to bring his brothers back to Midgardr 
  and take revenge with them.
  Thanks to the dark arts he managed to imprison their spirits in a dead 
  clearing not far from the Jötunn encampment.
  His two brothers live in this place in the form of Incorporeal 
  Draugr, torn apart by an endless hatred and pain, caused by being 
  divided between two worlds.
  Kynbani wants to give back to the brothers a physical body and the 
  characters could be ideal victims for this purpose. If the characters follow 
  Kynbani in the dead clearing they will be attacked immediately by the 
  Draugr whose sole purpose is to take possession of their bodies to return 
  to the village and kill Hròkr. The dead clearing is a place known only to 
  Kynbani who has traced a huge runic circle in the ground in which the 
  Draugar are found.
  Kynbani 
  Medium Humanoid (Human), Lawful Dishonorable
  STR 
  11 (+0)
  DEX 
  14 (+2)
  CON 
  14 (+2)
  INT 
  12 (+1)
  WIS 
  10 (+0)
  CHA 
  16 (+3)
  Armor Class 13 (leather armor)
  Hit Points 42 (7d8 + 14)
  Speed 30 ft.
  Skills Arcane +3, Deception +5, Persuade +5
  Senses passive Perception 10
  Languages Common
  Challenge 3 (700 XP)
  Spellcasting. Kynbani is an 8th-level spellcaster. His spellcasting ability is 
  Charisma (spell save DC 13, +5 to hit with spell attacks) and he has the 
  following sorcerer spells prepared:
  Cantrips (at will): dancing lights, frost ray, mage hand, minor illusion
  1st level (4 slots): color spray, disguise self, mage armor, magic missile
  2nd level (3 slots): invisibility, mirror image, phantasmal force
  3rd level (3 slots): major image, phantom steed
  4th level (3 slots): phantasmal killer
  ACTIONS
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 
  30/120 ft., one target. Hit: 3 (1d6) piercing damage.
  Kynbani
  
  141
  Encounters on Midgardr
  L eif Logisson
  "My sons, do not fear, nobody will hurt you here. The flame protect us and 
  guide us to help those in need”.
  Leif Logisson, "Successor, Son of The Flame", leader of the Flame 
  Community was a warrior during Asbjorn’s great raid and met the priest 
  of Heil Hofn in the land of the Englar. He was invited to the royal palace 
  as ambassador and was immediately fascinated by the cult of the eternal 
  flame. He converted and became a priest before the King even consid-
  ered marrying Sknaht, despite the scorn of his brothers in arms.
  Roleplaying Leif 
  Leif looks like a crazy fanatic, he always wears a white linen garment and 
  a wooden medallion with the symbol of the eternal flame. He’s extremely 
  paranoid and fears that many plotting the destruction of his “perfect” 
  community, making him suspicious one any outsider.
  Leif’s Goals
  Recently Leif’s conversion techniques have become more and more 
  extreme. Any pagan that comes too close to the community is invited to 
  spend the night at Leader of the Flame Community’s home where he will 
  try anything to persuade his guest to embrace this new faith.
  If this first attempt doesn’t work, Leif will try to capture the travelers 
  and lock them in a small cage under the church to continue his holy work.
  For those who don’t accept conversion, there’s only one way: let the 
  eternal flame burn their flesh.
  L eif 
  Medium Humanoid (Human), Lawful Dishonorable
  STR 
  16 (+3)
  DEX 
  12 (+1)
  CON 
  13 (+1)
  INT 
  12 (+1)
  WIS 
  8 (-1)
  CHA 
  14 (+2)
  Armor Class 12 (padded armor)
  Hit Points 60 (10d8 + 10)
  Speed 30 ft.
  Skills Perception +1, Persuade +4, Religion +3
  Senses passive Perception 11
  Languages Common
  Challenge 2 (450 XP)
  Fanatic. Leif has advantage on all saving throws against being charmed or 
  frightened.
  Fiery Eminence. As a bonus action, Leif can expend a spell slot to cause 
  his melee weapon attacks to magically deal an extra 10 (3d6) fire damage 
  to a target on a hit. This benefit lasts until the end of the turn. If Leif 
  expends a spell slot of 2nd level or higher, the extra damage increases by 
  1d6 for each level above 1st.
  Spellcasting. Leif is a 4th-level spellcaster. His spellcasting ability is 
  Wisdom (spell save DC 13, +5 to hit with spell attacks) and he has the 
  following cleric and sorcerer spells prepared:
  Cantrips (at will): fire bolt, sacred flame, thaumaturgy
  1st level (4 slots): burning hands, cure wounds, sanctuary
  2nd level (3 slots): scorching ray, silence, spiritual weapon
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage if 
  used with two hands.
  REACTIONS
  Shield the Leader. When a creature attacks Leif, he can use his reaction 
  to choose an ally within 5 ft. The ally interposes between him and the 
  attacker, suffering any possible damage.
  
  142
  L ímrún, “Rune of the Branches”
  "Don’t worry, father… I won’t disappoint you".
  Young Límrún is the unwilling pawn in a much larger political scheme.
  His appointment came out of the blue and, no matter how painful it 
  was to leave his family, such a great honor cannot be refused.
  Límrún now lives near the great tree and meets his father only during 
  official ceremonies.
   
  Roleplaying Límrún
  Límrún received a strict education, which made him polite and consid-
  erate. Unfortunately, his father didn’t have time to teach him the fine art 
  of deception and speechcraft. The child is still a pure and innocent soul, 
  constantly surrounded by the other sages of the circle, who often make 
  decisions in his name.
  Límrún’s Goals
  While Límrún considers his appointment a great honor, he doesn’t love 
  living with the circle. He wishes there was someone trustworthy to help 
  and guide him. With each passing day, he realizes that many among the 
  sages use him to further their own goals. If the PCs show that they are 
  loyal to him, he will trust them.
  L ímrún 
  Medium Humanoid (Human), Lawful Honorable
  STR 
  7 (-2)
  DEX 
  14 (+2)
  CON 
  10 (+0)
  INT 
  14 (+2)
  WIS 
  8 (-1)
  CHA 
  11 (+0)
  Armor Class 12 (unarmored)
  Hit Points 44 (6d8)
  Speed 30 ft.
  Skills Asatru +1. Arcane +4, Perception +1
  Senses passive Perception 11
  Languages Common
  Challenge 1 (200 XP)
  Spellcasting. Límrún is a 2nd-level spellcaster. His spellcasting ability is 
  Intelligence (spell save DC 12, +4 to hit with spell attacks) and he has the 
  following wizard spells prepared:
  Cantrips (at will): frost ray, light, mending
  1st level (3 slots): color spray, magic missile, shield, thunder wave
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Límrún
  
  143
  Encounters on Midgardr
  Revr, the Fox
  "I have just the right job for people like you…".
  Nobody knows the true identity of this strange adventurer, famous across 
  all the Northlands. According to the rumors, the Fox is a skilled treasure 
  hunter of great skill and bravery.
  The truth is that the Fox is very adept at exploiting his companions 
  and he’s always looking for new adventurers to trick and kill, exploiting 
  any potential danger nearby, to get away with any treasure they find.
  Roleplaying Revr 
  Revr is a cunning and charismatic character, who can easily find the right 
  friends at the right time.
  He is going to offer the PCs a chance to find ancient treasures, hint-
  ing at how this is going to be absolutely within their abilities and he is the 
  right man to help them. He always finds a way to make himself essential 
  to the adventure and, at the right moment, he will betray the PCs and 
  take the loot.
  The Fox will approach the PCs as soon as their fame starts to spread 
  across the Northlands, asking their help for one of his goals.
  During fights and other dangerous situations, the Fox tends to hide 
  and let the PCs deal with enemies, traps or other hidden dangers.
  Revr
  Priest of the Only Flame
  "Repent while there is still time! The end is nigh, the only Flame will  purge 
  this world of impiety!"
  This Englar priest came from overseeing with Asbjorn to found the first 
  church of the eternal flame in the Northlands. He’s a fat, bald and doesn’t 
  really like his new life, but he saw firsthand what happens to those who 
  defy the will of the King and have no intention of risking his own life. He 
  speaks the Norse language with great difficulty and he’s not convinced 
  that his own faith suits the strange people of these lands – which he 
  doesn’t respect all that much – but he’s true to his call and follows all the 
  prescribed rituals.
  He’s ready to accept new converted to the eternal flame and avoid any 
  contacts with the pagans who aren’t willing to do so. He’s in constant com-
  munication with the community of the eternal flame and he’s very happy 
  of how it’s developing.
  Priest of the Only Flame
  Medium Humanoid (Human), Lawful Honorable
  STR 
  10 (+0)
  DEX 
  10(+0)
  CON 
  13 (+1)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  14 (+2)
  Armor Class 10 (unarmored)
  Hit Points 32 (6d8 + 6)
  Speed 30 ft.
  Skills Medicine +5, Religion +5
  Senses passive Perception 13
  Languages Common
  Challenge 2 (450 XP)
  Fiery Eminence. As a bonus action, the Priest of the Eternal Flame can 
  expend a spell slot to cause his melee weapon attacks to magically deal an 
  extra 10 (3d6) fire damage to a target on a hit. This benefit lasts until the 
  end of the turn. If the Priest expends a spell slot of 2nd level or higher, the 
  extra damage increases by 1d6 for each level above 1st.
  Spellcasting. The Priest of the Eternal Flame is a 5th-level spellcaster. 
  His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell 
  attacks) and he has the following cleric spells prepared:
  Cantrips (at will): light, mending, sacred flame, thaumaturgy
  1st level (4 slots): cure wounds, purify food and drink, sanctuary
  2nd level (3 slots): continual flame, lesser restoration, spiritual weapon
  3rd level (2 slots): beacon of hope, spirit guardians
  ACTIONS
  Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage.
  
  144
  Revr’s Goals
  The Fox has two main goals, but the GM might decide to add others.
  • 
  The Great Forest Ruins: The Fox knows the location of some ruins 
  in the great forest and he is going to try and persuade the characters 
  to accompany him. Of course, he won’t mention the guardians.
  • 
  The Map for the Troll King’s Throne: The Fox found a piece of 
  map that, apparently, lead to the gate of the famous kingdom of the 
  Trolls. There are two more pieces, in possession of some Trolls that 
  live in the cursed forest of Novgr. Revr is going to ask the PCs to 
  accompany him, without mentioning the Trolls.
  While Revr is an antagonist, he’s also fickle and might, depending on the 
  situation, become an ally. 
  The GM should let the flow of the story dictate how this character will 
  be remembered.
  Revr 
  Medium Humanoid (Human), Chaotic Dishonorable
  STR 
  10 (+0)
  DEX 
  16 (+3)
  CON 
  13 (+1)
  INT 
  14 (+2)
  WIS 
  11 (+0)
  CHA 
  16 (+3)
  Armor Class 15 (studded leather armor)
  Hit Points 60 (10d8 + 10)
  Speed 30 ft.
  Saving Throws Dex +6, Int +5
  Skills Deception +6, Perception +3, Stealth +6, Sleight of Hand +6
  Senses passive Perception 13
  Languages Common
  Challenge 6 (2,300 XP)
  Assassinate. During his first turn, Revr has advantage on attack rolls 
  against any creature that hasn’t taken a turn. Any hit he scores against a 
  surprised creature is a critical hit.
  Evade. If Revr is subjected to an effect that allows him to make a 
  Dexterity saving throw to take only half damage, he instead takes no 
  damage if he succeeds on the saving throw, and only half damage if he fails.
  Sneak Attack (1/Turn). Revr deals an extra 13 (4d6) damage when he hits 
  a target with a weapon attack and has advantage on the attack roll, or when 
  the target is within 5 ft. of an ally of the Fox that isn’t incapacitated and the 
  Fox doesn’t have disadvantage on the attack roll.
  ACTIONS
  Multiattack. Revr makes two shortsword attacks.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 
  Constitution saving throw, taking 13 (4d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Longbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 
  Hit: 7 (1d8 + 3) piercing damage.
  Shieldmaster
  "We fight for our King and die for our King.".
  The members of the elite royal guard live near the King’s palace. These 
  warriors are experts shield wall fighters, handpicked by the King himself 
  after they fought at his side during many battles and raids.
  The shieldmasters swore their eternal fealty to the throne and will 
  never betray their King or master. They will help the PCs if so order the 
  King or if they can prove that he has been tricked.
  Shieldmaster 
  Medium Humanoid (Human), Lawful Honorable
  STR 
  18 (+4)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 
  10 (+0)
  Armor Class 18 (scale armor, shield)
  Hit Points 80 (10d8 + 30)
  Speed 30 ft.
  Saving Throws Str +6, Con +5
  Skills Asatru +3, Perception +3
  Senses passive Perception 13
  Languages Common
  Challenge 4 (1,100 XP)
  ACTIONS
  Multiattack. The shieldmaster makes two battleaxe attacks.
  Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used 
  with two hands.
  Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 9 (2d4 + 4) bludgeon damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 13 Strength saving throw or be 
  knocked prone.
  REACTIONS
  Parry. The shieldmaster adds 3 to its AC against one melee attack that 
  would hit him. To do so, it must see the attacker and be wielding a shield.
  
  145
  Encounters on Midgardr
  Sknaht
  "Why this furrowed brow? Let me ease the burden of your heart, tell me about 
  your deepest fears."
  Very little is know about the Queen of the Odhinn’s Eye: allegedly, she’s a 
  princess of the Englar, offered to Asbjorn to seal an alliance to stop the raids.
  Many suspect that she’s a witch, who somehow altered the King’s 
  mind. No one even remotely conceived that she is actually a manifestation 
  of the god Loki who, after having fun corrupting the minds of the Englar’s 
  kings pushing them to slay one another, decided to return home in style.
  The cult of the Only Flame is another trick of the God of Mischief. 
  The Only Flame represent the giant Surtur and every prayer offered to it 
  makes the fire giant more powerful before his arrival during Ragnarok.
  Roleplaying Sknaht
  Sknaht is extremely beautiful and feral. She’s always observing with her 
  great dark eyes and rarely speaks, but always keep a perfect composure.
  When she speaks, her voice makes the heart of any man tremble, she is 
  so skilled with words that she can enchant even the wisest men. Her tone 
  is like the smoothest velvet and it’s rare for someone to deny her requests.
  Loki will never reveal his true nature, unless the PCs can take Sknaht 
  down to 0 hit points. If this happens, the God of Mischief will appear 
  in his true form and, mildly amused, free the King of his enchantments 
  before disappearing.
  Sknaht
  Sknaht’s Goals
  Sknaht intends to enjoy her vacation of Midgardr sowing chaos among 
  the mortals. The Queen wants war, so that voilence and bloodshed can 
  empower Hel’s undead army, at the same time she wants to spread the 
  cult of the eternal flame on Midgardr, so that the prayers can increase the 
  power of the great Surtur.
  She will do anything in her power to defend her beloved Asbjorn, 
  but she might as well choose a new champion, making sure that the 
  King dies prematurely in an accident if this suits her purpose better.
  Sknaht 
  Medium Humanoid (Human), Chaotic Dishonorable
  STR 
  8 (-1)
  DEX 
  14 (+2)
  CON 
  14 (+2)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 
  20 (+5)
  Armor Class 13 (hide armor)
  Hit Points 88 (14d6 + 28)
  Speed 30 ft.
  Saving Throws Wis +7, Cha +9
  Skills Insight +7, Perception +7, Persuasion +9
  Damage Immunities fire
  Senses passive Perception 17
  Languages Common
  Challenge 8 (3,900 XP)
  Magic Resistance. Sknaht has advantage on saving throws against spells 
  and other magical effects.
  Spellcasting. Sknaht is a 12th-level spellcaster. Her spellcasting ability is 
  Charisma (spell save DC 17, +9 to hit with spell attacks) and she has the 
  following cleric and sorcerer spell prepared:
  Cantrips (at will): friends, mage hand, message, minor illusion, 
  sacred flame, true strike
  1st level (4 slots): burning hands, charm persons, fog cloud, shield
  2nd level (3 slots): flaming sphere, scorching ray, suggestion
  3rd level (3 slots): bestow curse, fire ball, gaseous form 
  4th level (3 slots): confusion, fire wall, greater invisibility
  5th level (3 slots): animate object, dominate person
  6th level (1 slot): sunbeam
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  REACTIONS
  Flaming Rebuke. When another creature hit Sknaht with a melee 
  weapon, it must make a DC 17 Dexterity saving throw. The creature 
  takes 10 (2d10) fire damage on a failed saving throw or half as much on a 
  successful one.
  
  146
  Spekisvidhr, Wood of Knowledge
  "Our fate entertwines with all the nine worlds. Focus and you are going to 
  feel how Yggdrasill’s roots hold up everything".
  Spekisvidhr is the oldest and wisest member of the circle, he is incredibly 
  long-lived and has held his position for many winters, teaching to entire 
  generations of young Crows.
  He’s the only one who knows the truth about how the Jötunn’s 
  Sons came to be, to his eternal shame. While he was extremely young 
  at the time and had no part in it, he thinks that the circle made a grave 
  mistake exiling Hrókr, instead of trying to heal his spirit.
  Roleplaying Spekisvidhr
  Old Spekisvidhr is an ancient man, who seems like a relic of a time long 
  past. His body is broken, plagued by too many winters, yet everybody can 
  see how much power he has in his spirit.
  Spekisvidhr always speak slowly and calmly, if he notices that someone 
  didn’t understand he stops and wait for the right moment to lecture his 
  listener with a short and brief remark.
  His wisdom is so great that anyone in his presence feels small and 
  stupid but, as of late, Spekisvidhr looks very gloomy: he regrets some of his 
  past choices and feels that he’s at a crossroad that might decide the salvation 
  or the doom of the circle.
  Spekisvidhr’s Goals
  Spekisvidhr has only one goal: preserve the circle and its neutrality.
  He fears the machinations of the Jötunn’s Sons above everything 
  else and can sense the obscure schemes within the order. For this reason, 
  he doesn’t want to endorse any clan and believes that a war among the 
  Northmen will only allow evil to spread further.
  Above all else, he regrets letting himself being talked into appointing 
  the son of Jarl Alrekr and if the PCs shows that their goal is to keep the 
  peace, he will ask for their help.
   
  Spekisvidhr 
  Medium Humanoid (Human), Lawful Honorable
  STR 
  14 (+2)
  DEX 
  10 (+0)
  CON 
  11 (+0)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 
  12 (+1)
  Armor Class 11 (leather armor)
  Hit Points 60 (12d8)
  Speed 30 ft.
  Saving Throws Str +6, Wis +9
  Skills Arcane +6, Asatru +13, History +6, Intimidation +5, Perception +9
  Senses passive Perception 19
  Languages Common
  Challenge 8 (3,900 XP)
  Spellcasting. Spekisvidhr is a 12th-level spellcaster. His spellcasting 
  ability is Wisdom (spell save DC 17, +9 to hit with spell attacks) and he 
  has the following runemaster spells prepared:
  Cantrips (at will): chill touch, light, sacred flame, 
  shillelagh, thaumaturgy
  1st level (4 slots): bless, sanctuary, shield, thunder wave
  2nd level (3 slots): gust of wind, spiritual weapon, zone of truth
  3rd level (3 slots): haste, lighting bolt, magic circle 
  4th level (3 slots): banishment, compulsion, ice storm
  5th level (2 slot): dominate person, teleportation circle
  6th level (1 slot): circle of death
  Master of the Futhark Circle. Spekisvidhr can cast a rune circle, carving 
  the Futhark alphabet on the ground with his magic. He use an action 
  on his turn to choose a point on the ground within 60 ft., creating a 10 
  ft. radius Futhark Circle. To maintain the circle active, he must use a 
  bonus action each turn and he must be able to see it. When a creature 
  Spekisvidhr can see attacks a target other than him that is inside the 
  circle, Spekisvidhr can roll 1d10 and subtract the result from the enemy’s 
  attack roll. Enemies within the Futhark Circle lose any damage resistance 
  to bludgeoning, slashing and piercing damage from non.magical 
  weapons. Spekisvidhr is always considered inside a Futhark Circle.
  Spekisvidhr has a number of Futhark Circle Dice equal to your Wisdom 
  modifier (a minimum of one). He regains any expended Futhark Circle 
  Dice when you finish a long rest and his Futhark Circle Die is a d10.
  ACTIONS
  Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 +2) bludgeoning damage or 8 (1d10 + 2) bludgeoning damage if 
  used with two hands.
  REACTIONS
  Spekisvidhr’s Retribution. When Spekisvidhr or one of his allies within 
  the Futhark Circle is hit, Spekisvidhr can use his reaction to cause 5 
  (1d10) damage to every enemy within the circle.
  Spekisvidhr
  
  147
  Encounters on Midgardr
  Thorleif Sikiroddr, “Silk Voice”
  "Please, let me come with you, I swear I will make you legends".
  The people of his village always considered Thorleif Sikiroddr a great 
  storyteller and an accomplished Skald.
  For this reason, when he was younger, he embarked on a great jour-
  ney across the Northlands, looking for inspirations for his ballads. 
  Unfortunately, the reality is much colder, muckier and way less glorious 
  than the stories told.
  The arrival of the Great Winter didn’t improve the situation and now 
  the Skald is desperately looking for a way to survive and keep composing 
  ballads on anything but the eternal snow.
   
  Roleplaying Thorleif
  Thorleif Sikiroddr is a beautiful and charismatic man, who can raise the 
  spirit of any man and catch the eye of any woman when he plays his 
  instruments.
  His main vices are women and mead and, while he claims to be looking 
  for adventure, he might be too scared to face any danger beyond his reach.
   
  Thorleif
  Thorleif’s Goals
  Thorleif Sikiroddr is looking for ideas to create new ballads and gain even 
  more fame.
  If he meets the PCs, he will do anything to convince them to let him 
  join and, if they refuse, he will follow them anyway.
  He is going to stay with the party until he has enough material for a 
  new exciting ballad (at the GM’s discretion), after that he will go his sepa-
  rate way to compose and spread the word of the PC’s deeds. Depending on 
  how the PCs acted, this might increase or destroy their reputation, provid-
  ing advantage or disadvantage to social rolls.
  Thorleif 
  Medium Humanoid (Human), Chaotic Honorable
  STR 
  10 (+0)
  DEX 
  14(+2)
  CON 
  10 (+0)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 
  16 (+3)
  Armor Class 13 (leather armor)
  Hit Points 40 (6d8)
  Speed 30 ft.
  Skills Asatru +4, History +3, Performance +5
  Senses passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  Song of Rest. Thorleif can perform a song while taking a short rest. 
  Any ally who hears the song regains an extra 1d6 hit points if it spends 
  any Hit Dice to regain hit points at the end of that rest. The bard can 
  confer this benefit on itself as well.
  Taunt (2/day). Thorleif can use a bonus action on his turn to target 
  one creature within 30 ft. of him. If the target can hear him, it must 
  succeed on a DC 12 Charisma saving throw or have disadvantage on 
  ability checks, attack rolls, and saving throws until the start of Tholeiff’s 
  next turn.
  Spellcasting. Thorleif is a 5th-level spellcaster. His spellcasting ability is 
  Charisma (spell save DC 13, +5 to hit with spell attacks) and he has the 
  following bard spells prepared:
  Cantrips (at will): dancing lights, thaumaturgy
  1st level (4 slots): animal friendship, cure wounds, heroism, 
  speak with animals
  2nd level (3 slots): animal messenger, magic mouth
  3rd level (2 slots): plant growth, speak with plants
  ACTIONS
  Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) slashing damage or 6 (1d8 + 2) slashing damage if used with 
  two hands.
  
  148
  Thorunn Horikdottir
  “I ask you to swear by loyalty and leave immediately to the Wall, to investi-
  gate the incident and return to report what you’ll discover”.
  Queen Thorunn Horikdottir didn’t have an easy or happy life.
  After her father and brother disappeared at sea, her household was on 
  the brink of disaster and it would have been destroyed by other ambitious 
  nobles if it wasn’t for Thorunn’s strength and her innate knack for politics.
  After getting a measure of political stability, Thorunn set off to the 
  Danevirke, to win the hearts of her subjects, fighting against the invaders 
  alongside her shieldmaidens.
  The Skalds everywhere tell the tale to the return of the great queen and 
  her Valkyries. Despite the terrible state of Jutland, the entire peninsula 
  unconditionally love with the Queen.
  Roleplaying Thorunn 
  The queen of Gjallarhorn clan is as beautiful as spring and as cold the 
  Great Winter.
  Her life was never easy, but these hardships forged her into a woman of 
  iron, her personality is sharper than any blade forged on Midgardr. Yet, she 
  always look perfect and sunny like an autumn morning. She doesn’t allow 
  anyone to interrupt her while she speaks and, usually, one glance of her icy 
  blue eyes is enough to shut up the fool.
  In spite of her cold disposition, the Queen is intelligent, smart and 
  always polite. She lets those who deserve her attention speak and always 
  rewards those who serve her, sometimes with one of her rare smiles, like a 
  warn glimpse of summer during Fimbulvetr. On the other hand, whoever 
  opposes her will be dealt swiftly with her own blade.
  Thorunn
  Thorunn’s Goal
  Thorunn has a score of problems and she’s always looking for trustworthy 
  agents. Her first priority is to defend the borders against the invading 
  Franks, those who enlist in the Danevirke’s Guard have many chances of 
  winning her favor.
  She also wants to know what is going on beyond the Wall, but 
  she doesn’t want panic to spread across the Jutland, so discretion is 
  paramount.
  Then, she needs to show her power, punishing the rebellious jarls of 
  the islands. A group of brave warrior that can achieve this will be com-
  pensated with grants and honors.
  Finally, the queen knows that, sooner or later, she has to find a worthy 
  husband to keep the nobles in check. The obvious seems King Asbjorn, 
  since the news of his recent marriage haven’t reached the Jutland, yet. 
  There are numbers of powerful clan chieftains and jarls that might step 
  forward if they understand that Thorunn’s priority is an alliance to sta-
  bilize the kingdom.
  Thorunn 
  Medium Humanoid (Human), Lawful Honorable
  STR 
  14 (+2)
  DEX 
  20 (+5)
  CON 
  14 (+2)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 
  14 (+2)
  Armor Class 19 (studded leather armor, shield)
  Hit Points 100 (12d10 + 36)
  Speed 30 ft.
  Saving Throws Dex +9, Con +7
  Skills Animal Handling +5, Asatru +7, Stealth +9, Survival +7
  Senses passive Perception 13
  Languages Common
  Challenge 7 (2,900 XP)
  Champion of the Shield Wall. Thorunn’s allies within 5 ft. of her can 
  use their reaction to add 3 to their AC or to Thorunn’s AC.
  Inspiring Leader. Thorunn’s allies within 60 ft. of her have advantage to 
  all saving throws against fear or charm effects.
  Indomitable (2/day). Thorunn can re-roll a failed saving throw.
  ACTIONS
  Multiattack. Thorunn makes three longsword attacks.
  Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 
  11 (1d8 + 7) slashing damage or 12 (1d10 + 7) slashing damage if used 
  with two hands.
  Leadership (Recharges after a Short or Long Rest). For 1 minute, 
  Thorunn can utter a special command or warning whenever a non-hostile 
  creature that she can see within 30 ft. of her makes an attack roll or a 
  saving throw. The creature can add a d4 to its roll provided it can hear 
  and understand her. A creature can benefit from only one Leadership die 
  at a time. This effect ends if Thorunn is incapacitated.
  REACTIONS
  Parry. Thorunn adds 3 to hers AC against one melee attack that would hit 
  her. To do so, she must see the attacker and be wielding a shield.
  
  149
  Encounters on Midgardr
  Troll of Midgardr
  "Off with his head, so he’s stop squirming".
  The trolls of Midgardr are greedy, shy and cruel.
  They prowl the woods during the night in small group, usually two or 
  three trolls, hoping to find some unsuspecting traveler to rob and eat. In 
  spite of their size, trolls are very skilled at hiding among the trees and rarely 
  leave any trace.
  They surprise their victims jumping them out of nowhere and hitting 
  very hard and fast. But they’re not dangerous just because of their size and 
  strength: each troll is very skilled at crafting lethal implements and their 
  weapons often have magical properties.
  One of the main weaknesses of the Troll is that they’re not very 
  bright. According to many Skalds, the best way to escape a Troll’s grasp 
  is to trick it.
  Troll of Midgardr
  Large Giant, Chaotic Any Alignment
  STR 
  18 (+4)
  DEX 
  13 (+1)
  CON 
  20 (+5)
  INT 
  7 (-2)
  WIS 
  9 (-1)
  CHA 
  7 (-2)
  Armor Class 16 (natural armor and thick troll clothes)
  Hit Points 84 (8d10 + 40)
  Speed 30 ft.
  Skills Perception +2, Stealth +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Giant
  Challenge 5 (1,800 XP)
  Natural Camouflage. The troll is unnaturally skilled at hiding among 
  the trees. It has advantage to all Stealth rolls while he’s in a forest and 
  can hide behind trees or among the shrubbery, even if it doesn’t provide 
  cover.
  Keen Smell. The troll has advantage on Wisdom (Perception) checks 
  that rely on smell. 
  Regeneration. The troll regains 10 hit points at the start of its turn. If 
  the troll takes acid or fire damage, this trait doesn’t function at the start 
  of the troll’s next turn. The troll dies only if it starts its turn with 0 hit 
  points and doesn’t regenerate.
  ACTIONS
  Multiattack. The troll makes three attacks, two attacks with the troll 
  mace and one with the bite.
  Troll Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  11 (2d6 + 4) bludgeoning damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage.
  Troll Kidh
  "Gnuuuu….ghuuuuu".
  This troll is a bit smaller and less violent and cruel than most of its sib-
  lings and is, in fact, the son of the Troll King. For some obscure reason, 
  the Three Witches that live in the forest kidnapped him and now they are 
  lovingly raising him as their own.
  The “kid” hasn’t developed the usual troll temperament and doesn’t 
  understand the situation all that well. He loves the witches and roams 
  around the woods eating more or less everything.
  A few days ago, strange lights and sounds lured him away from the 
  witches and he found a weird place, where strange pink creature he never 
  tasted before lived in houses.
  The inhabitants attacked him immediately and, as retaliation, the “kid” 
  destroyed the entire village and slaughtered them all.
  Troll Kidh
  Medium Giant, Chaotic Dishonorable
  STR 
  17 (+3)
  DEX 
  14 (+2)
  CON 
  18 (+4)
  INT 
  7 (-2)
  WIS 
  5 (-3)
  CHA 
  7 (-2)
  Armor Class 16 (natural armor and thick troll clothes)
  Hit Points 62 (6d20 + 32)
  Speed 30 ft.
  Skills Perception +0, Stealth +5
  Senses darkvision (60 ft.), passive Perception (10)
  Languages Common, Giant
  Challenge 4 (1,100 XP)
  Natural Camouflage. The Troll Kidh is unnaturally skilled at hiding 
  among the trees. It has advantage to all Stealth rolls while he’s in a 
  forest and can hide behind trees or among the shrubbery, even if it 
  doesn’t provide cover.
  Keen Smell. The Troll Kidh has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Regeneration. The Troll Kidh regains 5 hit points at the start of its 
  turn. If he takes acid or fire damage, this trait doesn’t function at the 
  start of the troll’s next turn. He dies only if he starts his turn with 0 hit 
  points and doesn’t regenerate. 
  ACTIONS
  Multiattack. The Troll Kidh makes two attacks, one with the troll mace 
  and one with the bite.
  Troll Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) bludgeoning damage.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Screeching Cry. The Troll Kidh can cry and scream. For 1 minute each 
  creature within 60 ft. must make a DC 13 Wisdom saving throw at the 
  start of its turn. On a failed save, it takes 1d4 psychic damage and have 
  disadvantage to all attacks against the Troll Kidh. The cry is very loud and 
  can be heard from very far away.
  
  150
  Troll King
  "No creature of Midgardr can best me, 
  I hope you are ready for a painful death".
  Nobody knows how this monstrosity came to be, but no one doubts that 
  the Troll King has earned his title thanks to his sheer size and boundless rage.
  Thanks to these qualities, His Monstrosity defeated every opponent 
  until he retired in the heart of the mountains. From there – he says – he 
  commands the troll people while gazing upon the hoard accumulated over 
  centuries of murdering and pillaging.
  While there is a Troll King, the species as a whole lacks of a clear 
  hierarchy. The strongest trolls lords over the weaker and their only, 
  apparent, interest are killing, stealing and hoarding treasures to satisfy 
  their sadistic needs.
  Roleplaying the Troll King
  The Troll King is one of the most devious and evil creature that ever 
  existed. The humongous Troll consider himself as the strongest being on 
  Midgardr and every other creature beneath him.
  If the PCs meet the Troll King and somehow challenge him, he will 
  immediately attack to show them his superior might.
  Humbling themselves in from of the Troll King and offer him a gift – 
  or promising one – might buy the PCs a few minutes, but it’s very likely 
  that the Troll King will eat them nonetheless out of spite or boredom.
  Troll King’s Goals
  The Troll King hates all the human rulers of Midgardr and will be 
  extremely grateful to whoever brings him a human king to devour.
  The King is also very worried about his beloved son (the Troll Kid), 
  who went missing months ago. He is going to be very grateful to whoever 
  is going to bring the child back safe and sound.
  If the PCs met the Troll King too soon, they might escape with their 
  lives promising to fulfil one of either of these tasks or bribing the King with 
  vague promises of a great ransom.
  The King’s gratitude will be short-lived. After a few minutes, he will 
  give in to his hunger and, while he will be more merciful and eat his guests 
  after killing them, he won’t let anyone escape.
  Troll King 
  Huge Giant, Chaotic Dishonorable
  STR 
  25 (+7)
  DEX 
  13 (+1)
  CON 
  24 (+7)
  INT 
  9 (-1)
  WIS 
  10 (+0)
  CHA 
  12 (+1)
  Armor Class 15 (natural armor a thick troll clothes)
  Hit Points 189 (14d12 + 98)
  Speed 30 ft.
  Saving Throws Str +11, Wis +4
  Skills Athletics +11, Perception +4
  Damage Immunities cold
  Senses darkvision (60 ft.), passive Perception 14
  Languages Common, Giant
  Challenge 12 (8,400 PX)
  Natural Camouflage. The Troll King is unnaturally skilled at hiding 
  among the trees. It has advantage to all Stealth rolls while he’s in a forest 
  and can hide behind trees or among the shrubbery, even if it doesn’t 
  provide cover.
  Keen Smell. The Troll King has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Regeneration. The Troll King regains 10 hit points at the start of its turn. 
  If he takes acid or fire damage, this trait doesn’t function at the start of the 
  troll’s next turn. The Troll King dies only if he starts his turn with 0 hit 
  points and doesn’t regenerate. 
  ACTIONS
  Multiattack. The Troll King makes three attacks, two with the troll 
  hammer and one with the bite.
  Troll Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. 
  or range 60/120 ft., one target. 
  Hit: 26 (3d12 + 7) bludgeoning damage.
  Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 20 (2d12 + 7) piercing damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 18 Strength saving throw or become 
  grappled and entangled. Until this grapples ends, the Troll King cannot 
  bite another creature.
  Swallow. Troll King makes one bite attack against a Medium or smaller 
  target he’s grappling. If the attack hits, the target is swallowed, and the 
  grapple ends. The swallowed target is blinded and restrained, it has total 
  cover against attacks and other effects outside the Troll King, and it takes 
  20 (3d12) acid damage at the start of each of the Troll King’s turns. If 
  the Troll King suffers 30 or more damage from a swallowed creature, he 
  must succeed on a DC 18 Constitution saving throw on regurgitating all 
  the swallowed creature, who will fall prone within 10 ft. If the Troll King 
  dies, a swallowed creatures can crawl out of his body using half of its 
  movement and emerge prone.
  LEGENDARY ACTIONS
  The Troll King can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time, and 
  only at the end of another creature’s turn. The Troll King regains spent 
  legendary actions at the start of his turn.
  Troll Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. 
  or range 60/120 ft., one target. 
  Hit: 26 (3d12 + 7) bludgeoning damage.
  Locate. The Troll King makes a Wisdom (Perception) roll.
  Roar. The Troll King utters a fearsome roar. A single creature within 60 
  ft. of the Troll King, that can see and hear him, must succeed on a DC 
  18 Charisma saving throw or become frightened for 1 minute. At the 
  begging of each of its turns, the target can make a DC 18 Charisma 
  saving throw to end this effect. This ability doesn’t work on a creature 
  who previously succeeded on the saving throw.
  
  151
  Encounters on Midgardr
  Agantyr (Corporeal Draugr)
  “Only those not afraid of death can wield Tyrfing, as only ruin follows in 
  its wake!”
  Agantyr is not hostile to the characters if they address him with the due 
  respect. He attacks them only if threatened, attacked in the first place or 
  insulted, shouting in rage. As he bellows, eleven Incorporeal Draugr rise 
  from the ground and join the fight on his side.
  Agantyr, who in truth wishes to get rid of the sword, can be challenged 
  to a duel or convinced to hand it over. In that case, he warns the characters 
  of the perils and misfortune it causes to its bearer.
  Gertrud, Melega 
  and Dontoka (Green Hags)
  “Why don’t you enter and eat some stew, dear?”
  These three hags live in a hut in the great forests and believe they are the 
  incarnation of the three Norns of the sagas.
  Although they are incredibly skilled in both magic and the brewing of 
  powerful potions, they are not adept in the art of divination and because of 
  this they usually act in difficult to foresee ways causing any kind of trouble.
  Their last “vision” had them kidnap the son of the Troll King, succeed-
  ing against all odds, who now lives with them in the great forest.
  Heil Hofn Scouts (Scout)
  “The path through the mountains? I wouldn’t lead you there even if you 
  forced me…  if the pay is good enough, though, I might change my mind.”
  The scouts of Heil Hofn are famous for being the best explorers in the 
  whole of Midgardr. For the right price, these expert trackers can point 
  the safest roads and fastest paths to the characters.
  Svenn Skallfoss (Veteran)
  “With weapons in such a bad state, how do you think you can honor the 
  gods?! Pass by tomorrow and you will find them as good as the day they 
  were forged!”
  Svenn Skallfoss is considered one of the best blacksmith in the northern 
  lands. According to some, his skills match those of the Dwarves of Nidavellir, 
  as he is capable of forging items with magical properties, like them.
  As his fame spread, King Asbjorn wanted him at his court to craft 
  weapons and armor for his army. Initially enthusiast, the blacksmith forged 
  formidable blades for the King’s own guard and taught the craftspeople of 
  Heil Hofn incredible techniques to make their weapons superior to those 
  of the King’s enemy and to conquest the Clans of the northern lands.
  However, as Asbjorn returned from the great raid with a bride that 
  made him forsake the Gods, Svenn fled Heil Hofn to find shelter close to 
  the Uppsala temple.
  Today, he offers his craft and skill to those adventurers who show 
  respect to the Æsir and Vanir, who can buy all sorts of items in his shop, 
  including those of a more exotic make.
  Svenn can forge in a month any +1 magical weapon for 1000 gp.
  If the characters earn his favor or liking, he gifts them a Sword of 
  Skallfoss (see page 302).
  The Reef Hermit (Commoner)
  “Come closer… enter the cavern… I was waiting for you.”
  Among the reef close to Heilf Hofn are a few sacred rocks, where lives a 
  crippled, wise man who is said to be able to see through the mists of time.
  This man, hunched and misshapen, is always covered in black clothes 
  stitched with runes and other magical symbols. To be granted an audience 
  with this wise man, one must leave an offer at the entrance of the cavern, 
  usually a sacrificial animal.
  In the past, he was an advisor and the court of Asbjorn and his father 
  before him, both kings often visiting him to ask for his wise opinion. To 
  honor him, they spoke to the population from the sacred rocks.
  This wise man despised the religion of the One Flame and firmly believes 
  that Queen Skhnat is a dangerous witch who tainted the King’s mind.
  If the characters listen to his words and indulge him, the Reef Hermit 
  gifts them a True Sunstone (See page 302).
  
  152
  Norvgr - The Coastal Area
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  -
  An errant Gothi
  The sky is clear, 
  but the air is cold
  Freyja D
  2
  1d6 Wolves
  A dying child, telling the tale of 
  the destruction of her village at 
  the hand of an enormous Troll
  Freezing winter mist
  Heimdallr  U
  3
  -
  A group of pilgrims freshly 
  converted to the Only Flame 
  heading to the Community
  Clouded sky, cold sea breeze, 
  ideal for sailing
  Heimdallr D
  4
  2d6 Bandits
  A group of Asbjorn’s guards 
  looking for a criminal
  A strong wind rises from the sea
  Tyr U
  5
  -
  A merchant and their mercenary 
  escort heading to the capital
  It snows
  Tyr D
  6
  1d2 Warg
  A vessel in distress is visible from 
  the coast
  The coast is wracked by a storm
  Norvgr - The Snowy Mountains
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  1d4 Swarms of Crows
  A mastiff who lost his master
  A few sunrays mitigate the harsh 
  weather
  Freyja D
  2
  1d6 Ice Mephit
  A man covered in grievous 
  wounds dies rambling 
  about a curse
  It snows heavily and fresh snow 
  starts coating the land
  Heimdallr  U
  3
  2d6 Thugs
  A man who forsook Asbjorn is 
  trapped in a crevasse
  The sky is clear and 
  it does not rain
  Heimdallr D
  4
  2 Cave Bears
  A family abandons the 
  mountains, as life there
   is too harsh
  The air is noticeably chilly
  Tyr U
  5
  2 Winter Wolves
  A rock carved with one of 
  Tyr’s runes that might mean 
  something
  Dark clouds and roaring 
  thunders shake the mountain
  Tyr D
  6
  1 Air Elemental
  A Runic Branch, broken and 
  drenched in blood
  The mountains are wracked 
  by a terrible storm
  These tables are to be considered as tools in the hands of GM, useful 
  to break the monotony of a journey, or as a characteristic element of 
  the geographical area to which they refer. To consult them the GM can 
  extract a rune, the effect of which can influence the result, or launch a d6.
  Each column should be the result of separate shots, according to 
  what the GM has in mind to move the game. Each table can be modified 
  according to the vision of Midgardr that every GM builds in the theater 
  of his mind.
  Moreover, if an event described particularly attracts the GM, he can 
  choose it without the use of a die roll or the influence of a rune.
  
  153
  Encounters on Midgardr
  Svtjod - The Great Forest
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  2d4 Vine Blight
  A group of the Blood Wolves
  The sky is dark 
  and covered by clouds
  Freyja D
  2
  1d4 Treant
  A weird looking old lady, 
  gathering mushrooms
  Light and low mist
  Heimdallr  U
  3
  1d4 Giant Elk
  A wandering Druid, looking for 
  communion with nature
  Wintery, yet not extreme, 
  weather
  Heimdallr D
  4
  1 Galeb Duhr
  A crazy adventurer, talking of 
  ruins infested by spectres
  A strong wind rustles the tree 
  canopies
  Tyr U
  5
  2d6 Wolves
  The remains of a group of 
  soldiers of the Odhinn’s Eye who 
  borne the Flame
  Heavy snowfall
  Tyr D
  6
  1 Troll of Midgardr
  Troll Kidh
  A storm, with hail and thunders
  Fenmark - The Swamp
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  1 Shambling Mound
  A surly raftsman crosses the bog
  The sun faintly peeks 
  through thin clouds
  Freyja D
  2
  2d4 Spectres
  Corpses floating in the water
  Freezing rain
  Heimdallr  U
  3
  1d4 Swarms of Centipedes
  Irreverent children
  Clouded sky, although 
  it does not rain
  Heimdallr D
  4
  1 Black Pudding
  A crazy man, behaving 
  more like a beast
  It snows slowly but steadily
  Tyr U
  5
  1d6 Dire Wolves
  A group of forsaken 
  looking for something
  Thick mist 
  Tyr D
  6
  1 Ghost
  An apparently abandoned 
  and drifting raft
  The air is biting cold 
  and frost coats everything
  
  154
  Jutland - Dry Land
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  1d4 Corrupted Snakes (Basilisk)
  A shieldmaiden (shieldmaster) 
  riding a majestic steed
  The sun faintly peeks 
  through thin clouds
  Freyja D
  2
  1d4 Aberrant Insect (Chuul)
  Remains of a destroyed camp
  Strong wind
  Heimdallr  U
  3
  1 Corrupted Boar (Bulette)
  A group of Danevirke Guards 
  heading to the Wall
  Clouded sky, although 
  it does not rain
  Heimdallr D
  4
  2d6 Corrupted hen (Cockatrice)
  Refugees heading to a fortress 
  for protection
  Scattered and thin mist
  Tyr U
  5
  1 Awakened Tree (Treant)
  A wounded rebel 
  Torrential rain
  Tyr D
  6
  1 Corrupted Toad (Otyugh)
  A wounded and terrified 
  man rambles about 
  the awakened dead
  A dark storm looms 
  from the south
  The Sea Midgardr
  ÆTT / D6
  Foes
  Encounters
  Weather
  Freyja U
  1
  1d6 Killer Whale/Hunter Shark
  Fishing ships
  The sky is clear and the wind 
  is moderately strong
  Freyja D
  2
  1d6 Wight
  A ship with no flags
  The wind is still, but gelid
  Heimdallr  U
  3
  2d6 Pirates (Bandit Captain)
  An approaching ship, 
  with a clan banner
  The sky is partially clear 
  and the weather is stable
  Heimdallr D
  4
  1 Water Elemental
  The way is blocked 
  by icebergs and frost
  It snows heavily and 
  the cold is beyond freezing
  Tyr U
  5
  2 Giant Sharks
  The survivors of 
  a shipwreck in distress
  Thick fog and rough sea
  Tyr D
  6
  1 Aboleth
  The remains of 
  a destroyed mighty warship
  A terrible storm rises 
  from the sea
  
  155
  Encounters on Midgardr
  
  Journey to Ragnarok
  156
  Chapter 5
  This section of the Journey is dedicated to the Niflheimr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Niflheimr 
   
   
   
  158
  General Features  
   
  159
  Map 
   
   
   
  161
  The Journey on Niflheimr 
   
  163
  Encounters on Niflheimr 
   
  164
  
  The Nine Worlds: Niflheimr
  157
  
  Journey to Ragnarok
  158
  Niflheimr
  At the beginning of time, there was Ginnungagap, 
  the endless pit, the abyss of abysses. Two forces were 
  born from its bottomless void: the First Fire and 
  the Primordial Ice. The first shaped the World of 
  Muspellsheimr, the second giving birth to Nilfheimr.
  Placed northernmost of Midgardr, Nilfheimr is the 
  realm of the Primordial Ice, constantly whipped by the 
  winds and frost storms and covered in a milky layer of 
  icy snow. Eleven rivers run its length, the Élivágar or 
  “Frozen Waves”, formed at the beginning of time. They 
  grew so distant from their spring that they froze and 
  became poisonous.
  They come from Hvergelmir, the “Thundering 
  Cauldron”, an immense pit opening at the center of the 
  realm, its content boiling furiously and its howls echo-
  ing all across the World.
  Deep within Hvergelmir sinks one of the enormous 
  roots of Yggdrasill, the Ash Tree of the World, feeding 
  from its restless waters.
  Tall mountains rise from the plains, providing nat-
  ural shelter to the giants roaming these lands. They are 
  Hrímþursar, Frost Giants, direct descendants of the 
  towering Ymir.
  They are scions of Bergelmir, the one who survived 
  the massacre of first generation of giants at his father’s 
  hand. Hrímþursar live in tribes, wandering the endless 
  ice wastes and, although they are known to remain in 
  the same area for relatively long periods, they do not 
  cross the rivers that surround their lands. 
  When they do, however, they are aware that meet-
  ing with other tribes means trespassing into their 
  territories, which can only lead to war.
  As they live alongside others of their kind and 
  dead creatures and feed on poisonous ice and salt, 
  Hrímþursar are extremely aggressive.
  They are also known for relishing in acts of canni-
  balism in the wake of particularly violent fights.
  Lost within the fog and ice, lies Gnipahellir, the 
  cavern that connects Nilfheimr to the Realm of Hel.
  As it is the only way out of this place, its entrance is 
  littered with the countless corpses of those who looked 
  for a way to escape.
  
  The Nine Worlds: Niflheimr
  159
  General Features
  Weather: Extremely cold. Without proper equipment, 
  the characters must pass a DC 15 Constitution saving 
  throw every hour or suffer one level of exhaustion.
  Lighting: The eternal flame of Muspellsheimr is 
  reflected off the snow, through the fog, allowing for 
  180 ft. of difficult vision.
  Sounds: The crunching of boots on snow, the distant 
  flow of a river, the constant howl and hiss of the wind.
  Terrain - Plain: Although there are no roads or paths, 
  travel pace remains normal in this part of the World.
  Terrain - Mountain: The steep slopes of the moun-
  tains are challenging to climb, counting as difficult 
  terrain.
  Terrain - River: Wading the waters and sailing on 
  them are impossible.
  Terrain - Sea: Extremely hot. Even with proper equip-
  ment, the characters must pass a DC 15 Constitution 
  saving throw every 180 ft. of travel or suffer one level 
  of exhaustion.
  The Grey Mountains
  Extremely tall, snowy peaks, clustered in isolated 
  ranges of steep mountains split the land of Nilfheimr 
  between the plains of the Élivágar rivers. Ancestral 
  home of the Frost Giants, who love hiding there while 
  waiting between migrations, they are riddled with cav-
  erns, caves and shelters where those not used to the 
  poison cannot survive.
  The price for taking refuge from the storms outside 
  of there is dear: almost every rock sheds sleet that finds 
  its way into the caverns, filling them with lethally poi-
  sonous fumes.
  In spite of this, it is easy to find Aptrgangar not 
  only while traveling through Nilfheimr, but also here. 
  Being on the path of such creatures never leads to any 
  good: their ferocity and determination in being reu-
  nited with the goddess Hel are such that nothing will 
  stop them.
  Not they have much to lose, anyway…
  Élivágar, the Frozen Rivers
  Slabs of ice grind one on the other, like massive bones, 
  their friction howling and spreading a dense hail of ice 
  shards and toxic poison.
  Sight beyond even a few dozens of feet from the banks 
  is made impossible by the thick and poisonous fog.
  Their flow is wide and deep, averaging each of the 
  Élivágar at a width of 210 ft. Crossing them is pos-
  sible, although extremely dangerous, as breathing the 
  fumes is deadly for both body and mind. If a character 
  tries to cross one of the Élivágar, they must pass a DC 
  17 Wisdom saving throw every 30 ft. On a failure, the 
  Game Master casts a rune; if it is upright they check 
  the Poisons Chart; if it is reversed, they check the 
  Mental Damage Chart.
  These rivers were born at the beginning of time, 
  when the frozen palls surrounding Nilfheimr were 
  melted by the burning waves of Muspellsheimr, rain-
  ing down as caustic water. Such substance, called Eitr, 
  is poisonous and is the reason why the vast majority of 
  the Jotunkind born from it is aggressive and evil.
  On the map, starting from the north clockwise, 
  the eleven rivers are: Gjöll, Svöl, Gunnthrá, Fjörm, 
  Fimbulthul, Slidr, Hríd, Sylgr, Ylgr, Víd and Leiptr, 
  each naming and feeding a hrímþursar tribe.
  The best known of the rivers is Gjöll, the closest to 
  Gnipahellir, the cave to the Realm of Hel and the one 
  crossed by the River of the Dead.
  Gjöll, after entering the atmosphere of Helheimr, is 
  twisted by the influence of the dreadful Queen of Hell, 
  becoming the deadly river of swords.
  Hvergelmir, the Boiling Sea
  Born from the liquid gushing from the horns of the 
  stag Eikþyrnir, it is one of the three springs at the foot 
  of Yggdrasill. Source of the Élivágar from the center of 
  Nilfheimr, the well of Hvergelmir is an immense sea, 
  boiling within the ice, at the center of which rises a 
  massive column of steam.
  Alongside it, the coasts are irregular raft-like slabs 
  of ice, floating on the warm water. It can be crossed, 
  although at great peril, as it is extremely easy to fall 
  underwater and be buried below the ice.
  The pak is a dangerous place, so when walking 
  from one slab to the other it is better to be extremely 
  careful. If one were to fall into the water, they would 
  suffer gravely. The farther from the coast, the higher 
  the temperature, so much that directly crossing the sea 
  is impossible.
  The air is toxic, the heat is intolerable and the thick 
  pall of steam eliminates all possible points of reference.
  The River of the Dead
  The mortal remains of those who died in disgrace, 
  loathed by the gods and spiteful of their rules, rise 
  again in Nilfheimr, still bearing the clothes and items 
  they did when they fell.
  These cyanotic corpses, their eyes milky and their 
  appearance shriveled, rise from the omnipresent coat 
  
  Journey to Ragnarok
  160
  of sleet  and wander, looking for Helvegr, the path to 
  the Realm of Hel.
  Gathered in one roving host, they appear like 
  an imposing greenish tide, slowly drifting towards 
  Gnipahellir, new corpses coming from all around 
  Niflheimr to bolster their ranks.
  Being scorned in life, one cannot expect much from 
  them, even in death. They are not aggressive, but can 
  become ferocious if prevented from finding Helheimr.
  Gnipahellir, the Cavern
  This tunnel connects Nilfheimr to Helheimr and is 
  home to Helvegr, the magical path all the risen dead 
  must walk.
  The cavern is located in a hilly area in the northern 
  region of the world, close to the river Gjöll and not too 
  far from the relative hrímþursar tribe camp. This ridge 
  looks like an imposing mountain of white snow from 
  afar. Closing in, however, it takes the form of a cavity as 
  dark as the starless night, made of smooth, black onyx, 
  plunging into the depths of Nilfheimr.
  The winds, normally extremely loud, now are unnat-
  urally still, leaving only silence and a deep, dull rumble 
  from deeper within the cavern in their absence.
  The tide of the dead enters the cavern and steadily 
  drifts forward, disappearing from sight a few hundred 
  ft. from the entrance. Inside, there is no wind, only cold 
  emanating from the dark stone.
  Entering the cave is challenging: the floor and walls 
  are smooth and slippery, without footholds for those 
  who wanted to climb.
  Without climbing equipment, attempting characters 
  would be slammed onto the floor by violent bursts of 
  air just a few ft. from the entrance of the cavern, to the 
  point where keeping an erect stance is a challenge.
  Characters equipped for the task can attempt a DC 
  15 Strenght (Athletics) check with disadvantage every 
  30 ft. to climb up the gorge. Failure means a quick fall 
  down to the darkest depths of the cave.
  On the other side of the cavern, lies the realm of 
  Helheimr.
  Hrímþursar Camps
  Frost Giants are despicable creatures, poisoned in both 
  body and mind by the ice they feed upon.
  They treat as “non-hostile”, since “friends” would 
  be too complex a concept for their intelligence, only 
  those who belong to their tribe… and sometimes not 
  even their own.
  Their endless wandering and the scarce food tire 
  them greatly. When they choose to stop somewhere 
  they think is good for resting, they gather in small 
  groups a few dozen ft. apart and fall asleep into the 
  snow. Each tribe is named after the river running in 
  their plain, consequently leading to many misunder-
  standings that culminate in ferocious feuds.
  Upon arriving in one of their camps, one can find 
  4 to 8, fifteen feet tall, heaps of snow, each three or for 
  hrímþursar deep in their slumber.
  Generally, in such camps movement is scarce and 
  the giants sleep as long as they deem necessary.
  Only rarely a Jötunn thinks they have unresolved 
  matters with their kin and pretend to be deep in slum-
  ber, then to stand up as the others sleep. It is in that 
  moment that the poisonous ferocity accumulated in 
  centuries is unleashed with glacial violence, followed 
  by acts of heinous cannibalism.
  Meddling with such camps is never a good idea, 
  moreover if not made of ice and salt: any other food 
  source would wake the whole, hungry tribe.
  Hrímþursar from Gjöll 
  Unlike their cousins, the hrímþursar from Gjöll did 
  not have the luck of wandering the plains, as their 
  camp is on an island in the middle of the river. They 
  fortified it with salt and dug caves in the very ice that 
  feeds them, connecting them with tunnels in what 
  looks like an underground city, their community now 
  unassailable from the outside.
   
  The Caves of Eitr
  Close to the coasts of Hvergelmir to the northeast and the 
  springs of the Svöl river to the south, low hills rise from 
  the water. Covered in a greenish layer of ice, at a distant 
  glance they look like they are riddled with caverns.
  The stretch of sea that separates this isle from the 
  plains can be easily covered on foot.
  Once on firm ground, the majority of what looked 
  like caves in the distance are indentations in the rock 
  or canals emanating poisonous fumes. Trespassing is 
  akin to a death sentence: a character must pass a DC 
  17 Wisdom saving throw every 30 ft., casting a rune 
  on a fail. If it is upright, check its result on the Poisons 
  Table; if it is reversed, check the result on the Mental 
  Damage Table.
  Only a close investigation can reveal that one of the 
  depressions in the rock is an actual cavern, apparently 
  leading below the sea level.
  The intricate cluster of tunnels making up the inside 
  of the Caves of Eitr is complicated to comprehend. 
  
  The Nine Worlds: Niflheimr
  161
  Gjøll
  Svøl
  Gunnthrá
  Fjørm
  Fimbulthul
  Slidr
  Hríd
  Sylgr
  Ylgr
  Leiptr
  Víd
  
  Journey to Ragnarok
  162
  Tunnels and shafts of varying size twist and coil one 
  on the other, in a descending spiral. On its floor, many 
  tens of feet deep, lies a hemispherical grotto almost 
  forty feet in diameter, dense with a pall of poisonous 
  dust, almost invisible to the naked eye.
  The majority of its perimeter is lined with the green 
  and bluish skin shed by a gigantic serpent. At the center 
  of the place, hanging from the ceiling and bolted to the 
  ground, the characters see two pairs of broken chains.
  The area is completely devoid of any valuables and 
  highly dangerous, because of both the poison and the 
  potential presence of a dangerous snake.
  Poisons Table
  Nilfheimr is the quintessential realm of ice, although it 
  is not made up of water, but Eitr, a form of energy that 
  exists since the dawn of time and poisons the body and 
  mind of those who are not used to it. Cast a rune to 
  determine the effect on the following table.
   
  ÆTT / D6
  Effect
  Freyja U
  1
  The character is scalded by the 
  exhalations, suffering 5d6 poison 
  damage.
  Freyja D
  2
  The character suffers from 
  painful spasms, rolling to hit with 
  disadvantage until the next long rest.
  Heimdallr  U
  3
  The character’s body falls limp under 
  the effect of the Feign Death spell.
  Heimdallr D
  4
  The character is riddled with 
  pustules and pocks and is under 
  the effect of the Contagion spell.
  Tyr U
  5
  The character is wracked by 
  painful hallucinations, suffering 
  disadvantage to their saving throws 
  until the next long rest.
  Tyr D
  6
  The character inhales the mephitic 
  fumes, suffering 5d6 acid damage.
  Mental Damage Table
  Eitr energy does not only poison, but it also corrupts 
  the minds of those unused to its contact. Cast a rune 
  to determine the effect on the following table.
  ÆTT / D6
  Effect
  Freyja U
  1
  The character is not able to speak 
  until the next long rest
  Freyja D
  2
  The character’s sight clouds, imposing 
  disadvantage to all their attack rolls 
  until the next long rest.
  Heimdallr  U
  3
  The character suffers from mild 
  amnesia and is under the effect of 
  the Confusion spell.
  Heimdallr D
  4
  The character hears voices around 
  them and is under the effect of the 
  Compulsion spell.
  Tyr U
  5
  The character is wracked by 
  painful hallucinations, suffering 
  disadvantage to their saving throws 
  until the next long rest.
  Tyr D
  6
  The character must spend their 
  next action attacking the closest 
  creature.
  
  The Nine Worlds: Niflheimr
  163
  The characters wake up in the cold of the plains 
  between the mountain ranges, close to one of the 
  rivers, in the northern regions. It is advised to make 
  the characters’ journey begin in  the proximity of one 
  of the caves of the Grey Mountains, between the Svöl 
  and Gunnthrá rivers. The environment is definitely 
  hostile and to orientate themselves the characters must 
  pass a series of DC 17 Wisdom (Survival) checks, lest 
  they lose their way and stumble upon numerous perils.
  As the fog hides any point of reference even a few 
  feet away, the only visible landmark is the immense 
  root of Yggdrasill that connects the vastness of the 
  firmament to the icy ground. By following it, the 
  characters will inevitably reach the wide salty sea at the 
  center of Nilfheimr. From its shores, the unusual hills 
  of the Caves of Eitr will catch their eye.
  From one of the isles, whether they have been in 
  the Caves or not, they will be able to see one of the 
  offshoots of the River of the Dead heading north along 
  the shore. If they choose to follow, then they will be 
  led to the caverns of Gnipahellir.
  Once the characters will enter Gnipahellir, the will 
  reach the 8th level.
  
  164
  Aptrgangar
  “Those who walk after death”, the dead who committed heinous acts in 
  life and so wake up in Nilfheimr. However, their destiny is not joining 
  the River of the Dead and move to Helheimr. Instead, they will remain 
  in the frozen limbo of this realm.
  Their appearance is that of any other dead person. Frozen body, 
  cyanotic limbs, their eyes milky and apparently incapable of perceiving 
  reality around them.
  In truth, their mind is akin to sleeping, waking back up at the barest 
  stimulus. If they sense anything around them, they attack ferociously 
  with the tenacity of the dead. Often, their enemies are the Frost Giants, 
  who, stumbling upon these lifeless bodies, take them for food and quickly 
  devour them.
  Aptrgangar 
  Medium undead, any dishonorable
  STR 
  16 (+3)
  DEX 
  14 (+2)
  CON 
  16 (+3)
  INT 
  9 (-1)
  WIS 
  9 (-1)
  CHA 
  12 (+1)
  Armor Class 14 (studded leather) 
  Hit Points 50 (7d8 + 21) 
  Speed 30 ft 
  Skills Perception +1, Stealth +4
  Damage Resistances bludgeoning, necrotic, piercing and slashing from 
  non magical attacks
  Damage Immunities cold, poison 
  Condition Immunities exhausted, incapacitated
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 3 (700 XP) 
  Undead Nature. Aptrgangar do not need to breathe, eat, drink or sleep. 
  Light Sensitivity. As long as they are exposed to sunlight, ’Aptrgangar suffer 
  disadvantage to attack rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Multiattack. Aptrgangar make two greatsword attacks. They can use their 
  Deathly Frost in place of a greatsword attack.
  Deathly Frost. Melee Weapon Attack: +4 to hit, range 5 ft., one target. 
  Hit: 5 (1d4+3) necrotic damage plus 6 (2d6) cold damage. The target 
  must pass a DC 13 Constitution saving throw or their hit point 
  maximum is reduced by an amount equal to the necrotic damage they 
  took. The reduction lasts until the target finishes a long rest. The target 
  dies if this effect reduces their hit point maximum to 0.
  Greatsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. 
  Hit: 11 (2d6+3) slashing damage.
  Hrimþursar
  Hrimþursar, “Frost Giants”, are the true dwellers of Nilfehimr and one 
  of the major Giant kins alongside the Muspellsmegir, the Fire Giants.
  With them, hrimþursar share the descendance from the first giant, 
  Ymir, who gave birth to them from his feet.
  Of that first generation, drowned in the blood of their own father, only 
  Bergelmir survived, finding shelter on a hollowed trunk he used as a raft to 
  escape and make his legacy last through the centuries.
  Their sturdy frames vary in size, with the youngest being barely 7 ft. tall 
  while the oldest towering 14 or 15 ft. above the ground.
  Their arms reach well beyond their knees and their legs are thin, if 
  compared to their massive torso and broad, stalagmite-covered shoulders.
  Covered only in ice crystals, they have neither clothes nor weapons, 
  using salt blocks they dislodge from the very ground as projectiles.
  When conflict sparks between tribes, it starts with a thundering 
  exchange of salt blocks, used as both weapons and as a warning.
  Then, both factions slowly close one onto the other, as if gathering their 
  wrath to unleash upon their intruding cousins. When in melee, hrimþursar 
  hit one another in blind abandon, with their bare fists, in an attempt to 
  break the ice that covers their opponents and rend flesh.
  Once the fight is over, the winners are known to feast upon the corpses 
  of the vanquished.
  Hrímþursar 
  (Frost Giants) 
  Large giant. chaotic dishonorable
  STR 
  21 (+5)
  DEX 
  10 (+0)
  CON 
  21 (+5)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 
  10 (+0)
  Armor Class 15 (natural)
  Hit Points 700 (10d12 + 350)
  Speed 45 ft.
  Saving Throws Cha +3, Con +8, Wis +3
  Skills Intimidation +3, Perception +3, Stealth +3
  Damage Immunity frost
  Senses passive Perception 13
  Languages Common
  Challenge 5 (1.800 XP)
  Natural Camouflage. When in Nilfheimr, Hrímþursar roll Dexterity 
  (Stealth) checks with advantage to hide in the terrain.
  ACTIONS
  Multiattack. Hrímþursar make two Slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, range 10 ft., one target. 
  Hit: 18 (3d8+5) bludgeoning damage.
  Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target.
  Hit: 21 (3d10 + 5) bludgeoning damage.
  
  165
  The Nine Worlds: Niflheimr
  Niflungar
  The “People of the Mist” is mentioned in many legends, stories told with 
  enthusiasm at banquet halls or whispered with fear at night around the 
  embers of a campfire on Midgardr. 
  There is true answer answer about who the Niflungar are, but it is said 
  of the great hero Sigurd who conquered a treasure and its eternal curse. 
  Some claim they come from Nani; an ancient and powerful dwarven king-
  dom located in forgotten places and surrounded by mist but of which no 
  trace has ever been found. 
  Other, more sinister, sources speak of bodies of dvergar without rest, 
  brutally slaughtered for no known reason.
  Niflungar 
  Medium humanoid (dwarf), any dishonorable
  STR 
  16 (+3)
  DEX 
  11 (+0)
  CON 
  16 (+3)
  INT 
  12 (+1)
  WIS 
  10 (+0)
  CHA 
  12 (+1)
  Armor Class 14 (hide) 
  Hit Points 80 (10d8 + 10) 
  Speed 25 ft. 
  Skills Deception +5, Stealth +4
  Damage Immunities cold 
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common 
  Challenge 3 (700 XP) 
  Dwarven Resilience. The Niflungar rolls saving throws against poison 
  with advantage.
  Light Sensitivity.  When exposed to sunlight, the Nifungar suffer 
  disadvantage to attack rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 3) piercing damage. The target must pass a DC 14 
  Constitution saving throw or suffer 24 poison damage. If they fail by 5 
  or more, they are poisoned for 1 hour.
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
  Petrifying Mist. The Niflungar summons a gelid mist around a creature 
  within 30 ft. of them that they can see. That creature must pass a DC 14 
  Constitution saving throw. If they fail, they start to magically turn into 
  stone and are restrained. The creature must repeat the saving throw at the 
  end of their next turn; on a success, the effect ends. On a failure, they are 
  petrified for 24 hours or until they are freed with a greater restoration spell 
  or other magic.
  Hrimþursar
  
  Journey to Ragnarok
  166
  Chapter 6
  This section of the Journey is dedicated to the Helheimr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Helheimr 
   
   
   
  168
  General Features  
   
  168
  Map 
   
   
   
  171
  The Journey on Helheimr 
   
  174
  Encounters on Helheimr 
   
  176
  
  The Nine Worlds: Helheimr
  167
  
  Journey to Ragnarok
  168
  Helheimr
  In the darkest and most distant land of the universe, at 
  the extreme north, lies a desolate land, whipped by the 
  winds and battered by rain. It is Helheimr, the domain 
  of the fascinating yet terrifying Hel, queen of the dead.
  This realm is tied to Nilfheimr by the cave Gnipahellir, 
  allowing those who have committed grave crimes or died 
  without fighting to pass from one world to the other.
  This land is a great, malodorous swamp, dominated 
  by the sweetish stench of decay. Infested with slimy and 
  slithering creatures and branches similar to skeletal arms 
  rising from the bog, a thick pall of mist shrouds the 
  swamplands.
  Neither the gaze of sweet Sòl nor the caresses of pale 
  Mani reach here. There are no stars to show the way and 
  the laws of the gods lose their meaning in this realm of 
  desperation. There is nothing for a mortal here; no light, 
  no joy, no hope.
  General Features
  Weather: Constant rain, high humidity and intense cold.
  Lighting: None. Visibility is reduced to 0 ft. What 
  follows is for the eyes of the Game Master only, so 
  that they can convey a claustrophobic and riveting 
  experience.
  Sounds: The light drumming of water on the swamp 
  and the wind hissing and howling between the rocks.
  Terrain - Swamplands: Walking in the slimy water 
  is difficult and progress is slow. While in water, all 
  Dexterity saving throws are rolled at disadvantage.
  Terrain - Beaches: Walking on the dense layer of sand 
  is difficult and progress is slow. Running or moving at a 
  faster pace requires a DC 15 Strength (Athletics) check.
  Terrain - Underground: The smooth yet muddy floor 
  makes progress slow.  Running or moving at a faster pace 
  requires a DC 15 Dexterity (Acrobatics) check.
  Terrain - Gjöll: The river cannot be crossed without 
  suffering 2d6 slashing damage every round and rolling 
  a DC 15 Strength (Athletics) check at disadvantage.
  Terreno - Nidafjoll: The river cannot be crossed without 
  being dragged away by the stream, suffering 5d6 slash-
  ing damage every round and rolling a DC 17 Strength 
  (Athletics) check at disadvantage.
  
  The Nine Worlds: Helheimr
  169
  Terrain - Linnormr’s Nests: The smooth yet muddy 
  floor makes progress slow.  Running or moving at a faster 
  pace requires a DC 15 Dexterity (Acrobatics) check. 
  The air is dense with mephitic vapors and is incredibly 
  poisonous. Every turn, characters must pass a DC 12 
  Constitution saving throw or suffer 3d6 poison damage.
  The Swamps
  Stagnant, brackish water, emanating putrid and oily 
  fumes. Its depth varies from a few inches to many feet 
  and every now and then there are patches of solid terrain.
  The swamp floor is so muddy and dense, covered 
  in thick moss that oozes a viscous substance. Finding a 
  strong grip for walking is difficult.
  Every now and then, figures similar to giant skeletal 
  fingers reach for the sky out of the ground. They give 
  the impression of being made of wood, when instead 
  they are veined stone. The trees of this realm are sculp-
  tures the goddess Hel had placed to adorn her domain; 
  a feminine touch, one could say.
  Rain constantly falls down from the sky, some-
  times hard, sometimes thick, often heavy, never light. 
  Humidity and cold bite without mercy and those 
  unlucky enough to stay for more than 6 hours with-
  out a shelter must pass a DC 17 Constitution saving 
  throw or suffer one level of exhaustion.
  The waters are inhabited by the progeny of the great 
  lindworms, smaller than their ancestors, but equally 
  deadly. They are attracted by heat, since the environ-
  ment is so cold and humid and a light or the heat of a 
  body would instantly attract their attention.
  If a character stays for more than an hour in the water, 
  an immense snake will rise from the water and attack 
  the characters (use the characteristics of the Hydra)
  Although the whole surface of this realm is 
  swampland, the serpents are its lords, in the bog that 
  separates Gnipahellir from Náströnd flows a river of 
  corpses from the cave to the sea. The dead, as those in 
  Nilfheimr, become aggressive if prevented from walk-
  ing their path or otherwise disturbed.
  The Sea of the Dead
  An endless tide of cyanotic corpses, stacked one on top 
  of the other, slowly moves on, a host of white faces 
  that spills onto the beaches, falling and rolling before 
  walking again, one wave after the other.
  This is the Sea of the Dead, the endless host of those 
  who await the ship of Ragnarok. Husks without a will, 
  drained by the eternal ice they condemned themselves 
  to after a dishonorable life. Ever watchful sentinels, 
  refugees left for dead on the shore, look-outs waiting 
  for their vessel, they came from the realm of endless 
  ice, going to a sea of stars crashing on a beach of mist.
  Characters cannot swim in this sea; the moment 
  they enter the waters, tens of hands grasp them and 
  drag them to the bottom. To break free of such grasp, 
  one must pass a DC 21 Strength (Athletics) check and, 
  each round spent underwater, a DC 16 Constitution 
  saving throw or suffer one level of exhaustion.
  Nástrønd
  Crystal dust from the frozen sea settled down after hit-
  ting the shores of this realm, the bank crawling with 
  the corpses exiled to Helheimr through Gnipahellir 
  and destined to the sea.
  Crossing the host of the dead without disturbing their 
  vigil is impossible. If something other than them were 
  even to approach, they would turn as one to face the 
  threat and would approach it, shambling like zombies. 
  Engaging them in battle is pure folly, as their survival 
  instinct remained in their world of origin.
  Among these bodies, however, crawl infamous crea-
  tures, servants to the monstrous Níðhöggr, who drag 
  corpses away to the great Lindworm. This large dragon 
  is wedged into the root of the Worldtree, which extends 
  from the skies to the heart of this world, and cannot 
  break free. The creature is eager to feed, its hunger insa-
  tiable, and to find something to unleash its wrath upon, 
  so its servants pile their findings close to him.
  These servants are not particularly bright and take the 
  living and the dead alike. The Lindworm, in fact, awaits 
  only to be freed to devour everything.
  
  Journey to Ragnarok
  170
  Nidafjoll
  A mountain range rises from the northernmost reaches 
  of the world, one of the steepest ridges, reaching for the 
  sky like the waves of an ocean. Climbing those slopes 
  is extremely difficult, but the reward is well worth the 
  effort; from those cliffs, way beyond the putrid marsh-
  land, lies a plateau from which to take in the best vista 
  in this world.
  Numerous caverns open in the sides of the moun-
  tains. Although many are mere bumps in the terrain, 
  two hide the lair of the Lindworms, such as the Lair 
  of Svafnir. For more information, see Linnormr’s Dens 
  paragraph on the matter.
  The other is the cave the cosmic serpent Níðhöggr 
  comes from. Deep within those mountains lie the 
  numerous skin sheddings the Lindworm left behind 
  during its evolution. Although it is said that such mate-
  rial is extremely durable and even magical, nobody 
  ever managed to recover some.
  Gnipahellir
  The tunnel linking the realm of Nilfheimr to that of 
  Helheimr looks like a dark hole in the ice, sheltered 
  from the wind by a frozen and bare hill. Rows of sta-
  lagmites and stalactites at its entrance make it look like 
  an enormous black monster, its jaws gaping open.
  The descent is steep, made all the harder by a thick 
  layer of slippery ice. Without proper equipment, pro-
  gress is still possible, although it requires a DC 17 
  Strength (Athletics) check. Climbing back, instead, is 
  impossible. The inside of the tunnel is dark, as the onyx-
  like and yet cold stone does not allow light to flow.
  By passing a DC 15 Wisdom (Perception) check, 
  the characters notice a metal ring right above the 
  entrance to which was fastened an enormous chain 
  that disappears in the mist a few feet away. The other 
  end of the chain imprisons Garmr, who attacks with 
  its renowned murderous wrath all those not deemed 
  belonging to the River of the Dead.
  After a DC 15 Wisdom (Asatru) check, the char-
  acters remember tales about Garmr: it is possible to 
  escape the hellish hound only by wetting a morsel of 
  bread with one’s blood, as the creature is well beyond 
  the capability of any Midgardian character.
  Gjøll
  The River of Swords splits this realm in twain, passing 
  by the Nidafjoll to the north and the Sea of the Dead 
  to the south. Roughly two miles away, characters hear 
  a weird metallic tinkling that turns into a strong noise 
  of metal grinding against metal. When finally they 
  reach the banks of the river, the characters see a kilo-
  meter-wide flow of swords, crossed by a golden bridge 
  further downstream.
  Gjallarbrú
  An elegant structure with a shining parapet, the 
  Golden Bridge crosses Gjöll. Large enough to be seen 
  from anywhere along the river banks, it is the only way 
  to cross the stream, flowing then to the Sea.
  As the swamps are on rough terrain, the corpses arrive 
  at the bridge in small groups. Its guardian is Móðguðr, 
  “Battle Wrath”, a formidable woman whose duty is to 
  watch over those walk the bridge. Suspicious people 
  are interrogated by the imposing warrior, who is always 
  ready to punish the undesirables or those behaving in a 
  dishonorable way.
  Nagrind
  At first sight, it looks like a small hill a few dozen feet 
  tall, its top flat, almost as if blunted. Upon closer inves-
  tigation, one can see it is covered in weird, moving 
  shrubs, which turn out to be arms growing out of the 
  surface of what is a mound of broken, mangled bodies.
  An impressive wall, crawling with the arms, legs 
  and faces of the corpses who did not arrive at the sea 
  and so were used in the defenses of the royal palace of 
  this world, forming the Wall of Corpses. Those who 
  investigate could be grappled by many pairs of hands 
  and be torn to shreds by many tens of mouths.
  Éljúðnir
  The Fortress of the goddess Hel rises not far away from 
  the place where the root of the Worldtree meets this 
  realm. Surrounded by the invalicable Wall of Corpses, 
  a faint greenish luminescence surrounds the mists 
  shrouding it.
  The only passage that allows crossing Nagrind is 
  the Gate, a thick fence of mystically interwoven bones 
  from which it is possible to see Éljúðnir, an enormous, 
  multi-storied building. Many wings join on a central, 
  rectangular structure, called höll. Like the palaces 
  of Midgardian kings or the Frankish emperor, these 
  numerous environments are dedicated to the most dif-
  ferent functions.
  
  The Nine Worlds: Helheimr
  171
  
  Journey to Ragnarok
  172
  The west wing hosts the local garrison, with 
  its sleeping quarters and the armory. There are 22 
  draugar (corporeal), guards ready to intervene at the 
  first sign of danger. In the east wing are the guesthouse 
  and quarters for more important guests. 
  The north wing, instead, leads to the internal clois-
  ter, a rectangular colonnade that surrounds a marvelous 
  stone garden, with skeletal sculptures mimicking trees 
  and flowers. Here are situated the private chambers 
  of the lady of Helheimr, a large room in which rises 
  Kor, the “decaying canopy bed” draped in Blikjandabol, 
  or “lucent disaster”. A translucent curtain that emits a 
  faint light blue radiance, it is the way the queen chose 
  to defend her sancta sanctorum, as nobody is allowed 
  in that place.
  Whoever gazes at the bed sees a most beautiful 
  woman through the curtain calling to them. If the 
  victim fails a DC 25 Charisma saving throw, they 
  are charmed and move to the bed, trying to embrace 
  Blikjandabol, ending up crushed and poisoned. 
  Each round, a charmed victim must pass a DC 20 
  Constitution saving throw or suffer 8d8 bludgeoning 
  damage, halving on a success, and 6d8 poison damage, 
  halved on another successful DC 17 Constitution 
  saving throw. To break free of Blikjandabol, a character 
  must pass a DC 20 Strength (Athletics) check.
  At the center of this maze of rooms is located the 
  main body of the palace, the höll, where Hel holds her 
  court. She sits on her throne and keeps a watchful eye 
  on her kingdom, judging the newly arrived and ema-
  nating her sentences. On the staircase leading to her 
  throne lies Ganglati, a frost giant always ready to bring 
  all his might to bear if he felt his Queen in danger.
  The palace guards are at his beck and call, six 
  draugar rushing to his aid was he to call for them.
  Below the höll are the dungeons, a maze of rooms 
  and hallways where are the prisons, torture rooms and 
  Hel’s personal treasury. Within, the Queen keeps the 
  untold riches she took by force or deception from the 
  forsaken dead that crossed her Realm.
  The draugr’s hut
  In a particularly putrid place of the bog lies a shack, 
  with a crude outside table and a few benches. The 
  wooden door is securely tied to its hinges, with no sign 
  of life coming from the inside, and the only two win-
  dows of the building have no shutters.
  The walls are missing a few boards every now and 
  then and the roof is in a bad state of repair, although it 
  could work as a shelter from the incessant rain. Inside, 
  the furniture of the only room is simple and the stench 
  of corpse and decay is so strong it almost covers the 
  putrid smell of the swamp.
  The owner of this house is a draugr, a revenant, a 
  dead brought back to life by its own force of will. As 
  he could not escape this new condition, he attempted 
  to make his dwelling more hospitable hoping to find 
  somebody to use as a means of escape or at least as a 
  food source. As his most frequent meal is corpses from 
  the River of the Dead, he is completely deranged and 
  unreliable.
  Should somebody arrive (in his madness he believes 
  that the Lady of Hel herself will visit him) he will hide 
  behind the door to assess the poor incoming soul. If he 
  thinks they are weak, he will wait for them to enter the 
  house to try eating them. Otherwise, he will attempt 
  to strike a deal with his “beloved guest” to help them 
  flee from this place and get back to his true home.
  
  The Nine Worlds: Helheimr
  173
  Ormgudinna’s dwelling 
  From afar one would think a frost giant is sitting on 
  a clod of dirt in the swamp. Upon closer inspection, 
  it is revealed as an enormous albino willow tree, its 
  trunk and leaves coated in a viscous and dense, tar-
  like, substance. It appears this tree contains a house, 
  recognizable by a small door at its base, open on the 
  faint glimmer of a kitchen hearth.
  From the top of the tree, split in half, spreads 
  greyish smoke and the smell of burnt logs. This is 
  the dwelling of the Lady of the Beasts, an ambiguous 
  entity who can hardly be trusted. She does not like 
  novelty and thinks that the cycles of time are a source 
  of wisdom. Ormgudinna uses the statblock of a Night 
  Hag, including the coven powers.
  L innormr’s dens
  The dens of the cosmic serpents are similar in con-
  struction. They twist from a central chamber deep in 
  the rock and spiral their way back to the surface in 
  progressively wider tunnels, looking like immense cav-
  erns. Depending on the nature of the Lindworm that 
  dug them, they are inhabited by other creatures and 
  filled with natural traps.
  1. Svafnir, The Slumbering One: its den lies within 
  Nidafjoll and is made of many spires and tun-
  nels similar to the shapes of a smoke cloud. 
  The serpent loves retreating in one of the side 
  galleries waiting for its victims to delve deeper 
  before annihilating them with its poison. This 
  way, escape is only possible either by fleeing 
  deeper and deeper in the tunnels or fall to the 
  serpent’s breath. 
  2. Níðhøggr: its Nidafjoll den is uninhabited, a 
  crushing sense of desolation afflicting any visi-
  tor as if the very absence of the linnormr made 
  those tunnels even more haunted.
  3. Grabakr, the Grey-backed: its dwelling lies in the 
  southern mountains, beyond Gjöll. Grabakr’s 
  immense build prevents him from living below 
  the surface, so it learned to meld with the envi-
  ronment. As long as somebody does not step 
  upon it, it is impossible to realize to be walking 
  on the back of this imposing linnormr.
  4. Ofnir the Coiling One: the burrow of this mon-
  ster is in Gjöll’s estuary, its entrance completely 
  submerged in frozen water and made inacces-
  sible by the falling swords. Beyond such hellish 
  place lies an ever-changing spiral of frozen sand 
  and daggers. The linnormr tends to crush those 
  unfortunate enough to travel its caverns as it 
  rushes through them at great speed.
  5. Moinn, the Beast of the Moor: the smallest and 
  calmest of the cosmic serpents, who hid the 
  entrance of its den among the shadows of the 
  root of Yggdrasill to the west of Gjöll. As it is 
  invisible to the outside, those who fall in it real-
  ize too late they found themselves in a deadly 
  trap since the linnormr does not take it well to 
  intruders in its lair when it returns from hunting.
  
  Journey to Ragnarok
  174
  The characters took the Gnipahellir from Nilfheim 
  and, after a long and dangerous journey along the 
  River of the Dead, they finally left it. Only darkness 
  awaits them, with the incessant drumming of rain on 
  water and the distant rumbling of backwash.
  The entrance is littered with bones and excrements, 
  the area evidently inhabited. Perhaps, a large, wild animal 
  lives in here. If the characters are not cautious, they will 
  meet Garmr, the infernal hound (see page 176).
  Once they have escaped the gaping maws of this 
  terrifying beast, the characters are swallowed by the 
  darkness and the rain. They are able to cross the Swamps 
  only relying on their hearing: Gjöll, Náströnd and 
  Níðhöggr make dreadful sounds the characters can use 
  as references for orientation. Each half an hour within 
  the Swamps the group must pass a DC 17 Wisdom 
  (Survival), with disadvantage if they are not relying on 
  hearing, or they will be lost.
  When on the banks of the River of Swords, then, 
  they can see the faint glimmer of a brazier in the dis-
  tance, Gjallarbrù, the Golden Bridge, and its guardian, 
  Móðguðr, “Battle Wrath”. Recognising them as living 
  people, when the group reaches the entrance of the 
  bridge she will ask them what is their destination and 
  the reasons they wish to reach the other side.
  Móðguðr’s questions have no right or wrong answers, 
  she just wants to play with them. However, she does not 
  accept trivial answers, unworthy of heroes looking for 
  the favor of the gods. If questioned she tells the group:
  • 
  Somebody already crossed Gjallarbrù, some-
  body “whose step shook the bridge like five 
  hosts of the dead”.
  • 
  To leave Helheimr, they should look for the 
  Æsir who rides Sleipnir, who must know the 
  way for sure.
  To cross the bridge, the characters have three options:
  • 
  Móðguðr will ask them for a tribute. If each char-
  acter is willing to throw his weapon into the river of 
  swords, he declares that he is willing to let them pass.
  • 
  If the characters face it, once it has dropped to 0 
  PF, Móðguðr will not die but will let them pass, 
  recognizing their value.
  • 
  If a character is so brave that he tries to seduce her 
  by kissing her, after a violent punch that will make 
  him lose consciousness, Móðguðr will reward his 
  courage by letting them pass.
  From there, delving deeper into the swamp, the group 
  would reach the Palace of Hel, after finding a way 
  around the massive Lindworm trapped within the root 
  of Yggdrasill.
  Hailed by the sound of enormous jaws rending 
  piles of corpses limb from limb and passing a DC 15 
  Wisdom (Survival or Asatru) check, the group under-
  stands that the direct route is not the wisest. To get 
  to Éljúðnir, they should find a way around the obsta-
  cle. Following that route, they will find the Nagrind, 
  although its Gate is not easy to see. By circling the 
  Wall of Corpses, they will meet a fierce-looking war-
  rior, an imposing eight-legged stallion at his side.
  He introduces himself as Hermóðr, son of Odhinn, 
  tasked with rescuing Baldr from the realm of Hel. The 
  characters found him wondering if his horse can jump 
  high enough to vault over the Wall. Confident in the 
  help of the group, he suggests the group to request an 
  audience with the Queen.
  However, Hermóðr does not know that Loki made 
  so the characters could enter Hel’s castle so they could 
  win Baldr’s trust and be brought to Asgardr. In fact, 
  both the Gate itself and the Palace doors will open by 
  themselves, without the barest of sounds, a clear sign 
  the group is expected.
  When they enter the imposing palace, the charac-
  ters immediately realize they are not alone. Ganglati was 
  not warned of their arrival and is not inclined to talk, 6 
  aggressive draugar (corporeal) (see page 133) material-
  izing at his will. 
  Should the fight prove too difficult for the charac-
  ters, Hermóðr rushes to their help riding Sleipnir. Once 
  the six creatures, Ganglati lets the group in and returns 
  to sleep, lazily leaning into a wall, as the Æsir continues 
  his search for Hel.
  A smug clapping comes from the inside of the höll, 
  where an elegant warrior looks in the direction of the 
  group. His skin the color of pearl, his hair and beard 
  white and his eyes light, his pallor is almost a source of 
  light in of itself in such a grim and hostile place.
  His light blue tunic is a strong contrast with his large 
  leather belt, its buckle a wide wheel chased and embossed 
  
  The Nine Worlds: Helheimr
  175
  to look like a sun. By passing a DC 12 Wisdom (Asatru) 
  check, he is recognized as the god Baldr.
  Alongside him, a revolting figure, even more so if 
  compared to the beauty of the god. Its rotting body 
  the size of a half-giant and its rough skin an agate-hued 
  cobalt, it wears frayed and tattered clothes.
  It welcomes the characters with a revolting grin of 
  rotten and yellowed teeth, introducing itself as Ganglöt 
  (Jötunn, see page 261) and inviting the group to sit 
  at the table at the center of the höll. A sad parody of a 
  Midgardian feast awaits the characters, putrid flesh in 
  place of roasted meats and swamp water instead of flow-
  ing bear, the giant’s cackling the only battle song.
  Turning down the invite is impolite and would be 
  met with a battle. Ganglöt, enraged, would summon 
  the four giant snakes hidden among the beams in the 
  ceiling to attack the group.
  Should the battle turn in Ganglöt’s favor, it would 
  force the characters to eat. On the contrary, the giant 
  would flee from the hall, cursing the group and their 
  dishonorable behavior. Eating at the table poisons for 
  an hour and imposes a DC 15 Wisdom saving throw, 
  placing the target under the effect of the suggestion 
  spell on a fail. If so, the charmed person keeps eating 
  for the next eight hours.
  The Æsir Baldr, whose behavior is clearly unusual, ate 
  the poisonous meats and now is under the effect of the 
  spell himself. To free him from such condition, a success-
  ful DC 17 Intelligence (Arcana) or Wisdom (Asatru) 
  check reveals he must be fed food cooked the Midgardian 
  way. Once he recovers, he thanks his new friends, telling 
  them he is now a guest of the Queen of Helheimr and 
  cannot leave this world without her permission.
  As a reward, he gifts Draupnir, the golden ring he 
  wore when he was burned alive, to the characters so 
  they bring it back to Odhinn. The Æsir will then loudly 
  ask Heimdall to open the Bifrost, through which the 
  characters will be able to reach Asgardr.
  At this point, characters reach the 9th level.
  
  176
  Garmr
  Hellish hound with a long mane, matted with blood, Gnipahellir’s 
  chained guardian. Nobody knows who placed the beast there, nor why; 
  the only sure thing about Garmr are its ferocity, cruelty and complete 
  lack of mercy. It is said that the hellhound will break its chains at the 
  arrival of Ragnarok and will fight with the giants against Tyr, in a battle 
  that will kill both of them.
  The legend tells that it can be tricked with a morsel of blood imbued 
  with one’s own blood.
  Garmr 
  Large beast, lawful dishonorable
  STR 
  28 (+9)
  DEX 
  26 (+8)
  CON 
  28 (+9)
  INT 
  7 (-2)
  WIS 
  16 (+3)
  CHA 
  14 (+2)
  Armor Class 20 
  Hit Points 120 (12d12 + 36) 
  Speed 60 ft
  Damage Immunities acid, fire, frost, necrotic, poison; bludgeoning, 
  piercing and slashing from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Damage Resistances bludgeoning, piercing, slashing
  Senses darkvision 180 ft., passive Perception 17 
  Languages Common
  Challenge 20 (25.000 XP) 
  Sacred Beast. Garmr’s attacks are considered magical.
  Legendary Resistances (3/Day). If Garmr fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Garmr rolls saving throws against spells and magical 
  effects with advantage.
  Pack Tactics. Garmr has advantage on an attack roll against a creature if 
  at least one of Garmr’s allies is within 5 ft. of the creature and the ally isn’t 
  incapacitated. All Garmr’s allies have advantage on an attack roll against a 
  creature within 5 ft. of Garmr itself, provided he isn’t incapacitated.
  Keen Sight and Smell. Garmr has advantage on Wisdom (Perception) 
  checks that rely on sight and smell.
  ACTIONS
  Multiattack. Garmr makes a Slam attack, two Claw attacks and a Bite attack.
  Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 
  (4d6 + 9) piercing damage plus 27 (6d8) fire damage.
  Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 
  (2d12 + 9) slashing damage.
  Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller 
  creature, they must pass a DC 18 Strength saving throw or be knocked prone.
  LEGENDARY ACTIONS
  Garmr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Garmr regains spent legendary actions at 
  the start of their turn.
  Bite. Garmr makes a Bite attack. 
  Move. Garmr takes the Dash or Disengage action.
  Terrifying Growl (2 actions). Garmr growls. Each hostile creature 
  within 60 ft. of it that can hear it must pass a DC 20 Wisdom saving 
  throw or be frightened until the end of their next round.
  
  177
  The Nine Worlds: Helheimr
  Hel 
  ““As we walked in this hall, I did not notice I had stepped on a cloak, so rapt 
  I was by the magnificent sight.
  With a sudden movement, I turned to apologize and saw this cloak almost 
  entirely covering a young woman. I noticed half of her graceful and seducing 
  face rapidly hiding in the folds of her hood. However, much to my dismay, I got 
  caught in the fabric, wrenching the cloak off her shoulders. I was horrified; the 
  woman was naked. Half of her body was taut and attractive, her skin polished 
  and smooth, while the other half looked like that of a corpse, wizened and 
  rotten in many places, as if it had dried in a bog. Her smell was nauseous, of 
  butchered meat and stagnant waters, and I felt an unnatural frost pervading 
  my innards. Such a fearsome woman looked at me with malignant eyes, angrily 
  covering her horrible figure once again. I feared she would have attacked me, 
  was it not for my companion, who politely sent her away.”.
  - Thorleif Sikiroddr “Silk Voice”
  Queen of the realm of the dead, lady of the eternal mist, monstrous 
  daughter of Loki. Within her flows the primordial Jötnar blood, as she 
  is gifted with the chaotic magical powers of this kin. Usually, she can be 
  seen shrouded in a long cloak, hiding part of her body and visage.
  Her visible part is of a bewitching beauty and yet, was she to reveal 
  her true form, she would cause only horror. Half of her body is that of 
  a shapely and attractive maiden, her milk-white skin crossed with sinu-
  ous tattoos of snakes intertwined with branches and runes. Her other half, 
  however, is so putrid and rotting that one could tell the pulsing of her 
  organs below her skin.
  When particularly furious, her cadaverous side looks like a charred 
  corpse, pulsing with the dying embers of a hearth. She does not love any-
  thing or anyone, not even the father who condemned her to a half-life, 
  forcing upon her a monstrous condition and the solitude that dragged her 
  down the path to folly.
  As there was a time Hel was not evil, ruling over the dishonorable dead 
  is not a welcome task for her, even less the derision and fear of the Æsir. Far 
  from everything and everyone, in a world shrouded in pain and mist, she 
  spends her time ruling with an iron fist and savagely torturing those who 
  oppose her, waiting for the Ragnarok. It is still not clear what role will she 
  play during the end of time as no prophecy mentions it, but it is sure she 
  will not just watch.
  
  178
  Hel 
  Large god, chaotic dishonorable
  STR 
  20 (+5)
  DEX 
  28 (+9)
  CON 
  20 (+5)
  INT 
  26 (+8)
  WIS 
  22 (+6)
  CHA 
  28 (+9)
  Armor Class 20 
  Hit Points 300 (22d12 + 110)
  Speed 40 ft.
  Saving Throws Str +12, Con +12, Wis +13, Cha +16
  Skills Deception +16, Intimidation +16, Perception +12, Persuasion +16
  Damage Immunities necrotic, poison; bludgeoning, piercing and 
  slashing from non-magical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Damage Resistances radiant
  Senses passive Perception 22, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 23 (50.000 XP)
  Divine Weapons. Hel’s weapon attacks are magical. When Hel hits with 
  any weapon, the weapon deals an extra 6d8 radiant damage (included in 
  the attack).
  Trickster’s Aura. Every attack against Loki fails unless his attacker passes 
  a DC 12 Charisma saving throw.
  Legendary Resistances (3/Day). If Hel fails a saving throw, it can choose 
  to succeed instead.
  Magic Resistance. Hel rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Hel’s spellcasting ability is Charisma (saving throw 
  DC 24, +16 to hit). Hel can innately cast the following spells, without 
  the need for components.
  At will: animate object, bestow curse, charm person, circle of death, 
  confusion, create undead, death ward, dominate person, feign death, 
  finger of death, fog cloud, gaseous form, greater invisibility, raise dead, 
  shield, suggestion
  3/day each: antipathy/sympathy, eyebite, feeblemind, mass suggestion, mind 
  blank, weird
  1/day: power word kill
  ACTIONS
  Multiattack. Hel makes two Deathly Flux attacks.
  Deathly Flux. Ranged Weapon Attack: +16 to hit, range 60/150 f. one 
  target. Hit: 32 (6d6 + 8) necrotic damage plus 27 (6d8) radiant damage.
  LEGENDARY ACTIONS
  Hel can take 3 legendary actions, choosing from the options below. Only one 
  legendary action option can be used at a time and only at the end of another 
  creature’s turn. Hel regains spent legendary actions at the start of their turn. 
  Spell. Hel casts a known spell.
  Hypnotic gaze. A creature Hel is able to see within 60 ft. must pass a DC 
  18 Charisma saving throw or be charmed by Hle for 1 minute. A creature 
  who passes the saving throw is immune to the effect for 24 hours.
  Teleport. Hel magically teleports in an unoccupied space he can see within 
  160 ft, with all the equipment she is wearing or carrying on her person.
  L innormr 
  Sváfnir, Ófnir, Grafvölduðr, Grabakr, Móinn, Góinn. Legends and myths 
  tells of terrible serpents, the Linnormr or Lindworm, the “hunter snakes” 
  dwelling in Midgardr where the people only tell of their horrors, trying 
  to relegate them to the realm of poetry. Níðhöggr’s kin is so numerous 
  and terrifying because these monsters are constantly eroding the fabric 
  itself of existence and the cosmo, even during peacetime. Loki himself is 
  the father of one of these beings, the titanic Jörmungandr. 
  L innormr 
  Huge giant. unaligned
  STR 
  26 (+8)
  DEX 
  13 (+0)
  CON 
  22 (+6)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 
  8 (-1)
  Armor Class 18 (natural)
  Hit Points 210 (17d12 + 102)
  Speed 40 ft. burrow 30 ft.
  Saving Throws Con +11
  Skills Perception +4
  Damage Immunities cold, fire, poison
  Condition Immunities frightened, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, slashing from 
  non magical weapons
  Senses passive Perception 14, darkvision 60 ft., tremor sense 30ft.
  Languages -
  Challenge 12 (8.400 XP)
  ACTIONS
  Multiattack. The Linnormr makes one Claw attack and one Bite attack. 
  They can use Swallow instead of making a Bite attack.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 
  (4d6+ 8) slashing damage.
  Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 32 
  (4d10 + 8) piercing damage plus 10 (3d6) necrotic damage. If the target 
  is a Large or smaller creature, it must pass a DC 17 Strength saving 
  throw or be grappled and restrained. The Linnormr cannot use its Bite 
  attack against another target.
  Swallow. The Linnormr makes a Bit attack against a Large or smaller 
  creature they are grappling. If the attack hits, the target suffers the attack’s 
  damage, is swallowed and the grappling ends. A swallowed creature is 
  blinded, restrained, has total cover against attacks and effects originating 
  outside the Linnormr and takes 21 (6d6) necrotic damage at the beginning 
  of the Linnormr’s turn. If the Linnormr suffers 30 or more damage from 
  a creature they swallowed, they must pass a DC 15 Constitution saving 
  throw at the end of that turn or regurgitate all swallowed creatures. They 
  fall prone in a space within 10 ft. of the Linnormr. If the Linnormr dies, a 
  swallowed creature is not restrained anymore and can leave the body using 
  15 ft. of movement and exiting prone.
  Necrotic Roar (recharge 5-6). The Linnormr exhales a necrotic breath in a 
  60 ft. cone. Each creature in the area must pass a DC 16 Dexterity saving 
  throw, suffering 56 (16d6) necrotic damage or half that on a success.
  
  179
  The Nine Worlds: Helheimr
  Móðguðr, Guardian 
  of the Golden Bridge
  Mortals whisper her name with reverence, as legends about this oth-
  erworldly entity are many but not in agreement. She is a giantess, as 
  attractive as she is unsettling, tasked with defending the Golden Bridge. 
  She is always bored, as her duty prevents her from leaving this place 
  and those travelers who are not damned souls are a very rare and wel-
  come sight, a challenge for her to enjoy. Sensual and provoking, she has 
  a marked sense of humor and is more than willing to use her allure to 
  catch the unprepared by surprise with open and cheeky opinions. Should 
  somebody try to court her, she would consider it a reward of sorts, while 
  fighting to the death all those who try to trick her.
  Móðguðr 
  Huge giant. chaotic dishonorable
  STR 
  24 (+7)
  DEX 
  16 (+3)
  CON 
  21 (+5)
  INT 
  14 (+2)
  WIS 
  12 (+1)
  CHA 
  22 (+6)
  Armor Class 19
  Hit Points 216 (18d12 + 90)
  Speed 50 ft. (40 ft. while she is Large, 30 ft. while she is Medium)
  Saving Throws Str +11, Con +9
  Skills Persuasion +10, Perception +5
  Damage Immunities cold, fire
  Senses darkvision 60 ft. passive Perception 15
  Languages Common
  Challenge 12 (8.400 XP)
  Adaptable. Móðguðr can change her size from Huge to Large or Medium 
  as an action, without any change to her statistics. All her equipment 
  adapts to her new size.
  Brazen Beauty. Móðguðr adds her Charisma modifier to he AC score.
  Battle Frenzy (recharges after any rest or killing an enemy). If an 
  enemy wounds her, Móðguðr can enter a state of battle frenzy as 
  a bonus action for 1 minute or until she is incapacitated. When in that 
  state, Móðguðr gains the following benefits:
  • 
  Advantage to Strength checks and saving throws
  • 
  +4 to damage
  • 
  Resistance to bludgeoning, piercing and slashing damage
  ACTIONS
  Multiattack. Móðguðr makes three melee weapon attacks.
  Giant Greatsword. Melee Weapon Attack: +11 to hit, range 10 ft. (5 ft if she 
  is Large or Medium size) one target. Hit: 28 (6d6 + 7)  slashing damage.
  LEGENDARY ACTIONS
  Móðguðr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Móðguðr regains spent legendary actions 
  at the start of their turn.
  Attack. Móðguðr makes a melee weapon attack.
  Endless Swords. Móðguðr can summon any kind of swords in her hands.
  Infatuating Gaze. A creature within 30 ft. of Móðguðr must pass a DC 
  17 Charisma saving throw or be charmed by her until the end of their 
  next turn. A creature passing the saving throw is immune to this effect for 
  the next 24 hours.
  Ormgudinna 
  (Night Hag, to be considered in a Coven) 
  At first sight, this woman looks like a simple, feral-looking druid who prac-
  tices black magic, a snake in each hand. 
  In truth, to a more accurate inspection, it is obvious that the Lady is 
  a truly supernatural being, its origin ancient and dark. Her language is a 
  hiss, whistling rather than articulating words, as if it was a serpent speaking 
  and not a human. She is incapable of any social interaction and is insular, 
  detached and laconic, fully aware of her ancient power and careless in get-
  ting rid of those who oppose her plans. Even her appearance, to a point, 
  reminds that of a snake, her eyes yellow and her irises thin, her visage 
  elongated. From purple lips grow sharpened canines like those of a viper. 
  Her long, raven black hair dirty and coarse, like the mane of an animal, 
  are her only clothes for her naked body.
  
  180
  Níðhöggr
  Níðhöggr is the most ancient of the linnormr, trapped among the roots 
  of Yggdrasill. According to the prophecy of the Seer, when his bonds will 
  break he will fly over the battlefield of the Last Battle, feasting upon the 
  corpses of the fallen.
  It is said Níðhöggr shall survive Ragnarok, flying resplendent with the 
  bodies of the dead under his wings.
  Níðhöggr 
  Gargantuan Dragon, unaligned
  STR 
  40 (+15)
  DEX 
  10 (+0)
  CON 
  32 (+11)
  INT 
  16 (+3)
  WIS 
  18 (+4)
  CHA 
  22 (+6)
  Armor Class 25 (natural)
  Hit Points 700 (35d20 + 350)
  Speed 60 ft., climb 60 ft., fly 120 ft.
  Saving Throws Str +24, Con +20, Wis +13, Cha +15
  Skills Intimidation +17, Perception +13
  Damage Immunities acid, fire, frost, poison, thunder; bludgeoning, 
  piercing and slashing from non-magical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses passive Perception 23, darkvision 120 ft., blindsight 60 ft.
  Languages Common
  Challenge 30 (155.000 XP)
  Cosmic Dragon. Níðhöggr’s attacks are considered magical.
  Legendary Resistances (3/Day). If Níðhöggr fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. Níðhöggr rolls saving throws against spells and 
  magical effects with advantage.
  ACTIONS
  Multiattack. Níðhöggr can use its Frightful Presence. It then makes five 
  attacks: two with its Claws, one with its Tail, one with its Horns and one 
  with its Bite.
  Bite. Melee Weapon Attack: +24 to hit, reach 50 ft., one target. Hit: 42 
  (4d12+ 15) piercing damage plus 21 (6d6) necrotic damage. If the target is a 
  creature, they must pass a DC 23 Strength saving throw or become grappled 
  and restrained. Níðhöggr cannot use its Bite against another target.
  Claw. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 33 
  (4d8+ 15) slashing damage.
  Horns. Melee Weapon Attack: +24 to hit, reach 40 ft., one target. Hit: 35 
  (6d6+ 15) piercing damage.
  Swallow. Níðhöggr makes a Bite attack against a Large or smaller creature 
  it is grappling. On a hit, the target takes the Bite’s damage, is swallowed 
  and is no more grappled. A swallowed creature is blinded and restrained, 
  gains total cover from attacks and other effects outside of Níðhöggr and 
  suffers 62 (18d6) necrotic damage ad the beginning of Níðhöggr’s turn. 
  If Níðhöggr suffers more than 70 damage from a creature within itself, it 
  must pass a DC 20 Constitution saving throw at the end of that turn or 
  regurgitate any swallowed creature, who fall prone in a spot within 30 ft. 
  from Níðhöggr. If it dies, a swallowed creature is not restrained anymore 
  and can leave its corpse using 50 ft. of movement and exiting prone.
  Tail. Melee Weapon Attack: +24 to hit, reach 45 ft., one target. Hit: 37 
  (4d10+ 15) bludgeoning damage. If the target is a Large or smaller 
  creature, they must pass a DC 23 Strength saving throw or be knocked 
  prone 10 ft. off where they were hit.
  Frightful Presence. Each creature of Níðhöggr’s choice that is within 120 
  ft. of it and aware of it must succeed on a DC 23 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, with disadvantage if Níðhöggr is 
  within their line of sight, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect ends for it, the creature is 
  immune to Níðhöggr’s Frightful Presence for the next 24 hours.
  Necrotic Roar (Recharge 5-6). Níðhöggr exhales acid in a 120-foot 
  line that is 10 ft. wide. Each creature in that line must make a DC 26 
  Dexterity saving throw, taking 120 (35d6) necrotic damage on a failed 
  save, or half as much damage on a successful one.
  LEGENDARY ACTIONS
  Níðhöggr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Níðhöggr regains spent legendary actions 
  at the start of their turn.
  Detect. Níðhöggr makes a Wisdom (Perception) check.
  Tail Attack. Níðhöggr makes a tail attack.
  Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature 
  within 30 ft. of Níðhöggr must succeed on a DC 26 Dexterity saving throw 
  or take 30 (4d6 + 15) bludgeoning damage and be knocked prone 20 ft. off 
  where they were hit. Níðhöggr can then fly up to half its flying speed.
  
  181
  The Nine Worlds: Helheimr
  
  Journey to Ragnarok
  182
  Chapter 7
  This section of the Journey is dedicated to the Agardr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Asgardr 
   
   
   
  184
  General Features  
   
  184
  Map 
   
   
   
  187
  The Journey on Asgardr 
   
  192
  Encounters on Asgardr 
   
  193
  
  The Nine Worlds: Asgardr
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  Journey to Ragnarok
  184
  Asgardr
  Asgardr opens to the characters in all its endless glory, 
  welcoming with the blaring of horns those who lay 
  their eyes on its walls. There are no words to describe 
  the wonder that is the realm of the Æsir, no song or 
  mortal tale capable of recounting even a fragment of 
  the spectacular beauty of this place. Here, legends 
  walk, breathe, live and love.
  Here, against the bastion of certainty that is 
  Asgardr, the sea of doubt and fear that crosses the uni-
  verse breaks. Fate converges onto the city of the gods 
  like the winds in the eye of the storm and the scope of 
  truth the mortals witness in front of the gods leaves 
  them speechless. Here are the thrones of the gods, here 
  all began and all shall end.
  The hazy and distant branches of Yggdrasill can be 
  seen around the peak at the base of Asgardr, from which 
  the Æsir ordained the destiny of the Nine Worlds.
  General Features
  Weather: Temperate and mild, like a summer day.
  Lighting: Night and day cycle normally and visibility 
  is as usual.
  Sounds: Horns blow far away in the distance, the wind 
  gently caressing the rustling grass.
  Terrain - Plain: Walking on the soft grass is very 
  pleasant and very simple. The walking speed is regular 
  on this type of terrain.
  Terrain - Mountains: Magnificent mountain ridges 
  rise like statues, almost impossible to climb without fol-
  lowing specific paths.
  Terrain - Forests: Conifer and evergreen trees, rich in 
  fauna and game. Outside of those few beaten paths, 
  traveling in the forests is incredibly hard.
  Terrain - Sea: Falling in the waters means risk fall-
  ing eternally off the edges of the world. Leaving the 
  waters requires a DC 22 Strength (Athletics) check 
  at disadvantage.
  
  The Nine Worlds: Asgardr
  185
  Mount Asfell
  A gargantuan mountain, upon which was built 
  Asgardr, said to sink its roots into the branches of the 
  Worldtree. So cold it can freeze a Jötunn and its rock 
  so hard it can shatter a diamond, it cannot be climbed.
  Idhavollr 
  In the middle of Asgardr opens an expanse of soft 
  grass, rustling under a warm northern breeze. Those 
  who set foot here feel in an ancient place, as it is sur-
  rounded by magnificent palaces and majestic temples, 
  home to the gods. An idyllic painting, this is a place of 
  absolute peace and quiet.
  Falling asleep in these meadows grants visions of 
  a distant past or glimpses of a possible future. At the 
  beginning of time, when the Nine Worlds had just been 
  born and humanity still did not know how to use fire, 
  the Æsir gathered here. Placing here their thrones, they 
  formed the first Thing, a gathering of free men usually 
  held by a lögsögumaður, someone versed in the legends.
  Breidhablik
  A golden glow constantly shines over Asgardr, bathing 
  such a pure and sacred place in a perpetual dawn, where 
  the sun is always bright. There is no hostility or vio-
  lence and no evil act is perpetrated to harm somebody 
  else, in here. There are no walls, but artfully cared for 
  bushes and plants, colossal trees in place of columns, 
  their branches a roof over the Æsir’s heads. Thermal hot 
  springs, small orchards and flowers keep this place in an 
  eternal spring.
  The beauty of Breidhablik is universally considered 
  the most precious jewel of Asgardr, especially as what its 
  loss would mean.
  Magic runes, etched in the very fabric of the world, 
  shine everywhere, forming a shield against all evil. 
  Whoever tries to break the laws ruling these lands 
  would find themselves immobilized and muted, for a 
  sacrilege in Asgardr is akin to betraying the very foun-
  dation of civilization.
  Those who try something evil here without being 
  a god would immediately be under the effect of the 
  Imprisonment spell, automatically failing its saving throw.
  This is Baldr’s home, that he placidly walks hold-
  ing his wife Nanna’s hand. Nature here is lush and of a 
  heart-melting beauty.
  Thrúðvangr 
  In the direction of the diaphanous borders with 
  Alfheimr, is a vast region of wavy, grassy hills and placid 
  groves, crossed by crystalline rivers in a joyous and calm 
  atmosphere. A titanic waterfall rumbles into the infinite 
  void and, at its side, rise Bilskirnir, the palace of the God 
  of Thunder, and Thrúðvangr, his realm.
  Here he welcomes all those of mortal kin, protect-
  ing them and gifting them a rare and supernatural 
  serenity. In fact, it is not rare witnessing former slaves 
  talking as equals with their once masters. Even the 
  dead can find rightful rest under the wing of the Æsir 
  after a life of sacrifice, as all men are free and equal and 
  Thor welcomes them all with fraternal love.
  Walking these lands is soothing for both body and 
  mind and whoever is suffering from Exhaustion or 
  other Conditions is instantly healed when they set foot 
  in Thrúðvangr. As a testament of its power, famous 
  is the tale of Thor taking shelter there to heal from a 
  whetstone lodged in his skull.
  Amsvartnir
  Fear lies in the heart of men, at the center of their 
  chest, close to their breath. When fear leaves its cage, 
  the breath of men shifts and they realize they are free.
  Much like men, so the Gods felt fear, in ancient 
  times, and so chose to exile such terrible monster in 
  the most secure place in all the Nine Worlds, a place 
  so close to them they could immediately notice if their 
  worst enemy had broken free of its chains.
  At the center of Amsvartnir, the closed sea, lies the 
  isle of Lyngvi. There, tied with Gleipnir, a robe as light 
  as silk and yet strong enough to cut through a moun-
  tain, is Fenrir. He waits to find an opening to escape 
  from the Æsir clutches, so far finding none.
  And yet, one day...
  Ydalir
  Deers with majestic antlers, boars with mighty tusks, 
  wolves with thick manes, bears with frightening roars 
  and foxes with soft tails all run among the undergrowth 
  of the immense forest that embraces the whole of 
  Asgardr. Deep-eyed owls, flicker-feathered ravens and 
  sharp-clawed falcons find shelter and joy among the 
  forest’s branches. in the meanwhile trees like ash, elm, 
  oak, hazel and yew dominate this land, slender sentinels 
  watching the hunting grounds of Ullr, the God of Bows.
  He swiftly travels the length and breath of the forest, 
  always aware of what happens among the trees, every 
  intruder tracked and hunted down. The divine hunter, 
  
  Journey to Ragnarok
  186
  when not out in the wild, makes majestic bows out of 
  the yews of Ydalir, all of them extraordinary tools for 
  hunting and war. Wood from this forest is also the main 
  source for almost any work of carpentry in Asgardr, as 
  it does not matter how many are felled during a day, an 
  equal number grows back during nighttime.
  Asgrind
  Two marble citadels proudly mark the skyline at the 
  end of Bifrost, among them a titanic iron gate adorned 
  with bronze and silver studs and iron etchings running 
  along the whole structure. To those who bring peace, 
  they show pictures of welcome and friendship, but to 
  those walking down the path of war to Asgardr, they 
  only show images of curses, death and suffering.
  Asgrind, the gate of this world, is watched by 
  Valkyries who patrol the towers and parapets, their 
  armor shining and their hair waving in the wind. They 
  are ready to form an honour guard to any who was to 
  pass the bridge in triumph and under their watch no 
  army ever broke through without the permission of 
  the gods. 
  Bifrost 
  When the cold of rain meets the heat of the sun, the col-
  ours that cross the sky are born. Many are the legends 
  told about these iridescent figures, as the ephemeral 
  matter of which the Rainbow Bridge is made makes it 
  tangible and abstract at the same time.
  One step it holds those who walk it, the next one 
  it could not be there anymore. It was built to cross 
  the whole cosmos and connect Asgardr to Midgardr 
  running along the trunk of Yggdrasill or reach any of 
  the Nine Worlds.
  The only way to reach Asgardr, any trespasser is 
  spotted by Heimdallr the moment they set foot on the 
  Bridge, only to be sent into a storm or in thick fog, too 
  far to see the towers of Asgrind and be welcome at the 
  seat of the gods.
  Where do the mists or storms met while travelling 
  the Bifrost is unknown, as in its impalpable inconsist-
  ency mortals see it like an apparition or an illusion and 
  those who made it back are only a few.
  Bilskirnir 
  The homes of the Asi are as massive as their deeds, but 
  none is larger than Bilskirnir, the titanic palace of the 
  God of Thunder, riding on the enormous river that 
  becomes the waterfall of Thrúðvangr.
  In the whole of Asgardr, there is no larger building, 
  as the tales of mortals tell it has 540 rooms. Their actual 
  number, however, is probably even larger. In fact, it is 
  more of a small town than a keep, so vast it is. It is told 
  that the whole of Midgardr, entire populations, could 
  fit in those halls without losing the sense of vastness of 
  this place or sit at its tables and feast for centuries.
  The enormity of the fortress is reinforced by the over-
  lapping of countless archways and pillars sustaining the 
  roof, so far from the ground it is invisible. Cloud banks 
  shroud the top of the columns, sundered by thunder-
  claps echoing around the regions-wide halls.
  The dead of any kin and social standing are met 
  with open arms, all equal in Thor’s presence. When the 
  god is home, feasts and banquets are common, a kind 
  word or a toast for any of the participants. In the main 
  court, where the tables are truly massive, lies Thor’s 
  seat and close by a stone rest upon which is often left 
  Mjollnir, the mighty hammer.
  The palace has endless wings, some of them even 
  forgotten by the god himself. In one of them, small if 
  compared to the others, his goats are cared for and his 
  chariot is kept as mighty as the roiling thunder and as 
  quick as lightning.
  The God of Thunder likes fighting, never turning 
  down an offer to do battle and loving the sound of 
  clashing weapons. When home, however, he strives for 
  peace above all else. Should it be perturbed, he would 
  propose a challenge, before wielding his trusty hammer.
  These challenges are feats of strength, in which he 
  cannot be defeated, like log lobbing, axe throwing 
  or stone lifting. When a contender passes a test with 
  enough distinction, although without ever being able 
  to beat the host, they are awarded the honour of sitting 
  in the massive main hall and feast in the presence of 
  Thor himself.
  
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  Journey to Ragnarok
  188
  Brenna
  A thin layer of purple mold cakes the walls of this 
  small complex of rooms and tunnels, light just a faint 
  reverberation of a few pale torches bolted to the walls 
  and the air thick with a stagnant, pungent smell.
  Here Loki set his court, as he likes to call it, a sad and 
  squalid place, barely lighted, where hatred and bitterness 
  stagnate. He takes pleasure specifically from this, the fact 
  that such a place stains the infinite beauty of Asgardr.
  Venturing in these tunnels is not as dangerous in the 
  way one would normally think, no deadly traps await 
  the unfortunate souls who venture inside. In fact, Loki 
  does not need any: the corruption itself wafting here 
  is strong enough to taint as a dishonorable creature 
  (even for the purpose of spells or divine perceptions) 
  any who stays within for even a few minutes.
  Eigvetr
  The smell of sun-baked resin and pine needles rustling 
  in the spring winds are prevalent here. Whoever is 
  invited by the goddess Lofn, she who soothes and con-
  soles, is gently led as they walk among the rooms of her 
  palace. A forest was allowed to grow inside, a temple 
  where life and all that is related to it could grow again, 
  from the cycle of seasons to the birth of living beings.
  Lofn’s love for life is such that she often offers her 
  palace to forbidden lovers, so they can at least be made 
  whole by her sweet words.
  Fensalir
  A plain-looking palace, defended by tall walls deco-
  rated with wave patterns stands close to the northern 
  wall.The imposing gate protecting the home of the 
  goddess Frigg is carved to look like the surging tide, 
  apparently ready to crush the uninvited guests.
  The gate opens on a vast courtyard with a blooming 
  garden, where the smell of iridescent flowers and ripe 
  fruits delights the senses of those fortunate enough to 
  be there. There are many springs, which slightly salty 
  water flows through Fensalir via canals made to avoid 
  the forming of bogs and to nourish fruit and hazel trees.
  When they reach the steps of the courtyard, these 
  waters rise up to the sky, spreading in the ether where 
  they form new stars.
  Frigg’s quarters are on the first floor, from which 
  she can keep an eye on her husband’s movements, 
  who resides in the next palace. Not much is known of 
  the supreme goddess’ quarters, although much is said 
  about whom she meets.
  Glitnir 
  The palace of Forseti, son of Baldr and Nanna, is a 
  place of magnificence and wisdom, the best tribunal 
  among men and gods.
  The walls and columns of the palace are made of 
  solid gold, while the roof is silver. Athough the riches 
  here are comparable to those in Valaskjalf, there is nei-
  ther solemnity nor regality, only justice and precision.
  A wide basin in the ground opens at the center of 
  the main hall, where are many rows of benches and 
  tables are ready to be laid with food and water to 
  nourish those who will be called in the tribunal. At 
  the center of the basin lies a plain, wooden seat, where 
  Forseti sits as he listens to the words of men and gods 
  and he judges the facts presented to his attention.
  Whoever enters the basin is subject to the aura of 
  truth of the tribunal. The individual under question-
  ing, if not a god, is under the effect of the Zone of Truth 
  spell and can only answer truthfully. If Forseti feels he 
  has been lied to, he summons an ability he inherited 
  from his father, petrifying the liar with a Power Word 
  Stun. The wrongdoer is then brought to the presence 
  of Odhinn, to suffer an adequate punishment.
  Himinbjorg 
  A double wooden palisade rises on an embankment just 
  outside the gates of Asgardr. A long line of yew trunks 
  lines the road leading from Asgrind into this structure, 
  the fortress Heimdallr calls home. Its circular base is split 
  at cardinal directions by two roads, the most important 
  connecting the last stretch of the Bifrost to the tallest 
  tower, built on its walls. The other one, instead, leads 
  to the inner, square-based courtyards with the stables, 
  armories and granaries.
  At the center of Himinbjorg, on an altar surrounded 
  by runic boulders, is kept the Gjallarhorn, in wait for the 
  day it will be blown. The fortress reminds a Midgardian 
  fortification, entirely made out of stone. Although they 
  have been carved out to look like made of yew so dear to 
  the people of this World, the walls are not made of wood.
  The White Guardian watches and observes from the 
  tallest tower, vigilating and keeping things under con-
  trol. He is alone, as his watch must be solitary, his only 
  company a small herd of rams to feed from, left free 
  roaming around the fortress’ courtyards. He is not jeal-
  ous and is always willing to share his food with those of 
  good will, serving only an unpleasant trip on the Bifrost 
  to the others.
  
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  189
  Søkkvabekkr
  The architecture of this palace is proof of its nature. At 
  first glance, it looks like any other wooden palace in 
  Midgardr, before noticing the inlay at its foundation, 
  similar to the keel of a ship. An intricate pattern of 
  silver-hued carvings reflects the blue of the sky, appear-
  ing like a sapphire among the green, run through with 
  white vein reminding of ocean froth.
  Past the entrance, visitors can see empty and dark 
  rooms, echoing with the sound of crashing waves and 
  thick with the smell of the sea. Those who hear these 
  sounds feel deep pangs of nostalgia creeping in their 
  heart, those without a strong spirit risking to lose 
  themselves inside the palace. Listening to the back-
  wash or smelling the salt in the area causes to be under 
  the effect of the Mass Suggestion spell, compelling the 
  weaker-willed to delve deeper into Sága’s home.
  Instead of rising, the palace expands in the under-
  ground, like the keel of a ship sundered by the reef 
  opening on an abyss of water. Søkkvabekkr is made of 
  natural caverns and artificial halls. At ground level, water 
  is ankle-high, reaching the chest in those just below, 
  while the deeper rooms are completely submerged. Sága 
  loves to entertain her guests among the halls on the 
  ground floor where, accompanied by the sound of the 
  sea, she serves mead, often in Odhinn’s company.
  Valaskjalf:
  One of the most breathtaking palaces in the whole 
  of Asgardr is Valaskjalf, Odhinn’s own residence. His 
  home is proof of why he is the Allfather; solemn, spa-
  cious, lit as if it was always daytime by large braziers 
  and beams of light from the ceiling. The roof and 
  columns are solid silver, a tribute to the One-eyed 
  god from all the deities, its walls strong and hospita-
  ble, light filling its many arches. At sunrise, sunlight 
  reflects off the silver beams to engulf the whole great 
  hall like a star, until sundown, when the shining colors 
  turn into a blood-red luminescence.
  At nighttime, it is even more breathtaking, as the 
  stars are reflected off the polished silver, a kaleidoscope 
  of lights chasing each other and mixing in a show of 
  magnificence impossible to ignore.
  Here Odhinn has his home and his throne, Hliðskjalf, 
  in the central hall. Carved when the dwellings of the 
  gods were built, it is the core of Asgardr’s power and 
  the origin of authority throughout the Nine Worlds. A 
  masterpiece of beauty, refinement and elegance, carved 
  with animal and floral motifs, magical runes and meta-
  phorical scenes about the creation of the Nine Worlds, 
  its armrest are shaped like dragons, their gaping maws 
  breathing intricately inlaid gouts of precious metals.
  Valgrind
  The Gate of the Fallen, the portal leading to Valhalla, 
  opened by the Valkyries who lead the valorous dead 
  in triumph to the feast. The warrior maidens guard 
  this treasure with jealousy and zeal, as laying eyes on 
  Valgrind is akin to beholding the certainty of exist-
  ence, the meaning of life and the truth after death. 
  Even if violence marked the end of a mortal, the 
  golden gates of Valhalla are the entrance of the most 
  coveted reward; eternal glory.
  Valhalla
  The Hall of the Fallen, the place where celebrations, 
  feasts and battles are constant. Those who died with 
  honour find here their worthy home, being elevated 
  beyond the condition of mere mortals to the vaunted 
  ranks of the Einherjar, the greatest of honors.
  It is the greatest of honors, as only Æsir and 
  Einherjar are granted access to this hall.
  Odhinn takes the master seat, often letting his wolves 
  take his portion of food, taking only wine and meat as 
  sustenance. In Valhalla, the Einherjar sit at the side of 
  the gods, toasting and feasting to the glory of past deeds.
  The hall itself is a testament to glory, its tall col-
  umns made of bundles of spears tied together with 
  gold and silver bands. The roof is made of shields 
  riveted together with burnished bronze pegs and the 
  benches where the Einherjar and the Æsir sit are cov-
  ered in suits of armor and coats of mail instead of furs.
  The hall is dotted with racks heavy with weapons of 
  all kinds, spears, axes, swords, bows, daggers and many 
  others the mortal eye has never seen. There are also 
  plenty of suits of armor, coats of mail, lamellar armor, 
  leather and metal armor and some never seen before.
  The river Thund flows within Valhalla, where both 
  the Einherjar and the Valkyries wash and bathe, joking 
  among themselves. The gigantic tree Laeradhr grows at 
  the center of the hall, so tall its branches make for part 
  of the bracing of the roof, a sweet reminder of the even 
  larger and more mysterious Yggdrasill.
  The goat Heidhrùn nibbles at Laeradhr’s leaves and bark, 
  covered in runes that allow her to produce mead, instead of 
  milk, in quantity enough for all those who sit in the hall.
  
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  A deer, Eikthyrnir, keeps Heidhrùn company graz-
  ing from the tree and, like her, his body is covered in 
  runes that make the river Thund flow from his antlers.
  The cook for the feasts is Andhrimnir, a dvergr 
  specialized in preparing meat of a boar species called 
  Saehrimnir, the meal’s main course.
  Outside the west gate lies Valhalla’s garden, a refuge 
  from the constant din of the banquets. It is made of a 
  grove, Glasir, where the trees have leaves of burnished 
  gold, always in eternal autumn.
  Valhalla is so vast mortal legends tell of its 540 doors, 
  so wide 800 Einherjar could fit in them side by side. 
  Although such numbers have not been confirmed, 
  Valhalla’s portals are hundreds upon hundreds, as are 
  the warriors who enter the hall each day, arrayed in 
  battle formation. The number of guests in the Hall of 
  the Fallen is beyond count, especially in these times of 
  violence, growing exponentially with each passing day.
  During the night, the Einherjar feast drinking, 
  eating and toasting with the gods, or enjoying the 
  pleasures of the flesh. During the day, however, they 
  leave the hall arrayed in full panoply of war, to fight 
  tirelessly and with abandon on the fields of Vigrind, 
  constantly training for the coming of Ragnarok.
  Those who are injured, mutilated or killed rise again 
  with their wounds closed and their limbs restored, to 
  return to Valhalla and resume feasting.
  The constant alternating of rest and battle keeps the 
  Einherjar on their edge, making them the mightiest 
  army the cosmos have ever seen.
  Valhalla has two secondary wings, branching out 
  off its main body, its map mimicking the shape of the 
  Teiwaz rune.
  They are respectively Gladhsheimr and Vingòlf and 
  host the private chambers and minor halls of the coun-
  cil, for the Æsir and Asynjur. They are also shrines, 
  where the grounds sacred to the gods are kept well 
  stocked with offerings by both Valkyries and Einherjar.
  Every divine being has their own palace or fortress, 
  but many have their personal abode elsewhere. Tyr, 
  for example, can be often met in Gladsheimr, while 
  Gefjun and Sif, when not in company of her husband, 
  live in Vingòlf.
  Becoming an Einherjar, however, is also a heavy 
  burden. Being a warrior who will spend eternity fight-
  ing, dying and coming back to life knowing that they 
  will live in that condition just so they can fight during 
  Ragnarok breaks the will and shatters the mind of 
  many. But not that of an Einherjar.
  When the Last Day will come and darkness shall 
  fall on all and everything shall die in violence and 
  pain, every sword shall be necessary. Every life of a hero 
  being snuffed out on Midgardr is a potential Einherjar 
  who will lend his strength and valor on the frontline 
  against what will come. There is a deep and romantic 
  tragedy in being an Einherjar, but none of them ever 
  will regret the opportunity to fight alongside the gods 
  during Ragnarok.
  Vidhi (or Widi)
  A palace slightly distant from the others, its appearance 
  not sharing their magnificence. Although well built, it 
  looks neglected, the carvings on its beams and pillars 
  partially hidden by mistletoe. Inside, grow thorns and 
  tall grass, as if nobody took care of them for a long time. 
  The wind howls through the windows, echoing like a 
  howling wolf in the main, empty hall. This is the place 
  where Vidharr lives, the sullen god of vengeance and 
  son of Odhinn. He hardly ever joins the other Æsir as 
  he prefers staying in his den like a wounded beast.
  Vigrid
  Beyond Asgrind, where the Bifrost ends, opens a sea of 
  emerald green, always rustling with shining waves that 
  cross its immensity to crash through one another. This 
  is Vigrid, the battlefield where every day the Einherjar 
  fight surrounded by the sacred law of the gods. It is writ-
  ten that the battle of the Last Day will be fought here.
  
  Valhalla - © Milivoj Ćeran
  
  192
  192
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  Bifrost’s light blinds the adventurers, as they find 
  themselves suspended in a dream-like vision of the 
  Nine Worlds and Yggdrasill. They behold Flame and 
  Ice, seeing Midgardr in a flash before being blinded by 
  the splendor of Asgardr.
  When they recover from the light, the characters 
  see in front of them a tall and heavily built man, wear-
  ing a helm with large ram horns, who smiles, his grin 
  flashing with golden teeth. Heimdallr welcomes the 
  group to Asgardr as honored guests, as a detail of Æsir 
  honor guard awaits them, ready to escort them directly 
  to Odhinn’s presence.
  During the trip to the palace, the characters can see 
  the wonders of Asgardr, only for them to be dwarfed 
  by the splendor of Odhinn’s palace. Once they arrive in 
  Valaskjalf, crossing Idhavollr, they are led to the main 
  hall where has been prepared an immense banquet, 
  with the majority of the divine court present. Odhinn 
  himself is presiding, sat on his throne at the other end 
  of the hall, welcoming them with benevolence.
  To the surprise of those present, to the table have 
  been added a few seats for the newcomers, who can eat 
  in the presence of the protagonists of the legends. At 
  the end of the feast, his court dismissed, Odhinn asks 
  the characters to give him the ring Draupnir.
  Although he appears to be aware of the events 
  the heroes have been through until now, he will not 
  answer the many questions they might ask him, espe-
  cially those regarding their shipwreck. Once Draupnir 
  is back in his possession, Odhinn greets them as hon-
  oured guest of the gods, allowing them to rest and 
  recuperate feasting with the other divines.
  The characters can spend a night on Asgardr. When 
  the sun is down, they are led to their quarters, where 
  they are able to rest under the stars of the highest of 
  the Nine Worlds.
  The following morning, they are gently woken up 
  and dressed in godly clothes, allowing them to with-
  stand extreme temperatures, like the insufferable heat 
  of the desert or the deathly cold of a glacier.
  Odhinn, then, gathers them in a private hall, where 
  he gives them a task. As they showed honor and courage, 
  the Father of the Gods thinks them worthy of recovering 
  another ring dear to him, Andvaranautr (see page 300).
  This cursed ring was gifted by Odhinn (who still 
  covets it) to king Hreidmar as compensation for the 
  death of his son Otr, accidentally killed by Thor, Loki 
  and Odhinn during a hunting expedition.
  The curse of the ring, then, struck the royal family; 
  Hreidmar’s two children, Fafnir and Regin, started 
  wanting the ring, insisting their father should have 
  given it to them. The ring’s corruption spread so much 
  that Fafnir killed his father to take it and banished his 
  brother from Nidavellir.
  They will have to ride again the Bifrost, to descend 
  in Svartalfheimr, the Night World, where they will 
  have to find a way to reach the depths of Nidavellir. 
  Once they are in that place of industry and fire, their 
  duty is defeating the dragon Fafnir. Odhinn could 
  have solemnly tasked them in front of the whole 
  court of the gods, on the base that the dragon was 
  crushing the Dwarves with its greed, but that would 
  only have doomed them to failure.
  The hero Sigurd suffered that fate, failing in the 
  task, invested with the honor of bringing such a 
  scourge down, and lost the sword capable of rending 
  the dragon’s scale, Gramr.
  Once the group accepts the task, they are 
  entrusted to Heimdallr once again, who escorts them 
  to Himinbjorg where they can take weapons from 
  his armory (every player can choose up to an item on 
  the Magic Items Table F). Clothed and armed like 
  gods, they are brought to Asgrind and from there to 
  Bifrost, for their descent to Svartalfheimr.
  
  193
  193
  193
  193
  The Nine Worlds: Asgardr
  The Nine Worlds: Asgardr
  Baldr
  “A young man caught me completely by surprise, catching ,e under his arm 
  and inviting me to sit with him. He poured mead into a silver cup, for me, 
  and a horn, for himself, and we toasted, as if I had been his most cherished 
  friend. However, I had never seen him before. Elegant in his appearance and 
  polite in his manners, his skin was the colour of pearls, his hair and beard 
  white as the first autumn snow, and his eyes the lightest. Although albino, his 
  pallor looked more like a source of light, rather than a flaw, as if his presence 
  irradiated in the entire hall. His hair was tied in a thick braid, bedecked in 
  golden beads, his beard short and well trimmed and his handlebar mustache 
  closed with two dark stone pearls. He looked like a great, luminous flame, 
  blinding and yet warm and pleasant as a newly found friendship. He wore 
  a light blue tunic and white trousers, those of a king, kept in place by a 
  leather belt with a wide, sun-chased wheel, so large it covered part of his 
  chest. Drinking with this man was an immense pleasure for me and yet it 
  made me feel extremely sad. I wondered, in surprise, how painful could it be 
  to see such a good man die.”
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of light and beauty
  • 
  The kindest and best-loved of all the gods, in whose existence 
  lies a dire tragedy
  • 
  He possesses modest clairvoyance skills, allowing him to 
  glimpse into the Fate of the world, although he looks the 
  other way
  Baldr 
  Large god, lawful honorable
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  24 (+7)
  Armor Class 18
  Hit Points 140 (20d12)
  Speed 40 ft.
  Saving Throws Con +14, Wis +14, Cha +14
  Skills Intimidation +14, Perception +14
  Damage Immunities acid, fire, force, frost, lightning, necrotic, psychic, 
  radiant, thunder; bludgeoning, piercing and slashing
  Condition Immunities exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 24, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 24 (62.000 XP)
  Divine Weapons. Baldr’s weapon attacks are magical. When the Æsir 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Legendary Resistances (3/Day). If Baldr fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Baldr rolls saving throws against spells and magical 
  effects with advantage.
  Promise of Good Will. Everything in the world swore never to harm 
  Baldr, save for Mistletoe, too young to swear an oath. Any damage dealt 
  to Baldr by mistletoe weapons ignores his immunities.
  ACTIONS
  Multiattack. Baldr makes two Blade of Asgardr attacks.
  Blade of Asgardr. Melee Weapon Attack: +17 to hit, reach 10 ft., one 
  target. Hit: 20 (2d10 + 8) piercing damage plus 27 (6d8) radiant damage.
  LEGENDARY ACTIONS
  Baldr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Baldr regains spent legendary actions at 
  the start of their turn. 
  Attack. Baldr makes an attack.
  Move. Baldr takes the Dash or Disengage action.
  Divine Imposition (2 actions). Each creature at Baldr’s choice within 
  60 ft of them must succeed on a DC 20 Charisma saving throw or be 
  charmed by Baldr for a day. This effect does not stack. A creature who 
  succeeds on the saving throw is immune to this effect for 24 hours.
  
  194
  Bragi (Æsir)
  “I heard music and my guide led me through the crowd to a small dais where 
  an old man was playing a magnificent harp, made of precious wood. His white 
  hair was tied on the back of his head, although it showed a largely reced-
  ing hairline. His white beard was so long it brushed his knees, woven with 
  bronze and copper threads and the visible skin on his neck was as wrinkled as 
  an autumn leaf. His expert fingers caressed the instrument’s horsehair chords, 
  making the air around him echo with a crystalline and celestial sound. I felt 
  spellbound by the old man’s skill, whose wondrous melody was soon joined by 
  song. His harmonious voice, utterly unexpected by somebody his age, was that 
  of young, vigorous man. It was only then that I saw his tongue, adorned with 
  runes. When the song was over, the old man invited me onto the dais, to keep 
  him company and to play with him, although my music sounded pitiful and 
  miserable if compared to his.
  However, as if by a spell, the melody of my lyre somehow took on that of his harp 
  and filled my heart with something new, a fire that had never before burned in 
  my chest. I had just found my inspiration.”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of poetry and song
  • 
  Affable, kind, wise and knowledgeable cantor, his skill unmatched
  • 
  Odhinn often asks for his advice
  Forseti (Æsir)
  “Not far away from a crowd of people fiercely argued. Among them, two people 
  were exchanging insults and vitriol about a topic I could not understand in the 
  confusion. A man in the crowd called for silence with a hand gesture and every-
  body looked at him. He placed himself between the two contenders and started 
  talking with a clear and pure voice, the speech of an expert orator. This man kept 
  his chin clean shaved, with a thick mustache and hair the color of carrots.
  Moderate and yet elegant in his clothing, draped in a cloak of crimson wool, his 
  appearance radiated strictness and rigor as well as tenderness and firmness. He 
  did not wear jewelry, save for a twisted silver bracelet on his left wrist. The dis-
  tance did not allow me to hear him, but I was still able to catch a few sentences. 
  Quoting the norms and laws of the code utilized by the Emperor of the Inner Sea, 
  I was astounded by his knowledge, with which he solved the dispute peacefully 
  and everybody went back to celebrating”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of law
  • 
  Learned, eloquent, sometimes even patronizing, he always tries to solve 
  every loophole or problem
  Frigg (Æsir)
  “A woman approached my companion, embracing him and greeting him with 
  a kiss, and hailed me. Her appearance emanated royalty and pride. Wise, pen-
  etrating eyes, blonde hair with silvery locks expertly woven with gems and rock 
  crystals, her pale and mature visage crossed by a tattooed line descending from 
  her chin along her neck. I wondered which designs would she have etched onto 
  the rest of her skin, surely as regal as the woman herself. She had blue eyes, so 
  light she looked as if she was blind, in spite of the contrast with her lampblack 
  makeup. She wore large gold earrings and a necklace adorned with falcon feet 
  and gold-plated feathers.
  Her clothes were heavy, a magnificent dark red dress, with silver trims, and a 
  wide, white fur wrapping around her like a cloud. Her pale hands were heavy 
  with rings cut entirely out of numerous different precious stones. She emanated 
  an air of solemn royalty and charme that intoxicated me like a perfume. 
  The woman whispered something into the old one-eyed’s ear and then left.”
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of royalty, fecundity, war and clairvoyance
  • 
  A queen so cunning and clever she crafted a second identity by the 
  name of Saga
  • 
  When on the front line, she acts like a warlord, a powerful spell-
  caster when not in the thick of the melee
  
  195
  The Nine Worlds: Asgardr
  Heimdallr
  “As I beheld, amazed, the bystanders I noticed a man watching me intently. 
  Tall and heavily built, like the last tree standing from the taiga on the borders 
  of the frozen desert, he was studying me with such intensity I felt stark naked. 
  I could not see his face, hidden by a great helm the like of which I had never 
  seen, bearing two large ram horns.
  His dark irises went surf-white, as impressive a feat as it was absurd. After 
  a few, eternal, seconds he smiled, removing his helm and I suddenly felt 
  relieved. I realized his teeth were pure gold and one of his ears was missing. 
  His red-hot hair was as long as it befits a man of experience and power, 
  decorated with white gold jewelry and his mail armor, bracers and greaves 
  bore platelets of the same precious metal. In the light of the fires, he looked 
  shrouded in a halo of white light. His strong hands, his skin scorched by the 
  sun of the endless watch, delicately cradled a signaling horn the size of a 
  man, intricately carved and inlaid such magnificent and complex motifs I 
  could have lost years to unravel their meaning. When he focused his attention 
  elsewhere, it was as if I had never existed.”.
  - Thorleif Sikiroddr “Silk Voice”
  Heimdallr 
  Large god, lawful honorable
  STR 
  26 (+8)
  DEX 
  22 (+6)
  CON 
  26 (+8)
  INT 
  20 (+5)
  WIS 
  28 (+9)
  CHA 
  28 (+9)
  Armor Class 23
  Hit Points 350 (25d12 + 175)
  Speed 40 ft.
  Saving Throws  Str +15, Con +14, Wis +16, Cha +16
  Skills Intimidation +16, Perception +23
  Damage Resistances necrotic; bludgeoning, piercing and slashing from 
  non-magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 24, darkvision 400 ft. truesight 400 ft.
  Languages all, telepathy 120 ft.
  Challenge 25 (50.000 XP)
  Divine Weapons. Heimdallr’s weapon attacks are magical. When 
  Heimdallr hits with any weapon, the weapon deals an extra 6d8 radiant 
  damage (included in the attack).
  Legendary Resistances (3/Day). If Heimdallr fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Heimdallr rolls saving throws against spells and 
  magical effects with advantage.
  Eternal Vigilance. Heimdallr cannot be surprised, is immune to illusion 
  and cannot be put magically to sleep.
  Innate Spellcasting. Heimdallr’s spellcasting ability is Wisdom (saving 
  throw DC 24, +16 to hit). Heimdallr can innately cast the following 
  spells, without the need for components.
  At will: bless, clairvoyance, detect magic, detect thoughts, magic circle, 
  message, sanctuary, spiritual weapon, teleportation circle, thaumaturgy.
  3/day each: blade barrier, holy aura, sunbeam
  ACTIONS
  Multiattack. Heimdallr makes two Blade of Asgardr attacks and one 
  Heimdallr’s Head attack.
  Blade of Asgardr. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 23 (2d10 + 11) piercing damage plus 27 (6d8) radiant damage.
  Heimdallr’s Head. Melee Weapon Attack: +15 to hit, reach 10 ft., one 
  target. Hit: 20 (2d8 + 11) bludgeoning damage plus 27 (6d8) radiant 
  damage. The character must pass a DC 20 Constitution saving throw 
  or be knocked prone and stunned for 1 minute.
  REACTIONS
  Pommel Strike. Heimdallr attacks his target with the hilt of his Sword. 
  This attack uses the same roll to hit of the Sword attack, dealing instead 16 
  (1d8 + 11) bludgeoning damage. On a hit, the target must pass a DC 18 
  Constitution saving throw or be stunned until the end of their next round.
  LEGENDARY ACTIONS
  Heimdallr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Heimdallr regains spent legendary actions 
  at the start of their turn. 
  Gjallarhorn. Heimdallr blows his mighty horn. Every ally gains 
  advantage to hit rolls, skill checks and saving throws and is immune to 
  fear for 1 minute. Each enemy must pass a DC 21 Charisma saving 
  throw or suffer disadvantage to all to hit rolls, skill checks and saving 
  throws and be frightened for 1 minute.
  Headbutt. Heimdallr makes a Heimdallr’s Head attack.
  • 
  Sentinel god, the deity of the morning, civilization and war
  • 
  Staunch, stern, proud and terse, revered father of human civilization
  • 
  The best watchman in the universe, capable of seeing and sensing 
  almost anything
  
  196
  Hödhr (Æsir)
  “The young albino approached me, leading a blind man. With great ten-
  derness, he helped him sitting among us, pouring him a drink and handing 
  him a plate filled with hot food. Much to my amazement, the two men were 
  twins, exactly identical if not for a few details. His hair and beard were 
  charcoal black, his tunic and trousers the color of hearth smoke and the jewels 
  he wore on his arms and his mane burnished gold. His brother helped him 
  drinking and eating with affection and care, but there was something off 
  in the blind man. He looked like as if he was suffering a great shame from 
  something, but I could tell what it was, although I felt a great pity for him. 
  What manner of despicable act could have a poor blind man committed to 
  feel so ashamed of himself?”
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Blind warrior god
  • 
  Somber and depressed for something unfathomable. He can be dis-
  tracted, however, and becomes a little happier if somebody talks to 
  him and listens to his tales
  Idhunn (Æsir)
  “A woman, dressed as a peasant, walked barefoot among the benches, holding 
  a basket full of apples under her arm. She wore a simple, lightly colored tunic, 
  numerous bags filled with herbs hanging from her belt.
  Her only weapon was a boar tusk knife with a golden handle and a squirrel’s 
  tail kept in place by a golden stud. Surprisingly beautiful, she kept her brown 
  hair flowing on the back of the head and tied to her temples in two braids. 
  Her tanned skin bore white paintings around her neck and arms. Flowers 
  and pine twigs woven into her braids and hawthorn in the belt were the 
  only jewelry she wore. Her honey-colored eyes gleefully looked at the hall, 
  freckles dotting her cheeks like flowers on vernal snow, making her gentle 
  visage all the sweeter. She walked serenely, gifting an apple to whoever crossed 
  her. Those apples had an intense and fascinating smell and, I could not tell 
  if it was the fairytale-like light of the hall or my own enthusiasm tricking 
  me, I could have sworn they were made of gold, shining like tiny stars in the 
  woman’s hands”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of immortality and spring
  • 
  Her blood is an unusual mix of Dvergr and Alfr, making her a bit 
  naive and somewhat rustic
  • 
  She guards the golden apples of immortality with magicks gifted to 
  her by her peculiar descent
  Loki
  “I noticed a man who walked among the crowd, bothering many people. He quar-
  reled on purpose, insulted maidens and brawled with warriors, his behavior greatly 
  annoying me. He dressed in garish colours, in great contrast with his sickly, almost 
  translucent, complexion, with waist-long, smooth black hair framing a sharp visage. 
  The inserts and trims in his cloak and clothes reminded me of snakes whose coils 
  haunted my thoughts, while the jewels at his neck and wrists were more evidently 
  embossed with serpent motifs. His reptile-thin lips were always twisted in a sardonic 
  grin, darkened and defaced by many scars. Upon closer inspection, I realized his 
  mouth had been sewn shut; how many and what manner of insults and lies had 
  befallen such a punishment on him? I did not feel any pity for him, maybe because 
  such a vile being did not deserve any. I will never forget his eyes, so dark, hollow, 
  filled with hatred, sourness and malignancy. I felt fear and hoped never to see that 
  person ever again, as I had the feeling that man could commit unspeakable crimes”. 
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of trickery and witchcraft
  • 
  Sly, lustful, rancorous, liar and utterly untrustworthy
  • 
  Clever and manipulating, he will always try to gain something out 
  of any situation
  • 
  Æsir think that he is imprisoned in a cave of Eitr on Niflheimr, 
  chained to a boulder while a snake torments him, but he’s on the run.
  
  197
  The Nine Worlds: Asgardr
  Loki 
  Large god, chaotic dishonorable
  STR 
  20 (+5)
  DEX 
  26 (+8)
  CON 
  20 (+5)
  INT 
  30 (+10)
  WIS 
  20 (+5)
  CHA 
  30 (+10)
  Armor Class 20 
  Hit Points 300 (25d12 + 125)
  Speed 40 ft.
  Saving Throws Str +12, Con +15, Wis +12, Cha +17
  Skills Deception +17, Intimidation +17, Perception +12, Persuasion +17
  Damage Immunities necrotic; bludgeoning, piercing and slashing from 
  non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 22, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 23 (50.000 XP)
  Divine Weapons. Loki’s weapon attacks are magical. When Loki 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Trickster’s Aura. Every attack against Loki fails unless his attacker passes 
  a DC 12 Charisma saving throw.
  Legendary Resistances (3/Day). If Loki fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Loki rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Loki’s spellcasting ability is Charisma (saving throw 
  DC 25, +17 to hit). Loki can innately cast the following spells, without 
  the need for components.
  At will: animate object, bestow curse, burning hands, charm person, 
  confusion, dominate monster, dominate person, fireball, flaming sphere, fog 
  cloud, gaseous form, invisibility, scorching ray, shapechange, shield, suggestion, 
  wall of fire.
  3/day each: antipathy/sympathy, counterspell, blade barrier, delayed blast 
  fireball, earthquake, eyebite, feeblemind, lightning bolt, mass suggestion, 
  mind blank, mirage arcane, sunbeam, sunburst, time stop, weird.
  ACTIONS
  Multiattack. Loki makes two Dagger of Asgardr attacks.
  Dagger of Asgardr. Melee or Ranged Weapon Attack: +15 to hit, reach 10 
  ft. or 30/120 ft. range, one target. Hit: 19 (2d6 + 8) piercing damage plus 
  27 (6d8) radiant damage.
  LEGENDARY ACTIONS
  Lokican take 3 legendary actions, choosing from the options below. Only 
  one legendary action option can be used at a time and only at the end of 
  another creature’s turn. Loki regains spent legendary actions at the start 
  of their turn. 
  Spell. Loki casts a known spell.
  Hypnotic gaze. A creature Loki is able to see within 60 ft. must pass a 
  DC 20 Charisma saving throw or be charmed by Loki for 1 minute. A 
  crature who passes the saving throw is immune to the effect for 24 hours.
  Teleport. Loki magically teleports in an unoccupied space he can see within 
  160 ft, with all the equipment he is wearing or carrying on his person.
  Nanna (Æsir)
  “The young albino I was sitting with was joined by a graceful maiden who 
  sat at his side, resting her head on his shoulder. She kept her dark hair tied 
  behind the back of her head, like a young bride, wreathed in wildflowers. Her 
  neck was thin, her skin bright and her hands delicate. She made me think 
  of those young Jutlander maidens whose smile can melt iron. Her doe-like 
  eyes intently studied me. She was as beautiful as a blooming flower, gentle 
  and welcome after the rigors of winter and I thought about a thin birch, so 
  thin she looked. She must have been cut from as strong and tough a fabric 
  as the same plant, however, the only one capable of surviving in the frozen 
  lands of the north, if she was the one who earned the love of such a good and 
  sought-after man”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of youth and childhood
  • 
  Spontaneous, kind and gentle, although extremely brave and tenacious
  
  198
  198
  
  Odhinn
  “It was a summer night, not like these, an actual summer night. The sky 
  had so many stars I thought I was swimming in the air, surrounded by rock 
  crystal dust.
  I was on my way to the king of Jutland, to entertain him with my singing, 
  you see and me and my companions had set the camp for the night. I was 
  admiring the starlight sky, hoping to find inspiration for my next work when 
  all of a sudden I noticed somebody by the fire.
  An old man, so much I could not guess his age, dressed in rags, huddled by the 
  fire and I offered him food and drinks, even if he had not asked for them, as 
  if driven by an unknown sense of mercy or compassion.
  “We all are travelers in this wide and strange world”, he said, as if reading 
  my very thoughts.
  And then, before I could reply, he grasped my hand and in a dour voice he 
  said “Are you looking for inspiration? Are you looking for the song that will 
  carve your name into eternity? Let me show you.”
  And so the old man rose, shaking off his rags. He was large, taller than me 
  by a whole head, with flowing grey hair caressing his back, tied with leather 
  strings and the bones of some unknown bird of prey.
  His face framed by a thick, abdomen-long, ashen beard and his wrinkled 
  skin the color of leather, as if burned by a thousand suns, or pale, as if it had 
  never seen sunlight. He was immensely old and yet incredibly young. The 
  hand grasping me was large, with many callouses, what I could see of his body 
  crossed by a tangle of the thin lines of many, long-faded, tattoos. Perhaps, that 
  was why I could not tell the color of his skin.
  His clothes, torn, ragged and patched in many places, were worthy of a king. 
  I recognized wool, silk, refined and sophisticated colors trimmed in golden 
  thread, covered by a wide grey cloak. His boots however, were worn down.
  Only then I realized this man had only one eye. The empty socket was a hole, 
  set in the wrinkles of a wooden visage, although the good one was an even 
  more disconcerting pit. In that iris of endless, ever-changing colors like the 
  Northern Lights, I saw… I saw… there are no words for what I saw, but it 
  perturbed me, it fascinated me and frightened me.
  The man covered his mouth with a hand, like a suckling, but when he showed 
  his palm to me I saw he was holding a handful of pale bones, perhaps as old 
  as he was and carved with unknown runes.
  He glanced at me with his good eye for an instant that felt like an eternity 
  and then said, with a commanding attitude, “Come with me.”
  And that is the beginning of this story of mine I am about to tell you”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of magic, war, death, poetry, knowledge, ecstasy, exile, travel, 
  violence, aggression, wisdom and runes.
  • 
  Father of the gods, parent to a great many of them
  • 
  He knows the flow of Fate, having met the Norns with Mimir and 
  drunk the mead of knowledge. He knows everything and yet his 
  words are cryptic
  Odhinn 
  Large God, lawful honorable
  STR 
  26 (+8)
  DEX 
  22 (+6)
  CON 
  26 (+8)
  INT 
  28 (+9)
  WIS 
  30 (+10)
  CHA 
  26 (+8)
  Armor Class 25
  Hit Points 450 (30d12 + 240)
  Speed 40 ft.
  Saving Throws Str +16, Con +16, Wis +17, Cha +16
  Skills Intimidation +16, Perception +18
  Damage Immunities necrotic, poison; bludgeoning, piercing and 
  slashing from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Damage Resistances radiant
  Senses passive Perception 28, darkvision 120 ft., truesight 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 26 (90.000 XP)
  Divine Weapons. The weapon attacks of a Deity are magical. 
  When the Deity hits with any weapon, the weapon deals an extra 12d8 
  radiant damage (included in the attack).
  Supreme Knowledge. Odhinn is the keeper of ultimate knowledge and 
  always succeeds on Arcana, Asatru, History, Nature and Religion checks.
  Implacable. Odhinn’s attacks ignore immunity or resistance.
  Supreme Master of the Futhark Circle. Odhinn can magically create a runic 
  circle, etching it on the floor. As an action, he chooses a spot on the floor 
  within 120 ft., creating a circle 30 ft. in diameter. To keep it active, he must 
  be able to see the circle and use a bonus action every turn. When a creature 
  Odhinn can see attacks a target within the circle, he can roll a d12 and 
  subtract the result to that hit roll. Enemies within the Futhark Circle lose any 
  damage resistance. Odhinn is considered always within the Futhark Circle.
  Legendary Resistances (3/Day). If Odhinn fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Odhinn rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Odhinn’s spellcasting ability is Intelligence (saving 
  throw DC 26, +18 to hit). Odhinn can innately cast the following spells, 
  without the need for components.
  At will: bless, circle of death, circle of power, clairvoyance, counterspell, detect 
  magic, detect thoughts, foresight, haste, heroes’ feast, magic circle, message, 
  mind blank, sanctuary, slow, teleportation circle, thaumaturgy.
  3/day each: holy aura, time stop, true polymorph, zone of truth
  1/day: power word kill
  ACTIONS
  Multiattack. Odhinn makes three Gungnir attacks.
  The Spear Gungnir. Melee Weapon Attack: it automatically hits a creature 
  within reach and sight, reach 10 ft., one target. Hit: 25 (2d12 + 11) 
  piercing damage plus 54 (12d8) radiant damage.
  Gungnir, thrown. Odhinn hurls Gungnir, all creatures in a straight line 
  120 ft. long and 5 ft. wide suffer 18 (1d12+11) piercing piercing damage 
  plus 27 (6d8) radiant damage. Gungnir returns to Odhinn’s hand at the 
  beginning his next turn.
  REACTIONS
  The Allfather Gaze. If an attack hits Odhinn and he can see his 
  aggressor, it fails.
  LEGENDARY ACTIONS
  Odhinn can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Odhinn regains spent legendary actions at 
  the start of their turn. 
  Gungnir. Odhinn attacks once with the spear Gungnir.
  Runic Mark (3 actions). Odhinn magically etches a rune on a target he 
  can see within the Futhark Circle. That target must pass a DC 21 Wisdom 
  saving throw or suffer a condition at Odhinn’s choice among the following: 
  blinded, deafened, paralyzed, petrified or poisoned. A spell like lesser 
  restoration is capable of removing such condition.
  Spell. Odhinn casts a known spell.
  
  200
  Geri and Freki, Odhinn’s Wolves
  Geri and Freki are wolves of the forest of Jarnvid, although much smaller 
  in size than their cousins, the giant wolves. As Odhinn traveled, wearing 
  the identity of a wanderer, he met the two wolves and saw potential in 
  them. Geri and Freki can interact with the spiritual world, making them 
  the best of track hounds.
  Geri / Freki 
  Large beast, lawful honorable 
  STR 
  22 (+6)
  DEX 
  22 (+6)
  CON 
  17 (+3)
  INT 
  11 (+0)
  WIS 
  16 (+3)
  CHA 
  10 (+0)
  Armor Class 20 (natural)
  Hit Points 120 (12d12 + 36) 
  Speed 60 ft
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, slashing from 
  non magical weapons
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common
  Challenge 12 (11.500 XP) 
  Sacred Beast. The attacks of the Wolves of Odhinn are considered magical.
  Legendary Resistances (3/Day). If the Wolves of Odhinn fail a saving 
  throw, they can choose to succeed instead.
  Magic Resistance. The Wolves of Odhinn rolls saving throws against 
  spells and magical effects with advantage.
  Pack Tactics. The Wolves of Odhinn have advantage on an attack roll 
  against a creature if at least one of their allies is within 5 ft. of the creature 
  and the ally isn’t incapacitated. All allies of the Wolves of Odhinn have 
  advantage on an attack roll against a creature within 5 ft. of the Wolves 
  themselves, provided they are not incapacitated.
  Keen Sight and Smell. The Wolves of Odhinn have advantage on 
  Wisdom (Perception) checks that rely on sight and smell.
  ACTIONS
  Multiattack. The Wolves of Odhinn make a Slam attack and two Bite attacks.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 
  (2d10 + 6) piercing damage. If the target is a creature, they must pass a 
  DC 18 Constitution saving throw or lose 10 hit points at the beginning 
  of their round for one minute. This effect does not stack.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, 
  they must pass a DC 18 Strength saving throw or be knocked prone.
  LEGENDARY ACTIONS
  The Wolves of Odhinn can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can be used at a time 
  and only at the end of another creature’s turn. The Wolves of Odhinn 
  regain spent legendary actions at the start of their turn.
  Bite. The Wolves of Odhinn make a Bite attack. 
  Huginn and Muninn, Odhinn’s Ravens
  Huginn (“Thought”) and Muninn (“Memory”) are two ravens who 
  wander the Worlds gathering news and information on behalf of 
  Odhinn. Their master sets them out at dawn and then awaits their 
  return at dusk, when they perch on his shoulders and whisper in his 
  ears what they saw and heard.
  Huginn / Muninn 
  Tiny beast, lawful honorable  
  STR 
  6 (-2)
  DEX 
  20 (+5)
  CON 
  10 (+0)
  INT 
  24 (+7)
  WIS 
  20 (+5)
  CHA 
  14 (+2)
  Armor Class 25
  Hit Points 75 (15d8)
  Speed 10 ft. fly 120 ft.
  Saving Throws  Dex +10, Int +12, Wis +10
  Damage Immunities poison; bludgeoning, piercing and slashing from 
  non magical weapons
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances radiant
  Senses passive Perception 20, truesight 150 ft.
  Languages all, telepathy 400 ft.
  Challenge 12 (11.500 XP)
  Awareness. Odhinn’s Ravens immediately detect lies.
  Mimicry. Odhinn’s Ravens can mimic any sound. Creature hearing the 
  sound can tell it is a mimicry by passing a DC 20 Wisdom (Insight) check.
  Innate Spellcasting. The spellcasting ability of the Odhinn’s Ravens is 
  Intelligence (saving throw DC 20). 
  Legendary Resistances (3/Day). If the Vanir fails a saving throw, it can 
  choose to succeed instead. They can innately cast the following spells, 
  without the need for components.
  At will: clairvoyance, detect magic, detect thoughts, etherealness, message.
  1/day: time stop, zone of truth
  Magic Resistance. Odhinn’s Ravens roll saving throws against spells and 
  magical effects with advantage.
  ACTIONS
  Beack. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 
  (1d60 + 5) piercing damage.
  LEGENDARY ACTIONS
  Odhinn’s Ravens can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Odhinn’s Ravens regain spent 
  legendary actions at the start of their turn. 
  Flight. Flying, Odhinn’s Ravens either Dash or Disengage.
  Spell. Odhinn’s Ravens cast a known spell.
  
  201
  The Nine Worlds: Asgardr
  Sleipnir, Odhinn’s Steed
  Sleipnir is Odhinn’s eight-legged horse. He was born when Loki, under 
  the guise of a cow, seduced the horse Svadilfari to distract him from 
  building the walls of Asgardr.
  Sleipnir is the noblest of all horses and is gifted with flight.
  Sleipnir 
  Large beast, lawful honorable  
  STR 
  24 (+7)
  DEX 
  18 (+4)
  CON 
  20 (+5)
  INT 
  11 (+0)
  SWIS 
  17 (+3)
  CHA 
  15 (+2)
  Armor Class 18 (natural)
  Hit Points 145 (12d12 + 60) 
  Speed 60 ft., swim 60 ft., fly 60 ft.
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, slashing from non magical weapons
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common
  Challenge 12 (11.500 XP) 
  Trampling Charge. If Sleipnir moves at least 20 ft. straight toward a 
  creature and then hits it with a hooves attack the same turn, that target 
  suffers an additional 11 (2d10) bludgeoning damage and Sleipnir cannot 
  be targeted by attacks of opportunity if he leaves the area threatened by the 
  target. If the target is a Large or smaller creature, it must succeed on a DC 
  18 Strength saving throw or be knocked prone.
  Legendary Resistances (3/Day). If Sleipnir fails a saving throw, they can 
  choose to succeed instead.
  Magic Resistance. Sleipnir rolls saving throws against spells and magical 
  effects with advantage.
  Magic Hooves. Sleipnir’s attacks are magical. Sleipnir can walk on water 
  surfaces or air as if it was open ground and ignores any penalty from the 
  terrain. Sleipnir moves freely from one world to the other with a movement 
  action, bringing with himself all he is carrying.
  ACTIONS
  Multiattack. Sleipnir makes four Hooves attacks.
  Hoof. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 16 (2d8 + 7) bludgeoning damage.
  LEGENDARY ACTIONS
  Sleipnir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Sleipnir regains spent legendary actions at 
  the start of his turn.
  Dash. Sleipnir takes the Dash action
  Hoof. Sleipnir makes a Hoof attack. 
  Move. Sleipnir takes the Dash or Disengage action.
  Terrifying Snort. Sleipnir fiercely neighs, a dense, warm mist leaving his 
  nostrils. Each hostile creature within 60 ft. of him who can hear it must 
  pass a DC 17 Wisdom saving throw or be frightened until the end of 
  their next round.
  Sif (Æsir)
  “A most peculiar warrior waded through the bystanders to get to the other end 
  of the hall. At her left side, she carried a broad-bladed sword, at her right one 
  hung a battleaxe. She wore a suit of armor made of embossed metal plates 
  over a horseman’s coat of mail and, in spite of her menacing appearance, had 
  many small bouquets of flowers tied to her belt, spreading a gentle smell as she 
  passed by. Her mane blazed like a flame, superb and untamed like a wildfire. 
  I could have lost myself in such resplendent hair, that looked as if extremely 
  skilled artisans had wrought from countless golden threads. Aware of her 
  charm, she shook her hair with one, fluid motion of her head, freeing into 
  the air a mysterious fragrance of resins and red-hot iron. As beautiful and 
  ferocious as the storm, in her blue eyes, I saw the loveliness and benevolence of 
  a mother with the sacred duty of protecting her children”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of war and crops
  • 
  Fierce combatant and an affectionate mother, she incarnates the 
  ideal of the warriors who defend her community
  
  202
  Thor
  “Like the wind carries you over the waves to the destination of your journey 
  or glowing iron was brought to the shadow of the forge, so my attention was 
  stolen by a man. It looked as if the entire hall gravitated around him or he 
  was the center of the universe and I wondered if even I was but a dream 
  in the imagination of such a powerful being, whose might irradiated from 
  every fiber of his person. In his presence, I felt like an insect in front of the 
  inconceivable height of a mountain, paralyzed, I felt as if struck in the chest 
  by a hammer. I felt like the first time I saw the endless vastness of the tundra, 
  where days last weeks and nights more than a lifetime. I felt a childhood 
  memory, when my older brother wielded our sickly father’s axe to defend our 
  house from a bear. I felt safe and respectful like that day so long in the past. 
  Seeing that enormous man drinking and eating with the innocent glee of a 
  child caused in me a whirlwind of emotions. I felt both absolute, irrational 
  terror and then spontaneous admiration.
  He had beyond the shoulder red hair, a thick red beard brushing his hairy 
  chest, his woven mustache closed by two blue stones. His eyes were of an 
  ever-changing color, one moment that of storm clouds, the following light 
  blue like the clear sky. They even looked like the deep red of a bird of prey. 
  His large and muscled shoulders were shrouded by a dark fur, his hips covered 
  in a simple kilt of overlapping leather strips held in place by a tall, bronze-
  plated belt. He wore knee-high, fur-covered boots and some of his armils 
  looked as if they were to burst while attempting to contain his bulging biceps. 
  His forearms were plated in iron bracers that covered part of his hands and, 
  although he looked capable of crushing the bones of a person with just a hand, 
  I thought he was more of the jovial type, rather than a warrior. The moment 
  he saw my one-eyed guide, he suddenly stood, overturning the table and I was 
  deafened by an unexpected roar. Then, I saw a hammer in his hand, so large 
  its head was easily the size of my chest, and a horn overflowing with beer in 
  the other. He let out a powerful shout, as mighty as the sudden eruption of a 
  volcano, as deafening as a hundred thunderclaps, so intense that sent many 
  bystanders reeling, then he sat again as if nothing had happened. I believe I 
  saw sparks, like summer lightnings, in his impenetrable eyes”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of thunder, lightning, rain, fields, farmers and warriors
  • 
  Irascible, gruff and extremely impulsive, his mentality is simple and 
  straightforward
  • 
  Equally capable of anger and friendship, he is generous and 
  good-hearted
  Thor 
  Large god, chaotic honorable
  STR 
  30 (+10)
  DEX 
  22 (+6)
  CON 
  28 (+9)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  28 (+9)
  Armor Class 25
  Hit Points 450 (30d12 + 240)
  Speed 40 ft.
  Saving Throws  Str +18, Con +17, Wis +15, Cha +17
  Skills Intimidation +16, Perception +15
  Damage Immunities lightning, necrotic, thunder; bludgeoning, piercing 
  and slashing from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 25, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 25 (75.000 XP)
  Divine Weapons. Thor’s weapon attacks are magical. When Thor 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Strength of the Storm. Thor rolls Strength checks with advantage.
  He cannot be moved, shoved or knocked Prone.
  Legendary Resistances (3/Day). If Thor fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Thor rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Thor’s spellcasting ability is Charisma (saving throw 
  DC 25, +17 to hit). Thor can innately cast the following spells, without 
  the need for components.
  At will: chain lightning, control weather, lightning arrow, shocking grasp, 
  thunderous smite, thunderwave.
  3/day: storm of vengeance
  ACTIONS
  Multiattack. Thor makes three Mjolnir attacks.
  Mjolnir. Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft or range 
  60/120., one target. Hit: 30 (3d10 + 13) bludgeoning damage plus 27 
  (6d8) radiant damage plus 36 (8d8) lightning damage plus 14 (4d6) 
  thunder damage.
  Divine Storm. Thor unleashes the power of the storm, thunder and 
  lightning scouring the battlefield. Every creature within 60 ft. must make 
  a DC 20 Dexterity saving throw or suffer 55 (15d6) lightning damage 
  plus 36 thunder damage and be knocked Prone. On a pass, the damage is 
  halved and they are not knocked Prone.
  REACTIONS
  Aura of Sparks. When Thor is hit by a melee attack, he can spend his 
  reaction to deal 21 (6d6) lightning damage to his attacker, who must pass 
  a DC 20 Constitution saving throw or be paralyzed until the end of their 
  next round.
  LEGENDARY ACTIONS
  Thor can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Thor regains spent legendary actions at the 
  start of their turn. 
  Mjollnir. Thor attacks once with the hammer Mjollnir.
  Spell. Thor casts a known spell.
  Thunderbolt (2 actions). Thor takes a Dash action without provoking 
  attacks of opportunity. All creatures within 5 ft. of his passage suffer 21 
  (6d6) thunder damage and must pass a DC 20 Strength saving throw or 
  be knocked Prone.
  
  203
  The Nine Worlds: Asgardr
  
  204
  Tyr
  “A grown man passed me by. Tall and mighty, tough as the cliffs of the fjords. 
  Long, grizzled hair feathered his shoulders, untied and visible under a great helm 
  decorated with silver and bronze, chased with images of wolves and warriors.
  His dark, silver-streaked beard, kept short and well-trimmed, framed his angular 
  features as eyes the color of morning light looked me over before moving on. His 
  massive figure was clad in a suit of lamellar and mail armor, worthy of a king 
  as it was adorned with small precious metal plates. His shoulders were covered by 
  a black cloak made with the skins of many wolves that gently brushed the floor. 
  Although worn out after untold battles, it still was solemn and regal.
  His right hand was encased in a gauntlet, resting on the bejeweled furnishing of a 
  sword; the left one, instead, completely missing. The warrior had been mutilated.
  His impairment, however, did not look to inconvenience him in the slightest. On 
  the contrary, his passage was hailed with great deference and respect, many offer-
  ing him horns brimming with beer. He declined, however, with a simple nod.
  No jest or look of pity for the maimed, who walked straight and proud, as the 
  noblest among the lords of Midgardr.”
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of war and gatherings
  • 
  Cold and disciplined, careful and calculating when fighting
  • 
  He is said to be the braves among the gods
  Tanngnjóstr and Tanngrisnir, 
  Thor’s Goats
  Tanngnjóstr (“Teethgritter”) and Tanngrisnir (“Teethfiler”) are the two 
  goats who pull Thor’s chariot. He is also known for often cooking and 
  eating them, as they can be returned to life by recomposing their corpses 
  and a little help of Thor’s own hammer, Mjöllnir.
  Tanngnjóstr / Tanngrisnir 
  Large beast, lawful honorable   
  STR 
  22 (+6)
  DEX 
  16 (+3)
  CON 
  24 (+7)
  INT 
  10 (+0)
  WIS 
  18 (+4)
  CHA 
  8 (-1)
  Armor Class 14 (natural)
  Hit Points 130 (10d10 + 70) 
  Speed 60 ft.
  Damage Immunities poison
  Condition Immunities charmed, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing, slashing from 
  non magical weapons
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common
  Challenge 10 (5.900 XP) 
  Trampling Charge. If the Goat of Thor moves at least 20 ft. straight 
  toward a creature and then hits it with a hooves attack on the same turn, 
  that target suffers an additional 11 (2d10) bludgeoning damage and the 
  Goat of Thor cannot be targeted by attacks of opportunity if he leaves the 
  area threatened by the target. If the target is a Large or smaller creature, it 
  must succeed on a DC 18 Strength saving throw or be knocked prone.
  Legendary Resistances (3/Day). If the Goat of Thor fails a saving throw, 
  it can choose to succeed instead.
  Magic Resistance. The Goat of Thor rolls saving throws against spells and 
  magical effects with advantage.
  Magic Goat. The Goat’s attacks are magical.
  Regeneration. The Goat of Thor heals 20 hit points at the beginning 
  of its turn. It dies only if its entire body is destroyed, burnt to ash or 
  disintegrated.
  ACTIONS
  Multiattack. The Goat of Thor makes two Horns attacks.
  Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 
  (2d8 + 6) bludgeoning damage.
  
  205
  The Nine Worlds: Asgardr
  Ullr (Æsir)
  “A young hunter was laughing and telling hunting stories to a few maidens. 
  Dark hair, green eyes and a coarse beard lent him an appearance as rustic 
  as it was captivating. His hair kept in a ponytail tied with a leather string 
  from which hang two raven feathers and two boar tusks, he carried a majestic 
  white wood bow. Both ends were decorated with gold, raven head-shaped fit-
  tings and the whole weapon had been carved with flower-inspired knotwork. 
  He was dressed in a simple and unassuming manner, stained with mud, pine 
  needles and grass after many long chases when out hunting. A bone skinning 
  knife hung from his belt, fitted with a golden boar head and two hare skins 
  painted with maps of the woodlands peeked out of his haversack, as well as a 
  waterskin and a small bag of medicinal herbs. Mud stained boots comforta-
  bly rested on the table and a hood mounted by roe antlers reminded me of the 
  riveting tales of those daring hunters who braved the woods that I so much 
  loved as a child”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of hunting and forests
  • 
  Adventurous and daring, sometimes arrogant. With little warning, 
  he can change the mood and become silent and careful
  • 
  The best archer ever, he knows every woodland
  Vidharr (Æsir)
  “I passed by a man who sat alone at a table, with no company no matter how 
  crowded the great hall was.
  However joy surrounded him, he emanated a sense of somber sadness, pushing 
  others away from him. He was a half-naked young man, dressed in worn out rags.
  His long mane of unkempt hair wrapped around his head, reaching down 
  to his waist, so dirty and knotted it was impossible to tell its original color. 
  His beard, equally dirty and coarse, grew from under a hawk-like nose and 
  an unusually hard scowl, as if he was a sculpture barely outlined with an axe 
  from a log, upon which had grown ivy and moss.
  One could spot taut muscles under the rags, his skin covered in knotted, thorn-
  like tattoos. Numerous weapons hung from his rope belt, like axes, knives, 
  swords, throwing axes and spear tips, all gleaming like silver and kept with 
  the best of care. When he noticed I was watching him, a hostile grin flashed 
  within his beard, showing teeth with longitudinal carvings and I set my gaze 
  elsewhere, never laying eyes on that unsettling young man ever again”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of vengeance
  • 
  Hostile, bitter, grim, aggressive and introvert
  • 
  His ferocity and savagery make relating with him almost impossible
  Týr 
  Lawful god, lawful honorable
  STR 
  28 (+9)
  DEX 
  20 (+5)
  CON 
  30 (+10)
  INT 
  24 (+7)
  WIS 
  26 (+8)
  CHA 
  24 (+7)
  Armor Class 26
  Hit Points 450 (25d12 + 240)
  Speed 40 ft.
  Saving Throws  Str +16, Con +17, Wis +15, Cha +14
  Skills Intimidation +21, Perception +15
  Damage Immunities lightning, necrotic, thunder; bludgeoning, piercing 
  and slashing from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 25, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 25 (75.000 XP)
  Divine Weapons. Týr’s weapon attacks are magical. When the Æsir 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Legendary Resistances (3/Day). If Týr fails a saving throw, it can choose 
  to succeed instead.
  Magic Resistance. Týr rolls saving throws against spells and magical 
  effects with advantage.
  As Strong as War Itself. Týr rolls Strength checks with advantage. He 
  cannot be moved, shoved or knocked Prone.
  Innate Spellcasting. Týr’s spellcasting ability is Wisdom (saving throw 
  DC 25, +15 to hit). Týr can innately cast the following spells, without the 
  need for components.
  At will: cloud of dagger, haste, sanctuary, shield, shield of faith, slow, spiritual 
  weapon, thaumaturgy
  3/day each: blade barrier, destructive wave
  ACTIONS
  Multiattack. Týr makes three Týr’s Blade attacks and one Shield Slam attack.
  Shield Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 
  Hit: 18 (2d8 + 9) bludgeoning damage plus 27 (6d8) radiant damage. If 
  the target is a creature, it must pass a DC 21 Strength saving throw or be 
  knocked Prone.
  Týr’s Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 
  Hit: 28 (3d10 + 12) slashing damage plus 27 (6d8) radiant damage.
  REACTIONS
  Parry. Týr adds 4 to his AC to an attack that would hit him and 
  counterattacks with a Shield Slam. To be able to do so, Týr must be 
  wielding a shield and see his opponent.
  LEGENDARY ACTIONS
  Týr can take 3 legendary actions, choosing from the options below. Only 
  one legendary action option can be used at a time and only at the end of 
  another creature’s turn. Týr regains spent legendary actions at the start of 
  their turn. 
  Greater Shield Slam. Týr makes a Shield Slam attack. If it hits, the target 
  must pass a DC 20 Constitution saving throw or be Stunned for 1 minute.
  Move. Týr takes the Dash or Disengage action.
  Spell. Týr can cast a known spell
  
  206
   Æsir statistics 
  For all the deities in this chapter that mention the word “Æsir” next to 
  the name, use the statistics below.
  Æsir (Generico) 
  Large god, lawful honorable
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  24 (+7)
  Armor Class 22
  Hit Points 295 (22d12 + 154)
  Speed 40 ft.
  Saving Throws Con +14, Wis +14, Cha +14
  Skills Intimidation +14, Perception +14
  Damage Immunities necrotic; bludgeoning, piercing and slashing from 
  non magical weapons
  Condition Immunities exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 24, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 21 (33.000 XP)
  Divine Weapons. The Æsir’s weapon attacks are magical. When the Æsir 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Legendary Resistances (3/Day). If the Æsir fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. The Æsir rolls saving throws against spells and magical 
  effects with advantage.
  ACTIONS
  Multiattack. The Æsir makes three Blade of Asgardr attacks.
  Blade of Asgardr. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 22 (2d10 + 10) piercing damage plus 27 (6d8) radiant damage.
  Mead (6/Day). The Æsir allows a creature to drink a sip of magic 
  mead, healing it 40 (8d8+4) hit points.
  LEGENDARY ACTIONS
  The Æsir can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. The Æsir regains spent 
  legendary actions at the start of their turn. 
  Attack. The Æsir makes and attack.
  Move. The Æsir takes the Dash or Disengage action.
  Divine Imposition (2 actions). Each creature at the Æsir’s choice 
  within 60 ft of them must succeed on a DC 20 Charisma saving 
  throw or be charmed by the Æsir for a day. This effect does not stack. 
  A creature who succeeds on the saving throw is immune to this effect 
  for 24 hours.
  Einherjar
  Half of those who die in battle, those who fought with honor, are taken by 
  the Valkyries and escorted to the halls of Valhalla.
  The other half is led to Sessrúmnir, Freyja’s home, who has the first 
  pick of the dead. Each day the Einherjar in Valhalla are woken up by 
  the song of the rooster Gullinkambi and march together to the field of 
  Idavoll at the center of Asgardr to tirelessly fight one against the other in 
  the Eternal Battle.
  At the end of each day, when they have all fallen, they heal and return 
  to Valhalla. There, a glorious feast awaits them, prepared by the cook of 
  the gods, Andhrímnri. the warriors eat the meat of the porc Sæhrímnir, 
  fabled for being reborn each day, and drink the mead made with the milk 
  of Heiõrún, the divine goat who feeds only on the leaves of Yggdrasill. The 
  Einherjar spend the night here, feasting and sleeping with the valkyries 
  until they fall asleep.
  They train endlessly to be ready for the Ragnarok, the Last Battle when 
  Heimdallr shall blow the Gjallarhorn calling the glorious dead to arms.
  Einherji 
  Medium Celestial, any honorable
  STR 
  22 (+6)
  DEX 
  14 (+2)
  CON 
  20 (+5)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  18 (+4)
  Armor Class 21 (scale armor and Asgardian shield, 16 without shield)
  Hit Points 165 (15d10 + 75)
  Speed 30 ft.
  Saving Throws Str +10, Con +9, Wis +7
  Skills Asatru +7, Athletics +10, Perception +7
  Condition Immunities exhaustion, frightened, incapacitated
  Damage Immunities necrotic
  Damage Resistances radiant; bludgeoning, piercing and slashing from 
  non-magical weapon
  Senses passive Perception 17, darkvision 120 ft.
  Languages Common
  Challenge 10 (5.900 EXP)
  Divine Weapons. The Einherji’s weapon attacks are magical. When the 
  Einherji hits with any weapon, the weapon deals an extra 3d8 radiant 
  damage (included in the attack).
  Brute. Melee weapons deal an extra damage die when the Einherji hits 
  (already included in the attack).
  Expert Brawler. The Einherji rolls Strengths checks and opposed checks 
  with advantage when grappling or shoving an enemy.
  ACTIONS
  Multiattack.  The Einherji makes three Blade of Asgardr attacks or two 
  Blade of Asgardr attacks and one Shield Slam attack.
  Blade of Asgardr. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 18 (2d8 + 9) slashing damage o 20 (2d10 + 9)  if wielded with both 
  hands plus 14 (3d8) radiant damage.
  Shield Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 
  (3d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, 
  they must pass a DC 18 Strength saving throw or be knocked prone.
  Mead (3/Day). The Einherji allows a creature to drink a sip of magic 
  mead, healing it 40 (8d8+4) hit points.
  REACTIONS
  Parry. The Einherji adds 3 to their Armor Class against a melee attack 
  that would hit him. To be able to do so, the Einherji must be able to see 
  his attacker and be wielding a shield.
  
  207
  The Nine Worlds: Asgardr
  Valkyrjar
  Immortal demigoddesses armed with spear and shield who ride in the 
  skies above a battlefield, accompanied by packs of ferocious wolves. They 
  choose among the fallen those to lead to Valhalla to become Einherjar.
  Valkyrja 
  Medium celestial, any honorable
  STR 
  21 (+5)
  DEX 
  22 (+6)
  CON 
  20 (+5)
  INT 
  11 (+0)
  WIS 
  22 (+6)
  CHA 
  25 (+7)
  Armor Class 23
  Hit Points 165 (15d10 + 75)
  Speed 30 ft.
  Saving Throw Str +10, DeX +11, Con +9, Int +5, Wis +11, Cha +12
  Skills Animal Handling +10, Asatru +11, Acrobatics +10, Insight +11, 
  Medicine + 11, Perception +11
  Condition Immunities exhaustion, frightened, incapacitated
  Damage Immunities necrotic
  Damage Resistances radiant; bludgeoning, piercing and slashing from 
  non magical weapon
  Senses passive Perception 21, darkvision 120 ft., truesight 120 ft.
  Languages Common
  Challenge 15 (13.000 EXP)
  Divine Weapons. The Valkyrja’s weapon attacks are magical. When the 
  Valkyrja hits with any weapon, the weapon deals an extra 3d8 radiant 
  damage (included in the attack).
  Divine Aura. The Valkyrja shines with the glory of Odhinn, emanating 
  light for 10 ft. The Valkyrja adds her Charisma modifier to her Armor 
  Class. Each creature of her choice in the light rolls Death and fear saving 
  throws with advantage or disadvantage at her choice.
  Divina Mount. The Valkyrja is capable of summoning a Mount as an 
  action, as if she cast the Find Steed spell. The Mounts she can summon 
  are Giant Swan, Giant Raven, Giant Wolf and Pegasus. Each of them, if 
  they do not already can, gains a flying speed of 60 ft. and the resistances 
  and immunities of the Valkyrja.
  Innate Spells. The spellcasting ability of a Valkyrja is Charisma (saving 
  throw DC 20, +12 to hit). The Valkyrja can innately cast the following 
  spells without the need for components: 
  At will: bless, cure wounds, death ward, detect thoughts, divine favor, 
  revivify, sanctuary, spare the dying
  3/day each: banishing smite. divine word, regenerate, staggering smite, 
  thunderous smite, wrathful smite
  1/day: power word heal, power word death
  ACTIONS
  Multiattack. The Valkyrja makes two Blade of Asgardr attacks and one 
  Spear of Asgardr attack.
  Blade of Asgardr. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 13 (1d8 + 8) slashing damage o 14 (d10 + 8)  if wielded with both 
  hands plus 14 (3d8) radiant damage.
  Spear of Asgardr. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 12 (1d6 + 8) slashing damage or 13 
  (1d8 + 8) if wielded with both hands plus 14 (3d8) radiant damage.
  
  Journey to Ragnarok
  208
  Chapter 8
  This section of the Journey is dedicated to the 
  Svartalfheimr setting; the descriptions of the places and 
  characters that the Heroes will be able to explore and 
  meet during their journey through the Nine Worlds are 
  reported, with an appendix on the statistics.
  Svartalfheimr 
   
   
  210
  General Features  
   
  210
  Map 
   
   
   
  211
  The Journey on Svartalfheimr 
  215
  Encounters on Svartalfheimr  
  216
  Nidavellir 
   
   
   
  218
  Gnitaheith, Fafnir’s Liar 
   
  219
  Map 
   
   
   
  221
  Encounters on Nidavellir 
   
  222
  
  The Nine Worlds: Svartalfheimr
  209
  
  Journey to Ragnarok
  210
  Svartalfheimr
  Svartalfheimr is a world torn by violence. In the begin-
  ning, the Dvergar ruled alone, although its original 
  name is lost as they do not speak often about those 
  ancient times. Back then, there was only eternal night, 
  as Sol was not a guest the Dvergar were willing to host. 
  Invaders, then, came from another world.
  In the aftermath of the bloody civil war between 
  the Alfar people, the Svartalfar were exiled from the 
  prosperous and lush world of Ljosalfheimr, creating 
  the rift between the two kins that still divides them. 
  Also called Dokkalfar, there were punished by the 
  Æsir with a terrible curse, that still today makes them 
  similar to the Dvergar; if exposed to sunlight, they 
  turn into stone. Such characteristic is most likely the 
  source of the tendency of mortal legends to consider 
  Svartalfar and Dvergar the same people.
  When they came to this world, the Svartalfar took 
  of half of its territories for them, by violently chasing 
  the Dvergar off their homes and by settling lands that 
  were still not inhabited. It was then that the furious 
  Dvergar retaliated by denying them the sky so they 
  could not even enjoy looking at the stars. The sky of 
  that realm is in fact a pitch black and frightening vault, 
  a lightless pit similar to the Ginnungagap.
  The legends do not tell how this happened, but the ter-
  rifying vision of the black void is much worse than any tale.
  The Svartalfar draw the power that fuels their 
  necromantic magic from the world of the dead. 
  Svartalfheimr develops around a vast network of enor-
  mous caverns and tunnels, each hosting what could be 
  called a village or city. They, however, see them more 
  as districts, rather than settlements in of themselves.
  From their point of view, in fact, Svartalfheimr is one 
  large metropolis spanning the whole underworld and, 
  in their arrogance, they think it is their own domain.
  The Dvergar, however, showed them time and time 
  again with both magic and blade how such claim is 
  without any form of foundation.
  Stalagmites and stalactites form breathtaking nat-
  ural structures within those caverns, the Svartalfar 
  building their homes either there or directly hugging 
  the walls. By using the innate luminescence of gems 
  and moss to recreate the star-lit sky, they need very few 
  torches or other sources of light.
  The most suggestive element of Svartalfheimr is the 
  Black Yggdrasill. As nothing grows on this world, the 
  Dokkalfar chose to recreate in their tunnels a symbol of 
  life that could bring them comfort in their exile. Their 
  sages built an ash tree made of onyx, a simulacrum of 
  the true Yggdrasill that was denied to them, in the heart 
  of the world, its roots reaching anywhere in their realm.
  General Features
  Weather: Cold, with no variation in temperature 
  because of the eternal darkness. Whipping winds alter-
  nate with moments of complete stillness.
  Lighting: Utterly absent. There is no natural light 
  shining within this world. Any form of light-based 
  magic has its effects halved.
  Sounds: The howling of wind carries the cries of 
  ancient battles.
  Terrain - Desert: Sand over and among the remains of 
  an ancient battle. Travel pace is normal. 
  Terrain - Dungeon: Dug with magic or more mun-
  dane means, these warm and dank tunnels criss-cross 
  the whole world.
  Terrain - Caverns: Many nooks and crannies run 
  through the underground of this world, a few opening 
  on cyclopean, dark caves. Travel pace is halved.
  Joruvellir
  Also known as the “Sand Plains”, Joruvellir is the border 
  with Nidavellir, a strip of desert that splits Svartalfheimr 
  in half and was the theater of a great many battles. The 
  Svartalfar usually avoid this area because the risk of 
  meeting Dvergar warbands or losing themselves among 
  the dunes is incredibly high.
  And yet, there are elves who are brave or crazy 
  enough to challenge the desert looking for the ancient 
  battlegrounds. Dvergar weapons and suits of armor are 
  highly prized by the Dark Elf families for their excel-
  lent craftsmanship and effectiveness in battle. Also, the 
  corpses of the fallen are necessary for the necroman-
  tic magic of the Svartalfar. The endless struggle of the 
  Dokkalfar requires more magical energies, which in 
  turn require more corpses as fuel.
  As such, Joruvellir is rich in resources… for those 
  who can avoid paying their price.
  
  The Nine Worlds: Svartalfheimr
  211
  
  Journey to Ragnarok
  212
  Aurvangar
  The “Fields of Wet Clay”, the part of the Svartalfar 
  metropolis that acts as its capital and the most densely 
  populated area of the whole world. It owes its name 
  to the endless tide of blood that soaked the ground 
  during the many wars between the elven families. Such 
  reddish mud is used in the coloration of many build-
  ings, lending a particularly unsettling appearance to 
  Aurvangar.
  A. Hor’s Palace
  An imposing building on the square where the Black 
  Tree rises. From the outside, as there is almost no light, 
  it is not possible to see its top, just a series of steel 
  blades running along the front.
  To enter the palace, one must pass a black iron wall, 
  thick with spear tips and patrolled by abominations 
  created for that express purpose.
  Once within, the building looks even more impos-
  ing and its ceiling even further from the ground. Its 
  halls have been dedicated to the study of necromancy, 
  from the creation of servants for the running of the 
  palace itself to that of perfect warriors, pieced together 
  to be capable of fighting anywhere.
  Hor the necromancer lives in the great hall on the 
  palace’s top floor, from which he can see the Black Tree 
  and the people below it.
   
  B. Svarinsaugr
  “Rocky ground”. In times past, these halls where the 
  shrine to the kin of Dvalinn, one of the most sacred 
  places to the Dvergar that the Svartalfar paid an incred-
  ibly high price to conquer.
  The Dvergar the shrine fought to the last man to 
  allow the rest of their people to escape, but in the pres-
  ent day is the seat of Svartalfar power. Its halls have 
  been redesigned according to the style and tradition 
  of ancient Alfheimr bloodlines, with tree-shaped col-
  umns and fountains similar to the crystalline springs 
  of their lost world. The very throne resembles a elegant 
  tangle of blooming branches, although it was built 
  with black onyx.
  C. Black Yggdrasill
  The heart of Svartalfheimr, the “temple” they built 
  in memory of what was lost and the hope of a bright 
  future in spite of their banishment, this titanic onyx 
  tree holds an enormous power. 
  Made from Muspellsheimr lava flowing from the 
  fire world to the borders of Svartalfheimr cooled by 
  Nilfheimr’s frozen winds, the two primordial princi-
  ples of the cosmos meld and shape a work of art that 
  required a high price to be made. Its beauty com-
  forts the tormented Svartalfar souls, who built a cult 
  around this imposing tree.
  D. District of House Yr
  The smallest of the Districts, as its inhabitants are often 
  out hunting or doing something else. in the north of 
  the realm, close to the narrow and danger tunnels lead-
  ing to Joruvellir, it is formed by a handful of squat 
  dwellings where large families live.
  The most lethal Svartalfar fighters patrol these areas, 
  the Yr being the main source of bodies for the master 
  necromancers, and wandering there without invitation 
  is an unusually bad idea.
  E. District of House Álmr
  The wide caverns leading to Joruvellir have been assigned 
  to the House of Álmr, always ready to remind the others 
  of their power. Imposing buildings, reminding visitors 
  of the Midgardian meadhalls, dot the caverns of this 
  District and the Svartalfar who live here can be found 
  measuring their mettle one against the other or sleeping 
  on stone table, drunk on poor mushroom liquor.
  F. District of House Eikar
  The largest of the Svartalfar Districts, around the 
  slopes of the Black Yggdrasill. Here, one finds the true 
  underground everyday life in the Svartalfar domain, 
  its streets brimming with merchants, necromancers, 
  nobles and undead servants.
  It is divided in rings, arranged so that the impor-
  tance of those who live there decreases the further they 
  are from the Black Tree. The closest is reserved to the 
  nobles, even of other Houses, and necromancers, the 
  second to merchants and craftspeople, the last one for 
  those who could not secure better arrangements.
  In the last ring also lies the prison, instantly recog-
  nizable for the spired roof, from which hang the most 
  dangerous of prisoners.
  The king and their court live overlooking the city, 
  like in Svarinsaugr. The entrance of the city is patrolled 
  by the most experienced Eikar warriors, who live in 
  the barracks nearby to the north.
  
  The Nine Worlds: Svartalfheimr
  213
  a
  b
  c
  d
  e
  f
  h
  g
  
  Journey to Ragnarok
  214
  G.  District of House Epli
  Enormous mead halls with stone tables hosting calm 
  Svartalfar ladies deep in philosophical or necroman-
  tic discussions dot the land. Only rarely the elves here 
  engage in violence, a deadly combat erupting when-
  ever it happens. The famous and powerful Jod lives in 
  the most isolated palace to the east and it is difficult to 
  find her elsewhere.
  Should a character stop by to talk to any of the elven 
  ladies of House Epli, they would run the risk of spend-
  ing there a great deal of time because they are always 
  willing to speak but also jealous of their ideas, that they 
  will defend with violence if they think is necessary.
  H. District of House Mistilteinn
  The caves to the south-west have been taken over by 
  the Mistilteinn House, where their scholars practice 
  every school of lore, from magic to oratory. Once the 
  buildings reached the surface, but a stream of acci-
  dents convinced the heads of the House to gather their 
  homes in just one cavern to have more room for study.
  In the tallest building live the chieftain and their 
  small court, while the others live in the cluster of 
  dwellings. Only those who study the light have a sep-
  arate structure.
  
  The Nine Worlds: Svartalfheimr
  215
  The Bifrost leaves the characters on arid ground, the 
  rock dark and dusty, the scarce light coming from a 
  faint glimmer on the horizon. The only choice the 
  characters have is to go in the glimmer’s direction, as 
  anything else looks heading into the darkest darkness, 
  on terrain rich with crevasses and drops.
  They pass through a place called Joruvellir, a des-
  olate battlefield of sand where the two people living 
  here fought in ancient times.
  In their journey, the characters stumble upon the 
  remains of a long forgotten battle. Although it is 
  impossible to determine who specifically fought there, 
  they soon discover that dark elves and dwarves engaged 
  one another in fierce combat.
  Among the rubble, they see something shine, a 
  medallion that looks not affected by the passage of 
  time unlike everything else. It has been carved with 
  a representation of Yggdrasill on both sides, one pol-
  ished and resplendent, the other dark and grim, almost 
  absorbing the light around it.
  The inspection of the artefact is interrupted by a 
  battlecry, as a patrol of 12 Dvergar discovers the char-
  acters. Looking for the medallion, they saw it in the 
  characters’ hands and try to have it back. Handling 
  the situation with diplomacy is possible, although 
  extremely difficult, as the Dvergar, though respectful 
  of the gods, are suffering under the iron fist of King 
  Fafnir, sick of the Dragon Sickness, and are terrorized 
  of what would happen to them should they return 
  empty-handed.
  Should the fight go to the incredibly unlikely 
  favour of the heroes and they interrogate any sur-
  vivor left, they would learn of the medallion’s story. 
  Alternatively, they can learn it from the last breath of 
  a dying Dvergar.
  The medallion is an ancient artefact, made by the 
  runemaster Hor and lost in one of the many ancient 
  wars between the two people. Its power is said to be 
  able to reunite the Worldtree with its shadow. When 
  the a light beam is shone on the medallion and it casts 
  its shadow on the Black Yggdrasill, a bridge will open in 
  grim mockery of the Bifrost to lead the Svartalfar to their 
  ancestral home, Ljosalfheimr. Obviously, such powerful 
  item must not fall in elven hands, so the Dvergar want 
  it guarded in Nidavellir, negotiating to have their lives 
  spared, the medallion back and to escort the characters 
  to their realm and their King, Fafnir...
  Should the Dvergar win the fight, instead, they 
  would capture the characters and bring them to the 
  presence of their King, Fafnir.
  The characters can attempt an escape at any time 
  they want. The only way to do so is diving into any of 
  the crevasses or underground tunnels, usually patrolled 
  by Svartalfar of House Yr.
  
  216
  The Noble Houses
  Yt (Yew)
  Often hunters or explorers, with many Sages among their ranks. Introvert 
  and silent, they are dangerous enemies as many sell their skills as assas-
  sins. They crest is a yellow yew tree on a purple field.
  Álmr (Elm)
  The majority of their members are warriors. When the Svartalfar were 
  exiled, their House paid the highest price being enslaved to the other 
  Houses. Of proud and stern temperament, they often fight just to prove 
  their strength.
  Their crest is a black elm tree on a red field.
  Eikar (Oak)
  The king is the chieftain of this House. The first to arrive in Svartalfheimr, 
  they always held positions of power and dominance among the Elves. 
  Their nature is usually peaceful, although their bouts of murderous rage 
  are akin to those of the god of thunder.
  Their crest is a green oak on a golden field.
  Epli (Apple)
  Only women are allowed to command the scions of Epli and there are 
  not many paths available to them, other than that of the Sage. Solar and 
  beautiful, they love to debate, discuss and drink until they pass out.
  Their crest is a red apple on a silver field.
  Mistilteinn (Mistletoe)
  The least liked of the Houses, mostly because of their cold and reserved 
  manners. In truth, they are great scholars and affable wise folk, the best of 
  friends to the royal family who holds their word in high regard.
  Their crest is a mistletoe branch on a white field.
  Hor (Svartalfar Mage)
  Powerful runemaster and shapeshifter. He removed the curse of Gulveig 
  from Odhinn and with Loki taught him to alter his form with magic.
  Jord (Svartalfar Mage)
  Also known as Fjorgyn, she lives in Verland, between Jotunheimr and 
  Svartalfheimr, where she spends most of her time. Daughter of Annar 
  and step sister to Aud and Dag, she claims she was Odhinn’s wife and 
  the mother of Thor and Meli. Her power over the earth and rocks is 
  immense, so that she can shape them at her leisure.
  Svartalfar 
  Medium humanoid (elf), lawful dishonorable 
  STR 
  9 (-1)
  DEX 
  16 (+3)
  CON 
  12 (+1)
  INT 
  14 (+2)
  WIS 
  10 (+0)
  CHA 
  14 (+2)
  Armor Class 15 (leather armor) 
  Hit Points 20 (4d8 + 4) 
  Speed 30 ft.
  Skills Perception +2, Stealth +5
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Magic Resistance. Svartalfar roll saving throw against spells with 
  advantage.
  Innate Spells. A Svartalfar’s spellcasting ability is Charisma (saving throw 
  DC 11). Svartalfar can innately cast any of these spells without the need 
  for components: 
  At will: dancing lights 
  1/day each: faerie fire, darkness 
  Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  
  217
  The Nine Worlds: Svartalfheimr
   Svartalfar Warrior 
  Medium humanoid (elf), lawful dishonorable  
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  24 (+7)
  Armor Class 16 (studded leather, 17 with a weapon in each hand) 
  Hit Points 84 (12d8 + 24) 
  Speed 30 ft.
  Skills Perception +4, Stealth +8 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Common 
  Challenge 5 (1.800 XP) 
  Magic Resistance. Svartalfar Warriors roll saving throw against spells 
  with advantage.
  Innate Spells. A Svartalfar Warrior’s spellcasting ability is Charisma 
  (saving throw DC 11). Svartalfar can innately cast any of these spells 
  without the need for components:  
  At will: dancing lights 
  1/day each: faerie fire, darkness, levitate (only on itself) 
  Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks.
  ACTIONS
  Multiattack. A Svartalfar Warriorr makes two Elven Sword attacks and one 
  Shortsword attack, or two Longbow attacks.
  Elven Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 
  (1d8 + 4) piercing damage. 
  Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) piercing damage. The target must pass a DC 15 
  Constitution saving throw or suffer 12 (4d6) poison damage and be 
  poisoned for an hour. Once the creature has passed the saving throw, it is 
  immune to that effect for 24 hours.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft, one 
  target. Hit: 8 (1d8 + 4) piercing damage.The target must pass a DC 15 
  Constitution saving throw or suffer 12 (4d6) poison damage and be 
  poisoned for an hour. Once the creature has passed the saving throw, it is 
  immune to that effect for 24 hours.
  REACTIONS
  Parry. The Svartalfar Warrior adds 2 to their AC against a melee attack that 
  would hit them. To do so they must be able to see their attacker and wield 
  a weapon in each hand.
  Svartalfar Mage  
  Medium humanoid (elf), lawful dishonorable 
  STR 
  9 (-1)
  DEX 
  16 (+3)
  CON 
  14 (+2)
  INT 
  18 (+4)
  WIS 
  13 (+1)
  CHA 
  14 (+2)
  Armor Class 13 (16 with mage armor) 
  Hit Points 84 (12d8 + 24) 
  Speed 30 ft.
  Skills Stealth +8, Perception +4 
  Senses darkvision 120 ft., passive Perception 14 
  Languages Common 
  Challenge 5 (1.800 XP) 
  Magic Resistance. Svartalfar MAges roll saving throw against spells 
  with advantage.
  Innate Spells. A Svartalfar’s spellcasting ability is Charisma (saving throw 
  DC 11). Svartalfar can innately cast any of these spells without the need 
  for components:  
  At will: dancing lights 
  1/day each: faerie fire, darkness, levitate (only on itself)  
  Spellcaster. The Svartalfar Mage is a 9° level spellcaster. Their spellcasting 
  ability is Intelligence (saving throw DC 15, +7 to hit) and has prepared 
  the following Wizard spells:
  Cantrips (at will): acid splash, chill touch, minor illusion, ray of frost
  1st level (4 slots): mage armor, magic missile, ray of sickness, shield
  2nd level (3 slots):  blindness/deafness, darkness, hold person, levitate, 
  ray of enfeeblement
  3rd level (3 slots): fear, lightning bolt, slow
  4th level (3 slots): blight, confusion, greater invisibility
  5th level (1 slots): hold person
  Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  
  Journey to Ragnarok
  218
  Nidavellir
  The realm of the Dvergar, or Dwarves, its eternal night 
  the reason why the gods confined them here. The beau-
  tiful Sol never crosses this sky, as her hot rays of light 
  can be deadly for them. Nidavellir lies in the northern 
  half of the world, where the lava river Eldrmurra, falls 
  from Muspellsheimr on Svartalfheimr’s surface.
  As time passed, lava solidified into tall mountains 
  that now host the Dvergar, who use the heat from the 
  hellish river to fuel their furnaces.
  The contrast between the desolated and devastated 
  land of Joruvellir and Nidavellir is stark: beyond the 
  small strip of desert separating the two, the latter 
  appears as a great valley surrounded by mountains of 
  volcanic rock.
  Once the eye gets used to the perpetual darkness, 
  one can see thin smoke plumes in the air, a telltale 
  sign of the many braziers scattered along the slopes of 
  the mountains or the plateaus. They are offerings the 
  Dvergar left on the barrows of their dead. They defend 
  these cairns with deadly efficiency and carve effigies 
  in the shape of stylized faces in the boulders close by. 
  They depict the bearded visage of Odhinn and Thor, 
  the more delicate ones of Freyja and Frigg, all deco-
  rated with metal and bone nick nacks, surrounded by 
  pitchers and horns brimming with mead.
  The Dvergar, contrary to the mortals of Midgardr 
  or the Alfar, do not worship the gods; they treat them 
  as relatives, acquaintances or, for the most, clients. 
  They leave these offerings out of respect or friend-
  ship, prefering silence to prayers. One effigy, however, 
  Loki’s, is treated with great disdain, always featuring 
  an axe or pick wedged into whatever passes as its skull.
  Beyond gates gaping like yawning maws lies an 
  almost endless daedalus of corridors and tunnels, each 
  leading into halls and caverns carved with great exper-
  tise by the Dvergar into unique art pieces. Dwarven 
  craftsmanship makes it look like an endless hive, 
  heated by countless furnaces where Dwarven smiths 
  work with metals.
  
  The Nine Worlds: Svartalfheimr
  219
  The characters see rock fading into the desert sand 
  and the stars lit by the glowing of the sky, after the 
  grim darkness of the elven kingdom. In such perpetual 
  reflection, the heroes find themselves in a large valley, 
  surrounded by imposing mountains, their slopes lit 
  with braziers.
  The entrance to an ancient burial mound of titanic 
  proportions, surrounded by a stone lintel silhouettes the 
  side of the mountain. It is Dellingr’s Gate, defended by 
  Thjordhrorir (see page 222), a massive Dvergr wear-
  ing a full, burnished suit of armor, a bearskin, a shield 
  and an axe. Together with him, the Dellingr’s Gate is 
  defened by 3 Dvergar Soldiers (see page 223).
  Once they have gone past the warden and into 
  the vast dwarven realm, the characters pass the Halls 
  of Sindri. These incredible buildings extend both 
  above and below the surface in a twisting expanse of 
  halls, palaces, fortresses, treasure rooms and temples. 
  Whether they have been built using a natural rock for-
  mation or made on purpose, the Halls of Sindri look 
  like a mountain shrouded in clouds or mist, always in 
  the half light of Svartalfheimr’s eternal night. Should 
  Sol deign this land of her warm gaze, one would be 
  blinded by the light reflected off the slopes of this 
  mountain, as it is completely made of red gold.
  Everything there was shaped, forged, sculpted or 
  carved out of such precious metal and should a mortal 
  be lucky enough to see the insides of such marvel they 
  would be shocked by such richness and splendor. A 
  legend has it that in the Halls of Sindri the righteous 
  will find peace after the Ragnarok and, as much as it 
  can sound absurd, eternity or life after death would be 
  that of a King, here.
  Delving deeper into the underground of Nidavellir, 
  the characters enter a giant cave hosting a vast complex 
  of buildings, the Forge of Ivaldi, even if he did not 
  create it and never even rule. The forges of Nidavellir 
  are a great many, but this is the most important for 
  sure. Ivaldi was a Dvergar craftsman of great skill, 
  although he is more famous for his descendance. It is 
  said that the Dvergar, the Children of Ivaldi, inherited 
  their skill at the forge from their father and became so 
  expert that the Gods themselves asked them to create 
  magical weapons for them.
  In the Forge of Ivaldi lies the burning heart of 
  Nidavellir, deep within the constant, buzzing activity 
  of the Dvergar. Dwarves of all walks of life work the 
  bellows, the hammers and anvils, hellish heat spread-
  ing from melting pots scattered everywhere and the 
  deafening hammering of metal on metal covering 
  anything else. Beasts of burden constantly draw carts 
  with raw resources that are moved to other areas of the 
  Forge to be worked into pieces of art.
  Surprisingly, the air smells of ozone, as if a light-
  ning bolt had struck close by. Whoever is gifted with 
  a modicum of mystical sensitivity feels an immense 
  power flowing through here, magic roaring like a 
  storm on the sea and blowing as the wind under the 
  wings of an eagle. It comes to no surprise, then, that 
  marvels like the mighty Mjolnir have been made here.
  When in presence of the king, the characters have 
  the opportunity to behold the great riches hoarded in 
  the throne room were, sitting on his high desk, the King 
  interrogates them about the reasons of their journey.
  Should he feel threatened by them or see his treasure 
  in their hands, he turns into a dragon and attacks them.
  Once the characters have defeated Fafnir or run 
  with the ring, they will reach the 10th level.
  
  Journey to Ragnarok
  220
  Gnitaheith
  A. Entrance. 
  An enormous gate of silvered metal shifts easily on per-
  fectly oiled hinges, showing an immense hall. Its ceiling, 
  supported by a thick network of columns, is too high 
  off the ground for torches to light it.  
  B. Large columns 
  Four, enormous columns support massive architraves. 
  They can instill terror and a sense of powerlessness in 
  those entering from the main entrance. Shrouded in 
  darkness, they can easily hide many guards in full battle 
  regalia. To the columns are affixed thick chains capable 
  of holding even the gods, thanks to the runes etched in 
  their cold steel.
  C. Main hall
  The grand hall’s columns remind of the thick branches 
  of a petrified forest. Although the evident signs of furi-
  ous struggle, the hall’s majesty is not diminished. Its 
  numerous columns allow to easily hide an army, their 
  fallen and broken shapes evidence of the passage of a 
  large creature. 
  D. Throne
  A majestic throne carved out a giant stalagmite domi-
  nates the entire hall. At its base, a carpet of gold coins 
  and objects reflects the light shone by the torches. The 
  hoard of riches amassed here at the base of the throne is 
  tall enough to engulf a man to his chest and is consid-
  ered difficult terrain.
  E. Gramr (see page 297)
  An enormous slab of black steel wedged in the ground. 
  Closing in, its top is recognizable as the long handle of 
  what is easy to imagine is a weapon. If the characters 
  attack Fafnir, the heroic spirit of Sigurd, the owner of the 
  sword and fallen in the attempt of liberating Nidavellir 
  from the dragon’s tyranny, attempts to catch the heroes 
  attention. The weapon pulses with energy and emanates 
  red light. A character of honorable alignment can take 
  the weapon, attuning to it without the need for a short 
  rest. That characters is also aware of Sigurd’s fall at the 
  hand of the dragon and his heroic deeds. If Fafnir is 
  defeated, the spirit of Sigurd leaves the sword, entrust-
  ing it to its new master.
  
  The Nine Worlds: Svartalfheimr
  221
  a
  b
  c
  d
  e
  1 Square = 10 ft.
  
  222
  Brokkr and Eitri (Dvergar)
  The heroes can meet these two Dvergar in a remote section of the Forge 
  of Ivaldi, marked by the signs of centuries of fires and explosions. The 
  two brothers own a small workshop where they tinker with extravagant 
  and experimental works, their brows furrowed in a frown even deeper 
  than that of the other Dwarves.
  If they are given the chance to work on unusual projects, however, they 
  take a crazed face, their eyes bulging out of their sockets and an expression 
  of delirious joy.
  Brokkr and Eitri should not be mistaken for some random lunatics; the 
  power coursing through the Forge is strong with them. It was them who 
  forged Mjollnir, after all.
  The Daughters of Dvalinn (Dvergar Mage) 
  Three women walk about Nidavellir without a specific direction. They 
  could find in the Halls of Sindri as well as the Plains. They are three 
  Dvergar maidens of unusual beauty, almost fascinating if it was not for 
  the spectral aura shrouding them.
  They are Nornir, those who know all of the past, the present and the 
  future, descendants of the powerful Dvalinn. Their revelations could com-
  pletely twist the existence of a person.
  Sons of Ivaldi (Dvergar)
  An untold number of Dvergar distinguished by their task within the 
  Forge. They always wear an apron thick with ash and soot, thick gloves 
  and do not care about what has anything to do with their duty. Observing 
  them beyond their rough appearance and even rougher manners, one 
  could see a deep pride and self-aware dignity of the artisan who dedicated 
  their whole life to their profession. Never trick a Son of Ivaldi, for their 
  wrath in exacting their vengeance has no equals.
  Thjodhrorir
  The warden of the Gate of Dellingr shows himself whenever somebody 
  reaches the entrance of the underground kingdom. He is an imposing 
  Dvergar, with a long black beard starched with chalk and other, penetrat-
  ing grey eyes a face painted black. His figure, clad in a burnished suit of 
  heavy armor, a bearskin, a shield and an axe, is frightening. However, he 
  also looks like a shaman of sorts, as if he was a figure of spiritual relevance 
  among the Dvergar, as he is festooned with bone trinkets, fangs, antlers 
  and bronze and brass discs.
  Thjodhrorir is, in fact, a direct descendant of Dvalinn, one of the 
  founders of the Dvergar kin, inheriting a portion of his powers. His feroc-
  ity and prowess in battle pale when compared to his powerful songs, as it is 
  rumored that in ancient times he used it to teach bravery to the Alfar and 
  instill power in the Æsir.
   Thjodhrorir 
  Medium humanoid (dwarf), lawful honorable   
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  24 (+7)
  Armor Class 20 (full suit of armor, shield) 
  Hit Points 130 (15d10 + 90) 
  Speed 25 ft.
  Saving Throws Con +9, Wis +7
  Skills Athletics +6, Insight +4, Perception +6
  Damage Resistances poison
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common 
  Challenge 8 (3.900 XP) 
  Legendary Resistances (3/Day). If Thjodhrorir fails a saving throw, he 
  can choose to succeed instead.
  Dwarven Resistance. Dvergar roll saving throw against charms, illusions, 
  paralysis, poisons, spells with advantage.
  Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks.  
  Spellcaster. Thjodhrorir is a 7th level spellcaster. His spellcasting ability is 
  Wisdom (saving throw DC 14, +6 to hit) and has prepared the following 
  Druid spells:
  Cantrips (at will): druidcraft, mending, poison spray
  1st level (4 slots): entangle, faerie fire, fog cloud, thunderwave
  2nd level (3 slots): barkskin, heat metal, locate object
  3rd level (3  ): conjure animals, meld into stone, sleet storm
  4th level (1 slot): stoneskin
  ACTIONS
  Multiattack. Thjodhrorir makes three Battleaxe attacks and one Shield 
  Slam attack.
  Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 
  (1d8 + 5) slashing damage.
  Shield Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 
  Hit: 9 (1d6 + 5) bludgeoning damage. If the target is a Medium or 
  smaller creature, they must pass a DC 16 Strength saving throw or be 
  knocked prone.
  Leadership (recharges after any rest). Thjordhrorir can give a special 
  command or warning to a non-hostile creature within 60 ft. of him that he 
  can see. For 1 minute, that creature can add 1d6 to any attack roll or saving 
  throw if they can hear and understand Thjordhrorir’s words. A creature 
  can benefit only from one Leadership die at a time and this effect tends if 
  Thjordhrorir is incapacitated.
  REACTIONS
  Parry. Thjodhrorir adds 2 to his AC against a melee attack that 
  would hit him. To be able to do so, he must see his attacker and be 
  wielding a shield.
  
  223
  The Nine Worlds: Svartalfheimr
  Dvergar 
  Medium humanoid (dwarf), any honorable
  STR 
  14 (+2)
  DEX 
  11 (+0)
  CON 
  16 (+3)
  INT 
  14 (+2)
  WIS 
  10 (+0)
  CHA 
  9 (-1)
  Armor Class 16 (scalemail, shield) 
  Hit Points 32 (4d8 + 12) 
  Speed 25 ft. 
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common 
  Challenge 1/2 (100 XP) 
  Dwarven Resistance. Dvergar roll saving throw against charms, illusions, 
  paralysis, poisons, spells with advantage.
  Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) bludgeoning damage. 
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. o range 
  30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
   Dvergar Soldier 
  Medium humanoid (nano), lawful honorable   
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  24 (+7)
  Armor Class 20 (plate, shield) 
  Hit Points 130 (13d10 + 52) 
  Speed 25 ft. 
  Saving Throws Con +7, Wis +4
  Skills Athletics +6, Insight +4
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common 
  Challenge 5 (2.300 XP)
  Dwarven Spearman. As long as they wield a shield, a Dvergar Soldier 
  can wield a pike as if they had both hands free.
  Shield Wall. For each ally within 5 ft. from him who wields a shield, a 
  Dvergar Soldier gains a +1 bonus to AC (For a total maximum of +3). 
  A Dvergar Soldier must be wielding a shield to benefit from this. 
  Dwarven Resistance. Dvergar roll saving throw against charms, illusions, 
  paralysis, poisons, spells with advantage. 
  Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Multiattack. A Dvergar Soldier makes three melee weapon attacks, of 
  which only one can be a Shield Slam attack.
  Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 
  Hit: 9 (1d10 + 4) piercing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 
  30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
  Shield Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  6 (1d6 + 3) bludgeoning damage. If the target is a Medium or smaller 
  creature, it must pass a DC 13 Strength saving throw or be knocked Prone.
  REACTIONS
  Parry. A Dvergar Soldier adds 2 to their AC against a melee attack 
  that would hit them. To do so they must be able to see their attacker 
  and wield a shield.
  Dvergar Mage  
  Medium humanoid (dwarf), any honorable
  FOR 
  14 (+2)
  DES 
  12 (+1)
  COS 
  16 (+3)
  INT 
  18 (+4)
  SAG 
  12 (+1)
  CAR 
  9 (-1)
  Armor Class 11  (13 with mage armor)
  Hit Points 96 (12d8 + 18) 
  Speed 25 ft.
  Saving Throws Con +6, Int +7, Wis +4
  Skills Arcana +7, Insight +4
  Damage Resistances poison 
  Senses darkvision 120 ft., passive Perception 10 
  Languages Common 
  Challenge 5 (2.300 XP)
  Dwarven Resistance. Dvergar roll saving throw against charms, illusions, 
  paralysis, poisons, spells with advantage. 
  Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks.  
  Spellcaster. The Dvergar Mage is a 9° level spellcaster. Their spellcasting 
  ability is Intelligence (saving throw DC 15, +7 to hit) and has prepared 
  the following Wizard spells:
  Cantrips (at will): acid splash, chill touch, poison spray, ray of frost, 
  shocking grasp 
  1° level (4 slots): mage armor, magic missile, shield, witch bolt 
  2° level (3 slots): darkness, levitate, ray of enfeeblement
  3° level (3 slots): lightning bolt, raise dead, slow
  4° level (3 slots): greater invisibility, polymorph, stoneskin
  5° level (1 slots): animate objects
  Accurate Spells. When the Dvergar Mage casts an evocation spell that 
  targets multiple creatures they can see, they can choose a number of 
  creatures equal to 1+spell level. These creatures automatically pass the 
  spell’s saving throw. If a success on the saving throw would half the 
  damage they take, they instead suffer none. 
  ACTIONS
  Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  
  224
  
  225
  The Nine Worlds: Svartalfheimr
  Fafnir, King of Nidhavellir
  Fafnir is son of Hreimdar and brother to Regin and Otr. Greedy and 
  clever, he is one of the most powerful dvergar spellcasters, with no qualm 
  in bending magic to aid him in his quest for riches. After the Æsir killed 
  his brother Otr and gave the ring of Andvari to his family as compen-
  sation, Fafnir killed his father to seize the ring and banished his other 
  brother Regin from the kingdom. As time passed, the influence of the 
  ring corrupted him, gradually turning him into a dragon.
  He looks particularly agile and fair-skinned for a dvergar, although in 
  his quarters he takes his true form.
  Fafnir  
  Huge dragon, lawful dishonorable
  STR 
  9 (-1)
  DEX 
  16 (+3)
  CON 
  14 (+2)
  INT 
  18 (+4)
  WIS 
  13 (+1)
  CHA 
  14 (+2)
  Armor Class 19 (natural) 
  Hit Points 205 (15d12 + Huge dragon, lawful dishonorable105) 
  Speed 40 ft., swim 40 ft., fly 40 ft.
  Saving Throws Dex +5, Con +12, Wis +5, Cha +8 
  Skills Insight +5, Perception +5, Persuasion +8, Stealth +5
  Condition Immunities poisoned
  Damage Immunities poison
  Damage Resistances bludgeoning, piercing or slashing from non 
  magical weapons
  Senses darkvision 120 ft., blind vision 18 m, passive Perception 15 
  Languages Common
  Challenge 14 (11.500 PE)
  Keen Smell. Fafnir has advantage on Wisdom (Perception) checks 
  that rely on smell.
  Legendary Resistances (3/Day). If Fafnir fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Fafnir rolls saving throws against spells and magical 
  effects with advantage.
  Light Sensitivity. As long as they are exposed to sunlight, Fafnir suffers 
  disadvantage to hit rolls and sight-based Wisdom (Perception) checks. 
  ACTIONS
  Multiattack. Fafnir can use its Frightful Presence and the make one 
  Bite attack and two Claw attacks. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 14 (2d6 + 6) slashing damage.
  Tail. Melee Weapon Attack: + to hit, reach 15 ft., one target. 
  Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Medium or 
  smaller creature, they must pass a DC 15 Strength saving throw or 
  be knocked prone 10 ft. off where they were hit.
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 
  Hit: 17 (2d10 + 6) piercing damage.
  Shapeshift (3/day). Fafnir can magically alter its shape to that of 
  a Dvergar for 10 minutes. If Fafnir takes damage while in Dvergar 
  form, it must pass a Wisdom saving throw with a DC equal to 
  the damage it took or revert back to its Dragon shape. At death, it 
  returns to its Dragon form. Fafnir can use an action to return to its 
  Dragon form. Any equipment it is wearing or carrying is absorbed or 
  carried into the new form, at Fafnir’s choice. In its new form, Fafnir 
  retains its alignment, Hit Points, Hit Dice, proficiencies, immunities, 
  resistances, Legendary Resistances, Lair Actions and Intelligence, 
  Wisdom and Charisma scores, in addition to this action. Its abilities 
  and features are otherwise replaced by those of the new form.
  Frightful Presence. Each creature of Fafnir’s choice that is within 
  120 ft. of it and aware of it must succeed on a DC 17 Wisdom 
  saving throw or become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature’s saving throw is successful 
  or the effect ends for it, the creature is immune to Fafnir’s Frightful 
  Presence for the next 24 hours.
  Poisonous Breath (Recharge 5-6). Fafnir exhales poisonous gas from 
  its nostrils in a 60-foot cone. Each creature in that area must make a 
  DC 18 Dexterity saving throw, taking 50 (14d6) poison damage on 
  a failed save, or half as much damage on a successful one.
  LEGENDARY ACTIONS
  Fafnir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Fafnir regains spent legendary actions at 
  the start of their turn.
  Detect. Fafnir makes a Wisdom (Perception) check.
  Poisonous Spit. Ranged Attack: +11 to hit, range 30/45 ft. Hit: 8 (1d4 
  + 6) poison damage. The target must pass a DC 13 Constitution 
  saving throw or be poisoned for 1 hour.
   LIAR ACTIONS
  If it fights within its cavern, at initiative count 20, losing ties, Fafnir 
  takes a Lair Action to cause one of the following effects. Fafnir cannot 
  use the same effect two times consecutively. 
  • 
  Part of the ceiling or the columns collapse on a creature Fafnir can 
  see within 45 ft. of it. The creature must pass a DC 13 Dexterity 
  saving throw or be buried below the rubble. The buried target is 
  restrained and cannot get up. A creature can take its action to make 
  a DC 10 Strength check to not be buried anymore.
  • 
  The treasures in the cave whisper to the mind of a creature within 
  120 ft. of Fafnir. The creature must pass a DC 13 Wisdom saving 
  throw or be charmed by Fafnir until initiative count 20 next round.
  • 
  Fafnir hurls some of the riches at a creature it can see within 45 ft. 
  to distract. That creature rolls to hit, skill checks and saving throws 
  at disadvantage until initiative count 20 next round.
  
  Journey to Ragnarok
  226
  Chapter 9
  This section of the Journey is dedicated to the 
  Ljosalfheimr setting; the descriptions of the places and 
  characters that the Heroes will be able to explore and 
  meet during their journey through the Nine Worlds are 
  reported, with an appendix on the statistics.
  Ljosalfheimr  
   
   
  228
  General Features  
   
  229
  Map 
   
   
   
  231
  The Journey on Ljosalfheimr  
  232
  Encounters on Ljosalfheimr  
  234
  
  The Nine Worlds: L josalfheimr
  227
  
  Journey to Ragnarok
  228
  Ljosalfheimr
  Alfheimr is the World of the Light Elves, created by 
  and beloved to the God Freyr. Their culture, customs 
  and goals are completely alien to the humans, to whom 
  they look fickle, chaotic creatures, devoid of any logic. 
  The only ones to partially comprehend them are Æsir 
  and Vanir.
  The Elves are long-lived creatures, who cannot die 
  to natural causes, whose magical skills are so developed 
  they could in a few cases rival those of the gods them-
  selves. Their ever-changing nature deeply influences the 
  very weather, seasons and the landscape of their world.
  Time on Alfheimr is not constant and does not flow 
  in any comprehensible way; night and day cycle irreg-
  ularly and the hours one spends in one region could be 
  just a few moments in the one neraby, according to the 
  whim and need of the Elves.
  On Alfheimr, even seasons do not change at the same 
  time, each region having its own different cycle. The 
  landscape is mostly thick, ever-changing vegetation, as 
  it mutates at will thanks to the magic influence of its 
  inhabitants. It is told that the Ljosalfar were born of 
  the Light and are considered minor deities of Nature 
  and Fertility, sometimes having contacts with humans 
  to help them in understanding magic. 
  Other tales tell, instead, how the Elves often 
  kidnap women and children from human villages for 
  unknown purposes.
  A Dark Past
  At the Dawn of Ages, Alfheimr was sundered by a 
  bloody civil war, its reasons unknown as any it was for-
  bidden to ever speak of it. Part of the elven population, 
  now called Dark Elves, was exiled and took refuge on 
  Svartalfheimr after a long wandering. 
  There is a secret place on Alfheimr, hidden by an 
  immense, dark forest, where the scars of that conflict 
  are still visible. Animals stay well away from its dark-
  ened, twisted and dry trees, and legends tell that the 
  first tree on Alfheimr was planted there, the only thing 
  left now a painful memory.
  
  The Nine Worlds: L josalfheimr
  229
  General Features
  Weather: Ever mutating. When temperature range is 
  too extreme, characters must roll a DC 19 Constitution 
  saving throw every hour or suffer a level of Exhaustion.
  Lighting: Sunlight and moonlight are constant. If 
  not stated otherwise, the lighting is what humans 
  would expect.
  Sounds: The crunching of boots on snow, the distant 
  flow of a river, the constant howl and hiss of the wind. 
  Terrain: The Valley: A thin layer of mud halves travel 
  speed. 
  Terrain: The Woods Beyond the Mountains: If tem-
  perature is low, the paths are covered in snow and 
  ice, making travel impossible. On the opposite, air 
  becomes hard to breathe and each minute the charac-
  ters must pass a DC 19 Constitution saving throw or 
  suffer one level of Exhaustion.
  Terrain: Northern plateau: Its rivers cannot be crossed 
  swimming and sailing is impossible. The woods half 
  travelling speed of even the most seasoned hunter.
  Terrain: The Region of Lakes and Rivers: Travel pace 
  here is normal, although there are neither roads nor paths.
  Terrain: The Snow to the West: Moving without 
  proper equipment is impossible. The rivers and the 
  lake are frozen, but can turn in a deadly trap; failing a 
  DC 20 Dexterity saving throw opens a chasm below 
  the unfortunate soul walking on the ice, the icy waters 
  swallowing the victim as it suffers a level of Exhaustion 
  for each round spent there. Leaving the waters requires 
  a DC 20 Strength (Athletics) check.
  Terrain: Yggdrasill’s branch: Roads and walkways 
  allow for normal travel.
  The Valley
  At the foot of the western mountains, born of a slow 
  and cold river, opens a frozen lake cut in two by an 
  imposing waterfall, the consequence of a plateau raised 
  to host the houses of the light elves of House Sfafr.
  The main building, close to the falls, is the residence 
  of the head of the family, Bilingr, while the others are 
  workshops where the elves practice the most diverse 
  arts and crafts, from painting to sculpture, creating 
  magnificent masterworks. Time here flows as if it was 
  autumn, with long sunsets and sundowns, cold nights 
  where the sky is clear and full of stars. Days are cold 
  and often rainy, although it rarely is bothersome.
  The woods beyond the mountains
  Along the road leading north, beyond the waterfall 
  from the mountains surrounding the northern pla-
  teau, in a basin interrupting the western mountain 
  ridge lies a circle of ritual stones, ready to be used. 
  On the hills and in the forests facing the circle 
  live the elves of House Rót. Their leader is Billingr, 
  a proud warrior who turned her back to her brethren 
  after many of the elves were exiled to Svartalfheimr. It 
  is thought that the cause of such separation is the spe-
  cial bond she had with her twin brother. Since birth, 
  they always agreed, sharing similar ideas and never 
  finding one against the other, as it happened, instead, 
  when they had to choose the fate of the other Elves. 
  When Billingr was met with the fierce opposition of 
  her brother, she preferred to leave and vent her anger 
  elsewhere rather than starting a battle that could have 
  destroyed all she had.
  Here days and nights are constantly changing in 
  length and weather can turn from a warm summer 
  morning to a freezing winter night.
  The northern plateau
  In Alfheimr’s northern region is a wide slope, formed 
  by the passing of two rivers, converging to feed a lake, 
  the mountains on its sides always white with snow just 
  on verge of melting. Among those peaks have been 
  raised the houses of House Blað, its chieftain and their 
  offsprings living in the west plateau buildings, isolated 
  from the others and buried under the snow. The other 
  elves live in dwellings on the east slope, although they 
  enjoy hunting in the northern woods, the richest hunt-
  ing ground on this world, with rams, deers, boars and 
  sheeps finding balance in the great cold. The under-
  growth is rather thick and the climate akin to spring, 
  with endless sunsets, sundowns and rainy nights with 
  a lead grey sky. Days are clear and the landscape from 
  the lake is breathtaking.
  
  Journey to Ragnarok
  230
  The region of lakes and rivers
  The the south-west, beyond the mountain ridge encir-
  cling the houses at the base of the tree, opens a multi 
  colored valley, where wheat, hop and malt mingle with 
  countless other plants and flowers. There are no trees here 
  that can stop the mighty, all encompassing light of Sol.
  To soothe the travellers, a maze-like network of 
  rivers run down the southern mountains, converging 
  on the immense lake at their foot. Among these rivers 
  rise the solitary homes of the House Lími elves, always 
  ready to entertain travellers with the tales and stories 
  of their household. Their chieftain lives in the central 
  area of the settlement, where they can talk and listen 
  to everybody. Dainn lives and works here.
  In this city, the weather is that of summer, with 
  long, sunny and peaceful days and temperate nights, 
  rarely crossed by clouds.
  The Snows to the west
  This area is marked by conifer trees, snow, frozen rivers 
  and a lake where it is possible to see fish darting below 
  the clear ice layer. It is possible to reach this pass only 
  going back the frozen river that passes at the foot of 
  the old palace of the God Freyr.
  Close to the great frozen lake, shrouded by a 
  thick grove of hazel trees, and beyond the mountains 
  to the south have been built the homes of House 
  Draugr, their chieftain living in the dwelling closest 
  to the frozen surface of the lake. The other elves, great 
  scholars, often wander the mountains or the woods 
  to observe and catalog what surrounds them. An elf 
  worthy of notice is the blacksmith Dain, who chose 
  metallurgy as his field of study and opened his work-
  shop in this village. Time here is that of winter, with 
  extremely long sideral nights, often laden with snow, 
  and cold days suffused with sleet, a mix of snow in the 
  air and ice picked up by the cold southern winds.
  Yggdrasill’s branches 
  At the center of Alfheimr a branch of the Worldtree 
  rises from the ground. Its leaves a golden green, they 
  reflect sunlight on those who dare staring at the sky. 
  Its magnificent and wrinkled trunk welcoming rain 
  and driving it gently to the ground. Its roots, that 
  in truth are just smaller branches, form a natural net 
  under which elven lovers can find solace and privacy. 
  A place where all the rivers of the world meet, it hosts 
  and refreshes the dwellings the light elves initially built 
  here as their homes.
  These myriads of buildings are divided in five 
  districts, once lived in by the elves now exiled on 
  Svartalfheimr and now only by the vassals to the Five 
  Houses left on this world. Of these five districts, one 
  is deserted and left to ruin. It was here that House Rót 
  lived, the only one to defend the exiles, who chose to 
  leave such a sacred place out of pride. Time here flows 
  much like in Midgardr, although it is not unusual to 
  see the sun unexpectedly rising or falling, often at a 
  whim of one of the locals.
  Alfgardr
  A ring of swirling clouds, laden with thunder and light-
  ning, shrouds the mountain where rises the plateau of 
  Freyr on Alfgardr. Getting here is a mighty feat, if not 
  downright impossible. Although there is a road lead-
  ing further down, it crosses the layer of clouds, placed 
  there to defend the realm. Those uninvited by the god 
  himself cannot enter his domain without being struck 
  by thunderbolts or flayed by the howling winds. If one 
  manages to get past such an obstacle, they would find 
  themselves on the plateau where are the Bright Valley 
  and the palace of the god himself.
  The Bright Valley
  Although mistakenly called Valley for the presence of 
  an even taller mountain to the north, it is a plateau, 
  covered in moss and flowers and kissed by sunlight, 
  with herds of rams grazing around. 
  At the center rises the palace of the divine Freyr, 
  dominating everything and allowing him to keep a 
  watchful eye on those walking this world. Only the 
  brightest of Yggdrasill’s leaves, those furthest from its 
  roots, and the cap of the northern mountain are taller 
  than the windows of the palace.
  Frosve
  Enormous and majestic wooden palace, it is the size of 
  a small mountain. Its rooms are brightly lit and wide, 
  always kept warm by the shining of sunlight and the 
  whirling of cool winds from the mountain. In this palace, 
  the god Freyr shows off his best qualities, often giving 
  hospitality to Æsir who appreciate peace and quiet.
  
  The Nine Worlds: L josalfheimr
  231
  
  Journey to Ragnarok
  232
  When light dissipates, another flash takes its place. The 
  characters find themselves in proximity of Yggdrasill 
  rising in the middle of this world. A warm and benevo-
  lent sun welcomes them as they realize what surrounds 
  them. There, they find Odhinn, staring at them with 
  a hard eye from the inside of a glade. Initially, he asks 
  them what happened and to explain him the battle in 
  detail; then, as he understands the adventurers have 
  the precious item, he asks them to give it to him.
  It is then that, from behind a bump in the 
  Worldtree, appear Frigga, Freyr and Freyja. Frigga dis-
  misses Odhinn with but a few words, asking him what 
  he was doing in Alfheimr first. Then, after his answer, 
  she stares at the heroes, asking them what is happening.
  Her gaze is almost impossible to bear; those who 
  try to hide information must pass a DC 22 Charisma 
  (Deception) check or be forced to tell the truth.
  Once she discovers the presence of the ring, Frigga 
  decides it is too powerful to be left in custody of mor-
  tals she does not know the valor of, as it would spell 
  disaster if it fell in the wrong hands, she says winking 
  at her husband. She chooses to put the Midgardians’ 
  skills to the test by taking the ring off them and asking 
  Freyr to hide it in a safe place. Then, she tells the 
  adventurers that such place is known all over Alfheimr, 
  Freyr’s own palace, inaccessible to the uninvited.
  They will be admitted inside only after they have 
  been able to garner the favour of the Five Houses of the 
  light elves. By taking her husband’s hand and bidding 
  Freyja farewell, Frigga takes the Bifrost back to Asgardr.
  Freyja, alone with the group, describes to them 
  the Five Houses (read or paraphrase the “The Noble 
  Houses” sidebar), adding at the end that there is only 
  one way to fulfill Frigga’s request; they must convince 
  House Rót to make peace with the other ljosalf. She 
  only tells them that the main cause of the hostility is 
  that two brothers fought, although one of them is not 
  yet aware of the fact.
  Then, she leaves giggling.
  At that point it is necessary to talk with Billingr. Her 
  exile from the Five Houses is mostly due to the love still 
  binding her to her brother, with whom she would not 
  want to fight and argue. Billingr, instead, has no idea of 
  her true motives, still thinking that his sister left simply 
  because of her fickle and choleric nature.
  Reuniting the twins is relatively easy, much less 
  talking to them, as the adventurers are foreigners, 
  humans from Midgardr, while the two rivals are Lord 
  and Lady of the Ljosalf Houses.
  First of all, the group has to talk with the elves at 
  the base of Yggdrasill to discover what are the relations 
  of the Houses and understand which twins Freyja was 
  talking about. This part should see the characters wan-
  dering around Alfheimr, looking for these two figures 
  and talking with anyone anywhere.
  Once discovered the two names, the heroes must 
  be accepted as honorable traveller by undertaking the 
  tests imposed by the two Houses’ etiquette.
  To be received by Billingr, the sisters ask a battle 
  between the group and equal number of Ljosalf, to be 
  won at first blood. This test is not fair at all, as both 
  sides have to fight naked and with no weapons. As the 
  elves will still be able to use their natural magic, they 
  taunt and mock the characters, who are left to fight an 
  extremely tough fight.
  If even one of the characters were able to defeat 
  their opponent, the surprise would be such that 
  Billingr will be willing to receive them and listen to 
  their plea. Otherwise, they are still welcomed in the 
  home of the ljosalf, but they cannot try again the fight 
  before two moons.
  Billingr, instead, receives them only if they prove 
  their worth. He asks them to enter the forest to the 
  north of his realm and bring back a log each that must 
  be in harmony with the world, analogous to their skills 
  and its branches must be worthy of their effigy.
  These conditions, obviously expressed in a cryptic 
  tone, are meant to put the honour of the heroes to 
  
  The Nine Worlds: L josalfheimr
  233
  the test by a logic common to the light elves; noth-
  ing of what surrounds them is set by chance. What 
  Billingr truly means is that the adventurers must find 
  a tree which trunk was not cut, but fell naturally, shar-
  ing characteristics with its bearer and which leaves are 
  similar in color to the hero who choose it.
  The difficulty in the test is in divining its words. A 
  successful DC 19 Wisdom (Asatru) check allows the 
  heroes to understand the logic of the Lord of House 
  Stafr and to enter the forest aware of what to look 
  for. Finding trees that fit the criteria takes a DC 19 
  Wisdom (Nature) check for each condition.
  Once it is found, dragging it back to Billingr 
  requires a DC 19 Strength (Athletics) check at disad-
  vantage given the nature of the place, rewarding clever 
  solutions. Once the characters have spoken with both 
  twins, their persuasive skills are put to the test. Either 
  part will not go back on their steps, although either is 
  willing to listen to the other’s reasons.
  The only way is for the twins to accept their differ-
  ences passing, if necessary, DC 14 Wisdom (Insight) 
  checks to understand their positions. Once the two 
  chieftains have come to an agreement, Freyja comes to 
  the characters to lead them to Freyr’s palace.
  Once reached the Bright Valley, they find Odhinn 
  and Frigga waiting for them, the latter bearing the ring 
  looted from Fafnir. She benevolently looks at them, 
  giving them back the ring and investing them with the 
  honour of the gods. Odhinn, then, steps forward to 
  entrust to them, his own Champions, a new task. 
  They must find as much information as they can on 
  the ship Naglfar, said to carry the giants to battle at the 
  beginning of Ragnarok.
  He then calls the Bifrost, sending them to Noatun 
  in Vanaheimr where resides Njordr, Vanir of the sea.
  Once the characters leave Ljosalfheimr, the reach the 
  11th level.
  
  234
  The Noble Houses
  Blað (Leaf)
  Loud attention seekers and the best of companions, although they tend 
  to exceed in demonstrating their oratory and singing skills. They love 
  hunting, where they have few rivals and they draw inspiration from for 
  their songs. Their heraldry is a golden leaf on a white field.
  Lími (Branch)
  Proud and yet malleable, they often initiate a conversation just for the 
  sake of demonstrating their skill. Lovers of oratory, they spend their days 
  crafting small piece of art to keep their hands occupied and the mind 
  free to build sermons. Their heraldry is a red elm tree branch on a golden 
  field.
  Meidhr (Trunk)
  True lovers of the arts, seeing them as a vessel to go beyond their reserved 
  and shy manners. In truth, they are great scholars and affable erudites, 
  who love to dedicate themselves to the nature they are surrounded by. 
  They symbol is a hazel tree on a white field.
  Stafr (Staff)
  Usually they are peaceful, although they can occasionally fall prey to 
  excess and wrath. Artists and craftspeople of incredible skill, they have 
  developed a form of magic that allows them to manipulate any wooden 
  material the way they wish, drawing the marvelous shapes out of them. 
  The crest of their House is a green oak staff on a field of black.
  Rót (Root)
  Of matriarchal descent, happy and resplendent, they love poetry, drink-
  ing and are used to fighting to stay warm. Their heraldry is a red apple 
  on a silver field.
  Billingr (Ljosalfar)
  Lord of House Stafr, he is the twin brother of the lady of House Rót, 
  Billingr. They share the love for drinking and a good, old honest discussion.
  Dain (Ljosalfar)
  The majority of his brethren loves to surround themselves with the mal-
  leable and ephemeral nature of wood. Dain, instead, found that true 
  wisdom hides in the granite veins of rock. Like good ideas, once extracted 
  from their hard shell, they can be turned into sharpened weapons.
  Dainn (Ljosalfar Archmage)
  Expert rune master, whose skill is unmatched among the light elves. His 
  light skin shines like the sun itself, as if it was made of platinum. He 
  wears the lightest of silks, almost translucent, and his hair is always swept 
  by the wind.
  L josalfar 
  Medium humanoid (elf), lawful honorable 
  STR 
  11 (+0)
  DEX 
  18 (+4)
  CON 
  12 (+1)
  INT 
  14 (+2)
  WIS 
  16 (+3)
  CHA 
  14 (+2)
  Armor Class 15 (leather armor) 
  Hit Points 20 (4d8 + 4) 
  Speed 30 ft.
  Skills Stealth +5, Perception +2 
  Senses darkvision 120 ft., passive Perception 12 
  Languages Common 
  Challenge 1 (200 XP) 
  Elven Resistance. Ljosalfar roll saving throw against spells with advantage.
  Innate Spells. A Ljosalfar’s spellcasting ability is Charisma (saving throw 
  DC 11). Ljosalfar can innately cast any of these spells without the need 
  for components: 
  At will: dancing lights 
  1/day each: faerie fire, darkness 
  ACTIONS
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 
  Hit: 5 (1d6 + 2) piercing damage.
  
  235
  The Nine Worlds: L josalfheimr
  L josalfar Archmage 
  Medium humanoid (elf), lawful honorable
  STR 
  10 (+0)
  DEX 
  16 (+3)
  CON 
  14 (+2)
  INT 
  20 (+5)
  WIS 
  15 (+2)
  CHA 
  14 (+2)
  Armor Class 13 (16 with mage armor) 
  Hit Points 110 (18d8 + 36) 
  Speed 30 ft.
  Skills Arcana +9, Asatru +6, Perception +6 
  Condition Immunities aspeep
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common 
  Challenge 12 (8.400 XP) 
  Elven Resistance. Ljosalfar roll saving throw against spells with advantage.
  Ljosalfar Fencing. The Ljosalfar Archmage can add their Intelligence 
  modifier to their Sword attack and damage rolls.
  Innate Spellcasting. The innate spellcasting ability of the Ljosalfar is 
  Charisma (saving throw DC 16). They can innately cast the following 
  spells, without the need for components:
  At will: dancing lights
  1/day each: darkness, faerie fire
  Spellcaster. The Ljosalfar Archmage is a 18° level spellcaster. Their 
  spellcasting ability is Intelligence (saving throw DC 17, +9 to hit) and has 
  prepared the following Wizard spells:
  Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
  shocking grasp
  1st level (4 slots): detect magic, identify, mage armor,magic missile
  2nd level (3 slots): detect thoughts, mirror image, misty step
  3rd level (3 slots): counterspell, haste, fly, lightning bolt
  4th level (3 slots): banishment, fire shield, stoneskin
  5th level (3 slots): cone of cold, scrying, wall of force
  6th level (1 slot): globe of invulnerability
  7th level (l slot): teleport
  8th level (l slot): mind blank
  9th level (l slot): time stop
  ACTIONS
  Multiattack. A Ljosalfar Archmage makes two Elven Sword attacks.
  Elven Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 
  Hit: 14 (1d8+6) piercing damage.
  L josalfheimr Champion  
  Medium humanoid (elf), chaotic honorable
  STR 
  11 (+0)
  DEX 
  20 (+5)
  CON 
  14 (+2)
  INT 
  16 (+3)
  WIS 
  15 (+2)
  CHA 
  14 (+2)
  Armor Class 17 (studded leather) 
  Hit Points 84 (12d8 + 24) 
  Speed 30 ft.
  Saving Throws Dex +9, Int +7
  Skills Acrobatics +9, Perception +6, Stealth +9
  Senses darkvision 120 ft., passive Perception 16 
  Languages Common
  Challenge 8 (3.900 XP) 
  Elven Resistance. Ljosalfar roll saving throw against spells and other 
  magical effects with advantage.
  Eldritch Warrior. When the Ljosalfheimr Champion uses her action to 
  cast a single target spell or cantrip, she can use her bonus action to make 
  an attack roll.
  Ljosalfar Fencing. The Ljosalfheimr Champion can add their 
  Intelligence modifier to their Sword attack and damage rolls.
  Innate Spellcasting. The innate spellcasting ability of the Ljosalfar is 
  Charisma (saving throw DC 14). They can innately cast the following 
  spells, without the need for components:
  At will: dancing lights
  Spellcaster. The Ljosalfheimr Champion is a 7th level spellcaster. Her 
  spellcasting ability is Intelligence (saving throw DC 15, +7 to hit) and has 
  prepared the following Wizard spells
  Cantrips (at will): firebolt, light, mage hand, prestidigitation, 
  shocking grasp
  1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave
  2nd level (3 slots): cloud of daggers, invisibility, misty step
  3rd level (3 slots): blink, haste, slow
  4th level (1 slot): fire shield
  ACTIONS
  Multiattack. The Ljosalfheimr Champion makes three Elven Sword attacks.
  Elven Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 
  Hit: 14 (1d8 + 9) piercing damage. 
  Longbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. 
  Hit: 10 (1d8 + 5) piercing damage.
  
  236
  Freyr
  “The jolly sound of laughter drew my attention to a table. A blonde and 
  handsome man was drinking and eating with many others. As handsome as 
  his appearance was savage, his deep eyes were green and his beard long. He 
  wore boar tusks as earrings, his light hair tied in braids kept together with 
  strings and antler fragments. His beard was tied, too, but in a single, thick 
  braid, closed by a golden ring. His broad chest clad in a suit of leather-scaled 
  armor over clothes of all the shades of green, his copper-trimmed, emerald 
  green cloak ended in a hood carved out of a boar skull.
  The savage charm of that man was such that I felt compelled to toast with 
  him and hear the story of his life.
  However, what surprised me the most was the object hanging from his belt. 
  Instead of a sword or any other weapon, he carried a deer horn etched with 
  shapes of animals. Although his imposing and wild appearance, his presence 
  was not threatening. He saw me, raised his cup to me and returned to laugh-
  ing and drinking with the others.”
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of fertility, woodlands, crops and war
  • 
  Greatly revered Vani, a reveler, yet truthful, generous and prolific
  • 
  He harbors a great hatred for the Muspellsynir because of the 
  destruction and chaos of their existence entails
  Gerdhr (Jötunn, see page 261)
  “To the right of the man with the deer horn sat a woman, dressed like him in 
  green clothes and suit of leather armor. She wore a wide cloak, trimmed with 
  fox furs and many animal-shaped jewels.
  Her raven black hair, tied behind her head, made me realize she was his wife. 
  Alongside them stood a servant, dressed like the other two in the colors of the 
  woods. With deference he held a sword, its handle bejeweled and its blade so 
  sharp it looked like a maiden dancing among the flames.
  The woman had the servant hand her the sword, admiring it as if lost in 
  a dream before sharing a smoldering kiss with her husband and giving the 
  weapon back.
  She drank from a horn, slamming it loudly on the table. There was something 
  exotic in her appearance, something elusive and barely perceptible that made 
  her markedly different than her mate. For sure, there had to be a beautiful 
  story behind their union, a tale of love that I would have liked to hear.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of fecundity
  • 
  Of giant descent, deeply in love with her husband
  • 
  Her giant blood surfaces when she is angered
  
  237
  The Nine Worlds: L josalfheimr
  Freyr 
  Large god, lawful honorable
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  24 (+7)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  28 (+9)
  Armor Class 22
  Hit Points 295 (22d12 + 154)
  Speed 40 ft.
  Saving Throws Con +14, Wis +14, Cha +16
  Skills Perception +14
  Damage Immunities necrotic; bludgeoning, piercing and slashing from 
  non magical weapons
  Condition Immunities exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 24, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 22 (41.000 XP)
  Divine Weapons. Freyr’s weapon attacks are magical. When Freyr 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Legendary Resistances (3/Day). If Freyr fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Freyr rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Freyr’s spellcasting ability is Charisma (saving throw 
  DC 24, +16 to hit). Freyr can innately cast the following spells, without 
  the need for components.
  At will: awaken, control weather, goodberry, grasping vine, heroes’ feast, plant 
  growth, sunbeam, wall of thorns
  3/day each: storm of vengeance, sunburst
  ACTIONS
  Multiattacco. Freyr fa tre attacchi con la Spada di Asgardr.
  Spada di Asgardr. Attacco con Arma da Mischia: +17 a colpire, portata 3m, 
  un bersaglio. Colpito: 22 (2d10 + 10) danni perforanti più 27 (6d8) radianti.
  Idromele (6/Giorno). Freyr dà un sorso di magico idromele ad una 
  creatura che recupera 40 (8d8+4) punti ferita.
  LEGENDARY ACTIONS
  Frey can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only 
  at the end of another creature’s turn. Freyr regains spent legendary 
  actions at the start of their turn. 
  Attack. Freyr makes and attack.
  Move. Freyr takes the Dash or Disengage action.
  Divine Imposition (2 actions). Each creature at Freyr’s choice within 
  60 ft of them must succeed on a DC 20 Charisma saving throw or be 
  charmed by Freyr for a day. This effect does not stack. A creature who 
  succeeds on the saving throw is immune to this effect for 24 hours.
  Gullinbursti, 
  Freyr’s Golden Boar
  Crafted by the dwarven duo Brokk and Eitri as a gift for the God Freyr, 
  Gullinbursti faster than any living horse and runs at the same speed no 
  matter where. Whether pounding the ground, soaring through the air or 
  wading the seas, his golden bristles shine on the way of its rider.
  Gullinbursti 
  Large construct, lawful honorable
  STR 
  24 (+7)
  DEX 
  20 (+5)
  CON 
  22 (+6)
  INT 
  9 (-1)
  WIS 
  17 (+3)
  CHA 
  16 (+3)
  Armor Class 22 (natural)
  Hit Points 130 (12d10 + 60) 
  Speed 60 ft., swim 60 ft., fly 60 ft.
  Damage Immunities fire, frost, necrotic, poison, psychic, radiant
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  petrified, poisoned
  Damage Resistances bludgeoning, piercing, slashing
  Senses darkvision 120 ft., passive Perception 17 
  Languages Common
  Challenge 12 (11.500 XP) 
  Trampling Charge. If Gullinbursti moves at least 20 ft. straight toward 
  a creature and then hits it with a hooves attack on the same turn, 
  that target suffers an additional 11 (2d10) bludgeoning damage and 
  Gullinbursti cannot be targeted by attacks of opportunity if he leaves the 
  area threatened by the target. If the target is a Large or smaller creature, it 
  must succeed on a DC 18 Strength saving throw or be knocked prone.
  Legendary Resistances (3/Day). If Gullinbursti fails a saving throw, they 
  can choose to succeed instead.
  Magic Resistance. Gullinbursti rolls saving throws against spells and 
  magical effects with advantage.
  Magic Construct. Gullinbursti’s attacks are magical. Gullinbursti can 
  walk on water surfaces or air as if it was open ground and ignores any 
  penalty from the terrain.
  Shining Bristles. Gullinbursti’s shining bristles emanate light within 30 
  ft. of it, capable of dispelling any darkness, even magical one.
  ACTIONS
  Multiattack. Gullinbursti makes one Slam attack and two Tusks attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 
  + 7) bludgeoning damage. If the target is a Large or smaller creature, they 
  must pass a DC 18 Strength saving throw or be knocked prone.
  Tusks. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 
  Hit: 20 (2d12 + 7) bludgeoning damage plus 9 (2d8) radiant damage.
  LEGENDARY ACTIONS
  Gullinbursti can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the end 
  of another creature’s turn. Gullinbursti regains spent legendary actions at the 
  start of his turn.
  Charge (2 actions). Gullimbursti moves at twis his speed and makes 
  a Slam attack.
  Divine Light. Gullimbursti emits a mighty burst of divine light. Each hostile 
  creature within 60 ft. must pass a DC 18 Charisma saving throw or be 
  blinded until the end of their next turn.
  Tusks. Gullimburst makes a Tusk attack.
  
  Journey to Ragnarok
  238
  Chapter 10
  This section of the Journey is dedicated to the Vanaheimr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Vanaheimr  
   
   
  240
  General Features  
   
  241
  Map 
   
   
   
  243
  The Journey on Vanaheimr  
  244
  Encounters on Vanaheimr 
   
  245
  
  The Nine Worlds: Vanaheimr
  239
  
  Journey to Ragnarok
  240
  Vanaheimr
  Cosmic balance hangs on the coexistence of the Nine 
  Worlds, although one of them looks like it returned to 
  its ancient roots.
  In ancient times, Vanaheimr was a prosper and lush 
  world, home of the divine Vanir. At the height of their 
  power, this world was the most vibrantly alive; wherever 
  a Vani walked, trees and plants bowed in their presence 
  and the stones themselves obeyed their will. The lands 
  teemed with birds and beasts. All of this happened 
  because of the Seidhr, the secret magic of the Vanir, 
  orally handed down through the generations and capa-
  ble of altering nature to the point of making a river flow 
  backwards or change the seasons on a whim.
  The Vanir themselves were happy to wander those 
  lands, contemplating the bloom of life. In their roaming, 
  they still obeyed court of Hoenir, the Æsir who acted 
  as their king for a long time even if he had been sent 
  there as a hostage to improve the relationship between 
  the two divine kins. The Æsir, however, were bound to 
  civilization, belligerent and fiery-tempered. The Vanir, 
  instead, were placid and passive, more keen on letting 
  the universe follow its cycles without interference.
  As the Æsir strove against Fate, the Vanir followed 
  its guidance and it was this difference in view that exac-
  erbated the relationships between the two people until 
  war broke out. Æsir and Vanir butchered one another 
  on battlefields across the universe, the former’s martial 
  prowess clashing with the latter’s Seidhr magic. As the 
  war seemed eternal and the number of the dead grew 
  beyond count, the conflict was ended by Thor, who 
  hurled Mjolnir at Hoenir, shattering his skull.
  With the passing of time, the scars left by the war 
  of the gods healed, the Nine Worlds now free of its 
  taint, and Æsir and Vanir reconciliated. Njordhr and 
  the children of Freyr and Freyja were greeted as hon-
  oured guests in Asgardr, as a sign of peace, although in 
  their heart of hearts the Vanir left in Vanaheimr kept 
  resenting the Æsir. They swore never to face the terror 
  of war again and never to come to terms with those 
  who opposed Fate.
  They refused any possible form of contact with 
  the hypocrisy called civilization, living more like wild 
  animals than beings gifted with free will, and their 
  magics mutated. The Seidhr, then, became a primor-
  dial entity, like the Ginnungagap, the primeval chasm. 
  They did not forsake the incestuous union of brothers 
  and sisters or parents and children, utter and complete 
  
  The Nine Worlds: Vanaheimr
  241
  rejection of civilization itself. As such, their following 
  generations were plagued by insanity and lunacy.
  Soon their animal-like life brought them to ruin, as 
  one killed the other. Now Vanaheimr is this; a realm 
  where nature rules unopposed on the ruins of a dead 
  civilization. Swamps, endless forests and grassy plains 
  twist one within the other, climbing and diving off 
  mountains into the ocean, like flying seagulls.
  Vanaheimr is criss-crossed with countless rivers, 
  their water so clear their floor reflects the sky to the 
  point where telling which is which becomes arduous. 
  Each river floor is different from the others, with moss, 
  stones, sand or black and smooth rocks.
  Animals never seen by mortal eye prosper on 
  Vanaheimr, like droplets in the rain.
  Vanaheimr, however, is an unnerving place, too, 
  as the waters cut jagged landscapes and its mountains 
  feature sharp profiles like those of the fanged maw of a 
  mythological creature, swallowing the sky. Vanaheimr 
  is both an enthralling and scary wonder.
  General Features
  Weather: Pleasant and mild climate, without excessive 
  temperature ranges, like the gentle breeze of a summer 
  morning.
  Lighting: During the day, the sun sheds light on the 
  world and warms it. At night, the whitest of moons 
  lights Vanaheimr’s wonders.
  Sounds: The rustling of the trees, the calm backwash 
  of the summer sea, the croaking of the crickets and the 
  chirping of birds.
  Terrain - Plains: Although there are no roads or path, 
  travel pace in these areas is normal. 
  Terrain - Mountain: These steep walls are challenging 
  to climb, halving travel pace.
  Terrain - Forests: A lush undergrowth makes travel-
  ling slower.
  Terreno - Sea: These clear and warm waters require 
  the guidance of an expert sailor, but do not slow trav-
  elers down. 
  Folkvangar
  In the heart of Vanaheimr, where the influence of the 
  Seidhr is so strong one could taste it, lies Folkvangar, 
  Freyja’s kingdom. The goddess rules this alien world 
  with wisdom and love for her subjects, both man and 
  beast alike. This place of power, in fact, welcomes 
  those at the end of their natural life cycle, granting 
  them the chance to understand the cosmic cycle as it 
  was conceived by the Vanir in ancient times.
  Every natural environment, be it past, present or 
  future, exists in Folkvangar, as it features the wood-
  lands of the northern lands, the tundra and the 
  vegetation of the warmer climates. The air vibrates 
  with the sounds of animals never seen before by men 
  and the dead live among them as the Vanir did once. 
  When she was given rule of Folkvangar, Freyja hoped 
  to restore Vanaheimr to its ancient splendor, creating 
  the place the mortals heard called “paradeisos”, in the 
  tales of far away lands.
  The Vani, however, is the most skilled practitioner 
  of the Seidhr and those with the gall of entering her 
  realm uninvited would suffer a dreadful fate. Their 
  senses would be shattered, making them perceive real-
  ity as a maddening nightmare. Each minute passed in 
  such a state requires a DC 25 Wisdom saving throw. 
  Failing means falling prey to insanity, shedding one’s 
  equipment and running amok in the forests, shouting 
  incoherently and attacking everything on one’s path as 
  if under the effects of the Feeblemind spell.
  Cavern of the Echoes
  As sun or moon light shines upon the rocks within this 
  caver, they refract in utterly unnatural ways, creating 
  kaleidoscopic contrasts that would disorientate any who 
  would dare entering the cave. From deep within the cave 
  rise an unknown dirge sung by a faint and young voice. 
  A strong smell of mead and mold comes from within 
  the cavern, stimulating both appetite and revulsion.
  Entering this place is extremely dangerous; after 
  but a few steps, any unfortunate visitor would fall in 
  a trap dating back to the war between Æsir and Vanir, 
  a complex system of powerful enchantments. Each 
  minute spent within the cavern, characters must pass 
  a DC 25 Intelligence saving throw or lose themselves 
  in a labyrinthine daedalus of black and white lights, as 
  if under the effect of the maze spell.
  Deep within the cavern, after a couple hundred 
  meters, are two elm tree desks smashed to the ground, 
  a few rune-carved and broken chains and the remain-
  ings of an ancient campfire. Here is the place where 
  Odhinn and Loki were kept captive during the war 
  between Æsir and Vanir.
  Galligarm
  An immense elm tree, which leaves stand out of the 
  thickest forest in Vanaheimr, is surrounded by a cold 
  and dark aura. In the morning, mist takes the place 
  of rime, the other way around when the sun falls. 
  The undergrowth is lush, although its fruits look too 
  
  Journey to Ragnarok
  242
  perfect to be picked. Sunlight hardly ever reaches the 
  ground and close to the trunk of the elm tree its roots 
  are constantly shrouded in dim light.
  A crushing melancholy strikes the soul of those 
  who visit the cosmic tree that gave life to the Vanir at 
  the beginning of time, the most sacred and painful of 
  the horgr in Vanaheimr.
  Galligarm, a constant reminder to the gods of the 
  fate of the obstination and arrogance of the Vanir, is 
  also the quickest way of reaching Yggdrasill and the 
  rest of the universe. Here is possible to meet a few 
  of the dead who in life were druids, now wanting to 
  sense the suffering of this world, and Freydis Bergljot 
  (“Salvific Light,”) who spends her days talking with the 
  great tree seeking the deep wisdom of the cosmic trees.
  The Isle of Hlèsey
  Somewhere in the Vanaheimr sea lies an island, where 
  the waves are never strong and the sun does not shines 
  too strong. There grow fields of wheat and barley as tall 
  as young men, like carpets of gold.
  This is where Ægir lives, where the Jötunn harvests 
  his crops and brews his beer. At least once per year, the 
  gods come here as guests of Ægir’s to feast.
  Noatun
  Instead of breaking on reefs or the sides of a mountain, 
  here the sea dug a deep bay, what the mortals would 
  call a fjord, joining with a river and creating an unusual 
  mixture of salt and fresh water. The lord of this land 
  is the Vani Njordhr, whose dwelling is a large palace 
  doubling as a harbor. The Vani spends much time fish-
  ing, but also making vessels, owning many boats and 
  ships moored at his docks. Njordhr’s sequestered sanc-
  tuary echoes with the sounds of seagulls and puffins 
  and smells of mountain resins and swamp plants, its 
  halls resounding with the gentle song of the whales.
  Rarely visitors find Njordhr at his palace, as he is 
  much more likely to be chest-deep in water fishing or 
  playing with sea creatures. 
  The old Vani, however, does not dislike guests and 
  is known for being a munific and kind host; nobody 
  ever leaves his abode without lavish gifts or having 
  partaken in one of his banquets. He is not a hermit, 
  as both Vanir and Æsir love him, so he often is in 
  their company. Although he is of a placid and simple 
  nature, he should not be underestimated; his Seidhr is 
  powerful enough to fight any intruder, as he uses it to 
  disguise the enormous Asgardian war fleet as fishing 
  boats at his harbor, and the gods are ready to rush to 
  his aid should he need it. 
  Sessrumnir
  In the heart of the Folkvangar rises Freyja’s massive 
  palace. Its hall is elegant and refined, decorated with 
  tapestries telling the deeds of heroes and gods, wooden 
  statues of animals and magnificent inlays in the walls 
  and columns. The air smells of honey and festivity, 
  hearths spreading the odorous smells of pine and fir 
  while warm laughter welcomes the newly arrived.
  It is said that Sessrumnir is the safest hall in exist-
  ence, as the Seidhr of its lady protects it confusing any 
  who would dare making their way inside without her 
  permission. Its massive cedar wood doors, in fact, are 
  so tight that not even an insect or a pin would be thin 
  enough to pass through their crack, much to the cha-
  grin of Loki.
  Freyja’s guests, although not Einherjar, are still great 
  fighters as half of those who fall in battle are brought 
  here because of an ancient covenant Freyja was able to 
  force Odhinn into. Although there are no Valkyries to 
  greet them, these fallen warriors are lovingly tended to 
  by the goddesses’ maidens, as the resources produced 
  by the Folkvangar allow to sustain great armies.
  
  The Nine Worlds: Vanaheimr
  243
  
  244
  Journey to Ragnarok
  244
  Journey to Ragnarok
  244
  Through the Bifrost, the characters arrive in the vicin-
  ity of Sessrumnir. If they do not approach the palace in 
  a manner appropriate to the home of a goddess, Freyja 
  could even mistake them for a threat. Once she realizes 
  she is not under attack, she welcomes the adventur-
  ers and listens to their words. Although visibly bored, 
  Freyja grants the characters the following information:
  • 
  This world is protected by a magic they do not 
  know, the Seidhr.
  • 
  The Seidhr is incredibly dangerous for those, like 
  them, who do not belong to Vanaheimr.
  • 
  Only the vessels made by Njordhr can sail the seas 
  of this world.
  • 
  Convincing Njordhr to give them one of his ships 
  is doomed to fail.
  • 
  She does not know anything about the ship the 
  characters are looking for.
  • 
  One who could know something about it is 
  Njordhr, who lives in Noatun.
  • 
  - Vanaheimr is as lethal as it is beautiful, so the 
  characters will need a guide.
  • 
  The characters should look for Freydis Bergljot, 
  usually found at a hörgr.
  • 
  They should stay away from the few caves of the world, 
  as there is no way of knowing what is inside them.
  Ended their audience with the goddess, she has the 
  characters taken care of by her maidens, who wash 
  them and dress them with clean and fresh clothes 
  before letting them go. Their task, now, is to find 
  Freydis Bergljot, and the way to deal with such task is 
  by looking for the hörgr (see page 249).  
  Once they find Freydis, they have to head to Noatun 
  to ask an audience with its lord, Njordhr, the only one 
  to know what they are looking for. He is a proud Vani, 
  however, and does not let mortals have information 
  from him before they have proved their worth. The 
  god tasks them with heading to Ægir’s islands aboard 
  one of his vessels to taste the Jötunn’s beer, return to 
  Noatun, taste Njordhr’s and decide which is the best.
  The journey at sea is long and perilous, forcing 
  the characters to travel along the shoreline to dock 
  and resupply frequently if they are not expert sailors. 
  When they eventually reach the island of Hlèsey, they 
  find Ægir during the harvest, who welcomes the char-
  acters as prestigious guests and leads them to his abode 
  to have a taste of his spirits. The Jötunn is famous for 
  being proud of his beer and never losing an opportu-
  nity for sharing it. He returns to his crops as soon as 
  possible, however, because the harvest season is open.
  When they return to Noatun, Njordhr has them 
  taste his own beer, waiting for the Midgardian verdict. 
  The two Vanir are sworn rivals and Njordhr accepts the 
  verdict only if it is spoken without falsehood. Should 
  they behave dishonorably, the Vani would enact his 
  punishment, forcing them to stay for a month in 
  Noatun tasting his beer until they admit it is the best 
  they ever had.
  When the feasting is over, Njordhr tells them the 
  following:
  • 
  The vessel they look for belongs to the frost giants.
  • 
  It is not finished yet.
  • 
  He has no idea what it still needs to sail.
  • 
  The ship has not seen water yet.
  • 
  The group’s search should lead them to Jotunheimr.
  At this point the characters can recall the Bifrost, 
  which will take them to Jotunheimr.
  When the characters leave Vanaheimr, they reach 
  the 12th level.
  
  245
  245
  Ægir (Æsir)
  “I found myself walking in a such a dense mist I feared it was some magick, 
  guided by the ancient one-eyed man. I walked on for an indefinite amount of 
  time, just an instant, and yet one that lasted a lifetime, until the mist lifted and 
  my eyes saw an immense mead hall.
  The building, a sight to behold, was larger than any royal palace I ever had the 
  honor of visiting in my travels. In front of its gates, a man, as imposing as he 
  was extravagant, was waiting.
  He was wearing unusual, greenish clothes, embellished with crustacean shells, 
  pierced seastone jewelry and leather strings with killer whale teeth. His thick, 
  curly beard was tied with seaweed, much like his hair, dotted with locks of 
  seagull feathers. His skin looked unnaturally green at a first glance, but then I 
  realized dense tattoos covered his body from neck to toe. Alongside him were an 
  equally tall woman and nine maidens, all extremely beautiful and yet of pecu-
  liar appearance. The giant welcomed us with a broad smile and an embrace, 
  introducing us to the women who, I discovered, were his wife and daughters. 
  They offered us horns brimming with beer, which tasted like pine, honey and 
  juniper. Simply delicious. The man let us in the mead hall, the finest host to us, 
  his latest guests, among the endless crowd of celebrating people”.
  - Thorleif Sikiroddr “Silk Voice”
  The mate of the giantess Ran, he is a Jötunn lord of the sea. He cares 
  about his neutrality and shows benevolence towards Vanir, Æsir and 
  creatures from other worlds. He is good looking, old and venerable but 
  not ancient, and keeps his hair braided and his beard is the color of sea 
  foam. He can often be found taking good care of his crops with his 
  daughters, to brew his legendary beer, or fishing on the coast.  
  Albruna (Vanir)
  Goddess of divination and clairvoyance. She can see for hundreds of kilom-
  eters and is gifted with sharper senses than those of mortals, able to perceive 
  past and future. She looks like an emotionless woman with clothes of pearls 
  stitched together. If asked on what is to come, her answer is cryptic; 
  “A large, red bird flies in the sky, calling to itself the sun and the moon.”
  Alcis (twins) (Vanir)
  The twins represent freedom and prosperity, protecting farms and 
  domestic animals. People ask for their aid when it comes to having a 
  good hunt or to get rid of an oppressor. They look like two androgynous 
  men dressed in elk furs and antlers headdresses. They speak fluently and 
  elegantly, with one often beginning a sentence the other ends, as if they 
  were bonded by some form of telepathy. It is impossible to catch them 
  by surprise, as if they were always alert.
  Almattki (Vanir)
  God of honour and justice, who punishes those who break their oaths, 
  invoked when a covenant is sealed. He looks like a tall, authoritative man, 
  always fully armed and known for being an impartial judge. His Seidhr 
  allows him to read the heart and mind of men, finding the answers any 
  good man of law should tirelessly seek. His sentence is eternal, branded 
  with a rune on those who have been judged that the Æsir and Vanir see 
  shining on their forehead.
  Bara (Vanir)
  One of Ægir’s nine daughters. He occasionally calls her “Drofn” in a scold-
  ing tone because she is a famous troublemaker. Sailors fear her because she 
  loves to send storms to punish those who disrespect the sea.
  Her eyes shine like star, her smile sardonic. Her mind is lightning fast and 
  few things escape her, her spirit sharp. She grants calm seas and favourable 
  winds to those who leave her adequate offerings.
  Blodughadda (Vanir)
  One of Ægir’s nine daughters. Her skin is green, her hair red, embodying 
  the vegetation that grows belows the waves. Fish follow her wherever she 
  goes and her songs are charming for both gods and mortals.
  Dufa (Vanir)
  One of Ægir’s nine daughters. She is capable of assuming a liquid form 
  and being in many places at the same time. Because of this, she is a per-
  fect spy, who can cover long distances in a short amount of time.
  Vanir 
  Large God, lawful honorable
  STR 
  24 (+7)
  DEX 
  22 (+6)
  CON 
  22 (+6)
  INT 
  20 (+5)
  WIS 
  24 (+7)
  CHA 
  22 (+6)
  Armor Class 21
  Hit Points 204 (20d12 + 120)
  Speed 40 ft.
  Saving Throws Con +12, Wis +13, Cha +13
  Skills Intimidation +13, Perception +13
  Damage Immunities necrotic; bludgeoning, piercing and slashing from 
  non magical weapons
  Condition Immunities exhaustion, frightened, paralyzed
  Damage Resistances radiant
  Senses passive Perception 23, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 20 (25.000 XP)
  Divine Weapons. The Vanirs weapon attacks are magical. When the 
  Vanir hits with any weapon, the weapon deals an extra 4d8 radiant 
  damage (included in the attack).
  Legendary Resistances (3/Day). If the Vanir fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. The Vanir rolls saving throws against spells and 
  magical effects with advantage.
  ACTIONS
  Multiattack. The Vanir makes three Blade of the Vanir attacks.
  Blade of the Vanir. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 
  Hit: 22 (2d10 + 10) piercing damage plus 20 (4d8) radiant damage.
  Mead (6/Day). The Vanir allows a creature to drink a sip of magic mead, 
  healing it 40 (8d8+4) hit points.
  LEGENDARY ACTIONS
  The Vanir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. The Vanir regains spent legendary actions 
  at the start of his/her turn. 
  Attack. The Vanir makes and attack.
  Divine Imposition (2 actions). Each creature at the Vanir’s choice within 60 ft 
  of them must succeed on a DC 18 Charisma saving throw or be charmed by 
  the Vanir for a day. This effect does not stack. A creature who succeeds on the 
  saving throw is immune to this effect for 24 hours.
  Move. The Vanir takes the Dash or Disengage action.
  
  246
  Freyja
  “Like a queen with her retinue, standing out of the crowd, sat a woman at 
  a table, surrounded by many people. Long, wavy red hair brushed her hip, 
  eyes the color of lapis lazuli were set in an ivory visage, whose beauty was 
  unsettling. She wore an almost transparent tight white silk dress, allowing 
  bystanders to catch only glimpses of her perfect curves. The dress had generous 
  slits and a deep neckline held by two buckles with gemstones, fastening a 
  cloak of feathers from birds of prey that shrouded this noble figure. Around 
  her neck she wore a necklace made of chased and embossed gold discs of divine 
  craftsmanship, linked with thin chains of the same material, that disap-
  peared between her breasts. That magnificent jewel made the woman’s allure 
  even deeper and, to my modest opinion, it was the most beautiful necklace in 
  the world, so much so that kings and queens would have waged war for it.
  I would not have laid my eyes on a more beautiful woman for the rest of my 
  life, for another creature of such charm, beauty and charisma to leave me 
  breathless and make my blood boil or carve my own heart out of my very 
  chest to gift it to her could not exist. It was as if my breath had turned into 
  the scolding vapor of a geyser and my eyes did not want to lose anymore. I felt 
  lifted off the ground simply taking in her presence, I could fly higher than any 
  man and pluck the stars from the sky just for her. I would have done all of 
  that, just for a word of hers”. 
  - Thorleif Sikiroddr “Silk Voice”
  • 
  Goddess of love, war, magic, seduction, beauty and birth
  • 
  Vain, reckless, fascinating, seducing and well aware of her power
  • 
  Her mastery on Seidhr has no equal
  Freyja 
  Large goddess, lawful honorable
  STR 
  20 (+5)
  DEX 
  28 (+9)
  CON 
  20 (+5)
  INT 
  20 (+5)
  WIS 
  26 (+8)
  CHA 
  30 (+10)
  Armor Class 20 
  Hit Points 300 (22d12 + 110)
  Speed 40 ft.
  Saving Throws Con +12, Wis +15, Cha +17
  Skills Perception +15, Persuasion +17
  Damage Immunities necrotic, poison; bludgeoning, piercing and 
  slashing from non-magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  Senses passive Perception 25, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 23 (50.000 XP)
  Divine Weapons. Freyja’s weapon attacks are magical. When the Æsir 
  hits with any weapon, the weapon deals an extra 6d8 radiant damage 
  (included in the attack).
  Legendary Resistances (3/Day). If Freyja fails a saving throw, she can 
  choose to succeed instead.
  Magic Resistance. Freyja rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spells. The spellcasting ability of Freyja is Charisma (saving throw 
  DC 25, +17 to hit). Freyja can innately cast the following spells without 
  the need for components:
  At will: animate object, beacon of hope, blade barrier, calm emotions, charm 
  person, confusion, death ward, dominate monster, dominate person, geas, 
  greater invisibility, heroes’ feast, shield, spiritual weapon, suggestion.
  3/day each: antipathy/sympathy, earthquake, eyebite, feeblemind, forcecage, 
  foresight, mass heal, mass healing word, mass suggestion, mind blank
  1/day: power word heal
  ACTIONS
  Multiattack. Freyja makes two Seidhr Blast attacks.
  Seidhr Blast. Ranged Spell Attacks: +17 to hit, range 60/gittata 18/150 ft., 
  one target. Hit: 26 (4d6 + 10) force damage plus 27 (6d8) radiant damage. 
  The target must pass a DC 20 Intelligence saving throw or their Intelligence 
  score becomes 3 for 1 minute. In alternative, the target must pass a DC 20 
  Strength saving throw or their Strength score becomes 3 for 1 minute. A 
  creature who passes the saving throw is immune to this effect for 1 hour.
  LEGENDARY ACTIONS
  Freyja can take 3 legendary actions, choosing from the options below. Only 
  one legendary action option can be used at a time and only at the end of 
  another creature’s turn. Freyja regains spent legendary actions at the start of 
  their turn. 
  Seducing Gaze. A creature Freyja can see within 60 ft. of her must pass a 
  DC 21 Charisma saving throw or be charmed by Freyja for 1 minute. A 
  creature who passed the saving throw is immune to this effect for 24 hours.
  Seidhr Disturbance. A creature Freyja can see within 60 ft. of her must 
  pass a DC 18 Intelligence saving throw or suffer disadvantage on any roll 
  until the end of their next turn.
  Spell. Freyja casts a spell she knows.
  
  247
  The Nine Worlds: Vanaheimr
  
  248
  Freydis Bergljot
  A legend whispered only in summer nights talks about a woman who 
  loved animals so much, especially her two cats, that her love for nature 
  and its creatures could rival that of the goddess Freyja.
  The goddess, jealous of being compared with a mortal, descended on 
  Midgardr to take a look at the young woman. Such was her dedication 
  to the care of animals and plants that Freyja, after an initial surprise, and 
  wanted to take the young woman with her.
  It is not known if this is just a legend or there is something true in it. 
  However, the name of Freydis Bergljot, “Saving Light”, is often whispered 
  as an example to follow around a campfire or in children stories.
  Freydis 
  Medium humanoid (Human), chaotic honorable
  STR 
  20 (+5)
  DEX 
  28 (+9)
  CON 
  20 (+5)
  INT 
  20 (+5)
  WIS 
  26 (+8)
  CHA 
  30 (+10)
  Armor Class 14 (hidden armor)
  Hit Points 110 (18d8 + 36) 
  Speed 30 ft.
  Saving Throws Int +7, Wis +11
  Skills Asatru +11, Medicine +11, Nature +7, Perception +11, Religion +7 
  Senses passive Perception 21 
  Language Common, Druidic 
  Challenge 12 (8.400 XP) 
  Spellcaster. Freydis is an 18th level spellcaster. Her spellcasting ability 
  is Wisdom (spell saving throw DC 19, +11 to hit). Se has the following 
  Druid spells prepared.
  Cantrips (at will): druidcraft, mending, poison spray, produce flame
  1st level (4 slot): cure wounds, ensnaring strike, fairie fire, 
  speak with animals
  2nd level (3 slot): animal messenger, hold person, beast sense
  3rd level (3 slot): conjure animals, meld into stone, water breathing
  4th level (3 slot): dominate beast, locate creature, wall of fire, stoneskin 
  5th level (1 slot): commune with nature, mass cure wounds, 
  transport via plants
  6th level (1 slot): sunbeam, heroes’ feast, heal
  7th level (1 slot): fire storm
  8th level (1 slot): animal shapes
  9th level (1 slot): foresight
  ACTIONS
  Scimitar. Melee Weapon Attack: +8 to hit, range 5 ft., one target. 
  Hit: 5 (1d6 + 2) slashing damage. 
  Shape Shifting (2/Day). Freydis transforms into a beast or elemental of 
  Challenge 6 or lower and can keep such form for 9 hours.
  She can choose what of her equipment falls to the grounds, merges into the 
  new form or is worn by it. Freydis reverts to her true form if she dies or falls 
  unconscious. She can revert to her true form as a bonus action in her turn.
  When she shifts, she retains her statistics and the capacity to speak, 
  although her AC, Strength and Dexterity scores are those of the new 
  form, gaining any special sense, proficiency, trait, action or reaction save 
  the legendary or lair ones. Freydis can cast spells with verbal or somatic 
  components. The new form’s attacks are considered magical for the purpose 
  of ignoring resistances or immunities to non-magical attacks.
  
  249
  The Nine Worlds: Vanaheimr
  Hörgr
  Scattered in the four corners of Vanaheimr lay shrines built out of 
  carefully stacked stones, where the temperature varies wildly and light 
  almost fades. Often, figures appear in the vicinity, the echoes of the Vanir 
  defeated in the ancient war. They remained trapped in the Seidhr that 
  impregnates those lands.
  As the names of these creatures have been lost to time, recognizing 
  them is not easy, so the druids who worship these idols have developed 
  a system to recognize them. They learned to read the small events before 
  their manifestation and divided them into six categories.
  Each time the characters are close to a Hörgr, the Game Master rolls 
  the Rune Die (or a d16) and checks the result on the following table, to see 
  what the group finds nearby.
  ÆTT / D6
  Hörgr
  Freyja U
  1
  Roll again to determine the type
  of hörgr, Freydis is present 
  to satisfy its fury.
  Freyja D
  2
  The hörgr is a Funi
  Heimdallr  U
  3
  The hörgr is a Hæl
  Heimdallr D
  4
  The hörgr is a Eitr
  Tyr U
  5
  The hörgr is a Ljómi
  Tyr D
  6
  The hörgr is a Þrymja
  
  250
  
  251
  The Nine Worlds: Vanaheimr
  Horgr 
  Huge construct, lawful honorable
  STR 
  10 (+0)
  DEX 
  3 (-4)
  CON 
  22 (+6)
  INT 
  8 (-1)
  WIS 
  24 (+7)
  CHA 
  14 (+2)
  Armor Class 16 (natural armor)
  Hit Points 110 (18d8 + 36) 
  Speed 0 ft.
  Saving Throws Wis +12
  Skills Asatru +12, Medicine +12, Nature +4, Perception +12, Religion +4 
  Damage Immunities piercing; cold, fire, lightning, necrotic, poison, 
  psychic, thunder
  Damage Resistances bludgeoning and slashing from non magical weapons
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, paralyzed, restrained
  Senses Truesight 120 ft., passive Perception 21 
  Languages Common, Druidic; telepathy 120 ft. 
  Challenge 14 (11.500 XP) 
  Center of the Futhark Circle. The ground within 60 ft. from a Horgr 
  is considered a Futhark Circle. When a creature attacks a target they can 
  roll 1d10 and subtract the result to the attack roll. Enemies within the 
  Futhark Circle lose any resistance to bludgeoning, piercing and slashing 
  damage from non magical weapons and any elemental damage resistance. 
  Fixed. A Horgr cannot move and can be moved only once destroyed.
  Legendary Resistances (3/Day). If a Horgr fails a saving throw, it can 
  choose to succeed instead.
  Sanctuary. The attacks of a Horgr are considered magical and add its 
  Wisdom modifier to hit and damage rolls.
  Spellcaster. A Horgr is a 15th level spellcaster. Its spellcasting ability 
  is Wisdom (saving throw DC 17, +9 to hit) and has the following 
  Runemaster spells prepared:
  Cantrips (at will): dancing lights, ray of frost, sacred flame
  1st level (4 slot): detect magic, thunderwave, sanctuary, shield
  2nd level (3 slot): blindness/deafness, hold person, moonbeam, 
  prayer of healing, zone of truth
  3rd level (3 slot): beacon of hope, bestow curse, magic circle, plant growth, 
  remove curse
  4th level (3 slot): compulsion, divination, ice storm
  5th level (2 slot): dominate person, scrying, teleportation circle, wall of stone
  6th level (1 slot): circle of death, contingency
  7th level (1 slot): fire storm, symbol
  8th level (1 slot): control weather
  ACTIONS
  Multiattack. A Horgr makes two Strike attacks.
  Strike. Melee Weapon Attack: +12 to hit, range 20 ft., one target. 
  Hit: 17 (2d8 + 7) slashing damage. The target must pass a DC 16 
  Strength saving throw or be knocked back 15 ft.
  LEGENDARY ACTIONS
  A Horgr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only 
  at the end of another creature’s turn. A Horgr regains spent legendary 
  actions at the start of their turn.
  Attack. A Horgr makes a Strike attack.
  Spell. A Horgr casts a spell it knows.
  Arcane Recovery. A Horgr recovers a spell slot of 1d8th level
  • 
  Funi (Fire): The air surrounding these places is scalding, smelling 
  of rotten eggs. Closing in, blades of lame rise impetuous in the 
  air. By shedding ram blood on the heap, the Vanir is appeased, 
  otherwise, they will attack those who disturb their shrine.
  • 
  Hæl (Death): Air is thin around these places and breathing is 
  troublesome. Characters must pass a DC 17 Constitution saving 
  throw or suffer one level of exhaustion. Closing in, light almost 
  fades and a diaphanous figure appears out of thin air, attacking 
  whoever dared to disturb their slumber. By shedding raven blood 
  on the heap, the Vanir is appeased, otherwise, they will attack 
  those who disturb their shrine.
  • 
  Eitr (Poison): The air around these places smells of honey and 
  incense, a thin layer of moss covering the stones, emanating a 
  faint light. Blades of smoke dance in the air, imposing a DC 17 
  Constitution saving throw not to suffer 4d8 poison damage. 
  By shedding snake blood on the heap, the Vanir is appeased, 
  otherwise, they will attack those who disturb their shrine.
  • 
  Ljómi (Radiant): The air around these places is warm and 
  smells of linden. A blade of light pierces the canopy to shine off 
  this pile of rocks, twisting on itself as the characters move closer. 
  By shedding rooster blood on the heap, the Vanir is appeased, 
  otherwise, they will attack those who disturb their shrine.
  • 
  Þrymja (Lightning): The air around these places is thick 
  with electricity and smells of freshly forged metal. Whoever 
  wears metallic armor, even just studs, must pass a DC 17 
  Constitution saving throw or suffer 8d8 lightning damage as 
  sparks ominously dance in the air. By shedding cat blood on the 
  heap, the Vanir is appeased, otherwise, they will attack those 
  who disturb their shrine.
  
  252
  Njörðr
  “All of a sudden, the gate slammed open, showing a figure. A handsome, 
  although older, man, his skin scorched dark by the sun. His beard and hair, 
  as dark as fir, parted in two braids tied with leather strings and woven with 
  that jewel people from far away call coral. He looked like he had just returned 
  from a long day out in the sea fishing, with sleeves rolled up to his elbows 
  and his tunic undone. He held a rolled up fishing net under one arm, a few 
  harpoons in his left hand and his entrance was greeted with a joyful roar by 
  the entire hall. Men and women shouted his name and welcomed him with 
  such intensity that the candles flickered. Such was his joy, he let go of net 
  and harpoons to embrace whoever he could. He was offered many tankards, 
  horns and cups filled with beer or mead and he cheerfully drank. When he 
  passed close to me, I could notice a few details of his person. His clothes, dyed 
  with the colors of the open ocean, were not those of a common fisherman, but 
  more proper for both a sage and a king. They were embroidered with silver 
  thread, his arms and wrists clasped by golden and bronze armils and many 
  clinking bags from his belt. This fisherman both fascinated and troubled me 
  as I understood that he was like the sea, calm on the surface and yet hiding 
  many secrets in its depths”.
  - Thorleif Sikiroddr “Silk Voice”
  • 
  God of the sea, fishing, oaths and wealth
  • 
  A lavish and generous friend and host, he exacts grim punishment 
  from those who break their oaths
  • 
  A potent spellcaster and practitioner of Seidhr magic
  Njörðr 
  Large god, chaotic honorable
  STR 
  20 (+5)
  DEX 
  28 (+9)
  CON 
  20 (+5)
  INT 
  20 (+5)
  WIS 
  26 (+8)
  CHA 
  30 (+10)
  Armor Class 22
  Hit Points 295 (22d12 + 154)
  Speed 40 ft. swim 60 ft.
  Saving Throws Con +14, Wis +14, Cha +14
  Skills Intimidation +14, Perception +14
  Damage Immunities frost, necrotic; bludgeoning, piercing and slashing 
  from non magical weapons
  Condition Immunities exhaustion, frightened, paralyzed
  Senses passive Perception 24, darkvision 120 ft.
  Languages all, telepathy 120 ft.
  Challenge 21 (33.000 XP)
  Divine Weapons. Njörðr’s weapon attacks are magical. When the Æsir 
  hits with any weapon, the weapon deals an extra 6d6 radiant damage 
  (included in the attack).
  God of the Sea. Njörðr can breathe underwater and is not influenced by 
  sea temperature or conditions.
  Legendary Resistances (3/Day). If Njörðr fails a saving throw, it can 
  choose to succeed instead.
  Magic Resistance. Njörðr rolls saving throws against spells and magical 
  effects with advantage.
  Innate Spellcasting. Njörðr’s spellcasting ability is Wisdom (saving throw 
  DC 23, +14 to hit). Njörðr can innately cast the following spells, without 
  the need for components.
  At will: control water, control weather, fog cloud, gust of wind, lightning bolt, 
  thunderwave, water walk 
  3/day each: earthquake, storm of vengeance, tsunami
  ACTIONS
  Multiattack. Njörðr makes three Trident of the Vanir attacks.
  Trident of the Vanir. Melee Weapon or Ranged Attack: +17 to hit, reach 
  10 ft. or range 60/120 ft., one target. Hit: 24 (2d12 + 10) piercing 
  damage plus 24 (6d6) force damage.
  LEGENDARY ACTIONS
  Njörðr can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Njörðr regains spent legendary actions at the 
  start of their turn. 
  Attack. Njörðr makes an attack.
  Divine Imposition (2 actions). Each creature at Njörðr’s choice within 60 
  ft of them must succeed on a DC 20 Charisma saving throw or be charmed 
  by Njörðr for a day. This effect does not stack. A creature who succeeds on 
  the saving throw is immune to this effect for 24 hours.
  Spell. Njörðr casts a known spell.
  
  253
  The Nine Worlds: Vanaheimr
  
  Journey to Ragnarok
  254
  Chapter 11
  This section of the Journey is dedicated to the Jötunheimr 
  setting; the descriptions of the places and characters that 
  the Heroes will be able to explore and meet during their 
  journey through the Nine Worlds are reported, with an 
  appendix on the statistics.
  Jötunheimr  
   
   
  256
  General Features  
   
  256
  Maps 
   
   
   
  259
  The Journey on Jötunheimr  
  260
  Encounters on Jötunheimr  
  261
  
  The Nine Worlds: Jotunheimr
  255
  
  Journey to Ragnarok
  256
  Jotunheimr
  Jotunheimr is a desolate and barren land, beyond the 
  mountain ridges surrounding Midgardr. Vegetation 
  concentrates in small conifer forests, where plants 
  manage the pierce through the layer of ice coating the 
  surface, shrubs and withered bushes dotting the rest 
  of the area. The tundra that makes up the majority of 
  Jotunheimr is so flat and vast that an observer loses any 
  sense of perspective, the eye losing any point of refer-
  ence for hundreds of kilometers without being able to 
  see anything other than mist and endless expanses of 
  flat, frozen, snow-covered earth.
  Jotunheimr is the closest of the Nine Worlds to 
  Midgardr and is said that the mountain ridge surround-
  ing the Realm of Man was raised by the Æsir to protect 
  mankind from the Jötunn menace. During Fimbulvetr, 
  when the barriers between worlds are thinner, it is 
  murmured that the lands of the Finnmark where those 
  mockingly called “Jotunkind” live might become a stag-
  ing area for the Jötunn invasion of Midgardr.
  The legends, myths told around the campfire and 
  the stories the people of the tundra hand down from 
  one generation to the other are in surprising agreement; 
  the Land of the Jötnar is surprisingly close, much 
  closer than the mortals imagine.
  General Features
  Weather: Biting cold, unbearable without proper 
  equipment. DC 18 Constitution saving throw every 
  hour to avoid suffering a level of exhaustion.
  Lighting: Sol’s light reflects off the snow, a diffused 
  luminescence granting a couple hundred feet of visi-
  bility through the fog.
  Sounds: The crunching of boots on frozen rock, the 
  icy wind howling and the dull crack of breaking ice.
  Terrain - Taiga: There are no roads or paths in the snow 
  covering the landscape. For each half day of march, the 
  group must pass a DC 15 Wisdom (Survival) check not 
  to run around in circles.
  Terrain - Mountains: The steep mountain slopes are 
  hard to climb, reducing travel pace to a fourth.
  Terrain - Rivers: Rivers in Jotunheimr cannot be 
  waded by swimming and sailing is impossible.
  Terrain - Sea: Falling in the frigid waters imposes a DC 
  25 Constitution saving throw each round not to suffer 
  
  The Nine Worlds: Jotunheimr
  257
  two levels of exhaustion. To leave the waters, a character 
  must pass a DC 21 Strength (Constitution) check. 
  Alvaldvellir 
  The most imposing mountain ridge of the realm. Its 
  southern reaches open in a massive series of valleys and 
  peaks, dotted with caverns where nameless monsters 
  live. This place is the domain of Alvaldi, whose sub-
  jects work in the local goldmines.
  The peaks are frequently patrolled by Alvaldi’s 
  troops, to protect newly discovered mines or simply 
  to watch over the land, ready to strike at any intruder.
  Ettinvidr
  A desolate plain with a small and yet thick forest lies 
  on a channel to the south of the frozen sea. Within the 
  forest, a hill hosts wooden buildings home to the Ettin 
  people. From his great hall, Fjolsvinn rules the area 
  with a steady hand. 
  Thrymheimr
  This palace is made of tree trunks in a manner simi-
  lar to that of the hall of Midgardian Jarlr, although it 
  seems unusual that someone would build something 
  out of wood in a place where grows so little of it. Thjazi, 
  in fact, was able to find such resource in his raids of 
  old in more temperate climates. The eternal frost of 
  Jotunheimr made this wood as hard as stone, no flame 
  capable of setting it on fire with ease, and cold wind 
  howls through its halls, after the Jötunn died.
  From this palace, in fact, the tyrannical Jötunn 
  ruled over a large portion of the world and here were 
  his barracks and stables.
  If the Jötnar were able to organize themselves 
  for something more than skirmishes and raids, 
  Thrymheimr would be a perfect strategic location.
  Icefang Mountain Ridge 
  Although not much is known about the largest moun-
  tain ridge in Jotunheimr, it is divided into three 
  progressive areas. The first features relatively shorter 
  heights, made of soft rock, mangled by erosion and 
  covered in extremely hard ice. Then, follow taller 
  mountains, atop one of which sits Utgardr, at the 
  center of the world. Finally, to the south, are glaciers 
  so large they defy logic.
  Hagkorn 
  A completely frozen mountain ridge to the extreme 
  north of Jotunheimr, with storms of sleet and ice 
  harrowing its slopes. The taller reaches of these peaks are 
  plagued by storms of powdered rock and snow so fast 
  it can flense the skin of a man. Its top is only ice, both 
  clinging to the rocks and hanging in the air, almost as if 
  floating. Taking on such mountain is almost impossible, 
  even for a Jötunn.
  Hnitbjorg
  A mountainous bluff rising from the cold sea to the 
  south of Jarnvidhr. Here, weather is locked in a perpet-
  ual storm embracing the strip of rocky land. 
  When closing in, adventurers must face lightning 
  bolts, thunders, sleet and rain. Crossing these waters is 
  extremely difficult and to follow a route they must pass 
  a DC 20 Wisdom (Survival) check. 
  While navigating through the storm, lightning bolts 
  continuously strike around the adventurers, imposing 
  a DC 20 Dexterity saving throw to suffer the half of 
  10d8 lightning damage and a DC 22 Constitution 
  saving throw to avoid suffering two levels of exhaus-
  tion. Past those natural defenses, they would reach 
  the eye of the storm, where lies a building. There, 
  Odhinn hid the Mead of Poetry, tasking a linnorm 
  with defending it.
  Tholley Island 
  The only island of this realm is barren. Its only fea-
  ture is a small hill, with boars, rams, pigs and cows 
  living there in peace. Upon closer inspection, one 
  would see they are domesticated, their master Lodin 
  living with them. From his solitary retreat, he watches 
  over his island, ready to immediately strike down any 
  unwanted trespasser from the back of his boar.
  Jarnvidhr, the iron forest 
  In Jotunheimr there are great forests and sporadic 
  spots of vegetation. To the east, however, beyond the 
  taiga, there is a thick and deep forest, where giant trees 
  crowd the earth like corpses in a mass grave. They have 
  neither leaves nor life, as their trunks are not made of 
  wood, but black iron. 
  If Jotunheimr is a dangerous world, then entering 
  the Jarnvidhr is a death sentence. The incessant howl-
  ing of wolves follows every step among the darkened 
  trunks, often fading into hungry laughter and endless 
  whispers. There live only monsters and nightmares, 
  incessantly clawing at the gates of night. The wolfkin 
  here is cared for in wait for the end of times. There, the 
  Trickster gave birth to the great horrors that will bring 
  Ragnarok about; this, indeed, is the home of Angrboda.
  
  Journey to Ragnarok
  258
  Okòlnir 
  Beer hall dedicated to Ymir, a dilapidated and tall 
  building, a cold and sad place. There, the dour and 
  livid toasts of the Jötnar celebrate the memory of the 
  first Giant, who need relief like any other creature; 
  and, like any other creature, they hunt relief through 
  drinking. It seems that the beer served in Okòlnir is 
  particularly good, although it has the aftertaste of the 
  direst memories. The Jötnar are not famed for being 
  cheerful people, but beer makes them even more 
  aggressive. It is not wise to wander around Okòlnir, 
  although nobody is forbidden entrance as long as they 
  are aware they do so at their own peril.
  Celebrations are important for the frost giants and 
  they would hardly tolerate a violent or disrespectful 
  intrusion. Should a Jötnar think the characters are 
  not remembering the great Yimir in the proper way, 
  they would attack them to rip their arms off, without 
  thinking about the consequences of such act.
  Utgardr 
  Only by climbing the mountains at the center of the 
  world, one would reach the palace of Utgardaloki, a 
  massive edifice built in the shadow of the tallest peak 
  of Jotunheimr. Such fortress is a hundred meters wide, 
  with squat buildings clustering one on the other and 
  Utgardaloki’s own home in the middle of it. Twelve 
  meters tall, the same distance between each pillar of 
  the front, and more than thirty deep, it is completely 
  made of stone or ice-hardened wood.
  Utgard is an impenetrable settlement, probably 
  why it is also the most prosperous.
  The main building hosts the hall, as wide as a wheat 
  field and dotted with tables and benches for the Jötunn 
  to gather to celebrate successful raids and plot future 
  travels. There, the lord of the fortress, sitting on his stone 
  throne in the shade of the mountain, gazes and ponders.
  Mount L yfja 
  This mountain is the most powerful and dangerous 
  place in the world. Here is the dwelling of its king, 
  Hrymr, a fierce and violent warlord. The mountain is 
  not different from those of Jotunheimr, as the King’s 
  palace is. Only when reaching the square in front of 
  the royal palace one senses that something extremely 
  deadly lives there. 
  As such, nobody ever enters. The King alone leaves. 
  When he does, it is to kill.
  Risivid
  Although the name hints at a forest, it is not anymore. A 
  layer of black dust clouds hangs around these mounds of 
  earth. Below the caverns opened for mining operations, 
  precious metals and priceless gems with magical proper-
  ties can be found. It is the land of the Risi, humanoids 
  who do not take visitors kindly.
  Hoddmímis holt
  One of the most fertile places in Jotunheimr, it is a 
  small but thick meadow where lies Mímisbrunnr, 
  the Well of Knowledge, the point where the root of 
  Yggdrasill reaching here connects with this world. 
  From the point where the root dips into the water of 
  the Well grew an imposing tree, called Mímameiðr, 
  that is immune to fire and blade. Its fruits gift fertility 
  and help with pregnancy. On top of Mímameiðr lives 
  a rooster, Víðópnir.
  
  The Nine Worlds: Jotunheimr
  259
  
  260
  Journey to Ragnarok
  260
  Bifrost leads the adventurers to Jotunheimr, dropping 
  them not far from the fortress of Utgardrd, its palace 
  partially under the shadow of the mountain.
  The Jötunn are hostile to the characters more often 
  than not, the inhabitants of the city attacking them 
  almost on sight. During any fight in the city, at the ini-
  tiative counter of 20 of the third round, the frost giant 
  Hrugnir leaves his palace to see what is happening and 
  stops the the brawl with a mighty roar.
  If the characters have already been defeated, 
  Hrugnir brings their unconscious forms inside the 
  palace; otherwise, he invites them in to talk with the 
  Lord of Urgardr.
  When in the presence of the large giant who rules 
  this kingdom, they are allowed a chance to explain 
  why Midgardians have entered his domain, before he 
  and his warriors kill them.
  Hrugnir is willing to give the following informa-
  tions; omens told him that Ragnarok is coming and 
  heard whispers about the Champions of Odhinn and 
  the ship Naglfar, not yet ready and requiring a last 
  piece. Nobody knows what that might be, however.
  If the characters reveal they are looking for the vessel, 
  Hrugnir is willing to help them. If they wish to bargain 
  with a Jötunn, the characters discover that Hrugnir is 
  interested in their services; should they complete a series 
  of simple tasks for them, he will tell them where the ship 
  is moored. His tasks are surprisingly simple: retrieving 
  some Mead of Poetry from Hnnitbjorg, as he wishes to 
  become a poet, bringing back the head of an Ettin, for 
  Utgardaloki thinks it holds magic, finding magic metal 
  or wood from Risivid or the blood of one of the mon-
  struos presences in Jornvidhr. Completed these deeds, 
  the characters are told that Naglfar is in Muspellsheimr.
  Having revealed one of the most important of 
  Jötunn secrets, Utgardaloki welcomes them as broth-
  ers and invites them to a banquet held in their honour. 
  The feast is clearly a trap; the lord of Utgard had what 
  he wanted from the heroes and now must only get rid 
  of these inconvenient strangers. 
  Utgardaloki invites the characters to sit at the 
  imposing, giant-sized table carved from ice, show-
  ing curiosity as to how such a small band of humans 
  was able to go so far from their realm. Hrungnir also 
  repeatedly challenges the heroes, trying to humiliate 
  them in the most disparate contests, including fighting 
  on the frozen table. 
  The feasting continues and each attempt at leav-
  ing the palace finds an upset Utgardaloki, who stops 
  them. It will be Hymir, friend of Hrugnir, to suggest 
  the characters to flee during the night, when the giants 
  are sleeping, and ask for the help of the gods. Leaving 
  the castle is no easy task, as the alcohol served during 
  the banquet and its fumes are highly toxic, being dis-
  tilled from the poisonous waters of Jotunheimr.
  Each time a character drinks or spends a half hour 
  at the banquet, they must pass a DC 25 Constitution 
  saving throw or suffer one level of exhaustion.
  When they manage to leave the palace, Bifrost 
  appears, taking them to Odhinn’s presence. He tells 
  them he found the true location of the Naglfar vessel and 
  asks a last sacrifice of them; to make sure the ship is on 
  Muspellsheimr. The Æsir cannot attack without knowing 
  for sure where the ship actually is and the nature of Surtr’s 
  realm makes it so a small band of humans might pass 
  unnoticed. To allow them to survive the realm of Flame, 
  he gifts each one of them with a Medallion of the Heart 
  of Muspellsheimr (see page 298) that allows them 36 
  hours of immunity from the eternal fire. However, it will 
  also make them easier to spot, granting a +10 to the passive 
  Perception to whoever is in their vicinity. Odhinn, then, 
  lets them go through the Bifrost again, that Heimdall set 
  to lead them to the realm of Muspellsheimr.
  Once the characters leave Jotunheimr, they reach the 
  13th level.
  
  261
  261
  The Nine Worlds: Jotunheimr
  Jötunn 
  Huge giant, any dishonorable
  STR 
  24 (+7)
  DEX 
  10 (+0)
  CON 
  21 (+5)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 
  10 (+0)
  Armor Class 16 (varied suits of armor)
  Hit Points 138 (12d12 + 50)
  Speed 50 ft., swim 75 ft.
  Saving Throws Str +10, Con +8, Wis +5
  Skills Intimidate +3, Perception +5
  Damage Immunities frost
  Senses passive Perception 13
  Languages Common
  Challenge 8 (3.900 XP)
  ACTIONS
  Multiattack. A Jötunn makes two Greatsword attacks.
  Greatsword. Melee Weapon Attack: +10 to hit, range 10 ft., one target. 
  Hit: 28 (6d6 + 7) slashing damage.
  Rock. Ranged Weapon Attack: +10 to hit, range 30/250 ft., one target. 
  Hit: 34 (4d12 + 7) bludgeoning damage.
  Alvaldi (Jötunn)
  Father of Thiassi, Idi and Gang. He is considered the richest of the Jötunn, 
  being the king of the vast kingdom of Alvadvellir. His ultimate goal is to con-
  quer the throne of Jotunheimr and is known for granting his benevolence to 
  a blessed few of the great many who ask for it. In fact, he invests only in those 
  individuals who can somehow be beneficial for his rise to power.
  Angrboda, Mother of Monsters
  Halfblood giantess lover of Loki and mother of Fenrir, Jörmungandr and 
  Hel. She is the ruler of Jarnvidhr and is known for having taught the 
  arcane arts to many who sought their power.
  Angrboda 
  Huge giant, chaotic dishonorable
  STR 
  22 (+6)
  DEX 
  9 (-1)
  CON 
  25 (+7)
  INT 
  14 (+2)
  WIS 
  20 (+5)
  CHA 
  14 (+2)
  Armor Class 12 (hidden armor and padded clothes)
  Hit Points 210 (15d12 + 105)
  Speed 50 ft.
  Saving Throws Wis +10, Cha +7
  Skills Animal Handling +10, Intimidation +7, Perception +10
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing and slashing 
  from non magical weapons
  Senses darkvision 60 ft., passive Perception 20
  Languages Common, Druidic
  Challenge 15 (13.000 XP)
  Feral. Angrboda has advantage on all Animal Handling and Survival 
  checks and can communicate with any animal as if under the effect 
  of the speak with animal spell.
  Keen Smell. Angrboda has advantage on smell-based Wisdom 
  (Perception) checks.
  Legendary Resistance (3/Day). If Angrboda fails a saving throw, 
  she can instead choose to pass it
  Spellcaster. Angrboda is a 15th level spellcaster. Her spellcasting ability 
  is Wisdom (saving throw DC 18, +10 to hit). She has prepared the 
  following spells:
  Cantrips (at will): thorn whip, minor illusion, ray of frost, shillelagh, 
  chill touch
  1st level (4 slot): mage armor, charm person, witch bolt, shield
  2nd level (3 slot): mirror image, levitate, barkskin, suggestion
  3rd level (3 slot): conjure animals, gaseous form, meld into stone, 
  lightning bolt, hypnotic pattern
  4th level (3 slot): giant insect, polymorph, stoneskin, fire shield, ice storm
  5th level (2 slot): dominate person, insect plague
  6th level (1 slot): mass suggestion
  7th level (1 slot): regenerate
  8th level (1 slot): antipathy/sympathy, earthquake
  ACTIONS
  Multiattack. Angrboda makes two Giant Staff attacks.
  Giant Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 21 (3d8 + 7) bludgeoning damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 
  Hit: 33 (4d12 + 6) bludgeoning damage.
  LEGENDARY ACTIONS
  Angrboda can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Angrboda regains spent legendary actions 
  at the start of their turn.
  Attack. Angrboda makes a Giant Staff attack.
  Detect. Angrboda makes a Wisdom (Perception) check.
  Cantrip. Angrboda casts a cantrip she knows.
  
  262
  Asvid
  The best Runemaster among the Jötunn, with students from the four 
  corners of Jotunheimr. Stern, but benevolent, he is willing to teach to 
  anybody, as long as they give their best in honing their skills for when 
  the Twilight of the Gods, Ragnarok, will arrive. His body tattooed with 
  runes, spells and glyphs can be easily recognized.
  Asvid 
  Huge giant, lawful dishonorable
  STR 
  24 (+7)
  DEX 
  10 (+0)
  CON 
  22 (+6)
  INT 
  12 (+1)
  WIS 
  24 (+7)
  CHA 
  16 (+3)
  Armor Class 19 (hidden armor and padded clothes)
  Hit Points 210 (15d12 + 105)
  Speed 50 ft.
  Saving Throws For +11, Cos +12, Wis +12
  Skills Asatru +11, Insight +11, Perception +7
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing and slashing from non 
  magical weapons
  Senses darkvision 60 ft., passive Perception 17
  Languages Common
  Challenge 15 (13.000 XP)
  Jötunn Master of the Futhark Circle. Asvid can magically create a runic 
  circle, etching it on the floor. As an action, he chooses a spot on the floor 
  within 60 ft., creating a circle 10 ft. in diameter. To keep it active, he must 
  be able to see the circle and use a bonus action every turn. When a creature 
  Asvid can see attacks a target within the circle, he can roll a d10 and 
  subtract the result to that hit roll. Enemies within the Futhark Circle lose 
  resistance to bludgeoning, piercing and slashing damage from non magical 
  weapon and any elemental damage resistance. Asvid is considered always 
  within the Futhark Circle.
  Legendary Resistance (3/Day). If Asvid fails a saving throw, they can 
  instead choose to pass it.
  Strength of Wisdom. Asvid adds his Wisdom modifier to his AC score.
  Spellcaster. Asvid is a 15th level spellcaster. His spellcasting ability is Wisdom 
  (saving throw DC 17, +9 to hit). He has prepared the following spells:
  Cantrips (at will): share blood, shillelagh, thaumaturgy, chill touch
  1st level (4 slot): detect magic, thunderwave, sanctuary, shield
  2nd level (3 slot): hold person, blindness/deafness, zone of truth
  3rd level (3 slot): magic circle, bestow curse, remove curse, haste
  4th level (3 slot): compulsion, divination, ice storm
  5th level (2 slot): teleportation circle, dominate person, wall of stone
  6th level (1 slot): circle of death
  7th level (1 slot): symbol
  8th level (1 slot): control weather
  ACTIONS
  Multiattack. Asvid makes to Giant Staff attacks.
  Giant Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 
  (3d8 + 7) bludgeoning damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 
  Hit: 35 (4d12 + 7) bludgeoning damage.
  LEGENDARY ACTIONS
  Asvid can take 3 legendary actions, choosing from the options below. Only 
  one legendary action option can be used at a time and only at the end of 
  another creature’s turn. Asvid regains spent legendary actions at the start of 
  their turn.
  Attack. Asvid makes a Giant Staff attack.
  Cantrip. Asvid casts a cantrip he knows.
  Futhark Circle (2 actions). Asvid creates a Futhark Circle if he does not have 
  another one already active.
  Bergelmir
  Primordial giant, son of Thrudgelmir and Grisla. He and his wife are two 
  of the few hrímþursar who survived the times when Odhinn and his breth-
  ren killed the giant Ymir and drowned the frost giant in his blood. Escaped 
  by using the trunk of a Nilfheimr tree as a rowboat, he left for Jotunheimr 
  and gave his best to repopulate his kin, giving birth to the Jötunn.
  Bergelmir now slumbers deep within the mountains of Jotunheimr, 
  having slept there for so long that nobody remembers his appearance any-
  more. Hrymr, the king of the Jötnar, thinks Bergelmir is going to be an 
  invaluable asset in the final battle with the Æsir.
  Bergelmir 
  Huge giant, lawful dishonorable
  STR 
  28 (+9)
  DEX 
  8 (-1)
  CON 
  30 (+10)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 
  8 (-1)
  Armor Class 18 (natural armor)
  Hit Points 340 (20d12 + 200)
  Speed 50 ft.
  Saving Throws Str +15, Con +16
  Skills Survival +7
  Condition Immunities frightened
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing and slashing 
  from non magical weapons
  Senses darkvision 60 ft., passive Perception 11
  Languages Common
  Challenge 17 (18.000 XP)
  Natural Camouflage. Bergelmir has advantage on Dexterity (Stealth) 
  checks to hide or camouflage in the surrounding terrain if he is in 
  Nilfheimr, Jotunheimr or on a snowy or mountainous terrain.
  Freezing Presence. The ground within 20 ft. of Bergelmir is considered 
  difficult terrain, as the giant’s presence is enough to freeze it. All creatures who 
  end their round in that area must pass a DC 18 Constitution saving throw or 
  suffer one level of exhaustion and see their speed halved for 1 minute.
  Legendary Resistance (3/Day). If Bergelmir fails a saving throw, they 
  can instead choose to pass it.
  ACTIONS
  Multiattack. Bergelmir makes two Ice Slam or Ice Shard attack.
  Ice Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 
  Hit: 24 (4d6 + 9) bludgeoning damage, plus 15 (3d8) cold damage. 
  Ice Shard. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. 
  Hit: 36 (4d6 + 9) piercing damage plus 15 (3d8) cold damage. The target, 
  if hit, must pass a DC 18 Constitution saving throw or their speed is 
  halved for 1 minute.
  Icy Breath (recharge 5-6). Bergelmir exhales a frozen wave of ice in a 60 
  ft. cone. Each creature in that area must pass a DC 19 Constitution saving 
  throw or suffer 54 (12d8). If they pass, they half that damage.
  LEGENDARY ACTIONS
  Bergelmir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the end 
  of another creature’s turn. Bergelmir regains spent legendary actions at the 
  start of their turn.
  Cold Determination. Bergelmir can attempt to recharge his Icy Breath.
  Ice Shard. Bergelmir makes an Ice Shard attack.
  Primordial Roar. Each creature at Bergelmir’s choice that is within 120 ft. of 
  him and aware of his presence must pass a DC 16 Wisdom saving throw or 
  be frightened for 1 minute. A creature can repeat the saving throw at the end 
  of each of their turn, ending the effect on a success. If they pass the saving 
  throw or the effect ends, they are immune to it for the next 24 hours.
  
  263
  The Nine Worlds: Jotunheimr
  Fjolsvinn (Jötunn) 
  Jötunn leader of the ettin living in Jotunheimr. He is the protector of 
  Menglod and is the master of two terrible hounds. After the prophecy of the 
  Norns, he moves with Menglod in a beautiful golden hall on mount Lyfja.
  Hengiankiapta (Jötunn)
  Guardian of the catacombs below Utgardr.
  Hrungnir (Jötunn)
  Called the Jötunn of challenges, he is famous for having raced with 
  Odhinn from Jotunheimr to Asgardr on horseback, confident his steed, 
  Gullfaxi, would beat Sleipnir. Once he was defeated, he challenged Thor 
  to a holmgang, with the help of Mokkurkalfi, an animated effigy, and lost. 
  In that fight, he managed to wedge his weapon, a whetstone, in the skull 
  of the god of thunder. Hrungnir is a good friend of Tyr’s father, Hymir.
  Hrymr
  Ruling “king of kings” of the frost giants. He waits the coming of 
  Ragnarok to lead the Jötnar in battle against the Æsir and creation itself. 
  Strong, valorous, ruthless and hateful, he is large and powerful even for a 
  Jötunn, with a long, white mane of hair. He conquered the iron crown of 
  Jotunheimr after having drenched the realm in blood after Thjazi’s death, 
  to whose memory he dedicated his conquest. Not that he is particularly 
  sad the former king died… he just needed an excuse to sate his ambition.
  He was chosen to be the captain of Naglfar, the reason why sailors usually 
  pay homage to him.
  Hrymir 
  Huge giant, lawful dishonorable
  STR 
  28 (+9)
  DEX 
  10 (+0)
  CON 
  27 (+8)
  INT 
  12 (+1)
  WIS 
  14 (+2)
  CHA 
  16 (+3)
  Armor Class 20 (battle armor and giant shield, 16 without giant shield)
  Hit Points 245 (17d12 + 136)
  Speed 50 ft.
  Saving Throws Str +15, Dex +6, Con +14
  Skills Athletics +15, Intimidation +9, Insight +8,  Perception +8, Survival +8
  Condition Immunities charmed, frightened
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing and slashing 
  from non magical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 17 (18.000 XP)
  Peerless Navigator. Hrymir cannot be lost and rolls sailing-based 
  Wisdom (Survival) checks with advantage.
  Legendary Resistance (3/Day). If Hrymir fails a saving throw, he can 
  instead choose to pass it.
  ACTIONS
  Leadership (recharges after any rest). Hrymir can give a special order 
  or a warning. For 1 minute, every time a non-hostile creature he can see 
  within 60 ft. of him makes an attack roll or a saving throw, they can add 
  1d8 to the result. To do so, they must be able to hear and understand 
  Hrymir. A creature can gain the benefits of only one Leadership die at the 
  time. This effect ends if Hrymir is incapacitated.
  Multiattack. Hrymir makes three Royal Sword of Jotunheimr attacks.
  Royal Sword of Jotunheimr. Melee Weapon Attack: +17 to hit, reach 10 
  ft., one target. Hit: 31 (4d8 + 11) slashing damage plus 11 (3d6) cold 
  damage. The target, if hit, must pass a DC 18 Constitution saving throw 
  or their speed is halved for 1 minute.
  Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. 
  Hit: 36 (4d12 + 9) bludgeoning damage.
  Royal Gaze. Hrymir can attempt to intimidate an opponent with the 
  strength of his gaze. A creature adjacent to him must pass a DC 19 
  Wisdom saving throw or suffer disadvantage on melee attack rolls against 
  him for 1 minute. At the end of their round, the intimidated creature can 
  attempt another DC 19 Wisdom saving throw to end the effect. This 
  feature does not work on a creature who already passed their saving throw.
  LEGENDARY ACTIONS
  Hrymir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Hrymir regains spent legendary actions at 
  the start of their turn.
  Attack. Hrymir makes a Royal Sword of Jotunheimr attack.
  Move. Hrymir takes the Dash or Disengage action.
  Shove. Hrymir can shove an opponent within 10 ft. of him.
  Hymir (Jötunn)
  Father of Tyr and owner of an enormous pot that Ægir and many others 
  would like to borrow for their banquets. He lives to the east of the 
  Elivagar river, almost at the end of the sky, and loves fishing. He is a great 
  friend of Hrungnir’s.
  Hyrrokkin (Jötunn)
  Female Jötunn, one of the shipwrights of Naglfar. To stave off the suspi-
  cion of the Æsir, she tries to gain their support. For example, she helped 
  releasing Baldur’s funeral ship when it got stuck among rocks. She looks 
  like a beautiful Jötunn, her often worried features framed by red hair. 
  Her athletic body has particularly large hands. She rides a giant wolf, 
  using vipers as reins.
  Lodin (Jötunn)
  Jötunn of beasts. He lives on Tholley Island, where he raises porcs and 
  cows, Instead of living in a palace, Lodi lives among the beasts, sleeping 
  with them in mud and looks uncouth, hairy and emanating a nauseating 
  smell. He does not know what manners are and defends with unmatched 
  ferocity his island from those he thinks are a threat.
  He is known for riding a giant boar. 
  
  264
  Mimir
  Close to the Well of Knowledge, where the root of Yggdrasill plunges 
  into its waters, lies the still sentient head of the Jötunn Mimir, the wisest 
  being in the universe, who drinks from the Well every morning. Here, all 
  those who wish to drink from the Well for a gift, must sacrifice something; 
  Odhinn gave an eye and Heimdallr an ear.
  Mimir is much wise, but that does not make him cordial, as he already 
  knows the matters of the characters and the reasons why Odhinn chose 
  them, and yet still wants to evaluate in person their honor and valor. If 
  the characters prove to be enough for Mimir’s expectations and pay a great 
  price at the Well, the Jötunn shares with them a prophecy on the impend-
  ing Ragnarok. It will fall onto them to “bring Life and Life of the Body of 
  Men to the place where the conquests and sacrifices of the old world made a new 
  one bloom. They will find the primordial horror, there, mutated and misshapen 
  by the hatred for having to yield to the new.”
  The reference is to Mímameiðr, the tree rising from the Well of 
  Knowledge, where the characters must lead Lif and Lífþrasir (literally “Life” 
  and “Life of the Body”) during Ragnarok to preserve mankind in the new 
  world that will be born. The other reference is to Hrimgrimnir, the last, 
  deadly foe the characters will have to vanquish, the most terrible of the Jötnar 
  who will try to use the Well and the tree to escape the end of the world.
  The Well of Knowledge
  Characters can offer a sacrifice to the Well of Knowledge as a Permanent 
  Wound (see page 42 for more information). 
  A character permanently obtains the following benefits, chosen by the 
  GM or using the following table:
  ÆTT / D6
  Effect
  Freyja U
  1
  Their Wisdom score becomes 20. If it already 
  was 20, then it becomes 24.
  Freyja D
  2
  Advantage to all Perception checks
  Heimdallr  U
  3
  Advantage to all Insight checks
  Heimdallr D
  4
  Advantage to all Asatru checks
  Tyr U
  5
  Advantage to all Wisdom saving throws
  Tyr D
  6
  The character cannot be surprised
  Skadhi (Jötunn)
  “A woman caught my attention. She was standing, leaning into a pillar as she 
  held a cup, occasionally sipping from it. Her visage was of a savage beauty as 
  she drove her frozen gaze into mine. She dressed as a man, with loose trousers 
  tucked into her boots and a knee-long tunic. What was most unusual about 
  her clothing, however, were the padded coat and her cloak, both made out of 
  reindeer skins. At the same time, she was wearing jewelry of reindeer bones on 
  her arms, her neck, dangling from her belt and woven into her hair. The hood 
  was adorned with the skull of a reindeer with magnificent antlers, partially 
  hiding her hair. Alongside her, leant on the column, were a set of skis, a bow, 
  a quiver and a battleaxe. Something about that woman unsettled me. The 
  carvings on the bone jewelry, the details sewn into her clothes and the wide 
  use of reindeer skins made her different, almost alien if compared to the other 
  guests. Her beauty, as hard as winter frost, had an archaic and primordial 
  vibration to it. Then, as if it was nothing, with a smile she joined a group of 
  bystander and I lost her.”
  - Thorleif Sikiroddr “Voce di Seta”
  • 
  Goddess of snow, winter and the mountains
  • 
  Belligerent, detached, proud and independent
  • 
  Expert huntress, often living like the nomads of the tundra
  Thjassi (Jötunn)
  The Jötunn answering to the name of Thjiassi was a violent and brutal 
  being, unmatched in his thirst for power. From his fortress of Thrymheimr 
  he sent raiders and warriors to the four corners of Jotunheimr, sometimes 
  even plotting attacks on Midgardr.
  Being a king of the Jötnar was not enough for him, iron-fisted tyr-
  anny did not slake his thirst. His obsession soon became delirious, when he 
  wanted to be elevated to the same height of the Æsir themselves; to become 
  immortal and rule over the Nine Worlds. The secret to youth and immor-
  tality of the gods lies within the golden apples guarded by the beautiful 
  Idhunn. So Thjiassi turned into an eagle, crossed the skies of each World 
  until he reached Asgardr and then kidnapped Idhunn, his plan succeeding 
  probably with Loki’s intervention. This, at least, is what mortal legends 
  seem to agree upon.
  Thor’s timely arrival, however, tipped the balance back in favour of the 
  Æsir. With a strike of the mighty Mjolnir, the god of thunder caved the 
  skull of the giant eagle in, making him plummet to his doom on the frozen 
  Jotunheimr where his shattered remains still are. Frost and ice preserved his 
  corpse, still used by the Jötnar to keep their hatred for the Æsir burning.
  Thrym (Jötunn)
  Ruler of a rich kingdom in Jotunheimr, where many ogres live. He lives in 
  an enormous palace, with many servants and numerous beasts, including a 
  large pack of guard hounds. Looking for a worthy wife, he will try to steal 
  Mjolnir to exchange it for Freyja’s hand.
  
  265
  The Nine Worlds: Jotunheimr
  Utgardhaloki
  The fortress watching over Jotunheimr would be little more than a 
  cold heap of rocks if it was not for Uthgardaloki, lord of the fortress of 
  Utgardhr. Endowed with the strength and ancient hatred of the Jötunn, 
  he is cunning, deceiving, subtle and treacherous, not to mention a pow-
  erful spellcaster capable of casting potent curses. 
  The very Thor and Loki were tricked in the past by his illusions, who 
  passed under the name of Skrymir.
  This Jötunn is particularly taller than his kind, he is rich and is not above 
  showing it off wearing jewelry and refined clothes. His attire would result 
  extravagant and vain, was it not for the light of folly burning in his bestial 
  eyes. Uthgardaloki is an unrelenting fighter and an equally capable sorcerer.
  Utgardhaloki 
  Huge giant, chaotic dishonorable
  STR 
  22 (+6)
  DEX 
  9 (-1)
  CON 
  24 (+7)
  INT 
  16 (+3)
  WIS 
  10 (+0)
  CHA 
  20 (+5)
  Armor Class 12 (hidden armor and padded clothes)
  Hit Points 210 (15d12 + 105)
  Speed 50 ft.
  Saving Throws Wis +7, Cha +9
  Skills Animal Handling +7, Intimidation +9, Perception +7
  Damage Immunities cold
  Damage Resistances bludgeoning, piercing and slashing 
  from non magical weapons
  Senses darkvision 60 ft., passive Perception 17
  Languages Common
  Challenge 16(15.000 XP)
  Fortress of Illusions. The targets of Utgardhaloki’s spells roll saving throws 
  against illusions with disadvantage if they are within the Fortress of Utgardh 
  with Utgardhaloki. 
  Legendary Resistance (3/Day). If Utgardhaloki fails a saving throw, they 
  can instead choose to pass it
  Spellcaster. Utgardhaloki is a 16th level spellcaster. His spellcasting 
  ability is Charisma (saving throw DC 17, +9 to hit). he has prepared the 
  following spells:
  Cantrips (at will): minor illusion, dancing light, ray of frost, shocking grasp, 
  chill touch
  1st level (4 slot): mage armor, charm person, witch bolt, shield
  2nd level (3 slot): mirror image, levitate, suggestion
  3rd level (3 slot): counterspell, gaseous form, lightning bolt, major image, 
  hypnotic pattern
  4th level (3 slot): confusion, greater invisibility, polymorph, stoneskin, ice storm
  5th level (2 slot): animate object, dominate person, wall of force
  6th level (1 slot): mass suggestion, eyebite
  7th level (1 slot): reverse gravity
  8th level (1 slot): dominate monster
  ACTIONS
  Multiattack. Utgardhaloki makes two Giant Greatsword attacks.
  Giant Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one 
  target. Hit: 26 (6d6 + 6) slashing damage.
  Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 
  Hit: 33 (4d12 + 6) bludgeoning damage.
  LEGENDARY ACTIONS
  Utgardhaloki can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Utgardhaloki regains spent 
  legendary actions at the start of their turn.
  Attack. Utgardhaloki makes a Giant Sword attack.
  Arcane Recovery. Utgardhaloki recovers a spell slot of 1d6th level.
  Cantrip. Utgardhaloki casts a cantrip he knows.
  
  Journey to Ragnarok
  266
  Chapter 12
  This section of the Journey is dedicated to the 
  Muspellsheimr setting; the descriptions of the places 
  and characters that the Heroes will be able to explore 
  and meet during their journey through the Nine Worlds 
  are reported, with an appendix on the statistics.
  Muspellsheimr 
   
   
  268
  General Features  
   
  268
  Map 
   
   
   
  271
  The Journey on Muspellsheimr 
  272
  Encounters on Muspellsheimr 
  273
  
  The Nine Worlds: Muspellsheimr
  267
  
  Journey to Ragnarok
  268
  Muspellsheimr
  Muspellsheimr is a burning land to the south of the 
  Nine Worlds, the opposite of Nilfheimr, realm of eter-
  nal ice. In origin, Muspellsheimr’s extremely hot winds 
  melted Nilfheimr’s frost, giving birth and shape to 
  Aurgelmir, also known as Ymir, the father of all Jötunn. 
  It was Muspellsheimr’s fragments, then, that generated 
  the Sun, the Moon and the Stars. Utterly inhospitable 
  to any other life form, this world is an ideal abode for 
  the fire giants, as it offers good secrecy, while they plot 
  to turn the Nine Worlds into ash under the guidance of 
  their King Surtr, the Destroyer of the Universe.
  Fire giants defend their burning domain attacking 
  without mercy any intruder, their primordial hatred 
  against any god or mortal making conflict their only 
  means of expression.
  General Features
  Weather: Scorching hot temperatures, beyond the 
  capacity of any mortal to withstand. Without magical 
  protection from the primordial fire, living beings are 
  immediately set ablaze, suffering 6d6 radiant damage 
  each round, halved by passing a DC 25 Constitution 
  saving throw.
  Lighting: The strong, suffused glow of lava makes 
  focusing hard for those not used to the primordial 
  flame. Fighting close to lavic areas imposes disadvan-
  tage to hit for those not native of this realm.
  Sounds: The dull rumbling of ever-moving lava. The 
  crackling preceding the bursting of lava bubbles. The 
  deafening roar of erupting volcanoes.
  Terrain - Lava: Moving on such terrain is impossi-
  ble. Apparently solid, it swallows the fool who chose to 
  cross it on foot. Falling in the lava deals 24d8 radiant 
  damage each round.
  Terrain - Volcanoes: The foot of the volcanoes are 
  perilous places to wander; thick with obsidian stalag-
  mites and lava pool, they half travel pace. Heat is only 
  unbearable. Characters without fire resistance must 
  pass a DC 22 Constitution saving throw or suffer one 
  level of exhaustion.
  
  The Nine Worlds: Muspellsheimr
  269
  Obsidian Plateau  
  Floating on incandescent lava, lies an archipelago of 
  jagged islands and isles made of volcanic rock. Three of 
  these are large enough to feature volcanoes more than 
  a thousand meters tall.
  On the second-to-largest island is a sharp and jagged 
  expanse of black glass, glossy and polished, as large as a 
  dozen wheat fields, a titanic stone plateau rising from it.
  Such place is left empty, as a sign of unity for the 
  Muspel; when the fire giants gather their war council, 
  they do not like being commanded by others, so they 
  form the council and discuss on how to fight their enemy.
  Glassisvellir 
  Among the lavic islands making this world is a region 
  of boiling, swirling lava, drowning everything in waves 
  of blinding, extreme heat and molten rock. This is the 
  sacred sea of fire and lava under the control of Gudmund, 
  the place all the Muspel go before leaving for war. Below 
  the mass of magma, volcanic craters lead to underground 
  chimneys, accessible only to the fire giants, that allow 
  them to reach both Jotunheimr and Midgardr.
  Eldrmurra
  To the west of this realm there are no natural borders 
  to contain the impetuous push of primordial fire. 
  From the edges of this world spill a lava river, plunging 
  into the sideral void and producing a sight unique in 
  the whole universe. 
  The river Eldr crosses the void between worlds, 
  falling from Muspellsheimr to Nidavellir, lighting and 
  warming up anything on its pass.
  Hellblindi’s Palace 
  To the east, lost in lava, is an island of considerable 
  size. From the top of the small rocky ripples on its 
  surface one can behold the point where the Eldr river 
  leaves the mountain and dives into the cosmic void 
  to cross the Hvergelmir on Nilfheimr and from there 
  reach Helheimr.
  On one of these ripples lies a palace. Although it 
  reminds of a mjødhall, a mead hall, it was dug out of a 
  solidified bubble of magma, rather than being made of 
  wood. There lives Hellblindi, the bravest of the Muspeli 
  Jötunn, sitting on his high-backed throne at the center 
  of the main hall, strewn with obsidian slabs perhaps to 
  remind guests of tables. There is a second chamber, sep-
  arated from the first one by a stone ridge, where the lord 
  of the house rests. 
  Eldjötnar’s Sveit
  The clusters of dwellings where the fire giants live are 
  very similar one to the other, sharing elements with 
  Midgardian trelleborgs; a mighty outer wall of solidi-
  fied magma encircles a circle of incandescent lava, with 
  a single opening from which passes an obsidian path 
  leading to the volcanic well within the structure.
  Many magma bubbles have been shaped as shelters, 
  although only incandescent rocks and lava clusters can 
  fall from above. In the two sections at either side of 
  the obsidian road usually rests a dozen of giants, ready 
  to swarm out to attack other Muspeli communities or 
  enemies sighted in the sea of lava.
  The Mooring 
  of Naglfar (see page 273)
  At the center of Muspellsheimr, lies a great island 
  with an imposing bay, some kind of inner, hotter 
  and brighter lake, that gradually fades into a stretch 
  of solid magma ending in mountain ridges taller than 
  three thousand meters.
  A river of liquid rock runs back this solid expanse to 
  form a lavic pool, from which small rivers of solid fire 
  climb the feet of the mountains. Where one of them 
  splits, close to the lavic pool, is a Muspeli settlement 
  where the ship Naglfar is moored.
  A cavern close by holds both the fire giants and the 
  necessary equipment to build the ship, moored in the 
  flaming river and connected to the ground by bridges 
  of pumice stone.
  Between the cavern and the vessel is a small square, 
  the necessary space to operate the immense tools and 
  resources required for this task.
  
  Journey to Ragnarok
  270
  Movement System 
  of Muspellsheimr zones
  The perennial flame of Muspellsheimr is eternally 
  revolving on itself, incessantly gurgling and mixing 
  with incandescent or semi solid lava. To portray such 
  feature of the world, we thought of making the world’s 
  geography “dynamic”.
  On the map, a few hexagonal areas have been 
  marked as zones in continuous movement. Each zone 
  is given a number from 1 to 10, moving or rotating 
  randomly each hour.
  Each hour, the Game Master rolls the runic die and 
  moves the zones a number of positions equal to the 
  rune’s value, clockwise if the rune is upright or coun-
  terclockwise if it is down.
  For example: the rune die rolls Ansuz (see page 309) 
  upside down, equalling 4. Every zones moves 4 positions 
  counterclockwise. Then, the following example explains 
  the movement of the first zone in relation to the upside 
  down Ansuz rune.
  In fact, such system features its own sort of internal 
  clock, that allows it to realign itself based on the move-
  ment of the central zone, the only one with a fixed 
  pattern of rotation. Each hour, it rotates one position 
  counterclockwise. After six movements, it returns to 
  its original position. When that happens, the map 
  resets, returning to its starting configurations.
  Central
  Zone
  Zone 
  10
  Zone 
  1
  Zone 
  2
  Zone 
  3
  Zone 
  4
  Zone 
  5
  Zone 
  6
  Zone 
  7
  Zone 
  8
  Zone 
  9
  Movement 1
  Movement 2
  Movement 3
  Movement 4
  Zone Numbering
  Rotation around
  the central zone
  Starting Position
  Movement 1
  Movement 2
  Movement 3
  Movement 4
  Rotation on itself
  
  The Nine Worlds: Muspellsheimr
  271
  
  272
  Journey to Ragnarok
  272
  Small areas of half-emerged earth from the perpetual 
  flow of the lava, moving incessantly. The fiery fury of 
  the world is immediately evident upon arrival, but the 
  characters are protected by the jewel (see page 298) 
  gifted to them by the Æsir.
  The group’s search of Muspellsheimr is going to be 
  extenuating, because of the nature of this world and 
  its inhabitants.
  Each time the characters wish to pass from one zone 
  to another, they risk being seen by a Múspellsmegir 
  (see page 274) patrol, ready to attack them. Should 
  they defeat them, the adventurers can gather a few 
  pieces of information.
  The few reference points are Glassisvellir, the sea of 
  lava, Hellblindi’s palace and the obsidian plateau. No 
  Múspellsmegir is aware of the harbor, as it is one of the 
  many secrets guarded by Hellblindi (see page 275). 
  Reaching his palace and obtaining his favor is the true 
  challenge of this realm.
  Once they join him at his palace on the Eldr river, the 
  giant asks the characters to defeat him in, holmgang, the 
  honorable combat with no holds barred. He is the warlord 
  and will not allow the secret of the place where the Naglfar 
  is about to be completed fall into the wrong hands.
  Once they have learned where the ship is being 
  built, the group must go back the river of lava to the 
  island in the central area, reaching the lavic pool and 
  from there the harbor.
  Once in the dockyard, the characters discover that 
  the place is deserted and the vessel looks abandoned. 
  By passing a DC 22 Wisdom (Investigation) check, 
  they notice signs of combat and unusual mist clouds 
  wafting below the rocky vaults. Entering the cavern, the 
  heroes find the bodies of several fire giants, confirmed as 
  dead by passing a DC 20 Wisdom (Medicine) check. 
  Another, DC 25 Wisdom (Asatru) check allows the 
  characters to recognize unusual frost burn marks.
  Should they spend more than 10 minutes into 
  the cavern investigating, a Muspeli Jötunn ambush is 
  sprung upon them: 20 Muspellsheimr attack them 
  by surprise with the strength of an avalanche. After 6 
  rounds, an impenetrable magical darkness descends on 
  the battlefield, as if under the effect of the Weird spell, 
  preventing anybody from doing anything.
  Then, laughter echoes in the darkness and temper-
  ature drops violently.
  Loki’s voice mocks the characters, revealing them 
  what they might have already glimpsed.
  • 
  They are not Odhinn’s heroes, although the 
  father of the gods seems convinced of that.
  • 
  The trickster god has been keeping an eye on 
  them for a long time.
  • 
  Loki needed heroes protected by the light of 
  the Æsir to fall in battle.
  • 
  The god of trickery needed the bones of brave war-
  riors to finish the ship’s hull and now he has them.
  Now extremely close to the breaking of balance, time 
  stops flowing. Light violently embraces the characters 
  and they have a last glimpse of many frost giant over-
  whelming them.
  At this stage, apparently overwhelmed by the Jötunn 
  onslaught, their destiny will not be decided by weapons 
  or magic, but the deeds the characters have marked the 
  saga with. It will be the honour the showed in life to set 
  their role during Ragnarok.
  When the characters leave Muspellsheimr, they reach 
  the 14th level.
  Honor and glory 
  If the characters behaved honorably, following the laws 
  of gods and men, a group of Valkyries descends from 
  the blinding light over their butchered bodies. They have 
  become Einherjar, heroes honorably fallen in battle. They 
  will enter Valhalla (see page 189), but they will not have 
  the time for drinking even a single mead horn as the 
  golden gates slam open. As Odhinn calls all the Einherjar 
  to fight by his side against the giants, Ragnarok has begun!
  Disgrace and redemption
  If the characters behaved dishonorably, not heeding 
  the words of the Æsir, then the light embracing them 
  is that of Bifrost; the right to die is not theirs. 
  The neck breaking run on the Rainbow Bridge leads 
  them to Asgrind, where they will find Odhinn waiting 
  for them. Looking at them as guilty children, he explains 
  them they have one last chance to wash away the shame 
  of their dishonorable deeds, by fighting alongside him 
  against the giants. Ragnarok has begun!
  
  273
  273
  The Nine Worlds: Muspellsheimr
  1 Square = 10 ft.
  
  274
  Gudmund 
  A colossal mass of ferocious strength and explosive evil, with a lion-like 
  mane of lava framing his pugnacious face and running down his back like 
  horse hair.
  He is Gudmund, lord of the Sacred Sea of Glassisvellir, son of 
  Gudmund, brother to Geruthus and Hleird and father to Hofund.
  Gudmund 
  Huge giant, chaotic dishonobrale
  STR 
  28 (+9)
  DEX 
  13 (+1)
  CON 
  27 (+8)
  INT 
  8 (-1)
  WIS 
  16 (+3)
  CHA 
  10 (+0)
  Armor Class 19 
  Hit Points 300 (20d12 + 160)
  Speed 50 ft. swim 30 ft.
  Saving Throws Str +15, Con +14
  Skills Intimidation +5
  Condition Immunities charmed, frightened
  Damage Immunities fire
  Damage Resistances bludgeoning, cold, piercing, slashing
  Senses passive Perception 10
  Languages Common
  Challenge 17 (18.000 XP)
  Son of the Volcano. Gudmund can swim in lava as if it was water and his 
  movement is not reduced. All fire damage he would suffer from an enemy 
  are converted in hit points.
  Reckless. At the beginning of his turn, Gudmund can gain advantage to 
  the first melee weapon attack of the turn. Attacks against him, however, 
  gain advantage until the end of his next turn.
  Thick-skinned. Gudmund adds his Constitution modifier to his AC score.
  Legendary Resistance (3/Day). If Gudmund fails a saving throw, 
  he can instead choose to pass it
  ACTIONS
  Multiattack. Gudmund makes three Slam attacks or two
  Flaming Rock attacks.
  Slam. Melee Weapon Attack: +19 to hit, reach 10ft., one target. 
  Hit: 27 (18 + 9) slashing damage plus 11 (3d6) fire damage.
  Flaming Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one 
  target. Hit: 36 (4d12 + 9) bludgeoning damage plus 11 (3d6) fire damage.
  Volcanic Eruption (recharge 5-6). Gudmund channels the volcanic 
  energy from underground to a point within 60 ft. of him. In that point, 
  erupts a cylinder 100 ft. tall and 20 ft. wide. All creatures caught in the 
  area must make a DC 19 Wisdom saving throw or suffer 80 (20d6) fire 
  damage on a fail. On a success, they suffer half damage.
  LEGENDARY ACTIONS
  Gudmund can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and only 
  at the end of another creature’s turn. Gudmund regains spent legendary 
  actions at the start of their turn.
  Lavic Rocks. Gudmund breathes a stream of lavic rocks. A creature he 
  can see within 30 ft. of him must pass a DC 17 Dexterity saving throw 
  or be blinded until the end of their next turn.
  Recovery (2 actions). Gudmund recovers 20 hit points.
  Throw. Gudmund makes a Flaming Rock attack.
  Braghist (Múspellsmegir)
  One of the few survivors of the war with Alsvartr. He witnessed the dec-
  imation and then rebirth of the Muspeli population, keeping his fiery 
  temperament in the wait for Ragnarok. His fellow giants often accuse 
  him of being responsible for Nidhoggr awakening.
  Byleist (Múspellsmegir)
  Son of Laufey and Farbauti, brother of Loki and Hellblindi. He is shy, 
  talking only if absolutely necessary and his memory is among the strong-
  est. He is called “Eternal Flame”, burning slowly and fiercely. From the 
  outside, he looks like the least fierce of the Muspeli Jötunn, even less than 
  his brother Loki. To him come for aid those who need discipline, like 
  mercenaries or soldiers.
  Farbauti (Múspellsmegir)
  Husband of Laufey, father of Loki, Hellblindi and Byleist. Because of a 
  prophecy of one of the Norns, he gave his son Loki to the Æsir when he 
  still was an infant. An expert strategist, he is the leader of the war council 
  of the Muspeli Jötunn.
  Laufey (Múspellsmegir)
  Wife of Farbauti and mother of Loki, Hellblindi and Byleist.
  Sinmara (Múspellsmegir)
  Wife of Surtr and warden of Laevateinn, the fiery sword destined to burn 
  the universe to ash.
  Múspellsmegir 
  Huge giant, any dishonorable
  STR 
  29 (+9)
  DEX 
  14 (+2)
  CON 
  22 (+6)
  INT 
  10 (+0)
  WIS 
  16 (+3)
  CHA 
  16 (+3)
  Armor Class 16 (battle armor)
  Hit Points 250 (20d12 + 120)
  Speed 50 ft.
  Saving Throws Str +14, Con +11, Wis +8
  Skills Athletics +8, Perception +8
  Damage Immunities fire
  Damage Resistances cold
  Senses passive Perception 18
  Languages Common
  Challenge 13 (10.000 XP)
  ACTIONS
  Multiattack. The Múspellsmegir makes two Greatsword attacks.
  Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 
  Hit: 32 (5d8 + 9) slashing damage.
  Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 
  Hit: 36 (4d12 + 9) bludgeoning damage.
  
  275
  The Nine Worlds: Muspellsheimr
  Hellblindi
  Sitting on his throne, a glowing-eyed fire giant watches over the Eldr river, 
  his skin tough and his face marked by a scar. He is considered the bravest of 
  the Muspeli Jötunn, completely fearless and extremely difficult to contain. 
  He is the son of Farbauti and Laufey, brother to Loki and Bylejst and the 
  Muspeli Jötunn of war and protection. 
  His duty is protecting Muspellsheimr from the threat of cosmic ser-
  pents, like Nidhoggr. 
  Helblindi 
  Huge giant, lawful dishonorable
  STR 
  30 (+10)
  DEX 
  16 (+3)
  CON 
  28 (+9)
  INT 
  12 (+1)
  WIS 
  20 (+5)
  CHA 
  16 (+3)
  Armor Class 21 (plate armor and giant shield, 17 without giant shield)
  Hit Points 352 (22d12 + 198)
  Speed 50 ft.
  Saving Throws Str +16, Con +15, Wis +10
  Skills Asatru +10, Intimidation +9, Perception +10
  Condition Immunities charmed, frigthened
  Damage Immunities fire
  Damage Resistances cold
  Senses Truesight 120 ft., passive Perception 18
  Languages Common
  Challenge 19 (22.000 XP)
  Honor Scar. Helblindi rolls any Charisma (Intimidation) with 
  advantage.
  Might of the Giants. Helblindi rolls with advantage any Strength checks 
  to grapple or shove an opponent within melee range. Helblindi cannot be 
  moved or knocked prone.
  Flaming Presence. All creature ending their round within 20 ft. of 
  Helblindi must pass a DC 20 Constitution saving throw or suffer 
  11(3d6) fire damage and a level of exhaustion for the intense heat. If they 
  pass the save, they suffer half that damage and no level of exhaustion.
  Legendary Resistance (3/Day). If Helblindi fails a saving throw, they can 
  instead choose to pass it.
  ACTIONS
  Multiattack. Helblindi makes three Muspeli Sword attacks, or two 
  Flaming Rock attacks.
  Muspeli Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 
  Hit: 29 (4d6 + 13) slashing damage or 32 (4d8 +13) if wielded with both 
  hands, plus 11 (3d6) fire damage plus 14 (3d8) radiant damage.
  Flaming Rock. Ranged Weapon Attack: +16 to hit, range 60/240 ft. one 
  target. Hit: 37 (4d12 + 10) bludgeoning damage plus 11 (3d6) fire damage.
  Burning Blaze (recharge 5-6). A powerful aura of burning energy 
  manifests around Helblindi with a 20 ft. radius centered on him. All 
  creatures caught in the area must pass a DC 18 Constitution saving 
  throw or suffer 75 (15d8) fire damage and a level of exhaustion. If they 
  pass, they suffer half that damage and no exhaustion.
  REACTIONS
  Parry. Hellblindi adds 4 to his AC against a melee attack that would hit 
  him. To do so, he must be able to see his attacker and be wielding a shield.
  LEGENDARY ACTIONS
  Helblindi can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the end 
  of another creature’s turn. Helblindi regains spent legendary actions at the 
  start of their turn.
  Move. Helblindi takes the Disengare or Dash action.
  Shove. Helblindi can shove a target within 10 ft. of him.
  Throw. Helblindi makes a Flaming Rock attack.
  Surtr
  The most famous of the Muspeli Jötunn, considered the protector of the 
  lands and people of Muspellsheimr. He is one of the rare survivors of 
  the war against Alsvartr and one of the main responsibles for trapping 
  Nidhoggr. His fate is to burn down the universe when the time has come.
  Yggdrasill shakes, 
  and shiver on high
  The ancient limbs, 
  and the giant is loose;
  To the head of Mim 
  does Othin give heed,
  But the kinsman of Surt 
  shall slay him soon.
    
   
  Völuspá (47)
    
   
  Poetic Edda
   O’er the sea from the north
  there sails a ship
  With the people of Hel,
  at the helm stands Loki;
  After the wolf 
  do wild men follow,
  And with them the brother
  of Byleist goes.
  Surt fares from the south
  with the scourge of branches,
  The sun of the battle-gods
  shone from his sword;
  The crags are sundered,
  the giant-women sink,
  The dead throng Hel-way,
  and heaven is cloven.
    
   
  Völuspá (51, 52)
    
   
  Poetic Edda
  
  Journey to Ragnarok
  276
  Chapter 13
  This section of the Journey is dedicated to the advent of 
  the Ragnarok; a Prologue and an Epilogue are reported, 
  the description of the final Battle to which the char-
  acters can participate, the divine missions entrusted to 
  him by the Gods, with an appendix concerning the sta-
  tistics of the Key Players of Ragnarok.
  Prologue 
   
   
   
  278
  Ragnarok 
   
   
   
  280
  Epilogue 
   
   
   
  284
  Key Players of Ragnarok 
   
  286
  
  Ragnarok
  277
  
  Journey to Ragnarok
  278
  by Mila Fois
  Yggdrasill’s branches rustle, shaken by an icy 
  wind, as if they wanted to tell you something. 
  You stop, to understand what the great tree 
  wants to tell you and at that moment you clearly 
  hear the noise of broken chains, followed 
  by a fierce growl. This can mean only one thing; 
  Fenrir, the cruel son of Loki, finally broke free 
  of its ancient prison and is ready to paint the 
  seats of the gods red with the blood of its victims.
  As the wolf howls, the stars are extinguished, 
  plunging the Nine Worlds into the darkness. 
  Far away, at the borders of the emerged lands, 
  the ocean stirs, its waves rippling, as the colossal 
  snake Jörmungandr twists waiting to crush those 
  same Gods who confined him in the abyss. 
  In the all-consuming darkness, three roosters 
  sing their song, announcing the beginning 
  of the last day. Their first call sounds clear, 
  waking the slumbering warriors; the Æsir call it 
  Gullinkambi and its fate is to announce 
  the coming of the great battle.
  A second rooster, Fjalar, sings in the faraway 
  lands of the giants, announcing the moment 
  to take up arms against the hated Asgardian 
  gods has come. You can almost sense in the air 
  the thrill of the Jötnar as they sharpen their 
  enormous weapons, singing songs of hatred.
  Eventually, you hear the song of the blood red 
  plumed rooster, faint for the distance, singing 
  from the dark halls of Hel. The army of the dead, 
  aboard the ship Naglfar built with the nails 
  of fallen warriors to bring ruin everywhere, 
  is ready to sail. Garmr, the black guardian 
  of the infernal gates, growls and drools, 
  shattering the bonds that held it at Helheimr’s 
  gates. Now that misty realm appears empty, 
  while the undead prepare to flood the world.
  Elves, Dwarves and Gods whisper in their 
  palaces, worried and wondering what 
  is happening, when the sound of a mighty horn 
  drowns everything else. It is the Gjallarhorn 
  Heimdallr is blowing at the top of his lungs 
  as he is well aware that there is no more time 
  and every warrior must take to the field.
  
  Ragnarok
  279
  If the characters 
  have just crossed Bifrost: 
  You just left the multicolored bridge behind you, 
  its glow still encircling you. In front of you lie the 
  massive gates of Asgrind, Asgardr’s wide entrance. 
  A blood chilling noise, like primordial ice breaking 
  or a mirror shattering, sounds behind you as 
  the crystalline surface of Bifrost starts cracking.
  Alarmed, you start running again to Asgardr, 
  but are forced to stop once more as Valhalla’s gates 
  are opening. Odhinn, magnificent and terrible 
  to behold in his panoply, slams open 
  Valgrind’s gates and spurs the Einherjar 
  to charge with a bellowing warcry!
  Right after, announced by the sound of weapon 
  scraping against shields, all the Gods, Valkyries 
  and the valorous dead march out of the gates
   of Valhalla in tight formation, driven 
  by the wish to fight the enemy.
  If the characters 
  are in Valhalla: 
  From the wide halls of Valhalla, you hear 
  the mighty call of the Gjallarhorn, reigniting your 
  souls with courage. Odhinn, in front of you, sits 
  on his massive throne from which it is said he 
  can see everything. Two ravens fly across the hall, 
  laying on his shoulders as if they wanted to make 
  a decision. This day, however, there is nothing 
  to decide, as Odhinn knows his fate and that 
  of the Nine Worlds better than anybody else.
  Odhinn, he who is the father of all, rises in his 
  full magnificence, rallying his Einherjar, the best 
  warriors the Valkyries chose on the battlefields 
  for this moment, so they could be present 
  in the final battle. Initially, you hear only their 
  steps marching closer, but after a little time, 
  whole hosts of warriors arrive, lost in battle lust 
  and ready to follow their lord in the last 
  and most glorious of assaults flood the hall. 
  For countless years, men and gods have been
  waiting for nothing else than this moment. 
  The last of Gjallarhorn’s song still sound and stir
  your blood in your veins, filling you with courage
  and veiling your eyes with valiant tears.
  You feel ready to give your best for Odhinn, 
  for Asgardr, for the Nine Worlds, for your fallen companions 
  and for whatever good and beauty is left before
  darkness and winter swallowed the world.
  The much feared and waited hour has finally come.
  RAGNAROK HAS COME!
  
  Journey to Ragnarok
  280
  Naglfar, the Ship of the Dead helmed by the Trickster 
  God, eventually sets sail, beginning the Twilight of the 
  Gods. To announce the coming of Ragnarok, the set-
  tling of final scores, is the song of Víðópnir, the rooster 
  at the top of Yggdrasill, heard in all the Nine Worlds.
  At that moment, every bond is shattered, every 
  chain broken as the Worldtree shakes and draws its 
  roots back, setting the terrifying Níðhöggr free to fly 
  in the sky. The Worlds, now without any barrier to sep-
  arate them, crash one on the other in a whirlwind of 
  earthquakes, floods and calamities without precedent.
  The chains restraining Fenrir the Wolf break, 
  Miðgarðsormr rises at the borders of Midgardr, making 
  its Sea overflow. The legions of the Múspellsmegir 
  march on Bifrost, destroying it with their thunderous 
  steps and the goddess Hel takes the lead of the army of 
  the dead, now free to leave Helheimr. It is now, then, 
  that the god Heimdallr blows the Gjallarhorn through-
  out the cosmos, warning Odhinn and the warriors in 
  Valhöll. The Allfather guides the Æsir and Vanir leading 
  the armies of Asgardr, with the characters right behind 
  them, a rightful honor for the Champions of Odhinn. 
  As Valhöll’s 540 doors open, the gathered hosts of 
  Einherjar and Valkyrjur flood the Vígríðr, the plain 
  where the final battle will be fought.
  The Dvergar of Nidavellir and the luminous elves 
  of Ljosalfheimr united against the giant beasts of 
  the end of the world, the dead led by Hel, the dark 
  elves of Svartalfheimr, the cold Jötnar, the flaming 
  Múspellsmegir, they all gather in Vígríðr, ready for the 
  last battle.
  When the gathered armies see each other, two 
  howls roil across the battlefield from afar.
  All of a sudden, the Sun and Moon vanish from 
  the sky, soon followed by the stars turning off, plung-
  ing the whole plain into the darkness. Only the gleam 
  of the gods, the burning hair and weapons of the 
  Múspellsmegir and any artificial light sources break the 
  thickest darkness, the last glimmer in the sky coming 
  off a fireball crashing somewhere in the distance.
  Odhinn recognizes the howls, that can only belong 
  to the evil blood of Fenrir, the Drooling Wolf he is 
  
  Ragnarok
  281
  going to fight by himself. They Wolfkind are Hati e 
  Sköll, the terrible twins who chase the flying chariots 
  of Sól, with the Sun, and her brother Máni, who bears 
  the Moon, to swallow them and sate their hunger. The 
  falling light was Svalinn, Sól’s shield, plummeting to 
  the ground, the only object in the whole of creation 
  capable of defending her from the heat of her Star.
  Svalinn is critical in making sure the new world 
  born out of the ashes of Ragnarok will be capable of 
  hosting life; the shield must be recovered, and the 
  monster who ate the stars must be killed to set them 
  free again.
  To the heroes, now undisputed Champions of the 
  Allfather, falls the task of making sure the new cosmos 
  will be born after Ragnarok, as the gods shall face their 
  destiny in the Battle of Vígríðr.
  Odhinn, who knows everything, explains to the 
  heroes that they must first take down the Children of 
  Fenrir, recover Svalinn and then save a young couple of 
  humans, called Líf and Lífþrasir to give them the shield. 
  To make sure they survive the end of times, they must 
  be led East, where once was Jotunheimr, at the center 
  of Hoddmímis Holt, to the well of Mímisbrunnr. 
  There, they must hide within the Mímameiðr.
  Odhinn tells the players that others will find the 
  young couple for them. If the characters have already 
  visited the Well of Knowledge and received the proph-
  ecy from Mimir, they already know where to go and 
  what perils they have to face. Otherwise, it will be 
  Odhinn himself to point them to the place. He will 
  not, however, warn them of the perils, as his sight and 
  knowledge stop right before the beginning of the end.
  To allow the Champions to get to their destination as 
  soon as possible, they are gifted a dwarven-made char-
  iot, pulled by a divine beast of their choice: 
  • 
  Tanngnjóstr and Tanngrisnir, Thor’s Goats
  • 
  Gullinbursti, the Golden Boar of Freyr
  • 
  Sleipnir, Odhinn’s Steed 
  The Father of the Gods bids his honorable Champions 
  farewell, wishing them an end worthy of the sagas of the 
  new world and then charges into the fray.
  Moving across the plain of Vígríðr is no easy task. The 
  characters must cross the battlefield where armies fight 
  without respite or remorse, witnessing the great battles 
  of the Gods:
  • 
  Odhinn against Fenrir, where the Allfather 
  succumbs, to be avenged by his son Víðarr 
  • 
  Thor against Jörmungandr, where the God  
  of Thunder vanquishes his foe only to die to 
  the serpent’s poison after walking nine steps. 
  • 
  Tyr against Garmr, who kill each other 
  because of Hel’s intervention 
  • 
  Heimdallr against Loki,  
  who kill each other 
  The characters can try to take part in these fights, only 
  to be seen off by the Gods in question to complete 
  their tasks and not interfere with matters of honor.
  The characters should not be able to influence the 
  result chosen by Fate of any of these major duels, but 
  of course the last word is always the Game Master’s.
  Between the Heroes and their destination are the 
  hosts of the Aptrgangar, the Draugr, the Hrímþursar, the 
  Svartalfar, the Jötnar (including the King of Jötunheimr 
  and the Naglfar’s captain, Hrymir, the terrifying 
  Primordial Hrímþursar Bergelmir and Angrboda if not 
  defeated earlier) and the Múspellsmegir. Potentially, 
  they could face Hel herself leading the army of the dead.
  The Game Master is free to choose which encoun-
  ters, challenges and dangers to throw at the players as 
  they carry out their mission.
  
  Journey to Ragnarok
  282
  Recovering Svalinn, Sól’s Shield
  The shield is visible from a distance as a burning brand 
  in the darkness of night.
  Once in proximity of the glimmer, players find it 
  in the center of a wide crater, crashed to the ground 
  like a meteor.
  If the characters have no light source of their own 
  and are able to see in the dark, they can attempt a DC 
  15 Wisdom (Perception) to spot the two enormous 
  Wolves, one white and the other black, catching their 
  breath not far away from the crater.
  If the characters carry light sources of their own 
  or make their presence conspicuous, the two Wolves 
  notice their arrival and are ready to pounce on them 
  once the group reaches the crater. Skoll and Hati (see 
  page 288) fight to the death in either case and, when 
  they fall, the stars return to their place in the sky.
  When the characters recover the Svalinn shield, 
  they reach the 15th level.
  Saving L íf and L ífþrasirt
  Once Svalinn has been recovered, the characters are 
  joined by the goddess Freyja, accompanied by a couple 
  of Midgardian humans, Líf and Lífþrasir. The heroes 
  must escort them to the place previously known as 
  Hoddmímis Holt, a meadow which only living tree is 
  the indestructible Mímameiðr, destined to be the next 
  Worldtree. Among its roots, there is a cavity where the 
  two Humans can hide and survive the end of the world.
  The most terrifying of the Jötnar, Hrimgrimnir (see 
  page 292), however, terrorizes the area. To survive, the 
  six-headed frost giant sacrificed many of his brethren 
  to the Well of Knowledge, Mímisbrunnr, to discover 
  that the only safe hiding spot to endure the end of the 
  world is the tree born of the root of Yggdrasill that 
  feeds off the Well.
  Hrimgrimnir is crazed with rage and keeps killing 
  any life form he meets, to throw its corpse into the Well 
  in the hope of obtaining more knowledge as the nook 
  Sköll and Hati - © Milivoj Ćeran
  Sköll and Hati - © Milivoj Ćeran
  
  Ragnarok
  283
  in Mímameiðr is too small for him to fit and he cannot 
  destroy the tree. He would also like to strangle Víðópnir 
  the rooster, whose song angers him so much, but to do 
  so he would have to climb the tree.
  If the Game Master thinks the challenge needs to be 
  made more interesting, the frost giant has 1d4 Jötunn 
  with him, Jötnar who betrayed their people like their 
  master and want to survive Ragnarok. They help him 
  gather sacrifices for the Well, even if they have not 
  received any of its gifts and are not aware of their fate.
  If the players have already visited the Well of 
  Knowledge and listened to Mimir’s prophecy, then they 
  know the scope of the Jötunn’s threat and the position 
  of the nook and can try to hide Líf and Lífþrasir before 
  facing Hrimgrimnir and any of his lackeys. Should they 
  reach the tree only on Odhinn’s directions, they have 
  no idea of what awaits them and the Jötunn might even 
  attempt to ambush them.
  To find the nook where Líf and Lífþrasir must hide, 
  they must pass a DC 25 Intelligence (Investigation) 
  check or reach the top of the tree and convince 
  the rooster, Víðópnir, through a DC 20 Charisma 
  (Persuasion) check, to tell them.
  Should the characters be able to defeat Hrimgrimnir 
  and save Líf and Lífþrasir within Mímameiðr after 
  giving them Svalinn, they can return to the great battle 
  just in time to see the gargantuan Surtur, the largest and 
  greatest of the Múspellsmegir, kill an unarmed Freyr 
  and then incinerate the universe itself with a swing of its 
  titanic sword of pure flame. Everything, including the 
  characters, will fade in the purest of light. The heroes 
  now know there are eternal glory and endless honor in 
  the world that will be born out of the ashes of the one 
  that just died, where there will still be life, thanks to 
  their extraordinary and heroic deeds.
  
  Journey to Ragnarok
  284
  by Mila Fois
  The seer was right: the day of the twilight 
  of the gods has come!
  Heimdallr’s horn still echoes, like a funeral wail, 
  on the plateau soaked in the blood of the fallen 
  gods. Even its final notes, however, fade alongside 
  the Sun, Moon and the star, plunging the world in 
  eternal darkness.
  Yggdrasill’s branches, shaking in rage during the 
  last battle, stop rustling almost as if the Worldtree 
  was waiting. Its trunk is scarred, the seven-colored 
  bridge shattered. The Nine Worlds have seen chaos 
  from which there is no coming back.
  With a deafening roar, the dark sky shatters and 
  falls onto the earth. The gods, who once feasted in 
  the great halls, now lie dead and cold in the dust.
  In the end, Surtr prevailed, the seething fire giant 
  coming from the south, sword tight in his fist, the 
  Sun of Fallen Gods. His step shook the earth, his 
  blows clove Bifrost into pieces, but the giant is not 
  satisfied yet.
  His burning gaze lays on the world for the last time, 
  before his legendary blade descends on his prey.
  Flames consume everything and, where men built 
  their houses the day they made their pact with 
  the gods, there is only fire. Each forest and dwell-
  ing, everything is devoured by fire. Each of the 
  Nine Worlds is engulfed in flame and men, elves, 
  dwarves, giants and gods burn together, in the 
  grand day of the final battle.
  Torn by the fangs of Fenrir, Odhinn’s body is 
  claimed by the fire, like Thor’s, who took only nine 
  steps after vanquishing the serpent, brought low by 
  the creature’s lethal poison. So fearless Freyr goes 
  down, he who killed the evil giants when armed 
  only of a deer antler after he lost his sword, yet 
  unable to stop Surtur. 
  Among the crackling flames, Loki’s laughter seems 
  to echo for a moment. His body lies still alongside 
  Heimdallr’s, after they killed each other. In all that 
  devastation, however, the dancing flames appear not 
  to have forgotten their lord; after all, he helmed the 
  ship that came from the east, carrying the red sparks 
  of Muspellsheimr to burn everything to ashes.
  Black smoke rises to the sky, carrying flaming glares, 
  as the now exhausted earth slowly tries to hide its 
  face in the dark waves of the sea. Laden with the 
  victims of the last, final battle, the earth looks for 
  relief in the embrace of the primeval ocean.
  The seer, however, knew this would not be the end. 
  Odhinn himself asked her for a prophecy and she 
  gazed beyond the secret plots woven by the Norns, 
  saying a new world, of light, songs and joy, would 
  rise from the ash of the previous one.
  And lo! Ground emerges from the waters, young 
  again, green and lush, rich in forests, lakes and 
  rivers! Among the peaks flies an eagle, taking in 
  the marvels of the new creation. It dives down, 
  beyond the waterfalls, to clasp a salmon in its claws. 
  Nature renewed, animals and plants return to pop-
  ulate an even more green world.
  A new sun shines on all creation, the daughter of 
  Alfrodull, born before the wolf broke free from its 
  chains. The golden maiden walks the same path as her 
  mother, bathing everything in her benevolent light.
  The world has been indeed renewed, this new 
  virgin earth shining in its primordial beauty.
  
  Ragnarok
  285
  If the players saved 
  L if and L ifthrasir: 
  Lif and Lifthrasir found shelter among 
  the branches of the great tree, that protected 
  them from the terrible flames of Surtur. 
  There they hid, as everything around them fell 
  in ruin, feeding on Yggdrasill’s sweet dew. 
  They are the last ones and from them, mankind 
  will be born anew; as the gods shaped men 
  from the trunk of the World tree and once 
  again a tree will give birth to a new life.
  If the players 
  found Svalinn: 
  The great, shining shield returns to its right-
  ful place in front of the sun to protect the new 
  world from its scorching rays. The wise folk of 
  the past age knew that without Svalinn the 
  mountains would melt like butter, the waters 
  evaporating in a heartbeat. Now that the earth 
  has a mighty and calm warden to protect its 
  new cycle, however, this will not happen. 
  Ancient gods fell, but new ones have risen. Balder, 
  luminous as the sun at dawn, shall guide his 
  blind brother Hodur alongside Vidar and Valir, 
  of Odhinn’s kin, Modi and Magni, mighty heirs 
  of Thor, to the palace of Idavollr where the world 
  was created in times long gone.
  There, in the halls of their fathers, the gods will 
  discuss of the last events, playing with golden 
  chessboards in the grass, abandoned for centuries, 
  and will remember the use of ancient symbols 
  with which to pronounce the names of the runes 
  and remember their great power.
  The earth will grant bountiful harvests, winter now 
  a mere memory, and fields will blossom even when 
  not tended to. Now is the time of joy and light: in 
  Glimlé, the home of the just, the fortress covered 
  in gold, are welcome those who fought with honor 
  and, among songs, toasts and tales told around the 
  hearth, they will live forever without suffering, the 
  memories of their deeds in their hearts.
  You too, intrepid heroes, are welcomed in these 
  gleaming halls, sitting at the side of the gods and 
  the fallen companions without knowing any pain 
  or sadness.
  Each of you knows they have been part of the 
  Ragnarok, of the grand final battle. Each swing 
  of your weapons, each prayer to the Gods, each 
  individual deed was necessary for this world to 
  be renewed. After the most grueling of fights, it is 
  time to feast, singing the song of those who have 
  seen the end and the new beginning, the ancient 
  song that has always been a hero’s companion.
  Now, you only have to raise horns filled with 
  mead and toast to a new world, filled with the 
  light of the new gods!
  Skål!
  
  286
  Fenrir
  Also known as Hrodvitnir, the wolf Fenrir is the result of the union 
  between Loki and the giantess Angrboda. He grew immensely, both in size 
  and power, in the forest of Járnviðr until the day he moved to Asgardr to 
  meet his father.
  The Æsir were so frightened of his presence that, as soon as Loki was 
  not present anymore, they deceptively trapped him in the island of Lyngvi.
  He was asked to test the resistance of Gleipnir, a dwarven chain 
  thought to be indestructible, with the promise of being freed just after. Tyr 
  put his hand in the wolf’s maw, sacrificing it as a guarantee for the ruse.
  The Æsir, then, thrust a blade into the now chained wolf’s jaw, to 
  punish him with eternal torment. Since then, Fenrir seethes in hatred and 
  resentment for the Gods, wishing to once again run free once Ragnarok 
  breaks his chains.
  Fenrir 
  Gargantuan beast, chaotic dishonorable
  STR 
  30 (+10)
  DEX 
  26 (+8)
  CON 
  28 (+9)
  INT 
  18 (+4)
  WIS 
  10 (+0)
  CHA 
  14 (+2)
  Armor Class 24 (natural)
  Hit Points 580 (34d12 + 340)
  Speed 120ft.
  Saving Throws Str +18, Con +16
  Skills Perception +16
  Damage Immunities acid, fire, frost, necrotic, veleno; bludgeoning, 
  piercing or slashing from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Damage Resistances bludgeoning, piercing e slashing
  Senses passive Perception 26, darkvision 120 ft.
  Challenge 26 (90.000 XP)
  Magical Immunity. Fenrir is immune to spells and other magical effects.
  Legendary Resistances (3/Day). If Fenrir fails a saving throw, it can 
  choose to succeed instead.
  Endless Hunger. Fenrir’s insatiable hunger makes him continuously 
  drool. Ground within 20 ft. of him is counted as difficult terrain because 
  of his drool’s extreme viscosity.
  Divine Descendance. Fenrir’s attacks are magical.
  Keen Sight and Smell. Fenrir has advantage on Wisdom (Perception) 
  checks that rely on sight and smell.
  ACTIONS
  Multiattack. Fenrir can use his Frightful Presence. Then, he makes 
  four attacks: one Slam attack, two Clar attacks and one Bite attack. 
  Instead of making the Bite attack, he can attempt to Swallow.
  Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 45 
  (6d10 + 10) slashing damage plus 27 (8d6) force damage.
  Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 
  Hit: 55 (10d8 + 10) piercing damage plus 27 (8d6) force damage. If the 
  target is a creature, it must pass a DC 21 Strength saving throw or be 
  grappled and restrained. Fenrir cannot Bite another target.
  Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 45 
  (5d12 + 10) slashing damage plus 27 (8d6) force damage. If the target is a 
  creature, it must pass a DC 21 Strength saving throw or be knocked prone.
  Swallow. Fenrir makes a Bite attack against a Large or smaller creature he 
  is grappling. On a hit, the target takes damage as usual, is swallowed and 
  the grappling ends. A swallowed creature is blinded, restrained, has total 
  cover from attacks and effects originated outside of Fenrir and takes 42 
  (12d6) necrotic damage at the beginning of Fenrir’s turns. If Fenrir suffers 
  70 or more points of damage from a creature he swallowed, he must pass 
  a DC 20 Constitution saving throw at the end of his turn or regurgitate 
  all the creatures he swallowed. They land prone in a space within 30 ft. 
  of Fenrir. If he dies, a swallowed creature is no longer restrained and can 
  leave his body with 50 ft. of movement, ending up prone.
  Frightful Presence. Each creature of Fenrir’s choice that is within 120 ft. 
  of it and aware of it must succeed on a DC 20 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat the saving throw 
  at the end of each of its turns, with disadvantage if Fenrir is within their 
  line of sight, ending the effect on itself on a success. If a creature’s saving 
  throw is successful or the effect ends for it, the creature is immune to 
  Fenrir’s Frightful Presence for the next 24 hours.
  Mighty Howl (Recharge 5-6). Fenrir roars in rage, unleashing the 
  elements around him in a powerful tornado. Each creature in a 120 
  ft. cone must pass a DC 21 Strength saving throw. On a fail, they 
  are knocked prone within a distance of 30 ft. suffering 27 (8d6) force 
  damage and 80 (12d12) thunder damage. On a success, they are not 
  moved and suffer half the thunder damage.
  LEGENDARY ACTIONS
  Fenrir can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Fenrir regains spent legendary actions at 
  the start of their turn.
  Detect. Fenrir makes a Wisdom (Perception) check.
  Disgusting Drool. Fenrir roars at a creature he can see within 60 ft. of him, 
  covering it in his drool. That creature must pass a DC 21 Dexterity saving 
  throw or suffer disadvantage on all rolls until the end of its next turn.
  Claw. Fenrir makes a Claw attack.
  
  287
  Ragnarok
  
  288
  Sköll and Hati
  Skoll and Hati belong to the breed of giant wolves of the Jarnvid forest. 
  Their size is colossal and they are capable of flying.
  They have been tasked by the Jötunn with following respectively Sól 
  and Máni, the Sun and the Moon, hijack by the Æsir.
  Sköll 
  Huge beast, chaotic dishonorable
  STR 
  25 (+7)
  DEX 
  26 (+8)
  CON 
  22 (+6)
  INT 
  14 (+2)
  WIS 
  12 (+1)
  CHA 
  14 (+2)
  Armor Class 18 (natural)
  Hit Points 204 (16d12 + 96)
  Speed 60 ft. 
  Saving Throws For. +12, Dex +13,
  Skills Perception +6
  Damage Immunities fire, bludgeoning, piercing or slashing from non 
  magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Damage Resistances bludgeoning, piercing e slashing
  Senses passive Perception 16, darkvision 120 ft.
  Challenge 15 (13.000 XP)
  Magic Resistance. Sköll rolls saving throws against spells and magical 
  effects with advantage.
  Legendary Resistances (3/Day). If Sköll fails a saving throw, it can 
  choose to succeed instead.
  Divine Descendance. Sköll‘s attacks are magical.
  Pack Tactics. Sköll has advantage on an attack roll against a creature if at 
  least one of Sköll’s allies is within 10 ft. of the creature and the ally isn’t 
  incapacitated.
  Keen Sight and Smell. Sköll has advantage on Wisdom (Perception) 
  checks that rely on sight and smell.
  ACTIONS
  Multiattack. Sköll makes three attacks; two Claw attacks and one Bite 
  attack. It can Swallows instead of using the Bite attack.
  Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 19 (2d10 + 7) slashing damage.
  Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 
  Hit: 30 (4d8 + 10) piercing damage damage plus 16 (4d6) fire damage. If 
  the target is a creature, it must pass a DC 18 Strength saving throw or be 
  grappled and restrained. Hati cannot Bite another target.
  Swallow. Sköll makes a Bite attack against a Large or smaller creature 
  he is grappling. On a hit, the target takes damage as usual, is swallowed 
  and the grappling ends. A swallowed creature is blinded, restrained, has 
  total cover from attacks and effects originated outside of Sköll and takes 
  30 (8d6) fire damage at the beginning of its turns. If Sköll suffers 50 or 
  more points of damage from a creature it swallowed, it must pass a DC 
  20 Constitution saving throw at the end of his turn or regurgitate all the 
  creatures he swallowed. They land prone in a space within 30 ft. of Sköll. 
  If it dies, a swallowed creature is no longer restrained and can leave its 
  body with 50 ft. of movement, ending up prone.
  Cone of Fire (Recharge 5-6). Sköll roars and a fiery, 60 ft. cone of fire 
  and flame comes out of its jaws. Any creature caught in the area must 
  pass a DC 18 Dexterity saving throw or suffer 66 (12d10) fire damage 
  on a fail or half that on a success. 
  LEGENDARY ACTIONS
  Sköll can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Sköll regains spent legendary actions at the 
  start of their turn.
  Detect. Sköll makes a Wisdom (Perception) check.
  Claw. Sköll makes a Claw attack.
  Explosive Flare. Sköll spits an explosive sphere at a creature he can see 
  within 50 ft. of it. That creature must pass a DC 16 Dexterity saving 
  throw or suffer 11 (2d10) fire damage and be knocked prone 10 ft. away. 
  On a success, damage is halved the creature is not blown away.
  Sköll and Hati - © Milivoj Ćeran
  
  289
  Ragnarok
  Hati 
  Huge beast, chaotic dishonorable
  STR 
  25 (+7)
  DEX 
  22 (+6)
  CON 
  26 (+8)
  INT 
  11 (+0)
  WIS 
  14 (+2)
  CHA 
  14 (+2)
  Armor Class 16 (natural)
  Hit Points 234 (16d12 + 128)
  Speed 50 ft.
  Saving Throws For +12, Dex +13
  Skills Perception +6
  Damage Immunities freddo; bludgeoning, piercing or slashing 
  from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  Damage Resistances bludgeoning, piercing e slashing
  Senses passive Perception 16, darkvision 120 ft.
  Challenge 15 (13.000 XP)
  Magic Resistance. Hati rolls saving throws against spells and magical 
  effects with advantage.
  Legendary Resistances (3/Day). If Hati fails a saving throw, it can 
  choose to succeed instead.
  Divine Descendance. Hati’s attacks are magical.
  Keen Sight and Smell. Hati has advantage on Wisdom (Perception) 
  checks that rely on sight and smell.
  Pack Tactics. Hati has advantage on an attack roll against a creature if at 
  least one of Hati’s allies is within 10 ft. of the creature and the ally isn’t 
  incapacitated.
  ACTIONS
  Multiattack. Hati makes three attacks; two Claw attacks and one Bite 
  attack. It can Swallows instead of using the Bite attack.
  Claw. Melee Weapon Attack: +12 to hit, range 10 ft., one target. 
  Hit: 19 (2d10 + 7) slashing damage slashing.
  Bite. Melee Weapon Attack: +12 to hit, range 10 ft., one target. 
  Hit: 30 (4d8 + 10) piercing damage plus 16 (4d6) frost damage.  
  If the target is a creature, it must pass a DC 18 Strength saving throw or 
  be grappled and restrained. Hati cannot Bite another target.
  Swallow. Hati makes a Bite attack against a Large or smaller creature he 
  is grappling. On a hit, the target takes damage as usual, is swallowed and 
  the grappling ends. A swallowed creature is blinded, restrained, 
  has total cover from attacks and effects originated outside of Hati and 
  takes 30 (8d6) frost damage at the beginning of its turns. If Hati suffers 
  50 or more points of damage from a creature it swallowed, it must pass a 
  DC 20 Constitution saving throw at the end of his turn or regurgitate all 
  the creatures he swallowed. They land prone in a space within 30 ft. 
  of Hati. If it dies, a swallowed creature is no longer restrained and can 
  leave its body with 50 ft. of movement, ending up prone.
  Cone of Cold (Recharge 5-6). Hati roars and a frozen, 60 ft. cone of 
  cold and frost comes out of its jaws. Any creature caught in the area must 
  pass a DC 18 Dexterity saving throw or suffer 66 (12d10) frost damage 
  on a fail or half that on a success. 
  LEGENDARY ACTIONS
  Hati can take 3 legendary actions, choosing from the options below. 
  Only one legendary action option can be used at a time and only at the 
  end of another creature’s turn. Hati regains spent legendary actions at the 
  start of their turn.
  Detect. Hati makes a Wisdom (Perception) check.
  Claw. Hati makes a Claw attack.
  Freezing Drool. Hati spits a stream of drool at a creature he can see 
  within 50 ft. of it. That creature must pass a DC 16 Dexterity saving 
  throw or suffer 11 (2d10) cold damage and have their Speed reduced to 
  0 until the end of the next round. On a success, damage is halved and 
  Speed is not reduced.
  Sköll and Hati - © Milivoj Ćeran
  
  290
  
  291
  Ragnarok
  Jörmungandr - © Milivoj Ćeran
  
  292
  Hrimgrimnir
  Considered the “boogey man” of Jotunheimr, he is the most terrifying of all 
  the Jötunn. As old as time itself and born out of a foot of Ymir, he has six 
  heads and is known to revel in any kind of vice, violence and in terrorizing 
  the Jötunn population. He draws his power from cold and darkness and 
  finds amusing the suffering of others.
  He is worshiped on Midgardr by sociopaths, the crazy and the murderous.
  Hrimgrimnir 
  Huge giant, chaotic dishonorable
  STR 
  30 (+10)
  DEX 
  9 (-1)
  CON 
  26 (+8)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 
  14 (+2)
  Armor Class 15 (varied suits of armor)
  Hit Points 280 (20d12 + 160)
  Speed 50 ft.
  Saving Throws Str +16, Con+14, Wis +7, Cha +7
  Skills Intimidate +13, Perception +13
  Damage Immunities frost, bludgeoning, piercing o slashing from non 
  magical weapons
  Senses darkvision 120 ft., passive Perception 23
  Languages Common
  Challenge 19 (22.000 XP)
  Multiple Heads. Hrimgrimnir rolls Wisdom (Perception) and all saving 
  throws against the blinded, charmed, deafened, frightened, stunned and 
  unconscious conditions.
  Regeneration. Hrimgrimnir heals 20 hit points at the beginning of his 
  turn. If Hrimgrimnir suffers acid or fire damage, this trait does not work 
  at the beginning of his next turn. Hrimgrimnir dies only if he starts his 
  turn at 0 hit points and cannot regenerate.
  Sadistic Frenzy (recharges after any rest or after killing an enemy). 
  If he wounded an enemy, as a bonus action Hrimgrimnir can enter a state 
  of battle frenzy for 1 minute or until he is incapacitated. During such 
  state, he gains the following:
  • 
  Advantage to Strength checks and saving throws
  • 
  +4 bonus to damage
  • 
  Resistance to bludgeoning, piercing and slashing damage
  ACTIONS
  Multiattack. Hrimgrimnir makes two Greataxe attacks and one Maul attack.
  Greataxe. Melee Weapon Attack: +15 to hit, range 10 ft., one target. 
  Hit: 37 (4d12 + 10) slashing damage.
  Maul. Melee Weapon Attack: +15 to hit, range 10 ft., one target. 
  Hit: 34 (6d6 + 10) bludgeoning damage. The target must pass a DC 20 
  Strength saving throw or be knocked prone within 10 ft. of Hrimgrimnir 
  Rock. Ranged Weapon Attack: +15 to hit, range 30/250 ft., one target. 
  Hit: 37 (4d12 + 10) bludgeoning damage.
  Wave of Frost (recharge 5-6). Hrimgrimnir’s mouth unleash a cold wind, 
  forming a 30 ft. radius sphere around him. All creatures caught must pass a 
  DC 18 Constitution saving throw or suffer 60 (12d8) points of frost damage 
  and have their Speed halved until the end of their next round. On a success, 
  damage is halved and Speed is not reduced.
  Darkness. Hrimgrimnir vomits pure darkness from his mouths. It works like 
  the Darkness spell, but centered on Hrimgrimnir and with 60 ft. of radius.
  LEGENDARY ACTIONS
  Hrimgrimnir can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Hrimgrimnir regains spent 
  legendary actions at the start of their turn.
  Detect. Hrimgrimnir makes a Wisdom (Perception) check.
  Maul. Hrimgrimnir makes a Maul attack.
  Terrifying Growl (2 actions). Hrimgrimnir’s heads howl. Each creature 
  within 60 ft. of it that can hear it must pass a DC 20 Wisdom saving 
  throw or be frightened until the end of their next round.
  
  293
  Ragnarok
  Jörmungandr
  Jörmungandr (“Demon of cosmic power”), also known as Miðgarðsormr 
  (“Midgardr’s Serpent”), is an enormous serpent living in the depths of the 
  sea of Midgardr. He is so long that he can coil around the whole World, 
  biting his own tail.
  He was generated by Loki and Angrboða and grew in Jötunheimr 
  alongside his monstrous brethren until the Gods did not discover his exist-
  ence. Afraid of the prophecies about the progeny of Loki, Odhinn chose to 
  throw the snake in the sea. Only Thor could complete such a monumental 
  task, becoming the sworn enemy of Jörmungandr.
  In the abyss, Miðgarðsormr grew unchecked, waiting for the moment 
  of his revenge.
  Jörmungandr 
  Gargantuan Dragon, chaotic dishonorable
  STR 
  30 (+10)
  DEX 
  10 (+0)
  CON 
  30 (+10)
  INT 
  7 (-2)
  WIS 
  10 (+0)
  CHA 
  11 (+0)
  Armor Class 24 (natural)
  Hit Points 580 (34d12 + 340)
  Speed 60 ft., swim 120 ft.
  Saving Throws Str +18, Con+18
  Skills Perception +8
  Damage Immunities acid, poison, bludgeoning, piercing or slashing 
  from non magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, 
  poisoned
  Senses passive Perception 18, darkvision 120 ft.
  Challenge 25 (75.000 XP)
  Magic Resistance. Jörmungandr rolls saving throws against spells and 
  magical effects with advantage.
  Legendary Resistances (3/Day). If Jörmungandr fails a saving throw, it 
  can choose to succeed instead.
  Divine Descendance. Jörmungandr attacks are magical.
  ACTIONS
  Multiattack. Jörmungandr can use Frightful Presence. Then, he makes 
  three attacks; two Tail attacks and a Bite Attack. Instead of the Bite 
  attack, he can Swallow.
  Tail. Melee Weapon Attack: +18 to hit, reach 70 ft., one target. Hit: 42 (6d8 
  + 10) bludgeoning damage. If the target is a creature, it must pass a DC 20 
  Strength saving throw or be knocked prone within 30 ft. of where it was hit.
  Bite. Melee Weapon Attack: +18 to hit, reach 50 ft., one target. Hit: 32 
  (4d12 + 10) piercing damage plus 21 (6d6) poison damage. If the target is 
  a creature, it must pass a DC 20 Strength saving throw or be grappled and 
  restrained. Jörmungandr cannot Bite another target.
  Swallow. Jörmungandr makes a Bite attack against a Large or smaller creature 
  he is grappling. On a hit, the target takes damage as usual, is swallowed and 
  the grappling ends. A swallowed creature is blinded, restrained, has total 
  cover from attacks and effects originated outside of Jörmungandr and takes 
  58 (15d6) necrotic damage at the beginning of its turns. If Jörmungandr 
  suffers 50 or more points of damage from a creature it swallowed, it must 
  pass a DC 20 Constitution saving throw at the end of his turn or regurgitate 
  all the creatures he swallowed. They land prone in a space within 30 ft. of 
  Jörmungandr. If it dies, a swallowed creature is no longer restrained and can 
  leave its body with 50 ft. of movement, ending up prone.
  Frightful Presence. Each creature of Jörmungandr’s choice that is within 120 
  ft. of it and aware of it must succeed on a DC 20 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat the saving throw at the 
  end of each of its turns, with disadvantage if Jörmungandr is within their line 
  of sight, ending the effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune to Jörmungandr’s 
  Frightful Presence for the next 24 hours.
  Poisonous Growl (recharge 5-6). Jörmungandr exhales a stream of bile in a 
  120 ft. cone. Each creature caught must pass a DC 21 Constitution saving 
  throw or suffer 80 (20d6) poison damage and be poisoned for 1 hour. On a 
  pass, they only suffer half the poison damage plus 45 (10d8).
  LEGENDARY ACTIONS
  Jörmungandr can take 3 legendary actions, choosing from the options 
  below. Only one legendary action option can be used at a time and 
  only at the end of another creature’s turn. Jörmungandr regains spent 
  legendary actions at the start of their turn.
  Detect. Jörmungandr makes a Wisdom (Perception) check.
  Poisonous Spit. Jörmungandr spits a poisonous glob on a creature it can 
  see within 60 ft. That creature must pass a DC 20 Constitution saving 
  throw or suffer 24 (6d6) poison damage and be poisoned for 1 hour.
  Tail. Jörmungandr makes a Tail attack.
  
  Journey to Ragnarok
  294
  
  Ragnarok
  295
  
  Journey to Ragnarok
  296
  Ægir’s Tree-engraved 
  Drinking Horn
  Marvelous Item, Very rare
  This magic horn allows you to drink at twice the 
  normal rate and, other than being happily tipsy, you 
  will not suffer the effects of any alcohol you have 
  imbibed. Bearing this horn, you gain advantage to 
  Charisma (Persuasion) checks to convince somebody 
  to participate in a drinking contest or in social interac-
  tions with people under the effect of alcohol.
  Taking a swig of beer or mead from this horn grants 
  you advantage to saving throws against being fright-
  ened for 24 hours.
  Angurvadal (Flow of Anguish)
  Weapon (any sword), rare
   
  Angurvadal is a viking sword with magic runes etched 
  on the blade. You gain a +1 bonus to attack and 
  damage rolls made with this weapon.
  Sentient. Angurvadal is a Lawful Honorable intelli-
  gent magic weapon with Intelligence 8, Wisdom 12 
  and Charisma 10. It can’t speak, but it communicates 
  with its wielder by lighting up the runes on the blade 
  if there are enemies within 60 ft.
  Personality. Even without speaking, Angurvadal can 
  relay its feelings to the wielder. Since it has been used 
  only in battle, during a fight it instills a feeling of fero-
  cious joy.
  Conqueror’s Axe
  Weapon (any axe), Very Rare (requires attunement)
  You have a +2 bonus to attack and damage rolls made 
  with this magic weapon and you deal an additional 
  2d6 damage against undead creatures.
  As long as you wield the Axe, you gain advantage to hit 
  rolls for shoving and grappling, to opposed checks to 
  keep a creature grapplend and to Strength (Athletics) 
  checks to climb.
  Conqueror’s Axe
  Ægir’s Tree-engraved 
  Drinking Horn
  Angurvadal
  
  Magical Items
  297
  Draupnir
  Marvelous Item, Legendary
  Every nine nights, eight new rings appear alongside 
  this one, identical to their original save for this effect. 
  Telling which of these simple gold rings is the original 
  requires a DC 15 Intelligence (Investigation) check.
  Freyja’s feathered Cloak
  Marvelous Item, Legendary (requires attunement)
  This beautiful cloak is made of braided falcon feathers 
  and belongs to the goddess Freyja. When you wear this 
  cloak you gain +2 to saving throws and AC.
  You can also use an action to transform into a falcon 
  or revert back to your normal form. If you die while in 
  falcon form, you turn into your original form, suffer-
  ing all the excess damage.
  Gramr
  Weapon (greatsword), Legendary (requires attunement)
  You have a +3 bonus to attack and damage rolls made 
  with this magic weapon.
  When you hit an item, a creature who wears armor or has 
  a natural armor bonus to AC, you deal maximum damage.
  When you attack an item and roll a natural 20 to hit, 
  it automatically breaks.
  When you attack an armored creature and roll a natu-
  ral 20 to hit, its armor is automatically destroyed and 
  cannot be used anymore.
  Draupnir
  Freyja’s 
  feathered Cloak
  Gramr
  
  Journey to Ragnarok
  298
  Gungnir, Odhinn’s Spear
  Weapon (spear), Artefact (requires attunement)
  Gungnir  is the legendary spear that the sons of the 
  dwarf Ivaldi forged for Odhinn. As they were led by 
  Dvalin the blacksmith during the process, it is a per-
  fect weapon in craftsmanship and balance.
  Magical Weapon. Gungnir deals 1d12 damage. You 
  have a +3 bonus to attack and damage rolls made with 
  this magic weapon and it deals an additional 3d8 radi-
  ant damage.
  Divine Aura. While attuned to Gungnir, your size 
  increases to Large, if it is not already, and your skin 
  gives off a faint aura, shedding dim light within 10 ft. 
  of you.
  Relentless. All attacks with Gungnir hit automatically 
  and ignore any resistance or immunity.
  Divine Influence. While attuned to Gungnir, your 
  ability scores are 20 if not already higher.
  The Power of Time. While attuned to Gungnir, you 
  can use an action to cast the Time Stop and Magic 
  Missile spells as if a 9th level spell-slot were used, 
  without the need for components. After casting either 
  spell, roll a d6: on a 1 to 5, you cannot cast again that 
  spell until the next dawn.
  Destroying Gungnir. Being perfection made steel, 
  Gungnir cannot be destroyed in any way.
  Járngreipr, Dwarven Gauntlets
  Marvelous item, variable (requires attunement)
  Designed for the greatest of warriors, these dwarven 
  gauntlets are masterpieces that make any weapon 
  wielded while wearing them even deadlier.
  Depending on their rarity, they grant their wearer 
  additional Strength points. Their wearer cannot be 
  disarmed and rolls grappling and shoving checks with 
  advantage. The only Legendary version of this item 
  ever made is owned by the god Thor.
  Rarity
  Bonus to Strength 
  score
  Uncommon
  +1
  Rare
  +2
  Very Rare
  +3
  Legendary
  +4
  Medallion of the Heart 
  of Muspellsheimr
  Marvelous Item, Rare
  As long as you wear this medallion, you can tolerate 
  any environmental heat and are not damaged by nat-
  ural fire.
  Gungnir
  Járngreipr
  Medallion of the Heart 
  of Muspellsheimr
  
  Magical Items
  299
  Megingjörð, 
  Belt of Dwarven Strength
  Marvelous item, variable (requires attunement)
  A great many legends speak of these powerful magic 
  items that the Dwarven people managed to infuse 
  with the strength of Giants.
  While a character wears this belt, their Strength score 
  is set to the one corresponding to the belt’s rarity. If 
  their Strength score is already equal or higher, then 
  the belt has no effect. The character rolls with advan-
  tage Strength (Athletics) checks and those not to be 
  knocked prone or not to lose their balance.
  There are four variants of this belt, each infused with 
  the strength of powerful giants. The only known 
  Legendary version is owned by the god Thor.
  Rarity
  Strength score
  Uncommon
  20
  Rare
  22
  Very Rare
  24
  Legendary
  26
  Mjollnir’s replica: Kuttnir
  Weapon (any sword), Very Rare (requires attunement)
  You have a +2 bonus to attack and damage rolls made 
  with this magic weapon. On a hit, the target suffers an 
  additional 1d8 lightning damage.
  If you roll a 19 or 20 to hit with this weapon, an unsta-
  ble bolt of lightning surges from the blade to deal an 
  additional 2d8 lightning damage to up to 3 enemies 
  within 20 ft. from you.
  Mjollnir, Hammer of Thor
  Weapon (warhammer), Artefact (requires attunement)
  Mjollnir can be lifted or attuned to only if wearing a 
  Megingjörð (Belt of Dwarven Strength) the Járngreipr 
  (Gauntlets of Dwarven Strength).
  Magical Weapon. You have a +3 bonus to attack and 
  damage rolls made with this magic weapon. Targets 
  also suffer an additional 2d6 lightning damage and 2d6 
  thunder damage. Mjollnir possesses the Thrown prop-
  erty, with a normal range of 20 ft. and a long range of 60 
  ft. After an attack, it flies back into your hand.
  Aura of Storms. While attuned to Mjollnir, your size 
  increases to Large if it was not already and your skin 
  constantly crackles with faint electrical discharges. 
  When you are hit in melee, your attacker suffers 2d6 
  lightning damage.
  Giantsbane. If you hit a giant, you deal an additional 
  4d8 damage with Mjollnir.
  Father of Lightning. While attuned to Mjollnir, you 
  can use an action to cast the Chain Lightning spell 
  without the need for components. After casting the 
  spell, roll a d6: on a 1 to 5, you cannot cast again it 
  until the next dawn.
  Medallion of Thunder. Speaking the command word 
  changes Mjollnir’s size and weight into that of a small 
  pendant.
  Infusion of Strength. While attuned to Mjollnir, your 
  Strength score is 30.
  Destroying Mjollnir. Only decades spent in the forges 
  of its birth can challenge the innate toughness of this 
  mighty weapon.
  Kuttnir
  Megingjørð
  Mjolnir
  
  Journey to Ragnarok
  300
  Ring of Andvari, Andvaranautr
  Marvelous Item, Artifact (requires attunement)
  This cursed ring gifts its owner with long life, at the cost 
  of making them covet riches and treasures. Every crea-
  ture that sees the ring must pass a DC 15 Wisdom saving 
  throw or be fascinated by it and badly wanting to own it.
  The Treasure of its Master. Taking the ring off, throw-
  ing it away, ceding it to anybody else or breaking 
  attunement with it can be attempted only once a day 
  and requires a DC 15 Wisdom saving throw. The 
  saving throw DC increases by 1 each time its bearer 
  tries to remove it.
  Thief. While attuned to Andvaranautr, you are profi-
  cient in the Stealth skill if you previously were not and 
  roll Dexterity (Stealth) checks with advantage to steal 
  gold and precious items.
  Long life and prosperity. While attuned to 
  Andvaranautr, you gain the following benefits.
  • 
  You are immune to diseases
  • 
  You cannot be charmed or frightened
  • 
  You age and need sustenance at a tenth the normal 
  rate for your race
  • 
  You gain +1 AC
  Curse. Andvari’s curse afflicts the bearer of this ring. 
  • 
  If you have been wearing the ring for a month, 
  your body starts growing glossy scales, granting 
  you an additional +2 natural AC. The DC to get 
  rid of the ring, if not already higher, is 18 and you 
  become particularly attracted by gold and treasure.
  • 
  If you have been wearing the ring for 3 months, 
  your teeth become fangs and your nails sharpen 
  into claws. You obtain a bite attack (1d4 + STR) 
  and a claw attack (1d6 + STR). The DC to get 
  rid of the ring, if not already higher, is 20. You 
  become increasingly greedy and reluctant to share 
  riches with anyone else.
  • 
  If you have been wearing the ring for 6 months, 
  your organism has been changing and you now 
  can breathe death onto your enemies (Poison 
  cone, 30 ft., 12d6 poison damage. DC 16 to halve 
  the damage). The DC to get rid of the ring, if not 
  already higher, is 25. Your primary goal becomes 
  hoarding immense treasures in a secure place.
  • 
  If you have been wearing the ring for a year, you must 
  pass a DC 30 Wisdom saving throw each day. On a 
  fail, the essence of the ring permanently transforms 
  your body into that of an Adult Green Dragon.
  The DC to get rid of the ring, if not already higher, is 
  30. Your only, all-consuming goal now becomes pro-
  tecting from any other living being the hoard you have 
  gathered, treating anyone as a thief and an enemy.
  Destroying the ring. In spite of its mundane appear-
  ance, the Ring of Andvari must be cast into the flames 
  of Muspellsheimr after passing a DC 30 Wisdom saving 
  throw. On a fail, the bearer is charmed by its magics.
  Those who try to destroy Andvaranautr in any other 
  way suffer 4d8 psychic damage and must pass a DC 30 
  Wisdom saving throw or are charmed.
  Ring of the Silent Hunter
  Marvelous Item, Rare (requires attunement)
  This ring has 3 charges and recovers 1d3 charges 
  every dawn.
  As an action, the bearer can spend a charge to cast 
  the Silence spell, without the need for material 
  components.
  The spell has a radius of 5 ft. centered on a spot within 
  120 ft. of the bearer of the ring or on the ring itself.
  Andvaranaut
  Ring of the 
  Silent Hunter
  
  Magical Items
  301
  Skíðblaðnir, Ship of Freyr
  Marvelous Item, Legendary
  Among the magical ships built by the Dwarves, the 
  most amazing is Freyr’s. This item appears as a one 
  pound leather bag, large enough to fit in a pocket, that 
  can float. It has 3 command words, each requiring an 
  action to be pronounced.
  The first command word calls forth a boat from the 
  bag, 30 ft. long, 10 wide and 5 deep. It features a helm, 
  two pairs of oars, an anchor and mast with a sail. The 
  boat can fit 5 medium-sized creatures and will always 
  sail with fair winds, unless there are magical effects 
  that prevent it.
  The second command word calls forth a boat from 
  the bag, 120 ft. long, 40 wide and 15 deep. It features 
  a helm, five pairs of oars, an anchor and two sailed 
  masts. The boat can fit 30 large-sized creatures and 
  their escort and will always sail with fair winds, unless 
  there are magical effects that prevent it.
  The third command word causes the ship to return 
  into the bag, if empty of people.
  Skofnung
  Weapon (any sword), Legendary (requires attunement)
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon.
  You can use your action to say the command word, 
  when wielding this weapon, to summon the spirits of 
  12 Berserkers within 60 ft. of you.
  If you say the command word but are not of honorable 
  alignment, then the Berserkers will attack you.
  Otherwise, they remain friendly to you and your allies, 
  following your orders.
  Svalin, Shield of the Sun
  Armor (shield), Artefact (requires attunement)
  Svalin is the legendary shield that protects Sol from the 
  sun when she rides on her chariot.
  Magic Shield. In addition to the usual AC bonus for a 
  shield, you gain an additional +4.
  Solar Protection. If you wield Svalin while attuned to 
  it, you gain the following benefits.
  • 
  You are immune to fire and frost damage and feel 
  comfortable in any temperature.
  • 
  You cannot be charmed or frightened
  • 
  You cannot be blinded, deafened or stunned.
  Freezing Aura. While attuned to Svalin, your size 
  increases to Large if it was not already and your skin 
  constantly shimmers with condensing frost. When you 
  hit in melee, you deal an additional 1d6 frost damage; 
  when you are hit in melee, instead, the attacker suffers 
  a 2d6 frost damage.
  Font of Frost. While attuned to Svalin, you can use 
  your action to cast the Cone of Cold spell without the 
  need for components. After casting the spell, roll a d6: 
  on a 1 to 5, you cannot cast it again until the next dawn. 
  Destroying Svalin. Only an extremely powerful 
  Disintegrate effect can destroy the Shield of the Sun.
  Skíðblaðnir
  Skofnung
  Svalin
  
  Journey to Ragnarok
  302
  Sword of Skallfoss
  Weapon (any sword), Uncommon
  These weapons are the opera magna of the legendary 
  blacksmith Skallfoss. They were dedicated to the Æsir 
  and Vanir and have been faithful companions of the 
  mightiest Midgardian heroes, handed down to the 
  next generation of warriors when the previous owner 
  was defeated.
  You have a +1 bonus to attack and damage rolls made 
  with this magic weapon.
  As long as you visibly carry one of the Swords on your 
  person, you have advantage on Charisma (Persuasion) 
  checks when dealing with Æsir and Vanir.
  True Sunstone
  Marvelous Item, Very Rare
  Using this sunstone as a navigation tool, the characters 
  cannot be lost in their travels at sea or on land. It can 
  also point the direction of any place or item the user 
  has already seen and they need to get to.
  Tyrfing
  Weapon (any sword), Very rare (requires attunement)
  You have a +2 bonus to attack and damage rolls made 
  with this magic weapon.
  Hit points lost to this weapon cannot be regained by 
  resting, but only through regeneration or magic.
  Once drawn, it is impossible to sheathe Tyrfing until it 
  has killed a sentient creature.
  Sword of Skallfoss
  Tyrfing
  True Sunstone
  
  Magical Items
  303
  
  Journey to Ragnarok
  304
  In this appendix the foundations of the rune divination 
  are presented, usable for the consultation of the Tables 
  of this manual and as an optional rule in play.
  Table Results  
   
   
  306
  Using the Runic Dice  
   
  306
  Reading the Runes   
   
  307
  Aett of Freyja 
   
   
  308
  Aett of Heimdallr  
   
   
  312
  Aett of Tyr   
   
   
  316
  
  Magical Items
  305
  The Three Norns - © Milivoj Ćeran
  
  Journey to Ragnarok
  306
  The word “rún” has its origin from the words “secret” 
  and “mystery”, but also “whisper”. It’s possible that this 
  comes from the custom of using glyphs to send secret 
  messages during battles, but also from religious tradi-
  tion and meditation during the rune casting. 
  Table Results
  In Journey To Ragnarok you can find some 
  Tables, based on Rune Divination.
  The interpretation of the Runes for Tables results is 
  based on the different Ætt (or “families” of the runes). 
  This trinity came from the influence and domain of 
  Freyja, Heimdallr, and Tyr over the Futhark. During 
  the adventure, it’s possible to use the Runic Dice or to 
  cast Runes to determine the development of certain 
  events based on the Ætts. Alternatively one can roll a 
  d6 to determine which Ætt the rune comes from and 
  if it is in its proper or inverted form.
  Using the Runic Dice
  Rune Divination can be made using the Rune Dice, 
  designed exclusively for Journey To Ragnarok, or in 
  a more traditional way, casting Runes from a pouch.
  If you choose to use the Rune Dice, in the following 
  page you can find a scheme to determinate if the result-
  ant Rune is Upright or Reversed.
  “I trow I hung on that windy Tree
  nine whole days and nights,
  stabbed with a spear, offered to Odhinn,
  myself to mine own self given,
  high on that Tree of which none hath heard
  from what roots it rises to heaven.
  None refreshed me ever with food or drink,
  I peered right down in the deep;
  crying aloud I lifted the Runes
  then back I fell from thence.”
   
   
  HÁVAMÁL - Rúnatal (138-139)
   
   
  Poetic Edda
  The stanzas from 138 to 145 of the Hâvamâl recount how 
  Odhinn learned the runes and of his sacrifice. According 
  to the legend, he impaled himself to Yggdrasill with a 
  spear. He remained there for nine nights – tortured by 
  cold, hunger thirst – alone and beyond any help. When 
  he was about to pass out, he glimpsed the runes and with 
  his last gasp, he snatched them.
  The name of the runic alphabet, “Futhark”, comes 
  from the phonetic pronunciation of the first symbols 
  (Fehu, Uruz, Þurisaz, Ansuz, Raido, Kenaz).  
  
  Rune Divination
  307
  When a rune appears during the game, extracted from 
  a Rune Master bag or engraved in the scenario, the 
  optional rules of Rune Divination can be used.
  Each character can choose to vote for a particular 
  rune of the Futhark alphabet and wear it as a talisman, 
  engraved on a stone, a jewel, a weapon or tattooed on 
  his body.
  The masters of the runes, characters or non-player 
  characters, can extract a rune once every long rest that 
  will have an influence on the day of who assists the 
  extraction.
  There are many other options to use Rune 
  Divination, how to insert a rune in the description of 
  a vision or a landscape, make it appear engraved in a 
  sanctuary or on logs in the forest...
  The number of runes that affect the players every 
  long rest is at the discretion of the Game Master, a 
  Rune Master can extract more than one rune at the 
  same time, up to one for each character present.
  In the event that the casted rune does not belong to 
  any Ætt among those which the characters are voted, 
  there will be no effect.
  All effects last until the character makes a long rest.
   
  Ætt Effect 
  When the casted rune belongs to the Ætt to which the 
  character is voted, it will be less influenced by it.
  The effect of the Ætt is to be intended as a starting 
  point for role-playing and interpretation for the play-
  ers to be introduced by the Game Master.
  Rune Effect
  When the rune to which the character is voted 
  appears, he will be more influenced by it. 
  The effect of the rune is added to the Ætt effect 
  and has an influence on the game mechanics.
  Reading the Runes
  Reading the Runes
  Upright
  Every rune has 
  a meaning when
  it is read Upright.
  Reversed
  Some runes have
  an opposite meaning
  if read Reversed.
  Upright Rune ( U)
  U
  Reversed Rune ( D)
  U
  Reversed Rune ( D)
  U
  
  Journey to Ragnarok
  308
  The Gift of Life, presided over by Audhumla, Freyr 
  and Freyja.
  Ætt of Freyja Effect
  You feel a surge of renewed optimism, everything 
  seems to go the right way.
  Fehu Rune Effect
  You gain +1 to all ability checks and a natural 20 is 
  always considered a success.
  Ætt of Freyja Reversed Effect
  Everything seem to go the right way, for everyone but 
  you. You feel envious of their successes and foresee 
  your own failures.
  Fehu Rune Reversed Effect
  You suffer -1 to all ability checks and a natural 1 is 
  always considered a failure.
  The Survival Instinct, presided over by Ymir.
  Ætt of Freyja Effect
  Nothing in the Nine Worlds can stop you, you’ll live 
  to see another day.
  Uruz Rune Effect
  You gain proficiency on initiative rolls.
  Ætt of Freyja Reversed Effect
  Strength is apparent only when compared to weakness, 
  you can foresee oppression and abuse of power.
  Uruz Rune Reversed Effect
  You gain Advantage on Intimidation rolls and Attack 
  rolls against creatures with a Strength score lower than 
  yours. At the same time, you gain Disadvantage against 
  creatures with a Strength score higher than yours.
  1. Fehu
  1. Fehu
  Upright
  Deserved fortune,
  success, wellness.
  Reversed
  Evil, jealousy,
  envy.
  2. Uruz
  2. Uruz
  Upright
  Strength, courage,
  initiative.
  Reversed
  Ferocity, aggression, 
  addiction.
  
  Runes: Ætt of Freya
  309
  The Encounter, presided over by Thor.
  Ætt of Freyja Effect
  When the strongest storm comes, it’s time to find shel-
  ter behind solid walls and create better strategies.
  Thurisaz Rune Effect
  Every time you suffer damage from a single source 
  reduce it by 1 point. If this brings the total to 0 or less, 
  you suffer no damage.
  Ætt of Freyja Reversed Effect 
  You feel disheartened, unsure, defenseless, at the mercy 
  of the events, all your certainties crumble like a wall 
  without foundations.
  Thurisaz Rune Reversed Effect
  Every time you suffer damage from a single source 
  increase it by 1 point.
  The Call, presided over by Odhinn.
  Ætt of Freyja Effect
  You foresee that today is a day for new ideas to arise, 
  solutions will be found and every crux will be undone.
  Ansuz Rune Effect
  You immediately gain Inspiration.
  Ætt of Freyja Reversed Effect
  You cannot trust anyone, betrayal and deception are 
  around any corner. 
  Ansuz Rune Reversed Effect
  You cannot benefit from the Help action or any other 
  source of Advantage from other creatures.
  3. Thurisaz
  3. Thurisaz
  Upright
  Resistance, protection, 
  right decisions.
  Reversed
  Fragility, confusion,
  unexpected event.
  4. Ansuz
  4. Ansuz
  Upright
  Healing, wisdom, 
  inspiration.
  Reversed
  Deceit, betrayal,
  selfishness.
  
  Journey to Ragnarok
  310
  5. Raido
  5. Raido
  Upright
  Travel, Research,
  new challenges.
  Reversed
  Slowdown,
  renunciation, failure.
  6. Kenaz
  6. Kenaz
  Upright
  Reborn, understanding, 
  revelation.
  Reversed
  Ignorance, superficiality, 
  arrogance.
  The Hero’s Journey, presided over by the Valkyries.
  Ætt of Freyja Effect
  Today, the world lays before you, free to explore, just 
  follow your feet.
  Raido Rune Effect
  You ignore difficult terrains.
  Ætt of Freyja Reversed Effect
  You foresee a difficult path, full of obstacles, danger, 
  and uncertainties. Is it really worth? You are consider-
  ing surrendering at the first real problem.
  Raido Rune Reversed Effect
  You cannot take the Dash action, nor benefit from any 
  bonus to your base speed.
  The Fire of Transformation, presided over by Surtr.
  Ætt of Freyja Effect
  Today, all will be well, every problem will become an 
  opportunity, every challenge a chance to improve.
  Kenaz Rune Effect
  Every time you fail a saving throw an attack or an abil-
  ity roll, you gain Advantage on the next roll of the 
  same kind.
  Ætt of Freyja Reversed Effect
  Today you feel incredibly overconfident and, because 
  of this, you will face many avoidable problems.
  Kenaz Rune Reversed Effect
  Every time you succeed on a saving throw an attack or 
  an ability roll, you gain Disadvantage on the next roll 
  of the same kind.
  
  Runes: Ætt of Freya
  311
  7. Gebo
  7. Gebo
  Friendship, brotherhood,
  sharing, exchange,
  gratitude.
  8. Wunjo
  8. Wunjo
  Upright
  Glory, hope,
  harmony.
  Reversed
  Depression, solitude, 
  pessimism.
  The Balanced Exchange, presided over by Freyr.
  Ætt of Freyja Effect
  This omen, reminds you that nature is like a single 
  entity, a spider web of relationships and bonds that 
  embrace humans too.
  Gebo Rune Effect
  You gain Advantage on all Charisma rolls, but when 
  an ally next to you suffer damage you take one-quarter 
  of that damage upon yourself (this can’t be reduced in 
  any way).
  The Divine Emanation, presided over by Freyr and 
  Freyja.
  Ætt of Freyja Effect
  The sun shines brighter today, filling the hearts of men 
  with joy and they urge each other to do more. 
  Wunjo Rune Effect
  When you roll a saving throw you can use the bonus of 
  an adjacent ally if its higher than yours.
  Ætt of Freyja Reversed Effect
  Grey clouds blanket the sky, hiding the sun and filling 
  hearts with dread, people feel alone and miserable.
  Wunjo Rune Reversed Effect
  When you roll a saving throw you must use the bonus 
  of an adjacent ally if its lower than yours.
  
  Journey to Ragnarok
  312
  9. Hagalaz
  9. Hagalaz
  Purification, trial,
  established path,
  liberation, reconstruction.
  10. Nauthiz
  10. Nauthiz
  Resistance, virtue,
  determination,
  inner strenght.
  Breaking the Scheme, presided over by Urd.
  Ætt of Heimdallr Effect
  You foresee that the path in front of you leads to the 
  end of everything you are, for better or worse. Yet, 
  death is not the end, but merely a step before being 
  reborn.
  Hagalaz Rune Effect
  You have Disadvantage on the first Death saving throw 
  you make every time you are reduced to 0 Hit Points, 
  but every time you succeed on a Death saving throw 
  you can roll one of your Hit Dice, as if you had just 
  finished a Short Rest, and regains a number of Hit 
  Points equal to the result plus your Wisdom modifier. 
  Once you use this feature, you must finish a Short rest 
  before you can use it again.
  Meeting Pain, presided over by Heimdallr.
  Ætt of Heimdallr Effect
  You foresee great hardships on your path but, deep 
  within your soul, you’re ready to face all the challenges 
  that fate has in store for you.
  Nauthiz Rune Effect
  Every time an ally – within 30 ft. and that you can 
  see – is reduced to 0 Hit Points, you gain a number of 
  temporary Hit Points equal to half your character level 
  and Advantage on the next saving throw you make 
  before the end your next turn. Once you use this fea-
  ture, you must finish a Short rest before you can use 
  it again.
  
  Runes: Ætt of Heimdallr
  313
  11. Isaz
  11. Isaz
  Moment of reflection,
  focusing on objectives,
  separation, limitation.
  12. Jera
  12. Jera
  Cyclic nature of time,
  patience, control,
  harvest, process.
  The Mind Without Chains, presided over by Buri.
  Ætt of Heimdallr Effect
  Suddenly, you realize that we are all alone in this world. 
  You have to take a moment to think deeply about the 
  meaning of your existence.
  Isaz Rune Effect
  When you drop at 0 Hit Points, you can make a 
  Wisdom saving throw, instead of the usual Death 
  saving throw, at the normal DC (usually 10).
  The Cosmo’s Path, presided over by Sif.
  Ætt of Heimdallr Effect
  In your mind’s eye, you see a vision of the cyclic nature 
  of the world and understand that for every flower that 
  withers a new life is born. 
  Jera Rune Effect
  When you drop at 0 Hit Points, you have Disadvantage 
  on your first Death saving throw, but every ally within 
  30 ft., immediately regains 1d6 Hit Points (2d6 at 
  level 5, 3d6 at level 10. 4d6 at level 17 and 5d6 at level 
  20). Once you use this feature, you must finish a Short 
  rest before you can use it again.
  
  Journey to Ragnarok
  314
  13. Eihwaz
  13. Eihwaz
  Defense capability,
  reliability, intelligence,
  ability to prevent.
  14. Perth
  14. Perth
  Upright
  Joy, destiny,
  luck.
  Reversed
  Sadness, illusion,
  discouragement.
  The Spiritual Journey, presided over by Hell and Ullr.
  Ætt of Heimdallr Effect
  Time and space become insignificant for those who 
  can travel with their mind instead of their bodies.
  Eihwaz Rune Effect
  When you suffer any damage, you can decide to ignore 
  it for a brief moment. You can use your Reaction to 
  delay that damage until the end of your next turn. 
  At the end of your next turn, you will suffer that 
  damage and halve your movement speed for one round. 
  Once you use this feature, you must finish a Short rest 
  before you can use it again.
  The Fate’s Game, presided over by Vè.
  Ætt of Heimdallr Effect
  A deep meditation gave you the chance to truly under-
  stand the meaning of life and the deepest secrets of the 
  world. This awakening and understanding the tides of 
  fate fill you with true and pure joy.
  Perth Rune Effect
  When one of your attack rolls, ability roll or saving 
  throws result in a natural 1, you may consider it as a 
  10. This might change the effect.
  Ætt of Heimdallr Reversed Effect
  Meditation didn’t bring the expected results, maybe 
  you misinterpreted the signs and symbols or, maybe, 
  your mind wasn’t ready for it. You misinterpreted their 
  meaning and now you are dejected and miserable.
  Perth Rune Reversed Effect
  When one of your attack rolls, ability roll or saving 
  throws result in a natural 20, you must consider it as 
  a 10. This might change the effect. If it was an attack 
  roll, you still deal critical damage, but the attack is not 
  a guaranteed hit.
  
  Runes: Ætt of Heimdallr
  315
  15. Algiz
  15. Algiz
  Upright
  Divine connection,
  awakening, success.
  Reversed
  Loss of favor,
  vulnerability, danger.
  16. Sowilo
  16. Sowilo
  Power, rashness,
  energy, anger,
  purifying fire.
  The Sacred Space, presided over by Baldr.
  Ætt of Heimdallr Effect
  You open your spirit and your mind to a higher plane 
  of awareness and come into contact with the entities 
  that control the fate of mankind. They are pleased with 
  you and reward your faith.
  Algiz Rune Effect
  When you suffer a critical hit, you gain Resistance 
  against that particular attack. Once you use this fea-
  ture, you must finish a Short rest before you can use 
  it again.
  Ætt of Heimdallr Reversed Effect
  You try with every ounce of strength to push your spirit 
  in the higher planes, where the gods live, unfortu-
  nately, they don’t take kindly upon your intrusion and 
  you know they will punish you for this transgression.
  Algiz Rune Reversed Effect
  When another creature attacks you with Advantage, 
  you take 1d6 extra damage from that attack. 
  The Power, presided over by Sòl.
  Ætt of Heimdallr Effect
  Your journey has been harsh and full of crossroads, ma 
  now you face the ultimate choice, the one that would 
  make your soul unbalanced toward Good or Evil. 
  You’re trembling, but you know which one would be 
  the right choice.
  Sowilo Rune Effect
  When you suffer any amount of damage from another 
  creature, you might use your Reaction to roll a 
  number of your Hit Dice, you reduce the damage by 
  the amount you rolled plus your Wisdom modifier 
  (if positive) and cause an equal amount of radiant or 
  necrotic damage to the attacker.
  You can use up to half your remaining Hit Dice this 
  way (minimum 1). Once you used this feature, you 
  must finish a Short rest before you can use it again.
  
  Journey to Ragnarok
  316
  17. Teiwaz
  17. Teiwaz
  Upright
  Right direction,
  victory, virtue.
  Reversed
  Punishment,
  dishonesty, defeat.
  18. Berkana
  18. Berkana
  Upright
  Fertility, desire,
  love.
  Reversed
  Immaturity, anxiety,
  abandonment.
  The Universal Order, presided over by Tyr.
  Ætt of Tyr Effect
  You know that today you are going to walk with the 
  stride of a father protecting his children, of a warrior 
  defending his homeland, of a righteous facing evil.
  Teiwaz Rune Effect
  When you score a critical hit, you can use your 
  Reaction to make a single weapon attack or cast a 
  cantrip that requires an attack roll.
  Ætt of Tyr Reversed Effect
  It takes just a moment for bravery to become arrogance, 
  for the desire to protect what you love to become con-
  ceit and for strength to become prevarication.
  Teiwaz Rune Reversed Effect
  When you suffer a critical hit, you must succeed on a 
  Charisma saving throw (DC equal to half the damage 
  you just received) or you become Incapacitated until 
  the end of your next turn.
  Worlds’ Bond, presided over by Frigga.
  Ætt of Tyr Effect
  Today, you see fertility wherever you look and new life 
  pouring out, gentle yet unstoppable, like a reawaken-
  ing of senses.
  Berkana Rune Effect
  As an Action, you can heal every creature within 10 ft. 
  of you (including yourself) by a number of Hit Points 
  equal to 1d6 + your Charisma modifier, up to a maxi-
  mum of half their maximum Hit Points. 
  Once you used this feature, you must finish a Short 
  rest before you can use it again.
  Ætt of Tyr Reversed Effect
  You can see how inadequate you are, like an unripe 
  fruit compared to the strong and blooming life you see 
  around you.
  Berkana Rune Reversed Effect
  You can use a Bonus Action to spend one Hit Dice as 
  if you just finished a Short Rest. But, you have to halve 
  the result of every Hit Dice you roll.
  
  Runes: Ætt of Tyr
  317
  19. Ehwaz
  19. Ehwaz
  Upright
  Improvement,
  cooperation, union.
  Reversed
  Hurry, inhibition,
  disharmony.
  20. Mannaz
  20. Mannaz
  Upright
  Open-mindedness, 
  conscience, brotherhood.
  Reversed
  Prejudice,
  rigidity, fanaticism.
  The Armony of Opposites, presided over by Sleipnir.
  Ætt of Tyr Effect
  You can see the invisible links and bonds between 
  everything, every creature and the forces of nature 
  themselves. The world is greater than the sum of its 
  parts… and so are you.
  Ehwaz Rune Effect
  During a Short Rest you and up to 6 allies can grasp 
  each other’s hands and meditate together for 1 hour. 
  Those who meditate suffer Disadvantage on Wisdom 
  (Perception) rolls and cannot act as effective sentries. 
  For each Hit Dice spent at the end of the Short 
  Rest one of your allies regain an additional number of 
  Hit Points equal to your Wisdom modifier (minimum 
  1). Meanwhile, you regain an additional number of 
  Hit Points equal to the participants to the meditation 
  circle.
  Ætt of Tyr Reversed Effect
  It doesn’t matter how hard you try to see thing dif-
  ferently, you have to accept that everything in nature 
  exists in opposition to countless others. For every new 
  bond hundred of others are destroyed. Nature is in 
  continuous conflict. Harmony is an illusion.
  Ehwaz Rune Reversed Effect
  Greater Negative Effect: Every time you roll initiative, 
  you can spend any number of Hit Dice. 
  For every Hit Dice you spend, you gain a bonus 
  to the initiative roll equal to your Wisdom modifier 
  (minimum 1).
  The Cosmic Man, presided over by Heimdallr.
  Ætt of Tyr Effect
  In a moment of absolute clarity, you understand your 
  place in the world and how the world fits inside your-
  self. You are the center but, at the same time, you’re 
  everything that spins around it. Your conscience is just 
  how the universe observes itself.
  Mannaz Rune Effect
  When you roll a saving throw against an unseen effect, 
  you can use your Reaction to gain Advantage on it. 
  Once you use this feature, you must finish a Short 
  rest before you can use it again.
  Ætt of Tyr Reversed Effect
  Who are you? What is the meaning of YOUR life? Is 
  reality as insignificant as it looks? Maybe not, maybe 
  it’s not as meaningless and futile… maybe you are. 
  You can only watch as others bask in the glory of dis-
  covering their place in the grand scheme of things, while 
  you feel like a wrong line in the great poem of the cosmos.
  Mannaz Rune Reversed Effect
  Every time you cause damage you inflict 1 extra damage 
  of the same type if the target’s current Hit Points are 
  higher than yours. This extra damage increases to +2 at 
  level 11 and +3 at level 20.
  You cannot willingly end your turn within 20’ from a 
  creature whose current Hit Points are higher than yours.
  
  Journey to Ragnarok
  318
  21. Laguz
  21. Laguz
  Upright
  Intuition, dream,
  fantasy.
  Reversed
  Lack of creativity,
  confusion, fear.
  22. Ingwaz
  22. Ingwaz
  Sexuality, fertility,
  agriculture, human warmth,
  abundance.
  The Well of Knowledge, presided over by Mimir.
  Ætt of Tyr Effect
  You can gaze upon the reality underlying the material 
  world known and inhabited by mortals. 
  Everything is a symbol, a sign, nothing is just what 
  it looks like upon the surface and only the Gods can 
  divine the truth of what this means. But today, you 
  can peek at it.
  Laguz Rune Effect
  You can cast the Augury spell as a ritual, without any 
  material component. 
  Starting at level 11, you can cast Divination 
  instead, as a ritual without any material component. 
  Ætt of Tyr Reversed Effect
  You tried to push you conscience beyond the mate-
  rial world, to understand its true essence, but nothing 
  came of it. Everything looks bleak, shallow, without 
  any ulterior meaning. 
  This frightens you, makes you uncertain, tarnish 
  the depths of your soul and makes you dejected.
  Laguz Rune Reversed Effect
  At the beginning of each combat you’re considered 
  frightened by any hostile creature you can perceive. 
  This condition lasts until the start of your second 
  combat turn.
  Future of the Bloodline, presided over by Freyr.
  Ætt of Tyr Effect
  You feel a powerful lifeforce rushing through you, a 
  primal and vibrant energy, like a heat that makes your 
  heart beat stronger as if you were a source of hope 
  ready to give new life. 
  Ingwaz Rune Effect
  As a Bonus Action, you can spend and roll one of 
  your Hit Dice to heal a number of Hit Points equal 
  to the result plus your Charisma modifier (minimum 
  1) divided among any number of creatures within 10 
  ft. of you.
  You gain a number of temporary Hit Points equal 
  to half the amount you healed.
  
  Runes: Ætt of Tyr
  319
  23. Othila
  23. Othila
  Upright
  Property, family, 
  inheritance.
  Reversed
  Slavery, racism,
  greed.
  24. Dagaz
  24. Dagaz
  New beginning, hope,
  growth, security,
  enlightenment.
  The Honor of Ancestors, presided over by Njordr.
  Ætt of Tyr Effect
  For just a moment you can clearly see the present, the 
  future and everything in between. 
  You see what will come from what you’re building 
  right now, what your efforts will bring and your legacy 
  to this world.  
  Othila Rune Effect
  When you make an attack roll or an ability roll with 
  Advantage, you can re-roll the dice that score the lower 
  number. You have to keep the new result, even if it’s worse. 
  Once you used this feature, you must finish a Short 
  rest before you can use it again. You can use this fea-
  ture only once per turn. 
  Ætt of Tyr Reversed Effect
  A twisted and deceptive vision of the future leaves you 
  full of doubts and suspicions. 
  You don’t know who you can trust, you see your 
  supposed friends trying to abuse and overpower you, 
  you see mistrust everywhere… the only sane response 
  is to get ready for the worst and, when the time comes, 
  be the killer, not the killed.
  Othila Rune Reversed Effect
  When you make an attack roll or an ability roll 
  with Advantage, you add your Charisma modifier 
  to the final result (minimum 1), but if you roll with 
  Disadvantage you subtract your Charisma modifier 
  (minimum 1). 
  The New Era, presided over by Dagr.
  Ætt of Tyr Effect
  Your journey across the worlds and reality, on the wings 
  of conscience and the winds of enlightenment, brings you 
  to the top of the world, where everything looks simple, 
  small, perfectly set in the grand scheme of things. 
  You are now ready to begin your journey of enlight-
  enment anew, but reaching this level of understanding 
  has made you stronger.  
  Dagaz Rune Effect
  When this rune is casted, you regain all your hit points and 
  gain temporary hit points equal to half your maximum. 
  Every time you finish a Short Rest, you gain tempo-
  rary Hit Points equal to half your Charisma modifier 
  (minimum 1).
  
  Light
  Medium
  Heavy
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  EXHAUSTION
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  LEVELS
  FAILURES
  DEATH SAVES
  HIT DICE
  ATTACKS & SPELLCASTING
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  OTHER PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  CONDITIONS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Asatru (Wis)
  Arcana (Int)
  Athletics (Str)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  
  ALLIES
  CLAN
  RACE FEATURES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  RUNE
  ÆTT
  
  CLASS FEATURES
  NOTES
  
  Spell sheet
  1st LEVEL
  4th LEVEL
  5th LEVEL
  6th LEVEL
  7th LEVEL
  8th LEVEL
  9th LEVEL
  2nd LEVEL
  3rd LEVEL
  DESCRIPTION
  LEVEL
  REF.
  SAVE
  TIME
  DURATION
  RANGE
  SCHOOL
  COMP.
  SPELL SAVE DC
  ATTACK BONUS
  ATTACK MODIFIER
  SPELLS
  SPELL SLOTS
  SPELL/CANTRIP
  
  Journey to Ragnarok
  324
  This small and essential compendium of Norse pronunciation is meant to help GM and players with dealing 
  with the names and nouns present in Journey To Ragnarok.
  The ‘r’ after a consonant at the end of a word, like Vanaheimr, Jörmungandr etcetera 
  is pronounced as if there was a ‘u’ between consonants.
  As an example, Jörmungandr is pronounced ‘JOR-mun-GAN-dur’, 
  and Vanaheimr is ‘va-na-HEI-mur’.
  Á/á: is read like the ‘o’ in “house”, but longer.
  É/é: is read like the ‘e’ in “great”, but longer.
  Í/í: is read like the double ‘e’ in “feel”.
  Ó/ó: is a long O, OO.
  Ú/ú: is read like the double ‘o’ in “moon”.
  Y/y: is read like the German ‘ü’. Sometimes, however, is just ‘u’.
  Ý/ý: is read like the German ‘ü’.
  Æ/æ: is an open È, as in “went”.
  Ǽ/ ǽ: extremely rare, is read like the ‘i’ in “fight”.
  Œ/œ: is a sound close to the German ‘ö’.
  Ö/ö: is read like the ‘a’ in ”all”.
  Ø/ø: read like the Danish or Norwegian ‘ø’ or the Swedish ‘ö’ it sounds like an ‘e’ with umlaut.
  Ǿ/ ǿ: extremely rare, it is a longer ‘ø’.
  F/f: is read like a normal ‘f’. If it is last or second-to-last in a word, though, it is read as ‘v’. 
  G/g: is read like a normal ‘g’, like in “good”.
  H/h: silent before consonants. ‘hv-’ is read ‘v-’.
  J/j: is read like the ‘y’ in “young”.
  K/k: is read normally.
  R/r: is a rolling ‘r’ 
  Ð/ð: it is read like ‘th’ in “that”.
  Þ/þ: it is read like ‘th’ in “thing”. 
  N/n: is read like a normal ‘n’. At the end of a word after a consonant, is read 
  as if there was a silent vowel in between. “Hrafn”, then, is read “RA-f(e)n”.
  
  Bibliography
  325
  Edda
  Ljóða Edda. Poethic or Elder Edda  
  • 
  Völuspá. Prophecy of the Völva
  • 
  Hávamál. Sayings of the High One
  • 
  Vafþrúðnismál. Sayings of Vafþrúðnir
  • 
  Grímnismál. Sayings of Grímnir
  • 
  Skírnismál. Sayings of Skírnir
  • 
  Hárbarðsljóð. Lay of Hárbarðr
  • 
  Hymiskviða. Hymir’s poem
  • 
  Lokasenna. Loki’s flyting
  • 
  Þrymskviða. Lay of Þrymr
  • 
  Alvíssmál. Sayings of Alvíss
  Edda Minora  
  • 
  Baldrs draumar. Baldr’s dreams
  • 
  Grottasöngr. Song of Grótti
  • 
  Svipdagsmál. Sayings of Svipdagr
  Prose or Snorri’s Edda
  Recommended Readings
  We based our researches on many Italian books that we 
  want to report you. English books are listed in bold.
  • 
  Edda, a cura di Giorgio Dolfini, 1975
  • 
  Galdrastafir - I Magici Sigilli d'Islanda, Mila Fois, 2018
  • 
  Heimskringla - The Olaf Saga, Snorri Sturluson 
  translated by Samuel Laing, 1964
  • 
  La Stirpe di Frey: Heimskringla, Mila Fois, 2018
  • 
  I Miti Nordici, Gianna Chiesa Isnardi, 1991
  • 
  I Miti Norreni, Mila Fois, 2014
  • 
  Iniziazione alla Runologia - Meditare con le Rune, 
  Gianni Vannoni, 2006
  • 
  Le Rune, Elena Colucci, 2010
  • 
  Miti e Leggende Nordiche, Salvatore Tufano, 1996
  • 
  Myths of the Norseman, Helen A. Guerber, 1909
  • 
  Norse Mythology, Neil Gaiman, 2017
  • 
  Rune: Il Sangue di Odino, Mila Fois, 2018
  • 
  Saghe Vichinghe, Mila Fois, 2016
  • 
  Tales of Norse Mythology (new edition for 
  Myths of the Norseman),, H. A. Guerber, 2017
  • 
  The Illuminated Edda, Andrew Walkauskas, 2016
  • 
  The Memory of Odin, Jason R. Forbus, 2018
  • 
  The Viking Runes, Lars Magnar Enoksen, 2010
  • 
  The Vinland Saga - The Norse Discovery of 
  America (Grænlendinga Saga and Eirik’s Saga), 
  Magnus Magnusson and Hermann Palsson, 1965
  • 
  Told by the Northmen - Stories from the Eddas 
  ands Sagas, retold by E. M. Wilmot-Buxton, 1914
  Recommended Music
  • 
  Danheim
  • 
  Einar Selvik
  • 
  Eivør Pálsdóttir
  • 
  Heilung
  • 
  Ivar Bjørnson
  • 
  Tyr
  • 
  Wardruna
  
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  330
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  Χριστόφ μιξοβάρβαρος
  
  331
  Backer list
  Men brave and generous 
  live the best lives, 
  seldom will they sorrow; 
  then there are fools, 
  afraid of everything, 
  who grumble instead of giving.
   
   
  HÁVAMÁL - Gestaþáttr (48)
   
   
  Poetic Edda
  1427 thanks!
  
  Journey to Ragnarok
  332
  Fun Fact
  In addition to the Creator Tokens, there are non-
  player characters within Journey To Ragnarok 
  whose faces are inspired by team members or our fans.
  • 
  Asbjorn is inspired by Andrea Lucca. 
  • 
  Blóttré is inspired by Antonio Dell'Aquila. 
  • 
  The Cleric (page 41) is inspired by Mirko 
  Sacchetti. 
  • 
  Gamallbjarki is inspired by Alex Melluso. 
  • 
  Guàrdinjandr is inspired by Andrea Guardino. 
  • 
  Koltønn is inspired by Michele Paroli. 
  • 
  Kynbani is inspired by Andrea Bergamelli. 
  • 
  Límrún is inspired by Francesco. 
  • 
  Njörðr is inspired by Marco Munari.
  • 
  The Rune Master (page 54) is inspired by 
  Daniele Iannucci. 
  • 
  Sknaht is inspired by Silvia Paindelli. 
  • 
  Spekisvidhr is inspired by Nicola Degobbis. 
  • 
  Thorunn is inspired by Elena Giovannetti. 
   
  Creator Token
  During the Kickstarter campaign the following back-
  ers chose to participate in the creation of Journey 
  To Ragnarok with a Creator Token.
  They collaborated with the team in designing 
  Magic Objects or NPCs that will be part of your 
  gaming sessions!
  Non-Player Characters
  • 
  Benjamin Thomas Headlee has collaborated in 
  the design of Thorleif Sikiroddr (page 147)
  • 
  Enrico Romeo has collaborated in the design of 
  Alrekr Sigthollr (page 130)
  • 
  Gary Morris Hite has collaborated in the design of 
  Revr, the Fox (page 143)
  • 
  Mark Judson Goodrich has collaborated in the 
  design of Freydis Bergljot (page 248)
  Magical Items
  • 
  Alex Stinger has collaborated in the design of 
  Mjollnir’s replica: Kuttnir (pag. 299)
  • 
  Jack Falls has collaborated in the design of Sword 
  of Skallfoss (pag. 302) 
  • 
  Mirko Sacchetti has collaborated in the design of 
  Conqueror’s Axe (pag. 296) 
  • 
  Nicholas Purcell has collaborated in the design of 
  Ring of the Silent Hunter (pag. 300) 
  • 
  Skyler Martin has collaborated in the design of 
  Ægir’s Tree-engraved Drinking Horn (pag. 296) 
  
  Index
  333
  a
  Ægir (Æsir) 
   
           245 
  Ægir’s Tree-engraved Drinking Horn    296 
  Æsir 
   
   
           206 
  Aett of Freyja 
   
           308 
  Aett of Heimdallr 
   
           312 
  Aett of Tyr 
   
           316 
  Agantyr (Corporeal Draugr) 
           151 
  Albruna (Vanir) 
   
           245 
  Alcis (twins) (Vanir)  
           245 
  Algiz 
   
   
           315 
  Alignments 
   
           14 
  Almattki (Vanir) 
   
           245 
  Alrekr Sigthollr 
   
           130 
  Andvaranautr 
   
           300 
  Angrboda  
   
           261 
  Angurvadal 
   
           296 
  Ansuz 
   
   
           309 
  Appendix  
   
           294 
  Aptrgangar  
   
           164 
  Asatru Ability 
   
           14 
  Asbjorn, The Red 
   
           131 
  Asgardr  
   
           184 
  General Features  
           184
  Maps  
   
           187
  Asvid 
   
   
           262
  b 
  Backer List 
   
           326 
  Backgrounds 
   
           63
  Bondhi 
   
           64
  Gothi  
   
           66
  Huscarl 
   
           68
  Jarlr  
   
           70
  Skògarmadhr 
   
           72
  Thallr  
   
           74
  Vaeringhi 
   
           76
  Vikingr 
   
           78
  Baldr 
   
   
           193 
  Bara (Vanir) 
   
           245 
  Bergelmir  
   
           262 
  Berkana  
   
           316 
  Bibliography 
   
           325 
  Blodughadda (Vanir) 
           245 
  Blóttré, “Tree of Sacrifice” 
           132 
  Braghist (Múspellsmegir) 
           274 
  Bragi (Æsir) 
   
           194 
  Brokkr and Eitri (Dvergar) 
           222 
  Byleist (Múspellsmegir) 
           274
  C 
  Character Sheets 
   
           320 
  Clans 
   
   
           18 
  Bear Warriors 
   
           19
  Gjallarhorn 
   
           22
  Icy Crows 
   
           25
  Jötunn Sons 
   
           29
  Odhinn’s Eye 
   
           32
  Wolves of the Shadow 
           35
  Classes 
   
   
           38 
  Barbarian 
   
           38
  Bard  
   
           40
  Cleric  
   
           41
  Druid  
   
           42
  Fighter 
   
           43
  Monk  
   
           45
  Paladin 
   
           46
  Ranger 
   
           47
  Rogue  
   
           48
  Rune Master 
   
           50
  Sorcerer 
   
           57
  Warlock 
   
           59
  Wizard 
   
           61
  Conqueror’s Axe 
   
           296 
  Creator Token 
   
           332 
  Cursed Berserker 
   
           133
  d 
  Dagaz 
   
   
           319 
  Death in the Nine Worlds 
           14 
  Draugr, Corporeal  
           133 
  Draugr, Incorporeal  
           134 
  Draupnir  
   
           297 
  Dufa (Vanir) 
   
           245 
  Dvergar  
   
           223 
  Dvergar Mage  
   
           223 
  Dvergar Soldier  
   
           223 
  e
  Ehiwaz 
   
   
           314 
  Ehwaz 
   
   
           317 
  Einherjar  
   
           206 
  Encounters on Asgardr 
           193 
  Encounters on Helheimr 
           176 
  Encounters on Jotunheimr 
           261 
  Encounters on Ljosalfheimr 
           234 
  Encounters on Midgardr 
           130 
  Encounters on Muspellsheimr          274 
  Encounters on Nidavellir 
           222 
  Encounters on Niflheimr 
           164 
  Encounters on Svartalfheimr          216 
  Encounters on Vanaheimr 
           245 
  Epilogue  
   
           284 
  Equipment 
   
           80 
  Expand Midgardr 
   
           128
  f 
  Fafnir 
   
   
           224 
  Farbauti (Múspellsmegir) 
           274 
  Fehu 
   
   
           308 
  Fenmark  
   
           113 
  Fínnbol 
   
           114
  The Swamp [4-5] 
           113
  Fenrir 
   
   
           286 
  Fjolsvinn (Jötunn)   
           263 
  Forewords 
   
           5 
  Forseti (Æsir) 
   
           194 
  Freydis Bergljot 
   
           248 
  Freyja 
   
   
           246 
  Freyja’s feathered Cloak 
           297 
  Freyr 
   
   
           236 
  Frigg (Æsir) 
   
           194
  g 
  Gamallbjarki Snjallrson 
           135 
  Garmr 
   
   
           176 
  Gebo 
   
   
           311 
  Gerdhr (Jötunn) 
   
           236 
  Geri and Freki 
   
           200 
  Gertrud, Melega  and Dontoka         151 
  Gnitaheith, Fafnir’s Liar 
           219 
  Gramr 
   
   
           297 
  Guàrdinjandr 
   
           136 
  Gudmund 
   
           274 
  Gullinbursti 
   
           237 
  Gundabald 
   
           137 
  Gungnir  
   
           298 
  Guthrum Óeidhar  
           137
  
  Journey to Ragnarok
  334
  h 
  Hagalaz  
   
           312 
  Hati 
   
   
           289 
  Heil Hofn Scouts (Scout) 
           151 
  Heimdallr  
   
           195 
  Hel  
   
   
           177 
  Helheimr  
   
           168
  General Features  
           168
  Maps  
   
           171
  Hellblindi  
   
           275 
  Hengiankiapta (Jötunn) 
           263 
  Hödhr (Æsir) 
   
           196 
  Hor (Svartalfar Mage) 
           216 
  Hörgr 
   
   
           249 
  Hrimgrimnir 
   
           292 
  Hrimþursar 
   
           164 
  Hrókr Fjalson 
   
           138 
  Hrungnir (Jötunn)  
           263 
  Hrymr 
   
   
           263 
  Huginn and Muninn 
           200 
  Hymir (Jötunn) 
   
           263 
  Hyrrokkin (Jötunn)  
           263
  i 
   
  Idhunn (Æsir) 
   
           196 
  Index 
   
   
           333 
  Ingwaz 
   
   
           318 
  Isaz 
   
   
           313 
  j 
  Járngreipr  
   
           298 
  Jera 
   
   
           313 
  Jord (Svartalfar Mage) 
           216 
  Jörmungandr 
   
           293 
  Jotunheimr 
   
           256 
  General Features  
           256
  Maps  
   
           259
  Jötunn 
   
   
           261 
  Journey on Asgardr, The 
           192 
  Journey on Helheimr, The 
           174 
  Journey on Jotunheimr, The 
           260 
  Journey on Ljosalfheimr, The          232 
  Journey on Midgardr, The 
           124 
  Journey on Muspellsheimr, The         272 
  Journey on Niflheimr, The 
           163 
  Journey on Svartalfheimr, The          215 
  Journey on Vanaheimr, The 
           244 
  Journey to Ragnarok, The 
           84 
  Jutland 
   
   
           117 
  Danevirke         
           118
  Siste Festning      
           120
  The Islands [4-5]        
           122        
  The Peninsula [4-5] 
           117
  k 
  Kenaz 
   
   
           310 
  Key Players of Ragnarok 
           286 
  Koltønn Ginnungason 
           139 
  Kuttnir, Mjollnir’s replica 
           299 
  Kynbani Bergelmirson 
           140 
  l 
  Laguz 
   
   
           318 
  Laufey (Múspellsmegir) 
           274 
  Leif Logisson 
   
           141 
  Límrún, “Rune of the Branches”       142 
  Linnormr  
   
           178 
  Ljosalfar  
   
           234 
  Ljosalfar Archmage  
           235 
  Ljosalfheimr 
            
           228 
  General Features  
           229
  Maps  
   
           231
  Ljosalfheimr Champion 
           235 
  Lodin (Jötunn) 
   
           263 
  Loki 
   
   
           196
  m 
   
  Magic in the Nine Worlds 
           15 
  Magical Items 
   
           296 
  Mannaz  
   
           317 
  Medallion of the Heart 
  of Muspellsheimr 
   
           298 
  Megingjörð 
   
           299 
  Midgardr  
   
           92 
  General Features  
           92
  Maps  
   
           93
  Midgardr, Casual Encounters          152
  Fenmark - The Swamp 
           153
  Jutland - Dry Land 
           154
  Norvgr - The Coastal Area          152
  Norvgr - The Snowy Mountains  152
  Svtjod - The Great Forest          153
  The Sea Midgardr 
           154
  Mimir 
   
   
           264 
  Mjollnir  
   
           299 
  Móðguðr, Guardian 
  of the Golden Bridge 
           179 
  Muspellsheimr 
   
           268 
  Múspellsmegir 
   
           274
  
  Index
  335
  n 
   
  Names Pronunciation 
           324 
  Nanna (Æsir) 
   
           197 
  Nauthiz  
   
           312 
  Nidavellir  
   
           218 
  Níðhöggr  
   
           180 
  Niflheimr 158 
  General Features  
           159
  Maps  
   
           161
  Niflungar  
   
           165 
  Nine Virtues, The 
   
           14 
  Nine Worlds, The 
   
           12 
  Njörðr 
   
   
           252 
  Norvgr 
   
   
           94 
  Heill Hofn 
   
           97
  Siste Klintr 
   
           103
  The Coastal Area [1-2] 
           94 
  The Snowy Mountains [4-5]       99 
  The Trolls Cavern 
           104
  o 
   
  Odhinn  
   
           198 
  OGL 
   
   
           336 
  Origins of the Worlds, The 
           10 
  Ormgudinna 
   
           179 
  Othila 
   
   
           319
  p 
   
  People of Midgardr  
           16 
  Perth 
   
   
           314 
  Priest of the Only Flame 
           143 
  Prologue  
   
           278 
  Prophecy of the Volva, The 
           8
  r 
   
  Ragnarok  
   
           280 
  Raido 
   
   
           310 
  Reading The Runes  
           307 
  Reef Hermit (Commoner) 
           151 
  Revr, the Fox 
   
           143 
  Ring of the Silent Hunter 
           300 
  Rune Divination 
   
           304
  s 
   
  Shieldmaster 
   
           144 
  Sif 
   
   
           201 
  Sinmara (Múspellsmegir) 
           274 
  Skadhi (Jötunn) 
   
           264 
  Skíðblaðnir 
   
           301 
  Sknaht 
   
   
           145 
  Skofnung  
   
           301 
  Sköll 
   
   
           288 
  Sleipnir  
   
           201 
  Sons of Ivaldi (Dvergar) 
           222 
  Sowilo 
   
   
           315 
  Spekisvidhr, Wood of Knowledge     146 
  Surtr 
   
   
           275 
  Svalin 
   
   
           301 
  Svartalfar  
   
           216 
  Svartalfar Mage 
   
           217 
  Svartalfar Warrior   
           217 
  Svartalfheimr 
   
           210 
  General Features  
           210
  Maps  
   
           211
  Svenn Skallfoss (Veteran) 
           151 
  Svtjod 
   
   
           106 
  Skjult Borg 
   
           108
  The Great Forest [2-3] 
           106 
  Uppsala 
   
           110
  Sword of Skallfoss  
           302 
  t 
  Table Results 
   
           306 
  Tanngnjóstr and Tanngrisnir          204 
  Teiwaz 
   
   
           316 
  The Daughters of Dvalinn  
           222 
  The Noble Houses, Ljosalfheimr       234 
  The Noble Houses, Svartalfhiemr     216 
  Thjassi (Jötunn) 
   
           264 
  Thjodhrorir 
   
           222 
  Thor 
   
   
           202 
  Thorleif Sikiroddr, “Silk Voice”          147 
  Thorunn Horikdottir 
           148 
  Thrym (Jötunn) 
   
           264 
  Thurisaz  
   
           309 
  Troll Kidh 
   
           149 
  Troll King 
   
           150 
  Troll of Midgardr 
   
           149 
  True Sunstone 
   
           302 
  Tyr 
   
   
           204 
  Tyrfing 
   
   
           302 
  u 
  Ullr (Æsir) 
   
           205 
  Uruz 
   
   
           308 
  Using The Runic Dice 
           306 
  Utgardhaloki 
   
           265
  v 
   
  Valkyrjar  
   
           207 
  Vanaheimr 
   
           240 
  General Features  
           241
  Maps  
   
           243
  Vanir 
   
   
           245 
  Vidharr (Æsir) 
   
           205
  w 
   
  Wunjo 
   
   
           311 
  
  Open Game L icense Version 1.0a 
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  System Reference Document 5.1 Copyright 2016, Wizards of the Coast, 
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  Chris Sims, and Steve Townshend, based on original material by E. Gary 
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  END OF LICENSE
  
  Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS & LEVEL
  RACE
  ALIGNMENT
  EXPERIENCE POINTS
  BACKGROUND
  PLAYER NAME
  CLAN
  CHARACTER NAME
  STR
  DEX
  CON
  INT
  WIS
  CHA
  SAVING THROWS
  ARMOR
  SHIELD
  MAGIC
  MISC.
  AC
  DESCRIPTION
  HIT DICE
  ACTIONS
  BONUS ACTIONS
  REACTIONS
  DAMAGE/TYPE
  RANGE
  PROF.
  NAME & DESCRIPTION
  SKILL
  ATK BONUS
  GP
  SP
  CP
  Temporary Hit Points
  CURRENT HIT POINTS
  HIT POINTS
  SUCCESSES
  FAILURES
  DEATH SAVES
  ATTACKS: WEAPONS & CANTRIPS
  ACTIONS
  EQUIPMENT
  ARMOR
  SKILLS
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  Light
  Medium
  Heavy
  Shields
  ARMORS
  WEAPONS
  Simple
  Martial
  Others
  PROFICIENCIES & LANGUAGES
  INSPIRATION
  PROFICIENCY BONUS
  ARMOR
  CLASS
  INITIATIVE
  SPEED
  LANGUAGES
  TOOLS & OTHERS
  RESISTANCES
  Acrobatics (Dex)
  Animal Handling (Wis)
  Arcana (Int)
  Asatru (Wis)
  Atletica (For)
  Deception (Cha)
  History (Int)
  Investigation (Int)
  Medicine (Wis)
  Insight (Wis)
  Intimidation (Cha)
  Nature (Int)
  Perception (Wis)
  Survival (Wis)
  Performance (Cha)
  Persuasion (Cha)
  Religion (Int)
  Sleight of Hand (Dex)
  Stealth (Dex)
  PROF.
  EXP.
  PASSIVE WISDOM (PERCEPTION)
  PASSIVE WISDOM (ASATRU)
  
  Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  ALLIES
  CLAN
  RACE FEATURES
  FEATS
  FLAWS
  PERSONALITY TRAITS
  CHARACTER PORTRAIT
  BONDS
  IDEALS
  BACKGROUND
  CHARACTER NAME
  GENDER
  ALIGNMENT
  AGE
  FAITH
  SIZE
  HAIR
  WEIGHT
  SKIN
  HEIGHT
  EYES
  
  Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  CLASS FEATURES
  NOTES
  
  Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  Spell sheet
  1st LEVEL
  4th LEVEL
  5th LEVEL
  6th LEVEL
  7th LEVEL
  8th LEVEL
  9th LEVEL
  2nd LEVEL
  3rd LEVEL
  DESCRIPTION
  LEVEL
  REF.
  SAVE
  TIME
  DURATION
  RANGE
  SCHOOL
  COMP.
  SAVING THROW DC
  SPELLCASTING ABILITY
  ATTACK MODIFIER
  SPELLS
  SPELL SLOTS
  SPELL/CANTRIP
  
  Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.
  SPELLS
  DESCRIPTION
  LEVEL
  REF.
  SAVE
  TIME
  DURATION
  RANGE
  SCHOOL
  COMP.
  SPELL/CANTRIP
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mana Project/Journey to Ragnarok - Adventure and Setting.pdf