TEXT: Vikings
  
  Copyright Information
  Vikings ©2010 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly 
  forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing subject to its licence from Issaries, Inc. 
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  the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product 
  is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.
  RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.
  1
  Author
  Pete Nash
  Editor
  Charlotte Law
  Layout and Graphic Design
  Will Chapman
  Interior Illustrations 
  Danilo Guida, Nick Egberts, Sara Forlenza, 
  Jesus Barony, Gill Pearce, Peter Johnston  & 
  Kim Feigenbaum
  Proofreading 
  Nick Robinson
  Special Thanks
  This book is dedicated to Lynn Willis, without whom 
  I would never have started writing Historical RPG 
  settings. You are my mentor and inspiration.
  Vikings
  Credits
  Contents
  Introduction 
  2
  The Viking Age 
  3
  Viking Life 
  14
  Viking Adventurers 
  34
  Viking Equipment 
  49
  Viking Religion 
  62
  Viking Magic 
  75
  Viking Creatures 
  95
  Viking Campaigns 
  124
  Index 
  133
  
  2
  Introduction
  ‘Sigurd goes forth before the banners, and has the good 
  sword Gram in his hand, and smites down both men and 
  horses, and goes through the thickest of the throng with both 
  arms red with blood to the shoulder; and folk shrank aback 
  before him wheresoever he went, nor would either helm or 
  byrny hold before him, and no man deemed he had ever seen 
  his like. 
  So a long while the battle lasted, and many a man was slain, 
  and furious was the onset; till at last it befell, even as seldom 
  comes to hand, when a land army falls on, that, do what they 
  might, naught was brought about; but so many men fell of the 
  sons of Hunding that the tale of them may not be told; and 
  now when as Sigurd was among the foremost, came the sons of 
  Hunding against him, and Sigurd smote therewith at Lyngi the 
  king, and clave him down, both helm and head, and mail- clad 
  body, and thereafter he smote Hjorward his brother atwain, 
  and then slew all the other sons of Hunding who were yet alive, 
  and the more part of their folk withal.’
  — Volsunga Saga
  Gods and giants, blood and battle, honour and treachery, 
  swords and silver, vengeance and weregeld; these are the driving 
  motivations for sagas and tales of mighty deeds. Will you be an 
  exile fighting his way to freedom in the new lands across the sea? A 
  member of the infamous Varangian Guard in Byzantium? Engage 
  in a war against the evil wizards of the Lapps? Or perhaps cross 
  the Bifrost Bridge to stand beside Thor and protect Asgard against 
  the giants?
  Worship the old gods. Sail the stormy seas. Wrestle bears. Drink 
  sweet mead. Slay your enemies. Let no insult pass by. Honour 
  your oaths. Pillage the priests of the weakling faith. Marry a 
  shieldmaiden. Sire many children. Die with your sword in hand 
  and be burned in your longship.
  These are the paths to Valhalla. Be a Viking. Be a true man!
  What this Book Contains
  Welcome to RuneQuest Vikings, a historical source book 
  concerning the Northmen, their myths, magic and monsters. 
  Contained within these covers are all the basic rules and information 
  needed to set a RuneQuest campaign in the Viking period.
  Whilst a considerable amount of space is dedicated to the history 
  and society of the Viking age, this book is merely a broad overview 
  of these powerful and fascinating peoples. To make this unique 
  culture more accessible, the information included within is fairly 
  generic and perhaps anachronistic considering the length of time 
  the Viking age spans.
  Included are in depth descriptions of Viking society, religious 
  belief, magic, supernatural creatures and so on. The book is written 
  to be the basis for not just historical games but ones of fantasy or 
  myth too, where heroic Adventurers can fight alongside their gods, 
  travel to the other worlds and have divine gifts passed down to 
  them by their fathers.
  Games Masters are encouraged to use this book as a springboard 
  to dive deeper into the history and culture of the Northmen, so 
  that they can be captivated by the sagas or explore the deeper 
  complexities of Viking religion and government.
  The ideas presented here are simply guidelines. Feel free to 
  change what you will, ignore rules, modify history. As always Your 
  RuneQuest May Vary. Now grab your Dane axe, turn the page 
  and enjoy!
  
  The Viking Age
  3
  The same year also a great army of the pagans came with three 
  hundred and fifty ships to the mouth of the river Thames, 
  and sacked Dorobernia (Canterbury), which is the city of the 
  Cantuarians, and also the city of London, which lies on the 
  north bank of the river Thames, on the confines of Essex and 
  Middlesex; but yet that city belongs in truth to Essex; and they 
  put to flight Berthwulf, king of Mercia, with all the army, which 
  he had led out to oppose them.
  — The Life of King Alfred
  The Vikings were a vibrant, oft violent culture, which exploded 
  from Scandinavia after the Migration Period of the Dark Ages. 
  A dynamic, sea based people, they spread across the Baltic into 
  modern day Russia, down to Byzantium and the Middle East, 
  conquered the northern coast of France, settled the eastern regions 
  of England and Scotland, took over the Scottish and north Atlantic 
  Isles and colonised Iceland and Greenland.
  Whilst primarily farmers and traders, the Vikings are best 
  remembered as warlike raiders, which gave rise to their name. The 
  word Viking probably originated from ‘vik’ the Scandinavian for 
  bay, a suitable word for a sea faring culture; but by the end of the 
  period the word was synonymous with ‘pirate’.
  Traditionally, the Viking Age spans from the year 793 when raiders 
  sacked Lindisfarne, to the year 1066 at the Battle of Stamford 
  Bridge. Somewhat of a simplification, the Vikings had been 
  exploring long before their savage attack on a monastery brought 
  them infamy in the pages of their contemporary historians. Raiding 
  probably only followed once trade links had been established; 
  accumulated wealth making such dangerous ventures worthwhile.
  The Vikings themselves were a surprisingly homogenous culture 
  bound by common language and extensive trade links. They lived 
  along the coasts and rivers of Norway, Denmark and Sweden, wherever 
  a ship could venture. However, despite a common kinship, they were 
  still a loose collection of feuding tribes ruled by elected chieftains, 
  often warring with one another or suffering internal anarchy.
  Viking lands were not highly populated; most of Norway and 
  Sweden especially were regions of inhospitable mountains or 
  impenetrable forest. Clearing such land to plant crops took 
  generations of back breaking work to excavate roots and stone 
  from the soil and slowly nurture it to be able to support crops. 
  Further north the deeper forests were frightening places jealously 
  guarded by the Lapp tribes. 
  With the slow onset of stability, the population began to grow as 
  petty kingdoms formed and merged. What cleared land existed 
  was already settled, so young men not destined to inherit were 
  faced with the choice of clearing their own land, earning enough 
  wealth to purchase already productive steads, or sailing overseas to 
  settle easier terrain. Since personal reputation was based on land 
  ownership and warrior prowess, many took to the sea to build their 
  status. Others simply fled their homelands as criminal outcastes or 
  to escape political persecution.
  Thus began a period of fear and terror for the coastal regions of 
  Europe.
  A Historical Overview
  The greatest strength of the Vikings was their ships. Arguably the 
  most advanced sailing vessels built during that period, their design 
  allowed the Vikings to sail very long distances, with a greater 
  degree of safety if facing rough weather.
  Reliable sea transport allowed the Vikings to engage in widespread 
  trade. Initially this was along the coast of Scandinavia and across 
  
  4
  the Baltic Sea where the central islands of Gotland and Örland 
  became well populated trade centres. 
  The Danish and Norwegian Vikings turned their attention 
  westwards. The ships which had initially helped to spread Viking 
  culture along the coasts, allowed them to safely cross the North 
  Sea, where the kingdoms of Britain lay unsuspecting of the 
  looming danger. 
  The Norwegians expanded into Scotland and Ireland, ultimately 
  colonising Iceland and Greenland. The Danes concentrated their 
  efforts further south, eventually settling in the Danelaw (northern 
  and eastern England) and Normandy in France after a series of 
  raids that grew ever larger and more destructive, forcing the local 
  rulers to pay off the invaders. 
  Slightly less aggressive than their brethren, the Swedish Vikings 
  became more focussed on trade and exploration of the east, 
  travelling deep into Russia and south along the Dneiper and Volga 
  towards Byzantium.
  The Vikings’ First Contact with Britain and 
  Ireland
  During the eighth century the seven British Kingdoms of 
  Northumbria, Mercia, East Anglia, Wessex, Essex, Sussex and 
  Kent were well settled and converted to Christianity. Mercia in 
  ascendance over the other kingdoms under the powerful warrior 
  King Offa, enabled some degree of stability that allowed a rise in 
  wealth and goods.
  In 789 three Norwegian Viking ships arrived in Wessex, landing at 
  the small settlement of Portland. The reeve of King Beorhtric rode 
  to meet the strangers, assuming they were traders and requested 
  they accompany him to the villa of the Wessex King; whereupon 
  the reeve and his men were slain. This was the first recorded 
  instance of conflict with the Vikings and what provoked the attack 
  is unknown.
  The exploratory voyages were obviously scouting missions for 
  land or plunder, for the next incidence of their presence was the 
  inconceivable assault on the monastery of Lindisfarne. In 793 after 
  many omens of high winds, lightning and fiery dragons in the sky, 
  Viking raiders destroyed the holy place, looting its accumulated 
  treasures and killing all the priests. No one had dared profane 
  the sanctity of the island for almost 350 years and the shock was 
  profound.
  This was merely the beginning however. The following year in 794 
  another Northumbrian monastery, Jarrow, was attacked but the 
  raiders were thwarted. More assaults occurred along the coast and 
  up navigable rivers, becoming an almost yearly occurrence. The 
  holy island of Iona was even raided three times in one decade. A 
  total of 25 monastic raids were recorded in a period of 34 years.
  Historical Accuracy
  A major difficulty of any historical roleplaying 
  supplement is the naming of historical figures and dating 
  of their accomplishments. Although effort is made to 
  present accurate information, many historians have 
  conflicting opinions as to how names are spelled, when 
  events actually occurred or even whether they did!
  For ease of comprehension, the Scandinavian names, 
  places and activities in this book use the anglicised 
  version of their spelling. In addition, effort has been 
  made to try and keep the names and dates mentioned in 
  this book consistent. However, in the face of conflicting 
  or contentious source material, specific choices were 
  selected for which the author apologises if later proven 
  inaccurate.
  Remember that this supplement is designed to help set 
  roleplaying adventures in the Viking Era, it is not a work 
  of scholarship. Although Viking history is a fascinating 
  subject, a good game probably just skims the surface of 
  this knowledge. Sip not too deep of Mimir’s Well!
  
  5
  Nowhere was particularly safe. Raiding spread around the capes of 
  Scotland, the Western Isles falling into Viking hands and reached 
  as far as Ireland. Between 830 and 845 raids on religious centres 
  became severe, the annals recording over 50 attacks, nine of which 
  spread to pillage large areas. Monasteries and large churches 
  seemed to have been the main targets of these raids, presumably 
  because of the prevalence of valuable objects and hostages located 
  within them.
  In 841 as part of a systematic plundering of Ireland, the Vikings built 
  a series of fortifications, including one in Dublin. Overwintering 
  in their longphoirts, they began building permanent settlements, 
  which could act as a secure base for further invasions inland. The 
  local Irish kings were too involved with their own bickering to put 
  up a united defence, leaving the Vikings to plunder at will and 
  briefly forced the Irish to become tributaries. Once they realised 
  the danger they faced, the Irish kings began to fight back, winning 
  some significant victories, but it was too little too late. The Vikings 
  held onto their coastal settlements, managing to form their own 
  petty kingdoms and marrying into the local population. Their 
  presence grudgingly accepted the Vikings acted as mercenaries for 
  the Irish kings.
  Infighting between the Vikings occurred in 849 when a fleet 
  of 120 ships arrived in Ireland to subjugate the Vikings already 
  settled there. Two years later another Danish invasion was beaten 
  off by the Irish Vikings. 
  Then in 853 the Norwegian Viking Olaf the White came to 
  extract tribute from the entirety of Ireland and along with his 
  brothers Imar and Auisle became prominent leaders of Dublin. 
  Things seemed to quiet down for a period until 866 before he 
  left to overrun Pictland and continued onward to Strathclyde, 
  returning to Dublin in 870 with 200 ships, a vast treasure and 
  large numbers of captives. 
  After this came a gradual decline in the power of the Irish Vikings, 
  their longphoirts were destroyed one-by-one; although plenty of 
  independent Viking raids continued to plunder the hinterlands. 
  Eventually however, the leadership of Dublin became divided and 
  Viking forces split into two factions under Sitric a son of Imar and 
  Earl Sigfrith. Sitric was killed in 896 during the dynastic feud.
  In this weakened state, the Vikings could not resist the combined 
  forces of the Irish kingdoms of Brega and Leinster who drove 
  the pagans out of Ireland in 902, sorely wounded and forced to 
  abandon many ships.
  The Danish Conquest of Britain
  By 865 the Danes began to settle in Britain. An invasion led by 
  the brothers Halfdan and Ivar the Boneless arrived in East Anglia 
  and demanded tribute from King Edmund in exchange for peace. 
  A deal was wrought that allowed the Danes to overwinter in 
  the kingdom before venturing north to attack the Kingdom of 
  Northumbria, which was suffering a civil war between its deposed 
  King Osberht and his usurper Ælla. 
  York fell to the invaders in 866 and was sacked and burned. 
  Afterwards the town was renamed as Jorvik and became the 
  Danish capital in Britain. The following year Osberht and Æella 
  formed an alliance against the Danes but were killed in battle and 
  the Vikings marched south. Alarmed by this outcome, Æthelred 
  king of Wessex summoned his army against the Vikings, who 
  remained safe behind fortifications in Nottingham and refused to 
  fight. Fearing yet more devastation, King Burgred of Mercia ceded 
  part of his kingdom to the Danes in exchange for a permanent 
  peace between them. 
  Flushed with their success, in 869 Ivar the Boneless demanded 
  further tribute from King Edmund of Anglia. The king refused, so 
  the next year Ivar returned with an army and defeated Edmund at 
  Hoxne. He sacrificed the king to Odin in the ‘blood eagle’ ritual, 
  adding East Anglia to the Danish conquests of Northumbria and 
  parts of Mercia.
  Dreading the subjugation of the whole of Britain, King Æthelred 
  and his brother Alfred rushed to stop the Danes at Reading but 
  were defeated with heavy losses. Retreating back to Ashdown, the 
  Danes pursued the Wessex army and engaged them a final time in 
  early January 871. Whilst Æthelred prayed in his tent, Alfred led 
  the army and defeated the Danes, killing five of their leading Jarls. 
  Further skirmishing between the forces led to Æthelred’s death and 
  Alfred inherited the throne.
  Facing overwhelming odds with the landing of a second Danish 
  army in Britain, Alfred undertook a style of guerrilla warfare but 
  had to pay off the Danes to gain respite for his troops. The Danes 
  took this opportunity to turn north and finish off Mercia. King 
  Burgred fought for three years in vain, eventually forced to flee to 
  Rome in 874 when his kingdom finally fell. Ivar the Boneless died 
  during the campaign and was succeeded by Guthrum the Old.
  In 875 the Danes settled in Dorsetshire, within the borders of 
  Wessex. Unable to react, Alfred sued for peace, which the Danes 
  treacherously broke the following year capturing Wareham and 
  then Exeter in 877. Forced to react, Alfred laid siege to the Danes 
  who patiently awaited relief from reinforcements sailing from 
  Scandinavia. Unfortunately most of the fleet, over 100 ships, was 
  sunk during a storm and the Danes retreated northwards back 
  to Mercia.
  The year of 878 finally saw the turn of fate against the Danes. 
  Guthram the Old manoeuvred his forces to pin Alfred in his winter 
  quarters, whilst a second Danish army landed in Wales to cut off 
  his escape. This second force was defeated by an inferior number 
  of Saxons, led by a Wessex ealdorman named Odda, who launched 
  an attack whilst the Danes slept. Freed from this threat, Alfred was 
  able to defeat the main army of Guthram’s Danes, pursuing them 
  back to Chippenham where they surrendered. 
  
  6
  Forced to renounce paganism and be baptised as a Christian, 
  Guthram retired to East Anglia. Six years later in 884 he attacked 
  the Kingdom of Kent but was defeated soundly and lost many of 
  the lands that had been won previously. In order to promote peace, 
  King Alfred established the borders of Danish territory, forming 
  the Danelaw – the region extending over the north and east of 
  Britain, roughly along a line between London and Chester, within 
  which the Danes had self-rule.
  The peace brought by the Danelaw lasted until 903. Æthelwald, 
  the eldest son of Æthelred, angered by his failure to seize the throne 
  of Wessex, sought refuge with the Danes of Northumbria. Seeking 
  some way to regain power he travelled south to East Anglia, where 
  he incited the local Danes to break the peace treaty and attack his 
  cousin King Edward the Elder of Wessex. 
  After ravaging Mercia Æthelwald and the Danes retired to East 
  Anglia but were chased by Edward and his combined army. 
  Although the Danes managed to ambush the Kentish contingent 
  a great mutual slaughter ensued, leading to the deaths of both 
  Æthelwald and the Danish King Eohric.
  This setback persuaded the Danes to desist their aggression until 
  911 when the Northumbrian Danes wrought havoc on Mercia for 
  a second time, only to be defeated by King Edward of Wessex and 
  Ealdorman Æthelred of Mercia at the Battle of Tettenhall. 
  Attracted by its wealth, in 919 an expedition of Norwegian Vikings 
  led by King Rægnold of Dublin attacked and took Jorvik, displacing 
  Danish authority. The following year King Edward of Wessex and 
  Mercia, already suzerain lord of Essex and East Anglia, was accepted 
  as overlord by the Norse, Scots and Welsh – indicating that the 
  Danelaw was already faltering as an independent nation. He died in 
  924 and passed on the combined kingdoms of Mercia and Wessex 
  to his son Æthelstan, who in turn, after bringing Northumbria back 
  under Saxon control, was declared totius rex Brittanniae, or Lord 
  of all Britain, was succeeded by his son Edmund in 939.
  The young British King soon lost control of Northumbria, the 
  Five Boroughs and parts of Mercia, so that in 941, the inhabitants 
  of Jorvik chose King Olaf Sigtryggsson of Dublin as their co-
  ruler. Angered by their breaking of faith, Edmund immediately 
  re-captured the Five Boroughs and Mercia during 942 and resisted 
  a series of raids by Olaf until 944 whereupon the two foes formed 
  an alliance and Olaf was baptised, then later deposed as king.
  Edmund died several years later, acceded by his son Eadred whose 
  authoritarian domination of Northumberland caused the Danes to 
  violate their oaths, electing Eirik Blood-Axe as their new king. To 
  punish their disloyalty, Eadred raided the Danelaw inflicting much 
  destruction. Although beaten back at the Battle of Castleford, 
  Eadred’s threats convinced the fickle Northumbrians to renounce 
  Eirik and pay compensation.
  Never a Viking to stay down, Eirik returned to rule Northumbria 
  in 952, this time reigning for two years. He was eventually 
  expelled by his own people in 954. The Danelaw finally fell under 
  permanent Saxon rule, temporarily ending any prospect of an 
  independent Viking kingdom in Britain.
  The Norwegian Re-conquest of Ireland
  Driven from Dublin in 902, the Viking exiles settled much of the 
  Western Isles of Scotland and took up fighting against the Picts; 
  forgetting their previous hold on Ireland.
  The brief respite of the Irish ended in 914 when a great sea fleet 
  of pagans landed at Waterford and erected a winter camp. The 
  following year, more Vikings arrived and the combined force 
  proceeded to ravage the kingdom and churches of Munster. 
  In 917 two exiles, Ragnall and his Kinsman Sitric arrived back in 
  Ireland and took over control. Sitric fought a battle against an army 
  of Leinstermen, killing the King and Bishop of Leinster, which 
  allowed him to retake Dublin. Ragnall failing to win anything in 
  Ireland took his Waterford fleet to northern Britain, fighting a 
  series of campaigns, which resulted in his Kingship of both Jorvik 
  and Northumberland, binding the two under a single dynasty.
  Niall, King of Tara marched on Dublin in 919 but fell at the Battle 
  of Islandbridge along with a great many other Irish leaders. Several 
  years later Sitric left Dublin to claim the throne of Jorvik when 
  Ragnall died, ruling it for six years from 921 to 927.
  Dublin was left in the hands of Godfrid a notorious raider and 
  slaver, who initiated half a decade of severe raids in an attempt 
  to conquer the lands of Armagh. He was thwarted by the valiant 
  defence of King Muirchertach of Ui Neill.
  When Sitric died leaving Northumbria in the hands of 
  Athelstan, Godfrid foolishly hurried to claim Jorvik, leaving 
  Dublin unsupervised. In his absence Tomar mac Ailche, the 
  powerful Viking lord of Limerick, which he had conquered in 
  922, negotiated with Godfrid’s enemies and briefly took Dublin 
  – precipitating a long term Dublin-Limerick struggle when 
  Godfrid returned, finally driven off by the people of Jorvik. 
  When he died in 934 Godfrid was remembered as a ‘most cruel 
  king of the Norsemen’.
  His son, Olaf Guthfrithsson, ultimately dealt with Limerick in 
  937, destroying its fleet and bringing back its leader as a captive 
  to Dublin. He left for Jorvik in 939 and died two years later, the 
  King of Jorvik, Northumbria, Danish Mercia, Dublin and wielded 
  power over Scotland and the Isles.
  His successor Olaf Sigtryggsson briefly ruled as King of Jorvik 
  but was expelled in a coup led by Wulfstan, Archbishop of York. 
  Returning to Ireland he found the war between the Irish and 
  Vikings had worsened.  Dublin was sacked by King Congalach of 
  Brega and King Broen of Leinster. The destruction was total, every 
  ship and building burned, the warriors killed, women and children 
  enslaved. Only a quarter of the population survived the massacre 
  by fleeing in boats. 
  
  7
  For his success Congalach was made King of Tara. Olaf was offered 
  an alliance and granted rule over Dublin. Together they fought 
  a series battles against Ruaidri ua Canannain, a rival for High 
  Kingship of Ireland. When their combined forces were defeated 
  at the Battle of Slane in 947, Olaf lost his kingship of Dublin and 
  returned to Jorvik in 949 where he ruled briefly until 952 when 
  Eirik Blood-Axe replaced him.
  From 950-980 Dublin acted as a typical petty kingdom involving 
  itself in Irish politics. During this period Olaf Sigtryggsson 
  fought many battles in and against an endless succession of raids. 
  However, in 980 he lost a disastrous battle at Tara, which ended 
  in a ‘red slaughter’ for the unified Dublin and Hebridean army. 
  Although several Irish kings died, Olaf’s son Ragnall also fell and 
  Dublin was forced to pay a heavy tribute to King Mael Sechnaill 
  of Ui Neill. Olaf abdicated his authority and retired to the Island 
  of Mona.
  The Irish Struggle against the Vikings
  In 999 the up and coming King of Munster, Brian Boruma mac 
  Cennetig, laid siege to the city of Dublin, which was then ruled by 
  Sigtrygg Silkbeard. Aided by his Irish cousin, Mael Morda King of 
  Leinster, the Viking decided to meet Brian’s forces in the field. The 
  battle was fierce, lasting the entire day and resulted in the loss of 
  4,000 Leinstermen and Vikings. 
  With no defenders remaining, Dublin was sacked again but Brian 
  decided to reinstate Sigtrygg as King, granting the Viking one of 
  his daughters in marriage. Calling upon his new vassal, the next 
  year Brian led a combined Munster, Leinster and Dublin army 
  against the High King Mael Sechnaill. Although the offensive 
  was defeated by the cunning construction of two bridges, which 
  prevented Brian’s Viking ships from using the River Shannon, the 
  High King eventually surrendered his title in 1002.
  Over the following decade Brian assumed the High Kingship in 
  practice as well as name. The Viking troops under his authority 
  fought against the province of Ulster, which refused to acknowledge 
  his authority, using their naval skills to launch sea based attacks, 
  which the Ulstermen could not block.
  In 1013 the disgruntled Mael Morda King of Leinster, insulted by 
  a member of the High King’s family, rose in revolt. In retaliation 
  the southern half of Leinster was ravaged by an army from Munster 
  under the command of Murchad, one of Brian’s sons. Joining 
  his father their combined forces laid siege to Dublin. However, 
  the High King’s army ran out of supplies first and was forced to 
  abandon the blockade in late December.
  Mael Morda realising that Brian would return in the spring, sent 
  his cousin Sigtrygg King of Dublin to fetch troops from outside 
  of Ireland. He sailed to Orkney and the Isle of Man, gathering the 
  support of Viking mercenaries willing to fight for loot. 
  Brian gathered a large army comprised of the men of Munster, 
  Southern Connacht and Meath. Overconfident with his superiority 
  of numbers, he sent a large mounted detachment to raid southern 
  Leinster in order to cause the Leinster troops to desert to defend 
  their homes. All would have been well, save for an argument with 
  Mael Sechnaill mac Domnaill, causing the King of Meath to 
  withdraw with all of his men.
  Fatefully, Sigurd Hlodvirsson Earl of Orkney and Brodir of the Isle 
  of Man arrived not long after with the promised reinforcements 
  for Sigtrygg. In the resulting Battle of Clontarf, Brian was killed 
  but almost all of the Viking mercenaries and their leaders also fell.
  With their warriors slain, the Dublin Vikings ceased to be a 
  political force. Sigtrygg who had garrisoned the city during the 
  battle, remained King of Dublin until his death in 1042. Lacking 
  any form of power in Ireland, the Vikings instead turned to 
  conquests in England and Scotland once Cnut became king in 
  1016.
  The Norsemen of the Atlantic
  The ships of the Vikings allowed the Norse to cross the rough 
  and turbulent seas of the North Atlantic. Rowing and sailing they 
  could reach remote islands, some of which, like the Shetlands and 
  Orkneys, had been inhabited since Neolithic times. Other islands 
  such as the Faeroes and Iceland itself were simply remote and 
  uninhabited save for Christian hermits seeking isolation.
  Many Vikings settled the occupied islands, marrying into the local 
  population and helping to weave the isles into their trade routes, 
  bringing a degree of prosperity where once only grim survival 
  existed. The unoccupied islands were simply colonised by whoever 
  wanted to live that far away, adopting a lifestyle of fishermen and 
  whalers to support themselves on the bleak atolls.
  Ingolfur Arnarson, a Norwegian chieftain, was the first settler of 
  Iceland, arriving with his household and family in 874. Finding 
  that the land stretched for many miles, he constructed a small 
  settlement on a headland on the southwest coast of the island. 
  With little else but open grass and soft porous volcanic rock, his 
  farmstead was built of turf. The settlement supported itself with 
  grazing sheep and fishing. Sailing back home to collect timber and 
  other vital supplies, knowledge of the colonisation soon spread, 
  causing a wave of Norwegians, displaced by the confiscations of 
  Harald Finehair, to flock to Iceland in search of lands away from 
  the persecution of kings.
  Further discoveries were made in the seas to the west of Iceland. In 
  978 Snæbjorn Galti was the first Viking to navigate to Greenland, 
  following up on tales of its first sighting by Gunnbjorn Ulfsson 
  years before when he had been driven off course by bad weather. 
  Four years later Erik the Red, declared an outlaw for murder, 
  decided to sail west to see if Snæbjorn had been telling the truth 
  and became the first man to temporarily settle Greenland as he 
  named it. 
  Returning to Iceland he organised a massive expedition of 25 
  ships packed with 500 people and everything needed to establish 
  
  8
  a new colony. Eleven ships failed to reach their destination but 
  the remainder established two settlements, the eastern one at 
  Brattahlid and a western one, further north near Nuuk. 
  Erik’s son Leif did not rest at his father’s seat of power but 
  continued exploring westwards, spurred on by news of far off lands 
  reported by Bjarni Herjolfsson. Sailing out with a small crew Leif 
  set foot on a number of places he named Helluland, Markland 
  and Vinland, which roughly translate to flat stone-land, wood-
  land and wine-land. A temporary settlement was established and 
  Vinland probably continued to be infrequently visited as a source 
  of timber for the wood-poor colonies on Greenland and Iceland.
  Greenland’s remote settlements flourished, at their height 
  providing homes for nearly 3,000 people. It survived as a nation for 
  five centuries before the gradual cooling of climate change slowly 
  froze their fields and pastures, bringing starvation and ultimately 
  conflict with the native Inuit tribes.
  The Persecution of the Franks
  Whilst the petty British and Irish kingdoms constantly weakened 
  themselves with internecine feuding, the Frankish kingdom was 
  a strong empire that had unified much of western and central 
  Europe under the rule of Charlemagne. The strength and 
  power of the Franks was legendary; thus many Vikings avoided 
  the Frankish coastline, preferring to raids easier targets. Once 
  Charlemagne died however, his empire began to slowly fracture 
  over the succeeding decades.
  Finally between 834 and 839 the Vikings began attacking Frisia 
  and Aquitaine, slowly growing in confidence. Eventually realising 
  that no organised resistance existed, from 843 onwards the raiders 
  began founding permanent settlements along the coast. The 
  destabilising threat of raids encouraged local rulers to pay off 
  the invaders in exchange for moving on. This tactic worked but 
  proved to be cripplingly expensive in the long term, the chance 
  of earning tribute only encouraging larger raiding fleets to return 
  in subsequent years. In 845 Paris was raided for the first time and 
  forced to pay a large tribute of 7,000 pounds of silver, only to be 
  raided again in 857 and 861.
  Between 882 and 911 the Vikings grew bolder yet, blazing a path 
  of utter destruction on shrinking Frankish soil. Ultimately, finding 
  no other way to prevent the sea wolves from ravaging his kingdom, 
  King Charles the Simple offered the lands around Rouen to the 
  Norwegian Viking leader Hrolfr the Ganger in exchange for 
  protecting the Franks against all future raiding. The clever move 
  worked, using one set of Vikings to guard against the others. To 
  seal the bargain, Hrolfr was baptised and became known as Rollo, 
  whilst the dukedom was renamed Normandy – or land of the 
  North men.
  Over the next couple of centuries Rollo’s descendents continued to 
  rule the province, slowly adding to its boundaries and even raiding 
  far off lands in Italy. The future William the Conqueror is of direct 
  lineage from this Viking leader.
  The Origin of the Rus
  Whilst the Norwegians and Danes spread westwards, the Swedish 
  Vikings of Gotaland and Svealand began exploring eastwards. The 
  motivation of these expeditions was trade, initially exchanging 
  goods across the Baltic. Once traders became aware of the market 
  opportunities further south, they began using the major rivers 
  of eastern Europe to transport goods between the Baltic and the 
  Black Sea, where lay mighty Byzantium, or Miklagard as the 
  Vikings named it.
  The Vikings who travelled these regions were called Varangians, 
  which simply meant sea-farers. From the mid eighth century many 
  Varangians settled in the important inland trading post of Ladoga, 
  which lay on the Volkov River that connected it to Novgorod. 
  Eventually trade was supplemented with raids and during 859 the 
  Varangians extracted servile tribute from the coastal Finnic and 
  Slavic tribes. All too soon these extortions drove the tribes to rebel 
  against the raiders. In 862 the Varangian Rus were forced back to 
  Scandinavia but the tribes bickered amongst themselves, resulting 
  in the Varangians being invited back to enforce peace.
  The chief amongst the Varangian Rus was Rurik and he took up the 
  reins of authority, ruling over the region. In addition to controlling 
  Ladoga and the Byzantine trade routes, he founded a new settlement 
  named Holmgard near Novgorod, which he decreed as the capital 
  of the Rus lands, eventually to become known as Russia. Over the 
  next few centuries the Varangians intermarried with the local Slavic 
  tribes, gradually losing their Scandinavian roots.
  Many Varangians sailed up the Volkov, Lovat and Dnieper rivers 
  creating new settlements or conquering existing towns along the 
  trade route. The greatest threat faced by traders was the nomadic 
  Pecheneg who often attacked boats as they were portaged around 
  seven sets of rapids on the Dnieper River.
  In 882 Prince Oleg, Rurik’s successor, launched an attack on Kiev, 
  an important town half way along the trade route, which was 
  under the control of two Varangian leaders Askold and Dir. After 
  capturing the town, Oleg moved the Rus capital there, where it 
  remained until 968 when the nomadic Pechenegs tried to destroy 
  it but were forced to retire after a fruitless siege.
  Varangian Trade Goods
  The Trade Route between the Baltic and Byzantium was 
  used to carry a wide range of diverse merchandise. 
  The Baltic regions provided high quality timber suitable 
  for ship building, exotic furs, uniquely flavoured honey, 
  slaves and amber. Scandinavia produced high quality iron 
  ingots, armour, weapons, wool and carved wooden or 
  ivory handicrafts. Byzantium in return offered spices, glass 
  tableware, dyed silks and linens, wine, gold and silver.
  
  9
  Prince Oleg strengthened the Rus hold over trade when in 907 he 
  launched a huge invasion force south against Byzantium. The great 
  city sued for peace and paid a tribute of linen, silk, gold, wine and 
  fruit. To ensure a continuing peace treaty, Oleg negotiated trading 
  rights between Byzantium and the Rus, which was reprised in 911, 
  allowing, amongst other things, for Varangians to join the Emperor’s 
  personal guard. Many Viking chieftains and kings serve in the 
  Varangian Guard before returning home and ascending to a throne.
  The Rurik dynasty continued to thrive throughout the Viking 
  Age, intermittently suffering a number of struggles for succession, 
  which resulted in the kin slaying of numerous brothers seeking the 
  position of Grand Prince of Rusland.
  Viking Timeline
  Although the previous section has given a rough overview of 
  Viking history, albeit somewhat biased towards Scandinavian 
  expansion, unfortunately not everything can be covered in detail. 
  To help Games Masters identify when famous events occurred or 
  which king was in power when, a timeline has been provided of 
  history across the Viking world.
  Those readers who are unfamiliar with Viking history are 
  encouraged to take these names and events, looking them up on 
  the internet for more detail. The following table should provide 
  an invaluable resource for planning historically based campaigns.
  Viking Timeline
  Year
  Event
  c. 436
  Legendary time of Sigurd, son of Sigmund, slayer of the dragon Fafnir and central figure of the Volsung Saga. 
  c. 480
  Legendary time of King Hadding of Denmark. Raised by giants his epic is filled with fantastic creatures, battles and 
  magic. 
  c. 520
  Legendary time of Beowulf, killer of Grendel and dragon slayer.
  c. 550
  Legendary time of Hrolf Kraki, King of Denmark. His tale is filled with berserkers, witches and all manner of shape-
  shifting creatures. 
  789
  Vikings begin their attacks on England. 
  793
  Vikings’ first major raid in England. The monastery of St. Cuthbert at Lindisfarne is sacked.
  793-795
  Norwegian Vikings attack the monasteries of Jarrow, Monkwearmouth, Rechru, St. Patrick and St. Columbia, sacking 
  them with speed and efficiency. 
  795
  Vikings approach the Irish sea and attacks on Ireland begin. 
  795
  Vikings sack the Irish monastic foundation on Iona. They attacked again in 801 and once more in 806. The survivors 
  flee to the Irish mainland.
  797
  Vikings attack Lambay, Ireland. 
  798
  Vikings attack Isle of Man.
  798
  Vikings launch several attacks on the Franks. 
  799
  Aquitaine is raided by Vikings.
  800
  Skiringsal and Birka trade centres are founded (approximately). 
  800
  Frankish coastal defences are organised by Charlemagne.
  800
  The Elder Futhark is replaced by the Younger or Sixteen-Rune Futhark in Scandinavia.
  800-810
  Reign of King Godfrid of Denmark.
  802
  Vikings attack the holy monastery of Columbas on the isle Iona of the Hebrides. 
  805
  Vikings attack the holy monastery of Columbas for the second time. 
  810
  Frisia is ravaged by the Danish king Godfred.
  810
  Death of Charlemagne.
  810-827
  Reign of King Harald Klak of Denmark.
  813
  The magnificent Oseberg ship is built. 
  820
  Vikings conquer the Isle of Mann and establish permanent settlements. 
  820
  Vikings attack Flanders and approach the mouth of the river Seine. 
  822-823
  Archbishop Ebo of Rheims undertakes a mission to Denmark.
  827-853
  Reign of King Horik Godfredsson of Denmark.
  832
  Vikings raid Armagh in Ireland three times in one month.
  834
  The Oseberg ship is interred in its burial mound. 
  834
  Vikings approach the river Thames, England. 
  835
  Danish raiders ally with the Cornish against the rule of King Ecgbehrt of Wessex.
  
  10
  837
  60 Viking longships enter the mouth of the Boyne and another 60 sail up to Liffey. 
  837
  The Vikings devastate Ireland, ravaging her churches, sanctuaries and shrines.
  839
  Thorgisl with a big Norse Viking fleet conquers Ireland and settles permanently. 
  839
  Thorgisl leads an impressive army into the north of Ireland, conquering Ulster and founds the harbour-stronghold of 
  Dublin.
  840-870
  Reign of King Halfdan the Black of Norway.
  841
  Vikings burn Lillebonne, Caudebec and Rouen and destroy the abbeys of Jumieges and St Wandrille. 
  843
  Vikings of Vestfold establish a power base on the isle Noirmountier (Loire) and raid Nantes. 
  844
  A group of Danes sail up the Guadalquivir and attack Seville but are repulsed. 
  845
  Vikings, led by Ragnor Lodbrok, travel up the River Seine in France. The French King pays a tribute of bullion worth 
  7,000 pounds of silver to prevent the sacking of Paris
  845
  Al-Ghazal’s embassy to Turgeis, King of the Vikings in Ireland.
  845
  Thorgisl is killed by the Irish, drowned in Lough Owel. 
  851
  Danish Vikings land in Ireland and join forces with the Irish to become the rulers of Ireland. 
  851
  First Norse raid on Wales.
  852
  The Swedish Rus become dominant among the Slavs of the Volga.
  853
  Olaf the White conquers Ireland with a large Viking fleet. 
  853-873
  Reign of King Rorik of Denmark.
  857
  Vikings raid Paris again. 
  858
  Vikings capture the abbot of St Denis and claim ransom. 
  859
  The Danish chieftain Hastein (the cruel, harsh, destructive, troublesome, wild, ferocious, lustful, lawless, death-
  dealing, arrogant, ungodly and much else besides!) joins forces with another Viking leader and leads a fleet of 60 ships 
  through the straits of Gibraltar and raids Algeciras and the coasts of Morocco. 
  860
  Varangians attack Byzantium. 
  860
  Hastein and his fleet sack Luna in Italy. 
  860
  Hrafna-Floki sets out from the Faeroe Isles to locate Iceland, previously discovered by Naddoddr and originally named 
  Snaeland (Snowland).
  860’s
  Ragnar Loddbrok killed at York.
  861
  The third big attack on Paris by Vikings. 
  862
  Rurik a Varangian chieftain assumes command of Ladoga, a prosperous trading post that sits on the Baltic-Byzantium 
  trade route and builds the settlement of Holmgard near Novgorod. 
  862-879
  Reign of Prince Rurik over the Rus.
  863
  Xanten in the Rhinelands is destroyed by Vikings. 
  866
  Danish Vikings establish a kingdom in York, England. 
  870
  Harald Fairhair begins his efforts to gain full control of Norway. 
  871
  Alfred the Great becomes king of Wessex; the Danish advance is halted in England. 
  871
  Olaf the White returns to Norway, his brother Ivarr becomes ruler of Ireland. 
  872-945
  Harald Finehair defeats his opponents and rules Norway, forcing many Norwegians to flee west towards Iceland.
  873-891
  Kings Sigfred and Halfdan are co-rulers of Denmark.
  874
  Ivarr the Boneless dies, his sons continue attacks on north-eastern England. 
  874
  Settlement of Iceland begins. 
  876
  Rolf the Ganger’s (Rollo) first raids in the Seine. 
  878
  Alfred the Great defeats Guthrum and forces the Viking leader to accept Christianity. 
  878
  Harald Finehair conquers the Orkney Islands causing more displacement.
  879
  Death of Rurik. 
  882-912
  Reign of Prince Oleg the Wise (Oleg of Novgorod) over the Rus.
  882
  Oleg the Wise conquers Kiev, moving the Rus capital from Novgorod to there.
  885
  A huge fleet of Viking ships attacks Paris but fail to conquer the city. 
  885
  Harald Fairhair finally unites Norway as one kingdom, the first in Scandinavia. 
  885
  Birth of Eirik Blood-Axe. 
  Year
  Event
  
  11
  886
  Alfred divides England with the Danes under the Danelaw pact. 
  890
  The Gokstad ship is built. 
  890’s
  Reign of King Helgi of Denmark, followed by Swedish rule of Denmark under King Olaf the Swede.
  891
  The Vikings at Noirmountier are finally beaten. 
  894
  Turf-Einar, son of Rognwald and half brother of Rollo, becomes earl of Orkney. 
  900
  The Vikings raid along the Mediterranean coast. 
  902
  The Irish seize Dublin from the Vikings, ruling it for the next 15 years. 
  907
  Oleg the Wise leads an army and 200 ships to Byzantium. Panic-stricken, the city pays a large tribute and agrees to a 
  commercial treaty. 
  910-990
  Life of poet/warrior Egill Skallagrimsson.
  911
  Viking chieftain Rollo is granted land by the Franks, founding Normandy in France. 
  912
  Oleg the Wise dies from a snake bite, fulfilling a prophesy.
  912-945
  Reign of Prince Igor of Kiev over the Rus.
  917
  Vikings recapture Dublin. 
  919
  Birth of Haakon the Good. 
  920
  Ulfljotr the Norwegian brings the Gulathing Law to Iceland, where it is used as a model upon which Icelandic Law 
  is based.
  922
  Ibn-Fadlan, an Arab ambassador to the Scandinavian Rus along the Volga, writes his account of their customs, 
  including a full description of a ship/cremation funeral.
  928
  Kings Æthelstan and Harald Fairhair join in a treaty to gain control of the Norse Vikings.
  930
  The first national democracy (Althing) is founded at Thingvellir, Iceland. 
  930
  Eirik Blood-Axe proclaimed co-ruler of Norway with his father Harold Fairhair. 
  930-1011
  Life of Njal of Berthorsknoll.
  931
  Death of Rollo, founder of Normandy. 
  933
  Death of Harald Fairhair. 
  934
  Haakon The Good deposes Eirik and becomes king of Norway. 
  936-958
  Reign of King Gorm the Old of Denmark.
  939
  Olaf Guthfrithsson becomes King of Northumberland. 
  941
  Rus Vikings attack Byzantium.
  945-962
  Reign of Olga of Kiev as regent over the Rus, who attempts to introduce Christianity but fails.
  947
  Eirik Blood-axe gains control of York. 
  949
  Olaf Sigtryggsson defeats Eirik Blood-axe, who flees. 
  952
  Olaf Sigtryggsson driven out and Eirik Blood-axe regains control of York. 
  954
  Death of Eirik Blood-Axe at Steinmore in England at the hands of King Edmund. 
  958-986
  Reign of King Harald Bluetooth of Denmark, Denmark adopts Christianity.
  961
  Death of Haakon the Good after the battle on the island of Stord. Norway divides into four kingdoms.
  961-970
  Reign of Harald Greycloak of Norway. A son of Eirik Blood-Axe, he kills off his rivals to reunite Norway.
  962-972
  Reign of Prince Sviatoslav over the Rus, who during his term subdued the Khazars, Bulgars, Alans and other Slavic 
  tribes.
  968
  Birth of Olaf Tryggvason. 
  970
  Death of Harald Greycloak, killed in a plot organised by Haakon Sigurdsson, the vengeful son of one of the men 
  Harald slew to seize power.
  970-995
  Reign of King Erik the Victorious of Sweden, who won the Battle of Fyrisvellir after sacrificing to Odin and promising 
  that if victorious, he would give himself to Odin in 10 years.
  972
  Death of Sviatoslav, killed by the Pechenegs in an ambush (instigated by the Emperor of Byzantium) and his skull 
  turned into a chalice for their khan Kurya.
  972-980
  Reign of Prince Yaropolk over the Rus, during which time he fought several wars with his brothers for the succession. 
  974
  Emperor Otto II of Germany attacks Denmark but fails because of Norwegian aid. 
  975-995
  Reign of Jarl Haakon Sigurdsson over Norway, as a vassal of Harald Bluetooth.
  Year
  Event
  
  12
  976
  Anglesey is absorbed by the Norse Kingdom of the Isles. 
  978
  Snæbjorn Galti is the first Viking to navigate to Greenland, following up on tales of its first sighting by Gunnbjorn 
  Ulfsson.
  980-1015
  Reign of Prince Vladimir the Great over the Rus, after defeating his brother Yaropolk with an army of Varangian 
  mercenaries.
  980
  Norse and Danish Vikings start a new wave of attacks to gain control of England. 
  982
  Erik the Red, accused of murder, is exiled from Iceland for three years. So sails west and establishes the first settlement 
  in Greenland. 
  985-1014
  Reign of King Svein Forkbeard of Denmark after deposing his father Harald Bluetooth, who dies fighting the rebellion.
  985
  The Jomsvikings, a staunchly pagan mercenary warband, lead a Danish fleet to attack Jarl Haakon Sigurdsson but are 
  firmly defeated at Hjorungavagr. 
  986
  Viking ships sail in Newfoundland waters.
  991
  Viking chieftain Olaf Tryggvason, along with 93 ships, defeats Earl Byrhtnoth at Maldon. This forces King Æthelred 
  to pay tribute, the first Danegeld of 10,000 pounds of silver.
  994
  Æthelred pays a second Danegeld of 16,000 pounds in silver to King Svein Forkbeard and Olaf Tryggvason in order 
  to save London from being sacked. 
  995
  Jarl Haakon Sigurdsson, unpopular due to sleeping with the daughters of wealthy men, is overthrown in a revolt and 
  killed by his own slave who hoped for a reward. The slave instead is beheaded.
  995-1000
  Reign of King Olaf Tryggvason of Norway, who introduces Christianity.
  995-1022
  Reign of King Olof the Treasurer of Sweden, son of Erik the Victorious, who finally united the Svear and the Geats.
  999
  Christianity reaches Greenland and Iceland by powers of Olaf Tryggvason. 
  1000
  Death of Olaf Tryggvason in the Battle of Svolder, slain by the combined fleets of King Svein Forkbeard, King Olaf 
  Eiriksson of Sweden and Eirik Hakonarson, Jarl of Lade. Norway temporarily ruled by the Jarls of Lade as a Danish 
  fiefdom.
  1002
  Leif Erikson, the son of Erik the Red, leaves Greenland with 35 men in search of another land glimpsed to the west 
  by Bjarni Herjolfsson. He lands on ‘Markland’ and ‘Vinland’ becoming the first European to discover North America. 
  His attempts to settle are opposed by skraelings.
  1002
  Brian Boru defeats the Norse settlers and becomes the king of Ireland. 
  1009
  Viking chieftain Olaf Haraldsson attacks London by river and destroys London Bridge. 
  1010
  Viking explorer Thorfinn Karlsefni attempts to found a settlement in North America. 
  1013
  Danish King Svein Forkbeard conquers England, driving Aethelred the Unready into temporary exile in Normandy. 
  1014
  Death of Svein Forkbeard, who at his death ruled over Denmark, Norway and England.
  1014-1018
  Reign of King Harald II of Denmark, son of Svein Forkbeard.
  1014
  Cnut the Great, second son of Svein Forkbeard, inherits England but is forced to flee to Denmark after Aethelred the 
  Unready returns from Normandy.
  1014
  The Vikings of Ireland are finally and utterly defeated in the Battle of Clontarf but high king Brian Boru, Jarl Sigurd 
  of Orkney and most of the Viking mercenaries are slain. 
  1015
  Vikings abandon the Vinland settlement on the coast of North America. 
  1015-1028
  Reign of King Olaf Haraldsson who regains Norway from the Danes. He continues the spread of Christianity, torturing 
  and killing those who refuse to submit to the new faith.
  1015
  Cnut the Great gathers forces of 10,000 men and 200 longships and leads a new invasion of England.
  1015-1019
  Reign of Prince Sviatopolk the Accursed over the Rus.
  1016
  Cnut and Edmund negotiate a settlement, splitting England between the two kings. In less than a month Edmund 
  died leaving Cnut sole ruler of England, which he reinforces by marrying Aethelred’s widow, Queen Emma.
  Year
  Event
  
  13
  1016-1035
  Reign of King Cnut the Great over England. 
  1018-1035
  Reign of King Cnut over Denmark, inheriting the title after the death of his half-brother Harald.
  1019-1054
  Reign of Prince Yaroslav the Wise over the Rus, under whose rule the Rus reached their pinnacle of power.
  1022-1050
  Reign of King Anund Jabob of Sweden, son of Olof the Treasurer.
  1026
  Kings Anund Jakob and Olaf Haraldsson combine forces to attack Denmark but are defeated by Cnut and Jarl Ulf at 
  the Battle of the Helgea. Cnut is left the preeminent authority in Scandinavia, subjugating core provinces of Sweden 
  for four years in recompense.
  1028
  Cnut sails to Norway and deposes Olaf Haraldsson, whose support is undermined by his tendency to flay the wives of 
  the nobility for practicing Seidr. Jarl Hakon Eiriksson is appointed warden of Norway.
  1028-1035
  Reign of King Cnut over Norway. 
  1029
  Jarl Hakon Eiriksson dies in a shipwreck off the southern coast of the Orkneys.
  1030
  Olaf Haraldsson returns from Novgorod to retake Norway but is killed at the Battle of Stiklestad. 
  1031
  Olaf Haraldsson becomes officially proclaimed a Saint, by Bishop Grimkel. 
  1035
  Cnut the Great dies. At his death he rules over England, Denmark and Norway, with the kingdoms of Scotland, Wales, 
  Dublin and the Isles as loyal vassals and allied with Normandy and Poland. 
  1035
  With Cnut’s death Magnus, the illegitimate son of St Olaf, expels the Danes from Norway and regains the kingdom.
  1035-1047
  Reign of King Magnus the Good of Norway.
  1035-1042
  Reign of King Harthacnut of Denmark.
  1042-1065
  Edward the Confessor rules England with the support of the Danes. 
  1042-1047
  Reign of King Magnus the Good over Denmark. 
  1042
  Magnus the Good destroys Jomsborg, the headquarters of the mercenary Jomsvikings.
  1043
  Magnus the Good, wielding St. Olaf’s battle-axe, wins a crushing victory over the Wends at the Battle of Lyrskov 
  Heath, killing more than 15,000 warriors.
  1046
  To avoid civil war, Magnus the Good grants Harald Hardrada joint rule of Norway, as a co-king. 
  1047
  Magnus the Good dies, leaving Harald Hardrada sole ruler of Norway. 
  1047-1066
  Reign of King Harald Hardrada of Norway, noted for his harsh policies and formation of a standing army (hird).
  1047-1074
  Reign of King Sweyn Estridsson of Denmark.
  1049
  Harald Hardrada founds Oslo, Norway. 
  1050
  Harald Hardrada sacks and burns Hedeby in Jutland. 
  1050-1060
  Reign of King Emund the Old of Sweden, illegitimate son of Olof the Treasurer.
  1054-1073
  First reign of Prince Iziaslav of Kiev over the Rus.
  1060-1066
  Reign of King Stenkil Ragnvaldsson of Sweden.
  1062
  Harald Hardrada defeats Sweyn Estridsson at the naval Battle of Nissen but fails to gain control of Denmark. 
  1064
  Harald Hardrada gives up trying to conquer Denmark and both he and Sweyn Estridsson recognise each other as legal 
  heir to their respective thrones. 
  1065
  Death of Edward the Confessor, who is succeeded by Harold Godwinson as King of England.
  1066
  Harald Hardrada leads an army to invade England but is killed at the battle of Stamford Bridge near York. 
  1066
  William, Duke of Normandy, defeats Harold Godwinson at the Battle of Hastings and is crowned King of England. 
  1066
  The practice of ‘going viking’ ends.
  Year
  Event
  
  14
  Viking Life
  The man who stands at a strange threshold,  
  Should be cautious before he cross it,  
  Glance this way and that: 
  Who knows beforehand what foes may sit  
  Awaiting him in the hall?
  — Havamal
  This chapter grants an overview of Viking society and culture, 
  explaining the class system, social codes and a few of the 
  conventions used by the Vikings in their everyday life. These 
  are important aspects for any roleplaying setting, since scenarios 
  are often built upon the restrictions of society and the drives, 
  ambitions and inequalities of its people.
  Whether you wish to survive in a gritty historical campaign or 
  heroically slay giants in a mythic one, the social characteristics of 
  status, honour and death remain the same.
  Games Masters should take care to read through this section 
  a couple of times to grasp the flavour of Scandinavian life. 
  However, whilst this chapter provides many details, it must 
  be remembered that this is merely an overview. Much of the 
  information presented are rough generalisations and may even 
  portray interesting facts that are anachronistic to local customs 
  elsewhere across the Viking world.
  Social Structure
  During the Viking Age most people live in extended ‘families’ of 
  relatives and kinfolk grouped together on the same farmstead. The 
  steading is the minimum social cooperative required to survive in 
  the harsh northern climate and because of this it is the core basis 
  of Scandinavian society.
  This collective family can consist of several married couples, one 
  spouse of each usually but not necessarily blood related to the 
  owner of the steading. In addition to children, each household 
  may also have bondsmen and thralls increasing their numbers, 
  some of whom could be married and possess children too. Taking 
  this into consideration, an average small steading might comprise 
  of anywhere from 10 to 20 people. Larger farmsteads would 
  typically number more folk.
  The reasons for such communal life are fundamentally due to the 
  vast amount of land and work required to provide a subsistence 
  level of living. In the poorer lands of the north, good arable land is 
  rare, the soil stony or overgrown with forest and the ground frozen 
  or snow covered for five or six months of the year. Substituting 
  herding for crop raising requires yet more land for grazing and 
  winter fodder.
  Due to the difficulty of food production, very few settlements ever 
  develop into towns. Those which do are wholly dependent on trade 
  to exist, little more than a commercial centre whose populations 
  can shrink dramatically in the winter months when some traders 
  return to their own steadings.
  In spite of the distances between farmsteads, most remain clustered 
  in the same relative area for mutual support and defence, communal 
  decisions being led by local chieftains. Over time regions begin to 
  be unified under the authority of jarls and eventually kings, as the 
  Scandinavians slowly transform from tribes to national kingdoms. 
  In fact, such amalgamations are a prime source of Norwegian and 
  Danish migrations, in an attempt to locate new places where a 
  man can rule over his own stead without interference.
  Unification aside, for most of the Viking Age, families and steads 
  are the basis of society. Blood feuds, avenging wrongs done to a 
  relative – even distantly related kinfolk – are commonplace, since 
  your family are the only people guaranteed to stand beside you in 
  times of trouble. Similarly the crews of ships that go a viking, that 
  is to trade or raid, are often the men folk of several neighbouring 
  steadings who pool their resources to finance and man the voyage.
  
  15
  Class and Rank
  Viking society has a number of social divisions that rank people 
  according to their liberty, land ownership and authority. Unlike 
  other societies in Europe of the time, Scandinavian social classes 
  are fairly loose, allowing someone to rise from thraldom to become 
  a king if they are ambitious or blessed with good fortune.
  The Viking class system is inherited from ancient times, described 
  and taught in the mythological poem Rigsthula. Roughly speaking 
  society is broken into those who are thralls, those that are karls and 
  those regarded as jarls.
  Thralls
  Thralls are the lowest class, further subdivided into slaves and 
  bondsmen. Slaves are usually captives taken in a raid and given out 
  as part of the plunder. They are frequently traded; selected to serve 
  as concubines or fill labourer positions back at the family farmstead. 
  A slave need not have been a foreigner from a distant land. 
  Norwegian Vikings can own Swedish and Danish slaves and vice 
  versa for example. Some Viking laws allow a convicted thief to be 
  sentenced as a slave to he who the thief has stolen from.
  Bondsmen differ from slaves as they are of a higher class reduced in 
  status due to debt. To repay what they owe, a bondsman is forced by 
  law to work off their deficit by serving the man they owe. A bondsman 
  is therefore a temporary rank, which can be recovered from.
  Thralls work alongside their owners but are generally given the 
  hardest or most repugnant work to do. Male thralls often dig peat, 
  reap hay, build walls or stay out shepherding the livestock. Female 
  thralls churn butter, grind grain and wash laundry, all of which are 
  backbreaking labour.
  To ensure recalcitrant thralls do not flee the steading, their hair is 
  often close cropped and in addition some wear slave collars around 
  their neck. Despite these indignities, most slaves are reasonably 
  well treated or even welcomed into the close knit community of 
  the family. Since everyone, not just the thralls, has to work hard 
  to survive and they are allowed to earn their own money in hope 
  of purchasing their freedom, Viking slavery is relatively liberal 
  compared with the hardship faced by slaves on the continent. They 
  can even marry and are legally permitted to take vengeance on 
  those who abuse their wife!
  A thrall can be freed by their master for good service or loyalty, 
  or their freedom is purchased by a third party. A freedman ceases 
  being chattel and is adopted into the family proper, gaining the 
  rights of inheritance, testifying in legal cases and future children 
  being free from slave status. To celebrate such manumissions the 
  family holds a feast, which includes the ritual slaughter of a sheep.
  Most steadings possess several thralls with which they run the 
  farm. Usually the number of thralls is less than the karls to deter 
  any thought of revolt, which occasionally does occur. Although 
  rare, accounts tell of maltreated slaves killing everyone on the farm 
  to ensure their escape.
  
  16
  ‘During the first winter, Hjorleifr decided to settle 
  permanently where he had landed, by the headland where he 
  built two houses. In the spring, he hitched two slaves to the 
  plough in order to till the field. The slaves took their revenge 
  for this abuse by enticing Hjorleifr and his men, one at a time, 
  out of sight of the buildings and killing them. Once the entire 
  household had been dispatched, the slaves took a boat and 
  rowed to a nearby island.’
  A male slave costs an average of 12 ounces of silver, whereas a 
  female costs about 8 ounces – the equivalent price of a milk cow. 
  Exceptionally strong, skilled or pretty slaves are valued much 
  higher.
  Karls
  Most Vikings belong to the social class of karl. These are the 
  common folk who are free from bondage. All members of the class 
  can bear weapons, seek protection under the law, have freedom 
  of speech and participate at the thing (assembly) – an unheard of 
  liberty and franchise compared to the peasants of Europe.
  Like thralls there are many subdivisions of rank within the generic 
  class of karl. These in ascending order of precedence are leysingi, 
  karls, bondi, hauldr and godi.
  Leysingi (freedmen) are freed slaves who are still obligated to 
  their former owners; being expected to consult their ex-master’s 
  approval before undertaking marriage, business deals and law cases. 
  In return the former owner is obliged to offer legal protection, 
  support and maintenance.
  Karl is often used as the more specific title for a free man who 
  does not own a boat or land of his own. By far and away more 
  numerous than the other ranks, they usually find employment 
  as farmhands, servants, herders, hunters, traders, craftsmen or 
  fishermen, working in exchange for room and board.  
  Bondi are tenant farmers, working a croft or stead for an absentee 
  owner. Those that work hard can turn a respectable profit from 
  these steadings, above and beyond the annual rent payments. 
  Hauldr are farmers who own their lands outright, possessing the 
  freehold and hereditary rights to it. Such rights belong to the 
  family and cannot be taken or overthrown by anyone, not even 
  the jarls or kings. The wealthier the lands or powerful the family 
  connections, the more status a hauldr has.
  Above all of these are the godi. Technically a godi is a respected 
  hauldr who has been granted legal and administrative 
  responsibilities by his peers. Godi lead the religious observances 
  but their main task is to oversee disputes and make just decisions, 
  acting like a local chieftain. The office of a godi relies on the 
  continued support of the freemen under his authority and can be 
  lost due to neglect or bias.
  Jarls
  Viking nobility is the highest social class. These are the leaders 
  of Scandinavia, respected chieftains who possess the titles 
  of landsmenn, styraesmen (ship owners), jarls and kings. A 
  landsmann might rule over a small fjord, whereas a jarl could be 
  responsible for a petty kingdom. They use their authority to raise 
  troops for war, fund fleets of merchant ships, provide safe markets 
  and protect the honour of the people they rule over.
  Unlike European feudal nobility, Scandinavian aristocracy is not 
  normally inherited; although matters begin to change towards 
  the end of the Viking Age. To become a ruler one must instead 
  accumulate enough wealth, fame and popular support to be seen 
  as a leader. Without the loyalty of their own freemen, a jarl or king 
  can be, and frequently are, deposed either by being voted out of 
  office or by violent coup d’états led by ambitious warriors. 
  Nobility is a temporary rank, not a sacred right, and confers no 
  special consideration from the egalitarian minded Scandinavians 
  of this time. A jarl is given respect only if he acts like a jarl. Failure 
  to do so results in his commands being ignored by the men under 
  his authority. Technically there is no legal obligation to follow a 
  noble’s orders but not doing so can bring problems if the ruler’s 
  support is strong.
  Likewise, the authority wielded by a noble is his alone. The 
  relations of a ruling noble have no additional authority beyond 
  what they themselves possess. Thus the son of a king has no special 
  rights above that of the karl standing beside him.
  Although the rank is not inherited, by the end of the Viking 
  period the gradually increasing wealth and loyalty accumulated by 
  a family can ease the transfer of power from father to son. 
  Rulers are usually dynamic men capable of inspiring warriors in 
  battle or convincing them in public debate. A noble is expected 
  to be generous with his wealth and possessions, giving out gifts 
  and granting hospitality to all who pay visit. They must maintain 
  a personal guard of warriors, hearth men or thanes who support 
  them in the thing or battle. Such hirdmadr possess high status, 
  sharing that of their lord. Skalds are also given patronage in order 
  to spread the jarl’s fame and indeed are held in barely less stature 
  than the ruler himself.
  Those Outside of Society
  Despite holding the rank of freemen, beggars and vagrants are 
  regarded as having less status than that of freed slaves. Lacking 
  land or a permanent residence often means a man is technically 
  outside of the law and cannot be charged. However this is not so 
  much an immunity from legal prosecution but rather a dangerous 
  vulnerably due to lack of protection; indeed a vagabond can be 
  robbed or even castrated with impunity!
  Transients include, but are not necessarily limited to, tramps, 
  sorcerers, seers, witches, beggars and of course outlaws. Although 
  
  17
  outside the law, some famous or infamous practitioners of magic 
  may still command a great deal of respect. Thus it is often wise to 
  treat a vagrant with respect, since you never know what they are 
  capable of or to whom they might be related to!
  Women
  Viking society has very distinct gender roles for men and women. It 
  is not normally possible for a woman to participate in a raiding trip 
  or join an overseas mercantile expedition. Women are expected to 
  stay at home and maintain the farmstead. Those that cross gender 
  boundaries are often ostracised and sometimes even punished. It 
  is, for example, forbidden in some lands for a woman to wear male 
  clothes, cut their hair short or bear a weapon.
  Women are under the authority of their father or husband, with 
  little or no legal rights. Under Scandinavian law, women cannot 
  become a ruler or godi, judge or witness and are barred from direct 
  political activity by being prohibited from speaking at the thing.
  However, Viking women are permitted a great deal of domestic 
  authority. They control the finances of the family and steading, 
  running the farm whilst their husbands are away raiding or 
  trading. They are also stringently protected by the law against 
  unwelcome advances, such as kissing or forced intercourse, which 
  in turn allows them to lead more social lives, a freedom forbidden 
  to women of other cultures at this time. A woman can inherit her 
  husband’s property and indeed most possess their own lands as 
  part of their dowry. One of the most powerful levers a woman has 
  is the ease and right of divorce, the chance of losing a wife’s dowry 
  being a significant threat against her husband.
  Wives who own or run successful farmsteads are granted a high 
  degree of respect. Widows especially can exert a strong authority 
  over their destiny and possessions, frequently superseding men in 
  honour for their courage, will and wisdom. It is often the women’s 
  role to berate their menfolk to protect the family honour, often 
  inciting the start of blood feuds or acts of revenge.
  Women are rarely harmed in Viking society. To abuse a woman is 
  a shameful act but to injure one is a grave dishonour. Even playful 
  violence such as throwing snowballs is frowned upon. This behaviour 
  is so reinforced that women are excluded during attacks on a rival 
  family or household. If a house is to be burnt down to kill the men 
  folk or drive them outside, women and children are always allowed 
  to leave unharmed first. Of course the women are free to refuse the 
  offer if they wish to die alongside their husbands or sons.
  There are only two acceptable situations where violence can be used 
  against women. The first is during a Viking raid, when women are 
  frequently captured as plunder to be sold into slavery. The second 
  is when the woman is using evil sorcery to cause mischief or harm.
  ‘Subsequently, Thorarinn learned that Oddur was responsible 
  for severing Audur’s hand. Oddur’s mother, Katla, was a 
  sorceress. It was she who used magic to make Oddur’s tunic 
  invulnerable to weapons. Thorarinn led a party to the farm 
  where Oddur was staying. Again, Katla used magic, this time to 
  The Goading of Viking Women
  The power of women in Viking society is often expressed 
  in the sagas by the incessant taunting of their menfolk. 
  Mothers hound sons and wives harass husbands, 
  expressing their disfavour not only by words but also in 
  the withholding of household chores (no cooked food 
  for example), conjugal rights, treatment of wounds and 
  so on. Eventually the man usually breaks.
  Roleplaying these situations can be great fun, although 
  some people may find it embarrassing or humiliating 
  to be ridden so by a female in a campaign. For games 
  where such feminine threats and insults will be 
  ignored or misunderstood by players, Games Masters 
  are encouraged to abstract the moral pressure with an 
  Opposed Test of the woman’s Influence skill versus the 
  Adventurer’s Persistence skill.
  Then Hildigunna went back into the hall and 
  unlocked her chest and then she took out the cloak, 
  Flosi’s gift, and in it Hauskuld had been slain and 
  there she had kept it, blood and all. Then she went 
  back into the sitting-room with the Cloak; she went 
  up silently to Flosi. Flosi had just then eaten his 
  full and the board was cleared.  Hildigunna threw 
  the cloak over Flosi and the gore rattled down all 
  over him.
  Then she spoke and said, ‘This cloak, Flosi, thou 
  gavest to Hauskuld, and now I will give it back to 
  thee; he was slain in it, and I call God and all good 
  men to witness, that I abjure thee, by all the might of 
  thy Christ, and by thy manhood and bravery, to take 
  vengeance for all those wounds which he had on his 
  dead body, or else to be called every man’s dastard.’
  Flosi threw the cloak off him and hurled it into her 
  lap, and said, ‘Thou art the greatest hell-hag, and 
  thou wishest that we should take that course which 
  will be the worst for all of us.  But women’s counsel 
  is ever cruel.’
  — Njal’s Saga
  prevent Thorarinn from seeing Oddur. Thorarinn’s mother told 
  him what precautions to take against the magic. Thorarinn 
  returned to Oddur’s farm and put a bag over Katla’s head to 
  prevent her from using magic. He seized Oddur and hanged him 
  for being a party to magic and for his cowardice. Katla cursed 
  them all, and they stoned her to death for being a sorceress.’
  — Eyrbyggja Saga
  
  18
  Personality and Beliefs
  Viking culture is based around a number of core virtues and beliefs, 
  which hold society together. The difficult climate, dispersed 
  population and extended families make these moral codes of 
  paramount importance. Without them survival is questionable.
  The reputation of a man is based upon his adherence to these 
  ethical qualities and nothing is dearer to a Viking than his name 
  and standing. In Scandinavian eyes it is better to die with honour 
  (drengskapr) and be admired, than to have his repute stained with 
  shame (nidr) and be reviled.
  Respected men are called drengr. They should be brave, generous, 
  noble, magnanimous, fair minded, respectful, pragmatic, morally 
  strong, honour their word and keep their self control. These are 
  the values upon which a man bases his self-respect and what the 
  community expects from him. Those who maintain them in 
  adversity are remembered, viewed as people to be emulated and 
  are often sought out to take up the mantle of the ruling class.
  Nidingr, shameful men, have no respect or support from the 
  community. A jarl or king who acts without adhering to Viking 
  values will soon find themselves overthrown, their own men 
  deserting them. Others of lower rank are merely exiled or isolated, 
  cut off from social contact and unable to trade for necessary goods; 
  their name forgotten or spat upon after death.
  Courage
  Bravery is an expected quality in all men but is particularly praised 
  in women. Courage does not equate to stupidity. It is perfectly 
  acceptable to retreat from overwhelming odds or flee in terror 
  when confronted by the supernatural. 
  ‘Beware of going where overwhelming force opposes you. 
  There is more honour in accumulating little by little than in 
  overreaching and falling down flat.’
  — Vatnsdæla Saga
  Men are expected to stand up to their enemies. A Viking will 
  engage in single combat, even if they are certain they cannot win, 
  because it is important to display their courage. Kolfinnur in the 
  Kjalnesinga Saga announces his plan to duel with Bui but when 
  observers advise that the match is unevenly stacked against him, 
  Kolfinnur replies, ‘There are two outcomes to every danger: either 
  I will live or I will die’.
  The sagas record the names of those who demonstrated unusual 
  levels of courage. Men remembered for facing multiple foes, 
  beating terrifying creatures or deliberately sacrificing themselves 
  for another. Such as Grettir who defeats a number of horrific 
  monsters, or Bjarni Grimolfsson in Erik’s Saga, who gave up his 
  place on a lifeboat and purposely drowned to allow an Icelandic 
  coward to survive the sinking of their worm-eaten ship.
  Fatalism
  At the birth of every baby the three Norns (Nornar) decree when 
  it must die. Nothing can postpone this fate, or wyrd, so most 
  Vikings are philosophical about facing death. However, although 
  death is predetermined, little else is. A person can live their life as 
  they will, determining the nature and manner of their death. It is 
  generally considered better to be adventurous and daring, rather 
  than stay at home and pass peacefully away in bed.
  Fatalism also involves the belief in omens, whether they are dreams 
  or the prophecies of a soothsayer. The simplest of forebodings can 
  cause a Viking to abandon a course of action. Even the stumbling 
  of a horse whilst riding to join a ship can be interpreted as a 
  warning, perhaps from the Disir or the rider’s own Fylgjar.
  Fortune
  A lucky man is a person to follow or ally oneself to and lucky 
  talismans are treasured. Vikings are very superstitious about the 
  power of luck (gæfa), which is akin to, but not the same as, fate. 
  Lucky men always succeed, no matter what is brought to bear 
  against them, thus they are often sought after to join ship crews 
  or raiding parties.
  Likewise nothing can help unlucky men, who are spurned even if 
  liked or sympathised with. A man seen as plagued with bad luck 
  would be abandoned mid way through a voyage, rather than risk 
  him staying aboard. Some acts are considered unlucky too, such 
  as pillaging a dead man for his weapons and armour. If the arms 
  had failed their previous owner, then they were obviously unlucky 
  charms that might infect their plunderer with ill fortune too. 
  Viking Warrior Women
  Despite the popular image of Shield Maidens in Viking 
  society as portrayed by Saxo Grammaticus in his 
  History of the Danes, such things were mythical and 
  did not normally happen. A woman who tried to act 
  like a man would be heavily censured, possibly punished 
  under the laws of the thing for transgressing gender 
  roles. To a man, the idea of being attacked by a weapon 
  wielding woman whilst he himself was forbidden by 
  good manners to strike back was an anathema.
  Of course in a roleplaying game such boundaries are 
  meant to be overcome. Games Masters are free to 
  allow warrior women in their campaigns if so desired. 
  Unless playing a fantasy or mythical campaign however, 
  women who become shield maidens should suffer social 
  restrictions or be unable to hold any personal status. 
  Such reproaches may even affect their family, causing 
  relations to suffer a loss of status in the community. 
  
  19
  Many of the famous swords reputed to be forged by dwarfs were 
  accursed items whose power tempted men to risk the bad luck 
  associated with them.
  Generosity
  It is a commonly held belief that if skill or fortune has blessed 
  a man with wealth, it is proper for that man to pass part of that 
  prosperity to the people around him. A generous man will help 
  others in times of strife or give them a hand to achieve their own 
  affluence, rather than horde away their treasures where they do 
  no good.
  Generosity can be expressed in a number of ways, the quality of 
  food and drink offered at the table for example. A lord who feasts 
  on fine vittles whilst offering fare of lesser quality to his guests 
  would be considered miserly, whereas if the food is poor but the 
  best that household can offer, then it is most generous.
  Other forms of generosity may be the loaning of a ship to a trusted 
  friend or family member, the giving of clothing as a gift, or arming 
  and armouring of men who join a household. The most generous 
  of men give up their personal possessions to aid those who have 
  suffered disaster, such as a prize cow when a neighbour’s herd has 
  been slaughtered by wolves.
  The story of Ref in Gautreks Saga is a humorous tale of a young 
  man who always gives away his most prized possession, only to 
  receive a greater gift in return. Eventually Ref becomes a Jarl of 
  high repute!
  Honour
  Honour is the steadfastness of a Viking in keeping his word. 
  Oathbreaking is considered one of the most contemptible deeds 
  a man can be accused of, since the word of a man is paramount 
  to his ability to make deals and bargains. If suspected of lying or 
  cheating he will be unable to function within society, doomed 
  to be outcaste as everyone will distrust him. Lacking literacy, a 
  Viking contract is normally made before witnesses and sealed by a 
  handshake. Such an agreement is binding.
   ‘Gunnlaug said, ‘Betray me not if I bring thee water in my 
  helm’. ‘I will not betray thee,’ said Raven. Then went Gunnlaug 
  to a brook and fetched water in his helm, and brought it to 
  Raven; but Raven stretched forth his left hand to take it, but 
  with his right hand drove his sword into Gunnlaug’s head, 
  and that was a mighty great wound. Then Gunnlaug said, 
  ‘Evilly hast thou beguiled me, and done traitorously wherein 
  I trusted thee.’
  — Gunnlaugs Saga
  This virtue seems difficult to resolve with the Viking penchant 
  for trickery. The gods repeatedly engaged in trickery to emerge 
  victorious in their quests; not only Loki but Odin and even Thor 
  resort to tricks to overcome seemingly irresolvable challenges. A 
  trick is acceptable if it is humorous or clever but frowned on in 
  most other situations. In the Heimskringla 30 Vikings are taken 
  prisoner by Earl Eirik and are being beheaded, when Sigurd Bue’s 
  son plays the following trick which results in the release of the 
  remaining survivors:
  ‘There sat also a very handsome man with long hair, who 
  twisted his hair over his head, put out his neck, and said, ‘ 
  Don’t make my hair bloody.’ A man took the hair in his hands 
  and held it fast. Thorkel hewed with his axe; but the Viking 
  twitched his head so strongly that he who was holding his hair 
  fell forwards, and the axe cut off both his hands, and stuck fast 
  in the earth. Then Earl Eirik came up, and asked, ‘Who is that 
  handsome man?’
  Hospitality
  Hospitality, or the granting of refuge, sustenance and protection, is 
  one of the most important virtues of Scandinavian life. Travellers 
  lost in unfamiliar lands or caught in the snow or cold will most 
  likely die without shelter and food. Thus hospitality is not only 
  a charitable act but also one of self preservation, since men facing 
  death are capable of desperate actions and most steadings are 
  remote from their neighbours.
  The Art of Hospitality
  Greetings to the host,  
  The guest has arrived,  
  In which seat shall he sit? 
  Rash is he who at unknown doors  
  Relies on his good luck  
   
  Fire is needed by the newcomer  
  Whose knees are frozen numb; 
  Meat and clean linen a man needs  
  Who has fared across the fells 
   
  Water, too, that he may wash before eating,  
  Handcloth’s and a hearty welcome,  
  Courteous words, then courteous silence  
  That he may tell his tale
  — Havamal
  The compact between host and guest is sacrosanct. Bed and board 
  is offered with the understanding that no ill words or violence be 
  given by either, even if the two are the worst of rivals. Odin is the 
  guardian of hospitality and is reputed to send misfortune to those 
  who withhold or abuse it.
  To grant hospitality is a double edged sword. Although it improves 
  the host’s reputation and may forge bonds of friendship between 
  strangers, there is a risk that the guest may outstay his welcome, 
  since a host cannot force a guest to leave once hospitality is 
  granted. Many stanzas in the Havamal (the Viking poem that 
  
  20
  taught ethics and wisdom) advise against over eating, excessive 
  drinking, boasting or making oneself a bore. 
  A guest who remains under his host’s roof for too long may find 
  himself hosting his original benefactor in the following year, along 
  with half his family! Of course during the winter months a guest 
  may very well find himself cut off from further travel due to the 
  weather or accumulated snow. In such a case it was considered 
  good manners to help out with the work on the steading, rather 
  than sit about eating his way through the host’s carefully stored 
  provisions.
  Refusing to give hospitality is a shameful act but is permitted in 
  certain circumstances. Outlaws may be denied hospitality, for 
  example. 
  Humour
  A good sense of humour is vital for most Vikings, acting as a 
  legitimate outlet for feelings of frustration or anger but still 
  preserving their reputation. Indeed clever witticisms can add greatly 
  to a man’s repute and many Vikings cracked a last sardonic quip 
  before dying. Viking flippancy emphasises wry understatement, 
  the forerunner of black humour.
  Huskarls swear allegiance to their jarl or king, in return for being 
  armed and supported. Such oaths can include promises to fight in 
  the forefront of battle, never flee and avenge the life of their lord 
  if he falls.
  Viking loyalty is not blind obedience however. A supporter is 
  free to question the motivations of those they follow and even 
  disregard a command if it is viewed as dishonourable. In the Gisla 
  Saga, Eyjolf orders his man Havardr to kill a woman who dashes a 
  purse of silver into his face. Havardr refuses, stating ‘Our journey 
  is about as bad as it can be already without our doing this dastard’s 
  deed’ – in response to which Eyjolf accuses his man of treachery. 
  The rest of the warriors support their comrade in arms and refuse 
  to follow their lord’s disgraceful command.
  Manliness
  Vikings are very sensitive to their manliness being questioned or 
  insulted. To compare a man with an animal, especially a dog, or 
  accuse him of acting in a womanly manner was a mortal insult. 
  In fact some laws forbid the use of such insults, permitting the 
  accused to seek compensation or even the right to kill his insulter.
  ‘Then there are three terms which occasion bringing such a 
  serious suit against a man that they are worthy to outlaw him. 
  If a man call a man unmanly, or homosexual, or demonstrably 
  homosexually used by another man, he shall proceed to prosecute 
  as with other terms of abuse, and indeed a man has the right to 
  avenge with combat for these terms of abuse.’
  — Gragas
  A Viking always has to defend his manliness, since charges of 
  effeminacy imply that he always takes the submissive or cowardly 
  role, not only sexually but in leadership, warfare and the like. Of 
  course most insults of this nature are simply a method of provoking 
  a fight without fouling oneself with a more provocative deed and 
  lack any real conviction. However, any offence that might blot 
  a man’s honour has to be put down firmly in order to maintain 
  the respect of the community. Thus Vikings are always alert for 
  wrongs against their reputation and ready to avenge them.
  ‘Because,’ said Skarphedinn, ‘thou art the sweetheart of the 
  Swinefell’s troll, if, as men say, he does indeed turn thee into 
  a woman every ninth night.’ Then Flosi spurned the money, 
  and said he would not touch a penny of it, and then he said he 
  would only have one of two things: either that Hauskuld should 
  fall unatoned, or they would have vengeance for him.
  — Njals Saga
  Tenacity
  In many of the sagas, Viking men show their tenacity by 
  overcoming the elements, or battling to the last despite sporting 
  horrific wounds. A man should be imperturbable no matter the 
  circumstances.
  Viking Humour
  Thorgrim the Easterling went and began to climb 
  up on the hall; Gunnar sees that a red kirtle passed 
  before the window slit, and thrusts out the bill, and 
  smote him on the middle.  Thorgrim’s feet slipped 
  from under him, and he dropped his shield, and 
  down he toppled from the roof. Then he goes to Gizur 
  and his band as they sat on the ground.
  Gizur looked at him and said, ‘Well, is Gunnar at 
  home?’
  ‘Find that out for yourselves,’ said Thorgrim; ‘but 
  this I am sure of, that his bill is at home,’ and with 
  that he fell down dead.
  — Njals Saga
  Loyalty
  Loyalty is a close relation to honour but refers more to keeping 
  faith with comrades, relatives and rulers rather than the legal bond 
  of one’s word. A Viking can show loyalty to his friends, extended 
  family, jarl or even his animals, standing up for them in times of 
  adversity. Ties of loyalty are often tested, especially when a blood 
  feud erupts between families. It is a noble thing to stand by a father 
  or brother, even if they are in the wrong; many of the greatest 
  stories tell of the unwilling protagonist supporting a family 
  member or king against a close friend.
  
  21
  ‘They were very great swordsmen, and their onslaught was 
  both hard and hot; and now they gave him some wounds with 
  spear-thrusts, but he still fought on with great stoutness and 
  bravery; and they got such knocks from him, both with stones 
  and strokes, that there was not one of them without a wound 
  who came nigh him, for Gisli was not a man to miss his mark. 
  Now Eyjolf and his kinsmen press on hard, for they felt that 
  their fame and honour lay on it. Then they thrust at him with 
  spears, so that his entrails fall out; but he swept up the entrails 
  with his shirt and bound the rope round the wound.’
  — Gisli’s Saga
  Law and Punishment
  Scandinavian society has a sophisticated legal system to protect free 
  men and their possessions. These laws are decided by communal 
  consensus and preserved in tradition, passed down orally from 
  each generation to the next. Unlike the lands outside of Viking 
  control, laws are firmly in the hands of free men, independent of 
  overruling by kings and jarls, who themselves are equally subject 
  to them.
  Most folk adhere to the law, since it protects them against 
  disorder and lawlessness. Since Scandinavia is illiterate during this 
  period, only trained Law Speakers (logsogumadur) knew all the 
  legal codes in detail. They are responsible for the memorisation, 
  preservation and clarification of the laws, whereas the law council 
  (logretta), consisting of the godar and their advisors, debate new 
  legal procedures.
  Government is based upon the thing, an assembly of the free 
  men in a local area. The gathering is used primarily to debate 
  and settle issues that have affected the community. People discuss 
  their complaints and try to settle their differences with negotiation 
  and compromise. If this fails, a lawsuit can be placed, which is 
  judged by the attendees. Other matters handled at the thing are 
  marriage arrangements, the offering of lands and animals for rent, 
  the payment of said rent and general trading of goods and services 
  not available in a small collective of steadings (bygthir).
  The site of the thing is blessed by a godi who performs religious 
  sacrifices to bless the assembly. The hallowed ground is deemed to 
  be an area of truce. Weapons are not openly borne or tied fast to 
  their scabbards with fridbond (peace knots).
  At the larger regional things, laws are recited by the law speaker and 
  new legislation proposed by the attending law council, which would 
  then be placed to the vote by the people – each man present gaining 
  a single equal vote. These important gatherings also hold elections 
  of godi and jarls, earls or kings and the settlement of disputes that 
  involve offenses beyond the borders of a local thing. These events are 
  so large that they often last a week or more, because of the amount 
  of legal business to be dealt with; thus families often build booths 
  (budir), small stone or turf structures over which a fabric roof can 
  be erected, in which to live during the assembly.
  As time passed and the Scandinavian clans and tribes became 
  ever more unified, these things grew to encompass common law 
  for entire nations, gaining names such as the Althing in Iceland, 
  Disathing in Svealand, Alla Gotars Thing in the Gotaland and 
  the Haugathing in Norway.
  Lawsuits
  A lawsuit is brought before the presiding godi or godar by plaintiffs 
  making a formal charge at the Law Rock. Each case is heard in the 
  order they had been presented, over the course of the thing. 
  The Presentation of a Lawsuit
  ‘I give notice of a suit for assault laid down by law 
  against Gunnar Hamond’s son; for that he rushed 
  with an onslaught laid down by law on Thorgeir 
  Otkell’s son and wounded him with a body wound, 
  which proved a death wound, so that Thorgeir got 
  his death.’
  ‘I say on this charge he ought to become a convicted 
  outlaw, not to be fed, not to be forwarded, not to be 
  helped or harboured in any need. I say that his goods 
  are forfeited, half to me and half to the men of the 
  Quarter, whose right it is by law to seize the goods of 
  outlaws. I give notice of this charge in the Quarter 
  Court, into which this suit ought by law to come. I 
  give this lawful notice in the hearing of all men at the 
  Hill of Laws.’
  — Njal’s Saga
  The law court is comprised solely of the godar present, with a law 
  speaker who can be called upon to settle any disputed points of 
  law. The godar exert their authority during the presentation of the 
  suit, determining whether the case is legitimate and ensuring the 
  correct procedures are followed. They also decide the subsequent 
  punishment or compensation due. However the outcome of the case 
  itself is resolved by a public vote of the attending bondi and hauldr.
  Those who plan to present a lawsuit or know there is a case 
  against them, often travel to the thing bringing as many relatives 
  and friends as they can muster, in order to sway the vote in 
  their favour. During the wait for their hearing, the plaintiff and 
  defendant often remain at their booths presenting their side of 
  the case to interested parties. 
  Once a case has been scheduled for hearing, those involved 
  are summoned to the Law Stone. The case is opened with the 
  plaintiff swearing an oath of honesty and stating his accusation. 
  He presents his witnesses, who either vouch for the plaintiff’s 
  honour and reputation, or recount their personal observation of 
  the crime committed.
  
  22
  The defendant is then allowed his rebuttal after swearing a 
  similar oath of honesty. He may use the law to undermine his 
  accuser’s position and attempt to invalidate the case using his 
  own witnesses or legal knowledge. For instance when Gunner 
  Hamundarson was accused of murder, it was pointed out by his 
  witness that Gunnar and his companions had been outnumbered 
  25 to two, so it was their ambushers who had obviously meant to 
  kill him and not vice versa!
  Either participant who feels mortally insulted or guesses that the 
  case will not go in their favour can insist on the right to settle 
  the trial by arms, calling for a holmgang. This ends the case with 
  respect to the godi and normal legal procedure but is a dangerous 
  or desperate option, since fights often end with one man dead and 
  the other permanently maimed.
  Cases are sometimes won before being put to a vote, testimony 
  ignored because correct legal procedure has not been used, 
  regardless of the facts presented. In fact justice is often not served 
  due to bribery, intimidation of witnesses and even open violence 
  in the court itself. It is often necessary for the godi or local jarl to 
  arrive with a large personal retinue to ensure order is kept.
  Punishments 
  At the conclusion of the lawsuit, it is necessary for the godar to 
  decide on the nature of any punishment required. This can take 
  the form of outlawry, compensation or a combination of both.
  Compensation is the normal form of settlement for crimes such 
  as manslaughter, maiming, slander, theft and so on. The amount 
  to be paid depends on the wound given, the status of the person 
  killed or the worth of what was stolen.
  General values of manbote (weregild) are one mark of silver for a 
  thrall, 10 marks for a freedman, 15 marks for a karl, 20 marks for 
  a bondi and anywhere between 40 and 120 marks for a hauldr, 
  depending on his holdings and whether he held a position of 
  authority.
  These prices are subject to caveats however. The slaying of a man in 
  self defence when ambushed or tricked, evokes no compensation. 
  Whereas a man convicted of attempted murder has to pay the full 
  amount, even though he may have failed to even injure his victim. 
  Compensation for maiming a man by blinding him in one eye 
  or crippling a limb is half their weregild. Blinding in both eyes is 
  worth the full amount.
  Less serious, but deliberate, injuries require the payment of one 
  mark of silver per serious wound or six minor wounds, plus the 
  cost of the medical care, housing and food costs until healed, 
  which is at least an additional mark per month.
  Killing of livestock or damage to buildings usually incurs 
  compensation of at least twice the worth of the loss. Even 
  inappropriately touching a woman costs half a mark, twice that 
  if the groping strayed nearer more sensitive locations; assuming of 
  course the molester survives to reach court.
  Outlawry is generally used to punish deliberate killings. Open 
  murders, where the family are warned in advance of the planed 
  assassination, result in being declared an outlaw for the period 
  of three years (fjorbaugsgardur). Hidden murders or deliberate 
  arson are punished by permanent outlawry (skoggangur) and in 
  addition all their lands and possessions are forfeited, half assigned 
  to the outlaw’s victims and half to his former neighbours.
  An outlaw can be killed with no fear of any legal consequences. 
  They are literally outside of society. Aiding an outlaw brings the 
  risk of being fined or declared an outlaw yourself, so the life of an 
  outlaw is a lonely exile full of fear that the next person they meet 
  will be seeking their head.
  Scandinavian law provides no method of actually forcing the 
  loser of the case to adhere to the settlement decided. It is up to 
  the winner to extract any compensation owed, or drive the guilty 
  man away with threats. Often the friends and relatives of a victim 
  actively pursue the outlaw, hunting him until he is found and 
  slain. Unfortunately this often propagates enduring blood feuds, 
  despite the legality and justice of the situation. 
  Einvigi and Holmganga
  Duelling is a method of settling disputes between two men. A 
  duel can be over a legal matter, extraction of debt, to defend one’s 
  honour or avenge the death of a friend or relative. Einvigi (single 
  combat) are less formal than holmganga (going to the island). 
  Such duels are legal and permitted as long as they adhere to strict 
  rules.
  To ensure hot blooded fights do not break out at the merest 
  provocation, duels cannot be fought until at least three days 
  after the challenge. Failing to turn up to a duel results in the 
  supposed coward being declared an outlaw, shorn of all honour 
  and reputation. 
  ‘Jokull responded, ‘You must now turn up to the duel if you 
  have a man’s heart, rather than a mare’s. And if anyone fails to 
  turn up, then a scorn-pole will be raised against him with this 
  curse - that he will be a coward in the eyes of all men, and will 
  never again share the fellowship of good folk, and will endure 
  the wrath of the gods, and bear the name of truce-breaker.’‘
  — Vatnsdæla Saga
  If one participant is considered outclassed by his opponent, a 
  substitute warrior can volunteer to take his place. This prevents 
  intimidating men from simply bullying their way out of law cases 
  or using the tradition to legally extort property from legitimate 
  owners.
  
  23
  The participants of the duel settle the terms of the fight in advance, 
  deciding what weapons can be used, who strikes first (usually the 
  challenged man), the conditions determining a victory (first blood, 
  incapacitation or death) and what the winner will receive. If an 
  opponent dies his killer is immune from prosecution.
  Duels are fought upon an ox hide or cloak, which designates the 
  boundary of the fighting area. This is roughly a square area of two 
  and a half metres per side. Stepping completely off the hide results 
  in the loss of fight. Fleeing not only forfeits the combat but brands 
  the quitter as a craven coward, a fate worse than death.
  Some holmgang are very formalised, the participants being limited 
  to a predetermined number of shields and alternating blows 
  upon one another until all the shields break. At which point the 
  defenceless man has the option to honourably retire (and lose) or 
  continue with just his weapon.
  Marriage and Death
  Far from being the consummation of romance, marriage in the 
  Viking world is more of a business arrangement between families. 
  Often marriages are arranged to form alliances or consolidate 
  lands but generally both the bride and groom have some feelings 
  for one another.
  Suitors court women but often at their own risk. A woman’s 
  family tries to supervise the contact between the two, restricting 
  it to arranged visits of the suitor to their steading. Blatant fawning 
  is frowned upon as are romantic poems, which are considered 
  morally dangerous. A man who flirts too openly can be driven off 
  or even killed by the woman’s family, fearing her dishonour.
  After courting a woman, a suitor is expected to place a marriage 
  proposal. Failing to do so is considered an insult to the family, 
  with the predictable feuds and violence to follow. If on the other 
  hand the marriage suit is refused, then it is the suitor’s family 
  who are insulted.
  If the suit is accepted, a betrothal must be made. This is a detailed 
  commercial contract to determine the mundr (bride price) and 
  heimangerd (dowry), usually negotiated between the woman’s 
  guardian and the suitor or his representative. In most cases these will 
  be the two fathers. Once an agreement is reached, hands are shaken 
  before witnesses and the wedding planned for within the year.
  Weddings are large feasts held at the home of the bride’s parents. It 
  lasts for several days with no formal ritual to actually join the bride 
  and groom together. The wedding is considered binding when 
  witnesses view the couple departing for their marriage bed. 
  A Viking Duel
  ‘And when they were ready for the combat, then ran 
  they each at the other, and first they threw their 
  halberds, neither of which stood fast in the foeman’s 
  shield, but both struck in the ground. Then took they 
  both to their swords, and went at it with a will, blow 
  upon blow. Atli gave no ground. They smote fast 
  and hard, and full soon their shields were becoming 
  useless. And when Atli’s shield was of no use, then he 
  cast it from him, and, grasping his sword with both 
  hands, dealt blows as quickly as possible. Egil fetched 
  him a blow on the shoulder, but the sword bit not. 
  He dealt another, and a third. It was now easy to 
  find parts in Atli that he could strike, since he had 
  no cover; and Egil brandished and brought down 
  his sword with all his might, yet it bit not, strike he 
  where he might. Then Egil saw that nothing would 
  be done this way, for his shield was now rendered 
  useless. So Egil let drop both sword and shield, and 
  bounding on Atli, gripped him with his hands. Then 
  the difference of strength was seen, and Atli fell right 
  back, but Egil went down prone upon him and bit 
  through his throat. There Atli died.’
  — Egil’s Saga
  
  24
  Marriage is not a permanent bond if there are difficulties. The 
  failure to produce children, abuse from either spouse, infidelity 
  or even lack of respect are all valid reasons for dissolving the 
  union. Divorce in itself is very easy, just proclaiming it in front of 
  witnesses is enough. However a divorce requires that the woman 
  be granted the return of her dowry and in addition she may be 
  entitled to one half of the steading, which she too has worked hard 
  to maintain. The bitter legal outfall and financial ruin of divorce 
  can cause terrible feuds between families and in a male dominated 
  world wives often use this threat to manipulate their husbands’ 
  actions.
  Death rituals across Scandinavia vary greatly according to wealth 
  and status. Most folk are buried in graves along with a few daily 
  tools and treasured belongings. Wealthier personages have more 
  grave goods, so to prevent the corpses being despoiled by grave 
  robbing, howes or mounds of earth are pilled over the grave to 
  make access a little more difficult. 
  Prosperous men and heroic leaders are often buried in ships. Dressed 
  in fine garb, their vessels stocked with a wide panoply of goods 
  and animals, such as weapons, armour, crockery, horses, hounds 
  and even slaves. Although in the early days before the Viking Age, 
  weapons and shields were bent and broken to prevent their worth 
  attracting grave robbers, most Viking warriors are buried with 
  their armaments intact, thieves held at bay by superstition and the 
  widespread tales of draugr, the walking dead.
  Sometimes wives or female slaves join their husband in death, 
  deliberately allowing themselves to be killed as part of the funeral 
  ritual. The famous account of a Rus chieftain’s death rites by an 
  Arabic chronicler named Ibn Fadlan describes the gruesome fate of 
  a slave girl who wished to enter Valhalla with her lord. Unusually it 
  seems the Rus Vikings preferred cremation to burial, although the 
  body was temporarily buried whilst the funeral rites were arranged.
  ‘One of the Rus was at my side and I heard him speak to the 
  interpreter, who was present. I asked the interpreter what he 
  said. He answered, ‘He said, ‘You Arabs are fools. ‘ ‘Why?’ I 
  asked him. He said, ‘You take the people who are most dear to 
  you and whom you honour most and put them into the ground 
  where insects and worms devour them. We burn him in a 
  moment, so that he enters Paradise at once.’ Then he began to 
  laugh uproariously. When I asked why he laughed, he said, ‘His 
  Lord, for love of him, has sent the wind to bring him away in 
  an hour.’ And actually an hour had not passed before the ship, 
  the wood, the girl, and her master were nothing but cinders and 
  ashes. Then they constructed in the place where had been the 
  ship which they had drawn up out of the river something like 
  a small round hill, in the middle of which they erected a great 
  post of birch wood, on which they wrote the name of the man 
  and the name of the Rus king and they departed.’
  — Ibn Fadlan’s Account of the Rus
  Homes and Settlements
  Most Vikings live on farmsteads. These can range from a single 
  longhouse that shelters both people and animals, to a large collection 
  of outhouses and byres clustered around a more impressively sized 
  longhouse. Steads are usually built on well sloping, well drained 
  land, in close proximity to a source of drinking water and possess 
  good views over their approaches. With lawlessness and raiding a 
  constant threat, it bodes well to keep an eye out for the approach 
  of strangers.
  Depending on the fertility and suitability of the land, the number 
  of nearby steads can be limited, with large distances separating 
  them. Few definable settlements existed; rather the largest 
  farmsteads encompass a population rivalling a hamlet, all working 
  together under the guidance of the owner. Fishing settlements are 
  slightly different, many homes clustered together in small villages 
  on the sheltered beach of an inlet or fjord.
  Longhouses
  Communal living within a longhouse is normal for families. Private 
  or segregated accommodation is a luxury few can afford; wasteful 
  of building materials and fuel for heating. In winter, less hardy 
  animals are herded into stalls inside the longhouse, sheltering them 
  from the often intense cold. This serves two purposes. The first 
  that it cuts down on the amount of fodder the animals need to 
  survive the months before grazing is available once again. Secondly 
  the animal’s body heat is the prime source of warmth inside the 
  hall, limited wood stocks being reserved for cooking and light.
  The Potential Strife of a Viking Marriage
  Very few roleplaying games ever investigate the 
  plot opportunities of marriage. Viking marriages 
  however are bursting with tragic or bitter scenario 
  potential. What if, for example, an Adventurer is 
  enticed into marrying to increase his personal wealth 
  and then discovers his wife is an unbearable shrew? 
  A vindictive wife could be the perfect impetus to 
  drive an individual into performing questionable 
  deeds in order to gain some peace and quiet. Or 
  perhaps constant needling is the reason he goes a 
  viking so frequently.
  Conversely, what if the Adventurer’s wife is having 
  an affair with an important member of the local 
  community? Should he divorce her and be exposed 
  to the ridicule of his friends and family? Or base 
  a series of scenarios upon his wife leaving him for 
  another man, taking most of his wealth and lands 
  with her and bringing down the disgust of his own 
  family for not keeping her under control. Such 
  merciless twists can drive an Adventurer to the end 
  of his tether, potentially causing him to start a blood 
  feud out of indignity and frustration.
  
  25
  Due to the number of folk and animals that need to fit inside 
  the longhouse, they can be impressively large. A ‘small’ longhouse 
  averages five metres across and up to 15 metres long. The largest 
  longhouses are no more than eight metres across but can be 
  between 60 and 80 metres long, often shaped to swell a little 
  wider in the mid sections. They are constructed from two rows of 
  central posts, which support the roof. Outer walls are made from 
  wood, either planks or logs; although in wood poor regions walls 
  are made of turf instead. In colder climes turf is sometimes added 
  anyway as an extra insulating layer against the walls and used as 
  a roofing material to help hold the heat in winter. Turfed roofs 
  however have the time immemorial problem of livestock climbing 
  up to graze the grass.
  Internally the longhouse is left open along the central aisle, 
  providing passage along the whole building. Placed along the 
  middle of this section are stone lined troughs used as fire pits. The 
  outer aisles on either side can be divided with wattle and daub 
  partitions, allowing small areas to act as storage rooms or stalls for 
  livestock. The floor is normally packed earth mixed with ashes to 
  prevent the surface churning into mud. 
  In the main living section, the areas to either side of the central 
  corridor are built up above the earthen floor and planked over to 
  provide an area to eat, sit, sleep or work. These may be covered 
  with furs and hides to provide a little softness and warmth.
  Few windows are built into longhouses. The few which exist in 
  better homes are shuttered openings built into the end walls up 
  near the roof. Most light comes from closable smoke holes in the 
  roof, which are supplemented by the central fires and simple stone 
  lamps that burn fish, seal or whale oil. Candles, although available, 
  are very expensive so only used by the wealthiest families. Thus the 
  ambience inside a longhouse is rather dim unless the smoke holes 
  are fully uncovered.
  Little furniture is used inside Viking homes. The master and 
  mistress of the house might have a straw stuffed box-bed built 
  inside a closet for a small amount of privacy and perhaps extra 
  warmth. Trestle tables can be set up for meals or feasts but are 
  taken down afterwards to keep the central areas clear. The few 
  other objects of note may be wooden storage chests, often serving 
  as seats, and a weaving loom. The longhouse of a noble probably 
  contains a ‘high seat’, a platform built between the roof pillars atop 
  which was set an ornately carved throne. This chair is often very 
  broad, more akin to a small settee, on which the master sits along 
  with honoured guests.
  Longhouses are often decorated. Posts and beam ends carved 
  with fantastic knotwork designs, wainscoting painted with scenes 
  from the myths and walls hung with decorated shields and wall 
  hangings, although the latter were very expensive items.
  Steadings
  Most farmsteads need additional buildings to supplement the 
  central longhouse. Outhouses such as byres are used to house 
  livestock in the warmer months before being freed to graze on 
  summer pastures. Byres may be used to house thralls too but it 
  would take a callous master to segregate his workers in such a 
  fashion, since it may be a miserable experience to live in them 
  during winter unless sleeping with the livestock to keep warm.
  Other buildings include partially subterranean, stone-lined 
  storehouses used to keep foodstuffs cold and secure from animals. 
  In northern forest regions, food storehouses are sometimes built 
  atop a strong single pillar, normally a tree hewn off about four 
  metres above the ground. Access into the storehouse is only possible 
  by a removable ladder, which prevents animals, such as bears or 
  wolverines, from climbing up and breaking in during the spring. 
  Bath houses (saunas) are popular additions. People clean themselves 
  by throwing water over fire heated rocks to produce invigorating 
  steam. They are popular places to give birth. Some Icelandic steads 
  use volcanically heated water to create heated bathing pools.
  A barn of sorts is usually needed to store the vast quantities of 
  winter fodder for the livestock, since keeping large amounts of hay 
  inside the longhouse is a dangerous fire risk. Winter fuel, be it 
  split logs or cut peat, also needs to be stored out of the elements, 
  requiring yet another building. 
  Steads may also have their own smithy to repair and create tools 
  and possibly a small smoke house in which meat is preserved. Both 
  of these outbuildings are kept well separated, downwind from the 
  rest of the stead in case of accidental fires.
  Those steads that border the sea or a river might possess a ship-
  house to protect the vessel in winter and provide an indoor area to 
  perform the myriad of repairs and maintenance required to keep 
  it seaworthy.
  Farming
  Most Viking steads primarily focus on raising livestock. Cattle 
  and sheep are the most important animals. Milk cows are valuable 
  because from them can be produced cheese, butter and skyr, a type 
  of soft cheese, which has the consistency and taste of yoghurt. All 
  these foodstuffs are valuable since they can be preserved over the 
  winter when the cows stop giving milk. Other cattle are used to 
  as a source of leather, sinews and meat, often being butchered at 
  the onset of winter due to the amount of fodder it will take to feed 
  them before spring arrives. 
  Although cattle in the Viking age are relatively small, rarely 
  exceeding 1.2 metres at the shoulder, it takes a lot of land to keep 
  many of them. Depending on location, cattle need about two tons 
  of hay to survive over the winter, so each cow requires between five 
  and nine acres of land to grow its winter fodder, not including the 
  land needed to graze the beast in the meantime. A wealthy farmstead 
  might only be able to support one to two dozen cows at most.
  Sheep are also small and reared for their wool, which is the primary 
  source of fabric for Viking clothes, tents and even ships’ sails. Castrated 
  
  26
  rams are communally grazed in pastures, or left to roam wild in 
  regions lacking wolves, whereas ewes are kept penned for their milk 
  and to ensure that lambs are not stolen or tagged with a neighbour’s 
  mark. The fleece of sheep is not sheered but rather plucked or combed 
  for its wool. Older or weak animals are killed and eaten.
  Horses are used as both transportation (riding or pulling sleds) 
  and a source of meat. Horse flesh is a staple part of a Viking diet, 
  probably as a result of the animals being a popular sacrifice to the 
  gods. Horses are bred to fight too but as a sporting entertainment 
  like dog-baiting, rather than for warfare.
  Goats and pigs are also kept as a source of food. Dogs often guard 
  the steading by barking when strangers approach and keeping 
  inquisitive wolves and bears at bay. Cats are useful for pest control 
  but skinned after death for their soft fur, which is used in clothing.
  Crops raised include a selection of grains such as barley, rye and 
  oats, which are used for bread or porridge. Vegetables range from 
  the ubiquitous bean and cabbage to the turnip. Fruits such as 
  apples and plums can be cultivated over most of Scandinavia and, 
  lacking citrus fruits, vitamin C is obtained from birch bark.
  To supplement their crops most Vikings gather up natural fruits 
  and nuts – wild strawberries, lingonberries and blueberries, which 
  grow prolifically in the north. Wild leeks are popular and coastal 
  steadings sometimes gather seaweed to eat.
  Hunting and fishing are an important part of survival, wild boars, 
  game fowl, deer and elk the usual sources of meat, especially during 
  the spring when food stocks run low. Game fish like salmon, perch, 
  trout and pike live in most of the rivers and lakes, the latter species 
  often caught in the winter by drilling a hole in the ice and dangling 
  a line into the freezing water.
  Fishing steads rely primarily on their fish catch during the year. 
  Most of the land around a northern fishing community is covered 
  with open air racks from which gutted cod and mackerel are hung 
  to desiccate in the cold, dry winds, whilst family members drive 
  off hungry gulls. Herring is generally too small to dry so they are 
  pickled or salted instead. Occasionally in the Atlantic settlements 
  seals, walrus and even whales are hunted for food, skins, bone 
  and ivory. Their flesh is difficult to preserve, so it is either boiled 
  then pickled in sour whey, smoked and hung in the rafters of the 
  longhouse, sewn into sealskin bags and dropped into deep water 
  where it remains chilled but not frozen, or most unsettling of all, 
  dropped into deep pits and buried where it partially rots, the outer 
  fermented layer preserving the inner meat!
  Beyond the necessary cultivation of foodstuffs to keep the family 
  fed, periods when no other farming work is possible are spent 
  crafting. A steading has to be capable supporting itself, especially in 
  remote regions where traders or even neighbours rarely visit. Thus 
  the farm hands have to sew their own boots, forge and sharpen 
  tools, perform carpentry, weave cloth, tailor clothes and so on.
  What little spare time remains at the end of each day is spent with 
  smaller handicrafts, producing nick-knacks or useful items that 
  can be traded for luxuries.
  Running a Stead in RuneQuest
  Whilst steadings are of vital importance as a source of wealth 
  and status, the day-to-day running of a farmstead is perhaps less 
  than interesting for most players. A Games Master can use the 
  ownership of a stead as an abstract focus point for scenarios, 
  threatening its confiscation by lawsuit or destruction in a 
  blood feud, rather than sending the Adventurers off on another 
  interminable Viking raid.
  Yet owning a stead should incur a degree of responsibility, perhaps 
  gaining a reward for good stewardship. Once each year during the 
  annual thing, the owner may roll against their Lore (Farming) skill, 
  adjusting for any applicable events on the Farmstead Productivity 
  table, and consult the following:
  •	
  Critical Success: Indicates that the farmstead has experienced 
  an unusually productive year, earning twice what a successful 
  roll would bring in. 
  •	
  Success: The farmstead turns a profit earning a number of 
  aurar (ounces) of silver equal to the value of the adjusted 
  Lore (Farming) skill.
  •	
  Failure: The farm struggles to remain at a subsistence level of 
  productivity, earning no money.
  •	
  Fumble: Misfortune strikes, the crops rot, some outbuildings 
  burn down or the weather was abysmal through the year, 
  causing the stead to lose a number of aurar (ounces) of 
  silver equal to 150 minus the value of the unadjusted Lore 
  (Farming) skill.
  Farmstead Productivity Modifiers
  Reason
  Modifier to Lore 
  (Farming) skill
  Unusually severe winter
  –10%
  Owner absent for over a month1
  –10%
  Owner absent for over half the year1
  –20%
  Family engaged in an active blood feud –20%
  Region raided by Viking warband or 
  foreign army
  –40%
  Owner declared outlaw1
  –40%
  The landvættir (nature spirits) of the 
  farmstead are angry
  Shift success of skill 
  check down by one step
  1 These particular modifiers do not stack, only use the worst value.
  The amount of silver earned or lost assumes a moderate sized 
  farmstead. Smallholdings, usually run by bondi, halve the amount 
  of silver involved. Large steadings owned by the wealthiest hauldr 
  double earnings or losses. 
  Settlements
  Surprisingly the Vikings develop very few permanent settlements, 
  which reach the size of towns. The reliance on herding makes 
  high population density settlements difficult to maintain, save at 
  locations which are the centre of trade or worship.
  
  27
  The small handful of towns are the settling place for professional 
  merchants and craftsmen, being able to dedicate themselves to their 
  vocation, rather than dabbling on the side as a tenant farmer. With 
  the wealth they earn from trade the town inhabitants purchase 
  food and equipment instead of producing it themselves.
  Town housing is modest in comparison to the traditional 
  longhouse. Smaller buildings are sufficient if not needing to house 
  livestock in the winter and since space is at a premium, they are 
  packed closely together within town walls.
  Whether a town is seasonably occupied or not probably depends 
  on the amount and type of trade that flows through it. Location 
  also has an effect since, for example, the rivers and lakes around 
  Birka and Uppsala usually freeze during winter, making large scale 
  transportation to and from there impossible. Some occupants, 
  especially the sailors, are probably seasonally transient to cater for 
  increased demand of goods during the warmer months.
  The earliest towns are all coastal or river based. Overland trade is almost 
  non-existent, both the difficulty of crossing forested or mountainous 
  terrain and the number of animals needed to carry significant loads 
  making such journeys uneconomic. Ships travel faster, carry far greater 
  cargoes and do not require large amounts of feed.
  Although built in strategic positions and granted protection by 
  the local jarl or king, the trading towns remain prime targets for 
  raiding. Most are fortified and maintain a garrison but often that 
  does not save them. 
  ‘Because the inhabitants of Birka are often attacked by pirates, 
  and because they cannot defend themselves through force of arms, 
  they try to defend themselves by cunning. They have blockaded the 
  sea for a distance of more than 100 stadia with concealed heaps of 
  stones and have made access difficult both for their own people and 
  for the pirates. As the anchorage is the safest in the whole coastal 
  area of the Svear, all the ships of the Danes, the Norwegians, the 
  Slavs, the Sembs, and other Baltic Sea tribes are accustomed to 
  assemble there regularly to pursue their necessary affairs.’
  — Adam of Bremen
  
  28
  The four major towns of Scandinavia during the Viking period are 
  Hedeby and Ribe in Denmark, Kaupang in Norway and Birka in 
  Sweden. Despite being primary trading centres the populations of 
  both Birka and Hedeby remain less than 1,000 people!
  Trade
  Of far greater importance than raiding, Viking traders venture 
  widely across the known world, exchanging their goods for exotic 
  cargos, which are brought back to Scandinavia. Using the generous 
  capacity of their ships they can turn a profit even if shipping bulk 
  cargoes of little worth.
  Most Scandinavians trade locally, not risking their ships away from 
  the coast or venturing deep into foreign lands. This is probably 
  due more to practicality rather than a lack of courage, since most 
  traders are simply a group of local farmers who gather together 
  their surplus handcrafts or crops and undertake a collective voyage 
  to exchange their cargo for goods and materials needed on their 
  steads. Few land owners can remain away for an extended period, 
  being needed back home to help run the farm and prepare for the 
  next winter.
  The more adventurous trading expeditions are undertaken by 
  men with no property or prospects, so set out to seek their fortune 
  elsewhere, managing to reach places like Byzantium (Miklagard) 
  and beyond.
  Regional Exports in the Viking Period
  Region
   Exports
  Byzantium
  Silks, fruits, spices, wines, glassware, gems, 
  gold, silver, jewellery, dyed linen
  East Baltic regions
  Amber, slaves, furs 
  England
  Tin, wheat, honey, woollens, silver, barley, linen
  Frankish kingdoms Weapons, jewellery, wine, glassware, salt, 
  woollen cloth
  Greenland
  Walrus ivory, furs, seal skins, wool
  Iceland
  Fish, whale oil, animal fat, wool cloth and 
  clothing, sulphur, falcons
  Lapland
  Furs, horn, reindeer skins
  Norway
  Timber, iron, soapstone, whetstones, 
  barley, tar
  Russia
  Slaves, furs, wax, honey
  Shetland Islands
  Soapstone
  Sweden
  Iron, furs
  Vinland
  Timber
  Each participant in the collective voyage pays for their place and is 
  granted an equal allotment of cargo space. The captain/owner of 
  the ship is permitted an additional cargo allowance, filled with trade 
  goods needed to pay for repairs or supplies if the need arises during 
  the voyage. Thus it acts like a primitive insurance policy.
  Every man aboard a trading expedition is expected to help sail 
  the ship, row when necessary and defend the vessel if attacked by 
  pirates. If someone embarks on a ship purely as passenger, then 
  they must pay an extra free in order to avoid performing shipboard 
  chores.
  Some voyages require an extended amount of time to complete. 
  Expeditions to Iceland or Greenland depend on the correct 
  currents and winds, necessitating the ship to overwinter at 
  the destination whilst waiting for the prevailing conditions to 
  change the following spring. During this time, enterprising crew 
  members seek other profitable tasks rather than fritter away the 
  trade profit paying for lodgings and food. Some hire themselves 
  out for labour or bodyguard duty, whereas others attempt whale 
  or seal hunts.
  Likewise, expeditions to Byzantium and the Arabic Caliphates 
  beyond can earn a staggering amount of wealth but several 
  years can pass on the trip with no guarantee of success or 
  survival. It takes months to row and portage ships to the Volga 
  or Dnieper rivers, exposing the crew to the chance of being 
  ambushed or charged exorbitant tolls en-route. The journey is 
  often so wearisome that many Vikings use the opportunity to 
  join the Varangian Guard to recuperate or gather together new 
  compatriots to face the journey home.
  The Scandinavians normally barter in trade, preferring to avoid 
  coinage save as its weight as silver or gold. When trading overseas 
  many Vikings use scales to determine the worth of coins, no matter 
  what their face value in that land. Coins or items of jewellery are 
  often cut into pieces to get a precise balance, leading to the term 
  ‘hack silver’.
  Health and Medicine
  As a people the Vikings lead a remarkably healthy life. They 
  take pride in their personal appearance, value hygiene, have a 
  reasonably balanced diet and take pains to avoid the spread of 
  sickness. Perhaps the most telling signs of their general health is 
  the fact that they are taller than the average European peasant and 
  are famed for their handsomeness, which suggests a childhood free 
  of the worst diseases.
  Appearance
  Vikings are generally tall, keeping themselves clean and neat of 
  appearance. Men trim their moustaches and beards but do not 
  normally shave since being beardless is a sign of immaturity, or 
  worse, effeminacy. Men’s hair length can vary between being cut to 
  the nape of the neck or allowed to grow down to their shoulders. 
  Women however are forbidden to cut their hair short, that being a 
  male prerogative only.
  It is a man’s wife who washes and cuts his hair. They use combs to 
  tease out knots and have a range of other toiletry tools; tweezers, 
  razors, toothpicks and earwax scrapers for example. Said items are 
  normally made of bone or horn for their ease of shaping, although 
  wealthy families may possess articles carved from ivory. 
  
  29
  Vikings wear clean clothes when possible, carrying spare changes 
  of clean garments when travelling, although more out of personal 
  pride of their appearance rather than any deeper knowledge of 
  hygiene. Deliberately dirtying a man by pushing him into (or 
  casting at him) mud, food, water or urine is a litigious event and 
  severely punished.
  Some Rus Vikings are reputed to be tattooed although this habit 
  may be Slavic since it is not recorded elsewhere in Viking sagas 
  or literature. Tooth decoration however is practiced amongst the 
  Danes and Swedes. Horizontal grooves are filed into the front of 
  the teeth as a sign of rank or achievement. These could be filled 
  with coloured wax to emphasise the effect. 
  Personal Hygiene
  ‘Combed and washed every thoughtful man should be and fed 
  in the morning;
  for one cannot foresee where one will be by evening;
  it is bad to rush headlong before one’s fate.’
  — Havamal
  Regular washing is an important part of Viking hygiene. Viking 
  dental health is good, very few developing tooth decay due to 
  the course food and regular cleaning practices, as evidenced by 
  toothpicks. Face and hands are expected to be washed before meals, 
  a good host providing water and towels to guests. Lacking readily 
  available hot water, most use rivers and pools to wash themselves 
  but this is not practical in the colder months. 
  To get really clean Scandinavians use small outbuildings inside 
  which a fire heats stones. When hot enough, water is poured onto 
  the stones, which bursts into steam. The vapour not only warms the 
  bathhouse occupants but also condenses onto their bodies, wetting 
  them without immersion. This combined with natural sweating 
  and beating oneself with leafy branches, enables the body’s pores to 
  extrude all the dirt, allowing the bather to simply rinse themselves 
  clean with a bucket of cooler water before drying themselves. 
  Some Icelandic bathhouses tap into the natural hot springs 
  available in the country, enabling settlers to bathe and swim even 
  in mid winter, since the water never freezes. 
  Not everyone shares the Viking enthusiasm for cleanliness. The 
  right to bathe whenever desired in Byzantium had to be specified 
  in the treaty between the Rus traders and the city. In fact the 
  overall cleanliness and pride of personal appearance made the 
  Norse invaders of Britain more attractive to Anglo-Saxon women 
  than their own men folk!
  Only those in mourning are exempt from bathing, washing and 
  combing their hair as a sign of respect to the dead.
  Health and Injury
  Most Viking men and women are robust and healthy, guarded 
  from widespread contagion by the isolation of their steadings. 
  Sanitation is carefully controlled, placing sewage trenches well 
  away from water sources.
  In the few existent Viking towns however, proper sanitation fails 
  to be maintained in the more densely settled environment. Many 
  inhabitants suffer from intestinal parasites that spread in the 
  water adjoining the settlements. These cause frequent nausea and 
  diarrhoea, making urban life less than desirable to most farmers 
  and sailors.
  With no actual knowledge of disease and how it functions, the 
  majority of Scandinavian healers use magic and superstition to 
  treat their patients. Like most of Viking religion, propitiation is 
  used to avert or ward off disease. If someone does sicken it is a 
  sign that the spirits are angry or that the person’s good luck has 
  deserted them. A jarl or ship master who does not possess the 
  absolute loyalty of his men can lose his position by suffering an 
  extended bout of sickness.
  Although the Vikings may not know much about epidemics, their 
  ability to treat wounds is exceptional. In bone-setting especially 
  they are masters, preventing broken limbs from healing crookedly 
  – often by re-breaking the wound to set the bones straighter. They 
  also use cauterisation, lancing and washing out of open wounds 
  to prevent infection and are very knowledgeable of surgery – 
  removing impaled weapons such as arrow or spear heads and 
  sewing flesh back together.
  ‘Then Snorri the Priest healed all the sons of Thorbrand. But 
  when Thorod’s neck grew together his head sat somewhat drawn 
  backwards on his trunk, and he said that Snorri would heal 
  him into a maimed man. Snorri said that he deemed the head 
  would come straight when the sinews were knit together; but 
  Thorod would have nought but that the wound should be torn 
  open again, and the head set straighter. But all went as Snorri 
  had guessed, and as soon as the sinews were knit together the 
  head came right’
  — Eyrbyggja Saga
  Professional healers (læknir) however are a rarity at the start of the 
  Viking Age. Most healing is done by the women of the stead, so 
  a wife skilled in leechcraft is very highly valued. Men slowly took 
  over the skills later in the period.
  The worst injuries occur in the frequent battles and feuds between 
  Vikings. Mentions are made of amputations of hands, feet and legs. 
  Disembowelments and splitting open of bodies are also recounted. 
  However, not all of these dreadful wounds are fatal. Many a man 
  has the epithet of ‘Tree Foot’ or similar, indicating a peg leg. In 
  local feuds womenfolk are present to help treat those suffering 
  what seem to be fatal injuries but due to careful ministrations the 
  patient often pulls through. In the Laxdaela Saga, ‘An Brushwood-
  Belly’ survives being disembowelled. Thorarin in the following 
  excerpt took an entire summer to heal but did eventually recover 
  from his grievous injury.
  
  30
  ‘It is told too that Halldor, Glum’s wife, called on the women 
  to go with her, saying, ‘We will bind up the wounds of those 
  men who have any hope of life, whichever party they belong to.’ 
  When she came up Thorarin was just struck down by Marr, 
  his shoulder was cut away in such fashion that the lungs were 
  exposed. But Halldor bound up his wound, and kept watch over 
  him till the fight was over.’
  — Viga-Glums Saga
  Surviving to old age is possible for a Viking, although maybe not 
  welcomed if a firm believer in Odin and Valhalla. If one can avoid 
  the more deadly diseases when travelling overseas, win every battle 
  and survive accidents and misfortune, then reaching your dotage 
  is quite possible, although said person might be half blind, deaf as 
  a post and be suffering bad arthritis by the end.
  Professions and Crafts
  One of the unusual aspects of Viking life is that every farmstead 
  has to be self-supporting. Trading or purchasing goods normally 
  only occurs during the local thing, so there is little commercialism 
  to help encourage dedicated professions. The family running the 
  farm needs to herd animals, plant crops, harvest and preserve 
  food, prepare firewood, reap hay, erect new buildings, repair tools, 
  provide its own medical care, craft furniture and crockery, weave 
  its own cloth, supplement its diet with fish or game, protect itself 
  from raids and so on. 
  Looking at the list of diverse but necessary skills, it seems that 
  everyone was required to be a generalist and very few ‘professional’ 
  craftsmen, healers and the like existed. Whilst this is fairly accurate 
  for the beginning of the Viking Age, as wealth and productivity 
  began to increase, the opportunity for professionals grew in step. 
  A huskarl of an early period jarl might be sworn to service as a 
  warrior but spend most of his time working in the fields alongside 
  his lord and master. By the end of the Viking Age though, a wealthy 
  and powerful Norwegian Jarl ruling over a large area could retain 
  his warriors in his hall, never requiring them to labour physically.
  Of course some Vikings hire themselves out to specialise in a 
  specific profession. Craftsmen for example can be wandering 
  tinkers providing their skills to those who will hire them for 
  a season. Otherwise they might own a small shop in a trading 
  town, manufacturing goods wholesale. Hunters willing to live 
  a rough seasonal life trapping animals in the forest may return 
  to their family stead before winter with a small fortune in furs. 
  Warriors can sell their skills as mercenaries, to the Jomsvikings, 
  for example, granted roof and board in exchange for their 
  sword in battle.
  A list of professions is provided in the Viking Adventurers chapter. 
  These mainly reflect the options available in later periods but can 
  be easily used for less historically accurate games. For campaigns 
  based around the family steading, it would be wise for a group of 
  players to diversify their skills to take into account the range of 
  capabilities needed to successfully survive and prosper.
  Leisure and Sport
  In their periods of leisure time, Vikings seek entertainment. 
  Whether it is listening to a poetry recital, engaging in drinking 
  bouts, playing music or singing, testing themselves playing sports 
  or challenging one another with board games, these diversions 
  help to pass time, knitting family and society together.
  A significant aspect of these entertainments is that most are 
  competitive. Team sports are based on two groups of family or 
  friends proving who was tougher or better. Even solo performances 
  are chances for each participant to gain status over his peers. 
  This unspoken struggle to gain reputation often causes erstwhile 
  friendly competitions to break down into feuds, even murder.
  Singing, Dancing and Poetry
  Singing and dancing are the fundamental forms of entertainment 
  across the Viking Age world. They require no tools, cross all 
  cultural boundaries and unless crippled or mute, everyone is 
  capable of performing either.
   
  In Viking society in particular, communal singing and dancing 
  can gather together the folks of outlying steadings, to renew 
  relationships between families or establish courtships. They are 
  also used to celebrate informal festivities and pay respect at official 
  ceremonies. There are work songs, bawdy songs and religious 
  songs.
  ‘When Odin’s toast had been drunk, there was only one more 
  left, the toast dedicated to Freyja. Then ‘Sigurd’ started 
  plucking the one string that lies across the other strings, and 
  told the king to get ready for the tune called ‘Powerful’. The 
  king was so startled at this tune that he jumped to his feet and 
  the bride and the bridegroom too, and nobody danced more 
  vigorously than they did.’
  — Bosa Saga
  However, solo singing and dancing performances can also be used 
  to demonstrate a Viking’s talent, in order to advance his own 
  reputation or attractiveness to members of the opposite sex.
  Poetry is the highest art of entertainment. Skalds are renowned 
  as singers but it is their poetry that is their greatest gift. Poems 
  known as Eddas preserve the mythological tales of the gods, 
  whereas Sagas record the achievements of heroes and great men. 
  Both types of poetry beguile the mind with their alliterations and 
  kennings. The skill of a poet lies not only in the memorisation of 
  thousands of stanzas but also in the ability to compose witty and 
  evocative verse. Few are able to become true skalds but those who 
  master the skills are honoured above all men and thought blessed 
  by Odin himself.
  
  31
  With the voice being held in paramount position, instrumental 
  music is less common in Viking society, possibly due to the limited 
  range of musical instruments available to them. Whistles, flutes 
  and recorders are carved from elder tree branches or animal leg 
  bones. Panpipes are made from pieces of boxwood with different 
  length holes drilled into it. The only stringed instrument known 
  to the Vikings is the lyre, an expensive item that is limited to the 
  wealthy. Otherwise the only other instruments are the small hand 
  drum, similar to a bodhran, which probably came from the Lapp 
  peoples to the north, and the metal ringed rattle. 
   
  Sports
  Viking men love playing sports of all kinds, the rougher the 
  better. Whenever a social gathering occurs, they compete at nearly 
  anything that can be staged as a physical challenge; Knattleikr (a 
  bat and ball game), glima (wrestling), skating, skiing, swimming, 
  toga honk (tug-of-war) and weight lifting are just a few of the 
  many they created. Although most sports occur at the thing or 
  major religious celebrations, sometimes a games festival is held 
  purely for the pursuit of sporting events.
  Like other aspects of their society, the desire to present a manly 
  appearance combined with a fierce competitiveness leads to many 
  serious injuries and even deaths when participants take offence at 
  what they considered cheating. The prevalence of unintentional 
  violence being high, laws place all responsibility on the contestant 
  himself and not the man who accidentally harms him. Deliberate 
  injuries however, are censured.
  Knattleikr is a ball game where two teams face each other, one 
  side strikes the ball and the other side attempts to either catch and 
  run, or knock back to score. The game involves full-on tackling 
  but possibly only by a matched opponent on the opposite team 
  to prevent imbalance due to strength or skill. Bats and players are 
  frequently broken during the game. Skofuleik is a similar type of 
  game possibly akin to hockey or hurling.
  The Importance of Social Skills 
  In these days of modern recreation it is sometimes 
  difficult for players to understand just how vital social 
  skills like singing and dancing are. In the Viking Age 
  there are no visual or audio entertainments save for what 
  you yourself can provide. Professional entertainers are 
  extremely rare. Actors and plays do not exist. Travelling 
  musicians are rare, stringed instruments rarer and 
  ensemble performances rarer still. Books and literacy are 
  all but unknown. 
  Left with nothing save for their hands, feet and voices, 
  folks sing, dance and recite poetry to amuse and enjoy 
  themselves.
  Although often overlooked by many Adventurers, 
  singing and dancing are very useful abilities in Viking 
  society. Those that fail to develop a degree of proficiency 
  in these important social skills should find themselves 
  lampooned for their lack of ability, renowned as 
  a notoriously poor dancer or tone deaf singer; an 
  undesirable situation for a Viking who wishes to raise 
  himself in the eyes of his peers.
  Games Masters are encouraged to reward Adventurers 
  who advance their entertainment skills to high degrees 
  of competence. Use Dance or Sing as a test to impress 
  the local Jarl, help win the heart of a potential future 
  wife or forge bonds with yet unknown allies. It is often 
  an amusing situation to have an Adventurer celebrated 
  for his mastery of singing and granted higher fame and 
  status in the hall of a noble, over his companions who 
  are just ubiquitous slayers of men.
  Viking Sportsmanship 
  These youths used to play at ball together at Midfjord 
  Water. Those from Midfjord and from Vididal used 
  to meet there, and there came many from Vestrhop 
  and Vatnsnes with some from Hrutafjord. Those 
  who came from afar used to lodge there. Those who 
  were about equal in the ball-game were matched 
  together, and generally they had much fun in the 
  autumn. Grettir went to the sports when he was 
  fourteen years old at the request of his brother Atli. 
  The parties were made up. Grettir was matched 
  against Audun, the youth already mentioned, who 
  was a few years the elder. Audun struck the ball 
  over Grettir’s head so that he could not reach it, and 
  it bounded far away over the ice. Grettir lost his 
  temper, thinking he had done it out of mischief, but 
  he fetched the ball, brought it back and going up to 
  Audun drove it straight into his forehead, so that the 
  skin was broken. Audun then struck at Grettir with 
  the bat that he was holding, but Grettir ducked and 
  the blow missed him. Then they seized each other 
  with their arms and wrestled. 
  It was evident to the people around that Grettir was 
  stronger than they had supposed, for Audun was very 
  strong indeed of body. They struggled long together 
  until at last Grettir was thrown. Audun then set his 
  knees on his stomach and dealt unmercifully with 
  him. Atli and Bersi and a number of the others ran 
  up and separated them. Gretti said they need not 
  hold him like a mad dog, and added: ‘The thrall 
  alone takes instant vengeance, the coward never.’
  — Grettir’s Saga
  
  32
  Glima is Viking wrestling. To win a bout you must first lift your 
  opponent off the ground and then throw him down so that he 
  fails to land on his feet. Wrestling is popular at the assemblies 
  since it requires no special equipment (although a padded jacket 
  could be worn to help protect against broken bones) and is a 
  good demonstration of manliness and strength. Wrestling indoors 
  should be avoided since landing on a piece of furniture could be 
  extremely dangerous. In Gunnar’s Saga the hero of the story cast 
  down his opponent onto the raised side bench of the longhouse, 
  breaking his spine!
  Most swimming competitions are not races per say but effectively 
  wrestling in water. The winner is the person who held his opponent 
  under water the longest. Proper swimming races could either 
  be tests of speed or of endurance – a mythical test of swimming 
  strength being described near the beginning of Beowulf where he 
  and his friend swam for many days, still dressed in armour. There 
  were few rules against diabolical tricks, such as pulling down the 
  trews of a competitor to foul their legs.
  Weight lifting challenges are simple tests of brute strength. He 
  who lifts and raises the heaviest rock is declared the winner. Tugs 
  of war are unlike the modern variation where two teams haul on 
  a long length of rope. Viking toga honk sets two men opposite 
  each other with bent knees, the soles of their feet pressed together. 
  Both hold onto a small loop of strong rope and try to pull their 
  opponent over by straightening their legs.
  The Vikings have other popular games such as skinnleikr a sort of 
  4 versus 1 ‘piggy in the middle’ using a rolled up bear skin but little 
  detail remains about them.
  Games
  Scandinavians also enjoy board or dice games, which can be played 
  indoors especially during the depths of winter. Vikings skilled at 
  these games are either considered very lucky or cunning minded, 
  both of which are valuable traits for a man who wishes to become 
  a leader. Indeed board games were so popular that they are often 
  buried with their owners, presumably to ward of the tedium of 
  death in the underworld. The boards and game pieces can be very 
  valuable in their own right, finely crafted and made from materials 
  such as amber, antler, bone, bronze, glass or wood. Dice can be 
  made from carved wood, bone or animal knucklebones.
  Competitiveness and betting on board games often leads to violent 
  outbreaks. These sometimes fatal outbursts are so bad, that in 
  some areas gambling on games is forbidden.
  The most famous Viking game is hnefatafl. The objective is to 
  protect or capture a king piece (hnefi) defended by a small number 
  of retainers, from the opponent’s more numerous army of pieces. 
  Skaktafl (chess) is also known and played, introduced by the first 
  traders to reach Byzantium and the Middle East.
  Drinking games are another popular pastime. Just as with other 
  tests of manliness, Viking drinking competitions are primarily 
  challenges of personal capacity but differ however, in that between 
  each draft the participants must compose a verse of poetry 
  either praising their own personal achievements, or humorously 
  ridiculing those of their opponent. The winner of the competition 
  is the one who maintains the quality of his compositions, whilst 
  still able to recite them clearly.
  Of course such drinking bouts are avid forms of entertainment for 
  surrounding observers as the boasts, insults and witticisms growing 
  more outlandish and less restrained as the drinkers lose their 
  inhibitions under the effect of the alcohol. These types of drinking 
  games are frowned upon in the Havamal, the edda of wisdom, 
  which gives many warnings about the dangers of drunkenness – ‘A 
  man should drink in moderation be sensible or silent, none will 
  find fault with your manners though you retire in good time’ 
  – which suggests that unless the drinkers were close friends or 
  appreciated good humour, the disparaging taunts may have started 
  fights or long lasting enmities.
  An unusual game is where a man and women are randomly assigned 
  together by lots as a drinking couple. For the rest of the evening 
  they are supposed to entertain each other, presumably as an effort 
  to encourage visitors or guests to mix with folks they would never 
  normally approach, a sort of Viking blind date. Whether it is done 
  for fun or as a serious attempt to form new married couples is of 
  course up to the host of the celebration.
  ‘At once beer was brought in and given them to drink. They sat 
  there till evening. But before the tables were removed the earl 
  said that they should cast lots to drink together in pairs, man 
  and woman, so far as numbers would allow, but the odd ones 
  by themselves. They cast then their lots into the skirt of a cloak, 
  and the earl drew them out. The earl had a very beautiful 
  daughter then in the flower of youth; the lot decreed that Egil 
  should sit by her for the evening.’
  — Egil’s Saga
  How to Run Competitions
  Viking sports and games are an excellent form of non-combat 
  challenges, which can add a sense of achievement during an 
  adventure. How to model these competitions using the RuneQuest 
  rules is in the hands of the Games Master.
  Short challenges should be resolved in a single dice roll. These 
  are used in scenarios where there are dozens of simultaneous 
  competitors, such as in a swimming race for example, or the 
  players intend to enter every event during the session. The 
  competition is resolved with a simple Opposed Test of the relevant 
  skill. If there is more than one opponent, then each one (including 
  the Adventurer) gets a single roll and the winner is determined as 
  normal.
  Long challenges are resolved in a series of Skill Tests, three or five 
  steps for instance. These promote a greater degree of excitement 
  as the competition continues. Long challenges should be reserved 
  
  33
  for two participants; otherwise the number of dice rolls becomes 
  excessive. Each stage of the challenge the Adventurer should test 
  his relevant skill and gain a number of points based on the Level of 
  Success rolled: Fumble 0 points, Failure 1 point, Success 2 points 
  and Critical Success 3 points.
  The winner of the long challenge is the person with the highest 
  total at the end. If both competitors have an equal value, then 
  whomever gained the better level of success on the final round 
  wins. If this too is tied, then it goes to whichever of the two rolled 
  the highest number on the dice.
  Suggested skills to be used for each type of game follows:
  Sport or Game
  Skill
  Bat and Ball (Knattleikr)
  Athletics
  Drinking
  Combined rolls of Resilience and 
  Poetry, each Resilience failure 
  incurring a cumulative 10% penalty 
  against the Poetry skill
  Hnefatafl
  Gaming
  Skaktafl
  Gaming
  Skating
  Skiing
  Cross Country Skiing
  Skiing
  Swimming
  Swim
  Tug of War (toga honk)
  Brawn
  Weight Lifting
  Brawn
  Wrestling (Glima)
  Unarmed
  Horse Fights
  Animal fights between wild beasts are something of 
  a rarity in Viking society. Wild animals, especially 
  carnivores, are hard to trap, transport and keep fed with 
  fresh meat. Although bear cubs are sometimes traded as 
  potential pets, doing the same with a full grown bear is 
  not easy. To throw such a creature into a pit against 
  dogs or wolves would be a tremendous waste of 
  time and effort, for which there would be little 
  remuneration, since the concept of paying for 
  such spectacles does not exist in Scandinavian 
  society. 
  The Vikings have a different type of animal 
  baiting, fighting stallions against one another 
  instead. Horses are easier to control, can be raised 
  on grass and rarely fight to the death. Since it is often 
  difficult to start two stallions battling each other, they 
  are provoked with special goad sticks and mares in 
  heat placed upwind in clear sight. In the sagas it 
  is obvious that the men remain close behind their 
  horse continuing to goad it until the end. Fights 
  continue until one stallion runs away, is injured 
  too badly to continue or, occasionally, is killed.
  Horse fights are very popular at assemblies but private bouts can 
  also be hosted. Men often bet heavily on the outcome of a fight. 
  Women are forbidden to attend due to the frequent arguments and 
  potential violence, which can break out between the spectators.
  Hunting
  Another unusual aspect of Viking culture is their approach to 
  hunting. Although respected as a valued skill, hunting is not 
  entertainment per say, rather a necessity to gather valuable pelts 
  or fresh meat. Of course, a group of men may treat a hunt as 
  incidental fun but the objective is not indolent pleasure.
  A Viking hunt is rarely performed on horseback. The forests and 
  fells covering much of Scandinavia make cross country riding 
  hazardous and most of the creatures being hunted required cover 
  to approach close enough to ambush. 
  Hunting fearsome animals such as boars or bears on foot is a very 
  dangerous prospect, as is hunting whales or walruses at sea. Successfully 
  killing a great beast gains the slayer much reputation for the noteworthy 
  accomplishment, especially if achieved singlehandedly.
  
  34
  Viking
   Adventurers
  Now the hair of this Sigurd was golden-red of hue, fair of 
  fashion, and falling down in great locks; thick and short was 
  his beard, and of no other colour, high-nosed he was, broad and 
  high-boned of face; so keen were his eyes, that few durst gaze 
  up under the brows of him; his shoulders were as broad to look 
  on as the shoulders of two; most duly was his body fashioned 
  betwixt height and breadth, and in such wise as was seemliest; 
  and this is the sign told of his height, that when he was girt 
  with his sword Gram, which same was seven spans long, as he 
  went through the full-grown rye-fields, the dew-shoe of the said 
  sword smote the ears of the standing corn; and, for all that; 
  greater was his strength than his growth: well could he wield 
  sword, and cast forth spear, shoot shaft, and hold shield, bend 
  bow, back horse, and do all the goodly deeds that he learned in 
  his youth’s days.
  — Volsunga Saga
  Cruel giants from the frozen northlands, the Vikings are the 
  archetypal pagan barbarians. Fierce in battle, fearless in war, they 
  voyage the seas looting and raiding, seeking lands to settle or silver 
  for their wives.
  The Vikings are a colourful, exciting culture, with many dynamic 
  possibilities for conflict and adventure. Their society has classes 
  and ranks, with the ability to rise from the lowliest thrall to become 
  a jarl or king. They also have many professions and crafts that can 
  be learned, all of them useful to surviving in harsh climates or 
  emerging victorious from the field of battle.
  A fascinating aspect of Viking life are their polytheistic beliefs, 
  even Christianised Vikings still make offerings to the spirits of 
  their steads and prayed to Thor, even if attending church regularly. 
  Magic and superstition resounds in Viking culture, with its curses, 
  wyrds, chants and runes.
  As described in the previous chapter, Viking personality is not 
  limited to what we consider socially acceptable today. A Viking 
  can be domineering, cruel, treacherous or even stupid and get 
  away with it, as long as they hold the loyalty of their personal 
  community or have the warrior skills to back it up. Of course, 
  alienating everyone can result in being declared an outcaste but 
  many sagas show the dramatic lives of those whose belligerence or 
  aggression would never be tolerated in more civilised lands.
  In conclusion, Vikings present the perfect culture for warrior-
  adventurers. Whether motivated by greed, vengeance, ambition, 
  or simply a taste to seek out the unknown – a Viking makes the 
  perfect RuneQuest Adventurer!
  Creating a Viking 
  Adventurer
  The checklist for creating a Viking Adventurer is as follows:
  •	
  Select the culture from which the Adventurer comes. If the 
  Games Master allows, Adventurers can be from cultures 
  other than those traditional for a Viking, maybe being a 
  savage Bulgar, mysterious Lapp or fractious Hibernian. For 
  those wishing to play a more mythic style of campaign, an 
  Adventurer can be a semi divine Æsir, Vanir or even Jotunn.
  •	
  Roll the appropriate Characteristics.
  •	
  Determine the background skills based on the Adventurer’s 
  culture.
  •	
  Roll for the Adventurer’s social rank. The Games Master may 
  allow the Adventurers to choose their rank or impose one to 
  suit their campaign.
  •	
  Determine the Adventurer’s profession. Again, if desired, the 
  Games Master may allow players to choose a profession that 
  suits their concept.
  
  35
  •	
  If a magic using profession, determine the type of magic 
  known, referring to the Viking Magic chapter if necessary.
  •	
  Roll on the Family Ties and Family Reputation tables in the 
  RuneQuest Core Rulebook.
  •	
  Roll on the Viking Background Events table.
  •	
  Allocate the Free Skill Points to remaining skills and to buy 
  new Advanced Skills.
  •	
  If playing in a mythic campaign, grant the Adventurer a roll 
  on the ‘Divine Gift’ table.
  Viking Characteristics
  ‘I have seen the Rus as they came on their merchant journeys 
  and encamped by the Volga. I have never seen more perfect 
  physical specimens, tall as date palms, blonde and ruddy’
  — The Risala of Ahmad ibn Fadl’n
  Adventurers, depending on race or culture, use different dice rolls 
  to generate their Characteristics from the normal method in the 
  RuneQuest Core Rulebook. Although this may appear somewhat 
  unfair or unbalanced, Games Masters can prevent player 
  dissatisfaction by ensuring that Adventurers in his campaign all 
  come from the same origin.
  Scandinavians
  Many of the sagas and historical documents recounting the 
  Vikings suggest that they were often men of unusual strength, size 
  and beauty in comparison with their contemporaries from other 
  parts of Europe. This was probably due to their healthier diet 
  and lifestyle. Rural living in isolated steadings helped too, since 
  diseases, which often stunted growth, tended to be rife in towns 
  and cities.
  To reflect their general health and vigour, the Norwegians, Danes, 
  Swedes and Rus use the following Characteristics.
  
  36
  Scandinavians
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+3
  14
  1–3
  Right Leg
  –/6
  CON
  3D6
  11
  4–6
  Left Leg
  –/6
  SIZ
  2D6+9
  16
  7–9
  Abdomen
  –/7
  DEX
  3D6
  11
  10–12
  Chest
  –/8
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/5
  POW
  3D6
  11
  16–18
  Left Arm
  –/5
  CHA
  3D6
  11
  19–20
  Head
  –/6
  Combat Actions
  2
  Typical Armour:  
  Damage Modifier
  +1D2
  Magic Points
  11
  Traits: 
  Movement
  8m
  Strike Rank
  +12
  Western Europeans
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–3
  Right Leg
  –/5
  CON
  3D6
  11
  4–6
  Left Leg
  –/5
  SIZ
  2D6+6
  13
  7–9
  Abdomen
  –/6
  DEX 
  3D6
  11
  10–12
  Chest
  –/7
  INT 
  2D6+6
  13
  13–15
  Right Arm
  –/4
  POW
  3D6
  11
  16–18
  Left Arm
  –/4
  CHA
  3D6
  11
  19–20
  Head
  –/5
  Combat Actions
  2
  Typical Armour: 
  Damage Modifier
  —
  Magic Points
  11
  Traits: 
  Movement
  8m
  Strike Rank
  +12
  Eastern Europeans
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  10
  1–3
  Right Leg
  –/5
  CON
  3D6
  11
  4–6
  Left Leg
  –/5
  SIZ
  2D6+3
  10
  7–9
  Abdomen
  –/6
  DEX 
  3D6
  11
  10–12
  Chest
  –/7
  INT 
  2D6+6
  13
  13–15
  Right Arm
  –/4
  POW
  3D6
  11
  16–18
  Left Arm
  –/4
  CHA
  3D6
  11
  19–20
  Head
  –/5
  Combat Actions
  2
  Typical Armour: 
  Damage Modifier
  —
  Magic Points
  11
  Traits: 
  Movement
  8m
  Strike Rank
  +12
  
  37
  Western Europeans
  These include the English, Scots, Hibernians, Franks and so on. 
  Whilst feudalism has yet to take a stranglehold during this period, 
  most of the population still maintain a reasonable standard of 
  living. In these cultures members of the noble class may, with the 
  Games Master’s permission, use Viking Characteristics instead, 
  reflecting their better nutrition and upbringing.
  Eastern Europeans
  This category mainly covers the peoples of the far north and east 
  of Europe and the Balkans, such as the Lapps, Finns, Kurs, Wends, 
  Bulgars and Khazars. Most of these people tend to be smaller than 
  average due to a nomadic lifestyle, poverty or living in disease 
  ridden urban environments. As mentioned previously, members 
  of the noble class may, with the Games Master’s permission, use 
  European Characteristics instead, reflecting the advantages of a 
  better lifestyle.
  Asians
  These are the peoples of Byzantium and those from the Arab 
  Caliphates. Use the same Characteristics as for Eastern Europeans.
  Mythic Races
  Some campaigns can be heroic games set during the times of the 
  gods and giants. In such mythic campaigns players would be able 
  to play members of the Aesir, Vanir, Jotnar or their offspring. 
  Many mythological heroes, were thought to be descendants of 
  the gods; the most famous among them were Volsung, Sigurd the 
  Dragon-slayer; Helgi Thrice-Born, Harald Wartooth, Hadding 
  and Starkad
  The following Characteristics reflect heroes and deities; as such 
  they should not be used for straight historical campaigns, unless 
  the Games Master wishes to give the players a distinct advantage 
  or has fated the Adventurers to be legendary heroes.
  Divine Adventurers are assumed to be of noble rank and Viking 
  culture and should be allowed to choose their profession.
  Æsir or Vanir 
  The Æsir and Vanir are the divine races of the gods of war and 
  fertility. 
  Jotnar 
  The Jotnar are the race of giants and monsters that live in 
  Jotunheim. Adventurers in mythic campaigns who wish to be 
  a Jotun can either choose a giant form, as described here, or a 
  monstrous animal form as described on page 123 of the Viking 
  Creatures chapter. 
  Although some giants are portrayed as huge, such as the frost 
  giants (hrimthursar), fire giants (eldjotnar) and mountain giants 
  (bergrisar), most are only modestly bigger than human size; being 
  able to share furniture and sire children with the Æsir and Vanir.
  Æsir or Vanir 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+15
  19
  1–3
  Right Leg
  –/7
  CON
  1D6+12
  16
  4–6
  Left Leg
  –/7
  SIZ
  1D6+15
  19
  7–9
  Abdomen
  –/8
  DEX
  2D6+6
  13
  10–12
  Chest
  –/9
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/6
  POW
  1D6+15
  19
  16–18
  Left Arm
  –/6
  CHA
  2D6+6
  13
  19–20
  Head
  –/7
  Combat Actions
  3
  Typical Armour:  
  Damage Modifier
  +1D6
  Magic Points
  19
  Traits: 
  Movement
  8m
  Strike Rank
  +13
  Jotnar
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1–3
  Right Leg
  1/8
  CON
  1D6+12
  16
  4–6
  Left Leg
  1/8
  SIZ
  3D6+12
  23
  7–9
  Abdomen
  1/9
  DEX
  3D6
  11
  10–12
  Chest
  1/10
  INT
  2D6+6
  13
  13–15
  Right Arm
  1/7
  POW
  3D6
  11
  16–18
  Left Arm
  1/7
  CHA
  3D6
  11
  19–20
  Head
  1/8
  Combat Actions
  2
  Typical Armour:  Thick Skin
  Damage Modifier
  +1D10
  Magic Points
  11
  Traits: 
  Movement
  12m
  Strike Rank
  +12
  
  38
  Cultural Backgrounds
  As well as providing different Characteristics, culture also determines the types of skills learned whilst growing up. Players are free to choose 
  (within the established parameters of their campaign) between the following Cultural Backgrounds to represent their Adventurers’ origin.
  Cultural Backgrounds
  Background
  Common Skill Bonuses
  Combat Styles
  Advanced Skill Bonuses
  Starting Money
  Viking (Dane, 
  Geat, Norse, Rus, 
  Svear)
  Athletics +10%, Brawn +10%, 
  Culture (Own) +30%, Lore 
  (Regional) +30%, Resilience 
  +10%
  Select One
  Dance +10%, Drive (Sled) 
  +10%, Ride +10%, Sing +10%
  Select two Combat 
  Styles and gain a +10% 
  bonus to each
  Boating, Craft (Any), Language 
  (Native) +50%, Skiing
  Select One
  Craft (Other), Healing, 
  Language (Any), Play 
  Instrument, Poetry, 
  Shiphandling
  4D6x50 silver
  Lapp 
  Athletics +10%, Culture (Own) 
  +30%, Lore (Regional) +30%, 
  Perception +10%, Stealth +10%
  Select One
  Dance +10%, Drive (Sled) 
  +10%, Sing +10%
  Select Two Combat 
  Styles from Bow, Knife or 
  Spear  and gain a +10% 
  bonus to each
  Language (Native) +50%, 
  Skiing, Survival
  Select One
  Craft (Any), Healing, Play 
  Instrument, Track
  2D6x5 silver
  Baltic (Finn, 
  Slav) 
  Brawn +10%, Culture (Own) 
  +30%, Lore (Regional) +30%, 
  Persistence +10%, Resilience 
  +10%
  Select One
  Dance +10%, Drive (Sled) 
  +10%, Sing +10%
  Select Two Combat 
  Styles and gain a +10% 
  bonus to each
  Craft (Any), Language (Native) 
  +50%, Skiing
  Select One
  Boating, Craft (Other), 
  Healing, Language (Any), Play 
  Instrument
  2D6x10 silver
  Western 
  European 
  (English, Frank, 
  Hibernian, Pict, 
  Scot) 
  Brawn +10%, Culture (Own) 
  +30%, Influence +10%, Lore 
  (Regional) +30%, Persistence 
  +10%
  Select One
  Dance +10%, Drive (Cart) 
  +10%, Ride +10%, Sing +10%
  Select Two Combat 
  Styles and gain a +10% 
  bonus to each
  Craft (Any), Language (Native) 
  +50%, 
  Select Two
  Art (Any), Healing, Language 
  (Any), Lore (Any), Oratory, 
  Play Instrument
  3D6x30 silver
  Arabic, Byzantine  Culture (Own) +30%, 
  Evaluate +10%, First Aid 
  +10%, Influence +10%, Lore 
  (Regional) +30%
  Select One
  Dance +10%, Ride +10%, Sing 
  +10%
  Select One Combat Style 
  and gain a +10% bonus 
  to it
  Courtesy, Language (Native) 
  +50%, Language (Any)
  Select Two
  Art (Any), Craft (Any), 
  Healing, Language (Other), 
  Lore (Any), Play Instrument
  3D6x20 silver
  Eastern Nomad 
  (Bulgar, Khazar)
  Culture (Own) +30%, Lore 
  (Regional) +30%, Perception 
  +10%, Resilience +10%, Ride 
  +10%
  Select Two
  Dance +10%, Influence +10%, 
  Sing +10%
  Select Two Combat 
  Styles and gain a +10% 
  bonus to each
  Language (Native) +50%, 
  Survival, Tracking
  Select One
  Craft (Any), Healing, Language 
  (Any), Play Instrument
  3D6x10 silver
  
  39
  Combat Styles
  The common weapons of the Viking ages were generally simple 
  swords, spears, axes and shields. Few exotic weapons existed, although 
  some might be available to travellers who journey to Byzantium.
  Use the following weapons, either singularly or in combination, 
  as Viking Combat Styles. This book assumes a default of one 
  two-handed or two single-handed weapons per style but Games 
  Masters may freely include as many as is fitting for his campaign 
  – a Danish warrior could have Danish Raider style, which 
  incorporates Axe, Daneaxe, Shield and thrown Spear under a 
  single skill for example.
  Close Combat: Axe, Club, Daneaxe, Glaive (Atgeirr), Knife, 
  Shield, Shortsword (Seax), Spear, Sword, Unarmed
  Ranged Combat: Axe, Bow, Sling, Spear, Thrown Stone
  Note that these weapons are only culturally relevant for 
  Scandinavians. Other cultures may have less access to expensive 
  items like swords or specialise in different weapons such as lances.
  Social Ranks
  The cultures of the Viking Age are universally class based societies. 
  Although some class mobility is possible, starting Adventurers 
  should either roll to see what social class they were born into or be 
  assigned one by the Games Master.
  An Adventurer’s access to certain professions is based upon their 
  birth. Due to space limitations, specific ranks are only given 
  for Vikings. With a little work a Games Master could fill in the 
  equivalent ranks for the multitude of other cultures present at 
  this time.
  
  40
  New Skills
  A number of new skills have been introduced for this setting and 
  are described here. For the magic skills of Rune Carving, Seidr, 
  Shamanism and Spa please refer to the Viking Magic Chapter.
  Gaming (Int x 2)
  This skill allows the playing of board games such as the Viking game 
  of Hnefatafl or chess (Skaktafl). Most people know the rules to these 
  games but additional proficiency indicates a better grasp of the tactics 
  and strategy involved to play them. To resolve the winner of a game 
  simply use an Opposed Test of each Adventurer’s Gaming skill.
  Poetry (Int+Cha)
  Poetry is the primary form of artistic entertainment in Viking 
  culture. The skill covers several aspects of poetry. Firstly the 
  memorisation of Eddas and Sagas – the mythological tales and 
  historic deeds of heroes. Secondly it allows the user to compose 
  skaldic poetry on the spot, creating beautiful sounding and 
  thoughtful stanzas about something the poet has just witnessed 
  or wishes to comment on. Thirdly it demonstrates the quality of a 
  rendition, ensuring the alliteration and meter is correct. The skill 
  can be used to remember a historical or mythological fact, create a 
  pleasing poem, or stage a pleasing public performance.
  Skiing (Con+Dex)
  The Skiing skill covers all forms of foot travel over snow and 
  ice. Hence it is also used for skating, which is generally used less 
  often in northern Scandinavia due to the amount of snow that 
  normally covers the ice. Anyone with this skill can automatically 
  ski or skate with no need to make a Skill Test unless they are faced 
  with a challenging situation, such as passing a dangerous obstacle 
  or engaging in a pursuit. The skill also covers the efficient use of 
  snow shoes, allowing wearers to ignore fatigue loss tests if they can 
  make a successful Skiing roll. 
  Professions
  Beggar: Beggars in Scandinavian lands are not the archetypal 
  street layabouts of more civilised lands. Instead they are more 
  akin to dispossessed itinerant workers, who exchange hard labour 
  for hospitality. Although they have little status, they are often the 
  source of entertainment or adventure, Odin in particular favouring 
  the role of begging wanderer when travelling Midgard.
  Craftsman: Whilst most folk know a craft, some work as dedicated 
  manufacturers of goods. These can be smiths, ship builders, leather 
  workers, glass blowers, wood carvers and so on. Since most people 
  in a small Viking community tend to make their own gear, most 
  professional craftsmen are located in the few major trading settlements, 
  where travelling traders are more likely to purchase their wares.
  Explorer: Realistically there are few ‘professional’ explorers 
  during the Viking Age. However, a few travellers such as Leif 
  Eriksson seem driven by wanderlust to seek out new places and 
  found colonies. Viking explorers need not necessarily search out 
  uninhabited lands. They could form new trade links to the Middle 
  East or even Africa!
  Farmer: By far the most common Viking occupation, farming 
  is the foundation that pays for raiding or trading trips overseas. 
  Most steads are small communities in their own right, with 
  dozens of workers to herd, till, reap and preserve in order to 
  survive the generally harsh winters. The highest objective for 
  most farmers is to own their own land and raise a family, which 
  can support them in their dotage, if they are unfortunate enough 
  to survive into old age.
  Fisherman: The Baltic seas are famed for their herring, which 
  Swedes and Danes catch to supplement their diet. The Norse 
  however, locked in fjords with little arable land, are more 
  dependent on fish, which they smoked or dry on racks to preserve 
  it. Fishermen go whaling too during the migrating season. Most 
  Viking fishermen use small skiffs which look like tiny two or three 
  man longships and sail far offshore. Inland fishermen go ice fishing 
  in the winter, cutting holes in the ice to lower baited lines.
  Godi: Local leaders of the community, Godi are actually more 
  akin to judges rather than priests. Although they supervise 
  religious ceremonies and make sacrifices, their chief purpose is to 
  Social Class and Rank
  Roll
  Class
  Viking Ranks
  Professions
  Wealth Multiplier1
  01–05
  Criminal or Exile 
  Outlaw
  Beggar, Magician, Outlaw, Seer, Shaman, 
  Sorcerer, Thief
  x 0.25
  06–25
  Slave
  Leysing
  Thrall
  Craftsman, Farmer, Fisherman, Herdsman
  x 0.5
  26–80
  Peasant
  Bondi
  Hauldr
  Karr
  Craftsman, Farmer, Fisherman, Herdsman, 
  Hunter, Huskarl, Skald, Trader, Warrior
  None
  81–100
  Noble
  Jarl
  Landsmann
  Explorer, Godi, Noble
  x 5
  1 When determining starting money, adjust the value of silver by the wealth multiplier.
  
  41
  Professions
  Use the following professions depending on the Adventurer’s Social Rank or Cultural Background. Most folk in this period tend to be 
  generalists, since there are few opportunities to devote oneself to scholarly pursuits. For more civilised cultures such as Byzantium or 
  the Arab Caliphates, the Games Master may allow other more specialised professions from the RuneQuest Core Rulebook to be used.
  Professions
  Profession
  Common Skill Bonuses
  Advanced Skills
  Beggar
  Influence +10%, Insight +10%, Perception +10%, Sleight 
  +10%
  Disguise
  Craftsman
  Evaluate +10%, Influence +10%, Persistence +10%
  Art (Any), Craft (Any)
  Explorer
  Influence +10%, Perception +10%
  Select Three
  Courtesy, Culture (Other), Language 
  (Other), Lore (Other Region), Oratory
  Farmer
  Brawn +10%, Drive (Any) +10%, Lore (Regional) +10%
  Craft (Any), Lore (Farming)
  Fisherman
  Athletics +5%, Lore (Regional) +5%, Resilience +10%, Swim  
  +10%
  Select Two 
  Boating, Craft (Any), Shiphandling
  Godi
  Insight +10%, Influence +10, Persistence +10%
  Lore (Law), Lore (Religion)
  Herdsman
  Lore (Regional) +10%, Perception +10%, Resilience +10% 
  Lore (Herding), Track
  Hunter
  Lore (Regional) +5%, Resilience +5%, Stealth +10%
  Select One ranged Combat Style and gain a +10% bonus to it
  Survival, Track
  Huskarl
  Athletics +5%, Evade +5%, Resilience +10%
  Select Two Combat Styles and gain a +10% bonus to each
  Select One
  Boating, Gambling, Shiphandling
  Noble
  Influence +10%, Insight +10%, Ride +10%
  Select One Combat Style and gain a +10% bonus to it
  Select One
  Courtesy, Oratory, Shiphandling
  Outlaw
  Athletics +10%, Evade +10%, Stealth +10%
  Select One Combat Style and gain a +10% bonus to it
  Select One
  Culture (Other), Language (Other), Lore 
  (Other Region), Survival
  Seer
  Influence +10%, Insight +20%, Persistence +10%
  Spa
  Shaman
  Influence +10%, Lore (Regional) +10%, Persistence +10%, Sing 
  +10%
  Shamanism 
  Skald
  Influence +10%, Sing +10%
  Lore (Eddas and Sagas), Oratory, Poetry
  Sorcerer
  Influence +10%, Persistence +10%
  Healing, Rune Carving, Seidr
  Thief
  Athletics +10%, Evaluate +10%, Perception +10%, Sleight 
  +10%, Stealth +10%
  Trader
  Evaluate +10%, Influence +10%
  Select Three
  Boating, Commerce, Culture (Any), 
  Language (Any), Shiphandling
  Warrior
  Athletics or Ride +10%, Resilience +10%
  Select Two Combat Styles and gain a +10% bonus to each
  Lore (Battle)
  
  42
  host community assemblies (things), present heralds and settle 
  legal disputes.
  Herdsman: Shepherds, goatherds, cowherds and swineherds, who 
  free their flocks into the wilderness or up hillsides in the spring and 
  summer, then gather them in late autumn and return to winter 
  quarters before the snows arrive. Herdsmen are more prevalent in 
  the Norse regions where there is more grazing land, rather than 
  arable land. In northern Scandinavia the Lapps herd reindeer, which 
  are the only livestock able to survive outdoors in the winter cold.
  Hunter: A primary way of life for many Finns and Lapps, many 
  Vikings also hunt in the deep forests of their homelands. Hunters 
  gather fresh meat for consumption and furs for trading. They also 
  keep down the number of dangerous animals in an area, such as 
  wolves or bears. Hunters are not limited to land animals. In the 
  north they often hunt seals or even whales once the ice is thick 
  enough to support weight.
  Huskarl: A professional Viking warrior who joins a noble’s 
  household. Huskarls are expected to be able to fight, wrestle, swim 
  and travel by ship. In return for swearing loyalty they are fed and 
  sheltered by their lord.
  Noble: The secular leaders of society, a Viking noble is generally 
  a Landmann, Jarl or King. Whilst some are renowned warriors in 
  their own right, the primary concern of a noble is to maintain the 
  stability and protection of his people. Since in early Viking culture 
  such authority is based on popular acclaim, rather than hereditary 
  inheritance, detested nobles are usually driven off and wealthy 
  ones killed for their possessions.
  Outlaw: Outlaws are members of society who have had the 
  protection of the law stripped from them. Generally the result of a 
  serious crime, an outlaw can be killed, tortured or mutilated without 
  censure. Thus it is in an outlaw’s best interest to flee the region and 
  seek out new lands where his name and deeds are unknown.
  Seer: Many Viking folk have the incidental power of foresight but 
  a seer has the ability to call upon divination (spa) at will. Both 
  feared and respected due to their strange ability to view the wyrd 
  of those who request a foretelling, seers are often held outside of 
  society, law and authority having no hold upon them.
  Shaman: Shamanism is common amongst the Lapps where it is 
  rightly feared for its power over nature and the ability to curse 
  those who threaten them. They can project their spirit into animals 
  or the forms of animals to do their will.
  Skald: The most respected profession within Viking society, a 
  skald is a poet, historian, storyteller and singer. Skalds entertain by 
  recounting epic tales or presenting wry commentary. Fine singers 
  and public speakers, skalds often take up permanent positions in 
  the courts of powerful men, immortalising their battles and deeds 
  as skaldic poems.
  Sorcerer: A Viking sorcerer is a worker of magic, either sung 
  charms (seidr) or rune carving. Although Odin himself was said 
  to use seidr, it is normally considered a female art and rather 
  unmanly. Conversely, rune carving is largely the province of men. 
  Thief: Full time thieves do not really exist within rural Viking 
  society, the population density being too low to support a criminal 
  class. A thief could be a travelling brigand or live in one of the 
  large trade towns but most ‘thieves’ are probably opportunistic 
  wanderers that help themselves to food, clothing or tools. Viking 
  locks exist in this period, so theft must have been a fear even if only 
  by a stead’s own thralls.
  Trader: Viking traders use boats or ships to travel the rivers and 
  seas that are the roads of the Viking Age. Cautious traders stick to 
  safer, well known routes – but large profits are available to traders 
  willing to risk long journeys into unknown territory. 
  Warrior: This professional warrior class is presented for non-
  Viking cultures. It can be used for Frankish Knights or Saxon 
  Fyrdsmen. 
  Magical Skills
  If the Adventurer is a sorcerer or shaman, then they should start the 
  game with three powers, chants or spirits, suitable to the magical 
  skill they have chosen.
  Family Ties, Reputation and Connections
  Family is very important in Viking society. Generally your family 
  are those who will protect you, perhaps even after becoming an 
  outcaste. They are also the people who will seek vengeance for your 
  death, so a large number of healthy brothers is often valuable as a 
  deterrent – or a source of new Adventurers if your current one dies. 
  Sisters given in marriage can be a powerful bond between families, 
  creating alliances that can be called upon in times of strife.
  Conversely some family members can be a damning liability. An 
  Adventurer may come from a family of ill reputation, forcing him 
  to constantly struggle when people discover his name. Relations 
  of a known murderer or thief can have legal cases drawn against 
  them, or be butchered by the dead man’s own relatives seeking 
  justice in a blood feud. Many of the Viking sagas centre on the 
  thirst for vengeance or justice for deeds committed against their 
  family, thus the ties that an Adventurer has with his relations are a 
  powerful motivating force in an ongoing campaign.
  To determine an Adventurer’s family ties, reputation and 
  connections, follow the guidelines on pages 20 and 21 of the 
  RuneQuest Core Rulebook.
  
  43
  Background Events
  Life in the Viking Age is harsh. Many terrible deeds or omens can occur in an Adventurer’s life before they set forth in the world. 
  Sometimes however, the fate woven by the Norns can instead grant a bountiful and sheltered upbringing. The following table lists a 
  multitude of Viking specific incidents, which may have moulded an Adventurer during his upbringing.
  Games Masters are encouraged to allow players several rolls on the table. The events can be used as personality guidelines or motivations 
  for starting Adventurers, until they have found their feet in the storyline of the campaign. Some entries may not be suitable for foreign 
  Adventurers of non-Viking origin. If something incongruous comes up, either re-roll the event or use the Background Events table on 
  page 23 of the RuneQuest Core Rulebook.
  Viking Background Events Table
  1D100
  Event
  01
  A family member mysteriously disappeared 1D10 years ago but the Adventurer is plagued by dreams that they are still alive.
  02
  Abandoned as a small child by parents in the fjords or forests and wondered lost and hungry for countless days – gain the 
  Survival skill.
  03
  Accidentally injured or killed a childhood friend – gain an Enemy.
  04
  Actually a member of the opposite sex, the Adventurer has adopted this role to hide from enemies or function outside of gender 
  restrictions – gain the Disguise skill.
  05
  Adopted into the household of a powerful mercantile family or jarl – increase social class to that of noble.
  06
  Afflicted by wanderlust, never remained in one place for more than a year.
  07
  As a young child, you remember your mother donning a cloak of swan feathers before she vanished forever.
  08
  As a youth, gave/made an illegitimate child to/with the daughter/son of the local Jarl.
  09
  Asked to perform a deed to fulfil the dying wish of a relative or loved one.
  10
  Attacked by a herd of farm animals when a small child – gain a fear of that type of creature and suffer a penalty to skills when 
  in its presence or hearing its bleat.
  11
  Bitten by a venomous serpent but survived, Adventurer believes themselves to immune to poison.
  12
  Blinded in one eye in battle or by a cruel stranger.
  13
  Born with a prominent and unusual birth mark.
  14
  Brought up by supernatural beings (perceived or otherwise) – gain one unusual crafting or magical skill.
  15
  Bullied viciously as a youth by one or more peers.
  16
  Captured and ransomed during a battle, reducing the family to poverty.
  17
  Case of mistaken identity resulted in a period of embarrassing imprisonment or some other unforgivable punishment.
  18
  Adventurer has a twin sibling, brother or sister.
  19
  One sibling or parent killed in a mysterious fire.
  20
  Close relatives dispossessed of their land by the legal manipulation and sabotage orchestrated by the local Jarl.
  21
  Considered as the local hero, remembered in local community for a particularly heroic deed.
  22
  Crushed under the snow fall from a roof and nearly die of suffocation – harbour a dislike of snow.
  23
  Cursed for thieving, cannot retain money but always lose it somehow.
  24
  Discerned to be a very close likeness of someone famous (or infamous).
  25
  Discovered an animal cub or bird egg and raised it by hand – gain a fully grown wild animal or bird of prey as a loyal pet but 
  must feed and control the creature.
  26
  Disguised real identity to avoid being hunted down in a blood feud.
  27
  During a mead drinking bout, discovered that you never suffer from hangovers, no matter what you drink.
  28
  Encountered a villain at a time when he or she was relatively unknown.
  29
  Engaged in long-standing feud with religious or political rivals.
  30
  Entire family wiped out by a blood feud.
  31
  Every member of the family thus far has died by drowning.
  32
  Family are the custodians of a great treasure.
  33
  Fanatically religious sibling has embraced the cult of Christianity.
  34
  Father reveals family is descended from the Æsir.
  35
  Feared as a sorcerer, even if you lack magical skills.
  36
  Fell into the sea or river rapids as a child, but was rescued by an animal (whale, giant sturgeon, otter and so on) – develop a 
  mutual empathy with that species.
  37
  Found washed up on a beach or battered at the bottom of a cliff with no memory of life up to that point.
  38
  Foundling of unknown parents, brought up by adoptive guardians.
  39
  Gifted an ancient artefact or heirloom by a travelling stranger who was killed soon after by folk seeking the missing item.
  40
  Grew up or was born as a mute but able to still communicate with sign language or grunts – use the Dance skill to carry across 
  complex ideas.
  41
  Grotesque physical deformity of a random location – no ill effects, as Adventurer has learned to adapt but must keep it hidden 
  to prevent causing horror or disgust.
  42
  Grow up to be tall and ugly – feared as a trollblood, raise your SIZ to 21 but reduce your CHA by the same amount (to a 
  minimum of 1).
  
  44
  43
  Happened upon a hidden hoard of silver, quadrupling starting wealth .
  44
  Hard work and prosperity gains the Adventurer’s family much respect – increase social class by one level.
  45
  Hated Enemy revealed to be Adventurer’s true father.
  46
  Haunted by evil dreams of a personal doom ridden wyrd.
  47
  Home destroyed by flooding or violent storms.
  48
  Hopelessly in love with a childhood sweetheart and has dreams of marrying object of desire once proven in battle or having 
  gained great wealth.
  49
  In a fit of anger, publically cursed someone who promptly died in a tragic and unusual accident – gain the Seidr skill.
  50
  Inadvertent comments resulted in a fight, battle or war – the remark or action was innocent but the repercussions tragic.
  51
  Inheritance denied by greedy lord or family members who wish to cheat the Adventurer out of a huge legacy left by a relative.
  52
  Kidnapped by foreigners and maltreated before escaping to freedom – now have a hatred of that nationality.
  53
  Lost childhood sweetheart, who married a friend or rival.
  54
  Maimed in a raid on your stead – permanently lose 1d4 Hit Points from one body location but as compensation gain the same 
  amount of points as a bonus to one Characteristic (which cannot exceed 21).
  55
  Mauled or hunted by a dangerous animal or monster – harbour a deep fear of the creatures as a result.
  56
  Met a great hero at a time when he or she was relatively unknown
  57
  Mistakenly burned down best friend’s farm in which they lost their entire family but told nobody your guilty secret.
  58
  Mother reveals family is descended from the Vanir.
  59
  Nearly drowned when swimming in a river – become fearful of water.
  60
  Offered clandestine help to a known fugitive, which if discovered would bring the Adventurer great trouble.
  61
  On first trading voyage, witnessed the eruption of a volcano.
  62
  Orphaned when both parents lost through either illness, an accident or some other mysterious or suspicious tragedy.
  63
  Ostracised from family for behaviour or beliefs.
  64
  Outcast after killing own brother or sister in a violent argument and forced to flee homeland.
  65
  Outcast by a jealous rival, the Adventurer’s family were forced to move and lost much status – reduce social class by one level.
  66
  Picked-up a loyal companion or retainer, not necessarily a welcome one, but the relationship has somehow endured over 
  the years.
  67
  Plagued by dreams of strange animals an old wizened men – gain the Shamanism skill at base value but cannot utilise it until 
  locating a shaman to train their use.
  68
  Plunged through the ice as a child but survived – now fears travelling on ice.
  69
  Profaned a sacrifice to the gods, now bad luck seems to have cursed the Adventurer.
  70
  Raised by a Christian monastic order, opinion of the faith can be good or bad depending on how the Adventurer was treated 
  by the monks.
  71
  Ran away from family to become a famous hero but never made it beyond the coast before being found and returned home.
  72
  Regarded as the local coward, well-known in local community for a particularly unheroic deed.
  73
  Robbed of all wealth, family now faced with destitution.
  74
  Romantically entwined with a member of an Enemy or Rival family.
  75
  Runetouched – gain the Rune Carving skill.
  76
  Savaged by a wolf as a child, you gain a fearsome facial scar but now wear its skin as a cloak.
  77
  Saw a star stone fall from the heavens during a display of the Northern Lights and know where it landed.
  78
  Saw parent or parents burned at the stake for paganism by castigating Christian missionaries – acquire a hatred of Christianity.
  79
  Secretly plundered a burial cairn but is now haunted by ghosts or spirits.
  80
  Set to inherit a huge legacy from a parent or relative.
  81
  Shipwrecked or stranded as a youth and lived alone for several years before rescued or found.
  82
  Sole survivor of a tragedy that wiped out the Adventurer’s entire settlement/community.
  83
  Spent childhood and young adulthood as a slave before escaping or being freed.
  84
  Struck deaf but other senses have compensated.
  85
  Suffer but survive a terrible disease or plague and are now immune to such things.
  86
  After suffering years of being beaten and abused by your father or mother you finally murdered them in secret.
  87
  Taken in a Viking raid and sold into slavery – reduce social class to that of thrall.
  88
  Tended by wild animals as a child, now regarded and feared as a shape shifter.
  89
  Touched by visions of the immanent doom of others – gain the Divination skill.
  90
  Undertook a gruelling and shameful penance for some insult or slight committed against someone in power or authority.
  91
  Unwittingly caught up in a fraud, for which the Adventurer must bear responsibility, despite being a victim of the same scam.
  92
  Was the sole survivor of a raid performed by an unknown foreign tribe.
  93
  Watched family member slain by evil sorcery or spirits – develop hatred of that type of magic.
  94
  Well-travelled as a youth – gain the Lore (Other Region) skill.
  95
  Whilst cutting timber was crushed by a falling tree – dislike forests.
  96
  Whole family moved to a new country as settlers, refugees or pioneers.
  97
  Witnessed a future clan hero/leader cowardly flee from battle.
  98
  Won an important local competition as a youth – Gain a 10% bonus to a non-combat skill.
  99
  Roll again and take both events.
  00
  Roll twice more and take all events.
  1D100
  Event
  
  45
  Allocate Free Skill Points
  I can play at tafl, 
  Nine skills I know, 
  Rarely forget I the runes, 
  I know of books and smithing, 
  I know how to slide on skis, 
  Shoot and row, well enough; 
  Each of two arts I know, 
  Harp-playing and speaking poetry. 
  — Earl Rognvaldr Kali
  Every Adventurer now gains an additional 250 Skill Points to 
  spend on their skills, as described on page 20 of the RuneQuest 
  Core Rulebook.
  Divine Gifts
  Games Masters who are running epic level or mythic campaigns 
  may wish to allow Adventurers to start with a Divine Gift to give 
  them an edge. If permitted, starting Adventurers can either select 
  or roll for a Divine Gift in the Viking Religion chapter.
  Viking Names
  The last step before buying equipment is to name the Adventurer. 
  Vikings usually have two names. The first is their personal name, 
  by which close friends and acquaintances call them. The second is 
  their patronymic, which is based upon adding the suffix of –son 
  or –dotter to the father’s name. Ulf Eriksson would mean Ulf son 
  of Erik for instance.
  Since some names are quite popular, to distinguish specific 
  individuals Vikings often used bynames (nicknames) or the place 
  where they came from to grant a more unique identifier. Quite 
  often the nickname can be quite sarcastic or derogatory. It is used 
  after the personal name, sometimes separated by the word ‘the’ 
  depending on the adjective.
  Adventurers should select, or perhaps even roll, for their name and 
  their father’s name from the following table. It is recommended 
  that starting Viking Adventurers withhold selecting a nickname, 
  since it is more atmospheric and rewarding to be granted one 
  during a campaign by a notable personage, in recognition of some 
  mighty deed.
  Male Viking Names
  1D100
  1
  2
  3
  4
  5
  6
  01
  Adalsteinn
  Eldgrimr
  Hallgrimr
  Ketilbjorn
  Sigvaldi
  Thoroddr
  02
  Adils
  Eldiarn
  Halli
  Ketill
  Skæringr
  Thorolfr
  03
  Ævarr
  Elfradr
  Hallkell
  Kiallakr
  Skagi
  Thorormr
  04
  Afavldr
  Ellidagrimr
  Hallormr
  Kiaran
  Skalpr
  Thorsteinn
  05
  Alfarinn
  Endridi
  Hallr
  Kiartan
  Skamkell
  Thorvaldr
  06
  Alfgeirr
  Erlendr
  Hallsteinn
  Kiotvi
  Skapti
  Thorvardr
  07
  Alfr
  Erlingr
  Hallvardr
  Klængr
  Skarphedinn
  Thorvidr
  08
  Ali
  Erpr
  Hals
  Klaufi
  Skati
  Thrainn
  09
  Alrekr
  Eyfrodr
  Hamall
  Kleppiarn
  Skefill
  Thrandr
  10
  An
  Eyiarr
  Hamundr
  Klyppr
  Skeggi
  Thrasi
  11
  Ani
  Eyiolfr
  Haraldr
  Kniukr
  Skialdbjorn
  Throndr
  12
  Ari
  Eylaugr
  Hardnefr
  Knorr
  Skialgr
  Throstr
  13
  Arinbjorn
  Eymundr
  Harekr
  Knottr
  Skidi
  Tindr
  14
  Armodr
  Eysteinn
  Hasteinn
  Kodran
  Skioldulfr
  Tiorvi
  15
  Arnaldr
  Eythiofr
  Haukr
  Kolbeinn
  Skolmr
  Torfi
  16
  Arnbjorn
  Eyvindr
  Havardr
  Kolbjorn
  Skopti
  Torradr
  17
  Arngeirr
  Falki
  Havarr
  Kolgrimr
  Skorageirr
  Tryggvi
  18
  Arngrimr
  Finnbogi
  Hedinn
  Kolli
  Skorri
  Tyrfingr
  19
  Arni
  Finngeirr
  Heggr
  Kollr
  Skuli
  Ulfar
  20
  Arnis
  Finni
  Helgi
  Kollsveinn
  Skumr
  Ulfhedinn
  21
  Arnkell
  Finnr
  Herfinnr
  Kolr
  Smidkell
  Ulfkell
  22
  Arnlaugr
  Finnvardr
  Hergils
  Kolskeggr
  Smidr
  Ulfliotr
  23
  Arnliotr
  Fleinn
  Hergrimr
  Konall
  Snæbjorn
  Ulfr
  24
  Arnmodr
  Floki
  Heriolfr
  Kori
  Snorri
  Vadi
  25
  Arnoddr
  Flosi
  Herlaugr
  Kormakr
  Snortr
  Valbrandr
  26
  Arnorr
  Forni
  Hermundr
  Krumr
  Sokki
  Vali
  27
  Arnridr
  Fostolfr
  Herrødr
  Kugaldi
  Sokkolfr
  Valthiolfr
  28
  Arnsteinn
  Freysteinn
  Hersteinn
  Kvistr
  Solgi
  Vebjorn
  29
  Arnthorr
  Freyvidr
  Hiallkarr
  Kylan
  Solmundr
  Vebrandr
  30
  Asbjorn
  Fridleifr
  Hialmolfr
  Lambi
  Solvarr
  Vefødr
  31
  Asbrandr
  Fridmundr
  Hialti
  Leidolfr
  Solvi
  Vegestr
  32
  Asgautr
  Frodi
  Hildir
  Loftr
  Soti
  Vekell
  33
  Asgeirr
  Galmr
  Hiorleifr
  Mani
  Soxolfr
  Veleifr
  34
  Asi
  Galti
  Hiorr
  Mar
  Stafngrimr
  Vemundr
  35
  Askell
  Gamli
  Hiortr
  Melpatrikr
  Starkadr
  Verlidi
  
  46
  36
  Askr
  Gardarr
  Hlenni
  Modolfr
  Starri
  Vermundr
  37
  Aslakr
  Gaukr
  Hlodver
  Moror
  Steinarr
  Vestarr
  38
  Asmolfr
  Gautr
  Hnaki
  Mottull
  Steinbjorn
  Vesteinn
  39
  Asmundr
  Gautrekr
  Hoggvandill
  Naddoddr
  Steinfidr
  Vestlidi
  40
  Asrødr
  Geiri
  Hogni
  Nagli
  Steingrimr
  Vestmadr
  41
  Asvaldr
  Geirleifr
  Holmkell
  Narfi
  Steini
  Vethormr
  42
  Atli
  Geirmundr
  Holmsteinn
  Nefsteinn
  Steinmodr
  Vethorn
  43
  Audolfr
  Geirolfr
  Holti
  Nereidr
  Steinn
  Vidarr
  44
  Audr
  Geirr
  Hordr
  Niall
  Steinolfr
  Vifill
  45
  Audun
  Geirrodr
  Hoskuldr
  Oblaudr
  Steinrodr
  Vigbiodr
  46
  Avaldi
  Geirsteinn
  Hradi
  Oddbjorn
  Steinthorr
  Vigfuss
  47
  Avaldr
  Geirthiolfr
  Hrærekr
  Oddgeirr
  Storolfr
  Viglundr
  48
  Avanger
  Geitir
  Hrafn
  Oddi
  Sturla
  Vigsterkr
  49
  Balki
  Gellir
  Hrafnkell
  Oddleifr
  Styrbjorn
  Vilbradr
  50
  Bardi
  Gestr
  Hrafsi
  Oddmar
  Styrkarr
  Vilgeirr
  51
  Bardr
  Giafvaldr
  Hrani
  Oddr
  Styrmir
  52
  Barekr
  Gils
  Hrappr
  Ofeigr
  Styrr
  53
  Bauger
  Gisl
  Hreidarr
  Ogmundr
  Sulki
  54
  Beinir
  Gisli
  Hreinn
  Ogurr
  Sumarlidi
  55
  Bekan
  Gizurr
  Hrifla
  Olafr
  Surtr
  56
  Bergr
  Glædir
  Hroaldr
  Oleifr
  Svanr
  57
  Bergthorr
  Glumr
  Hroarr
  Oli
  Svardkell
  58
  Bersi
  Gnupr
  Hrodgeirr
  Olmodr
  Svarthofdi
  59
  Bialfi
  Gormr
  Hrodmarr
  Olvir
  Svartkell
  60
  Biarnhedinn
  Grani
  Hrodolfr
  Ondottr
  Svartr
  61
  Biarni
  Greniadr
  Hroi
  Ongull
  Svavarr
  62
  Biartmarr
  Grettir
  Hrolfr
  Onundr
  Sveinbjorn
  63
  Biolan
  Grimkell
  Hrollaugr
  Orækia
  Sveinn
  64
  Biolfr
  Grimolfr
  Hrolleifr
  Orlygr
  Sveinungr
  65
  Bjorn
  Grimr
  Hromundr
  Ormarr
  Svertingr
  66
  Bjornolfr
  Griotgardr
  Hrossbjorn
  Ormr
  Tanni
  67
  Blæinger
  Gripr
  Hrosskell
  Orn
  Teitr
  68
  Bodmodr
  Griss
  Hrutr
  Ornolfr
  Thangbrandr
  69
  Bodvarr
  Gudlaugr
  Hunbogi
  Ospakr
  Thengill
  70
  Bogi
  Gudleifr
  Hundi
  Osvaldr
  Thidrandi
  71
  Bolli
  Gudmundr
  Hundolfr
  Osvifr
  Thiodarr
  72
  Bolverkr
  Gudrødr
  Hunrødr
  Otkell
  Thiodolfr
  73
  Borkr
  Gudthormr
  Hvati
  Otryggr
  Thiostarr
  74
  Botolfr
  Gufi
  Hyrningr
  Ottarr
  Thiostolfr
  75
  Bragi
  Gunnarr
  Illugi
  Ozurr
  Thodrekr
  76
  Brandi
  Gunniorn
  Ingialdr
  Radormr
  Thoralfr
  77
  Brandr
  Gunnlaugr
  Ingimundr
  Ragi
  Thorarinn
  78
  Brattr
  Gunnolfr
  Ingolfr
  Ragnarr
  Thorberger
  79
  Breidr
  Gunnsteinn
  Ingvarr
  Raudr
  Thorbergr
  80
  Briningr
  Gunnvaldr
  Ísleifr
  Raudulfr
  Thorbjorn
  81
  Broddr
  Guttormr
  Ísolfr
  Raumr
  Thorbrandr
  82
  Brondolfr
  Gyrdr
  Ísraudr
  Refr
  Thordr
  83
  Bruni
  Halfr
  Ívarr
  Reistr
  Thorfidr
  84
  Brusi
  Hængr
  Jatmundr
  Reyrketill
  Thorfinnr
  85
  Bryniolfr
  Hæringr
  Jatvardr
  Rodrekr
  Thorgautr
  86
  Dagr
  Hafgrimr
  Jofreidr
  Rognvaldr
  Thorgeirr
  87
  Dalkr
  Haflidi
  Jokull
  Rongudr
  Thorgestr
  88
  Darri
  Hafliotr
  Jolgeirr
  Runolfr
  Thorgils
  89
  Drafli
  Hafr
  Jon
  Sæbjorn
  Thorgnyr
  90
  Dufnall
  Hafthorr
  Jorundr
  Sæmingr
  Thorgrimr
  91
  Dufniall
  Haki
  Josteinn
  Sæmundr
  Thorhaddr
  92
  Dufthakr
  Hakon
  Josurr
  Samr
  Thorhalli
  93
  Dugfuss
  Haleygr
  Kadall
  Saxi
  Thorhallr
  94
  Dyri
  Halfdan
  Kalfr
  Sigarr
  Thorir
  95
  Egill
  Halladr
  Kali
  Sigfastr
  Thorkell
  96
  Eidr
  Hallbjorn
  Kalman
  Sigfuss
  Thorlakr
  97
  Eilifr
  Halldorr
  Kari
  Sighvatr
  Thorleifr
  98
  Einarr
  Hallfredr
  Karl
  Sigmundr
  Thorleikr
  99
  Eindridi
  Hallgeirr
  Karli
  Sigtryggr
  Thorliotr
  00
  Eirikr
  Hallgils
  Karr
  Sigurdr
  Thormodr
  1D100
  1
  2
  3
  4
  5
  6
  
  47
  Female Viking Names
  1D100
  1
  2
  3
  4
  01–02
  Ægileif
  Fregerdr
  Ingridr
  Svanlaug
  03–04
  Æsa
  Fridgerdr
  Ingunn
  Thiodgerdr
  05–06
  Aldis
  Geirbiorg
  Ingvoldr
  Thiodhildr
  07–08
  Alfdis
  Geirhildr
  Ísgerdr
  Thora
  09–10
  Alfeidr
  Geirlaug
  Jarngerdr
  Thorarna
  11–12
  Alfgerdr
  Geirny
  Jodis
  Thorbiorg
  13–14
  Alof
  Geirridr
  Jofridr
  Thordis
  15–16
  Arnbiorg
  Gerdr
  Jora
  Thorelfr
  17–18
  Arndis
  Giaflaug
  Joreidr
  Thorey
  19–20
  Arneidr
  Grelod
  Jorunn
  Thorfinna
  21–22
  Arnfridr
  Grima
  Kadlin
  Thorgerdr
  23–24
  Arngerdr
  Groa
  Katla
  Thorgrima
  25–26
  Arngunnr
  Gudbiorg
  Ketilridr
  Thorhildr
  27–28
  Arnkatla
  Gudlaug
  Kiolvor
  Thorkatla
  29–30
  Arnleif
  Gudleif
  Kolfinna
  Thorlaug
  31–32
  Arnora
  Gudny
  Kolgrima
  Thorleif
  33–34
  Arnthrudr
  Gudridr
  Mæva
  Thorlot
  35–36
  Asa
  Gudrun
  Melkorka
  Thorny
  37–38
  Asbiorg
  Gunnhildr
  Mioll
  Thorodda
  39–40
  Asdis
  Gunnvor
  Moeidr
  Thorunn
  41–42
  Asgerdr
  Hafthora
  Myrgiol
  Thorve
  43–44
  Ashildr
  Halla
  Myrun
  Thorvor
  45–46
  Asleif
  Hallbera
  Nidbiorg
  Thraslaug
  47–48
  Asny
  Hallbiorg
  Oddbiorg
  Thuridr
  49–50
  Asta
  Halldis
  Oddfridr
  Tofa
  51–52
  Astridr
  Halldora
  Oddlaug
  Ulfeidr
  53–54
  Asvor
  Hallfridr
  Oddleif
  Ulfhildr
  55–56
  Audr
  Hallgerdr
  Oddny
  Ulfrun
  57–58
  Bera
  Hallkatla
  Ondot 
  Valdis
  59–60
  Bergdis
  Hallveig
  Ormhildr
  Valgerdr
  61–62
  Bergliot
  Hallvor
  Osk
  Vedis
  6364
  Bergthora
  Heidr
  Otkatla
  Velaug
  65–66
  Biargey
  Heimlaug
  Raforta
  Veny
  67–68
  Biollok
  Helga
  Ragnheidr
  Vigdis
  69–70
  Biorg
  Herdis
  Ragnhildr
  Vilborg
  71–72
  Birna
  Herridr
  Rannveig
  Vilgerdr
  73–74
  Bot
  Herthrudr
  Reginleif
  Yngvildr
  75–76
  Botey
  Hervor
  Riupa
  Ýrr
  77–78
  Bryngerdr
  Hialmgerdr
  Sæhildr
  79–80
  Dagrun
  Hialp
  Sæudr
  81–82
  Dalla
  Hildigunnr
  Salbiorg
  83–84
  Dis
  Hlif
  Salgerdr
  85–86
  Dyrfinna
  Hrafnhildr
  Signy
  8788
  Edna
  Hrefna
  Sigridr
  89–90
  Eirny
  Hrodny
  Snælaug
  91–92
  Eydis
  Hungerdr
  Solveig
  93–94
  Eyia
  Idunn
  Solvor
  95–96
  Fastny
  Ingibiorg
  Steinunn
  97–98
  Finna
  Ingigerdr
  Steinvor
  99–00
  Fiorleif
  Ingileif
  Svana
  
  48
   Viking Nicknames
  1D100
  1
  2
  3
  4
  5
  6
  01–02
  Abandoned
  Coward
  Fur-trader
  Laggard
  Scowler
  Tax-collector
  03–04
  Ale-Lover
  Crippled
  Gash-skull
  Lamb
  Scrawny-runt
  Thin-beard
  05–06
  All-Wise
  Crooked
  Gaudy
  Lame
  Screamer
  Thistle
  07–08
  Arsonist
  Crooked-arse
  Gelder
  Large
  Sea-farer
  Thorn-Foot
  09–10
  Axe
  Crow
  Generous
  Lean
  Seer
  Thud-beam
  11–12
  Bad
  Crow-nose
  Gentle
  Leech 
  Serpent-tongue
  Thunder
  13–14
  Bad-mouth
  Curly-head
  Giant
  Level-head
  Shaggy-breeches
  Timber-quaker
  15–16
  Bad-poet
  Cut-cheek
  Giant-bane
  Limp-leg
  Shaggy-head
  Tinkle-scales
  17–18
  Bald-pate
  Dandy
  Girlish
  Long-chin
  Sharp
  Tongue
  19–20
  Bare-leg
  Dauntless
  Glad
  Lucky
  Sheen-mane
  Torpid
  21–22
  Barker
  Deep-minded
  Gold-beard
  Lust-hostage
  Shield
  Travel-hard
  23–24
  Battle-tooth
  Desirous-of-beer
  Gold-bearer
  Mad
  Shifty
  Travel-shirt
  25–26
  Bear-cub
  Downy-nose
  Good-cheer
  Marksman
  Shipwright
  Tree-leg
  27–28
  Beardless
  Dreamer
  Gossip
  Mercenary
  Short
  Trickster
  29–30
  Bellower
  Dream-reader
  Grave-robber
  Mighty
  Short-penis
  Troll
  31–32
  Berserk
  Drowsy
  Gray
  Mixing-horn
  Shrieking
  Troublesome Poet
  33–34
  Berserks-bane
  Duel
  Great
  Much-sailing
  Sickly
  Trout
  35–36
  Billygoat
  Eagle
  Great-slasher
  Oaken-crook
  Silk-Beard
  Trustworthy
  37–38
  Bitch
  Earl’s-skald
  Gripe
  Old
  Skerry-blaze
  Twig-belly
  39–40
  Bitter
  Earth-long
  Grovelling
  Oppressed
  Skinny
  Twist-foot
  41–42
  Black
  Elder
  Hag’s-nose
  Orphan-poet
  Skull-cleaver
  43–44
  Black-brows
  Elegant
  Hairy
  Ox-might
  Sledge-hammer
  Uninspired
  45–46
  Black-troll
  Eloquent
  Hairy-Cheek
  Paunch
  Sleeper
  Unjust
  47–48
  Bladder-bald
  Evil
  Half-troll
  Peacock
  Sleet-Nose
  Unlucky
  49–50
  Blind
  Excrement
  Handsome
  Peevish
  Slim
  Unwashed
  51–52
  Blind-Snout
  Fair-hair
  Hang-stocking
  Pelt
  Smith
  Upright
  53–54
  Blue-tooth
  Farmer
  Hard-rule
  Piglet
  Smooth-tongued
  Valiant
  55–56
  Blusterer
  Far-travelling
  Haven-key
  Pock-marked
  Snake-in-the-Eye
  Very-wise
  57–58
  Boar
  Cleft-palate
  Hell-Hide
  Poet
  Snow-shoe
  Vicious
  59–60
  Boneless
  Clumsy-boor
  Helmet
  Pouch-back
  Sorcerer
  Victorious
  61–62
  Bow-swayer
  Clumsy-foot
  Heron
  Prick
  Sour
  Viking
  63–64
  Braggart
  Codfish-biter
  Hoary-head
  Pride-of-the-benches
  Speedy
  Virtuous
  65–66
  Brave
  Cold-mouth
  Hog-Head
  Proud
  Spike
  Wag-beard
  67–68
  Bristle-beard
  Coward
  Honest
  Raging
  Split-stick
  Walker
  69–70
  Broad
  Crippled
  Horn-breaker
  Ram
  Squinter
  Weak
  71–72
  Broad-bearded
  Crooked
  Horse-fly
  Rash
  Stink-fart
  Whale
  73–74
  Broken
  Fast-traveller
  Horse-gelder
  Raven
  Stooped
  Whale-might
  75–76
  Builder
  Fat
  Horse-head
  Red
  Stout
  Whiskers
  77–78
  Burned
  Figurehead
  Horse-penis
  Red-cheek
  Stout-hearted
  Whistler
  79–80
  Button-arse
  Filthy 
  Hound
  Red-cloak
  Straw
  White
  81–82
  Cairn-breaker
  Fish-hook
  Howler
  Rich
  Strong
  White-cloud
  83–84
  Careless
  Flat-foot
  Hump
  Ring-slinger
  Stump
  White-leg
  85–86
  Champion
  Flat-nose
  Hunchback
  Rooster
  Subtle
  Wild-man
  87–88
  Chest-butter
  Foal-forehead
  Illegitimate
  Rutter
  Surprise-attack
  Winker
  89–90
  Chieftain
  Foolish
  Impressive
  Sad
  Swarthy-old-man
  Wise
  91–92
  Child-Sparer
  Forest-nose
  Insignificant
  Salmon
  Swarthy-skin
  Witch-breaker
  93–94
  Cleft-palate
  Fork-beard
  Iron-side
  Sarcastic 
  Swift-eyed
  Woe-snout
  95–96
  Clumsy-boor
  Fortunate
  Jawbone
  Scar-leg
  Swine
  Wolf
  97–98
  Codfish-biter
  Fox
  Keen
  Scatter-Brain
  Tall
  Wood-skull
  99–00
  Cold-mouth
  Fringed-cloak
  Knob
  Scoffing
  Tangle-hair
  Worm-tongue
  
  49
  Viking Equipment
  ‘The ring-linked coat of strongest mail could not withstand the 
  iron hail, Though sewed with care and elbow bent, by Norn on 
  its strength intent. 
  The fire of battle raged around, Odin’s steel shirt flew all unbound!
  The earl his ring-mail from him flung, its steel rings on the wet 
  deck rung; Part of it fell into the sea, a part was kept, a proof to be.
  How sharp and thick the arrow-flight among the sea-steeds in 
  this fight.’
  — King Olaf Tryggvason’s Saga
  The possessions of a Viking are varied and many. Every Viking 
  raider worth his salt needs his axe and spear, helm and shield. A 
  stead-bound bondi on the other hand might only own his herd of 
  milk cows. Viking women long for jewellery to accentuate their 
  desirability and the men can be dandies if brightly dyed cloth falls 
  into their hands.
  The number and quality of a Viking’s goods are important, not 
  only as personal wealth but to improve their status in the eyes of 
  others. However the goods available to the Vikings are somewhat 
  limited compared to those listed in the RuneQuest Core Rulebook, 
  some items are beyond the technology of the time to produce or 
  are simply unnecessary for day-to-day living.
  Listed in the following sections are common Viking goods and 
  some optional rules concerning their use. Games Masters need 
  not restrain themselves to just these; after all, items manufactured 
  outside of Scandinavia could turn up as plunder from a raiding trip 
  or be discovered in the hoard of some ancient monster. Due to the 
  limited availability of goods, some items are treasured heirlooms 
  passed from father to son.
  The Availability of Goods
  Save for the few trading towns in Scandinavia, there are no such 
  thing as shops. This is a very important concept – if you lack 
  something you must either make it yourself, steal it, or wait until 
  the thing and hope some itinerate trader has one on offer.
  If an item is not available at the thing market, a Viking can place 
  an order with a trader requesting that he brings one the next time 
  he travels to the region. A desperate man can even undertake a 
  journey to one of the trade towns in the hope of finding what he 
  wants there.
  Another concept important to the setting is that there is no mass 
  production. Each item is individually hand crafted and uniquely 
  decorated. Since folk own so few possessions, stealing an item risks 
  the chance of its recognition by the victim of the crime, or his 
  close friends and family. Looting a dead body is tantamount to 
  broadcasting your guilt if the thief attempts to use or barter the 
  articles in that area.
  Both of these considerations can be used as the basis for adventure. 
  Where has Snorri been for the last two weeks and why does 
  Arngrim have his ivory hilted knife? No chainmail hauberks here 
  but if you sail to Birka, only a voyage of a week, my brother sells 
  armour from the stall with the red and white striped awning...
  In reality most items needed for day-to-day survival and comfort 
  are made by people themselves. Folk living on a stead will often 
  carve their own furniture, sew their own shoes, forge their own 
  metal tools and even build their own ships. It is the specialist items 
  such as fine woven cloth, swords, armour, glassware or jewellery 
  that require a dedicated craftsman to manufacture. These goods 
  are expensive and often hard to locate without the right contacts.
  
  50
  If using the ‘Running a Stead in RuneQuest’ rules on page 26, it 
  might appear that a landowner has plenty of money to purchase 
  anything wanted from these lists. Some things should be borne in 
  mind however. Many years a farmer will fail to earn any income 
  from their steading and whatever profit is earned, needs to be 
  distributed amongst the entire family; wives and brothers not 
  granted a share for their labours will grow increasingly discontent. 
  Also fines levied by the thing can quickly eat up funds, especially if 
  paying compensation for insults, wounds or weregild.
  Games Masters who find their Adventurers awash with wealth 
  can encourage them to purchase better quality items than the bog 
  standard versions listed. A basic sword may cost 1 Mark of silver but 
  one with gold inlay and gems inset into the hilt could easily quadruple 
  the price, gaining the bearer additional fame and reputation. 
  to prevent runaway inflation. The value of goods is usually rated in 
  ounces of silver or its equivalent of standard woven cloth.
  An eyrir, plural aurar, was a unit of weight, approximately 27 
  grams, used for measuring precious metals. A logeyrir is a length 
  of homespun cloth (vadmal) six ells long and two ells broad. Since 
  an ell is about 50 centimetres, this translates to an area of woollen 
  fabric three metres long and one metre wide. The reason for this 
  comparison is that it gives a good idea of how much silver is worth, 
  since one eyrir is equivalent to the combing, carding, spinning 
  and weaving of a logeyrir of cloth – perhaps a week of hard work.
  For most of the Viking Age one logeyrir remains about the 
  equivalent of an eyrir of silver; which in turn is equal to one 
  milk cow. Almost everything in Scandinavia is valued in terms of 
  lengths of fabric, weight in silver or number of cows.
  For the sake of simplicity, the equipment listed in this chapter is 
  given a base price in silver. The weights used are pennies, aurar or 
  marks of silver. A penny is equivalent to the amount of silver in 
  an Arabic dirham, about 10 pennies equalling an eyrir. A mark is 
  eight aurar of silver or 80 pennies. Gold, if ever encountered in 
  quantity, is worth eight times its equivalent weight in silver. A man 
  carrying too much debased silver coinage or hacked up jewellery 
  will often have a smith melt it down to form pure silver ingots 
  equal to a mark in weight.
  When engaging in trade a Viking might face difficulties if he 
  cannot offer goods or services useful to the seller. Although this is 
  taken into account when trading at the local thing, since folks tend 
  to produce items or surpluses that they know will be in demand 
  by the inhabitants of the region, it is another matter altogether 
  if sailing overseas to negotiate trade with foreigners. Offering 
  nomadic Lapps delicate, high quality glassware for their furs is 
  probably going to fail.
  Bartering deals might involve multiple goods in the same 
  transaction. For example, a cargo of bear, wolf and reindeer skins 
  might require half a dozen iron knives, three blue dyed tunics, a 
  carved wooden bed, 10 metres of rope, 20 leather belts and a skin 
  of fine wine in exchange.
  Armour
  Vikings do not possess a large range of protective armour. What 
  exists is generally limited in availability and if made from iron, 
  prohibitively expensive. Poorer Vikings normally rely on just a 
  large shield and perhaps a leather helmet for protection, few but 
  the wealthiest land owners can afford to outfit themselves and their 
  men with chainmail byrnies.
  Beyond leather clothing, armour is not normally worn on a 
  daily basis, even by the huskarls of a jarl, due to its weight and 
  encumbrance. Instead it is stored in chests and only brought out 
  when the owner expects trouble, such as when a threat is made 
  against his life or outlaws have been reported in the area. Vikings 
  who depart overseas, whether for trading or raiding, generally 
  Displaying One’s Wealth
  If a Viking acquires items of great value, such as fine silk 
  clothing or a gold arm ring for example, wearing such 
  articles can add to his influence. A wealthy man either 
  has great luck or the skill to defend himself from others 
  who would strip it from him.
  Games Masters are encouraged to grant Adventurers 
  that spend large amounts of wealth on such things, a 
  situational bonus to their Commerce, Influence, Oratory 
  and Seduction skills. The size of the bonus depends on 
  who is being influenced and the ambient level of wealth. 
  Thus a warrior dripping with silver, dressed in brightly 
  dyed clothing and bearing a gold inlaid sword might gain 
  a +40% bonus in the home of a poor karl, perhaps only 
  +20% at the steading of a well-off hauldr and nothing 
  in the great hall of a jarl where such levels of ostentation 
  are expected. 
  Conversely if the warrior is a freedman with nothing to 
  his name but the undyed homespun clothes on his back 
  and a rickety old spear, he would gain no bonus in the 
  home of the karl; a –20% penalty at the hauldr’s stead 
  and –40% in the jarl’s great hall where the word of the 
  poor man would carry little influence.
  Bartering for Goods
  Vikings do not use money for transactions. Coinage is viewed 
  only as small ingots of precious metal of variable quality. Goods 
  or services are bartered, precious metals only being used for high 
  value purchases or when a person needs to travel without weighing 
  themselves down with trade items.
  Fortunately Scandinavians understand the concept of exchange 
  rates, providing a rough conversion value for most items in order 
  
  51
  take their armour with them carefully wrapped and stored against 
  moisture, only to be removed just before it will be needed.
  Although most armour is a valuable commodity, it is almost never 
  looted from the dead. The Vikings are very superstitious about 
  taking armour and weapons from corpses, believing such items 
  are cursed (jewellery and other items are fine however). Of course 
  sly Adventurers can take these items and try to resell them to 
  merchants who specialise in armaments. Armour however usually 
  shows signs of its use. Bloodstained leather or freshly broken 
  rings are a giveaway of looted armour, causing most Scandinavian 
  merchants to avoid contact with it at all costs unless the seller 
  can come up with a convincing lie as to its origin and current 
  condition. Failing to do so can cause the seller to gain a reputation 
  as a grave robber, causing the gradual loss of friends and associates.
  Looted Armour
  Due to the inescapable superstition concerning grave goods, an 
  Adventurer who knowingly dons a suit of looted armour will find 
  it cursed. In purely historical campaigns the Adventurer merely 
  suffers from a psychosomatic effect driven by his guilt. In fantasy 
  Viking campaigns the curse is real. No matter the source the effects 
  are identical and only cease if the accursed item is discarded.
  1D6 Roll
  Type of Curse
  1
  Armour betrays the wearer – Armour Points are halved.
  2
  Armour brings nightmares – wearer suffers a constant 
  Fatigue Level of Winded due to lack of sleep.
  3
  Armour burdens conscience – the Armour Penalty 
  of the looted item is doubled.
  4
  Armour constricts wearer – wearer loses one of his 
  Combat Actions each round due to snagging or 
  tightness.
  5
  Armour dooms its wearer – whilst worn all 
  Resilience tests automatically fail.
  6
  Armour hinders flight – the base Movement Rate 
  of the wearer when running is halved.
  Armour Descriptions
  The following types of armour are specific to the Viking period 
  and vary slightly to armour in the RuneQuest Core Rulebook 
  due to different materials or manufacturing techniques. They 
  are considered to already include any necessary padding or 
  undergarments and cannot be layered.
  Bearskin: Literally the cured skin of a bear draped over the torso 
  and arms of the wearer and tied in place. The bear’s head can be 
  worn over the wearer’s skull to act as a helmet.
  Byrnie: Also known as a brynja, a byrnie is a tunic or coat of 
  armour that covers from the shoulders to the groin and extends 
  down to the elbows.
  Cap: A cap is a form fitting hat, which protects the top, back and 
  sides of the head, down to the ears.
  Coif: A hood made of mail. 
  Hauberk: A hauberk is the same as a byrnie but longer, hanging 
  down to the knees and covering more of the arms, extending to 
  mid-forearm or wrist. Due to the additional coverage it is usually 
  slightly more encumbering.
  Hood: An article that completely covers the head and shoulders, 
  leaving only the face exposed.
  Lamellar: Lamellar is formed from hundreds of overlapping plates 
  called lames, which are laced together to make a thick protective 
  layer that has some degree of flexibility. Individual lames are made 
  from a variety of materials from iron, horn or thick rawhide but 
  provide the same protection.
  Mail: Mail is a fabric-like mesh made from thousands of small 
  interlaced metal rings. Each ring joins to four others and is riveted 
  closed, making it very flexible but difficult to break. Making mail 
  requires a lot of iron and time, making it very expensive.
  Quilted: Fabric armour made from many layers of wool stitched 
  together. Sometimes a stuffing of hair is used to reduce the amount 
  of fabric layers. The resulting thick sandwich provides reasonable 
  protection but is prone to being cut, requiring a lot of maintenance 
  to remain useful.
  Reindeer/Seal Skin: Reindeer hides are used by the Lapps to make 
  their armour and are sometimes traded south. The protection is 
  usually minimal but Reindeer Skin has the advantage that it can be 
  easily decorated. Lapp Wizards are famed for enchanting reindeer 
  skin with sigils and chants to make it impervious to harm. Sealskin 
  clothes are worn by Norwegian and Icelandic Vikings for warmth, 
  rather than protection.
  The king himself now proved the power
  Of Fin-folk’s craft in magic hour,
  With magic song; for stroke of steel
  Thor’s reindeer coat would never feel,
  Bewitched by them it turned the stroke
  Of the king’s sword, a dust-like smoke
  Rose from Thor’s shoulders from the blow
  Which the king though would end his foe.
  Shirt: A shirt indicates an item of light protective value that fully 
  covers the chest, abdomen and arms of the wearer.
  Spangenhelm: A rigid helmet that covers the same parts of the 
  head as a cap but includes a nasal bar and sometimes cheek flaps 
  to protect the face. They are formed from sections of metal riveted 
  together.
  Trews: Another word for trousers.
  
  52
  Vendel Helm: As per a Spangenhelm, except the nasal bar is 
  extended with an ocular to better protect the eyes or completely 
  replaced by a full face mask. The neck and face are further guarded 
  with a mail aventail.
  Weaponry
  Although the range and variation of Viking weapons is very 
  limited, the handful adopted seems to fulfil their needs more than 
  adequately. Due to the costs of bog or forged iron, most Vikings 
  use cheaper weapons that require little metal to manufacture, such 
  as spears and axes. 
  Metal weapons are very expensive, not only in terms of iron 
  required but the skill needed to forge them. The quality and size 
  of Iron ingots available to Vikings is often poor, requiring pattern 
  welding to build up a large enough billet and ensure a reasonably 
  good blade free from flaws. However, the manufacture of pattern 
  welded billets requires hours of folding and forge-welding the 
  metal, losing much of the iron in the process. Swords, spears and 
  knifes are made from pattern welded steel.
  Weapons that emerge from the forge unusually hard or resistant to 
  damage are often named and passed down within families for several 
  generations. Weapons are buried with their last owner if he fell in battle. 
  Some blades however are so famous and deadly that foolish men seek to 
  recover them from the grave. Akin to armour, looting the weapon of a 
  dead man invariably brings a curse and whilst the weapon may still be 
  effective in combat, it will always betray its thief in the end.
  Looted Weapons
  Use the following banes for a weapon looted from a dead man. 
  Similar to looted armour, it is the weapon itself that is accursed, 
  not its wielder. The psychosomatic or magical effects cease if the 
  weapon is abandoned.
  1D6 Roll
  Type of Curse
  1
  Weapon becomes kin-slayer – every fumble 
  that occurs whilst using the weapon, results 
  in it striking the nearest friend in a random 
  location for full damage, ignoring armour. 
  Lacking a suitable target it injures the 
  wielder instead.
  2
  Weapon blunted in combat – the damage rolled 
  for the weapon in a successful attack is halved, 
  although any Damage Bonus is not affected.
  3
  Weapon brings nightmares – wearer suffers a 
  constant Fatigue Level of Winded due to lack 
  of sleep.
  4
  Weapon dooms its wielder – the bearer’s 
  wounds fail to heal naturally.
  5
  Weapon turns in grip – any disarm attempt 
  against the wielder automatically succeeds and 
  fumbles in combat default to Drop Weapon.
  6
  Weapon weighs heavily – wielder loses one 
  of his Combat Actions each round due to the 
  weapon feeling heavy and unwieldy.
  Body Armour
  Armour
  AP
  ENC
  Locations
  Base Cost
  Bearskin
  3
  3
  Abdomen, Arms, Chest, Head
  1 Mark
  Lamellar Byrnie
  5
  3
  Abdomen, Arms, Chest
  2 Marks
  Lamellar Hauberk
  5
  4
  Abdomen, Arms, Chest, Legs
  3 Marks
  Mail Byrnie
  6
  4
  Abdomen, Arms, Chest
  4 Marks
  Mail Hauberk
  6
  5
  Abdomen, Arms, Chest, Legs
  5 Marks
  Quilted Byrnie
  2
  1
  Abdomen, Arms, Chest
  6 Aurar
  Quilted Hauberk
  2
  1
  Abdomen, Arms, Chest, Legs
  1 Mark
  Reindeer/Seal Skin Shirt
  1
  0
  Abdomen, Arms, Chest
  4 Aurar
  Reindeer/Seal Skin Trews
  1
  0
  Legs
  2 Aurar
  Helmets
  Armour
  AP
  ENC
  Locations
  Base Cost
  Horn Reinforced Cap
  3
  1
  Head
  2 Aurar
  Leather Cap
  2
  0
  Head
  1 Eyrir
  Mail Coif
  5
  1
  Head
  2 Marks
  Spangenhelm
  6
  1
  Head
  3 Marks
  Vendel Helm
  7
  1
  Head
  4 Marks
  Woollen Hood
  1
  0
  Head
  ½ Eyrir
  
  53
  
  54
  Close Combat Weapon Descriptions
  Axe: A single-bladed weapon with a sturdy haft and a small iron 
  head, the axe is normally used as a singlehanded weapon. If using 
  both hands the damage dice is increased one step to 1D8+1. An 
  axe can be used to bash through doors and obstacles rather quickly. 
  It suffers no damage when attacking inanimate wooden objects.
  Club: Although seemingly incongruous in the Viking Age clubs 
  are very popular weapons in some of the sagas where foes are 
  immune to the bite of iron. A champion often has to flee battle 
  in order to cut himself a hefty club, which he then uses to pound 
  the magically protected enemy to death. Lapps and Inuit peoples 
  often have clubs fashioned with alternate materials such as stone 
  or whalebone, and even an icicle, if large enough, can be used as 
  a one-shot club. If two hands are used to wield a club, then the 
  damage of the weapon is increased by one dice step to 1D8.
  Dane Axe: A single headed axe blade mounted on a shaft up to 
  two metres in length, the Dane axe is a two handed weapon of 
  terrible destructive power. Wielded by a strong man, it is capable 
  of sheering off the leg of a horse in a single blow. Like a normal axe 
  it also suffers no damage when used to break inanimate wooden 
  objects.
  Glaive: Known as an atgeirr the Viking glaive is effectively a 
  sword mounted on a long haft. These are quite popular weapons 
  in the sagas, since an enemy is often incapacitated with a single 
  blow and it is capable of puncturing chain byrnies. Glaives require 
  two hands to wield. 
  Halberd: Called a kesja, Viking halberds are similar to the weapons 
  used later in the Middle Ages. The axe head is combined with 
  a thrusting tip and a hook, mounted on a long shaft. Halberds 
  require both hands to wield. Halberdiers are versatile opponents 
  that can bring any version of the weapon’s attack to bear in an 
  instant. 
  Knife: Knives can be made from a sharp piece of metal, stone 
  or bone. Viking knives have decorated hilts of wood or ivory 
  carved with patterns. Seen as a tool rather than a weapon, a knife 
  is a multi-purpose item that everyone in society carries, even the 
  thralls.
  Seax: The Scandinavian seax is a straight, single-edged shortsword 
  with a distinctive point that can be used to hack or thrust. The 
  seax is the ubiquitous sidearm of karls who cannot afford a sword. 
  Spear: Viking spjot are singlehanded weapons designed to be 
  used in combination with shields. If two hands are used then the 
  damage of the weapon is increased by one dice step to 1D10+1. 
  Spears are designed to be thrown but have a very short range. Spear 
  heads are relatively cheap in comparison to swords and are often 
  traded. Most free men own a spear, which they use when hunting 
  or to defend their stead.
  Sword: The prince of weapons, Viking swords are a status symbol 
  of wealth and authority. The majority of early Viking swords are 
  double edged blades less than a metre long and have rounded tips 
  making it impossible to thrust with them. Owners often name 
  their blades and have them decorated with precious metals. Due to 
  their tight hilts Viking swords cannot be used two handed.
  Viking Shield: A large circular shield designed for foot combat. 
  Its generous surface area provides excellent coverage but its 
  Close Combat Weapons
  Weapon
  Handedness
  Damage Dice
  STR/DEX
  Size
  Reach
  Combat Manoeuvres
  ENC
  AP/HP
  Base Cost
  Axe
  Single
  1D6+1
  11/9
  M
  M
  Bleed
  1
  4/8
  2 Aurar
  Club
  Single
  1D6
  7/5
  M
  S
  Stun Location
  1
  4/4
  —
  Dane Axe
  Double
  1D12+2
  13/9
  H
  L
  Bleed, Sunder
  2
  4/10
  4 Aurar
  Glaive1
  Double
  1D10+2
  7/7
  L
  L
  Bleed, Impale, Sunder
  4
  4/10
  1 Mark
  Halberd1
  Double
  2D6
  7/7
  L
  VL
  Entangle, Impale, 
  Sunder
  4
  4/10
  6 Aurar
  Knife
  Single
  1D3
  –/–
  S
  S
  Bleed, Impale
  —
  5/4
  1 Eyrir
  Seax
  Single
  1D6
  5/7
  M
  S
  Bleed, Impale
  1
  6/8
  4 Aurar
  Spear1, 2
  Single
  1D8+1
  5/5
  M
  L
  Impale
  2
  4/5
  4 Aurar
  Sword
  Single
  1D8
  9/7
  M
  M
  Bleed
  2
  6/10
  2 Marks
  Viking 
  shield3
  Single
  1D4
  9/5
  L
  S
  Shield Bash, Shield 
  Twist
  2
  4/8
  2 Aurar
  1 This weapon may be set against a charge.
  2 This weapon suffers no penalty when thrown.
  3 This weapon may Parry ranged weapons.
  
  55
  construction from thin wood makes it fragile, enabling powerful 
  blows to quickly shatter it. Most are reinforced with metal edging 
  and commonly have some form of pattern or insignia painted on 
  the outside face. 
  New Combat Manoeuvres
  Some of the combat descriptions in the sagas offer up some 
  interesting new tactics to those trained in their use. The following 
  manoeuvres are designed to emulate these techniques. 
  Cast Back (Defensive, Critical Success Only) – The recipient 
  of a thrown weapon attack can snatch the weapon out of the air, 
  spin in place and throw it back at the original thrower. This costs 
  the user of the manoeuvre no additional Combat Actions beyond 
  the one spent to parry in the first place. In addition it also voids 
  whatever damage the missile attack would have normally inflicted. 
  If the user is currently wielding two weapons and does not have 
  a free hand, they can decide to drop one of the weapons as part 
  of this manoeuvre, to allow the initial catch. This manoeuvre 
  does not work against projectile weapons such as arrow or sling 
  stones and common sense should be applied if the thrown object 
  is particularly large or awkward.
  Shield Bash (Offensive) – Works like the Bash Opponent 
  manoeuvre, except that the opponent is knocked backwards by one 
  metre per two points of damage inflicted by the shield (including 
  any damage bonus). In addition the force of the blow is sufficient 
  to require the opponent to make the Difficult Athletics Skill Test 
  without needing an obstacle to trip over.
  Shield Twist (Defensive) – Whilst parrying, the wielder of a Viking 
  Shield may allow an attacking weapon to lodge deeply into the 
  wood. From that moment on, the lodged weapon is automatically 
  considered to be suffering the Pin Weapon Combat Manoeuvre. 
  However, this is just the set-up. The user of the shield can spend 
  the Combat Action of their next turn to make an automatic 
  Disarm Opponent attempt, treating the shield as an entangling 
  weapon. Whilst a weapon remains lodged in it, attempts to parry 
  with the shield suffer a –20% penalty.
  Ranged Weapon Descriptions
  Short Bow: Designed to be fired from horseback, the short bow is 
  equally useful as a footsoldier’s weapon. It is a good hunting tool 
  as well as a weapon of war and when used to hunt deer and smaller 
  game animals it can make all the difference.
  Sling: A sling is a long strip of cloth or leather used to fling a 
  stone or bullet at a target. It is as lethal as a bow, able to injure or 
  kill those wearing heavy armour. Many slings also have a sewn-in 
  leather cup or pad in which to hold the projectile while gathering 
  velocity. A sling’s range makes it useful against archers.
  Throwing Axe: Originally a Frankish invention, the Vikings 
  inherited throwing axes from the continent. Shaped to increase 
  the chance of the blade striking rather than the haft, a throwing 
  axe is of little use against well armoured foes.
  Thrown Anvil: Just for fun...
  ‘Vigfus, a son of Vigaglum, took up an anvil with a sharp end, 
  which lay upon the deck, and on which a man had welded the 
  hilt to his sword just before, and being a very strong man cast 
  the anvil with both hands at the head of Aslak Holmskalle, and 
  the end of it went into his brains. Before this no weapon could 
  wound this Aslak, who was Bue’s foster-brother, and forecastle 
  commander, although he could wound right and left.’
  — King Olaf Tryggvason’s Saga
  Ranged Weapons
  Weapon
  Handedness
  Damage
  Damage 
  Modifier
  Range
  Load
  STR/DEX SIZ
  Combat 
  Manoeuvres
  ENC
  AP/HP
  Cost
  Short bow
  Double
  1D6
  Y
  80m
  1
  9/11
  L
  Impale
  1
  4/4
  1 Eyrir
  Sling
  Single
  1D8
  Y
  200m
  1
  –/11
  L
  Stun 
  Location
  —
  1/2
  5 Pennies
  Throwing 
  Axe
  Single
  1D4
  Y
  5m
  —
  7/11
  S
  Bleed
  1
  4/6
  1 Eyrir
  Thrown 
  Anvil
  Double
  2D8
  Y
  3m
  —
  17/5
  S
  Impale, Stun 
  Location
  10
  12/50
  —
  Thrown 
  Spear
  Single
  1D8
  Y
  10m
  —
  7/9
  H
  Impale, Pin 
  Weapon 
  (Shield)
  1
  4/5
  4 Aurar
  Thrown 
  Stone
  Single
  1
  Y
  20m
  —
  5/5
  S
  Stun 
  Location
  —
  10/3
  —
  
  56
  Thrown Spear: Throwing a spear does the same damage as 
  wielding it one handed. It does not travel as far as a javelin when 
  thrown. However, a cast spear can still neutralise a shield used 
  to parry it, using the Pin Weapon Combat Manoeuvre. In this 
  circumstance, the pinned shield cannot be used until the spear has 
  been removed (which takes one round).
  Thrown Stone: Picking up and hurling a palm sized stone inflicts 
  only incidental damage. Volleyed stones cast in this way can 
  actually be a threat against unprotected opponents.
  The Naming of Weapons
  Vikings like to name their weapons and armour, whether from 
  superstition that each has its own spirit or merely to make them 
  sound tougher is unknown. However, giving a sword a name 
  brings a degree of reputation to that blade, which in turn adds to 
  the bearer’s. 
  The names in the following list are actual weapons from the sagas. 
  Games Masters are encouraged to use them to make gifts or family 
  heirlooms much more special. Some are intended to be fearsome, a 
  few indicate the lineage of who the weapon was received from and 
  a couple are obviously tongue-in-cheek humorous names.
  Swords
  Bastardr – bastard 
  Brynjubitr – byrnie-biter
  Fetbreidr – foot-broad
  Fjorsvafi – life-taker
  Fotbitr – foot-biter 
  Gamlanautr – Gamli’s gift 
  Grettisnautr – Grettir’s gift 
  Gunnlogi – battle-blaze
  Hneitir – thruster 
  Hvitingr – white-one
  Jardhussnautr – grave-gift
  Jokulsnautr – Jokull’s gift 
  Karsnautr – Karr’s gift 
  Kettlingr – kitten
  Kvernbitr – quern-biter
  Lang – long
  Laufi – leaf  
  Leggbitr – leg-biter
  Nadr – viper
  Naegling – Beowulf’s sword
  Nidingr – shame-bringer
  Olvisnautr – Olvir’s gift 
  Sætarspillir – peace-breaker
  Skofnungr – shin-bone
  Skrymir – large-one
  Snidill – pruning-knife
  Tumanautr – Tumi’s gift 
  Tyrfingr – burning-fir 
  Axes
  Droplaugar – drip-water
  Hel – death
  Himintelgja – heaven-scraper
  Hjalti – sword-guard
  Hlokk – battle-din
  Randgrid –shield-hungry 
  Rimmugygr – battle-hag
  Saxa – iron-blade
  Skadi – scather
  Steinsnautr – Steinn’s gift
  Stjarna – fallen-star
  Svartleggja – black-haft
  Svedja – glancer
  Tjald–sperra – tent-spar
  Spears
  Grasida – grey-side
  Vigr – spear
  Staves
  Hegnudr – chastiser
  Landkonnudr – land-prober 
  Mail Hauberks
  Fulltrui – full-trust
  Sigfussnautr – Sigfuss’s gift
  Clothing
  Viking clothing is a simple, yet practical, combination of tunics 
  and trews for men and apron dresses for women, with socks and 
  shoes of various types. In colder months or during bad weather, 
  several layers of tunics are often worn to keep warm. Additional 
  protection is provided by woollen gloves and leather over-mittens 
  for the hands, extra thick woollen socks, grass stuffed felt boots, 
  hoods, coats and waterproofed cloaks.
  The fabrics used for clothing are primarily woollen textiles, with 
  a soft feel due to the type of wool used and weaving techniques. 
  Linens are often imported from regions like England but due to 
  expense are generally reserved for under-tunics or under-dresses. 
  Silk is extraordinarily expensive, imported from Byzantium where 
  it costs more than its own weight in gold. Fortunately silk is light 
  and a little goes a long way.
  Woollen or silk fabrics take dye easily and a broad range of muted 
  colours are available. Red from madder; blue from woad; yellow 
  from weld or onion skins; purple from lichens; and greens from 
  over-dyeing yellow with blue. A very dark brownish-black can be 
  produced from walnut shells and iron.
  The following garments assume a basic item of clothing with no 
  decoration. Fancier garb suitable to project wealth and importance 
  multiplies the cost. Add all multipliers together before calculating 
  the final cost of the item.
  
  57
  Enhancement
  Description
  Cost Multiplier
  Dyed
  Changes the colour of the raw material.
  +2
  Embroidered
  Embroidery uses coloured threads to sew patterns into the fabric.
  +1
  Fur Lined
  Uses soft fur as a lining (mittens or hats) or as decorative trim.
  +4
  Gold Trim
  Trim woven with gold wire incorporated.
  +8
  Linen
  Imported fabric from Britain and the Continent.
  +2
  Silk
  The most expensive material imported from the east.
  +10
  Silver Trim
  Trim woven with silver wire incorporated
  +3
  Tooled
  Leather items can be tooled with decorative patterns.
  +1
  Woven Trim
  Tablet woven strips of decorative, coloured fabric applied to the cuffs, neck and hemline 
  of the garment.
  +1
  Clothing
  Article of Clothing
  Description
  Cost
  Belt, leather
  Any functional leather belt.
  2 Pennies
  Boots, felt
  Knee length winter boots which that the feet against snow.
  13 Pennies
  Boots, leather
  Leather Viking boots rarely rise higher than mid calf.
  6 Pennies
  Cap
  A simple hat that covers the head down to the ears, lacking any brim.
  3 Pennies
  Cloak
  A rectangular piece of fabric that is draped around the shoulders and pinned off-centre 
  to leave the right arm free. Normally made from thick cloth to provide warmth and some 
  protection against the rain.
  2 Aurar
  Coat, Rus
  A knee length thick coat with a high collar and overlaps on the front for extra insulation.
  12 Pennies
  Dress
  A woman’s under-dress, usually of ankle length.
  14 Pennies
  Gloves
  A pair of woollen finger gloves.
  5 Pennies
  Hangerock
  A woman’s apron worn over her under-dress and fastened at the shoulders with two broaches. 7 Pennies
  Hat, brimmed
  Any broad-brimmed hat, as favoured by Odin.
  3 Pennies
  Hood
  A lined garment that covers the entire head and shoulders, leaving the face free. Hoods 
  provide excellent protection against the cold, wind and rain.
  5 Pennies
  Leg Wraps
  Two long, narrow strips of cloth that are wrapped about the lower leg, to gather in the 
  bottoms of baggy trousers and provide them some protection from damp low lying 
  vegetation.
  1 Penny
  Mittens
  Wool or leather over-gloves that can be worn with or without gloves underneath and are 
  sometimes fur-lined.
  5 Pennies
  Shoes, leather
  Ankle-high shoes, fastened with a strap and toggle. Lacking tough soles, shoes and boots 
  generally wear out quickly.
  4 Pennies
  Trousers
  Viking trousers can be baggy or tight as desired by the purchaser.
  7 Pennies
  Tunic
  A mid-thigh to knee length garment that covers down to the wrists. Tunics are the ubiquitous 
  article of male clothing. Under-tunics are softer and lighter than over-tunics, which function 
  more like a jumper when it is cold.
  10 Pennies
  For example, a linen tunic dyed red and decorated with tablet-
  woven trim would be a very fine article of clothing. The total 
  cost of such a garment is worked out by adding the multipliers, 
  2 (linen) + 2 (dyed) + 1 (woven trim) is a combined factor of 5, 
  which multiplied by the base cost gives a price of 50 pennies or 5 
  aurar – a significant purchase. The same tunic but made of wool 
  would have only cost 3 aurar.
  Note that clothing is not generally available ‘off the peg’ but must 
  be made to order. Women usually barter for bolts of coloured 
  cloth or rolls of trim, which are taken home and used to tailor the 
  garment for its intended owner. Old clothes not passed down are 
  carefully stored, ready to be given to those seeking hospitality.
  Livestock
  Although most adventures are rarely focused on farm steads, a few 
  animals are included here to give a general idea about how much 
  they cost if they need to be replaced, accounted for in a theft law 
  case, or part of liquidating a steading’s assets to pay off a weregild.
  Other Sundries
  Games Masters are encouraged to avoid focussing on the prices of 
  other incidental articles since if an Adventurer owns, or works on 
  a farmstead, such minor needs can be satisfied by the farm itself. 
  If you need a few weeks worth of food then you ask the mistress 
  of the house to withdraw some provisions from the storehouse. If 
  
  58
  Animals
  Type of Animal
  Description
  Cost
  Cow
  A milk cow.
  1 Eyrir
  Dog
  Trained hunting hound.
  4 Aurar
  Dog 
  Guard dog for steading.
  5 Pennies
  Goats
  Meat and milk animals.
  1 ½ Pennies
  Hive of Bees
  Used to get honey for eating 
  and mead.
  1 Penny
  Mare
  Female horse suitable for 
  riding.
  2 ½ Pennies
  Ox
  A bullock capable of 
  drawing a plough.
  1 Eyrir
  Sheep
  Kept for wool and milk.
  1 ½ Pennies
  Slave
  Male slave for farm 
  labouring work.
  6 Aurar
  Slave
  Female slave for housework 
  and concubine duties.
  4 Aurar
  Sow and Piglets
  Pigs that can consume 
  scraps to provide meat.
  1 Eyrir
  Stallion
  Ungelded horse used for 
  breeding or horse fights.
  1 Eyrir
  Viking Ships
  Long sleek shapes, high dragon headed prows and single square 
  rigged sails, Viking longships are fearfully watched for from every 
  coast, a portent of doom for many. However, not all Viking vessels 
  are warships. The majority are traders or transports used for 
  exploration, merchant voyages or colonisation.
  The identifying features of a Norse vessel are a clinker built 
  hull with overlapping strakes, which has a shallow keel so it 
  can be beached safely. The hull has a pointed prow and stern, 
  incorporating a side mounted rudder and a single mast from which 
  a crossbeam supports a single rectangular sail. This simple design is 
  both relatively easy to construct and fast in the water. Its mode of 
  propulsion is flexible, taking advantage of the wind where possible 
  but can run out oars and travel by rowing when necessary. This 
  enables it to cross open seas, yet still be able to penetrate inland by 
  following rivers upstream.
  you need a new pair of shoes, then ask Uncle Arngrim 
  who will knock up a pair overnight.
  Landless Adventurers who wander the lands seeking 
  adventure will probably find their personal needs 
  satisfied by whomever they are lodging with. Truly 
  hospitable hosts will give out spare changes of clothes 
  and feed someone indefinitely. Need to travel to the next 
  fjord over? Then a horse will be loaned to you. Such is 
  the way that Viking society works.
  Adventurers who swear fealty to a jarl or king become his 
  huskarls. It is that lord’s responsibility to ensure that his 
  men are well clothed, armed, armoured and given plenty 
  of food and drink. The Adventurer need not worry about 
  small purchases since he can probably requisition anything he 
  legitimately needs from the lords steading.
  A campaign should emphasise that treasure or wages really have 
  very little direct use. True wealth is in land ownership and famous 
  gifts. Keeping tabs on money and accumulating supplementary 
  material possessions is a fruitless activity. If players insist on micro 
  managing their economy, a wise Games Master will either strip 
  them of their funds, forcing them into a few years of active exile, 
  or reward them with some land of their own so they no longer have 
  to worry about it.
  Failing that, simply make up a price!
  
  59
  This adaptability and swiftness is the reason the Vikings have 
  ranged so far from their Scandinavian homes, excelling as traders 
  and pirates. To reflect their somewhat specialised designs, the 
  following ships have been split in two categories, warships and 
  merchantmen.
  Each ship detailed in this chapter shares the following 
  Characteristics, whether the ship in question is a longserpent or 
  a simple skiff.
  Length: The distance from bow to stern.
  Beam: The widest part of a ship – usually in the middle. Ships 
  equipped with oars will have the beam of the ship increased when 
  the oars are employed. The inclusion of oars is considered to 
  increase a ship’s beam to half again its original rating.
  Draft: The depth of water needed for the ship to manoeuvre 
  effectively and avoid running aground. This is the distance 
  between the ship’s keel and the waterline.
  Freeboard: The minimum height between the ship’s gunwale 
  and the waterline. Comparing two ships’ freeboards can help give 
  the vertical distance that an Adventurer needs to achieve when 
  jumping from one to the other.
  Capacity: This indicates the cargo capacity of the ship in tons. 
  This number reflects the ship’s cargo capacity in addition to the 
  weight of the ship’s rigging, crew, provisions and so forth.
  Speed: The speed at which the ship travels per Combat Action. A 
  ship that relies solely upon sails for propulsion is dependent on the 
  wind for its speed.
  Seaworthiness: The ability of the ship to stand up to the rigours of 
  sailing. All ships must undergo frequent maintenance in order to 
  prevent their Seaworthiness rating from deteriorating.
  Hull: The hull acts as the ship’s armour, just as a suit of chainmail 
  does for a man.
  Structure Points: Essentially, structure points are a ship’s Hit 
  Points. Damage to these represents damage to the integrity of the 
  ship itself and ships do not heal of their own accord. A ship must 
  be hauled onto a beach or into a ship house for structure points 
  to be repaired.
  Ram: Viking ships do not mount rams per se, their design 
  is not intended to take the strain of a severe forward impact. 
  Their curving arched prows however could probably run over 
  the gunwale of a smaller vessel if striking it amidships, crushing 
  and possibly swamping it. If a Viking ship does attempt to ram, 
  assume it inflicts 1D6 damage per four metres of movement it was 
  travelling at. However, half that damage should be applied to the 
  ramming ship too.
  Skill: Every ship has its own peculiarities and each design presents 
  different challenges. This entry firstly denotes which skill is 
  used when operating the ship (nearly always either Boating or 
  Shiphandling). Also, though any ship can be operated under ideal 
  conditions without the necessity of a Skill Test, when the ship and 
  crew are called upon for more extreme endeavours, this modifier 
  is applied to the test. Note that this modifier is in addition to any 
  others that the Games Master feels are appropriate.
  Warships
  Collectively known as Drakkar, the hulls of Viking warships are 
  long and narrow, optimised for speed. They possess at least 20 pairs 
  of oars and carry large crews of warriors who, when necessary, take 
  turns at the oars. The balance between speed and cargo capacity 
  indicates whether a ship is intended for coastal raiding or sea 
  battles. Most warships belonging to a jarl or king possess dragon 
  figureheads but some ships have different animal figureheads for 
  theirs, such as storks or bulls.
  Snekke
  A small longship designed to be easily beached or portaged. Their 
  shallow draft allows them to range almost anywhere.
  Hull: 4
  Structure Points: 40
  Seaworthiness: 20
  Length: 17m
  Beam: 2.5m
  Capacity: 5 tons
  Freeboard: 1.5m
  Draft: 0.5m
  Crew: 40 rowers, 1 steersman, and up to 10 extra crew
  Speed: 30m at top speed (12 knots)
  Ram: None
  Skill: Shiphandling +30%
  Cost: 100 marks of silver
  Skeide
  A longship optimised for sea battles with a still narrow beam and 
  little volume dedicated for cargo space. Its extreme design for 
  speed makes it vulnerable in heavy weather.
  Hull: 4
  Structure Points: 60
  Seaworthiness: 18
  Length: 30m
  Beam: 3.5m
  Capacity: 10 tons
  Freeboard: 1m
  
  60
  Draft: 1m
  Crew: 60 rowers, 1 steersman, and up to 20 extra crew
  Speed: 38m at top speed (15 knots)
  Ram: None
  Skill: Shiphandling +20%
  Cost: 150 marks of silver
  Busse
  A huge longship designed for coastal raiding. With a large cargo 
  and crew capacity, it functions as troop transport capable of 
  bringing back large amounts of plunder. The famous Ormen 
  Lange (long serpent) of King Olav Tryggvason was of this class.
  Hull: 4
  Structure Points: 80
  Seaworthiness: 22
  Length: 40m
  Beam: 3.5m
  Capacity: 20 tons
  Freeboard: 2m
  Draft: 1m
  Crew: 80 rowers, 1 steersman, and up to 40 extra crew
  Speed: 34m at top speed (13 knots)
  Ram: None
  Skill: Shiphandling +10%
  Cost: 200 marks of silver
  Merchantmen
  Merchant ships, collectively known as Kaupskip, are the dedicated 
  cargo carriers capable of sailing over open seas in relative security. 
  With broader hulls they gain stability in exchange for speed.
  Ferje
  A small skiff or fishing boat used to transport cargo to and from an 
  anchored ship, cross fjords or temporarily venture out into deeper 
  water to fish.
  Hull: 3
  Structure Points: 20
  Seaworthiness: 16
  Length: 11m
  Beam: 2.5m
  Capacity: 15 tons
  Freeboard: 0.5m
  Draft: 0.5m
  Crew: 2-4 men
  Speed: 22m at top speed (9 knots)
  Ram: None
  Skill: Boating +20%
  Cost: 30 marks of silver
  Byrding
  A small trading ship that is capable of sailing long distances over 
  open ocean. They normally cross between Iceland and Norway 
  transporting cargoes. A responsive vessel, this ship is a perfect mid 
  sized trading ship.
  Hull: 3
  Structure Points: 30
  Seaworthiness: 24
  Length: 14m
  Beam: 3.5m
  Capacity: 15 tons
  Freeboard: 1m
  Draft: 1m
  Crew: 5-6 men
  Speed: 28m at top speed (11 knots)
  Ram: None
  Skill: Shiphandling +20%
  Cost: 30 marks of silver
  Karv
  An early Viking design, this versatile ship was able to fulfil the 
  function of both a merchantman and a warship. They generally 
  had between 12 and 16 pairs of oars. Classic examples of this style 
  are the Gokstad and Oseberg burial ships.
  King Olaf’s Levy for War
  Soon after the king convoked a Thing in the town, 
  and proclaimed to all the public, that in summer 
  would go abroad upon an expedition out of the 
  country, and would raise both ships and men from 
  every district; and at the same time fixed how many 
  ships would have from the whole Throndhjem fjord. 
  Then he sent his message-token south and north, 
  both along the sea-coast and up in the interior of the 
  country, to let an army be gathered. 
  The king ordered the Long Serpent to be put into the 
  water, along with all his other ships both small and 
  great. He himself steered the Long Serpent. When 
  the crews were taken out for the ships, they were so 
  carefully selected that no man on board the Long 
  Serpent was older than sixty or younger than twenty 
  years, and all were men distinguished for strength 
  and courage. Those who were Olaf’s bodyguard were 
  in particular chosen men, both of the natives and of 
  foreigners, and the boldest and strongest.
  — King Olaf Tryggvason’s Saga
  
  61
  Hull: 3
  Structure Points: 50
  Seaworthiness: 18
  Length: 20m
  Beam: 5m
  Capacity: 8 tons
  Freeboard: 1m
  Draft: 1m
  Crew: 24 rowers, 1 steersman
  Speed: 26m at top speed (10 knots)
  Ram: None
  Skill: Shiphandling +10%
  Cost: 80 marks of silver
  Knarr
  Broad but manoeuvrable, the knarr is a merchant ship able to 
  traverse wide seas or rivers with equal ease. It has a foredeck and 
  stern deck where rowing is done but the swell of the hull amidships 
  is left open to ease loading and storing cargo.
  Hull: 3
  Structure Points: 40
  Seaworthiness: 22
  Length: 16m
  Beam: 4.5m
  Capacity: 22 tons
  Freeboard: 2m
  Draft: 1m
  Crew: 6-8 men
  Speed: 20m at top speed (8 knots)
  Ram: None
  Skill: Shiphandling +0%
  Cost: 40 marks of silver
  Viking Naval Battles
  In the early years of the Viking Age, raiders and pirates usually sail 
  the seas in ones or twos and any battles that occur are boarding 
  actions rather than attempting to use the ship as a weapon itself. 
  Viking ships, despite being excellent sailing and rowing vessels, are 
  fragile constructions when it comes to ramming or being rammed.
  As their mastery of shipbuilding grows, ever larger vessels are 
  constructed capable of carrying warriors at high speed across 
  the sheltered Danish and Baltic seas. Since their purpose is more 
  of being rapid troop carriers than instruments of destruction, 
  naval tactics adopt a novel way of fighting battles. One side, or 
  both, simply lashes their ships together and forms a semi stable 
  fortification to fight from. The largest ships are generally held at 
  the centre with smaller vessels tied to either side.
  King Olaf ordered the war-horns to sound for all his ships to 
  close up to each other. The king’s ship lay in the middle of the 
  line, and on one side lay the Little Serpent, and on the other 
  the Crane; and as they made fast the stems together, the Long 
  Serpent’s stem and the short Serpent’s were made fast together; 
  but when the king saw it he called out to his men, and ordered 
  them to lay the larger ship more in advance, so that its stern 
  should not lie so far behind in the fleet.
  — King Olaf Tryggvason’s Saga
  The crews take up positions along the prows and sterns of the 
  ships laying abreast one another, allowing them to concentrate 
  their numbers without worrying about their flanks. From their 
  positions they fire or throw missile weapons at their attackers, 
  including rocks and anvils, often using oars to prevent attacking 
  ships from getting too close or to knock off potential boarders.
  Fire is rarely used in large sea battles, since not only is there a 
  risk of it spreading to all the ships involved, be they friend or foe, 
  but also because ships themselves are valuable prizes in addition to 
  their cargo.
  Once the battle is over, survivors are normally allowed to depart in 
  small boats, leaving their leaders and possessions behind.
  Due to this rather simplified form of fighting, Games Masters do 
  not need to worry about complex rules for naval engagements. 
  If a ship wishes to avoid being drawn into a boarding action, 
  then a simple Opposed Test of the two helmsmen’s Shiphandling 
  or Boating skills, with a –20% penalty for the slower vessel, is 
  sufficient to resolve whether it managed to avoid the engagement.
  
  62
  Viking Religion
  ‘It is customary also to solemnise in Uppsala, at nine-year 
  intervals, a general feast of all the provinces of Sweden. From 
  attendance at this festival no one is exempted. Kings and 
  people all and singly send their gifts to the temple and, what is 
  more distressing than any kind of punishment, those who have 
  already adopted Christianity redeem themselves through these 
  ceremonies. 
  The sacrifice is of this nature: of every living thing that is male, 
  they offer nine heads, with the blood of which it is customary 
  to placate gods of this sort. The bodies they hang in the sacred 
  grove that adjoins the temple. Now this grove is so sacred in 
  the eyes of the heathen that each and every tree in it is believed 
  divine because of the death or putrefaction of the victims. Even 
  dogs and horses hang there with men. 
  Furthermore, the incantations customarily chanted in the 
  ritual of a sacrifice of this kind are manifold and unseemly; 
  therefore, it is better to keep silence about them’
  — Adam of Bremen 11th C.
  The beliefs and religion of the Vikings are a fertile breeding ground 
  for conflict and adventure. During the first half of the Viking Age 
  most inhabitants of Scandinavia faithfully worship the Æsir, the 
  gods of Asgard, and take care to respect the spirits of the land, the 
  landvættir. Soon however, the spread of Christianity brings its 
  pious priests to the shores of the southern Viking kingdoms, and 
  the church began a long struggle to gain a foothold in Scandinavia.
  Due to the intolerant attitude of the priests towards the methods 
  of the Old Faith, the church was not welcomed by the pagan 
  inhabitants. Circumventing the common folk the priests threw in 
  their lot with the slowly stratifying nobility, seeing an opportunity 
  for mutual benefit. Thus began a time of religious conflict, which 
  caused some kings to almost lose their rule and eventually helped 
  contribute to the war for control over Norway. Towards the end of 
  the period religious persecution led to the murder and torture of 
  pagans, which in return caused those who feared the anger of the 
  gods to attack the priesthood. 
  Many people fled Scandinavia for less troubled lands where the 
  church was more adaptable to Viking superstitions. The priests 
  eventually gave up trying to exterminate pagan practices and 
  most Vikings happily took up the mantle of Christianity whilst 
  simultaneously continuing to believe in Odin, Thor, Freyr and the 
  rest of the Norse pantheon, continuing their worship in private.
  Even after the religious persecution and the grudging acceptance of 
  Christianity, the old ways of worship lived on. Up until 1078 the 
  terrible sacrifices continued at Uppsala, showing that the church 
  failed to establish a complete stranglehold over pagan beliefs until 
  well beyond the end of the period.
  Viking religion is, like their belief in supernatural creatures and 
  magic, an eclectic and contradictory mess of animism, polytheism 
  and creeping Christianity. No matter when you set a campaign, 
  Vikings will offer sacrifices and pray to anything or anyone whom 
  they think will aid them in their troubles. 
  Spirits, Gods and God
  Scandinavians are primarily polytheists. That is to say, they 
  believe in all gods and grant them equal respect, if not necessarily 
  reverence. Thus throughout a year folk participate in communal 
  ceremonies to the deities of the Norse pantheon, leaving none out 
  for fear of offending them. Everyone knows about the gods, as the 
  skalds frequently sing of their tales and deeds. A Viking is free to 
  give worship to any of the Æsir he desires, at any time. There are 
  no jealous and exclusive relationships.
  
  63
  Likewise, Vikings are also animists. They understand the existence 
  of spirits and the need to show them respect else face petty but 
  vindictive tricks when an angered landvættir takes revenge for 
  some slight. Spirits are everywhere. They live on the farmsteads 
  in the form of helpful tomte. They reside in forests as seductive 
  skogsfru. Dangerous sjora such as nykr live in waterfalls and 
  deep pools ready to drown foolish folk. Dark, wild places are 
  to be avoided so that these less civilised landvættir will not be 
  disturbed. The inhabitants of a stead often perform small rituals 
  to placate the spirits, offering small gifts and places at their dining 
  table to keep them happy.
  Vikings who have been converted to Christianity, whether 
  willingly or forced, completely ignore the Second Commandment, 
  continuing to propitiate the landvættir and Æsir. Pragmatic and 
  fatalistic as they are, they see no sin involved, merely necessity. 
  Even the stave-churches built by the Vikings combine mythological 
  figures and pagan symbols into the structure of an erstwhile house 
  of god.
  A fanatical believer in Christianity who puts aside the religion of his 
  fathers will soon find themselves ostracised from society – people 
  believing that the madman will be struck down by some disaster 
  and not willing to be caught in the wash of bad luck. Whether or 
  not the subsequent misfortune is orchestrated by human hands or 
  a divine, supernatural agency is for the Games Master to know and 
  the player to guess at.
  Of course most Scandinavians dislike the intrusion of Christianity 
  into their lands and being told what they can and cannot worship. 
  After all, no king can order them about in such a way, so why 
  should a priest be able to? This cultural insensitivity leads to 
  many violent conflicts and only ceases once hereditary kingships 
  eventually start to replace the democratic freedoms of the people 
  with feudalistic controls.
  The Old Ways
  A fundamental aspect of Scandinavian culture is how and why 
  people worship the gods and spirits. Understanding this is vitally 
  important because of the effect it has on historical and fantasy 
  Viking campaigns.
  One difficult concept to comprehend is this. Vikings do not 
  generally pray to the gods and spirits as supplicants to request that 
  a miracle occur; rather they propitiate them in advance to ward off 
  possible tribulation and again afterward in thanks for withholding 
  calamity. Or put in another way, they ask for the preservation of 
  the normal status quo and are grateful for it.
  When misfortune does arrive, as it inevitably does, then folk 
  believe that they have offended a god or spirit by not paying it 
  the proper attention; for example saying an inopportune thing, 
  forgetting to thank them or not being generous enough at the last 
  sacrifice to repay their beneficence.
  Another unusual aspect of Scandinavian pagan religion is that there 
  are no professional priests. Although Godi have a responsibility to 
  perform the sanctification sacrifice for the thing, they are chieftains 
  and law speakers, not religious guides. The head of the family is 
  responsible for the sacrifices to gods and spirits on a farmstead and 
  if he is ill or away from home, the next most senior family member 
  will perform the rights instead. Aboard ship it is the captain who 
  holds the duties to propitiate the sea and any man can make his 
  own private sacrifice in thanks for surviving a voyage intact.
  Sacrifices, or blot as they were known, are held to gods and spirits 
  throughout the year. Normally a sacrifice involves the killing of 
  an animal at an altar of piled stones called a horgr, a sacred grove 
  called a lund or a grave mound called a haugr. The blood of the 
  sacrifice is sprinkled over the people attending the ceremony, before 
  pouring the remainder onto the land, altar or barrow. The meat of 
  the animal is then cooked, part offered to the beings propitiated 
  and the rest consumed by the attendees. 
  Up until the advent of Christianity, there were few formal temples. 
  The ‘great’ temple at Uppsala held shrines to Odin, Thor and 
  Freyr but was a wooden building of very modest size, although as a 
  sign of its status it was hung with a golden chain that encircled the 
  building hanging from its eves. 
  Instead most people held their sacrifices outdoors, since in many 
  cases it was the natural environment that was considered holy and 
  closer to the gods; or in a small shrine called a hov, which could 
  be an outbuilding on a farm or someone’s longhouse sanctified for 
  the occasion.
  The major communal sacrifices of the year were at:
  •	
  Yuletide when darkness was at its deepest and everyone offered 
  food and drink to the gods to ensure the return of spring.
  •	
  Spring was when Odin received sacrifices to avert disaster in 
  forthcoming wars.
  •	
  Autumn after the harvest had been gathered, to thank the 
  gods especially Freyr, for protecting the crops.
  Some very important blot are held every nine years, nine being 
  a sacred number, which grant the ceremonies extra significance. 
  The quote at the beginning of this chapter tells of a sacrifice held 
  by the kings of Sweden to ensure that the land remains free from 
  famine and plague. When the sacrifices failed as they sometimes 
  did, the kings themselves were occasionally offered as sacrifices, 
  such as the killing of king Domalde – who sacrificed oxen on the 
  first year, men on the second and eventually was sacrificed himself 
  on the third.
  Of course people hold private sacrifices in their own steads, seeking 
  the continuation of fertility or protection from fires. Ceremonies 
  are even held aboard ship or in foreign lands. In Gautrek’s Saga, 
  when the fleet of King Vikar is blown off course and held ashore 
  by contrary winds, the king decides a human sacrifice must be 
  
  64
  provided to Odin to break the cursed weather. So the sailors draw 
  lots and it is the King himself who is selected by the gods to be the 
  sacrifice, hanged and impaled on a spear.
  Another type of blood sacrifice is made at the start of each thing; 
  blessing the gathering place, so as to ward off misfortune and 
  maintain peace. This is the duty of the local Godi and requires 
  formalised rituals such as wearing an arm ring, upon which oaths 
  are sworn.
  Other ritual sacrifices fill Scandinavian life. After fighting in a 
  holmganga (duel) the victor usually makes a sacrifice of a bull, in 
  thanks for his victory (not before to ask for it); and in Ibn Fadlan’s 
  account he speaks of Rus merchants who, in gratitude for selling 
  their cargoes, make a follow-up sacrifice of sheep or cattle to one 
  of the gods saying ‘Truly, my Lord is content with me and has 
  consumed the present I brought him.’
  Rewards of Worship
  Unlike the deities of other mythologies, the Norse gods do not 
  appear to be particularly willing to intercede in the affairs of men. 
  In the sagas the few times the gods respond to a mortal supplicant, 
  they appear in person and use their own tricks and guile to try to 
  solve a problem, in some cases failing completely.
  The Æsir are not all powerful, all knowing forces of nature but 
  rather appear to be great heroes capable of some amazing but 
  personal feats. In fact the gods are often powerless to intercede for 
  a mortal, simply because the fate of all men is predetermined by 
  the Norns, to whom even the Æsir must bend knee.
  A warrior may pray for victory on the battle field but whether or 
  not he survives has little to do with Odin. The All-Father has no 
  power to change the wyrd of his supplicant. If he meddles in the 
  battle, driving fear into his worshipper’s foes, then it is because of 
  Odin’s own hidden machinations. He will do nothing to directly 
  help his faithful but will certainly punish those who fail to show 
  him the correct respect.
  Thus the faith of a Viking worshiper is a grim one. You propitiate 
  because you must, since failing to do so brings misfortune. Yet 
  even the most generous of sacrifices will not result in observable 
  aid. Men must achieve their own miracles by wit and skill, not rely 
  on the Æsir to nursemaid them.
  A Pagan Sacrifice
  It was an old custom, that when there was to be 
  sacrifice all the freeholders should come to the spot 
  where the temple stood and bring with them all 
  that they required while the festival of the sacrifice 
  lasted. To this festival all the men brought ale with 
  them; and all kinds of cattle, as well as horses, 
  were slaughtered, and all the blood that came from 
  them was called ‘hlaut’, and the vessels in which 
  it was collected were called hlaut-vessels. Hlaut-
  staves were made, like sprinkling brushes, with 
  which the whole of the altars and the temple walls, 
  both outside and inside, were sprinkled over, and 
  also the people were sprinkled with the blood; but 
  the flesh was boiled into savoury meat for those 
  present. The fire was in the middle of the floor 
  of the temple, and over it hung the kettles, and 
  the full goblets were handed across the fire; and he 
  who made the feast, and was a chief, blessed the 
  full goblets, and all the meat of the sacrifice. And 
  first Odin’s goblet was emptied for victory and 
  power to his king; thereafter, Niord’s and Freyja’s 
  goblets for peace and a good season. 
  — Haakon the Good’s Saga
  What no Cults!?!
  Some Games Masters will be disappointed at the lack 
  of Divine Magic cults for each of the Norse gods. 
  Although the concept of Rune Priests of Thor casting 
  lightning bolts sounds pretty cool, not even the most 
  fantastic of the eddas and sagas reflect this type of thing 
  in their entertaining tales. What magic does exist in the 
  stories is always a personal ability known by the hero 
  or his enemy. A skilled seidr practitioner or shaman 
  is more than capable of performing supernatural 
  miracles.
  Put simply, the Vikings lack a formal priest class and 
  their gods are incapable of granting flashy miracles.
  However, not everyone wants to play in a historically 
  based game world. Thus for campaigns where the 
  players want to join cults and wield Divine Magic, the 
  author suggests purchasing Cults of Glorantha and 
  adapting the gods of the Orlanthi pantheon to their 
  Viking equivalents. For example, a fantasy cult of Thor 
  would probably match Orlanth Thunderous and Tyr is 
  a good fit for Humakt.
  This dour attitude combined with their informal polytheistic 
  habits means that there are no cults dedicated to the Norse gods, 
  at least none which offer any sort of reward for spiritual devotion.
  Propitiating Gods and Spirits
  Games Masters who wish to make more use of Viking religion 
  and superstition should allow their players to propitiate the gods 
  
  65
  or spirits when necessary. An Adventurer who owns a steading for 
  instance, can attempt a propitiation to ensure the tomte of the 
  farm remains happy, or those about to travel by ship may try to 
  propitiate the gods to prevent a storm blowing up.
  No special skill is required to interact with the gods or spirits, 
  since these are ceremonies that everyone observes and performs 
  from childhood. All that is needed is a suitable animal offering, 
  the expenditure of a single Hero Point and a test against Culture 
  (Viking) – which the Games Master should roll and keep the 
  results hidden.
  •	
  A critical success indicates that the god or spirit is pleased by 
  the offering and ensures good fortune smiles upon the venture 
  and that it goes perfectly and profitably.
  •	
  A normal success determines that nothing bad occurs during 
  the venture.
  •	
  A failure means that the god or spirit is piqued at something 
  said or the meanness of the sacrifice and a piece of misfortune 
  strikes during the venture, causing it to fail if not overcome.
  •	
  A fumble brings down the full displeasure of the entities, 
  resulting in the venture failing disastrously.
  For example, Arngrim the Tall must face a terrifying berserk in 
  a holmganga and decides to propitiate Tyr, asking to be warded 
  from serious injury. Since he is not directly requesting victory the 
  Games Master decides that the god will listen to the plea. Burning 
  a Hero Point Arngrim sacrifices a horse and the Games Master tests 
  Arngrim’s Culture (Own) skill, rolling a success. The following day, 
  during the duel Arngrim finds himself badly outmatched, already 
  suffering several minor wounds. At a critical moment however, 
  just as his arm is about to be severed, the berserk’s sword splinters 
  on Arngrim’s silver arm ring, saving the pious Swede from being 
  maimed. Although the berserk is briefly flummoxed, he wrestles 
  Arngrim to the ground and wins the fight anyway but impressed by 
  this good fortune the berserk decides Arngrim is a man of bravery 
  and luck, dropping the law case entirely. Afterwards Arngrim 
  sacrifices a bull to thank the god properly for his aid.
  Viking Cosmology
  The myths of the Vikings are rich with imagery. The formation of 
  the world, giants and gods is a popular tale, as were the epics of 
  their subsequent battles and adventures. 
  The Beginning
  In the beginning there was no world, only Ginnungagap, 
  the yawning void. Within the void coalesced the realms of 
  Muspelheimr, the lands of heat and ashes to the south, within 
  which lived Surtr the lord of fires; and Nifelheimr, the land of 
  ice and frozen rock to the north. Down in the depths of the void 
  lay Hvergelmir, the spring of life. From the well flowed 12 great 
  rivers and as they flowed into the void froze, forming a gargantuan 
  mountain of ice.
  When the mountain rose to the heights of Muspelheimr and 
  Nifelheimr, the ashes from the fires melted the ice, creating clouds 
  of steam that blew north causing never ending drizzle and cold 
  rain. From these mists, Ymir the father of the frost giants emerged, 
  born out of the melting ice. With him was formed Audumla, a 
  mighty cow whose milk nourished Ymir.
  The shards of ice that splintered off Ymir became rime giants, 
  the first was a six headed giant called Thrudgelmir, the second 
  Bergelmir from which all the Jotnar were descended. To feed 
  herself, the cow licked at the life giving salt in the ice, which arose 
  from Hvergelmir. As she licked her tongue exposed a new being, 
  on the first day his hair, on the second his head and on the third 
  his entire body. This was Buri, the first of the Æsir, tall of stature, 
  strong of limb and fair of face.
  Buri had a son named Borr, who married a giantess named Bestla. 
  From this union three great Æsir were sired, Odin, Vili and Ve. 
  The sons and father banded together and fought a mighty battle 
  against Ymir and his kin, slaying the colossal giant. From Ymir’s 
  wounds gushed torrents of icy water, which drowned all of the 
  giants save Bergelmir, who built a boat with a roof and rowed to 
  freedom with his family.
  The Forming of Midgardr
  Odin and his brothers took Ymir’s corpse that filled the void of 
  Ginnungagap and tore it into pieces with which they formed 
  the world. His blood became the oceans, his flesh the land, his 
  broken bones the mountains, his teeth the cliffs and boulders. The 
  brothers took the ice-blue skull and used it to create the dome of 
  the sky, supported at cardinal points by four dwarfs birthed for the 
  purpose. Finally his brains became the clouds.
  After the creation of the Midgardr, or middle earth, the Æsir 
  sat in a ring and contemplated. From within the circle sprouted 
  Yggdrasil, the world tree. Its branches rose up into the heavens 
  to help support the sky. Its roots delved deep into the well of 
  Hvergelmir.
  The Æsir then gathered sparks flying up out of Muspelheimr and 
  scattered them to form stars. They then drew molten gold from 
  the lava of Surtr’s realm and fashioned a beautiful sun-chariot that 
  glowed with blinding light and heat. To it was hitched the horses 
  Allsvinn and Arvak (Very-fast and Early-walker) with the maiden 
  Sol to drive it. Before it went the moon-chariot pulled by Alsvid 
  (Very-strong) driven by a boy named Mani.
  The giants took offense at the workings of the Æsir and set two 
  monstrous wolves, the sons of a giantess, to pursue the chariots; 
  Skoll chases the sun and Hati the moon. When they occasionally 
  catch their prey, their light is sometimes blotted out, so the 
  inhabitants of Midgardr must make noise to scare off the wolves 
  before they can consume their victims.
  
  66
  The Creation of Time
  Norvi, a descendant of the giants that survived the great flood, 
  gave birth to a daughter called Nott (night). In turn Nott had three 
  children from three fathers; Aud, Jord (earth) and Dag (day). The 
  Æsir gave Nott a chariot of her own to circle Midgardr, drawn by 
  the horse Hrimfaxi (Frost-mane). Yet when they saw the radiant 
  beauty of Dag, her son, they granted him a chariot too, drawn by 
  Skinfaxi (Shining-mane).
  As more things appeared in the world, more guardians were 
  appointed to oversee them. The seasons were given to Winter, the 
  grandson of the god Vasud the frigid wind, and Summer, the son 
  of the god Svasud. Winter inherited a bitter temperament, always 
  feuding with Summer, blowing terrible storms when they shifted 
  their control to and fro.
  Birth of the Alfar, Dvergar and Men
  Whilst creating the earth and heavens, Odin and his brothers 
  discovered maggots crawling in the dead flesh of Ymir. They took 
  these creatures and from them formed beings. Some became the 
  Alfar, or elfs, and were granted their own realm of Alfheimr to 
  rule over. Others became the Dvergar, the dwarfs, and lived in the 
  dreary realm of Svartalfaheimr.
  The Alfar were creatures of light and purity, who excelled in the 
  skills of dancing, singing and joyful entertainments. The Dvergar 
  were dark and grim, masters of craftsmanship and art, loving only 
  the things they made.
  A third race was created by the brothers. Askr, the first man, was 
  formed from an Ash tree, Embla, the first woman, from an Elm. 
  Odin granted the new people souls, Vili gave them thought and 
  Ve gave them senses. The couple produced many children who 
  populated Midgardr but their purity and innocence were corrupted 
  by the jotnar, who took upon themselves human form and bred 
  with mankind to create many evil creatures.
  Asgardr and Yggdrasil 
  After their hard work the Æsir desired a home of their own. High 
  in the branches of Yggdrasil, far above Midgardr, Odin laboured 
  long and hard to shape Asaheimr, better known as Asgardr. This 
  land was warm and beautiful filled with the halls of the other Æsir, 
  children sired on female giants. Around Asgardr Odin placed 
  the magical river Thund, which sweeps all those who try to cross 
  down into Helheim, the land of death. To connect this realm with 
  Midgardr was forged Bifrost, a rainbow bridge guarded against the 
  approach of giants, that glowed in the light of the watch fire at its 
  foot.
  Halls of the Gods
  The Æsir of Asgardr have their own halls, built to their wants 
  and needs. For campaigns where Adventurers may receive divine 
  visions, or actually journey to Asgardr, the following names and 
  descriptions are provided:
  •	
  Bilskirnir (Lightning-crack) – Thor’s hall of 540 rooms located 
  in Thrudheim (Field of the strong).
  •	
  Breidablik (Broad-shining) – Baldr’s magnificent hall where 
  nothing unclean exists.
  •	
  Fensalir (Water-falls) – Frigg’s hall.
  •	
  Gladsheim (Bright-home) – The meeting hall of the Æsir on 
  the plains of Idavoll.
  •	
  Glitnir (Splendour) – The silver and gold hall of Forseti, son 
  of Baldr.
  •	
  Himinbjorg (Mountain in the clouds) – Heimdallr’s hall, 
  located next to the Bifrost bridge.
  •	
  Noatun (Ship-yard) – Niord’s hall.
  •	
  Sessrumnir (Seat-room) – Freyja’s hall in Folkvangr (Folk-
  field) where those warriors who do are not chosen to join 
  Odin’s Einherjar go.
  •	
  Sokvabekk (Deep-stream) – The crystal hall of Saga, daughter 
  of Odin.
  •	
  Valaskjalf (Seat of the Slain) – Odin’s silver roofed hall in 
  which his high throne Hlidskjalf stands.
  •	
  Valhalla (Hall of the Slain) – The hall where Odin’s Einherjar, 
  the chosen of those who fall in battle, are hosted. It is located 
  at the edge of Vigrid, the plane where the final battle will 
  occur.
  •	
  Vidi (Wooden) – Vidar’s hall.
  •	
  Vingolf (Friends-hall) – The hall of the goddesses which lies 
  upon Idavoll, the central plain of Asgard.
  •	
  Ydalir (Yew-dale) – Ullr’s hall.
  Three final realms came into being, each hosting a great tribe. 
  Vanaheimr was the home of the Vanir and Jotunheimr the land 
  of giants. The last and dourest was Niflehel, or Helheim, where 
  the souls of those who died of age or misfortune went after death. 
  This land was given over to Hel, a daughter of Loki who took 
  up the mantle of their guardianship, ruling from her hall Eljudnir 
  (Damp with sleet). Within the realm was Nastrond, a hall where 
  no light reached, covered with serpent skins and dripping with 
  venom, where the corpses of evil doers were sucked upon by a great 
  wyrm. The entrance to Niflehel was guarded by the hound Garm 
  who lay chained at the mouth of Gnipahellir (Mountaintop-cave).
  Mighty Yggdrasil connected all the nine realms together, its 
  three roots tapping the spring of life Hvergelmir, the well of 
  fate Urdarbrunnr and the well of wisdom Mimisbrunnr. These 
  enchanted waters gave the tree its strength and power. 
  Upon the tree live many creatures. The dragon Nidhoggr (Bites-
  in-anger) gnaws at its roots, four stags crop its branches, a wise 
  eagle sits in its crown looking over the cosmos and a squirrel 
  Rataosk (Teeth-that-find) darts up and down the trunk carrying 
  insults between the eagle and the wyrm.
  The Time of Great Deeds
  After the nine realms formed, the Æsir began their great deeds. Odin 
  sought knowledge exchanging an eye for a drink from Mimir’s well 
  and sacrificed himself to Yggdrasil hanging for nine days and nights 
  
  67
  to find the secret of the Runes. He then stole the mead of poetry 
  from the giant Suttung, further enhancing his wisdom.
  The Æsir met with the Vanir and began a great war but the Vanir 
  proved their worth and honour, so the two tribes sought peace and 
  exchanged hostages, hence Freyr came to Asgardr. Soon after came 
  Loki and for a while worked with the Æsir against the giants but 
  his heart was ever shadowed by his trickery and eventually jealousy 
  was his and the Æsir’s undoing.
  Loki’s trickery brought boons to the Æsir in the form of mighty 
  weapons and magical treasures forged by the dwarfs. Greatest of all 
  however was Thor’s hammer Mjollnir, whose power could slay giants 
  with a single blow. He also brought many evils, two of them his own 
  children, the huge ravening wolf Fenrir and the Midgardr serpent 
  Jormungandr, fated to kill Odin and Thor at the end of the world.
  The giants feuded long and hard against the Æsir, many battles 
  and quests were pursued between the rivals. Amongst them were 
  the theft of Mjollnir, the challengers and cheating of Utgardaloki, 
  the horse race between Odin and Hrungnir.
  But doom foreshadowed the end of the Æsir. Driven by evil 
  thoughts Baldr was killed by Loki, who thereafter prevented his 
  return from the halls of Hel. This helped sunder the bonds between 
  the Æsir and Loki who was eventually punished by being bound 
  by the entrails of his son Narfi whilst serpent venom dripped into 
  his eyes. When the earth shakes it is the painful writhing of Loki.
  This final deed however, promulgates the eventual end of the gods. 
  Odin retreats to atop his high throne, grimly watching the world 
  for signs of the long foretold fimbulvetr (Mighty-winter) heralding 
  the end of the world.
  The Nine Worlds
  Much confusion abounds concerning the relationship of the nine 
  worlds and how they connect with one another. Although they are 
  variously described as lands, realms and worlds in the eddas, the 
  tales often contradict one another. In some stories the lands appear 
  to be physically divided by rivers or mountain ranges whereas 
  other tales indicate more magical separations, such as the rainbow 
  bridge connecting Asgardr with Midgardr. 
  No actual definition is provided here, save that Yggdrasil connects 
  them all. For a fantasy Viking campaign it is recommended that 
  Adventurers undertake spirit quests or utilise magical portals to 
  reach the other realms, an elf-door in a hillside connecting to 
  Alfheimr for example. For mythic campaigns it is probably better 
  to have most of the realms physically connected so that heroes can 
  surmount the barriers by wit and skill.
  For easier reference the nine realms of Norse cosmology are:
  •	
  Nifelheimr – The land of ice and cold.
  •	
  Muspelheimr – The land of smoke and fire.
  •	
  Midgardr – Middle Earth where mankind resides.
  •	
  Alfheimr – The land of the elfs.
  •	
  Svartalfaheimr – the land of the dwarfs.
  •	
  Asgardr – The home of the warlike Æsir, reached only by the 
  Bifrost Bridge.
  •	
  Vanaheimr – The home of the Vanir, gods of fertility.
  •	
  Jotunheimr – The land of the giants.
  •	
  Niflehel – The land of the dead.
  Ragnarok
  For the Vikings the cataclysmic battle of Ragnarok, twilight of 
  the gods, has yet to happen. Although Odin knew that a great 
  war would come, not even he could foretell the future. The Norns 
  would not tell him what he desired, so in disguise he visited the 
  wisest of all Volva who gave him this prophesy. 
  Brothers will fight and kill each other,
  sisters’ children will defile kinship.
  It is harsh in the world, whoredom rife -
  an axe age, a sword age, shields are riven
  a wind age, a wolf age – before the world goes headlong.
  No man will have mercy on another
  After an eternity of chasing, the wolves Skoll and Hati will catch 
  the chariots of Sol and Mani, devouring them. In the darkness 
  that follows comes three years of terrible winter where many die 
  of suffering and starvation. The bonds holding Loki, Fenrir and 
  Garm, break allowing them to escape. Loki travels to the frost 
  giants and his bitter words raise a mighty horde.
  Alerted by his far seeing eyes, Heimdallr will sound the warning 
  blast on his magical horn, alerting the Æsir who muster with the 
  heroes of the Einherjar to fight the final battle. This winding stirs 
  the seas arousing Jormungand the Midgard Serpent to rise from the 
  ocean depths. On the raging waves Naglfari, the ship formed from 
  the nails of dead men, tears free of its moorings and captained by 
  the giant Hrym carries the frost giants to war. Surtr leads an army 
  of fire giants over Bifrost, which shatters under the army’s weight.
  In the titanic struggle Odin is slain by Fenrir, who in turn is killed 
  by Odin’s son Vidar who tears apart the jaws of the dire wolf. 
  Tyr battles Garm the hound of Hel but hindered by his single 
  hand both slay one another. Freyr, lacking his magical sword is 
  slaughtered by Surtr. Heimdallr and Loki in mutual hatred kill 
  each other. Thor in a valiant struggle defeats Jormungand but nine 
  steps later is overcome by the poison. The thrashing of the serpent 
  causes a cataclysmic flood whilst Surtr will burn Yggdrasil and all 
  the nine realms.
  The only survivors of the battle will be the sons of Odin, Vidar and 
  Vali; the sons of Thor, Modi and Magni; and the brothers Baldr 
  and Hoder will return from the realm of Hel. Of mankind only 
  Lif and Lifthrasir survive the flames to repopulate a rejuvenated 
  Midgardr free of evil and misfortune.
  
  68
  The Days of the Week
  The Viking names of the weekdays are based upon names of 
  the Norse gods.
  English Name
  Norse Name
  Origin
  Monday
  Manadagr
  Moon’s Day
  Tuesday
  Tysdagr
  Tyr’s Day
  Wednesday
  Ódinsdagr
  Odin’s Day
  Thursday
  Thorsdagr
  Thor’s Day
  Friday
  Frjadagr
  Freyr’s Day
  Saturday
  Laugardagr
  Washing Day
  Sunday
  Sunnudagr
  Sun’s Day
  The Gods
  The gods of the Vikings are both the Æsir and Vanir who rule in 
  Asgard and the giants who control the elemental powers. They 
  have many tales associated with them, of which many still survive 
  to the modern day. A Games Master who is considering running 
  a mythic Viking campaign should read the wonderful tales of the 
  Norse gods to understand their personalities, motivations and use 
  of trickery to survive against the ever present threat of the giants.
  A quick overview of each god follows.
  Aegir (The Ale Brewer)
  The god of the sea. He is a giant, son of Mistblindi, brother of Logi 
  and married to Ran. Aegir was a neutral deity with whom the Æsir 
  remained cordial.
  Baldr (The Bright One)
  The son of Odin and Frigg, fated to be accidentally killed by his 
  brother Hodr. Balder is known as a gentle and wise god, for which 
  he is fated to return after Ragnarok. He is also known as Balder 
  or Baldur.
  Bor (The Son)
  The son of Buri and married to the giantess Bestla, the ‘Little 
  Sauna Woman’, with whom he fathered Odin, Vili and Ve.
  Bragi (Best, Highest)
  The god of poetry and eloquence, patron of skalds. He is a son of 
  Odin and Gunnlod, and husband to Idun. Bragi greets the new 
  arrivals at Valhalla with songs of their heroic deeds.
  Buri (Good Looking)
  The ancestor of the gods. Freed from the primordial ice by the cow 
  Audmula licking him free. Buri was the only god to die of old age 
  since he lived before the Apples of Idun were grown.
  Day 
  The son of Nott and Delling. He drives a chariot around Midgardr 
  drawn by his horse Skinfaxi. 
  Delling (Dawn)
  The guard at the hall Breidablik and lover of Nott. He is the father 
  of his son Day.
  Eir (Mercy)
  Goddess of healing and medicine, a handmaiden to Frigga. She is 
  the daughter of Njord and sister to Freya.
  Fjorgynn 
  The god of weather and father of Frigga.
  Forseti (The Presiding One)
  The god of peace and justice, who lives in the hall Glitner. He is 
  the son of Balder and Nanna. 
  Freyja (The Lady)
  The goddess of seidr magic. She is one of the Vanir, daughter of 
  Njord and sister of Freyr. She owns the necklace Brisingamen for 
  which she slept with its four dwarf creators. She was once married 
  to Od who disappeared and weeps tears for his loss. 
  
  69
  Freyr (The Lord)
  The god of fertility and protector of sailors. He is also one of 
  the Vanir, who was exchanged as a hostage as part of the peace 
  settlement between the Æsir and Vanir. Son of Njord and brother 
  of Freyja, he owns many enchanted objects, the boar Gullinbursti, 
  the ship, Skidbladnir and once owned a magic sword that fought 
  by itself but exchanged it to marry the giantess Gerd. He rules over 
  Alfheim and fathered the royal line of the Yngling family.
  Frigg (The Loving)
  The goddess of prophetic magic and childbirth, she can see the 
  fate of all but chooses not to prophesise. Daughter of Fjorgynn 
  she is the wife of Odin and mother of six sons and one daughter, 
  including Baldr and Hodr. 
  Fulla (The Filler)
  The maiden sister of Frigga she bears a small chest containing the 
  powers of life and death. 
  Gefjun (The Gift Giver)
  The goddess of fertility, who married a giant and had four sons. 
  When commanded by Odin to seek land from Gylfi the king of 
  Sweden, the king amusedly promised her as much land as she 
  could plough in a day. Changing her sons into oxen she ploughed 
  a vast section of land, which she carried down to the bottom of the 
  sea. She then married Skjold a son of Odin, birthed the royal line 
  of the Skioldungs and became the guardian of all those who died 
  unwedded, granting them a life of eternal happiness. 
  Gullveig (Gold Thirst)
  A Vanir goddess who is the patroness of evil women. She came 
  to live with the Æsir as a handmaiden of Freyja but her delight 
  in practicing evil seidr caused the gods to cast her onto a fire 
  three times to be burned. She survived each attempt so the Æsir 
  magically bound her to the Ironwood in Jotunheimr. There she 
  slept with Loki and bore him three monstrous offspring, Hel, 
  Fenrir and Jormungand. The treatment of Gullveig caused the 
  initial war between the Æsir and Vanir. 
  Heimdallr (Heaven’s Mount) 
  The watchman of the gods. Heimdallr was the son of nine mothers 
  (the sea daughters of Aegir) and a charm cast by Odin. At birth he 
  was set within a small boat which washed up in Midgardr. There 
  he taught crafts and social organisation to mankind, sleeping with 
  three women who in turn gave birth to the thralls, farmers and 
  noblemen. His mortal form dying of old age, he was sent back to 
  Vanaheimr in the boat in which he arrived. There he was reborn 
  to eternal youth and travelled to Odin, who asked him to guard 
  the Bifrost bridge. Heimdallr has teeth of gold, barely sleeps and 
  can see and hear for hundreds of miles. He blows the magical horn 
  Gjallar when visitors come to Asgardr. 
  Hel (Death)
  The goddess of death and daughter of Loki, Hel rules over Niflhel 
  where the dead who do not journey to Asgardr come. By Odin’s 
  will she commands the dead of all nine worlds in exchange for her 
  oath that those sent to her are granted the hospitality of her hall, 
  which has huge gates and a very high wall. Her appearance is half 
  black (the colour of long dead flesh) and half normal. Whilst her 
  realm is cold it is not a terrible place but a hall of restful peace for 
  those who die of old age or misfortune. She punishes evil doers by 
  sending them to Nastrond.
  Hermod (Fast)
  The god of swift travelling, messengers and bravery. Hermod is 
  a son of Odin and Frigga. He rescues Freyja from the giants in 
  Jotunheimr. He alone volunteers to take the terrifying journey 
  down to Hel to ask for the return of his brother Baldr. It is also 
  Hermod who acts as a secret liaison between Freyr and Gerd to 
  negotiate their wedding.
  Hoder (War) 
  The god of war and a son of Odin and Frigga. Driven by an 
  evil potion, which filled his heart with love for Nanna, Baldr’s 
  
  70
  betrothed, he joined a warband of giants, in revolt against Asgardr. 
  Blinded in the battle, they were defeated and the repentant Hoder 
  returned to Asgardr with his brother Baldr. Tricked by Loki to fire 
  an arrow of mistletoe at Baldr, he unwittingly killed his brother. 
  None of the Æsir would harm Hoder in proper retaliation so Vali 
  was born to perform the deed. 
  Honir 
  A warrior god respected for his aggressiveness and bravery. He was 
  sent to the Vanir along with Mimir to seal the truce between them 
  and the Æsir but when he refused to speak with the leader of the 
  Vanir they beheaded Mimir and sent the head back to Odin in 
  displeasure.
  Idun (She Who Renews)
  The goddess of eternal life, she is the guardian of the golden apples 
  of youth and wife of Bragi. Each year she grants one of her apples 
  to each of the gods.
  Jord (Earth)
  The daughter of Nott and Annar. She is the goddess of the earth 
  and the mother of Thor.
  Lofn (Love)
  The goddess of passion and illicit love affairs, she removes the 
  barriers between lovers. 
  Loki (Fire)
  Originally the god of fire, his sly nature changed him to become a 
  trickster god, capable of great cunning but flawed with a sadistic 
  and cowardly nature. He is the son of giants Farbauti (Cruel Smiter) 
  and Laufrey. He married three times producing many children. 
  Firstly with Glut (Glow) who bore him two daughters, Eisa 
  (Embers) and Einmyria (Ashes). His second alliance was with the 
  giantess Angr-boda (Anguish-Boding) the shape-shifted Gullveig 
  bore him the three monsters Hel, Jormungand and Fenrir. His 
  third was with Sigyn who truly loved him. With her was birthed 
  Vali and Narfi. Loki himself bore (as a mare) Sleipnir, the eight 
  legged horse, after a mating with a giant stallion called Svadilfari. 
  Loki is a famous shape-shifter, able to turn into a salmon, a fly, 
  a horse and many other creatures. Responsible for the death of 
  Baldr, his is bound by the entrails of his son Narfi until Ragnarok 
  whilst a serpent placed by Skadi drips venom in his eyes. 
  Magni (The Powerful)
  The god of strength, Magni is a son of Thor and the giantess 
  Jarnsaxa. He will slay the great wyrm Nidhogg at Ragnarok. With 
  his brother Modi he will inherit Thor’s hammer Mjollnir. 
  Mimir (The Murmuring)
  A giant who was the keeper of Mimisbrunnr the Well of Wisdom. 
  He granted his nephew Odin the chance to drink from the well 
  in exchange for an eye. Mimir was the wisest of all folk, knowing 
  everything. He was sent to the Vanir to seal the truce between 
  them and the Æsir but was beheaded by the angered deities. His 
  head was sent back to Odin who revived it using a magical galdr. 
  The head now remains guarding the well where it sometimes 
  speaks with the All-Father. 
  Modgud 
  The skeletal maiden who guards the Gjallarbridge over the river 
  Gjoll in Jotenheim, which leads to Niflhel. All those who wish to 
  cross must first give blood and tell her their name and family.
  Modi (The Brave)
  God of courage and son of Thor and the giantess Jarnsaxa. He is 
  fated to survive Ragnarok with his brother of Magni. 
  Mani (Moon)
  The god of the moon, Mani is the son of Mundilfari. He steers the 
  chariot of the moon on its course, keeping ahead of the wolf Hati. 
  Nanna 
  The Æsir wife of Baldr and mother of Forseti, who dies of a broken 
  heart after her husband dies and is burned with him on his funeral 
  boat. 
  
  71
  Njord (Stiller of Storms)
  The Vanir god of seafaring, he commands the wind and waves. 
  The son of Nott and father of Freyja and Freyr. He briefly married 
  Skadi but broke up when neither liked the other’s home.
  Nott (Night)
  The daughter of Narvi and mother of Day, Nott is the goddess 
  of night. She rides around Midgardr on her chariot drawn by 
  Hrimfaxi, followed by her son.
  Norns, the
  The three norns are Urd ‘that which became’, Verandi ‘that which 
  is happening’ and Skuld ‘that which must be’. They respectively 
  represented the past, present and future. They are the guardians 
  of Urdarbrunnr, the Well of Fate and they decide the wyrd of all 
  men and gods.
  I know an ash that stands, called Yggdrasil
  a tall tree, wet with white dews,
  dews dripping down into the dales.
  Ever green it stands over Urth’s well.
  From there come three maidens, deep in lore,
  from the water that stands under the tree.
  One is called Urth, the other Verthandi,
  the third Skuld. Scores they carved,
  laws they laid, lives they chose.
  They worked Orlög for the sons of men.
  Odin (Spirit)
  The god of runes, shamanistic magic, battle and death. Odin is 
  the chief of all the Æsir. He has many names and many disguises, 
  which he uses when travelling the nine realms. His most common 
  kennings are the ‘all-father’, the ‘terrible one’, ‘one-eyed’ and 
  ‘father of battle’. Odin helped form the cosmos and was the first 
  to discover the runes, after sacrificing himself on the world tree, 
  hanging upside-down for nine days and nights, without food 
  or drink, with his spear impaled into him. He is the bringer of 
  terror on the battle field, casting his ‘battle-fetter’ on foes. He 
  drank from Mimir’s Well in exchange for an eye. He stole the 
  Mead of Poetry and quaffed deeply of its power. He owns two 
  ravens, Hugin (Thought) and Munin (Memory), which fly across 
  the worlds bringing him news of what occurs. He also has two 
  wolves Geri (Greedy) and Freki (Ravenous), which accompany 
  him everywhere and eat the meat from his plate as he only drinks 
  wine. The magical spear Gungnir is his.
  Odin has had many wives and many sons. With Jord he had Thor, 
  with Frigga he had Hermod, Hoder and Baldr, with Rinda he 
  gained Vali, with Grid was born Vidar, with the giantess Gunnlod 
  (with whom he slept to gain the Mead of Poetry) came Bragi and 
  with the nine daughters of Ran was produced Heimdallr. As if 
  this was not enough he often meets with Saga in the crystal hall 
  of Sokvabek and sometimes sleeps with Skadi his mistress of the 
  Wild Hunt.
  Ran (The Ravager)
  The Vanir goddess of sea and death. She is the wife of Aegir and 
  mother to nine daughters. It is her responsibility to collect drowned 
  people in her net but being of malicious nature she sometimes uses 
  it to drag still living men down under the waves. 
  Rind (Rime)
  The goddess of the cold and frozen earth. Rind is a giantess and 
  lover of Odin, with whom she bore Vali. 
  Saga (Seeress)
  Goddess of recall and memory. An attendant of Frigga she lives in 
  her hall beside the stream of time, from which she quaffs deeply, 
  alongside her consort and drinking companion of Odin. 
  Sif 
  The goddess of summer and grain. She is the second wife of Thor 
  with whom she bore Magni and Modi. Sif and can shape-shift 
  into the form of a swan. She once had her golden hair cut off by 
  Loki but the dwarfs forged her new hair from pure gold, which 
  magically bound itself to her scalp.
  
  72
  Sigyn (The Faithful)
  The goddess of monogamy, Sigyn is the faithful Æsir wife of Loki 
  and mother of Vali and Narfi. After her husband was bound and 
  punished she remained with him, standing with a bowl to capture 
  the serpent venom, which drips into his eyes. Occasionally she 
  must empty the bowl, which is when Loki writhes in pain sending 
  earthquakes through Midgardr.
  Sjofn (Affection)
  The Æsir goddess of love and passion, she prevents fights between 
  married couples. 
  Skadi (Harm) 
  The bringer of snow and goddess of wintertime destruction. 
  The daughter of the Giant Thjatsi she sought revenge for her 
  father’s death by the gods. Falling in love with Baldr she accepts 
  a settlement of marrying one of the Æsir based on his feet but 
  mistakenly chooses the most beautiful pair which belonged to 
  Njord. Their marriage did not last and she married Ullr instead. 
  With her scathing nature she leads the Wild Hunt.
  Sol (Sun)
  Daughter of Mundilfari and brother of Mani, she guides the 
  chariot of the sun, bearing the magical shield Svalin (Cool) to 
  protect herself from the heat. She is eternally chased by the wolf 
  Skoll who will consume her before Ragnarok.
  Syn (Truth)
  The guardian goddess of doorways and love. An attendant of 
  Frigga she guards the door to her palace, preventing access to those 
  not invited. Once she has decided, nothing can sway her decision. 
  She presides over law trials and her name is invoked whenever a 
  decision is to be vetoed ‘Syn is against it’. 
  Thor (The Thunderer)
  God of lightning, thunder, craftsmanship, fertility, defence and 
  strength. Thor is the son of Odin and Jord, and married to Sif. 
  He protects Asgardr from the giants by the threat of his wondrous 
  hammer Mjollnir and owns a magical belt called Megingjardar 
  (‘Strength Increaser’) and a flying chariot pulled by two resurrecting 
  goats. He is large and heavy, preventing him from using the Bifrost 
  bridge. Rather he leaves Asgardr by the north and wades through 
  the sea to enter Midgardr. Hot headed he often slays giants out of 
  pique and is doomed to face the great serpent Jormungand several 
  times before he final slays it and is slain himself at Ragnarok.
  Thrud (Power)
  The unusually strong daughter of Thor and Sif. Promised to the 
  dwarf Alvis in exchange for a deed, Thor cruelly tricked him causing 
  the dwarf to turn to stone. She becomes one of the Valkeries.
  Tyr (The One Handed)
  The god of war and honour, he grants victory against the odds 
  to those who deserve it. He presides over contracts, law cases and 
  assembly votes at the thing. An older god from before Odin, no 
  one knows where he came from. Tyr bravely agreed to place his 
  hand in the mouth of Fenrir, when the gods were trying to bind 
  the monstrous wolf, as a guarantee that Fenrir would be released 
  if he could not break free; Tyr fully understanding that he was 
  sacrificing his limb. When the gods betrayed their side of the 
  bargain, Tyr had his hand bitten off but considered it a worthy 
  exchange in order to keep the evil wolf bound.
  Ullr (The Brilliant One) 
  The god of archery and skiing, Ullr is the patron of hunters. The 
  step-son of Thor from a previous marriage of Sif, Ullr is one of the 
  Vanir. His name comes from the Aurora Borealis, which lights up 
  the heavens when he rules in Asgardr in the winter.
  Vali 
  The son of Odin and the giantess Rind. He was birthed solely to 
  avenge the death of Balder. 
  Valkyries, the (Choosers of the Slain)
  The disir sent to select those warriors fallen in battle worthy of 
  being brought to Valhalla, or serve the Einherjar in the evening 
  
  73
  banquets. Also known as Shield Maidens or Corpse Goddesses, 
  they can shape-shift as swans or ravens, or they ride through the 
  sky armed and armoured aback their horses. 
  Then light shone from Logafell,
  and from that radiance there came bolts of lightning;
  wearing helmets at Himingvani.
  Their byrnies were drenched in blood;
  and rays shone from their spears.
  The number and names of the Valkyrjur fluctuate but the core 
  ones are: ‘Hrist and Mist I desire should bring me a horn, 
  Skeggjöld and Skogul, Hildr and Thrudr, Hlokk and Herfjotur, 
  Goll and Geirahod, Randgridr and Reginleif. These serve ale to the 
  Einheriar. Gunnr and Rota and the youngest norn, called Skuld, 
  always ride to choose who shall be slain and to govern the killings.’
  Var (Awareness)
  The goddess of oaths and marriage vows. A handmaiden of Frigga 
  she punishes those who break their oaths, especially those between 
  men and women.
  Ve (Holy)
  Son of Bor and brother of Odin and Vili. He granted mankind 
  perception.
  Vidar 
  Son of Odin and the giantess Grid who will avenge Odin’s death 
  after Ragnarok. 
  Vili (Will)
  Son of Bor and brother of Odin and Ve. He gave mankind thought 
  and motion.
  Vor (Insightful)
  The goddess of inquisitive perception, with Var she is a handmaiden 
  of Frigga and helps punish those who break vows. 
  Divine Gifts
  Games Masters who wish to run a heroic fantasy or a mythic Viking 
  campaign can grant their players a Divine Gift, something they are 
  born with which helps boost their natural capabilities. In the sagas 
  are many examples of royal lines with traces of divine blood in 
  their veins. Some of the greatest heroes appear to be superhuman, 
  such as the unmatched strength of Beowulf, being able to wrestle 
  Grendel. Other blessings are the immunities of berserks who use 
  no Seidr or magic to gain their protections.
  The following gifts can have a significant effect on a game, 
  potentially bringing some imbalance to the difficulties faced by 
  a party of diverse Adventurers. Care should be taken to craft 
  challenges so that they are targeted for a single Adventurer, so that 
  they do not inadvertently slaughter the group or leave one person 
  feeling bored with nothing taxing their capabilities.
  Each of these gifts is a single exclusive power that can only be taken 
  during Adventurer generation. They are not intended to be stacked 
  together. Saying that, these powers could potentially be duplicated 
  by some gift of magical effect during a campaign, drinking from 
  the Well of Mimir for example might replicate the gift of Sagacity.
  Gifts of the Gods
  Each of the following powers is either considered permanently 
  active, such as a Characteristic increase, or costs the user a single 
  Magic Point to activate with no chance of failure.
  Agility
  The gift increases the recipient’s DEX to his maximum rolled value 
  plus an additional 1D6.
  Allurement
  The gift increases the recipient’s CHA to his maximum rolled 
  value plus an additional 1D6.
  Animal Tongue
  The recipient can understand the speech of the birds and animals. 
  What they say might not be particularly interesting however.
  
  74
  Bear Skin
  The recipient owns a magical bear skin, which provides him with 
  7 Armour Points all over his body but only has a Strike Rank 
  Penalty of –5. This protection only counts against iron weapons 
  or fire and is treated as a normal bear skin against other types of 
  damage (3 points). If the skin is lost, then if the Adventurer kills 
  and skins another bear single-handedly, the new skin adopts the 
  same powers.
  Beguiling Voice
  For the investment of a Magic Point the user can force everyone 
  within audible range to turn and pay attention to the user, 
  captivated by the tone and power of their voice. The user must 
  first succeed in an unopposed Influence, Oratory, Poetry or Sing 
  test to captivate his audience, after which he can retain their focus 
  for as long as they can continue the performance. An aggressive 
  action automatically breaks the effect of his voice.
  Breathe Water
  The recipient can breathe water as if it were air. They can still be 
  strangled, however, if their windpipe is blocked.
  Darksight
  The recipient gains the Night Sight trait.
  Endurance
  The gift increases the recipient’s
  CON to his maximum rolled value plus an additional 1D6. 
  Ferocity
  When fighting the recipient enters a berserk rage. During this time 
  they may ignore any Resilience tests to resist wounds. Note that if 
  they receive a Major Wound they still become incapacitated but 
  ignore the chance of instant death or losing a limb.
  Immune to Fear
  The recipient automatically succeeds in any test against fear, 
  magical or otherwise.
  Lucky
  Before any skill is rolled the user may spend a Magic Point to get 
  an additional roll, picking the best result.
  Natural Shape-shifter
  The user may choose an animal whose average SIZ Characteristic 
  value is no more than twice their own. The user can then change 
  into that form at will, for the cost of a single Magic Point. Changing 
  requires a single Combat Action and causes all the possessions of 
  the changer to drop or split off from their body. The duration 
  of the change is unlimited and there is no risk of losing their 
  personality. The animal form has no additional protection other 
  than its natural skin but retains any unusual forms of locomotion, 
  perception or breathing it might have.
  Rime Blooded
  The recipient is immune to cold of any form.
  Sagacity
  The gift increases the recipient’s INT to his maximum rolled value 
  plus an additional 1D6.
  Second Sight
  The recipient gains a continual ability to see spirits and magic.
  Strength
  The gift increases the recipient’s STR to his maximum rolled value 
  plus an additional 1D6. 
  Swift Footed
  This gift allows the user to run like the wind. Their natural 
  movement rate is twice normal.
  Vitality
  The recipient cannot become ill or sick. In addition they never 
  lose any Fatigue.
  Wind Wise
  The recipient can knot winds into pieces of rope or leather bags. 
  Using the gift temporarily ties up Magic Points for each wind 
  so captured but the wind is trapped within the knot, causing a 
  calm for kilometres in all directions. If the knot or bag is undone, 
  that wind is released anew and the Magic Points can henceforth 
  regenerate.
  Wolf Coat
  Similar to the Bear Skin gift, a Wolf Coat only provides 6 Armour 
  Points all over but has no Strike Rank penalty. The protection only 
  counts against iron or fire, being considered a normal wolf skin 
  against other forms of damage (2 points). Likewise the coat can be 
  replaced if the Adventurer kills and skins the leader of a wolf pack 
  single-handedly.
  
  75
  Viking Magic
  Magic is a fundamental aspect of Viking superstition. Their world 
  is filled with witches and sorcerers who can sing spells, rune carvers 
  who can cut mystical symbols into charms, seers who can foretell 
  the future, shamans from the far north who summon the spirits 
  and even shape-shifters who take on the form of animals.
  In addition to these practitioners are numerous supernatural 
  creatures, which have magical abilities beyond the understanding 
  of common men. Even the gods use magic and possess enchanted 
  items of wondrous power. Magic is everywhere.
  Despite this prevalence, magic is generally regarded with suspicion. 
  Using magic to defeat or curse one’s enemies is not regarded as 
  ‘manly’; a good Viking should settle his problems openly with a 
  sword, not secretly with a spell. As such many practitioners of the 
  magical arts are regarded with fear, forcing many to keep their 
  skills hidden. Only in the courts of jarls and kings are such folk 
  tolerated, bound by oaths to serve their lord and not use their 
  powers maliciously. Outside this protection and bond, they are 
  forced to live at the edges of the wilderness, outcast from society.
  Magical artefacts are regarded in a slightly different light, as most 
  are simply tools of supernatural power, which could gain their 
  own fame. Some items however, have wicked reputations, cursed 
  by their makers or the dying breath of those who owned them 
  previously. Tyrfing is such a weapon, a sword that always takes the 
  life of a man whenever drawn and fated to cause three great evils.
  In RuneQuest Vikings the arts of Common Magic, Divine Magic 
  and Sorcery are not used. To replace them, several new types of 
  magic are introduced in this chapter. Spirit Magic remains but 
  with a few minor changes to reflect the practices used in the 
  Viking Age.
  Using Magic in Viking 
  Campaigns
  A number of options are available to Games Masters when 
  designing a Viking campaign. These should be carefully considered 
  since the result can radically change the feel of the game
  Historical Campaigns
  If running a real world historical campaign, magic of course does 
  not work. However, since most spells have little or no observable 
  effect, Vikings witnessing rituals and incantations may still believe 
  in the magic. In such situations the spell casting roll can be used 
  to determine how believable the incantation was and whether the 
  recipient of the magic suffers a psychosomatic effect.
  For example, using a galdr to instil cowardliness in someone or 
  giving a spurious prophesy of their doom, might actually result in 
  the mechanical effects of a Demoralise spell.
  Using magic in this way requires a delicate touch, since the 
  effect can often be rather abstract and requires the player of an 
  Adventurer affected by superstition to play along, regardless of the 
  knowledge that it is potentially not real. 
  Playing of sorcerers or seers in historical campaigns can be an 
  interesting challenge, since Adventurers must ply the beliefs of 
  those they cast magic on. Indeed, clever application of psychology 
  can result in effects greater than any ‘true’ spell, a single doom-
  saying twisting the result of an entire battle for instance!
  Fantasy Campaigns
  In fantasy Viking campaigns magic is rare but potent. Adventurers 
  are still based in the real world but spells should work as described 
  later in this chapter. This can add a great deal of atmosphere to a 
  
  76
  game, especially considering how common folk fear and respect 
  the paranormal.
  Games Masters must consider the effects of including a magic user 
  in their adventuring parties. Since magic is relatively unusual, a 
  simple spell can potentially have an overwhelming effect with no 
  counter spells or matching magics to neutralise it.
  If one of the players is running a magic user, enemy sorcerers and 
  supernatural creatures should be drawn to them as an infrequent 
  occurrence to give some degree of challenge. In addition the 
  Adventurer will attract a degree of infamy for their powers, making 
  life difficult for both himself and his fellows. Conversely, Viking 
  parties who lack a magic user can be augmented with the loan of 
  rune charms or spirit fetishes to aid them in difficult adventures.
  Mythic Campaigns
  Mythic campaigns are those which take place across the other 
  worlds of Scandinavian cosmology, allowing Adventurers to meet 
  – or even be related to – the gods, aiding them in their battles 
  against the giants. 
  In mythological games magic should be commonplace. Wondrous 
  treasures, shape-shifting and oracular visions abound. Every 
  Adventurer should know a few charms or own an item of power to be 
  able to handle the monstrous challenges present in the nine worlds.
  The Source of Magic
  Magic comes from the Runes. They are the source of all wisdom 
  and authority, existing from before the world began and will 
  continue beyond the destruction of Ragnarok. 
  Such are their power that Odin quested long and hard to find 
  and master them. He sacrificed an eye to drink from the well of 
  wisdom, then sacrificed himself on the world tree Yggdrasil – 
  hanging upside-down for nine days, impaled by his own spear – till 
  the Runes appeared to him.
  Although there are many forms of shamanism and Scandinavian 
  sorcery, ultimately they are just alternative paths to tap the same 
  powers. Similar ‘magical effects’ can be conjured with a ritual 
  chant, a rune carved piece of bone or summoning the right spirit. 
  It is the way that these runes are invoked which differs.
  Contrary to popular belief, a single Rune does not necessarily 
  convey any power; it is their combination that invokes the magic. 
  Charms and spells mentioned in the eddas often refer to the runes 
  in plural. For example, in Egil’s Saga a curse is carved on a nidsong 
  (scorn-post) in runes and the heroic poem Sigrdrífumal tells of 
  ‘victory runes’ to be carved on a blade ‘some on the grasp and some 
  on the inlay and name Tyr twice’.
  The following runes are attributed to the Younger Futhark, which 
  are those runic symbols in use during the Viking Age. Each has 
  its own name and realm of effect, which can be extrapolated to be 
  more inclusive. Game Masters can use these looser interpretations 
  to assign individual charms with particular rune combinations.
  Younger Furthark Runes
  Name
  Meaning
  Suggested Magical Resonance
  Fe
  wealth
  silver, cattle, land
  Ur
  iron
  weapons, bull, beast
  Thurs 
  giant
  Thor, battle
  As
  Æsir
  the gods, authority, law
  Reidh
  ride
  horse, movement, ship
  Kaun
  ulcer
  curse, pain, unhappiness
  Hagall
  hail
  wind, storms, destruction
  Naudhr
  need
  desire, lust, greed
  Is
  ice
  cold, dark, hunger
  Ar
  plenty
  happiness, fertility
  Sol
  sun
  warmth, fire
  Tyr
  battle
  victory, justice, honour
  Bjarkan
  birch
  rebirth, healing, growth
  Madhr
  man
  emotion
  Logr
  water
  sea, lake, rain
  Yr
  yew
  poison
  Although the Runes are the keys of invoking magic, the energy 
  to manifest a spell comes from the sorcerer. Each person has their 
  own hamingja, which is their personal reserve of mystical power, 
  or in RuneQuest terms, their Magic Points. The Vikings think of 
  hamingja as a type of fiery energy.
  
  77
  The Forms of Viking Magic
  The magic recorded in the Viking eddas and sagas is, like their 
  supernatural creatures, a perplexing mess of conflicting ideas, 
  names and traditions. This confusion makes it difficult to model 
  Scandinavian magic with any accuracy. For example, depending 
  on the author Seidr can be considered to include summoning 
  spirits, herbalism, prophesy, channelling the gods, shape-shifting 
  and even spell chanting. 
  To greatly simplify things, Viking magic in this book has been 
  roughly grouped into the following five categories. 
  •	
  Rune Carving: Invoking the runes by carving them into 
  enduring physical charms.
  •	
  Seidr: The verbal incantation of runes either by chanting or 
  singing.
  •	
  Shape-shifting: Physically changing form with the use of 
  animal skins.
  •	
  Spa: Prophesy using personal intuition, casting runes or 
  questioning the dead.
  •	
  Spirit Magic: Shamanistic summoning and propitiating the 
  spirits of nature for aid.
  Magical practitioners are not limited to only one form of magic. 
  Several different skills may be learned to enable a sorcerer to 
  become more diverse, although finding a teacher to learn new 
  techniques may take an involved series of undertakings into the 
  other worlds to prove dedication and loyalty. Many sorcerers in 
  the Sagas venture to far off places, where the Lapps or giants live, 
  to learn magic from them.
  To limit the potentially explosive growth of magical ability, each 
  new charm, rune carving or spirit learned by an Adventurer should 
  cost them Improvement Rolls. Since magic is rare in the fantastical 
  Viking Age, the recommended cost of learning new ‘spells’ should 
  be set at between three and five Improvement Rolls for each one, 
  at the Games Master’s discretion.
  Some forms of magic are considered to be feminine in nature, 
  Seidr and Spa especially. Men can wield these arts but at risk to 
  their reputation and manhood. Rune Carving on the other hand, 
  is normally the province of men.
  ‘Odin had the skill which gives great power and which he 
  practiced himself. It is called seidr, and by means of it he 
  could know the fate of a man and predict events that had not 
  yet come to pass; and by it he could also inflict bane on men, 
  or loss of soul or waning health, or also take wit or power 
  from some men, and give them to others. But this sorcery is 
  attended by such ergi (effeminacy) that manly men considered 
  it shameful to practice it, and so it was taught to priestesses.’ 
  — Ynglinga Saga
  Seidr Magic
  Roughly translatable as witchcraft, the practitioners of Seidr are 
  called seidkona or seidman. These titles generally have a negative 
  connotation because of the harm that this form of magic can cause.
  ‘Shun a woman, wise in magic,  
  Her bed and her embraces: 
  If she cast a spell, you will care no longer  
  To meet and speak with men,  
  Desire no food, desire no pleasure,  
  In sorrow fall asleep.’
  Generally speaking, using seidr involves chanting or singing 
  spells called galdr. There are many forms of galdrar, in the poem 
  Havamal, Odin claims to have mastered 18 different galdrar, 
  amongst which are many incantations to protect against iron or 
  fire, loosen fetters, snare arrows out of the air or calm storms (see 
  text box on the following page). In other sagas there are charms 
  that can raise the dead to fight again, ease the pains of childbirth, 
  drive someone mad or even cast illusions.
  Seidr is often performed under the cover of a cloak or whilst sitting 
  on a tall seat or platform called a seidhjallr. The top was reached 
  by nine steps, nine being a magical number, the steps representing 
  the nine worlds. Skalds were said to sometimes weave magic into 
  their songs.
  The greatest masters of Seidr are the elfs and gods themselves, 
  whose skill is such that they can invoke galdr in mere moments 
  rather than spend minutes in clumsy ritualistic preparation, as 
  mortals must.
  Seidr (Pow x 2)
  This Advanced skill is used to cast galdrar (verbal incantations) 
  using ritual chants sung or spoken in a high pitched voice. 
  The magic draws its power from the sound of the Runes, their 
  vibrations conjuring mystical effects. Although Seidr and Rune 
  Carving share the same base spells, their implementation is subtly 
  different. A combined list of suggested Galdrar and Galdrastafir 
  (mystic symbols) follows Rune Carving.
  To cast a galdr the user must make a successful test of their Seidr 
  skill. The success level and value rolled on the dice are used as the 
  target number to beat if the spell can be resisted.
  Successfully casting a galdr costs one Magic Point per point of 
  Magnitude. Critically succeeding costs a single Magic Point less, 
  Failure costs nothing and Fumbling costs the full amount but 
  Now is answered what you ask of the runes,  
  Graven by the gods,  
  Made by the All Father,  
  Sent by the powerful sage: 
  lt is best for man to remain silent. 
  
  78
  The List of Charms
  The following exert is known as the Ljodatal, from the poem Havamal. It describes a list of charms know by Odin as recounted by 
  himself. It gives a wide range of magical incantations which are the source of much of the magic portrayed in the eddas and sagas. These 
  are the basis for both Seidr and Rune Carving magic.
  The first charm I know is unknown to 
  rulers  
  Or any of human kind; 
  Help it is named,  
  for help it can give In hours of sorrow 
  and anguish.  
   
  I know a second that the sons of men  
  Must learn who wish to be leeches.  
   
  I know a third: in the thick of battle,  
  If my need be great enough,  
  It will blunt the edges of enemy swords,  
  Their weapons will make no wounds.  
   
  I know a fourth: 
  it will free me quickly  
  If foes should bind me fast  
  With strong chains, a chant that makes 
  Fetters spring from the feet,  
  Bonds burst from the hands.  
   
  I know a fifth: no flying arrow,  
  Aimed to bring harm to men,  
  Flies too fast for my fingers to catch it  
  And hold it in mid-air.  
   
  I know a sixth:  
  it will save me if a man  
  Cut runes on a sapling’s Roots  
  With intent to harm; it turns the spell; 
  The hater is harmed, not me.  
   
  I know a seventh: 
  If I see the hall  
  Ablaze around my bench mates,  
  Though hot the flames, they shall feel 
  nothing,  
  If I choose to chant the spell. 
   
  I know an eighth:  
  that all are glad of,  
  Most useful to men: 
  If hate fester in the heart of a warrior,  
  It will soon calm and cure him.  
   
  I know a ninth:  
  when need I have  
  To shelter my ship on the flood,  
  The wind it calms, the waves it smoothes  
  And puts the sea to sleep,  
   
  I know a tenth:  
  if troublesome ghosts  
  Ride the rafters aloft,  
  I can work it so they wander astray,  
  Unable to find their forms,  
  Unable to find their homes.  
   
  I know an eleventh:  
  when I lead to battle Old comrades in-
  arms,  
  I have only to chant it behind my shield,  
  And unwounded they go to war,  
  Unwounded they come from war,  
  Unscathed wherever they are.  
   
  I know a twelfth:  
  If a tree bear  
  A man hanged in a halter,  
  I can carve and stain strong runes  
  That will cause the corpse to speak,  
  Reply to whatever I ask. 
   
  I know a thirteenth  
  if I throw a cup Of water over a warrior, 
  He shall not fall in the fiercest battle, 
  Nor sink beneath the sword,  
   
  I know a fourteenth, that few know: 
  If I tell a troop of warriors  
  About the high ones, elves and gods,  
  I can name them one by one. 
  (Few can the nit-wit name.)  
   
  I know a fifteenth,  
  that first Thjodrerir  
  Sang before Delling’s doors,  
  Giving power to gods, prowess to elves,  
  Fore-sight to Hroptatyr Odhinn,  
   
  I know a sixteenth:  
  if I see a girl  
  With whom it would please me to play,  
  I can turn her thoughts, can touch the 
  heart  
  Of any white armed woman.  
   
  I know a seventeenth:  
  if I sing it,  
  the young Girl will be slow to forsake 
  me.  
   
  To learn to sing them, Loddfafnir,  
  Will take you a long time,  
  Though helpful they are if you 
  understand them,  
  Useful if you use them,  
  Needful if you need them.  
   
  I know an eighteenth that I never tell  
  To maiden or wife of man,  
  A secret I hide from all  
  Except the love who lies in my arms,  
  Or else my own sister.
  
  79
  nothing happens. For progressive spells the user can select at what 
  level of Magnitude the galdr is cast.
  The casting time for galdr is far longer than is useful in a tactical 
  situation. For each Magic Point in the spell, the caster must chant 
  for a full minute. To compensate for this extensive preparation, the 
  range of a galdr is effectively unlimited; save that it cannot cross 
  large bodies of water and the caster must personally know or have 
  an object belonging to the target. Thus a curse cast by a seidkona 
  on Iceland could affect someone still on the island or one of its 
  coastal islets but not a target in Norway for example.
  The duration of a galdr, where applicable, is usually a day and a 
  night. So, for instance, a hero could be ensorcelled with protective 
  wards prior to fighting a battle the following day, or an enemy 
  cursed with fear so that he will not turn up at a law case until it has 
  ended. If desired, a successfully cast galdr can be ceased at any time 
  prior to its natural termination.
  Galdr require the user to openly chant its incantation. Gagging a 
  seidr wielder or placing a hood over their heads will prevent them 
  from further casting.
  The number of galdr a user can learn is equal to one tenth of their 
  Siedr skill (rounded up). Each time their skill raises enough to 
  allow the attainment of a new galdr, they must spend a number of 
  Improvement Rolls (as discussed previously) to gain it. These galdr 
  never change once learned.
  Once a galdr has been absorbed, the maximum Magnitude at 
  which it can be cast is equal to the lower of either: the caster’s INT 
  divided by three (rounded up) or the user’s Seidr skill divided by 
  20 (also rounded up). 
  For example Bjorn with a Seidr of 84% and an intelligence of 11 
  can cast any galdr he knows at a maximum of Magnitude of 4. 
  Technically his skill would allow him to cast it at Magnitude 5 but 
  his mind is incapable of manipulating it at that level.
  Rune Carving Magic
  Know how to cut them, know how to read them,  
  Know how to stain them, know how to prove them,  
  Know how to evoke them, know how to score them, 
  Know how to send them; know how to spend them
  — Havamal
  Rune Carving is effectively the skill of invoking the power of the 
  Runes by engraving or marking their physical shapes into objects, 
  rather than singing them aloud. Such inscriptions are mystical 
  sigils, which are known as Galdrastafir and the item so enchanted 
  is called a Taufr or talisman.
  Practitioners skilled in the magical lore of the runes were known 
  as Vitki, which means a ‘wizard’ or ‘magician’ and Vitkar a wise 
  woman. There was great danger involved in carving runes, for 
  incomplete knowledge could cause more harm than good.
  Those who carve without knowledge 
  Should not write the runes 
  Great misfortune will follow 
  When the secrets are misused 
  I have seen ten letters carved 
  Out of a bent bone 
  They brought on the pain 
  That tortured the young girl.
  Rune Carving can be performed on any solid surface the caster 
  can incise. This can be stone or metal but due to the nature of 
  investing one’s own magical strength into such talismans, these 
  types of rune carving are generally avoided. Horn, bone, ivory 
  or wood are more preferable substances to use for enchantments, 
  being light in weight and thus easy to transport, simple to whittle 
  the runes into and, most importantly, capable of being broken.
  In actual fact a talisman need not be carved at all. A few practitioners, 
  such as some of the Rus, tattoo galdrastafir into their own skin. This 
  is a dangerous path for Rune Carvers since it makes the removal of 
  their enchantments somewhat painful but it does ensure that their 
  charms can never be accidentally lost or stolen. Some Viktar are even 
  able to weave or embroider galdrastafir into clothing, the shirt of 
  Arrow Odd being a particularly powerful example, protecting him 
  from the cold, drowning, fire, hunger and iron!
  Although the spells that can be crafted are effectively identical to 
  Galdrar incantations, carving charms has the benefit of making the 
  magic permanent but at the expense of weakening the enchanter.
  Many rune carvings were used to curse enemies rather than provide 
  protection, healing or aid. Famous examples of these are Niding 
  Poles, or Scorn-Posts, which were tall poles carved with runic 
  insults and banes. An animal head or skull, usually that of a horse, 
  was fixed atop the pole and it was enchanted with a ceremony to 
  give it power.
  By far the most skilful rune carvers are the dwarfs. Their mastery 
  is such that they can craft wondrous weapons and artefacts 
  unachievable by the mortals and gods alike.
  Rune Carving (Pow+Dex)
  Rune Carving is an Advanced skill used to create magical talismans. 
  It covers the etching and enchanting of runic inscriptions into an 
  object, which is powered by the temporary sacrifice of the caster’s 
  own Magic Points. A list of possible galdrastafir (mystic symbols) 
  follows this section.
  To create a talisman the user must make a successful test of their 
  Rune Carving skill. The success level and value rolled on the dice 
  are used as the target number to beat if the spell has been carved to 
  deleteriously affect a target and the victim wishes to resist it.
  
  80
  Successfully enchanting a galdrastafir into a talisman costs a number 
  of Magic Points equal to half its Magnitude (rounded up). Critically 
  succeeding allows the cost to be rounded down (minimum of one 
  Magic Point), Failure costs nothing and Fumbling costs the full 
  amount but the enchantment is unsuccessful. 
  If the enchantment succeeded then the Magic Points invested in 
  the talisman do not regenerate until the Rune Carving has been 
  sundered. Or to put it another way, the rune carver’s Magic Points 
  are permanently reduced by the number of points which went 
  into creating the talisman, until the magic of that Rune Carving 
  is ended.
  The crafting time for talismans is extensive. If carving the runes 
  into a relatively soft substance such as bone or wood, the enchanter 
  must spend one hour for each point of Magnitude in the spell. 
  Carving runes into hard substances such as stone, or tattooing or 
  weaving galdrastafir, takes one day per Magnitude.
  In return for significantly weakening their magical strength a rune 
  carved talisman grants the following benefits:
  •	
  The power of the talisman is permanent, unless the galdrastafir 
  has an instantaneous effect, in which case the spell remains on 
  ‘standby’ until activated by the talisman’s user.
  •	
  The magic of a beneficial talisman transfers to whomever 
  holds it.
  •	
  The range of an offensive talisman is effectively unlimited – 
  save that it cannot cross large bodies of water – as long as the 
  caster personally knows the target of the curse or the talisman 
  is formed from an object belonging to them.
  •	
  The talisman remains enchanted even after its creator’s death.
  Once a talisman has been created it can only be undone if the 
  object upon which the runes are carved is broken. Talismans 
  containing instantaneous spells automatically sunder themselves 
  once their effect has been used. After an enchantment has been 
  unravelled, the Magic Points originally invested in it can slowly 
  regenerate.
  The number of galdrastafir an enchanter can learn is equal to one 
  tenth of their Rune Carving skill (rounded up). Each time their 
  skill raises enough to allow the attainment of a new spell, they 
  must spend a number of Improvement Rolls (as described earlier) 
  to gain it. Once learned the galdrastafir can never be changed.
  The maximum Magnitude at which a galdrastafir can be enchanted 
  is equal to the lower of either: the caster’s INT divided by three 
  (rounded up) or the user’s Rune Carving skill divided by 20 (also 
  rounded up). 
  Galdrar and Galdrastafir
  Literally chants and magical signs, the following spells can be cast 
  using either the Seidr or Rune Carving skill. They use the following 
  traits, which are slightly different, depending on whether the spell 
  is cast as a chant or engraved as runes.
  Enduring: If cast as Seidr the spell’s effect lasts for a day and a 
  night, or vice versa. If a Rune Carving then the spell lasts until the 
  enchanted object is broken.
  Instant: The spell’s effect takes place instantly and then disappears. 
  Instant spells enchanted as Rune Carvings work once (at a time of 
  the owner’s choice) and then shatter.
  Magnitude (X): The strength and power of the spell. Also the 
  number of Magic Points required to cast it (or half this value if 
  engraved). If two identical spells are cast on the same target, only 
  the stronger takes effect. They do not stack.
  Progressive: If desired the spell can be cast at greater levels of 
  Magnitude, increasing its Magic Point cost commensurately.
  Resist (Persistence/Resilience): The spell’s effects do not take 
  effect automatically. The target may make an Opposed Test of 
  their Persistence or Resilience (as specified by the spell) against the 
  casting roll, in order to avoid the effect of the spell entirely.
  Galdrar usually only have a single recipient, either the caster 
  themselves or a target; have unlimited range overland; and require 
  no concentration to use. Spells which divert from this default 
  mention the change specifically in their description.
  Animate Dead
  Enduring, Progressive
  Raises up freshly slain bodies to continue fighting after death. 
  The number of corpses that can be simultaneously controlled is 
  equal to the Magnitude of the spell. Corpses retain their original 
  Characteristics and skills but must be literally dismembered or 
  decapitated to cease being a threat. If a corpse is rendered non-
  And when all was ready for sailing, Egil went up 
  into the island. He took in his hand a hazel-pole, 
  and went to a rocky eminence that looked inward to 
  the mainland. Then he took a horse’s head and fixed 
  it on the pole. After that, in solemn form of curse, 
  he thus spake: ‘Here set I up a curse-pole, and this 
  curse I turn on king Eric and queen Gunnhilda. 
  (Here he turned the horse’s head landwards.) This 
  curse I turn also on the guardian-spirits who dwell 
  in this land, that they may all wander astray, nor 
  reach or find their home till they have driven out of 
  the land king Eric and Gunnhilda.’ This spoken, he 
  planted the pole down in a rift of the rock, and let 
  it stand there. The horse’s head he turned inwards 
  to the mainland; but on the pole he cut runes, 
  expressing the whole form of curse.
  — Egil’s Saga
  
  81
  functional, the magic can transfer to a new dead body in better 
  shape.
  Bar Spirit
  Enduring, Progressive
  Keeps unwelcome spirits at bay, preventing the recipient from 
  being Discorporated, attacked in Spirit Combat or Possessed. The 
  magic blocks spirits of up to 6 POW per point of Magnitude. Thus 
  a Magnitude 4 Bar Spirit could block spirits of up to 24 POW.
  Battle Fetter
  Enduring, Magnitude Special, Resist (Persistence)
  Also known as ‘Weaken Courage’ the target of this spell loses 
  any hope of victory and suffers a terrible panic. They will try to 
  avoid fighting and faced with battle will either run or surrender. 
  If forced into a situation where they have no option left but to 
  defend themselves, the target continues to defend at its full skill 
  but only attacks at half (before modifiers) and may not cast or 
  invoke magic. The effects of this spell are automatically cancelled 
  by the Inspire Bravery spell and vice versa.
  The Magnitude of the spell depends on the target: 1 for an animal, 
  2 for a person and 3 for a supernatural being.
  Bind Form
  Enduring, Magnitude 1, Resist (Resilience)
  Prevents a shape-shifter from switching forms for the duration of 
  the magic, thus trapping them in human or animal shape.
  using this spell against a talisman causes the rune carved object 
  to sunder.
  Calm Passion
  Enduring, Magnitude 1, Resist (Persistence)
  Removes hatred, fear, worry, loathing or any other form of strong 
  emotion from the target. If the target does not wish to be calmed 
  then they are permitted a Resistance roll.
  Deflect Arrow
  Enduring, Magnitude 1
  Allows the recipient to catch or deflect missile weapons. Catching 
  requires a successful parry using their Unarmed skill. Deflecting 
  can be done with any weapon, assuming a successful parry using 
  the appropriate Combat Style.
   ‘A spell had been cast upon them, for which reason 
  wolves’ hides hung in the house over them. Every tenth 
  day they were able to come out of the hides’
  — Volsunga Saga
  Blunt Weapon
  Enduring, Progressive, Resist (Resilience)
  This spell is a type of curse which is cast at a person, rather than 
  his accoutrements. For every point of Magnitude, it reduces the 
  damage dealt from any weapon, wielded by the target, by two.
  Break Charm
  Instant, Progressive
  Break Charm is used to dismiss another galdr, rune carving or 
  similar magic. The targeted spell is nullified if its own Magnitude 
  is equalled or exceed by that of the Break Charm. Successfully 
  ‘Odd felt around for Gusir’s Gifts, took one of them, 
  set it on the bowstring and shot it at Alf Bjalki, but 
  Alf just put the palm of his hand in the way and the 
  arrow didn’t bite at all.’
  — Arrow Odd’s Saga
  Divine Wisdom
  Enduring, Progressive
  Calls upon the wisdom of the Æsir and Alfar to guide the caster, 
  who receives such knowledge as a vision or dream. Each point of 
  Magnitude adds a 10% bonus to a single Lore or Craft skill. The 
  skill to be affected must be stated at the time of casting.
  Dominate Being
  Enduring, Magnitude Special, Resist (Persistence)
  Controls the actions of the target, subverting their free will. The 
  Magnitude of the spell depends on the target: 1 for an animal, 2 
  for a person and 3 for a supernatural being. The spell cannot affect 
  gods or singular monsters such as Garm or Fenris.
  Failing to resist the spell places the target completely under the 
  mental will of the caster. However, forcing the target to perform 
  a morally repugnant deed or act against its instincts grants a 
  new opposed roll to break free. Blatantly suicidal commands 
  automatically sever the control. Once the domination has been 
  sundered the spell ends, leaving the victim (if intelligent) aware 
  of being magically manipulated but not necessarily of whom the 
  caster was.
  If the spell is cast when standing or immersed in the waters of a sea 
  or lake, then it can reach targets that reside in that body of water.
  
  82
  Ease Pain
  Enduring, Progressive
  Eases the debilitating pain-related effects of wounds, poisons 
  or child birth. Each point of Magnitude adds a 10% bonus to 
  Resilience tests. A warrior blessed by this charm can be a steadfast 
  opponent, continuing to fight until maimed or killed outright.
  Entrance Other
  Enduring, Magnitude Special, Resist (Persistence)
  Charms the target to feel feelings of love or loyalty towards the user 
  of this spell. The effects are subtle leaving the person or creature its 
  free will but always biased in favour of the caster and unaware of 
  their enthrallment. The Magnitude of Entrance Other depends on 
  the target: 1 for an animal, 2 for a person and 3 for a supernatural 
  being.
  Evil Eye 
  Enduring, Progressive, Resist (Resilience)
  Produces one or more irritable blights, which haunt the target 
  as if plagued by bad luck. The curse includes one effect for each 
  point of Magnitude in the spell. The effects can be selected 
  or rolled randomly. Use the table below to generate random 
  consequences.
  Fog Mind
  Enduring, Progressive, Resist (Persistence)
  Causes forgetfulness in the target. If the spell is not resisted, 
  the caster can force the recipient to forget one ‘thing’ per point 
  of Magnitude. The magic is quite versatile, allowing diverse 
  applications. A three point Fog Mind spell cast on the local ruler 
  could for example, cause him to temporarily forget that a) he is 
  the Jarl, b) he had exiled his brother for treachery and c) he was to 
  muster his army to fight a battle that day. Lost memories return 
  once the spell ends.
  Free Fetter
  Instant, Magnitude Special
  Removes chains, bonds or any form of restraint from the recipient. 
  The Magnitude of the spell depends on the type of binding used: 1 
  for leather or rope ties, 2 for metal chains, 3 for stone prisons and 
  4 or more for magical fetters – for instance the dwarf forged chain 
  Loding may require Magnitude 4, with Dromi 5 and Gleipnir 6 
  respectfully. 
  Grant Victory
  Enduring, Progressive
  Calls upon the favour of Tyr and Odin to make the user more 
  fearsome in battle. This spell adds +5% per point of Magnitude to 
  the recipient’s weapon skills. It does not increase damage.
  Random Curse Table
  D20
  Curse
  Effect
  1
  Attract Vermin
  Wasps, lice, ticks, rats gather where he goes.
  2
  Blight Crops
  Cannot grow any form of crops.
  3
  Break Objects
  Always breaks objects such as crockery, chairs, weapons.
  4
  Clumsy Grip
  Always fail rolls to catch objects, climb or resist Disarming attempts.
  5
  Damp Touch
  Cannot light fires and established fires slowly smother in their presence.
  6
  Disfiguring Pox
  No physical effect but looks awful and drives people away from close contact.
  7
  Distracted Attention
  Always fails Perception tests due to something in eye, ringing ears and so on.
  8
  Draw Rain
  The weather always rains wherever they go.
  9
  Enrage Animals
  Horses, cows, dogs and such react aggressively to their presence.
  10
  Frighten Prey
  Drives off all game or fish, preventing hunting or fishing in their presence.
  11
  Heal Badly
  Wounds do not heal naturally.
  12
  Impotency
  Cannot get an erection or fails to conceive children.
  13
  Irritate Others
  Always fail any Commerce, Influence, Oratory, Seduction, or Sing skill.
  14
  Itchy Skin
  Cannot wear armour or heavy clothing.
  15
  Lame Foot
  Always falls over when jumping or attempting to resist Trip or Bash manoeuvres.
  16
  Nightmare Haunted
  Can never sleep the night through, always have at least one level of fatigue.
  17
  Pervasive Stench
  Smells very bad, no matter how often they bathe or wash.
  18
  Rotting Touch
  Equipment, clothing and stored foods quickly rot.
  19
  Sickly Livestock
  All animals owned slowly sicken and die.
  20
  Sour Taste
  Everything eaten or drunk tastes foul, forcing a Resilience roll to keep it down.
  
  83
  Grow Strong
  Enduring, Progressive
  For every point of Magnitude of this spell, the recipient’s STR 
  score increases by +2. This may have an additional effect on skills 
  and Attributes, such as Damage Modifier. The target’s STR cannot 
  be raised to more than twice its original value.
  Heal Wound
  Enduring, Progressive
  For every point of Magnitude of this spell, the caster can repair one 
  Hit Point of damage to an injured Hit Location. The healing takes 
  the entire day and night to complete. If the spell is terminated 
  early, it grants a number of Hit Points in proportion to the time 
  spent. For instance a Heal Wound 3, which is stopped after 16 
  hours only heals two Hit Points of damage.
  Hold Fast
  Enduring, Progressive
  This charm is used to stick things together or bind someone with 
  magical fetters. When cast on an innocuous object, the next thing 
  that touches it is held fast, unable to break the contact save with 
  magic. If used to ensorcell bonds, the knots or clasps seal tight and 
  cannot be undone.
  This spell can be used to entrap unsuspecting victims, by casting it 
  on a chair for example. Loki was once caught by this magic when 
  visiting the hall of the giant Geirrod in falcon form, when his claws 
  were held fast to a window ledge.
  Inspire Bravery
  Enduring, Magnitude Special, Resist (Persistence)
  The target of this spell becomes fearless and unheeding of 
  personal danger. The recipient’s attacks with close combat skills 
  are increased by half but they cannot attempt to evade, parry 
  or invoke any magical gifts or spells. The effects of this spell are 
  automatically cancelled by the Weaken Courage spell and vice 
  versa. Willing targets of Inspire Bravery may surrender to the spell 
  without resisting it.
  The Magnitude of the spell depends on the target: 1 for an animal, 
  2 for a person and 3 for a supernatural being.
  Instil Madness
  Enduring, Magnitude 2, Resist (Persistence)
  The target of the spell becomes mentally unstable, undermining their 
  status and reputation. The mental problems begin subtly but are 
  chronic enough to cause severe problems to their family or associates. 
  This madness does not result in mindless psychopathic or suicidal 
  tendencies but should be viewed as a way of ruining someone’s life. 
  The precise type of madness or insanity is up to the Games Master to 
  decide, or a roll can be made on the following table.
  Random Madness Table
  1D8 Symptom
  Explanation
  1
  Hallucinations Begin to hear and see things which are 
  not there.
  2
  Paranoia
  Everyone and everything is out to get you.
  3
  Anxiety
  Panic attacks when faced with stressful 
  situations.
  4
  Withdrawal
  No longer express any interest in life.
  5
  Distracted
  Cannot concentrate or complete any task.
  6
  Aggressive
  Become constantly angry and irritable. 
  7
  Irrational
  Act in a random and contrary manner.
  8
  Delusional
  Lose touch with reality.
  ‘I want to give you this gold bracelet,’ she said when 
  they were alone, and clasped it around his arm. ‘You 
  have given me many good gifts,’ said Hrutr. She put 
  her arms around his neck and kissed him, and said, 
  ‘If I have as much power over you as I think, the 
  spell I now lay on you will prevent your ever enjoying 
  the woman in Iceland on whom you have set your 
  heart. With other women you may have your will, 
  but never with her. And now you must suffer as well 
  as I, since you did not trust me with the truth.’
  — Queen Gunnhildr of Norway to her lover
  ‘The dwarf began dressing the stump, and soon the 
  pain had completely gone. In the morning the wound 
  was healed. Then the dwarf set about making him a 
  sword, and from the hilt he made a socket so deep, it 
  reached up to the elbow, where it could be fitted to 
  the arm. So now Egil found it as easy to strike with 
  the sword as if he still had the whole arm.’
  — Egil and Asmund
  Heal Wound works equally well whether cast on animals, people 
  or supernatural beings but only affects Minor or Serious Wounds. 
  Major Wounds such as severed or maimed limbs cannot be 
  repaired with this magic; even the gods themselves cannot heal 
  such wounds.
  
  84
  Propitiate Gods
  Instant, Magnitude 3
  A simple ritual that helps avert any disfavour from supernatural 
  beings. The spell requires granting a sacrifice to the spirit or deity 
  being propitiated. The result is either the withdrawal of any hostile 
  feelings from the entity, or a vision in which the being shows what 
  is wrong and how it may be fixed.
  Quench Flame
  Enduring, Progressive
  A protective charm that protects the recipient from the effects 
  of heat and flames. For every point of Magnitude of this spell, 
  the effect of any fire is reduced by one step (see page 58 of the 
  RuneQuest Core Rulebook). 
  Question Dead
  Enduring, Progressive
  Permits the caster to ask a dead body as many questions as points 
  of Magnitude invested in the spell. The corpse can only answer 
  about subjects it knows about and must respond truthfully. For 
  more abstract knowledge a roll can be made against a dead person’s 
  Lore skill. If the corpse does not know the answer, it still uses up 
  one of the questions. The spell still works if cast on a severed head.
  Reflect Charm
  Enduring, Progressive
  Any hostile spell of equal or less Magnitude than the Reflect 
  Charm is turned back against its caster, who must resist their own 
  magic if applicable. If the hostile spell has a greater Magnitude 
  then it affects the recipient of the Reflect Charm as normal.
  Remain Unseen
  Enduring, Progressive
  Known in Norse as the Helmet of Hiding (hulidshjalmr), this 
  spell causes the recipient to fade from notice. For every point 
  of Magnitude of this spell, Perception skills used to locate the 
  recipient are reduced by 10%.
  Second Sight
  Enduring, Magnitude 1
  Allows sight of supernatural creatures and the fylgjur (animal 
  soul) of people. Like normal vision, Second Sight is blocked by 
  interposing objects or cover. The spell also allows the normally 
  invisible presence of magic to be perceived, allowing the viewer to 
  spot enchanted items or curses.
  Turn Dead
  Enduring, Magnitude 1, Resist (Persistence)
  Forces a draugr (or some other form of animated dead) to depart a 
  place of haunting or sink back into the ground deprived of form, 
  providing it fails to resist the spell.
  Ward Injury
  Enduring, Progressive
  For every point of Magnitude of this spell, one Armour Point is 
  added to every Hit Location of the caster. This stacks with any 
  existing armour and is treated in the same manner for the purposes 
  of the Bypass Armour Combat Manoeuvre.
  This protection however, is only effective against a particular type 
  of material. The sagas often mention charms that protect against 
  iron, stopping swords and glaives but have no effect against stone 
  tipped arrows or unarmed grappling. This spell can be cast several 
  times on the same recipient, each Ward Injury affecting a different 
  substance.
  ‘Beowulf’s entire band had jumped from their beds, 
  ancestral swords raised and ready, determined to 
  protect their prince if they could. Their courage was 
  great but all wasted: They could hack at Grendel from 
  every side, trying to open a path for his evil soul, 
  but their points could not hurt him, the sharpest and 
  hardest iron could not scratch at his skin, for that 
  sin-stained demon had bewitched all men’s weapons, 
  laid spells that blunted every mortal man’s blade.’
  — Beowulf
  Weather Charm
  Enduring, Progressive
  Raises or lowers the strength of the wind and cloud cover by 
  one step per Magnitude (see Weather tables on page 190 of the 
  RuneQuest Core Rulebook). The modified conditions are local 
  (several kilometres) around the caster or the target the weather is 
  sent against. If the caster wishes to manipulate weather over water, 
  they must be present in or on the same lake or sea.
  Weave Illusion
  Enduring, Progressive
  Hides the reality of the target from the senses of all observers. 
  A target of up to 20 SIZ may be affected for each point of 
  Manipulation. Thus a person can be hidden with a Magnitude 
  1 spell, whereas a horse requires Magnitude 2. Once an illusion 
  (sjonhverfing) has ended it cannot be repeated in the same form 
  but must change its nature on the next casting. The charm of 
  Second Sight can immediately perceive any illusion for what it is.
  Spa Magic
  Spa is a form of divination. Commonly called spa-craft or spae-
  craft it allows its user to determine ‘that which was, is and will be’ 
  by using dreams, intuition or mystical enlightenment. In effect, 
  spa allows the user to glimpse or know the wyrd or orlog (fate) of 
  persons as woven by the Norns.
  
  85
  Practitioners of spa-craft are normally women. They are called 
  spakona (spa woman) or volva (prophetess). Of all the magical 
  artisans, the seeress is by far the highest honoured in Viking 
  society, often invited to the courts of jarls and kings. Indeed two 
  of the most respected goddesses, Sif and Frigga, are noted spakona.
  The divinations of skilled volva are so accurate that even Odin 
  himself seeks their knowledge, once using his power over the dead 
  to interrogate a volva in her grave.
  Spakona often dress in ritualised clothing to proclaim their 
  abilities. The following excerpt from Egil’s Saga describes a seeress 
  in her full regalia. Of note are the blue cloak, the colour of death 
  and catskin mantle and gloves, the cat being sacred to Freyja.
  She came in the evening with the man who had been sent to meet 
  her, then she was dressed like this, so that she had a blue mantle 
  fastened with straps, and stones were set all in the flap above; on 
  her neck she had glass beads, a black lambskin hood on her head 
  with white catskin inside; and she had a staff in her hand with a 
  knob on it; it was made with brass and stones were set above in 
  the knob; she had a belt of touch-wood, and on it was a large skin 
  pouch, and there she kept safe her talismans which she needed 
  to get knowledge. She had on her feet shaggy calfskin shoes with 
  long thongs and large knobs on the ends of those. She had on her 
  hands catskin gloves, and they were white inside and shaggy.
  Divination can be a powerful tool to uncover hidden secrets, know 
  what is happening elsewhere and foretell forthcoming events.
  How to Handle Divinations 
  The power to see things which ‘have, are and will’ happen, can 
  have a profound effect on a campaign.
  Visions of the past or present are well within the Games Master’s 
  ability to control, releasing enough titbits of information so as 
  to give a spakona, or her petitioners, a valuable insight towards 
  solving their difficulties.
  Unfortunately, prophesying the future in roleplaying games 
  is somewhat impractical. After all, the Game Master is not 
  omnipotent and the randomness of dice rolls (or capricious 
  players) can invalidate the simplest prediction.
  Whilst Games Masters can use a prophecy as the dramatic basis 
  for a scenario, or indeed an entire campaign; it can become 
  problematic if the power to prophesise is left in the hands of an 
  Adventurer. Probably the simplest way of dealing with prophecy is 
  to keep spakona as minor background figures and never allowing 
  Adventurers to play to a seer or seeress.
  However, to help those who wish high levels of doom ridden 
  divination, the Spa skill has been designed to shift the onus of 
  creating prophecies from the Game Master to the player and 
  expands its versatility so that it can be used for insights as well as 
  to set a foretelling in place.
  Once a prophecy has been made, there are several methods of 
  handling its prediction in a campaign:
  •	
  Railroad: Since a person’s wryd is fixed within the web of 
  fate, the Norns have already decreed what he must do and 
  suffer. Upholding Viking superstition and fatalism, a Games 
  Master is fully justified in warping campaign events to fulfil a 
  prophecy. Strange quirks of fate are the tools the Norns use to 
  ensure everyone abides by their foretold path.
  •	
  Self-fulfilling: Perhaps the most difficult type of foretelling 
  to enact, it requires a careful game of psychological second 
  guessing and manipulation of player actions. In effect the 
  Games Master presents a prophecy that comes true because of 
  what the Adventurers do to avoid it. This type of foretelling 
  can be excellent if pulled off, the players realising that they 
  caused the outcome themselves.
  •	
  Loose Interpretation: Prophecies that are worded very 
  loosely, using kennings to further muddy the waters, can be 
  left to their own devices. If done well, a mystical foretelling 
  can be so open to interpretation that a Games Master can 
  justify the eventual outcome in any way they like!
  As the men approached the house, Katla told Odd 
  to sit beside her without moving, while she sat 
  spinning yarn. Arnkell and his men searched the 
  house, but saw nothing beside Katla but a distaff. 
  They returned a second time, to find Katla in the 
  porch; she was combing Odd’s hair, but it seemed to 
  them that she was grooming her goat. The third time 
  Odd was lying in a heap of ashes, and they thought 
  it was Katla’s boar sleeping there. Each time they left 
  the house they realized that a trick had been played 
  on them, or ‘a goatskin waved round our heads,’ as 
  Arnkell put it, so that Katla could not try the same 
  deception twice.
  — Eyrbyggja Saga
  It is time to speak as a thule, on the thule’s seat, at 
  the Well of Wyrd; 
  I saw and was silent, I saw and thought, I listened 
  to the speech of folk; 
  I heard deeming of runes, and they were not silent 
  of redes, 
  at the halls of the High One, in the halls of the 
  High One, thus I heard tell
  — Havamal
  
  86
  •	
  Temporary Sidestep: Although even the gods themselves are 
  bound upon the web of fate, Adventurers can have their doom 
  or prophecy placed on a hiatus whilst they continue their life 
  adventuring. Orvar-Odd’s Saga is a case in point. Fated to die 
  by his own horse the hero slays it and buries the body seemingly 
  avoiding his doom. However, years later he passes back by the 
  grave and disturbs the horse skull he finds there. A viper darts 
  out giving him a fatal bite thus finally completing his wyrd.
  Spa (Pow+Int)
  Spa is an Advanced skill used to divine knowledge. With it an 
  Adventurer can see the past, present or future, allowing them to 
  make prophecies or gain insights into the fate of a person, family, 
  tribe or nation. Such divinations cannot be resisted by any means 
  since the orlog of every person is open to those with the power to 
  read it.
  The Spa skill is used in the following manner:
  •	
  The diviner should decide whether they wish to reveal the 
  past, present or future.
  •	
  The diviner must know the subjects of the oracular ritual 
  personally, or lacking such a relationship must be given or 
  own an item of personal significance to those being divined, 
  a blooded shirt or family icon for example. Distance has no 
  effect on the divination.
  •	
  Preparation for the divination requires an hour of meditation, 
  chanting or sleep per Magic Point invested into it.
  •	
  However the ritual is performed, the result of a divination 
  usually takes the form of a vision or dream.
  •	
  It is the Games Master who rolls against the Spa skill to see if 
  the divination attempt worked.
  The Games Master should never reveal the actual roll, since in 
  some cases the vision may turn out to be completely false. The 
  effect of the roll depends on the level of success:
  •	
  A critical success provides a clear vision unequivocally 
  answering the original questions or showing what will happen.
  •	
  A normal success gives veiled but truthful results, partially 
  answering the questions with symbolic allusions or showing a 
  limited version of what will happen.
  •	
  A failure results in a clouded vision providing no answers, 
  or the sense that the Norns have hidden the wyrd for some 
  reason. If the failure is a foretelling, this may undermine the 
  reputation of the diviner.
  •	
  A fumble appears to be a critical success but grants false 
  information, which will ultimately turn and harm the 
  questioner – not the seer themselves, unless the seer was the 
  originator of the enquiry.
  Divining the Past: The diviner may reveal the past deeds of an 
  individual or group. One question may be asked per Magic Point 
  invested in the ritual.
  Seeing the Present: The diviner may determine the current status 
  of a person or group. This ritual costs one Magic Point per piece 
  of information to be revealed, such as the location, health, wealth, 
  emotion, fears, loves, hatreds, present activity and so on.
  Foretelling the Future: The diviner may predict the fate awaiting 
  the subjects. Quite literally the player chooses what will happen 
  to the persons so affected by the prophecy. The Magic Point cost 
  can vary dramatically depending on the orlog desired. Build up the 
  cost by selecting an option from each of the duration, reach and 
  consequence tables and multiply the values together.
  Time Frame of the Prophecy
  Magic Points
  Time Frame
  0
  Prophecy will occur in the lifetime or 
  existence of the subject.
  1
  Prophecy will occur within a year.
  2
  Prophecy will occur within a month.
  3
  Prophecy will occur within a week.
  Reach of the Prophecy
  Magic Points
  Reach
  1
  Prophecy will affect a single person.
  2
  Prophecy will affect a family or small group.
  3
  Prophecy will affect an entire clan, town or 
  settlement.
  4
  Prophecy will affect an entire nation or race.
  5
  Prophecy will affect the entire world.
  Consequence of the Prophecy
  Magic Points
  Effect
  7
  Auspicious Occurrence – Become a jarl or king, 
  inherit great wealth, gain a legendary item, win 
  a major battle, survive combats un-maimed.
  5
  Fortunate Occurrence – Join the household 
  of a jarl or king, make a good marriage, win 
  a minor battle, become the owner of land or 
  ships, ignore a serious wound.
  3
  Beneficial Occurrence – Win a duel, survive 
  next battle, sail the seas without sinking, 
  improve your personal wealth, gain an ally.
  1
  Neutral Occurrence – Gain a contact, see 
  a natural disaster, talk to a hero, travel to a 
  remote place, find a long lost relative.
  3
  Adverse Occurrence – Lose some personal 
  wealth, have weapon break in hand, be beaten 
  by a rival, fall overboard, horse goes lame.
  5
  Baleful Occurrence – Lose land or property, 
  succumb to a serious wound, defeated by an 
  enemy, become sick, ship sinks, mount or 
  livestock dies, family member dies, armour 
  sunders, raided by pillagers.
  7
  Disastrous Occurrence – Lose kingdom, 
  become maimed, suffers a fire and burn 
  down property, entire family killed, lose next 
  battle, fleet sinks, declared outlaw, closest ally 
  becomes enemy.
  
  87
  Once a prophecy has been divined, it can never be overturned or 
  superseded by later prophecies. Additionally, until the prophecy 
  has been completed, the Magic Points invested in the foretelling 
  remain tied up, unable to be recovered. Thus using a prophecy to 
  destroy an enemy or promote a companion can weaken the seer for 
  a significant period of time.
  A successful prophesy might guarantee a result but the conclusion 
  must still be earned by the Adventurer’s own efforts, else the glory 
  of the climax may fall to another, turn out to be a short term boon, 
  or simply be converted into a failed foreseeing.
  For example, foretelling that a close friend will become the King 
  of Norway but making no attempt to engage in politics or raise 
  an army to support the prophecy, may result in the Adventurer 
  receiving the title of King in his absence – only to immediately 
  lose the position to an ambitious family rival who was present with 
  his huskarls.
  The Spa skill can never be used by the diviner to influence or 
  enquire about their own fate. Attempting to do so always ends in 
  failure.
  Shamanistic Magic
  ‘The two brothers had but left the roadstead, when close beside 
  their ship, up rose a walrus. Kormak hurled at it a pole-staff, 
  which struck the beast, so that it sank again: but the men 
  aboard thought that they knew its eyes for the eyes of Thorveig 
  the witch. That walrus came up no more, but of Thorveig it was 
  heard that she lay sick to death; and indeed folk say that this 
  was the end of her.’
  — Kormaks Saga
  Shamanism is an ancient tradition in the Scandinavian lands. 
  The Lapp people are traditionally shamanists and many tales exist 
  of heroes travelling to the north to learn secrets from them. In 
  fact many Seidr practitioners also dabble in shamanism since the 
  Viking world is full of spirits, which not only must be propitiated 
  to ward off their displeasure but are useful sources of power.
  Viking shamanism is very similar to that described in the 
  RuneQuest Core Rulebook but has a few subtle changes.
  Although spirits are capable of granting boons or inflicting terrible 
  curses, they differ in one respect from normal RuneQuest spirits 
  in that very few are capable of discorporating a victim and may 
  only do so if the person is sleeping or unconscious. Generally this 
  requires that they be resting in the place where the spirit resides, 
  as Scandinavian spirits rarely venture away from their sacred 
  landmarks or herds unless a shaman binds them to a fetish. If 
  Spirit Combat occurs, it takes the form of a dream or nightmare.
  The only spirits available to Scandinavian shaman are Guardian 
  Spirits (Fylgjur and Disir), Nature Spirits (Landvættir) and Curse 
  Spirits (Mara). 
  Ancestor Spirits are propitiated but never manifested or bound. 
  Elemental Spirits are available but take the form of natural events 
  or disasters, such as a forest fire or winter storm. They can never 
  be physically manifested as a supernatural creature or within the 
  shaman themselves. 
  Viking Elemental Spirits
  As a general guideline use the following tables to determine the 
  capabilities of an Elemental Spirit of that POW. These elementals 
  only exist as a natural event or disaster, or the intangible guardian 
  that protects against these occurrences.
  Elemental spirits are capable of either harm or protection. If facing 
  a natural calamity of its own type, an unbound elemental spirit can 
  reduce the severity of the event by its own strength. see Elemental 
  Spirit effects on the following page.
  Fetches
  Shamanic Fetches are handled in a different way. Scandinavian 
  shamans focus more upon the ability to project their own souls as 
  animals, rather than bonding with a powerful spirit ally. Upon the 
  spirit plane the shaman always appears in his fylgjur form.
  •	
  A shaman’s fetch is their fylgjur (see Viking Creatures). The fylgjur 
  does not have separate Characteristics but uses the shaman’s own 
  INT, POW and CHA since the fetch is the shaman’s own soul. 
  They are not a separate entity and the shaman gains no additional 
  Magic Points for awakening their fetch.
  •	
  The shaman can fully control the powers of their fylgjur, such as 
  sending it out of their body as an incorporeal spirit or in its physical 
  form. Manifesting or sending forth their soul requires a successful 
  test of the Shamanism skill and costs a single Magic Point.
  •	
  Similar to normal fetches, the shaman can use his fylgjur 
  senses to see spirits, souls and magical auras, without needing 
  to enter a trance.
  •	
  Unlike normal people, a shaman can manipulate his fetch to 
  take on the aspect of several different creatures. Each 20% the 
  shaman possesses in the Shamanism skill (rounding up) allows 
  mastery of a new form. This costs a number of Improvement 
  Rolls (as set by the Games Master); and once chosen this new 
  animal form cannot be changed.
  •	
  Since the fylgjur is the shaman’s soul, it cannot be in two 
  places at once. Thus a shaman who sends forth their fetch lays 
  helpless and unprotected. His body lay then as if sleeping or 
  dead, but he was then a bird or animal, fish or snake, and 
  travelled in a moment to faraway lands on his errands or 
  those of other men – Ynglinga Saga
  Shamanism is a very powerful art, almost without peer in the 
  Viking world. Shamans are therefore treated with wary respect and 
  the migratory Lapps left well alone for fear of the supernatural 
  reprisals they can extract. 
  Shaman sometimes trade one-use fetishes for things needed by 
  
  88
  Earth Spirits
  The following effects are cumulative. For instance if a POW 22 earth spirit causes three separate effects that victims must resist; falling 
  over, being struck by terror and suffering physical damage.
  POW
  Extent
  Manifestation
  1D6+6
  1m diameter
  Localised ground tremor that requires unopposed Athletics rolls to remain standing.
  1D6+12
  10m diameter
  Violent ground shakes that require an unopposed Persistence roll to not suffer terror as per the 
  spell Battle Fetter.
  1D6+18
  100m diameter
  Earthquake that causes trees to topple, buildings to collapse and boulders to roll free, requiring 
  an unopposed Evade roll to avoid 2D6 damage to 1D3 locations.
  1D6+24
  1 km diameter
  Minor landslide or avalanche that requires an unopposed Brawn roll to escape being trapped.
  1D6+30
  10 km diameter
  Major landslide or avalanche that requires an unopposed Resilience roll to survive being crushed 
  and buried.
  Fire Spirits
  Fire spirits manifest as wild fires, nearby vegetation or wooden surfaces breaking into flames. Once a fire has started, it often spreads 
  beyond the control of the spirit that started it. Fire spirits are rarely used offensively. Not only are the flames likely to engulf the shaman 
  too but will also create devastation to the environment, which could take generations to recover.
  POW
  Extent
  Manifestation
  1D6+6
  1m diameter
  As per Flame on the ‘Fire and Heat’ table in the RuneQuest Core Rulebook.
  1D6+12
  10m diameter
  As above but a Large Flame.
  1D6+18
  100m diameter
  As above but a Small Fire.
  1D6+24
  1 km diameter
  As above but a Large Fire.
  1D6+30
  10 km diameter
  As above but an Inferno.
  Water Spirits
  Water spirits can cause flooding or create whirlpools big enough to drag ships under the surface.
  POW
  Extent
  Manifestation
  1D6+6
  1m diameter
  Mild current that prevents swimmers making headway unless they succeed in an unopposed 
  Swim roll.
  1D6+12
  10m diameter
  A riptide or vicious eddy drags swimmers under the surface unless they succeed in an unopposed 
  Brawn roll.
  1D6+18
  100m diameter
  Whirlpools engulf swimmers and drowns them unless they succeed in an unopposed Resilience 
  roll.
  1D6+24
  1 km diameter
  Tidal wave or river bore swamps and capsizes boats unless rower or helmsman succeeds in an 
  unopposed Boating roll.
  1D6+30
  10 km diameter
  Maelstrom that drags ships under unless the captain or helmsman succeeds in an unopposed 
  Shiphandling roll.
  Wind Spirits
  Wind spirits bring changes in the weather and can modify wind strength and cloud cover.
  POW
  Extent
  Manifestation
  1D6+6
  1m diameter
  Raise or lower local conditions by one step on the ‘Wind Strength’ and ‘Cloud Cover’ tables in 
  the RuneQuest Core Rulebook.
  1D6+12
  10m diameter
  Raise or lower local conditions by two steps.
  1D6+18
  100m diameter
  Raise or lower local conditions by three steps.
  1D6+24
  1 km diameter
  Raise or lower local conditions by four steps.
  1D6+30
  10 km diameter
  Raise or lower local conditions by five steps.
  
  89
  their tribe. These bound spirits count against the shaman’s personal 
  spirit limit until they are used, thus they are rarely granted except 
  to tribal members or trusted friends and allies. If used by a non-
  shamans, the spirit performs a single service before returning to 
  the spirit world.
  Shamanism (Pow+Cha)
  Sharmanism is an Advanced skill used to control and communicate 
  with the spirits. It works precisely like a combined form of the 
  Spirit Walking and Spirit Binding skills found in the RuneQuest 
  Core Rulebook. Thus the skill can be used to:
  •	
  Enter a trance to observe or communicate with spirits.
  •	
  Send forth their fylgjur to the spirit world.
  •	
  Manifest their fylgjur as a physical creature.
  •	
  Engage in spirit combat to bind or convince spirits into 
  fetishes.
  Unlike Spirit Walking, Shamanism requires a preparatory trance 
  lasting a number of hours equal to their species maximum POW 
  minus their Characteristic POW to enter or observe the spirit 
  world, or manifest their fylgjur. Magic Point costs remain the same.
  Shape-shifting Magic
  A spell had been cast upon them, for which reason wolves’ hides 
  hung in the house overt them... Sigmundr and Sinfjotli put on 
  the hides and were not able to come out of them, and the same 
  power followed as before, and they also howled like wolves
  — Volsunga Saga
  Shape-shifting differs from an animalistic spirit sending, in that 
  spirit forms are usually the fylgjur of a shaman, whereas a shape-
  shifter is the physical body of the user magically transformed into 
  the animal itself. Shape-shifting requires the use of an animal skin 
  to assume a new form. For this reason shape-shifters are known as 
  hamrammr or skin-changers.
  There are many shape shifting stories in the eddas and sagas, the 
  gods themselves frequently transform their shapes to travel swiftly 
  or hide their nature, using hawk skins or even the ‘hide of a fly’ 
  for one of Loki’s more amazing alterations. Fafnir’s change into a 
  dragon is another example of shape-shifting as is that of Bjorn, the 
  father of Bodvar Bjarki, whose transformations were effected by 
  means of a bear skin.
  This form of shape-shifting has both advantages and disadvantages. 
  On the beneficial side the shape-shifter can change form in mere 
  moments, much faster than the fylgjur of a shaman, and does not 
  leave a vulnerable, unconscious body behind. On the down side, 
  mortal shape-shifters lose their sapience, retaining only a base 
  animalistic cunning or drive and lose their ability to shift if lacking 
  the skin of the beast to which they turn.
  The best known shape-shifters are the warriors known as berserkr 
  (bear-shirt) and ulfhedinn (wolf-coat), whom use their animal-
  skin to induce their terrifying berserkergang. Such is the strength 
  of their transformation that they are reputedly immune to fire and 
  iron, although not to the teeth or talons of another shape-shifter.
  Framar’s other companion was a certain Finn, 
  and he was to fight Svipud. They come together 
  and fight hard and fast, quicker than the eye could 
  see, and neither managed to wound the other. But 
  when the spectators looked again, Finn and Svipud 
  had disappeared, and in their place were two dogs 
  and they bit at each other furiously. And when least 
  expected, the dogs were gone, but there was some kind 
  of din heard in the air, and the spectators looked up 
  and saw two eagles flying at each other in the air, and 
  each was tearing off the other’s feathers with its claws 
  and beak so that blood rained down on the earth. 
  And it ended with one of them falling down dead to 
  the earth while the other flew away, and they didn’t 
  know which one that was.
  — Sturlaugs Saga
  Shape-shifting (Pow+Con)
  Shape-shifting is an Advanced skill used to transform into the 
  shape of a specific animal. This can be any type of natural creature 
  native to the user’s homeland and can include birds of prey or even 
  whales!
  Each incidence of the Shape-shifting skill relates to a specific 
  creature. Thus to be able to shift into three different animals would 
  require learning this skill three times, once for each creature.
  To change into the animal form the user must possess the correct 
  animal skin, spend a Combat Action and make a successful Skill 
  Test.
  •	
  A critical success only costs a single Magic Point.
  •	
  A normal success costs the normal number of Magic Points.
  •	
  A failure also costs the normal number of Magic Points but 
  the transformation fails.
  •	
  A fumble costs all of the user’s remaining Magic Points and 
  they cannot attempt to shape-shift again for a day and a night.
  The cost of shape-shifting is proportional to the bulk of the form 
  being assumed; 1 Magic Point per 3 SIZ of the creature. It costs an 
  Adventurer nothing to return to their original form.
  Since the animal shape is consistent with each transformation, an 
  Adventurer that learns this skill should roll the STR, CON, SIZ 
  and DEX of their animal form. If the SIZ of the beast is too large 
  
  90
  for them to transform into, the Adventurer should re-roll that 
  Characteristic or select a more reasonably sized animal. 
  During a successful transformation the Adventurer uses the 
  physical Characteristics of his animal form but retains their own 
  POW and CHA (where applicable). INT is reduced to 7, allowing 
  the shape-shifter some cunning and an ability to recognise friend 
  from foe.
  Shape-shifters are immune to mundane harm but can be hurt by 
  magic, ensorcelled weapons or the natural weapons of other shape-
  shifters. If the user suffers such damage as would be fatal if they 
  transform back – a minor or serious wound as an animal, which 
  would be a major wound as a human for example – then they are 
  trapped in their animal form until they heal. This is dangerous 
  however. Each day beyond the first a shape-shifter remains an 
  animal, they must roll an unopposed Persistence test. Failure means 
  that the shape-shifter loses their mind and will remain an animal.
  Magical Weapon Traits
  A number of the following weapons have unusual powers or 
  abilities not currently covered in the RuneQuest rules. A number 
  of new ‘magical’ traits have been added to represent the mythical 
  abilities these weapons had in the sagas.
  Creature Bane: The weapon was forged to kill a specific type 
  of creature. Inflicting a wound on that species or race forces 
  the injured creature to make an immediate opposed test of 
  their Persistence against the attack roll. Failure results in 
  immediate death.
  Cunning Stroke: The weapon instinctively sneaks past the 
  defences of an opponent. On a successful attack the weapon gains 
  two free levels of the Combat Manoeuvre Bypass Parry. Thus it 
  would reduce the size rating of a Viking Shield from Large to Small 
  or a Viking Sword from Medium to none.
  Enduring Wounds: Injuries inflicted by the weapon cannot heal 
  naturally. The damage and any inability caused receiving it (such as 
  unconsciousness or limb incapacitation) persists until the wounds 
  are treated magically.
  Faithful: The weapon will return to its rightful owner by whatever 
  twisted fate necessary. Ownership can only be transferred if the 
  current owner is defeated honourably and the sword claimed as 
  spoils, or if he voluntarily passes it on.
  Fights of Itself: The weapon can fight by itself, dancing in the air 
  to inflict wounds on its owner’s enemies. Although not wielded 
  directly by its bearer, it has the same number of Combat Actions 
  and uses his weapon skill to attack and defend. If the bearer is 
  rendered unconscious or dead, the sword ceases to fight.
  Keen Edged: A bladed weapon gifted with this trait can cut through 
  armour or weapons with no apparent effort. It automatically cuts 
  straight through any protection as if using the Bypass Armour 
  Combat Manoeuvre. If the wielder uses the weapon to Sunder 
  armour or weapons, then the blade also ignores the Armour Points 
  of inanimate objects.
  Never Misses: The weapon almost always hits its target, so that a 
  failed attack roll is treated as a normal success instead, as if under 
  the effect of the Divine Magic spell Sureshot (see page 125 of the 
  RuneQuest Core Rulebook).
  Returning: If thrown or shot, the weapon returns to the hand or 
  quiver of the user, ready to be used on his next turn.
  Wondrous Items
  In Scandinavian mythology, there are many wondrous items 
  crafted by the gods and giants. By far the most skilled of all 
  artificers however are the dwarfs. They forge the mightiest of 
  weapons, the most beautiful of jewels and the cleverest of devices. 
  Whist their skill is without peer, placing their secrets beyond the 
  grasp of Adventurers, their items may easily fall into the hands 
  of heroes... more often or not fated to die due to the marvellous 
  creation that has fallen within their grasp.
  A few of the most famous artefacts are listed here, to give Games 
  Masters the opportunity to make such devices available in their 
  campaigns, or perhaps be inspired to produce their own versions.
  Most of these enchanted weapons are very resilient to breaking; 
  generally ignoring damage that does not come from another 
  ensorcelled weapon or some mighty mythological creature, such as 
  the corrosive blood of a troll or fire of a dragon.
  Andvarinaut
  The ‘Andvari Gem’ is a cursed ring that brings misfortune to 
  all who hold it. Originally part of a treasure horde stolen from 
  the dwarf Andvari by Loki as part of a weregild to pay for the 
  accidental death of Ottar, the ring was given to Hreidmar, who was 
  then killed by his son Fafnir out of greed. Fafnir shape-shifted into 
  a dragon to protect the treasure but in turn was slain by Sigurd 
  and the ring continued on a path of misery causing the death of 
  whomever owned it.
  Gazing upon Andvarinaut forces the observer to immediately 
  make an opposed test of their Persistence against the ring’s Instil 
  Murderous Greed skill of 100%. Failure forces the victim to obtain 
  the ring by any means necessary.
   
  Ægishjalmarr
  The ‘Helm of Awe’ is the helmet of Odin, which inspires terror in 
  his foes. All who gaze upon it must make a single opposed test of 
  their Persistence against the Influence of the wearer. Failure results 
  in suffering the effect of Battle Fetter (see Galdrar and Galdrastafir) 
  for the remainder of their wearer’s presence.
  Brisingamen 
  The Brisingamen is the beautiful jewelled necklace of the goddess 
  Freyja, who slept with each of its four dwarf creators (the Brisings) 
  
  91
  in payment for it. Disgusted by her acts Odin ordered Loki to steal 
  the necklace and chastised Freyja for her infidelity, offering only to 
  return it if she caused a war between two great kings. 
  Anyone wearing Brisingamen gains a +100% bonus to their 
  Influence and Seduction skills.
  Dainsleif 
  ‘Dain’s Heirloom’ is a blood thirsty sword that belonged to King 
  Hogni. It is cursed so that each time the blade is drawn it kills a 
  man. In combat it twists through defences and wounds made by it 
  never heal naturally. 
  Thou hast made this offer over-late, if thou wouldst make peace: for 
  now I have drawn Dainsleif, which the dwarves made, and which 
  must cause a man’s death every time it is bared, nor ever fails in its 
  stroke; moreover the wound heals not if one be scratched with it
  Draupnir 
  ‘The Dripper’ is the golden arm-ring of Odin, which produces 
  eight new gold rings of equal weight on every ninth night.
  Freyja’s Feathered Cloak
  A marvellous cloak of feathers belonging to Freyja, anyone donning 
  the garment is instantly transformed into a falcon, able to fly great 
  distances at speed.
  The cloak grants the wearer the following skill: Shape-shifting 
  (Falcon) 100%.
  Hringhorni 
  Balder’s mighty ship, the largest ever made, in which he and his 
  wife Nanna were cremated after it was pushed out into the waves 
  by the giantess Hyrrokkin.
  The magic of Hringhorni is that it can carry an entire army or tribe 
  with sufficient space for everyone aboard.
  Gambanteinn
  ‘Rod of Revenge’ the dwarf forged sword of Freyr, which fights 
  by itself and is fatal against the race of giants. The weapon was 
  foolishly traded by Freyr to the female Jotun Gerdr as a sign of his 
  love. Although his marriage made him happy, Freyr was eventually 
  killed by the fire giant Surtr with his own blade.
  Gjall 
  ‘Ringing Horn’ is the horn, which Heimdall blows to announce 
  portentous events. It is sounded each time the one of the gods 
  crosses Bifrost to arrive in Asgard and winded more urgently when 
  danger threatens. At the eve of Ragnarok Heimdall will sound to 
  horn so loudly that all the nine worlds shall hear its tone. Heimdall 
  normally conceals Gjall under the third root of Yggdrasil to prevent 
  it being stolen by the giants, thus enabling them to attack Asgard 
  without warning.
  Gleipnir 
  ‘Open One’ was the third of a series of magical chains used to 
  bind Fenris. The first called Loding and the second named Dromi 
  failed to restrain the monstrous wolf. The dwarfs forged Gleipnir 
  from the sound of a cat’s footfall, the beard of a woman, the roots 
  of a mountain, the sinews of a bear, the breath of a fish and the 
  spittle of a bird. The resulting binding was as thin as a ribbon but 
  impossible to break.
  Golden Hair of Sif
  After Loki cut Sif’s hair as a trick, the dwarf sons of Ivaldi forged 
  new hair from strands of fine gold, which when attached to her 
  head grew like real hair. Although lacking any significant power, 
  the hair grants its wearer a CHA of 25.
  Gram
   ‘Wrath’ was the sword of Sigmund, a gift from Odin who thrust 
  it into the tree Barnstokk from which Sigmund drew it. Odin 
  later shattered the blade to cause Sigmund’s downfall and the 
  fragments were later re-forged for his son Sigurd, by the dwarf 
  Regin. To prove its worth, the blade cleaved through the anvil 
  upon which it was forged and was used to slay the dragon Fafnir.
  Gullinbursti
  ‘Golden Bristles’ is Freyr’s magical boar made by the sons of Ivaldi. 
  It is a deadly opponent in battle.
  ‘Sindri laid a pigskin in the hearth and bade Brokkr blow, and 
  did not cease work until he took out of the hearth that which 
  he had laid therein. But when he went out of the smithy, while 
  the other dwarf was blowing, straightway a fly settled upon his 
  hand and stung: yet he blew on as before, until the smith took 
  the work out of the hearth; and it was a boar, with mane and 
  bristles of gold. ... Then Brokkr brought forward his gifts: ... to 
  Freyr he gave the boar, saying that it could run through air and 
  water better than any horse, and it could never become so dark 
  with night or gloom of the Murky Regions that there should not 
  be sufficient light where he went, such was the glow from its 
  mane and bristles’
  Gungnir
  ‘Swaying One’ is the dwarf fashioned spear of Odin. Its rune 
  carved tip is enchanted so that it never misses its mark, no matter 
  how far away that target may be.
  Hlidskjalf
  The high seat of Odin set up in his hall Valaskjalf. Whomever sits 
  in Hlidskjalf can see into all the nine worlds and nothing is hidden 
  from their gaze no matter what shape or magic they use to hide.
  The high seat provides Second Sight (as per the galdr) and adds 
  100% to the viewer’s Perception skill.
  Jarngreipr
  The iron gauntlets of Thor, which allow him to throw the 
  hammer Mjollnir at his enemies and permit him to catch or 
  hold glowing-hot iron – as when Geirrod threw a lump at Thor 
  and he threw it back so hard it passed through an iron pillar 
  and lodged into the giant’s body, killing him instantly. The 
  magical gloves and following belt were gifts from the friendly 
  
  92
  giantess, Grid. The iron gauntlets protect the wearer from any 
  heat or fire damage.
  Megingjord 
  Thor’s ‘Girdle of Might’ that make him incredibly strong. It was 
  the blessing of his belt that allowed him to drag up the Midgard 
  Serpent during a fishing trip.
  The magical belt doubles the user’s normal strength. However, if 
  the wearer takes time to muster their full might they can magnify 
  their strength for a single action. Each round of delay further 
  increments this bonus. Thus one round will triple the wearer’s 
  strength; two rounds quadruple it and so on.
  Mistilteinn
  The sword ‘Mistletoe’ is a famous man killer. In the hands of King 
  Thrainn it slew 420 men and was buried with its lord after his 
  death. It was recovered by a hero named Hromundr who entered 
  the barrow and defeated the king who had risen as a draugr. The 
  sword was later lost at sea due to witchcraft but found again in the 
  belly of a pike fish.
  Mjollnir 
  The ‘Crusher’ is Thor’s famous hammer, which can slay giants or 
  level mountains with a single blow. In addition to being a fearsome 
  weapon, the hammer can grow or shrink depending on the desire 
  of the wielder. 
  ‘If he threw Mjollnir at something, it would never miss and never fly 
  so far from his hand that it would not find its way back, and when he 
  wanted, it would be so small that it could be carried inside his tunic.’
  Naglfar 
  The ‘Nail Ship’ is the vessel constructed by the giant Naglfari to 
  carry the giants to the final battle at Ragnarok. It is made out of the 
  nails of the deceased, which has led to the tradition of trimming 
  the fingernails of the deceased, to delay the eventual completion 
  of Nagelfar.
  Shoes of Light Steps
  Worn by Loki, these shoes allow him to run over water or through 
  the air as if it were solid ground.
  Skidbladnir 
  ‘Covered with Pieces of Wood’ is Freyr’s magic ship. Constructed 
  by the sons of the dwarf Ivaldi, the ship is capable of sailing across 
  the seas and the skies, its sail always filling with a fair wind. It is 
  large enough to hold all the Æsir and their horses but is collapsible 
  and can be folded up to fit in a pocket!
  Skofnung
  ‘Gnawer’ is the sword of King Hrolf Kraki, which imbued with 
  supernatural hardness and sharpness, rings loudly whenever it 
  bites bone (inflicts a Serious or Major Wound). In addition the 
  injuries it gives cannot be healed until rubbed with the stone that 
  accompanies it. The sword had two wyrds. Firstly it should not 
  be drawn in the presence of women and secondly the sun must 
  never shine on its hilt. Failing either will cause the blade to turn 
  on its wielder. 
  ‘That’s when King Hrolf rushes at him and hacked off both his 
  buttocks, right down to the bone, with the sword Skofnung, the 
  best of all swords to have ever been borne in all the north’.
  Suttungmjadar 
  The mead of poetry was fermented from the blood of wise Kvasir, 
  who was murdered by two dwarfs and his ichor mixed with honey. 
  This magical mead was so potent the dwarves exchanged it for their 
  lives to escape being slain by the giant Suttung. Odin later stole 
  the mead from the giant and now guards it in Asgard, containing 
  the three cauldrons named Odroerir, Bodn and Son. Drinking the 
  magical mead blesses the imbiber great knowledge. It is said that 
  Odin grants sips of this mead to skalds skilled in poetry.
  Drinking a sip of Suttungmjadar either raises one of the imbiber’s 
  Lore skills or their Poetry skill to 100%.
  Tyrfing
  ‘Battle Fang’ is an infamous blade that never misses a stroke, can 
  cut through stone and iron and suffers no damage. Forged under 
  duress by the dwarfs Dvalin and Durin, they cursed the blade so 
  that it would kill a man every time it was drawn, perform three 
  great evils and slay King Svafrlami who had forced them to make 
  the sword.
  
  93
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Dainleif
  Single
  1D8
  9/7
  M
  M
  Bleed, Impale 
  Cunning Stroke, 
  Enduring Wounds
  2
  12/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Gambanteinn
  Single
  1D8
  9/7
  M
  M
  Bleed, Impale 
  Giant Bane, 
  Fights of Itself
  2
  18/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Gram
  Double
  1D10
  9/7
  L
  L
  Bleed, Impale 
  Dragon Bane, Keen 
  Edged
  2
  15/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Gungir
  Single
  1D8+1
  5/5
  M
  L
  Impale 
  Keen Edged, Never 
  Misses
  2
  18/10
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Mistilteinn
  Single
  1D8
  9/7
  M
  M
  Bleed, Impale 
  Cunning Stroke, 
  Faithful
  2
  12/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Mjollnir
  Single
  3D6
  25/15
  E
  M
  Stun Location 
  Giant Bane, Never 
  Misses, Returning
  2
  21/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Skofnung
  Single
  1D8
  9/7
  M
  M
  Bleed, Impale 
  Enduring Wounds, 
  Keen Edged
  2
  12/20
  Weapon
  Handedness
  Damage 
  Dice
  STR/DEX
  Size
  Reach
  Combat 
  Manoeuvres
  Magical Traits
  ENC
  AP/HP
  Tyrfing
  Single
  1D8
  9/7
  M
  M
  Bleed, Impale 
  Keen Edged, Never 
  Misses
  2
  15/20
  Weapon Tables
  
  94
  Vidar’s Invulnerable Shoes
  The thick soled shoes of Vidar are formed from all the cast-off 
  leather scraps that mortals trim from their own shoes. Invulnerable 
  to damage they will enable Vidar to plant one foot on the lower 
  jaw of Fenris enabling him to tear the monstrous wolf’s mouth 
  apart, thus finally killing him.
  The shoes are stronger than iron and have an infinite number of 
  Armour Points protecting the legs of the wearer.
  Minor Magical Items
  Many minor magical items can be created using the Rune Carving 
  skill. A few of the following examples are items mentioned in the 
  sagas, with suggested Galdrastafir to give them their potency.
  •	
  Fire Proof Tunic – A tunic ensorcelled with Quench Flame.
  •	
  Gloves of Healing Touch – Gloves enchanted with Heal 
  Wound which affect what is touched, rather than who is 
  wearing them.
  •	
  Helm of Beserkergang – A helmet engraved with the Ease Pain 
  runes.
  •	
  Iron Proof Shirt – A reindeer-skin shirt enchanted with Ward 
  Injury, known as gorningstakkr in the sagas.
  •	
  Legendary Weapon – A sword, axe or spear ensorcelled with 
  Grant Victory or Grow Strong.
  •	
  Raven War Banner – A banner woven with many Battle Fetter 
  runes.
  •	
  Shield of Warding – A shield graved with Deflect Arrow or 
  Blunt Weapon.
  •	
  Wand of Dispelling – A stick or staff carved with a single use 
  of Break Charm, which can be recharged with an appropriate 
  investment of Magic Points.
  These items could be heirlooms still in existence long after their 
  creators have died. To determine the Magnitude of their effect, roll 
  on the following table.
  1D100
  Magnitude
  01–20
  1
  21–50
  2
  51–70
  3
  71–80
  4
  81–88
  5
  89–94
  6
  95–98
  7
  99–100
  8
  Raven Banners
  ...the war-banner which they called “Raven”. It is said 
  that three sisters of Hungar and Habba, the daughters of 
  Lodbrokr, had woven that banner and completely prepared 
  it during one single midday’s time. It also is said that in any 
  battle where the signum was borne before them, if they were 
  to obtain the victory one would see in the middle of 
  the signum a living raven flying; but if they were 
  about to be defeated, it hung straight without 
  movement: and this always proved to be true.
  The Raven Banners were prophetic battle 
  standards, which warriors believed in implicitly. 
  Used by the Danes against the Anglo-Saxons, they 
  infused the Vikings with the faith of Odin gazing 
  down on them, ready to pluck up the bravest to be 
  borne back to Valhalla. The Saxons on the other 
  hand, thoroughly converted to Christianity saw the 
  banners as pagan idols to be greatly feared.
  It was the reputation of the banner’s infallible 
  prophecies of victory, which perhaps won more 
  battles for the Danes than their force of arms. The 
  psychological warfare working precisely like Odin’s 
  magical curse of battle fetter on everyone in the 
  enemy army!
  
  95
  Viking Creatures
  We return now to tell of Gest. Towards midnight he heard a 
  loud noise outside, and very soon there walked a huge troll-wife 
  into the room. She carried a trough in one hand and a rather 
  large cutlass in the other. She looked round the room as she 
  entered, and on seeing Gest lying there she rushed at him; he 
  started up and attacked her furiously. 
  They fought long together; she was the stronger but he evaded 
  her skilfully. Everything near them and the panelling of the 
  back wall were broken to pieces. She dragged him through the 
  hall door out to the porch, where he resisted vigorously. She 
  wanted to drag him out of the house, but before that was done 
  they had broken up all the fittings of the outer door and borne 
  them away on their shoulders. Then she strove to get to the river 
  and among the rocks. 
  Gest was terribly fatigued, but there was no choice but either 
  to brace himself or be dragged down to the rocks. All night long 
  they struggled together, and he thought he had never met with 
  such a monster for strength. She gripped him so tightly to herself 
  that he could do nothing with either hand but cling to her waist. 
  When at last they reached a rock by the river he swung the 
  monster round and got his right hand loose. Then he quickly 
  seized the short sword which he was wearing, drew it and 
  struck at the troll’s right shoulder, cutting off her right arm and 
  releasing himself. She sprang among the rocks and disappeared 
  in the waterfall. Gest, very stiff and tired, lay long by the rock. 
  At daylight he went home and lay down on his bed, blue and 
  swollen all over.
  — Grettirs Saga
  Mighty creatures and terrible monsters are a staple part of Viking 
  tales. A highly superstitious people, the Vikings feared the 
  unknown; dreading the spirits of the deep forests, of rivers and 
  lakes and, of course, the dead. When a wild animal acted unusually 
  it could be misinterpreted as being a shamanic fetch or a malicious 
  shape-shifter.
  Some awesome beings such as dragons exist in the eddas, together 
  with colossal creatures birthed by the jotnar. Yet most are either 
  humanoid or animal in form. The range of the truly fantastic is 
  somewhat limited as the Scandinavians did not appear to have 
  much imagination when compared to the chimerical wonders of 
  other cultures. 
  This chapter is broken into three sections for ease of use.
  •	
  Animals: Characteristics of normal animals that can be freely 
  encountered in historical or ‘real world’ campaigns.
  •	
  Supernatural Creatures: Fantastic beings that haunt the world, 
  believed by all to exist but normally only met in fantasy 
  campaigns.
  •	
  Unique Monsters: The legendary one-of-a-kind fiends that 
  should only be faced in mythological campaigns where players 
  are divine or semi-divine themselves.
  Most of the following creatures should be used sparingly. Violent 
  beasts do not regularly appear in waves to be slaughtered every 
  Odinsday. Such occurrences are rare events. Bears generally avoid 
  men, for example, but hunting down a dangerous wounded bear 
  can make a memorable adventure. 
  Likewise, the draugr and vættir normally lie quiet in their graves 
  and forests unless stirred to anger, usually from human meddling. 
  As such they are rarely encountered. Meetings with these sorts 
  of creatures should be very special events, both to enhance the 
  scenario and to keep them mysterious and frightening. In fact if 
  playing a purist historical campaign Adventurers will never be able 
  
  96
  to encounter such beings, merely the un-provable rumours of their 
  malevolent involvement and recounts of terrified eye witness.
  Mythological campaigns of course are a different matter. Being of 
  Æsir or Vanir blood, Adventurers will be rubbing shoulders with 
  giants on a regular basis or going off on monster hunts, which 
  seems a popular pastime of the Norse gods.
  Animals
  Living in the bleak northern realms of Europe, the number and 
  diversity of dangerous animals available to challenge Viking 
  Adventurers is rather limited. The natural elements or men 
  themselves are the most common foe in their sagas.
  A few northern animals are described here, either due to the 
  possibility of the creature:
  •	
  attacking Adventurers out of hunger or anger.
  •	
  being hunted for food or sport.
  •	
  used in animal fights for entertainment.
  Smaller Scandinavian animals are not detailed since they pose no 
  real threat to a hunter. These include Beavers, Ermines, Foxes, 
  Hares, Lynx, Martins, Mink, Otters and Wolverines, most of which 
  are hunted for their fur pelts – a valuable commodity for northern 
  regions. Seals are also hunted, both for their skins and their meat.
  The following Characteristics and skills are simply average values 
  for a member of that species. Games Masters are free to create 
  individual animals by rolling their Characteristics, or choosing 
  a value within the Characteristic range. Older or more cunning 
  animals may have better skills to reflect their experience. All of 
  the animals described here use the Monster Coliseum convention 
  of doubling Fixed INT to determine their number of Combat 
  Actions and Strike Rank.
  Fighting Quadrupeds
  As a rule when four legged animals fight, the creature places its 
  head towards its opponent. Given the size of most quadrupeds, 
  it is difficult for a single human opponent to strike any location 
  other than the forequarters, front legs or head of the beast. For 
  this reason, it is suggested that when an Adventurer attacks such 
  an animal, they roll a d10+10 for the Hit Location. Of course, if 
  the animal is surrounded by multiple foes, then the full range of its 
  target locations should be available.
  Aurochs
  Huge forest cattle standing nearly two metres at the shoulder and 
  weighing over a metric ton, aurochs are a giant Pleistocene species 
  still common across Scandinavia but become rare by the end of 
  the Viking Age. They are famed for their strength, which is why 
  the Second Rune in the futhark is named after them. Hunting 
  aurochs is a near suicidal pastime but very rewarding in terms of 
  the quantity of meat provided.
  Combat Notes
  Aurochs prefer to fight by charging threats with their gore attack. 
  If the target is knocked prone and continues to move, the aurochs 
  will trample until the victim stops responding. A successful 
  charge increases the Damage Bonus to 2D10. If lamed an aurochs 
  continues to fight in place until it collapses from exhaustion.
  Aurochs’ horns are capable of both Sundering and Impaling and, 
  if a foe is Impaled, the next Combat Action sees the bull aim to 
  throw its victim with a toss of its head. If the impaled victim is 
  conscious, he may pit either his Athletics or Acrobatics against the 
  Brawn of the bull. If successful, he may land safely on his feet or 
  all fours. If unsuccessful, or if unconscious, the victim suffers the 
  equivalent to a five metre fall and lands prone.
  ‘Then they took one animal and made sacrifices to it, and they 
  called it an aurox. It gaped at them, and into its mouth they 
  dropped gold and silver, and cast such spells over it that it 
  grew in power and became worse and more harmful than any 
  other animal. It began then to eat both men and livestock, and 
  crushed it all under itself, and laid waste to everything west 
  of the River Dvina, and not a single creature could get away. 
  There wasn’t a champion who dared to go up against this beast 
  till word of it reached King Harald, and of the likelihood of 
  riches there, and he sets sail for Bjarmaland and came there 
  with three hundred ships.’
  — Sturlaugs Saga
  Bear
  Scandinavian bears generally leave men alone, giving settlements 
  a wide berth. However, in early spring they awaken ravenous and 
  are therefore dangerously unpredictable. Wounded bears often 
  threaten humans (or their livestock) due to pain and desperate 
  hunger. Killing a bear singlehandedly is a deed of renown; the few 
  men who manage it wear the skin with pride.
  A bear can be very fast over short distances, easily capable of 
  running down a man but unable to maintain speed for long. Bears 
  are also excellent climbers and can swim well.
  Combat Notes
  Bears rely on their fearsome claws first and foremost. Claws are 
  capable of Sundering and a bear will try to rip through armour, 
  or bypass it, to inflict the most damage. The claws are also used to 
  Grip, thus allowing the creature to pull the opponent close for a 
  bite – which can also sunder.
  
  97
  Bear, Polar
  The largest and most aggressive species of bear known to the 
  Vikings, polar bears live on the frozen arctic ice flows and coastline 
  of northern Scandinavia, Russia and Greenland. It is a strictly 
  carnivorous creature, dining primarily on seals and fish. They are 
  sometimes hunted for their skins, which are very valuable.
  Polar bears are excellent swimmers. They have little fear of humans 
  and will often treat them as prey if they come into the bears’ 
  territory.
  Combat Notes
  As per Bear.
  Boar
  Boars are wild, feral pigs with wiry coats, long tusks and extremely 
  poor dispositions. They generally live in forested areas, foraging on 
  nuts, roots, berries and fungi. Male boars are solitary for most of the 
  year but will join herds during mating season. A herd or sounder 
  is normally comprised of two or three breeding females and their 
  litters of immature young, numbering up to 20 members. Both 
  boars and sows will fight to protect their young, the tusk-lacking 
  females biting instead.
  Boars are ferociously territorial creatures that will attack a much 
  larger creature without hesitation. They are also incredibly resilient 
  to damage and do not need to make Resilience rolls against any 
  wounds save Major Wounds.
  Combat Notes
  The gore of a boar’s tusks is ferocious and it can both Sunder 
  and Impale, although it tends to use Bash as its primary Combat 
  Manoeuvre if trying to escape a hunt.
  Eagle
  Eagles are the largest predatory birds in Scandinavia and prey upon 
  creatures up to the size of full grown reindeer. A number of species 
  are covered by these Characteristics, including White Tailed Eagles 
  and Golden Eagles. They can also be used for large Ravens and 
  Owls, the later possessing the Night Sight trait.
  Combat Notes
  Large birds of prey make their initial attack by diving out of the 
  sky. Eagles gain a tremendous amount of speed when plunging 
  from great height, increasing their Damage Bonus by two 
  steps. Owls and Ravens do not usually dive such great distances 
  and only increase Damage Bonus by a single step. Such aerial 
  attacks normally strike without warning, allowing the bird to 
  opt for the Choose Location manoeuvre, generally targeting the 
  hindquarters of quadrupeds or the neck (head) of bipeds, using 
  their strong talons to break the spine. Ravens lack the strength 
  of eagle claws but have a more fearsome beak and thus swap the 
  base damage values.
  Predatory birds can sometimes be trained to attack targets 
  that are not their normal prey. In such circumstances, they are 
  often taught to Bash human opponents to try and knock them 
  prone, or strike for the eyes in order to blind and cause pain and 
  distraction. Diving attacks are considered charges, often forcing 
  a target without a shield to rely on Evade to avoid being pecked 
  or scratched. 
  Elk
  One of the most common food sources for Scandinavian hunters, 
  as well as a number of large carnivores, elk are a wary but dangerous 
  species. Standing over two metres tall at the shoulder, a full grown 
  elk generally only weighs half of what an average aurochs does. 
  They dwell mostly in the depths of forests and swamps feeding on 
  ground vegetation and small branches. Normally peaceful creatures 
  they avoid contact with humans, moving with remarkable stealth. 
  The natural predators of elk are normally wolf packs or bears, from 
  which they will run. If cornered they will turn and attack hunters, 
  their hoofs as well as the impressive antlers of bull stags proving to 
  be deadly.
  Combat Notes
  Elk normally use Bash or Stun Location to incapacitate foes, 
  allowing them to flee from danger. They rarely try to kill, most 
  deaths happening accidentally due the animal’s size and strength.
  Horse
  Scandinavian horses are small and shaggy versions of their 
  European cousins. Vikings primarily use horses for transport, as 
  pack animals, hitched to draw sleds or riding them. Whilst not 
  as big as normal horses, they are very tough, bred to survive poor 
  grazing and harsh winters.
  The Viking Horse in War
  Horses are never ridden in battle, Vikings preferring to fight afoot 
  due to the difficulty of combat from horseback.
  ‘He took his weapons and went after them, and came up with 
  them west of Svelgriver twixt it and the Knolls, but as soon as 
  he came up with them, Hawk leapt off his horse and thrust at 
  Arnkel with a spear, and smote his shield, yet he gat no wound. 
  Then Arnkel sprang from his horse and thrust with a spear at 
  Hawk, and smote him in the midst, and he fell there on the 
  place which is now called Hawks-river.’
  — Eyrbyggja Saga
  Scandinavians enjoyed watching and gambling on animal fights. 
  Horse fights were very popular, pitting stallions against each other 
  in the presence of a mare in heat. Those that would not fight were 
  goaded with horse-crooks. The Sagas often describe such contests 
  developing into brawls between the horses’ and owners, over 
  disputed results and lost bets.
  
  98
  Combat Notes
  Horses generally Bash their opponents. They can kick with their 
  hind legs or rear and strike with their forelegs.
  Hound
  Scandinavian dogs come in two main breeds. Elghunds are trained 
  for hunting large game such as elk or bears, whereas Buhunds are 
  bred as herding dogs. Both are descended from wolves, crossbred 
  for size and strength to perform their jobs and survive winter 
  weather conditions. The hearing and sense of smell of these dogs is 
  acute, reflected in the Perception and Track rating.
  Combat Notes
  These hunting and warding dogs are not trained to physically 
  attack, rather they are supposed to hold quarry at bay and alert 
  their master. If a dog is forced to enter combat, once it connects 
  with its bite, it Grips the opponent acting as a –10% penalty to the 
  target until forced to let go. Every Combat Action thereafter the 
  dog may savage the location, inflicting damage without suffering 
  any effect from possessing a negative damage modifier as it pulls 
  and rends.
  Reindeer
  The most common species of deer in northern Scandinavia, reindeer 
  are the jealously guarded animals of the Lapps, who base their 
  nomadic lifestyle around seasonal reindeer migrations. Although 
  noted for their impressive antlers, which grow on both sexes, 
  hunting reindeer is normally dangerous due to the retribution of 
  their Lapp guardians, rather than the deer themselves. The animals 
  are sometimes semi-domesticated, often being used to draw sleds 
  in the winter.
  Combat Notes
  Reindeer prefer to flee from danger, unless overwhelmed by hunger. 
  Bull reindeer become aggressive during rut and cow reindeer will 
  fight to protect calves. The antlers are capable of causing an Impale.
  Shark
  There are few dangerous sharks in Scandinavian waters, so attacks 
  are normally a rare occurrence. One species, the Greenland shark, 
  can reach up to seven metres in length. If brought to the surface 
  caught in nets or attracted by the blood of a sea battle, it could be 
  very dangerous to anyone falling into the water.
  Combat Notes
  All sharks rely on their bite. Once a bite connects, the shark Grips. 
  On the next Combat Action, the shark spins and rends; the Swim 
  skill of the victim is reduced by half as the shark bites deeper, rips 
  and attempts to drown its prey.
  Snake
  Snakes are a common motif in Scandinavian art and legend, being 
  closely associated with dragons. When Loki was punished for 
  his evil deeds, he was bound between three rocks, with a serpent 
  dripping venom onto his face. 
  Despite their prevalence in the eddas, the only Scandinavian snake 
  that is dangerous to man is the Adder. It can grow up to a metre 
  in length and generally avoids contact, only biting if surprised or 
  injured. An adder’s bite is superficial unless it injects venom, which 
  is rarely fatal but painful and can cause unpleasant sickness. 
  Combat Notes
  Adders usually try to escape after they have bitten and do not 
  engage in ongoing combat unless left with no choice – being tied 
  inside a sack with a victim for example. Adder venom has the 
  following Characteristics:
  Application: Injection
  Onset time: Pain immediately, nausea and vomiting after 30 
  minutes, loss of bowel and bladder control after 1 hour.
  Duration: 1D2 days
  Resistance Time: The victim must make a single Resistance roll 
  when first bitten. Failure indicates that the series of conditions will 
  take effect at the proper onset time.
  Potency: Snake’s CON x 5
  Resistance: Resilience
  Conditions: Pain, Nausea, Diahorrea and Incontinence. The 
  venom initially causes location bitten to be afire with pain, which 
  gradually spreads into neighbouring regions. The victim then 
  begins to throw up from nausea. The third condition has no in-
  game effect save that of embarrassment.
  Antidote/Cure: A successful Healing roll will allow the victim 
  to make a new Resistance Roll as per the Healing skill in the 
  RuneQuest Core Rulebook. Success prevents any further Conditions 
  from taking effect.
  Walrus
  Huge seal-like mammals with prominent tusks and whiskers, a full 
  grown male walrus on average weighs one and a half metric tons. 
  Despite its fearsome tusks the creature actually feeds on shellfish 
  and the occasional crustacean, using its extended canines for 
  mating fights and pulling itself onto ice out of the water.
  Unfortunately for the walrus it is a significant source of usable 
  ivory, meat, skin and bone. Found in Greenland and the Svalbard 
  Islands, it is possible for Vikings to go hunting for walrus, either by 
  stalking them in the summer whilst they bask on beaches or during 
  the winter, hunting them in boats.
  
  99
  Combat Notes
  On land a walrus rears and plunges its tusks into an opponent, 
  sometimes impaling. However, the walrus is ungainly and cannot 
  change engagement distance easily, so attacking a walrus with 
  longer reach weapons often maintains the hunter’s safety but 
  normally results in the animal dragging itself into the sea and 
  swimming away. Inuit hunters use harpoons for this reason.
  In the water a walrus becomes a very dangerous foe, using its large 
  mass to ram boats, sinking or capsizing them. Once a hunter is in 
  the water, the walrus freely attacks; ramming the swimmer to Stun 
  them or using their tusks to Grip the victim and drag them under. 
  Either way the hunter normally drowns.
  Whale
  In Scandinavian waters can be found Minke whales, Humpback 
  whales, Blue whales, Sperm whales, Orcas and Pilot whales. 
  Generally the Vikings leave the bigger whales well alone, their ships 
  being unable to withstand the irritation of a wounded leviathan. 
  Whale hunting is done in small boats with harpoons but is very 
  dangerous. 
  An alternative is to trap a pod of whales in an inlet or bay with 
  a narrow opening. The Vikings then drive the whales ashore 
  by chasing them in boats or firing poisoned arrows at them. 
  One tale tells of a chieftain named Ottar in northern Norway 
  who managed to kill 60 whales in two days with the help of 
  five men.
  Many whales eaten by Vikings are simply poor beasts, which 
  become stranded on the shore, often provoking disputes between 
  landowners and opportunistic gatherers as to who has the legal 
  right to the meat, blubber and bone from the carcass.
  The Characteristics are for a small whale such as an Orca or 
  Minke. Hunting, or being hunted, by such an animal could be an 
  epic adventure in itself.
  Combat Notes
  Orcas can potentially attack humans who are travelling across 
  ice flows, using their bulk to overturn or break ice sheets. They 
  can also grab targets standing at the water’s edge on a moderately 
  shelved beach, surging out of the water to bite, before rolling back 
  into the waves. Orcas have frighteningly enormous mouths. They 
  swallow most prey whole or sheer off mouth sized chunks with 
  each bite. If bitten by an Orca, it generally does not matter what 
  Combat Manoeuvre it uses. 
  Minke whales are not normally aggressive but being stabbed with 
  a harpoon may cause the whale to turn on the boat, ramming it 
  at speed or breaching next to the vessel to swamp it with water. 
  Survivors of an overturned or sinking boat are left to drown.
  Wolf
  Wolves fight as a group. In combat, several of them target a 
  single enemy, raising the chances that one of them will be able 
  to get through any defence. Larger wolves of the pack will often 
  attempt to throw an enemy off his feet with a Leaping Attack, 
  allowing the remainder of the pack to rush in while the enemy 
  is off balance. 
  Though wolves are hated by herders and farmers for their tendency 
  to dine on livestock, they rarely attack humans. Some wolves could 
  be driven by age or cunning to become opportunistic man-killers, 
  giving rise to superstitious fears of the wolf being the offspring of 
  Fenrir or the curse of a Lapp wizard.
  Combat Notes
  As per Dog.
  Death by Snakes!
  When shipwrecked on the coast of Northumbria, the 
  famous Viking Ragnar Hairy-Breeks was captured by 
  King Ælla and sentenced to be thrown into a pit of 
  venomous snakes. Whilst being slowly bitten to death 
  he legendarily sung the following song.
  ‘It gladdens me to know that Baldr’s father makes 
  ready the benches for a banquet.
  Soon we shall be drinking ale from the curved 
  horns.
  The champion who comes into Odin’s dwelling 
  does not lament his death. 
  I shall not enter his hall with words of fear upon 
  my lips.
  The Æsir will welcome me. Death comes without 
  lamenting… Eager am I to depart.
  The Dísir summon me home, those whom Odin 
  sends for me from the halls of the Lord of Hosts.
  Gladly shall I drink ale in the high-seat with the 
  Æsir. 
  The days of my life are ended. I laugh as I die.’
  
  100
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+24
  38
  1–2
  Right Hind Leg
  4/12
  CON
  3D6+10
  21
  3–4
  Left Hind Leg
  4/12
  SIZ
  4D6+24
  38
  5–7
  Hindquarters
  4/13
  DEX
  2D6
  7
  8–10
  Forequarters
  4/14
  INT
  4
  4
  11–13
  Right Front Leg
  4/11
  POW
  3D6
  11
  14–16
  Left Front Leg
  4/11
  17–20
  Head
  4/12
  Combat Actions
  2
  Typical Armour: Tough Hide. No Armour Penalty
  Damage Modifier
  +2D8
  Magic Points
  11
  Traits: Trample
  Movement
  12m
  Strike Rank
  +8
  Skills:  Athletics 55%, Brawn 70%, Perception 60% Persistence 
  35%, Resilience 85%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Trample  
  H 
  T 
  1D6+2D8 
  —
  Gore 
   
  L 
  M 
  1D8+2D8 
  As for Head
  Combat Styles
  Gore 60%, Trample 75%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1–3
  Right Hind Leg
  3/8
  CON
  2D6+6
  13
  4–6
  Left Hind Leg
  3/8
  SIZ
  3D6+12
  23
  7–9
  Hindquarters
  3/9
  DEX
  3D6
  11
  10–12
  Forequarters
  3/10
  INT
  5
  5
  13–15
  Right Front Leg
  3/7
  POW
  3D6
  11
  16–18
  Left Front Leg
  3/7
  19–20
  Head
  3/8
  Combat Actions
  2
  Typical Armour: Thick Fur. No Armour Penalty
  Damage Modifier
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  12m
  Strike Rank
  +11
  Skills: Athletics 65%, Perception 50%, Persistence 50%, Resilience 
  85%, Stealth 35%, Swim 45%, Track 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D8+1D10 
  As for Head
  Claw 
   
  M 
  S 
  1D6+1D10 
  As for Leg
  Combat Styles
  Bite 75%, Claw 60%
  Bear
  Auroch
  
  101
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+21
  32
  1–3
  Right Hind Leg
  4/9
  CON
  2D6+6
  13
  4–6
  Left Hind Leg
  4/9
  SIZ
  3D6+21
  32
  7–9
  Hindquarters
  4/10
  DEX
  3D6
  11
  10–12
  Forequarters
  4/11
  INT
  5
  5
  13–15
  Right Front Leg
  4/8
  POW
  3D6
  11
  16–18
  Left Front Leg
  4/8
  19–20
  Head
  4/9
  Combat Actions
  2
  Typical Armour: Thick Fur. No Armour Penalty
  Damage Modifier
  +2D6
  Magic Points
  11
  Traits: None
  Movement
  15m
  Strike Rank
  +11
  Skills: Athletics 35%, Brawn 50%, Perception 60%, Persistence 50%, 
  Resilience 90%, Stealth 45%, Swim 80%, Track 35%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8+2D6 
  As for Head
  Claw 
   
  L 
  S 
  1D6+2D6 
  As for Leg
  Combat Styles
  Bite 85%, Claw 70%
  Bear, Polar
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+6
  17
  1–2
  Right Hind Leg
  2/6
  CON
  2D6+9
  16
  3–4
  Left Hind Leg
  2/6
  SIZ
  2D6+3
  10
  5–7
  Hindquarters
  2/7
  DEX
  3D6
  11
  8–10
  Forequarters
  2/8
  INT
  5
  5
  11–13
  Right Front Leg
  2/5
  POW
  3D6
  11
  14–16
  Left Front Leg
  2/5
  17–20
  Head
  2/6
  Combat Actions
  2
  Typical Armour: Tough Hide. No Armour Penalty
  Damage Modifier
  +1D2
  Magic Points
  11
  Traits: None
  Movement
  8m
  Strike Rank
  +11
  Skills:  Athletics 25%, Evade 60%, Perception 50%, Persistence 
  35%, Resilience 65%, Stealth 55%, Track 25%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D4+1D2 
  As for Head
  Tusk 
   
  M 
  T 
  1D6+1D2 
  As for Head
  Combat Styles
  Boars – Tusk 65%, Sows – Bite 60%
  Boar
  
  102
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D3+6
  8
  1–5
  Right Wing
  –/2
  CON
  2D3+3
  7
  6–10
  Left Wing
  –/2
  SIZ
  1D3+1
  3
  11–16
  Body
  –/4
  DEX
  3D6+18
  29
  17–20
  Head
  –/3
  INT
  4
  4
  POW
  2D6
  7
  Combat Actions
  4
  Typical Armour: None
  Damage Modifier
  –1D4
  Magic Points
  7
  Traits: None
  Movement
  16m flying
  Strike Rank
  +19
  Skills: Evade 90%, Flying 90%, Perception 110%, Persistence 30%, 
  Resilience 30%, Stealth 70% (100% for Owls)
  Weapons
  Type 
   
  SIZ 
  Reach 
  Damage   
  AP/HP
  Bite 
   
  S 
  T 
  1D4–1D4 
  As for Head
  Claw 
   
  S 
  T 
  1D6–1D4 
  As for Body
  Combat Styles
  Bite 50%, Claw 70%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+9
  20
  1–2
  Right Hind Leg
  1/8
  CON
  3D6
  11
  3–4
  Left Hind Leg
  1/8
  SIZ
  3D6+15
  26
  5–7
  Hindquarters
  1/9
  DEX
  2D6+6
  13
  8–10
  Forequarters
  1/10
  INT
  4
  4
  11–13
  Right Front Leg
  1/7
  POW
  3D6
  11
  14–16
  Left Front Leg
  1/7
  17–20
  Head
  6/8
  Combat Actions
  2
  Typical Armour: Hide and Horns. No Armour Penalty
  Damage Modifier
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  12m
  Strike Rank
  +11
  Skills: Athletics 60%, Evade 50%, Perception 65%, Persistence 
  35%, Resilience 65%, Stealth 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Antlers  
  L 
  M 
  1D8+1D10 
  As for Head
  Hoofs 
   
  M 
  S 
  1D4+1D10 
  As for Leg
  Combat Styles
  Butt 70% and Kick 60%
  Elk
  Eagle
  
  103
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1–3
  Right Hind Leg
  2/8
  CON
  3D6+6
  17
  4–6
  Left Hind Leg
  2/8
  SIZ
  2D6+12
  19
  7–9
  Hindquarters
  2/9
  DEX
  2D6+3
  10
  10–12
  Forequarters
  2/10
  INT
  4
  4
  13–15
  Right Front Leg
  2/8
  POW
  2D6
  7
  16–18
  Left Front Leg
  2/8
  19–20
  Head
  2/8
  Combat Actions
  2
  Typical Armour: Shaggy Hide. No Armour Penalty
  Damage Modifier
  +1D6
  Magic Points
  7
  Traits: None
  Movement
  12m
  Strike Rank
  +9
  Skills: Athletics 75%, Brawn 50%, Evade 40%, Perception 45%, 
  Persistence 40%, Resilience 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Hoof 
   
  M 
  M 
  1D6+1D6 
  As for Leg
  Combat Styles
  Kick 60%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+3
  7
  1–2
  Right Hind Leg
  1/4
  CON
  3D6
  11
  3–4
  Left Hind Leg
  1/4
  SIZ
  1D6+3
  7
  5–7
  Hindquarters
  1/5
  DEX
  2D6+6
  13
  8–10
  Forequarters
  1/6
  INT
  5
  5
  11–13
  Right Front Leg
  1/3
  POW
  2D6
  7
  14–16
  Left Front Leg
  1/3
  17–20
  Head
  1/4
  Combat Actions
  2
  Typical Armour: Fur. No Armour Penalty
  Damage Modifier
  –1D4
  Magic Points
  7
  Traits: Night Sight
  Movement
  12m
  Strike Rank
  +12
  Skills:  Athletics 65%, Evade 50%, Persistence 50%, Perception 
  85%, Resilience 50%, Stealth 45%, Track 85%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  1D6–1D4 
  As for Head
  Combat Styles
  Bite 50%
  Horse
  Hound
  
  104
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1–2
  Right Hind Leg
  1/6
  CON
  3D6
  11
  3–4
  Left Hind Leg
  1/6
  SIZ
  3D6+6
  17
  5–7
  Hindquarters
  1/7
  DEX
  3D6+6
  17
  8–10
  Forequarters
  1/8
  INT
  4
  4
  11–13
  Right Front Leg
  1/5
  POW
  2D6
  7
  14–16
  Left Front Leg
  1/5
  17–20
  Head
  6/6
  Combat Actions
  3
  Typical Armour: Hide and Antlers. No Armour Penalty
  Damage Modifier
  +1D2
  Magic Points
  7
  Traits: None
  Movement
  12m
  Strike Rank
  +13
  Skills: Athletics 75%, Evade 70%, Perception 65%, Persistence 
  30%, Resilience 55%, Stealth 45%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Head Butt 
  M 
  S 
  1D6+1D2 
  As for Head
  Combat Styles
  Head Butt 50%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1–3
  Tail
  4/8
  CON
  2D6+9
  16
  4–8
  Hindbody
  4/9
  SIZ
  3D6+12
  23
  9–13
  Forebody
  4/10
  DEX
  2D6+3
  10
  14
  Right Fin
  4/5
  INT
  2
  2
  15
  Left Fin
  4/5
  POW
  2D6
  7
  16–20
  Head
  4/8
  Combat Actions
  2
  Typical Armour: Thick Skin. No Armour Penalty
  Damage Modifier
  +1D10
  Magic Points
  7
  Traits: None
  Movement
  16m
  Strike Rank
  +7
  Skills: Brawn 40%, Perception 75%, Persistence 40%, Resilience 
  60%, Swim 100%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  H 
  T 
  1D8+1D10 
  As for Head
  Combat Styles
  Bite 70%
  Shark
  Reindeer
  
  105
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D3
  2
  1–6
  Tail
  –/3
  CON
  2D6+3
  10
  7–14
  Body
  –/4
  SIZ
  1D3
  2
  15–20
  Head
  –/3
  DEX
  3D6+18
  29
  INT
  3
  3
  POW
  1D6
  4
  Combat Actions
  3
  Typical Armour: None
  Damage Modifier
  –1D8
  Magic Points
  4
  Traits: Excellent Swimmer
  Movement
  6m
  Strike Rank
  +18
  Skills:  Athletics 65%, Evade 70%, Persistence 45%, Resilience 
  35%, Stealth 95%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  S 
  T 
  None 
   
  As for Head
  Combat Styles
  Bite 65%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+15
  22
  1-3
  Tail
  4/11
  CON
  3D6+6
  17
  4–8
  Hindbody
  4/12
  SIZ
  4D6+21
  35
  9–13
  Forebody
  4/13
  DEX
  2D6+3
  10
  14
  Right Fin
  4/6
  INT
  4
  4
  15
  Left Fin
  4/6
  POW
  3D6
  11
  16–20
  Head
  4/11
  Combat Actions
  2
  Typical Armour: Skin and Blubber. No Armour Penalty
  Damage Modifier
  +1D12
  Magic Points
  11
  Traits: None
  Movement
  12m Swim
  Strike Rank
  +9
  Skills: Perception 50%, Persistence 55%, Resilience 75%, Swim 
  80%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Tusks 
   
  H 
  S 
  1D6+1D12 
  As for Head
  Combat Styles
  Tusks 70%
  Snake
  Walrus
  
  106
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  4D6+30
  44
  1–3
  Tail
  6/19
  CON
  2D6+12
  19
  4–8
  Hindbody
  6/20
  SIZ
  4D6+60
  74
  9–13
  Forebody
  6/21
  DEX
  2D6+3
  10
  14
  Right Fin
  6/10
  INT
  6
  6
  15
  Left Fin
  6/10
  POW
  3D6
  11
  16–20
  Head
  6/19
  Combat Actions
  2
  Typical Armour: Thick Skin and Blubber. No Armour Penalty
  Damage Modifier
  +3D8
  Magic Points
  11
  Traits: None
  Movement
  14m
  Strike Rank
  +11
  Skills: Brawn 120%, Perception 75%, Persistence 65%, Resilience 
  100%, Stealth 70%, Swim 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP
  Bite 
   
  E 
  T 
  1D10+3D8 
   
  As for Head
  Ram 
   
  E 
  T 
  Half Damage Bonus 
  As for Head
  Combat Styles
  Bite 70%, Ram 80%
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6
  11
  1–2
  Right Hind Leg
  1/5
  CON
  3D6+3
  14
  3–4
  Left Hind Leg
  1/5
  SIZ
  2D6+3
  10
  5–7
  Hindquarters
  1/6
  DEX
  3D6+3
  14
  8–10
  Forequarters
  1/7
  INT
  5
  5
  11–13
  Right Front Leg
  1/4
  POW
  2D6
  7
  14–16
  Left Front Leg
  1/4
  17–20
  Head
  1/5
  Combat Actions
  2
  Typical Armour: Fur. No Armour Penalty
  Damage Modifier
  None
  Magic Points
  7
  Traits: Night Sight
  Movement
  10m
  Strike Rank
  +12
  Skills: Athletics 80%, Evade 65%, Perception 60%, Persistence 
  50%, Resilience 55%, Stealth 65%, Tracking 60%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Bite 
   
  M 
  T 
  1D8 
   
  As for Head
  Claw 
   
  M 
  M 
  1D3 
   
  As for Leg
  Combat Styles
  Bite 65%, Claw 50%
  Wolf
  Whale
  
  107
  Supernatual Creatures
  Viking belief of the supernatural coalesced into many strange 
  creatures, some unique to Scandinavia, whilst others appear to 
  be memories or legends, which travelled from other lands. What 
  emerged from the fireside tales of dark winter nights formed the 
  basis for many of Europe’s mythological beings. It is from the 
  Vikings we gained the elfs and dwarfs, the physical revenants and 
  such oddities as the kraken.
  Unfortunately the eddas and sagas actually mention very few 
  diverse supernatural creatures. What does exist in Viking folklore 
  is a complex mishmash of confusing and conflicting names that 
  makes it difficult to identify what a creature really is. For simplicity’s 
  sake, the following creatures have been gathered together under 
  broad categories, with a list of their more common names. 
  •	
  Alfar – Confusingly the title is used for the races of elfs and 
  dwarfs. Ljosalfar are considered elfs of air and light, whereas 
  Svartalfar are inferred to be dwarfs living below the earth. A 
  third branch are the Dokkalfar who reside within Midgard in 
  the hills and mounds.
  •	
  Dísir – A collective name for female spirits concerned with 
  fate and fortune, specifically the Fylgja, Norns and Valkyries.
  •	
  Draugr – The restless and hungry dead, including Haugbui 
  and Aptrgangr.
  •	
  Dvergar – These are generally thought of as the dwarfs, 
  although some are named as, or after, elfs! The dvergar 
  Gandalfr (Magic Elf) and Vindalfr (Wind Elf) for example.
  •	
  Jotnar – Several races of giants exist; frost and rime giants 
  (hrimthursar), fire giants (eldjotnar) and mountain giants 
  (bergrisar).
  •	
  Vættir – Are the nature spirits or supernatural beings. 
  Technically they include the Alfar, Dvergar, Jotnar, Æsir and 
  Vanir each of which are considered specific families of Vættir 
  but for the purposes of this book the Landvættir specifically 
  are just spirits.
  Supernatural creatures will not, of course, be encountered in 
  historical or ‘real world’ campaigns save by superstitious reference 
  only. They can appear in fantasy or mythological campaigns, where 
  such beings freely exist.
  Some of the powers and abilities described for these creatures 
  are rather tenuous and lack specific game mechanics. This is 
  intentional, to allow a Games Master a great deal of latitude in 
  what such a supernatural being can do. The superstitious Vikings 
  are often at a loss as to how to deal with such things, often seeking 
  sorcerers to counter their powers with magic, or heroes to overcome 
  more physical beasts with prowess. Such choices often fail, leaving 
  a victim cursed or damned – a wyrd that could be passed onto 
  successive generations. The moral of these tales is not to upset the 
  spirits of the world in the first place, or make amends if you do!
  Alfar
   ‘The Allfather has power, the alfar have skill, and the vanir 
  knowledge’
  — The Hrafnagaldr
  The Alfar are the light or good elfs of Viking mythology. They 
  live in Alfheimr ruled by King Alf but occasionally roam Midgard 
  where they sometimes sleep with humankind. The results of these 
  unions are half-elfs, gifted with the great beauty of their elf ancestry 
  and are oft-times skilled in Seidr.
  Alfar are semi-divine, linked with nature and ancestor spirits. They 
  can cast off their physical aspects to pass though solid doors or 
  walls. In addition they have powers of fertility and are faithful 
  followers of Freyr. According to the Vikings there are several races 
  of alfar, as recorded in the Prose Edda:
  There is one place there that is called Alfheimr. People live there 
  that are named the light elves (Ljosalfar). But the dark elves 
  (Svartalfar) live below in earth, in caves and the dark forest 
  
  108
  and they are unlike them in appearance – and more unlike 
  them in reality. The Light Elves are brighter than the sun in 
  appearance, but the Dark Elves are blacker than pitch.
  Viking families often hold sacrifices to the alfar (alfablot), usually 
  small offerings of food. In return the elf will sometimes perform 
  a helpful task around the farmstead. Failing to sacrifice to them 
  results in some malign misfortune, such as a barn burning down 
  or stored grain to go mouldy.
  An Alfr can even heal battle wounds if granted a significant sacrifice.
  Thorvard healed but slowly; and when he could get on his feet 
  he went to see Thordís, and asked her what was best to help 
  his healing. ‘A hill there is,’ answered she, ‘not far away from 
  here, where elfs have their haunt. Now get you the bull that 
  Kormak killed, and redden the outer side of the hill with its 
  blood, and make a feast for the elfs with its flesh. Then thou 
  wilt be healed.
  The above Characteristics are for alfar in their physical form. 
  However if they spend a Magic Point they can discorporate, their 
  body becoming intangible.
  As semi-divine beings, alfar are effectively very skilful immortal 
  creatures. In fantasy campaigns they rarely interact directly with 
  humans save in response to a sacrifice (or lack of one) made to 
  them. In such cases if the alfar is pleased it will heal someone of a 
  major wound, rebuild a destroyed or dilapidated barn, grant twin 
  offspring to livestock, harvest the crops and so on. An unhappy 
  alfar will bring misfortune; souring mead, cause food to rot or 
  livestock to become sick for example. In each of these cases the 
  blessing or curse occurs overnight whilst witnesses are asleep. Their 
  actual skills and magic do not need to be defined.
  In mythological campaigns, alfar can become servants or loyal 
  companions to heroic (or divine) Adventurers. Under these 
  circumstances an alfar should be defined with skills appropriate 
  to its position and profession. A loyal servant for instance may be 
  less skilled in warfare but might be the equal of the Adventurers in 
  social skills; whereas Gandalfr, the last king of the alfar may have 
  magical and combat skills far exceeding those of the Adventurers.
  Alfar are assumed to know the Shamanism skill with which they 
  command the Landvættir. It is this control of nature spirits and 
  knowledge of the Evil Eye galdr, which allows them to bless or 
  curse their supplicants.
  Disir
  The dísir are female spirits that are tied to fate or fortune. Both the 
  Norns and Valkyries are disir but are mentioned separately in the 
  Viking Religion chapter.
  The fallen by the sword
  Ygg shall now have;
  thy life is now run out:
  Wroth with thee are the dísir:
  Odin thou now shalt see:
  draw near to me if thou canst
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+3
  10
  1–3
  Right Leg
  –/5
  CON
  3D6
  11
  4–6
  Left Leg
  –/5
  SIZ
  2D6+3
  10
  7–9
  Abdomen
  –/6
  DEX
  2D6+6
  13
  10–12
  Chest
  –/7
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/4
  POW
  2D6+12
  19 
  16–18
  Left Arm
  –/4
  CHA
  2D6+12
  19
  19–20
  Head
  –/5
  Combat Actions
  3
  Typical Armour: Any
  Damage Modifier
  –1D2
  Magic Points
  19
  Traits: Life Sense, Night Sight
  Movement
  10m
  Strike Rank
  +13
  Skills: As desired by the Games Master
  Magic: Alfar command spirits of the  Landvættir and know some 
  galdrar
  
  109
  Disir are usually bound to a particular clan or family. Servants of 
  Freyja, they are fertility or ancestor spirits, which have some power 
  to intercede with nature. When propitiated correctly the disir 
  grant good luck. Such sacrificial ceremonies (disablot) are held in 
  the autumn by the women of the household; and at the onset of 
  winter too, the second with the family and guests attending.
  As tutelary beings, the disir act as guardians defending their 
  family against malicious spirits or evil magic. They are jealous 
  and judgemental guardians however. In one saga two brothers are 
  directed to kill their brother by a disir and in the Saga of Olaf 
  Tryggvason is the tale of Thidrandi, who is killed by nine disir 
  because his family was planning to convert to Christianity!
  When physically manifested disir appear as tall, proud women 
  dressed in black, riding dark horses. They carry swords with which 
  they can fight if necessary.
  In fantasy campaigns a disir may make its presence known by 
  shielding a pious sacrifice against some form of supernatural threat, 
  whether a Seidr casting sorcerer or a physical monster. They may 
  also whisper advice or guidance into the ear of a descendant. For 
  the purposes of such games assume that a disir is normally invisible 
  but once corporeal can only be harmed by magic or enchanted 
  weapons.
  Disir become somewhat redundant in Mythological campaigns 
  where Adventurers may not be mortal and thus not fall under 
  their protection. An angry disir may make excellent shield-maiden 
  foe or companions however; perhaps even a possible wife to those 
  worthy enough.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+6
  13
  1–3
  Right Leg
  –/6
  CON
  2D6+6
  13
  4–6
  Left Leg
  –/6
  SIZ
  2D6+6
  13
  7–9
  Abdomen
  –/7
  DEX
  2D6+6
  13
  10–12
  Chest
  –/8
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/5
  POW
  1D6+15
  19 
  16–18
  Left Arm
  –/5
  CHA
  2D6+6
  13
  19–20
  Head
  –/6
  Combat Actions
  3
  Typical Armour: None
  Damage Modifier
  +1D2
  Magic Points
  19
  Traits: Ancestor Sense, Life Sense, Night Sight
  Movement
  10m
  Strike Rank
  +13
  Skills: All common skills and sword combat at 100%
  Magic: Can cast the following galdrar with no preparation time 
  required: Bar Spirit, Battle Fetter, Blunt Weapon, Ease Pain, Instil 
  Madness, Reflect Charm, Turn Dead and Ward Injury
  
  110
  Dragon
  Save for the unique dragon in Beowulf, most dragons in 
  Scandinavian legend are actually wingless serpents of great size 
  that vomit poison rather than flame. Such creatures are described 
  under Wyrm later in this chapter. Games Masters who wish to use 
  a winged dragon can use the example beast on page 165 of the 
  RuneQuest Core Rulebook.
  Draugr
  During the first night, Aran got up from his chair and killed 
  the hawk and hound and ate them. On the second night he 
  got up again from his chair, and killed the horse and tore it 
  into pieces; then he took great bites at the horse-flesh with his 
  teeth, the blood streaming down from his mouth all the while 
  he was eating. The third night Asmund became very drowsy, 
  and the first thing he knew, Aran had got him by the ears and 
  torn them off 
  — Asmund’s vigil within the mound of his sword brother Aran, 
  Gautrek’s Saga
  Viking undead were known by several names. The haugbui is a dead 
  body, which continues to guard its barrow from being plundered 
  or desecrated. A draugr is an animated corpse that roams far and 
  wide inflicting fear amongst those living nearby. Also known as 
  an aptrgangr, an after-goer, these draugr are murderous creatures 
  who consume the living to satisfy an unappeasable craving for life. 
  Some draugr are the victims of drowning, returning from the seas 
  as portents of doom.
  All Scandinavian undead are corporal creatures lacking a soul. 
  They are merely the corpse left after death, driven on by revenge or 
  injustice. There are no such things as intangible ghosts or spectres 
  in Viking superstition, although the body can move magically 
  through earth and stone to exit their barrows without needing to 
  dig their way clear. The draugr Killer-Hrapp uses this power to 
  escape a combat in the Laxdaela Saga:
  Then Olaf tried to rush Hrapp, but Hrapp sank into the 
  ground where he had been standing and that was the end of 
  their encounter. 
  Draugr come in two colours, the blue-black of mottled bruises 
  (as the goddess of the underworld) or the pale white of corpses. 
  They can appear bloated or swollen to great size, gaining in weight 
  as well as proportions. The body of the draugr Thorolf in the 
  Eyrbyggja Saga grew so big and heavy it took levers to move him.
  Of course with this growth comes an increase in strength and 
  draugr often kill their victims by breaking their necks or crushing 
  every bone in their body in tremendous bear hugs. Some draugr 
  are invulnerable to iron until they are first defeated by hand-to-
  hand grappling.
  The draugr of sorcerers and shamans can retain some magical 
  powers beyond death. Notable examples are controlling the weather 
  to prevent access to their barrows, whilst others can shape-shift into 
  a variety of forms; generally ones with horrible mutilations such as 
  flayed bulls or horses with no ears, tails and a broken back.
  Then Thrain turned himself into a troll, and the barrow was 
  filled with a horrible stench; and he stuck his claws into the 
  back of Hromund’s neck, tearing the flesh from his bones
  New Trait: Ancestor Sense
  The possessor of this trait can sense whenever a 
  family descendant will face mortal danger. The semi-
  precognitive power gives enough forewarning to allow 
  the ancestor to travel to the progeny and intervene if 
  desired. It does not however, reveal the source of the 
  danger or what will happen.
  The Curse of the Walking Dead
  In the Eyrbyggja Saga there is a tale about the village 
  of Frodis-water, which soon after a portentous omen 
  of a rain of blood, was cursed with a terrible sickness 
  and the first to die arose as a draugr. As each person 
  was killed by the touch of the creature, they themselves 
  rose up afterwards as a draugr too. The following 
  passages describe the aftermath of the death of the local 
  shepherd...
  A little after that great hauntings befell; and on a 
  night as Thorir Wooden-leg went out for his needs, 
  and turned off aside from the door, when he would 
  go in again, he saw how the shepherd was come before 
  the door. Then would he go in again, but the shepherd 
  would nowise have it so; and Thorir was fain to get 
  away, but the shepherd went at him, and got hold of 
  him, and cast him homeward up against the door. At 
  this he was affrighted exceedingly; yet he got him to 
  his bed, and he was by then grown coal-blue all over.
  Now from this he fell sick and died, and was buried 
  there at the church; but ever after were the twain, the 
  shepherd and Thorir Wooden-leg, seen in company, 
  and there from were folk full of dread, as was like to 
  be. After Thorir’s death a house-carle of Thorod fell 
  sick, and lay there three nights or ever he died. Then 
  one after another died, till six were dead; and by then 
  it was hard on the Yule-fast, though at that time there 
  was no fasting in Iceland.
  This story provides the basis for a classic zombie 
  scenario, with a remote village cut off by winter slowly 
  succumbing to the curse of the walking draugr! 
  
  111
  Destroying a draugr is often an incredibly difficult task achievable 
  only by the strongest heroes. If invulnerable to iron the creature 
  must first be subdued in a wrestling match. Once defeated, the 
  draugr can be decapitated, normally using a named blade of noted 
  quality or magical craftsmanship. Sometimes the head will try to 
  rejoin the body, so it must be either physically blocked or stopped 
  with some charm. Lastly the remains must be burned to ashes, 
  which are then cast into the sea or scattered by the winds. Failure 
  to complete every step means that the draugr will eventually rise 
  again, no doubt to hunt down those who tried to destroy it.
  But the next morning he let bring his horse, and called his 
  huskarls to him, and gathered men to him from the nearest 
  steads withal; and then they fare out to Haltfoot’s-head, and 
  come to Thorolf’s howe; and he was even yet unrotten, and as 
  like to a fiend as like could be, blue as hell, and big as a bull; 
  and when they went about the raising of him, they could in 
  nowise stir him. So Thorod set lever-beams under him, and 
  thereby they brought him up from the howe, and rolled him 
  down to the seaside, and cut there a great bale, and set fire to 
  it, and rolled Thorolf therein and burned all up to cold coals; 
  yet long it was or ever the fire would take on him. There was a 
  stiff breeze, which scattered the ashes wide about as soon as the 
  bale began to burn; but such of the ashes as they might, they cast 
  out seaward; and so when they had made an end of the business 
  they went home.
  — Eyrbyggja Saga
  When a man dies and becomes a draugr, their STR and SIZ often 
  increase. Re-roll those Characteristics and if higher, take the better 
  result. The draugr loses their POW as they no longer possess a soul. 
  Draugr wishing to use magic must first drain the life of a living 
  creature to power the charm or summoning. CHA is re-rolled 
  also but in this case the lower value is kept. CON, DEX and INT 
  remain as before. 
  The following draugr is of moderate strength and size. More 
  powerful examples exist but Games Masters should be careful 
  to ensure grossly swollen draugr of huge proportions are not 
  invulnerable to weapons, else Adventurers will find it impossible to 
  defeat them.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  1D6+15
  19
  1–3
  Right Leg
  –/6
  CON
  As Before
  11
  4–6
  Left Leg
  –/6
  SIZ
  1D6+15
  19
  7–9
  Abdomen
  –/7
  DEX
  As Before
  11
  10–12
  Chest
  –/8
  INT
  As Before
  13
  13–15
  Right Arm
  –/5
  POW
  —
  —
  16–18
  Left Arm
  –/5
  CHA
  1D6
  4
  19–20
  Head
  –/6
  Combat Actions
  2
  Typical Armour: Either whatever was buried in or is invulnerable to 
  weapons (Games Masters choice)
  Damage Modifier
  +1D6
  Magic Points
  —
  Traits: Dark Sight, Night Sight
  Movement
  6m
  Strike Rank
  +12
  Skills: As Before
  Weapons
  Type 
   
  Size 
  Reach 
  Damage AP/HP
  Unarmed 
  S 
  T 
  1D3+1D6 
  As for Arm
  Combat Styles
  Unarmed 80% (or higher if a skilled wrestler before death)
  
  112
  Combat Notes
  Somewhat slow and seemingly uncaring of weapons, draugr 
  prefer to engage in close combat, using Grip to catch hold of 
  their prey before crushing or strangling them. Due to their near 
  invulnerability, or perhaps seeking a permanent death, they 
  concentrate on attacking rather than defending, so that they never 
  bother to defend themselves.
  Dvergar
  The dvergar, also known as svartalfar or dwarfs, are small folk, 
  originally created by the gods from the maggots that had crawled 
  through the flesh of slain Ymir. Dvergar are smiths and craftsmen 
  without match. Masters of secret knowledge they crafted the 
  greatest treasures of the gods, Freyja’s necklace, Thor’s hammer, 
  Sif’s hair, Freyr’s ship and many others.
  Fearing sunlight, which turns them to stone, the dvergar live in 
  Svartalfheimr, which reputedly lies beneath Midgard’s surface, 
  and hoard their gold and jewels. Their avarice, cunning and 
  maliciousness are legendary. Two dwarf brothers deliberately 
  murdered Kvasir and brewed the mead of poetry (Odhroerir) from 
  his blood. They sometimes steal women and children, seemingly 
  because there are no female svartalfar to comfort them.
  Dvergar are skilled in magic, particularly the runes. They never pass 
  on their knowledge however, save to teach an occasional mortal the 
  true art of smithing. If tricked, dvergar often place terrible curses 
  on items that they were forced to make or riches are stolen from 
  them, causing great harm to those who later own such treasures.
  Although often grudging, ill tempered and untrustworthy, the 
  dvergar can be loyal friends to men who treat them well.
  Like their brethren the Alfar, Dvergar vary in skill and magical 
  ability according to the style of campaign. As craftsmen however, 
  the dvergar are peerless and should exceed well beyond 100%.
  Grave Robbing
  The presence of great wealth within the burial mounds 
  of early Vikings attracted the attention of grave-robbers, 
  both historically and in the literary record, such as the 
  tale of Grettirs Saga.
  Grettir began to break open the mound, and worked 
  hard without stopping until he reached the rafters, 
  late in the afternoon. Then he tore them up. Audun 
  did his best to discourage him from entering the 
  mound. Grettir told him to watch the rope, ‘for I am 
  going to find out what inhabits the barrow.’ Then 
  Grettir went inside the mound. Inside it was dark, 
  and the air not very sweet
  Grave-robbers had to be careful for haugbui were 
  jealous guardians of their treasures, slaying those who 
  would disturb the sanctity of their barrows.
  Grettir took all the treasure and carried it towards 
  the rope, but as he was making his way through the 
  barrow he was seized fast by someone. He let go of the 
  treasure and turned to attack, and they set on each 
  other mercilessly, so that everything in their way was 
  thrown out of place. The mound-dweller attacked 
  vigorously, and for a while Grettir had to give way, 
  but finally he realized that this was not a good time 
  to spare himself. Then they both fought desperately, 
  and moved towards the horse bones, where they had a 
  fierce struggle for a long time. Now the one and now 
  the other was forced to his knees, but in the end the 
  mound-dweller fell backwards, and there was a great 
  crash. Then Audun ran away from the rope, thinking 
  that Grettir must be dead.
  Beyond their awesome physical strength some haugbui 
  also used magic to help defend their burial place against 
  looters. Agnarr in Gold-Thorir’s Saga sends dreams 
  to his potential looter, encouraging him to despoil a 
  different howe. The draugr sorcerer Mithothyn uses foul 
  plagues (disease spirits) to defend his grave house.
  
  113
  Fylgjur
  The Vikings believe that everyone has a guardian spirit called a 
  fylgjur, to help ward that person from harm. The fylgjur is part 
  of the soul, which manifests in the shape of an animal. Normally 
  this spirit only becomes visible when the person is asleep and its 
  form is influenced by the personality of the person being guarded. 
  The fylgja of brave men are fearless animals such as boars or bulls, 
  those of crafty men might be foxes, whilst the guardian of a fearful 
  person might be a timid hare or bird.
  Traditionally it is polite to follow a guest outside when seeing them 
  through the door, granting their fylgja a chance to catch up and 
  not be caught inside. Fylgjur can alert their ward to danger, be it a 
  looming accident or waiting enemy, in several ways. As an unseen 
  spirit sometimes they bang on a nearby door or wall to draw notice 
  to an approaching or hidden threat. At other times, the fylgja takes 
  animal form and ventures from the sleeping person, passing on 
  visions of what they see in the form of dreams.
  Seeing one’s own fylgja is a sign that doom is close at hand, since 
  that part of their soul has detached itself in preparation for death.
  Fylgjur can also be quite dangerous in their own right. Whilst 
  manifested as an animal the spirit can interact as that beast, 
  physically harming those it perceives as threats. An example from 
  Hrolfr Kraki’s Saga is Bodvar Bjarki, who falls asleep under a tree 
  before a battle during which his fylgjar manifests in its bear form 
  to aid his king.
  Hjorvardr and his men saw that a great bear went before the 
  men of King Hrolfr, nearest to where the king was; he slew 
  more men with his paws than five other warriors of the king; 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+9
  16
  1–3
  Right Leg
  –/5
  CON
  2D6+9
  16
  4–6
  Left Leg
  –/5
  SIZ
  1D6+3
  7
  7–9
  Abdomen
  –/6
  DEX
  3D6
  11
  10–12
  Chest
  –/7
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/4
  POW
  2D6+6
  13 
  16–18
  Left Arm
  –/4
  CHA
  2D6
  7
  19–20
  Head
  –/5
  Combat Actions
  2
  Typical Armour: Any
  Damage Modifier
  None
  Magic Points
  13
  Traits: Earth Sense, Dark Sight
  Movement
  6m
  Strike Rank
  +12
  Skills: As desired by the Games Master
  Magic: Dvergar are masters of Rune Carving 
  Famous Dwarfs
  •	
  Alvis: Promised Thor’s daughter for his wife in 
  exchange for forging weapons for the Æsir but was 
  tricked by Thor and turned into stone.
  •	
  Andvari: Cursed his treasure hoard stolen by Loki to 
  pay the blood fine for Otr’s death.
  •	
  Otr: A shape-shifter who delighted taking the form of 
  an otter but was accidentally slain by Loki.
  •	
  Brokk and Sindri: Two brothers, who fashioned the 
  spear Gungnir, hammer Mjollnir, ship Skidbladnir, 
  ring Draupnir, Sif’s golden Hair and the boar 
  Gullinburs.
  •	
  Durin: Second in command of the dwarfs, who with 
  the aid of Dvalin helped forge the sword Tyrfing.
  •	
  Dvalin: The father of the dwarfs, who taught his 
  descendents the power of runes.
  •	
  Fjalar: With his brother, Galar, he killed Kvasir and 
  made the mead of poetry from his blood.
  •	
  Ivaldi: The sons of Ivaldi ‘The Mighty’ were Brokk 
  and Sindri.
  •	
  Lit: The misfortunate dvergar cremated with Baldr 
  and Nanna.
  •	
  Modsognir: Chief of the dvergar. 
  •	
  Nordri, Austri, Sudri and Vestri: the four dwarves, 
  chosen by the gods to protect the four ends of the sky. 
  •	
  Althjof : The ‘Mighty Thief’ maker and stealer of the 
  sword Naglhring.
  •	
  Dvalin, Alfrig, Berling and Grer were the creators of 
  the necklace Brisingamen.
  
  114
  hewing- and shot-weapons bounced off him, and he broke 
  under him both men and horses of the host of King Hjorvardr 
  and all which neared him he crushed with his teeth, so that 
  ill murmuring came into the host of King Hjorvardr... ...then 
  the bear vanished away from the host, and the battle grew 
  very heavy.
  Fylgjur are, for the purposes of RuneQuest game mechanics, the 
  ‘fetch’ of every Adventurer, whether or not they are shamanists. 
  When viewed with some form of second sight or mystic vision, 
  each person’s fylgjur is revealed, allowing the viewer an insight into 
  the personality and current temperament of those before them.
  Unless an Adventurer is a full shaman who has mastered his fetch, 
  players have no direct control over when their fylgjur acts or what 
  it does. It is merely the form that they take in spirit combat; and 
  a tool with which a Games Master might allow some supernatural 
  intervention to aid the Adventurers.
  For the expenditure of a Hero Point, an Adventurer can invoke his 
  fylgjur to either:
  •	
  Grant an immediate premonition of imminent peril, hidden 
  or not.
  •	
  Whilst sleeping, experience a dream revelation of nearby 
  nefarious deeds. 
  •	
  Manifest as an animal to physically aid its unconscious ward.
  A shaman, fully awakened to the powers of his fylgjur fetch can 
  command these abilities at will.
  No Characteristics are given for fylgjur, since each one has its own 
  distinct form. A table of example animals is provided though to 
  randomly generate the animal. If desired, the Games Master can 
  choose a fitting creature, which matches the personality of an 
  Adventurer, or better still, allow the other players to vote on what 
  they think is most suitable!
  The STR, CON, SIZ and DEX of the animal are always those of 
  an average creature of that species. However, its INT, POW and 
  CHA (where appropriate) are those of the Adventurer. Fylgjur are 
  normally immune to mundane harm but can be hurt by magic 
  or ensorcelled weapons. Any damage inflicted on a physically 
  manifested spirit harms the Adventurer also. Thus a critically 
  injured fylgjur can cause the death of its host.
  Fylgjur Animal Forms
  Dice Rolls
  1D6
  1D20
  1–3
  4–6
  1
  Auroch
  Magpie
  2
  Bear
  Martin
  3
  Beaver
  Mink
  4
  Boar
  Mouse
  5
  Bull
  Otter
  6
  Cat
  Owl
  7
  Eagle
  Raven
  8
  Eel
  Reindeer
  9
  Elk
  Salmon
  10
  Ermine
  Sea Gull
  11
  Fox
  Seal
  12
  Frog
  Shark
  13
  Goat
  Sheep
  14
  Hare
  Snake
  15
  Hawk
  Squirrel
  16
  Heron
  Swan
  17
  Horse
  Walrus
  18
  Hound
  Whale
  19
  Lemming
  Wolf
  20
  Lynx
  Wolverine
  Jotnar
  The jotnar are the giants of Viking mythology. There are many 
  different types of jotnar but they share the one simple aspect – they 
  are all big or huge. Many of the Æsir are married to giantesses or are 
  the children of them. Odin, Thor, Tyr, Heimdallr and Loki all have 
  giant blood running in their veins, despite the fact that giants were 
  viewed as the traditional enemies of the gods. Some giants maintained 
  a close friendship with the Æsir seeking peace between their peoples.
  Hrimthursar are the rime and frost giants. They originally lived in 
  Niflheimr but almost all were drowned in the blood of Ymir when 
  he was slain. From the survivors were descended the new races of 
  giants, which spread across the worlds. Hrimthusar sometimes lure 
  travellers in the cold, charming them with soft words so that they 
  fall asleep and freeze.
  
  115
  Eldjotnar are the fire giants, who wait patiently in the realm of 
  Muspelheimr for the day of Ragnarok. They are ruled by Surtr 
  their lord who will slay Freyr in the final battle and destroy the 
  world. Eldjotnar are rarely seen outside their volcanic lands.
  Bergrisar are the mountain giants. They also live in Jotenheimr, 
  literally Giantland. Utgard is the most prestigious stead of 
  Jotunheimr, a mighty hall or citadel ruled by Utgardloki. The 
  Bergrisar lack the cold or heat of their brethren but still possess 
  great strength and often give birth to monstrous offspring, such as 
  the wolves of Jarnvidr (Ironwood).
  Despite a reputation for being dim-witted, not all giants are 
  slow of thought. Mimir was a particularly wise giant who 
  helped Odin on the path to wisdom. The giant was so sagacious 
  that after his death, Odin kept Mimir’s decapitated head to ask 
  it questions. Utgardloki was particularly clever, managing to 
  outwit even Loki himself.
  Although the eddas and sagas relate tales of primordial giants of 
  colossal size, the following giant Characteristics remain modest. In 
  RuneQuest a huge giant is near unbeatable, so to preserve game 
  balance and instil some common sense in terms of Æsir-Jotnar 
  marriages, these giants are more modestly scaled. This enables even 
  normal humans the chance to defeat a giant in combat; a truly 
  heroic deed.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  3D6+12
  23
  1–3
  Right Leg
  1/8
  CON
  1D6+12
  16
  4–6
  Left Leg
  1/8
  SIZ
  3D6+12
  23
  7–9
  Abdomen
  1/9
  DEX
  3D6
  11
  10–12
  Chest
  1/10
  INT
  1D6+6
  10
  13–15
  Right Arm
  1/7
  POW
  3D6
  11
  16–18
  Left Arm
  1/7
  CHA
  3D6
  11
  19–20
  Head
  1/8
  Combat Actions
  2
  Typical Armour: Thick Skin
  Damage Modifier
  +1D10
  Magic Points
  11
  Traits: None
  Movement
  12m
  Strike Rank
  +11
  Skills: As desired by the Games Master. Most skills are between 50-
  100%. Resilience is always a minimum of CON x 5.
  Magic: Jotnar rarely use magic save for the occasional shape-shifting
  Weapons
  Type 
   
   
  Size 
  Reach 
  Damage  
  AP/HP
  Unarmed 
   
  L 
  M 
  1D6+1D10 
  As for relevant limb
  Giant 1H Sword  
  H 
  L 
  1D12+1D10 
  6/12
  Giant 2H Maul 
   
  E 
  VL 
  3D6+1D10 
  4/15
  Thrown Boulder  
  E 
   
  2D6+1D10 
  —
  Combat Styles
  Weapon 70%, Unarmed 80% – tougher giants are more skilled.
  
  116
  Important or primordial jotun can be given more STR and SIZ 
  to reflect their importance. Jotun chieftains should use 2D6+6 for 
  intelligence to reflect their cunning.
  Combat Notes
  Jotnar weapons are bigger than human versions in terms of Size 
  and Reach, inflicting more damage. Giants normally try to use 
  Bypass Parry or Damage Weapon against an enemy’s shield, to 
  allow their crushing blows to land unimpeded. Another favourite 
  technique is to use Bash in order to keep from getting swamped 
  by multiple opponents. When throwing rocks, the missiles tend 
  to Stun Location due to their inherent mass, in addition to any 
  manoeuvre chosen by the giant.
  Magic Notes
  Frost giants are immune to cold and can control the weather in their 
  realm to summon blizzards, call forth icy winds or invoke a freezing 
  cold. Anyone caught outside shelter during these conditions loses a 
  level of fatigue for each hour of exposure unless they can make an 
  opposed Resilience test against the Giant’s Persistence.
  Fire giants likewise are immune to heat and can immolate 
  themselves at will. At the start of each round, those in close 
  proximity must succeed in an opposed test of their Resilience 
  against the Giant’s Persistence, or take 1D4 points of fire damage 
  to all Hit Locations.
  Those giants who live in the oceans, at the bottom of lakes or 
  behind waterfalls can breathe water without harm. Sea jotnar in 
  particular can control the weather upon the ocean. The maximum 
  wind strength a giant can raise (or calm) is equal to his or her 
  Persistence skill value.
  Kraken
  Although technically never named directly in any of the sagas, save 
  as the sea creatures hafgufa and lyngbakr, the Kraken is a Norse 
  monster of the late Viking period. They are giant squid, which 
  cause mighty whirlpools that can sink ships. After storms or the 
  naturally occurring maelstroms off the Icelandic and Norwegian 
  coast, their bodies are sometimes washed to the surface. 
  The following kraken is a 20 metre long monster worthy to set 
  upon a Viking longship. The two main tentacles are 15 metres 
  long, whereas the lesser ‘arms’ are only five metres in length. Each 
  limb is lined with suckers inside of which are viciously sharp 
  hooks. At the base of the tentacles and arms is the feeding mouth, 
  a large beak capable of shredding prey before it is swallowed.
  Combat Notes
  Kraken normally attack with their two long tentacles, plucking up 
  small prey, which is passed to the eight shorter ‘arms’ around its 
  beak. Any attack by a tentacle or arm automatically gains the Grip 
  manoeuvre in addition to any others won in combat. 
  Unless driven to a berserk fury a kraken usually attacks stealthily; 
  plucking several victims from a ship to fill its stomach and 
  Famous Giants
  •	
  Angroboda: Loki’s lover and mother of Fenrir, 
  Jormungand and Hel. 
  •	
  Baugi: Brother of Sutting. He employed Odin, 
  disguised as Bolverk, to reap his fields. 
  •	
  Bergelmir: The only giant to escape the flood of 
  Ymir’s blood at the creation. 
  •	
  Elli: Old age in the form of an ancient giantess 
  who wrestled with Thor in Utgardloki’s court. 
  •	
  Farbauti: Loki’s father. 
  •	
  Fjolsvid: Guardian of Menglad’s hall. 
  •	
  Geirrod: Attempts to kill Thor in a duel. 
  •	
  Gilling: Giant who, with his wife, is killed by the 
  dwarfs Fjalar and Galar. 
  •	
  Gjalp and Greip: Geirrod’s daughters who tried 
  to kill Thor by drowning him in menstrual 
  blood and then by crushing him against the 
  rafters. Killed by Thor. 
  •	
  Grid: Odin’s mistress who loaned Thor her magic 
  belt, gloves and staff for his fight with Geirrod. 
  •	
  Gunnlod: Suttung’s daughter who guarded the 
  mead of poetry but was tricked and seduced 
  by Odin. 
  •	
  Hraesvelg: Creates the wind whilst disguised as an 
  eagle. 
  •	
  Hugi: ‘Thought’ an illusory giant who defeated 
  Thialfi in a running race. 
  •	
  Hymir: Owner of a giant cauldron that was taken 
  from him by Thor.
  •	
  Hyndla: Discloses Ottar’s ancestors to him while 
  he is disguised as a boar. 
  •	
  Hyrrokin: The puller of Baldr’s burial boat to the sea. 
  •	
  Jarnsaxa: Thor’s mistress and mother of Magni and 
  Modi. 
  •	
  Logi: Fire in the form of a giant who defeated Loki 
  in an eating contest at Utgardloki’s hall. 
  •	
  Narvi: Father of night. 
  •	
  Surt: Lord of Muspell and the fire giants, who will 
  set the nine worlds alight at Ragnarok. 
  •	
  Suttung: Son of Gilling and temporary owner of 
  the mead of poetry. 
  •	
  Thiazi: Abducted Idun and her golden apples but 
  was slain by the gods for his deed. 
  •	
  Thokk: The bitter giantess who prevented Baldr’s 
  return from Hel. 
  •	
  Thrym: Lord of the frost giants who stole Thor’s 
  hammer and was then killed for it. 
  •	
  Utgardloki: Ruler of Utgard and a master of 
  illusion, disguised himself as Skrymir to lure Thor 
  to his hall. 
  •	
  Vafthrudnir: Was slain after being tricked into a 
  knowledge contest with Odin. 
  •	
  Ymir: The first giant whose corpse made the nine 
  worlds
  
  117
  retreating under the waves. If the kraken is upset with the ship 
  itself, it will grasp the vessel and create a whirlpool to drag the 
  entire ship under in 1D6+1 rounds.
  Landvættir
  Landvættir are the spirits of the land who control its fertility and 
  fortune. They can live in the wilderness, residing in oddly shaped 
  boulders, pretty pools or waterfalls; or they reside on farmsteads, 
  looking after the running and protection of the stead.
  Huldra
  Wilderness nature spirits have a myriad of different names and 
  titles. Collectively known as the Huldra Folk they encompass 
  many of the stone, water or forest spirits such as bergbui (rock 
  dweller), sjora (water spirit) or skogsfru (forest nymph). A huldra 
  can be of either gender. 
  Their powers are many and varied but normally they leave people 
  well alone unless someone profanes their sacred location or 
  they seek sexual gratification. Those who satisfy their desires are 
  rewarded but those who fail to perform are often killed. However 
  some huldra, like the Nykr, are naturally malicious seeking only to 
  kill those who wander close enough to ensnare.
  A huldra is normally an intangible spirit but can manifest a physical 
  form of great beauty, which has a hidden animal or plant-like 
  feature of some sort that can only be seen from behind; bark like 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1–3
  Body
  3/15
  CON
  2D6+12
  19
  4
  Head
  3/14
  SIZ
  4D6+24
  38
  5
  Arm 1
  3/7
  DEX
  2D6+18
  25
  6
  Arm 2
  3/7
  INT
  6
  6
  7
  Arm 3
  3/7
  POW
  2D6+6
  13
  8
  Arm 4
  3/7
  9
  Arm 5
  3/7
  10
  Arm 6
  3/7
  11 
  Arm 7
  3/7
  12
  Arm 8
  3/7
  13–16
  Tentacle 1
  3/13
  17–20
  Tentacle 2
  3/13
  Combat Actions
  4
  Typical Armour: Thick gelatinous skin. No Armour Penalty
  Damage Modifier
  +1D12
  Magic Points
  13
  Traits: Dark Sight, Night Sight
  Movement
  12m
  Strike Rank
  +19
  Skills: Perception 65%, Persistence 55%, Resilience 80%, Stealth 70%, 
  Swim 100%
  Weapons
  Type 
   
   
  Size 
  Reach 
  Damage  
  AP/HP
  Tentacle Lash 
   
  L 
  VL 
  1D6+1D6 
  As for Tentacle
  Arm Crush 
   
  H 
  VL 
  1D3+1D12 
  As for Tentacle
  Combat Styles
  Tentacles 75%
  
  118
  skin on their back or a cow, fox or fish’s tail for example. Although 
  a manifested landvættir may be physically harmed, killing the 
  body does not destroy the spirit, which may reform the following 
  day suitably angered by the experience. To defeat or drive off the 
  spirit requires magic or the protection of a shaman.
  Combat Notes
  A huldra is normally tied to a physical location – a rock, tree or 
  pool – which is their home. From this place they can command the 
  lesser Nature spirits residing in their domain. The physical form of 
  the huldra must emerge from or dissipate into the object to which 
  they are naturally tied. They cannot venture more than a quarter 
  of their POW in kilometres away from their home.
  Although physically strong, they are only moderately dangerous in 
  combat unless they attack from surprise, often using their ability 
  to shape-shift or seduce to bring a victim into intimate range. They 
  either use their strength to strangle, or as in the case of Nykr, drag 
  foes into rivers or pools of water to drown them. 
  Huldra cannot Discorporate an enemy but must battle them 
  physically. However, they can summon and direct local Nature 
  Spirits, which can be done automatically with the expenditure of 
  a Magic Point.
  Tomte or Nisse
  Tomte are spirits that live on steadings, helping to look after 
  the running of the farm. When manifested they take the form 
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+12
  19
  1–3
  Right Leg
  –/4
  CON
  2D6+3
  10
  4–6
  Left Leg
  –/4
  SIZ
  2D6+3
  10
  7–9
  Abdomen
  –/5
  DEX
  2D6+6
  13
  10–12
  Chest
  –/6
  INT
  2D6+6
  13
  13–15
  Right Arm
  –/3
  POW
  1D6+18
  22
  16–18
  Left Arm
  –/3
  CHA
  1D6+18
  22
  19–20
  Head
  –/4
  Combat Actions
  3
  Typical Armour: None
  Damage Modifier
  +1D2
  Magic Points
  22
  Traits: Dark Sight, Night Sight, Recurring
  Movement
  12m
  Strike Rank
  +13
  Skills: Perception 80%, Persistence 75%, Resilience 60%, 
  Seduction 85%, Stealth 90%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
  AP/HP
  Unarmed 
  S 
  T 
  1D3+1D2 
  As for Arm
  Combat Styles
  Spectral Combat 100%, Unarmed 75%
  
  119
  of diminutive, elderly men with full beards, dressed in woollen 
  clothing and wearing a dyed woollen hood or cap. They are rarely 
  seen however, only coming out when people sleep or using magic 
  to remove themselves from notice. Despite their small size, rarely 
  growing above waist height, they are ferociously strong, capable of 
  performing superhuman feats of labour.
  Although the tomte were generally beneficent spirits, they could 
  become violent or even malicious if not kept appeased. A minor 
  offence might result in the spirit boxing the offender’s ears, whereas 
  a catastrophic insult could cause the spirit to burn down a barn or 
  kill all the livestock.
  The way to insult a tomte could be any of the following:
  •	
  Changing the way the farm is run.
  •	
  Swearing or urinating in his presence.
  •	
  Failing to set a place for the spirit at the table.
  •	
  Playing loud music when it wants to sleep.
  •	
  Maltreating the animals on the farm.
  •	
  Forgetting to sacrifice food to it at the customary blot.
  Conversely, a tomte will repay acts of kindness and respect, greatly 
  reducing the work necessary to run the farmstead. Not only do 
  they engage in physical labour but they also act to protect the stead 
  and its family. For example, they drive away evil spirits or wake the 
  occupants if an unnoticed fire breaks out.
  For Characteristics and abilities, treat Tomte as Alfar; save that 
  their STR is 2D6+18 and SIZ is 1D6+3. In addition tomte know 
  the galdr magic of Remain Unseen.
  Mara
  A mara is an evil nightmare that ‘rides’ a human or animal as they 
  sleep. They are considered the ill-intentioned sendings of seid-
  witches or Lapp shamans, who wish to punish or even kill a victim.
  Mara are formless terrors, which enter a home through cracks in 
  windows, knot-holes in wooden walls or even smoke holes in a 
  roof. Although discorporate, their presence can be sensed by the 
  faint whispering noises of their passage. Once reaching the person 
  they seek, they attack from the Spirit World, leaping atop and 
  slowly crushing them as if under a great weight.
  Externally the sleeping victim begins to slowly writhe and sweat, 
  groaning from the assault but unable to move a limb to escape. 
  The dreamer however, sees some dark presence resting upon their 
  chest in a shadowy semblance of some sort of animal.
  Drífa prevailed upon Huld by gifts that she should conjure 
  Vanlandi back to Finland or else kill him. At the time when she 
  exercised her seidr, Vanlandi was at Uppsala. Then he became 
  eager to go to Finland; but his friends and counsellors prevented 
  him from doing so, saying that most likely it was the witchcraft 
  of the Finns which caused his longing. Then a drowsiness came 
  over him and he lay down to sleep. But he had hardly gone to 
  sleep when he called out, saying that a mara rode him. His men 
  went to him and wanted to help him. But when they took hold of 
  his head the mara trod on his legs so they nearly broke; and when 
  they seized his feet it pressed down on his head so that he died.  
  — Ynglinga Saga
  In RuneQuest Vikings mara are considered to be the fylgjur of 
  sorcerers skilled in shamanism, sent to possess the victim. The 
  appearance of the mara depends on the animal soul of the sender. 
  Spirit Combat can only occur when the target sleeps but once 
  initiated the victim perceives their Magic Point loss as the gradually 
  increasing weight of the thing on their chest.
  If possession is successful, the fylgjur can either plague the victim 
  with terrible dreams thought up by the sorcerer, or it can simply 
  dissipate the soul of the victim, killing them.
  Nyke
  Nyke are malevolent spirits that adopt the forms of beautiful 
  horses, which lure riders onto their backs. Once mounted the 
  nyke then plunges into the nearby pool or river to drown the rider, 
  who remains affixed to the horse. The only chance of survival is to 
  perform magical preparations before meeting the creature, refuse 
  to be seduced into touching or mounting it, or attempt to kill the 
  Nyke’s physical form before drowning!
  Nyke usually demand to be propitiated with human sacrifices 
  or they begin to feast on those children living nearby. For 
  Characteristics, see Huldra on page 118. Nyke in addition know 
  the galdr magic of Hold Fast. 
  
  120
  Orm
  An orm or wyrm is a serpentine, legless Scandinavian dragon. 
  Although they lack the fiery breath of their continental cousins, 
  ormar are possessed of terrible venom, which poisons and 
  asphyxiates those who press too close.
  The race of ormar is twofold. Those which live in the ocean deeps, 
  sired by great Jormungand, are called sea serpents. Those that make 
  their lairs in the barrows of old kings are known as dragons and are 
  often winged. Few orm involve themselves with human folk. They 
  are content to sleep upon beds of gold or lie in the depths wrapped 
  around the wrecks of silver filled ships. They stir infrequently to 
  eat but when they do their hunger is terrible.
  These Characteristics can be used for either sea serpents or 
  Scandinavian dragons. Sea serpents should treat any blow to the 
  wings as a hit to the Body instead. A new hatched orm is three 
  metres long and has a base STR and SIZ of 2D6 and scales worth 
  two Armour Points. For every three metres of growth beyond that 
  it gains two additional points of armour and a +6 bonus to its STR 
  and SIZ.
  The following orm is a modest specimen only 12 metres long, a 
  suitable challenge for a great hero.
  Dice
  Average
  1D20
  Hit Location
  AP/HP
  STR
  2D6+18
  25
  1–8
  Tail
  8/10
  CON
  2D6+12
  19
  9
  Right Wing
  8/5
  SIZ
  2D6+18
  25
  10
  Left Wing
  8/5
  DEX
  2D6+12
  19
  11–16
  Body
  8/11
  INT
  2D6+6
  13
  17–20
  Head
  8/9
  POW
  2D6+6
  13
  CHA
  2D6+6
  13
  Combat Actions
  3
  Typical Armour: Scales
  Damage Modifier
  +1D8
  Magic Points
  13
  Traits: Dark Sight, Night Sight
  Movement
  12m
  Strike Rank
  +16
  Skills: Flying 100%, Perception 100%, Persistence 80%, Resilience 
  80%, Stealth 75%
  Weapons
  Type 
   
  Size 
  Reach 
  Damage  
   
  AP/HP  
  Bite 
   
  H 
  L 
  1D8+1D8+Poison  
  As for Head
  Tail 
   
  H 
  VL 
  1D6+1D8 
   
  As for Tail
  Combat Styles
  Bite 100%, Tail Bash 80%
  
  121
  Combat Notes
  A crafty and cunning fighter, wyrms strike from positions of personal 
  advantage. An orm in its lair will place itself to prevent being 
  outflanked, such as at the end of the narrow entrance tunnel where 
  only one foe can attack at a time. If caught or lured outside, a winged 
  orm will take to the air, relying on its scales and aerial agility to protect 
  it from arrows, whilst it scythes down enemies with its tail.
  Sea serpents tend to wait in ambush underwater before trying to 
  pluck a man off the deck of a ship. Gargantuan serpents might 
  instead try to engulf the entire ship, crushing it in their coils. In 
  such a case, each round use the tail attack to inflict constriction 
  damage against the vessel’s Construction Points, remembering to 
  use the Hull to reduce damage first.
  Ormar use their tails in preference to their heads, trying to knock 
  opponents prone before biting them. Unless faced by weapons that 
  can cause it significant damage, the creature does not bother to 
  defend itself, only using its Combat Actions to attack.
  Orm Venom
  Application: Contact/Inhaled
  Onset time: Asphyxiation immediately, necrosis occurs only if 
  bitten.
  Duration: 1D10 minutes
  Resistance Time: The victim must make a single Resistance roll 
  when first breathed upon. Failure indicates that the victim starts 
  to suffer asphyxiation. Each bite requires an immediate Resistance 
  roll to see if the accumulating necrosis effect is resisted.
  Potency: Orm’s CON x 5
  Resistance: Resilience
  Conditions: Asphyxiation, Necrosis. The dripping venom 
  sublimates into a choking cloud, which gradually asphyxiates 
  those in the Orm’s immediate vicinity. Each bite however will 
  accumulate necrotic damage to that location – 1 HP of permanent 
  damage per failed save. 
  Antidote/Cure: A suffocating victim who staggers clear of the 
  poisonous miasma into clean air will recover from the asphyxiation 
  in 1D6 minutes. A victim who collapses within the cloud will die if 
  not rescued and resuscitated. A successful Healing roll used to treat the 
  necrosis will allow that location to heal naturally. Failure means the flesh 
  is permanently destroyed. Only one attempt can be made per location.
  Troll
  Surprisingly the word Troll and its associated monster concept do 
  not actually exist in the Viking period. However, for those who 
  would sorely miss the ubiquitous troll, assume that they are a type 
  of man eating ogre which dwell in watery places, such as deep 
  fjords or behind waterfalls. Use the Characteristics of a jotun, give 
  them water breathing and make them immune to weapons unless 
  rendered incapacitated first by the use of wrestling – as per Draugr.
  Were-creatures
  Almost all monstrous were-creatures are either shape-shifters who 
  have forgotten their humanity, or poor fools who have donned 
  a cursed shape-shifting skin that they cannot remove. (Willing 
  shape-shifters are handled using the Shape-shifting skill in the 
  Magic chapter.)
  Unlike the traditional lycanthrope of European legend, an 
  accursed Scandinavian shape-shifter does not change his form 
  back and forth according to the moon. They are either under a 
  cyclical curse of the enchanted skin, every evening or every ninth 
  day for example; or they are permanently trapped in the animal 
  shape, only returning to human form when killed.
  It was his custom to get up early and go about men’s business 
  or where there was smith- work...But every day when evening 
  came, then he became peevish, so that few men could speak 
  with him; he was prone to sleep in the evenings. That was said 
  among folk, that he was greatly hamrammr; he was called 
  Evening Wolf
  — Egils Saga
  Unwillingly trapped within a different form, most folk become 
  semi-sapient monsters, driven by impotent rage or a lust for 
  killing, victims of the animalistic passions they have adopted. This 
  often places them at odds with local inhabitants, especially if the 
  beast develops a taste for livestock or human blood.
  Due to the natural invulnerabilities they gain in their cursed shape, 
  were-creatures can be very dangerous foes.
  
  122
  To generate the Characteristics of a were-creature, simply use the 
  average STR, CON, SIZ and DEX values for that type of animal 
  and make them immune to mundane damage.
  Unique Creatures
  The following creatures are legendary beings from Viking 
  mythology. These include some of the terrible monsters destined 
  to kill the gods at Ragnarok. To save space, rather than repeating 
  Characteristics for creatures which may never be used, a guideline 
  is provided to allow Games Masters to quickly stat out each one. 
  Legendary creatures possess these traits:
  •	
  Maximum values for their Characteristics.
  •	
  An additional 10 AP added to their natural Armour Points.
  •	
  A raised intellect, 7 for herbivores, 2D6+6 for carnivores.
  •	
  Carnivores can communicate with speech.
  •	
  The Size, Reach and Damage Dice of natural weapons, all 
  raised by one step.
  Although this list only includes famous creatures from the eddas, 
  there is nothing preventing a Games Master from generating his 
  own unique monsters, which can be found wondering the nine 
  worlds.
  Audumla
  The primeval first cow of gargantuan size, born from the ice of 
  Ginnungagap. Her milk fed Ymir, the first of the giants, and his 
  offspring. The great cow fed on the salty rime surrounding Ymir, 
  eventually freeing Buri from the ice. Audumla still grazes the 
  inhospitable places of the nine worlds, licking ice and searching for 
  salt. The maximised Characteristics of Audumla are of an auroch 
  of triple STR and SIZ.
  Fafnir
  Originally a dwarf, the son of Hreidmar and brother to Regin 
  and Ottr. When the cursed ring Andvarinaut was used to pay 
  the weregild for his Ottr’s death, Fafnir killed his father for the 
  ransom and assumed the form of a dragon to better guard his 
  treasure. Regin, also seeking ownership of the hoard reforged the 
  sword Gram for the hero Sigurd, who slew Fafnir with it. The 
  blood of Fafnir allows the drinker to understand the speech of 
  birds and eating his heart grants an increase in strength. Fifnir is 
  a traditional Dragon as described on page 165 of the RuneQuest 
  Core Rulebook.
  Grendel
  Grendel was a terrible man eating creature of iron claws and 
  great strength, who haunted Heorot, the hall of the Danish king 
  Hrothgar. Grendel kept to the darkness and lived in an underwater 
  cave with his mother, an even more fearsome monster. Both were 
  protected from harm by her spells, so that no warrior could 
  harm him until the hero Beowulf arrived and possessing his own 
  superhuman strength, ripped off Grendel’s arm whilst wrestling. 
  The following night Grendel’s mother came to the hall to extract 
  murderous revenge, forcing Beowulf to follow her back and swim 
  down to the subterranean lair. Finding her hide to be protected 
  by sorcery too, he wrestled once again before slaying her with a 
  mighty blade found in the cave. Her severed head took four men 
  to carry back to Heorot. Grendel and his mother can be modelled 
  as trolls, as described in the previous section.
  Fenrir
  One of the three monstrous offspring of Loki and the giantess 
  Angerboda, Fenrir had the form of a wolf. He was kept at Asgardr 
  with the Æsir who grew slowly more frightened of him as he grew 
  to gigantic proportions. The gods tried to trick Fenrir with a game 
  where they bound him in chains. The monstrous wolf agreed to 
  play, confident in his great strength. Twice they bound him and 
  twice he shattered the links with ease. The third time however, 
  they used a magical rope made by the dwarfs. Fenrir, suspicious of 
  the binding, only agreed to be bound if someone placed their hand 
  in his mouth as a guarantee that he would be released afterwards. 
  Of all the gods only Tyr was courageous enough, so when the wolf 
  was unable to break Gleipnir, his hand was bitten off. The gods 
  took Fenrir and tied him to a great boulder (Gjoll) and drove it 
  deep into the earth. Then, to make sure, they covered that rock 
  with another huge boulder (Thviti). To gag Fenrir’s howls of rage, 
  they shoved a sword into his mouth so that the hilt was in its lower 
  jaw and the point in the upper, which only made him howl more 
  horribly. Fenrir is fated to kill Odin at Ragnarok. The maximised 
  Characteristics of Fenrir are of a wolf of triple STR and SIZ.
  Garm
  The very hound of Hel, Garm is a guard-dog of enormous size and 
  savagery. He was chained outside the cave Gnipahellir, guarding 
  the entrance to Niflhel. Whilst the hound has no particular enmity 
  against the Æsir, it is fated to break its chain and die whilst slaying 
  Tyr. The maximised Characteristics of Garm are of a hound of 
  quadruple STR and SIZ.
  Jormungand
  Another of the three monstrous offspring of Loki and the giantess 
  Angerboda, Jormungand was cast out of Asgardr by Odin and 
  the wyrm landed in the ocean where it began to grow to titanic 
  proportions. Thereafter it was known as the Midgardormr, or 
  the Midgard Serpent. The serpent became a personal foe of Thor 
  who met the creature twice, once in a test of strength when it was 
  disguised by Utgardloki as a cat. The second on a fishing trip with 
  Hymir, when Thor caught Jormungand and began to pull it up 
  into the boat but the terrified giant cut the line before Thor could 
  kill the wyrm with Mjollnir. Jormungand is fated to be slain by 
  Thor at Ragnarok but the thunder god will be overcome by the 
  serpent’s venom. The father of all wyrms, large enough to encircle 
  the world, is beyond the scope of even the gods themselves, so no 
  characteristics are provided.
  
  123
  Nidhogg
  The dragon that gnawed at the roots of Yggdrasil, Nidhogg 
  laired near the Hvergelmir, one of three sacred wells. Nidhogg 
  was also supposed to chew on the bodies of evil doers consigned 
  to Nastrond the bleak beach full of serpent skin and awash 
  with venom. The dragon feuds constantly with the great eagle, 
  which rests at the crown of Yggdrasil, their insulting banter to 
  one another carried back and forth by the squirrel Ratatosk. The 
  maximised Characteristics of Nidhogg are of a dragon of double 
  STR and SIZ.
  Skoll and Hati
  The giant wolves that pursued the sun and the moon, Skoll and 
  Hati were among the warg descendants of the giantesses known 
  as the Jarnvidur. When Skoll and Hati catch the two gods, it will 
  herald in the Fimbulwinter, plunging the nine worlds into frozen 
  misery. The maximised Characteristics of Skoll and Hati are of 
  wolves of double STR and SIZ. 
  Lesser Legendary Creatures
  Name
  Description
  Animal to Use1
  Alsvid and 
  Arvak
  The horses that pull the 
  sun.
  Double sized horses
  Fjalar 
  The cockerel who will 
  crow to warn the giants 
  that Ragnarok has 
  arrived.
  Double sized eagle
  Gullinbursti 
  Freyr’s golden boar that 
  glows and can fly.
  Triple sized boar
  Gullinkambi 
  Cockerall who wakes 
  the Einherjar and warns 
  the gods that Ragnarok 
  has arrived.
  Double sized eagle
  Gullfaxi 
  The giant Hrungnir’s 
  horse.
  Triple sized horse 
  with triple the 
  movement rate
  Heidrun
  Goat that supplies mead 
  for the Einherjar.
  Equivalent to a 
  double sized elk
  Himinhrjot 
  The giant Hymir’s giant 
  Ox.
  Double sized 
  aurochs
  Hrimfaxi
  Night’s horse.
  Double sized horse
  Huginn and 
  Munin
  Odin’s ravens.
  Double sized eagles
  Ratatosk 
  The squirrel that runs 
  up Yggdrasil’s trunk and 
  carries insults to the 
  eagle in it’s branches. 
  Equivalent to a 
  double sized hound
  Skinfaxi 
  Day’s horse. 
  Double sized horse
  Sleipnir 
  Eight legged horse 
  owned by Odin. Sired 
  by Svadilfari, the stallion 
  and carried by Loki. 
  Double sized horse 
  with five times the 
  movement rate
  Svardilfari 
  Stallion that helped 
  to rebuild the walls of 
  Asgard. Sired Sleipnir. 
  Triple sized horse
  Tanngnost and 
  Tanngrisni 
  The two goats that pull 
  Thor’s chariot, who can 
  be eaten and are reborn 
  each morning.
  Equivalent to 
  double sized 
  reindeer
  Wargs 
  The numerous wolf 
  offspring of the 
  giantesses of Jarnvidur.
  Double sized 
  wolves (rolled not 
  maximised)
  1 The descriptor Double or Triple Sized refers to the STR and 
  SIZ Characteristics. The remainder remain intact save for the 
  guidelines defined for legendary creatures.
  
  124
  Viking Campaigns
  Cattle die, kindred die,  
  Every man is mortal: 
  But I know one thing that never dies,  
  The glory of the great dead 
  — Havamal
  Designing a Viking Campaign
  As illustrated in the earlier chapters, the Viking Age is a blend of 
  tradition, superstition, honour and treachery. The fluid mobility of 
  social status, wealth and outlawry present fantastic opportunities 
  for a Game Master to raise his Adventurers from obscurity as slaves 
  or poor karls to becoming kings, just like Olaf Trygvesson, who, 
  freed from slavery in Russia, experienced many adventures as a 
  warrior, then a raider, before ruling over Norway! Or perhaps even 
  the other way around, the Adventurers being the sons of a jarl 
  who is overthrown and killed, spurring his sons to seek a lifelong 
  quest for revenge. Socially in the Viking Age nothing is impossible 
  because at the time, nothing was.
  The Viking genre caters to every taste. It lauds heroism, integrity 
  and honour. Yet it breeds ruthless ambition, calculated treachery 
  and blood feuds. The combination of these apparent dichotomies 
  is what gives the Viking sagas their raw feeling, where men are 
  killed almost casually for the most minor of quibbles but a man 
  can be rewarded or elevated for demonstrating bravery and honour 
  in the face of death.
  Roleplaying games set in the Viking Age possess the potential for 
  an incredibly diverse range of events. Scenarios can include such 
  things as discovering new lands, being exiled, corrupt law cases, 
  slave uprisings, open murder, dangerous sea voyages, religious 
  intolerance, supernatural creatures, family feuding, looting and 
  pillaging foreign cities, war – the scope is near limitless! A good 
  campaign will mix these differing occurrences together; keeping a 
  couple as the core thread that draws the Adventurers along, whilst 
  others can provide exciting diversions.
  Before creating a Viking campaign, the Game Master should think 
  carefully about the following issues. Each will have a significant 
  bearing on how games are run, from cultural roleplaying to 
  Adventurer survivability and thus the enjoyment that players will 
  gain from it.
  Family
  Of the greatest importance to any Viking is their family. Although 
  the father was the head of the household, his authority was not 
  absolute; the mother often owning a great deal of influence in her 
  own right. Sons and daughters are expected to respect their parents 
  but once reaching the age of majority are not legally required to 
  do so. 
  Thus there is a degree of social freedom within any family but 
  only so far. A daughter who engages in an unapproved relationship 
  before marriage may well find her lover slain for his disrespectful 
  behaviour, whereas a son who angers his father too much might be 
  disowned, kicked off the farmstead and left to find his own way 
  in life.
  Beyond the authority of the parents was the importance of kinship. 
  In a society where law cases are decided by pseudo-democratic 
  consensus, it is wise to keep on friendly terms with your brothers 
  and sisters so as to draw upon the votes of their families’ men folk. 
  The number and reputation of your brothers, uncles and sons also 
  has bearing on those who wish to declare a blood feud against 
  you – the larger your extended family, the more intimidating the 
  retribution your relatives might enact.
  
  125
  In general, family members are highly prized. Unless outlawed 
  or disowned, your family will always provide you with a place to 
  stay and food to eat, with the unspoken agreement that, if your 
  fortune changes, you will return the generosity. A family member 
  who reaches high station, perhaps becoming a chieftain or jarl, is 
  expected to use nepotism to elevate the fortunes of his relations, 
  granting them boats or lands of their own. Similarly, since at this 
  time Scandinavia has no banks or professional money lenders, if 
  you need to purchase something or pay off a weregild, then it is 
  your family who combined their resources to help you out.
  Wealth 
  Unlike some high fantasy games, the wealth of Adventurers 
  is of considerably less importance in the Viking World. Since 
  hospitality is freely given and there are very few available sources 
  of equipment or possessions save for what you make for yourself, 
  the need for ready money is undermined. A ship full of silver has 
  no use when there is very little to spend it on.
  Wealth is not really measured in how much jewellery or hack-
  silver you have squirreled away in a hole in the ground. Buried 
  money can be stolen or will eventually run out. True wealth is 
  land, legally free-held land beyond the reach of jarls and kings. A 
  productive steading is the only thing guaranteed to provide a man 
  and his family a means of independently supporting themselves. A 
  freehold however is so valuable that it is rare to find anyone willing 
  to exchange it, even for a shipload of beaver furs.
  Expensive goods and the profits from raiding still have some 
  value however. Gifts are a standard way of showing friendship and 
  improving one’s own reputation and when the yearly market arrives 
  some of it can be bartered for more useful items such as fancy 
  clothes or new weapons. For those with a lust for adventuring, 
  their accumulated wealth could be used to pay for a ship to be 
  built, fund an overseas expedition to find new lands (with an 
  eye to becoming a landowner themselves), or raise an army of 
  mercenaries to make war.
  Thus wealth is not really an important objective to the average 
  Viking. Land or rank is far more valuable.
  Retribution and Blood Feud
  A famous quote once said ‘An armed society is a polite society’. 
  Unfortunately during the Viking Age the opposite consequences 
  occur. Since every free man has the right to bear weapons and is on 
  the guard for any insult to his honour, fights are all too common. 
  These resulted in frequent maiming and death, even when fought 
  without weapons. Most of the Icelandic sagas are tragic tales of 
  death and retribution, often leading to the eradication of entire 
  families.
  An interesting aspect of the Viking world is their attitude to this 
  violence. Although killing per se was not a criminal act, the way 
  you killed someone affected the punishments levied at the thing if 
  you were brought to court over it. Accidental deaths, such as crimes 
  of passion or negligence, were fined by compensation. Weregild 
  however, could be refused, precipitating a vendetta between the 
  killer and the dead man’s family and friends.
  A Viking who secretly assassinates another man is someone to 
  be despised; those found guilty of it are often outlawed for life 
  and all their possessions confiscated. Open murder is a different 
  matter entirely. Any man who feels his personal honour has 
  been irrevocably insulted by the deeds of another has the right 
  to seek retribution. Normally a formal declaration of intent is 
  made against the insulter, messengers sent to his family to give 
  fair warning that his life is now under threat. Killing a man after 
  declaring your intension was only punishable by temporary exile 
  for up to three years.
  Being outlawed was supposed to prevent the escalation of deaths, 
  which accompanied blood feuds. Unfortunately, those sentenced 
  as outlaws were often pursued overseas by vengeance seekers and 
  some feuds resulted in the loss of multiple generations of family 
  members.
  Games Masters with players who like to run particularly violent or 
  belligerent Adventurers will find a Viking campaign well suited to 
  the pursuit, and indeed come-uppance, of causal violence.
  Law and Order
  The Vikings lack any form of police force. Social stability is 
  maintained by convention, common sense and the law courts at 
  the annual thing. With no dedicated law enforcers, most men have 
  to protect their own property against theft, pillage or blood feud. 
  This is why family and friends are so important. Acting dishonestly 
  against one man of a community may cause the ostracism of the 
  ‘criminal’ by other members of his society.
  Since the law applies to all and the law is defined and voted upon 
  by the common people, the majority of Viking folk are protected 
  against the misuse of authority by their elected rulers. That is not 
  to say that cases of bribery or intimidation are unknown but a 
  godi, landsmann or jarl who fails to act with fairness to protect 
  people from crime or unjust suffering soon finds themselves kicked 
  out of office.
  A man being persecuted or cheated can appeal to the local chieftain 
  for aid. This help, if committed, is usually achieved by the ruler 
  having a quiet word with the perpetrator to stop. Few relish the 
  threat of a blood feud breaking out, since it destabilises a region 
  and causes much destruction.
  However, even the godi or chieftain have little direct power to 
  directly intervene, as there are no provisions in law for a standing 
  body of men to act as peace enforcers. The richest land owners 
  might have a large number of house karls who can double as 
  
  126
  warriors but these are normally used to run their own steads. In 
  addition, the concepts of arrest or imprisonment are alien to the 
  Vikings.
  If a fleet of raiders is spotted, a local chieftain or godi might be 
  able to request the loan of men from the surrounding farmsteads 
  to form a levy in order to protect the region. Such cooperative acts 
  are necessary for group survival but are still voluntary. The concept 
  of a professional standing army do not exist throughout the entire 
  Viking Age, men have to be called to war from their farms at the 
  request of the local jarl or king.
  Combat
  Combat in RuneQuest is very dangerous. There are few sources of 
  magical healing and being permanently maimed is an ever present 
  threat. Most Adventurers have to heal naturally, which can take 
  weeks or even months to recover. Several guidelines should be used 
  to ensure that players are not rolling up new Adventurers every 
  week.
  Frequency: Although most roleplaying games emphasise combat 
  encounters to provide dramatic tension, a Games Master should 
  understand that frequent combat is not sustainable. In a historical 
  campaign wounds are persistent, so combat encounters should be 
  paced to account for this. A Viking does not actually face combat 
  that frequently, indeed most never draw their weapons for years 
  at a time.
  Combat should be saved for the climax of scenarios, at the end of 
  an adventurous voyage to raid a monastery for example, or a duel 
  at the conclusion of a blood feud. If running an epic quest away 
  from the relative security of a farmstead, then give the Adventurers 
  plenty of rest between violent encounters. After all, travelling takes 
  a considerable time and plenty of other types of challenge can 
  interpose during a scenario. 
  Intent: Another consideration of portraying realism is that fights 
  need not end with killing. The RuneQuest rules allow opponents 
  to be defeated without unnecessary bloodshed. Defeat should not 
  mean instant death. In many sagas a duel often ends with both 
  antagonists becoming great friends, impressed with each other’s 
  prowess and courage. In battle injured men are often left alive or 
  offered surrender, permitted to live in exchange for their possessions 
  or oaths. Games Masters should lead by example, capturing the 
  Adventurers and seeking ransom for them or perhaps selling them 
  into slavery. A live warrior is far more valuable than a dead one. 
  With that in mind, the Combat Manoeuvres of Disarm, Trip or 
  Damage Weapon can be used in preference to more lethal options.
  Consequences: Simply slaying everyone who you fight with will 
  eventually end up with an Adventurer being hunted by a veritable 
  army of kinsfolk seeking revenge. Unnecessary killing often earns 
  an Adventurer a less than popular reputation, which may cost 
  him friends or allies. Likewise, Adventurers that fight too often 
  may end up being maimed. This should be taken as a chance to 
  roleplay, rather than the ruination of the Adventurer and Games 
  Masters are encouraged to emphasise the reputations of warriors 
  with peg legs, single eyes or one hand – after all Tyr the god of 
  victory only had one hand too!
  Pragmatism: Adventurers who are facing overwhelming odds 
  are at liberty to disengage from a fight. Fleeing from battle often 
  occurs in the sagas with no significant loss of reputation. Players 
  should learn to judge their fights carefully and stack odds in their 
  favour, rather than blindly leaping into the fire. If they do flee, 
  then let them go. Unless they are raging berserks, most folks shy 
  away from needless slaughter.
  Opposition: The competence of the opposition in RuneQuest is 
  an important balancing act. Comparative skill is more important 
  than the amount of armour worn. Games Masters who desire 
  frequent combat should scale their foes’ skills at between 20–30% 
  lower than the Adventurers. This should provide a reasonably 
  exciting combat in favour of the players but still retaining the 
  chance of mishap.
  Armour: Wearing armour is important if an Adventurer is 
  planning to fight. Even a basic quilted byrnie can save a limb from 
  being severed into ‘just’ a fracture.
  Politics
  Viking politics are focussed upon two aspects of society; the thing 
  and personal ambition. Both are normally minor aspects of daily 
  life unless a Games Master specifically plans his campaign to 
  develop them.
  The assembly at the thing often debates law changes, which 
  can have special importance to Adventurers. For example, an 
  Adventurer who favours settling his problems via duelling, may 
  become worried if a request is raised by one of his enemies at the 
  thing to make holmganga illegal and subject to fines. Another 
  example could be if the regional jarl requests a law change that 
  allows him to confiscate all ships for his personal use if he deems a 
  sea-borne threat is likely, threatening the Adventurer’s own vessel.
  Since legislation must be voted upon by free men, it might fall 
  upon the Adventurers to gather personal support so that such 
  proposals never pass the vote to be entered into law. Scenarios 
  based on law changes may reveal massive corruption, bribery by 
  interested parties or even intimidation tactics by rulers.
  Personal ambition also calls for Adventurers to gather influence 
  but this time to be elected into the office of godi, jarl or king. Since 
  these are not inherited posts and rely upon the continual support of 
  the people to retain, an Adventurer ruler may soon find themselves 
  torn between the different issues which affect his partisans and 
  allies, continually horse trading to maintain his authority.
  
  127
  Great fun can be had by using these assemblies and elections to 
  make the Adventurers’ lives hell, their adversaries using the law 
  itself as a weapon against them. Of course a Games Master should 
  take care not to alienate his players but simply wind up the tension 
  of the campaign. Using politics to bring down a long term enemy, 
  who uses the law or their position to remain beyond reach, can be 
  an exquisitely satisfying experience for those who normally solve 
  their problems with a blade.
  Religion
  Whilst there are very few game rules in RuneQuest Vikings to 
  support religion as a source of magic, religion itself is still very 
  important. Save for a few fanatics, Scandinavians are universally 
  polytheistic and continue to worship pagan deities until after the 
  end of the Viking Age.
  A great deal of social conflict occurred between the Christian 
  church and the pagan common folk. Although many of the trade 
  settlements seemed open to religious adoption and tolerance, the 
  hinterlands were very resistant to the introduction of the ‘White 
  Christ’ of the new faith. 
  Why this conflict occurred at all is an interesting question upon 
  which a Games Master can base an entire campaign. Is the concept 
  of resurrection distasteful to a warrior ethos whose pinnacle of 
  achievement is to be taken to Valhalla? Or does baptism sever the 
  link between a person and the pagan spirits, causing misfortune 
  and crop failure? 
  Of course the conflict need not be a philosophical or magical one. 
  Historically the adoption of Christianity was primarily driven 
  by the kings, who saw within the church a way of unifying their 
  countries, using religious law to enforce social conformity and 
  pacification. In such a campaign, religion is merely the concealing 
  face of a more nefarious political agenda.
  The period of rule under Olaf Haraldsson in Norway was a 
  particularly bloody one. In his struggle to continue the spread of 
  Christianity, he threatened those unwilling to be baptised with the 
  loss of their lives, their limbs and their property, burning shrines 
  and icons of the old gods. Eventually in revenge for his excesses 
  and authoritarianism his chieftains deserted him, giving their 
  allegiance to Cnut and Olaf died in battle against his own people.
  Magic and Monsters
  Throughout the book the terms Historical, Fantasy and Mythic 
  have been used to describe different types of campaign. 
  Historical campaigns generally refer to a type of game where magic 
  is merely superstition, does not work and no supernatural creatures 
  exist. Conversely, a fantasy campaign is one where magic and 
  supernatural do exist. A mythic campaign not only allows magic 
  but transports the Adventurers into the realms of divine beings.
  A Games Master should carefully consider whether magic in their 
  campaign is really magical, or simply trickery and psychology. For 
  most forms of magic, save for Shape-shifting and Shamanism, the 
  rules work essentially the same but the actual truth behind how 
  it functions can be kept nebulous since there are few provably 
  visible effects, only psychological ones. Remember that everyone 
  in the Viking Age was intensely superstitious. People believe in the 
  supernatural, even if it is complete mummery.
  Of course, magic can be completely ignored by those wishing 
  to run an enlightened historical game. But Games Masters are 
  encouraged to squeeze as much prophecy, witchcraft, rune carving 
  and shamanism as they can into their scenarios, even if they are 
  outside of their Adventurer’s abilities, since it builds up a vivid 
  image of the Viking world as written in the sagas.
  Likewise supernatural creatures need to be considered, because 
  without many of the most interesting Scandinavian creatures, such 
  as the draugr or huldra, a Games Master will be limited to using 
  just men and animals as his foes. This need not be a detriment. 
  A campaign based on the Rus expansion towards Byzantium can 
  easily be run without such monsters, with bears, nomad archers 
  and byzantine politics taking over as the main points of excitement.
  Climate and Disasters
  Life in the northlands is not easy. A bad summer followed by a 
  worse winter can lead to starvation if not properly prepared for. 
  The climate in northern Scandinavia is extremely tough, subzero 
  temperatures may reach the –30’s and a metre of snow for most 
  of the winter can cut off farmsteads for weeks, granting some 
  interesting possibilities for survival adventures. In the more 
  mountainous fjords, avalanches are possible, although more people 
  die from falling through thin ice when fishing or travelling along 
  the open roads of frozen rivers.
  When the spring comes rivers become raging torrents, lakes rise 
  and forests flood becoming boggy and difficult to cross. Summer, 
  especially in the north, becomes a living hell as mosquitoes hatch 
  in vast numbers, their bites aggravating animals so badly that 
  reindeer and elk flee to the top of hills to avoid the maddening 
  plague. Viking settlers have no such option and suffer several 
  miserable months being bitten to distraction.
  Whilst the climate in the north is tough, the Vikings suffer less in the 
  way of natural disasters. Off the Norwegian, British and Icelandic 
  coasts great storms often occur, making sailing at some times of 
  the year exceptionally dangerous. Iceland itself infrequently suffers 
  volcanic eruptions, the soot, ash and poisonous gases sometimes 
  killing people and livestock.
  Other than that, few cataclysms occur. There are no significant 
  earthquakes, plagues bother them rarely and fires when they 
  happen are limited to a single stead.
  
  128
  Like all epic disaster movies, a little goes a long way. Climatic 
  difficulties should be used sparingly but when they do occur, they 
  should provide a dangerous challenge. If the Games Master wishes 
  a volcanic eruption, it should be a one off event.
  Period
  The period in which a campaign is set is an important consideration 
  if the Games Master is planning to run a historical game. Political 
  events can provide a backdrop or even a framework for scenarios. 
  To find a period that will provide inspiration, Games Masters are 
  encouraged to look at the timeline provided in the Viking Age 
  chapter.
  Of course a decision should be made of whether history can be 
  changed in the game. If history is inviolate, it makes it difficult for 
  Adventurers to achieve fame in their own right and forces the Game 
  Master to keep key historical figures sacrosanct until certain events 
  occur. Of course, Adventurers can still work behind the scenes to 
  cause history to turn out the way it does, or alternately the players 
  could unknowingly take the parts of real historic personages!
  Without inviolate history, Adventurers can derail the timeline 
  completely by their actions. This allows players the freedom to act 
  without unnecessary constraint. In some ways this can be a very 
  enjoyable option since you can then generate the future as desired 
  and keep the more historically knowledgeable players guessing!
  Using Sagas as Sources
  One of the best things a Game Master can do before running 
  any Viking campaign is to dip into the plethora of Scandinavian 
  eddas and sagas. Most are available free on the internet to read, 
  conveniently broken down into their component stories.
  Most of the sagas are reasonably short and save for the odd piece 
  of archaic language (due to many of them being translations nearly 
  a century old) they are easy to read. Most are highly entertaining 
  reads too, full of insults, treachery, strange magic and plenty of 
  gruesomely described fighting scenes. Many of the quotes in this 
  book have been taken directly from these stories.
  Then ran up a fellow of Thorir’s and smote at Uspak, but he 
  thrust forth his axe, and the blow took the shaft thereof and 
  struck it asunder, and down fell the axe. Then cried out Uspak, 
  and bade his men flee away, and himself fell to running; but as 
  soon as Thorir arose, he cast his bill at Uspak and smote him 
  on the thigh, and cut through it on the outer side of the bone. 
  Uspak drew the bill from the wound and cast it back, and it 
  smote the man in the midst who had erst cut at Uspak, and 
  down he fell dead to the earth.
  The benefits of reading a saga or two before running a Viking 
  campaign are priceless. Not only do you gain a feel for the 
  atmosphere and culture of their society but the brutal combats 
  were originally inspirations for the RuneQuest II combat rules 
  themselves. In fact a Games Master could simply take the plot 
  of something like Egil’s Saga or Grettir’s Saga and use as is, 
  with no work necessary for Non-Player Characters, locations 
  or (where applicable) magic and monsters. An entire campaign 
  written out for you!
  Some recommended sagas are:
  •	
  Arrow Odd’s Saga – A tale full of every type of magic, enchanted 
  items, Lapps, giants and battles – even a description of an 
  enemy getting his face ripped off! This rip-roaring adventure 
  also has a classic example of wyrd, when Orvar-Odd succumbs 
  to the fate he cleverly tries to avoid.
  •	
  Beowulf – Although this is an anglo-saxon story, it concerns 
  the Scandinavian hero fighting Grendel and its mother in 
  Denmark, followed by Beowulf’s climatic battle against the 
  dragon back in Gotaland. An example of heroism and virtues 
  important to Viking culture.
  •	
  Egil’s Saga – The violent struggle between a warrior-poet-rune 
  carver and king Eirik Blood-Axe and his witch wife Gunnhild. 
  Full of treachery and atmosphere.
  •	
  Gautrek’s Saga – A collection of humorous tales concerning 
  the life of king Gautrek and the legendary story of Starkad, 
  with lots of mythological insight and a good list of divine 
  blessings and curses.
  •	
  Gisli’s Saga – A story which focuses on family relations and a 
  feud that starts with the revelation of past lovers and rapidly 
  descends into murder, outlawry and concludes with a heroic 
  battle to the death.
  •	
  Grettir’s Saga – Grettir is a hero cursed with a violent temper 
  and terrible luck, who spends his life outlawed trying to do 
  the right thing and killing many monsters. The tragedy is full 
  of evocative descriptions of his fights.
  •	
  Havamal – A short poem that describes the important virtues 
  of Viking culture and also describes the gaining of the runes 
  by Odin. An insightful work of wisdom.
  •	
  Heimskringla – The chronicles of the kings of Norway 
  is a fascinating collection of stories concerning men who 
  became rulers of Norway. Although lacking the traditional 
  story elements, the accounts are still an enjoyable read and 
  incorporate many descriptions of battles and high level 
  politics. A must read for a pure historical game.
  •	
  Hrafnkel’s Saga – The story of a duellist and devoted worshipper 
  of Freyr who loses his faith after suffering humiliation in the 
  law courts and the burning of his shrine. He travels, learning 
  moderation before returning home to extract a just revenge on 
  his enemies and ending his life as a chieftain.
  •	
  Hrolfr Kraki’s Saga – The life and deeds of the legendary king, 
  full of seidr, berserks, shape-shifters, treachery and battle. An 
  exciting and magical tale.
  •	
  Laxdaela Saga – A tale involving a five generations long blood 
  feud between the families living in an Icelandic valley. Myth, 
  romance and the twisting of fate interwoven with bitter 
  disputes over land, marriage, divorce and inheritance.
  
  129
  •	
  Njal’s Saga – Another epic tale concerning the inexorable 
  destruction of families involved in blood feuds. 
  •	
  Volsunga Saga – The legendary story of the rise and fall of 
  the Volsung clan, with lots of revenge, meddling gods, giants, 
  dwarfs, magic swords and of course Sigurd and the dragon 
  Fafnir.
  Viking Plot Seeds
  The following section provides a multitude of plot seeds for a 
  Games Master to use whilst first crafting their campaign. These 
  ideas can be combined together to form more complex scenarios 
  or can simply be randomly selected for sandbox style campaigns. 
  To flesh out these scenario seeds a Game Master need only come 
  up with a half dozen Non-Player Characters to use as key figures 
  during the scenario. 
  Hunting Scenarios
  •	
  When out hunting in the deep forest several days away from 
  the nearest steading, the party discovers a blood splattered 
  hunter’s camp. Following tracks leads them to a pile of human 
  bones and the tracks of an unusually large man eating wolf. 
  The wolf proceeds to stalk them in a series of hit and run 
  attacks in the night but when the party finally corner it they 
  discover that there are two of them.
  •	
  The party end up in a coastal settlement and are invited to 
  join a walrus hunt with one of the locals. After a successful 
  hunt, at sea in a small kayak or skiff, an albino killer whale 
  known as the ‘White Death’ turns up. With no chance of 
  killing it they must escape by whatever means possible whilst 
  it toys with them, slowly breaking their boat with each attack. 
  Just before they reach shore, the whale capsizes the boat and 
  they must all swim for it leaving their guide to be eaten. The 
  whale will haunt their voyages for years afterwards.
  •	
  Invited to a steading for the Yuletime celebrations, the party 
  are invited to participate in a hunt. A bull elk has been caught 
  and a gold arm ring tied to its impressive antlers. The elk is 
  released into the wild and the Adventurers, on skis, must try 
  to track and hunt it through a gradually worsening snowfall, 
  facing dangers from the other hunters as well as the elk itself.
  •	
  A deadly bear begins attacking nearby farmsteads killing entire 
  families. The party must destroy it but the animal seems to 
  possess near human cunning. After several brief encounters 
  during times of darkness and a growing sense of supernatural 
  menace, the bear is killed, only to be discovered that it was 
  one of their enemies dressed in a full skin and using the claws 
  to kill.
  •	
  The party are sent on a traditional boar hunt. Unusually there 
  a several male boars in the sounder, one for each Adventurer, 
  making it an exceptionally dangerous encounter.
  •	
  The party are asked to capture a live polar bear. After facing 
  much danger on the voyage and travelling across the pack ice, 
  they find a baby bear. The enraged mother soon follows.
  Sailing Scenarios
  •	
  Rumours have been told about an island far to the north where 
  a remote colony of monks was set up, with the intention of 
  building a secure church for some mystical treasure. The trip 
  is eventful with an incidental encounter with a sea serpent 
  but on locating the small island it appears abandoned. Whilst 
  exploring the ruins their ship is burned, isolating them with 
  a group of hungry cannibalistic savages, the remnants of the 
  original monks.
  •	
  Whilst sailing towards Iceland, the hull of the Adventurers’ 
  ship is found to be infested with worms and the vessel begins 
  to slowly sink. Fortunately there is a small boat aboard that 
  can carry off survivors. Unfortunately there are twice the 
  number of crew members as there are spaces on the boat.
  •	
  During an erstwhile normal voyage the party’s ship is attacked 
  by another vessel crewed with foreign Vikings, intent on 
  piracy.
  •	
  Aboard a trading ship full of cargo (hopefully their own) the 
  party are struck by a summer squall, which soon grows into a 
  full blown storm. The Adventurers have to struggle to survive 
  against huge waves pounding of the ship’s structure.
  •	
  Whilst on a fishing trip off the coast of Norway, one Adventurer 
  catches a kraken. Enraged, the monster tries to sink the fishing 
  boat by summoning a maelstrom.
  •	
  Sailing past an isolated craggy island, the Adventurers’ ship 
  strikes an unseen rock beneath the water and begins to sink. 
  They must abandon the vessel and swim to the rocky outcrop 
  with only whatever they can carry off the ship. The rock has 
  a small cave where a hermit once lived, his bones still evident. 
  The party must struggle to survive whilst someone with 
  the Craft (Wood) skill builds a new boat from the timbers, 
  providing the party can scavenge enough food and clean fresh 
  water to survive.
  Religious Scenarios
  •	
  The local Jarl turns up with an obsequious Christian bishop 
  and his entourage in tow. He requests that you help clear land 
  and protect the Christians whilst they build a stave church.
  •	
  After several years of famine the local folk have decided to 
  perform a human sacrifice to bring back the favour of the 
  gods. However, the selection of the victim is determined by 
  drawn lots and by some dire fate one of the Adventurers is 
  chosen. If he decides to run he will be hunted. If he stays, the 
  draw is discovered to be rigged by an enemy.
  •	
  A frustrated Christian priest who has failed to convert anyone 
  to the White God, becomes enraged and calls down a curse 
  against the community. The following night the local shrine 
  to Freyr and Thor burns down, provoking a range of opinions 
  about the power of the new god or whether the perpetrator 
  should be hunted down and killed. The priest however flees to 
  the sanctuary of the local king.
  •	
  After a thunderstorm a handsome young man of huge 
  musculature and an inability to speak is found lying next 
  to the shrine of Thor, or where it used to be. Over the next 
  
  130
  few days he performs feats of incredible strength, including 
  wrestling a bear or shattering a boulder, before mysteriously 
  disappearing in the next thunderstorm several weeks later.
  •	
  A Christian priest arrives at the stead of a maimed Adventurer 
  and offers to cure the wound. If his offer is accepted the priest 
  asks that the Adventurer be baptised first else the power of god 
  will not help him.
  •	
  After an evening of serious drinking the inebriated 
  Adventurers, the last ones awake, hear strange noises outside 
  the hall. Investigating they see beautiful horses, saddled and 
  bridled, waiting for them. Mounting the animals will cause 
  them to take off through the sky and join Odin and the wild 
  hunt. After killing a giant or two and having a rollicking good 
  time with the All-Father, the Adventurers will awake back in 
  the hall, with no explanation of why they all shared the same 
  dream.
   
  Battle Scenarios
  •	
  The Adventurers meet a Danish Viking seeking warriors who 
  will come to Dublin and protect it against the Irish. If they 
  agree, they are taken to Ireland and fight in a huge battle. If 
  they survive they are given a large quantity of silver looted 
  from the fallen warriors and offered land if they wish to settle 
  there.
  •	
  The Adventurers are invited to join a raid on a Frankish city. 
  However the expedition goes badly and they must fight their 
  way back to the coast in a series of increasingly desperate 
  skirmishes.
  •	
  The family steads of one or more of the Adventurers are 
  threatened by a raiding force of Norwegian Vikings. Joining 
  the levy, the Adventurers fight back the main body of the 
  raiders but discover soon after that a scouting force captured 
  their wives and children and dragged them off to the ships, 
  which set sail before the party arrives... 
  •	
  The Adventurers are mustered as part of a huge war fleet 
  against another Viking nation. Both navies meet at sea, where 
  the ships are bound together to form a huge fighting platform. 
  As fate has it, the ship of the opposing king ends up attacking 
  their vessel, granting them the opportunity to perform great 
  deeds.
  •	
  Hiring on to the Danelaw army based in Northumbria, the 
  army marches to do battle with one of the British kings. The 
  night before the battle however, the infamous Raven Banner, 
  which grants victory to the wielding side goes missing and the 
  Adventurers must find and recover the artefact before battle is 
  joined the next morning.
  •	
  Sailing on a raid to loot a particularly wealthy monastery, the 
  Adventurers are sent to scout out the stone fortifications of the 
  large, fortified complex of religious buildings. They discover 
  that the monastery is garrisoned by heavily armed troops and 
  that the whole raid has been a cleverly laid trap. Who betrayed 
  them and how will the Vikings escape intact?
  Law Scenarios
  •	
  Somebody steals an Adventurer’s best clothes whilst he is 
  performing his weekly bath. Since clothing is expensive, this 
  is a serious loss. However, several weeks later at the thing 
  the Adventurer spots his clothes being worn by a stranger. 
  Depending on what happens next, it turns out that the 
  stranger bartered for the clothes earlier that morning and 
  might be inclined to help locate the seller.
  •	
  On the way home after a late feast at a neighbouring stead, 
  the Adventurers are ambushed by a gang of sword armed men 
  who inflict a number of serious wounds before discovering 
  they have attacked the wrong men. Apologising for the 
  mistake they try to negotiate a settlement.
  •	
  During a fight against a band of outlaws attempting to steal 
  some livestock, a mysterious man jumps into the fray to even 
  up the odds, fighting like a madman. His evident skill turns 
  the tide and if offered a reward merely asks to take shelter for 
  a few days whilst he heals up. If the Adventurers agree, the 
  man proves to be honourable and very hard working. A few 
  days later however, a group of hard eyed men arrive seeking 
  the stranger. It is evident that they wish to kill him but if 
  prevented will arrive at the next thing with an accusation that 
  the Adventurers aided an outlawed man.
  •	
  A marriage is set up between one of the Adventurers and a 
  wealthy young woman of great beauty but dubious reputation. 
  Despite any misgivings on the part of the Adventurer, his 
  father thinks it is a good deal and seals the contract. However, 
  just before the marriage the woman is found to be pregnant 
  and the father withdraws the suit. The woman’s family then 
  bring a law suit for breach of contract.
  •	
  New tenants move into the neighbouring steading and soon 
  the Adventurers notice that some of their livestock is missing. 
  Laying a trap or succeeding in back tracking reveals that the 
  new tenants have been stealing them. Accusing them outright 
  brings a series of increasingly harmful acts of sabotage. 
  Charging them at the thing backfires when it becomes 
  apparent that the dishonest karl is related to the local godi.
  •	
  A package is delivered to an Adventurer by a man claiming to 
  be an acquaintance of an old friend. The package contains the 
  old friend’s sword, a famous heirloom worth a jarl’s ransom, 
  which the friend wished to pass on before he died from 
  illness. Soon however, the son of the deceased friend turns up 
  demanding the blade as his rightful inheritance.
  Monster Scenarios
  •	
  The father of the wealthiest Adventurer dies and is given a 
  full ship burial, complete with grave goods. The ceremony 
  goes well but several weeks later livestock begins to be 
  found with their necks broken and throats torn out. Further 
  investigation uncovers rumours that the dead father has been 
  seen wondering about. Checking the barrow reveals that it has 
  been plundered and his sword stolen. The Adventurers must 
  either find the thief or deal with the draugr themselves.
  
  131
  •	
  A number of children from the local steadings go missing. 
  Each has vanished on the night of a full moon, their tracks 
  leading to a mound reputed to be and entrance to Alfheimr. 
  The Adventurers must enter the mound on the following 
  full moon and challenge the elf who has kidnapped them to 
  singing, dancing and poetry tests to recover each child. To aid 
  them a wise woman skilled in seidr should be consulted for 
  knowledge or galdr to win the challenges
  •	
  An Adventurer is jokingly challenged to prove his manhood by 
  slaying the troll, which local legend says lives under the nearby 
  waterfall. A difficult swim gains entry into a dark grotto filled 
  with ancient treasure but disturbs a real troll who has slept 
  there undisturbed for decades. The monster is enchanted 
  against iron and huge to boot, thus its awakening promulgates 
  a reign of terror over the region until the Adventurers think to 
  search its hoard to find a weapon capable of harming it (which 
  melts in the trolls blood afterwards).
  •	
  One of the Adventurers forgets to propitiate a long forgotten 
  spirit. The tomte or nisse begins to play increasingly deadly 
  pranks on them. At first his drinking horn spills over him, 
  then the door slams on his fingers, a poisonous snake is left 
  in his bed and so on. This continues until the spirit receives a 
  proper sacrifice or it gives up in disgust and eventually attacks 
  the Adventurer as an insanely strong midget.
  •	
  A jotun arrives at an Adventurer’s stead and requests shelter. 
  If invited in the giant begins making a pig of itself, eating all 
  the food in the longhouse, followed by drinking all the beer 
  and mead. If stopped the giant rebukes the host for his lack of 
  hospitality and proceeds to smash all the posts holding up the 
  roof trying to provoke a fight. If the Adventurer grits his teeth 
  and fetes the giant to the best of his ability, when he awakes 
  the following morning he will discover the giant has done him 
  a good deed; ploughed his fields, removed all the stones from 
  the ground, built a new longhouse or something similar.
  •	
  One of the Adventurers finds an Orm in his well. The beast 
  will consume one of his livestock every evening and unless 
  stopped will eat the people next if it runs out of animals.
  Blood Feud Scenarios
  •	
  One of the Adventurers accidentally kills another man in a 
  wrestling match. The man’s relatives are unhappy that no 
  weregild will be forthcoming since sporting accidents are 
  exempt from compensation. So at every opportunity the 
  dead man’s family insult the Adventurer with increasingly 
  provocative slander, hoping to spur him into an assault.
  •	
  The stupid brother of an Adventurer is unable to repay a debt 
  and asks for financial support. The amount required is exactly 
  the amount of wealth the Adventurer owns, so it is likely he 
  will refuse. If he does not help, the brother loses his freedom 
  and is sold as a slave to a wandering merchant, an Arab who 
  sails away before the brother can be bought back. The seller 
  has no compassion for his deed and gloats around the market 
  about the unspeakable acts the Arab will use the brother for. 
  •	
  On his deathbed the father of an Adventurer tells his son 
  that he is the last member of a family who were once jarls 
  in another country but they had all been killed when a rival 
  burnt them alive in their longhouse, women and children too. 
  Only he had escaped. He urges his son to not be the coward he 
  was and return to their original home to extract just revenge.
  •	
  An Adventurer’s uncle dies, leaving a large steading with 
  no clear inheritor. Both the Adventurer and another cousin 
  have a legitimate claim and the case goes to court. Unless 
  the Adventurer does exceptionally well in some skill such as 
  Oratory or Lore (Law) the cousin wins. Later on he boasts 
  that he bribed the godi to skew the case in his favour.
  •	
  One of the leading men in the region fancies himself as a 
  ladies’ man and forces himself on an Adventurer’s wife, sister 
  or daughter. When the case goes to the law court however, 
  the man brings a veritable army of supporters with him to 
  win the vote. The only option remaining, save to cowardly 
  give up, is to invoke the right to settle the case by combat in 
  a holmganga.
  •	
  An Adventurer with no remaining male relatives is approached 
  one morning by several cold strangers. They ask his name and 
  declare he is the last member of an extended family that their 
  family has been feuding with for the last three generations. 
  They also state that they intend to kill him and if they fail their 
  remaining relatives will come to finish the job. After which 
  they ride away to give the Adventurer time to prepare himself 
  for being murdered. The Adventurer must find some way to 
  prevent the fatalistic men from continuing the generations-
  old feud or kill all of them instead.
  Political Scenarios
  •	
  Fed up with their corrupt chieftain, local karls approach the 
  Adventurer with the best reputation and ask him to stand for 
  the position of godi at the next thing. The current godi gets 
  wind of the plan and begins to pressure the Adventurer and 
  his friends.
  •	
  The Adventurers learn that the local ruler secretly murdered 
  his rival in order to win the election to Jarl. Unfortunately 
  up until now the Jarl has treated the Adventurers well and 
  he is a level headed and wise leader. If they do not use the 
  information to have him removed from office, the informant 
  threatens to bring a charge against them at the next thing 
  instead.
  •	
  After the locals legitimately refuse a call to muster, for an army 
  destined to fight overseas against a hitherto allied region, the 
  king turns up enraged that his orders have been ignored and 
  pillages the region in petty revenge. The act of tyranny kills 
  several of the Adventurers’ family members. Since the king 
  has an army, he cannot be stopped directly but the Allthing 
  is scheduled for the following month and he can be legally 
  charged with murder if enough supporters can be gathered.
  •	
  The king or jarl of a neighbouring region approaches the 
  Adventurers to see if they would be interested in helping to 
  overthrow their current ruler who is a petty, ignorant man.
  
  132
  •	
  The poorest Adventurer in the party is tracked down by 
  a group of Danish warriors and told that he is the closest 
  surviving relative of their last king and that he has been elected 
  as the new ruler. The amazing stroke of luck turns out to be 
  less clear cut since the Adventurer is intended to be a puppet 
  for one of the current jarls seeking power for himself.
  Supernatural Scenarios
  •	
  After slaying her son, the Adventurers are cursed by a rune 
  carving witch who sets up niding poles (curse poles) in 
  a hidden location. They must try to trick the woman into 
  revealing the location of the poles, since killing her will not 
  stop the magic, or flee overseas where the curse cannot follow.
  •	
  At a feast hosted by the local Jarl, a volva with the power of 
  prophesy makes an ominous foretelling that the Adventurers 
  will cause the death of the lord. Obviously taken aback by 
  the wyrd the jarl is stunned but his son leaps to his feet and 
  orders the huskarls to kill the Adventurers, so precipitating a 
  full blown feud. Wherever they go or no matter what they do 
  the party will ultimately cause his death, even though the jarl 
  wishes to have peace between them.
  •	
  Whilst travelling away from home, the Adventurers are 
  invited into the hall of a tall man and fed a huge feast. During 
  the night however, one of the Adventurer’s fylgja manifests 
  in its animal form and discovers that the host is a man eating 
  giant who has hundreds of skeletons in his storehouse. When 
  the Adventurer awakes he remembers his dream with crystal 
  clarity.
  •	
  Travelling north to the land of the Lapps the Adventurers are 
  offered magical fetishes of exquisite craftsmanship and some 
  power in return for accompanying a shaman on his spirit 
  quest to recover the soul of a young girl ensnared by a terrible 
  raven spirit. During the quest the Adventurers must throw 
  themselves in the path of the flocks of bird spirits that try to 
  stop the shaman.
  •	
  Asked to travel into the deep forests to slay some awful wolf 
  creature, the Adventurers must face and defeat a shape-shifter 
  who has become trapped in his animal form. If lacking the 
  magic needed to harm the creature a rune carved weapon can 
  be found in the cave the wolf once used as its lair.
  •	
  Suffering an unusual string of bad luck, one of the Adventurers 
  is told by a mysterious old woman that his family Dis has been 
  captured by an evil seidkona. They must travel to her lair and 
  break the binding that holds the spirit, which will then protect 
  the Adventurers from the evil eye and foul magic whilst they 
  slay the witch.
  
  133
  Index
  Aegir (The Ale Brewer) 
  68
  Æsir or Vanir  
  37
  Alfar 
  107
  Appearance 
  28
  Armour Descriptions 
  51
  Asgardr and Yggdrasil  
  66
  Asians 
  37
  Audumla 
  122
  Auroch 
  100
  Background Events 
  43
  Baldr (The Bright One) 
  68
  Battle Scenarios 
  130
  Bear 
  96
  Bear, Polar 
  101
  Birth of the Alfar, Dvergar and Men 
  66
  Blood Feud Scenarios 
  131
  Boar 
  97
  Bor (The Son) 
  68
  Buri (Good Looking) 
  68
  Climate and Disasters 
  127
  Combat 
  126
  Combat Styles 
  39
  Courage 
  18
  Day  
  68
  Delling (Dawn) 
  68
  Disir 
  108
  Divine Gifts 
  45
  Dragon 
  110
  Draugr 
  110
  Eagle 
  97
  Eagle 
  102
  Eastern Europeans 
  36
  Eastern Europeans 
  37
  Eir (Mercy) 
  68
  Elk 
  102
  Fafnir 
  122
  Family 
  124
  Fantasy Campaigns 
  75
  Farming 
  25
  Fatalism 
  18
  Fjorgynn  
  68
  Forseti (The Presiding One) 
  68
  Fortune 
  18
  Freyja (The Lady) 
  68
  Freyr (The Lord) 
  69
  Frigg (The Loving) 
  69
  Fulla (The Filler) 
  69
  Fylgjur 
  113
  Galdrar and Galdrastafir 
  80
  Games 
  32
  Garm 
  122
  Generosity 
  19
  Gifts of the Gods 
  73
  Grendel 
  122
  Gullveig (Gold Thirst) 
  69
  Health and Injury 
  29
  Heimdallr (Heaven’s Mount)  
  69
  Hel (Death) 
  69
  Hermod (Fast) 
  69
  Historical Campaigns 
  75
  Hoder (War)  
  69
  Honir  
  70
  Horse 
  103
  Horse Fights 
  33
  Hospitality 
  19
  Hound 
  103
  How to Handle Divinations  
  85
  Hunting 
  33
  Jarls 
  16
  Jord (Earth) 
  70
  Jormungand 
  122
  Jotnar 
  114
  Karls 
  16
  Kraken 
  116
  Law and Order 
  125
  Law Scenarios 
  130
  Lawsuits 
  21
  Lofn (Love) 
  70
  Loki (Fire) 
  70
  Longhouses 
  24
  Loyalty 
  20
  Magical Skills 
  42
  Magic and Monsters 
  127
  Magni (The Powerful) 
  70
  Manliness 
  20
  Mara 
  119
  Merchantmen 
  60
  Mimir (The Murmuring) 
  70
  Minor Magical Items 
  94
  Modgud  
  70
  Modi (The Brave) 
  70
  Monster Scenarios 
  130
  Mythic Campaigns 
  76
  Mythic Races 
  37
  Nanna  
  70
  New Skills 
  40
  Nidhogg 
  123
  Njord (Stiller of Storms) 
  71
  Nott (Night) 
  71
  Nyke 
  119
  Odin (Spirit) 
  71
  Orm 
  120
  Period 
  128
  Personal Hygiene 
  29
  Political Scenarios 
  131
  Politics 
  126
  Propitiating Gods and Spirits 
  64
  Punishments  
  22
  Ragnarok 
  67
  Ranged Weapon Descriptions 
  55
  Reindeer 
  98
  Religion 
  127
  Religious Scenarios 
  129
  Retribution and Blood Feud 
  125
  Rind (Rime) 
  71
  Rune Carving (Pow+Dex) 
  79
  Running a Stead in RuneQuest 
  26
  Saga (Seeress) 
  71
  Sailing Scenarios 
  129
  Seidr (Pow x 2) 
  77
  Settlements 
  26
  Shamanism (Pow+Cha) 
  89
  Shape-shifting (Pow+Con) 
  89
  Shark 
  98
  Shark 
  104
  Sif  
  71
  Sigyn (The Faithful) 
  72
  Singing, Dancing and Poetry 
  30
  Sjofn (Affection) 
  72
  Skadi (Harm)  
  72
  Skoll and Hati 
  123
  Snake 
  98
  Sol (Sun) 
  72
  Spa (Pow+Int) 
  86
  Steadings 
  25
  Supernatural Scenarios 
  132
  Syn (Truth) 
  72
  Tenacity 
  20
  Thor (The Thunderer) 
  72
  Those Outside of Society 
  16
  Thralls 
  15
  Thrud (Power) 
  72
  Trade 
  28
  Troll 
  121
  Tyr (The One Handed) 
  72
  Ullr (The Brilliant One)  
  72
  Vali  
  72
  Valkyries, the (Choosers of the Slain) 
  72
  Var (Awareness) 
  73
  Ve (Holy) 
  73
  Vidar  
  73
  Viking Naval Battles 
  61
  Vili (Will) 
  73
  Vor (Insightful) 
  73
  Walrus 
  98
  Walrus 
  105
  Warships 
  59
  Wealth  
  125
  Were-creatures 
  121
  Western Europeans 
  36
  Wolf 
  106
  Women 
  17
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 2 (Mongoose)/RuneQuest II - Vikings.pdf