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Campaign Sourcebook

by David Zeb Cook

Table of Contents

Chapter 1: Introduction. ................. .2 Chapter 8: A Brief Gazetteer . ....


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

A Few Wrong Thoughts Vikings wear homed helmets. Sorry, they


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

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

ti Introduction 3
II I

4 Chapter One
A MiniXourse of Viking History

Danes raid Missionaries Danes raid

Danes raid
I O M , 795
Lothair (Ger.)
rebels against father,
hires Danish
mercenmies

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

l
Harold Finehair wins
the battle of Hafsfjord

Quentoric
sack/ P~~~LIIX
Bordeaux,
\
Nimes, Arles
sacked
I
Danes conquer

Vikings driven
East Anglia
\
Charles/
the Fat (Fr..)
v&gs
beseige
Paris
Paris, Hamburg Paris sacked, from the Vikings beseiged Vikings
sacked Friesland conquered Loire valley at Angers invade
by Rorik the Dane Kent

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

between a score of petty kings. These kings To the east, there was no organized N 248
&$
eks

Y
I
I 1 I
I
I

Norse and Scots

._1 r

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

After making their first bloody raids on the


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

King Edward King O


ff o Ill Iceland converts Danes b-

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

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

I1
lands, the Danes sailed up rivers to capture
were there to stay.

8 Chapter Two
between Rome and

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

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

the Rus (from which comes


HRE: Holy Roman Empire

"- -~ --
settlement of Iceland began in earnest. It so, 1ifi once again grew exciting.
might have been nobles disgruntled with King
Harald Finehair's relentless unification of Nor- Resurgence
way. Perhaps it was overcrowded farmers
searching for new pastures. Whatever the rea- It was almost as if the Vikings, having
sons, ship after ship of settlers from Norway, paused to catch their breath, were now re-
the Orkneys, Shetland, Scotland and Ireland freshed and ready to strike out again. New
sailed to the Icelandic shore, there to create a waves of invaders struggled for control of En-
new nation without kings or princes. gland. At the same time, the Irish, under the
leadership of the formidable High King Brian
Boru, began the long struggle to drive out the
A Pause
Norse invaders. Although the grip of the Vi-
Sometime around the middle of the 10th kings would be broken at the Battle of Clon-
century, relative peace settled over the north. tarf (1014),the task would not be complete f
The Norsemen seemed satisfied with what over 100 years.
they held. The great conquests and fearful In England, the s t r u d e went the ouuosite
raids slackened as the Vikings concentrated way. First Harald Bluetooth, King ;(Den-
on ruling their new lands. New ideas, particu- mark, then his son Svien Forkbeard secured
larly Christianity, were beginning to take hold the Scandinavian grip over the Danelaw. Fi-
on the pagan Scandinavian shores. This nally, Svien's son Cnute seized the ultimate
peacefulness did not last, however. and in the
I the King of England. Shortly thereafter Cnute
added Denmark, then Norway to his list of Viking Targets
possessions. It seemed that all of Scandinavia
and England would be united in a single em- The Vikings were rapacious raiders wl
pire. struck throughout the world. The folloi
Meanwhile, the hardy Icelanders surged ing is a partial list of their targets.
I outward once more. Banished from Iceland
for three years, Eirik the Red sailed for a new Aix Limerick
land that a sailor named Gunn-bjorn had A1geciras Lindisfarne
found by accident over 60 years before. He Angers London
named the place Greenland, since . .. men Angouleme Luna
would be much more tempted to go there if it Antwerp Maastricht
had an attractive name: By the mid 980s set- Arles Melun
tlers were arriving on this new shore. Armagh Nantes
It was one of these settlers who made the Bayeux Narbonne
next discovery of a land even further to the Beauvais Nimes
west. Blown off course, Bjarni Herjolfsson Berdaa Noirmoutier
sighted a strange shore. Realizing it wasnt Blois Orleans
Greenland (his true destination), he turned Bonn Oxford
away and never went ashore. That task was Bordeaux Pampalona
left to Leif Ericsson, a.k.a. Leif the Lucky. Like Bourges Paris
his father Eirik before him, Leif assembled a Canterbury Perigueux
group of settlers and set out for this new Chartes Pisa
world. There he discovered and may have set- Chester Poiters
tled Vinland, battling the Sksaelings (Indians) Chippenham Quentoric
for a foothold in the new world. Cirencester Quentoric
Cologne Rochester
Constantinople Rouen
Collapse
Dorestad Roussillon
I By this time, though, the Vilung age was
drawing to a close. With his death, King Cnu-
tes Scandinavian empire crumbled, once
Dorset
Evreux
Gloucester
Seville
Snottingham
Tamworth
again dividing into separate countries. Chris- Holstein Toulouse
tianity was taking hold in the North. Chris- Iona Tours
tian slaughtered Christian in the ruins of the Jarrow Trier
Frankish Empire; the Normans forsook their La Rochelle Ulster
Viking ancestry and denied harbor and safety Le Mans Utrecht
to the raiders. The colonies of Greenland and Leicester Valence
Vinland proved to be too far, too isolated. Lichfield Wareham
I The tinv Vikine colonv in Vinland died out. Liege Waterford
York
to the present day.
throne. Once again Viking invaders landed in any of the various dates given for cities sacked
Northumbria to stake their claim to England. can be turned into a raid the characters pwtic-
This time, however, the Saxons were pre- ipate in or defend against. Ibn Fadlan's visit to
pared. King Harold I1 assembled an army and Sweden could be an opportunity for travel or
met his Norwegian counterpart at the little vil- intrigue involving the player characters.
lage of Stamford Bridge outside York. The highlighted sections of the timeline in-
dicate suggested dates within the Viking age
"'KingHarold has already declared how for a campaign setting. The long period from
much of England he is prepared to grant 830 to about 950, for example, was a particu-
him (Harald Hardradi): seven feet of larly active time, filled with conquest and ex-
ground or as much more as he is taller ploration. The 30 years that immediately
than other men."' followed this, on the other hand, were a rela-
tively quite period of Viking history and
Or so says Kmg Haralds Saga. probably less suited to adventuring play.
The battle was fought, but did not go as
Harald Hardradi hoped. Arnor the Earl's-Poet Suggested Reading
had this to say:
Much more can and has been said about the
It was an evil moment Vikings than these few pages allow space for.
When Norway's king lay fallen; Not only are there many well-written and en-
Gold inlaid weapons tertaining histories written by everyone from
Brought death to Norway's leader. wargamers to archaeologists, but the descen-
All King Harald's warriors dants of the Vikings themselves left behind a
Preferred to die beside him, rich collection of work. These are the sagas,
Sharing their brave king's fate entertaining epics filled with heroism, battles,
Rather than beg for mercy. murders, revenge, magic, and even ghosts.
Written in a clear, direct style, many of these
Harald Hardradi had lost and the Vikings sagas have been translated into English and
would threaten England no more. are easily found at specialty book stores.
In a final ironic touch, King Harold of En- Listed here are a few of the many titles to
gland would soon meet his own death on the choose from. Not all are necessarily still in
battlefield at Hastings, brought down by print, but might be found in libraries and used
Duke William of Normandy. With the last of book stores.
the Saxon kings gone, William the Conqueror
was proclaimed King of the English. Thus, the Brent, Peter; The Viking Saga; This book is
descendants of the Vikings succeeded where a good starting place for the general reader,
the Vikings themselves had failed. detailing the major events and accomplish-
ments of the Viking Age.
Graham-Campbell, James; The Viking
The Timeline World; Filled with color pictures, maps,
The timeline given in this chapter provides drawings, and diagrams, this book describes
indications for specific events of Viking histo- the life and times of the Vikings based on ar-
ry or the surrounding lands. These events are chaeological evidence.
both those that were important to the Viking Heath, Ian; The Vikings;One of the Osprey
age and others that can be used as background Elite Series, this slim book is intended primari-
for campaigns and adventures. For example, ly for wargamers. It gives a brief introduction

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

Egil's Saga; This is the story of Egil Skalla-


3f Characters and Combat I

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

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

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

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

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

---- 7 - Of Characters and Combat 19


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

Of Characters and Combat 21


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

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

Of Characters and Combat 23


den into the character's mind without prior ex- eigners. Those wanting to learn the magical
perience or study; or he can require the char- arts often went to the Lapps, Finns, Scots, or
acter to find someone who will teach him the Irish to learn their secrets. Upon return, such
difficult art of forming the rune. There are no sorcerors were viewed with suspicion and
books of rune magic to study from! fear. Thus, wizards must either come from or
As noted before, a character can only learn have studied extensively in foreign lands-
a new rune when he rises in level. Unlike spells particularly Finland, Lapland, the Hebrides,
(which can be learned anytime the character Miklagard (Constantinople), or Araby. Not
discovers a new one), a character cannot try surprisingly, wizards of all stripes often had a
to 'learn" a rune simply because he has seen it. very low status.
Runecasting is a mystical art; it cannot simply Not all types of magic were known, eit
be memorized by rote. Even if the character
knows of the rune's existence, he must wait for
a new level before attempting to understand that can appear are listed below:
its intricacies. Conjurer
Because of their more ominous reputations, Diviner
runecasters do not attract large bodies of fol-
lowers. Upon attaining 9th level, the reputa-
tion of the runecaster is such that a certain
number of men will follow his banner. Like
the hphter, he determines those who stand by For those D M s striving for an "authenti
him using the Norse Followers Table. Unlike
the fighter, he only attracts half the number
listed (fractions rounded up). Those who do NPC, be kept to a minimum. Of the few that
attend him are no less loyal for all this. do appear, the majority of these should be Di-
viners or Necromancers. Specialist mages
Wizard should automatically suffer a -2 on all en-
Although magic and wondrous events counter reactions with those aware of the
abound in the sagas and romances of the Vi- character's repuation.
king age, the style of magic is seldom like that Furthermore, spells of Alteration, Jnvoc;
found in the AD&D@ 2nd Edition rules. The tion, and Evocation are almost complete1
Vikings operated by different understandings nonexistent. The few wizards that do ap
of magic. Runes and supernatural agencies use subtle methods, not the powerful
played an important part, while the stereotyp- flashy damage-causing spells.
ical robed wizard was seldom seen. Organized
wizard colleges, guilds, magical supply shops, Priests
and other conventions sometimes assumed in Like the wizard, the standard A D & D game
an A D & D campaign simply did not exist. interpretation of the priest is poorly suited to
Likewise, scrolls, spellbooks, and other such the world of the Vikings. The powers wielded
written material were not native to Scandina- by AD&D game priest characters bear little
via. Runic writing was used for memorial resemblance to those described in Scandinavi-
markers and runecasting, both of which in-
volved the invoking of special divine power.
an tales. Therefore, uriest characters (ewe-
cially Christian priests), though retaining
..~
However, a few wizards did exist. Like the their spell-casting abilities, must be careful11
paladin, these sorcerors were always for-
I
Player-character priests who follow Norse AD&DB game thief characters and those
deities must consult the Legends and Lore found in the Viking campaign are the abilities
tome for available spell spheres. to open locks and find and remove traps. Vi-
Of course, this does not mean there were no king thieves do not gain these powers because
priests during the Viking age. Historically the characters would not have had experience
speaking, both followers of pagan beliefs and with these items. Locks were rare, and even
the expanding Christian influence were found. those that existed were simple and primitive
Among the Vikmgs, however, religion was of- affairs. Likewise, the practice of trapping
ten viewed as a personal matter. The gods chests or treasures was unknown, so again
were viewed as patron deities, to be dealt with there was no opportunity to learn the craft.
by each man on his own. More often than not, To compensate for the loss of these abiliti
each man was his own priest. Viking thieves instead gain the ability to open
In those cases where a man was given the barred doors. While locks were rare, barring
title of priest, the job was as much political as doors was not. With this ability, the thief can
religious(if not more so). For example, in Ice- use a number of tricks and tools (such as thin
land, the priests (godi or godar) functioned as pieces of wood or a sword blade) to silently
chieftains. They ruled over districts, kept lift or slide the bar out of place-when the
households of warriors, judged the court cases thief is on the wrong side of the door! This is
of those living in their district, and attended not a Strength-based rating; it is a percentage
the Athing (national assembly), in addition to chance (that can be improved) like other thief
seeing that the proper rituals were performed abilities. All Viking thieves begin with a base
and the sacred grounds protected. The posi- 10% chance of success in this area. A high -
tion of godi was not one a character could Dexterity does not improve this skill, , . ,
simply choose. Instead the godi received his ti- ' 4-
tle by right of his bloodline, the respect of his Bards
- __.. !
neighbors, and the wealth he possessed. A Known to the Vikings as skalds,bards were
poor man claiming to be the godi is as likely as respected and honored members of the com-
a hobo announcing himself Emperor of the munity. As stated before, the Vikings were not
World. all uncouth barbarians. They placed great
store in poets, developing poetry to a fine art.
Rogues It was common for kings and nobles to sup-
port and protect skalds-and the poets were
The Vikings were not all heroic warriors naturally expected to sing their lords praises!
and bloodthirsty berserkers. The tales are
Skalds were poets and storytellers. They
filled with accounts of murder and theft, entertained by reciting verses, often com-
along with more noble descriptions of famed
posed on the spot. Without a written language
poets accompanying kings into battle. Thus,
(runes were not used to write down poetry),
both thief and bard characbers are perfectly
the skalds memorized their work and passed it
acceptable in a Viking campaign. on by reciting it to others. Their poems are
filled with fanciful allusions known as ken-
Thief nings, a poetic description of a person or
As noted above, not every Viking was hon- thing. For example, an axe would be called a
est and true. Viking thieves, while not com- "wood-griever" or "wound-wolf," while a
mon, can and did exist-although not without warrior might be an "enemy of trolls," "paint-
modification to reflect the time period. er of the wolf's tooth," or "feeder of ravens."
The greatest difference between standard The skalds audience was expected to know
these kennings, and their complexity and
word-play would add to the beauty and skill Colorful Kennings
of the poem.
If proficiencies are used in the campaign, all When running skald characters, players and
skald characters must reserve one slot for Po- DMs may want to brighten the characters
etry (Slots: l, Relevant Ability: Intelligence; stories with poetic expressions appropriate to
class. The kennings (word-plays) below may
Check Modifier: -2). Whenever the skald at- just whats needed to add that bardic tou
tempts to entertain, he must make a poetry
proficiency check to see if he can master the Arrows-wound-bees
difficult kennings. Axe-wound-wolf, wound-griever
Of course, poetry was not the only form of Battle-clash of the valkyrie, gam
storm, storm of metal
entertainment. Musical instruments were Beer-pool of malt, sea of the ho
known, but were not valued as highly as the Blacksmith-pole of iron
spoken word. Harping, in particular, was a Blood-arrow-dew, milk of corp
popular entertainment. swords
Before a Viking skald can gain the use of Drinking horn-aurochs spear
magical spells (as described in the Players Eagle-battle-crane, vulture of bat
Handbook) he must first have the opportunity Earth-fjord of the heather
to learn this art. This can only be done in a Farm land-sorrow of oxen
foreign land (such as Ireland), since the Vi- Fire-terror of the birch
kings did not have these magical traditions. Generous-hostile to gold
Gold-arm-fire, fire of the wave
New player characters have not yet had the moon of the sea, river-fire
opportunity to travel, and so cannot begin Head-helmet-crag
knowing any spells. Hearth-stone-table of fire
Hot iron-gold of the fire
Other Details King-giver of rings, land-demander
Of course, a race and class are far from all Man-Odins oak, shield-wood, tree of
Poetry--giants drink, mead of Odin, Odins $
that define a player character or NPC. Other theft
features-sex, name, age, homeland, and so- Sea-belt of the earth, plain of seals
cial status-are nearly or equally as impor- Shield-spear-cloud
tant. Since a Viking campaign is not the Ship-sea-kings horse, sea-kings ski, sea-stee
standard fantasy world, the differences and Silver-snow
effects of all these choices need to be consid- Sky-wind-bowl
ered. Snake-thong of the heather, valley-fis
Spear-flying thorn
Sex Sword-glory of battle, hilt-wand, war-flam
The first impression most players will have
concerning Viking characters is that it is a
world of men. Bold Viking men stand at the
prow of their ships, men fight in battles, men
explore the world. Meanwhile, women stay
home to sew, weave, and tend the farm. In-
deed, women are often imagined as virtual
servants of their husbands and fathers.
As with all things, part of this picture is cor-
I Of Characters and Combat 9 27
rect and part is just fancy. It is true that men hard time accepting terms from a woman war-
d all the things mentioned above. There are rior, and Moorish knights are apt to find the
ew accounts of women warriors or explor- whole situation intolerable.
but in the Viking world these things were In the end, players and DMs should never
mpossible! Aud the Deep-Minded, queen shy from playing a female character-espe-
ublin, moved her entire household to Ice- cially not on the basis of "it's not a woman's
land after the death of her husband. There she role." Instead, they should consider the special
claimed and ran an estate large enough to sup- considerations and social obstacles that might
port 80 farmers. In Scandinavia, women had arise as challenges and opportunities to have
ar more rights and responsibilities than true role-playing encounters.
eighboring England or the Frankish Empire.
Under Viking tradition, women had many Names
ghts. They could own property and inherit Once a character has chosen a particular
lands. Women were expected to manage sex, a name can be chosen appropriate to that
everything in the household, and wives often sex. Of course, players and DMs can choose
supervised the estates while the husband was whatever name they wish, but some of the Vi-
gone. With such a warlike people, there were king feel will be lost if "Fred the Viking" is
many widows who kept the family farms and used. The Viking campaign will be much more
made them prosper. A woman had the right to convincing if characters have authentic Vi-
divorce her husband. (He, of course, also had king-sounding names. To do that, though, it
the same right.) helps to know how Vikings were named.
Women served as priestesses to pagan gods Scandinavians of the time went by only one
and were frequently skilled in magic. Though name, a personal name. Surnames were very
they were not allowed to file lawsuits or take rarely used. Of course, problems arose; how did
part in the thing (the governing assembly), one tell the three Thorolf's of the village apart or
their influence over the men handling such whether someone meant the Thorolf living in
matters was great. Many sagas tell of blood- Trondlag or the Thorolf in Hordaland? This
feuds stirred up or sustained by the urgings of problem was solved in several ways.
a woman. A woman might even work deadly The most common was to add a patronym-
revenge on the slayer of a kinsman. ic-"father's name"-to the end of the name.
Still, women warriors were rare, and truly Thus, Thorolf, son of Harald, became
exceptional. There is no doubt that by cus- Thorolf Haraldsson. This type of nickname
tom, women stayed home and saw to the could be made by adding "son" or "sson" to
households and property. For female player the father's name. (Women tended not to car-
characters in a Viking campaign, this means ry their father's name.) On occasion, the per-
that though their presence as adventurers (es- son was indicated by his home, i.e., Thorolf
pecially warriors) is recognized as their right, of Trollwood, but place names like this were
it might raise more than a few eyebrows. not as common.
Those more traditionally-minded may view it Another popular method of naming was to
as improper or unseemly, while the broad- give the person a descriptive nickname based
minded are apt to consider it unusual but not on some quality or deed. Judging from nick-
necessarily inappropriate. names, Vikings apparently had quite a sense
The female player character is likely to have of humor. Besides obvious nicknames like
problems when dealing with NPCs from other "the Short" or "the Tall," less complimentary
lands, where the rights of women are not as ones like "Snake-in-the-Eye" or "the Braggart"
well established. Frankish nobles may have a

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

30 Chapter Three
Women's Names Nicknames
Hrafnhild Absent-Minded Old
Hrodrdod Arrow-Odd One-Hand
Alof Ingibjorg Bag-Nose Peaceful
Arnora Ingigerd Bare-Legs Peacock
Asa Isgerd Belly-Shaker Pilgrim
Aslaug Kara Berserks-Killer Pin-Leg
Aud Kolfrosta Black Powerful
Bekkhild Kostbera Blind Proud
Bera Lofnheid Blood-Axe Prow-Gleam
Bestla Lofthaena Bold Red
Bodvild Lyngheid Brave Serpent-Tongue
Borghild Nauma Breast Rope Showy
Borgny Oddrun Bull-Bear Silk-Beard
Brynhild Olvor Buttered-Bread Skinflint
Busla Ragnhild Crow Skull-Splitter
Dagmaer Saereid Deep-Minded Sleekstone-Eye
DaWY Sigrid Dueller Smooth-Tongue
Edda Sigrlinn Easterner Snake-in-the-Eye
EhY Silksif Fair Southerner
Eyfura Sinrjod Feeble stout
Fjotra Skjalf Fetter-Hound Stubborn
Freydis Svanhvit Finehair Tit-Bit
Gdumvor Swanhild Fish-Hook Unruly
Geirrid Sylgia Flat-Nose Wealthy
Gjaflaug Thjodhild Flayer Wartooth
Grimhild Thorgerd Fosterer Whelp
Groa Thorunn Good White
Gudrid Throa Gossip Wry-Mouth
G u h Thurid Grey-C1 Wry-Neck
Gullrond Tofa Hairy-Breeks Xxx's-Bane
Halldis UM Hairy-Cheek Xxx's-Killer
Hallfrid Vaetild Hard-Mouth Yeoman
Hallveig Yrsa Horse-Head
Hekja (Scot) Hot-Head
Helga Hunter
Herborg Keen-Eyed
Herkja Lean
Hervor Little
WdlgUM Long-Leg
Hildirid Lucky
Hjordis Mansion-Might
Hjotra Night-Sun
Hleid Noisv
I

the characters reach higher levels when rea-


sonable explanations can be provided. A
begin as slaves (since this makes adventuring
difficult) and only those who have the appro-
I
henchman from the Hebrides (Scotland) may priate Gift are the sons of chieftains, godar, or
become a player character (to replace a fallen princes.

the AD&D@game rules. The following profi-


ciencies are not available, for cultural or his-
Danelaw (England, after 865) torical reasons:

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

cultures spoke essentially the same lan-


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

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

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

means-neither poor nor overly ricA (unless essary complication to the experience of role-
the character has benefited from a Gift during playing.
character generation). Player characters never
He who would read the sacred runes
given by the gods,
that Odin set down
and the sage stained with color,
is well advised to waste no words.
- Sayings of the High One
Nordic magic can be roughly divided into two
different groups. There is the normal type of
magic, reflected by the wizards and spells of
the A D & P game system, practiced by or
learned from foreigners. The second type is
rune magic, peculiar to the Nordic lands.
Rune magic is vastly different from the nor-
mal A D & D game system of memorization
and spells.

What Are Runes?


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

Rune Magic 33
uffering, how could mortals expect the runes explained above.
o come easily to them? First-level runecasters start the campaign
Runes are gained through insight, instruc- knowing two runes. It is assumed the charac-
tion, and reward. The character who is taught ter successfully learned these runes and no
how to form a magical rune most probably check is necessary. The initial runes are as-
learned it from one who already knows, who signed by the DM.
in turn learned it from another, and another
before him, and so on until the beginning of Using Runes
time. Sometimes a character, after much con-
templation, suddenly "sees" the pattern need- Once the character learns how to fashion a
ed to create a specific rune.The rarest of all is magical rune, he can attempt to use it. Of
to acquire a rune as a gift from the gods. A course, since the character is manipulating
bird may whisper the secret of the rune to the magic, this is neither a simple nor easy task.
character or he may even hear it in the voice Even though the character "knows" how to
of a waterfall. use a given rune, it must be recreated with
Although runes have magical powers, they each use. What the character knows are the
are not like standard AD&D" game spells. principles and steps for creating the desired
Runes are not memorized daily, to be cast and rune, but each time he uses the rune, it takes a
then lost. There is no limit to the number of different form affected by the factors of the
times runes can be used in a single day. They moment. It could be the time, place, motives,
do not have varying verbal, material, and so- or people involved that alter the rune. Per-
matic components, nor do thev have castine haps the most important oart in usine a rune is
times that modify kitiati to deduce the the correc;forrn needid.
~ ~~..~~....
~~~~~

This slow process is known as shaping, and


is divided into three steps-planning, carving,
Learning Runes and activating. Each attempt to shape a rune
Like spells, runes must be learned before begins with a-full turn of contemplation dur-
they can be used. After a rune has been found ing which the character must remain undis-
whatever means), the character must turbed. At the end of that time, the character
ck to see if he can learn it. This check uses can proceed to the second step.
the Chance to Learn Spell percentage given for Carving a rune requires only three things-
e character's Intelligence score. If the check the rune as planned out in the character's
successful, the character can add that rune mind, something to carve it with, and some-
tu the list of those he already knows. If the thing to carve it on. Magical runes must be
eck is failed, the character cannot learn that carved to be effective; written with paper and
Increasing in level does not allow an- inks they have no power. The carving tool
check; however, if the character's Intelli- and surface can be whatever is at hand (al-
ence improves, he can make another attempt though some runes may have restrictions),
provided he still has access to the rune but must be known during the planning stage.
(through an instructor or other method). A character cannot plan a rune and then look
Although runes are a written type of magic, around for the materials to carve it. There
a character cannot learn how to use a rune just must be no delay between the planning and
By studying one. There is much more to creat- the carving of a rune.
ing runes than writing them. The character Typical surfaces for carving runes include
must have a living example of the rune- boards, blades, drinking horns, and stones.
either insight, instructor, or inte
knife, although any other hard, pointed tool Beast-Rune
can be used.
This rune allows the runecaster to undei
The third step in shaping a rune is activat-
stand the speech of a particular animal. Whell
ing it. This must be done within two rounds of
the carving for the rune to be effective. The shaped, the rune must name the particular an-
imal it is intended to affect. A type of animal
activation can be either a poem spoken over
(a' ny bear") is not sufficient; an exact identifi-
the runes (to charge them with power) or
cation must be provided ("the bear that lives
anointing the runes with beer or spit. The ex-
in the big cave at the mouth of Flossi's
act method is generally unimportant to the
stream"). Once the rune is carved, the caster
play of the campaign.
can converse with that animal as if by normal
All told, the process of shaping a rune takes
speech, both man and animal understanding
15 + ld20 minutes. Upon completing the last
each other. Speaking animals are typically
step, either the player or the DM makes a Wis-
friendly, even helpful; perhaps the novelty of
dom check for the character. If the Wisdom
speaking humans intrigues them.
check is successful, the rune works as intend-
ed. The player can make checks for those
runes where the outcome is obvious. The DM Berserk-Rune
should make checks for situations where the This rune, carved onto the haft of an axe or
success of the rune cannot be determined im- shaft of a spear, can be used to incite berserk
mediately, such as a rune against poison frenzy. Since the name of the person and the
carved on a d r i i i horn. After the rune has instance of battle must be included in the
served its purpose, it is merely a carved pat- shaping of the rune, the berserk-rune is gener-
tern. Runes cannot be reused. ally only effective in set-piece battles or duels
where the runecaster has time to ureoare.
~~
I .
Rune Descrlptlons Once the rune is shaped, the user of the weap-
on gains +2 to his hit points and +1 to his
spellsf magica1 do not have damage and THACO (but no other berserker
levels. Most can be karned by any runecaster, powers). The berserk-rune does not convey
no matter what his level. However, Some all the powers allowed the berserker charat
runes can Only be attempted after mastering ter. The state lasts until the character is slair
Ones. In these cases, the rune Or uses another weapon, retreats, or is out <
that must be known are listed in the descrip- for than rounds,
tion of the particular run
Catch-Rune
AleRune
This rune must be tooled onto the palms of
This rune the PenceOf poison and a pair of leather gloves. When the rune is
protects against POiS0+, after a fashion. shaped, the wearer, place, and time must be
Once the runemust be carved On specified (i.e. "these gloves are for Halfdan the
the rim Of a Or The two runes must Seal-Hunter in the battle against the English
then be touchedto each Other. The effectiveness we are about to fight"). The gloves are effec-
Of the rune is not permanent; it is Only useful for tive for one day. When worn, the named char-
a m session,
be refilled many times. If d
the may
e this time the
acter can try to catch any weapon thrown at
him-spears, axes, knives, etc.-by making a
drink contained is poisoned, the cup shatters
when the runecaster touches it. Once
broken, the alerune is obviously can

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

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

Rune Magic 37
process for shaping the rune is the same as more than one luck-rune in operation at a sin-
above, but the rune is carved on the inside of a gle time. All others he might try to carry are
piece of bark stripped from a living tree and instantly negated.
placed against the wounded character's skin.
Thereafter, the character heals at twice his Nis-Rune
normal rate. When used in this fashion, the
rune remains effective until the character has A ni8-rune (pronounced roughly nith) is a
made a complete recovery. Only one limb- highly charged and emotional rune to use,
rune per character can be used at a time. since it is a grave insult to the person named in
the rune. (Ni8 implies shaming and disgrace
and among the Vikings is associated with trai-
Lor-Rune tors, particularly a man who kills his own
This is a potent and dangerous rune, great blood-kin. Such criminals are named ni8ingr
in both its rewards and its risks. It allows the and can be killed on sight by any man.) A ni8-
runecaster to seek the answer to a single ques- rune delivers a powerful curse.
tion. The runecaster formulates his question To fashion this rune, the runecaster must
in the form of magical runes and carves these name a particular person to be affected and
on a stone. If the rune is successfully shaped, fashion with the runes the wrongs that person
an answer to the question will come to the has committed against the runecaster to jus-
character in a dream in Id6 nights. Like most tify the curse. A ni8-rune carved without
prophetic answers, the vision will be couched good cause automatically fails (with the con-
in strange and mysterious terms for the rune- sequences given below). The rune is carved on
caster to puzzle out. a pole, set in the ground, and topped with an
The risk comes if the rune is fashioned animal's skull. The pole must be on the prop-
wrong. Then, instead of a prophetic dream, erty of the person being cursed.
the runecaster suffers six visits by a gast (see The type of curse delivered depends on the
Monsters), appearing once each night. imagination and desires of the runecaster.
Typical curses inflict madness, misfortune,
Luck-Rune bad luck, illness, Poor harvests, harsh
This rune, carved on a stick or other wood- winters, bad hunting: or evil weather. The
en object, gives a single person luck for one curse can never directly cause the death of the
day. The shaping of the rune requires the victim. For example, the runecaster cannot
name particular person to be protected. He will a fatal illness on the victim or cause his
must then carry the rune with him for it to be ship to sink in mid-ocean. However, he could
effective. If the rune is successfully shaped, reduce the victim to feeble weakness (making
the recipient gains the benefits of Good Luck him easy to kill) or request a terrible storm
as described in the "Gifts"section of Chapter 2. (that might sink the ship of anyone foolish
enough to sail).
If the rune is badly formed, the Bad Luck ef- If the rune is fashioned successfully, the vic-
fect is instead triggered. The runecaster de-
cides the type of die to be affected at the time tim is allowed a saving throw vs. death to re-
sist the effects of the curse. If the save is failed,
>f shaping the rune.
Good luck remains in effect from sunrise to the curse takes hold. If the save is successful,
the curse is negated.
sunset, provided the character keeps the rune
on his person all that time. Bad luck has the There are several risks involved in using
this spell. First, it is difficult to fashion, so the
same duration, but remains in effect even if
the rune is discarded. A character can have no shaping check is made with a - 1. Second fnr
he ni8-rune to have effect it must be placed building of the ship gains a +5% bonus to lat-
where it can be found. Since the runes clearly er seaworthiness checks.
identify the runecaster and his intended vic- Once the sea-rune is carved (assuming it
tim, either the victim or his relatives might was successful), the ship has better chances of
discover the pole and then take vengeance on surviving any storm. In dangerous seas, the
the character. A ni8-rune is a grave insult and vessel handles as if the wind and waves were
will not be dismissed lightly, unless the target one category less. (Strong winds are treated as
is a coward. Finally, a poorly fashioned rune favorable, storms as strong winds, gales as
will rebound on the runecaster. If the charac- storms, and the northern equivalent of hurri-
ter errs in shaping the rune, the curse (or cane is a gale.) The ship gains a +lo% bonus
something similar to it) effects the runecaster. to all seaworthiness checks (possibly 15% if
Like the potential victim, the player character the rune was fashioned when the ship was
is allowed a saving throw to avoid the effect. built). Multiple sets of sea-runes on a single
The curse remains in effect until either the ship are not allowed.
conditions of the curse are fulfilled, the ni8- If a sea-rune is negated because of a broken
rune is negated, or the two parties arrive at or lost oar, the rune can be repaired by any
some kind of reconciliation. This last can be runecaster who knows how to shape a sea-
done by arbitrating a settlement at the local rune. He can examine the runes already on the
thing (a law-assembly, see Chapter 7). ship and carve a new one. A check for the
work must still be made. The bonus for the
Quench-Rune initial carving of the rune is lost, however,
This rune allows the caster to extinguish since the replacement oar was not fashioned
when the ship was built. If the prow or rudder
any single fire. When shaped, the name of the
place to be affected must be worked into the is broken, the sea-rune is permanently de-
stroyed. The ship is then considered ill-fated
rune, which can then be carved on any availa-
ble piece of wood. The wood is thrown into and cannot have another rune placed on it.
the Fie and consumed to activate the rune. If
the rune is shaped successfully, a conflagra- Shield-Rune
tion up to the size of a single building can be Like the sea-rune, this rune is highly desired
extinguished. Only one fire can be extin- by all warriors. To be used, the rune must be
guished per rune. shaped for a particular warrior and then
carved on the inside of his shield. Thereafter,
Sea-Rune the warrior gains a + 1to all his saving throws
For the Vikings, the sea-rune is one of the when carrying the shield. The shield-rune is
only effective for the named warrior; should
most prized and practical of all runes. With it,
the chances of a safe voyage are improved another use his shield, it functions as a normal
shield with no special bonus.
greatly, no small thing for sailors of the
The shield-rune remains in effect until the
stormy northern seas. Since the rune is most
character is defeated in a duel or runs from a
effective if shaped and carved when the ship is
built, wise shipwrights seek out the most skill- battle. If either event occurs, the rune is imme-
diately negated.
ful runecaster they can find. The runecaster
shapes the rune and then carves it on the
prow, rudder, and oars of the ship. The rune Shout-Rune
remains in effect until any of these items are This peculiar rune can be used to free oth-
broken or lost. A rune shaped during the ers, or sometimes oneself, from bonds and fet-

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

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

42 Chapter Four
From Ymir's blood fell drops of poison which The second reaction, which combines with
grew and formed into a giant. the first, is awe. These strange creatures are
All our kinsmen were so created and that's otherworldly. They know more about the
why we're far too fierce. workings of the earth and the gods than nor-
The Lay of Vathrudnir mal men. Therefore, their appearance among
the world of men always has significance.
The lands of Vikings were home to more than Worse still, interference with such creatures
just human beings. Many people are familiar can bring down greater woes, even the ire of
with tales of giants, trolls, ogres, dwarves, the gods, whose ways are unfathomable.
elves, even dragons; but how many know of Only the greatest of heroes (or fools) can
the nisse, kabbelgatt, skogsr3, fossegrim, treat supernatural creatures with casual disre-
sjor3, or a horde of other creatures, good and gard. For all others, the news that a linnorm
ill, that lurked in the dark comers of the has been seen at the ferry or that a spoke is
world? These creatures and many more terrorizing the neighbors is a matter of meat
formed part of the Viking world. and serious imp

The Role of Monsters Existing Cre


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

and dragons are evil. These creatures are not


!
Like all creatures of the si;, the haimand is and never have been friends to man or virtu-
able to predict weather at wil ally any other creature. It is sometimes
thought that a dwarf or giant, through greed
Llnnorm (Dragon) and miserliness, can be changed into a drag-
ir went up on to Gnita Heath a on. Indeed, this was the case with Fafnir.
self into a dragon and
Nokk (Nixie)
The nokk is a water spirit similar to the nix-
ie. It has the same statistics as the nixie, but its
ath snake") is a term behavior and powers are different. The nokk
kinds of dragons, both is a solitary being, there seldom being more
The most famous of these are than one to a body of water or stretch of river.

/I
certainly Fafnir, slain by the great hero Si- Each individual possess the power to charm its
rssormr (Midgard Serpent), victims, although the victim is allowed a sav-
0's body encircles the entire ing throw vs. spell with a +2 to the roll. The
rld ocean (Uthaf); and Nishoggr ("Corpse- nokk also possesses the power to shapechange
ents the bodies of the dead. into a horse and will often use this form to lure
er, these three are the truly exceptional the unwary onto its back. Once mounted the
kind, and have attained a sort of mon- nokk attempts to carry its victim below the
waters, there to drown or enslave the unfortu-
Other, less tremendous dragons did exist. nate person.
Red and black dragons can be used from the Another significant power of the nokk is its
AD&D@ Monstrous Compendiums. Both fine musical skill. The nokk is an expert with

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

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

Sjors (Merman)
The sjori are a type of merfolk, although Not every creature of Scandinavian legend
those encountered are almost always female. has an equivalent in the AD&W Monstrous
Unlike mermaids, sjori can be found in al- Compendium. The following creatures,
most any body of water, fresh or salt. Sjori though occasionally sharing the names of
choose to have little traffic with humans, but standard AD&D game creatures, have no
on occasion make their presence known. parellel in the Monstrous Compendiums.
Those sailors and fishermen who treat them Now, you get to see what they're really like!
with kindness and respect are apt to be re-
warded. A sjori knnws of impending storms
Dwarves and Elves As a rule, these beings are a secretive and
The dwarfs had first emerged and come to life mysterious lot. They live in the world of spir-
in Ymirs flesh, and at that time were maggots. its and gods, and therefore have little commu-
But b y the decree of the gods they acquired nion with the world of men. Their desires and
human understanding and the appearance of goals are not those of humanity. They are sel-
men, although they lived in the earth and dom susceptible to bribes of gold or jewels. In-
rocks. stead they may seek marriage or affairs with
The Prose Edda humans and sometimes take children to raise
as their own. Dwarves of all types are usually
The dwarves and elves of V&ng myth, leg- neutral or neutral evil in alignment.
end, and folktale are a far different breed from One of the most feared traits of such crea-
those presented in the AD&W d e s . In the Vi- tures is bertagning (taking into the moun-
king imagination, dwarves and elves are more tain), the habit of luring or stealing men,
or less lumped together. The words are used women, and children away from their homes.
somewhat interchangably to indicate any of a Men lost in the forests are often lured into
variety of strange beings with supernatural mountain halls by bright lights and feasting,
powers. Thus, dwarf refers to many types of sometimes by the allure of a seductive spirit.
humanoid earth or woodland creatures. Women are sometimes tricked into marrying a
In a Viking campaign, the words dwarf and dwarf or elf. Infants are stolen from their cra-
elf can refer to any number of beings-usually dles, sometimes replaced by an elf-child
an AD&W dwarf, elf, or drow. Ignoring their (changeling) or a wooden doll. Those taken
differences in appearance, all dwarves and are either never seen again or disappear for
elves are considered to be more or less the years, only to return dazed and slightly mad
same type of being. Known by a variety of from their experience. Very rarely, a few re-
names (alfr, dvergar, dock-alfar, and more) turn blessed with strange powers and go
they are hlghly magical and mysterious crea- fortune.
tures. Some live on the surface and are consid-
ered fair, others live underground and are Dverge
called dark. All are older than mankiid, hav- The dverge is the closest in appearance to
ing lived since the beginning of the world. the dwarf described in the Monstrous Com-
In game terms, a dwarf or elf can be any pendium, except for their crows feet. They
number of different beings, dependmg on its are usually short and skinny, often grotesque
behavior and appearance. Regardless of its in appearance. A few can pass for normal,
name and appearance, the dwarf or elf has the though stunted, men. Some sport wild beards.
spell-casting abilities of a 4th to 11th level wiz- In addition to their considerable magical
ard (Id8 +3). (Viking dwarves are hardly ability, the dverge are the finest of all crafts-
strangers to magicl) Furthermore, all dwarves men for making magical devices. T
and elves can fight and use armor without re- cally have and use magical devic
striction. weapons, clothes that make the wearer
Dwarves or elves can never be player char- ble, and statuettes that come to life are fav
acters, although in very rare circumstances a ite items.
dwarf might join a party. These NPCs will The dverge are almost never encoun
never remain for more than a single adven- Most meetings are with travelers lost
ture, however. Dwarves are seldom con- deep mountains. Dverge are never fo
cerned in the affairs of men. Iceland and rarely in other lands of Sc
I
c
U1
I
via, although they are more common to east-
-
making all manner of magical things, includ-
em lands such as Karelia, Permia, and Gar- ing swords, armor, rings, and horns.
dariki. These beings usually live underground Most huldufolk, as one of their other names
and are sensitive to sunlight, which causes implies, live in the numerous mounds and bar-
them to have a -1 penalty on all die rolls rows found near farms and homesteads. Al-
when in the sun. Many dverge live in the oth- though their choice of domicile suggests it, the
erworldly realms of Niflheim and all have the huldufolk are not undead creatures. Instead
power to cross from the normal world to the their homes are magical realms reached only
otherworld. be entering these mounds. Others live just be-
yond the realm of men, in invisible lands at
Dock-Alfm the edges of farmsteads. There they have their
own farms and houses, often in imitation of
The dock-alfar, or dark elves, are similar to their human neighbors. The huldufolk possess
&ow in abilities and appearance. They live the ability to pass from one realm to the other
beneath the earth and shun the llght. Unlike and can take those they choose into this
drow, the dock-alfar are not quite as mali- realm. Those with second sight can see into
cious or evil. They are neutral to evil in be- this realm when the huldufolk are passing
havior, in general preferring to remain out of from one to the other.
human affairs. They do not use javelins or For the most part, huldufolk remain distant
crossbows of any type, carry adamantine from the affairs of men. If they are spoken of
maces, use poison, or have any of the cultural with respect and undisturbed, they can be
particulars of &ow. The dock-alfar live in un- good neighbors, performing little services for
derground communities organized much like the farm when no one is around. They may
normal human communities. Like the dverge, bring back cows that have strayed or help a
dock-alfar tend to only be encountered in the little in the harvest. On the other hand, if
loneliest of mountain regions. So infrequently treated disrespectfully or bothered, the huldu-
are they seen that humans consider them more folk use their powers to cause havoc and suf-
legend than fact. The dock-alfar are never fering for their human neighbors. Huldufolk
found outside Norway and Sweden. tend to be neutral or chaotic good.
Like all of their kind, the huldufolk cannot
Huldre be held to human standards. They have their
The huldufolk (hidden people) are quite own reasons and motives for doing things.
similar to elves as described in the AD&D Male and female huldre are fascinated with
Monstrous Compendium, and the ability humans of the opposite sex and will some-
scores of elves can be used. They are also times use they powers to trick humans into be-
known as the alfar, huldre, vattar, under- coming their paramours. Those so romanced
ground folk, or people of the mounds. Unlike are typically taken back to the huldufolks
elves, the huldufolk can become invisible at realm to live. There time passes much differ-
will or polymorph themselves into copies of ently, such that years may pass outside for a
humans, including people known to the char- single night within the mound. There is no set
acters. Such a transformation is never perfect, pace; the time variation is different on each
however. There is always a distinguishing fea- occurence. Sometimes a day is a month,
ture to reveal the huldufolks true identity, be sometimes it is a year. As stated earlier, those
it a cows tail, merging eyebrows, or a ridge who return from bertagning are never the
instead of a dimple under the lip. Like the same. Some gain the power of second sight or
dverge, the huldufolk are accomplished in good fortune, while others are simply mad for

. . . And Monsters 51
the rest of their days. Giants
The huldufolk are found throughout nearly
all the lands settled by the V i k i i s . Some say Odin said: Hail, Vafthrudnir! I am here in
these beings lived there first; others maintain your hall to see what you look like,
the huldre followed their neighbors to these I have come to find out if they call you wise
new lands. rightly or wrongly, giant.
The Lay of Vafthrudnir
Maahiset
The giants of Norse belief are some of the
This type of dwarf is identical in appearance best known of all the strange and wondrous
to the standard A D & P game dwarf, although creatures in their mythology. It was a giant
its dress is simpler and more barbaric. Like the who built the wall around Asgard, land of the
dverge, the maahiset lives underground and is gods. It was the giant Utgard-Loki who trick-
seldom found on the surface. It seldom carries ed the gods Thor and Loki in contests of
weapons and typically wears rustic clothii. strength. It is the giant Surt, lord of Mus-
The maahiset are all elementalists, especially pelheim, who will destroy the earth in the last
fond of earth-based spells. As a rule, they are battle, Ragnarok.
juspicious of strangers. The maahiset are found Norse giants come in a broad range of guises
~ n l yin Karelii, Tafestaland, and Permia. from the cunning and clever to the brutish and
stupid. Although similar in many ways to the
Dwarf Names Fjalar NSi giants presented in the AD&D Monstrous Com-
Frosti pendium, even the least of the Norse giants is
NYr greater than his AD&D game cousin.
Ai Fundin NyraS
Alberich Galar Oin In the Viking age, few giants, if any, lived in
Alf Ganndilf Onar Scandinavian realms. Once they were popu-
Althj6f Ginnar Ori lous and lived throughout the land. Many
Alvis Gloin RassviS landmarks-a precariously balanced boulder,
Andvari Har Regin an oddly shaped mountain peak, or a curi-
Austri Haur Rekk ously shaped lake-were created (usually ac-
Bifur Heptifili SkafiS cidentally) or placed by giants. With the rise
Bifur HleSjolf skirvir of men, however, the giant population dwin-
Bombor Hugstari SuSri dled and their race retreated. O f those on
Brokk Sviar earth (Midgard), most dwell in fabled lands
Ingi
Dain Iwaldi Thekk far to the east beyond Permia. This land is
Dolghvari Kili Thjodrorir known by many names-Jotunheim,
Don Lit Thorin Giantland, and the Glasir Plains. Others live
Draupnir MjoSvitnir Throin far north in the frozen wastes, in places like
Duf MoSsognir Thror Svalbard and Groenland. In mythical lands,
Durin Mondul Vali giants abounded, again to the east of Asgard
Dvalin Niin Vestri and to the south in Muspelheim.
Eikinskjaldi Nir Vig As a rule, giants share the worst characteris-
Eitri NiSi Vinndi1f tics of humans. They are deceitful, often cun-
Fa1 Niping Virvir ning, greedy, malicious, jealous, and violent.
FiS NorSri Vit Some are quite clever and skilled in magical
Fili Nori Volund arts. All giants are evil, though they may be
be devious and suspicious of strangers. They
Giant Names are seldom openly hostile, but will sometimes
(Fem. indicates giantess) attempt to trick or ambush humans who enter
their territory. In general, cliff giants are neu-
Aegir Hymir tral evil.
Idi
Im
Frost Giants
Lodin
A r k e f i a (fem. ) Menia (fern.)
I .
Frost giants live in the uncharted frozen
Aurgelmir Mimir lands north of Scandinavia and in the cold en-
Aurnir Mogthrasir trances to Niflheim. Frost giants are identical
Beli Muspell in ability and general appearance to those de-
Bergelmir Neri scribed in the AD&D Monstrous Compendi-
Bestla (fern.) Norvi um, although they stand 25' to 30' tall. They
Bolthorn Nott (fem.) are much more intelligent than their A D & D
Eggther Rind (fern.) game cousins, with intelligence scores from 12
Egd Skrogg to 15. The frost giants of Viking myth do not
Fenja (fem.) Skrymir have shamans or witchdoctors, but 20% of
Fjalar Skuld their kind are mages up to 10th level in ability.
Fornjotr Suttung The frost giants live in cold and dimly lit
Gerd (fem.) Svarang longhouses. Their groupings are tribal, usu-
Gunnlod (fern.) Thiassi ally consisting of a jar1 (chieftain), his men,
Gvmir Thiazi and their families. The giant jar1 in turn owes
Hiti Thklgelrnir his allegience to the jNten Fomjotr or Thrym,
HddU Thrym both kings. Because the frost giants live in dis-
Hlebard Ulf tant, icy lands, they seldom become involved
Hrimgerd (fem.) Utgard-Loki in the affairs of men. However, they have
Hrimgrimnir Vafthrudnir more than once boiled out of Niflheim and
Hrunnnir Verdandi threatened the safety of Asgard and the other
Hrym Mfing realms.
Ymir
loten
These giants are among the most powerful
Cliff Giants and wisest of their kind. Most are nearly as
The clif giants are one of the more common old as the beginning of the world. They have
types of giant, frequently encountered in the near godlike powers and abilities. Because of
lands to the east. Cliff giants have the same their mythical background, the joten are only
statistics and abilities as A D & P game stone found in the legendary lands of the other
giants. In appearance, however, they stand realms-Niflheim, Muspel, and Jotunheim.
25' to 30' tall, have long hair and thick beards, In appearance, the joten are truly majestic.
and indeed look much like their Viking They have the general appearance of storm gi-
counterparts. They are also very intelligent ants from the AD&D Monstrous Compendi-
(10-12).Some cliff giants serve under power- um, but easily stand 75 to 100 feet tall. The
ful chieftains of their kind, staying at his hall abilities of each of these giants are unique, but
as retainers. Others live with their families on are similar to those for Surt and Thyrm pre-
farms far from other lands. Cliff giants tend to sented in the A D & D 2nd Edition Legends and

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

Kalevanpojat Sea Giants


These giants, found only in the regions of These special giants dwell below the waves.
Karelia, Tafestaland, and Permia, are a bane They are similar in size, appearance and abili-
to the farmers who have settled there. In ap- ties to AD&D game cloud giants. Sea giants
pearance the kalevanpojat look like hill gi- can breathe in air or water equally well and
ants. They have the same ability scores as swim or walk at the same movement rate.
these creatures. However, the kalevanpojat They can predict weather at will. They do not
can transmute rock to mud and transmute have priests among their number, although
earth to stones, each three times per day. (The they can be 9th level wizards. They fight with
latter power has the same range and area of their hands or spears, on those rare occasions
effect as transmute rock to mud. It changes when they give battle.
earth into small boulder-sized rocks.) Sea giants are believed to dwell in halls be-
The kalevanpojat live at the edges of the neath the waves. This is only supposition,
wilderness in simple log houses hidden well since their homes have never been visited by
away from strangers. They enjoy their soli- man. They dress in ordinary clothing, draped
tude and will use their powers to plague set- in seaweed and often adorned with treasures
tlers who expand into giant territory. Dry land from the ocean floor. Their hair is normally a
becomes inexplicably swampy, no matter how pale blond-green.
Ill many times it is drained. Good fields fill and
refill with stones, making plowing impossible.
The kalevanpojat are neutral evil in align-
Sea giants have little interest in the affairs of
men or anything else that occurs on land.
They also tend not to involve themselves with
ment. the fleets of fishermen and Vikings that ply the
waves. However, the sea giants have been
Thursir known to make rare appearances at the sur-
These ill-tempered brutes are enlarged ver- face. Sometimes they warn of impending
sions of the AD&D@game hill giants. They storms, particularly if the captain is blessed
have the general abilities of the hill giant, al- with good luck or the ship is protected by
though they can came disease or madness up runes. For the unlucky and the disrespectful,
to three times per day. Their appearance is not the sea giants appear by seizing the gunwales
quite so primitive as the hill giant. Thursir and dragging the vessel down.
stand about 20 to 25' tall. Their hair and Because there is so little contact between
beards are wild and unkempt and their ears man and sea giant, it is almost impossible to
are noticeablely large. They dress in crude, say what the motives of these beings are. They
rustic clothing, often heavily patched, and are neutral evil in alignment, although, as has
fight with cudgels fashioned from trees. been noted, they are known to perform help-
The thursir have lived for as long as the jo- ful acts for a lucky few.
ten. However, they are not nearly so blessed
with intellectual ability or power as their Trolls
brother giants. The thursir tend to be slow- The most common creatu
witted and easily tricked or enraged. They live out the Viking lands are trolls, but they are far
by themselves in wildernesses just beyond the different creatures from those described in the

'i 54 Chapter Five


AD&D@ Monstrous Compendium. Trolls of great asset on the battlefield.
Scandinavia range from hideously ugly, huge,
and hulking to human in size and appearance. Trow
Yet even these normal-seeming trolls are very
different from humans. The trow is a sea-troll, most often found
Scandinavian trolls have the same statistics around the Orkney and Shetland islands. It is
as ogres as defined in the AD&D Monstrous neither a handsome nor friendly creature. It
Compendium. They are not the creatures de- has the abilities and general appearance of an
scribed as trolls in those products. Most im- ogre, but it can function equally well on land
portantly, the trolls of Scandinavia do not and sea. The trow can breathe air or water
regenerate damage. and swims at the same speed it can move on
However, like most other creatures of the land. The trow hate humans, especially those
region, the Scandinavian troll is highly skilled who venture into their fishing territory. It typ-
in magic. Of those encountered, 50% are ically attacks by overturning the fisherman's
highly intelligent wizards of 5th to 13th level. boat and then drowning the crew. Trow
This in particular makes them cunning and homes are usually found in the rocky cliffs
dangerous, since they have little love of man- along the sea-shore.
kind who has usurped their position on the
Earth.
In appearance, the troll varies greatly.
Those found in Norway, the British Isles, and
distant eastern lands are commonly huge and
ugly. As such, they look like ogres although
they dress better, wearing the clothes of their
region (not crude skins or furs). They fight
with the same kinds of weapons and armor as
their human neighbors, although these are
scaled for their larger size.
In Sweden and parts of Denmark, the troll
looks almost human, like one of the troll-
born. They tend to be somewhat bigger than
humans, though not remarkably so. These
trolls are not particularly ugly and a few can
even be described as handsome. However,
they are still trolls, and therefore dangerous to
humans.
Trolls are not social creatures. Each family
(for trolls have wives and children, too) lives
more or less by itself. Their homes are found
in deep woods, rocky sea-cliffs, high moun-
tains, and deserted heaths. A troll will some-
times seek out a human mate, although why
they feel the need is a secret only they know.
A few troll wizards have been known to ally
themselves with particularly cruel or evil
kings and chieftains. Their magical skill is a

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

Table 4: Viking Coins

Coin Type Average


1~unces ( V 2 lb.)

Game
built.
The two tables below reflect these differ-
ences. Table 6: Equipment Adjustments lists
those items not found or rarely found in a Vi-
king campaign. This table is for use with the
Weight Equivalent* equipment lists presented in the AD&D 2nd
Half-Penny (xP) 1/40 oz. 5 CP Edition Player's Handbook. Price adjustments
Silver Penny (P) 1/20 oz. 1SP are marked for some items, using Viking
Arab Dirham 1/10 02. 2 SP weights (and equivalent silver penny costs).
Any item marked N/A is not available for use
* The gold piece, electrum piece, and plati- in the campaign. (The DM may want to pho-
num piece have no equivalent coins in the Vi- tocopy the lists in the Players Handbook and
king age. They convert to silver penny as mark the changes on these copies.) The second
follows: 1EP = 5 P; 1GP = 10 P; and 1PP = list presents new items that can be bought in a
50 P. Viking campaign.
Calculating the cost (in Viking terms) of
Table 5: Approx. CoinMreight Conversion any item not listed below is relatively simple.
For expensive items, divide the gp cost by 16.
Pen. Otr. Ore Mark The result is the equivalent number of marks
Half-penny 1 12 40 320 for the item. Prices listed in silver pieces can
Penny l/2 6 20 160 be converted directly to silver pennies, one for
Arab Dirham l14 3 10 80 one.

Because coins could vary greatly in weight


either from manufacture or fraud), the DM
n vary the coidweight conversions by as
ch as 25% any time he so desires. ("Well,
these pennies are little light. It's going to take
25 of them to make an ore.") This can affect
IB
1
I I
Table 6: Equipment Adjustments I 10 Marks (1600 P)
Sedan chair N/A
Clothing
Item cost Miscellaneous Equipment
Silk jacket 10 Marks(1,600 P) Item cost
Toga N/A Block and tackle N/A
Chain (any, per ft.) 1Mark (160 P)
Daily Food and Lodging Glass bottle 4 Ore (80P)
Item cost Lantern (any) N/A
City rooms N/A* Lock, good N/A
Common wine (pitcher) 1Otrogar (6 P) Poor 6 Marks (960 P)
Inn lodging N/A* Magnifying glass N/A
Merchants scale 1Ore (
Household Provisioning Oil, greek fire N/A*
Item cost Paper N/A
Figs (per Ib.) 1Mark (160 P) Papyrus N/A
Raisins (per lb.) 1Mark (160 P) Parchment N/A*
Salted herring (per 100) 1Otrogar (6 P) Rope, hemp (50 feet) 1Ore (20 P)
Spice, exotic (per Ib.) 5 Marks (800 P) silk N/A
Rare (per lb.) 3 Marks (480 P) Spyglass N/A
Uncommon (per lb.) 1Mark (160 P) Thieves picks N/A* *
Tun of good wine Water clock N/A
(250 gal.) 4 Marks (640 P) Writing ink N/A*

Tack and Harness Animals


Item cost Item cost
Barding, half padded N/A* Camel N/A
half scale N/A* Elephant N/A
all other types N/A Horse, draft N/A
Yoke, horse N/A heavy war N/A
Hunting cat N/A
Transport Peacock N/A
Item cost Pigeon, homing N/A
Canoe (all types) N/A
Caravel N/A Weapons
Carriage (all types) N/A Item cost
Chariot (all types) N/A Arquebus N/A
cog N/A Blowgun N/A
Drakkar 1,500 Marks Bow, composite
(240,000 P) long bow N/A
Dromond N/A* Crossbow (any) N/A
Galleon N/A Lance, heavy horse N/A
Great -
eallev, N/A Jousting N/A
Knarr 100 Marks (16,000 P) Mancatcher N/A
Longship (large) 150 Marks (24,000 P)
Oar 1Otrogar (6P)

I
Polearm, awl pike NIA Table 7: New Equipment
Bec de corbin NIA
Bill-guisarme NIA Item
Fauchard-fork NIA Bearing dial
Glaive-guisarme NIA Cauldron and tripod
Guisarme-voulge NIA Comb
Hook fauchard NIA Ships
Lucerne hammer NIA Faering
Ranseur NIA Longship, small
Scourge NIA Sexaering 10 Marks (1600 P)
Staff sling NIA Skates 1Otrogar (6 P)
Sword, khopesh NIA Skis 1Otrogar (6 P)
Scimitar N/A Sleigh 10 Marks (1600 P)
Two-handed NIA Wagon 15 Marks (2400 P)

Armor Equipment Descriptions


Item cost
Banded mail NIA Bearing Dial: This simple device looks
Brigandine NIA something like a top, and is an important aid
Bronze plate mail NIA for navigation. It is a flat wooden disk with a
Field plate NIA handle on the bottom and a pin and pointer
Full plate N/A on the top. Around the edge of the dial are
Helmet, great helm NIA markings for the different directions. To use
Plate mail N/A the bearing dial, the captain would take a
Ring mail NIA sighting on the rising sun (or North Star at
Scale mail N/A* night), aligning the east mar- on the dial to
Splint mail NIA his slghting. He can then set the pointer to any
other direction and thus show his new head-
* These items are not available in Scandinavi- ing. While a seemingly simple device, the
an lands. City rooms and inns may be found bearing dial was a great advance in ocean nav-
in large trading centers or cities of the Frank- igation at the time.
ish and Byzantine empires. Dromonds, scale Comb: Combs were valuable trade items
mail, horse barding, and scimitars may be and gifts, simply because they were hard to
found in Byzantine or Arab lands; Greek fire make. The teeth were carved from a thin piece
was a secret of the Byzantines. Writing ink of wood, whalebone or other material. This
and parchment can be found at centers of sheet was then mounted between two other
learning, such as monasteries or courts out- pieces of wood, ivory, amber, antler, or other
side Scandinavia. ornamental material to make the handle.
Combs were often elaborately decorated with
* * With locks uncommon, there is no devel- - These were treasures in
silver or gold fittims.
oped art for picking locks. The DM can allow their own right.
a collection of small saws and blades useful Faering: The faerin
for breaking and entering. Still, such a kit sleek, sturdy boat fitt
would not be found in Scandinavian lands. ried no sail. The ship
four to six and their ge
oarsmen, the faering could mak
200 feet per round. The faering was sometimes walking man. (Hills and valleys tend to cancel
used as a ship's boat, towed behind the long- each other out.)
ship. Sleigh: This is another important item for
Longship, small: This ship was similar to its winter travel, since a man on skis cannot haul
larger cousin, differing only in the overall much. A small sleigh could carry up to 300
length and slightly narrower beam. The small pounds. The sleigh could be pulled at half nor-
long ship was an average of 60 feet in length. mal movement rate by one reindeer or two
It had the same speed and performance as its men wearing snowshoes or skis. Dog teams
slightly larger brother, but oars were limited were not used by Vikings.
to about 16 to a side. The standard crew was Wagon: V k n g wagons were small and of-
30 sailors, but it could carry a maximum of 75 ten highly ornamented. They were mainly
to 100. Cargo capacity was limited to 30 tons. used for ceremonial purposes and as means of
Sexaering: The sexaering was a small fish- transport for well-bred women. They were
ing boat, approximately 40 feet long. The ves- only effective where there were roads, an un-
sel was fitted with six oars and a small mast. It common feature in the rugged mountain lands
normally carried six to 10 comfortably, but of Scandinavia. Most often hitched to an ox, a
could load up to 30 sailors if needed. It can wagon can carry up to 500 pounds and move
travel 60 feet per round, either rowed or at the beast's normal movement rate.
sailed. The cargo capacity was about two
tons. The sexaering was a common working Treasure
ship found on the coasts. Although relatively
seaworthy, sailors did not sail it out into the Since the Vikings did not have a coin-based
open seas. economy, the treasure hoards characters may
Skates: Viking skates were simple but prac- find in their adventures are seldom going to be
tical affairs made of a bone blade fastened to a convenient stacks of gold and silver. A certain
leather shoe. Just like the ones today, they al- portion of a treasure will be silver pennies and
lowed one to move across frozen water at nor- dirhams, but in a large hoard the bulk of the
mal movement speed (or greater). Skates must treasure will be items valued for their crafts-
manship as much as their material. Jewelry,
be removed when not on ice, however.
Skis: Viking skis, unlike the slick, highly re- goldwork, woodcarvings, silversmithing, and
fined and expensive downhill skis of today, glassware all represent sources of treasure in
the Viking age.
were more along the lines of today's snow-
shoes or cross-country skis. Speeding down- The list below gives some indication of the
hill was unknown to the Norsemen. In variety of forms such treasures can take. No
general, their skis were broader and the bind- monetary value is assigned to any of these ob-
ings were loose. A single pole was used, car- jects, since 1) it is impossible to know how
valuable these items really were, and 2) the
ried like a high-wire artist. To climb the
slopes, seal-skins were tied to the bottom of value of similar items can vary greatly de-
the skis, giving the climbers traction. No lift pending on the skill of the craftsman. The
items listed here are representative of actual
tickets here!
Skis allow a character to move across snow finds from Viking hoards and burial mounds.
with greater ease. On level ground and small This list could be expanded by many items,
slopes, the skier can travel at his normal since many things did not survive burial.
movement rate. Going up slopes is done at These include fine cloths and tapestries, furs,
half the normal rate. For long distance travel, walrus ivory, and wood carvings. Further-
a skier can move as fast and far as a normal more, there were items taken from other

1: Equipment and Treasure 61


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

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

dlOO Table 9:Unavailable Magical Items


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

fi EauiDment and Treasure 63


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

Cloaks and Robes Onlv armor tvoes


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

Boots of Levitation New Magical Items


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

The helm of terror is an awe-inspiring item.


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

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

Eauinment and Treasure 67


68 Chapter Six
CHAPTER

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

111 Viking Cult


Olaf can only outfit a single ship, Ivar wont
be joining any raids this year.

Sure enough, Halfdan sails without Ivar.


Not surprisingly, the would-be warrior is in a
foul mood and has few kind thoughts for his
brother. A few days later, two young neigh-
Still, it was much more common for a bors, Thorir and Einar, arrive at the farm.
youth to remain at home until he was 16 or They are a rough and unpopular pair, boastful
18, when he was mature enough to go vi- of their own abilities. They challenge several
king (the term for raiding). As in Ivars other youths to a ball game. The challenge is
case, a youth would travel under the pro- taken up, and on the first day Thorir and
tection of an older brother, father, uncle, or Einar break the arm of one of the players. On
other relation. the second day, they almost kill another play-
Olafs insistence on waiting for several er and their boasting grows even worse. Fi-
months is based on practicality. During nally, on the third day, they try Ivar. In
winter, early spring, and late fall the North defense, Ivar cracks a stone over Thorirs head
Sea is far too stormy for safe sailing. The and kills him. Einar returns to his own home
brothers must wait until the sailing weather and tells what has happened. Only after some
improves. Second, the ship must be outfit- difficulty does Olaf negotiate a settlement.
ted for the voyage. Ako, there is much Ivar has now gained a small reputation that
work to do around the farm. Winter dam- stands him in good stead when a duelist from
age to the fences and barns must be re- Sweden arrives. Finding some small offense,
paired. F a d s must be plowed and planted the duelist challenges Olaf to a holrngangu, or
with the seed set aside from last years har- duel. Olaf of Sogn is getting old and knows he
vest. This takes a lot of work, most of could lose. Seeing the chance for fame, Ivar
which is done by the thralls, but the famify offers to fight in Olafs stead. Since there is no
one else, Olaf reluctantly agrees. After a fierce

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

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

I ,
The Viking Culture 71
I
72 Chapter Seven
I

After the battle, Ivar puts in at the nearest


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

I! The Viking Culture 73


remain for the winter. Ivar and some of his
ading towns like Hedeby, Kaupang,
crew remain, while the remainder of his men
Birka were major centers. The town
go to their relatives on other islands through-
,would be impressive to a farmboy, al-
out the Orkneys. They all agree to return here
' though it was nothing more than a collec- in the spring.
! tion of simple one-story houses,
surrounded by gardens and linked by!
:planked streets. A n earth rampart and
wooden palisade surrounded the town to
Iprotect it from raiders. Here, merchants
,from Frisia, Wendland, Ssxland, and be- *
yond came to buy and sell. Christian mis-
sionaries sought new converts. Gaels, i
Scots, and Slavs p a s 4 through the slave '
markets. There was even the occasional
traveler from Arabia. By the mid-season,
though, many of the merchants would
have already finished their business and
started for home.

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

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

eparations were made before th


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

of the hay was brought in from


s. After this, the fences to the f '

stubble. Livestock was butchered


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

e were some

re all valuable trade goods.


ys, seals and possibly walrus
hunters' game. Winter was t

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

nIu The Vikine Culture 75


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

76 Chapter Seven
~

had bought his freedom) or received only half es. If the freeman became unhappy, he could
the compensation from any lawsuit. These re- switch his allegiance to another nobleman. Of
strictions lasted only throughout the ex- course, this might anger his old ally and so it
thrall's life; his sons were treated as freemen was an action not lightly taken.
and received all the rights of that class.
Nobles
Freeman Above the freemen were the men of author-
"We shall never submit to anyone at all, nor ity - local chieftains and earls. These were
ever cleave to any servitude, nor accept favors the men who kept huskarlar. They were the
from anyone. That favor pleases us best commanders in battles, had influence on the
which w e win for ourselves with arms and toil selection of the local lawspeakers, collected
of battles." tribute, tended the king's estates, and enforced
Norse reply to an emmissary of the Franks the king's decrees.
There were general types of nobles. The
The largest social class are the free farmers, lesser, sometimes called chieftains, were the
the karlykn or freemen. Unlike the lands of hersar (sing. hersir) or "landed men." They re-
the Franks and the Saxons, the farmers of ceived their authority (along with a grant of
Scandinavia were truly free. Their farmland land) from the king. Unlike nobles of other
was owned outright. Earls and kings had no lands, the position of hersir was not heredi-
claim on a man's land. (Elsewhere a peasant tary. The king gave the title. Once given, it
farmer's land belonged to a nobleman.) could not be taken away, but the title did not
A freeman enjoyed full protection under the necessarily pass on to the son at death. The
law, although lawsuits at this time depended king had to confirm the transfer, again by
on power and alliances. Most karlykn were making a grant of land.
farmers. Others were retainers, smiths, war- The second noble was the jarl or "earl." Sec-
riors, merchants, shipwrights, skalds, wood- ond only to the king, the jarls had a great deal
carvers, and any number of other trades. of power and authority. Many were indepen-
All player characters begin the game as sons dent of the local kings and did as they pleased.
and daughters of bondi, unless the DM They kept large numbers of huskarlar, collect-
chooses otherwise. Bondi were independent ed tribute of their own, and ruled over dis-
farmers, not hired hands. These landowners tricts. It was only gradually that the jarls
had among the highest rights of all freemen. submitted to the authority of the kings.
Another important group of freemen were Iceland was unique in that it had neither
the huskarlar or house-carls. These men hersar or jarls. No noblemen settled on this is-
served as retainers to a nobleman, forming his land and the freemen who came there did not
hird or household. These men served as his want them. Instead the Icelanders chose 36 go-
bodyguard and the core of any army the noble di (which roughly means "priest") to act as
might need to raise. Player characters may as- chieftains. These men had both religious and
pire to become part of a nobleman's hird or secular duties but mostly the latter.
gain one for themselves. The number of hersar, jarls, and godi was
Although a bondi or other freeman was not never large. In all of Norway there were per-
tied to a particular nobleman, he usually al- haps no more than 100 hersar and about 16
lied himself to a local earl or king. The noble earls (at their largest numbers). Sweden had
assisted in lawsuits and protection. The free- numbers probably similar to Norway. Den-
man served in the noble's army and paid tax- mark was hardly large enough to have equal
numbers of nobles to Norway. Iceland, with was still subject to the pleasure of his subjects.
its 36 godi, was not over-populated with no- The king was their leader in war. He was the
bles. The smaller islands of Orkney had at grand judge for disputes that could not be set-
most only a few hersar and an earl. The Fa- tled any other way. He collected tribute from
roes and Shetlands had even fewer nobles. neighbors.
Player characters who aspire to the ranks of Player characters can never hope to become
hersar and jarls will not find abundant oppor- kings (unless something truly extraordinary
tunities. The player character will have to be occurs in the campaign). However, they can
extraordinary in deed and character to attain fill many roles in either the service or defiance
entrance into these ranks. of a king.

Kings The Warriors Way


The h&est levels of Viking society were the The warrior was a central part of the Viking
kings or konungr. The title of king was both culture. One of the ways a man earned respect
hereditary and democratic at the same time. was through his sword. Combat was not the
Kingship descended from father to son (or ille- only way, but it was perhaps the easiest. It did
gitimate son or even brother), but the freemen not require special study, inborn talents, or
voted for their choice of king. Thus, if there even a heavy investment for equipment. Any-
were three sons and a brother of the late king, one with a club could become a brave warrior.
all were candidates to become the new king. Most, though, preferred a stout shield and a
Since the freemen had the final say, the choos- good sword.
ing of a king was always a highly charged and A warrior could follow his occupation in a
political affair. As in most things, the title went variety of different ways: as a farmer(l), a du-
to the strongest, most cunning, or most popu- elist, a huscarl, or a society-member.
lar. The system also encouraged a kings sons In a sense, every farmer was a warrior, The
to battle or murder each other. After all, if the home had to be defended in times of trouble,
other contenders were eliminated, the choice of so every farmer was a part-time fighter.
king was greatly simplified. Farmers, however, did not have much wca-
The idea of one king to all of Scandinavia sion to practice their fighting skills, so they
was foreign to the Vikings. Much of the region were far from being highly-trained killing ma-
was divided between kings, earls, and chief- chines.
tains, all of whom ruled over separate dis- A talented, if unethical, warrior could
tricts. In Norway, things changed around 890 make his living as a duelist (as described earli-
when Harald Finehair established himself as er). This, however, was not a way to gain
King of Norway. Thereafter, the Norse recog- friends or to ensure a long life.
nized a sole king over all the other nobles. Third, a fighter could seek to become a hus-
Sweden had its own king during this time, and Carl. This would ensure that he was fed and
the process of unifying Denmark had already housed. However, at that point the fighter
been completed. For the centuries that passed, was no longer his own man. Now he was sub-
however, these kings and various pretenders ject to the edicts and commands of his lord.
and earls contended with each other, keeping A final choice was to become a member of a
warfare and intrigue alive. warrior society. These quasi-military groups
The kings most important function was to organized warriors under a strict set of laws.
oversee the protection and honor of his sub- Home was a military camp, normally a care-
jects. Whether elected or hereditary, the king fully laid out set of longhouses surrounded by

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

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

The Viking Culture 81


'liellehrg-style Barracks
A

player character's advantage. NPCs will alsr were usually along the coast, since most of tne
view female warriors with a certain amount 0: people were both Vikings and fishermen.
superstitious awe. The only warrior women The center of the farm was the house. In
most NPCs are likely to know of are the Val- Scandinavia proper it was made of wood and
kyries. These maidens are the agents of Odin, usually roofed with shlngles or thatch. In lands
leader of the gods. A certain amount of infer- where wood was scarce, such as Iceland, houses
ence is therefore bound to happen. were built from sod along the same lines.
Female characters are not limited to war- The typical wealthy man's longhouse was
riors, of course, and other roles are less unu- about 30 yards long and 8 yards wide. Run-
sual. The sagas make mention of several ning the length of the inside walls were raised
wizardesses, some favorably. While awe-in- platforms. These were used for seating and
spiring simply for their abilities, a wizardess , sleeping. During the day, tables could be set
would still be a rare occurrence. The same ap up on trestles. Chairs and chests were also
plies to the other classes. used as seats. Besides the chests there was little
other storage space. Weapons, tools, and sup-
Houses and Farms plies would be hung on the walls, posts, and
rafters. The central floor was dirt, strewn with
straw or sweet-smelling grasses. A fire pit
filled the center of the hall, providing warmth
and light. Wood or peat was used for the fire
and was kept stacked nearby. Cooking was of-
ten done in a side room.
If privacy was needed, sections of the hall raw. Fish, of which there was plenty, was
o d d be closed off with simple curtains. Usu- cooked in much the same way. It could be fla-
ally the master and mistress had a large bed at vored with mustard, juniper, cumin, horse-
one end of the hall. In some houses, this bed radish, or other simple seasonings. Exotic
was actually transformed into a closet with spices such as pepper were very rare.
doors that could be closed and shut from the Milk was churned into butter and pressed
inside. Other blankets and pillows were into cheese. Curds and whey were common.
packed away during the day and the space Milk was a common drink.
used for other purposes. Breads were flat, unleavened, and made of
A poor man's or a thrall's hut was much barley, rye, or peas. The poor ate bread made
smaller and meaner. Generally made of wood from the husks of these grains. Breads would
or turf with a thatched roof, it was about 3 to probably include a fair amount of grit from
5 yards long and rectangular in shape. The the grinding stone along with other strange
furnishings were few, if any, and the space substances, like pine bark and ashes.
was very cramped. Vegetables were not common. Peas and
Other buildings to complete the farm in- beans were grown in gardens, along with kale.
clude barns, workshops, thrall huts, boat Other greens were gathered from the wild.
houses, saunas, fish-drying sheds, and grain Fruits were picked from the wild. These in-
stores. Most of these are simple buildings. The cluded berries, apples, and other orchard
grain store, however, would be built on stilts fruit.
with a ladder to the door. This was necessary The main drink was either mead, an alco-
to keep vermin (including bears) out. holic brew made from honey, or beer. Wine
In addition to the main farm, there was an- was a great rarity. Whatever they had, the Vi-

I
other, isolated building in the high meadows, kings seemed to be able to drink immense
the seder. During the summer the livestock amounts from wooden cups or drinking
were kept at these meadows to graze on the horns.
mountain grasses. Usually a bondmaid or ser-
vant lived in the seder and tended the herd. Trade
These lonely cabins were prime targets of ban-
lits and huldafolk, so regular visits were Raiding and warfare were not the sole occu-
nade to ensure that all was well. pations of the Vikings. Indeed as time passed,
prime raiding targets became places for settle-
ment and trade. In the early part of the Viking
Food and Drink age, Vikings relentlessly struck at the English,
Since the Vikings were farmers, they grew, French, and German coasts. Gradually these
fished, or caught most of their food. Except in raids became less frequent as the Vikings set-
times of hardship, only wine and spices were tled in these regions and discovered the more
imported. Meat, fish, dairy products, bread, profitable advantages of trade.
and vegetables were the daily fare. Trade was vital for the Vikings because
Meat was lamb, beef, pork, goose, venison, their own homeland was poor in many neces-
rabbit, and whatever else could be brought sary goods and skills. Trade was conducted
down in the hunt. Meats were boiled in caul- for both useful and luxury goods.
irons, roasted on spits, surrounded with hot Fortunately, although poor in some things,
;tones and covered with dirt, or broiled by the Scandinavians had many desirable re-
hot stones in wood-lined pits. Meat could also sources to trade. These included thralls, iron,
be eaten dried. salted, uickled, smoked or horn, furs, walrus ivory, honey, ropes, fish,
and timber. What they wanted in exchange had Celts, Gaels, Saxons, Franks, and Wends
re silver, glassware, swords, woolens, salt, as thralls. They also did not neglect their own
~ces,silk, and wine. people. Danes took Norwegians as thralls,
Trading goods were normally carried by Norwegians took Danes. As a general rule, the
hip to market towns such as Hedeby. This sea people one didn't take as thralls were people of
ade only encouraged piracy, which was al- the same district or region. Raiding nearby dis-
ways a hazard. Storms and misfortunes at sea tricts resulted in blood feuds and lawsuits and
added to the cost of shipping goods. Once at generally did not make for good ne*bors.
market, the goods were usually sold to a mid- Not everyone captured in raids was taken back
dleman who in turn sold the goods to mer- to tend the farm. The Vikings sold more of
chants from the rest of Europe. their thralls than they actually kept. The major
The Vikings, perhaps not content to rely on market towns of Hedeby and Birka had thrall
these trading towns, developed new trade markets where the Vikings brought their goods
routes in the wake of their raids. Some sailed to sell to Western and Arab merchants. Thralls
with goods up the Rhine, but the greatest ad- sold by the V i were taken south to the
venture was in Russia. Several major trade Moslem lands on the Mediterranean.
'outes crossed the whole of Russia from the As the western nations became Christian-
Baltic to the Black Sea. One involved sailing ized, the source of thralls shifted east. These
down the Dvina River, hauling goods and countries refused to sell Christian thralls to
boats overland to the Dnieper River, and sail- the Arabs, but had no similar qualms about
ing to Gnezdovo or Kiev. The adventurous pagans. Slavs from Gardariki (Russia) and
could from there continue their voyage for six other pagans from the Baltic were now the tar-
weeks all the way to the Black Sea and fabled gets i f Giking raids. Christian thralls w
Miklagard, as Constantinople was called. A kept to work the Norse farms.
second river route started at the end of the
Gulf of Finland, sailed up the Neva to Lake Law
Ladoga, then down the Volchov to Novgorod.
From here a Viking could continue down the For all their warlike behavior, the Vikings
Lovat, and once again drag his ships overland were a very legal-minded people. Although
t o the Dnieper. The third great route began they had a king and nobles, the people
like the second in the Gulf of Finland. From founded semi-democratic assemblies virtu-
there the intrepid Viking could either choose ally everywhere they went. These assemblies
to go to Novgorod or Lake Onega. Once existed to hear and settle disputes between
again, an overland portage was required, this men and to pass laws concerning the govern-
time to reach the great Volga. This mighty riv- ing of the district.
er carried the Vikings all the way to the Caspi- An assembly was known as a thing. The
an Sea. Here they met with Arab traders from thing was an assembly of freemen. Jealous of
Baghdad and caravans traveling the 5,000 their rights, the people enforced special laws
mile Silk Road from China. restricting hersar and jarls from these assem-
These were not rare voyages. The Vikings blies. The things existed to hear lawsuits
plied these rivers enough to found towns and brought by one man against another. After lis-
states. Indeed Rus and Viking fleets threat- tening to arguments and witnesses from both
ened Constantinople and raided ports on the sides, the assembly made a judgement on the
Caspian Sea! case.
Thralls were normallv taken in raids. Thus. Of course, the whole procedure and func-
tioning, of things was much more comulicated
than this. Although the thing existed to settle ant and plaintiff. If either side refused the
matters in a given region, a difficult case could settlement, he was considered an outlaw.
be sent to a different thing for settlement Unlike modem courts, the thing seldom
(much like a change in jurisdiction in the tried to punish the guilty. Nor were there any
courts today). Special things existed to settle prisons to send the criminal away to. Instead,
differences between men of different districts. the assembly's goal was to reach a settlement
The things were held at a permanent assem- between the two parties, ensuring peace in the
bly place. This was sacred ground. When the neighborhood. Settlements usually required
thing was in session, drawing weapons was payment for damages and fines on the person
forbidden. The thing met at certain times of voted to be in the wrong. Indeed, many court
the year, often in conjunction with festivals. cases were brought in the hope of winning a
Men of the district would travel to the thing judgement and increasing one's own wealth!
and set up tents at specific places, often hand- A thing might best be compared to a politi-
ed down from father to son. A thing would cal convention of today, rather than a court-
last several days, during which cases would be room. The object was to get the freemen of the
presented and judged upon. It would also, assembly, or the judges, to vote for your side
quite naturally, be a time for meeting old (rather like getting delegates to vote for your
friends and feasting. Of course, it was also a candidate). This involved a lot of persuading,
time to meet old and new enemies, hence the negotiating, and private conversations among
restrictions on weapons and fighting. the tents of the freemen. Like a political con-
The leader of the thing was the lawspeaker. test, a more popular and powerful man had
He was responsible for seeing that the rules and greater influence on the outcome. (Remember
procedures were followed, and had great influ- that reachinga Settlement, not justice, was the
ence at the thing. The lawspeaker was chosen issue.) Friendships were often made or broken
by the freemen in attendance. The position at the thing.
went to people of importance and standing. In cases of killing, peace could be made (at
All manner of cases could be heard at a least on the surface) by reaching a settlement
thing. Any dispute between two people was and paying a weregild, a "man-price." The
likely to be presented. These included argu- amounts paid were set by tradition and law
ments over property lines, divisions of inheri- and varied according to the relationship of the
tance, killings, thefts, insults, and divorce slain person to the complainant. Of course,
settlements. A woman could not bring a case men of power and influence could demand
to the thing, although any man - husband, (and often get) more than the customary
brother, son, or father - could represent her amounts.
in the issue. It was not necessary to bring every case be-
Cases were settled by the vote of the thing. fore the thing. A settlement could be reached
In theory, both sides presented their argu- outside the assembly at any time. For exam-
ments and witnesses. The freemen of the thing ple, Thorolf has accidentally killed Bjorn's
then deliberated for a day or two and finally youngest son. Rather than wait for the next
reached a decision. However, since it was of- thing, letting the bad blood between them
ten impractical for the entire assembly to grow, Thorolf wants to make peace quickly.
work out an agreement, cases were usually as- Therefore, he asks Snoni, his friend, to ap-
signed to three judges chosen by the assembly proach Bjorn about a settlement. After some
and approved by those involved. These negotiation on both sides an agreement is
judges would decide the terms of the settle- reached. Thorolf pays the settlement and the
ment and present their decision to the defend- issue is dropped.

I! The Viking Culture 85


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

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

.
'I
8
+ I
In the Viking setting, as in any other
4 D & P game milieu, the player characters
Ire going to travel to strange lands and distant
settings. This chapter provides a brief descrip-
realms were created. First of these was
Niflheim, a realm of cold and darkness. Nine
worlds were supposed to form Niflheim, and
it was here many of the dead were sent. Sec-
I

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

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

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

AI :etteer 91
I
Ireland: Ireland was well known to the Vi- seals, eider-down, and hides. They imported
ey ruled over parts of the island lumber, grain, and luxury goods. As a people,
ed many settlements there. Most they were fiercely independent; many were
of these were Dublin and Water- outlaws from Norway, having incurred the
f Viking power on the island. wrath of the king there. These men brought
Vikings invaded Ireland in the early BOOS, their families to join them in Iceland.
nquered the island. Wars be- Although it was a harsh life there, the island
gs and Irish Kings were com- was also noted for its skalds. All of what was
mon, though the kings were far from united. later written down came from the Icelanders.
Some sided with the Vikings, others against They had a great love of words.
Karelia: This eastern land is now part of
a source of slaves in modern Finland and Russia. It is a land of for-
oods. It is also a good ests, lakes, and bogs. The native Finns there
in the near-constant had their own kings, although large parts of
and between the Irish. the land were subject to Swedish kings who
Isaland, or Iceland, was settled by crossed the Baltic and settled on Karelia's
om Norway, the Shetlands, Ork- shores.
eroes, and British Isles. The first The Finns were noted for theirpowers of
oyages were around 860, when a few Irish sorcery. Many a Norse wizard learned his arts
nks were found living there in solitude. Se- from a Finnish tutor. Inland the country was
s colonization began in 870 and lasted for overrun with giants and trolls, some of whom
about 60 years. had their own kingdoms. Karelia was also a
good source of timber and furs.
The land is mostly meadow with only Kurland: This region lies along the southern
areas of forest. Volcanic vents and lava coast of the Baltic. Although there is a large
native population there, it has been heavily
colonized by the Swedes, since the Dvina riv-
some crops were the principal ways of life on er, an important trade route to Kiev, passes
the island. The people lived on scattered farms through the land, The trading towns of Gro-
no towns of consequence. bin and Truso were once of particular impor-
om the farms, the only other sites of tance, although these towns declined early in
ance were the things, the assembly the Viking age.
Kurland was seldom the target of raiders,
Iceland had no king or single ruler. The since there was little wealth in the land. The
rmers were independent freemen. Govern- most useful things that could be taken from it
g was conducted by the thing and the 36 go- were slaves and amber. The amber was carved
of the land. For convenience, the island was into figurines and used for jewelry. Slaves
vided into four quarters, one for each direc- from the region, since they were pagan, were
had its own assembly and, sold in the markets of Hedeby (which would
was divided into three districts. Three not accept Christians as slaves).
Markland: This is the second of three lands
discovered beyond Groenland. The name
means "forest-land and was probably the
s were noted for many goods, coast of Labrador or Newfoundland. It was
rich in timber, but the forests were filled with
hostile skraelingar ("wretches," a contemp
. .

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

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

Baltic and the lands of the east. Thus,


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

Btl A Brief Gazetteer 95


c I

m
Longship Deck Plan (&be

on actual excavations)
dlev find 92' X 15'

Oseberg find 70' x 16'

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

5 5iI6"rio 5rs"

Coastal h a m (Skudlev findj 43' X 10'


4 vlanra 5 1 ~ ~ ~

Saexring 39'xa'
For use with miniatures, enlarge these deck plans on a
photocopier. Listed beside each deck are two lengths for

elm -
Ail!Pi&nll-d
.. ,.m. P I"* . .

96 Chapter Eight
Viking lands and settlements
spices
ICitiesandtowns A- A 5 salt
.- Silk y wheat

Silver Weapons

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

f.:.,.- <...A,..
i 1
8
i
i a

1
Dorestad
\
I

r' I I
1
istorical Reference

NOW you can take your campaign and player cndr-


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

115.00 u 5
29 U 1.

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