Sagas of Midgard Corebook 9780692040829

What is Sagas of Midgard? Sagas of Midgard is a cinematic, story-driven RPG set in a mythologized Norse cosmos. We went

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Table of contents :
Table of Contents
Chapter 1: Foreword and Introduction to Sagas of Midgard
Chapter 2: Character Creation
Surnames and Titles
Thor
Odin
Tyr
Loki
Freyja
Equipment
Chapter 3: Raiding
TABLES: Sample Raiding Ideas
Assault Phase
Settlements
Chapter 4: Runecasting
Table: Random Runes
Algiz
Ansuz
Berkanan
Dagaz
Ehwaz
Fehu
Gebo
Hagalaz
Ihwaz
Ingwaz
Isaz
Jera
Kaunan
Laguz
Mannaz
Naudiz
Othalan
Pertho
Raido
Sowilo
Thurisaz
Tiwaz
Uruz
Wunjo
Chapter 5: Under the Hood: Playing (And Running) Sagas of Midgard
Table: Status Effects
Chapter 6: The World as We Know it
Chapter 7: The Nine Worlds
Chapter 8: Monsters, Enemies, and Allies
Archer of Albion
Aurochs
Backahast
Bergbui
Beorn
Berserkr
Bergfolk
Blood Mage Acolyte
Blood Mage
Blood Mage Master
Cave Bear Tribe Shaman
Cave Bear Tribe Warrior
Cave Bear Tribe Mother
Cave Bear Tribe Warlord
Chimera
Conscripts
Draugr
Draugr Runecaster
Draugr Warrior
Draugr Infantry
Drengr Hero
Elephant Cataphract
Fire Drake
Gallian Chevalier
Hashashin
Huldra
Jotunn
Lindworm
Manticore
Muspellsmegir
Ravens of Loki
Troll
Ulfr
Valkyrie
Varangian Rider
Varg
Vargr-Mann
Wyvern
Young Lindworm
Chapter 9: Artifacts
Cloak of the Falcon
Draupnir
Destroyer of Giants
Figurine of Tanngrisnir
Figure of Gullinbursti
Gjallarhorn
Hrunting
Hymir's Cauldron
Jarngreipr
Insight
Jokul's Gift
Mail of Randalin
Morotar's Staff
Naegling the Once Broken
Skidbladnir
Quench
Remedy
Chapter 10: Adventure 1, Rites of Passage
Chapter 11: Adventure 2, Omen's Curse
Chapter 12: Adventure 3, Riders on the Storm
Chapter 13: Adventure 4, Twilight of the Gods
Illuminated Character Sheet
Index
Recommend Papers

Sagas of Midgard Corebook
 9780692040829

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Credits Game Design: Nick Porter and Dominic De Duonni Art Director: Leah Porter Artists: James Cornell, Roger Creus Dorico, Juho Huttunen, Robson Michel, Leah Porter, Jon Stachewicz Rune Calligraphy: Jennifer Baugh Character Sheet Design: Cassandra Conklin, Leah Porter, Peter Travis, Josh Porter and Nick Porter Book Layout: Cassandra Conklin, Dominic De Duonni and Nick Porter Playtesters: Chris Baugh, James Cornell, John Pinkston, Jon Stachewicz, Josh Porter, Leah Porter, Lenny Schult, Peter Travis, Tate Cason, Zack Parris Special thanks to "The Littlest Vikings" of Mr D.'s class: Astrid, Magatron, Shiva... and John © 2018 Drinking Horn Games LLC Sagas of Midgard and its logo are trademarks of Drinking Horn Games LLC in the U.S.A. and other countries. All Drinking Horn Games characters and character names, and distinctive likenesses thereof, and all associated art and likenesses thereof, are trademarks of Drinking Horn Games LLC. Art from Emil Doepler is used under Creative Commons Licensing in the Public Domain.

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Kickstarter Backers 0GG13 Aaron Kempf Adie Alex Norris Alex Torres Alyssa Jackson Andrew LaFrance Angelo Pileggi Anthony Vingrix Antti Luukkonen Assadali K. Hashmani Bass Toure Beefstrom Kalefeather Benjamin Harkins Bill Rutherford Bonnie and Donald Levine Brandon B. Brian Donnelly Brian Patterson Budatrón C. Conklin Caitlin and Winston Douglas Caitlyn B Cat Richardson Chandler Davis Chris and Jenn Baugh Chris Clinton Christa Nelson Christian Caron Chuck Maxwell Chuck Thornton Cindy Molitor CJ Raulli Claude Féry CottonCthulhu Craig Denham Daniel Prisco-Buxbaum

David Ginsburg w/Tales Jesse McCloskey Mike Cowles from the Fandom podJim Cornell Morgan Weeks cast JIMMY DA FROG JJC Nami David Lowe John Cmar Nate Hill Declan Hoellein John Graczkowski Nate Merritt Dennis Pishock - Butoku John M Neil Coles of North GA John M. Portley Nesa Jovanovic Ed Kowalczewski John Pinkston Nicholas Guidotti Elisabeth Hedman Jon Suggs Nick Colombo EmCeeKhan Baumbach Jonathan "Buddha" Nick Perez Eric Bajus Davis Norbert Baer Eric David Avila Jonathan Song Nullpunkt Eston Motz-Petri Josh Porter Oscar Rosales Ethan Kellaway Joshua Nicholas Aeria Parus Paron “Par” Francis Helie Justin LaRue Donner Gabe Dybing Kaira Murphy Peter Golaszewski Galen Warner Kareem Klugh Peter Travis Games of Berkeley Karfunkel Philip W Rogers Jr Geeky Bugbear Kevin Kempter Phill "Duno666" Zitt Genevieve Richards Kevin Martin Puntl Gwelf Ghostship Ku Hap Richard Esquivel Ginamarie Caya Kyle Greiner Richard H. Bennett Gragnar Thorson Lee Moneta-Koehler Rob “Darth Nervous” Graham Alexander Lenny Schult Cantrell Greg Wooten Liam Hughes Rob Nadeau Guy Larke Linda and Dominic De Robert Pistone Henry Kennedy Duonni Roberto Mandrioli Jack Burton M. Trout Ron " Lone Wolf " Jack Gulick Maria and Stephen Balch Ross Lavelle Jack H. Marc Langworthy Rosscoe Lowther Jacob Kerr Mark Britz Roy Nicholas Hansen Jamieson Mockel Martin Greening III Jared Hunt Matt “Goober” Bleasdale Ruben van der Zee Jasen “Bifröst & PotaMatthew Broome Russell Strawsine toes” Johns Matthew Williams Ryan Jason Clay Melanie and Ray Porter Ryan King Jason Smith Merry Crystal Ryan Sawyers Jeff Troutman Michael Adams Ryden Cureton Jeffrey S. James Michael Fazio Sal Grandinetti

Sam Hing Sam Weaver Scarlett Letter Scott Barrie Scott Smith Scott W Hill Shen. Hung-Yang Stephen Fleetwood Stephen Rider Steve Lord Stinky D. Winkerton Tasneem Elayan Tate Cason Team Hutcheson Ted & Mary Ellen Janello Teresa S. Jones Terror Buerkle The Clements Thor Tim Baranowski Tim Rudolph Travis Hartland Travis Laxton Trevor A. Ramirez Viktor Carlvik Will Will Smith WombatDazzler Zachary Chapman Zachary Rees Zack Parris Zak Ralston

A huge thank you to all of our backers. We literally couldn't have done this without you! 2

Table of Contents Chapter 1- Foreword and Introduction to Sagas of Midgard

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15 Chapter 2- Character Creation Surnames and Titles 17 Domains: Thor 21 Odin 24 Tyr 27 Loki 30 Freyja 33 Equipment 35

Chapter 7- The Nine Worlds 97 Including The Nine Worlds In Your Game 100 Riding into Hel: Raiding in the Nine Worlds 101 Chapter 8- Monsters, Enemies and Allies 104 Horde Template 104 Champion Template 105 List of Monsters (alphabetical) 106

Chapter 3- Raiding 39 Running a Raid 40 Assault Phase 43 Player Settlements 45 Chapter 4- Runecasting 51 Random Rune Table 52 Rune Descriptions 53

Chapter 9- Artifacts 128 List of Artifacts 129

Chapter 5- Under the Hood: Playing (and Running) Sagas of Midgard 64 Status Effects 66 Critical Hits and Failures 67 Running Sagas of Midgard 69 Running Combat 76 Chapter 6- The World as We Know it 80 The Drengrlands 80 Viking Culture 85 The Continent 89

Chapter 10Adventure 1: Rites of Passage

137

Chapter 11Adventure 2: Omen's Curse

142

Chapter 12Adventure 3: Riders on the Storm

149

Chapter 13Adventure 4: Twilight of the Gods

158

Character Sheet 171 Index 174

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We come from the land of the ice and snow From the midnight sun where the hot springs blow The hammer of the gods Will drive our ships to new lands to fight the horde and sing and cry Valhalla, I am coming! -Led Zeppelin

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chapter One Foreword and Introduction to Sagas of Midgard

Foreword: The Skald in the Night You knew one day the Gods would come for you, but you did not imagine that it would be like this, struck down by lightning as a storm rages around you. In your time you have seen many storms; on the sea as you raid, on the plains in summertime, unleashing fury upon fields already bare before the snows fall. But never have you seen Thor so angry as you vainly seek shelter in the forest near the road. At last, salvation; through the tempest, a small hut with a tiny plume of smoke coming from the chimney. You pull your pack tighter to you and move as quickly as possible, your boots sinking in the mud until you reach the building, quickly open the door, and slam it behind you. Entering the abode, you are surprised to find what appears to be an abandoned home; save for the lit hearth in the middle of the cobblestone building, the building is bare. Sitting on the floor by the fire you see a man with fiery blue and gold eyes and light red hair, cropped short; although his face appears youthful, his eyes betray an age and a wisdom beyond their years. He looks across the room at you over the fire. “Come in,” he says, although your mud-soaked boots already stain the floor. “The storm will get worse before it gets better.” You remove your overcoat and, placing it atop your drenched pack, take a seat at the fire. “Thor is angry tonight,” you say, warming your hands. The man across from you smiles. “Thor? Have you met him?” “Aside from just now? No,” you say gruffly. Admittedly, you are not in the best of humors. “Why, have you?” The man smiles. “Of course,” he responds. “There was a time before Midgard, and a time after the creation of Midgard when the Gods walked among us still. There will be a time again, when battle is joined in Vigrid and the Wolf swallows the Sun but… that Twilight is not yet upon us. I digress. Of course I have met them. Thor, Odin, Loki, Tyr, Freyja, Bragi, Baldr, and the rest of the Gods. One does not forget such a meeting. Sadly, it has been a time since I have seen them, but still they work all around us.” “So you’re a priest,” you say. The man’s eyes harden slightly, though he continues smiling. “Not as such, no. Just a simple wanderer, seeking the truth.” You sigh and attempt to stifle a heavy eye roll, unsuccessfully. He’s not going to be much help to you, but he’s provided you a hearth and a place to sleep, so it’s not worth betraying his hospitality with the insults currently roiling through your head. You excuse yourself, citing exhaustion, and unpack your bedroll, falling asleep almost immediately as your clothes and pack dry by the fire. You awaken to find that it is day, but no ordinary day; the cold of the night has given way to brilliant warmth. You are standing in a meadow. Before you, you see the man who greeted you by the fire. He carries a gnarled staff of ashen wood, and nods to greet you, singing softly to himself. Under his feet are… can it be? A rainbow bridge ascending upward? With dread you realize that you are standing on Bifrost, the rainbow bridge connecting Midgard and Asgard, the realm of the Gods. That bastard must have tricked you and killed you in your sleep! In a rage, you draw your axes and run toward him at full speed. He remains motionless until the last moment, when you find yourself accelerating quickly no longer toward the man but the hard ground of Bifrost, which is less inviting to the face than to the eyes. Your axes clatter into the Rainbow Bridge and fall off into the abyss below. You stand to face the man, prepared to show the Gods your valor and avenge yourself upon him. “You aren’t dead,” he says, intuiting your thoughts. “Had I murdered you in your sleep, why then should I be here as well? I exhort you instead to examine your surroundings.” You pause a second, trying to read the man’s intentions, then look around. Winged, beautiful humanoids fly above you, casting a cold shadow. Turning back, you see it: the great tree, Yggdrasil. It wavers and shimmers; you feel as though it is simultaneously within your grasp, but just out of reach. Its branches run high into the clouds, and down into darkness beyond your sight. “You had asked if I had met the Gods,” the man says. I wanted to show you that I had. Follow me, if you please.” He

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foreword and introduction to sagas of midgard

begins walking up Bifrost into the clouds. Dumbfounded, you follow him. As you walk, wondrous realms are brought into view; by the time you could think to identify them, they are gone, replaced with another. You fall to your knees, bowing deeply before your guide. “Are you Odin himself?” you ask, incredulously. The man stops and turns around, a wry look on his face. He winks at you with his left eye and then with his right. “Both eyes, my friend. I have sacrificed much, but not as much as the Alfather. Now get up.” He sighs and chuckles to himself and begins singing quietly to himself again as he walks ever faster. “If you’re not Odin, and I’m not dead, then who are you, and why am I here?” you ask with cautious indignation. “That is the question on the lips of every person in Midgard,” the man responds. “Why am I here? To what purpose? What end? The problem with humans is not that they lack answers, but that they continually ask the wrong questions. But let me try to answer. You are here because, as I said, you asked me if I had met the Gods. You are here because Odin wills it; because Thor fills you with strength, because Freyja fills you with vigor. Too many live their lives trying to take all they can from their world of Midgard; but as you have now seen, Midgard is but one very small piece of this puzzle.” You,” he says, fire now burning in his eyes, “were fortunate enough to be born a Drengr; a warrior of the Gods. It is your charge to bring them glory. They gain strength as the Drengr give them tribute; in return, they offer their Favor to you that you may, yes, bring them more glory. Should you achieve that, Asgard is your reward, and you will live on in the halls of Asgard to fight alongside the Gods during Ragnarok. As for me,” he continues. “I have many names, but there was a time when I was called Morotar, the Mestrskald. Banish any further questions about me from your mind; time is short, and there are many other things to ask.” “What are the right questions then, great Skald?” you ask, your heart and breath racing at meeting the legendary Morotar. “The journey is not knowing the questions. The journey is finding them,” the man responds. “The Gods have left you clues all over Midgard. Will you be strong enough, wise enough, brave enough, cunning enough to find them in your hour of need? Ah. We have arrived.” Ascending up through one final level of clouds, you come upon enormous white walls. Bifrost terminates through an impossibly high

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foreword and introduction to sagas of midgard

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double gate of pristine white stone. Your jaw opens in amazement as you recognize where you are. Morotar turns around, facing you one last time. “For some,” he says, “This is closer than they will ever be to Odin’s Hall. For others, they will come this close, but no further. Being denied entry at its gates is crueler than never having known it. I have known this pain, and now you shall as well. As with all pain, when you find it, don’t brush it aside or try to overcome it; use it.” You stretch your hands, your body, your entire being out toward the white gates, but cannot reach. “Remember what I have told you, and seek the strength and wisdom of the Gods. You are no ordinary warrior. You are a Drengr; you are one of the Chosen of Midgard. Do not forget the lessons you have learned tonight.” You blink, and he is gone. Asgard begins fading from view around you. You scream, and with the last of your strength as your vision fades to black, you dive toward the gates of Valhalla. You awake to the sunlight of the dawn burning your eyes, your face and clothes covered in mud. The sky this morning is clear, though the ground is wet from the storm. You see your pack behind you about a hundred paces. The building is gone, if it was ever there at all. You walk back to your pack, and pick it up. As you begin your day’s journey, a raven flies overhead. It circles you twice, caws loudly, and then flies into nearby woods out of view. Truly, there are no accidents in Midgard.

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foreword and introduction to sagas of midgard

The Stories We Tell

The Rollover system

I wonder if we shall ever be put into songs or tales. We're in one, or course; but I mean: put into words, you know, told by the fireside, or read out of a great big book with red and black letters, years and years afterwards. --J.R.R. Tolkien, The Two Towers

Sagas of Midgard is played using a ruleset called the Rollover system. We’ve been playing RPGs for about twenty years, and together for over ten. When that happens, you create a lot of stories with your friends; that’s the nature of the game. What we’ve realized, however, is that often something is “lost in translation” with those stories; like someone describing a dream, they become a “you had to be there” kind of moment. What we want is a way for players to talk, in character or out of character, about what they’ve just done, and to reward them for doing so.

A world of raids and bloodshed. A world of mead-halls and celebration. A world of funeral-pyres and mourning. A world where the Gods simultaneously give you power and test that power, undermining your strength and cunning with their own. A world of great heroes chasing death and glory in the jaws of unbeatable odds. Above all, a world of stories. Welcome to Sagas of Midgard! Sagas of Midgard is a tabletop RPG system that takes place in a mythologized version of the Old Norse world. Norse Mythology has influenced storytellers for over a thousand years: whether Wagner and his Flight of the Valkyries, J.R.R. Tolkien and his Lord of the Rings (and the fantasy genre since), or Gary Gygax with Dungeons and Dragons (and tabletop RPGs since), the world of the Vikings has proved an enduring and intriguing one, and it is for that reason that we have chosen to use it for our system. To that end, Player Characters (PCs) are referred to as “Heroes” throughout the text, and the Game Master (GM) is referred to as a “Skald”, the storytellers historically in charge of creating (and telling) the Sagas of the Heroes of Midgard. Sagas of Midgard emphasizes cinematic play and simplicity of rules. We here at Drinking Horn Games have played RPGs together for most of our lives, and in that time we’ve done our best to find what make games fun and memorable, but also what makes them a grind that wears the players (and their patience) down. In our experience, what people remember most about tabletop RPGs are the stories they create with their friends; what they tend to forget are numbers-heavy combats where players and Skalds roll dice at each other in sequence until one of them “wins”. This is not to say that combat can’t be interesting or memorable; however, we’ve found that combat is as memorable as the players choose to make it, and as memorable as the system in which they are playing allows them to be. Sagas of Midgard seeks to give Heroes and Skalds the tools they need to fairly and easily forge these memorable stories together. Sagas of Midgard is, first and foremost, a collaborative storytelling experience. We have striven to make the rules of the system relatively simple and conducive to the creation of great stories that you and your friends can talk about for years. To this end, we have sought to minimize number-crunching and things that take you “out of the game”. Nothing kills the pacing and flow of a story like players stopping to try and argue a rule for ten minutes. There will be more discussion of this in Chapter Five: Under the Hood but as a basic rule, the players should defer to the Skald on matters of contention in order to keep the game going. The Skald, for his part, should typically at least allow players a roll on what they wish to try, though the difficulty is, of course, up to him.

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Sagas of Midgard uses only two dice: two ten-sided dice (d10) or a ten-sided die and a ten-sided percentile die (d100). Every roll will have a “rollover” value; the Rollover is what the player’s roll must meet or exceed to succeed at whatever task is being attempted. The player makes all the rolls in Sagas of Midgard. For bonuses to his roll, he adds to his roll; for penalties against him, the Skald adds to his rollover (the number he must exceed). This may seem slightly counterintuitive at first, but adding is much easier than subtracting, as anyone who grew up trying to use THAC0 in old editions of Dungeons and Dragons can attest. The player should keep up with his bonuses; the Skald should keep up with any modifications to rollovers. There are other modifiers, but in the name of simplicity they are purposely kept to a minimum; nothing takes you out of a cinematic moment like having to spend 2 minutes solving a math problem before a roll. We have done our best to keep difficulty tables and their like to a minimum, preferring that Skalds have basic ideas for what to make the difficulty of an action contingent to their players, but here is a basic guide for determining difficulties when assigning Rollovers: Rollover: 1-30: This action can be done almost perfectly every time by someone with rudimentary training. 31-50: This action is moderately difficult to an untrained person, but a trained person should be able to accomplish it most of the time. 51-70: This action is very difficult to someone untrained. They will fail most of the time. 71-100: This action is nearing impossibility. Only someone with proper training has a true chance. 101-120: This action requires training, luck, and the will of the Gods. Anyone else is doomed to fail. 120+: No one can do this excepting a great Hero of Midgard. Unless you’re one of those, don’t even try. If your bonus exceeds the rollover of a task, you succeed automatically without a roll. There are no critical effects for anything besides attack rolls and Dodge checks (subject, of course, to house ruling).

foreword and introduction to sagas of midgard

Actions Everything you want your character to do in Sagas of Midgard requires some type of action. We've tried to minimize these for the sake of simplicity. If an ability does not say what kind of action it is to perform, it is by default just an action. In every round (defined as the beginning of your character's turn until the beginning of their next turn) you may make one of each of the following actions: Action: This is most of what you'll be using. Attacks, Runes, Artifact abilities, and other abilities all require an Action to use. Fast Action: These include easier, smaller actions that can be performed with an action during your turn. Additionally, exploits such as grabbing a weapon off the ground and certain divine ability can be classified as a fast action. Move: You may move one Distance Increment (see Chapter 5) every turn. Interrupt: These actions can be performed once per round at any time (including another character's turn). Any Actions that last multiple rounds take effect immediately, but the "round timer" does not start until the Hero's next turn. The effect ends at the end of the player's turn after that many rounds have elapsed. For instance, if Morotar uses Haste, "Round 1" would be on his following turn, and would end at the end of this third turn after casting. This is to account for the fact that many abilities that last multiple rounds require a full action to use.

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players will act both as heroes and warband here; after their tale, they will write on a piece of scrap paper the deed they felt was most memorable. The players should not vote for themselves (Odin is always watching you).

Was it Badimur, leaping from ship to ship hacking up oarsmen before killing the enemy warband leader? Was it Morotar, who dressed himself up like a beautiful lady and charmed the gate-operator to lower the portcullis? Each player gets one vote as does the Skald; in parties of four or more, the Skald gets two votes. These pieces of scrap paper will be handed to the Skald and tallied. The two heroes who receive the most votes get an extra 2 SP for their If a player is voted unanimously to have the greatest deed from this season, they receive a bonus 5 SP that they may spend where they choose. Players are encouraged to take notes and write down the moments chosen; picking the finest moments in each session will help to make the session, and the Saga as a whole, memorable. Regardless of whose boasting is the most persuasive, SP is typically spent between sessions, representing your Hero's growth and development and taking time to apply what they've learned from their previous adventure. In a "marathon" session or a scenario in which the session ends but the Heroes are not back at their settlement, the Skald may rule to allow expenditure of SP while Resting Around the Campfire (see Chapter 5). For ease of use and removal of potential argument anything in the Sagas of Midgard that requires rounding will round down.

telling your tale

Divine Abilities

Each session in Sagas of Midgard takes place over a “Raiding Season” representing about a year in game-world time. Raids take time; intelligence must be gathered, boats must be built (or rebuilt), and warbands trained as new warriors come to replace the dead from last year’s raid. No matter what actual season of the year your characters choose to raid (or the Skald chooses for you), sessions in the Saga system typically follow this basic format:

As you adventure, and grow closer to the Gods and stronger as a warrior, you will gain Divine Abilities, further defined in Chapter 2: Character Creation. To calculate a Divine Ability modifier, simply add up all Spent SP within a certain God, then add any Surname or Title Bonuses, and finally any conditional modifiers (from Settlements, Artifacts, etc). These Divine Abilities serve many purposes as outlined in Chapter 2: Character Creation, but are also listed briefly below:







Raiding (Described in Chapter 3) and blota, the ritual by which the Heroes sacrifice their treasures to the Gods for Favor, which is used to power your abilities (See Chapter 2: Character Creation). Heroic Deeds. This is typically something done away from the warband, though the Skald can choose to include NPCs. This is what you’d normally think of as the “adventure” in another tabletop RPG system; sneaking into the castle, exploring a lost cave, searching for a powerful artifact, etc. The emphasis here, even if the warband is present, is for the Heroes to overcome adversity. Trying to dodge the adventure by saying "We send the Warband in to kill it" suggests that your Heroes are fearful of the challenge laid out before them, and violates The Spirit of the Game (see later in the chapter). The Mead-Hall: This is where the “saga” part of the Saga system comes into play. Here, the players’ jarl (or king, or skald, or whatever NPC is appropriate here) has them boast of their accomplishments in the raid, as well as their heroic deeds. Players should think of their finest moment from that session, and sell it to the rest of their assembled group as best they can. The

Might of the Storm (Thor): Might of the Storm is used for any actions that require brute strength; climbing a windy mountain, kicking down a door, or, perhaps in rare circumstances, making a show of your strength to intimidate an opponent. Natural Leader (Tyr): Natural Leader refers to your Hero's ability to inspire your allies and strike fear into your foes. One-Eyed Wisdom used to intuit and

(Odin): perceive

One-Eyed the world

Wisdom is around you.

Light Hands (Loki): Used for stealing, sneaking, and other sleight-of-hand dexterous trickery. Force of Nature (Freyja): Used for survival in the wild, tracking, and other tests of heartiness and endurance. Out of Combat: These take the place of “attribute checks”. For instance, a character trying to lift something heavy, jump, or climb

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foreword and introduction to sagas of midgard would make a Might of the Storm check, while a character trying to curry favor with a local warlord may use a Natural Leader check. In Combat: Most of the time, you’ll be utilizing attack rolls and dodge checks in combat. However, you may wish to try something crazy from time to time (and we hope that you do). In that event, your GM will tell you which Divine Ability to test, and at what rollover. Additionally, certain monsters may use attacks that test not just your armor, but your resolve or your ability to keep fighting; in that event, rather than Dodge, your Skald may ask you to make a Divine Ability check in lieu of a Dodge check.

There are a lot of things to keep track of in a conventional RPG. Too many, in our opinion. Here is something you would never read in a Saga:

Additionally, Heroes should be on the lookout for ways to use their Divine Abilities creatively to work around a situation, or to help an ally in combat. Unless otherwise stated, any Hero may use their action to assist their ally with a Divine Ability check; is Ke’Roc trapped in the jaws of a hungry Ulfr, unable to make his Might of the Storm check? Never fear: Gunnar can scurry over and, with a successful roll, pry the beast’s jaws loose allowing Ke’Roc to escape.

And Lo, Gunnar did receive a -2 to hit and reduced movement against the great dragon because upon taking up the Greatsword of his Ancestors, he was 0.4 kg over his encumbrance. Gunnar thought he had added up the contents of his pack correctly, but upon further inspection he had added wrong. “If only I had equipped the belt of giant’s strength instead of placing it in my bag of holding!” Gunnar’s player said, loudly, to the table.

Raiding: Each Divine Ability also correlates directly to a facet of raiding, as noted in their descriptions in Chapter 2. You will utilize your Divine Abilities to help you overcome the challenges your warband will face while raiding. For ease of use, which raiding roll corresponds to which Divine Ability is also listed on the character sheet, and in the absence of any other bonuses (Settlement Upgrades, Artifacts, etc) your raiding roll is equal to your corresponding Divine Ability. More information about raiding can be found in Chapter 3: Raiding and Settlements.

And so did Gunnar die, a victim of his own over-encumbrance.

Favor Favor is the basic ability currency of Sagas of Midgard. Although skills and abilities are split into Domains (See Chapter 2: Character Creation), Favor is inclusive of all the Gods and can be used to power any ability. Favor is expended upon use of a power whether the power is used to proper (or any) effect. Favor can be gained in many ways. Raiding and Sacrifice via blota: Raiding is the lifeblood of a Viking clan, and spoils are the lifeblood of raiding. After raiding a settlement, a character may choose to dedicate some or all of their spoils to the Gods for Favor. A poor raid can mean a poor outcome for whatever comes next, so it behooves Heroes to do whatever they can to ensure success for their Warband. Favor does not decay, but it cannot be “refunded”: once gained it can be used only to power abilities. 3 Hacksilver will convert to one point of Favor. Certain Powers: Many Gods have ways that you can glorify them in battle, granting you a small amount of favor. This can be helpful if you need just a few favor points to utilize a powerful ability: it is not intended to be the primary way in which you gain favor. Feats of Strength: Heroes distinguish themselves by heroic deeds and overcoming amazing odds. Certain foes may award favor when defeated by a party; this is split equally among the party members. Additionally, your Skald may choose at times to reward your party with Favor for overcoming a challenge. The Blood-Eagle: Prominent NPCs can be sacrificed to the Gods if taken alive. Further information can be found in Chapter 5, “Under The Hood”.

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The Case Against Book-Keeping

Certain things need to be kept track of in an RPG: your skills, your character’s abilities and HP, the amount of Favor you have, the bonuses you receive to a given roll. However, there are many other things which we feel do not need to be explicitly kept track of. These things can be handled on a case by case basis: ◊ ◊ ◊ ◊ ◊ ◊

Money for Everyday Expenses Encumbrance Rations Basic adventuring supplies (did I have 4 torches or 3?) Standard ammo Whatever else detracts from the enjoyment of the game without adding value to the story

Exceptions to this rule should serve the story, rather than waste time. Does the player wish to carry a keg of beer and a dragon corpse and 40 axes on his back in case the first 39 break? At that point, the Skald could tell him that he may suffer a penalty. Have the players found themselves shipwrecked and completely destitute in a foreign and hostile jarldom? Not having food or money to buy basic provisions should factor into their adventure. However, beyond exceptional circumstances, micromanagement and bookkeeping tends to add nothing to the game while taking away from its flow and excitement. Be a storyteller, not a micromanager.

A Note on Historicity and Inclusivity While Sagas of Midgard uses the names, titles, and Gods of the old Norse pantheon, it is important to note that it seeks to follow the spirit of the myth, not necessarily the letter. Our priorities in creating the world and system of Sagas of Midgard, ranked from most important to least, were as follows:

foreword and introduction to sagas of midgard ◊ ◊ ◊ ◊

Create a gaming system that allows for the telling of memorable stories. Create an environment where players can create interesting, powerful characters to interact with that world. Create a world that is cohesive to the spirit and atmosphere of the Norse Sagas and Eddas. Create a historically accurate world with all names, locations, and dates as they happened in Europe and Scandinavia.

Names will be changed, demigods added and removed, and locations and peoples tweaked. You are free to tweak them back, or to use whatever map you wish for the world, but having to choose between myth and history, we have chosen myth, and a slightly modified version of that myth at that. That is why, throughout this text, you will often see Vikings referred to as "Drengr". "Drengr" was a title given to a Viking who was particularly honorable, noble, and valiant. We wanted to accentuate and celebrate this side of Viking culture for Sagas of Midgard, and we also felt that using a term less well known than "Viking" would allow us to escape some of the stereotypes that have grown around the term. Although the mythological Vikings were inclusive to females as warriors and often as equals (as are we), for the sake of ease “he” will be the default pronoun used throughout this text. No offense is intended by this. To that end and in the name of inclusion, we have done our best to remove some of the more historical gender barriers (magic being womanly and therefore undeserving of a warrior, etc). Our world is better for having stories that can appeal to everyone, and we want everyone to feel as though they have a place at the table while playing Sagas of Midgard, no matter their race, religion or gender. We are all equally worthy (and, at times, unworthy) in the eyes of the Gods. If you believe otherwise, you may wish to find another system. We should also note that for ease of use we have anglicized many of the Norse names. This was done intentionally to make the game more accessible to North American players with no offense intended to our Scandinavian friends. Players should, of course feel free to use whatever spellings and pronunciations they please.

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simplistic system; if that’s how you and your group prefer to play tabletop RPGs (and many do), you may wish to find a more rules-heavy and less story-driven tabletop setting. However, we think if you take a step back, and allow your rolls to act as a mediator for the story (instead of the other way around) you may discover a new dimension to tabletop RPGs that you hadn’t noticed before. Also, let us present one ironclad rule we've discovered over decades of gaming: If you cheat at a tabletop RPG, you have already lost. If we had to distill our game design philosophy down to four words, they would be don’t be a jerk. Throughout different portions of this book, you may hear us refer to The Spirit of the Game. Basically, this means that the most important thing is moving the game and the story along, and not trying to cling to a word or a phrase that you think may eke out a minor advantage for you. The best way to handle a rules dispute is for the Skald to make a judgment call using their understanding of the rules and then look it up afterward during a break or between games. Nothing kills the pace of a game like a prolonged rules argument. If you are unwilling or unable to accept the ruling of your Skald in the event of a dispute, you should consider finding another group.

The End of the Beginning We play games to get away from the monotony of the real world. The 21st century has no more new lands to discover; in a way, the magic of our world has been taken away from us and replaced by technology. We’ve gained much from this, but we’ve lost something, too. In Sagas of Midgard, we have tried to create a world that’s still filled with that sense of magic, wonder, and adventure, and we hope you’ll all be right there next to us, exploring its depths.

The Spirit of the Game We’ve tried to emphasize through this opening chapter that Sagas of Midgard is a collaborative storytelling experience, with the appropriate emphasis on collaborative. Throughout our journeys in the world of tabletop RPGs we’ve heard some horror stories: Skalds who punish players for things done both in and out of game. Players who argue their way out of character through a particular part in the game. Worst of all, players who lie about rolls. The above examples are people who, for whatever reason, are trying to “win” the game. Let’s make a few things clear here. There is no winning or losing in Sagas of Midgard; there is only the story you create with your friends. We also believe strongly that the story is as good as you make it. We will present examples throughout the sourcebook where you could ignore description and flavor text and simply make dice rolls. At that point, you may find Sagas of Midgard to be a rather dull and

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c hapter 2 Character Creation Could it be … that the hero is one who is willing to set out, take the first step, shoulder something? Perhaps the hero is one who puts his foot upon a path not knowing what he may expect from life but in some way feeling in his bones that life expects something of him. - P. L. Travers "The World of the Hero" Character Creation in Sagas of Midgard is meant to be simple and intuitive and consists of the following steps: ◊

◊ ◊ ◊ ◊

Pick Prophecies (Surname/Title): These are unique ways of identifying your character that offer them additional benefits and help to distinguish them as Heroes within the world of Midgard. Spend starting Skill Points (hereafter abbreviated SP): Each character begins with fifteen (15) skill points to be spent as they wish on beginning skills. Roll for Random Runes-- Using the Random Runes table in Chapter 4, roll a d100 two times. You begin your Saga with these two Runes. Choose Starting Weapons/Armor. Develop Your Character: Temperament, Personality, Vices, and so on.

Death is Not To Be Lamented Death is the happy portion of the brave, for he stands the foremost against the storm of weapons. He who flies from danger, often bewails his miserable life. -Krakumal, v.22 It may seem strange to start a section about character creation with a section about character death, but it ties deeply into Drengr culture and is a central part of the Sagas of Midgard RPG. While a great hero seeks to attain glory and treasure for himself as long as possible, eventually every great hero must meet his end. There is no shame in falling in battle, for it is only through a glorious death that a Drengr may be lifted to Valhalla to sup with the Gods.

A Great Throng of People Then said Ganglere: You say that all men who since the beginning of the world have fallen in battle have come to Odin in Valhal. What does he have to give them to eat? It seems to me there must be a great throng of people. -Gylfaginning, v.38 Sagas of Midgard is a brutal system in a brutal world; characters live and die by a few good or bad dice rolls. It will take all of your strength, cunning, and luck to survive in this world until the Gods call you home. Hit Points are the metric by which you determine how just close you are to meeting the Gods. Each Hero starts with 15 Hit Points. Hit Points represent not just your Hero’s ability to overcome being wounded in battle, but also the ability to shrug off and “push through” blows. For every 15 SP you earn beyond your starting SP, you gain 4 additional hit points. When a character is reduced to zero hit points, he is dead. Dead, in Sagas of Midgard, means that a character is, well… dead. There is no coming back except through extraordinary effort. Consequently, the player must either make a new character or find a new hobby. To this end, it is often advantageous to have several characters "roughed out". In the event of death, there should always be a new Drengr in your warband waiting to prove his worth. When a character dies, all of his belongings go with him on the pyre. Any Hacksilver, artifacts, and runes must be burned on a pyre for the character to get to Valhalla. Attempting to steal a fallen comrade’s possessions will be met with the wrath of the Gods. This will result in an attack by a Valkyrie. Any Favor gained by an ally utilizing With Joy I Cease will also be lost.

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Character Creation

How To Die Well ‘Tis with joy I cease. The goddesses of destiny are come to fetch me. Odin hath sent them from the habitation of the gods. I shall be joyfully received into the highest seat; I shall quaff full goblets among the gods. The hours of my life are past away. I die laughing. --Krakumal v.29 Because it is glorious to die in battle, every Drengr also begins with this ability, allowing him to pass into Valhalla and enter the Sagas as a hero. With Joy I Cease: In your darkest hour, you call upon the Gods to give you strength for one final act of glory. Advancing toward your enemy, you strike him with a death-blow; with his dying breath he strikes you down as well. Any healing, magical effects, rune effects, or damage reduction effects are ended upon you. Your hit-points are then immediately brought to zero and you die. Any other Heroes within bow range gain 5 Favor. This ability must be used on your turn and can be used on any creature. Creatures with the "Immortal" tagline are dealt 1/2 of their Total HP in damage instead of being killed outright. Creatures with the "Epic" tagline are dealt only 30 damage. Additionally, the party will receive a death boon: a bonus (based upon your surname) that will trigger and help the party make the most of your sacrifice. See the surname section for more details. New characters entering a Saga will start with the average SP of the rest of your party, or as determined by your Skald. They will start with no Hacksilver or Artifacts (unless determined otherwise by your Skald) and 5 Favor.

The Domains take the place of traditional character classes. Buying into more than one domain is freely allowed and encouraged; however, those heroes who devote themselves only to one domain will be more specialized and receive greater rewards from their Gods via the Blessings of the Gods (next page).

Basic Attacks The Favor of the Gods is a finite resource, and one that they do not always give gladly or willingly. Therefore, it may not always be in the Drengr’s best interest to call upon the Favor of the Gods to defeat his foes. Fortunately, every Drengr going into battle still has the ability to swing a sword or notch an arrow with no additional effect or cost. A Basic Attack may be used with whatever weapon you have equipped at whatever subdomain bonus you have for that weapon. For instance, if Sigrun wished to shoot a wounded, fleeing foe with her bow, she could do so by making an attack roll using a d100 against the enemy’s Dodge rollover, adding her Bow Subdomain total bonus. There would be no Favor cost associated with this but she would gain no benefits from any skills that she had bought. Any ranged attack performed when there are enemies within axerange is done at a +30 rollover. There is no way to buy into a Basic Attack with a weapon beyond buying skills within that subdomain.

Skills

Base Damage: In the Domain skills that follow you will see damages referred to with Base Damage plus or minus a modifier. Your Base Damage with a particular weapon is:

“To Odin bore full many a son, Heroes of many a battle won." -Ynglinga Saga, v.9

The starting damage for your weapon (Three for a One-Handed Weapon, Five for a Two-Handed weapon) +1 damage for every +10 you receive to your roll for that weapon (Spent SP + any surname/title/artifact bonus)

Sagas of Midgard utilizes a fully levelless system; you may buy any skill you wish at any time. This creates opportunity costs: If you choose to spend all 15 of your starting skill points on being remarkably proficient with a greataxe, you may, and you will be able to strike fast and true with your weapon. This will, however, make you a one-trick pony, and render you nigh-useless should you find yourself without a weapon or needing to do something that relies on more than brute strength. There is no right or wrong here; it’s merely how versatile you wish your character to be (or not be). All skills in Sagas of Midgard are divided into Domains. By calling upon the Gods and proving your valor to them, they grant you power. Each Domain corresponds to a certain God in the Norse Pantheon. All of these abilities require Favor, which is gained by raiding and acts of glory (see Chapter 1, Chapter 3). The Gods then have Subdomains, in which you will find individual skills. You must buy skills to advance in the subdomain; in this way,

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you will also increase the bonus to your rolls when using abilities within that Subdomain (including basic attacks, see below).

So if Morotar gets a +20 to his spear attacks, his Base Damage with a Two-Handed spear is 7 (5 + 2 for his skill with it). If he uses Thicket of Spears and its effect goes off, he would deal 11 damage (Base Damage + 4). Spell damage works similarly except that the Base Damage is listed in the spell description. If Badimur wished to use Spark and had a +20 to his Lightning Magic roll, on a hit his Spark would deal 5 points of damage (3 base damage +2 for his Lightning Magic bonus). All skills use this formula to calculate damage unless specifically stated in the skill description. For additional information concerning the effective range of skill abilities, consult Chapter 5.

Character Creation

Blessings of the Gods As a player gains SP and devotes more of themselves to a God, that God will grant them additional bonuses and abilities. As soon as you have spent the requisite number of SP in any domain, you gain the benefits listed at the beginning of the Domain section. The bonuses unlock as follows: Blessed of: 15 SP Favored of: 30 SP Chosen of: 45 SP Exalted of: 60 SP Descended of: 75 SP A player can only have one “Descended of ” Bonus active at one time.

Surnames and Titles New heroes emerging, their comings foretold Blades are sharp and wits as well Intentions mean nothing; only Alfather knows Whether they are destined for Asgard or Niflhel -The Verses of Morotar, Book IV, Verse 38 Great Heroes do not simply emerge from the ether, prepared to leave their mark on the world. Their coming is foretold, for the Gods must be aware of those who do great deeds in their name before the world of men is. As such, those who would do great deeds claim great origins. As a hero of the Drengr, your coming has been foretold. Will you be a great warrior who does the Gods proud; or a pretender to your titles and soon to be dead and forgotten? Well, that remains to be seen. Each hero is granted one Surname and one Title upon character creation, each of which carry certain boons and burdens. Your character’s name and reputation will be tied to these prophecies; while they can be used in conjunction with any family name you choose, they will accompany you through your journeys in the Drengrlands. These prophecies will help to give your character unique abilities and a unique place in the world and should be used to help create your backstory and personality. As an example, the new character Beorn chooses Ironside as his surname, and Stormborn as his Title. As such, the character would be known forevermore as Beorn Ironside, Stormborn and he would begin with a Natural Armor of 1, a +10 to Lightning Magic, and a +10 to Hammers. It is important to note that bonuses from Surnames and Titles do NOT stack with Spent Skill Points (SP) for purposes of determining Blessings of The Gods.

Surnames

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Battleborn Your mother was a great warrior and fought battles with you still in the womb. You were born on the battlefield and have been gifted at warfare since you first held a sword. You receive a +10 to all attacks with melee weapons. Death Boon: You were born in battle, and as you are fated to die in battle, so too are your enemies. You may use With Joy I Cease one additional time immediately after the first on a different enemy within range. You then die as normal.

Bloodaxe Skalds sing of a great hero named Erik Bloodaxe, whose weapon thirsted for the flesh of his enemies until finally it drove him insane and, with no enemies left to kill upon the battlefield, turned the blade on himself. You gain the trait Bloodaxe. Bloodaxe: Every time you kill an enemy with your weapon, you gain a +1 to damage for 5 rounds. This effect is cumulative for every enemy you kill. For instance, if you killed an enemy in round 1, you would receive a +1. If you killed an enemy in round 3, your bonus would increase to +2. At the end of round 6, you would lose the first bonus and go back down to a +1. Death Boon: As you kill your foe, you are knocked backward and fall into your weapon. Like Erik, it has come to claim you, and is not done with your enemies while they still stand. For the next two rounds, all allies gain +2 damage. For each enemy they kill before this effect ends, this increases by 4.

Gunnarsson Broader than a normal Drengr, you seem able to perform acts of amazing strength. You are remarkably athletic. You are able to jump higher and further than normal men. You gain a +10 to Might of the Storm +10 to Martial Prowess However, you are impetuous and slow to read intentions; -10 to One-Eyed Wisdom checks. Death Boon: The strength of Thor enters your allies as you approach the gates of Asgard. For the next two rounds, all allies gain a +20 to Might of the Storm checks. Additionally, they can use any skill (even if not bought by the character) from the Martial Prowess subdomain at a +30 to their roll.

Ironback Like Badimur, the Fallen King of Legend, you are exceptionally strong. You easily handle weapons that normal men can barely lift. You may use a 2-Handed weapon in one hand. Death Boon: The rage of the berserkers fills your allies. All allies may immediately make a basic attack with their equipped weapon at a +10.

Ironside Strong and perhaps foolhardy, you can take an exceptional amount of damage. Blows that would fell your bretheren glance off your skin. You have the benefit of natural armor of (1) (no roll

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Character Creation required). This stacks with armor, so while you always receive 1 DR, you must still roll as normal for any armor bonuses. This bonus increases to 2 DR after reaching 100 Total Earned SP. Death Boon: At the moment of your death, your skin briefly turns to iron. As you fall, your allies’ skin does as well. For the next two rounds, all allies gain a natural armor of (4). No roll is required. This is in addition to any armor they have.

Jotnarhamr (Giant-skin) You were not made purely from man, but of the Jotnar (giants) who helped forge the world. Your skin is thick, and you can handle both extreme high and low temperatures with ease. You take half damage from any attack with the fire, ice, lightning, or earth modifiers. Additionally, you receive a +30 to your Force of Nature check when attempting to endure harsh conditions. Death Boon: As you die, you explode into ethereal energy that flows into your allies. For the next two rounds, all allies have immunity to all elemental damage. Additionally, their weapons swirl with an element of your choice, made before dying. They may choose to deal that type of damage; if so, they deal an additional 5 damage with each attack.

Lodbrok You are a leader of men. People may or may not know why they follow you, but you always seem to be one step ahead of your foes and you inspire your allies to fight their hardest. +10 to Leadership +10 to Natural Leader +10 to One-Eyed Wisdom Death Boon: A good leader leads from the front, and as you charge toward Valhalla, your allies are inspired. All allies return to full HP immediately.

Runemarked You were born with very special birthmarks; Runes of Power scribed into your flesh that alight and burn when you hold these runes in your hand. Pick 5 runes. When you throw these, you do so at an additional +10 to the roll. Death Boon: The Alfather took the Runes screaming from the well of Mimir. As you die, you let out a scream in the Alfather’s voice. For the next two rounds, all allies may cast runes in all three positions. They do so at a +30.

Sigmund No one is fully free of enemies, and you’ve seen friends die from poison. But not you. Either by accident or design you have learned that you cannot be poisoned. You are immune to all poisons and damage from poison. Death Boon: At the moment of your death you realize that the reason you are immune to poison is that it courses through your veins; your very blood is caustic and as it flows out for the final time, it vaporizes into a fine mist. For the next two rounds, all enemies within axe-range who are not immune to poison inhale your caustic blood; they deal -4 damage and all allies gain a +20 to hit them.

Magnusson

Snake Eye

You are very strong and uncommonly large, standing near or over seven feet tall. Your enemies have difficulty facing you in combat and may turn tail and run at the mere sight of your immense battlefield presence. Once per day, you may use this ability: Fury of the Magnussons: You emit a terrifying war-cry, shaking branches off of trees and the conviction from your enemies. To make this warcry, make an attack against every enemy within axerange at a bonus of 1/2 your Earned SP. Any enemy who fails will be terrified of you for 3 rounds; they will not attack you unless they have no other choice, and you gain a +20 to Dodge against any attack by a creature feared by you and a +10 to attacks against them. Death Boon: Everyone hits the ground hard when they fall dead, but your passing is more akin to an avalanche. The ground tremors as you breathe your last. All enemies within axe range immediately fall prone without a roll. For the next two rounds, all allies gain an additional +10 to hit any enemy affected by this, whether or not they remain prone.

Your right eye, rather than a round pupil, has a winding, spiraling black pattern around a field of green. You may see in dark and low-light as though it were day. Additionally, your keen sight grants you a +20 to Dodge in the first round in combat. Death Boon: The rage of the world serpent Jormungandr courses through your allies at the time of your sacrifice. For the next two rounds, all allies can see in low and dark light. Additionally, this true-sight gives them +20 on all attacks and +20 to dodge for three rounds.

No-Name

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prove yourself. You have a -10 to Force of Nature. You have a -10 to Might of the Storm. You have a -10 to Natural Leader. You start with +10 SP that you may place anywhere you wish. Death Boon: You were born with no name, but you damn sure won’t die that way. For the next two rounds, all allies choose a Subdomain. They gain a +20 to rolls using that subdomain and a +2 to damage on those rolls.

A sickly, frail child, you were seen as too weak to survive the rigors of the Drengrlands and you were left to die in the wild. But you didn’t, and against all odds you are being given a chance to

Ullrson None can rival you with a bow. You also move easily through the snow as though floating above it. +10 to all attacks with bows or thrown weapons When moving on snow or ice, you may move a bow's distance and also attack. Death Boon: Ullr, the god of archery and snow, looks down upon you as the valkyries descend. The sky above you turns green. For the next two rounds, all allies may use any attack at one Distance Increment beyond what is indicated in the ability description. Additionally, they may move an additional Distance Increment and still take actions as normal.

Character Creation

Titles Bearer of Ulfbert Someone in your family was able to acquire an exceptional weapon made by the legendary weaponsmith Ulfbert. It has been passed down through your family for generations. You start with a melee weapon of your choice. Rather than +1 damage for every 10 SP you spend into that weapon’s subdomain, you gain +1 damage for every 7 SP you spend. However, if you use any other weapon, you suffer a +30 rollover and -3 damage. If your Ulfbert blade is lost, rollover penalties for using another weapon are doubled. You must either go on a quest to find it or forge another.

Beauty of Balder You espouse all the ideals of beauty held in esteem by your clan. You are gifted at convincing others of your views and your voice is as beautiful as you are. I mean, you are straight up GORGEOUS, so it can be forgiven if you’re not the strongest, right? You gain +10 to Force of Nature. +20 to Natural Leader -10 to Might of the Storm

Braggi’s Tongue

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You have been given a way with words rivaled only by Braggi himself. You gain +10 to Saga-Weaving. You gain +10 to Natural Leader. You suffer -10 to Light Hands

Dwarven-Born

Your build may be shorter and thicker than your companions and you possess amazing skills with crafting and repairing weapons and armor. Before the assault portion of a raid, your warband may choose to take a -10 before making any raiding roll. This respite will allow you to sharpen your allies’ weapons and strengthen their armor. If you do, your warband gains +15 during the assault portion of a raid. During a Mead-Break you may forgo recovering any Hit Points to strengthen and sharpen your party's weapons. Choose up to three allies (you may include yourself). The next three times you hit any creature with that weapon, you gain +2 damage.

Eye of Heimdall

You are uncannily aware. Possessing the eyes of the Gods’ watchmen (or perhaps even Odin’s Ravens), nothing seems to get by you. You gain +10 to One-Eyed Wisdom. You cannot be ambushed or a subject of sneak attacks.

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Character Creation Forsaken of Odin The Alfather has forgotten you. Perhaps you were born of his enemies; perhaps your family did not make the correct sacrifices when you were born and named. No matter how bravely you fight, Asgard seems just out of your reach. The first time your character would die you are instead rendered unconscious and immune to damage and healing for 5 rounds. You arise at ½ total HP. This effect MAY be used in conjunction with With Joy I Cease, including the trigger of a death boon. You are unable to spend ANY skill points into the Domain of Odin.

Ganglere You can throw any weapon at a +10 and up to bow range with no penalty.

Halfralf (Half-Elven) You are beautiful and radiant and magic comes to you more naturally than others of your kind. Rumor has it that you may be half-elven. Once per day you may choose to have your close relationship with magic manifest itself by increasing the duration of one of your abilities or Rune effects..

Hand of Tyr You either lost one hand in battle, or sacrificed it invoking images of the god Tyr. You wear a metal covering over your stump with the name of the One-Handed God on its end. You are unable to wield two-handed weapons (unless you have the surname Ironback) or do anything that requires two hands. You permanently gain a bonus as though you had a shield. You may purchase and use shield abilities. You gain a +10 to Sword. You gain a -10 to Light Hands. Since, you know… you only have one.

Odin’s Visage You were either born with one eye, lost it in battle, or have decided to sacrifice it to be more like Odin. You receive a +15 on Blood-Magic and Rune-Magic abilities, but a +15 rollover on any ranged weapon attack or check involving vision.

Runehunter You begin the game with an additional 4 random runes. Additionally, for every 5 Runes your party finds, you gain an additional random rune.

Shadow of Loki Your build is slighter than most of your brethren and your features are darker. No matter how you tried, you simply don’t seem to “fit in” with the rest of your warband and you have had to find ways to make yourself useful to survive. Rumors abound that you may be a lost child of Loki himself. You gain a +20 to Light Hands, but a -10 to Natural Leader.

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Sterki: Even in the darkest moments, you do not falter. Death smiles upon you, and you smile back. You are immune to fear effects. All allies within a javelin’s range gain a +15 to resist fear effects. Additionally, once per day you may use the ability Rally: Rally: Invoking Skaldsongs from the ancient days, you inspire your allies to greatness. For the next 2 rounds, they gain +10 to attack and +2 damage. Stormborn Perhaps you were born during a huge thunderstorm. Perhaps you were struck by lightning, which did not kill you but it turned your hair white or light blonde. You physically resemble the great god of thunder, Thor. You have fair features and are exceptionally strong. You gain a +10 to lightning magic and a +10 to Hammers.

Tooth of Jormungandr While others were out training in the art of fighting, you were training in something else: the use of poisons. Your brethren may frown upon its use in public, but they don’t seem to mind sharing in your spoils of victory. You gain -10 to Natural Leader. You are able to apply poison to both blades and drink. Once per day, you may use the following ability: Serpent’s Bite: You attempt to damage your foe with a potent poison. As a fast action, you may attempt to hit with your poison. Your rollover equals 100 minus your combined SP expenditure into the Domains of Loki or Freyja. On a success, your foe is rendered unable to speak and falls prone. They take 3 poison damage per round and may attempt the check every round as an action. Their rollover for this check equals your combined SP expenditure into the Domains of Loki and Freyja. This effect lasts up to 5 rounds.

Character Creation

Thor

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Then said Ganglere: What are the names of the other asas? What is their occupation, and what works have they wrought? Har answered: Thor is the foremost of them. He is called Asa-Thor, or Oku-Thor. He is the strongest of all gods and men, and rules over the realm which is called Thrudvang. -Prose Edda, Ch. 8, v. 32 Force rules the world still, Has ruled it, shall rule it; Meekness is weakness, Strength is triumphant, Over the whole earth Still is it Thor's-Day! “The Challenge of Thor”, Henry Wadsworth Longfellow

Description Thor is strength. Whether that be strength in battle, in the fields, or at sea, the god Thor holds a special place in Drengr society. The son of Odin, Thor is understood by men and Gods alike to be a paragon of strength and virtue in battle. Additionally, Thor is thought to watch over the seas, sending storms to assist those he favors and destroy those he does not. Thor’s brute strength among the Gods is unmatched, but so too are his anger and impetuousness, allowing other Gods to trick him and outsmart him.

Followers of Thor Where rulers tend to cast much of their worship towards Odin, Thor’s followers tend to be rank and file farmers and soldiers.

Place in Society For the farmers, the strength of Thor is not in the hammer but the storm, as farmers worship Thor hoping for strong rains and a good harvest. Within a warband, Thor is likely to be the pre-eminent God as he represents what many Drengr footmen aspire to: strength in sailing, valor in battle, and audacious courage.

Divine Gifts of Thor Blessed of Thor: +1 damage to all weapon abilities Favored of Thor: Additional +1 damage to all weapon abilities Chosen of Thor: Once per combat, you may take an additional basic attack on your turn. Exalted of Thor: You gain the ability Hammer of the Gods. As an action you may adjust the size of your weapon as you see fit; as small as a pin, or as a one-handed or two-handed weapon. Additionally, once per day when throwing your weapon as part of an attack, you have a guaranteed hit. Declare this ability, and then make this attack: on a base rollover of 50 (no modifiers) this attack will critically hit as though you rolled 96-99. A Critical miss (1-5) is a regular miss.

Descended of Thor: You gain the ability Odin's Favored Son. You grow three times your normal size, and gain a +60 to Might of the Storm. You may use The Storm Comes indoors or outdoors at no Favor Cost. Additionally, you receive +5 damage to all melee attacks made in this time. This effect lasts for 3 rounds. Upon its conclusion, you shrink back to your normal size and this effect cannot be reused for 24 hours.

Divine Ability: Might of the Storm You dedicate yourself to improving your physical strength and bringing it to bear. In Raids this subdomain counts as a bonus to Navigation as the God of Thunder looks upon you Favorably. Outside of raiding you bring the full strength of Thor to bear; all strength-based tasks (climbing, jumping, swimming, and so on) fall under this Divine Ability.

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Character Creation discretion and throw it at up to two opponents within axe range (a different attack roll is required for each). On a hit, the foe is knocked prone and suffers 6 damage.

Subdomains and powers Axes (one or two handed) ◊

Axe Punch (5 SP, 1 Favor, fast action): You choke up on the handle of your axe until your hand is directly behind the blade and you “punch” your enemy with a quick strike of the axe-head. Deal half Base Damage (no roll required).



Cleave (5 SP, 1 Favor): You may choose to strike two targets with one attack roll, dealing Base Damage -1 to each. This attack can be made on a Horde, dealing damage as though it had struck both targets on a hit.



Earthslash (10 SP, 3 Favor): You smash the blade of your axe into the ground, directing the earth itself to strike your foes. Choose up to two foes at up to javelin range and make a basic attack against each.





Pommel Strike: (10 SP, 3 Favor). You turn sharply into your foe, smashing it between the eyes with the pommel of your axe. Deal Base Damage. The target of the enemy's next attack gains +20 to dodge for that attack.



Dragging Strike (10 SP, 3 Favor): You swing your axe over your opponent’s shoulder, hook his neck with your axe, and drag him to the ground. Your opponent takes Base Damage +2 and is knocked prone.



Let ‘em Bleed (10 SP, 3 favor): You use the toe of your axe to pierce your enemy. The wound is small but deep. On a hit, you deal Base Damage and your foe takes an additional 2 (+1/10 Axe bonus) damage at the beginning of their turn. This effect is ended when another creature (besides the initial target) uses an action to staunch the flow of blood.

Lightning Magic ◊

Spark (5 SP, no favor: see text): You feel the power of the Lightning God within you. Make an attack roll on one target within javelin range. On a hit, deal 3 Base Lightning Damage and spend 1 Favor.



Lightning Shield (5 SP, 1 Favor): A field of electricity repels attacks from you, granting you a +10 to dodge for the next 2 rounds.



Lightning Thorns (5 SP, 1 Favor): For the next 3 rounds, you become infused with the essence of the storm. Any attack that strikes you completes the circuit, dealing ⅓ of the damage taken back to your opponent.



Call Lightning (10 SP, 3 Favor): You call upon the might of the God of Storms to mark your enemy and gain Thor’s Favor. You strike an enemy for 2 Base Damage, and gain 2 Favor the first time you damage your target each round.. You may not switch your Call Lightning target until your original target is dead, at which point it must be recast on another creature.



Lightning Weapon (10 SP, 3 Favor) : On a hit, you strike additional targets with your weapon, dealing ½ and ¼ damage respectively to two additional targets within axe range. No roll is required for this additional damage.



Stormrider (10 SP, 3 Favor): You are buoyed by the storm, carried up into the air. You gain the ability to fly a javelin’s range every round for the next three rounds. At the end of this ability you hover harmlessly back to the ground.



The Storm Comes (15 SP, 6 Favor): You summon the will of the Thunder God himself as you unleash a torrent of lighting from the sky at your enemies. As a channeled ability (costing 3 Favor per turn) after initial cast, you may make lightning attacks against every foe you may see, dealing 4 Base Damage on a hit. Within sight of water you gain a +20 to hit with this ability.

Martial Prowess

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Speed of Lightning (5 SP, 1 Favor, fast): You may move two Distance Increments for the next 5 turns.



Fair Winds (5 SP, 1 Favor, fast): You may stand from prone.



Foe Toss (5 SP, 1 Favor): You must have a hand free. On a hit, you grab your foe and throw him into someone else within javelin range. They are both knocked prone.



Shield Smash (5 SP, 1 Favor): You kick your enemy’s shield, driving it into his face. Deal 2 damage. Your opponent cannot benefit from his shield until the start of his next turn, granting a +10 to attacks made against him.



Tempest (10 SP, 3 Favor): You gain a +50 to Might of the Storm for the next 5 turns.



Hurl Boulder (10 SP, 3 Favor): Must have two hands free. You take an object the size of a human torso or larger (please note that this can include a human torso) within the Skald’s

Haste (15 SP, 6 Favor): Starting next round, you may take an extra action every round for the next 3 turns. When this effect ends, you are stunned until the end of your next turn.

Hammers ◊

Bash (5 SP, 1 Favor): Deal Base Damage on a hit. The enemy loses their action on their next turn.



Specter of Mjolnir (5 SP, 1 Favor): You may summon a spiritual hammer of Thor that may be thrown a javelin’s range, dealing 4 Base Damage.

Character Creation

2



Sunder Weapon (10 SP, 3 Favor): Choosing not to aim for your opponent, you instead smash his weapon. On a hit, that weapon deals -3 damage until repaired (requiring a mead break). On a magical weapon or artifact this effect lasts 5 rounds. Any creature affected by this power must spend an action to draw a different weapon. Creatures with no weapons or natural weapons deal -2 damage for 3 rounds.



Skull Bash (10 SP, 3 Favor): You strike a resounding blow upon your enemies head. Deal Base Damage -2. The next attack you or an ally make against him scores a critical hit effect equal to Natural 96-99 (see Chapter 5) on a natural rollover of 70 or greater.



Bash ‘em Good (10 SP, 3 favor) You smash into your opponent’s armor rendering it less effective. Deal Base Damage. Your enemy’s DR, whether their armor is natural or man-made, is reduced by two for 3 rounds. If this attack is used on an enemy with no DR the enemy is knocked prone and they take +2 damage from all attacks for the next 3 rounds.



Cry of Mjolnir (15 SP, 6 Favor): You smash your hammer into the earth, sending shockwaves out to Bow range. Any enemy hit by this is dealt Base Damage +3 and is knocked prone.



Count Your Blessings (15 SP, variable favor): You focus inward, calling forth the last of your strength for an impossibly powerful blow. Declare how much Favor you wish to spend, then make an attack on an enemy within axe range. On a hit, deal Base Damage + 2 for every point of Favor you spent. You may not take this action your following turn as you recover from the expenditure of strength and energy.

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Character Creation Place in Society Odin sits in his seat in Valhalla as the greatest of the Gods, and although the other Gods have their own powers, agendas, and followers, but at the end of the day Odin pervades almost every facet of Drengr society. His ravens pick over the dead, his knowledge pushes culture forward, and wise kings and rulers seek to mimic the cunning and skill that the great Alfather possesses.

In Battle Odin demands sacrifice, and cares not the source; he takes half of the Drengr slain on the battlefield to his great hall in Asgard, and gains strength through the blood of that which is spilled in his name. His followers, like the Alfather himself, may prefer a more subtle approach in combat, but the end game, as always, is blood for the blood god.

Divine Gifts of Odin

Odin Odin is the highest and oldest of the asas. He rules all things, but the other gods, each according to his might, serve him as children a father… Odin is called Alfather, for he is the father of all the gods; he is also called Valfather, for all who fall in fight are his chosen sons. For them he prepares Valhal and Vingolf, where they are called einherjes (heroes)... Ganglere: A very great number of names you have given him; and this I know, forsooth, that he must be a very wise man who is able to understand and decide what chances are the causes of all these names. Har answered: Much knowledge is needed to explain it all rightly, but still it is shortest to tell you that most of these names have been given him for the reason that, as there are many tongues in the world, so all peoples thought they ought to turn his name into their tongue, in order that they might be able to worship him and pray to him each in its own language.Prose Edda, Ch. 8

Description Odin, the Alfather, has many names. From the beginning of the world, and the beginning of the Drengr, Odin has been there, and in the dawn of the world the Drengr tribes each ascribed different things to him. Odin saw the Gods through their wars and gave his might to his chosen people, the Drengr. However, just as Odin offers much, he demands much, and a Drengr would be unwise to forget him entirely during their travels.

Followers of Odin Simply put, at some level almost everyone in Drengr society is a follower of Odin. All of the other Gods either revere him, fear him, or both. As a ruler himself, Odin tends to curry favor most among the jarl class of Drengr; those who have power tend to respect those who have power, and in the minds of his followers, no one has more power than Odin.

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Blessed of Odin: Choose 1 Divine Ability. Gain a +30 in that Divine ability. Favored of Odin: Choose 1 Divine Ability (this cannot be the same as your "Blessed of " bonus). Gain a +30 in that Divine Ability. Chosen of Odin: Once per day, gain an additional +30 on a Divine Ability roll of your choosing. This bonus can be applied after the roll. Exalted of Odin: You gain the ability Screaming I Took Them (3 Favor): Turning inward, you gaze into Mimir’s Well, clutching a handful of runes. For the next two rounds, you may cast any rune combination at up to three positions at a bonus of +20 beyond your runecasting SP. You gain 10 temporary HP: these are the first to be lost from any damage. Descended of Odin: You gain the ability These Spells I Know: You see Yggdrasil above and below you, and the knowledge of the runes is opened to you. For the next three rounds, you may cast any rune combination as though your rune casting were +30 beyond your Runecasting SP. During this time, you cannot be killed; you do not fall no matter how low your HP gets. If your HP remains below 0 at the end of this effect, you immediately die as normal. Once this effect ends you cannot cast it for 24 hours.

Divine Ability: One-Eyed Wisdom You are called upon to resolve matters of dispute and see into peoples’ true selves. In raiding, you gain a bonus to any Planning checks. Outside of raiding, you gain a bonus to any check involving insight, intuition, perception, or understanding motives of the world around you.

Blood-Magic The Blood God demands blood, and cares not from whom it flows. Blood Magic is different from other magic in that it costs the hit points, rather than the favor, of the caster. ◊

Grisly Visage (5 SP, 5 HP) You slice yourself with a blade and cover your face and arms with warm flowing blood. This display of barbarity shakes your enemies to their core. They

Character Creation fear you in battle and you gain a +20 to dodge rolls for the remainder of the encounter but a -40 to Natural Leader checks for the next five rounds. ◊

Ritual of Blood (5 SP, 3 HP per ally affected): You bathe your weapon or that of your allies within axe range in your own blood imbuing the weapon with the power of Odin. The weapon gains +4 damage for the next 2 rounds.



Visions of Death (5 SP, 3 HP): On a hit, you cause an enemy to flee by the safest route for 2 rounds up to bow range. The enemy will not attack you but can still strike others and will move away from you. They will not exit the encounter.



Shadow of Gungnir (10 SP, 6 HP): By invoking the god Odin, you throw an illusory spear over the heads of your enemies, inviting your God to battle. Each enemy within javelin range grants a +20 on strikes against them for the next two rounds.



Touch of Death (10 SP, 6 HP): You attack an enemy at axe range. On a hit, you deal 10 Base Damage.



Summon Odin’s Army (10 SP, 6 HP): You call upon Odin to release the wild hunt. Deathly black spectres on intimidating black horses and their demon hounds appear to run down your enemies dealing 4 Base Damage to every enemy within javelin range (no roll required).







Ber-serkr (5 SP, see description for Favor cost): You enter a trancelike state of frenzy. Activating this ability is a fast action that you must choose to make at the beginning of your turn; every turn that you activate or maintain it costs one Favor. You must use your action to use a melee attack, melee weapon ability, or a Rage-Magic ability. You may add your attack and damage modifier from either Rage-Magic or whatever weapon you are using (but not both) and you receive an additional +2 damage to ALL attacks while raging. If no enemy is present, you must attack an ally of your choice. If you choose to discontinue this effect, it ends at the end of your next turn. Ber-serkr can be activated only one time per combat; once you choose to end the effect you cannot reactivate it until another battle begins. Activating Ber-serkr allows you to use Rage-Magic abilities from the list below:

Head-butt (5 SP, 1 Favor): You smash your helmet (and head along with it) into your foe. On a hit, you are dealt 3 damage but deal 6 Base Damage to your foe. Claws of Garm (10 SP, 3 Favor, focused ability, 1 Favor per turn after initial cast, fast): Your hands turn into fiery claws. As long as you focus this ability, you cannot hold anything in your hands but can make two attacks per round with no penalty. Each attack, on a hit, deals 3 Base Damage. Bite of Vánagandr (10 SP, 3 Favor): You may make an additional bite attack upon your foe each round for the next 3 rounds at no penalty. This attack deals 3 Base Damage.



Hamrammr (10 SP, 3 Favor, focused ability, 2 Favor per turn after initial cast, fast): You seem to change shape. The pelts you wear about you become part of your body as your skin hardens and your hands become as the bear’s claws. You drop whatever you are holding and gain a damage resistance of (2) with no roll required. On a successful claw attack, you stun an enemy for one round. Bear Hug (10 SP, 3 Favor, focused ability): You grab an opponent, crushing his ribs under your grasp. On a hit, you deal 4 damage per round every round. Your opponent may either attack you or attempt to escape. If he attempts to escape, he must do so with a natural rollover of 50. This rollover increases by 10 every round that you maintain the ability. Every round that he does not escape, he also suffers an additional point of damage (5, 6, 7, etc). Both characters cannot move and both you and your foe have a +20 rollover to dodge. This effect is broken if you take damage from another source.



Rage-Magic



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Blood of Yggdrasil (15 SP, half current HP): Remembering Odin’s sacrifice upon the sacred tree, blood begins to pour from you. Your blood washes over up to four allies within javelin range. You heal them for three hit points for every point of damage you take from this effect.

...On the other hand, his men rushed forwards without armor, were as mad as dogs or wolves, bit their shields, and were strong as bears or wild bulls, and killed people at a blow, but neither fire nor iron told upon themselves. These were called Ber-serkr. --Ynglinga Saga

The Strength of the Wolf (5 SP): This effect is always active as long as Ber-serkr is active. When at least two other Heroes are within axe range, you deal +2 damage on melee attacks.



On The Hunt (15 SP, 6 Favor): You circle the battlefield, striking up to 6 foes one time each as you move up to bow range.



Ulfhedinn (20 SP): You have completed your transformation into one of Odin’s berserkrs. You wear no armor at all, and when you use ber-serkr, you gain (2) damage resistance with no roll required and +10 to hit. Once per day, while raging you may use your action to channel the spirit of the bear; on a successful melee attack, you deal no damage but disarm your opponent of a weapon or shield by biting cleanly through it, destroying it. You may choose either: +20 to Dodge against that enemy for 3 rounds +20 to hit that enemy for 3 rounds

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Character Creation Rune-Magic Although the Gods no longer walk among the mortals of Midgard, traces of them and their power have been left throughout the world. These manifest themselves as Runes: powerful characters left throughout Midgard that can be wielded by those with the will and ability to take on their power. All characters start with the ability to cast a rune that they find in its First Position ability. Additionally, every Drengr Hero has some innate knowledge of rune usage: they receive a bonus to their roll with runes equal to 1/4 their total Spent SP. Any bonuses from A Second Spell I Know, or A Third Spell I Know are added onto this bonus. ◊





A Second Spell I Know (15 SP): You have studied the runes in great detail, seeking them out throughout Midgard. You may now utilize up to two runes in a single cast, unlocking the Second Position abilities of runes. A Third Spell I Know (15 SP, must know A Second Spell I Know): You have further mastered your understanding of the Runes of Power, going to the ends of the Nine Worlds to seek their wisdom and power. You may now utilize up to three runes in a single cast, unlocking the Third Position abilities of runes. Odin's Wisdom (10 SP, requires A Third Spell I Know): The secrets of Mimir's Well are opened to you. When casting only one Rune in a throw, you may choose from any position (first, second, or third) for that throw.

Runes are discussed in greater detail in Chapter 4.

Spear and Javelin

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I Dedicate This Battle (5 SP, 1 Favor): You throw a spear over the battlefield, dedicating Blood to the Blood God. This action requires no roll and deals no damage, but any creatures for whom you strike the killing blow for the next 3 rounds grant you 4 Favor.



Thicket of Spears (5 SP, 1 Favor): Choose a foe. On a hit, magical spears appear all around your foe, holding him at bay. You deal no damage, but if the foe moves or attacks on their next turn, they take Base Damage + 4.



Pole-Vault (5 SP, 1 Favor, fast): Using your spear to launch you, you can jump great distances. Until the next of your next turn, you gain a +50 to the next Might of the Storm check used for jumping.



Brace Against the Charge (10 SP, 3 Favor, fast, interrupt): Use this ability when an enemy moves from bow or javelin range into axe-range and attacks you. On a hit you deal Base Damage + 5.



One into Another: (10 SP, 3 Favor, fast): This ability may be used upon a hit with any spear-attack. You pierce an enemy and hold him aloft, and may throw him into another foe within javelin range. On a hit of the second foe, he takes 5 Base Damage and both are knocked prone.





Pinning Strike (10 SP, 3 Favor): You hurl your spear at a foe dealing him Base Damage and pinning him to a tree, wall, or another foe. The enemy also takes Base Damage (no roll required) and must spend an action to free himself before moving. Swaying Spear (15 SP, 6 favor) Your spear begins to glow with an ethereal light as it takes on the image of Odin’s Spear Gungnir. Your spear feels lighter in your hands and seems to strike out at your foes without your guidance. You make up to 3 Basic Attack this round against up to three different opponents. If you hit with the first attack, deal Base Damage + 4 and roll a second attack . If the second attack hits, you deal Base Damage +4 and your opponent is knocked prone. Roll a third attack. If the third attack hits, you deal Base Damage + 4, your opponent is knocked prone, and your opponent is blinded for 3 rounds.

Character Creation Description

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Tyr the one-handed God represents the heroic ideals of justice, rule of law, and heroic glory. Those who serve him represent the other side to Thor’s coin; where his brother Thor is the strongest of the Gods by virtue of his own individual strength, Tyr brings strength in numbers, shared sacrifice, and unity.

Followers of Tyr

It’s a stereotype of those outside the Drengrlands that all Northmen are bloodthirsty, unkempt savages. While, like many stereotypes, this is true sometimes, the followers of Tyr seek some level of refinement. They are less interested in the brute strength of Tyr or the blood-lust and will to power of Odin than they are in living a just, honest, and courageous life.

Place in Society

Outside a warband, the followers of Tyr are often the lawmakers and the law enforcement of the Drengrlands. They are driven by the belief that one man is strong, but that many together are mighty. Taken to an extreme, however, the followers of Tyr can also be exceptionally cruel as they attempt to impose their understanding of “justice” on those they deem less worthy.

In Battle

The followers of Tyr are, depending on their particular strengths, either at the front of the battle exhorting their men on, or in the back, creating a plan and helping their warband to execute it. A follower of Tyr in battle is one who understands that above all else, the Gods revel in victory, and that having a plan behind one’s courage is greater valor than a suicidal charge.

Divine Gifts of Tyr

Tyr There is yet a god, whose name is Tyr. He is very daring and stout-hearted. He sways victory in war, wherefore warriors should call on him. There is a saying, that he who surpasses others in bravery, and never yields, is Tyr-strong. He is also so wise, that it is said of anyone who is specially intelligent, that he is Tyr-learned. A proof of his daring is, that when the asas induced the wolf Fenrir to let himself be bound with the chain Gleipner, he would not believe that they would loose him again until Tyr put his hand in his mouth as a pledge. But when the god would not loose the Fenris-wolf, he bit Tyr’s hand off at the place of the wrist. From that time Tyr is one-handed, and he is now called a peacemaker among men. -Prose Edda, Ch. 8, v25

Blessed of Tyr: Gain +5 to hit with all weapon attacks. Favored of Tyr: Gain an additional +5 to hit with all weapon attacks. Chosen of Tyr: Once per combat, you may choose to take half damage from any hit. Do not apply your armor DR when determining the damage you take. Exalted of Tyr: You gain the ability Light of the Sun (3 Favor): You may choose up to two foes within javelin range. You project blinding light at them, making an attack at your highest weapon value. On a hit, the enemy is blinded for two turns. Descended of Tyr: You gain the ability Avatar of Tyr: For the next three rounds, you grow to three times your normal size. You become immune to all status effects and gain a +30 to Natural Leader. All allies that can see you upon the battlefield gain a +20 to hit for the duration of this effect. As an action, you may blind an enemy until the end of their next turn with no roll required. Once this effect ends you cannot cast Avatar of Tyr for the next 24 hours.

Divine Ability: Natural Leader

Although Thor is seen to be the mightiest of the Gods individually, Tyr is the God that shows his strength in his ability to unite warriors and make them fight as one. During Raiding, you gain a bonus to any Tactics rolls. Outside of raiding, you gain a bonus to any rolls to persuade others or to unite them under your banner.

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Character Creation Swords (one or two handed) ◊

Blessings of Tyr (5 SP, 1 Favor): On a successful attack, you deal no damage but the enemy’s weapon is torn away from him. He is unable to draw a weapon until the end of his next turn and unable to draw a 2 handed weapon for the next 3 rounds.



Flick of the Wrist (5 SP, 1 favor, Fast action) With a grand flourish of your blade you distract your enemy. Gain a +10 to your next sword attack this turn.



Parry (5 SP, 1 Favor, Interrupt): You attempt to deftly deflect your enemy's blow as he strikes at you. Use this action when struck by a melee attack; you may attempt to dodge it again, with an additional +15 to Dodge for this roll only.



Riposte (10 SP, 3 Favor, no action): This action may be used after successfully dodging an attack using parry; you automatically strike the enemy back at Base Damage +3.



Mighty Blow (10 SP, 3 Favor): You seek to drive your opponent’s head from his shoulders and swing down wildly. If you are holding a shield, you drop it. On a hit, you deal Base Damage +5 but leave yourself vulnerable to counterattack. You suffer a +15 rollover to Dodge checks until the start of your next turn.



Get Low (10 SP, 3 Favor): You drop to your opponent’s knees and seek to throw him over your shoulders behind you. On a successful attack roll, the opponent flies behind you. They take Base Damage and are knocked prone. Immediately make an additional sword attack.



Whirlwind (15 SP, 6 Favor): You begin to move as though possessed by the great Tyr himself. Until the start of your next turn, you gain +30 to your dodge bonus. Additionally, you immediately attack all enemies within axe range at Base Damage.

Shields



Bulwark of Tyr (5 SP, focused ability, 1 Favor per round): You sheathe your weapon and focus all of your efforts upon defense. Until you end this effect you gain a +30 bonus to your dodge.



Bash (10 SP, 3 Favor, fast): Choose an enemy within axerange. On a hit, you knock him away to javelin range and stun him for two rounds.



Shield Wall (15 SP, 6 Favor): You must be next to at least one ally who is also using a shield to get this effect. When you all choose this action, you cannot move to another distance increment and you cannot attack, but all allies within axe range gain +30 dodge bonus against ranged attacks and +15 dodge bonus against melee attacks until the start of your next turn. Each additional ally using this action in the same round raises the bonus by 10.

Justice of the Gods ◊

Divine Smite (5 SP, 1 Favor): Choose one enemy within bow range. On a hit you call down white, searing light from Valhalla, striking him for 4 Base Damage.



Accept Your Fate (10 SP, 3 Favor, focused ability, 1 Favor cost per round after initial cast): Choose an enemy within javelin range. On a hit, he falls to his knees and awaits your justice for up to 3 rounds. The next attack against him hits for free, dealing an additional four points of damage, at which point the target is immune to Accept Your Fate for 24 hours. The creature's ally may spend their action to break this effect and bring the afflicted creature back to the fight.



Inscription of Justice (10 SP, 3 Favor): Using divine energy you carve the name of Tyr onto your weapon or an ally within axe-range. For the next 3 rounds, your weapon is a beam of focused energy that has +15 to hit and +2 damage. While this ability is active, if you wish you may use your Justice of the Gods subdomain rather than your weapon bonus when using weapon abilities.



Speaker of Truths (10 SP, 3 Favor, focused ability, 1 Favor per round after initial cast): You raise your weapon in the air and dedicate it to Tyr. As long as this ability is focused, all allies within axe-range gain a +30 to One-Eyed Wisdom to attempt to discern if a creature is being truthful.



Archon of Justice (15 SP, 6 Favor): You become a vessel of the God of justice. For the next 3 rounds, you may only use skills from the Justice of the Gods subdomain; however, you do so at a +30 beyond your normal bonus and an additional

SP invested in shield also raise your Dodge bonus as long as you have a shield equipped. Every 2 SP in shield raises your Dodge bonus by one. ◊



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Stand Behind Me (5 SP, 1 Favor per turn, fast) You place yourself in harm’s way between an ally and an enemy. This requires the use of your fast action to maintain, as well as one Favor, spent at the start of your turn. As long as you are focusing on this ability, you and one ally in axe range gain +15 to dodge. Shield Toss (5 SP, 1 Favor, fast): You throw your shield at a foe within javelin range. On a hit, the foe is stunned for one round. Immediately move to axe range with him. You may recover your shield as part of this action. If you have the Hand of Tyr Title, you may instead throw whatever is capping your dismembered stump. Impressive, I know.

3 damage.

Leadership ◊

Come and Get Me (5 SP, 1 Favor, Interrupt): Choose an enemy attacking another ally before they make their Dodge Check. Allow them to succeed on that attack against you with no roll. You and an ally may immediately make a basic attack against them as no action.

Character Creation

2



Flyta (5 SP, no Favor, no action, 1/round): You attempt to draw upon a foe’s insecurities and battle-rage, provoking them to attack you. At the beginning of your turn choose 1 (+1/30 Tyr Domain SP) creatures within javelin range. Make a Natural Leader check against their base rollover. On a success, that creature must include you in one of their attacks on their next turn (attack actions that target multiple creatures must include you but can also target other creatures). A different roll must be made for each creature you wish to affect.



High-Low (5 SP, 1 Favor): Attack an enemy as normal, dealing Base Damage on a hit. The next ally that attacks the foe before the start of your next turn gains a +15 to his roll. If the creature dies during your attack, congratulations! Your ally may still make an attack at a +15 on the corpse.



Pile On (10 SP, 3 Favor, interrupt): Use this when an ally in axe-range damages a foe. Two allies may make a basic attack immediately as no action.



Rallying Cry (10 SP, 3 Favor): Each ally in axe range gains a +20 to their next attack.



Maze of Blades (15 SP, 6 Favor): You and your surrounding allies gain the following effect for one round: If you can perform a second attack this round and you hit with your first attack you may choose to automatically hit the same creature again without a roll.

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Character Creation Followers of Loki

You’ll meet people who call themselves “Followers of Loki”, and use it to justify the deeds they do. I’ve met Loki; he’s nefarious, but not in the way brigands and bandits wish he were. All those idiots understand is invoking the name of a God to try to justify their petty crimes, but Loki? Loki understands that true Chaos is true power. --Morotarismal, Ch. 3, v.17 Few claim full allegiance to the Trickster God. By his very nature, sacrifices and services to Loki would seem strange and out of place. Instead, the son of Laufey exists both as an existential force for those who desire chaos, and as an example for how those castigated by society or those without traditional Drengr virtues can still gain power and defeat their foes.

Place in Society

Loki exists as an adversary but not a true nemesis in many of the tales of the Gods, and this extends to Drengr society; while most Drengr are unlikely to offer Loki an offering or mention his name in complimentary terms, they understand his role among the Gods.

In Battle

Those who claim allegiance to Loki are unlikely to be on the front lines at all. They understand that, to quote a hero from a different age, “The object of war is not to die for your country but to make the other poor bastard die for his.” They do not fight with cowardice, but where strength fails, cunning intercedes.

Loki There is yet one who is numbered among the asas, but whom some call the backbiter of the asas. He is the originator of deceit, and the disgrace of all gods and men. His name is Loki, or Lopt. His father is the giant Farbaute, but his mother’s name is Laufey, or Nal. His brothers are Byleist and Helblinde. Loki is fair and beautiful of face, but evil in disposition, and very fickle-minded. He surpasses other men in the craft called cunning, and cheats in all things. He has often brought the asas into great trouble, and often helped them out again, with his cunning contrivances. -Prose Edda, Ch. 9, v33

Description "One Evil is mended by a worse one." -Grettir's Saga In some tales, he is a god. In another, merely a giant sent to embarrass the gods. Like Loki himself, the descriptions of him change depending on what the speaker needs him to be. No God provokes more controversy by his mere existence and worship than Loki the Betrayer. While the old Sagas are filled with tales of Loki debasing, tricking, and betraying the Gods, he also travels with them and walks among them. The Gods understand that there are two sides to each coin; where there is order, there must be chaos, and Loki is nothing if not chaotic.

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Divine Gifts of Loki

Blessed of Loki: Gain +5 to Dodge. Favored of Loki: Gain an additional +5 to dodge. Chosen of Loki: Once per day as a fast action, you may turn invisible. All creatures gain blinded against you. At the end of your turn or upon using any attack or ability with a Favor cost. You become visible and this effect ends. Exalted of Loki: You gain the ability Laufey's Spawn (3 Favor, no action): For the next 3 rounds, you turn into a fearsome Jotunn. Your weapon turns into a giant club, which is all you can use because of your big, fat hands. You gain +80 to attack and 20 HP. You deal 18 damage on a hit. You are at a -60 to Light Hands and a -30 to your current Dodge bonus. Any other stats remain the same. Additionally, you gain the Jotunn ability Die, Stupid!: Die, Stupid! The Jotunn attempts to slam his Big Fat Club into multiple targets, ultimately smashing it into the ground. He may attempt to strike up to two targets in axe range for 14 damage; however, he must spend his next action pulling his club out of the crater he’s just made if he wishes to use it again. Any extra HP you gain from this are the first lost; however, if you are brought to 0 HP you still die. At the end of the third round, you return to your regular size and regain your abilities. Descended of Loki: You gain the ability Trickster God. Once per day, gain the draugr tagline: upon being reduced to zero hit points, you do not die unless you critically fail a dodge roll or are damaged by fire in the attack that would have killed you. Additionally, once per Raiding Season you may use any "Descended

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Character Creation of " ability as written.

Divine Ability: Light Hands Make Many Works

(Known elsewhere in this book simply as Light Hands) You know that kicking in the door is not always the correct answer, and that there is something to be said for subtlety. You receive a bonus to Treachery checks during raids. Outside of raids, you receive bonuses to stealth and dexterity related endeavors: moving silently, theft, and so on.



Small: +30 to Dodge, +20 rollover to hit (Base Damage 2), 10 HP, +30 to Light Hands checks made for stealth. Medium: +10 to Dodge, no modifier to hit (Base Damage 4), +20 HP, +10 to Light Hands checks made for stealth. Large: -20 to Dodge, +20 to hit (Base Damage 6) 30 HP, -10 to Light Hands checks made for stealth.

Chaos Magic ◊

Loki’s Anguish (5 SP, no Favor cost, see text): None knows the feel of poison better than he who is chained. You may mirror the pain of the chained god, dripping poison onto your head. You may choose to reduce your Hit Point Total by 5 (+1/20 HP) for 24 hours to immediately receive 8 Favor. Any Favor not used is eliminated after 24 hours.



Breath of Jormungandr (5 SP, 1 Favor): You spit poison at one or two foes within axe range, dealing 2 Base Damage to each on a hit (separate rolls required). These foes deal -1 damage until the end of their next turn.



Gift of Mistletoe (10 SP, 3 Favor): You apply a poisonous variety of mistletoe to your weapon before using it. It gains a +8 to damage on its next strike (+16 against any creature with the immortal tagline).This poison remains on your weapon until you strike someone with it. In the case of a bow, it is placed on the bow rather than its arrows.



Hel’s Kiss (10 SP, 3 Favor): For 2 rounds, a spectre of Hel appears on the battlefield under your command. You may direct her to embrace a foe of your choice using your bonus as a fast action. On a hit, they are dealt 3 Base Damage and you are granted a +10 to hit them until the end of your next turn. This Spectre cannot be damaged in any way but certain effects can dispel it.



Shadows of Fenrir (15 sp, 6 Favor): A spectre of The Wolf of Ragnarok appears before a foe. On a hit, Fenrir attacks them, dealing 7 Base Damage. They MUST spend their action to attempt to defeat this spectre, making a straight roll with a rollover equal to your Spent SP in Chaos Magic. On a success, the spectre is thrown back and disappears; on a failure, the target remains in the jaws of the Wolf. At the start of their next turn they take the damage again and make another check with the rollover decreased by 15.

Floerdmagik (Deception Magic) ◊



The Breaking of Bonds (5 SP, 1 Favor, fast): Just as Loki will break himself free from his chains at Ragnarok, you may call upon him to break your bonds. Make a Light Hands check with a +30 bonus to escape being grappled, restrained, or any other effect that restricts your movement. Apples of Idunn (5 SP, 1 Favor, fast): You receive a bonus

equal to ½ your total skill points in Floerdmagik for any attempts to take something without being discovered. Taming of the Stallion (10 SP, 3 Favor): You may, for a period of fifteen minutes, appear as any creature sized small (house cat) to large (aurochs). The statistics for this form are:

Any HP lost while in animal form are immediately lost from your HP total when returning to your regular form (E.G.: Morotar has 15 HP. He turns into a horse and, due to meeting the wrong end of a troll, takes 10 HP of damage. When the effect ends, he would be wounded down to 5 HP). While you are in this form, you gain a +20 to Natural Leader to seduce any creature that matches your type. And we mean any. Loki’s cool like that. ◊

Feign Death (10 SP, 3 Favor): To all appearances and all comers, you die. You fall prone and are helpless. This effect lasts ten rounds, until you choose to end it, or until you take damage from any source. Any attempts to discern your true nature are done at a rollover of (Spent SP into ALL Loki Domain Skills) +50. For non player characters, make a check against their Base Rollover with the same bonus as listed previously.



Reversal of Fortunes (15 SP, 6 Favor, interrupt, see text): You may call upon the father of deception to trick even the Fates: you may reroll ANY check (yours or another player's) at a +20 bonus. This can be a roll of yours or of another player’s. Reversal of Fortunes can be used as many times as needed and as often as desired; however, the Favor cost of Reversal of Fortunes increases by 1 with each use until the end of the caster's next turn.



Cover of Darkness (10 SP, 3 Favor per ally concealed: see text): Calling upon the Deceiver, you cloak your allies in darkness and shadows. Choose any number of friendly creatures who consent to the use of this ability. The Favor cost of this ability equals (3 x the number of creatures you wish to conceal). This Favor cost can be paid by any or all of the creatures affected. For the next ten minutes, all creatures affected use your Light Hands check to move stealthily and avoid detection. If a member of your party is detected, this effect ends.

Daggerfighting This subdomain encompasses two abilities. It grants you a bonus to dagger attacks (obviously). Additionally, it increases your Dodge bonus when attacked while wielding a dagger in one hand. Every 2 SP invested in Daggers raises your Dodge bonus by 1. You

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Character Creation cannot receive this bonus while using a shield. ◊

Sneak Attack (5 SP, 1 Favor): Usable on a creature who is either unaware of your presence or affected by the blinded, petrified or stunned status effects. On a hit, Base Damage + 5. Purchasing this skill also allows you to purchase the Sucker Punch ability.

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Sucker Punch (5 SP, 1 Favor, fast):Make a Light Hands check against the creature's base rollover. On a hit, you may use Sneak Attack even if the creature is fully aware of your presence. This can only be used at axe-range.



Fan of Blades (5 SP, 1 Favor): You quickly unsheathe and toss three blades at nearby foes. Make an attack against three enemies within axe range at a +10 rollover. Use the same roll for all enemies. Any enemy hit takes Base Damage.



Swirling Cloak (10 SP, 3 Favor; Interrupt): You can use your cloak to mitigate an enemies attack and possibly disarm him. When an enemy attacks you, you may throw your cloak over his weapon in an attempt to disarm him. Make this attack check instead of a Dodge check. If you fail, you are hit by the attack and take an additional 3 damage. On a hit, you drive your cloak pin into their hand. They are disarmed and cannot pick up that weapon for 3 rounds. Additionally, they deal -3 damage on their attacks with any weapon for 3 rounds.



Deflect Blow (10 SP, 3 Favor, Interrupt): You move deftly, appearing in one place when in fact you are in another. On a successful Dodge roll, choose another creature within that attack’s range. If the Dodge roll you made exceeds the new target's base rollover, the attack strikes them instead. Teleport a javelin range if you wish.



Assassinate (10 SP, 3 Favor): This is usable only on a creature who is completely unaware of your presence. It cannot be used once battle has been joined or if the creature knows you are nearby. Make a Light Hands check at one and a half times the creature's base rollover (so a Level 4 creature would be 60, Level 6 Creature would be 90, etc). On a success, you deal Base Damage plus 15. This ability can only be used at axe-range.



Meat Shield (15 SP, 6 Favor, focused ability): On a success, you grab a foe and place a knife to his neck. They must use their action to attempt to break free. You must make another attack roll against their base rollover or the monster breaks free. Additionally, any attacks that would hit you instead hit them. When this happens, make another attack roll against the creature's base rollover + the amount of damage taken. On a failure, the enemy is freed. You may also release the enemy voluntarily at the beginning of your turn, with a free use of the Sneak Attack ability (whether or not you have purchased the ability) as a fast action.

Character Creation choose those fated to die (and, in some cases, help them along toward that death).

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Followers of Freyja As a goddess of fertility, Freyja is seen in some circles as a feminine religion; however, fertility extends to the fields as well, so many farmers will give offerings to Freyja for a bountiful harvest. With growth and birth come decay and death, and so Freyja also finds worship from warriors, seeking her knowledge and Favor to carry them through another battle and glorify the Gods.

Place in Society Freyja’s priests and priestesses are known as vala, and hold a high place in society. Drengr of all walks of life seek the blessings and divination knowledge of Freyja. The vala also conduct the sacred task of blota: the ritual sacrifice by which Drengr gain Favor with the Gods. Vala often find themselves in advisory roles, called to give counsel to jarls and kings, offer gifts to the Gods, and help bury the dead.

In Battle As wheat is planted, so too must it be sheared away, and Freyja, famously, has her Valkyries to help her do just that. Drengr in a warband use Freyja’s magic to heal their allies, manipulate the world around them, and, hopefully, direct the wrath of the Valkyries to their foes-- and away from them.

Divine Gifts Of Freyja

Freyja Freyja is the most famous of the goddesses. She has in heaven a dwelling which is called Folkvang, and when she rides to the battle, one half of the slain belong to her, and the other half to Odin. As is here said: Folkvang it is called, And there rules Freyja. For the seats in the hall Half of the slain She chooses each day; The other half is Odin’s. Her hall is Sesrynmer, and it is large and beautiful. When she goes abroad, she drives in a car drawn by two cats. She lends a Favorable ear to men who call upon her, and it is from her name the title has come that women of birth and wealth are called frur. She is fond of love ditties, and it is good to call on her in love affairs. -Prose Edda, Ch. 8, v.24

Description A beautiful goddess associated with fertility, sex, love, forbidden magics, skaldsaying, prophecy, and death, Freyja is revered by those seeking a more subtle path to power. Freyja receives half of the warriors killed in battle to her hall, with the other half going to Odin. She is the mother of Valkyries, the immortal beings that

Blessed of Freyja: Once per Raiding Season, gain 2 Favor when your Warband performs blota. Favored of Freyja: Once per Raiding Season, gain an additional 4 Favor when your Warband performs blota. Chosen of Freyja: Once per Adventure, on your turn as a fast action you may gain 4 Favor and recover 10 Hit Points. Exalted of Freyja: You gain the ability Death and Rebirth: For the next 3 turns, you gain an aura that permeates throughout axe range. Each ally within range gains 6 HP at the start of your turn; each enemy takes 3 damage. Descended of Freyja: You gain the ability Rewriting Fate: You become an Aspect of Freyja. For the next three turns, you sprout spectral wings and can fly a bow’s distance. Additionally, you receive one extra action per turn (the first of which is available immediately after casting). At the end of the five turns, if you are in the air you glide harmlessly to the ground beneath you. Once Rewriting Fate is cast, it cannot be recast for 24 hours.

Divine Ability: Force of Nature You understand the cycles of death and regrowth in the world and begin to understand that the natural world around you wants you dead. This is not to be despaired; rather, you have learned to persist and live among nature rather than merely trying to overcome it. During raiding you receive a bonus to any Scouting roll. Outside of raiding you receive a bonus to endurance; going without food and water, resisting disease or plague, etc.

Saga-weaving You invoke the energy and power of the Gods, singing sagas to

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Character Creation inspire your allies and bring despair, death and confusion to your foes. Saga-Weaving works differently than other focused abilities. A Saga-weaver may activate a Saga as a fast action on their turn; however, no effects from this are reaped until the start of the affected creature’s turn if they are still in proper range of the Saga-Weaver. Favor costs are paid per round, per song. A Saga-Weaver may have up to two Sagas active at a time; maintaining them is No Action. Saga effects do not stack; if two saga-weavers have the same saga active at the same time, the more powerful Saga supersedes the less powerful.

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to attacks against them but a +15 to their own attacks.

Fortune-telling ◊

Ritual of Veleda (5 SP, 1 Favor): You serve your band of heroes a special drinking horn of blessed mead. This fills you with the courage of the Goddess, giving your allies an additional five hit points (+1/5 Fortune-Telling SP) for the next combat encounter. This ability cannot stack. Additionally, these are the first hit points to be lost and are lost when Sitting Around the Campfire (a long rest). This ability may be used during a mead-break.



Light My Path (5 SP, 1 Favor): With a draught of the blessed mead, you can see through the natural and unnatural barriers in the world. For the next 30 minutes, you can locate secret doors, tunnels, and passageways without a check.



Song of Skill (5 SP, 1 Favor): You invoke the power of old Norse songs traditionally sung while performing manual labor. All allies who can hear this song within axe range gain a +10 (+1/10 Saga-weaving bonus) to attack rolls and Might of the Storm rolls (cannot be used in raiding).



Saga of Beowulf (5 SP, 1 Favor): You sing the story of Beowulf, who fought great beasts using only his hands. All allies within axe range who can hear this song gain +30 to Might of the Storm (cannot be used during Raids).



Wisdom of Freyja (10 SP, 3 Favor): With a drink of the blessed mead, you may turn your eyes inward and ask two questions of the Goddess Freyja. The answers should be cryptic but truthful.



Battlesong (5 SP, 1 Favor): You recount the fury of the Gods and sing the death of your enemies: until this song ends, all allies within axe range who can hear this song gain a +10 (+¼ total bonus in Saga-Weaving) to dodge.



Hlidskjalf (10 SP, 3 Favor): For 5 rounds, you may look down on any creature whose identity is known to you and see/hear him and an area around him 10 paces in any direction.



Song of the Spring (5 SP, 1 Favor): You bring the will of the fertility Goddess forward, refreshing their spirits. Until this song ends, all allies within axe range who can hear this song regain 2 (+1/20 Sagaweaving Bonus) HP. If they choose to spend their action focusing inward on the words of the Goddess, they may recover an additional 2 HP. This can be used one time during a mead-break at a cost of 3 Favor. If used during a mead-break, the additional 2 HP per round cannot be recovered.



Saga of Havardar (5 SP, 1 Favor): With life comes death, and Freyja grants it freely to her enemies and the enemies of those whom she loves. Until this song ends, all allies within axe range who can hear this song may add 2 (+1/10 Saga Weaving Bonus) damage to any melee, ranged or spell attack.



Saga of Vengeance (5 SP, 1 Favor): Every blow landed upon you shall be revisited. Choose a willing ally within javelin range. Every point of damage he takes can be used to add 1 (+1/15 Total SP spent in Saga-Weaving) damage on his next successful hit. At the end of his next turn, the effect ends and any bonus is lost. While under this effect, that Hero cannot recover HP in any way. At the beginning of your turn, if you continue this Saga, you must choose a different target for it than you chose the previous round.



Saga of Death (10 SP, 3 Favor) : Freyja enters the minds of your foes, showing them the moment of their death. At the beginning of this song, each enemy in axe range seeks his place in Valhalla at the moment of his death, granting a +40

Bow ◊

Death and Rebirth (5 SP, 1 Favor): You attempt to use your arrows to heal your allies. Shoot an arrow at an ally with a +20 bonus. This is an opposed check made against the ally’s dodge. On a hit, you heal them for Base Damage + 2. On a miss, you strike them for Base Damage. You may use this ability on yourself, hilariously, without a roll and healing for 3 + 1 every 10 SP you have invested in bow.



Bow Strike (5 SP, 1 Favor): Changing your grip suddenly, you attempt to strike an enemy in axe range with the shaft of your bow. You may use your bow subdomain bonus on this attack with no penalty. On a hit, deal Base Damage -1.



Called Shot (5 SP, 1 Favor): Choose a range of ten above your rollover. If you hit, and you guess the range correctly (including all modifiers), you deal Base Damage + 4. If you guess incorrectly, you deal Base Damage - 2. You can spend additional Favor to increase this range: for instance, if you spend 2 total Favor, the rollover range for additional damage would be 20; Three would give you a range of 30, and so on. For Example: Sigrun uses called shot to hit a jotunn. Her rollover is 60, and she calls 81-90. She rolls an 82 after modifiers and deals additional damage.



Rapid Fire (10 SP, 3 Favor): You may attack two enemies with your bow this round at Base Damage. If you hit both, deal an additional 2 damage to both.



Aim of Finn (10 SP, 3 Favor): You attempt to levy a shot

Character Creation into the weapon of a foe. On a hit, you deal Base Damage as normal. Make another roll with a rollover of 100 minus your Bow bonus. On a hit, the enemy's weapon is broken in two and they deal -3 damage for the next 3 rounds. ◊



Fertile Rain (10 SP, 3 Favor): Choose a distance increment. You fire an arrow into the sky which is infused with the energy of Freyja and rains down upon every creature in that distance increment. It deals 1 Base Damage to all enemies and heals all allies for 1/2 Base Damage in that distance increment (no roll required). Ullr’s Wrath (15 SP, 6 Favor): You may shoot up to three targets at Base Damage and move up to a bow's range with one action.

Growth and Fertility ◊

Ratatoskr’s Insight (5 SP): You permanently gain the ability to speak with animals. This does not affect their attitude toward you in any way.



Summon Stoat (5 SP, 1 Favor): You summon a small, weasel-like creature to your service. It can deliver a message to anyone up to 10 miles away and can scout within that same radius (with a native +60 bonus to remain unseen). This cannot be used in the “Scouting” portion of a raid.



Thicket of Wheat (5 SP, 1 Favor): Fields of wheat grow around two foes within javelin range. On a success, the enemy cannot move and grants a +10 bonus to attacks against him for the next two rounds.



Aspect of Freyja (5 SP, 1 Favor): You begin to take on physical traits of Freyja. Your hair becomes fairer, your shape more attractive: receive a +30 on all Natural Leader checks made to persuade or seduce another person for five rounds.



Flight of the Valkyries (10 SP, 3 Favor): You are lifted into the air on the wings of Freyja’s Valkyries; for the next 5 rounds, you may move one Distance Increment in any direction you wish. You may re-spend the Favor cost of this ability to produce this effect on as many allies as you wish.



Water to Wine (10 SP, 3 Favor): You consecrate natural or unnatural water you find in the wild, transforming it into blessed mead. You may make 1 serving of this per 5 SP in Growth and Fertility you have spent. Upon drinking the blessed mead (a fast action), you gain a +15 to all rolls for the next 2 rounds. Blessed Mead retains its magical properties for 24 hours, at which point it becomes regular mead (still suitable for any and all regular mead purposes). These effects cannot stack, though you are totally encouraged to drink five cups as fast as you can.



Unleash Gullinbursti (15 SP, 6 Favor): You call forth the golden boar, Gullinbursti, to wreak havoc amongst your foes.

The giant boar issues forth goring up to 3 enemies within bow range for Base Damage + 4 (no roll required).

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Equipment Despite what the Gods may wish, it is in fact hacksilver makes the world go’round, and a man is foolish to think he can please the Gods using only his intentions. Why do you think they ask a man buries his treasure when he dies, if The Gods were not also covetous? -Morotarnir, Book II, v.19 Even the bravest Drengr knows he must equip himself before going to battle, and getting the best equipment requires money. Currency in Sagas of Midgard is called hacksilver, and is measured not in coins (or even, truly, in silver, though that is most common) but by weight; for ease of use, all treasure gained is denoted in pounds of treasure. For instance, an item costing “5 HS” would refer to 5 pounds of hacksilver or equivalent treasure; it may take the form of gilded cups, stolen coins from Gallios, or any other manner of treasure that your Skald wishes, but its purpose is singular: just as in real life, money is power, and hacksilver is used to purchase items and Settlement Upgrades for your Drengr. Starting Equipment: Each Drengr is assumed to have what he needs to go into battle. This includes basic weapons and armor to their choosing (though no spares), and basic survival equipment to survive in the wild for a couple of weeks. See The Case Against Book-Keeping in Chapter 1 for more insight about this.

Weapons Let a man never stir on his road a step without his weapons of war; for unsure is the knowing when need shall arise of a spear on the way without. -Havamal, v.38 Let's keep this simple, yes? Before adding any modifiers for your roll bonus (see Base Damage earlier in this chapter), One-Handed weapons deal 3 damage and two handed-weapons deal five damage. There is no additional bonus for using a one handed weapon with both hands. Using a two handed weapon with one hand adds 20 to any rollover with that weapon. You may wish to forego the additional defense or damage of a shield or two-handed weapon and dual wield: if so, gain +10 to your melee attacks when making attacks with either of the two weapons you have chosen. This does not grant an additional attack but rather simply the above listed attack bonus. Anything listed as "melee" cannot be thrown in combat unless you have a power allowing you to do so (such as Ganglere). Anything

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Character Creation listed as a "thrown" weapon can be used at up to a javelin range. We’ve kept the actual descriptions and flavor text to a minimum here because a Drengr’s equipment for war should be, ideally, personalized to them: did your Drengr steal an axe off of the body of a famous Jarl he killed, or did he appropriate it from his off-season job as a lumberjack? What does it look like? How is it maintained? Does your character have an attachment to that particular weapon? If so, why?

AXES Hatchet (1 Handed Thrown) Axe (1 Handed Melee) Greataxe (2 Handed Melee)

HAMMERS

Light Armor (DR 2, Rollover 50) Gambeson: Made of layers of linen or wool that would be stuffed with a variety of materials to offer padding and protection to those wearing it. This type of quilted armor was surprisingly effective and still allowed for maximum mobility on the battlefield. Aurochshide: An armor made of boiled and hardened aurochs leather. Multiple pieces would be used together to protect the torso and limbs from various weapon attacks.

Medium Armor: (DR 2, Rollover 30, -20 to Light Hands)

Hammer (1 Handed Thrown) Warhammer (1 Handed Melee) Maul (2 Handed Melee)

SWORDS Sword (1 Handed Melee) Greatsword (2 Handed Melee)

SPEARS Javelin (1 Handed Thrown) Spear (1 Handed Melee) Pike (2 Handed Melee)

DAGGERS Dagger (1 Handed Thrown or Melee; cannot be used 2-handed. A 2-handed dagger is better known as a Sword.)

BOW Bow (2 Handed Ranged)

Armor and shields Armor in Sagas of Midgard works as a means of potential damage reduction. However, armor is imperfect, so protection is never assured. When you are hit by an attack, make a roll with a rollover commensurate to whatever kind of armor you’re wearing. If you are successful, you subtract damage equal to the armor’s value for that attack. If you fail, you take full damage as your enemy pierces through your armor. For Example: Badimur is wearing Aurochs Hide armor, a light armor. He is struck by a sword and fails his dodge rollover. Now he makes another check with a rollover of 50: he rolls a 65, and the damage taken is reduced by 2. The next time he is struck, he rolls a 30, and the sword blow strikes true and hits a gap in his armor. He takes full damage. Certain abilities may bypass armor; on a hit, you take full damage from them. No Armor: You march into battle wearing only regular clothes of

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wool and leather. Although you are more vulnerable to attack, you have a freedom of movement that those in armor do not, and you gain a +10 to Dodge.

Donning Medium Armor requires 20 Spent SP invested in Thor or Tyr domains (any combination therein). Brynja: Drengr blacksmiths are some of the best in the world and making mail armor is one of their specialties. This chainmail armor is made of interlocking rings of steel. It is most typically a long shirt that covers the chest, arms, and legs down to the knees. It is secured with a large belt to help distribute the weight and reduce the hindrance to mobility. Spangabrynja: Not the most typical of Drengr armors, this set of scale mail will definitely turn heads. Modeled on foreign styles of armor, this scale mail is made of interlocking plates of steel or iron sewed onto a leather backing. It provides a good combination of protection and mobility.

Heavy Armor (DR 3, Rollover 25, -30 to Light Hands) Donning Heavy Armor requires 40 Spent SP invested in Thor or Tyr domains (any combination therein). Tvifold Brynja: Viking Double Mail. This armor is the pinnacle of Drengr chainmail. It is extremely difficult to make as it utilizes almost twice the number of interlocking rings that regular brynja has. This makes it noticeably heavier but offers much more protection. Fine Drengr blacksmiths take pride in their ability to make this armor and will usually adorn it with rings made from alloys of shiny metals. This adds a decorative element without sacrificing strength. Armor acquired from foreign lands (Gallian Plate Mail, Brigandine, etc): This kind of armor is very uncommon in the Drengrlands as only the bravest warriors who have won it in battle and trained in its use are able to wear it. It consists of plates of metal that are articulated for movement and cover the whole body.

Character Creation

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Character Development: Making Your Numbers Into a Person If you’re new to RPGs, the concept of character development may seem foreign or daunting. The good news is that it doesn’t have to be, because characters will develop naturally over the course of a Saga. Long sessions played out over weeks and months will allow your Hero to change the world, but it will also allow the world to change your Hero. We’ve found that character’s personalities grow and develop naturally as the player plays them more and they become more comfortable remaining in character. Additionally, in a world where Hero death is not uncommon, there may not be need to write a novella about your character's backstory if they don't survive their first Raiding Season. Therefore, rather than creating a complex system of tables and charts to augment something that will ultimately come naturally, to help you while starting out on your character’s Saga, we’ve devised a few questions to work through. Appearance: What does your character look like? Are they tall? Short? Beyond basics like hair and eye color, how do they dress? How do they stand? How do they walk? Personality: Not all Drengr fit the Gallian stereotype of drunken, bloodthirsty, fatalist buffoon. But, of course, stereotypes exist for a reason, so maybe your character does. What does your character love? Like? Hate? Were they forced into their life of raiding, or does it suit them? Temperament: How easy to provoke is your character? Are they more likely to use their sword, their wits, or their feet to get out of a dangerous situation? Flaws: Nobody's perfect. What's one thing about your Hero that they, or their warband, may not care for?

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3

c Raiding

hapter 3

There was the splash of oars and the clash of iron, Shield smashed against shield, The Vikings rowed on; hurtling beneath the heroes Surged the leader’s ship far from the land. -The First Poem of Helgi Hundingsbani, v.27 Raiding arose from our experiences with previous games, where we encountered the problem of traveling. Not how to travel, per se, but how to make travel interesting. How do you make getting to wherever your adventure will be worth the trip, rather than merely “cut-scening” through the journey or having it broken down into a series of relatively meaningless encounters? Our answer in Sagas of Midgard is Raiding, in which you take your warband to a settlement and seek to plunder, kill, and destroy your foes to gain treasure. Raiding is the primary way by which your Heroes will gain Hacksilver, and as such, one of the primary ways they will gain Favor.

Setting the Stage Wits are needful for someone who wanders widely, anything will pass at home; he becomes a laughing-stock, the man who knows nothing and sits among the wise. --Havamal, v.5 To begin your raid, you (or, more likely, your Skald) will find a suitable raiding-spot. This may be a competing jarldom. It may be a monastery on distant shores. It could even be a foreign capital over land and sea, promising untold riches but heavily defended. In the beginning, your raiding targets will likely be determined by another character in the world. As you grow in power and acquire Settlements of your own, you’ll likely have more autonomy. Each settlement (including yours) is given a Settlement Rating (SR). This represents the difficulty in getting to the town and

raiding it for treasure. For player settlements, this level is derived from the total number of upgrades built in the settlement and is discussed later in this chapter. You may raid a settlement up to twice your own settlement’s level; this represents the latent level of defense in a large settlement and the need for a commensurate force to even think about raiding successfully. If you wish to increase the size of your warband, you’ll need to team up with another settlement or hire mercenaries (below). The minimum SR for a settlement is 3; anything else is not worthy of a warband and awards no Hacksilver. The SR works similarly to the base 10 difficulty ratings found elsewhere in the system. An SR 3 settlement would have a base rollover of 30, with any bonuses you have from character abilities, artifacts, or settlement bonuses being added in. The SR also represents the numbers of challenges (die rolls) necessary to overcome the town before the Assault Phase. Taking a simple, unarmed monastery as an example: Your first roll may be to get there (Navigation), then plan your assault (Planning) and ride out to defeat the village guard (Tactics) before actually attempting to overtake the monastery. Typically the final roll will be the assault on the settlement, though this can vary. The rolls before the Assault Phase will determine how well your warband does before finally attempting to pillage and overtake the settlement. Making rolls against the base rollover, the Skald will keep track of successes vs. failures and inform you of the bonus (or detriment) to the Assault Phase. Consecutive Successes and Failures will also "stack" against you, for better or for worse. For instance, if your warband succeeds three times, you will have a total of +30 to the Assault Phase (+5 for the first success, +10 for the second, +10 for all additional in

Fail by

Pass by

10 or less: no effect on Assault Phase

10 or less: No effect on Assault Phase

11-50: -5 on the Assault Phase

11-50: +5 on Assault Phase

50 or more -10 on the Assault Phase

50 or more: +10 on Assault Phase

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Raiding the "streak"). Any failure will "reset" the streak, and consecutive failures work the same way (-5 for the first, -10 for the second, etc). If you succeed or fail by 50 or more during one of these "streaks", simply add or subtract an additional five.

feel free to use any or all of these in combination (or create their own!) to create a story for their raid; conversely, you can truly throw the warband to the winds and roll at random on the tables below to create their raid.

How to Run a Raid

Another Take: Player-Driven Raids

We fought with swords: the spear resounded: the banners shone upon the coats of mail. I saw many a warrior fall in the morning: many a hero in the contention of arms. Here the sword reached betimes the heart of my son… He was a youth, who never knew what it was to fear. --Krakumal, v.17

Another way to look at raids (especially when the Heroes have gained some skill and understanding of the game system) is to let them dictate the first few steps, with the Skald to tell them the results of their actions. This allows for greater player creativity but may make things more difficult on the Skald if he’s trying to point the players in a specific direction or a specific challenge, and it may make things more difficult on the players if they’re not sure how to approach a certain situation.

As stated above, the raid mechanic exists within the Saga System for three reasons: ◊ ◊ ◊

A mechanic by which players may gain treasure A mechanic by which players may thematically and cinematically reach the destination of their adventure. A chance to plunder and pillage like good Vikings.

To run a raid, the Skald will present a scenario (or use the examples given with each Raiding Roll subheader below).. Either he or the players (see below) will elect a Raiding Roll for the players to make. The party may choose which Hero will roll and apply his bonuses, but a different Hero must make each roll. All Heroes must make a roll before a Hero can roll for a second time. Additionally, the same roll cannot be made consecutively. This rule, along with occasional "intrusions" from the Skald, will help remind the players that they are all leaders of their warband and encourage diversification. Certain scenarios may favor or hinder the warband, changing the rollover. This also allows the Skald to have a bit of a hand in the raid’s progression. At the end of the Raid (typically dictated by the Settlement Level), the Heroes will roll for the Assault Phase. A raid for newer Heroes is 3-5 rolls; a raid at higher levels is 10-15 rolls. Therefore, it’s important for both players and Skalds to remember this and to allow for vivid description when running (or playing in) a Raid to make it more than rolling dice back and forth at each other for no true reason. Example Time: A Boring Raid Skald: You guys have to attack the village of Arundel. It’s level 3. Roll for Navigation. Badimur: I roll a 35. Skald: Good job. Now you’re there. Roll for planning. Sigrun: I roll a 6. Skald: You did a bad job planning. You get a -10 for the assault phase. Now roll for Scouting. Morotar: I rolled a 57! Skald: You kill a bunch of people. Now roll Assault. Badimur: I roll a 48. Skald: You kill more people and take their treasure. You get 30 hacksilver to divide among your party. The end. ...Are you asleep yet? We are. The Raid is as interesting as you make it, which is why we’ve included tables to help guide you on the creation of challenges for players to overcome. Skalds can

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Our Preference: Give-and-Take Raids Your group may prefer one way or another (to be led by the nose or to have a completely open-ended raid experience), but our favorite way to run raids is by running them as Give-and-Take: namely, that the Heroes and Skald take turns choosing which roll to use and what scenario it creates. For example, say the Hero Gunnar chooses to lead a scouting party into the woods to learn what parts of the enemy settlement are weakest. He rolls poorly, and his scouting party is ambushed and he is forced to retreat, the enemy hot on his tail. The Skald could then force a Tactics roll to resolve the effect of the previous roll.

Raiding

Navigation The torch of doubt and chaos is what the sage steers by. -Zhuangzi Navigation is the ability to get where you're going expediently and with minimal losses. The land and seas themselves hold enemies and can be enemies themselves. Navigation is the domain of Thor; excepting other bonuses, your Navigation roll will be equal to your Might of the Storm bonus.

Navigation Examples You see scales shimmering beneath the surface of the the water; could that be Jormungundr? You attempt to sail around him. Whirlpools emerge in the sea, threatening to pull you down. Vicious waves have battered the rudder of your ship. It is extremely difficult to maneuver. Thor is angry with you, striking the mast of your ship. It will take great strength and shipwrighting to keep the sails up and your longship afloat. Smooth sailing and decent winds make for a relatively uneventful trip. Rocky shores threaten your ships and leave no good place for landing. You and your crew come across an island where there should be no island. After coming ashore to investigate you notice something very strange about the island…..it’s a giant fish! He moves in front of you, taking the brunt of the sea’s waves as you attempt to ride in his wake. A storm appears at your back, giving you favorable winds. The winds, thankfully, are calm. Very calm. Perhaps too calm. Your enemies set traps for you along the river. A large chain is stretched across the water blocking your progress up stream. Though a storm swirls around you, looking up you see nine beautiful women flying above your warband. The Valkyries attempt to shield you from the wrath of the sea.

Planning

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But Mouse, you are not alone, In proving foresight may be vain: The best laid schemes of mice and men Go often askew, And leave us nothing but grief and pain, For promised joy! -Robert Burns, "To a Mouse" Planning is often the first undertaking of a raid done at the MeadHall, and involves the entire logistical undertaking of a raid; how many men to bring, which way to go, the best angle of entry into a beachhead or settlement. Once at a raid-site, Planning can help you set up your camp or divide your men into different, smaller raiding parties. Planning is the domain of Odin; excepting other bonuses, your Planning roll will be equal to your One-Eyed Wisdom bonus.

Planning Examples Illness overtakes your camp as you drink down-river from the settlement. Your vala and healers seek to stem the disease as you seek a new source of water. Your vala spot a bad omen on the horizon. The gods may not agree with your course of action. A change of plans may be in order. You attempt to muster a well trained warband before the raid begins. Drought has struck your village. You attempt to trade with a neighboring settlement to ensure your men have enough to eat. Your vala cast runes, seeking to learn the exact number and strength of your foe. Your vala cast runes, seeking to learn the exact number and strength of your foe. Using all the information available to you, you attempt to determine how long it will take the settlement you raid to receive reinforcements from the nearest garrison. You find a waterfall upriver. It will take considerable planning, effort, and execution to get your ships past it. Your vala tell you that a blood sacrifice is in order. You sacrifice three goats and paint yourselves in their blood to attempt to gain the favor of the Alfather.

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Raiding

Scouting

Treachery

The real voyage of discovery consists not in seeking new landscapes, but in having new eyes. -Marcel Proust

Old age and treachery will always beat youth and exuberance. -David Mamet

No matter how well you plan and no matter how swiftly your ships carry you to a new place, you are still a pilgrim in an unwelcome land. Scouting parties will provide your warband with invaluable information as to the best way to proceed. Scouting is the domain of Freyja; excepting other bonuses, your Scouting roll is equal to your Force of Nature Bonus.

Scouting Examples You approach the village and find it abandoned and the valuables missing. No doubt the cowards have run away seeking shelter from the nearest fortification. You must track them down before they make it there to have any chance of a successful raid. You send a number of your Warband ahead as scouts to divine the exact number and location of your foe. Your scouts find submerged stakes near the landing zone that could be devastating to your forces if they are not notified before disembarking for battle. Your scouts find some tracks in the woods. Believing that they belong to your enemies they track them to a nearby cave and are ambushed by a native predator of the lands. Your scouts go out and come back with plant roots and funguses that they believe will give your men great fury in battle. Your scouts look for high ground to find the best vantage point from which to attack. You perform the divining rites of veleda, trying to see the future set before you. You pass the mead-cup, giving thanks to Freyja and the gods, and your skalds regale you with the legends of the Gods. The more you drink, the more you know they are with you. Your scouts find the best possible place to lay an ambush outside of the Settlement. They may be able to catch cowards running away with their goods or reinforcements coming to aide the village. Your men find an enemy scouting party and steal their clothes and armor. They attempt to get ever closer to the settlement to find as much information as possible or open the gates. Your hunting parties slaughter wild game and drop their meat, hidden, near the enemy camp to distract any guard dogs.

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You understand that there is no such thing as a fair fight. To enter into a battle you may lose is not valor, it is stupidity. You understand that there are ways to tip the scales of battle in your favor. Treachery is the domain of Loki; excepting other bonuses, your Treachery roll is equal to your Light Hands bonus.

Treachery Examples You make your way upriver, seeking to (literally) poison the well. It is said that the captain of the guard of this Settlement values wealth over loyalty. You may yet be able to strike a deal with him. You call for negotiations with the ruler of the settlement. When his emissaries ride to your camp, you attempt to take them hostage. Your enemies use dark magic against you. Somehow the water itself burns and tries to consume your warband. Your men attempt to disguise themselves as guardsman of the local settlement sneak inside their gates and leave them open. Seeing the movements of enemy scouts, you bring your whole force at them at key choke points, convincing them that your number is greater than it is. Through lies, deception, and manipulation, you are able to convince some of the town guardsman to change sides and help your Warband. Your men are able to sneak up to the town, locate the main guard house, and burn it to the ground. Some of the men from your party have been taken hostage while scouting ashore. Your enemies say they will murder them if you do not surrender. You attempt to convince the town either that a band of giants is set to attack and the only way to survive is to join together. You may also convince the town's leadership you have something very magical and beneficial to share with the town. You order your men to remove the figurehead from your ships, thus convincing your enemies that you are here for peaceful trade. They will quickly learn that you are not. You attempt to convince the enemy that your warband is much larger than it actually is. Perhaps you have each of your men light 3 campfires at night to give the illusion of a large force camping for the evening.

Raiding

Tactics Forward! He cried from the rear, and the front rank died And the generals sat, and the lines on the map moved from side to side -Pink Floyd, "Us and Them" Where Planning refers to the ability to handle logistics and create a plan, Tactics refers to the ability to engage in small scale skirmishes and wear down the settlement's defenses before the Assault Phase. Tactics are the domain of Tyr: excepting other bonuses, your Tactics bonus will be equal to your Natural Leader bonus.

Tactics Examples Marching toward the settlement you are flanked from behind by a cavalry charge and must attempt to repel the riders and keep your Warband intact. A famous priest has come forth from a distant land declaring you to be an affront to the Gods. The garrison of the town rallies around them and prepare themselves to fight to the death to slay the infidels. A group of enemy archers hides in the bushes along the river. They begin to shoot flaming arrows at your vessels. A band of giants assemble on the rocky shores above you. They throw boulders at your ships and call taunts at your men. Your Warband is met on the way to the settlement by the garrison which has sallied forth in the settlement’s defense. If you want to reach the town, you’ll have to fight your way through them. You establish a defensive perimeter and send a battering ram to the gate. Archers pepper your Warband with arrows as you attempt to smash through the gate. You make your way to the walls of the settlement. Picking your strongest and bravest, they make their way over the walls to sow chaos in the streets and open the gate. The enemy’s garrison sallies forth to do battle with you in the forest, but they are unable to maintain ranks in the dense trees as you outflank them. The enemy settlement is overtaken with disease, and its garrison is smaller than your scouts had reported . The reputation of your warband precedes you, and much of the enemy army has deserted.

Mercenaries: Who Says You Can’t Buy Friends? Sometimes a Jarl’s eyes are bigger than their proverbial stomach and they wish to raid a settlement larger than their warband can handle alone. At this point they can either enter negotiations with a neighboring settlement to join them (and, presumably, share treasure), or you can hire mercenaries.

To hire mercenaries for the purpose of being able to raid a Settlement you previously could not, you will need to pay these for-hire warbands 10 HS per “effective” level you wish them to bring along, as well as 20% of your total “haul”.

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For example: Jarl Drakmar had a vision where Odin showed him his destiny and has set his eyes on Hlymrek, a Level 10 Settlement. His village, Voss, is only Level 3. If he wants to be able to attempt a raid, he will need to hire mercenaries at an initial cost of 40 HS. They set off for Hlymrek and have a rough time of it; the settlement stands but Drakmar and his men are still able to make off with 70 HS. The mercenaries would take 14 HS for their trouble and be on their way. During a raid, there may also come a time when you are faced with bad luck or bad fortune; at this point, rather than turn your tail and run, it may behoove you to hire mercenaries. Mercenaries offer a one-roll bonus of +20 to whatever the next phase of the raid is and can be hired at any time before the roll. They cost 4 HS X the level of the settlement you are raiding (so a level 5 mercenary would cost the party 20 HS). The actual effect of the mercenaries depends on the roll they are attempting to manipulate; for instance, mercenaries hired for a Tactics roll might be a band of locals paid to take up arms against their ruler, where mercenaries hired for a treachery roll may be a distant relation of the settlement’s ruler vying to become king himself. Players and Skalds are, as always, encouraged to work together to find mercenaries that make sense within the context of the raid.

Assault Phase The king's palace is an easy place to enter but hard to leave. -Egil’s Saga, c.69 Once all preparations, scouting, and skirmishes have been done, the moment of glory is upon you: it’s time to raise up your warband and attempt to plunder the Settlement. Your warband may be aided or hampered by its preparations and the fates that have befallen it, but no matter. The Gods demand blood, and your men demand treasure. The amount of Hacksilver gained is divided up amongst the Heroes, evenly unless the Heroes choose otherwise. The Assault Phase is a straight roll, made by whomever the party thinks is the luckiest. Add (or subtract) any modifiers based on your "running total" throughout the raid, as well as any situational bonuses (Artifacts, Runes, etc) against the Base Rollover of the settlement. Your result on the Assault Phase roll determines how much Hacksilver you will receive. The base rollover of a settlement (its level x10) also represents the base HS to be gained by raiding it.

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Raiding

Assault Phase Table

1 or Less: Your warband is absolutely decimated. You get 50% Base HS and you suffer 5 points of damage that cannot be healed until the next Raiding Season. 1-25: You are repelled away, forced to grab whatever scraps and valuables you can as are you taken back to your ships. You get 75% Base HS. 26-50: Although your warband comes away bloodied, you are not totally defeated. You run roughshod through the enemy Settlement, carrying away as much as you can. You receive Base HS. 51-75: You gain the momentum of the battle and plunder the town, stopping just shy of the town center before heading back to your ships. Base HS +25%. 76-99: You smash your way through the town center and the outlying areas, bringing back as much treasure as you can carry (and then some). Base HS +50%. 100 or greater: The Gods are with you. You take everything of value from the town and reduce its defenses to cinders. Gain Base HS +50% and you may receive either: Danegeld: You reach an agreement with the ruler of the Settlement to keep it from being reduced completely to ashes. At the start of the next Raiding Season, you will receive an additional Base HS + 50%. Divine Right: The Gods have clearly deemed you worthy to run this Settlement. You slaughter the ruler and their family and claim it as your own. Work with your Skald to determine the stats and upgrades of your new Settlement.

Failing a Raid: What Now? It’s important to remember that even a successful raid doesn’t necessarily mean burning the entire city to the ground and salting the earth beneath it; raiding involves some destruction (what doesn’t to a Drengr?) but there’s a lot less effort involved in smash-andgrab then there is in the systematic destruction of a Settlement. As such, even a “failed” assault phase doesn’t mean your entire warband was met with ruin (though for narrative purposes some Skalds may occasionally use that). It simply means that the town’s defenses were able to repel you before you got as much treasure and plunder as you may have preferred. Since victory in a raid is never assured, it’s important for Skalds to have contingencies; perhaps whatever the Heroes are trying to do becomes more difficult if the town they were trying to raid still stands against them, but a failed Raiding Phase should never lead to a failed Adventure Phase.

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Raiding

Settlements One's own house is best, though small it may be; each man is master at home; though he have but two goats and a bark-thatched hut 'tis better than craving a boon. --Havamal, v.36 Every Drengr needs to place to call home. For you and your warband, it is their Settlement. Settlements refer to a Warband’s base of operations. As heroes begin, they may find themselves in the service of a jarl or a king and working within a Settlement. Perhaps the Heroes themselves have intentions of turning their small fishing village into a place of great glory and riches. However they find themselves there, a Settlement for new players should be a humble place, allowed to grow and develop with the players. Claimed Settlements: Each Hero may claim one settlement as home each raiding season. Obviously, Heroes who have positions of authority are more likely to be bound to a certain Settlement; others may not wish to be tied down so tightly and can move between Settlements of different Heroes each raiding season.

Creating Your Settlement Conquering the world… is easy.. Governing is hard. -Genghis Khan Your Settlement won’t be much to begin with at the beginning of your Saga. It’s likely that you and your fellow Heroes will be living together in your Settlement under the watchful eyes of a Jarl. Perhaps one of you recently ascended to the position, or perhaps you and your fellow Heroes are family who have opted to co-rule your settlement. Wherever you find yourself, you and your fellow Heroes may use the Hacksilver you gain from your Raiding and Adventures to purchase Settlement Upgrades.

Settlement Upgrades Planning Upgrades When beginning your Saga, your settlement will be Level 3. This means you will start with a Mead-Hall and Two upgrades of your choosing; the group should choose upgrades that accentuate the weaknesses of their character’s raiding abilities. For instance, if no one is a Tyr build, the party will lack Tactics bonuses; as such, they may choose to have a Smithy as a starting upgrade so their warband has better weapons.

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the Settlement, it raises the level of the Settlement by one and counts toward the upgrade limitations of the MeadHall. For instance, a Tier 2 Settlement Upgrade will lift the level of the Settlement by two, and count as two of the four allowable upgrades for the Mead-Hall.

Mead-Hall (+10 to Planning, free): Every settlement starts with a mead-hall as its first upgrade (making it Level 1). The Mead-Hall as a settlement center can support up to four upgrades (Up to Level 5); after that, it must be upgraded to a Feasting-Hall. The Mead-Hall is the center of Drengr life and culture. A large hall with a hearth, it gives Drengr a central meeting place to eat and drink with their peers and their Jarl. A basic Mead-hall is basically one large room, with small quarters for the Jarl and his family in the back. Feasting-Hall (+20 to Planning, 60 HS to build, Tier 2): A Feasting-Hall is a mark of wealth and power for a settlement. No longer merely a large building with hearths within, the Feasting-Hall is a monument to the people of the settlement and the glory they’ve brought to themselves and to the Gods. A Feasting-Hall is likely to have several more rooms, more deluxe accommodations, and greater storage for wealth, weaponry, and supplies. A Feasting-Hall can support up to eight total Settlement upgrades (a level 9 Settlement). Great-Hall (+30 to Planning, 90 HS to build, Tier 3): “Extravagant” isn’t overselling your town center when you finish your great hall. Skalds from all corners of the Drengrs compare it favorably to Valhalla or Bilskirnir, the Halls of the Alfather and Thor, respectively. Your Great-Hall has dozens of rooms featuring the legends and spoils of your settlement, as well as offerings to the Gods. A Great-Hall can support up to twelve total Settlement upgrades (up to a level 13 settlement).

Navigation Upgrades Dock (+10 to Navigation, 30 HS to build, Tier 1): The Drengr are known for their longboats, and these longboats need somewhere to call home. The Dock allows your Settlement a place in which your ships can arrive, depart, be loaded/unloaded and kept safely. Harbor Complex (+20 to Navigation, 60 HS to build, Tier 2): Beyond merely a place to keep your ships, the Harbor Complex streamlines your entire raiding operation. Now, quartermasters ensure that all supplies are accounted for, and your boatwrights are able to work full-time on their beloved works of art. As a result, your ships become faster, stronger, and able to be deployed at a moment’s notice. Shipyards (+30 to Navigation, 90 HS to build, Tier 3): Word of the beauty and speed of your ships has reached far and wide due to your shipyards. Here, master boatwrights create true works of efficient beauty that are taken directly to your harbor after being manufactured.

There are no other restrictions on the order in which you may build Settlement Upgrades; however, you must build them in tier order (1, 2, 3). Each time a building is built or upgraded within

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Raiding

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Raiding Tactics Upgrades Smithy (+10 to Tactics, 30 HS to build, Tier 1): An army is only as strong as the weapons it can bring to bear, and the Smithy is a great first step to outfit a Warband. Trading in homemade weapons and old family blades for equipment made by a trained artisan, the Smithy helps to bring the full ferocity of a Warband to bear. Training Yard (+20 to Tactics, 60 HS to build, Tier 2): Once outfitted with weapons, the Warband needs martial discipline, and a Training Yard (and its resultant attendants) help to ensure the instillation of that discipline. Master Sergeants, staffed and in residence at the Training Yard, teach the Warband to move as one to destroy their enemies upon the field. Barracks (+30 to Tactics, 90 HS to build, Tier 3): Men who train together stay together, and the Barracks allows your Warband, normally farmers and merchants who go off to war when the Jarl wills it, to become a separate military class. The creation of a Barracks in the shadow of a Training Yard allows for year-round training and the establishment of an elite fighting group.

Scouting Upgrades Herding Pastures (+10 to Scouting, 30 HS to build, Tier 1): The best way to understand nature is to be in nature. Although much of Drengr life concerns war, an army goes to war on its stomach, and being able to navigate fields and woods is the first step in creating effective scouts. Sacrificial Fire (+20 to Scouting, 60 HS to build, Tier 2): Blota, the ceremony held to honor the dead (and their journeys to the Gods), are often held by priestesses of Freyja. Placing a permanent fire pit (and providing permanent sacrifices) is as good a way as any to please the Flaxen-Haired Goddess. Temple to Freyja (+30 to Scouting, 90 HS to build, Tier 3): Although all of the Gods are needed for victory in battle, when moving through nature and seeking to divine the thoughts of your enemy, asking Freyja for guidance and glorifying her will serve you well.

Treachery Upgrades Alchemist (+10 to Treachery, 30 HS to build, Tier 1): The knowledge to heal also grants to knowledge to kill and the Alchemist, well known to the town and its citizens, is typically a foreigner with great knowledge and a relatively “flexible” moral code. Abandoned Mine (+20 to Treachery, 60 HS to build, Tier 2): While a settlement’s leadership may publicly decry and deny using methods that some may see as treacherous, in the end the prudent leader knows that victory is what matters. To that end, an Abandoned Mine (or other such cave or private place) allows the users of Occult and Forbidden Arts and Poisons a place to meet, exchange knowledge, and practice their craft for the advancement of the Settlement.

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Blood Altar (+30 to Treachery, 90 HS to build, Tier 3): Alfather demands blood for his Favor, but he is not the only one. The Blood Altar allows for any practitioners of shadow to enact sacrifices (human or otherwise) to allow anything it takes to achieve victory in a Raid and, although at some moral cost, bring victory and glory to the Settlement.

Additional City Upgrades Attack Upgrades When you decide to attack, keep calm and dash in quickly, forestalling the enemy. Attack with a feeling of constantly crushing the enemy, from first to last. -Miyamoto Musashi, A Book of Five Rings Trading Route (+2 to Attack Rolls, 30 HS to build. Tier 1): You have set up trading routes with settlements both near and far. Your knarr cargo vessels bring you materials and weapons from faraway lands. Aging Champion (+4 to Attack Rolls, 60 HS, Tier 2): A warrior of great renown whose best days are behind him, this champion still has much to teach. Master Blacksmith (+6 to Attack Rolls, 90 HS, Tier 3): The quality of this blacksmith's work is so great that it is whispered he is a duergar dwarf from Nidavellir. In any event, the blacksmith that you've recruited creates weapons that are, of themselves, legends and they aid you in battle.

Settlement Defense Upgrades The strength of walls depends on the courage of those who guard them. -Genghis Khan Town Guard (+2 HP, 30 HS to build, Tier 1): Although all Drengr are given some training in the ways of war, it takes more than a strong arm to defend a town. A Town Guard is a group of permanent semi-professional soldiers who are sworn to defend the Settlement against all enemies foreign and domestic. Palisades (+4 HP, 60 HS to build, Tier 2): Walls help, but walls are expensive and Drengr don't love them. What they do love are spikes. Palisades will repel enemy cavalry and slow enemy infantry, allowing your town guard to rain death down upon them. Watch Towers (+6 HP, 90 HS to build, Tier 3): A perfect place for princes to keep their view. Watch Towers throughout your settlement and territory make invasion much more difficult as wouldbe invaders have to blunt their spears on forts throughout your territory and allow the rest of your militia to be prepared for a battle.

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Raiding Special Upgrades

Coming Home To Ashes: So Your Settlement’s Been Raided

Seers (+20 to Assault Phase, 10 HS initial investment, 50 HS and material component recurring, see within, Tier 1): Blind but with the eyes of the Gods, and decrepit yet still unnaturally spry, the Seers of Odin cast runes and bones to help individuals and wouldbe Heroes realize their fates. For 10 Hacksilver, the Seer's Hut will be constructed and their material needs met. From then on, the Seer can look into the future and with the help of the Gods see what your enemies have in store. To do this, they will require 50 HS as well as a material component relevant to the Settlement you are attempting to Raid (as determined by your Skald). When these conditions are met, the Seer will look into the future and tell you how best to defeat your enemy, granting a one-time bonus of +20 to the Assault Phase.

It may come to pass that while you are at a raid, you come home to find your settlement in tatters. At any point, you may lose any or all of your settlement upgrades to raiding, fire, flooding, famine, plague, etc. In the event of having been raided, this is a good way to establish your next raid as you seek revenge.

Multiple Settlements: Where to Hang One’s Hat Eventually, players may become separate Jarls and Kings in their own right. While leading multiple settlements, you may claim one settlement at a time. You receive only the bonus from the settlement you are currently claiming.

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If your settlement falls under attack while you are there, congratulations! You will have a chance to save some or all of it. Your Skald will set a "level" for the attacking raiding party and it will be played as a normal raid with appropriate rolls (Planning, Scouting, etc). The "Assault Phase" will represent your attackers' final attempt to gain access to your mead-hall and plunder your town. The Base HS is the same as any other raid.

Raiding Use the modified Assault Phase table below: 1 or Less: You lose three Settlement Upgrades. If this reduces your Settlement Level to 0, the Settlement is permanently destroyed. 1-25: Lose two Settlement Upgrades. 26-50: Lose one Settlement Upgrade. 51-75: Lose no Settlement Upgrades. 76-99: You drive the attackers back and take 10 HS per Hero worth of loot from their dead. 100 or Greater: You lose no settlement upgrades and gain 20 HS per Hero worth of loot from the attacking force. Additionally, you capture the enemy leader: if you choose to spare him, he will either pay for your next Settlement Upgrade or become your loyal, if somewhat unwilling, vassal.

Getting Your Affairs in Order: Settlements and Character Death …And it has been saved, but not for me. It must often be so… when things are in danger: someone has to give them up, lose them, so that others may keep them. But you are my heir: all that I had and might have had I leave to you. -J.R.R. Tolkien, The Return of the King

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new Heroes may emerge it may or may not affect the Settlement. However, if the Hero was a Jarl or a King with his own settlement, at the Skald’s discretion it may either pass to one of the dead Hero’s children (who may be the player’s next character) or, if there are none, to another Hero (perhaps the player’s new Hero) or, if it serves the Saga, descend into civil war. Additionally, a citizen of that settlement (again, perhaps the player’s next character) may challenge whomever takes over the settlement to holmgang, with the winner becoming the new leader of the settlement. Skalds, as always, retain final rights on the events of the game but they should strive to work with their players for the best outcomes.

Defining Your Settlement Like creating a character, your settlement is more than a set of numbers that you roll against other numbers; it’s your home. What makes your settlement yours? Is it the spoils you bring back? The upgrades you provide? The citizens who look to you for guidance and protection? If you are a ruler, do you rule with mercy? With an iron fist? How do your citizens react to you? Does the way you rule make powerful citizens covet your power?

We established at the beginning of Chapter 2 that Heroes can (and will) die in the service of the Gods. What, then, comes of their Settlement? Ultimately, this will come down to your Skald and the circumstances of the game at that moment. If the Hero did not have his own Settlement and shared one with the other Heroes, although

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cRunecasting

hapter 4

I know that I hung on a windswept tree nine long nights, wounded with a spear, dedicated to Odin, myself to myself, on that tree of which no man knows from where its roots run. With no bread did they refresh me nor a drink from a horn, downwards I peered; I took up the runes, screaming I took them, then I fell back from there. -Havamal, v.138-139 The Runes of Power are etchings left by the Gods as markers, warnings, and blessings throughout the Nine Worlds. Originally discovered by Odin following his hanging on Yggdrasil, they were then used throughout Midgard by the Gods. As the Gods left Midgard, the Runes took on different forms, seen in the divination of the vala: a means of casting lots with sacred characters to speak of one’s fortunes. Still, the Runes of Power remained, spoken of in whispers. Now people have begun to find them.

Finding Runes Today, the Runes of Power are sought by runehunters, and are distinguished from the divination runecasting of Freyja’s vala. The Runes, properly cast, have amazing (if fleeting) effects, and in the hands of an expert can create power rivaling the Gods. While adventuring, Heroes should be on the lookout for Runes of Power. They are often found in holy places, shrines, and temples, but a canny adventurer will find them scattered throughout Midgard. Runes are meant to be used, so Heroes should find Runes such that they each have between 1-4 Runes in their inventory at a given time. There are no specific rules for how many Runes a character may hold, and Heroes built for Runecasting may choose to hold more. However, given their power, if Heroes try to "hoard" Runes, then it is at the Skald's discretion to slow down giving them out. A good rule of thumb is to have the Heroes find roughly as many as they use; this encourages Heroes to use their Runes and ensures that there isn't a "stockpile" effect. If your players are stockpiling Runes, simply throw more difficult, dangerous challenges at them; given the choice between dying and losing a rune, most Heroes will choose to use their Runes.

Using Runes Using Runes is an action like any other ability. Unless stated in the description of the rune that no roll is required, you must attempt to "hit" each affected enemy with a Runecasting check. Runecasting is found in the Domain of Odin (see Chapter 2) and can be bought like any other skill. When making an attack using a rune, use your Runecasting SP bonus like you would with a weapon or spell attack. Every Drengr Hero has some innate knowledge of rune usage: they receive a bonus to their roll with runes equal to 1/4 their total Spent SP. Any bonuses from A Second Spell I Know or A Third Spell I Know are added onto this bonus. Every Hero may use runes in the First Position; for a relatively small expenditure (30 SP total) you can access the Second and Third Position effects of Runes. Anyone who has spent the SP to utilize Runes may cast up to three (chaining them together utilizing their first, second and third position effects) runes at a time. These runes are one time use only: no matter how many you choose to use, once the rune has been cast, it is gone and must be found again in the world before it can be re-used. Any rune that has a duration begins upon cast; this allows the caster to gain benefit from it immediately and starts the duration timer (so a rune that lasts for three rounds begins round one immediately upon cast). Rune effects end at the end of the caster's turn when the duration would expire. Random Rune Table: Your characters will start with (and encounter along their journey) runes of power. While we encourage you to “cast” runes from a bag if you have them, we’ve also included a table here for reference to roll upon. While the runes below are in English alphabetical order, the random rune table below is presented in the order of the original Elder Futhark .

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Runecasting

Random Rune Table 1-4 Fehu 5-8: Uruz 9-12: Thurisaz 13-16: Ansuz 17-20: Raido 21-24: Kaunan 25-28: Gebo 29-32: Wunjo 33-36: Hagalaz 37-40: Naudhiz 41-44: Isaz 45-48: Jera

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49-52: Ihwaz 53-56: Pertho 57-60: Algiz 61-64: Sowilo 65-68: Tiwaz 69-72: Berkanan 73-76: Ehwaz 77-80: Mannaz 81-84: Laguz 85-88: Ingwaz 89-92:Dagaz 93-96: Othalan 97-100: Reroll twice!

Runecasting

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Algiz

Elk sedge grows in the fen Waxing in the water, grimly wounding It burns the blood of those Who would lay hands on it. First Position: Choose up to five allies. For the next two rounds, you are warded by the Gods; you cannot take damage. Any character within this ward that attempts a damage-dealing action of any kind will end this effect immediately for themselves as well as their allies. Second Position: You gain DR 2 for the next three rounds. No roll is required. Third Position: Choose up to two allies. For the next three rounds, your hit points cannot be brought below 1.

Ansuz

The mouth is the source of the word Bringing wisdom and counsel to the wise Hope, inspiration, and a blessing to all. First Position: You ascend seamlessly into Odin’s Hall in your mind. As an action, you may receive an answer from the Alfather himself about any question. This takes the time of your action, at which point you are restored fully to your senses and situation. Second Position: The light of the Alfather fills you and your companions with wisdom. For the next five rounds, you receive +40 to the One-Eyed Wisdom Divine Ability. Third Position: The guile of Odin is with you. Choose an ally you can see. For the next two rounds, they may automatically succeed on any roll. They may choose to take this effect after making the roll.

Berkanan

The Birch though fruitless Sends out countless shoots Leafy branches, high crowned Reach to the sky. First Position: You gain a +30 to Scouting during your next raiding phase. Second Position: Choose up to five allies. You gain a +40 to Light Hands for the next 5 rounds. Third Position: Choose up to three enemies already hit by this rune cast. Birch trees sprout around them, halting their movement. 15 HP worth of damage (no roll required to hit) must be dealt to these trees (double damage from fire) to free themselves. This effect ends after three rounds.

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Runecasting

Dagaz

Day is the gods’ messenger The light of the gods grants ecstasy Good hope, and a boon to all. First Position: The light of the Gods emanates from you. For the next 3 rounds, all allies within axe range of you are healed 2 (+1/4 Runecasting SP) damage at the start of their turn. All enemies take an additional 1 (+1/10 Runecasting SP) damage from any abilities that cost favor. Second Position: Choose an ally within javelin’s range. For the next 3 rounds, that ally becomes an Aspect of Balder: they are immune to all weapon and magical damage but take triple damage from poison. Third Position: The runes are meant for naught but Odin. After this runecast resolves, all rune effects and status effects (positive or negative) on the battlefield are immediately ended with no roll required.

Ehwaz

The horse brings joy High on its hooves By heroes praised it is A solace to the restless. First Position: An ethereal aspect of Slepnir appears beneath you and you begin to ride it. For the next three rounds, you may attack from the creature’s back; you gain a +20 to dodge and a +2 to damage as the creature attacks in tandem with you. At the end of this effect the creature disperses and you land harmlessly on your feet. Second Position: You and your allies gain a bonus to your movement. For the next 1 (+¼ Runecasting SP) rounds, you may move two Distance Increments. Third Position: A stampede of magical horses appears around you. Roll to hit each enemy within axe range; on a hit, they are knocked back to javelin’s range and cannot move on their next turn.

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Runecasting

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Fehu

Wealth provides comfort, But you must share it who hope to cast lots For judgment before the gods. First Position: A huge boon of magical treasure materializes above you, falling upon an enemy of your choice. Attack any enemy you can see. On a hit, deal 5 + (1/3 Runecasting SP) damage. The treasure chest contains 20 (+½ Runecasting SP) HS. Second Position: The promise of wealth brings you and your allies renewed vigor. You and each ally within axe range gain +15 to hit for the next 2 rounds. Third Position: Your enemies are unfavored by fortune; for 3 rounds, any enemy within javelin’s range deal -2 damage (no roll required).

Gebo

A gift returns to adorn the giver With greatness and honor; it helps And heartens those who have nothing. First Position: Choose one ally within bow range. They recover 5 (+⅓ Runecasting SP) HP immediately. Second Position: Choose up to five allies. They recover 3 HP at the start of their turn for the next 3 rounds. Third Position: Pick up to three (+1/6 Runecasting SP) creatures within bow range. They recover 5 (+1/4 Runecasting SP) hit points immediately.

Hagalaz

Hail, whitest of grains, whirls down from heaven Is tossed by the wind And turns into water. First Position: A hailstorm rains down upon your enemies. All creatures within either axe range or javelin's range from the caster are dealt 3 (+1/3 Runecasting SP) damage (no roll required). Second Position: A maelstrom of ice and snow appears in javelin range. All creatures within an axe range are effectively blinded and move at half speed; they must utilize an action to move. This effect lasts two rounds. Third Position: Magical ice appears in bow range, with you as the center. For the next 2 rounds, any enemy who attempts to move in this ice falls prone and takes 3 damage.

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Runecasting

Ihwaz

Yew has rough bark without But holds the flame within Deeply rooted, it graces the land. First Position: Choose one enemy within bow range to attack. On a hit, fire consumes him from the inside out as his eyes turn to ash; deal 10 (+½ Runecasting SP) fire damage. Second Position: The fires of Yggdrasil burn within you and your allies, making you stand firm. For the next 2 rounds, any ally within javelin’s range of the runecaster cannot be knocked prone and gains a +20 to Force of Nature. This effect also allows you to walk over hazardous terrain without penalty. Third Position: Choose up to three allies within range of this rune-cast. The rough bark of Yggdrasil sprouts from their skin; they gain 10 temporary HP for three rounds. These are the first HP to be lost upon taking damage.

Ingwaz

Ing, first seen by the East Danes Later rode his wagon away Eastward over the waves Thus was the great god named First Position: You become overwhelmingly charming and irresistible. For the next ten rounds, you gain a +40 to Natural Leader and may make a roll (at that enhanced bonus) to seduce any non-hostile creature. What you do with them until the end of the rune effect is between you and the Gods. Second Position: Choose one hostile creature within javelin range. They become friendly to you and your allies and fight by your side on their next turn. Any damage taken from you or your allies will end this effect immediately. Third Position: Attack one enemy already affected by this runecast. On a hit, they are totally enthralled to you for two rounds; you may select their action for them and dealing them damage does not break the effect. Any action that would lead to their immediate death requires an additional successful Runecasting roll. A failure will not end the effect, but the thrall will take no action in that event.

Isaz

Ice is cold and slippery Jewel-like and glistening Fair to behold, the frozen field. First Position: Choose one creature with javelin range. On a hit, they are encased in a block of ice for 3 rounds. The block has 30 HP and takes double damage from fire. It is immune to ice damage. If cast on an ally, they may choose to have it hit them without a roll. Second Position: Choose up to 4 allies. For the next 3 rounds, they receive ice armor. Gain 5 hit points; these are the first to be lost to damage and take double damage from fire. Additionally, all affected by this Runecast gain DR 2. At the end of the third round, any remaining bonus HP are lost as the ice armor disintegrates.

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Runecasting

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Third Position: Your enemies are overwhelmed by biting cold emanating from you and your allies. For the next 3 rounds, any enemy who starts their turn within axe distance of an ally takes 3 (+1/6 Runecasting SP) cold damage (no roll required). This effect is not cumulative if more than one ally has this effect up at a time.

Jera

Harvest time brings joy When the Earth goddess Gifts us her bright fruits. First Position: A Feast of Valhalla emerges before you. Enough food appears to feed a warband. In the name of Odin, you are granted 5 Favor and may recover 75% of your total HP during a mead-break. If you are raiding, you gain a +20 to your next raid roll (cannot be used for the first raid roll). The feast disappears within 24 hours, with any uneaten food or drink falling back into the Nine Worlds. Second Position: Choose yourself or an ally within bow range. For the next three rounds, as your action you can channel a +15 bonus to their next action. This effect stacks if not used, for up to three rounds. Any damage taken on the caster ends this effect with no bonus granted. For Example, Morotar uses this rune on Badimur. At the time of casting, Badimur is granted a +15 on his next action that he elects not to use. Morotar channels this ability for another action, giving Badimur a +30 for his next action. However, Morotar is struck in the intervening period; the bonus is lost. Third Position: Deny the fruits of harvest to your foes. Choose an enemy already hit by this rune-cast. For up to the next five rounds. the enemy takes a -15 to any action for each round this is channeled. This effect is cumulative. At the end of five rounds, the enemy withers into dust and dies. Any damage taken by the runecaster will immediately end this effect.

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Runecasting

Kaunan

The torch we know by its flame Which brings illumination and light Wherever noble souls congregate. First Position: The cleansing fire of Surt is upon you. As the runes are thrown, fire and brimstone swirl in the sky. All creatures hit at javelin range suffer 6 (+1/4 Runecasting SP) fire damage (miss for half). Any creature struck by this is ignited by the flames of Muspelheim: until an action is spent to put them out, they suffer an additional 1 (+⅓ Runecasting SP) fire damage at the start of their turn. Second Position: The weapons of you and your allies within Axe range burst into flame. For the next 2 (+1/10 Runecasting SP) rounds, your weapons deal an additional 1 (+1/6 Runecasting SP) fire damage on a hit. Third Position: Choose up to 5 enemies already hit by an effect in this rune-throw. They cannot recover HP in any way for the next 3 rounds (no roll required).

Laguz

Water to land folk seems never-ending When they set sail on a heavy ship The huge waves overwhelm them And the seahorse won’t heed the bridle First Position: A tidal wave surges forth from your hands. Target all creatures directly in front of you at up to javelin range; on a hit, they take 3 (+¼ Runecasting SP) damage and are pushed one distance increment away from you. Second Position: You and your allies can move on top of water at normal speed for up to 10 rounds. You also gain a +30 to Navigation if used in raiding. Third Position: Choose up to three enemies already affected by this runecast. Aspects of Jormungandr appear and bite at them; for the next three rounds, gain a +20 to hit them and +2 poison damage.

Mannaz

We are each others mirth Yet one day must take leave For the gods will allot Our frail bodies to the Earth. First Position: You grow up to double your normal size. You are at a -10 to dodge but you deal +3 damage with any weapon attacks for the next three rounds. Second Position: For the next three rounds, any time an ally would take damage within javelin range, you may teleport to them and take that damage on their behalf. This action may be used up to twice in a round (defined as the beginning of your turn until the beginning of your next turn).

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Runecasting Third Position: Choose an enemy already hit by this rune-cast. They are shrunken down to half their normal size; for the next three rounds, they gain a +10 rollover to dodge but deal -3 damage (no roll required).

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Naudiz

Need constricts the heart But can bring Help and healing if heeded in time. First Position: Chains of Fenrir sprout near an enemy of your choice within javelin range. On a hit, the enemy is constricted; he cannot move and you gain a +15 to hit against that creature for the next 3 rounds. You may use this ability as your action a total of three times in this combat. Second Position: Need constricts your heart. For the next two rounds, you are in stasis; you cannot act or move in any way but you cannot be damaged. At the start of your turn on the third round, help and healing are heeded; your HP returns to full. Third Position: All allies within bow range of the caster are freed of any constraints. Restraint by enemies, manacles, natural effects and spell effects that limit movement are ended immediately.

Othalan

Home is loved by all Who prosper there in peace And enjoy a frequent harvest. First Position: Your people find pride in their work and the harvest is bountiful. All settlement upgrades cost 30% less upon return from your last raid for one season. Second Position: In times of strife, your people rally to the defense of your mead-hall. Gain a +30 to hit and +30 to dodge when fighting within a settlement that has been owned at any time by a Hero. Third Position: Despite bringing the sword, the people of a settlement you raid see you as a liberating king. You gain the ability to overtake a settlement or receive danegeld with a passing result of 76-100 during the Assault Phase.

Pertho

Gaming means play and laughter Among the high-spirited who sit Merrily together in the mead hall. First Position: Choose two allies within bow range. They may reroll a single roll they make within the next five rounds. Second Position: You understand in a moment of clarity that you are not a Drengr at all; you are a character in a game being played by cruel Gods. For the next ten rounds, gain a bonus to With Joy I Cease: If you use this ability to kill an enemy, you may kill up to five enemies instead. After this effect ends, you die and your party gains favor and your Death Boon as normal.

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Runecasting Third Position: You may add 20 to five defense rolls (Dodge or a Divine Ability used to avoid damage) of your choice. This effect may be used after the roll. This effect wears off at the end of this combat.

Raido

Riding is easy for heroes inside the hall It’s much harder astride a strong horse Pounding the great mile paths. First Position: Summon up to six magical, six legged horses. They can move overland at the speed of a regular horse and can travel over otherwise impassable obstacles with ease. These last for 1 (+1/10 Runecasting SP) hours. However, these horses are not made for battle; any damage taken will end this effect for the Hero that is hit. Second Position: Magical horses made from the clouds themselves appear. You and up to five allies are whisked at least twenty and up to 50 (+½ Runecasting SP) miles immediately to an area that you can see. Third Position: Four horses appear with animated spectral chains lashed to them. Choose an enemy already hit by this rune-cast. The chains wrap themselves around the foe as he is drawn and quartered; he is dealt 6 (+1/5 Runecasting SP) damage and is unable to move for two rounds at which point the horses dissipate and the creature falls prone.

Sowilo

The sun guides seafarers Who ferry across the fishes’ bath Until the seahorse brings them to land. First Position: Choose up to five enemies within bow’s range. On a hit, these enemies are overwhelmed by the light of the Gods; for the next two rounds, you and all allies gain a +20 to hit against them. Second Position: Your weapon is infused with the power of the Sun. You glow brightly, illuminating an area within bow’s range. For the next three rounds, you gain +3 damage to all weapon abilities. Third Position: Choose one enemy already affected by this rune cast. On a hit, this enemy is petrified for five rounds. On a miss, this enemy is blinded for three rounds.

Thurisaz

Thorn is wickedly sharp and causes pain To those who grasp it, hurt To you who rest among them. First Position: You create a field of magical thorns in one distance increment within bow range for 2 (+1/6 Runecasting SP) rounds. Any enemy who moves within that field takes 2 (+½ Runecasting SP) damage (no roll required). Second Position: Magical thorns grow out of your skin and over your armor. For the next 3 rounds, any enemy that strikes you with a melee attack dealing damage takes 2 (+1/4 Runecasting SP) damage.

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Runecasting Third Position: Choose an enemy already hit by this rune-throw. He must attack the nearest creature (friend or foe) for 2 rounds, dealing an additional 2 damage on a hit.

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Tiwaz

Tiw is a sign that spells Confidence to the noble; unfailing It holds true through the night clouds. First Position: All allies within bow’s range are immune to fear effects and have a +10 to Dodge for the next three rounds. Second Position: All allies within bow’s range gain a +10 to hit for the next three rounds. This can also give a +30 to the next Tactics rolls during raiding. Third Position: Choose an enemy in the range of this rune cast. For the next 5 rounds, they are challenged by you: They are compelled to attack only you, and do so at a +10 rollover. You gain a +20 to hit them. Any other creature trying to strike you or the challenged creature do so at a -20. Any damage dealt to another creature by you ends this effect immediately.

Uruz

The wild ox has great high horns With which it gores; a fierce fighter Who boldly stamps the moors. First Position: You summon an aurochs onto the battlefield. He gains a bonus to attack and HP equal to ½ Runecasting SP. This creature attacks enemies without abandon for 3 rounds; at which point he is dispersed. Second Position: You sprout horns on your head. For the next 3 rounds, you can use Gore in addition to any other action: Gore: You may move up to javelin range and seek to overwhelm your foe. On a hit (using your runecasting bonus as a rollover modifier), you deal 4 piercing damage and your enemy is knocked prone. Third Position: You gain the strength of an aurochs. For the next three rounds you gain a +40 to Might of the Storm as well as a +4 to damage made with weapon attacks.

Wunjo

Joy comes to you who know no sorrow Blessed with gain and plenty Content in a strong country. First Position: The fields of your settlement grow a bountiful harvest: Gain a +30 to your next Planning roll on a raid. Second Position: Your traders bring in more materials, and the builders work ever harder: Your next settlement upgrade costs 40% less. Third Position: Choose one ally within bow range affected by any status effects. Those effects end immediately.

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c hapter 5 Under the Hood: Playing (And Running) Sagas of Midgard

A good tabletop game system should run like a car; when it works, all of the pieces and parts work together to move a you forward. When something breaks, however, everything comes to a grinding halt. While it’s worth remembering that the Skald has final say on any disputes that arise during the game, this chapter, presented in two parts, should help both Heroes and Skalds make their way through the world and create a Saga worthy of retelling for years to come. The first section deals primarily with combat, and ways that the Heroes can interact with the world. The second section deals with running the game: this game system plays differently than many other RPG systems, and understanding the differences (or, at least, the philosophy by which they were created) will hopefully be helpful for Skalds in creating a Saga with your friends.

Combat Breakdown: What’s With All The Fighting? Drengr are many things. While they are also renowned merchants, explorers, and settlers, they are known among each other (and those outside the Drengrlands) by reputation as fierce warriors. Although their raiding parties are fierce (as outlined in Chapter 3), true Heroes are made not only in large battles, but in smallgroup combat against fearsome foes. Combat in Sagas of Midgard is broken down into rounds: a round represents about ten seconds within the game world. At the beginning of a fight, the Skald will designate who is within each Distance Increment and players will roll Initiative to determine turn order. Initiative is static (unless players Delay Turn) and unaffected by which Distance Increment you are in. On a player’s turn, he may do any or all of the following: ◊ Move one Distance Increment ◊ Use one Action ◊ Use one Fast Action (if you have any)

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Initiative

To determine your initiative for this combat, make a Light Hands check. Enemies use their base rollover as their initiative score.

Delay Turn

There may come a time when it is more advantageous to wait for an ally or enemy to act. In this case, you may Delay Turn, dropping yourself out of initiative. You may re-enter initiative order at any time but you do not gain additional actions for delaying your turn. Additionally, any detrimental effects that may resolve at the start of his turn (ongoing damage, etc) resolve as normal before the Hero takes himself out of initiative order, where any beneficial effects (buffs, healing from Song of the Spring, etc) begin when they take their full turn. It is not possible to “split a turn”; moving but waiting to perform an action, etc. When a player chooses to take his turn, he must use (or lose) any parts of his turn and then Initiative progresses as normal.

Movement

During his turn, a Hero may typically move one Distance Increment - from bow range to javelin range, from javelin range to axe range, etc. Distance Increments are measured from the arbitrary “center” of combat in which a skirmish takes place. This is not a static, staid area and represents whatever field, cave, forest, city, etc in which the Heroes find themselves. Players should be encouraged to utilize the environment around them to gain advantages, and Skalds are encouraged to be creative with their fields of battle. A typical battle will have anywhere from one to three distance increments. Axe: Representing about a 30 foot radius, this is the center of the storm: all creatures within axe-range can hit any other creature within axe range. Javelin: About 20 feet beyond axe range, this represents someone at the edges of a skirmish. Many ranged effects and spell abilities go out to javelin range.

Bow: Up to about 100 feet from the combat center, this is someone who has not yet entered melee. Scouting Range: Someone watching from a distant vantage point. Excepting certain runes and spell effects, this person may be visible but is essentially out of combat and cannot be affected by any actions.

Actions

There is no distinction between different actions within the Sagas of MIdgard system. An action is something that is done to a combatant or item, whether it is healing, an attack, or something else. Something either is an action (and can only be done once a round) and other, lesser things are considered to be part of the flow of combat (pulling out a weapon, a short sentence to a companion, etc) and do not require a specific action. As a general rule, something that can be done quickly and easily (drawing or sheathing a weapon, taking an item from a pack, opening an unlocked door, pulling a lever, etc) is not considered an action, where something that requires some level of physical or mental commitment (using the weapon or the item from the pack, opening a locked or blocked door, moving a boulder, unjamming a lever) would take an action. Putting on or removing armor cannot be done in combat. If a task requires an action, there may be an accompanied check to achieve it. The Skald will decide what check is required, as well as the rollover. As a general rule, the difficulty of a task attempted on a creature will be equal to the base rollover of the target; other actions will require the creation of a rollover by the Skald.

Fast Action

A “Fast Action” is something that may be done in addition to an action on your turn. Many of these are buffing abilities or abilities that work in tandem with other abilities.

Determining Your Roll Bonus Attacks

When you make an attack, the bonus to the roll is equal to the number of skill points invested in that subdomain, as well as any incidental bonuses (from Surname/Title, Artifacts, etc). So if a Drengr of Thor had invested 10 SP into Axes, and attempted to use Cleave, he would have a base +10 to his roll. However, if he had invested only 5 SP into the Martial Prowess subdomain, his Shield Smash would allow him only a +5 to his roll.

not always be in the Drengr’s best interest to call upon the favor of the Gods to defeat his foes. Fortunately, every Drengr going into battle still has the ability to swing a sword or notch an arrow with no additional effect or cost.

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A Basic Attack may be used with whatever weapon you have equipped at whatever subdomain bonus you have for that weapon. For instance, if Sigrun wished to shoot a wounded, fleeing foe with her bow, she could do so by making an attack against the enemy’s current dodge rollover, adding her bow subdomain total bonus and damaging her foe at the Bow's Base Damage (5 for a two handed weapon +1 for every 10 SP she had invested in bow). There would be no favor cost associated with this but she would gain no benefits from any skills that she had bought. Pushing: You may wish to push an enemy in combat, whether with hands, shield, or body. To attempt this, make a Might of the Storm check at the creature’s base rollover +10. If you succeed, you may push them into another creature or an environmental effect. The effect of this will depend on into what you are pushing the creature and to what purpose and will be resolved by your Skald. Focused Abilities require you to continue to use your action to maintain them; if you choose a different action on your turn, the focused ability ceases to function. Interrupts can be used at any time and do not count as an action; if you should choose to use them, deduct the favor cost at the time of use and resolve the ability’s effect. You may use one interrupt per round; these reset at the beginning of your turn. Non-Lethal damage: Most creatures in Midgard (Heroes included!) will fight to the death and will do everything they can to kill their enemies. Still, there may come a time when it is advantageous to take an enemy alive. In this instance, you may opt to do non lethal damage: striking non-vital body parts, hitting with the flat of the blade, etc. If you wish to deal non-lethal damage, you must declare it at the beginning of your action and make an attack at a +30 rollover. Any damage not expressly designated as non-lethal will negate any non-lethal damage. If a creature takes its hit point total in non-lethal damage, it is unconscious instead of dead for 5 minutes minute. These creatures will awaken with 1 HP after these five minutes have elapsed.

Dodge

Dodge is the chance you have to dart around a foe’s attack. There are two subdomain skills by which Heroes can raise their dodge score: The Daggers and Dodge subdomain and the Shield subdomain. Additionally, any Hero equipped with a shield or choosing to forego armor each grant +10 to dodge. This is applied to the Dodge Roll to see if an attack hits you.

Remember, you receive a +1 to damage to skills or healing in a subdomain for every ten Skill Points you have invested into that subdomain. This determines your Base Damage with a weapon. Basic Attacks: The favor of the Gods is a finite resource, and one that they do not always give gladly, or willingly. Therefore, it may

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Under the Hood

Status effects Blinded: You cannot acquire a target unless you make a One-Eyed Wisdom check (fast action) equal to the enemy’s base rollover. If you succeed, you may attack at a +30 rollover. You dodge at a +30 rollover. Grappled: You are unable to move and can only attack the creature that has you grappled. You may escape the grapple as a fast action with a Might of the Storm or Light Hands check against the creature's base rollover. At the start of the grappling creatures' turn, it must spend its action to maintain the grapple by making another check or the grapple is broken. Dead: You have been reduced to zero hit points. Sorry about that. I’m sure your new character will be cool too. Petrified: Grants DR 5 but cannot take actions. Increase in weight by a factor of 5. Prone: You are knocked down. You suffer a +10 rollover to dodge melee attacks but gain a +20 to Dodge checks against ranged attacks. You suffer a +20 rollover to attacks. You must spend an action to stand. You may attempt a Light Hands check at a rollover of 50; on a success, you kip up as a fast action and may take your action as normal. On a failure, you lose your action and remain on the ground. Stunned: You cannot take actions or movement until this effect ends.

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Under the Hood

Critical Hits and Failures

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Sometimes the Gods are with you. Sometimes they are decidedly not. These lead, respectively, to Critical Hits and Failures. The table below outlines what happens in the event of a natural roll for an attack or dodge check. There is no prescribed critical effect for Divine Abilities or Raid Rolls; however, a Skald is at their discretion to allow or disallow an additional effect for an exceptionally good or bad roll.

Roll: 1

2-5

Critical Hit/Failure, Attack roll:

Critical Hit/Failure, dodge roll:

The Gods laugh at you, and Odin has chosen to The Valkyries have come for you. Make a straight roll, rollover test you. Lose 6 favor beyond whatever you spent 25. If you fail this roll, you lose ½ of your total HP as the to make this roll. Any abilities that use Favor end Valkyrie helps your enemy's attack to strike true. If you roll a immediately. You are unable to use Favor for the next Natural 1 on this check, the Valkyrie reaps your soul and you 2 rounds. die. If you pass the Valkyrie rollover, the attack still hits you, dealing an extra 25% damage and knocking you prone. This visage disappears after the attack. Even the greatest heroes stumble sometimes. Spend an additional 2 favor. Make an opposed attack roll on your nearest ally. On a hit, this ability strikes them. If this was a healing ability, it automatically heals the nearest enemy instead. If you critically fail this second attack, the attack misses. Resolve the Natural 1 effect on yourself instead.

You fall prone and knock a random ally within axe-range prone. If no allies are in axe-range, you hit your head; in addition to becoming prone, also become stunned until the end of your next turn.

90-95

+2 damage or healing to the effect

Add ten to your next Dodge roll

96-99

This ability does double damage. If it is a healing ef- Gain a bonus of +10 to Dodge for the next two rounds fect, gain double healing. You may also choose to do normal damage and either knock the enemy prone or disarm the enemy. If the ability had a favor cost, it is refunded.

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The gods are with you. This ability does triple damage. If it is a healing effect, one of the affected creatures is also returned to full HP. You may also choose to do normal damage and choose one of the following effects: blinded for 3 rounds, knocked prone and unable to stand for 3 rounds, or -3 damage for three rounds. If this ability had a Favor cost, it is refunded. Additionally, gain 6 Favor. Additionally, roll another d100. If you get another natural 100, the target of your attack is immediately killed.

The Valkyries come, but not for you. The attacking creature is struck for ½ of their total HP. Roll another check. On another Natural 100, the Valkyries take the enemy’s soul from its body and it falls over dead.

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Under the Hood Routing: There may come a point where the Skald realizes that the Heroes are going to win and continuing the combat is not in service of the story or the pacing of the game. The Skald may offer the players a rout of the remaining combatants: for the cost of 2 Favor each, the players may end the combat immediately, killing or forcing into submission or retreat any remaining combatants.

Resting Hit points represent physical, mental, and psychological wounds after a combat, and even on the heartiest of Heroes, this takes its toll. There are two different ways to rest and recover in Sagas of Midgard: A Mead-Break and Sleeping around the Campfire. This is contingent upon the Heroes being able to Safely Rest.

Safely Rest

There are times in an adventure where the Heroes, for whatever reason, are not able to let their guard down for the duration of time needed to finish a rest action. In other games, this has manifested itself as a watch system in which the players must roll checks and ultimately, after a lot of rolls and wasted time, the players are not given the benefits of a rest action anyways. This is mitigated by the ability to Safely Rest1. If the Heroes are in the middle of an enemy castle bristling with foes, for instance, the Skald may decide they are unable to Safely Rest even for a mead-break and they must press on or withdraw to a safer location. When the Heroes decide they wish to take a rest action, they will declare which rest action they are attempting and the Skald will tell them if they are able to safely rest. If they are, the rest action is resolved without further ado and the players may reap the benefits. If not, they must find somewhere else or press on. Unless else-wise noted (E.G. Song of the Spring), no Powers may be used during rest phases.

Mead-Break

The Heroes stop to reflect on the events that have taken place, striving to lower their adrenaline and provide rudimentary first aid. This action lasts one hour and may be used twice per day. The skalds may sing inspirational tales, bandages applied to wounds, and mead poured down throats (and on wounds; they’re not going to clean themselves!). During this time, any healing actions may be used ONCE with the appropriate favor cost and all players may recover 1/4 of their hit point total.

Sleeping Around the Campfire

The heroes bed down for the night, gathering firewood and making camp. They eat, drink, discuss their day, drink, plan their course of action for the following day, and drink. This rest action may be 1 During playtesting the concept of being able to “safely rest” was brought up as a negative to the flow of the story; namely, how would the Heroes know if they were about to be ambushed? The concept of being able to “safely rest” came from moments in which the Skald may not want the Heroes to recover HP, powers, etc; so the Heroes would set up watches, and just before the effect of the rest would take effect? Lo and behold, a trash fight! When developing this system we felt it more important to give our Heroes and Skalds some credit; there are arbitrary rules and arbitrary rulings, and often, if a Skald is not letting his Heroes rest, it’s because he wants to maintain either the narrative integrity or the difficulty curve of the Adventure.

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used once per day and takes eight hours. All heroes recover ½ hit point total.

The Blood-Eagle

Einarr made them carve an eagle on his back with a sword, and cut the ribs all from the backbone, and draw the lungs there out, and gave him to Odin for the victory he had won. --Orkneyinga Saga The Gods demand sacrifice at every turn, and the more powerful the blood, the more powerful the sacrifice. Although odious to many Drengr, sometimes an example must be made of a true villain. Prominent NPCs can be sacrificed to the Gods if captured alive, carved into a “Blood-Eagle” and left to the Ravens. Upon completion of this special blota which takes one hour, they grant Favor per Hero equal to 1/2 of their creature level.

Player Vs Player Combat: Dishing it Out and Taking It Your fellow Heroes are your lifeline; through the course of your Saga, they will save your life many times, and you will save theirs. The bond created between you will be stronger than steel, unbreakable in the face of the overwhelming odds that the Gods have placed before you... Probably. Most of the instances in which a player will have to make a roll against another player will be incidental: the use of a Power or a Rune in which one of his fellow Heroes is in the blast radius, or a critical failure on an ability. Or there may come a time when Heroes simply reach the end of their proverbial rope, and whatever the reason, feel the need to attack their fellow Heroes. For the record, we discourage this; we’ve run games with characters backstabbing each other at every turn; it tends to lead to a lot of hurt feelings and not a lot actually getting done. This forced companionship may lead to some contrivance at times, but that beats ruining or having to end a game because someone felt slighted in or out-of-character. Whatever the reason, any Player power that affects another Player will be resolved by an opposed check: the attacking player will roll, adding any pertinent bonuses, as will the defending player, using the first player’s roll as his Rollover. Any effects on a hit or miss resolve as normal.

Hot Monster on Monster Action: Stop Hitting Yourself There may come a time when your Heroes will have the aid of either summoned, dominated, or just plain friendly non-player characters. To have one NPC attack another, have them use half of their base rollover as their attack bonus against the other creature's base rollover to dodge as normal. Resolve any attacks as listed.

Under the Hood

Running the Game I was 14 years old when I ran my first game. The system was Advanced Dungeons and Dragons, and the players were the high school friends that would become my first gaming group. I had admittedly limited experience with tabletop RPGs at that point: I had watched (in absolute and definite silence) my older brother and his friends playing the same system, and had come to this group and played a character maybe half a dozen times. Now, in the never-ending whims and desires of an adolescent group, it was my turn to DM, and I couldn’t have been more excited. I came up with a small kingdom for the characters to hail from, and a fortress that needed to be raided. I spent hours drafting every corner of that fortress; every monster, every trap, every encounter and every bit of treasure. If you played tabletop RPGs in high school, you’ve got to know where this is going. The players argued with the Lord of the town about everything under the Sun. They were finally strong-armed into going to the fortress, but while getting provisions, decided it would be more fun to rob the town blind. Being Level 1 (and my being too green to know how to handle this properly), they were caught, thrown in jail, and my glittering, beautiful, fleshed out fortress gathered dust. The lessons I took away from that fifteen years later are twofold. First: Teenage boys will go out of their way to mess with their friends, even in the context of a tabletop game. Secondly: It is imperative that you, as a Game Master, are able both to run an adventure for the group/characters that you’ve got, and that you remain flexible enough to bend with the winds when the game starts to fly off the rails, because, as we’ll discuss later in the chapter, those “off the rails” moments tend to be the most memorable.

Creating a Party

It is perhaps overly simplistic to remind you that the first part of any new Saga for its players (and Skald) is to create characters. We’ve offered our suggestions for easy ways to “flesh out” characters in Chapter 2, but character creation and party creation should not be done in a vacuum. If you’re looking to run a combat-heavy game, you don’t want four Loki/Freyja builds who avoid direct conflict. Conversely, if your players want to be four Loki/Freyja types weaving chaos and death from the backlines, then that’s the game you should look to run. I’ve seen disconnects, both as a player and a GM, that begin with the very beginning of the game. Either the GM either delivers a different kind of game than was initially planned, leaving players to scramble and fill in gaps because they made characters for a different set of challenges. If you’re having trouble coming to terms with your group about this, we’ve established three different (and simple) “Cornerstones” of a Saga upon which the other facets of it will be based. Although all of these can and should have a place in your Saga, it’s a good “jumping off ” point for conversation concerning what kind of game you are starting. Combat: You want to kill things. Heroes will be built to kick ass

and chew bubblegum, and it’s mythologized Norse Kingdoms so everyone is out of bubblegum. Characters will be built to overcome challenges via direct combat abilities.

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Exploration: You want to go to far-flung reaches of the world and discover its secrets. Characters will be built to find traps, move quietly, and traverse the land and its hazards. Intrigue: The winds of change blow from the North. Kings and Jarls rise and fall, and you take a direct (if not always directly noticeable) hand in these changes. Characters will be built to lead, deceive, and take part in the intrigues of a Jarl’s Mead-Hall. Now that you’ve established what kind of game you will be running, you need to establish the relationships between the characters. While the classic is “you’ve all met at a tavern to do a job”, we’ve attempted to streamline this with Settlements; if your characters have grown up together they likely know each other, even if they don’t know each other well. We also recommend having one over-arching goal that your characters share; while they can (and should) have individual motivations, having one superordinate goal or ideal that they all share, whether it be bringing glory to their settlement, establishing themselves as pre-eminent warriors, or helping Odin prevent Ragnarok will give them a “banner” under which to unify when intra-party conflict arises.

Creating a World

In Sagas of Midgard, every location to which the players travel should feel unique, vibrant, and alive, and the Settlement is their first exposure to this. Players may or may not start in charge of their Settlement, but they will almost certainly wind up running things, and even if they don’t, they are bound by destiny to become major players within the world of Midgard. That said, it’s important to start small. For your first Saga, we recommend having your players choose a Kingdom for their settlement (see Chapter 6) and create their settlement as outlined in Chapter 3. Raids should be (to start) small, local, and with immediate effect upon the settlement and its standing in the Kingdom and the world at large. It’s all well and good to have the Heroes crossing the world and going to several brand new cities and locations every single session, but there is a certain amount of comfort in familiarity. Your first step in world-building within your Saga should be ensuring that the players are given enough leeway and interactivity to ensure that their Settlement feels like home; beyond that, there is a certain amount of comfort and joy to be found in turning marks on a map into a space that truly feels lived in. There are several ways to accomplish this: Friends (and enemies) at a location: It’s tempting to place danger at every turn and have every NPC in a life-and death struggle to supplant, betray, or murder your Heroes. In fact, the core of that conflict is what is going to drive your game. However, not every villager has to be a villain; some can just be jerks. Maybe the armorsmith doesn’t care for the make of your jerkin; perhaps the Jarl

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Under the Hood is concerned that his young daughter may become enamored with one of the famous Heroes staying in their mead-hall. Conversely, as the Heroes gain power and notoriety, friendships and hangers-on may accompany them for that reason as well. As starting adventurers, they are likely to forge friendships with the villagers they’ve known a long while; as their notoriety grows, they may not necessarily gain friends but they are likely to gain allies. As with creating a character, the simplest way to create a non-player character is to give them a very basic physical description and a motivation: why does he care about the Heroes? What does he hope to gain from them? From there, it’s easy to branch out as you “discover” your NPC. Landmarks, Natural or Otherwise: The Drengrlands are a cold, mountainous, unforgiving region and its inhabitants reflect that. Therefore, a hot spring near an active volcano (for instance) would be a welcome respite for weary travelers and a point of interest for your Heroes. Following our advice from the beginning of this section, start small and let the intrigue of the location grow as your Heroes spend more time there. My favorite game worlds are the ones that I’ve been able to spend years playing within; by virtue of the creation of NPCs and locations during gaming sessions, the world is much more “populated” with allies, enemies, and points of interest at the end of the game than when it began. We’ve tried to give you enough starting points of interest to spur your imagination to start, but the key to making a world feel truly vibrant and alive is to make it your own. Make a photocopy of the map included in the book and write all over it. The end of your Saga should yield a very, very different world than the one that began it.

Keep It Simple, Stupid

What I failed to understand when I started running games was a concept immortalized in the U.S. Navy slogan Keep it Simple, Stupid. When you’re running a game, you’re not just reading words off of a page; you are the sole sensory conduit through which your players perceive and interact with the world. Whether describing the weather on a craggy cliff or the Jarl’s demeanor as you speak to him, the Skald’s most important role is deciding what information is most important on a moment to moment basis and relaying that to his players in an intelligible, clear, and concise fashion. Certain things may need to be precise; in that event, a pre-written “cutscene” may be most appropriate. However, much of a tabletop RPG is an exercise in improv; you won’t have time to think up the perfect response or description. Therefore, being able to "keep it simple" is a tightrope you'll walk for the duration of the time you run a game; too little planning and pre-written scenes and you will be forced solely to rely on your ability to make up eloquent sounding prose on the fly; too much prewriting and planning and the game will feel forced and "on the rails" as your players feel as though they are being forced to act in certain ways to appease a pre-written story.

Working on the Railroad: Navigating Autonomy and Story I once played in a pre-fabricated module of another system where our characters had just arrived unexpectedly in a new city. We didn't know anyone, or why we were there, or what we should do. Then it happened. "You feel a pull on the back on your neck," the DM said. "It seems to be pulling you in a certain direction. You feel pain if you try to go any other direction." We looked at the DM, incredulous. "Seriously?" I asked. "That's the hook?" The DM looked at the notes of the prefab and sighed. "I can't believe it either, but… yeah." We went along with it (partially because we had no other choice) but I will never forget that prefab as an example of lazy storytelling.

The other side of that was a game I ran in which the characters were going to go into the lair of what would become a primary antagonist for the campaign. They would meet him, argue back and forth with him, and then have a skirmish he would escape. It could have played out many different ways. What I did not predict, however, is that upon hearing the villain's pitch, they (a traditionally "good" party of clerics and other zealots) would decide he was right and join up with him. I struggled to follow as best I could, but ultimately I had to call an early break for the night as I threw away the rest of the campaign that I had written thus far and retooled it from the ground up. Looking back, the plotline that followed (in which the Heroes of the Realm became wanted criminals after helping sack a city) was one of my favorites due to how difficult it was to write and play out, but if I examine it closely it was a failure on my part as a storyteller. I was unable to tell the story I wanted to tell because I failed to incentivize the players to go where I wanted them to go. The players still ended up enjoying what followed (due, in part, to the ensuing chaos that I continued to struggle with), but as a GM I felt like I had failed. The best advice I've ever received about this topic was "Make your party do what you want to do, while making them think it's what they want to do." Incentivize certain things and as you learn your party, put enough small clues and plot hooks out that they seize upon it and feel as though they've discovered a loophole or oversight, when in fact it was what you had planned all along because after all, there is nothing wrong with a little friendly deception.

Utilizing Player Interests/Understanding Your Players

I've been fortunate to have a relatively large group of friends that enjoy playing tabletop RPGs, and as such I've been to get to know them and their playstyles. This makes planning campaigns easy; we discuss what kind of game we want to run, what kinds of Heroes will be played, and where we'd like the campaign to go. However, there are two scenarios where this falls apart: ◊ ◊

When you're just meeting the players in your game When the players either don't know or don't care what's in the game so long as they get to be in it

Personally, the second scenario has occurred more often since I typically knew at least most of the players in a given gaming group.

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Under the Hood It's important to remember that while someone may not offer feedback as to what kind of game they want, it's not necessarily because they're disengaged or disinterested. A lot of more novice players simply don't know what to expect from a game and the motivations of the character (and the player playing them) may change throughout the game. Therefore, when starting a game with minimal feedback, it's important to remember that this is not only your story. Sure, you're the one doing all the work beforehand and very likely paying for all the pizza, but without players you don't have a game. Creating a party with even a nominal common cause (see "Creating a Party, above) can be enough of a jumping-off point, but as a Skald it may be helpful for you to identify at least one character motivator during character creation; you don't necessarily have to use it, but it's a useful tool to have when you begin writing your story and thinking up Macguffins.

Making a Hook: The Art of the Macguffin In 1539, the Knight Templars (sic) of Malta, paid tribute to Charles V of Spain, by sending him a Golden Falcon encrusted from beak to claw with rarest jewels But pirates seized the galley carrying the priceless token and The fate of the Maltese Falcon remains a mystery to this day -Opening Crawl, "The Maltese Falcon", 1942 The crawl above began one of the most influential Noir movies of all time, and on the very thinnest of premises; that there was something of great value, and a lot of people wanted it. Often, even that flimsy of a premise is enough to set a great adventure forward-- if the Macguffin is good enough. The term Macguffin was coined by Alfred Hitchcock in 1939, who said "It might be a Scottish name, taken from a story about two men on a train. One man says, 'What's that package up there in the baggage rack?' And the other answers, 'Oh, that's a Macguffin'. The first one asks, 'What's a Macguffin?' 'Well,' the other man says, 'it's an apparatus for trapping lions in the Scottish Highlands.' The first man says, 'But there are no lions in the Scottish Highlands,' and the other one answers, 'Well then, that's no Macguffin!' So you see that a Macguffin is actually nothing at all." So, put simply, the Macguffin is the plot hook that drives your adventure forward. It may be a great horde of Hacksilver, or a captured Jarl, or the scale of a sea-serpent needed for a ritual. It may, in fact, be a "Golden Falcon encrusted from beak to claw with rarest jewels", though, admittedly, that one has already been used. The way to make Macguffins work for you is to (as discussed elsewhere in this chapter) understand your players and their characters. The worst feeling a Skald can have when running a game is to introduce a Macguffin to begin an adventure, only to have the Heroes look at it, shrug, and ask the Viking equivalent of "So… what else is on?" Whatever you choose to call it, what this creates is the formation of short and long-term goals. While your main Macguffin may be more overarching, on an adventure-by-adventure basis you will

need to find and create hooks that speak to your individual characters.

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As an example: while playtesting, one of the games I ran centered, long-term, over the assassination of Olaf Gudrodsson, a would-be king of the Fallen Kingdom of Vestmar (See Chapter 6). The sacking of the Heroes' village and murder of their Jarl served as enough of a reason to want to see Olaf dead; but what about all of the games between here and there? "Short-term" Macguffins are also important to help get your group from Point A to Point B; perhaps a Drengr loyal to the King has a sword from one of the Heroes' dead ancestors. Perhaps an influential Jarl will help the Heroes with their overarching quest if they bring him the head of a troll that has been murdering his farmers. In the short term, Macguffins should create memorable adventures, but unless tied to a long-term goal they will feel episodic, listless, and inorganic.

The Skald Giveth, The Skald Taketh Away: How to Give Out Loot There are a couple of "currencies" in Sagas of Midgard that a Skald can use to incentivize his players. Let's talk about how much, and how often, you should give out rewards. Skill Points: If you've ever run another system, the question "So… do we level up?" should be a familiar, and perhaps one frustrating one. You've spent hours creating and running an imaginative adventure, and this can make all your hard work feel rather like a transaction. From the side of the players, though, it's a little more understandable: you've made a Hero that gets to do cool stuff. Skill Points let you do more cool stuff. In Sagas of Midgard, we prefer to award SP for doing stuff, not for killing stuff. We recommend giving out anywhere from 5-10 Skill Points per player per session based on accomplishing objectives. An average of 7 SP will either let your players buy a new Skill or, at the least, put them on their way to saving for a new one and, of course, there's always the Mead-Hall bonus to consider. Hacksilver: Coming in at a close second to the ability to do stuff is the ability to buy stuff. Admittedly, without the "magic item shop" of other systems, Hacksilver exists to power Favor and purchase Settlement Upgrades. Unlike SP, however, it can be stolen if you realize your players have gotten too much. Handing out Hacksilver can be a little trickier than deciding SP: your players will get the bulk of their Hacksilver from Raiding, and turn some (or all) of that into Favor. Depending on how well (or poorly) they handle their Adventures, there may not be much Hacksilver to go around by the end. If your players are constantly broke and spending 100% of their Hacksilver on Favor, it may be worth letting them find a treasure hoard somewhere. In general, you want them to be able to afford a Settlement Upgrade every 3 Sessions or so. Favor: One of the central mechanics in Sagas of Midgard is the use of Favor. It also creates a difficult choice for players: do they convert their Hacksilver to Favor, and if so, how much do they convert? Do they forego the ability for a permanent passive bonus with a Settle-

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Under the Hood ment Upgrade for the chance to use their abilities? This is one of many difficult choices in Sagas of Midgard and for this reason, unless your Heroes do something amazing that would garner the Favor of the Gods we do not recommend giving out Favor as a reward so long as they have a chance to perform Blota and gain it at least once a Raiding Season. Runes: Easy come, easy go. Each Hero who does not have any SP invested in Rune-Magic should have 2-4 Runes; obviously, Runehunters and Heroes who are invested into Rune-Magic will want, and should have, more Runes. Again, we don't place a hard ruling on this for a reason: in our playtesting, the answer to Heroes hoarding Runes has been to throw challenges at them that necessitate their use for survival. We prefer to have the Heroes find large caches of Runes in holy places or places of power, typically at the end of the Raiding Season to help them replenish their supply, or at the beginning if they raid somewhere appropriate. Artifacts: These should be very rare. Finding one should be akin to the first time you found the Master Sword in Zelda: a great reward following the end of a tremendous quest. Every Artifact that comes into play should be for a specific Hero, relevant to the plot, and following some amount of tribulation. We've always hated the "Magic Item Store" of other systems, and as such with very few exceptions Artifacts should never be a bought item. We recommend, at maximum, three Artifacts per Hero for the duration of a campaign, with fewer preferred. Taking the emphasis off of magic items and making them more rare has allowed us (and should allow you) to enjoy how ridiculous many of them are.

Player Leaders It’s difficult to manage the expectations of a group of players in a tabletop RPG. We play these games, at least in part, because we want an escape from reality in which we are a hero in a fantasy world where, unlike the real world, problems have relatively simple solutions and there are no real-world consequences for failure. Everyone wants to be a Hero, and all Heroes should be equal. So what happens when, as George Orwell might say, some Heroes are more equal than others? There’s been a tendency among groups that I’ve been in (and players in many other groups that I’ve talked to) for Player Leaders to emerge. While everyone should have a say in the direction of the party and the game, whether by the character outlasting the other characters, being able to get things done within the game world better than other characters, or the player simply being more invested and engaged with the plot and therefore more able to follow its threads and make good decisions, I’ve noticed that often, one or two players will emerge whose characters make a bulk of the decisions. By and large, this is okay. I talked to a friend who left a gaming group for personal reasons but said while he was there he felt as though his character (a paladin, naturally) was railroading the party and making decisions on everyone’s behalf. The character (a paladin, NATURALLY) felt perfectly fine doing this, but the player felt as though he was stepping on everyone else’s toes. He ran into

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the GM of that game a few months after he left, and the GM told him that since he had left, the game had come to a grinding halt: none of the remaining players would make decisions or take the necessary actions to move the plot forward in a meaningful way. So how do you reinforce good behavior from “high performing” players while still ensuring everyone feels as though their character has a part to play? It’s important to remember that in a group game, the stakes for each adventure should affect the group first, the world second, and the individual characters third. For instance: say one of your Heroes (a Player Leader) is the son of a particularly cruel Jarl, and the Heroes decide to overthrow him. While an occasional “character backstory” plotline is okay, the authority that your Player Leader would get by becoming the new Jarl should benefit the group as well; what will the group as a whole get from this coup? How will it impact the Jarldom and its Kingdom as a whole? These are questions you should answer before you’d begin such a plotline.

Conflict Management: Dealing with Difficult Players, In and Out of Character Some of my favorite memories from the games I’ve run are when I gave characters with different belief structures a morally-grey choice to make on how to proceed with a task. The argument, 100% in character, 100% heated (my girlfriend came out of her room to see why we were yelling) had to be stopped due to time constraints that evening, and spilled over to the players arguing in-character via email and IM after the game. It almost tore the group apart, with characters threatening to leave the party, tearing my game apart. Ultimately, one of the characters made an impassioned speech that was able to forge a compromise with the disparate factions and my potentially game-breaking crisis was averted. It was stressful for the players and their characters as they argued, personally and passionately. It was stressful for me as a DM because it literally almost ended my game as the group split into two equally sized factions. And it was absolutely, without doubt, one of my favorite moments in my tabletop gaming career because all of that potentially game-ending drama was 100% in character and pertinent to the game and the game world. I love drama. Not in my real life, mind you, but in the confines of a tabletop RPG I can’t get enough of it. Although your characters should be united by a common cause (see “Creating a Party, above), it is almost certain that they will have different beliefs as to how to achieve the goals of that common cause, and your ability (or desire) as a Skald to exploit that will determine the level of in-character conflict in your Saga. Of course, despite that, I can’t state this enough: It’s just a game. If, at any moment, that in-character conflict becomes real-life drama, pull the ripcord immediately. There is no game on this planet that is worth an actual argument, and if your players are unable to separate in-character arguments from out-of-character drama, then it’s your job as a Skald to “keep it clean” and run a game that all of your players will enjoy.

Under the Hood Sometimes out-of-game conflict arises in-game because one of your players lacks the emotional maturity to recognize the real world and the game world as distinct, concrete entities. In that event, you may have to talk with the player outside the game and see, if nothing else, if they wish to (or should) continue playing in your game. However, a lot of the other out-of-character drama I’ve seen arise in tabletop RPGs comes from players expecting one thing and getting another: whether via misaligned expectations delivered from a GM or a player’s preference for a certain sort of game, when expectations are not met bad feelings will ensue. As I tend to run a story-heavy, off the cuff game (which you may have noticed is my preference if you’ve read the last hundred or so pages) the player types I’ve listed below are some of the types of players with whom I’ve had the most issues. It offers a compromise for both sides: what certain potentially problematic player types need to get and need to give for a successful group. Number Runners: There’s something to be said for min/maxers: the people who look analytically at a system and find ways to make their characters as powerful as possible. That, in and of itself, is not a problem; they’re working within the rules and doing their best to create a character that will be of maximum use to the party. Where the trouble begins is when that person doesn’t bring a character to the game; they bring a set of numbers. They divorce themselves entirely from the plot and look at the game as a whole as a game of dice and statistics. Their character is a non-issue in the plot except as much as they need to roll dice and, potentially, exploit game mechanics to “win”. What they need to give: Potentially, they need to give up this system. We can’t state enough that Sagas of Midgard is meant to be a collaborative storytelling experience first and a numbers game second. However, in the spirit of inclusion, Number Runners need to understand that tabletop RPGs (and particularly this system) are more than an exercise in statistics and should work with their Skald to help turn that pile of numbers into a living, breathing character. What they need to get: The answer here is twofold. First, there’s nothing wrong with giving these players ways in which their characters can feel powerful by utilizing their skills (see “Crafting Challenges That Allow Characters to Utilize Their Skills” in this very chapter). Your job as a Skald will be to figure out (whether in-game or by discussing with the player out-of-game) what would help them to feel more engaged with the group at large and engage themselves in the whole experience, not just the dice rolls beneath it. Rules Lawyers: “If you look at page 134, in the second paragraph about halfway down the page… ok, well then look at page 97 at…” If you’ve ever run a game, you’ve likely had this very discussion, and it likely made you want to pull your hair out. Like with the Number Runner, there is nothing wrong at all with wanting to abide by the rules of the system to ensure a fair outcome to an issue. The transformation from Concerned Player to Rules Lawyer comes when these arguments become the bulk of your playtime rather than an aberration, and when it’s one player constantly trying to change outcomes by arguing (correctly or incorrectly) interpretations of the rules.

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What they need to give: In a word, control. Rules Lawyers need to trust their Skalds and understand that even if a rule isn’t currently being interpreted 100% correctly 100% of the time that sometimes some compromise is needed to keep the game moving forward because nobody (except maybe them) appreciates a fifteen minute argument about the wording of a sentence. What they need to get: Rules Lawyers often become such because they feel they’re being treated unfairly by the Skald in a certain ruling so they fall back upon the rules text as a means of asserting themselves. It’s up to you as a Skald to know the rules of the system backward and forward, be willing to admit when you’re wrong, and even when you stand firm on a ruling to try and seek some level of compromise. If there is a difficult ruling, the Skald's word is final at the table, though the Skald should be willing to discuss it afterward and be willing to be pliable in the event that a similar issue ever arises again. Screen Addicts: I’m happy to date myself here, but BACK IN MY DAY WHEN I STARTED PLAYING TABLETOP RPGs… well, screens simply weren’t a problem because the Internet was dialup, TVs were giant with terrible cable programming, and we wrote our character sheets on stone tablets that we kept buried deep within our caves. The advent of technology has been a mixed bag for tabletop RPGs: there are a lot of good tools that facilitate gameplay created by clever people online (Excel character spreadsheets, dice rollers, tavern generators, etc). However, there is also an infinite amount of distraction (which I have fallen for myself as a player) that takes you completely out of the game at hand. There is nothing on this earth that frustrates me more as a Skald than when a player disappears into the Internet while sitting at the table. What they need to give: At the risk of sounding like an angry father: Turn the damn screen off and pay attention. If you’re not focused on the game, don’t play the game. If you’re not focused on spending time with your friends, don’t spend time with your friends. What they need to get: If there are tools that your players are using to facilitate gameplay, those are wonderful and should be lauded and encouraged. Some players interface with technology in such a way that it makes gameplay easier and in some cases (people who are slow at math, etc) possible at all. As long as they’re willing to stay in the moment, they should be allowed to keep their device on at the table.

Crafting Challenges That Allow Characters to Utilize Their Skills There exists a fine line in any tabletop RPG: the desire for a Skald to create challenges that his players have trouble overcoming, and the players’ desires to utilize their skills in such a way that they feel powerful, meaningful, and heroic. Games break down when this balance slides one way or another; if the players’ abilities are all that is needed to “steamroll” through a challenge, it is gratifying for neither the players nor the Skald; conversely, if the players make characters that can do lots of cool stuff only to be disallowed or disincentivized from using that cool stuff, why bother having it

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Under the Hood

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Under the Hood in the first place? This, like many parts of running a game, requires walking a fine line; one that I call the Two to One Rule. Basically, for every challenge the players have to think “outside of the box” for, they should be given at least two challenges for which at least one of them has an appropriate skill, Artifact, etc. If they botch a roll, that is, of course, their problem. Death By Committee: How to Keep the Game Moving Forward In terms of player interactivity, there are many different ways to run a game. For some adventures, it may be more worthwhile to have it run more linearly: leading the players from one raid roll to another, from one combat to another, from one resolution to another. For others, it may be more advantageous to present the players with information as to how to proceed, and let them decide their best course of action. There are benefits and drawbacks to linear storytelling in a tabletop RPG. Linear storytelling allows the Skald to tell exactly the story he wants to tell; to take the Heroes down a very certain path and ensure that they do what is wanted or needed. This allows for a clearer, more cohesive narrative and is best used for very important moments in the Saga where the players missing something or coming upon it early or late would significantly change the storyline. However, to quote Princess Leia Organa from Star Wars: A New Hope, “The more you tighten your grip, the more… will slip through your fingers.” For many players, much of the enjoyment of a tabletop RPG over, say, a video game or board game comes with the ability to truly interact with the world and make meaningful, lasting changes. Being dragged around by the nose from one setpiece to another is likely to (as discussed at the beginning of this section) likely to be met eventually with pushback or open insurrection as players seek to gain some control of their game world back. However, the flip side of this can be just as frustrating to a player: not knowing what to do next or how to proceed. Heroes should always have short term and long term goals; in the short term, what they need to do this Raiding Season or gaming session, and long term what their ultimate goals are. We will discuss short term and long term goals later in this chapter, but it’s important to ensure that if you choose to run an open-ended adventure (such as the one found in Chapter 11: Omen’s Curse) that you give the players ways to keep the adventure going, and even if they have multiple ways to proceed, that perhaps one seems slightly more advantageous to the others. As a general rule, a good adventure is one where the Players feel as though they are acting independently and in full control of the world, while in fact they are following precisely the path that the Skald had intended when writing the adventure. Group size, of course, depends on a few factors: ◊ ◊ ◊

How many friends you’ve got. How consistently those friends can make the gaming sessions. The goals of your particular game.

How many friends you’ve got: When I started playing AD&D in high school, group size was a concern only in that we had to teach

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people how to play because of the associated stigma. As nerd culture becomes “cool” (however you want to interpret that) and things like video games and tabletop RPGs become normalized (assisted with things like Internet Meetups), there are often more players to go around than a would-be Skald knows what to do with. Our recommendation is 3-5 players per Saga; any fewer than that and you lose a certain amount of the interactivity and social element of a tabletop RPG. 6 or more players, in our experience, leads to an excessive amount of on or off-topic table talk (see Table Talk, below) and generalized chaos as players seek a way to fill the void between their turns. However, there are exceptions to every rule, and here’s the first one: How consistently those friends can make the gaming sessions: Sagas of Midgard is actually easier than many systems in its ability to have players (and Heroes) “hotseat” in and out; assuming you actually finish your raiding season (Raid, Adventure, etc) it’s a simple prospect to have a character simply stay back from next year’s raid and help protect/govern the Settlement. If that doesn’t fit the character, they can be part of the Warband but not one of its leaders. The more “episodic” nature of the Raiding season will allow for larger overall groups, though we still stand by the 3-5 player per session recommendation. Of course, all of this is speculation depending upon The goals of your particular game: If you've read this far in the book, it should come as no surprise that when I run a game, I prefer a story-heavy, roleplay heavy game where the players remain engaged and in-character as much as possible. In my mind, the interactivity of a collaborative story and the creation of memorable characters is what makes a tabletop RPG more interesting than a board game or video game (both of which I also love). However, your group’s mileage may vary. I’ve heard of groups of up to 10 players with a rotating GM; very little gets done in terms of the actual game, and there’s a ton of diversion and off-topic table talk, but it doesn’t matter to them because that’s not why they’re there. Multiplayer games, no matter what form they take, exist to help provide an activity for spending time with your friends (or making new ones). My recommendation here is that all of the players are on the same page in terms of why they’re in that particular gaming group before the Saga begins, to avoid any interpersonal conflict (see below).

“Evil” Games

This has been a discussion in my group for years and a point of contention in more traditional RPG systems: should the players be allowed to create “evil” player characters, whose aim is not to save the world and its people, but rather to subjugate, destroy, and conquer them? Traditionally, my answer has been no, based on bad experiences. Typically “evil” characters are actually just “jerk” characters, who use the mantle of “villain” or "evil" to mean they can do what they like to whomever they like. The solution put forth by one of my players suggesting this campaign type was that players wouldn’t be thugs, but rather villains: more Hannibal Lecter than Bebop and Rocksteady. However, at its best, this creates less of an interesting story and more time in which the players are simply being jerks for

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Under the Hood the sake of being jerks. At its worst, it felt like a disquieting exercise in psychological projection. Sagas of Midgard has a slightly more complicated answer. Conquering, stealing, and subjugating literally have their own chapter (Raiding). If you choose to incorporate slavery into your world to be more historically accurate (see our footnote in Chapter 6), your "Heroes" can be slave-owners. Despite this, it is still possible to be a hero. There are many examples in the Norse Sagas of Heroes who kill, maim and conquer, but they do it either for a superordinate goal (I.E. not for its own sake) and/or for the glory of the Gods. The Norse Gods respect strength and power, and overcoming one's enemies (and dedicating the blood of said enemies to one’s chosen God) was considered something of a noble goal.

Using Combat To Tell A Story: How to Avoid Trash Fights

As we discussed in Chapter three, the raiding mechanic arose from the need to both expedite and create excitement for the Heroes’ journey to their destination. In old game systems, either you inexplicably crossed the continent with nothing of interest happening (Yawn!) or you were occasionally exposed to fights and trials that existed in a bubble, were no true challenge, and had no bearing on the plot or story (double yawn!).

The Heroes in Sagas of Midgard begin the game in charge of a warband; they are already leaders of a sort within their Settlement. What they choose to do with that power is up to them, but if they choose to destroy for the sake of destruction, it’s important that they learn that there are consequences for their actions. A Jarl seen as bloodthirsty, vicious and cruel may inspire fear in his subjects, but will inspire valor in the many clans coming to free the subjects from their tyrant. If your party chooses to be evil, that is up to them (and, to a point, up to you as the Skald), but there should always be repercussions.

Not every fight has to be the Final Life or Death Struggle To Save The World; however, when crafting your adventures in Sagas of Midgard, it’s important to remember that you and your warband probably already killed all the “filler monsters” during the Raid. When creating a combat for your Adventure, ask yourself the following questions:

Table Talk

The easiest way to make combats “come alive” and assign even a modicum of story to them is to small details that add some amount of variability or personalization to the story. For instance, say the Heroes need to break into a castle. You could have the castle guarded by identical, mute guards who attack and fight to the death. But say you change it just a little; the captain of the guard is Ragnar Sigurdsson (a name I literally just made up while writing this), whose family has guarded this castle for three generations. After the fight begins, he challenges the Heroes to a one-on-one holmgang duel, offering the key to the castle and his life (should he lose) in exchange for the lives of his men. The Heroes are free to ignore this, of course, but it adds a bit of humanity and depth to what would be otherwise be a relatively dull “trash fight”.

There will come a time during your Saga when you’ll come to a difficult decision in battle. Should you attempt to free the Queen from the clutches of the Jotunn dragging her away, or should you come to the aid of a beleaguered Hero, surrounded and on the precipice of death? You will have an opinion about this, and it’s likely that your fellow players will, too. This is where table talk comes into play. Table talk is defined here as an out of character discussion between players about the best course of action. Typically, this happens in battle, as described above, when there is a difficult choice to make. How much table talk a group allows is, like everything else, ultimately up to that group, but it is our recommendation that table talk be minimized. Anything that needs to be said should be said in character, and your character will be defined by the choices he made under pressure. Anything that is time-sensitive should be played out in-character and in real time. Ultimately, too much table talk is disruptive to the game, takes the players out of their characters, and relieves them of the pressure that a time-sensitive or potentially dangerous situation can cause. With minimal input allowed and a decision forced, a decision will be made. Just like in real life, it may not be the perfect course, but we urge you to remember The Spirit of the Game: The ultimate objective of Sagas of Midgard is not to “win”, but to tell an interesting story, and minimizing table talk is one way to ensure that that story, no matter how it ends, is, at the least, an interesting one.

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Combat

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How do you want this encounter to test your Heroes? What do they stand to gain by completing it? How will it affect the overall story if they don’t?

To Grid or not to Grid (Hint: It’s the Latter)

Let’s cut the foreplay on this section: When playing Sagas of Midgard, don’t use a grid. Of course there are the normal caveats (use one if you want! I’m not your dad!) but having played many systems both with and without grids, the playstyle and emphases of this system argue heavily against it. The advantages of a grid are that everyone understands exactly what is going on in terms of gameplay and the situation at hand; Ragnar is ten feet from the lindworm who is fifteen feet from Beorn. On his turn, Ragnar can (etc). Everyone knows, at all times, exactly where they stand relative to the challenges in front of them and no explanation is required. That last sentence is exactly why we discourage the use of a grid or hex mat in Sagas of Midgard and have chosen instead to go with relatively vague “distance increments”. When we’ve run grid-based games in the past, what we’ve found is that it absolves both the GM and the players of having to think “outside the box”; rather than

Under the Hood a dynamic situation unfolding in the group’s collective imagination, the combat became a miniatures game, and a relatively dull one at that. Playing without a grid, and using only the parameters established with distance increments (as well as the potential Saga bonuses for player creativity) create situations in which the players are more likely to try varied, amusing (if not always effective) strategies within combat.

(Don’t Try Too Hard at) Balancing Combat in Sagas of Midgard One of the scariest fights I ever ran as a GM took place as the players were trying to escape a castle. They had already achieved their objective, and they just had to get through a few token guards and be on their way. Or so I thought. Due to a strange combination of one of the guard’s area of effect abilities, coupled with a number of unnaturally bad rolls and strategy on the part of the players, they suddenly found themselves on the brink of annihilation. In the end, they all survived, barely limping away, but it was by the skin of their teeth. It wasn’t supposed to go down like that. This wasn’t a difficult fight. It didn’t serve the plot in any way. It was, by all definitions, a “Trash Fight” that in this system would not have existed. And yet, the players had more trouble with it than they did killing the Big Evil Bad Guy that preceded this fight. Why? The answer is a mix of chaos and dumb, bad luck. I hadn’t realized how well my monsters’ abilities would sync with each other. I didn’t realize the Heroes would place themselves into a choke point from which they couldn’t easily escape. I hadn’t planned for how a few critically bad rolls at critically bad times would hamstring them. As we’ve discussed elsewhere, a lot of the excitement of a tabletop RPG is the understanding that the game could end in failure with every battle, but the Heroes dying in a back room of a castle to some anonymous guards wasn’t the story I wanted to tell. That fight taught me a lot of things. First, that trash fights should be avoided (as above). That stroke of chaos and frustration that befell the player characters sucked up about an hour of game time. Secondly, don’t work too hard to balance combats. The system we were playing used relative challenge ratings and monster levels to help Game Masters balance combats. It didn’t work. It never works, due to the randomness of the rolls and how many variables exist in one of these combats. This will be a work in progress, with the combats feeling dull and uninspired on one end, and the risk of killing off all your Heroes and ending the Saga prematurely on the other. As with most parts of running a game, it's difficult to make a game feel exciting without the very real risk of a Total Party Kill, or TPK. TPKs are game-ending and demoralizing for everyone and, in my opinion, are a failure on the part of the Skald. One (maybe two) Heroes dying in a fight can be a result of bad circumstances mixed with terrible rolling. While you shouldn't sacrifice the integrity of your game to avoid a TPK ("Jormungandr withdrew from the fight,

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he JUST remembered he had a thing this evening…"), unless it is a very special circumstance you should, at the least, give your Heroes a way to withdraw from a losing battle. That way, even if they limp away from a fight bloodied and beaten, the proverbial show can still go on.

We’ve designed Sagas of Midgard to avoid situations in which fights are unwinnable by making it a “Go Big or Go Home” system. Every hero has the ability to turn combat on a dime by dying heroically using “With Joy I Cease”. Runes, artifacts and player ingenuity (which should be rewarded) can turn combat on a dime. Critical effects have been designed to have a HUGE effect on combat, for better or for worse. Since you’ll be using combat to tell a story, focus on that, rather than on “how many monsters will it take to reduce my Heroes’ HP by half and take X amount of Favor while…”. As you become more comfortable running for your group, you’ll get an idea of what they can and can’t handle in combat. Use that as a guide, start with simpler, easier fights, and keep sight of the story you’re trying to tell with the numbers, rather than the numbers themselves.

More Than a Set of Numbers: How to Make Fights Cinematic

The combat in Sagas of Midgard is, by design, rather simplistic. Therefore, if broken down simply to a series of rolls, it can become incredibly boring. While the responsibility of avoiding this pitfall also falls on the players, as the Skald it is ultimately your charge to ensure that the sessions, and therefore also the combats, are interesting and exciting. Here are a number of simple ways to help "spice up" your combat encounters and engage your players. ◊

Changing up the environments: Obviously, having every single combat encounter on a nice, flat field with plenty of space becomes remarkably boring. Maybe they're trapped in a hallway with only one range increment, making it difficult for your would-be archers. Maybe they are on top of an active volcano. The way you paint the setting accounts for a lot, but more importantly the environment should impact the combat in some way. The most memorable encounters are those which have some environmental aspect that can either help or hinder the players; using the volcano example above, how would the Heroes approach the fight if they knew they could be knocked into lava? How would they approach it if they also knew they could lure or knock their enemies into lava? This is a simplistic example, of course, but I'd encourage you to begin thinking about ways to use the setting to your advantage.



Show, don't tell: Storytelling 101, but worth remembering, especially in a long session. We've made many of the abilities in the system such that they allow the players to feel powerful and heroic; however, even with a basic attack it's important to maintain those descriptions. If your players do not offer a description, it may fall to you to do so, however



Give your players incentive to offer descriptions: Upon reducing an enemy to 0 HP, one of my favorite questions to ask my players is "How would you like them to die?" It gives the player satisfaction that they've defeated the enemy which makes them happy to offer some kind of

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Under the Hood in-character description of that foe's end. As sessions progressed, certain characters developed certain "finishing moves". These had nothing to do with the game but helped to make the fights more exciting and develop the character. ◊

If all else fails, you can always remind your players…



There's Incentive! The "Mead-Hall" portion of the Raiding Season offers players a very real incentive (2-5 SP!) to try and make their contributions to an adventure memorable. We've found that this incentive helps to draw even some of our most numbers-minded friends out of their "shell" as they begin to understand that as they engage in the world, they increase their chances at a tangible reward. Additionally, consider token bonuses (+10, for instance) when a player does something particularly creative that seems an excellent idea and takes you aback as to how to respond. You can't (and shouldn't try to) guarantee success, but you can incentivize players, one way or another, to think outside the box.

All Good Things Must: How to End Your Saga

Games never quite go as you think they will when they start. I have many pages of unused notes that became unusable when my players made an unexpected, significant choice that made my notes on where I wanted the game to go quaint and outdated. This is, undoubtedly, a good thing because it means that players still retained enough autonomy within the game world to change the world to their will. It also meant I had to figure out, on the fly, how and when to end the game in a satisfactory way. A good story deserves a good ending, and a good ending requires proper planning. This "exit strategy" can take several sessions as you begin to wrap up major plot points. You can also begin to decide, as these plot points wrap up, the following things: How to best "send off " these characters to whom you and your players have grown attached. I have players who still discuss their favorite moments with old characters of theirs. After you play them for four to six hours a week, every week, for a year or more, it can be difficult to say goodbye; you've created something with that character. They deserve one last, best shot at glory. The Norse myths allow for this in pretty grand fashion with the pre-ordained ending of the world, but not every game has to end with Ragnarok. As your campaign reaches its climax, your players should have the opportunity to butt heads one last time with whatever remaining villains you think they will get the greatest satisfaction from defeating. Even if their actions don't end the world or shake the pillars of the earth, it should be significant for your characters and your players. Using that as a springboard, you can then think about

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What the legacy of those characters in your game world will be. The Raiding Mechanic of Sagas of Midgard allows for an organic passage of time within the game world. People will be born and die, Empires will rise and fall; your Heroes, likely fresh-faced young adventurers at the Saga's outset, will be older and wisened by its end, having survived hundreds of battles where their kinsman did not and slain (potentially) thousands of foes. Encourage your players to consider how this may affect their characters. Did they

take a spouse? Have children? When they are finally called home to Asgard, what will the Skalds say of them? How will their Sagas be written? Some of this, of course, is speculative, but it's your job as a Skald to speculate. The best game worlds are those that have already been "lived-in", and the stories of Heroes from ages past is an excellent way to mature your version of the game world while allowing breathing room for new heroes to step forward as the next Saga begins.

Conclusion

You may have noticed a few themes consistently emerging in this section: the need to start (and stay) simple, the need to compromise, and the need to be flexible and work with your players to create an enjoyable experience for everyone. People play games for lots of different reasons: however, tabletop RPGs are different in that the power dynamic is completely asymmetrical: the Skald has, at any point, the power to end the game by killing the Heroes and salting their fields. It's for this reason, I’ve never understood the need to “win” a tabletop RPG. It’s less an actual battle and more a Harlem Globetrotters game: as a Skald, you are the Washington Generals. It’s your job to lose, and to create an entertaining evening while doing it. The players need to understand this too; the challenges their characters will face are fluid, amorphous, and 100% constructed for their enjoyment and benefit; trying to “game the system” and work outside the bounds of the cooperative but adversarial relationship between their characters and the villains the Skald throws at them is, in an asymmetrical imagination game, pointless. The rules exist as a neutral arbiter so that the Skald and players can do what they (should) do best: create characters to oppose mighty foes and leave an indelible mark on the world of Midgard that will last for generations. With the tools in this chapter (and the rest of this book) we hope you and your players are able to do just that.

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c

hapter 6

The World as we know it: the drengrlands, continent, and drengr culture They took the body of Ymer, carried it into the midst of Ginungagap and made of him the earth. Of his blood they made the seas and lakes; of his flesh the earth was made, but of his bones the rocks; of his teeth and jaws, and of the bones that were broken, they made stones and pebbles. Jafnhar remarked: Of the blood that flowed from the wounds, and was free, they made the ocean; they fastened the earth together and around it they laid this ocean in a ring without, and it must seem to most men impossible to cross it. Thride added: They took his skull and made thereof the sky, and raised it over the earth with four sides. Under each corner they set a dwarf, and the four dwarfs were called Austre (east), Vestre (West), Nordre (North), Sudre (South). Then they took glowing sparks, that were loose and had been cast out from Muspelheim, and placed them in the midst of the boundless heaven, both above and below, to light up heaven and earth. -Gylfaginning, v.8

THE DRENGRLANDS The Drengrlands are the ancestral home of Sons and Daughters of Odin. It is here that they work, they farm, and create lives for themselves. It is here that they sharpen their weapons, till, and it is from here that they prepare for war. However, within the Drengrlands themselves there is no lack of intrigue, danger, and adventure to be had.

Agder The Kingdom of Agder is the oldest and most pious of the four Kingdoms of the Drengrlands. Agder houses the Wodenhorgr in the city of Yppsala; the largest temple to Odin and the Gods in all of the Drengrlands. Its citizens are taxed heavily to pay for the whims of its King, Halfdan the Black, so named because of his long black hair. As such, Agderians are aggressive raiders and fearsome warriors, striking in the Drengrlands and beyond to win glory and riches for themselves, their Gods, and their King.

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Prominent People and Places: Harstad: Harstad is the name of the mead-hall of Halfdan the Black. It is a place of great opulence (some would say garish), but none can deny the beauty and craftsmanship behind Harstad. Those at the court of Harstad claim it has 270 doors, exactly half that of Gimle, the hall of Odin in Asgard; whether that is true or not has not been verified but Halfdan claims this gives them “the greatest of glory among men, but still humbled before the Gods.” The town surrounding the great mead-hall is not quite so opulent, but the celebrations and food at Harstad are (often) enough to make the people forget their troubles. The Wodenhorgr at Yppsala: The head of Seidr magic and the chief temple of the Gods, the Agderians claim that Uppsala and Wodenhorgr contain the true Ash of Yggdrasil. Every three years they celebrate the great blóta in which all wars are given truces and all the Drengr come together to sacrifice and worship the gods and receive their blessing. The Wodenhorgr is headed by Sigrun Freyasdottir, who was appointed to the post at the last blóta. She appears young (though no one can say her age with certainty), with alternating currents of dark brown and fiery red hair. She is unpredictable but joyful, becoming profoundly solemn only in the purveyance of the will of the gods. The responsibility of sacrifice, animal and otherwise, falls to her during the blota. The Mists: To the south there is a large forest whose borders are surrounded at all times by a deep fog. Of yet, those who have attempted to brave the fog have not returned. Vala Sigrun claimed at the last blóta that the Mists lead to a settlement of elves stranded in Midgard, and that she alone knows how to navigate The Mists to reach them. Ymir’s Well: This is a large sinkhole nearly half a mile wide which forms a perfect circle. It is unknown how deep into Midgard this hole delves. The few Drengr who have attempted to explore it have never returned. Omen: Omen is a coastal town that has achieved fame for its weaponry. Nestled in a valley between the Swirling Sea and the Aldshore Mountains, the Raiders of Omen are known more for the expertise of their weaponry than their furor in battle. To this end, they raid

enough to keep any would-be invaders at bay and otherwise prefer to trade peacefully across the Drengrlands and beyond. Omen is used in Adventure 2: Omen’s Curse.

The Hordalands

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The Bear’s Den: In a series of caves on the border between Adger and Vestmar live a small society that, by and large, keep to themselves. Those who have interacted with them and survived tell of a near-feral group of berserkers, hunting and living using the rites of rage-magic. They are known to file their teeth to make them sharper; one report claimed their leader filed runes into the front of his teeth. Regardless, travelers are wise to give the Bear's Den a wide berth when traveling between Agder and Vestmar.

The land of King Alrek Eriksson, Hordalanders are renowned merchants. Possessing long miles of coastline and an unmatched fleet of trade vessels, the Jarls of King Alrek have a reputation as merchants and settlers. Their ways and culture appear opulent to their Drengr brothers from other territories. King Eriksson’s merchants are able to supply the kingdom with the finest wines, silks, and fruits from far beyond the reaches of the Drengrlands. Some say that these fine goods have left the Drengr of this Kingdom soft, but usually not to their faces.

Rumors of Agder

Prominent People and Places:



Cave of Fafnir: The legendary dragon Fafnir’s lair is believed to be somewhere in north Hordaland. Great glory and treasure would be granted anyone who could slay the dragon (or steal his gold).





Sigrun, the new head priestess at Yppsala, is said to have experiemented with unholy magicks in defiance of the Gods. Her priests report her regularly going into the wood and returning to the Temple covered in blood; she will not say whose blood it is. Although nobody knows for certain, it is believed that The Mists connect Midgard directly to Niflheim. It is believed that the denizens of Niflheim await lost travelers who wander into their realm by accident or seeking glory. What happens to them beyond that remains unknonw. The head of the Bear's Den is reportedly seeking to hire out the services of his berserkers. He has not named a formal price, but Jarls and Kings are sending emissaries to negotiate. To date, none have returned.

Innrihólmur: The capital of King Alrek, Innrihólmur is located on the coast and flanked by high cliffs on its back, allowing but one road in and out. This makes it both highly defensible and an excellent trading post.

The Sons of the Dreki: Anyone who would wish to find Fafnir’s Cave would likely need to talk to the Sons of the Dreki, who live outside the fringes of polite society. The rumors state that they live and operate underground through a huge, sprawling cave network called the Hall of Fire. Alrekstad: Although his mead-hall and primary base of op-

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The World as we know it erations is in Innrihólmur, King Alrek alternates his time between Innrihólmur and his family’s ancestral hometown of Alrekstad. An imposing city with a large, well armed population, it acts both as a vacation retreat for the King and his family as well as a bulwark to deter those who would raid the Hordalands. It is presided over by Jarl Rodmar, King Alrek’s youngest son. Voss: Situated along the coast of the Hordalands, just a generation ago Voss was not given a second thought by many of the larger villages and cities, even with the Hordalands. However, the ascent of Jarl Drakmar after his father’s death began something of a golden age for the small farming village. Starting with small skirmishes, the raiding prowess of the Vossians has been growing, and the once humble village has grown in glory and in size as mercenaries and raiders settle there to share in its riches. Voss is the settlement used in Adventure 1: Rites of Passage. Ice Spine Mountains: A mountain range made entirely of icy spikes which tower over the landscape. Some have explored caves through the ice and say there is no rock there; only ice that never seems to melt. Bjorn Thorsson: Bjorn was birthed on the battlefield. His mother, a shieldmaiden for Thor, died in glory on the battlefield, felling a frost giant chieftain after a week of combat. After the battle, it is said that pieces of the chieftain were found strewn both up and down the mountainside. Occasionally, these pieces of frost giant are found in the world, hardened as though hit with a bolt of lightning. Some say that the giants are looking for them, attempting to reassemble their dead leader, but who knows for what they may actually be searching? The Cloven Helm: A giant rock that has been split in two down the center. It looks as if a god slammed his axe through it.

Rumors of the Hordalands ◊





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There is belief that the secretive Sons of Dreki are up to something. Seen by most as an insane fringe group that worships a dragon they’ve never seen, they claim that the legends of Ragnarok are false, and that the world will be swallowed by cleansing Dragon’s Fire. Involuntary Scuttling: Recently, the trade vessels of King Alrek haven’t been returning. Recently, several ships right in the middle of Innrihólmur’s harbor were set ablaze. No suspects have been found but foul play is assumed. Unrest in Alrekstad: Though Jarl Rodmar denies it, there is talk that the warriors of Alrekstad have grown weary of farming and want to raid. King Alrek insists that they remain there to protect the coastline, but those would seek glory are said to be looking for their chance, no matter the cost.

The Broken Kingdom of Vestmar Ruled until recently by the Great Gudrod the Hunter, upon his death his heir, Olaf Gudrodsson found his kingdom at war as two of his brothers and an alliance of his father’s political enemies (The Gildisbroedr) rose up against him. His capital of Romsdal burnt to the ground, Olaf has retreated back to his mountain fortress of Myrka, where the four sides wait for a break in the stalemate, uniting only to defend themselves from any superordinate threats.

Prominent People and Places Agnar Byrnjolfsson: Head of the gildisbroedr, Agnar’s Jarldom of Drangavik sits between Olaf ’s mountain fortress of Myrka and the jarldoms of his two brothers along the river. He has emerged as the figurehead of the gildisbroedr who seeks to overthrow the Gudrodsson line in Vestmar following what they claim are generations of poor decisions and weakness in battle. Olaf Gudrodsson: Olaf is the eldest son of Gudrod. While he claims the right to rule, his brothers (and the gildisbroedr) see him as a continuation of their father; quick to anger and slow to everything else. He lives in Myrka, a city pushed up against high mountains. This allows for easy defense of the cities; however, the citizens of Dagrfjell also risk becoming isolated as the Jarldom of Drangavik could, conceivably, cut them off from food and trade. Alfheld Gudrodsson: The people’s champion, Alfheld is a fair haired young man whose mead hall resides in Guntersborg. He is charismatic and almost universally beloved by the citizens of the four Jarldoms; despite this, he is not a great warrior or a wise leader and has proved that charisma can only carry one so far. Torsten Gudrodsson: The middle child of Gudrod, Torsten has the least popular support among the people of Vestmar and the smallest Jarldom, in the hamlet-come-fortress of Dagrfjell. However, he claims Odin has granted him permission to rule and has an inexplicably large horde of hacksilver and artifacts that allow him to hire mercenaries from all over the known world to fight battles on his behalf. Lezar Stormborn: Picture a Drengr and you're likely to conjure an image of a mead-soaked roaring champion, ready to die in battle for the honor of dying in battle for eternity amongst their compatriots in Valhalla. None of this could be further from the truth for Lezar. Though of powerful stock and deft with a hammer or three should the need arise, timid, prudish Lezar quite frankly doesn't see the appeal of a life of plundering and wanton destruction. It's so messy! And what will the neighbors think of the noise? Try as they might, his traveling companions never quite seem to be able to bring him out of his proverbial shell long enough to pull his weight in battle. Despite this, being a lifelong friend of Alfheld has guaranteed that Lezar is something of a folk hero, if not for the reasons he might prefer.

The World as we know it

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The World as we know it Forest of Bone: A forest of immense trees that have been petrified. However, it is not only the trees that are petrified; those bold enough to enter for even a second hear cold whispers and, as they proceed to run away as fast as possible, may bump into one of the Stonefolk; a poor soul, neither living nor dead, with skin (and, apparently, mind) of stone.

Cairn of Ke’Roc: An ancient burial mound said to hold the remains and treasures of a Drengr hero from times of old. The mound is covered in a sheen of ice and a dusting of snow year round….despite the climate of the surrounding lands.

Rumors of Fjordane ◊

Rumors of Vestmar ◊





The One True King: Rumors are spreading throughout the Kingdom that a young boy named Hakon, barely old enough to grow a beard, has already established himself as a fierce warrior and cunning leader. He claims to be descended both from Thor and the ancient line of Gudrød and although he remains in the shadows for now, the whispers on the wind claim this boy can-- and will-- unite the Broken Kingdom. Jarl Agnar has offered a 1000 hacksilver reward for his capture or death. Winds from the East; the Four Jarls can agree on little except that one of them should rule, and no one from outside Vestmar. Whispers on the wind tell that King Audbjorn of Fjordane has been setting his sights on pieces of Vestmar. Torsten’s Fortune: Odds that Torsten was given his windfall by Odin are decidedly low. Despite this, no one knows where he keeps his treasure or how he came by it. Adventurers, hired by the other Kings of Vestmar or seeking their own glory, crawl in and around Dagrfjell seeking clues.

Kingdom of Fjordane The kingdom of Fjordane contains some of the greatest scholarly minds, runesmiths, and metalworkers in the Drengrlands. Seen as forward-thinking and resolute by their tenuous allies in Hordaland, King Audbjorn has drawn the ire of the Agderians (some say quite on purpose) by his embrace of the monotheistic religionbrought back by the enslaved monks of Gallios.

Prominent Places of Fjordane Vallvik: Vallvik is the mead-hall of King Audbjorn, who has decorated it in the style of the Gallians. Whether it brings him admiration or scorn, he does not seem to care, and the lace, gold, silk and depictions of the Gallian god that Audbjorn calls Dróttinn make it a place to behold. Nidavellir: The greatest smithy in the entirety of the Drengrlands. Named for the land of the Dwarves who work in the earth and with metal, King Audbjorn himself renamed it, seeming to take joy in the chaos that it caused. Would-be smiths are taken from all over the Drengrlands and raised in Nidavellir as soon as they are big enough to raise a hammer. The Cave of Ferralin: situated in the foothills of the mountain Kebnekaise, this cave network is said to be the home of a great seer and magic-user. Some who come out come out with great wisdom; others come out completely insane, and most who go in do not come out at all.

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Sacrilege!: While King Audbjorn still pays nominal respect to the Gods, many feel that he has turned his back on them with his embracing a heathen religion. There is belief that he is learning the language and script of the foreigners and turning his back on the Gods and their runes. Gifts from the Gods: Miners from the town of Bergen found iron of such a quality they believed it left there by Thor himself; however, before it could be delivered to Nidavellir it was stolen. Anyone who could recover that cache of iron could either become very rich or very well equipped. Ferralin’s Secret: The Seer of Kebnekaise speaks unevenly and in riddles, if he speaks at all. It is rumored that those who can decipher his riddles and solve his tests can move through his cave network and find the Rainbow Bridge Bifrost.

Eylenda Situated on an island to the northwest of the other Drengrland kingdoms, the Eylendians are seen as a bit of an oddity. Although they boast fine warriors and the best longships in the Drengrlands, they have no king and no kingdoms; indeed, the jarl class meets every year at the Althing, in which suits are brought and settled, justice is sought and sentences handed down, and raid targets both within and without the Drengrlands are chosen.

Prominent people and Places of eylaNDA Thingvellir: Located on top of a tall, flat mountain, Thingvellir is where the ruling class meets for the Althing. Freydistad: Named after Harald Hardrada, an explorer who traversed the known world, Hardrada’s Rest is a port town unlike any other in the Drengrlands. From here, ships do not gear up for war; they prepare themselves to sail into the unknown, beyond the known world where Jormungandr himself is said to dwell. Beyond what is known, it is said, there is a land of great riches and treasures, though none who have sailed for it have yet returned. The God’s Cauldron, AKA The Boiling Lake AKA Thor’s Stewpot: A body of water at the base of a large mountain/volcano. The water is so hot it boils and it is generally assumed nothing can live within it. Kjartan the Nameless: A Drengr owes much of their destiny to their lineage. Some think that means a warrior with no name, no family, has no meaningful destiny. Look to Kjartan, the warrior with no name, who has made himself the Shield of Tyr and the defender of justice, who has made his own destiny into a saga which will be retold for ages. Kjartan has become known not only as one of Eylanda's finest warriors and commanders, but also as one of its finest role models; one need only look to Kjartan and know that a Drengr

The World as we know it is limited only by the strength of their own convictions.

Rumors of Eylanda ◊





New World!: Harald Hardrada has sent boats further and further west. The first two such expeditions did not return, but the third did. They claim to have a new land, full of abundance, beauty, and an indigenous people they called Skraelings, with whom they traded. The wares of the Skraelings were presented to Harald as gifts and he guards them jealously. Sightings of the Kraken: Although rumors of sea monsters are not unique to the inhabitants of Eylanda, recently fewer and fewer boats have been returning from their trading routes with the mainland. Sailors report terrible storms and the appearance of an inky, squidlike monster that has been pulling boats under the depths. Danger at the Althing: Reports are surfacing that the Althing, while always a time of great intrigue and danger, could come under direct assault by an as-yet unnamed Jarl who wishes to establish singular rule upon the nation.

Cults, Organizations, and Mercenary Troops Fenrir’s Maw: This cult believes that Ragnarok is the ultimate gift to the Gods. Odin reveres those who fall in battle and it is only those chosen few who get to dine with the Alfather in the halls of Valhalla. For this reason, Fenrir, the beastly son of Loki who slays Odin at Ragnarok, is held in the highest esteem. The cult operates mainly in the shadows as many of their Drengr brethren see them as fickle in their beliefs and loyalties. Like the god Loki, they vacillate between helping and causing trouble; their machinations are never clearly known to outsiders. However, rumors abound that the cult is trying to free Loki from his bonds and set the world on its path to Ragnarok. The Left Hand Company: This is a company of mercenaries who believe themselves to be carrying out Tyr’s justice here in Midgard. Not beholden to any Jarl, this company of warriors travel the Drengrlands and its outreaches enforcing their brand of justice on anyone not strong enough to stop them. Drengr are divided on the outlook of the company; some see them as heroes while others view them as little more than a wandering pack of murderers. The Ravens: While they claim to be the arbiters of Odin's Justice, in reality this is a group of hired criminals, spies, and assassins. They meet at "Raven's Nests" throughout Midgard and can transform themselves into a flock of Ravens as needed. Though they claim to have "Thieves' Honor", that honor extends only as far as the coin of the person paying them for their task. Ruthless, determined, and capable, the Ravens are renowned and feared throughout the Drengrlands. Ashmen: So named for the wood they use to construct their boats, this group of Drengr call no lands their home. Instead they live on the open waters and in temporary camps as they raid through the

whole year. The Ashmen’s fleet on the horizon invokes fear to any non-Drengr and wonder in the minds of their kin for their boats are laden with exotic treasures from far off land.

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Drengr Culture Social Structure Drengr culture is split into three major classes; the Thrall, the Karl, and the Jarl classes. Thrall: Bearing the brunt of difficult manual labor and other unsavory tasks, the Thrall class of Drengr are made up of slaves taken from conquests and raids, as well as a free Drengr who is unable to pay his debts or otherwise commits a crime against another free Drengr, in which the court could rule the man to be his plaintiff 's Thrall for a pre-determined period of time. A Thrall can be freed by his master but otherwise has very few legal rights in society. We recognize that "slaves" can be kind of a problematic subject, but many cultures had slaves (and, in fact, many cultures were slaves). It's one of those parts of history that hasn't aged well but that remains "out there". If it bothers you, we recommend you expand the "criminal class" definition of Thrall and ignore the "captured and placed in bondage" part of the definition. Karl: Karls make up the broad swath of "common folk" among the Drengr. Comprising many of the artisans, land-owning farmers, and other craftsmen within free Drengr society. Many of the Karls live in shared residences and long-houses in smaller sub-communities within the larger settlement. Karls are permitted to join the warband (and many do as a means of upward social mobility), but unless they prove themselves this is typically in a logistical rather than a fighting capacity. Jarl: The Jarl class includes the ruler of a settlement (in which case it is used as its own title) and also includes the wealthy Drengr of a settlement and the ruling/aristocratic class. Jarls are not necessarily seen as blessed by the Gods or given divine right to rule; instead, they are typically the most industrious and audacious members of a settlement. Anyone who could claim rule over a group of followers could become a member of the Jarl class; staying there is, of course, a different question entirely. The Jarl class typically live in larger longhouses with their families; the ruling Jarl of a settlement will typically live in the Mead-Hall, which also acts as the community center of a settlement and is used by its ruler to demonstrate his wealth and power.

Hospitality ‘Blessed be the givers!’ A guest has come in, where is he going to sit? He’s in great haste, the one who by the log-stack is going to try his luck. Fire is needful for someone who’s come in and who’s chilled to the knee; Food and clothing are necessary for the man who’s journeyed over the mountains. Water is needful for someone who comes to a meal,

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The World as we know it A towel and a warm welcome, a friendly disposition, If he could get it, speech and silence in return. --Havamal, v.2-4 One of the ways that Drengr cultures differs from a standard fantasy setting is that there is no "inn" or "tavern" in which to go. Whether due to true altruism or merely the hope of reciprocation given the harsh environment, despite their ferocity in battle Drengr are known to be excellent hosts. On most nights nearly the entire settlement will turn up to the mead-hall, and strangers and travelers are welcomed in with open arms and given food, water, and shelter. It is the expectation of the host to provide for their guest, and it is the expectation of the guest to be courteous and respectful of their host and his belongings. If staying a long time, guests will often endeavor to provide some kind of service to their hosts, and if found to be stealing, a guest will either be brought before the ruling Jarl for judgment or summarily executed on the spot.

The Gods and the People of Midgard Drengr are raised as a group, and as a group they are taught to respect and revere the Gods. Although some Drengr will develop differing levels of devotion for certain Gods, and ask the blessings of one over another, as a polytheistic culture most will believe in (or at least seek to appease) all of the Gods in Asgard and Vanaheim. Whether the Gods notice or care cannot be known, but it is believed that they intercede more greatly and more often into the lives of great men; therefore, for better or worse your Heroes are more likely to garner their attention.

Views on Life, Death, and Fate If the norns rule the fortunes of men, then they deal them out exceedingly unevenly. Some live a good life and are rich; some get neither wealth nor praise. Some have a long, others a short life. Har answered: Good norns and of good descent shape good lives, and when some men are weighed down with misfortune, the evil norns are the cause of it. --Gylfaginning, c.7, v.15 Given that the Gods regularly intercede directly into the lives of the Drengr on Midgard, it may be expected that they see their futures as mutable depending upon the whims of the Gods. However, there are more forces at work than merely the Gods. The Norns (discussed in more detail in Chapter 7: The Nine Worlds) weave and direct men to their Fates. It is believed that while the Fates do not intercede directly into the lives of a Drengr, neither can anyone outlive their prescribed time. For that reason, a Drengr of substance will seek to use his allotted time to gain as much wealth, honor and glory for himself and his clan as possible. It is for this reason (that the time of one's death is prescribed at birth) and their beliefs in the afterlife (that those who die honorably in battle may ascend to be with the Gods) that it is considered honorable to engage in battle and great adventures, and cowardly to hide and wait for death in one's bed.

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Literacy Although the Drengr do have an alphabet (called futhark) upon which the Runes of Power are inscribed, they depend more heavily on Skalds and an oral tradition than on manuscripts and texts. Although there are exceptions (especially among the ruling classes who can take the time to learn), by and large the average Drengr cannot read For this reason, a Drengr or foreigner who can prove himself a skilled poet can rise quickly within the ranks of a settlement, as it falls to these Skalds to act both as entertainer and teacher as they regale the members of their settlement with tales of their clan, their world, and their Gods. Some Jarls, seeking to eternalize their clan and its glory, have been known to hire or enslave literate members of other societies; in particular, the monks of Gallios are known for their literary tradition.

Wealth: You CAN Take It With You Odin established the same law in his land that had been before in Asaland. Thus he established by law that all dead men should be burned, and their property laid with them upon the pile, and the ashes be cast into the sea or buried in the earth. Thus, said he, everyone will come to Valhal with the riches he had with him upon the pile; and he would also enjoy whatever he himself had buried in the earth. For men of consequence a mound should be raised to their memory, and for all other warriors who had been distinguished for manhood, a standing stone; --The Prose Edda Notes, Rasmus B. Anderson One of the main mechanics of Sagas of Midgard is the Favor mechanic, by burying or sacrificing your wealth to the Gods to gain their favor. This is driven by the belief that, upon dying and ascending to Asgard, that you will be judged by your fellow Einjerhar (Heroes within Valhalla) by the amount of wealth that you accumulated and that you brought with you. Sacrificing this wealth to the Gods by burying it or otherwise dedicating it to them is a way to ensure that you are seen as a great warrior not just in this life but in the next. Additionally, as a relatively nomadic people, the Drengr often preferred to demonstrate and wear their wealth, rather than keep it in banks as, say, the people of Gallios might. Since most wealth was accumulated by raiding, demonstrating one's wealth in one's home or on one's person was a demonstration also of their power. To that end, powerful Jarls would often use their wealth (famously, armrings of precious metals) to secure the loyalty of their warriors and other nobles. An arm-ring of a certain clan or settlement would demonstrate that you were a trusted member of that settlement, and the more ornate the arm-ring, the higher your stature within the settlement.

Blota: Giving the Gods their Due It was an old custom, that when there was to be sacrifice all the bondis [freeholders] should come to the spot where the temple stood and bring with them all that they required while the festival of the sacrifice lasted. To this festival all the men brought ale with them; and all kinds of cattle, as well as horses, were slaughtered, and all the blood that came from them was called "hlaut", and the vessels in

The World as we know it which it was collected were called hlaut-vessels. Hlaut-staves were made, like sprinkling brushes, with which the whole of the altars and the temple walls, both outside and inside, were sprinkled over, and also the people were sprinkled with the blood; but the flesh was boiled into savory meat for those present. The fire was in the middle of the floor of the temple, and over it hung the kettles, and the full goblets were handed across the fire; and he who made the feast, and was a chief, blessed the full goblets, and all the meat of the sacrifice. And first Odin's goblet was emptied for victory and power to his king; thereafter, Niord's and Freyja's goblets for peace and a good season. Then it was the custom of many to empty the brage-goblet; and then the guests emptied a goblet to the memory of departed friends, called the remembrance goblet. --Helmskringla, "Haakon the Good's Saga", Section 16 Just as the Gods give great gifts to their followers, so too do they demand from their followers. Blota (from the verb for "Sacrifice") is your chance to give back. Historically, this would be a great festival that would happen every year in the settlement. We have repurposed that some within the Sagas of Midgard system to allow it as a one-time spend every Raiding Season of Hacksilver for Favor and a means of honoring one's recently fallen while sacrificing a portion of your recently gained treasure to the Gods as tribute. There are many ways to present blota within your game. It could be as above; a blood sacrifice (and it is important to remember that "Hacksilver" refers to goods worth a pound of silver, so animal sacrifice would fit in well). It could be a large funeral pyre in which the Skalds sing the glories of your newly dead while you throw treasure onto the fire to take with them to Valhalla. It could be merely transactional, time depending; "You hold Blota; exchange your Hacksilver for Favor as you wish". This is, of course, not our preference, but time and narrative demands may force your hand. Whatever you choose, it is important to remember that Blota is a special occasion; both for your players (as they get Favor to power their abilities) and for their characters (as they sacrifice their wealth and their spirits to the Gods in the hopes of achieving greater glories).

Honor, Insults and Loyalties Among their own, Drengr stick to a fierce code of loyalty. A Drengr accepted into a clan or settlement would swear an oath of loyalty to the ruling Jarl; upon being accepted as a full member, he would receive an arm-ring, signifying that he was an oath-sworn member of the clan. To kill a kinsman without cause, commit acts of treachery (which, given that Treachery is one of the five pillars of Raiding, may require some leeway), or break one's oaths to the Gods or to one's liege lord was a high offense. An Oathbreaker would know that to save themselves and their family, they would need to leave the settlement quickly and hope that their reputation did not follow them. While all Drengr are expected to be brave in the face of danger, one who could demonstrate control over self was also respected by the society at large. However, as there is not considered to be a divine will to power, the ability to insult a warrior and escape unscathed is seen both as proof of your power and proof of your opponent's lack of power. Even Odin and Thor engaged in "flyta" in Harbard's Song, a trading of insults; Odin escaped unscathed in this tale be-

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cause he was safely across a river when he taunted the God of thunder (why that should save him, the Skalds are less clear upon). Therefore, Drengr are very careful not to provoke their fellow warriors, as an insult (or a perceived insult) can lead to holmgang.

Holmgang: When Might Makes Right Number one! The challenge: demand satisfaction If they apologize, no need for further action Number two! If they don’t, grab a friend, that’s your second Your lieutenant when there’s reckoning to be reckoned Number three! Have your seconds meet face to face Negotiate a peace Or negotiate a time and place -Lin Manuel Miranda, "The Ten Duel Commandments" No matter one's social status or class, if one wished to settle a specific insult without the judgment of a ruling Jarl, they were welcome to, at any time, challenge another person to holmgang. Holmgang is a duel, often but not always to the death. It is fought within a staked-out area about 10 feet by 10 feet (axe-range in Sagas of Midgard terms) and can be fought for whatever stakes the offended party wished; whether money, power, a wife, or all three. Thralls could challenge Karls or Jarls to attempt upward mobility; however, a poorly armed and trained Thrall against a Karl who was trained to fight his whole life would be ill advised to challenge the latter to holmgang. A Drengr who had fear of losing Holmgang was allowed to withdraw once blood had been drawn upon him. How-ever, loss of Holmgang, if it did not result in the loss of one's life, at the least resulted in the loss of one's social stature and whatever was on the line for that Holmgang. Failing to show up for Holmgang was the worst possible out-come; it means a loss by default, and being outcast from the settlement and branded ergi, or a coward, throughout the Drengrlands.

Women in Drengr Culture “Thus Aragorn for the first time in the full light of day beheld Éowyn, Lady of Rohan, and thought her fair, fair and cold, like a morning of pale spring that is not yet come to womanhood. And she was now suddenly aware of him: tall heir of kings, wise with many winters, greycloaked, hiding a power that yet she felt. For a moment still as stone she stood, then turning swiftly she was gone.” - J.R.R. Tolkien, The Two Towers A women's place in the Drengrlands depends primarily upon their current social standing. While Thralls are kept inside to do cooking, cleaning, wet-nursing and the like, women of prominent and respected families often act as diplomats, priestesses and warriors. When acting as a priestess (vala) or warrior (shield-maiden) they were given places of respect among the settlement; however, in the truest test of equality, a female Drengr would have to equal or surpass her male counterparts to truly be considered one of the war-

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The World as we know it band. Many shield-maidens take on this bur-den, and proficiently at that, besting the other members of a warband and proving their mettle in battle as any other proud Drengr would. Additionally, one of the concepts with which we've grappled while developing this game is that of sexual assault: while killing the men and raping the women was an all-too-common "conqueror's tactic" in warfare across the world, graphic depiction of rape is not something that we feel belongs in a game and have chosen to omit it from our descriptions of raiding. It may have been a common fixture in ancient and medieval warfare (and, if we're honest, modern warfare as well), but if your group feels the need to graphically depict and act out sexual assault, that's a poor reflection on you. As with the use of slavery, if you choose to include it as a means of augmenting the historicity of your game, we ask that you treat it with the gravity and respect that its (all-too-many) survivors deserve.

Ragnarok: The Twilight of the Gods Brother will fight brother and be his slayer, sister’s sons will violate the kinship-bond; hard it is in the world, whoredom abounds, axe-age, sword-age, shields are cleft asunder, wind-age, wolf-age, before the world plunges headlong; no man will spare another. --Voluspa, v.44 Odin said: "Much I have travelled, much have I tried out, much have I tested the Powers; what will Odin’s life’s end be, when the Powers are torn apart?" Vafthrudnir said: "The wolf will swallow the Father of Men, Vidar will avenge this; the cold jaws of the wolf he will sunder in battle." -Vafthrudnismal v.52-53 Mortals are not the only ones bound to their fates, with the knowledge that they someday will die. The gods are subject to the same Fates, and although (like the Drengr in Midgard) they may do what they can to try to change their destiny, even Odin knows that he is fated to die in Ragnarok. Accounts of Ragnarok can be found in the primary sources Voluspa and the Gylfaginning (which we recommend you read as they are excellent) as well as Neil Gaiman's Norse Mythology, but in (very short) explanation: • Garm/Fenrir (Hel's wolf) swallows the sun Loki and Fenrir break their chains and march upon the • Gods with Surt and the fire-giants of Muspelheim. They destroy the rainbow bridge Bifrost and meet the Gods in battle on a field called Vigrid. (Almost) all of the Gods are killed, except for a few sons of • Odin and Thor (Vidar, Vili, Modi and Magni). Surt destroys the Nine Worlds in Fire • A new Earth arises and two people (Lif and Lifthr• sir) go on to repopulate the earth. The remaining Gods build new halls, the greatest of which is called Gimli and the cycle of destruction and rebirth begins again.

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We have also attempted to dramatize the Twilight of the Gods in Adventure 4, near the end of the book. Check it out! There is some solace to be taken by the Drengr in all of this; that although Midgard will fade, a new world will rise to take its place, and that even Odin, wisest of all beings in the Nine Worlds, cannot escape his fate no matter how he tries. By all current knowledge and prophecy, Ragnarok cannot be stopped, so it falls to the Drengr to glorify themselves in life so that they may stand on the side of the Aesir and, at the end of days, die doing what they do best; fighting their enemies on an open field.

The World as we know it

Brave New Worlds: Life Outside the Drengrlands Still round the corner there may wait A new road or a secret gate And though I oft have passed them by The day will come at last when I Shall take the hidden paths that run West of the Moon and East of the Sun. --J.R.R. Tolkien, Return of the King While the Drengr do raid each other, by and large they look to the lands beyond their reaches; the lands beyond the Drengrlands are full of riches and adventure for those bold enough to seek them. While there are smaller kingdoms and fiefdoms within the continent, most fall, if not legally than at least culturally, under the banners of these Five Kingdoms.

Albion An island nation near the Drengrlands, Albion is a place of beauty, riches, and danger. Ruled by three different Kings, they are more tied to the Drengr and their ancestors than they care to admit, having been partially descended of their ancestors. The Drengr have made several settlements and in-roads within Albion and it remains a popular raiding spot, a fact which has not been lost upon the people of Albion as they seek to unite their fractured land against the outside threats of both the Drengrlands and the Holy Gallian Empire, their old rivals to the South. Despite these constant threats, Albion remains sovereign thanks to the skill of its boatwrights, who have created the largest, most advanced Navy in the known world, as well as the aim of its archers, who wield bows larger than they are that rain down devastation upon even the most well-armored foes. There are three main regions of Albion. To the North are the highlands of Alba. Rocky, mountainous and enshrouded by eternal fog, the land is difficult to work and crops that actually grow are stunted. The people here are resilient and get by raising sheep and training as infantry for the Albion army. The harsh northern living conditions makes them ferocious on the battlefield. The middle of the island is known as Caledonia. This is a fertile land with large rivers and many small interconnecting rivulets. The lands here can be almost completely traversed by boat. Most of Albion's food supply comes from the many monasteries of this region as the priests double as farmers. To the south are the forests of Galatia. The forests are still wildly untamed as the people here prefer to settle along the coasts. Instead of hunting within the forests, they prefer to harvest trees which are fashioned into some of the finest boats in the known world. Religion on the Island is ruled by the Church of Albion. Like the Gallians and Miklagardians, their religion is monotheistic. Caledonia, ruled by King Osgood, is the heartland of the religion. The monasteries here provide the realm with food and an unlikely source of military power. Many of the Archers of Albion come

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originally from the ranks of the priesthood. These warrior priests spend their day working the fields, praying, and practicing with the longbow. In times of need, they can be called to action with devastating lethality.

People of Importance King of Alba: Aethelgar the Hammer. King Aethelgar got his surname “the Hammer” from his chosen weapon and the prowess he displays with it on the battlefield. A brilliant general, he is an equally capable warrior. Some say he fights with the skill and courage of a Drengr. King of Caledonia: Osgood Godhold the Faithful, so named for his staunch support of the Church of Albion. Osgood does not tolerate foreign religions in his lands and is known to put any practitioners to the sword swiftly. King of Galatia: Baldric the Boatwright. King Baldric is largely responsible for the superiority of Albion’s navy. He claims that God came to him in a vision and gave him the design for his ships. These ships are lighter, stronger, and faster than anything that preceded them. Baldric has shared some of his secrets with the other Kings of Albion but has reserved the most powerful designs for himself.

Rumors of Albion ◊





There are always skirmishes between Kings; especially on an Island with three of them. The peace held by the Triumvirate of Kings on Albion is tenuous. Each is always seeking to gain the upper hand. An enterprising Drengr with some degree of political savvy may be able to sow seeds of discontent. The forests of Galatia are still largely unexplored. Rumors persists that the woods are haunted with the spirits of the dead. Perhaps they are, or, perhaps they are simply tales to protect great riches. Caledonia is a region of vast riches. The Monasteries there hold untold wealth being offered up to weak god. A proper warband could use the rivers and waterways there to great effect raiding for long stretches before reinforcements from the north could arrive.

Holy Gallian Empire The Gallian Empire is a unique place. Where we wear our wealth literally on our sleeves, they wear it on their buildings; their cities are full of resplendent castles and cathedrals to their God. Although they fight with discipline, none can match the ferocity of the Drengr– meaning their wealth is our wealth, if a Warband be audacious enough to go and take it. –The Skald Morotar The land of Gallios, inhabited by the Holy Gallian Empire, is vast and diverse. It is a land of broad rivers, fertile valleys, deep lakes, and towering mountain ranges. To the far south reside a series of mountains that contain massive lakes deep within their valleys.

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The World as we know it

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The World as we know it This lake water runs down the mountains into the many rivers that cross the land creating fertile farm lands. To the north is the sea and not far from the coast is the island of Albion. Although the Gallians trace their Empire back to the beginning to recorded time, reality is rarely so cut and dry. A piece-mealing of ancient barbarian lands as well as the fragmented Aurelian Empire, the bulk of the continent was brought to heel by the first Holy Gallian Emperor, Maldrikk I, just over a century ago. Since then, they have expanded their holdings, pushing up to Miklagard's borders on the East. With the acquisition of what was in ancient times, called Gallios, the Holy Gallian Empire has also taken over its old rivalries and whether out of hatred, habit, or opportunism they find themselves constantly at some state of war with Albion to the north and Miklagard to the east. This suits Emperor Maldrikk VI well. The ever present threat of conflict allows him to focus the entirety of his empire’s resources squarely on the war machine. Any lesser lords that try to speak up for the general well being and treatment of the common citizen are quickly decried as not having the Empire’s safety at heart. Maldrikk I rules with an iron fist and his lords fall into line. His court is very solidly aligned to the Throne; the threat of internal collapse is extremely low. However, that doesn’t mean that the general populace is happy.

that walk like men in the moonlight. They come out at night and ravage anything they can find; be it man or beast.

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Miklagard The land here is arid and rocky. Most of the region is filled with mountainous terrain. It is surrounded by a large sea to the north and one to the south. These natural fortifications make Miklagard easily defensible to large invasions. The people of this empire hide themselves in impossibly large settlements which are completely ringed by walls. The largest and most well known of these is Storrvegg. The people of Miklagard are very well organized but devious. Their leaders are constantly seeking to gain power and supplant each other’s positions. In fact, so dubious are these leaders that even their own warriors cannot be trusted. The Kings of this empire have long employed Drengr as mercenaries and personal guards, as warriors from their own kingdom are too likely to become corrupted and kill the very person they are supposed to protect.

People of Importance

Prominent People and Places

Emperor Maldrikk VI the Holy: The very definition of a tyrant. Emperor Maldrikk is tall, dark, imposing, and known for his cruelty. He uses his vast fortune only to increase and solidify his power, with nary a thought for the benefit of his people.. Ever paranoid of threats both foreign and domestic, Maldrikk’s court has been filled with sycophants who will not cross him. Whether by means of genuine friendship, blackmail, intimidation, threats or beheading, the Court of Maldrikk VI remains loyal.

Storrvegg: Storvegg is the he Capital of Miklagard. Storrvegg loosely translates as “Great Wall”, and is so named for the enormous fortifications that circle the city. In fact, the “great wall” that surrounds the city is actually 3 walls with moats in between each. The first wall is made of wood and earth, the second wall is made of stone and mortar, and the final inner wall is made of enormous blocks of iron; an unimaginable feat of engineering that is all too real. The tops of the inner walls also house weapons of great power. Some of these look like tall towers and can fling rocks further than a Jotunn. There is a large river that runs through the city, dividing it in two. To deter would-be raiders from sailing up the river and reeking havoc, several large iron chains have been run across its length. Gigantic wenches on opposite sides of the river bank can dredge up the chains from the river’s depths to block and destroy any ships that run into it. It is also rumored that the city employs a navy with ships that can hurl a magic fire. This fire burns all it touches and spreads when it is doused with water. The city is immensely wealthy as it trades with far away places and is home to merchants that deal in exotic spices, dyes, and silks. All of these are highly desired by Drengr as they are a means to display great personal wealth. Enterprising Drengr often find themselves work as guards for rich merchants.

Empress Aalise: If ever there were a match made for each other it is Aalise and her husband, the Emperor. Queen Aalise is a match for Maldrikk in every way, particularly in the depth of her brutality, cruelty, and maliciousness. It is said that the Emperor confides in her for everything and that he weighs her opinion in all things heavily, leaving some to wonder who the true ruler of the empire is. Prince Roland: Where his father is terrifying, the son, Prince Roland is dashing. Roland is a capable warrior who proves himself time and time again during tournaments and jousts. Though skilled, he is reluctant to fight in the Empire’s wars. This has caused speculation as to whether the Prince doesn’t have the stomach for bloodshed or if he is simply a coward.

Rumors of the Holy Gallian Empire: ◊



The citizens of the Holy Gallian Empire are beaten down. They are kept poor and hungry by the ruling elite. After all, someone who hasn’t eaten in three days and doesn’t even own a pair of shoes isn’t likely to start a revolution. But as unlikely as it may be, there are some. Perhaps with the proper aide they might accomplish the unthinkable. A threat has been terrorizing the farm regions. Both the nobles and the commoners are scared to leave their homes and tend their business or work the fields. The locals speak of wolves

The people of this realm engage in a bizarre form of religion. Like the Albionese and Gallians, they worship only one god. The people that worship him claim their god is kind and benevolent but they are willing to kill for him at a moments notice. Those who do not worship this god are put to the sword with fanatical ferocity. They build their god great houses filled with gold and riches plundered from foreign lands. Tsargard: A Settlement that is somewhat less well known to the Drengr, Tsargard shares many similarities with Storvegg. While geographically different, they both contain vast markets, admin-

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The World as we know it istrative buildings, and bustling streets of workers and merchants within their immense city walls. While Storvegg runs the operations of the Northern half of the Empire, Tsargard tends to the southern half. They are the only two true cities in Miklagard; each immense in scope and scale, and each lording over lesser towns and villages under the dominion. Tsargard and Storvegg are essentially sister cities and the King of the Realm, Theophilus, spends half the year in each of them. In fact, Drengr that have been to both cities say they are nearly identical; if you can find your way around Storvegg you’ll find your way around Tsargard. Photios: Admiral of the Navy; Some say that Photios helped the old ruler, Ignatius, escape during the last civil war that overthrew him. However, it is tough to tell if this is just political slander from his rivals or if there is any truth in it. Ignatius, the Deposed Ruler: Ignatius was a ruler that was popular with the people of Miklagard but unpopular with its ruling class. This ultimately led to a coup spearheaded by Theophilus, the warlord who replaced him and rules now with an iron fist and an empty head. Ignatius has only become more popular within Miklagard since his removal, and the people hold out hope he may one day return. Oryphas: General of the Military; The key player in deposing Ignatius, the military coup was orchestrated by Oryphas. Many believe that he is the true ruler of the Empire as he instilled Theophilus to his current rank as ruler. Theophilus: Current Ruler of the empire; a soft-hearted man, many of his court call him soft-headed as well. A simple puppet put into a seat of power with strings attached; or the manipulations of a genius? Nikephoros: A high ranking political official, Nikephoros wields considerable power within Miklagard. It is rumored that he has connections to an underground network of thieves, spies, and assassins. Perhaps this is why he has managed to remain alive so long in the dangerous political game that is Miklagard Badimur the Fallen King: Badimur Ironback was, if you believe the stories, once the King of Agder. Shortly after he assumed the throne following the death of his father, he was forced out by the father of Halfdan the Black and fled the Drengrlands, not finding safety until he arrived in his current home in Miklagard. Once there, he ingratiated himself both with the other Drengr who have made Miklagard their home as well as the ruling nobles. Although over four decades have passed since the young King was forced out of his home and Kingdom, it is said that he fights with the ferocity of the ulfhedinn, and has trained a large, loyal army of berserkers and is biding his time, waiting for the right time to return to the Drengrlands and retain his rightful throne as the King of Agder.

Gardarike Gardarike was discovered by four Drengr brothers generations ago. Rurik, Oleg, Olaf, and Truvor, as the brothers were known, were the first explorers to come here and trade with the local tribes. Eventually they settled and intermingled with the existing peoples, each taking wives from the native populace and establishing their legacies. This land is gifted with great rivers that run both north and south making travel here quick and easy. A Drengr can follow the waters all the way south to Miklagard and even further on to Sarkaland. The people and customs of Gardarike are similar to those in the Drengrlands, though mixing with the locals has created some differences in dress, architecture, politics, and most notably, religion. The Rus, as the people here are known, often wear cloaks that hang over one arm and expose part of the chest to show off their elaborate tattoos. These tattoos, often of geometric designs, powerful animals, and nature spirits, are inscribed from their fingers to their necks in a variety of colored inks. Each color is used by a distinct tribe of the Rus. There are four tribes that have divided the land amongst themselves, each representing one of the brothers who helped settle this land long ago. Each tribe can be identified quite easily by their unique tattoo colors: The Ruriksons (dark blue), Olegsons (light blue), the Olafsons (red), and the Truvorsons (green). They live in relative peace with each other, however the occasional disputes over lands and resources occurs. These differences are usually worked out the outbreak of total war: The tribes prefer to handle matters by choosing a champion and handling disputes by Holmgang. The winner of these duels to the death is thought to be blessed by Tiwaz; in Gardarike, might makes right. Religion here is ruled by Tiwoz, who is their chief God. He is the God of war, justice, and strength. As such, he bears similarity to the Drengr Gods Thor, Odin, and Tyr. However, the Rus do not believe in these other lesser Gods. Instead, they believe in the spirits of nature; each river, rock, and tree has its own, but all spirits bow to Tiwoz. In this way, the Rus have become a mix of monotheistic and animist. Many of the most important prayers and offerings are given to Tiwoz. However, an occasional sacrifice will be made to the spirits of the land: to the river spirits for a safe crossing or the forest spirits for a bountiful hunt.

Rumors of Miklagard

Prominent People and Places



Holmgard: The first settlement established in Gardarike. It was originally a fortification to protect the valuable trade route of the Dnieper River. However, as more Drengr moved into and settled the area Holmgard grew into a bustling town with a prestigious military tradition. Some of the most fearsome Varangian Raiders call this settlement home.



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warriors that can kill the “flying goat that breathes fire” but to no avail. The deposed ruler, Ignatius, seeks a way to regain his lost throne. He has been quietly consolidating power and raising an army while he is in exile. Rumor has it that he has hired a large force of Varangians and is planning to strike soon.

It is rumored that a magical spear was once held by a distant emperor of this land. It is said that this spear, while rather mundane to gaze upon, has the power to kill a god. A terrible creature ravages the southern lands of the Miklagard empire. The King of Miklagard, Theophilus, has been seeking

The World as we know it

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Novgorod: The largest settlement in Gardarike and effectively its Capital. Novgorod is ruled by the Rurikson Clan. Things here are very neat and orderly. The Rurikson Clan run their internal clan politics with rigorous structure, rules, and administration. As such, Novgorod is slowly starting to look more in appearance like a Miklagardian city than a Drengr village. Walls fully encircle its borders, guards police the streets, there is a thriving marketplace with foreign merchants from around the known worlds, and smithy gamers ring out at all hours of the day and night. Smithing is not uncommon for those with Drengr heritage but the Ruriksons of Novgorod take it to a new level. Entire city blocks are devoted to the task and the fervor and quality of their work has earned the Ruriksons a reputation as some of the greatest smiths in the world. Helgisrata - Named for Oleg’s beloved wife Helgi, this town is situated on a waterfall on the largest waterway in Gardarike, the Volga River. The city is divided into upper and lower sections. The upper section resides at the crest of the waterfall and sits upon both banks of the river. Bridges were constructed across the river to connect both sides of the city as well as to control boats traveling the waterway. The upper section is used to accept foreigners and traders that wish to visit the city. It is primarily composed of markets and inns. Only with special permission granted by the Olegson’s chief, Vigi, can a visitor be allowed into the lower section of Helgisrata. However, if they are granted permission, they are in for quite the ride. To connect the upper and lower sections of the city the Olegsons have created a marvel of engineering. An enormous zip line that can transport a ship as big as a Drengr merchant vessel safely down the waterfall. They have also rigged pulley systems to haul vessels back up the waterfall. As keepers of the only way to transport boats up and down the largest river in Gardarike the Olegsons have secured a spot for themselves as facilitators of commerce and trade. Truvorsberg: Settled by Truvor; Truvor Mountain is more of a fortification than a city. A solitary, lonely mountain without a range it suited Truvor’s needs perfectly. The ever paranoid brother, Truvor built his legacy atop the tallest, albeit only, mountain in their newly discovered lands. Situated at nearly the exact center of Gardarike, the Truvorsons’s can maintain watch over the surrounding lands. The forests at the base of the mountain were cleared when the settlement was first established so that no invading force would be able to approach without Truvor’s knowledge. The base of the mountain remains cleared to this day; supporting the farms that produce food for Truvorsberg, as well as providing a clear unobstructed view of the countryside. Hafgrimm Rurikson: Hafgrimm Rurikson is a stern man who follows in his ancestors footsteps. Rurik, Hafgrimm’s forefather, was known to follow rules and codes of conduct. When he established his legacy as Jarl of his own people, Rurik devised a code of laws to be

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The World as we know it followed with strict penalty for those who broke them. In the time since his passing, more and more laws have been passed with each generation, and Hafgrimm dutily enforces all of them while adding to the list himself. Hamund Olafson: Hamund is a portly, yet still imposing individual. Almost as wide as he is tall (and he is very tall), Hamund is an intimidating presence. His reputation as one of the finest warriors in Gardarike precedes him. Luckily, he is seen by the members of his Jarldom, and even the other tribes of Gardarike, as a fair ruler. Vigi Olegson: Due to the very prosperous earnings of Helgisrata, Vigi enjoys a decadent life. His city controls most of the trade in Gardarike that connects the wealth of Miklagard and Sarkaland to the Drengrlands and beyond. Vigi spends most of his days deciding which merchants will be allowed to travel the river; the best way to be granted permission is with a healthy bribe. Luckily for his people, Vigi shares the wealth his Helgisrata. The town is full of lavish luxuries; from statues and art to bathhouses and arenas for entertainment. Asgert Truvorsdottir: Asgert is a tall, beautiful, proud, Drengr warrior; she is said by some to be the descendent of a Valkyrie. She is a stoic leader who takes her position as a defender very seriously. Asgert’s main focus is always protecting her people from invasion. However, where her ancestor, Truvor, was paranoid, Asgert is simply prepared. Being one of the most gifted swordsmen amongst all the tribes, Asgert personally trains with her citizens each day. If a force ever does attack Truvorsberg, they will quickly realize that every member of the town, from farmer to serving girl, are very capable soldiers. Eberhard: Eberhard is a Drengr by blood, but grew up in Gardarike. Though he spends most of his time alone wondering the frozen tundra within Gardarike, he is always friendly and helpful to travelers. His love of mead is matched only for his love of song, and his ability to do the latter increases greatly when given the former. He claims to have found a portal between Midgard and Jotunheim that requires no Totem, and is equipped with weapons and furs from that other frozen realm; however, he shares the location of this place of power only with those whom he trusts. Eberhard follows the paths of Odin and many speak that his wondering is guided by the Father of the Gods himself. As legend has it, the skins he wears come to life and meld with this body presenting the vague from of a bear while he fights.

Rumors of Gardarike ◊



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Rumors abound that the Holy Gallian Empire has its sights set on Miklagard. The news of two enemies fighting is usually good tidings; however, there are also murmurings that the Gallians believe their best hope of winning involves staging the war from Gardarike. Perhaps they will send an envoy to forge an alliance; perhaps they will send a vanguard to strike quickly, overwhelm, and take the lands the desire. Much of the political power and decision making in Gardarike is decided by the ancient rites of Holmgang. A powerful Drengr warrior with this knowledge could do very well for himself consolidating power amongst the tribes of the Rus.

Sarkaland Few Drengr traders have made it far enough south to meet with the people of Sarkaland. The bits of rumor and information known about these people has been pieced together by Drengr explorers and merchants over generations. The territory they occupy is nothing like the Drengrlands; their earth is scorched by the sun. It’s said that rain almost never falls here and crops cannot grow, yet somehow the people not only survive but thrive. Their cities are said to be made of immaculate white stone that gleams under the brutal sun. These cities are grand in scale, like the stories of the old Aurelian Empire within Gallios, and, like Miklagard completely walled off. Immense markets arranged in rows and stretching as long as five of the greatest Jarl’s longhouses are filled with the smells of exotic spices, richly dyed fabrics, and beautiful jewelry crafted with gold, silver, and precious gems. Traders from faraway lands and merchants from grand empires meet here to exchange their goods and coin. Thus far Drengr traders have not been able to trade their wares. The people here appear to be from everywhere and nowhere. This land is such a melting pot of cultures, religions, and backgrounds that it can make a Drengr’s head spin. Cultural dress is mixed and matched to create colorful and dazzling displays and there is enough wealth here to make fashion less of a choice and more of a competitive sport among the wealthy. But, as beautiful as the denizens of this empire are they are also brutally deadly. The high volume of mercantile transactions creates many disputes amongst the rich and powerful business owners. Dueling is a perfectly acceptable (and legal) solution to such disputes and the people have become quite good at it. Utilizing no armor and thin swords and daggers that seem useless in combat to a Drengr, the best duelists become a whirlwind of steely death. The heads of the richest merchant houses are referred to as Kings and Queens. There are thirteen merchant houses, and therefore thirteen Merchant Kings and Queens of the realm. Though they claim royal bearing they hold no real political power. Infact, their power is limited by the High Goddess who is in charge of stocking the various merchant houses with employees. After spending their first six years being indoctrinated in the church, the High Goddess sells citizens to the various merchant houses at a hefty sum. In this way, the Goddess keeps her coffers full and monitors the strength of any one merchant house. Politics are run by the High Goddess. Her religion, called Immenism, with their army of soldier priests, manage day to day affairs within Sarkaland. Aside from those sold to merchant houses, every citizen undergoes loyalty and combat training to the High Goddess when they come of age. By the time they can crawl babies are taught the lessons of their religion. Their core belief is that all the gods of the of the world are real and they all bow to the High Goddess. These lessons from so early in life imbue the members of this religion with a fanatical devotion to their High Goddess. So indoctrinated are their priests that any member of the religion would

The World as we know it lay down their lives for her with a simple command. When they are old enough to work, around the age of 8, the children begin to provide menial labor for the soldiers. At the age of 12 both men and women begin their martial training. Traditionally, women are trained as archers while men are trained in the spear and sword, however this is not a steadfast rule.

Prominent People and Places of Sarkaland



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will it anger the gods? Very little is known about Immen-Ta-Naro, the Goddess-Queen of Sarkaland. Because of this, rumors persist that she fills many roles within the Kingdom's government. Certain merchants also claim she often wanders the streets and markets dressed like a beggar; for the right price, they will arrange a kidnapping.

High Goddess Immen-Ta-Naro: The people of this region consider their royalty to be descended of the gods. As such they call their queen the High Goddess Immen-Ta-Naro. Little is known about her that is not spewed forth from her priests; she makes few public appearances, and even when she does her face and body are painted gold and she is dressed head to toe in the finest silks in the world. This does nothing to deter the fanaticism of her people. Raz-khem-ka: The head of the High Goddess' Royal Guard, made of twenty of Sarkaland's fiercest female warriors. Although officially their role is simply to guard the High Goddess, as the High Goddess makes few appearances to mere mortals, Raz-Khem-Ka delivers the ultimatums of the Goddess to the administrators of the government. Many wonder how much influence the High Goddess truly has, but they'll never say it publicly. High Priest Amenmerpamai: A wily old man that has been at the head of Immenism’s hierarchy for many years. As the High Priest he facilitates all of the grand rituals and prayers dedicated to the High Goddess. His position is officially second only to Immen-Ta-Naro and as such he wields nearly King like power within Sarkaland. Master of the Merchant’s Guild: Elected by the thirteen Merchant Kings and Queens of Sarkaland, this is a tenuous position to hold as assassination attempts are frequent and thorough. Currently the position is held by High Master Tnemei. Akhet-Ty: Leader of a rebel faction of assassins that oppose the High Goddess and do not believe in her divinity. They feel the best way to prove to the people that she is not a Goddess is a high profile assassination in front of a large portion of the populace.

Rumors of Sarkaland ◊





Find a way to allow the Drengr traders to gain access to the rich markets of Sarkaland. So far the Master of the Merchant’s Guild has said that he will not trade with heathens, especially ones with nothing of note to trade. The Old Man of the Mountains is a myth and a legend. Stories of him have been spreading for hundreds of years, long enough that he has become a bit of a bogey man, “don’t wander too far from town...or the Old Man of the Mountain will take you” parents say to their children. The Goddess’s grand temple is decorated with statues depicting the gods of all religions prostrating themselves before Immen-Ta-Naro’s throne. The Drengr Gods have not yet been added to the throne rooms display. Perhaps their addition will make the people of Sarkaland more inviting to the Drengr, but

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hapter 7

The Nine Worlds No Tree, it is said, can reach up to heaven unless its roots go down to hell. -Carl Jung Drengr are often defined, whether by themselves or those of other nations, as a people with almost pathological wanderlust. Famed explorers as well as warriors, many Drengr live their lives on the move, stopping only when necessary to rest and resupply for their next adventure. It is fitting, then, that Midgard is but one piece of a much, much larger cosmology, for when the wonders of this world are all discovered, then one must seek the wonders of other worlds. The Seers disagree about where exactly these worlds lie-- are they discreet, reachable by ship over the Far Oceans, or are they overlaid upon our very reality, ethereal beings creating unknowable phenomena right before our eyes? While the truth is not known for certain (and, perhaps, cannot be fully known), the Seers and Vala have a recurring vision for their place in the universe; seated firmly in the middle of a great Ash tree called Yggdrasil.

Yggdrasil The World Tree Then said Ganglere: Where is the chief or most holy place of the gods? Har answered: That is by the ash Yggdrasil. There the gods meet in council every day. Said Ganglere: What is said about this place? Answered Jafnhar: This ash is the best and greatest of all trees; its branches spread over all the world, and reach up above heaven. Three roots sustain the tree and stand wide apart; one root is with the asas and another with the frost-giants, where Ginungagap formerly was; the third reaches into Niflheim; under it is Hvergelmer, where Nidhogg gnaws the root from below. But under the second root, which extends to the frost-giants, is the well of Miier, wherein knowledge and wisdom are concealed. The owner of the well hight Mimir. He is full of wisdom, for he drinks from the well with the Gjallar-horn. Alfather once came there and asked for a drink from the well, but he did not get it before he left one of his eyes as a pledge. So it is said in the Vala’s Prophecy: Well know I, Odin, Where you hid your eye: In the crystal-clear Well of Mimir. Mead drinks Mimir

Every morning From Valfather’s pledge. Know you yet or not? The third root of the ash is in heaven, and beneath it is the most sacred fountain of Urd. Here the gods have their doomstead. --Gylfaginning, c.7, v.15 Typically, Yggdrasil is depicted as a huge ash tree, with hundreds of interwoven branches upon which sit various worlds. The Seers typically interpret Asgard (the realm of the Gods) to be at its apex, Niflheim (the realm of death and the dishonorable dead) to be deep at the bottom, and Midgard to be directly in the middle, surrounded by the realm of Giants (Jotunheim). The physical locations of the Nine Worlds are, as far as the Drengr are concerned, secondary and certainly theoretical. Three major wells feed Yggdrasil: Hvergelmir, Mimisbrunnr, and Urdarbrunnr, and the realm between Midgard and Asgard (the realm of the Gods) is connected via Bifrost, the Rainbow Bridge.

Hvergelmir: A Source of Life and Death

Many ages before the earth was made, Niflheim had existed, in the midst of which is the well called Hvergelmer, from which all rivers flow. -Gylfaginning, Ch.4, v.4 Hvergelmir is mentioned only sparingly among the legends of the Seers, and not in the most glowing terms. Deep at the bottom of Yggdrasil near the land of Niflheim, there the fearsome dragon Nidhogg lives, with other serpents and dragons. Despite this, it is believed to be the source of many rivers. Nidhogg is known to be constantly gnawing both at the roots of the tree of Yggdrasil and upon the dishonored dead; for this reason (among others) many Drengr see value in living an honorable, courageous life.

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The Nine Worlds Mimisbrunnr: The Source of Wisdom

Alone she sat outside, when the old man came, the Terrible One of the Æsir and he looked in her eyes: ‘Why do you question me? Why do you test me? I know all about it, Odin, where you hid your eye in Mimir’s famous well.’ Mimir drinks mead every morning from Father of the Slain’s pledge— Do you want to know more: and what? -Voluspa, v.29 Like Hvergelmir, Mimir’s Well sits deep at the roots of Yggdrasil, guarded by the being Mimir. It is unknown exactly whence Mimir originates or what manner of being he is, but as he was able to make Odin give a sacrifice for a drink from his well, clearly he is no one with whom to be trifled. Odin famously sacrificed an eye and hung himself from Yggdrasil for a drink of Mimir’s Well; it is from this sacrifice that the Runes of Power (Chapter 4) and much of the wisdom of the world and the Cosmos originates.

Urdarbrunnr: The Origin of Fate

From there come girls, knowing a great deal, three from the lake standing under the tree; Urd one is called, Verdandi another— they carved on a wooden slip— Skuld the third; They laid down laws, they chose lives for the sons of men, the fates of men. --Voluspa, v.20-21 The third well at the bottom of Yggdrasil is Urd’s Well, the Origin of the Fates. Living there are primordial beings called norns, named Urd, Verdandi, and Skuld. These correspond roughly to the Past, Present, and Future, and as such it is believed that Urd chooses the circumstances of one’s birth, Verdandi influences the events of one’s life, and Skuld decides the manner in which they will die. Many mortals who would wish to change their fate (and, for that matter, many Gods who would wish to as well) travel to Urd’s Well and attempt to best the Norns. To date, none have been successful.

Bifrost: The Original Rainbow Connection

Have you not been told that the gods made a bridge from earth to heaven, which is called Bifrost? You must have seen it. It may be that you call it the rainbow. It has three colors, is very strong, and is made with more craft and skill than other structures. --Gylfaginning, Ch.1, v.13 The ultimate goal of many Drengr is to be granted the opportunity to walk upon the rainbow bridge of Bifrost. Connecting Midgard and Asgard, the bridge is said to “burn all in flame and make the holy waters boil”. It is from this bridge that the Gods come to Midgard, when they so choose; it is also via this bridge that Heroic Drengr will find their way to Valhalla. Unfortunately, at the end of days it is also said to be the route by which Surt and the fire giants of Muspelheim will find their way to Asgard to slay the Gods.

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Asgard, the Home of the Aesir

Great tidings you are able to tell of the heavens. Are there other remarkable places than the one by Urd’s fountain? ...Another place is called Breidablik, and no place is fairer. There is also a mansion called Glitner, of which the walls and pillars and posts are of red gold, and the roof is of silver. Furthermore, there is a dwelling, by name Himinbjorg, which stands at the end of heaven, where the Bifrost-bridge is united with heaven. And there is a great dwelling called Valaskjalf, which belongs to Odin. The gods made it and thatched it with sheer silver. In this hall is the high-seat, which is called Hlidskjalf, and when Alfather sits in this seat, he sees over all the world. In the southern end of the world is the palace, which is the fairest of all, and brighter than the sun; its name is Gimli. It shall stand when both heaven and earth shall have passed away. In this hall the good and the righteous shall dwell through all ages. Thus says the Prophecy of the Vala: A hall I know, standing Than the sun fairer, Than gold better, Gimli by name. There shall good People dwell, And forever Delights enjoy. -Prose Edda, Ch. 7, v.17 For most Drengr, Asgard is the closest one can find to Paradise. Half of the warriors slain gloriously in battle are allowed to cross the rainbow bridge Bifrost or are taken by the Valkyries to live with the Aesir. The Aesir are one of the two factions of Gods (the other being the Vanir of Vanaheim, below). The Aesir include Odin, Thor, Frigg, Tyr, Loki, Baldur, Heimdall, Idun, and Bragi, among others. There the Einjerhar (those chosen by Odin to live in Valhalla and fight by his side at Ragnarok) battle daily, being resurrected at night to eat and drink with Odin in Valhalla, his mighty hall. These Drengr await Ragnarok, the ending of days in which they will fight with the gods against the fire-giants of Muspelheim. Mortals who seek to enter Asgard should beware, for no such offer of resurrection extends to those still living, and those who die attempting to breach their way into Asgard cannot be assured of their fate.

Vanaheim, The Home of the Vanir

In Vanaheim the wise Powers made him and gave him as hostage to the gods; at the doom of men he will come back home among the wise Vanir. -Vafthrudismal, v.39 The Seers and Sages hint of a war in ages past between the Aesir and the Vanir, the other faction of Gods. Although the Aesir were victorious, the two groups live now in peace. The Vanir live in Vanaheim, a pastoral realm of fertile fields and livestock.

Alfheim and nidavellir, Home of the Elves and dwarves Great tidings you are able to tell of the heavens. Are there other remarkable places than the one by Urd’s fountain? Answered Har: There are many magnificent dwellings. One is there called Alfheim.

The Nine Worlds There dwell the folk that are called light-elves; but the dark-elves dwell down in the earth, and they are unlike the light-elves in appearance, but much more so in deeds. The light-elves are fairer than the sun to look upon, but the dark-elves are blacker than pitch. --The Prose Edda The Elves are tall, magnificent creatures who presides in Alfheim, their home within the Nine Worlds. Alfheim is said to be a huge cityscape, with a brilliant red sun shining over limitless alabaster towers. Little is known about the elves themselves, though the beauty of their towers and cities inspire awe throughout the Nine Worlds. The Dark-Elves (though they really prefer to be called dwarfs) live in Nidavellir. They are similar in height and build to Elves, but their skin, like their world, is the color of deep twilight to pitch-black. Their eyes have huge pupils to steal what light they can, and they live in magnificent cities carved out of the rock itself.

Jotunheimr, the home of the Jotnar (Giants)

Ifing the river is called, which divides the land between the sons of giants and the gods; freely it will flow through all time, ice never forms on the river.’ --Vathrudnismal, v.16 Jotunheim is the homeland of giants and a place of adventure for the Gods. Separated by Asgard by a mighty frozen river, it is a place of freezing cold, biting wind, and huge, powerful beings. Even mighty Thor has been known to be on his guard and use discretion when dealing with the Jotnar. The Jotnar mostly live in small villages and caves, with one major stronghold (Utgard) surrounding and protecting them. Jotunheim is interpreted loosely by the seers as a place of great chaos within one’s self, and utilizing and seizing upon that chaos is thought to be one of the ways to reach Jotunheim.

Niflheim and Hel, Lands of the Dishonorable Dead

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Loki had yet more children. A giantess in Jotunheim, hight Angerboda; with her he begat three children. The first was the Fenris-wolf; the second, Jormungand, that is, the Midgard-serpent, and the third, Hel. When the gods knew that these three children were being fostered in Jotunheim, and were aware of the prophecies that much woe and misfortune would thence come to them, and considering that much evil might be looked for from them on their mother’s side, and still more on their father’s, Alfather sent some of the gods to take the children and bring them to him. When they came to him he threw the serpent into the deep sea which surrounds all lands. There waxed the serpent so that he lies in the midst of the ocean, surrounds all the earth, and bites his own tail. Hel he cast into Niflheim, and gave her power over nine worlds, that she should appoint abodes to them that are sent to her, name-ly, those who die from sickness or old age. She has there a great mansion, and the walls around it are of strange height, and the gates are huge. Eljudner is the name of her hall. Her table hight famine; her knife, starvation. Her man-servant’s name is Ganglate; her maid-servant’s, Ganglot. Her threshold is called stumbling-block; her bed, care; the precious hangings of her bed, gleaming bale. One-half of her is blue, and the other half is of the hue of flesh; hence she is easily known. Her looks are very stern and grim. --Gylfaginning, v.34 The children of Loki are, for good reason, feared by the Gods. While the great wolf Fenrir waits to break his chains and swallow the sun and the sea-serpent Jormungandr swims the seas laying waste to unlucky ships, the Goddess Hel resides in Niflheim. There is disagreement as to whether Hel and Niflheim are two distinct worlds or whether they are one large, terrible continuation of each other, but as far as the Gods and Men are concerned, there is little to no difference.

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The Nine Worlds Niflheim, like Jotunheim, is a place of biting cold where the dishonorable dead and enemies of the Gods go. Those Drengr who do not die in the service of the Gods are said to go to Niflheim, which is why Drengr seek to distinguish themselves in eyes of the Aesir and Vanir in their lives; to die in battle may be bad, but to die a coward of old age and wake up in Niflheim is considerably worse. Accordingly, a mortal entering Niflheim is arguably at greater peril than anywhere else in the Nine Worlds; for while the Gods and Immortals think little of mortals, they understand their purpose and will seek to use them to their own ends. Hel’s only purpose is waste, decay, and destruction. For this reason, Hel has few admirers, though there are some cults in the Drengrlands devoted to her. Not all Drengr believe in the cycle of rebirth and destruction, and those who would seek to put a stop to it place their faith in Hel; though not attested by the Seers, they believe she will come forth with an army of the dead at Ragnarok and put an end to all things.

Midgard, the home of humans. YOU ARE HERE From Ymir’s flesh the earth was shaped, and the mountains from his bones; the sky from the skull of the frost-cold giant, and the sea from his blood. -Vathrudnismal, v. 21

This one is covered elsewhere: see Chapter 6.

Muspelheim, a World of Fire and Lava

Then added Thride: Still there was before a world to the south which hight Muspelheim. It is light and hot, and so bright and dazzling that no stranger, who is not a native there, can stand it. Surt is the name of him who stands on its border guarding it. He has a flaming sword in his hand, and at the end of the world he will come and harry, conquer all the gods, and burn up the whole world with fire. --Gylfaginning, Ch. 4, v. 4 Muspelheim is a land of fire, and not one that a mortal can dare to enter without additional protection. However, dealing with the light and heat are only the first obstacle; the Sons of Surt, fearsome fire giants, await any would-be invaders. At Ragnarok Loki and his children, as well as the inhabitants of Muspelheim, are prophesied to march on Asgard and destroy Bifrost; the great Wolf will swallow the sun and the giants of Muspelheim will drown Midgard in fire. For this reason, understandably, Muspelheim is not a popular destination among those would who would travel the Nine Worlds. However, a land of pure light and heat is a land with powerful artifacts, and even Alfather himself is said to be seeking a way to use Muspelheim’s power against itself.

Sailing through the Nine Worlds: How to Incorporate The Nine Worlds Into Your Game Like everything else, your decision to have the Heroes leave the (relative) safety of Midgard and progress to the other worlds of the Giants and Gods is dependent on your group and their Saga. It is entirely possible that this chapter will serve only as a reference for Drengr culture and belief and nothing else, and that’s absolutely fine; while future expansions may allow for us to flesh out the Nine Worlds, at current the descriptions here are intentionally sparse, so any “blanks” will have to be filled in by your Skald in the event that you wake up in another world. Just as Midgard itself is fraught with danger, the other worlds are as well, and perhaps moreso since living humans are not typically meant to be there. Therefore, our recommendation would be to use planeswalking relatively sparingly; myth from many different cultures (particularly Greco-Roman) includes Heroes venturing to different planes of existence and living to tell the tale, but Norse mythology is relatively bereft of these kinds of stories. Typically the experience of venturing from Asgard to (for instance) Jotunheim is something to be done by the Gods and for the purposes of the Gods. By the time your Heroes wind up in another world, they should be powerful enough to deal with whatever comes their way. They should also be reminded (through words or action) that the beings of other Worlds, whether or not they be Gods, are often more powerful and cruel than their Midgard counterparts. It is also possible (however unlikely) that your Heroes (and perhaps their warband) will find their way to another world accidentally, whether by falling into a volatile ley line or simply sailing there. Scholars who have written about Norse culture have posited the theory that many of these “worlds” were, in fact, places on Midgard itself: the frozen land of Jotunheim, for instance, may have been Siberia, etc. We have chosen not to incorporate that theory into our particular Mythos, but if you wish to take your warband on an Odyssey to the undiscovered “New World” of the West, who knows what they might find? The greater likelihood, however, is that your Heroes will choose to venture into another world to accomplish a task or recover an artifact. When this happens, they will first need to gather enough Roots of Yggdrasil for whomever is going with them and have them prepared. Then, through whatever means you see fit, they need to gather totems: these can be found throughout the world and identified by a vala. Make it clear (or don’t, if you’re like that) that a totem to return to Midgard is also required, should they choose to return to Midgard (which they likely will). There are many ways to describe journeying through worlds. We’ve

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The Nine Worlds outlined one in Chapter 12: Adventure 3- Riders on the Storm, with the tree itself appearing as a great river and the squirrel Ratatosk appearing as a man-beast hybrid who takes the Heroes’ totem and runs toward the pertinent part of Yggdrasil, requiring the Heroes to give chase or become hopelessly lost. As they chase Ratatosk, their surroundings change depending on where they go; where entering into Muspelheim will turn the sky red and the air choking and sulfurous, if they approach Asgard and sail up the Rainbow Bridge of Bifrost their experience will be markedly different. We have opted not to issue blanket rules modifications that your Heroes will encounter when they enter different Worlds as circumstances will vary from game to game and we felt any changes (E.G. taking fire damage in Muspelheim, dealing more damage and being unable to die in Asgard/Valhalla) would best be made (and tweaked) by Skalds individually.

How To Get There

The Nine Worlds all contain their share of adventure, battle, treasure and peril, and most Drengr are wise to remember that they were created to live on Midgard, and on Midgard they should remain. However, for those who dare to travel to the worlds beyond, preparation is needed in the form of two unique items: Roots of Yggdrasil and a Totem.

The Roots of Yggdrasil: Taking a Trip

I stumbled upon the philosopher's stone, I had the veil of illusion pulled back, and was confronted by the many levels of energy and many realms of consciousness which were available to man. --Timothy Leary The more easily found of the two items required to travel to distant worlds are the Roots of Yggdrasil. These are mushrooms gathered from holy places, then brought to a vala who dries them and prepares them according to holy rites. When taken, the lines of reality begin to blur; the Drengr will be filled with a sense of euphoria that can just easily turn to dread, and they can see many things: themselves, the Gods, and, if they are lucky, a way to the Nine Worlds. The Roots of Yggdrasil are used in many religious rites, including the yearly blota at Yppsala. The expanded consciousness it grants allows the Drengr to see the Worlds that overlap and swirl around our own, and is a prerequisite for moving beyond Midgard to the worlds beyond. However, seers claim that, when combined with a totem, the user can go from simply feeling as though they’ve left Midgard to actually leaving Midgard.

Totems: At the Intersection of Here and There A “totem” is the second reagent required to move between worlds, and is arguably the most important. It is also what makes world-walking rare, if it can truly happen at all; there are those who claim to have seen the fiery lakes of Muspelheim, or the dark bleakness of Hel, but overwhelmingly, those who leave to travel up or down Yggdrasil either never find a way to leave, or never return.

populated by and with the Gods in ages past; many places of power exist within Midgard and the Nine Worlds that will allow for transport. These are called ley lines and many of them radiate an otherworldly aura. For this reason, many of them already house holy places and shrines. In this event, the Heroes/Warband need only be at the ley line when they eat the Roots of Yggdrasil, and getting to that ley line may very well be an adventure in and of itself!

Riding into Hel: How to Raid in the Nine Worlds Compared to the other tasks a Hero will undergo over the course of a Saga, finding Roots of Yggdrasil is relatively easy. Finding a totem is a little more difficult. Heroes may either seek out a particular Totem (with the direction of a Seer, Vala, or other such quest-giver) or, if they are supremely lucky, find it in a treasure-cache during an adventure. In any event, one Totem will suffice for as many Drengr as wish to take the trip; however, upon use the Totems are destroyed. If the Heroes wish a full-on Raid in another world, we recommend emphasizing how dangerous the Nine Worlds are; whether via some additional preparation, the raid going terribly wrong or differently than anticipated, or both (!), traveling outside Midgard should be an “expect the unexpected” kind of journey requiring more than just fast ships, brave warriors and a strong sword-arm. The Gods (and other Immortals throughout the domains of Yggdrasil) are far more powerful than the Drengr of Midgard; even mighty Thor often had to resort to cunning and treachery when dealing with them, so your Drengr will probably need to as well.

Conclusion Come, my friends, 'T is not too late to seek a newer world. Push off, and sitting well in order smite The sounding furrows; for my purpose holds To sail beyond the sunset, and the baths Of all the western stars, until I die. -Ulysses, Lord Tennyson Every culture has its beliefs and its Gods; every man looks at the sky above, and the earth below, in wonder. The Drengr have had Odin’s wisdom attested to them, and still the mysteries of the Nine Worlds remain just that; mysteries. For most, their interactions with the Gods will come only at their last day or at Ragnarok, during the Twilight of the Gods; however, for the Heroes courageous enough to pierce the veil, riches, glory, and adventure await!

In game terms, a totem is whatever Macguffin the Skald wishes it to be; a piece of charred earth from Muspelheim, a piece of Baldr’s banner to get Asgard, etc. Additionally, the totem need not necessarily be a thing: Midgard was created from Odin’s father Ymir and

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c hapter 8 Monsters, Enemies and Allies

The world in which the Drengr live is one of constant and unyielding danger. This has been the crucible by which the Drengr have been formed; if there are foes to fell, there can be no great warriors. There can be no Heroes. In this chapter, you will find foes both mighty and meek for use in your Sagas of Midgard campaign. Additionally, we have included two monster templates: Hordes and Champions. These will allow you to get more use out of the foes you find in this chapter and ensure that your combat, while increasingly deadly, never gets stale.

Hordes

One arrow alone may be easily broken but many arrows are indestructible. -Genghis Khan Horde mechanics are a way to ensure both that your heroes continue to feel heroic and that lower level monsters remain a viable threat simply by grouping up. While a seasoned Hero may be able to decimate a Drengr foot soldier or two, how will the party fare against a horde of 50 of those rank-and-file soldiers? Horde mechanics allow your Heroes to “dive into” a huge battle against overwhelming numerical odds and prove their worth to the Gods. It is understood that 20 of the individual monsters would likely actually pose a greater challenge; however, in The Spirit of the Game (as well as the spirit of not having an incredibly long, boring fight) we have created the horde mechanic as a means of allowing your Heroes to show their mettle and heroism. Except where otherwise stated, a Horde counts as one monster. Any status effect that hits a Horde, applies toward its next attack. For example: If a player uses the bash skill on a Horde, the Horde would lose of its attacks and the others would resolve as normal. For additional effects, the player may decide whether to affect one of the Horde's other attacks or to "stack" status effects on one of the Horde's attacks. Horde Sizes

Small (20 of the creature): +20 Base Rollover, times 3 HP, 4 Attacks per round, covers all terrain within axe range (one range increment). Any multi-target effect that hits the Horde deals x2 damage. Medium (40 of the creature): +40 Base Rollover, times 6 HP, 6 Attacks per round, covers all terrain within javelin range (two range increments). Any multi-target effect that hits the Horde deals x3 damage. Large (60 of the creature): +60 Base Rollover, times 9 HP, 8 Attacks per round, covers all terrain within Bow range (three range increments, typically an entire standard combat field). Any multi-target effect that hits the Horde deals x4 damage.

When a horde is reduced to half HP it loses half of its attacks per round. If they would be affected by a status effect, it lasts half the prescribed duration. 104

8 Champions

Champions aren't made in gyms. Champions are made from something they have deep inside them - a desire, a dream, a vision. They have to have the skill, and the will. But the will must be stronger than the skill. -Muhammad Ali Sometimes, an opponent is no mere opponent. They seem to be faster, stronger, more resilient; a foe that will take not just your strength and cunning, but that of your companions as well to defeat. The champion template exists to "promote" foes that you'd like to feature more prominently in the combat. Typically reserved for "boss" monsters that you want to provide a stiff challenge to your party, champions should be of some significance to your story: why are they so powerful as to be a focal point of battle? To this end (and due to their special initiative rules, below) we recommend for both strength of storytelling and ease of logistics to have one (maximum two) champions in a combat at a time. +20 Base Rollover +4 HP per level of the base creature +2 damage to all attacks Acts first, third, and fifth in initiative and can take a full turn each time. Any status effect lasts as many of their turns, not as many rounds Example: Gorehorn (Seen in Adventure 1, Rites of Passage) Gorehorn is large even for an aurochs. He stands a towering 8 feet tall at the shoulder and commands an intimidating presence. Most drengr who spot him on the horizon turn tail and head the other way. Those who don’t find themselves feasting in the halls of Valhalla. Many stories about Gorehorn have been told. Some say he can breath fire like a dragon, some say he can turn people to ice statues with his gaze, all say he is terrifying to behold. But honestly, this is all speculation because no man has ever faced Gorehorn and walked away to tell his tale. Base Rollover: 60 HP: 36 Attacks: Gore: The aurochs may attack up to 4 creatures within axe range. This attack deals 4 damage and throws the enemy a javelin distance away. Charge: The aurochs may move and attack a creature within javelin range. This attack deals 6 damage on a hit and knocks the creature prone. Trample: If an enemy is prone and in range the aurochs may attempt to trample the downed foe for 2 damage. Unless otherwise stated, a creature's initiative is its base rollover.

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Monsters, Enemies and Allies

Archer of Albion Level 5

The people of Albion are known to rely heavily on their archers in battle. As such, they are some of the most skilled bowmen in the world. They use immense longbows that can shoot farther and pierce deeper than the most well-crafted Drengr bows. They are also equipped with armor, a shield, and a mace. Base Rollover: 50 HP: 12 Skilled Archer: Due to exceptional training, an Archer of Albion may make two bow attacks per round. Attacks: Mace and shield: The Archer pulls his shield and mace. On a hit, he deals 3 points of damage. While he has a shield, the rollover to strike him increases by 10. Longbow. This attack cannot be used at axe range, even at a penalty. On a hit, it deals 8 damage. Pin Cushion: The Archer may give up his movement action to make one additional attack this round. All attacks made grant a +10 to Dodge against them. Strike at the Heart: The Archer may decide to give up one of his bow attacks this round. The remaining attack is made at +20 Base Rollover and does 12 damage. Storm of Arrows (2/Combat): The archer nocks and fires several arrows, hitting an area that is up to bow's range away. The attack targets all creatures within that distance increment. The attack is made at +30 Base Rollover and deals 4 damage to all creatures hit. This attack receives an additional +10 to its Rollover for each subsequent Archer of Albion that uses his turn to make this attack before the next Initiative Round begins.

Aurochs Level 4

The aurochs is a very large cow like creature. They stand 6 feet or more at the shoulder and can weigh up to 3,500 pounds. They have very powerful and defined musculature in their neck area to support a pair of massive horns which are used for defense with deadly efficiency. Aurochs are generally a non-aggressive species. However, they can be easily antagonized into charging a creature that gets too close. Base Rollover: 40 Initiative: 20 HP: 20 Attacks: Gore or Charge and Trample Gore: The aurochs may attack up to 4 creatures within axe range. This attack deals 4 damage and throws the enemy a javelin distance away and the creature is knocked prone. Charge: The aurochs may move and attack up a creature within javelin range. This attack deals 6 damage on a hit and knocks the creature prone. Trample (fast): If an enemy is prone and in range the aurochs may attempt to trample the downed foe for 2 damage.

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Backahast Level 6

This creature disguises itself as a log or small row boat and hides in lakes and streams. When an unsuspecting passerby gets too close the creature pulls them under the water and consumes them. Few have ever lived through an encounter with a Backahast. What they truly looks like remains a mystery or the gibberish of mad men claiming to have fought one. Base Rollover: 60 HP: 18 Properties: The Backahast disguises itself to lure in prey. To see the backahast as it truly is, Heroes must succeed at a One-Eyed Wisdom check of 60. Attacks: Claw: 2 claw attacks dealing 5 damage each. Dragged to the Depths: The creature makes an attack at a Base Rollover of 80. On a hit the target is grappled and cannot take movements until you or an ally breaks you free with a Might of the Storm or Light Hands check Rollover 80. Every round that you are underwater, make a Force of Nature check with a rollover of 50. If you fail, take 5 points of drowning damage. You are free to make attacks while restrained.

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Bergbui Level 10

A race of giants who live in the mountain ranges that encircles the ends of the world. These giants have been seen by only the hardiest of heroes. They are humongous creatures that, from afar, appear as the very mountains they inhabit. They try with all their might, which is considerable, to keep the denizens of Midgard contained. When travelers approach their ranges they prefer to stay in the mountains and cause rock slides and avalanches. If this does not stop the intruders the Bergbui are not afraid to take up arms and crush their foes. Base Rollover: 100 HP: 60 Attacks: Slam: 2 slam attacks per round for 9 damage and the target is knocked prone. Punt: When a target is knocked prone by slam the Bergbui may make a Punt attack against the target. On a hit, the target is punted into another creature within javelin range. Both creatures struck take 8 damage. Rock Stampede: The Bergbui may summon a rock slide as long as it is in mountainous terrain. The rocks may slide in any direction, even uphill, to attack foes. The attack targets all creatures within Javelin range (Bergbuis are immune) on a hit they are knocked prone and dealt 10 damage.

Beorn Level 6

The bears of the Drengr Lands are mighty, ferocious, and revered for their toughness. The largest of these bears live in caves and stand an intimidating 10ft tall at the shoulder. Weighing in at nearly 2 tons, these creatures are always on the hunt to quell their voracious hunger. Base Rollover: 60 HP: 20 Attacks: Claws: 2 attacks per turn, 4 damage each on a hit. Bite: The Beorn smashes his jaw down upon you, dealing 6 damage Bear Hug: ( 1 action) The bear attempts to grapple a target holding the creature firmly in its arms. The creature cannot move until it succeeds on a “Might of the Storm” check rollover 50. However, the creature may attack the bear if it chooses. While grappled the bear may freely succeed on bite attacks. The creature may not roll to dodge but may make an armor check. Berserker Rage: When the cave-bear is reduced to half its hit point total it immediately goes Berserk. While Berserk, the cave-bear is granted 2 DR, inflicts 2 extra damage on all attacks, and rollovers to dodge its attacks are increased by 20.

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Berserkr

8

Level 7

Base Rollover: 70 Initiative: 55 HP: 15 Properties: Berserkr’s Will: Upon being reduced to 0 hit points, a Berserkr does not die until the end of his next turn. He gains two actions for this last turn. Executioner: A berserkr gains +3 damage on any hit on a prone target. Attacks: Greataxe: 6 damage on a hit. Will to Slaughter: The Berserkr has permanent damage resistance (1). No roll is required. Primal Rage (fast, usable every other round): The Berserkr roars, and the ground shakes beneath him. Up to three creatures within a javelin range must succeed at a dodge roll or be knocked prone. Bite (fast, 2/Combat): The Berserkr bites for whatever he might find: on a hit, he deals 4 damage. On a miss, if you are wearing armor, your armor is sundered: the damage resistance rollover increases by 20 until you can take a mead break to repair it. If you are not wearing armor, take 3 damage.

Bergfolk Level 6

Found in mountainous areas these creatures are tall and gangly with green skin that is covered in pustules and boils. They are warlike and territorial and are ever scouting the edges of their territory in search of intruders. They are typically seen atop their mounts, which are misshapen warhorses with one large eye, sharp teeth for rending flesh, and three legs tipped with supremely sharp claws. In combat the Bergfolken use the mobility of their mounts to their advantage, firing upon enemies with bow and arrow while keeping distance. When they feel like they have softened their enemies enough to engage they will charge into melee with battle axes, their mounts biting and slashing along with them. Base Rollover: 60 HP: 25 Attacks: Bow: The Bergfolk are accomplished marksmen and can make two bow attacks per round. On a hit, deal 5 damage. Battle Axe: 2 handed battle axe swipe at a +20 rollover due to horseback. On a hit, deal 6 damage Rip and Tear: While in melee the Bergfolks mount may attack with them. The mount may attack 2 times per round with its clawed hooves. Their Dodge rollover is 40, 4 damage per hit.

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Blood Mage Acolyte Level 4

A blood mage is fearsome, yes, but those just starting down the path? Angry children who do not understand the power they wield. Under different circumstances they could have been so much more. --The Musings of Morotar, v.65 Blood Mage Acolytes are young Drengr who have dedicated their lives to Odin; specifically, the self-sacrificial part. Wishing themselves dead and Odin glorified, they fight with a particularly powerful will to die so long as they take their opponents screaming into the afterlife with them. Base Rollover: 40 HP: 15 Attacks: Serrated Daggers: The Blood Mage Acolyte strikes with both of his daggers. On a hit, they deal 2 damage, with an additional point of damage being taken at the start of the target's next turn for their next two turns. These effects can stack. Blood Boil: The Blood Mage slices into his chest, dealing himself 3 points of damage. He places his hands on the blood and heats it, shooting it out into a boiling mist of blood. This can hit up to three targets within axe range. On a hit, a target is dealt 2 damage and is blinded for one round. Blood Bomb: The Blood Mage takes his serrated dagger and cuts out a tooth, dealing himself 5 points of damage. Cooling the blood (and his tooth) in his hands, he throws it up to a bow-range, attacking all creatures in that range increment. On a hit, they are struck with bloody shards of ice and tooth for 3 damage and are knocked prone.

Blood Mage Level 7

A seasoned practitioner of Blood Magic, the Blood Mage exists to ensure blood for the Blood God. More seasoned than an acolyte, they are a fearless foe in battle, unafraid not of death but only of not bringing at least one foe screaming to the afterlife with them. Base Rollover: 70 Initiative: 65 HP: 22 Attacks: Serrated Longswords: Years of training have allowed the Blood Mage to use two full-size, jagged swords in combat. The Blood Mage attacks with both of his swords. On a hit, they deal 5 damage, with 2 additional points of damage being taken at the start of the target's next turn for the next two turns. These effects can stack. Blood Storm: The Blood Mage cuts into his leg, dealing himself 4 points of damage. A fine red mist shoots into the sky, raining down blood and lightning on all enemies in a chosen distance increment who must make a Light Hands check. On a miss, they are dealt 6 points of damage. Blood Bomb: The Blood Mage seeks to secure his (and his foes') place in the afterlife. He turns his focus inward, and superheats his blood until it explodes forcibly outside of his body. Every creature in an axe-range of the Blood Mage when he uses Blood Bomb must make a Light Hands or Force of Nature check. On a failure, they are dealt 10 points of damage. On a success, they are dealt 5.

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Blood Mage Master

8

Level 10

Due to the way that Blood Mages fight, it is rare that one survives long enough to master his craft. Those that do, however, are truly fearsome foes; they have learned to control not only their own lifeblood, but that of those around them. No longer obsessed with dying in battle, they are nonetheless cold, manipulative, and ruthless. Base Rollover: 100 HP: 40 Attacks: Serrated Longswords: Years of training have allowed the Blood Mage Master to use two full-size, jagged swords in combat. The Blood Mage attacks with both of his swords. On a hit, they deal 8 damage, with 4 additional points of damage being taken at the start of the target's next turn for the next two turns. These effects can stack. Blood Leech: The Blood Mage Master seeks to pull a target's blood from its body to increase his own vitality or that of an ally. He chooses one target who must make a Force of Nature check. On a failure, the target suffers 12 points of damage. The Blood Mage Master can divide those 12 points of damage as healing for himself or any allies of his choosing. Brain Bleed: The Blood Mage Master turns his focus to his opponent's minds, briefly superheating the blood in their brain. He may choose up to two creatures who make a One-Eyed Wisdom check. On a failure, they suffer 10 points of damage and are stunned on their next turn.

Cave Bear Tribesmen Tales of men who live in the deep forests and caves on the edges of the Drengrlands have been around as long as there have been Drengr. Legends say that these “men” are actually bears that walk on two legs or that can change shape at will between the form of a bear and that of a man. However, these are no berserkers, and these creatures do not have the blessings of Odin.

Cave Bear Tribe Shaman Level 5

The Shamans of the Cave Bear Tribe wield unnatural magic by consuming the flesh of their victims. The consumption of human flesh imbues the shamans with temporary strength that far exceeds their normal powers. Base Rollover: 50 Hit Points: 15 Attacks: Club: The Shaman swings his knotted club at a foe. On a hit, he deals 5 points of damage. Consume Liver: The Shaman may use this attack for no action upon killing a humanoid creature (including an ally; feel free to reskin Drengr Conscripts to serve as your sacrificial lambs). The Shaman slices a hole in the abdomen of his enemy and deftly plucks out its liver. The Shaman consumes the liver and is imbued with power. Base Rollover increases by 10, damage increases by 2, and the Shaman may an extra club attack per round. This effect lasts 3 rounds. Rend Armor: The Shaman makes an attack that rips the armor from his opponent’s body. The attack reduces the effective armor of a piece of equipment by 2. The armor must be repaired during a rest period. River of Blood: The Shaman opens a wound in his or her arm and a river of blood pours forth. Blood coats the ground from axe to javelin range and any creatures caught within it are immediately slicked in blood. Affected creatures must make a Light Hands Check (Rollover equal to Shamans current Rollover) at the start of their turn or fall prone.

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Cave Bear Tribe Warrior Level 5

Base Rollover: 50 Hit Points: 15 Attacks: Spear: The Cave Bear Tribe warriors carry two spears with them. Usually, they throw the first spear at shielded enemies before closing in for the kill. Their spears are specially modified to pierce armor and can render a shield obsolete. On a hit, they deal 5 damage and ignore 1 DR. Pierce Shield: Can be used from range or melee. The attack causes no damage but pierces through the opponent’s shield. The shield can not be used for defense until a Rollover 60 Might Of the Storm check has been made to pluck the spear out of the damaged shield. This action takes a full round to perform Scrambling Strike: The Warrior may move use two movement actions this turn. Any attacks made deal -2 damage.

Cave Bear Tribe Mother Level 7

The den mother of Tribe of Cave Bear worshipers appears to always be bloated with child. She is fat and disgusting covered in the blood of her tribe’s recent slaughter. She stinks of putrid death and decay, her skin so pale from lack of sunlight as to appear almost translucent. Bulging blue veins look like worms wriggling through her flesh. Dodge Rollover: 50 Base Rollover: 70 Hit Points: 25 Attacks: Poison Dagger: The Tribe Mother lashes out, sticking one of her many poisoned daggers into a creature. On a hit, it deals 3 damage as well 5 poison damage dealt at the beginning of an affected creature's turn. This damage is taken until a Might of the Storm of Force of Nature check rollover 50 is made by the creature or an ally. Poison Spray: the den mother fills her mouth with caustic poison and spits it at up to three enemies in axe range. On a hit the creature is blinded for their next turn and takes 6 poison damage at the start of their turn until a Force of Nature Check (rollover 50) is made by the creature or an ally.

Cave Bear Tribe Warlord Level 8

A hulking example of a member of the Cave Bear Tribe, the warlord has earned his position through ferocity and brutality in battle. They are usually better equipped than other members of the tribe with armor and weapons taken from bested enemies. They often wear chainmail armor and wield large hammers, axes, or swords. Base Rollover: 80 Hit Points: 30

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Monsters, Enemies and Allies Attacks:

8

Greataxe: The Warlord swings his mighty axe down upon his foes. On a hit, deal 7 damage. Commanding Presence (fast action): The Warlord may choose two allies within Bow range. Each ally may move one range increment and make one attack on a target designated by the Warlord at +10 to rollover and +2 damage. Great Cleave: The Warlord may attack up to three targets at axe range with a grand sweep of his weapon. The wild arc of the swing makes the attack less accurate but it remains just as deadly; gain +10 dodge to this attack. Charging Strike (2/combat): The Warlord may rush toward an enemy and strike from an incredible distance. From bow range, the Warlord may move in and strike at an enemy with great force. If successful the attack deals double damage and knocks loose the target's equipped weapon, requiring a fast action to pick up. The Warlord must move a bow range to build enough momentum for the attack.

Chimera The Chimera is a creature that is frightening and terrible to behold. Loki himself could not have devised a more sinister monster. Its front legs are those of a lion with razor sharp claws while its back legs are that of a goat. It has two heads in the front; one lion the other goat. Its tail is the body of a long writhing serpent with a snake’s head at its end. As if this were not strange enough, the creature is equipped eagle’s wings large enough to heft its massive bulk into the sky. Base Rollover: 100 HP: 60 (20 per head) Properties: Flight: The chimera may fly with great speed. While flying the chimera can move 3 range increments per turn. Multi-headed: The Chimera gets three attack actions per turn. Each of the chimera’s heads (or part controlled by the head) may make an attack each turn. Each head has 20 HP and may be specifically targeted. When a head is killed the chimera loses that head’s attack and abilities. Fire immunity: The chimera is immune to all fire damage. Attacks: Claws (controlled by lion head): The chimera attacks with both front claws. Each claw does 8 damage on a hit. Hoofs (controlled by goat head): The chimera kicks at a creature with its powerful hind legs. On a hit the creature takes 10 damage, is knocked prone, and is thrown a javelin distance away. Tail (controlled by snake head): The Chimera attempts to restrain a creature with its long snake tail. The creature must make a Light Hands or Might of the Storm check Rollover 100 or become restrained. This effect lasts until the creature or one of its allies succeeds at the Rollover to break free. The Chimera can only have one creature restrained at a time. Lion head: The lion’s head bites at an enemy. On a hit it deals 12 damage. Goat Head: The goat head unleashes a torrent of flames upon the chimera’s enemies. All creatures within axe range must succeed at Lights Hands check Rollover 100 or suffer 10 fire damage. Creatures set aflame take 2 burning damage at the start of their turn until an action is taken to douse the flames. This action can be taken by the creature or one of it’s allies. Snake Head: The snake head lashes out with startling speed. On a hit, the creature takes 12 damage and is poisoned. The creature takes 5 points of poison damage at the start of its turn until a Might of the Storm or Force of Nature check Rollover 100 is made. This check may be made by the creature or one of its allies.

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Conscripts Level 2

Every man believes himself the hero of his own Saga, but many are doomed to realize that they are not the hero; they are the fodder. --The Musings of Morotar v.6 Everyone has to start somewhere if they’re going to be a hero. These poor fools don’t realize that they’re likely never to be that hero. Perhaps a farmer who decided to seek riches in raiding, perhaps a young noble with more bravery than wits. Either way, these would-be fighters are poorly trained, poorly armed, and if they’re ever effective, it’s in large numbers. Base Rollover: 20 HP: 5 Attacks: Axe: 3 damage. Bow: 5 damage.

Draugr Level 5

Draugr are the reanimated corpses of fallen drengr heroes. They can be found in tombs guarding the treasure and weapons they were buried with. The revenant's eyes glow with a sickly pale light and their bodies are found in various states of decay depending on when and where they were entombed. They may be perfectly mummified, have tattered shreds of skin draped over brittle bones, or bloated waterlogged bodies covered in seaweed . Some Draugr were not luckily enough to be given a proper drengr burial. These Draugr were usually left to rot on a battlefield or went down to the depths of the sea; lacking a tomb, they wander near the place of their death seeking revenge on the living. No matter where they reside Draugr are terrifying. They often overwhelm their victims with large numbers and stories are told of Draugr continuing to fight after being hacked to small pieces. Base Rollover: 50 Initiative: 50 HP: 8 Attacks: Claws: The Draugr can make 2 strikes with its claws per turn. These attacks deal 3 damage each. Bite (fast action): If both claw attacks hit, the Draugr can attempt a bite attack dealing 4 damage with a +20 rollover to dodge. Pack Tactics: The Draugr gains +10 rollover to dodge checks when it is within immediate range of 2 other creatures with the Draugr tagline. Draugr: Draugr are very resilient and can only be killed by fire, a mighty blow to the head that smashes the skull, or decapitation. A Draugr can only be reduced to 0 HP by a weapon strike with a roll of 90 or better (after modifiers) or by fire damage. Upon reaching 1 HP the Draugr is incapacitated; they can make only one attack per round and cannot move and attack. Additionally, they grant a +10 to attacks against them. This effect stacks every time the Draugr takes damage (+20, +30, etc); in this way, they can remain at 1 HP and withstand several more attacks before dying.

Draugr Runecaster Level 7

The undead draugr ranks are filled by former heroes of Midgard. Some of the most terrifying are the raised corpses of Runecasters. These are draugr that mastered the art of runecasting in their former lives and have passed into undeath with the knowledge they gained.

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8

Base Rollover: 70 HP: 12 Attacks: Claws: The Draugr can make 2 strikes with its claws per turn. These attacks deal 3 damage each. Bite: If both claw attacks hit, the Draugr can attempt a bite attack dealing 4 damage with a +20 rollover. Runecasting: The Draugr has access to 4 runes of the Skald’s discretion. The Runecaster may cast up to 3 runes in one casting. Pack Tactics: The Draugr gains +10 rollover to attack when it is within immediate range of 2 other creatures with the Draugr tagline. Draugr: Draugr are very resilient and can only be killed by fire, a mighty blow to the head that smashes the skull, or decapitation. A Draugr can only be reduced to 0 HP by a weapon strike with a roll of 90 or better (after modifiers) or by fire damage. Upon reaching 1 HP the Draugr is incapacitated; they can make only one attack per round and cannot move and attack. Additionally, they grant a +10 to attacks against them. This effect stacks every time the Draugr takes damage (+20, +30, etc); in this way, they can remain at 1 HP and withstand several more attacks before dying.

Draugr Warrior Level 6

Draugr Warriors are the most skilled combatants of the undead draugr. These creatures have remembered their training and as such are still very deadly with their blades. A draugr warrior will throw hammers from a distance and then close in for the kill with its axe. The draugr will attack with its claws if it becomes disarmed. Base Rollover: 60 HP: 10 Attacks: Great Axe: The Draugr warrior makes 2 attacks with a great-axe dealing 5 damage per strike Hammer Toss: The draugr can throw a hammer up to Bow range without penalty dealing 4 damage on a hit. Claws: The Draugr can make 2 strikes with its claws per turn. These attacks deal 4 damage each. Bite: If both claw attacks hit, the Draugr can attempt a bite attack dealing 4 damage with a +20 rollover. Pack Tactics: The Draugr gains +10 rollover to attack when it is within immediate range of 2 other creatures with the Draugr tagline. Draugr: Draugr are very resilient and can only be killed by fire, a mighty blow to the head that smashes the skull, or decapitation. A Draugr can only be reduced to 0 HP by a weapon strike with a roll of 90 or better (after modifiers) or by fire damage. Upon reaching 1 HP the Draugr is incapacitated; they can make only one attack per round and cannot move and attack. Additionally, they grant a +10 to attacks against them. This effect stacks every time the Draugr takes damage (+20, +30, etc); in this way, they can remain at 1 HP and withstand several more attacks before dying.

Drengr Infantry Level 4

One battle does not a hero make Truly, neither ten. It is by heroic deeds recalled That your name be sung again --The Musings of Morotar v.8 These are the backbone of a Drengr warband. Trained from birth to battle and with the belief that Valhalla only awaits them from the battlefield, they fight as if they have nothing to lose. Base Rollover: 40 HP: 11

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Monsters, Enemies and Allies Attacks: Axe: The drengr swipes at a foe for 6 damage. Bow: Ranged attack dealing 7 damage. Cleave: A wide arching attack that hits two foes, dealing 4 damage each on a hit. Mighty Blow: The Drengr swings wildly, dealing 9 damage on a hit. Whether he hits or misses, he grants +10 to attack rolls against him until the start of his next turn.

Drengr Hero Level 8

When two lions fight, one is wounded and the other killed. --Ancient Proverb These are Drengr who have asserted their dominance over the battlefield time and time again. They are lieutenants or leaders of warbands, and although no man is invincible, to the common man these Drengr certainly seem it. Base Rollover: 80 HP: 25 Attacks: Cleave: The Drengr Hero swings his greataxe in a wide arc. He may target up to two enemies in axe-range. On a hit, they suffer 8 points of damage. Skull-Bash: The Drengr Hero attempts to smash his opponent in the forehead, opening them up for a bigger strike. One opponent in axe-range must make a Force of Nature check (Rollover 80). If they fail, the next time an opponent strikes them they will take double damage. These Spells I Know: Each Drengr Hero carries 4 Runes on them (see Chapter 4, Runes). They may cast up to Second Position, using two with a single action. Any Runes not used can be looted by the Heroes upon the Drengr Hero's death.

Elephant Cataphract Base Rollover: 80 HP: 60 Properties: Piloted: The Elephant Cataphract has four riders on it upon entering combat: one to pilot it and three archers. The riders act immediately after the Elephant. If at any point the elephant has no one to pilot it, it will engage the closest creature to it at random using Gore. To pilot an Elephant is a Natural Leader or Force of Nature check of 60; this will allow the handler to use the elephant’s actions on their turn. Attacks: Terrifying Bellow: The creature raises its trunk and lets loose a horrifying noise that can be heard across the battlefield. Each enemy creature within scouting range must make a Natural Leader check with a rollover of Rollover 80 or suffer +30 to all dodge rollovers for 3 rounds as they are shaken to the core and need time to calm their fears. Trample: The elephant charges forward up to two range increments trampling up to 3 creatures under its immense feet. Any creature hit by this attack is knocked prone and takes 8 damage. Gore: The elephant drops to its knees as it spears a target with its tusks. On a hit, a creature is 10 damage (20 if the target is prone)

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Monsters, Enemies and Allies Tusk Swipe (interrupt): The elephant must be within axe range of at least 3 enemies to use this ability. When an enemy attacks the elephant the elephant may sweep its head around clearing the area with its tusks. Up to three enemies are effected. On a hit they take 5 damage, are knocked prone, and thrown one range increment away.

8

Riders Base Rollover: 80 HP: 15 Each elephant cataphract is equipped with a driver and up to 3 archers Fire Arrow: 5 damage and the target is lit aflame. The target takes 3 fire damage at the start of its turn until an action is taken to put the fire out. Bola Arrow: 5 damage and the target is knocked prone and restrained. The target must make a Might of the Storm check with a rollover of 50 to break free. Acid Spray Arrow: 5 damage. The target must make a Force of Nature check Rollover 50 or be blinded by the acid on their next turn.

Fire-Drake Level 8

A winged dragon that spits fire and consumes flesh voraciously. The Fire-Drakes are the dragons told of in ancient legends; immortalized in Sagas and the memories of any with the displeasure to have witnessed one and lived. They are uncompromising beasts hell bent on death and destruction,

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Monsters, Enemies and Allies Base Rollover: 80 HP: 45 Attacks: 2 Claws: 6 damage 1 Bite: 9 damage Wind Strike (fast, 1/combat): The Drake rears back on its hind legs and buffets the wind wildly with its wings. The resulting force of wind knocks all creatures within javelin range prone unless they succeed at a Might of the Storm or Force of Nature check rollover 80. Dive Bomb: The Drake attempts to swoop low and pick up a creature in its claws. The creature must make a Dodge check to avoid the claws. On a failure the creature is grappled by the Drake. Each round the creature is grappled by the Drake it may make a Might of the Storm or Light Hands check to escape The Drake will fly the creature upward for three rounds (using its action to make a bite attack) and then drop it. The affected creature will take 7 falling damage for each round it is grappled (up to 21). Fire Spit: The drake attempts to rise into the air and spread fire through the ranks of its enemies. The Drake consumes the land within javelin range in fire and brimstone. Each creature in the area must make a Dodge check rollover 80 or be lit aflame. On a hit, affected creatures takes 8 fire damage. The creature takes another 8 fire damage at the beginning of its turn until an action is taken to douse the fire.

Gallian Chevalier Level 7

HP: 30 Armor: 3 (see below) Base Rollover: 70 Dodge Rollover: 50 Initiative: 40 The pride of the Holy Gallian Empire, the Chevalier is a master both of offense (with his massive Zweihander sword) and defense (with his thick, plated armor). While these warriors often fight from horseback as the vanguard of the Holy Gallian Emperor, they also act as champions or Lords of a town, protecting it from foes within and without. Properties: Armored: The Gallian Chevalier has DR 3 (no roll required). Any successful Sneak Attack, Critical Hit, or environmental damage (be creative!) will bypass the armor as well as damage it, dropping the Gallian Chevalier's DR by 1. Zweihander: The Gallian Chevalier swings his massive sword at a foe. On a hit, the foe takes 8 damage and is knocked prone. One into Another (3/combat): The Gallian Chevalier attacks one enemy in axe-range. On a hit, he attempts to throw his target into an enemy within javelin range (Dodge Rollover 70). Anyone struck is dealt 5 damage and knocked prone. Whirlwind (one/combat): The Gallian Chevalier swings his Zweihander in a huge arc, building up speed and slamming into every enemy in axe and javelin range. On a hit, enemies are flung backward, taking six damage and being knocked prone.

Hashashin Level 8

Base Rollover: 80 HP: 25 Properties:

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8

Quickness: The Hashashin may move twice on his turn. Sneaky: To detect a sneaking Hashashin, a Hero must make a One-Eyed Wisdom roll of 100. Blind Fighting - the Hashashin is trained in fighting without the use of vision; they cannot be blinded. Poison Immunity - The Hashashin has spent years slowly building up an immunity to poisons and powders. He cannot be poisoned. Sneak Attack: Against a blinded target or any target that does not know the Hashashin is there, all attacks deal an additional 7 damage. Attacks: Barbed Dagger (melee or thrown): Base dodge rollover for 8 damage on a hit. These daggers are made to penetrate deeply. On a hit the dagger becomes stuck in the target. It deals 1 point of damage to the creature at the start of its turn until a Might of the Storm rollover 50 is made to pull it free. Hastily removing the dagger during combat will damage any non-magical armor being worn reducing its DR by 1. Assassins are equipped with enumerable daggers when they go into battle bristling with bandoliers and even more concealed amongst their robes. Bow: The Hashashin delivers a ranged attack for 10 damage. Smoke Screen (fast action, 2 per combat): The Hashashin cracks a vile on the ground and the air is immediately filled with a viscous white smoke that obscures the area within axe range. All creatures in the smoke must make a Force of Nature check rollover 90 or become blinded until the end of their next turn. The smoke clears at the start of the assassins next turn. Sleep Dust (1 per combat): With the wave of his hand the Hashashin unleashes a powder into the air that effects all creatures in axe range. All creatures become drowsy suffering a +20 Base Rollover to all dodge and attack rolls made for 2 rounds. Those who fail a Force of Nature or Might of the Storm check, Rollover 80, also fall asleep for 2 rounds, until they are damaged, or an action is spent to wake them up. Poison Dart: Can be used from a javelin range away. 3 damage on hit. 5 poison damage at the start of an effected creature’s turn until a Force of Nature Rollover 50 is made. Assassinate: Once per day, if there are no hostile threats other than the target within axe range and the assassin is hidden the assassin may strike that target for free dealing half of the creature’s total hit points worth of damage.

Huldra Level 5

Huldra are monsters that appear as beautiful maidens lost in the woods. They use their charms to seduce gullible Drengr into aiding them. Once seduced, the Huldra will lead its victims deep into the forest or into underground cave networks where other monsters lie in waiting. Victims of a Huldra are rarely seen again. Base Rollover: 50 HP: 14 Attacks: Claw: 2 claw attacks dealing 4 damage each Seductive Gaze: All creatures within longbow range are affected. If the creature does not succeed at a Rollover 50 One-eyed Wisdom check, the creature is charmed by the Huldra for 3 rounds. The affected creature may repeat this check at the beginning of their turn. charmed creature may only take the movement action to follow the Huldra. The effect ends if the Huldra or its target take damage.

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Jotunn Level 10

Remnants of a lost age, many of the Jotnar have retreated from their homes in Midgard to seek refuge in Jotenheim. The few who remain are as diverse as the common drengr. An encounter with a Jotunn can go many ways as determined by their machinations and temperament. A Jotunn may be as likely to help you as to squish you into Drengr jelly....goes great on toast. Base Rollover: 100 HP: 50 Attacks: Dumb as a Post: the Jötnar grants a +20 to be affected by any sort of illusion or false appearance. Big Fat Club: Strike for 10 damage. The target loses their next action (can still move and take a fast action). Big Fat Hands: Strike for 8 damage. Any enemy hit by this must make a Might of the Storm check (base rollover) or be knocked prone. Die, Stupid! The Jotunn slams his club into the ground. He may attempt to strike up to two targets in immediate range for 13 damage; however, he must spend his next action pulling his club out of the crater he’s just made if he wishes to use it again. If not, he may only use “Big Fat Hands” as his attack action.

Lindworm Level 9

A terrifying serpent-like creature that can grow to more than 100 feet long. It crawls along and under the ground by pulling its snake like body with a pair of powerful front legs. The Lindworm is said to possess a bite laced with poison so strong that it can kill a man faster than you can say, “Odin”. Lindworms are able to survive in almost any terrain as they tend to burrow their dens into the ground. Males generally live solitary while females raise a brood of 2-5 young. Lindworms are very territorial and will defend the area around their dens to the death. Base Rollover: 90 HP: 47 Properties: Long Reach: The Lindworm can make his attacks at either axe or javelin range. Attacks: 2 Claws: The lindworm tries to slash enemies with its front claws. 7 damage for each hit. Bite: The lindworm bites its foe for 12 damage. Make a Force of Nature check Rollover 50 or take 8 poison damage. Poison damage continues each round until the check is made by the affected creature or an ally. Coiled up: The Lindworm may attempt to grapple and restrain enemies using its long body to wrap them up. The lindworm may entwine up to 3 enemies at a time. On a hit, the creature is restrained and cannot move. They must make a Might of the Storm or Light Hands check Rollover 80 to break free. They take 8 crushing damage each round they remain grappled.

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Manticore

8

Level 10

The manticore is a terrifying creature found in faraway exotic lands. Few descriptions of the beast are recorded but it is rumored to have the head of a man, the body of a lion, and a tail spiked with poison quills. It is also said to have three rows of teeth and the ability to unhinge its jaw to swallow victims whole like a snake. The creature is very intelligent and will use this to its advantage when on the prowl or defending its territory. The manticore is very adept at using the natural terrain to set traps and ambushes for its prey. Base Rollover: 100 HP: 35 Properties: Scent: The manticore has a keen nose and cannot be ambushed. Additionally, its ability to smell is so acute it is also immune to blinding effects Attacks: Bite: The manticore bites with its triple rows of sharp teeth. Deals 12 damage on a hit. Claw Rend: The manticore may make 2 attacks as it holds its target with its front paws and kicks with its back legs. Each attack deals 8 damage on a hit. Pounce: The manticore may move up to two increments and make a claw attack, dealing 6 damage on a hit. If this first attack is successful, the manticore may instantly make a bite attack against the same target. Quill Launch: The manticore makes a ranged attack against 3 enemies up to bow range away as it unleashes a burst of spikes from its tail. These attacks do 4 damage each and render the victims stunned. Dominating Gaze: The manticore can attempt to dominate any creature within axe range. The creature must succeed at a Natural Leader check Rollover 100 or be dominated for one round. The Manticore may make the affected creature do anything that takes one round. Swallow Whole: It takes the Manticore three rounds to swallow a creature whole. The first round, the creature may make a Dodge or Light Hands check Rollover 100 to dodge the attempt. On the second round of being eaten the creature may make a Might of the Storm check Rollover 100 to break free. On the third round the affected creature may make a Force of Nature check Rollover 100 to trigger the Manticore’s gag reflex to get spit out. A creature that fails all checks is effectively swallowed whole and takes 10 points of damage per round until the Manticore is killed. While attempting to swallow a creature, the manticore may not make any other attacks and its Base Rollover is reduced to 80.

Múspellsmegir Level 13 Immortal

Jotnar that reside in the realm of Muspelheim. These giants are beings made of fire and brimstone. Their singular goal is to destroy Midgard as part of Surts's army during Ragnarok. Base Rollover: 130 Dodge Rollover: 100 HP: 60 Properties: Bifrost’s Bane: All Múspellsmegir have DR (3). This does not require a roll. Additionally, the Múspellsmegir is healed by fire rather than

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Monsters, Enemies and Allies harmed by it. Attacks: Arm of Surt: The Múspellsmegir swings his fiery sword. On a hit, deal 18 fire damage. The creature takes an additional 4 fire damage at the end of its turn for two turns. Trample (2/combat): The Múspellsmegir charges forward, smashing and hacking at every enemy it sees. It may move up to a bow's range; on a hit, an enemy is knocked prone and takes 10 damage, along with 4 fire damage at the end of its turn for its next 2 turns.

Ravens of Loki Level 6

The Ravens are a guild of magicians, wizards, vala and rogues who act as criminals-for-hire across the Drengrlands. They use a mix of transmutation and illusion magic to carry out acts of sabotage, espionage, and assassinations. They owe allegiance to no Kingdom and although their members are castigated by polite society for their subversion and confluence of Odin and Loki, Jarls and Kings give them enough work to keep them not only in business but thriving year in and year out. Base Rollover: 60 Initiative: 70 HP: 16 Attacks: Dagger: 3 damage on a hit. If the Raven used Materialize at the start of its turn, this attack deals 6 damage on a hit. Cheap Shot (interrupt): When the Raven takes damage, he may attempt to claw for his enemy’s throat, groin… whatever’s available, really. On a hit, the person who struck him takes 4 damage. On a miss, the Raven takes an additional 4 damage. Beast Form: The Raven turns from a human into a flock of ravens. While in Raven form, his base rollover increases by 20 and he has access to Blinding Peck, Materialize and To The Winds. Blinding Peck: The Raven swarm seeks to tear at the eyes of its enemy. On a hit, the foe takes 4 damage and is blinded for one round. Materialize (fast): The Raven changes into a human. After using his, he cannot use Beast Form until after the end of his next turn. To The Winds (fast, interrupt): The flock of ravens may move out of engagement range in a single turn. If this is used they are considered to have withdrawn from the encounter permanently.

Troll Level 6

Trolls are creatures that reside in the mountains, usually in solitary or in very small family groups, and sometimes with bears as pets. They are large shaggy beasts, standing near or above 7 ft tall, that are extremely resilient to the cold climate of their environs. They have sharp dagger length claws for rending meat and teeth made for crushing bones to sate their carnivorous appetites. Trolls are opportunistic and eat anything they happen across, from carrion to drengr. While trolls are a formidable opponents the skalds and sagas tell stories of their weakness to sunlight. If the tales are true, trolls are said to turn into stone in the light of the sun.

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Monsters, Enemies and Allies

8

Base Rollover: 60 HP: 20 DR:1 Attacks: Claw: Razor sharp claws dig into you, dealing 4 damage each on a hit (2/round). Bite: The Troll's bite leaves your skin burning. It deals 5 damage, with two damage ongoing at the start of every round until you have received some kind of healing (a Force of Nature of 60 will also suffice to staunch the disease). The trolls appetite for dead things has left its mouth festering with disease. Rancid: (1 action) The troll exudes a noxious smell that sickens those around it hindering their ability to fight and defend themselves. Upon failing a Force of Nature check, the troll's base roll over increases by 20 for 5 rounds. This action can only be used once per day. Weakness to sunlight: The first round a troll is exposed to sunlight it may use its action to run up to a longbow distance in an any direction; trolls try to avoid the light at all costs. The second round a troll is exposed to sunlight it becomes blinded. The third round a troll is exposed to sunlight it becomes petrified.

Ulfr Level 4

A creature truly noble, as the sagas say? Yes, but made noble by its tenacity; see one, then seek the other three if you value your life. --The Journeys of Morotar, ch. 24 An Ulfr (or wolf) is a creature well-revered in Drengr culture. Odin himself has two that follow him, and, like so many Drengr believe themselves to be, are apex predators. Wolves are rarely aggressive unless hungry or aggressed upon; however, they are almost never alone. Many a Drengr has gone off seeking a wolf-pelt as a prize and never returned. Base Rollover: 40 Initiative: 50 HP: 10 Attacks: Claws: the Ulfr may attack twice as it rears back on its hind legs. These attacks deal 4 damage each. Bite: The Ulfr moves to immobilize its prey. On a hit, deal 3 damage and the target is immobilized. They take a +10 rollover to dodge and cannot move until they escape. The varg may attempt to rend more flesh with its action each subsequent turn, maintaining the grab and dealing an additional 4 damage. On a failure, the creature shakes loose. An enemy can only be affected by one bite at a time. Pack Tactics: The Ulfr gains +10 to attack when it is within immediate range of 2 other creatures with the wolf tagline.

Valkyrie Level 13 Immortal

The elite soldiers of Odin, Valkyries are both beautiful and terrifying to behold. They ride from Asgard on their winged mounts and choose half the heroes from the battlefield to fight with the Gods during Ragnarok. Base Rollover: 130 Hit Points: 60

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Monsters, Enemies and Allies Properties: Chosen of Freyja: The Valkyrie gets 2 actions per turn. Immortal Wrath: Upon dying, the Gods of Asgard turn their back on you. Anyone who dealt damage to the Valkyrie may not use Favor for their next 3 turns. Actions: Melee: The Valkyrie can make 2 attacks per round with their swords or spears. On a hit, they deal 20 damage. Mounted Attack: When mounted the Valkyrie’s Base Rollover for attack is +10. Any single attack that deals more than 15 damage dismounts the Valkyrie. Mounted Charge (2/combat): Riding her spectral mount, the Valkyries charges a target. The Valkyrie may move up to bow range (and must move at least javelin's range) and make its attack. The attack has a Dodge Rollover of 150, and deals +8 damage. Friend or Foe: Battle can be confusing and the Valkyrie uses this to her advantage. The Valkyries chooses a target on the battlefield. The creature must make a Natural Leader check Rollover 150 or attack its nearest ally with an attack that has a Favor cost. If the creature does not have Favor, it must use a basic attack. Odin’s Will: The Valkyrie carries out Odin’s Will to take a warrior to Valhalla. The Valkyrie may choose one of the following effects: Enfeeble: The Valkyrie chooses a target within bow range. Have the affected target make a Might of the Storm check. On a failure, they seem to age right before your eyes, growing frail and tired. They deal half damage for their next three turns. Clumsy: The Valkyrie evokes Odin’s Will to hamper a target on the battlefield. The selected creature must make a Light Hands Check or become clumsy tripping over its own feet and practically falling into enemy blades. The creature receives a -40 to dodge rolls for 3 rounds. Stupify: The Valkyrie distracts a creatures mind with visions of its own demise. All magic abilities suffer as the creature is unable to concentrate on complex thoughts. The creature makes a One-Eyed Wisdom Rollover check 150, on a failure all non-attack abilities (including Divine Abilities) are at a -40 for their next three turns.

Varangian Raider Level 7

The tribes of Garidike are fierce Drengr warriors renown for their fighting prowess. They hail from the river-lands to the north of Miklagard. Their proximity to the cities of Miklagard allow the Garidike amass wealth far beyond normal drengr. So respected is their talent for war that empires far and wide will pay a hefty sum to hire them as mercenary troops. Either through war or trade they are often equipped with the finest armor and weapons the wealth of Miklagard can provide. They wear full chainmail hauberks and additional scale armor over their chests. Their metal helms have full chainmail face coverings with slits for eye holes. As such, they are some of the most fearsome Drengr in the world and are truly menacing to behold. Base Rollover: 70 HP: 25 DR: 1

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Monsters, Enemies and Allies Attacks:

8

A member of the Jotnar Tagma may attack twice per round using either his 2-handed axe or Sword and Shield. 2 handed Axe: Dodge Rollover of 80. On a hit, deal 8 damage. Sword and Shield - Rollover to dodge attacks increases by 10 while Sword and Shield is active. On a hit, deal 5 damage. Shield Wall: If at least two Jotnar Tagma are using their shields within axe range of each other, all Jotnar Tagma within axe range are granted +10 Rollover on attacks against them. Rending Strike: The Jotnar Tagma strikes at a weak point in a creatures armor. On a successful hit, affected creatures are dealt 4 damage. Additionally, Damage Reduction is immediately reduced by 2 until the affected creature takes an action to fix and reposition the armor. Shield Destroyer: The Jotnar Tagma uses his mighty two handed axe to cleave through the shield an opponent. On a hit, the creatures shield, unless magical, is cleft in twain, rendered unusable until a Mead-Break is taken to repair it. The Gods are with….Me! (1/Combat): Calling upon the Alfather, The Jotnar Tagma asks Odin to send his enemies to Valhalla. Raising his weapon to the skies, it becomes imbued with the power of the Alfather as he strikes to kill On a hit, Odin hears this call and denies the affected creature from using any Favor for 2 rounds. Additionally, this attack deals 12 damage as the Blood God takes his tribute.

Varg Level 7

The first blood I spilled was the blood of a varg I had to wipe his smile away I was not yet a man, nor was I a boy But still, I made that bastard pay --Amon Amarth, "First Kill" A varg is a wolf, but no ordinary wolf; larger than a regular wolf and more aggressive in temperament, these wolves seem to hunt not for food or territory, but for the sport of it. They seem to relish killing for killing’s sake. On their hind legs they stand the size of two men, and their eyes burn bright red. Vargs are often found in packs; they may be accompanied by another varg, but more likely by a pack or 4-6 Ulfr that they have cowed into service. Base Rollover: 70 Initiative: 80 HP: 24 Attacks: Claws: the varg may attack twice as it rears back on its hind legs. These attacks deal 6 damage each. Bite: The varg moves to immobilize its prey. On a hit, deal 7 damage and the target is immobilized. They take a +10 rollover to dodge and cannot move until they escape. The varg may attempt to rend more flesh with its action each subsequent turn, maintaining the grab and dealing an additional 9 damage. On a failure, the creature shakes loose. Paralyzing Howl (1/combat): The Varg attempts a fear attack on every enemy within short range. Those who fail are frozen with fear: they take a +20 to dodge for the next 2 turns and cannot move. Pack Tactics: The Varg gains +10 rollover to attack when it is within immediate range of 2 other creatures with the wolf tagline.

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Vargr-mann Level 10

The sagas tell tales of powerful Drengr warriors going Berserk on the battlefield. In those times of rage the men take on aspects of beasts; bear or wolf. But these creatures, if the rumors are true, are more beast than man. Unknown to the Drengr, little more has been heard about these monsters than the passing story of a merchant from Gallios. They are the wolf men, Vargr Mann, as they are called in the Drengr tongue. They come out at night and howl at the moon. They appear as black wolves made of shadows that walk on two legs like men. They leave corpses wherever they go; mangled and chewed, half eaten, and half tortured for sport. Nothing is safe when they are near. Base Rollover: 100 HP: 25 Properties: Scent: The Vargr Mann has perfect scent. It can track any creature it has the smell of and cannot be surprised or ambushed. Pack Tactics: Working with the pack makes it easier to bring down their prey as well as avoid their enemies. The Vargr Mann gets a +10 to all rollovers for each Vargr Mann within axe range. Dog Pile: Can be used when multiple Vargr Mann are attacking the same creature. Each subsequent hit on the same creature, beyond the first strike, deal an additional 2 damage each. This effect stacks until the end of the round when the additional damage is reset to zero. For example, if four Vargr Mann attack the same creature in the same round and they all hit, Vargr Mann 1 would get no additional damage, Vargr Mann 2 would get +2 damage, Vargr Mann 3 would get +4 damage, Vargr Mann 4 would get +6 damage. At the end of the round the damage bonus would be lost. Attacks: The Vargr Man can make 3 attacks per round. 2 claws for 4 damage each and 1 bite for 6 damage. The Vargr Man may choose to give up its claw attacks for an opportunity to bite and hold onto a creature. On a hit the creature bitten must make a Might of the Storm check Roll Over 75 or become grappled. If the creature is grappled by two or more Vargr man they are effectively stunned. The creature may make a Might of the Storms check to shrug off one Vargr Man on his/her turn; Roll Over to succeed is 75 on Might of the Storms or Light Hands. Howl of the Pack: The Vargr Man may use its attack action to howl at the moon bolstering the resolve of his pack. All Vargr Men within scouting distance are granted +15 to Base Rollover and +5 HP. Usable once per combat. Does not stack with other Vargr Men using Howl of the Pack. Howl of Terror: The Vargr Man may use its attack action to let loose a blood curdling howl at the moon. All enemies within bow range must succeed at a Force of Nature or Natural leader check Rollover 75 or become feared. The feared creature must flee from combat for 2 rounds, however a creature that is attacked will stand and fight. Usable once per combat. Howl of Rage: The Vargr Man may use its attack action to howl at his pack and incite them to a blood thirsty rage. Every Vargr Man within scouting range gains +2 damage to each attack. However, this rage leaves them vulnerable. Each affected Vargr Man takes 10 damage. Usable once per combat; does not stack with other uses of Howl of Rage.

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Wyvern

8

Level 4

Wyverns are smaller, weaker dragonkin and bear many similarities to a drake. However, they have leathery batlike wings tipped with a claw instead of front legs, scaly reptilian bodies, and the tail of a scorpion. Wyverns are known for their venomous sting and poisonous breath. While smaller in size than a fire drake, Wyverns are absolutely ferocious when defending their young. Wyverns live and hunt in family units of 2 adults and their brood of 4-5 juveniles. Wyverns are typically found in mountainous terrain and old growth forests where they use the landscape for their defense. They will pick up rocks, logs, and debris to drop upon the heads of any creatures they deem a threat to their territory. Base Rollover: 40 HP: 15 Attacks: Bite: 1 bite for 6 damage Sting: 1 sting for 4 damage. Pass Force of Nature check at base rollover or take 6 poison damage and become stunned for your next turn. Poison Spray: The wyvern shoots poison from its tail. Can be used from Javelin range. The burst hits all creatures within axe distance of each other. 6 poison damage Aerial Assault (2/combat): The wyvern swoops down and drops a large rock or log on a target. On a hit, the target takes 8 damage and is knocked prone

Young Lindworm The Lindworm as it grows to adulthood is fearsome, but most creatures begin as these do; small and meek. The strength of these lindworms, if found without their mother, is to team up and use their combined strength to hunt their prey. Base Rollover: 30 HP: 9 2 Claws: 3 damage each Bite: 2 damage. The young lindworm has not developed its poison bite. Coiled up: The young lindworm may attempt to grapple and restrain an enemy using its long body to wrap them up like a boa constrictor. The lindworm may entwine one enemy at a time. Light hands check Rollover 30 to avoid the grapple. Might of the Storm or Light Hands check Rollover 30 to break free. 1 crushing damage each round a creature remains grappled. Work Together: Young Lindworms are adept at hunting together as a pack. They may work together to restrain a creature. When working together to use Coiled Up up to 3 Young Lindworms share an attack but add their Base Rollovers together and their damage together. Using this ability 2 young lindworms would have only 1 attempt to Coil Up but their Base Rollover would be 60 and their damage per round would be 2. 3 Lindworms would still have only 1 attack but a Base Rollover of 90 and their damage per round would be 3.

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c hapter 9 Artifacts He possesses three valuable treasures. One of them is the hammer Mjolner, which the frost-giants and mountain-giants well know when it is raised; and this is not to be wondered at, for with it he has split many a skull of their fathers or friends. The second treasure he possesses is Megingjarder (belt of strength); when he girds himself with it his strength is doubled. His third treasure that is of so great value is his iron gloves; these he cannot do without when he lays hold of the hammer’s haft. -Prose Edda, Ch. 8, v. 21 While Heroes create stories that live long beyond the Hero themselves; their tools typically also outlive them, and leave a bit of that Hero beyond in the form of an Artifact. Artifacts are the “magic items” of Sagas of Midgard, and they should be used sparingly; perhaps two to three per character per Saga. As outlined throughout this book, The emphasis of a Saga should be on the characters and their stories, and not necessarily the “swag” they acquire along the way. Magic items (artifacts) should be memorable and help to shape the campaign, not act merely as an adjunct to a player’s stats and be forgotten otherwise; there’s nothing we hate more than random, forgettable magic items. Artifacts have three qualities that define them: a Personality, Boon, and Bane. Personality: An artifact, if not outright sentient, is blessed with the powers and shortcomings of the Gods. Once attuned to an artifact (see Attuning, below) you may yet change the artifact, but the emotional and psychological weight of the artifact will also change you. Artifacts should change the person that wields and change with them; a “personality” that does not have to be strictly followed but that helps the Hero become closer to the original recipient of the Artifact. A Hero who seeks to get around this by blatantly ignoring the Personality of the Artifact is in violation of The Spirit of the Game and can have it de-attuned as the Artifact deems you unworthy. Boon: Oh yes. This is what you’re here for. The boon of an artifact is the bonus it grants you for your trouble. Bane: Nothing is without its price, especially where it comes to power. Every artifact has a bane, typically commensurate in power to the boon.

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Attuning to Artifacts It is said that the Hero chooses his tools, but that is the shortsightedness of Man; indeed, if the Hero is great enough, the tools will choose him. --Musings of the Skald Morotar, Ch. 3, v.34 Upon finding an Artifact, a Hero must attune to it. To attune, a Hero must induce a trancelike state for four hours; during this time, they must maintain contact with the Artifact and lose all ability to perceive the outside world. Breaking this trance by breaking contact with the Artifact is a painful procedure; doing so will cause the Hero in the trance to suffer 10 HP of damage and a +20 rollover on all rolls for four hours. As such, it is very important that a Hero be in a safe place before attempting to attune. While attuning, a Hero will learn the Boon and Bane of an Artifact; the Personality is revealed to the Hero when the item is identified as an Artifact. At the end of attunement, a Hero may either choose to accept the attunement or deny it; however, one does not deny the gifts of the Gods without paying a price. As such, 10 Favor will be removed from the Hero. If the Hero does not have any Favor, they will spend 2 HP per point of Favor they lack to deny the attunement. Attunement can be played either as a “cutscene” (a description read and followed), or more of a trancelike vision in which the Hero may “speak” to the Artifact to help to understand its history, power, and Bane. When a Hero becomes attuned to an Artifact, he gains immediate access to its Personality, Boon, and Bane. Any time the Hero utilizes the Artifact in a manner befitting it (wielding a sword, wearing a cloak, etc), he receives its Boon. Its Personality and Bane are always active. No other being can utilize any facet of the Artifact while it is attuned to another Hero; one does not simply pick up Mjolnir and start pretending that they’re Thor.

9

Artifacts It’s Not You, It’s Me: How to Break an Attunement As stated above, the legendary items and Artifacts that Heroes accumulate often become as famous as the Heroes themselves. As such, it’s not often that a Hero will choose to break an attunement to one of his Artifacts, but it may need to happen, and it’s not pretty. To break an attunement, a Hero must enter the same trancelike state. At the end of four hours’ time, they must formally rebuke the Artifact, suffering 15 HP of damage and the loss of 10 Favor, with 2 HP lost for each point of Favor that is unavailable (as above). Additionally, the Hero may never attune to that Artifact again, and no one may attune to the Artifact for a month. The other way to break an attunement is to have the wearer die. Once an attuned creature has shuffled loose the mortal coil, the artifact may be attuned to another creature immediately.

Creating Artifacts The creation of an Artifact is something that should be done sparingly, and only to great (and Saga-specific) purpose. Perhaps a Hero seeks to rebuild his shattered family sword to return his house to glory. Perhaps a great evil has been unearthed that can only be destroyed by a certain kind of magic. Whatever the situation, it should be resolved in-game by doing what Drengr do best: Raiding and Adventuring. This should be a multi-faceted affair that will change from campaign to campaign, but as a general rule, any new Artifacts will require: Vessel: Not any old dusty hammer can become the next Mjolnir. Unless otherwise suiting the Saga (as above with the broken family blade), a vessel for a custom artifact should be an item of exceptional (perhaps other-worldly) make. Reagent: Do you want a spear tipped with fire? You’d best find your way to Muspelheim to take the heart of a fire giant. A crown that fills you with wisdom? Make like Odin and retrieve water from Mimir’s Well. Whatever the item, it will need a reagent to infuse it with its power.

purposes, a Hero attuned to an artifact weapon may use it with any weapon ability at their regular bonus. For example, Badimur, trained in axes, comes upon Naegling, the Once Broken. After attuning to it, he may use Naegling as if it were an axe.

Andvaranaut Personality: Andvaranaut is a small, simple gold ring that was created by Andvari, a dwarf. When it was stolen by Loki, Andvari cursed the ring; whomever attunes to it will have great power but will ultimately meet misfortune and destruction at its hands1 . Andvaranaut beckons you to wear it, and once attuned it whispers rumors of its power to you. Boon: Andvaranaut once made gold, like Draupnir. Now it makes power. The wielder of Andvaranaut gains +10 to all divine abilities, and 15 additional HP. Additionally, once per day you may use any Domain ability in the game at a bonus equal to your total Spent SP. This costs you 1 HP permanently (deducted from your total) the first time you use it, and an additional HP every time after (two the second time, three the third time, etc). Bane: Andvaranaut, to its wearer, has no bane. The Ring is everything the wearer ever could have hoped for; though it feels heavy on your hand, it seems to complete you in a way that nothing else ever could. For this reason, you cannot voluntarily break attunement to Andvaranaut. Your companions, however, will notice as time goes by that you are growing increasingly unstable; you talk more and more to Andvaranaut and less to them, and grow paranoid that your companions seek to kill you and steal it to have Andvaranaut to themselves. You can't let that happen. You WON'T let that happen.

Cloak of the Falcon Personality: The sky's the limit. The gift of flight gives you courage but makes you aloof. Dare we say “flighty”? No. We daren’t.

Craftsman: Just as not any weapon can become an artifact, not any old smith or jeweler can create an artifact. Whence did your craftsman come? Is he working willingly? Perhaps as part of a quid pro quo?

Boon: Once per day, you may activate the Cloak of the Falcon to gain flight. As an action, you may move double your normal speed (two distance increments, or about 100 feet) in any direction. You may hover and you may carry up to two people and your pack while flying. This effect lasts for 10 rounds.

Once you have all three of these required components, your Skald will decide an amount of time (typically a matter of weeks-monthsyears) to create the Artifact. He will decide its Personality, Boon, and Bane, and the Artifact will have to be attuned to a Hero like any other.

Bane: Five rounds into your flight, make a Force of Nature check with a rollover 40 + (1/3 Earned SP). On a failure, you begin falling and must spend two actions righting yourself. If you hit the ground during this fall, you and anyone you are carrying suffer 15 damage.

A Note Concerning Artifact Weapons Many of the famed weapons of Norse mythology were swords: only the most successful raiders would have weapons, and only the greatest of Heroes would have Artifact-quality weapons. For game

1 If this artifact seems reminiscent of, say, a major plot device in the best selling fantasy novels of the 20th century, you're not wrong. Andvaranaut was one of the chief inspirations for Tolkien's "The One Ring". It is meant to be incredibly powerful, and before attuning a player and/or his Hero should be made fully aware that even by Artifact standards this one is big, and very "high risk, high reward". Any plotline involving Andvaranaut should either end with the character figuring out how, at long last, to break its attunement, being voluntarily destroyed by it, or being drive so mad that his companions are forced to kill him.

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Draupnir Personality: Draupnir is A golden ring that drips 8 new rings every 9th night. True power is not in the swing of an axe or the heft of a shield. True power is gold; men live and die for it, even the Gods covet it. Draupnir reminds the wearer that the true power in the world is gold and nothing else. Everything you have is the finest in the world; you have wealth, and you insist on flaunting it. Boon: Everywhere you go, you seem to find treasure. Every Raiding Season (in-game year), you gain an additional 35 HS. You must wear the ring the full nine days to gain this effect. Bane: To whom much is given, much is expected, and the most is expected of you. Although you gain gold, you are less likely to want to spend it or sacrifice it to the Gods; you may never sacrifice more than 20% of your Hacksilver to the Gods for favor. Additionally, news of your wealth inevitably spreads far and wide; you are more likely to have your Settlement raided and to be accosted by would-be bandits on your travels.

Destroyer of Giants This is the hilt from the sword that Beowulf used to kill Grendel’s mother. The blade evaporated into thin air when it came in contact with the tainted monster’s blood. It is still missing to this day but the hilt remains as perfect as when it was made. Instead of being reforged, this sword hilt has had powerful rune magics cast upon it. Engraved upon the hilt are runes that name it "Destroyer of Giants." When the hilt comes within sight of any creature with Jotunn blood it sprouts a spectral blade. Personality: The wielder of this weapon is filled with the desire to boast about their strength and physical prowess. Boon: You gain a +40 to all Might of the Storm checks. In addition you gain +20 to hit and +5 damage to any creature with the Jotunn tag. Bane: The blade only harms Jotunn, Muspellsmegir, and Immortals. The ghostly blade passes through other creatures without harm. When confronted with a Jotunn the possessor of the blade must attack it to the death or the blade will disappear during the next Rest Around the Campfire.

Figurine of Tanngrisnir Personality: Tanngrisnir is Thor’s ram, fated to pull him into battle, be slain for sustenance, and resurrected by the God of War the next day. As such, the whispers of the small ram figurine seem to pull its wearer ever into battle instead of resolving conflicts by more peaceful means. Boon: Once per day you may use Avatar of Tanngrisnir. Avatar of Tanngrisnir: You partially assume the form of the Ram of Thor. For the next 10 rounds, you grow to eight feet at the

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shoulder. Ram’s horns sprout from your head. You cannot speak, and you gain the following abilities (performed at a +15): Charge: Move up to a bow’s range and make a melee attack on any creature. On a hit, deal 3 (+1/8 Earned SP) damage. They also fall prone. Gore: Attack up to two enemies within axe range. On a hit, they take 2 (+1/8 Earned SP) damage and are knocked one range increment away. Trample (fast): Deal 3 damage to any prone foe within axe range. Regeneration: You heal 3 HP at the start of your turn. Bane: Word of your power spreads far and wide and both awes and frightens people. Every time you use one of the powers outlined in the Boon, put one hash mark next to it on your character sheet. Upon entering a new settlement, make a straight rollover check with a the rollover equaling 5 times the number of hash marks on your character sheet. On a failure, the townsfolk and leaders regard you and your warband with great mistrust: add 40 to the rollover of any social check made within the town during the Raiding Season.

Figure of Gullinbursti The magical golden boar wrought to life from molten metal by the dwarven craftsmen Eiti and Brokk at the behest of Loki. The boar is made of gold and it shines like the sun. The bristles of its mane are said to glow in the dark. Gullinbursti can travel over land, air, and sea faster than any horse, bird, or ship. The magical boar is believed to be an omen of good luck that brings fertility and regrowth. The simple amulet of a boar belies an ability of great power. Personality: The owner of Gullinbursti is overcome with a sense of good tidings and generosity. Boon: Use an action to summon Gullinbursti. Gullinbursti may allow up to two riders when used for travel. Travel time to any destination is halved due to Gullinbursti’s amazing speed and ability to fly short distances. The boar may also be used to plow a field and magically grow its crops to harvest in the span of one day’s work, from sun up to sundown. In combat, Gullinbursti may bear only one rider. The rider is granted an extra move action each turn, a + 20 to melee weapon attacks and -20 to ranged weapon attacks. Gullinbursti may be attacked. It has a +30 to dodge due to magic protection and 50 HP. It can never be healed or repaired in any way. When its HP are depleted Gullinbursti melts back into the ground leaving no trace and the pendant falls from the wearer's neck and shatters. Gullinbursti may not have its full 50 HP when the adventurers find it. There’s no telling what tales and sagas it has been a part of. Bane: Gullinbursti is not of Midgard, and although he is powerful and generous, he is also stubborn. At the beginning of every Raiding Season, make a Force of Nature check with a rollover of 50 + (1 per point of damage Gullinbursti has taken). On a failure, Gullinbursti returns to Freyja; you are immediately de-attuned from this Artifact.

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Gjallarhorn The magical horn of the god Heimdall, the watcher. Heimdall is the ever present lookout of the Gods. At the first sign of danger Heimdall blows his horn and calls forth the Gods to action. Personality: The possessor of Gjallarhorn becomes consumed with the thought of an ever present danger. A general paranoia begins to fill the owner’s mind. Is that Drengr following me? Did you hear a wolf howl? Is a troll hiding in those shadows? Boon: The possessor of Gjallarhorn can never be surprised. In addition, by blowing the horn you may attempt to call a God into action for your cause. This horn’s call can be heard within a half-mile radius and cannot be blocked or dampened in any way. Once per day you may attempt one of the following. Make a roll with no modifiers each time you use the horn. The Gods do not like getting involved in the trifling matters of humans. And to them, all human matters are trifling.

Bane: The Trickster God takes to heart the old adage: “When you want something in the worst way, that’s how you get it.” You and your companions become invisible, but you are bathed in a holy light which gives you a -30 to Light Hands checks involving any kind of stealth. Like the boon, this “invisibility” cannot be broken in any way.

Summon Freyja Boon: Freyja imbues you and up to 4 companions with the ability to shape change into any natural animal of your choosing for 1 hour per the Loki Domain ability Taming of the Stallion. Bane: The Flaxen-Haired Goddess is pleased with your sacrifice and beckons you to her Mead-hall of Folkvangr. Everyone for whom the effect was intended takes 8 damage.

Hrunting

On a natural 1 Gjallarhorn is broken asunder and a Valkyrie attacks the owner of the horn and his allies, stopping when its wielder is dead On a roll of 2-10 the gods are angered that you would ask favors of them. Resolve the Bane effect. On a roll of 11-30 there is no effect. Your calls have not been answered by the Gods. A roll of 31-100 and the horn works as expected. Resolve the

Boon effects. Summon Thor Boon: You may call on the strength of Thor to strike an opponent with a mighty lightning bolt. The bolt deals 15 + (⅛ of Earned SP) in damage. Bane: Thor strikes you with said thunder bolt. Make a dodge check with a rollover equal to your Might of the Storm check.

Summon Odin Boon: You may invoke the wisdom of Odin and ask the Alfather one question. Conversely, you may receive a +50 to the next One Eyed Wisdom roll of your choice. Bane: You are struck dumb for eight hours. You are unable to use any abilities from the Odin Domain and cannot speak.

Summon Tyr Boon: You are filled with the fortitude of Tyr. Gain 20 HP for the duration of one combat. Bane: You take 3 additional damage every time you take any damage until the end of the battle.

Summon Loki Boon: Call upon the deception of Loki to make you and up to 4 companions invisible for 1 hour. This invisibility cannot be broken in any way.

A rare and ancient sword given to Beowulf in ages long past. This sword has done its share of heroic deeds. Personality: The bearer of this sword is filled with a general malaise. Adventuring is hard work, you’ve killed many monsters, perhaps you deserve to retire and rest your bones beside the fire. Boon: This sword has three runes engraved upon its blade which glow with a faint blue light (Chosen by the Skald). You may cast each of these Runes, in any position or amount (even without having purchased the relevant Rune Magic abilities), once per day. The light fades from the runes upon casting only to glow again the next morning. In addition weapon attacks are made at a +15. Bane: This sword will ultimately give up on its owner and lose its power. Roll when entering combat. On a natural roll of 1-10 the sword’s magic is dispersed, reverting it to a normal blade.

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Hymir’s Cauldron Beer I give you, apple-tree of battle, mixed with magical power and mighty glory; it is full of spells and favorable letters, good charms and runes of pleasure. -Sigrdrifumal, v.5 Personality: As the Drengr say, “it’s always five o’clock somewhere!" (ED. NOTE: NOT AN ACTUAL NORSE PROVERB) . You are always the life of the party, ready to fill drinking horns, entertain guests, and challenge people to drinking competitions. If there’s not a party, you’re itching to start one. Boon: The best way to get people to like you is to get them very, very drunk. One hour per day, you may use the cauldron to create an unending amount of strong, sweet mead. You gain a +20 (+1/10 Earned SP) to all social interactions during this time; additionally, gain a +20 to any opposed One-Eyed Wisdom checks to discern your intentions because even you can't be sure of them. Bane: The more you take out of the cauldron, the more it takes out of you. Gain a -25 to Light Hands checks as you are either drunk or recovering from being drunk most of the time.

Jarngreipr The Gauntlets of Thor Personality: These Gauntlets fill their owner with a sense of strength, toughness, and fortitude. Boon: You gain a plus 30 to Might of the Storm checks as well as a plus +20 to any attack made without a weapon. In addition, your enhanced strength give you plus 3 damage to any melee attack. Bane: You are filled with strength but others view you as cocksure and full of yourself. You receive a +30 rollover to all Natural Leader checks. If you use a weapon, make a straight roll with no modifiers. 25 or below and the weapon you are using breaks as it strikes its target. Your mighty strength sunders blades...Even your own.

Insight This drinking horn appears anciently old. It is engraved with a one-eyed raven and various runes of power and knowledge. This particular horn is revered by the Godi of Odin, a secret sect of priests dedicated to preserving and furthering the Alfather's knowledge. It has been passed down by the temple-priests for countless generations and is believed to be the drinking horn that Odin used to drink from Mimir’s well.

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Personality: The owner of this drinking horn sees things with clarity but is prone to mulling over decisions. You begin to act more reserved as you calculate what goes on around you and determine your course of action. Boon : When you take a draught of blessed mead from this horn you gain a +40 to One-Eyed Wisdom checks for the next 10 minutes. In addition you gain a +15 to Rune casting for the next 10 rounds. Bane: You begin to assume that you are naturally smarter than everyone around you. For one hour after your boon wears off you suffer a +30 Rollover to Natural Leader checks.

Jokul's Gift A blade gifted to the great warrior Grettir for his defeat of Glam the draugr. Jokul’s gift is a short sword of immaculate beauty and unyielding sharpness. It is said to pass through a man as easily as a hot blade through pig tallow. Personality: You begin to rankle against the constraints of civilization. Instead you prefer to be alone and refuse the comforts of society. Boon: You gain the sword Jokul’s Gift. When battling other humans, Jokul’s gift can be devastatingly deadly. On a natural roll of 90 or better you dismember or behead your enemy granting them a swift death and passage to the halls of the gods. Bane: Like Grettir, bad luck follows you. Despite your best efforts situations get distorted and perceptions of you become negative. You are regarded as highly dubious to other Drengr; even leading

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Artifacts some Jarls to name you an outlaw and send bounty hunters after you. Although you are a leader of your Warband, you choose not to live within the settlement: You cannot take a Settlement Bonus.

Mail of Randalin This medium armor was once given to Ragnar Lodbrok by his wife Randalin; it allowed him to withstand attacks that would have killed anyone else. Personality: There’s nothing quite like the love of a good woman (or man!). You fall madly in love with the person who bestowed this armor upon you; everything you do is for their honor and their glory. If you found this armor somewhere uninhabited, your Skald will choose one of your acquaintances for you to fall madly in love with. The character chosen should be significant to the campaign; if they aren't currently, with the undying love of the Hero, they soon will be and their safety will be tantamount to the wearer. Boon: This acts as DR 3 armor with a rollover of 20 with a -40 to Light Hands checks. Additionally, while wearing it you are immune to poison damage.

craftsmanship is unmet by other blades and it is studded with gems. Personality: This blade fills the owner with a sense of unrivaled confidence. There is no challenge in the world that the wielder of this blade cannot overcome….or so he believes. Boon: This blade is one of the finest that the world has ever known. You are granted +3 damage while using this blade. When fighting any creature with a dragon tag line, you may choose to sacrifice this sword to instantly kill the dragon creature you are fighting. Bane: You may never flee from a battle or refuse a duel while attuned to this blade.

Skidbladnir A boat that can be folded and placed in your pocket. It is stronger and lighter than other boats and always has a favorable wind. Personality: A love of the sea and the wind through your hair. You become filled with wanderlust.

Bane: Love hurts. If the person you love (outlined in the Artifact description) is killed, this Artifact loses all power, and you immediately suffer the effects of breaking Attunement plus five damage.

Boon: You gain Skidbladnir, a foldable boat that is faster than other ships. Even when separated from your warband, you have access to this boat. You gain a +45 to Navigation checks while Raiding.

Morotar's Staff

Bane: The sea calls your name, and you make no place your home. You cannot own a settlement nor can you take any settlement bonuses from other Heroes in your warband.

A six foot staff of ash, this piece of wood seems to hum and resonate with music upon holding it. It was used in ages past by the Great Skald Morotar and is imbued with his essence. Perfectly balanced and striking true, it allows the user to enter a perfect battle-rhythm. Personality: You become filled with the spirit of the Meistr-Skald. Joyous and mirthful, you are unable to take seriously even the gravest of matters. Boon: This is a two-handed staff that allows the user the ability to seamlessly blend Saga-Weaving and battle. Gain a +10 to Saga-Weaving. Additionally, you may use your Saga-Weaving bonus to determine your attack and damage with this weapon. Bane: Like the Meistr-Skald, you are denied the blessings of Odin, forced to find your joys and blessings elsewhere. You cannot use Runes while attuned to this weapon and all One-Eyed Wisdom or planning checks are made at a +20 rollover.

Quench An ornately crafted drinking horn engraved with waterfalls, rivers, and lakes that have been inlaid with silver and sapphires. This magical drinking horn has been passed down for generations and has the ability to refill with water endlessly. Rumor holds that this is the same drinking horn from which Thor drank in the castle of the Giant Utgarda. Personality: The owner of Quench feels constantly overwhelmed, as though they are metaphorically (and perhaps occasionally literally) drowning.

Naegling the Once Broken

Boon: The horn can create endless supplies of water. The water can be poured out or shot out in a water spout. The water shoots forth with enough force to reach up to a javelin distance away. A water spout can be used to douse all creatures within javelin range extinguishing any flames. As an action, you may also attempt to knock creatures prone. Make a roll at a +50 opposed by a creature’s base rollover or a player’s opposed Might of the Storm check. On a success, they are knocked prone and take double damage from any lightning attacks for the next three rounds.

A magical sword broken in the battle between Beowulf and the dragon that claimed his life. It has since been reforged by some act of great power and craftsmanship. It is a blade fit for the gods. Its

Bane: The bearer of Quench is followed by rain. Storms of varying degrees never seem to be far behind. From misty fogs to thunderstorms the rain is always at your heels. At the beginning of

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Artifacts every raid and once per Adventure, make a straight d100 check. On a natural 1-10 the region you are in is consumed in a flooding monsoon. Your warband gains -30 to Navigation and -30 to Light Hands checks for the duration of the Raiding Season.

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Remedy This small drinking horn is made of a rather plain looking sheep's horn. It is lacking any type of ornamentation, save for a healing rune carved on the inside. This drinking horn comes equipped with a leather cap that keeps the liquid from splashing out. Personality: You begin to care more for the well being of others. When you see those who are injured or in need you cannot resist the urge to help them. Boon: You heal for 8 (+1/15 Earned SP) hit points and are cured of any status effect that is on you. The mead may be poured over one of your companions. This can be used three times per Raiding Season. At the end of the Raiding Season, it magically replenishes Bane: Your urge to bring aid and succor to your allies is, at times, overwhelming. When one of your allies drops below 1/2 of their hit point total, make an immediate One-Eyed Wisdom check with a rollover of your Spent SP. On a failure, you must use a healing ability (which can include a draught from Remedy) on that ally on your next turn. A Natural 1 on this check causes you to drop Remedy, spilling its contents on the ground.

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Adventure 1: Rites of passage

Adventure time! Beyond, you will find four adventures that can be used at any point in your Sagas (though the first one is best at the beginning and the last one, rather by necessity, will probably be its end). We've edited these for length such that they should be playable in a session or two: however, there are many different points in each adventure where, if you would like to lengthen them, they could easily be fleshed out to last several more sessions. As always, if something within a written adventure does not work for you, your party, or your group, feel free to omit or change it. These are not "Official Play" adventures, because this is your world. These Adventures exist as guides to help you and your players tell your stories, however you feel you are best able to do so. Happy Adventuring!

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c hapter 10 Adventure 1: rites of passage This is an introductory adventure to the Sagas of Midgard system, intended to demonstrate the world, mechanics, and execution of the system while giving new players and GMs a (relatively) simplistic module from which to start. This module as written leads the Heroes a bit “by the nose” and is meant to be played as an “on the rails” adventure to help introduce the system and its mechanics. We're big fans of open-ended Adventures, but decided that for a tutorial mission it'd be best to let the Skald lead the action a little more so that the players can learn their characters and the system. This adventure begins in the Jarldom of Voss within the Hordalands and will take them to a distant island. It involves a common comingof-age rite for young Drengr: the slaying of an aurochs. But as the Heroes are no ordinary Drengr, neither is this an ordinary aurochs, and the other dangers along the way (from within and without) will test these untested would-be heroes. This module presupposes that the Heroes have been raised together and are, if not childhood friends, at least equals and contemporaries within their village. Adventure Summary: The Heroes are not yet heroes, but the time has come for them to step up and begin shaping their destiny. They were raised in the Jarldom of Voss, under the watchful eye of Jarl Drakmar Osouf: a man resentful of the “soft” reputation of the Hordalands and wishing to bring honor to his Settlement through achievement in battle. You have grown up under his tutelage, and now the time has come for his favored young warriors to lead their first raid and undergo a time-honored rite of passage: the killing of an aurochs. However, Jarl Drakmar is looking to win fame for his Jarldom, so no ordinary aurochs will do: the raid leaders are to find, and slay, the legendary beast known as Gorehorn. They will go to the nearby village of Kaldaross, where Gorehorn has a following of almost religious fervor. Thus far, they have repelled outright many invaders seeking him, and anyone who has snuck past to slay the beast has not returned to tell the tale. Raiding Kaldaross and taking that wealth for their own, the Heroes will then progress into the mountains seeking Gorehorn. Jarl Drakmar’s favor has not been without its cost, though; Osomi Halbjern, the son of another prominent Drengr family, feels he has been passed over for the honor of slaying Gorehorn. He is determined to bring the head of Gorehorn back to Jarl Drakmar. When the He-

roes return to their ships victorious, he will challenge whomever holds Gorehorn’s head to holmgang: a one on one duel. When he begins to lose, his bannermen will come to his aid. In a test of leadership, it will fall to the Heroes to determine the fate of the dishononored young warrior. The Heroes will then sail back to Voss, having won fame, glory, and riches for their Jarl.

Scene One: A Challenge, and a challenge This winter has been particularly harsh. A dry summer led to a weak harvest, and the storms waited until the fields were already bare, producing terrible snowstorms and ice. You are no stranger to the misbehavior of the elements, of course, but you watched the old and the sick die as you sought to stay warm and make what little food there was last the winter. Now, at last, the snows have begun to melt. Seeds are planted, the traders have set out on their journeys. With no small excitement do you greet the thaw; after getting your first taste of battle last year, it is no small honor that you and your childhood friends have been personally chosen to lead a raid this season. And so it is as you sit at the Honored Table with Jarl Drakmar as the party swirls around you; drinks are poured and emptied, lots are thrown, fights are started and ended. Jarl Drakmar Osouf stands and calls for attention. He is a short man but stout, with a dark red beard increasingly showing patches of white. His face bears the scars of his many battles, but much of it is now hidden under the finery of his furs. “My friends,” he begins, raising his drinking horn1 . “As the snows melt and the ices thaw, we must confront another year among our brethren. It is said that Hordalanders are weak. Do you agree?” The hall shouts its disapproval. “It is said that the people of Voss are cowardly, hiding in the mountains, unable to properly conduct a raid and honor the Gods. Do you agree?” The hall, full of Drengr men and women as well as their attendants, bang on the tables now as they shout louder. Drakmar calls for calm. “It is said that our young men cannot even slay an aurochs, cementing themselves as Drengr. But we will not stand for these insults any longer.” He motions for you to stand. “I have chosen these young warriors to lead a raid and kill an aurochs, but not any aurochs. For them, and for our Jarldom, no ordinary Rite of Passage will do. No. 1 The Skald is here encouraged to raise whatever it is he’s drinking and encouraged to have the players do the same. You know. To get them into character or something.

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Adventure 1: rites of passage For the glory of Voss and their Jarl, they will go to Kaldaross, and, going into the mountains alone, they will accomplish what none other was able to do: they will slay Gorehorn!”

of the men salute you as you arrive, giving you warm greetings; Osomi turns his back on you as you arrive, drawing remarks from some of your warband as he converses with his men.

This time, Drakmar’s exhortations are met not with cheers but with stunned silence. Gorehorn is indeed, as the Jarl said, no ordinary aurochs. His name is whispered in children’s tales to frighten them. Seasoned Drengr warriors have sought Gorehorn for decades and none have returned. A young warrior from the warband stands and you control the instinct to roll your eyes. Osomi Halbjern, a self-effacing young highborn Drengr, has been a thorn in your sides as long as you can remember. It was with great pride and greater relief that he was not chosen to join you as a warband leader. “They may say it’s impossible to slay Gorehorn, but I know that it is not… so long as I am chosen to lead the warband, and not them. Give me a chance, Jarl, and I promise you I will bring you glory!” The hall remains silent. Open defiance of the famously hot-tempered Jarl Drakmar is not a thing done lightly. You see the fire in the Jarl’s eyes, but instead of snapping, he offers a slight smile and turns to all of you. “Well?” He says sternly. “What do you think? Should I send Osomi to this task instead of you?”

From here, allow players to explore and make any final preparations as they see fit. This should be done briskly. As action winds down, read the following:

Play this scene out. Drakmar is mostly content to let his warriors quarrel among each other, but will restore order if weapons are drawn. It’s just as well; Osomi does not wish to fight here directly; if pressed he will say that he merely wishes to ensure that glory is brought to Voss and his Jarl, but he has other plans. Use the rest of this time to allow the Heroes to learn about the village of Voss and its prominent citizens; utilizing the NPC table below.. Additionally, since most of your Heroes will likely hail from Voss, use their backstories and relations to help the town come alive. When the drama seems to have subsided, move on to Scene 2.

Scene Two: To The Ships At long last, the night subsides, and although you return to your home, you are hardly able to sleep. The next morning, Thor is with you; fair winds toward Kaldaross, and there is a respite from the biting cold as the sun shines brightly in the sky. You make your way to the ships. Your warband is already there, the harbor a flurry of activity as supplies are loaded, weapons are checked, and boasts are made. Some

The shields have been placed on the sides of the longboat, the sails prepared, and the supplies battened down. Looking toward the town center, you see a flurry of activity; Jarl Drakmar and his bodyguards, as well as his family, come down the hill toward the river. The men begin to marvel at this; the Jarl himself has not come down personally to see a warband off for over ten years. He approaches and your men cheer, slamming their fists, feet, and weapons into the ground or the floor of the longships. Drakmar smiles, then raises his hands, calling for calm. “May Thor give you fair winds, and Tyr give you courage in battle. Some of you will not return; we ask the Alfather’s blessing in taking those of you marked to die to Valhalla. Be strong, be brave, and bring honor to your home!” The men erupt in a deafening cheer as Osomi glowers next to you. He gives you one final glare and marches off, shouting at his men to finish preparing his ship. Drakmar and his retinue turn back and walk the road back to the mead-hall. The anchors are raised, the planks removed, and you begin sailing to Kaldaross.

Scene Three: The Raid As this is an introductory mission, this particular raid is “event-driven” rather than “character-driven” (see Chapter 3). Players are encouraged to work within the confines of the scenario, and Skalds may have to adjust some of the narrative below depending on the outcome of the raiding rolls. As this is a Level 4 Settlement, the Rollover for the raid is 40. KALDAROSS Level 4 Settlement

The Village of Voss: Situated along the coast of the Hordalands, just a generation ago Voss was not given a second thought by many of the larger villages and cities, even with the Hordalands. However, the ascent of Jarl Drakmar after his father’s death began something of a golden age for the small farming village. Starting with small skirmishes, the raiding prowess of the Vossians has been growing, and the once humble village has grown in glory and in size as mercenaries and raiders settle there to share in its riches. Upgrades: Mead-Hall (+10 to Planning), Trading Routes (+2 to Attacks), and Herding Pastures (+10 to Scouting) Notable people: Jarl Drakmar Osouf: Jarl Drakmar took control of Voss at the tender age of 16, Jarl Drakmar proved to be a natural leader. Known at times both as a diplomatist and the most feared warrior within the Hordalands, he is responsible for Voss’ explosive growth. Now, growing older and with no male heir to succeed him, he is looking for the next generation of leaders to continue Voss’ rise to prominence. Koigrim Thorkellson: Koigrim was once a feared raider until infection from a wound cost him his right foot. Now, as Jarl Drakmar’s trusted lieutenant, he is responsible for training the young warriors of Voss; as such, he has been like a father to you. Osomi Halbjern: Osomi is the son of Eirik Halbjern. Eirik was a warrior of Voss until, overtaken by fear ten years ago, he fled a battle. Eirik placed himself into exile after this and has not been seen since. It is in this shadow that his son Osomi has grown up, and he has attempted to return honor to his family’s name at the expense of the other young warriors of Voss. It is no secret that he feels he is the strongest warrior in Voss, and being passed over to lead the raid this year has brought up painful memories for him. Beorn Gunnulf: Beorn is an old, tired drunk who lives by the hospitality of the people of Voss. He has Jarl Drakmar’s personal protection and favor to stay in the town despite contributing nothing. Beorn claims he was driven mad by the dragon Fafnir, and says he knows a secret entrance into the dragon’s lair. To date, no one has taken him up on this offer.

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Adventure 1: rites of passage Base Rollover: 40 You set sail under fair winds, but before long you see the storm clouds on the horizon. Before long rain pelts you, and the waves threaten to engulf your ship. First Roll: Navigation. After a week at sea, you make landfall; the anchors are dropped and you make camp on the shore. You’ll need to figure out where you are in relation to Kaldaross, and what defenses they have prepared for you. Second Roll: Scouting or Planning Your scouts return, running like the wind. They are bloodied and beaten, and report that while the people are Kaldaross are few, they fight like men possessed. In the distance, you hear shouts; your scouting party was followed! As they approach, you see that many of the men of Kaldaross are covered in blood and wear nought but hides. They move as though they have no fear of death as they make their way toward your encampment. Third Roll: Tactics The battle won, you count your dead and that of your enemies. Whatever you do, you will need to move quickly; the more time you give the villagers to mobilize, the worse you will fare. You make your final preparations. Fourth Roll: Party's Choice Your warband is bloodied but not beaten after your skirmish with the Berserkers of Kaldaross. Beyond the village lies the mountain pass where Gorehorn awaits you, but you are unable to consider that at the moment; for now, there is only the battle, and the plunder that awaits your warband. You prepare for the final assault. Final Roll: Assault You enter the town, fighting as you’ve been trained since birth. The people of Kaldaross put up a surprisingly stiff defense for mere farmers, but before long, the fires begin to spread and the people begin to fall. You and your men carry off your spoils and make camp on the other side of the village near the mountain pass. SIDENOTE: WHAT IF THE PLAYERS FAIL? A level four settlement should not be a stiff challenge for the players (especially since they should have at least some bonuses to their Raiding skills via Divine Abilities and Settlement Bonuses), but sometimes the dice don’t favor you any more than Odin does. If the players completely fail the assault (per the table in Chapter 3), they are repelled and will find the next portion more challenging due to lack of Favor; this is within normal parameters for Sagas of Midgard. Depending on how badly they roll, they may see their warband decimated; you may require them to sneak around or through Kaldaross

to get to Gorehorn. This will make Osomi even more brash in the final scene of the adventure.

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Scene Four: Honor, Sacrifice, and Departure You make camp, and the warband begin preparing the bonfire. The battle is won, but sacrifices must be made to please the Gods. Stolen cattle (and prisoners) are slaughtered, stolen weapons, armor, and jewelry are thrown in the fire or buried deep in a hole in the ground. It is a time for reverie, but as the mead goes down, also a time for celebration. The blota has begun. Here, the players will get their first (and only) chance on this adventure to gain Favor. They are free to sacrifice as much or as little HS as they wish; however, it may be worth reminding them that Favor does not decay and will likely be more helpful than accrued HS at this early point in the Saga. Allow the players to roleplay this scenario as much or as little as they wish, and when the action winds down: The sacrifices have been made and the celebrations properly joined. Your warband, exhausted from battle, have soothed their aches and wounds with mead, and many of them sleep where they fall around the bonfire. As you retire for the evening, you see a raven circling overhead; you know your sacrifices have been accepted. You awaken the following morning to a stiff, cold wind blowing toward the mountain pass to the north. The coals of the fire are dying; the smoke of your campfire is matched by the smoke of the dying fires in Kaldaross. Your warband have already begun the process of packing up and taking any excess treasure back to your ship. The Kaldaross Pass lays before you; before long you know it’s time to say your goodbyes and make your way up. Allow the Heroes to make their goodbyes and make any final preparations, then proceed to Scene 5.

Scene Five: The Kaldaross Pass You ascend up the Pass, fog enveloping you as you go. You see now that the Pass itself is the first obstacle toward slaying Gorehorn, and you move more slowly than you had imagined. You make camp the first night, weary from the day’s travel, and at last the fog clears. The view from the side of the mountain is beautiful; Kaldaross still smoldering beneath you and the clouds have cleared, letting you see the sky. Ullr favors you; the sky shines, breathtaking hues of green and blue swirling above you. You huddle around the campfire and, despite the biting cold, sleep soundly, knowing that you are moving toward your destiny. This first fight, with the Ulfr and Varg, is optional. If you are short on time, feel free to skip it. The next morning you awaken and break camp. The clouds have gathered again, and by mid-day, you are in the midst of a blizzard; the going becomes even slower as you are unable to see too far ahead. You arrive at a point in the pass that Koigrim had called the “Stairs of the Jotunn”: Two large, relatively flat inclines, each higher than the next, lay before you. As you begin to prepare your rope to ascend them, you hear a chilling howl. And another. And another.

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Adventure 1: rites of passage Fight One: four Ulfr, one Varg Combat Notes: The fog is thick here, which the wolves use to their advantage; any ranged attack is fired at a +20 rollover. Additionally, the steps are about ten feet high and require an action to traverse; the wolves may jump between these steps without expending an action. The dire wolf should jump down first and attack the most lightly-armored character; as they move onto the next step, the smaller wolves will then chase the weakened character to their death. The wolves will focus down the same Hero until it is dead; However, if the Heroes do the same and don’t panic, they should be able to come through this fight without too much trouble. 4 random runes can be found on the stairs of the Jotnar after the battle ends. When they have defeated the wolves and rested/debriefed and are ready to continue their journey: You ascend the Stairs of the Jotnar and continue your climb. After a few more hours of careful mountaineering, you turn a corner to a wide, flat area. At a javelin’s range before you you see a crevasse, about five feet wide. On the other side, at arrow’s range you see three men with bows trained upon you. Standing in the middle of them, you see a humanoid creature; a metal helmet covers its face and a bearskin is upon his back; else-wise, excepting the blood with which his skin is stained, he is completely naked. He has a greataxe in his right hand resting on the ground. Whether this is a man or a monster is difficult to tell at the distance. “Turn back!” One of the archers yells. “This pass is protected by the Guardians of Gorehorn!” Fight Two: Berserkr, three Drengr warriors Of course, the Heroes are not going to turn back, so a fight will ensue here. The archers will pepper the Heroes with arrows, trying to draw them into the Berserkr’s wrath. If the Heroes begin to get the better of it from the side of the crevasse, the Berserkr will jump the crevasse and enter melee. Jumping the crevasse is a Might of the Storm check with a rollover of 30; failure by 10 or less will result in the Hero hitting the edge of the crevasse, taking 4 damage but hanging on, requiring an action to climb up. Failure by more than 10 will lead to the Hero missing the jump and falling onto jagged rocks below; They will take 6 damage and need two actions to climb back up. Failure by 20 or more will yield a Hero missing the jump, missing the rocks, and falling off the mountain to an ignominious death. Afterward: The heat continues to grow as you climb. As you reach the top, and the pass levels off, you see why. Active fissures pour lava; steam shoots from beneath you. Despite this, amazingly, the plain before you is still green with grass; about a bow’s length across in diameter. In the middle of this, you see a giant creature; fur of golds and browns, with an impressive array of horns a dull, copper red. Even on all fours, he towers above you, ten feet at the shoulder. You steel yourselves for battle, when the beast calls out to you: “Hello. Why have you come?” RP Points: Gorehorn is, truly, no ordinary aurochs. Given power, and a pasture on top of an active volcano, by Odin, he has stood as a tes-

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tament to the power of the Alfather and the strength of Kaldaross. He has withstood hundreds of challenges just like this; despite this, he is calm at first. He will inform the Heroes that he wishes only to graze in his meadow, but that if they cross the threshold from the mountain pass onto his pasture, he will summarily kill them all. Gorehorn’s temperament is that of resignation and ferocity; you may even choose to give him a dry sense of humor, if you wish. He truly does not wish to kill anyone, but has battled enough would-be Heroes that once they cross the threshold, he will not hold back. Eventually, the Heroes will either have to choose to fail (unlikely), or they will prepare for battle. When one of them crosses the threshold: Gorehorn sighs, his large nostrils flaring out. “I had hoped, for once, that you would be different, but you humans always do seek ‘glory’. Very well then.” The beast closes his eyes and lets out a giant bellow; at once the walls of the mountains rise; every Hero except the first that crossed the threshold falls prone. Lava begins pouring down the new sides of the mountain, falling through the pasture and bubbling over at parts. Steam erupts through the ground. Gorehorn opens his eyes, and any intelligence or civility are gone; his eyes burn a bright red as he begins to charge down upon you. Fight Three: Gorehorn (found in the "Champion" Template in Chapter 8). Combat Notes: At the beginning of each turn, a hero must make a Dodge check (rollover 30) to see if a fissure of steam or lava will erupt near them; on a failure, they take 2 burning damage. Gorehorn is not required to make a check for this on his turns. This should be a difficult fight. Gorehorn does a lot of damage and gets multiple attacks per turn. Encourage your Heroes to “think outside the box", utilizing . If you’re feeling particularly evil, you can encourage them to use all their Favor, since they’ll assume this is the final battle of the module. When Gorehorn is reduced to zero HP: You put one final, resounding blow into the beast, striking into its heart. He roars in pain, and blinking, his eyes are no longer red. Your weapons are repelled from the beast and he runs back toward the center of the pasture. “My children,” he says, in a decidedly different voice than before, “You have proven your worth. With you I am well pleased.” At this, he shudders and falls dead, shaking the earth beneath you. The high sides of the mountain that had arisen when you crossed into the pasture tumble down the sides of the mountain; an avalanche that falls back beneath the clouds in a deafening roar. The lava recedes.

Scene 6: The Betrayal You return to your ships victorious, your wounds and exhaustion nothing compared to the exultation you feel at your success. When you get within bow’s distance, you hold the head of Gorehorn high. There should be cheers. People should be running to you, lifting you up and offering you congratulations. This should be your moment. But it’s not. The warband is stern, their faces long. Something

Adventure 1: rites of passage

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isn’t right here. As Osomi Halbjern walks forward, you think you understand what that is.

When Osomi reaches 2 HP, if he is not slain, he will immediately interrupt:

“So it took (number of Heroes) of you to take down one lousy aurochs! You think you can just buy the favor of the Jarl? The favor of Voss? I, Osomi Halbjern, hereby challenge one of you to holmgang.” Now you see why the rest of the warband was silent; they must have known this was coming. The Heroes will choose among themselves who is to face Osomi. When they decide:

Osomi drops his weapon and falls to his knees. “I am beaten!” he says. “Please, by the mercy of the Gods, spare my life!” His followers immediately follow suit but say nothing. You see fear in their eyes, and Osomi’s most of all. The warband around you begins shouting; some for vengeance for the violation of holmgang, and some for mercy, to let the young Drengr be sorted out by the Jarl. The shouts of both sides quickly reach a fevered pitch. A choice will have to be made, and quickly.

Your warband circles around you, some of whom shout encouragement to you while forming a circle about 30 feet across. As Osomi talks to one of his men and takes his sword and shield in hand, you see that he hasn’t a scratch on him; you can’t be sure what he did in the raid, but either he didn’t fight or he was so flawless a fighter that he remain fully unscathed. You hope for the former.

This is a test of leadership for the Heroes. Ensure they stay in character and make them act in real time, and quickly; if they do absolutely nothing, the warband will begin to fight among themselves, though they will not attempt to kill one another over this. Let it play out how it will, and when the scene is concluded, end the adventure with the following:

Osomi Halbjern Level 5 Base Rollover: 50 HP: 20 Attacks: Sword: Swings down for 4 damage. Blinding Powder (Fast, 2/combat): Osomi blows caustic powder into the target’s eyes. They are blinded for two turns. Leg Reap: Osomi bashes you with his shield and kicks your legs out from under you. You take 3 damage and are knocked prone. Dirty Fighter: When a Hero is blinded or prone they suffer an additional +10 rollover against Osomi's attacks. He deals an additional 2 damage to these targets.

You get on the ships, which are slower now, laden with treasure, and begin the week’s journey back to Voss. You reflect on what you’ve encountered: the purification of battle, the encounter with an agent of the Gods, the betrayal of a fellow citizen in your Jarldom. Drakmar had called this journey a Rite of Passage, and as the winds take your sails and the oars propel you toward home, you know that the old Jarl was right. Epilogue: Resolve the Saga System bonuses as listed in Chapter 1, but all players receive the following: 3 SP for a successful raid (1 if it they failed the Assault Phase) 4 SP for killing Gorehorn 3 SP for defeating Osomi and his retainers (1 if they failed to decisively kill or spare him)

Osomi will start cautiously and honorably, but as soon as he is hit, he will use Blinding Powder and attempt to finish the Hero off using Dirty Fighter. When he reaches 10 HP, read the following:

WHERE DO WE GO FROM HERE?

You strike a palpable blow on Osomi. He falls back, bloodied, and screams “Now!” Three of his retainers charge into the circle. You know this to be a violation of Holmgang, and your warband boos heavily, but they do not interfere of yet.

As an introductory mission, this mission is an open-and-shut Raid and Saga Season and intentionally doesn’t lend itself to any particular follow-up. The Heroes will return to Drakmar’s Hall in Voss to glory and fame. From here, you can look at one of the other included Adventures in this book, or have them progress forward under Drakmar’s watchful eye and mentorship to fulfill their destinies.

At this point it is expected that the Heroes will jump in to protect their friend. This is a close-quarter battle, with a human barrier preventing anyone from going outside axe-range. Osomi’s Gang: Level 4 Base Rollover: 40 HP: 12 Attacks: Axe: Strike a target for 3 damage. Dirty Fighter: When a Hero is blinded or prone they suffer an additional +10 rollover against Osomi's Gang's attacks. They deals an additional 2 damage to these targets.

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c hapter 11 Adventure 2: omen's curse

This adventure is intended for players around 40 SP and takes place in the town of Omen. How the Heroes get there is up to you and the circumstances of your campaign thus far; the default we’ve chosen is in the “introduction” paragraph below. Where Adventure 1 in the previous chapter was much more linear, this is meant to showcase some of the more “noncombat” and world-building aspects of the system; as such, with the town of Omen we’ve tried to give tools and NPCs that can help the city “come alive” as the Heroes investigate the dead coming back to life. What parts of it you choose to emphasize are up to you. However the Heroes arrive in Omen, when they get there with their warband, they will immediately realize that things have gone very wrong. Cattle lay slaughtered in the field, their innards ripped out as they rot in the sun. Crops that should have been harvested by now wither in the fields. The town by all appearances is a ghost town; however, as the warband progresses inward, they will realize that it’s not ghosts but draugr roaming the countryside; animated, bloated corpses, trying to do in death what they did best in life; kill. The Heroes will realize that this is not a mission to plunder so much as it is a rescue mission. The Heroes will storm Omen Keep, where the local lord, Jarl Nefi Eriksson, and his warriors are defending what’s left of the town. The Heroes will be greeted and showered with praise (and Hacksilver) upon freeing the captives. Nefi will then privately enlist the Heroes to attempt to discover what caused the curse and to end it. Ultimately it will be up to the Heroes to decide who the guilty party is; guessing correctly (Hallgrim) will give the Heroes extra SP at the end of the adventure and make taking him down easier. They will have to navigate his laboratory under Omen Keep and either kill the Alpha Draugr (Helgi, Hallgrim's lover) or negotiate with him to attempt to save her, betraying the trust of the town but earning powerful rewards for their trust in Hallgrim. Introduction When you were young, the skalds who sang in the mead-halls sang many things, but one song stuck in your memory: the tune was simple, and though the verses grew ever longer and more complicated (flummoxing the drunkards who sang along), the chorus was always the same: “Drink your sorrows away, drink them all down today, for you never know what’s coming down the road!”

It was then perhaps a cruel trick of the Gods that you were humming that tune with your fellow Heroes on your way home after a long night in the mead-hall when you see a man staggering into town. His long beard is matted with ice; dirt and blood cover his face; an ax-handle with no blade is slung loosely across his back. You see what look like deep scratches across his chest and legs, dirt caked over the dried blood. As he passes into view, he falls to his knees in exhaustion. “Omen,” he gasps, his breathing labored. “You must go to Omen. Bring… all you’ve got. They’ll… they’ll destroy everything, and then they'll be here.” With this, he falls over dead. Allow the Heroes just a moment to investigate the man, and then: As you search the man, his eyes open again, but there is no light in them. He roars and claws out at you. The man has died and turned into a Draugr. This should not be a difficult fight for a group of Heroes, but be sure to emphasize how by all rights the creature should be dead but continues to fight until the roll of 90 is reached. When at last that roll is achieved (modify as needed for fire damage): The creature claws and bites at you, its lifeless eyes rolling around in its head. Finally, you cut the monster’s head clean off its shoulders; it lands against the stone of a nearby building, striking it with a palpable thud and falling into the snow. The teeth bite at nothing for a few more seconds, then both head and torso lay still at last. You breathe a collective sigh of relief as the adrenaline stops pumping. The skalds were right: You never do know what’s coming down the road.

Scene 1: Bad Omens Ahead1 Whatever the motive or mental gymnastics involved, the Warband will make ready for Omen. If the Heroes decide they do not wish to go, thank the players for coming and invite them back next week when you’ve written a new adventure for them. Omen is a Level 6 settlement. This raid should play in the “call and answer” system outlined in Chapter 3; the Heroes will attempt something (a roll of their choice), with results based upon how well they do or don’t do. After that, a forced roll of your choice to guide their hand. 1

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Don't worry, this is the last "Omen" pun we'll make. Probably.

Adventure 2: Omen's Curse So once the raid begins, it will progress thusly: Players’ choice, forced roll, player’s choice, forced roll, player’s choice, forced roll, assault on Omen Keep. Of course, you should be responsive to what your Heroes wish to do and change the narrative of the Raid accordingly. The important things that they realize as the raid progresses are: ◊ ◊ ◊

These Draugr don’t die like normal warriors. The town has been overrun by them. There are no human bodies and no living people to be found in the town. Omen Keep has smoke coming from a chimney; if there are survivors, they are likely there.

Whether the Heroes realize it or not, they’re on a rescue mission. What they choose to do with the survivors is, of course, up to them.

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less battle that these Draugr create has worn on you. Your warband clearly feels the same way as you attempt to fight your way into the Inner Yard of the Keep; the Draugr seem poised to overwhelm you, when the Inner Gate, battered from a sustained Draugr assault, opens and the defenders of Omen pour out. The battle is rejoined once more, and although your side sustains heavy casualties, between your warband and the defenders of Omen, the Draugr are driven from the keep and eliminated. As your warband raise the bugles to signify victory, a middle-aged, dark haired man approaches you; he is covered in blood and ichor, and his face is solemn, but he reaches his hand out to shake yours: “We have civilians inside. I cannot thank you enough for coming. I am Jarl Nefi Eriksson, the ruler of Omen. Let us count our dead and then talk inside.” He turns briskly and begins seeing to his fallen citizens.

Planning: You make land, and your men are in ill spirits as they begin to realize that this is no ordinary raid. Rather than hold your regular War Council, you decide to throw a party; the drunker the men are when they realize exactly what they have to do, the better.

Successful Assault Phase: You were always raised to love battle, and as the Draugr continue to lumber toward you, you’re beginning to understand why. Your warband is weary but your formation holds; the Draugr, unable to fight intelligently, bang against your shield-wall until all of them lay, finally and completely, dead before you. Your heralds raise the horn, declaring victory through the valley, when you hear the Inner Gate of the Keep beginning to open. You ready yourself for another fight as it opens, and you see about fifty men, looking weary from battle already with shields up and weapons at the ready as they behold your warband. A middle aged, dark-haired man at their vanguard drops his shield and sword and walks toward you. “Why have you come to Omen?” he asks apprehensively. So long as the Heroes do not respond aggressively: The man draws a sword from his belt that seems to hum as it exits the scabbard. “This is Hrotti,” he says, dropping to his knees and holding the sword over his head. “This sword has been in my family for five generations. I, Jarl Nefi Eriksson, offer it now to you, who have saved us from these cursed monsters.”

Scouting: You ride into the countryside around Omen, and see some truly starting phenomena. Of note: Cattle slay slaughtered in the field, their innards ripped out as they rot in the sun. Crops that should have been harvested by now wither in the fields. In the mountains you see Omen Keep, looming down on the town from a winding mountain pass. Smoke pours from the chimney.

Whatever the Heroes are due for their raid, they will receive not as conventional “treasure” but from the storerooms of Omen’s Keep in appreciation at the beginning of Scene 2; a successful raid will yield Hrotti as a reward in addition to any Hacksilver. If the Heroes succeed by 60 or more and would be due a random artifact or rulership of the town, instead give them Hrotti and 60 HS each.

Tactics: Your warband moves into the town, finding Draugr throughout but otherwise no survivors. You make your way up the mountain road toward Omen Keep and see that the Outer Gate has been broken; two dozen Draugr bang on the Inner Gate; at least, until you arrive. They begin to clamber toward you, and as you move back, you see another two dozen coming up the mountain pass. You yell for formations and prepare for battle.

Scene 2: Empty the Coffers

Ideas for “forced roll” text to be used, modified, or ignored outright: Navigation: Your ships are making good time; Thor favors you and the wind is at your back. One night your scout begins shouting, panicked; on the horizon, sailing more briskly against the wind than you are with it, you see a huge longship cobbled together from rotwood and bones. On its decks you see the same lifeless, rotting creatures you met on the street that night. As you struggle to take all of this in, a light on the Draugr longship is lit and a huge, flaming ballista arrow hurdles toward you. “TO THE OARS!” you scream as you attempt to evade it.

Treachery: There are dozens of these creatures, and they are strong, but they are also dumb. If you could find a way to lead them into a trap, it could make taking the Keep that much easier. Your scouting party found a rapidly moving river going from the mountains into the Sea: you look to enlist your fastest runner to attempt to run them into the river, sweeping them out of the town. Assault on Omen Keep: Unsuccessful Assault Phase: You were always raised to love battle, but as you stare not just death but undeath in the face, the end-

You make your way into Omen Keep and see that those inside were in dire straits indeed; the benches and tables of the mead-hall hold wounded, and the fifty or so men-at-arms who remain to fight are all wounded, with claw and bite marks that in some cases are beginning to fester. Grain, meat, and water line the walls, their supplies dwindling almost down to zero. Nefi takes his seat at the head of the mead-hall; behind him, you see a vala, probably 20 to 25 years of age; his skin and features are fair and his dark green tunic is torn and stained with blood. He has the arm-ring of the citizens of Omen on his left arm, and a silver arm-ring with a two-headed viper on his right. “This is Hallgrim,” Nefi tells you, “Omen’s head vala and my most trusted advisor.” Hallgrim bows deeply. “Omen is in your debt,” he says. You see some of the men-at-arms carrying chests full of gold and treasure out into the mead-hall. They are placed at Nefi’s feet. He stands and faces the assembled soldiers and

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Adventure 2: Omen's Curse civilians in the room. “The Drengr are known for their hospitality,” he says. “This is never more true than when a stranger helps those in need. To this end, I give this, my personal treasure, to these Heroes. May the Gods watch over and honor them, from today until the Great Wolf eats the sun!” Those assembled muster a paltry cheer; less due to lack of enthusiasm, you’d imagine, than lack of food and supplies. Nefi sits and says, more quietly, to you: “Tonight we shall hold blota and honor our dead. Tomorrow I have another favor to ask of you.” This is where the Heroes can spend HS to gain Favor before the treasure is packed onto the ships.

Scene 3: Not Why, But Who You are given semi-private quarters to sleep in Omen Keep: many of the beds were destroyed for firewood and re-purposing, but the ones that remain are comfortable enough, and you awake the next morning to find sun shining through the window. Going out into the mead-hall you see the gates open; many of those you saw on benches and sleeping on the floors are gone, as the townsfolk work to get Omen Keep (and Omen proper) back to some sort of regular, working order. You find Nefi and Hallgrim outside the destroyed outer gate, looking down at the town; townsfolk are making their way up and down the pass and you see work has already begun on repairing the town. Nefi smiles and bows to you as you approach. “All we’ve been through, and not two sunsets before they begin the process of moving forward once more. These are extraordinary people.” He smiles widely as he looks down into the valley at the town, and you get the sense that this is a leader who is truly proud of his people. Hallgrim clears his throat. “My lord,” he says. “There was the matter you wished to discuss.” Nefi will stand where he is as he talks; the townsfolk give him a wide enough berth that despite the sensitive nature of the conversation, he is happy to have it outside in the sunshine. Points of discussion: ◊ Nefi believes that it was one of his townsfolk who brought this curse down, but he does not yet have proof as to who. ◊ He currently believes it was Gunnar Olafsson, a wealthy merchant in town who supplies their warband with weapons and armor. Gunnar has expressed discontent at the tax rate and other parts of Nefi’s rule; his late wife, Helgi, was a vala who is said to enchant these weapons and armor for increased strength in battle. ◊ He believes this because the curse first affected wounded warriors returning from a raid; as they died, they rose. Nefi believes the weapons were purposely cursed to do this. ◊ He wants this issue handled quickly and discreetly, and is willing to pay 30 HS per Hero if they can find evidence that links Gunnar (or whomever is responsible) to this curse and brings them to justice. ◊ Nefi is going to call a celebration in honor of the Heroes in one week’s time at Omen Keep; it is then and there that he wants the guilty party confronted. ◊ Hallgrim will urge discretion in this matter and urges the Heroes not to approach Gunnar directly if they can avoid it. He offers the following starting points for the investigation:

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Gunnar’s blacksmithy: If they can recover some weapons or armor used in the raid, Hallgrim can test it for a curse. Helgi’s Hut: Gunnar’s late wife had a hut in the woods where she could compile spell components and be among nature. She now lies in repose outside it, with the hut itself now a memorial to her and her memory watched over by Gunnar’s men. The Raven’s Nest: In the mountains two days’ march beyond the town proper, there is a clearing of rocks believed to be left there by Odin himself. Ravens congregate on these rocks; so, too, do any number of thieves, saboteurs, and assassins, who call themselves The Ravens. They gather to seek work from Jarls of surrounding towns or merely to exchange information. They meet weekly at sundown; in four days’ time they will assemble, but attempting to infiltrate the Ravens will require cunning, bravado, stupidity, or all of the above. At the end of this discussion, Nefi tells the Heroes they can find Hallgrim in the mead-hall in the evening with any questions, but that to allay suspicion he will limit his interactions with them to official business in public.

Scene 4: The Investigation This is an “open ended” exploration of Omen, the areas identified by Nefi, and the town itself. The town and its notable denizens are noted below, followed by what evidence might be found. This information should be revealed as the Heroes investigate the City. Omen: Omen is a coastal town that has achieved fame for its weaponry. Nestled in a valley between the Swirling Sea and the Aldshore Mountains, the Raiders of Omen are known more for the expertise of their weaponry than their furor in battle. To this end, they raid enough to keep any would-be invaders at bay and otherwise prefer to trade peacefully across the Drengrlands and beyond. Notable People: Jarl Nefi Eriksson: Nefi was the only son of Erik Eriksson, who named him after Nefi, the prized family dog. This is a little known fact that few know and fewer would dare bring up. Nefi has been the presiding Jarl of Omen for about ten years, and although he is known at times to be foul-tempered and short sighted, under his leadership (and the advisement of Hallgrim) Omen has grown into an influential supplier of weapons along the trade routes of the Swirling Sea. Hallgrim the Vala: Hallgrim is particularly young for his post. He became a senior adviser to Nefi at the age of 16 and has maintained this role for over 8 years. Hallgrim is a quiet, kind, notoriously private man; despite his wealth and influence he has never taken a wife nor expressed interest in women or drink, leading some to speculate about the true nature of the relationship between he and the also-unmarried Jarl.

Adventure 2: Omen's Curse Gunnar Olafsson: Gunnar is the son of a famous blacksmith who eschewed the blacksmithing arts to set up a trading company. Allowing his father’s assistant Harald the Gnarled (so named due to his withered, arthritic hands) to run the smithy after his father’s death, Gunnar first established fame as a raider before reaching out to trading companies and establishing his own routes. Selling his family’s prized artifacts, while enraging Harald and the workers of the smithy, gave Gunnar enough money to build boats and expand his company. Today he has a fleet of ten ships and staff in half a dozen cities selling his wares, but many think that he desires power more than money. Torstein the Unshaven: Torstein is Nefi’s second-in-command while raiding, and a powerful Drengr in his own right. Owing his name to his massive beard (which comes now to his waist) and his propensity to fight with no shirt on (exposing the rest of his very hairy body to his enemies), Torstein has built up a reputation as a pragmatic warrior who owes his allegiance to Omen first and Nefi second. When he is not at Omen Keep he can be found on his farm.

Hacksilver), or intimidated (Might of the Storm rollover 50) to allow the Heroes in while Gunnar is away. If they come to terms, Harald will tell them to go to the back gate at midnight and he will let them in.

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The main-hall is down a long hill from the smithy proper, still enclosed on three sides by wall and one side by a steep drop into the sea. If the Heroes paid Harald off, the guards will “take a break” when the Heroes arrive, playing cards at the corner of the manor; otherwise, they are Drengr Infantry and there are six in total. Gunnar’s house has 10 HS of lootable treasure. In his bedroom there is a young boy with a partially shaven head who wears dirty brown rags; he is Gunnar’s scribe. With the proper convincing (Natural Leader, Rollover 20), he will read Gunnar’s documents to them. Looking through his documents, the Heroes will find mostly business ledgers, with two personal entries of note: ◊ “Today the love of my life went to meet the Alfather. My grief is great, doubly so for knowing that it was preventable. He knows what he did, and I will ensure that he pays for this with his blood.” ◊ “His cruelty knows no bounds. My men report figures in the night seeking to enter her gravesite; I have ordered Harald to double security there. I swear to Odin she will be avenged, by whatever sacred or profane means may be available to me.” If Harald was not paid off, Gunnar will fight (Drengr Infantry), but will surrender at first blood. If he is killed, Harald and his men will not attack, but word will spread quickly, giving a +25 rollover to any social checks the Heroes make due to the apprehension of the townsfolk. Helgi’s Hut: From the woods you see it; a shack, barely standing, its thatch with holes and its walls about to rot; yet surrounded by six well-armed men all the same. The men are Harald’s by loyalty and paid by Gunnar; like the others, they can be paid off (a total of 30 HS, or 5 each) or fought. The Heroes can also, if they wish, seek to observe their patterns; the guards change shift at sun-up and sun-down, and there is a period of 15-20 minutes where the old guard leaves before the new guard arrives.

Gunnar’s Blacksmithy: The Smithy is in a large, walled compound. A noisy, hot, dirty place, smoke pours from the six smithing stations at all hours, and Gunnar lives in the main hall, well away from the bellows. It is from here that the raiders (and traders) of Omen get their equipment. When the Heroes arrive, Harald will be there to greet him. He no longer works as his hands are gnarled from decades of overuse but still oversees the operation in Gunnar’s stead. He has no love for Gunnar and can either be convinced (Natural leader, rollover 40), bought (20

Helgi is buried behind the shed. What Gunnar and Harald do not know is that the hut was actually Hallgrim’s, given to Helgi so she could take the tunnels to his laboratory for their trysts. The dirt floor hides a passageway to these tunnels (One-Eyed Wisdom Check, 80). Additionally, they may investigate the gravesite; a One-Eyed Wisdom check of 45 will reveal that the site has recently been tampered with. If they dig up the gravesite, they will find that Helgi’s body is gone, and an armring with a dual-headed viper was left with 5 HS of other assorted jewelry. The Raven’s Nest: This is the trickiest to run and the trickiest to pull off, but will give the Heroes clear evidence of Hallgrim’s guilt if done correctly. It’s a long trek to get there, and the Ravens are distrustful of strangers. If they choose to go: You begin the two march through the mountains to the Raven’s Nest. The going itself is difficult through the mountains but not particularly treacherous; on the second day you begin to see Ravens circling overhead which you take as a good sign. As dusk be-

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Adventure 2: Omen's Curse gins to fall on the second day, at last you reach it; the Raven’s Nest. At the peak of a mountain, the view around you is breathtaking; far in the distance you think you can make out Omen and your ships, with several other small farms and hamlets nestled into valleys below. Before you you see four large, obelisk-shaped rocks forming a square with a large, stone bowl in the middle. The bowl is filled with clear water. You also see about a hundred ravens staring at you. The Ravens are in Beast Form and will not Materialize until they feel the Heroes are not a threat. There are five of them here overall in Beast Form, prepared to fight but also prepared to make a deal. The Ravens can be dealt with in the following ways: ◊





Fight: The Ravens will make for a difficult battle, but if a Raven is unable to use Beast Form when he is about to die, the Hero about to land the killing blow can temporarily stay his hand; the Raven will surrender and offer the information the Heroes need. The Heroes will also have made a powerful enemy that will haunt them throughout the Drengrlands. Buy: Hallgrim paid 50 Hacksilver for the potion he thought would bring Helgi back to life; the potion that, in fact, cursed the land of Omen and its people. For 100 Hacksilver The Ravens will come to Omen Keep and provide evidence condemning him (or anyone else the Heroes prefer). Barter: The Ravens love powerful allies who owe them favors. If the Heroes agree to fulfill a “Blood Favor” for the Ravens when called upon, they will implicate Hallgrim (or whomever else) per the second option.

When the Heroes are certain of Hallgrim (or anyone else’s guilt) and have evidence to prove it, allow time to pass and proceed to Scene 5.

Scene 5: Not Who, But Where When a week has passed and/or the Heroes have concluded their investigation: You arrive at dusk and are greeted by the Jarl’s men at the now repaired Outer Gate; whatever else may be said about the people of Omen, they are certainly industrious. You enter into the Omen Keep and find the place completely different than the besieged outpost you liberated a week prior; furniture has been repaired, torches have been lit, and flowers have been hung. The townsfolk dance and your warband raucously greet you as you enter. Nefi and Hallgrim stand as you enter and raise their glasses to you and the town drinks to your health. Nefi motions you toward him as the party resumes. Pulling you close, he asks “Do you have what I requested?" Looking around the mead-hall, you notice that, shortly after you came in, Nefi's guards withdrew from the Outer and Inner Gates and are blocking the exits. “Good,” Nefi says curtly. “Then let’s begin.” “My friends,” he says, standing back up on the dais where his chair is. “Another drink to the Liberators of Omen!” The town, and your warband, drink again to your health, cheering. “I am happy to call them my friends, and happy still to announce that they, here, tonight, are prepared to tell us who brought this terrible curse down

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upon our quiet, peaceful town!” The assembled fall silent and look at you. The Heroes will present the evidence that they have here. If the Heroes finger Hallgrim: Nefi looks incredulously at Hallgrim. The townspeople are aghast. “Hallgrim, I… how could you?” Hallgrim narrows his eyes at you but otherwise remains stoic. “They speak lies and falsehoods, my lord. They have done great deeds saving us from the Draugr, but here they’ve clearly overstepped their bounds.” Nefi sees the eyes of the town upon him and the hurt evident in his eyes disappears as his face hardens. “Be that as it may, you must be put to trial. Our laws demand it. You will wait in the dungeon until it is time.” Hallgrim nods. “As you wish, my liege.” The townspeople begin to boo and hiss at Hallgrim; the guards get between him and the throng of people throwing food, drinking horns, and other sundries at him. He allows the guards to take him through a back room of the mead-hall and you hear heavy boots descending the stairs. Nefi falls back on his chair. “This was supposed to be a celebration, damn it,” he says, mostly to himself. He stands. “The party has ended. Everyone out. OUT!” he bellows, flipping the table in front of him onto the ground. It lands with an explosive crash. A bit too explosive, perhaps. Nefi looks around him. “What in Odin’s name was that?” You hear it again; another explosion. The townsfolk begin to flee the mead-hall as your warband and the Drengr of Omen grab their weapons. You run down to the basement where you see the guards who escorted Hallgrim lying dead and a hole blown cleanly through the wall; you follow it about twenty feet and see that the tunnel has been caved in. “The laboratory,” Nefi says. “Now.” He runs back up the stairs and down another passageway. “Hallgrim’s residence, where he performed his herbalism and ritual work.” He goes to open the door and you hear a rumble; one of the Omen Drengr tackles Nefi as the door explodes outward. You dust yourselves off. Nefi stands up, his face as fiery as when you first met him while fighting the Draugr. “Damn. It could take weeks to fix this cave-in. He’s got to have another way in and out.” Nefi’s men will set the Heroes up with horses but he will not go himself. The guards of Omen Keep will not let the Jarl out of their sight. The Jarl is despondent at the betrayal of his closest advisor and although he is trying not to show it, he has been shaken deeply. If the Heroes finger anyone else but Hallgrim: It’s your decision as the Skald to decide how strong the evidence is and how the named party will react. If the evidence is shaky they may need a Natural Leader check (rollover 50) to convince the crowd; if they succeed, the named party will be taken to the dungeon to await trial. All will seem well in the town until that night, when there will be reports of Draugr near Helgi’s Hut.

Scene 6: Not How, But Why Eventually, the Heroes will wind up finding their way to the tunnels under Helgi’s Hut. This is where the confrontation with Hallgrim will take place. You climb down about thirty feet into total darkness. Lighting

Adventure 2: Omen's Curse a torch, you see that these tunnels were likely natural caves that were converted for Hallgrim’s purposes, with the hut built above the easiest place to dig out an entrance. You begin to make your way through the tunnels, winding through several miles of tunnels over a couple of hours. At long last, you see light from down the tunnel to your right. Coming closer, you see it is not torchlight but a bright green moss that emits light. You see a huge, ugly creature, a twelve feet tall humanoid with a club the size of a man, guarding a door behind him. He squints as you approach and you hear him yell “Helloses Helgis!” As you come closer, he squints again. “No no no… youse isn’t Helgis. Masters says I can’t let anyones through who isn’t him or Misses Helgis.” This is a Jotunn, a giant of great strength and great stupidity. As usual, the Heroes have a choice; they can slay the beast, or they can attempt to talk their way through. In the case of the latter, this should be a relatively comical encounter; the jotunn will believe damn near anything (rollover for social checks 15) and can be bested with a battle of riddles (Example of one of his riddles: “I is not dry, but I is what you drinks when you would dies. What am I’s?”. The jotunn will insist that any riddles told to him must rhyme. He can also be bested by a fairly bald-faced lie, or any other trickery the Heroes can devise (up to and including dressing up as Helgi). When they have bested the jotunn one way or another: You continue into the passage guarded by the intrepid (if stupid) giant, and find a smooth stone staircase; as you begin to climb it, you hear Hallgrim’s voice yelling “Stay the hell away from me!” and a switch turned before a heavy door closes. The stairs turn into a stone slide as you tumble down on top of each other (Light Hands check, rollover 55, 5 damage). The going is slow as you make your way up the slick stone that was once a staircase, but at last you reach the landing. There is a heavy stone door that does not budge when you try to open it. Allow a Might of the Storm Check or Light Hands check (rollover 65) You enter into the main room of the laboratory and see that it lays in shambles. Barrels are overturned, clay jars lied shattered on the floor, tables are overturned and smashed to pieces. As the light from your torch illuminates the rooms, long shadows are cast on nine humanoid figures; they are dressed as the guards of Omen Keep who fought to destroy the Draugr, but are no longer dead nor alive; one screeches at you and they begin to move toward you. Fight: Main room of the laboratory: 8 Draugr, 1 Draugr Warrior After the fight, Heroes can find 4 random runes among the junk and disarray with a One-Eyed-Wisdom check of 60. Exploring the room they will find only two other means of exit; a bombed out tunnel, and a locked door (rollover to break/open 45) through which they hear a panicked voice muttering to itself. This leads to Hallgrim’s chambers and the climactic battle of the adventure. Hallgrim’s Chambers: The door opens into what you presume are Hallgrim’s private chambers, and everything seems quite ordinary. A few scraps of uneaten

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food, an unmade bed in the corner, a caged Draugr woman on an altar of blood screeching as Hallgrim stands over her, flanked on both sides by Draugr that snarl as you enter but do not move… Okay, maybe not completely ordinary. Hallgrim turns as you enter, his eyes widening. He holds a small jar over his head. “Stop, I beg you! I started this blight, and only I can end it! Please, listen to me!” Points of conversation: ◊ Helgi was beaten daily by her husband Gunnar; Hallgrim, as the town’s main vala, was often responsible for patching her up after these beatings. Gunnar is rich and influential enough that neither Hallgrim nor Helgi could speak of what was happening to the town at large. The Jarl sympathized but under the law could do nothing. ◊ Hallgrim created the Curse of Omen’s Keep after the death of his dear Helgi at the hands of Gunnar after a particularly brutal beating. They had been lovers in secret, with the tunnel to the laboratory connecting to an old building that she bought under the pretenses of wanting to spend more time in nature. In reality, they had planned to leave Omen together. Gunnar found out about this and beat Helgi until she breathed her last. ◊ Since her death, Hallgrim has been experimenting with different ways to bring the dead back to life. He came so close a month ago, but forgot one (apparently crucial) ingredient, leading to the Draugr. ◊ Once the Draugr were created, they replicated themselves. One killed by a cursed individual would arise in a week’s time themselves. Things got out of hand quickly. Hallgrim holds in his hands the completed resurrection potion. He points to a rat in a cage, scurrying and screeching at the activity. “Not one day ago that creature was dead. The serum works, I can assure you. Helgi was the first, and if she’s cured, I believe the curse will end and the Draugr will all die off. I beg you, let me finish what I’ve started, and I’ll make another and bring it to your settlement. The power to create life from death, love from hatred… what could be more beautiful? The Heroes are given a choice: either attempt to kill or capture Hallgrim (leading to the fight below), or let him use the potion on Helgi. If they allow him to lift the Curse himself: Hallgrim exhales deeply in relief. “Good,” he said. “There needs to be no more bloodshed in Omen.” He opens the cage containing the Draugr Helgi and with slow, deliberate motions, pours the contents of the vial on her. A bitter, caustic smell fills the room and her skin begins to burn. Smoke and steam fill the room, nearly blinding you. When the smoke clears, the Draugr lay on the ground, motionless, and although looking quite a bit worse for wear, a human woman lays naked and coughing in the cage. Hallgrim reaches down and grabs her hand, tears streaming down his face as he covers her gently with a blanket. He says nothing, then turns to you. “Thank you for your trust,” he says. “We will be leaving Omen immediately, never to return, but I will find you, and just as I kept my word here, I will finish what I began and bring you another such vial. I swear it on all the Gods, and on the life of my precious Helgi, only now renewed by your assistance and compassion.”

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Adventure 2: Omen's Curse If they attempt to kill or capture him: Hallgrim’s lip quivers. “I did not want to have to be the reason anyone else died,” he says, “But I cannot allow you to stop my work. Draugr! Kill them!” The Draugr, seemingly chomping at the bit before, loose themselves at you upon Hallgrim’s command as energy swirls from his hands. Fight: Hallgrims's Chambers: Hallgrim, 4 Draugr, 1 Draugr Warrior. If loosed from her cage for any reason, Helgi will also fight with Draugr stats. The chambers are big enough to accommodate only two range increments: axe range and javelin range. The enemies will start within javelin range of the Heroes. Hallgrim Level 7 (Human) Base Rollover: 70 Initiative: 55 HP: 35 Actions: Push: Push the target away two range increments and knock them prone. Blood Spatter: Blood shoots from Hallgrim’s hands, marking up to two targets within javelin range. The next Draugr to attack the target does so at a +15 with +4 damage on a hit.

If Hallgrim was allowed to escape with Helgi, he will leave immediately (removed from play via a hidden chamber as soon as the Heroes allow him out of sight) and, if allowed to escape cleanly, will do so without a trace. Wait a raiding season or two, but Hallgrim WILL make good on his promise and come to the Heroes’ settlement with Helgi, now a beautiful woman with a healthy baby in her arms who is very much alive and very happy to have escaped her abusive husband. He will present the Heroes with: Potion of Return: This artifact is single use only and does not require attunement. When poured on a dead body in the manner demonstrated by Hallgrim (one action), any creature without the immortal tagline will be returned to life at half of its Total HP. It will have no memory of the afterlife, and its consent is not required to return it to life. If Hallgrim was not accused before the town and allowed to live, he will happily play along with whatever lie the Heroes tell Nefi. Nefi will joyfully pay the Heroes 60 HS, and Hallgrim will still deliver the Potion of Return once he has made another one; this will allow him to leave with Helgi of his own accord. Whatever happens, the people of Omen will see you off, giving you a Heroes’ feast at your ships and offering thanks for your assistance.

Ice Spike: A sharp icicle flies toward a target within javelin range, dealing 9 damage on a hit.

End of Adventure SP distribution:

Throw Bomb (interrupt): If Hallgrim is brought below 10 HP, he can stop initiative immediately and raise the Resurrection potion over his head. He shouts “This is highly volatile. Let us leave or we all die!” If he is not allowed to leave with Helgi (time this decision; twenty seconds in real time), he will shake the potion and throw it at the ground, creating an inferno. All Draugr are consumed in the fire, including Helgi. Anyone else takes 10 fire damage (Light Hands, rollover 70 for half). He will die holding Helgi’s charred, undead hand in his through the cage.

1 SP for each location successfully explored during Scene 4 (up to 3)

Scene 7: Laid to Rest How this scene plays out depends heavily on the choices that the Heroes have made and what they choose to tell Nefi. If Hallgrim was killed and his resurrection potion was used as a bomb, Nefi is already well aware that something has happened, and will press the Heroes for an answer before he gives them a reward. Despite Hallgrim’s having been a traitor, Nefi will take the news of his death hard; the two were long friends and confidantes, and final proof of guilt will plunge Nefi into despair. He will have 60 HS worth of treasure loaded onto the Heroes’ ship but will refuse to emerge from his chambers to see them again. If Hallgrim was somehow killed without detonating the bomb, Nefi will be eager to hear whatever the Heroes have to say but will enquire as to the whereabouts of his friend. Nefi trusts the Heroes so no check will be required unless they come up with something truly outlandish,

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but if he believes Hallgrim alive he will entreat the Heroes to track him. He will pay them 30 HS now and an additional 30 if they can find him, dead or alive (but preferably alive).

3 SP for a successful raid (1 for a failure)

3 SP if the Heroes successfully identify Hallgrim as the culprit (whether or not they turn him in) 3 SP for successfully dealing with Hallgrim (dead or alive)

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Adventure 3: riders on the storm This third adventure is meant to showcase the “world-walking” aspect of Sagas of Midgard. It is meant to be played with Heroes of about 80100 Skill Points. It is assumed that the Heroes are, at this point, quite influential in the world and that they (and their warband) have amassed great glory and riches; enough, perhaps, to attract the attention of a God. As always, it is up to the Skald to determine how best to “fit” this Adventure into the course of his Saga. Additionally, there's a lot of exposition in this Adventure; if your players are more forward-minded, offer them breaks in the exposition to explore the world around them before continuing.

Synopsis

After returning from a raid, the Heroes are holding court in their MeadHall when a stranger appears at the gates. Welcomed in, he takes off his cloak and identifies himself as Fjolnir, a ferryman with an offer for the ruler of the settlement that he would like to offer them in private. Fjolnir will tell the Heroes that on his travels he has gained access to an artifact of great power, which he produces from his cloak; a lump of dark, ashen earth. He claims it is volcanic rock from Muspelheim, and that it contains the way to Yggdrasil, and, specifically, to Muspelheim. He claims that Surt, the lord of Muspelheim, is growing impatient waiting for Ragnarok and has grown careless; he has ordered an artifact, known as the Heart of Fire, into a relatively insecure location for transport to Asgard. Fjolnir says that the Heart of Fire could make any man living as powerful as a God, and depriving Surt of this could stave off Ragnarok for a milennia. He offers them the totem, and claims in return that he would like just to look upon the Heart of Fire and record its existence for posterity. In reality, Fjolnir is Odin; he has heard of the Heroes, and wishes to personally test their mettle. Alfather knows that nothing can stop or even delay Ragnarok; however, he would like as many weapons on his side as he can muster, including, if they are worthy, the Heroes. Fjolnir is, in classic Odin fashion, telling a small lie; the totem he has produced will take the Warband not to Muspelheim but to Nidavellir, the world of the dwarves; the Heroes will make a brief stopover to enlist the help of the dwarfs in outfitting their ships to survive on Muspelheim’s sea. The dwarfs will not offer this help

for free, and their representative will negotiate a deal with the Heroes; if they can slay the Lindworm that has kept them from taking their iron from the mountain. Once the Lindworm Champion has been killed, the Dwarves will outfit their ships and provide them with a totem to Muspelheim. Note that if you wanted to expand any part of the Adventure, this would be an excellent choice. Muspelheim is the land of fire, and the warband’s totem will drop them directly into a lake of fire; the heat is great but they are protected by the dwarfs’ handiwork as long as they remain in their ships. Along the shoreline, on top of a jagged mountain of black rock, is Rjufaborg, one of Surt’s fortresses. Directly before them they see networks of black mountains, as well as a small army of the sons of Muspelheim, on land and sailing out to meet them ship-to-ship in battle (raid portion). At the end of the Raid, they will meet Hoizur, who, unlike the other denizens of Muspelheim, will surrender immediately. He wants nothing to do with battle and wishes to escape with the Heroes to Midgard; he is also part of the crew transporting the Heart of Fire from Rjufaborg to the great Sea of Smoke; he offers to take them there and, trading his knowledge for his life and safety, tells them they can escape back to Midgard by jumping into Ginnungagap, the great chasm between Muspelheim and Niflheim. Using an abandoned back entrance to Rjufaborg Keep revealed by Hoizur, the Heroes are attacked by a Horde of Fire Drakes, and come to the Rjufaborg's treasure room. There they find a sleeping fire-giant (badly) guarding a totem back to Midgard (a Jarl's head on the giant's belt) as well as the Heart of Fire. As soon as they retrieve the Heart of Fire, Surt is awakened, and the Heroes must flee immediately. They go through the caves of Muspelheim and emerge to find Surt and his fire giants again. The Heroes will be forced to escape by jumping (or being unceremoniously flung by Surt's sword) into Ginnungagap. Once they escape, Fjolnir will ask the Heroes to see the Heart of Fire, per their deal. When they hand the Heart of Fire over to Fjolnir, he will remove one of his eyes (now revealed to be made of glass) and place the Heart of Fire in the empty socket. He will thank the Heroes, pulling a small boat out of his satchel; this is the Artifact Skidbladnir. If they refuse, or seek its power for themselves, he will reveal himself as the Alfather and demand it. If they refuse further? It won't end well for them.

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Adventure 3: riders on the storm Scene 1: A Modest Proposal Much to your surprise and pleasure, the winter has been comparatively mild. After returning from your last Raid, you enjoyed a good harvest and relative peace. If there is relaxation to be had in the harsh climates and happenings of the Drengrlands, you've found it. Tonight, however, the elements are against you, but you find it difficult to care. Outside, the wind whips and the snow billows down, but inside, the fires are bright, the mead is flowing, and the mood joyous and raucous. Opening the door, you see a stranger: a man bundled against the elements with an almost comically large pack. You assume he's a merchant, and your townsfolk go to greet him and take his things. He walks into the center of the Mead-Hall, and you see a man with close-cropped black hair and no beard. His eyes are bright green. "Greetings!" he says happily. "My name is Fjolnir. I am a travelling merchant, and I offer a proposition of great power and riches to this settlement. Who is in charge here?" Although his stance and bearing is that of a warrior, you find it difficult to be uneasy as he smiles widely. The Heroes should approach and introduce themselves. Fjolnir will ask them to speak privately. Fjolnir will bring a bag from his pack with him to meet with the Heroes. He will pull out an obsidian slab and show it to the Heroes, letting them in on a secret: that this slab will lead them to Muspelheim, the land of the Fire Giants. When they ask why in blazes they'd like to go there, he will respond that there is a temporarily unguarded Artifact called the Heart of Fire there. The Heart of Fire will bestow the power of the Gods upon whomever attunes to it. Fjolnir wants only to see the Heart of Fire and to keep an item this powerful out of the hands of Surt, the Lord of Muspelheim. In reality, he is half-telling the truth: Fjolnir is Odin, and while he wishes to keep an item that could lead to Ragnarok (and subsequently his demise) out of the hands of his would-be killers, nor does he have any intentions of allowing the Heroes to keep it. Of course, he will be coy about this, and while the Heroes will be right to distrust him, since he is lying to start, he will offer them whatever amount of money is needed, in addition to keeping the Heart of Fire, to convince the Heroes to undertake the quest. When this is agreed to, he will lead the Heroes and the Warband to a small cave near their settlement. There, he will instruct you to position yourselves into a circle. He will place the slab of obsidian in the middle, and instruct you to eat your Roots of Yggdrasil. As you do, the Obsidian will seem to expand and contract with the darkness of the cave until you feel as though you are falling.

Scene 2: Descent into Darkness When you were younger, and heard the stories of the World Tree, you imagined it in a very literal sense; a large ash tree, its roots spreading deep beneath Midgard, its branches going into the sky. There was something mighty about it, to be sure, but also something very friendly. However, as the Roots of Yggdrasil take effect and the world turns hazy, the soft green light that surrounds you does not seem remarkably friendly. You find yourself and your warband in your ships, floating in an

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inky, black river about fifty meters across; beyond that, there is nothing, only that soft, green light. Here and there you catch glimpses of bright, iridescent light shooting through the sky. Appearing seemingly from inside the inky black river beneath you is a brown-furred beast, ten feet fall; he is humanoid and stands on his hind legs. His hands are long claws, and his face, human in appearance, has dark, sharp features. He reaches one long arm out toward your ships. “Totem,” he says, in a raspy voice. As soon as he says it, your ships begin sinking. “Now,” he adds, as though you couldn’t figure that out. You throw the obsidian slab to the creature. He sniffs it, then smashes it with his hands, allowing it to break into pieces and fall into the liquid blackness beneath you. “Follow,” he says, and grins maliciously. He drops down on all fours and begins running, and you direct your oarsmen to follow him. As Ratatosk runs, the abyss beneath you also emerges behind you; you exhort your oarsmen on, gliding quickly through the black waters. Ratatosk twists and turns through the green light, which turns from a bright green to an inkier, darker shade of green, before turning finally to black. You can barely see Ratatosk now; your oarsmen grunt and groan from the work required to keep up with him, and in the darkness you feel your ship is flying. At once, you hear the man-beast in front of you laugh cruelly, and he runs to the side of, and then underneath, the river upon which you are rowing. Too late you see it; a black rock wall, cutting into the river. Your men try in vain to steer around it, but their speed is too great and your ships slam into the wall, crumpling into pieces and splitting apart. You brace for impact in the water, reaching vainly for driftwind, but rather than fall into the water you find that you fall through it, and land with a hard thud on packed earth, engulfed in blackness.

Scene 3: Black as Pitch, Hard as Stone You had always assumed the afterlife would be somehow more vivid: through lush and growing fields of Vanaheim, across canyons of eternal ice of Niflheim, to blazing, infernal fire stretching throughout Muspelheim. Muspelheim. Aren't you supposed to be in Muspelheim? Where is the fire? The flame? The legions of fire giants waiting to mow you down? Some of your warband lights their torches; you see that your faces are black with a mix of halfsoot half-dirt. What is beyond you, however, is still impenetrable: the torches burn brightly, but barely penetrate into what you can only guess is an impossibly large, deep cave. The cave echoes with every step, and despite what seems to be a gaping void of blackness you hear activity echoing from somewhere; all around you. You begin to take stock of your surroundings; your ships and supplies lay wrecked on the ground all around you; your food supplies lay covered in the soft, sooty dirt. You send scouts out in all directions; their torches go from a bright light, to a flicker, to a spec in the distance before they turn and come back. Throughout it all, those damnable echoes. As your final scout comes back, you find you are no closer to a solution than you started. With every scout that returns, the echoes seem louder and louder. You go out to meet your final scout. He looks at you grimly. "I don't know where we are," he says, "and until there's some light in the sky, I don't think we will know. It's possible," he adds with a hint of fear in his voice, "That that bastard Ratatosk ran us into Niflheim. What.. what if this is all there is for us now?" Still, the echoes grow louder. Those dam-

Adventure 3: riders on the storm nable echoes. They never do stop. Their pitch changes slightly; is it laughter? "Now, now," the echoes say, distinctly in front of you and behind the back of the scout. "We may not have much, but we're a damn sight better than Niflheim." Your scout draws his weapon and shines his torch in the direction of the echoing words. Appearing before you is a truly strange sight: gaunt humanoids, about six feet tall, with ghastly white skin and pupils that initially cover the entirety of their eyes before contracting sharply from the light. Of the hundred or so you can see in your torchlight, all have some degree of the black soot on their pale skin; however, their weapons (which are not drawn) and armor shine brightly off the torchlight. One of them steps forward: shorter than the others and balding, his hair as white as his skin. You recognize his voice as the one that spoke through the echoes: "Well, well, well, a shipwrecked bunch of Midgardians. Indeed, you are a long way from home." The dwarf 's name is Alviss, and he is one of the leaders of the dwarfs of Nidavellir. He is sympathetic to the plight of the warband, and is interested to hear their tale. He does not know of a way back to Midgard, but if they mention Muspelheim, his eyes will light up. In any event, he will offer them food, lodging, and a place to stay while they figure out their next moves. The dwarfs can see perfectly in the darkness, so while he does not force the issue, the dwarfs will all prefer to look away from the torchlight, finding it far too bright. After a few hours of marching, read: After hours of marching with the dwarfs, at last you see a pale light ahead; it reminds you of the light of the moon, soft and effervescent. You turn a corner and are amazed at what is now before you: a city, existing in the dark of the caves, lit softly by small holes in the top of the caverns that pour soft light into the city below; its own surreal form of starlight. The city itself is unlike anything you've seen on Midgard: buildings are carved out of the rock itself, which seems alive in its own right; the buildings quiver and pulsate as you approach them. You could swear the buildings are breathing. They are taller and more ornate than anything you've ever seen in Midgard, and the city stretches until the starlight fades again into darkness. It bustles with activity; you see dwarfs buying, selling, crafting, building, destroying. Alviss walks up beside you. "Welcome," he says, "to Nidavellir." He leads you down into the bustle, and although some of the dwarfs regard you and your warband with great interest, most are too busy even to notice you. He takes you through the city, to the edge of the light. You come upon a shipyard of sorts upon a great black river. As you approach the river, you realize it is not water at all but dark, sticky oil. The ships you see on the water and in drydock are huge, rivaling the warships of Gallios and Albion. Alviss turns to you. "We know that Fjolnir sent you," he says. "And that we're not your final stop or final goal. However, your ships would never have survived the Sea of Fire in Muspelheim. And so, if you'll do something for us, we'll give you what you need to raid the Realm of Surt." The proposal is thus: The dwarfs are great craftsmen, but not great fighters. There is a Lindworm in the mines that is keeping the dwarfs from harvesting their Black Iron. If they can kill the Lindworm and its young, the dwarfs will give them iron ships to survive the Lake of Fire, as well as a jar of liquid fire (a totem) to get them there. If they do not wish to do this, Alviss will return them to Midgard and you may thank your players for coming and see them next week. If they do, Alviss will take them to his home, which is a sprawl-

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ing, spacious building carved into the rock, and offer stiff dwarven spirits and songs for the night. In the morning, he will lead them to the mouth of the mine, which is barricaded off. A team of his dwarfs will move the stones and iron walls that conceal the cave mouth, and Alviss will wish them luck. The cave itself, like all the other caves in Nidavellir, seems to move and pulsate as though they were on their ships. Read: You enter into a large, cavernous room within the mine. The ground is littered with man-sized stones and the cavern itself is punctuated by massive stalactites and stalagmites. You hear a low rumble throughout the cavern and as you walk toward the center of the cavern you can see large, slimy eggs in the corner protected by rubble and stone. As you approach it, the low rumble grows louder. Bursting out from the ground with a high pitched, echoing whine, you see a sprawling serpent with armored scales. It screams loudly at you, rumbling the chamber and shaking something loose: its young. 20 young lindworms fall all around you and you prepare for battle. Combat: A Lindworm Champion and a Small Horde of Young Lindworms. The Young Lindworms will try to take down one foe at a time, focusing their attacks, while the mother will prioritize anyone who attacks the horde of her young. However, the players have an unlikely ally in this battle: the cave itself, which will drop rocks and stalagmites on foes . At the top of every initiative round, acting before anyone (even the Champion), have a different player roll a d100. With a 40 or better, either the mother or its Horde of young will be dealt 8 points of damage (Skald's choice). With a 10 or below, the player who rolled must make a Dodge check at a rollover of 80 or suffer 8 points of damage. When this battle concludes, the cave will calm and players will notice the rock slowly reforming itself and projecting Runes onto the ground; the Heroes will here find 4 Runes. After destroying the eggs, they will find jewels scattered throughout the nest worth 60 HS. Alviss will, of course, be overjoyed upon the Heroes' return, and the Dwarfs will throw a feast in their honor.. Allow the Heroes here to perform blota and revel in the glory they have won; for tomorrow they go to Muspelheim. Play the feast in whatever way, or for whatever length of time, you deem appropriate. In the morning thereafter, Alviss and a band of dwarfs will take them back to the shipyards. Read: You walk back to the shipyards, where two sprawling iron and stone ships somehow float effortlessly in the water. Alviss calls to one of the dwarfs, who carries in his arms a chest. Opening it, you see the totem that will take you to Muspelheim: a jar of liquid fire. Burning brightly, the dwarfs recoil from it, but you are captivated by its beauty; ornate gold metalworking surrounds the borders of a heavy cube. On its six sides there are different colors of tempered, stained glass. The colored lights penetrate deeply into the darkness, and as the dwarf hands it to you, the fire moves within the cube, creating different colors that bounce off the walls of the city and shipyards. Alviss hands you another beautiful metal box: in it are Roots of Yggdrasil, enough for your whole warband. "Take your ships and sail down the river for about an hour," he advises you, "then eat the Roots of Yggdrasil and gaze into the box of Liquid Fire. You are welcome back here anytime,"

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Adventure 3: riders on the storm he says, smiling widely. "Fjolnir was right about you. You are friends of the dwarfs of Nidavellir from now until the end of days." After saying your farewells, you set sail down the river. The sails are a light, thin metal that catch even the smallest amount of wind, and the oars are light and almost effortless. After an hour, you and your warband eat your Roots per Alviss' instructions, and you place the Liquid Fire on the deck of your ship. Gazing into it, the colors seem to pulse and flow together. As you continue to gaze at it, you realize that they aren't contained simply to the box anymore; the colors spill out, creating colors that seem to pour themselves around you. Just as they reach their zenith, they burn away, and you are left in blackness.

Scene 4: Through the Fire and Flames Although in its own way exhilarating, your last trip between the Nine Worlds was not exactly what you or your warband would consider “pleasant”, and as you once again eat the Roots of Yggdrasil, you prepare yourself for another trip through cold, wet, darkness. Beneath you there is again a large, brown sea upon which your ships sail; in front of you and behind you there is piercing, inky blackness. You again see the man-squirrel Ratatosk. “Totem,” he says again, with the same raspy, mischievous tone of voice as before. You throw him the jar of liquid fire. He looks at it, and snaps it with his hands, allowing the fire to fall onto and around him. He cleans his face with his paws, wrinkles his nose, and laughs. He then begins running, penetrating the blackness around you. You order your men to begin rowing, desperate to remain out of the void of darkness that chases you as you pursue Ratatosk. Tendrils of black branches shoot out before you, and Ratatosk never breaks stride as he guides you along the path. As your men row, you realize that the cold, wet blackness that greeted you in Nidavellir is giving way to bright, orange heat above you. You close in on Ratatosk, who suddenly stops and jumps to another branch. The dark brown sea suddenly stops, and you see bright red molten lava and flame five meters beneath you. As your ships fall forward into it, you hear the high, raspy laugh of Ratatosk echo through your ears. You land with a crash, certain you will be killed, but amazingly your ships hold up. The metal plates and bars protecting the sides of your ship shield you. The heat is immense and unbearable. Your men hide beneath the eaves created by the dwarfs, pulling them as high as they will go. It keeps you alive, but obscures your sight as you begin to take stock of your surroundings you can see, partially, in front of you and behind you. Behind you there is only fire, and lava. Before you, approaching on the horizon, is land; black, charred earth. Waiting at the shorehead, you see soldiers and implements of war; catapults and trebuchets behind a Charred Fortress of black rock. Ships sail toward you, their black sails billowing with a favorable wind. A trebuchet fires, sending a ball of fiery pitch 2 meters wide sailing into the air. It just misses a ship, and as the enemy ships close on you, you shout for your men to prepare for battle. This will constitute the “raid” portion of the adventure. There will be 12 total rolls in this segment, and the Base Rollover for this raid is 120. As always, the results of each should vary based upon the Hero’s roll, but the lead-in for each should work and as always, if the ingenuity of the players takes you a different direction than the one

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we’ve outlined, go with it. Either way, the players should end the raid at Rjufaborg, taking shelter and capturing Hoizur. The metal oars that the dwarfs of Nidavellir made glow brightly in the sea of fire and weigh double that of a standard oar, but seem to be holding firm in the sea of flame. You begin shouting orders to your oarsmen and to the helmsmen of each ship, trying to avoid the trebuchet fire and put yourself in proper position for the coming battle. Roll One: Navigation The ships of the Muspelheimers are upon you now, huge and foreboding. Upon them you see the Muspellsmegir; giants with dark red skin, their eyes and hair ablaze. The bad news is that they are bearing down upon you; the good news is that, due to their size, only one or two can come onto each of your ships. If you fight well, you can keep them from overwhelming you. Roll Two: Tactics or Treachery You fight bravely, but one thing neither you nor the dwarfs counted upon was the weight of the fire giants; as they jump onto your ships, climbing up from the sea of liquid fire, the sides of your ships are brought down; lava oozes in from the bow and the stern, and the heat shields outfitted by the dwarfs begin to sizzle and falter. The gangplanks that the fire giants have used to board your ship are intact; if you can hatch a plan, and quickly, you can save yourselves and your men by stealing their ships. Roll Three: Treachery or Planning You scramble onto the black ships of the Muspellsmegir and investigate your surroundings. Your warband is mostly intact, though some lay dead and most of you have suffered wounds and burns. Fortunately, the size of the fire giants’ ships mean that you were able to consolidate into one ship. The fire giants' vessel is larger than any you’ve ever been in command of before. However, there is no time to take full account as the fire giants that remained on board their ships take arms and prepare for battle. Roll Four: Tactics or Treachery You throw the last fire giant overboard as your ships sink behind you. Some of the fire giants on board your ships begin to swim toward you. The oars of this ship are seven meters long and a meter wide, and the wind is unfavorable. You’ll need to think, and quickly, if you’re going to make progress toward the shore. Roll Five: Planning or Navigation With three men at each oar, you are able to make some progress. Unfortunately, the size of the oars mean that your oarsmen can row less frequently, and the wind shifts. The trebuchets begin firing again. You need to get moving. Roll Six: Navigation or Scouting Ten meters from the shore, your sail takes a direct hit, with fiery pieces of it falling onto you and your men. You hit the shore and, with the ship now fully on fire behind you, order your men to evacuate. The ship splits in half as you jump from the bow. You hit the

Adventure 3: riders on the storm ground hard; it is hot to the touch, and full of jagged rocks, but as you watch the Muspellmegirs’ ship fall into the sea of flame, you breathe a sigh of relief. A few hundred meters out, the trebuchets continue to fire down upon you. You’ll need to find them and figure out the best way to dispatch them if you’re going to survive. Roll Seven: Scouting, Planning, or Tactics Your scouting party returns in short order, informing you that the Fortress seems to grow naturally out of the earth. There is a front entrance and a back entrance to the Outer Gate, and the trebuchets sit flanking the back sides of the fortress away from the beach, about 200 meters away from each other. There are about ten fire giants outside the fortress. You’ll need to formulate a plan. Roll Nine: Treachery, Planning or Tactics Allow the Heroes here to formulate a plan; there are two trebuchets bearing down upon your warband; so far their shots have flown wide but they’re getting closer all the time. This roll, successful or not, will dispatch the trebuchets. Rolls Ten Through Twelve: Players’/Skald’s Choice We’ve been a little heavy-handed here, but with the trebuchets gone, there will be three rolls remaining before the assault on Rjufaborg Keep.. Let your players decide (and/or decide for them) the routes and rolls that make the most sense for their party. Assault Phase: Resolve the Assault Phase on Rjufaborg. Whether successful or not, the Keep will lay mostly in ruins at the raid's conclusion; unless your Warband fails the raid entirely, you will kill the fire giants and loot the outer and inner sanctums, finding plenty of HS and treasure but no Heart of Fire. Regardless of your success or failure, your warband will bring you a very interesting prize: a fire giant who surrendered as soon as the fighting began. His name is Hoizur, and he has grown tired of the ways of the fire giants and wishes to escape with the Heroes back to Midgard. He bargains for his life by explaining that fire giants are too stupid to lie, so he isn't lying, and that if they follow his advice, he can get them into the catacombs of Rjufaborg Keep where the Heart of Fire is and then out to safety, in a small portion of Ginnungagap that remains between Muspelheim and Niflheim. He claims to know where to find both the Heart of Fire and a totem back to Midgard, deep in a hidden area of Rjufaborg Keep. He warns that the Heart is due to be moved quickly and without his help, it will again be fully in Surt's control and they will both fail in their mission and be unable to return home. It's a hard bargain, and on purpose: if the players kill Hoizur, much of the following adventure will, by necessity, be cut. they will have no means of finding the treasure room, and no guide out of Muspelheim. If they are absolutely insistent on killing Hoizur, you cannot stop them, but they will, in fact, fail at their mission. In this event, skip Scene 5, and, after resolving the escape portion of Scene Five, and then, through the mountains without a rest, directly into the fight at Ginnungagap in Scene 8. The Heroes will have an opportunity to escape with their lives, but they will fail the mission.

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Scene 5: Striking at the Heart

Hoizur leads you to the back of Rjufaborg Keep, and begins clawing at the ground. He refuses to tell you for what he is looking, then at last, you come upon it; wiping away soot and dust, he turns a small rock in the ground, and you have to jump back as it reveals a previously hidden staircase. "As you saw, I'm not a fighter," he says. "I'll keep watch up here." He closes the passageway behind you as you descend. The stairs themselves are fit for a giant, and as such are each about your size; with some rope and ingenuity, you begin to make your way down. The walls here seem alive, live those in Nidavellir, but rather than being cool and black, they are red and emit an uncomfortable amount of heat and light. The walls are flanked with stone statues of fire drakes in various poses. (Note to Skalds: If the players wish to investigate the Fire-Drake Statues, they may do so at a rollover of 80. If successful, they will see that the Drakes are, in fact, real, and the "stone" is a heavy layer of soot). As you reach the bottom of the stairs, there is a large boulder blocking your way; judging by the ground on either side, it looks as though it has been moved many times, but you hear a rumbling from the stairs above you; for a moment, it reminds you of the living rock of Nidavellir. However, as you see the stone façade crack away from the Fire Drake Statues, your fleeting happiness turns now to horror as the winged beasts descend upon you. Fight:1 Small Horde of Fire Drakes The Horde will seek first to grab as many Heroes as they can, pulling them high into the air and dropping them. Subsequently they will mostly utilize their melee/fire attacks. To move between distance increments requires a climbing action: a Might of The Storm check of 60 will safely allow a Hero up a stair to a new Distance Increment. Additionally, the Heroes can attempt to flee the battle by combining their efforts to move the boulder. They will need to make a combined Might of the Storm roll of 300 within one initiative turn. They will then have to cross one Distance Increment of hallway, where they will be safe from the drakes. When they have either fled or won the battle and wound up down the hallway, where a second boulder has been moved: You look into the room and find it is full of treasures; giant-sized golden goblets, arm-rings, and coins from dozens of different Kingdoms and worlds. On the far side of the chamber, you see a single fire giant, leaning against the wall, sound asleep. On his belt you see a human head, green and rotting, attached to the giant's belt by its hair; this must be the totem of which Hoizur spoke. Directly behind him is a dais, with a climb about the size of a man; on top of it, you can barely make out a small, red stone, about the size of a walnut, seemingly floating in nothingness. The Heroes have some options here: with a successful Light Hands check of 80, they can sneak up on the giant and ambush him at axe range, each getting an action before initiative begins. Anyone rolling below this will awaken the giant and there will be a combat as normal with a Muspellsmegir. There is 90 HS of treasure here, but no way to gather it without waking the sleeping giant.

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Adventure 3: riders on the storm Additionally, they can attempt to steal the Totem and the Heart of Flame right out from the sleeping giant. This will require a Light Hands check of 100 (to approach, clamber up the sleeping giant and remove the head), and another Light Hands or Might of the Storm check of 130 to climb up and remove the Heart of Fire. If they are successful in both of these they can bypass this fight and skip to Scene 6.

Scene 6: Wrath of the Doombringer When the Heroes pick up the Heart of Fire: You reach out and grab the Heart of Fire from its holder in the center of the room. It is hot to the touch, and even through your gloves, you're surprised at both its immense weight and heat and drop the item. It lands not with a thud but with a crash that, even for its surprising density, seems a bit excessive. Hoizur runs into the treasure room. "The Big Man's awake," he says. "And he's bringing everyone. We're leaving, and we're leaving now." (Skald Note: If the sleeping giant was not killed, the Heroes will escape via cutscene, with Hoizur moving and subsequently destroying the boulder that would let the enemy enter in; he will be trapped in the Keep until it is destroyed in the coming paragraph.) Scrambling out of the treasure room and, with Hoizur's timely assistance, back up the stairs, you clamber out of the passageway and to the back of Rjufaborg Keep. You see now what Hoizur meant by "The Big Man." In the horizon you see the Lord of Muspelheim himself: Surt. He towers over the mountains, his greatsword aflame. Hundreds of fire giants ride in chariots pulled by fiery steeds, making their way toward you at breakneck pace. You can't be sure whether or not he's actually seen you, but it doesn't seem to matter. Pointing his greatsword at Rjufaborg, Surt shouts in a screeching, demonic tone and, raising his greatsword, shoots immense blasts of fire into the sky. You barely scramble out of the way as the meteroic fire lands on Rjufaborg, completely destroying it. "Oh, shit," Hoizur says. "He is pissed. What is that thing you took, anyways?" Further conversation is halted by a secondary explosion that knocks you clear of the Keep. Hoizur's eyes are wide and he begins inspecting the outlying area. Hoizur is coming a bit unhinged here: he's never actually seen Surt himself, and has definitely never seen him in a rage like this. Keep this in mind as he begins describing the two potential avenues of escape. Hoizur will tell the Heroes that there are two possible ways to get to Ginnungagap: either around, along the beach, using the terrain itself as cover from Surt's artillery, or through a petrified forest, bringing them in contact with the fire giants but more likely to avoid Surt's fire. This will be played as a six-roll "raid" with no Assault Phase. As the actual Raid in this adventure was very heavy handed, we encourage you to leave this one to your players; let them decide which rolls to undertake and when, and have a few simple ideas sketched out based upon what your party is likely to choose. As time is a factor in-game, we also encourage you to pressure your players a little here: inform them that they have no more than a minute, real time, to make a decision. If they do not, they must make a Dodge check at a rollover of 150 as Surt has zeroed in on them; a failed Dodge will result in 12 fire damage. This will buy them another real-time minute.

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If they decide to run along the jagged beach and around from cover to cover, read: You're not the type to feel fear, but as you see the great Surt himself and a battalion of Fire Giants closing in upon you, you understand that discretion is the better part of valor. The Petrified Forest in front of you will keep the bulk of the fire giants at bay a while, but you'll need to use every trick in your book to cut from rocky crag to rocky crag along the beach. With a deep breath, you all take off running around the now flaming ruins of Rjufaborg Keep, explosions sounding all around you. The soot burns your eyes. The rollover as the Heroes attempt to use the terrain as cover is 100, with a +10 to Navigation and Treachery, but a -10 to Scouting and Tactics. A failed roll will deal 8 points of fire damage to everyone in the party as Surt rains down fire upon them. Although some fire giants will make their way through on chariots (for use in Scouting/ Tactics rolls), the Heroes should feel as though they are barely evading fiery death as they make their way to Ginnungagap. As you describe this, if you draw inspiration from film, it should feel like the beach landing scene of "Saving Private Ryan". If they decide to cut through the petrified forest and skirmish with the fire giants, read: There was a proverb in your Settlement growing up: The only way out is through. Although wading into what Hoizur has de-

Adventure 3: riders on the storm scribed as a "forest" and dodging fire giants is not appealing, trying to avoid the massive amounts of hellfire that Surt is raining down upon you seems less so. What Hoizur has called "trees" will, at least, provide you some cover; they are as wide as a meadhall, made of black stone, at least a hundred feet high with wide grey canopies. You grit your teeth, and, offering a battle cry, run into the woods. You attempt to strengthen your resolve as you see the chariots of the Muspellsmegir bearing down upon you. The rollover for the Heroes if they attempt to go through the Petrified Forest is 120, with a +10 to Scouting and Tactics and a -10 to Navigation and Treachery. A failed roll will deal 6 points of fire damage to everyone in the party; although the large, rocky trees keep Surt's fire off of them, the chariots of the fire giants bare down upon them. As you describe this scene, if you draw inspiration from film, it should feel like the first scene of "Gladiator", as the Roman cavalry engages the barbarian army in the woods.

Scene 7: The Drops Quickened Into Life Whichever way the Heroes decide to go, when the six roll "mini raid" has concluded, read the following: You run, and you run, and you run some more. Your legs threaten to give out, and your lungs burn from a combination of the toxic, ashfilled air and the events of the day. As you push through the heart of Muspelheim, the explosions eventually die down. The chariots lessen in number, and eventually you lose them. Hoizur directs you into a cave in the mountains near where you originally saw Surt emerge. "This'll get us where we need to go, and it should have the added benefit of relatively few explosions and my brethren trying to murder us. Come on," he says, and walks into the cave. With a roar, his skins explodes into flame. Turning back to face you, he smiles. "Save your torches," he says, and disappears into the cave, lighting your path. The cave itself, at least compared to rest of Muspelheim, is amazingly cool; for the first time since you landed, you no longer feel sweat dripping down your body. As your waterskins are beginning to run dry, this is a welcome relief. Hoizur complains that the cave is cramped; however, cramped for a fire giant (even a small one) still leaves plenty of room for you and your companions. You reach a fork, with two passages; one to the left, one to the right. "It gets even tighter to the right, " Hoizur tells you. "Have your men go to the left. They'll be safe, I promise you. There's something I want you to see." Skald Note: This is a way to get the Warband "out of the way" for the final battle. If the players refuse to part with their warband, skip ahead to the paragraph that begins "After about a half hour of winding tunnels…". Their inability to trust Hoizur will cost them a mead-break before the final battle. Saying goodbye to your warband, Hoizur leads you through many winding passages; as you walk, it occurs to you that if he were trying to get you lost, he'd be succeeding. "We're almost there," he says. "You're gonna love this." You are taken at last up a long, steep path. As you make your way up, the exhaustion in your legs and lungs returns. Just when you're prepared to call for a stop, the path levels out and ahead, you see the cave widening. Hoizur turns around. "Here we are," he says with a wide grin. "At the dawn of creation." He roars

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again, his bellow stinging your ears as it echoes through the cavern walls and the aura of flames go out, leaving you in darkness. Your eyes struggle to adjust, and as you clamber forward, you fall waist deep into a pool of warm, steamy water. Your eyes adjust, and quickly, to the amazing sight all around you. Water, which you have not seen since you arrived, bubbles all around you; warm, no doubt, but amazingly pleasant; despite the situation into which you've found yourself, you haven't been this relaxed in years. Above you, hundreds of small embers of flame light the room, making the appearance of red and green stars. All around you in the circular room you see glowing blue Drengr script. It reads: As cold and all things grim proceeded from Niflheim, so that which bordered on Muspelheim was hot and bright, and Ginungagap was as warm and mild as windless air. And when the heated blasts from Muspelheim met the rime, so that it melted into drops, then, by the might of him who sent the heat, the drops quickened into life and took the likeness of a man. Hoizur's face is solemn, his face illuminated by the red and green embers. He says, rote from memory, " Then they took glowing sparks, that were loose and had been cast out from Muspelheim, and placed them in the midst of the boundless heaven, both above and below, to light up heaven and earth. They gave resting-places to all fires, and set some in heaven; some were made to go free under heaven, but they gave them a place and shaped their course." He looks down at you. "We believe in the myth as well, Drengr. I can't control what my brethren will do, but I can control what I do. Let's rest here a while. We're almost to Ginnungagap, but the path is arduous." Allow the Heroes here to take a Mead-Break. The Hot Springs provide immense relaxation and seem to close wounds after a few minutes; the Heroes may regain 1/2 of their Hit Point total instead of the standard 1/4. If asked, Hoizur will decline entering the pools, saying they are "far too cold" for his liking. Additionally, the Heroes can take some of the sacred Runes from this place if they wish, rolling for 6 random Runes. After about an hour (long enough to finish a Mead-Break), Hoizur will stand and inform the Heroes that they need to be on their way. He seems more at ease now than the Heroes have seen him thus far; this spring is a well regarded secret, and one of Hoizur's favorite places. As they make their way out, read: You gather your things and continue your journey toward Ginnungagap, Hoizur (now re-illuminated) in the front. He seems at peace, chatting idly and more relaxed than you've seen him. "We're almost there," he says. "I have no idea how we're going to lower ourselves into it, but that's a problem for 'later-us' to worry about, no?" After about a half-hour of winding tunnels, you see a sliver of light ahead of you. "Here we are," he says. Behind you, you hear a low rumble. It grows slightly louder. For a moment, you feel as though you're back in Nidavellir, hearing the echoes of the dwarfs surrounding you. But as the cave shakes around you, you know now that these are no mere echoes. Hoizur's face, relaxed and jubilant after the time in the spring, drops. "They found us," he says grimly. "Run!"

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Adventure 3: riders on the storm Scene 8: At the Dawn of Time You take off toward the light, Hoizur now behind you. The cave gets a blast of heat and the rumbling grows more intense (Here require the Heroes to make a Force of Nature with a rollover of 70 or fall prone in the cave.) as you move desperately toward the exit. You run toward the exit and make a leap about 20 feet down as the cave formation ends abruptly (Here require the Heroes to make a Light Hands check with a rollover of 70 or take 5 falling damage). Hoizur stays back and you hear him scream as he bears the force of the explosion. At last he can bear it no longer: he, and any Heroes who were knocked prone in the cave, are thrown through the cave mouth as fire and stone close the cave off entirely, taking 5 damage and being knocked prone, the wind knocked out of you as you land. (They will start the final combat prone). Hoizur lands face first, his back bloodied from the impact of the rocks. "Out of the frying pan," he says, then looks up with horror. "And into the fire." As you see what he sees, your stomach sinks. You have fallen into a large half-circle of rocky, scorched earth. Behind you, the cave from which you exited, with sheer black cliffs reaching into the low, orange clouds. To your left is what's left of your warband; the passage they went through has also collapsed, and many of your men are burnt and bleeding. Before you, about two hundred feet in any direction, is pure void. The clouds stop, the ground stops; there is pure nothingness, save for some soft green light and an iridescent hum. Also, there is one other small thing in the chasm: Surt, the Lord of Muspelheim, standing in Ginnungagap itself. Visible from the waist up in the chasm, he stretches almost into the clouds. Two Fire Giants stand between you and Surt. From the ground, you see Hoizur's face turn from horror to a stoic determination. "I've been afraid all my life," he says. "I'm not afraid anymore. If you trust me," he says, "You'll follow my lead." His attempt at bravery is admirable, but you see his hands shaking as he stands. Dusting himself off, he looks up at Surt. "Lord Surt!" he says. "I come before you today to beg forgiv…" Hoizur is cut off as Surt's flaming sword swings down at him. There is an explosion of dust, and for a moment you see Hoizur pinned beneath the giant blade. Surt raises the blade behind him, and you see Hoizur being flung behind Surt into the void. (Skald Note: Allow a One-Eyed Wisdom check with a rollover of 90 for all players; if they succeed, they will see that Hoizur is alive and seems to be grabbing onto the blade. When he is flung away, they will see that as he falls into the green light it seems to slow his descent, and he is smiling). Surt looks down at you, saying nothing but smiling cruelly. His Fire Giants, about a bow's distance away, begin to close on you. Combat: Surt (Epic, Immortal): HP 200, DR 5. He's not meant to be killed here. The tagline "Epic" means that "With Joy I Cease" will deal only 30 points of damage to him. The Hero will then die and resolve any Death Boons as normal. 2 Fire Giants Your Warband acts as a Medium Horde of Drengr Champions that you will control. It is unlikely they'll make much of a dent in the Fire Giants, but if your Heroes begin to jump into the Void (see below) the Warband will follow their leaders, even into seemingly certain death.

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Surt acts at the top of the initiative order. For the first round of combat, he is considered to have already acted, smashing Hoizur with his weapon and flinging him backward. In subsequent rounds, Surt will swing his weapon down at all enemies in a given Distance Increment with a Dodge Rollover of 100. On a hit, a Hero takes 8 damage and is pinned beneath the great blade. While pinned, they are functionally prone and restrained. They can also attempt to escape with a Might of the Storm or Force of Nature check of 120 at the start of their turn as a fast action. The blade will stay in the ground until the beginning of the next round, when Surt will retrieve it and act again. The Fire Giants will engage as normal. This is not a "winnable" fight in the normal sense; Surt is destined to destroy Asgard and Midgard at Ragnarok, so a small warband of mortals attacking him will have relatively little effect on him. The Fire Giants will seek to cause as much damage as possible to the Heroes first and, if convenient, the Warband. There are two ways for the Heroes to escape with their lives: either by following Hoizur's Lead and latching on to Surt's Blade with a Might of the Storm, Light Hands, or Force of Nature check (rollover 60) and being thrown into Ginnungagap. Conversely, they can run 3 Distance Increments from where they begin the combat and jump in headlong. When a Hero makes their way into Ginnungagap (however they get there), mention only that they have fallen into the Void, and remove them from combat until all Heroes are either dead or have made their way in. When all Heroes have entered Ginnungagap, read: You had always wondered how it would feel to fly, and as you go headlong into the Void, you are not afraid. Indeed, as Surt and Muspelheim fade from view you feel more free than you ever have. You fall headfirst into the Void for an indeterminable amount of time, though with no wind and only the Void around you, it is difficult to say whether you are flying or floating. Images are cast before you, though they may well just be hallucinations of the dying. First, you see your birth; the town vala and your parents, bringing you screaming into the world. Your infantile screams grow louder and louder, and you hear the sound of metal upon flesh; it is your first raid, battling a mighty giant. However, there is no warband; only you and your party of Heroes. After slaying the giant, you remove his head, which was dashed open during the fight. You throw it upward; the skull becomes the sky, and the brains, falling out of the skull, become clouds. His salty blood pours freely from his corpse, creating an ocean as far as you can see. From his skin and muscles you fashion the land and the mountains; with his hair you create the plants of the earth. When this is completed, you look at your party, content with the world you've made, and smile. With this, all fades to black. You awaken with a gasp, still floating. Around you, you see what is left of your Warband, one by one coming out of their trances with a gasp, just like you had moments earlier. You see the Man-Squirrel Ratatosk looking at you impatiently. "Did you find what you seek?" he asks with his raspy voice. Ratatosk will listen with disinterest. When the Heroes have had time to debrief, he will ask them for their totem. If for some reason the Heroes are unable to deliver their Totem, Ratatosk will be angry, but acting on

Adventure 3: riders on the storm Fjolnir's orders will deliver the Heroes back to Midgard anyways. Upon delivery of the Jarl's Head, he will smile, and ravenously eat it. Read: Ratatosk finishes the head, blood dribbling down his chin. "There are those who say the Gods, and their works, are machinations of a dream. Wake now," he says, and fades from view. Light pours in suddenly from a cave-mouth around you, and you jump up forcefully, ready for battle. Looking around, you see that you are in the cave where you began your journey. Fjolnir appears to be asleep, but as you and warband awaken, he stands up. "Like a dream upon waking," he says with a smile. "Come, we have much to discuss." Looking around, you see that not all of your warband awakens, and the wounds you suffered on your journey are very real: much of your warband does not awaken at all, torn to pieces and burned to death. You look at Fjolnir. Much to discuss, indeed.

Scene 9: Pay the Piper The adventure, at this point, has concluded. Fjolnir will attempt to discuss what happened with the Heroes in private unless they absolutely disallow him. He is sympathetic to their journeys and sacrifices but is hesitant to divulge anything about himself or his aims for the Heart of Fire, which he of course intends to take. If they ask about Hoizur, he will smile and say cryptically "Hoizur is free of Muspelheim: he has gotten what he wished and his prayers have been answered." He will offer no further information about the rogue Fire Giant. As per the synopsis, when allowed to hold the Heart of Fire, he will remove one of his eyes (now revealed to be made of glass and hand it to one of the Heroes. He will place the Heart of Fire in his eye socket and tell the Heroes "You have done the Gods a great service. This will be remembered at the End of Days." He will then reach into his pouch and pull out a small toy boat. This is the Artifact Skidbladnir (see Chapter 9).He will thank the Heroes and answer two questions of theirs as truthfully as he can before departing, walking out of the Settlement and seemingly disappearing into the morning mist itself if anyone attempts to track him. The next day, when the Heroes awaken they will find that their Mead-Hall is filled with 120 HS worth of treasure and they will gain 5 Favor.

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The combat can be ended at any time by giving Odin the Heart of Fire. Anyone who surrenders to the Alfather will also be spared. He will tell the Heroes "Never forget the power of the Blood God. Next time I will take a much dearer tribute." He will place the Heart of Fire in his eye socket, turn into a Raven and fly out of sight, ending the Adventure. If, somehow, they are able to bring Odin to 0 HP: The Alfather, wounded, falls back against a wall. "This will be remembered in Asgard. I will return for you, and soon." He spits his blood, sticky and hot, upon you. He then turns into a Raven and disappears. All Heroes involved in the combat will lose 15 Favor. Additionally, any Hero involved in bringing low the Alfather will replace their current title with the title "Forsaken of Odin", respending any Skill Points they have in the Odin Domain. SKILL POINT AWARDS: 2 SP for getting to Muspelheim 2 SP for recovering the Heart of Fire and the Jarl's Head 2 SP for trusting Hoizur and separating from your warband 2 SP if you have the Totem needed to return to Midgard 2 SP for returning the Heart of Fire to Fjolnir as per your deal Plus any Mead Hall bonuses

If the Heroes refuse even to let Fjolnir even hold the Heart of Fire, he will first attempt to negotiate, reminding them that a Drengr's word is his bond, and breaking an Oath made before the Gods is ill-advised. If they refuse further, he will draw up to his full height; towering over even a Drengr, he will warn them one final time not to break an Oath made, literally, before the Alfather himself. His glass eye will burn away, revealing an empty socket. If they attack Odin, at the beginning of the combat he will say quietly but clearly "So be it. Blood for blood.". He will choose to go last. For purposes of this combat, Odin has 125 HP and a Dodge rollover is 0; however, all damage done to him is also reflected doubly back upon the attacker (So striking him for 10 damage would deal 20 damage back to the attacker). Odin, like Surt, is an epic creature, so "With Joy I Cease" deals only 30 damage to him. On Odin's turn, he will use the following ability: Blood for the and attempts Make a Force a failure, you

Blood God: Odin looks into your very soul to rend it out through your midsection. of Nature check with a rollover of 150. On are dealt 1/2 of your Total HP in damage.

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c hapter 13 Adventure 4: Twilight of the gods Some say the world will end in fire, Some say in ice. From what I’ve tasted of desire I hold with those who favor fire. But if it had to perish twice, I think I know enough of hate To say that for destruction ice Is also great And would suffice. --Robert Frost, "Fire and Ice" This Adventure is meant, obviously, to end a campaign; it could be used to segue into a new campaign with home-brewed worlds and Gods, or simply as a final capstone to a long, exciting Saga before starting a new one. In either event, Adventure 4 is Ragnarok: the final battle between the Gods of Asgard and their enemies. It is important to note that although the Heroes will gain great power, the foes they might will also be mighty, and, depending on how they fare, there are three distinct ways their Saga can end. This Adventure is meant for Heroes between 120 and 150 SP. It is also important to note that throughout the adventure, as the Gods die, certain player abilities and subdomains will be lost forever. Please note that this adventure is not meant to be fair. The world is literally ending, and it will take every bit of courage and cunning your players can muster to make it to the end, and more beyond that if they wish to save humanity.

From there, they will get a chance at a rematch with Jormungandr, who is doing battle with Thor. Again, like with Fenrir they are doomed to fail at saving Thor but will help to defeat the world-serpent. Finally, Surt will appear on Midgard, and the remaining Gods will bring the few Heroes and Einjerhar left back down to Midgard in a final at-tempt not to save the world, but the children of prophecy, Lif and Lifthrasir, so that the world can be born again after they die.

If you're particularly cruel, you can run this module without giving your players advance notice; it is thematic, since even the Gods do not know exactly when Ragnarok will occur.

They will find the children in the ruins of a famous fallen temple, and begin to escort them toward a cave where they will stay until the world is ready to be reborn. At that moment, Surt will appear, trying to circumvent the prophecies and kill the children. It will fall to the Heroes, and the remaining Gods, to hold out as long as they can against the terrible might of Surt and his fire-giants, and their ability to stay alive in the face of impossible odds and buy the children even a few more seconds could, in the end, decide the fate not of this planet, but of the next.

Synopsis

Scene 1: Doom of Gods, of the Victory-Gods

The Adventure begins with the Heroes in their mead-hall, older now but still filled with wanderlust. Although they have accomplished much, they still find themselves wondering their final fate will be, and as if on cue, fate answers their question as a deafening sounding-horn shakes their mead-hall to its core. Running outside, they will see a massive wolf in the sky, eating the sun. They will have little time to take this in as Jormungandr, the World-Serpent, rises out of the sea, landing on their Settlement and killing the Heroes and their Warband in short order. However, all is not lost-- at least not yet. The Heroes and their

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warband will find themselves in Asgard, greeted by Odin. Alfather had wanted them by his side for the end of days, but the Heroes had failed to die, so he is glad to see them at this late date. They ascend beyond mortality to become Einherjar, Odin's chosen warriors. There is no time for further pleasantry, however; even as they speak, the end of the world is nigh. As the giants break through the gates of Valhalla and shatter the Bifrost, Odin brings the Heroes with him to help him kill Fenrir with Tyr. Despite their best efforts, Odin and Tyr will die, but their efforts will help to avenge him as Vidar, a son of Odin, avenges him. From there, they will be thrown directly into the fray at Vigrid. They will help Heimdall to kill Loki as they battle an army of the dead and frost giants; in the end, both will fall.

"There lies the port; the vessel puffs her sail: There gloom the dark, broad seas. My mariners, Souls that have toil'd, and wrought, and thought with me— That ever with a frolic welcome took The thunder and the sunshine, and opposed Free hearts, free foreheads—you and I are old; Old age hath yet his honour and his toil; Death closes all: but something ere the end, Some work of noble note, may yet be done, Not unbecoming men that strove with Gods1. "

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This is, of course, "Ulysses" by Tennyson.

Adventure 4: Twilight of the gods So sings the Skald as your Mead-Hall, resplendent and rich, hums with activity and excitement on a clear winter's day. This is one of your favorite songs, though as time has gone by, you've come more and more to chafe at the bits about "old age". You've participated in countless raids; bested innumerable opponents, and overcome impossible odds to bring peace, riches, and glory to your people. And yet, the Valkyries do not call you home. Though not for lack of trying to die, you are nonetheless aware of the eternal ignominy that awaits a Drengr who dies of old age in his bed. The celebration rages on around you. Allow your Heroes here to roleplay for a moment, discussing anything they may wish to discuss with their fellow Heroes or townsfolk. When the time is right, read: At once, the building begins to shake. Initially it seems like thunder, but the shaking does not cease, and there is nary a cloud in the crisp, blue winter sky. The shaking does not cease; if anything, it grows stronger. Your townsfolk begin to panic, offering loud prayers that the mead-hall does not collapse in on their heads. Accompanying the tremors there is now a sound; a horn blasting? But this is no ordinary horn; you are knocked to your knees. It shakes you to your core. You feel as though your head is going to explode out of your body. So violent and loud is the horn that your teeth hurt. Then, as soon as it begins, it is gone. The shaking subsides. Allow your Heroes but a moment to debrief, then read: The ground begins to shake again, but thankfully not as violently as before. You hear screams from outside. Running out, although there isn't a cloud in the sky, you see something far worse. At first, you mistake the dimming light in the sky for an eclipse; one of those rare phenomena that precedes some auspicious event. As your eyes adjust, you realize that perhaps this is the most auspicious of all. A giant mass moves toward the sun, eventually blocking it altogether. As more than half of the sun dims from view, on the ground you are able to make out a shadow of what lurks above you; a wolf. It continues its way across the sky until the sun is blotted completely out of the sky. Your townsfolk begin to panic and cry. As the sun disappears, day fades quickly into night, but this is no ordinary night. The stars are out, but the moon, full just a few hours ago, is nowhere to be seen. The sky itself glows purple, and although there is light to see, the cold quickly becomes biting and bitter. Despite your furs, you have trouble moving and your teeth begin to chatter. All around you in the sky you see tendrils. There is a bright rainbow in the sky going upward into the blackness through the tendrils. You begin to gather your wits to figure out what to do, when the moment to do so is taken from you. Out of the (river, lake, sea, whatever makes sense for your Heroes' Settlement) an inky blackness begins to rise. It towers over your Settlement, then collapses in a heap onto the Settlement. In a moment, the city you've fought and bled for over so many decades is leveled and destroyed, leaving only your Mead-Hall. You and your Warband run forward into what's left of your town when the inky

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blackness rises up again. Its eyes open, revealing bright green, reptilian eyes. Its jaws open wide and you draw your weapons as Jormungandr, the World-Serpent, hisses down at you. Above, fire begins to fall from the sky; but no ordinary fire. The rainbow you saw going into the heavens seems to be shattering; pieces of it fall to earth and explode around you as thunder and lightning crackle from every direction. Note: This is not a fight that the Heroes are meant to win. Even Thor can't kill Jormungandr and walk away from it. Also, for this fight be sure to note to your players that Jormungandr has the tagline "Epic"; this means that "With Joy I Cease" will deal only 30 damage. Death Boons will still resolve as normal. The Heroes will die with their warband, here represented as a Medium Horde of Drengr Champions under your control. At the beginning of each round, pieces of Bifrost fall onto the ground, with a rollover of 100 to Dodge them. On a miss, Heroes are dealt 20 fire damage2. Jormungandr, Bane of Thor (Epic, Immortal, Champion) Level 15 Base Rollover: 150 Dodge Rollover: 130 HP: 300 Properties: Champion: Jormungandr acts first, third, and fifth every round. Destructor of Hlodyn's Son: Jormungandr gets two actions every turn. Poisonblood: Jormungandr is immune to poison damage. Attacks: Bite: Jormungandr can bite down at all characters within two distance increments in a single attack. On a hit, deal 22 damage plus an additional 8 poison damage. This deals double damage to Hordes. Tail Whip: Jormungandr can target every creature on a battlefield as his giant tail whips through the battlefield. Make a Dodge or Light Hands roll, rollover 140: On a failure, take 12 damage and you are knocked prone. Body Smash: Jormungandr brings his massive body to bear against a single distance increment. He deals 14 damage to all creatures in that distance increment (no roll required). Eat: Jormungandr may target up to two Heroes. On a failed Dodge check, he eats them. They are dealt 20 damage and 10 poison damage at the start of their turn (no roll) and may attempt to cut themselves out by dealing 50 damage to Jormungandr's belly from within (Jormungandr gets no Dodge roll to this damage). When all of the Heroes have been killed, read: You wonder if all men ponder their death on the day it arrives. 2 If one of your Heroes decides to flee in cowardice, they will be killed off-screen by a falling piece of the Bifrost which burns them alive. They will receive half of the Einjerhar bonuses as a penalty for their cowardice.

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Adventure 4: Twilight of the gods Where just minutes ago you sat without a care, save for perhaps a touch of ennui, you now sit bloodied and broken beneath Jormungandr's gaze. As the last of your warband and fellow Heroes fall, there is another song on your mind, one sung by the Seers of your village when you were a child: The sun turns black, land sinks into the sea, the bright stars vanish from the sky; steam rises up in the conflagration, hot flame plays high against heaven itself. Now Fenrir bays loudly before Gnipa-cave, the fetter will break and the ravener run free, much wisdom she knows, I see further ahead to the mighty Doom of Gods, of the victory-gods. As your broken body breathes its last, you take some small consolation in knowing that you will not die alone: indeed, today the entirety of Midgard dies with you.

This. is. RAGNAROK. Scene 2: The Right Hand of the Father You've thought often about death; indeed, even today, just before it happened. You listened to the words of the seers and prayed deeply to the Gods, and still exact knowledge of what might transpire evaded you. Now that it is here, there is no chaos, and there is no pain. There is only calm, and blackness, as you float upward. For a time, you have no eyes; indeed, you have no body. There is only you, and the pieces that remain of your soul, and the inky void of nothingness. You receive suddenly what you might have recognized in life as a surge of adrenaline. At once the darkness becomes bright light and, as a dream upon waking, you find yourself with your companions in a tent. You are on the hard-packed dirt, and you and your companions are naked. The tent itself has no windows or openings, and is barren, save for you and your fellow Heroes. Ambient light comes through the sides of the tent. There is a flap that is sealed shut. Allow the Heroes to debrief. When they decide to open the tent flap, read: You open the tent flap and find yourself in a place that is both familiar and unfamiliar; familiar in that it is, undoubtedly, a war camp. The place is a bustle of activity; tens of thousands of warriors move about hurriedly, some giving orders and others receiving them as armor is donned and weapons are sharpened and polished. The scene is unfamiliar, however, in that you have never stood before a massive hall of alabaster and gold; it stretches as far as the eye can see. Massive doors line its walls, some already destroyed. The roof is built of shields made of gold. A tall, black wall marks the boundaries of this, Odin's Hall; the wall itself is made of ornate wooden spear shafts, forming a tenacious palisade along its sides. You see debris and destruction strewn throughout the camp; the huge white gates to Valhalla have already been destroyed. Bodies are burned on pyres and dwarves, lanky and pale, work to create makeshift palisades to replace the destroyed gates. Beyond the palisades you see what remains of Bifrost, the Rainbow Bridge; it is

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cracked and broken, with huge swaths of it missing completely. Before you, tightening his belt and gloves, you see the Thunder God Thor, built like an oak tree, preparing for battle. Next to him is Tyr, the one-handed God of Valor, with a sword and shield; he and Thor prepare their weapons and armor and talk idly to each other. About a hundred feet from you, visions you had seen only in nightmares; the Valkyries. They are at once beautiful and horrible creatures; slender features and fair skin belying an almost ethereal appearance. The cruelty in their reptilian eyes reminds you of Jormungandr, and you shudder. Standing at their helm is the most beautiful, and most terrifying, Valkyrie of them all; Freyja. Her cloak of feathers is pulled tight around her, and she is armed to the teeth. Her eyes glow red, and you find yourself praying not to meet her gaze. As you take all of this in, the biggest surprise now comes. Exiting the tent where you just were, unarmed and un-armored, is Odin himself. With knots of grey-white hair on his balding head and a wispy white beard, he stands shorter than most of you. He smiles, and looks at you all side-eyed; quite a feat considering he has only one. "Not what you were expecting, perhaps?" he says with an impish smile. Odin will here inform the Heroes of their situation; though he has long awaited their coming, their might and valor kept them from Valhalla. However, with the Sons of Loki freed and the followers of Surt descending upon Asgard, at long last they can take their place as einherjar, Odin's chosen warriors. Odin has no need to be cryptic here, as the end is nigh; however, he is a touch busy (what with the world ending and all), so after a short conversation and answering some of the Heroes' most pressing questions, read: Alfather smiles, and raises his hand. "There is much yet I wish I could answer for you, but you are, indeed, a late arrival, and time is short." He looks you all over. "Are you ready to fight with the Gods of Asgard here, at the end of all things? As you defied death in life, are you now ready to defy prophecy and save these Worlds? Will you stand with us now, united in blood and battle, against the evils which even now march upon Asgard?" Odin will allow brief discussion but no negotiation. If a player declines, Odin will rend their soul from their body, killing the character immediately. At this late date there is no room for those who are not stout of heart and re-solve . When the remaining Heroes pledge to stand with the Gods, read: Odin smiles briefly, then his face darkens as he walks into the tent whence you recently exited and comes back out a few moments later; he is in full armor, and now towers over you. His one eye glows a bright red through his helm, and he motions for you to kneel. He points his spear Gungnir at you. “On the blood of your ancestors,” he begins, his posture straightening. He seems to grow bigger still before you as he speaks. “By the will of the Gods, and with your willing assent I, Odin Alfather, Grimnir, The Hooded One, Son of Bestia and Borr, grant you the power of the einjerhar.” You feel something begin to happen within you. It makes you nauseous. Odin is not actually growing any bigger, but he seems to encompass your entire field of vision. His ravens, Huginn and Muginn circle above him now and you hear his wolves, Freki and Geri,

Adventure 4: Twilight of the gods growling behind you. You are unable to move. “By your sacrifice of blood, you will be reborn. Stand with us now, Einjerhar, champions of Midgard, here and now, at the end of the Worlds!” He pulls Gungnir back and with one stroke cleanly slashes across the throats of you and your companions. You are tackled and ripped apart in turn by Freki and Geri. Your field of vision turns hazy as Huginn and Muginn descend upon you and begin pecking at your corpses.

Scene 3: In the Image of the Gods You awaken, yet again, with your companions in the same tent. There is a slash across your neck, but otherwise you appear and feel unharmed. As you look yourself and your companions over, you see that you have, indeed, changed: you are taller now, and stronger. You are twice the height you were in life your skin and hair are now gold. Where before you were naked, now you are dressed in resplendent robes and furs, and you are sleeping on soft beds within the war-tent: there is an arsenal of beautifully crafted, resplendent weapons and armors in racks and on mannequins throughout the tent.. You shake your head. This is the second time you’ve died today. At least it seems to be getting a little easier each time, though you’d prefer not to press your luck. The Heroes are now Einherjar, the chosen Champions of the Gods. They receive: +20 HP +20 to Hit +40 to ALL Divine Abilities and their correlated raiding abilities +20 to Dodge Any old Favor is removed from the Hero. Each Hero then gains 50 Favor. You gain use of the ability Fly: Fly: You are able to take off into the skies to do battle with your foes. This ability requires 3 consecutive actions to use; the Hero will take off at the end of their third turn. Any damage suffered while focusing on take-off will cancel previous progress. While flying with this ability, Heroes may move two distance increments in any direction and land effortlessly without damage. All rolls remain the same. They also receive two uses of the ability Defiance of Fate: Although the fate of the Gods is sealed, they still retain the ability to alter reality. You may use Defiance of Fate after you fail a roll to change it into a success. You may also use Defiance of Fate before a roll; if you fail the roll, the ability is wasted, but on a success you may treat the roll as though you succeeded by rolling a Natural 96-99. You exit the cave once more to the same scene you had previously: the Gods talking idly among themselves, fellow einjerhar moving about completing tasks in a bustle of activity. You see Odin now talking to Thor and Tyr; he turns back to regard you in your new forms and smiles widely, if a little cruelly, at you. He appears as he did when he changed you into Einherjar; tall, broad, strong, with a golden breastplate and helmet. He then continues about his business and you lose sight of him.

You continue to take in the camp, when a welcome sight greets you: your Warband.

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The Heroes’ Warband has been changed into Einjerhar as well. They will fight at Ragnarok with the Heroes one final time. Allow the Heroes some time to greet and inspect their Warband and any prominent NPCs you see fit to include here; it can include any allies (including deceased Heroes) or rivals they’ve encountered throughout their Saga. At this point, every remaining human in Asgard is on the same side. When their conversations begin to wind down, read the following: You hear commotion on the far side of the camp. Looking over, Odin has mounted Sleipnir; the eight legged horse floats in the air, allowing all of you see Odin, and, in turn, allowing Odin to see all of you. “Time is short for speeches,” he says, his voice booming throughout the courtyard of Valhalla. “Our enemy has already broken through our gates and shattered the Bifrost; they have the weight of prophecy behind them. They say that we are doomed to die, and we may well be.” A low roar of thunder comes from the dark clouds above you; lightning flashes all around. “It may be that I am a coward, gathering mortals to fight against an unstoppable end; that I am trying to protect myself and my Gods at the expense of you, my chosen children.” You hear another rumble beneath you; it is not thunder, though the ground shakes. “But I have believed, and I continue to believe, even if the Great Tree falls and the Worlds fall silent and still, it will be due to the valor and sacrifice of those gathered here today.” Fire begins to streak through the sky. The rumbling and tumult beneath you grows louder; the lightning is now almost constant. “All that has happened has happened and cannot be changed; that which will happen, however, remains unknown even to me. We have faced danger before, and now we face it, together, one last time. Gods! Will you stand with your Father at the end of all things?” The Gods, as one, raise their voices to the sky. Mjolnir crackles as Thor floats up to his father’s side and embraces him. The other Gods clap each other on the shoulder. Some embrace. Some look determined; others, decidedly fearful. Odin turns now to you and the thousands of other Einjerhar assembled. “My chosen children. All that you have encountered up until now was preparing you for this moment. Everything for which you have fought, struggled, bled, and died brings you now to this point. The Gods of Asgard ask humbly for your help. I ask humbly for your help. Will you help us to preserve what can be saved of these fractured worlds? Not just for us, but for your Kingdoms, your children, your families, the entirety of humanity, I beseech you: Stand with us now. Stand with us now, and fight!” Thousands of feet now stomp the ground; thousands of weapons hit thousands of shields. For perhaps the final time, humanity raises its voice in unison. The fire in the sky is matched by the lightning of the Thunder God. Coming up the shattered remains of the BIfrost, you see them; the denizens of Hel, tens of thousands, twisted and deformed, riding upon Naglfar, thje jagged ship made from the fingernails and toenails of the dishonored dead. At its helm stands Loki, the Deceiver now freed from his chains. All you can make out of him at present is bright red hair and a wide, uneven, cruel smile.

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Adventure 4: Twilight of the gods The ship is propelled on the back of the Fenris-wolf: its jaws seem somehow bigger than Valhalla itself. Behind them, frost giants march in lock-step up what remains of the Bifrost. Pieces of the bridge give way beneath them, falling down to Midgard. You hope what remains of your Settlement is safe, but your thoughts quickly turn back to what remains in front of you. Your Warband draws near. Tyr and Thor take their positions at Odin’s right and left sides, each riding one of Thor’s mighty boars. Freyja and the Valkyries get into their chariots and ready their javelins. Sleipnir rears up, and Odin’s voice booms through Valhalla. “Do not stay here!” he orders. “Make your way to Vigrid! It is there that our fates will be told!” He looks back at you one last time. “For ASGAAAAAARD!” he screams, and the rest of the Gods do the same. The golden roof of Valhalla shatters; the hall then falls in on itself at the scream of the Gods. Naglfar, Fenrir, and the frost giants are momentarily stopped in their tracks, thrown to the ground by the force of the Gods shouting in unison. The Gods pour out of Valhalla, with you close on their heels. The Twilight of the Gods is no longer just a myth. It is here, and it is now.

Scene 4: Hungry like The Wolf The “Raid” portion of this mission is broken up across several different scenes and encounters which together will be called the “Final Battle at Vigrid” or “Final Battle”. How well your players do during distinct parts of this Raid will provide them bonuses (or, perhaps, penalties) throughout the Final Battle at Vigrid, and their final Assault Phase will determine how many fire giants they face down during their last stand against Surt the Destructor. The rollover for the raid portions of the Final Battle is 150. As some of the most recent Einjerhar, you fly out of Valhalla shakily; there is no one to direct you in the battle, so you take up a familiar position; shouting orders to your warband as they fly behind you. For now, there's too much hap-pening in the air; until you get your "sealegs" as it were back, you'll need to find a safe place on Vigrid. Roll One: Navigation or Scouting You land on the field, headlong into a platoon of frost giants. You have no time to think; now is the time to fight. Roll Two: Tactics or Treachery With your warband, you slaughter the jotnar in front of you. Battle rages around you; what will you do, at this late hour, to defend The Nine Worlds? Roll Three: Players' Choice (Here resolve whatever your players choose, then:) Tyr lands now in front of you; though he is covered in wounds and the blood of his enemies, he stands tall and proud. His shield pulses with a faint blue energy. "Einherjar," he says. "Now it is time to face destiny. Alfather calls for you to help us destroy the Fenris-wolf. With me, now!" He takes to the air with his wolves, and you all fly upward, fighting hundreds of fire drakes at the side of the God of

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Valor. His steadfastness and calm is contagious; though battle rages all around you, in this moment you are assured of victory. Roll Four: Tactics Again with an additional +20 bonus Slaughtering the last of the fire drakes, you have a moment's peace. Odin flies over to you on his horse Sleipnir, his wolves Freki and Geri snarling by his side. His face, like Tyr's, is grim but unwavering. He knows, as do you, what has been prophesied for him this day. "Prophecies need not always come to pass," says Odin, reading Tyr's face. He produces two white, glowing spheres from his horse Sleipnir's saddle-bags. "Take these," says Odin, handing them to you. "You will fly with Tyr to the hound's back while I distract him to the front. Land by his ears, slice them apart, and throw one of these into it. When both have been inserted, they should mix together to create an explosion large enough that Tyr and I can land a killing on the fiend. Valhalla depends on you." Roll Five: Planning with a +20 bonus You finish planning your assault on the great wolf, who looms large in front of you. His eyes are fixed firmly on Odin and Tyr, though you swear he is looking not only at you but indeed through you. "For the Gods of Asgard," Tyr says. "For the people of Midgard." He clangs his sword and shield together. They reverberate Roll Six: Navigation You split off from Odin at the appointed time, he breaking left and you and your Warband breaking right. Fenrir hesitates a moment, and as you turn to land on his back his gaze finds you. His eyes glowing with hatred, you realize he’s outmanuevered you; you’re fully in his outstretched jaws. Tyr stops, floating in the air a moment. “Stand behind me,” he says. “I’ve tamed this pup once before, and I’ll do it again.” He raises his shield toward the upper fangs of the Great Wolf. As Fenrir’s jaw snaps downward, white energy shoots out from Tyr’s shield, keeping the fangs from closing. “Go!” he yells, his face straining. “Now!” You begin flying out of the Wolf ’s mouth and, as you do, a pulse of energy strikes you in the back; your Warband tumbles down toward Vigrid, and you land with an unceremonious crash on Fenrir’s back. The wolf eyes you cruelly, then you see a lightning-tipped javelin strike him as Odin descends toward him. Tyr is nowhere to be seen. Fenrir, it seems, has gotten his final revenge on the God of Valor. The “Leadership” and “Justice of the Gods” subdomains are removed from the game. Tactics and Natural Leader Einjerhar bonuses are removed. Fenrir snaps at you, and your warband scatters; you land with a crash not on his head, but low on his back. Fenrir’s fur is thick and barbed; you’ll need to move through it slowly. Before you can think, spectral wolves appear around you; about fifteen feet long, the aspects of Fenrir bear down on you. You look toward Odin, darting around Fenrir’s nose; he is holding his own, but you can’t be sure for how long. You’ll need to enact your plan, and quickly. Fight:

Adventure 4: Twilight of the gods 6 Aspects of Fenrir; 3 begin within bow range and 3 within javelin range. Whatever running bonus (or penalty) the party has to the Assault portion of their raid, they will apply to all rolls in this fight. The Aspects of Fenrir will attempt to weaken their enemies using their Howl ability and then move in for the kill using either Bite or Dog-Pile. The Heroes are waist-deep in razor-barbed fur. They will have to spend their move as well as their action to travel a Distance Increment up the wolf ’s back without taking damage. If they elect not to, they must make a Force of Nature check at a rollover of 120; failure will result in 12 points of damage as the razor sharp fur cuts into them. Aspect of Fenrir (Immortal) Level 12 Base Rollover: 120 Hit Points: 40 Traits: Bane of Tyr and Odin: Any Tyr or Odin Domain skill has +20 rollover against an aspect of Fenrir. Ethereal: The Aspect of Fenrir's movement cannot be restrained in any way. Actions: Bite: The Aspect of Fenrir bites out at an opponent. On a hit, deal 12 damage. Howl (Fear effect, 1 combat): The Aspect of Fenrir howls, sending chills down your spine, freezing you with fear. Make a Force of Nature or Natural Leader check with a rollover of 100. On a failure, all rolls are at a +20 rollover until the end of your next turn. This effect can stack. Dog-Pile: Three Aspects of Fenrir combine for a few seconds to become a three-headed, twelve-clawed spectral beast that then attempts to rip you to shreds. This takes the actions of three aspects of Fenrir. They make three bite attacks with a Dodge Rollover of 100. If one attack hits, it deals 12 damage. If two attacks hit, they deal 26 damage. If three attacks hit, they deal 42 damage. The Aspects of Fenrir who combined in this way will grant a +30 to hit them until the start of their next turn. When they reach Fenrir’s ears (2 distance increments from the beginning of combat), they will need to deal 10 points of damage of each to rip them off, exposing its ear canal. When they do, read the following: You throw the white spheres into the holes you've hacked into Fenrir's head and wait for a very long few seconds. Nothing happens. Fenrir howls loudly and shakes his head violently. You drop prone, grabbing onto his fur to keep from falling off. Another dozen Aspects of Fenrir appear above you. You are not afraid, but you know this is your end.

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they pierce through the translucent wolves and pick you up, not a moment too soon as the explosion you created occurs, pushing you forward. Looking back now, you see Fenrir howling in pain. Odin speaks now, his voice booming so loud that for a moment, the battle stops.

"I know that I hung on a windy tree nine long nights," he says, cracking dozens of runes in the span of seconds. "Wounded with a spear, dedicated to Odin, myself to myself, on that tree of which no man knows from where its roots run." His spear, Gungnir, begins to glow a bright white. "No bread did they give me nor a drink from a horn, downwards I peered." Freki and Geri bare their own massive teeth at Fenrir; a flock of thousands of ravens circles overhead. "I took up the runes, SCREAMING I TOOK THEM, then I fell back from there!" You can't see Odin's body from your seat on the Valkyrie's chariot; there is only bright white energy. In a split second, like a shooting star across the sky, Odin flies into Fenrir. The white light engulfs your vision and you are blinded. A sound like a high scream temporarily deafens you. For a moment, there is nothing. You regain your senses and look to Fenrir. He screams in pain; you have removed his ears, and Gungnir sticks in his left eye; the Fenris-Wolf is, to put it bluntly, a mess. We've done it, you think for a moment, then you see what the Great Wolf has in his fangs. He rips and tears, shaking Odin in his mouth, and throws him, violently, onto the field below. He lands with a resounding thud that shakes the foundations of Asgard itself; as he lands, what is left of Valhalla crumbles in on itself. In the beginning Midgard was nothing; a yawning chasm of void. It was Odin, with his brothers Vili and Ve, who crafted Midgard from Ymer's corpse. It was Odin who sacrificed himself upon Yggdrasil to bring knowledge screaming into the Nine Worlds. It was Odin who, through guile, cruelty and his own admittedly twisted form of love. protected Midgard from its beginning. It was Odin who assumed many names and many guises to teach, to learn, to foster you, the Drengr, into the world's greatest warriors. It is Odin, Grimnir, Fjolnir, the Hooded One, Wotan, Harbard, the Alfather, who now lays dead on Vigrid. Blood-Magic and Rune-Magic are hereby eliminated from the game. Einjerhar bonuses for Planning and One-Eyed Wisdom are also eliminated.

Scene 5: The Eyes of Asgard There is stillness as both sides look to Odin's bloodied corpse in the middle of the field. A tall, skinny God steps forward; for a moment, you swear it is Odin reborn. Could it all have been a trick. He speaks, his voice echoing up to the wounded Fenris-wolf with an peculiar calm: "I am Vidar, son of Odin. Prepare to receive my challenge." Without waiting for a response he flies upward with no weapons in hand. Fenrir bites at him, but with Gungnir still in his eye, he is unable to hit the nimble Vidar. Vidar grabs both of Fenrir's jaws, and with his right hand rips Fenrir's lower jaw off; he then smashes Fenrir's jaw into its own chest. Fenrir howls in pain

Or is it? In a literal Deus Ex Machina, Freyja and her Valkyries descend from the clouds. Moving with cool, almost cold precision,

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Adventure 4: Twilight of the gods and attempts to fly backward, but to no avail. Vidar holds on, and, drawing his sword, stabs Fenrir in the heart repeatedly. The whole affair takes a matter of seconds, and then Fenrir falls backward out of the sky, plummeting toward Midgard. The battle on Vigrid now resumes as if nothing had happened. "There!" Freyja shouts, wasting no time. She turns back to you. Although she is still unnaturally beautiful, in her eyes there is only death. You find it difficult to match her gaze. Her voice is similar; she speaks as though singing, and yet you feel cold and hollow hearing her words. Looking to where Freyja pointing, you see Heimdall and Loki, fighting on a land mass nearby Vigrid in single combat. "You will help," Freyja says. She does not wait for a re-sponse as the chariots speed off in that direction. With swift grace the Valkyries throw you off their chariots and redouble back to join the center of the fray. Heimdall, about thirty feet tall, is bloodied. He holds a sword in one hand his horn, Gjallarhorn, in the other. Loki is half his size, still towering over you, holding a long, curved dagger. He grins, exposing his crooked teeth, and begins shimmering. Where there was one Loki, now there are three. Heimdall swings wildly at the one on the right. His sword goes through it, and the mirage disappears. The Loki on the left stabs into Heimdall's side and he recoils in pain. Loki laughs cruelly. Fight: The players will control Heimdall's actions in this battle. At the beginning of every round, they may choose one of his actions to help defeat Loki . Loki and any summoned Jotnar will prioritize the Heroes first before turning their attention back to Heimdall3. Loki (Epic, Immortal) Level 15 100 HP Base Rollover: 150 Traits: Dexterous: Loki may take two actions per round. Actions: Often Imitated, Often Replicated (fast): Loki shimmers and disappears, turning into three identical versions of himself: Left, Middle and Right. The Skald should write down which version of Loki is the actual one every round. When the real Loki takes damage, the images will disappear. The images all look identical and fight in tandem, appearing to attack the same target(s). A Hero may choose to take an action to identify the real Loki using a One-Eyed Wisdom check rollover 100. Curved blades: Loki attacks up to two targets within axe range. On a hit, they are dealt 14 damage and an additional 6 poison damage.

3 If you have a particularly zealous Loki build who wishes to help kill Heimdall, that is within their rights as a player and a character, but you may wish to let the player know that the remaining Gods will not take kindly to it, marking, if not the character's death thereafter, then at least the end of their appearance in this Adventure. If, with the help of a Hero, Heimdall is slain before Loki, the remaining Heroes will take a -15 to their running total for the ongoing "Raid".

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Father of Giants (2/combat): Loki may summon a Jotunn anywhere on the battlefield. They enter initiative as normal. The Deceiver (No Action, 2/combat): Loki can force, at any time, a reroll of any roll at the table. Heimdall: Level 15 (Epic, Immortal) 120 HP Dodge Rollover: 120 Traits: Watcher of the Gods: Heimdall acts first in initiative order. Actions: Gjallarhorn (2/combat): Heimdall may blow his great horn, freezing his enemies in their tracks. Until the start of Heimdall's next turn, all enemies' attacks deal -5 damage. Quench (1/combat): Heimdall fills Gjallarhorn with mead which he drinks and then throws high in the air, creating a golden rain. All Heroes in a chosen distance increment are healed 25 HP. Rise Up, Wise Up, Eyes Up (2/combat): Heimdall sees the weaknesses in both his enemy's defenses and attacks and calls them out to the Heroes. Until the start of Heimdall's next turn, all Heroes gain a +15 to One-Eyed Wisdom, attack and Dodge checks. When Loki is slain, read: The battle rages on. In the corner of your eye, on Vigrid you see the forces of Asgard; they are bloodied and beaten, but are prevailing over the frost giants. Similarly, as you strike another blow into Loki, you feel that the tide is turning. He stumbles back, spitting blood. His face is bloody, beaten, and grotesque; still he smiles, showing you his jagged teeth. "That's enough, mortals," he says in a high, piercing voice, giggling like a man possessed. He shimmers and disappears, reappearing a moment later in not three reflections but twenty. "Time to die." Just then, the Gjallarhorn sounds one final time; loud and true, the note is loud enough to be heard throughout the Nine Worlds. You fall to the ground as the earth shakes beneath you. Loki's reflections turn now away from you and toward Heimdall; you see the Watcher's eyes scan the field, and he points at one image of Loki that's just ahead of the others. "Found you," he says, and charges into Loki. The Deceiver is ready, and pulls another dagger, piercing Heimdall's stomach. The Watcher grabs Loki's hand and pulls the knife further into himself, keeping his right hand on Loki's. "Our fates are intertwined," he says, looking straight into Loki's eyes, where you see for the first time not cruel arrogance but abject fear. Heimdall takes Gjallarhorn and smashes it through Loki's right eye-ball. He keeps his grasp tight on Loki, whose face is serious as he looks Heimdall squarely in the eye. You see the life leaving both of them as they fall off of the island and out of sight. Chaos Magic and Deception Magic are eliminated from the game.

Adventure 4: Twilight of the gods Einjerhar bonuses to Treachery and Light Hands are also eliminated. As Loki falls, the remaining frost giants retreat. The Einjerhar give a cheer. You fly back to Vigrid where the remaining Gods and Einjerhar are taking a well-deserved break, and, with Thor and Vidar, Odin's Son who avenged, him, you begin considering your next steps.

Scene Six: Out of the frying pan, into the… Roll Seven: Planning or Treachery The Players may here take a Mead-Break, and indeed they should for it's their first (and last) chance to do so. Allow them time to roleplay with any Gods you may see fit: Vidar, Magni, and Ullr will appear near the end as they sur-vive Ragnarok, and certainly they will want to meet the Gods from whom they have drawn their powers. After the chaos of the past few encounters, this should be made to feel an open respite and not rushed. When you are prepared, read: You finish your planning with Thor and Vidar. Valhalla lies in ruins and Bifrost is shattered; the latter actually proves a good thing, as it limits the means of entry. The Einjerhar have begun stacking the bodies both of your dead and the enemy's, and making them, with their spears and weapons, into very crude, but very heavy, palisade walls. "When-ever they appear," Thor says, his voice amplified and booming. "We will be ready." A short time later, you sit in the camps. You've all created the best defenses you can given your time and dwindling resources. You are prepared for attacks from without and from above. What comes is neither.

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at all; only the fire raining down. In front of you is a sea; no longer cool and blue, the water is black, and thick like oil. Dark clouds are in the sky with lightning crackling constantly overhead. Persistent thunder rumbles around you. Thor lands on the ground next to you with Vidar, a handful of other Gods, and the remainder of the Einjerhar. "Asgard has fallen," Thor says. "Our best hope now is to find the Children of Prophecy and ensure that they're safe. They should be due east about a hundred miles at Yppsala, not far by flight. " Roll Ten Scouting (if not used previously) or Planning

Scene 7: The Serpent In the past day or so, you've come to hate the feel of the ground shaking. You're no stranger to loud noise, having survived terrible storms at sea and countless battles, but today the constant shifting of the earth beneath your feet has signaled terrible portents. Now the thunder rumbles overhead unceasingly; you find yourself wishing for just a moment of silence. It is said that when you want something in the worst way, that's how you get it. Thor takes a deep breath in, and, exhaling, gusts favorable winds in the direction you are heading. The thunder ceases. The earth is still. Then, silently, swiftly, rising from the water you see a familiar and dreadful sight. Rising high in the air, the Midgard-serpent Jormngandr appears from the waves. He hisses, staring directly at Thor. Thor looks back at you. "He killed you earlier today, yes?" He turns back around to face the beast. The thunder resumes: you've never

You hear a rumbling boom beneath you. And again. And again. It sounds like laughter. It is. "Surt!" yells Thor. "Take to the…" Thor does not get to finish his sentence as a meteoric chunk of earth and fire tears up through Vigrid from below, incinerating a hundred Einjerhar. Another crashes through. And another. They fly through the field, then up into the sky, where they explode into small, fiery shards that begin to rain back down upon you. Thor looks at you, and the dwindling number of Einjerhar. "Fly down!" he shouts, his voice booming through the explosions. "Down, down, down to Midgard! Down to our final stand! Down to Victory!" With one final smash of earth, Vigrid is shattered and, following Thor, you try to make your way through the fiery debris. Roll Eight: Navigation at an additional +20 You battle through the debris; you fall through fire, scorched earth, the remains of Vigrid, and the remains of your fellow Einjerhar. You see a force of fire giants making their way up to you: you can find a way to go around, or you can go through. Roll Nine: Scouting or Tactics Now past the fire giants, you land back on Midgard, and are horrified at what you see. The ground is hard, black, and scorched throughout. You see no plants, no animals; indeed, no signs of life

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Adventure 4: Twilight of the gods heard thunder this loud. You answer in the affirmative. He turns back. His eyes are glowing with pure energy now, and Mjolnir crackles in his hand. He is indeed fearsome, but smiles for a moment as he looks down at you. "You want a rematch? If so, follow me." Lightning crackles around him. The thunder above is deafening, and he flies off. Vidar and the other Gods stay on the ground. If asked the other Gods will tell the Heroes that "The Serpent is not their destiny4". You fly forward with the Thunder God. Your warband stays behind; the other Gods stay behind. It is just you and the God of Thunder flying toward the Midgard-Serpent. The waves, thick and bilious, splash against Jormungandr as both rain and thunder from Thor and fire from Surt fill the sky in equal part. Fight: The fight will take place across three Distance Increments flying in front of/around Jormungandr's head: left, middle, and right. Jormungandr will attempt to use Tail Whip to smack the Heroes into a single Distance Increment and then use Poison Spray to damage as many of them as possible. Jormungandr will use one of his attacks (preferring Bite) every turn on the Thunder God: the Skald should keep track of Thor's Hit Points. He has a rollover of 50 (no modifiers) to dodge Jormungandr's attacks. Thor will be fighting with the Heroes. He will act first, even before Jormungandr. At the beginning of every round (including the first), he will deal 50 damage to Jormungandr with no roll required. As has been foretold, the fight will end with the death of both Thor and Jormungandr. However, if the party is able to reduce the Serpent to 0 before they and/or Thor are killed, they will receive a boon to the coming Assault Phase. Jormungandr (Epic, Immortal, Champion) Level 15 300 HP Dodge Rollover: 130 Base Rollover: 150 Properties: Champion: Jormungandr acts first (though after Thor), third, and fifth each round. Bane of Hlodyn's Son: Jormungandr gets two attacks every turn. He MUST use one attack on Thor. Poisonblood: Jormungandr is immune to poison damage. Actions: Bite: Jormungandr snaps his giant fangs out at an opponent. On a hit, deal 22 damage and an additional 8 poison damage. Tail Whip: Jormungandr targets all enemies within two Distance In4 It is conceivable that the Heroes will elect to leave Thor to go find Lif and Lifthrasir. If so, skip to Scene 8. Your players will not receive the bonus to the Assault Phase that will serve them before the final battle. Additionally, the two subdomains and Einjerhar bonuses to be eliminated will still be eliminated, but there's no need to let your players know this right away.

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crements (Middle/Left or Right/Left). On a hit, he knocks the foe into either the "left" or "right" Distance Increment and they take 8 points of damage. Poison Spray: Jormungandr opens his mouth wide, filling the air with noxious poison gas. Target all creatures in a certain Distance Increment. On a hit, they are dealt 15 poison and 7 fire damage. Eat: Jormungandr may target up to two Heroes. On a failed Dodge check, he eats them. They are dealt 10 damage and 10 poison damage at the start of their turn (no roll) and may attempt to cut themselves out by dealing 50 total damage to Jormungandr. When either Thor or Jormungandr are reduced to 0 hit points, read: In tandem with Thor, you strike numerous grievous blows into the Midgard-Serpent. Jormungandr rears his head back. "Grab onto me!" Thor yells. He raises Mjolnir, which is joined instantly by a massive torrent of lightning from the sky. Jormungandr shoots black venom from his mouth in a continuous stream. Thor begins focusing the lightning toward Jormungandr and his venom, but he is giving way. The ground beneath you melts into the sea as the acid hits ; the skies above you seem to be shattering at the foundation as it pours forth lightning. Thor screams in determination, but he is in great pain. As you push forward with Thor, you feel as though you have become one with him. Lightning crackles through your veins, coursing through your entire party through Thor, but it does not harm you. Thor himself seems to be acting merely as a conduit; you can smell his flesh burn, and his screams grow louder as you attempt to repel the unholy venom. Here, now, at the end of everything, the God who has given you so much strength now needs yours. Have all the Heroes make a Might of the Storm check in initiative order and add the results. They will need a combined total of 1000. Keep track of the running total as well as the number of rounds required. When they reach this, read: It was probably only a matter of seconds, but it felt like hours. Finally, with one final scream, the stalemate is broken, and you, with Thor in front of you, fly into Jormungandr's mouth, exiting cleanly through the other side. The entire sea crackles with electricity. Jormungandr is frozen there for a moment, twitching in the water with his skull split in half. Then, as silently as he came, Jormungandr sinks beneath the waves for the last time. You help Thor fly back to where the other Gods await you, offering cheers and congratulation at your victory. There is no more lightning in the sky. Thor's flesh is skalded from poison; he sizzles like a cooked piece of meat. His eyes are, for the first time, human in their determination and fear. He seems as though he is about to collapse, but he then takes a step forward. "For my fallen foe, Jormungandr, worthiest of my enemies, bound to me by destiny," he says as the thunder starts back up. He steps forward. "For the Gods of Asgard," he says. The thunder rumbles overhead. He takes another step. "For Odin, my father, who gave his life in our defense." Another step. More thunder.

Adventure 4: Twilight of the gods "For my sons, Magni and Modi." Another step. The thunder grows louder still. The wind whips around you. "For my dear daughter Thrud." Stolen from the sky, the thunder now booms through Thor's voice as he speaks. He steps forward with determination. "For the Einjerhar. our greatest champions who serve Asgard in its time of greatest need!" His back straightens. He pulls his shoulders back and raises his head as he steps forward. The wind is gusting stronger now; the sea roils be-hind the all-powerful God of Might. "For Midgard, our final battleground! Our finest victory is yet to be won!" His voice pushes you back with its power. He takes another step forward and you have to brace yourself from falling. His voice now becomes but a low rumble. "For my dearest love, Sif. If the worlds are to be reborn, I pray only that I see you again." You see sadness in his eyes. He stops, and falls directly forward. The wind stops, and the thunder is no more. Thor is silent. Midgard is silent. You know that the end is near. Lightning-Magic and Martial Tactics are eliminated from the game, as are the Einjerhar bonuses for Might of the Storm and Navigation. The Heroes will receive a bonus to the Final Assault equal to: +10 if Jormungandr reached 0 HP before Thor +10 (-1 for every round it took the Heroes to assist Thor to 1000 Might of the Storm)

Scene 8: Drowned in Fire The Heroes will be allowed another Mead Break, during which they can converse with the remaining gods. They will default to discussing their mission; to get to Yppsala and rescue Lif and Lifthrasir, the Children of Prophecy. How-ever, they will discuss anything else the Heroes wish to know that they can answer; there's no need to hold any divine knowledge back from the Heroes at this point. The Gods remaining with you are: Vidar: Son of Odin, who avenged him at Vigrid. He reminds you of Odin, though perhaps not as severe as the now-late Alfather. Magni and Modi: Sons of Thor. Magni takes up his father's hammer, Mjolnir, after Thor's death. Magni is the louder of the two. Ullr: God of Winter, kind and gentle. Although there is no more wind, Ullr still seems to sway as if propelled to and fro by an undetectable breeze. Freyja and the Valkyries: As depicted elsewhere in this book/Adventure: kind and beautiful, but with hard, fierce eyes that leave you uneasy. Freyr: Freyja's brother. Although he has fought bravely at Ragnarok, he seems uneasy with the whole thing, and tends to stay back in his sister's shadow. When the Heroes are ready, the Gods will take flight and, using whichever tactic your players choose, will arrive at Yppsala:

Roll Eleven: Tactics, Navigation, or Treachery

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You fly with the Gods across vast swaths of Midgard, and you see that what happened to your village is not a fluke. What were lush forests are now actively ablaze or scorched earth; the rivers and streams that gave life to your set-tlements are boiling and black like the sea from which Jormungandr sprang. You see no signs of life, and there is no wind or thunder. You land, finally, at Yppsala. What was once Midgard's largest and most beautiful temple to the Gods now reflects the current state of the Gods; it is rubble. The statues of the Gods, once so tall they seemed to reach up to Asgard itself, are broken into pieces. Other parts of the temple have been left intact but vandalized; whatever happened here, it seems as though Yppsala was targeted specifically. You fan out and begin looking for the children. Roll Twelve: Scouting or Planning You search for hours to no avail, then, at last, you hear a light cough, followed by a much louder SHHHHHH from under a pile of rubble. Peeling it back, you see two small children, maybe six to eight years old; a boy and a girl, covered in blood and soot. Their faces fill with fear as you reveal them, but they do not cry. "Please make it quick," the boy says, looking down at the girl. "And please don't hurt my friend." Allow this to play out, and when the Heroes have brought the children back to the Gods, read: The Gods have created a small camp at which they have built a fire to protect themselves from the cold, which is worsening by the minute. Upon seeing the Gods, Lif and Lifthrasir hide behind your legs. Lifthrasir begins crying loudly. Hearing this, Freyja walks over; the malice you've seen in her eyes since you first saw her is gone. She smiles kindly at the children behind you, and for a moment, she is a light in the darkness; a cool green light emanates from her. "There, there, children," she says in a gentle voice. "All of this shall pass. The end of one thing is but the beginning of another." You don't know if she believes that, but as she says it, you find that you do believe it. They step out from behind your legs and look up at her wide-eyed. She takes a knee and hugs them. It is the first small mercy you have seen since ascending to Asgard; you hope that it will not be the last. Vidar approaches from behind her. "I'm sorry to interrupt," the son of Odin says, "But time is short. We need to get to Hodimmis Holt, and soon." Freyja nods, and releases the children. As soon as it came, the warmth in her eyes is replaced once more with a warrior's hardened stare. "We will ride at the Vanguard," she says. "Keep the children safe at all costs." Allow for any final preparations and then, when your players depart, read the following: You fly over the ruined remains of Midgard; you barely recognize it as your own world; at this point, it barely is. Since the death of Thor, Midgard has been remarkably silent. You’ve heard the crackle of fire and the occasional sound of battle but little else. Now, as you hear a loud boom, you look toward the horizon, wondering if, for a split-second, you will in fact see Thor again. But that is not Thor’s fate, and, you realize, not the world’s fate. As you see what is

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Adventure 4: Twilight of the gods near the horizon, a few hundred feet away, you cannot be sure of anyone's fate. Surt has found you, and hundreds of fire giants march rapidly toward you, their leader behind them. Before you or the other Gods can react, Freyja, with her brother Freyr and the Valkyries at the vanguard charge forward. They wade into the thick of battle, and seem to be holding their own until Surtr, grinning cruelly, catches Freyr by the base of his skull and, placing his thumbs in Freyr's eyes, lights him aflame from the inside out. At this, Freyja screams loudly; her cry pierces what is left of the heavens as her brother slumps down. She charges at Surtr, but the strength of the Valkyries is failing, and Surt grabs Freyja, smashing her in the stomach and throwing her far over the horizon, out of sight. The remaining Valkyries scatter. They have been dealt a grievous blow, but as you see the swath of dead fire giants they have left in their wake, you know that their legacy is secure. Saga-Weaving and Death and Rebirth are eliminated from the game. Einjerhar bonuses to Force of Nature are also eliminated. Magni takes now his father’s hammer and raises it toward the sky. It glows faintly, and he is able to repel some of the fire that rains down upon you. “For Lif and Lifthrasir!” he says. “For Thor, for Odin, for all those fallen today; let us rain down destruction one final time!” Vidar looks to you, slightly more pragmatically. “Whatever happens,” he says, “We have to give them enough time to make it to the forest.” He picks up his spear, and, with the Gods and what remains of your Warband, you charge forward. The Assault Phase roll here follows different rules than those outlined in Chapter 3; success or failure will determine how dangerous the “final” final battle against Surt and the fire giants will be. No matter what happens, the re-mainder of the Heroes’ warband will be slaughtered. Less than 1: Large Horde of Muspellsmegir and a Muspellsmegir Champion 1-25: Small Horde of Muspellsmegir and Champion 26-50: 4 Muspellsmegir and Champion 51-75: 2 Muspellsmegir and Champion 76-100: 4 Muspellsmegir Narrate the results of the battle based upon your Heroes’ roll. After that, read: You fight your way through the armies of Muspelheim, keeping Lif and Lifthrasir near you. You are able to outflank them. You find yourself at the edge of the cave network Vidar called Hodimmis Holt. You fall back near the mouth of the cave. Many Gods and many fire giants lay dead in the field near the mountain cave, and your Warband is completely annhilated; you are all that remains of your Settlement now, and, with the children you are seeking to protect, perhaps all that remains of humanity. Both armies fall back for a moment to regroup. The Gods convene, then approach you. “We’re going after Surt,” Vidar says. “Whatever happens, his Fire Giants cannot be allowed into that cave. Midgard is doomed,” he says, his face grim, “but if we can save them, there may be hope for whatever comes next.” He and the remaining Gods offer varying handshakes, embraces, and salutes to you. “Finest of the Einjerhar,”

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Vidar says. “You made my father proud in life, and you’ve made us proud in battle here today.” He takes a deep breath, and for just a moment, you think you see a glimmer of fear in his eyes, then Magni claps him on the shoulder. He looks at you, smiles, and winks. “Whatever’s on the other side, I suppose we’ll be seeing you there,” he says. The Gods offer you one final farewell, and fly off to do battle with Surt as the remaining army of fire giants bear down upon you. With the fate of humanity and the Nine Worlds itself in the balance, you raise your weapons one last time. This is it. This is the climactic battle that will determine if there will be a new World at all, and, if so, what place the Heroes will have in it. Midgard is in its death throes; the Gods who remain are attempting to keep Surt from raising his sword one final time and drowning the world in fire. The beginning of this battle will be determined by the results of the Assault Phase. The Fire Giants will start a bow’s distance from the cave-mouth where the Heroes are and advance. Surt is untargettable and remains out of combat. Surt throws one Muspellsmegir into the fight at the beginning of every round; they land where the fire giants start the combat (two distance increments away from the Heroes) and may act that turn with the other Muspellsmegit. Surt acts first (even before the champion) adding a new giant in and, at the beginning of the 4th and 7th round, will bathe part of the Battlefield in fire, starting where the fire giants are (bow range) and then then moving forward (javelin range). Heroes caught in this fire will have one round to move in; any Heroes caught in Surt’s flame will suffer 40 points of fire damage at the beginning of any subsequent turns. This fight is meant to be extremely difficult, and to force the remaining Heroes into a smaller and smaller area as they face down the onslaught of the Muspellsmegir. Keep track of how many rounds your Heroes make it to the end of before the last one dies; this will determine which ending they will receive in the Epilogue. From us on the Sagas of Midgard Team to you and your Heroes: good luck. You’ll need it.

Epilogue: "Do you want to know more, and what?" This section contains the end of the Adventure and, almost certainly, the end of your Heroes' Saga. The ending they receive will depend on how long they were able to hold off Surt and his Fire Giants to keep Lif and Lufthasir safe. Read one of the following depending on how many rounds your Heroes made it before perishing: If your Heroes died before five rounds had elapsed: It is said that a prophecy is half ancient knowledge and half guesswork; indeed, although many prophecies have come true, many more have been proven false, either by the work of the Norns or, perhaps, by Heroes such as yourself. It was said that Ragnarok would come, and the Gods would perish; this proved itself true, as the minions of Loki and Surt laid waste to Asgard, and Yggdra-

Adventure 4: Twilight of the gods sil, and bathed Midgard, your home, in fire. The Seeress predicted that after the sun was swallowed and Midgard destroyed that a new world would rise: however, the Seeress also predicted that brave and mighty warriors would stand against the forces of destruction in the final hours of the world. The Heroes were indeed brave, but in the end they were not mighty enough, as the Fire Giants chased down Lif and Lifthasir, the final hope of mankind, and drowned them in the sea of fire they created. With Lif and Lifthrasir gone, hope for humanity was gone as well, and the remaining gods were hunted down and killed before the world was drowned in fire. Midgard, at least as you knew it, was chaos: constantly in flux, with both Gods and men setting into motion machina-tions to increase your standing in the cosmos. You fought for honor, you fought for the Favor of the Gods, you fought for the glory of the Skalds. Ultimately, however, chaos only begat more chaos, but now there is none. Midgard, your home, and the rest of the Nine Worlds are freed of this cycle of chaos. All is cold, all is dark, and all is calm. Thus as it was in the beginning before the creation, it is now, and ever shall be. At last, after the destruction of all things, the cosmos itself is at rest. If your Heroes survived between 5-10 rounds before dying: Growing up, you were taught that there is glory in death. You were made to believe that if you fought bravely in life, you would be rewarded in death; able to feast in Valhalla and fight by Odin's side at the end of days. There was no higher honor for a Drengr, and you stood on the side of Asgard as the end came, a paragon of bravery and might, made in the image of the Gods you worshipped. It is said that a prophecy is half ancient knowledge and half guesswork; indeed, although many prophecies have come true, many more have been proven false, either by the work of the Norns or, perhaps, by Heroes such as yourself. It was said that Ragnarok would come, and the Gods would perish; this proved itself true, as the minions of Loki and Surt laid waste to Asgard, and Yggdrasil, and bathed Midgard, your home, in fire. In the end, the words of the Seeress were true: the end of days came, and the Gods were powerless to prevent it. The world was destroyed, and you were powerless to prevent it. You can only hope that your sacrifice, one of the final acts undertaken in a dying world, would bear some fruit. And bear fruit it does. With no sun or moon there is no way to measure the time, it passes irrespective of observers, until at last, Lif and Lifthrasir emerge from the forested caves of Hoddmimis holt. They are older now, but still spritely and beautiful; with no way to measure time, does it indeed truly pass? Their eyes burn and their pupils con-tract as they step out of the cave where they have lived their entire lives into the light, passing through the tumult and cacophony of a waterfall as they exit the cavern that has been their home. Looking up, they see a golden eagle, diving down toward a lake, hunting for fish. From their mountain they can see out into the horizon; although empty and barren, saplings begin to grow, rivers are formed as water crashes into rock, and new earth is formed as magma flows freely from the molten earth. Lifthrasir takes a deep breath in as his children and grandchildren pour out of the cave behind him, seeing the light of the world for the first

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time. As they begin to make their way into the valley to settle the land, Lif looks one last time toward the horizon: at the peak of a faraway mountain, she sees a hall of gold; surrounding it, there are tall, beautiful humanoid creatures who look down upon the valley as she looks at them. They seem pleased. She hopes for a moment that these Gods will be kind to her and her family, and then as her grandchildren run past her laughing, her mind moves from the Gods to the new world before her. She takes one final moment to silently thank the Heroes who saved her at the end of days, and, with her family, makes her way down the mountain to settle the valley. Upon surviving the tenth round: "That's enough", Vidar says, as he hews down a Muspellsmegir. "They should be safe now… at least, as safe as they'll be." Magni, the son of Thor, raises his father's hammer and, leaping high into the air, smashes it into the mountain. You barely get out of the way in time as an avalanche covers the cave opening with a thousand tons of rock. You look one more time at Surt; he only seems to be growing bigger, now blocking the entirety of the horizon. You raise your weapons one last time; indeed, your entire existence has prepared you for this moment. Surt raises his sword one last time; it is larger, and brighter, than ever you saw the sun. You meet your death with bravery, but, as so many times before, it does not come. Surt grows smaller in the horizon as Ullr grabs all of you up and, moving at blistering speed, takes you out of the way of Surt's sword. It smashes down where you stand, leaving a hundred-foot flaming crater, from which magma begins to spew. He takes flight with you as the remaining few Gods either run underneath or fly alongside him. "There!" Vidar shouts, and points toward a crater, barreling deep into the earth. As you come over the crater, you think for a moment you see pieces of Bifrost: effervescent, translucent, light seems to bubble from the crater. Before you can think to ask what it is, it comes at you quickly, as Ullr throws you forcefully into it. Your senses are filled with color, and light, and sound, and knowledge itself as you catch your final glimpse of the flaming, barren wasteland that was once your home. Growing up, the Seers and Skalds of your village talked about sacrifice: how even mighty Odin hung upon Yggdrasil for nine nights and gave up an eye for the knowledge of Mimir's Well. It was not enough to save him, but it seems it was enough to save you, and as you bathe in the light, and the knowledge, of Mimir's Well, you realize that you have also sacrificed much; your home, your family, your entire world. As you sit suspended within Mimir's Well, eons pass, and you pass beyond the simple, petty thoughts of your mortal lives. You reach out your consciousness to Vidar, asking him how long you must remain here. "When the time is right," he says, "We will know." And so it comes to pass after time immeasurable that you know. You no longer have need of your mortal shell, and you see yourself leaving it as you rise up, up, forever upward. You emerge in a golden hall, bathed in the light of a new sun; the great hall of Gimle, built upon the foundation of Valhalla. There you see a young man, his skin gold, his countenance light and mirthful. "I've been waiting for you," the god Baldr says, embracing his kin. He introduces himself to you in kind. "I think you'll like what I've done with the place," he says, smiling widely as he leads you all outside.

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Adventure 4: Twilight of the gods You step outside into the brilliant sunlight into a brand new world; animals hunt, trees grow, and the world comes together before your eyes. In the horizon, emerging from a waterfall you see them: Lif and Lifthrasir, older now but no less radiant. Their children and grandchildren pour out of the cave behind them. You have faced down your end more times than you can count; however, now, as the settlers make their way into a newly formed world, you know that your work is just beginning.

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Index Actions 10, 65 Agder 80 Albion 89 Alfheim 98 Algiz 53 Andvaranaut 129 Ansuz 53 Archer of Albion 106 Armor 36 Artifacts (Attunement) 128 Artifacts (Breaking Attunement) 129 Artifacts (Creation) 129 Asgard 98 Ash-men 85 Assault Phase 43 Assault Phase (Table) 44 Assault Phase for Settlement Defense (Table) 49 Attack (Settlement Upgrades) 47 Aurochs 106 Axe Range 64 Axes (Subdomain) 22 Backahast 107 Base Damage 16 Base Spell Damage 16 Basic Attacks 16 Basic Attacks 65 Battleborn 17 Bearer of Ulfbert 19 Beauty of Balder 19 Beorn 108 Bergbui 108 Bergfolk 109 Berkanan 53 Berserkr 109 Blessings of the Gods 17 Blood Mage 110 Blood Mage Acolyte 110 Blood Mage Master 111 Blood Magic (Subdomain) 24 Bloodaxe 17 Blood-Eagle 68 Blota (Description) 86 Blota (Gaining Favor) 12 Bow (Subdomain) 34 Bow Range 64 Braggi's Tongue 19 Cave-Bear (Tribe Mother) 112 Cave-Bear (Tribe Shaman) 111 Cave-Bear (Tribe Warlord) 112 Cave-Bear (Tribe Warrior) 112 Champion (Template) 105 Chaos-Magic (Subdomain) 31 Character Development 36 Chimera 113 Cloak of the Falcon 129 Combat (Monster vs. Monster) 68 Combat (Player vs. Player) 68 Conscripts 114 Critical Hits and Failures (Table) 67

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Dagaz 54 Dagger-Fighting (Subdomain) 31 Delay Turn 64 Destroyer of Giants 130 Distance Increment 64 Divine Abilities (Raiding) 12 Divine Abilities 11 Dodge 65 Draugr 114 Draugr Runecaster 114 Draugr Warrior 115 Draupnir 130 Drengr Hero 116 Drengr Infantry 115 Drengrlands (Map) 83 Drengrlands 80 Dwarvenborn 19 Ehwaz 54 Elephant Cataphract 116 Equipment 35 Eye of Heimdall 19 Eylanda 84 Fast Actions 65 Favor 12 Fehu 55 Fenrir's Maw 84 Figure of Gullinbursti 130 Figurine of Tanngrisnir 130 Fire Drake 117 Fjordane 84 Floerdmagik (Subdomain) 31 Focused Ability (65) Force of Nature 11 Force of Nature 33 Forsaken of Odin 20 Fortune-Telling (Subdomain) 34 Freyja (Domain) 33 Gallian Chevalier 118 Ganglere 20 Gardarike 92 Gebo 55 Gjallarhorn 131 Growth and Fertility (Subdomain) 35 Gunnarsson 17 Hagalaz 55 Halfralf 20 Hammers (Subdomain) 22 Hand of Tyr 20 Hashashin 118 Helheim 99 Holmgang 87 Holy Gallian Empire 89 Hordalands 81 Hordes 104 Hrunting 131 Huldra 119 Hymir's Cauldron 132 Ihwaz 56 Inclusivity 12 Ingwaz 56

Initiative 64 Insight (Artifact) 132 Interrupt 11 Interrupt 65 Ironback 17 Ironside 17 Isaz 56 Jarl 85 Jarngreipr 132 Javelin Range 64 Jera 57 Jokul's Gift 132 Jotnarhamr 18 Jotunheim 99 Jotunn 120 Justice of the Gods (Subdomain) 28 Karl 85 Kaunan 58 Laguz 58 Leadership (Subdomain) 28 Left-Hand Company 85 Light Hands 11 Light Hands 31 Lightning Magic (22) Lindworm (Young) 127 Lindworm 120 Lodbrok 18 Loki (Domain) 30 Magnusson 18 Mail of Randalin 134 Mannaz 58 Manticore 121 Map (Continent) 90 Martial Prowess (Subdomain) 22 Mead-Break 68 Mercenaries 43 Midgard 100 Might of the Storm 21 Miklagard 91 Morotar's Staff 134 Movement (Description) 11 Movement (Actions) 64 Muspelheim 100 Muspellsmegir 121 Naegling the Once-Broken 134 Natural Leader 27 Naudhiz 59 Navigation (Settlement Upgrades) 45 Navigation 41 Nidavellir 98 Niflheim 99 No-Name 18 Non-Lethal Damage 65 Odin (Domain) 24 Odin's Visage 20 One Eyed Wisdom 24 Othalan 59 Pertho 59 Planning (Settlement Upgrades) 45 Planning 41

Index Pushing (Action) 65 Quench 134 Rage Magic (Subdomain) 25 Ragnarok 88 Raiding (Chapter) 39 Raiding (Failure) 44 Raiding (How to Run) 40 Raiding (In the Nine Worlds) 101 Raiding (Pass by/Fail By Table) 39 Raiding Season 11 Raido 60 Ravens (Mercenary Group) 85 Ravens of Loki 122 Remedy 135 Resting 68 Rollover 10 Runecasting (Chapter) 51 Runehunter 20 Rune-Magic (Subdomain) 26 Runemarked 18 Runes (Random Rune Table) 52 Runes (Using) 51 Running the Game 69 - 78 Safely Rest 68 Saga-Weaving (Subdomain) 33 Sarkaland 94 Scouting (Settlement Upgrades) 46 Scouting 42 Scouting Range 65 Seer (Settlement Upgrades) 48 Settlement Defense (Settlement Upgrades) 47 Settlements (Defending Your Settlement) 48 Settlements 45 Shadow of Loki 20 Shields (Subdomain) 28 Shields 36 Sigmund 18 Skidbladnir 134 Sleeping Around the Campfire 68 Snake Eye 18 Sowilo 60 Spear and Javelin (Subdomain) 26 Status Effects (Table) 66 Sterki 20 Stormborn 20 Surnames 17 Swords (Subdomain) 28 Tactics (Settlement Upgrades) 46 Tactics 43 Thor (Domain) 21 Thrall 85 Thurisaz 60 Titles 19 Tiwaz 61 Tooth of Jormungandr 20 Totem 101 Treachery (Settlement Upgrades) 46 Treachery 42

Troll 122 Tyr (Domain) 27 Ulfr 123 Ullrson 18 Uruz 61 Valkyrie 123 Vanaheim 98 Varangian Raider 124 Varg 125 Vargr-Mann 126 Vestmar 82 Weapon Damage 16 Weapons 35 With Joy I Cease 16 Wunjo 61 Wyvern 127 Yggdrasil (Roots of) 101 Yggdrasil 97

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