(VKR) Vikingr
(VKR) Vikingr
Graham Bottley
This game is based on the OpenD6 RPG originally published by West End Games and later made an
“open source” ruleset. A large debt of gratitude has to go to WEG for that decision, making the
creation of other derivative games like this easy.
A lot of thanks also has to go to the artists who provided the illustrations for the cover and interior.
When I write a game, I am influenced by various sources, but also by the art as it is completed.
As always, I need to thank my gaming group for their early stage thoughts, suggestions and destruct
testing they put my games through. Simon and James are particularly helpful here, and have been for
many years.
Also, again as always, I need to thank my family. Writing a game and running a Kickstarter campaign
are long, hard jobs and having my family to support me on the rare occasion I am away from the
keyboard is what keeps me going.
Lastly, huge thanks are due to the backers of the Kickstarter campaign itself. I did not set a huge
target; simply one just about enough to pay for the art. As has often happened, the backers of this
campaign went far past that! I have listed the names of all of the backers at the end of this book.
Please visit our website at www.arion-games.com for more information on this and other games
introduction 2 introduction
Introduction 4
Chapter 2 Combat 11
Chapter 4 Equipment 31
Chapter 6 Shieldwalls 49
Chapter 8 Campaigns 65
Chapter 9 Enemies 71
Appendix 1 Tables 83
Appendix 2 Archetypes 84
Index 96
introduction 3 introduction
Vikingr, in Old Norse, is a person who goes on expeditions by sea, primarily to raid settlements for slaves and
valuables. A group of Vikingr is known as a Vikingar and the original term for their raiding was to go on “a
Viking”. From these terms we derive the english term Viking, meaning an early sort of pirate.
And that is what this game is about. Vikingar going on raids by sea, Looting and pillaging, fighting and
brawling. Adventures in foreign lands, exploration, trade and even more fighting.
But. This game is not a Historical game. Instead we have aimed for a “Viking Flavoured” game. It is
historically based, but there are fantastical elements included and terms and names may not be totally accurate.
It would not be difficult to run a strictly historical game with these rules, nor would it be difficult to have a game
of Vikingar fighting Orcs and Goblins round every corner. But as written, the game is somewhere in the middle.
The essence of Vikingr is to give the GM a toolkit, allowing them to run whatever Viking-style game they want
to in whatever setting they prefer. And because just about everyone knows of the vikings and everyone has
their own setting in their head, we have made it easy to tweak. Chapter 8 contains guidance on possible
different campaign styles.
The rules are based on the D6 RPG system originally published by West End Games, and later released as an
open ruleset for others to further develop. We obviously owe a debt of creativity to WEG and all earlier
developers.
introduction 4 introduction
The basic rules for Vikingr are very simple. A number give 6D+1, which is rolled to try and hit someone. A
of six-sided dice are rolled, the numbers are totalled Hero without the appropriate Skill can usually roll just
and compared to a target number. If the total is equal the Statistic to attempt an action.
to, or greater than, the target number (TN), whatever is
being attempted is a success. If the total is less than
the target number, the attempt is a fail.
A test against the world uses a fixed TN as described Some actions are easier if the Hero is assisted by other
above. However, an action taken against another characters. This does not apply to missile attacks, but
person will depend on their Statistic or Skill levels. A could apply to an attack in hand to hand combat where
Hero trying to push a sailor over the side of a ship one character provides a distraction or a block to make
would make a Muscle (or Strength) roll, as would the an attack easier. Some actions (such as building a boat
unfortunate target of their shove. If the pushing Hero or lifting a cart) can benefit from multiple assistants,
rolls a higher total, the sailor is pushed overboard. If whereas others (forging a sword or binding a wound)
the sailor rolls higher, they break free. A tie would see may only benefit from one at most. Assisting another
the sailor teetering on the edge, and both could re-roll character requires an action.
on the following round.
An assistant grants a bonus to the action equal to +1
A GM can apply bonuses or penalties to either party in for every two full D in the appropriate skill. A Hero with
an opposed test to reflect circumstances. If a Hero is Boatbuilding 4D+2 would grant a bonus of +2 to
racing an enemy to reach a gate before it can be closed another boatbuilder he assists.
but the guard is running on a nice firm road whilst the
It is also possible to
make opposed Luck
rolls. A hidden
assassin is about to
shoot one of three
Heroes in the back as
they walk past. The
assassin has no orders
as to which one to shoot,
as long as he does shoot
one. All three Heroes
would make Urd rolls,
and whoever gets the
lowest will get a short
sharp shock!
Make a hand weapon attack; To flee combat, the character must make a Dexterity
Move; test against the highest Awareness static defence of their
Charge an enemy; enemies. If the test fails and the character flees anyway,
` Jump onto a table; all enemies receive a “free” attack that does not incur
Leave combat; an additional multi action penalty, although the existing
Fire a bow or throw an axe; multi action penalty does apply.
Kick, punch or push an enemy;
Pull over a table;
Dodge, block, parry or use a
shield against an attacker;
Assist an ally with an attack
or other action. Active Defence
Normally an attack is made against one of the static
Many of these will require defence numbers determined at Hero Creation. These
a skill or statistic roll, but defences apply if a Hero can see the attacker and knows
not all. Even if the Hero the attack is coming. An attack against an unaware
takes an action that does opponent has a standard TN of 5.
not require a roll, it still
uses up that action However, a Hero or other
“slot”. character can choose to roll their
defence against an attack, which
If a Hero moves, will usually result in a higher
jumps, climbs etc as defence score and thus the
their action, the defender is more likely to avoid
obvious question is the attack. This active defence
“how far?” It is best counts as an action and once
to keep combat declared and rolled counts only
fairly abstract, against that one opponent for that
and so the round, although it will apply to all
answer is usually subsequent attacks from that enemy.
“far enough” or “not
far enough”. As a If the rolled total is lower than the static
rule of thumb, a value, the static value is used instead.
Hero can run 100 A character will normally use their best
feet per round defence against an attack, although the
on reasonable defender can choose which defence is used
ground and against any given attack.
could jump a
few feet
along or a
couple of
feet
straight
up. If one Hero
is trying to catch
Dodge
Static value is equal to Dodge Skill Dice x3 plus pips
Parry
Static value is equal to Long or Short weapons
(whichever is held) Skill Dice x3 plus pips Armour
Strength Dice x3 plus pips Most warriors who can afford it will wear some form of
armour in battle. Although it does restrict movement
Active Parry is rolled on Long/Short Weapons Skill or somewhat, it can also absorb much of the damage from
Strength a successful attack.
Assuming a Hero can afford to buy a particular armour,
Parry can be used against any hand to hand or unarmed the benefits and penalties of each are given below. The
attacks from one opponent. Protection value adds to the Soak of the character (see
the Damage section below). The Penalty value reduces
Shield Attacks and Initiative, as well as all other physical
Static value is equal to Shield Skill Dice x3 plus pips actions undertaken by the character (but not Defences).
plus Shield Value These modifiers are not pips and so do not increase
or decrease dice totals; rather they are a flat modifier
Dexterity Dice x3 plus pips plus Shield Value to the values and rolls.
attacks are either firing a bow or throwing If the TN is exceeded by enough, one of the two possible
a spear, axe or dagger. This attack roll is made effects can be chosen to be applied to the attack. It is
using the Ranged or Thrown Weapons Skill or the also possible to choose a “lesser” effect if desired.
Dexterity Statistic.
Kill Opponent
The target of this attack is dead.
The attacker rolls the Damage dice for the weapon they
are using. The damage value for each weapon is based
on Strength, and the damage dice totals are as below.
The damage total rolled for the weapon should be compared to the Soak
plus the Protection value of any armour worn by the target. If the damage
value is greater than the Soak+Protection, damage has been inflicted to the
target. The more the damage total exceeds the TN, the more damage has
been inflicted.
It is suggested that Heroes and major NPC’s should normally roll their Soak
total, and should always use the table below to determine how badly hurt they
are by a blow:
If a Hero is wounded or worse and are then wounded again, the severity level increases by one.
A character can be Stunned and Wounded at the same time, and both penalties will stack.
Push Back
A Push Back attack will not do any damage if it hits but
it will push the target a few feet away from the attacker.
This could be dangerous if the fight is taking place on
a bridge or ship and will also counteract a Close Up
attack (see below).
Close Up
An attack roll must be made for this attack type, but if
it hits no damage roll is made. However, the attacker
and target are now very close together, possibly holding
on or with interlocked equipment. Whilst this close,
both attackers make attack rolls with long weapons with
a penalty of -1D and reduce their Parry by -1D (active)
The following section is optional due to the increased
or -3 (static). Either combatant may use a move option
complexity.
to cancel this status, but only if there is plenty of space
around them. A fight inside a house, on a ship, in a
Whenever a character makes an attack in hand to hand
dense forest or in the middle of a battle will be too
combat, they can choose to attack in a specific way. An
crowded to move away. In these situations only a Push
attacker may try and inflict more damage, change
Back attack will separate them.
positioning, open an opponent’s defence up etc. Only
one of these types may be used for a given attack,
although a Hero making more than one attack in a Feint
round may mix and match attack types as desired. The This attack tries to open up the defences of the target
GM may, on occasion, limit which attack types are by feigning a mistake such as a slip. If the attack hits,
available to a Hero in a given round due to other the damage roll is increased by +2. If the attack misses,
circumstances. Some of these types may not be used the attacker has a cumulative penalty of -2 to the
with ranged attacks. defences of the attacker for the rest of that round (or
the first attack of the following round if no attacks follow
Standard Attack this one).
This attack uses the standard rules and is the default
type chosen.
Famous Parent
This Hero is the son or daughter of someone well
known locally and in the wider area (decide the details
with the GM). This Hero starts with 1D in Renown.
Old
An Old Hero is, obviously, older than most others
who go raiding. Although prone to more aches
and pains, the Hero already has more experience
of life and has an extra 2D to spend on skills at
Character creation. In addition, starting skills can
have 2D+1 put into them rather than the usual 2D.
Fast
Any Hero with this Edge has blindingly fast
reactions and can land a blow before others have
started moving. In combat, this Hero will always
win initiative. If two or more combatants have
this Edge, they must roll initiative normally
amongst themselves, with normal fighters
acting after all Fast characters.
Wise
This Hero has huge reserves of common sense and can
see clearly in most situations. The GM should warn the
player of this Hero if they are about to do something
stupid. In addition, the player can ask, once per
adventure, for GM advice on an upcoming battle,
difficult situation or emergency. Although the GM does
not have to reveal secrets or do all of the planning for
the player, they should provide in-depth advice.
Skinchanger Scout
This Hero can change their shape into that of a Bear This Hero has spent many years walking alone and
or Wolf, or sometimes other large and wild animals. watching. Watching for the approach of enemy armies
Whilst in this form, they retain their own mind but are or ships, the migration of reindeer herds, the travel of
otherwise of the animal form. Transformation takes a traders. A Hero with this Edge can assess both the
full round and no equipment changes when the form number and quality of observed troops and has a
does. (Mythic campaigns only). special +1D bonus on all stealth and observation tests
when operating as a scout for either an army or a small
Seer group.
This Edge gives the Hero visions of possible futures
and pasts. They arrive unpredictably, are vague and Gothi
confusing and are never what will actually happen. The If a Hero has this Edge, they are recognised by both the
Hero may also buy the Visions skill, which people and the Gods themselves as a conduit to Asgard.
D6 Urd
1 The Gods will favour you.
Everyone, Hero or otherwise, is tied to a destiny (Urd Gain +2 temporary CP.
or Wyrd) by the three Norns who carve the fate of every 2 You will gain silver and gold.
newborn into the World Tree. To this end, every new Gain an extra +1 Loot Pip per Loot dice acquired.
Hero must determine that which has been, that which 3 Your life will be spared.
is and that which will be. This stage of character You may ignore any one attack, which misses
creation is, and must be, random and these results completely.
cannot be chosen by the player. 4 The Norns watch your future.
You have a bonus of +1D to all Luck tests.
Many of the effects derived from these tables will only 5 The Omens are good.
apply later in this process. Make a note of what you You may re-roll one test.
roll. 6 Great wisdom will be granted to you.
You may ask for GM advice once.
Norn Skuld - That Which Has Been
D6 Urd
1 You have been a fast learner.
You have +1 Skill Pip to spend.
2 You have been prudent and careful in your trade.
Gain +1 Wealth Rating Pip.
3 You have become known through a series of
small but significant deeds.
You start with +1 Renown Pip.
4 You have saved coin and other valuables in a
safe place.
Add +2 Loot Pips.
5 You have faced danger many times and never
been afraid.
Gain +2 Bravery Pips.
6 You have natural talent.
You have +1 Statistic Pip to spend.
DEXTERITY
This Statistic is the speed, agility
and balance of the character, and
is a measure of their self control
over their own body. It influences
how fast a Hero can act in
combat, how proficient they are
with both ranged weapons and
smaller hand weapons and also
how good they are at getting out of
the way of an incoming blow.
PERCEPTION
A Hero with a high Perception is good at
noticing things, whether or not they are
actually looking for them, as well as the
ability to hide and move quietly. This
Statistic also covers the communication
abilities of the Hero, applying to
bargaining and commanding skills.
Climbing
Once the Statistic values have been determined, the This skill is used whenever the Hero climbs a tree, ship
Skills possessed by the Hero can be decided upon. mast, rope or ladder against a town wall. This skill can
Skill values are added directly to their appropriate also include balancing on a narrow tree branch etc.
Statistic and then the new dice total rolled to test that
skill. Thus a Strength of 3D+1 and a Swimming of Short Weapons
1D+1 would see the Hero rolling 4D+2. If the same A Hero wielding a Sax, Hatchet or Dagger (or indeed
Hero had a Brawling skill of 1D+2, a total of 5D would any small weapon of this type) in battle uses this skill
be rolled to try and punch an enemy because +3 of pips when making an attack. As a rule of thumb, any weapon
are converted into a full 1D. shorter than a man’s forearm comes under the purview
of this skill.
At the start of the game a Hero has 7D to distribute
amongst all of the skills. As usual, these D can be split Shield
into pips if required. A Maximum of 2D may be applied Most warriors use a Shield in battle, providing crucial
to any one skill. Skills may never be increased to more additional protection. This skill allows a Hero to
than 5D. increase their static and active defences against one
opponent when using a shield.
STRENGTH SKILLS
Bows
Athletics This skill is used whenever the Hero fires a bow at an
The Athletics skill covers such activity as climbing, enemy or hunted prey. Although raiders are not great
running, jumping and so forth. Essentially, any physical archers as a rule, bows can be very useful at times.
exertion requiring muscular strength.
Long Weapons
Brawling A Hero would use this skill to attack in hand to hand
This skill covers punching, kicking, headbutting, combat with swords, axes, spears, clubs and any
wrestling and using improvised weapons such as stools, weapon used in two hands.
large clay jars or even tables.
Dodging
Thrown Weapons This skill is used to determine the static and active
Throwing Axes, Spears and Knives can all be used in Dodge defence values.
battles or against single enemies, and all of them use
this skill. It is also useful for cutting the braids from
wenches in drunken games!
Awareness
This skill is used actively when searching for something
hidden, and statically when someone else is attempting
stealth on you.
Stealth
Hiding from enemy troops, sneaking past a guard or
hiding treasure from an oncoming army are all uses of
this skill.
KNOWLEDGE SKILLS
Cultures
Knowledge of neighbouring and foreign cultures might
well avoid conflict where none is sought and could
prevent serious problems. Of course, if conflict is
required, this skill will also help that to happen...
Languages
For every full 1D in this skill, an additional language is
known to conversational level. The skill can also be
used to try and converse at least at a basic level in
almost any other language.
Survival
Obtaining shelter, food and water when away from
civilisation is essential to raiders in enemy territory or
when on a long land or sea journey. This skill will allow
a Hero to procure all three for themselves, and possibly
also for comrades.
Con
Deception is a vital skill to know. Persuading an enemy
Healing
leader that you have more troops than you actually have,
Wounds and disease are a common occurrence for
convincing a lord that very little treasure was obtained
warriors or everyday folk and anyone capable of healing
from a raid or an enemy that you are actually a poor
cuts, bruises, broken bones and stab wounds is in
fisherman and so should be let into the fortified town
constant demand. Rules for Injury and Healing can be
are all uses for this skill.
found in Chapter 2.
URD SKILLS
SEACRAFT SKILLS
(See Chapter 7 for more detail on the mystical aspects
(See Chapter 5 for more detail on the mystical aspects of these skills).
of these skills).
Rune Lore
Boatbuilding This skill allows the Hero to read and understand
This skill is used to design, supervise and actually build written and engraved runes, and write them also. If the
boats and ships; anything from a small rowing boat to Hero has the appropriate Edge, they are also able to
a large sea-going Dragonship. Ship construction is make use of the mystical power of these symbols.
covered in more detail in Chapter 5.
Saga Lore
Sailing The great Saga’s are a source of entertainment, learning
Out on the open ocean, when the weather is right, ships and pride to most raiders, and almost everyone will
and smaller craft can be propelled by wind power alone, know at least fragments of these. However, knowing
and quickly at that. However, sailing a ship through all the whole of even one Saga is a great challenge, and
weathers is an exacting task and requires great skill. really understanding the meanings is even trickier.
Rowing Omens
Although almost all craft are fitted with at least one sail, The Gods and natural world provide many pointers to
sometimes it is necessary to move by oar power. Even the future to those who know where to look and how
out at sea, the wind can drop suddenly and not rise to interpret them. This skill helps a Hero to make sense
again for many hours. Travelling close inshore or along of these omens and what they might mean for destiny.
rivers also requires muscle power to move the ship.
Religion
Sealore The Gods are fickle and require constant devotion and
Although many people sail the seas as fishermen or attention; but it must be the right sort of attention.
traders, not everyone can really read the mood of the Sacrifices are good, but the right words must be said
ocean and really understand what is, and what will, at the right time over the right sacrifice. Get those wrong
happen. Strange currents, unusual tides and hidden and the Gods might get very angry indeed! This skill
reefs are all dangers that should be understood by a provides an understanding of the proper ways to placate
good shipmaster, and those always have a good rating the Gods and keep them happy.
in this skill.
Visions
Fishing Dreams, drunken hallucinations and the things seen
This skill covers the harvesting of fish from rivers and when certain plants and mushrooms are eaten can be
the sea, by net, by line or by spear. A really good very strange and hard to understand. This skill helps
fisherman can turn up enough food to keep many
Shield
Equal to Shield Skill Dice x3, plus pips, plus Shield
Value
Block
Equal to Brawling Skill Dice x3, plus pips
Soak
Equal to Strength Dice x3, plus pips
Noble Edge -
Good Clothing and Jewellry
Wealthy Edge - Good Clothing
Shieldbearer Edge -
A Good Shield
War Leader Edge - A War Horn
Ship Builder Edge -
Woodworking tools
A Hero can also use their Wealth Rating to buy other The roll succeeds, but only by between 1 and 10. The
bits of equipment. This can be done during an purchase will exhaust the wealth of the Hero if the
adventure or out of season, and is as simple as making purchase is made and no further purchases may be
a Wealth Rating roll against a TN set by the item to be made until the start of the next season. If another Hero
purchased (TN’s for sample equipment are given later (or Heroes) has assisted with this Wealth Rating roll
in this chapter). If a Hero who is buying equipment for and the success is between 1 and 10, the assisting Hero
themselves also has the Bargain Skill, they are able to is also out of free wealth and may not make rolls
themselves or assist with wealth rolls until the next
raiding season. If the Hero decides not to make the
purchase, further purchase rolls may only be made for
lower TN items until a month has passed or the Hero
visits another settlement.
It can be added to a purchase test using Wealth Rating, Buying a cargo requires a 10TN Bargain test to buy
although if the roll is a success and the item bought, the each unit of cargo. Chapter 5 gives the cargo capacity
Loot D and pips committed are forever spent. A Hero of each ship type. If the result is between 10 and 19,
can use some or all of their Loot as they see fit. These the trader will stretch their resources buying this cargo
D and pips add to the Wealth Rating in the normal way. and if the trade goes ahead, the trader will have a -1D
penalty for future buying tests until the cargo is sold. If
Loot Dice or pips can add to Wealth Rating when the buying test is re-attempted here before a month has
determining the starting equipment at the beginning of passed, the same result will apply.
a raiding season. Like a successful purchase roll, once It is not normally necessary to specify exactly what the
used this way the Loot is spent and gone. Loot D and vessel is carrying, although the players can decide this
pips can also be added to Wealth Rating to determine if they wish.
living standards for one year, but is also expended this
way.
All of this means that ships are the lifeblood of any town
or village. A Jarl or King will want the biggest and best Speed
ships and poor quality or old ships could lead to the This Statistic reflects how fast the ship moves through
loss of many brave warriors at sea. Even the small and the water. It is used to find out how long a journey takes,
large trading vessels, fishing craft and small personal whether one ship can catch another and also whether
boats need to be sturdily built and well looked after if a ship can be easily beached. In general, the shallower
a settlement is not to fail. the draught of the ship, the faster it is. That is to say
that the deeper a ship sits in the water, the slower it is.
Ships will be essential to any Hero and their followers. Because of this, the Cargo and Speed ratings added
This chapter describes how they work in play, how they together cannot be more than 5 (unless the ship has no
are designed and built and some standard ships of the oars, in which case the maximum total is 6). The fastest
region. ships have no cargo space at all and the heavily laden
cargo ships are slow.
Cargo
This statistic is simply a number between 1 and 5 rather
Ships, whether large or small, have various Statistics than a dice value. This value determines how much in
just like Heroes and other character do, and these can the way of trade goods, passengers, loot or slaves a ship
be tested with dice rolls in exactly the same way. Thus can carry.
a rickety old ship, falling apart at the seams, might have
a Seaworthiness of 2D. If the weather gets up and a Each point of Cargo rating allows for the carrying of:
Seaworthiness test is called for, 2D are rolled and the 1 unit of cargo
total compared to the TN. On a failure, the ship starts 10D of Loot
letting in water, but on a success it just holds together.
These Statistics, which have a maximum of 5D, and the
way they are used, are given below: Crew
Since all vessels require a crew to sail (or row) them
effectively, each has a Crew rating. Unlike the other
Hull Statistics, this one is not determined by how the ship
This statistic is somewhat analogous to the Strength of is built or what has happened to it since; rather the Crew
a Hero. It refers to how tough the hull is, how much rating changes as those on board change. In general
punishment it can take from weather, waves, collisions the Crew rating will be assigned by the GM based upon
and groundings. A high Hull rating means that a ship who is onboard.
will be very, very difficult to break up. Hull is not related
to the size of the vessel. A large ship could be fairly
fragile whilst a small two-man boat is tough; or indeed Urd
vice versa. Just like Heroes, ships also seem to have an innate luck
and destiny. Some ships have problem after problem
before finally sinking on a fine calm day whilst others
Obvious cases such as two ships racing to get to a port Rowing requires a full complement of crew to effectively
first would be made as a direct Speed test against each row a ship. For every 10% of rowers missing or injured,
other. reduce the Crew Skill by 1D.
A ship damaged by
a collision with
another ship
or with rocks,
by enemy
warriors or by
fire will
increase in
Damage
levels Repair
like a
Hero A damaged ship must be hauled out of the
does water to be repaired, and each severity level
requires a week or so to repair, given
when adequate crewmen, materials and tools. A
they take Shipbuilding test will be required from
damage. whoever is leading the repair, although
The damage will have a assistance is possible. A ship damaged to Sinking
D value that is tested severity can still be repaired if the damage is
as an opposed roll incurred on a river or close to shore and the
vessel is recoverable.
Damage Severity TN
Weakened 5
Damaged 10
Severely Damaged 15
Sinking 20
Ship Luck
A GM can ask for a ship Luck test in the same way as The six Seacraft Skills that a Hero can have are all
they would for a Hero. If a burning sack of oiled straw extremely useful on board ship and should not be
is thrown onto a ship, a Luck test may be called for to neglected. The specific use of each of these is covered
see if the ship itself ignites. A ship sailing under a cliff below.
when a rockfall occurs would also need to make a Luck
test. The effects of failed or passed tests are determined Boatbuilding
by the GM. A Shipmaster can use CP’s to improve these This skill is used primarily to build a new ship (using
rolls, but no other Hero. the rules in the following section) but is also used to
repair damaged ships. This skill can also be used to
assess the structural integrity or quality of another ship
or even sabotage a vessel!
Sailing
Used to control a ship under sail, this skill also covers
all of the ancillary tasks involved such as sail repair,
rigging, steering etc.
Rowing
It is possible for a Shipmaster to fit a carefully carved This skill is used by a Shipmaster to focus the efforts
and dedicated Dragon Prow to their ship to increase of a rowing crew, but is also used by an individual Hero
their Luck tests. This prow is normally only fitted when to row a small boat.
away from the ship’s home port (and in fact will have
no effect if fitted when in sight of home) but when the Sealore
Dragon Prow is fitted to a new ship, it has +1 Luck pip. This is an essential Skill for all Shipmasters due to the
Luck points can be added to any Luck test at the many facets of knowledge required during a voyage.
discretion of the Shipmaster. If the Luck test succeeds, Knowledge of ocean and offshore currents, reefs and
the bonus increases to +2 Luck pips and so forth. sandbars, tides and rivers are all continuously tested.
Navigation
This Skill is used to plot and maintain a course between
two locations using the sun, the stars, ocean currents
and even the taste of the water! Stage 2 - Build Hull
Of course, many other Skills and Statistics will be useful The Hull of the ship is built first and defines many of
on board a ship, from climbing (going up the mast to the later features. The Shipbuilder must decide what
see further) to Athletics (oar running!) to Omens (is it Hull Statistic rating they want to have, and the person
the right time to sail?). An inventive player will make paying must then make a Wealth Rating test. The base
the most of what their Hero can do. TN depends on the Hull Rating of the Ship, with a
further modifier for the size.
Hull Rating TN
1D 5
2D 10
Although Heroes will often start a campaign as part of 3D 15
the warband of a Jarl and go raiding on the Jarl’s ships, 4D 20
at some point the Heroes will want to build their own 5D 25
ship. This section contains the rules and procedure Per pip +2
that should be followed when a Shipbuilder Hero starts Small +0
construction. Medium +5
Large +10
Remember that a Hero with the Shipbuilder Edge adds
+2 to each of the ship Statistics (not Crew or Cargo) at This stage will normally take at least a couple of
the end of the process. months, during which time the Shipbuilder must be in
constant attendance.
It is important to remember that a ship can be built over If this roll is failed, the ship will never sail, although at
months or even years if necessary. Only the wealthiest this stage the ship can be deconstructed and another
individuals can build a ship straight off, and many attempt made, taking more time but no further Wealth
Shipbuilders will have several hulls on the go at any Rating test.
Stage 3 - Waterproof The next stage is to fit out the ship and finish off
construction. This stage will determine the Cargo
The next stage in the construction process is to caulk Rating and Speed Rating of the vessel. The Cargo
and otherwise waterproof the ship. This stage Rating does not require a Wealth rating or Shipbuilding
determines the Seaworthiness rating of the vessel and test as it is mainly an allocation of space for cargo along
depends upon the amount of time and money spent, with a few small structural modifications. The
and the skill of the Shipbuilder. maximum cargo rating does however depend on size:
Again, a Wealth Rating test must be made by the Size Max Cargo rating
financial backer, with the TN depending on the Small 1
Seaworthiness rating and the size of the ship: Medium 3
Large 5
Seaworthiness Rating TN
1D 5 Remember that a ship may have a Cargo rating of 0 if
2D 10 desired, although there will only be limited space for
3D 15 Loot and passengers.
4D 20
5D 25
Per pip +2
Small +0
Medium +5 Once the Cargo rating has been allocated, the Speed
Large +10 of the vessel needs to be determined. This is mainly
based upon the shape of the Hull (itself influenced by
Next the Shipbuilder must make a Shipbuilding test to the Cargo rating) but also by how the timbers are treated
determine if this process is carried out properly. If this and finished and will have a maximum equal to 5 minus
test is failed, the final Seaworthiness rating is reduced the Cargo rating. A Wealth rating test is required first,
by 1D for every 5 the test is failed by. To re-waterproof modified by both the Size and whether Oars are to be
the ship, it must be completely dismantled and the fitted:
Stage 2 Shipbuilding test must be repeated before this
stage can be re-tried. Speed Rating TN
1D-2D 5
Seaworthiness Rating TN 3D-4D 10
1D 5 5D 15
2D 10 Per pip +1
3D 15
4D 20 Small-Medium +0
5D 25 Large +5
Per pip +2
Oars +5
Skipsbat
Coastal transport
These boats are towed behind (or stowed on) larger Small
vessels to allow easy transport between an anchored Yes
ship and the shore, or else used by people living on 2
rivers or the coast to easily cross water. These boats 6
sometimes have a small mast and sail, but they are
rarely strong enough to survive the open seas. 2D
2D
4D
1
2D+2
2D
25
3D
3D
4D
1D
3D
2D
40
Longship
Size: Medium
Yes
10
90
3D
3D Knarr
3D
2 These large trading ships are only half as long as the
3D mighty Busse warships, but are much wider and sit
2D+1 deeper in the water. Able to carry a huge amount of
cargo at a reasonable speed across the open ocean,
47 each Knarr has the potential to make good profits at
every port. Despite the large sailing crew, these ships
feel more spacious than the smaller trading vessels.
Bulk trader
Large
No
16
-
2D
3D+1
Busse 2D
4
The Busse is the largest warship built by the northmen 3D
at up to 50m in length. These enormous ships have a 2D+1
rowing crew of five full warbands, meaning that each
one is carrying a veritable army of warriors on board. 40
The long and narrow design is fast under sail or when
rowed, but at the cost of cargo capacity. Whilst this ship
can carry some loot away, they are often
accompanied by trading ships
purely to remove the loot.
Coastal Boat
Personal transport
Small Warship
Yes
1 The threat posed by the Sea Raiders has led many
4 “target” countries to construct their own warships in the
forlorn hope that they can prevent the raiders even
1D+2 landing ashore. These warships tend to be smaller and
2D slower than their intended prey, but they still carry
3D contingents of soldiers for when they do trap an enemy.
1
2D Warship
2D Large
Yes
25 16
120
3D
2D+1
3D
1
Trader 2D+2
2D+1
These wide ships are used to transport all sorts of trade
goods along the coast and across the open sea. They 45
do not have oars and so rely solely on the wind for
propulsion. There are many hundreds of these ships
criss-crossing the seas in the summer season, with few
shipmasters risking the winter storms.
Trader
Medium
No
2
-
Armour
Weapons
3D
3D (+4 for shield)
3D (+3 for armour)
2D
2D
2D
Berserker Warband
5D
3D
5D (+3 for armour)
4D
3D
4D
Charge
This option allows the Warband to both move and
attack in the same Battle round, something normally
not allowed. However, the Warband becomes Open
during the course of the movement.
Damage Roll
Morale
Multiple Warbands
Ranged Attacks
Odin
Odin is the King of the Gods, and father of many of
them! He is usually described as an old man with
The Gods are omnipresent in the world, and most one eye, riding an eight legged horse named
people believe that not only are they here, they are Sleipnir and accompanied by two ravens. Odin is
walking around looking like an ordinary person and a symbol of war and death but also music, magic
getting involved in earthly events. People do not and the future.
worship a single God; rather they revere all of the
Frigg
The Queen of the Gods and wife of Odin, Frigg is
the Goddess of love and fertility. Frigg is described
as a very beautiful woman dressed in rich clothes.
This Goddess is also associated with wealth and
magic, and some tales suggest that Frigg taught
magic to Odin himself.
Thor
One of the more popular Gods with raiders and
warriors due to his representation of thunder and
healing and also of oak trees, widely used in
shipbuilding. Thor is a muscled man with a magical
hammer, gloves and belt. This hammer, named
Mjolnir, is also the symbol of Thor and widely worn
as an amulet.
Tyr
Tyr is the God of war and glory, and the one who
decides which army is victorious in battle. As such,
all warriors revere Tyr, who is depicted as an armed
man. Tyr also represents justice and law and so is
a popular “favourite” God for Jarls and other leaders.
Loki
This God, known as the Trickster, is a shapeshifter,
troublemaker and divine criminal. Whenever there
is mischief or underhand dealings, there Loki will
be. It is also said that this God is the father of Odin’s
horse and Hel, Goddess of the underworld!
Several of the special Skill uses described below inflict The second way to use the Skill is to read the Omens
an Urd Penalty when used. Similar to a Wound Penalty, as a full ritual. This takes a good few minutes to do,
this is deducted from any further Urd Skill uses until requiring peace and quiet, the saying of the appropriate
recovered. Thus a Hero who uses the Visions Skill and charms and maybe even actions. This can be done
suffers an Urd Penalty of -1D will roll 1D less when even if no apparent omen has been mentioned by the
using the Omens Skill later that day or even week. If GM.
that Omens Skill use also applies an Urd Penalty, every
Urd Skill will then have a penalty of -2D until one or The Hero then decides how far ahead they will try to
other penalties are recovered. “see” and what magnitude of events are being looked
This penalty does not however apply to Luck tests made at. This will determine the TN. A TN of 5 indicates a
by that Hero nor would it apply to creating a Dragon fairly short term reading and a 30 indicates events of
Prow for a ship etc. great magnitude.
Scope TN Keywords
Minor short term (next day or so) 5 1
Minor longer term (next few weeks) 10 2
Minor long term (up to a year) 15 3
Major short term 20 4
Major longer term 25 5
Major long term 30 6
The GM should, if there is a Seer Hero in the group, If the Hero with the Seer Edge does not have the Visions
prepare a list of up to twelve Keywords about the Skill, they can still make an Urd test to see if the Vision
upcoming adventure season. These should relate to means anything, but they will need a Hero with that Skill
what is possibly to happen, significant events and to actually interpret it.
characters and so forth, and should be ranked in order
of importance and occurrence as given in the Scope
column above. These keywords are then revealed to
the Seer upon a successful Visions Skill test.
The GM should be careful not to give too much away
about the adventure, but equally the Keywords should
be of at least some use to the Seer. Runes are both a writing system, used for recording
information and sagas onto bark, parchment or stone
and also a way to manifest the power of Odin to whom
they are sacred.
Any Hero with the Runes Skill can read and write this
alphabet and is considered literate. These Heroes can
also identify the more powerful Runes described below
and will have some idea what effect they have.
Eihwaz (Yew)
Y
The Eihwaz Rune represents strength
and stability and can impart these
qualities when inscribed on an amulet,
armring or other similar item. The Rune
must be activated, and thereafter for six
A Runemaster can also, over the autumn and winter, rounds the wearer gains a bonus of +1D
carefully inscribe a Rune onto an item, normally of to all Strength tests and appropriate
metal to ensure durability. This process can only be Skills. This bonus does not apply to
attempted on one item each winter due to the amount Soak however.
of effort and preparation put into it, and has a TN of 20.
If this test is a success, the Rune is engraved
Z
permanently onto the item and can now be used once Yr (Protection)
per day until the item is destroyed. This Rune represents defence and the
avoiding of hurt and can help protect
Attempting to create a permanent Rune imposes a -1D a Hero from harm. Once activated, the
Urd penalty that does not recover until the end of the Rune will add +3 to a static or active
summer raiding season! Thus trying to create one of Shield defence value (if inscribed on
these Runes diminishes the power of the Runemaster the shield itself) or +3 to the Protection
for the whole of the adventuring season, but is value of any armour it is inscribed on.
recovered in time to attempt another permanent Rune The Rune will remain activated for six
the following winter. rounds.
t
Rune must be inscribed or painted
onto a visible surface such as a banner,
Leader’s helmet, shield etc. When
activated in battle, this Rune helps the
Leader of a Warband inspire his
Activating a Rune does not count as an action, nor does warriors. Once activated, and for the
it require a roll or test. following six rounds, the Leader has
an additional bonus +1D each round
There are six different Runes of power that are painted that can be allocated to any battle test
or engraved onto objects, but only a master will know made by that Warband. The Rune
all six. The Runes themselves are described below: remains active for six rounds.
d
This Rune represents hope and the to listen to the pleas and entreaties of the Gothi.
new day and can oppose fear and
uncertainty. The Daeg Rune must In a Vikingr campaign, a Ritual is most likely to be
be inscribed onto an amulet or conducted in the home village of the Heroes at the very
armring and when activated grants beginning of a raiding season, to try and bring luck and
a +1D bonus to all fear and morale success to wherever the Heroes are headed that year.
tests made by the wearer and any Holding a Ritual has a cost in money, as well as
companions. If the wearer is also requiring one of the Heroes have the Gothi Edge.
the leader of a warband, the bonus A Minor Ritual requires a Wealth test with a TN of 10,
applies to morale tests taken by that a Full Ritual has a Wealth TN of 20 and a Major Ritual
Warband as well. This Rune remains activated until has a TN of 30. The higher the TN, the longer, more
the following dawn. Permanent versions of this Rune elaborate and large scale the Ritual will be, with feasting
are always active. going on long into the night.
The Gods are an ever present force as far as a Vikingr A Ritual attended by almost the whole village/town
is concerned, and between them they watch over all that etc gains a bonus of +5, but one attended only by
everyone does. It is every warriors ambition to die with the Heroes and a couple of others will have a
a weapon held in their hand so that they might be taken penalty of -5.
by the Valkyries to Valhalla to see out the rest of time
drinking and fighting. The Gods also influence what A Ritual conducted outside a dedicated temple will
happens in the world; from disease to weather, from have a penalty of -5.
crops to trade, from love to war. To this end, the people
of the northlands pay due reverence to the Gods every A Ritual with no sacrifice at all has a penalty of -10.
day by their actions and by small prayers muttered over If an animal of some worth is sacrificed, there is no
a sick child or said at the start of a journey. bonus or penalty.
If an unwilling human sacrifice is made, there is a
bonus of +5.
Rituals The sacrifice of a willing human adds a bonus of
+10.
More potent than these minor pleas to the Gods are full If the sacrificial victim is a close relative or family
Rituals. These are ceremonies, normally conducted by member, there is a +15 bonus.
a Gothi (priest), usually in honour of a specific God and
with one aim in mind. A Ritual could ask for a new If the Religion Skill test succeeds, the Gods have heard
settlement to succeed, a journey to be completed safely, the pleas of the Gothi and will smile on whatever the
a warband to be victorious in battle or for a trade Gothi is asking help for. This should be specified (a
mission to be profitable. A Ritual is normally an ornate journey, a raid, a trade trip etc) and the benefits will
The Ritual Skill and the Gothi A Hero with this Edge can, by donning
Edge a specially prepared wolf or bear skin,
change into that animal. It is a rare
A Hero with the Ritual Skill is able to ability, and one that causes fear and
assist with Rituals, will know about unease even amongst allies, but
the Gods and their mythology and useful nevertheless. A Hero with
will be able to understand this Edge will start with a Skin of
foreign Gods. However, their choice, but another can be
without the Gothi Edge, the prepared over winter. A Hero may
Hero cannot lead a Ritual. only ever have one enchanted skin
at any one time and so during
any given season could change
into a wolf or a bear.
Wolf
+2D
18
9 + 2 for Armour (fur)
Once in animal form, the Hero has their own Knowledge 27
and Urd Statistics but uses the Strength, Dexterity and
Perception Statistics of the animal. The Hero has no
Seacraft whilst in animal shape. The Hero cannot
speak but may be able to communicate with close Bear
friends using signs or actions.
6D Running 7D, Bite 7D, Muscle 8D,
The Skinchanger uses the weapons, attacks, defences, Swimming 8D
armour and all other values of the animal and also gains 3D Awareness 5D, Stealth 4D
their senses. Whilst in animal form, the Hero cannot 3D Dodging 4D
use Renown, although they can spend CP’s.
+3D
12
18 + 2 for Armour (fur)
15
A Hero can spend XP to improve their animal form, and
these improvements persist even if a new skin is made.
Traders
Although the life of a trader may seem boring and
dull compared with that of a raider or explorer,
there are many opportunities for excitement and
There are many different types of campaign that can adventure in the trading of goods. The constant
easily be run with this ruleset. This list should not be travel and dangerous world can act as a backdrop
considered exhaustive, and nor should the types of to all sorts of excitement.
campaign listed here be considered alone. It would be
very easy to mix and match ideas to create the type of Varangian Guard
game you as GM want to run and your players want to One of the places that many far-travelling vikings
play. ended up was the great city of Byzantium and the
remnants of the eastern Roman empire. There,
Viking-themed many ended up in the Varangian Guard, the
This is probably the most common type pf personal bodyguard to the Emperor. These tall,
campaign; one that ‘feels’ like a viking game. There strong and experienced warriors proved incredibly
is a strong historical element, although not loyal to their employer and featured in many of the
necessarily accurate, mixed in with fantastical greatest events of that great city. The adventures of
elements, monsters and other themes that “feel” like a group of northmen in a far distant and alien city
they belong in a viking game. With this type of game would form the basis of a great campaign.
it is the vibe that is most important, but this type of
game also has the most freedom as the Heroes can Mythic Campaign
do almost anything. Inspired much by the legends such as Beowulf, this
campaign would see the Heroes face and (hopefully)
Raiders defeat monsters and creatures both great and small.
Viking is a term meaning “raiding enemy lands”. From Trolls and Draugr to Dragons and great
Therefore a Raiders game, where the Heroes lead wyrms, this campaign style is usually of a higher
ships and warbands across seas and oceans to raid power level than others and it may be necessary to
enemy villages, towns and religious houses is an increase the capabilities of the Heroes from the start.
obvious choice. Loot, slaves and other valuables Here, awarding more CP per season can also help.
are taken and enemies are slain. This type of game
is action-oriented, and makes great use of the Adventurers
Shieldwall and Ship rules. This style of campaign borrows heavily from many
fantasy roleplaying games and sees the Heroes
Jarls and Kings heading off as a small group into lands near and far
This type of campaign takes the action up a level to to explore tombs and caves, defeat enemies
where the Heroes are the rulers and leaders of one (mundane and mythical maybe?) and gather treasure.
or more settlements. The resources will be greater Warbands and battles will be a rarer element to the
(multiple ships and many warbands) but the enemies campaign with the focus tightly on the Heroes
will also be greater. The Heroes will still need to go themselves.
“adventuring” to lead their warbands, and most of
the campaign will revolve around leading small
armies against the enemy.
Hero Creation
Assigning ship crew & warbands The awarding of Loot to a group of Heroes following a
raid should take two things into account. The first is
Assigning the ratings for a newly raised Ships Crew or that any crews and warbands will also need a share of
warband (and in many cases these will be the same Loot. These warriors and sailors are not paid a wage,
thing) can be tricky. The players will be clamouring for and any warleader that withholds Loot from his Crews
top-notch ratings and trying to demand that their new will struggle to ever raise a Crew again. Thus although
followers are the best around. In general, the a raid may seize 10D of Loot, the portion assigned to
circumstances of the campaign should determine these the Heroes may be only 2D. Because of this, it is
levels at the time the units are raised. If the Heroes are recommended that a GM tells the Heroes only what
going against the wishes of the local Jarl in raising a their share will be, leaving the grand total to assumptions.
crew, the starting ratings should be fairly low as the The second thing to consider is how much to offer.
Crew will consist of whatever leftover men the Jarl did The Wealth rating of a Hero (or even a group of Heroes)
not want for his ships. However, if the Heroes are in is unlikely to be sufficient to build ships or buy serious
virtual control of their own town and are raising a small equipment and so the amount of Loot stockpiled will
Crew for the only raid of the year, they will be able to influence the ongoing tone of the campaign. As a rule,
pick the veterans and best sailors from the whole town a couple of D or so should be sufficient for an average
and the Crew ratings will be much higher. raid, although the danger and difficulty of the raid will
influence how much is awarded.
Visions and Godly Interventions It may be that an enemy cargo ship is seized during the
course of a season. In this case, 1D of Loot can be
Use of Omen Reading and Runes by the Heroes does acquired per unit of cargo. Similarly, selling the
not pose much of a problem for the GM. These both equipment of an enemy Warband should realise 1D per
require a specific Edge and offer certain short-term D the band has in its highest rating. Much of this is
bonuses to the rest of the group. However, Visions and likely to be damaged, or of poor quality.
Interventions offer something of a challenge, especially
to a novice GM. It could also be that a Hero wishes to sell a weapon or
armour seized from (or stolen from) an enemy. In this
This annual window for adventure has two major This is a thorny issue in many RPGs. Granting
implications. The first is the long game time too much means that the Heroes advance at
period between adventures. After finishing a startling rate and are the most
one raid, it may be another six months powerful and skilled people in the
before the next one starts, giving ample world after a few years. Awarding
time for things to change for both the too little can mean that a campaign
raiders and their enemy. A town left feels static and players can get
as a smoking ruin in the September frustrated.
may be rebuilt and re-fortified by the
following April! A good suggestion I have seen
The second implication is the used many times is for the GM
passing of years. A long to create a sample Hero
campaign that carries on for and then apply XP as if
twenty or thirty adventures will it were the GM’s own
see the young Heroes of the start character. Only stop
age significantly by the end. when the desired
Although a GM may apply the ability level is where
effects of ageing in this case, they the GM wants the
should not be enough to Heroes to be at the
debilitate the Hero. In many of end of the Campaign.
the Saga’s, older Heroes are still This is roughly how
as capable and dangerous as much total XP should be
their younger selves. awarded.
Bandit
9
3D Brawling 4D, Stamina 5D, 9
Swimming 4D 9 +4 for Shield
3D Awareness 4D, Stealth 4D 7
3D Dodging 4D 6 +3 for
2D Survival 4D Leather Armour
2D 12
2D
Most of the nations raided by
+1D the Vikingar provide their
rural and urban peasants
with some military training
and rudimentary weapons
12 and armour, and form
9 them into a militia of
9 some sort. These are
12 normally the young, the
9 old and the weak, with
12 all of the decent
physical specimens
Bandits are those unfortunates ending up trained
who have been exiled from a as Soldiers.
town or village and so make a These are
living (of sorts) by hunting, normally the easiest
trapping, foraging and enemies the Heroes
robbing. Bandits, even in will have to fight, although
numbers, will rarely attack a there can often be a lot
well armed group and of them!
+2D
+2D+1
+2D+2
(-2 penalty) 6
6
6
12 6
15 6
15 +4 for Shield 9
11
9 +5 for Ring The religious houses of the
Armour Christian countries house
12 Monks, men of peace and
religion, who pray and
The strongest and most work on treasures
agile villagers and such as illuminated
townsfolk of the manuscripts.
enemy nations are Unfortunately
given more training for them, they
and better weapons also accumulate
than the Militia and treasures of gold,
are turned out as silver and jewels,
soldiers, called gifts from wealthy
upon whenever patrons. These
there is a battle to ornaments are a
be fought or source of great
raiders to be temptation to the
repelled. These Vikingar, especially as
enemies are the Monks have so
more of a challenge little ability to defend
and braver than the themselves physically!
Militia and provide
a tougher
challenge in
combat.
9
15 8
21 8
21 +4 for Shield 9
15 8 +1 for Thick Clothing
12 +8 for Chain Armour 12
12
When a longship reaches an enemy shore, the most
Thegns are the professional likely people that will need to
warriors of the enemy be fought to seize Loot and
nations, usually of well born slaves are villagers. Not that
stock and trained from a these will usually stand and
very early age with fight unless they have to.
weapons and Most, if they have enough
armour. Tough, fast warning, will flee with
and skilled, they are their families and
more than a match livestock into the
for most standard deep woods or the
raiders and will hills or else
even challenge a b a r r i c a d e
Hero. They are themselves inside
normally the the thick walls of
leaders and their church and
champions wait for the
raiders to leave.
of
enemy
Warbands
but are never
found in large
numbers except
as the bodyguard for
an enemy King.
+2D+2 +2D+1
(-3 penalty) (-2 penalty)
18 13
24 16
24 +5 for Shield 16 +4 for Shield
18 12
13 +9 for Ring Armour 10 +5 for Ring Armour
18 12
Boar
5D Bite 7D, Stamina 6D
3D
5D Dodging 6D
+2D
18
15
9
Boars (male wild pigs) are huge, bristly creatures with Bear
large tusks. They are not particularly fast or perceptive,
but they are usually very aggressive. What is more, they 6D Running 7D, Bite/Claws 7D,
seem to have a huge pain threshold, ignoring all Muscle 8D, Swimming 8D
penalties from wounds and will even fight on for a round 3D Awareness 5D, Stealth 4D
after they are killed! 3D Dodging 4D
+3D
12
18 + 2 for Armour (fur)
15
9
15 18
12 9 + 2 for Armour (fur)
27
Horses are used for riding, to allow fast travel across
land and also for carrying goods in panniers or pulling
carts.
18
27 + 12 for Armour (scales)
Brunnmigi 15
6D Running 9D, Bite 8D The Dragon is probably the most fearsome creature
6D Awareness 8D, Stealth 8D known in the northlands, a huge reptilian beast with
6D Dodging 9D fangs, horns, claws and spines. Dragons tend to live
well away from any towns or villages, instead making
+2D their homes in mountainous caves and valleys.
15 +1D+1
24 (-3 penalty)
12 + 5 for Armour (scraps)
24
13
A Hero seeing a Draugr must make a Fear test 17
or flee if possible. A trapped warrior may fight at a 16 +5 for Good Shield
penalty of -3D. A failed test may be repeated each 14
round until passed. 14 +9 for Good Chain Armour
9
Although the souls of warriors go to Valhalla
upon their death, some unfortunates are bound Also known as Svartalfar (black elves), the Dwarfs are
to their decaying corpses in this world. Whether short and ugly humanoids that dwell underground and
it is an evil life, a death not in battle or being in the earth. They are superlative craftsmen and
drowned, an unreleased soul comes back as runemasters and are capable of creating magical and
a Draugr. enchanted items.
These foul parodies of They are however angry and lustful creatures and
the living haunt should not be dealt with lightly.
tombs and
shipwrecks and
terrorise people at
night on lonely
roads.
12
26 24
23 26
10 20 +3 for Leather Armour
10 +3 for Leather Armour 12
21
The Jotun are a supernatural race of Giants, distantly
The Ljosalfar, or Light Elves, are said to live in a related to the Gods of Asgard. They are usually large
separate world known as Alfheimr and are said to be and strong and often incredibly ugly.
as fair as the sun. Noble and graceful
creatures, they are utterly Although rarely seen,
alien to the mind of man. the Jotun are cruel
and vicious and
Elves are rarely delight in causing
encountered in the mortal pain and suffering.
world, but when they are,
the traveller should
beware their motives and
certainly not make a deal
with them.
Although not
necessarily hostile to
sailors and ships, they
are able to predict the
future of those they meet
for good or for ill.
+3D
21
24 + 5 for Armour (scales)
7 23
23 +3 for Armour (hide)
If a Sea Serpent attacks a ship directly, the 10
attack TN is a 10, and the Damage value is 4D (see p39).
At night, these creatures are very difficult to
A sea-dwelling cousin of the Lindworm, and without the spot due to the shadows they wrap around themselves.
short clawed arms, the Sea Serpent is the major fear On a successful Urd test, the Sceadugenga adds +1 to
of most seafarers due to the incredible destruction that all Static values and tests per 5TN. The TN must be
can be wrought amongst a whole fleet by just one of decided upon before the test is made and the effects
these beasts. last for that round.
A Sea Serpent will also, at times, raid the coastal This foul creature, otherwise known as a Shadow
villages and ports, smashing ships and eating sailors Walker, is the one encountered by Beowulf in the mead
before slipping below the waves again. hall. A huge and strong roughly humanoid creature, its
precise description is impossible to give due to the
shadows and gloom that seem to gather wherever this
creature is found.
13
19 13
16 +4 for Shield 16
25 16 +4 for Shield
16 +3 for Leather Armour 12
9 10 +5 for Ring Armour
12
These mansized creatures, also known as huldrefolk,
are usually very ugly and often have cow’s tails under Vatnavaettir can shapechange at will into either
their clothing. They live in remote wilderness areas and a human form or any roughly human-sized water
create small villages there. Although some will farm or dwelling creature such as a large fish, dolphin, seal etc.
hunt, most are content to steal what they need from This requires an Urd test with a TN of 10 and takes a
passing humans, killing and eating them if necessary. full round.
They have however been
known to kidnap women The Vatnavaettir are shapechanging Water Spirits that
and children rather than inhabit the rivers, streams, lakes and coast of the
eat them. northlands.
It is said in the old Although they often look like beautiful women, they are
stories that a Troll able to change their shape at will and use this ability to
exposed to lure in travellers of all kinds for who knows what
daylight turns to peculiar reasons?
stone and
looks almost
exactly like
a boulder,
although
this is not
always an
end to
t h e s e
creatures as
some can
become flesh and blood
again when the sun sets.
appendices 83 appendices
The following pages offer ten characters that can be If the Hero is being used as inspiration, almost anything
used to provide inspiration or used (almost) as they are can be tweaked and changed and so it is probably
presented. easiest to copy the values across onto a blank character
sheet in pencil and change them from there.
If the latter is to be the case, the process is fairly simple.
A player should choose which of the Archetypes they Remember that for most of the Heroes, 4D is the
wish to play and that character sheet should be printed maximum for a Statistic and +2D the maximum for a
out. Skill.
Next the player should roll an origin for their Hero on If Edges are changed, the various implications of that
the table on page 19, which should be written into the change should be applied, and the same goes for a
appropriate place. difference in Wealth or other such values.
The player should also make the three fate rolls on the
Urd tables on page 22 and record the results. If the
results indicate that Statistics or Skills can be higher
than the normal maximum or that there are extra points
to spend, the values given on the sheet can be tweaked
to allow this.
appendices 84 appendices
2D
Angry 2
Berserker *(+2 to att, dam and soak)
4D+2
4D+1 4D
4D+1
4D+1
4D+2 5D+2 (+2)*
5D+1
3D+2
Sword 5D +2 (+2) 17
13+4
13
Leather
12 (+2)*
+3
+3
-1
You were raised to battle from childhood, and Longaxe
fighting is all that you know. But, not only did you Sword
show an uncanny skill with weapons, you also Shield
showed a constant and furious anger whenever Dagger
you fought. Harnessing this fury made you an even Leather Armour
better fighter on the training grounds, even if you
did have to be disarmed and restrained by several
burly warriors until the fury passed.
appendices 86 appendices
2D
Wise 2
Gothi
4D
4D
4D
4D+2
5D
3D+1 6D
Sword 5D+1 9
Dagger 4D 12
12
Spear 5D
12+4
12
Leather
9 +3
+3
-1
You are rather an intense person; you know that
Even as a small child you were touched by the the Gods are close to you and feel somewhat
Gods. You spent the winter months sacrificing superior to other, lesser, mortals.
small animals to Thor and to Odin and indeed any
God who would listen. You spent hours and hours
listening to tales of the older days, before people
walked the earth and when the Aesir fought the “By Odin’s eye!”
Jotun. You remember the cold thrill that raced
down your spine at every Temple ritual you
attended (and you attended them all) as if the God
being venerated that night walked by your side. Sword
The Gods always walked by your side. Spear
Shield
You neglected your work to such an extent that Dagger
your family were glad to be rid of you when you Leather Armour
came of age, but also happy that you were to live Religious Robes
at the Temple and help the old Gothi there. Sacrificial Knife
4D+2
5D+2 3D+1
4D+2
6D
4D+2
Sword 5D +2 10
Dagger 4D+1 14
Spear 5D +1 17
14+4
10
Leather
10 +3
+3
-1
You were lucky as a child. Your grandfather taught You are dressed in clean and sturdy clothing and
you to read and write the Runes, those mysterious you always have a bag slung across your body with
angular symbols painted onto bark or scratched hammer, chisel, brush and paint close to hand.
into stone. Your friends spent their time fighting Your hands are normally black-fingered due to the
and running, but you knew you had more charcoal you use to scribble mundane writing
interesting things to do. Winter or summer, cold wherever you can!
or warm, you practiced your writing and learned
all you could about the deeper meanings of each You know you have a gift and a secret knowledge
individual symbol. forbidden to most other people. Because of this,
you can find it difficult to get along well with people,
And then, one day, a wandering Runesmith stopped but you do like to talk about Runes!.
for a winter in your village. You can still remember
the first snow beginning to fall outside as the
old man started to talk. And at that moment,
you saw. You had always seen the shapes of “Ah, the Logr Rune. An
the runes, but now you understood them. interesting one that. It portends
uncertainty you know, but many
Those mere scratches and lines had a far years ago I saw an old master paint
deeper meaning than the plain words they that rune on the hide of a great
spelled out. Far deeper. They held bullock and…”
within them the secret of everything!
Over the following months, you started Special:
to learn the real meaning of the One item you own may be
Runes and how to use them. engraved with a permanent Rune that
you know at the start of the campaign.
It has taken many years of practice
and even some travel to the larger towns to
learn from the old masters, but finally you
can call yourself a Runemaster. You, alone Sword
in the village, can unlock the secret power Shield
of the runes and endow that power into a Dagger
weapon, shield or ship. You could make Leather Armour
a fine living staying put and carving runes Etching and Painting Tools
for the Jarl and his men, but you know
that your knowledge would come in useful
on a raid or whilst exploring new lands.
Who knows, you may even find the secret
of a lost rune?
6D
6D+1
5D+1
6D+1
Sword 4D+1 18
Dagger 3D 9
9
9+4
6
Leather
6 +3
+3
-1
That wild and stormy night when you were four You dress in an outlandish fashion, wearing
years old is burned into your memory and your outlandish robes and with multiple pendants of
dreams. You woke screaming and could not be bone and amber. You also carry a gnarled staff
consoled, but you insisted that all of your family carved from the scorched roof post of your family
must go now to the goat shed. Your father was home to show your status.
angry, saying that you could not all go out into such You like to speak in riddles or portentous tones to
a wet and wild night because of the dream of a maintain an air of mystery and power. It would not
small child, but something in your voice convinced do to appear too ordinary!
your mother. Despite the grumbling of the rest of
your family, you donned cloaks and went to the
shack that housed your goats, themselves uneasy
in the storm.
As you grew up, you learned to better interpret your “I see death and blood, I
dreams and the visions brought on by eating see a raven perched on
certain mushrooms. You learned to work out what a fallen stump, I see
might happen and what the best course of action bones. I cannot see if
might be. You also learned to look at the world they are yours”.
around you and try and use those clues to predict
the future.
6D
6D
5D 3D+1
5D
3D
3D
Sword 6D+1 10
Sax 5D+2 15
18
Dagger 5D
18+5 (vs 2 opp)
12
Leather
12 +3
+3
-1
are single minded and dangerous, although always
It is true that your father and uncles did the raiding calm.
and the fighting whilst your mother and aunts kept
the farm and raised the children. It is true that your
older brothers joined a raid as soon as they were
old enough, even though one of them never “I will show you what a weak woman can
returned. And it is also true that even as a small do, you dog. There. Who is the best warrior
girl you could take on those older brothers with now eh?”
practice swords and win.
4D 3D+1
3D+2 4D+1
6D
5D
5D
Sword 5D 10
Hatchet 4D 13
12
10
10
Leather
11 +3
+3
-1
You are quite a chatty person, as long as the
You love the water and always have done. You love conversation is about ships, woods or shipbuilding.
to sail and swim and fish and just sit and look at If the conversation is about something else, it will
the sunset reflecting from the slowly rolling waves. very soon be about ships!
But you love wood and ships more. The sea may
be powerful, but a really good ship can always
conquer it. There are several other shipbuilders
in your village, but they are mere woodsmen who “Look at the curves on that! She is a beauty! The
stick a few planks together and call it a ship. You way she dances across the waves, it is like she is
wouldn’t trust one of their ships to cross a damp flying. I wonder how her strakes are fixed, and that
lane. No, if you want a really, really good ship, you rigging looks different…”
have to build it yourself.
4D+1
4D+2
4D
6D
4D+1
6D
4D+2
Sword 5D+2 9
Dagger 4D+1 14
16
15 +4
12
Leather
10 +3
+3
-1
Sometimes, it seems like you are the only person “Raise the sail one knot, watch those oars there
alive in the whole world. Well, you and ninety you idiots. We are approaching treacherous
sweating oarsmen anyway. You hate the winter, currents and we need everything perfect”.
and cannot wait for the storms to abate and the ice
to melt so that you can be free again, sailing the
seas.
Sword
You always knew that you would become a Shield
shipmaster. From the time you could first walk, Dagger
you were rarely out of the sea or a stream, and even Leather Armour
then you were usually in a boat or on a raft. And
even at that early age, it was obvious you could
make your small boat do things that few other
people could even attempt. It was almost like the
boat was a part of your body.
6D
3D 4D+1
3D+2
4D
3D+2 4D
3D+2
Sword 4D+2 13
Dagger 3D+1 11
9
8 +4
7
Ringmail
7 +5
+5
-2
As you grew up, all of your friends longed to be “I can get you that...for a price!”
warriors and raiders, wanting to gain glory and loot
on the battlefield and from the longship. You had
different ideas however. You still wanted the gold
and the glory, but you knew of a far easier and safer Sword
way to get both. Hatchet
Shield
Rather that train long hours with weapons and Dagger
shield only to maybe get killed on the first Ringmail Armour
battlefield you fought on, you went into partnership Good Clothing
with someone who owned a small ship as soon as
you were old enough to strike out on your own.
You bought some goods in your home village and
then ran them up the coast to make a profit. It
wasn’t a huge amount to be sure, but it was
something. And, what is more, you managed to
make two more short runs that summer.
5D
4D+1
4D+1
4D+1
5D
Sword 6D 9
Dagger 4D+2 13
13
13 +4
11
Leather
11 +3
+3
-1
You were, as a youngster, just one of the warriors Sword
learning their skills on the training grounds. You Shield
wielded a sword and an axe, blocked with your Dagger
shield and formed a shieldwall. But always, you Leather Armour
seemed to take charge of your fellow trainees in War Horn
every shieldwall and every battle. Good
clothing
In your first real battle, you were just another Jewellery
warrior taking your place and fighting hard, as were
the rest of your warband. But then, with what
turned out to be good Urd for you, the leader
of the warband was cut down by a wild swing
of a sword. Without a second thought you leapt to
the centre of the line and raised your sword high
above your head.
6D
5D
5D+1
5D 3D+1
3D+2
3D+1
Sword 7D+1 10
Dagger 6D 13
Spear 7D 17
17 +4
20
Leather
15 +3
+3
-1
As a tiny child you fought your brothers with fists Sword
and feet. As you grew, you fought the other village Shield
children with sticks and other improvised weapons. Dagger
It was only natural that you should pick up a Leather Armour
hatchet or spear as soon as you were big enough
and start training with those, and train you did. As
the sun rose, you were to be found practicing your
combat drills and as the sun set you would be
sparring. All day and every day you practiced and
fought and battled and trained.
Damage 15-17
Warband 54-55 TN (Target Numbers) 5, 69
Morale 7-8 Trading 34-35
Damage Arm/Shd 14
Warband 55 Two Weapons 15, 18
Darting Strike 17
Mortally Wounded 16
Dead 16
Destroy Arm/Shd 15
Dice 5 Urd 22
Disarm 14 Names 29 Penalty 58
Double Damage 15 Navigation 38-39
Visions 59-60, 69
Edges 19-22 Oaths 10
Enemies 71-82 Omens 58-59
Equipment 27-29, 31-36 Opposed Tests 6
Warbands 10, 49-56, 69
Extra Wound Level 15 Origin 19
Statistics 49-50
Wealth 10, 31-32, 69
Weapons 16
Fear 7-8 Pips 5 Warband 50
Feint 17 Push Back 17 Wild Swing 17
Free Attack 14 Wounded 16-17
Full Defence 18
XP 10, 70