Norse Mythology
By the time of his death in 814, Charlemagne had forged an empire that covered much of Europe. It included what is now Northern Spain, the low countries of Belgium and the Netherlands, France, Austria, Switzerland, West Germany, and Italy to well south of Rome. By any standards, it was a significant realm, placing a huge territory and a great diversity of peoples under the rule of a single man.
It was also a wealthy, ponderous dominion ripe for plunder and the Vikings were just the people to do so.
Toward the end of Charlemagne’s reign, his domain was already suffering raids from the northmen’s longships. These seaborne attacks were as brutal and ferocious as they were unpredictable and fast. Fierce beasts carved on their prows, a flotilla of longships filled with greedy and murderous warriors would simply appear out of the morning mists. By nightfall, the town would be burning, many of its inhabitants slain, and the raiders gone.
Two generations after Charlemagne’s death, the ferocious attacks became so common that most people viewed them as divine retribution for society’s sins. But Charlemagne’s empire was not alone in suffering this scourge. The fierce Viking marauders raided locations as far apart as Constantinople and York, overwhelmed cities as powerful as Paris and London, and burned towns like Aachen and Cologne. In the second half of the Ninth Century, they pillaged Tours six times. To the common man of the time, it must have seemed like these fair-haired killers called no place but the sea their home. That was not the case, however. They inhabited much the cold, bleak land now thought of as Scandinavia, Norway, Sweden, and Denmark. In Norway and Sweden at least, the interior landscape consisted of rugged, craggy mountains that made travel difficult and agriculture all but impossible. Therefore, most Viking villages were located near the coast, where deep fjords offered protection from the harsh winter and shelter for fishing boats. Wherever they would find suitable land, they established farms, and there was no doubt an abundant supply of game for fresh meat. Their homeland was rich in natural resources: ivory, pelts, wood, and all of the essential items.
What caused a people possessed of these abundant resources to emerge so suddenly as such a far-ranging force of destruction? One important factor was overpopulation. Scandinavia had long been a thinly settled wilderness, but its population slowly and steadily grew. With its rugged inland mountains forbidding any major expansion beyond the coastal areas, the population eventually reached the point of overflowing.
In addition to overpopulation, there were several cultural conditions which contributed to their ferocity. Armed with their knowledge of the sea, the Vikings were far-ranging traders and merchants who acquired a taste for monetary wealth — a taste which they soon learned to indulge through ransacking defenseless towns. Another important factor was that most chieftains had several wives and many sons, but inheritance was only passed on to the eldest son. Consequently, a large number of elite warriors were forced to make their own way in the world. This dangerous condition, when combined with an inherent sense of adventure and their newly acquired taste for wealth, opened up the possibility of piracy on a grand scale.
Without their legendary longboats, however, the Vikings might have remained little more than bothersome barbarians from the north. The longboat was a shallow-drafted galley equally capable of sailing the high seas or a relatively shallow river. A typical model was 70 feet long and 16 feet at the beam. It could carry up to a 100 men who could man up to 30 oars. The vessel could make 10 knots under its single square sail, and was sturdy enough to make stormy Atlantic crossings. At the same time, it was light enough to dragged overland for short distances, and maneuverable enough to slip past shore defenses. It is not surprising that they often lavished the best of their spirited art on these marvelous boats, carving the heads of majestic dragons or wild beasts upon the prows.
The Vikings used these longboats for more than just hit and run raids. They were aggressive merchants, trading ivory, furs, and amber for silk, spices, glass, slaves, and other goods in mercantile centers as far away as Baghdad. The Norsemen, as they came to be called, also established colonies in Ireland, Iceland, Greenland, the low countries, France, and other European areas. After founding trading centers in the vicinities of the Volga and Dnieper rivers, they eventually merged their holdings and created the Russian state. The Vikings were even the first (albeit unsuccessful) colonists of America.
As fierce as they were, the Vikings were more than mere barbarians. Although they lived in villages scattered along the entire length of the Scandinavian shoreline, they shared many traits that mark them as belonging to a common culture.
For most Vikings, life followed a simple pattern. After the snows melted in the spring, they would prepare their fields and plant their crops. If the household was a wealthy one, this would be done with the aid of the family slaves. Then the men would turn their attention to the sea and go raiding, trading, or fishing while their young and women stayed at home to tend the crops and herds. In the fall, the men who had gone to trade or raid would return home, hopefully laden with treasure. After the crop was harvested and the snows came, they would turn their attention to hunting and taking pelts, either for clothing or trading. Although there were certainly many variations on this basic pattern, the lifestyles of most Vikings no doubt followed the same seasonal patterns and incorporated the same elements of constant outdoor adventure.
Considering this ruined lifestyle. it is no wonder that the Norsemen had a well-developed spirit of self-reliance and independence. Although they acknowledged the classes of king, nobleman, freeman, and slave, they were fiercely individualistic and firmly maintained that all Norsemen were equal. It was not uncommon for a group of Vikings to demonstrate this essential truth by drowning or killing a king they no longer wished to follow.
Family ties were of great importance to the Vikings. The family was a large unit of kinsmen, including uncles, brothers, and kinsmen. It stood together in all things, and to attack one member of it was to attack the entire family. In the reverse, if one member of family committed a social transgression, the consequences often fell on the entire family. For instance, if a man killed someone, the killer’s cousins might be called upon to pay blood-money to the victim’s family.
As the example above suggests, the Vikings had an elaborate code of laws. This code allowed for divorce, property holding among women as well as men, orderly inheritance, mutual obligations between chieftain and follower, and all of the other relationships necessary to the orderly functioning of a society. Generally speaking, in their legal code Vikings respected honesty, loyalty, honor, generosity, and individual freedom. Outside of the legal code, they also admired warlike prowess, hardihood, and courage. Notably lacking in their legal code or personal value system was any concept of mercy.
The lack of compassion among the Norsemen is probably a function of their outlook on life, which seems as bleak and cold as the climate of their native land. Although they believed in a blissful after-world, Valhalla was a realm for warriors, and the only way to gain entrance was to die courageously in battle. Here, warriors would spend their days fighting and their evenings feasting. Even then, the refuge offered by Valhalla was a temporary one. All the men and gods were doomed to vanish in Ragnarok, a final, terrible battle in which all the gods and men were destined to perish. In the face of such certain doom, the only noble response was to fight honorably as best one could, and to take what pleasure was available in life.
According to Norse mythology, at first there was only a great void. To the north of the void was a region of mist and ice, Nifleheim, and to the south a region of fire, Muspellheim. Where the two realms met, the heat melted the ice and formed a great frost giant, Ymir. He created a race of giants and, from glacial ice, a cow to feed them.
The cow was fed on briny ice, and, as she licked the ice, she uncovered a being name Buri. Upon being uncovered, Buri immediately produced a son, Bor, who had three godly sons, Odin, Vili, and Ve. As soon as the giants became aware of the gods, they started a war, which was ended when the three gods killed Ymir. After killing Ymir, Odin and his brothers made the earth from the frost giant’s body and the vault of the heavens from his skull. From the maggots in Ymir’s body, they created dwarves.
This done, Odin and his brothers created the home of the gods, Asgard, in the plane of Gladsheim. Then Odin created more gods, the Aesir, to populate Asgard. Another group of gods, the Vanir, appeared either shortly before or after the Aesir. Their origins are rather mysterious, but they seem to have populated Vanaheim, a land close to Asgard. For a time, a terrible war raged between the Aesir and the Vanir. A peace was finally arranged when the two groups agreed to exchange hostages. The Vanir sent Niord, Frey, and Freya to live with the Aesir, and the Aesir sent Hoenir and Mimir to live with the Vanir.
After establishing themselves in Asgard, Odin, Vili, and Ve created the first man, Ask, from an ash tree. They created the first woman, Embla, from an elm. Then Odin gave them each a spirit, Vili endowed them with their five senses and the ability to move, and Ve gave them life and blood.
The entire plane of Gladsheim is supported by a giant ash tree, Yggdrasil. Its roots extend to Nifleheim (now a frozen netherworld), Jotunheim (home of the giants), Midgard (earth), and Asgard itself. The Midgard serpent surrounds the earth, devouring anyone who attempts to pass out of Midgard. Another giant serpent, Nidhogg, gnaws at the roots of the tree. When he finally kills the tree, at the end of time, the entire structure will collapse.
As Nidhogg gnaws away the last root of Yggdrasil, the giants and their allies will rise up against the gods. In a terrible battle called Ragnarok, they will defeat Odin, the other gods, and all the great warriors who have been living in Odin’s hall of Valhalla. At this point, Yggdrasil will collapse and the cosmos will come to an end.
Berserk (Enchantment/Charm)
Fifth Level Priest
Sphere: Charm
Range: 50’
Components: V, S
Duration: 1 round/level
Casting time: 1
Area of Effect: 1 person/level
Saving Throw: negates
When a berserk spell is cast upon a group of warriors, they change into the shapes of bears, although they retain the hands and eyes of men and continue to wield weapons. In this state, they lose all fear of death and enter a killing rage. They must attack any enemy they see and cannot be given any orders. Thus, any hope of coordinating an attack is completely lost. Due to their blind rage, they suffer a -4 modifier on ability checks involving Intelligence, Wisdom, or Charisma.
During the duration of the berserk spell, the warriors are immune to the following clerical spells: charm person or mammal, all spells in the charm sphere, protection from evil, protection from evil, 10’ radius, and dispel evil. They are also immune to the following Wizard spells: protection from evil, protection from evil, 10’ radius, repulsion, all spells in the enchantment/charm school, and all spells in the illusion/phantasm school. In addition, they receive a + 2 modifier on all saving throws versus magic spells.
While under the influence of a berserk spell, the warriors receive a +4 adjustment to their Strength score, with the accompanying modifiers to their attack and damage rolls, and their AC is modified by a + 2 (so that, for example, AC 4 becomes AC 2). A berserk spell prevents the warriors from having to make a morale check, and renders them immune to fire damage.
Warriors who die while under the influence of a berserk spell are assured of a place in Valhalla. This spell can only be cast on fighters, and only if they are willing recipients.
Sword of the Giants
When Beowulf followed Grendel’s mother into her watery lair, he found his own sword would not injure her. Fortunately, the glowing sword of the giants happened to be hanging on the wall where he could seize it. This sword accomplished what his own could not, and he slew the fierce ogress. It is not known what later became of the sword.
The sword of the giants is a vorpal sword +5 that glows with a constant golden light. In addition, it acts as a ring of free action and allows its possessor to breathe water.
Sword of Odin
During a banquet one day, a mysterious stranger (Odin in disguise) brought this gleaming sword to the Volsung’s hall and plunged it into a living tree, saying that whoever could remove it could have it. Only the hero Sigmund could pull it free. He later used it to avenge a terrible wrong done to his family, then passed it on to his son, Sigurd. Sigurd made good use of the weapon, using it to slay the dragon Fafnir and rescue the Valerie Brynhild from her imprisonment in a ring of fire. Unfortunately, the sword seems to have been lost after Sigurd’s death.
The sword of Odin is a dragon slayer (see DMG), forged by the dwarfs of Asgard for the purpose of slaying red dragons. While the sword is normally a +3 weapon, against these terrible beasts it becomes a +5 weapon and does triple damage. The sword of Odin also shields its bearer against fire damage, whether normal or magical. It can only be wielded by one of lawful good alignment.
Odin (greater god)
Often referred to as the “All-Father,” Odin (sometimes called “Woden,” “Othinn,” or “Votan”) is the leader and creator of the Norse pantheon. Along with his brothers, Vili and Ve, he slew the great frost giant Ymir and made the earth out of the giant’s body. He also, directly or indirectly, fathered most of the Norse gods and helped create the first man and woman. Odin’s first concern is battle, but he is also the god of knowledge, wisdom, poetry, and inspiration.
Odin has many powers. When sitting on his throne in the hall Valaskialf, Odin can see anything happening anywhere. He can use telepathy (as the spell) on any being within three hundred miles of one of his avatars, and he can inspire a berserk rage (as the spell above) in up to 1,000 men at a time. Odin is also an accomplished magician, and can use any wizard spell as an 18th level wizard. He possesses a magic ring, Draupnir, which produces a non-magical twin of itself every night. This twin is worth 3,000 gp on the open market. Odin also carries a rune wand which has the following powers: It functions as a rod of rulership, can summon 1d4 elementals of Odin’s choice, can store 12 spells of his choice, drain 6 life levels and 100 hit points from anyone but Odin who touches it, and cause the instantaneous death of any mortal.
Unlike most greater gods, Odin cannot raise the dead, and can himself be killed (but only during Ragnarok). Healing anyone forces him into a deep sleep for 1d10 days. Odin rarely uses this healing power, as Loki has demonstrated a great propensity for causing trouble when Odin is indisposed.
In his true form, Odin appears to be a man of about fifty with a patch over one eye (he traded the missing eye for a draft from the Well of Knowledge). He has a bald head and a long gray beard, and usually wears a gray tunic beneath a hooded cloak of blue. He is often accompanied by two old wolves and two ravens which perch on his shoulder.
Role-playing Notes: Heroic, proud, and stern, Odin resembles the typical Norse chieftain in temperament and outlook. He is primarily concerned with power — his own in Asgard, and that of his worshipers in Midgard. Only two things will make Odin angry with a worshiper: helping a giant or losing a battle.
Odin has several animals that aid him in maintaining his dominion over both realms. Perhaps the most impressive of these are Freke and Gere, two aged wolves with graying muzzles who wander the planes gathering information for him. These wolves can teleport at will throughout Gladsheim, can see any hidden object, and can sense all things magical. (AC 4, MV 24, HD 9, HP 72, AT 1, Dmg 2d10, MR 25%, INT very, ML 18, AL n, SZ 6’, XP: 2,000.)
In addition, he has two ravens, Hugin (thought) and Munin (memory) who perch on his shoulder. Odin uses them as spies and messengers, sending them on various tasks to the far parts of Gladsheim. He can see through their eyes or speak through their beaks, and often uses them to gather information on particular areas of interest, or to warn his worshipers of impending attacks. They can teleport to or from any location in Gladsheim, and are immune to magical control. (AC 2, MV 1/48f, HD 4, HP 28, AT 1, Dmg 1d8, MR 30%, INT very, ML 18, AL n, SZ 3’, XP: 975.) Omens from Odin are usually delivered by his ravens.
Odin rides an eight-legged steed named Sleipnir. This magical horse can move across any surface (including water) and fly through the air. Sleipnir can also teleport to or from any location in Gladsheim, and allows no one to mount him without Odin’s permission. (AC -1, MV 24, HD 16, HP 128, AT 4, Dmg 2d10, MR 25%, INT very, ML 18, AL In, SZ 12’, XP: 13,000.)
Statistics: AL cg; WAL any; AoC war, wisdom, poetry, knowledge; SY blue eye.
Odin’s Avatar
(fighter 20, wizard 12)Odin’s avatar usually takes the form of an old man with an eyepatch and a slouch hat. He carries Gungnir (see below) as if it were nothing more than a walking stick. If sent to Midgard to fight a battle, however, the avatar takes the form of a splendidly muscled man wearing steel armor. He can draw upon any school of magic for his spells.
Str 24 Dex 20 Con 18
Int 20 Wis 20 Cha 18
MV 18 SZ 6’ MR 50%
AC -3 HD 24 HP 192
#AT 2 THAC0 -3 Dmg 1d6 + 5 (spear) + 12
Special Att/Def: Odin’s avatar carries Odin’s spear, Gungnir. This + 5 weapon has several special abilities: in battle, it points at the most powerful enemy; when held aloft, all enemies who can see it are struck with fear; anyone allowed to touch the spear is blessed with a double effect prayer; anyone that touches the weapon against the avatar’s will is polymorphed into an ant (save to negate).
Duties of the Priesthood
To be a priest of Odin, one must be a chieftain of a tribe. Odin’s priests must like fighting. In addition, they must be good tacticians and leaders of men. They must always be in the front lines during battle.
Requirements: AB must meet requirements for fighter class; AL any; WP any; AR a; SP all, animal, combat, divination, elemental, protection, summoning; PW 1) one extra hp per level; 10) THAC0 of fighter of same level; TU turn.
Frigga (intermediate god)
Frigga is the goddess of the clouds, sky, married love, and wives. In her role as goddess of married love, she is sometimes prayed to for fertility. Frigga is the second but principal wife of Odin, being the mother of Balder, Hoder, Hermod, and Tyr. She can foretell the future, and has the power to control all forms of weather, to view any area that has a breeze blowing through it, to assume the form of any flying animal, to spin flax into gold, and to make any husband fall madly and permanently in love with his wife. In her true form, she is a mature woman of great beauty.
Role-playing Notes: Though permitted to share the throne with Odin, Frigga spends most of her time in her house, Fensalir, spinning golden thread or weaving multicolored clouds. She often sends her avatar to attend to the welfare of mortal wives, either taking vengeance on cruel husbands or assuring deserving worshipers of a blissful marriage. Her wishes often conflict with those of her warrior husband, and she will not hesitate to resort to trickery to get her own way.
Statistics: AL ln; WAL any lawful; AoC sky, domestic life; SY spinning wheel.
Frigga’s Avatar
(wizard 16, bard 10)Frigga’s avatar is a beautiful, somewhat matronly woman. She can call upon any school of magic for her spells.
Str 18/76 Dex 18 Con 17
Int 18 Wis 17 Cha 19
MV 15 SZ 5’ MR 25%
AC 2 HD 16 HP 128
#AT 1 THAC0 5 Dmg 1d4 (dagger) + 4
Special Att/Def: Frigga’s avatar wears a necklace of black opals that will charm anyone within sight of it (save to negate). Any being struck by her dagger must save versus paralyzation or be carried 2 miles away by a powerful wind.
Duties of the Priesthood
Priests of Frigga must be married women. They are expected to watch over their home and set a good example for other wives by not letting their husbands stray too far out of the marital fold. If the husband of a priestess of Frigga practices the common Norse custom of taking a second wife, the priestess must divorce him immediately. They must also serve as midwives.
Requirements: AB standard; AL any lawful; WP dagger, club; AR a; SP all, animal, charm, creation, divination, plant, sun, weather; PW 1) detect lie; 10) summon storm (doing 1d6 points of damage to all exposed people and structures, lasting 1 turn/level); TU nil.
Thor (intermediate god)
One of the most popular gods of the Norse pantheon, Thor is the god of thunder, weather, and crops which are unusually vulnerable to the climate. He is also well known as a warrior, for he has battled many monsters on the behalf of Midgard and his fellow Asgardians. He has complete control over the weather, and so is sometimes worshipped by merchants who depend upon his good graces to make long trading voyages safe. At will, he can control any lightning bolt (natural or magical) in Midgard. He rides through the air in a chariot pulled by two magic goats, Tanngrisner and Tanngjost. If slain, these goats magically regenerate at dawn the next day. When wielding his magic hammer, Mjolnir, Thor can break any object. He usually wears a magical girdle, Meginjarder, which gives him a Strength of 25. Thor is a large, red-bearded man, usually dressed in chain mail.
Role-playing Notes: Thor is direct, uncomplicated, strong, loud, and has a tremendous appetite for drink and food. He is a special friend of mankind, and there is 2% chance/level that he will send his avatar to aid one of his priests in dire need of help. Omens from Thor are usually associated with the weather, especially thunder, lightning, and storms.
Statistics: AL cg; WAL any good; AoC thunder, weather, sky, crops; SY hammer.
Thor’s Avatar
(warrior 20, priest 15)Thor’s avatar is a huge, red-bearded man. He often carries Mjolnir, which can be thrown up to 200 yards and never misses, returns to the thrower’s hand in the same round, can cast 100 points of lightning bolts per day (broken up any way wielder desires), and requires a Strength of 25 to lift and wield. Thor’s avatar can call upon the sun, elemental, or weather spheres for his spells.
Str 25 Dex 18 Con 18
Int 18 Wis 18 Cha 19
MV 18 SZ 7’ MR 30%
AC -2 HD 18 HP 160
#AT 3 THAC0 1 Dmg ld8 + 5 (hammer) + 14
Special Att/Def: Thor’s avatar can be hit only by magical +1 or better weapons. When in Midgard, he carries Mjolnir, and wears both Meginjarder and the glove Jarn Grieper which allows him to attack three times per round and renders him immune to fire.
Duties of the Priesthood
Priests of Thor must be brave, friendly, and honest. They may never back down from a challenge unless it is made simply to force them into certain death.
Requirements: AB standard, but Str of at least 16; AL any non-evil; WP hammer; AR a; SP all, charm, combat, elemental, protection, sun, weather; PW 5) summon rain in a 1 acre area; 12) lightning strike for 1d4/level; TU turn.
Sif (intermediate god)
Sif is the goddess of excellence and skill, as well as being a superb warrior-woman. Married to Thor, she is also the embodiment of conjugal fidelity. Loki once played a cruel trick on her by cutting off all of her beautiful golden hair. When Sif’s angry husband came to take revenge, Loki was forced to replace the hair with locks of real gold which grew just like true hair. This hair had been crafted by a pair of clever dwarves who, flushed with their success, went on to create many other wondrous items, such as Thor’s hammer Mjolnir, Odin’s spear Gungnir, and his ring Draupnir.
Sif has the power to raise any character one level. She seldom does this, however, and will never grant this boon to an individual more than once in their life. In her true form, Sif is slender woman of great beauty. She has locks of pure gold, and often carries a long sword with her.
Role-playing Notes: Sif looks after young warriors and all those dedicated to excellence in their pursuits. When such an individual is in dire need of aid, there is a 1% chance per level that she will send her avatar to help. If the individual is capable of wielding the avatar’s sword, the avatar will leave it behind as a souvenir of Sif’s blessing.
Statistics: AL cg; WAL any good; AoC excellence; SY upraised sword.
Sif’s Avatar
(warrior 18, bard 16)Sif’s avatar is a beautiful, golden-haired warrior maiden. Her sword cannot be wielded by anyone with a strength of less than 18/01. She can draw upon any school of magic for her bard spells.
Str 18/00 Dex 18 Con 18
Int 18 Wis 18 Cha 20
MV 18 SZ 6’ MR 35%
AC -2 HD 18 HP 144
#AT 2 THAC0 3 Dmg ld8 + 3 (sword) + 6
Special Att/Def: Any being hit by Sif’s avatar must save versus paralyzation or be incapacitated. This effect lasts until Sif wishes it dispelled. Any spell from the enchantment/charm school or charm sphere that is cast upon Sif’s avatar rebounds on the caster. Her sword +3 renders her invulnerable to spells from the illusion/phantasm school.
Duties of the Priesthood
Priests of Sif must be dedicated to excellence in all things. If they are married, they must always behave within the boundaries of the conjugal relationship.
Requirements: AB standard; AL any good; WP any; AR a; SP all, charm, combat, divination, elemental, protection, summoning; PW 5) raise one ability score of player’s choice by one point; 10) advance directly to 11th level; TU nil.
Aegir (intermediate god)
Although more closely related to the giants than either the Aesir or the Vanir, Aegir is the god of the ocean and personification of its strength for good or ill. He lives in a great castle on the bottom of the ocean with his wife, Ran, and their nine daughters. Aegir is sometimes called “Alebrewer” because he often throws feasts for his friends, the Aesir. Aegir has the power to create or quell storms at sea. In his true form, he is a giant standing sixty feet tall. He has a long gray beard, and carries a tree-sized club carved in the shape of a maiden which can deliver 4d10 points of damage to structures or beings.
Role-playing Notes: The only predictable thing about Aegir is that if ship captains don’t offer a valuable sacrifice to him when beginning a voyage, they are certain to feel his wrath. When he decides to sink a ship, he often sends his avatar to smash it to bits with his club. Other times, he simply destroys it with a terrible storm. He looks with favor upon raiders and pirates. If such men make the proper sacrifices to him, Aegir is 10% likely to aid them with favorable winds, or to conceal their approach with a storm or fog.
Statistics: AL ce; WAL any; AoC sea; SY rough ocean waves.
Aegir’s Avatar
(fighter 16, priest 14)Aegir’s avatar is a burly old man with a crazed expression. He can draw upon the weather sphere for his spells and can invoke spells of the elemental sphere which deal with water.
Str 19 Dex 18 Con 18
Int 15 Wis 15 Cha 18
MV 12, 15 sw SZ 8’ MR 20%
AC 0 HD 16 HP 128
#AT 2 THAC0 5 Dmg ld8 + 4 (club) + 7
Special Att/Def: Anyone hit by the avatar’s club must save versus death or fall unconscious. The avatar can shoot a stream of salt water from his mouth, doing 1d10 points of damage up to a range of 20’. He has complete freedom of movement and breathing in any watery environment.
Duties of the Priesthood
To be a priest of Aegir, a man must be a ship captain. Such men are fighters who worship Aegir and have been granted a few clerical powers on the side. (They are not considered dual- or multi-class; they are simply fighters with extraordinary powers.)
Requirements: AB fighter; AL any; WP any; AR b; SP all, weather, divination, guardian; PW 1) use spells as a priest; 10) breathe water; TU nil.
Baldur (intermediate god)
The son of Frigga, Baldur is the god of beauty and charisma. He is also a warrior of considerable skill, and is as wise as he is handsome. He often serves as the patron of sages. As a young god, Baldur had dreams of doom, so his mother extracted promises from all things not to injure him, overlooking only mistletoe. The gods take great delight in his resulting invulnerability, and often make contests of bouncing axes and spears off his chest. Unfortunately, Loki plans to kill Baldur one day with a spear made of mistletoe. Baldur has the power to increase the Charisma of any being to 18. Role-playing Notes: Despite his attractiveness, Baldur is not a vain god. He is loyal to Odin and the other Aesir, and never fails to fulfill his obligations to them. When an ugly man or woman demonstrates his worth by performing a self-sacrificing deed of great importance, Baldur often rewards the individual by increasing his or her Charisma to 18. Omens from Baldur are usually delivered by a handsome or beautiful member of the opposite sex.
Statistics: AL ng; WAL any non-evil; AoC beauty and charisma; SY gem-encrusted chalice.
Baldur’s Avatar
(fighter 14, bard 14)Baldur’s avatar takes the form of an incredibly handsome fighter. He can call upon any school of magic for his spells. More often than not, he is followed by an entourage of several hundred women.
Str 18/00 Dex 18 Con 18
Int 18 Wis 18 Cha 21
MV 15 SZ 6’ MR 30%
AC 0 HD 14 HP 112
#AT 2 THAC0 7 Dmg 1d8+2 (sword) +6
Special Att/Def: Baldur’s avatar cannot be injured by any attack (even magic) not utilizing mistletoe as its major component. Mortal females looking upon the avatar must save versus paralyzation or become permanent worshipers of Baldur, abandoning their homes, families, and countries to follow the avatar wherever he goes.
Duties of the Priesthood
Although priests of Baldur must themselves be extremely handsome or beautiful, they are expected to treat the less fortunate with compassion and kindness.
Requirements: AB standard, but minimum Cha of 16; AL any non-evil; WP any; AR a; SP all, charm, divination, protection, summoning; PW 5) raise Cha to 18; 12) members of the opposite sex who look upon the priest must save versus spells or be permanently charmed (as per the spell) by the priest; TU nil.
Bragi (intermediate god)
Bragi is the god of poetry and song. The son of Odin and Gunlod, Bragi was born in a stalactite-hung cave, put aboard a boat made by the dwarves, presented with a magic golden harp, and set adrift. As the boat floated out of the cavern, Bragi took the harp and began to play the song of life. With his song, he has the power to make plants grow and bloom, and to charm any animal into doing his will. In his true form, Bragi resembles an old, white-bearded man with a sparkle in his eye.
Role-playing Notes: Whenever people sing or recite poetry, they are worshipping Bragi. Since this is a favorite pastime in almost every hall, Bragi never lacks worshipers. He is a special friend to bards, often revealing to them the location of secret treasures. Most often, this revelation occurs as a sudden insight while the bard is singing before a large crowd. If the bard interrupts his song, however, he immediately forgets the location of the treasure.
Statistics: AL ng; WAL any; AoC poetry, music; SY harp.
Bragi’s Avatar
(bard 20)Bragi’s avatar is an old man with a long beard. He can call upon any school of magic for his spells.
Str 18/83 Dex 19 Con 16
Int 18 Wis 18 Cha 18
MV 15 SZ 6’ MR 25%
AC 1 HD 22 HP 176
#AT 1 THAC0 -1 Dmg 1d6 (sword) + 4
Special Att/Def: When the avatar sings, all creatures within earshot must save versus spells or fall under his control (as per the domination spell). He also carries a harp which modifies any creature’s saving throw by -4 while it is being played.
Duties of the Priesthood
Most often, the village storyteller is a priest of Bragi. It is his duty to preserve knowledge of the gods and the past, passing it from generation to generation through heroic ballads and poems. It is permissible for a human worshiper of Bragi to advance as a multi-class priest/bard.
Requirements: AB must meet both priest and bard requirements; AL any non-evil; WP club, bow and arrow; AR a; SP all, charm, divination, healing, protection; PW 3) faultless memory (can recall anything heard); 12) dominate (as domination spell) with song; TU nil.
Forseti (intermediate god)
The wisest and most eloquent of the Aesir, Forseti serves as the god of justice and the arbiter of divine disputes. No one has ever found fault with one of his decisions, and Odin often calls upon him to decide matters in which the chieftain of the gods feels he cannot be impartial. Forseti lives in Asgard in a radiant palace called Glitnir. Forseti knows when a lie is spoken anywhere in Gladsheim and has the power to make any mortal anywhere speak the truth, whether the individual wishes to or not. In his true form, Forseti is a handsome man dressed in a tunic of gold and breeches of silver.
Role-playing Notes: Forseti is most concerned with justice and truth. Whenever a body of men gathers to make laws, there is a 10% chance that Forseti’s avatar will come to aid them. If this body is making laws that affect more than fifty thousand people, his avatar is sure to appear at the meeting disguised as one of the lords who has a right to attend the meeting. There is a 10% chance that he will send his avatar to aid those trying to throw off the rule of an unjust tyrant.
Statistics: AL lg; WAL any good; AoC justice; SY scales.
Forseti’s Avatar
(priest 16, fighter 12)Forseti’s avatar takes the form of an ordinary looking man, save that he seems unusually calm and sure of himself. He can draw upon the all, charm, combat, divination, and protection spheres for his spells.
Str 18/00 Dex 18 Con 18
Int 19 Wis 19 Cha 18
MV 15 SZ 6’ MR 35%
AC 2 HD 16 HP 128
#AT 3/2 THAC0 5 Dmg 1d8+5 (sword) +6
Special Att/Def: When the avatar swings his sword at a being who has spoken a lie within the last seven days, it never misses. Otherwise, the weapon functions as an ordinary sword of sharpness +5. Any being questioned by Forseti’s avatar finds himself answering honestly.
Duties of the Priesthood
Forseti’s priests often serve as advisors to their chieftains, and are sometimes entrusted with full authority to administer the law. They must always be fair and consistent in their advice or decisions, avoiding any temptation to use their positions to further their own interests.
Requirements: AB standard, but minimum Wis of 16; AL lg; WP sword; AR a; SP all, charm, combat, divination, protection; PW 5) detect lie (no save); 12) ask one question per week of Forseti; TU turn.
Frey (intermediate god)
Frey is one of the Vanir sent to Asgard to guarantee peace between the Vanir and Aesir. He is a god of fertility, providing men with sunshine, rain, peace, joy, and happiness. Frey is also a patron of married couples, horses, and horsemen. Like many male gods, he is a skilled warrior. He has a fabulous ship given to him by the dwarves, Skidbladnir. Resembling a cloud in appearance, this ship can carry all the gods at once, travel to any place in Gladsheim instantaneously, and can be folded up to fit in Frey’s pocket when not in use. Frey has the power to bring sunshine or rain to any place in Midgard, to make plants grow, to give any married couple conjugal bliss, and to command any horse in Midgard. In his true form, Frey resembles a handsome young man.
Role-playing Notes: Although a capable fighter, Frey prefers the joys of peace and will always seek a nonviolent solution before resorting to combat. He is the patron of peaceful mortals, and will often send his avatar to aid those who have become imperiled through their efforts to maintain peace. Most of Frey’s temples have vast pastures of grazing horses nearby. To ride one of these horses is to offend the god. Omens from Frey usually take the form of rain and storms, but can also be delivered by horses.
Statistics: AL ng; WAL any non-evil; AoC sunshine, rain, fertility, horses; SY ship-shaped cloud.
Frey’s Avatar
(fighter 14, priest 12)Frey’s avatar is a handsome young man. He can call upon the all, animal, charm, creation, divination, plant, sun, and weather spheres for his spells.
Str 19 Dex 18 Con 18
Int 18 Wis 18 Cha 18
MV 15 SZ 6’ MR 25%
AC 2 HD 14 HP 112
#AT 2 THAC0 7 Dmg 1d10 + 3 (sword) + 7
Special Att/Def: Any being struck by the avatar’s sword must save versus spells or lose all desire to fight. No horse will ever ride into battle against Frey’s avatar. He can summon or dispel any rain clouds in his sight in the space of 1 turn.
Duties of the Priesthood
Priests of Frey are expected to do what they can to keep the peace. They are also called upon to perform marriage rites.
Requirements: AB standard; AL any good; WP sword, club; AR a; SP all, animal, charm, divination, protection, sun, weather; PW 5) charm horses; 10) dispel or call rain over one acre area per level; TU turn.
Freya (intermediate god)
Freya is the goddess of love, unbridled passion, and human fertility. Like her twin brother, Frey, she is one of the Vanir sent to guarantee peace with the Aesir. In the sense that passion is a hot, consuming emotion, she is also associated with fire. She is the patroness of a type of magic called “seithr,” in which the sorceress enters a trance in order to answer questions about the future. As the goddess of fertility, Freya also looks after women in labor. She has the power to kindle passion in any being, to control fires anywhere on Midgard, to see the future, to bless any woman with a child, and to alleviate pain and injury. Freya also has a beautiful fur-lined cloak that allows her to turn into a falcon. In her true form, Freya is a voluptuous woman of entrancing beauty.
Role-playing Notes: Freya is a rather vain goddess who enjoys flattery-though she is far from foolish enough to believe it. She is not above using her looks to acquire what she wants, such as her priceless necklace, Brisingamen.
Statistics: AL en; WAL any; AoC love, passion, human fertility; SY fire in shape of a woman.
Freya’s Avatar
(wizard 16)Freya’s avatar takes the form of an unbelievably voluptuous, beautiful woman. She can call upon the abjuration and enchantment/charm schools of magic.
Str 18/76 Dex 18 Con 18
Int 18 Wis 18 Cha 20
MV 15 SZ 5’ MR 25%
AC 4 HD 16 HP 128
#AT 1 THAC0 5 Dmg 1d4+10 (dagger) +4
Special Att/Def: Any being struck by the avatar’s fiery dagger must save versus spells or burst into flames (suffering 2d10 points of damage). These magical flames continue to burn until a successful dispel magic is used on them. Any male who looks on the avatar must save versus spells or be charmed by her.
Duties of the Priesthood
Priestesses of Freya are all “seithr,” itinerant women who travel the countryside telling fortunes. These women are seldom welcomed into a village by wives. They have the ability to change themselves into horses, in which state they have been known to commit acts against the law for human beings.
Requirements: AB standard, but must be a woman of minimum Cha 15; AL any chaotic; WP daggers; AR g; SP all, animal, charm, creation, divination, healing, necromantic; PW 3) polymorph self into horse form; 6) predict the future of any individual with 10% per level accuracy (95% maximum); 9) create one philter of love each time they advance a level; TU nil.
Heimdall (intermediate god)
Heimdall is the god of the dawn light and guardians. He is the son of Odin and nine giant sisters. Heimdall was born on the horizon and nurtured on the strength of the earth, the moisture of the sea, and the warmth of the sun. He has the power to see a hundred miles by day or night, and his hearing is so sensitive that he can hear grass growing in Midgard. Heimdall lives in a great castle located atop the bridge Bifrost, which connected Midgard and Asgard before it was broken during a terrible battle. In his true form, he is a strapping warrior in white armor. He carries a flashing sword and the famous alarm horn, Gjallerhorn.
Role-playing Notes: Heimdall’s main duty is guarding the rainbow bridge, Bifrost. He will not allow anybody to cross it without Odin’s express permission. He is the one who will summon the other gods to Ragnarok by blowing upon Gjallerhorn. Heimdall is the sworn enemy of Loki, and will always send his avatar to aid mortals caught up in the mischief god’s plots.
Statistics: AL ln; WAL In; AoC light and guardianship; SY horn.
Heimdall’s Avatar
(fighter 18)Heimdall’s avatar is a burly warrior dressed in gleaming white armor.
Str 22 Dex 19 Con 18
Int 18 Wis 18 Cha 17
MV 15 SZ 7’ MR 25%
AC -3 HD 18 HP 144
#AT 2 THAC0 3 Dmg 1d8+5 (sword) +10
Special Att/Def: Heimdall’s avatar always attacks with surprise. He carries a vorpal sword +3, +5 versus frost giants. His white plate armor +3 prevents him from being hit by any weapon of less than +3.
Duties of the Priesthood
Priests of Heimdall serve as guards for kings and other powerful men. They are expected to be unswerving in their duty, and must never allow someone to pass a post under their guard without their master’s permission. Heimdall’s priests hold bridges sacred and must avenge any act that destroys one.
Requirements: AB must meet fighter requirements; AL any lawful; WP sword, spear; AR a; SP all, combat, divination, guardian, protection, summoning, sun; PW 5) see up to 100 yards in night or day (any weather); 10) hear any sound within 500 yards; TU turn.
Hel (intermediate god)
Hel is the goddess of death. She receives the spirits of those who die by diseases and old age, locking them behind the impregnable walls and gates of Nifleheim, the land of mists. Located beneath the roots of Yggdrasil, Nifleheim is not a realm of eternal punishment. Nevertheless, it is not a pleasant place, either. It is a land of eternal cold, mist, and darkness.
Hel can cause plagues and pestilence upon Midgard with a wave of her hand. Any mortal looking upon her face falls ill, suffering a permanent loss of 5 hit points per round until a cure disease spell is cast on them. Even after the cure, the victim never recovers the lost hit points. In her true form, Hel is a statuesque woman completely white on the left side of her body and black on the right side. The white side of her face has no features.
Role-playing Notes: Hel is a grim and fierce goddess, mercilessly striking down those who offend her. Occasionally, she finds a mortal man attractive and will send her avatar to fetch him.
Statistics: AL ne; WAL any; AoC death, disease; SY her face.
Hel’s Avatar
(priest 15, fighter 16)Hel’s avatar takes the form of a woman of swarthy complexion, with coarse, black hair. She can draw upon the all, animal, charm, combat, creation, divination, healing, and necromantic spheres for her spells.
Str 18/76 Dex 18 Con 18
Int 18 Wis 18 Cha 18
MV 18 SZ 6’ MR 35%
AC -2 HD 18 HP 144
#AT 2 THAC0 3 Dmg 1d8+3 (sword) +4
Special Att/Def: Any being coming within 20’ of the avatar must save versus death or suffer 3d10 points of damage from her aura. Any being hit by the avatar’s sword must save versus death or contract a disease that causes 5 points of damage each round until cured. The avatar cannot be hurt by any material weapon, and her kiss causes death (no saving throw allowed).
Duties of the Priesthood
All priests of Hel must be women. Those of good alignment generally devote themselves to placating the goddess for the good of their village. Those of evil alignment use their powers for the acquisition of personal power. Both alignments are called upon to supervise the burial or cremation of the dead.
Requirements: AB standard; AL any; WP sword, poison darts, AR e; SP all, charm, creation, divination, healing, necromantic; PW 5) immunity to disease and poison; 10) speak with any person who has died in the last 10 years; 15) take only half-damage from physical attacks; TU turn (if good) or command (if evil).
Idun (intermediate god)
Idun is the goddess of spring. She is married to Bragi, the god of poetry and song. Idun is also the goddess of youth, and the keeper of the golden apples which keep the gods of Asgard young. The body of anyone eating one of these apples becomes 10 years younger. Of course, Idun and her apples are coveted by races other than the Aesir, and the giants are constantly trying to kidnap her. Idun has the power to slow or reverse the aging process in any being, or to awaken any dormant or sleeping thing. In her true form, she is a youthful woman of great beauty.
Role-playing Notes: Idun is a cheerful and friendly goddess who takes great delight in seeing things grow and remain healthy. She is extremely conscientious about making sure that every god eats one of her apples every ten years. Idun is especially protective of young girls, and there is a 10% chance that she will send her avatar to protect one who is in danger.
Statistics: AL cg; WAL any good; AoC youth, spring; SY apples.
Idun’s Avatar
(druid 14, ranger 14)Idun’s avatar takes the form of a spry girl in her early teens. She can call upon the all, animal, charm, divination, elemental, healing, necromantic, plant, and weather spheres for her spells. She carries a basket of apples that she can use as missile weapons. Each time she throws one in combat, the DM should determine its effects as per a wand of wonder.
Str 18/55 Dex 18 Con 18
Int 18 Wis 18 Cha 18
MV 15 SZ 5’ MR 25%
AC 2 HD 14 HP 112
#AT 2 THAC0 7 Dmg 1d6 (staff) +3
Special Att/Def: Anyone struck by the avatar’s staff becomes ten years younger (save versus breath weapon to negate). If the victim’s age falls below 15, he loses 1 point of Str and Wis for every two years below 15. If the victim’s age falls below 8, he can no longer attack physically, and anyone falling below the age of 6 can no longer use magic.
Duties of the Priesthood
Only girls who dedicate themselves to Idun at a young age may become her priestesses. Their duties revolve around caring for orphans and blessing the spring planting.
Requirements: AB standard; AL any good; WP staff, sling; AR g; SP all, animal, charm, divination, elemental, healing, necromantic, plant, and weather; PW 1) never physically age past 18; 2) natural AC of 5; TU turn.
Loki (intermediate god)
Loki is the god of mischief and strife. A sly, vengeful trickster who is always causing trouble among the gods, he is tolerated in Asgard only because of the great services he has performed in the past, such as helping to create Midgard and the wall guarding Asgard. Loki has the power to change his shape into anything. If any being, including other gods, look at Loki for more than three rounds, he can exert his influence over them in the form of a suggestion spell with no saving throw. He also wears a pair of boots that allow him to walk on water, fly, and run at a movement rate of 50. In his true form, Loki is a handsome young man who is always dressed in some combination of red and black.
Role-playing Notes: As the god of mischief and strife, Loki is one of the most active and unpleasant of gods. Yet, there is also an attractive side to his personality: he is handsome, sociable, and has a good sense of humor. Loki is one of the few gods who is at home with giants and dwarves, and often turns to them for help in his schemes. He is invariably in some sort of trouble with his fellows and will not hesitate to turn to his worshipers for help in extracting himself. Omens from Loki usually come in the form of an illusion.
Statistics: AL ce; WAL any non-lawful; AoC mischief and strife; SY red and black boots.
Loki’s Avatar
(illusionist 18, thief 15)Loki’s avatar is a handsome man dressed in red and black. He can call upon the illusion/phantasm school of magic for his spells.
Str 18/95 Dex 18 Con 18
Int 18 Wis 14 Cha 18
MV 25 SZ 6’ MR 25%
AC 2 HD 18 HP 144
#AT 1 THAC0 3 Dmg 1d6 (sword) +5
Special Att/Def: Loki’s avatar is immune to magical control and can be fooled by illusions only when they are cast by a wizard of 18th level or higher. At will, can employ a suggestion spell on others.
Duties of the Priesthood
In order to collect a large gathering of followers, Loki is rather loose in his requirements and generous in his gifts. Priests of Loki may be of any alignment except lawful, and are not required to perform any services except those occasionally demanded by the god himself. When a priest prays to Loki for some personal gain, there is a 1% chance per level that Loki will send his avatar to help the priest (but never more than three times in a lifetime).
Requirements: AB standard; AL any non lawful; WP any; AR a; SP all, charm, combat, creation, divination, elemental, healing, plant, summoning; PW 5) mass suggestion; 12) shape change; TU nil.
Tyr (intermediate god)
Tyr is the god of the sword and courage, and watches over battles with as much interest as Odin himself. He is also the godly law enforcer, using his impressive swordsmanship to uphold order.
Tyr has only one hand, for he lost the other in the service of his fellow gods. The mighty Fenris wolf was savaging much of Asgard, and the gods were unable to stop him until the dwarves forged a golden leash capable of holding the beast. The gods bet the wolf that he could not break the leash. The suspicious wolf would not agree to the contest unless one of the gods put a hand in his mouth to guarantee his release if the leash could not be broken. The fearless Tyr complied without hesitation, and lost his hand when the wolf realized he was trapped.
Try has the power to see invisible objects and to recognize any thief within his sight. In his true form, he is a bearded, fierce-looking warrior missing one hand.
Role-playing Notes: As the god of swords, Tyr watches over the Valkyries and makes sure that they bring only the most valiant of mortal heroes to Valhalla. He is also the patron of courageous warriors. There is a 10% chance that he will grant an extra level to any hero of good alignment who risks his life by fighting a giant without help. He sometimes sends his avatar to punish extraordinary crimes, such as the murder of a king or the theft of a kingdom’s most precious treasure. Criminals surviving such an encounter need never fear retribution from Tyr again, however, for he admires courage and skill even more than he does the law.
Statistics: AL lg; WAL lg; AoC swordsmanship, courage, law; SY sword.
Tyr’s Avatar
(fighter 18)Tyr’s avatar takes the form of a burly warrior who is missing one hand.
Str 20 Dex 18 Con 18
Int 18 Wis 17 Cha 17
MV 15 SZ 6’ MR 20%
AC -2 HD 18 HP 144
#AT 2 THAC0 3 Dmg 1d8+3 (sword) + 8
Special Att/Def: Tyr’s avatar carries a sword of sharpness +3 that also allows him to see invisible objects and to know alignment.
Duties of the Priesthood
Tyr’s priests usually serve as a kingdom’s law enforcement officers. They are often dual class fighter/priests.
Requirements: AB standard, but must also meet minimum requirements for fighters; AL lg; WP sword; AR d; SP all, combat, divination, guardian, healing, protection; PW 1) hold person; 10) detect lie (always active); 15) detect invisible (always active); TU nil.
Norns (lesser gods)
Although lesser goddesses, the Norns possess the most important power in Gladheim: they are the ones who dictate the fate of the newborn — for both men and gods alike. There are three Nnorns, all of whom are female. Urd embodies the past, Verdandi the present, and Skuld the future. Once they have decreed a being’s fate, no force in the universe can alter their decision. Of course, the Norns can see all things in the past, present, and future, but they employ these powers only among themselves or to answer questions of slight import for very large fees. They also have the power to assume any form they wish. In their true forms, Urd is a giantess, Verdandi a beautiful female elf, and Skuld a handsome female dwarf.
Role-playing Notes: When a child is born, the Norns always appear, disguised as some combination of three animals, and pass their judgment on the baby’s fate. If the parents recognize them and offer all three great gifts, the Norns will be persuaded to dictate a great future for the child. This is an extremely hazardous undertaking, however. If the parents do not give gifts of equal value to the Norns, or happen to miss one by offering her gift to a mundane animal, the offended Norn will grow jealous and turn the gifts of her peers into a curse.
Statistics: AL n; WAL any; AoC fate; SY a staff with three branches at the top.
Norn’s Avatars
(fighter 12, wizard 12, priest 12)The Noms’ avatars usually take the form of large swans, but they also appear as females of their respective species.
Verdandi’s avatar can call upon conjuration/summoning, enchantment/charm, greater divination (all spells), and invocation/evocation schools of magic. Skuld’s can call upon the all, charm, divination (all spells), necromantic, protection, and summoning spheres.
Str 20, 17, 17 Dex 18 Con 18
Int 20 Wis 20 Cha 18
MV 18, 15, 12 SZ 6’, 4’, 2’ MR 15%
AC 5, 4, 3 HD 12 HP 48
#AT 2, 1, 1 THAC0 12 Dmg 1d4 (beak) +8, +1, +1
Special Att/Def: The Noms’ avatars can only be hit by magic and magic weapons.
Note: In the above table, the first number applies to Urd, the second to Verdandi, and the third to Skuld. In cases where only a single value is given, it applies to all three.)
Duties of the Priesthood
The Norns do not support a clerical order.
Thrym and Surtr (lesser gods)
Thrym
(fighter 20, wizard 18)Thrym is both the lord and deity of the frost giants. He can plunge any part of Midgard into a state of extreme cold. Like all giants, Thrym hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir. Thrym often grants the frost giants of Midgard the ability to use wizard magic at up to the 12th level of proficiency.
Statistics: AL ce; WAL any evil; AoC cold and ice; SY white double-bladed axe.
Str 25 Dex 21 Con 25
Int 16 Wis 12 Cha 20
MV 18 SZ 25’ MR 15%
AC -2 HD 20 HP 160
#AT 2 THAC0 1 Dmg 2d10 (axe) + 14
Special Att/Def: Thrym can breathe a cone of cold to range of 100’ for 10d10 damage (save versus breath weapon for half damage) and is himself immune to cold or ice based attacks. He can only be hit by +3 or better magical weapons.
Duties of the Priesthood
All frost giant shamans/witch doctors (as described in Monstrous Compendium One) worship Thrym.
Surtr
(fighter 20, priest 15)Surtr is both the lord and deity of the fire giants. He can control any fire in Midgard. Surtr resembles an immense fire giant, with crackling flames for hair and eyebrows.
Like all giants, Surtr hates the Aesir and is anxiously awaiting Ragnarok. He will lend his aid to any plan that troubles the Aesir.
Statistics: AL le; WAL any evil; AoC fire giants; SY flaming sword.
Str 24 Dex 12 Con 20
Int 19 Wis 14 Cha 20
MV 18 SZ 22’ MR 20%
AC -2 HD 20 HP 160
#AT 2 THAC0 1 Dmg 2d10 + 3 (sword) + 13
Special Att/Def: Immune to normal or magic fire. Any being touching his red-hot iron armor suffers 1d10 damage. He carries a flaming sword +3 that sets anything it touches on fire (save to negate), for 1d10 damage/round.
Duties of the Priesthood
All fire giant shamans/witch doctors (as described in Monstrous Compendium One) worship Surtr.
Valkyries (lesser gods)
The Valkyries bring fallen heroes to Valhalla. Although extremely beautiful, the Valkyries’ love of battle makes them rather grim. When a battle is about to occur, they rush out of Asgard singing their deafening, foreboding song. If the battle is to occur on land, they travel on flying white horses and pour bucketfuls of gore over the battlefield. If the battle is to occur at sea, they sail into the battle in a ghastly boat under clouds of bloody rain. While waiting in Asgard for the next battle, the Valkyries pass the time by weaving battle garments, and by serving mead and ale to Odin’s warriors in Valhalla. They have the power to raise any hero who fell in combat, to see bloodshed anywhere in Midgard, and to predict the outcome of a battle. There are twenty-seven Valkyries, all svelte, beautiful, golden-haired battle-maidens.
Role-playing Notes: The Valkyries love combat the way mortal Norsemen love bear-baiting. They never miss a battle. Only on Odin’s command will they aid either side, however. Should anyone ever slay a Valkyrie, the Valkyrie simply returns to Valhalla — and her peers turn on the killer in their full fury. Occasionally, the Norns will tell the Valkyries when a hero is fated to die in battle. In such cases, one of the Valkyries will appear to the hero and give him a lingering kiss before the battle is joined.
Statistics: AL ce; WAL any; AoC fallen heroes; SY woman in horned helm.
Valkyries
(Fighter 20)The Valkyries have no avatars, for their task requires that they always appear themselves. Their flying horses have a movement rate of 25 on land or in the air.
Str 22 Dex 20 Con 19
Int 18 Wis 14 Cha 20
MV 15 SZ 6’ MR 35%
AC -2 HD 22 HP 176
#AT 2 THAC0 -1 Dmg 1d8+5 (spear) +10
Special Att/Def: The Valkyries are visible only to fighters in mortal danger. They are only hit by magic and +1 or better weapons and wield spears that can penetrate all armor, even if it is magical, as if the wearer’s armor class were no better than 4. Further, they are immune to fire, electrical, and ice (or cold) damage.
Duties of the Priesthood
Priests of the Valkyries must be attractive, blond-haired women. These priestesses are always female fighters rather than clerics, though the Valkyries are permitted to grant them limited spell use.
Requirements: AB minimum abilities for fighters, minimum Cha of 14; AL any non-good; WP any; AR c; SP charm, combat, healing; PW 1) use combat and saving throw tables as fighters; TU turn.
Fjalar
In Norse mythology there are two races of Dwarves, the Durin and the Modsognor. They are similar in many ways, their chief difference being in the type of magic they create and to whom the give it. The Durin create magic weapons and will trade them to the Aesir or frost giants with equal relish. The Modsognor create magic items of a nonviolent nature and will only give them to the Aesir. Fjalar is the battle leader of the Durin dwarves.
Fighter 10, Thief 10
Str 19 Dex 18 Con 18
Int 15 Wis 15 Cha 12
AC -3 MR nil MV 12
HP 129 AL n THAC0 8
#AT 3/2 Dmg 2d10+3 (gauntlets)
Fjalar often defends his fellows against the fire giants, who prefer not to pay for their magic items and often try to steal them instead. Fjalar wears a pair of magic gauntlets +3 that allow him to strike for 2d10 damage. His knowledge of magic weaponry is so great that he cannot be hit by any weapon with less than a +2 magical bonus.
Skirnir
Despite Skirnir’s skill in battle, he is a peace-loving man who always looks for a nonviolent solution before drawing his mighty sword. Frey was so impressed by Skirnir’s dedication to peace that the god brought Skirnir to Asgard and made him his shield man.
Skirnir is totally dedicated to Frey. Once, when Frey was struck with love for the giantess Gerda, Frey won her hand for his master by threatening to turn the giantess into an old maid.
Ranger 12, Bard 12
Str 17 Dex 18 Con 18
Int 14 Wis 18 Cha 18
AC -3 MR nil MV 12
HP 135 AL ng THAC0 8
#AT 3/2 Dmg 1d10+3 (2-hand sword) +1
Spells: Ranger: 1) animal friendship, command; 2) speak with animals, enthrall; 3) prayer.
Bard: 1) burning hands, change self, chill touch; 2) continual light, glitterdust, web; 3) wraithform, delude, vampiric touch; 4) fear, minor creation.
Special Att/Def: A split second before being struck by a fatal blow or spell, Skirnir is automatically teleported back to Asgard.
Sigurd
Sigurd was the son of Sigmund, the first wielder of Odin’s sword. After his father died, Sigurd found the two pieces of Odin’s sword and convinced the Durin Dwarves to forge it back together. He engaged in a great many adventures, including the awakening of the sleeping Valkyrie, Brynhild, and slaying the dragon Fafnir.
Despite a lifetime of honesty, Sigurd died a bitter and tragic death. After awakening Brynhild, he had promised to marry her, but forgot this due to an enchantment placed on him by the mother of Gudrun. Eventually, Brynhild married Gunnar, Sigurd’s friend and Gudrun’s brother. She took vengeance on Sigurd for forgetting her by persuading her husband to murder him while he slept.
Fighter 18
Str 18/88 Dex 18 Con 18
Int 14 Wis 14 Cha 18
AC -2 MR nil MV 12
HP 153 AL lg THAC0 1
#AT 2 Dmg 1d8+5 (sword) +4
Special Att/Def: Sigurd wields Odin’s Sword, a dragon slayer +4, +5 versus red dragons. In addition to its normal magical bonus, it does triple damage to red dragons and renders him immune to all magical or mundane fire damage.
Beowulf
Beowulf was a great hero of the Geats who killed the monster, Grendel, who had been terrorizing the mead hall of King Hrothgar of Denmark. He also had to kill Grendel’s mother, which is how he came to hold the sword of the giants. After returning home, he eventually became king of the Geats, and died battling a terrible dragon.
Fighter 19
Str 19 Dex 18 Con 18
Int 12 Wis 12 Cha 18
AC -2 MR nil MV 12
HP 156 AL ng THAC0 -1
#AT 2 Dmg 1d8+5 (sword) +7
Special Att/Def: Beowulf wields the sword of the giants, a vorpal sword +5 that casts a golden light at all times, acts as a ring of free action, and allows the bearer to breathe water.
Fafnir
Fafnir was the son of the dwarf king Hreidmar. He killed his father for the king’s treasure, then ran off and hid so he wouldn’t have to share it with his brother Regin. Because of how he had acquired the treasure, he received no joy from it. After decades of brooding, he eventually turned into a red dragon — save that he had no wings and could not fly, and lacked the ability to cast most spells.
He has one weak spot in his scaley armor: an area over his heart that is only AC 2. Unfortunately for the many heroes who have tried to kill Fafnir and recover his treasure, the worm is aware of this weakness. He usually keeps the bald spot turned to the ground, where it is difficult to discover and even more difficult to hit.
AC -5 No. 1 SZ 80’ XP: 17,000
MV 9 ML 18 AL ce Int high
HD 19 MR 35% THAC0 3 #AT 3
HP 152 Dmg 1d10/1d10/3d10
Special Att/Def: Fafnir breathes fire for 12d10+6 (save versus breathe weapon for half damage). He is immune to fire and can cast affect normal fires and pyrotechnics (both 3x/day), heat metal once per day.
Garm
Garm is a huge dog with a disproportionately large head. He guards the entrance to the cavern Gniper, where Helvig, the long and troublesome road to Nifleheim, begins. Garm will allow any being to enter Gniper, but will not willingly allow them to leave.
When his mistress, Hel, is out collecting the dead and Helvig is closed, Garm is allowed to roam freely. He can travel to any plane in Gladsheim freely, taking with him a pack of 2d10 dire wolves for company.
Over the centuries, Garm has fought and killed many heroes who went to Nifleheim in an attempt to retrieve their loved ones. There is quite a collection of magic swords, armor, and other items in Gniper.
AC -1 No. 1 SZ 12’ XP: 24,000
MV 18 ML 18 AL le Int high
HD 25 MR 25% THAC0 -3 #AT 1
HP 200 Dmg 6d10 (bite)
Special Att/Def: Anyone looking upon Garm must save versus petrification or be subject to fear (as the spell). Garm can only be hit by +2 or better weapons and is immune to any type of control or charm spell.
Fenris Wolf
This huge wolf is the offspring of Loki and a giantess, Angur-boda. Due to an agreement among the gods not to slay each other’s offspring, the wolf cannot be killed. He is so strong that he can easily break any chain placed around his neck. He wandered Asgard free for many years before the dwarves finally forged a leash he could not break. Forged from the roots of a mountain, the noise of a moving cat, and the breath of a fish, this golden leash is no thicker than a strand of silk, yet it is completely unbreakable.
Every now and then, however, the Fenris wolf slips his chain and travels to Midgard in pursuit of prey. Men often know when this has happened, for it is a time of terrible omens when the avatars of the gods walk the land in search of the terrible beast.
According to the Norns, the Fenris wolf will devour Odin during Ragnarok.
AC-4 No. 1 SZ 15’ XP: 26,000
MV 20 ML 19 AL ce Int high
HD 30 MR 25% THAC0 -8 #AT 3
HP 240 Dmg 8d10
Special Att/Def: The fenris wolf can only hit by +2 or better magical weapons.
Fossergrim
Fossergrim resemble normal men, save that they live in waterfalls and are never found more than a mile away from the one which they inhabit. They mate with women who come to bathe in the pools near their waterfall, and have been known to abduct innocent maidens when no willing partner comes to their pool.
If the offspring of a Fossergrim and a woman is female, the child is human in all respects, save that she can breathe water. If the child is male, he appears normal for 5d10 years, and is then overcome by an uncontrollable urge to find a waterfall of his own. Any being touching a Fossergrim can breathe water until contact is broken.
AC 0 No. 1 SZ 6’ XP: 17,000
MV 9, 36 sw ML 14 AL ne Int very
HD 5 MR special THAC0 15 #AT 2
HP 40 Dmg 1d8 (sword)
Special Att/Def: Fossergrim are 100% magic resistant in splashing water; otherwise, they save as normal monsters. In splashing water, they regenerate 5 hp per round and, when fighting, they cannot miss anyone standing in water.