Vikings Valkyries Supplement For Mazes Minotaurs RPG
Vikings Valkyries Supplement For Mazes Minotaurs RPG
Vikings Valkyries Supplement For Mazes Minotaurs RPG
FOREWORD
VIKINGS & VALKYRIES is the first instalment of the new Worlds of Adventure line of supplements for the Mazes & Minotaurs role-playing game a line which, as its name implies, takes the Mazes & Minotaurs system away from its classic setting inspired by mythic Greece and sword-and-sandal movies to other legendary universes, each with its own deities, monsters and special rules. Vikings & Valkyries uses the familiar and popular game mechanics of Mazes & Minotaurs to recreate the brutal action of Viking adventuring on your tabletop, complete with runes, trolls, dragon-headed ships, sword-biting berserkers and, of course, horned helmets - which, incidentally, were never used by real Norsemen but who cares? Each title in the Worlds of Adventure series details a stand-alone, alternate game setting, with all the new rules and information needed to bring this new world to life in game terms. Each WoA book uses the same six-chapter format: Chapter I: Characters describes new or alternate classes, equipment, special options etc. Chapter II: Systems presents rule adjustments or addenda for combat, adventuring and pretty much everything else except for magic. Chapter III: Magic details new or alternate realms of magic, modified powers and special restrictions. Chapter IV: The World is the equivalent of the first chapter of the Maze Masters Guide for the new setting, covering deities, cosmology, geography etc. In the case of V&V, this setting is the fantasy world of Midgard, based on Norse myth, Icelandic sagas, Hollywood movies, comic books and pulp fiction. Chapter V: Bestiary details new creatures, as well as which existing M&M creatures can be transposed or adapted to the new setting. Chapter VI: Mythic Items does the same for magic items and legendary artifacts. So welcome to a new World of Adventure and dont forget your horned helmet!
Credits
Written by Olivier Legrand & Peter Larsson Edited by Olivier Legrand, with the invaluable help of Kevin Scrivner, Andrew Pearce and Matthew Rees. Thanks to Colin Chapman. Map of Midgard by Pontus Karlsson Illustrated by Various Artists Some illustrations copyright Clipart.com
I: CHARACTERS
Warriors
Berserkers
Berserkers are warriors who enter a spectacular, savage fury when fighting. Their antisocial, beastly behavior makes them difficult to deal with in times of peace but their battle madness makes them invaluable allies in times of war. In game terms, Berserkers are the exact equivalent of Mazes & Minotaurs Barbarians, with the extra gift (or curse?) of Battle Madness (see chapter II for more details). Berserkers usually fight with a two-handed axe or with a shield and a one-handed sword or axe ; those with a Skill of 13+ are also known to use the Two Weapons special melee technique, fighting with a sword or a one-handed axe in each hand, for the usual +2 Melee bonus (see Players Manual, p 24). Their patron deity may be Odin, Tyr or Thor.
A typical Viking posing proudly before his drakkar
Half-Giants
Half-Giants are, as their name implies, half-human, half-giant (jotun) hybrids. They are 7 or 8 tall, are monstrously stronger than mortals and are viewed with superstitious awe by most humans but are not especially clever and tend to be quite ugly. See the next page for the detailed characteristics of this new, V&V-specific warrior class. Half-Giants always have Ymir as their patron deity.
Vikings & Valkyries characters are created exactly as in Mazes & Minotaurs but have a different choice of classes and patron deities.
Character Classes
The twelve classes normally available to Vikings & Valkyries characters are: Warriors Berserkers Half-Giants Princes Valkyries Vikings Magicians Elementalists Elves Priests Skalds Sorcerers Specialists Hunters Thieves
Princes
Princes are warriors of noble or royal blood sons or kinsmen of the various kings of Midgard. In game terms, they are the exact equivalent of Mazes & Minotaurs Nobles and, like them, often claim to have a divine or mythical ancestry.
Unless otherwise noted, most of the Vikings & Valkyries classes are exact equivalents of existing Mazes & Minotaurs classes, with the same primary attributes, special abilities, starting equipment and improvement possibilities. Each of these twelve classes is examined in detail below.
Optional Classes
Maze Masters may also consider allowing the optional Shapeshifter class detailed in the M&M Companion. Another optional class which could work well in the V&V setting is the Mariner, especially in campaigns which focus on grand sea voyages and maritime exploration.
HALF-GIANTS
Primary Attributes: Might and Luck Gender: All Half-Giant adventurers are male. Basic Hits: 18 Amazing Strength: Half-Giants stand 7 or 8 feet tall and are extraordinarily strong. In game terms, their heritage gives them 18 Basic Hits (instead of 12) and also adds +6 to their Might, up to a truly superhuman score of 24. Those with a Might score of 19-20 will be able to wield enormous clubs or axes in combat (see Players Manual, p 22). Those with a Might of 21-22 have a Might mod of +5 and can wield enormous weapons with both hands but without reducing their Initiative by half. Finally, HalfGiants with a Might of 23-24 have a mod of +6 and can wield these enormous weapons single-handed, allowing them to combine their use with shields. Lastly, their great size gives Half-Giants a basic Movement of 90 (as opposed to 60 for humans). Magic Resistance: Like their Jotun parents, HalfGiants are highly resistant to magic. They replace Grace by Might when calculating Mystic Fortitude. Big & Dumb: There is, however, a downside to Giant heritage. Half-Giants are, well, often quite dumb and their heavyset frames, coarse features, ill-proportioned limbs and uncouth appearance do not make them very attractive: in game terms, their Wits and Grace are reduced by 6 points, once the rolled scores have been distributed. Weapon of Choice: Enormous club. Level Benefits: Each level beyond the first gives a Half-Giant +4 Hits, +1 to Luck and +2 to either Might (max 24) or Will (max 20). Background Talents: If the Background Talents rules from the M&M Companion are used, all HalfGiants have the Wrestler and Mountaineer talents. Possessions: Half-Giants start the game with an enormous weapon (club etc) and thats about it.
The Prince class can encompass characters like the great legendary hero Beowulf, son of King Hygelac and gifted with extraordinary Might, or more civilized (and deeply anachronistic) nobles la Prince Valiant or even tragic characters like Hamlet, the doomed Prince of Denmark. Most Princes have Odin as their patron deity.
Valkyries
Valkyries are warrior women. In cultural terms, they are the equivalent of M&M Amazons and, like them, come from a unique, matriarchal queendom (see chapter IV for more details). In game terms, however, Valkyries have the same attribute requirements, special abilities and weapon skills as M&M Spearmen, with the same mastery of spear-and-shield fighting (which explains why they are often called shield maidens). All Valkyries have Odin as their divine patron.
Vikings
Vikings are warriors who sail the seas of Midgard in search of adventure, loot and fortune. All Vikings are skilled warriors and seamen. No adventuring party is complete without at least one Viking! This all-purpose, versatile warrior class does not really have an equivalent in standard M&M terms; see below for its detailed description. Most Vikings have Odin, Thor, Tyr, Heimdall or, more rarely, Njord as their patron deity.
VIKINGS
Never question a Half-Giants choice of weapon (or hairstyle) in his presence Primary Attributes: Might and Skill Gender: All Vikings are male. Basic Hits: 12 Battle Prowess: Vikings add their Might mod to their melee Initiative when fighting with their weapon of choice. Shield Combat: When fighting with a shield and their weapon of choice, Vikings add their Skill mod to their EDC against melee attacks. Weapon of Choice: Sword, axe, great axe or spear. Level Benefits: Each level beyond the first gives a Viking +4 Hits, +1 to Luck and +2 to another attribute, chosen among Might, Skill, Wits or Will. Background Talents: If the Talents rules from the M&M Companion are used, all Vikings have the Sailor talent plus a second talent from the following list: Armorer, Beastmaster, Drinker*, Equestrian, Healer, Mountaineer, Orator, Tactician, Woodsman, Wrestler. (* see p 16) Possessions: Vikings start the game with their weapon of choice, a shield, a helmet, a dagger and 3D6 x 10 silver pieces worth of wealth. Characters who want a mail corselet will have to buy it (150 sp).
Reputation in Midgard
In the world of Midgard, oral tradition and stories of ones most famous deeds have a much more important role than in the more civilized and literate world of Mythika, making the prestige of the warrior classes and the aura of superstitious awe surrounding wielders of magic correspondingly stronger. In Vikings & Valkyries, a characters reputation effect (Players Manual p 46-47) is not restricted to a specific category of NPCs and applies to all his Personal Charisma rolls, unless he is travelling incognito (or outside the Norselands).
Elves
A high-level V&V magician or Odin in disguise?
Magicians
Elementalists
Elementalists in V&V only have access to three elements: Air, Fire and the new element of Ice (see the Magic chapter for more details). Like their classic Mazes & Minotaurs counterparts, they must choose two of these elements as their magical repertoire and one of these two as their primary element. Unlike their M&M homologues, however, V&V Elementalists do not suffer any restriction in the choice of their elements; indeed, many Norse Elementalists choose to master the conflicting forces of Ice and Fire. Like Sorcerers, they also have access to the Dwarf Option (see p 8). An Elementalists patron deity will be either Odin or, if one of the characters two elements is Fire, Loki.
In Vikings & Valkyries, Elves (also known as Alfs) are NOT a race of forest-living, slender humanoids with pointed ears (like the M&M Sylvans see Creature Compendium, p113) but ageless incarnate spirits of Nature Norse Nymphs, in other words. In game terms, Elves have the same profile as M&M Nymphs except that they can be either male or female and are not divided into six different Kins; their gender, however, has a major impact on their abilities, as detailed below. Their magical talent is called Elven Enchantment (rather than Odyllic Charm) but works exactly the same way. They have the same concealment abilities as Dryads.
Female Elves
Female Elves have the same characteristics and magical abilities as Nymphs. Their Natures Gifts mix the powers of M&M Dryads and Napaea, as detailed in chapter III. All female Elves have Freya as their patron deity.
Male Elves
The magical powers of male Elves are more limited than those of their ladies and maidens: in game terms, male Elves only have access to the first four Natures Gifts the Magnitude 5 and 6 powers remain the exclusive privilege of female Elves (see chapter III for more details on these powers). At first level, this limitation is counterbalanced by the following advantages: male Elves have 10 basic Hits (instead of 8), receive a +2 bonus to their Skill score and can select a weapon of choice (bow or sword), as if they were warriors or specialists. Each level beyond the first gives a male Elf the following benefits: +3 Hits, +3 Power points, +1 to Luck and +2 to any other attribute (Might, Skill, Wits, Will or Grace), chosen by the player.
V&V Air Elementalism in action
Male Elves may select either Freya or her brother Freyr as their patron deity.
Priests
Just like Mythika, the world of Vikings & Valkyries has a variety of deities - including a dozen major gods and goddesses, divided into two originally separate divine clans: the earthy, nature-attuned Vanir and the mighty, tempestuous Aesir. See chapters III & IV for more details about the deities of Midgard and the powers they confer to their Priests.
Elves are not the only beings from Norse legends which can be translated in game terms as a variant of the Nymph class. Maze Masters may also allow players to create Merfolk and Nixe characters. Nixes are the V&V equivalent of Naiads, while Merfolk are the equivalent of Nereids. Male members of the Merfolk are known as Mermen and females as Merrows (not to be confused with Mermaids). Such characters would work well in a seafaring campaign, as shown in Poul Andersons novel, Children of the Merman. Like Elves, Nixes and Merfolk player-characters can be of either gender, with the same consequences in game terms: only females have access to the Magnitude 5 and 6 Gifts of their Kin but males receive a +2 bonus to their Skill score as well as different level benefits.
Literacy is far rarer in the Vikings & Valkyries world of Midgard than in the classic Mazes & Minotaurs world of Mythika. In this world, all non-magician characters (including Princes) are illiterate; writing takes the form of Runes, an ancient sacred script which is only taught to (and is only used by) magicians: Elementalists, Elves, Priests, Skalds and Sorcerers. See chapter IV for more details about the various languages of Midgard.
In Norse sagas and legends, the greatest magicians are often dwarves; these dwarves are not the proud and stubborn warriors found in so many fantasy novels and RPGs, but crafty, elusive tricksters with an affinity for magic. A suitably romantic Skald A player who wants to play an Elementalist or a Sorcerer may choose to make his character a Dwarf; In fact, Maze Masters may even decide to make this option a mandatory requirement for male members of these classes, thereby restricting the practice of Elementalism and Sorcery to either women or dwarves. At the Maze Masters discretion, the Dwarf Option may also be applied to the Thief class, making it the only non-magician class available to Dwarves. Dwarf characters are subject to the following attribute score adjustments: Might -2, Wits +2, Grace -2. Starting age (and approximate life expectancy) should also be multiplied by 5.
Skalds
Skalds are masters of poetic magic. Their role, status and game abilities are exactly the same as those of M&M Lyrists. Their magical talent should be renamed Skaldic Gift (instead of Orphic Voice). All Skalds have Bragi as their patron deity.
Sorcerers
Sorcerers in V&V have exactly the same abilities and profile as their regular M&M equivalents and are usually viewed with an even greater degree of mistrust. Male Sorcerers have access to the special Dwarf Option detailed in the sidebar. A Sorcerers patron deity is either Odin or Loki.
Specialists
Hunters
Hunters in V&V may belong to the Kvenir people, a non-Norse culture inspired by the ancestors of the Sami people. All Kvenir player-characters should be Hunters. A Hunters patron deity will be Uller, god of the hunt, unless he is of Kvenir origin, in which case he will follow the shamanistic beliefs of his people.
Thieves
For various cultural, economic and fictional reasons, adventurous burglars and tomb robbers seem a bit out of place in this alternate setting. That being said, the Thief character class does exist in Vikings & Valkyries but is far less common than in Mythika and fills a somewhat different niche, at least as far as player-characters are concerned; most Thieves in a V&V campaign will actually be spies, scouts and men of cunning in the service of a king or prince rather than classic fantasy rogues. Depending on his status, role and background, a Thiefs patron deity will be either Loki or Odin.
Weapons
The Mazes & Minotaurs rules divide melee weapons into the four following broad categories: daggers, swords, spears and barbarian weapons (the big axes and swords used exclusively by Barbarians). Since the Barbarian class as such does not exist in Vikings & Valkyries, this weapon classification must be modified slightly to reflect the cultural differences between the worlds of Mythika and Midgard in the art of mayhem. In Vikings & Valkyries, all typical Viking battle weapons (swords, battle axes etc) are treated as barbarian weapons in game terms (i.e. they can only be used one-handed by characters with a Might score of 13+ and have an Encumbrance of 2) but can be used by all warrior classes. In the V&V setting, the standard Mazes & Minotaurs sword (Enc 1, no Might requirement) is actually a short or light sword and would mostly be used by non-warriors or as a secondary weapon. And then, there is the great axe, a big, long-hafted nasty battle axe which has an Encumbrance value of 3, can only be used two-handed (which precludes the use of a shield) and also requires a Might of 13+ but this massive weapon also confers a +2 bonus to the attackers Melee score. A great axe costs twice as much as a standard axe (60 sp, the same price as a good quality sword).
You can never have too many weapons (old Viking saying)
Character Options
This section reviews the various character options presented in the M&M Companion and how they may (or may not) apply to the new world of V&V.
Heroic Development
An ornamented great axe and a typical Viking shield
This optional rule may also be used in Vikings & Valkyries, at the Maze Masters discretion.
Background Talents
This option works as well in Vikings & Valkyries as it does in standard M&M. Maze Masters may choose to change the names of the Scholar and Tactician talents to Sage and Warlord respectively to better fit the more, well, Viking atmosphere of V&V. V&V characters should be given the same choice of talents as their equivalent M&M classes: all Skalds automatically qualify as Orators and Musicians, V&V Princes should be given the same choices as M&M Nobles, Valkyries should be given the same choice of talents as Spearmen (rather than Amazons) etc. The Drinker talent should be added to the lists of background talents of all warrior classes - see chapter II for full rules on alcohol consumption, drinking contests and similar topics.
V&V was warmly welcomed by a portion of the M&M community for some strange reason, you can never go completely wrong with Vikings when it comes to gamers but the book was also shot down in flames by some critics who went berserk (ah!) about the way V&V turned Viking culture and true Norse mythology. In the now defunct (and, to be honest, slightly pretentious) Gamesmith magazine, which was a major trendsetter of the early nineties, Vikings & Valkyries was kindly described as: a sub-pop culture travesty of horned helmets, historical inaccuracies and gross mythological mistakes, which should rather have been named K&K, for Kitsch & Klichs. The same irate reviewer scornfully commented that V&Vs approach to Norse mythology has more to do with The Mighty Thor than with the Prose Eddas or the Volsunga Saga without ever realizing that this was precisely what the authors of the supplement had in mind. The point that many detractors of V&V failed to grasp was that the way it mistreated Norse myth was perfectly consistent with the way Mazes & Minotaurs had treated Greek myth in the first place. In short, the Midgard of V&V is to the real Midgard of Scandinavian myths and sagas what Mythika is to the real Mythic Greece of Homer and Hesiod
Divine Agents
For all sorts of cosmic and cultural reasons, intrigue, power struggles and rivalries are far less frequent among the Norse gods of V&V than they are among the Olympians of Mythika. As the god of strife, Loki may be seen as the proverbial exception but even his influence is not enough to turn Asgard into a hotbed of power plays and hidden agendas. For these various reasons, the gods of Vikings & Valkyries never work their plans through divine agents; when they want something done, the Aesir and Vanir just do it themselves. Many of them often walk the world of man in human guise, especially Odin, who seems especially fond of playing the lonesome wanderer part (so beware of mysterious one-eyed wayfarers with wide-brimmed hats).
Alternate Cults
Maze Masters who really, really, I mean really want to introduce Christianity as an optional new faith in the world of V&V may give Christian Priests the same variant Divine Prodigies as the Priests of Mithras (see p 26-27 of the M&M Companion). At the Maze Masters discretion, Druidic Faith (see p 27 of the M&M Companion) may also exist in V&Vs world of Midgard, but only among the Fir wildmen (see The World chapter for more details).
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II: SYSTEMS
Note that the extra Melee bonus granted by Battle Madness will also increase the chance of scoring a Critical Hit, making a battle-mad Berserkers attacks not only more effective but also more dangerous. There are, of course, a few drawbacks. A Berserker in Battle Madness does not get any defensive bonus from his shield (assuming he does carry one) and cannot use the Weapon Parry or Subterfuge special tactics (but Berserkers are not known for their battle cunning, anyway), nor can he try to disengage from melee; as long as there is at least one foe standing, the Berserker will continue to fight to the death, regardless of the risks. Even if all foes have been killed or taken out of action, the mad Berserker will continue to fight, blinded by his manic bloodlust, attacking the nearest ally in sight, unless he manages to regain his self-control (see below) or is neutralized by combat or magic. A battle-mad Berserker is totally immune to all forms of verbal persuasion or communication, even from his best friends or closest comrades.
Melee practice, Viking-style
Every time a battle-mad Berserker actually wounds a friend or ally, he may attempt to regain his selfcontrol; this requires a successful Danger Evasion saving roll against a target number of 10, made after the damage roll. If this saving roll is successful, the Berserker will come to his senses and the player will regain full control of his character; otherwise, the battle-mad Berserker will continue to attack his friends until he makes a successful saving roll or runs out of friends to slaughter. Magic also provides several methods of calming a battle-crazy Berserker, such as an Elfs Natures Seduction, a Sorcerers Compelling or a Skalds Song of Soothing. If such powers are successfully used against a battle-mad Berserker, they will take effect normally and will also calm his inner rage... until a new opportunity for Batte Madness arises!
Going Berserk
In addition to the damage and defensive bonuses granted by their Battle Might and Battle Fury special abilities, Berserkers also have the power to enter a state of mindless battle madness when fighting in the middle of melee. Whenever a Berserker has been fighting in melee combat for at least one battle round, his player may decide that his character will go berserk. This decision can be made at the start of any battle round and will affect the characters behavior and combat abilities for the remainder of the fight. In fact, the effects of this mindless blood frenzy might even last after the fight is over, if the Berserker fails to come back to his senses (see below). While in this state of Battle Madness, the Berserker adds his Might bonus to his Initiative and Melee scores, as if he were Charging into Battle. Note that these Battle Madness bonuses cannot be combined with those of a Charge, since the character must already be fighting in order to go berserk.
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Maiming Opponents
Viking tales and movies are full of one-handed or one-eyed protagonists, along with the occasional disfigurement. The following optional rules allow you to add such gruesome possibilities to the M&M combat system for an extra touch of Viking carnage and also detail their effects in game terms. Instead of simply trying to wound his opponent, a character engaged in melee combat may elect to cause him a more specific (and permanent) form of injury by severing one of his hands, piercing one of his eyes or leaving him disfigured. These three options are covered in detail below. Other specific mutilations are of course possible but are left to the imagination of creative players and Maze Masters. Whenever a character rolls a critical hit in melee combat (see M&M Companion), he may deliberately choose to inflict one of the three aforementioned mutilations on his opponent (sever his hand, pierce his eye or disfigure him) instead of rolling on the Critical Hit table. Note that this optional rule can also be used even if you do not normally use the Homeric Combat tables in your games. If these new Maiming options are allowed to player-characters, they should also be extended to Major NPCs (unlike the optional Critical Hits from the M&M Companion, which are strictly restricted to player-characters).
Shield Breaking
This new special melee attack allows an attacker to target his opponents shield, instead of attacking the opponent himself. It can only be attempted with an axe or great axe and requires a Might score of at least 13. If it succeeds and does enough damage, it will shatter the shield, making it completely useless. Hitting an opponents shield is not that difficult; the actual attack requires a Melee roll against the opponents Basic Defense Class (12 + Luck mod), rather than against his total DC, since the armor you are wearing will not protect your shield. Warriors who receive a Skill-based bonus to Defense Class while fighting with a shield (Vikings and Valkyries) will still benefit from their special defensive bonus. If the attack succeeds, the opponent suffers no injury but damage is still rolled (with any appropriate bonus for class, magical weapons etc): if the final damage roll is 5 or more, the shield is shattered. If the damage roll is less than 5, the blow simply has no noticeable effect on the shield (and the attacker has just wasted a precious attack). Magical shields are totally immune to such attacks. It should also be noted that this trick can only be used in a world like Vikings & Valkyries Midgard, where shields are (at least partly) made of wood and thus far likelier to break under a mighty blow.
Severed Hand
This critical wound can only be inflicted using a cutting weapon, such as a sword or axe. Damage from the blow is rolled normally and subtracted from the victims Hits Total as per the normal rules. In addition, if this damage is equal to or greater than 5 Hits, the victims hand is severed. A character who loses a hand will obviously be unable to wield two-handed weapons and perform tasks which require the use of both hands. Loss of a hand does not prevent you from using a shield.
Axe Throwing
One-handed Viking axes are actually balanced for throwing, provided you have a 13+ in Skill. They have an effective range equal to the throwers Might in feet and a maximum range of (Might x 2) but like thrown knives, thrown axes do not receive any short range attack bonus.
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Characters who lose an eye suffer a penalty of -2 on all their Missile attack rolls. At the Maze Masters discretion, this penalty may also apply to detection rolls in situations where peripheral vision or depth perception is a major factor. One-eyed characters also lose 2 points of Grace, permanently. This option can also be used against creatures of Small or greater Size, as long as they have eyes. The eyes of Tiny creatures are simply too small to be targeted by human attackers.
Disfigurement
Many wounds leave more or less nasty scars but disfigurement represents the deliberate destruction of an opponents good looks. It can be inflicted using any melee weapon except spears. Depending on the weapon being used, it may involve cutting off an opponents nose, beating his facial features to a pulp, leaving a really big and ugly scar etc. Damage from the attack is rolled and applied as per the usual rules. The victim also suffers the permanent loss of 6 Grace points, as well as the possibility to increase this attribute in the future. This option is useless (or simply irrelevant) against creatures, who usually dont give a damn about how nice (or how ugly) they look.
If the severed hand was the characters sword hand, he will have to re-educate his other hand to make it his new sword hand through constant and arduous training. In game terms, a character fighting with his off-hand suffers a penalty to his Melee rolls; this penalty is normally equal to -4 but characters with a positive Skill mod subtract it from the penalty. Thus, a character with a Skill of 13 or 14 (and a Skill mod of +1) would only suffer a penalty of -3 when fighting with his off-hand. This penalty is reduced to 0 for characters with a Skill of 19 or more; in other words, such characters are assumed to be perfectly ambidextrous. The only way for a character to re-educate his off-hand is to increase his Skill in order to reduce this penalty or perhaps even remove it completely by reaching a truly outstanding Skill score of 19. Characters who have lost a hand also lose 2 points of Grace, permanently. This option can obviously only be used against opponents who do have hands, making it useless against Beasts and many Monsters. Severing the hand of a Large or Gigantic creature requires an extra 5 Hits of minimum damage per Size category (which means a minimum damage of 10 for Large targets and 15 for Gigantic ones), making this an impossible feat without a magical weapon or the Berserkers Battle Might ability. Severing the hand of a Small-sized target does not require a minimum amount of damage, while Tiny creatures are far too small to be specifically maimed in that manner.
Maiming Player-Characters
As noted above, Maze Masters who choose to allow player-characters the use of these Maiming rules should also make them available to Major NPCs, unlike the optional Critical Hits tables from the M&M Companion, which are the exclusive privilege of player-characters. In other words, player-characters in a Vikings & Valkyries game may be victims of such gruesome mutilations, but only at the hands of their cruellest and most vicious enemies enemies who would rather have them maimed and miserable rather than killed off for good. In game terms, such wicked, dastardly foes can only be Major NPCs.
Pierced Eye
This critical wound can only be inflicted using a sword or spear. Unlike the other two options described in this section, it can also result from a missile critical hit with an arrow or javelin. Damage from the attack is rolled and applied in the usual manner; in addition, the target loses one of his eyes, regardless of the amount of damage inflicted.
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That being said, losing a hand or being disfigured might not be everybodys idea of heroic fun (as opposed to meeting a glorious end in battle). For this reason, players whose characters are placed in such dire situations should be given the choice between the intended mutilation and the permanent sacrifice of 1d3 Luck points. If this option is taken, the character still suffers normal damage from the attack but not its additional, permanent effects. Since Luck affects many derived scores, including Melee and saving rolls, losing 1-3 Luck points may have a tremendous effect on a characters abilities, so choosing the mutilation may sometimes be a wiser option (unless, of course, you are about to lose your second eye or hand).
Maze Masters who use the optional Maiming rules given above may choose to go further and add yet another extra touch of blood and gore to combat by using the following option, which is simply a logical extension of the new optional Maiming rules detailed on the previous page. Player-characters and Major NPCs who score the equivalent of a critical hit with a sword or axe may choose to cut off their opponents head, instead of simply maiming him. Needless to say, this means instant death, no matter how many Hits you have left. That being said, cutting off another human beings head (not to mention a Trolls or a Dragons) is not as easy as it may appear in some movies. If an attacker does choose the decapitation option, damage from the attack is rolled normally and then multiplied by 2 before being applied to the targets Hits Total. If this doubled damage is equal to or greater than 10 Hits, the unfortunate target is decapitated. Player-characters should be allowed to escape such a horrible fate with the same Luck sacrifice as for other mutilations (see above). This critical attack can also be used against creatures (except Tiny ones), as long as they do have a proper head. The required amount of damage varies according to the Size of the creature: 5 if Small, 10 if Medium, 15 if Large and 20 if Gigantic. Thus, only Berserkers with an extraordinary Might or characters with a very powerful damage-boosting magical weapon may have a chance of actually beheading a Giant or Dragon with a single blow (as opposed to cutting its head off after slaying it). In the case of creatures with Multiple Heads, the loss of a single head will NOT cause death but will deprive the creature of the advantages of having an extra head, as detailed in the description of the Multiple Heads special ability in the Maze Masters Guide (+1 to Initiative and detection rolls, as well as one extra attack per round). Creatures who have Multiple Heads and Regeneration will be able to grow a new head in two battle rounds.
This Luck sacrifice option should be restricted to player-characters only - so those Major NPCs do have something to worry about now, dont they?
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Viking Games
Vikings and other warriors are fond of games and contests especially ones which emphasize brute strength, stamina and drunkenness over strategy, patience or cleverness. This section details a few new rules which can be used to handle such fun events in your V&V games. The rules given below should only be used for player-characters and Major NPCs. Games and contests involving Minor NPCs are unimportant and do not need to be resolved in detail. Conversely, player-characters should only challenge Major NPCs to such contests for the purposes of such activities, Minor NPCs should never be treated (or presented) as worthy opponents. When performed during great feasts in a kings hall, in the presence of the king himself (and only then), each of these games and contests can bring 10 extra Glory points to the winner. Each type of game also has special victory conditions which must be met in order to reap this Glory.
than 10, draw your own conclusion and roll 1D6 for damage. Also note that such a botched throw usually breaks the mood, bringing the game to a sorry and messy end. You may only gain 10 Glory points for winning this game if you manage to cut the two braids without missing a single throw.
Shield Running
This game is another Viking classic. It involves at least two contestants, plus an indefinite number of assembled warriors. The warriors hold their shields overhead, forming a kind of precarious shield-roof on top of which the contestants must run as quickly and nimbly as possible, without losing their balance. In game terms, such a contest of shield-running is resolved by a series of Athletic Prowess saving rolls, versus the usual target number equal to the runners Encumbrance total. A failed roll means that the character falls off and is taken out of the game. All contestants must keep on rolling until only two of them remain. When there are only two contestants left standing (or if there were only two contestants to start with), the first one to fail a saving roll loses (and the other obviously wins); if both contestants fail their Athletic Prowess saving roll, then the contest ends in a show of clumsiness and frustration, with no winner. You may only gain 10 Glory points for winning this game if you succeed at five saving rolls or more.
Arm Wrestling
Roll 1D3 and add the result to each contestants Might score; the higher total wins the bout. In case of ties, just roll again. Note that if your opponents Might exceeds yours by more than 2 points, you have absolutely no chance of winning. As mentioned above, when such a contest occurs during a great celebration, in the presence of a king, victory may bring you 10 points of Glory but only an unexpected victory against an exceptionally strong opponent can bring you Glory. In game terms, your opponents Might must be at least 17 and greater than your own. Multiple victories against the same opponent will not bring you any extra Glory.
Braid Cutting
This game is the Viking version of the well-known knife throwing routine, except that you must replace circus knives with throwing axes and the smiling lady assistant / human target by a terrified female slave with braided hair. The goal is to cut each spread braid with a thrown axe without, of course, mangling the poor girl (but if this should happen, well, shes just a slave) This game may be run as a simple show of individual skill or as a duel between two contestants, in which case each of them is supplied with his own target and is given a limited number of throws usually three. Each time the axe is thrown, roll 1D20 and add the characters Missile mod. If the total of the roll is 20 or more, the expertlythrown axe cuts one of the braids. If the total is less than 20 but is still equal to or higher than 10, the axe misses its target altogether, without harming the human target. If, on the other hand, the total is less
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On the other hand, if the total rolled is 20 or more, the character actually gains a +2 Melee bonus. These bonuses and penalties last for the next 2d6 hours. Once this period is over, the hangover creeps in: the penalties (or the odd Melee bonus) are halved and continue to apply for the next 1d6 hours. Characters with the Drinker background talent are advantaged on all their Physical Vigor rolls made to resist the effects of alcohol.
Drinking Contests
These drinking rules can also be used to run drinking contests between several characters; in this case, victory simply goes to the last man standing. If the contest took place in a kings hall and in the presence of the king, the winner gains 5 points of Glory for each Physical Vigor saving roll he has successfully made; in other words, winning such a drinking contest may bring you up to 15 points of Glory, if you reached the third and final (Drinking Limit x 3) threshold and made your Physical Vigor roll against a target number of 20. If two characters with the same DL reach this final stage at the same time and both succeed at their saving roll, victory will go to the one who rolled the higher total.
Drinking
No Viking game would be complete without rules for alcohol intoxication and drinking contests!
The sensible Priest watches a Prince drinking himself into a coma without losing his Princely bearing (so far)
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A heroic warrior finally gets his one-way trip to Valhalla (as well as a posthumous 1000 Glory reward)
Death
Wergild
Despite what the existence of things like berserkers and battle-axes might imply, Viking society actively discourages mindless carnage at least in times of peace between Norsemen. Whenever a Norseman kills another, he must pay a very hefty fine (in money, treasure, livestock or trade goods) called the Wergild. In game terms, a characters Wergild is equal to his level multiplied by 100, in gold coins (not silver pieces). This is doubled for Princes and other people of royal blood. Minor NPCs have a Wergild of 10, unless they are slaves, in which case their life is literally worth nothing. Inflicting specific mutilations (see p 12) will also require payment of a portion of the victims Wergild: one-fifth for a lost eye or disfigurement, one-half for a severed hand. This law obviously does not apply to opponents killed in wartime but does apply to victims of blood feuds between rival families, which are explicitly prohibited by the royal laws of kings. Also note that this custom does not actually prevent such blood feuds from occurring in fact, some families and individuals even hoard vast quantities of wealth in preparation for such bloody vendettas Non-payment of the Wergild is also a very common motive for carrying out such blood feuds, so perhaps it was not such a good idea after all.
Going to Valhalla
As detailed in the Players Manual (p 23), characters who are reduced to zero Hits and roll 20 or more on their Physical Vigor saving roll may keep on fighting as long as they do not suffer any more damage. In Vikings & Valkyries, when a warrior dies under such heroic circumstances (mortally wounded and still fighting), he is deemed worthy enough by Odin the Chooser of the Slain to enter Valhalla. On such epic and fateful occasions, the sky opens and celestial shield maidens come down from the clouds to carry away the fallen warrior to the great halls of Valhalla where he will feast forever in the company of his peers until the day of Ragnarok. Such a fate brings the dead warrior a posthumous bonus award of 1,000 Glory points ; note that this is merely a symbolic reward, since the character is dead and can no longer be played, but still. In addition, the spectacular intervention of Odins celestial Valkyries will always cause surprise among the dead warriors enemies, giving his surviving comrades a whole battle round to act freely which, in some desperate situations, might just make the difference between life and death. Note that only warriors may know such a glorious final fate. Nobody really knows what happens to the rare magician or specialist who actually dies in such a heroic manner.
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Ships
Ships and sailing are at least as important in Vikings & Valkyries as they are in regular M&M. In Midgard as in Mythika, entire campaigns can be built on the perilous voyages and heroic expeditions of a seafaring band of adventurers, whose travels may take them to the shores of mysterious islands or to fabled lands full of wonders, gold and dangers. For the sake of simplicity, the various types of ships available to Vikings & Valkyries characters have the same characteristics in game terms as their M&M counterparts (see the Players Manual, p 42-43), but with different, more Viking-sounding names; round ships (also called merchant ships) become knorrs, while war galleys should be called longships and usually sport an impressive carving of a dragons or some other fantastic beasts head at their prow, rather than the brightly painted eyes found on Greek and Mythikan ships. For this reason, longships may also be called dragon ships. Theres nothing much to add, really but we felt we just had to have a section about ships since this is a Viking supplement (and we also had some really nice longship illustrations in store).
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III: MAGIC
Realms of Magic
The magic of Midgard includes the five realms of magic detailed in chapter III of the Players Manual (Divine Prodigies, Elemental Magic, Natures Gifts, Poetic Magic and Sorcery). While Poetic Magic and Sorcery follow exactly the same rules as in standard M&M, the three other Realms of Magic are subject to some slight adjustments to reflect the differences between the magical realities of Midgard and Mythika, as detailed in this chapter.
Divine Prodigies
The Divine Prodigies of Midgard Priests are the same as those of Mythika, with specific Divine Blessings (Magnitude 1) and Gifts (Magnitude 4) for each Aesir or Vanir deity, as detailed below. In addition, Priests of the Norse deities need to use specially-made runesticks to call a Divine Vision. This is known as casting the runes.
Divine Blessings
Odin Danger Evasion Melee Mystic Fortitude Personal Charisma Tyr Defense Class Melee Physical Vigor Heimdall Defense Class Melee Mystic Fortitude Uller Danger Evasion Missile Mystic Fortitude Freyr Danger Evasion Mystic Fortitude Physical Vigor Loki Danger Evasion Mystic Fortitude Thor Defense Class Melee Mystic Fortitude Physical Vigor Frigg Danger Evasion Mystic Fortitude Physical Vigor Baldur Defense Class Mystic Fortitude Personal Charisma Njord Danger Evasion Mystic Fortitude Physical Vigor Freya Danger Evasion Mystic Fortitude Personal Charisma Bragi Mystic Fortitude Personal Charisma
It should be noted that Midgard Priests tend to have a narrower repertoire of Blessings than their Mythika counterparts (see Players Manual, p 30); only two of the twelve gods (Odin and Thor) give access to four possible Divine Blessings, and two of them (Loki and Bragi) only give access to two possibilities.
Divine Gifts
Odin: Presence Tyr: Victory Heimdall: Vigilance Baldur: Presence Uller: Accuracy Freyr: Endurance Thor: Victory Frigg: Endurance Bragi: Presence Loki: Stealth Njord: Strength Freya: Endurance
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Elementalism
Elementalism in Midgard does not include the elements of Earth and Water as defined in the M&M rules. A V&V Elementalist can only select his two elements from the following three elements: Air, Fire and the new element of Ice (see below). A V&V Elementalists choice of powers is, however, free of any sort of metaphysical restriction; in other words, nothing prevents a V&V Elementalist from selecting the opposite elements of Fire and Ice which are in fact a very popular combination.
Element of Ice
Magnitude 1: Wall of Ice
This power allows the Elementalist to erect an impregnable wall of magical ice before him. This barrier is roughly rectangular, with a maximum height equal to the Elementalists Mystic Strength in feet and a maximum width of (Mystic Strength x 2). The Wall will stop all melee and missile attacks (from both sides); it cannot be crossed or damaged by any physical force with the exception of Fire powers (see Fire & Ice below). The base of the wall can be set up to 10 away from where the magician stands but cannot be raised above the ground. Once created, the Wall of Ice cannot be moved and will remain in existence for a maximum number of rounds equal to the magicians Mastery, during which the Elementalist must remain fully concentrated and cannot use any other power. This duration is doubled for Elementalists who have Ice as their primary element. Once this time limit is reached, the Wall will disappear; erecting a new Wall will take an entire round (and 2 Power points). The Wall will also disappear if its creator is killed, injured, seriously distracted etc.
An Ice Titan melting from exposure to Fire powers
In game terms, this power is similar to the Earth power Animate Statue with a significant extra edge, since it does not require an existing statue; unlike Stone Titans, however, Ice Titans are very vulnerable to the effects of Fire magic.
Natures Gifts
As mentioned in chapter I, the powers of Elves are the same as those of classic M&M Nymphs, with the following adjustments and particularities. Elves have the same Natures Favor (Magnitude 4) power as Dryads. Their Natures Curse (Magnitude 5) and Natures Command (Magnitude 6) powers, which are only possessed by female Elves, are the same as those of Napaea (Affliction and Kiss of Life).
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Odin, supreme god of the Aesir (and big winner of the Magnusson Variant)
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Midgard
Midgard is the land of men, warded from the primeval forces of the land of the giants. Once it held giant empires and lofty cities, but now these mighty nations have fallen. On this stage of ruin and disrepair three northern kingdoms are set to lay claim to the treasures of the past.
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Surrounding Realms
Surrounding the Norse Kingdoms are exotic lands brimming with danger and treasure! To the south and west of Beornia, beyond Beors Dyke, lies Firland. Full of overgrown ruins and lost treasures, these dark woods were once the verdant fields of a mighty empire, overrun by the ancestors of the Fir at the end of the Age of Legend. The Fir tribes are proud and warlike savages, endlessly at war with the Norse over some long-forgotten slight. Their clans are often locked in internecine warfare or bloody feuds, and their druids perform bloodcurdling rites and sacrifices in the name of gods who seem to be but mockeries of the Vanir. The Golden City, where an Emperor still rules, lies to the south and east of the Norse Kingdoms. Upholding traditions from the Age of Legend, the Golden City is opulently rich, but lacks the power to dominate its surroundings. It is a city-state, a decadent remnant of a once great empire. To the east of the Golden City, far from the Norse Kingdoms, are vast plains and steppes ruled by the Hungol hordes. The Hungol are keen hunters, herdsmen and warriors. The steppes are also home to gryphons and other monsters. North of the Hungol steppes, running all the way to the borders of Vedland and east to the limits of Midgard, is mountainous Trollheim. This wild land, which continues into the frozen north, is home to half-giant chieftains and Kvenir tribes. The Kvenir are reindeer-rearing nomads who journey with their livestock. All of the frozen north, from west to east, is their home and they trade as readily with the Norse as with giants or trolls. The far north is a land of ice and glacier, home to the ice-witch Baba Pohja and her realm of darkness.
Hospitality
In the harsh world of Midgard, common folk must depend on each other. Honorable Norsemen will never turn away a traveler in need and will provide him with food and shelter. There is, of course, also a limit to hospitality, and abusing it is almost as bad as not providing it. Lords and kings take hospitality to an excess, lavishly providing their henchmen and visitors with gifts, food and favors. For this reason, the lords of the Norse Kingdoms are known as the Givers of gifts.
Bravery
For a Norseman, it is important to give proof of bravery and composure in the face of death. The brave go to Valhalla and sit at the table of Odin, but the timid dead linger in the unhallowed halls of Hel. A cowards infamy lives beyond his death; he will be remembered for his lack of backbone. For this reason, many Norsemen utter terse, laconic and ironic statements even when receiving a fatal blow to show their disregard for death and pain.
A typical Fir barbarian warrior
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Nonhuman Languages
Alfan: The beautiful and poetic native language of Elves (as well as Merfolk and other related beings); it is also the tongue of the Vanir gods. Dwarvish: The secret, often enigmatic native language of Dwarves and Duergar. Jotunian: The crude and coarse native language of Giants, Half-Giants and other Giant-kin. Trollish: The even cruder and coarser native language of Trolls and other Troll-kin.
A typical Viking funeral (you knew we couldnt avoid it)
Vendettas
Family ties are very strong in the Norse Kingdoms, and family members can always call upon their relatives in times of need. This also means that every Norseman will have angry family members to avenge his death or misfortune if needs be. Sometimes, vicious, bloody vendettas are waged through generations. To avoid the extinction of entire families, the Norse gather regularly for public assemblies, called Things, where they can settle their disputes, often by paying a blood-fine or wergild. On Faroy, this Thing has taken the place of a royal court, and governs the entire island.
Language
Norscan is spoken throughout the Norse Kingdoms. All player-characters are assumed to be perfectly fluent in this common language. Other Midgard languages include Kvenish, Firian, and Troll speech. Because of their shared language, the Norse Kingdoms of Midgard also share a very rich oral tradition of rhyme and poetry, with intricate wordweaving a fitting pastime for skalds and princes. The following section lists all the major languages of Midgard, including the main nonhuman tongues.
Literacy
All non-magician characters are assumed to be illiterate. Literacy is extremely rare in Midgard and is regarded as an almost wizardly form of knowledge. The only form of writing known in the Norse lands is the sacred runic alphabet, which is only taught to (and used by) magicians, including Dwarves and Elves. The only other system of writing which exists in the wider world is the imperial alphabet, used by the so-called civilized scholars of the South and generally unknown in the Norse; the only ones whod have a reason to learn it would be the magicians and they have no reason to do so, since they have the sacred runic alphabet. And no, neither the Giants nor the Trolls have anything resembling a written language.
Human Languages
Norscan: The common tongue of the Norse realms, used in the Three Kingdoms, Valkya and Faroy. It is also the native language of the Aesir gods. Kvenish: The native tongue of the Kvenir nomads. Firian: The native tongue of the Fir barbarians. Hungolese: The native tongue of the Hungol tribes. Imperial Tongue: The language of the Golden City, used as a common tongue in the so-called civilized nations of the South, which were once provinces of a now fallen empire.
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Ginnunagap, the great primal abyss between the glaciers of Nifelheim and the flames of Muspelheim
Outgard
Outgard is a realm of monsters, giants and dragons. No man knows all that Outgard holds. Some, who have been daring enough to make the trip across multiple times, swear that the land changes with every visit. Lost valleys and cities, verdant landscapes and harsh wilderness, all can be found there. Outgard is also the rim of the great disc that is the earth; if you travel too far into the unknown, you may well fall off the edge. Still, some areas of Outgard are well known, whether from experience or from the sagas: Nifelheim is an arctic wasteland of glaciers and icebergs. At its very heart lies a secret and verdant valley, Asgard, over which perches the great fortress of the gods: Valhalla. It is from here that the Aesir survey their creation. Asgard can only be reached by a great bridge which can be seen from Midgard on certain rainy days. Men call it Bifrost or the Rainbow. The land of the giants rises in the east, the lofty peaks and rugged crags of Jotunheim. This volcanic tract is home to the keeps and halls of mountain kings and giant chieftains. It is a land of sorcery, violence and ancient secrets.
Near the rim of the world, the volcanic streams merge at the fiery inferno of Muspelheim and the palace of Surtur, king of the fire giants. The border between the rocks and flames of Jotunheim and Muspelheim on the one side, and the ices and turrets of Asgard and Nifelheim on the other hand is Ginnunagap, the old primordial gap that existed before the world did. Only here does it surface, but the cracks and crevasses of that ancient abyss run under all of Outgard and Midgard, and they are filled with hidden tunnels, secretive dwarves and old monstrosities. To the south is a desolation of hot winds and fiery deserts, home to trickster spirits, ancient dragons and lost civilizations. To the west is the Great Sea, dark blue waters that only the Norsemen dare to sail. Seafarers speak of isolated islands lost in the mists and fumes of the great seas. Some of these are forgotten kingdoms ruled by vicious witch-kings, others are unexplored and presumably uninhabited. Beyond these, the most daring sailors say, is a distant continent, Skrelland. Many attempts to find and to colonize it have failed, and those that survive to tell the tale whisper of fierce resistance from the native tribes.
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Mythology
Before the World
In the beginning was nothingness. There was no sea or earth or heaven, only a yawning gap. The north bank of that gap was a frosty glazier, called Nifelheim. The south bank was a furnace of flames called Muspelheim. In time, the flames of Muspelheim thawed the ices of Nifelheim, forming a brooding, massive figure: the giant Ymir. His offspring were the giants, the trolls and the witches. But the ices continued to thaw, and from the firmness of the ice were formed shapely men and women. These were the gods. They went to war against the giants and forced them into the wilderness. They seized and killed Ymir, creating earth and sea and heavens from his cut-up parts. But the giants hid themselves in the rocks and mountains surrounding the world that had just been created by the gods.
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Valkya
The island of Valkya was first settled by female devotees of Odin led by a self-appointed priestess of royal blood named Brunehild, the ancestor of the current Queen Brynhild. Brunehild built a hallowed fortress called the Ring in response to visions and foresights from the great god. She forbade men to live on Valkya, and for that reason the Valkyries travel to Midgard to find mates. The mettle of Valkyas women was put to the test when waves of Fir invaders assaulted the island and its keep. Though outnumbered, they were victorious. Since then, all Valkyries are trained in the art of war at a very young age. Valkya tends to stay aloof of the politics and feuds of the surrounding realms. Its aspirations are spiritual, and many Valkyries venture forth to search for sacred relics or mythic items. They can be quite ruthless during these quests as they judge the petty aspirations of common men and women to be of little significance. As devotees of Odin, the Valkyries tend to support followers of the Aesir over or even against those of the Vanir, whom they perceive as weak, obsolescent deities.
Recent History
Beornia
The kingdom of Beornia was the first of the Norse kingdoms to arise from the barbarian tribes that inhabited the peninsulas. Its founder, Beor, was a legendary warlord who rallied his people against invading Fir clans and raised Beors Dyke as a defense against them. From him stems the oldest and most prestigious line of kings in the Norse kingdoms: the current king Rothgar is his direct descendant. According to legend, Beor was no ordinary man but the son of Tyr, the god of war. Ever since his days, the Beornians have launched raids against the Fir or defended themselves against incursions. Beornia seems to be full of impatient youths who wish to prove themselves in battle or by other exploits.
Vedland
Second of the Norse kingdoms, Vedland was founded by King Volse, who gathered the tribes of the woodlands around him and built a great temple to the Vanir gods Frey and Freya. The Vedlanders battled trolls and half-giants from the mountains; it is rumored that Volse and his descendants, the Volsungs, were of half-giant stock themselves. Vedland is now a country divided. A few years ago, a cunning adventurer, Ragnar One-eye, managed to trick the rightful ruler and kill him in an ambush. The heir apparent, Prince Orm, managed to escape the usurpers plot; he is now amassing warriors and rebels in the deep woods in hope of reclaiming the throne. In the meantime, Ragnar has married Orms sister Skuld, the High Priestess of Freya, and is trying to unite the country under his harsh rule.
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The Aesir feasting in the halls of Valhalla can you spot Odin and Bragi?
Aesir Deities
Frigg Baldur
Baldur is the god of beauty, friendship and wisdom. He is the son of Odin and is best liked of all the gods. He is also fated to die and unleash the battle of Ragnarok and the end of the world according to dire prophecies. Symbol: A radiant sun Typical Worshipers: Princes and lovers. The goddess of home, hearth and wisdom, Frigg is also closely associated with Fate and the Norns, as well as with the gift of foresight. She is the wife of Odin, and the foremost of the Aesir goddesses. Symbol: The spinning wheel. Typical worshipers: Women of all social classes
Heimdall
Heimdall keeps an ever-vigilant watch over the domains of the gods and the bridge of Bifrost known to men as the rainbow. If giants or other foes advance on Asgard, he is the first to raise the alarm by sounding his great horn, the Gjallarhorn. He is a noble and warlike god. Symbol: A great, curved horn Typical Worshipers: Princes, Hunters, watchmen.
Bragi
Bragi, the younger brother of Odin, is the god of poetry and of Skalds, of inspiration and music. He is a master of metaphors, riddles and kennings. Symbol: The Harp
Typical
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Loki
Loki is the trickster, the liar and the cheat among the gods. Sometimes his capers serve as amusement for the Aesir, but sometimes his deeds are darker and have far-reaching consequences. Loki is also the lord of fire and the consuming flame. His preference for trickery also makes him a master of spells and riddles. Symbol: A flame Typical Worshipers: Thieves, Sorcerers, Fire Elementalists.
The mighty Thor posing for our illustrator
Thor
Thor is the god of thunder and storm - a strong and warlike god, who battles with giants and other monsters. His hammer, Mjolnir, is the most potent weapon in the world. Known for his fierce temper, Thor is also a loyal protector of mankind. Symbol: The hammer of Thor Typical Worshipers: Viking warriors, Berserkers, peasants and blacksmiths.
Odin
Odin is the king of the gods. Powerful and wise, his domains are sorcery, war and death. He commands the army of the heroic dead, the Einherjar. Despite his power and majesty, Odin is also a subtle god. He sacrificed his left eye, plunging it into the well of Mimir (the slain god of wisdom) to gain knowledge of all things. Symbol: Sleipnir, the eight-legged horse. Typical Worshipers: Berserkers and Valkyries are the special protgs of Odin. Princes and Sorcerers also venerate him.
Tyr
Tyr is the god of war and bravery. He lost his left hand to the jaws of the great Wolf Fenrir. A proud and self-sacrificing deity, he is known for his courage and self-control. Symbol: A sword Typical Worshipers: Vikings and Princes
Uller
The god of hunting, sports and outdoorsmanship, Uller is a great skier and protects those who travel through the wild. Symbol: Bow and arrow Typical Worshipers: Hunters, seafarers, travelers
Vanir Deities
Freya
She is the goddess of beauty, love and nature. Like her brother Freyr, she is a divinity of fertility and growth. But she is also the goddess of carnal love and romance. She rides a chariot drawn by cats and is guarded by a vanguard of fallen heroes, whom she gathers from the battlefield. Symbol: A cat
Odin, king of the gods
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Freyr and Freya riding out in their own inimitable Vanir style
Freyr
The god of nature, fertility and virility, Freyr is the provider of plenty and riches. He makes the crops grow, and animals multiply. Freyr is seen as a noble and lordly god who distributes his riches to those who are loyal to him, just like a lord distributes wealth among his followers. Symbol: A boar or a bull. Typical Worshipers: Vikings, Princes, peasants.
Hel
A capricious and tyrannical deity of death, Hel is feared and reviled throughout Midgard. She rules the underworld of Helheim, where all the dead who were not chosen for Valhalla suffer an afterlife of torment. She sometimes appears as an old crone and sometimes as a horribly scarred woman, one half of her face radiantly beautiful, the other half a terrible skull. Symbol: A skull Typical Worshipers: Trolls, witches, murderers
Njord
Njord, father of Freyr and Freya, is the lord of the seas and protector of fishermen and sailors. He can summon great storms or calm the winds to let ships pass. Seagulls and other sea birds are his spies. Symbol: A fish Typical Worshipers: Vikings and seafarers
Other Deities
Ymir
Ymir is the primeval Giant, the origin of the elements and the world. Although dead, his base spirit stills guides alll Giants. When they roar in anger, it is with the rumbling voice of Ymir from beyond the grave. Symbol: A mountaintop Typical Worshipers: Giants, Half-Giants, some Ice Elementalists
The goddess Hel, queen of the underworld
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Helheim
In the underworld, the inglorious dead are massed in great armies of ghoulish troops, waiting for the great battle at Ragnarok. It is not impossible for brave souls to venture into Helheim to reclaim a lost loved one or long-forgotten knowledge, but it is soulwrenchingly dangerous. Sometimes, the queen of the underworld sends her restless minions to the world of the living to feed on living flesh.
Svartalfheim
The ancient crevasse of Ginnunagap runs the length of Midgard and Outgard. Most of Ginnunagap is covered by land, water or mountain. Under the seemingly peaceful soil, this massive abyss yawns, full of warrens, tunnels and secret caverns. This is where the Dark Elves make their home. Twisted caricatures of the Elves, these malicious beings shun the light and worship the goddess Hel. It is said that many of the sooty warrens of Svartalfheim lead straight to Helheim.
Yes, thats Thor again. Just in case you thought Freya looked a bit silly with her cat-drawn chariot
Well of Urdr
Other Realms
Other worlds exist apart from or within the main realms of Midgard and Outgard. Many of them can only be reached through magical means and are maintained by the divine power of their rulers. Some of the places listed below exist in their own alternative dimensions; others can be found within Outgard. Each of these realms serves some specific purpose or is home to a certain group or people.
The three Norns sit at the roots of the world, measuring out the length of mens lives as yarn on a spinning wheel. This is a holy place of intense mystery where everything that is, has been or will ever be is stored. For that reason, spinning and the spinning wheel are associated with mystery, fate and prophecy.
Well of Mimir
This is the well of knowledge, wherein Odin cast his eye to be able to see all things. The Well of Mimir belongs to the Vanir, and is well-guarded. Mimir, their former lord, was murdered in the war between the gods. Only his talking head remains, spouting wisdom at the edge of the well.
Asgard
Situated among the ices of Nifelheim, Asgard is separated from the world of Outgard by powerful spells. Towering, snow-capped peaks and glaciers surround its pleasant vales and majestic hills and cliffs, shielding them from the chilling winds of Nifelheim. Asgard contains a multitude of different realms and palaces, one for each deity.
Hvergelmir
The fountain of all life, Hvergelmir is a great well from which water pours eternal. Should Hvergelmir ever fail, all seas and rivers and lakes would soon dry up because an amount of water equal to its output is plummeting over the worlds edge.
Jotunheim
The home of the giants looms among the volcanic peaks of eastern Outgard. It is a rocky region of sorcery, gigantic keeps and wild beasts. At its easternmost end lies the fiery fortress of Surtur, the great fire giant who will one day fight the gods at Ragnarok.
Alfheim
This sanctuary dimension is ruled by the Vanir and is a place of great natural beauty and tranquility. The birthplace of Elves, Alfheim is a celestial realm of floating islands and wind-swept plains where blue cattle are herded by proud elven folks.
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Books
It would of course be a hopeless task to attempt to list every work of fantasy or pseudo-historical fiction featuring Vikings and Norsemen; the following works only represent a very small fraction of this immense field and were selected first and foremost for their coolness and very high V&V vibe. The Broken Sword, Hrolf Krakis Saga and The Mermans Children by Poul Anderson (who also wrote the historical trilogy The Last Viking, about the eleventh century King of Norway Harald Hardrada). The Cormac Mac Art stories by Robert E. Howard, great pulp adventure tales about a sixth century Irish Gael gone Viking, featuring his partner-inpiracy, the unforgettable Wulfhere the Dane. The Hammer and the Cross trilogy (The Hammer and the Cross, One Kings Way and King and Emperor) by Harry Harrison, a Viking uchronia set in an alternate ninth century Europe.
Movies
The Vikings (1958) - Richard Fleischers classic starring Kirk Douglas and Tony Curtis. Hollywood Vikingry at its best. A must-see. Erik the Viking (1989) a fresh-spirited Viking fantasy movie by Terry Jones of Monty Python fame (featuring, among other things, an interesting take on the Norse gods and a memorable Berserker). The Thirteenth Warrior (1999) a gritty retelling of the Beowulf tale, starring Antonio Banderas as an Arab emissary among the barbarians. Pathfinder (2007) Indians vs Vikings. Nuffsaid.
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V: BESTIARY
Compendium Creatures
The Creature Compendium already contains quite a few beasts, monsters and other creatures which can readily be transposed to Vikings & Valkyries. These various creatures are listed below; in some cases, their transposition to V&V requires a slight change of name or appearance, as detailed below.
Beasts
With a few exceptions (such as the Elephant and Lion, which would obviously not be at home under the colder climes of Midgard), most of the common animals detailed in the Creature Compendium also exist in the world of V&V. Simply assume that all the animals commonly found in Dark Ages Scandinavia are also common sights in Midgard. The various magical Beasts detailed in the Compendium are also perfectly at home in the V&V setting. Here are a few extra notes about bears, boars and wolves:
Folks
Acteons, Bearmen, Boarmen, Lycans, Cynocephals, Tragos and other classic Mythikan Beastmen would not fit very well in the spirit and mood of Viking adventures and simply do not exist in Midgard. And since Beastmen do tend to be the spearfodder of typical Mazes & Minotaurs adventures, their absence from the V&V world does have some significant impact on the lives of adventurers and Maze Masters, who will probably have to make a more frequent usage of the fewer humanoid Folks present in this variant setting, including the new ones, such as Trollmen or Duergar.
Bears
The V&V world has room for all types of Bears, including the formidable Great Hyperborean Bear, simply known here as the Great White Bear.
Boars
Whether they are normal, giant, juggernaut or even magical, boars are definitely at home here.
Wolves
Wolves and Dire Wolves (also known in Mythika as Hyperborean Wolves) are, of course, completely at home in the V&V world.
Humans
The Soldier profile should be used for rank-and-file Vikings, Huscarls (house warriors) and Valkyries, as well as for Golden City soldiers; the Barbarian NPC profile should be used for minor Berserker NPCs as well as for typical Fir and Hungolese warriors. Kvenir hunters and herdsmen should be given the stats of Bandits. All Major NPCs should of course be given a class, a level and detailed stats.
Megalopodoi
These shy, peaceful bigfoot-like beings can be found in the coldest mountains of the far north; the local Kvenir Hunters call them Snow Walkers.
Mermaids
Akthough Tritons seem to be unheard of, Norse Mermaids have the same powers and appearance as their classical cousins except that they are double-tailed, as shown in the illustration above.
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Ogres
Ogres do exist in the Vikings & Valkyries setting, where they are known as Wendols (as in the 1976 novel Eaters of the Dead by Michael Crichton).
Giants
Along with Trolls (see below), Giants are among the most iconic creatures of the V&V setting. The world of Midgard has room for all the Giants described in the Creature Compendium and even includes three new branches of Giant-kin: Fire Giants, Frost Giants and Storm Giants, all of which are covered in detail in the following sections.
Sons of Dagon
Such beings could work well in a Vikings & Valkyries setting, under an alternate name such as, say, the Sea Devils or the Fish Folk.
Giant Animals
Some of these oversized beasties may be encountered in the V&V setting, as part of the regular fauna of Jotunheim.
Sylvans
In the V&V setting, these beings simply become rank-and-file Elves (see chapter I and p 41).
Troglodytes
Since they are not, strictly speaking, half-human, half-animal hybrid Beastmen, Troglodytes could work well in V&V, as the degenerate remnants of a pre-human reptilian, cavern-dwelling race.
Ice Worm
Lets face it: this creature seems even more at home in V&V than in regular M&M!
Rugog
In the V&V setting, these bizarre creatures are actually Two-Headed Trolls!
Monsters
Monsters are an essential element of the Vikings & Valkyries world. Many classic Monsters from the Creature Compendium can easily find their own niche in the supernatural ecology of Midgard, along with some typical Norse creatures, including several types of Giants and the ubiquitous Trolls.
Telchines Abominathol
Although it has no real equivalent in Norse legends, this creature could easily find a niche in a Vikings & Valkyries setting, inhabiting the same cold regions as the gentler Megalopodo (see previous page). Despite being rooted in Greek myth, these beings would work well in V&V, with an alternate name (Fin Folk) and probably a slightly different background.
Trolith
In Vikings & Valkyries, these big, blue humanoids actually correspond to the commonest type of Troll, which are as ubiquitous and emblematic in V&V as Minotaurs in regular M&M, with many different subtypes and variations. See p 38 for more details.
Albinotaur
If we really must include Minotaurs in a Vikings & Valkyries game, then the snow-hued Albinotaurs are definitely the ones to choose!
Black Stalker
This creature was originally designed with Grendel as its inspiration, so Black Stalkers are definitely at home here! See also the section on Trolls (p 38).
Dragons
Goes without saying! Dragons are actually more at home In V&V than in classic M&M.
Fomoros
Although they originate from Irish myth, these evil sea giants could make very interesting foes in a V&V campaign (and if you need two good reasons for this, keep in mind that (a) the Vikings did conquer Ireland (or at least some parts of it) and (b) the bloody Fomoros were able to find their way into Mythika so why not Midgard?).
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Spirits
Eolians & Flamoids
Such elemental Spirits could easily exist in the V&V world, where they would probably have alternate, simpler names, such as Wind and Flame Spirits.
Empusa
While intangible Ghosts are not really part of Norse myth, more corporeal types of undead are perfectly at home in the V&V world especially evil, devious, strife-spreading, life-draining undead who may even sometimes have sorcerous powers; in game terms, such undead beings, who are known as Draugar, should be given exactly the same characteristics as Empusae but can be either male or female.
Hags
Hags definitely exist in the grim world of V&V. Some of them (like Grendels mother) are even Sea Hags, with the additional Amphibian special ability.
Beware the fiery wrath of the sons of Surtur!
Fire Giant
Taxonomy: Monster Description: Fire Giants appear as mighty giants with fiery hair and beards; they come from the realm of elemental Fire, Muspelheim. Their king, Surtur, is said to be the mightiest of them all. Size: Gigantic Ferocity: Deadly Cunning: Average Mystique: Weird Movement: 120 Initiative: 15 Melee Attack: +10 Damage: 3d6 (weapons) Defense Class: 23
Shadows
In V&V, Shadows come from the realm of Helheim, ruled by the goddess of Hel.
Animates
With the notable exception of Ice Titans (see p 20) and Sea Wights (see p 43), Animates have no real place in V&V; the various Harryhausenian Bronze beings detailed in the Creature Compendium would feel strangely out of place in a world inspired by Norse myth as would most magical Animates. Skeletons, for example, are likely to be replaced by far more powerful undead Spirits, and while Stone and Wood Titans may seem okay at first, their existence in M&M is directly tied to some Natures Gifts which do not normally exist in V&V.
Hits Total: 60 Detection / Evasion: 0 Mystic Fortitude: +6 Special Abilities: Charge Into Battle (Initiative 21, Melee +16), Crushing Damage (after Grapple), Crushing Missiles, Grapple (Might = 24), Elemental Immunity (see below), Fearsome, Invulnerability, Magic Resistance, Supernatural Vigor, Trample. Awards: Glory 1200, Wisdom 60. Elemental Immunity: Fire Giants are completely immune to all the effects of fire and fire-based attacks, including the powers of Fire Elementalists and the fiery breath of Dragons and Fire Wyrms. This ability has a basic Glory award of 5 (for a total Glory bonus of +50 because Fire Giants are Gigantic Monsters) and a Wisdom award of 10.
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Storm Giant
Taxonomy: Monster Description: Storm Giants are the most powerful and magically inclined members of Giant-kin. They are even taller than other Giants, with a true aura of majesty around their person. They tend to view themselves as the only true Giants and can only be encountered in the remotest parts of Jotunheim, well beyond the borders of Midgard. Size: Gigantic Ferocity: Deadly Cunning: Average
A typical Frost Giant complete with his horned helm, snow-white beard and ice-cold glare
Frost Giant
Taxonomy: Monster Description: Frost Giants have pale blue skin and white, frosty hair and beards. They come from the realm of elemental Ice, Nifelheim. Their king, Thrym, is said to be the mightiest of them all. Size: Gigantic Ferocity: Deadly Cunning: Average Mystique: Weird Movement: 120 Initiative: 15 Melee Attack: +10 Damage: 3d6 (weapons) Defense Class: 23 Hits Total: 60 Detection / Evasion: 0 Mystic Fortitude: +6 Special Abilities: Charge Into Battle (Initiative 21, Melee +16), Crushing Damage (after Grapple), Crushing Missiles, Elemental Immunity (Ice), Grapple (Might = 24), Fearsome, Invulnerability, Magic Resistance, Supernatural Vigor, Trample. Awards: Glory 1200, Wisdom 60. Elemental Immunity: Frost Giants are completely immune to all the effects of cold and cold-based attacks, including the powers of Ice Elementalists. This ability has a basic Glory award of 5 (for a total bonus of +50 because Frost Giants are Gigantic Monsters) and a Wisdom award of 10.
Damage: 3d6 (weapons) Defense Class: 24 Hits Total: 60 Detection / Evasion: 0 Mystic Fortitude: +8 Special Abilities: Charge Into Battle (Initiative 21, Melee +16), Crushing Damage (after Grapple), Crushing Missiles, Grapple (Might = 24), Fearsome, Invulnerability, Lightning Bolt (see below), Magic Resistance, Supernatural Vigor, Trample. Awards: Glory 1400, Wisdom 80. Lightning Bolt: Like the Curetes (see Creature Compendium p 29), Storm Giants have the power to hurl lightning bolts at their opponents. In game terms, this ability is treated exactly like a Breath Weapon, with the same effects (3d6 damage in the case of Storm Giants), range (one-third of their Movement rate, or 40) and Glory / Wisdom awards.
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Half-Giant
The following stats should always be used for all Half-Giant NPCs, as opposed to player-characters, who represent what we might call a heroic minority among the otherwise quite unheroic Half-Giant folk. Taxonomy: Folk Description: See p 4. Size: Large Ferocity: Aggressive Cunning: Average Mystique: Normal Movement: 90 Initiative: 12 Melee Attack: +4 Damage: 2d6 (weapons) Defense Class: 12 Hits Total: 24 Detection / Evasion: 0 Mystic Fortitude: 0 Special Abilities: Charge Into Battle (Initiative 16, Melee +8), Grapple (M = 20), Supernatural Vigor. Awards: Glory 60, Wisdom 10. Taxonomy: Monster Description: These grey-skinned, hunch-backed Trolls are even uglier, dumber and tougher than their more common Blue cousins, among which they are often found. Perhaps they fill the same niche in Blue Troll society (if such a thing does exist) as the Berserkers in Viking society. Size: Large Ferocity: Deadly Cunning: Average Mystique: Normal Movement: 90 Initiative: 13 Melee Attack: +8 Damage: 2d6 (big club) Defense Class: 16 Hits Total: 36 Detection / Evasion: 0 Mystic Fortitude: +4 Special Abilities: Charge into Battle (Init 17, Melee +12), Crushing Damage (after grapple), Grapple (Might 20), Magic Resistance, Natural Armor, Regeneration (2 Hits / rnd), Supernatural Vigor. Awards: Glory 340, Wisdom 40. Some Cave Trolls also have Multiple Heads (usually two, which give them an Initiative of 14, a Detection of +1, an extra attack and raise their Glory award to 380 and their Wisdom award to 50).
A big, dumb, ugly Cave Troll
Cave Troll
Common Troll
Also known as Blue Trolls, these creatures, which form the most common sub-type of Trolls, are the same beings as the Trolith described on p 121 of the Creature Compendium.
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Green Troll
Taxonomy: Monster Description: As their name implies, these Trolls have sickly green skin but they are also much gaunter and skinnier than other Trolls, which gives them a very distinctively emaciated look. Their claws and fangs are significantly sharper than those of other Trolls, which allows them to dispense with using weapons in combat. Size: Large Ferocity: Dangerous Cunning: Average Mystique: Weird Movement: 90 Initiative: 12 Melee Attack: +6 Damage: 2d6 (claws) Defense Class: 15 Hits Total: 30 Detection / Evasion: 0 Mystic Fortitude: +6 Special Abilities: Grapple (20), Magic Resistance, Regeneration (2 Hits per round), Stealthy (10), Supernatural Vigor, Tough Skin. Awards: Glory 260, Wisdom 40. Additional Lore: Nobody knows the reason for their unusual (even by Trollish standards) appearance but other Trolls do appear to consider Green Trolls as sick, which may imply that their greenish hue and abnormal gauntness are actually the symptoms of some weird Troll disease.
Grendel, Shadow Troll Extraordinaire
Shadow Troll
These beings are already described in the Creature Compendium as Black Stalkers (p 14). Because of some odd magical mutation, Shadow Trolls lack the Regeneration ability of other Trolls - it should be noted, however, that many of them tend to exhibit variable special abilities in addition to the ones listed for Black Stalkers in the Compendium. The infamous Grendel was an especially deadly and vicious Shadow Troll, with the additional abilities of Fearsome, Lightning Fast, Uncanny Agility and, yes, Regeneration, making him a most formidable foe.
Sea Troll
Taxonomy: Monster Description: These amphibious, green-skinned Trolls lurk beneath the surface of fjords. They share the same skin hue and powerful claws as the Green Trolls but are much more powerfully built. Size: Large Ferocity: Deadly Cunning: Average Mystique: Weird Movement: 90 Initiative: 13 Melee Attack: +8 Damage: 2d6 (claws) Defense Class: 15 Hits Total: 36 Detection / Evasion: 0 Mystic Fortitude: +6 Special Abilities: Amphibian, Crushing Damage (after grapple), Grapple (Might = 20), Magic Resistance, Regeneration (2 Hits per round), Supernatural Vigor, Tough Skin.
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Trollmen
Taxonomy: Folk Description: Also known as Half-Trolls, these creatures look like man-sized humanoids with Trollish physical features and are indeed the remote descendants of some foul human / Troll hybridization. They share the same fondness for human flesh as their larger cousins but, unlike true Trolls, they tend to live in large clan-based colonies (often sharing their territory with Common or Cave Trolls), which makes them a growing threat to many human settlements in mountainous regions. Size: Medium Ferocity: Aggressive Cunning: Average
The Stone Troll: rock-bottom stupidity incarnate
Stone Troll
Taxonomy: Monster Description: This sub-category of Cave Trolls share all the usual characteristics of their parent breed but are even more stupid in fact, their stupidity is such that it makes them Mindless. It is often said that their brain is as thick and rock-hard as their skin. They are incapable of using weapons. Size: Large Ferocity: Deadly Cunning: Average (so to speak) Mystique: Normal Movement: 90 Initiative: 13 * Melee Attack: +8 Damage: 2d6 (after grapple) Defense Class: 16 Hits Total: 36 Detection / Evasion: 0 Mystic Fortitude: +4 Special Abilities: Crushing Damage (requires successful grapple), Grapple (Might 20), Magic Resistance, Mindless, Natural Armor, Regeneration (2 Hits per round), Supernatural Vigor. Awards: Glory 340, Wisdom 50.
* Since this creatures only attack is Grappling, it always attacks at the end of the round, as per the usual rules.
Initiative: 11 Melee Attack: +2 Missile Attack: +1 Damage: 1d6 (weapon) Defense Class: 14 (16 with shield) Hits Total: 12 Detection / Evasion: 0 Mystic Fortitude: 0 Special Abilities: Missile Weapons (javelins, 120) Supernatural Vigor, Tough Skin. Awards: Glory 30 (35 with shield), Wisdom 10. Note: Although they lack the Large Size and the most powerful abilities of true Trolls (including Magic Resistance), Trollmen are still tough fighters and tend to band together against stronger opponents. It should be noted that they are the only Troll-folk to use shields and missile weapons.
Additional Lore: Stone Trolls are actually Cave Trolls who are slowly turning into inert stones, because of some strange disease, curse or innate disorder which appears to affect quite a few of them. The whole petrification process actually takes years, if not decades and not a single sunrise as some over-enthusiastic folk tales would have you believe.
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Dwarves
Common Dwarves
The Dwarf option detailed in chapter I should always be used for the more magically-adept members of the Dwarven folk, who should always be treated as Major NPCs. The stats given below should be used for their less important compatriots. Taxonomy: Folk Size: Small Ferocity: Aggressive Cunning: Clever Mystique: Weird Movement: 45 Initiative: 13 Melee Attack: +2 Damage: 1d3 (weapon) Defense Class: 13 Hits Total: 12 Detection / Evasion: +4 Mystic Fortitude: +6 Special Abilities: Magic Resistance, Stealthy (18), Supernatural Vigor. Awards: Glory 9, Wisdom 30.
Another, less mythologically orthodox option would be to simply treat the Duergar as Derros (Creature Compendium, p 35) complete with anachronistic high-tech weapons and degenerate Morlock troops.
Elves
Wood Elves
The Elf class described in chapter I represents the nobility of the Elven folk (also known as High Elves or Alfar). Elves of commoner rank (often known as Wood Elves) are far less powerful and are actually categorized as Folks rather than as Spirits. In game terms, these Wood Elves should be given the same stats as Sylvans (Creature Compendium, p 113).
Dark Elves
The Dark Elves of Svartalfheim, also known as Svartalf, have the same stats as Alseids (see Creature Compendium, p 5) but have a different (and highly distinctive) physical appearance, with jet-black skin and silver-white hair.
Duergar
These particularly evil, greedy and devious Dwarves have the same stats as Common Dwarves, except for their Crafty Cunning, which raises their Initiative to 14, their Detection/Evasion to +6, their Stealthy score to 20 and their Glory award to 10. Their leaders also possess sorcerous abilities which they use to trick, deceive and subjugate their victims.
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Additional Creatures
The following section details a few extra creatures which can be encountered in the V&V world; some of them are Norse variants of creatures already familiar to Maze Masters, while others have no real equivalent in the classic M&M bestiary.
Fenrir Wolf
Taxonomy: Monster Description: A breed of monstrously Large wolves, endowed with unnatural vigor and cunning; they are said to descend from the mythical wolf Fenrir, who bit off the hand of the god Tyr (and will also devour the sun when Ragnarok comes). Size: Large Ferocity: Deadly Cunning: Clever Mystique: Weird Movement: 90 Initiative: 15 Melee Attack: +8 Damage: 2d6 (bite & claws) Defense Class: 13 Hits Total: 36 Detection / Evasion: +8 / +4 Mystic Fortitude: +6 Special Abilities: Charge into Battle (Initiative 19, Melee +12), Gallop, Magic Resistance, Sharp Senses, Stealthy (14), Supernatural Vigor. Awards: Glory 300, Wisdom 30.
Fjord Serpent
Taxonomy: Monster Description: A smaller (but still very Large) breed of Sea Serpent which can sometimes be found in the cold fjords of the North. While they are not big enough to damage ships, they share most of the traits and characteristics of classic Sea Serpents, with the added (and fairly unique) ability to spout mighty blasts of icy water from their reptilian maw. Size: Large Ferocity: Dangerous Cunning: Alert Mystique: Weird Movement: 90 Initiative: 13 Melee Attack: +6 Damage: 2d6 (bite) Defense Class: 15 Hits Total: 30 Detection / Evasion: +2 Mystic Fortitude: +6 Special Abilities: Aquatic, Breath Weapon (30, supernatural icy water, 2d6 damage), Crushing Damage (constriction, after successful Grapple), Grapple (M = 20), Magic Resistance, Regeneration (2 Hts / rd), Supernatural Vigor, Tough Skin. Awards: Glory 380, Wisdom 60.
Sea Hag
Description: An aquatic utterly evil, inhuman crone with sorcerous powers; according to some legends, the mother of Grendel was one such creature (or perhaps she was just an especially wicked Sea Troll). In game terms, they are classic Hags (see Creature Compendium p 54), with the Amphibian ability; they can also use their sorcerous powers to animate and control Sea Wights (see below).
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Six-Armed Berserker
Taxonomy: Monster Description: The name says it all, really (not to mention the illustration below). These twisted, grotesque (but very deadly) parodies of Norse warriors were created by the goddess Hel from the corpses (and reassembled body parts) of warriors who died on the battlefield but were not deemed worthy enough to enter Valhala (see p 17). It is said that the monstrous Six-Armed warriors will form Hels personal army on the days of Ragnarok. In the meantime, the evil goddess sometimes sends her Six-Armed Berserkers in Midgard to slay those who have personally angered her (including heroes who have made a habit of cheating death). Size: Medium
A Sea Hag (left) animating a Sea Wight (right)
Ferocity: Deadly Cunning: Average Mystique: Weird Movement: 60 Initiative: 13 Melee Attack: +6 Damage: 1d6 (weapon) Defense Class: 13 Hits Total: 20 Detection / Evasion: 0 Mystic Fortitude: +2 Special Abilities: Charge into Batlle (Init. 15, Melee +8), Extra Arms* (4), Mindless, Supernatural Vigor. Awards: Glory 160, Wisdom 20.
Sea Wight
These amphibian undead are actually the bodies of drowned men, reanimated and Enslaved by the sorcerous powers of a Sea Hag. To create a Sea Wight from a drowned corpse, a Sea Hag must spend 6 Power points, as if using her Enslavement power but since the target is dead, it doesnt even get a saving roll. Once reanimated, the Sea Wight must be counted toward the Sea Hags maximum total of Enslaved creatures and will cease to unlive if the supernatural bond with its mistress is broken (either by the Hags choice or by her death). Note that this form of sorcerous control is unique to Sea Hags and cannot be duplicated by other Hags (or Sorcerers, for that matter); it is also a blatant exception to the rule which normally prevents a Mindless being from being Enslaved. Taxonomy: Animate Size: Medium Ferocity: Aggressive Cunning: Average Mystique: Weird Movement: 60 Initiative: 11 Melee Attack: +2 Damage: see below* Defense Class: 13 Hits Total: 12 Detection / Evasion: 0 Mystic Fortitude: +6 Special Abilities: Amphibian, Grapple (Might 16), Magic Resistance, Mindless, Supernatural Vigor. Awards: Glory 40, Wisdom 40. * Sea Wights do not usually use melee weapons; their usual tactic is to Grapple their opponents and take them underwater to drown them.
* See Creature Compendium, p 115 for the description of this very special ability. Thanks to his extra arms, the Six Armed Berserker can make up to three separate melee attacks per round against man-sized targets.
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Wyrm
Taxonomy: Monster Description: Large (as opposed to truly Gigantic), unwinged dragonlike creatures with a long serpentine body. They come into two main varieties: Fire Wyrms (which have a reddish hue and breathe fire) and Frost Wyrms (which have a white/blueish hue and breathe rays of supernatural cold). Size: Large Ferocity: Deadly Cunning: Alert Mystique: Weird Movement: 90 Initiative: 18 Melee Attack: +8 Damage: 2d6 (bite & claws) Defense Class: 13
- Here we gooooo!
Sleipnir Horse
Taxonomy: Beast Description: These eight-legged horses are the offspring of the original Sleipnir, Odins famous mythic steed. While they are an exceptional sight in Midgard, whole herds of wild Sleipnir horses can be found grazing in the enchanted plains of Asgard. Size: Medium Ferocity: Dangerous Cunning: Clever Mystique: Weird Movement: 120 (480 galloping) Initiative: 20 Melee Attack: +5 Damage: 1d6 (hooves; 2d6 when Trampling) Defense Class: 19 Hits Total: 16 Detection / Evasion: +8/+14 Mystic Fortitude: +6 Special Abilities: Charge into Batlle (Init. 22, Melee +7), Extra Legs*, Gallop, Lightning Fast, Magic Resistance, Sharp Senses, Supernatural Vigor, Trample, Uncanny Agility. Awards: None.
* The four extra legs of a Sleipnir Horse add +40 to his basic Movement, +4 to his Defense Class and Evasion and an extra damage die for Trample attacks.
Mystic Fortitude: +6 Special Abilities: Breath Weapon (30 range, flames or ice, 2d6 damage)*, Crushing Damage (constriction, requires successful Grapple), Grapple, Magic Resistance, Natural Armor, Regeneration (2 Hits / round), Supernatural Vigor.
* Targets of a Frost Wyrms icy Breath Weapon save with Physical Vigor instead of Danger Evasion.
Awards: Glory 440, Wisdom 60. Additional Lore: The first Fire Wyrms were born in the eternal flames of Muspelheim, while the first Frost Wyrms were born in the icy realm of Nifelheim. Both types of Wyrms can now be encountered in Midgard, usually in remote places connected to their respective elemental realms.
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Magical Armament
Magical weapons, shields and other armaments are by far the most popular mythic items among Vikings and other Norse warriors. Most of these wondrous pieces of equipment were forged during the bygone Age of Legends, either by dwarven smiths or by the famous Wayland himself, the greatest weaponsmith of all times - and a very mysterious character; depending on which tale you choose to believe, he was either a mortal, an elf, a dwarf, a giant, a god or a man with either elven or divine blood. M&M Item Aegis Arrows of the Saggitarius Bow of Apollo Bow of Artemis Breastplate of Ares Helmet of Athena Quiver of Artemis Spear of Athena Stargold Sword of Ares Weapons of Hephaestus V&V Equivalent Enchanted Shield Arrows of the Elves Bow of Uller Bow of the Elves Corselet of Tyr Helm of Heimdall Quiver of Uller Spear of Skill Dwarven Silver Sword of Skill Weapons of Might
Magical armaments which can be used in the V&V setting without any cosmetic or linguistic change include the following: Javelin of Destiny, Lightning Bolt, Spear of Casting, Spear of Conquest, Spear of Defense, Spear of Striking, Spear of the Dragon, Spear of Vigilance. Sword of Ruse.
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Helm of Invisibility
This enchanted helm has exactly the same powers as a Ring of Invisibility (Maze Masters Guide, p 43), in addition to its normal protective effect of +2 to the wearers EDC. (Enc = 1)
Testing the Sword of Cleaving
Helm of Valor
This enchanted helm adds +4 to the wearers EDC (instead of the usual +2) and to his Leadership, as well as a +2 bonus to Mystic Fortitude. (Enc = 1)
Sword of Tyr
This magical sword adds +2 to its wielders Melee and damage rolls; in addition, this bonus is doubled (to +4) if the weapon is used by a warrior with a severed hand. (Enc = 1).
Thunder Hammer
This mighty weapon was obviously inspired by Thors unique (and much more powerful) hammer Mjolnir. It can be used either as a one-hand melee weapon or as a missile weapon (with the same range as a thrown axe, see p 12). In both cases, it gives a +2 bonus to attack and damage, doubled to +4 if used against Giants and Giant-kin. Last but not least, the Thunder Hammer also functions as a Rod of Lightning (Maze Masters Guide, p 42) but only against Giants and Giant-kin creatures. (Enc = 2).
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Amulet of Thor
This hammer-shaped protective amulet is quite common in Midgard. It acts as a standard Amulet of Protection (see Maze Masters Guide), except that its bonus is doubled (+2 to Defense Class, Mystic Fortitude and Danger Evasion) if the wearer has Thor as his patron deity.
Sceptre of Ice
This magical wand (Enc = 1) can only be used by an Elementalist who masters the element of Ice. It allows the character to halve all Power costs when using Ice elemental magic.
Amulet of Horsemanship
This amulet (or cloak pin) is crafted in the shape of a mounted horseman. It gives its wearer a +4 bonus to all his Danger Evasion rolls made while riding, as well as to his mounts own Evasion rolls.
* Amulets of Freya must be worn by women and affect men, while Amulets of Freyr must be worn by men and affect women; the shape of each Amulet is quite explicit), leaving no doubt as to which deity it is connected with.
Amulet of Seamanship
This amulet (or cloak pin) is crafted in the shape of a longship. It gives its wearer a +4 bonus to all his Danger Evasion rolls made when sailing (including rolls made on behalf of the ship itself, but only if the wearer of the amulet is the captain).
Magical rings are particularly frequent in Norse myth; for this reason, most classic M&M Amulets also exist in ring format in Midgard. Alternatively, such enchanted items may also take the form of finely-crafted brooches and cloak-pins (items which the Vikings were especially fond of).
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V&V Equivalent Cloak of Concealment Belt of Protection Belt of Strength Boots of Speed Shirt of Fortune
Tunic of Fortune
Necklace of Majesty
This beautiful gold and silver necklace only reveals its magical virtues when worn by a female of superior comeliness (Grace 13+) and presence (Personal Charisma of +1 or more), highlighting the wearers natural beauty and bearing into a truly enchanted aura of power. In game terms, the wearer doubles her Personal Charisma and adds her Grace bonus to her Defense Class and Mystic Fortitude; she also becomes completely immune to the sorcerous powers of Compelling and Enslavement. Lastly, if the wearer happens to be a female Elf, this Grace bonus also extends to her Elven Enchantment and Mystic Strength scores. These necklaces were undoubtedly inspired by the goddess Freyas Brisingamen necklace (a truly unique - and much more powerful artefact).
Cap of Invisibility
Also known as a tarnkappe, this cap-like hat has the same powers as a Ring of Invisibility.
Falcon Cloak
This enchanted cloak is made of falcon feathers; it gives the wearer the power to change into a falcon (and, of course, revert back to human form when needed). The transformation is automatic and takes one full round of concentration. While in falcon form, the wearer loses all his classbased abilities (including, for magicians, the ability to use their powers) and has the same game stats and special abilities as an Eagle (see Creature Compendium, p 38) including the birds Evasion of +10 and Mystic Fortitude of 0.
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Miscellaneous Items
Aside from a few exceptions (Bag of Winds, Harp of Poetic Insight, Silveroak), most items from this category described in the Maze Masters Guide are not available in the V&V setting, because of their essential connection to Greek mythology or to the pseudo-bronze age feel of classic M&M.
When used to fish in a lake, river or sea, this net will always catch enough fish for one person (for every try), making it an invaluable piece of equipment for seamen and explorers alike. (Enc = 1)
Portable Longship
Also known as a skidbladnir, this item looks like a miniature, foldable replica of a longship but when unfolded, it magically takes the dimensions of a fullsize, seaworthy longship (with a Fortune mod of +2), complete with sails, oars etc. The process of unfolding the ship is quite complex, however, and requires a number of battle rounds equal to (6 the characters Wits modifier), during which no other activity is possible. Thus, a character with a Wits of 16 (and a corresponding mod of +2) will be able to unfold the ship in 4 rounds. Folding the ship back into miniature mode takes the same amount of time but entails a flat 10% chance that the ship will be destroyed in the process. It can only be done once it has been emptied of all crew, passengers, captives etc. Trying to fold the ship with someone inside it will simply not work. (Enc = 1)
Horn of Heimdall
The sound of this beautifully carved ivory horn can be heard within a number of miles equal to the users level even if the user is deep underground, underwater etc. (Enc = 1)
Net of Entrapment
When used as a weapon (M&M Companion, p 15), this enchanted net can only be avoided with a successful Danger Evasion roll against a target number of 20 (as opposed to 15 for standard nets) and has an effective Might of 24 (as opposed to 16 for standard nets). (Enc = 1)
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Unique Artifacts
Like Mythika, the world of Vikings & Valkyries also has its own unique, mythical artifacts which, just like their Mythika counterparts, should never be used as adventure treasure and should only come into play as the central Mac Guffins of large-scale, epic quests or even entire campaigns. Other famous Unique Artifacts from Norse myth include Gungnir, Odins spear, Draupnirs, Odins self-multiplying gold ring, Vidars enchanted shoes, the mistletoe arrow used to kill the god Baldur and (of course), Freyas cat-driven enchanted chariot.
Its enormous size gives it a basic damage of 2d6 but its magical attack and damage bonuses are doubled; in other words, Mjolnir gives a +4 Melee bonus and inflicts 2d6+4 damage, except when used against Giants, in which case its Melee bonus is raised to +8 and its damage roll to 2d6+8. Mjolnir can only be used as a missile weapon by characters Mighty enough to wield it in one-hand (i.e. with a Might of 23 or more); when it is used in this fashion, it only does 2d6 damage (with no magical bonus) but will automatically come back into the throwers hand, whether or not it hit its target. Needless to say, Mjolnir is absolutely indestructible.
Brisingamen
The enchanted Brisingamen necklace was made by the finest dwarven goldsmiths and jewelers for the goddess Freya. Its jewels shine with a unique, stelllar light and, indeed, the light within these gemstones is the light of the stars themselves. Should the Brisingamen ever come into mortal hands, it should be treated as a Necklace of Majesty with doubled effects (i.e. adding twice the wearers Grace bonus to her Defense Class and Mystic Fortitude) and effectively quadrupling her Personal Charisma, giving her a truly divine majesy). It is highly possible that the Brisingamen possesses other, more mysterious powers which should be left to the imagination of the individual Maze Master.
Mjolnir
Thors legendary hammer has all the abilities of a Thunder Hammer (see p 47), with the following additional powers and restrictions: It is an oversized weapon and is subject to all rules, restrictions and Might requirements governing the use of such items (see Players Manual, p 22 and the description of the Half-Giant class, p 4).
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