TeN20 GRIMRUNE RPG - Latest
TeN20 GRIMRUNE RPG - Latest
TeN20 GRIMRUNE RPG - Latest
Lands of Danger
The Wise tell us of how, long ago, the Land was once home to a great People, stretching from the Dark Sea to the
mountains far beyond, commanded by mighty Chieftains. They built grand halls and towers made of stone and iron,
and lived like gods. But they were petty and corrupt, and their people rose up to topple them. The Land has since
reclaimed what was the Land's, and the only things that remain of the People are ruins that shelter fell beasts.
RITES OF PASSAGE
You are a young Warrior – not yet tested in the Rites of Passage. But you are no longer a Milk-Drinker! Your
heritage shows in every confident footstep, the pride in your voice when you speak, and the steadiness of your
watchful eyes. Any of the People can strive to be a Warrior, boy or girl, weak or strong. The wise women say that
during the fall of the Realm, even maidens fought mighty beasts, and cowards, though with prompting, protected
their clansmen. You merely need to prove yourself, collecting Marks favored by the Spirits, that will show the
Elders that you, too, can stand tall by their sides.
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speak to the spirits. It matters not, only the brave, the mighty, and the doers of deeds are admitted to the
Halls to drink mead with their Ancestors.
If you prefer a theme, a few ideas are offered here, for flavor:
I. Roll Traits
At Warrior creation you start out at d2 in all Traits. You have 20+d10 points to spend on Traits at
creation, and no Trait can be higher than d10 to begin with. D12 is the normal max for Warriors, unless
bolstered by Magic or Talents.
NOTE: At creation, point costs are on a one-point for one-step basis; that is, if you wanted to advance a
d2 score to d8, it will cost a total of 3 points. When advancing with Glory points, the cost is cumulative,
meaning you pay the full cost of each level. Using the same example as before, you would add all points
together from d2 to d8, resulting in 6 Glory points. To advance from a d8 to a d12 would cost 9 points, 4
for d10 and 5 for d12. Note that you do not pay points for your current Trait level when advancing to the
next tier.
• Any action you take is linked to one of the 9 Traits and the Trait determines your Potential die to
accomplish a given Task. Roll a d20 plus your Trait die to meet or beat 20 is how it works.
Presence Mind, intellect, willpower, sense, cunning, resolve perceive, aim, charm
Toughness Hardiness, resistance, health, grit, determination, resist poison/cold/heat, survive falls
courage
Roll 3d6 and using the table below, generate each ability score. The sum is not used in the game once the character
is created, only the table value.
Player Characters not created with the optional classes can roll 4d6 and drop the lowest die for two of their abilities.
When the character is later improved an ability can never exceed Saga rank.
Ability Modifiers
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Roll Rating Modifier Step Die Variant
3-4 Pathetic -3 D2
5-6 Poor -2 D3
7-8 Inferior -1 D4
9-12 Ordinary ±0 D6
13-14 Exceptional +1 D8
15-16 Impressive +2 D10
17-20 Great +3 D12
- Mighty +4 D12+d2
- Heroic +5 D12+d4
- Legendary +6 D12+d6
- Mythic +7 D12+d8
- Saga +8 D20
OMENS: Clearly the eyes of Other powers are upon you, Eldritch watchers or the tangled Fates of alternate worlds.
Call it luck if you like.
Every warrior gains a number of Omens. Every character begins with Omens equal to the result of a WYRD roll.
When depleted, roll the WYRD die and regain that many Omens after resting at least six hours. Omens are never a
set amount; the fluctuating amount represents the ebb and flow of luck and/or fate.
Females
Adis, Aelfa, Alvi, Angrboda, Arneidr, Asny, Bera, Bolla, Brin, Brynhildr, Cyline, Dalla, Dremma, Drifa, Ea, Eydis,
Finna, Fritha, Geirny, Gurtha, Hest, Hilda, Hildi, Hrafna, Hrefna, Ingirun, Isvel, Jodis, Katla, Kolfinna, Lagatha,
Mun, Myrun, Nerris, Olyn, Osk, Ragnhildr, Rora, Savra, Sinn, Svana, Svylka, Sym, Thordis, Tyl, Vin, Yrr.
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Say the Name of one of the other Warriors,
then choose one of these and say it:
TROUBLING TALES
The whole group can share the same backstory, or groups within the group can share a tale. Or the GM can quickly
give history to a seemingly mundane character.
1 You are a law-breaker, pursued for man- 11 A puzzle cube has been calibrated
slaughter after refusing to pay weregild. incorrectly (or has it?), awakening a slumbering
There is a bounty. abomination.
2 In massive debt. The debt is being traded to 12 Evil creatures love the scent of your spoor and are
successively more ruthless groups. drawn to it, bringing disaster
in your wake.
3 Have a rare, sought after item 13 A battle wound left a shard of metal
slowly inching closer to your heart.
Every day there is a 2 % chance it reaches it.
4 Have a cursed never-healing 14 Violence forced you into the wilderness. You
wound. think waving trees are whispering. You talk to,
scream at, and attack trees.
5 Had an illegal, immoral and secret affair 15 Cursed to share the nightmares of others, you
with a member of the royal family. Has sleep far, far away
proof.
6 Escaped cult member. Terrified and 16 At permanent war with all corvids. No contact
paranoid. Other cultists are everywhere. without some violence. You carry a sling.
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and replaced this person.
to a forgotten god you understand the songs of
insects and worms.
8 Banished and disowned for unspecified 18 Being tracked and observed by a rune-golem after
deeds. Can never go home an agreement which you know has been wiped
from your mind.
9 Deserted military after witnessing an 19 “Burn or be burned” is the fate you accept.
atrocity, bounty on head. Hunted
by former friends.
10 Very recently murdered a close relative. 20 Your flesh heals twice as fast, but your
Very recently. companions twice as slow. You see a many-eyed
“guardian angel.”
Dark Tidings
Trauma, a bad childhood, hidden history, or a twisted fate attending your birth has shaped you.
Marred Body
D20 Result D20 Result
5 Starved: gaunt and pale. 15 One hand lacks thumb and index
finger, grips like a lobster.
6 One hand replaced with rusting hook or blade 16 Red, swollen alcoholic’s nose.
(d6 damage).
10 Cataract slowly but surely spreading in 20 Nails cracked and black, maybe about
both eyes. to drop off.
Foul Habit
D20 Habit D20 Habit
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1 Obsessively collect small sharp stones. 11 Inveterate bug-eater.
2 Won’t use a blade without testing it on your 12 Stress response is aesthetic display. The worse
own flesh. Arms knitted with scars. things get the fancier you need to be.
3 Can’t stop drinking once you start. 13 Permanent phlegm deposit in throat.
Continuously cough, snort, spit and swallow.
5 Cannot tolerate criticism of any kind. 15 Consistently lose important items and forget
Results in rage and weeping. vital facts.
6 Unable to get to the point. Have never actually 16 INSECURE SHIT-STIRRER. WILL TALK
finished a story. ABOUT WHOEVER JUST LEFT THE
ROOM.
7 Best friend is a skull. Carry it with you, you 17 You stutter when lying.
trust no one more. Tell it everything,
8 You pick your nose so deep it bleeds. 18 You giggle insanely at the worst possible
times.
9 Laugh hysterically at your own jokes which 19 You whistle while trying to hide. You will
you then explain in detail. deny this. Whistle when 5, 7, 9, 11 or 13 is
rolled on a d20.
10 A nihilist, You insist on telling everyone you 20 You make jewelry from the teeth of the dead.
are a nihilist and explaining why. If this can be considered a bad habit.
Terrible Trait
Roll twice.
D20 Result D20 Result
1 Endlessly aggravated 11 Vengeful
2 Inferiority complex 12 Craven
3 Problems with authority 13 Lazy
4 Loud mouth 14 Suspicious
5 Cruel 15 Ruthless
6 Selfish 16 Worried
7 Doom-sayer 17 Bitter
8 Prone to substance abuse 18 Deceitful
9 Melancholy/Mania 19 Wasteful
10 Treacherous 20 Haughty
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To begin with, you are what you own:
STARTING WEAPONS
Roll d20, d10 if you are a Caster.
D20 Weapon
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STARTING ARMOR
Roll d20, roll d8 if you are a Caster.
D20 Weapon
1 No armor.
ARMOR TYPES
Type Tier DR Cost Notes
None 0 - - Skin-suit.
Medium 2 -d4 100s -1 die penalty on Agility tests including defense. Scale, mail,
ring hauberk or coat.
Heavy 3 -d6 200s -2 die penalty on Agility tests including defense. Heavy
mail, plate and mail corslet or breastplate.
SHIELDS
Leather/Hide - -1 step to 5s You can choose to ignore all damage from one attack but
Shield attacks shield breaks. +1 step to targeted spell or elemental attack
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saves.
Wooden - -1 step to 20s You can choose to ignore all damage from two attacks but
Shield attacks shield breaks. +1 step to targeted spell or elemental attack
saves.
Heavy - -2 steps to 50s You can choose to ignore all damage from three attacks but
Wooden attacks shield breaks. +2 steps to targeted spell or elemental attack
Shield saves.
HELMS
Scrolls will never work when wielding great weapons or medium/heavy armor.
Repair Armor
Tier 2 to 3 40
Tier 3 to 4 60
Light includes wool and leather jerkins or jacks, as well as furs. Typical helmets are leather skullcaps or coifs.
Medium includes mail shirts, thick furs, boiled leather, and studded or ringed coats. Typical helmets are spectacled
helms.
Heavy includes mail or scale hauberks and coats. Typical helmets are spectacled with a mail coif.
Dverg-make armor includes heavy mail and plated mail corslets. Typical helm is full, with decorative spikes, horns,
or wings. Armor test is +1 step.
Shields* penalize attacks by lessening an attacker’s ability die as well as saves against targeted attacks such as
dragon breath or targeted attack Powers.
WEAPON TYPES
Type Damage Cost Notes
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Battle-axe D8 35s Cutting
Bow D6 25s -
Femur D4 - Bashing
Improvised D4 - varies
Short-bow D4 13s -
Sling D4 8s -
Sling-shot D4 12s -
Staff D4 5s Bashing
Whip D2 5s Cutting
Ammunition
GEAR
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Item Cost (s) Notes
Blanket 4
Chalk 1
Chewing Tobacco/herbs 1
Crowbar 8
Exquisite perfume 25
Fire-steel 4
Grappling hook 12
Hammer 8
Ladder 7
Lockpicks 5
Magnesium strip 4
Manacles 10
Mattress, feather 3
Meat cleaver 15
Metal file 10
Mirror 15
Muzzle 6
Noose 6
Oil lamp 10
Poison (black) 20 Toughness DR14 or d6 damage + blind for one hour. 3 doses
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Preserved corpse 66+d6s
Rope 4 30 feet
Small wagon 25
Tent 12
Torch 2
Salt 4
Scissors 9
Sharp needle 3
Talisman, silver 60
Talisman, wooden 8
Night in hospice 3s
Drink 1s
Steady meal 2s
Beasts
Horse 80s
Mule 40s
Rat (tame) 5s
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THE ROLLING of the BONES
Roll d20 ± ability equal to or greater than 20 to succeed. Creatures add their Threat die when rolling d20 against
DR.
+3 dice Trifling
+2 dice Niggling
+1 die Piddling
- Middling
-1 die Vexing
-2 dice Grueling
-3 dice Maddening
ADVENTURING
REACTION (2D6)
When meeting creatures whose reaction is uncertain.
Roll Result
2-3 Kill!
4-6 Angered
7-8 Indifferent
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9-10 Almost Friendly
11-12 Helpful
REST
• Catch your breath (5 minutes): heal d2 HP
• Rest a bit, have a drink (10 minutes): heal d4 hp
• Short nap, take a meal (couple of hours): heal d6 hp
• A full night's sleep (8 hr): heal d8 HP
- Without food or drink no HP is restored when resting and after two days a starving PC loses d4 HP per day.
- An infected character does not benefit from resting. Instead, d6 HP is lost daily.
• 0 HP = Broken
• Negative HP = Dead
MORALE (2D6)
If you roll greater than the creature’s Morale value with 2d6, it is demoralized.
If you roll over the creature's Morale, d6:
1–3 Flees
4–6 Surrenders
READINESS: roll d6
Individual: Agility + d6
COMBAT DR
• DR is always 20. Rolls against living beings are Active Tests while rolls against environment or objects are
Passive. Active tests are always Opposed rolls while Passive tests are always against TN 20.
• All participants make opposed Attack and Defense rolls. Both sides must beat 20 to succeed. If one fails the roll,
then they fail the check.
• Roll d20 + Ability die (which may be modified ± by Gear, Difficulty, or Talents).
• On a hit, the target makes a Defense roll. If successful, no damage is inflicted. If it is a failure, damage is inflicted.
• The target then makes an Armor roll to try and mitigate damage.
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FAVOR AND DISFAVOR
Certain game affects will impart Favor or inflict Disfavor. Favor allows you to roll 2 dice and take the better result
while Disfavor forces you to roll 2 dice and take the worst result.
FUMBLE (NATURAL 1)
Attack: Weapon breaks or is lost or lose next attack.
Defense: Take double damage; armor is reduced one tier.
2-3 Injury. Roll 1d6: 1-3: Mental, 4-6: Physical. Roll on Injury Tables.
4-5 Bleeding. Test Toughness each round; failure results in bleeding out unless treated.
2 SPASM
Desperately trying to avoid a blow to the face, the warrior over-extends and is rewarded with a spine-
cracking muscle spasm. For the next 1d4 rounds Action points are reduced to 1.
4 SMASHED TEETH
Taking one to the chin results in a lop-sided smile. Besides making it hard to eat for 1d6 days, the
warrior suffers Disfavor to Bearing rolls.
5 DISARMED
The warrior’s weapon is batted from their hands, sailing 2d6 feet away in a random direction. The
warrior can either draw a back-up or spend the entire next round trying to retrieve it.
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6 HAMMERED
The warrior is struck by such force from their opponent that they are flattened to the ground, knocked
prone until they can spend a full round getting back up.
7 CRACKED RIBS
The warrior has suffered a bone fracture to one of their ribs. The Warrior is at – 1 Wound dice and
suffers Disfavor to Mettle rolls until healed.
8 BROKEN WRIST
The warrior has suffered a bone fracture to the arm. The Warrior has Disfavor to Might rolls until
healed.
9 HOBBLED FOOT
The warrior has suffered a bone fracture to the lower leg. The Warrior is at half Move until healed.
10 SMASHED FINGERS/KNUCKLES
The warrior’s fingers are smashed or grazed by a weapon, causing the hand to flare with intense pain. All
attacks for the rest of the encounter are made with Disfavor.
11 DEAFENED
The warrior has been deafened in one ear. They suffer a 1 dire penalty to Initiative/Reaction/Notice rolls
permanently. If the warrior loses hearing in both ears they must retire from adventuring.
12 BLINDED
The warrior has been blinded in one eye. They suffer Disfavor on Melee and Ranged skills until healed.
If the warrior loses sight in both eyes, he must retire from adventuring.
13 CRACKED SKULL
Roll a Mettle save. On a score of 20 the Warrior shrugs off the injury as a minor flesh wound.
Otherwise, roll on the Mental Injury table.
14 GUT WOUND
The warrior’s vitals have been seriously damaged. The Warrior loses 1 die of Wounds and 1 AP
permanently.
15 TENDER BITS
A nauseating impact with the warrior’s groin leaves them writhing on the floor for 1d6 Rounds. The
warrior may only Defend themselves with Disfavor until the recover or are tended to. There is a 1-in-6
chance that a permanent injury is suffered, resulting in sterility.
16 MANGLED ARM
One of the Warrior’s arms has been mauled. Roll 1d6: on a 1 it has been severed. They may no longer
use anything in or on that arm (they can no longer use 2 handed weapons, and cannot use a shield at the
same time as a weapon) until healed. If the warrior loses both arms they must retire from adventuring.
17 MAULED LEG
One of the Warrior’s legs has been mutilated. Roll 1d6: on a 1 it has been severed. They are now at ½
Movement until healed. If the Warrior loses both legs they must retire from adventuring.
18 PARALYZED
The warrior takes such a gruesome impact that they sustain spinal damage, rendering them helpless. The
warrior must pass a Mettle test to avoid permanent paralysis and retirement.
19 SEVERED NECK
The Warrior’s head has almost been entirely separated from their body. They cannot be restored to life
by anything, apart from some form of magical resurrection such as Intervention or an item such as a
Wyrdstone. Without any form of resurrection, the Warrior will pass on to the next life.
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The warrior sustains a devastating strike to the head, leaving it a ruined mess. Without any form of
resurrection, the Warrior is soon visited by the Valkyries.
2 LOST SOUL
The Warrior feels much weaker than before. If the Warrior is a Caster their Spirit die diminishes by
-1 step permanently. If the Warrior is of a different type, he loses -1 Wyrd permanently.
3 TOUCHED
The warrior is given to mood swings, and their temperament is capricious. Whenever the warrior
comes under stress roll a d6:
1-2: Melancholy. Has no interest in anything.
3-4: Lucid. Normal activity.
5-6: Crazed. Reckless and loud, will not heed warnings.
4 STUPIDITY
The warrior has had something knocked loose inside their skull. They now suffer from Stupidity. At
the start of each turn, make a Thought test. On a failure, the Warrior stands with a blank stare and
may do nothing this turn.
7 HALLUCINATIONS
The Warrior suffers extreme hallucinations and begins to think their visions are real. At the start of
each turn, roll a Spirit test. If it fails, the Warrior starts speaking to the nearest wall and loses all
attacks that turn.
8 PYROMANIAC
The warrior wishes to see the world burn. Whenever given the chance, they must succeed on a Spirit
roll to resist the urge to light something up. The warrior always has something on them with which to
make fire.
9 GREEDY
The warrior lusts for gold, possessions, and pretty much everything else. When given the chance they
will try to take more than their fair share by force or by nefarious means. They must make a Spirit
roll to resist the compulsion.
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10 ODD COMPULSION
The warrior has developed an obsessive habit, such as counting or checking things repeatedly,
chronically masturbating, performing congress with beasts, washing hands every time they touch
something, or perhaps requiring a cleansing prayer before entering a building. The warrior may also
experience hyper watchfulness, hyper sensitivity, or any number of odd behaviors.
11 TREACHEROUS
The warrior is selfish and will do most anything to accomplish their objective or agenda and has no
qualms about sacrificing others to achieve their ends.
12 PSYCHOTIC
The Warrior’s severe head injuries make them uncontrollable in battle. When rolling to hit any
Monster, the warrior must pass a Spirit test or instead attack the nearest friendly Warrior at random
(if possible, within range of his current missile or melee weapon).
13 FOUL HABIT
The warrior is just fine with picking their nose, scratching their arse and sniffing their fingers,
belching, farting, or any number of odious habits that tend to alarm the populace.
14 PHOBIA
The warrior has developed an unreasoning fear of a certain object, situation, or environment. Perhaps
it is a fear of suspiciously rounded stones, darkness, viscera, puppies, or confined spaces. At any rate,
a successful Spirit Test is required to avoid running away or refusing to function when confronted by
their fears.
15 UNNATURAL CRAVING
The warrior finds that their tastes have changed and now seeks to sate an unholy appetite with such
things as jars of piss, handfuls of shit, warm blood, dirt, vermin, bugs, nails, sawdust, and any
number of foul or unusual fare.
16 MASOCHIST
In an attempt to soothe their inner turmoil, the warrior has set to inflicting pain upon themselves.
Reduce your Wound die by 1 step.
17 ADDICTION
The warrior seeks to try and ignore their scarred mind by excessive indulgences. Pick one: drink,
drugs, immoral practices, prostitutes, gambling, etc.
18 STRESS DISORDER
1-2: Paranoid: suspicious of everyone, Social tests are at Disadvantage.
3-4: Of Two Minds: constantly mutters to self and sometimes argues.
5: Avoidant: seeks to escape from stress by any means.
6: Aggressive: seeks to rid the world of the source of stress by any means.
19 SADIST
The warrior’s mind being broken, they seek to soothe themselves by inflicting torment on another.
20 COMA
The Warrior’s limp body falls to the floor unconscious and cannot be restored to life by anything,
apart from some form of magical resurrection such as Intervention or an item such as a Wyrdstone.
Without any form of resurrection, the Warrior will pass on to the next life.
GIFTS
When Getting Better you may gain a Gift if you are deemed worthy, for a maximum of Presence + 1d4.
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Consult your GM on how Gifts are gained. They can either be gained at random, your choice, or you may obtain
specific Gifts as narrative achievements.
If choosing Gifts, this allows you to make specific character builds. E.g. Choosing Party Chef, Inspired Storyteller
and Outback Survivalist allows you to create a powerful support class that buffs your party whenever making camp.
Additionally, Gifts may be learned from a Stone of Gifts, which are ancient runed menhirs that may or may not
bestow a Gift.
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worked into the base preparation, which forms a sludge-like stinking salve to be smeared
over a wound or the body.
By smearing the concoction on the flesh of a creature or upon a wound, you can cure any
disease or wounds that afflict the creature by burning the affliction out. You can also choose
to remove one of the following conditions: blinded, deafened, paralyzed, poisoned. The salve
cures all but 1d6 hp and bestows 1 level of exhaustion due to the rigors of the healing
process.
Bloodied Knuckles
Years of bare knuckle fighting have turned your hands into deadly bludgeons. They are
heavy with scars from the guilty and innocent.
• Your unarmed attacks deal d6 damage and ignore light armor. You may take this talent a
second time to increase this to d8 damage and medium armor. You may take this talent a
third time to increase this to d10 damage and have them ignore all armor.
• Fumbling an unarmed attack means you break a hand dealing the damage to yourself. You
must seek out a specialist help to set your bones.
Blood Pact
It’s a rough world to be all alone in. But you’ve found a way to avoid this fate.
• Form a blood pact with a willing participant. You can communicate by thought no matter
the distance, and this never goes away. Whatever one experiences, so does the other. This
includes injury and death.
Bloodthirsty Rage
The rush of combat is addictive. You’re always chasing that high. It’s kill or be killed. You
can’t stop to ask questions.
• When landing an attack that kills a creature you must move and attack another (this may
include allies), adding d6 damage for every creature slain. Your onslaught stops when you
fail to kill and you fall to the ground exhausted, losing your next turn.
Bone Crafter
You don’t believe in letting things go to waste. Including the corpses of the fallen.
You can craft equipment of strangely high quality using a number of humanoid corpses.
• A d6 weapon, 1 corpse worth of bones.
• A shield, 5 corpses worth of bones.
• Light armor, 10 corpses worth.
Butcher
You have hacked livestock and poultry into small pieces before. You know what makes them
work and how they are made. People aren’t that different.
• On a successful Agility test, any ally that dies near you instead becomes broken as you
attempt rapid life-saving surgery.
Should the person still die you may make d4 rations out of the corpse.
Calm Killer
The knife or arrow that is most careful is the deadliest. You have a sharp eye for gaps and
kinks in armor.
• Once per turn when making a ranged or melee attack, you may reroll the damage dealt and
keep the higher result.
Cunning Jab
When attacking by surprise test Agility. On a success you automatically hit once with a light
one-handed weapon, dealing normal damage x2.
Death-dealer (Slayer)
Your training and experience as a slayer has taught you where and when to strike for best
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effect.
• The damage you inflict with weapons is one die higher than listed. You must select a
specific weapon to have trained with. If you take this talent again you may choose an
additional weapon type.
Dodging Death
You are so unpleasant, stubborn, and vicious even the Choosers would rather avoid you if
they can. On death, if there is even the slightest possibility that you survived, there is a 50%
chance that you did. If successful, after 10 rounds you pop back up with d4 HP and an
unlikely explanation of your escape.
Dual Wielder
You are no trained soldier, but you think two weapons should help you kill twice as fast. It
hasn’t failed you yet.
• You suffer no penalty when attacking with two weapons, you roll both damage dice and
combine the results.
Escaping Fate
Every time you use an omen there is a 50% chance it is not spent.
Fateful Visions
The fates steer your journey across the unforgiving world. One can only hope they guide you
to redemption and not destruction.
• Consume an omen and spend a few moments in quiet meditation. Ask the Game Master a
question pertaining to the current situation.
• You will be granted a bizarre vision that provides enlightening information. GM rolls a d4
in secret, on a 1 the vision is deceptive.
Filthy Fingersmith
Your snaky little digits get into pockets and pick locks with a +1 step to the Agility test. You
also begin with lockpicks!
First Strike
You believe that the Halls are for those who leap into battle, those who are first to reap glory.
• Whether your side passes or fails the initiative roll, you may always act first if your action
involves inflicting harm.
Forbidden Secrets
The powers that be whisper dark secrets in your ears wherever you walk. Their incessant
chittering never gives you peace.
• You innately know one random Rune. Additionally once you have read a Rune you may
carve its esoteric glyphs into your flesh and no longer need the stone itself to cast it.
• Every night there is 1/20 chance that you accidentally cast a Power in your sleep. This
Power also has a 1 in 6 chance of fumbling.
Fortunate Bastard
Is it fate or luck that smiles upon you? Who the hell cares…
• When rolling on the Plunder table you may roll two dice and select the more favorable
result.
Galdr
The Galdr learns the secrets of runes. Runes are presented as a three tiered system -
Apprentice, Journeyman and Master - with each higher rank providing more impressive or
more useful powers.
The runes are grouped into threes, each set of three relating to a theme. You can find the list
of sets below in the Rune section. While you can learn any rune you set your mind to, you
receive a bonus of +1 step bonus when learning higher level runes from a set you’ve already
learned a rune from.
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Gifted
Truly, the Gods seem to smile upon you and heap blessings upon your head.
• You may have a total of Presence + 1d6 Gifts. Each time you gain this Gift the die size
increases by 1 step.
Hammer-hand
You can fell a horse with one well-placed blow; those familiar with you provide a wide berth
when you become angry.
• You land a critical on a 19 or 20.
Harbinger of Misery
You feel a dark blessing course though your veins. You have dedicated yourself to the black
disk which will block out the sun.
• Gain Maximum omens instead of rolling. As long as you live the GM rolls two Misery dice
every day.
Hawk as Weapon
Your crafty almost-intelligent hawk is loyal only to you. Even without shared language,
you understand its cries as it keeps watch, scouts and swoops to attack foes. Attacks/
defense Threat d6 (claws/bite D4), HP 8.
Herbalist Healer
You’ve spent what seemed like an eternity under the haze filled apprenticeship of an
herbalist master. You left with a new outlook on life, and a few extra skills.
• Once per day you may scrounge to find the necessary herbs and flora to create an infection
curing elixir that also heals d4 hp.
• Presence test to attempt this treatment, failing instead creates a toxin dealing D4 damage.
Horrific Growth
Maybe it was something you ate, or a Rune has grown malevolent. Whatever it is you can’t
get rid of it.
• You manifest something…extra. Roll on the Broken Body table. Other people see it as a
sign of evil.
Hyper Awareness
You are paranoid, seeing danger in every shadow. Everything wants to kill you.
You are jittery with bird-like movements.
• You can never be the victim of a surprise attack. Additionally your side takes the initiative
on a 3+.
Immortal Memory
You are haunted by the memories of those that have fallen. Even if their spirits have moved
on, and the bodies are dust, their memories linger for eternity.
• Whenever encountering a place of great suffering, you may relive the tragedy through a
memory that lingers, inflicting Disfavor upon your rolls.
• There is a 1/20 chance that things become all too real. You suffer the same fate in reality.
This might cause creatures and Runes to reappear.
• Sometimes the memories bring great insight. Your Runes per Day increases to Presence +
1d4+2.
Initiate of One-Eye
Once per day you may summon D2 runestones, whose power can be used only once.
If the stones are not used before sunrise they turn to ash.
Inspired Storyteller
Your tales bring joy and smiles to everyone around you, even in the bleakest of times.
All of it lies of course, but who cares?
• Presence test whenever resting to weave a compelling tale. decrease the step by 1 for every
additional audience member. Success allows everyone to gain an omen. You cannot exceed
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your maximum number of omens.
Iron Stomach
When crops fail, and livestock births inedible abominations, one learns to not be picky when
it comes to food.
• You may consume spoiled or soured food with a Toughness test. Others witnessing this may
find it disgusting.
Iron-clad Will
Power thrums in your spoken words and you can direct this power to destroy or affect
anything in your path.
• The spell damage you inflict is 1 die higher than what is listed. You can take this talent
again to raise the die even higher.
Leech
An acquired taste. Or perhaps a disease. Maybe a curse. An eternal thirst. Blood heals and
sustains you.
• A pint of blood heals you for D4 hp. You may still eat regular food, but you suffer the
effects of starvation after one day.
Light in the Dark
You are smarter than your fellows and have the ability to retain things that you learn better.
• When rolling to Get Better, you may re-roll any failed attribute or skill results once per
roll.
Likeable
There’s something about your smile. The way you compose yourself. The way you speak.
All of your teeth are present. You’re best described as approachable. ‘Tis strange.
• Whenever a reaction roll is made, roll 3d6 and keep the highest two dice.
Living Armor
You have survived war. You have survived because of cold steel that has been scarred so that
you may live. It’s become a part of you and you’ve learned to carry its burden.
• Remove the Agility penalty for the armor you are currently wearing. This does not affect
your defense rolls.
• You may not remove your armor without painfully dying. This also happens if it breaks.
Repairing it is possible, but very painful.
Lucky
Fate? Sounds ominous. You prefer luck. Good things always seem to happen to you. This has
lulled you into a false sense of security. How long will this last?
• You do not have any omens. And no omens can be spent to influence your roll. Instead you
always roll 2d20 for your tests and pick the highest result.
• However, you still fumble if either of them come up as 1. Your luck has to run out
eventually.
Master of Ways
What use are maps when the substance of wisdom itself is open to you? You know the right
way with a Presence test.
Meat Shield
You are hardier than others of your own ilk; perhaps you had better luck catching fat rats
while growing up.
• You always roll the next higher die when determining hit points. You can take this Gift
multiple times.
Mighty Strike
You once saw a man decapitate a horse with a giant sword. It was less a sword and more a
large slab of iron. You can’t help but think of the beast’s vacant eyes whenever you swing
your own sword.
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• When wielding great weapons, you may swing with Favor. If the attack lands you add d6 to
your damage. Missing allows your opponent to strike with an attack that you can defend
against with Disfavor.
Mortal Draw
Your blade hungers. Blood is the only thing that can sate it. Once drawn it demands it, and
will punish you for failing.
• Your first attack in combat always deals max damage assuming the attack hits. If you miss,
your opponent may attack you. This can be defended against with Disfavor.
Mystic Skald
You learnt your melodies in the Otherworld. The music of your instrument gives +D4 on
reaction rolls.
Negotiator
You abhor conflict. A pacifist by nature, sometimes it’s best to try de-escalate the situation.
Some call you a coward.
• Roll a Presence test. Success means the fighting stops. For now.
Warband Chef
You have mastered the art of cooking slop with questionable ingredients. You are able to
turn the most horrid of food somewhat palatable.
• Presence to cook a meal when resting. Step -1 for any additional servings. On success you
may stretch a single ration to feed the entire party, failing means the ration is spoiled. All
who partake gain 1d4 Favored rolls to spend.
Piper
You may speak with rats; whistling allows you to attract d4 number of them. They might not
have reliable information but are always happy to converse.
Predatory Sense
Somewhere along your bloodline wickedness was introduced. It’s influence is thin within
your blood but ever present.
• You have a keen sense of smell when it comes to humans. You can sniff individuals out from
a room away, identify someone, and even track them easily with a Presence test.
Reckless Attacker
Overzealous, rash decisions, and extremely poor sense of judgement. But you have lived this
long so you must be doing something right.
• You may attack the same target twice on your turn. Missing the second attack allows your
opponent to land an attack that you can defend against with Disfavor.
Scholar
Unlike the majority of your brethren you are interested in scholarly pursuits and seek
knowledge wherever you can find it; you still aren’t above rolling in the gutter to get what
you want though.
• You are able to use Powers equal to Presence + 1d6 times per day. Repeatable up to
Presence + d12 times per day.
Shield Breaker
You know that the moment an opponent is at their most vulnerable is right after they’ve
attacked.
• Whenever you use your shield to block all incoming damage, you may attempt a counter
attack with +3 damage.
Shit-ditch Stealth
You have an astounding, almost preternatural ability to hide in muck, debris and filth.
When hidden in these conditions a Disfavored Presence test is required to notice you.
Skin-changer
When the fury of battle is upon you, your animal instincts take over. Literally. Your form
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changes to something between a man and beast (choose the type!). When reduced to 50% or
lower hit points, the beast takes over. You may also will yourself to transform.
• You regain your Rank x 1d6 hit points, and also gain Favor to attack/defense for the
remainder of the fight. You may assume beast form a number of times per day equal to your
TGH bonus, minimum 1.
Skinner
Your skin crawls and itches constantly. Constantly scabbing and foul. The skin of others
brings you momentary solace.
• You may wear the skin of a creature you recently killed to disguise yourself. You look,
sound and even smell like them.
• The skin decays after d4 hours and you revert back to your normal, wretched form.
Skulker’s Deathblow
A firm grip. A sharp knife. That’s all it takes for someone to disappear. You’ve become
adept at it over the years.
• Succeeding at a Strength test allows you to grapple an unaware foe and automatically crit
with a one handed bladed weapon.
Speaker of Truths
Twice per day use your wisdom, knowledge, advice and inner calm to bring clarity to a
creature of your choice. The next test they undertake has Favor.
Survivalist
Time spent in the harsh wilderness has taught you how to thrive. Small comforts can be
made even in this bleak world.
• Presence test to create a comfortable campsite. Step -1 for every additional person it
shelters. When resting at this camp everyone recovers 2d6 hp instead of d6
Thing of Teeth
You have thirty or so friends who never let you down; YOUR TEETH. Disloyal, deranged,
or simply uncontrollable, any group that didn’t boot you out left anyway. But your Thing of
teeth – enormous, protruding, thick and sharp – have always been allies.
• Bite attack: Step -1, d6 damage. You must be close to your target. 1-2 on d6 the enemy gets
a free attack.
Vile Blood
Something about your blood is wrong. It’s more akin to the putrid ichor of a corpse.
• Whenever a creature attacks you with a biting attack and hurts you it is poisoned. It suffers
d4 damage for d6 rounds.
• Additionally should you suffer an infection roll a d2. On a 2 you do not have infection.
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Or worse… the GM should determine when a character merits improvement. Some benchmarks could be
after completing a scenario, killing mighty foes, or absconding with weighty plunder.
When your warrior faces a task of consequence – where failure can severely affect your progress – you
gain a Mark when you roll a natural 20 on a test, demonstrating that you are facing trouble fearlessly,
skillfully, or with nobility. If it is successful, make a Mark on your sheet. These actions that are pleasing
to the Spirits. For example, instead of evading some Bear Tribesmen, you confront them face-to-face with
a mighty roar! Or, while hunting in the woods, you choose to release some trapped wolf pups despite your
growing hunger!
What should a Mark look like? You can write a simple "X," a check, or perhaps a glyph inspired by that
Spirit!
Once you have earned the maximum Marks and have returned safely home to your village, you are able to
take the Rites of Passage and become a full-fledged Warrior!
2 BLOODED 20
3 OATH-TAKER 30
4 SEASONED 40
5 WARRIOR 50
6 VETERAN 60
7 SHIELD-BREAKER 70
8 SLAYER 80
9 CHAMPION 90
10 HERO 100
More HP:
Roll d100. If the result is equal to or greater than your current maximum HP, increase them by 1d6.
Chance of Plunder:
Lost in the mud and shit, you find:
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Roll Result Notes
01-08 Nothing Prove Your Worth.
18-19 Called to the Stone of Gifts Trek to the Stone and Receive a Blessing.
4 DRENGR WARRIOR
ABILITY CHANGES
Roll a Test against every ability. Results equal to or greater than 20 increase it by 1, to a maximum of
d20. Results below the ability decrease it by 1 step.
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• The GM decides the effect on a Crit (Surge for double damage or effect) or Fumble (Miscast), but below
is an optional table of arcane catastrophes.
UNCLEAN POWERS
D20 Result D20 Result
1 Witch-Fire: A ball of fire hits d2 11 Binding Curse: If the target fails a save it
creatures dealing Wyrd damage per is immobilized by unseen force and
creature. cannot move for a number of minutes
equal to the caster’s Wyrd.
2 Tongue of Lies: A creature of your choice 12
is confused for 10 minutes.
3 Spirit Hand: Move an object up 1d10×10 13
feet for d6 minutes.
4 Air-walk: Hover for Wyrd + d10 rounds. 14
5 Bereft of Breath: One creature suffocates 15
for d6 rounds, losing d4 HP per round.
6 Storm-caller: Produce d2 lightning bolts 16
dealing d6 damage each.
7 Undead Thrall: Summon (d6): 17
1–3 d4 skeletons,
4–6 d4 zombies.
8 Blind Your Eye: A creature becomes 18
invisible for d6 rounds or until it is
damaged, attacking/defending with Favor.
9 Binding Slumber: d4 creatures fall asleep 19
for one hour unless they
succeed a test.
10 Finger of Death: All creatures within 20
30 feet lose a total of 4d10 HP.
Clean Powers
D20 Result D20 Result
1 Hel’s Caress: All creatures within 11 Withering Glare: d4 creatures lose
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30 feet lose a total of 4d10 HP. d8 HP each.
2 Blessing of Might: A creature of your 12 One-Eye’s Bidding: One creature blindly
choice gets +d6 on one roll (damage, test obeys a single command.
etc.)
3 Whispers Pass the Gate: Ask three 13
questions to a deceased creature.
4 Freyja’s Touch: target heals for 1s10 x 14
your Wits.
5 Vigor: A creature of your choice gains 2d6 15
extra HP for 10 rounds.
6 Unmet Fate: one creature, dead for no 16
more than a week, is awakened with
terrible memories.
7 Bestial Speech: You may speak with 17
animals for d20 minutes.
8 False Dawn: Light for 3d10 minutes. 18
9 Night’s Veil: Pitch black for 3d10 minutes. 19
10 Hermetic Step: You find all traps in your 20
path for 2d10 minutes.
• AMOUNT PER DAY: Roll Wyrd + d4 every morning to determine how many times you can use
Runes that day; choose from your available materials.
• CAST A RUNE: When casting a Rune, test Wyrd. If you succeed, the Rune is activated and you
subtract one use from your daily total. If you fail, the casting doesn’t work, you lose d2 HP and you
become dizzy for the next hour. During this time, Runes will always fail in the worst possible way.
• LEARN A RUNE: When you discover a new Rune, you must make a Wyrd check to harness its power
and to fully understand its potential. Runes are normally gained through the discovery of Runestones,
which are graven stone or wooden tablets, fetishes, or fist-sized stones.
The GM decides the effect on a Crit or Fumble, but below is an optional table of arcane catastrophes for
when you roll a 1 on a casting test.
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zA LGIZ (Elk, protection, belonging)
"al-geez"
• Knowledge. Your study of the rune Algiz has taught you much about protection. Understanding its meaning,
you mark your body with tattoos. Enemies have Disfavor to their first attack roll against you.
• Casting. By rapidly inscribing the rune Algiz onto a metal weapon as an Action, you can ward off strange
creatures and evil. For the next minute while you concentrate, you and allies within 20 feet of you gain Favor to
any Saves they must make.
RESURRECTION TABLE
1 The target feels a constant chill as if they were in Hel. They take +1 Wounds from cold weather
effects and cold attacks.
2 The target relives the moment of their death often. They have Disfavor on Saves against Fear.
3 The scar of their deathblow did not heal well. The target suffers Disfavor on Mettle checks.
4 A truly hideous or unnatural malformity mars the targets appearance. They suffer a -1 die penalty to
their Agility score.
5 The target’s wounds have left their body weak. They suffer a – die penalty to their Might score.
7 The ritual was not perfectly executed, or something clings to their soul. The target must roll on the
Mental Injury table.
8 The spirit resists the compulsion and the ritual fails. The target remains dead.
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if it were bright light. If you spend a minute drawing the rune onto an item, you can cause it to emit a bright light
for 30 feet, and dim light out to 60ft for an hour.
• Casting. By drawing the rune Dagaz in the air as an action, you can cause a brilliant light to shine from the
rune. With a subsonic boom you summon the light of the Aesir to shine brightly from the rune. Each creature
within 60 feet of you that can see must succeed on a saving throw or be knocked prone and blinded for the next
minute. On a successful save, creatures are knocked prone but not blinded. Fey and undead creatures that fail the
save take 1d6 Wounds from radiant damage and are Feared.
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an ally within 30 feet of you can gain a number of hit points equal to the hit die plus their Constitution modifier.
You can use this power a number of times up to your Intelligence modifier. You regain all uses of this power after
completing a short or long rest.
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spending ten minutes inscribing Kaunen onto the ground, you can create a bright campfire that will burn without
fuel for 8 hours.
• Casting. When you rapidly inscribe Kaunen onto a weapon, you bring the might of fire to the battlefield. As an
action, inscribe the rune onto a weapon. The weapon will shed bright light in a 10 foot radius. The weapon will be
covered in flames that will not harm the user. The weapon deals an additional 1d6 fire damage for the next hour.
You can cast this rune a number of times equal to your Intelligence modifier. You regain all uses of this spell
after you complete a long rest.
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weapon. At the end of the week, you will have created a weapon with the following benefits. You can create only
one such weapon:
• It is a Masterwork weapon, giving it a +2 bonus to attack and damage.
• The weapon counts as magical when overcoming resistances
• Casting. When you spend an hour each day for one month casting the rune Othala around the perimeter of your
hometown, an area up to 6 miles in diameter, you can mark a place as your homeland. You can cast this rune
once. This is a long process, and must be carefully attended to, with daily ritual and process for the month. At the
end of the ritual, you have marked a place as your home. Your homeland gives the following effects:
• A +1 bonus to Saving Throws
• You and up to 5 allies can reroll Hit Die when taking a short rest
• You and allies can reroll the result of Brutal Wounds
• You and allies have advantage on saves against fear
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xT HURISAZ (Giants, aggression, enthusiasm) "Thoor-eee-saz"
• Knowledge. You learn to speak Jotun. Additionally, your first melee attack in each combat deals an additional
1d6 damage and causes the target to make a Strength saving throw or be pushed back 5 feet.
• Casting. By rapidly inscribing the rune Thurisaz onto a willing ally as an action, you cause them to gain a
jotun’s strength. The target counts as large, and their Strength modifier increases by 2 for the next minute while
you concentrate. You can cast this rune once per short or long rest.
Additionally, undead and fey creatures must make a Wisdom saving throw each time they attempt to attack you.
On a failed save, they cannot. You can cast this rune a number of times equal to your Intelligence modifier per
short or long rest.
MISCAST RESULTS
• A caster who rolls the same result twice explodes in screaming black fire in which the faces of the dead
are seen. D6 damage each round. Water only feeds this fire.
• Effects in cursive are things the caster might not immediately realize.
1 One of your teeth falls out. A long, brittle 11 Within d4 days a vile cocoon heaves from
fingernail replaces it. Its getting harder to the ground, soon bursting and spawning
eat… your exact
clone. It is unintelligent and begins to
spread mischief and suffering. This
happens every couple of days until the
35
ground is cleansed with fire.
2 You feel fine. It’s fine. You pustulate 12 Your eyes burn with insufferable agony,
with a magical STD. Those intimate bleeding heavily before loosening and
with you will die of plague within d4 days falling from their gory pits. You continue
then rise as woeful weeping zombies who to see
track you down in your dreams before through them wherever they are.
finding you in reality.
3 Your skeleton is possessed by some 13 You and a random nearby creature pass
unearthly force and will do anything out. When you wake up, your souls have
to kill you and escape. Drowning or switched. Welcome to your new flesh.
piercing is preferred so the bones are not
damaged. Test Strength DR10 in stressful
situations or take d4 damage. When you die,
you become a draugr.
4 The illusion of the celestial sphere is 14 Five twisted, skeletal arms burst from your
lifted, you now see what dwells beyond. back. The hands are
And it sees you. Gazing upon a clear night mischievous, violent and terribly cruel.
sky drives you mad with fear.
5 Around you falls an unending snow of black 15 Your skin pales then begins to emit a
ash which only you and the mad can sickly greenish light. Living things held
perceive. Water sickens you from this day close to you slowly fall ill. They
on. Only ash, soot or burnt remains can weaken, their bones become brittle, their
quench your thirst. teeth and hair fall out.
6 The earth decays around you like wet flesh. 16 The Power works, but fate or a demonic
You sink 3 feet and cannot climb out force perverts its effects to
without help. Clinging to you, screaming your precise disadvantage.
and biting are d4 translucent, crayfish-like
children with your face.
HP 3 Morale - No armor Bite/pinch d2
7 Your skin tatters like paper, your flesh 17 The stone crumbles to tendrils of fine
melts like wax and your intestines bloat like black powder which reach for your nose
balloons, bursting and falling out until all and mouth. Make a DR14 Toughness test
that is left is a walking, talking skeleton. or lose d10 HP.
After this, you return to reality.
9 The sky warps and stars spin like 19 You fall through reality into the esoteric
wheels. Thrown one day into the future, you dimension of Cube-Violet, a place of
arrive vomiting Time as evaporating silver mythical obscurity. The walls are smooth,
bile. iridescent and
All Omens are lost. cold. Above, an endless inferno. To leave
(d4):
1. Slay riddling Kulvan (strong
goblin, page 58) who holds three colorless
pearls.
2. Poison a close friend with crumbled
36
Sict-Shroom (Toughness
DR16 or -d6 HP and hallucinations).
They are found only within the cube.
3. Reach up through the fire to the golden
key above. d4 fingers burn to ash.
4. The cube is perfect, and empty.
You can only wait in maddening timeless
silence until another fool arrives.
10 Light itself despises you. If you gaze upon a 20 Perhaps it’s for the best. IT emerges from
candle, light, or torch it goes out. the shadows. At least your suffering is
short, almost instant, as you are devoured.
GODS
Odin One-eye: ravens, Alfather, war, wisdom, healing, death, runes, royalty, victory, magic
Sky-mother Frigga: eagles, sky, household, motherhood, divination, secrecy, fate, beauty, healing
Thor Hammer-hand: bears, lightning, thunder, storms, sacred groves and trees, bravery, strength, the
protection of mankind and also hallowing and fertility, and artifice
Law-giver Tyr: rams, noble war, heroic glory, formality, treaties, law, justice
Horn-maiden Freyja: stags, nature, weather, hunting, fertility, prosperity, the alfar
Heimdall the Shining One: owls, alertness, warding, protection, guarding, vigilance
Grudge-bearer Vidar: wolverines, vengeance, fury, retribution, grudges, silence, the dvergar
Bragi the Skald: song-birds, poetry, song, story-telling, kennings, legends
Njord the Sea-king: whales, seas, wealth, plunder, storms, currents, depths, seafaring
JOTNAR GODS
Doom-bringer: dragons, trickery, deceit, treachery, chaos, tyranny
The Suckler:: rats, beasts, blood, savagery, murder, abominations, fertility
Dark Lady: bats, death, witch-craft, darkness, undead
The Howler: wargs, the hunt, blood-lust, night, moon, were-beasts
The Serpent: snakes, doom, entropy, annihilation, destruction, the Gnawer at the End
Surt: hellhounds, fire, forge, earthquakes, fire jotnar
Thrim: polar bears, ice, cold, wind, glaciers, avalanches, frost jotnar
Thrudd: mammoths, trolls, ogres, strength, force, raiding, hill jotnar
The Mara: crows, autumn, war, death, fate, doom, victory
37
Fire Aurora
Thunder Eclipse
Lightning Blood Moon
SACRED BEASTS
D00 Beast D00 Beast
01-02 Owl 51-52 Eagle
03-04 Wolf 53-54 Hawk
05-06 Bear 55-56 Falcon
07-08 Salmon 57-58 Goat
09-10 Raven 59-60 Boar
11-12 Elk 61-62 Thunder-beast
13-14 Moose 63-64 Mink
15-16 Mammoth 65-66 Moth
17-18 Aurochs 67-68 Bat
19-20 Otter 69-70 Squirrel
21-22 Marten/Mink 71-72 Fox
23-24 Caribou 73-74 Hound
25-26 Reindeer 75-76 Horse
27-28 Walrus 77-78 Cattle
29-30 Seal 79-80 Chipmunk
31-32 Whale 81-82 Beaver
33-34 Raccoon 86-84 Lynx
35-36 Panther 85-86 Fire-Wyrm
37-38 Orca 87-88 Ram
39-40 Frost-Wyrm 89-90 Linnorm
41-42 Sheep 91-92 Sabre-Tooth Tiger
43-44 Frog 93-94 Turtle
45-46 Serpent 95-96 Vulture
47-48 Kraken 97-98 Leviathan
49-50 Pike 99-00 Sea-wyrm
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BEASTS
Monsters roll to hit against a base of DR 12. For every 10 HP a monster has (round up in increments of 5; a creature
with 15 HP is treated as the next tier), it gains a +1 to hit and damage.
THREAT TIER
A quick reference used to gauge monster power; Threat Tier helps the GM build encounters quickly without
overpowering the PCs.
Creature size generally influences its Tier but, in some cases, small creatures can be quite deadly.
I 1-10 +1
II 11-20 +2
III 21-30 +3
IV 31-40 +4
V 41-50 +5
VI 51-60 +6
VII 61-70 +7
VIII 71-80 +8
IX 81-90 +9
X 91-00 +10
Brute
Draugr
Hellfire Wyrm
Brigand
Apparition
Shade
Revenant
Darkling (goblin)
Wight
Wraith
Ulfen (weres)
Gutterkin (rat-folk)
Wendigo
Wendo (eaters of the dead, goat-man)) Hafr?
Dire
Lion
Wolf
Mammoth
Rhinoceros
Linnorm
Vorr
Dark Template
39
Plunder and Pillage
Blade of the Ancestors: This magnificent and clearly magical weapon is brutal, bloodthirsty,
and quietly despises your unworthiness. It taunts your failures and, if continually disappointed, develops a 1 in 6
chance to ‘accidentally’ attack you or your companions. Deals d10 damage. Attack/Defense is +2.
Capering Fool: A desiccated jawbone. By licking it, the object becomes a draugr festooned in ragged fool’s garb.
While practically useless, personally irritating and an emotional drain, Poltroon’s capering actually makes enemies
lose their focus in combat. For the first two rounds you and your allies get +2 on attack/defense.
Craven’s Tooth: An expensive sandalwood box bound in snakeskin. It contains a seemingly ordinary dagger,
wrapped in silk. The dagger does d4 damage but on a 1 the target dies immediately of deadly poison weeping from
the blade.
Ergi the Thrall: This intensely cowardly servant acts only as guardian for the scabbard of the cursed sword Head-
taker. Once per combat, if Ergi can be found (1 in 6 chance), Head-taker may be drawn. The sword does 2d6
damage, and for every swing of Head-taker roll a d6. On a 1 the Thrall is slain and the weapon vanishes forever.
Fearsome Battle-mask: Of Dvergar make, the mask strikes primitive fear into lesser creatures like goblins, gnoums
and children. While worn, they check Morale every round.
Ice-rimed Horn: Once per day release a blare from this dented old horn and test Presence DR12. All friendly
creatures may make their next non-combat test an automatic success.
Old One-eye’s Eight-legged Horse: This carved bone figurine summons Sleipnir, who is magical, intelligent,
arrogant and vain. He can also talk. If you can persuade him to care, Sleipnir occasionally
adds +2 to Wits tests involving logic and intellect. The horse may be smarter than you and is quite aware of this.
Roll a d6:
1-4: He cannot be troubled with your trifles.
5-6: After much groveling from you, Sleipnir grants its blessing until the next sunrise.
Portable Laboratory: consists of an iron cauldron with mortar and pestle. Daily you have
the materials to create two randomly determined decoctions and can brew a total of d4 doses. If unused they lose
vitality after 24 hours. You must have the Craft: Apothecary Wise to use this item. Roll a d8 to see what your
ingredients produce:
40
8 Black Poison: Toughness DR14 or -d6 HP and blinded for one hour.
Runed Witch-skull: So intensely blasphemous even the Godis themselves can only peruse it once per day. When
read, roll a die.
Even result: For the rest of the day PCs heal d6 HP after just five minutes of rest.
Odd result: The priest is plagued by demonic hallucinations. The DM may invent d3 things that only the Priest can
see and describe them to the player as if true. The effect ends at the next sunrise.
Sacred Shepherd’s Crook: Its head a hook of human bone inscribed with overlapping runes. This crook hooks
through other worlds. Staff does 2d4 damage except to faithless heathens, to whom it does 2d6.
Seer Stones: Cast the stones on the ground. Their pattern reveals if danger lurks in an adjacent room. The stones can
lie. The priest tests Wits DR10 to see if they are true but after failing, they cannot test again until the sun has set.
Shadowjack Hood: While wearing this hat the wearer’s body fades, becoming hard to hit in combat (Defense
DR14). If pulled over the ears outside of battle the wearer becomes nearly invisible, testing stealth against DR8.
The Shoe of Death’s Horse: It looks normal but since finding it in an obscure crypt you are convinced this shoe
came from the horse of Death himself. In your hands it hits with DR10, d4 damage. 1 in 6 chance the shoe smashes
the skull, instantly killing small-to-medium sized creatures. The shoe returns to your hand like a boomerang.
Stone of Intent: An anointed stone cross-referenced against reality to discover unseen evil-doers. Successful
Presence DR10: A strange light surrounds evil creatures. The list’s owner defends with +2 against any being
discovered this way.
Tablet of Blood: You may read from this wooden tablet once a day. Your enemy must make a DR12 test to prevent
this. If they fail D2 Berserker-slayers appear from the depths of a forgotten dimension of blood. Roll a D6.
On a 1–4 these creatures fight alongside you.
On a 5–6 they turn on you, attempting to kill you and destroy the book. After the battle they return to their
imprisonment.
Underworld Arm-ring: The arm-ring can be used in encounters with the undead as well as lesser trolls, wendols,
and darklings. Check morale (add or subtract the user’s Presence modifier) to see if the creatures bow and kindly
remove themselves.
Witch-teeth: Four weird teeth rattle within a blackened pouch. Before battle roll a d6 for each one. For every 6 one
of your attacks deals maximum damage.
Beasts
Auroch
Cave Bear
This huge brown bear looks lean and probably hasn't eaten in days.
Darkwing
Winged beasts of reptilian nature, vicious and reeking, bloated on the flesh of the dead.
Dire Crow
A giant, sinister looking version of the common crow. Can be trained as a flying mount.
Frost Wolf
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Larger than the wolves of forests or tundra, one Ice Wolf is easily the equal of a young warrior. Unfortunately, they
also travel in packs.
Gore-hound
Lindwurm
Raven, Corpse
Raucous and murderous birds. The only thing worse than their call is their smell.
Thunder Beast
Large, furry beasts with a single horn mounted on their nose. A whole herd will make the ground shake.
Tundra Mammoth
Huge and fierce when threatened. The tusks are valued for ivory and the meat will feed a steading for months.
Tusk Cat
Huge and vicious, covered with soft, white fur. The tusks are as big as short swords and the claws are as dirks.
Wurrum
Massive, furred worms, they tunnel beneath the earth and snow and ambush their prey by erupting beneath it. The
meat is passable.
Enemies
Once proud neighbors of the People, hard times have forced the Bear Tribe to become as savage as the beasts they
hunt.
Cavern Drake
The wise women say these are the bastard children of mighty dragons.
• Crone
Dark Valkyrie
• Dark Warrior
Darkling
With fetid claws and fangs they devour the corpses of the dead.
Eldritch
Fallen
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Foreign Invaders
Conquerors from far-off lands, these soldiers and their priests come to destroy and rule over the People, much like
the Nation did long ago.
• Ghost
Giant
Goblin
Nasty little fey creatures, fond of stealing babies and poisoning wells. Cowardly and vicious.
Greedy Bandits
These thieves and miscreants from the Bandit Kingdoms or further afield are only brave enough to sneak into your
homes to take your most treasured possessions.
Haugbui
Kraken
Leviathan
Troll
These giants roam the hills and ancient barrows, sometimes attacking the People in search of food and brides.
Hill
Ice
Moss
Mountain
Wood
Hobgoblin
Cousins to goblins, these creatures keep their lesser brethren organized through fear.
Horned Dragon
Great fire-breathing beasts, adorned with tough scales and cruel horns.
• Liche
• Lightning Sprite
Ogre
Horned and bearded with grinding teeth, carrying the remains of its last meal in its beard.
Revenant
Trow
A smaller and more intelligent cousin to the troll, mischievous as well as magical.
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• Vengeful Draugr
• Vermen
Wendo
Wendigo
A cold cannibal spirit of the Fells, searching for warm flesh and blood.
• Were
Wilding
Men with the head and legs of goats, hunters of men and eaters of flesh.
Wight
Wraith
Yeti
The Steading
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