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Norse Grimoire for 5th Edition

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Published by [email protected], 2023-08-17 04:11:14

norse 5e

Norse Grimoire for 5th Edition

anyone dealing with nocturnal creatures. Those who fight creatures, specters and other beings that thrive in the dark must be sure to use this glyph, which fortifies the heart and sharpens the senses. Myrkurstafur 5th-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on a talisman) Range:60 feet Duration: Instantaneous The power of this spell comes from the atavistic fear of darkness and what it can hide. This is why many people wear talismans to ward off darkness itself. When the spellcaster activates the glyph on the talisman, a dazzling light floods the area from a point within range chosen by the caster. All creatures within the area take 5d6 fire damage and 5d6 radiant damage. If any part of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Temporary tattoo effect The character can cast the Myrkurstafur spell once. Permanent tattoo effect or talismanic glyph Myrkurstafur is added to the list of spells known by the character. outlawed and exiled. Living alone is horrible for him, especially at nightfall, when the evil gaze of the draugr comes back to haunt his nightmares and seems on the verge of pouncing on him from out of the darkness. Grettir finally settles with his brother and a servant on an island protected by high cliffs to escape his persecutors. One day, up in that remote and inaccessible place, the servant happens to let the fire go out. Grettir severely rebukes him because they have no way of getting more and will therefore be left in total darkness due to his carelessness. The protagonist of the saga is forced to venture off his safe island in order to ask someone for a flame with which to rekindle his hearth. If fear of the dark has been ingrained in human beings throughout history, imagine how frightening the night must have been for those who could only illuminate it with fire and who often did not even have fire at their disposal. So it is no surprise to find galdrastafir that can allay this ancestral fear. As well as being frightening, darkness could also pose a problem for spellcasters intent on studying and copying complicated manuscripts. This is why the blue pages in the Galdrakver feature a symbol to help people read in the dark. It should be noted that in some versions this symbol only influences the emotions of those facing darkness, while in others it bestows supernatural powers of sight. The implication is that those who use it are always ready to confront anything that occurs far from hearths and fires, making it a widely used tool for 151 Galdrastafir


Óttastafur Óttastafur errors and to the personal interpretation of each caster; in the Huld, it appears as follows: The oldest design is perhaps the one with the easiest visual meaning to identify. The glyph resembles a stylized little man who is lying on his stomach and trying to raise his hands, perhaps out of fear or pain or even to beg for mercy, since he has some sort of weapon stuck in his body. In the Galdrabók there is another symbol which, although it has a different design, serves the same purpose. Its name is hræthigaldur, or “frightening magic”, and in this case too it should be engraved on oak wood, but rather than being thrown at your enemy”s feet, this time it should be worn on the chest, ensuring that you can see the enemy before they can see you. To strike fear into your enemies Fighting a frightened enemy could be an enormous advantage, so naturally there are several galdrastafir designed to control or counteract fear. The one above comes from the Galdraskræða Skugga, which is also the best known and most widely used today, although the Huld contains an earlier version with instructions for activation. In Icelandic, ótti means fear, so the name of this spell clearly specifies its use. The text of the Huld suggests that the óttastafur should be carved on an oak board and then thrown at the enemy’s feet to intimidate them. We can imagine the state of mind of someone, ready for a duel, who had this symbol thrown at them and were perhaps familiar with its meaning. Knowing that it was a magic spell designed to induce terror would certainly have knocked their confidence, so the effect could also have been achieved through psychological conditioning. This is one of the few symbols that take effect because the victim sees them, whereas usually the spell has to be cast in total secrecy. As we know, in the various manuscripts the design of the galdrastafir is not identical, both due to copying 152 Norse Grimoire


Óttastafur Óttastafur 3rd-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on a wooden board) Range: 33 feet Duration: Concentration, up to 1 minute To cast this spell, the caster must carve the óttastafur on an oak board and then throw it at the enemy’s feet to intimidate them. Strength of mind and determination are perhaps what really makes the difference between heroes and cowards, victors and the fallen. When the spellcaster throws the carved board at a spot of their choice beside them, the air fills with frenzy and tension. The caster’s targets then fall into the grip of fear. All creatures within 20 feet of the spell’s point of origin must pass a Wisdom saving throw or be frightened by the caster. Frightened creatures cannot approach the caster. A creature that begins its turn inside the spell area or enters it for the first time in the following turn must make a Wisdom saving throw or take 3d6 psychic damage. Temporary tattoo effect The character can cast the Óttastafur spell once. Permanent tattoo effect or talismanic glyph Óttastafur is added to the list of spells known by the character. It should be noted that already being aware of the enemy’s position, before they are aware of your presence, offers a considerable strategic advantage, which may induce the opponent to feel defeated even before the actual fight begins. It is also worth remembering that often, in the harsh northern lands, people entered a duel undernourished and shivering from the cold. Weapons or protective gear may have been handed down by ancestors and may not have been maintained in the skilful way necessary to preserve them. In a world in which every day could be your last, there was a very fine line between victory and defeat. Strength of mind and determination were perhaps what really made the difference between heroes and cowards, victors and the fallen. 153 Galdrastafir


Skuggsjá Skuggsjá known to us, we can find methods that make it possible to see everything in numerous Nordic myths. Odin, first and foremost, was assisted by Huginn and Muninn, the two ravens who flew over the world and reported everything they saw. In The Lay of Grímnir, in which Odin teaches many things about the gods to the young boy – the only person to take care of him when, in the guise of an old beggar, he asks for hospitality at the home of a nobleman – the god says: O'er Mithgarth Hugin and Munin both Each day set forth to fly; For Hugin I fear lest he come not home, But for Munin my care is more. Perhaps it is no coincidence that a raven’s eye is required for the activation ritual: perhaps the strange ingredient was intended to recall Huginn and Munin’s ability to fly over the world and see everything. However, the father of the gods is not the only one who can see every corner of the world. The Lay of Grímnir also mentions Heimdallr, the guardian of Bifröst, the seven-coloured bridge that connects the The mirror This picturesque symbol comes from the Einkaeign, bearing the name Skuggsjá, or “mirror”. Thanks to the complicated ritual – which is identical in the Galdrastafir – involving calfskin, ravens’ eyes, myrrh and the feathers of a water rail (a bird with a long red beak that lives in reed beds), it was apparently possible to look into the center of this symbol to see any part of the world that you wished to. It had to be stained with the blood of two people who had loved each other for a long time, but had never consummated their love. Once the symbol had been created, it was necessary to find a spring over which no bird had flown that day and to “strike” the surface with the symbol, ensuring that it was used in reverse so that it would reflect straight. At that point, the spring would show the spellcaster everything that they wanted, in the past, present and even the future. It almost resembles an opening, or a window onto the world with two small, dark hands ready to open its doors to look beyond. Without resorting to modern interpretations, which are only useful to remember the symbol and its meaning by comparing it to something 154 Norse Grimoire


Skuggsjá Skuggsjá 4th-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on tanned leather, lovers’ blood and a crystal-clear spring) Range: Close range Duration: 1 round Looking into the center of the Skuggsjá, or Mirror glyph makes it possible to see any part of the world you wish. The symbol must be drawn with the blood of two people who have loved each other for a long time, without every consummating their love, on tanned leather. After finding a spring, it is necessary to “strike” the surface with the symbol drawn on the leather, ensuring that it is used in reverse so that it reflects straight. At this point the spring will show the spellcaster what they desire, no matter where or when it is. The spellcaster can see the reflection of the past, present or future. If the caster is divining the future, the vision will never be clear, but must be interpreted. The GM will be required to answer one of these questions at their discretion, but in full: • The direction to the location of a creature or object known to the caster. The answer may be a trace that the caster leaves on a map, a trail hanging in the air or a series of clues that can show them the way. • Weather and sea conditions over the following 7 days. • An event that is known to have happened, to be in progress or not to have happened yet. If the investigated event belongs to the past, it can be clearly seen and heard, if the event is happening in the present, it can only be seen, and if it is going to happen in the future, only a few fragments can be glimpsed. Temporary tattoo effect The character can cast the Skuggsjá spell once. Permanent tattoo effect or talismanic glyph Skuggsjá is added to the list of spells known by the character. land of the gods with the rest of the world. The god stood in his fortress in Himinbjörg, from which he could enjoy an extraordinary view, casting his gaze over a hundred leagues. Heimdallr was endowed with extraordinary senses: he could see further than anyone else and could hear the sound of grass sprouting or wool growing on the back of a sheep. The Norse myths also refer to an object with the power to enable you to look into the distance: Hlidskjalf, Odin’s high throne, from which all Nine Worlds can be seen. It is from this vantage point that the god Freyr catches sight of the beautiful Gerd, with whom he falls in love, sending his faithful servant Skírnir to ask for her hand in marriage, as recounted in The Lay of Skírnir. The Prose Edda describes this legendary throne as follows: “There is one abode called Hliðskjálf, and when Allfather sat in the high seat there, he looked out over the whole world and saw every man's acts, and knew all things which he saw.” Skuggsjá, like the throne of the father of the gods, thus has the power to grant the caster sight over every part of the world, making them similar to Odin or Heimdallr, or Freyr sitting on the summit of Hlidskjalf. The author of the Galdrastafir drew it with a few differences, mainly due to the compiler’s different style. 155 Galdrastafir


Stafur gegen galdri Stafur gegen galdri carves the bone himself and then scrapes it against the flames of the big fireplace. He burns the whole bone and dries the poor girl’s magic-soaked blankets and clothes in the warm air of the little fire. Then Egil sings: Runes none should grave ever Who knows not to read them; Of dark spell full many The meaning may miss. Ten spell-words writ wrongly On whale-bone were graven: Whence to leek-tending maiden, Long sorrow and pain. Magic can therefore be hidden anywhere, voluntary or not, powerful and difficult to counteract. Staves against spells are designed to resist anything that harms or affects, unseen, and that cannot be resolved in any other way. Against spells The Galdrakver, one of the oldest grimoires of those examined, features specific galdrastafir to protect against witchcraft. They are called Stafur gegen galdri, literally “staves against spells”, a title that clearly explains their purpose. Magic, which can both afflict and heal, can be considered a natural counterpart to illness and remedy. It was an element that pervaded people’s lives much like cold, hunger, fertility leading to birth or the influence of fate. A chapter of the Egil’s saga recounts how Egil sees a woman lying sick at the opposite end of the hall in which he is feasting. He is informed by Thorfinn that Helga is his daughter and that she is afflicted with a consuming disease that no one can cure. Someone had tried to use runes but the situation had got even worse. When Egil finishes his meal, he goes to where the woman is lying and talks to her. Searching her bedding, he finally finds a piece of whalebone on which several runes have been carved. Egil reads them, 156 Norse Grimoire


Temporary tattoo effect The character can cast the Stafur gegen galdri spell once. Permanent tattoo effect or talismanic glyph Stafur gegen galdri is added to the list of spells known by the character. Stafur gegen galdri 7th-level galdrastafir Casting time: 1 minute Components: V, S Range:5 feet Duration: 8 hours The Galdrakver, one of the oldest grimoires of those examined, features specific galdrastafir to protect against witchcraft. They are called Stafur gegen galdri, literally “staves against spells”, a title that clearly explains their purpose. The caster draws four glyphs within the radius of the spell and their magic protects the selected area. Whenever a creature besides the caster casts a spell within 30 feet of the runes, one of the runes interferes with the spell. The creature must make a saving throw with its spellcasting ability or fail to cast the spell, which has no effect. Once the saving throw has been made, one of the runes disappears. 157 Galdrastafir


Svefnthorn Svefnþorn “A queen named Olof once lived in Saxony. She had mannish ways: she wore armor and carried a shield, helmet and sword. She was very beautiful, but she had a difficult temperament and did not want to be anyone’s wife. She was said to be the finest woman in the world, so King Helgi decided to marry her at all costs.” King Helgi arrives at Olof’s court with his entire army, demanding to be hosted with the intention of marrying her. She is forced to organize a big banquet, but makes sure that the king drinks incessantly until he finally collapses in a drunken stupor. The queen seizes the opportunity to prick him with a Svefnþorn. While he sleeps, she shaves his hair and wraps him in blankets like a newborn baby. She then has the bundle carried to the king’s ship and tells her men that Helgi himself has given the order to depart. The men are still drunk and barely understand what is going on. When they finally realize that their king has been humiliated, it is too late. Olof has mobilized her army, sounding the war horns. Helgi understands that he cannot have her and that he should leave as quickly as possible. There is an example of Svefnþorn in the Huld, Sleep thorn Svefnþorn is one of the few symbols that actually appears in numerous sagas, attesting to its spread and use in the Norse world before Iceland. As its name suggests, this series of symbols had the power to put someone into a deep sleep. The first attestations of this are in Sigdrífumál and in the Völsunga Saga, when the hero Sigurd awakens the valkyrie Sigdrifa (better known as Brünnhilde) from the magical sleep induced by Odin. The god of wisdom and magic had placed a circle of flames around the mountain where Sigdrifa lay, so as to frighten anyone who was not worthy of her. The valkyrie herself explains the situation to Sigurd with these words: “I slew Hjalmgunnar in the battle, and Othin pricked me with the sleep-thorn in punishment for this, and said that I should never thereafter win victory in battle, but that I should be wedded. And I said to him that I had made a vow in my turn, that I would never marry a man who knew the meaning of fear." Just as Odin used Svefnþorn on Sigdrifa, so too the Saxon queen Olof used this symbol to play a dirty trick on King Helgi. The Saga of King Rolf Kraki tells this story: 158 Norse Grimoire


Svefnthorn Svefnþorn also appears in the Leifar fornra þjóðlegra fræða íslenskra, as symbol number 62. It is one of the few galdrastafir that have a consistent design in different texts, perhaps due to its presence in numerous sagas, which makes it the symbol with the most attestations in the Norse tradition. Svefnþorn 5th-level galdrastafir Casting time: 1 action Components: S, M (a hawthorn thorn) Range:Touch Duration: Permanent As its name suggests, this series of symbols has the power to put someone into a deep sleep. For the spell to take effect, the target must be pricked with hawthorn thorn. A thorn-shaped glyph appears around the prick, symbolizing the sigil of eternal sleep. The target must make a Constitution saving throw: if they fail, they fall asleep for the duration of the spell; if they succeed, they fall asleep for 24 hours. If the target takes damage while asleep, the spell’s effect ends. Temporary tattoo effect The character can cast the Svefnþorn spell once. Permanent tattoo effect or talismanic glyph Svefnþorn is added to the list of spells known by the character. which also includes instructions for activating the power of the sleep thorn: “These symbols must be carved on oak wood and placed under the head of the sleeping person. They will not awaken until the symbol is removed.” Another saga that features the Svefnþorn is the Saga of Göngu-Hrólfs, in which the protagonist is deceived by a man named Vilhjalm. After various vicissitudes, Vilhjalm pricks Hrolf with the sleep thorn and takes the opportunity to saddle Dulcifal, Hrolf’s horse, with the intention of riding off with the king’s daughter. Dulcifal, however, is very fond of his true master, so he bites and kicks, preventing Vilhjalm from mounting the saddle. In the meantime, the king’s daughter, frightened by Vilhjalm’s actions, attempts in vain to awaken Hrolf. Vilhjalm says that he will awaken the king, and with a swift, cruel gesture, he cuts off both his legs, which does not even cause Hrolf to shudder, such is the power of the spell that he is under. Vilhjalm then departs with the tearful king’s daughter and leaves Hrolf alone with his wounds. Dulcifal, seeing that his master has not woken up, starts to shake him and in so doing he manages to knock Svefnþorn to the ground and rouse him. Poor Hrolf has to struggle to mount his horse and reach the home of a friend who can offer him help. Bjorn is the closest, but he is held hostage by a dwarf. Hrolf goes over to the dwarf and grabs it by the neck, squeezing hard, “I may have lost my legs, but my hands are still strong!” he exclaims. The dwarf begs Hrolf not to kill him: in return, he will free Bjorn and even heal his wounds, reattaching his legs with magic ointments and secrets only known to dwarfs. 159 Galdrastafir


Thiófastafur Þiófastafur For use against thieves As discussed above, grimoires are full of symbols intended to combat thieves or to find out their identity; the Huld manuscript alone contains six. In Icelandic the word þjófar means “thieves”, so a þjófastafur is a thieves’ sigil. The fact that these spells are so numerous in magic books suggests that there must have also been many people who misappropriated other people’s property. If we imagine the living conditions on Icelandic farms, it is understandable that every single object, even the most common, was extremely important for survival, while gold, silver and jewelry were a real rarity. Therefore, as in any environment in which people struggle to get by, there were those who tried to take advantage of others. Icelandic spellcasters, of course, were ready to keep these miscreants at bay with their magic. The first symbol is found in the Huld together with the following inscription: put this symbol under your doorframe and, if someone is guilty of stealing something from you, they will step back as soon as they set foot on it. However, if they manage to cross it normally, they should be considered innocent. 160 Norse Grimoire


Thiófastafur The Huld also contains a more unusual symbol designed not to prevent theft, but to make it happen. This strange, sad-looking little man, pierced by two slanted bars, is supposed to turn someone into a thief. If you want someone to steal, you can carve this symbol onto the bottom of the plate that they are eating from. Alternatively, if you want to find out the identity of someone who has stolen something important, you can use this other symbol, which must be carved either on the outside or on the inside of a container used for washing when the moon is full and high in the sky. Although not specified in this spell, in other very similar spells the shadow or reflection of the thief will appear on the surface of the water in the bowl so that the culprit can be identified. 161 Galdrastafir


Carve this symbol on the bottom of a dish of ash wood, fill it with water and add yarrow, saying: “I ask, by the power of the herbs and the strength of the staves, that the image of the one who stole may appear in the water.” Then write these words on a piece of parchment that you must keep on your person: Odin, Loki, Freyr, Baldr, Njord, Tyr, Birgir, Honir, Freyja, Gefjon, Gusta and all those who dwell in Valhalla and have dwelt there since the dawn of time, help me to ensure that what has been stolen from me is returned and that the thief is discovered. As we can see, this spell requires the use of a special herb and the invocation of several Norse gods, while the following symbol must be engraved: You may wonder what advantage could be gained by turning someone into a thief. An answer can be found in Njal’s Saga, which describes a long and tragic family feud between Halgerd, Gunnar’s wife, and her neighbor Bergthora, wife of the wise man Njal. During a difficult period for Gunnar’s farm, Halgerd decides to convince one of his servants to steal from the shed of his neighbor Otkel, who is particularly well-stocked with butter and cheese. To ensure that no one notices what has been stolen, he asks the servant to set fire to the whole structure. However, the servant drops the belt holding his personal knife and Otkel therefore suspects that the fire was not merely an accident. To find out more, he sends women to the neighboring farms with fabrics and jewelry to barter for supplies. Halgerd, who wants to get rid of the stolen goods, decides to buy herself something nice, so Otkel discovers that she possesses whole wheels of cheese, whereas until recently she had never offered such quantities of food. Once again, Gunnar has to offer compensation for his wife’s misdeeds, but this is the straw that breaks the camel’s back, precipitating the already tragic events of this saga. The Galdrabók also contains a symbol to thwart thieves, along with instructions and the formula for activating it. 162 Norse Grimoire


Mounts that the shadows use to travel wherever they wish. Yes, because some shadows do not stop at the feet, but stretch across the body. Right up to the heart, he used to say. Some shadows reach your heart and make you do things that you would not be proud of if they were not with you. This is why so many men and women do wicked things, but it is also the means of finding the perpetrator. So be sure to never leave home without a tuft of yarrow in your bag and a bowl. You never know...” Thorleif Sikiroddr “Silk Voice” Þiófastafur 2nd-level galdrastafir Casting time: 1 action Components: V, S, M (a drawn glyph, yarrow) Range:Touch Duration: 12 hours When the spellcaster draws this glyph on an object that they own, it will always emit a faint luminescence visible to the caster. If a creature other than the caster gains possession of the item in question, the glyph glows and starts burning, signaling its theft. By rubbing yarrow on their right cheekbone and saying the words: “I wish, by the nature of these herbs and the power of this symbol, to see the shadow of the person who has stolen from me and others”, the caster will command the symbol to transfer from the object to the thief, appearing as though branded on their cheek and therefore identifying them. Any creature that can see the symbol on the branded individual will be able to recognize them as a thief. Temporary tattoo effect The character can cast the Þiófastafur spell once. Permanent tattoo effect or talismanic glyph Þiófastafur is added to the list of spells known by the character. The Lækningakver contains very similar instructions to identify a thief: If a man wants to find out who has stolen something from him, he must carve this symbol onto the bottom of a container, scatter yarrow in the water and utter these words: “I wish, by the nature of these herbs and the power of this symbol, to see the shadow of the person who has stolen from me and others.” The Galdraskræða Skugga describes another way in which yarrow can be used to find out the identity of a thief. First of all, you had to go on Midsummer’s Eve to a body of water that no bird had yet flown over on that day and draw water from it using a container marked underneath with the symbol. Pouring in the yarrow had a miraculous effect: if the yarrow floated, the thief was a woman; if it sank, the thief was a man, and their shadow would appear in the container, showing exactly who the culprit was. “The shadow betrays the man, or woman, who takes it around the world. Bless my grandfather a thousand times over for what he taught me as a child. He showed me how to recognize the time of day by the shape of shadows. He told me that people were just “shadow-throwers”, as he called them. 163 Galdrastafir


Thorshamar Thorshamar a clearing, decides to steal his precious hammer. When the god awakens and cannot find his beloved weapon, he panics, but the thief soon reveals himself, saying that he has Mjölnir and will only return it in exchange for receiving the beautiful goddess Freyja as his bride. The gods do not want to grant his request, but neither can they leave the mighty hammer in his possession. They therefore devise a trick: rather than sending Freyja to Thrym’s palace, they send Thor, covered in veils, who pretends to be the bride-to-be, accompanied by Loki in the guise of a sumptuously dressed bridesmaid. Once inside the giants’ fortress, Thor recovers his weapon and devastates everything, severely punishing the thief who dared to rob him. In Icelandic tradition, there was also a physical object called Thor’s hammer, which could be created with a specific ritual and was always intended to defend against thieves. It was said that whoever possessed it could identify anyone who had taken something from him, but it was not an easy power to obtain. The hammer had to be made from brass from a bell that had been stolen three times and had to be tempered using human blood. It was also necessary to forge a pin using the same brass and to use it to strike the head of Thor’s hammer When we hear of Thor’s famous weapon in connection with a spell, we think of something of boundless power, perhaps geared towards exterminating enemies or gaining great strength in battle. Actually, this symbol is nothing of the sort and is in fact designed to punish an unknown thief. There are many spells devoted to preventing theft or identifying a culprit, so theft must have been a common occurrence in Iceland. In this case, however, Thorshamar is a curse intended to wound the eyes of the person who has stolen from the spellcaster until they lose them, unless they repent and return their ill-gotten gains. In the Galdrastafir it is considered to be a very powerful talisman that is useful for punishing thieves, but also for performing what the manuscript generically describes as “other magic”. The Huld presents us with a different version that depicts the spell in action with a pin about to prick the thief’s eye. Why was the god Thor chosen to punish thieves until they lost their sight? It is probably a reference to the myth in which the frost giant Thrym, finding Thor asleep in 164 Norse Grimoire


Thorshamar Thorshamar 6th-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on a case or object) Range: A touched object Duration: Permanent Thorshamar is a curse intended to wound the eyes of the person who has stolen from the spellcaster until they lose them, unless they repent and return their ill-gotten gains. The caster must draw this glyph on the case of a small object or on the object itself. The person who steals it must make a Constitution saving throw or gradually go blind for the duration of the spell. The speed at which the character loses their sight, experiencing constant pain and distorted perceptions, depends on the subsequent Constitution saving throws required by the GM. However, the process is unavoidable and by dawn on the third day after the theft the target creature will be completely blind. If the object is placed back in the container on which the glyph was drawn, or is returned to its rightful owner, the effect ends. Temporary tattoo effect The character can cast the Thorshamar spell once. Permanent tattoo effect or talismanic glyph Thorshamar is added to the list of spells known by the character. the hammer. Thus the thief would suffer as though the pin had been stuck in their eye until they decided to return the stolen items to their rightful owner. “Some say that a sign, which I dare not draw now, is enough to protect us from the wrongdoings of the dishonest. It is not known whether such misdeeds involve deception, theft or various types of lying, but let me tell you the story of a man of ill repute. They called him “Dogstrangler” and that says a lot about the kind of person he was. He committed so many misdeeds that he began to forget them. One by one they all slipped his mind until he found himself unable to remember his wrongdoings of just a few days earlier. His heart had become hard and insensitive to guilt. Therefore, when he was punished by magic, it was useless for him to try to redeem himself and make amends for his crimes. His salvation had vanished along with his memories! Pilgrimages to temples and sacrifices were all in vain. Nothing was resolved, so no spell was lifted by him. Even the gods had forgotten him. This was until one night when, almost blind in both eyes and crippled in one leg, he found himself walking through a dark mountain gorge. He had gone from being a lord of thieves and murderers to a beggar. With what little sight he had left he saw a campfire below a prominent rocky ridge. He sought help from the traveler who had found shelter and lit the fire there. The man replied with the words of the great kind and generous lords. And when the rain stopped, he told him to follow his voice, since he knew a shortcut. Dog-strangler did so, grateful for having found someone sincere and kind-hearted. He was happy until the moment when, trusting the voice that kept promising him all kinds of good fortune, he did not realize that the ground was missing from under his next step. It was too late. Dogstrangler died deceived by deception incarnate.” Thorleif Sikiroddr “Silk Voice” 165 Galdrastafir


Vatnahlífir Vatnahlífir limited to drowning. In the Saga of Helgi, for example, there is an animated fight against a sea witch. The story goes that one night a sea witch crawled onto the boat’s deck and was surprised by Atli, who had heard a strange noise. The two of them traded insults, as was customary in poetic disputes, and their bickering also woke Helgi, who came on deck. As soon as he saw the witch, he immediately imprisoned her with runes of death, which would be activated by the first ray of sunlight. “Who are you and why have you come here?” he asked her, and, since she was immobilized, she had to answer, “My name is Hrimgerdr and I am the daughter of Hati, the giant you killed. I came to take revenge or at least to ask for compensation.” Helgi had an intuition. “Was it you who caused the storm that nearly wrecked us yesterday?” he asked. The witch sullenly nodded. “Of course, but unfortunately it didn’t work. The thunder and storm clouds were driven away by a young woman riding a flying white steed, followed by eight more similar figures”. “Based on what you say, the Valkyries have protected us…” Atli reflected. “Sváfa!” exclaimed Helgi, who had recognized the description of his beloved. The witch was interrogated until the first light of dawn, then the runes Protection from water If the Galdratöluskip is effective and actually succeeds in destroying a ship, those on board can still hope to save themselves by appealing to a different symbol of power. The Vatnahlífir, literally “protection from water”, which must be worn under the left arm, is the recommended means of protection against this type of threat. The words written along the handle of this oar-like design read: Most High, grant me good fortune and bless me, so be it. You could also seek salvation from water by carrying another similar symbol under the left arm, which the Leifar fornra þjóðlegra fræða íslenskra took from the Kreddur and which was designed to prevent death in the water. Since one went under the right arm and the other under the left, they could be connected. Perhaps they were intended to be used in pairs, but we cannot know since they are not on the same manuscript. Water posed many threats in the Norse world, not 166 Norse Grimoire


Vatnahlífir intercept and fight any of these sea monsters in the vicinity. It is therefore common knowledge among sailors that these gentle creatures should not be harmed or hindered in any way. Killing one of them could inflict a terrible curse on the person who does so. Vatnahlífir 1st-level galdrastafir Casting time: 1 reaction Components: V, S, M (a glyph drawn on the arm) Range: Up to 3 creatures within 60 feet that are underwater Duration: 1 round The Vatnahlífir, literally “protection from water”, is the glyph for protection against the dishonorable death of drowning. The caster must draw it on the inside of their right arm or on a talisman held in that position. When the caster is below the surface of the water, they can use their reaction to give their targets within range the ability to instantly move 200 feet towards the surface. Targets will continue to move 200 feet upwards at the start of each of their turns until they reach the surface. Temporary tattoo effect The character can cast the Vatnahlífir spell once. Permanent tattoo effect or talismanic glyph Vatnahlífir is added to the list of spells known by the character. were activated and turned her into stone, allowing the two heroes to safely return home. Not surprisingly, the sea was considered an insidious womb from which treacherous and even abominable creatures are born. The multifaceted aquatic threats in the Norse world include the illhveli, also known as “evil whales”. They are a specific and varied type of Icelandic whale that only share a few key characteristics between them. At least ten species of illhveli exist, but all of them are known to be inedible and evil, except the skeljúngur, which is safe to eat and can sometimes help worthy and brave humans. However, the illhveli usually take physical pleasure in causing the death and destruction of humans and other sea creatures. To name a few, the Stökkull is probably the most feared of the Icelandic illhveli. It is as big as a boat and strong enough to jump over it and hurl it away. Next there is the Raudkembingur, or Red Crest, which is smaller in size, but far more ferocious and murderously determined. They are joined by the Hrosshvalur, which has some equine features and is known for its giant eyes. Other whales resemble terrestrial creatures in some ways, such as the Nauthveli, which has a bulllike head and spotted coat and bellows like an angry cow. Then there is the Katthveli, which looks like a cat, the Taumafiskur, or Bridle Fish, named after its black body and the stripes on its side, and the Sverðhvalur, or Sword Whale, known for the characteristic bony crest on its back. The steypireyður, or blue whale, is the most powerful and famous of the enemies of the illhveli. It will 167 Galdrastafir


Vegvísir Vegvísir Carry this symbol with you and you will not get lost in storms or bad weather, even if you are in unfamiliar places. We can recognize the square version of the Madr rune, which represents man. What does man have to do with a sigil whose purpose is to guide the way? There is a clue to this connection in the verses of the Poetic Edda, to be specific in the Hávamál, the Words of the High One. In this canticle Odin himself gives valuable advice to men and in verse 47 he states: Young was I once, I walked alone, and bewildered seemed in the way; then I found me another and rich I thought me, for man is the joy of man. If even Odin, the pilgrim who wanders the world in search of knowledge, felt lost when he found himself alone, we can only imagine how difficult a solitary To never lose your way First of all, let’s debunk a myth: the term “Viking compass” used to refer to this galdrastafur is not related to the fact that its arms indicate the cardinal points or the directions of the compass rose, even though they have the same number of arms. It is so called because it was intended to prevent people from losing their way, effectively acting as a guide along the way, rather like a compass might. Literally, vegvísir is composed of the words vegur (“road”) and vísir (“guide”), so its name makes its purpose clear. Again, especially because of the many elements in this symbol, there are numerous versions that differ in some small detail. Perhaps it was due to errors or forgetfulness on the part of the copyists who had the drawing in front of them and had to reproduce it, or perhaps they had only looked at the version being drawn by one of their peers and, some time later, found themselves transcribing it into their personal grimoire. The Huld depicts it as follows and the text on the sides reads: 168 Norse Grimoire


Vegvísir in a non-literal sense. Sometimes the concepts of journey, path, direction, route and way do not only belong to the material world. Those familiar with signs, omens and visions are often led beyond the boundaries of safety to inaccessible places. This is where messages are relayed and revelations occur. The wise man may not want to get lost, both outside and inside. Vegvísir Galdrastafir cantrip Casting time: 1 reaction Components: V, S (a glyph drawn on a personal object) Range:Touch Duration: Instantaneous The spellcaster carries this symbol with them in order not to get lost in storms or bad weather, even if they are in unfamiliar places. Their steps, ship or mount will be guided to shelter and safety. When the caster first draws this glyph they must carve it in a safe place of their choosing. When they decide to use this spell’s magical guidance, they must draw a second glyph on one of their personal objects. An enchanted light, visible only to the caster, will guide the second glyph towards the first, leading the one who drew it to safety. Temporary tattoo effect The character can cast the Vegvísir spell once. Permanent tattoo effect or talismanic glyph Vegvísir is added to the list of spells known by the character. journey must have been for men, especially in ancient times. Iceland was not very populated and finding other people who could help you out must have been a real blessing. Travelers were delighted when, along an impassable road with no trace of civilization, they spotted another pilgrim or perhaps a beautiful farmhouse in the distance. This may explain the extensive use of the Madr rune within Vegvísir. Imagining this path marker carved on an object or part of one’s means of transport conjures up landscapes that are sometimes more dangerous than the creatures that inhabit them. On land, choosing the wrong path can lead to inhospitable wastelands, high plateaus scarred by crevasses that are difficult to spot and steep paths that are impossible to follow unless you are guided by the gods themselves. These signs therefore come to the aid of those in fear, lifting their hearts and steadying their steps. By sea, the risks are even more extreme. Far from the routes and places where fishermen regularly sail, the northern waters are dark and treacherous. Together with bad weather they can overcome the skills of the most able sailor and destroy the work of the greatest shipbuilder. This is why some draw the vegvísir on the vessel itself or on objects attached to it. Moreover, when the storm clouds gather, many men draw the glyph on their own foreheads with coal. Some mark the loins of their horses with simplified versions of this symbol to prevent them from having an accident, being injured or suffering from colic and intestinal problems. There is a lot of mystery surrounding the origins and meanings of this symbol. So much so that, thanks to the presence of the Madr rune, it is thought to possess the power to stop someone going astray, including 169 Galdrastafir


Veidistafur Veiðistafur dress. Suddenly a frightening, humpbacked creature appeared, hopping about in a strange way. Thorstein, the wisest of Ingimund’s sons, kept his nerve and noticed that it was the witch walking backwards with her head between her legs. Before her strange movements could lead to any trouble, they seized her, and the woman admitted that she was casting a spell to make them as mad as wild beasts but, since she had been stopped before completing it, she had now fallen into their power. Now that the witch was out of the way, all that remained was to find Hrolleif and put him to the sword. This sigil, like many others, does not have a fixed design and different versions are found in the various manuscripts. Sometimes it has a face in the center and one in each of the four circles at the end of the arms. “We were all gathered together as one family. The sacrifice had been officiated, the offerings displayed and the meal was cooking. Let me tell you that the meat boiled in the cauldron, on heated stones that we carefully kept red-hot, gave off thick fumes that filled the Great House, making For luck in fishing Veiðistafur literally means “fishing rod”, since the runes were once carved on pieces of wood and the galdrastafir have retained this feature at least in their name. For Icelanders, a good catch could mean the difference between life and death, since there were not many other forms of sustenance. In the Saga of the People of Vatnsdal, an argument over the most plentiful fishing grounds leads to a family feud. An unpleasant man called Hrolleif used to go fishing at the best spot on the river, even though it was not on his own land, leaving very little for the owners. Ingimund and his sons, who had a farm in the area, went to talk to him to resolve the matter diplomatically, but Hrolleif responded by hurling his spear into Ingimund’s chest and instantly killing him. His children wanted to avenge him, but feared Hrolleif’s mother, a witch who, since it was Midsummer’s Eve, would certainly take advantage of this propitious moment to perform a ritual against them. The next day they went to Hrolleif’s house, where they found the remains of a sacrifice and a long red ceremonial 170 Norse Grimoire


Veidistafur Veiðistafur 8th-level galdrastafir Casting time: 1 minute Components: V, S (a glyph drawn on the spellcaster’s body) Range: A touching fishing rod Duration: 8 hours When the spellcaster activates this glyph their fishing rod becomes stronger and more deadly. Every Survival check carried out to collect food gives them twice as many resources. Additionally, up to 6 creatures that eat this catch gain temporary hit points equal to 3d10 plus the caster’s ability modifier. They also have advantage on Strength checks and can lift twice as much weight as they can normally carry for the duration of the spell. Temporary tattoo effect The character can cast the Veiðistafur spell once. Permanent tattoo effect or talismanic glyph Veiðistafur is added to the list of spells known by the character. everything hot and humid. Winter seemed to have been banished as we passed the hours drinking, laughing and telling hilarious tales. The blood of the sacrifices had been collected for the occasion, sprinkled on the statues of the gods, on the walls and on us. We were blessed and protected, but a heavy burden rested on the chests of all five of us. We knew that leaving before the Jólablót was madness, but there was no other choice. How I wish I could tell you about my heartbreak and fear while all around me horns filled with jólaol were raised. When Svávarr summoned us, everyone looked at each other as though it were the last time. We went outside into the cold, hearing a song coming from the house that we had left. Perhaps it was “til árs ok friðar” to ask for fertility, health and a long and peaceful life. Svávarr led us to a small hut next door. We would be his men, his warriors, united by the blood that would soon be shed. He showed us a little fire and a large quantity of freshly caught fish on skewers. He told us to eat it all up, washing it down with as much beer as we wanted. It was a ritual that I was not familiar with, from which all those who would not fight were excluded. At the end of the banquet, I was both incredibly full and inebriated. My body felt as solid as a mountainside.” Thorleif Sikiroddr “Silk Voice” 171 Galdrastafir


Veldismagn Veldismagn It is also featured in the Einkaeign with a more elongated horizontal appearance: The version that has become most famous is in the Galdraskræða Skugga and is usually accompanied by instructions for casting the spell that activates its power: Carve this symbol on a lignite tablet and add blood. Wear it on your chest and no harm will come to you. You will return home safely, whether you are travelling by land or sea. On balance, it is more of a protective talisman than a symbol bestowing greater strength and power, and the power referred to is not for attacking or active use, To give power In Icelandic veldi means “power”, while magn, as suggested by its Latin root magnus, means “big”. Veldismagn therefore increases and enhances power. This symbol is found in the Galdrastafir, where it appears as follows: 172 Norse Grimoire


Veldismagn Veldismagn 9th-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on a lignite tablet) Range:Self Duration: 1 hour When the spellcaster draws this glyph on a lignite tablet and adds blood, they create one of the most powerful amulets imaginable. Wearing the tablet on their chest means that little can hurt the wearer, who is favored by the power of this prodigious spell. The wearer is granted 150 temporary hit points. Hit points gained in this way are used up at the end of the spell. Temporary tattoo effect The character can cast the Veldismagn spell once. Permanent tattoo effect or talismanic glyph Veldismagn is added to the list of spells known by the character. but rather for defending oneself against obstacles and returning home safely. “None of us can ride the mighty wild boar Hildisvini into the thick of battle or wrap ourselves in a cloak of falcon feathers to transform into a swift bird. Can anyone say that they travel, like Freyja, in a chariot pulled by black cats? I think not, my friends. Our feet wear out our shoes on the hard paths that we tread and our horses must be fed for what they spare us. Our journeys are long and full of surprises. Unless we have to go by sea, in which case it’s even worse! It does not even seem to belong to us, that destiny that we place in the hands of those who steer the ship. But something in the tales seems to oppose every adversity. Some call it Power, others Spark and others Bark. In fact it is like an innate talent, a fire that keeps us warm and a shield against adversity. There are spells to revive that strength and other terrible incantations to stifle it. When it is intense we cannot be charmed and arrows strike our shield instead of our head. We have the little bit of breath that we need to escape from a current that would otherwise have dragged us into the icy underground realms. It is the desire to stay alive and not all men have enough of it to be able to perform great deeds.” Thorleif Sikiroddr “Silk Voice” 173 Galdrastafir


Vitastafir Vitastafir using a metal tool, then hold them close to your ear before going to sleep and you will find out. Brass in Iceland could only arrive by sea, through trade or important gifts, so ordinary farm dwellers would have been more likely to use bones, wood, leather or animal blood, while this metal was more easily accessible to people of a higher social status. Odin, the first of the Norse gods, differs from other mythological progenitors because of his constant quest for knowledge. His travels around the world, in which he constantly strives for more understanding, make him a fascinating and multifaceted character. In his desire to know the most occult things, he hung himself for nine days and nights from the branches of Yggdrasil, the tree of the world, with his spear stuck The pursuit of knowledge In addition to symbols for everyday problems such as protecting yourself from adversity, getting a good catch or having good relations with your neighbors, there are also some symbols designed for obtaining a type of secret knowledge. The magic contained in the grimoires was often presented in the form of a cipher and indeed the pinnacles of knowledge have always only been accessible to a select few, which is why spellcasters also added symbols to the pages of their manuscripts to increase their erudition. These galdrastafir, for example, come from the Galdrakver and the text alongside reads: if you want to know many things, carve these characters on lignite and you will become a renowned sage. The pages of the Rúna contain a series of symbols designed to reveal hidden knowledge. The text alludes to more complex instructions, with materials that an ordinary person would struggle to find, but after all this spell is meant to confer knowledge reserved for only a few. If you want to know what is hidden from ordinary people, carve these symbols on brass 174 Norse Grimoire


Vitastafir “The wisdom of the heart is far less arrogant than the stupidity of the mind. The wise man doubts everything, I tell you. His senses, his memories, words spoken too carelessly and promises that are impossible to keep. He is constantly asking questions that lead him to change his opinion. He accepts that he is mistaken in good faith. The fool is obstinate and brays that he has no doubt, for he knows everything but his own ignorance. In how many stories is the fool punished by the gods? Do not be afraid to set aside your pride. It is like the sword that an old man wielded in his youth. It waits for repose that only a wise man can give it.” Thorleif Sikiroddr “Silk Voice”. Vitastafir 7th-level galdrastafir Casting time: 1 action Components: V, S, M (a glyph drawn on a talisman) Range:Self (30 feet) Duration: Concentration, up to 1 minute When the spellcaster casts this galdrastafir, an arcane aura radiates from them. The next spell of 7th level or lower cast within the area does not use up its spell slot. Then this spell ends. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you do not consume a spell slot whose level is equal to or lower than the level of the spell slot that you used. Temporary tattoo effect The character can cast the Vitastafir spell once. Permanent tattoo effect or talismanic glyph Vitastafir is added to the list of spells known by the character. in his chest. It was through this shamanic ritual that Odin created the runes, while also learning powerful spells from the race of giants that had hitherto been unknown to all those who did not belong to the Jotnar race. As if this were not enough, Odin sacrificed an eye to drink from the Well of Mimir, enclosed in the roots of the great tree of the world. It was an initiatory rite: by giving up his sight of the earthly world, Odin obtained a form of vision that enabled him to go beyond it, making him the wisest of the gods. There are various figures in the tales associated with different types of knowledge. Vor was said to be an entity linked to underground wisdom. Ancient and powerful, she is said to have participated in the court of the Æsir and remained there from then on. The name Vor probably derives from the adjective “varr”, meaning shrewd and alert, or even aware. She is mentioned in the Prose Edda in which Snorri, in the thirty-fifth chapter of the Gylfaginning, describes her as follows: The tenth is Vor; she is wise and inquisitive, and nothing can be hidden from her. There is an expression whereby a woman is said to be vor when she becomes aware of something. Wisdom is not always synonymous with knowledge, and vice versa, but the Vitastafir brings to mind both the quest of Odin, who makes all kinds of sacrifices in order to attain knowledge, and Vor’s gift of being able to access a kind of secret, withheld wisdom, like water flowing deep into the darkness. Using magic to gain access to knowledge or other magic is certainly deeprooted in a tradition that conceals all its occult power behind names, stories and signs. 175 Galdrastafir


Appendix


Pronunciation Reference Pronunciation Reference 178 Norse Grimoire


179 “Take me with you and I will make you legends, I promise.” Thorleif has always been recognized by everyone in his village as a great storyteller and a respected Skald. This is why, from a young age, he decided to embark on a great journey to the northern lands in search of sources for his ballads. Unfortunately, reality proved to be much murkier, colder and less glorious than the events of the great stories. The arrival of the Great Winter has certainly not improved the situation and now the Bard is desperately looking for a way to get by and to compose ballads that are not about the endless falling snow. Roleplaying Thorleif Thorleif is a very attractive and highly charismatic man. When using his tools, the bard can warm the hearts of men and capture the attention of damsels. Women and mead are the main vices that he struggles to resist and although the young man claims to be looking for adventure, he may prove very cowardly in the face of dangers beyond his abilities. Thorleif Thorleif’s goals Thorleif is looking for new stories to provide material for his ballads and to increase his fame. If he meets other characters he will do everything to convince them to accept him among them and will try to follow them, even without their consent. At the Game Master’s discretion, Thorleif will stay with the characters until he has collected exciting stories for a new ballad. After achieving his goal, the bard will separate from the characters to compose and disseminate ballads about their exploits, spreading their fame. Depending on how the characters have acted during their time with the bard, the songs may improve or destroy their reputation, giving them advantage or disadvantage on social checks related to their reputation. Thorleif Medium humanoid (Human), Chaotic Honorable STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Armor class 13 (leather armor) Hit Points 40 (6d8) Speed 30 ft. Skills Asatru +4, Performance +5, History +3 Senses Passive Perception 12 Languages Common Challenge 2 (450 XP) Song of Rest. Thorleif can sing or play a song during a short rest. Allies who can hear him regain an extra 1d6 hit points if they spend any Hit Dice to regain hit points at the end of that rest. Thorleif can also benefit from this bonus. Taunt. Thorleif can spend a bonus action on his turn to target a creature within 30 ft. of him. If the target can hear him, it must make a DC 12 Charisma saving throw or have a disadvantage on skill checks, attack rolls and saving throws until the start of Thorleif’s next turn. Spellcasting. Thorleif is a 5th-level spellcaster. His spellcaster ability is Wisdom (spell saving throw has DC 13, +5 attack roll with spells) and he has the following Bard spells prepared: Cantrips (at will): dancing lights, thaumaturgy. 1st level (4 slots): animal friendship, cure wounds, heroism, speak with animals 2nd level (3 slots): magic mouth, animal messenger 3rd level (2 slots) plant growth, speak with plants ACTIONS Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage, or 6 (1d8 +2) piercing damage if wielded with two hands. Thorleif Sikiroddr “Silk Voice” Thorleif Sikiroddr “Silk Voice” Benjamin Thomas Headlee helped create Thorleif Sikiroddr “Silk Voice” with the Journey To Ragnarok Kickstarter project. We fell in love with this NPC and he became a companion in our adventures and the narrator of this manual! Appendix


180 Norse Grimoire


181 Appendix


182 Norse Grimoire


183 Appendix


184 Norse Grimoire Masculine Performativity


185 Appendix Masculine Performativity


186 Norse Grimoire Feminine Performativity


187 Appendix Feminine Performativity


188 Norse Grimoire 189 Non Binary Performativity


188 189 Appendix Non Binary Performativity


Books on Runes • Runemal: il grande libro delle rune, Umberto Carmignani, Giovanna Bellini • Runes and Magic: Magical Formulaic Elements in the Older Runic Tradition, Stephen Flowers • Nordic Runes, Paul Rhys Mountfort • Runes: Reading the Past, Raymond Ian Page • Secrets of the Runes, Nigel Pennick • The Rune Primer: A Down-to-Earth Guide to the Runes, Sweyn Plowright • At the Well of Wyrd: A Handbook of Runic Divination, Edred Thorsson • Futhark: A Handbook of Rune Magic, Edred Thorsson • Runelore: The Magic, History, and Hidden Codes of the Runes, Edred Thorsson • Rune: Il Sangue di Odin, Mila Fois • Le Rune, Elena Colucci • Iniziazione alla Runologia - Meditare con le Rune, Gianni Vannoni • The Viking Runes, Lars Magnar Enoksen Books on Galdrastafir • The Sagas of Icelanders, A.A. V.V. • Icelandic Magic: Aims, Tools and Techniques of the Icelandic Sorcerers, Christopher Alan Smith • Maleficia vel litterae solutoriae, Il valore magico delle rune, Carla Del Zotto • Icelandic Magic Symbols (galdrastafir) and Spell Books (galdraboekur). An annotated English translation. Justin Foster • Galdrabók, an Icelandic Grimoire, Stephen Flowers • Icelandic Magic: Practical Secrets of the Northern Grimoires, Stephen Flowers • Runes and Magic: Magical Formulaic Elements in the Older Runic Tradition, Stephen Flowers • Sorcerer’s Screed: the Icelandic Book of Magic Spells, Skuggi • Rún Galdrabók, a facsimile of a grimoire, Strandgaldur Edda Ljóða Edda. Poetic Edda • Völuspá. The Prophecy of the Seeress • Hávamál. The Lay of the High One • Vafþrúðnismál. The Lay of Vafthrúdnir • Grímnismál. The Lay of Grímnir • Skírnismál. The Lay of Skírnir • Hárbarðsljóð. The Lay of Hárbard • Hymiskviða. The Lay of Hymir • Lokasenna. The Flyting of Loki • Þrymskviða. The Lay of Thrym • Alvíssmál. The Lay of Alvís Minor Edda • Baldrs draumar. Baldr’s Dreams • Grottasöngr. The Mill’s Song • Svipdagsmál. The Lay of Svipdagr Prose Edda or Snorri’s Edda Norse Mythology • Edda, edited by Giorgio Dolfini • Heimskringla - The Olaf Saga, Snorri Sturluson translated by Samuel Laing • La Stirpe di Frey: Heimskringla, Mila Fois • I Miti Nordici, Gianna Chiesa Isnardi • I Miti Norreni, Mila Fois • Miti e Leggende Nordiche, Salvatore Tufano • Myths of the Norseman, Helen A. Guerber • Norse Mythology, Neil Gaiman • Saghe Vichinghe, Mila Fois • Tales of Norse Mythology (new edition for Myths of the Norseman), H. A. Guerber • The Illuminated Edda, Andrew Valkauskas • The Memory of Odin, Jason R. Forbus • The Vinland Saga - The Norse Discovery of America (Grænlendinga Saga and Eirik’s Saga), Magnus Magnusson and Hermann Palsson • Told by the Northmen - Stories from the Eddas ands Sagas, retold by E. M. Wilmot-Buxton Bibliography Bibliography


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