201 Pesta Myth The dreaded spirit Pesta is the personification of sickness and plague. The first Pestas arrived in Norveig on a ghost ship filled with diseased rats, and since then when a plague sweeps through an area, the mortals it consumes fuels into being a spirit called Pesta, or “plague maiden”. Some believe this ship sailed straight from Niflheim. A newly manifested Pesta appears as a small blue flame, such as the one in the town of Erbach that was trapped within church walls. However they quickly take the form of a crooked old woman, limping between villages to spread disease. Pestas grow tired from walking and may bargain for transportation. A man named Niebuhr once gave a Pesta a ride in his cart, and she repaid him with the knowledge of how to avoid her sickness. He was to run naked around his house brandishing a cooking hook, and then bury it in front of his house. Instead, Niebuhr ran naked around the whole village. He buried the hook at the bridge to enter town. No Pesta could enter, and the village survived even as all others around were doomed. However, that is a rare case where someone survived meeting a Pesta. More common is the story of a ferryman who took a little old woman into his boat, only to then realise he ferried the plague itself. The ferryman suggested he’d be delighted should he be spared. The plague maiden replied that, for his trouble, at least he would die a calm death. The ferryman returned home hastily, feeling very tired, and fell to his bed never to wake. Pesta There is another story of a Pesta convincing a man to carry her on his back, in exchange to immunity from her sickness. As scores of bodies fell over several months, the man’s grief grew. When they came to the river Pruth, the man jumped in, attempting to drown the Pesta, but she floated on water as the man sank to the bottom and died. Dogs are the natural enemy of a plague maiden, can sense one coming, and will form packs to hunt her down. One Pesta, devoured by an impromptu pack of loyal village dogs, swore vengeance before her demise. The village came to no harm, but the dogs—having touched her—had sacrificed themselves and died. There is only one story of a hero wounding a Pesta; one who was known to wander through villages waving a bloodied handkerchief. The clever young hero left his window open on purpose. When the Pesta reached through, he cleaved her arm with a blessed sword. Though the hero and his family succumbed to the sickness, the Pesta was defeated. The handkerchief was entombed for safekeeping. Though the march of a Pesta seems like senseless loss, some say the Pestas were purposely sent, patronised by the Lithuanian goddess of death Giltine. Giltine as well has the appearance of a crone, but with a long blue nose and poisonous tongue. Some say she empowers the plagues into becoming maidens using the spirits of brides murdered on their wedding nights, giving them form—as miserable a form as Giltine herself—and the mission to perpetuate misery. Richard Harris (Order #28855998)
202 Further Reading • The art of “Theodor Kittelsen” • Deutsche Mythologie, by Jacob Grimm, 1844 • Konrad Vallenrod, An Historical Poem, by Adam Mitskievitch, translated by H. Cattley, 1841 • Teutonic Mythology, by Jacob Grimm, 1883 Pesta Lore Description The spirit called a “plague maiden” or a “Pesta” appears in the form of a pale old woman. Some Pestas are dressed all in white and wear a fiery garland atop their heads. Others are dressed all in black with a hood about their face. Those who touch a Pesta’s garments will find them moist and soiled, caked with blood and mud. Each carries a broom or a rake with her, and a big leather-bound book attached around her waist by a chain. Environment The rare and wandering plague maiden has no home, and travels hobbling from place to place, leaving pestilence in her wake. Pestas eat very little, feeding only on the flies that nest in her stomach, and sometimes fly out her mouth when she speaks. When a Pesta needs to sleep she lays down in a ditch as though dead. They never meet each other. Vulnerabilities • The bite of dogs • Blessed weapons of iron • May be warded off by the sacrifice of an edible beast, if adorned with flowers and buried alive three times, or the hook of a cooking pot buried in front of a house Habits Better-known habits • If a Pesta carries a rake, some will survive the plague she brings; their souls will slip through its tines. If she carries a broom, then everyone will die—their souls swept away • Dogs become agitated and lose the ability to make sound when a Pesta is near Lesser-known habits • In a Pesta’s book are the names of all her victims • At times travels as a blue mist or a black fog, and this way flies over mountains Nearly-unknown habits • May ride a flying wagon pulled by giant owls • Some have a familiar; either a little red dog, whose only role is to fight away other dogs, or a butterfly, who will land on the backs of people’s necks and kiss them with plague Quest Idea 1 • From the denizen’s longship the lookout spots a ship adrift at sea. The ship looks unmanned, and in a terrible state of disrepair with sails ripped and boards split. • When it comes closer, a lone occupant is seen aboard—an old woman dressed in white. She is dirty and stained from her circumstance. • If boarded, the denizens see that the ship is filled with dead, rotten bodies. Clearly this old woman has survived a harrowing ordeal. • The old woman appears addled and confused, as though the experience has made her a little mad. Of her experience, the old woman will only say “We were attacked!” She fades in and out of awareness. Richard Harris (Order #28855998)
203 • As the old woman is rescued, any who touch her will succumb to plague. It will spread throughout the ship. Quest Idea 2 • Karl Gunborg is successfully conquering the territory of neighbouring Karls, and no one is quite sure why. Reportedly he sends a lone warrior into a village with a simple wooden box, and somehow no battle is fought, but the land is won. • Unknown to these rumours, the box contains the handkerchief of a Pesta. The bearer of the box has enchantments upon him such that he is immune to plague, or at least that’s what he has been told. • Karl Gunborg’s true goal is not conquest. He cannot send his people to inhabit plaguelands, at least not any time soon. He is of the opinion that Fimbulwinter is survivable, but only if the population is decreased, to leave a greater share of the food for the survivors. The Karl intends to see to it that his kingdom survives, even if it means others are wiped out. The Plague When someone contracts the plague from a Pasta, they are known as the infected and suffer the following effects during combat: • At the start of every combat round, while within 300’ of her presence, the infected have their maximum HP reduced by 1d12 (CON save for half) • At the start of every combat round, if someone is standing next to the infected, they must succeed a CON save vs a DC of 15 or else become infected themselves. • All saving throws and attack rolls are made with a disadvantage. • No reaction actions are possible. Outside of combat, the plague has the following effects: • Every hour the infected’s maximum HP is reduced by 1d12 (CON save for half) • Anyone spending more than 1 minute in the presence of an infected must succeed a CON save vs a DC of 15 or else become infected as well. • All skill checks are made with disadvantage. If an infected is reduced to maximum of 0 HP, they die without the benefit of being able to roll death saves. The dead infected remain contagious. The infected can be cured if they can convince (compel) the Pesta to remove their name from the book. Only a Pesta can remove the name. Curing the Plague can be achieved through several types of spells, actions and powers. Power costs are doubled, time requirements are doubled, actions/skills are rolled with disadvantage and spells have a chance to fail (level 1-5 spells have a 3 in 4 fail chance, higher level spells have a 1 in 4 fail chance). Richard Harris (Order #28855998)
204 SOCIAL ACTIONS EQUIPMENT & TREASURE SKILLS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Rake Rake Rake Broom Broom, Flying wagon drawn by owls (Fly 120’) Tier I Tier II Tier III Tier IV Tier V Intimidate (use WIS) Perception Insight Arcana Religion Aspects: No need for food/drink or breath; Will not sink Senses: Darkvision 340’ Vulnerabilities: Dogs deal triple damage Resistances: Acid, Cold, Fire, Force, Lightning, Psychic, Radiant, Thunder Damage Immunities: Piercing, Poison, Necrotic, Nonmagical weapons Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious Special Abilities: Cast spells as a sorcerer of equal level/hit-dice Secrets & Weaknesses: blessed iron weapons do max damage (or roll on the Materials table); cannot enter a space that has had a warding ritual performed around it (roll 3 times on the Ritual table) Physical Rake +1 (Melee Weapon Attack): deal 1d4+1 piercing damage victim must succeed an CON save or else have their max HP reduced by half. A long rest restores max HP. Broom +2 (Melee Weapon Attack): deal 1d4+2 bludgeoning damage, victim must succeed an CON save or else have their max HP reduced to 1. A long rest restores max HP. Magical Pesta Tome (Cursed Magic Item): It is a normal book in anyone else’s hands, but in your hands, it causes all within 120’ radius to perform a WIS save or else have their name added to the book, suffering disadvantage on their saving throws until they rest. Tier I Resolute: Compel Defense +2 saving-throw bonus Calculating: Gain advantage on Compel saves Reserved: Gain advantage on Provoke saves Tier II Cool Head: Provoke Defense +2 saving-throw bonus Tier III Assertive: Your Social Attacks gain +1 DC Tier IV Terrorize: Perform a Provoke to Frighten with a +3 DC bonus Tier V Persuasive: Perform a Compel Attack with +2 DC Tier I II III IV V Challenge Rating 4 6 8 10 12 Level/Hit Dice 9 11 12 13 14 Proficiency Bonus +2 +3 +3 +4 +4 Size M M M M M Speed 20’ 20’ 20’ 25’ 25’ Strength 0 0 0 0 0 Dexterity -2 -2 -2 -2 -2 Constitution* +4 +5 +6 +7 +8 Intelligence* +2 +3 +4 +5 +6 Wisdom* +4 +5 +6 +7 +8 Charisma 0 0 0 0 0 Initiative -2 -2 -2 -2 -2 Hit Points 81 110 132 156 182 AC 8 8 8 8 8 Power/Spell DC 14 15 16 17 18 Reach/Range 20’ 25’ 30’ 35’ 40’ To-hit bonus +2 +3 +3 +4 +4 Damage bonus 0 0 0 0 0 Legendary Actions 1 1 2 2 3 Save vs. Passion* +6 +8 +9 +11 +12 Save vs. Reason* +4 +6 +7 +9 +10 Personality: Walk to all corners of the world Ideal: A solitary existence Flaw: Works alone, hates to travel Bond: The land must be purged of unworthy life Characteristics - Chaotic Evil Languages: Common, Abyssal, Infernal Monstrosity Pesta Richard Harris (Order #28855998)
POWER DICE ACTIONS 205 LEGENDARY ACTIONS (No Lair) Tier I to V Using a legendary action, choose one effect: - Red Dog: Summon a friendly Giant Hyena that deals double damage to dogs - Infection: All living creatures within 120’ must make a CHA save or be dealt The Plague (see page 203) Legendary action upon death: 1 mile radius becomes tainted, causing infection as per The Plague (see page 203) Tier I 1 Angel of Death 120’ Radius Bonus Action Living creatures with immunity to poison and/or disease lose that ability while in the area of effect. If they leave the area, the power returns and all poison and diseases are cured. 2 Gaseous Form Self Bonus Action Cast the spell Gaseous Form on yourself (no components needed). To revert is a free action. 3 Hag’s Cackle 120’ Radius Bonus Action Everyone in the area of effect must succeed a CON save or become deafened for 1 minute 4 Butterfly Sting Range 240’ Bonus Action Target victim must make a successful STR save or else be paralyzed for 1 minute. Each round they must make a CON save or else they contract The Plague (see page 203) Tier II 5 Poison Gnats 45’ cone Bonus Action Exhale a cloud of gnats forcing a DEX save or else becoming poisoned for 1 minute 6 Withering Reach Bonus Action Until end of turn, your attacks age your opponents. After successfully dealing combat damage, the victim must succeed a CON save or else age 1d6 years. This aging can be reversed by a Restoration or Wish spell. Tier III 7 Rust and Rot Self Bonus Action Any objects in contact with you or coming into contact with you this round take 1d12 damage if mundane and 1d6 if magical 8 Dispel Magic Range 30’ Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. Tier IV 9 Bind Shadows Range 120’, CHA to negate Bonus Action Bind your shadow to that of another. When you receive damage, half is dealt to you and half to the other combatant. 10 Penumbral Miasma Range 120’, 30’ radius, INT save to negate Bonus Action Bring forth the essence of Shadowfell, creating an area that inflicts Blind and Frightened for 1 minute. Tier V 11 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + WIS modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 12 Devour Vitality Range 10’ Bonus Action The target’s CON score is reduced by 1d4 if they fail their CON saving throw. The target dies if this reduces its CON to 0. A long rest restores CON to the original value. For each point drained, you heal 1d12 HP. Richard Harris (Order #28855998)
206 Rusalki Myth The sad story of a Rusalka is many-layered. In each case, she was a mortal young woman, and she was with child. Then, when she was rejected by her lover and turned out by her family, she committed suicide. The Vanir sea goddess Ran witnessed these young womRusalki Richard Harris (Order #28855998)
207 Rusalki en jumping off cliffs into the sea, or hanging themselves on branches—the most accessible of these being over water—and she took pity. These young women were not warriors or noble, and did not belong among the Drekkjahalla in Vanagard, so Ran took these dead mortal souls and transformed them into water spirits called “Rusalki”. The spirit of the child has separated and moved on, but the mother cannot. She obsesses with her emptiness. She haunts the body of water in or near where she died, exacting vengeance against men. But there are other times, when a Rusalka can forget the emotional wound that made her a water-spirit, and be happy. When she walks on land she trades her fish-tails for legs once more, and pretends to be alive. She will sit on a dock kicking her feet, swing from branches of birch and willow trees, or lie on rocks and comb her hair. The combing of her snake-like hair produces rain. Excessive combing causes floods. Ran’s gift of reincarnation as a Rusalka is limited. She must be mindful not to stay too long out of water, because her spirit fades. If her hair dries, she dies. And in the winter months her beauty is trapped in an ugly husk, making her irritable. Richard Harris (Order #28855998)
208 The Vanir sea goddess is able to marshal her power enough to grant them one week out of the year, in early June, when all Rusalki can roam the lands freely as they did in life. During that week, peasants know to lock up their men. However, rather than going on a vengeful rampage, Rusalki usually spend the week dancing together. At the end of the week, human Godi enact a ritual burial to ensure the Rusalki return to their waters. In payment for this afterlife, and for this week of freedom, the Rusalki are servants of Ran, who on rare occasions will send them on errands. Those were, more or less, the good times for the Rusalki. Fimbulwinter has complicated their existence. Rusalki chafe inside their protective winter hide. As spirits, Rusalki are not always clear-minded, but winter-time Rusalki are even more volatile, unpredictable, and confused. Before Fimbulwinter, mortal women who had trouble conceiving a child could consult with a Rusalka, knowing her experience. Even men could know reprieve with the Rusalki from time to time—if a meal was shared with a single Rusalka, with pleasant conversation, she would be mollified. Rusalki were even known to whisper to the waters underground to irrigate farmland. But those days are gone; spring is not coming in this perpetual Fimbulwinter. All that remains is a hateful creature. She is damned by the young man who wronged her, by the family that turned her out, and now even the kindness of Ran has imprisoned her in a rotting ugly husk, and she degenerates into madness as winter goes ever on. Further Reading • “Rusalka”, short story by Orest Somov, 1829 • “Rusalka”, opera by Alexander Dargomyzhsky, 1856 • “Rusalka”, opera by Antonín Dvorak, 1901 • Russian folk art by Alison Hilton • Mother Russia: The Feminine Myth in Russian Culture, by Joanna Hubbs, 1988 Rusalki Lore Description A Rusalka is the spirit of a mortal woman who died near water and now haunts it, seeking men to drown. In the water, her lower half is that of a fish and her emerald hair looks like entangled snakes. On land, however, she appears as she did in life, with legs and in full beauty. In winter, a protective skin grows around Rusalki, making them appear as withered old hags. During this time they are irritable and violent. Come spring, they shed their ugly skin like a snake, and emerge from the husk as beautiful new maidens. Environment Rusalki live in enchanted waters near human settlements. Lagoons, lakes or deep rivers are their most common homes. Some can be found in sea coves. Rusalki sometimes live alone but usually are found in small groups of no more than six. They beautify the shoreline with brightly coloured plants and interesting stones to make it more appealing so men will swim. Vulnerabilities • Must have at least one foot in water, or they begin to weaken • Fear of iron fish-gutting knives • Greatly wounded when their hair is cut. If their hair dries out, they die • When they hear a song they must take up the tune Richard Harris (Order #28855998)
209 Habits Better-known habits • Lure mortal men into water and drown them, or tickle them to death • Women pray to Rusalki for fertility • During “Rusalka Week” in early June they can leave the water freely and wander • Not usually a danger to women or children Lesser-known habits • Sometimes will fall in love with humans, and will keep them alive as long as possible, chained in nearly-inaccessible underwater caves Nearly-unknown habits • Their bodies are supernaturally slippery, and cannot be grappled • A Rusalka’s hair is as strong as rope, and she uses it underwater to entangle the legs of her victim and drag them under Quest Idea • A haggard, half-naked, crazed-looking man wanders into the village, claiming a Rusalka has kept him prisoner in an inaccessible cave under the lake for several weeks. • Other villagers recognize the man as Einar, and have not seen him for several weeks. He works in the mill and has a good reputation around town. • Einar claims he was ensnared by a Rusalka at the lakeside, and rather than drowning him she brought him to an underwater cave. There she shackled him, then wept uncontrollably for several hours. She muttered half-realised curses at him, calling him “Torleif”, until he fell asleep from exhaustion and fright. • Einar says he was only just able to find a suitable fish-bone to use as a key to unlock his shackles, and even then he barely made it to the water’s surface alive. • There are no previous stories of Rusalki in these parts. • Investigating, the denizens learn that Torleif is a local farmhand. He is strong and handsome, and was set to marry a young dairymaid named “Eldrid” last year. Then Eldrid mysteriously disappeared. • At the farm of Eldrid’s family, they are distressed at the mention of their daughter. They say she simply did not come home one night and was lost in the snows of Fimbulwinter no doubt. They don’t want to talk about Eldrid’s painful memory. • If the denizens find and talk with the Rusalka (she will not talk reasonably with any male denizens) she explains that she used to be Eldrid, and was in love with Torleif, but unwed she found herself with child. • Upon discovering her pregnancy, Eldrid’s family threw her out into the snow, turning her away from her home as a harlot. • When Eldrid went to Torleif, he accused her of seeing other men. When Eldrid threatened to go to Torleif’s father, Torleif struck her. She blacked out and does not remember what happened until she awoke in the water of a lake, drowning, and being held under by strong hands. • It was only the goddess Ran that showed Eldrid mercy, if turning Rusalki can be called mercy, and Eldrid has been so upset, and confused, from the trauma of her death. Richard Harris (Order #28855998)
SOCIAL ACTIONS 210 EQUIPMENT & TREASURE SKILLS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Rusalki Comb B B C C C x2 Tier I Tier II Tier III Tier IV Tier V Deception Persuasion Survival Nature Stealth Physical Claws (Melee Attack): deal 1d4 slashing damage and the victim must make a CON save vs DC 11+Tier or else be poisoned. Hair Net (Melee Weapon Attack): On a successful hit, the victim is restrained. Every round the victim may make a STR save vs DC 11+Tier in order to escape. When you move, you can drag the victim with you. Magical Comb (2/day): cast Control Weather to create rain and floods Aspects: No need for breath; Swim speed 60’; Natural AC +3 Senses: tremorsense 120’ (water), darkvision 60’ Vulnerabilities: Lightning Resistances: Acid, Cold, Fire, Poison Damage Immunities: Psychic Condition Immunities: Charmed, Grappled, Paralyzed, Restrained, Stunned vSpecial Abilities: Secrets & Weaknesses: (or roll on the Materials table) Tier I Assertive: Your Social Attacks gain +1 DC Curious: Perform a Question Attack with +2 DC Dig Deep: A successful Question attack gains +1 Strings Tier II Agitator: Perform a Provoke Attack with +2 DC Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier V Seduction: Perform a Provoke to Desire/Lust with a +3 DC bonus Tier I II III IV V Challenge Rating 2 3 5 6 8 Level/Hit Dice 10 12 14 16 20 Proficiency Bonus +2 +2 +2 +3 +3 Size M M M M M Speed 30’ 30’ 30’ 30’ 30’ Strength 0 0 0 +1 +1 Dexterity* +2 +2 +3 +3 +4 Constitution 0 0 +1 +1 +1 Intelligence* +1 +1 +1 +1 +2 Wisdom 0 0 0 +1 +1 Charisma* +2 +3 +4 +4 +5 Initiative +2 +2 +3 +3 +4 Hit Points 50 60 84 96 120 AC 15 15 16 16 17 Power/Spell DC 12 12 13 14 15 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +4 +4 +5 +6 +7 Damage bonus +2 +2 +3 +3 +4 Legendary Actions 1 1 1 1 1 Save vs. Passion 0 0 0 +1 +1 Save vs. Reason* +3 +3 +3 +4 +5 Personality: Angry, calculating and violent Ideal: Men must be punished Flaw: Will ignore women Bond: Water and the goddess Ran Characteristics - Chaotic Evil Languages: Common, Aquan, Sylvan Monstrosity Rusalki (winter) Richard Harris (Order #28855998)
POWER DICE ACTIONS 211 LEGENDARY and/or LAIR ACTIONS Tier I to V Bringing an opponent underwater starts the drowning process: at the start of every round if the victim is underwater, maximum HP reduced by 1d4. Lair action: an enemy downed to 0 HP drowns and dies (no death saves) Tier I to V Using a legendary action, choose one effect: - If you fail a saving throw, you can succeed instead. - After you are attacked by a melee attack underwater, your blood is toxic, the attacker must make a CON save or become blind for 1 minute Tier I 1 Retreat Self Free Action Perform a disengage action 2 Aquatic Healing Self Bonus Action If you’re in water, heal 3d12 per Tier to yourself 3 Vile Taunt Line of sight and earshot Bonus Action You beckon another combatant within sight and earshot to come and attack you if they fail their WIS saving throw. They must use all actions to reach you and hurt you (so long as you remain in their line of sight). At the end of every combat round you roll another WIS saving throw to shake off the effect. 4 Mesmerizing Song 15’ Radius Bonus Action Anyone caught in the area of effect must successfully save or be charmed for 1 minute Tier II 5 Alter Self Self Bonus Action You can appear in your Summer Rusalki form with an illusion 6 Water Shield Self Bonus Action After you’re attacked, while in water, a water shield surrounds you, granting AC +3 per Tier until you next roll your power die Tier III 7 Tickle Spell Range 30’ Bonus Action WIS save or fall prone, becoming incapacitated and unable to stand up. Victim makes a WIS save every round to end the effect. 8 Devour Beauty Range 10’, CHA save to take half reduction Bonus Action The target’s CHA score is reduced by 1d4. The target dies if this reduces its CHA to 0. A long rest restores CHA to the original value. For each point drained, you heal 1d12 HP. Tier IV 9 Lunging Attack Reach Bonus Action Perform a move action followed by an attack action 10 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier Tier V 11 The Watery Grave Adjacent Bonus Action Summon 1 drowned skeleton or zombie per Tier 12 Hidden Waters Self Bonus Action While you are underwater, those outside the water cannot see you (invisibility, no line of sight). These effects last until you roll your next power die. LAIR ACTIONS Richard Harris (Order #28855998)
212 Richard Harris (Order #28855998)
213 Skraeling Shaman Myth When the white-skinned people, the “qallunaaq”, first came to Skraeling territory, they called it “Vinland”. This place had an extreme density of birds, such that it was hard not to step on eggs. They also found grapes— where the land gets its namesake. Thorfinn Karlsefni led an expedition to Vinland and settled in a place called Straumsfjordr, where Leif Erickson had previously settled as Leifsbudir. There, Thorfinn and his people fought so much with the Skraelings that after one hard winter eating eggs, he ordered his people to return to Greenland. On their way back, they killed five sleeping Skraelings and captured two children to be slaves. When the children learned the qallunaaq language, this is what they said about the power of their spiritual leaders, the Angakuit. An Angakkuq is a mediator between the human world and the spirit world. Angakuit commune with the spirits of their ancestors and bargain with animal spirits called “uumajuit”. They also battle with angry dead souls called “ijirait”, and dangerous animals who impersonate humans, called “inuruqsimajuq”. It is an Angakkuq’s duty to meet with various greater spirits, such as Singuuri, the big spirit-dog who lives on the moon; and Nerrivik, a giant woman who lives in the sea. Skraeling Shaman When fish and game are scarce, an Angakkuq ventures into the spirit world to see Nerrivik— known as Sedna by some. She has no hands, and so the Angakkuq will comb her hair. For this, Nerrivik assures plentiful fish for that Skraeling community. An Angakkuq is assisted by an invisible helper spirit called a “tuurngaq”. A tuurngaq can be any one form. The walrus and polar bear are considered especially powerful tuurnguit because of their size and their adaptability in to both swim and be on land. One powerful Angakkuq had a hill as his tuurngaq. Angakuit sometimes accumulate many tuurnguit in their spiritual journeys. A tuurngaq will protect their Angakkuq from harm, and imbue them with languages, skills, and special powers, such as shapechanging and healing. When a member of their community is deathly ill, an Angakkuq will rename a sick person, giving them the name of one of their tuurnguit, to share the spirit and help guide the sick person back to health. Names are powerful among the Skraelings, and Angakkuq often share their names with their favourite tuurngaq. When an Angakkuq finds a new spirit helper it is difficult to know if it is a tuurngaq, or its evil equivalent, Richard Harris (Order #28855998)
214 the “tupilaq”, because they look the same. A tupilaq is a lost, angry spirit. It will attempt to possess an Angakkuq’s body by force and use it to do evil. Tupilakuit have no bones or organs. It is like a sack filled with blood, and killing it—usually the Angakkuq wrestles it in the spirit land until it bursts—covers the Angakkuq with spirit blood that is difficult to clean. But killing wicked spirits is the duty of all Angakuit. The enslaved children told their qallunaaq capturers all these things when they wintered in Greenland under Eirik the Red. Upon hearing of an Angakkuq’s power, Eirik the Red decided not to order a return to Vinland. Further Reading • The Eskimos: Their Environment and Folkways, by Edward Weyer, 1962 • Flateyjarbok, Eiriks saga rauda • Flateyjarbok, Groenlendinga saga • Hauksbok, by Haukr Erlendsson • Islendingabok, by Ari Þorgilsson • Isuma Inuit Studies Reader, by Gillian Robinson, 2004 • The Norse Atlantic Saga: Being the Norse Voyages of Discovery and Settlement to Iceland, Greenland, and North America, by Gwyn Jones, 1986 • Peter Freuchen’s Adventures in the Arctic, by Dagmar Freuchen, 1960 • “The Presentation of Native Americans from the Icelandic Sagas to the Present Day: A Historiographical Research Essay”, from Saber and Sword, by K. Edgar, 2015 • Representing Tuurngait: Memory and History in Nunavut, Volume 1, by Frederic Laugrand, Jarich Oosten, and François Trudel, 2000 • “Shamanistic Behavior Among the Netsilik Eskimos”, from Southwestern Journal of • Anthropology, by Asen Bakilci, 1967 • Cosmology and Shamanism – Interviewing Inuit Elders, by Mariano and Tulimaaq Aupilaarjuk, 2001 Skraeling Shaman Lore Description An Angakkuq is the spiritual leader and magic practitioner in a Skraeling community. Most often male, an Angakkuq is visually indistinguishable from any other member of their community. If an Angakkuq needs to perform a ritual, however, they may don bird plumage, bones, and body paint. An Angakkuq typically goes unarmed, but for a staff. An Angakkuq is invisibly accompanied by a helping spirit called a “tuurngaq”, most often an animal but sometimes the spirit of an ancestor, or an object. Tuurnguit offer their Angakuit advice, and assist with their spiritual duties. Environment The Skraelings live as nomadic hunter-gatherers, hunting deer, seal, and fish, and sea mammals, in small settlements of about 10 people at a time. They use bow-headed whale bones to construct their dwellings. Typically an Angakkuq lives a normal life for a Skraeling, until their spiritual services are needed. Vulnerabilities • If a tuurngaq is injured, its Angakkuq will fall ill • A new tuurngaq that comes to a Angakkuq may instead be a “tupilaq”, an evil spirit. Accepting one is dangerous, and it is difficult to tell the difference • Accepting a powerful tuurngaq can shorten an Angakkuq’s life Richard Harris (Order #28855998)
215 Habits Better-known habits • Heals the sick, locates game, controls weather, protects the community from harmful sprits, and bargains with good ones for aid • Perceives the “qaumaniq”, the vision of light; an aura of living beings and spirits • Qilaniq is a divination ritual that can be a portent of someone’s fate or to discern the root of an illness. • Typically, the position is hereditary, but may be trained, and sometimes ancestor spirits themselves will choose and train Angakuit • Angakkuq know how to create protection amulets called Aarnguat. They are usually bestowed upon children and sometimes, when very young, sewn into their clothes. • They are consulted when naming a newborn. Names are powerful and can determine someone’s destiny. Two individuals possessing the same name may have a bond between them that lasts a lifetime. Lesser-known habits • Goes to a place without footprints to contact spirits, or may enter a trance through incantations, “irinaliutiit”; shouting prayers and blessings, “qinngarniq”; including drumming, singing, dancing, or fasting- best performed on untrodden snow. • Share a special spirit language among Angakuit, known to all spirits • Magic seal bones, called makittarniq, would be specially created to divine the future, with a broader scope than Qilaniq. Nearly-unknown habits • “Sakaniq” is a ritual where a tuurngaq possess its Angakkuq’s body for healing, and to make them immune to cold, hunger, and harm • Powerful Angakuit can shapechange into the form of their tuurnguit • If a tuurngaq is a gift from another person, it is always good Quest Idea • If the Denizens should sail much too far westward, a great humpback whale will come alongside their longship. This is dangerous, as even a sharp turn of the whale underwater could capsize the ship. • The humpback whale jumps out of the water, as though jumping over the longship. The Oarsmen fear for the sails. Instead, what lands on deck is a middle-aged woman. • The woman is dressed in deer hides and carries only a small stick. Her skin is tanned and her hair is a deep black. She does not seem outwardly threatening, but clearly expresses a warrior’s heart. • If treated with hospitality she will be respectful and appreciative. With broken words in a strange accept she will say that you have sailed too far west, to the lands of other gods. The lands here are not for the “quallunaaq”—meaning you. • If threatened or disrespected she will assume the form of a whale again upon the longship, and sink it. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS ACTIONS 216 Tier 1 Tier II Tier III Tier IV Tier V Aarnguat amulet: +3 AC B B x2 B, C C x2 C, F Tier I Tier II Tier III Tier IV Tier V Arcana Insight Persuasion Perception Nature Physical Staff (Melee Weapon Attack): deal 1d6 bludgeoning damage Magical Cantrip (spell): Cast any Druid or Warlock cantrip Aspects: No need for sleep, food/drink or breath Senses: Truesight 30’ Condition Immunities: Charmed, Paralyzed, Stunned vSpecial Abilities: A Tuurngaq can manifest in physical form, if it does, the lair actions are possible. A Tuurngaq’s stats are that of any relevant beast of CR 1 or less. The beast’s AC and damage are boosted by your Tier, and its HP is boosted by three-times your Tier. Reduced to 0 HP, the Tuurngaq dissipates and it takes 24 hours to re-coalesce near you. Secrets & Weaknesses: If the Tuurngaq is injured, you have disadvantage on combat and save rolls; The Tuurngaq is vulnerable to iron weapon damage (or roll on the Materials table) Tier I II III IV V Challenge Rating 2 4 6 8 10 Level/Hit Dice 8 12 16 20 24 Proficiency Bonus +2 +2 +3 +3 +4 Size M M M M M Speed 30’ 30’ 30’ 30’ 30’ Strength 0 +1 +1 +1 +1 Dexterity 0 +1 +1 +1 +2 Constitution* +1 +1 +1 +1 +1 Intelligence* +1 +1 +2 +3 +3 Wisdom* +2 +3 +4 +5 +6 Charisma +1 +1 +2 +3 +4 Initiative Hit Points 48 72 96 120 144 AC 13t 14t 14t 14t 15t Power/Spell DC 12 13 15 16 18 Reach/Range 10’ 10’ 10’ 10’ 10’ To-hit bonus +2 +3 +4 +4 +5 Damage bonus 0 +1 +1 +1 +1 Legendary Actions 1 1 1 2 2 Save vs. Passion* +4 +5 +7 +8 +10 Save vs. Reason +2 +2 +3 +4 +4 Tier I Reserved: Gain advantage on Provoke saves Calculating: Gain advantage on Compel saves Pragmatic: Reason saves gain a +1 bonus Tier II Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Tier III Unified: Grant nearby allies +2 Question Defense saving throws Tier IV Discipline: Grant nearby allies +2 Provoke Defense saving throws Tier V Moral Virtue: Grant nearby allies +2 Compel Defense saving throws Personality: Seek and share wisdom Ideal: Learn from your ancestors Flaw: Must destroy hostile spirits Bond: Work for the benefit of your community Characteristics - Lawful Neutral Languages: Common, Spirit Tongue Humanoid Skraeling Shaman Richard Harris (Order #28855998)
POWER DICE ACTIONS 217 LEGENDARY ACTIONS Tier I 1 Verdant Restoration Self or range 30’ Bonus Action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range. 2 Minor Nature Invocation Special Bonus Action Cast a level 1 Druid spell (no V, S nor M required) 3 Sense Destiny Range 60’ Bonus Action At the start of round, a player must declare their intended character’s actions that they will perform this round (WIS save to negate) 4 Qaumaniq 120’ Radius Bonus Action Choose 1 characteristic (alignment, current thoughts, ideal, flaw or bond) and all in the area of effect reveal their aura (no save) Tier II 5 Nature Invocation Special Bonus Action Cast a level 2 Druid spell (no V, S nor M required) 6 Ethereal Form Self Bonus Action You cast Etherealness on yourself Tier III 7 Major Nature Invocation Special Bonus Action Cast a level 3 Druid spell (no V, S nor M required) 8 Astral Form Self Bonus Action You cast Astral Projection on yourself (no material components needed to cast). Tier IV 9 Exalted Nature Invocation Special Bonus Action Cast a level 4 Druid spell (no V, S nor M required) 10 Spirit Strike Range 30’ Bonus Action Deal 1d6 damage per hit-dice to a non-corporeal “spiritual” creature Tier V 11 Tuurngaq Shape Self; Duration until you will it to end Bonus Action Shapechange into another creature of lesser CR. Gain all powers, abilities and spells, but you also retain your power die actions. 12 Sakaniq Self Bonus Action Become immune to all physical/magical attacks (not spells). This lasts until you next roll a power die. Tier I to V Tuurngaq is a spirit companion that controls and shapes the world around the shaman. It is usually represented as an animal, but can take on the form of a landscape. As such, the shaman’s lair is considered mobile and its boundaries are always changing. Lair action choices (duration until your next lair action): - Boost AC by your Tier t - Impart upon the shaman the ability to know 1 new language - Grant the shaman damage resistance to a random damage type (roll on the Damage Type table) - Heal shaman 1d8 per Tier Tier I to V Using a legendary action, choose one effect: - Hostile spirits and undead within a 15’ radius must make a WIS save or be repelled 15’ and cannot enter within 15’ of you. - You may re-roll your Power Die - After you are attacked, the attacker must succeed a CON save or become deaf and blind. - If you fail a saving throw, you may choose to succeed it instead LAIR ACTIONS Richard Harris (Order #28855998)
218 Skui Myth The genealogy of many faery folk can be traced back to the Skui. Omnipresent throughout the many realms and worlds, they adapt like no other lifeform, embodying the essence of the worlds they inhabit. There’s no place so inhospitable that Skui cannot adapt to and in turn thrive. The exact origins of the this ancient species are unknown. There are faeries that are begotten by the gods, such as the hydriade, and are not considered to be part of the Skui genus. Skui When the Skui entered Midgard they found their home around the Baltic Sea. That is why some refer to them as the amber faeries. Just as they bind themselves to the demesne, they also create bonds with the other species with whom they share their home. These relationships are not always predictable nor are they logical. That’s why many believe incorrectly that the Skui are a derelict as a species. Richard Harris (Order #28855998)
219 A famous Skui was Austeja, who with her husband Bubilas ruled a court whose members resembled bees. Their bodies were striped and they had four wings and their court was known for wondrous honey with magical properties. Women would invite her Skui onto their farmsteads in hopes of receiving her blessing. Her name was evoked on female rights of passage, requesting luck and bounty. Another notable Skui was Dziwozony who had skin like polished redwood and elongated fingers. She knew all of the medicinal plants in the region and many men sought her out as a wife. She was very picky, and when she chose her husband, she placed high expectations upon him. A husband that displeased her would be tickled to death. This is a very similar to the fire Skui of Muspelheim who can force others to dance until they die from fatigue. The Vila were three tribes of Skui both different and the same. The first were the mountain Vila who cleaned the streams, brought the rain, and spoke the language of all animals within their demesne. Hunters would leave offerings of silver or gold nuggets in the river in order to avoid their wrath. These Skui were known to bury intruders by causing avalanches if angered. The second tribe were the water Vila who resembled the mountain Skui, but could purify tainted water. Those who sought Richard Harris (Order #28855998)
220 to establish remote communities treated with the water Vila to bless their water wells. The last tribe were the cloud Vila who dance and make themselves visible when there is foggy rain. They know all manner of healing magic and to summon one requires a very complex ritual: draw a symbol with a birch twig, then add horsehair, hoof and manure in a triangle and place the right foot on the hoof. The cloud Skui will be sympathetic if they are addressed as a sibling. Anyone wishing to build a relationship with the Skui need to decipher and learn the proper etiquette, otherwise they will become a bitter and frightful foe. Further Reading • Encyclopedia of Goddesses and Heroines, by Patricia Monaghan, 2010 • Baltu Religijos ir Mitologijos Saltiniai vol I-IV, by Norbertas Velius, 2003 • Concerning the gods of Samagitians and other Sarmatians and false Christians, by Johannis Lasitii, 1582 • Chronicon terrae Prussiae, by Peter of Dusburg, 1326 • Germania (Aesti), by Tacitus, 98 Skui Lore Description The Skui are an enigmatic yet a prolific species, thriving in all of the worlds that hang upon the world tree Yggdrassil. They have adapted to not only survive but also thrive in each of the varied worlds. Some scholars even go as far as classifying them as different species of faerie. The common attributes they have are their diminutive size and faerie styled wings, but the similarities end there. Each has physical characteristics that match their realm; for example fire Skui are covered in flames and heat heals them. Environment Just as the Aos-Si faerie courts are matriarchal so are the social structures of the Skui. The various courts are defined and made distinct by the order of the queen. Dress, attitudes, laws, and social customs can vary from court to court in the same realm, but are most definitely different when comparing courts from two different realms. Skui have no boundaries and over the last millennium have branched out to many different forms that are identified by many different names: haltija, pixie, skrat, vila, ziburelis, among many others. Vulnerabilities • Aos-Si have a vulnerability to the opposing element of the realm they inhabit. Air-based Skui are hurt by water or air. Fire-based Skui are vulnerable to ice, so on and so forth. • Skui can easily be tempted into mischief since that is a primal vice in their hearts. • They are creatures with strict etiquette that is hard to learn, but once understood, can be used against them. There is a causality to certain actions and rituals. • Skui can have intense rivalries which can be leveraged against their own good. They are highly emotional and can get supercharged when confronting a rival court. Richard Harris (Order #28855998)
221 Habits Better-known habits • Attends court when the fairy-queen beckons them for feasts, games, councils, and other important responsibilities. • Seeks out human interactions but is very capricious in their interactions. Unless the human understands the transactional nature of any given agreement, the fallout may be highly detrimental. • Every Skui has a special talent they are ready to share, but always at some price. Its either understood, or negotiated. Lesser-known habits • If a human attends a Skui court, they must know the proper etiquette before arriving. Ignorance is no excuse for social faux-pas. • Skui are so intrinsically connected to their home realms, that they embody the natural qualities of their domains. If the nature changes, so does their very essence. • Discussions among Skui are deeply steeped in philosophy and debate. Intellectual contemplation gives them tremendous joy. Nearly-unknown habits • If a new realm were to come into existence, a certain number of Skui would be drawn to it like moths to a flame. They would, within a generation, embody the attributes of the realm within their very essence. • While their magic mimic known disciplines, it is in fact their own unique metaphysical art that has much more potential than simple mimicry. Quest Idea • A group of Skui have descended upon a city, and the results have been stranger than any dweller of Midgard could have imagined. • Skui are the greatest symbiotic survivor upon Yggdrasil, the World Tree. They work their way into ecosystems in any and all realms, becoming interwoven with the realm. • These Skui have decided that human cities are their own environment, no different from a how they could claim a forest or a mountain as their own. Fire Skui adapted to live in fires; Ice Skui to live in the cold. These are City Skui, who have taken to a human city to fill survival niches within the community. • A cobbler died last year leaving no heir. A Skui has taken up the profession. A local lord was short of attendants, so Skui have taken their place. Skui tend the fields. A Skui serves mead at the inn. Humans in the city are now fearful Skui are going to take their jobs, and do the work for cheaper. • The Karl in charge of the city has declared this a state of crisis, and called to your Jarl for aid in getting rid of the City Skui infestation. Your Jarl expects you to make peace in the area. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS 222 SOCIAL ACTIONS ACTIONS Tier 1 Tier II Tier III Tier IV Tier V Fire Bow (magical weapon) B C B, C B, C, F B, C, F, G Tier I Tier II Tier III Tier IV Tier V Acrobatics Sleight of Hand Perception Persuasion Arcana Aspects: No need for sleep, food/drink or breath; Advantage on saves vs spells Senses: Light emitted from your body illuminates a 30’ radius Vulnerabilities: Cold Resistances: Lightning, Radiant Damage Immunities: Fire damage will heal you Condition Immunities: Blinded, Charmed, Exhaustion, Paralyzed, Petrified, Restrained, Stunned vSpecial Abilities: Weapons that strike you take 1d4 fire damage (see page 28 for item HP); You heal 1d12 per round when wielding your fire bow. Secrets & Weaknesses: Weapon made of iron gain +3 to-hit when attacking you (or roll on the Materials table) Physical Fire Bow (Ranged Weapon Attack): made from Muspeli ores, it will deal 1d12 fire damage per round to anyone wielding it. Attacks deal 1d6 piercing damage and 1d6 fire damage. Magical Heat Weapon (Recharge 5-6): Curse an item someone is holding making it increase in temperature for 1 minute, a successful WIS save negates this. On a failed save, at the start of each round the item deals 1d6 fire damage per hit-die to the wielder. Tier I Bully: Grant nearby allies +1 Social Attack DC Calculating: Gain advantage on Compel saves Group Think: Grant nearby allies +1 bonus on Social Defense saving throws Tier II Inquisition: Grant nearby allies +2 Question Attack DC Tier III Harassment: Grant nearby allies +2 Provoke Attack DC Tier IV Mob Rules: Grant nearby allies +2 Compel Attack DC Tier V Assertive: Your Social Attacks gain +1 DC Personality: Loves pranks and mischief Ideal: Expose and humiliate fools Flaw: Unflinchingly curious and emotional Bond: Their tribe/court Characteristics - Chaotic Neutral Languages: Common, Sylvan, Ignan Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 7 12 17 22 27 Proficiency Bonus +2 +2 +2 +3 +3 Size T T T S S Speed 60’ 60’ 60’ 80’ 80’ Strength -4 -4 -4 -4 -4 Dexterity* +4 +5 +6 +7 +8 Constitution 0 0 0 0 0 Intelligence* +3 +4 +5 +6 +7 Wisdom* 0 0 +1 +2 +3 Charisma 0 +1 +1 +1 +1 Initiative +4 +5 +6 +7 +8 Hit Points 35 60 85 110 135 AC 14v 15v 15v 17v 18v Power/Spell DC 13 14 15 17 18 Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +6 +6 +7 +9 +10 Damage bonus +4 +5 +6 +7 +8 Legendary Actions 1 1 1 1 1 Save vs. Passion 0 0 +1 +2 +3 Save vs. Reason +3 +4 +5 +6 +7 Fey Elemental Skui (Fire) Richard Harris (Order #28855998)
POWER DICE ACTIONS 223 LEGENDARY ACTIONS Tier I to V Your chosen home is bathed in flame, heat and light. This is a level 6 enchantment for purposes of dispelling. There are no shadows, and everyone within takes 4d6 fire damage per round. Tier I to V Using a legendary action, choose one effect: - As a reaction, if an opponent succeeds a saving throw vs one of your effects, you can force them to re-roll it. - Light burst: anyone with darkvision is blinded for 1 minute (no save) Tier I 1 Redirection Self, WIS save to negate Bonus Action The next attack against you is redirected to another target of your choice. The target must be valid (i.e. reach, etc.) 2 Minor Fire Invocation Special Bonus Action Cast one of the following spells without components: Fire Bolt, Produce Flame, Burning Hands 3 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + INT modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 4 Radiant Rush Self, CON save for half Bonus Action If you are touched by sunlight, your movement this turn leaves a wall of fire. This wall persists for 1 minute and anyone passing through it will take 2d8 fire damage per Tier. Someone remaining in the fire will take damage at the start of every combat round. Tier II 5 Dispel Magic Range 30’ Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. 6 Fire Invocation Special Bonus Action Cast one of the following spells without components: Continual Flame, Flame Blade, Flaming Sphere, Scorching Ray Tier III 7 Prismatic Daggers Area 60’ cone Bonus Action Deal 1d12 radiant damage per Tier. Those in the area of effect must make a DEX saving throw or be blinded. 8 Major Fire Invocation Special Bonus Action Cast one of the following spells without components: Fireball Tier IV 9 Prismatic Ward Self, concentration Bonus Action While you concentrate and until you perform another bonus action you are shielded by a rainbow aura. All elemental damage types are reduced by 5 damage per Tier (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder). 10 Exalted Fire Invocation Special Bonus Action Cast one of the following spells without components: Fire Shield, Wall of Fire Tier V 11 Fire Dance Range 120’ Bonus Action A victim failing their save will dance uncontrollably for 1 minute. They become restrained and every round they will take 6d6 fire damage. 12 Domination Range 120’, CHA to negate Bonus Action If the victim fails their saving throw, you may force them to perform an action that you’ve witnessed them perform. LAIR ACTIONS Richard Harris (Order #28855998)
224 Slibinas Richard Harris (Order #28855998)
225 Slibinas Myth It is the opinion of the Slibinas’ that they are not snakes who turn into dragons with age, but that they are snakes who have remembered how to be dragons. Once a snake passes 40 years of age, it must spend 7 years buried deep underground near a water-source to become a Slibinas. It then rests for 100 years to learn the magic powers and regenerative abilities of their kind. When it emerges from sleep, the Slibinas has two heads. After 40 more years it grows another to make 3, then after the same period will grow to have 6, then 9, and finally 12. Slibinas’ are powerful, intelligent and sometimes kind. Chudo-Yudo was known as a guardian of waters, and mortals would pray to him during drought. He was an excellent swimmer, could breathe underwater, and would dip his tail into lakes then spit out torrents from his maw. Also there was Pozoj, who lived beneath a city of Zagreb, with his heads under a Church to the White God and his tail under the town’s square. He considered himself the city’s protector. However, when he shrugged it caused earthquakes. To still him, a scholar would descend into the catacombs of the city and converse with Pozoj. Then there was Tugarin, who was a kind of adventuring hero until he ran afoul of the knight Alyosha by sleeping with the wife of a lord named Vladimir. Slibinas’ are not always honourable or reasonable. Perhaps because of their multiple heads, they are fickle creatures and not known to keep their promises. For instance, the Knight Dobrynya Nikitich once encountered the Slibinas Zmey Gorynych. They fought, and the knight won but spared the Slibinas’ life, only to have Zmey Gorynych fly away and immediately kidnap Dobrynya’s lord’s niece. Richard Harris (Order #28855998)
226 Slibinas’ are prone to falling in love with humans and abducting them away to secluded structures to marry them. Though Slibinas can speak with the animals of the forest— and are revered by other snakes— they are far more interested in human society. They would rather indulge in human vices such as wine, smoking pipes, and art. They work at shapechanging to better consort with humans, find new books, and re-stock the weed of their pipes. Unfortunately, Slibinas’ are poor shapechangers, their human forms often appearing with over-large heads, retaining their bat-wings, or having part of their body becoming the horse they ride. Even so, a Slibinas’ command of magic is great. Tugarin had such an affinity with fire that even in human form he could hurl fireballs from his hands. A sharp contrast to a water-dweller like Chudo-Yudo, Tugarin was allergic to rain. It suppressed his regenerative powers and he died in a duel in the rain at the hands of Alyosha. Outside of magic, Slibinas are notoriously difficult to kill. No one organ seems vital, and their regenerative powers are tremendous. They do not grow new body parts, but simply sew them back on. When Chudo-Yudo’s heads were severed, he picked them up and welded them back in place with a fiery finger. Even when defeated, a Slibinas regenerates so quickly that they are often instead captured and chained in dungeons. Destroying their remains is a time-consuming and difficult practice, so the pieces are often turned into useful or magical items instead. Further Reading • Folklore and Russian Literature, by Faith Wigzell, 2001 • Giants, Monsters, & Dragons, by Carol Rose, 2000 • Lithuanian Mythological Tales, by Norbertas Velius, 1979 • Mythological Beings of Lithuanian Legends, by Norbertas Velius, 1977 • Narodnye Russkie Skazki, by Alexander Afanasyev, 1855 • Slavic Folktale, “The Golden Apple-tree and the Nine Peahens” • Slavic Fairy Tale, “The Dragon-Slayer” Slibinas Lore Description A Slibinas is a large four-legged dragon with bat-like wings, a fish-tail, and many heads. Sometimes they take the form of a human riding a horse, but their shapechanging is imperfect and they often retain draconic characteristics. Environment Slibinas live underground in the mountains, usually near a water source: a spring, waterfall, a well, or even at the bottom of lakes, warming them with the fire in their guts. A Slibinas’ home is never accessible aboveground. The border of its territory is marked with a heavy and strangely-shaped stone. Lifting the stone reveals an underground passage, and that is the only way to visit a Slibinas’ lair. A Slibinas usually lives alone, with its eggs, or with a captured human for company. Vulnerabilities • Subject to human vices such as pipe smoking, book-reading, letter-writing, and wine • Cold iron slows its magical healing • May have individual vulnerabilities based on its favourite magic Richard Harris (Order #28855998)
227 Habits Better-known habits • Require victims to devour, eating people and livestock with gluttonous appetite • Particularly intelligent, but not especially known for being honourable • Kidnap mortals to marry them, and keep them in wondrous structures Lesser-known habits • Cannot tire due to magical vitality • Breathe fire • Control weather by magic • Near-instantly heals any wound it suffers • Conjure whirlwinds into existence with their batlike wings • Mortals are prone to falling into a love-sickness over the human forms of Slibinas, for which only a little-known herbal bath can cure Nearly-unknown habits • A Slibinas is an ordinary non-venomous snake that has turned into a dragon with age • Can grow taller than buildings; some are large enough to live beneath a whole city • Sometimes a wound inflicted upon them pours forth honey, wheat, red-wine, corn, or milk. Their true blood is viscous and does not seep into the ground, but pools in clumps and from them grow rose bushes Quest Idea 1 • A local shopkeep, who sells scrolls bound leaflet pages formed into books, is concerned one of his regular customers is a supernatural being in disguise. • The man comes in about once a week and has a keen interest in books. However, the man’s head is over-large and misshapen. This would not be a cause for alarm, necessarily, except every time the man comes in his head is misshapen in a slightly different way, as though he’s not exactly sure what a human should look like. Added to this, last week he coughed and a gout of flame came from his mouth and burned several scrolls. The apologetic customer left hastily. • The Slibinas, Oskar, has been building a library. He has a love of human books and art, and so keeps near human settlements. Oskar lives in an old ruined castle outside of town that he has converted into a comfortable living space. Quest Idea 2 • The denizens are at an inn when suddenly a small snake slithers up on the table and faces one of them. The snake opens and closes its mouth, hissing. • If a denizen can speak snake, the snake is saying that his master is trapped under a fallen log. If no denizen can speak snake, they will probably kill the snake. • Repeat this scenario until the denizens figure out the snakes are trying to tell them something. When they do, the snake will leave and lead them out to the forest. • A Slibinas is trapped under a log that fell in the forest and has sent snakes to relay a cry for help. • The Slibinas looks huge and terrifying, with three heads, but the log that binds him looks like it only weighs about 200 pounds. • The Slibinas, named Randolf, beseeches the denizens to release him. If they do so, he will take them to a great treasure. • If freed, the Slibinas will fly away. The denizens will never see him again. Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SKILLS SOCIAL ACTIONS 228 ACTIONS Tier I Resolute: Compel Defense +2 saving-throw bonus Calculating: Gain advantage on Compel saves Assertive: Your Social Attacks gain +1 DC Tier II Steadfast: Social Defense +1 saving-throw bonus Tier III Calm: Passion saves gain a +1 bonus Tier IV Pragmatic: Reason saves gain a +1 bonus Tier V Agitator: Perform a Provoke Attack with +2 DC Physical Bite (Melee Attack): multiple attacksv, each head’s attack deals 1d6 piercing damage per proficiency bonus. Magical Breath (Recharge 5-6): multiple attacksv, each head exhales the same type of damage as your resistances, dealing 1d6 damage per hit-die. The area of effect is a 30’ cone. Tier 1 Tier II Tier III Tier IV Tier V A, B, C, F x4, G A, B, C, F x4, G x4, H A, B, C, D x2, G x2, H x2 A, B, C, D x2, H x2, I x2 A, B, C, E x2, H x4, I x4 Tier I Tier II Tier III Tier IV Tier V Persuasion, Arcana Deception, Insight Perception, Investigation History, Nature Religion, Intimidation Aspects: Advantage on spell saving throws; Add proficiency to initiative; Natural AC +7; No need for breath Senses: Truesight 30’, tremoresense 60’, darkvision 90’ Vulnerabilities: Opposite of the Resistance (as close as possible) Resistances: roll on the Damage Type table Damage Immunities: Nonmagical attacks, Fire Condition Immunities: Charmed, Paralyzed, Petrified, Restrained, Stunned vSpecial Abilities: Flight and swim speeds are the same as land movement speed; Perform 1 attack per head and you have 2 heads per Tier. Secrets & Weaknesses: Damage by cold iron weapons reduce maximum HP by the amount of damage dealt (or roll on the Damage Type table) Tier I II III IV V Challenge Rating 10 13 16 19 22 Level/Hit Dice 15 17 19 21 23 Proficiency Bonus +4 +4 +5 +6 +7 Size H G G G G Speed 60’v 80’v 80’v 80’v 80’v Strength* +6 +7 +8 +9 +10 Dexterity -2 -2 -2 -2 -2 Constitution* +5 +6 +7 +8 +9 Intelligence +1 +1 +2 +2 +3 Wisdom* +5 +6 +7 +8 +9 Charisma +2 +3 +4 +5 +6 Initiative +2 +2 +3 +4 +5 Hit Points 150 187 228 273 322 AC 15v 15v 15v 15v 15v Power/Spell DC 17 18 20 22 24 Reach/Range 15’ 20’ 20’ 20’ 20’ To-hit bonus +10 +11 +13 +15 +17 Damage bonus +6 +7 +8 +9 +10 Legendary Actions 2 3 4 5 6 Save vs. Passion* +9 +10 +12 +14 +16 Save vs. Reason* +5 +5 +7 +8 +10 Personality: A wide range of personalities Ideal: Subjugate or protect and lead the weak Flaw: Multiple heads each have their own personality Bond: Love guides your actions Characteristics - Chaotic Evil Languages: Common, Draconic, Deep Speech, Ignan, Infernal, Primordial, Terran, Undercommon Dragon Slibinas Richard Harris (Order #28855998)
POWER DICE ACTIONS 229 LEGENDARY ACTIONS Tier I to V Your lair is underground and protected by traps and magical wards. Using a lair action, choose one effect: - Your lair heals you d12 per Tier - After an opponent moves, they make a save or else become blind, poisoned, or deafened for 1 minute Tier I to V Using a legendary action, choose one effect: - Cast any spell available to a wizard of equivalent level/hit-dice - After you fail a save, succeed it instead - After you roll a critical fail, you may re-roll your d20 instead and take the new result Tier I 1 Verdant Restoration Self or range 30’ Bonus Action Heal 1d12 per tier and remove 1 condition affecting you or an ally in range. 2 Terrifying Gaze Range 30’ cone, WIS save to negate Bonus Action Anyone caught in the area of effect must successfully save or be stunned until the end of the next round. 3 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + INT modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 4 Gust of Wind Range 20’, DEX save to negate Bonus Action Can kockback another adjacent combatant (unwilling get a saving throw) by 5’ per Tier. Tier II 5 Devour Intellect Range 10’, INT save to take half reduction Bonus Action The target’s INT score is reduced by 1d4. The target dies if this reduces its INT to 0. A long rest restores INT to the original value. For each point drained, you heal 1d12 HP. 6 Shadow Shape Self; Duration until you will it to end Bonus Action Shapechange into a humanoid creature of lesser CR. Gain all powers, abilities and spells, but you also retain your power die actions. Tier III 7 Dispel Magic Range 30’ Bonus Action Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a CHA check against a DC equal to 10 + the spell’s level. Success ends the spell. 8 Domination Range 120’, CHA to negate Bonus Action If the victim fails their saving throw, you may force them to perform an action that you’ve witnessed them perform. Tier IV 9 Magic Eater Self Reaction Action The next spell to target you is countered and you heal 1d8 per spell level. If this effect isn’t trigged by your next power die roll, it expires when you roll your power die. 10 Magic Heart Self, special Reaction Action When you are targeted with a spell, after resolving it, you may store it in your core. While you have a spell stored, you boost your AC and to-hit rolls by the spell’s level. As a bonus action you may release and cast the spell with save DC boosted by your Tier Tier V 11 Devour Magic Range 90’ Bonus Action Victim must succeed an INT save or else lose 1 prepared spell slot at the highest level. This slot is regained after a short rest. 12 Anti-Magic Aura Self Bonus Action Until end of round, gain a 10% chance per proficiency bonus to negate all incoming magical spells (both negative and positive effects). Magic items cease working within 5’ radius. LAIR ACTIONS Richard Harris (Order #28855998)
230 Troll “In the deepening twilight, roaring trolls rushed forth out of the caves, some big enough that their great clubs where as long as the tallest of us stood tall...the longarms were raiding the countryside from the caves by night.” ~ Egil Skallagrimson, Viking Richard Harris (Order #28855998)
231 Troll Myth Trolls began in Jotunheim when Bergelmir, King of the Jotuns, created the first Trolls from Ymir’s corpse using Void magic. Before the Sword Age the Aesir god Thor made sport of hunting Trolls with his lightning, and significantly decreased their population. Now, with the sun devoured by the wolf Skoll, the Trolls no longer fear turning to stone in sunlight and roam the full length of Midgard, Nidavellir, and Vangard. Trolls often seek to provoke conflict with humans for sport. The most common method is to camp at a crossroads or a bridge, a central point where all must go, and force all passing to pay some unreasonable toll or fight. Another method was employed by the Troll Oskurd, who collected toe-nails and kept them in a pile for all to see. This overconfidence can be capitalised on by more intelligent beings, such as by convincing the Troll to let one pass the bridge because the next person along will be a better fighter or a tastier meal. Cunning Trolls have more complex ways to provoke combat with heroes, such as when Grendel attacked the mead-hall of Heorot. Grendel stormed the hall, killed a few, struck fear into all, then retreated to a known location, set traps, and waited gleefully for the coming combat. The savage Trolls live primitive lives, but the skill with which they make rope, sharpen sticks, and obscure Troll Richard Harris (Order #28855998)
232 their traps in the natural environment bespeak a great craftiness. Beyond their traps, Trolls rely almost exclusively on their strength. Though their weapons are usually crude clubs or rocks, their great Jotun-stature gives them long reach, making it difficult to pass their guard. If an opponent stays out of reach, the Troll will throw the heaviest thing they can find – usually giant boulders. A Troll often lives alone or with only one parent. Intermingling between Trolls and the humans of Midgard is rare but not unheard of. The Troll-witch Hrimgerd sought a night with the hero Atli in payment of a blooddebt that Atli incurred killing her father, Hati. Warriors who can claim Troll-blood often inherit the ferocity and wild cunning of that bloodline, but also, just as often, the naivety and social ineptitude. The women among Trolls are more intelligent, and a rare few among them can even wield magic. The nature of the magic is mysterious, but the existence of Troll women casting spells is known widely enough that “Troll-Witch” is sometimes used as a derogatory term for any female magic user or seithkona. It is frequently applied to the Rime Jotun Angrboda in the Iron Woods of Jotunheim as an insult. With their expert survival skills and high breeding rate the Trolls are thriving in the Sword Age, dominating the countryside and the battlefield nearly unmolested. Further Reading • Ballad of Eline of Villenskov • Fairy Tale, “Boots Who Ate a Match with the Troll” • Fairy Tale, “Three Billy Goat’s Gruff” • Helgi Hjorvardsson • Poetic Edda, Helgakvitha Hjorvarthssonar • Prose Edda, Gylfaginning • Prose Edda, Skaldskaparmal Troll Lore Description A young Troll could be mistaken for an overgrown human wild-man with sharp and ugly features, but they grow into towering, monstrous, muscular beings that are all too eager to employ their size and long-limbs in violence. Though dim-witted, they will contrive whatever circumstance necessary to see battle done. Female Trolls, while just as violent, are less ugly, significantly more intelligent than their male counterparts, and sometimes do magic. Environment For many on the cosmic tree the coming of Ragnarok has made life more difficult. Not so for the savage Trolls, for whom the ceaseless cold of Fimbulwinter and the extinguishment of the sun have made a paradise of battle for them. Trolls live a primitive life in caves, foraging and hunting on the countryside. With the Sword Age here, Trolls are migrating out from the caves and deep woods where they were sheltered to establish small villages, or take over human villages. Vulnerabilities • Can be tricked, fooled, and out-manoeuvred • Overconfident in combat, tendency to prolong the encounter for pleasure • Frightened by the sight of lightning and the sound of thunder • Like all the children of Ymir’s flesh, Trolls turn to stone if touched by the sun’s rays • The sound of the church bells of the White God send them fleeing Richard Harris (Order #28855998)
233 • Not all Trolls will maintain their obedience to her proclamation. Habits Better-known habits • Large of size with great strides and far reach • Form family groups and small tribes • Make a hobby of kidnapping human maidens to see what hero will come after them • Impatiently toss boulders to reach far enemies Lesser-known habits • Masters of survival and natural environment • Eat livestock, humans, some precious stones, and generally anything they can get their hands on Nearly-unknown habits • Can smell the blood of a follower of the White God • The celestial squirrel Ratatosk has an incomprehensible hatred towards Trolls • In the prophecy of the Seeress Voluspa it was told that in Ragnarok “Trolls will stagger”. There are no great thinkers among the Trolls to divine these portents, but some suspect this is a prediction that the famed battle prowess of the Trolls will not come to bear on the battlefield of Vigrid Quest Idea • A human village has been taken over by Trolls, who are assuming all the economic responsibilities a village should. Trolls have begun to tend the fields, keep livestock beyond just the mountain goats that are ordinary to them, and have tried their hand at trades. • A Troll-witch named “Grid” has led her people to take over an abandoned human village because, while times for battle are good and easy for Trolls during Fimbulwinter, the bigger worry going forward is food. There are only so many times they can raid human settlements. Grid wants her tolls healthy and strong for the coming final battles, so in the meantime has ordered her people to be polite and trade with human travelers. Half-Troll Half-trolls usually become great warriors in their communities, but at the same time they can be ostracized. Traits Ability Score Increase: Your Strength score increases by 3 Age: Half trolls have a shorter life expectancy than humans. They reach adulthood at age 12 and rarely live longer than 55 years. Alignment: Half trolls tend towards chaos, being mavericks in their communities. When pressed, their cruel and evil nature can surface. Size: Half-trolls grow to large size, 7 feet to 9 feet for adolescents and some grow to be 12 feet or more when they reach venerable age. Speed: Your base walking speed is 40’ due to your very long legs facilitating an abnormally long stride. Darkvision: You have superior vision in dark and dim conditions. You can see dim light within 60’ of you as if it were bright light, and in darkness as if it were dim light. Troll Reach: Your abnormally long arms produce a 10’ reach that surprises adversaries. Languages: Trolls have an uncanny ability to learn many languages. Choose 3 bonus languages Light Intolerance: When in direct sunlight, you suffer disadvantage on your attack rolls, perception checks, and your move is penalized by 10’. Richard Harris (Order #28855998)
SOCIAL ACTIONS 234 ACTIONS SKILLS EQUIPMENT & TREASURE Characteristics - Lawful Evil Tier 1 Tier II Tier III Tier IV Tier V Treasure Type A x2 A, B A, B x2 A, B, C A, B, C x2 Tier I Tier II Tier III Tier IV Tier V Intimidatev Athletics Stealth Perception Survival Aspects: Natural AC +3 Senses: Darkvision 120’ Vulnerabilities: When in direct sunlight, it will petrify them (DC 22 CON save/minute exposed), Lightning, Thunder Resistances: Non-magical weapons Damage Immunities: Acid Condition Immunities: Paralyzed, Stunned vSpecial Abilities: Intimidate is STR based skill check; Initiative adds STR Secrets & Weaknesses: Sunlight- spells that deal sunlight damage deal double damage; During the day immunities become resistances (or roll on the Time table) (or roll on the Materials table); Church bells force a WIS save vs DC 15 or else you become frightened. Physical Long Club (Melee Weapon Attack): deal 1d10 bludgeoning damage and the victim must make a DEX save or else become prone Boulder (Ranged Weapon Attack): deal 1d8 bludgeoning damage and the victim must make a DEX save or else become stunned for 1 round Magical Cantrip (Spell): Women trolls can cast any Druid or Bard cantrip Tier I Assertive: Your Social Attacks gain +1 DC Agitator: Perform a Provoke Attack with +2 DC Terrorize: Perform a Provoke to Frighten with a +3 DC bonus Tier II Curious: Perform a Question Attack with +2 DC Tier III Persuasive: Perform a Compel Attack with +2 DC Tier IV Victimize: Perform a Provoke to a Frightened victim with a +4 DC bonus to apply Apathy Tier V Dominate: Perform a Compel to a Frightened and Apathied victim with a +5 DC bonus to apply Apathy Personality: Wild and domineering Ideal: Extort the weak Flaw: Loves to toy with prey, and is gullible Bond: Your clan Languages: Common, Deep Speech, Dwarvish, Giant, Goblin, Gnoll, Orc, Undercommon Giant Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 6 8 10 13 14 Proficiency Bonus +2 +2 +2 +3 +3 Size L L L L H Speed 40’ 40’ 40’ 40’ 45’ Strength* +3 +4 +5 +5 +6 Dexterity +1 +1 +2 +2 +3 Constitution* +2 +3 +4 +4 +5 Intelligence 0 0 0 +1 +1 Wisdom* -1 0 0 +1 +1 Charisma -2 -2 -2 -1 -1 Initiative +4 +5 +7 +7 +9 Hit Points 42 64 90 117 140 AC 14 14 15 15 16 Power/Spell DC 13 14 15 16 17 Reach/Range 15’ 15’ 15’ 15’ 20’ To-hit bonus +5 +6 +7 +8 +9 Damage bonus +3 +4 +5 +5 +6 Legendary Actions 1 1 1 1 2 Save vs. Passion -1 0 0 +1 +1 Save vs. Reason 0 0 0 +1 +1 Troll Richard Harris (Order #28855998)
POWER DICE ACTIONS 235 LEGENDARY ACTIONS Tier I to V Your lairs are always filled with cunning and devious traps. They are excavated burrows with confusing passages for intruders. Using a lair action, choose one effect: - Reaction action, after a foe moves, they must make a successful DEX save vs DC 11+Tier ot be dropped into a 15’ pit receiving 2d6 damage and being prone - Tunnel collapses, dealing 3d6 damage to a 10’x10’ area and blocking the passage. Successful DEX save vs DC 11+Tier for half damage. Tier I to V Using a legendary action, choose one effect: - Heal 1d12 per Tier and you may remove a detrimental condition affecting you - Ignore the sun/light for 1 round, but you cannot use this legendary action again until you’ve rested (short or long rest) - Perform an attack action with a free 5’ step (before or afterwards) - Crush a grappled foe, dealing 1d12 bludgeoning damage per Tier (automatic hit) Tier I 1 Lunging Attack Reach Bonus Action Perform a move action followed by an attack action 2 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) 3 Moment of Clarity Self Bonus Action This round, gain advantage on Social saving-throws 4 Spell Amplification Special Bonus Action Any cantrip you cast has the effect tripled this turn. Tier II 5 Power Attack Reach Bonus Action Perform an attack action with a +2 damage bonus per Tier 6 Tactician Self Bonus Action Move up or down in the initiative order by up to 1 position per Tier Tier III 7 Grapple Reach and range 30’/120’ Bonus Action You automatically grapple a smaller opponent within reach. You may throw that opponent instead of performing a weapon attack, range 30’/120’, dealing 1d12 damage to the target and the projectile opponent per 5’ of distance traveled. 8 Riposte Reach Reaction Action After being attacked, gain a free attack action versus the opponent who attacked you (if within reach) Tier IV 9 Mobility Range Bonus Action Perform a disengage move action 10 Celerity Self Free Action Perform a disengage move action Tier V 11 Dodge Self Free Action You may choose 1 saving throw this round which you automatically succeed. 12 Flanking Reach Free Action If an ally is within melee reach of your target opponent, your attacks gain +1 to-hit bonus per Tier LAIR ACTIONS Richard Harris (Order #28855998)
236 Richard Harris (Order #28855998)
237 Utburden Myth An Utburden is made when a newborn or very young child is rejected by their family and killed or left to die. This is usually the deed of an unwed mother who— whether to avoid shame or just another mouth to feed— kills and buries her child or simply leaves it in the wilderness to die. An Utburden could even be a stillborn child not shown proper love before its remains were cast away. An Utburden desires revenge for the unloving act of its rejection. It takes to sinister and gruesome forms of revenge in its madness and grief. An Utburden will jump on the back of anyone who wanders too close to its remains, and cling with supernatural strength. It will demand to be carried to hallowed ground to be buried. With every step the wanderer takes, the Utburden grows larger and heavier. The wanderer is eventually crushed, or, if they collapse from exhaustion, torn apart by the Utburden in rage. Should the wanderer actually make it to some hallowed ground it will do no good, because the Utburden is a spirit of the child, and not its remains. An Utburden will never forgive their murdering parent. There was a woman who was on her way to her wedding, gowned in the most expressive wedding dress. To the knowledge of her bridegroom she was chaste, however, when she looked down she saw the Utburden of her teenage indiscretions clinging to her bridal veil. With its unreal strength the Utburden would not let go of her veil and her dress. The mother was forced to flee, crying and with clothes ripped, away from the Church; never to be seen again. Utburden An Utburden’s vengeance is not just fearsome, but also deadly. There is a folktale from Bergslagen of an old crofter who was returning from the pub one night when he met a little boy who said: “Grandpa, Grandpa, may I nurse?” The old man refused to acknowledge the boy, and flippantly suggested he go find his mother. When the crofter returned home, he was shocked to find his daughter dead, blood flowing from her breasts. The permission he gave the spirit of his grandson fueled its terrible vengeance. More terrifying still is the tale of one Utburden who appeared to its mother, and sweetly complained that it was hungry. The mother, looking upon it, was overcome with guilt and took the undead child to her breast, only to have the Utburden rip a hole in her chest through to her back, and continue to suckle on her corpse. Laumes may help an Utburden, but once the undead child’s vengeance is done and everyone who knew of its birth is no more, Utburden continues to kill, and quickly loses the Laumes’ favour, as she prioritises her living orphans. The only kindness an Utburden could hope for is an Angel of Death. She may take on an Utburden as her charge. This is its only chance to know something like love. Further Reading • Icelandic legends and fairy tales by Jon Arnason, 1862 • The Nordic dead-child tradition, by Juha Pentikainen, 1968 • The Saga of the Isle of Man, by Margit Sandemo, 1982 • Scandinavian folktales, Richard Harris (Order #28855998)
238 by Jacqueline Simpson, 1988 • “Spirits, Black Elves, Fairies and Giants in the Folklore of Aurland in Sogn, Norway”, from The Journal of American Folklore, Vol. 62, by George T. Flom, 1949 Utburden Lore Description An Utburden is the spirit of a child who died in childbirth, was stillborn, or was abandoned to die by its family soon after birth. Though an Utburden usually died as an infant, it appears as a child of about six to twelve years old, but pale, dirty, and sickly. An Utburden can speak as a child would, even if it didn’t have the time to learn in life. Environment Sometimes an Utburden haunts the dwelling of the parents who abandoned it, lurking beneath the floorboards or within the walls. More often they haunt the area around where they were killed or near their remains. The remains of an Utburden can be hard to access under the circumstances of their death. Remains could have been thrown into a marsh, bricked inside a stone wall, or thrown down an unused well. From this place is often heard the crying of a newborn. Vulnerabilities • To put an Utburden to rest its remains must be found and re-buried in consecrated ground • To put it to rest, it must also be given a name. The name could be: that of a parent; the name of the person giving it; or, if found in the dark of night, given the name “Day”, if a boy, or “Life” if a girl. Another way is to say: “Eg doyper deg pa ei von, anten Kari eller Jon” (I baptise you at random, either Kari or Jon.) If this is done without finding and re-burying the remains, it will only banish the Utburden for one night. It will return the next twice as vengeful • If the mother or family member who killed the child confesses their crime, the Utburden may reveal the location of its remains Habits Better-known habits • Seeks revenge against its mother, the family that rejected it, and sometimes even against all who live • Shouts in the woods at night, screaming out in terror intermittently • Attracts the sympathetic to be its victims by singing a sad song, or walking through the woods crying, naked, and overtly miserable Lesser-known habits • Some only crawl, moving on only one elbow and one knee • Cannot be seen if it doesn’t want to be seen • May surround its family home with Scorn Poles • Can change size and relative mass to be as large as a cottage • Passes objects through its body and remain unharmed Nearly-unknown habits • Shapechanges into grotesque undead carrion birds of normal or giant size • Sometimes assisted in their revenge by a sympathetic Laume, or lead away from violence by an Angel of Death, to be her assistant in saving souls Richard Harris (Order #28855998)
239 Quest Idea • Scorn polls keep appearing around one rural cottage. A man named “Folke” lives there with his family, his wife “Tonna” and their three children. • Folke has come to his Karl for help in this matter, knowing not where these scorn poles are coming from, nor why. • The denizens have been dispatched by their Karl as a favour to the other Karl. Once again the denizens are used in the hnefatafl game of politics. • Folke is confused and upset that these scorn poles keep surrounding his house, a circumstance that has put his family in great distress. His wife, Tonna, is in a state of mute terror, and has not left her bed or spoken a word for several days. • Rumours from the nearby village say there are strange sounds to be heard in the woods surrounding that country cottage. Some say it is like the crying of a child, others say it is like a cawing of a humongous crow. The family must be targeted by some terrible spirit, and it would be best to stay clear. • In the woods at night the denizens do hear a child crying, and come upon a seemingly wounded, dirty looking young boy. “Help me!” says the boy. “There’s a bird. He’s really big! He’s been picking up children and dropping them from the sky! I think my legs are broken.” The child says he lives near here. The child does not offer his name, but points directions to take him home to his family. • Of course, the Utburden has no name, which is a big clue to the denizens that something may be amiss, if the players notice. • If the child is taken up on a denizen’s back, give the denizens enough time to realize they are walking towards the rural cottage that Folke, Tonna, and their children call home. Then, the child gets heavy on the denizen’s back. Then heavier, and heavier, until it threatens to crush the denizen. If another denizen attempts to strike the child, their weapons will go through him. If defeated, he will escape again into the woods. Scorn Pole This skill bestows the knowledge of how to create an enchanted dismembered head that will curse the people it faces. Usually the head of a horse is used and mounted on a 6’ pole that is inscribed with arcane runes. It is then staked in the ground facing a person’s home. The person will suffer disadvantage on all skill checks while under the influence of this curse. They will know something is amiss once their fortune turns sour . The only way of lifting this curse is to destroy the scorn pole. • When the denizens return to the cottage, they find Folke taking down a new set of scorn poles. If questioned on the child in the woods, Folke is ignorant. He says they only have three children, and they are both inside the cottage. If Tonna is questioned, she weeps, and Folke grows angry that the denizens are upsetting her. • The story is that Tonna had another child before she met Folke, when she was a young and unwed maid. Fearing her own murder at the hands of her family she left the child in the woods to die. Years later she feigned virginity on her wedding night to Folke. She knows not why the Utburden would choose to manifest and trouble her now. • Remember that in this society it is typical that all the unjust onus of pregnancy falls on a young woman, who has very few options in her life. Similarly, the Utburden acts not out of malevolence, but in the course of the tragedy it knows. Richard Harris (Order #28855998)
SOCIAL ACTIONS 240 ACTIONS EQUIPMENT & TREASURE SKILLS Tier 1 Tier II Tier III Tier IV Tier V none none A A A Tier I Tier II Tier III Tier IV Tier V Scorn Pole none none none none Physical Bite (Melee Attack): deal 1d4 piercing damage. Victim must succeed a STR save or else be grappled. Bite automatically hits your grappled opponents. Magical Beckoning Weeping (Recharge 5-6): Anyone within 150’ must make a WIS save or else spend their action to move towards you Aspects: No need for sleep, food/drink or breath; Incorporeal movement through animate and inanimate objects; Flight Senses: Darkvision 120’, Etherial sight 60’ Vulnerabilities: Radiant Resistances: Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, Slashing Damage Immunities: Cold, Necrotic, Poison, Nonmagical attacks Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Restrained, Stunned, Unconscious vSpecial Abilities: STR based rolls always have advantage (immune to STR disadvantage); Grapple attempts apply disadvantage on your victim’s roll Secrets & Weaknesses: If your name is known (or roll on the Personal table) you lose your special abilities; If you are reduced to 0 HP, your legendary action triggers unless you are buried on hallowed ground (or roll on the Death Ritual table) Tier I Curious: Perform a Question Attack with +2 DC Terrorize: Perform a Provoke to Frighten with a +3 DC bonus Bully: Grant nearby allies +1 Social Attack DC Tier II Persuasive: Perform a Compel Attack with +2 DC Tier III Sinister: A successful Compel attack can ignore 1 Characteristic limitation Tier IV Harassment: Grant nearby allies +2 Provoke Attack DC Tier V Mob Rules: Grant nearby allies +2 Compel Attack DC Personality: Vengeful, use others for own gains Ideal: Kill mother or have her confess to her sins Flaw: No one is innocent except you Bond: Must reach hallowed ground Characteristics - Neutral Evil Languages: basic Common Tier I II III IV V Challenge Rating 1 3 5 7 9 Level/Hit Dice 7 9 11 14 16 Proficiency Bonus +2 +2 +2 +3 +3 Size S S S S S Speed 40’ 40’ 40’ 40’ 40’ Strength* +2v +3v +4v +5v +6v Dexterity* 0 +1 +2 +2 +3 Constitution* +1 +2 +3 +3 +4 Intelligence 0 0 0 +1 +1 Wisdom 0 0 0 +1 +1 Charisma 0 0 0 0 0 Initiative 0 +1 +2 +2 +3 Hit Points 42 63 88 112 144 AC 10 11 12 12 13 Power/Spell DC 12v 13v 14v 15v 16v Reach/Range 5’ 5’ 5’ 5’ 5’ To-hit bonus +4v +5v +6v +8v +9v Damage bonus +2 +3 +4 +5 +6 Legendary Actions 1 1 1 1 1 Save vs. Passion* +2 +2 +2 +4 +4 Save vs. Reason 0 0 0 +1 +1 Undead Utburden Richard Harris (Order #28855998)
POWER DICE ACTIONS 241 LEGENDARY and/or LAIR ACTIONS Tier I to V When you are reduced to 0 HP, you will rise again unless your body has been found and buried within hallowed ground. The delay to rising once more is 6 hours minus your Tier. Tier I 1 Ethereal Form Self Bonus Action You cast Etherealness on yourself 2 Hide in Plain Sight Self Bonus Action Perform a Hide action with a bonus equal to your Tier. You can perform the action even if someone is looking directly at you, and you have no objects of suitable size to hide behind. You may also gain a free 5’ step when activating this power. 3 Alter Size Self Bonus Action You may decrease your size to Tiny, gaining +4 AC, or increase to Medium adding +1 to-hit and damage bonus. If you are already at medium or larger, you can increase your size again by adding a cumulative +1 to-hit and damage bonus (max size G). 4 Penumbral Miasma Range 120’, 30’ radius, INT save to negate Bonus Action Bring forth the essence of Shadowfell, creating an area that inflicts Blind and Frightened for 1 minute. Tier II 5 Augmented Strength Self Bonus Action Until you next roll your power die, your STR modifier is boosted by your Tier 6 Toxic Cloud Self, does not move with you, lasts 1 hour per hit-die Bonus Action The space you occupy and 10’ around become toxic to others, if they enter that space, CON save or become poisoned Tier III 7 Withering Reach Bonus Action Until end of turn, your attacks age your opponents. After successfully dealing combat damage, the victim must succeed a CON save or else age 1d6 years. This aging can be reversed by a Restoration or Wish spell. 8 Umbral Daggers Area 60’ cone Bonus Action Deal 1d12 necrotic damage per Tier. Those in the area of effect must make a DEX saving throw or be blinded. Tier IV 9 Mesmerizing Song Self radius 60’, CHA save to negate Bonus Action Anyone caught in the area of effect must successfully save or be charmed for 1 minute 10 Death Reaper Self radius 60’ Bonus Action Heal 1d12 per downed combatant in range (0 HP or less) multiplied by your Tier. Tier V 11 Anti-Magic Aura Self Bonus Action Until end of round, gain a 10% chance per proficiency bonus to negate all incoming magical spells (both negative and positive effects). Magic items cease working within 5’ radius. 12 Vulture of Death Self Bonus Action Transform into a Roc while retaining your undead and ghostly traits. Gain the STR modifier, attacks and movements of your new form. You may end this transformation as a free action. Richard Harris (Order #28855998)
242 Valkyrie “Yet before us, something moved, rising like smoke from amid the corpses. From Alfhild arose a tall woman, like fog for moments but then solid, beautiful and clad in splendid armor. She caught up Einar’s sword from his hand, and we all gasped as she sang out her sorrow, and glowed—we beheld a Valkyrie.” ~ Ulfr, not least among Havardr’s warriors, witnessing the aftermath of battle Richard Harris (Order #28855998)
243 Valkyrie Myth The first Valkyries were primal beings akin to Lios Alfar, coaxed out of the Crucible of Life in the primordial age, gifted and directed in their abilities by the magic of Laufey, a Muspel Jotun. Valkyries were then given purpose by the Vanir Freya. She noticed that mortal souls need to be harvested, lest they be eaten by Nigghog and strengthen his power. Freya’s mission and methods were later copied by Ran, Odin, Surt, and possibly others. Valkyries were charged to reap the souls of the most heroic mortals. They do this in several ways. Valkyries listen during the Yule-tide tradition of “Bragarfull”, where mortals boast and swear oaths of courageous deeds. They also listen still at the mortal’s hour of death, and at their funeral, for any deeds recalled and proclaimed by the slain’s kin and allies. On the battlefield itself, Valkyries take the choicest souls immediately. Overeager Valkyries may even join the battle. This can complicate spiritual matters, as when the Valkyrie Brynhild killed the hero Hjalmgunnar, the man Odin promised would win the day. In penance, Odin condemned Brynhild to sleep in a ring of fire. She was eventually rescued by the mortal hero Sigurd, to whom she taught the mysteries of the runes, and became the first of many Valkyries to swear vengeance on Odin. Defection of a Valkyrie usually stems from their thirst for mortal emotion and experience. As powerful spirits, unscrupulous Valkyries can snare a mortal and possess their body. So did the Valkyrie Kara when she fell in Richard Harris (Order #28855998)
244 love with the warrior Helgi, and possessed the body of a woman named Sigrun. Helgi and Sigrun fell in love. It came to tragedy when Odin, greedy for skilled warriors, helped kill Helgi to recruit him as Einherjar. Kara, as Sigrun, took her own life in sadness. This is the only way a Valkyrie can return to her natural form. Kara vowed vengeance on Odin, and now she and her nine sisters reap for Surt, bringing brave dead to Glassisvellir. Many other Valkyries fall in love this way and subsume mortal lives, including Hladgurd, Alvit, and Olrun, when they fell in love with mortal brothers. By rights, Odin gets only a quarter of souls, but through trickery his Valkyries bring in many more. So occupied is Odin in stocking the dead for the final battle that he will prompt war between karls to harvest their best dead. And if no Norn is watching, sometimes a Valkyrie’s choice may override the Hero’s convictions, damning the soul to Odin’s service. It is through his Valkyries that Odin looks to survive Ragnarok. Further Reading • Illuminated Edda • Darradarljod • Eiriksmal • Fagrskinna • Heimskringla • Hrafnsmall • Hromundar saga Gripssonar • Husdrapa • Nafnathulur • Niebelungenlied • Njals saga • Poetic Edda, Grimnismal • Poetic Edda, Helgakvida Hjorvardssonar • Poetic Edda, Helgakvida Hundingsbana I • Poetic Edda, Helgakvida Hundingsbana II • Poetic Edda, Helgakvida Hundingsbana III • Poetic Edda, Voluspa • Prose Edda, Gylfaginning • Prose Edda, Skaldskaparmal • Rok Runestone • Volsunga saga • Volunddarkvida • Waylandarkvida • Ynglinga saga Valkyrie Lore Description Valkyries are spirit beings. Only when near death or at eerie times can mortal eyes see a Valkyrie, and what they see is glorious. A Valkyrie appears as a stern-faced blonde-haired warrior, helmeted, with waist-length white or golden mail armour, and clasping a shining spear. Cavalries of Valkyries fly across supernatural storms, riding white horses with manes enflamed and hooves sparking. From these storms come thunder, lightning, and the Valkyrie’s haunting chorus. They ride to bloody battles in search of the greatest dead to recruit them away to an afterlife. Environment On Yggdrasil, half the dead go to Asgard, to be split between Odin’s battle-dead Einherjar at Valhalla and Freya’s noble-dead Valin at Folkvangar. The other half of the dead are split between Muspelheim where they are dropped in Glassisvellir to join Surt’s Sons of Muspel at Surt’s Maw, and the drowned heroes who go to Ran’s Drekkjahalla in Vanagard. The Valkyries live in each of these places. In the great halls of Valhalla, Folkvangar, Surt’s Maw, and Drekkjahalla, they serve mead and Richard Harris (Order #28855998)
245 drink to the dead when they are not riding supernatural storms. Fallen or disgraced Valkyries traditionally hide in the dark, magic woods of Myrkvid, where even vengeful gods are troubled to search. Vulnerabilities • May only feel one emotion at a time, and so are fascinated and drawn to humanity and its complex emotional states, making them vulnerable to love • Some are “Swan-maidens”, able to transform into swans with their feathered capes, and would be trapped on earth if caught without their plumage Habits Better-known habits • Attracted to the glory of a heroic life. The more glory and great deeds, the more likely they are to notice the fallen warrior and bring them to an afterlife • If the fallen hero worshipped the gods, they will be brought to Asgard. If they worshipped Jotuns, they will go to Glassisvellir. If they drowned, then Drekkjahalla. If they have no allegiance, a Norn shall mediate which Valkyrie claims the soul Lesser-known habits • Can be sinister spirits of slaughter, at times goading heroes to their death • Rival Valkyries may fight over a heroic soul • The ultimate nemesis of the Wight Sovereigns, who seek to devour souls while Valkyries seek to preserve them Nearly-unknown habits • The Norn Skuld who attends the Valkyries does not have her eyes on all battlefields. At times a Valkyrie will poach the soul of a heroic warrior regardless of his personal belief Quest Idea • This quest is relevant in the circumstance where a female NPC has been of significance to the denizens. • Option #1: She is not a warrior and when faced with danger, suddenly starts behaving like a seasoned veteran fighter after a denizen comes to her defense. • Option #2: She is not a warrior, but when one of the denizens is in danger, she jumps in to save them. • Thereafter the NPC behaves in a more confident manner, and wishes earnestly to join the adventure and stay by that denizen’s side. • At some point the NPC confesses her love for the denizen. • In moments of great danger, the NPC is able to call upon surprising magic and supernatural abilities befitting her true identity. She is a Valkyrie that has fallen in love with the denizen, and has chosen to subsume the life of a mortal who knew the denizen. • This means, of course, that the NPC’s original soul is trapped inside the body and not in control, and there is no condition under which she will be able to survive once the Valkyrie leaves, unless the NPC is fated, in cruelty, into becoming a Wight Sovereign. Swan Cloak These legendary swan feather cloaks allow the wearer to transform into a magical swan. In swam form you have the following spells always active: • Alarm • Beacon of Hope • Death Ward • Mage Armor • Nondetection Richard Harris (Order #28855998)
EQUIPMENT & TREASURE SOCIAL ACTIONS 246 ACTIONS SKILLS Tier 1 Tier II Tier III Tier IV Tier V Swan Feather Cloak - transform into a swan Mithral +2 plate Mithral +2 armour Mithral +2 armour Mithral +3 armour Mithral +3 armour Tier I Tier II Tier III Tier IV Tier V History, Arcana Perception, Investigation Insight, Intimidation Persuasion, Deception Stealth, Performance Physical Valkyrie Spear +3 (Melee Weapon Attack): perform 1 melee attack per Tier, dealing 1d12 pierce and 3d8 radiant damage with each attack. Valkyrie Spear +3 (Ranged Weapon Attack): Strike an opponent for 1d12 force damage per proficiency bonus and everyone around them within 15’ for 3d12 thunder damage (DEX save for half damage). The spear reappears in your hand after the attack. Magical Valkyrie Song (Recharge 5-6): All within 120’ radius must make a Passion save or be struck with Grief Aspects: Natural form is a spirit, no need for sleep, food/drink or breath (Move 100’); When possessing a mortal, they must sleep, eat/drink and breathe Senses: Truesight 120’, Tremorsense disembodied souls 240’ Vulnerabilities: Psychic Resistances: Nonmagical attacks, Ethereal attacks, Spells Damage Immunities: Radiant, Necrotic Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Stunned vSpecial Abilities: Add proficiency bonus to Initiative and AC Secrets & Weaknesses: While affected by two or more social conditions, you lose your special abilities (or roll on the Conditions table for a condition you are not immune to) Tier I Curious: Perform a Question Attack with +2 DC Dig Deep: A successful Question attack gains +1 Strings Resolute: Compel Defense +2 saving-throw bonus Tier II Calculating: Gain advantage on Compel saves Tier III Pragmatic: Reason saves gain a +1 bonus Tier IV Assertive: Your Social Attacks gain +1 DC Tier V Agitator: Perform a Provoke Attack with +2 DC Personality: A great variance of personalities Ideal: Save souls from Nidhogg’s trough Flaw: Strong desire for emotions (drama) Bond: The mortal host that is subsumed Characteristics - Neutral Tier I II III IV V Challenge Rating 11 13 15 17 19 Level/Hit Dice 21 24 27 28 30 Proficiency Bonus +4 +4 +5 +5 +6 Size M M M M M Speed 70’ 70’ 80’ 80’ 90’ Strength +3 +3 +4 +4 +4 Dexterity +3 +3 +4 +4 +5 Constitution* +3 +3 +3 +4 +4 Intelligence +3 +3 +3 +3 +4 Wisdom* +3 +5 +6 +7 +8 Charisma* +3 +4 +4 +5 +5 Initiative +7v +7v +9v +9v +11v Hit Points 168 192 216 252 270 AC 27v 27v 29v 29v 31v Power/Spell DC 15 17 19 20 22 Reach/Range 15’ 20/100 15’ 20/100 15’ 20/100 15’ 20/100 15’ 20/100 To-hit bonus +10 +10 +12 +12 +14 Damage bonus +6 +6 +7 +7 +8 Legendary Actions 2 3 4 5 6 Save vs. Passion +3 +5 +6 +7 +8 Save vs. Reason* +7 +7 +8 +8 +9 Languages: All languages; Telepathy 120’ Celestial Valkyrie Richard Harris (Order #28855998)
POWER DICE ACTIONS 247 LEGENDARY and/or LAIR ACTIONS Tier I to V A Valkyrie cannot truly be destroyed unless they are killed by a divine and immortal being of higher CR. If killed by anyone else, they return to the Crucible of Life and in 7 days they re-coalesce back into their spirit form. For a mortal to oppose a Valkyrie is pure folly. Using a legendary action, choose one effect: - After a failed saving throw, you may choose to succeed instead - When rolling damage dice, you can choose to do max damage - (5 legendary actions) If you are in your natural form, subsume a moral body of lower level/hit-dice if they fail their CHA save. The body is yours and their soul is trapped until the body dies. Tier I 1 Gate Valkyrie Destrier Adjacent Free Action A magical mount appears adjacent to you, and you may mount or dismount as a bonus action. The mount grants 140’ flight speed. While it moves, it creates a storm around it. Anyone within 30’ of it’s movement path is knocked prone and take 4d6 thunder damage and 4d6 lightning damage, a successful DEX save negates prone and cuts damage in half. The Destrier remains for 1 minute, but can be dispelled sooner if you wish to do so. 2 Lunging Attack Reach Bonus Action Perform a move action followed by an attack action 3 Counterspell Range 60’ Reaction Action Counter a spell of 3rd level or less with absolute certainty. For 4th level of higher spells, roll a d20 + CHA modifier, and you must beat a DC 10 + spell level being cast. Success means the spell is interrupted and has no effect. 4 Death Reaper Self radius 60’ Bonus Action Heal 1d12 per downed combatant in range (0 HP or less) multiplied by your Tier. Tier II 5 Retreat Self Free Action Perform a disengage action 6 Gust of Wind Range 20’, DEX save to negate Bonus Action Can kockback another adjacent combatant (unwilling get a saving throw) by 5’ per Tier. Tier III 7 Whirlwind Attack Reach Bonus Action Gain a reach bonus +5’ per Tier and strike all opponents within reach (one to-hit roll and damage roll for all targets) 8 Radiant Touch Self or adjacent Bonus Action Clear all conditions that affect you or an adjacent ally Tier IV 9 Celerity Self Bonus Action Until your action in the next round, every time you take damage, you may perform a free move action. 10 Lucky Star Self Bonus Action This round, you may re-roll a number of dice equal to your Tier Tier V 11 Blessed Weapon Reach Bonus Action Weapon gains a bonus to-hit and damage equal to your Tier. Every 24 hours roll a d6, on a result of 1, the blessing ends 12 Time Stop Self Bonus Action The world freezes while you move, gain +1 additional action per Tier this turn Richard Harris (Order #28855998)
248 Vargr Richard Harris (Order #28855998)
249 “If you see a wolf that is twice the size of the largest wolf you’ve ever laid eyes on, or more, and that wolf is white but has red ears, you see a vargr. And it can see you, even if the night is so dark you cannot see your hand when it’s touching your nose.” ~Brea Hakonardottir, sage and lorist Vargr Myth Doomed is the prey of a Vargr, a mysterious supernatural beast, feared as a brutal predator, scavenger, and hunter of men. Vargr are employed as guards, spies, and hunter-assassins for powerful masters. If left unchecked in the wilds, Vargr will form packs and raid the countryside. Corpses of slain warriors are the Vargr’s primary food. The Vargr’s size increases as they consume the corpse of strong warriors. The Vargr gains the warrior’s life experiences and memories by eating its brain. Over lifetimes—their true age-limit unknown—their Vargr identities are obscured, and they become both giant in size and wise of lore, their viciousness tempered with guile. Gradually, a Vargr develops a taste not just for brains and their memories, but for souls. Vargr are spiritual creatures, piercing the veil of the spiritual world naturally. By consuming souls they increase in spiritual powRichard Harris (Order #28855998)
250 er. The Vargr can also hold souls in their stomach to regurgitate them later. Odin’s wolves, Geri and Freki, are powerful Vargr, hunting for him and swallowing souls to return to Odin for his Seithkona magic. Vargr can become troublesome for Valkyries as competition for souls on the battlefield, but mutually beneficial companionships can also form between them. The Valkyrie Gunnr rides a great Vargr instead of a traditional steed. Curiously, she wasn’t the only one who rode a Vargr to Baldur’s funeral, denoting their usefulness among the greater beings. Hyndla the volva also rode one there, as did the Rime Jotun Hyrrokkin, who rode a Vargr restrained by reins of living vipers. That Vargr was so vicious that Odin ordered four berserkirs to handle the animal, but they were not strong enough to control it and needed to render it unconscious. Like Ulfhednar, many Vargr have spiritual patronage from the wolves of Jarnvid, Hati and Skoll, and ultimately Fenrir. The Vargr channel the viciousness of these greater wolves, and can summon Modr, the invincible killing rage. The strength and supernatural proficiency of the Vargr prove useful for the gods. Hundreds of Vargr are assembled once a year around Yule by the Odin, to accompany him and his Valkyries on “the Wild Hunt.” This hunt scours the realms for the restless dead; lost souls of Haugbui, Wight Sovereigns, and opportunistically whatever mortals are found outside their homes. The Vargr gorge on these souls, but also hold a portion for Odin as levy for participating in the hunt. Vargr are otherworldly beasts. It is known they are used to bring souls into Otherworld, returning there and spitting out spirits at the foot of the Aos-Si. Though the Vargr have spread throughout the realms under various allegiances, some suspect they are all ultimately taskhounds of the Aos-Si King Arawn of Annwvyn, acting as his spies in the realms of Yggdrasil. Further Reading • Heimskringla • Illuminated Edda • Hervarar Saga ok Heidreks • Poetic Edda, Hyndluljod • Prose Edda, Gylfaginning • Prose Edda, Skaldskaparmal • Prose Edda, Hattatal • Poetic Edda, Grimnismal • Poetic Edda, Voluspa • Poetic Edda, Vafthrudnismal • Mabinogion Vargr Lore Description Vargr are monstrous hound-wolves most often in the employ of greater beings. Vargr’s coats are white and their ears are red. All Vargr are intelligent, speaking the common language—though they are gruff and primitive in manner. They grow more intelligent from feasting on the brains of human corpses on the battlefield and by doing this inherit the dead warrior’s memories and life experiences. This also increases the Vargr’s physical size. An adult Vargr is the size of a horse, but well-fed on the dead it can grow large enough to serve as a Jotun’s mount. Environment Vargr are pack animals, roaming the cold winters of Midgard, the fiery heat of the Jarnvid Woods, and the mystery of Myrkvid alike. An alpha Vargr reigns over a pack, and is usually double or more the size of the next ranking Vargr. Richard Harris (Order #28855998)