# Mortals

# Berserker

Berserkers are warriors devoid of any honor who behave mindlessly and represent a great threat to society. They are invariably foreign, mostly Swedes, who come to Iceland to cause trouble and try to usurp honorable folk of their land and their spouses.

The ability to go berserk is inherited. If the individual lives a life of honor and virtue, those tendencies are kept in check. The berserker’s true tendency toward out-of-control fury does not surface unless all their honor has been lost.

The news of the arrival of a berserker in Iceland causes panic and interest in equal measure. Many Icelandic warriors covet the honor and status that come with slaying a berserker, as dangerous as that prospect may be.

STR CON SIZ DEX INT POW CHA
18 15 18 17 9 12 8
Hit Points: 17 Magic Points: 12
Damage Modifier: +1D6 Move: 10
Spirit Animal: Bull

Armor: 1-point thick woolen clothing, 2-point leather armor on abdomen and chest, 5-point iron helmet.
Skills: Area Lore (homeland) 50%, Evaluate 50%, First Aid 30%, Intimidate 90%, Jump 65%, Law 30%, Listen 40%, Ride 55%, Search 40%, Shiphandling 30%, Spot Hidden 50%, Survival 50%, Swim 60%, Track 30%, Worship (Óðinn) 70%.

# Powers

Berserker Fury: A berserker may choose to enter a frenzied state in which they have the following advantages and disadvantages:

  • Their hit points are doubled.
  • All their attacks inflict maximum damage.
  • They gain one extra attack per round at ½ DEX rank (round up).
  • They do not fall unconscious from special damage results until dead.
  • The berserker can no longer choose to strike a foe in a specific hit location, and they attack anyone near them, including friends.
  • The berserker loses 1 magic point per round and will eventually collapse once all magic points are depleted.
  • If the berserker wants to end a berserker state early, they must attempt a POW×3 roll. If this fails, they continue berserking until unconscious or defeated.
Weapon % Damage
Broadsword 90% 1D8+1+1D6
Shield 80% 1D6+1D6
Long Spear 70% 1D10+1+1D6
Hit Location D20 Armor/HP
Right Leg 01-04 1/6
Left Leg 05-08 1/6
Abdomen 09-11 3/6
Chest 12 3/7
Right Arm 13–15 1/5
Left Arm 16–18 1/5
Head 19–20 5/6

# Foreign Raid Opponents

# Guard

These are town guards with some training or garrisoned troops.

# Characteristics

STR CON SIZ DEX INT POW CHA
15 14 13 12 11 14 9
Hit Points: 15 Magic Points: 11
Damage Modifier: +1D4 Move: 10

Armor: 4-point scale armor on torso, 5-point iron helmet.
Skills: Dodge 60%, Hide 40%, Listen 55%, Spot Hidden 65%.

Weapon % Damage
Polearm (halberd/atgeir) 50% 3D6+1D4
Short Sword (sax) 67% 1D6+1+1D4
Hit Location D20 Armor/HP
Right Leg 01-04 0/5
Left Leg 05-08 0/5
Abdomen 09-11 4/5
Chest 12 4/6
Right Arm 13–15 0/4
Left Arm 16–18 0/4
Head 19–20 5/5

# Warrior

These are volunteers that patrol towns or settlements, ready to jump into action if needed to protect a settlement.

# Characteristics

STR CON SIZ DEX INT POW CHA
13 12 13 11 10 12 10
Hit Points: 13 Magic Points: 10
Damage Modifier: +1D4 Move: 10

Armor: 2-point leather armor on torso.
Skills: Dodge 40%, Spot Hidden 50%.

Weapon % Damage
Broadsword 60% 1D8+1+1D4
Hit Location D20 Armor/HP
Right Leg 01-04 0/5
Left Leg 05-08 0/5
Abdomen 09-11 2/5
Chest 12 2/6
Right Arm 13–15 0/4
Left Arm 16–18 0/4
Head 19–20 0/5

# Farmer/Townsfolk

These are farmers or simple folk living in a village or town. In desperation, they will grab any weapon they can find to protect themselves, their families, and their homes during a raid.

# Characteristics

STR CON SIZ DEX INT POW CHA
11 12 11 10 10 11 12
Hit Points: 12 Magic Points: 10
Damage Modifier: - Move: 10

Armor:
Skills: Dodge 30%, Spot Hidden 40%.

Weapon % Damage
Axe 45% 1D8+1
Knife 55% 1D4+2
Hit Location D20 Armor/HP
Right Leg 01-04 0/4
Left Leg 05-08 0/4
Abdomen 09-11 0/4
Chest 12 0/5
Right Arm 13–15 0/3
Left Arm 16–18 0/3
Head 19–20 0/4

# Goði

A goði is a chieftain-priest, a political leader who possesses only a slight formal authority and no means to forcefully repress the surrounding population. The primary functions of the goði are to advocate or mediate disputes and to represent the people settled on their chieftaincy at the Alþing, the National Assembly. The members of this class also give spiritual guidance to the people living in their chieftaincy. There are 39 chieftaincies in Iceland.

# Characteristics

STR CON SIZ DEX INT POW CHA
16 12 17 15 13 11 13
Hit Points: 14 Magic Points: 11
Damage Modifier: +1D6 Move: 10
Spirit Animal: Bear

Armor: 1-point thick woolen clothing, 2-point leather armor on abdomen and chest, 5-point iron helmet.
Skills: Area Lore (Iceland) 70%, Bargain 50%, Battle 50%, Charm 30%, Customs (Norse) 70%, Dodge 40%, Evaluate 60%, Farm 60%, Insight 40%, Intimidate 50%, Intrigue 70%, Jump 55%, Law 60%, Listen 45%, Myth Lore 35%, Orate 55%, Ride 65%, Search 40%, Spot Hidden 50%, Swim 60%, Track 30%, Worship (Þór) 90%, Worship (Freyr) 60%, Worship (Óðinn) 40%.

Weapon % Damage
Broadsword 90% 1D8+1+1D6
Shield 70% 1D6+dm
Long Spear 60% 1D10+1+1D6
Hit Location D20 Armor/HP
Right Leg 01-04 1/5
Left Leg 05-08 1/5
Abdomen 09-11 3/5
Chest 12 3/6
Right Arm 13–15 1/4
Left Arm 16–18 1/4
Head 19–20 5/5

# Lawspeaker

The Lawspeaker is elected by the Law Council of the Alþing (National Assembly) every three years and acts as its chairman. They are an influential figure in Icelandic politics but do not rule the country. Every year, the Lawspeaker is required to stand on the Law Rock and recite a third of the country’s laws.

# Characteristics

STR CON SIZ DEX INT POW CHA
12 11 11 10 10 17 15
Hit Points: 12 Magic Points: 17
Damage Modifier: - Move: 10
Spirit Animal: Wolf

Armor: 1-point thick woolen clothing and cap, 2-point leather armor on abdomen and chest.
Skills: Area Lore (Iceland) 90%, Bargain 60%, Charm 60%, Customs (Norse) 90%, Farm 60%, Insight 60%, Intimidate 50%, Intrigue 80%, Law 100%, Listen 55%, Orate 80%, Ride 50%, Search 40%, Spot Hidden 50%, Swim 50%, Track 30%, Worship (Óðinn) 80%.

Weapon % Damage
Broadsword 50% 1D8+1
Shield 60% 1D6
Long Spear 40% 1D10+1
Hit Location D20 Armor/HP
Right Leg 01-04 1/4
Left Leg 05-08 1/4
Abdomen 09-11 3/4
Chest 12 3/5
Right Arm 13–15 1/3
Left Arm 16–18 1/3
Head 19–20 1/4

# Runemaster

A runemaster is a farmer who can create rune scripts that have magical powers. The magic of the runes manifests in ways akin to lucky coincidences or freak natural events.

# Characteristics

STR CON SIZ DEX INT POW CHA
10 10 11 10 14 16 11
Hit Points: 10 Magic Points: 16
Damage Modifier: - Move: 10
Spirit Animal: Raven

Armor: 1-point thick woolen clothing and cap, 2-point leather armor on abdomen and chest.
Skills: Area Lore (Iceland) 25%, Bargain 45%, Craft (carpentry) 50%, Customs (Norse) 30%, Dodge 35%, Farm 55%, First Aid 50%, Go Under the Cloak 60%, Hide 50%, Law 35%, Listen 30%, Move Quietly 40%, Myth Lore 65%, Read/Write (runes) 70%, Ride 40%, Rune Magic 70%, Second Sight 65%, Search 50%, Spot Hidden 40%,Survival 30%, Swim 35%, Worship (Óðinn) 70%.

Weapon % Damage
Bow 70% 1D6+1
Sax 20% 1D6+1
Hit Location D20 Armor/HP
Right Leg 01-04 1/4
Left Leg 05-08 1/4
Abdomen 09-11 3/4
Chest 12 3/5
Right Arm 13–15 1/3
Left Arm 16–18 1/3
Head 19–20 1/4

# Runes

Rune Areas of Power
Wealth, fertility, animals
Úr Strength, endurance, bravery, health, aging, willpower, nature-given wealth
Þurs Active defense, plants, anger, lust
Óss Knowledge, wisdom, communication, the mouth, travel, divination, magic, mythic creatures
Reid Movement, riding, travel, journey
Kaun Fire, sore, craft, destruction for the purpose of creation
Gjöf Peace, love, aid, balance, trust
Vend Happiness, relationship, hope, kinship
Hagall Destruction, transformation, weather
Yr Patience, death, and the dead
Týr Danger, warrior, battle, honesty, justice
Eykur Horses, travel, loyalty, pride

# Nonplayer Characters and Rune Magic

To quickly build a simple rune script for a nonplayer character, choose one rune with an area of power matching the effect the nonplayer character intends to bring forth. Two other runes work in the script but are only narratively important for a nonplayer character if the heroes can hear the galdur (the vocal part of the spell). The magic point cost for a simple script with three runes is 6.

# Seiðkona

A seiðkona is a practitioner of seiður, a form of shamanistic magic passed down to mortals by the goddess Freyja. Most are settled farmers, but some live traveling from farm to farm, lending their magical services and proclaiming prophecies wherever they may be needed. A seiður ritual typically takes many hours to perform.

# Characteristics

STR CON SIZ DEX INT POW CHA
9 11 9 10 13 17 12
Hit Points: 12 Magic Points: 17
Damage Modifier: - Move: 10
Spirit Animal: Cat

Armor: 1-point thick woolen clothing and cap.
Skills: Area Lore (Iceland) 25%, Charm 60%, Craft (weaving) 50%, Customs (Norse) 40%, 40%, Dance 60%, Dodge 45%, Farm 55%, First Aid 40%, Go Under the Cloak 30%, Hide 50%, Listen 30%, Move Quietly 40%, Myth Lore 30%, Prophecy 75%, Second Sight 30%, Search 50%, Seiður Magic (Realm: Weave) 70%, Spot Hidden 40%, Treat Disease 30%, Worship (Freyja) 70%.

Seiður Weave Realm Effect Examples: Cause Natural Disaster, Create Dense Fog, Fortune Telling, Weather Manipulation, Weave Magic Into Cloth.

Weapon % Damage
Quarterstaff 45% 1D8
Knife 30% 1D4+1
Hit Location D20 Armor/HP
Right Leg 01-04 1/4
Left Leg 05-08 1/4
Abdomen 09-11 1/4
Chest 12 1/5
Right Arm 13–15 1/3
Left Arm 16–18 1/3
Head 19–20 2/4

# Trader

Aside from during assemblies, Iceland has no marketplaces, and no one makes a living solely through trading. Any professional trader that heroes encounter is most likely a foreigner bringing wares to Iceland from other nations—usually from Scandinavia. They travel from farm to farm, hoping to make a good trade for Icelandic vaðmál, which they take abroad to sell.

# Characteristics

STR CON SIZ DEX INT POW CHA
10 14 10 13 16 13 17
Hit Points: 14 Magic Points: 13
Damage Modifier: - Move: 10
Spirit Animal: Weasel

Armor: 1-point thick woolen clothing and cap.
Skills: Area Lore (homeland) 60%, Area Lore (Iceland) 40%, Bargain 80%, Craft (various) 50%, Evaluate 90%, Fast Talk 60%, Herd 30%, Insight 40%, Listen 40%, Myth Lore 25%, Navigate 50%, Orate 35%, Ride 40%, Search 50%, Spot Hidden 55%, Survival 50%, Worship (Freyr or other foreign deity) 70%.

Weapon % Damage
Quarterstaff 60% 1D8
Knife 40% 1D4+1
Sax 55% 1D6+1
Hit Location D20 Armor/HP
Right Leg 01-04 1/5
Left Leg 05-08 1/5
Abdomen 09-11 1/5
Chest 12 1/6
Right Arm 13–15 1/4
Left Arm 16–18 1/4
Head 19–20 2/5

# Warrior

While every Icelander knows their way around weapons and armor, there are some that make being a warrior their primary concern when not taking care of the family farm.

# Characteristics

STR CON SIZ DEX INT POW CHA
17 11 16 15 10 10 8
Hit Points: 12 Magic Points: 10
Damage Modifier: +1D6 Move: 10
Spirit Animal: Bull

Armor: 1-point thick woolen clothing, 2-point leather armor on abdomen and chest, 5-point iron helmet.
Skills: Area Lore (Iceland) 35%, Bargain 25%, Customs (Norse) 35%, Dodge 45%, Evaluate 30%, Farm 55%, First Aid 30%, Intimidate 60%, Jump 55%, Navigate 25%, Law 30%, Listen 35%, Ride 55%, Search 40%, Shiphandling 30%, Spot Hidden 50%, Survival 30%, Swim 60%, Track 20%, Worship (Þór) 70%.

Weapon % Damage
Bow 50% 1D6+1
Broadsword 80% 1D8+1+1D6
Shield 70% 1D6+1D6
Long Spear 60% 1D10+1+1D6
Axe, One-handed 50% 1D8+2+1D6
Axe, One-handed (thrown) 50% 1D6+1D6
Hit Location D20 Armor/HP
Right Leg 01-04 1/4
Left Leg 05-08 1/4
Abdomen 09-11 3/4
Chest 12 3/5
Right Arm 13–15 1/3
Left Arm 16–18 1/3
Head 19–20 5/4