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 |
| Fé | 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 |