ca
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iD:
by. Pa
thitCltima Thule
MyTHIc SCANDINAVIA
Foruse with Ars Magica” Fourth Edition
f lyme ect AAU UetoHaeme Ate
(Geis a aes)
Author: Paul Williams
Additional Material: Mark Shirley, Roderick Robertson
Bator: Spike Y Jones
Line Developer: Jeff Tidball
Editorial Assistance: Michelle Brown, John Nephew
Layout: Michelle Brown
Cover Illustration: Douglas Shuler
Interior Illustrations: Toren Atkinson, Dan Beswick, Theo Black, Jerry Boucher, Jaume Fabregat i Vilella, Ralph Horsley, Eric
Hotz, Jeff Menges, Eric Pommer, J. Scott Reeves, Pucky. Also featuring images from Viking Designs (Dover, 1999).
‘Commentary, Playtesting and Technical Assistance: Art Apicella, Jon “Porky” Ashford, Steve Ashing, Chris Balow, Adam
Bank, Glenn R. Berry, Pete Boniface, Rich Brooks, David Chart, Gerry Chriest, Fergus “Boomhauer” Crawford, Chris Daianu,
Steve Drexler, James Dugger, Jeremiah Genest, John “Bumpa” Hehnen, John Kasab, Damelon Kimbrough, Lydia Leong, Nicole
Lindroos, Tony Maund, Kyle Niedzwiecki, Ron “Kestar” Parsons, J. Reed Pease, Chris Pramas, Roderick Robertson, Charles
Schafer, John R. Snead, Sabine Voelkel, Kirby Vosburgh
The author would like to thank Espen Lyngaas, for giving me the opportunity to eat traditional Norwegian food; The Viking
Network, for the notes on knattleikr; and Michaél de Verteuil, or his impartial guidance and advice. This work is dedicated to my
parents, who always wondered what good would come from playing Dungeons & Dragons; Mrs. Lupton, for getting me involved
in RPGs so many years ago when I was at school; and Mark Shelley, who kindly allowed me to use some of his own Norse mate-
rial in this book — I know that one day he'll have his own sourcebook.
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About the Author
Inc and ae sed
Paul Williams is a 29-year-old computer net-
work engineer from England. Although he holds
no university degrees, he has a great interest in
philosophy, mythology, and history, especially
concerning Ancient Egypt. This is his first major
work and, if he gets his own way, not his last. He
is a 15-year gaming veteran gamer, and prefers to
be known as Wig.
PO Box 131233
Roseville, MN 55113
[email protected]
wwwatlas-games.com
ISBN 1-887801-75-8Table of Contents
I; Introduction 2 eee 4 VI: Runes & Thetr Power... 2.2... 88
The Beginning .... . 4 eeiig PME bse eeee teeta ee 8B
Overview ...0c ec ceeeeeeeeeeeeeeeee 5
ne
ae a... : 6 Finnish Wind Wizards... 107
e Lands of Scandinavis
Dwa Magic. . 11
Mythic Realms 2 ance
Hermetic Magic ceeeeeeeeeeee ee LI4
III: Norse Society and Culture... or |
Rig the Walker .... TM: Norse Bestiary... 115
Social Class. . .
Personal Virtues . .. TK: Adventure Seeds... 5.2.0.0. 125
Family and the Clan The Covenant of Heorot.........- 125
Daily Life ........ ‘Things Best Forgotten....... eee 127
Strangers in a Strange Land 128
Religion ‘The Hvitachrist Cometh. .........++-128
The Old Faith The Summer Pastures... 128
Christianity.
The Order of Odin ;
Warfare... Appendix 1: Runes... eee 130
IV: Character Creation. Appendix 2: The Gnd... 131
Characters... .. .
Norse Spell Casters
Norse Grogs and Companions. .
Abilities .........
New Virtues and Flaws .
Jarl Togsvig's Lands... 2... eeeeeeeee B
V: Norse Magic
Runic Magic . .Circo
Poieceetecaaryn
The Beginning
When the universe began, there was only a
chasm, of such immense size that even the gods
‘would become dizzy looking into it, known as the
Ginnugagap (Open Void). It was here that
Yagdrasil (the World Tree) would lay down its
ro0ts
rior to Midgard (middle land), the land of
‘men, Nifleheim was born. It was a bleak land, a
world of perpetual fog, snow, and ice. Yet even
Nifleheim was not the first land, for
Muspellheim was old when Nifleheim was new
born. Muspellheim was the opposite of its colder
neighbor, a realm of fie so intense that nome not
born there, whether man or god, could survive it
for long.
Te was in the gap between these lands that all
life was to be formed, for there the heat of
‘Muspellheim melted the snows of Nifleheim. The
‘melted water vapor rose into the air and fell as
dew that formed Ymir, a giant who spanned the
Ginnugagap. A cow named Audumla was also
{formed from the dew, and from her teats ram four
rivers of milk chat sustained Ymir. After a time,
other beings formed from the dew, and Yeit mar-
tied one of these to become the progenitor of the
race of frost giants.
Audsanla ate only the salty frost that she licked
{from stones exposed by the malting ce. One day as
Audumla licked at the stones, the hair of a man
peared where her tongue had rested. By the end of
«a second day of licking, a man’s head had emerged
from the stone, On the third day, the complete like-
ness of a man had grown from the stone, and he was
Jnown as Bui. Buri and his giantess bride had a son
named Bor, who in tum had three sons, Odin, Vili,
and Ve
When they had grown, the sons of Bor slew
the giant Ymir and the rush of his blood drowned
all the giants except Bergelmi and his wife, whoescaped in a boat to a land they would name
Jotunheim.
Tn the middle of the Ginnugagap, the sons of,
Bor threw Ymir's body, creating the lands of men.
and the gods. The earth was formed from his
flesh, the mountains from his bones, the rocks
{from his teeth, the forests from his hair, the sea
{from his blood, and the heavens from Ymin's
skull, positioning four dwarves (who sprang full-
formed from the giant's flesh) named Nordi
(North), Austri (East), Suthri (South), and
Vestri (West) at its comers to hold it in place
Sparks from Muspellheim were placed within the
skull and they became the stars
Other powers soon came into being. Odin
took a giant named Day and gave him a horse
known as Skinfaxi (Shining Mane) to ride across
the sky. Light from the horse's mane would fall
upon the worlds to be known as sunlight. Day's
‘mother, Night, was given a horse named Rimfaxi
(Frosty Mane); the light from Rimfavi’s mane
‘was called moonlight, and the spite that came
from his mouth fll upon the earth to form dew. At
first the course of Skinfaxi and Rimfaxi through
the sky was erratic, but in later day the giants
charged two horrible wolves, Skoll and Hati, with
chasing the sun and moon nil the end of time,
‘and this kept the wondrous horses from changing
their courses or stopping in place.
The World Tree grew up to unite the many
lands within its branches and roots, but no one
saw its birth
After some time had passed, the sons of Bor
found two trees and shaped them into humans.
din gave them life, Vili gave them the power to
rove and the gift of knowledge, and Ve gave them
speech and the senses. The newly created humans
were given clothes, and the man was called Ask
(Ash), while the woman was called Embla (Elm);
the parents of mankind.
Overview
The lands we know as Scandinavia were
a cypher to Europeans until some time after
their Christianization in the 9th through
Lth centuries. Many early writers ignored
INTRODUCTION
them, and those who did make reference to
them called them collectively Ultima Thule,
the furthest extremity of the world, a region
of litle interest except to mark the unex-
plored northem limit of maps.
The Vikings have long held a fascination
for modem man. Their exploits as raiders and
settlers are well known, but the early Norse left
few written records, and so most accounts of
them come from their victims or those further
afield with whom they traded, and are thus
understandably biased or vague, especially with
regard to their home life and native customs.
By the 13th century, when written
records become more plentiful, Scandinavia
had been Christianized and much of the
pagan culture prevalent in the Viking Age
had disappeared, but there were still those
who practiced pagan rituals in secret or in the
hinterlands, and those who believed mon-
strous otherworldly creatures continued to
interact with mankind. And while the Norse
had generally stopped raiding, they were still
a force to be reckoned with in other respects
The aim of Ultima Thule is two-fold: to
present Mythic Scandinavia, a land of rune
magic, monstrous trolls, and great adventure;
and to tell the true story of the Norse culture.
Throughout Ultima Thule some terms in
Icelandic (the nearest living language to Old
Norse) are used for flavor, but the English
equivalents are given in parentheses. Many
spellings have been simplified for conve-
Aura Interactions
‘The runic magic of the Norse drew its power from the
magic and faerie realms, and was affected very strongly by the
divine power of the Church. Instead of the normal Realm
Interaction Table, Norse magicians (including Finnish wind
wizards) use the following:
Norse Aura Interaction Table
Magical + (aura)
Divine = (3 x aura)
Faerie + (aura)
Infernal — (aura)Ciena
The Lands of
Scandinavia
Scandinavia, although inhabited for mil
lennia, has a comparatively short recorded
history. Indeed, despite some contact with
the Roman Empire and its successors, Norse
history does not begin in any great detail
until the emergence of the Vikings in the 8th
century,
Norway
The name Norway means “the north
way,” a reference to the ease with which one
could travel north and south along the west-
em coast, compared to the difficulty of over-
land travel into the country’s interior.
Norway stretched some 1,000 miles from
Lindesnes in the south to Nordkapp (North
Cape) in the extreme north, forming a nar-
row strip to the west of the Jotunheim and
Kjolen (Keel) Mountains, shrinking from
barely 250 miles across in the south, to rough-
ly 50 miles wide in the north, with long fjords
stretching almost to the Swedish border.
Much of the country lay above the Arctic
Circle.
The barrier mountains stood as much as
8,000 feet above sea level and were perma-
nently capped with ice and snow. They began
only 10 miles inland of the southwestern
coast, and were clearly visible from sea.
Norway's coast was protected from the
fury of the North Atlantic by a line of small
islands and rocks. The largest of these
islands were inhabited. Fertile soil in
Norway was in short supply, being found
only along the coast and rivers, in the flat-
lands around Trondheim. Elsewhere, large
areas of bogland, forest, and mountainous
terrain made farming extremely hard. In the
north, evergreen forest predominated, but as
‘one moved further south hard woods became
Norway's climate was surprisingly mild
for its location. In the summer months, the
villages in the extreme north enjoyed tem-
peratures similar to those of lowland
Scotland, and the summer day could be as
much as two months long (causing Sun
duration Hermetic spells to have surprising
ly long life spans). Even Norwegian winters
were warmer than those in other Arctic
countries, because of warm, southwesterly
winds blowing in from the Atlantic. In the
mountain interior, however, winter temper
atures rarely rose above freezing and icy
winds blew year round
The vast majority of the Norwegian pop-
ulation lived along the coast or in the hos.
pitable areas of the south. Norway had one
large town, central Trondheim, situated on a
fertile plain, and at times laid claim to the
region surrounding Oslo in the south, which
usually was Danish territory.Norwegian Towns
‘Trondheim: Trondheim was founded in
997, and was the center of the lands ruled by
the jarls of Lade. Trondheim was the base of
missionary work in Norway, and became the
see of an archbishopric in 1152. Through its
growth and power it became the political cap-
ital of Norway, although it was replaced as the
trade capital in the 12th century by Bergen, a
city closer to northern European markets. Its
location was still ideal, however, for mer-
chants wishing to reach Iceland, Greenland,
and other Atlantic islands.
Oslo: The town of Oslo was founded in
1050 by Harald Hardrade as a naval base for
operations in southern Scandinavia and
northem Europe, and became an important
fortress town. As the Viking Era ended, its
harbor was put to use for the Norwegian fish-
ing fleet. A bishopric was founded at Oslo in
1100.
Bergen: Bergen was founded in 1075 in
Byfjord, near an existing settlement. It
began as an agricultural town, housing com-
‘munities of fishermen and shepherds. Rapid
development in the 12th century saw
Bergen grow into a city, one of the most
important centers of international trade for
Norway. The city was granted a bishopric in
1158, and then became an important spiri-
tual center as well
Norwegian History
Southem and central Norway was first
unified in 875 by Harald Finehair, the king of
Vestfold. Harald was followed by his son, the
sinisterly named Erik Bloodaxe, who was
ousted because of his cruel nature and the
harshness of his rule. Erik left for greener pas-
tures, and for a while was king of York,
England. The new Norwegian monarch was
Erik’s brother, Haakon, who had been
brought up by the English king Athelstan.
Although a Christian, Haakon allowed the
Norwegians to maintain their old religion
MYTHIC SCANDINAVIAUrtima THULE: MYTHIC SCANDINAVIA,
and was a cautious ruler. Unfortunately fami-
ly history returned to haunt Haakon and he
was slain fighting an alliance of Erik
Bloodaxe’s son, Harald Graycloak, and the
Danes.
For the next decade southern Norway fell
under Danish rule as Harald became ruler.
Norther Trondel attacked the south in 970,
killing Harald, and placing Jarl Haakon (who
still submitted to Danish overlordship) in
power.
In 995, Olaf Tryggvason, a descendant of
Harald Finehair, returned home from lucra
tive raids on England to become king follow-
ing Jarl Haakon’s death. Olaf was a Christian
and set up an active missionary program. In
part because he was an unpopular ruler, an
alliance of Norwegian, Danish and Swedish
noblemen killed Olaf, and Svein Forkbeard, a
Dane, then ruled Norway.
In 1015 Olaf Haraldsson, another
inland, and also tightening the Viking grip
‘on Orkney and the Shetlands. Olaf also
added extra impetus to the conversion pro-
gram, and the Christianization of the upper
echelons of Norwegian society was complet-
ed within a few decades. In the 1020s Olaf
Haraldsson fell out of grace with the power-
ful northern nobles and the country was
invaded by Canute the Great, forcing him to
flee the country. Olaf returned with an army
in 1030, but was defeated in battle by a
Norwegian army and shortly after was
declared a saint.
While Canute the Great was ruling
England, his illegitimate son Svein and
Svein's English mother assumed power in
Norway, on Canute's behalf. In 1035 their
unpopular rule was ended by St. Olaf’s son
Magnus the Good. Magnus proved a compe-
tent leader and following the death of Harde-
Canute he also became king of Denmark. In
descendent of Harald Finehair, became king 1044 his father’s half-brother, Harald
and began expanding the kingdom, forging Hardrade, returned home from Russia and
Bings of Norway
Harald I “Finehair” 872-930 Haakon Magnusson 1093 - 1095
Erik “Bloodaxe” 930 - 934 Magnus III “Barefoot” 1095 - 1103
Haakon “the Kind” 934 - 961 ‘Olaf Magnusson 1103 - 1105
Harald II “Graycloak” 961-970 — Eystein I Magnusson: 1103 - 1123
Jarl Haakon 970-995 — Sigurd “the Crusader” 1103 - 1130,
‘Olaf Tryggvason 995-1000 Magnus IV “the Blind” 1130 - 1135
Jarls Erik & Svein (brothers) 1000-1016 — Harald IV “the Fish” 1130 - 1136
Olaf II Haraldsson (St. Olaf) 1016-1028 — Inge I “the Hunchback” 1136 - 1161
Jarl Haakon 1028-1029 —_Eystein II Haraldsson 1142 - 1157
Canute “the Great’ 1029-1030 Haakon II “Broad-Shouldered” 1157 - 1162
‘Svein Alfivason, 1030 - 1035 Magnus V Erlingsson H61 - 1184
Magnus “the Good” 1035 - 1047 ‘Sverre “the Mysterious” 1177 - 1202
Harald Hardrade (Hard Ruler) 1047 - 1066 — Haakon III] Sverresson 1202 - 1217
Magnus I Haraldsson 1066 - 1069 — Haakon IV “the Mighty” 1217 - “present”
Olav III “the Righteous” 1069 - 1093demanded a share of the throne. Magnus
agreed and Harald became sole ruler when
Magnus died without issue. Harald is most
famous for his unsuccessful invasion of
England of 1066, the virtual end of the
Viking Age.
In 1130, Norway was thrown into civil
war following the death of Sigurd the
Crusader, with the contenders for the throne
backed by the now-strong Church on the one
side and the populace on the other. In 1177 a
populist claimant, Sverri, arrived from the
Faeroes, claiming to have been chosen as
king by God, but his opponent, Harald Gille,
proved his right by walking on hot coals. The
civil war was renewed less than a decade later
when Sverri was recognized king by the
Thing of Trondelag.
The civil war finally ended in 1217 when.
the mother of Sverr’s grandson, Haakon
Haakonsson, cartied a piece of hot iron for
nine paces to prove her son's worth. Now uni-
fied under the 16-year-old Haakon IV,
Norway has put aside its internal strife and
begun to form a powerful state, both cultural-
ly and economically. Increasing trade with
the cities of coastal Germany is bringing
short-term economic gains, but the political
ties that accompany this trade may eventual-
ly threaten Norwegian political and econom-
ic independence.
Stueden
The kingdom of Sweden consisted of three
regions. Nortland covered the northern half of
the country and was dotted with small lakes
and drained by numerous rivers. The ground
was covered with pine and spruce forests that
extended into the mountains that formed the
border with Norway. The mountain slopes were
covered by small glaciers. Svealand formed the
country’s central lowlands. Gataland covered
the south and was essentially a large, low-lying
plateau, the western and southem coasts of
which were controlled by the Danes (the line
marking the border being called “the
Danemark”; hence, Denmark). Two large
islands in the Baltic Sea, Gotland and Oland,
were sparsely inhabited.
The climate varied, but Sweden’s winters
were normally below freezing, and its sum-
mers cool but pleasant. The northern temper-
ature was always several degrees lower than
that of the south. Rain and snow was general-
ly heavy, varying between 16 and 26 inches
per year, heaviest in the uplands.
‘Sweden has one town of intemational
note, Uppsala in Svealand, and a number of
smaller population centers such as Lidse and
Skara in Gotaland, and Sigeuna in Svealand.
Stockholm is little more than a village in 1220.
MyTHic SCANDINAVIA
Rings of Sweden
Olaf “Tax-King” 994-1022 — Sverket I “the Elder”
‘Anund Jakob 1022-1050 Eric “the Saint”
Emund “the Old” 1050-1060 Carl VII
Steinkel Sinlaw 1060-1066 Canute Ericsson.
(civil war) Sverker II “the Younger”
Inge Stenkilsson 1080-1110 (cil war)
Filipius 1110-1118 Eric Knutson
Inge Halstensson 1118-1130 John I Sverkersson
Ragnvald Knaphovde 1130-2
1130- 1156
1156 - 1160
1160 - 1167
1167 - 1196
1196 - 1208
1210 - 1216
1216 - “present”Urtima THULE: MYTHIC SCANDINAVIA
vy,
LL ARR EN
ee TORN
x
Swedish Towns
Uppsala: Uppsala has been the spiritu-
al and educational capital of Sweden since
the early Viking Age. The temple was
described by Adam of Bremen (see “The
Old Faith” on page 47) during his travels
though Sweden and formed the center of
pagan resistance to the advance of
Christianity. By the end of the 11th centu-
ry its power as a pagan religious center had
declined and the temple was demolished.
Uppsala was made a bishopric in 1164. The
prestige of the city was increased by the
presence of Saint Erik, who founded one of
the ruling dynasties.
In 1220 Uppsala remains a Christian
stronghold infiltrated by pagan beliefs.
Many of the locals are Christians by
baptism, but still hold ties to the old
faith.
Swedish History
In Sweden two rival tribes, the Svear
(after whom the country is named, and who
originally settled in Svealand in the east) and
the Gotar (who inhabited Gataland in the
south) settled the country. Each of the
‘Swedish tribes had a single king. He was seen
asa figurehead with little actual authority but
a strong ritual association with the pagan cul-
tic practices at Uppsala, the capital from the
Sth century.
Although the names of several kings
from the 9th century are known, the extent of.
their power remains unknown, and little reli-
able history can be determined during the
Viking Age. From as early as the 9th century
the Svear were exacting tribute from the
tribes in Finland and northem Russia
German missionaries arrived in Sweden
to convert the populace in the late 9th cen-
tury. At this same time Skine, the southern
part of Sweden, was conquered by the Danes
and became part of their kingdom. Constant
military pressure from Denmark and Norway
in the 10th century forced the Swedes to
unify under one ruler, Olaf Skottkonung
(Tax-King), in 994, but a single ruler did not
mean a united country, and many petty kings
still had control over small sections of the
country. Olaf was a Christian, although much.
of the population, especially the Svear, still
practiced the old faith at that time.
By 1020 the Christian faith had begun
to spread throughout the populace, but did
not become the state religion until late in
the 11th century, with the pagan temple at
Uppsala being destroyed in 1080 (but see
“The Temple at Uppsala” on page 47). After
1060 Sweden was weakened by internal dis-
putes between rival dynasties and the
Landthings became the most powerful insti-
tutions in the land. Rulership by the kings
was only fully restored in 1120.
At the start of the 13th century Sweden
isa land of two peoples; Christian kings rule
the country, but many of the rural areas sill
practice the old ways. The current king,
John Sverkersson, is in some ways the pup-
pet of the powerful jar! Ulf FaiDenmark
The smallest Scandinavian kingdom, but
also the most powerful at times, was
Denmark, consisting of: the main peninsula,
Jutland, bordering the Holy Roman Empire;
some 400 islands, including Zealand, Fuenen,
Lolland, Falster, More, Als, and Bomholm,
all at the strategic straits between the North
and Baltic Seas; and at times considerable
portions of the northern Scandinavian
peninsula immediately south of Norway and
Sweden.
All of Denmark was lowland, although
the eastern half of Jutland was typically hilly,
traversed by deep valleys forming the fjord.
like Jutland Inlets. Northern Jutland featured
wide plains, while lange areas of open moor
land could be found in the west before one
came to the sandy and flat west coast.
Southern Denmark had little forested area,
the Viking Age taking its toll on its few
forests.
Denmark's climate was temperate, with
mild winters and warm summers. Rainfall
varied from 20 inches per year in the lower
areas through to over 40 inches in the
highlands. The rain tended to be heaviest
in the late summer and autumn. Fog was
especially common in the western half of
the country.
Denmark was Scandinavia's gateway to
the rest of Europe, and Danes had more polit-
ical and cultural contact with the rest of the
world than Norwegians and especially
Swedes. European influences often reached
Denmark first before spreading to the rest of
Scandinavia.
Denmark's southern border was marked
by the Danevirke, an earthenwork wall and
seties of fortifications (see “The Danevirke”
con page 60). Constructed early in the Viking
Era and improved in later years, the wall
stretched some 25 miles from Hedeby to the
Rivers Rheide and Treene.
The main towns in southern Denmark
were Arhus, Lund, Roskilde, Veborg, Ribe,
and Schlesweig, as well as Oslo and Skara on
the main Scandinavian peninsula. Hedeby
had had its heyday and was all but aban-
doned by 1220.
MYTHIC SCANDINAVIA
Rings of Denmark
Gorm “the Old” -940 Olaf Hunger
Harald “Bluetooth” 940-985 Birk 1 Ejegod
Svein I “Forkbeard” 985-1014 Niels
Harald II Sveinsson 1014-1018 Birk I! Emune
Canute I “the Great” 1018-1035 irik Ill “the Lamb”
(ruled England 1017 -1035) Gye
(nuled Norway 1029 - 1030)
Svein
Harde-Canute 1035 - 1042
(ruled England 1040 - 1042) Canute IIT
Magnus “the Good” 1042-1047 Valdemar I “the Great”
Svein II Estridsson 1047-1076 Canute IV
Harald IL 1076 - 1080 Valdemar Il Sejr
Canute Il “the Saine” 1080 - 1086
1086 - 1095
1095 - 1103
1103 - 1134
1134-1137
1137 - 1146
1140-1143
1146 - 1157
1146 - 1157
1154 - 1182
1182 - 1202
1202 - “present”Uttima THULE: MYTHIC SCANDINAVIA
Danish Towns
Ribe: Established as a bishopric in 948 by
Harald Bluetooth, Ribe is a center of Danish
trade, peopled by fearless sailors who are
actively recruited by seafaring magi who can
cope with the high incidence of the Berserk
Virue among the population. The fierce
independence of Ribe has kept the encroach-
ments of German traders at bay.
Members of the Order of Hermes have
attempted to establish covenants in Ribe on
more than one occasion, but each has met
with disaster of one kind or another and been
abandoned. Many suspect the secretive Order
of Odin (see page 57) to be behind the “acci-
dents.”
Lund: Situated to the south of Sweden,
Lund was founded by the Danish king Canute
the Great as the capital of Danish territory in
Skine. Lund was granted a bishopric in 1060,
and in 1103 was granted the archbishopric for
all of Scandinavia. In the early 13th century,
Lund is an important center for Christian
learning, having a cathedral and six monas
teries within a days ride.
Borglum: The original inhabitants of
Borglum were slaughtered by Svein Forkbeard
in 987 when they refused to convert to
Christianity, and the area was resettled from
Christian parts of the country.
Borglum is now one of the most loyal
towns in Denmark, and one of the most fer-
vent in its faith. The people of Borglum are
required to search their city for heretics and
pagans, a duty passed from generation to gen-
eration. A church is built into each of the city
gates, and visitors must attend Mass before
proceeding into the town, Horses and live
stock are not allowed into the town; stables
and stockyards are provided outside its walls
Athus: Arhus was made a bishopric in
950 and served as a hase from which Frankish
missionaries spread the word of God to the
Danes. In 985 King Svein Forkbeard granted
the cathedral of Arhus jurisdiction over the
‘ity
Fora short while, priests from Arhus rode
the waves with Viking raiders, but the bishop
declared the murder and pillage of fellow
Christians to be against the law of God and
man. Arhus still produces great sailors, many
of whom are recruited by German traders.
Malmo: The land on which the quiet vil
lage of Malmo stood was bought from
Denmark in 1203, and imported masons and
laborers converted it and its moderately good
harbor into a safe port from which to trade
with southern Sweden.
Danish History
The erection of fortified buildings and
the start of urban development around the
end of the 8th century marks the beginning of
Viking history in Denmark and shows the
existence of a strong, central authority. In the
carly 9th century the Danes had many border
disputes with their southern neighbors,
including the great Christian Emperor
Charlemagne. Although not converted
themselves until much later, Horik the Older
and Horik the Younger, two kings, allowed
the Christians to build a church within
Denmark so they could practice their faith,
During the reign of Harald Bluetooth in
the mid-10th century, Denmark subjugated
Norway, and Christianity was officially intro-
duced to Denmark as a recognized religion.
His son, Svein Forkbeard, ousted him from
the throne and for a single year was king of
Denmark, Norway, and England, before he
died to be replaced by his son Canute the
Great, who was already sole king of England,
and who then governed Norway and parts of
Sweden
By 1042 the situation had begun to
change, and Magnus the Good, a Norwegian,
gained control of the throne following the
death of Harde-Canute. During this period
the Wends attacked Denmark and Magnus
had toask his uncle, Harald Hardrade, for aid,
«giving him part of the throne in exchange.
Between 1074 and 1134 Denmark's his-
tory was dominated by King Svein IT and his
sons’ attempts to reunify the kingdom. The
period was marked by power struggles and
various kings accepted land from the Holy
Roman Emperor. In 1104 Christianitybecame the national church, with Pope
Urban II granting Denmark recognition as an
independent province under the rule of Lund.
Valdemar 1 defeated his rivals in 1157
and unified the country. Under his guidance a
strong army was formed and an effective gov-
‘emment established. Valdemar II expanded
Denmark to include the Baltic and Slavonic
lands to the east, as well as many towns of
northern Germany. Holy crusades were
declared against the Wends and Denmark
gained Pomerania and Estonia (although
actual control of Estonia reached just as far as
Danish troops could march from their coastal
forts). German weakness saw the Holy
Roman Emperor grant Denmark full control
over the Slav lands north of the Elbe in 1214,
‘As most of these gains were made at the
expense of Germany, there would be consid
erable enmity between the two nations for
decades. Denmark then turned its expansion-
ist eyes toward northern Russia.
Iceland
Situated just south of the Arctic Circle
and 600 miles west of the Norwegian coast
was the island of Iceland. Volcanic in origin,
Iceland's terrain consisted of lava desert some
1800 feet above sea level, ice fields, glaciers
and icy lakes. Iceland was a country of ice and
fire, with over 200 active volcanoes, along
with geysers and pools of mud heated to boil-
ing by underground heat. Only a tiny fraction
of the land was arable, and in 1200 several
settlements in the west were abandoned after
anearby volcano erupted.
Icelandic History
In 870 AD. the Vikings,
Norwegians led by a man named Ingolf,
landed on Iceland. Although they thought it
new-found land, they soon discovered Irish
monks already living on the island, although
their presence was limited to a few monas-
teries. The monks weren't slaughtered, as
first
was 50 common in Viking raids, but instead
left the island, never to return. By 930, the
land was fully settled, mostly with
Norwegians.
The early settlers discovered the hard way
that it was an unforgiving country. However,
the area around Reykjavik (Bay of Smoke;
named for the steam rising from numerous hot
springs), which was first settled by Ingolf,
offered reasonable living conditions.
Around the year 900, Ingolf’s son,
Thorstein, and other local chieftains orga-
nized the Kjalarnes Thing. As had been the
tradition in Norway, the Thing was a public
‘meeting open to all men of free birth, and was
responsible for making laws, and resolving
legal disputes. As Iceland's population grew,
the nation was divided into four districts,
each with its own Landthing and three or
four smaller, local Things, and a national
Alllthing was established (see “The Thing” on
page 33). The leaders of these gatherings
13
MYTHIC SCANDINAVIAUttima THULE: MYTHIC SCANDINAVIA
were known as gothar (singular: gothi), and
were the heads of local chieftain families. tis
important to note that these families did not
rule in the same way as the nobles had back
in Norway; the class boundaries in Iceland,
although present, were much more relaxed
and less formal. Each Icelandic landholder
had to pledge himself to one of the gothar,
but not necessarily the one closest to his
home, so a gothi’s political power depended
on his personal prestige.
In the year 1000, the Allthing accepted
Christianity on behalf of the country. The
decision was not taken lightly, and there was
pressure from the Norwegian king, Olaf
‘Tryggvason, who threatened Icelanders living
in Norway. To speed the process of conversion,
some concessions were granted. Christian
authorities tumed a blind eye to infanticide,
the eating of horsemeat, and the continued
(private) worship of the old gods. The first
Icelandic bishop was Isleif, who was consecrat:
ed in 1056 in the German town of Bremen.
Iceland was an island physically, but it
could not remain so politically forever. From
the early 11th century onward, treaties were
signed with the Norwegian kings, and
between 1262 and 1264 the Icelanders
acknowledged the supremacy of Norway and
thus became liable to taxation, ending the
independence of this Viking colony.
Greenland
To the west of Iceland was Greenland, in
an area known as the White Sea. Straddling
the Arctic Circle, much of the island's surface
was covered in glaciers hundreds of feet deep.
Only along the western coast were there areas
suitable for habitation.
The coastline was shaped by fjords, simi-
lar to those of Norway, with many offshore
islands. Ice sheets moved ever forward
towards the coast, with mountains of ice
falling into the sea to become icebergs.
Shallow-rooted trees were found on the
southern coasts, and other native vegetation
consists mainly of grasses, mosses, and lichen.
14
Greenlandic History
Greenland, although settled in a number
of places by the Norse, was never a major
colony, mainly because of its harsh weather
and distance from the rest of the
Scandinavian world. The first Icelandic set-
tlers, under the leadership of Erik the Red
(who had rediscovered the land during a
three-year exile from Iceland for murder; the
original discovery was almost 100 years earli-
er by a sailor named Gunnbjom, blown off-
course by a violent storm) landed in
Greenland’s southwest around 985. There,
the land was fairly useful pasture, although it
did not lie far from the inland ice sheets. Erik
said that he named the country “Greenland”
because it would encourage settlers to make
their homes there, but this was not entirely
boastful, as Greenland was at least as com-
fortable a land as northernmost Norway.
Christianity was introduced _ to
Greenland shortly after the year 1000,
although litte is known of how well it flour-
ished in the early days. Several churches,
some with large graveyards, certainly stood
proud in the settlements. In 1125 a bishop
was appointed to the land, and his seat was
but a few miles from the site of Erik’s original
stead.
Greenland remained independent until
1261, when the populace accepted
Norwegian rule.
The Westernmost Islands
Shortly after the foundation of the settle-
ments on Greenland, a ship coming to
Greenland from Iceland was blown off-course,
and when it finally returned to port its com-
mander, one Byarni Herjolfsson, described
islands to the west of Greenland. In 992, Leif
the Lucky, son of Erik the Red, made his own
joumey westward and retumed with tales of
lands that grew mote hospitable as one sailed
south: Helluland (Stone Land), Markland
(Forest Land), and Vinland (Wine Land).
Other Greenlanders made trips west:
some returned claiming to have had encoun-ters with hostile natives they called
Skraelings, others claimed to have estab-
lished temporary fishing camps on the more
comfortable islands. Those who never
returned from those westward journeys were
assumed to have either died in encounters
with Skraelings, continued exploring further
south and west, orto have established perma-
nent colonies. Whatever the answer, by the
mid-Iith century those voyages of explo-
ration ceased.
The Vikings in England
England is situated only 30 or so miles
from the European continent at its closest
point, and has been subject to many inva-
sions in its past. The Viking influence in
England was to shape its history for two cen-
turies. What first began as isolated raids
against remote monasteries, including the
first recorded Viking raid, an attack on the
monastery on Lindisfarne Island, soon
became a full-scale invasion.
In 865, the Great Army from Denmark,
Ireland, and the Continent landed in East
Anglia. Over the next 15 years the Army
traveled through England, taking kingdom
after kingdom. In 871, the Vikings turned
their attention on Wessex and after nine
great battles, in which nine earls and a king
were killed, peace was made. In 874,
again became the target of the invader
no ground could be gained and peace was
made with King Alfred.
In 877, the Vikings made another attack
con Wessex, and this time they succeeded in
forcing Alfred into hiding in the marshes.
Twelve months later he retuned with an
army and the Vikings were defeated. The
Dane leader, Guthrum, agreed to be baptized
along with 30 of his nobles and Alfred acted
as Guthrum’s godfather. After nearly two
decades the Norse held three of the four
MYTHIC SCANDINAVIAUrtima THULE: MYTH
ANDINAVIA
British kingdoms. Guthrum’s last act before
he died was to agree on a boundary between
the English and Danish lands. The Danish
portion became known as the Danelaw
(because the Danes could make their own
laws) and the English were required to pay
regular tribute. Alfred's children slowly
pushed northwards and in 920 succeeded in
retaking Northumbria. Further advances were
made, and by 954 England had a single king
ruling single kingdom, and he was English
In 980, the Vikings returned, raiding the
south and west coasts. The armies of the
Norse looted England for many years before
Svein Forkbeard succeeded in becoming king
His son, Canute the Great, ruled England,
Norway, and Denmark for a brief period of
time. In 1018, the situation was so stable in
England, although it had a foreign ruler, that
Canute’s army was disbanded,
The English regained control of the
country in 1042 when Edward the Confessor
took the throne, following the death of the
last Danish king. The last Norwegian attack
oon England, and one that sounded the death
knell for the Viking Age, was the attempt by
Harald Hardrade to conquer England in
1066. His army was met by the army of the
English king, Harald Godwinsson, at
Stamford Bridge, and was decisively beaten.
Unfortunately for the English, William, Duke
of Normandy, invaded only three weeks later
and the beleaguered English army was
crushed near Hastings.
The English were not happy under
Norman rule, and asked the Danish king,
Canute, for help. Three fleets landed over a
period of six years but no inroads were made
into England. The last attempt was in 1086,
but the plan was aborted when Canute faced
problems on his southern border. This was
the last war fleet ever mustered by the
Vikings, and it failed to leave harbor.
While the Norse occupation of England
was over, the Viking influence was lasting,
The majority of forts built by Alfred to
guard against the Norse grew into towns,
and more positively, hundreds of
Scandinavian names and loan-words were
added to the English language.
16
Ireland
Ireland was a large island west of England
and Scotland. It was inhabited by Celts and,
although the Romans knew of its existence,
superstitious belief that it was the end of the
world prevented them from invading. When
the Vikings arrived in 795, Ireland was a land
of petty kingdoms that were constantly at war
with each other.
‘The Viking Age in Ireland fell into four
periods. The first, from 795 to 830, involved
roaming bands of Vikings carrying out raids
against isolated monasteries. Although the
first attacks began in the northwest, by 820
the Vikings had attacked communities on all
of the coasts, Ireland's monasteries were the
richest targets the Norse could find in this
period.
The second phase saw huge areas of
Ireland plundered by large bands of Vikings.
The Norse began settling at this time, build-
ing forts so they could raid safely throughout
the surrounding land. The Vikings found
themselves fighting alongside Irish kings in
petty wars and many second-generation
Viking children had Celtic names. Assistance
in war was not the only Viking strength that
the Irish sought; they also had plenty of boats
and were respected traders. Within a genera-
tion the Norse had gone from raiders to semi
settled merchants and mercenaries. By 853
the main kings in Ireland were of Viking
stock, and the names of three of the four
quarters of the country had been changed to
Viking variants (Ulaid to Ulster, Mumu to
Munster, Lagin to Leinster; only the westem
quarter, Connachta, remained sufficiently
Viking-free to retain its original name), but
by 902 most had been ousted.
From 916 to 980, fresh waves of invaders
arrived, mainly from England and the Isle of
Man. By 917, the Viking base at Dublin had
been re-established and the Vikings were
once more in control of the country. At the
Battle of Tara in 980, the Vikings’ suprema-
cy was smashed by an Irish coalition. After
that, the Vikings in Ireland paid tribute to
Irish kings.The fourth and final phase, between 980
and 1170, saw the remaining Vikings fully
integrated into Irish culture. Although many
still had Norse names, they were more Celtic
than Norse. In 1170 the Normans, descen-
dants of another Viking colony, conquered
the island.
Scotland
There is no doubt that the Vikings
reached Scotland. What written history sur-
vives from that period pays little attention to
the Norse on the mainland and concentrates,
on their exploits on various offshore islands,
such as their raid on the island monastery of
Iona in 795, to which they returned in 802,
and again in 806, forcing many of the monks
to build a new monastery in Ireland.
In 866, central Scotland was attacked
and many prisoners were taken away to
become thralls, while the rest of Scotland was
placed under tribute. In 870-1 the Siege of
Dumbarton saw the end of the Britons’ rule in
Strathclyde (southwest Scotland), Some
Norse settled and intermarried with the
native Scots, and several clans were later to
have names of Norse-Scots descent. This was
especially common in the north of Scotland
and on the western isles.
After Norwegians took control of the
‘major islands, Danes invading from England
began competing with them for plunder. By
the late 10th century, native Scottish kings
were driving the Norsemen from the country;
details of Scottish history after that point can
bbe found in the Lion of the North sourcebook.
The Orkneys,
Foeroes, and Man
The Isle of Man is located in the Irish
‘Sea between England, Ireland, and Scotland.
At the end of the 8th century, the isle was
invaded and later settled by the Vikings.
From there the Norse launched raids against
the nearby coasts. At its height, the Kingdom
MYTHIC SCANDINAVIA
Garls of Orkney
Sigurd Eyteinsson 875-901 Thorfinn “the Mighty”
Turf-Einar Rognvaldsion 901-952 Paul, Erland
Thorfinn “Skullspliter” 932-963 Sigurd (son of Magnus)
(sons of Thorfinn) 963-976 Hakon, Magnus
Hlodvir Thorfinnsson 916 - 980 oad oe Ba Eee)
Sigurd “the Stout” 980-1014 Hakon
Sumarlidi, Brsi, Einar Weymouth Ee
(sons of Sigurd) 1014-1017 Rognvald Kolson
Olaf Haraldson (king of Norway) 1017 Harald Maddaderson
Brusi, Thorfinn 1017-1035 David Haraldson
Thorfinn, Rognvald 1035-1045 Jon Haraldson
1045 - 1065
1065 - 1098
1098 - 1103
1103 - 1117
17-1123
1123 - 1136
1136-1158
1158 - 1206
1206 - 1214
1206 - “present”
17UrTIMA THULE: MYTHIC SCANDINAVIA
of Man covered most of the westem isles and
a few isolated peninsulas on the Scottish
mainland. Norse was the native language of
the rulers of the island, but many of the farm-
ers spoke a heavily accented version of
Gaelic. (For more on the Isle of Man, see the
‘Ars Magica supplement The Fallen Angel.)
The Orkneys are a cluster of some 70
islands off the north coast of Scotland. During
the second half of the 9th century the natives
were subdued by Norsemen from Norway, and
1 dynasty was founded. During the Viking
Age, the culture and language of the Orkneys
and the Shetlands (which lie further north)
were thoroughly Norse. The islands were used
as the base for many raids against the British
Isles, and King Harald Finehair had to sail
there to chastise the Viking inhabitants, who
were raiding Norway. The Vikings from the
Orkneys and the Shetlands became wealthy
through their raiding, and treasure caches
were believed to be buried on them. The
islands remained politically part of Norway
even after the Vikings ceased raiding,
The Faeroe Islands, situated roughly
halfway between Scotland and Iceland, were
colonized by Grim Kamban during the reign
of Harald Finehair. According to legend, a
colony of Irish monks were living there, but
left when the Vikings arrived. Sigmund
Brestisson brought Christianity to the islands
shortly after Iceland was converted, although.
he had to battle Thrandr of Gotu, a powerful
vitki, in order to do so. As many of the set-
tlers were Norwegian, the island was placed
under Norwegian dominance.
Godred Crovan
(civil war)
(civil war)
Olaf
Godred II
Reginald
ings of Mian and the Isles
Magnus “Barelegs” (king of Norway)
1079 - 1095
1098 - 1103
1113 - 1153
1153 - 1187
1187 - “present”
18
Normandy
In 911, a Viking named Hrolf led a mas-
sive Viking raid into West Frankia that was
only halted when the West Frankish king
made Hrolf (*Rollo” in West Frankish) a
grant of land around the mouth of the Seine;
the Franks had learned that the best way to
ward off raids was to set up rival bands of
Vikings against each other. Unlike Viking
leaders elsewhere, Rollo managed to consoli-
date his power. The rich and fertile lands of
the region attracted other Scandinavian set-
tlers to Rollo’s Terra Normannorum (the land
of the Northmen); Normandy.
The existing governmental framework
that Rollo and his descendants inherited
caused the decline of Viking culture there.
Many Vikings converted to Christianity,
West Frankish was chosen as the primary lan-
‘guage of the area, and within a few genera-
tions it was hard to find any Norman who
spoke Norse; no king after Rollo had a
Scandinavian name.
In 1002, King Athelred of England mar-
ried Emma, sister of Richard Il, Rollo’s great:
grandson, strengthening ties between the
Norse in Normandy and England. By 1006,
Richard Il was referred to as Duke of
Normandy. In 1020, the Normans expanded
their sphere of influence into southern Italy,
becoming rulers there and in Sicily by mid-
century.
In 1066, William the Conqueror, Duke of
Normandy, defeated an English army at
Hastings and became King of England.
William was a French-Norman, all links with
his Scandinavian heritage having effectively
disappeared. By 1204, Normandy was con-
quered by King Phillip Augustus of France,
ending the Viking presence in France.Finland
Although not technically a
‘Scandinavian country, Finland was a frontier
country from which Norwegian, Swedish and
Russian kings often exacted tribute, and
which was home to the wind wizards who
often roamed the mountainous lands of
Scandinavia
‘Two thirds of Finland was covered by
trees, mainly pine and spruce. Over 60,000
lakes littered the land and they accounted for
one tenth of the country’s area. Much of
Finland was low-lying, but the terrain was
rugged outside of the forested areas. In the
north, mountains formed a natural border
with Norway, and the largest numbers of wind
wizards lived there.
The northemmost regions of Finland,
Norway, and Russia were inhabited by the
Sami, a people who lived by fishing and hunt-
ing migrating herds of reindeer, a practice
that forced a nomadic lifestyle on them. They
had a good deal of contact with their neigh
bors, the Norwegians, Swedes, and Finns,
mainly for trade, although some Sami tribes,
known as siidas, paid tribute to Norwegian
and Swedish jarls. Furs were especially valued
among the Sami. Siidas owned land on which
they had sole rights — outsiders were treated
‘well but had to remember that the lands di
n't belong to the kings who ruled the rest of
Scandinavia.
tar, who served at the court of Alfred
the Great, the English king who liberated his
country from the Danes, was a Sami and he
‘wrote a great deal about his native lands. He
also boasted that he owned 800 reindeer, sev-
eral of which were decoy animals used to lure
wild reindeer away from their herds so that
they could be caught.
‘Among the Sami’s natural talents were
hunting, skiing, the herding of reindeer
(including training decoys), and a wide
knowledge of their local area. The Sami didn’t
practice the rune magic of the Norse, nor the
wind magic of the Finns, but instead had thei
own tribal shamans (see page 64).
19)
Christian missionaries who entered the
lands of the Sami rarely took the time to
learn their language, and they were rarely
made welcome by the Sami.
The Baltic Lands
Before the recorded history of the
Vikings, trade was being conducted between
Scandinavians and the people of the Baltic
coast, valuable for its own products and as a
gateway to the interior of eastern Europe.
Eventually military campaigns were launched
against native tribes by the Scandinavians,
and sometime after 850 the Swedes defeated
the native Courlanders, forcing them to pay
tribute to the Svear. Trade towns grew up in
the areas where Norsemen frequented,
stretching from Germany, through Poland
and Russia to Latvia.
In 983 the Slavs and Danes, once ene-
mies, allied against the Germans who had
‘begun to expand both north and east, threat-
ening both nations. Their armies met in bat-
tle, and the outcome was a decisive
Germansvictory. However, a link between
the two peoples had been established and
marriages took place between Scandinavian
kings and the daughters of West Slav princes.
In the early 11th century peaceful rela-
tions between Scandinavia and the Baltic
lands suffered as the Slavs expanded into
Scandinavian territory. During the reign of
Magnus the Good of Norway, a Slav expedi-
tion was stopped by force. Legend states that
the king was aided by his dead father St. Olaf
Immediately after the turn of the 13th cen-
tury King Valdemar II of Denmark expanded
his country’ realm to include the Baltic and
Slavonic lands to the east. The Wends who
inhabited the area were pagans and crusades
were called against them. With the help of the
military order the Knights of the Sword, and
the support of the bishop of Riga, Vladimir
seized Pomerania and Estonia, the Holy Roman.
emperor granting Denmark full control over
the Slav lands north of the Elbe in 1214.
MyTHic SCANDINAVIA,Untima THULE: MYTHIC SCANDINAVIA
=
Russia
Western Russia was home to many peo-
ples including the Finns, Slavs, and Bulgars.
Scandinavians traded with the local inhab-
itants from the middle of the 8th century,
and in 859 Vikings (likely from Denmark)
attacked northwest Russia and forced the
inhabitants to pay tribute. By 862 the
Vikings were overthrown, but the locals,
deciding that they could not effectively rule
themselves, invited a group _ of
Scandinavians known as the Rus from
‘Sweden to rule them and protect them from
other Vikings.
The Rus organized systems to collect the
region's natural wealth, eventually establish-
ing trading posts which grew to become
towns and small cities. The large rivers of the
Baltic coast and eastemn Europe gave the
Vikings easy access through the core of east-
em Europe. By the middle of the 9th century
the Vikings were trading with
Constantinople. Viking mercenaries (under
the name Varangians) were prized in
Constantinople, and a unit served there from
the middle of the century. In 988, Grand
Prince Vladimir converted to Orthodox
Christianity and married the sister of the
Byzantine emperor, cementing an alliance
between the two powers that was to last for
centuries.
Rus power in Russia lasted until the early
12th century, by which time the
Scandinavian Rus had lost their Viking roots
and considered themselves Russians. A more
detailed history of the Rus can be found in
The Dragon and the Bear, the Novgorod
Tribunal sourcebook
Timeline of the forse
710 Willibrord unsuccessfully attempts to convert
the Danes.
737 The main wall of the Danevirke is constructed
across the southern Danish border.
792. Churches in Kent, England are required to con-
tribute money to stop pagan seamen invading.
793 The first Viking raid is recorded at Lindisfarne,
an island off the northeast coast of England.
The massacre of the monks and the pillaging of
the monastery sets the tone for encounters for
the next three centuries.
795 The Vikings sail around Scotland to raid
monasteries on the islands Skye and Iona.
Raithlin, in northern Ireland, is also raided.
‘The Faeroes are settled.
799 The first Viking raid in mainland Europe occurs
at Sainte-Philibert, an island monastery on the
island of Noirmoutier off the coast of Frankia.
800 Charlemagne, the Holy Roman Emperor, forifies
the north coast of the Seine estuary against
pirates
820 Viking fleet attacks Flanders and the Seine
estuary but is repelled. Aquitaine sacked by the
same Vikings.
823 Archbishop Ebo leads a mission to convert the
Danes but meets with little success.
825The Viking tribe known as the Rus settle
‘Tmutorokan, the Crimean area on the Black
Sea's shores.
838 The Vikings aid the Britons of Comwall,
England against the West Saxons.
841 After the death of King Louis, one of
Charlemagne’s sons, Frankia is plunged into
civil war. The churches and towns of the Seine
valley are raided by Vikings.
845 An attack on Paris is halted when the king
agrees to pay the Vikings 7,000 pounds of
silver. Rather than halting the attacks,
this payment only encourages more
Vikings to attack, realizing that great
wealth is to be had. Norwegians raid the
coasts of southern Spain and Danes sack
Hamburg.
20MYyTHIC SCANDINAVIA
Timeline of the Morse (cont.)
859The Rhone valley is plundered by Vikings
heading for the Mediterranean. A permanent
base is established in southern France. A
Viking fleet attacks Nakur on the North
African coast.
862. Charles, king of West Frankia, defends the
heart of his kingdom. Bridges are constructed
across the Rivers Loire and Seine to stop ships,
and monasteries are fortified.
865 The Great Army lands in England.
866 Vikings in Ireland lose their mobility as they
form permanent settlements. York is occupied
by the Great Army.
870 After a four-month siege the Vikings take
Dumbarton, the capital of the British kingdom
of Strathclyde. Many thralls are captured and
returned to the Vikings’ homeland. The Great
‘Army conquers Northumbria and East Anglia,
effectively dismembering the kingdom of
Mercia. The Vikings take control of Eoforwic
(Yarvie to the Norse; now York), one of
England's major cities. Norwegians begin set-
tling Iceland,
871 The Great Army attempts to invade Wessex
but is thwarted by King Athelred and his broth-
er Alfred.
875 The Vikings in Wessex withdraw to
Gloucestershire and exchange hostages with
King Alfred.
876 King Alfred forced to hide in the marshes of
Somerset.
878 Alfred seizes London, ending the Viking
dominance in the south of the country.
Guthrum, the Viking leader, and 30 nobles
accept baptism.
879 Several Viking armies land on the Continent,
concentrating their attacks on Flanders.
Guthrum and Alfred define a border between
English and Danish territory, that becomes
known as the Danelaw.
881 Vikings launch major incursion up the Rhine
to attack Cologne and Trier.
885 The Great Army in England splits. A small por-
tion settles in East Anglia, while the majority
‘moves to Burope. Vikings besiege Paris. Defenses
hhold out, but Vikings move inland and spend
‘two winters raiding the heart of West Frankia.
892 Plague decimates the Great Army in Europe.
896 The Viking armies leave southern Europe, after
failing to gain substantial amounts of land,
900 King Olaf of Sweden conquers Denmark and
holds it for 36 years.
902 The Dublin Vikings are defeated and expelled.
911 The king of West Frankia grants land in the
lower Seine valley to the Viking leader Rollo,
hoping that the gift would stop Vikings from
raiding further up the river; the Duchy of
Normandy is created.
918The Danes of the Danelaw recognize King
Allfred as their ruler.
921 Vikings are allowed to settle near Nantes, on
the condition that they protect the Loire. The
colony lasts for 16 years before it is abandoned.
936 Denmark is freed from Swedish rule by the
German ruler Henry the Fowler.
945 English and Danes from the Danelaw fight
against Norwegians from Ireland.
952 The last Norse king of Northumbria, Erik
Bloodaxe, is slain; England reunited under one
ruler.
983 Germans driven out of Denmark by Svein
Forkbeard.
21UrtIMA THULE: MYTHIC SCANDINAVIA
985 Settlement of Greenland by Erik the Red.
991 England raided by Svein Forkbeard. Svein
returns in 994 and 1006 and extorts over
{60,000 pounds of silver.
1000 Iceland accepts Christianity.
1001 Leif Eriksson (the Lucky) explores Vinland.
1002 King Athelred orders the death ofall Danes in
England.
1012 An army led by Thorkell takes Canterbury
and is paid 48,000 pounds of silver in tribute.
1013 England conquered by Svein Forkbeard, who
dies early the next year. The English king,
Athelred, forced into exile in Normandy.
1014 The Battle of Clontarf ends Viking domi-
nance in Ireland. Athelred returns from exile
following the death of Svein Forkbeard and
forces Sven's son to return to Denmark.
1015 King Canute arrives in England to retake the
lands formerly held by the Vikings.
1016 Canute recognized as the king of England fol-
lowing the death of Athelred. Canute rules
alongside Athelred's son Edmund Ironside;
‘upon Edmund's death becomes sole ruler. A
tribute of 82,000 pounds of silver is paid to
Canute,
1042 The English choose Edward the Confessor,
son of Athelred, as their king following the
death of King Harde-Canute.
1053 Pope Leo IX gives the archbishopric of
Hamburg-Bremen authority over Norway,
Iceland, and Greenland, as well as the lands
of the Danes and Svear.
1066 Edward the Confessor dies childless; Harald
Godwinsson is his successor. Norwegian king
Harald Hardrade invades northern England
but is defeated at the Battle of Stamford
Timeline of the Qorse (cont.)
Bridge. Three weeks later William of
Normandy invades southern England and the
English are defeated at the Battle of Hastings.
Rebellious English nobles ask Danish king
Svein Estridsson for aid.
1069 Svein arrives in England but is defeated.
1080 Pagan temple at Uppsala destroyed.
1127 The fur trade from Norway is so bountiful the
English church forbids abbesses and nuns
from wearing garments more precious than
lamb’s wool or the fur of black cats.
1130 Norway thrown into civil war. Sverti arrives
from the Faeroes in 1177, claiming to have
been chosen as king by God, whereas his
‘opponents, and the archbishop of Norway,
insist that only the Church can give legitima-
cy to aking, and back Harald Gille. Iceland
affected by the war, as many leading
Icelanders have political and financial inter-
ests in the outcome. Gille eventually wins.
1184 Norwegian civil war renewed when Sverri rec-
ognized king in Trondelag,
1185 Pomerania submits to Danish rule.
1202 Valdemar II granted the title “king of the
Danes and the Slavs” by Frederick Il.
1217 Norwegian civil war ends when Sverri’s grand-
son, Haakon Haakonsson, recognized king
throughout Norway.
ery
2Mathic Realms
In Norse pagan belief, alongside the
mundane kingdoms of Norwegians, Danes
sand Swedes were a host of mythic realms
inhabited by gods, giants, and monstrous
creatures (see the Norse Bestiary, beginning
‘on page 115), all of which were as real to the
Northmen as the mundane kingdoms to the
‘west, south, and east of Scandinavia.
In reality, these lands are located within
Arcadia (the Realm of Faerie), accessible to
dwellers in Midgard (the mundane world of
men) through a number of faerie regios locat-
ced in isolated Scandinavian locales. If one
can find the secret location of Yggdrasil, the
World Tree, any of these realms can be
accessed, as its twisted roots and branches
extend into all the mythological Norse lanck.
‘Surrounding Midgard are Asgard (home
of the Aesir gods), Vanaheim (home of the
Vani gods), Altheim (home of the light
elves), Nifleheim (land of ice), Jotunheim
(land of giants), Muspellheim (land of the
fire), and Svartalfheim (land of the dark
elves), Despite the physical differences and
internal distances between these lands, all are
located in a portion of Arcadia dominated by
the powerful faerie beings who are the Norse
deities, an area that can be called Norse
Arcadia. Other regions within the Realm of
Faerie can be reached from Norse Arcadia,
most easily Slavic Arcadia (see The Dragon
and The Bear, Slavic Faerie, page 82) which
has its own world tree with roots and branch-
¢s intertwined with those of Ygedrasil.
Althetmn
The home of the ljossalfar (light elves) is
unknown to mankind, for none that have set
out to visit it have ever returned. The light
elves very rarely enter the realm of men, pre-
ferring their own company. Alfheim borders
con Asgard, and some of the Vanir gods live in
great halls here.
23
Asgard
After Odin and his brothers had slain
Ymir and created the worlds from “his
remains, Odin chose a stony mountain top
upon which he built his stead, Gladsheim
(Radiant Home). Instead of roof tiles, Odin
placed golden shields that reflect sunlight and
make the palace visible for many leagues. A
temple called Valaskjalf (Hall of the Slain)
houses Odin’s throne, Lidskialf, from which
hhe can see everything that occurs in the
realm of men.
Within his stead is Odin’s drinking hall,
Valhalla; itis said that the 540 doors of the
hall can each accommodate 800 men passing
through side by side. In Valhalla dwell the
ceinherjar, warriors chosen to fight alongside
the gods at Ragnarik and delivered to Odin
by the valkyries. Those destined to reside
there are visited before a battle by a valkyrie
who assures them of their place at Odin’
table if they fight well before dying, The less
valiant among the slain are claimed by Freyja
to dwell in Folkvangr (Field of the Host)
Much of the day of the einherjar is spent eat-
ing meat from the ever-regenerating boar
Sachrimnir, drinking mead that flows contin-
‘uously from the udder of the goat Heidrun,
and fighting each other to the death. Each
morning the dead return to life and the rou-
tine starts again.
Along with numerous lesser buildings
and dwellings, there are 12 great halls in
Asgard that house the Aesir and some of the
Vanit. The most important apart from
Gladsheim and Folkvangr are Breidablik
(Gleaming Far and Wide), the home of
Baldur, called the Peace Stead; Bilskinir
(Winding House), Thor's manse; Himingorg
(Mount of Heaven), Heimdall’s home;
Fensalir (Hall of Mists), Frigga’s dwelling;
Glitnir (Radiant Place), the hall of Forseti;
‘Noatun (Ship Yard), Njord’ hall; Ydalir (Yew
Dales), abode of Ullr; and Sokkuabekk
(Sunken Bank), home of Saga, goddess of
battles and storytellers.
Surrounding Asgard is a great wall,
impregnable by the enemies of the Acsir, the
MYTHIC SCANDINAVIAUttima THULE: MYTHIC SCANDINAVIA,
AREAS
A) hs
eS
Kd Ad
giants. Connecting Asgard to Midgard is
Bifrost (Quivering Roadway), mundanely
known as the rainbow, a bridge that can only
be traversed by the gods and their steeds
(with Thor dismounting to walk across, as his
thunderous chariot might otherwise destroy
the bridge).
Tornmood
In the easternmost extremes of Norse
Arcadia is the foul and twisted forest known
as Jarmwood (Iron Wood). Within the forest,
from which no normal animals are ever seen
to emerge, live trolls, orms, and other fantas-
tic beasts. In the heart of the forest lives a hag
of great age who is said to own the wolves
Skoll and Hati who chase the sun and the
‘moon across the sky. The hag is the mother of
Hela, Jormungandr, and Fenrir by way of her
liaison with Loki
home to a race of fire giants. Prophecy states
Jotunheim
Jotunheim is the fearsome land of the
giants, situated some distance east of Asgard.
While giants in general can run the gamut
from nice to nasty, the giants who founded
countries in this hostile mountainous region
had been exiled from other giant kingdoms
dotted around Norse Arcadia for atrocious
acts of violence and cruelty. Still, beauty can
exist even within the heart of ugliness, and
many of the gods took beautiful Jotunheim
giantesses as brides. Thor regularly travels
here to test his strength,
Muspellheim
In the furthest southern reaches of Norse
Arcadia lies the fiery land of Muspellheim,that, at the end of time, the fire giants will
swarm across Midgard, burning all as they go,
and that their entrance into Asgard will shat-
ter Biftést, signaling the end of the Norse
world, Ragnardk
The fringes of this land are intolerably
hot and dangerous to man, and as one
advances into the land the fires and other
hazards become fiercer until even the gods
cannot survive it. A giant with a flaming
sword is always present at the borders of
Muspellheim to meet interlopers, no matter
how they have enter the realm.
Markcuood
Tn southem Norse Arcadia lies the great,
dark forest known as Myrkwood. Within its
depths live giant spiders, spidermen, swan maid-
ens, and dark elves. In drinking halls at night,
skalds tell tales of the horrors that lie in wait for
unwary travelers or over-brave adventurers.
Nifleheim
Nifleheim is a cold and desolate land at
the northern fringes of Norse Arcadia, ruled
by Hela, a half-living, half-dead daughter of
Loki, Those dead souls not claimed by Odin
or Freyja are sent here for eternity.
Condemned here automatically are the
wicked (murderers, oath-breakers), and those
who die of old age or disease. (A third resting
place for the dead was the undersea realm of
Ran, goddess of the violent seas, where dwelt
all those who drowned.)
The entrance to Nifleheim is through the
Ghipahellir (Cliff Cave), which is guarded by
Garm, Hela’s faithful hound, whose task is not
to stop mortal’s from entering, but to stop the
dead from escaping. A long and winding tun-
nel leads from the cave down to the Nastrand
(Beach of Compses), a cold, bleak expanse of
sand made from the powdered bones of the
nameless dead who reside in the realm.
Impossibly tall black cliffs flank the beach.
Hela’s domain within Nifleheim is the
hall Eljudnir (Damp with Sleet), with walls
‘woven of snakes and poison dripping from the
roof. Within are her two servants, Ganglati (a
man) and Ganglor (a woman); both names
mean Slow-Moving.
Outer Ocean
Far to the west of the inhabited lands of
Norse Arcadia lies the great Outer Ocean. It
‘was into here that Odin threw Loki’s offspring
Jormungandr, the Midgard Serpent. Food was
so plentiful in the ocean that the serpent
grew to such a size that it encircled the world,
its back rising out of the water in humps to
form a ring of islands around the ocean, its
mouth clamped onto its own tail to complete
the circle, No mortal sailor in his right mind
enters these waters.
iy
MYTHIC SCANDINAVIAUttima THULE: MYTHIC SCANDINAVIA
Svartalfheim
This is home to the svartalfar (dark
elves), and is also known as Nithavellir (Home
of the Dwarves). The elves who inhabit this
land guard its location zealously and no man
hhas ever visited it to tell of its landscape or
inhabitants. Rumor places it near Altheim,
home of che svarralfar’s eternal enemies
‘Whereas the light elves shun mankind, the
svartalfar take great delight in making men’
lives miserable, and can often be found lurking
in abandoned buildings or in mountain passes.
Trollheim
South of Jotunheim lie the Trollheim
Mountains, the breeding ground for the fierce
race of trolls that terrorize rural villages
throughout Midgard. While not all trolls are
evil or destructive, the vast majority enjoy
nothing better than eating travelers and their
horses. Thor often visits Trollheim to fight
these foul beasts, but sane men give the area
a wide berth.
Yogdrasil, the World Tree
Yegdrasilis the World Tree, a primeval ash,
with roots and branches that touch all worlds
In Nifleheim a dragon, Nidhogg (Striker that
Destroys) gnaws at an exposed root.
Under the root in Jotunheim is Mimi's
Well, the waters of which give wisdom. The
severed head of the giant Mimir guards the
well and none may drink from the water
without first making a personal sacrifice. It
was here that Odin sacrificed his eye for the
right to drink
The third great root runs under Asgard,
and Wyrd’s Brook (the stream of Fate) runs
nearby. Beside this stream is the home of the
‘Noms: Urd (Past), Verdandi (Present), and
Skuld (Future), who are responsible for
watering Yggdrasil’s roots and for determining
the fate of every man born. The Norns never
speak to each other but each instinctively
knows what each of the others are thinking.
One is sad, one is happy, and the other indif-
ferent, and these personalities reflect the des-
tinies they weave for men.
Four harts, Dain, Davalin, Durathor, and
Duneyr, nibble Ygedrasil’s buds. Where they
do, its bark is rotting. An eagle named
Hraesvelgr (Corpse-Eater), who is wise in
‘many things, lives in the top-most branches
and sees all that occurs in the world. The
flapping of his wings causes the world’s winds
(On its head sits a hawk known as Vethrfolnir
(Weather-Bleached) who sees what the eagle
misses. A squirrel named Rata-Tosk (Gnaw
Tooth) runs between the dragon and the
eagle, spreading discord by telling each what
the other has said about him,
It was from the trunk of Yggdrasil that
Odin was hanged in order to gain the
secret of the runes.Ages after the world’s creation, one of the
ods, Heimdall, in the guise of the mortal Rig
the Walker, descended to Midgard and traveled
among the people he found there. The first he
discovered were a married couple who lived in a
small, rude hut. Nine months after Heimdall
lefe, they had a som whom they named Thrael
(hall: slave). Their son had a stooped back
hairy arms, and a weathered face. One day a
‘woman walked to their house and they married.
Her name was Thir (servant), and their chil-
dren were destined fora life of labor and menial
work
Next, Heimdall encountered a well-
dressed couple who lived in a modest hall
Once again, nine months after Heimdall left
they had a son, whom they named Karl (carl:
freeman). He had a good complexion, and was
sifted with the ability to tame oxen and make
houses. His bride, Snor, traveled to his house
on a cart.
Finally, Heimdall visited the home of a
‘wealthy couple living in an opulent hall. Their
son was named Tarl (jar: earl), and was fair in
appearance, with fierce eyes. He became a great
‘warrior and owned much land, upon which he
hunted and swam. He was also a generous man
and gave many gifs away. His wife, Era, was
slender, with beautifully white skin, The last of
their children was named Konrungr (konung:
king)
27
Rig the Walker Social Class
Norse society was split into four distinct
classes: thrall, carl, jarl, and the konung. A
Norseman or woman was born into a class,
and, with rare exceptions, died in that same
class, having lived a life constrained by class
expectations and responsibilities.
Chralls
‘The Norse practiced slavery, although
never to the extent of the Romans at the
height of the Empire. In many cases, thralls
were captured in Viking raids in the early
part of the Viking Age. Their descendants
were born into slavery and so it continued for
centuries. Yet foreigners were not the only
thralls in Scandinavia; certain crimes were
punishable by the guilty party being sold into
slavery.
It is likely that, in the early years of
Viking expansion, many raids were conduct-
ed purely to gain thralls. As the years passed
and the Norse tured from raiding to trading,
thralls were often used not only as cargo han-
dlers but asa tradable commodity. Ibn Fadlan,
an Arab traveler who reached Denmark,
commented that slave women were used sex-
ually on ships during long voyages.
The Roman Catholic Church was
opposed to slavery, especially when ChristiansUnTima THULE: MYTHIC SCANDINAVIA,
were the slaves of Christians and, upon con-
version, many pagan chieftains freed their
Christian thralls as an act of piety and hum-
bleness before God. Although the Church
couldn’t stamp out slavery, in later periods the
trade in Christian slaves became a crime
Wealthy landowners and noblemen had
many slaves to work their land, and even the
smallest free hold had at least one thrall to
perform menial chores. Heavy labor was the
standard duty of most farm thralls; they herd-
ed cattle, tended pigs, cut wood, spread
‘manure on fields, and were responsible for
harvesting crops. Female slaves (ambatt)
were responsible for churning milk, milking
cows, and cooking meals for the landowners.
Thralls with valued skills, such as carpenters
and metalworkers, enjoyed a better life, as did
beautiful women, who were often kept purely
for show.
28
In early Viking history, a thrall was litele
more valuable than a cow, and if one was
killed the owner expected compensation
equal to the slave's value at the time. No
vengeance was ever carried out on behalf of a
thrall, even a valued one. No thrall owned
land, nor could they leave property to their
children, although certain personal posses-
sions could be passed down.
As the centuries passed, and as the
Church's influence grew, thralls gained limit-
ced protections and rights. A man who killed
a thrall in Christian Scandinavia could be
found guilty of murder, as if he had killed a
carl. A thrall could even expect compensa-
tion if he was injured, although his master
kept the largest portion for himself. Thralls
could even own property, although it never
amounted to more than a small farm and
some livestock. They could conduct trade as
well, buying and selling wares asa carl would.
But for all the improvements in the life of
thralls under Christian rule, their lives were
still hard, and there was no great likelihood of
being freed.
In rare circumstances, a thrall was buried
with his master. Usually the thrall had little
choice about this, and was ritually slain
before being buried. In the Christian era, this
custom almost ceased, although a few areas of
Scandinavia still practiced thrall burials. A
male could be buried with a male or female
slave, as could a woman; the choice seems to
have been a personal one rather than a reli-
‘gious one.
Thralls could be given their freedom out-
right by their masters, or by being permitted
to work elsewhere (in addition to their nor-
‘mal duties) to earn money in order to buy
their freedom. A freed slave was not accorded
the rights of a carl, but his lot in life was
much improved. By law, he was entitled to
half of any inheritance due him, and received
half of any compensation awarded him for
‘wrongdoings, his former master being entitled
to the remaining half.
In some areas a freed thrall could become
a carl after living in the area for many years,
while other areas only gave the status of carl
to his children or his children’s children.Carls
The carly, ot free men, formed the largest
class in Norse society. Unlike serfs in other
European countries, carls were truly free: they
‘owned their land outright and, in theory if
not in practice, owed allegiance to no one.
‘They were afforded full protection under the
law, although wealthier carls could afford a
better degree of protection.
Many were farmers who owned their own
land, others were smiths, warriors, merchants,
skalds, and craftsmen. The tinglith or huscarl
(housecarls) were free men who formed a
nobleman’s personal bodyguard and the core
of his army.
In general, a carl owed his greatest loyalty
to his family, especially his immediate family,
including parents, grandparents, children, and
siblings. Cousins and more distant relatives
weren't always included in the list of close
family, although they were expected to help
pay any fines that might be imposed on a fam-
ily member. Relatives beyond second cousin
were only rarely called upon for assistance.
Most carls were allied to individual
noblemen, paying rent and providing armed
service when called for, in exchange for aid in
legal cases and protection if their lands were
threatened. A carl was entitled to change his
allegiance to another lord, but they rarely did
0 a8 recriminations were likely.
Carls were legally entitled to carry
‘weapons, although the law restricted the cir-
‘cumstances under which they could be used.
Carls were legally obligated to answer their
king’ call to arms and had to obey his orders.
‘A carl was allowed to express his views
at Things, public meetings that helped
decide legal matters in various regions.
Those carls who had more wealth and pow-
erful allies had control over the votes of oth-
cers and could pressure weaker groups into
submission. Many carls sought to achieve
administrative posts in order to increase
their social standing.
Carls could obtain wealth in several dif-
ferent ways. Aside from piracy and raiding,
which were all but forgotten in the Christian
29
Norse Society & CULTURE
era, a carl could trade, emigrate to new terri
tories where there was available land, or join
a nobleman’s household.
A carl who had riches from sources other
than land-owning was called a hauld. The
term was applied arbitrarily, and carls or bim-
der could also be considered hauld if they
were wealthy enough.
The binder (singular: bénde), farmers
who owned large tracts of land, were semi-
independent of noble authority. Their riches
and Iand-holdings could equal those of land-
ed noblemen, and they were often powerful
enough to resist measures taken against them
by these nobles. Although most earls owned
farms, bonder possessed so many that they
leased them to other carls. Both binder and
hhaulds enjoyed more freedoms than other
carls, and while some did ally themselves
with kings or noblemen, it was because of the
political benefits of the move, not some legal
necessity.
Nobles
There were owo types of noblemen in
Scandinavia: hersar (singular: hersit) or
landed men, and jarls, a term that became
“earl” in English when adopted by that
country,
Hersar received their authority from their
king, as well as a land grant. The position was
not technically hereditary: the inheritance of
the title came only upon the agreement of the
king. Whoever was awarded the title after the
death of the original holder, whether son or
complete stranger, was also awarded a land
grant. Normally, this was the same land the
hersir already owned, thus re-confirming the
title, but favored inheritors could receive
additional land grants, increasing their hold-
ings. While the king gave a hersir his power,
he could not take it away.
The hersar were expected to lead men in
battle, collect tributes due the konung
(including the guest tax when a king visited
the region), enforce his royal decrees, and
influence the choosing of local lawspeakers.UnTima THULE: MYTHIC SCANDINAVIA
Whereas hersar were local powers, jarls
were second only in power to kings. They
wielded great power and authority, and con-
trolled huge geographical areas. In the Viking
Age, many jarls were independent of kings,
but in Christian times they fell increasingly
under royal power, as much for their own wel-
fare as out of loyalty to the crown,
Jarls kept large households and ruled
lange districts. They had dozens of huscarls at
their disposal and could, in times of need,
raise large armies from among their depen-
dents. Indeed, they were sworn to protect
those who had sworn allegiance to them. Jatls
were rarely granted control of cities or towns,
as these lucrative tax sources were reserved
for the king and his favorites.
Retainers who left their families to per-
manently live with and work for a noble
become part of the lord's hird (household
staff, oF, quite literally, “herd”); see page 31
At the height of the Viking Age, Norway
hhad around 100 hersar and 16 jarls. Sweden
had similar numbers and Denmark, being far
smaller than the other Scandinavian coun-
ties, although it had the greatest population,
had much fewer. The colonies of Orkney and
the Isle of Man had only a single jarl each,
and perhaps a dozen hersar. On the Isle of
Man, the jal titled himself king and had the
full authority of the position. The Shetlands
were ruled by a few hersar and a single jarl.
‘When Iceland was settled no noble families
went there, so instead a council of 36 gothar was
chosen to act as rulers and emissaries for the
people. This tradition remained in force even
after Christianity reached the island.
30
Konungr
The konungr, or kings, were powerful
men but their positions weren't always secure.
The title was hereditary but was not always
passed to the eldest son; when a king died, his
male offspring met to decide who would
become the next sovereign. Any claimant to
the throne had to be closely descended from
a king. A losing claimant was often forced
into exile. In some cases, no single person
could be decided upon and the kingdom was
split under dual rulership. This result,
although fairly common, was not always pop-
ular and civil war often ensued. Once
declared, the king still had to be recognized
by the Things around the country, and some-
times rival claims were supported by different
provinces.
Denmark was the first Scandinavian
country to be unified under a single king in
the dim past, followed, in 890, by Norway
under Harald Finehair; Sweden was the last
to unify, in 994 under Olaf Skottkonung,
although it would be centuries before the
claims of the many rival minor kings were set-
tled
Upon the Church's entry into
Scandinavian politics insistence was made
that illegitimate sons could not inherit the
throne. This was only slowly adopted howev-
er, and by 1220 it is not yet a law in any
Scandinavian country. The Church was not
always neutral in its support of claimants and
used the ceremony of coronation to strength-
en one rival's claim over another. Likewise,
Church officials could hinder a claimant by
refusing to perform the coronation ritual,
which sometimes resulted in a Scandinavian
king being crowned by a German or English
archbishop.
The Life of a King
Konungr kept great wealth around them
and had many skalds to sing their praises.
These songs were not hollow boasts, for a
king was expected to lead his men from thefront in battle, often leading to short-lived
kings.
‘Upon death, a king hoped to go to
Valhalla and spend eternity with men of sim-
ilar social status. In pagan times, kings were
buried in large mounds along with ornately
carved weapons and precious artifacts. Many
mounds were warded with magical traps and
in some cases a hagbui (grave undead; see
page 121) was placed within the mound,
In Christian times, kings were no longer
protected by hagbui; the sanctity of a
Christian burial was considered sufficient. A
burial mound full of grave goods was replaced
by a simple interment, followed by the erec-
tion of a rune-carved memorial stone in the
graveyard, at a prominent location (such as a
bridge or crossroads), or as part of the walls of
church.
‘A king was considered the supreme mili-
tary commander of his country, charged with
protecting all his subjects. He was also head
of state, and negotiated treaties and main-
tained relations with other countries. Many
important decisions were made at the Things,
but the king always had the final word.
One power that was completely in the
kking’s hands was that of raising armies in
times of invasion. Kings and lesser nobles
possessed personal armies, collectively known,
as liths, bound together by mutual loyalty to
their rulers. During wars, the king's lith would
form the heart of the army, supplemented by
levies from the affected areas.
The king's trusted advisors were usually
chosen from the lith. A king’s advisors were
usually few in number, and thus had greater
influence on his decisions. They were allowed
to act as his emissaries in foreign countries,
and often spoke with his authority at official
functions.
Scandinavian kings had no official royal
palaces; they spent their time traveling
between the numerous estates they con-
trolled, collecting tribute and keeping an eye
‘on local rulers. Konungr expected to be feted
at the homes of local rulers (a guest tax col-
lected by the local hersir from the surround
ing countryside paying for the festivities), and
itwas part of their responsibility to guarantee
31
Norse Society & CULTURE
the king's comfort and safety within the lands
he'd granted them.
‘A king’ income came from a wide vari-
«ety of sources: from the taxes levied on goods,
the revenue from minted coins (kings taxed
each coin), and through raiding. Although
piracy was officially a thing of the past in
Christian Scandinavia, Norse ships in the
Mediterranean were often given or sold
licenses to raid Saracen vessels.
Che Hird
Although not a social class per se, the
hird was an important part of Norse culture.
‘The hird was the household staff of a jarl or
king, and acted as the administrators and
bureaucracy of a Scandinavian kingdom.
The hird had many roles, its members per-
forming such tasks as supervising stewards of
estates, ensuring that dues and taxes were
collected, seeing that districts maintained
local roads and bridges, publishing new laws
and ensuring that they were obeyed, confis-
cating the property of outlaws, and mobiliz-
ing levies during war. Not all of the hird
held positions vital to the running of the
country; some held the posts of marshal or
butler, while others were responsible for
holding the lights at ceremonies. Often the
real work behind these titles was performed
by thralls
While many members of the hird trav-
eled with the king, others held permanent
posts in a district. Those with permanent
posts could appoint assistants, known as ens-
‘men. Normally both the hird and lensmenn
were chosen from leading families; lensmenn
from wealthy families of a given district, and
hirdsmenn from the wealthiest families in the
land. In the Christian era, bishops were often
found in the hirds of kings.
The king was always in contact with his
hird via messengers, although once per year,
normally at Yuletide, the entire hird gathered
at the lord's hall. New members could be
appointed at any time by the king or jarl, but
the hird could veto the decision.UnTima THULE: MYTHIC SCANDINAVIA
Personal Virtues
A number of personality traits can be
called typical of the average Norseman,
although individual Norsemen were likely 0
be as variable in these respects as any other
men.
Honor
Cattle die, kindred die,
Every man is mortal;
Bt the good name never dies
Of one who has done well
Cale die, kindred die,
Every man is mortal;
But I know one thing that never des
‘The glory ofthe great dead.
— from the Havamal
‘A man’s deeds and his good name were
his life. A Norseman who gave his word was
expected to keep it. Oathbreakers and liars
were particularly disliked by the Norse, and
people who demonstrated such traits were
shown little respect. Oathbreakers were fre-
quently the subject of insults and physical
attacks, and were likely to be outlawed for
life. Honor could be gained as well as lost, but
when a man finally left the mortal world, his
‘name would endure ifhe had been honorable.
Loyalty
A Norseman’s loyalties were to his family
and clan, then his local lord, and finally to
the king of his country. The highest form of
loyalty a man could display was to sweat obe-
dience to his lord and become a huscarl. In
retum for a roof over his head, food, and gifts,
the huscarl swore to do anything his lord
asked, even to die for him,
Courage
The archetypal Viking was a fierce and
courageous man, willing to fight any fair fight
without flinching, and even to display his
courage by making dangerous excursions into
uncharted waters.
Hospitality
Fire is needed by the newcomer
Whose knees are frozen numb;
Meat and clean linen a man needs
Who has fared across the fells.
Water, too, that he may wash before eating,
Handcloths and a hearty welcome,
Courteous words, then courteous silence
That he may tll his tale
— From the Havamal
The Vikings were far from welcome in
the countries of northern Europe, but in their
‘own countries they greatly respected strangers
32who came to their doors. A traveler who
arrived at a Norseman’s house could reason-
ably expect to be greeted cordially and invit-
ed in for food and shelter. The safety of the
guest was also the host's responsibility. The
visitor had certain obligations himself; he was
expected to tell his host if he was an outlaw
(or was involved in a blood feud, and he was to
leave any weapons at the door, although he
could carry a knife to eat with.
‘A host wasn't supposed to ask his guest the
reason for his travels, but tradition dictated that
the guest would divulge this on his own during
the meal, unless he had something to hide.
The tactful guest wil tke his leave
Early, not linger long:
He starts to stink
Who owestays his welcome
Ina hall chat is not his own.
— From the Havamal
‘A guest was generally entitled to stay
with his host for as long as he wished, but pro-
tocol dictated that he should not remain for
too long, three days being an acceptable max-
imum, lest he offend his host's generosity.
Insults and Boasts
‘Among the Norse, often an insult caused
more harm than a sword blow. Minor barbs
‘were treated with some degree of leniency, but
to be accused of treachery to one’s lord, cow-
andice, dishonor, or being argr (being the pas-
sive partner in a homosexual relationship,
implying passivity in other realms, such as com-
bat) often led to bloodshed. Such insults usual-
ly couldn't be settled peacefully at Things.
The proud retelling of one’s own deeds
was a normal form of introduction, but idle
boasts and lies were not tolerated by the
Norse. Exaggeration was generally accepted
so long as the speaker did not go to far. Great
respect could be gained by boasting in the
proper circumstances, such as when meeting
a jarl, and skalds sang the praises of the great
est heroes, so spreading their renown,
33
Norse Society & CULTURE
The Thing
The Norse had a sophisticated legal
process, that changed very little over the cen-
turies. The law courts were held at specially
consecrated areas known as Things. Most
Things occurred around large outcroppings of
rock upon which the assembled crowds could
sitand talk. Because of the sacred nature of the
Thing no weapons (besides eating knives)
were allowed within its precincts.
‘The Thing was not a permanent assem-
blys it met at certain times of the year, often
in conjunction with holy days of the pagan
calendar, and all carls within the area were
free to attend and make their voices heard
Each district had a local Thing, provinces
(three in Denmark, four in Iceland, five in
Norway, 16 in Sweden) had larger
Landthings, while Iceland and Greenland
were small enough in population to each
have a national Allthing that was convened
annually. The Landthing had the power to
change laws, and while a king could influence
the assembly, kings were elected and ruled by
consent, and thus if a king wanted to alter
existing laws or rights, he needed to court the
powerful men in each Landthing throughout
the country. As Christianity (and its support
of strong rulers who weren't beholden to the
people) grew in strength in the Northlands,
the Landthings grew weaker.
The Things were semi-democratic assem-
blies that could pass laws and make judgements
oon matters within their districts. A man from a
different district was free to attend a Thing in
another area if he had a grievance against an
individual or family who dwelt there. Carls
were very proud of their independent status,
and while hersar and jarls could attend, they
were not allowed to dominate the proceedings
unless they had specific business there.
The leader of a Thing was known as the
Lawspeaker and he was elected by the carls in
attendance. His task was to make sure that
the laws were made known to the assembly at
the start of the Thing and that the proceed-
ings were in accordance with those laws. The
Lawspeaker was expected to remember at
least one third of the laws of the country.UrTIMA THULE: MYTHIC SCANDINAVIA
While officially, the position held little weight
outside of the Thing, especially as a new
Lawspeaker could be elected at each gather-
ing, in practice certain respected men would
be elected Lawspeaker repeatedly, gaining a
certain amount of prestige throughout the
community even away from the Things.
Cases that were heard at the Thing
ranged from inheritance claims, through to
murder, theft, and rape. Divorces, although
possible without resorting to a Thing, were
often announced there, mainly to quickly set-
tle the division of property and to let others
in the district know what had happened.
Women couldn't bring cases before the
Thing, nor could they vote, although male
representatives, family members or friends,
could speak for them.
Cases were decided by a jury of communi:
ty members who were versed in the laws of the
land. Both sides of a case presented arguments
to the jury and also produced character wit
nesses. Both sides used persuasion and negoti-
ation as well as facts to convince the jury that
their story was true, and witnesses were rarely
cross-examined. Reputation and power could
weigh as heavily as truth in a decision,
‘The size of the jury depended on the seri-
ousness of the matter to be discussed: a typi
cal theft case might only involve three jury
members, while a case of treason could call
for 24 or even 36 jurors.
The jury's job was to help both parties
reach an agreement as to what a suitable pun-
ishment would be. Minor offenses, theft, or
insults could be settled by small fines, but
serious offenses against other men were often
punished by outlawing the guilty party.
‘Treason was punishable by death.
Ifa man was killed, his family would be
entitled to compensation called weregeld
(man-price). The weregeld was the value
placed on a man’s life based on his social
class, influence, and holdingsNorse Society & CULTURE
party was quite within its rights to refuse to
settle, but doing so often resulted in blood
Aholmganga feuds between the families involved.
‘Once a case was settled, a party refus-
ing to pay fines or weregeld was branded an
outlaw.
The Thing normally lasted for several
days and was an excuse for other festivities. A
market often built up around the Thing and
all manner of goods were available, especially
food and drink. In pagan times an animal
would be sacrificed to mark the opening of
the Thing, but Christian priests eventually
banned that practice. The Thing was often
the only time that clans got to meet and talk,
but it was also a time to encounter old ene-
mies, and the time was often fraught with
tension if warring families turned up.
Marriages were often arranged at a Thing and
many young girls could be found at their
father's sides for the purpose. Sporting events
were also common at Things.
Another way of settling an
issue, before it was outlawed by the
Church, was the holmganga
(island-promenade), a lawful duel
that took place on a small island or
a secluded inland place.
‘Any weapons were allowed, but
the most common were sword and
shield. A square two paces on a side
was marked with a white cloth and
ash posts were used to mark comers.
Both men entered the square
and fought until blood was first
spilled on the cloth, of a combatant
placed a foot out of bounds, in which
case the unblooded man or the man
still within would be declared victo-
rious. A man who moved both feet
outside ofthe square was treated as if
hhe had fled like a coward. Women,
the old, and the infirm were allowed eregeld
to appoint champions to fight in
their places, although tradition A man’s weregeld was directly related to his social class.
decreed that the champion had to be ‘The table below shows approximate weregeld values with 1
a family. member, ‘mark equivalent to 240 silver pfennings. Weregelds for indi-
viduals within a given class were sometimes negotiable.
‘A Norseman outlawed by the Thing
could be banished for @ period of from three Status Weregeld
18 t0 life. He was given enough time to
Tour home to collect his telongings ‘nd Konung (king) 100 marks
find a ship that would take him to another jel (ent) Cee
district or country (depending on the juris- Hersar (noble) 40 marks
diction of the Thing). An outlaw discovered sca Sea eee
in the area after that time could be slain with- Bor (eae) Hod
out incurring a weregeld obligation, and retri- Landemathr (commander) 8 marks
bution from the outlaw’ family was itself ille Ceara aaa) mo mak
wl J ‘Smithr (craftsman) 6 marks
Ouc-of-court settlements were legal in Bondi (landowner) 4 marks
Scandinavia, and were often prefered to | am (ferme eat
waiting until the next Thing would sit. In Sane eee) oa
Thrall (slave) what the owner paid
such cases, one party hired a negotiator to
speak to the other party. The negotiator
needed to be an influential man, and it also
helped if he was friendly with the other party
as this eased the process along. The injured
‘A married woman or widow had a weregeld equal to
her husband's, while unmarried women were worth half
their father’s value.
35UttiMa THULE: MYTHIC SCANDINAVIA
Recreation
The Norse loved sports, and men and
boys often relaxed by participating in sporting
events, All of these sports had lessons to
teach, mainly concerning the art of warfare.
Glima Wrestling
Wrestling was a popular sport and all
classes of society practiced it. Women also
took part before the advent of Christianity,
although only against other women. At the
‘Thing, watching wrestling contests was a
source of great amusement. Glima wrestling
was not so much a contest of strength as of
technique and balance; the idea was to bring
an opponent to the floor, often by using
quick, sudden moves and tricks with the feet.
Boys began instruction in wrestling
around age 8, and continued until old age
prohibited their participation. Competitions
were arranged between different districts and
the events were split into different classes
based on weight and skill.
Archery
Archery was used in combat, hunting,
and sport. Typical contests involved archers
firing at stationary butts at various ranges. In
battle there were no specifically-tasked
archers who stayed in that role throughout a
battle; those with bows and arrows loosed a
few shafts before the two sides closed to hand-
to-hand range, and then joined in the melee
with hand weapons.
Javelin Throwing
Practice with the javelin began at an
early age and was deemed vital to a boy's edu-
cation. Contests were held at Things in
which distance and accuracy were both
judged. In battle, javelins were often
launched before the main armies clashed.
‘Two things were important when throwing a
javelin: the ability to hit a target, and the
ability to throw the javelin over the thrower's
own lines. In order to maximize effectiveness,
Norsemen trained to be able to throw with
either arm.
Swimming
Living so intimately with the sea,
Scandinavians found swimming to be a nor
mal part of life. Children leamed to swim at
carly ages and some carried weights on their
backs to strengthen their strokes. Swimming
competitions were very popular, especially
between crewmen on ships.
‘Three common types of swimming con-
test were water wrestling, where the idea was
to keep an opponent's head under water until
he surrendered; distance swimming, where
the swimmers swam out to sea, the winner
being the last one to turn back to shore; and
regular swimming races.Knattleikr
Knattleike ("ball game”) was a. sport
played by both adults and children. The
game involved one team hitting a wooden
ball with a bat, the other team trying to catch
it, and a full-contact struggle for the ball
thereafter.
Storytelling
Instead of committing history and stories
to writing, the pre-Christian Norse made use
of skalds, poets and taletellers who kept alive
the deeds of men and gods in their songs and
stories. Skalds made use of mnemonics to
remember lengthy stories, and while folk
tales changed over the years as memories
dulled, the skaldic verses remained accurate
to the original. Skalds also made use of ken-
nings, poetic and inspiring alternatives for a
word. For instance, warriors were referred to
as “feeders of ravens,” gold as “Sif’s hair” (a
reference to the story of Loki procuring a
golden wig for Sif to replace the hair he had
burned in a prank), and poetry as “dwarf’s
drink” for example. The words produced sub-
sidiary mental images in the minds of listen-
er and teller, enhancing the enjoyment of
the story, and making it easier to remember
for both,
Many kings and rulers kept skalds at their
courts who often held positions of great trust
and respect. Amongst their duties was the
singing of the king's praises and keeping his
memory alive after death. Improvisation was
valued gift, asa skald would often be present
at great events to record the deed.
Around fires in darkened great halls
skalds told their stories, keeping alive deeds
and legends. At Things they recounted sim-
ilar stories, often recalling sections of the
law and giving examples based on true
Norse SocieTy & CULTURE
family and
the Clan
Many Norse settlements were comprised
of nothing more than small villages or farm-
steads, often separated from their neighbors
by leagues of rough terrain, As a result,
‘Norsemen had closer loyalties to family and
clan than to jarl, Konung, or country.
Until the arrival of Christianity, illegiti-
mate children were accepted as part of the
family proper and were given full rights to
inherit land and titles.
Clans were groups of families tied togeth-
ex by blood or by marriage, forming an
extended family unit. A crime committed by
a single clan member cast shame on every
clan member, no matter how tenuous the
relationship between them.
The clan had some highly useful benefits.
If a weregeld (see page 35) had to be paid,
every clan member was expected to con-
tribute to the sum. The exact amount owed
by any family member was governed by a sys-
The Origin of Poetry
It is said that poetry, like so many other things, was a gift
from the gods. Legend says that when the Acsir and Vanir
declared a truce after their war both sides spat into a cauldron.
From this a man, Kvasir, was formed and was so wise that there
‘was no question he could not answer.
He traveled across the world to teach wisdom and came
upon the abode of two dwarves, Fjalar and Galar. They invited
him into their house, saying they wished to speak in private,
and then slew him, pouring his blood into two pots and a ket-
tle. They mixed honey with his blood and created mead.
‘When eventually asked, the dwarves lied to the gods and
told them that Kvasir had suddenly died because he knew that
there was no one who could compete with him. Odin eventual-
ly acquired the mead and gave it to mankind. According to leg-
end, whoever drinks mead gains the power of poetry.UrTIMA THULE: MYTHIC SCANDINAVIA
tem of shares: the murderer paid the largest
share to the victim's immediate heirs, his
brothers paid a brother's share to the victim's
brothers, and so on, Arguments over who
should pay what were common, and in some
cases led to bad blood between families with-
in clans. Ifa clan member was murdered and
vengeance was sought the entire clan was
expected to help in whatever way it could.
‘The men often formed posses to find and dis
patch their own justice to the offender before
he could be brought before the Thing. A large
clan could dominate a local Thing and would
become a separate power unto itself, even
rivalling that of a jarl or konung.
The Blood Feud
Sometimes a dispute between two indi-
viduals or families escalated into a blood feud
— a rivalry that led to looting, bloodshed,
and even murder.
Tradition provided a set of unwritten
rules governing blood feuds. In a few rare
cases entire clans were obliterated through
blood feuds, as they could last for generations,
since each generation was expected to con-
tinue the feud until it was settled. Most blood
feuds eventually ended when one side accept-
ed a weregeld offer, while others died down to
sporadic assaults and public insults (which
sometimes rekindled old fires).
Woman and children were generally
exempt from blood feuds, being unable to
defend themselves against armed men, and
the practice was officially banned by both
pagan and Christian authorities.
Women in Norse Society
The Norse were a gregarious people and
lived in large family groups, with parents,
grandparents, wife, and children all sharing a
common longhouse. While the man of the
family was responsible for maintaining the
farm, his wife was responsible for the storage
38
of the food, especially during the harsh win-
ters, and was also expected to know about
medicinal herbs and chirurgy. When the man
went away his wife ran the farm, and some
became very powerful through their ability to
manage land and businesses. Whereas a man
was known for his brave deeds, a woman was
praised for her ability to run a good home;
that 2 woman wore the keys to the food
chests was a show of the power she held with-
in het household.
(Off the farm on which they lived women
has few responsibilities, and they were forbid-
den to carry weapons, or to become mer-
chants or crafters. Although there was no law
against it, only one woman, Gunborga, ever
became a vitki.
‘Women were accorded protection under
the law: Although they could not originate
lawsuits at a Thing, they could have a man,
relative or not, speak for them. A single
woman's class was the same as her father’s,
while a married woman was in the same class
as her husband, but even a woman classed as
a jarl or konunge didn’t have the power that
went with the title, although some strong
women did wield considerable power in the
name of a male relative (such as a son of high
rank during his minority).
When Christianity reached Scandinavia
it attracted many female followers. Mary,
mother of Christ, and other female saints
took the place of the pagan goddesses in a
woman's prayers.
Sexual crimes, committed by either a
‘man or woman, were harshly punished. In_
Ith century Denmark, Adam of Bremen
remarked that a man was killed and a woman
sold into slavery for sex crimes, and the rape
of virgins was a capital offence and quickly
punished. Although adultery was a crime, a
man could have relations with mistresses
before the Christian era as long asthe liaisons
were openly acknowledged and with single
‘women; secret affairs and affairs with married
‘women were forbidden.
In pagan Scandinavia, unwanted chil-
dren were left in the wildemess to die. The
Church banned this practice, except in the
case of deformed babies, but the old customwas still carried out, especially in rural areas
where the hold of the Church was weak.
Children were given toys that reflected the
world into which they would grow: toy ships
and weapons for boys, miniature looms and
cooking utensils for girls. Childhood ended
early in the Norse lands, and from an early
age children were taught skills which would
be useful to them in their adult life.
Marriage
A Norse girl could expect to marry
between the ages of 12 and 15. Marriage was
a joining of two families, often for political or
financial reasons, and the young gitl was
given little choice in who her husband was to
be. From the day she married, she was expect-
ed to be able to run a household, and so much
of agit!’ youth was spent learning the domes-
tic arts. After marriage, a woman retained her
(On the day of her marriage, a woman
brought a dowry to her new house. A typical
dowry contained practical items such as a
spinning wheel or a loom. Women. from
wealthier families often brought silver or
gold, and the dowry of women from rich fam-
ilies included livestock or land. Throughout
her married life the dowry remained the prop-
erty of the woman, never becoming part of
her husband’s possessions. Her children,
though, could inherit the dowry as part of
their inheritances, and if they died childless,
that property would then revert back to their
father as the next of kin (called “reverse
inheritance”).
‘A certain portion of the possessions a
man brought into a marriage were his dower,
and while his wife could not inherit this
property on the husband's death except
through reverse inheritance, in a divorce, the
wife kept the dower and the dowry as long as
she was found blameless in the matter. As
with the dowry, the dower was negotiated
between the families as the marriage contract
was drawn up, and it usually included the
39
Norse Sociey & CULTURE
same mix of practical items and land as the
dowry.
Although married into a new family, a
woman remained part of her own family, and
if her husband mistreated her o failed to pro-
vide for her, she could return to her parents,
taking the dowry (and sometimes the dower)
with her if she was not at fault.
Before the arrival of Christianity in
Scandinavia, divorce simply required one
party calling witnesses to his or her home and
stating that he or she wished to divorce.
Under Church law however, marriage was for
life and divorce was expressly forbidden,
unless incest could be proven, in which case
the marriage was annulled as having been
illegal in the first place.
‘The Church did not require that a cou-
ple be married on church grounds or by a
priest in order to be recognized as a married
couple; any permanent, monogamous, and
consensual relationship could be accepted
as a marriage with all of the rights and
restrictions of a more formal bond. The
Church tried to enforce the rule that ille-
gitimate children could not inherit prope
ty or position, but with many Norwegian
and Danish kings having been illegitimate
themselves, this law was hard to enforce.
Asa matter of course, illegitimate children
were allowed to inherit but only if they
were acknowledged by their parents and
only if the relationship was not defined as
incestuous.
Incest
Until 1215, the Church disallowed mar-
riages between kin closer than seven degrees
of relationship, a measure of consanguinity
that would include sixth cousins, for example.
A prohibition that extensive proved unwork-
able for obvious reasons, and in 1215 it was
reduced to the fourth degree, with marriage
to third cousins (which would still be invalid
by this measure) permissible with special dis-
pensation from the Church.Uttima THULE: MYTHIC SCANDINAVIA
Fostering
Fostering was designed to spread influ-
ence and tie families together. Two famili
exchanged sons and raised the fostered child
as their own, although they still had alle-
giance to their real families. A fostered son
could marry one of his foster parent’ daugh-
ters, and often this provided for a strong mar-
riage, as the couple already knew each other.
‘There was often considerable deliberation and
politicking behind fostering decisions, much
like those surrounding arranged marriages.
In the Christian era, fostering was still a
common practice, especially between noble
families, as a means of keeping peace between
neighboring countries.
Natning
Scandinavians had no family names.
Every child was given a first name only.
Most added the suffix “sson” or “sdottit” to
Topical Male Dames
Aki, Alf, Alfgeit, Amundi, Ari, Armod, Amfinn, Amlaug,
‘Amor, Aslak, Bardi, Bergthor, Bersi, Bodvar, Bork, Botolf,
Bjami, Bjom, Brand, Bui, Canute, Carl Egil, Einar, Eindridi,
Eirik, Eldgrim, Erlend, Eyjolf, Eystein, Eyvind, Finn,
Finnbogi, Fridgeir, Gardi, Geir, Geirmund, Geirstein, Gest,
Giaus, Glum, Grani, Grim, Gudmund, Gunnar, Gunnbjom,
Gunnlaug, Halfgrim, Hakon, Hall, Halldor, Harald, Harek,
Hastein, Hauk, Havard, Hallfred, Halfdan, Hedin, Helgi,
Herjolf, Hjalti, Hogni, Hord, Hrafn, Hring, Hroald, Hrut,
Illugi, Ingi, Inghjald, Ingolf, Isleif, Ivar, Kalf, Kari, Karlsefni,
Ketil, Kolbein, Knut, Kol, Lambi, Leif, Ljot, Ljotolf, Lodin,
Odd, Ofeig, Ogmund, Olaf, Olvir, Onund, Otkel, Orm,
Otrygg, Ottar, Onur, Ragnar, Rognvald, Runolf, Sam,
Sighvat, Sigurd, Sigtrygg, Sigmund, Skapti, Snorri, Solmund,
Solvi, Starad, Stein, Steinkel, Steinthor, Strykar, Sturla,
‘Sumarlidi, Svein, Thjodolf, Thjostolf, Thorarin, Thorbjorn,
Thorbrand, Thord, Thorfinn, Thorgeir, Thorgest, Thorgils,
Thorgrim, Thorhall, Thorkel, Thormod, Thorir, Thorstein,
Thorvald, Thrand, Thrain, Tosti, Ulf, Uni, Vagn, Valgard,
40
Topical Female
Dames
Alfdis, Amorna, Asa, Asgerd,
Asleif, Asta, Astrid, Aud, Bera,
Bergljot, Bergthora, Dotta, Freydis,
Gjarlaug, Gudrid, Grima,
Grimhild, Groa, Gudrid, Gudrun,
Gunnhild, Gyda, Halldis, Hallfrid,
Hallgerd, Hallveig, Helga, Herds,
Hild, Hildigunn, Hlif, Hrefna,
Hrodny, Ingisbjorg, Ingigerd,
Ingirid, Ingunn, Jorunn, Katla,
Ragna, Ragnhild, — Rannveig,
Saeunn, Sugrid, Svala, Thjodhild,
Thora, Thorborg, _ Thordis,
‘Thorfianna, Thorgerd, Thorgunna,
Thorhalla, Thorhild, Thorkatla,
Thorunn, Thurid, Thyra, Unn,
Valgerd, Viedis
their father’s name and used that patronym
as a surname, so Olaf, son of Ingvar, would
be addressed as Olaf Ingvarsson and his sis-
ter Gerda as Gerda Ingvarsdottir. In small
communities this was normally enough dif-
ferentiation, although in large towns confu-
sion could still arise. Others were differenti-
ated by their occupation. While the names
of many of the gods could be part of a mor-
tal’s name, it should be noted that Odin,
kking of the gods, was not often used in per-
sonal names, whereas Thor's name was used
with some frequency, even in women’s
People of renown, ot those who traveled
to other parts of the Scandinavian world,
sometimes added the place of their birth or
fame to their name. Some Norsemen were
best known by nicknames describing person-
ality or physical traits. Not all nicknames
were complimentary, and the person general-
ly had little choice about the nickname given
him by others.Daily Lite
The Home
The center of Norse family life on farms
and in villages was the stead, a longhouse
typically some 40 paces in length and 10
paces wide. It was constructed of wood or turf
with a roof of shingle or thatch; stone build-
ings were a rarity among the Norse. Inside,
the roof was supported by twin rows of wood-
en pillars from which weapons and tools were
hung. The Scandinavians didn’t use cup.
boards or closets, but kept their possessions
in sturdy wooden chests, which served as
chairs, and also allowed a person to quickly
gather his valuables in the event of fire or
attack. When traveling abroad a man had
only to pick up his chest and he had every-
thing he needed: clothes, small weapons,
Norse SocieTy & CULTURE
jewelry, and treasured gifts. Food was often
kept locked in chests at one end of the hall,
and the mistress of the houschold carried the
keys on her person.
The floor of the stead was dirt, covered
with straw, and sometimes scented to mask
‘unpleasant odors. In the center of the hall
was a large stone-lined fire pit, used for cook-
ing, heating, and illumination. Not every
stead had a chimney hole, and the interior of
‘most stead was filled with smoke. Wood and
peat for the fire were kept indoors to keep
them dry.
Along one long wall of the house, nor
mally that wall opposite the door, was a
wooden bench that extended for the length
of the house. This area was used for eating
and general seating, and also served as a
sleeping platform. The master of the house
and his wife had a section at one end of the
platform, and they had a wooden bed which
could be lifted and used as storage space. The
other sleeping areas were generally wooden
frames filled with sleeping furs. Brothers andUTima THULE: MYTHIC SCANDINAVIA
by
G
oe
RAVE
sisters generally shared a sleeping area until
they reached puberty. It was not unusual in
lange families to find brothers sharing a single
bed, and sisters another. The sleeping areas
could be sectioned off with curtains if more
privacy was desired.
‘Thralls either slept on the floor of their
master’s stead, or were given their own huts.
These were cramped wooden or turf affairs with
thatched roofs. They had litle room for furni-
ture, and even less for personal belongings.
‘A stead often had other buildings associ
ated with it: bars for the animals, work-
shops, boat houses, saunas, fish-smoking huts,
and grain stores.
Cleanliness
When at home, the Norse took regular
baths. Often these were little more than
quick dips in nearby seas or rivers, but they
also made great use of saunas — steam baths
that had not been used in western Europe
since the collapse of the Roman Empire.
‘At minimum, a sauna consisted of a small
wooden hut containing a barrel of water. A
thrall brought red-hot stones in and dropped
them into the water. The resulting steam
filled the room, and the temperature soon
became high enough to make a naked man
sweat. A soapstone (a smooth-textured stone
soft enough to carve with knives when first
‘quarried, but which then slowly hardened on
‘exposure to air) was used to remove the sweat
and with it the top layer of skin and dis
Large Scandinavian steads had associated
saunas, In small communities there could be com-
rmunal saunas. With the coming of Christianity,
the stigma of nakedness stopped men and women,
from sharing saunas atthe same time.
Men often wore beards and these needed
regular trimming to stop them becoming
unkempt. A man with a fully-grown beard
could use scissors to keep it neat, but those
who had no wish to cultivate facial hair
rubbed a soapstone over their faces each
morning to remove the stubble. Beardlessness
came with a stigma of youth among warriors
2
during the Viking Age, but this opinion was
less common in Christian Scandinavia.
In Scandinavia, garbage heaps, often
found outside of windows in other European
countries, were located away from the main
houses and placed downwind so that no
smells invaded the home. Likewise, the
latrine was often a separate building, with a
large bow! buried in the ground. When it was
full, thralls disposed of the contents in a pit,
which was then backfilled.
Clothes were regularly washed in running
streams or rivers, and paits of rocks were used
to rub the clothes together. Soapstone was
sometimes used on delicate fabrics or diffi-
cult-to-remove stains.
Food
‘A wide variety of foodstuffs was available
for consumption in the Norse lands, ranging
from meat and dairy products to home-grown,
vegetables and fruit. The Norse normally ate
twice a day: once in the morning, some two
hours after work has begun, and after the
working day had ended.
The Norsemen enjoyed several different
alcoholic beverages. Beer was extremely com-
mon and, like other European beers, it came in
a range of strengths: the strongest generally
reserved for nobles, and the weakest for thralls.
A wealthy family often hited a professional
brewer to make beer for them, and a good
brewer could gain a reputation for his skill.
Mead was a drink made from fermented honey,
and it was both sweet and potent. Carls as well
as nobles could often afford to brew mead, and
it was drunk almost as often as beer, although
rot in such great quantities. Bjoer was a form
of wine made from fermented fruit. It was gen-
erally reserved for special occasions, as its pro-
duction was both lengthy and delicate — not
every brewer could produce good bjorr. Wine
was produced by the Norse, although wines
from France, Germany, and other parts of
Europe were regularly imported by merchants.
Fresh meat available in Scandinavia
included lamb, beef, pork, venison, rabbit,bear, squirrel, walrus, and a variety of birds
Scandinavians preserved meats for transporta-
tion of storage over long winters by salting,
smoking, drying, and pickling. A variety of
herbs and spices, including salt imported from
France and spices from as far afield as
Constantinople, were used in the process
Meat was cooked by boiling or roasting on
spits, as well as by being placed in a wood-
lined pit and cooked by stones heated in a fire.
The Norse did not grow many vegetables,
as the Scandinavian soil and geography pro-
hibited it. Beans and peas were exceptions,
and wild fruits, berries, and nuts were used to
supplement the diet. Apples were sometimes
‘grown in orchards,
Dairy products (from both cow and goat
milk) included milk, butter, curds and whey,
and cheese. Although beer flowed in most
Norse homes, milk was a popular drink, even.
among hardened warriors and nobles.
Chickens were kept for meat and eggs.
Norse bread was made from wheat, and
‘was cooked on large open fires. The bread was
generally flat, and contained small amounts
of grit picked up during the grinding process.
Norse SocieTy & CULTURE
Fish was a major part of the Scandinavian
diet, and a wide variety of fish and sea mam-
mals were caught off the coasts, including cod,
herring, seal, and whale. Salmon and trout
swam in the rivers and fishing (using spear or
hook and line) was a favorite pastime of boys
and grown men (nets were used for non-recre-
ational fishing). Fish was normally eaten
boiled or smoked, but dried cod and salted her-
ring were the largest exports of Scandinavia to
the rest of Europe in the 13th century.
Clothing
The most stylish of Scandinavian cloth-
ing was also practical. The simplest garments
could be transformed into works of great
beauty by the addition of metal ornaments,
fur trim, or elaborate embroidery that was dif-
ferent from district to district and which
could be used to identify one’s home region.
Footwear consisted of shoes, or ankle- or
knee-high boots. The most common material
for a shoe's upper was goat-skin, and the sole,ULTIMA THULE: MYTHIC SCANDINAVIA
normally thick leather, was separate and
stitched to the upper. A strap held the shoe to
the foot. The strap could have a buckle,
depending on the wealth of the owner, and
wrapped around the entire foot, rather than
being a part of the shoe itself,
Most clothes were made of wool or linen,
although other fabrics were sometimes
imported. Silk was a rare commodity in
Scandinavia and only the wealthy could
afford to purchase it from merchants who had
traveled to Constantinople. Fur was used for
cloaks or trim, Clothes were often dyed with,
natural dyes, walnut being a favorite as brown
‘was a popular color. Blues and greens were also
used, but mainly for small garments and trim.
Men wore trousers in ankle-, mid-calf
and knee-lengths. Short trousers were worn
with stockings or hose so that no skin was
exposed t0 the elements. The bottoms of
trousers were often held tight to the leg by
leather straps. A man’s tunic or shirt could be
‘worn baggy or tight, depending on his prefer-
ence, and was tied around the waist by a
leather belt, often with a metal buckle. A
cloak, usually made from a heavy material,
was wom fastened on the right shoulder by a
brooch. This allowed the sword arm to be
kept free and available for use.
Women wore straight-cut ankle-length
dresses of wool or linen. During the Viking Age
the garment was fastened by metal brooches on
each shoulder, but in Christian times the ten-
dency was for straps to be buckled onto the dress.
‘A long, tight shift was worn under the dress.
Caps and hats for casual wear, rather than,
for combat, were made of wool or leather
lined with fur, and both sexes wore them.
Money
Norse trade was based primarily around a
barter system. Coins were used in large mar-
ket towns, but the majority of the population
lived in rural areas, and had little need of
coin-commerce. The first Scandinavian
country to mint its own coins was Denmark,
and Danish coins were used as early as the
8th century in Ribe (in southwestern
Denmark),
During the Viking Age local minting of
coins was a sporadic affair, and coins minted
by Arabs, Anglo-Saxons, and Byzantines
were often in wider circulation throughout
Scandinavia than local issues. Norway and
Denmark had their own coins by the start of
the 13th century, but in Sweden local coins
were only minted for a short period in the
late 10th century and foreign issues were the
only coin option there in all other time peri-
ods. Silver armbands or neck jewelry, or
pieces cut from their ends, could provide
small change.
The only coin commonly minted was the
silver pfenning (penny), but there were other
units used only for accounting: the mark,
equal to 240 pfennings, as well as the less
common artogar (10 pfennings) and eyrir (30
pfennings).
Trade
Within Scandinavia, the professional
manufacture of goods began in the 10th cen-
tury, at roughly the same time that market
towns began co grow and prosper. At chat
time common people could afford profes-
sionally-made items as easily as they could
local items. As the heyday of Vikings raiders
passed, Scandinavian traders took over the
same sea routes, traveling not only to the
distant comers of the Norse world, but to
every part of Europe and even to northem
AfricaFrequently imported items included
swords and mail from the Frankish empire,
wine, grain, silk from the East, furs, spices and
salt, glassware and pottery. Locally,
Scandinavians could trade for leather wares,
textiles, foodstuffs, and forged iron tools.
Within reason, Scandinavian merchants
could acquite any product manufactured in
Europe or the distant East.
‘Scandinavia exported a wide range of prod-
vets, such as furs, hides, Baltic amber, walrus
ivory, hawks and falcons, whetstones, buter, ish
cil, timber, cloth, horse, cattle, iron and copper,
‘but most importantly dried or salted fish
Norse Soctery & CULTURE
Ships
Standard Norse ship construction fol-
lowed a set pattern for both warships and
cargo ships. First, @ keel was laid, across which
were placed wooden ribs which would
strengthen the ship by joining its sides togeth-
er actoss the middle. Curved planks of wood
ran from bow to stem, each overlapping its
neighbor with the gaps between them stuffed
with animal hair to make them watertight.
Where possible, the planks were cut from nat-
urally curved trees so they didn’t have to be
Sample Scandinavian Ships
The following ships represent those commonly found
amongst Norse communities, whether they be commoners
cor nobility. (For more on Ars Magica sailing rues, see
‘The Mythic Seas supplement.)
Byrding
The name byrding translates as “carries.” an apt descrip-
tion of the vessels use. There were four distinct types of
byrding used; the smabyrding (small carrier), the let
tbyrding (light carrier), the vstbyrding (private carrier),
and the havsbyrding (sea cartier). The ships had approx-
imate cargo capacities of 11, 20, 8, and 38 tons respec-
tively. The first three were primarily designed for river
and coastal use, while the havsbyrding was sturdy
enough to survive the open seas. Other mercantile ves-
sels were the busse and knar.
Smabyrding
The smabyrding was the small Scandinavian cartier
designed for river and coastal areas, as described above.
Hull Size: 2
(Seaworthiness: OK/-1/-5/Swamped)
Material: Planks
Crew Size: 10
Propulsion: Oars
Secondary: Sails
Steering: Steering Oar
Total Tonnage: 15
Cargo Capacity: 11
(Soak: 7)
(Speed: 3)
(Speed: 2)
(Manewver: +2)
Busse
‘The busse was larger than the havsbyrding but smaller
than the knarr It used sails as its primary mode of
transport and was slow under oar. It was used for mes-
cantile activities as its lack of speed under oar made it
unsuitable for support work for warships. The oars were
primarily used for maneuvering in harbors.
Hull Sige: 4
(Seaworthiness: OK/-1/-2-3/-5/Swamped)
‘Material: Planks (Soak: 7)
Crew Size: 40
Propulsion: Sails (Speed: 5)
Secondary: Oars (Sheed: 1)
Steering: Steering Oar (Manewer: +2)
Total Tonnage: 61
Cargo Capacity: 50
Knare
‘The knarr began life during the Viking Age as a warship
bbut was replaced by the longship and reduced to the sta-
tus of a mercantile vessel. Although slower than long-
ships, it could carry more cargo.
Hudl Size: 3
(Seaworthiness: OK/-1/-3/-5/Swamped)
Material: Planks (Soak: 7)
(Crew Size: 20
Propulsion: Sail
Secondary: Oars
Steering: Steering Oar
‘otal Tonnage: 32
Cargo Capacity: 24
(Shed: 4)
(Speed: 3)
(Maneuver: +2)
45UnTIMA THULE: MYTHIC SCANDINAVIA
forced into place. The planks were lashed
together (instead of being nailed), and this
flexible construction allowed a Viking ship to
bend in rough seas instead of breaking during
storms. Sometimes the stem-post of a warship
was carved into a dragon head or other image,
but this was not common practice.
A Viking ship was steered with a large oar
attached to the right (starboard: “steer board”)
side of the stem; a single man could steer the
ship under normal conditions. Power came from.
square-cut sails and from oars pulled by crewmen,
in shifts. The mast could be lowered and raised
for safety during storms, and to allow ships to
approach vessels with less visibility. To secure
the ship at night, large iron anchors were
dropped overboard,
Cargo ships were higher at the gunwale
and wider than warships. Few merchant ships
used oars, except for navigation in narrow
channels, relying on sail for power.
‘A typical Viking vessel could attain
speeds of 6 to 9 knots and the standard
method of travel was to follow the coastline
during the day and camp ashore at night.
‘When sailing out to sea, Norsemen used an
acute sense of time and speed, knowledge of
the habits of sea-birds, the shape of waves, and
the position of the sun and stars to navigate.
‘As the Viking Age came to an end, drag-
con-ships gave way to ships sporting bigger
holds, as well as requiring cheaper building
materials. Where once ships were a symbol of
power and status, they became tools of trade.
Sample Scandinavian Ships (cont.)
Longships
‘The longship isthe vessel most commonly associated with
the Norse. Sleek, fast, and maneuverable, these ships
haunted the coasts of northem Europe for over 200 years.
Snekke
‘The snekke was the smallest of longships, starting at 50
feet in length. Poorer nobles, such as hersar, often used
these as their main sea-going ships.
Hill Size: 3
(Seawonthiness: OK/-1/-3]-5 Swamped)
Material: Planks (Soaie: 7)
Crew Size: 50
Propulsion: Sails
Secondary: Oars
Steering: Steering Oar
Tonal Tonnage: 25
Cargo Capacity: 5
(Sheed: 4)
(Sheed: 4)
(Manewer: +2)
Drakkar (dragon)
The name drakkar arose from the carved prows of these
ships. Tradition dictates that these ships must be over
75 feet in length to acquire the name. They were often
‘owned by hersar, powerful landowners, and poor nobles.
Hull Size: 4
(Seaworthines: OK/-1/-2/-3/-5/Swamped)
Material: Planks (Soak: 7)
Crew Size: 100
Propulsion: Sails (Speed: 5)
Secondary: Oars (Speed: 4)
Steering: Steering Oar (Manewer: +2)
Total Tonnage: 40
Cargo Capacity: 5
‘Skeid
The skeid was the largest warships, 125-150 feet in
length, and generally with a crew of some 200 men.
Ships of this size were expensive to build and crew, and
were generally the property of konungr and rich jarls.
Hull Size: 4
(Seaworthiness: OK/-I/-2/-3}-5/Swamped)
‘Material: Planks (Soak: 7)
‘Crew Size: 200
Propulsion: Sails (Speed: 5)
‘Secondary: Oars (Speed: 4)
Steering: Steering Oar (Maneuver: +2)
Total Tonnage: 70,
Cargo Capacity: 10
46Religion
In the 13th century, Mythic Scandinavia
was an area torn between two religions. The
Roman Catholic Church had made deep
inroads into the region, and had succeeded in
converting the kings, many nobles, and most
of the town populations, but had little impact
among the average rural carls. The old reli-
gion, officially declared devil-worship by the
Church, was still widely practiced in the
countryside, and some noblemen (even
Christians) continued to participate in major
pagan festivals.
The Old Faith
Although by the 13th century the Church,
had stripped away much of the power of the
old faith in urban areas, the old gods remained
potent in the harsh lands of the interior and in
Sweden, where the vitki still wielded great
power and were treated with respect.
In pagan Scandinavia, the gods were part
of daily life, responsible for the election of
kings, success in war, and bountiful harvests.
The gods were honored in both public cere-
‘monies and through private worship.
Public Ceremonies
Public ceremonies were performed to
benefit the community as a whole, and most
were related to agriculture. Called blotar
(strengthening), singular blét, and performed
by the leading vitki in each district, they were
‘occasions for a community to gather and feast
in the presence of the gods, renewing the con-
tracts made with the gods granting prosperity
and victory to the faithful.
Public blotar tended to be dedicated to all
holy beings instead of to individual deities.
However, some deities could be singled out at
47
Norse Society & CuLTURE
specific times due to the bons they offered.
The public rite was also an opportunity for div-
ination, with the sacrificed animal the means
by which future knowledge could be obtained.
‘Areas with large populations maintained
temples for conducting the public ceremonies,
but as Christianity came to the Northlands,
these practices were driven underground, to be
performed in private homes by the head of each
household. Groves in forests and mounds with
supematural significance were also suitable loca-
tions for a blot. In some rituals the attendees
wore animal masks or dressed as animals, possi-
bly indicating a token sacrifice when no actual
animals could be sacrificed on the stone altars.
The Temple at Uppsala
Uppsala was home to the largest pagan
temple in Scandinavia, where giant statues of
Odin, Thor, and Freyr stood in a wooden
structure, next to a grove of ash trees. Odin
was depicted as the god of war, and was shown
with weapons; Freyr, as god of fertility, shown
with an enormous phallus; and Thor, as pro-
tector of the masses, was shown with his ham-
mer, Mjollnir. Every ninth Yule a huge cere-
mony took place there and, as Adam of
Bremen stated, “nine males from every
species on Earth” were sacrificed, left to hang
in the adjacent sacred grove.
Before Christianity became Sweden's offi
cial religion, all Swedes were required to attend
the nine-year ritual, although Christians could
buy the right not to attend, and in reality only
those pagans living locally actually attended.
Under Christian kings attendance at the cere-
monies dropped considerably, the fee for non-
attendance was eliminated, and by 1080 the
temple was destroyed and a Christian church
was constructed atop its ruins.
Unbeknownst to the Christians, this did
not stop the pagan ceremonies at Uppsala. The
power of the place could not be so easily dis-
missed, and a faerie regio sprang up on the spot,
within which an echo of the pagan temple still
stood, occupying the same ground as the
(Christian church. The faerie regio could only be
centered at one point, through a remnant of theUrtima THULE: MYTHIC SCANDINAVIA
sacred grove of trees in a Christian cemetery
adjacent to the church, and only at Yuletime.
(On dusk of the first night of Yule, the
faerie aura of the first level of the regio
increases to 5, overcoming the level 4
Dominion aura of the cemetery, and allowing
pagans to enter the regio (the base ease factor
to enter the regio is (2 x the regio’s aura of 5)
+ 6, or a total of 16 on a stress die roll, but
pagans have a +5 on their roll). At the dawn
after the [3th day of Yule, the faerie aura
weakens to 3, trapping within the regio any
who had not left in a timely fashion.
Every ninth Yule, at the time of the major
sacrifice in the sacred grove, the bonus pagans
receive to enter the regio increases to +10.
wi
AM
48
The Mojpe Blotar
Yule
Celebrated at the winter solstice, Yule
lasted 13 nights, the march-space between
one year and another, the border where the
worlds overlapped. All that happened
between the first sunset and the last dawn of
Yule was mightier than at any other time of
the year. Yule was particularly the time to
swear oaths on the praise cup, or the holy
boar, an animal sacrificed to Freyr (or Freyja).
While all oaths were holy (see “Honor” on
page 32), those spoken on Yule nights were
the holiest of all,
Odin was the most important of the Yule
gods, and it was at this time that the lord of
the gods traveled on his eight-legged horse,
Sleipnir, across Midgard, delivering gifts to
warriors who had impressed him over the
year, sometimes dropping the gifts through
the chimney hole in a stead’s roof. In imita-
tion, a lord would often invite his dependents
to his hall to reward them for their loyalty
and hard work over the past year, and
exchanging gifts was common at Yuletime
among all classes. Skadi and Ullr, as deities of
snow and ice, also had important functions at
Yule.
‘The Church adopted the Yule tradi-
tion, merging it with the celebration of
Christ's birthday, and replacing the
Odin story with that of the three wise
men as an explanation for the custom of
gift-giving.
Thorri
Held near the end of January, Thorri
was a lesser blot celebrating the fact that
the nights were getting shorter again.
Ritual dramas portraying how Thor defeat-
ed various frost giants were appropriate at
this time of year, symbolizing the retreat of
winter.Disablot
Held in early February, this ceremony
was in honor of the disir, all the goddesses,
including local deities and the Norns. In
Sweden, it took the form of a large fair; the
first public gathering of the year. It was
associated with the breaking of the first fur-
row, and a sacrifice to ensure the safety of
livestock. The story of Freyr winning the
hand of the giantess Gerdr was appropriate
at this time of year, a metaphor for the
melting of the frozen Earth and the triumph
of the sun.
Sigrblot
This spring festival, held around the end
of April, celebrated beginnings: the blessing
of crops being planted in the fields and of any
venture embarked upon, including raids,
wars, and trading expeditions. Sigrblot meant
“vietory-sacrifice.”
Midsummer
There was often a blot held at mid-
summer, though it was by no means stan-
dard across Scandinavia. There was
always a fire lit at this time, and it was a
powerful time for divination, particularly
with regards to love. Blotar dedicated to
Freyja were most appropriate at a midsum-
mer festival.
Hlafbls
Hlafblat (loaf-feast) fell at the beginning
of August, and celebrated the first harvest. In
Iceland, this was the time for fairs, and horse
fights were held, identifying this feast-day
with Freyr, whose sacred animal was the
horse. The story of Loki cropping Sif's hair
‘was an appropriate metaphor for the harvest,
and could be reenacted as ritual drama at the
festival.
Norse Society & CuLTURE
Winternights
(Alfablot or Freysblot)
This feast marked the end of harvest and
the change from summer into winter. It was
held in the middle of October, and was a
time specifically dedicated to the family
strangers at the house were not made wel-
come during this holiday. Alfablot (elf-feast)
indicates the importance of the land spirits at
this time and the dead were believed to walk
during the night of the feast. Winternights
was primarily a blét asking for plenty in the
next year's harvest.
Essential Blit Elements
‘The Drinking of Ale or Mead. A brage (praise) cup was
first hallowed to the gods and then passed among all the
collected worshippers to share, each making a sibel
(toast) to the gods. The participants would drink toasts to
Odin (for victory and power to the king), Njord (for safe
conduct on the seas), and then to Freyr (to ask for fertility
and peace, as well as to any other god from whom a partic-
ular boon was desired. The drink was brewed specifically for
the blot, and blessed in the name of the gods by the godar.
During some rites, a second minni (remembrance) cup was
also used, in praise of lost friends or ancestors.
The Sacrifice. Three animals were singled out as suitable
for sactifice: boars, bulls, and stallions. The animal was rit-
ually slaughtered by the vitki, and the blood was sprinkled
over worshippers, or smeared upon the walls of the temple
or the roots of a holy tree
The Feast. The meat of the sacrificed animal was either
cooked in a cauldron or roasted on a fire, then shared
amongst the worshippers. Thus the sacrifice was shared
between the gods and men; blood for the gods, meat for the
men.
‘The Drama. Myths were commonly reenacted at blotar.
The choice of story portrayed depended on the time of year
and the purpose of the sacrifice.
49UrtiMa THULE: MYTHIC SCANDINAVIA
Personal Worship
In addition to public rituals, a family ot
individual is often dedicated to a single deity.
The most popular gods for this were Odin,
Thor, and Freyr: Odin being the god of those
who ruled, Thor of those who toiled, and Freyr
of the land itself. The cults of the various gods
had their own blétar, attended only by those
who wished to honor that particular god.
However, worship of the gods wasn't restricted
to their dedicated followers; most would pray
to Thor for protection, for example. Even after
accepting Christianity, many Scandinavians
still prayed to Thor during a thunderstorm or
bad weather, to Odin just before a battle, or to
Freyr at harvest time, something which
seemed perfectly natural to the Northmen, but
which infuriated many Churchmen.
‘Common. sacrifices included weapons,
especially spear and arrow heads, as well as
swords, Given that a sword was an expensive
piece of equipment, the sacrifices were not
made lightly or simply to appease gods, but
more likely for special favors.
50
Worship of the old powers was seen as a
form of friendship: an individual had certain
rights and could call upon the gods; in return,
they are able to call upon him. In one story, a
Norseman dedicated to Odin withdrew his
support for Odin after he lost his son in a boat
ing accident, considering the death of his son
a breach of friendship on the part of the god.
Cult of Odin
The cult of Odin was part of the sacred
kingship. Most kings claimed descent from
(Odin All-Father, and sacrifices were made to
him in the main by the rulers of men. It was
the duty of men to declare war on behalf of
their people, thus Odin was also the god of
war. The spear was the most potent symbol of
Odin’s worship and aged warriors kept a spear
as a symbol of their dedication to Odin in
hopes that this would enable them to enter
Valhalla upon death despite their infirmity.
The spear was also the way that sacrifices
were dispatched to Odin; tied to a tree and
pierced with a spear in imitation of Odin’s
own sacrifice on Yggdrasil. Odin’s cult was
pethaps the only one that utilized human
sacrifice with any regularity. The sacrifices
were prisoners taken in battle, chosen by the
casting of lots. They were hanged from ash
trees and pierced with spears. Criminals also
went to the tree, often sacrificed for luck in
battle.
The bersarkr was the ultimate symbol of
the Odin cult. Immune to pain in battle and
utterly fearless, they represented the most
fearsome side of the All-Father.
Cult of Thor
Thor was worshipped by the ordinary
men of the community in his guise of friend
of mankind, sworn to protect worshippers
from harm; his symbol, the hammer, was a
ubiquitous talisman among the pagan Norse,
used on boundary stones, at the birth of a
child, at weddings, and on stones to com-
‘memorate the dead. Thor's image was carvedon the pillars next to the highseat of houses,
and he was prayed to for good weather, good
fortune, and protection. The blow of a
hammer on an anvil was used to seal oaths,
and he presided over the Thing in pagan
times; even in Christian times the Thing
was traditionally opened on a Thursday —
Thor's day.
Cult of Freyr
Freyr symbolized fertility, and a number
of wild or powerful animals were sacred to
him, including horses and boars. Sacred
white horses were kept for Freyr, horse fights
were dedicated to him, and horses were sac-
rificed to him. As one of the Vanir gods, he
‘was often worshipped at mounds, suggesting
some association with the alfar and the
dead. During festivals, his image was taken
around a community's farmland in a wagon
to grant it fertility. The vitkit who accompa-
nied the wagon in pagan times dressed as
‘women and acted in an effeminate manner,
and this form of blessing was also associated
with Freyr’s mother, the earth goddess
Nerthus. Freyr was also a battlegod to some
extent; the Swedes bore his boar symbol on
their shields and helmets.
Goddess Cults
The cults of the goddesses cannot be
ignored. The Great Goddess, the Earth
Mother, called variously Nerthus, Jord, and
(all three possibly the same person)
was an object of veneration, but her worship
was often secret and restricted to women. As
queen of heaven, she saw all, and her wor-
shippers could have the gift of prophecy. The
sagas tell of shrines in deep woods and wag-
ons carrying her image as in the worship of
Freyt
Freyja, the sister of Freyr, was most often
seen as looking up from the underworld
rather than down from heaven. Her followers
practiced seithr, the “unclean” magic of
women (see page 63).
51
Norse Society & CULTURE
The Gods of the Norse
‘As well as the most prominent gods men-
tioned above, the Norse pantheon included
‘many other deities divided into two communi-
ties the Aesir (and the Asyniur, their wives) and
the Vanir (the Van, gods, and Vana, goddesses)
The Vanir were a race of gods living
among mortal men in Scandinavia before the
Acsit. Following the ill treatment of one of
their number at the hands of the Aesit, a war
broke out between the two divine groups.
The war ended inconclusively with an
armistice and the exchange of hostages.
Listed on the following pages are descrip-
tions of the most important Norse gods; there
were almost as many more again not men-
tioned, minor gods who had few devotees and
little interaction with the mortal world even
before the arrival of Christianity to the
Northlands.
The Seekers
and the Norse Gods
‘The members of the Order of Hermes known as Seekers
speculate among themselves that many Norse gods were of
the race known to them as Old Ones. The stories of the
Norse gods seem to be about beings who once walked the
Earth, creatures of awesome power and knowledge.
‘Two Seekers, Alphonus and Tabitha, both of House Ex
Miscellanea, entered Scandinavia in the summer of 1210
posing as Christian monks to avoid suspicion. The pair
traveled through the Christian areas into the hinterlands,
where dwelt the Norse who still followed the old faith.
They intently absorbed information from any source they
could find, often spending days listening to the tales of
skalds who retold the old legends. The two Seekers roved
Scandinavia searching for the most elusive of all materials
in their quest: They uncovered little, often finding it
hard to differentiate between fact and myth.
Many Seekers firmly believe that there are still Old
Ones who have not disappeared from the world, and the
stories of Odin donning a disguise and walking among mor-
tal men causes great excitement to them, despite the fact
that there are no reports of the All-Father on Earth since
Christian churches began dotting the countryside.Umma THULE: MYTHIC SCANDINAVIA
Baldur: Hailed as the most beautiful of the
sod, Baldur, the son of Odin and Frigga, was also
the god of justice. In response to a vision in which
Baldur was slain, his mother extracted a promise
from all things on Earth, both living and unliving,
that they would not harm her son. Only mistletoe
was excluded, 2s Frigga thought it too insignificant
to be dangerous. One day the other gods took to
throwing things at Baldur to test his invulnerability,
and Loki gave a spear of mistletoe to the blind god
Hodur to throw: The spear struck and killed Baldur.
Baldur had a chance at resurrection if only
everything on Earth, living and unliving, wept
for Baldus, but despite almost universal despair,
the giantess Thaukt (actually Loki in disguise)
refused to weep, so Baldur was destined to
remain in Eljudni until the end of the world
‘At Baldur’s funeral, Odin placed his magi-
cal ring Draupnir on the pyre and whispered the
word “Rebirth” into his ear, symbolizing what
‘was to come after Ragnarik (see “The End,” on
page 131),
Baldur possessed a magical boat known as
Hringhom (Curved Prow).
Bagi: Bragi was the god of poetry, the son of
(Odin and a giantess named Gunlod. In Valhalla,
Bragi was the chief skald, and had runes cut into his
tongue to increase his already exceptional talent.
Bir: In Asgard and Midgard there was no
better physician than Bir. In Mythic Scandinavia,
Eir was the patron of female healers, for it was she
who taught man how to heal himself
Forseti: Forseti, the son of Baldur, was the
dispenser of justice
Freyja: “Freyja” meant “Lady” and she gov-
ered love and marriage; the female counterpart to
hee brother Frey. Courting couples, or those wish-
ing happy marriages, asked for her blessing
Although generally asociated with life, she also
carries an aspect of war within her, and Odin gave
half ofthe dead souls that he received into her care.
Freyja possessed several magical items
including Valhams, a magical cloak of feathers
that enabled the wearer to fly between worlds,
and Brisingamen, a beautiful necklace crafted by
dwarven artisans, that had no positive powers
but seemed to attract attention and trouble to its
‘wearer. Her chariot was drawn by two huge cats
She, along with Freyr and Njord, was a
‘Vanir hostage among the Aesir.
Freyr: Fey (lord) the son of Njord and broth-
ex of Freyja, was the god of fertility and lived in
Altheim, from where he rarely ventured. At some
pagan wedding ceremonies Freyr was represented by
a giant wooden phallus placed in the room to bless
the couple with fertility. Frye was ruler of the Vanir
before becoming hostage to the peace with the
‘Acsir. On gave him an aett of runes for himself
Freyr had a magical boat, Skidbladnir,
which could shrink to such a small size chat it
could be carried by a single man, and yer when
fully grown it could hold all the gods. Ie was
capable of sailing on water, air, and dry land.
Freyr also had two boars, Gullinbursti and
Slidrugtanni, that could be eaten one day and
be fully restored by the next.
Frigga: Odin’ wife Frigga was the mother of
Baldur, Hodur, Hermod, and Tyr. She was the
goddess of the sky (andl sometimes the earth), the
houschold, and of married love, in which guise
she was often prayed to by women for fertility.
“Heimdell: Heimdall was entrusted with watch-
ing over Biftést. When the fire giants approach at
Ragnardk his duty is to blow the Giallar Hom,
wwaming the gods ofthe impending door.
Heimdall could see for hundreds of miles
perfectly in light or dark, could hear grass grow-
ing, and never needed sleep,
‘Aside from his magical hom, Heimadall aso
possessed a magic sword, Hofud.Hela: A child of Loki by the giantess
Angurboda, and sister to the Fenris Wolf and the
Midgard Serpent, Hela was banished from
Asgard by Odin and became ruler of Nifleheit
a frozen wasteland and domain of the dead
unclaimed by Odin or the other gods.
One halfof her face and body was that ofa beau-
‘fl woman, while the other was a decaying corpse.
“Hodu: Hodur was the blind brother of Balu
He was the god of winter and lived near Niflcheim. Ie
was he who was tricked by Loki into throwing the
mistletoe spear that killed his broher.
Hoenir: A brother of Odin, after the war
against the Vanir, he was sent to Vanaheim as a
hostage. The Vanir thought him slow-witted, and
therefore a poor hostage compared to the valuable
sods they had sent to Asgard, and therefore they
beheaded Mimir (the other hostage).
Tdunn: Idunn was the goddess of youth and
‘grew golden acoms that kept the gods from
aging as long as they ate them regulaely.
Loki: The half-giant father of the Fenris
Wolf, the Midgard Serpent, and the queen of
the underworld, Loki was a trickster god who
delighted in causing mischief and strife.
‘After Baldur's death, Loki was taken to
Nifleheim and chained on a ledge where a ser-
pent dripped stinging poison on his face until
Ragnardk, when he would break his chains and
get his revenge against the gods, especially
Heimdall, who had always witnessed his mischief
and informed the gods of his misdeeds.
Mimie: Mimie was a giant, and Odin’s uncle.
He was one of the hostages to the Vanir after their
war against the Aesir, and was eventually behead
ed, his head brought back to Asgard as a protest.
(Odin restored Mimir’s head to life and placed it in
a well under one of the roots of Yggdrasl, where
he could be consulted by anyone willing to pay
the price of an eye to receive knowledge.
‘Njord: A giant and ruler of the wind and
sea, after the war with the Aesir, the Vanir sent
hhim to Asgard as a hostage. He was the father of
Freyr and Freyja
(Odin: Odin was the chief god ofthe Aesi, the
0d of cunning, wisdom, and the valiant dead. He
was also the patron of noblemen and warriors, and
had little concem for these of lower station,
Although worshipped by warriors, he was
also feared by them as he was known to strike
Norse Sociery & CULTURE
warriors down in their prime in order to stock is
reat hall, Valhalla, with soldiers for Ragnarok.
(Odin gained a number of gifts through sac-
rifice: for the wisclom of Mimir’s well, he ost an
eye; and for the knowledge of the magical runes,
he sacrificed himself to himself by impaling his
own body with a spear to hang for nine days
from Yagdrasl, the World Tree.
Odin delighted in mixing with mortals
while in disguise, although he was often recog:
nized for who he really was. Many mortal kings
claimed descent from Odin.
(Odin had two ravens, Hugin (thought) and
Munin (memory), that flew around the world
and reported all they saw and heard to him. His
horse, Sleipnit, had eight legs and was the
fastest steed in existence, capable of traveling
through air and even to the underworld. Each of,
Sleipner’s teeth had a different rune engraved
upon it. Amongst Odin’s other animal compan-
ions were two wolves, Freki (Gluttonous) and
Geri (Greedy), who sat next to his throne.
53ULTIMA THULE: MYTHIC SCANDINAVIA,
Odin possessed Gungni, a spear that never
missed its target, and Draupni, a magic arm ring
that formed nine non-magical gold duplicates of
itself every night. He also had a magic whet-
stone that could make weapons dangerously
sharp.
Sif: Sif was the wife of Thor and was a
siantess. Sif was the goddesses of crops, as befits
her status as the wife of the god of farmers.
She wore a wig of pure gold following one
of Loki’s pranks which resulted in her real hair
being burnt off
Thor: Thor was the son of Odin and a loud
god who embodied bravery strength, and vigor.
These attributes were balanced by stupidity,
bluster, and sheer brutality
Thor was the god of thunder, thralls, and
the working man, and was also responsible for
farmers and fishermen, who often prayed to him
for a good harvest or catch. The striking of a
hammer on an anvil sealed marriages, burials,
and civil contracts, the hammer symbolizing
‘Thor's magic hammer Mjollnir (Crusher), which
never missed its target and retuned to his hand
when thrown,
Whereas Odin was mostly worshipped by
the elite, and even then rarely in ceremonies,
Thor was at the center of a widespread cult.
‘Thor's worshippers often wore small hammer
amulets hung from thongs, and when
Christianity arrived in Scandinavia the amulet
makers had little trouble modifying their molds
to make crucifixes
Thor's other magic items of note were his
belt, Megingjardir, which gave him strength
enough to wield his hammer, the ion glove he
‘wore to catch it in red-hot flight, and his char
ct, which caused the sound of thunder when it
moved. Two goats, Toothgnasher and Gaptooth,
pulled it and Thor killed and ate them every
night. Come the morning, the goats were fully
restored and ready to pull his chariot again.
‘Thor was a great enemy of the giants and
had many adventures in Jotunheim. Strangely,
he was married to Sif, herself a giantess.
‘Tyr: Tyr was the god of truth and war.
‘When the Fenris Wolf was being bound with a
magical chain, called Gleipnir (made from the
noise a cat makes when it moves, the beard of
woman, the roots of a mountain, the sinew of
bear, the breath of a fish, and the spittle of a
bird), Fenrir suspected a trap and demanded that
god place his hand in his mouth to prove there
was no trickery. Only Tyr was brave enough, and
when Fenrir found he was trapped, he bit off
‘Tye’ right hand. Tyr often supported the peas-
ants to help them get justice in an unfair world.
lle: Ulir was the god of archery and of
hunting, and was very popular during autumn
when warriors hunted food for the coming win-
ter months. The rune Yr represented his yew
bow. Warriors taking part in duels often asked
him for aid,
Vidar: The silent son of Odin, he was rarely
worshipped openly. He lived away from the
other gods, but always kept a horse saddled so
that he could speed to avenge his father’s death.
at Ragnarok, using a great leather boot crafted
from the scraps of leather left on the floors of
cobblers throughout Mythic Scandinavia. In
the reborn world afterward, he will be known as,
a god of vengeance.Christianity
Christianity came slowly to Scandinavia,
beginning in the 9th century. Many settlers
who left Scandinavia for distant colonies
converted to Christianity, some to keep the
peace with their new neighbors, but others
because they were genuinely interested in the
new faith. When these settlers returned to
the old country to visit relatives they brought
news of the Bible and the stories it contained.
Some were liked so much that they were
incorporated into Norse mythology. As mis-
sionary activity began in eamest in the early
10th century the Church reversed this, using
Norse stories to show that Christ, known as
the Hvitachrist (White Christ), had much in
‘common with the Norse heroes and gods.
The story of Thor fishing for Jormungandr
was compared to the Old Testament verse
(Job 41:1) describing the difficulty of drawing
Leviathan out of the ocean with hook.
Before Scandinavia was united under sim-
pile trio of kings, missionaries were faced with a
difficult task: converting a people was difficult
unless its ruler converted first, and with each
ford ruled by a different king the task was
daunting. Furthermore, some unconverted
kings threatened violence against Christians.
‘When the Scandinavian countries united
under single rulers, missionaries found their jobs
casiet. Many lands surrounding Scandinavia were
already ruled by Christians, and they took it upon
‘themselves to war against pagan neighbors. Once
the Scandinavian kings converted, peace was
made, although not always successfully.
The newly-converted kings wanted their
subjects to be Christians, and s0 many noble-
‘men were baptized. Likewise, the jarls wanted
loyal Christian subjects, but the masses
proved harder to convert.
The first known Christian missionary in
Scandinavia was Willibord, who tried in vain
to convert the Danish king Ongendus at the
beginning of the 8th century.
The first Scandinavian king to be con-
verted was the exiled Danish king Harald Klak
in 826 in Mainz. His conversion was carried
Norse Society & CuLTURE
cout by Ebo, the archbishop of Reims who had
been allowed to preach in Denmark since 823
as part of the political support given Harald by
the Frankish emperor, Louis the Pious. Ansgar,
a priest, traveled to Denmark and was active
there until Harald was exiled. Ansgar was zeal-
cous in his duties, and this caused a pagan back-
lash on more than one occasion. The first rul-
ing king to be converted was the Dane Harald
Bluetooth, around 960 by the priest Poppo.
The first churches in Denmark were
erected around 870 in Hedeby and Ribe. By
948 there were bishops of Hedeby, Ribe, and
Athus. From there, Christianity spread north
and eastward into Norway and Sweden.
The conversion of Norway began when
Harald Finehair sent his son Haakon to be fos-
tered by the Christian English king, Athelstan
in the late 9th century. In 995, King Olaf
Trygevasson began a crusade of conversion
and brought English bishops to Norway to
In its quest to convert the pagan Norse, the Church
made great use of Norse legends, interpreting them to
reflect Bible stories and show that many of their gods were
the same as Jesus and God himself,
The story of Odin’s trial on the branches of Yggerasil
draws a striking similarity to the story of the Crucifixion
Both victims were gods who sacrificed themselves; one for
power and the other to redeem mankind. Thor's hammer
resembled the early Christian cross, a fact the Church used to
convert the common man who followed Thor. Did Jesus not
provide for his followers as Thor gave the farmers good crops?
Balder, the beautiful god who was slain by treachery, was res-
urrected after Ragnarok, to live again in an ideal world. Jesus
himself rose after being condemned to death by the Romans
before ascending to Heaven. Ragnardk was equated to the
final battle of Armageddon, where the Devil (JOrmungandr,
the World Serpent) would be defeated, leaving the survivors
to live without fear or sin in a perfect world,
Even the mythical places of the Norse had counterparts
in Christian mythos. Nifleheim, the bleak land of the dead
for murderers, adulterers, and thieves ruled by Hela, paral-
leled Christian Hell, where sinners spent etemity in tor-
‘ment. Valhalla, where the Norse went upon receiving a good
death to be well fed and watered, was akin to Heaven's
palace, where bliss awaited those who died a Christian death.
(Christianity also appealed to Norse women, since Valhalla
55UtTIMA THULE: MYTHIC SCANDINAVIA
help. Although many noblemen were bap-
tized, resistance came from the common peo-
ple. Slow expansion followed and by the early
13th century most coastal areas had been suc-
cessfully converted, leaving only the rougher
and almost impassable interior pagan.
Little is known about the conversion of
the Swedes, and in Mythic Scandinavia
Sweden is still largely a pagan country in the
13th century, with only the larger towns
being areas of Christian worship.
The Effects of Christianity
Christianity and the Norse beliefs were
not just different religions, they were based
‘on completely different cultures, so when the
Norse changed religions, their lifestyles were
changed as well.
The most sweeping change wrought by
the Church was the introduction of writing
into the everyday life of Scandinavians.
Although runic writing had been used for offi
cial messages, magic, and account-keeping,
virtually all of the culture and mythology of
the Norse was passed on through a rich oral
,
H
8
Y
f
iy
\
Ngee
Mh
7
6
tradition. The Church introduced the idea of
recording tales on parchment. Of course,
pagan knowledge was not recorded, except in
Iceland. There the skalds used the new Latin
alphabet to record their heritage, assuring
Church authorities that the work merely con-
sisted of entertaining stories, not the material
of a living religion. Ac first Latin leters didn’t
replace runes, as runic inscriptions were still
used for centuries on monuments and grave
stones, and in decoration, but everyday writ-
ing soon exclusively used the Latin alphabet.
The Church also brought formal education
with its young men could be sent to Church
schools where they would learn the word of God,
and how to read and write the Latin tongue.
‘The Church also brought its own laws: the
cating of horsemeat was forbidden; polygamy
and extramarital affairs became crimes; mar-
riage was changed from a sacramental arrange-
ment between two families to a consensual rela-
tionship between two people; sex was forbidden
cn the nights before Sunday, Wednesday and
Friday, as well as before feast days and festivals;
unmarried woman gained new inheritance
rights; and revenge became a crime against God.
Converted kings and nobles could expect,
support from other Christian nations when war-
ring against heathens in or outside oftheir lands,
as well as receiving aid from the Church for such
endeavors. Trade relations often depended on
the Norse ruler being a Christian, as the Church
did not approve of trade with pagans.
Many noblemen found their power weak-
ened by the new faith. The Church preferred
strong kings over powerful aristocracies, and it
threw its support behind the three rulers of
Scandinavia. The jatls, once semi-indepen-
dent authorities, were made to pay homage to
a Church-supported king. Worse, many noble-
men had been the high priests of cults within
their regions, but asthe old faith was stamped
out their power weakened. That said, the
Christian kings were not in full control of the
country and, fearful of an uprising against
them, allowed sacrifices to the old gods to con-
tinue in private despite Church prohibitions.
Similarly, vitki were banned from using
their pagan magics on pain of public flogging,
but many Christian noblemen kept themhandy as advisors, and as magical aides in case
the power of the Christian god failed.
‘The common man received less material aid
than noblemen when converting to
Christianity, but missionaries also. gave him
hhope, telling him that all men were equal, and
that by living a good life he could reach Heaven,
Slaves were freed and prisoners redeemed, allow-
ing them to attain a better afterlife than their
pagan gods would have granted them.
The Order of Odin
‘Members of the Order of Hermes in south-
em and central Europe, having little contact
with Norse wizards, have deduced that there
exists an organization dubbed the Order of
Odin, which is responsible for attacks on magi,
the buming of homes and laboratories, and the
use of subtle magic, all designed to convince
Hermetic magi not to settle in Norse-dominat-
cd parts of Europe. Although interrogations of
various Scandinavians have revealed nothing
about this Order, this has been interpreted to
‘mean powerful spells have been used to hide or
erase the information hidden in their minds.
In fact, there is no Order of Odin; while
some vitkir may form small gatherings similar
in purpose to Hermetic covenants, those are
the exceptions rather than the norm, and there
is no overarching organization linking these
gatherings. In most cases, a Norse wicard allies
himself to a patron, whether it be a noble or a
small fishing village in the frozen north, and it
is to his patron that a wisard owes his loyalty.
Some magi living in tribunals close to
Scandinavia (and Sinus Wodinis, the House
Bjornaer covenant in southern Norway) know
the truth behind the Order of Odin, but their
words carry little weight within the Order of
Hermes. Any magus who proclaims disbelief
in the existence of the Order of Odin is brand-
ed either a traitor allied with the Norsemen
against the Order of Hermes, or a magically-
controlled dupe. Members of the Order of
Hermes have been enjoined to avoid contact
with the Norse lands in order to avoid pro-
voking a potentially dangerous conflict.
57
Nonrse SocieTy & CULTURE
Order of Odin Alternatives
‘Some storyguides may want to explore other answers to the
Order of Odin question. Some possibilities are:
© The Order of Odin once did exist, but is no longer a fac-
tor in Scandinavia’s magic circles as a result of the con-
version of many of its members to Christianity, the
encroachment of Hermetic magi on its borders, or some
unknown menace or disaster. Could the Order then
hhave been the reason for the sudden appearance of
Viking raiders in the late 8th century, and for their
unparalleled success over the next two centuries? And
was the Order of Odin involved in the Schism War that
began just as some members of the Order of Hermes
were advocating an assault on Scandinavia?
+ The Order of Odin does exist, and takes extreme mea-
‘sures to hide itself from the Order of Hermes. What do
they have to hide, and how do they do it?
‘+ The Order of Odin never existed but some members of
the Order of Hermes who know the truth created and
maintained the lie for their own purposes. Which
Hermetic magi are behind it then, and what reasons
could they have for such a deception?
* The Order of Odin never existed but some
Scandinavians started the rumor in order to keep
‘Hermetic magi out of the Northlands. Who would most
want to keep the Order of Hermes at bay: the Church,
local rulers, or the vitkie?
© The Onder of Odin never existed and it is a combination of
‘other mundane forces that are keeping the Order of Hermes
‘out of Scandinavia: prejudice, paranoia, climatic difficulties,
the region's isolation ftom southern European politics and
couleur a lack of recruits because of the local preference for
‘magic based in its cultural heritage, and so on.
* The Order of Odin didn't exist in the past, but the
encroachments of the Order of Hermes have convinced
some vitki to create their own organization for protection.
How can this fledgling order hope to survive in the face of
the established and powerful enemy approaching from the
south? And is this new order behind the troubles besetting
Sinus Wodinis (as described on page 62 of The Mythic Seas)?ULTIMA THULE: MYTHIC SCANDINAVIA
Wartare
Organizational Structure
Scandinavian kings and noblemen pos-
sessed armies comprised of two types of soldier:
the hird, or professional soldiers who formed
the noblemen’ permanent retinues; and the
carls who took up arms in times of need,
Al free men capable of bearing weapons
‘were obligated to aid in the defense of their liege
and home areas. When a prearranged signal (for
example, the blowing of a hom or the lighting of
a beacon fire) was seen or heard, the men rushed
to their homes to retrieve weapons and shield,
and then mustered at their lord’ hall to await
instructions. For overseas campaigns this levy
system was rarely used, instead professional sol-
diets made up the majority of armies, although
some carls might volunteer for service.
The lowest form of professional warrior
were the gestr, who were little more than.
hired thugs who performed menial tasks such
as policing the lord’ villages and running
errands. The dreng were professional soldiers,
loyal to their lord, and housed in special
accommodations provided for their use.
Dreng who proved their worthiness could
become members of the tinglith, or personal
‘uard, or rise to the rank of thegn, comman-
ders of the dreng. Lords that owned ships had
liths, professional sailors who manned his
warships, commanded by a lithsmathr. They
were counted as members of the lord’ hird.
There were also three types of specialist
warrior; the bersarkr, ulfednar, and svinfyiking,
The bersarkr (“bearshirts”) were fierce warriors,
dedicated to their lord and to Odin, and capable
of literally going berserk in combat. They nor-mally fought in groups. The ulfednar (wolf-wat-
riots) had similar atributes asthe bersarkr (and
‘were also dedicated to Oxin), but did not enter
such a battle rage and generally fought alone.
Many of these warriors were rumored to be able
to assume the form of wolves. The svinfylking
(boar-warriors) were trained to fight in a wedge
formation reminiscent of a boars head and often
acted as scouts. Although the svinfjlking were
not dedicated as a group to Freyr, some would
ask for his blessing before battle.
‘When there were no wars to fight, the
members of the hird patrolled their master’s
land watching for bandits or attackers, kept
the peace in villages, and trained new
recruits. More lucrative duties included body-
guard duty to their master, or escorting him or
his family members on journeys.
Weapons and Armor
Carls had the right and obligation to pos-
sess weapons, typically swords, axes, spears,
javelins, bows and arrows, and slings and stones.
Armor usually consisted of shields, leather
clothing, or for the wealthy or professional sol-
dier, either scale or chainmail. Not all carls
could afford the best weapons and armor, and
possession of quality weapons was often a sign of
wealth, rather than combat skill or experience.
‘The mest expensive weapon a Norseman
could own was a sword, especially since they have
litle use outside of war. Standard Norse swords
were one-handed slashing weapons, constructed
of iron, with broad double-edged blades. Omately
engraved blades and hilts were the property of
wealthy men, and such swords were used as status
symbols as well as weapons of war. The seabbard
vwas constructed of either wood or eather, and was
lined with wool. A leather strap hung from the
right shoulder to hold the scabbard atthe lft side
of the waist. Kings often rewarded their followers
with swords, and fathers passed them on to their
sons. Long knives and cheap single-edged swords
were used by common cars,
Battle axes were cheaper altematives to
swords, but just as effective in battle. The major
difference between swords and axes was that an
axe was liable to break more easily. The Norse
59
Norse Society & CULTURE
axe was long-hafted with a large iron head. Just
as with swords, the wealthy sometimes had axes
with engraved and decorated heads. Hatchets
were used for throwing and in melee.
Javelins were widely used, especially by pooret
carls. On rare occasions the heads were engraved
but they were nor status symbols. They were meant
to be thrown at enemies as a secondary weapon,
but some Vikings used heavier spears in melee.
‘When hunting, nobles preferred bows and
arrows. Norse bows were constructed from yew
and averaged one and a half paces in length.
‘The arrows had wooden shafts topped with iron
heads. In combat, bows would be used before
the two sides closed with hand weapons.
Norse shields were round, wooden with
metal rims, and generally protected from chin
to knee. A metal boss adorned the shield’s
center. Shields were often brightly painted.
Armor was an expensive and rare com-
modity, often imported and rarely buried with
the deceased. Chain and scale mail were the
‘most common types, covering the torso, arms,
and the top of the thighs in a single coat.
Helmets were round, metal, and often adorned
with nose or eye-nose guards. Neck guards
‘were occasionally placed on the back. Helmets
with antlers tied to them could be wor during
rituals, but were too clumsy for use in combat.
‘Some Norsemen might tie ravens’ wings to the
sides of the helmets to signify a link to Odin.
Fortifications
Compared to the rest of Europe, Norse set-
tlements were almost devoid of fortifications.
Market towns and harbors were protected by
low ramparts, circular or semi-circular in shape,
built using fill from the excavation of exterior
ditches. Wooden palisades ran along the tops of
the ramparts. Timber-ined gateways completed
the structures. [Fan area was attacked, men andUttIMA THULE: MYTHIC SCANDINAVIA
animals could be taken inside the rampart and
the gates closed. Independent fortified build-
ings and castles were unheard of until the late
12th century, and were rare in the 13th.
Fjords, beaches, and narrow river chan-
nels were strategically blocked with underwa-
tet wooden stakes or large stones to prevent
landings by enemy forces. Some river chan-
nels were permanently blocked in this way,
and pilots had to know their way through the
defenses or risk running aground.
The Danevirke
One exception to the rule of minimal for-
tifications was the Danevirke. Started in the
mid-8th century, the Danevirke stretched
actoss the southern border of Denmark from
Hedeby to the Rivers Rheide and Treene.
This effectively protected the southeast of the
country, and natural swampy ground to the
southwest provided adequate protection for
the rest of the border.
The earliest Danevirke was a large earth
en rampart fronted with timber. Along the
top ran a wooden Palisade, which gave the
defenders protection from arrows and spears.
Initially the wall was only 4 miles long, but
over the centuries was extended until it
reached a length of some 25 miles. Where the
‘ground was firm, a ditch ran in front of the
rampart, acting as a dry moat. In later periods
the wall was fortified with stone and bricks.
The wall was not impregnable and in 974
warfare broke out between the Danes and the
German Empire. The wall fell co the invaders
and German troops were garrisoned at the
border. Only in 983 was the wall recaptured.
Although there is no firm historical rea-
son for the building of the fortification, the
Danish king at the time was a fierce opponent
of Christianity and also had trouble with the
Saxons living in northem Germany. In the
late 8th century Charlemagne had conquered
the Saxons and border disputes arose with the
Danes. It was also at this time that the Danes
began raiding the Frankish coast, adding to
the tensions already present.
Battles
Before the start of any battle, the leaders
of Norse armies made speeches designed to
inspire their men to acts of bravery and per-
sonal sacrifice. Following the speech came a
series of insults between the two armies, the
content and nature of which were dictated by
custom and tradition. The rattling of
‘weapons against shields and fierce battle cries
‘were also used to demoralize the opposition.
Most battles began with a hail of arrows
and thrown javelins, to be followed by a
change, accompanied by battle cries. The ini-
tial clash often resulted in both armies pass-
ing deep into each other's ranks before fight-
ing actually began. Homs were used to direct,
the forces once battle had begun, as shouted
orders would have been unintelligible.
Cavalry was a new addition to the 12th-
century Scandinavian army, and wes most
popular in Denmark and Sweden where the
terrain was more amenable to horse tactics
When used, Norse cavalry was often kept in
reserve to support weak parts of the line, or to
outflank enemies. Only the wealthy could
afford professional cavalry (often German
mercenaries), and they were usually only seen
as a part of a king's elite force of huscarls.
The svinfylking formed their boar-head bat-
tle formation with two champions fighting at
the snout, and leading the formation into battle.
‘The formation was designed to punch through
‘enemy ranks, lead by the champions, and then
break apart to engage in single combat.
‘Whoever was leading the attack rode at
the front of the army accompanied by his
most loyal and trusted huscarls. His position
in battle was marked by his battle standard,
which was carried by a huscarl who had
proven himself courageous and fiercely loyal
in battle. The standard bearer's job was vital,
for if the standard fell the army would fear
that its leader was dead or captured, and
might withdraw from the field.
ZSCharacters
Creating a Norse characteris no different
than making a regular Ars Magica character.
Hermetic magi do not dwell in the frozen
lands of the Norse, but there are native magi-
cians who wield strange powers. As well, here
are companion and grog professions unique to
the Northlands. Examples of Norse characters
can be found at the end of the chapter.
‘There are three ways to set up a Norse saga
The players can create normal Ars Magica
characters who interact with an environment
that i strange to most members of the Order of
Hermes. They can create Norse characters who
take on roles equivalent to magi, companions,
and grogs, but all with a distinctive Norse fla-
vor. Finally, they can create Norse characters
for use in a Hermetic covenant somewhere in
the rest of Mythic Europe.
Iftaking the first option, it must be remem-
bered that, while the characters in standard
Hermetic sagas begin at a covenant, tied to
‘each other by common bonds, in Scandinavia
there are no covenants in which Hermetic
magicians live, work, and study. A Norse saga
focuses on settlements of mundane people as
the hub of player activity, and most characters,
whether they are magi, companions, or grogs,
should begin the game working for someone, as
Norse society is based on people living in com-
‘munities and supporting each other.
If the second option is picked, native
Norse characters can fill the magus, compan.
Creation
ion, and grog roles. The magus is replaced by
a Norse vitki or Finnish wind wizard who,
while less powerful, will receive much more
respect in Norse society than a magus would
elsewhere in Mythic Europe, Companions
represent people who have made names for
themselves, whether that be as skalds, impor-
tant warriors (huscarls), or even as the jar!'s
favorite juggler. Lastly, there are the grogs:
professional warriors (dreng), carl farmers, a
craftsman’s apprentices, or, rarely, thralls.
Even a huscarl could be a grog, accepting a
position of willing servitude because of loyal-
ty toa lord,
The third option will perhaps be the least
confusing to the average player, but will also
rake less use of the opportunities presented
by the Norse culture and political situation. If
fa mixed Norse/Hermetic covenant is being
assembled, Norse vitkir and Finnish wind
wizards can take mystic companion slots
(Mystic companions can occupy either a
player's companion or magus slot, at the
troupe's option. A more complete discussion
ccan be found in Hedge Magic, pages 31
32)Uttima THULE: MYTHIC SCANDINAVIA,
Norse Spell Casters
Vitkir
Starting Abilities
A vitki begins play with the following
basic Abilities: Speak (Western or Eastern)
Norse 5, Scribe Runes 3, Legend Lore 2, Area
Lore 2, Rune Casting 4, Rune Scripts 1, Rune
Bindings 1, and Theology (Norse) 3.
SVEN
EAS
eA
The vitkir practice magic based on the
runes and claim that the chief Norse god,
(Odin, gave them the runes in return for service
and sacrifice. In Norse society the vitki is part
priest, part judge, part mediator, part counsel-
lor, and part warrior. A vitki wields more sub-
tle magic than a Hermetie magus, designed to
help people directly rather than by means of
external magical effects. Peasants who have
problems with their private lives or with their
businesses consult vitkir for help, but few peas-
ants would be brave enough to consult magi
To make a vitki character follow the
character generation steps given in the Ars
Magica Fourth Edition rulebook, substituting
the changed sections below where necessary.
Starting Experience: Age + 5, with five
additional experience points which must be
spent on Abilities that involve social interaction
Unlike a Hermetic magus, a vitki is
brought up to represent his people and to deal
with those of greater and lesser station with
equal ease.
Starting Magic
‘A Norse vitki does not use magic like
Hermetic magus, but instead taps into the
mystic power of the ancient runes, which
were first used by the god Odin. Each vitki
starts with the knowledge of all 24 runes at a
rudimentary level; a score of O with each
rune. The vitki has 50 points to spend on
learning more about specific runes and these
are spent in a manner similar to that of magi
purchasing their Arts (see ArM4 page 60).
For further information on the runes and
how to use them, see the Performing Norse
Magic and Runes and Their Powers chapters.
Descriptions of the magical abilities of a vitki
are detailed below in the “New Abilities” sec-
tion beginning on page 69.
Virtues and Flaws
Not all the standard Ars Magica Virtues
and Flaws are open to a vitki, while some
work in different ways.
Required Virtue
Patron (variable): Whether it be a pow-
erful jarl, a clan chief's warband, or a small
fishing village, the vitki has attached himself
to an individual or community that provides
hhim with the basics of life (food, shelter, andwarmth) in return for favors and aid in times
of need. It is the vitki’s lot in life to aid those
in need, and his apprenticeship has prepared
him for such service. The vitki is generally
regarded as a counsellor to his patron and
may be called upon to give advice or help pass
judgement at a Thing.
Unlike the Patron Virtue on ArM4 page
44, the cost of a vitki’s patron depends on its
size and status, as shown below.
+1 Virtue: The vitki is part of a small vil-
lage community, and while he has limited
resources at his disposal and lives a simple
life, he has little actual work to do aside from
watching over the locals.
+2 Virtue: The vitki is associated with a
large village, a minor noble, or a merchant. His
tasks include managing daily affairs and acting
on behalf of his patron, but he has his own
dwelling and a small income for his troubles.
+3 Virtue: A powerful noble, an extreme-
ly wealthy merchant, or a small town has
taken in the vitki. In return for wealth, com-
fortable living conditions, and the occasional
rest period, the vitki is heavily involved in the
day-to-day affairs of his patron and is often
involved in several tasks at once
Forbidden Virtues and Flaws
Beginning Vis (ArM4 40)
lic Upbringing (ArM4 49)
Educated (ArM4 41)
Feral Upbringing (ArM4 49)
Further Education (ArM4 41)
Indulgences (ArM4 43)
Lycanthrope (ArM4 49)
Relic (ArM4 45)
Sense Holiness/Unholiness (ArM4 42)
Simple-Minded (ArM4 48)
‘Troupe Upbringing (ArM4 42)
‘Weak-Willed (ArM4 48)
Due to the nature of vitkir, they may take
the -1 Flaw: Magical Air (ArM4 47), nor-
mally only available to companions and
sogs. Unlike a Hermetic magus, a vitki has
no Gift forming the seat of his power, just
knowledge of how to manipulate the runes.
Seithkona
Lodalfafnir, listen to my counsel;
You will fare well if you follow it,
Ie will help you much
If you heed it
Shun a woman, wise in magic,
Her bed and her embraces;
If she cast a spell
You will care no longer
To meet and speak with men,
Desire no food,
Desire no pleasure
In sorrow fall asleep.
— From the Havamal
The seithkonur (singular seithkona)
practice seithr: witchcraft. They are almost
exclusively female; the rare male practtion-
ers are called seithmathr and must be
Transvestites (a -2 Flaw; see WGRE, page
66). Seithr is seen as unclean magic by the
Norse: while rune-use was a gift of the god
Odin, seithr was taught to women by
Gullveig (“Goldbranch”), a goddess (some
say giantess) so wicked that she introduced
agreed to the gods, sparking the war between
the Aesir and the Vanir. The Aesir eventual-
ly had her burned three times, but she was 0
evil that the clean flames would not consume
her flesh,
Despite this appalling reputation, the sei-
thkonur are consulted more frequently by the
Norse than any other magical practitioners;
despite the fact that they are forced to keep
their powers a secret from the authorities,
somehow the common folk seem to know
where to find them when a need develops,
and they maintain the seithkonur’s secret out
of sel interest.
In most respects, the seithkonur are iden-
tical to the cunning-folk of Hedge Magi, and
their magic is a consequence of a long associ-
ation with faeries (the landvaettir). Instead of
the Visions Exceptional Ability, a seithkona
makes use of a fylgia, an animal spirit chat
tends to attach itself to certain families. She
63
CHARACTER CREATIONUrTIMA THULE: MYTHIC SCANDINAVIA
can borrow the shape of her fylgja and, while
her body goes into a sleep-like state, she can
travel abroad in spiritual form. This ability is
covered by the Exceptional Talent Hamfari,
detailed on page 73. The fylgja can also come
to the seithkona in dreams to warn her of
danger. In this respect they grant the witch
the Talent of Premonitions — see “Changed
Virtues,” page 71. However, they also possess
1 Bad Reputation as witches, which begins at
a level of 2.
Many seithkona have preserved the
knowledge of the rituals of worship associated
with the Vanir, and may be priestesses of
Freyja. A’ seithkona often has the
Skinchanger Virtue, and is able to take the
physical form of her fylgja (the Hamfarir
Ability allows her only to borrow the fylgia’s
spiritual form)
Starting Abilities include: Chirurgy 2,
Craft Charm 2, Craft Bane 2, Faerie Lore 3,
Faerie Sight 2, Folk Magic 4, Herbalism 4,
Hamfarir 2, Premonitions 1
Seithkonur have a minimum age of 20,
and receive age + 10 experience points
Fylgiuer
The fpgjur (singular: fylgia) are animal
spirits that attach themselves to certain
humans. They are closely tied with the pagan
Norse concept of the soul, and can be inher-
ited from an ancestor just as any other trait
‘might be passed on.
Fylgjur are, for the most part, invisible
and immaterial. Those who can see them
(characters with Second Sight or Faerie
Sight, for example) say that they always
take the form of an animal, and they are
attracted to persons who have characteris-
tics of that animal. The fylgjur of sei-
thkonur are most often falcons, cats, and
hares — the animals associated with the
goddess Freyja.
Fylgjur usually have Magic Mights of
about 10, and rarely have any significant
powers. They are roughly as intelligent as
children, but have little ability to interact
with the physical world. They are also unable
“4
to speak. The only people who can feel them
(should the fylgjur wish it) are those to whom
they have attached themselves, which, in
game terms, are represented by two Virtues:
Hamfarir (page 73) and Premonitions (page
7).
Shamans
Norse shamans are normally found
among the isolated settlements of northern
Norway and Sweden, where the old ways are
still firmly entrenched and the Church fears
to tread. Here shamans are the spiritual lead-
cers of the northern Sami and spokesmen with
the spirit world
A player who wishes to create a Norse
shaman character should use the rules pre-
sented in the Ars Magica supplement The
Dragon and the Bear. There are no changes
required for Norse shamans.
Characters who can shapechange, nor-
mally found in shamanic tribes across the
world, are less common in Norse society,
where only the vitki and bersarkr are attrib-
uted with shapeshifting powers. A player
wishing to run a shapechanger should
choose one of those professions for his
character.
Wind Wizards
Another possible magic-using character
type is the Finnish wind wizard, an outsider to
both Norse and mainland European society.
Details about this character type are found in
the Other Magic Systems chapter, beginning
‘on page 107.Norse Grogs and
Companions
Cornpanion Social Class
Virtues and Flaws
Below is a list of the companion social
classes that are available to beginning Norse
companions. Unless otherwise stated, all
equipment or Virtues and Flaws associated
with a social class remain the same as on
ArM4 pages 38 and 39.
Most of the social classes linked to Flaws
in the Ars Magica rulebook are not suitable
for Norse characters, as to be outlawed from
‘one's family left a person on his own in a cul-
ture where friends and family were highly
prized. Although many Norse heroes were
outlaws, they were also very powerful and had
many allies and friends. Normally they lived
short but exciting lives. A companion could
be an outlaw in another province, being shel-
tered by a local nobleman, but this requires
some careful thought as the character's life
could become difficult if he moves from his
sanctuary.
Thrall/Ambatt (~2): You are a slave, and
as such you are another man’s property. You
have few rights, being unable to own land.
Should you be caught lawbreaking, you will
be beaten, maimed, or killed.
Leysingi (-1): You are a freed slave,
although still dependent on your former
owner and family for a number of genera-
tions. You cannot institute legal proceedings
against your former owner, and if you win
money in a court case you owe a portion to
him. This is the equivalent of the Obligations
Flaw.
Wanderer (-1): You are not tied to any
liege or community, and as such you have no
rights according to most Scandinavian laws.
Since horses are rare in Scandinavia, the
CHARACTER CREATION
wanderer does not begin the saga with one,
although he does possess a pair of skis.
Carl (0): The standard freeman of Norse
society. Most Norsemen are farmers, but
‘many have trades which enable them to work
around the farm repairing fences and plows,
and the like.
Bondi (0): You are a free man, and
either you or your family own a farm.
Because of this you have an Obligation
(equivalent to the Flaw) to spend either the
harvest or the sowing season helping your
family work the land. This Virtue isthe same
as the Prosperous Peasant Virtue, except
that your yearly income amounts to only 250
pfenning.
Mendicant (+1): As the Church contin-
to push into the heartland of
Scandinavia, more and more mendicants are
moving among the population, spreading the
word of God. There is no difference between,
65Utima THULE: MYTHIC SCANDINAVIA
the mendicants in Scandinavia and those
found elsewhere.
Smithr (+1): You have a reputation as a
craftsman. You are considered to be part of
the carl class, but command a great deal of
respect because of your talents. Accom-
plished blacksmiths and ship-builders are
especially honored, though other trades of
note are rune-carvers (making memorial
stones), masons, and woodcarvers — basical
ly any manual trade. You begin play with the
Reputation “Skilled” at level 2, but you had
better have the skill to back this up or it will
quickly be lost.
Odalsbindi (+1): Also called a hauldr in
Norway. You are a landowner with hereditary
right to your land. You rarely have the oblig-
ations of a bondi because you have a number
of tenant farmers andior slaves to do much of
the work. Odal rights are fiercely maintained
as they distinguish a family claim, and cannot
be usurped by jarls or the konung. Equivalent
to the Prosperous Peasant Virtue.
Skald (+2): Skalds are the poets and sto-
rytellers of the Norse and respected members
of a community. Their ability to memorize
thousands of lines of poetry is legendary, and
they can recite long passages at will.
A skald character gains the new Virtue
Audio Bidetic Memory (see page 73) as part
of being a skald. He also begins the game with
an automatic level in Storytelling, represent.
ing a small repertoire of tales. Ifthe character
has any Play (Instrument) skill, he begins the
game with an appropriate instrument.
Landsmathe (+2): As one of the lands-
‘menn you are a part of the lowest rank of the
ruling class. You must be able to maintain and
field 40 armed men in the levy. This position
is not hereditary, but is gained through an
cath of loyalty to the king. This Vircue is sim-
ilar to the Lesser Noble Virtue.
Butescarl (+2): A mercenary leader paid
by a town so that its citizens do not have to
take part in the king's host. This is the equiv-
alent of the Mercenary Virtue.
Styrimathe (+2): You are captain of a ship.
You have little actual wealth, as it is tied up in
your ship, although with it you have the poten-
tial to gain money through trade or piracy. You
may choose either a Snekke or Smabyrding (see
pages 45 - 46) as your beginning ship. You have
acrew of 8 to 12, all of whom are sailors, not sol-
diers, and who must be paid for their services
You must hire a separate fighting force to protect
‘your possessions. Your social rank is that of carl
Bryti (+3): You are a steward of the royal
estates. You receive a wage of 40 pfennig a
‘month, and wield the authority of the king in
most matters (as the Temporal Influe
Virtue). You are often looked upon as a neu-
tral, mediating in disputes.
Gothi (+3): You are a chieftain; the
leader of a district. This contains at least one
‘major settlement, and probably several small-
er ones. In pagan lands, you are responsible for
conducting the public rituals of the local gods.
Your position is not hereditary, but you are
elected into the office for life. You do not own
the land that you oversee, but have possession
of a large family farm, which generates about500 pfennig per year. You must perform the
duties of a magistrate quarterly at the Thing.
Hersar (+4): You possess a lordship at
the king’ pleasure. The lands you own are
yours by grant from the king, and are handed
back upon your death for redistribution.
Apart from that, you have all the benefits and
“obligations of the Landed Knight Virtue.
Lesser Jarl (+5): You are a fully indepen-
dent lord, holder of a hereditary title. You,
your family, and other jarls are the ruling
powers in the region in which you live. You
effectively have the Landed Knight Virtue,
but are awarded greater respect than a hersat
Grog Status
Virtues ond Flaws
Most grogs are catls at the lower end of
the social class. Because thralls were forbid-
den to carry weapons, itis unlikely that any
grog will be from that class. Unlike other
sagas, Norse grogs are not necessarily the
lower end of the pecking order, used only as
‘muscle for the magi and to do their physical
labor for them; Norse grogs are members of
the same community as the other characters
and can hold important positions within a
jarl’s retinue. Of course, the vast majority of.
‘grogs are merely farmers who take up arms
‘when their jarl calls them for war.
Gestr (-1): Part of a lord’ retinue (along.
with the hird). As one of the gestir you have
special quarters and your own leader. You act
as a policeman for your lord, run errands for
him, and do other menial tasks. You have a
Bad Reputation as a “Hired Sword,” gaining
none of the usual special benefits associated
with being a member of the retinue of a lord.
Dreng (0): The equivalent of the
Standard Grog Virtue, the dreng refers to a
young warrior. You are a member of the hird,
and have taken an oath of loyalty to a lord. In
peace time you act as an official for your lord,
forming embassies, exacting tribute, recover-
ing dues, and acting as a messenger. You have
67
a spear, an iron cap, and a shield given to you
by your lord.
Lithsmann (0): You are a professional
member of your lord's hird. Your primary duty
is to man your lord's ships.
Lithsmathe (+1): You are the comman-
der of the fighting contingent of a ship (the
equivalent of the Grog Leader Virtue), and a
highly respected member of the lord's hind.
Tinglith (+1): You are a member of your
lord's personal guard — the equivalent of the
Custos Virtue. This is also known by the
Saxon term huscarl
Thegn (+1): You are a leader of men in
the dreng — the equivalent to the Grog
Leader Virtue, but applied only to soldiers.
Bersarkr (+1): You are known as a feared
warrior and distinguish yourself in battle by
your berserk fury, during which you roar loud-
ly, bite your shield, and become virtually
invulnerable. You do not wear armor other
than a bear skin, and have the benefits of the
Tough Virtue as well. You have the
Reputation “Fearsome” beginning at ascore of
1. However, though feared, you are considered
somewhat unreliable. Bersarkr usually travel
in bands of up to 12, but sometimes wander
alone. You must have one of the following
Virtues or Flaws to justify your reputation:
‘Shapeshifter, Berserk, Fury, or Lycanthrope.
Ulfednar (+1): You are a feared warrior
famed for your ferocity. You are distinguished
bby wearing a wolf skin (vargstakkar) over a mail
shirt (which you gain for free) in battle.
Unlike a bersarkr, as an ulfednar you fight
alone. It is likely that you have the
‘Shapeshifter Virtue, though even if you do not
you will be treated by others as if you do
(Reputation as a “Werewolf” at an initial score
of 1). You have the Long-Winded Virtue.
Svinfylking (+1): You are one of the
boar-warriors, a group of fighters known for
their wedge formation in battle, with two
champions at the rami, or snout, of the wedge.
You are trained in the skills of disguise and
escape, and make a superlative scout. Rolls
involving Rogue and Survival Skills in select-
ed areas receive a +3. modifier. Examples
might include wildemess survival in a partic
CHARACTER CREATIONUttima THULE: MYTHIC SCANDINAVIA
ular terrain, stealth, and disguising yourself at
a moment's notice.
Abilities
Changed Abilities
Some standard Abilities are not particu-
larly well suited to a Norse campaign; the
changes needed to bring them into line are
explained below.
Storytelling: Skalds can use Storytelling
in a manner similar to Lectio, the written
text replaced with memorized stories. Skalds
‘may teach Abilities (but not those connect-
ed to the usage of magical runes) using the
same rules as learning from Lectio but substi-
tuting Storytelling for that skill. The skald
employs a well-known tale to teach others,
both by example and by practice of the
knowledge sought. The quality of a charac
tercreated story is determined by using
Communication + Storytelling as the
required roll. To accommodate this, a new
Speciality of Teaching is available to charac-
ters with this Skill,
Vitkir and Finnish wind wizards with the
Storytelling skill can use it to teach magical
Abilities, such as Rune Casting and Rune
Binding, using the same rules as Lectio, but
substituting Storytelling skill.
Speak (Language): There are two lan-
guages spoken in Mythic Scandinavia: the
Norwegians speak Wester Norse, and the
Danish and Swedish speak Easter Norse.
Both languages evolved from a common
tongue, Old Norse, and a speaker of one lan-
guage can be considered to have fluency in
the other at half his normal level (rounding
fractions up). Finnish and Sami are separate
and unrelated languages.
Scribe Runes: This Ability is a necessary
part of any runic spell-casting, A non-vitki
character with this Ability cannot perform
feats of magic, but can simply write down sen-
tences using the runic script common
throughout Mythic Scandinavia. The Vikings
had an oral tradition for much of their history,
and books are unlikely to be written in runes.
Lectio: There are virtually no books writ-
ten in Norse runes. However, with the coming
of the Church, books written in Latin have
made their way to many of the large towns and
Cities and it is now possible to study these at sev-
eral monasteries around Mythic Scandinavia.Books in Arabic and Greek are also available in
the larger cities, having been imported from
Byzantium (Miklagard) and the Holy Land.
New Abilities
Exceptional Talent
Shapechanging: All vitki can purchase
the Exceptional Talent Shapechange, but
they cannot assume any form they wish.
Instead, they must be limited to the follow-
ing animal shapes: raven, beat, wolf, and
horse.
While in an animal form the vitki
retains his own memories and personality
traits, although he does gain an extra
Personality Trait of level 3 with the name
of the animal form. (Thus, a vitki who has
changed to a bear form will have the per
sonality trait “Bear” at level 3.) A vitki
may not speak in animal form except in the
animal's natural tongue. He may not make
use of runes, nor may he use non-natural
skills (Climbing and Athletics, for exam-
ple, are usable but Etiquette and Boating
are not).
The table in the insert shows the
length of time a character may remain in
shapechanged form, based on a Stamina +
Shapechange roll. Under normal circum-
stances a simple die is rolled and the
Normal column is used, but under difficult
circumstances a stress die is rolled, using
the Under Stress column to determine the
results. The character may choose to revert
back to his human form at any time he
wishes prior to the maximum time allowed
in the beast form. Characters cannot
9
Shapechange ‘Ouration
CHARACTER CREATION
Duration
The character may not
change shape again until
the next sunset or sunrise,
whichever comes first
The character may not
change shape until the next
scene in the story
One hour
One day
One weekUrtima THULE: MYTHIC SCANDINAVIA
change from one animal form to another
without first reverting back to their origi-
‘nal human form.
Academic Knowledge
Norse Law: The Norse system of civil law
bears little resemblance to that of the rest of
Europe, which follows the Roman system
(though Church law applies regularly in
Christian Scandinavia). A character with
knowledge of Norse law understands such
things as the rights of slaves, the payment of
‘weregeld, how much is an appropriate fine, and
how toadminister a Thing, Jars are expected to
have a knowledge of the law, as are most vitki.
Vitki (and other characters with the storyguide’s
permission) are allowed to take this Ability
without the Virtue Educated. Specialities:
weregeld,thralls, contests. (Intelligence)
Arcane Knowledges
Rune Casting: Every vitki has the ability to
divine the future using the runes without cast-
ing a spell, but the answers divined are often
vague or couched in riddles. The user picks a
certain number of runes from a face-down rune
set of carved rune stones or chips and lays them
out in a specific pattern upon a white cloth laid
on the bare earth, and then interprets the mes-
sage vouchsafed him from Odin,
To successfully read the meaning, the
vitki must make a Perception + Rune Casting
roll against an ease factor determined by
using the examples in the Divination Virtue
on ArM4 page 45. A botched roll results in
the vitki completely misinterpreting the
answer. (Perception)
Rune Script: The easiest way to invoke
the power of multiple runes is to make a rune
script. This involves writing a group of runes
onto a piece of bark, a leaf, or similar perish
able material, to invoke their power. See
“Rune Scripts” on page 81 for more details.
(Intelligence)
Rune Binding: A way to make semicper-
manent magic items using the runes is to cre-
ate a rune binding. A rune binding is either a
70
physical object designed to resemble certain
runes or a patter carved into an object. See
“Rune Bindings” on page 83 for more details.
(Intelligence)
Casual Knowledge
‘Theology (Norse): The study of the
Norse gods and their roles in the lives of men,
from legends relating to specific gods, to ritu-
als involved in worshipping them, and their
particular strengths and weaknesses are cov-
cred by this knowledge. There are no written
texts on the gods, all knowledge being passed
on by word of mouth. Specialities: particular
god or goddess. (Intelligence)
Wilderness Skill
Skiing: The snowy winters of
Scandinavia make travel by foot hard. To get
around the Norse use skis; a large ski on the
right foot, and a smaller ski on the left, used
to propel the skier forward, much like an ice
skater or skateboarder. Specialties: speed,
avoiding hazards, grace. (Dexterity)
Forbidden Abilities
The following abilities cannot be learned
by starting Norse characters. Some can be
picked up during a campaign, given favorable
circumstances.
(Certémen (ArM 55)
Enigmatic Wisdom (ArM4 58)Finesse (ArM4 53)
Magic Theory (ArM4 58)
( — does not cover rune magic)
Penetration (ArM4 53)
Parma Magica (ArM4 55)
Rare Abilities
The following abilities are rare among
‘Norse characters, unless they've spent a great
deal of time abroad or in a Church school in
one of Scandinavia's growing cities.
Artes Liberales (ArM4 57)
Chirurgy (ArM¢ 56): Not rare in Mythic
Scandinavia, but normally performed by
women; men using this Ability may be sub-
jected to ridicule by other Northmen
Civil and Canon Law (ArM4 57): Rare
amongst non-clergy or non-noble characters
Medicine (ArM4 58)
Philosophiae (ArM4 58)
Pick Locks (ArM4 55): Locks are rare in
Scandinavia, with many doors secured simply
be a drop bar; a new speciality of this skill is
the ability to open such bars
Theology (ArM¢ 58): Although Christian
Scandinavians may possess this skill, it is still
rare among the population
Changed Virtues
Variable Virtues
Faerie Blood: The sidhe and goblins
described on ArM4 page 39 should be
replaced by Ijossalfar and svartalfa.
Magic Item: The magic items described on
A1M4 page 40 are based on the Hermetic sys-
tem; Norse characters can have rune bindings
instead. The cost of the binding is given in the
insert to the right. Rune bindings for non-vitki
characters should be created by the storyguide
(keeping the exact level of the particular runes
secret) from a description by the player. The
‘minimum cost for this Virtue is 1 point.
1
CHARACTER CREATION
+1 General Virtues
Alchemy: Alchemy cannot be leamed by
Norse characters who have not had contact,
whether first or second hand, with the culture of
the Arabs, who invented the process. (ArM4 40)
Premonitions: To the Norse, one’s fylgja,
is responsible for warning against danger.
Someone fortunate enough to be in touch
with her fylgja knows how to heed its warn-
ings. This is the equivalent of the
Premonitions Virtue on page 42 of ArM4,
manifested differently in the Northlands.
There are three ways that a person might
receive a warming from her fylgja. The first is
that it might appear to her in a dream involving
a particular animal indicating that her fylgja is
trying to tell her something, Fylgjur might also
appear during the day in the form of animals
that no one else can see, occasionally in a situ-
ation resembling in a symbolic way the danger-
‘ous event. The final way that a fylgja might help
its owner with a warning isto get under her feet
Magic Item Cost
Number of Runes Virtue Points
+0
+1
+2
8
Virtue Points
zi
0
+1
+2
8
+4
+5
+6
2
6
4
5
Uses per Day
1
2
3
6
2
4
50
Continuous
Levels of Power: Every 5 points invested into a rune
increases the cost by 1 Virtue point. No bindings purchased
through this method may contain level 1 runes.
Duration: A character may increase the lifespan of the rune
binding (beyond a base of two years) by purchasing extra
years at the cost of 1 Virtue point per year.UrtIMA THULE: MYTHIC SCANDINAVIA
and trip her up. Should a person stumble for no
apparent reason, her fylgia may be trying to tell
her something. This last is the only way that a
fylgja can affect the physical world. (ArM4 42)
+3/+5 General Virtue
Troll Blood (formerly Giant Blood):
Norse giants are fierce creatures, rarely seen.
by men and feared by the gods. It is very
unlikely that any human has actually ever
bred with one. Trolls, on the other hand, are
more common than giants, and having troll
blood is a trait of several Norse heroes.
Some troll-born characters (known as
troll-men) are also known for their strange
‘magical abilities. A companion or magus with
Troll Blood also has the +2 Virtue Latent
Magic Ability for no cost. The character may
choose the nature of his latent power with
the approval of the storyguide.
All other benefits and penalties remain the
same as for Giant Blood. New Cost: +3 (grogs),
+4 (companions), +6 (magi) (ArM4 45)
+1 Hermetic Virtues
Deft Rune (formerly Deft Art): You are
particularly skilled at using a particular rune.
When using that rune (either singly or in a
script or binding) your botch dice are reduced
by one (toa minimum of one die) and all penal-
ties to your casting rolls are halved. Only vitki
characters may have this Virtue. (ArM4 34)
Extra Chants (formerly Extra Arts): The
wind wizard begins the game with 5 extra points
to distribute between his Chants. This Virtue
may be taken more than once. (ArM4 34)
Fast Caster: You can create a rune script
quicker than normal. Rather than using the
standard creation times for a rune script, you
have a natural flair for quick but accurate
runes, and can perform the task in half the
‘normal time, rounding down. When creating
single rune, the vitki may add +3 to any fast
cast roll. New cost: +2 (ArM4 34)
+4 Hermetic Virtues
Magical Affinity: Affinity With (specif-
ic) Chant: This allows a wind wizard to
develop an affinity to one of the four Chants
hhe uses to perform magic. The character
develops a Talent in the Affinity which
begins at level 1 and can be increased with
experience points. (ArM4 34)
Changed Flaws
1 General Flaw
Missing Eye: Along with the penalties
described on ArM4 page 47, a Norse char-
acter having only one eye, especially a vitki
or bersarkr, is likely to be thought of by
pagans as being devoutly dedicated to the
god Odin, who plucked out his own eye in
return for a drink from Mimir’s Well. If the
character lost an eye by accident, he will
have the reputation “Blessed by Odin”
(Pagan Norsemen) 2. If he removed his own
eye as a sign of his loyalty to Odin, he will
have the reputation “Dedicated to Odin”
(Pagan Norsemen) 2, and will be expected
to be brave, loyal, and wise at all times.
(ArM4 47)
2—2 Hermetic Flaw
Short-Lived Runes: Your rune bindings
do not last as Long as normal, and function at
‘one magnitude of Iss lower than normal. So,
a rune binding with an Iss 20 rune in it lasts
for only the duration of a normal Iss 15-level
rune, one season rather than one year.
New Virtues and
Flows
+2 Virtue
Hamfarir: Hamfarir literally means
“shape-faring,” or “going abroad in the shape
of another.” All seithkonur, and a few others,
have the ability to borrow their fylgja’s body
and travel around in it. Possession of this
Virtue grants the character an Exceptional
Talent, Hamfarir, a a score of 1, which can be
increased in the usual way.
The process of transferring the mind into
the fylgja requires an Intelligence + Hamfarir
roll of 9+. If this roll is successful, the sei-
thkona’s body lapses into a trance, while her
mind wanders in fylgja form. In this shape she
is immaterial and invisible, and can move at
incredible speeds, managing up to a day's
travel in a single hour (as a guide she can
move nine times faster than the animal type
of her fylgja). However, if she wishes to be
able to see anything of the physical world, she
must travel at a more moderate pace. While
in this form her presence can be felt by those
Magic Sensitivity, and she can only be
seen by those succeeding at Second Sight
rolls. Intéllego Mentem magic can also reveal
her presence, while other Mentem magics
can affect het as they would any other spirits.
While in this spiritual state, the sei-
thkona can spy upon the physical world, able
to hear and see everything that goes on.
‘While in the form of her fylgja, the seithkona
has no difficulty understanding speech in lan-
‘guages she herself understands. She can also
3B
borrow the fylgja’s spirit ability to understand
any spoken language, but the level of fluency
achieved is the equivalent of a Speak
Languages Knowledge of level 3. She cannot
read writing in this form except in languages
in which she is already literate, as fylgja do
not themselves understand writing. A sei-
thkona in the shape of a fylgja cannot affect
the material world in any way, nor can she be
affected by the physical world.
‘A seithkona in fylgja form can attempt to
enter the dreams of a sleeping person. This
requires a Int + Hamfarir roll, resisted by the
Stamina +3 of her target. If the seithkona
successfully enters another’s dreams, she can
give that person a vivid dream in which an
animal speaks to him in her voice, a dream he
will remember when he wakes.
The hamfaring seithkona can remain out
of her body @ number of hours equal to her
Hamfarir score. If unable to return in this time,
hr body starts to lose fatigue levels at the rate
of one every 20 minutes. Should she fall
unconscious in this way, she immediately loses
control of the fylgja and returns to her body,
but loses a point of Stamina permanently. In.
this situation, her fylgja remains wherever she
left it; if itis trapped and she cannot free it,
then she loses the ability to use both her
‘Hamfaric and Premonitions until itis freed.
Runic Affinity: You have a special affin-
ity with one specific rune and gain a new
Talent: (Specific Rune) Affinity. All rolls
involving that rune are made with a bonus
equal to your score in the Affinity. The
Affinity skill begins at level 1. This Virtue
may be taken more than once for different
runes. Only vitki characters may choose this
Virtue.
+3 Virtues
Audio Eidetic Memory: Similar to
Visual Eidetic Memory (ArM4 45), you have
an excellent memory for words and noises
and can memorize thousands of lines of prose.
When trying to recall a general conversation
or other noise, the character gains a +3
CHARACTER CREATIONUuTima THULE: MYTHIC SCANDINAVIA
bonus. More exact details can be remembered
on a similar roll but with a +6 bonus.
Exceptional Talent: Shapechanging:
The ability to change from human form into
that of another creature. Gives the character
the Shapechange talent at level 1. Only vitki
and characters with the Latent Magic Virtue
(Sample Magical Qharacter)
Characteristics: Int +2, Per 0, Pre +1, Com +1, Str 0, Sta 1,
Dex +1, Qik 0
Age: 26
Size: 0
Confidence: 2
Virtues and Flaws: Patron (Jarl Togsvig) +3, Raven of Odin
+3, Temporal Influence +2, Deft Rune (Bjarkan) +1, Higher
Purpose (prove that Odin is more powerful than the
Christian god) +1, Dark Secret (has slept with lords eldest
daughter) -1, Expenses (being blackmailed) -1, Low Self-
Esteem —1, Tormenting Master 1, Curse of Venus -2,
Plagued by Angel —4
Personality Traits: Charming +2, Thougheful +1, Persuasive +2
Weapon/Attack Init Atk Df Dam Fat
Braviing (Fist) a} ssigeD deer hoeedh ed 2
Soak: +2
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Body levels: OK, 0, 1, ~3, -5, Incapacitated
Abilities: Area Lore 2, Charm 2, Etiquette 3, Folk Ken 2,
Guile 1, Intrigue 1, Legend Lore 3, Norse Law 2, Rune
Binding 2, Rune Casting 4, Rune Script 2, Scribe Latin 2,
Seribe Runes 3, Speak Western Norse 5, Theology (Norse) 1
Magical Arts: Bjarkan 6, Is 3, Tyr 4, Ur 3, Jera 2, Mathe 2,
Yngvi 1
Equipment: Fur cloak, bag of rune stones, sharp knife
Encumbrance: -0.5,
Hogni serves Jarl Togsvig as his advisor and have done so for sever-
al years. Hogni’s magical talents rest with aiding the jal’ warriors,
both with healing and with increasing their combat prowess. When
not working for the jarl, he aids the villagers. After the last Yule
feast, he spent the night with Jarl Togsve's eldest daughter. Although
he thought he wasn't seen, he is being blackmailed by an unknown
person. Since a priest of the Hlitachrist moved into the neighboring
village, Hogmi has found himself tormented by one of his bound spir-
its, Friendly to most, Hogni has a distrust of the Finn who aids his
lord on occasion.
“4
may take this Virtue. The exact description of
this skill is detailed above, at page 69.
Raven of Odin (Hrafn Odin): You have
made a name for yourself for your wisdom,
advice, and sense of justice, and have been
chosen as a Raven of Odin. Like the quaesi-
tor in the Order of Hermes, you are awarded
special privileges, such as free board at the
homes of noblemen, the right to question a
nobleman’s decisions, and protection from
the law for minor infractions, but you're
expected to be able to deal with legal matters
and give advice when called upon.
With the coming of the Catholic
Church, Christian priests are beginning to fill
the roles traditionally held by viekir and there
are fewer hrafns than in centuries past. The
privileges of hrafns have also been degraded.
Most who take this position add the suffix
“the Raven” (Hrafn) to their first names,
denoting their status to others. Ravens whose
given first name is Hrafn generally avoid using
the suffix. This Virtue is only open to vitkie
Variable Flaw
Blood Feud: Your family is involved ina
blood feud. The opposing family or families
are roughly equal in strength to your family
and its allies. The cost of this Flaw depends
on the nature of the feud:
=1 Blood has not yet been spilled
-2 A few deaths have occurred
3 The feud is a full-fledged bloodbath
=1. (additional) The feud is fuelled by
supernatural powers‘You are likely to be attacked or ambushed
by opposing clansmen, and your family
‘expects you to join raids against its enemies.
—1 Flaw
Forbidden Rune: Through some quitk of
fate, you are absolutely unable to learn one
specific rune. This Flaw can be taken more
than once, and is only open to vitki.
Jarl Togsvig’s
Lands
The lands of Jarl Togsvig and the sample
characters in this section can be used as the
basis for a saga, or merely as somewhere a
troupe can visit on their travels
Jarl Togsvig's lands consist of his personal
stead and three fishing villages nestled on the
sides of a fjord. A total of just over 1,000 peo
ple swear allegiance to Togsvig, paying taxes
and supplying men for the army as required.
The Jarl’s Family
Jarl Togsvig's family has ruled the lands
around his home fjord for many generations
and he is proud to say that his great-great-
sgreat-grandfather fought at the Battle of
Stamford Bridge, the last great Viking raid
into Europe (albeit one in which the Vikings
were defeated). Togsvig is still active,
although he is now in his 50th year. Once a
good warrior, he contents himself with run-
Ys:
5
CHARACTER CREATION
ning his demesne, hunting, and teaching his
sons the arts of war and polities
Togsvig is married to Ragnhild, the
daughter of a local hersar and now Togsvie's
vassal. Ragnhild is considerably younger than
her husband, having just reached her late-
30s. The couple have been married for 20
Mika Inakinnen,
Finnish ind (izard
(Sample Magical Qharacter)
Characteristics: Int +2, Per +1, Pre 1, Com 0, Str , Sta +1,
Dex +1, Qik +2
Age: 23
es
Confidence: 3
‘Virtues and Flaws: Ways of the Mountains +4, Faerie Friend
(ait spirit) +2, Secret Hiding Place +1, Special
Circumstance (whistling) +1, Susceptibility to Divine ~4,
Common Fear (buildings) -2, Sheltered Upbringing -2,
Outsider 2
Personality Traits: Distant +1, Flighty +2
WeaponfAttack Init. «Atk» = Din. Dam Fat
Brawling (fist) Pied Ag 0
Soak: +3
Fatigue levels: OK, 0, 1, -3, 5, Unconscious
Body levels: OK, 0, -1, -3, -5, Incapacitated
Abilities: Athletics 1, Awareness 1, Climb 2, Craft (Knot
Tying) 5, Faerie Lore 1, Hunt 1, Jotunheim Mountain Lore
2, Legend Lore 2, Play Flute 2, Speak Finnish 5, Speak
Western Norse 3, Survival 1, Swim 1, Weather Sense 3
Chants: Summon 3, Insight 3, Control 7, Remove 4
Equipment: Flute, warm robe, six knotted ropes (three with 6
nots, one with 5 knots, one with 3 knots, and one with 2 knots)
Encumbrance: 0
‘Bor in Finland, Mika traveled through Scandinavia wntil hereached
the Jotunheim Mountains. The mountains are some of the wildest
terrain he’s ever encountered and he feels at home camped under the
stars. The local lord, Jarl Togsvig, has asked for his aid on several
‘occasions and he maintains good relations with the jarl and his peo-
ple. Because of his dislike of buildings and his upbringing, he has
located a cave high in the mountains that he calls home. he is very
‘much the outsider, and is likely to remain that way in the close-knit
Nordic community, although Eindrdi the skald has made attempts
to get to know him.ULTIMA THULE: MYTHIC SCANDINAVIA
Wandrard the Cnruly, Bersarkr
(Sample Companion)
Characteristics: Int 0, Per +1, Pre +1, Com 0, Str +2, Sta +1, Dex +1, Qik 0
Age: 22
Size: 0
Confidence: 3
Virtues and Flaws: Faerie Friend +2, Reserves of Strength +2, Berserk +1, Large +1, Tough +1, Weakness
(alcohol) -1, Social Handicap -1, Fury (insults to your lord) -3, Sense of Doom (die fighting a giant) ~3
Personality Traits: Angry +2, Brave +3, Loyal +3, Anti-Social +2
Weapon/Attack Init Atk Din Dam Fat Weapon/Attack Init. Atk Dfn Dam Fat
AveRoundShied +5 +6 #7 +8 +5 ThrowingAxe +3 43 #2 47 43
Axe 43044 43-48 44 Brawling(fiss) «= «4343 #14344
Soak: +8
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Body levels: OK, 0, -1, -3, -5, Incapacitated
Abilities: Athletics 2, Awareness 1, Brawl 3, Carouse 2, Jarl Togsvie’s Court Lore 1, Faerie Lore 1, Leadership 1,
Shield & Weapon 4, Single Weapon 3, Skiing 2, Speak Western Norse 5, Survival 2, Swim I, Thrown Weapon 3
Equipment: Full fur armor, one-handed axe, throwing axe, round shield
Encumbrance: -0.5,
‘Vandrard’s erpose in life i to die in battle. He has dedicated himself to Odin and Jarl Togsvig and is determined to serve both
foichfully and withoue question. His unruly nature and foul socal habits mean he does not have many friends, but he is happy
drinking and preparing his weapons forthe next fight. He has a litle respect for Bodvar, but he is only half the man Vandrard
is. Since Hogni prophesied your death atthe hands ofa giant he has listened more intently to Eindrid's stores
Gindridi Oddsson, Skald
(Sample Companion)
Characteristics: Int +2, Per 0, Pre +1, Com +2, Str 0, Sta +1, Dex 0, Qik -1
‘Age: 25
Size: -1
Confidence: 3
Virtues and Flaws: Skald +2, Famous +2, Cautious with Storytelling +1, Free Expression +1, Troupe Upbringing +1,
‘Mimicry +1, Small-Frame -2, Noncombatant -3, Arthritis —3
Reputation: Excellent Storyteller 4 (Jarl Togsvig’s lands)
Personality Traits: Inventive #2, Brave—1, Dependable +1, Smooth Talker +1
Weapon/Attack Init. «Atk = Din. Dam Fat
Bravling (fist) iia re ener
Soak: +1
Fatigue levels: OK, ~1, ~3, -5, Unconscious
Body levels: OK, -1, -3,-5, Incapacitated
Abilities: Awareness 1, Carouse 2, Charm 2, Etiquette 2, Faerie Lore 2, Folk Ken 3, Guile 2, Legend Lore 2,
Mimicry 3, Scribe Runes 3, Sing 2, Speak Western Norse 5, Storytelling 4
‘Equipment: Half fur armor
Encumbrance: 0
indi hasbeen rane in the wey ofthe kad by his ater, clo a sald and has spent many yeas memorizing poems and sures. Hl tals
lays arrac good auence ard only last ear Jarl Tosi apoined ind this hal. Since then he’s ad the as protection and has been
rewarded well for his tales. He hasbeen ying o get lose to Mia the Fw to leam the sores of hs pele, but has hil sucess.
76years and have four children: sons Thorbjorn
(19) and Rolf (14), and daughters Astrid (16)
and Ingrid (11). Thorbjom is the designated
heir, and has spent the last three years at
school in Trondheim, learning how to read
and write, as well as other subjects. Astrid,
who has reached the age of consent, has yet
to marry and this is causing her father some
heartache.
Unbeknownst to Togsvig, Astrid has
been cavorting with his vitki, Hogni. Were
this to become common knowledge, one of
‘vo outcomes is likely. The jarl could demand
Hogni marry her, but as Astrid would be of
more use married to some nobleman to forge
an alliance this is unlikely. A more likely out-
come is that Hogni will be punished, possibly
by branding, and Astrid sent to a monastery.
One member of the hird has discovered the
affair, and has decided to make a little extra
money by blackmailing Hogni.
The Jarl’s Stead
The jarl's longhouse is similar in design
to the smaller houses of carls, but on a larger
scale. Much of the area is given over to a
feasting hall, where the jarl, his family, and
the dreng eat their meals. As is common in
Scandinavia, his tinglith, his advisors, and his
skald also make the common area their bed-
room, having sleeping spaces along the walls
with storage space underneath. Personal
space is a rare commodity in such tight-knit
‘communities, and this keeps them close to
their lord in case of trouble or if he should
wish to speak to them.
‘At the back of the hall are the rooms of
‘Togsvig and Ragnhild, and his three children
(Thorbjorn being in far-off Trondheim). In
most carls! houses, everyone sleeps in one
area divided only by blankets or drapes, but
‘Togsvig is wealthy enough to have a litle pri-
vacy. Other rooms include the treasury, a
storeroom, and the rooms of the jarl’s most
trusted bodyguards.
Outside the main hall are several
other buildings, notably the storage hut,
the food store, the animal house, several
workshops, the vitki's house, and the
7
thralls' hut. Although Togsvig pays lip-sei
vice to the Hvitachrist, he still believes in
the power of the old gods and maintains a
number of non-Christian thralls. He
maintains a boat house on the fjord hous-
ing a snekke and a knarr. Fields, main-
tained by the slaves, contain barley, flax,
wheat, rye, and vegetables. Other neces-
sary foodstuffs (especially fish) are gath-
ered from the local villages, although fresh
meat comes from hunting or from the jarl's
stocks of cows.
‘Among the craftsmen who live at the
stead are a carpenter, a blacksmith, and a pot-
tet. There is also a longhouse for the 70 mem-
bers of the jarl’s dreng, who eat in the main
hall, but have their own quarters for sleeping,
to differentiate them from the tinglith.
Adventures on
Jarl Togsvig’s Lands
A Quiet Affair: Hogni, the vitki, has
finally had enough of being blackmailed for
his “little mistake” and hires the troupe to
subtly uncover the blackmailer and persuade
him to keep quiet for free. Hogni has little
‘material wealth, but can offer rune magic as
payment. The blackmailer, a member of the
hird, can be someone as lowly as a minor
advisor o soldier, or as powerful as the jarl’s
senior tinglith.
CHARACTER CREATIONUrTIMA THULE: MYTHIC SCANDINAVIA
Bodvar Alkisson, Inuscarl
(Sample Grog)
‘Characteristics: Int 0, Per +1, Pre +1, Com 0, Str +2, Sta +1, Dex +1, Qik 0
Age: 19
Size
Confidence: 3
‘Virtues and Flaws: Tasted Dreng-+1, Temporal Influence +2, Dependent (joung caught) -1, Hated (wie ler) “1, Los Love (wi) -1
Personality Traits: Brave +2, Loyal +3, Cruel +1, Protective +1
Weapon/Attack Init. Atk Dfn Dam Fat Weapon/Attack Init Atk Dfn Dam Fat
Longsword /RoundShield +4 +6 +8 46 +3. Brawling(fist) +1 +1 40 420 41
Throwing axe AL 42 4046 HL
Soak: +7
Fatigue levels: OK, 0, -1, ~3, -5, Unconscious
Body levels: OK, 0, 5, Incapacitated
Abilities: (Area) Lore 2, Athletics 1, Awareness 2, Brawl 2, Carouse 2, Jar! Togsvig’s Dreng Lore 2, Folk Ken 1,
Hunt 1, Intrigue 1, Ride 1, Shield & Weapon 4, Skiing 1, Speak Western Norse 4, Swim 1, Thrown Weapons 2
Equipment: Half leather scale, longsword, throwing axe, round shield
Encumbrance: ~2
Bodvar's father was a member of Jarl Togsuie’s hird and he knew that he too would take his place beside his jar as a warrior.
When he was 16 he maried a local girl but she was killed during a raid by a vival hersar. Bodvar has spent the last three ears
planning the hersr’s death in his mind. Bodvar is rusted by Jar! Togsvig and can speak his mind freely to him. Wary of upset-
ting Vandrard, he rarely speaks to him. Bodvar has been consulting with Hogni about the guilt he fels over his wife's death
Fridgeit Finnbogisson, Farmer
(Sample Grog)
Characteristics: Int +1, Per +1, Pre +1, Com 0, Str +1, Sta +2, Dex 0, Qik 0
Age: 20
Size: 0
Confidence: 3
Virtues and Flaws: Standard Dreng 0, Animal Companion (dog) +1, Close Family Ties +1, Weather Sense +1, Poor
Hearing -1, Poor -2
Personality Traits: Brave +1, Proud +1, Pragmatic +2
Weapon/Attack Init. «Atk =Dfn. Dam ~— Fat
Short Spear +743 4444
Brawling (fist) +1) Heed ee 3)
Soak: +5
Fatigue levels: OK, 0, -5, Unconscious
Body levels: OK, 0, -1, ~3, -5, Incapacitated
Abilities: Animal Handling 3, (Area) Lore 2, Athletics 1, Awareness 1, Bargain 2, Brawl 1, Carouse 1, Charm 1,
Craft Woodworking 3, Hunt 2, Single Weapon 3, Skiing 2, Speak Western Norse 4, Wagoneering 1
Equipment: Half heavy leather, short spear, dog
Encumbrance: -1
Fridgeir ouns a small frm on Jarl Togsva's lands which barely keeps him and his family alive. He spends more time with his dog than
he does his wafe, although he loves her dearly, and this isthe source of gossip. Once or twice he's been called upto fght when his lands
were raided, an he keeps his eusty spear handy. Nota erue wrvor, he has few dealings with the members ofthe jar’ hird.
78iter
| L
> Norse Magic
Kunic Mogic
‘There are three basic ways that Norse vitki
use runic magic: single runes, rune scripts, and
rune bindings. Although casting a single rune is
relatively simple, its power has great limitations,
especially in duration. Rune scripts and rune bind-
ings are where the real strength of the vitkir lies,
as they can be extremely complex and powerful
To form and activate a rune che vitki needs
something upon which to carve or scribe the rune,
and knowledge of what it will do when activated.
ae
Single runes can be created on almost any surface
(even scratched into shifting sand), but rune
scripts and bindings require materials with some
permanence. A script can be drawn on something
asimpermanent as leaves or bark because its magic
is limited in duration; yet a binding can last for
‘many years ifthe material is enduring
Each vitki will have his own style of carv-
ing and his own ritual incantations to make the
rune power manifest itself. Many of these styles
are passed from master to apprentice in a line
dating back to the beginning of the Viking Age.
Stil, all users of a particular rune for a particue
Jar purpose will follow similar patterns.Unrima THULE: MYTHIC SCANDINAVIA
Single Runes
Most single runes cannot be used to phe-
nomenal effect on their own, inevitably
needing the Dagr (growth), Nauthr (delay) or
Iss (preservation) runes to give them more
power. For instance, without Iss a hailstorm
summoned with the Hagall rune would last
but a single round, assuming there was
already suitable cloud cover in place. If
Nauthr was used in conjunction with Hagall
then the hail would be “encouraged” to fall
for a longer time, running a more natural
course.
Carving a single rune takes one round
and it takes effect during the Magic phase of
combat. A rune’s effects last for either one
round (normally the round following for
Attribute modifiers or protection) or for an
instant (for damage-causing effects). The
time between casting and using can be altered
slightly, as shown on the insert below. The
delay does not increase the duration of the
effect, only the time before the power is actu
ally activated. This is useful for carving runes
for the use of other people who need them in
the near future, such as a carl asking for help
increasing his Etiquette when he presents
Carving Single Runes
‘Time Delay Increase in Level
Tround 42
2 rounds +5
3 rounds +7
4 rounds: +10
5 rounds +15
Range Increase to Ease Factor
Personal. no increase
Touch 42
Reach. +5
Near +10
Far +15
himself before the local jarl in a few minutes’
time.
Five rounds is the longest a single rune’s
power can be held before it dissipates,
released or not, and once the rune has been
scribed with a specific time delay in place,
that delay cannot be altered.
The default range ofa single rune’s power
is Personal, and increases to range also
increase the complexity of casting the rune,
as shown in the insert below.
Runic effects that are centered on an
individual, but which affect others around
him (for example, improving a speaker's
Oration), have an area of effect of 5 paces.
To craft a single rune a vitki rolls a
stress die + Intelligence + Scribe Runes +
(Specific) Rune Lore + aura. The ease fac-
tor is equal to the level of effect required
plus modifiers for increased range or delayed
activation, or others the storyguide may
specify
Boosting Runes
In order to break down an opponent's
magic resistance, a vitki may try to boost his
runic effect, hoping to overload the defend-
ing magic. When using a single rune the vitki
may increase the ease factor by as much as he
wishes. Ifthe vitki fails to carve the rune suc-
cessfully, he automatically takes non-
Soakable damage equal to the difference
being the attempted pease factor and the
power level of the intended effect (with 25
being the maximum effect level). Ifthe roll is
successful, the rune’s increased power level is
used to defeat the opponent's magic resis-
tance score,
If the runic effect manages to break
through an opponent's defenses, the damage
done, penalty caused, or other effect occurs at
the intended casting level, not at the boosted
level.
The levels of rune scripts and rune bind-
ings can be boosted in the same way, with the
reminder that the levels have to be boosted
when the script or binding is created, not
when it’s used.Rane Scripts
‘A rune script is the combination of two
or more runes in a semi-permanent form, ded-
icated to a single specific purpose and event.
The more specific the defined purpose of the
script, the better the chance of it working,
Uses such as “To protect me from harm in my
next fight” are too vague, whereas “To protect
me from harm in the battle against Jarl
Togsvig near Oslo on Thursday” would work.
‘As a general guideline, the definition of the
script should include proper nouns in place of
pronouns, should be of a form that a stranger
could fully understand the particulars of the
phrase, and should have direct links to the
rune being used (that is, a script containing
the Reith rune should contain the word
“journey” or “trip” somewhere in its defining
phrase if used for that purpose).
In addition, most vitki are careful when
creating rune scripts for others to ensure that
the other party will not abuse or misdirect the
power. A warrior making a dubious request
for bonuses to his strength, fitness, and abili-
ty to absorb damage because he is looking for
a friend lost in the woods would probably be
refused, whereas one wanting improved eye-
sight and the ability to withstand the cold
might receive aid from a vitki
Even with effective wording, rune scripts
last until either a single task is completed (a
battle, a journey, a drinking contest) or a
week has passed (For long journeys or sieges),
whichever is sooner. Adding the Yr rune to
the seript can extend its duration by one day
per point of the Yr rune modifier. The Iss and
Nauthr runes cannot be used to extend the
life of rune scripts (but see “Rune Bindings”
below). Unless otherwise stated, the power of.
a script is constantly in effect.
‘Asa gift from Odin, once the magic of a
script has worked, the material the script was
written on must be destroyed and Odin
thanked for his help. Any vitki who fails to
thank Odin receives a-1 penalty, cumula-
tive, on all future rune magic attempts until
he thanks Odin in an appropriate manner.
Non-vitki who use a script written by some-
81
one else and neglect to thank Odin afterward
suffer a -I to all rolls for the following three
hours, and the vitki suffers his normal -1
penalty unless he then retrieves and destroys
the script properly. For this reason, vitkir are
careful in choosing those for whom they craft
rune scripts, and will even risk the anger of
their patron jarl or konung to refuse a request
for a script if it is likely the enchantment will
not be properly disposed of,
The magic in a lost or stolen script begins
to fade immediately after it leaves the control
of its creator or intended user, and disappears
completely within an hour. Still, many users
of rune scripts insist that their name be
included in the enchantment to ensure that it
can’t be used by another, even fora short peri-
cod, Ifa rune script is destroyed before its magic.
is activated, the energy dissipates harmlessly.
In theory, scripts can contain any number
of runes, but common practice is to use an
odd number greater than one. In game terms,
the most runes a vitki can use in a script is
double his Rune Script score.
Creating a rune script is not as simple as
crafting a single rune, and it takes time equal
to the total level of the script in minutes. The
range of a script’s power is severely limited,
either to the person carrying the script, of to
a well-defined area of limited size (a few hun-
dred square leagues at the very most). Runic
effects that affect other people through the
user have a range of 5 paces from the carrier,
as with single runes.
Scripts designed to affect persons, build-
ings, or constructs can either be placed on
Norse MAGIC
Rune Script
Range Modifiers
Range Increase to Ease Factor
5 paces or less no modifier
Tens of paces +2
Hundreds of paces +5
5 or less miles +10
Tens of miles +15
Hundreds of miles +20UrTIMA THULE: MYTHIC SCANDINAVIA
he army of Jarl Togsvig is on the march,
descending on the lands where a vith lives. The
vithd roughly knows the row they wil take through
the mountains and decides to delay them with a storm
tuntl his own lord's army is ready to fight.
Script Purpose: “To delay the army of Jarl
Togsvig by storms in the Jotunheim Mountains
until Freyrsday.”
Rune Script: Hagall 10 (hail) + Dagr 10
(growth) + Nauthr 5 (delay) = 25
‘With Hagall, the vitki wants to cause a storm
that is too dangerous to travel through — he is
not particularly interested in harming the jarl as
he isnot a violent man. Dagr gives him a fast, but
not supematurally fast, forming storm intended
to look like a natural weather occurrence.
Nauthr is needed to keep the storm from fading
like a natural storm. Although the vitki could
hhave used Iss to make the storm last a week, most
vitki would consider such an act almost blasphe-
‘mous. This rune script should be created and hid-
den in the area the storm will cover.
alfdan Troll-Fearer has to vist a friend near
Stavanger, but does not relish traveling
through trollinfested country. He wants a vitki to
ive him protection for his journey.
Script Purpose: “To aid Halfdan Troll-Fearer on
his journey to his friend’s house in Stavanger, and
protect him from trolls along his route.”
Seript: lor 10 (horse) + Ur 10 (auroch) + Thurs
10 (thorn bush) = 30
lor gives a moderate increase in movement
allowance to reduce Halfdan’s time in troll coun
try. Ur gives him a little more bravery for his
journey, and Thurs grants him a Soak bonus of
10. Note that the wording of this script’s purpose
means that these bonuses will not apply against
any other threats Halfdan might face on the trip,
but a more vague wording might not have
worked at all
This script would be carried in a secure place
or worn in a secure manner by Halfdan through-
out his journey.
Gyamples of Rune Scripts
coung Leif Broken-Nose has been invited to a
feast at his lrd’s court and he knows chat there
will be many wnatiached women present. Being sin-
gle, he asks a vitki to help him find a suitable wife.
Script Purpose: “So that Leif Broken-Nose may
attract the eye of a suitable girl at Jarl Eirik’s feast
this coming Wodensday.”
Seript: Gipt 10 (gift) + Kaun 5 (sight) + Mather
10 (mankind) = 25
Giipt gives a bonus to forming a relationship
and ensures that Leif has a chance of making a
permanent bond with a woman — it would be
cused if Leif tries to arrange to meet the woman on
another occasion, making her more inclined to
accept by adding to Leif’s Charm score. Kaun
gives him a better chance to see beyond the
‘woman's beauty and note her true self by granti-
ng a small bonus to his Perception skill. Matht
gives a bonus to his communication rolls to help
hhim say the right thing and avoid embarrass-
‘ment.
Leif would carry this script on him at the
feast but had best keep it out of sight, lest the
‘woman suspect trickery.
hile traveling to couat, the vitki Thorbjom
hears rumors that the area where he lives is
being attacked by trolls. He decides to use a rune
script to protect his home from damage
Script Purpose: “To protect the home of
Thotbjor the vitki, which lies on the edge of
Oslofjord, from physical harm while he is away at
court.”
Script: Thurs 10 (thorn) + Othal 10 (property) +
range modifier of +15 = 35
Thurs gives the house additional armor to
withstand the attacks of the trolls. The house is
only worth a few dozen pennies, so the Othal
rune is not very high. The range modifier is +15
because Thorbjom’s house is some 20 miles from
his current location. Because it is ranged,
Thorbjorn need only carry this rune script him-
self, or even bury it is a safe place, rather than
placing it in his home.
82them or within a few paces. However, if the
script is designed to affect a remote target, the
Mathr (mankind) rune must be added for
humans, the Othal (property) rune for inani-
mate objects (including land), the Fe (fertili-
ty) rune for tame or domesticated animals,
and the Ur (auroch) rune if the target is a
wild animal
‘The ease factor when creating a rune
script is increased by an amount dependent on.
the range of the target at the time of casting
(see the insert on page 81).
‘Whereas Hermetic magi require arcane
connections to remotely target spells, vitkir
need only know the exact name ot location of
the target, or an extremely accurate descrip-
tion, for their spells to work.
To craft a rune script, thevitki rolls a
stress die + Intelligence + Scribe Runes +
total of (Specific) Rune Lores involved +
Rune Script + aura. The ease factor of the roll
is equal to the sum of the difficulties of the
runic effects plus any modifiers, such. as for
range.
‘Should a botch occur, the vitki must roll
botch dice equal to the number of runes in
the script, plus any additional dice for auras.
Rame Bindings
Rune bindings are the most powerful of
runic enchantments. They are basically rune
scripts that need no specific operating condi-
tions when created, and that can last for
many years if created well.
The maximum number of runes that
may be bound into a rune binding is equal to
one more than the caster’s Rune Binding
The Iss level of a binding determines its
creation time and initial duration. Adding a
nYrrune to a binding extends the duration by
fan amount dependent on the Yr level. A
binding without the Iss rune lasts for only a
day and its duration cannot be extended by
the addition of the Yr rune.
Spending more time creating a rune
binding than the minimum requirement con.
83
fers a bonus to the casting roll: for every time
interval above the required creation time a
bonus of +3 to the casting roll is gained. Thus
if a vitki created a binding with Iss 10 (mini-
mum creation time one week), but spent a
season crafting it, it would still only last one
month but he would receive a +6 bonus to
the casting roll.
Better-made enchantments generally last
longer as well. For every 5 whole points the
casting roll is over the ease factor of the bind-
ing, the binding lasts for an additional period
of time equal to the creation time or the dura-
tion dictated by the Iss level, whichever is
lower.
‘After a binding’s duration ends the mate-
rial on which itis written crumbles to dust (if
the binding occupies only a small part of a
large surface, only the area immediately
under the runes is destroyed — merely
enough to completely efface the runes from
the surface).
Most rune bindings can be used a limit-
ed number of times per day, and the higher
Norse MAGIC
“TON
4
yy
1B
e
‘Rune Binding
‘Duration Table
Iss/¥r Level Creation Time Duration
0 hour I day
5 I day 1 week,
10 L week 1 month
15 Imonth 1 season
20 1 season 1 year
5 1 year 10 years
Extension
1 hour
I day
1 week
1 month
1 seasonUrtiMa THULE: MYTHIC SCANDINAVIA
the number of uses the higher the ease factor
when casting, as shown on the Frequency of
Use Table below. For effects that produce
bonuses or penalties to Attributes or
Abilities the power lasts for 10 minutes each
time it is activated. Certain uses (such as
aiding pregnancy and childbirth) must be
used throughout an extended period, and
thus they require continuous use. Other
effects created by a rune binding (such as a
large fire, a storm, or even a disease) last
until they naturally fade, and require only a
single activation,
‘A rune binding is an extremely personal
item and can only be used by the person or
object for whom it was made, unless the vitki
who manufactured it left those details delib-
erately vague. Likewise, the binding only
works when worn, carried, or placed inside by
the intended target — rune bindings cannot
be remotely targeted.
To create a rune binding roll a stress die
+ Intelligence + Scribe Runes + total of (spe-
cific) Rune Lores involved + Rune Binding +
aura. The ease factor is the sum of the diffi
culties of al of the runic effects plus modifiers
such as those for frequency of use.
A caster who fails a binding roll may try
‘again to create the same binding immediately
thereafter with a non-cumulative +3 bonus.
On a botch, the vitki rolls a number of botch
dice equal to the number of runes bound.
Frequency of se Table
‘Uses per Day Ease Factor Modifier
1 0
2 +1
3 +2
6 3
12 +4
24 +5
50 +6
Unlimited +10
Continuous 415
84
Learning &
Teaching Kunes
Know how to cut them
Know how to read them
Know how to stain them
Know how to prove them
Know how to evoke them
Know how to sacrifice them
Know how to send them
Know how to slay them,
— From the Havamal
The runes are items of power and their
knowledge cannot be gained from reading
musty tomes, There are only three known
methods of increasing knowledge of the
The first is use; a vitki who success-
fully uses the runes during the course of a
story may spend experience points to
increase his knowledge of them. Only one
experience point may be spent on a given
rune per story. Vitkir cannot practice
with runes in order to increase their rune
levels.
Secondly, knowledge of the runes can be
increased through private study with another
vitki, who has reached at least level 5 in the
appropriate Rune Lore and has a rating high-
et than the student. Most vitkir will only
teach another vitki their runes in return for
similar knowledge.
To lear from a teacher takes one season,
regardless of the experience or quality of the
teacher. Unlike learning Hermetic Arts
through Disputatio, the lessons are based on
knowledge and not a question-and-answer
arrangement. The student must still generate
a Study Total equal to the tutors
Communication + Storytelling + the stu-
dent's Intelligence + 6. The experience
gained equals the Study Total. The maximum
gain in one season is three full levels. The
increase may not bring the student's score to
a higher value than that of the tutor, and onlycone pupil per season can be instructed by that
tutor.
The third, and final, method is to use
the substance known to Hermetic magi as
vis and to vitkir as makt (see page 114).
Although vitkir have few other uses for vis,
they know that it contains power that can
enable them to achieve knowledge of the
Vitkir gather vis from faerie sites or
from the corpses of supernatural creatures.
Viekir cannot detect vis through magic, nor
do they harvest it as Hermetic magi do.
However, unlike Cunning Folk, the vitkit
can use raw vis, a point that may bring them
into conflict with Hermetic magi who hear
of this practice. In order to locate vis, the
vitki must rolla a quality die + Perception +
Legend Lore + Magic Might (of the crea:
ture) if the vis comes from a creature, or +
Perception + Faerie Lore + magical/faerie
aura if the area is a faerie haunt. The ease
factor of either roll is 24+.
The number of pawns gathered is based
ona roll of (Perception + Faerie Lore + faerie
aura)/5 pawns per season for searching a
faerie area, and as many pawns as the corpse
contains if it comes from a creature. Vis from
faerie sites is inevitably in the form of herbs,
while vis from creatures may involve any part
of the carcass,
Once the vitki has enough vis at hand,
he brews it into a potion that also includes
‘mead and some of the vitki’s own blood.
‘Any type of vis can be used for this purpose,
as vitkir do not differentiate between the
various forms, and a maximum of five
pawns can be used. During the brewing
phase, which takes one week and requires
the vitki to be continually present, the
essence from the vis seeps into the liquid,
imbuing it with power. The potion is then
drunk in seclusion and the imbiber falls
into a trance-like state, during which he is
aware of his surroundings but may take no
actions without ruining the potion’s effects.
The effects last for one week, and while in
this state the vitki witnesses visions of the
rune and its many uses. Once awakened,
the vitki spends the rest of the season con-
Norsz MAGIC
templating these revelations to increase his
knowledge,
‘The amount of experience a vitki learns
from this process is the total of a stress die +
the number of pawns in the potion + the
aura bonus of the area in which the potion
was brewed. That experience is then applied
as experience to the appropriate Rune Lore;
a maximum of three whole levels can be
gained by this method, so any excess points
are lost.
Learning Through Sacrifice
A special situation arises when a vitki
has learned all the runes of a particular aett
to level 2 or greater. There exists an option-
al dedication ritual that can boost the power
of such a vitki, but the ritual has its risks. If
successful, the vitki gains a deeper under
standing of the runes within that aett and
their interrelationship, giving him a bonus
on rune castings containing only runes from
that actt
‘The vitki must reenact the ritual sac-
tifice of Odin by being hanged from an ash
tree by his neck and stabbed in the side
Witki’s Summary of Formulae
Casting single rune
Intelligence + Scribe Runes + (specific) Rune Lore + Aura
+ any modifiers + stress die (ease factor: level of effect
required + modifiers)
Casting rune script
Intelligence + Scribe Runes + total of (specific) Rune Lores
involved + Rune Script + Aura + any modifiers + stress die
(case factor: sum of difficulty ofall runic effects + modifiers)
Casting rune binding
Intelligence + Scribe Runes + total of (specific) Rune Lores
involved + Rune Binding + Aura + any modifiers + stress
die (ease factor: sum of difficulty ofall runic effects + mod-
ifiers)UrTIMA THULE: MYTHIC SCANDINAVIA
with a spear (automatically placing him at
Light Wounds). Because the ritual isn’t
supposed to kill the vitki, he first imbibes
a potion (the preparation of which is a
quest in itself) which places him into a
coma. During the nine-day ritual the vitki
then needs little air, water, and food, but
his wound will not heal at all during this
time.
‘As he is defenseless, loyal guards are
normally placed around the sacrificial
‘Vis Potion
In recent times young vitkir, eager for power, have cre-
ated a potion to boost the chances in learning the sacred
‘magic. The potion includes makt (vis) and a liberal sprin-
Kling of other materials including human blood (a small
quantity), mead, and a variety of plants and herbs. Properly
brewing the potion requires a roll of Intelligence +
Alchemy + faerie aura of 9+. The brewing process takes
‘one complete season, during which the procedure must be
supervised by the vitki,
‘When drunk, the potion gives a bonus to the sacrifice
roll of +1 for every five whole levels of the brewing roll.
‘One pawn of raw vis will be consumed for every five levels
of the potion, requiring the vitki to guess the strength of his
brew before the roll is made, and include what he thinks is
a sufficient amount of vis. If there is insufficient vis for the
potion’s level, the strength of the potion drops to a level
appropriate to the amount of vis expended; if there is too
much vis, the excess is lost.
For example, ifa vitki brewed a potion with five pawns
of vis in it, that quantity of vis would be enough to power a
level-25 potion. If he only rolled a total of 20, the extra
pawn invested would be wasted and the potion would
remain at level 20. If he rolled well and scored 36, the
potion would be only level 25, as that is the maximum level,
possible for the amount of vis invested.
There is no easy road to power with the runes, and
using a vis potion has a major drawback. Once the ritual is
complete the vitki must roll as many botch dice as his
potion gave bonuses. Any botches result in permanent
physical or mental flaws, the severity of which is equal to
the number of botches rolled. This is in addition to the
potential penalties for botching the ritual itself.
86
place. If the vitki’s body is moved or
wounded, or has magic cast on it, the ritual
is disrupted and he must make a stressed
Stamina roll of 9+ to avoid taking two
Body levels of non-Soakable damage. If the
roll botches, the vitki also suffers perma-
nent mental damage, such as gaining a
delusion or compulsion.
‘After nine days the vitki awakens in a
disoriented state that lasts for a simple
die worth of days, and had better have a
loyal follower to cut him down or he will
soon die of asphyxiation. The vitki will
be extremely tired, hungry, thirsty, and
will still be wounded; he takes four auto-
matic Fatigue levels after undergoing the
ritual.
In order to actually lean the secret while
on the tree, the vitki must roll a stress die +
Intelligence + Stamina + the sum of the
scores in the eight runes in the aett against an
case factor of 35+.
The potion that preserves the vitki’s
body and prepares him for the mystical
insights he seeks contains several ingredi
ents that are extremely hard to acquire
There is no set list of ingredients; each
vitki must undertake a quest to discover
the formula for himself. Such a quest typ-
ically involving visiting the alfar or
dverge, or even magic-using trolls or
giants, for mystical insights. The list
should include such mythical ingredients
as the breath of a fish, stubble from a
woman's face, a liar's promise, or the ears
of a bird. A period from a few seasons to a
few years is typical for such a quest, but
the vitki doesn’t have to repeat this quest
if he decides to undertake the ritual a sec-
ond or further time.
If the vitki successfully completes the
dedication rite, he gains the Virtue Special
Circumstances (Knowledge of [Name's]
Aett), which confers a +3 bonus to any rune
script or binding constructed using runes sole-
ly from that aett. Naturally, this advantage
can only be gained three times; once for each
aett.
If the roll fails, the vitki learns no
knowledge and has performed the sacrificefor nothing. A botch can spell disaster for a
vitki; the vitki suffers a massive shock as he
perceives knowledge he wasn’t ready for
and suffers a Mental Flaw as a result. The
specific Flaw should be decided between
the storyguide and the player, but should
generally be worth no more than 3 points
(Delusion, Compulsion, Fears, and Terrors
fic well)
This ritual can only be attempted at
Yuletime, the traditional time for oath-tak-
ing, with the vitki hanging himself from the
tree just before the end of the old year so that.
he hangs upon the tree over the changing of
the years
If the vitki succeeds in performing the
ritual once and attempts it a second or
third time, he must make a pledge of his
loyalty to Odin, who grants the knowledge
of the runes. Exactly what the pledge
involves is up to the individual vitki, but
could consist of branding a single rune into
flesh, the removal of an eye, or similar dis-
figurement. A vitki who fails to perform an
appropriate sacrifice (one involving little
‘or no real sacrifice) suffers a -5 penalty to
the roll to learn the new knowledge, an
additional two botch dice for his insult, and
the character becomes chronically unlucky,
a condition that can be reduced in severity
when the appropriate sacrifice is made, but
can never be completely alleviated.
(One way for the vitki to pledge himself
to Odin without immediate pain or dist
urement is to take a blood oath of service.
A blood oath to Odin is not a commitment
a vitki should take lightly; essentially, che
vitki sheds one Wound level of his own
blood at a blét and makes a solemn oath to
Odin, promising the god one unlimited
favor which will be called due in the future.
Usually this involves a near-suicidally
heroic quest (on a level with Beowull’s pur-
suit of Grendel’s mother, for instance). The
favor is absolutely non-negotiable; if the
character does not immediately set off to do
Odin’s bidding when asked, he dies on the
spot, to find himself at Odin’s mercy in the
afterlife.
87
Apprentices
Rune crafting cannot be leamed by every-
one. When he searches for an apprentice, a
vitki looks for strength of will, an eagerness to
learn, a cautious attitude to power, and the
ability to communicate easily with others.
Those sought out to begin rune training are
normally aged between 5 and 10, for at this
age they have not grown set in their ways, nor
have their minds been dulled with age.
In order to train a laering (apprentice), a
vitki must have a minimum of 5 in the Scribe
Runes, Rune Script, and Rune Binding
Abilities, he must know at least three runes at
level 5 or higher, and he must have the
Storytelling Skill at 1 or greater.
The vitki must dedicate one season per
year to training his laering, and each year the
laering gains 4 experience points towards his
vitki abilities. If the master is particularly
generous, he may spend more time teaching
his laering; for every extra season spent this
way, the Iaering gains an extra 3 experience
points to place amongst his vitki abilities.
‘The apprentice vitki can spend his points
in any way he desires, with the understanding
that he won't complete his apprenticeshi
until he has reached the minimum Ability
levels for a starting vitki (see page 62), and
with the restriction that he can only raise
rune scores above 0 for runes that his master
has at level 5 or more.
The laering will also travel with his mas-
ter leaning the arts of communication, nego-
tiation, and social interaction that will form a
major part of his life once he is released from
apprenticeship (gaining 5 experience points
to spend on these Abilities).
Norse MAGIC@ienicamre
Qtivecmean
Rawic Power
Wounded I hung on a wind-swept gallows
For nine long nights,
Pierced with a spear, pledged to Odin
Offered, myself to myself.
The wisest know not from whence spring
The roots of that ancient beam.
They gave me no bread,
They gave me no mead,
looked down;
With a loud ery,
took up the runes,
{from that tree I fll
— From the Havamal
Rune Effects Table
Level Magnitude Monetary Amounts Creature Size
5 1 1-10 pfennings Aor-3
10 2 10-100 pfennings 2or-1
15 3 100-1,000 pfennings Or +1
20 4 1,000-10,000 pfennings +2 or +3
25 5 10,000-100,000 pfennings +4 or +5
Many runes have standardized effects. This table lists
common runic statistics based on the levels at which they
are cast. Magnitude is often used asa bonus to Attribute or
Ability rolls. Monetary Amount comes into play in con-
junction with runes concerned with wealth. Creature Size
sometimes determines how poerful a rune must be to affect
a certain animal or beast.
88
ana atta
One of Odin’s gifts to mankind were the
24 runic letters known as the Futhark (after
the word spelled by the first six ~ see appen-
dix page 130), which could be used by the
average man in monumental inscriptions,
business correspondence, or in decorating
objects, and by the initiated (vitkir, singular:
vitki) to perform magical feats. In order to
penetrate the mystery of the runes, Odin
used his own spear to impale himself on the
World Tree, Yggdrasil, hanging for nine days
until the secrets revealed themselves to him,
The sacrifice was painful, even for a god, and
reenacting the sacrifice can give the vitki
additional insight into rune use (see
“Learning Through Sacrifice” on page 85).
Using the Runes
Each rune has multiple powers associated
with it, but each inscription of a rune can only
be used to generate a single effect that is
declared when the rune is created; to invoke
‘wo powers of asingle rune, it must be employed
multiple times in a rune script or binding,
‘A number of effects are common to a number
of runes, and those are summarized on the Rune
Effects Table. The most frequent use of individual
runes isto give a bonus to some roll equal to the
magnitude of the rune, that is, one fifth the level
at which the rune was cast, rounded down,
The power level of the rune measures
how difficult it is to create, as well as the
amount of power contained within the rune.‘Adding a second runic enchantment to an.
already increased Ability or Attribute cannot
double a runic effect. Thus, ifa vitki has a rune
binding that increases his Strength, no other
enchantment can add to this, although a second
runic enchantment will work if it is of higher
level than the original by replacing the original.
‘The same applies to Attributes and Abilities
that add to a single de rol; if vitki has bonus-
cs to his Perception Attribute and his Awareness
Ability, only the highest bonus applies to a roll
that uses Perception + Awareness.
Lasting Effects
Ie must be noted that certain effects
induced by runes do not wear off after a rune's
power fades. A man and woman who become
lovers after certain runes aid their relation-
ship do not become strangers when the runes
fade. Their minds are no longer swayed by the
runes, but will stil be affected by the confi-
dences exchanged, the memories acquired,
and the strength of the relationship formed.
They may have to deal with the fact that one
partner might not have the glib tongue he
once displayed or some other change, but
they may still weather that storm.
Likewise, a couple split by an Iss rune do
not go immediately back to loving each other
once the rune fades; it has done its job of
influencing their minds. There is always a
chance that they will reconcile through nat-
ural means, of course.
‘Someone physically or mentally damaged by
a rune’ power remains hurt until healed, either
by more runic magic or naturally through time,
while wounds healed by @ rune remain healed
and do not sar bleeding once the rune ceases
working. Ofcourse, in this case the rune’ effects
‘need to last until the wound is fully healed.
Runes can also cause permanent side
effects without this being part of their power.
A skald who impresses a jarl through poetry,
aided by a rune of communication, may find
himself gaining a permanent reputation boost
from a temporary runic effect, an increase he
could then lose depending on his natural abil-
ity to impress his listeners unaided,
89
Rune Descriptions
Below are the descriptions of the runes
and the powers that they access. This is not
an exhaustive list, and vitki players are
encouraged to find new uses for the runes,
within the limits of their power range. The
storyguide has the final decision on an effect’s
exact power level and whether a given rune
can impart a particular power.
Players and storyguide must remember that
the runes invoke subtle powers, not the spec-
tacular effects of Hermetic magic, and they
generally cannot go against the laws of nature.
The runes are split into three groups known,
as aetts, each dedicated to a different god and
containing eight runes. The majority of runic
effects are beneficial, and these are created by
scribing the rune in the upright position shown,
in the tables on pages 91 and 130. Some nega-
tive effects can be generated by scribing the
rune in an inverted, or “rolled,” orientation.
‘While all the runes are useful in certain
situations, a number of them (including Iss,
‘Nauthr, Dagr, and Yr) are of particular impor-
tance, as they are necessary for the crafting of
effective rune scripts and bindings
Freqr’s Att
Fe (FAY): Cattle
‘This rune means wealth earned through
expenditure of energy, in terms of cattle as
well as movable wealth. Fe is the rune of Freyr,
the god of fertility, in itself a form of wealth.
Upright: There are two ways to profit
through use of this rune: by using other abili-
ties to either take or win the money, or
through investment or chance finding. The
Rune Effects Table on page 88 shows the size
of monetary rewards that can be gained or
found using the Fe rune.
The wealth granted by this rune can be in
money or cattle, but not in lands or goods such as
weapons: the Othal rune covers them. Unless
Runes & THEIR POWERUntima THULE: MYTHIC SCANDINAVIA
Dagris used in conjunction with Fe in a binding,
wealth gained by way of this rune is fleeting:
almost as quickly asthe caster gains his wealth he
will either lose itor find it necessary to spend it
When trying to detect wealth, a bonus
equal to Fe’s magnitude can be added to
Perception rolls, and can be added to
Communication, Presence, Area Lore, or
Legend Lore rolls (for discovering information
about treasure) at the storyguide’s discretion.
Fe’s magnitude can be added to rolls
involving gaining wealth that do not involve
physical combat, including rolls involving
gambling, bargaining, or charming someone,
if monetary gain is the objective. The bonus
can also be applied to rolls involving domes-
ticated animals, including Animal Ken and
‘Animal Handling.
At level 15 or above, Fe can be used to
speak with domesticated animals. Each invo-
cation of the rune can be used for only one of
the three types of beast: land, air, and sea
Gxample Powers
+ A vitki is being chased through dense undergrowth by
hostile guards and needs to escape. A movement rune
‘would be useful, as would one that affects the guards?
Perception, but he doesn't have high scores in such.
runes. The vitki realizes that the Thurs rune (which
he is skilled with) represents a thom bush, and the
player asks his storyguide if he can use the rune to
‘make a passage appear through a nearby hedge.
The storyguide decides that the interpretation of the
rune’s association with the desired result (a thorn bush
rune to part a thorn bush) is strong, and doesn’t con-
travene the stated powers of the rune, nor is ita par-
ticularly showy effect. He sets the difficulty level at
15, as the hedge is fairly thick, and states that the
hedge will part for one round, giving the vitki just
enough time to nip through if his casting is successful.
* A vith is leading an attack on the lair ofa troll that
has been troubling villagers in the area. He plans to
capture the troll and bring it back to the village, so
the locals can see it being killed. He organizes the
sgrogs and gives them a lage fishing net for this task.
‘The player knows that the chance of the grogs actual-
ly working together to catch the beast is fair, but
not spectacular. If the vitki had skill with the
Mathr rune, which aids people working together
toward a common goal, he could use that, but since
he doesn't, he must adapt his known runes to fit the
situation. He decides to invoke the Reith rune in a
script and then give the grogs a plan of action to
follow, asking the storyguide to allow them a bonus
on their attack rolls with the net as they know what
to do and when.
Reith does deal with planning and strategy, but the
description doesn't mention granting bonuses to combat
rolls. The storyguide can either disallow the use of the
rune, saying that combat bonuses do not fll in Reith’s
sphere of influence, orhe can allow the planning bonus,
to aid the grogs so long as they are carrying out the pro-
posed action exactly as planned, in which case a bonus
equal to the rune’s magnitude would be appropriate.
‘A vitki in combat wants to scare off his opponents by
using the Kaun rune to create a lange fireball. Kaun.
does cover fire and heat, but the effect isn't in keep-
ing with the nune’s general subtlety; the storyguide
rules that the rune cannot perform such magic.
However, he does suggest that the vitki can ignite
nearby dry brush and attemp to scare his foes by making
the fire spread towards them, ignoring the wind direction.
(OF cours, this would require multiple castings of the rine
and possibly even a scrip, especialy ifthe fie is to con-
tinue spreading against the wind for more than one round.
‘Ac the start of a battle a vitki is asked to give combat,
bonuses to his fellow warriors. Not having specialized
in combat runes, he realizes that the bows of most of
the warriors are made of yew wood, and the player asks
the storyguide ifthe vitki can use the Yr rune (which
represents yew tree) toaid them. The storyguide rules,
that the connection is strong, but reminds the player
that the vitki will either have to cast an individual Yr
rune for every archer, or create a script of binding with,
an area of effect large enough to encompass all the
Vitki’s allies, but not so large as to also grant bonuses to
those of his enemies who also carry yew bows.
90When Fe is used to remotely target an ani-
imal, the Size of the animal that can be affect-
ed is determined by the Rune Effects Table.
Fe also means something fought for, rather
than gained, and indicates a triumph over opposi-
tion, and Fe's magnitude can be added asa bonus
‘on a single die roll to overcome an opponent,
‘whether it be a man, group, or natural obstacle.
‘Women trying to become pregnant some-
Runes & THEIR POWER
is itself a form of spiritual wealth. Men hoping
to impregnate women can also employ the rune.
Trolled: When used in a trolled posi-
tion, Fe indicates the loss of wealth. A
bonus equal to Fe’s magnitude can be added
to rolls involving bargaining, law (when the
potential punishment is a fine), or even
hexing (if the target is cattle or other ani-
mal wealth),
Fe can also mean emotional turmoil and
a penalty equal to the rune’s magnitude can
Runic Power Summary
times invoke Fe as a fertility charm, as a family
Freyr’s Aett Jera(2) Harvest. harvests, justice, marriage,
Rune Meaning — Areas of Power Yr(t) Yew Tree patience, extending runic
Fe(F) Cattle wealth, domesticated ani- ‘effects, warriors, communi-
mals, triumphing over oppo- cating with the dead
sition, fertility, discord Perta(E) Dice Cup childbirth, gambling, hid-
Ur(N) — Auroch —_ protection, strength, den things, illness, detecting
endurance, wild animals, poison, concealment
challenges, bravery, Thwar (¥) Elk magic protection, defense,
willpower, health, unexpect- self-sacrifice, hunting, har-
ced events, aging ‘mony, discord
Thurs (+) Thorn Bush luck, defense, plants, ange, S61 (4) The Sun light, heat, health, triumph-
lust, offense ing over evil/good
Ass(F) Mouth communication, teaching,
travel, honesty, perception, Tyr’s Acett
divination
Reith (R) Cart Wheel travel, communication, Rune Meaning —_Areas of Power
Kaun (€) Torch perception, heat, light, aging Tyr (T) — TheGod Tyr danger, business, competi-
Gipe (X) Gif peace, love, aid, personal tions, honesty, injustice
sacrifice Bgakn (B) Birch Tree health, youth, children,
Vend (P) Joy ‘happiness, cooperation, childbirth, illness, infertility
‘relationships Tor (M) Horse horses, travel, loyalty, weakness
Mathr (4) Mankind — communication, duty,
inventiveness, cooperation,
Heimdall’s Aett affecting remote targets, cru-
elty, foreign lands
Rune Meaning Areas of Power Lig (T) Water water, ships, movement,
Hogall (N) Hail causing damage, movement, hidden senses, seduction,
changing minds, illness,
‘weather control
enduring hardships,
endurance, wealth, relation-
ships, delaying runic effects,
slowing natural effects
cold, rune binding, relationships
mutability
Yogvi (©) TheGad Yngvichildbirth, fertility, family,
security, extended tasks
Dagr (0) Day growth, speed, light, time
‘Othal () A Possession family, inheritance, protect-
ing goods, cuses, acting
alone
Nauthr (#) Necessity
Iss(I) Ice
1UtTima THULE: MYTHIC SCANDINAVIA
LAZAR
be given to a target’ rolls affecting communi-
cation. If combined with a preservation rune
(such as Iss), the long-term effects can break
Lup marriages or life-long friendships
Ur (OOR): Auroch
The auroch is a large and powerful breed
of cattle that roams Mythic Scandinavia.
These beasts stand as tall as men, and sym-
bolie stamina and strength (including
strength of will). Successfully hunting an
auroch made a boy into a man, and so Ur also
‘encompasses manhood and male sexuality, as
‘well as major changes in a person's life.
Upright: The Ur rune is a powerful pro-
tective device and gives aid against magic and
Abilities designed to affect the target's mind
or emotions. The value of the magic resis-
tance against mind-affecting magic is the
level of the Ur spell cast. Spells and enchant-
ments with a level lower than that of the rune
cast simply do not work. Ur’s magnitude can
92
be used as a bonus to resist Charm and other
appropriate Abilities.
The magnitude of the Ur rune can be
added as a bonus to someone's Strength or
Stamina Attribute, or to the Bravery
Personality Trait,
‘A magnitude bonus can be applied to
rolls involving wild animals. At level 15 or
above, Ur can be used to speak with wild or
magical animals. Each invocation of the rune
can be used for only one of the three types of
beast: land, air, and sea. When Ur is used t0
remotely target an animal, the Size of the ani-
mal that can be affected is determined by the
Rune Effects Table on page 88.
In its aspect of vitality, the Ur rune can
be used to resist the effects of natural aging. It
cannot be used to slow aging; i just helps the
user better weather its effects, Ifthe rune has
been worn for at least a year (as part of a rune
binding) the power of the rune can be used to
offset any one specific affliction (with the
exception of Decrepitude points) the charac-
ter may have that deals with his physical
well-being, reducing it in intensity by an
amount equal to the rune’s magnitude.
When used in a rune script or binding the
Ur rune can also provide a bonus equal t0 its
magnitude to resist maladies. Itcan also be used,
alone or in a script, to remove a number of
Fatigue levels equal to the rune’s magnitude ~ 2
‘A bonus equal to Urs magnitude can be
applied to one die roll involving a challenge that
leads toa major change in life, such as winning a
girls heart, convincing a jar to let a person become
hrs huscarl, or fighting a fist combat to the death,
The willpower aspect of Ur allows diffi
cult tasks to be achieved through guts and
sheer determination; lost Confidence points
equal to the magnitude of the rune =I can be
restored through use of Ur, although no per-
manent change in a character's Confidence
level can be made through this magic.
Trolled: When trolled, Ur indicates a lack
of willpower, as well as ailing health. Although
it cannot be used to kill outright, a penalty
equal to the rune’s magnitude can be applied
toa victim’s chance of resisting the ravages of
diseases. Ur can also be used to removeConfidence points from a vietim, leaving him
‘unwilling to take risks to complete a job.
Sudden and unexpected turns of events
also fall within Ur’ realm, and it can be used
to give a penalty equal to its magnitude to die
rolls for activities at which the victim would
normally expect to succeed.
Thurs (THURZ): Thorn Bush
The Thurs rune isa symbol of protection
and represents the thorn bush, a plant with
the potential to cause great damage if han-
dled incorrectly. Thurs is also a rune of luck,
both good and bad. Thor, the thunder god, is
also tied to this rune, as he was the protector
of the common man. Anger and lust are also
aspects of Thurs. Thurs is also one of the few
runes capable of inflicting harm by itself.
Upright: Thurs can be used to simulate
the Virtue Luck, by granting the target a
bonus equal to the magnitude of the Thurs
rune to any rolls during around. However, the
Fates must be balanced, and within one day
‘equal penalties must be taken on similar rolls.
Defensively, the power level of the rune
can be used as a Soak bonus for people or an
armor bonus for a building.
Thurs can also temporarily blunt the
‘weapons of an enemy, giving him a combat
penalty equal to Thurs’ magnitude. Unless
the weapon can be seen by the vitki at the
time the Thurs rune is cast, an Othal (prop-
erty) rune must be used in conjunction with
‘Thurs for this purpose.
‘When used by a commoner when dealing
with a senior or authoritative figure, ‘Thurs
Runes & THEIR POWER
be Soaked by armor, and heals exactly as a
normal wound would.
‘When bound or scripted into a weapon,
the weapon becomes enchanted with a dam-
age bonus equal to Thurs’ magnitude.
Thurs can increase one’s Angry or Lustful
Personality Trait by an amount equal to the
rune’s magnitude. While this may sound
unpleasant, many Bersarkr carried trolled
Thurs runes to enable them to enter a berserk
state more easily. The increase to the Lustful
Personality Trait could be used (carefully) to
save a person's love life or to start one.
‘When used by a commoner when dealing
with a senior or authoritative figure, the
reverse of Thurs can be used to give its user a
penalty equal to the rune’s magnitude on a roll
involving communication with that person.
Ass (AHSS): Mouth
‘Ass represents speech. The Vikings had
an oral culture, and the ability to speak clear-
ly and to be understood was vital for recount
ing historical deeds and great tales. Odin, the
chief god, is said to have invented poetry, and
many skalds carried a non-magical Ass rune
with them as a token of thanks to Odin.
Upright: Ass can be used to benefit
speech, by adding a bonus equal to the rune’s
Aiss ‘Rune ‘Divination
Level of Ass Rune Knowledge Gained
canbe wed to gv its er a Bons equa to e aa
the rune’s magnitude on aro involving com-
‘munication with that person, such as leader- uD Pale een
ship, Charm, Folk Ken, or even Disputatio (carth, fire, magic)
ae ails 15 “Target creature's exact species
‘Thurs’ magnitude can be used as a bonus (human, svartalfar)
tools involving any plants 20 “Target creature's common name
‘rolled: Offensively, the energy of Thurs (as opposed to its true name)
can be hamessed to damage an opponent, 6 ee ccame
causing damage equal to its power level at a
range of 10 paces. When used successfully, a
wound similar in nature to that caused by a
spear appears on the victim. The wound can
In order to know any secrets, the
creature's common name must first
bbe deduced by some means.
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