Loner: Norse Saga
Loner: Norse Saga
INTRODUCTION
What is Loner: Norse Saga?
Loner: Norse Saga is a solo tabletop RPG set in the Viking Age—a time when honor was worth more than gold, blood feuds could last generations, and a warrior’s deeds were immortalized in saga or forgotten in shame.
This minimalist Solo Role Playing Game is designed to tell gritty, honor-driven sagas of exploration, raiding, settlement, and blood vengeance. You play a single protagonist whose reputation is built through deeds and whose fate is shaped by the consequences of those actions.
Design Principles:
- Portable – All you need is four six-sided dice, paper, and your imagination. No other materials required.
- Rules-Light – The Oracle mechanic is the only resolution system. Easy to learn, quick to resolve.
- Tag-Based – Your hero is defined by evocative descriptors, not numbers. A Shield-Wall Veteran is different from a Silver-Tongued Skald in every meaningful way.
With a focus on laconic storytelling and dramatic consequences, Loner: Norse Saga throws you into the harsh realities of the Viking Age. Your character will be defined by honor, reputation, and the weight of oaths—breaking your word can be worse than death.
What is a Role-Playing Game?
A role-playing game is a storytelling experience where you assume the role of a character and make decisions that shape their journey. In most RPGs, a game master controls the world. In Loner: Norse Saga, you are both player and world—the Oracle guides what happens next.
What is a Solo RPG?
In a solo RPG, a single player takes on the role of a protagonist while managing the broader game world through oracle mechanics and random tables. Unlike a gamebook with predetermined branches, a solo RPG creates emergent narrative—anything can be attempted, and the outcome is never locked in advance.
Through the interaction of your character, the Oracle’s voice, and the roll of the dice, your story builds something no one could have predicted at the start. Will you die gloriously in battle, or live long enough to see your grandchildren inherit your feuds?
Safety Tools
You play alone, in complete control. If a scene becomes uncomfortable—whether through violence, betrayal, or loss—you can pause, reframe, or step away. There is no shame in choosing your own comfort. Your story, your rules.
Minimum Requirements
To play Loner: Norse Saga you will need:
- 4 six-sided dice in two colors (two pairs)
- Paper and a pencil or pen
- A character sheet (provided in the appendix or use an index card)
- Optional: A notebook to track blood feuds, reputation, and ongoing sagas
THE VIKING AGE
The world of Loner: Norse Saga is historical, not mythological—though the supernatural exists at the edges, rare and dangerous. This is the age of exploration, settlement, and saga-worthy deeds.
The World
Scandinavia sprawls across the north—fjords cutting deep into mountains, forests thick with game, and farms clinging to rocky soil. The sea is both highway and graveyard. Winter kills the unprepared. Summer brings raiding season.
- Norway: Fractured kingdoms, rival jarls, mountain valleys where families hold ancient land rights
- Denmark: Richer farmland, more centralized power, gateway to the Frankish kingdoms
- Sweden: Trading empires reaching east to Byzantium, vast forests, Uppsala’s temple
- Iceland: New land, free from kings, where exiles and adventurers forge new laws at the Thing
- Beyond: Britain, Ireland, Francia, the Mediterranean, even distant Vinland across the western ocean
The sea connects everything. A longship can carry you to wealth, death, or a new life. Navigation is by sun, stars, and the flight of ravens. Storms drown entire crews. Sea-serpents may be real—or just stories to frighten children.
The Gods & the Otherworldly
The Æsir and Vanir are real to your people—Odin All-Father, Thor Thunder-Wielder, Freyja Lady of Love and War. They receive sacrifices at blóts, witness oaths, and are invoked before battle. But the gods do not walk among mortals in this age. They act through omens, dreams, and the völvas who speak their will.
Priests (goðar) maintain temples and lead sacrifices. Völvas (seeresses) practice seidr magic, falling into trance to speak prophecy or curse enemies. These things are accepted as real, not questioned.
The otherworldly exists alongside the ordinary:
- Draugr rise from burial mounds to guard their treasure and terrorize the living
- Landvættir (land spirits) protect specific places and must be respected
- Trolls dwell in mountains and forests, hostile to humans
- Huldufólk (hidden folk) live in rocks and hills, dangerous to offend
- Níðar (the dead) can be raised by seidr, though it is grim work
- Hamramr (shape-shifters) walk in animal form while their bodies sleep
- Fylgjur (fetch-spirits) appear as omens of death
The sagas speak of these things as matter of fact. When Grettir fights a draugr, the saga does not marvel—it simply records what happened. When a völva prophesies, people listen or ignore her at their peril. The otherworldly is part of life, neither common nor impossible.
This is not Ragnarök. The world is not ending. The gods are distant. But the boundary between the living and the dead, between human and other, is thinner than Christians believe.
Playable Themes
- Honor & Reputation: Your worth is measured in others’ eyes. Shame is worse than death.
- Blood Feuds: When kin is killed, vengeance is obligation. But vengeance breeds counter-vengeance.
- Exploration & Settlement: New lands offer freedom from old enemies—and new dangers.
- Oaths & Betrayal: Your word binds you. Breaking it destroys your name.
- Raiding & Plunder: Summer voyages to foreign shores. Glory, wealth, and enemies.
- Thing Assemblies: Law-speaking, political maneuvering, public judgment.
- Legacy & Saga: Will skalds remember your name, or will you die forgotten?
Timeline
793 CE - Lindisfarne: The age begins. Norwegian raiders strike the monastery at Lindisfarne, England. The world learns to fear the Northmen.
800-850 CE: Raiding intensifies across Britain, Ireland, and Francia. Monasteries burn. Coastal towns fortify. Kings pay tribute or fight back.
860 CE - Iceland Discovered: Norwegian explorers find the uninhabited island. Within decades, settlers flee Norway’s tyranny to forge a new society.
865 CE - The Great Heathen Army: Massive Viking force invades England. The Danelaw is established. Viking kingdoms rule much of Britain.
930 CE - The Althing: Iceland establishes its assembly at Thingvellir—the world’s oldest surviving parliament. Law without kings.
982 CE - Greenland Settled: Erik the Red, exiled from Iceland for murder, discovers and colonizes Greenland.
1000 CE - Christianity Spreads: Iceland converts (officially) to Christianity. The old gods retreat, but slowly.
1000 CE - Vinland: Leif Erikson reaches North America, five centuries before Columbus.
1066 CE - Stamford Bridge: King Harald Hardrada of Norway invades England. He is killed in battle. Three weeks later, William the Conqueror lands at Hastings. The Viking Age ends.
Your saga takes place somewhere in these three centuries. Choose your era. The world is different at each point.
CHARACTERS: FORGED IN HONOR
In Loner: Norse Saga, your protagonist is defined by deeds, oaths, and reputation.
Everything is a Character
Non-Playing Characters, foes, rival clans, longships, and even ancestral swords that play a meaningful role in your story are described as characters using the same descriptive framework. A rival jarl, a famous blade, and a blood-cursed family all have Concepts, Skills, Frailties, and Goals.
Protagonist Traits
Your hero is described by these traits:
- Name: An authentic Old Norse name (use the naming tables provided)
- Origin: One of six archetypes that defines your role in Viking society
- Skills (x2): Specialized abilities tied to your origin—specific, evocative, and narratively meaningful
- Frailty: A weakness, flaw, or obligation that complicates your path
- Gear (x2): Meaningful equipment tied to your identity and status
- Honor: Your reputation, reflected in tags earned through play (e.g., “Oath-Keeper,” “Generous Host,” “Kinslayer”)
- Goal: What drives your saga forward
- Motive: Why this goal matters to you
- Nemesis (optional initially): Emerges during play—rival jarls, blood feuds, past betrayals
- Luck: Your ability to cheat fate in battle. Starts at 6, applies only in Conflicts, resets after each conflict ends.
- Hamingja: Family spiritual power. Starts at 3, spent to reroll Oracle or declare fortunate coincidence.
These traits are described by tags—qualitative descriptors, never numbers. You are not “Strong +2.” You are Bear-Strong or Shield-Splitter. Tags define everything in the game world—characters, locations, seasons, and the turning of fate.
Character Death & Legacy
Vikings die. Often violently. When your protagonist falls:
- Create their legacy: What do skalds say about them? What byname did they earn?
- Pass the torch: Play as their kinsman, inheriting unfinished blood feuds and family honor (or shame)
- Carry forward: Hamingja (spiritual power) can pass to descendants
Death is not failure. A good death, well-remembered, is victory.
Saga Structure
Think of your game as an Icelandic saga:
- Laconic tone: Understatement is power. “That was well struck,” not “He screamed in agony!”
- Dramatic irony: Prophecies that come true despite efforts to avoid them
- Legal drama: Thing assemblies, lawsuits, clever arguments
- Blood feuds: Actions have consequences across generations
- Witness culture: Deeds without witnesses don’t build reputation
Your Oracle becomes the saga’s narrator—impartial, matter-of-fact, recording what happened.
CHARACTER CREATION: SIX ORIGINS
Choose (or roll 1d6) one of six Viking origins. Each origin defines your role in society and comes with dedicated tables for Skills, Frailties, and Gear.
ORIGIN 1: HERSIR (War Leader)
Commander of warriors, oath-bound to your jarl, leader in battle and raid.
You are the jarl’s right hand—commanding his warband, leading raids, enforcing his will. Your word carries weight. Your courage inspires. Your death would be mourned in saga.
Skills (roll 1d6 twice, or pick 2):
| D6 | Hersir Skills |
|---|---|
| 1 | Shield-Wall Tactics |
| 2 | Battle Command |
| 3 | Weapon Master |
| 4 | Ship Tactics |
| 5 | Inspire Courage |
| 6 | Read the Field |
Frailties (roll 1d6, or pick 1):
| D6 | Hersir Frailties |
|---|---|
| 1 | Oath-Bound to Jarl |
| 2 | Battle-Scarred |
| 3 | Cannot Refuse Challenge |
| 4 | Burden of Command |
| 5 | Haunted by Fallen |
| 6 | Rival for Position |
Gear (roll 1d6 twice, or pick 2):
| D6 | Hersir Gear |
|---|---|
| 1 | Named Sword |
| 2 | Chainmail Byrnie |
| 3 | War Horn |
| 4 | Battle Banner |
| 5 | Jarl’s Gift-Ring |
| 6 | Iron Helm |
ORIGIN 2: SKALD (Saga Poet)
Memory-keeper, reputation-maker, wielder of words that immortalize or destroy.
You remember. Every deed, every name, every slight. You speak saga at feasts, compose praise or cutting verse, and decide whose name lives beyond death. Kings fear your words as much as swords.
Skills (roll 1d6 twice, or pick 2):
| D6 | Skald Skills |
|---|---|
| 1 | Flyting (Verbal Combat) |
| 2 | Perfect Memory |
| 3 | Saga-Telling |
| 4 | Rune-Reading |
| 5 | Keen Observer |
| 6 | Silver-Tongued |
Frailties (roll 1d6, or pick 1):
| D6 | Skald Frailties |
|---|---|
| 1 | Cannot Tell Lies |
| 2 | Compelled to Witness |
| 3 | Words Bring Trouble |
| 4 | Frail in Battle |
| 5 | Cursed by Subject |
| 6 | Rival Skald |
Gear (roll 1d6 twice, or pick 2):
| D6 | Skald Gear |
|---|---|
| 1 | Harp |
| 2 | Saga-Scroll |
| 3 | Rune-Carved Staff |
| 4 | Silver Arm-Ring |
| 5 | Fine Cloak |
| 6 | Ink & Vellum |
ORIGIN 3: VÖLVA (Seeress)
Walker between worlds, fate-reader, speaker of prophecy, feared and respected.
You practice seidr magic, fall into trance, speak with the dead. Your prophecies shape the fates of jarls and thralls alike. Some call you witch. Others call you wise. None dare ignore you.
Skills (roll 1d6 twice, or pick 2):
| D6 | Völva Skills |
|---|---|
| 1 | Seidr Magic |
| 2 | Fate-Reading |
| 3 | Spirit-Sight |
| 4 | Herb-Lore |
| 5 | Weather-Reading |
| 6 | Curse-Weaving |
Frailties (roll 1d6, or pick 1):
| D6 | Völva Frailties |
|---|---|
| 1 | Marked by Spirits |
| 2 | Iron-Weak |
| 3 | Prophetic Burden |
| 4 | Socially Isolated |
| 5 | Visions Unmake Mind |
| 6 | Feared, Not Loved |
Gear (roll 1d6 twice, or pick 2):
| D6 | Völva Gear |
|---|---|
| 1 | Seidr Staff |
| 2 | Divination Bones |
| 3 | Spirit Cloak |
| 4 | Ritual Herbs |
| 5 | Sacred Distalf |
| 6 | Trance-Inducing Brew |
ORIGIN 4: VÍKINGR (Raider)
Sea-wolf, plunderer, adventurer seeking fame and fortune on foreign shores.
You are what the Christians fear—a professional raider, swift and deadly. Summer means voyage. Monastery gold, Frankish silver, Irish cattle. You take what you can carry and burn the rest.
Skills (roll 1d6 twice, or pick 2):
| D6 | Víkingr Skills |
|---|---|
| 1 | Seafaring |
| 2 | Axe-Fighting |
| 3 | Climbing & Scaling |
| 4 | Navigation |
| 5 | Quick Escape |
| 6 | Plunder Sense |
Frailties (roll 1d6, or pick 1):
| D6 | Víkingr Frailties |
|---|---|
| 1 | Greedy |
| 2 | Outlawed Abroad |
| 3 | Sea-Sick |
| 4 | Wanted in Many Lands |
| 5 | Reckless |
| 6 | No Land, No Home |
Gear (roll 1d6 twice, or pick 2):
| D6 | Víkingr Gear |
|---|---|
| 1 | Bearded Axe |
| 2 | Longship Share |
| 3 | Rope & Grappling Hook |
| 4 | Plunder Sack |
| 5 | Weatherproof Cloak |
| 6 | Foreign Coins |
ORIGIN 5: GOÐI (Chieftain-Priest)
Leader of the Thing, lawkeeper, mediator between gods and community.
You are pillar and arbiter. You lead blót sacrifices, speak law at the Thing, settle disputes, and bind oaths. Your word shapes what is lawful. Your favor is power.
Skills (roll 1d6 twice, or pick 2):
| D6 | Goði Skills |
|---|---|
| 1 | Law-Speaking |
| 2 | Thing-Mastery |
| 3 | Judgment |
| 4 | Blót Rituals |
| 5 | Negotiation |
| 6 | Authority |
Frailties (roll 1d6, or pick 1):
| D6 | Goði Frailties |
|---|---|
| 1 | Bound by Tradition |
| 2 | Political Enemies |
| 3 | Must Remain Neutral |
| 4 | Family Feuds |
| 5 | Challenged Authority |
| 6 | Weight of Responsibility |
Gear (roll 1d6 twice, or pick 2):
| D6 | Goði Gear |
|---|---|
| 1 | Arm-Ring of Authority |
| 2 | Law-Stone |
| 3 | Ritual Implements |
| 4 | Fine Cloak |
| 5 | Oath-Ring |
| 6 | Temple Key |
ORIGIN 6: BERSERKR (Shapeshifter Warrior)
Bear-skin wearer, fury-channeler, elite warrior cursed with uncontrollable rage.
You are both hero and monster. In battle, the bear-fury takes you—superhuman strength, immunity to pain, unstoppable violence. Afterward, you remember little. Jarls hire you. Warriors fear you. Families avoid you.
Skills (roll 1d6 twice, or pick 2):
| D6 | Berserkr Skills |
|---|---|
| 1 | Battle Fury |
| 2 | Pain Immunity |
| 3 | Fear-Inspiring |
| 4 | Bear Strength |
| 5 | Hamramr (Shape-Shift) |
| 6 | Relentless |
Frailties (roll 1d6, or pick 1):
| D6 | Berserkr Frailties |
|---|---|
| 1 | Uncontrollable Rage |
| 2 | Cannot Wear Armor |
| 3 | Socially Feared |
| 4 | Rage Exhaustion |
| 5 | Kills Indiscriminately |
| 6 | Cursed Bloodline |
Gear (roll 1d6 twice, or pick 2):
| D6 | Berserkr Gear |
|---|---|
| 1 | Bear/Wolf Pelt |
| 2 | Massive Weapon |
| 3 | Trophy Necklace |
| 4 | War Paint |
| 5 | Ritual Mushrooms |
| 6 | Iron Chains (for restraint) |
VIKING NAMES
Use these tables to generate authentic Old Norse names for your protagonist and NPCs. Roll 2d6 (one for row, one for column) or choose.
Female Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Astrid | Brynja | Dagny | Eira | Freydis | Gudrun |
| 2 | Helga | Ingrid | Jorunn | Kari | Liv | Margret |
| 3 | Nanna | Oda | Ragnhild | Sigrid | Thora | Unn |
| 4 | Vigdis | Yngvild | Asa | Bothild | Dalla | Estra |
| 5 | Geira | Halla | Inga | Joreid | Katla | Lagertha |
| 6 | Oddny | Ragna | Signy | Thyra | Ulfhild | Valgerda |
Male Names
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Alf | Bjorn | Einar | Erik | Finn | Gunnar |
| 2 | Halfdan | Harald | Ivar | Knut | Leif | Magnus |
| 3 | Njal | Olaf | Ragnar | Sigurd | Thorvald | Ulf |
| 4 | Vidar | Yngvar | Asbjorn | Bard | Egil | Floki |
| 5 | Grimr | Hakon | Ingolf | Jorund | Ketil | Ljot |
| 6 | Orm | Rollo | Skeggi | Thorfinn | Ulfar | Vali |
Patronymics & Matronymics
Old Norse names follow the pattern: [Given Name] + [Father’s/Mother’s Name] + son/dottir
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | Eriksson | Bjornsson | Haraldsson | Ragnarsson | Thorsson | Ulfsson |
| 2 | Gunnarsson | Sigurdsson | Olafsson | Knutsson | Leifsson | Einarsson |
| 3 | Eriksdottir | Bjornsdottir | Haraldsdottir | Ragnarsdottir | Thorsdottir | Ulfsdottir |
| 4 | Gunnarsdottir | Sigurdsdottir | Olafsdottir | Knutsdottir | Leifsdottir | Einarsdottir |
| 5 | Hakonsson | Ingolfsson | Ketilsson | Njálsson | Valgardsson | Yngvarsson |
| 6 | Hakonsdottir | Ingolfsdottir | Ketilsdottir | Njálsdottir | Valgardsdottir | Yngvarsdottir |
Bynames
Vikings earned descriptive bynames based on deeds, appearance, or character. These become part of your reputation.
| 1 | 2 | 3 | 4 | 5 | 6 | |
|---|---|---|---|---|---|---|
| 1 | the Bold | Bloodaxe | Bluetooth | Fair-Hair | Iron-Side | the Red |
| 2 | Blackbeard | the Unlucky | Silvertongue | Snake-in-the-Eye | the Stout | the Grim |
| 3 | the Strong | the Wise | the Swift | the Tall | the Lean | the Fair |
| 4 | Flat-Nose | Hard-Ruler | the Deep-Minded | the Peacock | the Silent | the Shrewd |
| 5 | the Proud | the Generous | the Cruel | the Pale | the Dark | the Fierce |
| 6 | Wolf-Coat | Bear-Slayer | Ship-Breaker | Storm-Rider | Skull-Splitter | the Restless |
RULES: THE ORACLE’S VOICE
Loner: Norse Saga uses the Oracle to resolve uncertainty. The Oracle is neutral—it records what happens, like a saga narrator.
Keep The Action In Motion
A game in [Title] is a succession of scenes. A scene is a unit of time in which a certain action takes place in pursuit of a certain short-term goal.
In [Title] at each scene:
- Identify what you expect from the scene. Compared to traits, goal, and motivation determine the Protagonist’s action. What might be the reaction of the game world?
- Test your expectations. When you are uncertain (or overconfident) about the reaction to your actions, ask the Oracle a closed question (answer is Yes or No), considering the tags involved to determine if there is an Advantage or Disadvantage.
- Interpret the result. Is the Oracle’s answer in line with your expectations? If not, in the context in which the scene takes place, how should an answer that subverts them be considered?
This sequence will come to you naturally after some practice. Use it as a guideline the first few times.
Consulting the Oracle
When you need to test your expectations you’ll ask the Oracle a closed question.
You’ll need 2d6 in one color (Chance Dice), and 2d6 in another (Risk Dice).
To resolve a closed question, roll one Chance Die and one Risk Die:
- If the Chance Die is highest, the answer is Yes.
- If the Risk Die is highest, the answer is No.
- If both are low (3 or less), add a but….
- If both are high (4 or more), add an and….
- If both are equal, the answer is Yes, but…. Add a point to the Twist Counter.
| Dice Value | Chance Die > Risk Die | Risk Die > Chance Die |
|---|---|---|
| Both <= 3 | Yes, but… | No, but… |
| Both >= 4 | Yes, and… | No, and… |
| Mismatched | Yes | No |
| Equal | Yes, but… Add 1 to the Twist Counter |
Advantage and Disadvantage
If circumstances or positive tags grant an advantage, add a Chance Die to the roll. Otherwise, when hindrances or negative tag cause a disadvantage, add a Risk Die. In both cases keep only the higher die of the added type when you check the roll.
Consider tags intuitively and not quantitatively, using the context of the situation at play. It is important to keep the flow of play fast and not accounting for advantages and disadvantages numerically!
Twist Counter
The Twist Counter is a measure of the rising tension in the narrative. At the beginning is set to 0. Every time a double throw (dice are equal) happens, add 1 to the Counter. If the Counter is below three, consider the answer as “Yes, but…”. Otherwise a Twist happens and resets the Counter.
Roll 2d6 and consult the following Twist Table to determine what kind of twist happens.
| D6 | Subject | Action |
|---|---|---|
| 1 | A Rival | Appears / Acts |
| 2 | The Hero | Triggers Obligation |
| 3 | A Völva | Speaks Prophecy |
| 4 | Blood Feud | Escalates |
| 5 | The Weather | Turns Deadly |
| 6 | An Oath | Is Tested |
CONFLICTS
A Conflict is any situation in which opponents clash, attacking, defending, or wearing each other down in order to win. This applies both in a practical and metaphorical sense.
So, a Conflict is not only limited to combat (or fighting) in the strict sense but also to competitive situations (such as contests, duels, verbal confrontations, etc.) in which two or more characters (including vehicles, of course!) compete.
Conflicts can be resolved in different ways depending on preferences and context:
- Ask a single closed question. The Oracle’s answer determines the outcome of the conflict.
- Ask a series of closed questions to resolve current single actions.
- Use the rules of Harm & Luck below.
Note that the Twist Counter does not apply to Harm & Luck. Instead, it is used regularly if the Conflict is handled with closed questions.
If the conflict is resolved by applying damage to the Luck trait, roll the dice to determine whether the protagonist causes damage to the opponent or suffers damage due to counterattack or failed defense. The rolls are player facing only.
The damage reduces the Luck of the target, whether protagonist or NPC. When the Luck runs out, the character has lost the conflict.
The final outcome depends on the context. Do you get caught? Are you seriously injured? You may even die if that fits the narrative.
| Answer | Do you get what you want? | Harm |
|---|---|---|
| Yes, and… | You get what you want, and something else. | Cause 3 |
| Yes… | You get what you want. | Cause 2 |
| Yes, but… | You get what you want, but at a cost. | Cause 1 |
| No, but… | You don’t get what you want, but it’s not a total loss. | Take 1 |
| No… | You don’t get what you were after. | Take 2 |
| No, and… | You don’t get what you want, and things get worse. | Take 3 |
Luck resets to 6 after each Conflict ends. When a character’s Luck reaches 0, they lose—defeated, captured, or killed (your choice based on context).
Holmgang (Ritual Duel)
Holmgang (“island-going”) is a formalized duel to settle disputes, blood feuds, or honor challenges.
The Rules:
- Fought on an island, marked ground, or upon a cloak spread on earth
- Each combatant may bring three shields
- Fights to first blood, surrender, or death (agreed beforehand)
- Refusing holmgang = dishonor (gain “Coward” tag)
- Winner settles the matter; loser’s kin must accept outcome
Mechanically: Use Harm & Luck resolution. Each successful blow destroys a shield (you have 3) or causes Luck damage. At 0 Luck, you are defeated.
Special: If agreed as “to first blood,” the conflict ends at 4 Luck remaining (wounded but alive). If “to death,” it continues to 0 Luck.
Example:
You challenge a rival to holmgang over an insult.
Agreed terms: First blood.
Round 1: “Do I land the opening strike?” → Yes: You deal 2 Luck damage. Rival: 4/6 Luck.
Round 2: “Does he break my guard?” → No, but…: He fails to strike you, but you stumble (“Off-Balance” tag).
Round 3: “Do I finish this before he recovers?” → Yes, and…: You strike decisively, drawing first blood. Rival: 2/6 Luck. Holmgang ends. You win.
Outcome: Rival publicly yields. Matter settled. You gain “Holmgang Victor” tag (reputation boost).
Shield Wall Tactics
When fighting as part of a warband in formation:
Tag: “Shield Wall” applies to the group, not individuals.
- Advantage: Discipline, numbers, formation
- Disadvantage: If flanked, if morale breaks
Ask group-level questions: “Does our shield wall hold against their charge?”
Individual heroes can break from the wall for dramatic single combat, but this risks the formation.
Flyting (Verbal Duels)
Flyting is ritualized insult combat—trading verses and barbs to shame your opponent before witnesses.
When to Use:
- Feast halls
- Thing assemblies
- Before holmgang (traditional to exchange insults)
- Establishing dominance
How It Works:
- Declare flyting challenge
- Both parties roll Oracle (use appropriate skill tags: Silver-Tongued, Skald, etc.)
- Compare results:
- Winner: Gains Advantage on next social action, opponent gains “Shamed by [Name]” tag (temporary Disadvantage)
- Tie: Crowd enjoys the spectacle, neither gains Advantage
- Loser: May challenge to holmgang if insult is severe
Example Flyting:
Opponent: “I hear you call yourself a warrior, yet your sword knows only the scabbard.”
You: “Bold words from one whose father was so ashamed, he drowned himself.”
Oracle Roll: You have Silver-Tongued (Advantage), opponent has Renowned Warrior (intimidating, but not verbal). You roll 2 Chance dice vs. their 1. You win.
Result: The crowd laughs. Opponent is shamed. You gain Advantage on your next request at the Thing.
Determining Next Scene Mood
At the end of the current scene sometimes you will be clear about the direction to take, other times you may need to determine the general mood of the next one. In this case roll 1d6 and consult the following table:
| D6 | Next Scene |
|---|---|
| 1-3 | Dramatic scene |
| 4-5 | Quiet Scene |
| 6 | Meanwhile… |
- A dramatic scene does not break the tension of the previous scene but carries it further forward, introducing further obstacles or difficulties.
- During a quiet scene there is time to take a breath, to heal, to make plans for the next steps and to deepen relationships.
- A meanwhile scene takes place somewhere else, other than where the hero is. It cuts to villains or other plot-important characters.
Open-Ended Question or Get Inspired
To answer an Open-Ended question, roll 1d6 once on each of the Inspiration Tables (roll at least a verb and a noun, adjectives are optional).
THE HONOR SYSTEM
In Viking society, reputation is everything. Your worth is measured not by what you know yourself to be, but by what others say you are. Honor earned can elevate you to saga. Shame suffered can make you níðingr—a nothing.
The Three Pillars
DRENGSKAPR (Honorable Conduct)
- Courage in battle
- Keeping oaths
- Generosity to guests and followers
- Defending kin
- Speaking plainly
- Facing death without fear
When you act with drengskapr, you gain Advantage on related Oracle rolls. Your reputation grows. Witnesses spread your name.
NÍÐINGR (Ultimate Shame)
- Fleeing battle when honor demands you stand
- Breaking sworn oaths
- Betraying kin
- Sexual cowardice (a specific Norse insult)
- Refusing lawful challenge
- Being declared níðingr by the Thing
When you act shamefully, you gain Disadvantage on social actions. If declared níðingr at the Thing, you are outlaw—anyone may kill you without legal consequence.
ÓFRIÐR (Blood Feud)
- When your kin is killed, you must respond
- Failure to avenge = loss of honor
- Creates ongoing obligation tags: “Must Avenge [Name]”
- Can only be resolved through:
- Blood vengeance (kill the killer)
- Holmgang (ritual duel)
- Weregild (compensation payment accepted by both sides)
Nidstöng (Curse Pole)
The ultimate ritual curse. A pole raised with a horse’s head, carved with runes, proclaiming your enemy níðingr and calling the landvættir to drive them out.
Mechanically:
- Requires public declaration at Thing or major gathering
- Target gains permanent Disadvantage on all social actions in that region
- Can only be removed by:
- Killing the one who raised it
- Public apology accepted at Thing
- Exile (leaving the region entirely)
Blood Feuds & Weregild
Starting a Blood Feud: When kin is killed, you gain the tag: “Must Avenge [Victim’s Name]”
This tag gives you:
- Advantage when acting to avenge (hunting killer, dueling, etc.)
- Disadvantage on all other actions until resolved (the obligation weighs on you)
Resolving the Feud:
Blood Vengeance: Kill the killer. Feud satisfied—but the killer’s kin now have a feud with YOU.
Holmgang: Challenge to ritual duel (see Conflicts section). Winner settles the matter. Loser’s kin must accept the outcome.
Weregild: Negotiate compensation at the Thing. Standard rates:
- Thrall (slave): 12 ounces of silver
- Free farmer: 24 ounces of silver
- Hersir or goði: 48 ounces of silver
- Jarl: 96 ounces of silver
Both parties must publicly accept at Thing. Refusing offered weregild = shame.
Example: Honor in Action
Your jarl asks you to raid a monastery. You refuse, saying Christians are not worthy foes.
Oracle Question: “Does the jarl accept my refusal without insult?”
Consider: You have “Oath-Bound to Jarl” (obligation), but also “Honorable Warrior” (reputation). The jarl is known for temper.
Roll: If No, the jarl publicly insults you. You must:
- Challenge him to holmgang (dangerous—he’s your lord)
- Accept the insult (gain “Shamed by Jarl” tag, Disadvantage)
- Leave his service (become oath-breaker unless done properly)
Witness Culture: This happened at the feast hall. Everyone saw. The skald will remember.
WYRD & FATE
Vikings believed in örlög—the web of past actions shaping present and future. You are not entirely free. Your deeds create consequences. But within those constraints, you choose.
Örlög (Personal Fate)
The past shapes the present. Every deed adds a thread to your örlög. Break an oath, and distrust follows you. Save a life, and you may be saved in turn.
Mechanically:
- Past actions become Oracle modifiers
- If you broke an oath before, the Oracle leans toward distrust
- If you were generous, the Oracle leans toward reciprocity
- The GM (you) interprets the Oracle through the lens of past deeds
Not Predetermined: Your fate is not fixed. The völva’s prophecy may come true—but perhaps not how you expect. Trying to avoid fate may fulfill it (dramatic irony).
Hamingja (Family Luck)
Hamingja is spiritual power inherited from ancestors and built through honorable deeds. It can turn fate in your favor—but only briefly.
You start with 3 Hamingja points.
Spend Hamingja to:
- Reroll the Oracle (any single Oracle roll)
- Declare Fortunate Coincidence (a helpful NPC arrives, you find shelter, weather clears)
- Survive Death (once per saga: when reduced to 0 Luck in combat, spend 2 Hamingja to survive with 1 Luck)
Gain Hamingja by:
- Completing sworn oaths (+1)
- Avenging kin (+1)
- Performing saga-worthy deeds (+1, GM judgment)
- Winning lawful holmgang (+1)
- Being praised by skald at major feast (+1)
Lose Hamingja by:
- Breaking sworn oaths (-2)
- Fleeing battle dishonorably (-1)
- Killing kin (-3)
- Being declared níðingr (-2)
- Bringing shame to family name (-1)
Maximum Hamingja: 6
Hamingja and Death: When your character dies, 1 Hamingja passes to your next character (kin inheriting family luck). The rest is lost.
Prophecy & Dreams
Völvas speak prophecy. When you encounter one (Oracle determines), she may offer a reading:
- Ask a yes/no question about your fate
- Roll the Oracle (standard rules)
- The answer is true—but interpretation may be unclear
Prophetic dreams occur at GM discretion (when dramatically appropriate):
- Roll on Omens table (provided later)
- Interpret symbolically
- May foreshadow conflicts, betrayals, or opportunities
Example Prophecy: > “You will die with a sword in your hand and your name on men’s lips.” > > This could mean: > > - Glorious death in battle (heroic interpretation) > - Murdered while holding a sword, people gossiping (dark interpretation) > - Dying of old age, clutching your famous blade, grandchildren speaking your name (peaceful interpretation)
The völva does not clarify. Fate is ambiguous.
SEASONAL RAIDING & TRAVEL
The Viking calendar drives the rhythm of the saga.
The Seasons
SPRING/SUMMER (Raiding Season)
- Sea travel becomes safe (April-September)
- Longships launch for raids, trade, exploration
- Thing assemblies occur
- Weddings and major feasts
- Gain Advantage on seafaring and raiding
FALL/WINTER (Home Season)
- Seas turn deadly (October-March)
- Communities shelter indoors
- Saga-telling, crafting, feuding by the fire
- Winter kills the unprepared
- Gain Advantage on endurance, survival, and indoor political intrigue
Longship Travel
A longship carries:
- 30-60 warriors
- Trade goods or plunder
- Supplies for weeks (not months)
- Your reputation (a famous ship has a name and saga)
Navigation:
- By sun and stars
- Landmarks and raven-flight
- Völva weather-reading
- Pure courage
Dangers:
- Storms (Oracle determines)
- Rocks and reefs
- Hostile fleets
- Sea-serpents (if the Oracle says so)
Mechanically: When traveling by sea, ask the Oracle: “Do we reach [destination] without incident?”
- Yes: Uneventful voyage
- No: Roll on Random Encounters or create complication
- Yes, but: You arrive, but damage ship / lose supplies / arrive late
- No, and: Serious disaster—shipwreck, attack, mutiny
Raiding
A successful raid requires:
- Target selection (monastery, town, rival clan)
- Approach (stealth, speed, overwhelming force)
- The raid itself (Oracle determines success)
- Escape (before defenders rally)
Consequences:
- Plunder (silver, slaves, livestock)
- Reputation (fear or fame)
- Enemies (survivors remember)
- Blood feuds (if you kill the wrong person)
Example: > “We raid the monastery at dawn.” > > Oracle Q: “Do we catch them unprepared?” > → Yes, and… They have more treasure than expected. Gain double plunder, but a monk escapes and will report your ship’s banner.
Settlement & Exploration
Finding new land:
- Iceland, Greenland, Vinland, or uncharted islands
- Requires long voyage with uncertain outcome
- Oracle determines what you find
Founding a settlement:
- Claim land
- Build hall and farm
- Survive first winter (Oracle: “Do we survive winter without disaster?”)
- Attract followers or family
Why settle new lands?
- Escape blood feuds
- Flee tyrant kings
- Seek wealth and independence
- Fulfill exile sentence
Mechanically: Settlement is background unless it becomes dramatic. The Oracle determines major events (crop failure, rival settlers, indigenous people, harsh winter, discovery of resources).
Winter Survival
The long dark tests you.
When winter comes, ask the Oracle: “Does our household survive winter without crisis?”
Yes: Spring comes. Life continues.
No: Roll 1d6 for crisis:
- Starvation – Food runs out. Hunt, beg, or raid neighbors.
- Sickness – Fever spreads. Völva or herbs required.
- Fire – The hall burns. Rebuild or seek shelter.
- Feud Erupts – Trapped together, old grudges explode.
- Visitor – Stranger seeks shelter. Help or turn away?
- Omen – Prophetic dream or supernatural event.
The Oracle helps you survive—or records how you died.
END OF SESSION: SAGA ADVANCEMENT
When your saga arc ends (whether in triumph, tragedy, or ongoing struggle), reflect on what changed.
Earning Bynames
If you performed saga-worthy deeds witnessed by others, you earn a byname reflecting those deeds:
- Killed a troll? → “Troll-Slayer”
- Survived impossible odds? → “the Fortunate”
- Led disastrous raid? → “the Unlucky”
- Never broke an oath? → “Oath-Keeper”
Bynames become permanent tags affecting your reputation.
Building Reputation
Add new honor tags based on how you acted:
- Kept oaths? → “Trustworthy”
- Broke oaths? → “Oath-Breaker”
- Generous at feasts? → “Generous Host”
- Fought bravely? → “Battle-Tested”
These tags accumulate, shaping how NPCs react to you.
Legacy & Inheritance
When your character dies:
- Record their saga: What did they accomplish? What byname did they earn?
- Pass Hamingja: 1 Hamingja point transfers to your next character (kinsman)
- Inherit feuds: Unfinished blood feuds pass to descendants
- Claim reputation: If you died well, descendants gain “Kin of [Famous Ancestor]” tag
Optional: Gaining New Skills
If you wish to add mechanical progression (not required):
- After major saga arc, add 1 new Skill tag reflecting what you learned
- Maximum: 4 Skills total (keeps character simple)
BESTIARY: ENEMIES OF THE NORTH
11. Rival Jarl
Concept: Ambitious Warlord
Skills: Political Maneuvering, War Leadership
Frailty: Overconfident
Gear: Named Sword, Hall Full of Warriors
Goal: Expand territory
Motive: Legacy and power
Nemesis: You (rival for dominance)
12. Ambitious Hersir
Concept: Scheming Commander
Skills: Battle Tactics, Deception
Frailty: Cowardly in Single Combat
Gear: Fine Armor, Loyal Warband
Goal: Usurp the jarl
Motive: Believes he deserves rulership
Nemesis: The jarl and his loyalists
13. Outlaw Band Leader
Concept: Desperate Exile
Skills: Guerrilla Tactics, Survival
Frailty: Kinslayer (exiled for murder)
Gear: Stolen Weapons, Hidden Camp
Goal: Revenge on the jarl who outlawed him
Motive: Restore honor (or die trying)
Nemesis: Law-abiding society
14. Berserkr Warrior
Concept: Unstoppable Fury
Skills: Battle Rage, Pain Immunity
Frailty: Cannot Control Rage
Gear: Bear Pelt, Massive Axe
Goal: Die gloriously in battle
Motive: Embrace the fury
Nemesis: Anyone who challenges him
15. Scheming Kinsman
Concept: Treacherous Cousin
Skills: Lies, Political Manipulation
Frailty: Physical Coward
Gear: Poison, False Smile
Goal: Inherit family land
Motive: Greed and jealousy
Nemesis: The rightful heir (possibly you)
16. Vengeful Widow
Concept: Bereaved Avenger
Skills: Determination, Public Speaking
Frailty: Consumed by Grief
Gear: Husband’s Sword, Blood-Debt Claim
Goal: Avenge husband’s death
Motive: Honor his memory
Nemesis: Her husband’s killer
21. Exiled Warrior
Concept: Honorless Wanderer
Skills: Swordsmanship, Survival
Frailty: Broken by Shame
Gear: Worn Blade, Tattered Cloak
Goal: Redemption or death
Motive: Escape the weight of dishonor
Nemesis: His past
22. Christian Missionary
Concept: Zealous Preacher
Skills: Persuasion, Latin Learning
Frailty: Cultural Outsider
Gear: Cross, Holy Book, Silver
Goal: Convert the pagans
Motive: Save souls (as he sees it)
Nemesis: The old gods and their followers
23. Slave Rebellion Leader
Concept: Escaped Thrall
Skills: Stealth, Rallying Oppressed
Frailty: Branded (marked as slave)
Gear: Improvised Weapons, Hidden Followers
Goal: Free all slaves
Motive: Vengeance against masters
Nemesis: Slave-owning society
24. Rival Skald
Concept: Competing Saga-Teller
Skills: Verbal Combat, Memory
Frailty: Jealous of Your Fame
Gear: Harp, Scathing Verses
Goal: Destroy your reputation
Motive: Be the greatest skald
Nemesis: You (rival for glory)
25. Jealous Rival
Concept: Envious Competitor
Skills: Sabotage, Rumor-Spreading
Frailty: Lacks Courage
Gear: False Friends, Secret Schemes
Goal: See you fail
Motive: You have what they want
Nemesis: Your success
26. Frankish Knight
Concept: Armored Defender
Skills: Heavy Cavalry, Christian Zeal
Frailty: Slow in Rough Terrain
Gear: Plate Armor, Lance, Warhorse
Goal: Defend Christendom from heathens
Motive: Faith and duty
Nemesis: Viking raiders
31. Irish Monk-Warrior
Concept: Holy Defender
Skills: Staff-Fighting, Scripture Knowledge
Frailty: Bound by Vows
Gear: Iron-Shod Staff, Holy Relic
Goal: Protect monastery
Motive: Faith in God
Nemesis: Pagan raiders
32. Saxon Thegn
Concept: English Noble
Skills: Sword & Board, Leadership
Frailty: Hates All Norsemen
Gear: Fine Sword, Shield, Mail
Goal: Drive Vikings from England
Motive: Reclaim stolen lands
Nemesis: The Danelaw
33. Greedy Merchant
Concept: Unscrupulous Trader
Skills: Negotiation, Deception
Frailty: Cowardly
Gear: Trade Goods, Hidden Dagger
Goal: Accumulate wealth
Motive: Greed
Nemesis: Honest traders
34. Oath-Breaker
Concept: Dishonored Warrior
Skills: Combat, Desperation
Frailty: Shunned by All
Gear: Broken Oath-Ring, Stolen Gear
Goal: Survive despite shame
Motive: Escape consequences
Nemesis: Those he betrayed
35. Kinslayer
Concept: Family Murderer
Skills: Stealth, Ruthlessness
Frailty: Haunted by the Dead
Gear: Blood-Stained Blade
Goal: Escape blood feud
Motive: Fear of vengeance
Nemesis: Entire bloodline hunts him
36. Nithing (Outlaw)
Concept: Declared Non-Person
Skills: Survival, Hiding
Frailty: May Be Killed Without Legal Consequence
Gear: Whatever he can scavenge
Goal: Survive exile
Motive: Hope for pardon
Nemesis: All lawful society
41. Völva (Hostile)
Concept: Cursing Seeress
Skills: Seidr Magic, Prophecy
Frailty: Physically Frail
Gear: Staff, Bones, Ritual Herbs
Goal: Enact revenge through curses
Motive: Someone wronged her
Nemesis: Her target
42. Sami Shaman
Concept: Northern Spirit-Speaker
Skills: Drum Magic, Nature Mastery
Frailty: Outsider to Norse Culture
Gear: Ritual Drum, Reindeer Hide
Goal: Protect his people
Motive: Vikings encroach on Sami lands
Nemesis: Norse settlers
43. Rival Goði
Concept: Competing Chieftain-Priest
Skills: Law-Speaking, Authority
Frailty: Bound by Tradition
Gear: Oath-Ring, Temple Authority
Goal: Control the Thing
Motive: Political power
Nemesis: Rival goðar
44. Blood-Feuding Clan
Concept: Multi-Generational Vengeance
Skills: Organization, Numbers
Frailty: Consumed by Hatred
Gear: Warriors, Resources
Goal: Annihilate rival clan
Motive: Ancient grievance
Nemesis: The other clan
45. Pirate Captain
Concept: Sea Raider
Skills: Naval Combat, Ruthlessness
Frailty: No Honor (even among Vikings)
Gear: Fast Ship, Desperate Crew
Goal: Plunder without rules
Motive: Wealth and freedom
Nemesis: All honest sailors
46. Byzantine Varangian
Concept: Elite Guard
Skills: Axe-Fighting, Loyalty to Emperor
Frailty: Far from Home
Gear: Varangian Axe, Byzantine Armor
Goal: Serve with honor
Motive: Wealth and glory in foreign service
Nemesis: Enemies of Byzantium
51. Draugr (Revenant)
Concept: Undead Guardian
Skills: Superhuman Strength, Undying
Frailty: Bound to Burial Mound
Gear: Ancient Weapons, Cursed Treasure
Goal: Guard its hoard
Motive: Greed beyond death
Nemesis: Grave-robbers
52. Troll
Concept: Mountain Monster
Skills: Brute Strength, Stone Skin
Frailty: Weak to Sunlight
Gear: Boulders, Clubs
Goal: Eat humans
Motive: Hunger
Nemesis: Daylight
53. Landvættir (Angry Spirit)
Concept: Territorial Guardian
Skills: Curse-Weaving, Local Mastery
Frailty: Cannot Leave Its Domain
Gear: None (spiritual)
Goal: Drive intruders away
Motive: Protect sacred place
Nemesis: Settlers and desecrators
54. Haugbúi (Barrow-Dweller)
Concept: Intelligent Undead
Skills: Bargaining, Curses
Frailty: Bound to Grave
Gear: Ancient Treasures
Goal: Rest undisturbed
Motive: Protect burial hoard
Nemesis: Those who disturb its rest
55. Mare (Nightmare Spirit)
Concept: Dream-Stalker
Skills: Sleep Paralysis, Fear
Frailty: Powerless Against Waking
Gear: None (ethereal)
Goal: Feed on terror
Motive: Malevolent nature
Nemesis: Iron, prayers, rowan wood
56. Huldra (Forest Spirit)
Concept: Deceptive Beauty
Skills: Glamour, Seduction
Frailty: Hollow Back (reveals true form)
Gear: None (shapeshifter)
Goal: Lure men to doom
Motive: Nature’s vengeance on humans
Nemesis: Those who see through glamour
61. Nøkk (Water Spirit)
Concept: Lake Predator
Skills: Shapeshifting, Drowning
Frailty: Cannot Leave Water
Gear: None (spiritual)
Goal: Drown the living
Motive: Malicious nature
Nemesis: Dry land
62. Jötunn (Giant-Kin)
Concept: Ancient Enemy
Skills: Massive Size, Ice Magic
Frailty: Slow, Ancient Grudges
Gear: Boulder-Sized Weapons
Goal: Destroy human settlements
Motive: Hatred of mortals
Nemesis: Thor and his followers
63. Fenrisúlfr (Great Wolf)
Concept: Monstrous Predator
Skills: Unstoppable Hunting, Fear
Frailty: Bound by Destiny
Gear: None (natural weapons)
Goal: Hunt and devour
Motive: Hunger and rage
Nemesis: The gods
64. Shape-Shifter (Hostile)
Concept: Hamramr Sorcerer
Skills: Beast Form, Stealth
Frailty: Vulnerable While Sleeping
Gear: Hidden Human Form
Goal: Hunt without detection
Motive: Cursed nature
Nemesis: Those who discover the truth
65. Cursed Warrior
Concept: Living Curse
Skills: Unstoppable Combat, Pain Immunity
Frailty: Curse Spreads to Others
Gear: Cursed Weapon
Goal: Die (but cannot)
Motive: End the curse
Nemesis: The one who cursed him
66. Níðhöggr’s Spawn (Serpent)
Concept: World-Serpent’s Child
Skills: Poison, Crushing Coils
Frailty: Arrogant
Gear: None (natural weapons)
Goal: Consume all
Motive: Inherited malice
Nemesis: Heroes and dragon-slayers
ADVENTURE TABLES: THE THREADS OF SAGA
When you need inspiration or must answer an open-ended question, roll 2d6 on these tables.
NPCs: Rivals, Allies & Enemies
| D66 | NPC |
|---|---|
| 11 | A wandering skald who knows your deeds |
| 12 | A disgraced hersir seeking redemption |
| 13 | A völva who speaks unwelcome prophecy |
| 14 | A rival warrior challenging your reputation |
| 15 | A jarl’s daughter (political marriage opportunity) |
| 16 | A cursed kinsman who brings misfortune |
| 21 | An exiled warrior from your homeland |
| 22 | A Christian monk attempting conversion |
| 23 | A merchant offering dubious deals |
| 24 | A blood-feuding clansman seeking alliance |
| 25 | A loyal oath-sworn companion |
| 26 | A scheming goði manipulating the Thing |
| 31 | A slave who knows dangerous secrets |
| 32 | A shipwright who builds famous vessels |
| 33 | A widow demanding weregild |
| 34 | A berserkr for hire |
| 35 | A rival skald spreading damaging rumors |
| 36 | A shape-shifter in human form |
| 41 | A foreign warrior seeking glory in the North |
| 42 | A healer with mysterious knowledge |
| 43 | A jarl’s spy watching you |
| 44 | A blacksmith who forges legendary weapons |
| 45 | A child prophesied for greatness |
| 46 | An oath-breaker hiding in exile |
| 51 | A Sami guide who knows the wilderness |
| 52 | A Byzantine merchant from Constantinople |
| 53 | A Saxon refugee fleeing war |
| 54 | A kinsman who owes you weregild |
| 55 | A völva’s apprentice learning seidr |
| 56 | A rival captain competing for crew |
| 61 | A hostage from a defeated enemy |
| 62 | A settler seeking land in Iceland |
| 63 | A poet-chronicler recording your saga |
| 64 | A thrall rebellion leader |
| 65 | A mysterious stranger with hidden identity |
| 66 | Your own kinsman returned from the dead |
Sacred Sites & Notable Locations
| D66 | Location |
|---|---|
| 11 | Thingvellir (Iceland’s parliament site) |
| 12 | Uppsala Temple (Sweden’s sacred center) |
| 13 | Ancient burial mound (draugr-haunted) |
| 14 | Sacred grove (landvættir dwell here) |
| 15 | Coastal fortress under siege |
| 16 | Abandoned settlement (plague or curse) |
| 21 | Thing assembly grounds |
| 22 | Jarl’s great hall |
| 23 | Hidden fjord (perfect for ambush) |
| 24 | Monastery ripe for raiding |
| 25 | Trading post at crossroads |
| 26 | Volcanic hot springs (healing waters) |
| 31 | Mountain pass (troll territory) |
| 32 | Shipyard building longships |
| 33 | Blót altar stone (blood-stained) |
| 34 | Frozen lake (winter shortcut or trap) |
| 35 | Sea-cave hiding place |
| 36 | Ruined fort from earlier wars |
| 41 | Hedeby (Denmark’s great market) |
| 42 | Jorvik (York, Viking-ruled England) |
| 43 | Dublin (Irish-Viking trade hub) |
| 44 | Constantinople (Byzantium, far south) |
| 45 | Paris (tempting raid target) |
| 46 | Vinland (mysterious western land) |
| 51 | Greenland ice-edge settlement |
| 52 | Faroe Islands (sheep and storms) |
| 53 | Shetland and Orkney (stepping stones) |
| 54 | Lindisfarne (infamous first raid site) |
| 55 | Vast forest (easy to get lost) |
| 56 | Glacier’s edge (supernatural boundary) |
| 61 | Whale-bone beach (omen-place) |
| 62 | Salmon river (bounty or starvation) |
| 63 | Enemy clan’s farmstead |
| 64 | Runestone forest (ancestors’ names) |
| 65 | Battlefield graveyard (restless dead) |
| 66 | Portal to the Otherworld (one-way?) |
Quests & Blood Feuds
| D66 | Quest Hook |
|---|---|
| 11 | Avenge kinsman killed in ambush |
| 12 | Retrieve stolen family heirloom |
| 13 | Clear your name at the Thing |
| 14 | Win holmgang to settle dispute |
| 15 | Lead raid on wealthy monastery |
| 16 | Settle Iceland and survive first winter |
| 21 | Escort völva to sacred site |
| 22 | Hunt draugr terrorizing valley |
| 23 | Negotiate weregild with hostile clan |
| 24 | Discover who murdered the jarl |
| 25 | Prevent blood feud escalation |
| 26 | Claim inheritance disputed by rival |
| 31 | Break curse on kinsman |
| 32 | Rescue captured family from slavers |
| 33 | Find new trade route to Byzantium |
| 34 | Survive outlawry sentence (3 winters) |
| 35 | Unite warring factions against invaders |
| 36 | Recover lost ship from storm |
| 41 | Prove innocence in oath-breaking charge |
| 42 | Defend settlement from pirate raid |
| 43 | Win bride through trial or combat |
| 44 | Fulfill prophecy spoken at your birth |
| 45 | Hunt legendary beast terrorizing region |
| 46 | Overthrow tyrant jarl (lawfully or not) |
| 51 | Find Vinland and return to tell the tale |
| 52 | Protect Christian convert from persecution |
| 53 | End generations-old blood feud |
| 54 | Discover why crops fail (curse? Spirits?) |
| 55 | Expose traitor in your warband |
| 56 | Retrieve völva’s stolen seidr staff |
| 61 | Win place in Varangian Guard |
| 62 | Defeat rival in verbal flyting contest |
| 63 | Establish new Thing in lawless region |
| 64 | Carry message through enemy territory |
| 65 | Prevent kinsman from dishonoring family |
| 66 | Face the draugr that was once your father |
Raids & Expeditions
| D66 | Raid/Voyage |
|---|---|
| 11 | Wealthy Irish monastery (easy target) |
| 12 | Frankish coastal town (defended) |
| 13 | English village (Saxon resistance) |
| 14 | Rival clan’s cattle (traditional raid) |
| 15 | Muslim merchant ship (Mediterranean) |
| 16 | Scottish island settlement |
| 21 | Trade mission to Byzantium |
| 22 | Explore western ocean (Vinland?) |
| 23 | Rescue mission to foreign prison |
| 24 | Smuggling run past jarl’s taxes |
| 25 | Retrieve holy relic for Christian ally |
| 26 | Map uncharted coastline |
| 31 | Raid rival jarl’s hall (risky!) |
| 32 | Capture specific hostage for ransom |
| 33 | Destroy pirate base threatening trade |
| 34 | Establish new settlement on Iceland |
| 35 | Hunt whales for oil and bone |
| 36 | Carry exiled völva to sacred site |
| 41 | Join Great Heathen Army invasion |
| 42 | Voyage to Kiev (Rus territories) |
| 43 | Raid Sami camp for furs (provokes spirits) |
| 44 | Escort merchant caravan safely |
| 45 | Search for legendary treasure hoard |
| 46 | Punitive raid against oath-breakers |
| 51 | Winter voyage (desperate or mad?) |
| 52 | Diplomatic mission to Christian king |
| 53 | Investigate ghost ship sighting |
| 54 | Race rival crew to new land |
| 55 | Retrieve völva’s prophecy ingredients |
| 56 | Plunder battlefield corpses (shameful?) |
| 61 | Join Varangian Guard in Byzantium |
| 62 | Colonize Greenland’s ice edge |
| 63 | Hunt sea-serpent threatening harbor |
| 64 | Steal bride from rival clan (tradition?) |
| 65 | Find crew for cursed ship |
| 66 | Voyage beyond the world’s edge |
Omens & Signs
| D66 | Omen |
|---|---|
| 11 | Ravens gather (Odin watches) |
| 12 | Northern lights dance (spirits restless) |
| 13 | Whale beached (bounty or curse?) |
| 14 | Eagle circles overhead (victory comes) |
| 15 | Storm rises from clear sky |
| 16 | Fog rolls in at noon (Otherworld near) |
| 21 | Wolf howls three times |
| 22 | Your weapon breaks unexpectedly |
| 23 | Dream of drowning |
| 24 | Milk turns to blood |
| 25 | Horse refuses to move forward |
| 26 | Völva’s prophecy manifests |
| 31 | Corpse-light on burial mound |
| 32 | Fish leap from water in thousands |
| 33 | Ice breaks underfoot |
| 34 | Sword sings in scabbard |
| 35 | Fire refuses to light |
| 36 | Child speaks in dead language |
| 41 | Ship’s dragon-head falls off |
| 42 | Ale turns sour overnight |
| 43 | Landvættir appears as white deer |
| 44 | Stars form unfamiliar pattern |
| 45 | Earthquake shakes hall |
| 46 | Bread moldy before baking |
| 51 | Ravens speak human words |
| 52 | Snow falls in summer |
| 53 | Ship’s wake glows with light |
| 54 | Dead man’s ghost walks |
| 55 | Thunder without storm |
| 56 | Fylgja appears (death omen) |
| 61 | Stranger foretells your doom |
| 62 | Runestone bleeds |
| 63 | All dogs howl at once |
| 64 | Your shadow moves wrong |
| 65 | Breath freezes though warm |
| 66 | You see your own corpse |
Random Encounters
| D66 | Encounter |
|---|---|
| 11 | Traveling merchant with exotic goods |
| 12 | Exhausted refugees fleeing war |
| 13 | Hunting party from rival clan |
| 14 | Lone berserkr seeking worthy foe |
| 15 | Christian pilgrims (easy prey or allies?) |
| 16 | Lost child crying for parents |
| 21 | Wounded warrior with warning |
| 22 | Völva offering prophecy (for price) |
| 23 | Skald collecting sagas |
| 24 | Funeral procession |
| 25 | Outlaw band demanding toll |
| 26 | Friendly settlement offering hospitality |
| 31 | Rival ship on collision course |
| 32 | Mysterious hermit in wilderness |
| 33 | Wedding party traveling to feast |
| 34 | Slave coffle being marched |
| 35 | Thing assembly in session |
| 36 | Ghost asking for burial |
| 41 | Troll blocking mountain pass |
| 42 | Landvættir warning you away |
| 43 | Draugr emerging from mound |
| 44 | Storm driving ships to shore |
| 45 | Wild animals fleeing something |
| 46 | Abandoned longship (cursed?) |
| 51 | Foreign warriors lost and desperate |
| 52 | Kinsman you thought dead |
| 53 | Ambush by blood-feuding family |
| 54 | Livestock mysteriously dead |
| 55 | Sacred site being desecrated |
| 56 | Sami traders offering furs |
| 61 | Rival challenging to holmgang |
| 62 | Shipwreck survivors pleading |
| 63 | Mare riding a sleeping person |
| 64 | Völva mid-seidr trance |
| 65 | Old enemy seeking reconciliation |
| 66 | Oath-sworn companion returns |
Complications & Betrayals
| D66 | Complication |
|---|---|
| 11 | Ally revealed as oath-breaker |
| 12 | Reward is cursed |
| 13 | Innocent dies because of your action |
| 14 | Enemy escapes to seek revenge |
| 15 | Völva’s prophecy twists meaning |
| 16 | Your geis triggers at worst moment |
| 21 | Loved one forced to betray you |
| 22 | Clan turns against you |
| 23 | Weather traps you in hostile place |
| 24 | Ship damaged beyond quick repair |
| 25 | Trusted companion dies fulfilling oath |
| 26 | Victory causes larger blood feud |
| 31 | Kinsman challenges your honor |
| 32 | Weregild rejected, feud continues |
| 33 | Sacred site becomes corrupted |
| 34 | Jarl demands impossible service |
| 35 | Rival gains your secret weakness |
| 36 | Enemy uses your tactics against you |
| 41 | Prophecy was misinterpreted |
| 42 | Companion revealed as spy |
| 43 | Curse spreads to innocent |
| 44 | Skald sings your downfall |
| 45 | Reputation makes you famous target |
| 46 | Freed captive was more valuable imprisoned |
| 51 | Supernatural debt comes due |
| 52 | Oath conflicts with blood feud |
| 53 | Winter comes early, trapping you |
| 54 | Love interest chooses rival |
| 55 | Child inherits your curse |
| 56 | Victory earns jarl’s jealousy |
| 61 | Kinsman of slain enemy hunts you |
| 62 | Magic item slowly corrupts you |
| 63 | Ally enslaved by seidr |
| 64 | Sacred oath binds you to enemy |
| 65 | Fame attracts wrong attention |
| 66 | The gods demand sacrifice |
Treasures & Artifacts
| D66 | Treasure |
|---|---|
| 11 | Named sword (Leg-Biter, Blood-Drinker) |
| 12 | Silver arm-ring (mark of wealth) |
| 13 | Runestone with prophecy |
| 14 | Ancestral helmet |
| 15 | Drinking horn carved with saga |
| 16 | Cloak that sheds water |
| 21 | Thrall-worth of silver (12 oz) |
| 22 | Ship with famous name |
| 23 | Bear-skin cloak |
| 24 | Amber necklace (trade value) |
| 25 | Byzantine silk |
| 26 | Arab silver dirham hoard |
| 31 | Monastery gold cross |
| 32 | Rune-carved staff |
| 33 | Jarl’s gift-ring (political debt) |
| 34 | Völva’s seidr implements |
| 35 | Map to unknown land |
| 36 | Oath-ring binding many |
| 41 | Cursed weapon (powerful but doomed) |
| 42 | Holy relic (Christian) |
| 43 | Walrus ivory |
| 44 | Furs worth small fortune |
| 45 | Ancient torc (pre-Viking) |
| 46 | Slave who knows secrets |
| 51 | Land deed to Iceland |
| 52 | Ship’s share (part ownership) |
| 53 | Enchanted dice (always lucky?) |
| 54 | Draugr’s hoard |
| 55 | Varangian armor |
| 56 | Frankish wine (luxury) |
| 61 | Seidr-woven cloth |
| 62 | Horn summoning warriors |
| 63 | Shield never broken |
| 64 | Boots that never wear out |
| 65 | Ring granting safe passage |
| 66 | Hammer blessed by Thor |
Seasonal Events & Blóts
| D66 | Event |
|---|---|
| 11 | Spring Blót (sacrifice for good season) |
| 12 | Thing assembly convenes |
| 13 | First ship launches (raiding season) |
| 14 | Wedding feast |
| 15 | Holmgang duel scheduled |
| 16 | Völva prophecy gathering |
| 21 | Midsummer festival |
| 22 | First harvest celebration |
| 23 | Autumn Blót (thanks for harvest) |
| 24 | Livestock slaughter for winter |
| 25 | Saga-telling competition |
| 26 | Flyting contest |
| 31 | Winter Blót (survival prayers) |
| 32 | Yule feast (darkest night) |
| 33 | Ice-breaking ceremony |
| 34 | Naming ceremony for child |
| 35 | Funeral rites |
| 36 | Oath-swearing ceremony |
| 41 | Ship consecration |
| 42 | Seidr ritual (public) |
| 43 | Champion’s tournament |
| 44 | Trade fair gathering |
| 45 | Blood-eagle execution (grim) |
| 46 | Reconciliation feast |
| 51 | Viking games (athletics) |
| 52 | New goði installation |
| 53 | Boundary-stone blessing |
| 54 | Kinship ceremony (adoption) |
| 55 | Outlawry proclamation |
| 56 | Ship-burning funeral |
| 61 | Eclipse observation (omen) |
| 62 | First snow ritual |
| 63 | Rune-stone raising |
| 64 | Weregild payment ceremony |
| 65 | Conversion debate (Christians vs. pagans) |
| 66 | Ragnarök portent claimed |
Thing Assemblies & Politics
| D66 | Political Event |
|---|---|
| 11 | Lawsuit against you for killing |
| 12 | Dispute over land boundaries |
| 13 | Goði election (political maneuvering) |
| 14 | Outlawry vote on criminal |
| 15 | Trade agreement negotiation |
| 16 | Marriage alliance proposed |
| 21 | Witness testimony contradicts yours |
| 22 | Blood feud arbitration |
| 23 | New law proposed |
| 24 | Jarl demands increased taxes |
| 25 | Rival challenges your testimony |
| 26 | Secret alliance formed |
| 31 | Skald publicly shames rival |
| 32 | Völva prophesies at Thing |
| 33 | Christian missionary speaks |
| 34 | Holmgang challenge issued |
| 35 | Weregild amount contested |
| 36 | Oath-breaking accusation |
| 41 | Thrall granted freedom |
| 42 | Land inheritance dispute |
| 43 | Trade monopoly challenged |
| 44 | Declaration of war vote |
| 45 | Kinslayer judged |
| 46 | Goði corruption exposed |
| 51 | Factions form over issue |
| 52 | Bribery scandal |
| 53 | Ancient law invoked |
| 54 | Precedent-setting case |
| 55 | Exile sentence debated |
| 56 | Reconciliation attempted |
| 61 | Rival buys votes |
| 62 | Your reputation tested |
| 63 | Thing disrupted by violence |
| 64 | New settlement granted autonomy |
| 65 | Religious conversion debated |
| 66 | Jarl overthrown legally |
Ship Names & Characteristics
| D66 | Ship |
|---|---|
| 11 | Wave-Strider (swift, good in storms) |
| 12 | Raven’s Wing (black sail, ominous) |
| 13 | Sea-Serpent (dragon-headed prow) |
| 14 | Storm-Rider (weathered, reliable) |
| 15 | Blood-Drinker (red-painted hull) |
| 16 | Wind-Dancer (fastest in fleet) |
| 21 | Wolf of the Waves (aggressive raider) |
| 22 | Fjord-Glider (shallow draft) |
| 23 | Thunder-Striker (heavy, battle-ship) |
| 24 | Ice-Breaker (reinforced prow) |
| 25 | Whale-Hunter (whaling vessel) |
| 26 | Silver-Bringer (merchant ship) |
| 31 | Dragon’s Breath (fire-ship capability) |
| 32 | Foam-Cutter (sleek design) |
| 33 | Skar-Bringer (feared by enemies) |
| 34 | Tide-Turner (lucky ship) |
| 35 | Raven-Feeder (brings death) |
| 36 | Sky-Seeker (tall mast) |
| 41 | Snake of the Sea (long, sinuous) |
| 42 | Odin’s Gift (blessed by völva) |
| 43 | Shield-Maiden (crewed by women) |
| 44 | Frost-Fang (winter raider) |
| 45 | Wave-Treader (ocean-crossing) |
| 46 | Saga-Worthy (famous in stories) |
| 51 | Bone-Grinder (wrecks enemies) |
| 52 | Wind-Whisperer (silent approach) |
| 53 | Star-Follower (navigator’s pride) |
| 54 | Reef-Dancer (knows hidden waters) |
| 55 | Death’s Herald (all fear its sail) |
| 56 | Fortune-Seeker (explorer’s ship) |
| 61 | Wave-Splitter (powerful rower) |
| 62 | Ghost-Ship (appears from fog) |
| 63 | Jarl’s Pride (finest in fleet) |
| 64 | Sea-Wolf’s Fang (pirate vessel) |
| 65 | Homeland-Lost (exile’s ship) |
| 66 | Valhalla-Bound (cursed to sink?) |
Viking Settlements & Communities
| D66 | Settlement |
|---|---|
| 11 | Prosperous coastal village |
| 12 | Struggling inland farm |
| 13 | Fortified hill-fort |
| 14 | New Iceland homestead |
| 15 | Trading post at river junction |
| 16 | Abandoned settlement (why?) |
| 21 | Fishing village on fjord |
| 22 | Wealthy jarl’s estate |
| 23 | Religious center (temple) |
| 24 | Craftsman’s workshop cluster |
| 25 | Slave market town |
| 26 | Shipbuilding harbor |
| 31 | Winter refuge cave-village |
| 32 | Mountaintop signal station |
| 33 | Quarrelsome family compound |
| 34 | Peaceful farming valley |
| 35 | Disputed border settlement |
| 36 | Plague-stricken village |
| 41 | Bandit hideout (outlaws) |
| 42 | Sacred grove with shrine |
| 43 | Iron-mining community |
| 44 | Salt-production settlement |
| 45 | Fur-trading outpost |
| 46 | Livestock-herding summer camp |
| 51 | Island hermitage |
| 52 | Burned-out ruins (recent) |
| 53 | Thrall rebellion stronghold |
| 54 | Mixed Norse-native settlement |
| 55 | Seer’s isolated dwelling |
| 56 | Berserkr training camp |
| 61 | Wealthy merchant’s compound |
| 62 | Frontier fort (far north) |
| 63 | Secret meeting place |
| 64 | Cursed settlement (everyone dead) |
| 65 | Multi-clan neutral ground |
| 66 | Gateway to Otherworld |
Weather & Sea Conditions
| D66 | Conditions |
|---|---|
| 11 | Clear skies, favorable wind |
| 12 | Light rain, steady progress |
| 13 | Fog bank (navigation difficult) |
| 14 | Building storm clouds |
| 15 | Sudden squall from nowhere |
| 16 | Dead calm (becalmed) |
| 21 | Fierce gale (dangerous) |
| 22 | Ice forming on rigging |
| 23 | Heavy snow obscuring vision |
| 24 | Aurora borealis overhead |
| 25 | Lightning strikes nearby |
| 26 | Unseasonable warmth |
| 31 | Perfect sailing weather |
| 32 | Shifting winds (tricky) |
| 33 | Wall of rain approaching |
| 34 | Towering waves (storm surge) |
| 35 | Hail pounding deck |
| 36 | Mist that moves wrong |
| 41 | Whirlpool or maelstrom |
| 42 | Waterspout (tornado at sea) |
| 43 | Sea unusually calm (ominous) |
| 44 | Current pulling off course |
| 45 | Icebergs blocking route |
| 46 | Blood-red sunrise (omen) |
| 51 | Following winds (Odin’s favor?) |
| 52 | Freezing spray coating ship |
| 53 | Sun-dogs (ice crystals, beautiful) |
| 54 | Heat lightning without thunder |
| 55 | Sudden temperature drop |
| 56 | Waves breaking in patterns |
| 61 | Storm that lasts three days |
| 62 | Unnatural green sky |
| 63 | Tide running wrong direction |
| 64 | Water glowing with light |
| 65 | Wind dies at crucial moment |
| 66 | Impossible storm (supernatural?) |
Dreams & Prophecies
| D66 | Dream/Vision |
|---|---|
| 11 | You drown in cold water |
| 12 | Your sword breaks in battle |
| 13 | A raven speaks your name |
| 14 | Dead kinsman gives warning |
| 15 | You sit on throne of bones |
| 16 | Ship sinks beneath you |
| 21 | Feasting in Valhalla |
| 22 | Walking through fire unburned |
| 23 | Your enemy offers peace |
| 24 | Child born with strange mark |
| 25 | Tree with your name falls |
| 26 | Wolf follows you everywhere |
| 31 | Blood moon rises |
| 32 | You wear jarl’s crown |
| 33 | Loved one betrays you |
| 34 | Finding vast treasure hoard |
| 35 | Fighting your own shadow |
| 36 | Völva points at you, silent |
| 41 | All your teeth fall out |
| 42 | Walking among corpses |
| 43 | Ship with black sails arrives |
| 44 | Your hall burns down |
| 45 | Killing someone you love |
| 46 | Being buried alive |
| 51 | Riding eight-legged horse |
| 52 | Serpent coiled around you |
| 53 | Speaking in unknown tongue |
| 54 | Your reflection attacks you |
| 55 | Valkyrie choosing warriors |
| 56 | Walking on water |
| 61 | Building bridge over abyss |
| 62 | Eagle tears out your eyes |
| 63 | Weeping over unnamed grave |
| 64 | Standing before Thing, silent |
| 65 | Your offspring kill each other |
| 66 | Ragnarök begins (world ending) |
Feast Hall Events
| D66 | Event |
|---|---|
| 11 | Generous gift-giving by jarl |
| 12 | Skald performs epic saga |
| 13 | Drinking contest erupts |
| 14 | Flyting duel begins |
| 15 | Wedding announcement |
| 16 | Oaths sworn publicly |
| 21 | Unexpected guest arrives |
| 22 | Food runs out (shame) |
| 23 | Fire breaks out |
| 24 | Poisoning suspected |
| 25 | Brawl over insult |
| 26 | Alliance proposed |
| 31 | Völva prophesies at feast |
| 32 | Challenge to holmgang issued |
| 33 | Slave freed publicly |
| 34 | Inheritance announced |
| 35 | Ghost appears to all |
| 36 | Betrayal revealed |
| 41 | Magnificent entertainment |
| 42 | Honored guest insults host |
| 43 | Romantic liaison discovered |
| 44 | Political coup attempted |
| 45 | Religious conversion debated |
| 46 | Blood feud reconciliation |
| 51 | Jarl dies mid-feast |
| 52 | Enemy attacks during meal |
| 53 | Troll breaks into hall |
| 54 | Ale mysteriously sours |
| 55 | Cursed gift revealed |
| 56 | Rival clan arrives uninvited |
| 61 | Champion’s boast challenged |
| 62 | Secret lover exposed |
| 63 | Weregild payment made |
| 64 | Future jarl proclaimed |
| 65 | Hall blessed by goði |
| 66 | Otherworldly music heard |
Skills & Challenges
| D66 | Challenge |
|---|---|
| 11 | Navigate by stars alone |
| 12 | Climb sheer cliff face |
| 13 | Swim across freezing fjord |
| 14 | Track enemy through forest |
| 15 | Survive three days without food |
| 16 | Break wild horse |
| 21 | Forge weapon from scratch |
| 22 | Compose winning flyting verse |
| 23 | Read ancient runes |
| 24 | Perform complex seidr ritual |
| 25 | Wrestle champion warrior |
| 26 | Drink entire barrel of ale |
| 31 | Lift massive stone |
| 32 | Shoot arrow through ring |
| 33 | Endure pain without flinching |
| 34 | Negotiate impossible deal |
| 35 | Remember complex genealogy |
| 36 | Find water in wasteland |
| 41 | Repair damaged ship at sea |
| 42 | Tame wild falcon |
| 43 | Survive lightning strike |
| 44 | Win at dice against cheater |
| 45 | Cure mysterious illness |
| 46 | Speak convincingly at Thing |
| 51 | Resist völva’s curse |
| 52 | Escape from bonds |
| 53 | Hold breath underwater |
| 54 | Convince enemy to surrender |
| 55 | Survive shipwreck |
| 56 | Out-drink rival |
| 61 | Calm panicked warriors |
| 62 | Interpret complex omen |
| 63 | Build shelter in blizzard |
| 64 | Win race against time |
| 65 | Resist supernatural fear |
| 66 | Face death without terror |
Trade Goods & Merchants
| D66 | Trade Item/Merchant |
|---|---|
| 11 | Amber from Baltic shores |
| 12 | Walrus ivory tusks |
| 13 | Arctic fox furs (valuable) |
| 14 | Iron ore and ingots |
| 15 | Whale oil and bone |
| 16 | Seal skins |
| 21 | Honey and beeswax |
| 22 | Salted fish (barrels) |
| 23 | Wheat from Denmark |
| 24 | Timber for shipbuilding |
| 25 | Rope and cordage |
| 26 | Tar for waterproofing |
| 31 | Byzantine silk (luxury) |
| 32 | Arab silver coins |
| 33 | Frankish wine (rare) |
| 34 | English wool |
| 35 | Irish gold jewelry |
| 36 | Sami reindeer hides |
| 41 | Slaves (thralls) |
| 42 | Horses from Iceland |
| 43 | Hawks for hunting |
| 44 | Hunting dogs |
| 45 | Weapons (swords, axes) |
| 46 | Chainmail armor |
| 51 | Dyes and pigments |
| 52 | Salt (preservative) |
| 53 | Spices from east |
| 54 | Glass beads |
| 55 | Bronze jewelry |
| 56 | Carved bone items |
| 61 | Scheming merchant (cheats) |
| 62 | Honest trader (rare) |
| 63 | Foreign merchant (exotic) |
| 64 | Desperate seller (bargain) |
| 65 | Smuggler (illegal goods) |
| 66 | Merchant-spy (gathering info) |
Weapons & Equipment Details
| D66 | Item |
|---|---|
| 11 | Perfectly balanced sword |
| 12 | Notched battle-axe |
| 13 | Bent shield (needs repair) |
| 14 | Helm with raven wings |
| 15 | Spear with runic shaft |
| 16 | Broken chainmail |
| 21 | Bow with bone arrows |
| 22 | Seax (fighting knife) |
| 23 | Throwing axes (pair) |
| 24 | Grandfather’s sword (heirloom) |
| 25 | Captured foreign blade |
| 26 | Cursed weapon (unlucky) |
| 31 | Shield with beast design |
| 32 | Armor too small/large |
| 33 | Ceremonial weapon (fragile) |
| 34 | Tool doubling as weapon |
| 35 | Poison-coated dagger |
| 36 | Enchanted spearhead |
| 41 | Heavy two-handed axe |
| 42 | Weathered but reliable blade |
| 43 | Beautifully decorated useless sword |
| 44 | Crude but effective club |
| 45 | Expensive but poor quality |
| 46 | Weapon with dark history |
| 51 | Shield boss with hidden spike |
| 52 | Collapsible travel bow |
| 53 | Chain for restraining enemies |
| 54 | Net for fighting |
| 55 | Weighted rope |
| 56 | Fire-starting kit |
| 61 | Emergency rations |
| 62 | Water skin (leather) |
| 63 | Warm cloak (winter survival) |
| 64 | Rope and grappling hook |
| 65 | Lock picks and tools |
| 66 | Lucky charm (does it work?) |
Clan Relationships
| D66 | Relationship |
|---|---|
| 11 | Allied through marriage |
| 12 | Ancient blood feud |
| 13 | Recent reconciliation (fragile) |
| 14 | Trade partners |
| 15 | Mutual enemies unite them |
| 16 | Disputed border territory |
| 21 | Sworn brotherhood pact |
| 22 | Grudging respect |
| 23 | Competitive rivalry |
| 24 | One clan owes weregild |
| 25 | Secret alliance |
| 26 | Open warfare |
| 31 | Shared Thing assembly |
| 32 | Religious differences |
| 33 | One clan serves the other |
| 34 | Intermarriage banned |
| 35 | Neutral but suspicious |
| 36 | One clan exiled the other |
| 41 | Competing for jarl’s favor |
| 42 | Shared ancestor claimed |
| 43 | Prophecy binds fates |
| 44 | One stole other’s land |
| 45 | United against outsiders |
| 46 | Historical betrayal unforgiven |
| 51 | Younger clan honors elder |
| 52 | Both claim same glory |
| 53 | Economic dependency |
| 54 | One protects the other |
| 55 | Cultural differences divide |
| 56 | Ritual combat tradition |
| 61 | Elder generation feuds, youth friendly |
| 62 | Marriage alliance negotiating |
| 63 | One cursed by other’s völva |
| 64 | Shared sacred site |
| 65 | Competition over resources |
| 66 | Destined to merge or destroy |
Supernatural Encounters
| D66 | Encounter |
|---|---|
| 11 | Draugr rises from mound |
| 12 | Landvættir demands offering |
| 13 | Troll demands toll |
| 14 | Völva in seidr trance |
| 15 | Ghost seeking burial |
| 16 | Huldra’s seduction attempt |
| 21 | Mare rides sleeping victim |
| 22 | Fylgja appears as death omen |
| 23 | Nøkk lurks in water |
| 24 | Mysterious lights in forest |
| 25 | Voices from burial mound |
| 26 | Otherworldly music |
| 31 | Animals acting strangely |
| 32 | Time moves wrong |
| 33 | Prophecy manifests literally |
| 34 | Curse activates |
| 35 | Hamramr spotted (shapeshifter) |
| 36 | Portal to Otherworld opens |
| 41 | Dead warrior walks |
| 42 | Berserker’s rage goes wrong |
| 43 | Seidr magic backfires |
| 44 | Sacred grove rejects you |
| 45 | Runestone bleeds |
| 46 | Ancestors speak through child |
| 51 | Weather obeys völva |
| 52 | Weapon comes alive |
| 53 | Island wasn’t there before |
| 54 | Time loop encountered |
| 55 | Giants seen in distance |
| 56 | World-serpent sighting |
| 61 | Valkyrie chooses fallen |
| 62 | Odin’s ravens observe |
| 63 | Otherworldly feast invitation |
| 64 | Your shadow acts independently |
| 65 | Speaking with dead kinsman |
| 66 | Ragnarök portent (false alarm?) |
Journey Complications
| D66 | Complication |
|---|---|
| 11 | Bridge washed out |
| 12 | Path blocked by landslide |
| 13 | Guide gets lost |
| 14 | Food spoils unexpectedly |
| 15 | Horse goes lame |
| 16 | River flooded, uncrossable |
| 21 | Blizzard forces shelter |
| 22 | Bandits demand toll |
| 23 | Sacred site blocks route |
| 24 | Troll territory ahead |
| 25 | Local lord forbids passage |
| 26 | Plague zone must avoid |
| 31 | Ship needs emergency repairs |
| 32 | Crew member falls ill |
| 33 | Navigation error (lost) |
| 34 | Supplies stolen at night |
| 35 | Rival group racing you |
| 36 | Supernatural fog descends |
| 41 | Ice breaks underfoot |
| 42 | Pursued by enemies |
| 43 | Wrong information given |
| 44 | Map is inaccurate |
| 45 | Weather turns deadly |
| 46 | Mutiny brewing |
| 51 | Landmark destroyed/moved |
| 52 | Must detour for blood feud |
| 53 | Someone recognizes you (bad) |
| 54 | Oath forces you elsewhere |
| 55 | Prophecy warns against route |
| 56 | Equipment failure |
| 61 | Political situation changed |
| 62 | Deadline approaching |
| 63 | Companion has secret agenda |
| 64 | Locals hostile to outsiders |
| 65 | Natural disaster blocks way |
| 66 | Destination no longer exists |
Reputation & Fame Events
| D66 | Reputation Event |
|---|---|
| 11 | Skald spreads your fame |
| 12 | Skald spreads damaging lies |
| 13 | Witnesses exaggerate your deed |
| 14 | Credit stolen by rival |
| 15 | Your cowardice becomes known |
| 16 | Heroic deed goes unwitnessed |
| 21 | Foreign lands hear your name |
| 22 | Compared favorably to legend |
| 23 | Mocked for failure |
| 24 | Kinsman shames family name |
| 25 | Marriage offers increase |
| 26 | Assassination attempts increase |
| 31 | Children named after you |
| 32 | Saga composed about you |
| 33 | Rivals challenge constantly |
| 34 | Sought for advice |
| 35 | Shunned by community |
| 36 | Welcomed everywhere |
| 41 | Price on your head |
| 42 | Jarl seeks your service |
| 43 | Völva prophecies your doom |
| 44 | Youth idolize you |
| 45 | Elders disapprove |
| 46 | Other clans fear you |
| 51 | Reputation precedes you |
| 52 | Mistaken for someone else |
| 53 | Legend greater than reality |
| 54 | True deeds forgotten |
| 55 | Enemy spreads counter-stories |
| 56 | Reputation attracts trouble |
| 61 | Byname becomes permanent |
| 62 | Fame brings responsibilities |
| 63 | Expected to perform miracles |
| 64 | Cannot escape past deeds |
| 65 | Reputation opens doors |
| 66 | Immortalized in saga |
Combat Situations
| D66 | Battle Scenario |
|---|---|
| 11 | Ambush from forest |
| 12 | Open field battle |
| 13 | Fighting uphill |
| 14 | Defending stronghold |
| 15 | Naval boarding action |
| 16 | Duel at dawn |
| 21 | Fighting in thick fog |
| 22 | Surrounded by enemies |
| 23 | Protecting non-combatants |
| 24 | Fighting retreat |
| 25 | Last stand scenario |
| 26 | Surprise night raid |
| 31 | Shield wall clash |
| 32 | Skirmish in ruins |
| 33 | Fighting on ice |
| 34 | Burning building escape |
| 35 | Underwater struggle |
| 36 | Mounted vs. foot combat |
| 41 | Fighting in storm |
| 42 | Narrow bridge battle |
| 43 | Multiple opponents |
| 44 | Friendly fire risk |
| 45 | Hostages complicate fight |
| 46 | Ritual combat rules |
| 51 | Terrain collapsing |
| 52 | Fighting while fleeing |
| 53 | Protecting valuable cargo |
| 54 | Outnumbered badly |
| 55 | Fighting supernatural foe |
| 56 | Weapon breaks mid-fight |
| 61 | Allies abandon you |
| 62 | Fighting former friend |
| 63 | Berserk rage uncontrolled |
| 64 | Fighting to capture alive |
| 65 | Honor forbids certain tactics |
| 66 | Fight to prove worth |
Seidr Magic & Rituals
| D66 | Magical Event |
|---|---|
| 11 | Prophecy clearly spoken |
| 12 | Curse laid on enemy |
| 13 | Blessing for voyage |
| 14 | Weather-working attempted |
| 15 | Speaking with dead |
| 16 | Seeing into future |
| 21 | Shapeshifting ritual |
| 22 | Protection ward placed |
| 23 | Love spell cast |
| 24 | Illness cured magically |
| 25 | Enemy’s hamingja drained |
| 26 | Landvættir summoned |
| 31 | Runes carved for luck |
| 32 | Battle-magic preparation |
| 33 | Death-curse pronounced |
| 34 | Fertility blessing |
| 35 | Sight beyond sight granted |
| 36 | Memory wiped by magic |
| 41 | Seidr trance goes wrong |
| 42 | Spirit possession |
| 43 | Magical compulsion placed |
| 44 | Truth-telling forced |
| 45 | Illusion woven |
| 46 | Time manipulation |
| 51 | Raising the dead |
| 52 | Binding enemy’s weapon-luck |
| 53 | Finding lost item magically |
| 54 | Healing serious wound |
| 55 | Sending message via dreams |
| 56 | Seeing through another’s eyes |
| 61 | Breaking curse |
| 62 | Transferring luck |
| 63 | Calling storm |
| 64 | Making self invisible |
| 65 | Berserker rage induced |
| 66 | Opening gate to Otherworld |
INSPIRATION TABLES
Verbs
| Verbs | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | Raid | Avenge | Swear | Betray | Sail | Honor |
| 2 | Curse | Prophesy | Slay | Flee | Challenge | Forge |
| 3 | Mourn | Plunder | Exile | Witness | Claim | Deceive |
| 4 | Sacrifice | Wrestle | Navigate | Outlast | Boast | Reconcile |
| 5 | Hunt | Carve | Burn | Negotiate | Endure | Remember |
| 6 | Strike | Bind | Discover | Abandon | Judge | Inherit |
Adjectives
| Adjectives | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | Blood-stained | Oath-bound | Cursed | Honorable | Icy | Storm-wracked |
| 2 | Ancient | Vengeful | Bitter | Sundered | Fearless | Treacherous |
| 3 | Frost-bitten | Wandering | Condemned | Proud | Forsaken | Ruthless |
| 4 | Sacred | Ill-fated | Restless | Unyielding | Shadowed | Hunger-driven |
| 5 | Far-traveled | Kin-sworn | Battle-scarred | Silent | Haunted | Desperate |
| 6 | Nameless | Twice-born | Disgraced | Faithful | Grim | Sea-hardened |
Nouns
| Nouns | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | Feud | Oath | Kinsman | Blade | Saga | Wound |
| 2 | Völva | Jarl | Ship | Rune | Winter | Ghost |
| 3 | Reputation | Blood | Shore | Hall | Exile | Omen |
| 4 | Draugr | Thing | Mound | Betrayal | Skald | Fate |
| 5 | Vengeance | Sacrifice | Seidr | Holmgang | Storm | Hoard |
| 6 | Ancestor | Prophecy | Warrior | Byname | Longship | Spirit |
APPENDIX: INSPIRATIONAL MEDIA
Television
- Vikings (History Channel) - Saga-style drama, though historically loose
- The Last Kingdom (Netflix) - England during Viking invasions
- Norsemen (Netflix) - Dark comedy set in Viking Age Norway
Film
- The Northman (2022) - Revenge saga with historical authenticity
- Valhalla Rising (2009) - Surreal, violent, atmospheric
- Pathfinder (2007) - Viking raid on North America
- The 13th Warrior (1999) - Beowulf adaptation with Vikings
Books
- Icelandic Sagas: Njal’s Saga, Egil’s Saga, Grettir’s Saga, Laxdæla Saga
- Bernard Cornwell: The Saxon Stories (Vikings vs. Saxons)
- Snorri Sturluson: Prose Edda (mythology), Heimskringla (kings’ sagas)
- Frans G. Bengtsson: The Long Ships (adventure novel)
- Michael Ridpath: Fire and Ice series (modern crime set in Iceland with saga themes)
Manga & Anime
- Vinland Saga (Makoto Yukimura) - Historically grounded Viking epic
Games
- God of War (2018) - Norse mythology, father-son dynamics
- Assassin’s Creed Valhalla (2020) - Viking settlement in England
- Crusader Kings III (Paradox) - Medieval grand strategy including Vikings
- Banner Saga trilogy - Turn-based tactics with Norse inspiration
Music
- Wardruna - Norwegian folk using historical instruments
- Heilung - Amplified history/experimental
- Danheim - Dark Viking atmospheric
APPENDIX: GLOSSARY OF OLD NORSE TERMS
Althing: The general assembly in Iceland, held annually at Thingvellir. World’s oldest parliament.
Berserkr (pl. Berserkir): “Bear-shirt” warriors who fought in trance-like fury, believed to shapeshift.
Blót: Pagan sacrifice to the gods, typically of livestock, ale, or (rarely) humans.
Danelaw: Parts of England under Viking law and settlement (9th-11th centuries).
Drengskapr: Honorable conduct—courage, generosity, honesty, loyalty.
Draugr: Undead corpse, typically guarding burial mounds and treasure.
Fylgja: Personal spirit/fetch appearing as animal omen, often before death.
Goði (pl. Goðar): Chieftain-priest, leader of local assembly and religious rites.
Hamingja: Family spiritual luck inherited and built through honorable deeds.
Hamramr: Shapeshifter; one who walks in animal form while body sleeps.
Haugbúi: Intelligent barrow-dweller; undead who can speak and bargain.
Hersir: Military commander, war-leader serving a jarl.
Holmgang: Ritual duel fought on island or marked ground to settle disputes.
Huldufólk: “Hidden folk”—elves/spirits living in rocks and hills.
Jarl: Noble lord, chieftain ruling territory.
Jötunn (pl. Jötnar): Giant; ancient enemies of gods and humans.
Landvættir: Land spirits protecting specific places.
Níðingr: Ultimate insult—a nothing, coward, one without honor. Being declared níðingr = outlawry.
Níðhöggr: Great serpent gnawing at world-tree roots in mythology.
Nidstöng: Curse pole raised to proclaim someone níðingr and call spirits against them.
Nøkk: Water spirit luring people to drown.
Ófriðr: Blood feud; state of vendetta between families.
Örlög (or Örlog): Personal fate shaped by past deeds.
Ragnarök: End of the world in Norse mythology (not the focus of this game).
Seidr: Magic practice, especially by völvas, involving trance and prophecy.
Skald: Poet, saga-teller, keeper of reputation and memory.
Thing (or Þing): Local assembly for law-speaking, judgment, and political business.
Thrall: Slave; lowest social class.
Víkingr: Raider; one who goes “a-viking” (raiding/trading by sea).
Völva: Seeress, shamaness practicing seidr magic and prophecy.
Weregild: “Man-price”—legal compensation payment for killing, measured in silver.
Wyrd: Anglo-Saxon equivalent of örlög; fate woven by past deeds.
LICENSE
Loner: Norse Saga
© 2025 Roberto Bisceglie
Based on Loner by Roberto Bisceglie.
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.
To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/4.0/
Social Conflicts