Loner: Norse Saga

Author

Roberto Bisceglie

Published

July 31, 2026

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:

  1. Portable – All you need is four six-sided dice, paper, and your imagination. No other materials required.
  2. Rules-Light – The Oracle mechanic is the only resolution system. Easy to learn, quick to resolve.
  3. 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:

  1. Create their legacy: What do skalds say about them? What byname did they earn?
  2. Pass the torch: Play as their kinsman, inheriting unfinished blood feuds and family honor (or shame)
  3. 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:

  1. 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?
  2. 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.
  3. 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:

  1. Ask a single closed question. The Oracle’s answer determines the outcome of the conflict.
  2. Ask a series of closed questions to resolve current single actions.
  3. 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:

  1. Declare flyting challenge
  2. Both parties roll Oracle (use appropriate skill tags: Silver-Tongued, Skald, etc.)
  3. 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)

Honor Tags in Play

As you play, you earn reputation tags that reflect how others see you:

Positive Tags:

  • “Oath-Keeper” – You honor your word
  • “Generous Host” – You give freely at feasts
  • “Battle-Tested” – You stood when others fled
  • “Silver-Tongued” – Your words sway the Thing
  • “Kin-Loyal” – Family can count on you

Negative Tags:

  • “Oath-Breaker” – You betrayed your word
  • “Miserly” – You hoard rather than share
  • “Coward” – You fled when honor demanded courage
  • “Kinslayer” – You killed family (worst dishonor)
  • “Nithing” – You are declared nothing

These tags grant Advantage or Disadvantage when relevant. “Oath-Keeper” helps in negotiations. “Kinslayer” destroys your social standing.

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:

  1. Blood Vengeance: Kill the killer. Feud satisfied—but the killer’s kin now have a feud with YOU.

  2. Holmgang: Challenge to ritual duel (see Conflicts section). Winner settles the matter. Loser’s kin must accept the outcome.

  3. 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:

  1. Reroll the Oracle (any single Oracle roll)
  2. Declare Fortunate Coincidence (a helpful NPC arrives, you find shelter, weather clears)
  3. 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:

  1. Ask a yes/no question about your fate
  2. Roll the Oracle (standard rules)
  3. 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:

  1. Target selection (monastery, town, rival clan)
  2. Approach (stealth, speed, overwhelming force)
  3. The raid itself (Oracle determines success)
  4. 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:

  1. Starvation – Food runs out. Hunt, beg, or raid neighbors.
  2. Sickness – Fever spreads. Völva or herbs required.
  3. Fire – The hall burns. Rebuild or seek shelter.
  4. Feud Erupts – Trapped together, old grudges explode.
  5. Visitor – Stranger seeks shelter. Help or turn away?
  6. 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

Social Conflicts

D66 Social Challenge
11 Insulted publicly at feast
12 Romantic rival appears
13 Accused of theft
14 Family embarrasses you
15 Political alliance crumbling
16 Caught in lie
21 Must choose between loyalties
22 Inappropriate love interest
23 Genealogy disputed
24 Inheritance contested
25 Religious conversion pressure
26 Forced marriage proposed
31 Secret revealed publicly
32 Patron demands impossible
33 Rival spreads rumors
34 Guest overstays welcome
35 Debt called in
36 Oath conflicts with desire
41 Children disgrace family
42 Wife/husband’s infidelity
43 Shunned by Thing
44 Cultural misunderstanding
45 Generosity expected, can’t afford
46 Must support unpopular cause
51 Friend becomes enemy
52 Enemy seeks reconciliation
53 Reputation prevents romance
54 Too famous to have privacy
55 Clan expects too much
56 Younger generation disrespects
61 Social climbing backfires
62 Old shame resurfaces
63 Must humble self publicly
64 Gift-giving escalates dangerously
65 Peer pressure toward dishonor
66 Love vs. duty choice

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/