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Norðlondr Óvinabókin

written and produced by Douglas H. Cole

Artwork Playtesting and Proofreading

Ashley X Clement (DetoriaArt.myportfolio.com) Alden Loveshade, Alex Prewett, Andy Motdoch,
Billy Blue (billyblueart.com) Charles Seager, Christopher R. Rice,
Çağdaş Demiralp (cagdasdemiralp.com) David Ripton, Euan Hastie, Frederik Vezina,
Dean Spencer (deanspencerart.com) Joseph “Chepe” Lockett, Keith Nelson,
Juan Ochoa (juanochoa.co) Kenneth Barns, Kyle Norton, Merlin Avery,
Rick Troula (ricktroula.com) Nick Ragovis, Nicoli Tilden, Paraj Mandrekar,
Patrick Webb, Riley Williams II, Rory Fansler,
Other art courtesy of commercial licenses through Adobe Stock Art
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Topher Brennan

By permission of
Steve Jackson Games

ISBN: 978-1-950368-52-5 (Hardcover); 978-1-950368-53-2 (PDF)

Norðlondr Óvinabókin ©2022 by Gaming Ballistic, LLC
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Introduction����������������������������������������� 4 Blóðþrysta Spawn����������������������������������������� 42
Required Reading������������������������������������������� 4 Blóðughúfa�������������������������������������������������� 43
Norðlondr or Not-Norðlondr���������������������������� 4 Boar����������������������������������������������������������44
Monster Traits��������������������������������������� 6 Bolvaðr������������������������������������������������������ 45
Monster Advantages��������������������������������������� 6 Boráll���������������������������������������������������������46
Monster Disadvantages�������������������������������������7 Bráðnuðu���������������������������������������������������� 47
Brenglaðr Ormur������������������������������������������48
Monster Classes and Notes����������������������� 8
Animals������������������������������������������������������� 8
Demons������������������������������������������������������ 10
Centipede���������������������������������������������������� 51
Dragons������������������������������������������������������ 10
Cultist�������������������������������������������������������� 52
The GM Has Had It …�������������������������������������� 11
Cultist, Fanatic��������������������������������������������� 53
Breath Weapons�������������������������������������������� 12
Cultist, Possessed Warlock������������������������������ 54
Faerie and Álfar�������������������������������������������� 13
Dark Pack���������������������������������������������������� 55
Monster Body Shop������������������������������� 17 Dauðagrip��������������������������������������������������� 56
Natural Variation������������������������������������������ 17 Deer, Fallow������������������������������������������������ 57
Trait Randomizer������������������������������������������ 17 Deer, Red (Elk)���������������������������������������������58
Combat Traits���������������������������������������������� 18 Dog������������������������������������������������������������ 59
Monster Fight Club��������������������������������20 Dökkkápa����������������������������������������������������60
Predator and Prey�����������������������������������������20 Dökktomte��������������������������������������������������� 61
Guardians and Protectors��������������������������������20 Dragon (True)����������������������������������������������� 62
Leaders and Followers������������������������������������20 Draug���������������������������������������������������������64
A Very Particular Set of Skills��������������������������20 Drekitroll���������������������������������������������������� 65
Hulk Smash�������������������������������������������������20 Eagle, Giant������������������������������������������������� 66
Apex Monsters����������������������������������������������20 Edderkop����������������������������������������������������� 67
Diseases and Toxins������������������������������� 21 Eðlufolk - Bearded One����������������������������������68
Toxins, Poison, and Venom����������������������������� 21 Eðlufolk - Dragon Warrior������������������������������69
Not Feeling Well … ��������������������������������������� 22 Eðlufolk - Monitor����������������������������������������70
Monstrous Diseases��������������������������������������� 23 Eðlufolk - Mysterious One������������������������������ 71
The Bestiary���������������������������������������� 25 Eirðarlaus (Mummy)�������������������������������������� 72
A Monster By Any Other Name …��������������������� 25 Eldingarlaun������������������������������������������������ 74
Acolyte������������������������������������������������������� 26 Elemental, Air���������������������������������������������� 75
Instant Druid!���������������������������������������������� 26 Elemental, Fire Tornado��������������������������������� 76
Álfar Warrior����������������������������������������������� 27 Elemental, Lava (Earth)���������������������������������� 77
Álfar Wizard������������������������������������������������28 Elemental, Water (Undine)�������������������������������78
Animated Armor������������������������������������������� 29 Ettin���������������������������������������������������������� 79
Augnarath���������������������������������������������������30 Falleglygi��������������������������������������������������� 80
Badger�������������������������������������������������������� 31 Fiendling�����������������������������������������������������82
Baenadýrið�������������������������������������������������� 32 Fjallatroll����������������������������������������������������83
Bandit/Pirate������������������������������������������������ 33 Frog and Toad, Giant�������������������������������������84
Bandit/Pirate Captain������������������������������������� 34 Frostalf (Jack Frost)��������������������������������������85
Bat������������������������������������������������������������ 35 Game Birds��������������������������������������������������86
Bear����������������������������������������������������������� 36 Gangaeðla���������������������������������������������������87
Berserker���������������������������������������������������� 37 Gel-o-Mold������������������������������������������������� 88
Blaðakona���������������������������������������������������38 Ghost���������������������������������������������������������89
Blister Worm����������������������������������������������� 39 Ghouls��������������������������������������������������������90
Blóðþrysta��������������������������������������������������40 Goat, Mountain�������������������������������������������� 91

Gopher, Giant Golden (Marmot)������������������������ 92 Nisse���������������������������������������������������������146
Grafa Ormur������������������������������������������������ 93 Nix����������������������������������������������������������� 147
Gremlin������������������������������������������������������94 Norðalf����������������������������������������������������� 148
Grendelkin��������������������������������������������������� 95 Ochre Jelly�������������������������������������������������149
Griffon������������������������������������������������������� 96 Octopus�����������������������������������������������������150
Grim���������������������������������������������������������� 97 Óséðmorðingr��������������������������������������������� 151
Grimmdar����������������������������������������������������98 Owl����������������������������������������������������������� 152
Haf Ormur (Sea Serpent)������������������������������� 100 Phase Spider����������������������������������������������� 153
Hafiðfólk���������������������������������������������������� 101 Physeter����������������������������������������������������154
Hákarlmaðr������������������������������������������������102 Pudding, Giant Black������������������������������������� 155
Halaþyrna��������������������������������������������������103 Raiður������������������������������������������������������� 156
Half-Dragon Warrior������������������������������������ 104 Raven�������������������������������������������������������� 157
Haturljós����������������������������������������������������105 Rokk Eðla���������������������������������������������������158
Hawk���������������������������������������������������������106 Rokktyggja������������������������������������������������� 159
Hob����������������������������������������������������������107 Scout��������������������������������������������������������160
Hofvarpnir������������������������������������������������ 108 Shark�������������������������������������������������������� 161
Horned Tyrann��������������������������������������������109 Shark, Si������������������������������������������������ 162
Horse�������������������������������������������������������� 110 Skekktfiskur������������������������������������������������ 163
Horse Archer, Neveri������������������������������������ 112 Skeletons���������������������������������������������������164
Hrogn�������������������������������������������������������� 113 Skuggi������������������������������������������������������� 165
Hulder������������������������������������������������������� 114 Sleipnisfolald����������������������������������������������166
Ice Alf������������������������������������������������������� 115 Sokkvári���������������������������������������������������� 167
Illt hundr��������������������������������������������������� 116 Spjóthestr��������������������������������������������������168
Ísmargfætlur����������������������������������������������� 117
Ístyrann����������������������������������������������������� 118
Íviðia�������������������������������������������������������� 119
Steel Serpent���������������������������������������������� 171
Stóralf������������������������������������������������������� 172
Jötun, Fire������������������������������������������������� 121
Stóralf, Elder���������������������������������������������� 173
Jötun, Frost������������������������������������������������ 122
Stothtroll��������������������������������������������������� 174
Jötun, Hill�������������������������������������������������� 123
Sverðtönn Kónglax��������������������������������������� 175
Swamp Eðla (Swamp Lizard)��������������������������� 176
Kónglax����������������������������������������������������� 125
Thurs�������������������������������������������������������� 177
Gone Fishin’����������������������������������������������� 125
Krabbári���������������������������������������������������� 126
Undead Swarms������������������������������������������� 179
Swarm Stats����������������������������������������������� 179
Liefar�������������������������������������������������������� 132 Vaeng Ormur (Winged Worm)������������������������� 180
Lion, Cave�������������������������������������������������� 133 Vaettr�������������������������������������������������������� 181
Logaskuggi�������������������������������������������������134 Vaettrhrogn������������������������������������������������182
Lothinmenn������������������������������������������������ 136 Valkyrie�����������������������������������������������������183
Lygasöngur������������������������������������������������� 137 Verndanda������������������������������������������������� 184
Mage���������������������������������������������������������138 Veteran������������������������������������������������������185
Mammoth��������������������������������������������������� 139 Viper���������������������������������������������������������186
Martröð���������������������������������������������������� 140 Wolf����������������������������������������������������������187
Mountain Cat���������������������������������������������� 141 Wolf, Winter���������������������������������������������� 188
Mylja Ormur (Crushing Worm)������������������������142 Worg���������������������������������������������������������189
Mýrartröll��������������������������������������������������143 Wyvern������������������������������������������������������190
Narwhal�����������������������������������������������������144 Ýlirkottur��������������������������������������������������� 191
Nautamaðr (Bull-man)����������������������������������145 Index�������������������������������������������������192

It is a truth universally acknowledged, that a fantasy roleplaying game in possession of dungeons, must be in want of more
monsters. More than that. Even more.
Whether riffing off Jane Austen’s Pride and Prejudice, • Monsters. While the monster classes are repeated
or the more genre-appropriate Pride and Prejudice and and amplified here in this Bestiary, the core monster
Zombies by Seth Grahame-Smith, there’s no question that advantages and disadvantages are listed there, and
a giant book of creatures is a boon to GMs wanting to keep referenced extensively. Advantageous traits are on
their campaigns fresh and exciting. Monsters, pp. 9–12, disadvantageous traits on pp. 12–14.
This book contains nearly 200 different types of creatures, • Spells. Many creatures in this book either cast spells or
providing a wealth of threats, challenges, and background produce effects indistinguishable from those spells. In
creatures covering most of the monster classes, including particular, the faerie cast a lot of spells, and the Bestiary
dragons, demons, undead, and more. makes frequent reference to that book.
• Fantastic Dungeon Grappling. These monsters assume

Required Reading you’re using the grappling rules from Fantastic Dungeon
Grappling because the author wrote them and likes them
better. So the Norðlondr Óvinabókin does the work for
While the book is designed to be a useful reference by itself,
you and provides some of the required calculations up
it is based in the larger context of the Dungeon Fantasy
front. If your game isn’t using that book, disregard those
RPG, Powered by GURPS. It frequently makes reference
sections of the monster write-ups and resolve grappling
to the following books, all of which are contained in the
using the rules from Exploits, pp. 40–41.
reprint of the Dungeon Fantasy RPG Boxed Set:
• Adventurers. The basic book to character creation
lists many traits, both beneficial and baneful, that are Norðlondr or Not-Norðlondr
referenced in the creature write-ups in the book.
Each creature in the book has background information
• Exploits. The Bestiary is where the wild things are, but placing it contextually in the game world. This informa-
the rules for running them in the game are mostly found tion—usually referred to as “fluff text”—is written with the
in Exploits. premise that the monsters fit into the Norðlond setting.

Norðlond, Yggdrasil, and the Nine Realms Vanaheim. Formerly the home of the Summer Court of
Álfar, until a mix of war, negotiation, and really vigorous
The cosmology of Norðlond borrows from Norse mythology courtships intermingled them with the Aesir. Also home to
while at the same time making allowance for exotic monster the animating spirits of places, and things that can be called
types such as the (frequently Lovecraftian) Elder Things. forth that are not souls or elementals.
The Norðlond setting presupposes that the adventuring
takes place in Midgard, the mortal realm. Muspelheim. The plane of fire, and home to demons. They
strive to ascend to match the power of the Aesir and rule
Some of the godlike beings that influence the setting dwelt Midgard by corrupting and assimilating the Aesir’s mortal
within the void of non-existence, known in the before-times worshippers. Some demons would rule Midgard, others
as Ginnungagap, alongside other timeless and powerful would just as soon see it burn.
entities. They fought, lived, killed, and were consumed in
innumerable and seemingly endless struggles. Many of Hel. The realm where souls of the departed not selected to
these entities were mutually hostile, and all of them were dwell in Asgard can be found, watched over by the Goddess
rivals, even when they cooperated. Briefly. of Death (who commutes to work). This is also the realm
necromancers contact and touch to create undead.
Eventually some of them got really tired of this.
Niflheim. Fire, earth, water, ice, air and similar elemental
The beings that the Norðlondr call the Aesir were under forces and archetypes originate from this realm.
attack by a powerful entity known as Ymir. Threatened with
annihilation, they joined forces with Vanir, Jötnar, Álfar; Svartalfheim. The “dark elf-home” where the álfar create
other lesser beings either joined in the workings of the spell, their pocket dimensions and personal realms. Most other
consented to be protected by it, or were swept up in its realms can be reached via Svartalfheim with enough effort.
workings. Ymir was defeated, and from its corpse the spell
formed Yggdrasil, the world tree. It connected nine realms
of existence, forming a protected dimension floating within
Using the Book in Other Campaigns
Ginnungagap, isolated from the ravages of faction, war, and The Dungeon Fantasy RPG is purposefully generic: It is
tempest. Powered by GURPS, after all. The Norðlond setting is not
generic, borrowing from the literary tradition of the Viking
Inside those realms lesser beings thrive, protected and
culture. The sagas of looting, pillaging, and raiding for
guided by their divine patrons. They strive for control over
wealth and fame made a natural match for a game with a
each other, as their patrons also struggle to keep control of
tag-line of “Smash Evil for Fun and Profit.”
the nine realms within Yggdrasil.
Even with that in mind, the monsters here can be—and
The Nine Realms Yggdrasil protects are described below:
should be—re-purposed and transplanted to other cam-
Asgard. The home of the Aesir and their seat of power. paigns. Many of them are thinly disguised transplants from
The Aesir wear many mantles, depending on the nature other cosmologies anyway: The nautamaðr is clearly based
of the culture worshiping them. The being known as the on the Minotaur; the Blóðughúfa, or “bloody hat” is the
Lord of Thunder (God of Thunder!) is considered the son redcap, a fixture of Northumbrian folklore, perhaps derived
of the Allfather in Norðlond, but is chief among the gods in or parallel to the Irish fear dearg, meaning “red man,” said
Morevel, while the Allfather himself is worshiped there as to wear a red coat and cap. Animals—normal, giant, and
the goddess of wisdom, war, weaving, and—in a cosmically dire—don’t require any work to move between campaigns.
ironic divine twist—virginity. Much as the player characters pillage loot, GMs should
Alfheim. This is the home Realm of the faerie, and the pow- pillage the worked examples here to make their lives easier
erful beings—nearly equal to the Aesir—known as the Win- when running games in any campaign.
ter Court of the Álfar. The barriers between Alfheim and the
shadow realm connecting the other realms within Yggdrasil
are extremely thin, and the Álfar create shifting dimensions That Other Game
of chaos, glory, beauty, and magic in Svartalfheim. It’s no secret that the leading fantasy roleplaying game,
published through at least five editions over many decades,
Jötunheim. Currently the demesne of the slumbering elder
has a wealth of material available in print and electronic
dragons. Even in their sleep, they are active—and very
format. What could be more in keeping with a game based
dangerous—in Jötunheim. Encounters with ancient and
on Vikings than to pillage that material for adventure ideas
elder dragons can be expected, and their power is as great
and prepared scenarios when pressed for time? To that end,
as their motives and desires are mysterious.
many of the book’s monsters given more Norse-flavored
Midgard. The home realm of Norðlond, on a world known names have a note at the beginning of the Bestiary giving
as Etera. It encompasses the realm of mortals. other, probably more familiar names. With that in hand,
it’s easy to play through an existing adventure by simply
referencing the GURPS creature stats while using the “fluff
text” and idea flow of the original story.

Monster Traits
Monsters and delvers are described using the same basic vocabulary (Monsters, p. 9). For the purposes of the
Norðlondr Óvinabókin, two principles bear repeating when perusing the creature stat blocks in this book.
They Do What They Do. Monsters are not constrained by its weight in pounds before being disabled, and twice that
character points and are given stats that are appropriate to before it is destroyed beyond repair. Apply the same rule
provide an appropriate challenge for a group of delvers. when parrying a blow with corrosive damage type, or using
Parry Missile Weapons—a weapon can absorb damage
Monsters Cheat. The creatures in this book are not subject
equal to its weight in pounds. Don’t want to risk your shield
to many of the limits imposed on delvers for play balance.
blocking a corrosive foe or attack? Better dodge, then!
They violate spell-prerequisite chains, take on abilities
normally exclusive to a delver’s profession, and display a Diffuse. Such monsters cannot be grappled. Naturally, if
frightening lack of respect for the conventional wisdom they have a ST score, they can still grapple you (see Mon-
in Powered by GURPS that absolute immunity to certain sters, p. 10, Exploits, p. 55, and Monsters Cheat).
effects should cost infinite points. That sort of limit is for Directional Hearing. A creature with Directional Hearing
delvers. Monsters don’t play by the rules: They’re monsters. may attack and defend against creatures they can hear but
not see. This effectively gives them 360° Vision so long as
Monster Advantages their hearing is unimpeded.
Engulfing Attack. The creature’s attack surrounds and
Monsters frequently have common descriptors beyond encapsulates the victim. The maximum Size Modifier for
their primary and figured attributes and skills. These this attack is always listed. Engulfing attacks do double their
traits provide fun capabilities with which to torment your usual Control Points the first time they hit a target. After
players. They may include any of the traits from Advantages the first hit, such attacks may worry for additional effect as
(Adventurers, pp. 46–54), Monster Advantages (Monsters, a free action, but Control Points are not doubled. Victims
pp. 9–12), plus the unique or modified traits found below. may attempt to break free normally by making a grappling
The notes from Monster Traits (Fantastic Dungeon attack. Cutting through an engulfing attack to free the
Grappling, p. 5) are repeated here as well for convenience. target is possible, but any such attack has a 9 or less chance
Unusual abilities, such as corrosive attacks or the ability to of doing the same damage to the victim!
swallow a victim whole, are also described in this section.
Hold Breath. Some creatures can hold their breath for
Animated Construct. The creature is not alive, animated a remarkably long time. “Recharging” this ability takes a
only by mana, divine power, or nature’s strength. Such cre- Ready maneuver for SM 0 or smaller creatures. Larger ones
ations do not metabolize and have no vulnerable locations require additional Ready maneuvers before they can restart
unless specifically stated. Includes Doesn’t Breathe, Eat their breath clock: A SM +4 creature would require five
or Drink, or Sleep. Assumes No Blood, Brain, Eyes, Head, Ready maneuvers, after which they could submerge again
Neck, or Vitals. Such a creature may be Unliving, Homoge- for the full time. After the time runs out, the creature is
neous, or Diffuse; this trait is listed separately. subject to Suffocation (Exploits, p. 70) as usual.
Arm ST. Some creatures have extra-powerful limbs. In addi- Homogeneous. Creatures that are homogeneous apply any
tion to its usual effects, Arm ST adds to ST when calculating innate DR against attempts to cause injury using grappling
the Control Point damage for a creature, and the maximum skills (see Monsters, p. 11 and Exploits, p. 55).
control a creature can inflict. It doesn’t increase Control
Loose Skin. The creature can wriggle inside its loose-hang-
Maximum for the purpose of determining that creature’s
ing skin, twisting to attack a foolish delver who thinks they
DX penalties.
have grabbed someplace seemingly safe. Each level gives
Constriction Attack. A creature of equal or greater SM than Control DR 1.
its victim can execute a Strangle even if not grappling the
No (Hit Location). Creatures lacking a particular hit loca-
neck by grappling the torso.
tion cannot be subjected to grapples on that location, nor
Control DR. Damage Resistance that only stops Control suffer location-based special effects (see Monsters, p. 11).
Points when a creature is hit with a grappling attack.
Saddle Trained. A creature can be trained to work with a
Corrosive Attack. The attack can destroy weapons, armor rider, providing a bonus to Riding of the appropriate type.
and shields, or even dissolve people. Corrosion damage Such training adds to the value of the creature, with less
permanently reduces the DR of any non-orichalcum armor ornery mounts being more expensive.
by 1 for every 5 full points of damage. On a successful block,
Slippery. Treat levels of Slippery as Control DR and add
apply corrosion damage to the shield instead of the target.
levels of Slippery to DX when attacking to break free of an
A shield can absorb points of corrosion damage equal to
existing grapple.

Spirit Form. Creatures in this state may cross any medium always noted. The tunnels are either permanent (it leaves
(even solid matter) at full Move, and they are immune navigable tunnels), disrupted (leaves crushed gravel in rock,
to physical dangers and most magic. The spirit form is for example), or restored (effectively leaves the material
immune to harm from any material source other than behind it unchanged).
people and objects under the influence of Affect Spirits Worry. Creatures that can worry can gnaw, thrash, or other-
(Spells, p. 59), and weapons enchanted with Ghost Weapon wise continue to apply damage to a target after an initial hit.
(Exploits, p. 79). These affect such a spirit as if it were Worrying with an attack rolls the attack’s damage as a free
living, though apparent body parts are undifferentiated: All action. Some grappling attacks—notably engulfing attacks
hits count as torso hits. and swallow whole—allow worrying for control damage.
Super Jump. A creature with Super Jump may jump with a Such attacks are explicitly called out: Improving a grapple
grappled creature as per Grab and Go (Fantastic Dungeon usually requires an attack roll.
Grappling, p. 5). Treat their effective maximum flying
Move as their vertical jump, calculated as if their Basic
Move was equal to the Super Jump distance adjusted for Monster Disadvantages
It’s not all twilight and stinkweed for monsters: Some of
Swallow Whole. A creature with Swallow Whole can their traits are decidedly not helpful. As with beneficial
swallow prey four or more SM less than it once it has traits, monsters may be saddled with any of the disad-
applied Control Points equal to or greater than the Control vantages from Adventurers (pp. 55–68) or Monsters (pp.
Maximum. This may be in one bite or represent grappling 12–14), plus the new or modified traits below.
a creature with limbs until they’re restrained enough to
stuff into a gullet. Swallowed creatures begin to suffocate Flight Reflex. Similar to Combat Paralysis, but instead of
(Exploits, p. 70); the creature doing the swallowing may freezing up, you “nope” out and flee. You receive –2 to Fright
worry for half its usual thrust damage as Control Points Checks. Whenever personal harm seems imminent, make a
as a free action. To escape, you must grapple your way HT roll when the danger first appears. Regardless of HT, any
out against Control DR equal to the creature’s ST/5. You roll of 14+ is a failure. Success lets you act normally; failure
may also cut your way out by delivering successful attacks means you sprint away from danger for 1d seconds at
totaling more than HP+DR injury! On the plus side, internal maximum speed. You don’t stop until you feel safe (if you’re
injuries count as vitals hits, and creatures cannot defend being chased, you’re not safe). Flight Reflex is mutually
with their esophagus or stomach! (Unless they can. Ewww.) exclusive with Combat Reflexes (Adventurers, p. 48); it
does not overlap with Cowardice (Adventurers, p. 58).
Swoop. A creature with this ability dives from a great
height to increase its speed and impact force; Move Laziness: For delvers, this affects adventuring efficiency,
during a swoop is always listed. Treat as a Move and Attack and offers no self-control roll. It functions differently for
(Exploits, pp. 30–31) without the –4 to skill and skill cap monsters, who have a self-control number. Roll whenever
of 9. Calculate swoop damage as slam damage (thr–2), the monster could initiate combat but would have to do
including bonuses for controlling skill (usually Brawling more than wait in ambush or travel a distance equal to at
or a grappling skill), plus the per die bonus used with slams most its Move to do so; failure means it doesn’t attack (but it
(Exploits, p. 40). A creature may also grapple upon impact will if interlopers approach closer than its Move, or actively
(raptors are noted for this): Such attacks do both their usual provoke it!). Also roll whenever a victim fleeing combat
damage type and an equal amount of control (control over gets more than the monster’s Move yards away and is still
the creature’s Control Maximum is lost). Swoops are subject fleeing: Failure means the creature won’t pursue.
to Hurting Yourself (Exploits, p. 40) unless the attack is Low-res Vision. The creature cannot make out fine details
noted as being treated as a weapon. (such as writing). Additionally, each level gives –1 on uses of
Tunnel Crawler. Each level of this advantage allows a crea- Observation, Scrounging, Search, or Traps rolls based on
ture to move through openings at half their normal Move as vision.
if they were one SM lower, and squeeze through openings Poor (Sense): Each level of poor sense gives –1 to Perception
1/10× Move two SM lower than their SM as adjusted for their when using that sense. This can be particularly important
level of Tunnel Crawler. if a magic-using creature is trying to scry or do recon using
Example: A badger is SM –3, Move 4, and has Tunnel Crawler 3. a possessed creature. Senses include Hearing, Smell and
They move through an opening that would admit only an SM –6 Taste, and Vision.
creature at Move 2, and squeeze through one fitting an SM –8 Social Stigma (Outcast). A more severe version of Social
creature at Move 0.4—a bit more than one foot per second. Stigma (Disowned). Outcasts have been severed from
Tunneling. The creature moves through a challenging or Norðlondr society, usually as punishment for severe crimes
impenetrable medium such as rock, sand, or ice by digging, or egregious dishonorable behavior where the authorities
chewing, or using magic or powers to make pathways. The were not able to apprehend them for execution. They have
movement speed and how the creature senses its way are no rights, given no more consideration than dung—with

value only as fertilizer. Even formally indentured thralls Social Stigma (Excommunicated)! Other realms or cultures
look down on such as worthless scum. They are likely to probably won’t care unless there’s a reward offered for their
be attacked with lethal intent immediately if the outcast return (and execution).
status is discovered. It is not necessarily exclusive with Sunlight Sensitivity. Is poorly adapted to sunlight, and
suffers –1 to all skills and Perception for each level of this
disadvantage when exposed to direct sunlight.

Monster Classes and Notes

Relevant monster classes and notes are listed below, describing which spells and skills affect each monster class.
Aesir. Affected by Banishment. Aesir are also Spirits (see Faerie. Inherently magical, and affected by Seek Magic,
Spirit Empathy, Adventurers, p. 53). Does not detect as Pentagram, and similar spells. Subject to spells that affect
“truly evil.” Not subject to spells that affect the living. The the living. Not all faerie are native to Alfheim, and beings
Aesir’s natural home is Asgard, bound within Yggdrasil. such as fly-dragons, mindhounds, fauns, leprechauns,
nymphs, and pixies are faerie native to the realm of
Álfar. Inherently magical, and affected by Seek Magic,
Pentagram, and similar spells. Subject to spells that affect
the living. The native realm of origin of the álfar is Alfheim, Giant Animal. Large versions of normal animals; otherwise
bound within Yggdrasil; they also make the most frequent treat as Dire Animal.
use of the shadow realm and pocket dimensions, so much Hybrid. Affected by special Animal Handling skills, Hybrid
so that it is called Svartalfheim: the dark elf-home. All álfar Control, and Repel Hybrids. Unaffected by Control (Ani-
are faerie; not all faerie are álfar! Some álfar types have mal) and Repel (Animal). Otherwise treat as Animal.
extra abilities not found on faerie native to Midgard.
Mundane. Subject to spells that affect the living. Some
Animal. Affected by Animal Empathy, Animal Handling, creatures can be profoundly magical and still be classed as
Disguise (Animal), Mimicry, Animal College spells except Mundane: most dragons and PC wizards, for example.
Hybrid Control and Repel Hybrids: instead use Control
(Animal) and Repel (Animal). Subject to spells that affect Plant. Affected by Plant Empathy and Plant College spells.
the living. Subject to spells that affect the living.
Construct. Artificial magical animated creatures. Affected Spirit. Affected by Seek Magic, Pentagram, and similar
by spells like Seek Magic and Pentagram. They cannot be spells. Affected by Spirit Empathy, Affect Spirit, and Spirit
mind-controlled, are not living, and are undetectable with Control spells. Not subject to spells that affect the living.
the Aura spell. Undead. Subject to Turning. Not subject to spells that affect
Demon. Affected by Banishment. Demons are also Spirits the living.
(see Spirit Empathy, Adventurers, p. 53). Detects as evil.
Not subject to spells that affect the living. Demons’ natural
home is Muspelheim, bound within Yggdrasil. Animals
Dire Animal. Requires a Naturalist roll to identify. Rolls to These are non-humanoid creatures that are naturally part
influence dire animals are at –5. Cannot be created using of the ecology. Some have a magical nature, but most are
Create Animal. Otherwise as Animal. unintelligent and lack society or language, including most
Elder Thing. Creatures from beyond Yggdrasil’s bounds. varieties of ordinary and giant animals. Such creatures are
Neither magical creatures nor living in any normal sense. found natively throughout the world, based on their needs
Not affected by Banish. and preferred (or required) habitat.

Elemental. Affected by Control Elemental and similar Most beasts are of low intelligence, and do not, as a rule,
spells. Elementals are also Spirits (see Spirit Empathy, make deliberate use of tools. There are exceptions! Some
Adventurers, p. 53). Not subject to spells that affect the predatory birds may use burning twigs (caused by lightning
living. Elementals’ natural home is the elemental Realm of or other natural causes) to set fires that drive prey into
Niflheim, bound within Yggdrasil. Most elementals are per- their clutches, while borderline-sapients make limited use
fectly happy to remain in their home realm and distinctly of tools. Finally, hybrid-animal creatures like nautamaðr
unhappy to be called forth to Midgard. Some elementals are (bull-men) actively use weapons and kill for fun…but do
more eager to explore. not do so creatively. They locate and identify potential
prey, attacking it until it is dead or the creature itself is

Normal Animals Care and Feeding
Mundane animals are concerned with survival. Equines tend to be the sports cars of the medieval or
pseudo-medieval world: highly tuned, expensive, and prone
Prey animals such as deer are interested in eating, finding to breakdowns without constant maintenance.
shelter and safety, and generally carrying on with their lives
trying to avoid becoming some predator’s next meal. Eating Like a Horse. Assume horses from Lifting ST 18–24
require 20 lbs of hay or grain and 60 lbs of water per work-
Predators chase down their food to live and thrive. They ing day. Equines of ST 25–32 double this requirement. On
may be looking to kill you and eat you, but they’re not the move, the food is almost always grain for portability: A
looking for a fight. Once thwarted, they withdraw unless day’s ration is $10; mixed grains are 40 lbs per cubic foot. If
desperate, looking for meal that involves less exertion or a horse can be allowed to forage, they will consume 2 lbs of
risk. grass per hour. Idle horses (left to stand in pasture or a stall)
Exceptions exist—for both kinds of animals—usually consume half these amounts.
during mating season, famine, and for mothers protecting Working Hard. Exceeding medium encumbrance or
their young. moving at more than half their walking Move for any length
of time calls for a HT roll to avoid injury. Each night, roll vs
Per-based Veterinary+4 (or Animal Handling–2) to check
Dire Animals the animals for proper health in hoof and muscle.
The animals listed individually as Dire Animals only
Optional detail: Feed working horses 1/4 their Basic Lift in
appear in a “dire” form. There is no “normal” edderkop
hay or grains per day (just under 20 lbs for a ST 20 horse),
or ísmargfætlur. Otherwise-normal animals with a dire
plus 3/4 their Basic Lift of water. An equine can be approxi-
form are found in their individual entries. Dire animals
mated as weighing about 10–15 lbs per pound of Basic Lift:
are characterized by their size and savagery. One doesn’t
A ST 20 riding horse varies between 800–1,200 lbs, and a
find a group of dire animals living in happy harmony with
Lifting ST 30 draft horse 1,800-2,700 lbs. Furthermore, any
the local ecosystem. They are ravenous and unrelenting,
time spent in combat triggers the HT roll to avoid injury or
depleting an area of edible prey (including humans in many
cases) and then moving on.
Horse Trading
Hybrid Animals Equines are not the most powerful, nor the cheapest animal
for traction or load-bearing … but they’re exceptionally
As the name implies, a hybrid animal is a combination of versatile. In a pinch, a plow-horse can pull a cart, be ridden,
several different species, forced together by arcane means. or be laden with necessities for a journey. Oxen can only
Hybrid animals are not monstrous, tortured one-offs, pull stuff (and are pretty tasty). The following is a rough
but a new creature, which can breed true among its own guide for buying a horse. The Base Cost of a riding/work
type. Griffons can make little baby griffons, and owl-bear animal is $325 + $15 per pound of Basic Lift.
cubs are cute if destructive. Nautamaðr hybrids give new
meaning to the terrible twos. The following upgrades add a Cost Factor (see Adventur-
ers, p. 106) to the price of the animal
A Fast Horse. The basic plodding farm horse has Move 5.
Equines Move 6 is +0.5 CF; Move 7 is +1, Move 8 is +3.
Some animals are more important to adventurers and Improved Stats. +1 to DX, IQ, or HT is +0.5 CF; +2 is +1.5 CF.
townsfolk alike. While the villager might look to an aurochs,
ox, or horse simply as a useful tool, delvers and nobles take Leap and Fight. Horses can be trained specifically in
a different view, based on their needs and predispositions. Brawling and Jumping. Getting a skill at DX+1 is +1 CF to
cost; DX+2 is +3 CF.
Trekking cross-country with pack animals and mounts
suggests some time concerned with their upkeep. Saddle Trained. A horse can be trained to work with a rider,
providing +1 to Riding (Horse), for +0.5 CF to cost; +2 is +3
CF. For an additional +1 CF, the horse is trained to respond
to knee pressure, allowing use of both arms while retaining
control of the mount.
Steady, Steady. Buying off Combat Paralysis increases the
cost of a horse by +4 CF; Combat Reflexes increases cost by
+24 CF and also removes Cowardice.

Thoroughbred. Most horses have Enhanced Move (Mon- Tyrann tend to have disadvantages such as Bully and
sters, p. 10), calculated as a multiple of Move: ×1.5 is free, Callous. They are selfish megalomaniacs, but are willing to
×2 is +4 CF, and ×2.5 is +24 CF. A top-end racehorse might be ruled and to rule, so long as the lord demonstrates power
be ST 22 with Move 8/20. and control. Kvoldomur are savage and deliberately cruel,
tending to Sadism, Bloodlust, and Impulsiveness. Tyrann
War Training. You usually can’t just walk into any podunk
conquer and subjugate; kvoldomur sow chaos and agony.
village and pick up a trained warhorse, and such mounts
were expensive. Even so: historically, despite costing as
much as 100× a working horse, there was never a shortage
of wealthy nobles willing to pay for the advantages such
training provides. The first training for a mount used to Dragons are one of the three major factions that are vying
race, scout, or fight, before any other training improve- for control of the Dragongrounds and beyond: They loom
ments, is the +1 to Riding large in saga and adventure. Many are intelligent, capable
of conversation and long-range scheming. Others are more
E xample Horses animalistic and dangerous in their cunning. For millennia,
Here are three horses that are a cut above the usual work- the true dragons were the undisputed masters of most of
horse. Such beasts are trained, prized, and sought after. the world. They are beings of elemental ferocity, stunning
Some nobles have several; really wealthy (and interested) beauty, and powerful magic. This section deals with them as
merchants or lords may raise their own. adversaries.
• Cavalry Horse: This horse is used for scouting and as a
messenger. It starts with ST 21 ($1,912 base cost). DX and
HT are upgraded by +1 each (+0.5 CF for each upgrade). True Dragons
It is trained to work with a rider for +1 to skill (+0.5 CF),
There are many varieties of dragonkind living in the
and has been trained to at least not freak out in combat,
buying off Combat Paralysis for (+4 CF). Final animal is world, but the “true” dragons are all intelligent and fiercely
ST 21, DX 10, IQ 3, HT 12, +1 to Riding. Final cost is $1,912 ambitious. After the Shattering broke the telepathic bonds
× (1 + 0.5 + 0.5 + 0.5 + 4) = $12,428. that used to form the backbone of their social hierarchy,
• Heavy Warhorse: ST 25 (Base Cost $2,200), DX 10 (+0.5 they can be wildly chaotic and independent.
CF), IQ 3, HT 12 (+0.5 CF). Combat Reflexes (+24 CF), +1 The true dragons are the undisputed top of the draconic
to Riding (+0.5 CF), DX+2 Brawling (+3 CF), and Move 6 pyramid, especially as the dragons grow in age and power.
(+0.5 CF), Enhanced Move 12 (+4 CF) . Final cost +33 CF:
$72,600. The true dragons, or dreki, are the winged dragons of
• Prime Racehorse: The fastest of conventional horses, ST legend. They grow to be large, intelligent, and intensely
22 (base cost $1,777), Move 8 (+3 CF), Enhanced Move 20 magical. They possess characteristic breath weapons and
(+24 CF), and +2 to Riding (+3 CF). Final cost is $1,777 × (1 seek to control an area of land surrounding their lairs, in
+ 3 + 24 + 3) = $55,087. which they live, collect treasure, and—for the adult and
ancient dragons—wander far afield on psychic journeys,
Demons each seeking to ascend to co-equal status with the Aesir,
Jötnar, and the arch-faerie of Alfheim.
While much knowledge of the motivation of demons is The first Elder Dragon emerged from such a meditation; she
known only to the lords of Muspelheim, all were on the formed the head of a psychic gestalt with her children, capa-
losing end of the struggle with Ymir and chose to join in the ble of instant communication and overriding all dissent. So
creation of Yggdrasil out of desperation and survival, not successful were her spawn in taking on the other dragons
because they liked the idea. After some time, three factions that they soon supplanted all others, through conquest or
emerged. alliance. Eventually, that led to a Ragnarök event where an
Some demons just do their thing or have strong ties to the army of dragonkind, Elder Dragons at its head, conquered
mortal realm. Falleglygi, bolvaðr, and blaðakona (peshkali) the Jötnar in their own realm, casting them into Midgard
hew to their natures with no great long-term calling. Others and claiming Jötunheim as their own. In subsequent millen-
wish to stay within the Nine Realms, they just seek a change nia, they turned their attention to Midgard, and afterwards
of management. Called tyrann (tyrants), and they thrive on to Alfheim. They effectively conquered the mortal realm and
the subjugation and fear of others. A third faction called were in the process of destroying the chaotic álfar—faerie
kvöldomur (judges of torment) have written off Yggdrasil are fractious even when things are going well, and organize
as a bad idea entirely. Sure, it saved them from certain poorly under pressure. Faced with an enemy bent on a
destruction, but that’s over, and they want out, back into genocidal war, guided by a singular powerful mind capable
Ginnungagap. They want to see the Nine Realms burn, of instantaneous communication with its armies? That was
its mortal inhabitants suffering in endless torment and going as well as could be expected: rather poorly for the
eventual release as snacks into the void where the Elder faerie, and a cakewalk for dragonkind.
Things thrive.

Desperate and backed into a corner, the às a ciall, which
roughly means “without sense” or “the insane,” embarked
Draconic Appearance
on heresy after heresy, creating the elfàrd (7,777 years Each dragon is unique in appearance, though sharing
before the events of Forest’s End), numerous other common properties despite some conformational varia-
hybrids—some successful, some really not so much—and tions. True dragons have powerful bodies, tails (that may
eventually settling on breaking the magical ley line or may not have spikes or other dangerous growths on it),
junctions on which the Elder Dragons depended for their four primary limbs, and two graceful, bat-like wings. They
ascension and power. This event became known as the sport a bewildering variety of bony or otherwise sharp and
Shattering of the Leyferð, or just the Shattering, which took dangerous-looking growths. Crests, horns, plates, scutes,
place some 4,800 years before the founding of the realm and spikes can all be found on dragons; each dragon head
known as Norðlond. grows in a unique pattern. Most dragons have a single neck
and head, but some dragons have been encountered with
The Shattering disrupted the normal social and cultural several. Where that is the case, each head may have its own
order of the great dragons. It severed the Elder Dragons’ unique breath weapon. Tales of a dragon with five heads,
connections with their spawn, leaving all dragons free to each with its own breath weapon? That’s crazy-talk.
act independently for the first time in tens of thousands of
years. Unmoored from their traditional society and war The dragon’s scales grow thick and hard, patterned in
strategy, dragonkind split into innumerable factions where stripes, patches, and other configurations much like those of
before there were few. Even the eðlufólk and gangaeðla were snakes and lizards. Coloration can reach nearly any shade
forced to fend for themselves as the dragons did war on and hue, from the lustre of beaten metal to iridescence,
both the Álfar and each other. The aftermath of that time changing colors depending on from which angle the dragon
has far fewer dragons tromping and gliding around the is seen. Dragon coloring is as varied as that of snakes or
Dragongrounds. cats, and no two are the same.
Much fewer in number, and as likely to be killed by their All true dragons have a powerful exhalation attack—their
fellows as anything else, they seek to establish territory, fabled breath weapon—that can lay waste to whole units at
win the loyalty of groups of half-dragons, eðlufolk, and a time.
other dragonkin, and ascend to Elder Dragon “godhood” as
their ancestors did … a task made rather more complicated
by the breaking of the leyferð, upon which some of their Draconic Behavior
ancient forebearers still lie. Some dead, some lying in stasis, Dragons are proud, haughty, intelligent, and aggressive. Not
entombed on vast piles of treasure behind shimmering bub- all are inherently cruel, but all are extremely acquisitive.
bles of impenetrable force. The broken leyferð themselves Those that grow out of their wyrmling state to adulthood
became sites of wild magic, some spawning unpredictable are some of the most powerful creatures in the world, with
genius loci, others inducing warped and giant monstrosities ambitions and plans to match in scope and subtlety.
of their own. The magical infusions that allowed the Elder
They view themselves as the natural apex of civilization
Dragons unmatched size and power were twisted and
in Midgard, but since the Shattering and the loss of the
diminished, leading to mutations and monsters to form in
influence and spectacular power of the slumbering Elder
some fraction of their eggs.
Dragons, have seen that status challenged (successfully) by
the Álfar, dwarves, and humans.
Ormur That does not sit well with them.
Ormur are the creeping lesser dragon-spawn. Fetid progeny
of the great dragons, birthed in
chaos, ormur slither and crawl
through fens, wastelands, and
untamed places. Prolific and ven-
The GM Has Had It …
omous, these squirming reptilian Really want an SM +6 Extra Large dragon? Following the progression from
monsters threaten settlements Monsters, they’ll be ST 70, DX 14, IQ 18, and HT 15. Will is equal to IQ;
near borderlands and sometimes Perception is 20. Breath weapon damage increases to 8d (and is generally
even swim, fly, or crawl deep into based on thrust damage for the dragon’s ST); acid and poison increase to a
settled areas to attack livestock, 5-yard radius. Extra Large dragons get Extra Attack 4. DR and Nictitating
poison wells, blight crops with Membrane both increase to 12. Magery can be up to 6, and is rarely less
their noxious slime, and devour than 4; Energy Reserve may be purchased equal to ST. Body parts are worth
the occasional farmhand or 8× usual! Dragons this large definitely induce Terror (Monsters, p. 12).
maiden. Ormur are venomous
and immune to poison as a rule.

Breath Weapons
Roll 2d Weapon Form Notes
2 Necrotic Cone Does thrust/2 injury as per Deathtouch spell; dragon gains Improved Magic
Resistance 5.
3 Air Jet Cone Does 2× thrust knockback only.

4 Cold Cone Does thrust burning damage; double DR against cold and swap Temperature
Tolerance levels.
5 Acid Area Area effect directly in front of dragon’s head. Everyone within is immersed in acid for
a second, taking 1d–1 corrosion and requiring a HT roll to avoid blindness; see Acid
(Exploits, p. 65). Double dragon’s DR vs. acid.
6–7 Fire Cone Does thrust burning damage; double DR against fire.

8–9 Poison Area A 2-yard-radius area effect directly in front of dragon’s head. Everyone within is
exposed to contact poison for one second and must roll vs. HT; success means 1d
injury, failure means 2d injury. Dragon has Immunity to Poison.
10 Lightning Cone Does thrust burning damage at -1 per die; secondary effects as per Lightning spell
(Spells, p. 71); double DR vs lightning.
11 Thunder Cone Everyone in the cone rolls HT or suffers physical stun (Exploits, p. 60) at a penalty
equal to the dragon's Size Modifier; secondary effects as per Thunderclap (Spells,
p. 67)

12 Control Area Area effect directly in front of dragon's head. Everyone within is bound in place with
thrust control damage on the whole body. Dragon gains Control DR 5.

Dragons Cheat. If things start getting too predictable, allow

R andom Dragon Generator larger dragons with cone attacks to keep damage as per a
All dragons start their lives hatching from eggs already ST 25 small dragon, but increase the range of the weapon
fully intelligent and dangerous. As they age, they grow in as per the dragon’s actual SM +1, so a large dragon (SM +5)
size and power. that breathed fire would choose between a 10-yard burning
Each dragon is unique. To generate a dragon, first choose a attack at 5d+2 or a 20-yard burning attack at 2d+2.
size class (Dragons, Monsters, pp. 22–23), and then modify
the basic template to provide variation. The templates listed Magical Poop
give the average values for each type, and die rolls modify Dragonstones are created by the true dragons. They ingest
that template. gems, precious metals, and other ingredients known only
to them, and through knowledge of alchemy, thaumatology,
Random Size. If you want to leave the party’s fate to
deep hidden lore, and their own physiology, transform the
chance, roll 3d: 3–5 yields a large dragon, 6–8 a medium
treasure into a gemstone bearing an enchantment. The
one, and 9 and higher is a small variant. For extra-crispy
most lore-filled dragons choose the enchantments, while
delvers, a 3 yields a SM +6 dragon…
those less practiced just, um, excrete something useful.
Not All Created Equal. For flavor, consult Natural Variation
Their servants—eðlufólk Mysterious Ones—know how
to tweak out the main stats.
to mount the dragonstones on weapons. So do some
Extra Heads. Roll 4d–19, minimum of 0. That is the number human craftsmen. The ancient dragons seemed to know
of extra heads the dragon has. a way to mount more than one dragonstone on an object,
Breath Weapon. Roll 2d6 for each head and consult the that knowledge is lost to “civilized” Norðlond. Affixing
Breath Weapons table. Note that a dragon’s coloring a dragonstone to a new item requires a roll against an
and their breath weapon are completely unrelated, not appropriate Armory specialty (for armor or weapons) or
color-coded for delvers’ slaying convenience. Cone breath against Alchemy (for other objects, including jewelry or
weapons are 1-yard-long × 10-yards-wide, while area clothing). This must be done in town (it takes a week) and
attacks have a radius one yard less than the dragon’s Size requires alchemical components equal to 20% of the base
Modifier. enchantments’ value. Success transfers the dragonstone
(and its associated enchantments) to a new item. Failure

means that the new item is magically incompatible with civilizing restraint and freedom of spirit, casting off social
that dragonstone, and they cannot ever be merged. Critical mores and inhibitions, and indulging in the most primitive
failure destroys the item, but not the dragonstone (which is of impulses. These are the faerie of Midgard.
as functionally indestructible as orichalcum).
This work can be done by NPCs: hiring an armorer or alche-
mist in town costs $200 for skill-11, doubled for each +1; an
Álfar Pocket Dimensions
Armory-16 crafter would charge $6400 for the attempt. A Álfar usually make their homes in “pocket dimensions”
dragonstone must be mounted to an item to function; they located in an adjacent and occasionally parallel realm
don’t work by themselves. to Midgard: Svartalfheim, the “dark elf-home.” Álfar pass
between realities at places where boundaries between
realms are naturally weak … or deliberately weakened.
Faerie and Álfar The álfar who creates a portal almost always conceals
Faerie are creatures embodying the spirit of nature and the passage; the only time they don’t is to set a trap for
thriving beyond the constraints of mortal civilization. Some the unwary. An unconcealed passage appears as a cave,
monsters classified as faerie are native to the mortal realm, archway, finely crafted door, or a fissure in bare stone,
while others hail from Alfheim, descendants or creations perhaps with a shifting aura. A magically concealed passage
of the original powerful creatures that joined the Aesir in has no external sign of anything amiss among the mundane
creating Yggdrasil (see Norðlond, Yggdrasil, and the Nine features of the world of reality. See Álfar Glamour and
Realms). All Álfar are faerie; not all faerie are Álfar! Illusion. Otherwise, weaker álfar may use Camouflage to
hide the entrance by mundane means.

The Álfar of Alfheim Faerie Portals

The Álfar act in many ways as the chaotic fly in the ointment
of the plans of the more structured Aesir of Asgard. Beings Much like mundane doors, there are three types of faerie
of shadow, moonlight, magic, and mystery, álfar wear glam- portals to Svartalfheim: open, closed, and locked.
our like clothes, breathe magic as we breathe air, and can An open portal works simply by walking through the open-
vanish from conscious perception with but a thought. By ing, similar to walking through an open doorway or trying
nature chaotic and capricious, álfar revel in their unbridled to step into an open hole. The norðalf warrens in Hall of
passions, yet they are willing to lay long-range, patient Judgment are accessed by open portals. They are almost
plans to fill those passions. Immortality has its quirks. The always concealed, even if you can simply pass through them
attentions of a faerie can be intense and ephemeral, or a by walking (follow the rules for an open gate (Spells, p. 34).
burning, sustained desire that can encompass and even
A closed portal requires some sort of activation, but anyone
engulf multiple generations of mundane human plans.
can open the door if they know it’s there and take a Concen-
Despite the consistent capriciousness of the álfar, there is trate maneuver. If a creature has Magery, they can make a
a strong hierarchy in these untamed beings, with the high Will + Magery roll to turn the Concentrate into a free action
álfar lording over lesser, still powerful creatures, and all (as per Norðlondr Folk, this includes elves and half-elves,
give way to the natural forces of season, tide, and moon. both of whom have Magery 0 on their racial template).
Don’t look for rigor or steadfast structure in mortal, human
A locked portal requires a ritual, spell, or only opens under
terms—faerie are what they are, which includes being
certain conditions set by the faerie who created the portal.
The faerie who creates a portal to Svartalfheim can always
see and access the passageway. They may be open passages
The Faerie of Midgard or closed (much like actual doors) opening it with a Concen-
trate maneuver. They don’t have to find the door, and their
Wild and unspoiled locations commonly have resident
own glamour or illusion doesn’t affect them. Other beings
faerie, or perhaps an entire faerie community—a grove of
may discover the portals.
ancient trees possesses a hulder guardian, a rock outcrop
hosts a lazy troll, or a clear, languid pool fed by a sparkling To detect a portal concealed by mundane means, an
waterfall is home to a small group of nix. Faerie are observer must win a Quick Contest of Vision or Observa-
frequently embodiments of natural processes and amoral tion (Adventurers, p. 84) against the margin of success of
emotion and impulsive behavior. The frostàlf plays a the creator’s Camouflage skill.
symphony out of a winter blizzard, while a crew of autumn
sprites can be found painting the leaves of the trees with
vibrant red and gold in preparation for wintertime. Faerie
also represent wildness on a metaphorical scale—the lack of

Álfar Vulnerabilities Álfar Bane. One can ward against álfar by ritually bran-
dishing iron. This is treated similarly to Turning (Adventur-
Álfar traveling through Midgard don’t have all the ers, p. 21). Any chunk of iron or steel weighing two or more
advantages. They are constrained and vulnerable to certain pounds can be used, but it must be brandished as a tool. A
substances and circumstances with both symbolic and hammer or sword that is Unready can be used as an álfar
physical impacts. bane, but gripped ready for fighting, it does not work. For
some reason, a horseshoe is particularly effective, acting as
Cold Iron a high holy symbol for this purpose and adding +2 to the
Iron is the hallmark of civilization, wrenched from the Turning roll. Magery, Power Investiture, and Holiness do
earth, forged in fire, and used to tame the wilderness. It is not add to the roll: it’s a pure contest of Will.
antithetical to the entropic nature of the álfar, according
to scholars. Or maybe they’re just allergic. Wrought iron, Ironhome. Iron can be ritually blessed in the name of the
cast iron, steel, and meteoric iron all count as iron for the Lord of Warding or by druids, and this invokes a ward
purpose of affecting álfar, with “cold iron” being a poetical that protects the interior of any dwelling, so long as it has
device (over) used by skalds. It has the following effects on a threshold (you can do it on a house, but not a tent). It
álfar: requires a Will-based Religious Ritual (Clerical or Druidic)
roll, and uses the mechanics for Turning (Adventurers,
• Álfar have Injury Reduction 2 against all other weapons p. 21) but works on all faerie—not just álfar for this one! Roll
(wood, bronze, etc) instead of extra damage from iron once, and the margin of success or failure persists until the
weapons. This is to simplify play: The most common ward is renewed (the GM should consider keeping the roll
weapons are made from iron or steel. secret, and the results somewhat vague). The protection
• Álfar suffer the effects of Nausea (Exploits, p. 65) when in must be renewed after each new moon, if it rains, or the
contact with iron. threshold is disrupted or damaged. A troll throwing a boul-
• Illusions cast by álfar are not dispelled, but are revealed der through the door from beyond the ward’s protection
as illusions if touched even accidentally with iron absolutely disrupts the threshold!

Álfar make their own weapons, tools, and armor out of

wood, chipped stone, bronze, orichalcum, or other iron-free Faerie, Truth, and Oaths
alloys. They may be finely crafted or enchanted (or both!)
to be at least as good as mundane weapons made by mortal Faerie may be tricksy, devious, and capricious, but their
crafters. nature prevents them from stating as truth something
which they know to be false. They may make true-but-mis-
Running Water leading statements, omit facts, and imply (but not directly
Some álfar have Dread (Running Water) and will not state) things which are untrue, leaving the conclusions to
willingly swim or cross flowing water. Such álfar must make the listener. Many faerie are honor-bound to keep to the
a Will roll to even cross a bridge. letter of their oaths and agreements—although twisting the
meaning so that they technically keep their word but deliver
No Mana Zones something quite contrary to the spirit is a time-honored
Álfar are inherently magical creatures and have Depen- faerie tradition. Such faerie have an innate Code of Honor
dency (Mana). They lose 1 HP per minute in a No Mana (Faerie):
zone. Never speak a literal falsehood and always keep their word
if given. If a faerie can be made to repeat a statement,
Á lfar Wards answer a question, or give a promise three times, it will be
The repulsion felt by álfar for both iron and running water bound to truly speak the answer or uphold the promise
is deeply ingrained. Naturally, Norðlondr and the dvergr unless the person who extracted the promise dies. The
have learned to weaponize this for protection. faerie cannot kill them directly—that’s like speaking a
falsehood—but if they happen to drown in a hidden bog,
Audreyn’s Wall. Stretching from Norðvörn in the north to
well, whose fault is that really? All álfar have this trait; many
Akkerisborg by the sea along the Jötnaráin is a powerful
Midgard faerie have it as well.
magical ward, built by the legendary dvergr queen Audreyn
roughly 300 years before Norðlond was founded by King
Krail I. The defensive wall itself is laced with meteoric
iron, making it immune to magic. Running underneath,
Álfar Powers and Abilities
something akin to an artificial ley line and other special The following powers are common among the álfar and
enchantments project the feeling of running water, or consolidated here for easy reference. Some faerie of Midgard
maybe an iron ward … álfar don’t much like to talk about have similar abilities, but nearly all álfar do.
it, but there’s no question it inspires Dread (Audreyn’s Wall, Some may be taken as maneuvers or attack options, meant
100 yards). to be used in combat; others used out of combat or always
on. Confound is a combat action, activated by a Concentrate

maneuver. Glamour is usually initiated out of combat.
Elf-shot may be added as an option to any melee (armed or
Á lfar Magic R esistance
unarmed) or ranged attack. Some álfar possess Improved Magic Resistance, each level
giving –1 to the skill of anyone casting spells (clerical, dru-
A lternate Form idic, wizardly, or Bard-Song), but not interfering with their
The faerie can switch into and out of the form of another own magical abilities. It also adds to any resistance rolls for
creature, specified with the advantage. It retains its own spells cast on them.
skills, knowledge, and mental abilities, but gains the
physical stats of another race. Changing either way takes
10 seconds unless noted otherwise (alternately, roll 2d+3
Glamour and Illusion
for how long it takes). The faerie’s equipment can disappear The beings hailing from Alfheim make extensive use of
into Svartalfheim (but travel with the faerie as it moves), magic to deceive and conceal their movements and lairs.
remain carried or worn, or fall to the ground, at the faerie’s These deceptive magics take two forms. An illusion is a
option. magical energy construct that anyone with proper senses
can perceive (see Illusion Spells, Spells, pp. 40–42), while
Some powerful faerie—usually álfar—can change into an
a glamour is a an induced delusion that causes the viewer
entire class of creatures, frequently “any animal,” or even
to interpret what they perceive according to the faerie’s
“any animal or giant animal.”
desires: It is a form of Mind Control (Spells, pp. 53–56).
Injury R eduction (Magical/Meteoric) Glamour
Some powerful álfar suffer less injury than one would
Álfar are inherently magical and many have an innate abil-
expect unless the weapon striking them is enchanted or
ity to confuse, confound, and bamboozle foes. The ability to
made of meteoric iron. Weapons with magical spells cast
alter the perceptions of their victims is known as glamour.
on them, such as Flaming Weapon, Icy Weapon, Lightning
Weapon, etc. count as magical for this purpose! Some can cast certain spells at no FP cost regardless of their
skill level without fulfilling prerequisite chains (“monsters
Elf-Shot cheat”). They must still take Concentrate maneuvers per the
Any physical attack by the faerie, unarmed, melee, or casting duration and make the roll to cast the spell. Com-
ranged, may inflict an additional magical malady. This can mon spells are listed below and indicated on the creature’s
be delivered as a touch attack, if no weapon damage is to be spell list. Most of these mind control abilities are cast from
caused. All are resisted per the referenced spells, and cost under the Faerie Veil before an encounter or confrontation
FP to use. Some faerie may be limited to certain types of begins.
elf-shot, or have different limits on particular spells. Charm (Spells, p. 53). Takes 1d+3 seconds to cast. If the
At the GM’s option, nearly any baneful spell from the Body subject resists, they are immune to that álfar’s charm until
Control college could be conveyed by elf-shot so long as the the next new moon. The álfar may only have one subject
faerie can pay the fatigue cost and have sufficient Magery under a charm spell at a time (plus an additional target per
for the task. level of Compartmentalized Mind). Very few álfar or faerie
have this ability, which renders the victim a slave to the
Manablast. Also known as the álfasjokk (elf-shock), it
caster; those that do are very powerful.
carries the effects of the Deathtouch spell (Spells, p. 20) as
a linked attack. The target suffers 1d HP of injury per FP the Daze (Spells, p. 54). Takes 1d–1 seconds to cast (minimum
faerie spends on the spell. Powerful faerie with Compart- 2). If the subject resists, they are immune to that álfar’s daze
mentalized Mind may pile on multiple manablasts per shot spell until the next new moon.
(at full FP cost each)! Dullness (Spells, p. 54). Inflicts –3 to all sense rolls for 10
Nausea. If the attack hits, the subject suffers from minutes.
nausea for 10 seconds (see Irritating Conditions, Exploits, Fascinate (Spells, p. 54). May be cast for no FP cost, nor-
pp. 65–66). Alternately, roll 3d for duration to keep things mally or as a blocking spell. Otherwise as written.
Forgetfulness (Spells, p. 54). Álfar glamour frequently
Pain. As per the Pain spell (Spells, p. 21). Costs 2 FP. takes the form of the Forgetfulness spell: Instead of the
Stun. As per the Stun spell (Spells, p. 23). Costs 2 FP. Subject subject forgetting a skill or spell, they forget a fact. Specif-
rolls each second to recover. ically, they forget having seen or heard an álfar, an object,
or a place. This is one of the common methods álfar use to
Toxic. The elf-shot carries one or more poisons, from a sim-
conceal their portals, in which case the Quick Contest is
ple acute toxin (does additional toxic damage) to something
between the álfar’s Forgetfulness skill level and the best of
much more lethal (see Toxin Types and Effects for options).
Will or Perception. Only roll once, when the viewer is first
influenced by the glamour.

Loyalty (Spells, p. 55). Takes 1d–1 seconds to cast selves lost. The stories of faerie leading a creature into a bog
(minimum 2). If the subject resists, they are immune to to drown could be illusion, glamour, or both, depending on
that álfar’s loyalty spell until the next new moon. When the capabilities involved.
Norðlondr speak of people being “charmed” by álfar, they Faerie Gold. One common trick is for an álfar to pay mor-
are usually referring to Loyalty, rather than the more total tals in common objects—frequently stones, copper coins,
condition imparted by Charm. or lead forgeries–made to look and feel like real precious
metal. This requires an Illusion Shell cast on top of Perfect
Faerie Veil Illusion … and the underlying rocks must usually be
This is a talent for concealment and illusion. Each level crafted to have the same feel as coins, as Perfect Illusion
of this trait gives +2 to Stealth while standing still, or +1 does not deceive touch. Biting down on the coin, touching
to Stealth while moving; it also grants +1 when casting it with a steel dagger, or throwing the coins forcefully to the
Illusion spells. ground all qualify as “any damage” and briefly reveal the
The boost to Stealth is a magical version of Chameleon underlying object. At the GM’s option, Phantom (Spells,
(Monsters, p.10) and Silence (Adventurers, p.35). If the pp. 41–42) can be used to make utterly convincing álfar gold
creature is not adjacent to any foes when it begins its turn, … up until the point where the magic runs out.
it may roll a Quick Contest of Stealth against any observers’
Perception to hide as a Concentrate maneuver. I See You, Go Away
The deceptions and magical trickery of faerie can be tough
Inside their warrens, the Concentrate maneuver can be
to beat, but those with keen senses and strong will can hold
used to move in and out of the faerie dimension, effectively
their own … and certain magic spells can cut right through
becoming both invisible and insubstantial when such
such magical influence, dispel illusions, or reveal the
pathways are available.
presence of the supernatural.
The Faerie Veil is a form of illusion, not mind control, where
Broadly, you can find an illusion with Detect Magic, Mage
it matters: Veils do not fool the viewer into misperceiving the
Sight, Seek Magic, or take a wild guess something is an illu-
creature—they actually look different.
sion. Identify Spell picks out recent or maintained spells,
Illusion Magic while it takes an hour of Analyze Magic for permanent ones
cast long ago. From there, if you encounter something that’s
Another common álfar trick is the use of illusion magic.
not a construct, Aura lets you know whether it’s sporting an
Illusions differ from glamour in that illusions are usually
illusion. Know Illusion (or Dispel Illusion if you’re feeling
intended to be seen. Granted, what is seen is frequently
confident) obviously reveals illusions if successful.
different than what is actually there, but everyone can
see an illusion so long as they have the senses required to A more detailed look at spells useful for portals, illusion,
perceive them. The down side to illusions is that if a single and glamor follows:
sapient being disbelieves or dispels an illusion, it disappears Analyze Magic (Spells, p. 42). Would reveal a “permanent”
for everyone: The magic is broken and it’s gone. illusion cast onto an area, but it takes an hour to cast, and
Illusion can provide magically what Camouflage provides at the end, only reveals “yes, something in this area is an
physically … and potentially much more. illusion.” After that, you’ll want Identify Spell or Know
Illusory Camouflage. The most common applications of
illusion by álfar are Illusion Disguise (disguising an álfar as Aura (Spells, p. 42). Its ability to detect whether a being
something else) and Illusion Shell, concealing an object as is being supernaturally controlled reveals the presence of
something it’s not. Illusion Disguise can be used by power- glamour, and Aura is specifically called out as being useful
ful álfar to move among normals in Midgard undetected, or to spot illusions on top of living or undead beings. It will
by minor faerie to make themselves look like rocks, small not detect an illusion on top of a golem, which has no aura.
shrubs, or other items while setting an ambush. Illusion It especially will not reveal that the harmless street urchin
Shell is frequently used to conceal faerie portals. before you is actually a devious clockwork murder-bot. Just
as an example.
Tricksome Pathways. Tales told of faerie often speak of
them leading the unwary to their doom, and álfar especially Control Gate (Spells, p. 34). Used to open and shut existing
delight in seeing a sapient being deceived into their own portals in and out of Svartalfheim if the mage can win the
harm or destruction. They might use Illusion Shell to make Quick Contest.
a bridge look like it’s either missing (to force a group to Control Illusion (Spells, p. 40). Can obviously take control
divert to a more dangerous pathway) or present (to cause of a faerie illusion, which may trigger disbelief attempts by
a fall). An illusion of overgrowth or a landslide might be others if it is a Simple Illusion or Complex illusion. This
used to force a party from a well-trod forest trail. If they could cause problems if you want to maintain the seeming!
want to target a particular creature, that becomes a good
use of glamour (specifically Forgetfulness) to cause them to
believe a pathway turns when it does not, or believe them-

Detect Magic (Spells, p. 43). The ability to detect ongoing Mage Sight (Spells, p. 44). It’s ability to detect beings
magical effects reveals the presence of a spell (either that are inherently magical highlights creatures with
glamour or illusion), but not what it is except on a critical Dependency (Mana) and thus will reveal any true faerie,
success. Follow up with Identify Spell or Know Illusion for but not elves and half-elves. It will detect illusions and the
more specifics! presence of glamour as magical, but cannot differentiate,
for example, between an illusion of plate harness and the
Dispel Illusion (Spells, p. 40). Identical cost and resistance
Armor spell.
to Control Illusion, this is the go-to spell to make illusions
go away. Mundane disbelief of Simple or Complex Illusions Scry Gate (Spells, p. 35). Cast at a known faerie portal, it
is not contested by the spellcaster’s ability: A strong-willed works normally. This won’t dispel an illusion, but suddenly
subject may be able to disbelieve simple illusions that a having sight and sound come through would certainly be a
lesser mage cannot dispel. cause for a Simple or Complex Illusion to be disbelieved.
Identify Spell (Spells, p. 43). Will detect the use of glamour Seek Gate (Spells, p. 35). Reveals the presence of the
or illusion, cast recently or maintained as spells on. nearest gate, which may be a faerie portal … or it might be
Permanent spells not being maintained, or which were cast a visiting Aesir. You never know. Knowing a gate is present
outside the “five second rule,” require Analyze Magic. It will qualifies as a “specific-enough” trigger to allow disbelieving
absolutely tell you Baron von Evil is walking around with Simple or Complex illusions.
Missile Shield, Steelwraith, Vigor, and a Perfect Illusion to See Secrets (Spells, p. 44). Has no special ability to
make him look like Arnulf Braunschweiger. penetrate magical concealment, so won’t detect glamour or
Know Illusion (Spells, p. 41). Not resisted: Once a target is illusion, much less dispel it. It may reveal things subject to
known to be an illusion, allows disbelief attempts by all who mundane concealment, including Camouflage.
can perceive the illusion. Seek Magic (Spells, p. 45). Can be used to find a significant
active spell, but requires Identify Spell or Know Illusion to
actually do more than point and say “yes, that’s magic.”

Monster Body Shop

Not every monster is exactly the same. While it can be convenient to have twelve eðlufólk that are substantially
identical to ease bookkeeping, it is also useful to introduce variability into creatures that tromp through the game
world. Adventurers and townsfolk show variation: so should monsters.
This can be in-world variation to increase world immersion, stats. Example: An SM +1 creature normally has ST 19, but
or game-level tweaking in order to shake up a combat this giant is SM +2. SM +1 has base ST 15; SM +2 is 25, a
encounter at the meta-game level. While the real world may difference of 10. The larger SM +2 creature is ST 29.
not tune challenges to what a person can handle, the GM Strength Differential. Treat each “step” as a 10% change in
absolutely can! ST for that individual. This accounts for natural variation
and not exceptional members of a group. Humanoid normal
Natural Variation ST might vary from 8–12, but our ST 20 barbarian meanly
laughs at averages!
Even setting game considerations aside, creatures show Other Stats and Skills. For DX, IQ, HT, and skills each step
variability within their type. Consider the following is ±1. Changes in core stats affect secondary attributes and
guidelines. skills as well. A boost of +1 to DX increases Basic Speed,
DX-based skills, etc. Don’t check for variation on every

The Basics
The size, core attributes, and skills of a creature can all be
varied for more interesting encounters.
Trait R andomizer
To randomly determine creature variation, roll 3d:
Size Modifier. Many of the giant animals in this book are
simply a Size Modifier larger on the average than their • For Size Modifier, a roll of 5 or less is –1 SM; 16
or more is +1.
normal cousins. Size Modifier and “typical” ST (and HP)
go together: The “typical” ST for a given SM is 5×Linear • For other traits: A roll of 3–5 is two steps lower
Measurement for that Size Modifier. Add or subtract the than normal, 6–7 is one step, 8–13 is normal,
difference in ST caused by SM change to the creature’s base 14–15 is one step more, and 16–18 is two

skill unless you’re feeling masochistic; do tweak out skills Invisibility. That first attack is killer, and it’s always hard
to make an encounter feel less same-same. Perception and to hit even when it does attack. Low-power delvers might
Will are excellent candidates for independent variation. consider this an apex trait; those with plenty of skill soak –6
for invisibility as easily as –6 for Rapid Strike.
Leveled Traits. Leveled traits such as Temperature Toler-
ance or Acute Vision could be subjected to this treatment Spellcasting. At high caster abilities, this makes for versatile
as well, probably using the variation scale for Size Modifier: and dangerous foes. Combined with high levels of Energy
Creature traits like this tend to be survival-based, and a Reserve or the right Power Item, casters can unleash some
50% reduction in visual perception for a hunter means it very nasty mojo. Pay attention to spells that are also delvers’
may go hungry a lot! favorites: Great Haste, Grease, Deathtouch. Be particularly
wary of spells that can stun an entire party at once, like

Combat Traits Concussion and Explosive Lightning. (For definitions of

“wary” translated as “definitely use these on delvers.”)

This is the Norðlondr Óvinabókin, not the Norðlondr Terror. Don’t forget to roll the Fright Check for Terror as
Vinabók, so as the song goes, we’re gonna start a fight. soon as the creature is encountered. A failed Fright Check
Consider the following traits when adjusting monsters, with causes mental stun. An apex trait, and surprisingly effective
certain ones being powerful enough to merit special note. on melee types unless they’ve chosen advantages like Com-
Not every trait in Adventurers and Monsters is a game- bat Reflexes, Fearlessness, or Xenophilia; Fright Checks are
changer, but the ones below labeled apex traits are those automatically failed on a roll of 14 or higher, so there’s only
that multiply the effectiveness of a creature, making for a so terror-free a target can get.
particularly ugly combat encounter. Pay very close attention Toxic. A metabolic version of “… With Spikes!” (Exploits,
to monsters that have them. p. 6). Adding or removing a toxic effect to a monster tunes
the challenge assuming it can penetrate a target’s armor.
Sure, the usual womp rat is pretty harmless, but this species
Offensive Traits bites with a deadly mortal toxin!
Adding these, or taking them away, changes the nature Weapon Master. Not often seen on monsters, but certainly
of the fight. A creature with several of them—such as the humanoid creatures such as eðlufólk can count expert
Breyttdýr—suddenly can start to challenge an entire party. fighters among them, with both Weapon Master and
Aerial, Insubstantial, Unreachable. Creatures that can Combat Reflexes. The damage bonus is nice, but the halved
retreat to unreachable locations, move too quickly to follow, penalty for Rapid Strikes is almost even better.
or are invulnerable to weapons can (and should!) engage in Zillions of Them. The GM never runs out of monsters. Kill
hit-and-run tactics that keep them out of harm’s way at the all you want, and they’ve got more. Quantity has a quality
end of each turn. all their own, and with enough foes, even the mightiest
Altered Time Rate. Gives a creature two full maneuvers per party may succumb. Being overwhelmed with numbers
turn. It can go twice as fast, All-Out Attack followed by All- results in free shots from the back hex, spellcasters who
Out Defend, or any number of other nasty tactics, and such can’t Concentrate, and other suboptimal outcomes.
creatures probably have favorites to consider. Definitely an
apex trait, and it amplifies most other offensive traits and
skills. Defensive Traits
Compartmentalized Mind. Monsters with this ability can A lot of monster traits don’t necessarily help kill delvers, but
do an extra mental thing at the same time as its regular keep the creature in the fight. Or deny attackers their own
maneuver. Like cast two spells at once, or cast a spell or use effectiveness-multiplying tricks.
a power while fighting. It can also prepare large spells at 360° or Peripheral Vision. No free shots to the back for you!
the same time as doing more strenuous physical activity. That doesn’t obviate being backstabbed or dogpiled, but it
Is almost always an apex trait when applied to those with helps.
excellent spellcasting skills.
Acute Senses and Danger Sense. Important when delvers’
Extra Attack. Makes a foe potentially more able to fight opening move is “the thief sneaks up and…” Even worse on
multiple foes, or savage a singleton. All the extra attacks in a foe can be Danger Sense, which gives an extra insurance
the world don’t help if the monster can’t punch through the policy at the last moment.
delvers’ Damage Resistance, so not necessarily an apex trait.
Combat Reflexes. Very hard to keep a foe mentally stunned
Grappling monsters can be deceptively powerful with this
due to the +6 to recover. The boosts to active defenses are
trait, as it allows a grapple and follow-up action in one turn.
also handy. A good way to toughen up a foe without turning
them into an apex monster.

Damage Resistance. Foes with DR of 8–10 start to look like prevents even eye shots and radical dismemberment,
really hard targets to thrust-based weapons (like bows) and all sort of limits until the Giant Bag of Hit Points are
without bodkin arrows. DR of 15 and higher looks challeng- depleted to 0 or fewer.
ing for everyone … but a 250-point knight can roll out of Unkillable. Turns a creature into a Big Bag of Hit Points,
the gate with Striking ST 19, Weapon Master, and do 3d+8 but still retaining the ability to debilitate it via targeting
cutting with a normal axe So it’s all relative. weak bits, crippling limbs, etc. This is only an apex ability
Diffuse. This one can be an apex ability against the unpre- combined with other things, otherwise the target is still
pared. A good way to show the importance of having at least subject to many-on-one syndrome.
one area effect ability.
Homogeneous and Unliving. Mostly these are reductions
in the effectiveness of stabby weapons. Unliving still lets a
Glass Jaws
delver target important bits. Bring an axe (or cutting arrows) Just as with beneficial traits, some make a creature less
and you’re fine. threatening than they seem.
HT-roll Boosters. Hard to Kill, Hard to Subdue, and High Battle Rage and Berserk. Oh, sure, furious, ferocious, and
Pain Threshold all add to HT rolls for certain effects. High frenzied. But no active defenses? That’s a one-way ticket
Pain Threshold in particular can allow a foe to keep on to Helheim or the nearest convenient parallel dimension
their feet when otherwise they’d be stunned from damage, without potent defensive abilities.
and either run away (yeah, right), or keep fighting down Bloodlust. When a monster fixates on a combat-ineffective
to –5×HP. But really: Sometimes outnumbered and out- opponent in order to get that one last shot in, that’s an
matched foes actually try to flee so that they don’t die. opportunity to bring many-on-one to play. Gets gory if you
Immunity to Things. Many monsters are flat-out immune can’t, though.
to certain conditions, and those that can ignore common Brittle. So much fun to cripple. Another place for cutting
attacks (“I said I cast fireball”) can be rough. A few apex weapons to shine in most cases.
monsters are immune to damage from mundane weapons,
and can only be harmed by enchanted, holy, or other Dread. Faced with the object of their fear, the creature must
special-case conditions. flee. Clever delvers back such monsters into corners if they
can, whereupon they might dispatch them easily.
Injury Reduction. While useful, lower levels simply prolong
the fight, and if a creature is on the wrong side of five-to-one Low Pain Threshold. Adding this to an individual increases
odds, Injury Reduction 2 is less protection than one would the chances they’ll succumb to shock and knockdown,
think. greatly decreasing combat threat.

Magic Resistance. Spells can be hard to cast effectively, Many-on-One Syndrome. Also known as an unfavorable
especially from minimum safe distance, and Magic Resis- action economy, being the one rather than the many is
tance and (even worse) Improved Magic Resistance does never good. Even excellent fighters run out of parries and
not help this one bit. blocks, they get surrounded, or that pesky swashbuckler
finally rolls a critical hit through the eyeslit of a helmet.
No (Body Part). If the scout can’t pinpoint eyes, skulls, and Even notionally boss-level-tough foes can go down in one or
vitals, if the axe-wielder can’t hew limbs and necks, things two turns when surrounded.
get a lot harder. Denying the key injury modifiers allows a
creature to keep on its feet much longer. Truly Evil and Undead. Lesser undead can be shooed away
pretty easily by a determined cleric or holy warrior with
Regeneration. At high enough levels, this becomes an Turning. Demons and such may be Truly Evil, but aren’t
apex ability, as the party can’t whittle the creature down undead and not subject to Turning: You’ve been warned!
faster than it can restore Hit Points. Unless the target has
a Vulnerability that prevents regeneration (most do), high Unnatural. Just dies at –1×HP, so lacks staying power once
levels of regeneration make for hard kills. good hits land.

Spirit Form. An apex ability unless the foes have Affect Vulnerability. The faerie weakness to iron is offset by
Spirits or Ghost Weapon, or something similar. Otherwise, Injury Tolerance 2, otherwise they’d be pretty fragile faced
insubstantial, invulnerable, and can pass through walls and with nearly every hand weapon carried by Norðlondr. If
barriers. May ignore DR and other badness. you have the lore skills to determine a tough creature’s
Vulnerability, life gets a lot better.
Supernatural Durability. Absolutely an apex ability, given
to horror movie type creatures that do not know pity, or Weakness. Does damage to the monster just by being there,
remorse, and will not stop until you are dead. Or are named like sunlight for vampires or special crystals for powerful
Jason. Makes High Pain Threshold essentially redundant, space aliens. Another great use of lore skills, and if the
substance can be procured, it usually can be worked into

Monster Fight Club
The Bestiary is full of animals and monsters. Animals are concerned with survival; monsters have other needs and
drives according to their nature and capacity for mayhem. When it comes to combat, a few deserve special attention.
The Dungeon Fantasy RPG is a combat-intensive game.
Smash Evil for Fun and Profit is written on the back of the
box: Characters should expect to fight. That doesn’t mean
Leaders and Followers
all foes line up and go toe-to-toe with delvers until their Rule number one of a fight: Bring weapons. Rule number
last Hit Point. Mostly, they won’t. And as surely as delvers two: Bring lots of friends with weapons. Power and threat
line up behind a door and get ready to toss in a Concussion isn’t always about an insane rage-beast that takes on all
spell before they clear a dungeon room like a well-drilled comers. That’s good fun, but sometimes, it’s about the
faux-medieval SWAT team, their adversaries have goals and hordes of disposable allies you can muster. Many types of
methods as well. demons command or summon lesser fiends. Liches and
vaettr explicitly create undead servitors. Álfar nobles are,
Predator and Prey well, nobles. They’ll have attendants, guards, and a retinue,
some of whom are going to be powerful. Even the mýrartröll
invites trolls to her parties. Even if the lesser beings can’t
Animals and “monsters” that exist in the natural order of
defeat a foe, they can tie them up. Always remember quan-
things rarely look for fights; Predators rarely walk onto an
tity has a quality all its own.
infinite featureless plane and throw down a furry gauntlet.
They detect prey with Perception, perhaps hanging by
known watering holes or game trails. Most set an ambush
using Stealth, and attack without warning from behind and
A Very Particular Set of Skills
(ideally) downwind, to surprise prey. Then they pounce, Some creatures have abilities too good not to use. Creature
sometimes literally. Predators pursue so long as the odds with very high Move scores sting and move, rather than
of a meal look good … but if not, they stop. If challenged by stand and fight. If a power (like the logaskuggi’s Fire Walk)
a delver who yells a lot, makes loud noises, or doesn’t act lets them do unfair things as free actions, they’ll do it as
like a wee scared little bunny, they may just go away. Perhaps frequently as possible. Large predators pounce. Lesser álfar
they’ll come back; pack hunters may shadow a herd (of take brutal advantage of their Elf-shot (Manablast) and
delvers) until the right moment. Faerie Veil isn’t there just for funsies. And for goodness’
Prey run. It’s what they do. They’ll defend themselves, but sake: If a creature has Night Vision, Dark Vision, or Infravi-
by and large presented with a credible threat, they do their sion? Nothing says “unfair advantage” like attacking out of
best to Be Somewhere Else. Fast. The minute they even the shadows on a moonless night.
detect a potential threat, they skedaddle.
Exceptions? Of course. During mating season, all sorts of
wacky things happen, and a bull moose might decide that
Hulk Smash
a delver was making too many eyes at his intended fiancé. The Bestiary has large creatures. It has strong creatures.
Such attacks are notable for their unpredictability and It has fast creatures. Those that are all three are dangerous
savagery. Likewise, predator and prey alike get very goal because they employ slam, overrun, and trample to pound
oriented when the mission becomes Protect the Offspring, foes into jelly. A SM +4 creature using slam at Move 10 is
up to and including uncharacteristic aggression and even probably inflicting 30 points of crushing damage and three
self-sacrifice. yards of knockback to a chosen target, using their full ST
as weapon weight: Dodge or die. Such monsters also love

Guardians and Protectors grappling and give fantastic hugs.

Constructs, some spirits, divine servitors, and some undead

are called or created to a purpose. Deny entry, prevent
Apex Monsters
escape, protect a treasure, guard a person. These creations Finally, the stand-outs. These Tier 1 operators are the cream
may not have free will: They’ll drive off or attempt to kill of the monster crop. Use them well.
any who trigger their response. That doesn’t mean they
Álfar. The warrior is less dangerous than the wizard, but
can’t fight intelligently, but they probably can’t stop unless
both have good weapon skills, excellent DR due to heavily
their charge is safe. Intelligent wardens choose targets (the
enchanted armor, and Improved Magic Resistance. The
undead may kill the cleric or mage first) and shift focus
when a foe is incapacitated.

mage knows entire spell colleges at level 20, and with the Grimmdar. This is a general and leader, so never appears
right power item(s) might be able to unload a 15d–15 Explo- willingly without powerful demon friends, and ideally a
sive Lightning spell as a polite greeting. whole army behind it. Its powers are insidious, inspiring
fear and nausea. It knows its way around combat, but it’s
Blóðþrysta. Definitely surrounded by some capable
going to make you terrified first, then kill you as you flee. Or
minions. Really sweet enchanted items that they know how
send ístyrann or horned tyrann to do the job for it.
to use. They can fly. The shadow symbiote has much longer
reach than the corporeal entity, and it’s a shadow, with Spirit Kraken. Absolutely huge. Ridiculous DR. The creature is
Form. It can hurt foes without being touched unless they’re so large it’s basically a plot device. Take advantage of its size
well prepared. and use the giant tentacles as area attacks, targeting hexes.
All the hexes.
Breyttdýr. It’s fast. It’s strong. It has armor-piercing claws.
It also has Altered Time Rate. It can also regenerate Lich. Knows all the spells, at ludicrous levels. Master of lore,
completely using a special power. And unlike many bestial and magic. Probably re-wrote the rules of magic. Mastery
animals, it can parry weapons as well as dodge. over necromancy means it’s never without friends. Unkill-
able except in a no-mana area—like it’s ever going to visit
Dragon. A dragon can fly and exhale death. It won’t will-
one. Sure, it can summon skeletons and zombies, but why?
ingly fight inside its lair, because wings. They’re smart and
It can raise draugr, raiðr, and liefar instead.
intelligent wizards as well. They’re an air-mobile artillery
platform with a ton of magic; don’t employ them like heavy Logaskuggi. Another demon-lord, which means it brings
infantry! friends. Its Fire Walk ability requires flame; it ensures some
is always present. It can blink into delvers’ torches. It’s not
Eirðarlaus. The “restless” is a guardian. An evil guardian.
quite hot enough to be lava, but it’s hot enough to damage
An evil guardian with a giant magical energy reserve that
weapons. It can create pools burning like Alchemist’s Fire
knows its home territory intimately and takes no range
or noxious clouds anywhere within 70 yards, or cloak itself
penalty for spells cast in the area they have been assigned
in a shroud of darkness making it harder to hit. It does these
to protect as long as they have line of sight to the target.
things as free actions each turn. Plus: flaming longsword.
And they can summon help, animate swarms, and curse
interlopers. Plus: Its Kung Fu is pretty strong for a dead guy.

Diseases and Toxins

Fang and claw are not the only dangers in the world, though they are certainly the most exciting. Some of the
creatures carry diseases that can threaten delvers long after the encounter is over. Others employ toxins, either
offensively or defensively.

Toxins, Poison, and Venom Toxin Types and Effects

A particular poison or venom may have more than one
In general, toxins are more interesting and important effect! Effects are selected from Afflictions (Exploits,
for monster encounters than diseases. They have more pp. 65–66) or Spells to minimize new mechanical com-
immediate consequences (else they’d not help a creature plexity. Specific toxins may have multiple effects, such as a
stay alive) that are frequently more severe. venom that is both an acute toxin (does damage right away)
and also has a necrotic toxin that causes gangrene some
Consult Poison (Exploits, pp. 69–70) for general informa-
days later.
tion; toxins respond to Resistant to Poison and Neutralize
Poison. It’s the cause that matters, not the effect. Any sub- Many (most) toxins have penalties associated with HT rolls;
stance that has a short-term mundane or mystical baneful a failure by 10 or more is a critical failure (Exploits, p. 7).
effect is considered a toxin. Specific monster venoms are listed in their entries.
The old saying describing toxins is “if it bites you and you Acute Toxin. Adds toxic injury to a wound or bite. Its effects
die, it’s venom; if you bite it and you die, it’s poison.” Spells are local and immediate. Bladeblack, demon’s brew, and
and traits that provide immunity or resistance to poison monster drool (Adventurers, p. 116) are all acute toxins.
also are effective against venom. Acute fatigue toxins do Fatigue damage instead.
Chronic Toxin. Does damage in cycles over an extended
period. Make a HT roll every cycle, taking damage on any
failure until the duration expires. Any success ends the
toxic effect. Chronic fatigue toxins can be nasty.

Depowering Toxin. Rare toxins that lower the level of
Magery (including Bardic Talent), clerical or druidic Power
Example Poisons and Venoms
Investiture, or Chi Talent. Make a HT roll: lose 1d levels The examples are taken from monster write-ups and more
of the power talent affected on a failure. Recovery period animal venoms.
is noted in the text. A single depowering toxin that affects Blister Worm Poison. Corrosive, as well as a severe pain
more than one power source should be rare. toxin (HT to resist).
Immobilizing Toxin. Reduces Move and Dodge scores by 1d Centipede Sting. Severe pain toxin, HT–4 to resist. Make a
on a failure, half that (round down) on a success. A critical HT roll every 12 hours after the bite; success ends persistent
failure results in Paralysis. Frequency of recovery rolls is symptoms.
listed in the toxin description.
Hrogn Venom. A nauseating toxin. HT–2 to resist. Single
Irritating Toxin. Causes an irritating condition, including cycle, lasting 1d minutes.
penalties to DX or IQ, on a failed HT roll; more serious
conditions may result from critical failures or particular Lethal Octopus Bite. Lethally toxic: HT roll each minute or
locations. The phase spider has venom that causes the slow lose 1d FP (chronic fatigue toxin). At –1×FP, Paralysis sets in
condition. until death. Only a critical success or a magical or alchemi-
cal remedy stops the effect.
Mortal Toxin. These induce a mortal condition,
always specified, on a failed HT roll. Usually com- Mylja Ormur Toxin. A
Not F eeling Well … chronic toxin: 1d toxic dam-
bined with another condition for secondary effects
in case the mortal toxin doesn’t kill immediately. A A common side effect of age per 10 seconds, repeats 6
good proxy for anaphylaxis (sudden severe allergies various diseases is a general cycles. At 1/3 HP or less, also
or the equivalent). feeling of malaise. This is a a nauseating toxin.
catch-all term for aches, pains, Brenglaðr Ormur Spit. A
Nauseating Toxin. Afflicts Nausea on a failed HT fuzzy-head, and a general
roll. Lists a cycle duration; roll again each cycle, with complicated venom. A 2d
feeling of just wanting to be in acute toxin on impact, roll
any success removing Nausea. bed. Illness is also frequently HT–4 or suffer severe pain;
Necrotic Toxin. Causes permanent cellular accompanied by fever, the if the eyes are hit, failing the
destruction in the area of the wound, crippling it. body trying to fight off disease roll also results in Blindness.
May have a delay period (such as with brown recluse by elevating temperature.
spider bites). Make a HT roll and consult Duration of Fever by itself is rarely harmful; Norðalfar Blade-resin. An
Crippling (Exploits, p. 61) for lasting effects. it is the underlying condition acute toxin that does 1 extra
doing the damage. point of toxic damage.
Pain Toxin. Frequently found in defensive adapta-
tions. Make a HT roll at the listed penalty, and suffer Make a HT roll with modifiers Raiður Aura and Touch.
the level of Pain listed in a failure. Success lowers it based on the disease. Treat Both are acute toxins. A
by one level, critical success two levels (severe pain the margin of failure as a raiður’s touch does 3d toxic
has no effect on a critical success), and critical failure general penalty to DX, IQ, Will, injury with no saving throw.
one step worse, with terrible pain becoming agony; Perception, and skill rolls. High The aura is HT–4 to resist
agony worsens to Heart Attack! Pain Threshold does not help 1d–1 toxic injury within 1
resist fever: Resistance to yard of the wraith.
Paralytic Toxin. Victim either has a Seizure or
Disease does. Sokkvári Spores. DR
suffers Paralysis on a failed HT roll; success lowers
DX by 1d+1, while critical failure causes Choking. provided from effects such as
Protection from Evil protects.
Petrifaction Toxin. A magical toxin that inflicts magical Anyone in the area of effect when it hits must make a HT–4
Petrifaction (Exploits, p. 66) on a failed HT roll. roll on each following turn or take 1d–2 toxic injury; addi-
Psychotic Toxin. These afflict a disadvantage or condition, tionally, make a separate HT roll or lose 1d levels of Power
always listed, on a failed HT roll. Common effects might Investiture (Clerical) until the toxic effects end. Any success
include Drunk, Euphoria, or Hallucinating. Disadvantages on the HT–2 roll ends both effects..
include Bad Temper, Berserk, Cowardice, or Paranoia. Toxic Elf-shot. Any number effects. See Elf-shot.
Respiratory Toxin. Causes difficulty breathing and is Viper Venom. A potent venom: symptoms last weeks. First,
frequently associated with paralytic and immobilizing take 2d toxic damage as an acute toxin. Then roll at HT–4:
toxins. Make a HT roll, suffering the listed FP loss on a Failure induces Nausea. Roll separately at HT–4 for terrible
success. Failure causes Choking (and Suffocation, Exploits, pain; critical failure results in coma. Make a HT–1 roll every
p. 70), and critical failure induces Heart Attack. Respiratory week after the bite; success ends both nausea and pain.
toxins are bad news.
Wyvern Venom. 2d acute toxin, but HT–4 to resist all
Sensitizing Toxin. Make a HT roll; failure results in Low damage.
Pain Threshold (Adventurers, p. 63).

Monstrous Diseases Treatment and Recovery
Recovery is normally automatic once the disease ends. With
Sometimes a monster encounter can leave lasting effects one-shot FP or HP loss, “recovery” is just another word for
less obvious than those from the slavering beast who tried “healing,” occurring at the same rate as HP once the disease
to gnaw off your face. Other injuries introduce diseases or has been cured. Any special conditions for recovery are
other persistent maladies. This section isn’t about cholera or listed.
the like, but concerns diseases you can get from monsters.
Treatment is as per Exploits, p. 67 unless specified. Some
None of this changes the advice about disease contained in diseases can only be cured by supernatural means.
the first paragraph of Disease (Exploits, pp. 66–67): Heroes
are not supposed to waste away in bed, it’s not fun to die
of dysentery in any context, and these maladies should be Example Diseases
used judiciously, and only to enhance the challenges of the
These aren’t all the maladies that might be found in the
world, but the list includes those that are usually transmit-
ted by tooth and claw. Fungal infections tend to be more
environmental hazards.
Disease Progression
Many of these nasty diseases have penalties to HT rolls: Any Black Plague
failure by 10 or more counts as a critical failure (Exploits, A form of plague that infects the blood (creatures with No
p. 7)! Consider not assessing critical failure automatically Blood are immune). It’s named because the final stages
on a roll of 17–18 to prevent fatal outcomes from a hangnail. cause gangrene and blackening of the extremities. This is
Some diseases cause a general feeling of malaise (see Not a disease that goes from exposure to death in less than a
Feeling Well), while others deplete energy or cause systemic week. Recovery without magical or divine intervention is
issues, reducing the victim’s maximum HP or FP. A reduction rare.
of max HP is the toxic damage type, maximum FP is fatigue • Incubation: 1d+1 days; roll HT–2 after a bite from an
damage. Effects are identical to being wounded or fatigued infected insect to avoid infection. Critical failure results
to that level, except you cannot rest and restore such in lung plague instead.
effects without curing the underlying disease or magically • Onset: Roll HT–2 for malaise and 1d–2 fatigue, presenting
mitigating symptoms. Of special note: If a disease lowers as chills, fever, headache, and painful swelling close to
your maximum FP to –1×starting FP, any failure of a HT roll the bite location. Lasts 6 hours.
causes a mortal wound rather than just a critical failure. • Illness: Every 6 hours, roll HT: take 1d–2 toxic damage to
maximum HP on a failure, or half damage on a success,
Diseases are presented as following a useful, if simplified, minimum 1 point in either case. After losing 1/3 of HP,
pattern. suffer severe pain and Unnatural Features (Noticeable
• Incubation: How long it takes before symptoms start to swelling in neck, groin, and armpits). At 0 HP, their
appear if you fail the HT roll to catch the disease. hands and feet turn black with gangrene, and are
• Onset: The initial presentation of disease symptoms. These crippled.
can be mild, giving time to seek treatment, or sudden and • Recovery: If the victim rolls three consecutive successes on
debilitating, going from “I feel fine” to “insensate on the HT during illness, or a single critical success, they recover
floor” in minutes to hours. naturally. Consult Duration of Crippling (Exploits, p. 61)
• Illness: Any of the unfortunate events from Effects, to determine the fate of gangrenous hands or feet.
Exploits, p. 67 may occur simultaneously or over time Fungal Infection
during the heart of the disease. Caused by the inhalation of bits of monsters or deliberate
• Recovery: How long the disease lasts, and requirements for spore attacks, these insidious conditions can take weeks
the body to heal itself naturally.
or even months to manifest. Most fungal infections are not
Resistant to Disease adds to all disease HT rolls. Relieve
deliberate pathogens: This disease implies a “weaponized”
Sickness (Spells, p. 38) can mitigate the symptoms for a
version evolved to target people’s respiratory system.
while, and Cure Disease (ideally preceded by a successful
Diagnosis roll … see Spells, p. 36!) cures the illness • Incubation: 1d+3 weeks; a HT roll upon exposure avoids
completely. the disease.
• Onset: Roll HT+2 for malaise and HT or take 1d–2 FP. Lasts
Most conditions self-cure with three consecutive successes 1 week.
on the HT rolls during the Illness phase, or a critical success • Illness: Each week, roll HT for malaise, also take 1d–2
on any HT roll FP on a failure, half damage for a success. As FP and
maximum FP drop, impose the conditions under Effects
of Accumulated Fatigue (Exploits, pp. 63–64), but with
HT rolls instead of Will rolls. A critical failure causes the
Mortal Wound condition.

• Recovery: If the victim rolls three consecutive successes
during the illness phase, or a critical success on any HT
R abies
roll, the body defeats the invasive fungi naturally. An extremely insidious and dangerous disease, found in
bats, dogs, and monsters.
L ung Plague
• Incubation: HT–3 to avoid infection. No symptoms for
This most virulent form of plague infects the lungs, and can
3d×6 days.
kill a healthy normal person in as little as two days after • Onset: Roll HT–3 malaise, and take 1d–2 toxic damage.
symptoms appear. It is one of the only forms of “common” Onset lasts 6 hours.
plague passed through air-borne transmission. • Illness: Every 6 hours , make a HT check. Failure results
• Incubation: (1d+1)×12 hours. Requires respiratory expo- in 1d–2 toxic damage, and progression through these
sure to someone with Black Plague (roll HT+2) or a carrier cumulative symptoms:
of Lung Plague (roll HT–6). Success avoids infection. • Tipsy, Bad Temper (15)
• Onset: Victim begins Coughing up blood-flecked sputum. • Drunk, Bad Temper (12)
• Drunk, Bad Temper (9), Paranoia
Roll HT–4 for malaise and 1d toxic damage . Onset lasts • Drunk, Bad Temper (6), Paranoia, Hallucinating
2d×4 hours. • Prior symptoms plus Seizure
• Illness: Roll HT–6 to see if malaise gets worse (it will not • All prior symptoms, Paralysis, HT check or –1 IQ
get better). Every 12 hours, roll HT–6 or take 1d+1 toxic • Seizure and Coma
damage. At 0 HP and below, damage causes Choking for • Recovery: Death is nearly inevitable unless cured through
2d seconds. divine or magical intervention. Three consecutive critical
• Recovery: If the victim can survive 13 cycles or succeeds successes (!!) result in natural recovery.
on two consecutive HT–6 checks, they recover.
The mortality rate for untreated lung plague is nearly 100%. Septic Bite
It is so virulent that it can depopulate a ship or a village in a Many animals and monsters are foul-mouthed in a biologi-
week under the right circumstances. cal sense. True sepsis is bad news: a systemic infection that
can very quickly turn fatal. Don’t use these rules for run-of-
Monster Scratch Fever the mill injuries: Many wound might get infected, but Septic
Similar to cat scratch fever, but worse. Bite is for creatures with particularly horrid maws. Only
check for septic bite if the creature description notes it!
• Incubation: 1d+3 days; Roll HT+2 to avoid contracting the
disease. • Incubation: Roll HT–2 to avoid infection (or worse per
• Onset: 1d fatigue damage; roll HT+2 for malaise. Onset monster description). Incubation lasts 1d+1 days.
lasts 1d+3 days. • Onset: Roll for malaise at HT–2, the victim suffers from
• Illness: Each day, make a HT+4 check; obtain One Eye and Nausea, and takes 1d fatigue damage. Lasts 6 hours.
Paralysis for days equal to margin of failure. A critical • Illness: Every 12 hours, make another HT–2 check. Take 1d
failure inflicts Blindness and Coma. For Paralysis or toxic damage on a failure. On a critical failure the subject
Coma, failing a separate HT roll results in –1 IQ. is Hallucinating for 2d×10 minutes. The victim is at –2 to
• Recovery: All symptoms other than IQ loss begin to HT below HP/2, and –4 to HT below 0 HP: Once sepsis
recover after 2d+12 days after the third HT+4 check. takes hold, things get bad, and quickly.
• Recovery: Three successes (not necessarily consecutive)
or any critical success during Onset or Illness ends the

The Bestiary
Monsters work best when the GM is prepared.
It’s possible to just toss a figure onto the battle
map, and let the violence begin … but it isn’t
recommended. A Monster By Any Other Name …
Ensure that the monster fits the situation. Other
Possibilities Norðlond Name
Consider climate and origin: Hordes of undead Possibilities Norðlond Name
Lizard Folk Eðlufolk - Mysteri-
may cluster on old battlefields, but Norðlondr Balor Logaskuggi
Basilisk Augnarath Wizard ous One
are very aware the dead can rise, so they put Manticore Halaþyrna
barrows past the outskirts of town. Behir Eldingarlaun
Bugbear Hob Marilith Blaðakona
Reading Monster Stats (Monsters, p. 15) is still Cambion Bolvaðr Mer-folk Hafiðfólk
Merrow Skekktfiskur
the go-to guide for how to read the entries, Chain Devil Keðja
Cockatrice Rokktyggja Mimic Gel-o-Mold
with the addition of Special Abilities to collect Minotaur Nautamaðr (Bull-
funky powers in one place. The Control Darkmantle Dökkkápa
Deep Gnome Dökktomte man)
Thresholds are to make using Fantastic Dun- Mummy Eirtharlaus
Deva Valkyrie
geon Grappling faster. A creature’s favorite (Mummies)
Dretch Baenadýrið
attacks are listed with an arrow (); otherwise Ettercap Edderkop Neanderthal Lothinmenn
they’re in alphabetic order. Glabrezu Krabbári Night Hag Martröð
Goblin Norðalf Ogre Thurs
Study the Traits section! Some of them are Owlbear Uglu-björn
Gorgon Jarnuxa
intuitive: One is never surprised to find birds Pegasus Hofvarpnir
Green Hag Mýrartröll
have Flight (Winged). Other traits are crucial to Grick Boráll Pit Fiend Grimmdar
a monster’s behavior or combat ability. Ignor- Grimlock Bráðnuðu Purple Worm Grafa Ormur
ing Supernatural Durability on a monster can Guardian Naga Verndanda Remorhaz Ísmargfætlur
turn what is usually an apex monster into a Half-dragon Half-Dragon Roper Dauðagrip
cakewalk … and sometimes that’s a good thing! Warrior Sahuagin Hákarlmaðr
Hellhound Illt hundr Sea Hag Lygasöngur
While general advice for monster fighting can Hobgoblin Stóralf Shadow Skuggi
be found in Tactics (Monsters, pp. 6–7), the Hobgoblin Stóralf, Elder Siren Lygasöngur
descriptions that are found for every creature wizard Specter Liefar
give important insight on how these fit into the Horned Devil Horned Tyrann Spirit Naga Brenglaðr Ormur
campaign world (or don’t fit, in some cases). Ice Centipede Ísmargfætlur Succubus Falleglygi
Ice Devil Ístyrann Unicorn Spjothestr
Habitat, behavior, and some notes on appear-
Imp or Quasit Hrogn Vampire Blóðþrysta
ance are to be found there. Vampire Spawn Blóðþrysta Spawn
Invisible Stalker Óséðmorðingr
Readers will be shocked, shocked to discover Kobold Gangaeðla Vrock Sokkvári
that the Norðlond setting for the Dungeon Lizard Folk Eðlufolk - Bearded Wight Vaettr
Will-o-wisp Haturljós
Fantasy RPG is not the only game out there. Barbarian One
Witch Hag Íviðia
Shocked. While some of these creatures have Lizard Folk Eðlufolk - Dragon
Wraith Raiður
easily understood names, some might be called Fighter Warrior
Zombie Vaettrhrogn
different things in different places, or games. Lizard Folk Eðlufolk - Monitor
A quick guide for some of them is in the box to Ranger
the right.

Some monster names make use of letters with accents, a few characters not commonly used, and a some ligatures.
Here’s a very non-Norðlondur list of ALT-codes for the characters used in the book.
Special ALT Special ALT Special ALT Special ALT
Character Code Character Code Character Code Character Code
Á ALT+0193 ð ALT+0240 Ó ALT+0211 þ ALT+0254
á ALT+0225 É ALT+0201 ó ALT+0243 Ú ALT+0218
Æ ALT+0198 é ALT+0233 Ö ALT+0214 ú ALT+0250
æ ALT+0230 Í ALT+0205 ö ALT+024 Ý ALT+0221
Ð ALT+0208 í ALT+0237 Þ ALT+0222 ý ALT+0253
Acolytes are junior members in a particular holy order,
ST 10 DX 10 IQ 13 HT 11
usually answerable to a priest. They perform a variety of
functions in a temple and are granted minor spellcasting
powers. They might be assigned as low-level healers to a HP 10 Will 13 Per 13 FP 11
war party sanctioned by the church, tasked with minor
missions, or used as messengers.
Control Thresholds SM 0
This one represents a novice fighting priest, smarter than
the average Björn, with a bit of combat training and a few ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
useful spells. Dmg 1d–2/1d

Traits 1 5 10 15 20
• Clerical Investment • Odious Personal Habit
Basic Lift 20
• Code of Honor • Power Investiture 1
(Gentleman’s) (Clerical) Speed 5.25
• Intolerance • Sense of Duty Parry Dodge Block DR
(Low-Class Rabble) • Skinny
• Oblivious • Stubbornness 8+2 7+2 9+2 2 Move 5

• Grapple (10): 1d–2 control. Reach C.
¼ Hatchet (10): 1d cutting. Reach 1.
• Kick (8): 1d–2 crushing. Reach C,1.
• Punch or Bite (10): 1d–3 crushing. Reach C.
• Thrown Hatchet (6): 1d cutting. Acc 1,
Range 15/25, Bulk –2.
• Axe/Mace-10 • Meditation-11
• Esoteric Medicine • Public Speaking-12
(Holy)-12 • Religious Ritual-11
• Exorcism-12 • Shield (Buckler)-11
• First Aid–13 • Theology-11
• Hidden Lore (Spirits)-12

• Aura-12 • Sense Evil-12
• Detect Magic-12 • Sense Life-12
• Light-12 • Silence-12
• Minor Healing-12 • Watchdog-12

Instant Druid!
The acolyte can easily be turned into a druid:
• Replace Power Investiture with (Druidic), Clerical
Investment with Green Thumb 1. Will-14.
• Skills: Animal Handling (Canines)-12; Axe/Mace-9;
Camouflage-13; Herb Lore-11; Hidden Lore (Faeries)-12;
Hiking-10; Naturalist-12; Religious Ritual (Druidic)-11;
Shield (Buckler)-10; Spear-10; Survival (Woodlands)-12;
Theology (Druidic)-11; Weather Sense-12.
• Spells: Beast-Rouser-12, Beast-Soother-12, Hawk
Vision-12, Master-12, No-Smell-12, Seek Food-12,
Seek Water-12, Sense Life-12.

Álfar Warrior
Álfar, Faerie
Álfar warriors have the capricious nature of the faerie in full
ST 15 DX 16 IQ 12 HT 14
measure. They live lives of strong passions and bold action.
If treated with respect, they can be benevolent, offering aid
and good fortune if the mood strikes them with a sense of HP 15 Will 14 Per 14 FP 14
haughty noblesse oblige. They are terrible foes if they feel
slighted or ornery.
Control Thresholds SM 0
Álfar with a martial bent bear arms in service to still-greater
faerie lords. Their weakness is their tendency to fight as ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
individuals, breaking formation to look for personal glory. Dmg 1d+1/2d+1
This particular warrior is a frequent rider in the Wild Hunt. 2 9 17 26 34
An expert rider, horseman, and swordsman, she sports
magical faerie mail that does not hinder movement, and
Basic Lift 45
an array of fine quality bronze weapons. Individually, they
are a challenge for a powerful delver caught alone … but Speed 8.00
she often rides with similarly trained friends, alongside a Parry Dodge Block DR
pack of grim. That’s the problem with the Wild Hunt: There’s
never only one hunter. 15 12 — 10 Move 10
This warrior is hardly more skilled than a knight in their
250-point professional prime, but the addition of magical
veils and glamour aid a mettled warrior’s abilities quite well. Attacks
Their armor will prove challenging to low-ST ¼ Elven Bow (20): 2d+6 impaling. Range 380/475. Acc 3.
foes. • Grapple (20): 1d+4 control. Reach C.
• Heavy Spear (20): 1d+7 impaling, Reach 2,3* or 1d+6
Up-gunned. Already mighty, a true cutting, Reach 3.
master might have Altered Time • Karate Punch (16): 1d+2 crushing. Reach C.
Rate 1, Extra Attack 2, as well as • Thrown Spear (19): 1d+6 impaling. Range 15/22. Acc 2.
Compartmentalized Mind and a ¼ Two-Handed Sword (22): 2d+7 cutting, Reach 1,2 or
broader selection of spells so 1d+6 impaling, Reach 1.
they can cast and fight at the
same time.
• Absolute Direction • Dependency (Mana) • Indomitable
• Ambidexterity (1 HP/min) • Injury Reduction 2
• Appearance (Very • Dread (Running Water) (not iron or steel)
Beautiful) • Energy Reserve 14 • Intolerance (Mortals)
• Bully (12) • Extra Attack 1 • Magery 4
• Callous • Faerie Veil 8 • Strongbow
• Combat Reflexes • Improved Magic • Weapon Master (All)
• Dark Vision Resistance 4

• Acrobatics-16 • Judo-16 • Throwing-18
• Bow-20 • Jumping-16 • Thrown Weapon
• Climbing-15 • Karate-16 (Spear)-19
• Fast-Draw (Bow)-19 • Riding (Horse)-18 • Two-Handed
• Fast-Draw(Two- • Savoir-Faire-14 Sword–22
Handed Sword)-19 • Spear-20 • Wrestling-20
• Hidden Lore (Magical • Stealth-15
Writings)-12 • Thaumatology-15

• Complex Illusion-17 • Illusion Disguise-17
• Daze-17 • Loyalty-17
• Forgetfulness-17 • Perfect Illusion-17

Álfar Wizard
Álfar, Faerie ST 13 DX 13 IQ 17 HT 13
Álfar arcane masters combine the disdain of the mortal with
an extreme focus on their wizarding arts. Where warriors
give in to their passion, the arcanists are deeply focused,
and as they mature, drink in magic as mortals do air. HP 13 Will 19 Per 17 FP 14
Álfar with an arcane bent tend to the reclusive, but are
nonetheless on call at the service of the Winter Court and Control Thresholds SM 0
nobility. This mage seeks mastery of both illusion (and mas- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
tery for the álfar can be a whole different level) and control
Dmg 1d/2d–1
2 7 13 20 26
of the elements, especially those of water and air.
Capable with their quarterstaff and able to imbue its strikes
with any of the Elf-shot abilities, the álfar wizard is, first and Basic Lift 33
foremost, a wizard. Casting spells with ease and at reduced
energy cost, their superb armor (orichalcum epic plate!) is a Defenses
power item holding 85 FP. Speed 7.00
Parry Dodge Block DR
Up-gunned. To amp them up even further, pick up Com-
partmentalized Mind for two spells at once, more energy
reserve, and a cheater ability to use two power items at once.
15 11 — 10 Move 9
Special Abilities Attacks
Arcane Shield. The wizard constantly maintains, at no cost,
a DB 1 Shield spell. This inflicts -1 to all spell skills, but this • Concussion (15): 1d crushing explosive per 2 FP; HT–3 or
effect is already accounted for in the spell list. Dropping the physical stun. Range 20/40. Acc 1.
• Lightning (15): 1d–1 burning per FP; HT at –1 per 2
Shield raises all spell skills to 21.
injury or physical stun. Range 50/100. Acc 3.
Master of Elemental Magic. While several favorite spells are • Wizard’s Staff (18): 2d+5 crushing, Reach 1, 2 or
listed, this wizard knows the entire Air, Water, and Weather 1d+4 crushing, Reach 1,2.
spell colleges at Skill-20.
• Absolute Direction • Dependency • Glamour (Mortals)
• Appearance (Very (Mana) (1 HP/min) • Improved Magic • Magery 5
Beautiful) • Dread (Running Resistance 4 • Outdoorsman 1
• Bully (9) Water) • Indomitable • Weapon Master
• Callous • Elf-Shot (Any) • Injury Reduction 2 (Staff)
• Combat Reflexes • Energy Reserve 19 (not iron or steel)
• Dark Vision • Faerie Veil 8 • Intolerance

• Acrobatics-12 • Hazardous Materi- • Judo-15 • Staff-18
• Alchemy-16 als-16 • Karate-15 • Stealth-13
• Bow-16 • Hidden Lore (Magi- • Meditation-17 • Survival
• Camouflage-18 cal Writings)-17 • Navigation-17 (Woodlands)-17
• Fast-Draw • Innate Attack • Occultism-16 • Thaumatology-19
(Arrow)-13 (Projectile)-15 • Research-16 • Tracking-17

• Air Spells-20 • Dark Vision-20 • Frostbite-20 • Perfect Illusion-20
• Water Spells-20 • Daze-20 • Icy Weapon-20 • See Invisible-20
• Weather Spells-20 • Deflect Energy-20 • Independence-20 • Sense Foes-20
• Analyze Magic-20 • Detect Magic-20 • Infravision-20 • Spark Cloud–20
• Apportation-20 • Explosive • Invisibility-20
• Concussion-20 Lightning-20 • Lightning-20
• Continual Light-20 • Forgetfulness-20 • Loyalty-20

Animated Armor
When an arcanist needs an ever-present guardian that will
ST 14 DX 12 IQ — HT 12
not show pity, remorse, even a tiny degree of initiative, or
the faintest notion of an original thought, animating a suit
of armor is a go-to choice. HP 18 Will 12 Per 12 FP —
The most common type of armor is full plate harness. It has
the rigidity to move and lift its own weight, and the skill and Control Thresholds SM 0
intent used to create it imbue it with a certain receptiveness
to the spells used for the animation. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d/2d
When undisturbed, the armor suit appears locked in
place for display. When an unknown creature approaches 2 8 16 24 32
within a set distance of the suit (up to 20 yards, chosen by
the caster—intelligently—when the construct is placed in
Basic Lift 39
its guard position), it issues a challenge. It waits for 1d+4
seconds for the answer, and if the answer is wrong, moves Speed 6.00
to attack. It attacks until it is defeated or the correct answer Parry Dodge Block DR
is given. If the group attempts to move past it without
answering, it attacks immediately. If a group can avoid 11 9 11 7 Move 6
the construct’s detection radius, they may circumvent the
animated armor without conflict.
• Gauntleted Fist (14): 1d+2 crushing. Reach C
• Grapple (14): 1d+2 control. Reach C.
• Two-Handed Sword (14): 2d+2 cutting, Reach C.

Special Abilities
Challenge. The animated armor challenges all who come
closer than a set distance (maximum 20 yards). It recognizes
its creator and may be set with a password. Fooling the con-
struct by any means, mundane or magical, requires winning
a Quick Contest vs. it’s Detect Lies skill.
Half-Swording. The creature may use its bastard sword like
a jo, giving +2 Parry, Reach 1; damage becomes thr+3 imp or
cut. While thrusting, the penalty to target chinks in armor is
reduced by –2.
Sumo Shove. The animated armor is +2 ST to grappling
techniques, and +2 per die to slams and shoves.

• 360º Vision • Homogeneous
• Animated Construct • Indomitable
(Mana) • No Sense of Smell/Taste
• Automaton • Unhealing (Total)
• Dark Vision • Unnatural
• Detect (Challengers)

• Boxing-14 • Staff-14
• Detect Lies-16 • Sumo Wrestling-14
• Observation-12 • Two-Handed Sword–14

Dire Animal
It’s suspected that the augnarath started as some sort of cave
ST 13 DX 9 IQ 3 HT 12
salamander—perhaps a giant cave salamander. Regardless
of how it originated, this large lizard-like creature is far
more dangerous. HP 13 Will 8 Per 9 FP 15
It is a ponderous creature that walks on four legs and has
a stubby tail. It is covered with scales that resemble stone
slabs, with the color and consistency of slate. They dwell
Control Thresholds SM 0
and hunt in caves and preexisting burrows; they are infused ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
with stone, but cannot burrow through it any faster than a Dmg 1d/2d–1
strong person with a shovel can. Their predilection for such
caves makes them an absolute horror to gangaeðla.
2 7 13 20 26
They are hermaphroditic, laying large eggs resembling
Basic Lift 33
smooth stones that emerge fertilized. Once this occurs,
the augnarath abandons its burrow in search of another. Speed 5.25
Encounters with augnarath that are not found in their caves Parry Dodge Block DR
will be those searching for a new home.
They are always hungry, and feed by first petrifying a living
— 8 — 6 Move 5
creature, and then consuming its petrified flesh. The pet-
rified creature resembles rust-brown slate. Unlike normal
hunting predators, the augnarath bites to strike and poison Attacks
its prey, but does not grapple with the bite—it gives the prey • Bite (11): 1d impaling and Venomous Bite follow-up.
a chomp to slow it down and give more opportunity for its Reach C, 1.
deadly gaze to take effect.
Greater Augnarath. Some rare specimens may target their
entire front arc instead of one victim at a time. All stats • Bad Smell • Quadruped
are the same, but all adventurers within 30 yards of the • Cannot Float • Temperature Tolerance 3
augnarath must avert their eyes or be paralyzed. • Dark Vision (Cold)
• Discriminatory Smell • Wild Animal
Special Abilities • Limited Camouflage
(Rocky Terrain)
Augnarath stink. Their odor is both pungent and distinctive
if you know what they smell like: +5 on Smell rolls to recog-
nize an augnarath if you’ve smelled one before. Skills
Petrifying Gaze. The augnarath may target one individual • Brawling-11
within 30 yards in its front hexes with a gaze attack that • Stealth-11
automatically hits. The victim sees a terrifying light, and
must dodge (avert, close, or cover their eyes) or block
(impose a barrier) or else suffer Petrifaction (Exploits, p. 66).
Victims turn to a spongy stone-like material if the defense
is failed. The target may continue to fight with eyes averted
using Wild Swings (Exploits, p. 38) and defending as if they
cannot see the attacker at –4 (Exploits, p. 97). The effects
are permanent unless removed by Remove Curse or Stone to
Flesh; Dispel Magic won’t work.
Venomous Bite. If the augnarath’s bite penetrates DR, roll
HT at –1 per point of penetrating damage. On a failure, the
victim has the Slow condition (Exploits, p. 65), acting every
other turn. Increase the delay between actions for every
failed save with additional bites.

The badger is a consummate digger who excavates extensive
ST 12 DX 11 IQ 3 HT 13
underground lairs of interconnected burrows called setts.
Its flattened body is compact and muscular, with short legs
and a short tail, covered with a coarse grizzled gray-tan fur. HP 12 Will 9 Per 13 FP 13
It has a distinctive pointed white snout with black stripes
running along each side of its face from nose to ears.
Control Thresholds SM 0
Habitat for badgers includes woodland, pastures, clearings,
meadows, and scrub. They are common around farmland ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
and rural communities. Badger fur is used for shaving Dmg 1d–1/1d+2
brushes and pouches, and sometimes they are eaten for
food. Badgers are usually tolerated but are occasionally
2 6 12 18 24
treated as varmints as livestock can break their legs in their Basic Lift 7
Badgers eat insects, worms, small animals, carrion, tubers, Speed 6.00
fruit, nuts, and grain. They live in groups numbering from a Parry Dodge Block DR
few to fifty, all dwelling in the same sett which has been part
of their family for generations. The sett is kept fastidiously — 9 — 3 Move 4
Giant Badger. More solitary than their normal sized cous-
ins, and more carnivorous. Aggressive and fearless, they are Attacks
likely to view people as tasty meals or fun toys to play with • Bite or Claw (11): 1d–1 cutting. Reach C.
(the end result of the play is usually lethal to the toy). • Grapple (11): 1d–1 control. Reach C.
Badgers. These animals are not aggressive toward people.
If threatened, they defend themselves fiercely, growling and
hissing while puffing up, bristling their fur, and emitting
stinky musk. If pressed further, the badger claws and bites
savagely. They show remarkable durability for an animal
of their size. Few natural predators care to tangle with a
badger. The regular badger is SM –3, ST 6, Bite or Claw (11):
1d–5 cutting. They do not have Combat Reflexes, and have
DR 1.

• Acute Taste and Smell 2
• Bad Sight 2
• Combat Reflexes
• Fearlessness 2
• Loose Skin 4
• Low-resolution Vision 2
• Night Vision 3
• Quadruped
• Wild Animal

• Climbing-11
• Brawling-11
• Escape-13
• Swimming-13

Badger iGatBndger

Whereas tyranns rely on a relatively small number of
ST 11 DX 10 IQ 5 HT 11
mighty combatants—the formidable horned tyrann is
considered line infantry —the kvoldomur take the approach
that quantity has a quality all its own. The baenadýrið are HP 11 Will 12 Per 9 FP 11
found in vast numbers in a kvoldomur host.
The baenadýrið resembles an overgrown praying mantis Control Thresholds SM –1
(and its name means praying-beast), with striking claws and
a fearsome pincer grip that it uses as a slashing cleaver and ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
for grappling. The baenadýrið may rend and dismember its Dmg 1d–1/1d+1
prey, but it’s not doing it for food. 2 8 16 24 32
The presence of baenadýrið is one of the overt signs that an
area has a demon problem. They are small and relatively
Basic Lift 45
easily dispatched by even mundane troops in single com-
bat—but they don’t engage in single combat. Speed 5.25
Parry Dodge Block DR
They crowd and dogpile foes with overwhelming attacks.
They shove or sweep an adversary to the ground if they can,
but that tends to be incidental, the result of a slam or fortu-
9 8 — 3 Move 8
nate collision. Baenadýrið follow the same attack methods
as giant wasps, but with more persistence and no limits on
how far they will pursue an adversary. Attacks
In battle, baenadýrið must be led and directed (pointed, • Cutting Grapple (12): 1d+1 control and cutting. Reach C.
really: Attack that way), and their commanders think of • Slash (12): 1d (2) cutting. Reach C, 1.
them as pieces of ammunition rather than soldiers. Once • Spit (12): See Corrosive Expectoration. Range 10.
dispatched at a foe, they are forgotten.

Special Abilities
Corrosive Expectoration. The baenadýrið can spit a blob of
something. Roll 1d on the creature’s turn. On a roll of 5–6
it may use its spit attack. It clings tenaciously to the target,
and inflicts 2 points of corrosion damage per second when
it hits and for 3d seconds thereafter. The blob or spray is
big enough, and spreads sufficiently upon impact, to be
considered Large-area Inury.

• Berserk (12) • Extra Legs (4 legs)
• Corrosive Attack • Immunity to Disease
• Dark Vision • Immunity to Poison
• Doesn’t Breathe • Indomitable
• Doesn’t Eat or Drink • Lifting ST 4
• Doesn’t Sleep • Unfazeable

• Brawling-12 • Tracking-11
• Innate Attack (Spit)-12 • Wrestling-12

Bandits rove in gangs and sometimes led by much more
ST 12 DX 11 IQ 10 HT 11
capable miscreants. Not all bandits are strictly and selfishly
evil. Oppression, drought, disease, or famine can often drive
otherwise honest folk to a life of banditry. Some grow to love HP 12 Will 10 Per 10 FP 11
it, though, with traits like Bloodlust, Callous, and Sadism
being common.
Control Thresholds SM 0
Banditry is distinct from raiding in Norðlond: A bandit—by
definition—is formally outcast from society, and by law a ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
non-person akin to vermin. Dmg 1d–1/1d+2
The bandit is meant to be a solid “mookish” threat, mostly 2 6 12 18 24
dangerous in ambushes and in large numbers: Weak bandits
simply die in the wastes of Norðlond. For more variety,
Basic Lift 28
use any 62-point fighter type from Delvers to Grow with
$1,000 or less in gear. Speed 5.50
Parry Dodge Block DR
Bandits usually maraud in groups of 1d+5 individuals,
taking care to raid and then flee where real warriors cannot
find them. The bandits here represent those raiding farmers;
9+2 7*+2 9+2 2 Move 4*
a successful ambush on a small group of warriors might
yield a few more shields, a mail shirt or three, and better
weapons. Or a grisly death. Attacks
¼ Axe (12): 1d+4 cutting. Reach 1.
Gear. Bandits have leather or cloth armor on their torso only ¼ Grapple (11): 1d–1 control. Reach C.
and a leather helm (15.6 lbs), a medium shield (15 lbs), and • Punch (12): 1d–2 crushing. Reach C.
an axe (5 lbs). Light encumbrance*. • Short Bow (12): 1d–1 impaling. Range 180/240. Acc 1,
GM Note. Low-skill bandits with pricey equipment may Shots 1 (2); Bulk -6.
draw delvers seeking easy money, and with good reason. • Spear (12): 1d+1 impaling. Reach 1*.
Cheap weapons and armor (Like New, Barely Used, Delvers • Two-Handed Spear (12): 1d+2 impaling. Reach 1,2*.
to Grow, p. 37) limits the value of bandit hunting as a
vocation, and fairly represents worn-down gear. Traits
• Bad Temper (12) • Code of Honor (Outlaw’s)
• Bloodlust (12) • Social Stigma (Outcast)
• Bully (12)
• Brawling-12 • Survival (Mountain)-10
• Intimidation-9 • Survival (Woodlands)-10
• Knife-12 • Wrestling-11
• Scrounging-10 One of:
• Shield (Buckler)-12
• Axe/Mace-12
• Stealth-9*
• Bow-12
• Streetwise-9
• Spear-12

Bandit/Pirate Captain
Through misfortune or malfeasance, the bandit has been
ST 14 DX 13 IQ 12 HT 12
labeled an outcast by society and must live by preying on
it. This is well beyond the normal “I know what you did on
the raid last summer” behavior common and accepted by HP 14 Will 13 Per 13 FP 12
all Norðlonders. They did something so beyond the pale the
only reason they weren’t executed on the spot was no one
could find them to do so. Control Thresholds SM 0
This bandit chief has assembled a motley gang of followers, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
usually only a few individuals. Larger troops of up to 20 are Dmg 1d/2d
possible but unusual. 2 7 14 21 28
The chief himself is a canny, vicious individual with limited
scruples and a vast sense of greed. They are capable, tacti-
Basic Lift 39
cally wise (or else they’d be dead already) and have a keen
sense of survival. Speed 6.25
Parry Dodge Block DR
The bandit chief presented here is has a mix of mundane
and magical abilities, just to shake things up. The spells are
mostly survival-oriented rather than combative; they help
9+1 9+1 11+1 5 Move 6
the troop deal with food, water, and warmth. Plus Wizard
Eye for recon.
For more variety, grab a 187-point character from Delvers
¼ Dwarven Axe (16): 2d+2 cutting. Reach 1.
to Grow, add another Upgrade Module, and provide up to • Grapple (13): 1d control. Reach C.
$4,000 in gear! • Short seax (13): 1d impaling/2d–1 cutting. Reach C, 1.
• Spear (16): 1d+2 impaling. Reach 1.
¼ Thrown Axe (15): 2d+2 cutting. Range 14/21.
Traits Acc 2, Bulk –3.
• Combat Reflexes • Bully (12)
• Magery 1 • Code of Honor (Outlaw’s)
• Bad Temper (12) • Social Stigma (Outcast)
• Bloodlust (12)

• Armoury • Shield (Buckler)-15
(Melee Weapons)-13 • Spear-16
• Axe/Mace-16 • Stealth-12
• Brawling-14 • Streetwise-11
• Intimidation-11 • Survival (Mountain)-12
• Leadership-12 • Survival (Woodlands)-12
• Main Gauche-13 • Tactics-11
• Observation-11 • Thrown Weapon (Axe)-15
• Scrounging-12 • Wrestling-13

• Apportation-11 • Purify Food–11
• Create Fire-11 • Purify Water-11
• Decay-11 • Seek Water-11
• Ignite Fire-11 • Test Food–11
• Keen Vision-11 • Wizard Eye-11

Bats are small agile fliers that take to the air on wings
ST 9 DX 13 IQ 3 HT 9
made from membranes of skin stretched between their
extraordinarily elongated fingers. Bats head out at dusk
to gorge themselves on moths and other flying insects. As HP 9 Will 9 Per 13 FP 9
dawn draws near, bats return to their shelters to roost until
night falls.
Control Thresholds SM –1
Bats roost in caves, hollows in rocks or trees, or other
enclosed shelters. They will happily take up residence in ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
attics, barns, or other man-made refuges. They rest hanging Dmg 1d–2/1d–1
upside down by their feet, in large groups, and take off by
dropping into the air. If misfortune drops one to the ground,
1 5 9 14 18
the bat can crawl on all fours, or take off by jumping into the Basic Lift 16
Bat. Under normal conditions, bats pose no threat to people. Speed 5.50
They bite only if molested, and only if they can-not first Parry Dodge Block DR
escape. The terrifying exception are rabid bats. Mad with
their disease, a rabid bat will blunder into people and bite — 8 — 1 Move 5/12
out of fear and desperation. This risks transmitting the
disease to the person bitten. Individually, they are SM –6, ST
2, with a Sonar range of 20 yards. Attacks
Giant Bat. A giant bat is no mere insect eater. It preys on • Giant Bat Bite or Claw (13): 1d–3 cutting. Reach C.
much larger fare, grabbing it with its claws and carrying it • Bat Swarm: 1d cutting. Large area injury.
away to be devoured on the wing. It is ST 9, SM –1, with a
sonar range of 150 yards.
Swarm of Bats. Bats are not individually dangerous unless
they carry disease (and bats can be rabid). In a swarm, the
collective group has Air Move 8, inflict 1d cutting per second
as Large Area Injury (Exploits, p. 53), and takes 8 HP per hex Bats
to disperse.

• Enhanced Move (Air) • Poor Vision 6
• Flight (Winged) • Sonar (150 yards)
• No Fine Manipulators • Wild Animal

• Acrobatics-13
• Stealth-15


Bears are massive omnivores, covered with shaggy fur,
ST 19 DX 10 IQ 3 HT 13
cranky and always hungry. Bears move with a loping gallop
when in a hurry, or amble along on their large feet when in
a more leisurely mood. They are usually encountered alone, HP 19 Will 10 Per 12 FP 13
but females will be followed by one to three cubs.
Bears represent great strength and courage. They are Control Thresholds SM +1
admired and emulated by the berserker warriors of
Norðlond (berserker is derived from bear shirt), and feared ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
by the common man. When hunted, a bear lays down false Dmg 2d–1/3d+1
trails and doubles back on those pursuing them, which
makes killing a bear a sign of valor and prowess.
3 11 21 32 42
Brown Bear. Brown bears live in habitat ranging from open
Basic Lift 72
forests to plains, mountain slopes, and tundra. They live
in a burrow they dig themselves, or in caves or hollow logs. Speed 6.00
Leaves, grass, nuts, berries, and grains form the majority Parry Dodge Block DR
of their diet. They love fish, and feast on trout and salmon,
dismantle beehives for the honey and grubs, and raid 9 9 — 2 Move 8
Swims at Move 3
campsites, ripping apart tents and storage containers (they
will quickly crush a normal barrel of provisions) to find
stored food. When the snow falls and temperatures drop Attacks
below freezing, brown bears retreat to their burrows and • Bite (13): 2d–1 cutting. Reach C, 1.
sleep until spring. ¼ Claw (13): 2d–1 crushing. Reach C, 1.
• Grapple (13): 2d+1 control. Reach C.
Cave Bear. The largest bear, cave bears have rounded heads
with short snouts. They are almost entirely herbivorous,
eating a wide variety of plants and plant parts. They fre-
quent the margins of woodlands and forests, and make their
dens in caves. SM +2; ST 22 (2d+1 cutting bite; 2d+3 crushing
claw, 2d control with a grapple). DR 3. • Bad Temper (9) • Poor Vision 2
• Constriction Attack • Semi-Upright
Polar Bear. The great white bear of the north spends most of • Discriminatory Smell • Temperature Tolerance 2
its time on ice flows of the frozen northern oceans, hunting • Night Vision 3 (Cold)
for seals and the occasional beluga or narwhal. When the ice • No Fine Manipulators • Wild Animal
breaks up in summer, the bears retreat to the shore and fast
until the next spring, unless they can find a whale carcass Skills
to scavenge or break into people’s food stores or trash pits. • Brawling-13 • Wrestling-13
As the most carnivorous of the bears, they would be the • Swimming-13
most dangerous save for the fact that they mostly live where
people don’t. ST 21 (+1 damage on claw, bite, and grapple),
Tempererature Tolerance 5 (Cold).
Mama Bear. If a female’s cubs are threatened or harmed, she
gains Berserk (6) and attacks immediately.

Whereas bandits are in it for the money, berserkers come
ST 16 DX 11 IQ 10 HT 12
together in war parties and seek conflict wherever they can
find it. They love the thrill of combat, and the challenge of
putting their lives on the line in a blood-drenched fight. HP 16 Will 10 Per 10 FP 12
These berserkers raid and loot villages and settlements,
and are very dangerous—attacking recklessly, they will not
break and run, and must be killed or incapacitated in order Control Thresholds SM 0
to bring a fight to a close. Whereas a bandit gang seeks fame ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
and wealth, the berserker gang is in it for the violence.
Dmg 1d+1/2d+2
This particular berserker got caught or identified once
before, and escaped having been declared outlaw. So,
2 10 19 29 38
absolutely no one can be left alive to identify him who might Basic Lift 58
tell the tale. Favors axes, because of course he does. Has one
good piece of loot—his dwarven axe—and would love to get Defenses
a hold of a balanced shield. And real armor. And… Speed 5.75
Parry Dodge Block DR
Wait a Minute. This berserker doesn’t have Berserk; instead
he has Bloodlust with a very low self-control number. 10+2 8+2 10+2 2 Move 5
Berserk warriors tend to have short lifespans, so consider
carefully if you want them to be able to do anything other
than All-Out Attack as they go out in a blaze of glory. Attacks
¼ Dwarven Axe (14): 2d+4 cutting. Reach 1.
¼ Grapple (13): 2d+1 control. Reach C.
• Hatchet (14): 2d+2 cutting. Reach 1.
Traits • Thrown Hatchet (12): 2d+2 cutting. Range 24/40.
Acc 1, Bulk –2.
• Bloodlust (6) • Lifting ST 1
• Bully (12) • Outdoorsman 2
• Callous • Recovery
• Code of Honor (Outlaw’s) • Social Stigma
• High Pain Threshold (Criminal Record)
• Kleptomania (12) • Very Rapid Healing

• Axe/Mace-14 • Survival (Woodlands)-11
• Camouflage-12 • Swimming-10
• Hiking-11 • Thrown
• Intimidation-9 Weapon
• Lifting-11 (Axe/Mace)-
• Mimicry (Animal 12
Sounds)-10 • Tracking-11
• Shield (Buckler)-13 • Wrestling-14
• Stealth-9

One of the most feared combatants in stories filled with
ST 20 DX 12 IQ 10 HT 12
fierce fighters, the Queen of Blades (blaðakona) is known
by many names: deathsnake (dauðaormur), sword-worm
(sverðormur), Cuisin Ar in elfàrd, and peshkali in some far- HP 20 Will 14 Per 14 FP 12
off lands, this six-limbed demon is one of the most deadly
sword-weilders ever encountered.
Control Thresholds SM +2
The blaðakona has the lower torso of a serpent, and using
the serpentine tail for mobility and attack. The upper body ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
is a beautiful nude female form, appearing elvish or human, Dmg 2d–1/3d+2
but with slightly off-color skin (reports always differ as to
precisely what color it is) and six arms. Each arm carries a
3 11 22 33 44
one-handed sword, and as often as not, these weapons are Basic Lift 80
magical or demon-wrought.
The blaðakona is quite intelligent, and for a creature bent Speed 6.00
on the destruction and wanton torture of all life, engages in Parry Dodge Block DR
a remarkable amount of long-term thinking. She allies with
others to bring larger plans to fruition, and there is much 13 (×6) 10 — 4 Move 6
subtlety in their conception.
In combat the blaðakona is direct and deadly, wielding her
blades with blinding speed and deadly accuracy. She attacks Attacks
first with her prehensile tail, to grapple and restrain a foe, • Swords (18): 3d+3 cutting or 2d impaling. Reach 1.
vastly increasing the effectiveness of the blade attacks that • Tail Grapple (18): 2d+4 control. Reach C.
follow. The demon’s skin is naturally resistant to blows, • Tentacle Grapple (18): 2d+4 control each. Reach 1–3.
but does not resemble clunky armor; regardless, she keeps May parry weapons as per Judo skill.
fighting until all her limbs are crippled.
Tentacled Blaðakona. Some rare blaðakona form with one Skills
pair of their human-like arms replaced with a pair of (very) • Broadsword–18
long tentacles. Such creatures still have six attacks, but use • Judo-18
these extra tentacles for grappling foes, frequently at range. • Wrestling-18

Special Abilities
Can attack six times but can use each body part—arm (to
use a weapon or grapple) or serpent tail (to grapple)—just
once. Unwilling to negotiate. Truly evil. Some blaðakona
have two extra long grappling tentacles in place of a pair of
sword-arms. These have Wrestling-18 and Judo-18, allowing
them to still parry weapons at no penalty.

• Combat Reflexes • Indomitable
• Constriction Attack • Infravision
• Doesn’t Breathe • No Blood
• Doesn’t Eat or Drink • No Brain
• Doesn’t Sleep • No Neck
• Double-Jointed • No Vitals
• Extra Arms 4 • Slithers
• Extra Attack 5 • Supernatural Durability
• Immunity to Disease (All six arms are crippled)
• Immunity to Poison • Unfazeable

Blister Worm
Mundane, Dragon
Thick coiling bodies covered with blister-like pustules,
ST 30 DX 13 IQ 2 HT 14
blister worms lurk in stagnant waters and deep pools,
infesting swamps, languid rivers, and placid lakes. Some can
tolerate salt water, and dwell in estuaries, coast-lines, and HP 14 Will 8 Per 11 FP 11
even the open sea. On rainy nights they can crawl from one
pool or watercourse to the next, and menace nearby farms
or villages. Control Thresholds SM +3
Voracious predators and indiscriminate scavengers, they ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
hunt from the water’s edge by ambush, or attack victims in Dmg 3d/5d+2
the water. They latch on with rows of needle-like teeth and
then coil and grapple. This causes some of the pustules to
3 15 30 45 60
burst, coating the victim in a corrosive compound, causing Basic Lift 180
excruciating pain in humanoids and faerie.
The pus fouls water, leading to blighted rivers and poisoned Speed 7.00
wells. Slime trails from crawling overland kills vegetation Parry Dodge Block DR
along its path. It must keep its skin moist or it dries out and
expires. — 10 — 5 Move 7/10
They live solitary lives except for brief couplings during
mating season. A gravid female will lay many tens of fist-
sized eggs under water, then coil about them to protect them Attacks
from harm. She attacks anything that gets close, but cannot • Bite (13): 3d cutting and 3d control. Reach C–2.
be lured far from her nest. The mother leaves a squirming • Grapple (13): 3d control. Reach C.
mass of hatchlings to cannibalize each other until 2d • Pus: Follow-up to grapple or a successful attack on the
remain. blister worm. 1d corrosion; HT roll to avoid pain.

The typical adult blister worm is perhaps 15 feet long, but

some individuals seem to just keep on growing.

Special Abilities
Caustic Blisters. The blister worm is covered with pustules
filled with toxic and corrosive slime. It poisons any living
thing it comes in contact with, leaving a dead and dessicated
trail in its wake. Anything that does at least a point of dam-
age coats whatever it touched in sticky goo, inflicting 1d corr
damage and acting as a pain toxin (severe pain) on a failed
HT roll. High Pain Threshold halves these penalties; Low
Pain Threshold doubles them (see Pain, Exploits, p. 65).
Roll HT every hour after being affected; each success lowers
the pain by one level.

• Amphibious • Invertebrate
• Bad Smell • Lifebane
• Cannot Float • No Eyes
• Cast-Iron Stomach • Regeneration (1
• Constriction Attack HP/4 hour)
• Corrosive Attack • Regrowth
• Dependency (Water, Daily) • Slippery
• Doesn’t Breathe • Subsonic Hearing
• Enhanced Move • Swallow Whole
• Homogeneous • Vermiform
• Immunity to Poison • Wild Animal

Spirit and Undead
The legends of the bloodthirsty (a form of vampire) reach Bloody Contagion. The victim of a blóðþrysta bite that does
back before recorded history: Even the ancient dwarves have any injury will rise as a thrall to the master 1d days after it
such tales. A bond between a selfish and evil mortal and an dies, unless subject to a Remove Curse spell before death,
utterly malevolent spirit—a kind of supercharged liefar— or Final Rest afterwards. Sense Evil can detect the fragment
blended to form something new, horrible, and contagious. of the shadow symbiote on a living subject at –10, or a dead
one before it rises at no penalty.
A blóðþrysta is difficult to discern from a living creature,
especially in dim light. Upon ascending from thrall status, it I’ve got the Brains, You’ve Got the Brawn. (Let’s make lots
becomes a paragon of whatever race the blóðþrysta is born of money!) While much of the power of the blóðþrysta is tied
of. They are socially adept, in a manipulative, conniving sort to the shadow symbiote, the driving force of intellect and
of way. personality comes from the corporeal undead.
They exhibit a selfish obsession for possession and control Strong, not Heavy. The creature resists knockback and
of people and treasure (a blóðþrysta doesn’t much differ- attempts to lift it off the ground (via grappling, spellcasting,
entiate between the two). Blóðþrystas are well known for and the like) as if its ST were 10 lower: The example would
either deceiving or dominating pliable mortals into service. resist knockback with ST 13.
They are also well known for collecting vast quantities of art
objects, wealth, and magical items, not to mention cultivat- Shadow Symbiote
ing influence among the rich and powerful. They may amass
power, but it is never enough. They may attract the attention The blóðþrysta is super-charged by the corrupted fragments
of beautiful and sensual mates, but they still yearn for more. of the long-dead essence of a summer faerie (Vanir) whose
Wealth, quality armaments, and art objects beyond com- spirit was magically sundered from its body. The source of
pare may adorn their walls and fill their treasure chambers, most of a blóðþrysta’s powers—and many of its legendary
but still the collection is considered incomplete. weaknesses—the symbiote and the corporeal undead coex-
ist, the spirit appearing as the blóðþrysta’s literal shadow.
Corporeal Undead A Bridge Too Far. A blóðþrysta can cross running water if
the symbiote withdraws its influence, “hiding” within the
A blóðþrysta’s lair is its home: opulent and well cared-for. corporeal body. This is a good way to deal with a blóðþrysta
The blóðþrysta thrives on the trappings of civilization, without contending with the symbiote’s power!
power, and wealth, and so may be found as reclusive nobles
or eccentric antiquities dealers. The legends that have grown Defiled Soil. The shadow symbiote corrupts soil in which it
up around blóðþrystas have surrounded them with no small rests, rendering two cubic yards of soil extensively defiled
amount of romanticism. The sensuality of the stories, and in a week, and supernaturally defiled in a month (see
the opulence and power of the figures involved, have even Nature’s Strength, Spells, pp. 6–7). The symbiote must rest in
led some mortals to adopt the trappings of the bloodthirsty. defiled soil for 8 hours per day or else the corporeal body of
This makes the real thing harder to spot in “civilized” the blóðþrysta takes damage.
society than one would think. Flight. The symbiote can fly the host at up to Move 25. While
Awesome Gear. Between wealth and lifetimes of greed, doing so, it may not attack with its shadow strike.
blóðþrystas have sweet loot. The gear list is just an example. Liefar Within. The symbiote spirit is a form of liefar; sepa-
Blood Drinker. The blóðþrysta drinks it’s victim’s blood rate from the host, it has ST/HP 21 and DX 18, but retains
and essence with its bite. It targets the neck or large blood the host’s IQ, Perception, and Will. If the host still lives, the
vessels of the victim with a fanged mouth (the fangs retract symbiote may detach from it and go forth in its Spirit Form
when desired). If the bite inflicts any injury, the victim under the host’s control; the blóðþrysta is vaguely aware
must win a Quick Contest of Will or be mentally stunned of its surroundings but at –4 to DX and IQ. The detached
(Exploits, p. 27). Each subsequent turn, the blóðþrysta can symbiote otherwise has a liefar’s stats but without Blood-
drink the victim’s blood, draining 1d FP per turn as a free lust, Cannot Learn, Hidebound, or Single-Minded. While
action as long as it can stay in close combat. Each FP drained detached from the host it may not attack corporeal beings
heals 1 HP, then tops off Fatigue Points to a maximum of unless they are in spirit form (such as with Ethereal Body).
double the blóðþrysta’s usual, which can be used for any Playing Dead. Under certain conditions, the symbiote
purpose. The extra FP disappear with the coming of the withdraws from its undead host. All traits imbued by the
dawn. Blood must be from a sapient mortal creature, and symbiote are lost and the corporeal body can be killed as
imbibed either “straight from the tap” or within 30 minutes if the symbiote had been slain. If the symbiote is not killed,
being withdrawn from its former owner. Blood from non-sa- the blóðþrysta’s body regenerates as soon as the symbiote
pient mortal creatures only heals or replenishes per every 5 can travel to defiled ground.
points drained.

Senno Ekto Gammat. The shadow symbiote may not cross
the threshold of a personal dwelling without being invited
inside. The corporeal body of the blóðþrysta may enter, but
the symbiote Plays Dead. Physically dragging a blóðþrysta
ST 23 DX 14 IQ 13 HT 14
inside? That’s an invitation.

Corporeal Blóðþrysta Traits HP 23 Will 15 Per 15 FP 14

• Appearance (Very Hand- • Spider Climb (Move 5)
some/Beautiful) • Supernatural Durability
• Charisma 3 (Can be killed only if Control Thresholds SM 0
• Combat Reflexes shadow symbiote is killed ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
• Dark Vision first)
Dmg 2d+1/4d+1
• Divine Curse (Treat holy
water as Acid, Exploits,
• Unhealing (Only by drink-
ing mortal blood) 3 11 23 34 46
p. 65) • Unliving
• Doesn’t Breathe • Vulnerability (×1 from Fire)
Basic Lift 105
• Extra Attack (symbiote • Weakness (1d HP in
only) sunlight, repeating every Defenses
• Immunity to Disease minute)
Speed 10.00
Parry Dodge Block DR
• Immunity to Poison • Wealth (Very Wealthy or
• Immunity to Mind Control
• Injury Reduction 2
• Weapon Master (Fencing
13+1 14+1 12+1 9 Move 10
• Resist Good 5 Weapons)
• Uncontrollable Appetite
(12) (Mortal Blood)
¼ Edged Rapier (18): 2d+6 impaling/4d+9 cutting. Reach
1,2. Parry 0F.
hadow ymbiote raits T • Grapple (14): 2d+1 control. Reach C.
• Long Knife (18): 2d+5 impaling/4d+8 cutting. Reach C, 1.
• 360° Vision • Frightens Animals Parry 0F. Harbinger*.
• Dependency (Rest in • Infectious Attack (Those ¼ Shadow Grapple (14): 2d+1 control. Reach C–6. Control
defiled soil 1/3 of each day bitten rise as blóðþrysta points are not persistent from turn to
or lose 1 HP/hour) spawn 1d days after they turn.
• Divine Curse (Cannot enter die) ¼ Shadow Slice (14): 2d cutting.
a dwelling unless invited) • Regeneration (Shadow Reach C–6. Non-magical armor
• Dread (Cannot cross Symbiote only, does not protect. Cannot
running water) 2 HP per hour) parry or block, only
• Flight (Move 25) • Spirit Form dodge.
S kills • Bite (16): 2d+1 cutting.
• Acting-14 • Dancing-15 • Merchant-14 Reach C. Blood Drinker.
• Bow-14 • Detect Lies-15 • Musical
• Brawling-16 • Diplomacy-15 Instrument-14
• Broadsword–16 • Disguise-14 • Observation-16
• Carousing-16 • Fast-Draw-16 • Rapier-18
• Connoisseur (Art)-14 • Fast-Talk-16 • Sex Appeal-18
• Connoisseur • Heraldry-14 • Shield (Buckler)-16
(Luxuries)-14 • Interrogation-15 • Writing-13
• Connoisseur • Intimidation-17
(Weapons)-14 • Judo-14
• Current Affairs-16 • Main-Gauche-18

• Brigandine full suit (fine, dwar- • Elven light mail suit (fine). DR 3,
ven). DR 6, 45 lbs. 27 lbs.
• Edged Rapier (ornate, orichalcum, • Fine Meteoric Iron Buckler. 16 lbs.
very fine, penetrating weapon). 3 • Long knife (Ornate, very fine,
lbs. orichalcum, Harbinger*). 1.5 lbs.
• Epic Plate full-face helmet (fine, * If any damage penetrates DR, casts
dwarven). DR 10, 11.2 lbs) pro- Death Vision-20 on victim (Spells,
vides DR 14 on entire head p. 60).

Blóðþrysta Spawn
A victim of the blóðþrysta’s bite who later dies will rise again
ST 16 DX 12 IQ 12 HT 12
in 1d days as a lesser vampire, enslaved to its master. This
can only be prevented by casting Remove Curse before
death, or Final Rest before it arises. This vampire spawn HP 16 Will 14 Per 14 FP 12
represents a Wall Warden (see Citadel at Nordvorn, p. 98)
who was turned.
Control Thresholds SM 0
They are utterly beholden to their sires, and can only heal
damage by being gifted with their sire’s blood. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d+1/2d+2

Special Abilities 2 9 18 27 36
Once Bitten. The monster example is an “out of the box” Basic Lift 51
spawn, ready for use, but when bitten, a vampire spawn rises
with their physical stats intact, but gains the following traits: Speed 8.00
+5 ST, +1 to DX, IQ, and HT. +2 to Will and Perception (in Parry Dodge Block DR
addition to the boost to IQ). +2 to Speed (and thus also to
Move). If they do not already have Brawling and Wrestling, 10+2 11+2 10+2 4 Move 8
they get them both at DX+2 (or Karate and Judo for a prop-
erly Buffy feel); they get +2 to both skills if they have them
already. They also are afflicted with the entire set of traits
listed, plus Vampire Thrall.
• Bite (15): 1d cutting. Reach C.
Thrall Spellcasting. Blóðþrysta are Truly Evil. Any powers ¼ Fine Dwarven Axe (14): 2d+5 cutting.
or spells requiring Power Investiture (Clerical or Druidic) Reach 1.
or Holiness are lost forever. Magery and Bardic Talent • Grapple (14): 1d+3 control. Reach C.
are suppressed as long as the vampire is a thrall; they are • Punch (14): 1d+1 crushing. Reach C.
restored fully if the sire is killed and the blóðþrysta survives ¼ Shield Bind (14): 1d+3 control. Reach 1.
the transition to sire.
Vampire Thrall. A blóðþrysta rises enslaved to the vampire
sire that created it, and in mental stasis. A thrall Cannot • Armoury (Melee Weapons)-12
Learn and is Hidebound. Upon rising, thralls must make • Axe/Mace-14
a Will–2 roll. If they fail, they gain Slave Mentality; if they • Brawling-15
succeed, they have Reprogrammable instead. If the sire is • Carousing-12
• Climbing-11
killed, they lose the thrall traits, but make a Will roll at –4:
• First Aid–11
On a failure, the thrall goes Berserk and stays that way until • Hiking-11
killed—which will probably happen as soon as the sun rises! • Knife-12
If the roll succeeds, the thrall becomes a free agent, can sire • Observation-12
new vampires, and gains: +5 ST; +1 to DX, IQ, and HT; +1 to • Shield (Buckler)-14
Speed. They also regain wizardly or bardic spellcasting, and • Spear-14
can learn new spells and skills. • Thrown Weapon (Axe)-14
• Wrestling-14
Equipment. As a former Wall Warden, this spawn has chain
mail, a fine dwarven axe, and a light medium buckler.

• Cannot Learn • Immunity to Poison • Unkillable (Total
• Dark Vision • Reprogrammable (by sire) Achilles Heel, Wooden
• Divine Curse (Treat holy water as • Shield Wall Training stake through vitals, or
Acid, Exploits, p. 65) • Spider Climb fire damage)
• Doesn’t Breathe • Uncontrollable Appetite (9) • Unliving
• Frightens Animals (Mortal Blood) • Weakness (1d HP in sun-
• Hidebound • Unhealing (Only by drinking light, repeating every minute).
• Immunity to Disease sire’s blood)

Álfar, Faerie
Blóðughúfa (bloody hat, or redcap) are murderous álfar
ST 14 DX 14 IQ 12 HT 12
who soak their hats in the blood of their victims. Legends
suggest if the hat ever dries then the blóðughúfa will wilt
and die—true or not, the creature sees to it its hat is damp HP 21 Will 12 Per 12 FP 12
with blood (or worse) at all times.
Blóðughúfa stand between 3 to 5 feet in height. Their bodies Control Thresholds SM –1
are narrow with thin limbs and elongated fingers that end
with talons. From a distance they can be mistaken for ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
slender beardless gnomes. An almost petulant, pretty mouth Dmg 1d/2d
opens to reveal a forest of jagged and sharp teeth. 2 7 14 21 28
A blóðughúfa’s constantly bloodshot eyes perpetually
convey murderous intent. Blóðughúfa gather lesser faerie
Basic Lift 39
under their banner and use them as minions—norðalfs,
stóralfs, and hobs are frequently used for murderous tasks Speed 6.50
closer to the Frostharrow. In the Dragongrounds, where Parry Dodge Block DR
faerie influence is weaker, they attract wildmen (villifólk)
and other savage sapients to their cause. 11 10 — 3 Move 6
A redcap never takes on a party of delvers by itself, sum-
moning villifólk, gremlins, or other minions to act as meat
shields and distractions. If it finds itself in a bad situation, it Attacks
flees. The creature is as much about fear and shock tactics • Bite (15): 1d+1 cutting. Reach C. Can bite and worry.
as death. In combat, it strikes with its sickle, pulls a victim • Claw (15): 1d+2 cutting. Reach C.
in close for a bite-and worry, then releases its grip and ¼ Grapple (14): 1d+2 cutting and control. Reach C.
disappears. ¼ Sickle (16): 3d+1 cut or imp. Fine , balanced sickle; may
become stuck (see Picks, Exploits, p. 39).
Special Abilities
Where’d He Go? Blóðughúfa can turn invisible by taking
a Ready maneuver (see Invisibility, Monsters, p. 11).
Blóðughúfa use their limited invisibility for ambush,
seeking to initiate combat with Surprise Attacks (Exploits,
pp. 26–27). If only the blóðughúfa can hide or effectively use
invisibility, it will attempt Backstabbing (Exploits, p.57).

• Combat Reflexes • Sadistic (9)
• Compulsive Murder (9) • Striking ST 4
• Invisibility • Vulnerability (Meteoric
• Night Vision 6 Iron ×2)

• Axe/Mace-15 • Stealth-15
• Brawling-15 • Tracking-12

These wild swine have long legs, large tusks, upright ears,
ST 16 DX 10 IQ 5 HT 12
straight tails, compact and muscular bodies. They are
covered by thick, shaggy, bristly hair. Like pigs, they have
small, beady eyes, cloven hooves, and a flexible pad on HP 16 Will 10 Per 11 FP 12
the end of their nose. They grunt to communicate among
themselves and squeal when alarmed or excited. Young
boar are striped, but they become a uniform gray-brown as Control Thresholds SM 0
they mature. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Boars are most common in broad-leaf forests with plenty Dmg 1d+1/2d+2
of oak and beech trees, but inhabit a wide range of habitats,
from mountains and swamps to scrub and deserts. They
2 9 18 27 36
make shelters by cutting grass or gathering branches and Basic Lift 28
piling them up in a heap. The entire boar family will then
rest underneath. Defenses
Speed 5.50
Wild boars are fast and nimble creatures, who flee from Parry Dodge Block DR
danger if at all possible. A cornered, trapped, or wounded
boar attacks, as will a sow defending her piglets, or a male in — 8 — 2 Move 6/12
rut. They are notorious for bursting from cover and slashing
with their tusks as they run past, knocking over their
assailant. A frightened boar runs away, but an aggressive
one charges as long as its foe is still moving.
• Grapple (12): 1d+3 control. Reach C.
Female boars and their piglets live in groups called sound- • Shove (12): 2d knockback only. Reach C.
ers; males leave their sounder when they reach maturity, ¼ Slam (12): 1d+1 crushing (Move 6) or
leading solitary lives outside of rutting season. They usually 1d+3 crushing (Move 12).
eat acorns and beech-mast, but they consume all variety of • Tusks (12): 1d+3 cutting. Reach C.
vegetable matter, mushrooms, carrion, and small animals.
They locate food by smell. Underground food is excavated
by rooting through the soil, overturning the surface layer
like a plow and leaving furrows behind.
Boars are a favorite quarry for hunting: Their flesh is tender
and succulent and they provide exciting sport with the
thrill of real danger. Boars are thought to represent the
virtues of a warrior, and killing a boar signals strength and
courage. On the other hand, boar are a serious nuisance to
farmers, rooting through their fields and destroying crops.
In Norðlond, boars symbolize the storm, fertility, and
the harvest, and are commonly represented in funerary
arrangements. They are sacred animals of the domains of
Law, the Queen of the World, and the Allfather.

• Bad Temper (9) • Quadruped
• Discriminatory Smell • Temperature
• Enhanced Move Tolerance 2
• Night Vision 5 (Cold)
• No Fine Manipulators • Wild Animal
• Poor Vision 2
• Brawling-12 • Tracking-13
• Sumo Wrestling-12

A bolvaðr is the progeny from the union of a demon and a
ST 14 DX 13 IQ 14 HT 14
human. Unlike the eldhúð, whose soul is unstained by the
demonic parentage, the bolvaðr is rotten to the core despite
a more-human appearance. The bolvaðr is not a shape- HP 12 Will 16 Per 16 FP 12
shifter, and the most dangerous are barely distinguishable
from humans. They are of Midgard, rather than Muspelheim,
and do not detect as innately evil, nor are they spirits. Control Thresholds SM 0
Bolvaðr are intelligent, charismatic, driven, selfish, and ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
invariably wealthy. Bolvaðr play the role of provocateur and Dmg 1d/2d
enabler. They come into a town and use considerable social
moxie to determine the fault lines and rifts in a society, and
2 8 16 24 32
then use or establish demon cults to pull a town into their Basic Lift 39
grip. They can summon and control only a single falleglygi,
pledged to them by their demonic parent. Defenses
Speed 7.00
They consider combat and fighting a waste of their consid- Parry Dodge Block DR
erable talents, but that doesn’t mean they’re bad at it. A 32
FP pool of mana plus a power item usually worth $5,000 11 11 — 6/5 Move 7
or more makes a bolvaðr a dangerous magical foe. With
Deathtouch on his wand, their skill of 20 means it only costs
2 FP to charge it up to 4d of armor-ignoring fun. Attacks
• Grapple (15): 1d+3 control. Reach C.
¼ Falchion (15): 2d+2 (2) cutting or 1d–2 (2) impaling.
Special Abilities Reach 1.
Bolvaðr are typically very well armed with concealable body • Punch (15): 1d crushing. Reach C.
armor. An common load might be an underlayer of giant • Wand as Baton (15): 2d crushing (swing) or 1d crushing
spider silk armor (DR 2), over which is worn meteoric iron (thrust). Reach 1.
or elven light mail. A plain-looking falchion—appearing
serviceable at best—is actually an enchanted sword
(Penetrating Weapon for the (2) armor divisor), while a Spells
truncheon is secretly a wizard’s wand. • Agonize-16
• Blackout-16
Traits •

Continual Light-16
• Appearance (Handsome) • Indomitable • Deathtouch-20
• Charisma 2 • Infravision • Deflect Energy-16
• Combat Reflexes • Magery 6 • Fireball-16
• Energy Reserve 18 • Very Fit • Invisibility-16
• Fire Resistance 5 • Wealth (Wealthy) • Rooted Feet (ST 20; 2d Control
• Immunity to Poison Points)-16
• See Secrets-16
Skills •
• Sensitize-16
Shape Fire-16
• Acting-16 • Interrogation-16 • Sunbolt-16
• Brawling -15 • Intimidation-16 • Terror-16
• Carousing-16 • Knife-13 • Wither Limb-16
• Connoisseur (Luxuries)-16 • Merchant-18
• Current Affairs-16 • Observation-18
• Detect Lies-16 • Propaganda-16
• Diplomacy-16 • Public Speaking-16
• Fast-Talk-18 • Savoir-Faire-16
• Gambling-16 • Sex Appeal-14
• Hidden Lore (Demon • Shortsword–15
Lore)-15 • Stealth-13
• Innate Attack • Wrestling-15

Dire Animal
A boráll resembles a stunted, twisted ormur, a land-bound
ST 14 DX 12 IQ 3 HT 10
squid. Boráll are five to eight feet in length, and perhaps a
foot in diameter, with a sharp and astoundingly powerful
beak reminiscent of a giant squid. Adding to that image are HP 14 Will 9 Per 12 FP 10
four tentacles, which retract into pockets that emerge from
the boráll’s beaked end, which store the tentacles in a spiral-
ing fashion reminiscent of an auger (thus the name, which Control Thresholds SM +1
translates to “bore eel”). These tentacles lunge out to nearly ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
the length of the boráll itself to drag prey into its beak.
Dmg 1d/2d
A mountain-dwelling creature, the boráll has rough, pebbly
skin that provides excellent camouflage. It is an ambush
2 8 16 24 32
predator, and when it attacks, the ground suddenly erupts in Basic Lift 39
grabbing tentacles as it seizes its prey.
Special Abilities Speed 5.75
Parry Dodge Block DR
A Slender Rope. Each tentacle has ST 14 and does 1d+2
control. The creature attacks a single victim with multiple
— 9 — 2 Move 5/10
All at Once. Attacking, the boráll hits with an additional
tentacle for every point by which it makes its roll. An active Attacks
defense foils avoids one tentacle on a success, plus additional • Bite (14): 1d (2) cutting. Reach C.
for every point by which the roll was made. • Grapple (14): 1d+2 control. Reach C-3.
Get Over Here! The boráll first seizes a foe in its tentacles,
then reels them in. This is a variant of Grab and Go (Fan-
tastic Dungeon Grappling, p. 5). Roll a Quick Contest of the
tentacle’s ST 14 vs the ST +4 of the target, but add +7 to the Skills
ST roll for each additional tentacle grappling the target. If it • Brawling-14 • Tracking-14
wins, it pulls the victim towards it as if it had Move 10. • Stealth-14 • Wrestling-14

• Chameleon 3
• Combat Reflexes
• Constriction Attack
• Dark Vision
• Enhanced Move
• Extra Arms 2
• Extra Attack 4 (4× tentacle, 1× bite)
• Flexibility
• Nictitating Membrane 2
• Silence 2
• Subsonic Hearing
• Terrain Adaptation (Rocky)
• Vermiform
• Wild Animal

Mundane ST 13 DX 11 IQ 9 HT 10
When first the Shattering, and then the opening of the
Devilrifts twisted magic and normalcy throughout the Drag-
ongrounds, not all of the human inhabitants of that area
escaped south to the area that would become Norðlond. HP 13 Will 9 Per 9 FP 10
The Bráðnuðu are those humans that were warped by the
power of the devilrifts. They are effectively cultists, though it Control Thresholds SM 0
is more accurate to note that these debased and debauched
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
humans worship the fiends of Muspelheim as gods.
Dmg 1d/2d–1
They inhabit dark and twisted caverns, both natural and
created, and have been known to have displaced gangaeðla 2 8 15 23 30
warrens quite a distance from their strongholds near the Basic Lift 45
They were once humans, but have … melted … over Defenses
time. They are covered in adipose tissue, their jowls sag Speed 5.25
Parry Dodge Block DR
away from their facial structure, and many have sagging
paunches or slightly unusual limb configurations. Some
have oddly proportioned forearm and upper arm lengths,
8 8 — 2 Move 5
others might be bow-legged or even have their knees bend
the “wrong” direction. Their mouths gape in a parody of a
horrifying smile. They are blind to vision, but seem to use Attacks
some sort of directional hearing (like owls) to perceive the ¼ Axe/Mace (13): 2d+1 cutting. Reach 1.
world around them. • Punch (13): 1d crushing. Reach C.
• Grapple (13): 1d+2 control. Reach C.
Recruiting cultists in Norðlond proper might be more diffi- ¼ Staff Sling (13): 2d pi. Range 130/195.
cult if they knew that if their masters conquer the world and Acc 1, Shots 1 (2).
remake it in their image, this is the ultimate fate awaiting its

Special Abilities
Directional Hearing. Melted-folk ears provide very detailed
information on the direction and distance of noises they
can hear, providing a biological passive Sonar capability
(Monsters, p. 12). This is not echolocation, like bats and
dolphins—it will never give the listener away! If they can
hear it, they can see it!

• 360° Vision • Frightens Animals
• Appearance (Monstrous) • Injury Reduction 2
• Bad Smell • No Eyes
• Cast-Iron Stomach • Slippery 4
• Fat

• Axe/Mace-13 • Sumo Wrestling-13
• Brawling-13 • Survival-13
• Navigation-11 • Tracking-11
• Shield-13 • Two-Handed Axe/Mace-13
• Sling-13 • Weather Sense-11
• Spear-13

Brenglaðr Ormur
As with their cousins the verndandar, brenglaðr orma are
ST 29 DX 13 IQ 13 HT 12
not draconic in origin, but rather created beings designed
to protect a place or thing. Whether they were always evil,
or were tempted by their pride down a path where every HP 29 Will 13 Per 13 FP 12
communication was perceived as a slight, these serpentine
creatures are ill-tempered and dangerous. Always lurking,
always suspicious, they mentally dominate or charm their Control Thresholds SM +2
foes, so that they might spit or bite to poison their victim. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
The brenglaðr ormur is a form of naga (Monsters 2, Dmg 3d/5d+2
pp. 30–31). This particular example was a sevant of the God
of Storms before it veered off course, and its magic reflects
4 16 31 47 62
that. Basic Lift 168
Additionally, this ormur has the ability to project four
telekinetic arms, which it can use for close-range combat Speed 7.00
and defense. Parry Dodge Block DR

Special Abilities 13 11 — 6 Move 7

Telekinetic Arms. The brengladr ormur can project up to
four telekinetic arms by taking a Concentrate maneuver. Attacks
These behave in all respects as normal arms used offen- • Bite (16): 3d+2 cutting. Reach C-2.
sively, and as orichalcum weapons when used defensively! ¼ Grapple (18): 3d+7 control. Reach C. Using 1–3 extra
They cannot be broken or damaged. The ormur may parry arms is +3 control points; 4 extra arms is +6 control
once each with its four arms. It’s body plus four limbs points.
provides an extra +2 per die (+6 total with all four arms on • Spit Poison (16): A 2d acute toxin on impact, also a
one target) to control points. severe pain toxin, HT–4 to resist. If the eyes are hit,
failure to resist pain results in Blindness. Range 15. Acc
1. May not spit two turns in a row. Pain and blindness
Traits last 1d hours or until neutralized.
• Amphibious • High Pain • No Vitals

Bad Temper (6)
• Immunity to

Silence 4 Skills
• Catfall Disease • Single-Minded • Brawling-16
• Combat Reflexes • Immunity to • Temperature • Climbing-18
• Constriction Mind Control Tolerance 5 • Innate Attack
Attack • Immunity to (Heat) (Projectile)-16
• Doesn’t Breathe Poison • Unfazeable • Intimidation-15
• Doesn’t Eat or • Indomitable • Unkillable • Stealth-14 (18 vs. Hearing if
Drink • Infravision (Achilles Heel, moving, 22 if motionless)
• Doesn’t Sleep • Nictitating Magic weapons) • Swimming-15
• Extra Arms 4 Membrane 6 • Unliving • Theology-12
• Fanaticism • No Blood • Vermiform • Wrestling-18
(Protect its place • No Brain • Vibration Sense
or item) • No Neck (All)

• Armor-16 • Lightning • Sleep-16
• Daze-16 Missiles-16 • Spark Cloud–16
• Detect Magic-16 • Loyalty-16 • Spark Storm-16
• Explosive • Mystic Mist-16 • Wall of
Lightning-16 • Resist Light- Lightning-16
• Fog-16 ning-16 • Weather
• Forgetfulness-16 • Resist Water-16 Dome-16
• Hail-16 • Shocking • Windstorm-16
• Lightning-16 Touch-16

Dire Animal
The breyttdýr (changed beasts) were once humans, but
ST 30 DX 14 IQ 6 HT 14
suffer from a curse rendering them into astoundingly savage
predators. These are terrible creatures, likened to wolves,
bears, tigers and other predators by the few survivors of HP 30 Will 16 Per 16 FP 14
their attacks. It’s eyes glow silvery, like the moon itself.
Brettdýr go into a form of spirit hibernation instead of
reverting to human form when the moon is not full, dwell-
Control Thresholds SM +1
ing in Svartalfheim until awakening ravenous and enraged ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
on the second day before a full moon. Not every full moon, Dmg 3d/5d+2
however, and it awakens for a variable period of time. 4 16 32 48 64
The beast is huge, the size of a shire horse, always on four
legs with slavering jaws and razor claws. A crown of sharp
Basic Lift 180
horns juts from it’s forehead, and bony plates decorate
its lower limbs; either can turn a blade. It is shockingly Speed 7.00
fast, and intelligent enough to not only avoid blows from Parry Dodge Block DR
weapons, but to actively defend against them-it retains
some knowledge of weapons and fighting from a former life. 14 11 — 4 Move 7/15
Enough so that it can parry and employ stratagems like kill
the spellcasters first. It is emphatically an ambush predator.
Breyttdýr emerge, rampage for 2d days, and then go quiet Attacks
without any seeming pattern. It is difficult to wound and • Bite (20): 3d+2 cutting and control. Reach C, 1. Can bite
regenerates quickly, even more so if it can feast on sentient and worry.
flesh. ¼ Claw (20): 3d+2 (2) cutting. Reach C, 1. Counts as weapon,
not as body part.
Special Abilities • Grapple (16): 3d+4 control. Reach C, 1. Counts as
weapon, not as body part.
Total Regeneration. Each time a breyttdýr kills and eats a ¼ Slam (20): 3d+7 crushing (Move 7) or 3d+13 crushing
sapient being, it gains the ability to completely regenerate to (Move 15). DR 10 vs its own slam attacks.
full health and fatigue a single time. It must consume a fresh
kill to replenish this ability (bite victim down to -10×HP).
Unless the heroes happen to be on hand when the monster Skills
appears, assume it’s killed someone, and can regenerate.
• Acrobatics-16 • Sumo Wrestling-16
When badly wounded, at -2×HP or below, it regenerates and • Brawling-20 • Running-16
then flees to find easier prey to replenish the ability. • Jumping-16 • Tracking-16
• Stealth-16
• Altered Time Rate second)
• Bad Temper (6) • Regeneration (Total; See
• Bloodlust (6) Special Abilities)
• Cast Iron Stomach • Sadism (6)
• Catfall • Semi-Upright
• Combat Reflexes • Spider Climb (Move 15)
• Enhanced Move • Supernatural Dura-
• Extra Legs (Four Legs) bility
• Immune to Animal • Unkillable (Total;
Empathy Achilles Heel,
• Immune to Mind Control Remove Curse after
• Immunity to Poison monster is killed)
• Indomitable • Very Fit
• Injury Reduction 2 • Vulnerability (2× from
• Night Vision 6 silver weapons)
• No Fine Manipulators • Wild Animal
• Peripheral Vision
• Regeneration (1 HP per

Domestic by choice, cats hang around people for the rodents
ST 4 DX 13 IQ 4 HT 11
they invariably attract along with the occasional saucer of
milk and scratch behind the ears. Cats are valued for their
ability to keep down rats and mice and are found wherever HP 4 Will 9 Per 12 FP 11
people go, from farms to cities and on board ships.
Cats are active at any time of day or night, alternating Control Thresholds SM –3
between napping, watchfully resting, and prowling. They
are obligate carnivores, and hunt all manner of small ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
animals. Dmg 1d–5/1d–4
Cats hunt by stealth, sneaking close to prey and then 1 3 6 9 12
pouncing on it. They pin their victim with their claws, then
kill it with a bite to the back of the skull or the throat. No
Basic Lift 3
cat in its right mind will want to tangle with a human, or
even a gnome. If threatened, it flees. If flight is impossible, it Speed 6.00
bares its teeth, flattens its ears, and hisses, spits, and yowls. Parry Dodge Block DR
It swipes with its claws at any who get too close, and bites if
grabbed. — 9 — 0 Move 6/14
Despite their reputation for aloofness and near-total
unconcern for human affairs, domestic cats (and even some
wild ones) recognize and bond with other creatures, such
• Bite (15): 1d–5 cutting. Reach C.
as humans. Even large felines like cougars and lions share
• Claw (15): 1d–5 cutting (minimum 1). Reach C.
this trait, and while one must be careful not to trigger a • Grapple (15): 1d–3 control. Claws add Control DR 1.
cat’s hunting reflex, it is clear cats recognize and accept Reach C.
humanoids as companions in their own way. Even feral and • Rear-leg Rake (19): 1d–2 cutting. Reach C. Always done
wild cats can be socialized with the right methods and care. as All-Out Attack after a grapple.
Cats are famously associated with magic and spellcraft, and
their keen senses, especially at night, make them excellent
candidates for spells such as Rider Within. Feral cats have
Wild Animal. • Acute Taste and Smell 4 • Laziness (12)
• Cannot Speak • Night Vision 5
• Catfall • Penetrating Voice
• Directional Hearing (1 (Only before sunrise)
yard) • Poor Vision 4
Special Abilities • Enhanced Dodge 2 • Quadruped
Super Jump (2 yards). Cats can jump five to six times their • Enhanced Move • Temperature Tolerance 1
height both vertically and horizontally (their musculature • Flexibility (Cold)
• Hidebound
is optimized for height). More generally, look up a feline’s
SM +3 on the length scale on the Size and Speed/Range Table
(Exploits, p. 98) to find the maximum distance a cat can
• Brawling-15 • Stealth-15
• Climbing-15 • Sumo Wrestling-15
• Running-13

Animal (Giant, Mundane, or Swarm)
Centipedes are long-bodied, many-legged creatures that live
ST 12 DX 12 IQ 1 HT 12
in damp, dark places. Small ones dwell under any rock or
log, but they’re not terribly exciting except in huge numbers.
The really big ones lurk buried in soil, under deep leaf litter, HP 15 Will 8 Per 11 FP 12
inside large rotting logs, and in cave and dungeon systems.
Centipedes shun light, only hunting at night. They cannot
tolerate dry conditions for long. Even in dark, humid areas, Control Thresholds SM 0
centipedes prefer to be under cover, lurking in tight crevices, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
under rocks or other items, or elsewhere that they can
Dmg 1d–1/1d+2
squeeze in tightly.
Centipedes can detect light and dark, but are otherwise
2 6 12 18 24
blind. They hunt by tracking down prey by smell, feeling its Basic Lift 28
vibrations through the ground and air, and finally by their
sense of touch, when they brush their quarry with their long Defenses
antennae. A hunting centipede rushes its prey, bites with
Speed 6.00
Parry Dodge Block DR
its fangs, and wraps its body around its victim, grappling
with its legs. The centipede’s bite is venomous, causing
intense pain, swelling, discoloration, necrosis near the bite
— 9 — 1 Move 2
site along with disorientation, blurry eyesight, confusion,
reduced motor coordination, and paralysis.
Centipede, Giant. Naturally, the giant centipede is more
interesting to delvers, for variations of “interesting” includ- ¼ Bite (12): 1d–2 (2) with toxic venom follow-up.
• Grapple (12): 1d–1 control. Barbs in legs provide Control
ing scary and formidable. While even the largest normal
DR 1.
centipedes are less than a foot long, the giant centipedes • Venom: Make a roll vs HT–4; victim suffers moderate
grow much, much larger. With appropriately horrible visage, pain on a success, severe pain on a failure, and terrible
many-legged monstrosities at least the length of a humanoid pain on a critical failure. High Pain Threshold halves
lurk in the deep dark of the forest, with armor piercing these penalties; Low Pain Threshold doubles them.
teeth and a venom on some species that can dissolve limbs Every 12 hours, make a HT–2 roll; the pain subsides on a
even as the hapless victim watches. Rumors of even larger success.
specimens are always very colorful. Note that while the
conformation of giant centipedes vaguely resembles that
of the lindorms and ormur, centipedes are emphatically • Brawling-12
arthropods, while ormur are degenerate dragons—import- • Wrestling-12
ant for druids or clerics using Animal Control spells.
Centipede, Mundane. SM –5. ST 1; DX 8; HT 11. Bite does
1d–5 cutting (no armor divisor). Toxic attack pain penalties
are halved. Move is 1 yard per three turns. Acute Detect 2.
Centipede, Swarm. Move 2G; 1d–1 toxic per turn; 15 HP. See
Monsters, p. 54.

• Acute Detect 4 • Spider Climb (Move 2)
• Blindness • Vermiform
• Detect (Heat) • Wild Animal
• High Pain Threshold
• No Brain
• No Eyes
• No Neck
• No Vitals
• Slippery 5

Cultists swear allegiance to dark powers normally in
ST 12 DX 11 IQ 10 HT 10
opposition to the forces allied with Asgard. There are cults
worshiping demons, Elder Things, faerie, and dragons.
Reverence or subservience directed at certain powerful HP 12 Will 10 Per 10 FP 10
monsters (especially lichs and blóþrystas) is also common.
Anywhere there’s an opportunity to obtain power or sense
of place denied in daily life—people being people—there’s Control Thresholds SM 0
probably a cult for it, even if it’s small. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Most cultists conceal their loyalties to avoid being ostra- Dmg 1d–1/1d+2
cized, imprisoned, or executed for their beliefs. Demon
cultists and the worshipers of Elder Things often start to
2 6 12 18 24
show signs of insanity in their behavior, as the practice of Basic Lift 28
their rites leads to the eventual corruption of their souls.
This corruption allows demonic or eldritch spirits to harbor Defenses
within the cultist, granting demons greater influence and
Speed 5.25
Parry Dodge Block DR
control over time.
The rank and file of a cult is filled with folks seething with 9 8 — — Move 5
unfulfilled ambition. They trade Fanaticism for power, skill,
or wealth. This makes the typical cultist a bit tougher than
those who are Björn Average. Attacks
• Axe (12): 1d+ 4 cutting. Reach 1.
• Grapple (10): 1d control. Reach C.
¼ Large Knife (12): 1d cutting, Reach C, 1 or
1d–1 impaling, Reach C.
• Punch (13): 1d–1 crushing. Reach C.

• Bully (12) • Obsession (12, obtain
• Fanaticism something worth joining a
cult for)

• Axe/Mace-12 • Knife-12
• Brawling-13 • Occultism-9
• Hidden Lore (Monster Class • Wrestling-10
the cult worships)-9
• Intimidation-9

Cultist, Fanatic
These toughs kidnap sacrifices for the dark lords of the
ST 14 DX 11 IQ 10 HT 11
cult or frighten and cow recruits and rabble into giving
themselves wholeheartedly to the demonic patrons. These
fanatics are ambitious, looking for shortcuts to power, and HP 14 Will 11 Per 11 FP 11
gleefully betray their own to obtain one. A favored tactic in
northern Norðlond is to lure victims to secluded areas out-
side of town: Norðlond near the Wall is dangerous enough to Control Thresholds SM 0
explain all manner of people going missing or found dead. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
These cultists are wealthy, even if they don’t show it, a tangi- Dmg 1d/2d
ble reward for their loyalty. They have better gear available,
and more resources. Some might even be in possession
2 8 16 24 32
of a magical amulet, potions, or a piece of militant gear. Basic Lift 39
Wicked-looking knives are always a crowd pleaser, for that
matter. Defenses
Speed 6.00
Parry Dodge Block DR
Special Abilities 10 10 10 3/1 Move 6
Spiffy Gear. The fanatic’s gear is a cut above the typical
peasant, as their Wealth allows some choices. A light mail
shirt on the body is concealable and provides reasonable
protection. A long knife can be used either in the primary
¼ Axe (13): 2d+2 cutting. Reach 1.
hand or secondary, and a fine hatchet or axe adds a bit of • Grapple (13): 1d+2 control. Reach C.
extra sharpness to the cheddar. • Long Knife (13): 2d–1 cutting, Reach C, 1 or
Status and Reputation. It is possible that 1d impaling, Reach C.
the fanatic has achieved some level of • Punch (13): 1d+1 crushing. Reach C.
respect and position with proper
society, perhaps from pre-cult
life, perhaps because of dark Traits
dalliances. If so, add appropriate • Bully (9) something worth
Traits and Skills. • Combat Reflexes joining a cult for)
• Fanaticism • Wealth (Comfortable)
• Obsession (9, obtain

• Axe/Mace-13 • Main-Gauche-13
• Boxing-13 • Occultism-11
• Broadsword–13 • Shield–13
• Hidden Lore (Mon- • Stealth-11
ster Class)-11 • Wrestling-13
• Intimidation-13
• Knot-Tying-12

Cultist, Possessed Warlock
The cult warlock has studied the unholy, eldritch, or mys-
ST 13 DX 12 IQ 11 HT 12
terious lords of power and found them worthy of service.
Pursuing power and arcane knowledge, the warlock is a
dangerous adversary, made doubly so because a demon HP 13 Will 13 Per 12 FP 12
spirit dwells within, granting increased magical ability and a
few other “gifts.”
Control Thresholds SM 0
As always, cultists must blend in with common society, but
tend to avoid the organized groups (braeðralag) who gather ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
in temples with thegns of true power to prevent discovery. Dmg 1d/2d–1
This example warlock harbors a resident demon spirit, 2 6 13 19 26
providing him Magery 5, Weapon Master (Missile Spells)
(from Delvers to Grow, p. 35), and a powerful ranged
Basic Lift 34
killing blast.
When creating variant warlocks, remember that casters in Speed 6.00
Parry Dodge Block DR
demon cults tend not to have a lot of warm and fuzzy spells
unless it helps them maintain a disguise. Additionally, grant
the warlock at least one ability or power that absolutely 10 8 — 3 Move 6
cheats: the ability to imprison a soul, transform into a
cave bear, or spit impaling spines that unerringly strike a
target. Warlock powers should be like the proverbial box of Attacks
chocolates: You never know which one is a mimic and will ¼ Death Jet (13): 1d injury per FP (max 2). Range 10. Jet is
eat you instead. (I mean, who picks up a box of chocolates in as melee attack; may not maintain jet.
a dungeon and expects otherwise?) ¼ Duelling Halberd (15): 2d+3 cutting, Reach 1,2* or 2d+2
impaling, Reach 1,2* or 1d+3 impaling, Reach 1, 2*.
Special Abilities Dwarven.
• Grappling (13): 1d+1 control. Reach C.
Really Unfair Death Jet. Much like Deathtouch, but the • Long Knife (12): 2d–2 cutting, Reach
cultist can cast it as a jet spell (Spells, p. 12) with Range 10. C, 1 or 1d impaling, Reach C, 1.
Cannot be maintained. Costs 1 FP per 1d injury. Bolt can • Wizard’s Rod/Short Staff (13):
resemble almost anything, from crazy Palpatinic purple 1d–1 crushing (thrust) or 1d+1
lightning to a burst of sickly ichor. crushing (swing). Reach 1.
Invited Guest. The warlock is harboring a demon spirit.
grants the warlock the traits listed with an asterisk (*) when
it is allowed to take control, but also causes the warlock to be
susceptible to any abilities that affect demons and the Truly
Evil. It has Will-16 for the purposes of exorcism. • Armoury (Melee Weap-
• Brawling-12
T raits • Connoisseur (Weapons)-11
• Bad Smell* • Heroic Spellslinger* • Fast-Draw (Knife)-12
• Born War Leader 1 • High Pain Threshold • Hazardous Materials-10
• Bully (9) • Magery 5* • Hidden Lore (Demons)-12
• Death Jet • Sadism (6)* • Innate Attack (Projectile)-15
(see Special Abilities)* • Weapon Master • Knife-12
• Energy Reserve 5 (Missile Spells)* • Leadership-11
• Fanaticism (Demon Cult) • Occultism-10
• Polearm-15
• Research-10
S pells • Savoir-Faire (Demon Cult)-12
• Strategy-10
• Apportation-14 • Explosive Fireball-14 • Tactics-10
• Blackout-14 • Fireball-14 • Thaumatology-13
• Dark Vision-14 • Haste-14 • Wrestling-13
• Deflect Missile-14 • Missile Shield–14

Dark Pack
Resembling large and mangy black wolves, the faint spectral
ST 20 DX 14 IQ 6 HT 14
glow in their eyes and mouths gives insight to the darkness
within. The Aesir try to keep the God of Mischief’s lupine
progeny contained and under control…but he breaks loose
from time to time.
HP 20 Will 13 Per 15 FP —
Over the years, his frenzied liaisons led to terrifying,
massive, and supernaturally powerful wolves that roam Control Thresholds SM +1
Norðlond. For a time, a pack of these wolves were the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
scourge of the Endalaus Forest, until a band of holy Dmg 2d–1/3d+2
warriors, clerics, and other mighty heroes tracked and slew
them all. A surge in necromantic magic resonated with
2 10 20 30 40
their dark nature: their already-formidable gifts found Basic Lift 80
new heights in undeath. The dark packs are a new threat to
Norðlond, and very little is known about them by those who Defenses
have not yet met them. And few of those survive. Speed 7.00
Parry Dodge Block DR
Dark packs roam in large groups, hunting and killing any
living creature they encounter. Their foaming drool glows
with visible malice.
12 11 — 4 Move 10
Note: These potent beasts originally appeared in The
Dragons of Rosgarth. They are epic level threats for epic Attacks
delvers, who will usually seek to kill them at range with ¼ Bite (16): 2d–1 cutting and control. Reach C. Can bite and
magic and melee with the help of a holy warrior or cleric to worry.
keep them at bay. Their bites do not count as weapons, so • Grapple (14): 2d–1 control. Reach C. For improving grap-
Hurting Yourself (Exploits, p. 40) applies! ple after initial bite, or performing grappling actions.

Special Abilities Traits

Dark Bond. In addition to using Pack Tactics (Monsters • Combat Reflexes • Temperature Tolerance 5
p. 7), so long as a pack has at least 10 active members in a • Dark Bond (See Special (Cold)
Abilities) • Temperature Tolerance 5
fight, each member has +1 to all rolls, as if they were under
• Dark Vision (Heat)
a permanent Bless spell (Spells p. 50). If their numbers drop
• Discriminatory Smell • Unhealing (see Health
below 10, they lose their bonus and become enraged, and do • Doesn’t Breathe Food)
+3 damage on attacks instead. • Frightens Animals • Unkillable
Health Food. The members of a dark pack do not heal • High Pain Threshold
naturally. By devouring a slain foe over several minutes, • Immunity to Disease
they restore HP equal to the maximum HP of the foe killed • Immunity to Mind Control
• Immunity to Poison
to members of their pack. Hit Points are restored from least
• Indomitable
injured to most injured … including members of the pack • No Blood
who are not yet at –10×HP. With the right set of meals, any • No Brain
pack members not totally destroyed can rejoin and hunt • No Vitals
again. • Quadru-
Terrifying Howl. A dark pack opens a fight by spending 1 ped
HP each, and howling in unison to produce Terror (Mon-
sters, p. 12). Individual pack members also howl as if they
had Kiai-15 (Adventurers p. 32): If they win a Quick
Contest of Howl-15 vs the target’s Will, the target
is mentally stunned. The undead wolf is at –1 to
Howl per full two yards of distance from the target.
Enemies who cannot hear resist at +2.

• Brawling-16 • Tracking-16

Dire Animal
The dauðagrip results when a dökkkápa, it’s smaller but
ST 19 DX 13 IQ 7 HT 13
similar-looking relative, fails to cleave into two creatures as
part of its normal maturation process. Instead, it grows, and
eventually sprouts tendrils. Devouring any other dökkkápas HP 19 Will 11 Per 12 FP 13
in the area, it matures into a dauðagrip in time.
The dauðagrip is a large, pebbly-looking creature that mim- Control Thresholds SM +1
ics a cave formation, hanging from the ceiling or sprawling
on the ground. It is indistinguishable by normal vision from ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
its rocky surroundings (even the dwarves cannot easily Dmg 2d–1/3d+1
discern a motionless dauðagrip). It’s tendrils, at rest, look
like stalactites or stalagmites.
2 7 13 20 26
It is large, ungainly, and slow to move. Sensing vibrations
Basic Lift 72
in the rocks and air, when a prospective victim moves into
range, it lashes out with its tendrils, grappling and reeling in Speed 6.50
its victim so it can gnash it with quartz teeth. Parry Dodge Block DR
It is remarkably intelligent for such a creature, carefully
choosing its victims—if it perceives that a potential victim is
11 9 — 8 Move 1
very dangerous, it will not attack.

Special Abilities Attacks

¼ Grapple (16): 2d+2 control. Reach C-10.
A Slender Rope. Each tentacle of a dauðagrip has effective • Beak (16): 2d (2) cutting. Reach C.
ST 13 and does 1d control. The creature usually tries to
attack with multiple tentacles. Skills
Get Over Here! The dauðagrip first seizes a foe in its • Brawling-16 • Wrestling-16
tentacles, then reels them in. This is a variant of Grab and Go
(Fantastic Dungeon Grappling, p. 5). Roll a Quick Contest
of the tentacle’s ST 13 vs the ST +4 of the target, but the Traits
dauðagrip adds +6 to the ST roll for each additional tentacle
grappling the target. If it wins, it pulls the victim towards it • 360° Vision • Regeneration
• Cast-Iron Stomach (2 HP per day)
as if it had Move 10. Example: If a ST 14 foe is grabbed with 2
• Chameleon • Regrowth
tentacles, the Quick Contest is the dauðagrip ST 19 vs the foe’s • Constriction Attack • Slippery
effective ST 18. If it wins, ST 14 is more than half of ST 19, so it • Extra Arms 4 • Slithers
pulls the victim 5 yards towards it. If it can pull into C, it bites. • Homogeneous • Spider Climb (Move 2)
I Am Not an Animal. The dauðagrip is • Infravision • Subsonic Hearing
smart enough that Animal spells won’t • Invertebrate • Wild Animal
work—use Mind Control magic. • Mute

So Many Arms. The dauðagrip

averages six arms, but can have
more. A lot more. Roll
2d–1 for number of arms,
and if any dice show a 6,
reroll it once and add
that to the total, to a
maximum of 23 arms.
See Number of Limbs,
Fantastic Dungeon
Grappling, p. 3 for

Deer, Fallow
Fallow deer are a spotted, medium sized deer that live in
ST 12 DX 13 IQ 3 HT 11
small herds. These deer are primarily grazers, but will
browse. The bucks grow flattened antlers for the breeding
season that resemble those of moose. During the breeding HP 12 Will 10 Per 12 FP 11
season, they establish and vigorously defend mating territo-
ries. The most common coloration is a chestnut-colored coat
with white dappled spots. Control Thresholds SM 0
Fallow deer are the most numerous deer species in ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Norðlond, and represent the primary source of non-do- Dmg 1d–1/1d+2
mesticated land protein. They travel in large herds of up to
150. They are in rut (and thus aggressive) or heat for about
2 7 13 20 26
three to four months; their orneriness is most acute in late Basic Lift 28
October. A male fallow deer has moose-like antlers and will
typically weigh 200 lbs; the females are much smaller (100 Defenses
lbs) and do not have antlers.
Speed 6.00
Parry Dodge Block DR
Traits 10 9 — 1 Move 7/14
• Discriminatory Smell • Terrain Adaptation (under-
• Enhanced Move 1 growth)

Temperature Tolerance 1
• Wild Animal Attacks
(Cold) ¼ Antlers (15): 1d+1 impaling. Reach 1. Treat as weapon,
not as body part; can parry with antlers!
• Back-hoof Kick (9): 1d+1 crushing. Reach C, 1. Only rear
Skills hexes as All-Out Attack and wild swing.
• Bite or Front-hoof kick (15): 1d–3 crushing. Reach C.
• Brawling-15 • Survival (Woodlands)-12 • Grapple (12): 1d+1 control. Reach C, 1. “Armed” grapple
• Intimidation-10 • Swimming-11 with antlers.
• Jumping-13 • Wrestling-14
• Stealth-13

Deer, Red (Elk)
Animal ST 17 DX 12 IQ 3 HT 11
A larger deer of the uplands, migrating to lower areas in
winter. Although primarily forest dwellers, they can be
found in moors and open areas. The males have large
branchy antlers, and roar loudly during the rut to claim HP 17 Will 10 Per 12 FP 11
their harem and announce their presence. In fall and winter,
they develop a shaggy coat giving them the appearance of a
mane. Elk are slightly larger than red deer; both only have
Control Thresholds SM +1
their antlers in autumn and winter. They tend to panic if ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
startled, as prey animals, unless they’re in mating season Dmg 1d+2/3d–1
(rut, occurring in September to October), in which case
you get Animals Gone Wild pretty fast. They have excellent
2 9 18 27 36
hearing but are color blind. Elk are surprisingly large (really Basic Lift 57
large ones can be 6’ tall at the shoulder). Females tend to be
SM 0, ST 12. They’re also rather athletic: An elk at full sprint Defenses
can clear an 8-foot-tall obstacle in one leap. Speed 5.75
Parry Dodge Block DR

Traits 10 8 — 1 Move 6/19

• Acute Hearing 2 • Temperature Tolerance 1
• Bad Temper (12) (cold)
• Discriminatory Smell • Terrain Adaptation Attacks
• Enhanced Move (undergrowth) ¼ Antlers (14): 1d+3 impaling. Reach C, 1. Treat as
• Quadruped • Wild Animal weapon, not as body part. Parries with antlers.
• Bite (14): 1d–1 crushing. Reach C.
• Front-leg Kick (14): 1d+1 crushing. Reach C.
Skills • Grapple (12): 1d+3 control. Reach C, 1. “Armed”
• Brawling-14 • Stealth-12 grapple with antlers.
• Intimidation-10 • Swimming-11 • Rear-leg Kick (12): 1d+3 crushing. Reach C, 1. Rear
• Jumping-12 • Wrestling-13 hexes only.

Dogs have been bred for generations to serve man, losing
ST 8 DX 12 IQ 4 HT 12
their wildness and acquiring mottled coats, floppy ears,
curled tails, and other evidence of their selection at human-
oid hands. Dogs will bark as a warning, growl as a threat, HP 8 Will 10 Per 11 FP 15
and whine in appeasement or distress.
A dog looks to its master for guidance, attuned to their Control Thresholds SM –1
keeper’s body language. Easily trained, they are loyal
companions. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d–3/1d–2
Feral Dog. Dogs that have bred outside of human control for
several generations take on a characteristic appearance— 1 4 9 13 18
mid sized, with a rangy body, erect ears, and a slightly
curled tail. Most survive by scavenging on the outskirts of
Basic Lift 12
settlements. They retain their affinity for people, and are
as easily tamed and trained as any other dog. Similar dogs Speed 6.00
are used work on farms, herding sheep or cattle, helping Parry Dodge Block DR
to hunt, or as watch dogs. Dogs kept by people usually lack
the Survival skill, but may have other skills suitable to — 9 — 1 Move 6/15
their training (a sheep dog may have Animal Handling, for
example). Feral dogs may start with Wild Animal, but it is
easily trained out of them. Attacks
Big Dogs. Mastiffs, wolfhounds, and similar dogs are • Bite (14): 1d–3 cutting. Reach C. Can bite and worry.
impressively large dogs prized by humanoids for their • Grapple (13): 1d–3 control. Can grapple with teeth; some
loyalty and keen senses. Mastiffs can be trained as guard dogs are adept at grappling with their paws as well.
dogs, hunting dogs, and war dogs. Halflings and other small
humanoids ride them as mounts. They are SM 0, ST 11. Skills
• Brawling-14
Traits •

• Cast Iron Stomach • Low-resolution Vision 2 • Stealth-10
• Combat Reflexes • Night Vision 4 • Tracking-12
• Discriminatory Smell • Quadruped • Wrestling-13
• Enhanced Move • Temperature Tolerance 2
• Hidebound (Cold)

Dire Animal
The dökkkápa seems to be a product of the Shattering of the
ST 16 DX 11 IQ 2 HT 11
leyferð, a blending of dark magic, strange fungus, and…an
octopus? Perhaps not, but the dökkkápa certainly has an
odd combination of abilities. HP 16 Will 9 Per 10 FP 11
It is a small creature that is mostly black—or very, very dark
gray. It lives in caverns, clinging to rock formations, and Control Thresholds SM –1
appears to be just another stalactite or stalagmite, though
it prefers to hang from the ceiling. It hunts anything that ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
moves via echolocation. The dökkkápa’s life cycle is one of Dmg 1d+1/2d+2
continual growth, until it doubles in size (SM +1). At that
point, it divides in half, forming two new dökkkápas.
2 9 18 27 36
The roof of a cavern can be clustered with these creatures.
Basic Lift 51
Special Abilities Defenses
Speed 5.50
Gliding Flight. The dökkkápa can glide one yard sideways Parry Dodge Block DR
for every yard it falls from a ceiling perch. Regardless, it
strikes its target at Move 5, inflicting 1d+1 crushing as a — 8 — — Move 2
I Was Aiming for His Head. If the dökkkápa hits the torso,
it tries to envelop the head with an engulfing attack. Roll a
normal grappling attack at –3; success envelopes the head,
causing Suffocation (Exploits, p. 70).
Plummet Attack. When the dökkkápa drops on a victim
from above, if it hits with the slam attack, it automatically
rolls for its engulfing attack. If the attack roll is made by 3 or
more, it hits the head.

• 360° Vision • Mute
• Cast-Iron Stomach • No Manipulators
• Chameleon • Regeneration (1 HP per day)
• Constriction Attack • Regrowth
• Engulfing Attack • Slippery
• Flight (see Special Abilities) • Slithers
• Homogeneous • Spider Climb (Move 2)
• Infravision • Subsonic Hearing
• Invertebrate • Wild Animal

• Wrestling-13

• Grapple (13): 1d+3 control. Reach C.
• Plummet Attack (13): 2d+6 control. Reach C. Engulfing
attack: See I Was Aiming for His Head.

Álfar, Faerie
Dökktomtes are native to Alfheim, resembling angrier,
ST 15 DX 13 IQ 13 HT 12
stockier versions of gnomes, with an angular cast to their
features; an individual dökktomte can often pass as a
gnome in civilized lands (though few would bother to try). HP 15 Will 13 Per 13 FP 12
Dökktomte are focused on the goal of restoring their ley-
ferðs, or creating an equivalent source of enchanted power. Control Thresholds SM –1
Every dökktomte has an arsenal of widgets to cause pain ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
and injury at his disposal: they soften a foe up before
Dmg 1d+1/2d+1
engaging. Their first reflex is to disappear using their innate
invisibility, a well-practiced tactic. 2 8 15 23 30
They are given to wearing giant spider silk light cloth armor; Basic Lift 45
remaining DR comes from natural tough skin. They carry a
Dökktomte Pick (treat as dwarven), sling, and a long knife. Defenses
Out in the world, dökktomte carry a half-dozen demon shot Speed 6.25
Parry Dodge Block DR
stones, flinging them at foes and summoning fiendlings as
they do. The dökktomte’s spell list implies known prerequi-
sites (also known at 16); those listed are their go-to choices.
9 9 — 4 Move 6
Special Abilities Attacks
Delayed Spell Trap. Set a spell they know to go off as if
¼ Dökktomte Pick (18): 2d+2 impaling.
subject to a Wait maneuver (Exploits p.32). Takes 15 seconds Reach 1. May get stuck. Can target chinks
to place; triggers at Skill-20. Each spell trap counts as a spell in armor with penalty reduced by –2.
on. • Knife (18): 2d cutting or 1d impaling.
Demon Shot. See Fiendling. Reach C, 1.
• Ratarang (16): 1d+3
Pocket Items. Roll 1d, and keep rolling until the pouches cutting. Range 7/15.
contain 3 lbs of nastiness. Assume the dökktomte has lots of Acc 1.
pouches. • Sling (14): 2d+1
piercing. Range 90/150.
1 – Alchemical Glue Garotte. Six feet of razor-thin wire;
Usually slings
each end attaches once to any surface. Per–3 to notice in demon shot.
full daylight. Inflicts victim’s slam damage as cutting, with
(2) armor divisor. Can be ducked under or cut with any Skills
blade to disarm. 0.2 lbs. • Alchemy-19
2 – Boomer. A small silvery orb. Once activated, touch sets • Axe/Mace-18
• Knife-18
off a Concussion blast (Spells, p. 15) doing 4d cr. 0.5 lbs.
• Hazardous
3 – Caltrops. As per Adventurers, p. 113, but thr+1 Materials-16
imp. 0.5 lbs. • Poison-16
• Sling-14
4 – Grease Powder. Treat as a 3-hex Grease (Spells, p. 57). • Stealth-14
Lasts 1d hours. 1 lb. • Thaumatology-15
5 – Nagateppo. Pouch contains 5 nagateppo (see Adven- • Thrown Weapon
turers, p. 113). 1 lb. (Ratarang)-16
• Traps-16
6 – Ratarang. In a dökktomte’s hands these rat-shaped fine
shuriken return to the dökktomte’s hand if they fail to hit.
Dodge or Block are at –2; Parry at –6. 10 ratarangs per lb.

Traits Spells
• Bloodlust (12) • Intolerance • Sense of Duty (Tribe) • Blackout-16 • Fire Cloud–16
• Callous (Non-dökktomte) • Stubbornness (12) • Deathtouch-16 • Glue-16
• Dark Vision • Invisibility • Explosive • Grease-16
• Infravision • Magery 3 Fireball-16

Dragon (True)
Mundane, Dragon
Not all dragons blot out the sky. This true dragon is named
ST 32 DX 14 IQ 16 HT 15
Agobngir, and he wants to make a name for himself. An
up-and-comer, as it were
He’s not the biggest dragon, in fact, he’s a tetch on the small
HP 32 Will 16 Per 18 FP 15
side, if stocky. But he’s fiercely intelligent, and has made
up for any lingering doubts conerning his power with truly Control Thresholds SM 4
awesome magical potential.
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Agobngir has a natural affinity for elemental magic, espe-
Dmg 3d+1/6d-1
cially the Sound and Weather colleges. He’s also mastered
the ability to create dragonstones … but he’s lacking the 4 16 32 48 64
giant mounds of treasure he needs to consume to make
them. Well, he’s also lacking a horde of followers.
Basic Lift 204
All in good time. Defenses
Speed 7.25
Parry Dodge Block DR
Special Abilities 11 10 — 6 Move 14/21
Before the Thunder … His affinity for weather and storms
has led to great … efficiency … with both lightning and
thunder. Treat Agobngir as having Magery 6 with the Sound
and Weather colleges. Attacks
• Front Claw (16): 3d+4 cutting or impaling. Reach C-3.
Kiai. When Agobngir wants to target a particular foe, he
• Grapple (14): 3d+1 control. Reach C-1.
uses Kiai instead of his breath weapon. He’s really good at it: • Hind Claw (14): 3d+5 cutting or impaling. Reach C-3.
Ignore the rule of 16 and give him full Kiai-20 in the contest. ¼ Lightning (20): 1d–1 burning per energy point, up to 6
Plodding. The dragon is only Move 6 on the ground energy per second × 3 seconds. See Spells, p. 71.
• Tail (14): 3d+4 crushing or double that for knockback
Shapeshifter. He can change into several different creatures, only. Reach C-4.
including a human and a brilliantly colored housecat. ¼ Wing (16): 3d+4 crushing or double that for knockback
Sound Barrier. Not that one. Agobngir is impervious to only. Reach C-4
sound as if he were always maintaining Resist Sound
(Spells, p. 67), but it doesn’t count as a spell on. Skills
Thunderous Exhalation. The dragon’s breath weapon is a • Alchemy-20 • Intimidation-15
visible wall of sound and fury! A 1-yard-wide × 10-yard-long • Brawling-16 • Kiai-20
cone causes anyone caught within to roll HT-4 or suffer • Diplomacy-14 • Leadership-15
physical stun (Exploits, p. 60). Anyone within three yards • Fast-Talk-14 • Leadership-16
of the cone must make a HT roll or be deafened; those • Hidden Lore (Create • Tactics-14
deafened may roll vs. HT every hour to recover. If the cone Magical Items)-20 • Thaumatology-20
lands in an enclosed area—less than 10 yards in any dimen- • Innate Attack (Breath)-16
sion—increase this distance to six yards! • Innate Attack

• Bad Grip 2 • Nictitating Membrane 6
• Energy Reserve 32 • Night Vision 9
• Enhanced Move (Air) • Penetrating Voice
• Extra Attack 2 • Peripheral Vision
• Flight (Winged) • Temperature Tolerance 2
• High Pain Threshold (Cold)
• Horizontal • Temperature Tolerance 4
• Immunity to Disease (Heat)
• Loner (12) • Unfazeable
• Magery 4

• Air College-16 • Detect Magic-16 • Lightining-20 • Shocking Touch-20
• Sound College-20 • Dispel Magic-20 • Mag Sight-20 • Spark Cloud-20
• Weather College-20 • Explosive Lightning-20 • Mage-Stealth-20 • Spell Shield-16
• Air Jet-16 • Grease-16 • Missile Shield-20 • Walk on Air-16
• Analyze Magic-20 • Great Haste-16 • Reflect-16 • Wall of Lightning-20
• Concussion-20 • Great Voice-20 • Scryguard-16 • Windstorm-16
• Deflect Energy-16 • Identify Spell-16 • Shape Air-16

Draugr are the apex of warrior undead. Strong, fast, and
ST 22 DX 13 IQ 10 HT 15
well-equipped, they are undead in many cases because
they believe so hard that they cannot be defeated they fight
off the pull to the next world. Having earned a place in the HP 27 Will 10 Per 10 FP 15
Valor Hall many times over, they angrily tell the valkyrie
sent to collect them to sod off. Or ward against the afterlife
with forbidden arcane rites and rituals. Wizards who believe Control Thresholds SM 0
these things seek to become liches. While a vampire is more ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
powerful, that first “enslaved to a master” step is not going to
Dmg 2d/4d
work for the draug-to-be.
Draugr aren’t mindless; they can speak but don’t bother to.
3 11 22 33 44
They don’t wander, if only because they can’t stray far from Basic Lift 96
their place of burial (or lack thereof). They don’t “sleep,”
either, although they do need to lie down senseless for Defenses
eight hours a day in their tomb or place of death. They are
Speed 7.00
Parry Dodge Block DR
single minded and may even ignore delvers who don’t try to
plunder their gear or nearby valuables. 13+2 11+2 13+2 4 Move 7
Draug are most frequently encountered alone. However,
they occasionally come in groups of up to half a dozen,
sometimes more, clustered on old battlefields. Attacks
Draug Tendencies. In life, they would have had one or more • Axe (17): 4d+3 cutting. Reach 1.
of Bad Temper, Berserk, Bloodlust, Bully, Callous, Fanati- • Broadsword (16): 4d+2 cutting or 2d+3 impaling.
cism (usually to a war god), Jealousy, Obsession, Paranoia, Reach 1.
and Stubbornness. And probably plenty of Wealth and • Punch (16): 2d+2 crushing (includes +1 for armored
a reputation well earned for being mighty in battle. They fist). Reach C.
usually were barbarians, knights, or wrestlers in life. Skills
Former Thegns. Draugr are pretty cool, and mighty • Axe/Mace-17
warriors. But for some PCs, the stats of a draug are a step • Brawling-16
down. That’s fine…no one is saying there can’t be an apex • Broadsword–16
former-barbarian draug. Suggested upper limits for the ST • Shield–17
and HP of draugr are 28 for ST, and 42 HP. • Wrestling-14
Shiny Loot. A draug’s weapons should be many, and of
the best quality if mundane. Many will have a favored
enchanted weapon, and most will have either been nobles,
or trusted retainers (huskarls) to high lords and mighty
generals. This one has mundane gear: a fine mail suit; fine,
balanced, dwarven axe; and a balanced medium buckler.

• Bad Smell • Immunity to Disease
• Bad Temper (12) • Immunity to Poison
• Bloodlust (12) • Indomitable
• Combat Reflexes • Intolerance (The living)
• Dark Vision • No Blood
• Dependency (Rest in own • Single-Minded
tomb 1/3 of each day or • Temperature Tolerance 5
lose 1 HP/hour) (Cold)
• Doesn’t Breathe • Temperature Tolerance 5
• Doesn’t Eat or Drink (Heat)
• Frightens Animals • Unhealing (Total)
• Hidebound • Vulnerability (Fire ×2)
• High Pain Threshold

Mundane, Dragon
Drekitrölls (dragon troll or dragon hulk) are bipedal
ST30 DX 12 IQ 7 HT 13
creatures that resemble bipedal crocodiles. Their frames are
thick with muscle. They lack intelligence and cunning but
make up for it with power and brutality. Dragonkin employ HP 30 Will 11 Per 13 FP 13
drekitrölls as siege monsters.
Drekitrölls regenerate at 3 HP/second due to their large size.
Between regeneration and DR, they can soak up quite a bit
Control Thresholds SM +2
of punishment. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 3d/5d+2
Drekitrölls are direct and unsubtle. “Dragon smash” is the
extent of their tactical acumen. They cannot use the same 3 15 30 45 60
attack twice in a row; fortunately they have options.
Basic Lift 180
They can use their tail swipe to do double damage (knock-
back only, no injury). The creature listed is a fire-breather, Defenses
but could be any of the breath weapon types for small Speed 6.25
Parry Dodge Block DR
dragons (Monsters, p. 22). They double DR against that
damage type.
13 9 — 5 Move 8

Bad Temper (12)
Extra Attack 1
• Regeneration (3 HP/sec)
• Temperature Tolerance 2
• High Pain Threshold (Cold) • Bite (20): 3d+2 cutting. Reach C, 1.
• Immunity to Disease • Temperature Tolerance 4 • Fire Breath (18): 2d+2 burning. Range 10. 2 FP per use,
• Nictitating Membrane 3 (Heat) 1-yard wide cone attack.
• Night Vision 9 • Unfazeable • Tail Swipe (18): 3d+5 crushing. Reach C-2. Treat as
• Peripheral Vision weapon, not as body part.

• Brawling-20
• Innate Attack (Breath)-18

Animal or Giant Animal
The symbol of nobility, eagles are universally associated
ST 18 DX 11 IQ 2 HT 10
with the sun and sky. Many of the Aesir have taken the
forms of eagles—including the Allfather and the God of
Mischief—in their various adventures. The north wind is HP 18 Will 9 Per 12 FP 10
said to be a great eagle, bringing storms and darkness.
A bold looking bird, with a heavy hooked beak and long
black talons on powerful yellow feet, the eagle’s plumage is
Control Thresholds SM 0
dark brown with a golden to rusty nape and crown. Eagles ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
vocalize a quiet chirp, but only rarely and only to other Dmg 1d+2/3d
eagles. 2 9 18 27 36
Eagles are most common in rugged and mountainous
terrain, but may be found in any open or semi-open habitat,
Basic Lift 64
including plains and patchy or open forest. Mated pairs
build their nests (called eyries) in cliff faces, and drive off Speed 5.25
anything deemed a threat. Parry Dodge Block DR
Eagles attack by stooping (diving) on victims from high up
and grabbing with powerful talons, and boast some of the — 8 — — Move 8/32
fastest speeds while stooping of any normal bird. Its talons
grapple and injure the prey, at which point it starts eating
even before the victim expires.
• Beak (13): 1d+2 large piercing. Reach C.
Giant Eagle. An immense bird, similar to a normal eagle in • Talons (13): 1d+2 impaling. Reach C, 1.
appearance and behavior,
but large enough to Special Abilities
regularly prey on Stoop. The eagle initiates combat from a dive at up to Move
people and small 72, increasing slam by +9 per die on impact, to 1d+9. Has DR
livestock. The stats 12 against its own slams.
presented are for
the giant eagle.
• Acute Vision 2 • Flight (Winged)
Eagle. These
• Enhanced Move (Air) • Ground Move 2
large birds boast • No Fine Manipulators
wingpans taller • Wild Animal
than most humans.
They can take down Skills
sheep, goats, even • Brawling-13
wolves, though adult
humans are a bit much
for a direct attack. They
grapple and unbalance
larger creatures such
as mountain sheep
and knock them from
cliffs—then scavenge
at the carcass. Their
predation on young lambs
and goats earns them the
ire of stockmen. The Neveri nomads take
young eagles and tame them, training the great
birds to hunt for them. Among some clans, becoming
an eagle hunter is a rite of adulthood. “Normal” sized
eagles are SM –2, ST 6, doing 1d–3 large piercing with
their beak, and 1d–3 impaling with talons.

Dire Animal ST 13 DX 12 IQ 6 HT 11
The clawed, chitinous edderkop slouches through forests,
spinning webs and laying traps, a predator to anything
caught in its web. Edderkops were probably faerie, once. It’s
unknown whether the blending of faerie and giant spider HP 13 Will 9 Per 11 FP 11
was purposeful or accidental, but the result was horrible.
Its head is festooned with a multitude of lenses, clustering Control Thresholds SM 0
where humanoid eyes would be. Claws and sticky fluids
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
enable the beast to climb nearly any surface, to set an
ambush or spin its web. Dmg 1d/2d–1
Edderkops take up residence in a forested area, and lay 2 7 13 20 26
waste to the area surrounding its home. Webs blanket its Basic Lift 33
hunting ground in a mockery of beauty, choking out light
and life. Defenses
It is a stealthy creature, with above-average senses. Webs
Speed 5.75
Parry Dodge Block DR
strung throughout the hunting ground detect prey at range,
allowing surprise attacks, especially from above. Its bite
contains a corrosive and necrolytic fluid which locally kills
10 9 — 0 Move 5
the flesh of its target and can nauseate and disorient prey for
up to a minute. It can use its webs offensively in combat as
long-distance grapples or to make terrain more difficulty to
cross. • Bite (12): 1d impaling and necrotic venom follow-up.
• Claws (12): 1d cutting. Reach C, 1.
The edderkop breeds by laying thousands of eggs, but when ¼ Spit Venom (14): See Venom. Range 5. Acc 1.
they hatch, they attack and eat each other until only a few ¼ Web (16). 2d control. Range 10. Acc 2. See Webslinger.
(1d) remain. Each is effectively full-grown and strikes out in
its own direction to find prey. Skills
• Brawling-12
Special Abilities • Innate Attack (Projectile)-14
• Stealth-14
I Am Not an Animal. The edderkop is too smart for Animal
spells to work—use Mind Control magic.
Necrotic Venom. Edderkop venom does 2d toxic damage as
an acute toxin; also make a HT–2 roll or suffer Nausea for
1d×10 seconds.
Web Sense. While in contact with a web, the edderkop
knows the exact location of any other creature in contact
with the same web.
Webslinger. Each second, the edderkop can cover the
ground in one hex with webbing or spin a web at a target
within 10 yards. Ground webbing doubles movement point
costs for ground movement. Strung horizontally, entering
a webbed zone inflicts 2d control points. Each unsuccessful
attempt to break free inflicts 2d more to a maximum of 26.
Even a single point of fire damage will clear a hex of webs,
the same damage to those trapped within.
Web Walker. The edderkop ignores movement restrictions
caused by webbing.

• 360° vision • Spider Climb
• Combat Reflexes • Wild Animal
• Infravision

Eðlufolk - Bearded One
Mundane, Dragon
The bearded ones are the eðlufólk shock troops and elite
ST 20 DX 12 IQ 10 HT 12
warriors. Vicious, violent, and deadly, these pouncing
berserkers leap over the ranks of dragon warriors to savage
their prey with small chopping axes. They favor heavy HP 20 Will 12 Per 12 FP 12
These shock troops are decked out in heavy scale on the Control Thresholds SM 0
torso and head (52 lbs, $1,430), and light segmented plate on
their arms and legs (20 lbs, $750). They are very aggressive ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
and prodigious jumpers, leaping into combat and blending Dmg 2d–1/3d+2
grapples, axe strikes, and slams. They typically carry
four small throwing axes, and are strong enough to do so
3 10 21 31 42
unencumbered thanks to Lifting ST 1! Sumo Wrestling gives Basic Lift 80
them +2 per die damage with slams and shoves: They love
that. Base horizontal jump is 4 yards. Defenses
Speed 6.00
Parry Dodge Block DR

12U 10 — 7* Move 6
*Armor adds DR 7 on torso and head;
Attacks DR 5 all other locations

• Axe (16): 3d+3 cutting. Reach 1. Throwing axe in melee.

• Bite or Claw (16): 2d cutting. Reach C.
• Grapple (16): 2d+1 control. Reach C.
¼ Slam (16): 2d+5 crushing. Reach C. Move 4 jumping.
¼ Thrown Axe (16): 3d+3 cutting. Range 20/30. Acc 1.

• Combat Reflexes • Odious Racial Habit (Eats
• Disturbing Voice other sapient beings, –3
• Hidebound reactions)
• Lifting ST 1 • Peripheral Vision
• Nictitating Membrane 2

• Axe/Mace-16 • Sumo Wrestling-16
• Brawling-16 • Thrown Weapon (Axe)-16
• Jumping-16 • Tactics-10
• Stealth-12 • Tracking-10

Eðlufolk - Dragon Warrior
Mundane, Dragon
The most common of the larger bipedal dragonkin, the
ST 13 DX 11 IQ 9 HT 11
Dragon Warriors are heavy and strong, if unimaginative,
fighters. They travel in groups of at least a half-dozen,
usually led by a bearded one or one of the mysterious. They HP 13 Will 9 Per 10 FP 11
sometimes travel with large packs of gangaeðla as well.
Most eðlufólk rely on thick leather and rawhide shields and Control Thresholds SM 0
their natural tough skin for armor. Their tail is heavy and
strong, but not useful for grabbing. Eðlufólk can lash out ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
with their tails—treat this as an All-Out Attack (Double) Dmg 1d/2d–1
for a bind and then takedown; never retain control points!
Dragon Warriors are predictable in combat, and they rarely
2 7 13 20 26
deviate from approach, throw javelins, close to melee, bash Basic Lift 33
or stab.
Traits Speed 5.50
Parry Dodge Block DR
• Disturbing Voice reactions)

Nictitating Membrane 2
• Peripheral Vision 9+2 8+2 9+2 2 Move 5
• Odious Racial Habit (Eats
other sapient beings, –3
Skills • Bite or Claw (13): 1d cutting. Reach C.
¼ Club (13): 2d crushing. Reach 1.
• Axe/Mace-13 • Stealth-11 • Grapple (12): 1d+1 control. Reach C.
• Brawling-13 • Thrown Weapon (Spear)-13 • Javelin (13): 1d+1 impaling. Reach 1. Melee.
• Shield–13 • Tracking-11 ¼ Javelin (13): 1d+1 impaling. Range 19/32. Acc 3.
• Spear-13 • Wrestling-12

Eðlufolk - Monitor
Mundane, Dragon
The monitors are the scouts and rangers among the
ST 13 DX 13 IQ 10 HT 13
eðlufólk. They rove ahead of a war party, looking for
trouble. They are peerless hunters, and fight with a falchion
up close, and a sling staff made of a net-like pouch on a 3–4’ HP 13 Will 12 Per 12 FP 13
Monitors make excellent scouts, ghosting from cover to Control Thresholds SM 0
cover when out doing recon or looking for game (including
adventurers). They move in groups of four, and parties ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
may encounter 1d such groups at any one time. They are Dmg 1d/2d–1
typically very lightly armored (light leather), and only carry
supplies. Every now and then, instead of staff slings for
2 7 13 20 26
combat lacrosse, a group of monitors are armed with atlatls Basic Lift 33
with armor-piercing spears. Give them Spear Thrower (16):
2d (2) impaling, Acc 3, Range 25/40. Defenses
Speed 6.50
Parry Dodge Block DR
• Disturbing Voice • Odious Racial Habit (Eats 9 9 — 1 Move 6
• Hidebound other sapient beings,
• Nictitating Membrane 2 –3 reactions)
• Peripheral Vision Attacks
• Bite or Claw (13): 1d–1 cutting. Reach C.
Skills ¼ Staff Sling (16): 2d piercing. Range 130/195. Acc 1.
• Falchion (13): 3d cutting or 1d–2 impaling. Reach 1.
• Brawling-13 • Sling-16 • Grapple (13): 1d+1 control. Reach C.
• Hiking-15 • Stealth-14
• Observation-14 • Tracking-16
• Shortsword–13 • Wrestling-13

Eðlufolk - Mysterious One
Mundane, Dragon
The mysterious are the elite of eðlufólk society and are
ST 13 DX 11 IQ 13 HT 13
cunning warriors and spellcasters. They are taken from
successful warriors, and trained by other, more senior
mysterious ones; a lucky few are trained by a true dragon. HP 13 Will 15 Per 13 FP 13
They lead the most important missions and raids.
The undisputed head of the eðlufólk social hierarchy, the Control Thresholds SM 0
Mysterious are the spellcasters, long-term thinkers, and
those with the strongest telepathic connection to the true ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
dragons. Their dueling glaive is always their power item. Dmg 1d/2d–1
Some are enhanced further, with a magical enchantment
provided by a dragonstone (see Magical Poop). Apply Natu-
2 7 13 20 26
ral Variability to stats, and Magery to mix things up. Basic Lift 33
They have a full complement of defensive and offensive
spells, and specialize in the Body Control, Fire, Meta-Spells, Speed 6.00
Movement, and Protection and Warning colleges. A sample Parry Dodge Block DR
spell list is provided, but each mysterious has their own
specialties. Note that many of the spells are buffing or bat- 10 9 — 2 Move 6
tlefield management spells. The Mysterious Ones are more
than intelligent enough to use useful tactics like casting
Great Haste on the best warrior, using Create Fire to funnel
foes into a killing zone, or using Blink Other to place an ally
• Bite or Claw (13): 1d–1 cutting. Reach C.
next to an enemy mage! ¼ Dueling Glaive (16): 2d+2 cutting or 1d+4 impaling.
Traits Reach 1. Balanced, Fine, Ornate +1.
• Grapple (13): 1d control. Reach C.
• Disturbing Voice • Odious Racial Habit (Eats
• Energy Reserve 12 other sapient beings,
• Magery 3 –3 reactions)
• Nictitating Membrane 2 • Peripheral Vision

• Body Sense-14 • Innate Attack
• Brawling-13 (Projectile)-15
• Hidden Lore (Dragons)-17 • Leadership-15
• Innate Attack (Beam)-15 • Polearm-15
• Tactics-15
• Wrestling-13
• Agonize-14 • Flaming Missiles-14
• Apportation-14 • Flight-14
• Armor-14 • Grease-14
• Bladeturning-14 • Great Haste-14
• Blink Other-14 • Haste-14
• Blink-14 • Magic Resistance-14
• Create Fire-14 • Might-14
• Deathtouch-14 • Missile Shield–14
• Deflect Energy-14 • Reflexes-14
• Dispel Magic-14 • Shield–14
• Flame Jet-14 • Spell Shield–14

Special Abilities
Equipment. The Mysterious Ones are gifted by their elders
with a balanced, fine dueling glaive. It is a normal-sized
weapon, $1,200 and 6 lbs. As a Power Item, it provides 9 FP.

Eirðarlaus (Mummy)
The eirðarlaus are the “restless,” dead not permitted to lie
dormant. These victims of arcane rites or rejected sacrifices Special Abilities
are doomed to the earth for eternity. Their soul is trapped Baleful Glare. The creature casts spells by glaring at its
between worlds through foul magic or divine indifference. victim; sickly flames flare in the rotting sockets momen-
They are set to watch over a place of importance and protect tarily and the spell is cast. The eirðarlaus suffers no range
it from trespassers and thieves. An eirðarlaus is purpose- penalties on its spellcasting so long as it can see the target
fully created by binding necromantic magic into a specially and is casting within the area it is assigned to protect.
prepared corpse. These creations are never benign, and are
Cursed! The eirðarlaus can inflict either of the undead
either created by those who serve evil, or are created from
swarm curses on a victim it can see by taking a Concentrate
evildoers as a form of punishment: They are Truly Evil even
maneuver. A popular send-off if delvers withdraw!
if their task is to guard or protect a holy place.
Magical Wellspring. The energy reserve of the monster
Like many undead, eirðarlaus resemble somewhat pre-
completely replenishes at sunset every day.
served corpses, with more flesh on their bones than most
(they’re still…juicy). The focus of the dark magic that creates Mob Zombie. The eirðarlaus can animate dead in the form
the eirðarlaus is the viscera and organs of the corpse itself, of skeletons or zombies (depending on the state of the
removed while the victim is still living. The hollow belly of remains). The eirðarlaus takes a Concentrate maneuver, and
the vivisected corpse is visible upon inspection, the face of 1d undead rise the following turn to attack any target the
the eirðarlaus twisted in the agonies inflicted upon them eirðarlaus chooses. The eirðarlaus can animate undead in
while being formed. number equal to its Will, and dismiss them as it likes.
Eirðarlaus are created to act in Plague of Insects. Once per day, as a free action on its
accordance with one or two sim- turn, the eirðlarlaus summons a seven-hex swarm of nasty
ple instructions or criteria, creatures per Monsters, p. 54 or Undead Swarms. It may
set at the time of their also summon scarabs, treated as
formation—instructions land-bound piranha with Move
like “prevent the theft 5G. Swarms last an hour, then
of the royal regalia” or vanish.
“destroy all that enter the
inner chamber.” No type of
mummy ventures beyond a set
location to pursue foes unless they carry
with them the object the mummies were
created to protect, or if the curse of the
ritual compels it.
Eirðarlaus are more intelligent than an
average person, and fight cunningly, seeking
to use their magical prowess to inflict as much
damage as possible before engaging in personal
combat. They can also animate convenient corpses
as skeletons or zombies (Monsters, p. 62).
Bog Mummies. Some rituals substitute removing
the internal organs with infusing the organs with
ritually cursed peat. These eirðarlaus variants are not
vulnerable to fire.
Choose Your Weapon. The example has a two-handed
long axe that does not become unready when attacking.
Feel free to substitute a polearm or sword as desired,
swapping out skills.
Nimble for a Dead Guy. Unlike many depictions
of undead, this one is positively spry. It knows
Karate and Judo for unarmed attacks, throws,
and retreating parry versus weapons, as well as Wres-
tling. Run it like a martial artist, not a shambler.

The eirðarlaus knows the entire Body Control college at ST 19 DX 13 IQ 14 HT 14
Skill-15, and could easily have other favorite spells (Sand-
storm and Sand Jet seem apropos). The following are some
favorites based on the “pain and agony” flavor of mummy,
plus a few needful spells to keep it hale. HP 19 Will 16 Per 14 FP 14
• Body Control spells-15 • Fireproof-15
• Affect Spirits-15 • Mystic Mist-15 Control Thresholds SM 0
• Agonize-15 • Shield–15
• Curse-15 • Spasm-15 ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
• Deathtouch-15 • Stun-15 Dmg 2d–1/3d+1

Dispel Magic-15
• Wither Limb-15
3 11 21 32 42
Basic Lift 72
• Appearance (Monstrous) • No Sense of Smell/Taste Defenses
• Automaton • Regeneration
Speed 6.75
Parry Dodge Block DR
• Cannot Learn (4 HP per hour)

Combat Reflexes
Disturbing Voice
• Regrowth
• Single-Minded 13 10 — 7 Move 6
• Doesn’t Breathe • Temperature Tolerance 5
• Doesn’t Eat or Drink (Cold)

Doesn’t Sleep
Energy Reserve 64
• Temperature Tolerance 5
¼ Long Axe (18): 2d+7 cutting. Reach 1, 2*.
• High Pain Threshold • Unfazeable • Karate Punch (18): 2d+2 crushing. Reach C.
• Immunity to Disease • Unkillable (Total; Destroy- • Karate Kick (16): 2d+3 crushing. Reach C, 1.
• Immunity to Mind Control ing removed organs) • Grapple (18): 2d+3 control. Reach C.
• Immunity to Poison • Unliving

Magery 3
• Unnatural
• Vulnerability (Fire ×2) Skills
• No Blood • Judo-18 • Two-Handed Axe/Mace-18
• No Brain • Karate-18 • Wrestling-18
• Stealth-18

Dire Animal
The eldingarlaun first appeared after the Shattering but
ST 32 DX 13 IQ 8 HT 14
before the end of the dragon wars. It is a long, blue-tinged
and sinuous creature with six powerful limbs which just
might be the vestigial remains of a dragon’s legs, arms, and HP 32 Will 11 Per 12 FP 14
wings. It can speak the language of the eðlufolk, so there’s
Control Thresholds SM +4
They cannot fly, but slither and crawl at speed. They live
in mountains and hills, usually not venturing into the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
permanent snowcaps, but otherwise can terrorize a fairly Dmg 3d+1/6d–1
large area. 4 16 32 48 64
The eldingarlaun strikes from ambush, hitting its prey with
an electrical discharge that is much shorter range than
Basic Lift 204
most dragons’ breath weapons. It grapples with its tail and
swallows its prey whole. Speed 6.75
Parry Dodge Block DR
An eldingarlaun will not quit a fight until it has devoured
something. The only thing more dangerous than an
eldingarlaun is a mated pair of eldingarlauns. They engage
9 9 — 6 Move 6
in similar attack behavior, but attack from two directions,
lying in wait in narrow mountain passes or clefts in hilly,
rocky terrain. Attacks
• Bite (13): 3d impaling. Reach C–4.
Special Abilities • Claw (13): 3d cutting. Reach C–4.
¼ Grapple (14): 3d+5 control. Reach C–3
I Am Not an Animal. The eldingarlaun is smart enough that ¼ Lightning Jet (13): 4d burning. Range 7. See Special
Animal spells won’t work—use Mind Control magic. Abilities.
Lightning Jet. The eldingarlaun exhales a lightning jet with
Reach 7. Avoiding the line requires a successful retreating
Dodge. The attack does 4d damage, metal armor is treated
as only DR 1, and any target hit must make a HT roll at
–1 per 2 HP suffered or be physically stunned as per the
Lightning spell (Spells, p. 71).
Swallow. The eldingarlaun may attempt to Swallow Whole
(Fantastic Dungeon Grappling, p. 8) a victim of SM 0 or

• Cold Blooded • No Fine Manipulators
• Discriminatory Smell • Swallow
• Enhanced Move Whole
• Extra Attack • Temperature
• Extra Legs (6 legs) Tolerance
• Horizontal (Hot) 2
• Limited Camouflage • Wild Animal
(Rocky Terrain)
• Night Vision 3

• Brawling-13
• Innate Attack (Jet)-13
• Stealth-12
• Wrestling-14

Elemental, Air
The essence of movement and force, the air elemental can
ST 17 DX 11 IQ 8 HT 12
appear as visibly as a swirling tornado, or as subtly as a fog
rolling in on an errant breeze. This one is a mobile thun-
derstorm, “walking” on cyclones of air, flinging hailstorms HP 22 Will 9 Per 8 FP 24
from its upper reaches, and blasting those in its way with
lightning from the bottom of its thunderhead-like core.
Its natural habitat is Niflheim, and it spends time outside its
Control Thresholds SM +1
home only reluctantly, usually through a summoning spell. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
If commanded to do so magically, it attacks or performs Dmg 1d+2/3d–1
some service. It cooperates with attempts to free it back to
its home realm.
2 9 17 26 34
Basic Lift 57
Special Abilities
All Blown Out. The air elemental is very dependent on Defenses
Fatigue Points for its powers. It has a lot of them, but the Speed 6.00
Parry Dodge Block DR
GM needs to keep track, and after it spends to 1/3 FP, it will
probably withdraw—it’s a force of nature, but it’s not stupid. 9 9 — — Move 12/24
Alternate Form. The elemental can change form from
“angry stormcloud” to “misty fog.” It may not attack at all in
this form, but gains Chameleon 5 and Stealth-12. Attacks
Gathering Storm. Costs 5 FP to use. Allows the elemental to • Air Blast (13): 1d+2 crushing + Whirling Fury. Treat as
pull in mist and fog from the surroundings, increasing its weapon, not as body part. Reach C, 1. Gathering Storm
size to SM +3, and ST to 35 for 10 minutes. Increase Air Blast can further increase damage.
to 4d crushing, Reach C-3. • Lightning Bolt (13): Costs 1 FP per use. 3d burning +
roll vs. HT at -1 per 2 points of penetrating damage or
Hailstorm. Costs 2 FP to use. Everyone within two yards of be physically stunned (roll vs. HT at same penalty every
the elemental takes 1d–2 crushing damage per second as turn to recover). Ranged, with Acc 4, 1/2D 10, Max 100.
Large-Area Injury (Exploits, p. 53). Lasts for one minute. If
the elemental has increased its size using Gathering Storm, Skills
range increases to 4 yards, damage becomes 2d–1.
• Brawling-13 • Innate Attack
Summoned Elementals. Add Reprogrammable and • Innate Attack (Beam)-13 (Projectile)-13
Unnatural; they vanish instantly if wounded to -1×HP, and
dismissable by the Banish spell (Spells, pp. 59–60).
Thunderclap. Costs 2 FP per use. Everyone within two
yards of elemental must make a HT roll or be phys-
ically stunned (roll vs. HT every turn to recover).
Unaffected by DR, but doesn’t affect the deaf.
Whirling Fury. 6d crushing for knockback only
(no damage). Affects anyone touched by elemen-
tal or touching it in close combat. Doesn’t affect
those who hit elemental with weapons, but does
let elemental strike and parry as if armed.

• Aerial • Immunity to Poison
• Diffuse • No Fine Manipulators
• Doesn’t Breathe • No Neck
• Doesn’t Eat or Drink • Vibration Sense (Air)
• Doesn’t Sleep • Vulnerability (Vacuum and
• Enhanced Move (Air) wind-based attacks ×2)
• Flight (Lighter Than Air)
• Immunity to Disease

Elemental, Fire Tornado
A variant form of fire elemental, the fire tornado is hotter
ST 15 DX 12 IQ 8 HT 12
and much more mobile. It lacks a human form, appearing
instead as a blue-colored vortex of flame, moving quickly
and unpredictably. It burns hot enough to destroy any living HP 17 Will 10 Per 8 FP 12
thing near it, and leaves an unmistakable trail if it moves
over anything combustible.
Control Thresholds SM 0
It is hot enough to vaporize any water it comes in contact
with (much like white phosphorous), so it does not have ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
water as a weakness … but is is easily pushed around and Dmg 1d+1/2d+1
redirected by area attacks doing knockback. It is considered
a vaporous being for the purposes of the Air Jet spell
2 8 15 23 30
(Spells, p. 15). Basic Lift 45
The fire tornado lacks any ranged attacks, instead doing
damage by moving into close combat with victims. It can, Speed 6.00
however, grapple, holding a foe in place with its vortex. Parry Dodge Block DR

Special Abilities 9 9 — 6 Move 6/12

Combustion. Fire elementals don’t breathe and can’t be
gassed or strangled, but require air in order to burn, expe-
riencing Suffocation (Exploits, p. 70) without it: FP loss, and
then HP loss until death.
• Fire Vortex: 4d burning to anyone in
Summoned! Summoned elementals add Reprogrammable the same hex with the fire tornado.
and Unnatural; they vanish instantly if wounded to -1×HP This can destroy weapons and
and can also be dismissed by the Banish spell (Spells, armor (Damage to Objects, Exploits,
pp. 55–56), though the danger should
pp. 59–60).
be obvious beforehand. The damage is
applied as soon as the target shares
Traits the same hex as the vortex, and
the vortex can move through
several targets with a Move
and Attack, damaging
• Bad Temper (12) • Immunity to Poison each one as it does.
• Diffuse • Lifebane • Grapple (12): 1d+1
• Doesn’t Breathe (but see • No Fine Manipulators control. Reach C.
notes) • No Neck
• Doesn’t Eat or Drink • Pyromania (9)
• Doesn’t Sleep • Vulnerability (2× damage
• Enhanced Move (Ground) to knockback from
• Immunity to Disease Large-Area Injury,
• Immunity to Heat/Fire Exploits, p. 53).

Elemental, Lava (Earth)
This earth elemental mixes the properties of fire and stone,
ST 25 DX 10 IQ 7 HT 13
appearing as a shifting humanoid made of molten rock. It is
mostly slow moving, but its molten body is extremely hot, it
leaves a trail of lava behind it, and its fluid nature makes it HP 25 Will 9 Per 12 FP 13
hard to injure.
Exploding Lava Elemental: Some lava elementals are the Control Thresholds SM +1
opposite of stable. They’re unstable. Every time it strikes
with its Lava Punch or Lava Bomb, small chunks of molten ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

rock burst from the impact point. You’re not safe striking it Dmg 2d+2/5d–1
either. 3 13 25 38 50
Exploding Punch: Add follow-up area effect attack (Area Basic Lift 125
and Spreading Attacks, Exploits. pp 45–46), 2-yard radius, at
Skill-13. Does 2d burning damage. Defenses
• Exploding Lava Bomb: Add follow-up area effect attack, Speed 5.75
Parry Dodge Block DR
4-yard radius, at Skill-13. Does 4d burning damage.
• Retaliation is Sweet: Striking the creature anywhere
results in an area effect attack, 4-yard radius, at Skill-13. 8 8 — 9 Move 5
Does 4d burning damage.

Special Abilities Attacks

• Lava Punch (12): 2d+3 crushing plus 2d burning fol-
Hot Bod. Being in the same hex with or striking the lava
low-up. Reach C, 1.
elemental does 2d burning per second. This also applies • Lava Bomb (12): 2d+2 crushing + 4d burning Large-Area
to weapons: treat metal weapons as having DR 6, wooden Injury follow-up. See Your Face is Lava. Range 8.
as DR 4. Grappling with the creature inflicts 4d per second
burning damage.
Summoned! Summoned elementals add Reprogrammable
and Unnatural; they vanish instantly if wounded to -1×HP, • Brawling-12
• Innate Attack (Projectile)-12
and can also be dismissed by the Banish spell (Spells,
pp. 59–60).
The Floor is Lava. The elemental leaves a trail of molten
• Absolute Direction • Doesn’t Breathe
rock underneath and behind it, one yard wide and perhaps • Dark Vision • Doesn’t Eat or Drink
a foot deep. Stepping on a lava hex—including the one the • Diffuse • Doesn’t Sleep
monster is standing in—does 4d damage per second for the • Ham-Fisted 2
first five minutes after the elemental passes, halved every • Immunity to Disease
five minutes thereafter and cool enough to walk on after • Immunity to Fire
15 minutes. • Immunity to Poison
• No Blood
Tunneling. The lava elemental retains the ability
• No Neck
to move through rock and earth at Move 3, • Pressure Support
navigating by Absolute Direction, Dark Vision, • Subsonic Hearing
and Subsonic Hearing. It melts through as it • Tunneling (see notes)
goes, leaving restored tunnels in rock, and disrupted
tunnels in loose earth (they solidify to solid rock).
Your Face is Lava. The lava bombs thrown by
the elemental are yellow-hot and highly fluid,
making them both heavy and sticky. They
also weigh about 200 lbs. On impact, they hit
the target for crushing and burning damage,
but also splash as an area effect, doing 2d
burning damage as Large-Area Injury in the
surrounding hexes. If it misses, it is subject to
Scatter (Exploits, p. 45).

Elemental, Water (Undine)
Elemental ST 11 DX 10 IQ 13 HT 12
The undine is a type of water elemental. It’s unknown to
mortal scholars whether the nix is a faerie derived from
a mingling of fae and elemental strains, or if the undine’s
shape is because one saw a nix and decided “yes, that.” HP 15 Will 15 Per 13 FP 13
An undine nearly always takes the form of an attractive
human female with a beautiful singing voice: A water ele- Control Thresholds SM 0
mental-bard multi-class, if you will. They are quite magical,
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
capable of casting spells, captivating human attention, and
acting quite the siren. Dmg 1d–1/1d+1
Their nature is to compel loyalty and use magic to get their 2 7 13 20 26
way, but should a mortal willingly devote their life and love Basic Lift 24
to the undine, if the undine returns the sentiment they gain
a soul and become human bard. Defenses
Speed 5.50
Special Abilities Parry Dodge Block DR
Aqua Lung. If the undine grapples a foe’s head for at least a
–4 penalty to DX, they may suffocate the foe as a free action. 8 8 — 5 Move 5
The target may attempt to break free normally.
Aria! If the undine cannot sing, or the subjects cannot hear
her song, the magic has no effect. Attacks
• Grapple (12): 1d+1 control. Reach C.
Eager to Comply. The undine knows Song of Command • Dehydrate (15): As per spell (Spells, p. 68). 1d–1 HP
(Adventurers, p. 18) and uses it at Skill-12. injury inflicted per FP spent, up to 3d–3.
Soul Subject. If the undine can marry a sentient mortal, ¼ Water Jet (15): As per spell (Spells, p. 71). 1d knockback
only per FP spent; face hit means combat skills are at -3
who consents to the union of their own free will, they gain
next turn. Range 1 yard per FP spent.
a human soul and body. They lose traits marked with an
asterisk (*), but retain Bardic Talent 4, their other skills, and
can breathe water as if they had gills. Skills
• Sex Appeal-12 • Singing-18 • Wrestling-12
Summoned! Summoned elementals add Reprogrammable
and Unnatural; they vanish instantly if wounded to -1×HP,
and can also be dismissed by the Banish spell (Spells,
pp. 59–60).
Water Friend. The undine can walk on water at full move as
if on solid ground, and see through (clean) water as if it were
air. Obstructions such as silt still occlude vision.

• Amphibious • Doesn’t Sleep* • No Neck*
• Appearance • Energy Reserve 15 • Pressure Support*
(Attractive) • Enhanced Move • Slippery 5*
• Bardic Talent 4 (Water) • Voice
• Chameleon 1* • Immunity to Disease* • Vulnerability (Dehy-
• Diffuse* • Immunity to Poison* dration attacks ×2)*
• Doesn’t Breathe* • Invertebrate*

• Breathe Water-15 • Drunkenness-15 • Swim-15
• Charm-15 • Fog-15 • Weaken Will-15
• Coolness-15 • Resist Water-15 • Water Jet-15
• Create Water-20 • Seek Water-15
• Dehydrate-15 • Shape Water-15

Mundane, Giant
The ettin are a race of wicked giants that dwell in lands
ST 21 DX 9 IQ 9 HT 12
that are claimed by fae, human, and dragonkin alike—the
forested areas north of Audreyn’s wall. They are usually
clad in skins or hides, though sometimes they wear nothing HP 21 Will 11 Per 11 FP 12
at all. That’s in your brain now.
Their signature feature is two humanoid heads, each with Control Thresholds SM +2
a mildly different personality. While one head sleeps, the
other is awake, though sometimes both can be roused in ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
the case of danger … or mealtime. They are animalistic in Dmg 2d/4d–1
nature, having fallen far from their ancestors, the mighty
jötnar of ages ago. Banished from Jötunheim first by the
3 12 23 35 46
encroaching dragons, then twisted during the Shattering, Basic Lift 88
the ettin show how far some jötun have fallen: degenerate
to the level of animals. They fashion weapons of stout trees, Defenses
making rudimentary mauls. Speed 5.25
Parry Dodge Block DR
Ettins unusual sleep cycle means they are capable of being
awake and active continuously. Given their keen senses 7 8 — 3 Move 7
and night vision, they are night hunters. They are cruel
predators, and gleefully catch and eat…well, anything.

Traits Attacks
• Grapple (13): 2d+5 control. Reach C, 1.
• Bad Smell • Peripheral Vision • Kick (11): 2d+1 crushing. Reach C-2.
• Cast-Iron Stomach • Resistant to Disease 2 ¼ Oversized Maul (13): 4d+7 crushing. Reach 2, 3*. 27 lbs.
• Compartmentalized Mind • Resistant to Poison 2 • Punch (13): 2d crushing. Reach C, 1.
• Doesn’t Sleep • Sadism (9) ¼ Thrown Boulder (13): 2d crushing, Range 23.
• Extra Head • Temperature Toler-
• Fearlessness 2 ance 2 (Cold)
• High Pain Threshold • Wild Animal
• Indomitable
• Night Vision 4
• Penetrating Voice

• Brawling-13
• Throwing-13
• Wrestling-13
• Two-Handed Axe/Mace-13

The falleglygi (“beautiful lie”) feeds by corrupting its victim’s
ST 11 DX 13 IQ 14 HT 15
character. The fiend incrementally entices away honor and
willpower, leading to depraved betrayals. Eventually, the
falleglygi harvests the victim’s soul. HP 11 Will20 Per 18 FP 15
Many falleglygi walk the earth because they were sum-
moned, either as personal demon-slaves, or deliberately to Control Thresholds SM 0
corrupt a target. They have a storied history in Norðlond.
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
A victim’s willpower and resistance to further debauchery
erodes as the creature hits them repeatedly with Weaken Dmg 1d–1/1d+1
Will (see Self-Serve). Eventually this personality change is 2 6 11 17 22
obvious: The falleglygi induces the target to avoid old asso-
ciations or completely abandon their home and former life
Basic Lift 24
Falleglygi are shapechangers and appear as attractive Defenses
potential partners for targets. The falleglygi’s undisguised Speed 7.00
Parry Dodge Block DR
appearance is a perfectly average humanoid form, attractive
to the widest range of observers, sporting impressive claws
from its hands and feet, and barbed wings. While it can 9 10 — 2 Move 7
fight, it flees combat situations if it can. They have sharp
poisonous claws in demon form.
The falleglygi is not merely a lust demon, though folks are • Claw (13): 1d–2 cutting. Reach C.
pretty susceptible. They target any weakness that enables • Grapple (13): 1d–1 control. Reach C.
them to get the victim to betray themselves, then latch on. ¼ Large Knife (13): 1d–2 cutting or 1d–1 impaling. Reach C,
1 (cutting) or Reach C (impaling). Parry 0F.
Special Abilities
Mark of the Faithless. If a potential victim commits an act The Wages of Sin. If the falleglygi wins the resistance roll for
of voluntary corruption at the falleglygi’s suggestion, roll Weaken Will during an act of voluntary corruption (Spells,
a Quick Contest of Will. If the falleglygi wins, all p. 14; apply the Rule of 16 from Exploits, p. 8!) by 10 or
mind-influencing spells, including Weaken Will, more, the demon can eat the soul
are treated as within touching distance, even of the victim. Consuming the soul
across realms or dimensions. The mark can be provides extra Energy Reserve
removed through exorcism; it is at –10 to detect! equal to the remaining Will; it
dissipates at dawn. The soul
Mojo. The demon uses Mind-Search and is consumed utterly and
Mind-Reading to learn their foes’ exploitable cannot be re-joined to the
disadvantages. Armed with that knowledge, body through resurrection
make a complementary Psychology roll, then or any other means: The
a victorious Quick Contest of Fast-Talk vs. gods cannot save you
Will results in voluntary corruption. If the from your own choices!
demon must stay close to the victim, Acting
maintains the lie. Voluntary Corrup-
tion. The creature can
On the Sly. While a vigorous illicit smooch is certainly cast spells to
but one example, the falleglygi always con- manipulate its targets,
ceals its spellcasting within other activities. but when the victim
The spells cast are nearly impossible to detect gives in to a disadvan-
(–10, as with the Mark of the Faithless). tage or breaks faith
Self-Serve. The demon spends its own FP on with friends or loved
Weaken Will; when the spell’s duration elapses, ones on their own,
Will and max FP for the victim are each reduced this provides a window
by 1 so long as the Mark of the Faithless is active. for the falleglygi to
The victim’s own FP power the maintained spell. start getting a grip on
the soul.
Shape and Size. Falleglygi ST and DX range from 9 to
14; the other stats are more static.

Traits Skills
• Alternate Form (any • Injury Reduction 2 • Acting-18 • Interrogation-18
humanoid) • Indomitable • Carousing-17 • Knife-13
• Appearance (Very Beauti- • Infravision • Climbing-13 • Lip Reading-18
ful/Handsome) • Magery 6 • Dancing-17 • Lockpicking-15
• Charisma 6 • Doesn’t Breathe • Detect Lies-16 • Performance-18
• Damage Resistance 2 • Doesn’t Eat Or Drink • Escape-17 • Psychology-18
• Energy Reserve 18 • Doesn’t Sleep • Fast-Talk-18 • Sex Appeal-19
• Flight (Winged, Move 10) • Resist Good 5 • Filch-15

• Bravery-20 • Loyalty-20
• Charm-20 • Mind-Reading-20
• Command–20 • Mind-Search-20
• Daze-20 • Persuasion-20
• Ethereal Body-20 • Phase-20
• Forgetfulness-20 • Weaken Will-20

These small demons are vicious little monsters, roughly the
ST 8 DX 16 IQ 6 HT 12
shape of a small baboon; their mottled skin varies between
sickly shades of red and orange. They are covered in gleam-
ing spikes with armor-piercing points. HP 12 Will 8 Per 10 FP 11
What they lack in size and intelligence, they make up for
in hostility, speed, and rage. A swarm of them (and they do Control Thresholds SM –3
love to swarm) can overwhelm even well-armored foes by
grappling hands, feet, arms, legs and faces. If they aren’t ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
engaged in melee though, they (ahem) ready sticky balls of Dmg 1d–3/1d–2
foul smelling flame and throw them at foes. Yes, it’s exactly
what you think.
1 5 10 15 20
The dökktomte bind them into Demon Shot, slinging them
Basic Lift 12
at foes to add demonic insult to injury.
Fiendlings go Berserk at the slightest provocation, favoring Speed 7.00
Parry Dodge Block DR
All-Out Attack (Double) when they do. They inflict damage
on grappled foes with their tails while their limbs are
otherwise occupied. Spiny punches are free actions once
13 12 — 1 Move 7
they have grappled a foe.

Special Abilities Attacks

• Burning Bite (18): 1d (10) impaling. Reach C. 1d+1 burn
Demon Shot. These small rocks are hot to the touch at all follow-up.
times. When they strike, they explode with a linked 1d • Spiny Punch (18): 1d (10) impaling. Reach C.
cutting attack in the impact hex, releasing a fiendling. 1 lb, ¼ Grapple (18): 1d+1 control. Reach C. Always uses all four
$200, not usually for sale; temples pay this just to make sure limbs to grapple.
they are destroyed properly. • Tail Strike (16): 1d+1 impaling. Reach C.
¼ Sticky Fireball (18): 1d (5) burning. Range 20/100. Acc 2,
Nettlesome Grapple. Fiendlings grapple en masse: Each Shots 1 (1), Bulk -2.
fiendling contributes Control Points as usual. While
grappling, fiendling rolls Spiny Punch damage each turn as
a free action (akin to worrying).
Sticky Stinky Fireball. Before they charge into battle,
they “ready” and hurl a ball of sticky, pungent, flaming…
material. If it hits, in addition to its basic damage, it does
1d corr for the next five rounds. If it misses, roll for Scatter
(Exploits, p. 45). Wherever it lands fills a one-yard area
with flame doing 1d burning for five seconds.

• Berserk (9) • Immunity to Poison
• Bloodlust (9) • Infravision
• Callous • No Blood
• Combat Reflexes • Temperature Toler-
• High Pain Threshold ance 10 (Heat)
• Immunity to Disease

• Brawling-18
• Innate Attack (Projectile)-18
• Wrestling-18

Álfar, Faerie
Magical beings and accomplished shapeshifters, fjallatrolls
ST 24 DX 10 IQ 11 HT 13
are the least hostile of the trolls, and may talk rather than
fight if the mood suits them. Some adventurous souls have
even joined them for dinner without becoming an entrée HP 24 Will 11 Per 13 FP 13
themselves! They are still perilous, prone to violence and
avid man-eaters. Their potent magics and cunning only
increase the hazard. They deck themselves out in heavy Control Thresholds SM +2
cloth or leather to add to already-tough skin. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Common in the mountains fjallatrolls make the entrance to Dmg 2d+1/4d+2
their faerie homes among rock outcrops, standing stones,
inside caves, or under bridges.
3 13 26 39 52
Trolls have a proclivity for kidnapping and eating people,
Basic Lift 115
thieving, and raiding homesteads. They shun sunlight,
and mostly come out when it is twilight or overcast. Álfar Speed 5.75
use them as guards or enforcers; some hags take them for Parry Dodge Block DR
“husbands.” Fjallatrolls in particular have the intelligence to
be very capable guards. 10 8 — 4 Move 5
Special Abilities
Icy Weapon. As the Icy Weapon spell (Spells, pp. 69–70), Attacks
but applies to all strikes and grapples made by the fjallatroll. ¼ Glaive (14): 4d+7 cut or 2d+9 imp. Reach
Inflicts an extra 2 points of injury if an attack penetrates DR 1–5, ST 23, 38 lbs.
(or a grapple is applied to an unarmored location). • Grapple (12): 2d+4 control, Reach C, 1.
• Bite (14): 2d impaling. Reach C, 1.
• Claw (14): 2d cutting. Reach C.
• Appearance (Hideous) • Magery 2
• Cast-Iron Stomach • Night Vision 6
• Dark Vision • Odious Racial Habit
• Dependency (Mana) (Eats sapients)
• Dread (Running Water) • Sadism
• Faerie Veil 4 • Shapechange (Animals of
• Glamour (Fascinate) SM +2 or lower)
• Glamour (Dullness) • Sunlight Sensitivity 2
• Glamour (Loyalty) • Vulnerability (Acid)
• Improved Magic • Vulnerability (Fire)
Resistance 2
• Indomitable
• Injury Reduction 2 (not-
iron or steel)

• Acting-13 • Survival-13
• Brawling-14 • Thaumaturgy-12
• Fast-Talk-13 • Traps-11
• Herb Lore-13 • Two-Handed Axe/Mace-14
• Polearm-14 • Wrestling-12
• Stealth-10

• Darkness-15 • Invisibility-15
• Ethereal Body-10 • Sleep-11
• Frostbite-11

Frog and Toad, Giant
Giant Animal
Stout-bodied amphibians with bulging eyes, wide mouths,
ST 11 DX 10 IQ 1 HT 11
and long jumping legs, frogs and toads are found in tem-
perate and tropical land habitats with at least some water.
Frogs absorb oxygen through their skin and require periodic HP 11 Will 10 Per 11 FP 11
immersion to survive; toads develop lungs and can drown
but require water for breeding.
Control Thresholds SM 0
Toads have dry, warty skin, walk rather than hop, and can
tolerate drier conditions; frogs have smooth moist skin, are ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
excellent jumpers, and need to live where it is damp. Dmg 1d–1/1d+1
Frogs and toads prey on anything that moves which they 2 6 11 17 22
can cram into their mouths. Their eyesight is sensitive to
motion, but practically blind to details. Motion not big
Basic Lift 24
enough to be considered a threat draws in the frog or toad
until it gets close enough to pounce, grabbing the morsel Speed 5.25
in its mouth and shoving it deeper into its gullet with its Parry Dodge Block DR
front feet. This is aided by a tongue slightly longer than the
frog or toad’s head, which can catch small prey and bring it — 8 — 1 Move 6/12
back to its mouth. Frogs and toads lack teeth or other means
to injure or dismember their prey—it must be swallowed
whole, usually while still alive. After swallowing, they
may jump into the water to drown prey (see Suffocation,
• Bite (12): 1d+1 crushing and control. Reach C, 1. Swallow
Exploits, p. 70). Whole. Prey begins to suffocate (Exploits, p. 70.
Frogs and toads are well known for their musical calls and
choruses during the breeding season, as the males chirp, Skills
croak, grunt, and chime, depending on species, to attract a
mate. Their eggs must stay immersed in water to survive. • Jumping-14 • Wrestling-12
The eggs hatch as water-breathing polliwogs, which eventu-
ally grow into mature frogs and toads. Special Abilities
The normal-sized versions are only worrisome to tiny Super Jump. Frogs are prodigious jumpers, and can cover a
creatures, though toads are poisonous if ingested, and some distance 20× their body length. Find a frog’s jump distance
frogs secrete a contact poison of remarkable potency. More by looking up the frog’s Size Modifier +8 (!!) on the Size and
interesting are the giant toads and frogs grown under the Speed/Range Table (Exploits, p. 98). A SM 0 giant frog can
influence of the magic permeating Etera. These are threats leap an astonishing 50 yards, and is treated as having Move
even to delvers, especially if they team up: Frog and Toad 50 for the purposes of slams and pounces when jumping.
are rumored to be good friends. Toads prefer shorter hops: add 2–4 to the SM to get jumping
Giant Frog. Found lurking in shallow water, waiting for
anything that can fit in their mouths to come by. They can
easily swallow creatures of SM –2 and lower.
Giant Toad. These emerge from their burrows at dusk, wait-
ing for likely prey to come by. They will happily consume
any humanoid that gets too close.

• 360º Vision • Night Vision 4
• Amphibious • Quadruped
• Cold-Blooded • Super Jump
• Dependency (Water, 1 HP (see notes)
per day) • Swallow Whole
• Nictitating Membrane 1 • Wild Animal

Frostalf (Jack Frost)
Frostalfs feel responsible for making winter weather and
ST 6 DX 12 IQ 12 HT 10
decorating surfaces with frost.
A frostalf appears as a small, wizened, bearded old man
with ice-white skin and hoarfrost for hair.
HP 6 Will 11 Per 10 FP 10
They are found wherever and whenever it gets cold enough
for water to freeze. During the thaw, the frostalfs relinquish Control Thresholds SM –2
their duty and retreat to their frozen faerie worlds in Svar- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
talfheim, to return in time for the next winter.
Dmg 1d–4/1d–3
Frostalfs are generally unconcerned with the affairs of
mankind, wishing only to work at their duties of overseeing
1 3 6 9 12
the change of seasons in autumn and maintaining “proper” Basic Lift 7.2
conditions in winter—although they are not above having
a bit of mischievous fun if the opportunity presents itself. Defenses
If threatened, or prevented from doing what they deem as Speed 5.50
Parry Dodge Block DR
necessary, they retaliate against the threat with their ice
9 8 — — Move 5
Special Abilities
Blizzard. As Sandstorm (Spells, p. 16) but carrying flying
snow and ice. Costs 5 FP to create a storm with a 10-yard
• Punch (14): 1d–4 crushing. Frequently accom-
area, and 2 FP per additional minute to maintain. panied by Frostbite as follow-up: 1 FP per 1d
Frosty Blink. By spending 1 FP, the frostalf can vanish from injury up to 3d.
view and reappear up to 10 yards away, so long as it appears • Ice Dagger (13): 1d–1 impaling per FP, up to
3d–3. Range 30/60. Acc 3.
on snow or ice and is not in contact with iron. This can be
done as an active defense (roll Dodge), no Body Sense roll
Popsicle. Grabbing the frostalf inflicts a 1d Frostbite spell
on the assailant at no cost to the frostalf. Armor protects as
Trackless. A frostalf walks over snow and ice as if under the
effects of Light Tread (Spells, p. 57).

• Dependency (Mana) Resistance 2
(1 HP per minute) • Injury Reduction 2
• Energy Reserve 10 (not iron or steel)
• Faerie Veil 4 • Night Vision 6
• Immunity to Cold • Magery 3
• Indomitable • Regeneration (1 HP per hour
• Improved Magic in freezing weather)

• Brawling-14 • Innate Attack (Projectile)-14

• Frostbite-13 • Hail-13
• Ice Dagger-13

Game Birds
Game birds are those birds hunted in the field for food.
ST 5 DX 10 IQ 2 HT 12
They cover a wide variety of sizes and species. These are not
monsters or beasts: They’re food. If you can catch them.
Large Game Birds. Includes species such as wood grouse
HP 5 Will 9 Per 12 FP 12
or grey geese. These are typically three or four feet tall, and
giant versions that can get even larger are known. The stats Control Thresholds SM -2
here represent a large bird. ST 5–6
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Medium Game Birds. Very common birds, hunted for
Dmg 1d-4/1d-3
food and feathers. Ducks, sage grouse, and some species of
pheasant fall into this category. ST 4–5, 1 3 5 8 10
Small Game Birds. Mostly members of the grouse family, Basic Lift 5
including the ruffled grouse, sharp-tailed grouse, and
several birds collectively known as prairie chickens. ST 2-3. Defenses
Speed 5.50
Tiny Game Birds. These require more than one bird to Parry Dodge Block DR
make a meal, and include doves, partridges (in or out of pear
trees), and the common quail. ST 1–2. — 8 — — Move 5/15
Special Abilities
Food Value. Assume that a bird will yield roughly 2× it’s Attacks
Basic Lift in number of meals for an adventurer. • Beak (10): 1d–5 large piercing. Reach C.
Top Speed. Game birds top speeds vary tremendously by
species. Geese are as listed; pheasants can peak at Move 30
in short bursts; grouse are plodding at Move 10. Quail hit • Acrobatics-8 • Stealth-12
Move 17, and most ducks can push Move 25. Treat base Air
Move as 1/3 top speed.

• Enhanced Move (Air) • No Fine Manipulators
• Flight (Winged) • Wild Animal
• Flight Reflex

Mundane, Dragon
The gangaeðla of the northeastern parts of the Endalaus
ST 11 DX 12 IQ 7 HT 10
Forest are small, scaly humanoids with short tails and wide
toothy mouths. They’re strong for their height, which rarely
top. 5 feet. They eschew armor, relying on their numbers, HP 14 Will 9 Per 11 FP 11
scales, more numbers, sheer ferocity, even more numbers,
and the use of crude weapons. They are talented diggers and
builders, and have served the true dragons as construction Control Thresholds SM 0
workers and massed minions for millennia. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Their homes are extensive burrows: massive tunnel Dmg 1d–1/1d+1
complexes for themselves and any domesticated animal
companions (almost always pet lizards).
2 7 13 20 26
Any hit with a bite counts as a free grapple; the gangaeðla
Basic Lift 24
can worry afterwards, rolling damage automatically each
turn. Speed 5.50
Parry Dodge Block DR
Special Abilities 10 8 — 1 Move 5
Septic Bite. Their teeth are filthy, with bits of rotting flesh
stuck in them from prior meals. Anyone injured by their bite
must roll vs. HT–2 to avoid an infection until treated with
Cure Disease. See Septic Bite for the full, icky details.
¼ Bite (14): 1d cutting. Reach C. Bites also count as grap-
Tunnel Lizard. The gangaeðla are fierce diggers and are ples; may worry. Septic bite.
capable of very quickly making labyrinthine tunnel com- • Hatchet (14): 1d+1 cutting. Reach 1.
plexes in even the most stubborn soils; tools are required to • Pick (11): 1d+2 impaling. Reach 1. A miner’s pick used in
work rocks. They may not be as artistic as the dwarves, but two hands. Targets chinks with a reduced penalty by –2;
what they lack in fine craftsmanship they make up in speed. may get stuck (see Picks, Exploits, p. 39)
• Grapple (14): 1d+1 control. Reach C.
Voice-activated Dinosaur. Some gangaeðla learn to
command a risaeðla (dinosaur) using shrill voice commands
as a free action. The dinosaurs aren’t very bright, though:
The commands must be simple (one or two words: “Attack
him,” “Go there,” “Run away,” or “Hulk smash.” Make an
Animal Handling roll for each command or the animal does
whatever suits its nature.

• Animal Empathy • High Pain Threshold
• Animal Friend 2 • Nictitating Membrane 1
• Bloodlust (12) • Night Vision 6
• Cast-Iron Stomach • Odious Racial Habit (Eats
• Combat Reflexes other sapient beings, -3
• Discriminatory Smell reactions)
• Discriminatory Taste • Resistant to Disease 3
• Gluttony (9)

• Axe/Mace-14 • Stealth-14
• Brawling-14 • Traps-14
• Mimicry (Animal • Wrestling-14

The Gel-O-Mold is an aggressive slime formed into a devious
ST 10 DX 16 IQ 1 HT 12
trap. The dökktomte have determined a way to form them
into the shape of furniture or other objects and hold them
in place with specialized illusion spells that have a tangible HP 10 Will 14 Per 12 FP 12
physical component to them: a static shell. The molds can’t
be walking around.
Control Thresholds SM +1
The shell breaks when a sapient (IQ 6+) creature touches
them, whereupon slime inside will immediately attempt to ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
engulf and consume the hapless victim. Dmg 1d–2/1d
The creature attacks by shooting a pseudopod of itself at a — — — — —
target. If it hits at all, it immediately sucks itself into close
combat, initiating an Engulf. Using Fantastic Dungeon
Basic Lift 20
Grappling, the first engulf attack initiates the Devour
ability which persists until the grapple is broken. The gel-o- Speed 7.00
mold is Diffuse and affected normally only by area, cone, or Parry Dodge Block DR
explosive attacks. It cannot be grappled (doing so allows the
mold to instantly Engulf its attacker!). It’s unaffected by Ani- — 11 — 0 Move 7
mal or Plant spells that don’t specifically target slimes. It can
propel itself through water as easily as move on land. It is
far too stupid to negotiate! The gel-o-mold shell illusion isn’t Attacks
perfect and can be detected with Perception-based Thauma- • Pseudopod (16): 6d control (Max 40). Reach C–5.
tology at –7 to the roll. Add any levels of Magic Resistance
to Perception when looking to see through the illusion.
Creatures which have natural bonuses to see through faerie
glamour add that to the Perception roll as well.

Special Abilities
Devour. The corrosive slime consumes its target, painfully
dissolving living flesh and bone…but not metal or gear. The
process is mystical, not biological: it eats the delver but not
their stuff; it eats constructs or animated undead, but not their
stuff. It eats rules lawyers, but not their stuff. Devour is a large
area injury attack doing 1d+1 corrosion damage (Exploits,
p. 53) as a free action each turn once a gel-o-mold has engulfed
a target. Upon being engulfed, the target must make a HT roll
or be Blinded. On a critical failure, this is permanent.
Engulf. If the gel-o-mold makes a close combat attack against
an SM 0 or smaller creature, it engulfs its target if it can enter
its hex. The only defense is a retreating dodge. Failure is
treated as being pinned or inflicting 40 Control Points on the
target. Any victim that must breathe experiences Suffocation
(Exploits, p. 70). If the gel-o-mold wishes to move away from
its current location (even a step) it must release its target
unless it weighs less than 20 lbs.

• Combat Reflexes • Immunity to Poison • No Head • Unfazeable
• Diffuse (Infltration) • Indomitable • Slithers • Vibration Sense (Air)
• Doesn’t Breathe • Invertebrate • Temperature Tolerance 5 • Wild Animal
• Doesn’t Sleep • No Eyes (Cold)
• High Pain Threshold • No Fine Manipulators • Temperature Tolerance 5
• Immunity to Disease • No Neck (Heat)

A ghost is the vestigial imprint of a deceased, sapient indi-
ST 8 DX 11 IQ 10 HT 10
vidual, whose devotion to something causes that imprint
to carry on after death. In some rare cases, the remaining
ghost is the actual soul or spirit of the departed. A ghost HP 8 Will 15 Per 11 FP —
takes form depending on its purpose. Most frequently, the
ghost resembles the creature that it was before it died, its
visage altered to echo the motivation of the spirit. Ghosts are Control Thresholds SM 0
tied to people, places, or duties: ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
People. As a protector or a vengeful spirit, a ghost can take Dmg 1d–3/1d–2
up residence in an area in order to haunt or guard a partic-
ular person or family. This is most common when someone
1 4 8 12 16
dies determined to protect loved ones from harm. Basic Lift 12
Places. Most creatures move onward to other realms, but a
spirit can be anchored to a place so strongly it cannot leave. Speed 5.25
Spirits of those tortured to death, or sacrificed near a leyferð Parry Dodge Block DR
to a fiend or aberration, might be so trapped.
Duties. Seeing a task done, or a person punished, or fulfill-
— 8 — — Move 5
ing a vow are all reasons that a strong-willed being might
carry on as a “þrjóskrandi,” a stubborn spirit. Attacks
A ghost can be fought, dispersed, or dispelled, but it • Withering Touch (11): 1d injury. Reach C. Armor does
usually reforms unless the will that animates the ghost is not protect.
overcome via a Banish spell or exorcised (though the ghost
probably won’t sit still for the three hour ritual), or it can be Special Abilities
convinced that its purpose has been fulfilled. Astral Vision. The ghost can see as if it were under the
influence of permanent Astral Vision (Spells, p. 42).
Boo! Ghosts can choose to inflict Terror (Monsters, p. 12)
on those who can see it as a free action. Those who can must
roll a Fright Check at –3 when the ghost activates the power.
Energy Reserve. The ghost has no FP, but has an Energy
Reserve for spellcasting equal to its Will, that recovers at the
usual rate.
Possession. The ghost can take control of another being as if
it could cast Control Person-13.

• 360° Vision • Energy Reserve 15 • No Vitals
• Bad Temper (12) • Frightens Animals • Sadism (12)
• Bloodlust (12) • Hidebound • Single-Minded
• Callous • High Pain Threshold • Spirit Form
• Cannot Learn • Immunity to Disease • Immune to Cold
• Chameleon 5 • Immunity to Mind • Temperature Toler-
• Dark Vision Control ance 5 (Heat)
• Detect (Life) • Immunity to Poison • Terror
• Disturbing Voice • Indomitable • Unfazeable
• Divine Curse (Don’t • No Blood • Unhealing (Total)
rest until task is • No Brain • Unkillable (Total,
accomplished) • No Eyes Until Task is Com-
• Doesn’t Breathe • No Head plete)
• Doesn’t Eat or Drink • No Neck • Unliving
• Doesn’t Sleep • No Sense of Smell/ • Vulnerability
• Dread Taste

Ghouls are undead formed when a creature willingly feeds
ST 11 DX 13 IQ 8 HT 10
on, and enjoys, the flesh of other intelligent creatures. The
ghoul is sustained, but never nourished, by the consump-
tion, and lives for eternity so long as it can feed. Ghouls HP 11 Will 8 Per 8 FP 10
pursue living creatures to create such food if they must;
carrion will do, but isn’t desirable.
Control Thresholds SM 0
Ghouls resemble bloated and starving humanoid creatures.
They carry the stench of rotting flesh, and their hairless, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
sagging skin has an oily pallor. They have long, distorted Dmg 1d–1/1d+1
hands with claws or claw like appendages. Ghouls derived
from those lost or drowned at sea are puffy and eternally
2 6 11 17 22
waterlogged instead of saggy. Basic Lift 24
These creatures emerge in locations that have been depop-
ulated due to starvation, as the temptation to indulge in the Speed 5.75
only available food supply becomes irresistible. They take Parry Dodge Block DR
up residence or swarm around recently populated burial
mounds or bogs where corpses were disposed. The tendency 9 8 — — Move 5
for the recently-dead to attract ghouls and other undesirable
creatures is responsible for the custom of burning the dead
in Norðlond. Attacks
Ghouls are not skilled weapon fighters, and they use their • Bite (15): 1d–1 cutting, Reach C.
club to All-Out Attack the head, hopefully stunning the ¼ Claw (15): 1d–1 cutting. Reach C.
target, knocking it down, and making the paralyzing • Grapple (13): 1d–1 control. Reach C.
touch an easy follow-up. Then they start to eat… • Knobbed Club (9): 1d+2 crushing. Reach
C, 1. Ideally delivered as an All-Out Attack
The ghoul is animated and driven by its hunger, and from behind.
attacks any living creatures that it encounters unless
it has recently fed. While not weakened by sunlight,
they move around during the night. Ruins with many
shadows are a good compromise, as are long-forgot-
ten barrow complexes. And dungeons.
Special Abilities Skills
Paralyzing Touch. If a ghoul hits, parries with • Brawling-15
Brawling, or is parried or blocked, it inflicts a • Climbing-13
momentary paralysis on the target—the only • Stealth-13
defense is to dodge! Roll HT–2; on a failure, the • Tracking-8
foe is stunned. Roll HT–2 again each turn; on
a success, the effect ends and the victim may
act normally.

• Appearance (Monstrous) Monster
• Doesn’t Breathe Notes)
• Doesn’t Sleep • Temperature
• High Pain Threshold Tolerance 5 (Cold)
• Immunity to Disease • Temperature Toler-
• Immunity to Mind Control ance 5 (Heat)
• Immunity to Poison • Unfazeable
• Indomitable • Unhealing (Total)
• Infravision • Unliving
• Mute
• Paralyzing Touch (see

Goat, Mountain
Mountain goats seem to be magical when they’re in their
ST 12 DX 12 IQ 4 HT 12
native environment, moving up sheer near-vertical surfaces
and never putting a hoof wrong. They are grazers that eat
the foliage that sprouts from mountainsides. The males are HP 12 Will 10 Per 12 FP 12
solitary and belligerent and may attack without warning.
The females tend to travel in small herds with their young.
Slaughtered goats provide a number of meals equal to their Control Thresholds SM 0
Basic Lift. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Goats are amazingly nimble jumpers and climbers. They get Dmg 1d–1/1d+2
knocked down, but they get up again. You’re never going to
keep them down. With DX 12 and Perfect Balance, as long
2 7 13 20 26
as there are footholds, they’re rolling vs Climbing-20 to Basic Lift 28
keep their feet. Don’t bother rolling unless they’re knocked
around or the ground is unstable. Defenses
Speed 6.00
They are ornery and will protect their territory, attacking Parry Dodge Block DR
out of sheer spite with a Sumo Wrestling slam at ST 13;
they’re prodigious leapers, so slams are at full Move 7 (+3 — 9 — 1 Move 7
per die to both sides).
Skull is DR 3 from the front.

• Bite (14): 1d–1 crushing. Reach C, 1.
Traits • Horns (14): 1d+1 impaling. Reach C, 1. Counts as shield
• Discriminatory Smell • Temperature Tolerance 1 • Head Butt (13): 1d+2 crushing or impaling at Move 7.
• Night Vision 4 (Cold)
• Perfect Balance • Wild Animal
• Peripheral Vision
• Quadruped

• Brawling-14 • Survival-12
• Climbing-14 • Sumo Wrestling-13
• Intimidation-10
• Jumping-14
• Stealth-12

Gopher, Giant Golden (Marmot)
Burrowing rodents, marmots live most of their lives
ST 18 DX 12 IQ 4 HT 12
underground in extensive networks of tunnel systems.
They gather roots from underground, taking nuts, seeds,
and vegetables on or near the surface, hauling them back to HP 18 Will 10 Per 10 FP 12
their extensive larders using their cheek pouches. Marmots
are solitary creatures, digging their burrows along, and
hoarding food. Control Thresholds SM 0
Marmots live where there is soft or loose soil that can hold ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
a burrow, and sufficient plant fodder to support them. They Dmg 1d+2/3d
are despised by farmers and gardeners for depredations on
plants and the piles of burrow-tailings they leave on lawns.
2 10 20 30 40
Giant Golden Gopher. The largest of the marmots, this
Basic Lift 64
monstrous creature grows to the size of a pony. Its fur is a
rich golden color with maroon highlights. Its burrows are Speed 6.00
large and sprawling enough that a small-sized humanoid Parry Dodge Block DR
can walk comfortably, while a medium-sized humanoid can
squeeze through by stooping. Giant gophers hoard treasure 11 10 — 3 Move 6/12
as well as food, depositing shiny trinkets and various
wrought devices into their larder. Treasure hunters and
fortune seekers invade their burrows, seeking to plunder the Attacks
rodent’s treasury. This is a venture fraught with peril since • Bite (14): 1d+2 cutting. Reach C.
the gopher defends its larder fiercely, savaging intruders • Claw (14): 1d+2 cutting. Reach C.
with claws and teeth. The pelt of a giant gopher is also highly • Grapple (14): 2d+1 control. Reach C.
valued for its warmth, durability, and attractive coloration,
fetching $2,500 from fur buyers. For some reason, it does Giant
not get along well with badgers, giant or otherwise. Golden
Marmots. Fuzzy, stocky rodents with short but powerful
limbs tipped with long claws, tiny ears, small black eyes,
short naked tails, and large yellow chisel-like incisor teeth
that close on the outside of their lips. The latter trait allows
them to gnaw on roots or dirt without getting sand and grit
in their mouths. They have large cheek pouches which
expand to hold a remarkable volume of food. SM –3, ST 4.
Gophers and Prairie Dogs. While prairie dogs are
technically not marmots, they’re close enough to use
the same stats. Prairie Dogs are SM –5, ST 2; gophers
SM –4, ST 3. There’s not much meat on them: Better
hope you find a whole gopher village.
Regular-sized marmots, gophers, and prairie dogs
make permanent tunnels at the Linear Measurement
of their SM +4 per hour (Exploits, p. 98).

• Acute Taste and Smell 2 • Temperature Toler-
• Bad Sight 2 ance 4 (Cold)
• Combat Reflexes • Terrain Adaptation
• Fearlessness 2 (Ice)
• Tunneling (10 yards/ Marmot
hour, permanent)
• Brawling-14 • Wrestling-14
• Sports (Hockey)-14

Grafa Ormur
Dire Animal
The gigantic grafa ormur (burrowing worm) is another
ST90 DX 8 IQ 1 HT 16
non-draconic “ormur.” Brilliant purple in color when on the
surface, it quickly blends in with the surrounding earth and
rock when underground, making it surprisingly sneaky for HP 90 Will 9 Per 9 FP 16
a 60-foot-long purple serpent. It’s natural habitat tends to
mountains and the foothills of mountains. The dvergr say
that they are a very real problem in Barakthel. Control Thresholds SM +6
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 10d/12d
Special Abilities
9 45 90 135 180
Grind. The ormur executes its worry attack with a separate
Basic Lift 1,620
set of teeth, which make the damage 10d (2).
Speed 6.00
Parry Dodge Block DR

Traits — 9 — 20 Move 6/10

• Chameleon 3 • Tunneling (Move 2, Perma-

Constriction Attack
Enhanced Move
nent tunnel)
• Vermiform
• Bite (8): 10d cutting and control. Reach C, 1. Usually
• Flexibility • Wild Animal
All-Out Attacks. Can worry (see Grind).
• Subsonic Hearing
• Grapple (8): 10d control. Reach C. Usually All-Out
• Terrain Adaptation (Rocky)

Foul 3-foot-tall faerie that take twisted pleasure in malice.
ST 9 DX 13 IQ 13 HT 11
Their intellect serves their deviousness; they leave victims
alive to maim and torment when they could otherwise kill.
Their hides are scabrous colored in shades of bile and dried HP 9 Will 11 Per 14 FP 11
blood. Large, pointed ears and small tusks add to an already
fierce appearance. The insane cackling doesn’t help either.
Control Thresholds SM –2
Small and fierce, gremlins are effectively self-aware torture
instruments. They are the created or summoned creatures ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
of the blóðughúfa. Their Parry score does not include the Dmg 1d–2/1d–1
–1 when using the large knife. They bite, claw, and grapple
their prey (even climbing it to reach sensitive or unprotected
1 5 9 14 18
areas). They are only combat Basic Lift 16
threats if they achieve sur-
prise, have a captive target, Defenses
or other overwhelming
Speed 6.00
Parry Dodge Block DR
tactical advantages.
9 9 — 2 Move 5

• Bite (13): 1d–3 cutting. Reach C.
• Claw (13): 1d–3 cutting. Reach C.
• Large Knife (13): 1d–3 cutting, Reach C, 1 or 1d–2 impal-
ing, Reach C. –1 Parry.

• Appearance (Ugly) • Rapid Healing
• Cowardice (12) • Resistant to Disease 5
• Curious (12) • Resistant to Poison 5
• Infravision • Sadism (12)
• Magery 2 • Social Stigma (Savage)

• Diagnosis-13 • Knife-13
• First Aid–14 • Physiology-13
• Interrogation-12 • Stealth-13
• Intimidation-12

• Agonize-13 • Sensitize-13
• Itch-13 • Spasm-13
• Pain-13 • Stun-13

Álfar, Faerie
Found stalking misty marshes and dark fens, they skulk
ST30 DX 14 IQ 8 HT 14
among the dark pools and venture out at night to inflict
carnage on nearby people. They are canny fighters,
surprisingly agile for creatures so large. None too bright, HP 30 Will 10 Per 10 FP 14
these monstrous trolls are remarkably resistant to weapons.
They are fearsome unarmed combatants, not given to
strategies much more complex than “track, fight, and eat Control Thresholds SM +2
prey.” Against most humanoids, it’s more than enough. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
The surest way to kill a grendelkin is by fire or grappling it
Dmg 3d/5d+2
into submission and applying injury by wrenching limbs,
breaking necks, and the like. Just ask Beowulf. 4 16 32 48 64
Basic Lift 180
Special Abilities
Injury Reduction. The grendelkin takes half damage from Defenses
even iron and steel weapons, and anything other than iron
Speed 7.00
Parry Dodge Block DR
or steel has its damage quartered.

Traits 10 10 — 7 Move 7
• Amphibious • Injury Reduction (see

Appearance (Hideous) (-4)
Bad Temper (9)
• No Brain
• Bite (14): 3d–1 cutting. Reach C.
• Cast-Iron Stomach • No Vitals
• Punch (14): 3d–1 crushing. Reach C, 1.
• Dark Vision • Odious Racial Habit
• Grapple (18): 3d+7 control. Reach C, 1.
• Dependency (Mana) (Eats sapients)
• Discriminatory Sense • Sadism (12)
(Hearing) • Sunlight Sensitivity 2
• Discriminatory Sense • Unkillable (Achilles Heel:
(Taste and Smell) injury from grappling)
• Dread (Running Water)
• Extra Attack 2
• Faerie Veil 2
• Indomitable
• Acrobatics-13 • Stealth-12
• Karate-14 • Tracking-12
• Wrestling-18

The griffon is an example of a purposefully-created
ST 21 DX 12 IQ 4 HT 12
monstrosity that actually worked as the arcanist intended.
With the body of a (very large) feline, and the wings, head,
and beak of a (still larger) bird of prey, the griffon is both HP 21 Will 9 Per 11 FP 12
dangerous and noble-looking. It has huge, functional wings,
and can serve as a viable if high-strung airborne mount.
Stories of griffon cavalry, dating form the dragon wars, are Control Thresholds SM +1
very popular in Norðlond. Ultimately, griffons are somewhat ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
literal bird-brains, which makes griffons less predictable
Dmg 2d/4d–1
and less flexible than the smarter and more trainable
equines. Still: flying is cool, if you can stay in the saddle 3 11 21 32 42
during the inevitable acrobatic dodge! Basic Lift 88
Griffons have habitats similar to eagles. They prefer high
eyries tucked into crags and other usually inaccessible Defenses
areas. Griffons favor mountainside depressions and caves
Speed 6.00
Parry Dodge Block DR
large enough to sustain a mated pair and their brood, which
is usually 1–3 hatchlings. They hunt large ranges, looking
for a mountain goat or similarly sized prey.
— 10 — — Move 6/12
When hunting, they stoop from above, smash the prey to
the ground, and rend it with their claws and beak. It does
not grapple until the prey is unconscious or otherwise
• Beak (14): 2d+1 large piercing. Reach C,1.
incapacitated, at which point it picks up the carcass in its • Talons (14): 2d cutting. Reach C, 1. Can worry with
talons and flies away to feed. It rarely eats in the same spot talons.
as it kills, relocating somewhere less likely to be interrupted • Swoop (14): 2d+8 cutting and control (Move 12), 2d+12
by scavengers; if it has young in the eyrie it flies directly cutting and control (Move 24). Reach C, 1.
there to share its meal.
Note: The Norðlond griffons are larger and more powerful Skills
than those on Monsters, p. 35. • Acrobatics-16 • Brawling-14

• Acute Vision 3 • Temperature Tolerance 1
• Combat Reflexes (Heat)
• Enhanced Move (Air) • Wild Animal
• Flexibility
• Flight (Winged)
• Laziness (12)
• Night Vision 5
• Penetrating Voice
• Quadruped
• Swoop (Move 24)
• Temperature Tolerance 3

The grim is a big shaggy black dog with large glowing eyes.
ST 12 DX 13 IQ 5 HT 11
It may appear as a feral hound or a wolf, and is usually the
size of a mastiff.
Grim roam wild lands or lonely stretches of road at night, HP 14 Will 11 Per 14 FP 11
especially during storms. They are found with faerie and
álfar in the same way that dogs are found with humans. Control Thresholds SM –1
Grim follow people traveling alone, willfully appearing and ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
disappearing from sight. This is a harrowing experience; it is
Dmg 1d–1/1d+2
common for the victim to meet an unfortunate end shortly
thereafter. Norðalfar use them to herd their victims into 2 6 12 18 24
traps, and the álfar nobility set them upon their victims for
sport. If set as a guard, they will first try to warn or frighten
Basic Lift 28
off intruders. If this fails, they attack with savagery and
cunning. Speed 6.00
Parry Dodge Block DR
Grim are not inherently evil or savage. If adopted by a car-
ing master, grim can become affectionate and loyal. Those
who can resist the fear of a lone grim may find it friendly.
— 10 — 1 Move 6/18
In packs they engage in chases for sport and are more likely
to hound their victims and try to take them down than kill
them outright. If the victim strikes back with hostile intent, Attacks
the grim pack responds in kind. • Bite (14): 1d–1 cutting and control. Reach C, 1. May bite
and worry.
Traits • Grapple (14): 1d control. Reach C.

Cast Iron Stomach
Combat Reflexes
• Quadruped
• Temperature Tolerance 3
• Discriminatory Smell (Cold) • Brawling-14 • Survival (Woodlands)-12
• Enhanced Move • Very Fit • Intimidation-11 • Tracking-16
• Faerie Veil 3 • Wild Animal • Running-11 • Wrestling-14
• Night Vision 4 • Stealth-18

The undisputed masters of the hordes of the tyrann,
ST 30 DX 14 IQ 17 HT 17
bending knee only to the arch-tyranns themselves (and
always hoping to usurp one), the grimmdars are terrible,
implacable, and arrogant foes. HP 35 Will 21 Per 17 FP 17
In some ways resembling a gargoyle, a grimmdar is usually
twelve to fifteen feet tall. Its contours suggest barely-con- Control Thresholds SM +2
tained power. Impressive wings drape it like a cape or
cloak, and long claws decorate thick, muscle-corded limbs. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
The creature’s body is nearly always the dark red/brown Dmg 3d/5d+2
of congealing blood, and it is covered in natural lamellar
armor. It’s rearward-pointed horns spiral away from the
4 16 32 48 64
side of the head; its jaws resemble an angry baboon with Basic Lift 135
impressive canine teeth. The limbs are deceptively long: It’s
thick muscles make them appear shorter than they are. It Defenses
is hard to believe, when seeing one, a creature that is so tall
Speed 7.75
Parry Dodge Block DR
could be initially described as squat.
The grimmdars command the ístyranns, and are given 13 10 — 16 Move 7
tremendous independence by the lords of the tyranns of
Muspelheim to carry out their will. All lesser tyrann obey
the grimmdar without question or hesitation; they can’t not.
They use any stratagem to achieve victory, and no deceit,
¼ Grapple (19): 3d+7 control. Reach C, 1. With Wrestling.
treachery, or plan is too foul or twisted to be contemplated. ¼ Greatsword (19): 5d+10 cutting, Reach 2–5 or 3d+11
The plans of the grimmdars are always many-pronged, impaling, Reach 2–3. Adds 1d burning damage as
as would be expected of creatures of such fierce intellect, follow-up.
willpower, and cunning. Unlike their kvoldomur cousins, • Judo Throw (21): Executed the turn after a successful
they seek domination, and servile, desperate adulation from parry, or having established a grapple. May spend
their conquered thralls. Control Points to Injure the Foe (Fantastic Dungeon
Grappling, p. 5).
Oddly enough for a general of tyranns, the grimmdar posi- • Punch (14): 3d–1 crushing. Reach C, 1.
tively delights in engaging in front-line combat with its foes,
though they’re not looking for a challenge, but rather relish Traits
the prospect of rendering foes to gobbets while distraught
allies look on. Their power is of subtle manipulation, induc- • Charisma 5 • No Blood
ing fear and hoplelessness in their targets, robbing them of • Compartmentalized Mind • No Brain
• Dark Vision • No Neck
their will to fight. Knees turned to water, the grimmdar then
• Detect (Life) • Penetrating Voice
engages in what is to be more of an execution than a duel or • Doesn’t Breathe • Regeneration (6 HP/second)
battle. • Doesn’t Eat or Drink • Resist Good 5
Nonetheless, these are among the arch-fiends of Muspelheim. • Doesn’t Sleep • See Invisible
They fling fire and death, and are powerful spellcasters as • Energy Reserve 50 • Supernatural Durability
well, capable of simultaneously casting spells and fighting. • Flight (Winged, Move 16) • Temperature Tolerance 10
They may not tower over humanity in lambent glory like • High Pain Threshold (Heat)
• Immunity to Disease • Terror
the logaskuggi, but their subtlety, ability to subvert and
• Immunity to Illusions • Unfazeable
dissemble to allies among the high and low in Midgard, • Immunity to Mind Control • Voice
and willingness to play the longest of games make them • Immunity to Poison • Vulnerability (Blessed and
supremely dangerous. • Indomitable Magical Attacks)
• Injury Reduction 3
Spells • Magery 6

• Agonize-21 • Explosive Fireball-21

• Bless-21 • Fire Cloud–21
• Command–21 • Loyalty-21
• Compel Truth-21 • Phantom-21
• Curse-21 • Reflect-21
• Deflect Energy-21 • Remove Curse-21

Special Abilities
Incendiary Weapon. Any weapon the tyrann holds becomes Infernal Vision. The grimmdar can see insubstantial entities
surrounded by flame on command, and delivers an addi- such as spirits and those using Ethereal Body or Projection.
tional 1d burning damage follow-up. Their sight also reveals whether a subject has Magic Resis-
tance, has a spellcasting talent or supernaturally possessed
Infernal Auras. This most powerful of tyrann can take a or controlled. Finally, it can detect whether items it can see
Concentrate maneuver and produce one of the following are magical, though not what spells are on the weapon.
effects. Treat each as an Area spell at Skill-27 when rolling
for resistance. The aura has a 3-yard radius and can be Protection from Good. Protects as DR 5 and Magic Resis-
placed anywhere so long as the demon is standing within it tance 10 against direct attacks and spells from creatures that
at no further penalty. These auras can be projected as Area aren’t Truly Evil. Wouldn’t be fair if only the good guys had
spells, at –1 per yard. The Rule of 16 applies to all of these something like this.
abilities; none have any obvious sensory presence (spells Shapeshift. The demon can shapeshift into the form of a
or abilities that detect magical emanations still work fine). human. It retains all of its abilities, including it’s ST, but can
Unless their hand is forced, grimmdar engage in boastful pass for an attractive, charismatic human. This takes a single
and long-winded monologues about how feeble their foes Concentrate maneuver.
are and wax lyrical about their opponents’ inevitable defeat.
All the while, they are using Wavering Morale to soften up
their opponents. S
• Bad Feeling About This. The subject’s hands start shak-
ing, they begin to sweat, and really, losing the last meal • Acting-19 • Flail-19
all over the floor is imminent: All in the area suffer from • Broadsword-19 • Intimidation-25
Nausea (Exploits, p. 65) for 1 minute. Resisted by the • Cartography-21 • Judo-21
lower of Will or HT. Costs 2 FP. • Detect Lies-21 • Leadership-23
• Frozen with Fear. The targets suffer similar to the Rooted • Diplomacy-21 • Merchant-23
Feet spell: they cannot move or change facing, • Observation-21
and they are at –2 to all melee combat skills • Performance-19
and half Dodge (round down). • Propaganda-21
Resisted by Will (not ST!), but • Psychology-23
the subjects can make a new • Stealth-19
resistance roll at –5 each • Strategy-23
turn. Lasts 10 seconds. Costs • Tactics-23
3 FP. • Thaumatology-21
• Rout. All in the area flee in • Theology-19
mindless fear; if they cannot • Tracking-19
skedaddle, they must take • Two-Handed Sword-
the All-Out Defend maneuver. 19
Lasts 1 minute. Resisted by • Wrestling-19
Will. Costs 2 FP.
• Wavering Morale. Everyone
in the area are at –1 to Will
for each time this aura
washes over them (the
effects are cumulative).
The effect lasts for 1
minute. Resisted by Will.
Costs 1 FP.

Haf Ormur (Sea Serpent)
Mundane, Dragon ST150 DX 12 IQ 5 HT 15
Haf orma are great ocean-going serpents, among the very
largest of the degenerate dragonkin. Moving on the surface,
they appear as a series of undulating coils as they slide
through the waves, wet scales glistening, steam and spray HP 150 Will 5 Per 5 FP 15
spouting from their nostrils. Some sport sail-fins along their
back, others have tendril-whiskers around their mouths, or
adornments common to dragon-kind. Their colors range Control Thresholds SM +7
from muted gray or drab olive green to eye-catching bands ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
or spots. Dmg 16d/18d
Haf orma spend their time cruising the open seas. They dive
deep while searching for squid or whales, but return to the
15 75 150 225 300
surface to rest and breathe. Occasionally, one hauls itself Basic Lift 4,500
out of the breakers to bask on the open shore, curled up
atop some sea stack or stretched out along the beach, only to Defenses
return to their briny homes. Some travel inland along great
Speed 6.75
Parry Dodge Block DR
rivers, or find their way to (very deep) freshwater lakes that
they claim for their territory. — 9 — 20 Move 6/9
A haf ormur is a voracious predator. It subsists on a diet
of large fish, dolphins, seals, giant squid, whales, and
other common aquatic life. It also samples new treats that
happen to come sailing by. Rising from the depths, it plucks
• Bite (14): 16d impaling and control. Reach C, 1.
hapless sailors off ships or even crushes entire boats in its • Crushing Tail (14): 16d crushing, Reach 1–15. Attacks as
scaly coils. It will not pursue prey on to land farther than 3-yard-wide jet attack between ormur and target.
it can reach, and if attacked while resting on land makes • Grapple (14): 20d control. Reach C, 1.
every effort to retreat into the ocean. A haf ormur that is
threatened but cannot escape attacks tenaciously, striking
repeatedly at its antagonists.

Special Abilities
Swallow Whole. Can swallow anything SM +3 or
smaller. Swallowed creatures must defeat Control
DR 30 or cut their way out with cutting injury in
excess of 170 points (!).

• Amphibious • Nictitating
• Cast-Iron Stomach Membrane 2
• Combat Reflexes • Pressure
• Constriction Attack Support
• Dependency (Water, 2d per • Slippery
hour if out of water) • Swallow
• Enhanced Move Whole
• Extra Attack 1 • Vermiform
• Flexibility • Vibration
• Gills (Can breathe on land) Sense (Water)
• Immunity to Poison • Wild Animal

• Brawling-14 • Swimming-14
• Sumo Wrestling-14

The hafiðfólk, with a humanoid torso and fish-like lower
ST 13 DX 13 IQ 10 HT 12
half, are amphibious deep-sea dwellers. Frequently at odds
with the skekktfiskur and hakarlmaðr, these humanoids
enjoy sporting and confusing sea travelers. While some HP 14 Will 10 Per 10 FP 12
hafiðfólk arcanists can polymorph into full humans, most
are happy to remain ocean-dwellers. The males are called
hafmaðr, the females hafmær. There is a persistent rumor Control Thresholds SM 0
that the jarl of Leira married a transformed hafmær. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Much like humans, there are all sorts of hafiðfólk: good and Dmg 1d/2d–1
evil, ordered and fractious, and everywhere in between.
They will trade with the land-dwelling peoples for various
2 7 13 20 26
goods—forged and fired pottery and tools are popular with Basic Lift 33
the hafiðfólk, and they offer jewelry (pearls and mother-
of-pearl inlay are obviously popular) and strongly-built Defenses
(grown?) armor made of coral and other materials.
Speed 6.25
Parry Dodge Block DR
This example is a hafmaðr warrior specializing in finesse
with a short glaive. He’s a bit over-friendly towards the 12 9 — — Move 9
shorebound, in his family’s eyes, but he sees all these land-
folk questing for shiny pieces of metal, and, you know, he’s
pretty interested in wealth himself. Attacks
Water Vision. The hafiðfólk have water-adapted vision that • Dueling Glaive (17): 2d+6 cutting, Reach 1,2* or 1d+5
provides the abilities of the Water Vision spell (Spells, p. 71) impaling, Reach 1,2*.
but at no FP cost. • Kick (12): 1d crushing. Reach C. Uses Swimming skill, at
–2 for kick.
Traits • Punch (13): 1d–1 crushing. Reach C.

• Amphibious • Night Vision 6

• Chummy • No Legs (Aquatic)
• Combat Reflexes • Pressure Support
• Gills • Weapon Bond (Polearm)
• Greed (12) • Weapon Master
• Miserliness (12) • Xenophilia (9)

• Brawling-13
• Carousing-12
• Climbing-12
• Polearm-17
• Savoir-Faire-10
• Stealth-12
• Swimming-14

Hákarlmaðr resemble bipedal deep-sea fish. Multi-colored,
ST 22 DX 10 IQ 9 HT 12
shimmering scales cover their body, but their eyes are
lifeless and dark with a reflective sheen and a solid bright
pupil in the center. Their jaws have a distinct underbite filled HP 27 Will 10 Per 10 FP 15
with serrated teeth. They have pronounced gills at the backs
of their heads, allowing them to breathe water. Webbed
feet, hands, and a large finned tail make them powerful Control Thresholds SM +1
swimmers. Their long-taloned hands have three fingers and ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
an opposable thumb. Some hákarlmaðr have prominent fins
Dmg 2d/4d
lining their backs.
Hákarlmaðr are amphibious, but better suited to the water.
3 12 24 36 48
They come upon land to lay eggs in protected grottos that Basic Lift 96
proliferate along the coast. Hákarlmaðr are fiercely protec-
tive of their spawning grounds: Anyone near their pools can Defenses
expect swift retribution for trespassing.
Speed 6.00
Parry Dodge Block DR
Hákarlmaðr use rather primitive tools usually made of
bone, stone, glass, coral, or other materials easy to find in or 9 9 — 2 Move 6
around the sea.
Their society consists of tribal families. A chieftain guides
and leads the hákarlmaðr of each tribe. The hákarlmaðr Attacks
method for selecting chiefs varies but the chief is always ¼ Bite (12): 2d+5 cutting and control. Reach C, 1.
revered. Most are discerning and intelligent, and while the • Claw (12): 2d+2 cutting. Reach C, 1.
toughest, most cunning hákarlmaðr is usually chief, they • Grapple (12): 2d+3 control. Reach C.
lead by example, not by fear or brutality. Within the tribe, • Great Axe (12): 4d+4 cutting. Reach 1,2*.
anyway. • Polearm (12): 4d+2 cutting, Reach 1,2* or 2d+3 impaling,
Reach 1, 2*.
¼ Spear (12): 2d+3 impaling. Reach 1, 2*.

• Amphibious • Night Vision 6
• Battle Rage (6) • No Neck
(Smell Blood) • Pressure Support
• Cold Blooded • Slippery
• Discriminatory Smell • Temperature Tolerance 2
• Gills (Cold)
• Nictitating Membrane 2

• Brawling-12 • Survival-12
• Breath Control-12 • Swimming-20
• Navigation (Ocean)-14 • Two-Handed Axe/Mace-12
• Polearm-12 • Two-Handed Sword–12
• Spear-12 • Wrestling-12
• Stealth-12

Dire Animal
Another created monstrosity, the halaþyrna clearly origi-
ST 17 DX 13 IQ 7 HT 13
nated in a mad wizard’s laboratory, possibly assisted by the
fell energies of a rift to Muspelheim.
The halaþyrna has a vaguely humanoid mouth, distended
HP 17 Will 11 Per 12 FP 13
with large sabre-toothed fangs. It can speak as well, after
a fashion, in Common Runic. Its tail resembles that of a Control Thresholds SM +1
scorpion, but instead of a poison stinger, it flings spikes from
its tail with the force and range of a war arrow. It also sports ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
large, leathery wings more resembling those of a large bat or Dmg 1d+2/3d–1
small dragon. It can fly faster than a man can run. 2 10 19 29 38
Utterly selfish and fiercely territorial, the halaþyrna moves
into an area and claims it. Its usual prey are herd animals,
Basic Lift 57
wild or domesticated, and it feasts on those as would a
normal predator. Everything else, it kills for fun. Speed 6.50
Parry Dodge Block DR
In combat, it fights cannily, firing spikes at stragglers from a
distance, and using both cover and aerial attacks as a way to
gain tactical advantage and harass and demoralize its foes.
10 11 — 1 Move 8/20
Special Abilities
I Am Not an Animal. The halaþyrna is too smart for Animal Attacks
spells to work—use Mind Control magic. • Bite (15): 1d+2 impaling and control. Reach C, 1.
• Tail Spike (15): 1d+4 (2) impaling. Range 285/380. RoF 3.
Nimble Tail. The halaþyrna is particularly adept with its tail, Shots 10+1d
and strikes into its side hexes at no penalty, and to the rear • Tail Bash (15): 1d+3 (2) impaling. Reach C, 1. Side and
at -4 rather than as a Wild Swing. rear hexes only.
Thorny Regeneration. Each night as it sleeps, the halaþyna
regenerates its tail spikes, a different number each time. Skills
Roll 10+1d, and that’s how many spikes it has ready each • Brawling-15 • Innate Attack
morning. • Jumping-15 (Projectile)-15
Winged Flight. The halaþyrna flies with Move 6/15, slower • Wrestling-15 • Tracking-15
than it runs.

• Enhanced Dodge 2 • Super Jump (10 yards)
• Enhanced Move • Temperature Tolerance 2
• Flight (Winged, Move 6/15) (Cold)
• Night Vision 2 • Wild Animal
• Quadruped

Half-Dragon Warrior
Mundane, Dragon
The half-dragons were the Elder Dragon queen’s answer to
ST 18 DX 13 IQ 10 HT 13
the blending of alfar and human that created the elfàrd (the
high elves).
These humanoid-shaped creatures boast skin covered in HP 18 Will 12 Per 13 FP 13
hard, flexible scales over most of their body. These scales
are as tough as light mail armor and provide excellent
Control Thresholds SM 0
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Half-dragon’s heads are uniformly draconic in shape and
Dmg 1d+2/3d
usually have horns. Their mouths have strong jaw muscles
making them adept at biting. The digits of their hands and 2 9 18 27 36
feet end in vicious sharp claws. Their feet are large and extra
padded to protect from injury. Few half-dragons need to
Basic Lift 64
wear boots. Their flexible tail can reach around their body
to bludgeon. They have a dangerous breath weapon that can Speed 6.50
take many forms—just like their true dragon ancestors. Parry Dodge Block DR
Half-dragons are the dragonkin’s thegns, proud, ornery,
and dangerous. Half-dragon “adventuring parties” raid into
12 10 12 6/5 Move 6
Norðlond for the thrill of killing humans and taking their
stuff, which only seems fair.
Armor. The most common armor for half-dragons is light
¼ Axe (17): 3d+2 cutting. Reach 1. Parry 0U.
scale. Invariably the armor resembles dragon scales. $960, • Bite (17): 1d+1 cutting and control. Reach C, 1. Can
48 lbs. Combined with their natural armor, they typically worry.
fight at DR 6/5. ¼ Breath Weapon (17): 2d+2 burning. Range 10. Costs 2 FP
Fire Resistant. The half-dragon’s to use, Acc 0.
breath weapon grants him DR 6 • Claw (17): 1d+3 crushing. Reach C. Includes bonus from
metal gauntlet.
vs. fire.
• Grapple (17): 2d+3 control. Reach C.
Melee Weapon. Common • Shield Bash (17): 1d+2 crushing. Reach 1.
weapon skills are Axe/Mace,
Polearm, and Broadsword
plus a fine small shield. Traits
Less common are Two- • Bloodlust (12) • Nictitating Membrane 3
Handed Axe/Mace and • Bully (12) • Temperature Tolerance
Two-Handed Sword. If • Callous (Heat/Cold) 1
those weapons are chosen, • Combat Reflexes
the shield is slung and
small hatchet carried as a
weapon for close combat. Skills
With armor, shield, • Brawling-17 One of:
and an axe a typi- • Innate Attack (Breath)-17 • Axe/Mace-17 and Shield-17
cal half-dragon • Tracking-17 • Broadsword-17 and
fights unen- • Wrestling-17 Shield-17
cumbered. • Polearm-17, Axe/Mace-15,
The and Shield-15
• Spear-17 and Shield-15
• Two-Handed Axe/Mace-17
pictures a
and Axe/Mace-15, and
half-dragon warrior Shield-15
with a dueling glaive: • Two-Handed Sword-17,
It’s strong enough to Axe/Mace-15, and
use it in one hand with no Shield-15
readiness penalty!

A haturljós is all that remains of an angry, violent
ST 0 DX 19 IQ 11 HT 10
spirit—usually a vaettr that has been destroyed in body
but not extinguished by fire and sunlight. They haunt old
battlefields and are sensitive to the location of collections of HP 0 Will 11 Per 11 FP 10
treasure, hoping to prey on the lives of those that come to
claim it. They remain near a particular area, and if driven
away in combat, hide until the threat is gone, then return. Control Thresholds SM –5
When a wisp chooses to appear, it shows as a pearly, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
flickering flame that can be of nearly any color, and emits Dmg N/A
light at the wisp’s whim. Most of the time it is invisible, and
uses that invisibilty to approach a potential target and attack
— — — — —
from behind, at which point it cannot conceal its light. Basic Lift 0
A wisp is Truly Evil, purposefully malicious, and sadistic.
It stalks its prey and strikes from surprise, shocking the Speed 8.00
foe until it is incapacitated. Once the foe is unconscious, it Parry Dodge Block DR
changes to its consume life ability, draining the target of life
while getting stronger. — 14 — — Move 10
Special Abilities
Bane. Any damage that affects spirits, fire, or sunlight Attacks
destroys the haturljós utterly. It’s not hard to kill if you know • Shocking Blast (19): 2d–2 burning damage Reach C, 1.
how it’s done. It’s just sneaky, fast, and mean. Roll for physical stun.
Consume Life. The ability is only usable on an unconcious
victim. The target rolls HT-4, and loses 1d HT on a failure; Skills
the haturljós first heals HP, then replenishes its ER, with this • Stealth-15
drain. If HT is lowered to 0, the victim dies. HT recovers at 1
per 10 minutes.
Light. Either by choice, or when it attacks, the haturljós
emits bright light (as continual light) in a circle 1d yards
Shocking. As per the Lightning spell, treat any metal armor
as DR 1. A target who takes any injury at all must make a HT
roll, at -1 per 2 HP suffered, or be physically stunned. The
victim may attempt a HT roll each turn thereafter to recover.

• 360° Vision • Mute
• Bloodlust (6) • No Blood
• Cannot Learn • No Brain
• Detect (Life) • No Eyes
• Doesn’t Breathe • No Head
• Doesn’t Eat or Drink • No Neck
• Doesn’t Sleep • No Sense of Smell/Taste
• Energy Reserve 5 • No Vitals
• Enhanced Dodge 3 • Sadism (6)
• Hidebound • Spirit Form
• High Pain Threshold • Unfazeable
• Immune to Lightning • Unhealing (Heals by Drain
• Immunity to Disease Life)
• Immunity to Mind Control • Vulnerabilty (Sunlight, Fire,
• Immunity to Poison or spirit-affecting damage)
• Indomitable
• Invisibility

Hawks are predatory birds, with hook-bills, fierce-looking
ST 3 DX 12 IQ 3 HT 9
eyes, and powerful feet with long talons. Species of hawk
can be found in almost any environment, from harriers
soaring low over open fields to goshawks weaving agilely HP 3 Will 9 Per 12 FP 9
between tree trunks in dense forest.
Hawks attack using their talons, piercing their prey and Control Thresholds SM –4
subduing it with repeated grasps if necessary. When the
victim is sufficiently restrained, it will tear off pieces with ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
its beak to eat. The common hawk (a sparrowhawk) chases Dmg 1d–5/1d–4
prey, stooping rarely. They attack if a person is getting too
close to their nest, swooping down to rake the intruder’s
1 2 4 6 8
head with their talons. Basic Lift 3
Hawks and falcons are captured and trained for falconry,
a common pastime for the nobility in central Norðlond. Speed 5.25
Female hawks are notably larger than their male counter- Parry Dodge Block DR
parts (males are usually one SM smaller).
Buzzard: Buzzards are broad-winged soaring hawks,
— 8 — 0 Move 5/15
circling high over open land or perching on a tall lookout
from which they scan the ground below. Buzzards have a
shrill, piercing cry. SM –3; Move 5/14. They do not usually
stoop on prey. • Beak (12): 1d–6 large piercing. Reach C.
• Talons (12): 1d–6 impaling. Reach C.
Falcon: Falcons are not true hawks, but close enough to use
similar stats. With their slender, pointed wings, falcons are Traits
fast-flying and agile birds, reaching dizzying speeds as they
stoop on prey: They may plummet from several miles in • Acute Vision 2 • No Fine Manipulators
• Enhanced Move (Air) • Stoop (Move 30)
altitude. The peregrine falcon is SM –4, ST 3, Acrobatics-14;
• Flight (Winged) • Wild Animal
Move 5/30; Stoop (Move 115). Yes, really: They’ve been
clocked stooping at 240 mph. DR 7 vs its own stoops.
Goshawk: Goshawks are forest hawks. They have short, • Acrobatics-12 • Brawling-12
broad, wings and a long tail. The back is dark colored, the
breast white, and the tail sports bold black bars. Goshawks Goshawk
are highly maneuverable as they fly through brush and Falcon
between trees. Their primary prey is birds and
mammals that they catch by surprise with a com-
bination of speed and cover. A goshawk is SM –3;
Acrobatics-14; Move 5/19; Stoop (Move 30); DR 5.
Harrier: Harriers are long winged, long tailed hawks that
hunt open areas, such as plains, moors, bogs, and culti-
vated fields. They fly low and slow, taking any small animal
they can catch. The females are brown, the males gray-white
with dark wing tips. Harriers are SM –4, ST 3, with Acute Kite
Hearing 2 and Directional Hearing. They have Move 5/12; Harrier
they prey on small rodents and hunt by terrain following
near the ground. They stoop as a display while mating, but
not when hunting.
Kite: Kites are soaring hawks with a distinctive forked tail.
They fly high and dive on their prey. They eat small mam-
mals and earthworms, along with the occasional bird, frog, Buzzard
or lizard. Kites happily scavenge on larger carcasses. They
can hover in place on the wind (“kiting”), and dive almost
vertically on their prey. Stoop (Move 55); DR 6. Hawk

Álfar, Faerie
A Hob is a specifc lineage of stóralf bred for battle. Hobs
ST 14 DX 11 IQ 10 HT 11
are martial, brutal, and better at following orders, main-
taining discipline, and keeping to a plan than most of their
norðalfar kin. Hobs live in martial groups, often under the HP 14 Will 12 Per 10 FP 11
command of a more powerful faerie. In appearance, they
tend to be muscular, hairy, with protruding tusks, recessed
black beady eyes, and large, pointed ears. Control Thresholds SM 0
The hob is man-sized and bred for war with humanoids. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
They are frequently encountered and greatly feared in Dmg 1d/2d
Norðlond raiding out of the Frostharrow. 2 8 15 23 30
They are sensitive to sunlight, and where most creatures
take penalties in darkness, norðalf are at -6 in full sunlight,
Basic Lift 39
-4 in overcast daylight, and -2 at dusk or twilight.
Hob shields are large, built for war; they will use Norðlond Speed 5.50
Parry Dodge Block DR
shields if they can get them (DB 2, included in their defenses)
and made with hide or wood (what hide is always best left
10+3 9+3 10+3 3 Move 5
All hobs carry a shield and shortsword (cheap, bronze).
Additionally, they will carry a spear, bow, or war axe. They
are ferce backstabbers if they can catch a foe defenseless.
¼ Axe (12): 2d+2 cutting. Reach 1.
They typically wear bronze mail armor, alfar may honor • Bite or Claw (12): 1d–1 cutting. Reach C, 1.
ofcers and heroic hobs with components of bronze plate. • Bow (12): 1d+1 impaling. Range 200/300. Acc 2, Bulk –7.
The hob’s backstab ability can only be used when the foe ¼ Grapple (12): 1d+2 control. Reach C.
is truly defenseless, including if reduced to below DX 0 via • Kick (10): 1d–2 crushing. Reach C, 1.
control point penalties. • Spear (12): 1d+2 impaling. Reach 1.

Special Abilities
Backstab. Against a truly defenseless foe (including one with
DX 0 or below via application of Control Points), add +1d
thrust and +2d swing to all melee attacks.

• Absolute Direction • Dread (Running Water)
• Appearance (Hideous) (-4) • Expert Backstabber 7
• Bad Temper (9) • Faerie Veil 3
• Bully (9) • Indomitable
• Cast-Iron Stomach • Injury Reduction 2 (not
• Combat Reflexes iron or steel)
• Dependency (Mana) (1 HP/ • Night Vision 6

• Axe/Mace-12 • Shield–12
• Bow-12 • Spear-12
• Brawling-12 • Stealth-14
• Climbing-13 • Tactics-10
• Escape-12 • Traps-14
• Knife-12 • Wrestling-12
• Mimicry-14
• Poisons-13

These magnificent flying horses are the chosen mounts of
ST 20 DX 12 IQ 10 HT 13
the Aesir, carefully chosen from Asgardian herds. They are
untamed, only ridden by agreement and mutual under-
standing—they are as intelligent as an average human, and HP 20 Will 11 Per 13 FP 13
can understand many languages perfectly, though they
cannot speak. If encountered, they can be bargained with
or enlisted to help in a cause. They are quite fast and robust, Control Thresholds SM +1
and mortal, if magical. Some have actual wings, while some ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
fly with inherent magic, running on air as if it were land.
Dmg 2d–1/3d+2
In a fight, they employ tactics suitable for the group: It’s
always a good idea to inform a hofvarpnir of the battle plan
3 11 22 33 44
beforehand—they are no mere dumb brutes. Basic Lift 96
Instinctive Saddle Training. The hofvarpnir are naturally
expert at being a mount, adding +2 to Riding skill. Speed 6.25
Parry Dodge Block DR

9 9 — 1 Move 6/16
• Acute Vision 2 Faerie)
• Chummy • Language Talent Attacks
• Discriminatory Smell • Night Vision 4 • Bite (12): 2d–3 crushing. Reach C, 1.
• Flight • Quadruped • Front-Leg Kick (12): 2d crushing. Reach C, 1.
• Flight Reflex • Temperature Tolerance 3 • Rear-leg Kick (10): 2d+3 crushing. Reach 1. Rear hex
• Languages (Ancient, Aesir, (cold) only. All-Out Attack (Strong)
Dvergr, Elvish, Gnomish,

• Acrobatics-14 • Stealth-11
• Jumping-12 • Swimming-10

Horned Tyrann
Named for its prominent features, the horned tyrann is used
ST 26 DX 13 IQ 11 HT 15
as part of pseudo-military units when subtlety has failed
and violence has become the preferred solution.
The horned tyranns stand at least half again as tall as a
HP 26 Will 11 Per 11 FP 15
human—usually eight to ten feet tall—and have skin that
varies in shades of red, orange, and yellow—all the colors Control Thresholds SM +1
of flame. Despite their fiendish nature, they are remarkably
attractive, and some have speculated that somewhere in the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
dim reaches of history, it is a horned tyrann that begins the Dmg 2d+2/5d
ancestry of the eldhuð race. 3 14 28 42 56
The horned tyranns are rarely encountered in the realm of
Midgard. But when they are, it is always in groups of three.
Basic Lift 135
This trio the equal of an entire cohort of skilled troops; in
the saga of Erik Tenkarsson, his unit of two-dozen dvergr Speed 7.00
berserkers went up against a single trio of horned tyranns; Parry Dodge Block DR
only Erik survived, thanks (according to the story) only to
the power of a magical drinking horn, which alone could 14 11 — 6 Move 10
subdue the fell beasts.
Horned tyranns are powerful but unimaginative. If possible,
they strike from ambush, in the dark, and methodically Attacks
destroy their opponents. They are literal-minded and • Grapple (20): 2d+7 control. Reach C, 1.
require supervision from ístyrann in the face of any sort of ¼ Halberd (20): 4d+5 cutting, Reach 2, 3* or 4d+4
dynamic tactical or strategic situation. impaling, Reach 2, 3* or 2d+3 impaling, Reach 1–3*.
“Dwarven” construction can parry every turn. Has 2× ST
Their prominent horns are not configured in a way that required to wield weapon.
makes them useful in combat—the horns rake sharply ¼ Hurl Flame (20): 2d–2 crushing and 2d–2 burning.
backwards from the side of the tyrann’s head. They are Range 70. Acc 0. No FP Cost. Replaces a melee attack.
distinctive and intimidating, but the horned tyrann cannot • Karate Kick (18): 2d+8 crushing. Reach C–2.
impale foes. On its horns, anyway. Horned tyrann make • Karate Punch (20): 2d+5 crushing. Reach C, 1.
extensive use of Pack Tactics (Monsters, p. 7). • Knife (20): 4d cutting, Reach C,
1 or 2d+1 impaling, Reach C, 1.
Traits Infernal long knife.
• Sumo Slam (20): 2d+9 crushing.
• Appearance (Attractive) • Immunity to Fire
(+4) • Immunity to Mind Control
• Bloodlust (12) • Immunity to Poison
• Callous • Indomitable
• Combat Reflexes • Infravision
• Dark Vision • Lifebane
• Detect (Life) • Magic Resistance 5
• Doesn’t Breathe • No Blood
• Doesn’t Eat or Drink • No Brain
• Doesn’t Sleep • No Neck
• Dread (Holy objects, 5 • Sadism (12)
yards) • Unkillable (Achilles Heel,
• Extra Attack 1 Blow to vitals)
• Hidebound
• High Pain Threshold
• Immunity to Disease

• Broadsword–20 • Stealth-20
• Karate-20 • Sumo Wrestling-20
• Knife-20 • Throwing-20
• Polearm-20

Horses are common beasts of burden, sources of traction,
ST 22 DX 10 IQ 3 HT 11
and mounts, found in all settled lands as the primary means
of transportation other than one’s own feet. They are elegant
creatures and fast runners. Prey animals, they spook easily HP 22 Will 10 Per 10 FP 11
and stay alert for danger. Scared, they run rather than fight.
Horses require access to pasture or hay provided in their Control Thresholds SM +1
stalls. Working horses are fed grain, increasing working
hours, and plentiful clean water. In captivity, their hooves ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
require care, and they must be shod if walking over hard Dmg 2d/4d
surfaces. They require regular grooming, particularly
after being ridden or worked. Horses will wander off if not
3 11 22 33 44
tethered or fenced in. See Equine Care and Feeding. Basic Lift 96
Horses gather in herds of up to a couple dozen animals. The
females of wild herds are related; a stallion accompanies Speed 5.25
the herd, fighting off contenders. He runs interference Parry Dodge Block DR
when danger threatens, allowing his herd to escape. Young
male horses are driven off by the stallion when they reach — 8 — — Move 5/10
The basic stats presented are for a “farm horse” without
exceptional training, breeding, or specialization, mostly for their speed. ST 18–21, DX 9–10, HT 11–12, Move 8/16 to
built around pulling a plow, hauling a cart, or providing 8/20. Saddle trained +1, military horses buy off Combat
rudimentary plodding transport on market days. More Paralysis at minimum.
demanding or specific roles are filled by particular variants • War Horse. These athletic horses are bred for strength,
bred or found for the task: See Horse Trading. speed, and aggressiveness. They are used by heavy cav-
alry, particularly armored warriors trained to charge with
Variants lances. Usually stallions are used for mounted combat,
Donkey. Steady and reliable, their physiology requires resulting in a headstrong beast that can be difficult to
work with. War horses require years of training to over-
a special saddle. They are good beasts of burden, but a
come their instinct to flee danger. (ST 20–22, Lifting ST +0
plodding walk is all one usually can expect. ST 16–18, DX to +2, DX 9–10, HT 11–12, Move 7/14), Saddle Trained +1,
9–10; HT 10–11. Move 5/8. Requires 2/3 as much food and buy off Combat Paralysis at a minimum. Some warhorses,
water as a horse. especially stallions, pick up Bad Temper (roll Animal
Draft Horse. A huge, sturdy horse used for traction. Not Handling, at –5 if the horse is not used to you); there’s no
particularly swift, they are a favorite for pulling plows, carts, price adjustment for this; it’s considered a usual trait for a
and carriages. ST 24–26, Lifting ST up to +5. war-trained horse. Remove Cowardice.

Mule. Mules are crosses between a donkey and a female

horse. They are valued for their superior endurance,
patience, and because they require less food and care than
• Bite (10): 2d–2 crushing. Reach C.
a horse. They display a more independent temperament • Front-Leg Kick (10): 2d crushing. Reach C, 1.
than horses: They are famously stubborn. ST 16–18; IQ 4; HT • Rear-leg Kick (8): 2d+1 cr. Reach 1. Rear hex only.
11–12. Move 5/8. Requires 2/3 as much food and water as a Horse’s attacks are usually All-Out unless trained and being
horse. Cowardice (9); Stubbornness (9). controlled by a rider.
Pony. Sturdy and robust, ponies breeds vary from ST 10 to
22. They can survive in more marginal habitats than most Traits
horses, and are said to gain weight merely by looking at
grasses on which a horse would starve. ST 15–18, HT 11–12. • Cowardice (12) • Night Vision 4
• Flight Reflex • Peripheral Vision
Move 6/12. Requires 2/3 as much food and water as a horse.
• Hidebound • Quadruped
Very popular with the Neveri horse nomads; small ponies
• Low-resolution Vision 4
(ST 10–15) can be SM 0 and are used by smaller races.
Riding Horse. The most common variety of horse, used for Skills
transportation, racing, and scouting. They are favored by • Jumping-12 • Swimming-10
light and medium cavalry, particularly horseback archers, • Survival (Plains)-10



Riding or Cavalry Horse

Draft Horse

Farm Horse

Horse Archer, Neveri
The Neveri clansmen are canny, hard fighters, expected and
ST 14 DX 13 IQ 10 HT 12
able to fight when called. The rank-and-file clan warrior is
an expert horseman and may be a skilled charioteer. The
horse archers of the steppes are strong, capable riders and HP 14 Will 10 Per 10 FP 12
expert archers afoot or mounted.
Upon reaching the ranks of adulthood, the Neveri clan Control Thresholds SM 0
member is gifted with a composite horsebow, a curved cav-
alry sword, and quilted cloth armor whose broad skirts are ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
divided for riding and cover to the ankles when mounted. Dmg 1d/2d
The example horse archer has done well for herself, and has
some upgrades.
2 7 14 21 28
The typical clansman is a raider and filled with bravado;
Basic Lift 39
encounters with them always teeter on the brink of violence,
or joyfully leap right off that cliff and get right to fighting. Speed 6.25
The Neveri clans have been making intermittent war in the Parry Dodge Block DR
south of Norðlond for well over a century now, but such
things are based on each clan’s declaration. A Neveri is never 9 9 — 4 Move 6
regarded calmly in Norðlond, but non-belligerent traders
come to ports and towns under flags of trade and parley.
Special Abilities • Broadsword (15): 2d+1 cutting, Reach 1 or 1d+2 impal-
Gear. This sample Neveri horse archer has brigandine torso ing, Reach 1.
armor and light scale on the legs and arms. She’s armed • Composite Horsebow (17): 1d+4 impaling. Range
with a composite bow which she can shoot while riding at no 280/350. Acc 3, Shots 1 (2), Bulk –7.
penalty to either Bow or Riding, as well as a curved cavalry
broadsword and small shield. The shield is strapped to the
arm, allowing the use of the bow via a thumb draw.
Knee Control. Neveri horse archers can control their
mounts with their knees, allowing use of both hands and
still retaining full control of their mount. The horse must
also be trained in this technique (see Saddle Training).

• Absolute Direction • Social Stigma (Minority
• Bloodlust (12) Group)
• Code of Honor (Chivalry) • Strongbow
• Heroic Archer • Wealth (Wealthy)
• Outdoorsman 3

• Animal Handling • Navigation-17
(Equines)-12 • Observation-14
• Bow-17 • Riding (Horse)-18
• Broadsword–15 • Shield–15
• Camouflage-15 • Stealth-12
• Cartography-10 • Survival (Plains)-17
• Fast-Draw (Arrow)-13 • Tracking-16
• Gesture-11 • Traps-10
• Hiking-11 • Veterinary-11
• Mimicry (Bird Calls)-13 • Weather Sense-13

These small demons are the playthings, messengers, and
ST 6 DX 12 IQ 12 HT 11
servants of their more powerful brethren. Extremely varied
in appearance, they perform simple tasks and act as scouts
and nuisances around demon lairs and dwellings. When HP 6 Will 10 Per 12 FP —
encountered in the wilds, they shapeshift into one of their
concealed forms, frequently maintaining invisibility as well.
Control Thresholds SM –3
The hrogn are advance scouts and spies—a “Wizard Eye”
that can’t be detected by wizards. It does have that demon ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
thing going on, so things that can detect demons will know Dmg 1d–4/1d–3
something’s afoot. Hrogn go out in large numbers to scout
out prospective cult members or recruits in advance of a
1 3 6 9 12
krabbari or other demon’s arrival on the scene. Basic Lift 7.2
They’re considered entirely expendable (and somewhat
tasty) by their masters. These are the most minor of demons, Speed 8.00
but they are still demons. Most things that affect people Parry Dodge Block DR
don’t affect hrogn. They are robust to non-magical damage,
but spells and magic weapons work just fine—and holy — 11 — 2 Move 8
weapons usually serve them up extra-crispy.
They can turn their invisibility on and off, but spend a lot of
time with it on. They are not combatants, and with very low Attacks
damage, any injury or debilitating conditions they inflict are • Claw (12): 1d–4 cutting +1d toxic follow-up. Roll HT–2 or
incidental. suffer from Nausea for 1d minutes. Reach C.
When transformed, they are much slower, but can easily
blend in with their surroundings, and the alternate forms Skills
are much smaller even than the hrogn’s native form (SM –7) • Detect Lies-10 • Search-10
Hrogn Swarm. Under rare conditions, a plague of hrogn • Lip Reading-10 • Shadowing-10
attack, and these are bad news. Move 6A, Damage 2d+1 • Observation-10 • Tracking-10
cutting as Large-Area Injury (Exploits, p. 53), plus 1d toxic
follow-up (HT–4 or suffer from Nausea for 2d minutes), 18
HP to disperse.

Special Abilities
Alternate Forms. The hrogn can shapeshift
its form cosmetically into that of a bat
(allowing flight at Move 5), a (large) centipede
(Move 1; Climbing-16), or a toad (Move 2;
Swimming-16; Amphibious). The alternate
shapes are disguises, but thorough ones. It
retains its ability to “claw” (or bite, sting, etc)
for 1d–4 cutting damage plus its toxic follow-up
in all forms.

• Dark Vision • Injury Reduction 2 (non-magical
• Doesn’t Breathe damage)
• Doesn’t Eat or Drink • Invisibility (selective)
• Doesn’t Sleep • Magic Resistance 3
• Dread (Holy objects 5 yards) • No Blood
• Flight (Move 5) • No Brain
• Immunity to Disease • No Neck
• Immunity to Poison • Terror (once per day)
• Infravision • Vulnerability (Holy Weapons ×2)

The hulder, or hidden folk, are wardens of the wildlands and
ST 13 DX 13 IQ 12 HT 12
secretive dwellers in untamed places.
Hulder appear as very beautiful men (huldrekall) or women
(huldra) with either the long tail of some animal (such as an
HP 13 Will 12 Per 14 FP 12
ox or wolf) or legs covered in thick fur.
Hulder live in wild areas, walking among enchanted glens, Control Thresholds SM 0
bathing in pure mountain streams, and dancing under the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
full moon. Hulder make the entrance to their faerie homes
Dmg 1d/2d–1
in massive gnarled old trees, rock outcrops, standing stones,
mushroom circles, and hill-mounds. Their chambers are 2 7 13 20 26
elegantly furnished and comfortable, made of natural
substances and incorporating native rocks and trees directly
Basic Lift 33
into the structure.
Capricious by nature, hulder can be helpful to those in need Speed 6.25
Parry Dodge Block DR
who are respectful of the wild lands around them. They can
likewise be mischievous and cruel, playing harmful pranks
for their amusement. Those harming the environment
9 9 — 2 Move 6
around their home, or showing it disrespect, earn their
wrath. If a huldra sees an attractive young man, or a hul-
drekall a beautiful young woman, it charms the object of its Attacks
interest and keeps him or her for its pleasure. Hulder do not ¼ Elf-shot (15): 2d toxic. Range 25/50. Acc 1. Costs 1 FP.
like to show their physical animal traits (tail or furry legs), • Light Club (13): 2d–1 crushing. Reach 1. Add 2d toxic
disguising these features using their glamour. follow-up by spending 1 FP.
• Punch (13): 1d–2 crushing. Reach C. Add 2d toxic
Special Abilities follow-up by spending 1 FP.
Hulder weapons are not usually physical; they are trick-
some, seductive, and go all-in on lures and mind-influence. Skills
They do possess several unusual powers, including skin that
• Dancing-16 • Shortsword–13
has the toughness of thick bark; that bark shows through on • Light Walk-16 • Stealth-16
the huldra’s back! • Mimicry-16 • Survival (Woodlands)-16
Elf-shot. By spending 1 FP, the hulder can add 2d toxic dam- • Sex Appeal-16 • Traps-16
age to any attempt to cause injury, whether it be a brawling
or grappling attack, or a weapon strike. This is follow-up
injury, and requires no hit roll. Hulder may also throw the • Appearance (Beautiful) (+4)
elf-shot. Treat as Innate Attack-15, Acc 1, 1/2D 25, • Dependency (Mana)
Max 50. The Elf-shot comes instantly to hand and (1 HP/minute)
• Faerie Veil 5
does not require preparation: The hulder just
• Indomitable
chucks it. • Injury Reduction 2
Entrancing Dance. Some of the hulder’s spells are (not iron or steel)
cast as part of an alluring sensual dance. The hulder • Night Vision 6
must be dancing to cast Charm, Daze, Foolishness, • Magery 3
Sleep, or Stun. Any conditions that interfere with the
hulder’s Dancing skill reduce their spellcasting ability by a
like amount. Don’t roll twice! The dance is the spell.

• Charm-16 • Illusion Shell-16 sion-16
• Complex • Itch-16 • Sleep-16
Illusion-16 • Pain-16 • Sound–16
• Daze-16 • Perfect Illu- • Spasm-16
• Foolishness-16 sion-16 • Stun-16
• Hinder-16 • Simple Illu-

Ice Alf
The Ice Alf resembles a semi-humanoid cluster of icicles that
ST 15 DX 11 IQ 9 HT 12
settle naturally into a form indistinguishable from other
ice formations around it when still. Ice alfs dwell near cliffs
where icy runoff forms icicles and mounds on the ground, HP 15 Will 12 Per 12 FP 12
taking advantage of the terrain to lay ambushes. It is not an
“alf” at all—it has no relationship to the faerie, other than
being of similar size to a norðalf. Control Thresholds SM –1
Universally hostile, ice alfs attack any warm-blooded crea- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
tures that come near. They do not attack powerful faerie, nor Dmg 1d+1/2d+1
elves (half-elves seem to inspire no fear or aversion in them)
if other potential targets are available.
2 8 15 23 30
The ice alf hangs out in snow-covered mountain passes
Basic Lift 45
looking like an icicle or other ice formation until an oppor-
tune moment. It opens up with Avalanche! to knock a party Speed 5.75
about, follows up with Ice Bind to freeze them in place, then Parry Dodge Block DR
pummels and skewers them with Snowball Fight and Icy
Spear. 11+2 8+2 11+2 5 Move 6
The ice alf is vulnerable to dehydration and fire for obvious
reasons. It’s a nasty ambush predator and hard to spot
thanks to Chameleon. It pulls ice from its surroundings to • Bite (16): 1d+1 cutting. Reach C.
¼ Icy Spear (16): 2d (0.5) impaling. Range 20/50. Acc 4.
heal but has enough weaknesses that it only poses a brief
• Kick (14): 1d+1 crushing. Reach C, 1.
challenge. It’s more of an interactive trap than a monster. • Punch (16): 1d crushing. Reach C.

Special Abilities
Avalanche! Costs 2 FP per use. A nearby embankment of
snow and ice collapses and rushes to the party in a line 10
yards wide, traveling 50 yards. You can only get out of the
attack’s pathway (or fly upwards!). Creatures are subject to
6d crushing for knockback only. Movement costs double in Skills
the snow and-ice covered terrain.
• Brawling-16
Ice Bind. Costs 1 FP per use. Delvers’ feet freeze to the • Innate Attack
ground: 1d+1 control that automatically hits any body parts (Beam)-16
touching the ground. Area effect, 2-yard radius. • Shield-16
Ice Shield. Costs 1 FP. An icy shield with DB 2 and DR 10. It
lasts until it shatters if its DR is exceeded. It forms instantly
when a block is attempted.
Snowball Fight (16). A flurry of hard-packed ice spheres each
doing 1d (0.5) crushing fills a cone with Range 30, 15-yard
maximum width. Targets are attacked 2d times (roll for each
victim). You may block or dodge, reduce the number of hits
by the defender’s margin of success.

• Brittle • Homogeneous • Regenera-
• Dependency (Uncomfortably Cold • Immunity to Cold/Ice tion (Only on Ice;
Environment) (1 HP per minute) • Immunity to Disease 3 HP/turn)
• Chameleon 5 (Ice and Snow Terrain) • Immunity to Poison • Slippery 5
• Doesn’t Breathe • No Blood • Terrain Adaptation (Ice/Snow)
• Doesn’t Eat or Drink • No Brain • Vulnerability (Dehydration attacks ×2)
• Doesn’t Sleep • No Vitals • Vulnerability (Fire/Heat attacks ×2)

Illt hundr
Perhaps aping the human tendency to keep canines as pets,
ST 13 DX 11 IQ 6 HT 12
tyranns keep packs of illt hundr for hunting, sport, and what
passes for loyalty. The kvoldomur demons do not keep illt
hundr. HP 13 Will 10 Per 11 FP 12
The illt hundr is a very large creature for a dog—the size of a
large mastiff—and can easily stand chest-high on a human. Control Thresholds SM 0
They are darkly colored, black or the dark brown of drying
blood. When hunting, their eyes glow red, and if they open ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
their mouths, flames lick out from within. They leave an Dmg 1d/2d–1
ephemeral trail of bloody footprints as they walk. 2 8 15 23 30
They are intelligent enough to understand spoken com-
mands, but only obey their master. The illt hundr are raised
Basic Lift 33
from birth with their owner and are magically imprinted on
them while they are puppies. Speed 5.75
Parry Dodge Block DR
In combat, they employ pack tactics and use their immunity
to fire to their advantage—they run in to bite and encumber
a foe, while other packmates use their flame breath to cook
9 8 — 4 Move 5/10
the victim while it’s held down in a grapple.

Special Abilities Attacks

Flame Breath. A 1-yard wide, 3-yard-long cone attack. Roll ¼ Bite (13): 1d cutting and control. Also 1d burning
1d each turn after using the attack; on a roll of 5–6 it can be follow-up. Reach C, 1. May worry, including burning
used again. damage.
• Grapple (13): 1d+2 control. Reach C.
• Flame Breath (13): 2d burning. Range 3.
Traits • Sumo Slam (13): 1d crushing (Move 5) or
1d+2 crushing (Move 10).
• Doesn’t Breathe • No Neck
• Doesn’t Eat or Drink • Quadruped Skills
• Doesn’t Sleep • Temperature Tolerance 10
• Enhanced Move (Heat) • Brawling-13 • Sumo Wrestling-13
• High Pain Threshold • Unfazeable • Innate Attack (Breath)-13 • Tracking-13
• Immunity to Disease
• Immunity to Illusions
• Immunity to Mind Control
• Immunity to Poison
• Indomitable
• Infravision
• No Blood
• No Brain

Dire Animal
The dragonlords, freed of their binding to ancient sires,
ST 48 DX 11 IQ 7 HT 15
engaged in experimentation of their own during the álfar-
dragon war.
Infusing giant insects with draconic traits, they created a
HP 48 Will 12 Per 10 FP 15
fearsome and effective creature: the ice centipede, or ísmar-
gfætlur. The nearly mindless creatures were seeded through Control Thresholds SM +4
the Frostharrow, where the álfar make their homes.
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Their bodies consist of a many-legged, segmented body with
Dmg 5d/7d+1
an obviously insectoid configuration. Many short legs serve
to provide both mobility and a fearsome burrowing capabil- 5 24 48 72 96
ity in rock. It has a four-part mouth capable of swallowing a
human whole. Tendrils and fleshy features cover the mouth,
Basic Lift 460
spreading wide and lunging out to seize prey, whereupon it
is swallowed, cooked, and digested. Speed 6.50
Parry Dodge Block DR
The ísmargfætlur burrows through ice, using its vibration
sense to find an isolated victim. Striking from ambush, it
seizes its prey and drags it back under the ice until its victim
8 9 — 9 Move 6
stops struggling. It may attack again unless its hunger is
• Bite (15): 5d cutting and Burning Aura. Reach C-3.
Special Abilities • Grapple (15): 5d+5 control and Burning Aura. Reach C-3.
Burning Aura. 2d (5) burning aura. This harms everyone • Swallow Whole. Does double burning damage as a free
who the ice centipede strikes or who strikes it in close action each turn.
combat. The fire is hot enough to bypass a Salamander
Amulet and melt orichalcum: Treat damage as Corrosive
(see Corrosion Attack) vs metal shields; wooden ones are
instantly set aflame: see My Shield! Exploits, p. 68.

• Cannot Learn • Immunity to Poison
• Cast-Iron Stomach • Indomitable
• Combat Reflexes • Infravision
• Constriction Attack • No Fine Manipulators
• Corrosion Attack • Subsonic Hearing
• Enhanced Move • Swallow Whole
• Extra Attack 1 • Terrain Adaptation (Ice)
• Flexibility • Tunneling (Move2, Perma-
• Homogeneous nent tunnel)
• Immunity to Cold • Unfazeable
• Immunity to Disease • Vermiform
• Immunity to Fire • Wild Animal

• Brawling-15
• Sumo Wrestling-15
• Tracking-15

Upon the charnel-house fields that serve as the borders
ST 23 DX 12 IQ 14 HT 14
between the domains of various factions of tyrann and
kvoldomur, you find the ístyrann battle-lords of Muspelheim
leading assault elements of horned tyranns and hordes of HP 23 Will 18 Per 16 FP 14
other, less elite troops in endless conflict.
These demons are terrifying foes, mighty in combat, strong Control Thresholds SM +1
in will, and magical in both attack and defense. Ten feet tall
and nearly impossibly broad across the chest, the ístyrann ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
appears to be formed of jagged, dangerous extrusions of Dmg 2d+1/4d+1
crystals or glacial ice. Ranging in color from hazy white to
quartz-clear blue, every angle and line of an ístyrann speaks
3 13 25 38 50
of danger, stasis, and pain—a cold blue light burns in both Basic Lift 105
their eyes and their chest. Their face is harsh and faceted,
with jutting teeth. The mouth, when it speaks or bites seems Defenses
to flow like water, and it can take significantly larger chunks
Speed 6.50
Parry Dodge Block DR
out of a foe than the original orifice size might suggest.

Special Abilities 12+3 10+3 12+3 7 Move 8

Crystal Weapons. By taking a Concentrate maneuver and
spending 1 FP, the ístyrann can create a crystalline axe,
dueling glaive, morningstar, or large shield in either hand.
• Axe (16): 4d+4 (2) cutting. Reach 1. ST 17; 9 lbs.
Each is treated as Dwarven (may parry normally), with the
• Bite (16): 2d+4 impaling. Reach C, 1.
Shatterproof enchantment.
Treat as weapon, not as body part.
Frostbite Weapon. On any hit using fists or one of its crystal • Dueling Glaive (16): 4d+4 (2) cutting or 2d+6 impaling.
weapons, the ístyrann can cast Frostbite (Spells, p. 69), Reach 1–3*. ST 13†; 13.5 lbs.
spending 1–3 FP and doing 1d injury per FP spent. ¼ Grapple (16): 2d+4 control. Reach C, 1.
Treat as weapon, not as body part.
Traits ¼ Morningstar (16): 4d+6 (2) crushing.
Reach 1. ST 18; 13.5 lbs.
• Ambidextrous • Indomitable • Punch (16): 2d+1 cutting. Reach C, 1.
• Born War Leader 4 • Injury Reduction 2 Treat as weapon, not as body part.
• Combat Reflexes • No Blood • Tail (16): 2d+1 impaling. Reach C, 1. Strike rear hexes at
• Dark Vision • No Brain no penalty. Treat as weapon, not as body part.
• Doesn’t Breathe • No Neck
• Doesn’t Eat or Drink • Resist Good 5
• Doesn’t Sleep • Temperature Tolerance 10
• High Pain Threshold (Heat)
• Immune to Fire • Unfazeable
• Immunity to Disease • Vulnerability
• Immunity to Illusions (2× from silver, holy, or
• Immunity to Mind Control enchanted weapons)
• Immunity to Poison
• Improved Magic
Resistance 5

• Cartography-18 Strength-22 • Shield–16
• Detect Lies-18 • Navigation-18 • Strategy-20
• Flail-16 • Observation-20 • Sumo
• Interrogation-18 • Poisons-18 Wres-
• Intimidation-22 • Polearm-16 tling-16
• Karate-16 • Propaganda-16 • Tactics-20
• Leadership-22 • Psychology-16
• Mental • Savoir-Faire-20

Álfar, Faerie
Jealous and hateful, these old crones live in isolated huts,
ST 9 DX 11 IQ 14 HT 13
twisted forests, misty swamps, sucking fens, blasted waste-
lands, and similar locations preceded by unflattering adjec-
tives. Their name means “she who dwells in the woods.” HP 11 Will 16 Per 16 FP 13
Íviðia delight in casting curses on innocent people, blighting
the land, tormenting pretty young women, and capturing Control Thresholds SM 0
and eating children.
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
The entrance to a íviðia’s hut is usually a door to a faerie
Dmg 1d–2/1d–1
abode—when the faerie portal is closed, the interior of the
hut is bare and empty. Otherwise, it is typically full of the 1 5 9 14 18
accouterments of witchcraft—giant bubbling cauldrons,
bundles of dried herbs hung from the walls and ceiling,
Basic Lift 16
carved bears, and bottles of questionable content with
vivid, sickly colors sitting on shelves. The íviðia can change Speed 6.00
the environs of her dwelling to suit any deception she is Parry Dodge Block DR
trying to pull so long as she is the only one inside. She brews
strange potions and tricks unsuspecting mortals into tasting 8 9 — — Move 6

Special Abilities Attacks

Redecorate. So long as no other sapient being is watching, • Punch or Touch (11): 1d–3 crushing, often
with Deathtouch follow-up. Reach C.
the íviðia can completely rearrange the interior of the inside
• Jo (13): 1d crushing, often with
of her dwelling place by taking a Concentrate maneuver.
Deathtouch follow-up. Reach 1. Parry +2.
Food and drink must be brought in from Midgard if it is to
provide mortal nourishment, as must any reagents needed
for alchemy or spellcraft.

• Bad Temper • Injury Reduction 2 • Unfazeable
• Callous (not iron or steel) • Vulnerability (Mete-
• Dependency (Mana) • Magery 6 oric Iron ×2)
• Energy Reserve 16 • Night Vision 6
• Faerie Veil 4 • No Vitals
• Improved Magic • Shapechange (SM 0
Resistance 5 or SM +1 animal)
• Indomitable • Trickster (9)

• Alchemy-16 • Herb Lore-16 • Psychology-16
• Brawling-11 • Mental Strength-14 • Staff-13
• Detect Lies-14 • Mimicry-14 • Thaumatology-13
• Disguise-16 • Naturalist-16 • Traps-14
• Fast-Talk-14 • Poisons-16 • Ventriloquism-14

• Aura-18 • Flight (VH)-17 • Strike Blind-18
• Continual Light-18 • Frailty-18 • Strike Deaf-18
• Counterspell-18 • Identify Spell-18 • Total Paraly-
• Curse-18 • Invisibility-18 sis-18
• Deathtouch-18 • Mage Sight-18 • Wizard Eye-18
• Debility-18 • Remove Curse-18
• Detect Magic-18 • Sleep-18

Dire Animal
The járnuxa is such an odd creature it had to be the result of
ST 20 DX 10 IQ 2 HT 14
magical tampering. It resembles a large ox or aurochs with
thick—impossibly thick—hide. The creature is completely
hairless, and its hide glows with a metallic sheen, leading HP 20 Will 10 Per 11 FP 14
to its name of iron ox. They exhale a noxious vapor that
causes paralysis as the target’s tissues fuse together into an
undifferentiated mass, which they then eat. This form of Control Thresholds SM +1
magical paralysis can be reversed with the proper magical ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Dmg 2d–1/3d+2
There does not seem to be a pattern to the habitat of the
járnuxa, and are found throughout the world. They are
2 10 20 30 40
brutish animals, powerful and unthinking; they attack and Basic Lift 80
consume any living creature.
They travel in small herds of four to six individuals (a family Speed 6.00
unit) and make their abode in any area suitably protected Parry Dodge Block DR
from the elements. They fan out, with three or four járnuxa
driving game to the herd leader, who charges and kills the — 9 — 7 Move 6/17

Special Abilities Attacks

Paralyzing Breath. The exhalation of the járnuxa behaves • Gore (12): 2d+1 (2) impaling. Treat as weapon, not as
as an Area spell, always with Range 2 and an radius of 2 body part.
(the target hex and the surrounding hexes). It may only • Slam (12): 2d+7 crushing. Move 15–17 gives +5 per die to
be delivered into the járnuxa’s front hexes. The effect is each party.
tenacious: roll 1d at the beginning of each turn, and the
cloud dissipates on a roll of 5–6. Roll a HT check at -2; failure
results in Petrifaction (Exploits, p. 66). It may only be cured
• Brawling-12 • Sumo Wrestling-12
with Remove Curse or Stone to Flesh; Dispel Magic won’t

• Bad Temper (9)
• Enhanced Move
• Immune to Petrification
• Immunity to Poison
• Night Vision 4
• Peripheral Vision
• Quadruped
• Temperature
Tolerance 3 (Cold)
• Wild Animal

Jötun, Fire
Mundane, Giant
The most powerful of the giants of The Dragongrounds, the
ST 55 DX 12 IQ 11 HT 14
only thing that keeps the fire jötnar of the Broken Coast in
check is their low population numbers. They are hardy and
warlike, and excellent crafters. Built even more powerfully HP 55 Will 13 Per 13 FP 14
than their frosty cousins, these towering creatures average
thirty feet tall, with a clear lineage of power and hauteur
to the jötun lords who strode the earth before the Elder Control Thresholds SM +4
Dragons came to Jötunheim. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Striking of appearance, their hair varies from mahogany to Dmg 6d/8d+1
bright, bright red. Their skin, as well, ranges between ruddy
and dark, from a dull red to a black strongly resembling
6 28 55 83 110
coal. They are seldom seen outside their volcanic homes Basic Lift 605
witout being encased head-to-toe in thick steel, carrying
huge, two-handed swords. As much as the males are steel- Defenses
clad warriors, the females are steel-clad sorcerors, more
Speed 6.50
Parry Dodge Block DR
than capable of wielding magics of power.
The fire jötnar occupy the shattered remains of the north- 13 10 — 14 Move 10
eastern Dragongrounds, and were in the process of girding
for a massive campaign to “take back our homeland” from
the dragons when the Shattering that formed the Broken
Coast was perpetrated. The fire jötun army and most of
• Boxing Punch (16): 6d+11 crushing. Reach C–3. 2d
their population were nearly exterminated in the tumult burning follow-up. DR protects normally.
and upheaval that followed. The scattered remains took up • Grapple (18): 6d+13 control. Reach C–3. 2d burning
residence amongst the volcanoes that line the islands in the follow up each turn the subject is grappled. DR protects
East. against grappling follow-up damage.
¼ Giant Flaming Greatsword (18): 8d+16 cutting, Reach
These jötnar hate the Aesir and the dragons with (ahem)
6–9 or 6d+15 impaling, Reach 3–9. Does 4d burning
fiery passion. Encountered, they seek advantage, making follow-up.
bold, intimidating statements. Weakness or timidity brings ¼ Thrown Boulder (16): 6d crushing. Range 57. 200 lbs.
attack. Confidence may bring invitations to engage in
contests of strength and skill to decide issues—they are
honorable enough to keep any bargains made, and cunning
enough to utilize any advantage. If they choose to fight they
do so from range as long as possible: The boulders thrown
impact with terrible force. Pressed into melee combat, they
fight fiercely and cannily, targeting spellcasters first (since
they are most likely to be able to avoid or circumvent their
high DR and fire immunity).

• Combat Reflexes • Magic Resistance 5
• Fearlessness 5 • Penetrating Voice
• High Pain Threshold • Resistant to Disease 5
• Immunity to Fire • Resistant to Poison 5

• Armory-13 • Survival-15
• Boxing-16 • Swimming-14
• Fast-Talk-13 • Tactics-15
• Hiking-14 • Throwing-16
• Intimidation-16 • Tracking-13
• Observation-14 • Two-Handed Sword–18
• Stealth-15 • Wrestling-18
• Strategy-13

Jötun, Frost
Mundane, Giant
Unlike their more organized cousins the fire jötnar, the
ST42 DX 12 IQ 11 HT 13
frost jötnar live in small communities and dream no grand
dreams of conquest. That being said, pillaging and raiding
are their favorite winter sports. They dwell in the ice-capped HP 42 Will 13 Per 11 FP 13
mountains throughout the world, living in areas too high in
elevation to support settlement by most other humanoids.
Control Thresholds SM +3
The frost jötnar look like dead, frozen caricatures of human
berserker warriors. Tall, broad, and with skin tones ranging ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
from albino-white to frozen-corpse blue, they are powerful Dmg 4d+1/7d–1
and solid, usually coiffed in long, pale, braided hair. The
women raid along with the men, and they form villages
4 20 40 60 80
that can last for years: There is relatively little competition Basic Lift 320
for frozen caves in the high elevations in the mountains. If
they find a homestead that is more closely adjacent to prime Defenses
raiding real estate, they shift themselves to that location
Speed 6.25
Parry Dodge Block DR
with nary a backward glance.
The frost jötnar are long-time associates with the faerie; 9 9 — 6 Move 9
they must be, as the frost giant and Álfar share a similar
demesne. It is not unusual (but very dangerous) to find an
entrance to an álfar pocket dimension either very nearby,
or occasionally inside, a frost giant village. They made
• Huge Mace (16): 7d+10 crushing. Reach 2–4. ST 42; 61
reasonable allies—or at least co-combatants—with the álfar lbs.
during the Dragon Wars. • Punch (16): 4d crushing,
Some tribes have moved beyond a nomadic existence, Reach C–2.
forming mighty cities and citadels among the ice. No group • Thrown Boulder (16):
4d crushing. Range 44.
of frost jötnar has ever engaged in sustained peaceful trade
100 lbs.
with a human, dvergr, or elvish settlement. Captured frost
giant prisoners seemed genuinely surprised at the notion of
arriving at a mutually agreeable treaty or compact when the
alternative seems so much fun.
A typical frost-giant raid is a brutal, sudden event. They
attack without warning in the twilight hours, bombarding a
settlement entrance with hundred-pound rocks as a raiding
party enters to take food, durable goods, and treasure.

• Fearlessness 4 • Penetrating Voice
• High Pain Threshold • Resistant to Disease 4
• Immunity to Cold • Resistant to Poison 4
• Magic Resistance 5

• Axe/Mace-16 • Throwing-16
• Brawling-16 • Wrestling-16

Jötun, Hill
Mundane, Giant
Dimwitted but sapient, slovenly and ill-tempered, the hill
ST 28 DX 11 IQ 9 HT 12
jötnar occupy and raid into territories throughout the Drag-
ongrounds. They live in an entirely primitive state, though
capable of tool use and limited construction. Lean-tos, HP 28 Will 10 Per 9 FP 12
thatch and mud huts, convenient caves, and dense thickets
form their dwellings.
Control Thresholds SM +2
Hill jötnar ingest and digest nearly anything—they seem to
be the ultimate omnivores, though prey they have to chase ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
down and kill is more fun to obtain. They eat their food raw, Dmg 3d–1/5d+1
their immunity to disease making this not a fatal act. 3 15 30 45 60
Humanoids encountering hill jötnar take the attitude of
“very dangerous: kill on sight.” Their ravening appetites and
Basic Lift 156
deserved reputation for ignorant cruelty and depradation
means that there can be no lasting peace, though they speak Speed 5.75
and are not animalistic like the ettin. Whether the defenders Parry Dodge Block DR
are human, elf, eðlufolk, or gangaeðla, all react to an
encroaching band of hill jötnar with well-earned hostility. 8 8 — 3 Move 8
They are direct and unimaginative combatants, for whom
the only answer to a failed attack is kill harder. This makes
them dangerous melee combatants (a successful hit could Attacks
kill even the hardiest humanoid), but easy to lure into traps • Big Club (15): 5d+4 crushing. Reach 2–3. ST 20; 12.5 lbs.
and deadfalls. They are fond of throwing large stones as • Punch (15): 3d–1 crushing. Reach C,1.
ranged weapons, and these weigh in the neighborhood of 50 • Thrown Boulder (15): 2d+2 crushing. Range 30. 50 lbs.
lbs each.

• Cast-Iron Stomach
• Fearlessness 3
• High Pain Threshold
• Penetrating Voice
• Resistant to Poison 3
• Immunity to Disease
• Temperature Tolerance 3 (Cold)
• Sadism (12)

• Axe/Mace-15
• Brawling-15
• Throwing-15
• Wrestling-15

Demon ST 18 DX 12 IQ 11 HT 14
These fiends are responsible for the enforcement of pacts
made with the lords of the tyranns in Muspelheim. When
a pact is violated, the keðja follow the rule of three: first a
terrifying warning, second imprisonment and torture well HP 18 Will 13 Per 11 FP 14
beyond the pain threshold, and lastly the pact-breaker’s soul
is rent from the body (usually with a malignant talisman)
and carried to Muspelheim. There it is tormented for eternity.
Control Thresholds SM 0
The keðja is the instrument of that torment. Their job is also ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
their hobby; they find work-life balance easy to manage. Dmg 1d+2/3d
The keðja is most frequently encountered by cultists having 2 9 18 27 36
second thoughts. When the cult leaders (or particular
followers) claim more power to themselves than was due, Basic Lift 64
or decide that they do not wish to remain in service to their
master, a keðja appears to remind them of the depth of their Speed 6.50
error. Parry Dodge Block DR
In combat, the keðja binds and damages each target in
range until the target is dead. If the target is the quarry, the 12 10 — 4 Move 6
keðja—in phase one—grapples but doesn’t cut, taking them
away and torturing them until dawn. Phase two, it afflicts
pain as per Painful Locks (Fantastic Dungeon Grappling, Attacks
p. 8) until it achieves Agony. In phase three a magical talis- ¼ Chain Binding (16): 1d+3 control. Reach 1–5. May worry
man which rips the soul from the body (killing the body); for control damage.
both soul and tyrann then return to Muspelheim, where the ¼ Chain Cutting (16): 1d+3 cutting. Reach 1–5.
victim is healed and nearly killed afresh each day. The dead • Chain Stab (16): 1d+3 impaling. Reach 1–5.
body often rises as a vaettr or raiðr. • Punch (16): 1d+3 crushing. Reach C.

Special Abilities • Detect Lies-15 • Pressure Points-12
Get Over Here! The keðja can grab a foe and pull it towards • Diagnosis-15 • Psychology-13
itself using a variant of Grab and Go (Fantastic Dungeon • Innate Attack (Chains)-16
Grappling, p. 5). Roll a Quick Contest of the chain’s ST 18 vs • Intimidation-17
the ST +4 of the target. If it wins, it pulls the victim towards • Judo-16
it as if it had Move 8. • Karate-16
• Mental
Only One Per Customer. A quirk of the chains: It may only Strength-15
grapple targets with one chain each.
Plethora of Chains. The demon can fling out a number of
chains equal to its Will stat, plus sufficient local chain-pieces
to serve as objects with which it can parry weapon strikes:
All parries are made at full skill.
Versatile Steel. The keðja may use its chains at full skill with
Karate, Judo, or as a ranged grappling attack.

• Combat Reflexes • Immunity to • No Neck
• Doesn’t Breathe Illusions • Penetrating Voice
• Doesn’t Eat or • Immunity to • Temperature
Drink Mind Control Tolerance 3 (Cold)
• Doesn’t Sleep • Immunity to • Temperature Tol-
• High Pain Poison erance 3 (Heat)
Threshold • Indomitable • Terror
• Immunity to • No Blood • Unfazeable
Disease • No Brain

Kónglax (king salmon) are large powerful, silvery fish that
ST 5 DX 11 IQ 2 HT 11
spend their adult lives in the ocean hunting smaller fish.
When it comes time to reproduce they undertake an epic
migration up rivers to the gravel beds in streams and rivers HP 5 Will 7 Per 12 FP 11
where they were born. As they travel, they change color,
stop feeding, and become crankier as they are flooded with
hormones. At their spawning grounds, the males fight off Control Thresholds SM –2
other males and mate with as many females as they can. The ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
males die shortly after mating is over. The females scrape
Dmg 1d–4/1d–3
out shallow nests in the gravel to hold their eggs, and last a
few more weeks, guarding their nests before they succumb 1 3 5 8 10
to the rigors of their exertions. Basic Lift 5
Salmon’s rich, oily pink flesh is delectable, nutritious, and
filling. During the salmon runs, the fish are taken in great Defenses
numbers by gill nets, dip nets, or angling. What cannot be
Speed 5.50
Parry Dodge Block DR
eaten fresh is smoked or pickled to provide valuable meat
for the rest of the year. — 8 — — Move 1
Salmon have sharp teeth, but have never been known to
bite anything they cannot swallow whole (SM –5 or lower).
As such, almost all attacks are delivered as All-Out Attack Attacks
(Determined). • Bite (11): 1d–4 cutting. Reach C.
Some “normal” salmon grow exceptionally large, and SM –1
specimens are not unheard of; chunky ones may be ST 10
and provide 40 or more meals from a single fish!
• Acute Smell 2 • Gills
Sword-toothed Salmon. See Sverðtönn Kónglax for a huge,
• Cold-Blooded • No Legs (Aquatic)
dire version of this fish. Much less tasty, though.
• Dependency (Water, 1d FP • No Manipulators
Special Abilities per minute out of water)
• Discriminatory Smell

Slippery 3
Swallow Whole
Delicious. The kónglax is really tasty and really nutritious.
A typical ST 5 salmon yields 10 meals (2 meals per pound
of Basic Lift) for a typical adventurer, and is +2 to any rolls
to deal with starvation or food supply issues (frequently • Swimming-13
IQ-based Survival rolls).
Fast Start. A salmon hunts in bursts of speed, spending 1 FP
to allow Move 3 for one turn.

Gone Fishin’
Characters in need of food or some quiet time away from monster
slaying might want to fish for food or entertainment. This is covered
under Fishing (Adventurers, p. 76) and Foraging (Exploits, p. 18).
A successful roll allows you to use a hook and line or a net to halve
food requirements for one trip. That being said, landing a 25-lb fish (or
larger!) can be a satisfying tale by itself: One that grows with time.
Fishing: Roll once per hours, up to five times per day, at –2 with
improvised gear. Look up margin of success on the Size column of the
Size and Speed/Range table: you land half (round down) the Linear
Measurement in meals (e.g., success by 5 gives 7 meals).
Spear Fishing: Use the lower of Fishing or Spear, at –2 for water
being tricksome (accounting for apparent object displacement due to
diffraction), and further penalized for the target’s Size Modifier.

Demon ST 25 DX 14 IQ 14 HT 12
A beast as fearsome as the krabbari could get a lot of
mileage out of simply ripping foes to bits. This particular
species of demon goes the extra mile, sowing chaos through
temptation and ruin as much as through direct action. HP 25 Will 16 Per 14 FP 12
The krabbari stands eight to ten feet tall, with four limbs,
only two of which vaguely resemble something humanoid. Control Thresholds SM +2
The demon is coleopteran in nature—like a crab—with
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
a hard, layered carapace on its back. Slabs of chitin and
husk serve as effective armor. The humanoid limbs are two Dmg 2d+2/5d–1
powerful arms, used for fine manipulation and striking. 3 14 27 41 54
The other two are crablike, with powerful snapping pincers Basic Lift 125
that will grapple and crush. It walks on oddly-hinged but
thick legs. Defenses
While the krabbari is a fearsome combatant, it prefers to Speed 7.00
Parry Dodge Block DR
use its special abilities to confuse, hide, and stun its foes. It
will rely on dispel magic and its innate magical resistance to
deal with spellcasters, casting stun on them when it can, and
15 11 — 4 Move 8
picking off foes one by one, from within magical darkness.
In melee, it will grapple with its pincers and rip or pummel
its victim to death.
• Pincer Claw (22): 3d+5 crushing and control. Reach C-2.
Coming Through! The krabbari’s base slam damage is 2d+3, • Bite (22): 2d+3 impaling. Reach C,1.
with a per-die bonus based on distance moved. It can (and • Slam (22): 2d+8 crushing. +3 per-die bonus from Move 8.
will) overrrun foes (and then trample them if knocked
down (see Exploits p.40 for details).
Look at That Whammer! The krabbari’s oversized claws
and it’s slam count as 25-pound weapons (as heavy as a • Brawling-22 • Stealth-16
large shield) for the purposes of Parrying Heavy Weapons • Fast-Talk-14 • Wrestling-22
(Exploits. p .49)
GM’s Take Note. The krabbari is a big, bad, boss monster Traits
that has a lot of “moving parts.” It doesn’t have spells, it has • Combat Reflexes • Indomitable
“special abilities” because monsters get to cheat. It may very • Dark Vision • Magery 3
well shapeshift into an Alternate Form—a helpless-looking • Doesn’t Breathe • No Blood
child, damsel in distress, or obviously-injured scion of a • Doesn’t Eat or Drink • No Brain
noble—to tempt the delvers to approach into melee range. • Doesn’t Sleep • No Neck
It has Compartmentalized Mind, so it should use one of its • Extra Arms 2 • Peripheral Vision
powers each turn, plus trying to pummel foes. The krabbari • Extra Attack 1 • Regeneration (special
is hard to kill without magic. No key hit locations (demon), • Compartmentalized Mind ability)
and immune to trickery and weakness. It regenerates 10 • High Pain threshold • Temperature Tolerance 10
HP each turn unless the damage was inflicted by magic or • Immunity to Disease (Heat)
holy weapons. You can kill it with mundane means…but it’s • Immunity to Illusions • Unkillable (Achilles
• Immunity to Mind Control Heel, magical or blessed
• Immunity to Poison weapons)
Pincer Power. On a target of SM+0 or smaller, the pincer
claws also automatically grapple, inflicting 2d+6 control.
The krabbari attempts to Grab and Go (p.65) with any delver Spells
lighter than 250 lbs (its Light Encumbrance limit). Picking up • Affect Sprits-15 • Illusion Disguise-15
anyone heavier than 125 lbs reduces Move to 6 and Dodge to • Agonize-15 • Illusion Shell-15
10. The krabbari has two large pincers and can attack (and • Blackout-15 • Magic Resistance-15
parry) with either one! The krabbari will bite any creature • Command-15 • Perfect Illusion-15
• Darkness-15 • Spasm-15
it has grappled at Reach C, and spend control points to
• Deflect Energy-15 • Stun-15
increase damage (see Injure the Foe, Fantastic Dungeon
• Dispel Magic-15 • Truthsayer-15
Grappling, p. 5). • Fog-15

Special Abilities Alternate Form
Aura of Darkness. The krabbari is surrounded by an aura The krabbari is rather unsubtle in its demon form. Unfortu-
that dims all light sources within 10 yards (both natural and nately for the world at large, it’s also a shapeshifter. It goes
magical) to a –6 darkness penalty. Night Vision functions about when it wishes to sow chaos on a social level in the
normally (provided there’s some light!) and Dark Vision form of an attractive human (Charisma 3). When in this
sees through the aura, but torches, lanterns, and even Con- form, it has ST 10–14 as suiting its needs (it might be a ST
tinual Light spells provide no better than –6 to vision rolls. 14 shieldmaiden, or a ST 10 innkeeper), DX, IQ, and HT stay
as listed above. It can (and does) summon other demons,
Demonic Puppet. By taking a Concentrate maneuver, the notably the seductive falleglygi and the expendable hrogn,
krabbari can take over the mind of any stunned (physical or to aid its ability to spread chaos. It has the following skills in
mental) enemy. This requires a Quick Contest of Will (Resist its alternate form (it still has them in demon form, but some
Evil, Magic Resistance, and Mind Shield definitely apply); are rather less applicable).
if the krabbari wins, the target is affected as if by a Charm • Acting-16 • Lip Reading-14
spell (Spells, p.53) for minutes equal to their margin of • Carousing-12 • Lockpicking-12
failure (minimum 1 minute) and will attempt to defend the • Dancing-12 • Observation-12
krabbari as soon as it recovers from being stunned. • Detect Lies-16 • Pickpocket-12
• Diplomacy-14 • Psychology-16
Regeneration. The krabbari regenerates 10 HP per turn • Fast-Talk-14 • Public Speaking-14
unless reduced to –10xHP (do not multiply this by 3 for its • Filch-12 • Savoir-Faire-16
30 HP; it just regenerates 10 per turn!). It cannot regenerate • Interrogation-12 • Sex Appeal-16
damage caused by magical or blessed weapons, including • Intimidtation-16 • Shadowing-16
any weapon wielded by a character with the Rest in Pieces
advantage. If it heals a crippling injury, the crippled body
part is restored immediately.
Roar of a Thousand Years’ Fury.
Any time the krabbari takes a major
wound, it roars in pain; anyone within
earshot must make an immediate
Fright Check at -2. Reduce the
penalty by 1 each time an individual
hears the roar.
Whispers of the Damned. As a
Concentrate maneuver, the krabbari
targets one creature with IQ 6+
within sight who begins to hear the
voices of damned souls in their mind.
After three seconds of this treatment,
the target is mentally stunned and
must roll Will each turn to snap out
of it. There is no resistance
roll against this power,
but the krabbari can
only use it once on
each target in a
given encounter.

Dire Animal
So few have survived attacks by the kraken that descriptions
ST 500 DX 10 IQ 16 HT 17
are a matter of rumor and hearsay. Without question, it is
large, hundreds of feet long, with tentacles large and strong
enough to destroy ships. HP 500 Will 16 Per 16 FP 17
It surfaces from the deep ocean and attacks structures
adjacent to shore, or ships at sea. It strikes until it is driven Control Thresholds SM +10
off (unlikely), it utterly destroys what it can reach, or it gets
bored. It can crawl up on land if it wants to; it usually just ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
doesn’t want to. Dmg 11d/13d
There is only one kraken. It is an apex monster by virtue of 50 250 500 750 1,000
being absolutely huge, well-armored, and each tentacle and Basic Lift 25
claw can attack or defend on any given round. Seeing one tons
inspires Terror, and yet the wise and willful, able to resist
fleeing involuntarily, are well-advised to flee by conscious Speed 6.75
choice. Parry Dodge Block DR
One Tentacle Behind My Carapace. Not all kraken encoun-
ters must end with a dead party or a ship in splinters. It may
8 9 — 30* Move 6/20
take a few desultory swipes at a ship or town up against a *DR 20 on crab-claws, DR 10 on tentacles.
coastline for fun, and if wounded (the tentacles are more
vulnerable, but regenerate) might go away. Afterwards,
changes of clothing are recommended unless you wore the • Pincer Claw (12): 51d+51 (2) cutting and control.
Reach C–30.
brown leggings that day.
• Chomp (12): 51d+51 (2) impaling. Reach C, 1.
Special Abilities • Stabbing Leg (12): 51d+51 (2) impaling. Reach C–5.
Attacks target hex at +4.
Release the Kraken. There are enough legends of a spell that • Tentacle Grapple (12): 51d+51 control. Reach 1–70.
can summon and perhaps direct the kraken that wizards • Tentacle Smash (16): 51d+51 crushing. Reach 1–70. Area
keep looking for it. But lacking this particular spell or ability, attack, 3 yards wide and 20 yards long.
no way of controlling the creature is known: the usual fare
in Spells won’t work. Skills
That’s Really All The Arms. The kraken has eight flexible • Brawling-12 • Wrestling-12
tentacles (like an octopus) with DR 10. It sports two crablike
crushing claws with DR 20. Each of its four legs tapers to a Traits
hardened point. The octopus tentacles are 70 yards long; the
crab claws reach 20 yards. The legs can only attack close to • Amphibious • No Brain
its 30-yard-long main body. • Enhanced Move • No Vitals
• Extra Arms 10 • Pressure Support
The Wind-up, The Pitch … The kraken is ponderous. The • Extra Attack 12 • Regeneration (1 HP per
tentacles and legs are powerful but slow. Treat each such an • Extra Legs 2 hour)
attack as a two-turn maneuver: Evaluate on the first turn • Extra-Flexible • Regrowth
and declare a target hex, and then attack on the second turn. • Gills • Subsonic Hearing
This gives delvers a chance to move out of the way, but since • Immunity to Disease • Swallow Whole
the tentacles are area attacks, they Scatter (Exploits, p. 45). • Immunity to Poison • Terror
• Nictitating Membrane 30 • Vibration Sense (Water)
So long as a delver is paying attention, they’ll probably only
• No Blood
get squished by accident. Ships and towns? Not so fortunate.
Wounded a Little. The kraken doesn’t like injury much.
If it suffers enough damage to cripple a tentacle (more
than 250 HP!) or even inflict pain (50 injury for –1 due to
shock; spells might do it if you can afford the energy cost), it
decides to play elsewhere. If something angers it or it’s been
summoned via a secret spell? Far, far more determined.

The lich is not just a spellcaster, it is the spellcaster. Of all the
ST 10 DX 12 IQ 16 HT 14
creatures on Midgard and even Alfheim, the lich’s knowledge
of the magical and mystical surpasses nearly all of them. As
such, the lich can be assumed to have mastered entire spell HP 10 Will 18 Per 16 FP —
colleges. However, that’s way too much work for the GM, so
this example lich has some favorites picked out from each
college. Control Thresholds SM 0
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Eilíflega Voldugur
Dmg 1d–2/1d
OK, well this particular lich calls itself Eilíflega Voldugur.
Means eternally mighty in Norðlondr, because of course it 1 5 10 15 20
does. Basic Lift 20
This particular arcane megalomaniac didn’t wish to deeply
study something as banal as elemental spells, and as a dead Defenses
thing, food, plants, living things, and the weather were
Speed 7.00
Parry Dodge Block DR
pretty useless and boring too. Even so, it knows some of
those as well. I mean, of course it can throw a fireball: Even
the inelegant sometimes has its charm.
11 10 — 2 Move 7
Regardless of an overweening sense of self-superiority,
Eilíflega was successful where Krysuvik was not. (See Crypt
of Krysuvik for a frustrated, unsuccessful guy who only • Staff (12): 1d+2 crushing – usually with a horrid spell, like
6d worth of Deathtouch. Reach 1, 2.
managed to become a lowly draug. I mean, really.)
Eilíflega managed to preserve its life several times over even Skills
before becoming a lich, and from there, spent hundreds • Alchemy-20 • Innate Attack (Gaze)-20
of years more learning even darker secrets. Even the álfar • Hazardous Materials-20 • Innate Attack (Projec-
nobility might consult Eilíflega on arcane matters, if they • Herb Lore-20 tile)-20
thought they could do so safely. It’s likely Maendrath had a • Hidden Lore (Demons)-23 • Interrogation-18
chat with it about restoring the leyferð under his castle (see • Hidden Lore (Divine • Intimidation-18
The Dragons of Rosgarth). Servitors)-21 • Occultism-16
• Hidden Lore (Elder • Parry Missile Weapons-12
While a lich can summon mindless undead on the spot, Things)-20 • Physiology (Human)-20
it also can create Constructs, recruit mindful undead, or • Hidden Lore (Faerie)-21 • Poisons-20
entrap powerful spirits in case of a bad roll on the Wander- • Hidden Lore (Lost Civiliza- • Polearm-12
ing Delver table. They are mostly not sitting off alone and tions)-21 • Religious Ritual
unguarded so that they can easily be outnumbered by a • Hidden Lore (Magic Items)- • Research-25
random party of mortal go-gooders. 22 • Staff-12
• Hidden Lore (Magical • Strategy-20
Writings)-22 • Surgery-20
Traits •

Hidden Lore (Spirits)-23
Hidden Lore (Undead)-25
• Thaumatology-25
• Theology-18
• Brittle • No Blood • Innate Attack (Beam)-20
• Cannot Float • No Brain

Dark Vision
Dependency (Loses 1 HP

No Eyes
No Sense of Smell/Taste
Special Abilities
Rule of 20. Rule of 16? Pah. That’s for chumps. Any spell
per minute in no-mana • No Vitals
where the Rule of 16 applies, use 20 as the maximum
areas) • Skinny
• Doesn’t Breathe • Unfazeable instead.
• Doesn’t Eat or Drink • Unhealing (Heals only Two-for-One! The lich can pump two seconds worth of
• Doesn’t Sleep when Unkillable is energy into a spell in the first second of concentration. This
• Energy Reserve 72 triggered) doesn’t impact casting skill.
(Magical) • Unkillable (Total
• High Pain Threshold • Achilles Heel, Can be truly Zombiepalooza. A lich can create 1d mindless undead
• Immunity to Disease killed in no-mana areas) (skeletons or zombies; mindful undead are such a bother) in
• Immunity to Poison • Unliving per FP spent, up to its Magery, with a Concentrate. That’s in
• Magery 6 • Vulnerability (Crushing ×2) combat. They’ll have more.

Eilíflega knows every spell in the following colleges at the given level. If it can see, sense, or divine that trouble
is coming in the form of a party, or an army, it consults its books and prepares special surprises in advance. Pay
attention to the FP cost of spells it knows well: It can maintain Blur at –3 or deliver 3d Deathtouch or Sunbolt spells
for funsies at no cost. It can Blink for free all day long. More than most creatures, a lich is dangerous by virtue of the
GM knowing what the threats are and preparing for them in advance so as not to slow down the game!
• Body Control Spells-25 • Compel Truth-25 • Mass Daze-25
• Communication And Empathy • Concussion-20 • Might-25
Spells-25 • Counterspell-25 • Mystic Mist-25
• Gate Spells-20 • Curse-25 • Pentagram-25
• Healing Spells-20 • Dark Vision-25 • Phantom-20
• Illusion Spells-20 • Death Vision-25 • Phase-20
• Knowledge Spells-25 • Deathtouch-25 • Possession-25
• Light And Darkness Spells-20 • Deflect Energy-20 • Reflect-25
• Making And Breaking Spells-20 • Dispel Illusion-25 • Retch-25
• Meta-Spells-25 • Dispel Magic-30 • Rider Within-20
• Mind Control Spells-25 • Divert Teleport-20 • Sandstorm-20
• Movement Spells-20 • Entombment-20 • See Invisible-25
• Necromantic Spells-25 • Ethereal Body (VH)-25 • Soul Rider-25
• Protection And Warning Spells-25 • Explosive Lightning-20 • Sunbolt-25
• Affect Spirits-25 • Fire Cloud-20 • Terror-25
• Agonize-25 • Flight (VH)-25 • Tickle-25
• Analyze Magic-25 • Great Haste (VH)-25 • Truthsayer-25
• Blackout-25 • Hide Thoughts-25 • Wall of Lightning-20
• Blink Other-20 • Invisibility-25 • Wither Limb-25
• Blur-25 • Lightning--20 • Wizard Eye-25
• Charm-25 • Mage Sight-25

Secret Spells
After years of study, Eilíflega has a few surprises up its robes.

Corpse Hands
Duration: 1 minute.
Cost: 3; half that to maintain.
Skeletal hands reach from within the earth, grappling foe’s
limbs. Every target in the area is grasped by a pair of hands,
which have Wrestling-14, ST 25 (equal to the lich’s skill) and
do 2d+2 control. Any creature stepping into an affected hex
is attacked. The hand is SM 0 and Homogeneous, with 5
HP, DR 2, and Unnatural (dispelled at –5 HP). They do not

Soul R end (VH)

Regular; Resisted by Will
Cost: 12
Time to Cast: 2 seconds.
Rips a soul out of its body, leaving the body to perish (so its
target must have both!). Holy folk add Power Investiture to
their resistance roll. A subject who fails to resist collapses in
a coma (Exploits, p. 66), but the victim cannot be awakened
normally or by magic: Only Remove Curse can undo the
spell, if done before the body dies.

A liefar is imprisoned in the world when a spirit ripped
ST 21 DX 18 IQ 10 HT 10
from a mortal body by a malevolent act, such as that of a
life-draining undead, a spell, or a curse. Angry, vindictive,
and bloody-minded, it stalks and destroys living creatures, HP 21 Will 14 Per 14 FP —
and has the intelligence to ambush prey. They are fearless
and direct, as its shadow form makes it resistant to most
forms of damage—they choose a prey, find an opportune Control Thresholds SM 0
time, and then attack it unsubtly, attempting to drain it of ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
life as expeditiously as possible.
Dmg 2d/4d–1
The liefar resembles a twisted version of the creature whose
soul was torn out, and it morphs as it is further consumed
3 11 21 32 42
by hatred. Old liefars become so twisted that they induce Basic Lift 88
Population centers provide a target-rich environment for its Speed 10.00
enraged predation. It is vulnerable to and avoids sunlight. It Parry Dodge Block DR
shelters in basements, attics, or other shaded places during
the day. 13 14 — — Move 10
The creature has a ST and HP score for use in relating
to Quick Contests, grappling, and of course, dealing and
accepting damage. It has no Fatigue Points, nor can it use Attacks
extra effort. Grapples made by the liefar must be re-estab- • Shadow Blade (18): 2d direct injury. Reach 1.
lished each turn. It cannot carry objects, though it can shove • Shadow Grapple (18): 2d control. Reach 1. Control points
them around using its ST. do not last past the liefar’s turn.
Ancient Evil. This is an old, powerful example. Weaker and
younger liefars lack Terror, and have lower ST and DX. Special Abilities
Shadow Blades. The liefar’s attacks bypass all mundane DR
(it can ignore walls, it can ignore armor). Armor enchanted
with Fortify reduces damage only by the magically
bestowed bonuses. Attacks by the liefar cannot be parried or
blocked, only dodged.
Spirit Form. The liefar may cross any medium (even solid
matter) at full Move, and renders it immune to physical
dangers and most magic. Liefars are immune to harm from
any material source other than people and objects under
the influence of Affect Spirits (Spells, p. 59), and weapons
enchanted with Ghost Weapon (Exploits, p. 79). These
affect such a spirit as if it were living, though apparent body
parts are undifferentiated: All hits count as torso hits.

• 360° Vision • Hidebound lators
• Aerial • High Pain • No Head
• Bloodlust Threshold • No Neck
• Cannot Learn • Immunity to • No Vitals
• Chameleon 5 Disease • Resist Good 3
• Combat Reflexes • Immunity to • See Invisible
• Dark Vision Poison • Single-Minded
• Doesn’t Breathe • Indomitable • Spirit Form (see
• Doesn’t Eat or • Mute notes)
Drink • No Blood • Terror
• Doesn’t Sleep • No Eyes • Unfazeable
• Extra Attack • No Fine Manipu- • Unhealing (Total)

Lion, Cave
Cave lions are big, tawny cats with a robust build and
ST 18 DX 13 IQ 4 HT 11
tuffed tails. The males have a short mane around their
necks. They live in open areas—plains, scrub, and sparse
woodland. Cave lions live in prides, including one to three HP 18 Will 11 Per 12 FP 11
related males, up to a dozen related females, and their cubs.
Prides defend their territory from other prides, announcing
their presence with loud coughing roars that carry great Control Thresholds SM +1
distances. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Cave lions are nocturnal, lazing about during the day, and Dmg 1d+2/3d
hunting in groups at night. 2 10 20 30 40
Lions wait under stealth on escape routes, while several
other lions drive their prey into ambush. A hunting lion drag
Basic Lift 64
its victim down with its claws and then bites the neck to
strangle and cause bleeding. Speed 6.00
Parry Dodge Block DR
Cave lions rarely intentionally hunt people, but anyone out
after dark in lion territory risks being taken as a target of
opportunity. They are a far greater threat to livestock, and
— 11 — 1 Move 6
kill many cattle, horses, goats, and sheep in areas where
they are common.
Special Abilities ¼ Bite (15): 1d+2 cutting and control. Reach C.
Super Jump (10 yards). Use this figure as Move for pouncing. • Claw (15): 1d+2 cutting for striking. Reach C.
Cats can jump five to six times their height both vertically • Grapple (15): 2d+1 control. Reach C. Claws add Control
and horizontally (their musculature is optimized for height). DR 3.
¼ Pounce (19): 2d+5 crushing to determine knockdown.
Pounce up to 10 yards. See Exploits, p. 40.
• Enhanced Dodge 2 • Penetrating Voice
• Enhanced Move 1 • Quadruped
• Flexibility • Temperature Tolerance 1
• Laziness (12) (Cold)
• Night Vision 5 • Wild Animal

• Brawling-15 • Running-13
• Climbing-15 • Sumo Wrestling-15

Among the mightiest of kvoldomur, the towering Logaskuggi
ST 35 DX 15 IQ 15 HT 16
crackles with power. One step below the demon-lords that
ravage and rule over half of Muspelheim, these fiends serve
as their generals, enforcers or the personal guard. HP 35 Will 18 Per 15 FP 16
The logaskuggi is a towering beast, whose aurochs-like face
and horns are lit with a visible fire of rage. This fire coats Control Thresholds SM +3
the logaskuggi completely, burning any drawing close to the
vast, foul creature. It is bipedal, but with feet that strongly ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
resemble clawed hooves. While its body can otherwise be Dmg 4d–1/6d+1
said to be “humanoid,” the fiery power within lights the
beast’s darkish skin from within, giving it the appearance of
4 19 37 56 74
a gigantic ambulatory cooling pool of lava—dark skin with Basic Lift 245
fissures and cracks that glow and seethe.
Despite it’s fearsome resistance to damage and magical Speed 7.75
power, the logaskuggi is a melee combatant. It uses its Parry Dodge Block DR
spiked tail to bludgeon those who get too close, and it’s
flaming longsword cleaves the hardiest foe. The demons’ 14 10 — 15 Move 8/16
Fire Walk ability allows it to make hash of any attempt to
form a line of battle—prepared foes make contingency plans
to deal with this ability. And fires range under its command,
springing up without warning to damage the unwary and
¼ Flaming Longsword (21): 6d+5 cutting, Reach 2–4 or
unprotected. 4d+10 impaling, Reach 2–7. Also inflicts 2d burning
The logaskuggi is a champion and general, but never follow-up.
reported seen in Midgard before the dragon-álfar wars. • Grapple (21): 4d+7 control. Reach C–2. Victim suffers
It was confined in Muspelheim by Yggdrasil’s binding. effects of Hot Bod for duration of grapple.
• Karate Kick (19): 4d+8 crushing. Reach C-3. Treat as
No mortal practitioner was mighty enough to bring one
weapon, not as body part. Includes bonus for hooves.
forth; no immortal foolish enough to do so. Between the • Karate Punch (21): 4d+6 crushing. Reach C–2. Treat as
Shattering and a subsequent massive magical calamity weapon, not as body part.
which damaged Yggdrasil itself, demons have been seen in • Spiked Tail (21): 4d+6 crushing. Reach C-4. Treat as
Midgard more frequently. Whether this includes logaskuggi weapon, not as body part. Can strike into any arc!
leading forth a host of demonkind, only time will tell.
Traits •


• Acute Detect 6 (Flame, Life) • Improved Magic Resistance • Detect Lies-19 • Strategy-19
• Bad Smell (Brimstone) 10 • Diplomacy-19 • Tactics-19
• Cannot Float • Indomitable • Intimidation-20 • Tracking-19
• Dark Vision • Lifebane • Karate-21 • Two-Handed Sword-21
• Detect (Life) • No Blood • Leadership-19 • Wrestling-21
• Detect (Fire) • No Brain • Observation-19
• Disturbing Voice • No Neck
• Doesn’t Breathe • Resist Good 10
• Doesn’t Eat or Drink • Sadism
• Doesn’t Sleep • Supernatural Durability
• Enhanced Move • Terror
• Extra Attack 2 • Unfazeable
• High Pain Threshold • Unliving
• Immunity to Disease • Vulnerability (see Defenses
• Immunity to Fire Against the Mundane)
• Immunity to Illusions
• Immunity to Mind Control
• Immunity to Poison

Special Abilities
Defenses versus the Mundane. The demon is treated as • Pool of Flame. Creates a two-yard radius infernal fire that
Unliving against attacks that aren’t inherently holy or does 1d–1 burning per second, DR protects at 1/5 normal
magical. Against such attacks it may be damaged normally. value. The logaskuggi may place the center of the pool
All attacks must defeat its mundane DR 15 and Improved anywhere within 70 yards, so long as it can see or Detect a
Magic Resistance 10. the target hex.
• Wreathed in Shadow. The logaskuggi is at –5 to hit with
Fires of Muspelheim. The logaskuggi controls shadow and attacks this turn, and sense rolls to detect the demon are
flame as second nature. On its turn, it may employ any one also at –5 if it’s moving, and –10 if it’s still.
of the following abilities as a free action. Hot Bod. Being in the same hex with or striking the demon
• Caustic Smoke. Creates a two-yard radius cloud of smoke, does 2d burning damage. This also applies to weapons: Treat
as per the Smoke spell (Spells, p. 32), anywhere within metal weapons as having DR 6, wooden as DR 4. Grappling
70 yards of the logaskuggi so long as it has line of sight, or with the creature inflicts 4d per second burning damage.
can locate a target with Detect (Life). Unlike the spell, the I Can See You. The logaskuggi’s Detect abilities can sense
blindness and coughing persist until a victim makes a HT
either life (all the better to kill you with) or fire (to enable Fire
roll, or is permanent on a critical failure. When the effects
Walk) on a 12 or less at its Fire Walk range of 70 yards.
end, blurry vision gives –3 to combat skills and Vision
rolls until cured with a suitable spell or potion: Cure
Disease, any Healing spell, or Restore Sight work, as do
healing potions, and the Universal Antidote.
• Fire Walk. The logaskuggi can teleport to any source
of flame—including its own creations or
delver’s lanterns and torches—within
70 yards. Divert Teleport and
Teleport Shield have their usual
effects, but the demons’ is treated as
having Skill-24. If the demon bursts
into existence in the same hex as
another creature, it is treated as a
shove doing 8d–2 knockback only.

Whereas the bráðnuðu are debased and devolved from
ST 13 DX 12 IQ 8 HT 12
regular human stock, the lothinmenn seem to be an evolved
form of a lesser primate. The lothinmenn are bipedal,
but covered in thick fur on their arms and heads. Their HP 13 Will 8 Per 8 FP 12
torso and legs have finer, shorter hair. The fur can be dark
brown or black, gray, or even white—especially in northern
The Dragongrounds and in the mountains to the west Control Thresholds SM 0
of Norðlond. They are powerfully built, with prominent ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
teeth and wide nostrils. They do not speak any languages
Dmg 1d/2d–1
native to Norðlond, but seem to have their own methods of
communication that work well enough for them. 2 8 15 23 30
They are predominantly vegetarian, and live in forests Basic Lift 33
and temperate areas where they have access to fruits,
shoots, stems, and leaves. They are fond of beans and other Defenses
high-protein plants, and will eat insects and worms as well.
Speed 6.00
Parry Dodge Block DR
They keep to themselves and while they mark and hold
their own territory, they do not make aggressive war in 9 9 — — Move 6
the manner of gangaeðla, eðlufólk, bráðnuðu, or humans.
They rarely carry weapons more sophisticated than a rock,
but are fierce grapplers, and can seize a foe, throw him
down, and then pummel him unconsciousness if pushed to
• Grapple (18): 1d+3 control. Reach C.
violence. • Kick (14): 1d+1 crushing. Reach C, 1.
• Punch (16): 1d crushing. Reach C. Sometimes use a rock
as a fist load for 1d+1 crushing.

• Animal Empathy • Hard to Subdue 2
• Appearance (Ugly) • Penetrating Voice
• Chummy • Resistant to Disease 2
• Easy to Read • Social Stigma (Savage)
• Fit

• Animal Handling-10 • Stealth-14
• Brawling-16 • Survival (Temperate)-13
• Hiking-16 • Tracking-15
• Jumping-14 • Traps-10
• Naturalist-10 • Weather Sense-10
• Running-14 • Wrestling-18

Álfar, Faerie ST 13 DX 11 IQ 11 HT 13
A lygasöngur—also known as a siren or sea hag—is a mon-
ster of such hideous visage that those who see her rarely live
to tell the tale. She lurks in salt marshes, tidal flats, under
piers, and out deep under the waves. The lygasöngur savages HP 13 Will 12 Per 11 FP 13
beachcombers and climbs aboard ships at sea to slay sailors
and feast on their corpses. Her lair is a faerie realm, accessed
by some deep grotto or sea cave. Control Thresholds SM 0
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Lygasöngur are sometimes mistaken for mermaids
(hafiðfólk) or nixies. As the siren is irredeemably wicked, Dmg 1d/2d–1
this can be a very career-limiting error … one the hag
encourages others to make. She is a powerful and capable
2 7 13 20 26
bard, and it’s Norðlondur name means “Song of Lies.” Basic Lift 33
Special Abilities Defenses
Speed 6.00
Death Gaze. As a free action once per turn, the hag turns her Parry Dodge Block DR
mortifying glare on a target she can see within 30 yards. The
victim must make a HT-5 roll or suffer 1d toxic injury that 8 9 — — Move 6
ignores DR.
Bard Song. The lygasöngur knows Song of Command, Song
of Humiliation, and Song of Terror. Attacks
• Bite (15): 1d–1 cutting. Reach C.
Traits • Normal-hand Grapple (11): 1d–2 control. Reach C.
¼ Pincer-claw Grapple (11): 2d–2 control. Reach C.
• Amphibious • Improved Magic • Shapechange (SM
¼ Slashing Claws (15): 1d+1 cutting. Reach C. Usually
• Appearance Resistance 5 0/SM +1 fish)
targets neck.
(Horrific) (–6) • Indomitable • Slippery 5
• Bardic Talent 6 • Injury Reduction • Terror (Looking
• Dependency 2 (not iron or at the Hag)
(Mana) steel) • Vibration Sense
• Energy Reserve • No Legs (Aquatic) (Water)
16 • Odious Racial • Voice
• Enhanced Move Habit (Eats
(Water) sapients)
• Faerie Veil 3 • Pressure Support
• Gills • Sadism (9)

• Acting-15 • Mimic (Human • Singing-25
• Brawling-15 Voices)-15 • Stealth-15
• Diplomacy-15 • Musical Composi- • Swimming-17
• Fast-Talk-15 tion-20 • Weather Sense-15
• Mimic (Animal • Poetry-20
Sounds)-15 • Psychology-15

• Borrow Lan- • Dullness-14 • Mind-Reading-15
guage-15 • Forgetfulness-15 • Perfect Illusion-18
• Charm-15 • Great Voice-15 • Persuasion-15
• Complex Illu- • Illusion Dis- • Silence-15
sion-18 guise-18 • Voices-15
• Concussion-15 • Illusion Shell-18 • Water Vision-15
• Detect Magic-15 • Mass Daze-15

Mages spend their lives in the study and practice of magic.
ST 10 DX 11 IQ 14 HT 12
Some wizards offer counsel to nobles and others in power,
while others dwell in isolated sites to perform unspeakable
experiments without interference Safirstong is one of those. HP 10 Will 15 Per 13 FP 12
Safírstöng Hálfálfur
This mage works well as a behind-the-scenes mid-tier Control Thresholds SM 0
conniving plot-drive. She wants something—perhaps a
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
lost artifact or a valuable scroll—and is moving behind the
scenes to get it.. Dmg 1d–2/1d

Encountered, she is a well-kept, snobbish, wealthy sage

1 5 10 15 20
and magical researcher with expensive tastes. Entering her Basic Lift 20
home, one finds everything in it in its proper place, with
art liberally and tastefully placed anywhere one chooses to Defenses
look. Speed 5.00
Parry Dodge Block DR
She is never seen without her ornately worked staff (per
power item, worth $8,200). One could search for centuries
and never find a smudge, crumb, or stain on her clothing or
11 8 — 8 Move 5
any of her vast collection of scrolls and manuscripts. All her
clothing is Ornate +2.
Gear. When expecting trouble or seeking to make an Attacks
impression, she dons fine, lightnened plate body armor • Wizard’s Staff (13):
under fortified robes. Salamander and Serpent amulets 1d+2 crushing. Reach 1,2 or
render her immune to both fire and poison. Her gear is 1d crushing, Reach 1,2.
worth $62,000. Parry: +2.

• Acute Mage Sense 2 • Energy Reserve 8 mon, Eldhud, and Glamour 5
• Charisma 1 • Gluttony (12) Faerie • Skinny
• Combat Paralysis • Improved Magic • Luck • Trickster (12)
• Curious (9) Resistance 1 • Magery 4 • Wealth
• Empathy • Languages: Com- • Resistant to

• Acting-14 • Hazardous Materi- • Merchant-15 • Savoir-Faire-14
• Alchemy-13 als-13 • Musical Instru- • Speed-Reading-13
• Connoisseur • Hidden Lore ment (Lyre)-12 • Staff-13
(Art)-13 (Faeries)-13 • Naturalist-12 • Teaching-13
• Connoisseur • Hidden Lore • Occultism-13 • Thaumatology-17
(Luxuries)-13 (Magic Items)-15 • Poetry-13 • Writing-13
• Detect Lies-14 • Hidden Lore (Mag- • Poisons-12
• Diplomacy-13 ical Writings)-14 • Public Speaking-14
• Fast-Talk-14 • Intimidation-14 • Research-15

Favorite Spells (knows pre-req’s and other spells as required)

• Agonize-16 • Counterspell-16 • Hide Emotion-16 • Missile Shield
• Analyze Magic-16 • Detect Magic-16 • Hide Thoughts-16 • Recover Energy-16
• Aura-16 • Dispel Magic-16 • History-16 • Sense Foes-16
• Blink-16 • Gift of Letters-15 • Identify Spell-16 • Telepathy-15
• Borrow Skill-16 • Gift of Tongues-15 • Loyalty-16 • Terror-16
• Compel Truth-16 • Forgetfulness-16 • Mind-Search-15 • Ward-16

Mammoths are huge, hairy elephants with long, curving
ST 60 DX 9 IQ 5 HT 14
tusks. They inhabit wide open terrain—steppe, plains, open
woodland, or tundra—grazing on abundant grasses while
sampling the occasional bush or weed. HP 27 Will 11 Per 10 FP 15
Mammoth’s trunks are surprisingly dexterous, and they can
use it to uproot trees and throw objects. Enraged elephants Control Thresholds SM +4
have used their trunks to shatter skulls, knock rhinos back
several yards, and reputedly throw fully grown crocodiles ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
over 20’ into the branches of a tree … and mammoths can Dmg 7d–1/9d
be even bigger. 6 30 60 90 120
Cow mammoths and their young live in tight-knit herds
of six to two dozen animals, led by the oldest female. The
Basic Lift 720
adults charge any whom they think threatens the herd, fol-
lowing it up by a good goring and trampling. Given the sheer Speed 5.75
size of these creatures, that’s a lot of goring and trampling. Parry Dodge Block DR
Bulls roam separately, alone or in loosely aligned groups.
Bull mammoths periodically come into rut, becoming
8 8 — 4 Move 5/10
highly agitated and aggressive as they search for mates (they
do not all come into rut at once, nor at any set time of the
year). A bull mammoth in rut attacks without warning. Attacks
• Overrun: 7d+11 crushing (Move 5) or 7d+25 crushing
The ivory from mammoth tusks is highly valued. Tusks each (Move 10)
weigh 1 lb. per 300lbs of animal and typically sell for $500 • Tusk Gore (11): 7d impaling. Reach 1–2. Treat as weapon,
per pound; as mammoths can weigh 3 to 12 tons, each tusk not as body part. Can be used to parry.
fetches $10,000 at minimum. Hunted for food, a mammoth • Trunk Slap (11): 5d crushing. Reach C, 1.
yields roughly 30 lbs of meat per point of ST; they are effec-
tive food sources because of their size, but the food yield is
much lower than typical livestock.

• Acute Hearing 3 • Subsonic Hearing (Feet)
• Acute Taste and Smell 6 • Temperature Toler-
• Discriminatory Smell ance 4 (Cold)
• Enhanced Move (Ground) • Wild Animal
• Extra Arm (Trunk)
• Hard to Kill 2
• Night Vision 6
• Poor Vision 6
• Quadruped

• Brawling-11

Álfar, Faerie ST 10 DX 12 IQ 13 HT 13
This evil spirit, known as a martröð (nightmare), twists
peoples’ dreams into horrific fearscapes. She collects the
souls of evil people for her own foul purposes. An ethereal
and incorporeal being, a martröð can de a town or drive a HP 10 Will 15 Per 13 FP 13
ship’s crew to insanity and death without ever being seen.
The martröð is not a combatant or a fighter. She is a Control Thresholds SM 0
dream-thief in spirit form, both faerie and spirit. She finds
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
a likely target, drains them of sleep and rest until they die,
whereupon she collects their soul and moves on to another. Dmg 1d–2/1d
She’s canny enough to flit from village to village, always
hiding from the sunlight
1 5 10 15 20
Basic Lift 20
Special Abilities Defenses
Speed 6.25
Nightmare Haunting. Induces traumatic night terrors from Parry Dodge Block DR
which the victim cannot wake until the hag releases them
or dawn breaks. Each night, the victim must win a Quick 9 9 — — Move 6
Contest of Will with the hag; losing the contest results in
them suffering the loss of 1d Fatigue Points, which can
only be recovered with a restful night’s sleep (Sleep Fatigue, Attacks
Exploits, p. 65). A Protection from Evil spell cast on the • Grapple (12): 1d–2 control. Only while tangible or against
target provides DR and Magic Resistance against this effect; an intangible foe. Reach C.
Pentagram and Astral Block stop it completely. If the target • Punch (12): 1d–3 crushing. Only while tangible or against
dies from exhaustion, its soul is trapped in an enchanted an intangible foe. Reach C.
bag in the martröð’s possession, which must be opened and
the spirit freed before resurrection can be effected.
Sunlight is My Destroyer! If the martröð is exposed to the
true daylight sun, she must a HT roll or die instantly.
Tangible Fear. The only time the martröð is not in her Spirit
Form is while she is feeding. During this time, she can be
injured normally.

• Appearance (Hideous) (-4) • Immunity to Mind Control
• Dark Vision • Indomitable
• Dependency (Mana) • Injury Reduction 2
• Disturbing Voice (not iron or steel)
• Doesn’t Breathe • Magery 4
• Doesn’t Eat or Drink • Sadism (6)
• Doesn’t Sleep • Single-Minded
• Energy Reserve 15 • Spirit Form
• Faerie Veil 3 • Unfazeable
• Frightens Animals

• Control Person-15 • Sleep-15
• Fear-15 • Terror-15
• Hide Emotion-15 • Weaken Will-15
• Mind-Sending-15

Mountain Cat
Mountain cats are big, tawny cats with a robust build and
ST 14 DX 13 IQ 4 HT 11
thick, puffy tails. They live in woodlands, hills, and low
Mountain cats are territorial and solitary, only gathering
HP 14 Will 11 Per 14 FP 11
in pairs for a few short days of mating. After a female gives
birth to kittens, they remain with her for roughly two years Control Thresholds SM 0
before heading off alone to find, mark, and hunt their
territory. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d/2d
During the day they spend their time concealed among
dense cover, sleeping, or “patrolling” their territory. They 2 8 16 24 32
change their sleeping place ever few days. Basic Lift 39
They do most of their hunting at dusk and dawn, when
their primary prey (deer) are active. They hunt by stealth Defenses
and ambush, hiding among rocks and boulders or in dense Speed 6.00
Parry Dodge Block DR
brush, and stalking to take prey from behind. After a
pounce, if they do not secure their prey, they don’t usually
pursue. Mountain cats invariably bite for the neck, seeking
— 11 — 1 Move 6/22
to strangle and bleed the foe to death (see Special Abilities).
They bite at ST 16 due to Sumo Wrestling skill.
Mountain cats are sensitive to “prey-like” behavior. They
¼ Bite (15): 1d+1 cutting and control. Reach C.
cannot seem to resist stalking at a turned back, but loud • Claw (15): 1d cutting and control. Reach C. Claws provide
noises, aggressive speech or attitude, and a general attitude Control DR 3 when breaking free of a claw-based
suggesting that a delver is not a tasty morsel discourage grapple.
attacks. This goes absolutely out the window if a mother • Grapple (15): 1d+3 control. Reach C. For follow-up after a
cat is protecting her kittens, in which case she faces down a bite or grapple using the claws.
potential threat, and attacks at the first sign of inattention. ¼ Pounce (19): 1d+2 crushing. Range 7. Includes full
jumping Move.
Special Abilities
Neck Biter. Mountain cats instinctively seek to bite and
strangle prey on their neck. They target the neck at –3
instead of the usual –5.
Strangle. The mountain cat strangles its prey after biting the
neck. Roll a Quick Contest: the cat’s bite ST 16 vs. the higher
of it’s prey’s ST or HT. If the cat wins, it inflicts crushing
damage equal to its margin of victory ×1.5 for the neck;
DR protects normally. A victim who suffers any injury also
starts to suffocate (Suffocation, Exploits, p. 70): On their next
turn and every later turn until they escape, they lose 1 FP.
Super Jump. The mountain cat can leap vertically or hori-
zontally up to seven yards.

• Acute Hearing 2 • Penetrating Voice
• Enhanced Dodge 2 • Quadruped
• Enhanced Move (Ground) • Super Jump
• Flexibility • Temperature Tolerance 1
• Laziness (Cold)
• Night Vision 4 • Wild Animal

• Brawling-15 • Stealth-14
• Climbing-15 • Sumo Wrestling-15

Mylja Ormur (Crushing Worm)
Dire Animal
A toxic, serpentine 7–10 yard-long horror, the mylja ormur is
ST 20 DX 12 IQ 5 HT 12
a slithery menace. Thick scales coat its body with hardened
scutes along its back. The craggy head has jaws lines with
jutting snaggly, envenomed teeth, and a forked tongue flicks HP 20 Will 5 Per 5 FP 12
in and out of its mouth.
Mylja orma lurk in thickets and rocky jumbles; anywhere Control Thresholds SM +4
that is likely to impede the mobility of its prey while it can
move freely. They are excellent swimmers and climbers. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
It’s bio-luminescent underbelly suggest cave-dwelling in its Dmg 2d–1/3d+2
distant past. 3 11 22 33 44
A mylja ormur prefers to strike from ambush and envelop
its victim while ripping with its venomous fangs. A typical
Basic Lift 80
attack occurs by surprise while the ormur is under cover. It
will strike and drag its victim back so that it can be wrapped Speed 6.00
up in the ormur’s coils. Once immobilized, the ormur will Parry Dodge Block DR
squeeze, converting control to damage, until its victim’s
heartbeat and breathing stop. 11 10 — 7 Move 6/12
The mylja ormur is actually a form of degenerate dragon-
spawn, but classed as a dire animal.
Special Abilities • Bite (14): 2d impaling and control. Reach C, 1. +1d toxic
Go Get Her, Ray! Any hit allows an immediate roll to grap- follow-up (1d per 10 seconds, repeats for 6 cycles).
ple, even if it doesn’t penetrate DR. This is a free action. • Grapple (16): 2d+4 control. Reach C. +4 to hit SM 0 due
to size.
Not Feeling So Good. Toxic damage in excess of 1/3 the
target’s HP means the victim is Nauseated (Exploits, p. 65)
until a Neutralize Poison spell is cast or the HP are fully
restored. • Brawling-14 • Stealth-14
• Climbing-16 • Survival (Mountains)-12
• Intimadation-12 • Wrestling-16
• Amphibious • Nictitating Membrane 2
• Catfall • Silence 2
• Combat Reflexes • Subsonic Hearing
• Chameleon 2 • Terrain Adaptation (Rocky)
• Constriction Attack • Vermiform
• Enhanced Move • Vibration Sense (Air)
• Extra Attack 1 • Wild Animal
• Flexibility
• Infravision

Álfar, Faerie
Malevolent, ancient, and other, these wicked creatures’
ST 16 DX 11 IQ 11 HT 13
hearts are filled with jealousy, resentment, and hatred. They
enjoy inflicting misery and suffering on others.
Mýrartrölls usually resemble wizened old women, dressed HP 16 Will 13 Per 12 FP 13
in shabby rags. Their voice is a screech, their laugh a cackle.
Stalker of forsaken wildlands, pretend-mother of monsters. Control Thresholds SM +1
The mýrartröll lurks in inviting pools, where she can drown, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
rend, and devour those who come her way. She lurks under
Dmg 1d+1/2d+2
the water’s surface near the shore, luring unsuspecting peo-
ple close so she can grab them and drag them underwater to 2 9 18 27 36
drown. She lairs in Svartalfheim inside pools or streams and
has one or more strong trolls for a “husband” or “sons” living
Basic Lift 51
with her. The mýrartröll is primarily a threat to delvers
wandering off alone or among groups where allies cannot Speed 6.00
swim. Parry Dodge Block DR
Special Abilities 8 9 — 6 Move 6
Summon Trolls. The mýrartröll can summon up to three
trolls, usually either grendelkin or thurs, to serve her. She
frequently covers them with Illusion Disguise so that at a
distance they resemble large humanoids, her “husband” and
• Bite (15): 1d+1 cutting. Reach C, 1.
“sons.” Big, strong lads, they are.
• Grapple (15): 1d+4 control. Reach C.
• Amphibious (not iron or steel)
• Appearance (Hideous) (-4) • Magery 2
• Bad Temper • Night Vision 6
• Bloodlust (9) • No Vitals
• Callous • Odious Racial Habit
• Cast-Iron Stomach (Eats sapients)
• Compulsive Murder (9) • Sadism (9)
• Dependency (Mana) • Unfazeable
• Faerie Veil 3 • Vulnerability
• Gluttony (9) (Meteoric Iron ×2)
• Indomitable
• Injury Reduction 2
• Acting-15 • Naturalist-15
• Brawling-15 • Poisons-15
• Camouflage-15 • Psychology-15
• Disguise-15 • Sleight of Hand-15
• Fast-Talk-15 • Stealth-15
• Garotte-15 • Swimming-15
• Herb Lore-15 • Tracking-15
• Knife-15 • Ventriloquism-15
• Mimicry (Distressed • Wrestling-15
Human Voices)-15

• Complex Illusion-15 • Illusion Disguise-15
• Daze-15 • Independence-15
• Fascinate-15 • Perfect Illusion-15
• Forgetfulness-15 • Dullness-15

Narwhals are dappled gray-white whales most notable
ST 25 DX 9 IQ 4 HT 12
for the enormous tusk protruding from their nose. They
live under the sea ice in winter and in the open ocean in
summer, diving deep to feeding on cod and halibut and sur- HP 25 Will 11 Per 11 FP 12
facing to breathe. All males have tusks, with rare specimens
having two; about one in six females grow a (smaller) tusk as
well. Control Thresholds SM +2
Narwhals live in groups of 5 to 10, although several pods ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
may come together in vast assemblages of up to 1,000 Dmg 2d+2/5d–1
animals. 3 13 25 38 50
Narwhals are highly valued for their tusk, which fetch as
much as $2,500 per pound of tusk. As a typical tusk weighs
Basic Lift 125
ST/2 lbs, the average Narwhal tusk is worth over 30 lbs of
silver! Speed 5.25
Parry Dodge Block DR
The horn has potent medicinal and magical properties, and
is used as an ingredient in many potions. It is also a highly
innervated sensory organ, providing the whale data about
— 8 — 4 Move 5/20
ocean conditions.
Unless attacked, narwhals are not a threat to people and flee
if approached. Narwhals are usually hunted in winter, since
• Tusk (13): 2d+3 impaling. Reach 3.
they must surface to breathe at holes or channels in the ice • Tusk (13): 1d+2 crushing. Reach 1–3.
where a hunter can wait. • Slam (11): 2d+10 crushing.
Beluga Whale. A beluga whale can be treated as a narwhal
without tusks. Traits
Special Abilities • Dependency (Water, 1 FP
per 5 minutes out of water)

No Legs (Aquatic)
No Manipulators
Breath Holding. The narwhal can hold its breath underwa- • Discriminatory Smell • Pressure Support
ter for 25 minutes. • Enhanced Move • Sonar (200 yards)
• Low-res Vision • Subsonic Hearing (Water)
Tusk Fencing. Narwhals have been seen to use their tusks
to bludgeon and stun fish, after which they eat them. This
is their tusk-based crushing attack. It would almost seem a
waste, though, not to allow narwhals Rapier-13; the subtle • Brawling-11 • Swimming-14
and dexterous motions of hunting narwhals don’t preclude • Rapier-13
such … and it’s a lot more fun.

Nautamaðr (Bull-man)
The bull-men of the Frostharrow, which the faerie call
ST 15 DX 12 IQ 8 HT 13
tarwdyn and the peoples of Norðlond call nautamaðr, were
hybridized by the às a ciall Álfar from a mix of a highly
aggressive bovine (think cape buffalo) with a human HP 15 Will 8 Per 10 FP 13
berserker. The result was a creature stronger than a hob,
but regrettably less intelligent. They were ineffective at
organized mayhem (disorganized slaughter was their Control Thresholds SM 0
idiom); after a few battles they were abandoned to fend for ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Dmg 1d+1/2d+1
Physically, they’re fully human from the collarbone down,
with impressive musculature and hide that resembles that
2 9 17 26 34
of a buffalo, providing DR 2. The neck and head resemble Basic Lift 45
a large bull or aurochs, with horns that curve outward and
point forward: these are effective as a weapon. The face Defenses
is more expressive than any animal’s should be, and they
Speed 6.25
Parry Dodge Block DR
speak a variant of elvish, though with an accent so thick it’s
nearly unintelligible to others. 12+2 10+2 12+2 2* Move 6
They dwell in small extended family groups, akin to
small herds or packs. Hierarchy within the small group is *Skull has total DR 6
rule-by-might, with the herd leader calling the shots unless
challenged and killed by another. In combat, they are direct
and unsubtle, going berserk and fighting until their prey or
• Axe (16): 2d+3 cutting. Reach 1. Parry 0U.
themselves are dead. • Grapple (16): 1d+3 control. Reach C.
The skills are quite high: The bull-men are part of a fierce ¼ Headbutt (16): 1d+1 impaling, Reach C, 1.
warrior society and one doesn’t last long as a berserker war- • Kick (14): 1d+3 crushing. Reach C, 1.
rior without being good at it. Their tendency to go berserk • Punch (16): 1d+1 crushing. Reach C.
• Shield Bind (14): 1d+3 control. Reach C, 1.
has them favoring weapons with Parry: 0U, since if you’re
¼ Two-Handed Axe (18): 2d+4 cutting. Reach 1, 2*. Parry
berserk, defenses are out the window anyway.

Special Abilities
Commander Headbutt. If a headbutt attack is made by 3 or
more, the target is hit by two horns!
Hook ‘em, Horns! The nautamaðr’s horns can be used to
parry blows to its head as weapons at Parry-12.
Thick Skull. The nautamaðr skull has DR 4 in stead of DR 2.

• Absolute Direction • Berserk (12)
• Acute Hearing 2 • Combat Reflexes
• Appearance (Hideous) • Peripheral Vision
• Bad Temper (9)

• Brawling-16 One of:
• Camouflage-12 • Axe/Mace-16 and Shield–16
• Naturalist-12 • Two-Handed Axe/Mace-18
• Navigation-10
• Survival (Woodlands)-12
• Tracking-14
• Wrestling-16

Nisse are small and hard-working craftsmen, laborers, and
ST 13 DX 11 IQ 10 HT 12
servants to greater faerie. They resemble small elderly peo-
ple in peasant clothes, albeit with pointed ears and eyes that
reflect light like those of a cat. Males usually (but not always) HP 13 Will 13 Per 12 FP 12
have beards. They stand about 3 feet high. Most nisse live
in faerie communities within Svartalfeim in the service of
high-ranking álfar. Control Thresholds SM –2
In Midgard, masterless Nisse prefer dwelling in abandoned ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
farms and rural houses. If a nisse resides on a mortal’s Dmg 1d/2d–1
holding, it expects food and occasional small gifts (these
also serve to calm an angry nisse). In return, it does chores
2 7 13 20 26
and sees that the household prospers. Rudeness, disrespect, Basic Lift 33
swearing, and laziness are all likely to rile the nisse up. As
long as the nisse is fed and not offended, it remains unseen: Defenses
The only evidence of its existence is the work which it has
Speed 5.75
Parry Dodge Block DR
Nisse are temperamental beings and resent disturbances 8 8 — — Move 5
and changes in routine. They see themselves as the
protectors of their workplace and mete out punishment
to those who transgress against their (arbitrary) rules. If
someone throws a nisse off its groove, it is likely to retaliate
• Punch (11): 1d–1 crushing with Elf-shot (Manablast)
violently and far out of proportion to the offense—up to and follow up. Reach C.
including killing or maiming the offender, their children, • Excruciating Touch (11): Elf-Shot (Severe pain) if hit.
or livestock. If one can stay on a nisse’s good side, they are
unflagging in providing services and aid … but they have
little memory of past friendly relationships, with a hair
trigger given any slight.

Special Abilities
Hidden Labor. Nisse are tireless workers, doing small
chores, repairs, and household cleaning tasks as needed to
keep entropy at bay. They do the work silently and invisibly
(sometimes literally), and never work while being watched
by mortals.

• Bad Temper (9) • Faerie Veil 3 • Invisibility
• Callous • Improved Magic • Magery 3
• Dependency (Mana) Resistance 3 • Night Vision 7
• Elf-shot (Manablast) • Indomitable • Silence 5
• Elf-shot (Pain) • Injury Reduction 2 • Single-Minded
• Energy Reserve 10 (not iron or steel) • Stubbornness

• Lockpicking-13 • Scrounging-14 • Sleight of Hand–13
• Poisons-12 • Search-14 • Stealth-14

• Apportation-15 • Forgetfulness-15 • Repair-15
• Daze-15 • Poison Food–15 • Repel Mammals-15
• Decay-15 • Prepare Game-15 • See Secrets-15
• Dispel Magic-15 • Protect Animal-15 • Wither Plant-15

A nix is a water faerie living as a guardian in freshwater
ST 14 DX 13 IQ 10 HT 12
pools, springs, streams, rivers, and wells; a rare few live in
secret salt-water grottos under the sea. Their music and
voices are beautiful beyond description. Skalds and other HP 14 Will 10 Per 11 FP 12
performers seek out nix to learn the secrets of their song
and music. They are sometimes mistaken for hafiðfolk
(mer-people); skekktfiskur deliberately try and deceive Control Thresholds SM 0
seekers into thinking they’re nix. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
Their native shape is as an attractive humanoid from the Dmg 1d/2d
waist up with the tail of a fish or eel below the hips, but they
can assume a form with legs if they wish. Their voices are
2 8 16 24 32
enchantingly beautiful, and when they sing mortals lose Basic Lift 39
their senses with awe and longing.
Like most faerie, nix have a cruel streak, using their songs to Speed 6.25
lure people into the water to the point of grabbing the crea- Parry Dodge Block DR
ture and dragging it under water to drown. They lure sailors
to smash their ships on reefs. Others are not that callous, 9 9 — — Move 6
but gleefully charm attractive humanoids, bringing them to
dwell in their watery abodes for company and pleasurable
entertainment. Nix commonly change shape into a (water)
horse, fish, snake, or a humanoid with legs to walk among • Grapple (17): 1d+3 control. Reach C. Can add Elf-Shot for
people and experience their ways. Or just cause trouble. bonus injury on contact.

Special Abilities Skills

• Acting-12 • Musical Compo- • Singing-18
Enchanting Voice. Speaking with the nix is enthralling, and
• Breath Con- sition-16 • Stealth-13
the nix gets +2 to reaction rolls to anyone hearing her voice. trol-14 • Performance-14* • Swimming-16
The bonus to skills provided by Voice is already included. • Fast-Talk-14* • Poetry-16 • Wrestling-17
Fish Friend. Can talk to and influence fish as if always under • Fishing-14 • Sex Appeal-14*
the effects of Beast Speech and Fish Control. Not always
terribly useful, but you never know. Spells
Shapeshifting. The nix can take 10 seconds to transform • Breathe Water-12 • Forgetfulness-16 • Shape Water-12
into a pony, large fish, non-venomous snake, or human. ST • Charm-16 • Great Voice-16 • Sleep-16
increases to 14 for the pony, and Slippery only pertains to • Command–16 • Hush-16 • Sound–16
• Control Per- • Mass Sleep-16 • Swim-12
the water forms.
son-16 • Persuasion-16 • Voices-16
Siren Song. When the nix sings, she can target one specific • Daze-16 • Seek Water-12 • Water Vision-16
individual and subject them to the Fascinate spell (Spells, • Dullness-16 • Sense
p. 54). She uses this to allow her to sing her Song of Com- • Fascinate-16 Emotion-16
mand for up to an hour (+4 bonus!). Both abilities are cast at
Skill-20 (but are subject to the Rule of 16).

• Amphibious • Indomitable
• Appearance (Beautiful) (+4) • Injury Reduction 2 (not iron
• Bardic Talent 4 or steel)
• Dependency (Mana) • Lifting ST (Grappling Only) 5
• Elf-Shot (Manablast) • Night Vision 6
• Energy Reserve 16 • Slippery 5
• Enhanced Move (Water) • Spellcasting (must sing)
• Faerie Veil 5 • Voice
• Improved Magic Resistance 3 • Vibration Sense (Water)

Álfar, Faerie
The smallest of the norðalfar, norðalfs tend to be fast,
ST 7 DX 12 IQ 11 HT 10
sneaky, and clever. Consummate trap-makers, norðalfar
have the skills to make delvers’ lives very awkward: Norðalf
lairs are riddled with traps. Norðalfar will indulge in HP 7 Will 11 Per 11 FP 10
trickery and “games” as well as overt mayhem and slaughter.
They delight in luring unsuspecting travelers into deadfalls,
crevasses, and other natural hazards, using mimicry to Control Thresholds SM –1
replicate a hurt animal or injured child. If an Elder Stóralf is ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
nearby, he will provide an illusion to match!
Dmg 1d–3/1d–2
The norðalf is a small, belligerent creature given to cruelty
and malicious sadism. They attack and fall back, inflicting
1 4 7 11 14
wounds, usually with poisoned weapons, until a foe is weak Basic Lift 9.8
enough to dogpile and finish off…or simply drag them back
to their home warren for unpleasant fun. Defenses
Speed 5.50
They are sensitive to sunlight, and where most creatures Parry Dodge Block DR
take penalties in darkness, norðalfs are at –6 in full sun-
light, –4 in overcast daylight, and –2 at dusk or twilight. 9+1 8+1 9+1 1 Move 5
The norðalf can freely switch between the faerie pocket
dimensions and normal reality while they’re in their
warrens, but not outside. Attacks
• Axe (12): 1d cutting. Reach 1.
All norðalfar carry a shield and long knife (cheap, bronze). • Bite (12): 1d–4 cutting. Reach C.
Norðalf shields are small (DB 1, included in their defenses) • Bow (12): 1d–2 impaling. Range 100/150.
and made with hide or wood (what hide is always best left • Grapple (12): 1d–3 control. Reach C.
unasked). • Long Knife (12): 1d–3 impaling or cutting. Reach C, 1. +1
Additionally, they carry a spear, bow, or hatchet-sized point toxic follow-up.
axe, universally tainted with a mild toxin. They are fierce • Punch (12): 1d–3 crushing. Reach C.
backstabbers if they can catch a foe defenseless. They wear
lightweight leather armor, and always claim it is made from
the flesh of their foes. They might not even be lying.
The norðalf’s backstab ability can only be used when the foe
is truly defenseless, including if reduced to below DX 0 via
control point penalties.

• Absolute Direction • Expert Backstabber 7
• Appearance (Hideous) (–4) • Faerie Veil 5
• Bad Temper • Indomitable
• Bully • Injury Reduction 2 (not
• Cast-Iron Stomach iron or steel)
• Cowardice (12) • Night Vision 6
• Dependency (Mana) • Sadism
• Dread (Running Water) • Short Attention Span

• Brawling-12 • Shield–12
• Climbing-14 • Stealth-14
• Escape-13 • Traps-14
• Garotte-12 One of:
• Knife-12 • Axe/Mace-12
• Mimicry-14 • Bow-12
• Poisons-13 • Spear-12

Ochre Jelly
The ochre jelly might prove the adage “you are what you
ST 26 DX 8 IQ 0 HT 12
eat,” at least to the degree that it resembles the orange/
brown rust into which it turns metal objects. It is the same
size as the black pudding, but it’s attacks are less dangerous. HP 26 Will 0 Per 10 FP 12
It can detect metal at roughly twice the distance it can
detect organic material, and when it does, it heads straight Control Thresholds SM +2
for it. It can’t digest orichalcum, but that just means it’s like
a butterscotch candy that lasts for eternity, from the jelly’s ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
perspective. Dmg 2d+2/5d
On the more-dangerous side, the ochre jelly can keep up 3 12 24 36 48
with a riding horse on level ground, and can detect potential
meals to a much longer distance than other oozes. If it
Basic Lift 115
catches a prospective meal, it first engulfs it and renders it
motionless, only afterwards slowly dissolving its target. Speed 6.00
Parry Dodge Block DR
The ochre jelly fills a two-yard-wide passage, and can
grapple targets of SM 0 or smaller so long as their total ST is
36 or less. It attacks by moving through its victim’s hex; the
— 9 — 2 Move 6/16
targets must dodge and retreat out of the movement path to
avoid the attack. It is unaffected by Animal or Plant spells
that don’t specifically target slimes. It is non-sentient, only
• Acute Detect (SM 0) • No Eyes
having enough perception to detect food: It can’t communi- (Metal) 10 • Enhanced Move • No Head
cate or negotiate. • Acute Detect • High Pain • No Manipulators
(Organics) 8 Threshold • No Neck
Special Abilities • Amphibious • Homogeneous • Slippery 5
Corrosion Attack. Any target engulfed by the jelly takes • Corrosive Attack • Immunity to • Slithers
1d–2 corrosive damage as Large-Area Injury per second. • Detect (Metal) Disease • Spider Climb
• Detect (Organic • Immunity to (Move 3)
Metal objects take double damage; orichalcum is still safe.
Matter) Poison • Uncontrollable
Engulfing Attack. 2d+4 control on first turn; may worry for • Doesn’t Breathe • Injury Reduction Appetite (Metal)
1d+2 thereafter. • Doesn’t Sleep 4 • Universal
• Engulfing Attack • Invertebrate Digestion
Keep on Moving. The jelly must win a Grab and Go (Fan- • No Blood
tastic Dungeon Grappling, p. 5) contest of its ST 24 vs the
target’s ST+4 in order to keep moving. It can continue at
its full move if it has engulfed creatures with total ST of
12 or less, half Move at total ST 13–24, and two yards
if the total ST is ST 25–36. Regardless of ST, it cannot
engulf creatures of SM +1 or higher.
That’s My Sword! Those with orichalcum weapons
or just a really good Parry or Block score may want to
do retreating versions of those defenses to clear out of
the jelly’s path. Go ahead … but it’s going to engulf your
weapon, and if the control rolled is more than half your
Control Maximum (ST/2 unless you have Lifting ST or
grappling skills), it disarms you, keeps your weapon, and
moves right along.

Possessed of a cunning intelligence and probing curiosity,
ST 10 DX 11 IQ 5 HT 10
octopuses are adaptable if alien creatures. They are found
in any ocean environment, from sandy sea floor to lightless
deeps. HP 10 Will 11 Per 11 FP 10
Their eight tentacles are flexible and muscular, lined with
suction cups. They stick to nearly anything, making them Control Thresholds SM 0
difficult to remove. Octopuses have a delicate sense of touch,
detecting odors along their skin and tasting with every ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
suction cup. Octopuses can see the polarization of light. Dmg 1d–2/1d
Octopus’ soft, boneless body can squish through openings 2 6 12 18 24
as small as its beak. When hunting, it takes on the color and
texture of its surroundings and is nearly undetectable to
Basic Lift 20
eyesight. It can change its color and texture in less than a
second, ranging from red through brown and black to pale Speed 5.25
white, from smooth skin through bumps, wrinkles, and Parry Dodge Block DR
even knobby projections.
Giant Octopus. Fully twice as long as the largest of their
9 8 — 0 Move 5/12
smaller cousins, this creature sees delvers as prey—probably
stupid prey for getting in the water with it. They’re large and
lethally venomous. Attacks
• Grapple (13): 2d+5 control. Reach C,1.
Octopus. The “normal” octopus is SM –2 or smaller. ST 5, • Bite (11): 1d–3 cutting. Reach C. Venomous.
Arm ST 5. Lethally venomous octopuses are distinctively
colored. Skills
Irritating Plural. Despite years of struggle, the plural is still • Escape-13 • Wrestling-13
in dispute. Octopuses is most correct according to sages; • Stealth-13
arguments over which of octopodes vs. octopi is least wrong • Swimming-12
seem to frequently result in a judicial duel.

Special Abilities
So Many Arms. The octopus gains the benefit of all eight
arms (+3 per die to control point rolls) while grappling.
Suction cups provide Control DR equal to their
Arm ST/4: CR 5 for giant octopuses, and CR 3 for
regular ones.
Venomous Bite. All octopuses are venomous
to some degree. The venom from mildly toxic
species causes moderate pain on a failed HT
roll, or severe pain on a critical failure, lasting
for 25-HT minutes. Lethally toxic species
immediately inflict Nausea; every minute,
the victim makes a HT roll or loses 1d FP due
to oxygen deprivation. When FP goes negative,
Paralysis sets in until the victim dies, critically
succeeds on a HT roll for FP loss, or is cured.
• 360° Vision • Cold-Blooded • Extra Arms 6 • Sensitive
• Acute Taste and • Constriction • Extra-Flexible Touch
Smell Attack • Gills (Cannot • Slippery 4
• Acute Vision • Control DR breathe air) • Spider Climb
• Chameleon 5 • Dark Vision • Invertebrate • Tunnel Crawler
• Arm ST 10 • Enhanced Move • Pressure Support

While some elementals come (or are brought) for benign
ST 13 DX 14 IQ 10 HT 12
reasons to the Realms of the Field, the óséðmorðingr
(unseen murderer) is always brought for one purpose: to
hunt and kill some quarry, which becomes the subject of its HP 13 Will 12 Per 18 FP 12
Detect ability.
The unseen murderer is a limited form of air elemental but Control Thresholds SM 0
has sacrificed some of its cousin’s offensive power (the whirl-
wind attack) for true invisibility. It’s close-combat attack is ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
visible (and very audible!) but once it moves away from the Dmg 1d/2d–1
target, it becomes invisible again. 2 8 15 23 30
Óséðmorðingr are not always summoned to evil intent, but
they are always brought to Midgard for lethal intent. Unlike
Basic Lift 33
many other creatures, they do not stop attacking its target
until it is dead or the creature is defeated. Speed 6.50
Parry Dodge Block DR

Special Abilities 13 9 — — Move 6

Air Jet. The óséðmorðingr can create an Air Jet just as per
the spell (Spells, p. 15), but doesn’t require Magery to do so,
and this ability does not require mana to work! Attacks
Attack Tactics. The unseen murderer always grapples the ¼ Airblade (20): 1d (2) cutting. Reach C, 1.
target first with a thick-air attack, then attacks with the ¼ Airgel (20): 1d control. Reach C, 1.
Airblade on vulnerable spots. Uses Concussion or Air Jet to • Air Jet (14): 2d knockback only per 1 FP spent. Range 2
deal with companions (stunning or knocking them back). yards per FP.
When using its Brawling to attack with the Airblade, it • Concussion (14): HT–3 or suffer physical stun. Range
usually targets neck (Airblade-15) or limbs at Airblade-14 20/40. Acc 1. See Spells, p. 15 for details.
with –2 to defenses due to Deceptive Attack.
Concussion. As per the spell, but as with Air Jet, does not
require mana to function.
I Will Find You! The creature has a detect range measured
in miles equal to half its Perception score. It is pointed in the
general direction of the quarry by whomever summoned it,
and then turned loose. Once it picks up the target’s location,
it homes in relentlessly.

• 360° Vision • Flight (Lighter Than Air)
• Aerial • Immunity to Disease
• Detect (Selected Target) • Immunity to Poison
• Diffuse • Indomitable
• Doesn’t Breathe • Infravision
• Doesn’t Eat or Drink • Invisibility
• Doesn’t Sleep • No Fine Manipulators
• Enhanced Move (Air) • No Neck
• Extra Attack • Unfazeable

• Brawling-20 • Tracking-19
• Stealth-19 • Wrestling-20

Owls are distinctive birds, their fixed-gaze eyes set in dishes
ST 4 DX 12 IQ 2 HT 9
of feathers. They ghost through the darkness on utterly
quiet wingbeats. Seen during the day, they are either resting
perched in a tree or were recently startled and flying away. HP 4 Will 9 Per 14 FP 9
Owls can be found in most any habitat, from tundra to
Control Thresholds SM –3
A hunting owl uses its silent flight to catch its quarry by
surprise, diving down on it from above. An owl’s primary ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
means of attack are its powerful talons, which it uses to grip Dmg 1d–5/1d–4
and pierce. If its first attack does not fully subdue its victim,
it will grip repeatedly to further puncture the unfortunate
1 2 4 6 8
creature. This is called kneading, and is the claw-equivalent Basic Lift 3.2
of a worry. Only when its prey is restrained does it start to
eat. Small treats are bolted down whole, larger morsels have Defenses
chunks torn off with the owl’s beak.
Speed 5.25
Parry Dodge Block DR
Owls have some of the best senses in nature, with direc-
tional hearing, excellent binocular vision, and a 270° field — 8 — 0 Move 6/24
of view (by turning their head—owl eyes are fixed forward).
Owls defend their nest against those who seem to be coming
too close. Some owls put on a big display of puffing and
hissing and dive-bombing. Others approach silently from
• Beak (12): 1d–5 cutting. Reach C.
behind and rip at the intruder’s scalp with their claws. • Grapple with Talons (12): 1d–3 control. Talons have
Owls are immensely varied in size, with mundane variants’ Control DR 1 if any injury is inflicted.
wingpans ranging from as little as a foot to as much as six • Talons (12): 1d–5 impaling and control. Reach C. Can
feet, or as little as six inches tall to about 2.5 feet. (SM –7 to “worry” with talons (called “kneading” in birds).
SM –3).

Special Abilities
Directional Hearing. Owls’ ears provide very detailed infor-
mation on the direction and distance of noises it can hear,
processing the information to provide a biological passive
Sonar capability (Monsters, p. 12). This is not echolocation,
like bats and dolphins—it will never give the owl away! If
they can hear it, they can “see” it!

• Acute Vision 2 • No Fine Manipulators
• Enhanced Move (Air) • Peripheral Vision
• Flight (Winged) • Silence 3 (Flight)
• Night Vision 6 • Wild Animal

• Brawling-14 • Wrestling-14
• Stealth-14

Phase Spider
Dire Animal
The phase spider appears to be an unusually angular
ST 15 DX 12 IQ 6 HT 11
giant spider, comprised of dark, furry crystal rather than a
chitinous shell. It otherwise looks like your typical night-
mare-inducing twelve-foot-long venomous arachnid. With HP 15 Will 10 Per 10 FP 11
an important difference.
A phase spider possesses the magical ability to phase in and Control Thresholds SM +1
out of Svartalfheim. Appearing out of nowhere, it attacks
and then shifts back. It is not teleporting, and must move ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
between points in a mirror dimension of Midgard in order to Dmg 1d+1/2d+1
appear where it desires. 2 8 15 23 30
Phase spiders live anywhere, and their ability to transit
the world through the parallel Svartalfheim dimension
Basic Lift 45
means an infestation may appear without warning. Large,
old-growth forests and caves are favorite lairs. They weave Speed 5.75
crystalline-looking webs for their living convenience;these Parry Dodge Block DR
webs are not sticky and are not used to grapple (though an
enwebbed area doubles movement costs). The web is vulner- — 9 — 1 Move 7
able to fire, can be smashed or cut with 4 or more points of
cutting or crushing damage.
In combat, it constantly phases in and out of Svartalfheim, Attacks
popping into Midgard to attack and then phasing out on its • Bite (14): 1d+3 (3) impaling. Reach C, 1. Decelerating
next turn. It is an ambush predator, and favors striking from venom follow-up with any injury.
Special Abilities • Brawling-14 • Stealth-14

Astral Vision. The spider can see beings in both Svartalfheim

and Midgard, as if under a permanent Astral Vision spell
(Spells, p. 42).
Decelerating Venom. A victim bitten for any injury by the
phase spider must roll HT–4 or be afflicted with the Slow
condition, allowing action every second turn. Additional
bites and failed HT rolls increase the interval by one turn
per bite (a poor sap bitten four times acts every five turns).
Shadow Walker. By taking a Concentrate maneuver, the spi-
der can shift into the shadow dimension that is Svartalfheim
as per Ethereal Body (Spells, p. 57), with the exception that
the spider is invisible while there.

• 360° Vision • Limited Camouflage
• Ambidexterity (Rock formations)
• Combat Reflexes • No Fine
• Extra Legs (Eight Legs) Manipulators
• Horizontal • Spider Climb
• Invisibility (Move 7)
(Only in Svartalfheim) • Wild Animal

Enormous predatory whales of the open ocean, the physe-
ST 75 DX 10 IQ 5 HT 13
ters, or sperm whales, dive to the sunlight-deprived depths
to eat the large fish and giant squid that lurk in the ocean’s
abyss. HP 75 Will 11 Per 11 FP 13
Appearing as immense gray masses, with small fins and
flukes and an enormous blunt-nosed head, physeters rest Control Thresholds SM +5
near the ocean surface to catch their breath between dives.
They scan the waters around them with a powerful sonar, a ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
necessary tool when hunting in the lightless deeps. Dmg
Physeters are coveted by whalers not only for their meat and 8 38 75 113 150 10d+2

blubber, but for the spermaceti oil that fills much of their
head. The teeth of a physeter’s lower jaw are valued for dec-
Basic Lift 1,125
oration, particularly when carved. Ambergris is produced
with the physeter’s bowels, prized for the manufacture of Speed 5.75
perfumes. Parry Dodge Block DR
Physeters are not passive victims, they turn on attackers,
ramming ships or smashing them with their flukes.
— 8 — 9 Move 5/11
Special Abilities
Breath Holding. A physeter can hold its breath underwater Attacks
for 90 minutes. • Aquatic Trample (10): 8d+2 crushing.
• Slam (10): 8d+32 crushing. Reach C. See Slams, Overrun,
Extreme Dimorphism. The female physeter is SM +4, ST 50. and Trampling (Exploits, p. 40).
Trample and Smash at 5d+2, Slam at 5d+20. • Tail Smash (10): 8d+2 crushing. Reach C. Rear hex only.

Traits Skills
• Brawling-10 • Swimming-15
• Dependency (Water, 1 FP • No Manipulators
per 5 minutes out of water) • Pressure Support
• Discriminatory Smell • Sonar (150 yards)
• Enhanced Move • Subsonic Hearing (Water)
• No Legs (Aquatic) • Low-res Vision

Pudding, Giant Black
While black puddings come in all shapes, the giant black
ST40 DX 10 IQ 1 HT 13
pudding is usually found spread out thinly (six to 12 inches
high) over an area of as much as 100 square feet (they are
typically 3–4 cubic yards). When moving or attempting HP 40 Will 11 Per 18 FP 13
to envelop prey, it can rise to as much as head-high on a
humanoid. It resembles nothing so much as a giant pile
of black gravy, and can pulsate and writhe when active, Control Thresholds SM +4
or seem perfectly still, like an oil slick, when resting in a ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
depression. Interestingly enough, these puddings float (else
Dmg 4d+1/7d–1
they would weigh ten tons or more).
The giant pudding does not hunt or stalk—it is an oppor-
4 20 40 60 80
tunistic killer and frequent scavenger. It will occasionally Basic Lift 320
wander throughout its habitat (most likely a cave complex)
questing for food, but it is slow and utterly non-intelligent: Defenses
Purposeful predatory behavior is beyond it.
Speed 6.00
Parry Dodge Block DR
Puddings are a hazard to life, limb, and gear. Their corrosive
composition will instantly start dissolving metal, wood, and — 9 — 5 Move 6
flesh. Glass and other ceramics seems safe enough. Their
ability to generate a pseudopod and strike detected prey
make them an active threat, rather than an environmental
hazard, if encountered. They attack the closest creature first,
• Bash (14): 4d+4 crushing. Reach C–4.
and keep attacking it until it is consumed. Unaffected by • Grapple (14): 4d+9 control. Reach C–4.
Animal or Plant spells that don’t specifically target slimes.

Special Abilities Skills

• Brawling-14 • Tracking-18
Dissolution. Can use the movement portion of any maneu- • Stealth-12 • Wrestling-14
ver to crawl atop anyone who’s lying down and currently
unable to make active defenses (for whatever reason). This is
a free action, costs no movement points, and automatically
inflicts control points equal to the pudding’s ST (40 control),
or pins the target if using those rules. A victim who regains
defenses (e.g., wakes up) may try to break free in the
usual fashion. Good luck. This engulfing inflicts 1 point of
corrosion damage to anything but ceramics and glasses as
Large-Area Injury every 10 seconds unless the subject’s
outfit is sealed. Anyone killed this way is digested and
beyond resurrection.
Tremor Sense. The larger puddings can not only taste a trail,
but can feel footsteps. They start to ooze towards prey as
soon as they detect it’s footsteps.

• 360° Vision old • No Blood
• Corrosive Attack • Homogeneous • No Eyes
• Dark Vision • Immunity to • No Fine
• Discriminatory Disease Manipula-
Taste • Immunity to Mind tors
• Doesn’t Breathe Control • No Head
• Doesn’t Sleep • Immunity to • No Neck
• Engulfing Attack Poison • Sadism (12)
(SM +2) • Indomitable • Slithers
• Hard to Kill 3 • Injury Reduction 2 • Unfazeable
• Hard to Subdue 3 • Invertebrate • Vibration Sense
• High Pain Thresh- • Magic Resistance 5 • Wild Animal

Where a vaettr is the near-berserk corpse of a fallen warrior,
ST 0 DX 14 IQ 14 HT 14
a raiður is the malevolent spirit of a former spellcaster. Wild
magic (such as from an insane genius loci) combines with
the dying spellcaster’s rage and internal magic, destroying HP 16 Will 15 Per 11 FP 14
the soul and congealing to form the shadow-killer: the
Control Thresholds SM 0
Raiðurs appear as shadows-with-form, usually dark, inky
colors of black, purple, and the dark red of drying blood. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
When they move, they billow like smoke, and leave a trail of Dmg #N/A
withered life behind. — — — — —
They are drawn to wherever there is life to be taken, and
travel by night from place to place. They do not avoid
Basic Lift —
settlements and will indulge in the systematic destruction
of all life—humanoid and beast—in a village or town if they Speed 7.00
are permitted to do so. When encountered, a raiður will Parry Dodge Block DR
frequently have several liefars present from prior encoun-
ters—this can make defeating them a significant challenge — 11 — 6 Move 8
for unprepared groups.
Raiðurs are violent and hungry for destruction. They attack
directly, but with cunning—they can fade in and out of Attacks
natural barriers, draining it’s chosen target of life until it • Wilting Touch (20): 3d toxic damage. Only magical DR or
dies. At this point, it can create a draug out of the fallen defenses protect.

Special Abilities • Brawling-20

Drink Life. The raiðr concentrates for one round, focusing

upon a single victim it can see directly. If the wraith wins a Traits
Quick Contest of Will, the victim suffers 2d injury and the
raiðr heals for half as many HP as injury rolled! • Altered Time Rate • Disturbing Voice
Raise Dead. By taking a Concentrate maneuver and • Appearance (Horrific) • Doesn’t Breathe
spending 1 FP, a wraith instantly raises a draug or a liefar • Callous • Doesn’t Eat or Drink
from a corpse. Final Rest prevents the animation of the • Combat Reflexes • Doesn’t Sleep
• Detect (Life) • Dread (Holy objects 5
dead. Weapons and armor do not spontaneously appear; the
• Diffuse yards)
draug needs to find them. It may only have a single created
• Frightens Animals
entity active at one time. • High Pain Threshold
Semi-Material. The wraith’s attacks are incorporeal: • Immunity to Disease
Defending requires magical weapons and armor to be • Immunity to Mind Control
effective (enchanted weapons or armor, or Shield, Protection • Immunity to Poison
from Evil, blocking spells, etc.). Magical weapons do full • Indomitable
• Infravision
damage; magical armor includes its mundane DR.
• Sadism (12)
Withering Aura. Anything living within 1-yard • Silence 2
reach must roll HT-4 each second or • Temperature Tolerance 10
suffer 1d–1 toxic damage. This is an (Cold)
incorporeal large-area injury attack • Temperature Tolerance 10
(Exploits, p. 53). Non-mag- (Heat)
ical DR does not protect • Unfazeable
• Unhealing (Except Drink
(see Semi-Material)! This
is a passive effect and
does not require
any action from
the wraith.

Carrion bird. Trickster. Messenger and agent of prophecy.
ST 4 DX 12 IQ 5 HT 9
Large, black birds with heavy beaks, glittering black eyes,
and hoarse croaks. They are ambiguous portents and pow-
erful symbols of the will of the gods. Notorious for gathering HP 4 Will 11 Per 11 FP 9
on battlefields or gallows to feast on the slain.
Highly intelligent birds, ravens make and use tools, collect Control Thresholds SM –3
trinkets and curiosities, and engage in vigorous acrobatic
play, including with other species. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d–5/1d–4
Ravens inhabit all land habitats, abundant in woodlands
near extensive open lands and along coasts. They build 1 2 4 6 8
nests in trees or cliffs made of twigs and sticks, sealed with
mud and bark, and lined with fur or other soft materials.
Basic Lift 3
They are highly opportunistic, eating grains, fruit, and Defenses
human garbage as well as hunting small animals and scav- Speed 5.25
Parry Dodge Block DR
enging on the kills of larger hunters, where they delight in
annoying them to see what it takes to rile them up. A raven
that can’t rip open a scavenged carcass—or spies a vulner-
— 8 — 0 Move 5/22
able animal—calls to attract predators and scavengers who
“help” provide the needed services.
Ravens have a memory for faces and remember, mark, and
• Beak (12): 1d–5 large piercing. Reach C.
harass any who abuse or mistreat them or their flock.
Ravens are sacred animals of the Allfather, whose two
raven familiars, Thought and Memory, fly around the
world to observe and bring back information. In Barakthel,
Norðlond, and Storean, ravens are thought to be helpers of • Enhanced Move (Air) • No Fine Manipulators
heroes and warriors. • Flight (Winged) • Wild Animal
• Night Vision 3
Crow. Carrion crows, jackdaws, and rooks are all similar
to ravens, although smaller. These birds’ calls are caws (or Skills
chitter-chirps, for a jackdaw) rather than the deep croak of • Acrobatics-14 Sounds)-11
the raven. (A raven can imitate the caw of a crow, and vice • Brawling-12 • Mimicry (Human
versa, but they do not usually use this call). Jackdaws and • Mimicry (Animal Voices)-11
rooks are less prone to scavenging, eating insects, mice, and
worms for their meat intake. SM –4; ST 3.
An Unkindness of Ravens. Treat a raven swarm (Swarms,
Monsters, p. 54) as Move 8A, Damage 1d+2 piercing, 11 HP,
and angry birds peck for the eyes. Any victim who takes
injury over HP/10 in a turn must roll vs. HT. Failure means
one eye is blinded. See Crippling (Exploits, p. 61) for effects
and duration.



Rokk Eðla
Mundane, Dragon
Thick-set and covered with cobble-like scales, with mus-
ST 45 DX 12 IQ 5 HT 13
cular legs, large curved talons, and massive jaws studded
with steak-knife fangs, rokk eðla look like a cross between
a crocodile and a gigantic monitor lizard. They walk with HP 45 Will 10 Per 11 FP 15
a characteristic swagger, holding their 7-yard-long bodies
well clear of the ground and scenting the air for any hints
of food with a long forked tongue. A rock eðla can be solid Control Thresholds SM +3
drab green or brown, or patterned with bold bands or spots ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
of bright yellow, vivid green, copper red, or other colors that
Dmg 5d/7d+1
somehow still blend in to their habitat. Some sport frills,
horns, ears, or crests. Their voices are deep, rumbling hisses 5 23 45 68 90
and resonant rumbling roars. Basic Lift 405
Rokk eðla roam over a wide variety of habitats: wastelands,
jungles, swamps, plains, open forests, rocky hills, scrubland, Defenses
mountains, and deserts. They dwell in winding burrows
Speed 6.25
Parry Dodge Block DR
they dig themselves, just big enough for the eðla to fit
through. The entrance is hidden in dense vegetation, under
a boulder, or the roots of a tree. Usually several passages
— 9 — 10 Move 6
end close to the surface in an emergency the eðla escapes
through a seeming dead-end to avoid being trapped.
Foraging rokk eðla range far and wide, following wafting
• Bite and Claw (12): 5d cutting plus Septic Bite. Reach C,1.
scent trails. Rokk eðla happily rip into festering carcases but
• Grappling Bite (12): 5d control plus Septic Bite. Reach C.
chase down any prey they think they can overpower and May worry.
cram into gaping maws. They run down prey, bite it, and
rend it to pieces while it is still thrashing in agony. It wards Traits
off any counter-blows with sweeps of its powerful tail. In
places where the hunting is good, many eðla gather to feast, • Acute Smell 2 • No Fine Manipulators
• Bloodlust • Peripheral Vision
mobbing their quarry without much in the way of tactics.
• Cast-Iron Stomach • Quadruped
Eðlufólk occasionally tame rokk eðla for use as mounts, war • Cold Blooded • Temperature Tolerance 2
beasts, and guard animals. Gangaeðla occasionally try the • Discriminatory Smell • Tunnel Crawler
same trick. It never ends well for them. • High Pain Threshold • Wild Animal
• Immune to Disease
• Immune to Poison
• Nictitating Membrane
Special Abilities
Fast Start. A rokk edla can spend 2 FP to double its move for
one turn.
• Tracking-12
Septic Bite. The rokk eðla’s mouth is filthy with
germs. Check for the bite going septic if
any biting injury is taken during an
encounter. See Monstrous Diseases,
pp. 23–24.
Tail Swipe. The rökk eðla
attacks with its tail into all
of it’s rear hexes as a cone
attack with Reach 3 and
width 3. Any in the area
take 5d crushing or dou-
ble that for knockback

Dire Animal
The rokktyggja is a winged, hairless creature has been vari-
ST 8 DX 11 IQ 2 HT 11
ously described as a stump-legged goat, a bird-like creature
with vestigial legs and dragon wings, and several other
descriptions. Those that have survived encounters with it HP 8 Will 2 Per 2 FP 11
have said it can kill with just a glance, an exaggeration—it is
the rokktyggja’s bite that is deadly.
Control Thresholds SM –1
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d–3/1d–2
1 4 8 12 16
Special Abilities Basic Lift 12
Paralyzing Bite. Each time victim is bitten by the
rokktyggja, roll vs HT. On a failure, the target suffers from Defenses
Petrifaction, turning to alabaster in seconds. The condition
Speed 5.50
Parry Dodge Block DR
is temporary: Every 12 hours, make a HT roll and the victim
recovers naturally. — 8 — — Move 5

Traits • Bite (13): 1d–3 cutting. Reach C, 1.

• Enhanced Move (Air) • No Fine Manipulators

• Flight (Winged) • Wild Animal

• Brawling-13

Rangers and pathfinders, archers and hunters. The scout
ST 10 DX 12 IQ 10 HT 12
represents the wily outdoorsman, adept with ranged
weapons and an expert in survival. This scout would be a
150-point adventurer if built on points. HP 11 Will 10 Per 12 FP 12
Named Birger Rackare, this scout is a greedy, miserly,
miserable bastard with a terminally low opinion of other Control Thresholds SM 0
people. However, he is skilled at surviving outdoors, is crazy
overprepared when it comes to his gear, and for the right ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
compensation he can be persuaded to help a party survive Dmg 1d–2/1d
in the wilderness. Whether he’s worth the aggravation he
causes is another matter. As with all people, the personality
1 5 10 15 20
types for a scout are endless; variations on this archetype Basic Lift 20
can be found in The Citadel at Nordvorn (Bandit Hunter,
p. 97), Crypt of Krysuvik (Floki Eriksen, p. 36), Forest’s End Defenses
(Eógan, p. 76), and Hall of Judgment (Solitary Trapper, p. 93).
Speed 6.00
Parry Dodge Block DR

Special Abilities 9 8 — 2 Move 4

This scout is heavily laden, kitted out to survive Norðlond
winters without shelter. They have cloth armor providing DR
2 on their entire body, a longbow, a dagger, and a hatchet. A
They’re ridiculously over-supplied with arrows, but doesn’t • Dagger (12): 1d–3 impaling. Reach C.
carry all of them when actually scouting: Large hip quivers • Grapple (12): 1d–2 control. Reach C.
contain 50 each of bodkin and regular arrows, while a ¼ Hatchet (12): 1d cutting. Reach 1.
smaller quiver contains 20 cutting arrows. A backpack • Kick (10): 1d–2 crushing. Reach C, 1.
contains rations, sleeping furs, a tent, and a torch. A small ¼ Longbow (18): 1d impaling. Rance 150/200. Acc 3, Shots
pouch contains personal basics, alchemist’s matches, and a 1 (2), Bulk –8.
glow vial. A cold-weather survival kit rounds out his belong- • Punch (12): 1d–3 crushing.
ings. All told, he has about 90 lbs of gear, though by taking Reach C.
only 50 arrows and leaving most of his heavy survival
equipment behind, he can get down to Light encumbrance.
At Heavy encumbrance, he is Move 2, Dodge 6. Birger could
benefit from a pack animal!

• Absolute Direction • Miserliness
• Bad Temper • No one touches their bow
• Greed • No Sense of Humor
• Heroic Archer • Outdoorsman 4
• Large scar across face • Strongbow
• Likes drinking … a lot • Weapon Master (Bow)
• Loner • Won’t buy Cheap equipment
• Makes cutting remarks

• Axe/Mace-12 • Merchant-9
• Bow-18 • Mimicry (Bird Calls)-13
• Camouflage-14 • Navigation-17
• Cartography-10 • Observation-11
• Climbing-8 • Stealth-8
• Fast-Draw (Arrow)-12 • Survival (Woodlands)-15
• Gesture-10 • Tracking-16
• Knife-12 • Traps-10
• Hiking-12

The sharks (hákarl) of interest to adventurers are the large,
ST 24 DX 11 IQ 2 HT 12
fast moving, and active predators of the open ocean and
near-shore environments. Sharks are agile, twitchy, and
capable of great acrobatic leaps amidst bursts of spray. HP 24 Will 7 Per 10 FP 12
Sharks have a remarkable sense of smell, used to track
prey in open waters. As they get close, they can detect their Control Thresholds SM +2
quarry by sight, motion-induced pressure waves, or (for
some) the natural fields surrounding all living things. In ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
the open ocean they circle, evaluating for weakness, and Dmg 2d+1/4d+2
ambush from behind or below with a sudden rush. Sharks
cripple their prey with a savage surprise bite, then circle
3 12 24 36 48
back to finish it off. Vigorous resistance or a good show of Basic Lift 115
force can drive off a shark that is getting aggressive unless it
has slipped into a berserk blood frenzy. Defenses
Speed 5.75
Shark. In the cold waters off the coast of Norðlond the most Parry Dodge Block DR
common shark is a mottled-looking shark with a stubby
dorsal fin, triangular small tail, and blunt nose. Stats are as — 8 — 2 Move 5/10
Giant Shark. A massive shark that feeds on whales and wal-
ruses, the giant shark is not above snacking on humanoids
now and then. It follows migrating pods of whales and found • Bite (13): 2d+1 cutting. Reach C, 1. May bite and worry.
where whales are actively feeding. It attacks boats and small
ships, perhaps mistaking them for whales, or for a rival. S
pecial bilitiesA
SM +4, ST 48, Move 7/22, Bite (13): 5d cutting; may worry. Feeding Frenzy. After tasting or smelling blood, if a white
You’re going to need a bigger boat. shark fails its self-control roll for Berserk by 3 or more, it
White Shark. These sharks prey on seals, dolphins, and attacks anything it can see or sense, including other sharks.
large fish, and will scavenge whale carcases. They migrate
long distances, but hunt near shore where they surprise
their prey by lunging up from below. White sharks do not • Acute Taste and Smell 3 • No Legs (Aquatic)
like the taste of humanoids, but most of them don’t know • Berserk (Blood Frenzy) • No Manipulators
that until they take a bite. Very hungry white sharks may • Dependency (Water, 1d FP • Slippery 3
per minute out of water) • Temperature Tolerance 5
even decide they want to eat their victims despite the taste.
• Discriminatory Smell (Cold)
SM +3, ST 35, Move 6/18, Bite (13): 4d–1 cutting; may worry.
• Gills • Vibration Sense (Water)

• Brawling-13 • Tracking-14
• Stealth-12
Giant Shark • Survival (Open Ocean)-12
• Swimming-14

Shark, Sið
Dire Animal
Ghosting through the waters undetected and nearly
ST 19 DX 12 IQ 2 HT 13
invisible, the Sið shark is innately magical. The organs that
detect the energy fields surrounding all living beings can be
used to project, as well as detect, energy and it hunts and HP 19 Will 10 Per 12 FP 14
kills with a powerful mana discharge resembling a lightning
bolt. It’s ridiculously effective natural camouflage is also
magical (and detects as such); the sið shark uses it to get the Control Thresholds SM 0
first chomp or bolt in unseen. The sið shark hunts any living ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
creature, and is especially attracted to those with magical
Dmg 2d–1/3d+1
2 10 19 29 38
Special Abilities Basic Lift 72
Mana Sense. Add the level of Magery or Power Investiture
of any potential targets in the water to the shark’s Perception Defenses
rolls. If the shark detects a magical creature, it attacks it
Speed 6.25
Parry Dodge Block DR

Traits — 9 — — Move 7/17

• Acute Taste and Smell 3 • No Legs (Aquatic)

Berserk (Blood Frenzy)
Chameleon 10 (yes, 10)

No Manipulators
Slippery 3
• Bite (13): 2d–1 cutting. Reach C, 1. May bite and worry.
• Dependency (Water, 1d FP • Temperature Tolerance 5
• Mana Blast (12): 2d–2 burning. Range 2/5. Costs 1 FP.
per minute out of water) (Cold)
• Discriminatory Smell
• Gills
• Vibration Sense (Water)
• Brawling-13 • Survival (Open Ocean)-12
• Stealth-12 • Swimming-14

White Shark


Sið Shark

The skekktfiskur were once a colony of hafiðfólk, but they
ST 14 DX 10 IQ 9 HT 12
were purposefully immersed in the emanations from some
of the Muspelheim devilrifts by the tyranns. The goal to
create a race of sea-dwellers native to Midgard but loyal to HP 14 Will 11 Per 9 FP 12
the tyrann, extending their future domains to the seas as
well as the land.
Control Thresholds SM +1
Twisted and horrific-looking, they are as to hafiðfólk as hobs
are to humans. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d/2d
The skekktfiskur are physically hardier than both the
hafiðfólk and the hákarlmaðr, and hostile to both. They 2 8 16 24 32
are capable of breathing on land, but not walking on it,
so while the skekktfiskur are a hazard to ocean-dwelling
Basic Lift 39
races and sea voyagers, they are no real direct threat to the
land-dwelling races of Norðlond. Speed 5.50
Parry Dodge Block DR
The most frequent skekktfiskur encounter is with an armed
band raiding an ocean-going or riverborne vessel (through
river raids are more rare). The typical war band can consist
8 8 — 1 Move 8
of six to 24 warriors, who throw harpoons at the decks of
ships, and only surface to attack.
• Bite (12): 1d cutting. Reach C, 1.
• Grapple (12): 1d+2 control. Reach C.
• Halberd (12): 2d+5 cutting, Reach 2,3* or 2d+4 impaling,
Reach 2, 3* or 1d+3 impaling, Reach 1–3*.
¼ Harpoon (12): 1d+5 impaling. Range 14/21. Acc 2.
• Punch (12): 1d crushing. Reach C.

• Amphibious • Immunity to Mind Control
• Bloodlust (12) • Indomitable
• Callous • No Legs (Aquatic)
• Dark Vision • Pressure Support
• Enhanced Move • Sadism (12)
• Gills • Temperature Tolerance 3
• Hidebound (Cold)
• High Pain threshold • Unfazeable

• Brawling-12 • Swimming-14
• Polearm-12 • Thrown Weapon (Spear)-12
• Stealth-11 • Wrestling-12

In Norðlond, sometimes skeletons rise “naturally” if left
ST 11 DX 13 IQ 8 HT 12
uninterred on a battlefield under certain conditions.
Betrayal, a hopeless fight for an ignoble cause, or other
situations where death was swift and without even the HP 11 Will 8 Per 8 FP —
opportunity for valor may cause skeletons to rise without
being encouraged to do so with vile magics.
Control Thresholds SM 0
Even if such magics are employed, animated skeletons are
among the lowliest of necromantic servitors. Though utterly ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
loyal and incorruptible, they lack initiative, are unable to Dmg 1d–1/1d+1
learn, and can’t even speak. Thus, they’re mostly good for
fighting, which they do as well as any warrior with similar
2 6 11 17 22
stats. This skeleton example represents a slaughtered bandit, Basic Lift 24
castle guard, militiaman, or other low-end warrior. It is
equipped (or was equipped) as a skirmisher and archer: Defenses
one-handed melee weapon, small shield (DB 1), longbow,
Speed 8.00
Parry Dodge Block DR
and 10–20 arrows. More impressive fighters can have better
combat stats and gear. 10+1 11+1 10+1 2 Move 8
While Unliving and tough (DR 2), they suffer double injury
from crushing blows and are Unnatural (dispelled at -1×HP).
Skull DR is still only 2. They are unaffected by Death Vision
or Sense Life, but susceptible to Pentagram, Sense Spirit,
¼ Axe (14): 1d+3 cutting. Reach 1.
and Turn Zombie. While the skeletons themselves are • Bony Claw (14): 1d–1 crushing. Reach C.
not truly evil, the magic ¼ Longbow (14): 1d+1 impaling. Range 165/220. Acc 3,
animating them usually Shots 1 (2), Bulk –8.
is. No undead servitor • Shortsword (14): 1d+1 cutting. Reach 1.
will negotiate or reveal • Small Mace (14): 1d+3 crushing. Reach 1.
useful information. • Spear (14): 1d+1 impaling. Reach 1.

• Appearance (Monstrous) • No Brain
• Automaton • No Eyes
• Brittle • No Sense of Smell/Taste
• Cannot Float • No Vitals
• Cannot Learn • Reprogrammable
• Dependency (Loses 1 HP • Single-Minded
per minute in No Mana • Skinny
areas) • Temperature Tolerance 5
• Doesn’t Breathe (Cold)
• Doesn’t Eat or Drink • Temperature Tolerance 5
• Doesn’t Sleep (Heat)
• High Pain Threshold • Unfazeable
• Immunity to Disease • Unhealing (Total)
• Immunity to Mind Control • Unliving
• Immunity to Poison • Unnatural
• Indomitable • Vulnerability (Crushing ×2)
• Mute
• No Blood

• Axe/Mace-14 • Shortsword–14
• Bow-14 • Spear-14
• Brawling-14 • Stealth-13
• Climbing-13
• Shield–14

A skuggi is the tangible undead shadow of a creature killed
ST 8 DX 13 IQ 8 HT 11
by magic under fortuitious circumstances: an intersection
or boundary of some sort. For example, a creature killed at
dusk by magical flame as a new moon rises. New skuggar HP 8 Will 8 Per 8 FP 11
are also created by the life-drain ability of an existing
skuggi—the victim’s own shadow coalesces as a skuggi upon
the following sunset. Control Thresholds SM 0
The skuggi appears as a dark shade, vaguely resembling the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
creature from which it was created. It can alter its shape just Dmg 1d–3/1d–2
enough that it can sometimes hide as the shadow of a poten-
tial victim. Skuggar favor torchlight—with it’s ever-shifting
1 4 8 12 16
flicker—for this reason. Basic Lift 12
Skuggar seek out subterranean construction or ruins with
many fallen stones and angles, to maximize the number Speed 6.00
of places it can hide. While it is weaker in sunlight, it is not Parry Dodge Block DR
injured by it, and can flit from shady place to shady place in
full daylight if needed. 9 9 — — Move 6
A skuggi is a malevolent entity, and seeks to stalk and kill
any that cross its path. It is particularly drawn to those
untained by evil, and attacks those of lawful good alignment
• Strength Drain (14): 1d (3) ST loss on a hit. See Special
first and foremost. It hunts purely on instinct, but may flee if
hit with a holy attack.

Special Abilities Skills

Strength Drain. The skuggi’s melee attack is similar to the • Brawling-14 • Stealth-14
Debility spell (Spells, pp. 20–21), and causes 1d (3) ST loss
on a successful hit as Large-Area Injury. If the target’s ST is
reduced to zero, it dies and will rise as a haturljós upon the
next sunset.

• Bloodlust (6) • No Neck
• Callous • No Sense of
• Cannot Learn Smell/Taste
• Chameleon (See notes) • No Vitals
• Dark Vision • Peripheral
• Detect (Holiness, Heroic Vision
Traits) • Single-Minded
• Diffuse • Temperature
• Doesn’t Breathe Tolerance 5 (Cold)
• Doesn’t Eat or Drink • Temperature Toler-
• Doesn’t Sleep ance 5 (Heat)
• Dread • Tunnel Crawler 11
• Frightens Animals • Unfazeable
• Hidebound • Unhealing (Total)
• High Pain Threshold • Unliving
• Immunity to Disease • Vulnerability (2× damage
• Immunity to Mind Control from holy weapons or
• Immunity to Poison abilities)
• Indomitable • Vulnerability (2× damage
• No Blood from all sources while in
• No Brain sunlight)
• No Eyes
• No Head

Aesir ST 30 DX 14 IQ 11 HT 14
The eight-legged Sleipnir is the Allfather’s personal mount,
sired from a liaison between a hofvarpnir and the God of
Mischief shape-shifted into a mare. Sleipnir has sired many
foals, mounts fit for heroes. They have the usual four legs HP 30 Will 14 Per 14 FP 14
but are obviously superior horses by inspection. They are
proud-looking and as intelligent as an average person—they Control Thresholds SM +1
can understand language perfectly, though they cannot
speak it. Should one be contacted telepathically, a full con- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
versation is possible. They accept only bitless bridles called Dmg 3d/5d+2
hackamores and grow surly unless provided with the finest
wool blankets, saddles of tooled leather, and other accouter-
4 18 36 54 72
ments worthy of their station. Encounters with Sleipnisfolald Basic Lift 259
are rare. They do not tolerate riders as masters, but instead
allow partners. They react favorably to being recognized Defenses
(they’re a bit like diva entertainers that way) and may agree Speed 7.00
Parry Dodge Block DR
to becoming the partner of a worthy rider on a defined
quest. They must be persuaded that the cause being joined
is just before deigning to allow a rider to mount.
11 11 — 2 Move 9/22

Special Abilities
Instinctive Saddle Training. Sleipnisfolald add +2 to Riding
skill for their rider, as a naturally capable mount.
Teleport Gate. Once per day, sleipnisfolald can walk between
realms, passing from their current location to another plane
of existence. The gate lasts only long enough to transport the
horse, its rider, and any gear carried. The sleipnisfolald must
be familiar with the destination to make the trip.

• Combat Reflexes • Quadruped
• Discriminatory Smell • Temperature Tolerance 2
• Night Vision 4 (cold)

• Brawling-16 • Survival-10
• Jumping-12 • Swimming-10
• Stealth-11

• Bite (14): 3d–1 crushing. Reach C.
• Front-hoof kick (14): 3d–1 (2) crushing. Reach C, 1.
Front hexes only. Can parry with hooves at –1 (already
included); treat as weapon, not as body part.
• Rear-hoof kick (12): 3d+2 (2) crushing. Reach 1. Rear
hexes only.

The sokkvári provide airborne shock value to a kvoldomur
ST 17 DX 12 IQ 8 HT 14
army, appearing in groups of three to disrupt battle lines.
The sokkvári resemble pterodactyls in overall configura-
tion—large, leathery wings, a protruding and dangerous
HP 17 Will 11 Per 11 FP 14
beak, and hands that are part of the wing structure, making
them unusable while flying. Their bodies are more human- Control Thresholds SM +1
oid-proportioned, with longer legs in proportion to its body
than most birds. They are blue in coloration—favoring deep ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
shades of blue, purple, and a green so dark as to be almost Dmg 1d+2/3d–1
black. Their talons are not configured for grasping, and
resemble long knives more than a bird’s claws—it is clear
2 9 17 26 34
that the sokkvári was created and shaped to be a weapon, Basic Lift 57
not a hunter.
They circle above the battlefield, and plunge down on their Speed 6.50
chosen foes, slamming them to the ground. Once they knock Parry Dodge Block DR
their victim prone, the beak and talons inflict grievous
wounds. If the attack misses, or if it receives attention form 10 10 — 2 Move 8/24
the victim’s friends, it returns to the sky, seeking another
opportunity to strike.
Special Abilities • Bite (12): 1d+1 cutting. Reach C, 1. Treat as weapon, not
Demon Spores. The sokkvári spends 2 FP and exhales a as body part.
cloud of spores carrying demonic essence; DR provided • Claws (12): 1d+1 impaling. Reach C, 1. Treat as weapon,
from effects such as Protection from Evil protects. Anyone not as body part.
in the area of effect when it hits must make a HT–4 roll on • Shriek (15): Targets hex at –1 per yard of range.
¼ Swoop (12): 1d+3 impaling (Move 8); 1d+6 impaling
each following turn or take 1d–2 toxic injury; additionally,
(Move 24); 1d+7 impaling (Move 32). Reach C, 1. Never
make a separate HT roll or lose 1d levels of Power Investi- grapples! Treat as weapon, not as body part.
ture (Clerical) until the toxic effects end. Any success on the
HT–2 roll ends both effects. This is a 2-hex radius area effect
attack; roll scatter on a miss! (See Area and Spreading Attacks, Skills
Exploits, pp. 44–45). • Acrobatics-12 • Innate Attack (Projec-
Fatigue Battery. The sokkvári spends no more than 8 • Brawling-12 tile)-12
FP during a fight on spores and shrieking, after which it • Innate Attack • Stealth-12
becomes a pure melee combatant. (Breath)-12

Grounded Parry. A sokkvári can only parry on the ground;

it’s obviously using its wings for other purposes while
airborne. Treat as weapon, not as body part.
Stunning Shriek. Costs 4 FP. Acts as a Concussion spell
(Spells, p. 15) aimed at a hex. All within 10 yards must roll
HT–1 or be physically stunned; further HT–1 rolls are made
to recover. Sokkvári are not immune to these effects.

• Combat Reflexes • Immunity to Mind • No Neck
• Doesn’t Breathe Control • Swoop (Move 32)
• Doesn’t Eat or Drink • Immunity to Poison • Temperature
• Doesn’t Sleep • Improved Magic Tolerance 5 (Heat)
• Flight (Winged) Resistance 3 • Temperature
• High Pain Threshold • Indomitable Tolerrance 5 (Cold)
• Immunity to Disease • Injury Tolerance 2 • Unfazeable
• Immunity to • No Blood
Illusions • No Brain

These magical horselike creatures are powerful woodland
ST 21 DX 12 IQ 12 HT 12
creatures resembling horses. Originally thought to be faerie,
they are in fact Asgardian. They wander the woods, solitary,
identifying and putting right imbalances frequently caused HP 21 Will 15 Per 15 FP 12
by the álfar. They are inherently magical, very intelligent
(even more so than hofvarpnir), and can be strong and
canny fighters, powerful allies against any encroaching Control Thresholds SM +1
darkness. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
In combat, the spjóthestr is primarily a melee fighter, Dmg 2d/4d–1
charging in and using its horn and hooves in battle, and
employing its spellcasting and teleportation with skill and
3 11 21 32 42
savvy. It employs sudden charges, ruses and feints, and uses Basic Lift 88
hit and run tactics where appropriate. Its attacks are capable
of penetrating nearly any armor. Defenses
Speed 8.00
Parry Dodge Block DR
Special Abilities
Blessed Attacks. The spjóthestr’s attacks are considered 12+2 12+2 — 2 Move 10/20
Holy, as well as being a Ghost Weapon capable of affecting
Phase Walk. Can phase into Svartalfheim on its turn, disap- Attacks
pearing from normal sight, and take Move maneuvers in any • Back-hoof Kick (14): 2d+3 (10) crushing. Reach C, 1.
direction and medium. Can return to Midgard at any time Back hexes only, not capped as Wild Swing. Counts as
as a free action. Treat this as Ethereal Body, but invisible to weapon, not as body part.
those without Astral Sight or the equivalent. • Bite (16): 2d (10) crushing and control. Reach C, 1.
¼ Charge Attack (20): 2d+6 (10) impaling at Move 10;
Spellcasting. The spjóthestr knows all its spells at level 15 2d+10 (10) impaling at Move 20. Reach C, 1. Counts as
or higher; casting costs are reduced by 1 FP. It is sensitive weapon, not as body part.
to Nature’s Strength, but casts all sorts of spells normally • Front-hoof Punch (16): 2d+2 (10) crushing. Reach C, 1.
allowed to clerics and wizards. Spjóthestr don’t care. Counts as weapon, not as body
Universal Counterspell. It can use Counterspell on
anything, as if it knew all spells. Spjóthestr refuse to divulge
the nature of this power, but all wizards and liches surveyed Skills
agree it’s really cool. • Brawling-16
• Jumping-12
Traits • Mount-
• Stealth-11
• Bad Temper (12) • Power Investiture 6 • Survival-10
• Combat Reflexes (Druidic) • Swimming-10
• Discriminatory Smell • Quadruped
• Energy Reserve 30 • Temperature Tolerance 2
• Improved Magic (Cold)
Resistance 5

• Blink Other-15 • Protection from Evil-16
• Blink-16 • Regeneration-15
• Cleansing-16 • Remove Curse-15
• Cure Disease-16 • Restoration-15
• Final Rest-16 • Shield-16
• Great Haste-15 • Spell Shield-15
• Great Healing-15 • Stop Bleeding-15
• Major Healing-15
• Minor Healing-16

Sprites resemble slender, child-like humans with insectoid
ST 2 DX 16 IQ 10 HT 11
wings sprouting from their shoulders (shapes vary
tremendously). Their clothes and tools incorporate natrual
materials or lost things from human households. HP 2 Will 12 Per 12 FP 11
Sprites live close to human civilization in semi-wild areas
like gardens, hedgerows, rock outcrops in the middle of Control Thresholds SM –6
fields, and gnarled old trees growing in a back yard. Some
even live in the eves, cellars, and walls of older houses. The ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
majority make their homes in the wildlands beyond the Dmg 1d–6/1d–5
bounds of humanity’s encroachment. 1 1 2 3 4
Autumn Sprite. There is a dark side to their duties: They
extinguish the lives of innumerable small creatures, and
Basic Lift 0.8
see to the passing of the old, sick, and weak. Autumn sprites
are rarely seen after the first frost, returning as the leaves Speed 7.00
change. ST 1, SM –7, remove combat skills and Frostbite Parry Dodge Block DR
Warrior Sprite. Guardians and protectors, they are surpris-
11 9 12 2 Move 7/15
ingly strong and fierce when roused: Elf-shot makes up for
a lot considering their 7–8” height! They bargained with and
asked to perform tasks in exchange for suitable rewards. Attacks
• Bow (16): 1d–4 impaling + Elf-Shot. Range 30/40. Acc 2.
Winter Sprite. They decorate windows with filigrees of • Punch (16): 1d–6 crushing + Elf-Shot. Reach C.
frost, freeze ponds, and other seasonal work. As winter • Rapier (16): 1d–5 impaling + Elf-Shot. Reach C.
fades during the spring thaw, the winter sprites head back
to their faerie homes and rest easy until the first frost of the
following winter. ST 1, SM –7, remove combat skills. Skills
• Acrobatics-16 • Naturalist-14
Special Abilities • Bow-16 • Navigation-14
Beast Speech. The sprites speak with animals as if under a • Camouflage-14 • Rapier-16
permanent Beast Speech spell (Spells, pp. 18–19). • Disguise (Animals)-14 • Stealth-16
• Herb Lore-12 • Survival-14
• Mimicry (Animal Sounds • Tracking-14
and Bird Calls)-14 • Weather Sense-14

• Absent-Mindedness 3
• Curious • Injury Reduction 2 (not iron
• Dependency (Mana) or steel)
• Elf-Shot (Manablast) • Night Vision 6
• Energy Reserve 10 • Overconfidence
• Faerie Veil 6 • Outdoorsman 4
• Flight (Winged) • Power Investiture 3 (Druidic)
• Immunity to Cold • Short Attention Span
• Improved Magic Resistance • Trickster

• Seek Plant-14 • Foregetfulness-14
• Hide Path-14 • Freeze-14
• Light Tread–14 • Tangle Growth-14
• Conceal-14 • Frostbite-14
• Forest Warning-14 • Wither Plant-14

Rulers, nobles, merchants, guildmasters, and other wealthy
ST 12 DX 14 IQ 14 HT 12
individuals use spies to gain the upper hand in a world of
cutthroat politics. A spy is trained to secretly gather infor-
mation. Loyal spies would rather die than divulge informa- HP 12 Will 14 Per 14 FP 12
tion that could compromise them or their employers.

Jana Band Control Thresholds SM 0

Her name is Band. Jana Band. Likely to be encountered any- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
where trouble is brewing…or where it’s about to be brewing.
Dmg 1d–1/1d+2
Jana is good-looking, confident, and wealthy; she fits in
as a well-to-do merchant or traveling nobility wherever 2 6 12 18 24
she goes. Confident and sure, her manner ensures she can Basic Lift 28
gain the ear (and frequently the bed) of those she wishes to
interrogate. If that fails, she’s sneaky enough to get plans, Defenses
documents, or overhear key conversations by sneaking into Speed 6.50
where she’s not supposed to be. Parry Dodge Block DR
Though Jana is a capable combatant, she also knows that
a trail of bodies draws attention. And that’s the last thing a
10 9 — 1 Move 6
good spy wants.
Gear. In public, she dons sturdy but high quality cloth
as armor, providing DR 1 and looking good doing it. She
• Grapple (14): 1d–1 control. Reach C.
carries a shortsword and a few utility knives as a matter of • Kick (12): 1d–1 crushing. Reach C, 1.
course. When it’s time for actual espionage, she has quality ¼ Pistol Crossbow (15): 1d+2 impaling + 2 toxic on failed
gear, including delver’s webbing, good lockpicks, a bull’s eye HT roll. Range 180/240. Acc 1, RoF 1, Shots 1 (4), Bulk –4.
lantern, and of course a grapnel and various weights of rope. • Punch (14): 1d–2 crushing. Reach C.
Small vials of monster drool and a minor healing potion ¼ Shortsword (15): 1d+3 cutting, Reach 1 or 1d+1 impaling,
round out her special gear, along with a pistol crossbow with Reach 1.
20 bolts (naturally dipped in monster drool at need). She’s
also got all the basics a delver/spy would want, and has the
resources to get more. Expense accounts are nice.

• Appearance (Beautiful) • Luck
• Charisma 2 • Overconfidence (12)
• Code of Honor (Gentleman’s) • Serendipity 1
• Compulsive Gambling (12) • Wealth (Wealthy)
• Gizmo 1
• Lecherousness (6)

• Acting-13 • Filch-13 • Scrounging-14
• Climbing-12 • Gambling-13 • Search-14
• Connoisseur • Holdout-13 • Sex Appeal-13
(Luxuries)-14 • Interrogation-13 • Shortsword–15
• Crossbow-15 • Lockpicking-14 • Sleight of
• Current Affairs-14 • Merchant-13 Hand–12
• Detect Lies-13 • Observation-14 • Smuggling-13
• Diplomacy-14 • Pickpocket-12 • Stealth-14
• Fast-Draw • Poisons-12 • Traps-14
(Sword)-15 • Riding (Horse)-13
• Fast-Talk-14 • Savoir-Faire-15

Steel Serpent
Steel serpents are massive animated snakes with bodies
ST 50 DX 11 IQ 5 HT 12
of hardened steel. They are 10 yards long and over a yard
in diameter. Their segmented body plates overlap like
articulated armor, allowing them to slither. Their mouth HP 50 Will 5 Per 5 FP 12
opens to two sword-like fangs that can tear through even the
strongest armor, and their steel bodies can crush armor as
if it were a peanut shell. They move deceptively quickly for Control Thresholds SM +4
their size. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 5d+2/8d-1
Traits 5 25 50 75 100
• Automaton • Immunity to Poison
• Cannot Learn • Indomitable
Basic Lift 500
• Constriction Attack • No Blood
• Dark Vision • Pressure Support Defenses
• Doesn’t Breathe • Reprogrammable
Speed 6.00
Parry Dodge Block DR
• Doesn’t Eat or Drink • Unfazeable

Doesn’t Sleep
High Pain Threshold

Unhealing (Total)
Unnatural — 9 — 9 Move 8
• Homogeneous • Vermiform
• Immunity to Disease
• Bite (15): 5d+6 impaling. Reach C-2.
• Grapple (15): 5d+12 control. Reach C.
¼ Overrun (15): 5d+25 crushing. Reach C.

• Brawling-15 • Wrestling-15

A stóralf is essentially a man-sized norðalf. Stóralfar
ST 13 DX 10 IQ 12 HT 11
are cruel and clever, delighting in causing mayhem and
accidents. Like norðalfar, stóralfar love to set traps, create
mischief, and indulge in sadistic cruelty of any creatures
perceived as weaker than they. They live to torment the
HP 13 Will 12 Per 12 FP 11
living non-faerie world.
Stóralfar have a “more settled” disposition than their Control Thresholds SM 0
smaller cousins, which enables them to apply themselves to ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
study and learning in a way that their diminutive cousins
Dmg 1d/2d–1
cannot. The elder stóralfar learn magic that compliments
their natural tendencies, enabling the cunning use glamour, 2 7 13 20 26
illusion, and other mind-bending powers. Basic Lift 33
The stóralfar are larger belligerent creatures given to cruelty
and malicious sadism. Where they hit-and-fade, they are Defenses
dangerous. When they press the attack with the vigor of a
Speed 5.25
Parry Dodge Block DR
warrior, they are horrifying. They are sensitive to sunlight,
and where most creatures take penalties in darkness,
norðalfar including the stóralf are at -6 in full sunlight, -4
9+1 8+1 9+1 2 Move 5
in overcast daylight, and -2 at dusk or twilight. The stóralf
may not easily shift between Svartalfheim (the faerie pocket
dimension) and the mortal world. Stóralfar use small, heavy Attacks
shields in a buckler grip (DB 1, included in their defenses), • Bite or Punch (12): 1d–1 crushing. Reach C, 1.
made with hide or wood. Recently some have been seen • Bow (12): 1d+1 imp + 1 point toxic follow-up. Range
strapping a shield to their arm instead—must be all that 195/260. Acc 2, Bulk –7.
• Grapple (11): 1d–1 control. Reach C.
foreign influence. Stóralfar weapons are universally tainted
¼ Hatchet (12): 2d–1 cut + 1 point toxic follow-up. Reach 1.
with poison (a follow-up of 1 point of damage per hit). They • Shortsword (12): 1d+1 imp/2d–1 cut + 1 point toxic
are fierce backstabbers if they can catch a foe defenseless. follow-up. Reach 1.
They wear heavy leather armor. The backstab ability can ¼ Spear (12): 1d+2 imp + 1 point toxic. Reach 1.
only be used when the foe is truly defenseless, including if
reduced to below DX 0 via control point penalties

Special Abilities
Backstab. Against a truly defenseless foe (including one with
DX 0 or below via application of Control Points), add
+1d thrust and +2d swing to all melee attacks.

• Absolute Direction • Dread (Running Water)
• Appearance (Hideous) (-4) • Expert Backstabber 7
• Bad Temper • Faerie Veil 3
• Bully • Indomitable
• Cast-Iron Stomach • Injury Reduction 2 (not
• Cowardice (12) iron or steel)
• Dependency (Mana) • Night Vision 6

• Brawling-12 • Shortsword–12
• Climbing-14 • Stealth-14
• Escape-13 • Traps-14
• Garotte-12 One of:
• Mimicry-14 • Axe/Mace-12
• Poisons-14 • Bow-12
• Shield–12 • Spear-12

Stóralf, Elder
Álfar, Faerie ST 13 DX 11 IQ 13 HT 11
The elder stóralfar are chosen by faerie nobility as being a
cut above the rest. Fearsome combatants, serve as reliable
eyes and ears for their powerful masters. They are more
tricksome and have more powerful glamour than their HP 13 Will 13 Per 13 FP 11
stóralf kin.
They are almost never unaccompanied, and travel with Control Thresholds SM 0
other álfar depending on their mission. They might travel
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
with a troop of hobs on a punitive raid expecting stiff
resistance, or as a guide for troll-kin when the álfar wish to Dmg 1d/2d–1
see trolls rampaging through Norðlond. 2 7 13 20 26
In other respects, they are halfway between true álfar and Basic Lift 33
lowly norðalfar. They have never lost their lust for chaos
and pain but take a more strategic approach to gaining Defenses
them. They lack the álfar’s refined manners and sense of Speed 5.50
courtesy but retain their regal manner—at least among Parry Dodge Block DR
other norðalfar.
The elder stóralf is smarter than the stóralf, trained in
11 8 — 3 Move 5
tactics and spellcasting by the álfar. All of the other notes
that apply to the stóralf also apply to the elder stóralf. As
a beneficiary of extra attention from the álfar, they are Attacks
provided with much better stuff, and trained how to use it. • Bite (12): 1d–1 cutting. Reach C.
Their Axe/Mace, Bow, and Spear skills are legacy from their • Bow (12): 1d+2 impaling. Range 195/260. Acc2, Shots 1
old days before being tapped for álfar special forces. They (2), Bulk -7.
are given a suit of orichalcum light segmented plate (15.5 ¼ Dueling Glaive (16): 2d+1 cutting or 1d+3 impaling.
lbs, DR 3, $54,000) and an orichalcum shortsword ($12,000). Reach 1, 2. Backstab 3d+1 cutting or 2d+1 cutting.
• Grapple (12): 1d control. Reach C. Backstab 2d control.
They will typically use a bronze-headed dueling glaive as
• Hatchet (12): 2d–1 cutting. Reach 1. +1 point toxic
a weapon in two hands, in lieu of a shield. It is also their follow-up.
power item (holds 2 FP) and wizard’s staff. ¼ Shortsword (16): 2d–1 cutting or 1d+1 impaling. Reach 1.
Backstab 4d–1 cutting or 2d+1 impaling.
• Absolute Direction • Expert Backstabber 7
• Appearance (Hideous) (-4) • Faerie Veil 3
• Bad Temper • Indomitable
• Bully • Injury Reduction 2 (not
• Cast-Iron Stomach iron or steel)
• Dependency (Mana) • Night Vision 6
• Dread (Running Water) • Magery 3

• Brawling-12 • Poisons-15 • Traps-16
• Climbing-14 • Polearm-16 One of:
• Escape-13 • Shortsword–16 • Axe/Mace-12
• Garotte-12 • Stealth-16 • Bow-12
• Mimicry-15 • Tactics-13 • Spear-12

• Charm-16 • Illusion Shell-16 • Simple Illu-
• Complex • Itch-16 sion-16
Illusion-16 • Pain-16 • Sleep-16
• Daze-16 • Pain-16 • Sound–16
• Foolishness-16 • Perfect Illu- • Spasm-16
• Hinder-16 sion-16 • Stun-16

Álfar, Faerie
Twisted into something beyond the normal horrible typical
ST30 DX 15 IQ 8 HT 14
troll, these misshapen fallatrölls’ minds were broken by
the dokktomte into ravenous, unreasoning monsters
yet still possessed of near-human cunning. Their bodies HP 30 Will 12 Per 10 FP 14
were fortified, warped, and given unnatural endurance
to the point that their wounds twist and heal even as you
watch. The magic used to warp the trolls to the dökktomte’ Control Thresholds SM +2
purposes altered the usual faerie weaknesses, making them ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
vulnerable to cold or silver, but immune to fire and acid.
Dmg 3d/5d+2
Stothtrolls are dangerously unstable, they are likely to lash
out at any creature that offends them, gets in their way, or
4 16 32 48 64
exhibits “prey-like” behavior (with a very generous defnition Basic Lift 180
of what “prey-like” implies). The dökktomte use stothtrolls
as bodyguards and as very effective distractions from the Defenses
traps for which dökktomte are renowned. They especially
Speed 7.25
Parry Dodge Block DR
love placing them in the middle of traps that burst into
flame or spurt acid, allowing the trolls to act with impunity.
Their regenerative capabilities are impressive. Body parts
10 10 — — Move 7
crawl back together and reform destroyed limbs—and even
the head—grow back.
• Bite (17): 3d+1 cutting. Reach C.
• Claws (17): 3d+2 (2) cutting. Reach C, 1.
• Grapple (17): 3d+4 control. Reach C, 1.

Special Abilities
Can attack three times per turn, two claws and a bite.
Effective ST 32 when grappling, owing to Wrestling; Apply
SM difference to attack rolls when grappling (+1 vs. SM 0
humans). Roll Naturalist at –2 when stothtrolls are first
encountered. Success reveals that these are not simply larger
natural trolls. While stothtroll claws are parried as weapons,
their hands are vulnerable: attack the hand at –3 to the
attack roll in order to injure the hand.

• Acute Taste and Smell 3 • Immunity to Heat/Fire
• Ambidexterity • No Brain
• Bloodlust (9) • No Vitals
• Combat Reflexes • Overconfdence (9)
• Curious (9) • Recovery
• Dark Vision • Regeneration (1 HP/second)
• Extra Attack 2 • Regrowth
• Gluttony (9) • Unfazeable
• High Pain Threshold • Universal Digestion
• Immunity to Acid • Unkillable (Total; Achilles’
• Immunity to Disease Heel: Cold and silver)

• Brawling-17 • Wrestling-17
• Stealth-16

Sverðtönn Kónglax
Dire Animal
The sword-toothed king salmon (sverðtönn kónglax) is
ST 18 DX 12 IQ 2 HT 11
a dire animal, not a giant one. It has over-sized fang-like
teeth that are articulated to help the creature seize and
devour prey. It’s a vile predator; it can be cooked and eaten, HP 18 Will 7 Per 12 FP 11
but it’s food value is low: It loses the Delicious trait, and
survival-based rolls for eating it are at –2.
Control Thresholds SM +1
Special Abilities ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Fast Start. A salmon hunts in bursts of speed, spending 1 FP Dmg 1d+2/3d

to allow Move 6 for one turn. 2 9 18 27 36
Traits Basic Lift 64
• Cold-Blooded • No Legs (Aquatic) Defenses
• Dependency (Water, 1d FP • No Manipulators Speed 5.75
Parry Dodge Block DR
per minute out of water) • Slippery 3
• Discriminatory Smell
• Gills
• Acute Smell 3
— 8 — — Move 3

Skills Attacks
• Brawling-12 • Wrestling-12 • Bite (12): 1d+2 (2) impaling. Reach C, 1.
• Swimming-15

Swamp Eðla (Swamp Lizard)
Mundane, Dragon
Swamp eðla are closely related to rokk eðla—crawling,
ST 42 DX 12 IQ 5 HT 14
legged reptiles with flexible necks and long sculling tails.
They are protected by coats of scales, with bony armor
plating studding their neck, back, and tail and a saw-edge HP 42 Will 10 Per 11 FP 14
ridge of scutes (bone-covered scales) running down their
tail, broadening into a wide fin that provides excellent
propulsion in the water. Their powerful limbs sport hooked Control Thresholds SM +3
talons; their gaping mouths sprout serrated sharp teeth. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
A swamp eðla can gracefully glide through the water with
Dmg 4d+1/7d–1
minimal effort by strokes of its tail, slither and wriggle
quickly over mud and muck and sand, and advance over 5 21 42 63 84
dry land with a lizard-like swinging swagger and their body Basic Lift 352
held above the ground. While in motion, their long forked
tongue flickers in and out of their mouth to scent the air and Defenses
sample the ground. Speed 6.50
Parry Dodge Block DR
Swamp eðla lurk at the waterside of fens, swamps, lakes,
and languid rivers. They lair in burrows they dig into banks.
The entrance is underwater, although the tunnel rises above
— 9 — 10 Move 6
the water table to give the eðla a dry place to rest. On sunny
days, swamp eðla bask near shore. Attacks
They are voracious predators and scavengers, ready to rip • Bite (13): 4d+1 cutting. Reach C, 1. Can bite and worry.
apart and gulp down anything vaguely meat-like—from • Claw (13): 4d (2) cutting. Reach C.
reeking carrion to eggs and fish and live, squirming victims. • Tail Swipe (13): 4d–3 crushing, double knockback with
When suitable prey comes within reach, they explode out no injury. Reach C-2 in the rear hexes only.
of the water to grab their quarry and drag it back to drown.
They are not restricted to aquatic endeavors and at night
they crawl from their watery abode to track down prey on
land. A swamp eðla stalks its prey, or lays in ambush along • Amphibious • Quadruped
well-traveled trails. Occasionally, groups of eðla cooperate • Cast-Iron Stomach • Terrain Adaptation
• Cold-Blooded (Swamp)
to drive prey against obstacles or into ambush by their
• Dark Vision • Very Fit
comrades. • Limited Camouflage • Vibration Sense (Water)
A swamp eðla guarding something, such as a female guard- (Swamp) • Wild Animal
ing her nest, remains concealed nearby, ready to pounce • Nictitating Membrane
on anyone who gets too close. After surprise is lost, it
remains on or near what it is guarding, hissing, roaring, and
• Brawling-13
intimidating its antagonists away, attacking any who get too
• Sumo Wrestling-13
close. It uses swipes from its tail
• Swimming-14
to keep foes at a distance,
and bite any who get
within reach.

Álfar, Faerie
Dull-witted brutes and very violent, they can be tricked
ST 24 DX 9 IQ 6 HT 13
by the quick thinking. They dress in rude furs and usually
carry large clubs. Many will happily serve powerful masters
in exchange for regular food, a comfortable place to sleep, HP 24 Will 8 Per 8 FP 13
and better equipment. These guys aren’t too bright, but
they do love throwing 30–50-lb stones at folks. Or 30- 50-lb
norðalfs, which norðalfs do not appreciate, but the thurs Control Thresholds SM +2
finds high-larious. They have the strength to strike with the ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
inevitable humongous club every turn.
Dmg 2d+1/4d+2
Thurs are sensitive to sunlight, and are at –3 if exposed to
daylight (they are at no penalty under a forest canopy or in
3 12 24 36 48
the shadow of a bridge). Basic Lift 115
Thurs are sometimes abandoned to the wilds by álfar: Their
limited survival skill is just enough to make them a menace Speed 5.50
to pretty much everything. Very dangerous: kill on sight. Parry Dodge Block DR

9 8 — 4 Move 8

• Bite (10): 2d crushing. Reach C.
• Claw (10): 2d cutting. Reach C, 1.
¼ Humongous Club (12): 4d+9 crushing. Reach 1, 2. Does
not become unready after attack.
¼ Rock (12): 2d crushing. Range 39 yards. 28–58-lb rock.
Thrown Norðalfs do 2d (0.5) crushing and suffer the
same damage.
• Grapple (9): 2d+1 control. Reach C.

• Brawling-10
• Lifing-14
• Survival (Woodlands)-8
• Throwing-12
• Thrown Weapon (Norðalf)-12
• Two-Handed Axe/Mace-12

• Appearance (Hideous) (-4) • Faerie Veil 2
• Bad Temper • Indomitable
• Bully (9) • Injury Reduction (not-iron
• Cast-Iron Stomach or steel) 2
• Dependency (Mana) • Night Vision 6
(1 HP/minute) • Short Attention Span (9)
• Dread (Running Water)

The result of a magical experiment by either humanoid
ST 15 DX 11 IQ 4 HT 13
arcanists or faerie meddling, this animalistic hybrid has the
body of a large brown bear, and the head of an oversized
owl. HP 15 Will 10 Per 13 FP 13
It is a strictly carnivorous creature, but obeys the “rules”
of a natural apex predator—only killing what it can eat, Control Thresholds SM +1
and making itself at home in its ecology. They are found in
alpine meadows, mountain woodlands, and coastlines. As ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
far as magical hybrids go, this one is closer to a true, if odd, Dmg 1d+1/2d+1
animal than most. 2 9 17 26 34
They have very keen senses, and may detect a prey animal
before the prey is aware of the owlbear. If it’s hungry, it
Basic Lift 45
attacks from the flank. It will also catch and eat fish, or eat
carrion, to obtain sustenance. Speed 6.00
Parry Dodge Block DR

Traits — 9 — 1 Move 8
• Acute Vision 4 • No Fine Manipulators
• Bad Temper (9) • Semi-Upright
• Constriction Attack • Temperature Tolerance 2 Attacks
• Discriminatory Smell (Cold) • Beak (13): 1d+1 large piercing. Reach C, 1.
• Night Vision 6 • Wild Animal • Claw (13): 1d+1 cutting. Reach C, 1.
• Grapple (13): 1d+3 control. Reach C.

• Brawling-13 • Wrestling-13
• Stealth-14
• Swimming-13

Undead Swarms
These swarms of once-dead vermin have a voracious Swarm Stats
appetite for all meat, and many varieties strip leafy
vegetation as they pass. These verminous undead
Type Move Damage HP Notes
swarms are destroyed utterly if affected by Turning Corpse Bats 8A 1d cut 16
(Adventurers, p.21). Corpse Rats 4G 1d cut 8
Corpse Swarms. Zombified versions of living swarms Corpse Ravens 8A 1d+2 pi 22 [2]
(Monsters, p.54) carrying Corpse Contagion. They can
somehow sense targets wearing metal armor and seethe Husk Ants 4G 1d cut 15
over the least armored targets first. Husk Beetles 4G 1d–3 corr 15
Husk Swarms. Mere shells of their former selves, Husk Husk Centipedes, 4G 1d–1 tox 15 [3]
Swarms contain a tiny amount of raw necromantic Spiders,
energy used to subdue and consume its prey. Anyone
taking damage from a husk swarm may contract the Husk Mosquitoes 9A 1 FP 12 [4]
Rot Curse. Husk Swarms sense the nearest large living See Monsters, pp. 54–55 for explanation of Notes.
creature and devour their way directly towards that Assume Speed equal to Move (e.g. Corpse Ravens have
prey. Presented with multiple targets, the swarm fans Basic Speed 8.00).
out, each hex targeting a separate victim, favoring those
with the greatest ST.
Rot Curse
Roll Will at –3 when exposed to the curse: On a failure, the
Undead Curses curse takes hold and inflicts 3 HP of injury. The injury can-
Being attacked by an undead swarm or (more rarely) any not heal naturally until the curse is lifted. Every 6 hours, the
undead or may cause the victim to become dangerously ill, victim takes an additional 2 HP of injury. Magical healing
perhaps even becoming an undead creature themselves! restores HP normally, but only Remove Curse (vs effective
skill level 20) or Esoteric Medicine (at –5) lifts it entirely.
Corpse Contagion Only one attempt is allowed per day.
If exposed, roll vs HT at –2. The contagion incubates for
Blessed Sunrise. Each day at sunrise, make a Will roll at a
HT/2 hours, after which the victim alternates between a
penalty equal to the total amount of unhealed damage (or
quivering palsy (–2 to DX and DX-based skills) and confu-
–3, whichever is worse). If the subject resists, the curse is
sion (–2 to IQ and IQ-based skills). Roll 1d every 3 hours: On
a 1–3, the victim suffers palsy, while on 4–6 the victim is
confused. Every time the disease alternates, the victim loses Husk Out. Anything reaching 0 HP from the curse dies and
1 HP that won’t recover naturally. Magical healing works rises as a husk. The creature becomes a monster gaining
to slow the disease, but nothing short of Remove Disease these traits: Immunity to Mind Control; Immunity to
or more powerful magic purges it entirely. Death by corpse Poison; Indomitable; No Blood; Unfazeable; Unhealing
contagion creates a horde zombie (Monsters p. 36). (Total); Unliving; Unnatural.

Vaeng Ormur (Winged Worm)
Dire Animal, Dragon
Coiling degenerate dragons with bat-like wings, these are
ST 35 DX 12 IQ 5 HT 13
serpentine ormur that have taken to the sky. Resplendent
in their bejeweled scales while on the ground, their bright
colors help to hide them when seen silhouetted against HP 35 Will 9 Per 11 FP 13
the sky. Their belly scales are broad, smooth and flat for
slithering, with a ridge of spines or a fin-crest along their
neck and back. The head of a vaeng ormur displays frills, Control Thresholds SM +4
horns, and other decorations; fancy dress that does little to ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
hide the rows of serrated, knife-sharp teeth within its maw.
Dmg 4d–1/6d+1
Their voice ranges from a growling hiss or a thunderous
roar; their smell is a reptilian musk. 4 19 37 56 74
Vaeng orma lair in high places—cliff-sides or mountain Basic Lift 245
caves are favorites—where they can survey the surrounding
landscape. They prefer habitat providing wide open views Defenses
from which to spot prey. In forests, they only grow to SM
Speed 6.25
Parry Dodge Block DR
+1, a breed of emerald-green vaeng orma whose wingspan
can fit between the trees. The home of a vaeng orma is a
narrow burrow dug under large rocks or the roots of a large
— 9 — 8 Move 7/14
tree, leaving just enough room for the great reptile to turn
around. In mountainous terrain, where they hunt over open
plans, they can get very large. A mountain/plain winged
• Bite (14): 4d+2 impaling. Reach C, 1.
worm usually grows to about 30 feet long. • Grapple (14): 4d+4 control. Reach C.
Hunting vaeng orma soar high in the air, scanning the • Overrun (14): 4d+13 crushing. Reach C.
ground below for signs of prey, or curl on a high perch
examining the ground below. When they locate a likely
target, they dive to snatch it up in their fang-studded maw.
Victims that are too large to fly away with are subdued • Acrobatics-12 • Stealth-11
by vigorous thrashing or coiling about it and ripping with • Brawling-14 • Wrestling-14
their teeth, then swallowed whole or torn into pieces and
devoured, depending on their size.

• Enhanced Move (Air)
• Flight (Winged)
• Infravision
• No Fine Manipulators
• Vermiform
• Wild Animal

A vaettr is the withered husk of a fallen warrior, animated
ST 15 DX 13 IQ 11 HT 13
by bloodlust and hatred. One is created when a warrior has
murdered and rampaged so unjustly that the choosers of the
slain utterly reject them. Animated by its lust for violence, it HP 15 Will 11 Per 11 FP 13
rises each night to claim more victims.
Vaettr do not rot naturally, nor do they heal: Wounds taken Control Thresholds SM 0
in life (and undeath) still lie gaping. They are gray-colored,
with tattered, wispy hair. Many wear armor made of scav- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
enged pieces—treat DR as half its usual value: The vaettr’s Dmg 1d+1/2d+1
DR 2 represents formerly-good armor in a state of shocking
disrepair, in this case scale armor on its body and arms. It
2 8 16 24 32
carries a DB 2 shield that is in a similar state. Basic Lift 45
These restless dead dwell in ancient burial mounds during
the day, rising and roaming freely at night searching for Speed 6.50
new kills. They know instinctively how far from their Parry Dodge Block DR
barrow-home they may roam at night until they must return
to avoid the rising sun. 12+2 10+2 12+2 2 Move 7
Vaettr are intelligent and angry. They cannot be bargained
with. They employ tactics befitting their weaponry and
engage in ambushes and withdrawals. Destruction of the Attacks
vaettr is best accomplished by burning in daylight. Vaettr • Axe (16): 2d+3 cutting. Reach 1.
not killed by daylight and fire rise as haturljós. ¼ Broadsword (16): 2d+2 cutting or 1d+3 impaling.
Reach 1.
If a vaettr that has amassed a retinue of vaettrhrogn is • Grapple (14): 1d+2 control. Reach C.
killed, the zombies head off in random directions, attacking • Punch (16): 1d+1 crushing. Reach C.
any living creatures they find until they are destroyed. • Spear (16): 1d+3 impaling. Reach 1.

Special Abilities Skills

Health Drain. If the vaettr makes a successful brawling or • Axe/Mace-16
grappling attack, it drains 1d–1 HT from the target as if the • Brawling-16
• Broadsword–16
victim had been hit by Frailty-20; this does not cost FP. A
• Intimidation-12
creature that is reduced to HT 0 dies and rises the following • Knife-14
night as a vaettrhrogn under the vaettr’s control. HT recov- • Shield (Buckler)-16
ers at 1 point per hour of rest. • Spear-16
• Tactics-12
Traits • Thrown Weapon (Axe)-16
• Wrestling-14
• Bad Smell • Indomitable
• Bad Temper (12) • Intolerance (The
• Bloodlust (12) living)
• Combat Reflexes • No Blood
• Dark Vision • Single-Minded
• Dependency (Rest in own • Temperature Toler-
tomb 1/3 of each day or ance 5 (Cold)
lose 1 HP/hour) • Temperature Toler-
• Doesn’t Breathe ance 5 (Heat)
• Doesn’t Eat or Drink • Unhealing (Total)
• Dread (Sunlight) • Unkillable (Total)
• Frightens Animals • Weakness (Full
• Health Drain Daylight; 1d injury
• High Pain Threshold per second)
• Immunity to Disease
• Immunity to Poison

Vaettrhrogn (wight-spawn) are a type of zombie that arise
ST 13 DX 12 IQ 8 HT 12
because the animating power of a vaettr binds the spirit of
a slain victim to the vaettr. They become animate corpses,
preserved to serve in mute barbarism at the vaettr’s HP 13 Will 8 Per 8 FP 12
Vaettrhrogn are unaffected by Death Vision or Sense Control Thresholds SM 0
Life, but susceptible to Pentagram, Sense Spirit, and Turn
Zombie. Effective grappling ST is 14, thanks to Wrestling. ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
This zombie is made from a slain huskarl, and equipped as Dmg 1d/2d–1
such: one-handed melee weapon, medium shield held in a
buckler grip (DB 2), and heavy leather armor (DR 2, included
2 7 14 21 28
above). This results in Light encumbrance, which is already Basic Lift 33
figured into the stats. The magic preserving the vaettrhrogn
preserves the flesh as well; they will not turn into skeletons Defenses
nor burn like mummies. Unlike zombies raised or created
Speed 6.00
Parry Dodge Block DR
as servitors, vaettrhrogn are Truly Evil, as their progenitor
is binding the spirits of the slain into the dead bodies; this
angers the gods and the spirit, both. They are bound not to
9+2 9+2 9+2 2 Move 6
reveal any useful information.
When the vaettr commanding the zombies die, the zombies
wander off randomly, killing everything in their path.
• Axe (13): 2d+1 cutting. Reach 1.
The magically gifted lose their spellcasting abilities when ¼ Broadsword (13): 2d cutting or 1d+2 impaling. Reach 1.
they become vaettrhrogn, and are less powerful undead as a • Grapple (12): 1d control. Reach C.
result. Reduce ST to 10, DX and HT to 10, but increase IQ to • Punch (13): 1d–1 crushing. Reach C.
9. Weapon skills drop to 11, and have Staff, Shortsword, or ¼ Spear (13): 1d+1 impaling. Reach 1.
Knife instead of the more martial suite given in the writeup.
They do not know Shield. This yields Parry-8 and Dodge-7. Skills
• Brawling-13 One of:
• Shield (Buckler)-13 • Axe/Mace-13
• Wrestling-13 • Broadsword-13
• Spear-13

• Appearance (Monstrous) • Indomitable
• Automaton • No Blood
• Bad Smell • No Sense of Smell/Taste
• Cannot Learn • Reprogrammable
• Dependency (Loses 1 HP • Single-Minded
per minute in no-mana • Temperature
areas) • Tolerance 5 (Cold)
• Disturbing Voice • Temperature Tolerance 5
• Doesn’t Breathe (Heat)
• Doesn’t Eat or Drink • Unfazeable
• Doesn’t Sleep • Unhealing (Total)
• High Pain Threshold • Unliving
• Immunity to Disease • Unnatural
• Immunity to Mind Control
• Immunity to Poison

These powerful divine servitors are the choosers of the
ST 16 DX 14 IQ 12 HT 13
slain, judging whether a fallen warrior’s deeds were valorous
enough to earn them a place of honor among the Allfather’s
chosen. They are also dispatched to aid sufficiently devoted HP 16 Will 13 Per 12 FP 13
mortals, and they can be terrifying warriors indeed.
A Valkyrie inevitably appears as an attractive female and Control Thresholds SM 0
always at least part human, though half-elven, eldhuð, and
other variations appear in skalds’ tales. They are no-non- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
sense types, appearing in gleaming armor—sometimes Dmg 1d+1/2d+2
described as mail, sometimes ornate plate or scale—which
regardless of appearance provides DR 6. Combined with
2 8 16 24 32
naturally resilient skin (DR2), they have a total of DR 8. Basic Lift 51
Invariably they wear a cloak of swan feathers.
They carry two fine spears, and if at all possible, throw one Speed 6.00
as they enter battle—a tactic borrowed from the Allfather. Parry Dodge Block DR
Their off-hand carries a fine medium buckler, and on their
hip rides a dvergr-wrought sword (a fine, dwarven bastard 12+2 9+2 12+2 8 Move 6
sword). Their gear would be worth ten or fifteen pounds
of silver, but the Valkyrie never takes it off, and it vanishes
along with them if they are slain. If the Aesir themselves
deem the recipient worthy, a Valkyrie might bestow some of ¼ Bastard Sword (16): 2d+8 cutting or 1d+6 impaling.
her gear to a mortal it will of course fit perfectly. Reach 1,2 or 2.
• Grapple (14): 1d+1 control. Reach C.
When summoned, they are taciturn and eager for battle. If • Shield Bash (16): 1d+3 crushing. Reach 1.
encountered without being summoned, some skalds weave • Spear (16): 1d+6 impaling. Reach 1.
stories of kings and heroes who have courted—and even ¼ Thrown Spear (16): 1d+7 impaling. Range 16/24. Acc 2.
married—such exalted beings. But who can put credence in
such things? Skills
• Brawling-14 • Shield–16
• Broadsword–16 • Spear-16
Special Abilities • Esoteric Medicine (Holy)- • Tactics-12
Sense Death. The Valkyries can 12 • Theology-12
sense impending violent death, • Fast-Draw (Sword)-15 • Thrown Weapon (Spear)-16
and are drawn to it. They • Hidden Lore (Spirits)-12 • Wrestling-14
occasionally intervene to • Leadership-12
prevent a death—or allow • Religious Ritual-12
one to occur—for reasons
known only to them Traits
and the Allfather.
• Appearance (Attractive) Religions)
• Code of Honor (Soldier’s) • Overconfdence (12)
• Combat Reflexes • Penetrating Voice
• Damage Resistance 2 • Resist Evil 6 (Adventurers,
• Dependency (Lose 1d p. 27)
HP/min in areas of Low • Sacrificial Block
or No Sanctity) • Sacrificial Parry
• Flight (Winged • Selfless (12)
Move 12) • Sense of Duty (Coreligion-
• High Pain Thresh- ists)
old • Shield-Wall Training
• Immunity to • Vow (Put the will of my
Disease deity before my own
• Immunity to needs)
Poison • Weapon Master (Sword,
• Intolerance (Evil Shield, and Spear)

Spirit, Divine Servitor
Despite being called an Ormur due to it’s serpentine appear-
ST 29 DX 14 IQ 13 HT 13
ance, these “guardian worms” are not related to the ormur,
which are dragonkind. Verndanda are immortal beings
created to guard a valuable place or object, given life and a HP 29 Will 13 Per 13 FP 13
purpose so strong that it causes them to be resurrected on
the first moonrise after being slain. Verndanda are powerful
spellcasters and prideful guardians, secure in their certainty Control Thresholds SM +2
that they represent the ultimate guardian. This pride can ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
make them lash out violently if their role or primacy of
Dmg 3d/5d+2
place is challenged, even against beings of otherwise noble
intention. 3 15 29 44 58
These guardian spirits are powerful divine servitors, Basic Lift 168
imbued with the maximum level of Power Investiture.
In Norðlond, this entity would fall under the mantle and Defenses
patronage of the Lord of Warning, and the example spells
Speed 6.75
Parry Dodge Block DR
are from that spell list (Hand of Asgard, p. 12). The vern-
danda knows the entire list; these are some key favorites. 10 9 — 6 Move 6
Special Abilities
Astral Vision. Can see insubstantial entities (Spells, p. 42).
Enhanced Turning. As Turning, plus 1d burning per second.
• Bite (16): 3d+2 cutting. Reach C-2.
(see Hand of Asgard, p. 4). • Grapple (18): 3d+7 control. Reach C.
Warding Dismissal. The verndanda can perform a complete
Exorcism ritual with nothing more than a stern glare. Skills
Take a Concentrate maneuver and roll the Quick Contest of • Brawling-16 • Swimming-15
Exorcism-20 vs the target’s Will. The verdanda is a divine • Climbing-18 • Theology-12
protector: It is a high holy symbol, and is immune to the • Innate Attack (Projec- • Wrestling-18
Rule of 16 for exorcism. tile)-16
• Intimidation-15
Traits • Stealth-14 (18 vs. Hearing if
moving, 22 if motionless)
• Altered Time • Immunity to • Single-Minded
Rate Poison • Supernatural
• Bad Temper (12) • Improved Magic Durability
• Constriction Resistance 5 • Temperature
Attack • Indomitable Tolerance 5
• Doesn’t Breathe • Infravision (Heat)
• Doesn’t Eat or • Nictitating • Unfazeable
Drink Membrane 6 • Unkillable (Total)
• Doesn’t Sleep • No Blood • Vermiform
• Fanaticism (Pro- • No Brain • Vibration Sense
tect its charge) • No Neck (All)
• Immunity to • No Vitals
Disease • Power Investi-
• Immunity to ture 6 (Clerical)
Mind Control • Silence 4
• Affect Spirits-20 • Dispel Magic-20 • Sense Foes-20
• Armor-20 • Dispel Possession-20 • Spell Shield-20
• Astral Block-20 • Final Rest-20 • Sunbolt-20
• Aura-20 • Magelock-20 • Truthsayer-20
• Banish-20 • Protection from • Watchdog-20
• Compel Truth-20 Evil-20
• Curse-20 • Reflect Gaze-20
• Deflect Missile-20 • Sense Evil-20

Veterans are professional fighters that take up arms for pay
ST 14 DX 13 IQ 10 HT 12
or to protect something they believe in or value. Their ranks
include soldiers retired from long service and warriors who
never served anyone but themselves. They are experienced, HP 14 Will 11 Per 11 FP 12
dangerous fighters.
They are also known as vigamaðr, drengr, orrostumaðr, Control Thresholds SM 0
and such veterans make up the lion’s share of low-ranking
nobles’ huskarls (household troops). Hajarls and very promi- ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
nent jarls can easily attract and retain even better troops! Dmg 1d/2d

Special Abilities 2 8 15 23 30
Gear. Fine mail armor provides DR 4/2 over the entire body, Basic Lift 39
and a segmented plate helm adds DR 4 on the head. Carries
a balanced medium buckler. Has an array of quality weap- Speed 6.25
ons: a fine, balanced broadsword, a dwarven small axe, a Parry Dodge Block DR
fine long knife, and a fine spear. Does not carry all weapons
with him at all times; goes into battle at light encumbrance.
Gear is worth just under $10,000 in total- a very successful
14+2 9+2 15+2 4/2 Move 6
veteran, or a huskarl in excellent standing.

Traits Attacks
¼ Broadsword (17): 2d+2 cutting, Reach 1 or
• Bloodlust • Fearlessness 5 1d+3 impaling, Reach 1.
• Code of Honor (Soldier’s) • Fevered Defense • Small Axe (14): 2d+2 cut, Reach 1. Dwarven. Parry 11+2.
• Combat Reflexes • High Pain • Spear (14): 1d+3 impaling. Reach 1.
• Enhanced Block (Shield) 2 Threshold One-handed for use with shield. Parry 11+2.
• Enhanced Parry 2 ¼ Grapple (14): 1d+2 control. Reach C.
(Broadsword) • Long Knife (13): 2d cutting, Reach C, 1 or
1d+1 impaling, Reach C, 1.

• Armoury (Body Armor)-10 • Connoisseur (Weapons)-10
• Armoury • Fast-Draw (Broadsword)-14
(Melee Weapons)-10 • Knife-13
• Axe/Mace-14 • Leadership-12
• Bow-14 • Savoir-Faire-10
• Broadsword-16 • Shield (Buckler)-17
• Spear-14
• Strategy-10
• Tactics-12
• Wrestling-14

Vipers are usually less than 2 feet long, and with a pattern
ST 4 DX 13 IQ 2 HT 11
of spots, saddles, bands, or zigzag lines in shades of brown
or gray. They are slow moving and thick bodied, with broad
triangular heads. HP 4 Will 8 Per 10 FP 11
Vipers are among the most cold-tolerant of the snakes, and
found out of their burrows even when there is still snow on Control Thresholds SM –3
the ground. Vipers live in habitats ranging from rocky hills
to moors, glades, heaths, meadows, scrubland, cliff sides, ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
ravines, hedge rows, rock walls, open woodland, orchards, Dmg 1d–5/1d–4
gardens, and the edges and clearings of dense woodland. 1 2 4 6 8
Although vipers don’t attack unless provoked, they are com-
mon wherever there is shelter, a sunny place to bask, and
Basic Lift 3.2
rodents to eat. This draws them to farms, where they crawl
into houses, hide under firewood or rocks such that they Speed 6.00
strike at the hands of those who turn over or pick up their Parry Dodge Block DR
homes. They slither into boots left out for the night, and
bask on sunny trails where they are likely to be trod upon 9 9 — — Move 6
and retaliate with their venomous bite. Sometimes vipers
gather in huge swarms—by the thousands—to mate or to
visit their traditional over-wintering dens. Falling among
such a swarm can lead to multiple bites as the frightened
• Bite (15): 1d–5 impaling, toxic venom follow-up. Reach
vipers strike out at those who disturb them. Such swarms C, 1.
have all the normal traits of vipers, plus the Swarm trait.
Viper Venom. A potent venom: symptoms last weeks. First,
take 2d toxic damage as an acute toxin. Then roll at HT–4: • Brawling-15 • Stealth-13
Failure induces Nausea. Roll separately at HT–4 for terrible
pain; critical failure results in coma. Make a HT–1 roll every
week after the bite; success ends both nausea and pain.

• Cold-Blooded • Wild Animal
• Vermiform

These wild canines are skilled coursing predators, feared
ST 13 DX 12 IQ 4 HT 12
and hated for depredations on livestock, occasional attacks
on people, and relationship to Fenris. Large, rangy, covered
in shaggy hair, its upright ears and intimidating yellow eyes, HP 13 Will 11 Per 14 FP 12
provide an unnerving intensity. They move with an easy,
ground-covering lope. Wolves use penetrating, eerie howls
to establish pack boundaries and to contact each other over Control Thresholds SM 0
long distances. They growl and snarl in threat, and whine in ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
distress or to show submission, but they do not bark.
Dmg 1d/2d–1
Wolves can be found in most environments, from arctic
tundra to towering forest to arid scrub; they are rarely found
2 8 15 23 30
close to inhabited areas. Wolves roam over large territories Basic Lift 33
searching for food by sight and smell; they track a promising
scent trail for miles. Defenses
Speed 6.00
Making contact, they run the most vulnerable prey to Parry Dodge Block DR
exhaustion. Circling, wolves in front feint and dodge while
others attack the rear and flanks. Once a few latch on, others — 9 — 1 Move 5/17
combine to drag it down, eating the prey while it’s still
dying. A group of smaller-sized humanoids—or convalesc-
ing wounded—might tempt an attack. Pack animals make
good targets.
• Bite (14): 1d cutting and control. Reach C, 1. May bite and
A wolf pack is led by a mated pair; the rest of the pack are worry.
their offspring. The pack helps feed the cubs and procures • Grapple (14): 1d+2 control. Reach C.
food. They attack any other wolf or dog encroaching on
their territory. When a pack member feels the urge to start a Skills
family of its own, it strikes out to find a mate and territory. • Brawling-14 • Survival-12
Wolves in overcrowded artificial conditions display very • Intimidation-11 • Tracking-14
different behavior and hierarchy to wolves in the wild. • Stealth-12 • Wrestling-14
Despite appearances, a wolf is not a dog, and are much
larger up close than most think! Wolves can be tamed, but Traits
never domesticated. They retain a willful and independent • Discriminatory Smell • Temperature Tolerance 1
nature, destructive of houses and property with their • Enhanced Move (Cold)
chewing and scent marking. • Low-resolution Vision 2 • Very Fit
• Night Vision 2 • Wild Animal
Úlfjarl. A giant wolf. SM +1, ST 17, IQ 5, Move 6/18, Bite (14):
• Quadruped
1d+2 cutting, Reach C, 1. Grapple (14): 1d+5 control. Reach
Dire Wolf (See Monsters, p. 21). Larger than normal wolves,
dire wolves target larger and more powerful prey using
the same pack tactics of their smaller
brethren. They attack humanoids if they
are hungry.

Wolf, Winter
Dire Animal
The arctic-dwelling winter wolf is as large as a dire wolf but
ST 18 DX 11 IQ 7 HT 12
has snow-white fur and pale blue eyes. Frost giants use these
evil sapient creatures as guards and hunting companions,
putting the wolves’ deadly breath weapon to use against HP 18 Will 15 Per 17 FP 12
their foes. Winter wolves communicate with one another
using growls and barks, but they speak Common and Jötun
well enough to follow simple conversations. Control Thresholds SM +2
Special Abilities ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM

Dmg 1d+2/3d
Wolf Fu. Intelligent canines such as the winter wolf and
worg understand weapons and fighting. They’re one of the 2 10 20 30 40
few animals with a Parry score, and know enough about Basic Lift 64
fighting that their parries are treated as weapons.
Traits Speed 5.75
Parry Dodge Block DR
• Cast Iron Stomach • Night Vision 2

Combat Reflexes
Discriminatory Smell

Silence 2 (Snow and Ice)
11 9 — 3 Move 6/18
• Enhanced Move • Temperature Tolerance 4
• Limited Camouflage (Snow
and Ice)
• Very Fit Attacks
• Low-resolution Vision 2 ¼ Bite (14): 1d+2 cutting and control. Reach C, 1. May bite
and worry.
• Claw (14): 1d+1 crushing. Treat as weapon, not as body
Skills part.
• Brawling-14 • Stealth-12 ¼ Frosty Exhalation (14). The winter wolf has a breath
• Innate Attack (Breath)-14 • Survival-12 attack that does 1d+2 injury to any creature not immune
• Intimidation-11 • Tracking-16 to cold! Range 7 yards.
• Running-11 • Wrestling-14 • Grapple (14): 2d+1 control. Reach C.

Dire Animal
A worg is a vicious dire animal, a predator that delights
ST 16 DX 11 IQ 8 HT 11
in hunting and devouring creatures weaker than itself.
Cunning, sentient, and malevolent, worgs roam across the
remote wilderness. They are frequently captured and raised HP 16 Will 16 Per 18 FP 11
by the larger norðalfar (stóralfs and hobs) and used as
mounts, an agreement between the rider and the mount. A
worg will turn on its rider if it feels mistreated or malnour- Control Thresholds SM +1
ished…and tell his friends about the mistreatment. Worgs ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
speak in their own language and also that of the álfar, and a
Dmg 1d+1/2d+2
few learn to speak Common as well.
2 9 18 27 36
Special Abilities Basic Lift 51
Úlfaræðu Wulfentalken. Worgs can talk, though their
accents are thick for humanoid languages due to the shape Defenses
of their mouths. Speed 5.50
Parry Dodge Block DR
Wolf Fu. Intelligent canines such as the winter wolf and
worg understand weapons and fighting. They’re one of the
few animals with a Parry score, and know enough about
11 9 — 2 Move 5/15
fighting that their parries are treated as weapons

Traits Attacks
• Bite (14): 1d+1 cutting and control. Reach C, 1. May bite
• Cast Iron Stomach • Quadruped and worry.
• Combat Reflexes • Temperature Tolerance 2 • Claw (14): 1d crushing. Treat as weapon, not as body
• Discriminatory Smell (Cold) part.
• Enhanced Move • Very Fit • Grapple (14): 1d+3 control. Reach C.
• Night Vision 4
• Brawling-14
• Intimidation-11
• Running-11
• Stealth-12
• Survival-12
• Tracking-16
• Wrestling-14

Dire Animal, Dragon ST28 DX 14 IQ 5 HT 15
Dangerous aerial predators, wyverns penetrate far into civ-
ilized areas to menace cities and farms commonly believed
secure. Heroes venturing into the wilderness are wise to
keep an eye on the skies for these perilous hunters. HP 28 Will 11 Per 16 FP 15
Of all the lindorms, the wyverns are most like the great
dragons: scaled creatures with long necks, whipping Control Thresholds SM +2
tails, bat-like wings, gaping jaws lined with steak-knife
≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
teeth, and hind legs sporting grasping talons. Most sport
various decorations—crests, rows of spines, frills, horns, Dmg 3d–1/5d+1
tendril-whiskers, ears, and other adornments. Knobby or
plate-like scutes covering the back and broad, smooth belly
3 14 28 42 56
scales are typical. Wyvern colors can range across the entire Basic Lift 156
spectrum, from rusty red to emerald green to blue-violet,
from icy white to charcoal black, and from drab to dazzling. Defenses
Their patterns are commonly two-toned (with a belly of one
Speed 7.25
Parry Dodge Block DR
color and sides and back of a different color), striped, oscil-
lated, reticulated, or adorned with eye spots. Wyverns hiss
when annoyed, growl when upset or frightened, trill when
— 10 — 6 Move 7
pleased, and roar when angry or proclaiming their territory.
The wyvern’s status as a wild animal differentiate it from
• Bite (18): 3d+1 cutting. Reach C, 1.
the true dragons, transforming it into a giant predatory
• Claw (18): 3d+4 cutting. Reach C, 1.
murder-lizard that breathes fire. Most “dragonslayers” prob-
• Grapple (18): 3d+5 control. Reach C.
ably killed wyverns! The tail barb is venomous and both • Overrun (18): 3d+18 crushing. Reach C.
the tail swipe and overrun attacks can do double damage • Tail Barb (18): 3d+4 impaling. Reach C–2. 2d toxic
as knockback (no injury!) if the wyvern wants to go bowling follow-up (HT–4 to resist).
for adventurers. This wyvern breathes fire (and has DR 12 ¼ Tail Swipe (18): 3d+4 crushing. Reach C–2.
vs. fire), but some exhale poison (as per Monsters, p. 22). A
wyvern’s claws and tail count as weapons. A wyvern may
make two attacks, but may not use the same method twice Special Abilities
in one turn. Fire Breath (18): Costs 2 FP per use, with no recharge time
or limit on uses/day. Does 2d+2 burn large-area injury in
Wyverns build their lairs in high places, overlooking
a 1-yard-wide × 10-yard-long cone (see Area and Spreading
expanses of open habitat. A wyvern nest is a burrow or cave,
Attacks (Exploits, pp. 45–46).
ending in a chamber large enough for the reptile to curl up.
If forced to fight on the ground, a wyvern leaps into the air Skills
to claw at its foe while snapping with its jaws and battering • Brawling-18 • Stealth-18
with its wings at any in range, using its tail to smash those • Innate Attack (Breath)-18 • Sumo Wrestling-18
behind it. It uses the range of its tail to make opportunity
attacks on anyone getting close, while focusing a flurry of
talons and teeth on its selected victim.

• Dark Vision • Night Vision 9
• Discriminatory Smell • No Fine Manipulators
• Extra Attack 1 • Penetrating Voice
• Flight (Winged) • Peripheral Vision
• High Pain Threshold • Temperature Tolerance 2
• Horizontal (Cold)
• Immunity to Disease • Temperature Tolerance 2
• Loner (12) (Heat)
• Nictitating Membrane 3 • Wild Animal

Dire Animal, Faerie
The Yule cat, or winter wildcat, is a creature that appears
ST 26 DX 16 IQ 6 HT 14
only in the winter, most frequently around the winter
solstice. This coincides with the 12-day hunt, feast, and cel-
ebration of Ýlir, the wild hunt that ends on the solstice itself, HP 26 Will 14 Per 14 FP 14
culminating in the Festival of the Bells. Thus: ýlirköttur.
Huge faerie the size of shire horses, they appear and stalks Control Thresholds SM +1
the hunters of the Ýlir celebration, plus anyone else caught
out in the open. Solitary and stealthy, the ýlirköttur hunt ≥0.1×CM ≥½×CM ≥CM ≥1.5×CM ≥2×CM
at night, in the shadows of the forest and the dark. They Dmg 2d+2/5d
ambush prey, biting, clawing, and rending them savagely
before fading back into the darkness.
3 14 28 42 56
The ýlirköttur is a killer, not a hunter. Sadistic and cruel,
Basic Lift 135
they may drag off victims either to play with their kills like a
cat toys with a caught rodent, or as a trap for its fellows. Speed 8.00
Parry Dodge Block DR
These faerie wildcats can somehow detect those with certain
traits, and they have a reputation for attacking anyone who
isn’t wearing new clothes on feast-days, not getting all the
13 14 — 2 Move 8/16
needed work done on time, or being too concerned with
hoarding wealth. In any case, in some villages, nobles and
merchants give gifts of new clothing to their workers, karls, Attacks
and even thralls to ward off the ýlirköttur. Maybe it even • Bite (18): 2d+3 cutting and control. Reach C, 1.
works. • Claw (18): 2d+3 cutting. Reach C, 1.
• Grapple (18): 3d+2 control. Reach C.
¼ Pounce (22): 2d+10 slam damage. Range 15 yards.
Special Abilities May grapple as free action if target is
Disad Detector. The ýlirköttur can detect individuals with knocked down.
Greed, Kleptomania, Laziness, and Miserliness, and targets
those first and fiercest. If presented with multiple such tar-
gets, it goes for those with the lowest self-control numbers.

• Bloodlust • Night Vision 5
• Cast Iron Stomach • Penetrating
• Combat Reflexes Voice
• Discriminatory Smell • Quadruped
• Enhanced Dodge 2 • Sadism
• Enhanced Move • Silence 2 (Snow
• Extra Attack and Ice)
• Faerie Veil 4 • Super Jump (15
• Flexibility yards)
• Immunity to Cold • Wild Animal

• Brawling-18 • Sumo Wrestling-18
• Climbing-18 • Tracking-18
• Stealth-18



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