Viking Conversion Document
Everything worth converting from the Vikings Campaign Sourcebook, a guidebook for Viking settings be the historical or mythical.

Product Number: 9322 & 2145
Year Published: 1991 & 1994

Converted from AD&D 2E to D&D3E 
by Bjørn Arnesen a.k.a. reapersmistress (WotC Chat Rooms), barnesen@provide.net 

Last Updated: 3 March, 2001

Disclaimer: If everyone in the world had a reasonable level of intelligence, this disclaimer would not be necessary. As recommended by Eric Noah and Wizards of the Coast, this document assumes that you have the Vikings Campaign Sourcebook.  Only parts of that text that required conversion between AD&D 2E and D&D 3E were changed However, I do from time to time sprinkle in my own ideas and knowledge.  Dungeons & Dragons is a fantasy game, which means I do not have to make choices that follow the laws of physics of our world when I do add my choices.  Gods, being such, are not subject to the same laws of physics as mortals. Constructive criticism welcomed, flames will not even be given the satisfaction of being laughed at before I delete them., this document This document is subject to updates and other revision.

Summary of Conversion: I have converted everything that needed conversion.  One Viking magic item has become a psionic item because it is more appropriate for it to be a psionic item. Magic items have been separated into categories based on the feats required to create them. Created some Viking feats and skills, converted some gifts into feats. Rune magic has been changed from 2nd .  Changed some armor allowances to reflect what was actually available.  Left out some equipment descriptions.  References to exceptional strength have been removed.  Changed a few monster equivalent listings, changed a starting package to reflect weapons actually listed in the PH.  The Midgard Linnorm has been removed as Jørmundgand is actually a monstrous deity.

Gifts

The gift Handsome now gives a +2 bonus to Charisma.

Human, Norse
Humans of the Viking regions reach maturity at age 12.
Norse humans may choose to roll for gifts at character creation, instead of taking an extra feat at first level. If the choice is “no,” they are not permitted another chance.  If they choose to take the gift, they must take the result regardless of whether it is good, bad, or results in “No Gift.”  There are other ways to gain gifts (even if the character is not human), and gifts beyond those listed in the gifts table.
Additionally, Norse humans speak Old Norse in place of Common.  Old Norse uses two alphabets though both of them are known as “Futhark,” and the alphabets are separately known as the Elder Futhark and the Younger Futhark.

Trollborn
Relations:  Trollborn have very good relations with most other races.  They are both respected and feared.
Alignment: Like humans, trollborn do not tend towards any alignment in particular.
Trollborn Lands: Since they are not a true race (the only true trollborn are the 1st generation), they have no racial lands.  They either live among humans, or in the wild away from civilization.
Religion: There is no racial religion shared among the trollborn.  Instead, they tend towards the worship of the Norse Pantheons: the Æsir and the Vanir.
Language: Trollborn have no language of their own.  They start knowing Old Norse, and Scandinavian Troll.
Names: There are no trollborn names, they either take a troll name, or a Scandinavian human name.

Racial Features:
•	Strength +2, Constitution +2, Intelligence +2, Wisdom –2, Charisma –4
•	Low-Light Vision
•	Favored Class: Berserker

The Classes
Class Name Abbreviations: As presented in the PH, except: Bsk, Berserker; Rnc, Runecaster; and Skd, Skald.
Barbarian
This class does not exist as such in the Norse world.  See Berserker.
Bard (Skald)
	Skalds did not learn their magical talents in Viking regions.   A skald’s first rank in Perform must be poetry, and they are required to take this at 1st level.
Berserker
The Norse version of the barbarian class is the Berserker, also known as “Bear Shirts.”  Though their primary ability is a battle rage known as “Berserking”, they gain mysterious powers as they rise in experience.
Abilities:  Strength is important for berserkers because it improves their ability in combat.  Constitution is important for berserkers because it determines how long their fury lasts and for giving them lots of hit points for their battles. 
Alignment: Although berserkers are trained to control their rage, berserking is chaotic way to fight, and therefore berserkers can only be Chaotic Good, Chaotic Neutral, or Chaotic Evil.
Hit Die: d10

Class Skills: As Barbarian in PH.

	Skill Points at 1st Level: As Barbarian in PH
	Skill Points at Each Additional Level: As Barbarian in PH

Class Features:
All of the following are class features of the Berserker
	Weapon and Armor Proficiency: A berserker is proficient with all simple and martial weapons, however, they may never use a weapon designed solely for ranged combat, it is simply not in their nature to fight at a distance.  A berserker is proficient with Light and Medium armor, and is proficient with shields.
Attack Bonuses and Saving Throws: Berserkers use the same table as Fighters, Barbarians, Paladins, and Rangers do.
Berserking:   Going berserk is a full-round action, at the end of the round, make a Fortitude save (DC 10).  A berserk character may not take the Delay or Refocus actions.  An unarmored berserk character gains a +1/level (max +10) natural armor bonus.  This natural armor bonus represents the ability to control rage, and supernatural resistance  (even though the damage resistance is supernatural, it is not affected by anti-magic and similar effects).  Berserking is a extraordinary ability granted by Odin, the Allfather
	Wolf Shape: At 4th level, once per week, a berserker can shape-change into a wolf and back again.  Wolf Shape is a supernatural ability bestowed by a totem animal.
	Bear Shape: At 7th level, once per week, the berserker can shape-change into a cave bear and back again.  In bear form, the character moves as, has the armor class, and Improved Grab ability of a Brown Bear.  Bear Shape is a supernatural ability bestowed by a totem animal.
Shape Journey (Hamfarir): At 12th level, the berserker can shape-journey.  Hamfarir is a supernatural ability.

Ex-Berserkers: If a berserker experiences an alignment change away from Chaos, she may no longer advance as a berserker, loses all associated powers, and becomes a fighter of the current berserker level.  Ex-berserkers can become berserkers again by returning to a Choatic alignment, but at the level at which they became an ex-berserker.  The levels earned as a fighter are retained.

Berserker Starting Package
Armor:  Hide (AC +3, Max Dex +4, Armor Check Penalty –3, 25 lb.), Large Wooden Shield (AC +2, Armor Check Penalty –2, 10 lb.)
Weapons: Shortsword (damage 1d6, crit 19-20/x2, 3 lb., Piercing)
Skill Selection: As Barbarian in PH.
Feat: Improved Initiative

Cleric
	Most clerics in the Viking world are not Norsemen, as they mostly regarded religion as a personal matter.  Clerics in the Viking world will primarily be Christian in belief, but there is a section on the Norse gods to come later in this document.
Druid
	Druids are never Norsemen, but instead hail from the Gaelic lands.
Fighter
	Viking fighters are exactly like any other fighter except that their initial weapon purchases must be a longsword, axe, or spear.

Viking Fighter Starting Package
Races: Human or Trollborn
Armor: Chain Shirt, Small Wooden Shield
Weapon: Longsword, Battleaxe or Longspear

Monk
	The monk as a character class was not known in the Norse world, monks did visit Norse lands, but these are not the same kind as the character class describes.  Thus, this class is not even an option, even for characters from foreign lands.
Paladin
	No Vikings are Paladins.
Ranger
	This class is unchanged, but a Norse ranger is rare, and it is guaranteed the Lapps taught her.
Rogue
	The rogues of the Norse world are like most other rogues, with the following exceptions:
•	Disable Device is not a Class Skill
•	Open Locks is not a Class Skill
•	Open Barred Doors is a Class Skill (Str)

Runecaster
The Runecaster is a variation on the Fighter class.

Abilities: Strength is important to Runecasters in order to do well in combat.  Intelligence is important to increase their chances of learning another rune.  Wisdom is important for it is the key ability for checking that a rune was made correctly.
Alignment: Any
Hit Die: d10

Weapons and Armor: Runecasters are proficient with all Simple and Martial Weapons.  They are also proficient with Light and Medium armor, and with shields.
Attack Bonus and Saving Throws: Runecasters use the same tables as Barbarians, Fighters, Paladins and Rangers.
Rune Magic: This is the sole special ability of the runecaster, even so, it is sometimes a potent one.  Rune magic is a extraordinary ability bestowed by Odin.  The character has been given divine insight to unlock the power within runes.  She starts play knowing two runes, and learns one additional rune per level.  Runes beyond those earned at level increases can be learned with a successful Decipher Script check.  However, learning runes in this way is subject to failure, and a rune that a character has failed to learn cannot be learned at a new level or with a new check.  An increase in Intelligence allows another check to learn a rune not learned with a Decipher Script check.  Since runes do not have levels, but can be quite powerful, check with your DM while deciding what runes to know.  Though only a few runes are used directly against others, saving throw DC is (10 + Runecaster’s level + Runecaster’s Wisdom Modifier).
Sorcerer
	The Norsemen do not bother to distinguish between Sorcerer and Wizard.  As far as they are concerned all arcane casters other than bards are “sorcerers.”  True sorcerers (those with the sorcerer class) do not hail from Norse lands.

Weapon & Armor Proficiency: In the Viking world, sorcerers are proficient with Light and Medium armors (and suffer no arcane spell failure chance when wearing them), and are proficient with standard sorcerer weapons.
Spell Selection: Sorcerers in the Norse world never have access to the schools of Invocation or Transmutation.  Additionally, flashy damage causing spells are right out.
Reputation: Use of arcane magic is distrusted in the Norse world, and sorcerers are viewed with suspicion and fear.  Thus, they suffer a –2 encounter reaction penalty with those aware of their reputations.

Wizard
Norse wizards must be specialists, even then they did not learn their abilities in the Viking regions.  Furthermore, Viking wizards must specialize in one of the following schools:
•	Conjuration
•	Divination
•	Enchantment
•	Illusion
•	Necromancy

Weapon & Armor Proficiency: Norse wizards are proficient with Light and Medium armors (and suffer no arcane spell failure chance when wearing them), and are proficient with the standard wizard weapons.
Spell Selection: Norse wizards have the same spell selection allowances as Norse sorcerers.
Reputation: Wizards suffer the same reputation problems as sorcerers in the Norse world.

Norse Skills
Open Barred Doors (Str)

Norse Feats

Courage (Special)
	+1 on all saving throws vs. fear-based attacks

Luck, Bad (Special)
	A character with this curse suffers a little.  Choose one type of die from d6, d8, d10, or d20.  The cursed character suffers a –1 penalty on all rolls with that die type, provided the outcome affects only him.

Luck, Good (Special)
	A character with this gift gains a slight advantage.  Choose one type of die from d6, d8, d10 or d20.  The gifted character gains a +1 bonus on all rolls with that die type, provided the outcome affects only her.
Runecasting (Special)
	Only fighters can take this feat, which allows you to make runecaster an “add-on” to the class.  This is useful for Dwarven or Drow runecaster characters.  A character with this feat has gained divine insight to unlock the inner power of two runes, and to learn more runes in the future.

Rune Lore (Special)
	A character with this gift has been granted divine insight to unlock the inner power of a single rune.  The DM chooses this rune.

Second Sight (Special)
	This gift’s power is twofold.  A character with this gift can use its simpler power to see things hidden by supernatural means.  Invisibility does not exist for the gifted’s eyes.  The primary use of the first power is to see spirits and hidden creatures.  This use is constant, and there is no chance of failure.
	The second power allows the character to see the future.  A gifted character’s future vision will come to pass, regardless of any measures taken to prevent it.  This gift only works 50% of the time, and even then it doesn’t always reveal anything interesting or extraordinary.  This gift cannot be used to judge the outcomes of actions.
	
Seer (Special)
	Characters with this gift may attempt a prediction as if casting a divination spell.  Unless the character is a runecaster, sorcerer or wizard, the chance of a successful prediction is never greater than 60%.

Norse Gods
The gods whose names are used by the Norse for the days of the week are listed in that order first, then some of the other Norse gods are listed.  Norse gods differ from other gods in that a lot of them are merely empowered humans, giants, or half-giants.

Sol
Sol is the goddess of Sun, and she is Neutral.  Her day is Sunday (Sondag).   Sol’s domains are Air, Fire, and Sun.

Mani
Mani is the god of the Moon, and he is Neutral.  His day is Monday (Mondag).  Mani’s domains are Air, Magic, and Water.

Tyr
Tyr’s title is the One-Handed.  Tyr is Lawful Good.  His day is Tuesday (Tyrsdag).  Descriptions of Tyr’s appearance contain little information, what is known is that his right hand was bitten off by Fenrir/Fenris.  Tyr’s domains are Law, Good, and War.  His favored weapon is the greatsword.

Odin (oo-Din)
Odin’s title is the Allfather.  He is Chaotic Good.  Odin’s day is Wednesday (Onsdag).  He is depicted as a man with a bushy white beard, who is missing his right eye, and who wears a winged helmet.  Odin’s domains are Chaos, Good, Death, Knowledge, and War.   Odin is ruler of the Æsir pantheon.  His favored weapon is the longspear.

Tor 
Tor is Chaotic Good.  His day is Thursday (Torsdag).  He is depicted as muscular man, with red hiar, mustache and beard, Tor wears a crown that has a flame atop each of its points.  His domains are Air, Chaos, Earth, Good, Strength, and Water.  His favored weapon is the warhammer.  Tor’s hobby is giant-slaying, thus rangers who follow him choose giants as one of their favored enemies.

Frey
Frey’s day is Friday (Fridag).   He is a fertility god, the foremost of the Vanir pantheon.  His Domains are Air, Animal, Earth, Plant, Protection, and Water.

Loki (Lo-key)
Loki is Chaotic Neutral with tendencies toward Evil.  His day is Saturday (Lørdag).  Descriptions of Loki’s appearance contain little information, what is known is that he has red hair.  Loki’s domains are Chaos, Fire, and Trickery.  His favored weapon is the rapier.

Hel
She is the goddess of Dishonorable Death and Plague.  Hel is Neutral Evil.  She is most commonly represented as a beautiful woman on her left side and skeletal on the right.  Other versions of her apperance include changing the part about skeletal to simply a rotting corpse, being a beautiful woman above the waist and skeletal (or rotting corpse) below, or being half-black, half-white (this one being a side/side apperance).  Her domains are Air, Death, Evil, and Water.  Clerics of Hel are more proficient with wielding negative energy.   Hel’s favored weapon is the dagger.

Idun (E-Dun)
She is the goddess of Healing.  She is Neutral.  Her domains are Animal, Healing, Plant, and Protection.  Herfavored weapon is the quarterstaff.

Magni
Magni is the god of Might, and he is one of Tor’s sons.  He is Chaotic Good.  Magni’s domains are Chaos, Good, and Strength.  His favored weapon is the warhammer.

Modi (Mo-D)
Modi is the god of Wrath, and he is one of Tor’s sons.  He is Chaotic Good.  Modi’s domains are Chaos, Death, Destruction, and Good.  His favored weapon is the warhammer.

Ran
Ran is the goddess of Drowning.  Her domains are Death and Water.  Her favored weapon is the net.

Vali, Odin’s Son
Vali  (Va-lee) is the god of Light.  He is Chaotic Good.  Vali’s domains are Chaos, Fire, Good, and Sun.  His favored weapon is the longbow.

Viking Spiritual Weapon Table
Deity	Alignment	Weapon	
Odin	CG	Longspear, “Gungnir”	
Tor	CG	Warhammer, “Mjolnir”	
Modi	CG	Warhammer, “Mjolnir”	
Magni	CG	Warhammer, “Mjolnir”	
Loki	CN(E)	Rapier, “Wounding Twig”	
Hel	NE	Dagger, “Sharp Care”	
Tyr	LG	Greatsword	
Idun	N	Quarterstaff	
Ran	?	Net	

The default holy symbol for a Norse Cleric, who is not of any particular god, is Tor’s hammer, Mjolnir.

Rune Magic
New spell description fields for Runes:
•	Schools, Subschools, and Descriptors
•	Casting Time: In AD&D 2E, all runes took 15+1d20 minutes to plan, shape, and activate.  This is far too long for some runes and far too short for others.
•	Materials: What you need to carve the rune on.  If this entry is omitted, any material suitable for carving can be used.
•	Specifications: Things you need to specify during the creation of the rune, either by speech or by carving them when shaping the rune.  The rune description will tell you if you need to say or carve the specifications.  If this entry is omitted you do not need to specify anything.
•	Activation: The rites needed to activate the rune’s magic.  This entry is omitted if the rune is complete after the shaping.  Activation comes after the description.

Ale Rune
Divination
Duration: Until triggered or 1 drinking session.
Target: A drinking vessel.
Materials: A cup or horn, and anything suitable for carving.
Activation: Touch the rune on the drinking vessel to the other rune.
Saving Throw: None

Beast Rune
Duration: Permanent
Target: You.
Saving Throw: None

Berserk Rune
Enchantment
Duration: 1 battle.
Target: 1 person.
Materials: The weapon to be affected.
Saving Throw: None

Catch Rune
Enchantment
Duration: 1 day.
Target: 1 person.
Materials: A pair of leather gloves.
Saving Throw: Special Reflex
	During the shaping, the wearer, time, and place must be specified.   For the next 24 hours, the wearer may attempt to catch any weapon thrown at him by making a Reflex save.  The DC is the thrower’s attack roll + attack modifier.   No damage is taken on a successful catch, but 1 extra point of damage is taken on a failure.

Change Rune
Transmutation
Duration: Until dismissed or 1d6 minutes.
Effect: Shapechange.
Target: You.
Materials: Bone, feather, or hide of the appropriate creature.
Saving Throw: None

Charm Rune
Enchantment (Charm)
Duration: Until removed from its place.
Target: 2 people.
Materials: A plank.
Saving Throw: Will special.

Dead Rune
Necromancy
Duration: 3 questions.
Target: 1 spirit.
Materials: A pole.
Saving Throw: None

Disease Rune
Enchantment, Necromancy
Duration: Until victim dies or rune is discovered and destroyed.
Target: 1 person.
Materials: A plank.
Saving Throw: Fortitude negates

Fortune Rune
Divination
Duration: Instantaneous
Target: 1 person.
Materials: Any wood.
Saving Throw: None

Help Rune
Necromancy
Duration: Until all symptoms are gone.
Target: 1 person.
Materials: A plank.
Saving Throw: Fortitude special.

Iron Can’t Bite Rune
Enchantment
Duration: Until removed or wearer’s hit points are reduced to 0.
Target: 1 person.
Materials: A wooden amulet.
Activation: The recipient dons the rune amulet.
Saving Throw: None
	Reduce all damage incurred from manufactured weapons by 1.

Limb Rune
Necromancy
Duration: Instantaneous or until fully healed.
Target: 1 person.
Saving Throw: None

	Cure

	Materials: The branch of a living tree.  
Specifications: The target’s name must be carved with the Limb Rune.
	Activation: Touch the wounded person’s blood to the carved letters.
		You make the check in this case.

	Increase Natural Healing

	Materials: A piece of bark stripped from a living tree.  
Specifications: The target’s name must be carved with the Limb Rune.
Activation: To activate this version you must place the rune against the wounded person’s skin.
	The DM makes the check in this case.

Lore Rune
Divination
Duration: 1d6 nights or 6 nights.
Target: You.
Materials: A stone.
Saving Throw: None

Luck Rune
Enchantment
Duration: 1 day.
Target: 1 person.
Materials: Stick or other wooden object.
Saving Throw: None

Nið Rune
Enchantment
Duration: Until curse is fulfilled or the two parties arrive at some kind of reconciliation.
Target: 1 person.
Materials: A pole topped with an animal’s skull.
Saving Throw: Fortitude negates.

Quench Rune
Duration: Instantaneous
Casting Time: 1 action
Target: 1 fire up to the size of a 3-story building.
Materials: Any piece of wood.
Activation: Rune is tossed into the blaze.
Saving Throw: None

Sea Rune
Enchantment
Duration: Until lost or broken or oars (repairable), until broken for prow or rudder (impossible to repair).
Target: 1 ship.
Materials: The oars, prow, and rudder of the ship.
Saving Throw: None

Shield Rune
Enchantment
Duration: Special
Target: 1 person.
Materials: The recipient’s shield.
Saving Throw: None

Shout Rune
Duration: Instantaneous
Target: 1 person.
Materials: The bonds themselves.
Saving Throw: None

Sight Rune
Divination
Duration: 1 reading.
Target: 1 person.
Materials: A piece of wood.
Saving Throw: None

Speech Rune
Abjuration
Duration: 12 hours.
Target: 1 person.
Materials: An amulet.
Saving Throw: Will special.

Strength Rune
Transmutation
Duration: 1d4 hours.
Target: 1 person.
Materials: A piece of wood or stone.
Saving Throw: None

Triumph Rune
Enchantment
Duration: 1 battle or setting.
Target: 1 person.
Materials: The weapon to be affected.
Saving Throw: None
	This rune does not stack with other runes that increase attack and damage adjustment, nor can it be used on magical weapons.

Water Rune
Enchantment
Duration: Permanent
Target: 1 person.
Materials: A piece of wood.
Activation: Set piece of wood adrift in the ocean.
Saving Throw: None
	Recipient gains a +1 bonus to all Swim checks.  Additionally, he gets a 1-point damage reduction versus drowning and water-based attacks.

Norse Gear

Currency
	CP	SP	GP	PP	
Silver Penny (P)	10	1	1/100	1/1000	
Half-Penny (xP)	5	½	1/200	1/2000	
Arab Dirham	20	2	2/100	2/1000	

Misc. Equipment
Bearing Dial
Comb

Transport
Faering
Longship, small
Sexaering
Skates
Skis
Sleigh
Wagon

Not Available in Scandinavia
Item	Where You Can Find It
Dromond	Byzantine or Arab Lands
Ink	Monasteries or Courts	
Lodging (any)	Frankish and Byzantine empires
Parchment	Monasteries or Courts
Scale Mail	Byzantine or Arab Lands
Scimitar	Byzantine or Arab Lands

Magic Items

Arms and Armor

Weapons

Gusir’s Gifts
Reed-Stalk Spear
	Longspear +1, Range increment x 2.

Stone Arrows

Rings

Ring of Money

Wonders

Bottomless Drinking Horn
Cloak of Dryness
Cloak of Fire Resistance
Feathered Cloak
Mirror of Transformation
Necklace of Protection
Riding Stick

Silken Shirt of Invulnerability
	When determining the type of the Silken Shirt of Invulnerability, a roll of 4-6 gives a +6 armor enhancement bonus.

Sleep-Thorn

Psionic Items

Helm of Terror
Not Available in Scandinavia
Item	Where You Can Find It
Scimitar of Speed	Byzantine or Arab Lands

Norse Monsters
Explanation: To the Vikings, “troll” includes both trolls and giants,  “dark-elf,” refers collectively to races that dwell underground or shun light.  The name before the parenthesis is the Norse monster, while the name in the parenthesis is the closest equivalent among standard monsters.  Otherwise, the monster truly is particular to the Norse world. 

Dwarf, Dverge
Medium-Size Humanoid
Alignment: Usually neutral (evil)

	Dverge look like normal dwarves, except for their crows’ feet.  They favor the wizard class, and their favorite feats are Craft Magic Arms & Armor and Craft Wondrous Item.
	
Dwarf, Maahiset
Medium-Size Humanoid
Alignment: Usually neutral (evil)

	Maahiset look exactly like normal dwarves.  All maahiset have innate spell-like powers that mimic one of the four basic elements (air, earth, fire, and water), and they are especially fond of earth-based powers.

Elf, Dock-Alfar
Medium-Size Humanoid
Alignment: Usually neutral (evil)

	Dock-Alfar are similar to drow in appearance and abilities, but the resemblance ends there.  In Norway, these elves are called “Mørk-Alfar”.  Both terms literally mean “dark elves.”

Gast (Spectre)
Undead

Gengånger (Zombie)
Undead
Alignment: As in life

	Although they are undead, they are not necessarily powered by negative energy.  They use the statistics they had in life, but their appearance and undead abilities are like a zombie’s.

Giant, Cliff
As stone giants.

Giant, Frost (Norse)
Huge Giant

They are like the normal D&D frost giant, but 25 to 30 feet tall, and more intelligent.

Giant, Jöten
Colossal Giant

	Jöten look like storm giants, but are anywhere from 75 to 100 feet tall.

Giant, Kalevanpojat
Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: -1 (Dex)
Speed: 40 ft.
AC: 20 (-1 size, -1 Dex, +9 natural, +3 hide)
Attacks: Huge greatclub +16/+11 melee; or rock +8/+3 ranged
Damage: Huge greatclub 2d6+10; or rock 2d6+7
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Rock catching, transmute rock to mud (Sp), transmute earth to stones (Sp)
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +9, Jump +9, Spot +4
Feats: Cleave, Power Attack, Weapon Focus (greatclub)
Climate/Terrain: Any hill, mountains, and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class

Giant, Sea

	Sea giants share the size, appearance, and abilities of cloud giants.

Giant, Thursir
Huge Giant

	Thursir are enlarged versions of hill giants, standing from 20 to 25 feet tall.

Hamhleypa (Lycanthrope)
Medium-Size Shapecanger
Alignment: As werewolf or werebear

	Literally, their name means “shape-leaper.”  They are either werewolves or werebears.

Havmand (Merfolk)
Medium-Size Humanoid
Alignment: Always neutral good

Huldre

	Huldre use the same statistics as elves.

LINNORM, CORPSE TEARER
Dragon
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, DREAD
Dragon
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, FLAME
Dragon (Fire)
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, FOREST
Dragon
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, FROST
Dragon (Cold)
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, GRAY
Dragon
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, LAND
Dragon (Earth)
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, RAIN
Dragon (Water)
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

LINNORM, SEA
Dragon (Water)
Climate/Terrain:
Organization:
Challenge Ratings:
Treasure:
Alignment:
Advancement:

Nisse
Tiny Fey
Hit Dice: ½d6
Initiative: +5 (Dex)
Speed: 30
AC: 17 (+2 size, +5 Dex)
Attacks: +0 melee
Damage:
Face/Reach:
Special Attacks: Spells
Special Qualities: Bestow Luck (Sp)
Saves:
Abilities: Dex 20, Int 14
Skills:
Feats:
Climate/Terrain: Temperate rural
Organization: 
Challenge Rating: ¼
Treasure:
Alignment: Always neutral (chaotic tendencies)
Advancement: 1d6

	Nisse, also known as tomten (singular tomte) or vettir, look like tiny gnomes and they can usually be identified by their red caps.

Bestow Luck (Sp): If pleased, a nisse can bestow the gift of good luck upon the farmer whose farm it is attached to.  If offended, it can bestow the curse of bad luck in the same way.  Further, the nisse can remove either the curse of bad luck or the gift of good luck.  All of these abilities are at will.

Kabbelgatt
	Rather than attach themselves to a farm, these nisse are found on ships.

Gardsvor
	These nisse can only extend their power as far as a house, not the farm.

Nökk (Nixie)
Fey

	The saving throw to resist a nökk’s charm ability is now a Will save.

Pukje (Goblin)
Medium-Size Humanoid

Sending (Revenant)
Undead

	Unlike true revenants who come back to life in undeath to finish something, sendings are created.

Sjörå (Merfolk)
Medium-Size Humanoid

	The gift of hunting skill grants a +1 attack bonus while hunting, or the hunting curse bestows a –1 attack penalty when hunting.

Skogsrå (Nymph)

Alignment: Always neutral (evil)

	Skogsrå can bestow the gift of good fishing.

Spöke (Poltergeist)
Undead

Svipa (Ghost)
Undead

Troll, Scandinavian

	The appearance of a Scandinavian Troll depends largely on where it is encountered.

	Norwegian and British Isles Trolls:
	Swedish and Danish Trolls:

	Scandinavian trolls use the same statistics as ogres.  They favor the wizard class.

Troll, Scandinavian – Trow

	Trow look like, and use the same statistics as ogres.

Norse Cosmology

The norsemen believed in nine worlds, further each of the nine worlds exists on one of three planes, the three planes are connected to each other by the three roots of Yggdrassil, the world ash.  The top plane is Åsgard, the dwelling place of the gods.  The middle plane is Mittgard, the world of men, it is surrounded by Jørmundgand, the Mittgard serpent.  The lowest plane is Niflheism (Ny-vel-hy-m), world of the dead.  The 9th world is Muspell (or Muspellheim), the land of fire, but it does not fit into the tricentric structure.
In addition to the connection via Yggdrassil, Åsgard and Mittgard are also connected by Bifrost, the three strand rainbow bridge.  Bifrost’s strands are red, brown, and green, representing the 3 elements of fire, earth, and water.
Alfheim (home of the light elves), Vanaheim (land of the Vanir), Vallhalla (hall of the slain), and the Well of Urd are located on Åsgard.  Nidavellir (land of the dwarves), Svartalfheim (land of the dark elves), Jotenheim (land of the giants), Utgard (Citidal of the giants), and the Spring of Mimir are found on Mittgard (in this case, Mittgard is the Material Plane).  Hel (realm of the dead), the Spring of Hvergelmir, and Nidhogg, the dragon are found on Niflheim.  Niflheim is 9 layers of ice, fog, and darkness.  In conclusion, the 9 worlds are Åsgard, Vanaheim, Alfheim, Mittgard, Jotenheim, Nidavellir, Svartalfheim, Niflheim and Muspell.