Friday, April 05, 2013

Norse Mythology-Inspired Monsters For Swords & Wizardry

This post is taken from some notes that I made for a campaign world for Swords & Wizardry inspired by Norse mythology. Norse myths were one of the first that I got into when I became interested in mythology as a kid (I think that the copy of Edith Hamilton's Mythology that I received from a grandmother was to blame for all of that). The ideas that I have had for this world are probably the most "metal" of my D&Dish ideas, being inspired by Leiber's Fafhrd and the Gray Mouser, Jack Kirby's Thor: Tales of Asgard and the myths themselves. Maybe one day I will get to expand this into a full setting. Characters would be Aesir and Vanir warriors, roaming the Nine Worlds looking for adventure.

I think the fact that I picked the version of Immigrant Song from The Girl With The Dragon Tattoo movie is telling that I'm not going to be all that traditional or "metal" in my interpretations. Keep in mind that this isn't intended to be a strict historical or mythological interpretation, so liberties have been taken for the sake of fun and gameablity.


We come from the land of the ice and snow,
From the midnight sun where the hot springs flow.
The hammer of the gods will drive our ships to new lands,
To fight the horde, singing and crying: Valhalla, I am coming!


Fenrir
Fenrir (also known as Fenrisulfr or Vanagandr in the Northern tongues) is a monstrous black wolf that bedevils the Aesir and Vanir of the Nothern Lands. Fenrir is close to the size of a full-grown bull elephant and is covered in dark, mangy fur. The wolf is highly intelligent and is prophesized to be one of the forces that will take part in the world's end.

Many adventurers have claimed to have brought the end to the wolf, including many Aesir and Vanir warriors, but still the beast comes during the night to raze and kill.

It is said that the wolf can move freely among the Nine Worlds.

HD: 8
AC: 2 [17]
Attacks: bite (1d10), 2 claw (1d8)
Saving Throw: 8
Special: reforms within 6 days of being killed (roll 1d6 to determine the number of days), hit only by magical weapons
Move: 20
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 10/1400

Jotunn
Also known in the Northern tongues as the Hrimthurs, the Jotunn are a race that plague the Northern Lands from their ice and mist-filled lands of Niflheimr. The both fight against the Aesir and Vanir, and sometimes work along side of each other as well. The relationships between the three races is complicated and it is not unusual for them to interbreed. While called giants, because of their large size, Jotunn are in fact not Giant in size (as the S&W game thinks of giants). They tower over the Aesir and Vanir, by a foot or more, and are exceptionally strong.

Jotunn are either extremely beautiful, sometimes rivaling even the most beautiful among the Aesir and Vanir, or monstrous in appearance. The monstrous Jotunn are chaotic and twisted in their appearance, with claws and multiple limbs and heads. The Jotunn are an older race than the Aesir or Vanir, being the offspring of Ymir, the first being.

There is another race of Jotunn that live in the land of Muspell and are known as "fire" Jotunn. Like Fenrir, they are prophesized to take part in the end of all things when they raze the Nine Worlds with their fires. "Fire" Jotunn are not often seen, and do not wander the Nine Worlds, like their brethern. Referees may want to use the Jotunn as a template and add fire-based abilities to that to simulate these fiery giants.

HD: 5
AC: by armor worn (which has to be specially made to fit their larger bodies)
Attacks: punch (1d8), by weapon
Saving Throw: 12
Special: --
Move: 15
Alignment: Chaos
Number Encountered: 1-10, plus a 6 HD leader if more than three
Challenge Level/XP: 6/400

Einherjar
Not strictly monsters, the Einherjar are the heroic dead picked by the Valkyries to reside in Valhalla until their need in the battles at the end of days.  They look as they did in their lives, like strong and brave Northern warriors. They spend their time waiting in Valhalla, drinking, eating and practicing their fighting with each other. Any Einherjar killed again in combat rises up again in Valhalla the next morning.

Einherjar are very rarely encountered outside of Valhalla, but sometimes Odin will entrust one or two of them to Aesir that are on particularly important or dangerous missions.

HD: 4
AC: 5 [14] (ring mail and shield)
Attacks: by weapon (typically battle axe or bastard sword)
Saving Throw: 13
Special: if killed, return to life in Valhalla the next morning
Move: 12
Alignment: Law
Number Encountered: 1-3 if guarding, 1-100 in Valhalla
Challenge Level/XP: 5/240

Svartalfar
These so-called swart or black elves are probably closer to what fantasy games think of dwarves than elves. They are the craftmen of the Aesir and Vanir and dwell in the lands of Svartalfaheim. Their disposition towards the Aesir and Vanir tends to bad, as they have put up with generations of being ordered and threatened by the two races. Jotunn tend to be on slightly better terms with the Svartalfar. They tend to stay to themselves in their caverns of Svartalfaheim, creating great items and artifacts and tending to their forges. For enough money (which is often a lot) or pledges of favors, the Svartalfar will work their magics and create items for the Aesir and Vanir. If attacked, or organized into war parties, they will be carrying powerful magical weapons and items that they have created.

HD: 3
AC: 9 [10], 3 [16] if armored
Attacks: by weapon, always magical weapons of at least +2
Saving Throw: 14 (+2 against magic)
Special: --
Move: 10
Alignment: Chaos
Number Encountered: 1-6
Challenge Level/XP: 4/120