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by Jackdays

This document is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, artefacts, illustrations and images from the Warhammer world are either , TM and/or Copyright Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

Special Thanks & Credits:


Special thanks belong to multiple sources that must be credited here. Im using very much their original works. Black Industries Tome of Corruption is the base source to my Norsca Project. Excellent sourcebook with good information about Norsca. Morten Krog and his original Norsca Project, for WFRP1, is the most valuable fan-source. Very much of the people, places, gods, timeline and many other ideas (and names) are originally from his works. Thank you. Also huge amounts of information have been taken from multiple other sources (Liber Chaotica, Realm of the Ice Queen, Sea of Claws Article from Warpstone, Marienburg: Sold Down the River, Army Books, the Citadel Journal, Pour la Gloire dUlric and from Games Workshop site, Conquest of the New World site, Kislevite Allied Contingents, Warhammer Online: Age of Reckoning game, Black Library novels and probably from other sources, even not mentioned here). Also special thanks to Alfred Nuez Jr. Mad Alfred for his great works (especially Dwarfs: Stone and Steel), parts of Norsca Project and maps. They have been great help. And then also huge thanks to all Warhammer fans, especially from the forums. There are many of you out there who have helped very much with this project and given many good ideas. Thanks.

Table of Contents
1. NORSE RELIGION..... 1.1 What do they Believe. 1.1.1 The Beginning of the World (by Norse)... Norse Fate............ 1.1.2 Now... 1.1.3 The End of the World Endeslagok 1.2 What do they Worship.... Norse Holymen......... 1.3 Where do they Worship.. 1.3.1 Temples and Shires....... 1.3.2 Sieidi..... 1.3.3 Dwarfen Stones..... Master Rune of Warding........ 1.3.4 Monoliths..... 1.3.5 Animal Totems........ Yagamir Saga, Doom of the Giants, part I....... Yagamir Saga, Doom of the Giants, part II...... 1.4 Norse Religious Lexicon... 2. NORSE CALENDER.......... 2.1 Days & Months. 2.1.1 Days. 2.1.2 Months & Special Days. 2.2 Special Seasons, Events and Magic.. 2.2.1 Aurora Polaris. 2.2.2 Day of the Dark... 2.2.3 Eternal Twilight 2.2.4 Everlasting Day... 2.2.5 Full Moons 2.2.6 White Nights 3. NORSE GODS & HEROES....... Part of Sigismund Saga (Story about Halni).... Ragnarites............ 3 3 3 3 4 4 5 6 6 6 6 7 7 8 8 9 10 11 15 15 15 15 16 16 16 16 17 17 17 18 18 24

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

1. Norse Religion
This document is Expansion to Tome of Corruption (WFRP2 sourcebook). You should read there about Norsca before starting this document. Material is based mostly about information found there and a lot of information is NOT repeated here. Even this document probably works alone; this source just expands information found from the official sources. This information goes for more detail about Norsca and Norse. Also other good sources are Warhammer Fantasy Battle (WFB) books Hordes of Chaos and Dogs of War. And then there is Liber Chaotica (all the books), which has huge amount of details about every aspect of Chaos. This including also information about Norsca and Norse.

Norse Fate:
(Written by C.L. Werner in the Palace of the Plague Lord) The only men the gods speak to are the seers! And they pay a dire price for such a gift. Their minds go strange, the strenght passes from their bodies and their seed withers unspent inside them. Perhaps the gods understand that the Norse are a strong people. They do not need to watch after us like a shepherd watching his herd. I pity the Kurgan that the gods must watch them with such vigilance. Perhaps one day your people will be as strong as the Norse. - Einarr Steelfist Sigdansson, Baernsonling Champion

1.1 What do they believe


1.1.1 The beginning of the World (by Norse) According to Norse myth, the beginning of life started with two worlds: Real World and the Raenisheim. Raenisheim was the world where Gods lived. Strange and beautiful place where Jotun, Dragons, Spirits and Daemons roamed. Realm of the Gods. Real World was just empty place. Then one day the Gods noticed the Real World from Ranisheim. They used their mighty powers to forge great magical gates, which allowed them to enter the Real World. Real world was huge, but lonely place. But Gods loved the Real World anyway. Then Gods brought Jotun, the Giants, to the Real World. To settle the Real World. Jotuns were proud and arrogant race who didnt want anything from the Gods. When they were given the Real World they entered and took the world, but they forgot the Gods. They didnt want to pray the Gods for giving them their own world. Now, that had been Gods idea in the first place. Gods didnt like Jotuns arrogance and got angry. But Jotun were powerful race and Gods didnt want to wake war against them. So, Jotun were left alone. Then the Dragons came. They left Raenisheim and used the great gates to enter the Real World. Dragons liked the place also and stayed. But they were powerful and arrogant race also, who didnt pray for the Gods. So, they were left alone also. But Gods wanted other people, servants that would do their will. People that would inhabit the World in Gods name. There was none in the Real World, except Jotun and Dragons. And there was none that Gods could anymore bring from Ranisheim. One day, when the gods were walking, they found two tree trunks. Gods had idea. They transformed them into the shape of humans. Sylra gave them life, Olric gave them mind and Taldur gave them sight, the ability to hear and to speak. The gods named them Askh and Emblah and gave the Real World to them. They were the first humans in the Real World. They children and their children would one day populate the Real World in the name of the Gods. According to Norse myth Askh and Emblah were Norse. Then some time passed and finally some of the other Gods started to create the other races: Elves, Dwarfs, Goblinoids, Halflings, Ogresetc. To Norse they all came after human.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

1.1.2 Now The Norsemen live in two worlds: One is visible, tangible (the Real World); the other is the world of Spirits and Daemons, lying just beyond the senses (Raenisheim, Realm of the Gods). The world where Gods live. Since life as experienced by the senses is a deception, the Norsemen do not cling to life like other races. They throw themselves into the thick of combat to show their worth to their Gods and their ancestors, all in the hope of receiving a blessing, or to be plucked from the dream in death by one of the shadowy Warrior Hags to join their fellows in the Halls of Glory, Kregnihalla. Death is the door to this other world. After dead everyone enters the Realm of the Death, Doedigard. Doedigard is the land of God Helenir (or short Hel). Helenir watches over the dead. Doedigard has nine levels. The top level is actually realm of God Olric also. Olric watches over the brave. This level is called Halls of Glory, Kregnihalla (sometimes refered as Valhalla). The place where the brave Norse enter. Rest of the levels are for other people. Lowest level is called Nidroedheim. There the souls suffer in a vast, icy wasteland. It is for the worthless souls (cowards). A Great Dragon lives there trying to capture these souls. Eventually these souls are reborn to Real World as slaves, women, or worse (Old Worlders). The Spirit World, including Realm of the Dead, is guarded by the Warrior Hags. They only take the bravest, Aandkregnir, to the Halls of Glory. Rest are taken to other levels or thrown to the Nidroedheim. Those who make it to the Halls of Glory (Kregnihalla) are called Aandkregnir. 1.1.3 The End of the World Endeslagok Endeslagok (sometimes refered as Ragnarok) is the End of the World to the Norse. This is when Olric will ask all Aandkregnir to join the Raenir in the last Great War against the Chaos. Off course worshippers of Chaos Gods do not believe in this part. To them this is the day their masters will devour the world finally. Endeslagok will be preceded by the Fimbulwinter, The Winter Without End (sometimes called also Evernacht). Three successive winters will follow each other with no summer in between. As a result, conflicts and feuds will break out, and all morality will disappear. It is said that during this time both Sun and the Moon will fall. Then the stars will vanish from the sky and the Real World will fall into darkness. For only the Roedredsel (Morrslieb) will give light anymore. The earth will shudder, so violently that trees will be uprooted, and mountains will fall, and every bond and fetter will snap and sever. After this the final battle will begin

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

1.2 What do they worship


Norsca religion can be divided in four parts: Worship of Ancestor spirits, worship of Heroes spirits, worship of Daemons and worship of Gods (this includes also the Chaos Gods). All are worshipped equally important, even the spirits and daemons (including Daemon Princes) are not anyway higher divine beings. Norse pantheon is usually very large and all are part of Raenir. These are the reasons why Old World people usually view Norse religion primitive and strange (who worships the spirits of the dead or Daemons). Another difference to the southern (Old World) religion is the priests. Even there are many religious festivals, celebrations, holy places and customs, the Norse do not have professional priests. Celebrations, prayers and holy places are taken care of holymen, usually magic-users that act as priests (doesnt have to be, but usually are). These are either Witches (or Warlocks), Shamans, Seers (or Vitki) or even Chaos Sorcerers. Actually tribal holyman is many times called Priest of something, but in truth he is Vitki or Witch (or other magic-user). Holymen have many other names also. Norse and Norse Dwarf call them Helruns, Runeskyres, Volas and Wyrdskyres. Also holymen of Kharnath are commonly Bloodfathers. And many similar. Because Norse dont actually have any true Priests they also dont have Divine Magic given to their holymen by the Gods (exception Chaos Sorcerers who gain their power from Chaos Gods). Priests of Chaos Gods are commonly always Chaos Sorcerers, but they can be from other professions also. Especially among those who worship Khorne (which doesnt have magic using followers usually). But tribe that worships Khorne may also have magic-user Priest. This is more common in Norsca, because Norse worship large pantheon of Gods and Khorne is only one God. Ancestors Worship: Norse worship the spirits of their ancestors who they believe still watch over them from Doedigard. Ancestors dont usually have any special holy days or symbols. They are just remembered during other festivals and when they guidance is needed (then a small prayer or sacrifice can be given by the worshipper). More about Ancestor Spirits can be found from the Tome of Salvation (WFRP2 sourcebook). Daemon Worship: Because Norse live close to Chaos Wastes the influence of Chaos is very strong. This means also daemonic appearances. They are more commonly summoned in Norsca. Some of the daemons are powerful enough that the people have actually started to believe in them and pray on them. Especially Daemon Princes like to gather followers. Norse do not view daemons different from the Gods. For them both come from the Spirit World, Raenisheim. God Worship: Norsca Pantheon (Raenir) is large. It has both aspects of normal Gods (saflk) and Chaos Gods (Vanenes). Both are viewed equally same. Hero Worship: Most heroic Norse will be remembered in the Sagas told by the tribes. This way these great heroes watch and even help the living from the Spiritual World. Even many are actually great Champions of Chaos; there are actually many normal heroes. Heroes dont usually have any special holy days or symbols. They are just remembered during other festivals and when they guidance is needed (then a small prayer or sacrifice can be given by the worshipper). Heroes are considered to be Venerated Souls. More about Venerated Souls can be found from the Tome of Salvation (WFRP2 sourcebook). Spirit Worship: Norse also believe and deal with the myriad minor spirits that inhabit different places (settlements and wilderness). These Spirits are supernatural beings and you need the Sight (Magical Sense) skill to see them. Also Academy Knowledge (Spirits) is needed to command and communicate with these nature spirits. Not many Seers or Vitki have courage or knowledge to do this, but these Spirits are still worshipped with small sacrifices. More about the Spirits can be found from the Realm of the Ice Queen (WFRP2 sourcebook).

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

Norse Holymen:
(Part of the text written by C.L. Werner in the Palace of the Plague Lord) It is taboo amongst the tribes of Norsca to strike down one of the god-touched holymen (Seers, Witches, Sorcerersetc.), an act of certain to bring the vengeance of those same gods upon any who dared such blasphemy. A man might kill a jark or even a king, but he did not dare raise his hand against one who served the gods. Norse truly fear the wrath of gods, and holymen are that why usually left alone. They may even walk among battle site striking down men, but nobody touches them (this is risky, but common still). Most feared are those holymen that workship the Dark Gods.

1.3 Where do they worship


The important religious actions are collective and can be held on a field, in a meadow or clearing near a spring or on a mountain. Often place names are connected to worshipping and are made up of the name of a God and the suffix -hov (temple), -lund (clearing), -vin (meadow), -grott (cave) or -akr (field). 1.3.1 Temples and Shires Temples dedicated to the Gods of Norsca can be found in every town. These temples are rectangular in shape and constructed out of wood, usually oak and ash. Carved images of the Norse Gods and strange runes appear in each temple, as the temple is sacred to the entire pantheon. Only few of the largest cities actually have stone temples. Temples are called Hov. Villages, hamlets, and small settlements maintain either small wooden shrines or just simple caves, burrowed into the side of a hill or mountain, to honor the Gods of Norsca. Wooden shrines are usually called Horg. Both shires and temples (and other holy sites) usually have altar, bonfires, sacrifices of plunder and mounds of skulls. Magical Bonuses: Temples and shires are commonly not magical. It is possible that one is blessed by its main God or placed in the magical nexus point if GM wishes. If so then all spellcasters that cast spells within the temple or shire add +1 bonus to each d10 used in their Casting Roll. GM may also rule that this bonus comes only for those that workship the main God worshipped in that place. 1.3.2 Sieidi Another special holy sites found different parts of Norsca continent are called Norse Sieidi. These sites have strange ancient obelisk type of stones, with unknown runes, left by unknown races (Imperial scholars very much believe that they were left by Elves). Norse believe that Gods left these stones marking this way holy sites important to them. So, this is why Norse consider these sites holy and worship Gods in these places. Norse have found same kind of stones in the Albion where people call them Ogham. Truth about Sieidi is that actually they are Waystones marking the Leylines. More information about Waystones can be found from the Realms of Sorcery (WFRP2 Sourcebook). Sieidi are strange sites that channel the Aethyr in powerful way. Magic-user commonly come to these sites to perform difficult Ritual Magic. Sieidi can be sensed from few hundred yards a way, by those that are anyway sensitive to magic: Those who have Aethyric Attunement- or Magical Sense (Witchsight) talent. Even magic-user character doesnt have either of these talents he/she will get bonuses to casting tests, and feels how casting seems easier. More about Aethyric Attunement and Magical Sense can be found from the Realms of Sorcery (WFRP2 Sourcebook). Magical Bonuses: All spellcasters that cast spells within 50 feet of a Sieidi (Waystone) add +5 bonus to each d10 used in their Casting Roll.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

1.3.3 Dwarfen Stones Dwarfen Stones are huge sarsen stones around the borders of their lands marked with powerful Master Runes (multiple can be inscribed to these huge stones even it is difficult). There are hundreds of these stones and creating them has taken many dwarven generations. Single Dwarfen Stone doesnt really have any effect, but multiple create protective field that covers the central area of stones. This protective field can also have very high elevation if stones are (and they are) situated to the mountain tops. Forces of Corruption have tried to destroy these protective fields many times, but they just cannot destroy all the stones and some are hidden (runes have been inscribed to stones in very earth). Also destroying few stones doesnt really weaken the field that is actually cast by hundreds of stones. Even Dwarfen Stones are not actually religious worshipping places to Norse, they still have certain mystical and even little frightening meaning to them. To them they are marks of Dwarfen settlements that should not be crossed lightly (Dwarfs are fierce fighters). They mark the borders and protect their lands with strange mystical power that comes from the strange runes that mark these stones. Magical Bonuses: All stones have multiple Master Runes of Wards that protect the area. Commonly Master Rune of Warding (Chaos, Daemons and Magic).

Master Rune of Warding:


New Rune Type: Construct: Construct runes usually make some construct more powerful, protected, even alive or create some area effect. These runes are usually placed in more stationary places (doorways, hallways, tunnels, buildingsetc.), but there are exceptions like all animation runes. Unlike smaller objects these stationary targets are usually large enough to handle even multiple Master Runes. Master Rune of Warding Type: Construct Inscription Number: 25 Empowerment: 8 Description (Permanent): This rune creates area effect that wards area from one thing that Runesmith chooses (check Ward Types below). Must be inscribed to stationary target. If this target is destroyed or moved the effect disappears. Also multiple targets must be warded with this same rune to create working area effect between them (three minimun). Also number of same runes makes the area effect larger. Three runes only create effect that affects about normal room size area. Five runes ward about normal house. Ten runes ward about huge castle or fortress (or small village). Twenty to thirty runes ward average town areaetc. More runes that are needed can be added, so if one or two of them are destroyed the effect still remains. Description (Temporary): As permanent, but once the rune is activated (a free action), the benefit only lasts for a 1 week (8 days). Ward Types: Chaos: Those inside the effect of this rune are protected from the effects of Chaos. They automaticly gain a +10% bonus to resist magic and other Chaos effects and are also immune to Chaos mutation. But also this effect causes penalty to any magic-use in the area. All spellcasters that cast spells within this area have -5 penalty to any Casting Tests. Only exception are the users of Rune Magic. Daemons: Daemons (including living creatures possessed by Daemons) cannot enter closer than 50 feet from the area unless they succeed Hard (-20%) Will Power Test. If unsuccesfull, then they can try again after one day has passed (24 hours). If Daemon is summoned inside warded area it must make this Test. If Test is unsuccesfull it doesnt enter this world and summoning fails. Magic: All creatures that enter this area lose one point from their Magic Characteristic. Only exception are the users of Rune Magic. Note: There are other Wards also, but these are most common in Norsca and found in the Dwarfen Stones.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

1.3.4 Monoliths Chaos Monoliths are also found in the Norsca (especially in the unholy sites dedicated to the Dark Gods). More information about these Monoliths can be found from the Tome of Corruption (WFRP2 sourcebook). Magical Bonuses: All spellcasters that cast spells within 100 feet of a Monolith add +1d10 to their Casting Roll. However, using this energy comes with great risk. Any failure to cast a spell results a Catastrophic Chaos Manifestation. Any Monolith dedicated to Khorne actually fails any magic in 100 feet range and causes automatic Catastrophic Chaos Manifestation. 1.3.5 Animal Totems Some Norse tribes keep Animal Totems. Gods have different sacred animals that are engraved to the totem and symbol them. Totems may feature multiple animals. Also Dark Gods have their own animals, even their symbols are usually twisted Chaos Monoliths. If Norse gets partial mutation that changes some part of his/her body to feature animal that is symbol of some God it is believed by some Norse that this person is blessed by that God (unless he is devoted servant of totally different God. In this case mutation maybe considered to be from that God). Check more about these mutations from Tome of Corruption (WFRP2 sourcebook). These mutations include: Animalistic Legs, Beak, Bestial Appearance, Birds Leg, Centauroid, Claws, Cloven Hooves, Feathered Hide, Fur, Mercreature, Tail, Thick Fur, Were, Wings and especially Zoological Mutation. If GM wishes Gods may grant their gifts to their loyal servants in the form of small mutations. Some part of believer is turned to shape of sacred animal (or user becomes Were which turns to that animal). You may use Zoological Mutations tables. Check sacred animals from Chapter 3. Magical Bonuses: Totems are commonly not magical. It is possible that one is blessed by its main God or placed in the magical nexus point if GM wishes. If so then all spellcasters that cast spells within 10 feet of a Totem add +1 bonus to each d10 used in their Casting Roll. GM may also rule that this bonus comes only for those that workship the main God featured in the Totem.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

Yagamir Saga: Doom of the Giants, part I:


(Written by Alfred Nuez Jr. Mad Alfred) The Beginning: According to the sagas, it is said that before the coming of Chaos the land was covered in ice and all seasons were winter. No Humans walked the world as the gods had not seen fit to create them. The Jotuns peopled the ice bound mountains and forests. Large, pondering, and cunning, these giants preyed upon the great beasts of winter and strove against each other. Soon the strife ended as the strongest came to rule over the rest. His name was Yagamir the Strong and he ruled with an iron fist for hundreds of years. One day a stranger clad in the skin of the vicious Giant White Wolf and armed with a mighty axe appeared before Yagamir. Although smaller in stature than any Jotun, the stranger radiated a power that any, but the most blind, can sense. "You have a message for me, stranger?" grunted the Jotun king. "Spit it out and begone. I have other things to do." "Have you noticed that the ice which dominates the land is retreating northward? Or that the world has become warmer?" replied the stranger. "What care I for such things? It is of small consequence. And who are you to bother one such as I with trivial matters?" Yagamir asked testily. "I am 'Winter's Fury'," responded the stranger. "I came to tell you that a time of testing approaches. The large-eyed gods that you worshipped have failed, and through their failure a time of strife is assured. Soon a great enemy will appear in the North. You and your people will be the first to feel the weight of their presence. Upon your shoulders will the outcome of the ensuing war be determined. Great will be your honor should you throw them back into the darkness. Far will be your fall should you fail. And with your fall, others will come to rule your realm." "Begone, 'Winter's Fury', I care not for your warnings! They be naught but the ramblings of a madman or a drunkard!" taunted Yagamir. In response, a blast of icy wind tore open the doors of Yagamir's stronghold and filled the audience chamber. Undisturbed amid the wind, 'Winter's Fury' replied in a cold, harsh voice edged with anger, "Mock me at your peril, fool! Heed not my warning if you choose! It is by your own actions that your race will be judged!" The stranger then vanished with the wind. As 'Winter's Fury' foretold, the Jotuns were the first to face Chaos when it entered the world. Too confident were they that the Jotuns were overwhelmed by Chaos. The surviving Jotuns were scattered, their minds snapped by the horrors of Chaos. No longer would these giants be noted for their cunning, nor would they join together as a common people. Instead, the Giants became a dying race noted for their dim-wittedness. Only Dwarves and Elves remained to oppose Chaos in the world. In the worlds beyond, the Raenir led by Olric fought the Four Powers of Chaos. Great was the fury of the battle that Chaos was driven back to the Northern Wastelands whence they entered the world. With his cloak about him, Olric surveyed the land from which Chaos retreated and found it empty save for the Dwarves who fought the Great Enemy. The leader of the Raenir did not find this to his liking. He knew that Chaos would again threaten the world. He also knew that the great alliance between Dwarf and Elf would not be seen again. Even then, he could see that the relationship of the two Elder Races would begin to fray, then break, in the near future. Long did Olric hold council with the rest of the Raenir upon the eventual return of Chaos. Another race would be needed to stand against those would plunge the world into eternal darkness. One that would be more adaptable than Elf and Dwarf, one whose very diversity would create the Great Heroes would would oppose Chaos in this unforgiving land. Thus it was that the Norscan race came into being. The first Norse learned to survive in the harsh land from the Raenir themselves and the heroes that they spawned.

WFRP 2nd Edition 2008 Jackdays

Norsca: Religion Version 1.3

Yagamir Saga: Doom of the Giants, part II:


(Written by Alfred Nuez Jr. Mad Alfred) Yagamirs Corruption: For some time the warrior trekked across the Jotunheimen Mountains, seeking any sign that his quarry survived the onslaught of Chaos. He seemed oblivious to the frigid winds and driving snow which marked winter's fury. Clearly, the warrior did not need to seek shelter behind his cloak made from the pelt of the Great White Wolf. Now and then he stopped to sniff the air as if searching for a familiar scent. Finally, Olric came to a large opening on the northern face of a large mountain peak. His quarry's scent was strong at the opening. Armed with his great axe, Kaosfaenir, the Raenir descended into the darkness. His journey into the heart of the mountain twisted ever deeper until Olric came upon a cavern illuminated by the fungi within. "So you have come," rasped a voice from the darkness beyond the dim light. "Have you done so to gloat at my failure? Or, do you have some other business?" "Failure would be too light a word to describe your feeble efforts against the Great Enemy. Nor do I need to gloat over one who would hide in the darkness to lick their wounds. My sole purpose was to seek you out, Yagamir, and warn you to stay far from the lands along the sea. They will be given to a race which will not repeat your utter failure," replied Olric. "The Dwarves? Hah! I will make the sea run red with their blood. Those diggers and tinkerers cannot withstand my wrath!" roared Yagamir. "You may have been able to defeat the Dwarves in your prime with your army. Now, I doubt if you can make them quiver. Your kingdom has been destroyed, your people struck dumb and scattered, and you hiding here having fled battle. The Dwarves mock you and your name rather than fear you. In fact, their Slayers seek you even now," stated the Lord of the Raenir. He continued to the shifting shadow, "the Dwarves are not the ones to inherit the land you forfeited. A new race, one of my choosing, will be the guardians of this land." The once Jotun King leapt into the dim cavern light roaring "they will be crushed by me as surely as the darkness swallows the light!" Olric faced the giant and noted that the struggle against Chaos had greatly changed Yagamir. His flesh was covered with oozing blisters and his hair streaked with unearthly colors. Odd bones, skin protrusions, and twisting muscles erupted and changed continuously over the giant's flesh. The eyes burned with a fire that would not be easily quenched. "Unlike the others who died fighting your enemy, I grasped where the true power awaited and knew that it was destined to be mine. A pact did I make with the Powers to see your precious race destroyed before you. But now I look upon you and realize how truly puny and insignificant you are. How much greater would be my reward if you were dispatched!" A multicolored bolt of energy raced from Yagamir's fingertips towards Olric. The Raenir Lord merely raised Kaosfaenir before him and dispersed the bolt into shards of colored light. The lights flickered briefly before they were absorbed into Kaosfaenir. "Your newly-found allegiance to Chaos, coupled with your foolish attack, is proof enough that I cannot let you live. Yet, I will not give you the gift of death which would release you from your torment. There is, of course, a third choice." From his sack, Olric brought forth heavy chains and said, "These were crafted for me by the Dwarves you so despise. Mark you that this chains carry not only Dwarven runes of power, but also runes of my devising. Thus, you shall spend your misbegotten life bound in these chains. Even your new patrons have not the power to free you before I return to pronounce judgement upon you." Although Yagamir struggled with all his titanic might, he could not prevail against the will of Olric. The mutated giant was bound and sealed in that cave by the God of Wolves. Moreover, Olric placed wardings on the seal of the cave to ensure that the servants of Chaos could not enter. The exact location of the mountain was not even revealed to Olric's most devout follower and is only known by its name: Steinfengsor.

WFRP 2nd Edition 2008 Jackdays

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Norsca: Religion Version 1.3

1.3 Norse Religious Lexicon:


Aandkregnir: Those who have made it to the Kreghinalla. Some Norse believe that those who become Aandkregnir wait the day of the Endeslagok. Check also Endeslagok and Kreghinalla. saflk: Normal Gods or aspects of normal Gods. Details in Chapter 3. Akr (-akr): Fields (larger open worshipping areas) are called Akr in Norsca. Place may have Gods name before the suffix (example: Olricakr). Asgard: Home of the Gods. Sometimes spoken in similar meaning as Raenisheim by the Norse. Sometimes as the city of the Gods. Check also Raenisheim. Askh: He and Emblah were the first humans in the Real World according to Norse Legends. They were created by the Gods. Check also Emblah. Birgit Grylysa (saga person): Details in Chapter 3. Check also Olricsbarn and Ulfwerenar. Bruno Ursson (saga person): Details in Chapter 3. Check also Ulfwerenar. Buckle of Hagmar, the: Forged by Hagmar Wyrmschlager upon the bones of a dragon, this belt-buckle contains some of that dead creatures strenght. It has since been turned into a Talisman which grants the wearer some magical abilities, much less though than that of the belt. Check also Hagmar Wyrmschlager. Byttigen: Mutants of north. Deeply mutated race of humans. Also called the Race of Dark (Underjordisar). Byttigen were first Norsii that migrated deep in the north (Nordlig). What they didnt know was, that they chose their home in the area warped and corrupted by Warp-stone. This soon mutated their race so badly that other Norsii started to shun them and named them Byttigen. So, Byttigen hide in the mountains. They also found new God Nurgle. Chainmail of Hagmar, the: A Magical mail coat forged upon a fire of dragon bones by Hagmar Wyrmschlager. Said to mirror the hardness of a dragons scales. Check also Hagmar Wyrmschlager. Chaos Monolith: Unholy site dedicated to one of the Chaos Gods. Dagger of Hagmar, the: Forged by Hagmar Wyrmschlager, this dagger is imbued with the bitterness of a Dragons bite. Check also Hagmar Wyrmschlager. Doedigard: Realms (or land) of the death. Could be described also as Morrs Gardens. Guarded by the Warrior Hags. It has nine levels. Top level is Kregnihalla ("Halls of Glory) populated with the sols of warriors killed in battle. The other eight levels are populated with souls of the deceased based upon their deeds (or misdeeds) in life. Lowest level is called Nidroedheim. In lowest levels Great Dragon lives and tries to capture worthless souls. Check also Kregnihalla, Nidroedheim and Great Dragon. Drumin Flamearm: Famous Master Runesmith from Kraka Drak, who forged runehammer Kalevala Hammer. Check also Juti Kaleva, Kalevala Hammer and Magnar Druminsson. Dwarven Stones: Dwarven Stones are huge sarsen stones around the borders of their lands marked with powerful Master Runes. Ekil Bloodheart (saga person): Details in Chapter 3. Emblah: She and Askh were the first humans in the Real World according to Norse Legends. They were created by the Gods. Check also Askh. Endeslagok: End of the World. Time of the Final Battle. This is when Olric will ask all Aandkregnir to join the Raenir in the last Great War against the Chaos. Offcourse worshippers of Chaos Gods do not believe in this part. To them this is the day their master will devour the world finally. Endeslagok is sometimes refered as Ragnarok. Check also Aandkregnir. Everchosen, the: Chaos Champion who wins for himself the blessing of all the Chaos Gods. Lord of End Times, Incarnation of the Utterdark, the Mortal Prince of Chaos, the Scion of the Great Undivided and Herald of the Apocalypse. Those Norse that workship the Dark Gods wait for the coming of the Everchosen. But there are also many that fear his coming. Because coming of the Chosen One may also bring Endeslagok. Check also Endeslagok. Evernacht (Fimbulwinter): Evernacht is eternal winter, time when life is choked out from the enemies of Olric (the Ruinous Powers). Part of believes of The Order of the Winter Throne or simply Ragnarites believe. Check also Ragnarites. Fang of Fenris: Famous magical sword of Keorl Thunderhand, which he used to kill dragon Keorl fought. Check also Keor Thunderhand. Fimbulwinter (Evernacht): The Winter Without End. Harsh winter that will last for three years and signals the last great war against the Chaos. After Fimbulwinter comes Endeslagok. Check also Evernacht and Endeslagok. Fire of Olric: In the town of Skorlm (Skaeling territory) temple for Olric was build just prior to Storm of Chaos. It is said that this holy site, next to volcano Mount Vanir, holds the holy fire of Olric.

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Freinar Kaosjeger (saga person): Details in Chapter 3. Frostjotunir: Check Jotun. Futhark, the: Norse runic alphabet. Written version of Norse language. Great Dragon: Lives in the lowest levels of Doedigard. It is said that it captures worthless beings and eats them. After that they are reborn as slave, women or worse, Old Worlders. Check also Doedigard. Grott (-Grott): Caves and other burrows are called Grott in Norsca. Place may have Gods name before the suffix (example: Olricgrott). Halls of Glory (Kregnihalla): Check Kregnihalla. Halrir Daemonsbane: Famous magical spear of Keorl Thunderhand. Was destroyed during his battle against dragon. Check also Keorl Thunderhand. Harald the Wolf (saga person): Details in Chapter 3. Hagmar Wyrmschlager (saga person): Details in Chapter 3. Check also The Dagger of Hagmar, The Chainmail of Hagmar, the Talisman of Hagmar, and The Buckle of Hagmar. Heksdag (religious date): The Norse name for the Hexenstag. Hoestvendung (religious date): The Norse name for the autumn equinox. Horg (-horg): Shires are called Horg in Norsca. Place may have Gods name before the suffix (example: Olrichorg). Hov (-hov): Temples (larger worshipping areas) are called Hov in Norsca. Place may have Gods name before the suffix (example: Olrichov). Hrafn Untam (saga person): Details in Chapter 3. Hunlaf Thorsson (saga person): Details in Chapter 3. Jerg: Norse word for a chieftain of the tribe. Juti Kaleva (saga person): Details in Chapter 3. Check also Drumin Flamearm, Kalevala Hammer and Magnar Druminsson. Jotun: Norsca giants. Almost legendary race of High Giants from which rest of the giant race has spawned. Like other giants Jotun of today (which are very rare) are not as powerful that their ancestors were once before the coming of Chaos. Jotun are usually divided two clans: Frostjotunir (Frost Giants) and Uvaerjotunir (Storm Giants). Jotunidmyker: Legendary weapon (commonly believed to be sword) of hero Sigismund. Check also Sigismund. Kalevala Hammer: Famous runehammer forged by Drumin Flamearm to Bjornling hero Juti Kaleva for saving his sons, Magnars, life. Magnar and Juti Kaleva became friends and adventuring companions. Stories tell that Magnar took the body of Juti Kaleva when Juti finally died and buried him to Draka Drak. It is commonly believed that Kalevala Hammer was buried with him to Draka Drak. But there are stories which tell that the mighty hammer was lost after the death of Juti and remains lost even today. Check also Juti Kaleva, Drumin Flamearm and Magnar Flamearm. Kaosfaenir: Great Axe of Olric. Keorl Thunderhand (saga person): Details in Chapter 3. Check also Halrir Daemonsbane (spear) and Fang of Fenris (sword). Knut (Canute) Thorisson (saga person): Details in Chapter 3. Kregnihalla (Halls of Glory): This is the place where the souls of those meeting a warriors death find eternal battle and feasting. Top level of the Doedigard. Those who make it there are called Aandkregnir. Sometimes Kreghinalla is sometimes refered as Valhalla. Check also Aandkregnir and Doedigard. Losteriksson (saga person): Details in Chapter 3. Lund (-lund): Clearings (open worshipping areas) are called Lund in Norsca. Place may have Gods name before the suffix (example: Olriclund). Magnar Druminsson: Son of famous Master Runesmith who forged runehammer Kalevala Hammer given to Juti Kaleva. Magnar also became famous Runesmith and adventurer later. Check Drumin Flamearm, Juti Kaleva and Kalevala Hammer. Magnus Lawmaker (saga person): Details in Chapter 3. Check also the Futhark and Wergild. Midgard: The domain (lands) ruled by the High King, when position is held by someone in Norsca. Morkar the Uniter (saga person): Details in Chapter 3. Morkewerenar (Dark Weres): Morkewerenar are shapeshifters, Ulfwerenar, that believed to be blessed by the Dark Gods (commonly Tchar or Halni) even they turn to wolves or bears. These Weres are even more bloodthirsty than other Ulfwerenar. They sometimes turn unwillingly to bloodthirsty animal-beasts during the full moons (especially during the full Roedredsel). Check also Ulfwerenar. Neveslag: The Norse name for Fauschlag rock (Middenheim).

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Nidroedheim: Lowest level of the Doedigard. This is for the criminals and other worthless souls, where they suffer eternally in a vast, icy wasteland. Olricsbarn (Children of Olric): Olricsbarn, Wolf-Warriors, are Norsemen that can shapeshift to wolves. The sagas tell that they spawned from the union of God Olric and human woman Birgit Grylysa. Usually only those shapeshifters that become wolves are considered to be Olricsbarn. Norse believe that they carry Birgits and Olrics blood heritage. Check also Ulfswerenar. lrikrike: Kingdom of Ulric. Some times way to call realm where Olric is considered the main God. Order of the Winter Throne, the: Check Ragnarites. Raenir: Norse pantheon is called Raenir. As are also collectively the Norscan Gods. This usually includes also Chaos Gods and even Daemons. Raenisheim: It is believed, by the Norse, that Gods live in the realm called Raenisheim. The Spirit World. From here they originally came to Real World through great magical gates. Sometimes refered as Asgard. Check also Asgard. Ragnarites (The Order of Winter Throne): Lesser cult/order of Olric (or Ulric) founded by Ragnar Franzsson. They call Olric (or Ulric) the Snow King. Their leader is titled Ulricsson. Also order has secret cave system in the Norsca called Ulrics Throat. It is rumoured that in these caves are stored mysterious Throne of the Snow King. Check also Evernacht. Ragnarok: Check Endeslagok. Ravenswyrd, the (saga person): Details in Chapter 3. Roedredsel: Norse name for Morrslieb. Sagas: The history of the Norse is disjointed and unrecorded except by the Sagas. The Sagas are epic poems (stories) of the deeds of greatest leaders and warriors, but commonly not commited to paper but handed down from soothsayer to son. These Sagas are told in the fire lit glow of the winter nights, and have been passed on from storyteller to son, down through the ages. It is every Norsemans dream to have his life immortalised in a Saga, though few succeed. Scyla Anfinngrim (saga person): Details in Chapter 3. Shadowlands: Chaos Wastes. Sieidi: Holy site with strange obelisks covered with runes. Norse believe that they are left by the Gods. Called also Ogham stones. In truth they are Waystones. Sigismund (saga person): Details in Chapter 3. Sjoehjelir: Great spear (trident) of Malor, God of Sea. Skars Kraken-killer: Magical Chaos sword first wielded by man named Skar from the town of Iskvard. Skar was onboard in a ship that was attacked by mighty Kraken in Sea of Claws. When Skar was fighting a the Kraken he found the sword suddenly. He used the sword to kill the Kraken and was the only survivor. It was said that he was blessed by the God Meritursas. Swords blade was made of scales and hilt had sharkskin. Check also Skar Sealord. Skar Sealord (Saga Person): Details in Chapter 3. Check also Skars Kraken-killer. Skrekkedag (religious date): The Norse name for the Geheimnistag. Sommerstille (religious date): The Norse name for the summer solstice. Spirit World: The true world which lies just beyond the senses. Where Spirits and Daemons live, and which mystics (Shamans, Witches, Sorcerers) may see. Realm of Gods, Raenisheim. Check also Raenisheim. Steinfengsor: Legendary mountain where Olric prisoned the mighty Jotun king Yagamir who was corrupted by the Chaos. Yagamir was chained with Dwarven made rune chains. Check also Yagamir. Storblot (religious date): Twice a year great blooding in celebration of the Raenir. A Storblot is a sacrificial offering to the Raenir, usually it consisits of animals of great value to the Norscans, like horses or cows (no wild animals). But especially Northern Tribes like to sacrifice thralls. The Storblot is held at the Vinterstille (winter solstice) and Sommerstille (summer solstice). Styr Windrunner (saga person): Details in Chapter 3. Styrkaar of the Sortsvinaer (saga person): Details in Chapter 3. Talisman of Hagmar, the: Check The Buckle of Hagmar and also Hagmar Wyrmschlager. Tiera Ursviik (saga person): Details in Chapter 3. Check also Ulfwerenar. Thoramir Ulfenblod (saga person): Details in Chapter 3. Throne of the Snow King: Mysterious artifact of Ragnarites. Check also Ragnarites. Ulf Donnersson (saga person): Details in Chapter 3.

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Ulfwerenar: Ulfwerenar are Norsemen that can shapeshift (usually Badger, Bear or Wolf). Those that shapeshift to wolves are considered to carry special heritage Check Olricsbarn. Those who shapeshift as bears are considered to be blessed by the God Urson (most common believe among Baersonlings). Other Weres have no special mythology. But there are also dark-side among the Weres. Some Weres pray the Dark Gods and believe they have been touched by them when they gain shapeshifting ability. Even they would change to wolves or bears they are not considered to be Olricsbarn or blessed by the Urson. It is said that the true blessed ones can actually detect these Morkewerenars (Dark Weres). Check Morkewerenar. Imperial scholars believe that all these are just cause of mutations and usually call them just Were. Common names in Norsca for Ulfwerenar are also: Werekin, Werefolk, Shapestrong, Shapestruck, Bearstuck, Wolfstrucketc. Ulricsson: Title for the leader of Ragnarites. Check also Ragnarites. Ulrics Throat: Secret cave system of Ragnarites. Check also Ragnarites. Underjordisar (Race of Dark): Check Byttigen. Uvaerjotunir: Check Jotun. Vaarvendung (religious date): The Norse name for the spring equinox. Vanenes: One name for the Chaos Gods or Dark Gods. Vanenes is word for primordial Gods. Details in Chapter 3. Vennligmaan: Norse name for Mannslieb. Wergild: Norscan law. Valhalla: Check Kregnihalla. Valnir the Reaper (saga person): Details in Chapter 3. Vin (-vin): Meadows (small open worshipping areas) are called Vin in Norsca. Place may have Gods name before the suffix (example: Olricvin). Vinterstille (religious date): The Norse name for the winter solstice. Vipunen (saga person): Details in Chapter 3. Vin (saga person): Details in Chapter 3. Warrior Hags: Shadowy creatures that inhabit and guard Doedigard (and all Spirit World). Believed to be commanded by God Helenir (Hel). Yagamir the Strong (saga person): Details in Chapter 3.

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2. Norse Calendar
2.1 Days & Months
The Norse calendar differs from the Imperial only in the names of the days, festival days, and months. The Norse do have calendar created originally by High King Magnus Lawmaker after first millennium (I.C.) with help of Imperial scholar. Magnus idea was to create similar timeline than Empire has, but this never actually happened and after his death it was forgot. Some Norse actually can tell the months, but there is no actual recorded history. Also Norse do not live that accurately by the calendar (most just dont know the current day or even the month). Norse live by the seasons and festival days. Old history lives in sagas told by the Skalds and other people. These happenings are estimated about how many times sun has passed or for further history how many generations have gone since something happened. Norsca in massive land. There are also other different dating systems. Especially the northern tribes are influenced by the Kurgan of the Endless Steppe, and some practice the blasphemous traditions of those peoples. These are often strange in the extreme, and may involve calendars based upon the bizarre cycles of an especially important Daemon God, or the waxing and waning of the Great Eye of Chaos itself. The Norse Dwarfs use Karak Ankor Calendar, although they have renamed many of the months, which can confuse the uninitiated. 2.1.1 Days [Imperial / Norse]: Wellentag (Workday) / Soelsdag Aubentag (Levyday) / Maansdag Marktag (Marketday) / Taldursdag Backertag (Bakeday) / Sylrasdag Bezahltag (Taxday) / Helenirsdag Konistag (Kingday) / Olricsdag Angestag (Startweek) / Malorsdag Festag (Holiday) / Halnisdag 2.1.2 Months & Special Days [Imperial / Norse]: Hexentstag (Witching Day) / Heksdag 1. Nachexen (After-Witching) / Etterheks (Eternal Twilight time) 2. Jahrdrung (Year-Turn) / Vaarzeit Mitterfruhl (Spring Equinox) / Vaarvendung 3. Pflugzeit (Plough-Tide) / Plaugzeit 4. Sigmarzeit (Sigmar-Tide) / Seilazeit 5. Sommerzeit (Summer-Tide) / Sommerzeit (White Nights time) Sonnstille (Summer Solstice) / Sommerstille (Everlasting Day) 6. Vorgeheim (Fore-Mystery) / Foranskrekk (White Nights time) Geheimnistag (Day of Mystery) / Skrekkedag 7. Nachgeheim (After-Mystery) / Etterskrekk 8. Erntezeit (Harvest-Tide) / Hoestzeit Mittherbst (Autumn Equinox) / Hoestvendung 9. Brauzeit (Brew-Month) / Bryggezeit 10. Kaldezeit (Chill Month) / Dunkelzeit 11. Ulriczeit (Ulric-Tide) / Snoehvizeit Monstille (Winter Solstice) / Vinterstille (Day of the Dark) 12. Vorhexen (Fore-Witching) / Foranheks (Eternal Twilight time)

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2.2 Special Seasons, Events and Magic


There are many special occurrences in the far north. Especially float of magic (Aethyr), which is stronger in the north. During some special days the Aethyr can be felt a lot stronger by all that are anyway sensitive to magic: Those who have Aethyric Attunement- or Magical Sense (Witchsight) talent. Even magic-user character doesnt have either of these talents he/she will get bonuses to casting tests, and feels how casting seems easier. More about Aethyric Attunement and Magical Sense can be found from the Realms of Sorcery (WFRP2 sourcebook). While most regions of north adhere to the normal laws of daily illumination, polar regions (regions northern than artic circle, which cuts the Norsca almoust half) can lie under a blanket of night or day for months at a time. 2.2.1 Aurora Polaris or Aurora Chaoticus: Imperial: Northern Lights Norse: Revontulet This mesmerizing, dynamic display of night light appears on cold, clear nights (or any time during periods of Eternal Twilight). An aurora lasts for 1d10/2 hours and can appear in many different forms: streaks, haloes, pale curtains, pillars, or wisps of vibrating color that continually sway and undulate. Aurora displays most commonly are pink and pale green, but also feature shades of red, yellow, green, blue, and violet. An aurora polaris provides an amount of illumination equivalent to moonlight, but does not significantly increase the amount of light if more than one-quarter of the moon is visible. It is said, by the scholars of Old World, that origin of Aurora Polaris comes from the polar reaches of Chaos Wastes and they are actually Winds of Magic in their strongest flow. Part about Winds of Magic is wrong, but flow of Aethyr is very strong during the Aurora Polaris. Also some believe that they are part of Change Storms common in Chaos Wastes, but they are actually different occurrences of weather. More about Change Storms can be found from the Tome of Corruption (WFRP2 sourcebook). Dragons love Aurora Polaris and may even sing during the aurora polaris. Jotun (Norsca Giants) also gather usually to see them. Firefox are strange animals with fur that shines like Aurora Polaris (that why their fur is very prized). During the Aurora Polaris their fur shines especially magically. Norse believe that Aurora Polaris reflect souls of unborn children. Magical Bonuses: All spellcasters that cast spells within 200 miles of an Aurora Polaris (this is basicly any night in the Norsca when there are lights in the sky above) sight add +1 bonus to their Casting Rolls. 2.2.2 Day of the Dark: Imperial: Monstille Norse: Vinterstille During the northern winter, the sun never appears above the horizon (check below Eternal Twilight). To mark the beginning of Eternal Twilight (or Kaamos) is the Vinterstille Winter solstice. This time is very common celebration time in North (mid-winter festival). The Storblot (Blooding) is held during this time. Storblot is very important festival. 2.2.3 Eternal Twilight: Norse: Kaamos During the northern winter, the sun never appears above the horizon. This happens regions northern than artic circle, which cuts the Norsca almost half. The period of continual darkness lasts about two months (in polar regions three to four months). At all times, characters without Night Vision require a light source to see by. Snow helps, but visual ranges should be 30% from normal. This time is much feared in Norsca. It is said that the Undead rise during this time and stalk the lands. But if not Undead, then the Beastmen and Daemons. Both like to move during this dark time and hunt for humans. This time can be also very depressing to anyone. Madness and suicides are normal during the Eternal Twilight (continual darkness is very depressing).

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2.2.4 Everlasting Day: Imperial: Sonnstille Norse: Sommerstille During the northern summer the sun never sinks below the horizon, providing natural light for the entire 24hour period. To mark about the middle point of this time is the Sommerstille Summer solstice (check below White Nights). This time is very common celebration time in North (mid-summer festival). The Storblot (Blooding) is held during this time. Storblot is very important festival. 2.2.5 Full Moons Imperial: Hexensnacht & Geheimnisnacht Norse: Heksdag & Skrekkedag As in Empire, the Norse observe both Heksdag (Hexensnacht) and Skrekkedag (Geheimnisnacht) with apprehension. Strange things occur when both Vennligmaan (Mannslieb) and Roedredsel (Morrslieb) are full. It is said that the spirits of the dead wander the lands during these times and Restless Dead rise from the dead to hunt the living. Many in Norsca fear these days, but also many welcome the strange float of Aethyr and praying the Dark Gods (especially witches, shamans, sorcerersetc.). Prophesies are performed, fires are burned to ward evil spirits and sacrifices are given to the Gods. Magical Bonuses: Anybody with Magical Sense (Witchsight) can sense the strong flow of Aethyr. In Norsca users of Arcane Magic add +2 bonus to their Casting Rolls. Users of Dhar (any Dark Lore) add +3 bonus to their Casting Rolls. During the Heksdag users of any Dark Lores of Necromancy add +5 bonus to their Casting Rolls. During the Skrekkedag users of Wind of Azyr, Lore of Heavens, add +5 bonus to their Casting Rolls. These times are also celebration time for the Old World God Morr. Any priests of Morr gain +2 bonus to their Casting Rolls. 2.2.6 White Nights: During the northern summer the sun never sinks below the horizon, providing natural light for the entire 24hour period. This period of continual sunlight lasts over a month in the middle of summer (use 40 day period). To mark about the middle point of this time is the Sommerstille Summer solstice (check above Everlasting Day).

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3. Norse Gods & Heroes


Norse have probably pantheon (Raenir) with hundreds of worshipped persons. Every family has famous ancestors that are worshipped; every tribe has their own heroes and Daemons. And after these then there is the real Gods with their many names. Here are just the most common ones. Remember that names of Gods (and their Sphere of Influence) may change inside a High Tribe from one settlement to a another. More about most common tribal deities came be found from my Norsca: The Tribes document which can be found same place as this one. More information about Gods and religion can be found from the Tome of Salvation (WFRP2 sourcebook).

Part of Sigismund Saga (story about Halni):


(Written by Alfred Nuez Jr. Mad Alfred) One such story detailed how the Norse hero Sigismund lost his mighty sword, Jotunidmyker, through the trickery of an evil sorcerer. Halni (who lusted after the hero) appeared to Sigismund as a fox and bargained a pact where the fox would help retrieve the sword if the hero promised a like service. The mighty Sigismund (who was known for his strength of arm and bravery, not his wit) readily agreed and the two set forth. After several adventures (the skalds know them all), Halni and Sigismund found the sorcerer's hold. Halni convinced her companion that by eating certain foul-tasting roots he can take on the outer appearance of the sorcerer's servant (Halni actually transformed Sigismund in his sleep). With his disguise, Sigismund was able to retrieve his sword and slew the sorcerer. Having recovered his sword, Sigismund owed a debt and service to Halni. Ever the jester, Halni changed shape into an old crone and had her way with the repulsed Sigismund. As Sigismund croaked out his farewell, Halni changed into her true form and then vanishing before the eyes of the startled hero.

Ahti Check Malor. Arkhar Check Kharnath. Baldur Check Hvedhrungr. Belakor Check Loki. Birgit Grylysa Legendary mother of Wolf-Weres or just Werewolves. Olricsbarn (Children of Olric) or Wolf-Warriors, are Norsemen that can shapeshift to wolves. The sagas tell that they spawned from the union of God Olric and human woman Birgit Grylysa. Norse believe that they carry Birgits and Olrics blood heritage. Sphere of Influence: Hope, wolves, birth, shapeshifting Common Worshippers: Shapeshifters (Wolf), mothers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero from unknown tribe. The story of Birgit is known in the Old World also and especially among the worshippers of Ulric. Bruno Ursson The Black Bear of Urslo. Famous Baernsonling hero, werekin (Bearstruck) and finally their king. Sphere of Influence: War, bravery, adventuring, leadership, survival skills Common Worshippers: Warriors, shapeshifters, berserkers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Baernsonling).

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Ekil Bloodheart Maybe the greatest hero of the original Norsii people that migrated north during the time of Sigmar. He still lives in the sagas of many tribes. He died during the battles against the Ungols, when they drove Norsii to Norsca. It is told that this giant warrior hacked off his own head to deny Ungols the pleasure. Legends tell that Ungols were so impressed with his bravery, that they carried his remains south into the Troll Country and built a great cairn to house his body. Sphere of Influence: War, leadership, exploring. Common Worshippers: Warriors, leaders, explorers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Norsii). Fjrgyn Check Sylra. Freinar Kaosjeger Hero of adventurers and travelers. Freinar was famous adventurer who traveled across the Norsca, Old World and even Chaos Wastes. He also fought fiercely against Chaos Marauders of Shadowlands and didnt worship Ruinous Powers. Rumour was that he was chosen champion of God Taldur. Sphere of Influence: Hope, bravery, stealth, traveling and outdoor survival abilities. Common Worshippers: Adventurers, travelers, woodsmen Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Sarl). Frey Check Sylra. Fryia Check Halni. Fryr Check Neiglen. Great Bear, the Check Ursun. Halni (Lanshor, Shornaal, Fryia, Slaanesh) Goddess of desire and pleasure. Halni the Deceiver. The most flamboyant and carefree of the Raenir. Due to her ability to shapechange into any animal, Halni usually figures predominantly in most of the stories and myths of the Norse. In her true form, Halni is portrayed as a young woman with fiery red hair and deep blue eyes. But sometimes Halni is portrayed also having very bisexual traits and can sometimes appear as male too. Sphere of Influence: Desire, deception, hedonism, brutal sex, pride, herbs, alcohol, celebration, pleasure Common Worshippers: Shapeshifters (Morkewerernar), hedonists, anyone during the festivities Symbols: Hermaphroditic statues or Symbol of Slaanesh. Sacred/Totem Animals: Crab, Salamander, Snake Rites: Worshipped during every large festival. Halnis own festivals involve many times orgy or brutal use of thralls as sex objects. Lots of herbs (drugs) and alcohol is consumed during these festivities. Special: Chaos God. Some Ulfwerenar consider to be blessed by the Halni, even they shapeshift to wolves or bears. They are called Dark Weres. Harald the Wolf Famous Skaeling hero, which united Bjornlings and Skaelings against Asavar Kuls Chaos Horde during the Great War Against Chaos. Sphere of Influence: War, heroism, leadership Common Worshippers: Warriors, leaders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Skaeling).

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Hagmar Wyrmschlager A legendary hero who appears in the sagas of Norsca and the Wasteland. He slew a dragon that was laying waste to the Forest of Shadows/Southern Coast of Norsca. Hagmar, son of a blacksmith, volunteered to go and slay the beast. He filled a gutted carcass of a deer with stones and set it to roast. The dragon swallowed the carcass and the stones shattered inside the furnace-hot belly of the dragon, killing it instantly. Hagmar looted the dragon's cave and became rich. He forged several items of note: The Dagger of Hagmar, The Chainmail of Hagmar, the Talisman of Hagmar, and The Buckle of Hagmar. Sphere of Influence: Desire, blacksmithing, strength, courage Common Worshippers: Adventurers, dragon hunters, blacksmiths Symbols: Nothing special. Rites: No special days or rites. Special: Human hero from unknown tribe. Helenir or Hel (Tuoni, da) Helenir (or most of the time just Hel) is the Norse God of the dead, and ruler of Doedigard (except Kregnihalla). Usually portrayed very shadowy and dark figure covered with black, hooded robe. Sphere of Influence: Decay, death Common Worshippers: Everyone and nobody Symbols: Crossed bones. Sacred/Totem Animals: Raven Rites: Not worshipped as other Raenir. Only invoked whenever someone is dying or has died. He is prayed by the living for fair judgment and safe passage to the Doedigard in the hands of Warrior Hags. Also, Helenir is called upon to protect the innocent whenever some evil being raises the dead (The Restless Dead) from their rest and sends them to harm the living. Heroes sent forth to battle these vile creatures do so with Helenir's blessing. Special: Considered to be aspect of God Morr. Hrafn Untam Clever Champion of Chaos (Khorne) desired by warriors. Was feared and powerful warlord in the 21st century. Sphere of Influence: War, scheming, tyranny, power Common Worshippers: Warriors, those dedicated to Kharnath Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Aesling). Hunlaf Thorsson Hero of old. Another Skaelings hero that unified the Norse tribes and became High King. Hunlaf was from Wolfclaw clan. It was said that he was touched by the God Thor, Norse God of storms and war. His son was famous Beowulf, who fough also to gain the title of High King after the dead of his father, Hunlaf. Hunlaf other son, Beowulfs brother, was Ingrir. Sphere of Influence: Hope, justice, leadership, charisma Common Worshippers: Leaders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Skaeling). Hvedhrungr or Hverungr (Baldur) God of deals, fire, luck and rogues. Thief, hoaxer and the dazzling joker. Hverungr is usually seen as the harmless trickster, but also as a great merchant and God of bargain skills. Generally, Hverungr is depicted as a handsome man with golden hair and shining eyes. Sphere of Influence: Desire, merchants, rogues, luck, fire Common Worshippers: Merchants, Tradesmen, Skalds Symbols: The Fox. Sacred/Totem Animals: Fox, Raccoon (or Bandit) Rites: There is no special holy days for Hvedhrungr. But whenever someone is getting ready to trade something, or some important deal will be done, it is common to sacrifice animal, even thrall for the Hverungr. Special: Considered to be aspect of God Ranald or Handrich (or both), with some aspects from Kislev God Dazh.

WFRP 2nd Edition 2008 Jackdays

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Juti Kaleva Famous Bjornling hero and a Dwaf-friend (Dawongi) who lived during the time of the Great War against the Chaos. He saved the life Dwarf Magnar, who was son of Master Runesmith of Draka Drak, Drumin Flamearm. Juti and Magnar became lifelong friends and also famous adventurers. For saving his son, Drumin Flamearm forged rune hammer called Kalevala Hammer and gave that to Juti. Sphere of Influence: War, bravery, friendship, dwarves Common Worshippers: Warriors, adventurers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Bjornling). Keorl Thunderhand Great Sarl hero and the ring-giver of Stormraven clan. Keorl was brave Jarl and later King of Sarls. Keorl became famous when he challenged mighty dragon and killed it. His famous weapons were Halrir Daemonsbane (spear) and Fang of Fenris (sword). Sphere of Influence: Desire, strength, courage, wisdom Common Worshippers: Adventurers, dragon hunters Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Sarl). Kharnath (Arkhar, Yngve, Viha, Khorne) Kharnath is the Blood God, the Skull Lord. Good of war and wrath. Usually visualized as a massive, humanoid being with skin the color of blood. He sits upon a grand, brass throne atop a mountain of skulls and blood-covered bones. Wears intricately carved plate armour, covered in writhing runes and faces screaming in pain and torment. In his head is huge, winged helmet with inhuman snarling face. Sphere of Influence: War, wrath, anger, rage, blood-lust, hate, revenge, violence, killing Common Worshippers: Chaos, Warriors, Berserkers Symbols: Skull or Symbol of Khorne. Sacred/Totem Animals: Bull, Dark Dog (Hunting or War), Wolverine Rites: Brutal bloody sacrifices are common to Kharnath. Usually thralls. Multiple victims are butchered before and after battles. It is common that their heads are separated and bodies impaled. Many times worshippers use drinking cups made from the skulls of their enemies and sacrifices. Special: Chaos God. Khorne Check Kharnath. Knut (Canute) Thorisson Knut (Canute) Thorisson was the first High King of Norsca who united the tribes. Sphere of Influence: War, excellence in arms, charisma Common Worshippers: Leaders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Skaeling). Lanshor Check Halni. Lempo Check Loki. Losteriksson Bjornling hero and even more famous explorer than his father Erik the Lost. The first Old Worlder to set foot on the shores of Lustria and live to record the event. Established the colony of Skeggi, named after his own daughter the first Norse child to be born in the new world. Sphere of Influence: Hope, exploring, sailing Common Worshippers: Sailors, reavers, explorers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Bjornling). WFRP 2nd Edition 2008 Jackdays

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Loki or Loki (Son of Raven, Lempo, the Shadowlord, Belakor) Loki is God of war, sorcery, lies and deceit. He is usually portrayed as handsome dark man with possibly slightly red skin color and tiny horns (like mutated human), but also as his fearsome daemonic form. Next common in Norse stories and sagas after Halni. Schemer that usually is involved in all the happenings in Norsca one way or the other. Both hated and loved by the Norse. He is the one that will find the Everchosen. Sphere of Influence: War, sorcery, death, schemes, lies, trickery, deceit Common Worshippers: Sorcerers, shamans, Chaos, warriors Symbols: Crown. Rites: Heksnatt (Hexenstag) and Skrekkenatt (Geheimnistag) are important celebration days. Brutal bloody sacrifices are common to Loki. This is usually one thrall (same worshippers many times worship also Raven God and give few more thralls to him too). Loki also likes perverse Darksoul ritual and it is performed by some Norse tribes, even this is more common custom among the Kurgan and Hung tribes. More on that ritual in Tome of Corruption. Special: Daemon Prince. Considered to be son of Raven God (Grand Schemer). Maaemo Check Sylra. Magnus Lawmaker High King Magnus Lawmaker recreates the Kingdom of Norsca, with all tribes under one strong leader. This th happens in the 11 century. The rune language (the Futhark) of the Norse is created and Magnus also creates calendar. But most importantly he writes down a law that is to be used. This is called Wergild. This is second time all tribes are united under one High King (this will not last for long, but for a moment they were all united). Sphere of Influence: Hope, rune language, wisdom Common Worshippers: Scholars, vitki, leaders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Skaeling). Malor (Ahti, Njord, Strna) Malor is the God of the sea, fjords, rivers, lakes, and the creatures that swim in those waters. Malor is the moodiest of the Raenir; at one moment calm and serene, the next raging and frothing, very much like the sea where Malor is most at home. He is the father of the waves. According to the sagas, it was Malor who taught the first Norse sea lore and methods to build ships which could handle the rough and stormy northern seas. Generally, Malor is depicted as a muscular man with flowing green hair and beard and armed with the great spear, Sjoehjelir. Malor can range in size from that of a tall Human to a colossal being whose size dwarfs all but the largest whale (this larger form is usually the one encountered at sea). Note: Strna is usually considered to be female aspect of Malor, even some Norse believe that she is different God. Sphere of Influence: Hope, sea, fjords, rivers, lakes, marine creatures, sea lore Common Worshippers: Fishermen, sailors, sea traders, reavers, slavers Symbols: Simple symbol of water or Trident. Sacred/Totem Animals: Albatross, Seagull Rites: Holy days in honor of Malor occur on beginning of Seilazeit (Sigmarzeit) and beginning of Hoestzeit (Erntezeit). These days correspond to the beginning and end of the sailing season, respectively (even Norse dare to sail around the year if sea is not under ice). Celebrations are usually marked of contests of maritime skills, like sailing (or rowing) challenges between ships. Sacrifices are also given to the sea (sometimes thralls). Also Malor is much feared during the voyages and slaves can be sacrificed during the storms by those whose livelihoods depend upon his good graces worship Malor, such as fishermen, sea traders, and sailors. Others, who intend to travel by boat, appeal to Malor for safe passage. Tales are told of the disasters bestowed upon those who offend Malor. Minimally, the nature of the disaster may be a shipwreck or several days (even weeks) lost at sea. At worse, the ships may be attacked by a Kraken or Leviathan, both of which are monstrous servants of Malor. Special: Considered to be aspect of God Manann. Many see Malor and Stromfels different Gods and rivals (check Stromfels).

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Meritursas Check Stromfels. Mermedus Check Stromfels. Mimir Check Valdin. Morkar the Uniter Champion of all Chaos warriors and Warlords. Actually the first Champion of Chaos crowned by Belakor. Sphere of Influence: War, Chaos, destruction, leadership, tyranny Common Worshippers: Warriors, leaders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero. Mother of All Things, the Check Sylra. Mt Check Neiglen. Neiglen (Nielglen, Mt, Nurglitch, Onogal, Plague God, Fryr, Nurgle or The Worm Nurgle) Neiglen is God of decay and entropy. Lord of Pestilence and father of 10 plagues. Often depicted as a grotesquely fat humanoid, his sickly green skin festering with wounds, sores and oozing puss. His bloated face leers and is often pulled back in an ironic smile, with an immensely long tongue ending in a smaller, twisted face. Neiglen also has two yellow horns. Sphere of Influence: Decay, disease, despair, destruction. Common Worshippers: Mutants, infected, mad Symbols: Symbol of Nurgle (three rings). Sacred/Totem Animals: Crow, Lemming, Rat Rites: Brutal bloody sacrifices are common to Neiglen. Commonly thralls. Usually their blood is taken, spiced with herbs, possibly with mutated blood also and drinked by the worshippers. Special: Chaos God. Nielglen Check Neiglen. Njord Check Malor. Njrr Check Tchar. Nurgle or The Worm Nurgle Check Neiglen. Nurglitch Check Neiglen. da Check Helenir. Odin Check Olric.

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Olric (Olrik, Winters Fury, Snow King, Ursash, Ukko, Odin) The principal deity and leader of the Raenir in the Norse pantheon, Olric is worshipped by warriors and most common folk as the God of battle, winter, and wolves. High God. Olric is also the ruler of the Kregnihalla where the souls of those meeting a warrior's death find eternal battle and feasting. These Aandkregnir wait the day of the Endeslagok when Olric will call upon all them to join the Raenir in the last Great War. Portrayed as a massive warrior alike in form. Olric has long hair and black beard silvered by hoar frost. Olric carries a wolf-skin cloak. Sometimes Olric also comes as a huge silver-grey wolf. Sphere of Influence: War, winter, wolves, excellence in arms, runic knowledge, wisdom, bear hunting Common Worshippers: Leaders, warriors, shapeshifters (Wolf) Symbols: Wolf symbols and wolf skins. Sacred/Totem Animals: Wolf Rites: Most important holy day for Olric is Vinterstille (winter solstice). This festival is usually celebrated with sacrifice (animals or thrall) and larger festivities. Worshippers sometimes travel alone to the wilderness and try to find biggest and meanest wolves to prove their worthiness to Olric by killing them in one-to-one combat (this usually means Giant Wolves or Winter Wolves [NEW]). Blood sacrifices are common also when worshippers go to battle. This can mean little own blood or sacrifice of animal or thrall. Those who sit in judgment of their fellows or settle dispute between neighbors pray to Olric for guidance and wisdom. Even those who rule (such as Magnus Lawmaker) seek inspiration from the Raenir Lord. Moreover, convicted criminals are sacrificed to Olric to atone for their crimes (and their spirits consigned to the lower Sphere of Influence of Doedigard). Special: Considered to be aspect of God Ulric. Wolfs are considered holy animals, but on the other hand if they attack it is considered to be Olrics test. And only those who survive the attack are considered to be worthy enough. Ulfwerenar that shapeshift to Wolves are believed to be Olricsbarn (Children of Olric). Ragnarites (or called also the Order of the Winter Throne in Old World) is lesser order of Olric that calls God Snow King. Their monastery and mysterious holy cave system, Ulrics Throat, are located in Sarl lands.

Ragnarites:
Ragnarites are lesser order of Olric (or Ulric in Old World). In Old World their order is more commonly known by the name the Order of the Winter Throne. This order was found by White Wolf BrotherTemplar Ragnar Frazsson. Order has few monasteries in the Sea of Claws and one is located in the Sarl Tribe lands. It is found in the Iron Mountains. It is said, that in these mountains is also location of secret and mysterious site called Ulrics Throat. Ulrics Throat is cave system discovered by the orders founder. It is rumoured that the caves hide the mysterious Throne of the Snow King. Order leader, called by the title Ulricsson, lives in these caves. More information about the Order of the Winter Throne check Tome of Salvation (WFRP2 sourcebook).

Olrik Check Olric. Onogal Check Neiglen. rsen Check Ursun. Otso Check Ursun. Plague God Check Neiglen. Raven God Check Tchar.

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Ravenswyrd, the Many sagas spanning many centuries record appearances of a strange and mysteriouos character. He always appears at the Norses darkest hour, when their need is greatest and he is always accompanied by a black raven. He has become known as the Ravenswyrd. He is believed to be a warrior chosen by the Gods (not the Dark Gods) to guard the people of Norse until the final battle. Norse do not actually workship this strange figure, but he is remembered in the sagas. Sphere of Influence: War, excellence in arms, strength, courage Common Worshippers: Warriors Symbols: Nothing special. Rites: No special days or rites. Special: Human hero from unknown tribe. Scyla Anfinngrim Once Scyla of the Tribe of the Hound enjoyed the favor of his Chaos God. At one time, Scyla's Raiders plagued the northern coasts of the Empire. His name was feared by the Kislevite merchants of Erengrad. Many remembered the daring night raids that left the docklands of the Lynsk an inferno of destruction. But power of such magnitude has its cost, and Scyla paid the highest price for his ambition. At first, his body swelled with chitinous plates. This gift made him even more powerful, but it was the beginning of the end for Scyla. Within the year, his head had grown elongated and reptilian, and a beaked tail sprouted from his back. His limbs lost their clean human shape and became long, hairy, and ape-like. Soon, he could no longer grasp his sword and fell upon all fours like a beast. At last, his mind gave up its grip, and Scyla was lost in the depths of gibbering abomination and became a Chaos Spawn. Scyla's warband took pity on him; some even revered him in his new form and paid homage to him as a living God. Subsequently, his trusted lieutenant One-Eyed Erlock was chosen as Khorne's Champion, and Erlock placed around Scyla's alformed head the potent Collar of Khorne. When Erlock led the warriors to battle, he took Scyla with him and directed the horrific creature like a tamed beast. The ultimate fate of Scyla is not recorded, but he was said to have fallen at the Gates of Kislev, the titanic battle that ended the Great War Against Chaos. Sphere of Influence: Raiding, war, sailing Common Worshippers: Reavers, Slavers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Graeling). Shadowlord, the Check Loki. Shornaal Check Halni. Sigismund Hero of warriors. Most famous Norse Hero from the Sagas. Known for his strength of arm and bravery, but not for his wit. He wielded mighty weapon (commonly believed to be sword) called Jotunidmyker. Sagas tell that Sigismund was buried to the mountain called Sigismunds Mount, which is in the island of Varaland. It is not certain was Sigismund real person or fiction based on some hero. It is possible he was Norsii hero from the days when very first Norsii came to Norsca. Sphere of Influence: War, excellence in arms, strength, courage Common Worshippers: Warriors, adventurers Symbols: S rune from Futhark. Rites: No special days or rites. Special: Human hero from unknown tribe. Slaanesh Check Halni.

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Skar Sealord Bjornling reaver from the town of Iskvard. Usually only mentioned with the Skars Kraken-killer sword, which is even more legendary than its wielder. Skar lives in the sagas of his hometown Iskvard. Skar on was onboard in a ship that was attacked by mighty Kraken in Sea of Claws. When Skar was fighting the Kraken he found the sword (Skars Kraken-killer) suddenly. He used the sword to kill the Kraken and was the only survivor. It was said that he was blessed by the God Meritursas. Sphere of Influence: Desire, heroism, seas Common Worshippers: Warriors, reavers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Bjornling). Snow King Check Olric. Son of Raven Check Loki. Strna Check Malor. Stromfels (Mermedus, Meritursas) The Shark God, God of the Dangers of the Seas. Lord of sea and predators. Some say Stromfels is a giant shark (and all the sharks are his children), others (Skaelings) see him as daemonic creature that walks on the sea floor. This daemonic appearance is said to be bulbous and ghoulish figure, bloated in death, and covered in bulging eyes. It is common knowledge that Stromfels causes stormy waters to capsize ships and drown sailors. Sphere of Influence: Decay, marine predators, dangers of the seas, fatal storms Common Worshippers: Reavers, slavers, fisherman, sailors Symbols: Sharks Tooth. Sacred/Totem Animals: Shark, Walrus Rites: During the storms or beginning of a sea voyage worshippers usually sacrifice few thralls to the Sharks (first giving blood to the sea). Special: Mermedus (who is considered to be Daemon) is believed to be another aspect of Stromfels. Also some believe that both Mermedus and Stromfels are actually primitive aspects of Manaan, whilst others see them as an aspect of the Blood God. Styr Windrunner th Hero of mariners and adventurers. Famous jarl and adventurer from the 20 century. Sagas tell that he even sailed around the world. Even this is hardly true he did travel to the lands of Dark Elves, High Elves, and Lustria in the foot prints of Losteriksson, and even beyond reaching Southern Lands and Ind. Sphere of Influence: Desire, sailing, traveling Common Worshippers: Sailors, reavers Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Graeling).

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Styrkaar of the Sortsvinaer Varg hero and King from the tribe of Sortsvinaer. One of The Four, generals of Archaon. It is not common to become person of the sagas so soon, but Styrkaars fame started when he killed his own father and became Jerg of his clan (minor tribe). He was just eighteen years old, but very respected by his clan (tribe) members. This was done with the help of Slezuzu, a demonic entity whom had been inhabiting Styrkaars mind since the young champions birth. Styrkaars mind merged with that of Slezuzu after he murdered his father and Styrkaar changed also physically. His teeth lengthened into delicate fangs and his skin took on a unnatural glow from within, as if a cold light burned just beneath the surface. He became soon living legends that many followed and served almost as God. For two decades he traveled across the Norsca and Chaos Wastes fighting until he met Archaon and became his general. Sphere of Influence: Desire, deception, hedonism, pleasure, leadership Common Worshippers: Hedonists warriors and berserkers, those dedicated to Halni Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Vargs). Sylra (The Mother of All Things, Frey, Maa-emo, Fjrgyn) The mother of all things, Sylra is the Goddess of earth, fertility, motherhood, childbirth, and the family. While Sylra is usually viewed as the most peaceful of the Raenir, her wrath is the most feared when elicited (much like that of a mother bear when her cubs are threatened). Sylra is generally portrayed as a caring Norse matron who tends her own garden and watches over the young. Sphere of Influence: Hope, earth, love, fertility, motherhood, childbirth, family Common Worshippers: Farmers, herdsman, women Symbols: Woman statue, usually with child. Sacred/Totem Animals: Cow, Rabbit Rites: Celebrations occur on beginning (10th day usually) of Plaugzeit (Pflugzeit) - day of seeding, last day th of Seilazeit (Sigmarzeit) - harvesting of fruiting trees and departure to summer pasture, and end (25 day usually) of Hoestzeit (Erntezeit) - day of harvesting and return from summer pasture. Special: Considered to be aspect of God Rhya or Shallya (or both). Taldur (Tapio, l or Thl) Taldur is the God of the forests, mountains, and the creatures that dwell in such places. Taldur is generally portrayed as a large muscular man with the antlers of the Great Northern Elk sprouting from his head. Sphere of Influence: Hope, forests, mountains, creatures of forest Common Worshippers: Hunters, trappers, woodsmen, travelers Symbols: Antlers of the Great Northern Elk. Sacred/Totem Animals: Deer, Reindeer Rites: Most important holy day for Taldur is Vaarvendung (spring equinox). Lesser holy day is Hoestvendung (autumn equinox). These festivals are usually celebrated with sacrifice (animals or thrall) and larger festivities. Special: Considered to be aspect of God Taal. Tapio Check Taldur. Tchar the Eagle (Raven God, the Windlord, Njrr, Tzeentch) The Changer of Ways and Architect of Fate. God of magic, deceit, secrets and change. Master of scrying the future and past, and manipulating the world. Usually is depicted as a huge, grossly formed humanoid with gangly limbs. Tchar lacks a head, and his face sits squarely in his chest. Two writhing, flexible horns ending in hideous faces adorn his shoulders. Sphere of Influence: Desire, sorcery, change, manipulation, schemes, lies, trickery, deceit Common Worshippers: Sorcerers, shamans, warriors, shapeshifters (Morkewerenar) Symbols: Death Raven (raven wings and raven skull) or Symbol of Tzeentch. Sacred/Totem Animals: Albatross (twisted), Eagle (twisted), Raven (twisted) Rites: Heksnatt (Hexenstag) and Skrekkenatt (Geheimnistag) are important celebration days. Brutal bloody sacrifices are common to Tchar. Commonly multiple thralls. Special: Chaos God. Even raven is also symbol of Morr, Tzeentch raven aspect is different looking. Some Ulfwerenar consider to be blessed by the Tchar, even they shapeshift to wolves or bears. They are called Morkewerenar (Dark Weres).

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Tiera Ursviik Champion of shapeshifters and warriors who lived in the 17th century. Famous hero and Ulfwerenar. Baernsonlings believe he could change to bear and was blessed by the Urson, but Sarls believe that he was actually Olricsbarn. Either way he was adventurer and traveler. It is said that during his time he was the best and most deadly fighter born. He fought and killed Champions of Chaos and champions of Old World. But when he actually shape-changed, he was even more powerful and deadly. Sagas tell mighty tales where Tiera destroyed armies alone. Sphere of Influence: Hope, bravery, adventuring, survival skills Common Worshippers: Warriors, shapeshifters Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Bjornling). l or Thl Check Taldur. Thoramir Ulfenblod Hero of adventurers and treasure hunters. Fierce fighter against Chaos. Was also known treasure hunter who adventured in Norsca and also Old World to collect more treasures. There are legends that some of his biggest treasures are still hidden somewhere and they include magical items also. Sphere of Influence: Desire, treasure hunting, drinking, adventuring Common Worshippers: Adventurers, treasure hunters Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Baersonling). Thor (Tyr, Tursas, rr or Thrr) Thor is Storm God. He is portrayed as a muscled, square-jawed warrior. He wields a massive axe with a haft of oak, and uses it to cleave the sky to create the thunderbolts for which he is famed. Sphere of Influence: War, battle, thunder, storm, lightning Common Worshippers: Warriors, travelers Symbols: Thunderbolt, axe with a thunderbolt for a haft. Silver is considered the favored metal of Tor. Sacred/Totem Animals: Big Horn, Mountain Goat, Ram Rites: Usually worshippers start drinking and give prayers during the thunderstorms and mighty storms gathering outside. It is common to pour alcohol to the ground as sacrifice to calm the Thunder God or get blessing when going to battle. Special: Considered to be aspect of God Tor. Originally Kislev God. Some say Tor itself might be aspect of Ulric or Taal. rr or Thrr Check Thor. Tor Check Thor. Tuoni Check Helenir. Tursas Check Thor. Tyr Check Thor. Tsto Check Valdin. Tzeentch Check Tchar.

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Ulf Donnersson Champion of bravery and home. Legendary Skaeling hero that was said to have found the fertile island of Ulfsland. To claim the land he had to undergo a series of contests with a very old man, who seemed to possess amazing physical strength and endurance. This man revealed to be Olric himself. When Ulf finally won, Olric gave his blessing to Ulf. For that his people would always have the Island. Sphere of Influence: Hope, bravery, fertility, home Common Worshippers: Ulflanders Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Skaeling). Urlfdaemonkin God of war. Mighty Aesling hero (Urlf) that became Champion of Khorne and eventually was rewarded to become Daemon Prince. Sphere of Influence: War, wrath, blood-lust, hate, revenge, violence, killing Common Worshippers: Chaos, Warriors, Berserkers Symbols: Crude shape of a Skull (symbol of Khorne). Rites: Heksnatt (Hexenstag) and Skrekkenatt (Geheimnistag) are important celebration days. There are usually few bloody sacrifices for Urlfdaemonkin. This is commonly one thrall. It is not uncommon to tribal sorcerer to try to summon Urlfdaemonkin for blessing. He is very willing to give blessings for mighty warlords (especially among his own kind). More on summoning rituals in Tome of Corruption. Special: Daemon Prince (Aesling). Ukko Check Olric. Ursash Check Olric. Ursun (Otso, the Great Bear, rsen) Ursun is the Father of Bears. Bear God. He is, unsurprisingly, most usually depicted as a massive cave bear, with a crown, teeth and claws of glistening gold. It is said that Ursun can take Human form, and will appear as a burly, bearded man with an age-worn face, thick hairy arms and a great mop of hair, and wearing nothing but a loincloth. Sphere of Influence: Hope, bravery, bears, survival abilities Common Worshippers: Hunters, warriors, travelers, shapeshifters (Bear) Symbols: Medallions of gold, shaped like a bears claw. Devout followers of Ursun wear bearskin cloaks, or wear a bears paw as a talisman. Also bears skulls are common (both as helmets and in shields). Sacred/Totem Animals: Bear Rites: There are two important holy days: Vaarvendung (spring equinox), when worshippers gather to huge celebration of loud rituals, drinking and making as much racket as possible. It is time to rouse Ursun from his winter sleep; Hoestvendung (autumn equinox), which is little smaller celebration. During this time the Ursun prepare for his winters rest. Special: Originally Kislev God. Ulfwerenar that shapeshift to Bear consider to be blessed by the Ursun Bearstruck (especially common among the Baernsonlings it is mark of mark of lordship). Some scholars speculate that Ursun could be aspect of Taal. Valdin (Mimir, Tsto) Valdin is God of wisdom, justice, knowledge and healing. Valdin is the All-Seeing Master of Fate. Valdin is commonly pictured to be wise old man, with wild look. It is said that he can take the shape of owl. Because this many Norse fear and respect owls. Sphere of Influence: Hope, wisdom, healing, justice, rune language Common Worshippers: Holymen, healers, druids Symbols: The owl. Sacred/Totem Animals: Owl Rites: There is no special holy days for Valdin. But whenever healing is needed people usually sacrifice animal, even thralls for Valdin. Special: Both Norsca and northern Albion God. Considered to be aspect of God Verena or Shallya (or both).

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Valnir the Reaper Mighty Sarl warrior in his time, who came tired of life and left Norsca to the north into the Chaos Wastes. He survived through the Wastes and finally found Nurgle. He then became great Champion of Nurgle. Later during the Great War Against Chaos he was cut down by Tsar of Kislev. After this his followers carried his body back to their lands. But Valnir did not die truly and his body didnt rot away. And sagas tell that he will arise again. Sphere of Influence: War, disease, hate, sorrow Common Worshippers: Warriors, those dedicated to Neiglen. Symbols: Nothing special. Rites: No special days or rites. Special: Human hero (Aesling). Viha Check Kharnath. Vipunen Jotun hero of crafts, smithing and wisdom. Was very wise Jotun who created many strange devices and magical items. It was said that he learned magic from the Elves and runesmithing from the Dwarfs. This may not be all true, but he seemed to have been user of Wind of Chamon. There are many stories that Vipunen had many hideouts and these can still be there. Just cleverly hidden by mechanical and magical traps. Inside these hideouts are amazing treasures and magical items. Sphere of Influence: Desire, inventing, crafts, wisdom, smithing Common Worshippers: Craftsmen, inventors Symbols: Crossed hammers. Rites: No special days or rites. Special: Jotun hero. Vin Legendary Bjornling hero and magic-user. There are many legends from different times about Vin. This has created the mysterious and feared reputation over him. What ever is the truth, Vin was fierce enemy of Chaos and powerful magic-user. Sphere of Influence: Hope, magic, wisdom, singing, traveling Common Worshippers: Skalds, Magic-users, adventurers Symbols: V rune from Futhark. Rites: No special days or rites. Special: Human hero (Bjornling). Windlord, the Check Tchar. Winters Fury Check Olric. Yngve Check Kharnath.

WFRP 2nd Edition 2008 Jackdays

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Norsca: Religion Version 1.3

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