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Ancient Warriors - The Vikings
Ancient Warriors - The Vikings
entWarri
ors
TheVi
kings
AlexRi
ggs,J
oshuaZaback
Ancient Warriors
The Vikings
Editor
Rosa Gibbons
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Table of Contents
Introduction................................................................................................................................4
Who are the Vikings?...........................................................................................................4
Vikings: the Legend...............................................................................................................4
Vikings: the History..............................................................................................................6
Viking Adventures.................................................................................................................8
New Archetypes......................................................................................................................8
Viking Berserker (Barbarian)...............................................................................................8
Inspiring Warrior (Bard)....................................................................................................11
Gothar (Druid).....................................................................................................................12
Viking Warrior (Fighter)....................................................................................................13
Tavern Brawler (Monk).....................................................................................................14
Viking Raider (Ranger).......................................................................................................16
Volva (Witch)......................................................................................................................17
Prestige Classes.......................................................................................................................18
Berserker................................................................................................................................18
Housecarl..............................................................................................................................23
Jomsviking............................................................................................................................28
Introduction together the actuality of Viking life.
Viking. It’s a powerful word that conjures While an academic book devoted to
a very specific and descriptive image of a fierce the Vikings would take pains to debunk the
and powerful warrior. Depending on your various inaccuracies and myths of the modern
exact knowledge of Vikings, it may also imply interpretation of Vikings, in order to allow a
connotations of uncontrollable rage, a proud and better understanding of what real Vikings were
noble warrior culture, terrible hygiene, or half a actually like, this isn’t an academic book, and,
dozen other things. There is perhaps no single for the purposes of roleplaying and having fun at
ancient culture that evokes such a strong and the game table, the myth is at least as good as the
specific image as the Vikings, even though the legend, if not better.
Viking age ended almost 1,000 years ago.
For that reason, the following section will
More importantly, Vikings, and Norse examine not only a very brief look at the Vikings
mythology and world view in general, have a huge as they actually were, but will also include an
influence on the modern fantasy genre, as it was examination of the way that popular culture and
these source from which Tolkien drew inspiration modern myth and lore perceive and portray the
for his elves and dwarves, among other things. Vikings, as both of these viewpoints, the fantastic
Even the underlying attitude of the average party and the factual, were drawn upon in the creation
of adventurers (that is, kick in the door, kill of this book.
everything that moves, and take everything that
isn’t nailed down) has undeniable parallels to Please note that this is not a history book,
Viking raiders, just as deliberately seeking out and it is sadly far beyond the scope of this book
more and more powerful monsters to kill (just for to provide a full examination of Viking history
the fun of it) is reminiscent of the actions of many and culture, whether factual or imagined. If you
of the heroes of Viking sagas. That said, it seems are interested in learning more about Vikings, we
only natural to dedicate an entire book to nothing strongly recommend that you check your local
but Vikings. library, as many excellent books have been written
on the subject.
In this book, you will find a brief
examination of the Vikings, from both a historical Vikings: The Legend
view and the view of popular culture and opinion,
as both the fact and the myth of Vikings can be Vikings have long held a special place
of use to anyone interested in a fun and engaging in the hearts and imaginations of the western
Viking game. You will also find some highly- world. Despite the fact that Vikings haven’t been
detailed archetypes for a variety of classes, around for hundreds of years, we remain a strong
designed to give those classes a bit of the Viking cultural image of what Vikings are. You don’t
magic. Finally, you’ll find three new Viking- need to be particularly interested in history or
themed prestige classes: the terrifying berserker, fantasy to know that the warrior wearing furs
the stalwart housecarl, and the proud jomsviking. and a horned helmet, wielding a huge axe and
shouting for the blood of his foes from the prow
of a dragon-headed longship is a Viking. There is
Who Are the Vikings? a certain image of Vikings that has been culturally
preserved and handed down to us, through
Vikings are, at the same time, a very well-
movies, books, comics, and other various media.
known and also very mysterious people. While
most readers will be familiar with the caricature
To most, Vikings are savage warriors,
of Vikings that has been handed down to us
hardened by the harsh and unforgiving climate
through the ages and that is now part of our
of the cold, barren north. They are, to a man,
cultural identity—an idea found in books, movies,
barbaric, with nothing but contempt for
TV, comics, and even the names of football
civilization and all that it entails. They are dirty,
teams—this image is only a tiny fraction of the
with no concern for even the already low medieval
full story, and historical records of the Vikings
standards of hygiene, and they are ruled primarily
are frustratingly vague, leaving us with mostly
by their lusts. While the most famous of these is
guesswork and estimation in order to piece
their bloodlust (more on that below), the Vikings Vikings of this sort are generally likeable
of myth are also well-known for their other lusts, people, who may enjoy a good party and a few
both their unquenchable appetite for mead and drinks of mead with friends, perhaps accompanied
other alcohol, and their rapacious nature towards by some good-natured boasting and tall tales of
women. their accomplishments, but that doesn’t mean
that they are wild hooligans. Far from it, for their
The true defining characteristic of the warrior culture values personal honor above all
mythological Viking is his prowess as a warrior. else, and Vikings who are cowardly or dishonorable
By far the most famous and iconic image of the are the lowest of the low: the word of a Viking is
Viking is the berserker. These warriors are well worth far more than the word of less honorable
known for flying into a frenzied, uncontrollable warriors.
rage in battle, for being unbelievably strong and
even more tough—their rage allows them to ignore Similarly, these Vikings may fight for the
even deadly wounds, and they keep fighting long challenge or the joy of the fight, and as such they
after lesser men would have collapsed from their may seem to enter into battles indiscriminately, but
wounds. These raging warriors completely lose they do not have any true interest in fighting the
control, and quickly devolve into savagely attacking weak or cowardly, and innocent bystanders need
anything that moves, even if it happens to be one not fear being hunted down and slain by attacking
of his allies. In effect, these savage warriors must Vikings.
simply be pointed in the direction of the enemy
and “let loose,” with the hope being that they kill Vikings as Unholy Scourge
more of the foe than each other.
A view that has been slowly decreasing in
At this point, myths about the Vikings tend popularity over the course of the last few hundred
to diverge into two different paths: that of the years, this interpretation of Vikings portrays them
noble savages, on the one hand, and of the unholy as, quite literally, an unholy scourge sent to punish
scourge, on the other. These two represent the and destroy the good, peaceful, Christian peoples
extreme ends of a complex spectrum, and in the of medieval Europe.
tapestry of modern lore and myth about Vikings,
the majority of examples will fall somewhere in This portrayal of Vikings leaves it clear that
between, and borrow from both archetypes, but their primary motive in their constant unprovoked
these represent the two major approaches to the attacks and raids on peaceful settlements, above
way that we perceive Vikings today. and beyond any wealth or plunder (including
New Archetypes
The following section presents new
archetypes for a variety of classes. For more
information on the rules for selecting and applying
archetypes for a character, see the Advanced
Player’s Guide. The following archetypes are
presented alphabetically by the name of the class
that they modify.
Tough Skin (Ex): At 6th level, a Viking Obvious Target: At 1st level, an inspiring
berserker’s skin is so covered in callouses and scar warrior can tempt an opponent to attack him,
tissue that it becomes extraordinarily tough and instead of another target. As a move action, the
durable. As long as the Viking berserker is not inspiring warrior can force a single creature within
wearing any armor, his natural armor bonus to AC 60 feet of him to succeed on a Will save (10 + 1/2
is increased by +2 (if he does not have a natural the inspiring warrior’s bard level + the inspiring
armor bonus from another source, it becomes warrior’s Charisma modifier) or be unable to
+2). The Viking berserker can use shields (but not attack any creature but the inspiring warrior for a
tower shields) and still gain this benefit, but if he number of rounds equal to the inspiring warrior’s
wears armor of any kind, he loses all benefits of Charisma modifier. If the target is unable to attack
this class feature until the armor is removed. At 12th the inspiring warrior (he can’t see or hear him, or
level, this bonus increases to +4, and at 18th level, it he is behind a wall of force, or similar), then this
increases to +6. This ability replaces trap sense 2, restriction does not apply. The inspiring warrior
trap sense 4, and trap sense 6. being out of reach does not count as being “unable
to attack” him for this purpose: if the target can
New Bard Archetype: Inspiring only make melee attacks, if he is able to reach the
inspiring warrior, he must do so if he wants to
Warrior make any attacks for the duration of the ability.
The inspiring warrior can use this ability a number
While most bards inspire their companions of times per day equal to 1/2 his bard level. This
by singing songs, telling tales, or even through ability replaces the fascinate bardic performance
things like interpretive dance, inspiring warriors ability.
lead their allies to greatness by being great, and
leading by example. Accomplished Warrior (Ex): At 5th level,
the inspiring warrior gains Weapon Focus and
An inspiring warrior has the following class Weapon Specialization as bonus feats. He must
features: meet all the prerequisites for these feats, except
for the fighter level requirement of Weapon
Weapon and Armor Proficiency (Ex): Specialization (he must still have taken Weapon
An inspiring warrior is proficient with all simple Focus for whatever weapon he selects for Weapon
and martial weapons, and with light and medium Specialization). This ability replaces the lore
armor and shields (except for tower shields). master class feature.
Bardic Performance: An inspiring warrior Inspiring Blow (Ex): Beginning at 6th
can use bardic performance for only 2 rounds level, whenever the inspiring warrior confirms a
+ his Charisma modifier per day at 1st level, and critical hit, he may choose to use this ability as a
gains only one additional round per day for each free action. If he does so, each ally within 60 feet
bard level after 1st. Otherwise, this is identical to gains a +2 morale bonus on attack and damage
the bard class feature, except that some of the rolls for a number of rounds equal to the inspiring
individual uses of bardic performance are removed, warrior’s Charisma modifier. The inspiring warrior
as outlined below. can use this ability once per day at 6th level,
plus an additional time per day at 10th level, and
Inspiring Resilience: At 1st level, whenever
every 4 levels thereafter. This ability replaces the checks equal to 1/2 her druid level in cold or icy
suggestion bardic performance ability. terrain, and she cannot be tracked in cold or icy
terrain. This ability replaces woodland stride.
Inspiring Rage (Ex): Beginning at 12th
level, the inspiring warrior can enter a rage, as the Sacrificial Offering (Su): Beginning at 3rd
barbarian class feature, for a number of rounds per level, a gothar can sacrifice animals she summons
day equal to 1/2 his class level (rounded down). with summon nature’s ally spells in order to
As long as he is raging, any ally within 60 feet gain a benefit. This is a full-round action which
may choose to rage as well, in which case that provokes attacks of opportunity, and requires that
ally gains the benefits of the rage spell for as long the gothar touch the animal. Additionally, if the
as the inspiring warrior continues to rage. This summoned animal has already acted this round,
ability replaces the soothing performance bardic then the sacrifice has no effect. If the summoned
performance ability. animal was not the only animal summoned by the
summon nature’s ally spell that summoned it (for
Battle Frenzy (Ex): Beginning at 18th level, example, using a summon nature’s ally IV spell
whenever an inspiring warrior slays an opponent, to summon 1d4+1 dogs), then the sacrifice has no
he may choose to use this ability as a free action. effect unless all of the animals summoned by that
If he does, each ally that is within 30 feet of him spell are sacrificed (this can still be performed with
benefits from this ability, and for the next three a single full-round action, but the gothar must still
rounds, whenever those allies use the full attack touch each creature to be sacrificed).
action, they can make an extra attack at their
highest base attack bonus. This does not stack with As soon as the gothar touches the animal, it
haste, or other effects that grant additional attacks is immediately consumed by supernatural flames,
(except for Two-Weapon Fighting, Rapid Shot, and filling an area within 30 feet with a greasy, hazy
similar). The inspiring warrior can use this ability smoke that does not obscure vision, but instead
once per day, plus an additional time per day at grants bonuses to each of the gothar’s allies within
20th level. This ability replaces the mass suggestion this area as they breathe in ths smoke. This smoke
bardic performance ability. dissipates almost immediately, so only allies that
are within this range at the time of the sacrifice can
Inspiring Return (Ex): At 20th level, you benefit from this ability.
are so inspiring that you can allow your allies to
stave off death. Whenever an ally within 30 feet of The exact nature of the benefits provided
you who can see and hear you would be reduced to by the sacrifice depends on the power of the spell
0 or fewer hit points or slain by a death effect, he used to summon the sacrificed animal, as outlined
is instead reduced to exactly 1 hit point, and alive. on the table below. The sacrifice grants the benefit
Each ally can only benefit from this ability once listed for the appropriate spell level, as well as the
per day (even if more than one allied inspiring benefits of all the lower-level versions of the spell
warrior is around: a creature can only benefit from to each allied creature within 30 feet of the animal
this ability once per day, regardless of the source). when it is sacrificed.
This ability replaces the deadly performance bardic
performance ability. Regardless of the type of creature sacrificed
or the benefits gained, the benefits of this ability
New Druid Archetype: Gothar last for as long as the summon nature’s ally spell
that summoned the sacrificed creature would
Gothars are the shamans and priests of the have lasted (so if a 12th-level gothar cast summon
old ways, and have mastered the art of gaining nature’s ally IV, which has a duration of 1 round/
boons through sacrifice, including grisly rituals of level, and then sacrificed the summoned creature
human sacrifice. on the second round, the benefits would last
another 11 rounds. If he instead sacrificed the
A gothar has the following class features: summoned creature on the 5th round, the benefits
would last another 7 rounds, and so on).
Norseman (Ex): At 2nd level, a gothar
gains a bonus on Initiative checks and Knowledge The gothar may use this ability once per day
(geography), Perception, Stealth, and Survival at 3rd level. He can use it an additional time per
Hit Dice, or equal to the participant’s Hit Dice,
whichever is lower. The participants can spend one
or more luck points as a free action to gain a luck
bonus equal to the number of luck points spent on
a single d20 roll (such as an attack roll, skill check,
ability check, or so on). A participant cannot spend
more luck points on a single roll than 1/4 his Hit
Dice, and he cannot have more luck points than his
Hit Dice at any one time. Luck points remain for
one week, and if they are not spent before this time
they are wasted.
Wild Shape (Su): A gothar gains this ability This ability replaces the a thousand faces
at 6 level, and it functions at her druid level
th class feature.
-2. Further, he is never able to use wild shape to
transform into an elemental creature (although he New Fighter Archetype: Viking
still gains the ability to use it to transform into a Warrior
plant creature).
Viking warriors are among the most feared
Human Sacrifice (Su): At 13th level, the melee combatants in the world. Lightly armored,
gothar can sacrifice a willing or helpless humanoid they have no fear of death, and often fly into
creature in order to gain a benefit. This ritual terrible rages. Further, they take perverse delight in
sacrifice requires a full minute to perform, and slaying their foes, and each opponent they kill only
the creature to be sacrificed must be either willing serves to make them fiercer combatants.
or helpless for the entire duration of the ritual.
While participating in the ritual, the gothar, and A Viking warrior has the following class
anyone else that the gothar allows to take part in features:
the ritual, must spend a full-round action chanting
and making ritual gestures, and are treated in all Weapon and Armor Proficiency: A Viking
ways as though they were casting a spell (including warrior is proficient with all simple and martial
having to make concentration checks if they are weapons, light armor, medium armor, and shields,
damaged, provoking attacks of opportunity, etc.). but not with heavy armor or tower shields. He is
If a concentration check is failed by any of the also proficient with any one exotic weapon of his
participants, the ritual must start over from the choice that belongs to the Viking weapon group
beginning. (see below).
At the end of the ritual, the gothar must Viking Weapons: A Viking warrior is well
make a coup de grace action on the sacrificial versed in the types of weapons favored by vikings.
creature. He must continue making this action
When selecting a group of weapons for his Weapon
each round until the sacrificial creature dies, or the
ability has no effect. Training ability, he can select Viking Weapons as a
group.
Once the ritual is complete and the sacrifice
is dead, each participant gains a number of The Viking Weapons group consists of the
luck points equal to 1/2 the sacrificed creature’s bastard sword, battleaxe, dwarven waraxe, glaive,
greataxe, handaxe, heavy mace, hooked axe, Weapon and Armor Proficiency: The
javelin, longsword, short spear, throwing axe, and tavern brawler is proficient with all simple
warhammer. weapons, and with light armor, but not with
shields. Though the tavern brawler is proficient
Killseeker (Ex): Beginning at 2nd level, a with light armor, when wearing armor of any kind,
Viking warrior revels in each of his kills, making using a shield, or carrying a medium or heavy load,
him a particularly fearsome warrior. Whenever a tavern brawler loses his AC bonus and flurry of
the Viking warrior slays an opponent, he gets a +1 blows abilities.
morale bonus on attack and damage rolls for one
round. At 6th level, and every four levels thereafter,
this benefit lasts for one additional round (to a Flurry of Blows: The tavern brawler
maximum of 5 rounds, at 18th level). Additionally, cannot make a flurry of blows with special monk
at 10th level, this bonus increases to +2, and at 18th weapons. He may only use this ability with his fists.
level, it increases to +3. This ability replaces the Otherwise, this functions as the monk class feature
bravery class feature. flurry of blows.
Warrior’s Rage (Ex): At 3rd level, a Viking Ready for a Fight (Ex): At 3rd level, the
warrior gains the rage ability as the barbarian class tavern brawler gains a +4 bonus on initiative
feature, but his barbarian level is considered to checks. At 6th level, and every 3 levels thereafter,
be his fighter level –2. This ability replaces armor
this bonus improves by +1. This bonus does not
training.
stack with the Improved Initiative feat. This ability
Rage Powers: At 8th, 14th, and 20th levels, replaces fast movement.
the Viking warrior gains a rage power for which
he meets the prerequisite. His barbarian level is Drunken Ki (Su): At 3rd level, a tavern
treated as his level -2 for this purpose. This ability brawler can drink a tankard of ale or strong alcohol
replaces the bonus feats gained at 8th, 14th, and 20th and gain one temporary ki point. The act of
levels, respectively. drinking is a standard action that does not provoke
attacks of opportunity. The tavern brawler can have
New Monk Archetype: Tavern Brawler a maximum number of drunken ki points equal
to 1 plus one additional point for every two levels
Tavern brawlers live for drinking, partying, thereafter (5th, 7th, and so on). The tavern brawler
and fighting, not necessarily in that order. While can gain this temporary ki even before he gains a ki
most monks focus on controlling their emotions pool at 4th level. These drunken ki points last for
and finding inner peace through rigid order, tavern 1 hour or until spent, whichever is shorter. As long
brawlers are just looking for a good time, and their
as he has at least 1 drunken ki point, the tavern
idea of a good time involves a lot of booze, and a
lot of bruises. brawler can spend 1 ki point as a swift action to
gain a +1 morale bonus to attack and damage rolls
A tavern brawler has the following class until the end of his turn.
features.
This ability replaces the still mind class
Alignment: A tavern brawler can be of any feature.
alignment.
Fighting Spirit (Ex): This is identical
Hit Dice: The tavern brawler uses a d10 Hit to the monk class feature ki pool, except that
Dice. the maximum number of points in the pool is
equal to 1/2 the tavern brawler’s class level + his
Skills: The tavern brawler adds Knowledge
(local) to his list of class skills, but removes Constitution modifier, and at 10th level, instead of
Knowledge (history) and Knowledge (religion). treating his unarmed attacks as though they were
The tavern brawler gains only 2 + Intelligence lawful weapons, he increases the critical multiplier
modifier skill ranks at each level. of his unarmed attacks by 1 whenever he makes a
ki strike (typically, this would give them a critical
This ability replaces the high jump class
feature.
Jomsviking’s Oath: In order to join Beginning at 3rd level, the jomsviking may
the jomsvikings, one must swear to uphold a choose to allocate warrior points to resist charm
strict set of moral conditions by which to live and compulsion effects. For every warrior point he
their lives. A typical set of codes is similar to the allocates to this end, he gains a +1 morale bonus
following: To never harm or speak ill of another on Will saves made to resist charm or compulsion
of the jomsvikings, to show no fear or doubt, to effects.
never forsake the true gods, to never be beyond
jomsborg’s walls for more than three days without Beginning at 5th level, the jomsviking may
the permission of the jomsvikings, to hold always choose to allocate warrior points to improve his
defenses. For every two warrior points he allocates can draw on his innate primal fury, channeling
to this end, he gains a +1 morale bonus to AC. it towards more disciplined and equally deadly
ends. At 2nd level, he can expend 1 round of his rage
Beginning at 7th level, the jomsviking ability in order to gain a primal insight into striking
may choose to allocate warrior points to improve his target, granting him a +2 morale bonus on
his accuracy. For every three warrior points he the next attack roll he makes this round. He may
allocates to this end, he gains a +1 morale bonus to use this ability as a free action made as part of the
attack rolls. attack, but must declare that he is using this ability
before the attack roll is made.
Beginning at 9th level, the jomsviking may
choose to allocate warrior points in order to deal Warrior’s Strike (Ex): At 4th level, a
massive damage. For every three warrior points jomsviking’s ability to channel his rage improves,
he allocates to this end, he gains a +2 bonus on allowing him to strike more keenly when he scores
weapon damage rolls. a life-threatening blow, effectively allowing him to
expend 1 round of rage in order to gain a +4 morale
Combat Training (Ex): A jomsviking must bonus on an attack roll made to confirm a critical
be an expert in combat techniques and weaponry. hit. This is a free action made as part of the attack
Starting at 1st level, a jomsviking counts as a fighter roll, but the jomsviking must declare that he is
of his level for the purposes of qualifying for using this ability before the confirmation roll is
feats (for example a character who was a 4th-level made.
fighter and 5th-level jomsviking would count as a
9th-level fighter when determining whether or not he Warrior’s Focus (Ex): At 6th level, the
qualified for feats that require a certain number of jomsviking channel an exceptional fury in order
fighter levels). to make an attack which is likely to cause grievous
wounds. He can expend 2 rounds of rage in order
Controlled Frenzy (Ex): A jomsviking to double the critical threat range of a weapon he
must be able to tap the primal rage of his heritage is wielding for his next attack. This is a free action
for power, but must not let that power dampen his made as part of the attack, but the jomsviking
combat skills and awareness. At 1st level, and every must declare that he is using this ability prior to
level thereafter, the jomsviking gains 2 additional making the attack roll. This ability does not stack
rounds of rage each day. Additionally, whenever with itself, nor with the Improved Critical feat, the
he enters a rage, he retains use of his mental keen weapon, or similar effects.
faculties, and can use Dexterity-, Intelligence-, and
Charisma-based skills, as well as abilities requiring Warrior’s Punishment (Ex): At 8th level,
concentration and focus, while he is raging. the jomsviking can channel great frustration into
his attack. By spending 3 rounds of rage, he can
Warrior’s Accuracy (Ex): A jomsviking increase the critical multiplier of a weapon he is
wielding by 1 for the next attack he makes (for Religion: The jomsvikings of legendary
instance a battleaxe, with a critical multiplier of Jomsborg were staunch pagans, worshiping the
x3, would be treated as though it had a x4 critical Norse pantheon of gods, and actively fought
modifier). The jomsviking can use this ability as against the encroachment of other gods into their
a free action as part of making an attack with the homeland, going to any length to keep their pagan
weapon, but must declare that he is using this practices alive. Religion played a major role in
ability before the attack roll is made. their day-to-day life, and signs from various Norse
gods played a major role in the decisions of the
Warrior’s Frenzy (Ex): At 10th level, the hierarchy. Members of other faiths wishing to join
jomsviking can truly focus a frenzy into a potent the jomsvikings were either flat out refused, or
offensive explosion, allowing him to expend 5 required to convert. Even today, jomsvikings hold
rounds of rage to make an additional attack at his similar strict religious traditions, but may have
highest base attack bonus. Activating this ability is less archaic beliefs. Jomsvikings of today tend to
free action made as part of an action that involves worship gods of warfare, and local, or ancestral
a melee attack (such as the charge action, the full gods, above all others.
attack action, or the attack action). The jomsviking
can only use this ability once per round. Other Classes: With the exception of
clerics and shamans of their faith, jomsvikings
Fearless (Ex): At 10th level, jomsvikings have little tolerance for non-martial classes, and
learn to shake their fear entirely, becoming even then tend to scorn association with warriors
immune to fear effects. who are not themselves jomsvikings. Of course,
as mercenaries, jomsvikings often find themselves
Playing a Jomsviking working alongside armies composed primarily of
non-jomsvikings. In such situations, jomsvikings
A jomsviking is a disciplined warrior, value fighters for their defensive skills, barbarians
committed to serving his brothers in arms and for their fearlessness, rangers for their scouting
fighting for honor, glory, and gold. capabilities, and paladins for the morale they
bring to battles. They place little interest in arcane
Races: In legendary Jomsborg, only magic, believing it to be a poor substitute for real
humans were permitted to join the ranks of martial skill, and have nothing but contempt for
the jomsviking, with extreme prejudice applied those who sneak about like cowards.
to those not of Viking descent, and those of
differing religious beliefs banned entirely. In Jomsvikings in the World
modern times, the majority of jomsvikings are
still humans, but a desire for fame and glory Nothing more than a myth I say! These so
has motivated warriors of all stripes to seek out called jomsvikings are preposterous. A city full of
these legendary warriors. Humanity’s natural warriors with no women? Ha! A harbor with 300
organizational skills and military discipline, ships? Laughable. Warriors even the Vikings fear?
combined with their racial penchant for religious Pure jest. I assure you, lord Tallius, we have nothing
zealotry make humans exceptional jomsvikings. more to fear of these so-called jomsvikings than we
Apart from humans, dwarves, with their love of do the great and mighty “mauve dragon.”
discipline and exceptional warrior skills, make ~Sellius Machiuvus to lord Tallius, 3 days
excellent jomsvikings. Half-elves often find the before the sacking of the royal city.
adoptive family environment of the jomsvikings a
welcome change from the social ostracization that Daily Life: Jomsvikings live incredibly
they’re used to. Half-orcs often join up as a way of regimented and structured lives, with an emphasis
proving their merit, and challenging their natural placed on strict military discipline. No women
combat skills. Elves, gnomes, and halflings of a were allowed within the legendary warrior-city
warrior nature sometimes join the jomsvikings but Jomsborg, and while some of the jomsviking
generally take better to less rigid environments, citadels of today may be more relaxed in this
and must work harder than the above races respect (in fact, at least one such community
in order to earn the acceptance of jomsviking of jomsvikings is comprised entirely of female
communities. warriors, who allow no men beyond their walls),
most still forbid their members from taking
families, and romantic entanglements within at best (although they are rarely challenged within
the strongholds walls are almost always strictly striking distance of the jomsviking making the
forbidden. Instead, an emphasis is placed on claim). Theories abound about the disappearance
discipline and training: the men of a jomsviking of the mythical city, with some claiming that it
community literally live for the fight, spending was swallowed by the sea, or that it was melted
every waking moment preparing for martial down in order to make incredible magic armor
struggle, or steeling their courage at the meadhall. and weapons. The most popular claim is that a
When not within their stronghold’s walls, wizard who made himself an enemy of Jomsborg,
jomsvikings are typically on campaign, fighting in knowing he had no hope of defeating its warriors,
one or more engagements. Jomsvikings typically opened a portal to the abyss beneath the city,
fight for the coin of foreign powers, either as high which fell through, and remains to this day, with
priced mercenaries or as dangerous raiders. the descendants of the original jomsvikings
engaging in constant battle against demonic
While the majority of jomsvikings remain hordes.
with their warrior community for constant training
and military campaigns, it is not uncommon for Organizations: All jomsvikings belong to
modern-day jomsviking communities to grant one warrior society or another, a group of warriors
permission to individual jomsvikings to leave for which separates itself from the rest of society,
extended periods of time to pursue great quests usually in a walled stronghold, and devotes all of
and earn glory for themselves, and, by extension, its efforts to warfare and martial training. These
the community as a whole. Most adventurer strictly-regimented societies, for the most part,
jomsvikings fall into this category. That said, the model themselves on the fabled ancient society of
leaders of the jomsviking community keep a close Jomsborg, from which modern jomsvikings draw
eye on the warriors that they grant this freedom their name. Each jomsviking society is its own
to, and such individuals are expected to produce distinct entity, however, complete with its own
a steady stream of glorious accomplishments and codes of conduct and its own hierarchy, based on
strive to ever-greater heights, and if the other skill in combat time in the brotherhood, and the
jomsvikings ever suspect that their prodigal great deeds of one’s ancestors (and, of course, one’s
companion is going soft, they are quick to bring own deeds).
him back into the fold for rigorous and merciless
training. Usually a society of jomsvikings will offer
its services as mercenaries, and such warriors are
Notables: The ranks of the jomsvikings often in high demand and claim even higher prices
are filled with kings and princes, as well as with for their skills. If no mercenary work is available,
great heroes all. In legendary Jomsborg, great jomsvikings often turn to raiding or conquest.
men such as Harold Bluetooth, Sweyn Forkbeard, During the bad months, when neither war nor
Plantoke, and Stybjorn the Strong were all said to raiding is a possibility, the jomsvikings spend all
have been chieftains. The city itself is said to have their time training and collectively preparing for
been an imposing and unassailable fortress made the next year’s wars.
of pure steel, and each of its thousands of warriors
supposedly more fearless, heroic, and fearsome NPC Reactions: The majority of those who
than the last. In all the myths of Jomsborg, it is said have heard of Jomsborg believe it to be nothing
that no force could possibly hope to conquer the more than a legend, with precious little evidence
city, and, in some legends, it is even said that the of its existence beyond a few runestones and poetic
stronghold’s residents withstood an assault by the verse. Few make the mistake of believing that there
armies of the very god of war himself. are no such thing as jomsvikings, however, for a
great number of warrior-societies have sprung up
Jomsborg, however, vanished long ago, if to embody and recreate the ideals of that mythical
indeed it ever existed, a matter about which many city, and there can be no denying that jomsvikings
scholars of today are doubtful. While a handful of themselves are real, even if the city that they strive
modern-day jomsviking strongholds claim to be to emulate may be nothing more than a pretty
built on the location of the fabled warrior-city, or story.
to have in their possession certain relics from the
original jomsvikings, most such claims are dubious
Image © Can Stock Photo Inc. / dclipart
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