Ragnarok: Tales Of The Norse Gods

The highly anticipated sequel to Greenland Saga and the second installment in a series of historical setting adventure supplements for Dungeons & Dragons, 3rd Edition about everyone's favorite berserkers... The Vikings.

A d20 System sourecbook from a noted authority on the Viking sagas & religion, using original sources. Players take the roles of lesser gods & goddesses from the Norse pantheon, questing & performing heroic deeds worthy of a saga, in order to forestall the "Doom of the Gods," called the Ragnarok. Cover art by famed Heavy Metal Magazine artist, Lorenzo Sperlunga.
 

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Beware! This review contains major spoilers.
This is not a playtest review.

Price: $12.95
Page Count: 48
Price Per Page: About 27 cents per page

Front Cover: Your appreciation of the front cover will depend on your attitude to portraits of large-breasted, scantily-clad women on covers of RPG products. That aside, the quality of the art is good and in the faces of the gods opposing each other above the central portrait reflects the theme of the sourcebook well.

Additional Page Use: The back cover has an average piece of art depicting a waterfall and a short overview of the sourcebook. Both inside covers are blank. The first three pages and the last two pages contain credits, contents, the OGL and an advert.

Internal Art: There is very little internal art - what there is is very basic, in keeping with Norse style of art. There is a basic map of Midgard at the end of the book.

Text Density: Text density varies from poor to average. There is a large margin at the top of each page, but the side and bottom margins are very narrow. Much of the information is in thickly bordered text boxes but the amount of white space is pretty good.

Text Style: The style of writing is a generally stilted and swings from frivolous to formal and from repetitive to obtuse, with moments of coherence somewhere in the middle. There are also some typos.

Whats Inside: Ragnarok! Tales of the Norse Gods has two facets at the heart of its premise. Firstly, players take on minor Norse deities as PCs who swear allegiance to the major Norse deities (which are actually characters of less than 20th level in the game). Secondly, the gods know that Ragnarok (the end of the world) is coming and the PCs must, by their brave actions, seek to delay or change the fate of the gods and the Nine Worlds of Norse myth from this bloody end.

The module begins with Odin's vision of Ragnarok, the rules background as detailed above, the designation of the GM as 'High Skald' (the Norse equivalent of the ultimate storyteller), and a reflection on the importance of Law and Chaos rather than Good and Evil in the setting.

In Part 1: The Race Of Lesser Gods (5 pages), rules for designing a Divine Portfolio are given - the player can choose a major Norse deity from Part 3, design a Lesser God (a less powerful god(dess) based on the chosen major deity), and possibly a mortal minion (a human or a Trollborn (more or less a Half Orc) are the only available races). However, the main PC will be the Lesser God. In this section a new class feature (Hurl Axe for barbarians), two new skills (Charioteering and Runecraft), and two new feats (Weapon-catching (on the rim of a shield) and Weapon Expertise: Throwing Spear) are introduced along with some basic guidelines for outfitting a Lesser God with starting equipment equal to his level (including a sidebar covering prohibited equipment in the setting). There are very specific rules for creating a Lesser God PC, which seem rather convoluted and restrictive.


Part 2: The Campaign (28 pages), begins with a discussion on the differences between Norse myth and reality, before going on to discuss weapons and warfare, Norse naval capabilities, women, berserkers, religion, and the coming of Christianity. It then takes a mytho-geographical turn, defining the worlds of Yggdrasil (the great Tree), Alfheim and Svartalfheim (land of the light and dark elves), Nidavellir (land of the dwarves), Jotunheim and Muspelheim (land of the Frost and Fire Giants), Nifelheim (land of the dead), and Asgard and Vanaheim (the land of the gods). It then goes on to look at Midgard, the relam of mortals and the main setting for a Ragnarok campaign - more detail is given on the Northern Kingdoms (essentially Scandinavia), the Western Kingdom (essentially France), The Middle Kingdom (essentially Germany), the Eastern Kingdom (essentially Russia), The Southern Kingdom (essentially Italy), and The Islands (essentially Scotland and Ireland). Various sidebars accompany the text, including stats for NPC races (dwarves, elves and giants), new monsters (sea giant, Garm the Hound of Hel), various NPCs and a central section covering Runic Magic. The section on Runic Magic covers a general overview of the workings of runic magic. A Lesser God can cast only 2 runes a day, mortals none at all. Each of the runes is covered, with a beneficial and baneful effect, a saving throw required, and the duration of the effect. Some advice is then given for matching challenges against a group of Lesser God PCs. We are then introduced to the idea of Fate Points (a countdown to Ragnarok as the points are lost or gained due to certain in-game results - e.g each Lesser God begins with 3 Fate Points; the failure of a Lesser God mission leads to a loss of 3 Fate POints; when all Fate POints are lost the campaign ends and Ragnarok begins) and Divinity Points (1 Divinity Point is gained for every 5 Fate Points gained and can be spent to re-roll failed die rolls). Advice is then given on designing adventures (quests rather than dungeon crawls are the order of the day and magic items are rare), and a brief note is given on monsters to inform the GM that Norse myth has sparse information about monsters in the setting and they should make up their own to suit their campaign. Four adventure ideas are given. Some rule-orientated sidebars are given throughout the text including an optional rule for expanding the use of mortals in the setting (via benefits of patronage to the gods and the benefits of prayer to the gods.

In part 3: The Gods (7 pages), the deities of the Norse mythos are discussed, with very basic statistical outlines (Level/Class, Favored Ability, Domains and Special abilities). Also covered in sidebars, are some of the other powerful beings of Norse mythology such as the Fenris Wolf, and the Midgard Serpent. There is also a discussio of the Gods and Magic, and how non-magic wielding gods can bestow divine spells on their clerics.

The High Points: The idea of running a campaign using gods is particularly relevant for the Norse deities, whose heroic behaviour is the stuff that fantasy is based on, including Tolkien's Lord of the Rings (you'll find mention of the original Gandalf and Mirkwood within). From this point of view, with the idea of quests rather than dungeon crawls,and the concept of runic magic rather than standard D&D magic, the ideas that lie behind this sourcebook are thematically exciting and true to the setting. The setting itself is an interesting one to base a campaign in, even if it is one for mortals rather than gods, and there is plenty of useful information here to integrate into your own campaign regarding the elements of Norse mythology.

The Low Points: The style of writing is my first major complaint. It is both repetitive and confusing, and detracts from the understanding of what could have been some very interesting concepts. In addition, the rules in the book are often badly explained and there are major inconsistencies between one sentence and another, with rules in one disagreeing with a statement in another. There are major discrepancies in the information required for running the game as set out in the book, and also convoluted and restrictive rules that cramp the options for the players. Several of the rules reflect a lack of understanding and forethought regarding the basic d20 rules.

Conclusion: A book that has tons of potential with a very good basic premise, let down badly by the rules and the style of writing. I would personally prefer to pick up a decent textbook on Norse mythology and history, and make my own conversions than heed this book. However, if you do want an brief overview of Norse mythology and history, there are some fresh perspectives that can be extracted to enhance a Norse-orientated culture in your own campaign. I already have a reasonable knowledge of Norse mythology, and for me the module was not worth the rather high asking price.
 

Ragnarok! Tales of the Norse Gods, is the 4th (I think) d20 product from Avalanche Press. It's 48 pages. Like most Avalanche Press products, it has a cover by some famous artist. Many of their covers are sleazy, but this one of those those that is over the top (almost literally). The back cover is actually a nice landscape. There's really not much art inside, just crude Norse clip art.

Anyway, it's basically a sourebook for playing a setting based on the Norse myths. The first 30 or so pages of this product provides setting info. Bits on the real world Norse myths, but also a semi-historical setting. The world is divided up into 5 kingdoms, loosely based on Europe. The Northern Kingdoms are like the Norse, the Western the Celts, the Central are Germans, the South are Romans, and the East are Mongols/Huns. Besides Earth (Midgard) there are several other worlds (9 in all), Asgard, Vanaheim (places of the gods), Nifleheim (land of the dead), and places for Elves and Dwarves and Giants. None of these places gets a detailed description, just a few paragraphs. There is at least a map for Midgard (albeit a crude and large scale one).

There's also a barebones rune magic system. Very bare bones. Basically, a god can cast a rune so many times a day, and this rune has several effects.

Next comes how to run a campaign. The PCs are actually gods, albeit lesser ones. They pretty much still use the same basic D&D rules, but they have better stats, and they have several special abilities. They also tend to start at a mid level (5th to 12th). This section is fairly bare bones, mostly full of suggestions (like some adventure seeds and the idea that a campaign would be to try to avert Ragnarok), but not very concrete. (It is perhaps fitting that Gods are more or less treated like normal D&D characters, as most Norse gods could be killed by something or another.)

Lastly there are a few pages describing some of the gods. You get very bare bones stats of the gods - basically, they are all 15th level something or others (You just get a class and level when it comes to stats). Some gods also get a description, though only the major ones.

This product is a clever idea, but they simply did not implement it fully. It's probably less helpful info than a Dragon article. I only paid $6 for this ($2 + $4 for S&H) so I don't feel ripped off, but this is definitely not worth the cover price. Vague 48 page outlines are not worth $12.95. Chances are, if you play D&D, you already are familiar with Norse myths (it sort of goes with the territory), and you can come up with what's in this on your own pretty easily.

The basic idea is good, as is their idea of Midgard. It's a shame they didn't try to flesh it out more. (Thankfully they seem to have gone to bigger books in later products, but that doesn't make this product any more useful)
 

Norse mythology is a great setting for D&D. There are trolls and giants, dwarves and dark elves, stories about how magic came into the world, and lots of tales of violent heroes and gods. It posits a world view that everyone, gods and men alike, are fated to die, all that matters is that you go down fighting. Such a setting and cultural attitude lends itself well to a game based on the fun of killing things and taking their stuff.

Ragnarok! Tales of the Norse Gods is a mini setting and sourcebook for d20 fantasy roleplaying in the world of Viking legends. There is one setting supplement and module, Doom of Odin, that has been published to support the setting.

Ragnarok’s cover is the best of Avalanche press' fantasy cheesecake covers with a buxom Loki follower dressed in only some leather straps mockingly holding up a hammer holy symbol of Thor while calling down some magic with gods and armies squaring off in the background.

The sourcebook lightly covers Viking history, cutlture, and religion, as well as Norse cosmology, but states that it does not provide a complete picture of Norse legends and assumes familiarity with the mythos.

Instead of standard mortal D&D characters, Ragnarok presents rules for playing minor unknown members of the Norse pantheon and even the famous heavy hitter gods. Each of the players chooses one of the major gods as a patron and occasionally plays them, but usually they take the role of a lesser liegeman deity follower of that god. Playing mortals devoted to these gods is presented as a third optional set of characters for the players to run during specific parts of the game. This connected multi-character style is very reminiscent of Ars Magica’s wizard, warrior, henchman, rotating characters troupe style of play.

The Gods are outsiders with specific class levels, good ability scores, some innate tough defenses, and knowledge of the new rune magic presented in the supplement. The major gods range from 15th to 20th level with pre-assigned classes or multi-class levels but little else besides their domains statted out for them. The lesser gods are supposed to start out between 5th and 8th level but are restricted to the class and max levels that their patrons are. Lesser gods have all stats between 20 and 24, can walk from world to world, and receive some SR and DR. Gods receive a certain number of divinity points which can be used to change a die roll in a quest and can be gained by successfully completing a quest. Gods can also only be permanently killed in their home world, but deaths elsewhere have cosmic consequences even though they heal and awaken in their home the next day.

Runes are a type of magic unique to the gods. There are 24 runes each with both a beneficial and baneful effect, usually a short term +2 bonus or penalty to a specific ability score or set of skills, but also two combat runes that act like minor 3.5 call lightning spells, and a few utility runes dealing with wealth and horses and such. Lesser gods can cast two runes a day with greater gods casting three. Mortals can not use runes but a feat for once a day casting would not seem inappropriate. Each level a rune caster learns a new rune. There is a nice little diagram of each rune, its actual name, what letter they correspond to, and a description of what they correspond to and represent. The runes are not big power wise but they add a little bit of Norse magic flavor.

Rules for adjusting giants, dwarves, and elves are presented but only humans and trollborn, a large, ugly, evolutionary cousin to humans (with no different stats) are presented as PC mortal options in Ragnarok.

Having the gods be mid to high level characters with high ability scores is both a clever and a disappointing mechanism for portraying the gods. High level D&D characters are supernaturally heroic and match the feel that seems appropriate for portraying warrior gods who fight giants and monsters. However, the disparity to normal D&D games where heroes can become 20th level characters and gods are generally felt to be a significant power level above can be jarring. Having played a character in the past who was a better wizard than Odin, or a higher level and better melee combatant than Thor gives the god enterprise a different feel. Also, the limitations of pre-chosen class choices even for the minor gods means less character choice or individual development customization as the character advances. However as a method for introducing the high heroic fantasy aspects of D&D to someone who is used to grittier systems such as GURPS playing a mid-level god might be a great way to transition or enjoy the different gaming style on its own merits.

The game world is fated to end in an apocalyptic war where every living thing dies either in combat or flames as the nine worlds of Norse cosmology burn at the end of the war of the gods versus the dead and the giants. The actions of the PCs can hasten the coming of the final war or preserve the ongoing viability of the existing world. Failing in god-level quests and the deaths of gods are events that herald the end times, and success counts less than failure in the cosmic tally. This can give a dark fantasy air of desperate futility to the setting and mood of a campaign.

Odin, the head of the gods, has seen the vision of Ragnarok, and works on ways to forestall the ending of the worlds, often spending time away from his halls in secret or tasking others with odd quests. Odin is the only god who cannot be chosen as a patron, he is reserved as an NPC for the DM to use as a source of plots and manipulations of the nine worlds. While the minimal stat blocks are provided for Hel and Loki, they seem unsuitable for patrons as they are evil and ultimately will end up leading the invasion against the gods. This still leaves ten mostly warrior type gods to choose as patrons.

The nine worlds are given light descriptions covering the basics of the homes of the giants, dwarves, elves, gods and mortals. The mortal world gets a little more in-depth with a six kingdom mythical Europe. Most everyone worships the Norse Aesir and Vanir pantheons, but several kingdoms have peculiarities and restricted religions, such as the southern Italian kingdom focusing on Odin the Allfather and Balder the perfect son, while the eastern kingdoms only recognize Death (Hel) and the Trickster (Loki). The Northern Kingdom is the default setting for mortals and matches geographical Scandinavia with worship of all the Norse pantheon. There is a sample important NPC for each kingdom and a light description of culture, military (mostly 1st to 3rd level warriors), politics, and religion in the kingdoms.

In reading through Ragnarok a few parallels of fantasy series and Norse Mythology jumped out. Roger Zelazny’s Amber series is very similar with origins of Chaos, a race of world walking uber-men warriors with a manipulative father figure who split from Chaos and influences and manipulates events even when not present. Also Michael Moorcock’s Elric series of Dark Fantasy with its battles between Law and Chaos and the world ending war where all are fated to die.

There are a few pieces of advice on what style of campaign and type of feel to give to adventures for the setting and a few quick adventure seeds. The sourcebook covers most areas of Norse mythology but does so lightly leaving a lot open to development of specifics by the individual DM.

Norse gods have been done out in two other d20 books, Wizards of the Coast’s Deities and Demigods and Bastion Press’ Norse Gods. DDG presents gods as epic 40 to 60 level character/monsters with divine feats and D&D god powers to stay a step above demons and epic level heroes. Norse Gods presents avatars of the gods as 20th level character projections for non-epic PCs to interact with but the gods themselves are never present or statted. Ragnarok takes a third road of presenting gods you can play who match up to their mythic status as tough warriors who fight giants as relative equals but are potentially overshadowed by high or epic-level normal D&D characters.
 



For those looking to emulate Norse god mythic roleplaying using D&D at the level of the myths where gods hunt giants and do not have lots of fireball or teleporting spellcasting this works well and provides a basic light treatment for a campaign setting that the DM will have to flesh out himself. For those wanting to add viking myth elements to their D&D game it does not add that much (I decided rune magic could be picked up for a feat in my games but nobody has asked about it and I have not attempted myself to pick it up as a PC).

Overall I found it an average quality RPG supplement.
 

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