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Gow-atreus-journal

Atreus' Codex

Gow-atreus-journal-concept

Codex concept art

The Codex is a journal kept by Atreus in God of War and God of War: Ragnarök. He regularly logs lore and beasts that he and his father encounter throughout the game.

God of War (2018)[]

Bestiary[]

Primordial[]

Draugr Mother said that Draugr were warriors who died, but their souls were too stubborn and angry to stop fighting. They'd fight off the Valkyrie that came to collect them, and bring their own dead bodies back to life... warping and twisting their previous form into something else. Now they're husks of their former selves, and fight anybody they can find. She also said they can come back in all different shapes and sizes and that some even have powers that others may not.
  • Draugr fight with dangerous weapons, but they aren't very skilled with them. not like Father and his axe. If we watch their movements, it should be easy to dodge or block their attacks
  • These basic Draugr aren't very fast or strong. We can dodge or block them, and take them down pretty easily.
Draugr-CodexSketch
Draugr (Dual Wield) A Draugr with two weapons is twice as dangerous, right? When they're with a more defensive enemy, we should consider taking down these dual-wielding Draugr early in the fight and not turn our back on them.
  • These Draugr really know how to use their weapons. We need to be ready for several attacks at once.
  • With two weapons they like to combo their attacks, but we can disrupt their flow by parrying their attacks.
DraugrDuelWield-CodexSketch
Draugr (Explosive) I'm not sure how they do it, but these Draugr store energy in their bodies, and then explode on contact. But the explosion doesn't hurt them at all! I wonder if it feels good to them? Anyways, we should attack from a distance when we see that they are fully charged up.
  • We should avoid hitting them with melee attacks when they're powered up, we'll be knocked back by an explosion.
  • Father should throw his axe at them when they're powered up. They'll explode and damage all nearby enemies.
DraugrExplosive-CodexSketch
Draugr (Power Weapon) As if the undead trying to kill us with sharp objects wasn't bad enough, some Draugr can channel energy through their arms, charging their weapons and making them even more dangerous. Getting hit with a rusty old sword hurts, but getting hit with a fire-charged sword hurts worse.
  • They power up their weapon and attack with a forward moving shockwave.
  • They have a strong attack, but if we dodge to the side we should be okay.
DraugrPowerWeapon-CodexSketch
Draugr (Shield) These Draugr can shoot fireballs. How do they do that? They like to attack from a distance, which can be really annoying when we're fighting a bunch of other enemies, but luckily they go down pretty quickly.
  • They can attack from long range, but we should be safe if we dodge or block.
  • He has to create his projectile before launching it, if either of us can interrupt his attack, he'll have to create it again.
DraugrShield-CodexSketch
Draugr (Speed) What's more terrifying than a Draugr? A Draugr that can run at you really fast. Mother said some Draugr had special powers, and these ones are able to shoot fire out of their legs and move quickly and the battlefield. We'll need to be on our toes.
  • These speedy enemies can be hard to hit. Father should wait for them to rush him and parry their attacks.
  • I see them stomp their feet right before they charge. Should help us spot their incoming attacks.
DraugrSpeed-CodexSketch
Heavy Draugr These Draugr seem bigger than the ones we first encountered. They carry heavier, more dangerous weapons. It makes them slower, but they're a LOT stronger than the regular ones.
  • It takes a beat for him to recover after swinging, if we dodge, he'll be open to a counter-attack.
  • His attack are so strong, it makes blocking them really hard. Father should probably just dodge them.
HeavyDraugr-CodexSketch
Fire Ancient I could feel the heat off this one from the boat. i guess now we know what happened to all these broken ships...
FireAncient-CodexSketch
Fire Nightmare These Nightmares shoot fireballs. As if we needed MORE reasons to hate Nightmares
  • Using the R2 axe throw will freeze them and bring them down to earth.
  • My arrows can stun them which will allow Father to finish them off. If he grabs them when stunned, he can throw them at other enemies and they'll explode!
FireNightmare-CodexSketch
Forest Ancient We ran into an Ancient of the Forest on our way out of Fáfnir's Storeroom. This one was walking around, instead of just hibernating like most of them do. Or maybe we woke it up while we were trying to get inside? These Ancients are kind of beautiful... I wish their hearts weren't so valuable.
ForestAncient-CodexSketch
Frost Ancient We ran into a Frost Ancient on our way up the Mountain. before this journey, I thought all the Ancients were made of fire and rock, but I guess it's just the rock part they all share. This one must have originally been part of the Mountain itself. I bet it got tired of being a mountain, and one day just got up and walked away.
FrostAncient-CodexSketch
Lava Ancient This ancient has been underwater for a long time... How does it keep its fire? And why didn't it seek higher ground? Maybe it goes into a kind of hibernation when it's underwater.
Lava Ancient Sketch
Soul Eater They look almost exactly like Ancients, but there's something... off about them. Mom always called the Soul Eaters, "Dangerous abominations." She never said a bad word about ANY living creature (even poisonous bugs!), so her saying that always stuck with me. I wish I could tell her Father and I killed one.
SoulDevourer-CodexSketch
Soul Devourer An Ancient whose soul has been removed by dark Dwarven magic. it's stronger than a regular Soul Eater, and even THOSE still terrify me.
SoulDevourer-CodexSketch
Stone Ancient One of the Ancients... I can't believe it! Did Mom know they were still alive? They're, well... ancient! Supposedly they're a part of Ymir himself, and they've been around since the beginning of time. I thought they were all in midgard... I wonder why this one is in Alfheim?
StoneAncient-CodexSketch

Seiðr[]

Brood These things are a complete mystery. They always show up in groups, but at least they go down fairly easily. They don't have weapons, but they can grow their limbs into sharp points that are just as dangerous. They also tend to try and latch onto Father, and use their greater numbers to overwhelm us.
  • They can poison us, and we need to be extra careful of their leaping attack.
  • The Brood explode when they die. We can use this to damage and knock away any nearby enemies.
Gow-bestiary-hel-walker-37
Gullveig A spirit convinced me that Gullveig, a powerful witch that was killed a long time ago, could "reunite" us with mother. Father didn't believe him. i shouldn't have either... but for a chance to see Mom again, it seemed like we should give it a try, right?

Once we collected all her bones, Gullveig was resurrected, and said she'd reunite us, "In death!" And then attacked us. We killed her obviously. I was really upset with myself. How could I fall for such an obvious lie? But Father said to "take it as a lesson", so that's what I'm gonna do. No more trusting spirits.

Gullveig-CodexSketch
Nightmare Mom used to tell me stories about Nightmares until, well... I started having nightmares. I was embarrassed, but she said they were just another part of life, and that sometimes there was "beauty in the horror." She always saw the upside to everything, even these creepy little floating eye monsters. They're named after an older creature, called a Mare, that sits on your chest while you sleep and feeds off your fears.
  • These Nightmares come after me and try to take me out of the fight, but Father can stop them. Hopefully he will...
  • We can either dodge their shots, or interrupt them with an arrow or axe throw. The stronger ones can shoot faster.
Nightmare-CodexSketch
Nightmare Parasite As if Nightmares weren't annoying enough, it looks like these type can actually possess other creatures and make them stronger. Does the possessed creature have any control over their actions, or are they just trapped in some horrific waking nightmare? Not a very nice thought.
  • These Nightmares try their hardest to possess other enemies, making those enemies a lot stronger.
  • If we stun or kill a possessed enemy, it will force the possessing Nightmare out of their body.
NightmareParasite-CodexSketch
Exploding Nightmare These Nightmare like to swarm in close and then explode. Why do they sacrifice themselves like this? Maybe they are all part of some kind of hive mind. Whatever the reason, it's really annoying.
  • As soon as they start charging us, just one hit to their body with blow them up. The explosion hurts other enemies, too! Could be useful when fighting a big group.
  • If they get too close to us, they'll explode. We need to hit them at range.
ExplodingNightmare-CodexSketch
Legion Freya always seems to have more and more magic up her sleeve. First she used her roots to try to restrain Father and Baldur, but they were too strong. Then she reanimated Thamur—the Giant Stone Mason! That was incredible, but it still didn't work. Baldur kept trying to kill Freya, and we couldn't let that happen. So we kept fighting, and Freya summoned these weird creatures. They kept trying to grab Father to keep him from fighting. luckily, they go down easily. There sure are a lot of them though...
Legion-CodexSketch
Reaver These were just normal human Reavers once, but they look like they've been corrupted by Seiðr magic. When did this start happening?
  • Seiðr Reavers are able to heal, so if we start attacking one, we should try to finish the job quickly.
  • When they die, they detonate in a poison cloud. If we're too close, we should try to dodge away.
Reaver-CodexSketch
Revenant (Poison) Mother once told me that some witches trade little bits of their soul here and there to become more powerful in Seiðr magic. Eventually, they lose every part of their humanity and become Revenants. They can disappear in an instant, and these particular Revenants are able to spread poison through touch and breath.
  • Her pestilence powder leaves poison hazards in the enivroment. if Father steps in them, he'll be damaged and poisoned.
  • Her fissure attack can move around obstacles to hit us. Father has a better chance of dodging if he waits under its closer.
Gow-bestiary-seidr-22
Revenant (Summoner) This kind of Revenat can actually summon Nightmares. Does she create them with her Seiðr magic, or are they all just squeezed together in her pack? I wonder how so many of them fit in that little pack.
  • She tries to summon nightmares often, so we need to make sure we interrupt her to avoid being overrun by them.
  • Her powder smokescreen clouds can blind us, and they provide cover for her follow-up attacks. We should avoid them as much as we possibly can.
RevenantSummoner-CodexSketch
Shadow These were human Reavers, but now that they've embraced the way of the Seiðr, they can throw magic spells at a distance.
  • They only attack after they've conjured an explosive Seiðr magic spell. We should rush them down before they can throw it, or try and dodge.
  • If they do create their bomb, Father can disrupt them by throwing his axe before they have time to throw it.
Shadow-CodexSketch
Traveler They wear really strong armor, have huge swords, and are one of the toughest enemies we've faced. Who are they, and what do they want with us? Mom never mentioned the Travelers. I hope we don't have to fight too many of them.
  • He is slow but very sturdy. We should dodge his horizontal swings backwards and his vertical swings sideways and attack him in the time it takes to recover.
  • The Traveler has a magical rune. If we see him lift it in his hand, Father should throw his axe at it.
Traveller-CodexSketch
Traveler Champion This Traveler has a huge shield on his back, which makes breaking through his extremely tough armor even tougher.
  • These Travelers must be a paranoid bunch, because they keep a huge shield on their back that will deflect any attempt to back stab him.
  • We'll have to watch for him to turn and attack before striking him from the front.
TravellerChampion-CodexSketch
Viken These Seiðr Reavers like to use big maces when they fight. mom always referred to them as "Vikens," for some reason.
  • We should kill these guys quickly, they're able to heal from most wounds.
  • We should watch out when they power up their weapon with Seiðr magic. They can do a powerful triple slam attack.
Viken-CodexSketch

Beast[]

Fàfnir Fáfnir was a Dwarf. One of the Sons of Ivaldi, according to Mimir. But he was very greedy, and his greed turned him into a dragon. it sounds ridiculous, but I saw him with my own eyes... he was a dragon! I wonder if it was painful to turn from Dwarf to dragon? How long did it take? I had a bunch of questions for him, but he flew off before I could ask any.
Fafnir-CodexSketch
Hræzlyr I can't believe it... Father just killed a dragon! I've never seen him fight like that before. I mean, I know he's really strong and all, but this thing was huge! The dragon's name was Hræzlyr, which is sort of like the word for "Terror". It's an appropriate name too—he's vicious, ugly, and shoots lightning out of his mouth. Luckily, Father was able to find some Yggdrasil tree sap crystals, and he used them to stun Hræzlyr. Then he stabbed a big crystal into his throat! There was a big explosion, and down went the dragon. I'm still shaking from the excitement, but Father doesn't even seem fazed. Does he ever get scared?
Hræzlyr-CodexSketch
Fierce Ogre These Ogres are similar in size to the regular ones, but they can cover long distances with a single jump. And... they smell REALLY bad. I wonder if that's why they're so angry all the time?
  • If Father can goad an Ogre into using their jump smash, it'll take thema couple of moments to recover if they miss. I just hope they miss.
  • Getting behind an Ogre is a good opportunity for Father to do some damage. But if they turn and see him, they'll definitely attack.
Ogre-CodexSketch
Ogre Giant, powerful, angry, but thankfully not very smart. The Ogre is one of the ugliest enemies we've fought. Their huge arms give their attacks good range, and they can hit the ground so hard it creates powerful shock waves.
  • This Ogre has a very quick tell before he attacks. Father can use that to get out of the way.
  • Father is strong enough to block one of his attacks, but it takes some time for him to recover. Smarter to avoid it altogether.
Ogre-CodexSketch
Otr Mom once told me a story about Otr; he was a Dwarf who could turn into an otter (which is how he got his name, I guess). Is this the same Otr? How did he become a dragon? I'd ask Father, but I know he doesn't care. It's when I have so many questions like this... that's when I miss Mother the most.
Otr (Bestiary)
Poison Wolf We've seen a lot of aggressive wolves, but these are something else... some other kind of disease. They spit out some kind of poison that we should avoid walking in, and they've even more aggressive than the rabid ones. I bet we would be doing them a favor by putting them out of their misery.
  • We'll have to be extra careful not to step in the stuff they vomit up. It's poisonous. Smells real bad, too.
  • The poison from these wolves makes attacking up close risky. my bow and Father's axe throw is a safer way to take them down.
Wolf-CodexSketch
Rabid Wolf I've always admitted wolves, but the ones we've encountered attack us on sight, which means they're probably rabid. I guess to them, we are food. I know it's kill or be killed, but still... they're beautiful in their own way, and killing them makes me a little sad. Good thing Father probably won't read this.
  • Wolves typically hunt in packs and will try to surround their prey. Father should try to keep them in front of him and let me help draw their attention.
  • When these wolves howl, we should be ready for a strong attack.
RabidWolf-CodexSketch
Reginn Reginn was captured by the Dwarf King and forced to act as Sentry of Konùnsgard. He's not very good at it; there are monsters everywhere. I guess that's what happens when you force a dragon to stand guard against his will. The Dwarf King must've wanted to capture these dragons for a different purpose...
Reginn (Bestiary)
Tatzelwurm A Tatzelwurm is part lizard, part cat—a Lizard-Cat! Or a Cat-Lizard... or something. Either way, the combination is pretty weird. They like to burrow underground to close the distance between them and their prey. Their claws and teeth are extremely sharp, but it's that poisonous barb on their tails that we really need to watch out for.
  • When Father throws his axe at a Tatzelwurm as it burrows towards him, it'll pop them out of the ground.
  • Launching and attacking Tatzelwurm as they dig into the ground will stop them from burrowing for a short time.
Tatzelwurm-CodexSketch
Cursed Tatzelwurm This Tatzelwurm doesn't have the poisonous barb, but it does have a sac in its throat that lets it barf poison at us. I know; it's really gross. The poison is deadly to the touch so even if we dodge the attack, we still need to be careful not to step in it.
  • Their spit is highly poisonous, even on the ground. Throwing the axe with R2 will freeze them and keep them from burrowing underground.
  • Attacks that slam the ground can pop nearby Tatzelwurms out of their burrows.
CursedTatzelwurm-CodexSketch
Wulver They look like wolves, but they stand upright like humans and are a lot smarter. And stronger. And faster. Their fur is so dense, it makes them tough to put down. They remind me a little of those Berserkers that Father put down last summer... but wolves instead of bears.
  • A Wulver's howl is a sign they are going into a frenzy, where they can attack with incredible speed.
  • If Father finds himself caught in the Wulver's frenzy attack, I may be able to draw the Wulver's attention with a well placed arrow.
Wulver-CodexSketch
Fierce Wulver This looks like an even tougher breed of Wulver. They're smarter, too. Really, really dangerous creatures. Glad my bowstring has some magic in it, otherwise I'm not sure how we'd bring these stronger ones down.
  • When a Wulver crouches on all fours, they become very difficult to hit. We need to be on our guard and not leave ourselves open to counterattack.
  • The other Wulver gets a lot faster after it starts howling. This one seems to get a lot stronger. We should be really, really careful after this one starts howling.
FierceWulver-CodexSketch

Hel-Walker[]

Hel-Brood These faceless creatures are very aggressive and don't hesitate to run straight at us. They clearly have the same kind of ice powers we see from anything that comes from Hel. They fall very easily to Father's Blades.
  • Their slam attacks can leave us slowed. if they're up in the air, steer them clear.
  • The Brood are extremely weak to Father's Runic attacks.
HelBrood-CodexSketch
Hel-Reaver First, it was a human Reaver. Then we killed it. It died in battle, so shouldn't the Valkyries have taken it to Valhalla, But they didn't... it just came back as something else.

Before she died, I overheard Mother telling Father that, "The Hel-Walkers were returning". Is this what she was talking about? People rising from the dead? Father doesn't seem to know (or care) much about it. Since this thing used to be a Reaver, I'll call them "Hel-Reavers."

  • These enemies become enraged and super aggressive when you're frosted. Father should do his best to avoid their frost blast attack.
  • If these things do manage to freeze us, we should stay on the defensive until it passes.
HelReaver-CodexSketch
Hel-Reaver Guard It is a Hel-Reaver, but it carries a shield and it knows how to use it. Guess they aren't completely mindless.
  • Hel-Walkers with shields can block just about anything. Father can use his Block Break skill to break their guard.
  • Father should throw his axe at their feet to get around their shields and trip them up.
HelReaverGuard-CodexSketch
Hel-Reaver Lord These must've been strong Reavers back when they were alive. Now that they're dead they are even stronger Hel-Reavers.
  • These enemies will deflect Father's frost attacks. He'll have to use his fists to stun them.
  • Hel-Walkers seem to draw their power from frost, which makes father's axe pretty weak against them. Good thing he's strong with his fists too. I wish we had a fire weapon.
HelReaverLord-CodexSketch
Hel-Revenant Like the other Hel-Walkers, the Hel-Revenant attacks with ice that can slow us down. Mother used to tell me bedtime stories about the Revenants but she never mentioned this kind. Maybe she thought it was too scary for me.
  • Her icy fissure attacks damage and freeze father. We'll have to avoid them if we want to be able to take her down.
  • We can either interrupt, outrun, or dodge her Ice Breath attack-it can freeze Father and leave him idle and vulnerable to attacks.
HelRevenant-CodexSketch
Hel-Shadow Archer It's one of the Shadows, but it uses ice magic like a thrown spear. Must be one of the Hel-Walkers.
  • Their projectiles are quick but don't stun us. If we rush them, we can take them out of the equation early.
  • I should be able to help Father with these enemies. Just like their projectiles disrupt his movements, my bow can disrupt theirs.
HelShadow-CodexSketch
Hel-Shadow Scout It acts like a Shadow, but uses ice magic instead of Seiðr magic. Definitely a Hel-Walker.
  • They can cast an ice wall as cover. Father can throw the axe when they pop up behind cover, or throw it past them and recall it to hit them from behind.
  • Their ice walls do more than just provide cover: if we get to close, they can detonate it. We should try to deal with them from range.
HelShadow-CodexSketch
Hel-Traveler I don't think the Travelers could get much worse, but it looks like death wasn't enough to keep this one down. In fact, it's even MORE aggressive than the other Travelers we've seen. I guess even Travelers can become Hel-Walkers.
  • The Undead Travelers are more aggressive than the regular ones. Ranged attacks are tricky, because he sprints right at us.
  • We can whittle down his armor if we stay close and dodge his strikes. But when he charges up his sword for an overhead strike, it's time to move!
HelTraveller-CodexSketch
Hel-Viken It's a Viken but a dead one. So, a Hel-Viken? This Hel-Walkers is just as strong as its Seiðr counterpart, Maybe even stronger.
  • Father can dodge his mace depending on the type of swing. Looks like it's best to dodge horizontal swings backwards, and the vertical swings sideways.
  • If he misses his overhead attack, his mace gets stuck in the ground and he's open for an attack.
HelViken-CodexSketch
Ice Nightmare These Nightmares can use the same power of frost that we've seen the Hel-Walkers use. These attacks slow us down if they manage to hit.
  • They'll look straight up before firing their ice projectile, so we should either get out of the way or hit them with Father's axe ( or my arrows ).
  • When father throws his axe at Nightmares, it knocks them closer to the ground. Then he can use melee attacks to finish them off.
IceNightmare-CodexSketch

Elves[]

Dark Elf Unlike the Light Elves of Alfheim, the Dark Elves prefer dark places. Maybe that's why they want to cover up the Light? They can fly and seem pretty smart and well-coordinated; more so than most of the enemies we fought so far. Their weapons are useful; effective up close and at a distance. Kind of like Father's Axe!
  • Dark Elves like to attack as a group. When father lands a heavy hit or parries, it tends to break the swarm.
  • If we can freeze or weaken the Dark Elves, it will prevent them from using air recoveries when launched.
DarkElf-CodexSketch
Dark Elf Lord Bigger, faster, and stronger than any Dark Elf we've fought so far. Their attacks are so strong they can blind and deafen us for a bit. They fight a lot like regular Dark Elves, just WAY harder.
  • It's so strong and has thick armor, but leaves itself open after certain attacks.
  • If we can freeze or weaken it, it won't be able to recover in the air when launched or knocked out of aerial attacks.
DarkElfLord-CodexSketch
Svartáljǫfurr We just killed the Dark Elf King that's been harassing us this whole time. I thought I'd feel good about that, but... just before he died, he said the Light Elves were the bad guys. Could that be true? What if we've been fighting against the good guys this whole time? The Light Elves don't SEEM evil, but... if they really were the ones who started this war, then maybe the Dark Elves were just fighting back? So confusing... I guess I see why father didn't want to get involved (but I'm not going to tell him that).
Svartáljofurr-CodexSketch
Dark Elf Summoner This one is able to call in reinforcements, so we should take him down quickly. They should be easy to spot, thanks to the bright glow in their wings. I wonder how many Dark Elves are there in Alfheim?
  • When he spins his weapon, it means he's about to call in more Dark Elves. We should stop him before he slams it into the ground.
  • He can block axe throws, but if we catch him off guard, Father's heavy axe throw will freeze him and negate his speed.
DarkElfSummoner-CodexSketch
Dark Elf Warrior This type seems stronger than the average Dark Elf. They swing their heavy weapons so hard it creates a shock wave, making their attacks really tough to dodge.
  • We should watch out for their charge attacks. They can cause temporary blindness. It's hard to fight when you can't see anything!
  • They are much easier to kill when grounded. Tripping them up seems to work pretty well.
DarkElf-CodexSketch
The Light Elves The Light Elves are back! We freed the Light of Alfheim from whatever the Dark Elves were doing to it, and they all returned to the temple. Everything is beautiful in Alfheim now that the Light shines free. The Light Elves seem nice. They don't really say anything, but at least they aren't trying to kill us. Father says I shouldn't assume anything, but what does he know? He was doing who knows what inside the Light, while I had to take down an entire swarm of Dark Elves by myself, I don't care what he says... I'm glad we got involved.
LightElves-CodexSketch
Gloom Nightmare These Nightmares can blind us for a little bit. Just when I though Nightmares couldn't get any worse...
  • Father can hit them twice on the same axe throw; once on the throw and again on the recall.
  • These would make good target practice for me and my bow. A couple of arrows would probably bring them down.
GloomNightmares-CodexSketch

Friends[]

Andvari Andvari wasn't very helpful at first, but something about seeing that dead Soul Eater in the Landsuther Mines made him realize he was being kind of a jerk. I think he feels guilty because he and some other Dwarves were experimenting with Ancients there, and they accidentally created Soul Eaters. Glad we didn't have to fight any more.

Anyway, his soul is still trapped in a ring. Brok wanted to melt him down (he can be so mean sometimes!), but I convinced Father to keep him, and now he's part of our group. Father even uses Andvari's soul as an Enchantment sometimes. Must be hard being trapped in a piece of jewelry, but Andvari doesn't complain TOO much. I've gotten pretty good at ignoring him.

ANDVARI2
Brok We met this Dwarf on our way to the Mountain, and he's a blacksmith. A famous blacksmith, apparently. He made the Leviathan Axe! He upgraded it for Father, too. He was a little rude and grouchy, but I kind of like him anyway. I hope we see him again!
Brok Codex
The Goddess Freya The Witch of the Woods was the goddess Freya the whole time! No wonder she's so good at magic. Father got REALLY mad at her when he found out. He always tells me that gods are nothing but trouble, but Freya's always been nice to us. Maybe not all gods are bad?
Freya-CodexSketch
Mimir We found this strange man trapped in a tree at the summit of the Mountain. his name is Mimir, and he calls himself the smartest man alive. Or he did, until Father chopped off his head. The Witch of the Woods (Who was actually the goddess Freya this whole time!) was just able to resurrect him, and now we're taking him to talk to the World Serpent. Mimir says Jörmungandr is the only Giant left in Midgard who knows the secret rune to Jötunheim. It's kind of weird talking to a reanimated head, but it's nice to have someone else to talk to.
Mimir-CodexSketch
Mótsognir The Dwarf King. One of the Sons of Ivaldi. He ruled over humans both in Veithurgard and Konùnsgard. He was a good king at first, but then he started having dreams about his people dying. For some reason, he thought forcing them to hunt deadly beasts was the way to save them. He captured three dragons to harvest their 'Fury', killed innocent people to harvest their 'Screams', and was then killed by those very same people when they returned as Hel-Walkers. That created 'Ultimate Sacrifice.' We can use these three ingredients to create some kind of legendary armor.
MOTSÒGNIR Codex
Sindri Sindri's also a famous blacksmith, but he and his brother are really different. Sindri REALLY doesn't like dirt and grime. Weird trait for a blacksmith Dwarf, but he's just as talented as his brother. I wonder why they don't get along?"
Sindri Codex
World Serpent We just woke up the World Serpent of Midgard! Father thought he was going to try and eat us, but Mother always said Jörmungandr was a friendly Giant. He tried speaking to us right now. I wish I could talk to him… I have so many questions! Where did he come from? What does he do all day? What does he eat? Maybe we can find another way to talk to him…
WorldSerpent-CodexSketch

Aesir[]

Baldur Baldur... he's one of the Aesir. Odin's son, Thor's brother. He came to our house and fought Father and Father killed him. Or... so we thought. Supposedly he can't feel pain. And now he's hunting us with his nephews, but we don't know why.
Baldur-CodexSketch
Magni The older son of Thor. He had a huge sword, could use the power of lightning, and was really mean. Father killed him.
Magni-CodexSketch
Modi The younger son of Thor, and a relentless creep. He also can shoot lightning, and uses a mace and shield. He ran off after Father killed his brother, Magni, but I bet we haven't seen the last of him. I'll kill him next time I see him.
Modi-CodexSketch

Trolls[]

Brenna Dauði This is the second troll we've seen so far. I had no idea they were so close to our house! They've never bothered us before... but I guess we never bothered them either. Mother said if I ever saw a troll, I should run the other way. Guess she never said that to Father.
BrennaDaudi-CodexSketch
Dauði Hamarr We found Dauði Hamarr trapped in a cage in Veithurgard. The Dwarf King had managed to capture him somehow. Why was he in this cage? We could have just let him rot down there, but... even for a troll, that felt too cruel.
Daudi Munr Codex
Dauði Kaupmaðr I think the troll we just fought was Dauði Kaupmaðr. Mother used to always tell me stories about him to try and scare me if I wandered off too far. I think she'd be proud of me, but Father thinks because I got a little angry that I'm "not ready". Whatever. I just helped him kill a troll; I know I'm ready!

Mother told me a lot of stories about trolls. This one's name translates to Death Merchant. With a name like that, I think it's safe to assume he was pretty evil. I'm glad we killed him.

DaudiKaupmadr-CodexSketch
Dauði Munr We killed this one while trying to restore the Jötunheim Tower to the Lake of Nine in all the realms. When the doors opened to Muspelheim, I guess he wanted to see what was happening. Why is every troll's first and only instinct to attack?
Daudi Munr Codex
Death Eater Mother never mentioned this troll. Guess he never did anything special to earn an interesting bedtime story. And now he never will.
DeathEater-CodexSketch
Grendel of the Frost Grendel of the Frost was the stuff of legend. Even Mother thought he was just a myth. It was said that Grendel was the strongest and most feared among the Stone Troll Tribe. They hold the name "The Frost" in the highest regard, and only give it to someone who is to be honored and revered. And now he's dead. Serves him right for trying to kill us!
Grendel of the Frost Codex
Grendel of the Ashes This must have been the other Grendel's brother? Or maybe "The Ashes" is a different kind of title that the Fire Trolls use to honor their kind. There's so much we don't know about trolls... but I guess the most important thing to know is that they are all trying to kill us, so we have to kill them first. That's what Father would say, anyways.
Grendel of the Ashes Codex
Járn Fótr Mother said this troll lived in the Heart of the Mountain with the Giants, but there was a falling out one day and they cast him out. Makes sense to me; I wouldn't want to live with a troll. Guess he moved back in when they left.
JárnFótr-CodexSketch
Máttugr Helson Máttugr Helson, known as Helheim's son and bridge keeper. Apparently, he was actually born and raised in Hel. Growing up in a troll tribe can't be an easy life, but growing up in Hel must be even worse.
MáttugrHelson-CodexSketch
Stonebeard King Mother said Stonebeard King earned his title "King" simply because no one could take it from him. If you are arrogant enough to call yourself a king, you better be able to back it up, and Stonebeard could. He never lost a fight... until now.
Stonebeard King Codex

Valkyries[]

Eir Mimir said of Eir: "The Healer. Strange, for a Valkyrie. Very quiet. Very calm. Where her sisters were violent rapids, Eir was a gentle stream. She healed the wounds of both mortals and gods… and even a certain all-knowing sage who once drank too much and fell off a mountain."
Eir (Codex)
Geirdriful Mimir said of Geirdriful: "Master of Arms in Valhalla. Responsible for arming and training Odin's einherjar. His army, come Ragnarök. The einherjar wait in the great hall, endlessly feasting, drinking, and fu— ahem uh… fornicating themselves silly. Once Ragnarök begins, Odin calls them into service to fight on his behalf. Geirdriful had her hands full, training that lot."
Geirdriful (Codex)
Göndul Mimir said of Göndul: "The sight of Göndul always took my breath away. Göndul had a silver tongue, a sharp wit, and struck a figure so stunning, it literally drove men insane. odin forbid her from setting foot in Midgard after a time, as insanity is not a welcome trait in Valhalla."
Göndul (Codex)
Gunnr Mimir said of Gunnr: "Mistress of War. After any conflict, big or small, she would be first on the scene, sussing out the worthy spirits for a free trip to Valhalla. A gruesome task, but she took great pride in it. Her judgement of the fallen was unparalleled, and an invaluable resource to Odin. She was one of his favorites."
Gunnr (Codex)
Hildr Mimir said of Hildr: "Mistress of Battle. She and odin got on quite well, actually. Her and the other Valkyries… not so much. She would spend most of her time here in Midgard, observing discord between the living, and stirring some up herself from time to time. She lived for conflict. Some say she WAS conflict, personified. I wonder what will become of her, now that she's free."
Hildr (Codex)
Kara Mimir said of Kara: "Wild Storm personified. Calm and collected… Then the air would shift, and the fury of her storm would unleash. 'Twas beautiful, in a way, assuming you could find proper shelter. Her tears would cleanse the blood-soaked battlefields."
Kara (Codex)
Olrun Mimir said of Olrun: "Once the daughter of a powerful chieftain, she fell defending him during a Reaver attack. Olrun was escorted to Valhalla, where she chose to devote her after-life to the pursuit of knowledge above all else. Quite unusual behavior amongst the constant drinking and feasting of her fellow Valhallian-denizens. Odin saw a kindred spirit in Olrun's single-minded pursuit of knowledge and appointed her as the Valkyrie's resident historian."
Olrun (Codex)
Ròta Mimir said of Ròta: "One of the Choosers of the Slain. Ròta was the first to go mad after being imprisoned in a physical form. Sigrun stashed her in Helheim to keep her away from harming herself or others. Mostly others."
Ròta (Codex)
Sigrún Mimir said of Sigrun: "Queen of the Valkyries, although she does not appear to refer to herself as such. When Freya, the original Queen Valkyrie, lost her wings to Odin, Sigrun grudgingly took the position in her stead. Now she is free to reunite the Valkyries and attempt to stem the tide of the dead flowing into Midgard."
Sigrún (Codex) (God of War 2018)

Lore[]

Jötnar Shrines[]

Hrungnir A mighty Giant made of frost and stone. Looks like he had a huge fight with Aesir and Vanir Gods. He battles Thor... and it looks like they both lose.


"Hrungnir the Brawler" —a head of stone, but the mind of a child. Odin tricks him into getting drunk and rowdy in Asgard. Thor smashes his head, but he ends up crushed, and everybody laughs. Aesir are the worst.

Skaði A legendary Giant huntress—one of Mother's favourites. She could hunt birds, boars, deer, anything! Her father taught her how... but what happened to him...?


Her Father Thiazi could take the form of any creature. Odin got jealous and tricked Skaði into hunting an eagle that was Thiazi in disguise! Is she still out there somewhere, under the frozen mountains?

Sköll and Hati Wolf-Giants! Sköll chases the Sun and Hati the Moon. What happens when they catch their prey? Looks like a massive fight—Odin, Thor, the World Serpent... could it be...?


Ragnarök! Odin knows the prophecy and sent them anyway, cause Mimir says he's always trying to control everything. Until then, they're the "Bringers of Day and Night" that keep the Sun and Moon moving.

Ymir This one's confusing. Ymir's the first Giant, and things spring from his body... not just other Giants, but wind, trees, sun... maggots that turn into Dwarves maybe? Then Odin kills him.... but where did he come from?


So Ymir came from fire and ice, and all lands and creatures came from his flesh.... including the Aesir, who then slew him to create "order" (in other words, to take control). The first Giant was Odin's first victim...

Bergelmir A Giant King with many, MANY children. Looks like he arrived on a sea of blood, and when he died he left a sea of tears. Dead, but not murdered (for once).


Bergelmir and his queen survived the flood of Ymir's blood, and founded Jötunheim. They did NOT seek revenge, except to live and see his kind prosper. "Bergelmir the Beloved"—a happy ending!

Gróa A Giant Sorceress, and a powerful seer. Slain by Odin... did he steal her book of visions?


Called "The Knowledge Keeper", Gróa was the first to have a vision of Ragnarök. She trusted Odin as a friend. BAD IDEA.

Jörmungandr The World Serpent spans all the waters of Midgard... maybe the only one big enough to beat Thor? I still can't believe we met him!


Now that I've heard Mimir talk to Jörmungadr in his ancient tongue, I wonder if I could figure out how to do it...

Starkaðr A Giant with eight arms, swinging four swords... until Thor chopped him up. Why did the gods gang up on him?


Odin plotted to destroy Starkaðr after hearing Mimir praise him as a potential leader of Giants. They spread rumors and gathered a mob, and when he surrendered to clear his name, Thor murdered him.

Surtr An ancient Fire Giant of Muspelheim. he forged a sword of fire, and fought—or will fight—Thor and Odin


Prophecy says "Surtr the Brave" will die at Ragnarök but take Asgard with him. Mimir says it's part of a grand cycle of death and rebirth, and Surtr accepts his fate.

Thamur The greatest stonemason and one of the biggest Giants of all. he argues with his son Hrimthur, strikes him, and gets lost looking for him. Thor chisels Thamur in the head and crushes a whole town!


Thamur was building a wall around Jötunheim to protect Giants from the Aesir. Did it ever get finished?

Thrym A Frost Giant King who stole Thor's hammer... but it looks like Thor kills everyone anyways.


"Thrym the Cunning" ransomed Mjölnir for Freya, and Odin went along to sneak Thor into Jötunheim. If not for Freya, he might have killed every last Giant there!

Lore Markers[]

Motsògnir's Throne "After many winters, the Stronghold of Konùnsgard is complete! Mòtsognir has invited all citizens to attend the grand ceremony in the throne room. There we await the calming words of our King, who promises everlasting safety and prosperity.


This new land is even more fertile than Veithurgard. And with Reginn as our stalwart sentry, we fear naught from the Reavers, Dark Elves, nor any malevolent force! The reign of King Mòtsognir is truly blessed by Týr himself! All Hail the Dwarf King, Protector of Man!"


Huh, sounds like they actually liked this Dwarf King. The people in Veithurgard sure didn't... I wonder what changed?

Reginn of Konùnsgard "Much like Otr of Veithurgard, Reginn has been conscripted as Head Sentry of Konùnsgard. Though he may occasionally struggle against his bindings, he takes great pride in his task. His thunderous breath, while extraordinarily dangerous, is merely his way of expressing pride. however, do take caution during weekly maintenance of the Dragon Shrines; Reginn will attempt to use his Breath on you. This is not meant as an attack; it is merely his own cheeky way of passing the time. But make sure you vacate the area immediately, because it will kill you.

All rumors that Reginn's presence attracts the Dark Elves of Alfheim is pure fiction. King Mòtsognir will protect us from all beasts, as he has done time and time again."


Yeah... I don't believe any of this.

Ruins of Veithurgard "Nothing remains of Veithurgard except the ruins of Mòtsognir's cruelty. The once fertile soil is barren, soaked with the blood of both hunters and the hunted. It was The 'Noble' Dwarf King himself who demanded the bloodshed. He who conscripted the gentle farmers of these lands into an army of ill-equipped hunters; he whose thirst for savage beasts produced a legion of widows. The castle stands for those foolish enough to scavenge, wherein dwells the deadliest of his quarry. Let caution guide you."


Yikes... Doesn't sound like a very nice place. Father will probably want to visit anyways to look for useful resources. He's gotten a little predictable, but I'm still having fun seeing new places with him.

An Unbreakable Chain "Otr has escaped his binds yet again. Instead of flying off this time, he seeks revenge on his captors, and is determined to burn Veithurgard to ash. We seek shelter in the outlying caves where we've found sanctuary in the past. Out king assures us his next chain will be unbreakable. If anyone can build an unbreakable chain, it's Mótsognir, Architect of the great Stronghold of Kónunsgard! Leader of a glorious new age in Veithurgard! All Hail the Dwarf King, Protector of Man!"


These people seem a little friendlier... for all the good it did them.

The Great Mountain "When the mountain was cold, it was Meløða and Qnþreis who gave it life. Wandering souls from distant lands, who had tasted the Mead of Poetry and in search of inspiration found each other-and in each other, found great love. To the summit of Midgard's great mountain, a secret bridge was built. Here they would make their hearth and fortress-to live free of prophecy, and only know themselves and each other. The mountain became a shelter for the outcast and artist, for Jötnar and new friends made. And to this beacon many more souls pilgrimage. Even as of now we shelter from the storm, let none forget the beckoning spirit of the mountain that was."


Sounds like the mountain used to be pretty amazing... Mom always love artists.

Rites of Fjörgyn "Here we bear witness to the funeral rites of Fjörgyn of the Jötnar, goddess of the earth and trees. For her beauty she was seduced, for her love, she was betrayed, and for her life, her life was claimed. to the summit and across the bridge she shall be borne, where nevermore the thunder may find her."


Did Thor killed his own mother?! Was that the first giant he killed? What does it mean?

The Long, Cruel War "Here fell Nerthus of the Vanir, slain by Magni and Modi, sons of Thor. The Jötnar bear witness to the cruelty of this Long War. Neither Aesir nor Vanir may triumph, it is foreseen — But what may be left of Midgard before they lay down arms?"


The Giants wanted peace... no wonder why they liked Týr so much.

Cost of the Hunt "Six Wolves - Two men. Lo do they call to me.


Thirteen Draugr - Nine men. Lo do they call to me.

Three Tatzelwurms - Six men. Lo do they call to me.

One Troll - One and forty men. Lo do they call to me.

One Dragon - Nine and ninety men. Lo do they call to me."


Sounds like these people weren't very good at hunting. Maybe they should've just stuck with deer and boar.

The Gravedigger "While I throw dirt on the mangled citizens of Veithurgard, Mótsognir looks upon his newly caged beast with a gleeful fervor. I curse his name. The Dwarf King set the capture of trolls and dragons above the safety of his own followers. The same followers who served and revered him, hunted these monsters, and died, forgotten. My attempt to free the beast failed, and Mótsognir's punishment was swift: I'am banned from Kónunsgard. Demoted to town gravedigger. A fitting end for a once proud hunter, whose prey hastened the fall of Veithurgard."


— Berhtolt

The Hunt for Death "We baited the beast with a stuck fawn. Her cries echoed on the morning breeze. It did not last long for Death's Hammer to approach. The smell of burnt grass, the bleating of the dying fawn, the fear of imminent death… many could not hold their breakfast. When it stepped into the clearing, our attack was swift. The vanguard died instantly, burned to ash. No time to react, the hunt continued as we led the enraged troll to the Lake of Nine. There we subdued it, but not before losing thirty men. Upon our return, King Mótsognir proclaimed a week of celebration. The festivities were sparsely attended, though not for lack of pride in the victory. The population of Veithurgard had been reduced by a quarter. I fear this sad irony was lost on the Dwarfs."


— Berhtolt

Prayer to Odin "Find here our sacrifice, mighty Allfather, and deliver Midgard from Hel's wild hunt. Odin, wisest of all, whose breath gave life to Ask and Embla, first among our people, we beg your protection. Send forth your noble Valkyries and cull the deathless. Send forth your noble sons Thor and Baldur to shield us. Send forth dragons to consume the frigid horde. Save our souls that we may serve you evermore."


I don't think Odin got the message. Or he didn't care...

The Light of Alfheim "From the light we are born, and to light we return. The Light is the river of souls, transforming us, consuming us, transcending life and death. The light is the truth. The light is all."


OKAY! The Light sounds great but maybe it also makes you crazy?

Beware of Seiðr "Beware of Seiðr and those who practice it! Their sorcery is insidious and ever-changing, and so are the souls who master it. The more power they summon, the less they are themselves."


Is that how they turn into revenants?

Prayer to Frigg "Hail Frigg! Generous Frigg, who gave the world her brightest light


— young Baldur, gleaming god, pride of the Aesir, Odin-son and heir to Asgard. Long may she protect him. Long may he protect us. Hail! Baldur the Golden. Hail Frigg, beloved of all! Hail Odin Allfather!"


Seems like nobody who counted on the Aesir is still around...

The Curse of Ivaldi "Turn back! Upon this place sits the curse of Ivaldi, whose talents threatened the gods of Asgard. The mists of Niflheim were made a weapon by my father's alchemy, and turned upon their creator. His skill as an inventor and craftsman were unrivaled… but it was his talent and genius which drew the ire of the Aesir in the first place. Therefore, I, Mótsognir, renounce this place. I renounce dwarvenkind. I'am off to seek refuge and self-imposed exile in Midgard. Those who do not flee this realm will join my father in the grave."


— Mótsognir, Son of Ivaldi

Andvari's Invention "Through this path lies the Mines of Völunder. This great endeavor was made possible by Andvari the Alchemist, Son of Ivaldi, through whose ingenuity the very stone and bedrock was turned from obstacle to mighty tool of industry. A Dwarven Miner's greatest fear has always been running afoul of Ancients, but through Andvari's genius, they are now no more than tools in our righteous undertaking. A new age for Dwarves dawn here-no mere miners but masters of iron, whose greatest craft is the future itself."
Fáfnir's Tail "If you're reading this: Go away. You don't belong here. This is MY ravine and don't touch any of my stuff on your way out. You're still here? I told you to LEAVE. These are MY treasures, and you can't have them. The best stuff is in my storeroom anyways. But don't even think about going there. That place is well-guarded, I made sure of that. Just leave me be. I don't need you; I don't need anybody. Certainly not any of Ivaldi's stupid sons warning me about the dangers of greed. I only need look in my newly-acquired Vanir mirror to see what it does to my skin. But I don't care. My treasure makes me feel safe, and it warms me from the inside, like the breath of a dragon. Get lost."


— Fáfnir

The Hræzla Farmaðr "To know the Hræzla Farmaðr is to know the brutal history of these lands. Before the Great Flood, before the Desolation, men lived peacefully in Midgard. The dead stayed dead, Draugr were a rarity, and the use of Seiðr magic was considered deeply shameful. The Hræzla Farmaðr is of the Old Ways; when a man's worth is measured by how well he swings a blade. Strength-our highest virtue. These are harsh lands, and they are no place for the week. The strong will prosper in life, and in death, join the ranks of the einherjar in Valhalla. The weak will scrap and suffer a meagre existence, joining the ranks of the unworthy in the depths of Helheim. Such is the cycle of life, til Ragnarök comes."

Harsh. They sound about as friendly as a pack of Wulvers.

Rune Reads[]

Njörd of the Vanir "To Njörd we offer back the sea's bounty"


For a god, Njörd doesn't sound too bad.

Good Gods? "Until gods grow good"


I guess he means never. But maybe...

Leave Them in Peace "Leave them in peace."


A message from Týr? Does he mean the Giants?

Rune Vault Clue "Thought is faster than wind"


Týr's testing our minds here...

The Fire Realm "Musphelheim"

"Gauntlet of Surtr"


The ancient realm of fire! Now that we have the travel rune, we can go anytime and see what new challenges await.

The Realm of Fog "Niflheim"

"Fog and Fortune"


A misty realm of treasure and traps! Well, we have the rune to go explore...

A Seiðr Curse "Seiðr niðings upon all who trespass"


...but we're invited here... right?

Down with Odin "Death to the Raven God, Lord of the Hanged!"


She really doesn't like Odin very much.

Sleeping Monsters "Don't wake him"


I'm REALLY getting tired of being told what to do.

Giants and Dwarves "Jötnar only

and also Dwarves"


The Mountain was a stronghold of the giants of Midgard. After they left, the Dwarves mined it dry.

Mountain Terror "Hræzlyr"


Who or what would be named "terror"...?

Duraþrór the Stag "Duraþrór"


A stag of the World Tree who watches the gates of Jötunheim (where giants come from). This really IS the Giants' mountain!

Keep Safe the Light "From darkness keep safe the Light"


More like trying to keep the other Elves from getting it...

Keep Out "Turn back, Aesir"


I hope those are magic runes... words won't keep the Aesir away.

The Eternal War "The eternal war for the Light endures"


The same light we need for the Bifröst, of course.

An Ominous Warning "Death inside"


This must be old. There's plenty of death outside, too.

In the Jewel? "Í Gimsteini"


If this is a message from Andvari, what does he mean? Is it something about the ring we found on his hand? Let's ask Brok.

Another Betrayal "False Leader"


Is this what Vandrid wrote about his father? Or what the crew wrote about Vandrid after they mutinied?

Giants! "Welcome Jötnar"


The Jötnar had a settlement here? Giants, so close to home! But... how long ago?

Jötnar Marketplace "Trade Grounds"


Found what used to be a marketplace where gods and Giants would meet and trade. Must have been before the war...

Island Braziers "Ignite"


I was able to light this "Brazier" by reading the runes. Some kind of spell, maybe? I bet there are more of these around the Lake of Nine. Were there more people here, before this was a lake? Where did they all go? So many questions... I wish we could ask the World Serpent!

The Dream of Midgard "Midgard was a dream of what what could be if we shared, and collaborated. Jötnar, Aesir, Vanir, Elf, Dwarf, and mortals most of all. It was beautiful. But not everyone is capable of sharing. Some believe anything controlled is savage, and threatening. And so we were mocked, and tricked, and used, and then slaughtered. Odin and his tribe were barred from our realm, but it was not enough. The wrath of Thor and his terrible hammer have thinned our number in Midgard to the brink of ruin. There is no option but to withdraw, while yet any live to do so."


Odin and Thor would have killed ALL the Giants if they could... and they got away with everything!

The Guardian Returns "We foresee Midgard's fate — overrun, a second Hel. Neither Odin nor his dead may reach Jötunheim. The ways must be shut. The serpent and the guardian remained. They alone shall keep our hope. When doom befalls the indestructible, only then shall the Guardian return. Until then, we await a better world — one without fear, without greed, without war. We await deliverance, and justice. We wait for a champion. We will wait for word that gods good."


Hope that world gets here soon...

Bad Options "Hunting Death"


Hmm... Does this mean someone died during a hunt, or they were LITERALLY hunting Death? Sounds rough either way.

Scrolls[]

To See Her Again "The death of my daughter turned me into a broken man, but one of the Lake Spirits tells me I can find some peace. His master's a powerful Seiðr witch and he says she'll reunite me with my sweet Iona! I just need to find her bones. Didn't know why someone would go to the trouble a scatterin' bones across the Lake of Nine, but the task is naught to me. I'd go to Helheim for a chance to see my daughter again."
Death to the Gods "I was foolish enough to think a simple apprentice could thrive on his own out in these harsh lands. My supplies dwindle, and the Draugr are more numerous than I had anticipated. But my parents deserve vengeance, and I will not rest until they have it. They only wanted to honor the gods, and died with nothing to show it. The gods… they are not wise. They are not just or good. They are not to be worshipped or idolized. they are no better than man. I pray for their deaths. I realized the irony. Who am I praying to? What god answers the prayer of 'death to the gods'? And still, I pray for one who would purify this world of their evil and send them to the same Hel that awaits the rest of us.
Shipwrecked "Until today, I've always thought the Lake of Nine as a desolate, cursed place. And for the three ships caught in a recent storm, that notion holds true. But for this simple scavenger? Their loss is my gain. I found their fool of a captain on one of the beaches. He was broken man, in both spirit and body. I gave him Hel's kindness , but not before I filled my pockets with all the Hacksilver I could carry. The captain held an Offering to Týr, which is all well and good… But to neglect Thor? What kind of experienced seafarer neglects the God of Thunder?"
On Midgard Dead "With each passing day, the dead continue to rise. Their resurrection occurs in various forms. Draugr, once merely an occasional sighting, have spread in shocking numbers across Midgard and beyond. The icy bodies of re-animated Reavers (commonly known as Hel-Walkers) remain a mystery-what causes their resurrection? Finally, the various spirits throughout the Lake of Nine. They appear harmless… which is more than can be said of the Draugr and Hel-Walkers. The ones I've encountered show a single-minded determination in some task or desire that keeps them bound to this realm. What will happen to them should they achieve their goal? All have offered some form of reward. Peaking with these spirits. can be unsettling, but perhaps their requests bear further consideration.
The Soul Eaters "Removing an Ancient's soul and domesticating it as a beast of burden was surprisingly easy. They followed my every command, and appeared to possess no free will, sense of self-preservation, or even hunger. Well… not until it turned poor Lit into ashes. Not even his Soul remained. A lack of their own must be what drives them to immolate the souls of others. My 'Soul Eaters' are an abomination. Several were sent to Musphelheim at the request of Surtr; what he will use them for, I shudder to consider. Another to Mótsognir at Konùnsgard; that fool can burn for all I care. My immediate concern is the Dwarves of the Völunder Mines. I pray I'm not too late to undo my mistake."


— Andvari

A Son's Regret "Dad,

While you were off hunting and pillaging, Granddad raised me. Taught and cared for me. I loved him—and you stabbed him in the back. I hated you. But time has a way of changing things. The clan celebrated. They spat at his kind spirit; saw it as proof of weak leadership. And as much as I hate to admit it, the Hræzla Farmaðr thrived with you at the helm. And as a boy, I made an oath to the Nornir that I would avenge him. My skill with a blade grew, and you finally began to notice me. We grew closer. But the Nornir do not suffer broken oaths. Not even those made by a grieving child. Their chest outside Fáfnir's Storeroom… it reminded me of that oath. So the cycle of betrayal continues. You killed the only father I ever knew, but even now… I regret my actions, and am filled with remorse. Forgive me."

— Vandrid

A King's Last Words "Tragic that my failure becomes apparent as the life flows out of me. The gods came to me as I slept, and demanded retribution for my father's actions in Niflheim. My people...they who entrusted me to keep them safe… every damn night, visions of them mangled by all manner of beast. Only I could protect them — and through the building of the Dvegæðikr. I captured every deadly beast I could find, and set to building myth. The dreams were very clear about the first two ingredients: Dragons' Fury and Screams of the Innocent. Though many were sacrificed capturing the dragons, and the innocents' screams were far worse than I ever imagined, all of it was for the greater good. Of the third ingredient, my dreams were vague. Ultimate Sacrifice is all they would say. I hoped that forfeiting my morality during this damned search would be enough. Now I see it was my own sacrifice that was required. Like my father before me, I've been such a fool."


— Motsògnir, Son of Ivaldi

The Missing Tower "The search for any trace of the Jötunheim tower remains fruitless. Not only Midgard, but in all realms in which the tower once stood, there is now only a mystic echo of what was. Had it been destroyed by might, some remnant would remain, but this magical vestige suggests magical means. It must exist somewhere. Our horde of loyal spies continues to grow. I cannot doubt someday we will find it, wherever it may be hidden."


— The Raven Keeper

Svartalfheim Sealed "The realm of the dwarves is secured. For a promise of security from the rovers of Hel, they have made Asgard custodian to their borders. Now the Vanir will have no hope of Svartalfheim's aid, thanks to Odin's foresight. The Elves remain sufficiently distracted. All plans proceed."


— The Raven Keeper

The Serpent "The Serpent cannot be spoken to, but his belligerence towards Aesir is unmistakable. The destruction of Týr's temple is infeasible while he remains; however, his presence has caused the Lake of Nine to submerge it completely. Therefore, the larger aim of fettering realm travel is still achieved."


— The Raven Keeper

Asgard Sealed "It is done. Asgard's defenses are impenetrable. All means of access have been cut off, save those in Odin's power. The plague of the dead will not touch us, nor shall we fear any Vanir aggression. Word of this must reach noble Thor, for the time approaches for his part in the Allfather's plan."


— The Raven Keeper

A Thief's Testimony "To the next poor fool to find this place,

You'd be wiser to flee than to brave the dangers within… but count yourself lucky I came before you to unwittingly free the prior occupant, and die a fool in the process. I came for treasure and found only death on wings. I tried to step out of the realm, but she wouldn't let go. It tore most terribly. The Tree bleeds for my foolishness. Her magic will surely ripple through this realm for ages, tearing at its fabric. And for what? I'm dead and she's escaped just the same. Why did I fight it? Fool, fool, fool. My only solace is her jailor followed close behind. To Muspel it might have been, or Niflheim. Either way, she'll be caught… though they'll need a new prison… I've ruined this one.

The Lindwyrm comes for me…"

In Search of Freyr "The Light is ours again, but there is no time lose. Only the return of Lord Freyr can secure peace. Surely we are liberated by forces sent force at his command, like the sword of legend. But Freyr himself remains lost, and now we must come to his aid. Some believe he has returned to Vanaheim, while others believe he is held in Asgard. Both paths are now found shut. With the temple secure, all Elf-kind is called away to seek out our lost lord."
The Aesir's Punishment "Captain Erik,

This is our fault. We managed to find a way inside one of the Asgardian Libraries you told us to stay away from, and made off with more coin in one day than we'd see from years of trading. But the thunderstorm that sank your fleet… During the tempest, I had a vision. Thor himself came to me. He appeared on the deck of the Mariusuden in a bolt of lightning, and demanded vengeance. We stole from the gods, he said, and for that, we must be punished. A brilliant flash of light followed, and then everything went dark. We awoke stranded up here. Somehow we managed to survive the shipwreck, though I imagine it is part of the Aesir's punishment. Now we are forced to live out our last few days stranded on a cliff, surrounded by Hel-Walkers and Tatzlewurms. Starving, at each other's throats. It won't be long now. Will Aegir be understanding? Will Ran be compassionate? Or will they cast me out to freeze in Hel? I suppose it is not for me to know.

I'm sorry, Captain Erik."

Mimir's Tales[]

Mimir on Baldur Mimir is helping us figure out why Baldur of the Aesir came to our door. "I know what you are… you know what I want"—who does he think we are?
On Magni and Modi Magni and Modi, the sons of Thor, are helping their uncle Baldur find us. Strong, dangerous, foolish. Mimir has a story about them and Hrungnir—ask later.
Baldur and Odin Mimir thinks Baldur is tracking us for Odin, who wants to go "where he cannot reach"... but WE can?
Odin and Jötunheim If Odin and Baldur are trying to get to Jötunheim, and they think We are the answer, how did they know that before we even knew we had to go there? Mimir insists this makes sense.
Odin's Prophecies Odin collects prophecies... tries to control fate by knowing the future. Maybe he thinks we'll pose a threat someday. Or at least he knows we're looking for a way to Jötunheim.
Serpent's History Jörmungandr the World Serpent has already fought Thor in Ragnarök, and was knocked back in time to now. That, or Mimir is insane.
Odin and the Jötnar Odin's interest in Jötunheim—he fears the Giants at Ragnarök, and wants their prophecies of the future. (Giants are the best at prophecy?) Ask Mimir later why they call Odin "Lord of the Hanged"...
Flight of the Jötnar The Giants left Midgard to escape Thor's slaughter-most likely their work destroying the bridges to travel there. What did they do to make the Jötunheim tower in the lake disappear?
The Hanged God Odin spent nine days dead, hanging from Yggdrasil, the World Tree, for the wisdom of life and death and destiny. he goes REALLY far to get what he wants...!
Nothing is Written Odin thinks he can beat fate and change Ragnarök, even though the Serpent's already been through it. Father doesn't think much of fate either—"another lie told by the gods"—so they have that in common...
Father's Blades Father kept those blades hidden under the house. If his old life is such a burden, why'd he keep them around?
Frigg and Freya "Frigg" was Freya all along?? Baldur's mother, Odin's wife... it's so hard to imagine her with the Aesir gods... but I've seen it with my own eyes now!
Mimir's Sight When the Giants trusted someone enough to help them travel the realms, they'd put Bifröst crystals in their eyes. Týr had them, and so does Mimir.
Mimir on the Dead Even Mimir doesn't know why there's so many dead men walking around Midgard... but he suspects Odin's meddling, and maybe the Valkyries.
Mjölnir the Hammer Brok and Sindri made Thor's Hammer, Mjölnir. It made their reputation... but it also seems like they can't live it down.
The Huldra Brothers Brok and Sindri are dwarves, but for some reason people call them the "Huldra brothers" after the beautiful forest sprites. Apparently I'm too young to be told why.
Laufey The Just So Mom was "Laufey the Just"—she really was protecting people, before she had me. They even knew of her in Asgard! I'm so proud of her...
Freya's Spirit While we were in Jötunheim, Freya found Mimir to ask where Odin might have kept her Warrior Spirit. That's a little scary.

God of War Ragnarök[]

Bestiary[]

Aesir[]

Einherjar Captain I understand you encountered your first Einherjar Captain while alone in Vanaheim with Lady Freya. You'll never see these aggressive individuals without their Asgard-forged weapon-of-choice: the scythe. Primitive weapon if you ask me, but they've made up for it with the rather annoying addition of Bifröst energy. Carrying the weight of such a cumbersome weapon, they move a bit slower, but once in range of that blade, one may find themselves without a head a bit sooner than expected.
  • Captains can use Bifröst magic to exchange their scythe for a spear, capable of fast-moving charging attacks. Weapon switching this way is fast, so you'll have to keep watch as they change up their antics.
  • Captains can also use Bifröst to teleport themselves around the field-a particular tactical advantage to their otherwise slow-moving hammer -wielding variant.
Einherjar Captain (Codex)
Einherjar Brute Hardly a more fitting title than Brute, although perhaps applicable to more than one rank of Odin's soldiers. If memory serves, this title was granted if a newly-incarnate Einherjar completed some feat or other. Last I heard, it was accomplished by wearing the jaws of ten enemies that had been ripped from their owners' heads with their bare hands.
  • Thick armor makes a Brute hard to interrupt. It'll take something more than ordinary attacks to stagger them.
  • Brutes can throw a vicious haymaker-but disrupt it, and you'll have a tidy opening to counter.
Einherjar Brute (Codex)
Einherjar Warrior One might look at this and think it's a bit repetitive in nature-we already know Einherjar were warriors during their lifetimes. But I can assure you the distinction is quite keen. Just as one rises in rank in an army, so too the Einherjar. Odin may have changed the qualification since my days in Asgard, but the title of Warrior used to be awarded around the third of fourth resurrection, depending on how glorious the previous death was deemed. Didn't count if you offered yourself on purpose, of course. I wonder if any other contingencies were added when he found out they were staging battles for sport in Svartfalfheim...
  • Beware of the two pronged-attack; Bifröst from his dagger, and raw physical damage from his hammer.
Einherjar (Codex)
Einherjar Asgard's finest. A warrior of Midgard wants nothing more than to fall in battle. It would ensure passage to Valhalla, a promised land where the honorable and wretched alike are sent. There, Odin selected the best and gave them another chance to die for him, thus creating the Einherjar.

It's diabolically genius if one would like to view it that way — instill enough devotion within a bloodthirsty group of undead killers, and you guarantee yourself a near endless supply of fodder for your war.

  • Any Bifröst they get on you will detonate next time you're hit — unless you stay undamaged until it dissipates (which would be my humble recommendation).
  • Some carry blades for attacking in quick succession. Try to parry these to interrupt their flow.
Einherjar (Codex)
Einherjar Rider At one point, Odin found it worthwhile to train Einherjar to ride Graðunger into battle-or perhaps it was the other way around, training Graðunger to be ridden by Einherjar. Either way, some training was involved. Quite a bit, if Graðunger are as wild as they've always been. Mistrustful creatures, and rightfully so, given that they've been all but forced into servitude by Odin.
Einherjar (Codex)
Einherjar Archer Odin's experimentation with Bifröst energy continues to cause us trouble. This time it's in the form of long-range bolts shot from his Einherjar Archers. Not that I like to give him credit for anything, but it only makes tactical sense-imbue the beasts, imbue the short-range weapons, imbue the arrows. Though it does present a break with tradition-previously, Einherjar manifested their weapons according to their choices in life. Now that Odin removed that limitation from the afterlife, where do his ambitions cease?
  • Slippery, these Archers-either they close the distance between you quickly, or use your own ranged attacks to fight back.
  • Some Archers bear shields. You can break their guard from a close range with a Shield Strike, or make use of Sigil Arrows to disable their shields from a distance.
Einherjar (Codex)
Einherjar Tamer These members of Odin's army specialize in wrangling fearsome beasts to their will and can summon them to their aid in combat-never a welcome complication.
Einherjar (Codex)
Odin's Ravens

(Huginn & Muninn)

Kratos[]

Odin has had his eyes on us since we began our journey some time ago. Killing these ravens, and blinding the All-Father, will only aid us on our path.

Atreus[]

These two aren't like the spies we see around the realms. Huginn and Muninn are Odin's own weird magical pets. Back at the house, I saw them disappear into his tattoos! Mimir told me once how they once came to be that way-how they were normal ravens once, until Odin captured their whole unkindness. Most of them he roasted and ate for supper, but on Huginn and Muninn he experimented, wiping their memories and binding them to his will/ Mimir also referred to them as "right pricks, even for birds."

Odin's Ravens (Codex)

Beast[]

Dragon These magnificent winged beasts come from Svartalfheim originally---but no, not because they're all transformed dwarves. The curses upon Fafnir and his brothers had to be inspired by something, didn't they? Dwarven history is replete with the lore of great dragons who hoarded gold and holed up in mountainsides, but that's now a bygone age. One of the things Odin did by way of gaining the trust of the Dwarves was to help them with their dragon problem. Through a mixture of organized murder, magical imprisonment, and involuntary relocation of their eggs, the dragon presence was effectively Aesir-repressed for generations. Of course Odin was playing a much larger game. Where did all of those stolen eggs end up? That's an answer we may be only just beginning to understand...
  • A thrown weapon can knock them out of the air, if you catch them during their attack.
  • Use a ranged attack to aim for a dragon's neck while its preparing for an ice or fire attack, to disrupt it and knock it down.
Dragon (Codex)
Tatzelwurm Few venture to the lands where these tunnelling bastards roam, and even fewer can survive an attack. They'll burrow through the earth as a fish swims through water, waiting for any unsuspecting soul to step on the wrong patch of land. Their barbed tails pierce flesh with ease, flooding their victims with venom. It's an all around terrible experience, made all the worse by the almost playful sadism they seem to possess whilst toying with their victims.
  • Throwing the Axe will freeze them and keep them from burrowing underground.
  • Launching and attacking Tatzelwurms as they dig into the ground will stop them from burrowing for a short time.
Tatzelwurm-CodexSketch
Cursed Tatzelwurm Perhaps by now, we're all aware that the "cursed" descriptor means there's poison involved, no? Not really a need for further elaboration.
  • Cursed Tatzelwurm spit is highly poisonous, even on the ground.
CursedTatzelwurm-CodexSketch
Wretch Oh, how I'd jump at the chance to smash these little blighters with a well-aimed hoof. The stench they give off rivals a Troll's bonch, and then some. On their own, they may seem an easy foe, but rarely are they seen without companions. A pack of Wretches will quickly overwhelm even the strongest of enemies.

Wretches thrive in wetlands. Find any body of water and they'll likely be nearby, basking in mud and filth, not doing any favours to their already unique scent. You'll need to be quick on your feet during an encounter with a Wretch of any kind... and watch the teeth!

  • Wretches will surely try to swarm and surround you. Area-impact strikes (like the Blades' heavy attack) should quickly dispatch them.
Wretch
Exploding Wretch Could Wretches get worse? They already have, unfortunately. The stench they emanate not only comes from the environment they keep themselves, but also from within. A collection of gasses they use to grow up into a Grim, and then into a big, strong bergsra, to be precise. However, when some of the gasses react to others too quickly, whether brought on by panic, or anger, or some other unknown reason, the little Wretch will, erm, expand... and moments later explode. Best avoid those or kick them into other enemies so they might find some purpose in their miserable little lives.
Wretch
Wild Wretch Parasites, the lot of them. Gifted with several rows of tiny teeth which makes it easy to attach onto a victim and suck away at their life force in a snap. Multiply that when several attach on at once, and anyone would be downed in moments. What possesses these Wretches to enjoy this particular form of annoyance is beyond me. Logic tells they must serve some role in the ecosystem of their home environs of their home environs, but that seem too generous to grant these malevolent buggers.
Wretch
Nightmare Nightmares, ugh!, What awful pests. Entry complete.
Nightmare-CodexSketch
Nightmare Parasite Not the most life-threatening of Nightmare variants, but, upon reflection, certainly the most terrifying. Any creature that sees fit to take over the mind of another deserves swift retribution.
  • These Nightmares have the power to possess other enemies, making those enemies much stronger.
  • If a possessed enemy is stunned or killed, it will force the Nightmare Parasite out of their body.
Nightmare-CodexSketch
Exploding Nightmare Perhaps the most deadly variant of Nightmare. These like to swarm an enemy in groups, and the moment they feel they have the upper hand, they sacrifice themselves for the good of... well, killing their enemy. Seems counterintuitive if you ask me, but my theory is that they operate as some sort of singular consciousness. The good of the many makes losing a few worthwhile in the long run.
ExplodingNightmare-CodexSketch
Ice Nightmare Not much different from your run-of-the-mill Nightmare, with the exception of ice it can lob at you given the chance. Best not to give it that chance in the first place. Attack first, and you've got nothing to worry about later.
  • Ice Nightmares will look straight up before firing their Ice Projectile. Either get out of the way, or hit them with something ranged.
  • Use ranged weapons to knock Nightmares close to the ground, where you can easily finish them off with melee attacks.
IceNightmare-CodexSketch
Gloom Nightmare Gloom Nightmares are named appropriately, I s'pose. They have the ability to temporarily blind their enemies (unfortunate when it happens), but a few well-aimed hits with a ranged weapon, and they'll bother us no more.
GloomNightmares-CodexSketch
Drake Drakes are a variety of dragons that originate from Alfheim, but thanks to Odin's systematic meddling with the ecosystem of any realm not his own, who bloody knows where they might show up? What drakes lack in height, they make up for tenfold in power---it isn't an odd occurrence to see buildings brought to ruin when one of them goes on a rampage.
  • You can see where the beast's skin is thinnest by where the energy inside glows through. Striking those spots is our best chance of a favorable results---even moreso if we could strike them simultaneously...
  • The melee variant of the drake has the ability to charge at a moment's notice. When it does this, it gallops across the ground before swinging its head at anyone or anything nearby. A well-timed parry can shove the drake backwards, causing it to stumble or even fall to the ground leaving it open to attack!
Drake (Codex)
Gulon Most often found in hunting packs, Gluon make quick and dirty use of their teeth for the main method of attack. They're beautiful creatures, but if you're close enough to admire the beauty, it's likely going to cost you an arm or worse. Although, I imagine out of any of us, the lad would likely find a way to tame them, bless him. He'd get attached to a dragon if he thought there was half a chance he could befriend it..
  • Watch out for the Gulon's Sonic Shield, and interrupt its guard as soon as possible.
  • The Gluon will zig-zag before coming in for a bite; dodge out of the way
Gulon (Codex)
Cursed Gulon A variant of Gulon that enhances its viscous bites with a mouthful of poison. They seem to prefer vomiting said poison on the ground... the better to keep enemies at a distance. Fascinating defence strategy, being able to create traps with your own stomach acid (if it is indeed stomach acid), it could also stem from various sacs in the mouth and throat to prevent any internal damage. Never got close enough to get a goodlook.
Gulon (Codex)
Wyvern As majestic as it is dangerous. Unlike drakes and dreki, the wyvern is not a member of the Dragon family. Their lack of forelegs is more than made up for with the dexterity and speed of their wings. Seeing one take flight makes the feat seem as easy as a fish gliding through the waters of a calm lake. Wyverns were originally tamed — or rather, "tamed" — at one point in time, by the Vanir. Before the occupation of Vanaheim, riders developed close bonds with their mounts, which required a significant amount of trust from either party. It was well worth the trouble, I've been told. So much so that Odin's Einherjar have opted to replicate it, enslaving the wyverns of Vanaheim in the process.
  • Should a wyvern come at you with a diving swoop, be sure to dodge or parry it (or we'll both feel that one).
  • When they start backing up, be on your guard for a blast of lightning from their wings.
Wyvern (Codex)
Dødher Wyvern One of the deadliest of Asgardian battle beasts. No one asked for a dragon with Bifrost abilities, so some lout saw fit to grant the gift to wyverns. If not obvious, I feel the need to clarify: the lout was Odin. Who knows what experiments he performed on the poor beasts to imbue them with an energy substance as foreign to them as bathing in lava.
  • This one likes to get in close and bite you with his Bifröst teeth. Parrying such attacks should create an opening.
  • Watch for the attack that charges in the air before creating a wide-area blast---you can interrupt it with a ranged attack, and failing that, you may yet block the blast with your shield.
Wyvern (Codex)
Flame Graðunger A mount favoured by Odin's Einherjar. You likened it to a lion from Greece, combined with the horns of a goat, the antlers of a stag, and the unnatural ability to combust the foliage around them.
  • Timely dodging is a critical tactic, against any Flame Graðunger.
  • It's protected by a fiery carapace---use your Axe to extinguish it, so you can do some proper damage.
Flame Graðunger (Codex)
Frost Graðunger A cousin of Flame Gradungr, these beasts have opted to utilise ice in their attacks rather than their hotheaded relatives.
  • When they start bucking, it's important to block with your shield. Dodging won't get you anywhere against an attack that wild.
Flame Graðunger (Codex)
Dødher Graðunger Another example of Odin taking something that doesn't belong to him and bastardising it. Imbuing the Gradungr with Bifrost energy is yet another item on the long list of affronts the one-eyed prick's committed in his conquests.
  • Its charging attack is strong, but a parry will leave it wide open for attack.
  • For most other attacks, your shield should prove effective.
Flame Graðunger (Codex)
Dreki I must confess responsibility to the dreki that roam Svartalfheim. Odin ordered me to disrupt Svartalfheim's natural ecosystem in an effort to push the dwarves towards industrialization. I knew these apex predators, a variant of dragon native to Vanaheim, would wreak havoc on the Dwarvish ecosystem. What I did not know is just how effective they would be---the complete extinction of several native species, and an imbalance that will take lifetimes to undo. Consider this as a written confession, and a pledge to do everything in my limited power to set things right.
  • When a dreki swings its tail hard, try parrying to gain the upper hand.
  • When it executes several attacks in a row, its final bite is the most devastating---and cannot be easily blocked.
Dreki (Codex)

Elves[]

Dark Elf Seldom does power come without cost. Alfheim's desert wasn't always a barren wasteland. No, before the Temple was built the desert was teeming with life. Now the Light-deprived Elves of the Barrens wage constant war upon their counterparts in the Light Well. In their eyes, the Lake of Souls is not theirs to use. How could one blame them? They watched as their home waste away as their cousins grew powerful.
  • Dark Elves prefer a tactic of swarming you as a group. Disrupt their efforts with heavy hits and parries!
  • Dark Elves may recover in the air from being launched—but not if you launch them frosted.
DarkElf-CodexSketch
Dark Elf Lord The largest and strongest of the Dark Elves we've faced, Lords weaponize light and use it to temporarily blind their enemies before landing a devastating attack on them, as if they couldn't simply crush your skull on their own. Perhaps a tactic makes the death of their enemies more humane.
  • Terribly strong, with the thickest available armor—you'll need to track them when they're finished out an attack and sequence that leaves them open for countering.
  • Using magical & elemental attacks to freeze or otherwise weaken them will prevent them recovering in mid-air once launched or disrupted.
DarkElfLord-CodexSketch
Dark Elf Warrior A bit tougher than most Dark Elves, these warriors spend their time training and executing routines to the most efficient and deadly extent. As with most most Dark Elves, flight remains as an important part of their strategy—should they attack, the sooner we can go around them, the sooner we can get the upper hand!
  • Their charge attacks cause temporary blindness, which I know you especially hate.
  • They are much easier to kill when grounded. Trip them up if you have the chance!
DarkElf-CodexSketch
Dark Elf Summoner Summoners possess the unique ability to call in reinforcements at a moment's notice. Not that cooperation is a particularly novel concept—if anything, it's one of the more effective strategies out there, as overwhelming an enemy can be the quickest way to victory. As such, Summoners should be taken down as soon as we spot them so as to prevent them from fulfilling their duties.
DarkElfSummoner-CodexSketch
Light Elf The discovery of the Lake of Souls marked the beginning of a great schism within Alfheim. The Light Well harnessed the power of the Light, and the elves would spent their days basking in its glow became obsessed with their newfound power. They found new ways to express themselves through art and invention. It was a time of great prosperity... for half of Alfheim. Once the realm's Living Desert began to wither, the other half the realms costed the deem the cost of progress too high, spawning the violent circle of conflict that continues to this day.
  • Knocking off their mask with a blow to the head can leave them open for strong attacks and easier to Stun.
  • When they throw explosives material—here's an idea—throw it right back at them!
LightElves-CodexSketch
Light Elf Warrior These Elven Warirors are more than proficient with their blades. You'll need to focus properly to make it through a duel with one unscathed.
  • See if you can parry his dashing slash to open him up to counterattack.
  • If you dodge his other melee sword swings, he'll be open to counterattack
Light Elf Warrior (Bestiary)
Light Elf Slayer Slayers prefer a dual-sword approach to combat. I've heard they feel more in control when both hands are in sync, executing a move rather than a one hand attack/one hand block. If they weren't so deadly, their moves could likely pass as a dance—one I'd pay decent hacksilver to see. Perhaps in a less tumultuous time, Elves can lay down their weapons for the pursuit of elegance pastimes other than war.
  • Proper use of Shield Strike is critical against this foe.
Light Elf Slayer (Bestiary)
Light Elf Mystic Mystics prefer to keep their distance. Not emotionally—I'm sure they're quite forthcoming with their thoughts and feelings among their comerades—but as a battle tactic. They are masterful at conjuring difficult-to-dodge range attacks.
  • Getting in close gives you the upper hand against their weak forward defense. Se if you can't help. close the gap by, say, tripping them with a well-placed Axe throw.
  • Their projectile orb of energy will slowly but surely home in on you, and do terrible damage if you let it. Try to detonate it early with anything you can throw at it!
Light Elf Mystic (Bestiary)

Hel-Walker[]

Hel-Reaver Reavers die, they reject the call of the Valkyries and, well, here we are. Some nasty ice attacks come with their newfound afterlife, so take care to avoid getting frozen as it just sends them into a more confident rage.
HelReaver-CodexSketch
Hel-Raider Chief Take your garden-variety "Ox" of a Raider Chief, and replace the blood with the frozen malevolence of Hel itself. Sounds terrible, and rightly so!
  • The Chief of Hel-Raiders is just as quick as his underlings, but even harder to stop once he gets going.
  • His frost kick attack is strong, but slow. Try to parry it, and get whatever edge you can.
Hel-Raider Chief
Hel-Raider Your standard Stag-styled Raider, only dead—and far more dangerous for it. Relentless, frenzied, rageful creatures... lighting them on fire should help them calm down!
  • These undead maniacs enjoy a protective frost layer. Use your blades to burn it off!
  • If a Hel-Raider comes rampaging your way, try to interrupt their flurry of attacks with a well-timed parry.
Hel-Raider (Codex)
Hel-Raider Scout The frozen, undead "Hel" variant of your Owl-styled Raider Scout—faster, louder, colder!
  • Raging Hel-Scouts rush in close with a flurry of strikes in quick combination. Difficult to dodge; far easier to block until they finish.
Hel-Raider Scout (Codex)
Hel-Viken Dead Viken. Perhaps with a small strength advantage over their living counterparts, as most have taken up maces as means of punishing all who would stand in their way. Death may have been strong, but attacking with one huge weapon often leaves openings for a quicker opponent eh?
  • We should be able to dodge this creature's mace depending on the type of swing. Might be best to dodge horizontal swings backwards, and the vertical swings sideways.
  • If a Hel-Viken misses its overhead attack, its mace will get stuck in the ground, leaving it vulnerable for a time.
HelViken-CodexSketch
Hel-Shadow When a Shadow crosses into Helheim, I can only imagine the Seiðr magic leaves their bodies, but the cavity left behind, whether spiritual or physical must be filled. The ice and winds of the realm, being as aggressive as they are, then rush in, leaving in its place a Hel-Shadow imbued with all frozen forces of Helheim. I can't imagine this process is in any way pleasant, even for a dead Shadow.
  • Hel-Shadows defend themselves with a magical ice wall. If you miss them with an Axe throw, recalling it right into their backs is an evergreen tactic.
  • Their ice walls can damage us as well, exploding if we get too close. Best if we try to deal with these nasties from a distance.
HelShadow-CodexSketch
Hel-Shadow Archer This dead Shadow has learned a fair bit. As with any archer—with perhaps the exception of Atreus—close range is the best strategy take them out quickly. Otherwise they'll see to their lance-like projectiles pelting us like there's no tomorrow.
  • Their projectiles are quick (and sharp), but won't leave you stunned. If you rush these Archers, you make take them out of the fight early.
  • Arrow attacks are a reliable means of disrupting their attack pattern.
HelShadow-CodexSketch
Hel-Brood Not that Hel-Brood are particularly expressive creatures, but the lack of faces to express with is even more nightmarish than Nightmares themselves, if you ask me. I'm also the one penning these entries so, of course, I'm asking me.
HelBrood-CodexSketch
Hel-Traveller A Traveller who continued to follow Odin's phony "path" even in death.
  • Hel-Travelers are more aggressive than their living counterparts—they'll charge right at you, leaving little time for effective ranged attacks.
  • You can whittle down his armor by staying close and dodging his strikes. But when he charges up his overhead smash, be elsewhere!
HelTraveller-CodexSketch
Hel-Revenant A chilling varietal of Revenant. What's most curious about them is the fact that they made it to Hel sans an intact soul. I was under the impression that one was necessary in order to enter into Helheim as one of the dead. Perhaps the Seiðr magic allows them to bypass whatever would have kept them from the realm in the first place... or they've managed to circumvent the process of death entirely and instead opt to serve the realm itself.
  • Her fissure attacks not only do damage, they slow you down with freeze effects. Make a priority of avoiding these!
  • Mind her freezing ice-breath attack; it can leave you slow and vulnerable. Interrupt it, dodge it, or outrun it.
HelRevenant-CodexSketch

Midgardian[]

Raider Chief The Raider Chiefs adopt the strength of the mighty ox for their fylgja, and visually speaking, it's quite obvious—massive hulking forms that can weaponize nearly every part of their body should they throw their weight behind it. According to Raider tradition, Chiefs are chosen through several days and nights of combat trials. Only the strongest of warriors are even given the chance, and by the end of the trials, most (if not all) of the contestants are dead—including the winner! Due to drastically dwindling numbers, I think they may have changed their methods.
  • Chiefs are extremely tough, and will continue to press forward even under pressure. A strategy to Stun them might give you the opportunity to do some proper damage.
  • Watch for their quick hilt-strike—it's often a prelude to a larger follow-up attack!
Raider Chief (Codex)
Raider Few humans are left in the Wildwoods these days. Those who survive have either stashed themselves away in the warmest places they can find, or-should they choose not to hide-have only fended off the cold by transmorgrifying their fylgia -their "Guardian Spirit". This part of their soul takes the traits of an animal, allowing them to adapt to Midgard's unforgiving climate. As of late, the various remaining Raiders around the Wildwoods seem Hel-bent on murdering the lot of us. The protection stave keeps interlopers at bay, bit every hunting trip beyond its borders inevitably results in a scouting party or two.
  • No great threat on their own, but powerful in numbers. Try parrying their backhanded strike to gain the upper hand.
  • If they get a taste of blood from their horn, they can charge at you rather suddenly. Trip them with an Axe throw—that's always fun.
Raider (Codex)
Raider Scout While most Raiders favor the strength and pride of the stag for their fylgia, Scouts favor the owl for its sharp eyes and sharper talons. They often claim to be able to peer through the eye of owls, but this strikes me as boastful havers. They favor ranged attacks, and are deadly accurate with their slings.
  • A Scout's slingshot is a painful nuisance at a distance. Thankfully, they're slow to use. At close range, the advantage is yours.
  • Scouts who take a swig of blood will subsequently let out a disorienting scream-attack. It's directional enough you may yet block or dodge it. Do so!
Raider Scout (Codex)
Kol Raider Tis a peculiar schism in the culture of Raiders that a group such as this may entirely turn over their focus of their devotion from blood to fire, while maintaining such mainstream Raider traditions as their castes of animal fylgia, and their immediate and lethal hostility towards all outsiders.
  • Their swinging fire attack is intimidating, but thankfully, blockable.
Kol Raider
Kol Raider Scout Lest, we grow too accustomed to the ordinary plains from the slingshots of ranged Raider Scouts, we are blessed to encounter this variant, who instead throw fire all over the bloody place.
  • Kol Raider Scouts can throw fire hazards on the ground. If you want any room to maneuver, prioritize these foes.
  • Show caution when closing in—Kol Scouts can leave a fire trap and retreat quickly. A swift Sigil Arrow might foil their plans.
Kol Raider Scout (Codex)
Traveller Travellers are zealous worshippers who follow The Path, a mysterious warrior's code that promises glorious fortune and enlightenment awaiting them in Jötunheim. Little do they know that The Path is simply an invention of Odin's in order to trick a large number of warriors into finding a way into the home of the Giants. they're as strong as their devout, and should never be taken lightly.


While the armor our Dwarven friends expertly craft has a certain finesse to them, Traveler armor is heavily reinforced and cumbersome. Getting through it is often the biggest challenge when facing these fanatical bastards.

Traveller-CodexSketch
Traveller Champion These Travellers prioritize the use of shields when it comes to their combat style of choice. Makes hitting them quite a bit more difficult than the given surface area would suggest. What qualifications are there in order to become a champion in the Travellers' eyes? I doubt it's as simple as shield proficiency.
  • A shield that size on their back is certainly... a choice. You might get a better of a Traveler, but safe to say you'll never stab one in the back.
TravellerChampion-CodexSketch

Monster[]

Grim The Grim occupy the voluminous middle berth in the life cycle of Svartalheim's hostile gas-monsters. The "teenagers" of the species, for lack of a better world—violent, gassy teenagers. Among the most mobile denizens of the nine realms, the Grim can climb almost any surface, and burrow into the ground at disconcerting speeds—making them all too easy to lose sight of. Fortunately, they haven't developed the ability to fly. Yet.
  • Their diving attack has enough force to break your guard. Interrupt it with something well-timed and strong, like a thrown-weapon attack.
  • Grim get frenzied with excitement when you get poisoned. Expect to hold off a rapid flurry of claw swipes until you can purge the toxicity.
Grim (Codex)
Cursed Grim Weak little blighters, but they more than make up for it with poisonous, projectile saliva. They're wicked fast to boot. Keeping them in view is imperative in an encounter, otherwise they'll disappear from eyesight quicker than you can say "grim", and lob snot at you from every possible angle. Unpleasant at best, deadly at worst.
  • Striking any kind of Grim as they scramble around on all fours will heave them vulnerable for a time.
  • Knocking them to the ground, off their perch, will damage nearby enemies, as well as leaving them all momentarily vulnerable.
Grim (Codex)
Wicked Grim An Encounter with a Wicked Grim will almost certainly lead to a good thrashing from that whip-like apparatus most would call a "tongue." Beware of their favorite pastime, which seems to be lashing said tongue around any available appendage, and going the attached creature to the best of their ability...
Grim (Codex)
Bergsra If Wretches live long enough, they will eventually grow several appendages and emerge from the muck as a Grim. Then. once their skinny bodies have had enough carnage and blood they will grow into a larger and even more unpleasant bergsra. Astoundingly, such a transformation takes no longer than a full moon cycle---which speaks to just how much a bergsra's apparent mass is made up of pure Svartalfheim gas. The stench permeates them, inside and out, and it... endures. At least they're a bit easier to hit than their younger, smaller counterparts...
  • One exploding smoke cloud can set off another, so make sure you've got a safe place to be before you set them off.
  • Your Blades are a great tool for detonating smoke clouds (once you're clear of the blast area)—especially your whiplash attack.
Bergsra (Codex)
Bergsra Mother It should come as no surprise that we despise Wretches. But what we despise even more than the little buggers is the thing that spawns them. If Wretches are born the way they smell, only can imagine how much worse a bergsra "mother" is in the olfactory sense. Worst of all, killing them has been known to set off an eruption of Wretches, rather than stave it off. Most unpleasant of creatures, the lot of them.
  • The act of spawning their little Wretches is not easily interrupted—but a runic attack should get it done.
Bergsra Mother (Codex)
Fierce Ogre Nastier, more brutish than standard Ogres. Elaboration on this one is difficult, I'm afraid.
  • If you can goad them into using their jumping smash (and not get hit by it), it'll give you an opening while they recover.
  • Do all the damage you can while their back is turned—but count on them attacking the moment they see you here!
Ogre-CodexSketch
Stalker Stalker huntresses are worshipers of Skaði, a legendary Giantess renowned for her hunting expertise. They're usually a peaceful group, wanting nothing more than to find their next challenge. It appears recent times have made some of them far more aggressive and ruthless. It can't be said if it's completely Fimbulwinter's fault. As with much of the pain in these realms, I suspect Odin's tampering with the natural order has something to do with it.
  • When you see their antlers surge with energy, that seems to me an opportune moment to aim for their head.
  • Should one of them have the temerity to taunt you, I trust you'll take full advantage of the opportunity to do them bodily harm.
Stalker-CodexSketch
Fierce Stalker While most Stalkers prefer the use of a bow, a select few of them have taken up a lance and perfected their skill with it. A well-executed lance throw grants the ability to take down larger prey, alongside other bothersome entity, with one fell shot. Not to mention how menacing a long, sharp weapon simply looks when brandished.
  • Nothing like a perfectly timed parry to turn the tables on the jousting charge of a Fierce Stalker!
  • Don't make a habit of standing behind them, unless you want to be kicked extremely hard.
Stalker-CodexSketch
Troll Ah, the sweet scent of a troll... mead and an elk carcass fermenting in the same barrel in the steamiest of Svartalfheim swamps. At the very least, they're easy to avoid, given their poor and disregard for the art of stealth.
BrennaDaudi-CodexSketch
Wulver Of all the things that would remind me of home, it's these mangy malcontents. The isles of my childhood had creatures of a similar build. They were relatively friendly though, often sharing fish and other goods with the locals. A far cry from these vicious bastards. Now would think something so lanky and lumbering would be slow, but they are quicker than expected. Their teeth, thick fur, and a nasty set of claws, make for a tough fight.
  • Take note when a wulver howls! It indicates they are entering a frenzied state, where attacks may follow with incredible speed.
  • If a wulver is lacking you down with frenzied attacks, see if they can be distracted by support arrows.
Wulver-CodexSketch
Fierce Wulver All the joys of a Wulver, just a bit bigger and meaner . I would add "with more claws," but I don't think that's true. Certainly feels like it when they take a swipe at you. I can only speculate on what facilities the transition from a wulver to one of the more fierce in nature---perhaps it's down to ancestry, or perhaps it's down to some ineffable law...Survival of the fiercest...?
  • Wulvers become very difficult to hit when they crouch on all fours. Stay on your guard, and watch for counterattacks.
  • Whereas other wolves may howl as a prelude to frenzied speed, this one howls ahead of a strength boost. Use extreme caution around a fierce wulver in this elevated power-state.
FierceWulver-CodexSketch

Primordial[]

Forest Ancient The jungles of Vanaheim are brimming with Vanir magic, and their cup overfloweth in the case of the Forest Ancients. A bit of a misnomer here... though they resemble the Fire and Frost Ancients of Midgard, these woodland brutes coalesce and disassemble all in the span of a single season. The Vanir tend to leave them be, but a certain pair of legendary blacksmiths value their hearts, which a certain self-exiled war god is all too happy to acquire in exchange for better gear.
Lava Ancient Sketch
Soul Eater An Ancient with its soul removed, cursed with an insatiable hunger for the souls of others. How many of these abominations did Andvari create? For the sake of Yggdrasil itself, I hope they haven't learned to reproduce. Odd to see them in Vanaheim. Perhaps they were drawn by all the death that took place here...
SoulDevourer-CodexSketch
Draugr It can be hard to picture when faced with a charging, snarling mass of fire and rock, but all Draugr were once human. Some were glory-hungry warriors who fell in battle. Others were humble farmers trying to defend their homes from bandits and other rabble. The common thread that sealed their fates was an inability to yield, even in death. Not even the promise of Valhalla or Fólkvangr could tempt them into letting go. Instead, they fought the Valkyries that came to collect their souls. Pure stubbornness and rage kept them bound to the lands where they fell, their bodies twisting into the nasty forms we know today. All their humanity is gone, and all that remains is an insatiable need to fight.
  • Draugr fight with dangerous weapons, but they aren't terribly skilled with them. Watching their movements should make it fairly simple to dodge or block their attacks.
  • These basic Draugr aren't notably fast or strong, so your basic arsenal of moves should suffice — block, dodge, cut the undead buggers to ribbons.
Draugr-CodexSketch
Draugr Lord All manner of creatures have their strongest and heaviest of the lot, and Lords fill that role for Draugr. They're bloody massive, equip themselves with heavy weapons that deal quite a lot of damage on impact...

though luckily for us, that also slows them down a fair bit. Dodge them like the agile warrior you are!

  • Their big swinging attacks are so powerful, it makes blocking them difficult. It'd be best to dodge them, and counterattack while they recover.
  • Some Lords may additionally possess the unique attributes of other Draugr varieties. Watch for where energy is built up (arms, legs, chest, what-have-you) for an idea of what you're up against.
Draugr Lord (Codex)
Draugr Brute A Draugr so sturdy—and so angry—that it'll explode in your face and survive to do it again! A Brute's rage charges up as a fire in their belly, and I don't mean that metaphorically, mind you. Once they're full up, they can't be damaged until that energy is explosively discharged, with er by your attack (a ranged one, if you've any sense), or by them losing patience and charging into you.
  • Once they're charged up, keep your distance. And don't dare strike them close up, you'll take the full brunt of their blast.
  • Though their explosions don't damage them, they do damage any other enemies in their vicinity. Best case scenario, a Brute charges up in a crowd, and gives you a good throwing angle.
DraugrExplosive-CodexSketch
Draugr Guard Draugr aren't exactly master tacticians, but they can hold up a shield when it suits them. Makes them even more of a nuisance when you're trying to mow them down quickly. Breaking their block seems the quickest way to dispatch them.
  • Swinging wildly won't break up its guard, but if you use your Shield Strike, you should be able to find an opening.
  • Parrying attacks can also break the Draugr Guard's guard.
DraugrShield-CodexSketch
Draugr Fiend These Draugr are fast on their feet. Not really too much else to them, although I do wonder if they were granted their swiftness before or after they became Draugr? Either way, they'll attempt to charge at the soonest opportune moment. So best to head them off before they can get a good running start.
  • These speedy enemies can be hard to hit. Try waiting for them to rush, then parry attacks.
  • Draugr Fiends stomp their feet right before they charge. Should help us spot their incoming attacks.
DraugrSpeed-CodexSketch
Draugr Warrior Draugr who have charged their weapons with their own flaming fury. Not getting hit with such weapons should be of primary concern.
  • Draugr Warriors power up their weapon attack with a forward-moving shockwave.
  • They have a strong attack, but it can be avoided with a swift dodge to the side.
DraugrPowerWeapon-CodexSketch
Draugr Scout These Draugr do their damage by hurling fireballs at a distance. A terrible nuisance in groups. However, they are not the hardest sort of undead, and can be cleared out first with a little effort.
Draugr Scout (Codex)
Draugr Butcher Butcher seems an apt name for a creature intent on chopping at us with two weapons at the same time. Perhaps it speaks to their manic bloodthirst in life, or perhaps they were all skilled artisans at carving up animal meat to feed their families I know which one I'd prefer to believe, and I know which one is much more likely true...
  • These Draugr use their weapons well. We'll need to be ready for a flurry of attacks.
  • They like to use their two weapons to attack in combination, but their flow can be disrupted by parrying their attacks.
DraugrDuelWield-CodexSketch
Wisp A herald of impending destruction, if ever there was one. The runic magic that flows through the nine realms is a delicate system. In times of peace, the magic is calm, like a perfectly still lake in the absence of wind. But even the slightest disturbance than Ragnarök approaching. Runic Springs have begun to appear, causing raw magic to bubble from deep within, the very makeup of a Realm. From these springs, Wisps are born—the pure manifestation of magic. With Fimbulwinter upon us, it's no wonder we're encountering more of these little pests by day.
  • Be wary, though—these may be easy enough to manage in small numbers, but they can quickly overwhelm even a seasoned warrior. What's more they can fuse together to become Wights.
  • Ephemeral beings that can't be hit by most attacks. They need to be locked down with a Runic Arrow before they can be attacked.
  • Once vulnerable, they can be dispatched in a single hit, which causes them to be knocked away and explode—dealing damage to enemies with a little luck.
  • Wisps can turn into traps of lightning on the ground-stay away or get shocked.
Wisp (Codex)
Cursed Wisp Wisps may not have eyes (that I know of...) but the ones in Vanaheim would curse you just as soon as look at you should they feel even a tiny bit threatened. Oh, for poison. They're quite capable of good poisoning should the mood strike.
  • Wisps fly up into the air to duplicate themselves.
  • Cursed Wisps can turn into a poison hazard on the ground—stay out of it, or it will poison you constantly. Hit them with a tanged attack to interrupt it.
Wisp (Codex)
Dødher Wisp Wisps are beings of pure energy, so the likelihood that Odin managed to imbue them with Bifröst energy himself seems low. But then again, how else would the Aesir have managed to tame them and use them in battle? With these dødher wisps, Einherjar are able to heal or strengthen themselves in a pitch. Best tackle the wisp before dealing with the Einherjarto prevent any unwanted support in Odin's favour.
  • If there are enough Wisps around, they will try to transform into a Wight! Make sure to interrupt them.
  • Dødher Wisp can turn into a trap of Bifröst. If you step in it and get hit, make sure not to be hit again or the Bifröst will detonate.
Wisp (Codex)
Wight Furious, sentient magic. United by a singular purpose: The destruction of life. A natural defense response considering life has given way to Ragnarök. A Wight is created when a group of three wisps converge into one whole, angry creature. If we come across three wisps as they are converging, it is quite possible to disrupt the process. No need to add how strongly I recommend doing so, but every little nudge helps.
  • Killing a wight splits it into wisps, so don't let them up until you've finished off the lot of them.
  • Some explosive lightning attacks can be interrupted, others can be parried. Stay alert, and note the difference.
  • Parrying lightning projectiles is a good approach for creating openings for counterattack.
Wight (Codex)
Dødher Wight It makes sense that as there are Asgardian wisps committed to destroying their inconveniences with Bifröst energy, when three of them combine, they make an even angrier wight committed to destroying its inconveniences with Bifröst energy.
Wight (Codex)
Frost Phantom While a single Runic Spring can leak enough magic to create Wisps, multiple Springs can summon something far deadlier. The chaotic power that these springs draw from can manifest into a creature that is both awe-inspiring and terrifying. As long as those Runic Springs remain intact, a Phantom will continue to draw magic from them to fuel its continued existence.
  • If you can strike the Runic Core while it's glowing you may stagger the creature, and give yourself a change to run in for some uncontested melee damage.
  • When it sends a shockwave out in all directions, no use trying to evade it—get your shield up!
Flame Phantom (Codex)
Flame Phantom Just like the Frost Phantom but with Fire.
  • Focus on hitting its Runic Core first in order to Stun it—that will give you the opening you need to attack the Runic Springs from which it draws its power.
  • Those overhead slam attacks leave fiery hazards behind—keep moving!
Flame Phantom (Codex)

Seiðr[]

Reaver We seem to be seeing more and more Reavers corrupted by the overuse of Seiðr magic over time. It's a dangerous game to be playing, as the stuff's powerful beyond all belief—but like a well-intentioned evening with a bottle of mead, these things can sneak up on you quickly.
  • Similar to Viken, they are able to heal should they become critically wounded in a fight, so they should be dealt with quickly when encountered.
Reaver-CodexSketch
Viken These Seiðr warriors have embrace the magic as part of their own being and exude it from every pore in their body. Seems a bit cumbersome, although it allows them to heal quickly from any wounds they might incur, so probably not as inconvenient in their opinion. Best to deal with them swiftly before they can patch themselves up.
Viken-CodexSketch
Shadow Human Reavers that have fully embraced all the ways Seiðr magic has corrupted them, and are all the more dangerous for it. They favour combat at a distance where they can chuck spells at their enemies. In my opinion, their new foud preferences make them quite a bit more cowardly in their advanced corruption, but I can't wield magic as they do, so who am I to judge?
Shadow-CodexSketch
Nokken There are pleasant singing voices, there are terrible singing voices... and then there are Nokken voices. My advice to anyone lucky enough to hear the Nokken's vile, throaty song; Turn around and march straight in the opposite direction. Doughty adventurers that we are, we ignore such nonsense. These gangly little creatures prefer to remain hidden, out of harm's way so they can inflict their chant upon unsuspecting enemies and allies.
  • Nokken will continuously sing, providing a health enchantment to nearby allies. Find their hiding spot, and silence them quickly.
  • Better to find the Nokken and flush it out than to be drawn to into engaging enemies under a healing enchantment - though in a pinch, take note that the healing effect won't protect them from being Stunned, or knocked over a cliff, say...
Nokken (Codex)
Cursed Nokken This lovely cousin of the humble Nokken has discovered the gift of granting boons to its allies during a fight. It relies on the strength of others to keep safe and out of harm's way. Fascinating how smart these little things have become since they first crawled out of whatever hole they spawned from.
  • Never ignore a Nokken - they'll grab you if you're not careful, and it is far fro pleasant.
Nokken (Codex)
Legion Very similar to Brood in terms of appearance, with the additional boon of poison. Unclear if Legion were created alongside the original Brood, or if they were a result of Vanir experimentation (which isn't entirely out of the realm of possibility).
  • They can poison us, and we need to be extra careful of their leaping attack.
  • Legion explode when they die. We can use this to damage and knock away any nearby enemies.
Legion-CodexSketch
Revenant As with many of the dastardly creatures we encounter, Revenants weren't always so monstrous. They were run-out-of-the-mill witches until they traded parts of their soul for more power. In time, their humanity all but disappear, leaving behind cackling monstrosities with penchant of poison, and a lessor for all those who seek power.
RevenantSummoner-CodexSketch
Revenant Hag A witch who's traded away damn near every last piece of her soulto practise Seiðr magic, with the added bonus of being able to summon allies to her aid in an instant. One day I'd like to have a sit down and ask if they felt the price of their humanity was ultimately worth it. There's nothing worse than a trade you can't take back after seeing less-than-satisfactory results. I imagine they feel fairly confident... until they meet you, brother.
Revenant Hag (Codex)

Lore[]

Friends[]

Faye It has been too long since Faye left us and we spread her ashes from the highest peak in Jötunheim.

A journey she planned, one that neither of us was ready for. I dream of her and simpler times when being together was enough. My duty now lies solely with our son, but I still have so many questions for her. So much that I still do not understand. I see glimmers of her in Atreus, and they make me smile, but I am left with those same questions as I try to guide him along his path.

He is focused on who he will become, and while it becomes difficult to keep him close, I am grateful I can continue this journey with him, for now

Faye (Codex)
Angrboda There's a girl here in Ironwood.

Her name is Angrboda and she's the same age as me. A Giant too. She's really funny, and she paints, and is friends with the wolves here. She's unlike anyone I've ever met in so many different ways. She says she has been waiting her whole life to meet me, which sounds so crazy. It's actually a lot of pressure to try to meet whatever expectations she has of me. I just need to stay calm and get a better feel for everything that's going on here, but wow... so much is happening so fast.

Angrboda (Codex)
Jalla Angrboda has a yak named Jalla.

It was funny-she said "I want you to meet someone" and I thought for a moment there might be more giants, but she meant Jalla. I get the sense Jalla might be her best friend which maybe sounds sad I guess, but I think its kind of amazing. Makes me miss Fenrir, though I also still feel like he's with me somehow. I wish she could have met him. It must be lonely living here, but I know how much it helps having a connection to animals.

Jalla (Codex)
Skjöldr Skjöldr lives outside the walls of Asgard, in a camp of refugees from Midgard. I guess Odin actually saved a lot of people from the Desolation (even though he caused it). I wouldn't have believed that, but I can tell Skjöldr's honest. He's nice, funny, about my age... I didn't come to Asgard to make friends, but maybe I already have.
Skjöldr
Fenrir The wolf, Fenrir, has been in decline for some time now. Atreus cares for the animal deeply and has not been able to accept that he is dying in the past, I would have told him to close his heart to this loss, but he has already endured so much. I see the compassion in his heart and I am proud of the man he is growing into, but I must keep him focused if he is to be ready for more dark days ahead.
  • What was once a dangerous Hel-hound tearing into the realms has now become Atreus' wolf Fenrir, returned. His knife had captured Fenrir's soul. Plunging it into Garm released the soul into the body. I am not fearful of my son's abilities, but his power takes me by surprise as it grows.
Fenrir (Codex)
Speki & Svanna Not long ago, we rescued a pack of wolves from Raiders on the Lake of Nine. Despite my warnings, Atreus decided to name them. Having these two to pull the sled has made transportation significantly easier.
  • Speki and Svanna have served us well, and been welcome companions on this leg of our journey. I see their need for affection... I feel a desire to protect them and bring them comfort. I am pleased that we were able to rid the realm of the Raiders who slayed their kin. If it in within my power, I will let no wolf suffer the same fate.
Speki & Svanna (Codex)
Eistla There's a wolf here in Jötunheim named Eistla. According to Angrboda, she's the hungry one of the pack! I get it, everyone's got a hungry friend. Fen was such a good eater, whenever we would get him some fresh deer.

After all Angrboda's has been through, I can see how comforting it is, taking care of all these animals like she does. Like it's simple, but meaningful.

Fenrir (Codex)
Eisa First the wolves, then a yak, and now a magical fox with huge ears?! Angrboda sure has a lot of animal friends.

During our race rematch, Eisa was fast-like, REALLY fast-even with Angrboda on her back! I almost kept up with her, but yeah... I still lost. It felt good to finally be in control of my wolf form though. I just had to think about Angrboda and what she must be feeling-holding onto, I dunno, compassion or something to keep the rage in check? Huh. I wonder if that's how father does it?

Eisa (Codex)
Mimir Mimir has lived with us since our return from Jötunheim. I have known few I would call friend, and "brother" fewer still... but I have come to rely on the wisdom and counsel of the "smartest man alive." Also, he is compact, and does not consume precious resources.
Mimir (Codex)
Atreus Atreus has grown much since our journey to Jötunheim. We have trained through winter upon winter, with no summers between.

He is stronger, more capable, more adept in battle, and an excellent climber. But he still has much to learn if he is to master his emotions with discipline.

He remains distracted by thoughts of "Loki" and the destiny foretold by the Giants. Whatever his mother's people intended for him—whatever she intended—I will keep him safe, and prepare him. While I can.

Atreus (Codex)
Sköll & Hati Of all the stories Mimir told us of the Giants, this was among the most difficult to believe. Giant wolves with the power to chase day into night and back again? Yet the secrets Atreus uncovered within their shrine reveal they are alive... and perhaps, then, so is Týr.
Sköll & Hati (Codex)
Brok The Dwarven blacksmith Brok was the first ally we encountered when we set out for the Mountain's peak. He and his brother Sindri made the Leviathan Axe for Faye, and this has been our common bond. Brok is blunt, with a foul tongue, but there is a wisdom in his bluster. I find him acceptable company.
Brok (God of War Ragnarök Codex)
Sindri On our journey to Jötunheim, Sindri proved himself a capable blacksmith and valuable ally. Now he has been helping Atreus in his search for Týr. I am unhappy this was done without my knowledge... though it is better Atreus was not alone on this path. I will attempt to spare the Dwarf my wrath. It may not be easy.
Sindri (God of War Ragnarök Codex)
Ræb The Dwarven proprietor of the tavern in Niðavellir. He was forthcoming with Durlin's location... and also with a bitter anger towards Mimir. His establishment is too small, and unwelcoming. I hope he is a better musician than he is a barkeep.
Ræb (Codex)
Chaurli Freya must have been so obsessed with hunting us that she neglected her giant Turtle-house-her so-called "friend". When I first saw Chaurli out in the cold, I thought he might be dead. He's alive but he's freezing out there. I lit a fire to keep him warm but he's going to need someone to stay with him full time if he's going to survive much longer.
Chaurli (Codex)
The Lyngbakr It appears that Mimir has enacted many cruelties here in Svartalfheim. None more reprehensible than chaining this creature and harvesting its fat for oil.

To perform an act so heartless and to put it out of one's mind, to never speak of it... It reminds me of a boat captain I wrong long ago. He too was robbed of his freedom and suffered because of who I was and the choices I made.

Perhaps there is a measure of monster inside us all.

The Lyngbakr (Codex)
Jörmungandr We haven't seen Jörmungandr since Fimbulwinter began-I was beginning to think he'd left the Lake of Nine, somehow... but Sindri's nose was right! The World Serpent woke up when I called, but when I asked him about Loki, and what I should do, all he had say was "Járnviðr". Not. Helpful. No idea what "Iron wood" means, but it was still nice to see him again.
Jörmungandr (Codex) (Ragnarök)
Durlin A minor official of the Dwarven city, Niðavellir. At one time, an ally of Faye's in an effort to resist Odin. Now, he numbs his failures in drink. Yet it appears he has aided us with a map to Týr's location. Also, his sea-creature, Dínner, gave Atreus an unusual stone.
Durlin (Codex)
Ratatoskr A large and extremely talkative squirrel, who claims to take care of the World Tree. He is overly familiar, yet seems harmless and benevolent. His "spectral aspects" have aided us before, and may again. He revealed that the stone given to Atreus by Dínner was a "seed" for use in realm travel. If he continues to prove useful, I may tolerate his excessive blather.
Ratatoskr (Codex)
Týr Of the myths and legends Mimir has unfolded to us, none have to inspired Atreus as the life of Týr. Once the god of war in these lands, he dedicated himself to peace. A hero not only to mortals of Midgard, but to those of the far-off lands of other pantheons, to which he traveled in the name of diplomacy. Even the Jötnar revere him — it is believed his aid is what made the Giants disappear, escaping Odin's wrath (at least for a time).
  • I am not certain he will prove as useful to us as Atreus hoped, either as a leader or as a source of information. Though perhaps, with patience, he will recover himself. Most importantly, he seeks neither war nor revenge for the suffering visited upon him. In this, I am grateful.
  • When Asgard fell, the true prison holding Týr fell with it. We happened upon it in Niflheim.
    Finally, we meet the war-god of legend. He is different from the one we thought we knew. Yet he has been through much, and needs space to recover. May he find the peace he seeks in this new world.
Týr (Codex)
Thrúd I'd heard Magni and Modi had a sister, but I'd forgotten about it until she had her sword in my face. Thankfully, she's nothing like them. The way she talks about Modi, and how she's better off without him, makes me realize what it must have been like growing up around such a creepy bully. Still weird sleeping in his room... but Thrud seems great, and I hope I can get to know her better. I guess there's good people even among Aesir gods.
Thrúd (Codex)
Hafgufa We have discovered that the source of the sandstorm in the Barrens was a creature Mimir calls a "Hafgufa."

I encountered something like this as a boy, but it was a much smaller sea creature that did not fly Now that the storm has subsided, we can explore the desert freely and collect resources.

To the west, we can see another sandstorm, likely caused by another Hafgufa. We should Ease this creature's pain when the time is right.

  • The Hafgufas have been released and the sandstorms in the deserts have subsided.

Once reunited, they mated, gave birth, and died. Their species will live on I am pleased we were able to free them, and that I was able to spend this time with those who are close to me. These creatures offer a reminder that the time we have with our loved ones is short, and never guaranteed.

I will remember this moment fondly.

Hafgufa
Freya

Kratos[]

Freya continues to pursue us, seeking revenge for the death of her son, Baldur. I do not wish to fight her, she was a friend, but I will defend myself if she forces my hand. I do not see a peaceful resolution to our situation

  • Though I tried for so long to avoid it, we were forced to confront Freya head-on. For the time being, she has stayed her blade... and I have agreed to travel with her to Vanaheim. I do not believe she will ever forgive me, but perhaps our journey will give her time to reconsider her need for vengeance.
  • Our journey in Vanaheim was successful in breaking Odin's curse on Freya... and in allowing us to forge a new alliance. With her anger now focused on Odin, perhaps we can free ourselves of his influence altogether I am relieved to think of her as a friend once more. I can imagine no more formidable ally.

Atreus[]

Well, our chat wasn't all I hoped for, but it actually could have gone much worse.

At least I know she doesn't want to kill me, not really. She seemed interest to learn about Odin visiting, and Týr being alive, and me being the last giant... and especially about realm travel being unlocked. Really not sure what she's going to do next... but hopefully it won't be using all information I just gave her to attack us again!

yeah. I really didn't think this through...

Freya (Codex)
Freyr We have met Freyr, the brother of Freya, in Vanaheim. He is a usual god Roguish, not as impressive as his sister... yet his allies seem loyal, and include many I would not expect to cooperate He does not resemble any great leader I have known, nor does he share their strengths. What makes him so able to unite former enemies? And will it work with Freya?
Freyr (Codex)
Ingrid I found a magic sword in Odin's study. He says her name is Ingrid and that I can carry her while I'm here! She seems really happy to be getting out and seeing some action. Do swords get bored? I wonder where she came from...
Ingrid (Codex)
Lúnda An old friend of Brok, and blacksmith to Freyr's "army." She seems the Huldra Brothers' equal in skill. She is also their equal in being too familiar too quickly and behaving strangely. Her comments are often puzzling and difficult to interpret and... I catch her staring. Often. However, if her armaments are strong. I will tolerate her.
Lúnda (Codex)
Beyla & Byggvir Beyla, a Dark Elf, and Bygvir, a Light Elf, are allies of Freyr... and something more than allies to each other. After seeing so much division and anger in Alfheim, to see them together is striking It is a reason to hope Elves may yet find peace. Perhaps aiding them by exploring the hidden sanctum in the Alfheim desert will allow us to help correct our own past wrongs toward the Elves.
Beyla & Byggvir
Helka Helka is a hound of unusual girth who is kept by the allies of Freyr's Camp. Her tracking skills are impressive. If Birgir survives to return home from his fall into the jungle, he will have the dog to thank for his life.
Helka (Codex)
Hildisvíni When we first met Freya, as the Witch of the Woods, we had wounded her magical Boar, and helped her to heal him. Now we have met him restored to his human form — a trusted counselor to Freya and Freyr. He appears to hold no grudge against Atreus and I... but his rivalry with Mimir seems long and bitter.
Hildisvíni
The Norns The Fates of these realms. Their names are Urð, Verðandi, and Skuld. I do not know how I know this. Their meddling inside my mind is already proving difficult to recall, yet an uneasy feeling remains. No Matter. I remember learning Heimdall is a threat to my son. That is enough.
The Norns (Codex)
Sigrun Sigrun, the Valkyrie Queen, was the most lethal opponent Atreus and I faced in our prior adventures. Long ago, she was loved by Mimir, and clearly he remembers her warmly. But her utmost loyalty is to Freya, having aided her in restoring her warrior spirit and recovering her Valkyrie wings.
Sigrún (Codex)
Kelpie Our search for the Norns led us to a mystical horse. Mimir called it a "Kelpie." It walked upon the water, transformed, and then dove down beneath the surface, carrying us to the Norns' inner sanctum. I expect our deparature to be no less unpleasant. May the Norns make this journey worthwhile...
Kelpie (Codex)
Hræsvelgr We have spoken to the eagle that presides here in Helheim. She watched from afar while I battled the Bridge Keeper in our prior journey. Now, by releasing Garm, we have opened six tears to Helheim. Hræsvelgr is not pleased, but does not apper to be our enemy. That is for me the best.
Hræsvelgr (Codex)
The Lady of the Forge Brok spoke of The Lady with much reverence before our arrival. In fact this mermaid is, herself, "The Forge" of this mountain. Her melding the pieces of the Draupnir Spear was a sight unlike any I have witnessed. It is unfortunate she could not see Brok due to his missing "soul bits."
The Lady of the Forge (Codex)
Surtr Surtr has agreed to help us if we do not involve Sinmara. He believes that his fire channeled through the Blades of Chaos alone can provide the spark needed to bring forth the monster who will destroy Odin and Asgard. This man of ash cares nothing for his life, only for who he loves. He bears her heart in his chest, and is separated from his own, as he is separated from her. I believe I understand his condition.
Surtr (Codex)
Birgir Birgir bears the armaments of the Travelers, yet he has abandoned Odin's false path and sworn himself to Freyr and the defense of Vanaheim. We feared him lost after his selfless act allowed us to escape on Skidbladnir. I am pleased we were able to repay that debit and rescue him in return. A brave and honorable warrior.
Birgir (Codex)
Dáinn Faye once spoke to me of Dáinn, the Stag of Spring. She called him "The Dead One" — for the season of rebirth can never come without death to lead the way. The thought came as a comfort to me, as she knew it would.
Dáinn (Codex)
Dvalinn Faye would refer to Dvalinn, the Stag of Summer, as "The Unconscious One" — named for when winds grow calmest. The Dwarven names of these Stags led her to wonder if they evolved from the primordial Dwarves the embodied the winds. The thought seems less strange to me after encountering Fafnir and his brothers.
Dáinn (Codex)
Duneyrr Once, during a great storm, Faye told me the story of Autumn's Stag, Duneyrr, also called the "Sound of Thunder." To my regret, I remember it little. I only remember her — the fire in her eyes, the passion in her voice... her very being, animated by the colors of the season and the ferocity of the winds. The memory of her spirit long outlives her words.
Dáinn (Codex)
Duraþrór In our journey to deliver Faye's ashes, it was a Jötnar statue of Duraþrór, the Stag of Winter, that aided our passage through the Mountain of Midgard. It is only fitting. When Atreus was too excited to sleep, Faye would sing of "The Thriving Slumber" — and the sleep of winter that allows for the dreaming of spring The body needs rest, she would say, but the soul needs to dream.
Dáinn (Codex)

Foes[]

Baldur I do not regret Baldur's death. Had I allowed him to kill Freya, he would not have abandoned his pursuit. His fate would have been the same. I do not expect Freya to accept what happened as necessary. She will likely pursue us until one of us is dead.
Baldur (Codex) (God of War Ragnarök)
Magni & Modi Magni and Modi, the sons of Thor, also pursued us on our journey. Magni was strong, but arrogant until his last breath. Modi proved himself a coward, but I pitied him in his last moments. There seems to be little forgiveness among the Aesir god, and I expect that we have yet to suffer the consequences of the blood we spilled.
Magni and Modi (Codex)
Thor

Kratos[]

There are many differences between Thor and his brother Baldur. Baldur fought wildly, his motivation to inflict pain. Thor is calmer—his bloodlust is for the fight itself, not for the suffering it inflicts. The full force of his attack is as heavy as any I have felt. The Hammer, Mjölnir, only compounds his power... each blow echoes with the death and destruction they have wrought together. He chose to end our fight prematurely. It is good for both of us that it did not reach its conclusion.

Atreus[]

I never heard any stories about Loki and Thor going on adventures together! This may be the strongest part of this whole trip. Thor doesn't seem happy about it-or anything else in that matter-but it's what Odin wants and that means Thor will do it... even if he'd rather smash with me with his hammer instead. Hopefully while I'm here I can figure him out a little better.

Thor (Codex)
Odin

Kratos[]

Like his son before him, Odin has come to our door. He does not seek vengeance for Baldur, but instead he speaks of peace and inaction. Odin claims that Atreus has been searching for Týr and has requested he halt this endeavor. I am not pleased that he knows more about what my son is doing than I. While I do not approve of what Atreus has done behind my back, I will not abide the gods of this realm coming to my home and dictating our actions. If he does not want us searching for Týr, it is likely that is exactly what we should be doing.

I must note that he offered a deal of peace for our inaction. If I did not have better counsel, I would have been tempted to take it. Hi threat to Freya made this impossible. She may persist as a danger, but to ally against her with her former husband is... unacceptable.

Atreus[]

After all the terrible things I've heard about Odin, I never expected him to be so... respectful of me. Back at the cabin, when he invited me to Asgard, and since arriving here, he seems genuinely interested to know who I am and what I think. I know I can't trust him too far... but it's nice to be listened to. I feel safer around here than I thought it would. Let's see what answers he has for me...

Odin (Codex)
The Huntress The Stalker that ambushed us has broken my shield. She was a formidable huntress and fought well. I must alter my defensive strategy now that I do not have the ability to block. At least now we will be mentally prepared if we encounter another Stalker.
Stalker-CodexSketch
Grýla Grýla is Angrboda's grandmother. Normally I would be so excited at the thought of meeting one of the only other remaining Giants, but she and Angrboda's relationship is-strained, to say the least. Not in the way Father and I were before our journey, but it sounds like Grýla did something to hurt Angrboda. She said that Grýla "after" Angrboda's father refused to challenge his fate. Earlier we saw a soulless animal... is she taking the souls of living things?
  • Angrboda said Grýla is "lost", and from what I could see, she's right. She can't take the souls of animals anymore, but that isn't end of her story. I hope she and Angrboda can eventually fix things, Angrboda deserves a supporting family just as much as Grýla does.
Grýla (Codex)
Hertha the Hateful I have never encountered a Draugr like this one before It fights as if fueled by an infinite hate. It emerged from a scar in the earth that closed once we defeated the monster. If we encounter more of these holes, we must close them and put down any creatures that emerge.

Mimir has identified her as a former Empress, called Hertha. I do not care who she ruled over, I will put her back in the ground.

DraugrExplosive-CodexSketch
Alva Winters ago we defeated the Dark Elf king Svartáljofurr. It appears in his absence, a new guardian of the Temple of LIght was anoited. She was the aggressor, but once again Atreus questions if we have "helped the wrong side," referring to the struggle between the Light and Dark Elves. The only side we can take in this conflict is our own.
Light Elf Slayer (Bestiary)
Fiske What sort must a mortal be in life to be given such power and authority in Valhalla? To wield a scythe and defend territory with such vigor, I imagine this Fiske a farmer who took up arms against some threat, and proved adept at slaughter. And for his alor he is awarded an afterlife of more slaughter. I wonder whether he even has choice...
Einherjar Captain (Codex)
Níðhögg I do not know why a creature such as this would be so devoted to guarding the roots of a tree, but she gave her life in their defense. Odin exploited Níðhögg's purpose — protecting the roots of the World Tree—to guard the curse he placed upon Freya. To use an otherwise innocent being's nature to lead it to destruction is a vile practice I do not regret slaying Nidhogg to gain Freya's freedom... but how many others are in the unwitting service of Odin? How many more will lie dead because of it?
Nidhögg (Codex)
The Maven The vigilant steward of Alfheim Library. Our ally in Vanaheim, Byggvir, told me this steward comes from a long line of Elves who followed the same path. Librarians. A library exists to hold and share knowledge—to hide this away and claim it would destroy the Light Elves "from within" is to lack faith in the people who would most benefit from it.
Light Elf Slayer (Bestiary)
Oluf Nautson The leader of the Kol Raiders will threaten the wolves of Midgard no longer. Atreus has grown close to Speki and Svanna since their rescuee, but over time, I have come to rely on them as well. They are loyal and well-mannered. For the most part. I hope I have been able to put their troubled minds at ease now that this Oluf will never lay hands on them again.
Raider Chief (Codex)
Heimdall

Kratos[]

Heimdall was everything described — a cruel, pompous bully, and a formidable foe. His gifts of intuition were nothing to be ignored, nor was his unexpected mastery of the Bifröst. When I struck a blow that should have ended the fight, I tried to heed the voice in my head, that he was beaten, not worth killing. But Heimdall sensed my pity, and it shamed him. His pride would not allow him to accept my mercy... so in the end I gavve him none. It was not my choice... and yet, I feel... satisfied. Have I proved the Norns wrong, or have I proved them right?

Atreus[]

Heimdall, the bearer of Gjallarhorn. Mimir said he was dangerous, a "true believer" of Odin. He didn't mention what a complete jerk he is. Or that he seems able to read people somehow. The less time I spend around this guy, the better...

Heimdall (Codex)
Sif Meeting Sif was really uncomfortable. She was so icy towards me I started to worry she knew what I did to Modi. But I know nobody saw that... it's bad enough that she blames Father, and now I'm in her home. If I know what's good for me, and I think I do, I'll just stay out of the way.
Sif (Codex)
Ormstunga The poisonous fumes this creature emitted rivaled that of a newly erupted volcano in Greece. The air around it smelled of rot and winters-old must. We have seen many Grim in Svartalfheim—I had thought they could not get more deadly than they already were. I was incorrect.
Grim (Codex)
Miklimunnr As we again passed the mine in Svartalfheim where we first freed Týr, we found a troll had taken up occupation of the prison. I do not know why such a creature would seek out and remain in a main, let alone defend it. Then again, if the Dwarves found value in such a place, perhaps Miklimunnr did as well?
JárnFótr-CodexSketch
Hrist & Mist To fight two Valkyries in tandem is to face both the sea and the sky as they crash down as one. Their coordination is battle was unmatched. It is a pity their fealty to Odin is by choice, and not a corruption abated by their death. I would always prefer a Valkyrie fight on my side. Their aim was to take the mask back to Odin and perhaps Atreus with it. I hope news of their demise travels swiftly to Asgard.
Hrist & Mist (Codex)
Gná Odin's final Valkyrie Queen. At one time, she was Freya's handmaiden, friend, and trusted confidant. Mimir has called her a "traitor" but it was clear that she was the one betrayed. Freya has spoken highly of her ambition, her conviction, and her unyielding loyalty. These would be admirable qualities of a warrior-yet in the end, her loyalty proved misplaced in Odin, even after his defeat. She met her end with dignity, though Freya took no satisfaction in delivering it.
Gná (Codex)
Stinnr & Sterkr Brothers. Still in the service of Odin after Asgard has fallen. What they had hoped to achieve in the deserts of Alfheim has now blown away with the sands on the wind. Should any more Asgardian forces remain loyal to Odin, I will rid this land of them.
Einherjar Captain (Codex)
The Oathguard Travelers. Old comrades of Birgir who stayed on their Path while he rejected it. Odin, hiding behind a false name, promised them a "paradise" in exchange for their loyalty. But like so many before them, they had been fooled. Birgir made efforts to awaken them to the truth, but they proved vain. To abandon a poisonous path and walk another is no small challenge, for mortals or for gods. Birgir's brothers lacked his courage.
Traveller-CodexSketch
The Untamed Fury A Stalker we fought in the jungles of Vanaheim. I did not wish to kill a warrior such as her, but her transgressions against innocents in Vanaheim could not go overlooked. She was a worshiper of Skaði, but it appeared that over time her devotion waned. My hope is that she finds peaceful rest i the Jungle she claimed to protect.
Stalker-CodexSketch
Blatönn We encountered this creature in the Jungles of Vanaheim. Freya later told me of the legend he carried with him. Stories of his fierceness were told to young Vanir children to keep them in line. She would not say how much Vanir blood had been spilt by his claws, from the solemnity of her voice, it was no small amount. With the best slain, parents will need to find a new way to scare their offspring into obedience.
Wulver-CodexSketch
Garm I know I really made the wrong call on this one, but in my defense-I saw a chained-up wolf in bad shape. I thought, maybe if I freed this guy he'd be happier, or maybe even a friend. How could I possibly know it would tear open realms and wreak absolute havoc? I know he must have been hurting bad, and animals are dangerous when they're hurting... but I wish he'd have let me help him. Now I don't know what's going to happen to him... or any of us, I guess...
Garm (Codex)
Ormr A mysterious creature. Mimir tells me it was born from an ember that escaped Surtr's hammer as he worked his forge. The steward of Muspelheim used his bellows to breathe life into the ember, and its first act of existence was to steal and consume the precious metals the smith had been using to forge a weapon. Mimir tried to tell me Surtr found this amusing. Were I Surtr, I would not be amused.
CursedTatzelwurm-CodexSketch
The Raven Keeper According to Mimir, this Raven Keeper was an acolyte of Odin. Lacking the physical prowess of a Valkyrie, she proved no less useful for her cunning and Seiðr-craft. Odin was in need of eyes in all the realms and it was she who offered a solution. She stole the souls of children and re-shaped them according to Odin's malevolent will. In freeing the Ravens around the realms from her servitude, we incurred her wrath. Now we have rid the realms of both the winged spies and their creator. I only hope those poor children may find some measure of peace.
Revenant Hag (Codex)
King Hrólf Kraki Former owner of the cursed blade Skofnung. An unworthy man who declared himself king. Mimir spoke bitterly of how he and his Berserkers laid waste to the Kingdom of Lejre. It is unlike Mimir to seek vengeance, but his cause is just. I have taken Hrólf's sword, once a symbol of betrayal, and used it to rid these realms of him and his followers. I hope this brings Mimir some peace.
King Hrólf Kraki (Codex)
Harðrefill the Callous A follower of the false King Hrólf. According to Mimir, he was known for his particular cruelty in battle. Harðrefill's skill with a blade was precise, and he used this precision to extend the suffering of his victims. Instead of beheading them in one swift move, he would dismember. Slow and deliberate. A vile practice. He will be forgotten.
Berserker (Codex)
Frækni the Zealous One of King Hrólf's Bersererkers. "Frækni would never back down from a challenge," Mimir tells me. He spits after saying this but refused to elaborate further.
Berserker (Codex)
Haklangr the Bearded Perhaps in life this "Haklangr the Bearded" had intimidating facial hair. In death, I saw nothing of consequence. If that was where his strength lay, he should have ensured it would accompany his soul in the afterlife. I pity him. Hair is temporary, as are we all.
Berserker (Codex)
Hvítserkr the Bold According to Mimir, Hvítserkr was, in his life, a powerful Necromancer—violating the natural order to summon the dead to his will. In death, it seems this ability inverted, allowing him to summon living creatures as his minions. Only those corrupted by Seiðr are susceptible to this, but it was prove dangerous. We are well rid of this Berserker.
Berserker (Codex)
Beigaðr the Feared Mimir would not tell me the transgressions of this Berserker. He informed me he is "relieved the heinous bastard is gone for good." He continued to speak ill of this Beigaðr for a few moments more, but I do not wish to write the rest of his words. I too am glad to see his demise.
Berserker (Codex)
Skjóthendi the Unerring "Unerring" feels a fitting title as her aim was true, however Mimir tells me she earned it during her days as an assassin. Her targets would meet their ends without fail, but not until after every ally around them had been killed first.
Berserker (Codex)
Hjalti the Stolid A Berserker of King Hrólf we defeated in the deserts of Alfheim. Known for her "force" as Mimir puts it. During her life, after she had defeated an opponent, she would not stay her maces. Hjalti would continue her assault long after the body was beyond recognition. This Hrólf kept truly depraved company.
Berserker (Codex)
Vöttr the Prideful I am told Vöttr was one of King Hrólf's favorite Berserkers. Her early life as a travelling Rhapsode, as she would be called in Greece, led to her ability to move swiftly but attack in full force with her destructive magic. People of many talents should rightfully be feared, but she will be feared no longer.
Berserker (Codex)
Hrómundr the Cruel Mimir tells me Hrómundr the Cruel received her name from one particular battle. The Last Stand of Dolfdun during which King Hrólf's opponents declared defeat. Hrómundr, using only her magic, then performed a "Blood Eagle" on the surviving general. I am familiar with this method of execution, but have not yet heard of magic used to enact it. The prospect is vile and unnecessary.
Berserker (Codex)
Svipdagr the Cold In life, Svipdagr was said to "sharpen her axes on the bones of her enemies." Mimir has garnished the truth before, in favor of a good story, but in this instance I cannot allow it. Bones will not sharpen weapons. If the Dwarves were to hear this, I do not doubt they would mock it furiously.
Berserker (Codex)
Bödvar the Fierce I have been told this Bödvar had "all the brains of a hammer." If this is true, it is a wonder King Hrólf's company were able to hold the reputation Mimir claims they did. A good warrior must be as sound in mind as they are in body. Still, I knew many companies in Greece who applied strength and brutality over strategy. Brutality alone never won a war.
Berserker (Codex)
Starólfr the Troublesome We fought Starólfr alongside Bödvar the Fierce in Svartalfheim. Shortly after, Mimir spoke bitterly of her notoriety in subterfuge. By cover of night, she would kill the families of powerful enemies rather the rulers or generals. This incited swift surrender from some, and brutal retaliation from others. Either outcome was enjoyable to her.
Berserker (Codex)
The Crimson Dread During the rescue of ally, Birgir, we encroached upon this creature's territory. I understand the need to protect the land one calls home, but if someone were to pass through my land peacefully on a mission to save a comrade, I would not launch an aerial attack at them unprompted.
Dragon (Codex)
The Corpse Eater I did not think dragons took pleasure in scavenging. We found this creature after defeating two ogres. I had defeated the second of the two, and this Corpse Eater took advantage of our victory and flew off with its prize. We then gave chase. I have no use for a dead ogre, but there is no pride in stealing another's kill
Dragon (Codex)
The Ash Tyrant After the long winter in Midgard, traveling to other, warmer realms has been welcome relief. The fire breath of these dragons, however, give me a new appreciation for the cold.
Dragon (Codex)
Gravel Belly We found this drake in the deserts of Alfheim behind... a door. I had been expecting treasure, or an ew area of the desert to explore, but was instead met with a beast. The blue markings on its head were like nothing I had see before. They could be considered beautiful were the creature not trying to dig its tusks into my flesh.
Drake (Codex)
Slag Horn A drake we tracked in the jungles of Vanaheim. One that seemed to enjoy burrowing under the earth and goring its victims to death with its tusks. Freya tells me these creatures were not native to this realm; there is now one fewer of their numbers.
Drake (Codex)
Crag Jaw In Vanaheim's great crater, we encountered a drake known as Crag Jaw — a digging beast, who had destroyed many of the Vanir stone structures it called home. Perhaps with this creature gone, the quaking here in Vanaheim will cease.
Drake (Codex)
Daudi Vörðr We encountered this troll in Svartalfheim on our mission to find Týr. Atreus and I were fortunate that this creature had positioned itself perfectly to break our fall. In gratitude, I put it out of its misery.
Daudi Munr Codex
Vísi Haglkorn A troll we encountered in Midgard. The winds carried its stench so far I could smell it long before I saw it. Fighting these beats in the dead of winter is one of the few ways to keep warm without a fire. I appreciate this,. However, we may run out of trolls.
Stonebeard King Codex
Bjarg Stormr A troll we awoke from slumber in Alfheim's eastern desert, imprisoned by the Dwarf, Alvíss Stonefoot. The sands of the desert is not unlike those from the dunes of Lemnos in Greece. They are rough, and find their way into any crevice large enough to fit even a single grain. With the winds of this realm, I am sure the creature awoke with a great deal of irritation.
Grendel of the Frost Codex
Gölráb of the Ashes and Frost Two trolls, imprisoned by the Dwarf, Alvíss Stonefoot. Fighting two elemental trolls is a unique challenge. I suspect I have more experience at it then most. I will also happily never do it again.
Grendel of the Frost Codex
Blóðugr Steinn A troll imprisoned by Alvíss Stonefoot in Midgard. To be kept so still, by magic or by frost, is a horror to consider. How like death it is. Yet to only sleep, a prisoner inside your mind... I do not wish to think of it.
Grendel of the Frost Codex

Lore Markers[]

Unsafe Roads Careful, traveler---


This road leads to Niðavellir, sure, but so too does it lead to dangers beyond mention. If you give a damn about your own safety, you will find an alternate route to the city of iron. Should you succeed, find me, so I can spread the word of which wherever route you took that didn't end with you getting your skin peeled off your body by something hungry and pissed off.


- Durlin

Cooperation We built this realm with our Dwarven hands. Reinforced it with Dwarven muscle. Innovated with our Dwarven minds.

But we no longer have to do it alone.

Our strength and ingenuity has finally found an equal in the Aesir of Asgard.

Now, Dwarven smiths will work hand in hand with Aesir soldiers and engineers.

Now, Aesir backs will share the burden with their Dwarven brethren, lightening the load for us all.

It was Dwarves who made Svartalfheim what it is.

But together with the Aesir, we can make it into something even better.

Warning If you can read this, return to work.
Regarding The Removal Of Resources 1. When making your initial strike: Use an axe, not a pick. You Use a pick, you go too deep, you get redflow You get redflow, somebody has to clean it up.

2. Pre-dawn remains the best time to harvest. Grogginess and disorientation are still a major factor before the sun comes up, so the chances of accidents becomes much lower.

3. ALWAYS. WEAR. EARPLUGS.

Dead on Arrival A warning to all who pass this spit of land.


The dead here do not die. Rain or shine, in the heat of the day and the chill of the night they follow their master's will. Leave now, whether you value or your life or peace in your death., you do not want the prison of this magic. Necromancy haunts the dirt beneath your feet.

The Living Desert The Jewel of Alfheim is our most sacred and fertile desert, teeming with an unequaled diversity of life—from the majestic Hafgufa and their dulcet Song of the Sands, to the wide array of turtles, and lizards found in The Hjarta, and the abundant herds of gazelle and ibex roaming the shifting dunes. All creatures of the desert are given breath by the grace of The Light. Take a moment to witness the grandeur, and reflect. Keep well thy realm.
The Desert of our ignorance So much of who we are is lost.


Not just this desiccated leviathan, nor its ilk, but the very identity of this creature is knowledge forgotten. Was it a predator? A wraith of the Barrens to be feared and avoided? Or perhaps a gentle behemoth, tamed by the pre-division Elves and farmed for meat? The answer is a grain of sand in the desert of our ignorance. Our history remains buried beneath generations of dead elves. Should another manage to rise above our malignant dogma and search for answers, let these bones serve as a warning: If nothing changes, we will remain forgotten.

— The Consul

The Tower's Purpose Though it now serves as a military outpost, this tower's architecture indicates a different function in the time before the division of light and dark. I could find no mention within the archives, which is not altogether unusual; many of the texts within have been sanitised across generations. But the very absence of any information is telling, in and out of itself. What sacriledgous ceremonies were held there, that the Librarians eradicated all mentions of this tower's true purpose? I can't help but assume the answer is the key to a lasting peace.


— The Consul

Ú-nātūr-liker The Jewel of Alfheim is our most sacred and fertile desert, teeming with an unequaled diversity of life — from the majestic Hafgufa and their dulcet Song of the Sands, to the wide array of turtles, and lizards found in The Hjarta, and the abundant herds of gazelle and ibex roaming the shifting dunes. All creatures of the desert are given breath by the grace of The Light. Take a moment to witness the grandeur, and reflect. Keep well thy realm.
Gulon Cull Thanks to the opposition's grotesque hypocrisy, Alfheim's Gulon are a threat to our livelihood.

Though I have culled many on the surface, there are undoubtedly more down below in the Dark Elves' hovels. So long as we deny them access to our Light, the pair at the desert's entrance shall remain the only docile version of these foul beasts. Let them remain; they will serve as useful subjects for further Light-infusion experimentation.

— The Maven

The Enlighted One In honor of the Enlightened One. May his Gift shine eternal. May his Light serve as a Beacon of Harmony. May Peace endure among the Elves, as we forever bask in its Radiant Glow.
Bjarg Stormr Casualties caused: 43 Dwarven, 22 other

Method of Imprisonment: Nótt's Slumber

Prison Location: Alfheim

Date of Release: Not applicable. It's a troll. Rehabilitation isn't possible. Feel free to use a rousing relic if you're desperate to get your skull caved in.

Imprisonment Overseen By: Alvíss Stonefoot, Svartalfheim, otherwise known as He-Who-Is-Running-Out-Of-Patience-For-Writing-These-Reports.

Rules of the Sanctum

-All visitors must observe strict silence inside the library, even in the vestibule, passageway, grand hall, mezzaine, and upper circle.

-No books are to leave the premises for any reason, under penalty of death.

-Transcriptions of any material within the library are expressly forbidden.

-Damage to library materials due to carelessness (including creases, folds, annotations, and suchlike), even accidental, will not be tolerated.

-Comestibles, libations, and liquids of any kind are forbidden.

-Visitors must check in with the present librarian before leaving the library.

-Failure to adhere to the rules will result in immediate punishment, to be determined by the present librarian.

The Arbiters of Knowledge We are the caretakers of truth, the arbiters of knowledge, protectors of this repository of enlightenment that stretches back to our earliest writings, ancient as the sands. It is our sacred duty to protect our Elven learnings, and prevent possible spread of it to those who cannot reconcile the wisdom found within these walls. The benighted masses cannot be trusted cannot be expected, to assimilate these truths. They lack the intellectual fortitude to absorb, accept, the divisive nature of certain revelations. This suppression is not cruelty, nor is it an attempt at control. It is mercy, pure and simple. Never forget that.
Harmony In a realm of peace, there is only crime: a disruption of that peace.


Look about you. The lands and its people in harmony, in balance. As constant as the sun and moon.


Yet, balance is precarious. Balance is easily lost.


Cruelty. Vanity. Selfishness. These are the forces that would disrupt Vanaheim's harmony.


These are the forces of the Aesir.


We are a peaceful people.


But peace cannot endure without force to protect it.

Garden's Progress Gala Bushes: 4 planted, anticipating first berry harvest next winter.


Favour Petals (red): 6 planted, 1 currently wilting, may need to be removed for more sun exposure.


Favour Petals (blue): 6 planted, all blooming favourably.


Favour Petals (yellow): 6 planted, 3 seem to be struggling. Will apply extra fertiliser with egg shells and crush drake bone and hope for improvement.


Fern Pathway: Filling in nicely, new fronds may need a trim next moon cycle.


Topiary Fencing: Still in search of new caretaker after previous one's sudden departure.


Greenbulb Tree: Acquisition still in progress. Unsure if roots will take outside their home realm.

Call to Arms To the Vanir of Vanaheim:


My sister has abandoned us. Odin has turned our realm into a prison, and Freya has fled with the key. There is only one path forward. And it will not be a pleasant one.


We will take up arms. We will show the Aesir whose realm this is.


We will go to war.

— Freyr

Living Masterpiece There is truly no greater medium than a living, thriving tree.


Every branch a canvas. This mighty elder and I work in tandem, to achieve the impossible. My hand perhaps guides, my ties and forms persuade a pattern, but it is through this sacred giant's prosperity that my work takes shape.


May my art always go over the heads of all those who would try to look upon it; it is not for you.

Seiðr Sacrifice I fear devotion is waning amongst the others. If we are to drive the Aesir from Vanaheim, there are things we must do without hesitation. Sacrifices must be made, and if I'am the only practitioner with enough courage to make them, then so be it.


In life do I scream


In death do I sing


In blood do I trust


I am the vengeance of these lands.

Anything I Can Do No one said this journey would be easy, yet I do find myself questioning how far I thought I'd go to finish pilgrimage. On the way up my foot slipped causing me to stumble. My heart seized in my chest and I felt I may perhaps perish at the hand of this cliff face. Thankfully I was able to catch myself, but I suffered a nasty scrape on my knee. I believe blisters may also form on my hands as a result of the rough rocks. My back seems to have also taken to complaining about the pack I have borne for the past few days. While I'm thinking about it, my head has also begun aching---


My point here, is that if I can make this journey, I believe anyone can as well.

The Ceremony The weather has favoured us to this day.


The sun shines, and its warm rays ripple through the leaves of the surrounding trees. Juniper leaves have been bound and burned; their sent hangs joyfully in the air. Guests take their seats, the tinkling of celebratory laughs fills the hall. Anticipation for the ceremony builds as the hour draws near.

The Feast The table is filled

Delicacies of both Vanir and Aesir origin have been prepared to symbolize the union of peoples. Succulent fruits to whet the appetites, served alongside the salted, crisped skin of young hens. Gourds, roasted and then sauced in honey and breads baked in the lava pits of Eldgjá will be presented as second course. An offering of Sæhrímnir has taken the very centre of the spread, although many Vanir will likely refuse to partake. Nuggets of tender meat for the little ones have been piled high; they will not go hungry tonight. Last but certainly not least, casks of mead have been rolled out in great numbers to account for the thirst such festivities bring upon their guests. Tonight we dine as if Ragnarök will come for us in the morning.

The Auburn Crown Vanir tradition is bound in the plaits of our Freya's hair as final touches are made for the ceremony.


Blóðberg blooms to adorn her locks and Lupine oil to make them shine. Fronds bound around the circlet she wears breath life into the metal. She is resplendent as the rains on a summer morn.

The blessing of two A blessing on the union of Freya and Odin on this day.


Prosperity to the people of Vanaheim and Asgard


As the sun shines and the moon glows


So shall the realms remain steadfast in peace.

Unforgiven May we be forgiven.


we thought the magic could be controlled—unleashed on our Aesir oppressors.


but the dark magics do not discriminate.


We have hurt those we love.


We can feel our minds unraveling.


If you read this, and we still draw breath...


End it, for our sakes.

Seiðr You deserve nothing but pain


You hate what we become?


Then you hate the fruits of your own labour


This realm grows filthier by the day, and to provide even the smallest resistance to your rule is a joy


If we lose ourselves, so be it


If the innocent suffer it is nothing they are not used to by now


We are no longer your subjects


We are Seiðr

Apology I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry I'm sorry
Stupidity They will call us mad for turning to the dark magics. We can live with this. If nothing else, the Aesir invasion has been good for one thing; It has proven naivety of our beliefs. We thought kindness and harmony with nature would save us. We thought love begets love. We deserved to be punished for our stupidity.
Everything Ends If you are reading this, we are dead


If you are reading this, you are an Aesir who finally caught up with us


If you are reading this, you have shown more curiosity than your other Aesir brethren


If you are reading this, know though we failed, there will be others


If you are reading this, know thought that we failed, there will be others


If you are reading this, know that all reigns end, and all empires fall


If you are reading this, know that you and I will meet Helheim one day


And I'll still have my magic and an unrelenting hatred for you and your kin

Gölráb of the Ashes and Frost Casualties Caused: Think of a large number, then double it

Method of Imprisonment: Nótt's Slumber

Prison Location: Vanaheim

Date of Release: Nah. The trolls devoured too many Dwarves to count BEFORE I put them to sleep. I doubt they'd be in a better mood after getting slapped with a rousing relic. Imagine being stuck in the same position for any period of time... brrrr.

Imprisonment Overseen By: Alvíss Stonefoot, Svartalfheim

Hræsvelgr Mighty Hræsvelgr, swallower of the dead, author of winds, is not the first to claim the title of Hel, nor will she be the last. Since the time of the earliest frosts, nine rulers have fulfilled the role, with her tenure having lasted the longest. But when will her dominion end? And will she be supplanted by force, or abandon her title willingly? The dead watch and wait.
An Accursed Name Woe to the great Princess Sigrún: Her heart is broken, and her mind may follow. She committed a sin for which there can bo no redemption: She loved the wrong man. Handsome of face and congenial of smile, he was perfect... except for his name.


King Helgi.


Sigrún's father, King Högni, would never approve of such marriage for one simple reason: This was the name of his old enemy. So strong was Högni's hatred that he would never allow that man into his home. But Sigrún loved him still. And so she endeavoured to convince her father that love—should be—stronger than hatred.


She was mistaken.

The Death Of Helgi "Ash to ash, bones to bones. Where love cannot live, death takes hold.


Here are the words of Prince Dagr: 'My spear drips righteous and red from the blood of that cad, King Helgi. My father, in his wisdom, denied him the hand of my sister, Princess Sigrún, knowing his true and dark nature. Enraged by this slight, King Helgi gathered his forces and invaded our land, determined to claim his bride. His murderous soldiers dipped their swords into the hearts of all who opposed their clean union. Mother, father, all my brothers, hunted down and slaughtered all because he was denied my fair sister. The only male of my line left standing, I impaled the villain Helgi on my spear, did my duty and avenged my family."

Love's End There never was a love as passionate and sordid as the one that took root between fair Princess Sigrún and the foreign King Helgi.


Helgi begged for her hand, but Sigrún's father, King Hogni, refused. And so, Helgi raised a terrible army and descended upon her land, murdering all who opposed their union. King, Queen, Princes, all laid dead, except for Sigrún's brave brother Prince Dagr. Valiant Dagr took his spear and ran it through the mad king Helgi. When the princess discovered her lover dead by her brother's hand, rage blinded her, and she did inflict a curse on him most foul.


But as her vision returned and she saw her entire family dead, she realized her mistake. It was too late. The curse on her brother had taken hold. From the depths of grief came heart-breaking regret, and it overwhelmed her. In penance for her sins, she cast off her riches, title and throne, to dedicate her mind, body, and soul to the mighty Valkyries. A vow she did make, to tuck her heart away, for her love was too dangerous.

Blóðugr Steinn Casualties caused : 78, Dwarven, 3 other

Method of Imprisonment: Nótt's Slumber

Prison Location: Midgard

Date of Release: Never, unlesss the witches of Vanaheim come up with a potion that turns aggression into something cuddlier. Even if you come into possession of a rousing relic, don't use it unless you're itching for a fight.

Imprisonment Overseen by; A.S., as in "one letter away from what you can kiss if you keep making me carved reports into these tablets.

Rune Reads[]

Winter-Man? "Kill Winter-man"

The runes appear to be the work of Raiders, but I do not know the "Winter-man". Their attacks have increase of late. Perhaps he is the source of their agitation.

Týr's Helmet "Win Minds, Not Wars"

Found etched into the helmet of the statue of Týr. A radical philosophy for a god of war.

Týr Spear "Wish for peace; Be ready for war."

Found etched into the spear of the statue of Týr. I agree with this sentiment.

Týr Left Bracer "Defend the peace"

Found etched into a bracer from the statue of Týr. How did Týr accomplish this? Did he not take up arms in order to do so?

Týr's Right Bracer "Iron peace; not a golden war"

Found etched into a bracer from the statue of Týr. Iron is far stronger tha gold, yet at times, peace feels as fragile as an egg.

Traitor "Traitor"

Found outside a ruined temple in Vanaheim. Many of the realm's buildings came to ruin due to natural disaster, or the Einherjar. Freya's temple has fallen for different reasons. It appears that after she left Vanaheim, her own followers vandalised the very temple they once gifted her. Her people saw her marriage as a betrayal. A cowardly way to pass judgement on her actions.

Prayer to Freya "May Freya never waver..."

Freya's people loved her deeply. They seem to have abandoned this village long ago. Whether by choice, or by force, is unclear. But I feel the words have soured in her absence.

Vanaheim Lullaby "I bless the rains of Vanaheim"

Words from a traditional Vanaheim song. In Greece, the rain served as a reminder to worship the gods. Do the people of these lands worship the rain alongside their gods?

Verdant "Verdant"

The Vanir knowledge the abundance of their realm. But the need to write it down is redundant. The beauty of Vanaheim speaks for itself.

City of Possibility "City of Possibility"

Perhaps this is frustration over the state of Vanaheim. The writer likely thought the location would be safe from Einherjar eyes. For their sake, I hope it was.

Broken History "Broken History"

Graffiti in Dark Elf territory, next to a statue of their ancestors—the Elves before the division of light and dark. The Message being... what, exactly? And for who? Either the Elves have seen this statue and ignored it, or they're more concerned with mastery over the Light.

Limitless "Limitless"

I'll give this to the Light Elves—the beauty of this temple is unmatched across the Nine Realms

The Forge "Forge Ahead"

Could be a lighthearted jape, or another expression of the Dwarves' resentment of Odin's grip on Svartalfheim. Is progress truly progress if made under an oppressor?

The Pit-Mine "Asgard-Svartfalfheim Mining Cooperative"

I was not the one to coin this particular equivocation, but one has to respect the pure, emotionless language that pains over decades of systematic slaughter and oppression.

Don't Breathe "Mind your breath"

Could be referring to the polluted air of the bay, or a warning against speaking ill of Odin. Both equally likely, in my opinion.

Sacrifice "No sacrifice in vain"

A corpse lay below this one. I wonder if the poor soul wrote it before expiring, or if it was written by the fiend who caused said expiration.

Patience "Patience"

Found within a Dark Elf cave. They must use these as outposts to launch raids on the temple. A useful spot to watch their enemy and plan their next assault.

The Vault "Vault vista"

Don't know what to tell you. Not everything's got a thrilling story behind it. Sometimes people just label things exactly what they are.

The Squasher "Kaölin, Squasher of Wretches, killed a nest of twenty here"

A legend or boast I wonder? I wish this Kaölin was around to enlighten us with her strategies.

Prayer to Hræsvelgr "The wind from your wings chill my bones and fill my sails"


The words appear to spite the Eagle of this realm in one moment, this express devotion in the next.

Valhalla Rises "Valhalla rises again!"

The Einherjar who made camp in Muspelheim, after Asgard fell, were mistake and are dead once more.

Scrolls[]

Dear Overseer Dear Overseer:

It is with shame and sadness that I must report I will be unable to meet your requested quota for this reason. I am simply unable to forge armor of the quality AND quantity you have requested.

The fault for this, of course, is mine alone. I very much hope that my awareness of this fact might incline you to show some degree of leniency: as it stands, my output has measurably reduced since the injuries I sustained after previously failing to meet your quota, and I would argue—respectfully, as always—that further physical punishment would only further harm my productivity.

I eagerly await your response.

Shopping List Don't wanna hear any more about "shortages." Aesir got exactly what he need. My work shouldn't have to suffer just cause they get off on being withholding.

Anyway, I need:

- Barrel of oil
- As many bundles of firewood as can be spared
- Five ingots of pure Svartalfheim steel
- And oh yeah, goddamned food to goddamned eat

Passion It's incredible what they take from you.


I used to love mining. Reaching into the hardened earth and pulling out its fruits. FIlth under my nails, the stains of the realm's blood smeared on my clothes. I'd take my bounty home and hammer it into something beautiful. Something that was MINE. Now I do it for you. For the Aesir. Now I do it because you'll beat me if I don't. The beatings I can handle. Flesh heals. But you took my passion. Every day I wake up and I dread doing the very thing that once gave me purpose.


So. that's it for me. I'm going to fill a pack with my greatest works of metallurgy, and I'm going into that gods-forsaken bay. Whatever awaits me in Helheim can't be worse than doing this every day.

Climbing the Ladder Today was a good day, my love.


The Aesir overseer complimented my output (nearly double that of the second most productive Dwarf) I asked him if he might mention my name to the great family in Asgard—perhaps they might need a personal blacksmith for the warriors of Valhalla?—and he said he would. Life is a stairway and every day I haul myself up another step. If I can keep my head down and please the overseer, I 'am certain that, this time next season, we'll be living a warmer, easier life in the halls of Asgard.

An Examination of Temporal Significance This evening I find myself musing on the scent of a book.


When the paper is fresh, it carries the gentle notes of the plants it came from—light, floral, with a touch of sweetness. As time passes, the pages age. They take on their brittle tan; a tear forms from any force stronger than the softest of touches. The scent hardens. Crisp at the beginning, moving into the earthly musk left behind from the dust, desert air, and insect feasts. To these ephemera, nearly as inpermanent as ourselves, do we entrust the collective knowledge of our elven histories. Is this venture foolish? I concede the fleeting nature of existence, be it of flesh or scroll, yet I would not trade the pleasure of putting ink to page for all the treasures of Alfheim.

The Bifröst Bridge I know it is not uncommon to hear the voices of those we have lost in the light, so I decided to run little experiment—with the permission of the temple's guardian, of course. I was missing my beloved Ástrikur something terrible and thought perhaps if I could hear him one last time I'd feel more at peace.

I packed up some of his favorite things: his blanket, the stuffed tatzelwurm I enchanted to squeak when squeezed, and an old drake bone with the teeth marks still imprinted, and set them down near the light to see if I could perhaps call to his soul.

I sat quietly for quite some time. I called to him. It was very difficult to confirm, but after a while I swear I could hear the distinct sound of his paws on wood, gentle clicking from his nails—just the way they used to sound at home. They grew close, my heart beat faster in anticipation, but as soon as the sounds started, they faded and I heard no more.

Perhaps I will try again one day, but for now I will choose to believe he has found joy in the light and needs the comforts of his old life no more. I'm glad for him.

On Gjallarhorn "…Gjallarhorn represents the only known exception to the principle of bilateral harmonization in realm travel - instead of a portal bridging the space between two realms, it is capable of rendering simultaneous passage between any number of realms (provided the existing infrastructure is established, and the horn is powered by the breath of a sufficiently powerful god)…"
The Ashen God It is the ashen god's fault.

She told us. The witch. Said the ashen god murdered Baldur and in so doing started Fimbulwinter.

She said if the god dies, Fimbulwinter will end. No more night. No more cold. No Ragnarök.

We ran out of food a week ago.

No matter.

Soon we will feast on godflesh.

Receipt of Purchase It is with great pleasure that I, Ingólf Jöni, hereby transfer ownership of my most prized possession to one Alvíss Stonefoot in exchange for one quarter equity of his fledgling forge, 79 pieces of hack silver, and one wheel of dry-aged gamalost.


May it awaken for him a trove of untold adventure and fortune. No returns or refunds accepted.

The Tree Mother said the other races of the nine realms look at the world as individual trees in a forest. They see people and nature and time and destiny as separate elements.

But not us.

The Jötnar know that these are all branches of the same tree. That you can't separate love from fate, from the flap of abird's wings without harming the tree itself.

Maybe that's why I saw no fear in her eyes when she talked about walking her path. When she talked about her impending death.

Sometimes that comforts me. Knowing her and father's passings were just one branch in a great and ever-growing tree.

Other times, I just miss them.

Paints Bark: base (brownish)

Vistroot:mix with river water, dark red

Sun daisy: yellow, or dilute to add brightness to any other color

Retchberry: blueish

Greenbulbs: duh

The Aesir Promise You were shown kindness. You were shown patience. You were shown mercy.


Peace was sought. Peace was offered. Peace was rejected.


And now you must live with that alternative.


You have called us many things. You have hissed the word "Aesir" as a slur, spat in our paths, ignored our edicts.


That ends today.


Look at the ruins before you and understand the truth:


This is your doing. Not ours.

Freyr's Lament I can't do this.

I mean... I have to do this.

I write this because I can't say the words out loud. I write this because maybe, if all goes well, it'll be a funny reminder of the man I once was. A man who is scared. Who is in over his head. A man who cannot stop asking himself, over and over again, a single question:

"What would SHE do?"

I'd love to ask her. But she's gone, so... I guess I have to answer on her behalf.

She'd tell me to stop complaining. She'd tell me that I don't matter. That my fears my inadequacies are irrelevant. All that matters is making sure the people of Vanaheim can cast off the yoke of Aesir rule. She'd tell me I'm allowed to be scared. I'm allowed to be angry. But above all, I have to be strong.

The people of Vanaheim need a leader. nd for the foreseeable future, it looks like I'm the best they're going to get.

Man, I wish she was here.

— Freyr

Chores Thank you for tending to my home while I'am away. I will be sure to bring you a souvenir from Midgard. Perhaps an icicle, ha ha!

Anyway, here is my daily routine---please follow it as well as you are able.


-Rise with the sun

-Whisper to the plants (any words are fine, though they prefer secrets)

-Feed pigs (mash berries into the feed first or, if the berries have gone sour, I have a berrybush seedling under the bed that can easily be matured to fruition with a growth spell)

-Fetch water from the river

-Coax bark from the trees for firewood

-Relax!


That's all. I look forward to seeing you again upon my return.

Abandoned I gave you everything. My faith. My love. Offerings beyond measure. And you abandoned me. Abandoned us. Abandoned your home. Why? so you could galavant across the realms with the one-eyed king? Did we sicken you, your pathetic worshippers, that you would take the first opportunity to leave and never return?


I did not know true loliness until now. Nor did I know true rage.


I would revenge myself upon you, but you are not here to receive my hate. And so instead I—and as many will join me—will go to the temple we built for you so long ago. The monument to our gullibility, and your selfishness. And we will do it what we can only hope one day to do to you.

Nonviolence This will end in blood. The only question that remains is which side is willing to spill more.


The Aesir are not known for their mercy. Just ask the giants. Yet, our realm is split between those with half a brain and those who believed that pacifism—inaction—will somehow win the day. These Vanir would be kicked to the teeth and apologise for spilling their blood on the Einherjar's boot. We have tried to reason with these—what other is there?—cowards. They cannot be swayed. They will not help us muster a resisting force in numbers of any real meaning.


And so what else can we do? What else, but entreat the Seiðr magics to do what they will not? There are dangers to the old magics, yet, but can anyone say with confidence that they outweigh the dangers of doing nothing at all?

Perhaps we will change. Perhaps our minds will fall to pieces. But if that is the price we pay for striking back against the Aesir? It is one we pay gladly.

The Path Of Lies Brothers. We are deceived.


We have spent our lives Walking the Path, our every waking breath devoted to finding its end. We were told of the glory of the Walk. Of finding the truth in where the road might take us. But there is no truth to be found. The Path does not lead to salvation. It does not lead to enlightenment. It leads to conquest. Cruelty. Blood. I'am stepping off the path. And I hope you will join me.


Your brother,


-Birgir

The Blind Guest All of us have heard the Blind Guest's whispers. He is in our ears in our weakest moments, when we consider giving up the Walk entirely. He is in our minds when we think of the great Reward awaiting us at journey's end.

He is a liar. He has told us of a paradise at the end of the path - a shining place for us to take off our boots at last. I have seen many lands. Many realms. I can tell you with some certainty: No such paradise exists.

The Road does not lead to peace. It only leads where all roads do: To other roads. More pain and pleasure and heartbreak and triumph and boredom and hunger and desperation. There is no destination. There is only the road.

Your brother,

The Destination If the road leads not to paradise, then where does it lead? Why does the Blind Guest insist we walk this path?

I have listened when he would have me close my ears. I have sought knowledge when he would have me remain ignorant.

You have seen the Giants. You have heard of their coming war with the gods of Asgard. You have heard how they hid themselves away. Cut themselves off from the World Tree, never to be reached again. Do you not see? It is their home we seek.

Brothers, you must listen. The Blind Guest is the All-Father. THhe voice we've followed is just another obfuscating moniker to be used by him and discarded when its purpose is fulfilled. It is he who wishes us to explore every facet of the world not for our sake, but for his - that he ay find a way into the home of the Giants and take it for himself.

We are not pilgrims on a quest for salvation We are scouts for an invasion.

I will not be a part of this. WE must not be a part of this. I beg of you, my brothers: Join me. Step off the All-Father's path. and we will forge a new one.

— Birgir

Battle Orders Collect your troops and report to the Crucible in Muspelheim. I have set up camp there and await your arrival.


— The Queen

Next Steps Asgard's destruction is not the end of our fight. Once you have gathered yourselves, move your troops to my location in Musphelheim's Crucible as possible. We shall strike against the traitorous Frigg, this Ghost of Sparta she travels with, and all who stands in our way.


— The Queen

Defend the Prison Rally your forces and make haste to the prison that has fallen in Niflheim. It now lies near the Raven Tree. Do not let the prisoners escape.


— The Queen

To the Prison Make haste to the prison that has fallen in Niflheim. The All-Father may be gone, but we will carry out his will and ensure the prisoner never sees the light of day again.


— The Queen

Gná's Journal Must she always play the victim? As if she has no hand in the shaping of our fate. In her eyes, her brother abandoned her because of his selfishness... not because she was domineering and controlling. She was exiled from her own realm because her husband was evil... not because she was conspiring behind his back. Her son was unjustly killed because of a vengeful foreigner... not because she drove her own son to madness. And when I kill her, Freya will tell whomever listen to her in Hel that it was because her former handmaiden betrayed her... and not because she deserved every single thing that's happened to her.

Resources[]

Currency[]

Divine Ashes Fallen Ash from Surtr's eternal fire, found in Muspelheim. Can be used to craft and upgrade various equipment.
Hacksilver Scraps of silver with many uses, providing value in trade and in any crafting recipe.

Resources[]

Sventhorn Thorn from a deadly plant used in Seiðr magic.

Responsible for corruption observed in the cliffs of Svartalheim's Bay of Bounty.

Tempered Remnants Chunks of Einherjar armor that have fallen from Asgard.

Can be used to upgrade Armor.

Dragon Claw The sharp claw from a fallen dragon, drake or dreki.

Can be used to craft Dragon Scaled Armor.

Crystalline Fragment A large piece of the crystals found in the Vanaheim valley crater.

Of no value in its current state. If it can be purified, it may be useful.

Purified Crystalline
Essence of Hel
Crystalline Shard
Beast Bone
Beast Scraps
Luminous Alloy
Honed Metal
Slag Deposits
Petrified Bone
Stonewood
Rawhide
Asgardian Ingot
Dwarven Steel
Forged Iron
Glowing Embers
Blazing Embers
Whispering Slab
Smoldering Embers
Hunter's Brand
Shattered Rune
Bonded Leather
Nár's Cup
Niðavellir Ore
Crackle of Bilskirnir
Hardened Remnants
Dragon Tooth
Dust of Realms
Lindwyrm Scales
Fortified Remnants
Sovereign Coals

Unique Resources[]

Dragon Tooth The tooth of a fallen dragon, drake, or dreki. Can be used to craft Dragon Scaled Armor.
Lindwyrm Trap A trap provided by Ratatoskr to capture Lindwyrms. Search the world for Realm Tears to find Níðhögg's children and return them to Ratatoskr.
Nár's Cup Cup containing a drop of blood from a great sacrifice. Wulvers in the Jungles of Vanaheim find the scent of this blood to be irresistible.
Shattered Rune Shards that course with Runic energy, once capable of moving the land itself.
Yggrasil Leaves A bag of Yggdrasil Leaves given to Kratos by Ratatoskr. They are said to be the favored snack of the Stags of the Season.
Svefnthorn Thorn from a deadly plant used in Seidr magic. Responsible for corruption observed in the cliffs of Svartalfheim's Bay of Bounty.
Crackle of Bilskirnir Object imbued with dormant thunder and lightning Guarded jealously by the Kol Raiders of Midgard.
Dragon Claw The sharp claw from a fallen dragon, drake, or dreki. Can be used to craft Dragon Scaled Armor.
Dust of Realms A formless substance found inside Realm Tears - unnatural branches between Realms.
Lindwyrm Scales Glistening scales from a captured Lindwyrm.
Essence of Hel Distorted energy from Helheim that has coalesced into a frozen mass. Harvested by closing Hel-Tears. Used to craft and upgrade a powerful Axe Attachment.
Sovereign Coals Coals from the Draugr hole that refuses to fade.
Niðavellir Ore Raw ore mined from the rigs in the Bay of Bounty in Svartalfheim.
Yggdrasil's Dew of Luck A drink from the dew of the World Tree brings last benefits. LUCK permanently increased by 2.
Yggdrasil's Dew of Cooldown A drink from the dew of the World Tree brings last benefits. COOLDOWN permanently increased by 2.
Yggdrasil's Dew of Vitality A drink from the dew of the World Tree brings last benefits. VITALITY permanently increased by 2.
Yggdrasil's Dew of Defense A drink from the dew of the World Tree brings last benefits. DEFENSE permanently increased by 2.
Yggdrasil's Dew of Runic Power A drink from the dew of the World Tree brings last benefits. RUNIC permanently increased by 2.
Yggdrasil's Dew of Strength A drink from the dew of the World Tree brings last benefits. STRENGTH permanently increased by 2.
Skírnir's Gambanteinn Broken magic wand of Freyr's deceased personal messenger. He sought refuge behind a great door in Alfheim's Desert, but instead found his unexpected end.
Meal of Comfort A delicious creation that warms the body and soul. Permanently increases all stats by 5.

Weapon Upgrades[]

Gale Spark Fleeting remnants of a Gale Flame. Collect 6 to restore it to its true form.
Chaos Spark Fleeting remnants of a Chaos Flame. Collect 6 to restore it to its true form.
Frozen Spark Fleeting remnants of a Frozen Flame. Collect 6 to restore it to its true form.
Fólkvangr Whetstone A whetstone capable of sharpening the finest blades in the nine realms. Used to upgrade Freya's Swords.
Ydalir Timber A timber that is both sturdy, yet pliable. Used to upgrade the Bow.
Jewel of Ydggdrasil A piece of the broken Amulet of Yggrdrasil. It can be used to allow the Amulet to hold additional Enchantments.
Gale Flame An astonishing material that captures an eternal flame in swirling mystical winds. Used to upgrade the Draupnir Spear.
Chaos Flame A small flame that has no source, but burns in all directions. Generated through mighty battles.

Used to upgrade the Blades of Chaos.

Frozen Flame An impossible material that houses the rage of fire and the temper of ice.

Used to upgrade the Leviathan Axe.

Hero Upgrades[]

Maximum Rage Increased Collected enough Horns of Blood Mead.

Maximum Rage increased.

Maximum Health Increased Collected enough Idunn Apples. Maximum Health increased.
Horn of Blood Mead
Idunn Apple

Key Items[]

Yggdrasil Leaves A bag of Yggdrasil leaves given to Kratos by Ratatoskr. They are said to be the favored snack of the Stags of the Season.
Lindwyrm Trap A trap provided by Ratatoskr to capture Lindwyrms. Search the world for Realm Tars to find Níðhögg children and return them to Ratatoskr.
Consul's Journal A magically sealed journal found in the Elven forbidden sanctum. Beyla and Byggvir requested the retrieval of any information that may aid in repairing relations between the Light and Dark Elves. Bring it to the Dwarves so they can unseal it without damaging it.
Superior Resurrection Stone A magical stone that revives one from death with a large amount of Health. Press (Square) when downed to allow your companion to RESURRECT the fallen and rejoin the fight. Only one Resurrection Stone can be carried at a time. NOTE: Will not activate without your companion.
Watchtower Key A key to the watchtower in Svartalfheim's Bay of Bounty.
Jötunheim Fruit A fruit native to Jötunheim. It doesn't taste very good, but the animals likeit.
Inert Hilt of Skofnung The sword hilt of King Hrólf Kraki, Skofnung is useless in its current state. Mimir warned it once contained great power Perhaps there is a way to restore that power once again.
Hammer of the Revolution A ceremonial hammer with no practical use. A symbol of the Dwarven resistance to Asgard's rule. Return it to Durlin at the tavern in Niðavellir.
Lúnda's Broken Bracers A once-grand piece of armor, now unusable. Maybe it can be restored It bears the brand of the Dwarf, Lúnda.
Lúnda's Broken Belt A once-grand piece of armor, now unusable. Maybe it can be restored It bears the brand of the Dwarf, Lúnda.
Lúnda's Broken Cuirass.. A once-grand piece of armor, now unusable. Maybe it can be restored It bears the brand of the Dwarf, Lúnda.
Mysterious Orb An orb requested by Lúnda. It is lightweight and does not appear to be fragile.
Fjóturlund Valut Key Half A half of a Fjóturlund Vault Key that hides secrets from Sigrun's past.
Alfheim Barrens Key Half A half of a key to unlock a door somewhere in The Forbidden Sands.
Pouch of Yggdrasil Seeds Contains Realm Seeds that unlock Mystic Gateways across the nine realms, allowing for quick access to new, unexplored areas.

God of War Ragnarök: Valhalla[]

Greek[]

Creature Description Image
Undead Legionnaire Under Ares, soldiers drilled until the training was in their bones. This is no mere expression. When the bones of the fallen were summoned to fight again, the undead warriors retained their skills of swordplay, even as they lost their souls.
Undead Legionnaire (Codex)
Shield Legionnaire These undead soldiers use a shield to protect their decaying bodies, both from attack and from the explosive force of their own projectiles.
Shield Legionnaire (Codex)
Legionnaire Captain Fully armored, wielding a short sword and scythe, these are the most fearsome and skilled of undead warriors. In life, they were captains of Ares... in death, his mindless slaves. I once gave them a rest denied by their cruel master, though my mind now brings them back to destroy again.
Legionnaire Captain (Codex)
Cyclops These one-eyed creatures were once peaceful sheep herders living solitary lives on the islands of my homeland. During the first War of the Titans, they were enslaved, and made to fight. Soon after, the practice of using these powerful brutes in combat became all too common.
  • The cyclops boast a formidable reach with his club attack.
Cyclops (Codex)
Siren I once told you of the sirens of my homeland whose song lured sailors to crash their boats into the rocks. I did not encounter them often, but they left enough of a mark in my memory to make a reappearance in Valhalla...
Siren (Codex)
Wraith These vengeful ghosts are restless spirits caught between two worlds. Their bodies went unburied, or were buried improperly, so they return to torment the living. In Valhalla, they are every bit as aggressive and full of rage as I remember.
Wraith (Codex)
Harpy Servants of Ares, the harpies were a scourge on my homeland... agents of chaos known for their mischief and destructive nature. I wish I had forgotten them so they would not plague me here in Valhalla.
Harpy (codex)
Minotaur It was Ares who first bred these horned beasts to serve in his army. Their effectiveness soon led to their use across most of my homeland's armies. Different breeds were developed to serve different roles. I was never once tempted to use them in my own army... they are far too dim-witted and unpredictable.
Minotaur (Codex)
Centaur Not all centaurs are as brainless and vicious as the ones I have fought. From the forests of Mount Pelion, centaurs were well known for their poetry and wine-making. But when the Lapiths encroached on their forests, they took up arms. It was not long before they were being recruited across Greece for their martial prowess.
Centaur (codex)

Friends[]

Friend Description Image
Mimir I'am grateful for Mimir's company, never more so than now, without you, nor Freya by my side. It is hard to imagine that I have not known him my whole life. The time I wandered lost and alone, after Greece... I think about how Mimir could have guided me then, had I known him-helped me see past my madness and despair. I hope he knows how much I value my friendship with the smartest man alive.
Mimir (Codex)
Freya It has been some time since I last walked with Freya by my side. After you left Midgard, Freya and I spent the remaining days of winter disposing of the remnants of Odin's army. But her obligation to the realms soon drew her elsewhere. I favor her company, but am glad to see her thriving after so many winters in exile, no longer a shadow of herself.
Freya (Codex)
Eir Eir's abilities as a healer were first described by Mimir all those winters ago on our journey to scatter your mother's ashes. But it was not until the end of Ragnarök that I saw how important they would become. When you fell, it was Eir who stayed by your side, healing your winds and keeping me calm-a feat possibly more impressive than the care she gave you. I owe her a great debt.
Eir (Codex) (Valhalla)
Gunnr It speaks well of Gunnr's abilities in battle that she could be "first on the scene," as Mimir described her, and still be one of the last Shield maidens left standing after Ragnarök. In the brief conversations we have had since, I found her intriguing. She has a wry wit, and seems a warrior of skill and sound judgement, earned from hardship. Her presence here is not unwelcome.
Gunnr (Codex) (Valhalla)
Sigrun Sigrun continues to serve as Freya's loyal lieutenant, and confidant. She speaks of a debt to me that can never be repaid... for freeing her from Odin's curse, for helping restore Freya, and for leading charge at Ragnarök... but in truth, I only feel gratitude for her. She is a warrior of exceptional strength and character, and I'am thankful to count her among my allies. As for Mimir, and their relationship, there is clearly some passion between them... though the true nature of it often leaves me to wonder.
Sigrún (Codex)
Týr Týr has been revealed as having sent me the invitation to Valhalla. Despite my initial doubts, I do not question his intentions. He feels a kinship with me, and only wishes to help me find my path. He is among the most formidable opponents I have ever faced and I feel my skills grow. But his insight into my struggle is just as valuable. I now understand, firsthand, why he was so beloved in his time...
Týr (Codex)

Foes[]

Foe Description Image
Magni Valhalla has drawn the son of Thor from my memory to do battle. He is still as arrogant, cruel, and boastful as he was in life. I know he suffered much abuse at the hands of his own father... While it does not excuse his behavior, it does at least make it easier to understand.
Magni-CodexSketch
Modi It is hard to see any similarities between Modi and his sister Thrúd. She shares none of his cruelty. Nor his cowardice. I know you still harbor much guilt over his killing... As do I, for my role in it. Like his brother, Valhalla manifests him from my memory to fight once again.
Modi-CodexSketch
Helios Valhalla has manifested a sun god from my homeland. I never told you of Helios... an Olympian who crossed my path in my hunt for revenge. I needed his power, and gained it by separating him from his head. I'am not proud of what I did, which Valhalla is using as a tool to provoke me. He is quite unpleasant and I'am glad you will never have to meet him.
Helios (Codex)
Hertha the Hateful Valhalla chose to pull from my mind the most memorable Draugr we ever faced in battle-a former empress named "Hertha" who undeniably earned her title of "The Hateful". Once again, she moved with a ferocity that was relentless and powerful. It is a reminder of how I miss your presence not only as my son, but as a reliable ally in combat.
DraugrExplosive-CodexSketch
Alva The Light Elf guardian of the Temple of Light returned from my memory. Her swordsmanship and command of her form still proved as challenging as the first time we fought. I do not regret killing her when she attacked us, but with the Light Elves and Dark Elves as allies at Ragnarök, I do wonder what part she could have played that day, and if other lives could be saved due to her presence on the battlefield.
Light Elf Slayer (Bestiary)
Fiske What sort must a mortal be in life to be given such power and authority in Valhalla? To wield a scythe and defend territory with such vigor, I imagine this Fiske a farmer who took up arms against some threat, and proved adept at slaughter. And for his valor he is awarded an afterlife of more slaughter. I wonder whether he even has a choice...
Einherjar Captain (Codex)
Oluf Nautson I must admit... fighting the leader of the Kol Raiders again was a battle I did not mind revisiting. As the leader of his band of wolf-eaters, he deserves every death I can give him. I'am pleased we were able to rescue Speki and Svanna from him so long ago. They miss you nearly as much as I do.
Raider Chief (Codex)
Vale the Oath Guard Travelers. As inescapable in Valhalla as they were across the realms. Vali was one of the three who ignored Birgir's plea to reject the lies Odin told them. If you remember, Odin promised them a "paradise" in exchange for their loyalty. Valhalla does not seem a "paradise" to me... but if this is where they came in death, I hope they fought their way to wisdom, as I seek to.
HelTraveller-CodexSketch
Dreki I know Mimir feels much guilt for the damage done by introducing dreki into Svartalfheim.

It made enough of a mark on me that I seem to carry the guilt into Valhalla. Without you, the fight is harder... but our way of finishing off the beast together is what I miss most.

Dreki (Codex)
Miklimunnr A troll. Again. We fought many in our time together, so I find it curious why the one found in the Svartalfheim mine would be pulled from my memory. Perhaps his presence looms large since that is where we freed the imposter Týr? Your absence is always on my mind, but perhaps Brok's is as well...
BrennaDaudi-CodexSketch
Blatönn
Wulver-CodexSketch
Ormstunga
Grim (Codex)
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