DIVINE EPOS: VIKINGS is the first gripping chapter in an epic 5e-compatible campaign where Norse myth collides with mortal destiny. Your party will battle through harsh winters, raid foreign coasts, forge uneasy alliances, and uncover ancient magic buried beneath centuries of snow and blood. What begins as a local tale of ambition and honor soon spirals into a mythic journey, setting the stage for Ragnarok and beyond.
Discover a world where sacrifice to the gods brings real power, where Jotun stalk the twisted wilds of Vilderland, and where a single act of bravery can echo across generations.
Designed for characters from levels 1 to 8, Divine Epos: Vikings introduces new setting rules, variant familiars, and a brutal, honor-driven society where strength is the law and legacy is everything.
DIVINE EPOS: VIKINGS is the first gripping chapter in an epic 5e-compatible campaign where Norse myth collides with mortal destiny. Your party will battle through harsh winters, raid foreign coasts, forge uneasy alliances, and uncover ancient magic buried beneath centuries of snow and blood. What begins as a local tale of ambition and honor soon spirals into a mythic journey, setting the stage for Ragnarok and beyond.
Discover a world where sacrifice to the gods brings real power, where Jotun stalk the twisted wilds of Vilderland, and where a single act of bravery can echo across generations.
Designed for characters from levels 1 to 8, Divine Epos: Vikings introduces new setting rules, variant familiars, and a brutal, honor-driven society where strength is the law and legacy is everything.
Vikings is the first book in the Divine Epos series, which features 5e compatible adventures set in different mythological and historical settings from our world. The adventure described in this book is the first, based in a setting of Norse and European mythology and history
Player-facing upgrades:
• New character options (subclasses, Providence classes, races, backgrounds) to support a brutal, honor-driven culture.
• Setting rules and variants to reinforce the tone at the table (without forcing a new system).
• Expanded content for campaign depth: magic items/poisons, creatures/enemies, and Norse-themed additions.
A complete, story-driven campaign for levels 1 - 8 where Norse myth collides with hard choices and harder winters. Start with local rivalries and raid-born ambition, then watch the scope widen into war, omen, and the first shadows of Ragnarok.
What you’ll feel at the table:
• A saga escalation arc: local legend - regional crisis - mythic trials - war at home
• A gritty Viking tone: honor, reputation, sacrifice, and consequences
• Set-piece moments built to be remembered: festivals, hunts, journeys, ascents, and sieges
Midgard isn’t just a backdrop; it’s a playable world designed to fuel sessions for months. You get lore that supports roleplay and decision-making, plus modular content you can plug into any Norse-flavored campaign.
What’s included for GMs:
• Midgard overview: lands, holds, realms, and Norse gods.
• Subquests to expand the campaign, deepen NPC relationships, and extend playtime.
• GM-ready support material: encounter content, region lore, maps, and appendices.
This book doesn’t only give you a story; it gives you tools to make your characters and your table feel unmistakably Viking.
Player-facing upgrades:
• New character options (subclasses, Providence classes, races, backgrounds) to support a brutal, honor-driven culture.
• Setting rules and variants to reinforce the tone at the table (without forcing a new system).
• Expanded content for campaign depth: magic items/poisons, creatures/enemies, and Norse-themed additions.
The 63 year old Jarl is known through his own Hold as a harsh but fair leader, who is quick to quiet dissenting tongues. Though aged, he is still a very dangerous foe, both on and off the battlefield. He took the Hold of Thieves’ Coast after collecting a significant following of shield brothers and sisters, many of whom now serve him as Thanes. After the deaths of his sons in recent years, he has become more ruthless, slipping back into the cutthroat mentality that won him the Hold during his former life as a mercenary warlord. His wife Hjordis is known to be a wise woman, capable of calming "the wolf" and balancing out his darkness. She is one of his staunchest allies. However, Hjordis has spent the winter visiting her family abroad and securing alliances, due to return in the spring. In her absence, Wolfsbane is not acting like his normal, more level-headed self.
50 year old Owner of the Drakes Head Inn, and long-time friend of Kuleben, the caravan master. Heimer is a tall, fair man that provides strong drinks, warm fires, and rousing songs with his magical harp. He has a daughter named Aslaug, who helps run the Drakes Head. For those foolish enough to attempt to woo his daughter, Heimer is known to entrance suitors with his magic harp, failing that, bludgeoning them with the thing.
Being an adopted, 38 year-old Human in Hreidmar’s family, Sigurd has been accepted into Dwarven society as Regin’s son. Now that he approaches middle-age, his bravery and passion is tempered with experience. As an impatient boy, he had no patience for repetitive and exhaustive lessons in smithing, preferring to learn about warfare, history and heroes. He would often sneak away to seek lessons in swordsmanship from Fafnir or hear stories of Otyr’s travels. He eventually joined the Nether Guard, Dwerston’s contingent of knights, who battle monstrous threats found both above and under the ground. He has now become known as a competent and good-hearted warrior, and after learning that Jarl Wolfsbane is his father, Sigurd strives to be fair-minded and honourable. He hopes to one day be accepted by his father as a worthy heir, claiming the Thieves' Coast Hold as his birthright.
Jarl Hreidmar is a wise and typically humorous Dwarf, who would say he has aged like fine wine. He is the ruler of Dwerston Hold, the secluded and wealthy home of Dwarves in the North Lands. He has been ruler there for more than 300 winters, and is said to be descended from Dvalin, one of the legendary fathers of smithing. In his 368 years of life, he has fathered three sons named Fafnir, Regin and Otyr and is adoptive grandfather to the Human warrior, Sigurd. He is regarded with utmost respect among artisans, and is thought to be one of the greatest living masters of smithing. He has extensive knowledge of trade and commerce, having written and protected many longstanding trade deals forged between Holds after the War of Unification.
The eldest of Hreidmar’s sons, the 151 year-old Fafnir is a warrior, through and through. However, he is also a respected leader, being confident, prudent and astute. In Dwerston Hold, he is responsible for matters of war and security, having influence over the Nether Guard and gaining information both in Dwerston and its surrounding lands with his network of rangers and spies. As is typical for the eldest child in a Dwarfen family, he has assumed the role of protector, both when it comes to his family and his people.
The middle child of Hreidmar’s sons, Regin is 135 years old. Regin is a well-read and wise sorcerer, who is now considered something of an authority regarding runes and innate magic. His research has led him to become one of the best enchanters in the North Lands. In his younger years, Regin’s search for magical nowledge nearly caused calamity in Dwerston. Since adopting Sigurd as his son, however, he has become much less reckless with magic
Wearing living cursed armour, which causes great pain and blind fury to its wearer, Brunhilde is the name of the guardian of the Tower of Castigation’s highest and final level. Unbeknownst to the party, she was the lover of Sigurd in the past. Their time together on the fertile plains of the Ardent Vale was short and sweet, Sigurd being unaware of her divine origin. One day however, she disappeared, being summoned back to Asgard. Nine months later, she returned to Midgard, fleeing the wrath of the gods she served. Upon the holy peaks of Argenesker, she entrusted her and Sigurd’s mortal daughter, named Aslaug, to Heimer of the Silver Hand, who now resides in Vinterhette.
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