Ragnarok: Age of Wolves Bonus Material - Haakon Berg and Giantblood Mercenaries! !
Politics are never simple or straightforward - and the politics of the Ragnarok are no exception. You might think that all the giants are enemies of man and of Midgard, and work to bring the War of the Nine Worlds to is conclusion. But there are giants on both sides of the Ragnarok - even as the Hrimthursar work to turn Midgard into an icy wasteland, the stone and mountain giants are often arrayed against them.
The Bergbui, the collective name for the giants of the HIlls and Mountains, are centered in Norege, and have for generations resented the encroaching glaciation of the mountain passes, the freezing of highland lakes and the chill that sickens and weakens Bergbui young. Some bergbui have fought this slow destruction of their homeland with axe and boulder. Such is the case with Halthorn, Mountain giant Jarl of Hardangr, who has made war against the Frost Giants for hundreds of years, even accepting allies amongst the mortal men of the lowlands and fjords, allowing his daughter, Berda to wed the jarl of the Ulvingar, Halm, cementing an alliance with mingled blood.
The issue of this mingling is Haakon Berg, who fought for some time in the wars of his grandsire, then went abroad to seek his fortune. Since, he has acquired a following and some riches, but his opinion of the Hrimsthursar he fought as a boy is unchanged.
Haakon could be fielded as the leader of his own force of giantblood, perhaps with some human brigands as well, and including Angrim if desired. He might also lead a smaller mercenary band in a larger force, consisting of Angrim and a handful of Giantblood axemen. He will never fight on the same side as any of Hrimthursar blood however, and will attack them by preference. Although Haakon's description below mentions his shipwreck, he could easily have acquired another, and be involved in Sea Fights, if you prefer, perhaps encountering certain legendary reivers of the Western Isles.
Haakon Berg
Description: The son of a Norege Jarl (Halm, Jarl of the Ulvingar) on a giantess, Haakon is named “Berg” for his craggy good looks, flinty eyes, and shale grey hair. Though still young, his serious mein draws others to follow him. He fought for a time in his father’s attempt to increase the lands of the Ulvingar, then at the behest of mother’s folk against the encroaching frost giants.
But Haakon was never happy to stay at home. So he asked his father for his share of the estate in the form of a ship, fine wargear and sufficient Marks and treasure to increase his band of followers. Setting forth before the first snows, he hoped to lead his men toward plunder or service under a great king, the better to make his name. Instead, the ship struck ice off the coast of Nerike. Rescued by the Nerike-men, he served their Jarl for a time, but left, dissatisfied with the jarl’s closed-handedness. So Haakon headed south.
Giantblood are the result of Giants and mortal humans interbreeding. Though small by giantblood standards, Haakon is a fine fighter, in exceptional wargear, with the axe “Isbrekkr” (Ice-Breaker), said to be a gift from his dame, Berda, daughter of the Mountain Giant jarl, Halthorn Hardangr, who has no love for the Hrimthursar who rule the glaciers that choke the mountains of upper Norege.
Continuing Halthorn’s war, Haakon will never serve alongside a frost giant, and has slain enough of their ilk to have had a high price set on him by the Hrimthursar. Among giantblood of mountain and stone, Haakon’s name is held in high repute, and many have joined Haakon’s band, knowing he would not hold their inhuman blood against them – and that he will lead them to riches.
Haakon Berg (Allegiances: Giants, Brigands, Humans)
Rank: Elite (1)
Race and Type: Half-Giant Medium Footman
Move 6”/Charge 1d6+4”
Defense: 17 (+1 if shield)
Health: 4
Attacks: Great Axe or Axe and Shield
• Isbrekkr - Great Axe: Class 3, +5 to hit, OK 13, OK 12 vs Frost Giants.
• Sword: Class 3, +4 to Hit, OK 14.
Shield: +1 to Defense from the Front or left side when in use (noted above).
Special
• Giantbane: You have great experience fighting giants. On normal hit against a giant or one of giantblood, you deal 2 Health damage, instead of the normal 1 Health.
• Hatred: Hrimthursar – Haakon will attack Hrimthursar or their kin, first of all foes. If he is within the maximum distance he might cover with a Move and Charge and has not exhausted his Charge, he will charge the Hrimthursar, even if there are other foes closer. His personal guard (any of his forces within 4”) will charge with him if able.
• Shieldwall: Three or more shieldbearers may stand base-to-base and form a shieldwall if they remain stationary, granting each member of the wall +1 to Defense. Up to a similar number of unshielded troops can shelter behind the shieldwall, in base contact, also gaining the shieldwall bonus of +1 Defense.
• Mountain Giantblood are resistant to the effects of stone and earth attacks, gaining a +2 bonus when defending against such forces or attacks. Mountain Giants ignore the Charge bonus restriction for charging over Rocky terrain.
Haakon Berg can lead a force of Stone or Mountain Giantblood, but will never ally with a hrimthursar or their kin. Because many giantblood are too dangerous to live among men, or are driven out for their obvious inhumanity, Haakon is more at home among brigands than men, but he might be found as a lone adventurer among either force, possibly with
Angrim Hammer: Named Character (Allegiances: Giants, Brigands, Men)
Rank: Elite (2)
Race and Type: Giantblood Medium Mage
Description: Angrim is a towering stone-giantblood, with a lowering brow and a mean disposition, yet he is loyal as a hound to Haakon, who rescued him from servitude to wicked band of meretrolls living in the fens of Jutaland. Angrim has unlocked the sorcerous power of his giant blood, and his spellcraft has turned the tide of battle to Haakon’s side more than once. And if magic will not suffice, Angrim’s strength is also formidable.
Move: 6”/Charge 1d6+4
Defense: 14
Health: 3
Attacks: Magic Skill: +2
• Giant’s Tread: Magic Skill TN: 12
• Great Hammer: Class 2, +4 to hit, OK 14.
• Spells (see “Spell Descriptions”): Giant’s Tread, Summon Earth Elemental.
• Mountain Giantblood are resistant to the effects of stone and earth attacks, gaining a +2 bonus when defending against such forces or attacks. Mountain Giants ignore the Charge Bonus restriction to hit and damage for charging over Rocky terrain.
Spell: Giant’s Tread (Courtesy of William Thrasher)
Range: Base-to-base with mage
Magic Skill TN: 12
Send destruction across the battlefield with the thunderous footfalls of the giants of old. Place the Giant's Tread anywhere in base-to-base contact with the mage and roll 2d6. If the roll is doubles, center the Giant's Tread on the mage. Otherwise, the Tread lands exactly where the template lies.
Giant's Tread does a single Wound to all those under it, unless they can roll under their normal Move on 2d6. If they succeed, they evade and their warlord may place them anywhere touching but outside the template. If this moves them into contact with an enemy, then engagement occurs as normal.
After resolving the effects of Giant's Tread, the template remains where it was placed. Treat the template as Rough Ground/Scrub. During the Magic & Missiles phase, a mage who cast Giant's Tread the previous turn can forego casting a spell to maintain Giant's Tread. If maintained, move the template up to 6". All those under the template after it is moved suffer a Wound as detailed above.
If a mage that cast Giant's Tread is killed, immediately remove the template from the battlefield. Giants and Giantblood with this spell hae no risk of Spell Catastrophe.
Stone-Giantblood Follower (Allegiances: Giants, Brigands, Trolls, Humans) (Large)
Rank: Veteran (1)
Race and Type: Half-Giant Medium Footman
Description: Giantblood are the result of Giants and mortal humans interbreeding (many giants are shapeshifters who can take human form, so this is not as outlandish as one might think). They are large creatures and should have bases larger than 30mm. Giantblood might be raised among Giants or men, but their size and aggressiveness usually keeps them from forming close ties to humans. The giantbood who follow Haakon are descendants of Mountain Giant or Stone Giants.
Move 6”/Charge 1d6+4”
Defense: 14 (+1 if axe and shield)
Health: 2
Attacks: Great Axe and Boulder or Axe and Shield or Sling, Saex and Shield.
• Great Axe: Class 3, +4 to hit, OK 13
• Axe: Class 2, +2 to Hit, OK 16
• Thrown Axe: +2 to Hit up to 6,” +0 to hit up to 12,” OK 16
• Boulder: +3 to Hit up to 8”, no long range, OK 15.
• Sling: +2 to Hit up to 10”, +0 to Hit up to 20”, OK 15.
• Saex: Class 1, +1 to Hit, OK 16.
Shield: +1 to Defense from the Front or left side when in use (noted above).
- Great Axe warriors sometimes carry a sizable stone or two to throw.
- Slingers are often More lightly armored (Defense 12 +shield) and carry a sling and saex.
- Axe and Shield warriors made up the bulk of most stone giantblood forces.
Special
Shieldwall: Three or more shieldbearers may stand base-to-base and form a shieldwall if they remain stationary, granting each member of the wall +1 to Defense. Up to a similar number of unshielded troops can shelter behind the shieldwall, in base contact, also gaining the shieldwall bonus of +1 Defense.
Mountain Giantblood are resistant to the effects of stone and earth attacks, gaining a +2 bonus when defending against such forces or attacks. Mountain Giants and their kin ignore the Charge bonus restriction for charging over Rocky terrain.
Stone Giantblood are resistant resistant to the effects of stone and earth attacks, gaining a +2 bonus when defending against such forces or attacks. Stone Giants and their kin ignore the difficult terrain Movement reduction for crossing rubble, climbing rocky slopes, etc.