A proper Sword & Sorcery Viking table should balance brutal historical steel with cold, mythic, and horrific weirdness—fusing bone-chilling sorcery, blood sacrifices, and ancient serpent-lore with grim North Sea plunder.
Here is a full d100 Table of Viking Weapons, Treasures, and Mythic Artifacts.
d100 Sword & Sorcery Viking Relics & Loot
| d100 | Item Name | Type | Description & Mechanical / Narrative Effect |
| 01 | Saxon Iron Broadsword | Weapon | Pitted steel, notched along the rim. Dependable, balanced, completely non-magical. |
| 02 | Abergavenny Silver Hacksilver | Treasure | 40 oz of chopped silver bracelets, coins, and melt-down ingots in a leather pouch. |
| 03 | Sea-Raven’s Beak | Weapon | Iron throwing axe whose head is shaped like a raven skull; strikes with $+1$ to hit from high ground. |
| 04 | Bale-Bone Ring | Treasure | Carved from a whale's rib; glows faintly blue near open flame or active sorcery. |
| 05 | Grave-Soil Mail Skirt | Armor | Stained dark by peat bog mud; grants $+1$ Armor Class against undead and subterranean beasts. |
| 06 | Horn of the Ice-Fiend | Artifact | Drinking horn bound in bronze; turning it upside down freezes any non-magical liquid within 3 seconds. |
| 07 | Ulfbhrt-Forgery Longsword | Weapon | Inscribed +VLFBERHT+ in sloppy weld-iron; breaks permanently on a natural 1 attack roll. |
| 08 | Amber Eye of Jörmungandr | Treasure | Fist-sized piece of petrified golden resin containing a preserved, slit-pupil reptilian iris. |
| 09 | Blood-Drinker Spear | Weapon | Ash-shaft spear tipped with barbed iron. Restores 1d4 HP to the wielder on a critical hit, leaving the victim drained. |
| 10 | Walrus Ivory Runestaff | Artifact | Carved with binding glyphs; allows a sorcerer to cast Control Weather (Fog/Gale only) once per week. |
| 11 | Gilded Frankish Spatha | Weapon | Damascened blade plundered from a Carolingian knight; grants $+1$ to reaction rolls with nobles. |
| 12 | Casket of North-Sea Pearls | Treasure | Small wooden box containing 12 black sea pearls, prized by sea-witches for scrying. |
| 13 | Shield of the Frost-Giant | Shield | Massive oak kite shield rimmed in frost-coated iron. Immensely heavy; grants resistance to cold damage. |
| 14 | Völva’s Distaff | Artifact | Iron spindle wrapped in gut-string. Spinning it while singing a galdr reveals hidden doors within 30 ft. |
| 15 | Garm’s Tooth Seax | Weapon | Single-edged dagger forged from meteoric iron. Deals double damage against canines and monstrous hounds. |
| 16 | Ring of the Nibelung Hoard | Treasure | Heavy gold arm-ring engraved with draconic scales; carries a subtle curse that attracts greedy rivals. |
| 17 | Bile-Stained Seax | Weapon | Dipped in troll-bile; inflicts an additional 1d6 acid damage that ignores mundane armor. |
| 18 | Gallows-Wood Shield | Shield | Built from wood harvested from a hangman’s tree; attacker must test Morale/Will on first melee hit. |
| 19 | Girdle of the Iron Maiden | Artifact | Studded belt that increases Strength score by $+2$, but prevents natural HP recovery while worn. |
| 20 | Iron-Bound Mead Horn | Treasure | Bound in silver wire; never spoils or sours any alcohol stored inside it. |
| 21 | Skuld’s shears | Artifact | Obsidian shears; cutting a lock of an enemy's hair curses them with misfortune ($-2$ to saving throws for 24 hours). |
| 22 | Frost-Bite Francisca | Weapon | Throwing axe forged in Niflheim ice; path leaves a trail of frost and freezes water targets hit in. |
| 23 | Gold Thor’s Hammer Pendant | Treasure | Heavy solid gold amulet; grants immunity to non-magical lightning strikes. |
| 24 | Warlock’s Severed Hand | Artifact | Dried, mummified hand holding an obsidian stone. Can be burned as a torch that emits black light. |
| 25 | Corpse-Sark (Chainmail) | Armor | Mail pulled from a drowned king; grants water-breathing but makes wielder smell of rot. |
| 26 | Draugr-Bane Dane Axe | Weapon | Two-handed battle axe; ignores the damage resistance of undead, corporeal spirits, and ghasts. |
| 27 | Sven’s Singing Cloak Pin | Treasure | Silver brooch that hums a low, resonant note whenever an invisible creature steps within 20 ft. |
| 28 | Helm of Terror (Ægishjálmr) | Armor | Iron nasal helmet etched with rune-signs; causes fear in enemies with fewer Hit Dice/Levels on sight. |
| 29 | Wyrm-Scale Hauberk | Armor | Crafted from the hide of a marsh-dragon; provides immunity to fire/acid splash damage. |
| 30 | Brisingamen Shard | Treasure | Fragment of a fiery amber jewel; sheds light like a torch and warms the holder in extreme cold. |
| 31 | Venom-Dipped Angon | Weapon | Javelin that leaves a lingering toxic wound (1d4 damage/round until treated). |
| 32 | Runed Whalebone Club | Weapon | Carved with runes of crushing strength; ignores 2 points of target Armor Class. |
| 33 | Golden Salt-Cellar | Treasure | Byzantine-style gold vessel filled with sea-salt that never runs out; purifies corrupted food. |
| 34 | Fenrir’s Binding-Chain Link | Artifact | Single link of unbreakable Gleipnir silken-iron; cannot be snapped by physical force under any circumstances. |
| 35 | Crown of the Sunken Jarl | Treasure | Water-logged gold crown covered in barnacles and crushed rubies. |
| 36 | Heart-Seeker Bow | Weapon | Yew longbow carved with eagle talons; ignores range penalties in high winds or blizzards. |
| 37 | Bone-Flute of the Seer | Artifact | Playing this flute summons 1d4 spectral sea-ravens to scout ahead for 1 mile. |
| 38 | Barrow-Wight Blade | Weapon | Ancient bronze blade; targets struck must save vs. Paralysis or freeze in fear for 1 round. |
| 39 | Iron-Grip Gauntlets | Artifact | Heavy mail gloves; wielder cannot be disarmed, and grapples gain a $+4$ bonus. |
| 40 | Silver-Inlaid Horse-Tack | Treasure | Ceremonial bridle and saddle fittings from a chieftain's ship-burial. |
| 41 | Skald’s Harp of Echoes | Artifact | Plays back any song or voice heard within the last 24 hours with flawless clarity. |
| 42 | Giant-Slayer Mace | Weapon | Lead-filled iron mace; deals triple damage against creatures larger than human size. |
| 43 | Sea-Demon Mask | Artifact | Leather mask crafted from sea-serpent hide; grants darkvision and terror-inducing gaze once per day. |
| 44 | Nidhögg’s Tooth | Weapon | Curved dagger made from a dragon tooth; critical hits cause target armor to corrode/shatter. |
| 45 | Bale-Fire Torch | Artifact | Never-extinguishing torch emitting a eerie green light that reveals hidden curses and illusions. |
| 46 | Cauldron of Rebirth Fragment | Treasure | Bronze shard of a mythic vessel; boiling water in it creates a draught that cures diseases. |
| 47 | Valkyrie’s Feather Cloak | Artifact | Cloak woven from swan feathers; allows the wearer to fall feather-light and glide across gaps. |
| 48 | Blood-Rune Shield | Shield | Shield painted with sacrificial blood; absorbs up to 20 points of spell damage before splintering. |
| 49 | Odin’s Raven Ring | Treasure | Signet ring shaped like a twin-headed raven; allows communication with birds once per day. |
| 50 | Fjord-King’s Scepter | Treasure | Ceremonial staff of carved narwhal tusk topped with a cut sapphire. |
| 51 | Shadow-Weave Cloak | Armor | Dark grey wool cloak that renders the wearer invisible while stationary in dim light. |
| 52 | Gram-Forged Fragment | Weapon | Broken blade tip of a legendary dragon-slaying sword; can be forged into a deadly dagger. |
| 53 | Frost-Giant Eye Stone | Treasure | Large glowing crystal that radiates intense cold; turns surrounding water into ice. |
| 54 | Warg-Hide Mantle | Armor | Pelt of a giant wolf; grants $+2$ to Intimidation and advantage on tracking scents. |
| 55 | Rune-Carved Throwing Knife | Weapon | Returns to wielder’s hand at the end of the round if thrown and missed. |
| 56 | Chieftain’s Drinking Horn | Treasure | Decorated with silver dragons and set with red garnets; holds 2 liters of liquid. |
| 57 | Serpent-Tongue Spear | Weapon | Forked spearhead that delivers two simultaneous puncture wounds; counts as an armor-piercing weapon. |
| 58 | Ghost-Ship Lantern | Artifact | Emits a beam of pale light; reveals invisible spirits, phantoms, and ethereal creatures. |
| 59 | Ice-Dragon Scale | Treasure | Iridescent blue scale; can be fashioned into an element-resistant shield or plate armor. |
| 60 | Seer’s Mirror Stone | Artifact | Polished slab of black basalt; displays visions of distant sea voyages or storms when bathed in blood. |
| 61 | Thunder-Stone Hammer | Weapon | War hammer that creates a deafening shockwave on impact (knocks down medium targets on crit). |
| 62 | Silver-Threaded Sail Fabric | Treasure | Uncut bolt of enchanted canvas; sails made from it increase ship speed by 25%. |
| 63 | Blood-Bound Vow Ring | Artifact | Twin arm-rings; bearers know each other's status and exact location across any distance. |
| 64 | Hel’s Touch Dagger | Weapon | Blackened steel blade; damage dealt cannot be healed naturally or magically for 1d6 days. |
| 65 | Barrow-Gold Torque | Treasure | Heavy twisted neck-ring carved with intertwined serpents; highly prized by berserkers. |
| 66 | Rune-Bound Compass (Vegvísir) | Artifact | Wooden talisman that ensures the bearer never loses their way in storms or uncharted waters. |
| 67 | Frost-Iron Chainmail | Armor | Mail armor forged in arctic winds; grants resistance to cold and fire damage. |
| 68 | Widow-Maker Dane Axe | Weapon | Massive axe that cleaves through shields, destroying non-magical wooden shields on hit. |
| 69 | Surtur’s Ember | Artifact | Eternal burning charcoal; ignites any flammable material instantly upon contact. |
| 70 | Drowned Sailor’s Coin | Treasure | Ancient copper coin that drips ocean water continuously; used as passage to the underworld. |
| 71 | Berserker’s Bear-Skull Helm | Armor | Grants immunity to fear and charm effects, but forces wielder to fight in melee until enemies fall. |
| 72 | Garm’s Howl Horn | Artifact | War horn that unleashes a terrifying roar, causing enemies within 60 ft to test Morale/Flee. |
| 73 | Star-Iron Broadsword | Weapon | Forged from a fallen meteor; cuts through stone and iron with ease (ignores hardness/durability). |
| 74 | Mímir’s Whispering Pebble | Artifact | Smooth river stone that whispers tactical advice, granting $+2$ to initiative rolls. |
| 75 | Dragon-Prow Figurehead | Treasure | Carved wooden dragon head from a legendary longship; repels sea monsters when mounted on a vessel. |
| 76 | Valkyrie’s Silver Band | Treasure | Intricately braided hair ornament; grants $+1$ to all saving throws against death or poison. |
| 77 | Glacier-Glass Dagger | Weapon | Razor-sharp blade formed from ancient ice; shatters inside victim on crit, dealing double damage. |
| 78 | Runes of Fate (Futhark Tiles) | Artifact | Set of stone runes that allow a caster to cast Augury once per day by reading the cast stones. |
| 79 | Iron-Bark Tower Shield | Shield | Shield made from petrified iron-wood; blocks missile attacks completely from one direction. |
| 80 | Golden Apple of Idunn (Dried) | Artifact | Withered golden fruit; consuming it restores full health and removes aging/disease effects. |
| 81 | Wyrm-Tusk Spear | Weapon | Tipped with a dragon tusk; strikes dealing extra piercing damage to armored opponents. |
| 82 | Raven-Feather Cloak | Armor | Lightweight mantle; allows wielder to turn into a raven once per day for 1 hour. |
| 83 | Sea-King’s Ruby | Treasure | Flawless crimson gem the size of a fist, salvaged from an sunken royal treasury. |
| 84 | Bale-Frost Warhammer | Weapon | Crushes armor and leaves target slowed (movement reduced by half) for 1 round on hit. |
| 85 | Svartalfheim Bracers | Armor | Leather bracers crafted by dark elves; increases lockpicking and sleight of hand success rates. |
| 86 | Ghost-Lantern Pole | Weapon | Polearm topped with a cage holding a wisp; illuminates unseen foes and strikes ethereal targets. |
| 87 | Silver Skald-Horn | Treasure | Beautifully engraved horn that amplifies the bard’s voice to be heard across miles. |
| 88 | Blood-Drenched War-Standard | Artifact | Banner of a long-dead warlord; allies fighting beneath it gain $+1$ to attack rolls and morale. |
| 89 | Norns’ Thread Ring | Artifact | Delicate silver band; allows wielder to reroll one failed saving throw per day. |
| 90 | Jormungandr’s Shed Scale | Armor | Plated guard that provides complete protection against poison and acid attacks. |
| 91 | Storm-Call Drum | Artifact | Ceremonial drum that can alter wind speed and direction when played during a naval ritual. |
| 92 | Yggdrasil-Wood Bow | Weapon | Shortbow made from world-tree bark; arrows shot never miss due to natural wind deflection. |
| 93 | Ice-Giant Heart Gem | Treasure | Frozen blue jewel that slowly generates 1 gallon of pure fresh ice-water daily. |
| 94 | Barrow-King’s Iron Crown | Treasure | Ancient crown rusted dark; bestows an aura of command over skeleton warriors and ghouls. |
| 95 | Tyr’s Binding Glove | Artifact | Right-hand gauntlet made of woven silver; grants double strength when grappling supernatural beasts. |
| 96 | Fenrir-Claw Dagger | Weapon | Curved blade fashioned from a giant wolf claw; rends flesh, inflicting bleeding damage every round. |
| 97 | Loki’s Trickster Coin | Artifact | Gold coin that always lands on the side chosen by the owner, useful for rigged wagers. |
| 98 | Mjölnir Replica Shard | Treasure | Fragment of legendary hammer-stone; crackles with static electricity and stuns on critical hits. |
| 99 | Odin’s Eye Gem | Artifact | Single milky orb; grants sight through illusions, darkvision, and ability to read ancient scripts. |
| 100 | The Draupnir Ring Replica | Artifact | Legendary gold arm-ring that drips eight identical non-magical gold rings of equal weight every ninth night. |
For Old School Renaissance and classic tabletop systems—specifically Adventurer Conqueror King System II (ACKS II), Castles & Crusades (SIEGE Engine), and Hyperborea (d20/1e variant)—here are detailed system stat blocks for representative items from the table across Weapons, Armor, Shields, and Mythic Artifacts.
1. Weapons & Armor
Sea-Raven’s Beak (d100 Entry #03)
A iron throwing axe whose head is shaped like the gaping beak of a raven.
ACKS II:
Type: Hand Axe / Missile (Thrown).
Encumbrance: 1 stone. Damage: 1d6.
Special: When hurled from elevated terrain (at least 10 ft higher than target), grants a $+1$ bonus to the attack throw and ignores up to 1 point of AC from cover or shields.
Castles & Crusades:
Type: Hand Axe (One-handed / Thrown).
Damage: 1d6. Range: 10 ft.
Special: $+1$ to hit when attacking from high ground or elevated perches.
Hyperborea:
Type: Hand Axe. Class: Small.
Damage: 1d6. Weight: 3 lbs. Range: 10/20/30.
Special: $+1$ attack bonus when thrown from high ground or a ship’s rigging.
Garm’s Tooth Seax (d100 Entry #15)
A heavy, single-edged short sword forged from dark meteoric metal with jagged rune fuller lines.
ACKS II:
Type: Short Sword / Seax.
Encumbrance: 1 stone. Damage: 1d6+1 (Meteoric Iron).
Special: Counts as a magical weapon for hitting creatures struck only by silver or magic. Deals double damage dice (2d6+2) against wolves, dire wolves, hellhounds, and canine beasts.
Castles & Crusades:
Type: Short Sword / Broad Dagger.
Damage: 1d6 (+1 vs. Canines).
Special: Deals 2d6 damage against any natural, giant, or demonic hound/wolf.
Hyperborea:
Type: Short Sword.
Damage: 1d6+1. Weight: 3 lbs.
Special: $+1$ to hit and double damage dice against natural and monstrous canines (e.g., Fenris Wolves, Barghests).
Draugr-Bane Dane Axe (d100 Entry #26)
A two-handed broad axe etched with sun-wheels and inlaid with cold-hammered silver.
ACKS II:
Type: Great Axe (Two-Handed).
Encumbrance: 2 stone. Damage: 1d10 (Cleave-eligible).
Special: Bypasses all mundane and supernatural damage reduction / resistance possessed by incorporeal, undead, or reanimated corpses (Draugr, Barrow-wights, Ghasts).
Castles & Crusades:
Type: Two-Handed Greataxe.
Damage: 1d12.
Special: Ignores undead damage resistance (e.g., skeletal bludgeoning-only resistance or draugr physical resistance). Undead hit must succeed on a Physical Save (Str) or be knocked prone.
Hyperborea:
Type: Battle Axe (Two-handed).
Damage: 1d10+1. Weight: 10 lbs.
Special: Strikes corporeal and spectral undead without penalty, negating non-magical weapon immunities.
Helm of Terror (Ægishjálmr) (d100 Entry #28)
A grim iron spectacle helmet embossed with intersecting rune-staves across the brow plate.
ACKS II:
Type: Helm (Armor Class $+1$ modifier or full helm slot).
Special: Enemies with fewer Hit Dice than the wearer who make eye contact must pass a Saving Throw vs. Paralysis or be affected by Fear (as the spell) for 2d4 rounds upon encountering the wielder in battle.
Castles & Crusades:
Type: Helmet.
Special: Once per combat encounter, the wearer can gaze upon a target foe. Target must make a Wisdom (Charisma) Challenge Class save equal to 12 + Wearer's Level or flee in terror for 1d6 rounds.
Hyperborea:
Type: Helmet (Iron).
Special: Emits an aura of dread. Foes of 3 HD or fewer must succeed on a Willpower save or suffer a $-2$ penalty to attack rolls and morale checks while within 30 ft of the wielder.
2. Mythic Artifacts & Sorcerous Relics
Horn of the Ice-Fiend (d100 Entry #06)
A heavy drinking horn taken from a Frost-Rime Beast, rimmed in engraved bronze.
ACKS II:
Type: Wondrous Item / Artifact. Value: 4,500 gp.
Effect: Turning the horn mouth-down causes any non-magical liquid within 10 ft to instantly freeze solid. If poured onto water, it freezes a 10-ft radius circle of ice capable of supporting 500 lbs for 1 hour.
Castles & Crusades:
Type: Magic Item.
Effect: Can freeze up to 10 gallons of liquid or turn a 15-ft section of water into solid ice once per turn.
Hyperborea:
Type: Magical Relic.
Effect: Instantaneously turns liquid into ice. Can be used as a splash weapon against fire-based creatures (deals 2d6 cold damage).
Völva’s Distaff (d100 Entry #14)
An iron spindle wrapped in braided gut-string, carved with binding runes along the shaft.
ACKS II:
Type: Arcane / Divine Focus. Value: 6,000 gp.
Effect: Requires a performance of Galdr (1 turn of chanting). Upon completion, reveals the secret mechanisms of hidden doors, secret compartments, and subterranean traps within a 30-ft radius.
Castles & Crusades:
Type: Sorcerous Artifact.
Effect: Requires a successful INT or WIS check (CL + wielder's level). On success, acts as Find Traps / Secret Doors in a 30 ft radius.
Hyperborea:
Type: Völva / Witch Relic.
Effect: Chanting while spinning the distaff allows the user to cast Detect Secret Doors and Detect Magic at caster level 5 once per day.
Fenrir’s Binding-Chain Link (Gleipnir Link) (d100 Entry #34)
A single ribbon-thin link forged from silken iron, smooth and weightless.
ACKS II:
Type: Mythic Artifact. Encumbrance: 0 stone.
Effect: Cannot be snapped or severed by physical force, regardless of Strength or siege engine damage. Can be incorporated into a chain or rope to secure any creature up to Gargantuan size.
Castles & Crusades:
Type: Legendary Artifact.
Effect: Has infinite hardness and HP. Any creature bound using this link in a restraint cannot break free via Strength checks or physical escape skill checks.
Hyperborea:
Type: Mythic Relic.
Effect: Completely immune to physical damage, crushing, or slashing. Requires a Dispel Magic or Wish equivalent to destroy.
Rune-Bound Compass (Vegvísir) (d100 Entry #66)
A wooden disk etched with staves and inlaid with silver dust.
ACKS II:
Type: Navigation Artifact. Value: 3,500 gp.
Effect: The ship or party carrying this item cannot get lost at sea or in blizzards. Automatically negates lost-direction roll results during hex crawls in arctic or sea environments.
Castles & Crusades:
Type: Wondrous Item.
Effect: Grants automatic success on Survival and Navigation checks to avoid losing direction, even under total gloom or magical storms.
Hyperborea:
Type: Magical Talisman.
Effect: Prevents the bearer and their vessel from becoming lost in wilderness, fog, or uncharted arctic seas.

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