Eleven ways to stop being a Viking
Pick one at your first spawn. Every boss you put down unlocks the next tier of what you are.
Skeleton
No stamina. No food. Ever.
Swing, sprint and block forever. You cannot eat, so your health pool grows only when a boss falls — and lifesteal is your only way back up.
Skadi
The mountain answers to you
Frost immunity from hour one, an ice spell at Eikthyr, and three dragon forms with real aimed flight. Ends as a skeletal dragon.
Fenrir
The pack never turns on you
Wolves, ulvs, fenrings and cultists ignore you outright. Four beast forms with their own attacks, and immunity to fall damage while shifted.
Aswid
Blood costs nothing but blood
Blood magic with no eitr cost, a draining aura that executes the wounded, and a stat sheet that doubles after dark.
Furling
Twice of everything
Doubled combat XP forever, doubled trophies, doubled ore, doubled crafted ammo. The race that deletes the grind.
Trol
Bring the whole mountain home
Enormous size, +300 carry weight, thrown boulders and five stomach slots. Late game, you fight with a tree.
Draugh
Raw flesh only
Twenty percent less physical damage taken, fifty percent more from fire. Cooked food is rejected outright.
Dvergar
The forge, the mine, the market
Harder blows for less stamina, veins that break faster and yield more, a forge that wastes nothing, and traders who know their own. Paid for in health.
Trenta
Stand still and grow
Root in daylight to heal and rest, eat what grows and digest it twice as slowly, and walk past the greydwarves and trolls that never learned to see you as prey.
Sverm
Never dress, never disarm
Permanent carapace worth the next biome’s full armour set, claws that never leave your hands, and a colony to build once the body stops being enough.
Alfar
Eitr is the armour
Everything you eat feeds one pool that shields you, softens your falls and fuels your powers. Death waits twenty minutes, and a crystal core runs the base.