                               DESIGNER'S NOTES

                  Norse Mythology, a Scenario for Warlords ][

                    Created by: Will Michael, CIS 72623,630


BACKGROUND:
-----------

        This scenario is based on the gods and myths of northern Europe.  
This encompasses the countries now known as Norway, Sweden, Denmark, 
Iceland, Germany, and the Anglo-Saxon conquests of England.  Names of people 
and places varied within this region.  For example, the thunder god with a 
warhammer who lends his name to the fourth day of the week is identified as 
Thor in Scandinavia (English "Thursday"), Donar in Germany (German 
"Donnerstag"), and Thunor (Old English "Tunresdaeg") in Anglo-Saxon England.  
I have chosen to use the Scandinavian version.

        A giant ash tree named Yggdrasil (the World Tree) stands at the 
centre of the universe.  A major root stretches into each of three regions: 
the land of the gods, the land of the giants and the land of mist and 
darkness.  Midgard, where humans dwell, is protected by two races of gods 
(the Aesir and Vanir) from demons of the other two lands.  To the north, are 
found the Frost Giants in Jotunheim and subterranean dwarves of Myrkheim.  
Muspell, the land of the Fire Giants, is in the south.  Niflhel, the kingdom 
of the dead lies in Niflheim, the land of mist and darkness.  Lastly, a race 
of elves resides in Alfheim.

        The Norse did not believe that the world would last forever, 
or even that the gods were immortal.  A mighty winter ("Fimblvetr") lasting 
three years signals the final battle between good and evil.  It will be a 
time of suffering, wickedness and bitter warfare.  Earthquakes, darkening of 
the sun, and the breaking loose of monsters from their bonds are predicted. 
Ragnarok ("the fatal destiny") is the battle where gods and humans meet 
giants, monsters and demons to decide the fate of the universe.


THE PLAYERS:
------------

AESIR:      
The Aesir are one of two races of gods.  They live in Asgard and are the 
gods of battle (although they might also give protection from chaos and 
disorder).  A previous war between Aesir and Vanir ended with a truce and 
an exchange of hostages.  Also to be found in Asgard are the human champions 
chosen by the Valkyries to help defend Asgard against their enemies, the 
giants and demons.

JOTNAR:
Jotunheim is the cold, mountainous realm of the Frost Giants or Jotnar.  In 
many ways the powers ascribed to giants resemble those exercised by elves 
and dwarves.  Often the only difference between them is their size.  At 
Ragnarok, the giant Hrym will convey the Frost Giants to Asgard by ship.  

DWARF:
They may be considered as a special class of elves.  They too are small of 
stature, live in secret places (usually underground), and are renown as 
cunning goldsmiths and incomparable blacksmiths.  They are almost always 
deformed: hunchbacked or twisted, big heads, pale faces and long beards.  
Most of the magic items and great treasures of the gods were crafted on 
their underground forges.

MUSPELLSON:
The Fire Giants are the sons of the fiery realm of Muspell.  They will march
with their gleaming, fiery swords from the south to join forces with the 
Frost Giants for the final battle.

ALFAR:
Alfheim is the home of the Light Elves or Alfar and is in the great, vast
forests covering most of northern Europe.  Elves are sometimes helpful to 
humans, but at other times they are full of malice.  They are handsomer and 
better made than humans, but smaller.

HUMAN:
Midgard is the world of the Humans.  It is midway between the lands of the
gods, giants and death.

VANIR:
The Vanir are a second race of gods and are, generally, gods of peace and
plenty.  They reside in Vanaheim.

NIFLHEL:
The goddess Hel rules a kingdom of the dead in Niflheim, the realm of mist 
and darkness.  Humans who die of disease or old age arrive here, as do 
gods, giants and other races.  Niflheim is also the home of the great
monsters that will roam freely at the time of Ragnarok.  They too will be
conveyed to Asgard by ship with the giant Loki as helmsman.


ARMY UNITS:
-----------

Scouts:
An advanvce guard of lightly armed troops to warn of ambushes and to blaze
trails to facilitate movement through rough terrain.

Ravens:
Odin, the principal Aesir god, sent two ravens far and wide every morning to
question both the living and the dead throughout every land.  They would
return by breakfast and report all that they had heard and seen.  These
units are available only to the Aesir at the start of the game.

Light Infantry:
They are lightly armoured troops with a variety of missile and edged 
weapons.  Light Infantry are suitable for defending or assaulting cities.

Eagle Shape Changers:
Many characters in Norse mythology have the ability to change their shape 
into another form.  Shape-changing is usually restricted to one specific 
animal.  That person uses the animal's special abilities.  Eagles and 
falcons were common shape-changing forms as they conveyed the ability to 
fly to escape pursuit, travel quickly or view something from a safe 
distance.

Axemen:
These are considered medium infantry armed predominantly with battleaxes.

Archers:
Archers are specialist troops that benefit from unobstructed fields of fire 
(i.e. open terrain).

Warriors:
Warriors are heavy infantry with a variety of personal arms.

Dwarves:
Dwarf infantry excels at figting in mountains and hills.

Elves:
Elf infantry is armed with roughly fifty percent missile weapons and the 
remainder various edged and pole weapons.  They are advantaged when fighting 
in forests.

Wolf Riders:
Large wolves ridden by young giants or dwarves.  They could be decisive in
a battle in mountains or foothills.

Elf Cavalry:
Elves mounted on ponies.  Elf Cavalry is the best unit for woods fighting.    

Cavalry:
Cavalry excels in open terrain where they can charge enemy units.

Chariots:
With scythed wheels, the shock value of chariots in the open is even greater
than cavalry, but they are slower and not easily handled in broken terrain.

Siege Train:
Another specialist unit designed to assault cities.  Only Dwarves and Humans
start with the ability to construct these units. 

Champions:
Elite, human, heavy infantry consisting of a large proportion of chieftains,
and princes.  They can also be found fighting for the gods.  

Valkyries:
These are helmeted goddesses, often brandishing spears and mounted on flying 
steeds.  Their mounts travel through air as if it was pavement underfoot.  
The Valkyries were also dispensers of destiny.  On the field of battle they 
would give victory to one side or the other, choose which heroes should 
perish, and which of the slain should become champions and reside at Asgard.

Frost Giants:
A company of Frost Giants.

Gods:
A company of lesser gods.  Famous gods are represented as heroes.

Fire Giants:
A company of Fire Giants.

Wood and Mountain Sprites:
The forests and hills are inhabited by numerous spirits.  They are hairy; 
their bodies appear to be covered by moss. Their faces are gnarled and 
wrinkled like the bark on trees.

Nixies:
They are water-sprites living in springs and rivers.  They usually 
appear in the form of dazzlingly beautiful women.  Men would fall in 
love with them only to be dragged down to the bottom of the water, never to 
be seen again.

Sea Demons:
Sea Demons are giants living under the sea but they are capable of staying 
on land for short periods.  Treasure swallowed up by the sea during 
shipwrecks is piled high in their underwater palaces.  These are the only 
giants that are welcomed as equals by the gods.

Dragons:
Fire-breathing Dragons are distant relatives of the World Serpent.  They are
much smaller and have wings enabling them to fly.  Dragons are usually 
guardians of treasure, but can be seen devastating the countryside in 
retribution if a single item of its treasure is stolen. 

Garm, the Giant Hound:
Normally a guardian of Hel, Garm's furious howling will be heard throughout 
all lands as the signal for the start of Ragnarok.  Garm will then leave 
Niflheim to attack the gods.

Fenrir, the Giant Wolf:
The wolf Fenrir, whom the gods had previously fettered, will break his
bonds and escape at Ragnarok.  Fire will spurt from his eyes and nostrils.
His upper jaw will touch the heavens; his lower jaw will brush the earth.

World Serpent:
The venom spraying World Serpent (or Midgard Serpent) is normally found 
beneath the sea.  It is so large that it encircles the world and its head 
reaches its own tail.  It will leave the sea at Ragnarok to join the giants 
in their fight against the gods.


REFERENCE WORKS:
----------------

Angiolillo, Joseph. The Hammer of Thor. Manchester, CT.: Nova Game Designs, 
1980.

Bulfinch, Thomas. Bulfinch's Mythology. New York: Gramercy Books, 1979.

Davidson, H. R. Ellis. Gods and Myths of Northern Europe. Harmondsworth,
England: Penguin Books, 1972 (1964).

del Rey, Lester. Day of the Giants. New York: Airmont Publishing, 1964 
(1959).

Graves, Robert ed. New Larousse Encyclopedia of Mythology. New York: The 
Hamlyn Publishing Group, 1975 (1959).

Stanford, Quentin H. ed. Canadian Oxford World Atlas. Toronto: Oxford
University Press, 1992 (1957).


ETCETERA:
---------

Don't let anyone tell you that it is easy to design a scenario.  I have done 
several for this and other computer games.  It is a lot of work.  This is 
especially true if the work requires original graphics and/or it is based on 
history and research has to be done.  After completing my Mars scenario for 
Warlords ][, I was determined not to draw every army unit picture by hand 
again.  Thankfully the W2COPY utility is now available so that artwork can 
be shared and altered to provide greater diversity for all.  Having said 
this, let me add that it is also very rewarding to watch your scenario being 
played!  Thank you SSG for a great gaming engine to wrap a scenario around.

I hope that you enjoy the scenario as it is has been a subject of interest 
to me for many years.  As always, I would appreciate any comments good or 
bad. 


Will Michael
October 1994.

