This site is games | books | films

Arngrim the Berserker

Arngrim the Berserker
  • Alias: Arngrim the Berserker
  • Gender: Male
  • Race: Human
  • Occupation: Champion, Warrior
  • Religion: Norse mythology (Ancient Norse beliefs)
  • Allies: Erik, King of Sweden; Eyfura, wife; Twelve sons
  • Enemies: Skalk the Scanian, Egther of Bjarmaland, Thengil, King of Finnmark
  • Abode/Base of operations: Sweden, Bolmsö Island
  • Nationality: Swedish
  • Languages: Old Norse
  • Alignment: Chaotic neutral
  • Affiliation(s): Norse warriors, Swedish royalty
  • Significant others: Eyfura (wife)

Arngrim the Berserker is a legendary figure, a Swedish champion whose name echoes through the annals of Norse mythology. His tale is one of ambition, strength, and a relentless pursuit of glory. Born with an unyielding spirit, Arngrim’s exceptional combat prowess set him apart from his peers. His exceptional feat of slaying Skalk the Scanian filled him with an immense sense of pride and ignited a burning desire within him to prove his worth.

Driven by his thirst for recognition, Arngrim set his sights on a new challenge: winning the hand of Eyfura, the daughter of Frodi, a Danish king. However, when his proposal was rejected, Arngrim’s determination only grew stronger. Seeking guidance from Erik, the King of Sweden, he embarked on a path to earn Frodi’s respect and secure Eyfura’s hand.

Erik counseled Arngrim to undertake seemingly insurmountable tasks to prove his worthiness. First, he was tasked with slaying Egther, the king of Bjarmaland, and Thengil, the king of Finnmark. Undeterred by the daunting odds, Arngrim fearlessly led his warriors into battle, crushing the Saamis in his path. Despite the Saamis’ cunning tricks, Arngrim’s indomitable spirit prevailed, and victory was secured.

With his reputation bolstered, Arngrim confronted Egther in a fateful clash of titans. In an awe-inspiring display of skill and might, Arngrim emerged triumphant, single-handedly defeating the formidable king of Bjarmaland. The conquered Bjarmians were compelled to pay him tribute, symbolizing Arngrim’s dominance over their lands.

Having achieved great feats, Arngrim returned to Erik, who accompanied him to Frodi’s court. Erik skillfully convinced Frodi of Arngrim’s worthiness as a suitor for Eyfura. Finally, Frodi relented, and Arngrim’s perseverance was rewarded with the union he desired. Together with Eyfura, Arngrim fathered twelve sons, all destined to inherit his strength and berserker spirit.

Arngrim the Berserker, driven by his unyielding ambition and unrelenting desire for glory, has etched his name in the annals of Norse mythology. His relentless pursuit of recognition and his determination to overcome seemingly impossible challenges exemplify the fierce spirit of a true warrior. With each conquest and victory, Arngrim carves a path towards greatness, leaving a legacy that echoes through the ages.

Arngrim the Berserker

Medium humanoid (human), Chaotic neutral

Armor Class: 18 (chain mail, shield) Hit Points: 175 (20d8 + 80) Speed: 30 ft.

20 (+5)14 (+2)18 (+4)10 (+0)12 (+1)16 (+3)

Saving Throws: Str +10, Con +8, Wis +5 Skills: Athletics +10, Intimidation +8, Perception +5 Senses: Passive Perception 15 Languages: Common, Giant Challenge Rating: 12 (8,400 XP)


  • Multiattack. Arngrim makes three attacks with Tyrfing.
  • Tyrfing. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage plus 7 (2d6) necrotic damage.


  • Defensive Parry. When Arngrim is hit by a melee attack, he can use his reaction to gain a +3 bonus to his AC against that attack, potentially causing the attack to miss.

Legendary Actions Arngrim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Arngrim regains spent legendary actions at the start of his turn.

  • Battle Cry. Arngrim lets out a fearsome battle cry. Until the end of his next turn, all enemies within 30 feet of Arngrim have disadvantage on Wisdom saving throws.
  • Reckless Assault. Arngrim gains advantage on all attack rolls until the end of his turn, but all attack rolls against him have advantage as well.
  • Mighty Swing (Costs 2 Actions). Arngrim makes a powerful swing with Tyrfing, targeting one creature within reach. The target must make a DC 15 Dexterity saving throw or take an additional 2d12 slashing damage.

Equipment Arngrim is equipped with:

  • Chain mail
  • Shield
  • Tyrfing (magic longsword)

Magic Item Tyrfing – This cursed longsword grants Arngrim great power and becomes his primary weapon. Tyrfing functions as a +2 longsword with the following additional properties:

  • Cursed. Once Tyrfing is drawn, it cannot be sheathed until it has drawn blood. The wielder gains a berserker-like rage, granting advantage on Strength checks and saving throws, but they cannot end their turn without attacking a hostile creature.
  • Soul Drinker. When Arngrim reduces a creature to 0 hit points with Tyrfing, he regains hit points equal to the damage dealt.
  • Fury of the Berserker. Once per long rest, Arngrim can unleash the true fury of Tyrfing, gaining an additional attack and dealing an extra 2d12 necrotic damage on a hit.

Arngrim the Berserker wields the mighty Tyrfing, a cursed longsword that amplifies his already impressive combat skills. With this legendary weapon in hand, he becomes a force to be reckoned with, striking fear into the hearts of his enemies.

Plot Hooks

Here we see Arngrimm (with the crown) and his men which, to support the Danish king, defeated king Tengild of Finnmark and king Egbert of Bjarmaland in a hard battle. Arngrim
Here we see Arngrimm (with the crown) and his men which, to support the Danish king, defeated king Tengild of Finnmark and king Egbert of Bjarmaland in a hard battle.
  • The Cursed Legacy of Tyrfing: Arngrim, bearer of the cursed sword Tyrfing, seeks a way to break the ancient curse that binds him to the weapon. Legends say that Tyrfing brings both glory and doom to its wielder, and Arngrim is determined to find a way to sever his connection to its malevolent spirit. The adventurers join Arngrim on a perilous journey to ancient ruins, hidden libraries, and wise mystics who might hold the key to unraveling the sword’s dark enchantment.
  • The Reckoning of Skalk’s Blood: Skalk the Scanian, a formidable warrior slain by Arngrim in a fateful battle, is said to have cursed Arngrim with a vengeful spirit. This curse haunts Arngrim, manifesting as haunting visions and uncontrollable rage. Seeking redemption and peace, Arngrim enlists the aid of the adventurers to find Skalk’s resting place, perform the necessary rites, and put the restless spirit to rest. They must uncover ancient burial sites, face spectral guardians, and delve into the depths of forgotten catacombs to bring an end to the curse that torments Arngrim’s soul.
  • Atonement Through Battle: Arngrim, burdened by the weight of the lives he took in his berserker fury, seeks a path of redemption. He embarks on a personal crusade, challenging the most notorious warlords and tyrants to combat, sparing only those who demonstrate a true change of heart. The adventurers become Arngrim’s companions, witnessing the transformative power of forgiveness and redemption firsthand. They travel through war-torn lands, confront ruthless dictators, and face the moral complexities of granting second chances in a world gripped by violence.
  • The Last Stand of Frodi’s Daughter: Arngrim’s love for Eyfura, the daughter of King Frodi, knows no bounds. When Eyfura is taken captive by a powerful enemy seeking to exploit her royal lineage, Arngrim is consumed by a desperate determination to rescue her. He gathers a group of loyal and skilled companions, and together they embark on a treacherous journey through enemy territory. The adventurers must navigate dense forests, infiltrate heavily fortified castles, and engage in daring rescue attempts to free Eyfura from her captors.
  • The Hunt for Egther’s Legacy: Following the death of Egther, the legendary king of Bjarmaland, Arngrim becomes obsessed with tracking down the hidden treasures and artifacts that the king amassed during his reign. Egther’s legacy is rumored to hold immense power, capable of shaping the fate of nations. The adventurers join Arngrim on an epic quest across uncharted lands, battling mythical creatures, deciphering ancient riddles, and outwitting rival treasure hunters who seek to claim Egther’s riches for themselves.
  • The Valkyrie’s Call: Valkyries, the fabled warrior maidens of Norse mythology, appear to Arngrim in his dreams, their ethereal voices urging him to undertake a noble quest in their name. Intrigued and compelled by their celestial presence, Arngrim seeks the aid of the adventurers to uncover the true nature of the Valkyries’ call. They must embark on a transcendent journey, traversing mystical realms, communing with divine beings, and facing celestial trials that test their mettle and determination.
  • The Battle of the Fallen: Arngrim becomes aware of a gathering darkness as restless spirits rise, plaguing the realms with their malevolence. Determined to put these tormented souls to rest, Arngrim calls upon a group of adventurers to join him in a supernatural battle against an army of vengeful specters. Together, they traverse haunted battlefields, delve into haunted crypts, and confront ancient curses as they strive to bring peace to the lingering spirits and restore balance to the ethereal plane.
  • The Ragnarok’s Herald: In a vision of impending doom, Arngrim glimpses the approach of Ragnarok, the apocalyptic event that signals the end of the world. Driven by a sense of urgency, he rallies the adventurers to prepare for the final battle against chaos and destruction. They must seek out powerful artifacts, forge alliances with legendary beings, and decipher cryptic prophecies that hold the key to averting the world’s end. As they stand on the brink of Ragnarok, the fate of all creation rests on their shoulders.
  • The Trial of Berserker’s Blood: Arngrim’s berserker nature poses a constant challenge as he grapples with uncontrollable rage and bloodlust. In his quest for control, he enlists the aid of the adventurers to seek out ancient rituals, sacred sites, or powerful artifacts that can help him gain mastery over his berserker fury. Together, they navigate treacherous territories, confront primal forces, and delve into the depths of their own fears and desires, all in an effort to aid Arngrim in his journey of self-mastery and balance.
  • The Legacy of the Twelve Sons: Arngrim’s twelve sons, born of his legendary prowess and berserker bloodline, have scattered across the realms, each forging their own path. However, darkness looms as some of his sons succumb to their inner demons and embrace the destructive nature of their heritage. The adventurers are tasked with finding and guiding these wayward warriors, aiding them in harnessing their power for good, and preventing them from falling into darkness and becoming agents of chaos. They must navigate treacherous family dynamics, confront ancient rivalries, and strive to uphold Arngrim’s legacy of honor and resilience.

Currently in the World

Arngrim the Berserker stands tall and imposing, with a muscular build and weathered features that speak of countless battles fought. His wild, unkempt hair flows freely around his face, framing piercing blue eyes that hold a glimmer of intensity and determination. Scars crisscross his body, souvenirs of past encounters that only serve to enhance his fearsome reputation.

Currently, Arngrim stands amidst a training ground, surrounded by the sound of clashing weapons and the cries of fellow warriors. He wields a massive battle axe with practiced ease, his every movement exuding raw power and skill. Sweat glistens on his brow as he trains tirelessly, his focused expression revealing a deep concentration and unwavering dedication to his craft.

The surroundings reflect the ruggedness of Arngrim’s lifestyle. The training ground is situated within a Viking stronghold, with towering wooden walls and the scent of burning torches in the air. The ground beneath his feet is packed earth, churned up by countless hours of combat practice. The distant echoes of roaring crowds and the distant crash of waves remind him of the mighty battles he has fought and the lands he has conquered.

Arngrim’s mood is one of quiet intensity, a blend of determination and a thirst for glory. As he swings his axe with precision, there is a fire in his eyes that speaks of a deep desire to prove himself, to leave his mark upon the annals of history. Though the weight of his past victories and the scars of his battles are ever-present, Arngrim embraces his role as a warrior, always seeking greater challenges and the opportunity to test his mettle.

In this moment, Arngrim embodies the spirit of the berserker, a relentless force of nature driven by a primal rage and an unyielding will to overcome any obstacle that stands in his path.

Scroll to Top