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Heidrek, the Cursed King of Riddles and Ruin

Heidrek, the Cursed King of Riddles and Ruin
Create
  • Alias(es): Heidrek Ulfhamr (Heiðrekr Ulfhamr), King Heidrek
  • Gender: Male
  • Race/Species: Human
  • Occupation/Role: King of the Goths, warrior, riddle-contestant with Odin
  • Religion/Belief System: Norse paganism (Æsir worship)
  • Key Allies:
    • Hervör (mother, shieldmaiden)
    • King Harald of the Goths (early patron)
    • His loyal warriors and court retainers (until his betrayal)
  • Primary Enemies or Rivals:
    • Odin (in his guise as Gestumblindi, during the riddle contest)
    • Various rival kings and warlords in his campaigns
    • Treacherous thralls who ultimately killed him
  • Abode / Base of Operations: Royal hall and seat of power in the Gothic kingdom
  • Nationality / Cultural Background: Gothic (Germanic/Norse legendary tradition)
  • Languages Spoken: Old Norse (and likely related Germanic dialects in the saga’s world)
  • Moral Alignment: Chaotic Neutral — ambitious, cunning, and self-serving, yet capable of great deeds
  • Affiliations / Factions:
    • Gothic royal house (as king)
    • His personal warband/retinue
  • Significant Others / Romantic Ties:
    • Saga mentions marriages and offspring, but his relationships are secondary to his political and martial ambitions

Heidrek (Heiðrekr Ulfhamr), a central figure of the Hervarar saga ok Heiðreks, stands out as one of the most morally complex characters in Norse legend. Born of warrior stock — the son of the shieldmaiden Hervör and King Höfund — Heidrek’s life is marked by rebellion, cunning, and the shadow of a curse. His path winds from youthful violence and exile to kingship over the Goths, where his greatest victories are inseparable from the tragedies that follow. Famous for wielding the deadly sword Tyrfing and for matching riddles with Odin himself, Heidrek embodies the saga’s themes of fate, wisdom, and the destructive weight of ambition.


Life Story

Early Life and Rebellion

Heidrek’s youth was a volatile mix of pride and impulsiveness. From an early age, he displayed remarkable intelligence and ferocity in battle — but also a dangerously independent spirit. His father, King Höfund, disapproved of his unruly nature and refused him gifts that were customary for a prince. In a heated moment, Heidrek slew one of the king’s men, a violent act that led to his exile.

His mother Hervör, remembering her own defiance, gave him Tyrfing — a sword forged by dwarves, sharp enough to cut stone and cursed so that it would cause three great evils and bring death whenever drawn.


Exile and Ascent to Kingship

Banished from his homeland, Heidrek roamed far, serving various kings and earning fame as a warrior. He used Tyrfing to win battles swiftly but at great personal cost, as the curse demanded blood. His fortunes rose when he became the trusted champion of King Harald of the Goths. Upon Harald’s death, Heidrek took the throne, ruling as a formidable — if feared — monarch.


The Contest of Wits with Odin

One of the saga’s most celebrated episodes occurs when Odin, disguised as Gestumblindi, challenges Heidrek to a contest of riddles. The exchange reveals Heidrek’s sharp intellect, as he answers question after question correctly — from cosmology to myth to natural phenomena. However, when Odin poses a riddle about what the god whispered into the ear of the dead Baldr — a question no mortal could know — Heidrek realizes his guest’s divine identity. Furious at the trick, he swings Tyrfing at Odin, but the god escapes in a gust of wind.


Betrayal and Death

Late in his reign, while traveling with a small retinue, Heidrek was betrayed by his own thralls (slaves). They murdered him in his sleep, ending his turbulent life in an act of treachery rather than glorious battle — a fittingly ironic end for a man whose brilliance and cruelty often walked hand in hand.


Major Events and Exploits

  • Slaying of the king’s man — the act that set his destiny in motion.
  • Gaining Tyrfing — inheriting both unmatched power and inevitable doom.
  • Victories as a war leader — cementing his reputation across the Norse world.
  • Becoming king of the Goths — ruling through strength and fear.
  • Riddle contest with Odin — securing his place in Norse intellectual lore.
  • Death by betrayal — the tragic close of his saga.

Key Achievements

  • Rose from exile to become a king.
  • Defeated rival armies with unmatched tactical skill.
  • Outwitted nearly every riddle posed by Odin.
  • Ensured the Gothic realm’s dominance during his reign.

Character Analysis

Motivations

Heidrek’s life was driven by a thirst for autonomy, respect, and control. His early defiance of his father reveals a deep unwillingness to submit to authority, and his later ambition shows a hunger for lasting power.

Fears

Beneath his boldness, Heidrek likely feared being diminished or forgotten. His embrace of Tyrfing’s curse suggests he would rather court destruction than live in obscurity.

Strengths

  • Strategic intelligence — capable of both battlefield brilliance and verbal sparring.
  • Charisma — able to inspire loyalty among warriors.
  • Courage — unafraid to face gods themselves.

Flaws

  • Impulsiveness — prone to rash violence.
  • Pride — his ego often overrode his judgment.
  • Harsh rule — bred resentment that led to his murder.

Ultimate Goals

Heidrek seemed to seek a form of immortality — to be remembered as both a warrior and a thinker, a man who defied kings, wielded god-forged power, and even stood against Odin.


Legacy

Heidrek endures in Norse literature as a paradox: a king whose intellect rivaled his sword arm, whose victories were poisoned by the very weapon that won them, and whose fate reflected the saga’s dark view of ambition. In the tapestry of Viking lore, he is not the pure hero nor the villain — but the restless, flawed, unforgettable ruler who lived and died on his own terms.


  • Heidrek 5e 2024
  • Heidrek PF2e
Heidrek, the Cursed King of Riddles and Ruin
Create

EliteUniqueNE Medium Human Humanoid
Level 14 • Perception +26; low-light vision


Languages

Common (Old Norse), Jotun, Draconic

Skills

Athletics +29, Intimidation +26, Diplomacy +24, Deception +24, Lore (Warfare) +26, Lore (Riddles) +23

Str +7 • Dex +3 • Con +5 • Int +4 • Wis +3 • Cha +4


Items Tyrfing (artifact longsword), lamellar armor (+1 resilient breastplate), seax dagger, bear-hide royal cloak (+1 item bonus to Diplomacy and Intimidation checks with Norse or Gothic warriors), gold arm-ring worth 250 gp


AC 35 (Tyrfing’s ward); Fort +27, Ref +23, Will +25

HP 275; Resistances slashing 10 (except Tyrfing)
Weaknesses compulsion effects 5 (Tyrfing’s curse)


Tyrfing’s Blood Curse [curse] [mental] [primal]

Whenever Heidrek draws Tyrfing, he must strike a living creature before he can sheathe it. If no foe is present, he must strike an ally or bystander (DC 34 Will save to resist). Tyrfing subtly compels violence, imposing a –2 penalty to Will saves against rage or fear effects.


Battlefield Commander [aura] [mental] 30 feet

Allies in the aura gain a +1 status bonus to attack rolls and saving throws against fear.


Speed 25 feet


Melee

◆ Tyrfing +29 (artifact, magical, versatile P)
Damage 2d8+13 slashing + 3d8 negative; ignores all hardness and resistance to slashing damage; critical hits are maximized.

◆ Seax Dagger +27 (agile, versatile S)
Damage 1d6+11 piercing


Ranged

◆ Throwing Spear +25 (thrown 20 ft.)
Damage 1d6+11 piercing


Divine Innate Spells (DC 32, attack +24)

  • 3/day true strike (Tyrfing only), command, fear
  • 1/day heroism, dominate (humanoid only)

Actions

◆◆ Riddlemaster’s Challenge [concentrate] [linguistic] [mental]
(Once per hour) Heidrek poses a riddle to a creature within 30 feet. That creature must attempt a DC 34 Will save:

  • Critical Success The creature is unaffected.
  • Success The creature is stunned 1.
  • Failure The creature is stunned 2.
  • Critical Failure The creature is stunned 3.

◆◆ Commanding Shout [auditory] [mental]
Heidrek shouts orders to up to three allies within 60 feet. Each can Step or Strike as a reaction.


◇ Parry [reaction]
Heidrek gains a +2 circumstance bonus to AC against a melee Strike.


◇ Attack of Opportunity [reaction] Tyrfing only.


Artifact: Tyrfing

Type +3 greater striking longsword
Traits artifact, magical, curse
Properties:

  • +3 item bonus to attack and damage rolls
  • Ignores all hardness and resistance to slashing damage
  • All critical hits deal maximum damage
  • Automatically hits on a natural 19–20
  • Once per day, the wielder can cast true strike as a free action before a Tyrfing Strike

Curse: Once drawn, Tyrfing must deal damage before being sheathed. If no foe is present, the wielder must attack a living creature nearby (Will DC 34 to resist).


Description

Heidrek is a warlord-king out of legend, a man whose fierce intellect rivals his martial skill. With Tyrfing in hand, his strikes are flawless, his voice commands armies, and his mind traps foes in riddles they cannot escape. His saga is one of ambition, betrayal, and the curse that binds his fate to bloodshed.


Heidrek, the Cursed King of Riddles and Ruin
Create

Medium humanoid (human), Chaotic Neutral
CR: 15 (13,000 XP)


Lore & Background

Heidrek Ulfhamr, born of the shieldmaiden Hervör and King Höfund, is one of the most feared figures in Gothic legend. Wielding the dwarven-forged sword Tyrfing, he has carved his legacy through riddles, warfare, and betrayal. The sagas say the sword never misses, cuts through any material, and brings victory with every draw — but it is cursed to spill blood whenever unsheathed, even if that blood must be innocent.
Heidrek is as dangerous with words as with steel, having once matched wits with Odin himself before realizing the god’s true identity. His reign is one of both prosperity and dread, his final fate sealed by treachery at the hands of his own servants.


Stat Summary Table

STRDEXCONINTWISCHA
20 (+5) / Save +914 (+2) / Save +618 (+4) / Save +816 (+3) / Save +714 (+2) / Save +618 (+4) / Save +8

Armor Class: 18 (lamellar armor, Tyrfing’s ward)
Hit Points: 225 (18d8+144)
Speed: 30 ft.


Saving Throws: Str +9, Dex +6, Con +8, Int +7, Wis +6, Cha +8
Skills: History +7, Insight +6, Intimidation +8, Persuasion +8, Perception +6
Senses: Passive Perception 16
Languages: Old Norse, Common, Giant, Draconic
Challenge Rating: 15 (13,000 XP)


Legendary Resistance (3/Day)

If Heidrek fails a saving throw, he can choose to succeed instead.

Curse of Tyrfing

When Heidrek draws Tyrfing, it must deal damage before being sheathed. If no enemy is present, an ally or bystander will be struck instead.

Battlefield Tactician

Allied creatures within 30 feet of Heidrek gain +2 to attack rolls while they can see and hear him.

Riddlemaster’s Insight

Once per long rest, Heidrek can pose a riddle to a creature within 30 feet. The target must make an Intelligence saving throw (DC 16) or be stunned until the end of its next turn.


Actions

Multiattack. Heidrek makes three attacks with Tyrfing.

Tyrfing (Artifact Longsword). Melee Weapon Attack: +9 to hit, reach 5 ft., one target.

  • Hit: 12 (1d8+8) slashing damage + 13 (3d8) necrotic damage. Critical hits with Tyrfing are always maximized.

Commanding Shout (Recharge 5–6). Up to three allies within 60 feet can immediately use their reaction to move up to half their speed and make one weapon attack.


Reactions

Parry. Heidrek adds +3 to his AC against one melee attack that would hit him.

Deadly Riposte. When a creature misses Heidrek with a melee attack, he can make one Tyrfing attack against that creature.


Legendary Actions (3/round)

Heidrek can take 3 legendary actions, choosing from the options below:

  • Move. Heidrek moves up to half his speed without provoking opportunity attacks.
  • Tyrfing Slash. Heidrek makes one Tyrfing attack.
  • Challenge of Wits (Costs 2 Actions). One creature within 30 feet must succeed on a Wisdom saving throw (DC 16) or be frightened until the end of Heidrek’s next turn.

Lair Actions (in his mead-hall throne room)

On initiative count 20 (losing ties):

  • Call of the Shieldwall. 1d4+2 Gothic warriors enter the hall.
  • Banner of Kingship. All allies of Heidrek gain +10 temporary hit points.
  • Hall of Echoing Challenges. All enemies must succeed on a Charisma saving throw (DC 16) or have disadvantage on their next attack roll.

Equipment

  • Tyrfing (see artifact entry)
  • Lamellar armor (AC 17 + Tyrfing’s ward for total AC 18)
  • Bear-hide cloak (advantage on Charisma checks to influence Norse/Gothic warriors)
  • Drinking horn of hospitality (creates 1 gallon of mead once per long rest)

Tyrfing – Artifact Longsword

Weapon (longsword), artifact (requires attunement)

Description: Forged by dwarves under duress, Tyrfing is a gleaming blade with a golden hilt, impossibly sharp, and warm to the touch. It never rusts, never misses, and cuts through steel as if it were cloth. The sword carries a doom: once drawn, it must taste blood before it can be returned to its scabbard.


Stats & Properties

  • Weapon Type: Longsword (versatile 1d8 / 1d10 slashing)
  • Magic Bonus: +3 to attack and damage rolls
  • Damage: On a hit, the target takes an extra 3d8 necrotic damage, ignoring resistance to slashing damage.
  • Critical Perfection: All critical hits with Tyrfing deal maximum damage.
  • Armor-Cutting: Tyrfing ignores nonmagical armor AC bonuses.
  • Blood Curse: Once drawn, Tyrfing must deal damage before it can be sheathed. If no foe is available, the wielder must attack an ally or bystander.

Additional Powers (choose 1/day each)

  • Unerring Strike: The wielder automatically hits a chosen target they can see within melee range.
  • Battle Fervor: For 1 minute, the wielder gains +2 AC and advantage on all melee attack rolls.
  • Words of Doom: The wielder may curse a creature within 30 feet; that creature has disadvantage on saving throws for 1 minute (DC 17 Wisdom save negates).

Curse

The sword compels bloodshed, subtly influencing the wielder’s mind. At the start of each day, the wielder must make a DC 17 Wisdom saving throw or be afflicted with violent impulses, seeking combat at the first opportunity.

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