Asgard is a recursion seeded by Norse myths and modern comics and movies that feature godlike entities such as Odin, Loki, Thor, and many more who reside there. According to the fiction that birthed the recursion, all these beings possess the ability to travel into other realms (linked recursions), which is how some of them spend much of their time. Associated recursions include the Nine Worlds, such as Jotunheim (the home of the giants) and Svartalfheim (the home of the dark elves). A few Norse gods may have the spark and travel farther afield.
Level: 1d6
Origin: Asgard (mythological)
Law: Magic
Form: Heavy belt tooled with Norse runes
Effect: For ten minutes, wearer adds 10 points to her Might Pool and adds 3 to her Might Edge.
The belt of divine strength, also called Megingjör., was a possession of the god Thor, and those who find and wear it risk his wrath.
Depletion: 1 in 1d20
Level: 1d6 +2
Origin: Asgard (mythological)
Law: Magic
Form: Golden ring inscribed with runes
Effect: Ring can produce eight nonmagical, gold replicas of itself, each worth 20 gold coins.
Depletion: 1 in 1d100
Level: 1d6
Origin: Asgard (mythological)
Law: Magic
Form: Cloak made of feathers
Effect: For ten hours, the wearer becomes a falcon whose level is equal to the artifact level. The falcon can fly a long distance each round, or up to 60 mph (97 kph) when traveling overland.
Depletion: 1 in 1d100
Level: 1d6+4
Origin: Asgard (mythological)
Law: Magic
Form: Blazing jewel, usually set in a chair or throne
Effect: When someone sits in a seat set with the artifact, she can see and hear into any other location in Asgard or the Nine Worlds for up to ten minutes at a time. In addition, a quickened user can see into any other recursion, world, or even the Strange itself if she makes a difficulty 5 Intellect-based task. However, doing so is strenuous. Seers who use Hlidskjalf who are not gods must make a level 5 Might defense roll or fall dead afterward.
Depletion: 1 in 1d20 (upon depletion, the blazing jewel disappears and returns to Odin)
Level: 1d6
Origin: Asgard (mythological)
Law: Magic
Form: Musical horn
Effect: When the horn is sounded, five spirits of fallen warriors called Einherjar are summoned for up to one minute and fight on behalf of whoever blew the horn.
Einherjar: level 4; Armor 1; sword attack inflicts 5 points of damage on normal and immaterial or phased foes alike
Depletion: 1 in 1d10
Level: 1d6+4
Origin: Asgard (mythological)
Law: Magic
Form: Silver chain of indeterminate (and expandable) length
Effect: The chain can be used to bind a creature whose level is less than or equal to the artifact level. Once bound, the creature cannot remove the chain through any method. The bound creature becomes frozen in time, cannot be harmed, and cannot be interacted with unless Gleipnir is removed by another creature.
Depletion: 1 in 1d10
Level: 9
Origin: Asgard (mythological)
Law: Magic
Form: Large spear
Effect: This spear functions as a normal weapon of its type. It is so well crafted and carved with magic runes of such power that it never misses a target. No attack roll is necessary for the wielder to hit with Gungnir. If a PC rolls in hopes of achieving a special effect but gets a 1, Gungnir still hits the target (though a GM Intrusion is still appropriate).
If the user defeats an enemy with the spear and dedicates the victory to Odin, Odin knows it and may eventually reward the wielder with a trove, a secret, or direct aid.
Depletion: 1 in 1d20 (upon depletion, the spear returns to Odin in the recursion of Asgard)
Level: 9
Origin: Asgard (mythological)
Law: Magic
Form: Medium hammer
Effect: This hammer functions as a normal weapon of its type and the difficulty of attacks made with it is decreased by one step. In addition, the wielder can make a long-range lightning attack on a target and all creatures within immediate range of the target that inflicts damage equal to the artifact level. Alternatively, every other round she can throw the hammer at a single foe within long range, inflicting double the artifact level in damage. Once thrown, the hammer returns to the wielder.
The wielder can activate the hammer and gain the ability to fly a long range each round while holding it. This ability lasts for ten minutes.
Finally, the wielder can use the hammer to travel between recursions as if through an inapposite gate generated on the fly, if she has previously visited that recursion. She can also travel in this fashion to Asgard, regardless of whether she's been there before.
Thor level 8, attacks with Mjölnir as level 10; health 50; Armor 2
Only someone "worthy" can lift Mjölnir; it's up to the GM to determine whether a PC meets that criteria when the hammer is first discovered.
Depletion: 1 in 1d20 (upon depletion, the wielder is judged to be unworthy to wield Mjölnir any longer, and she cannot lift it)
Level: 1d6 +2
Origin: Asgard (mythological)
Law: Magic
Form: Clay pot filled with cold water from the Well of Urd
Effect: When consumed, the water has one of the following effects on the user. If the user makes a difficulty 3 Intellect roll, she can choose the effect; otherwise the effect is random (roll a d100). The user could give another creature a sip of the water of Urd and attempt to determine the effect in the same fashion.
01–04 Learns the answer to one question
05–08 Ages ten years
09–12 Increases Might Pool maximum by 5 for one hour
13–16 Increases Speed Pool maximum by 5 for one hour
17–20 Increases Intellect Pool maximum by 5 for one hour
21–25 Restores a number of Might Pool points equal to artifact level
26–30 Restores a number of Speed Pool points equal to artifact level
31–35 Restores a number of Intellect Pool points equal to artifact level
36–45 Age reversed by ten years
46–55 Restores life to corpse for one day
56–65 Permanently increases apparent beauty
66–75 Provides a random vision of the future
76–85 Provides a random vision of the past
86–95 Provides ten hours of dreamless, peaceful sleep
96–00 Replaces imbiber with a Norn for one hour
According to Norse myth, the Well of Urd is used by the Norns to water the magical world tree called Yggdrasil. The Norns are powerful entities who safeguard fate, destiny, and death
Norn: level 7, all tasks when seeing and manipulating the future as level 8; can see the future to know secrets and pierce lies
Depletion: 1 in 1d10