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Welcome to Helheim Unbound, a class-less, level-less, open system roleplaying game.  Helheim is a simple, clean, and easy to learn system.  Champions (your character) build their dice pool based on skills, add dice from benefits, and remove dice from hindrances.  Roll to see if and how well you succeed (5 or 6 on a d6, 8-10 on a d10, etc).  Players new to Helheim can learn the rules and be playing within 5-10 minutes if you use pre-generated characters.  Add only about 30 minutes more to create your own characters (if you're new to the system, experienced players often need only about 10 minutes).

Coming soon to RPGNow!

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As the GM, Helheim Unbound takes only a few hours to understand and set up your world- no long tomes with hundreds of pages needed!

Helheim gives you framework to allow you - as the players and Gamemasters - to develop your champions and setting the way you want to.  You come up with the skills, traits, and desires - whatever your imagination and the game setting will accept.

Helheim Unbound is a roleplaying game designed with quick resolutions and narrative play in mind.  We have created a framework that translates a player's vision for a character into a playable champion. The end result is a system that allows a group to play in a matter of minutes, with minimal complexities to tie down the narrative.

Helheim Unbound can be used as a generic system for practically any setting, but included is an example setting at the dawn of the Viking Age. Whether players embark on daring raids with the Vikings or enlist with King Charles on his crusade to spread the boundaries of Christendom, there is a world filled with conflict and adventure.


  • Introduction: The Basics.  A little bit of background, what you need to play, and player roles.

  • Chapter 1: Core Rules.  The Core Rules cover everything from dice mechanics, how actions work, how your champion is developed, wealth, and a quick guide to magic.

  • Chapter 2: Champion Creation.  All about how you create your champion, including their desires, skills, benefits and hindrances, starting resources, and how to measure success when the champion dies or retires.
  • Chapter 3: The Gamemaster.  Tips and tricks for Gamemasters, including when to test and setting test difficulties, how to create creatures, and guidance on managing a rules-lite system like Helheim Unbound.

  • Chapter 4: Examples.  Norse / Dark Age themed examples to help inspire players, including all aspects of champion creation, ideas for encounters, and sample creatures for the champions to face.  We also have included some examples for other settings as well!

  • Chapter 5: Magic.  Magic was the number one area our playtesters wanted more information on, so we dedicated a chapter to it!  We include a framework for creating your own magic system, as well as two complete magic systems:  One based on the 18 Runes from the Havamal and 18 Miracles from the Bible

What sets Helheim Unbound apart from other roleplaying games?

  • Helheim Unbound provides the framework:
    • Measures of success.  There are three different ways the outcomes are tested by the dice.  
      • Simple Tests.  Simple tests are pass or fail. 
        • Do I find something?  Do I break down the door?
      • Complex Tests.  Complex tests have degrees of success and failure.  Meet the target and you accomplish what you want to do.  For each point above you do better, for each point below you do worse. 
        • How well do I climb?  How quickly do I find the information in the library?  Do I manage to roll under the closing door and stab the guard at the winch?
      • Opposed Tests.  Opposed tests are compared against another dice roll.  Winner takes all in an opposed test.  Opposed tests are used most commonly in combat.
    • Consolidated dice rolls.  What the measures of success mean is that the one dice roll tells you everything you need to know.  No slowing things down to roll other sets of dice, or add other numbers.
  • You define the world:
    • You create the skills, traits, and resources.  We provide plenty of examples, but you come up with defining who and what your character is.  Want to be an expert in tracking other people?  The skill could be manhunter, or tracker, or scout.  The trait might be keen eyes, sharp nose, or wind-reader.  Each may do slightly different things based on the intent.  A manhunter would have their skill apply as bonus dice when tracking humans, but would be more restrictive when tracking in the woods.
    • Class-less and customizable.  Freely pick how your character will develop and customize them with a classless system.  Pick the skills and traits you want.  Be a stealthy rogue who fights with a two handed axe, or a front line fighter who uses daggers.