A Bit of History
This is not to say that existing archaeological theories shouldn't be challenged, archeology is a science after all and the search for the truth must never be hampered by a dogmatic sense of conservatism. New evidence and new techniques are constantly coming to light, and thus often cause existing theories and discoveries to come under a degree of scrutiny. This is the way that science operates, but is a far cry from those who take liberties with the data, or worse, either make their own or perform their excavations so poorly (and often intentionally poorly) that no viable data can be used.
In other words, the column you are about to read is full of lies, bunk, and the waste of male cattle. It's based entirely off of the 'work' of fakes, charlatans, and con artists. Read on at your own risk, but these fantasies, although bad archaeology, make for good role-playing games. Just do us all a favor, and if you use any of this at your table, please, please give your players a disclaimer lest they wander off thinking that there is some truth to this dung heap of bad archaeology.
The Minnesota Runestones
There have been two major runestone fakes, and several lesser ones, mostly in Minnesota and the upper Midwest. The oldest dates back to 1898 and was carved by a Swedish immigrant named Olof Ohman, some bored graduate students made the most recent in 1985. Both are fakes, yet both have attracted a following that are quick to dismiss solid evidence in favor of their beliefs. Yet, these fake runestones shed light on a little used part of history, an idea that should be made into a campaign, or at least an adventure.
In short, runestones are products of Norse culture, standing stones inscribed with runes, illustrations, and other symbols that are erected to record deaths, births, and important events. They are fairly common in the parts of Europe that were once (or still are) settled by the Nordic cultures, in other words, the Vikings (though this is a bit of a misnomer). That runestones would sprout up (as opposed to being unearthed) in North America in the very areas where large numbers of Scandinavians have settled should not comes as a surprise. What they mean, at least for gamers, is a grand adventure across North America.
The most famous runestone hoax is the Keningston Runestone, whose text reads like the last testament of any group of PCs:
"Eight Götalanders and 22 Northmen on acquisition journey from Vinland far to the west. We had a camp by two one day's journey north from this stone. We were fishing one day. After we came home, found 10 men red from blood and dead. Ave Maria save from evil. There are 10 men by the inland sea to look after our ships fourteen days journey from this peninsula. Year 1362"
Amazing, Europeans, who happen to be the cultural ancestors of those who tend to 'find' these stones and believe in them, pre-dated all other European penetration into the interior of North America! This is not to say this is not possible, but until some hard evidence is uncovered the possibility is just that, and not a fact. Let's look closely at the inscription; we have a mixed group of adventurers heading east into the unknown from Vinland in 1362 (and thus implying that Vinland survived much longer than it is thought to have). Their camp is attacked, and ten men are killed. There is that reference to the 'inland sea', obliviously the Great Lakes, so we have some idea as to their route. Then there is the best part, 'Ave Maria, save us from evil'. The more prosaic would assume that this is some sort of reference to being cast alone and lost in an unknown land, threatened by the natives (who else attacked the men at camp), and a plea for salvation from all of this. Those of us with a more mythos inspired bent (and I mean Cthulhu Mythos here) may see it in a different light.
Even if cosmic evil did not beset this ill-fated expedition, there are a lot of ways these fake runestones can be used in a game. Beyond the obvious source for a Vinland into the interior of the continent game (which would be great fun), there is the alternate history potential. Just assuming that Vinland survived for longer than it did opens up a lot of possibilities.
Vinland Über Alles
Let us assume that Vinland survived for several centuries as a vibrant colony, that is was a much greater success than history knows it to be. Instead of a few hundred settlers, it attracted thousands who spread up the inland waterways and down the Eastern Seaboard, establishing small independent nations. A slight technological advantage, plus that dread aid to clearing out the land, disease, enabled the Vinlanders to prosper and take over suddenly vacant territory or conquer weakened nations in their way. This is not to say there would not have been a fair amount of intermarriage between the Vinlanders and the skraelings (as they called the First Nations), nor would there be a lack of cultural exchange. This would serve to strengthen the Vinlanders, as well as some of the First Nations, imagine the Iroquois Confederation as the major rival and trading partner of the Vinlanders.
If the runestones are any indication, at the very least expeditions penetrated into the Great Lakes region, if not further into the continent. Perhaps these established larger inland colonies, which would then have access to iron, copper, gold, and silver. Their commodities would be traded with the coastal colonies, thus making the Vinlanders somewhat self-sufficient as a whole.
Should we have this strong and well-established series of Vinlander nations; we must look at what they would be like. First of all, the major impetus for settling Vinlalnd and exploring North America came from the peoples of Iceland and Greenland. These nations were unusual in Medieval Europe in that possessed a strong democratic element to their governments, as well as the rare (at the time) concepts of individual rights. This means that the Vinlanders would be pocket republics built around a single locality, and likely forming together into regional alliances. Second, they would have abundant resources in comparison to their European kin, especially of the agricultural and timber varieties. Finally, Vinland, with its independence and plentiful open territory, would prove a safe home for the few remaining diehards of the old religion.
The success of the Vinlanders would draw in more colonists, thought these would come mostly from the Nordic sphere nations of Denmark, Eastern Ireland, Greenland, Iceland, Northumbria, Norway, Sweden, and The Orkneys. As Europe in the High Middle Ages tended to look south and east for power and wealth, it is very likely that the growth of Vinland would be largely ignored by the powers that be, much to their eventual sorrow. The whole situation changes in the early to mid 14th Century, shortly before the time the Kensington Runestone was supposed to have been carved, when the Black Death Sweeps through Europe.
Vinland suffered less from the Black Death than other parts of the world, most notably Europe, as the combination of better nutrition and hygiene, relative isolation, and lower population density helped to stave off the plague. This would mean that while Europe shuddered to a stop and saw its population reduced by as much as sixty percent, the Vinlanders would be strong, hale, and hearty. Considering that the Nordic domination of Northwestern Europe ended as recently as 1066, you can see where this is going. First raids increase, after all the centralized authorities and relative wealth that saw an end to the Viking attacks is gone, Europe is open and defenseless at this time. Raids turn into longer stays, and the next thing you know the Vinlanders have taken over large parts of the British Isles, the Scandinavian countries, and even parts of France and Spain.
Most of these Vinlander colonies in Europe would eventually fall or be transformed into something the French and other local monarchies can absorb into their political systems, though the spread of the ideas of democracy and individual rights would greatly alter the face of Europe, especially in the light of the Renaissance and economic boom following the Black Death. The British Isles, historically difficult to govern, would likely remain a patchwork of Vinlander and English nations vying for dominance, and here you would see Vinlander kingdoms forming, though ones with a strong constitutional monarchy model. The greatest outcome would be a growth of Transatlantic trade and culture much earlier than in our history. Once the Vinlanders discover tobacco and start exporting it, their economic dominance is assured.
Renaissance, Vinland Style
This is all cool and fine, but what do you do with it in a role-playing game? The first answer is focus on the exploration and conquest of North America. Move up the rivers, cross the mountains, contact the growing powers of the Cherokee and Iroquois, and marvel at the ruins of the mound builders, that sort of thing. However, this should be either mixed with or replaced by a political game of nations not ready to open armed conflict, but driven to counter each other's actions though other means in order to promote national interests.
Once the secret of Vinland is out, and Europe has recovered from the double shock of plague and recolonization, the major nations of Europe are going to want a piece of the New World. Journeys of exploration will set out to look for wealth in areas not under Vinlander control, no doubt rumors of cities paved in gold or rich lands to the south have been heard. As Europe is used to looking to the south for wealth and cultural resources, especially during the Renaissance, expect France, Spain, and Portugal to begin sending their ships towards the Caribbean and South America. Italy may even get in on the action, unless it focuses on the Mediterranean trade opening up with the Muslim world. Passages to India and China will be sought, as they were in our history, and it is likely that Africa will be ignored, after all the earliest European explorations of the African Coast were in search of a way around to the 'Spice Islands'.
Neither France nor Spain can afford to start an open war over rumors of wealth, nor can they afford to anger the Vinlanders, who by now are an economic force in this transatlantic world. However, as the Vinlanders are themselves thoroughly balkanized, individual alliances and nations can be played against each other. Into this Franco-Spanish standoff will sail random vessels of Vinlanders (it should be noted that the need for Transatlantic trade would spur ship construction technology, and the tall trees of North America would give the Vinlanders an edge in number and quality of ships).
The PCs could be agents working for nearly anyone, or possibly everyone (a dangerous and foolhardy proposition). As explorers they need to bring back something of value, as diplomats turn one group against another in order to fulfill their patron's aims. The campaign could span nearly half the world, from the steaming jungles of French Main to the canals of Venice, and everywhere in between. Don’t forget we also have the Aztecs out there, as well as the Mayan remnants. Oh yes, and fear, fear the fury of the Carrib-Vinlander hybrid culture sailing from its hidden island bases to ravage both the New World and the Old.
Wow, now I feel a little dirty even having mentioned this list of fakery, much less encouraged others to look into it more deeply. Do you know what makes one feel clean after wading through so much dog spit? Registering for events at GenCon, such as "Spring Rites" an introductory adventure for Frog God Games' Northlands Saga (featuring more Viking Goodness than this column ever could), or "Terror on New Cumberland", a thrilling early look at the upcoming sci-fi RPG Interplanetary from Skirmisher Publishing. As of this writing there are still tickets available for both, though they are going fast. Should you be at GenCon and have nothing to do on Friday night, swing by the "A Bit of History Roundtable" and discuss history, role-playing, and more.

