The word völva is Auld Saxa, and translates as “wand carrier.” Völvas are servants of The Norns, and are the spirits of former clerics. They can be male or female (though females are more common) and have the gift of foresight. They are most often seen when a child of note is born, appearing at the bedside to speak prophecies of glory or doom. In game terms, any hero with either Bad Luck or Luck was once visited by a völva in his cradle and cursed or blessed.
Völvas can be summoned from their graves to speak of the future, though the process is arduous. This first requires the resting place of their physical remains to be located. The likelihood of a hero knowing this information is slim—he may make a Knowledge (Folklore) roll at –6. More likely, the petitioner must consult a sage, a cleric of the Norns, or undertake an adventure to gain the knowledge.
Once the grave is found, a lengthy and complex ritual must be performed. Such rituals have been performed only rarely and the prayers and songs necessary to awaken a völva are long forgotten. A kind GM may allow a Knowledge (Folklore) roll at –6. Otherwise, learning the information should involve an adventure. The ritual must begin on the first night of the full moon and end as the moon sets on the fourth day. Incense and offerings which must be used during the ritual cost 500 gs. The petitioner must then make a Knowledge (Religion) roll to perform the ritual correctly. With success, the völva is summoned. On a failure, the spirit remains dormant and the ritual was for naught.
The völva may be asked one question, but it must be posed by the petitioner—the seer ignores all other questions. It will answer any questions with unerring accuracy, but never reveals a mortal’s fate.