Hellblade Wiki

Logo II

This article contains lore based on real-life sources from Norse Mythology as introduced in Senua's Saga: Hellblade II.


Senua's Saga



Lorestangir are hidden totems in Senua's Saga: Hellblade II.

There are 18 Lorestangirs to collect in the game and the lorestangir in each area tell the story of Grettir's saga. are hidden totems in Senua's Saga: Hellblade II. They contain the memories of Druth's stories, told to Senua during her self-imposed isolation in the woods. They are tall totems surrounded by bright auras and symbols that make them stand out. There are 18 Lorestangir to collect in the game and the Lorestangir in each area tell the story of Grettir's saga.

Gameplay[]

If you look closer, you'll see that there are 18 symbols etched vertically into the stones – one for each in the game. As you collect them, the symbols will turn red, from top to bottom, to help you track your progress. The glowing, floating symbols in front of posts will also turn red.

Chapter 1[]

Lorestangir #1[]

Do not forget my stories, Senua, I am with you still. Out of Hel you have come, and now find yourself in Midgard, the world of men. Do not think any less dangerous for that. Your path has taken you far from home, across the boundless sea, and you must to go on to the heart of this place, to the heart of man. You have seen how the Northmen jouney out to conquer, and this is one of their lands. As icy dark as Niflheim, yet as fiery as Muspell, it has not long been claimed and they try still to tame it.

Chapter 2[]

Lorestangir #2[]

The skálds' verse speaks of a man called Grettir the Strong. A strange and bloody life he led, and it happened in this land you have come to. Listen to his story, Senua, for it may in some small way illuminate your own.


Lorestangir #3[]

The skálds say that in Grettir's time, a nearby farm was plagued by hauntings. A shepherd called Glámr was killed by some evil force, found dead in the snow, bloated and black. His body could not be taken to burial because he was held fast to the ground, so it was left. Three days after his death, the body was missing.

Lorestangir #4[]

The skálds tell how the revenant Glámr roamed the settlements, terrifying all those who lived there. Each one he killed in turn rose to walk beside him. Thus evil begets evil. But the man Grettir was proud and overbearing and thought the draugr no match for his strength.

Lorestangir #5[]

The skálds say that Grettir fought and killed the draugr Glámr, but not before Glámr had cursed him: his strength would be turned against him, his deeds bring death and exile. And he would be always before Grettir's eyes, making him afraid to be alone. He saw all sorts of phantoms wherever he looked, and thus people who see things that aren't there are said to have Glámr's-eyes.

Chapter 3[]

Lorestangir #6[]

The skálds tell how, in the time of Grettir's kinsman Thórgrim, there was a terrible famine. No crops could be grown and the fish fled the nets. It lasted years and the people were desperate. There was no respite even in spring, since terrible gales from the north would rise up and set in for week This is a cold and unforgiving land, Senua.

Lorestangir #7[]

In the time of famine, at the place known as Rifsker, Thórgrim found a huge finback whale, beached and dead. His neighbour Thórfinn had already found it and was in the process of flensing it. But Thórgrim claimed it as his own. Thórfinn said he would not give it up without a fight. If that's what you want, Thorgrim said, let it be so. And he launched a blow at Thórfinn, cutting off his head in one strike.

Lorestangir #8[]

The skálds say that the neighbours fought, armed only with the knives and axes they had brought to cut up the whale, even picking out the whale ribs to beat down their enemies. even picking out the whale ribs to beat down their enemies. but as they went to leave, one of their opponents struck Thorgrim's brother a fatal blow. And this is how hunger fates desperate men to come to blows, striking out against one another to survive.

Lorestangir #9[]

The skálds speak of the time Grettir, travelling with some others, ran into rough weather and docked their boat on an island. They had not brought fire with them and the merchants complained bitterly. Seeing a great fire blazing on the other side of the strait, Grettir said he would swim over to fetch it. He took off his clothes and struck out across the water wearing nothing but a cloak.

Lorestangir #10[]

When Grettir came to the farm where the fire was burning, all was peaceful. By the time he reached them, his cloak was frozen stiff, and he looked like nothing more than some huge troll. The frightened farmhands struck out at him with the first things to hand, the burning logs from the fire. Grettir fought them off and got the fire he sought. But the sparks from the logs spread fire all over the house and nobody survived the blaze.

Lorestangir #11[]

The skálds say that Grettir swam back across the strait, keeping the fire safe from the water. His friends applauded Grettir's bravery, but when word spread about the massacre at the farm, people took against Grettir. Nobody wanted anything to do with him, and when the news reached the Althing in summer, Grettir was pronounced an outlaw. All doors would hence be shut to him.

Chapter 4[]

Lorestangir #12[]

The skalds speak of how Grettir, now an outlaw, took rest on the island of Haramsoy with a man called Audun. Grettir saw a great yellow glow, like a fire, rising from the ground. Audun told him it was coming from the burial mound of Kárr the Old, who ever since he died had haunted the island, and warned him to stay away.

Lorestangir #13[]

The skalds say Grettir wanted the sword that was buried in Kárr's howe, and would not be deterred from seeking it. He broke the mound open and started digging until he reached the timber props. By this time it was night. Audun warned him again not to continue, but Grettir threw down a rope and went inside the mound. No light penetrated it and it reeked of death, but he persisted in exploring.

Lorestangir #14[]

Grettir found the sword he was seeking, Kárr's-loom, buried in the grave-mound. He went to leave, but before he could reach the rope, something grabbed him from behind, and Grettir realised the mound-dweller would not let his treasure go. The two fought ferociously until Grettir got the advantage and chopped off the revenant's head. But Kárr's-loom would prove his undoing, fated to be the sword that killed him.

Chapter 5[]

Lorestangir #15[]

The skálds' verse tell how Grettir made many enemies with his proud and overbearing nature. Always quick to anger, his strength and fighting prowess meant that even the most trivial of quarrels met a fatal end. The kinsmen of those he killed or maimed were angry, and because he was an outlaw no one was allowed to help him.

Lorestangir #16[]

The outlaw Grettir fled to the island of Drangey. His enemies knew he was there, but he was still so strong and fierce nobody could shift him. Thórbjörn, first among his foe, sent his foster-mother to see Grettir. She was a seiðkona and very wily. She enchanted a tree-branch and sent it to wash up on Drangey. Grettir tried to cut it up for firewood, but his axe flew back and struck him in the leg. The wound blackened and festered, and Grettir feared his time was close.

Lorestangir #17[]

The skálds say Grettir, wounded by seiðr, was now so weak it was possible for his enemies to defeat him. Under cover of night, Thorbjörn and his men attacked his shelter. They tried to disarm him, but he clung so firmly to his sword Kárr's-loom that they had to cut off his arm to get it free. Then they used his sword to cut off his head, and the land's mightiest outlaw was dead.

Lorestangir #18[]

As the draugr Glámr had predicted, all Grettir's brave and fine deeds brought him misery; so fate makes prisoners of us all. But it was Grettir's nature that made him fight the draugr, and Grettir's nature that led to blood-feud and exile. So what is truly our prison, Senua? Is our path ordained and we powerless to change it? Or do we blame uncertain powers for what we ourselves ordain?


Trivia[]

  • Lorestangir is a fictional term created for the game and, therefore, does not have an exact translation. In the context of the game, it can be interpreted as "Lorestones", referring to objects that provide additional information about the game's narrative and world.