Drengr is the campaign's main heroic ideal: courage joined to self-control, dignity, fairness, generosity, discipline, honesty, and usefulness to the community.
The word is stronger than “fighter” or “adventurer.” A drengr is someone others can respect when danger, insult, fear, or temptation arrives. Physical bravery matters, but so does restraint. A person who wins every fight while bullying the weak is not a good model of drengr.
A víkingr is someone who goes raiding or adventuring. The word does not automatically mean noble hero or cartoon villain. A víkingr might seek wealth, fame, revenge, trade, service under a leader, or a desperate way to survive.
In play, this distinction is useful: the party can go on dangerous expeditions without treating raiding, greed, or violence as automatically honorable.
A níðingr is a person marked by shameful conduct: treachery, cowardice, oath-breaking, abuse of guests, betrayal of kin, or behavior that destroys public trust.
Calling someone níðingr should be serious. It attacks reputation and can escalate a dispute quickly.