The norns were women who would attend children’s births to determine their futures. These women must have wielded great power, as everyone wants the best for their child. I imagine there was a lot of attempts at bribery, or resorting to threats, hoping to ensure a good viewing by the attending norn. I’m certain there were also some (by some, I mean many) grudges settled by bestowing a poor fate on an enemy’s child.
But there are norns, and then there are Norns.
The three that Loki is concerned with; Urd, Verdandi, and Skuld, were responsible for spinning the fates of the gods. Their arrival ended the golden age for Odin and his pantheon. There must have been even stronger attempts from the gods to turn their future away from what the three Norns had seen; the gods had more to lose than any mortal. But Ragnarök happened anyway.
Now that’s power.
Given their role as guardians of fate or destiny, I also had to believe that the Norns would not be feeling kindly deposed to Loki for escaping his fate at Ragnarök–or to me for writing him out of that fate.
And boy did they get their revenge. As it turns out, writing about a bunch of seers is a pain in the ass. They need to be (or at least should be) one step ahead of everyone else. They also raise uncomfortable questions about free will versus predestination. I really should have known better. If my thirty-odd year history with roleplaying games and comic books has taught me anything, it is that seers, while a great plot device, have always been tricky to work with. And I know for a fact there was no surer way to encourage the baleful eye of your Gamemaster than to give your character a precognitive power.
So naturally, I wrote three of them.
Superstition usually holds that bad things come in threes, but then, it says the same of good things. The question for the characters of Thunder Road is: which will the Norns prove to be?