Gram (mythology) Sigurd of the mighty dragon, Fafnir, and the treasure which it guards, asking Sigurd to slay it for him. Sigurd agrees on one condition: that Regin make him a mighty sword capable of slaying such a monster. Regin confidently makes Sigurd an admirable sword, but when Sigurd sees it, he is disappointed and breaks it over the anvil. On his second attempt, Regin makes him a sword superior to the last, but it also breaks. On his third attempt, Sigurd brings Regin the two halves of Gram, his father's sword, and when he strikes the anvil with Gram, it is
Monster Mythology that this book follows a similar format to 2nd edition "Legends and Lore", except that while that book dealt with nine historical and two fictional human cultures, "Monster Mythology" deals with nonhuman pantheons. Unlike the culture-specific gods in "Legends and Lore", the gods in this book are for any campaign setting. Approximately 26 of the deities found in "Monster Mythology" were previously found in the first edition "Deities and Demigods" book, while the majority did not. The introduction has several sections after the lead. Running Divine Beings provides notes for the Dungeon Master on how and when deities interact with