Eyrrnsson's Saga

The Althing
September, Year 1
The settlement grows

The settlement is starting to look like a real town, with finished buildings and the beginnings of a defensive wall. Traders and envoys from distant settlements have arrived and made contact with the people of Jagerstead. Gaerhilm Blackhand has kept the tar kilns working steadily, and a small amount of bog iron is being gathered from nearby for smelting into iron bars.

Visitors

Snaebjorn, a trader from Feirgrland to the northeast, brings tidings of war. Kjartan Swordsong and Hrok the Cruel are forcing violent conflict on an alliance of jarls lead by Thorgil the Heron. Thorgil has a source of iron, but no men to mine it, attacked on all sides as he is.

Ludin of Sigurdstead arrives from the north coast, bringing word of attacking tribes of wild men. He seeks allies to the south.

Argrim of Evinnrstead arrives from the south, bringing a gift of mead and artifacts raided from the Lavennir. He seeks to buy slaves, but is disappointed to find that there are none available.

Thorfinn Greatpurse is sent out

Thorfinn Greatpurse, uncle to Jarl Jager, is sent on a mission of exploration and trade aboard one of his great trading vessels. He is accompanied by 18 of the best warriors Jagerstead can provide, and the warrior priest Stymir Aegiersworn. He was to find a source of animal breeding stock (as the settlement is sorely depleted), and return by the date of the Althing.

The Rottargi tower is visited

Ulf Coalbiter, wizard and learned man of Jagerstead, requires a sanctum to pursue his studies. He has decided to claim the ruined Rottargi tower as his base of operations. The Jarl and a small expedition visit the tower, and find its previous occupants and all of their belongings cleared out, including the cleaned skulls that once graced the top of the battlements.

The Althing Assembles

Jarl Nightwolf, Jarl Sigurd, Snaebjorn (representing Jarl Thorgil) all attend. Chiseltooth and Aldwyn Brasshelm attend as guests, along with a number of their people. Aldwyn brings a hostgift to Jager in the form of a pair of good war horses: a stallion and a mare.

The issues discussed by the assembly include the dragon in the hills, the threat from the wild men, the ongoing war in Feirgrland, and a potential target of raids.

The long serpent Graganfir

Chiseltooth and Jarl Nightwolf both share what they know about the beast. It occupies an island at the center of a hidden lake amongst the hills, reachable only by boat. Men sent out to the island were seen carrying something large back to their boat before being slain with fire by the dragon. The serpent can swim quickly under the water, as well as being able to fly short distances. It has never been seen traveling outside of its valley during the winter.

Given what they know, Jarl Jager wishes to scout out the beasts home in the dead of winter. They are uncertain when a good time to attack the beast will be.

The threat of the wild men

Jarl Sigurd is under grave threat from hordes of warriors coming from the forest to the north. He seeks help in the form of spears, swords and men to wield them. He agrees to supply his peoples expertise in mining in exchange for aid in launching punitive expeditions aimed at destroying the wild men’s villages. This is planned for the spring, and will involve Jarl Jager traveling himself to Sigurdstead along with a third of his warriors.

War in Feirgrland

The Iron trade: Jagerstead will supply 20 men at a time to Jarl Thorgil to help him mine his iron, and Jarl Sigurd will provide a small number of specially trained men to train them. The iron will be sent to Jagerstead for processing and half returned to Thorgil. The remaining half is split between Sigurd and Jager.

Alliance: Thorgil will provide cattle breeding stock to Jarl Nightwolf and Jarl Jager in exchange for military aid should he be attacked by Kjartan or Hrok.

Raiding for fun and profit

The setup: Aldwyn Brasshelm offers a tempting target for a raid. His upstart cousin, “King” Rand of Stonehome, has been infringing on Brasshelm’s dream of dominion. King Rand has recently encroached on land claimed by Aldwyn Brasshelm, resulting in minor skirmishes between small bands of warriors and farmers, but little actual bloodshed. Many of the chieftains of the area are kneeling to King Rand, and a little embarrassment for Rand would be an opportunity for Aldwyn to poach some supporters from him.

The mission: Sail upriver to Stonehome, raid and pillage on King Rand’s doorstep, then get out before the soldiery arrives.

The payoff: Rand has recently converted to the worship of a foreign god from the far south, and has built a fine new temple for this foreign god. He has enough protection from the wild men and other Tumvar chieftains that he feels secure from attack. Several of his longest supporters also have their homes in close proximity to Stonehome, and these wealthy men no doubt have a good amount of portable wealth.

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Alliance and Conflict
August, year 1

The settlement is taking form, with foundations of salvaged stone from the nearby ruins and timber cut from the tall forests. Limited trade with the Tumvar tribe led by the Chieftain Brasshelm is conducted, with Ulf spending a great deal of time at Riversmeet, Brasshelm’s fort.

Finngeir’s ritual to appease the spirits of the land is completed, although he is close-mouthed about his interactions with the land spirits. They demanded a greater sacrifice than had initially been thought, and he did not speak of the details.

The Lodinnmen come from the forest and offer alliance with the settlers, asking for protection and food in exchange for aid and the delivery of written message. Chiseltooth is their representative, and he bids one of his clan, a Lodinnman named Quickclimb, to be a companion of the Jarl and Grizelda.

The Jarl and his huscarls travel overland to meet with Jarl Nightwolf, and find a hunter named Fraki Grimsson treed in the forest. Erik climbs the tree and helps the tired Fraki down from his perch, and the party finds that Fraki’s hunting party was ambushed by a huge boar that battered and slew the rest of the hunting group before Fraki rapidly climbed a tree for safety.

Jarl Jager investigated the scene of the attack, and found that the boar was a shapeshifter of some kind, and was accompanied by men on foot. They tracked them back to a hunting camp deep in the hills, and after Ulf rendered a number of the men unconscious with magic, they fought the savage group. The boar-man’s tusks were like iron, and he slew Erik by impaling him through the gut. Despite being nearly killed by the blow, Erik continued to rain down blows on the beast’s head until his heart was punctured by another brutal gore. Only with the combined arms of the Jarl, Grizelda, and Ulf was the brute slain. His companions were less powerful, and were killed by Jager’s javelins and Grizelda’s sword.

One of the hunting party was dead and flayed for the eating, but the other three were freed by Fraki Fearpig. The whole group returned to Jagerstead, saddened by the loss of Erik in battle. A toast of rare mead was drank in his honor, and he was the first interred in Finngeir’s new barrow hill.

A ship was made ready, and the huscarls traveled by sea to Jarl Nightwolf’s holdings. Fraki Fearpig was chosen to replace Erik as a temporary huscarl, in reward(?) for his skills and bravery(?) in the man-bear-pig incident. While at sea, they saw men in long wooden canoes to the south, but did not move too close to land.

They discussed the issue of the gold mine in the hills with Nightwolf, and drew their boundaries on a simple map. He agreed to them, and warned that he knew a langwyrm resided in the area of the gold mine, and proposed that they bring the beast to battle as allies and would afterwards share of the beast’s hoard. They parted, agreeing to speak further at the season’s Althing, to be held at Jagerstead.

On the return trip, the party’s ship was attacked by a long canoe filled with 20 savage men. They were pale of skin, and tattooed with red lines and whorls like the boarman and his hunters had been, but were different of aspect. Jager threw a harpoon as the boat closed, dragging the chanting leader from the bow of the canoe into the water, and then the boats clashed. A great battle was fought, and the entire enemy warband was slain with only a single casualty on the party’s vessel.

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Exploring the Surroundings
Early July, year 1

Scouts were sent out two day’s journey, and the reports were as follows:

- Jarl Nightwolf has made his settlement in a great bay to the south of Jagerstead.
- squirrel-like Lodinnmen inhabit the forested hills to the west
- evidence of gold was found in a steam running through the hills, close to Jarl Nightwolf’s stead
- shell mounds in the northern bay show evidence of recent human presence
- a current human settlement occupies the northern bay, at the far western end
- ships were sighted among the islands to the south

Inland expedition:

Jarl Jager and his huscarls traveled by foot along the meadows and forest on the southern coast of the north bay. They discovered the stone foundations of an old bridge, and a ruined tower similar to the Rottargi towers from the old lands. The ruin had been occupied by some creature that scraped human bones clean and placed skulls on top of posts all around the tower, making for a macabre scene.

Inside the tower is an entrance to the interior of the Rottargi fort. Spiders, animated statues, skeletal warriors armed with carved wooden clubs, and more awaited below. In one room, three skin sacks, coated in a pitch-like substance, held a white ooze that reared away from Jagers torch, escaping by oozing in the loose soil. A full suit of Rottargi armor was discovered pinned to the wall of the room by a giant wooden spear. The method of manufacture makes it impossible for a human to occupy the armor. The unnerved huscarls believe that the armor may be meant for the white ooze creature they had unleashed, and take the damaged armor with them.

After leaving this dungeon, the party decides to wait and ambush the occupant of the tower room. An old woman, with a potbelly and great vulture wings, lands outside the tower at nightfall, and enters. The party ambush and nearly kill her, but she escapes into the night screaming curses in an unknown tongue.

Two days later, the party has made contact with a Tumvar settlement at the western end of the north bay. First contact is tense at first, but ends peacefully. He claims to have defeated all of the “serpent-men” who have come in their boats, indicating the serpent prow of the parties longship. The chieftain declares the western half of the bay his, but says that he cares not for the land east of the two indicated headlands, and wishes the party luck against the other creatures and men of the hills and forest. He specifically mentions the “wild men” (assumed by the party to mean the Lodinnmen), the forest maidens, and the Lavenir, who once lived where the stead is now located. He is planning a military campaign inland to conquer the other petty kingships of his people, and the party dropped several hints that they would fight with him for money.

Meanwhile, at Jagerstead:

  • The foundations of homes and storage are being constructed.
  • A location for a hill fort is being scouted, near the watch hill.
  • A simple bonfire beacon has been constructed on Fernland, the coast island, and another at the top of the hill near Jagerstead. A few men occupy these locations at a time, keeping watch for threats from the sea.
  • The smallest of the longships is being sent out fishing along the coast.
  • Scouts are being sent out looking for bee hives.
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Landfall
March to July, year 1

The fleet leaves the island of Godrey, tending towards the north and west. Jarl Jager leads the fleet at behest of the good King Eyrr. The Jarl’s uncle Thorfin Greatpurse accompanies the fleet, in his own vessel.

The first land sighted is a barren island with crumbling ruins, and a great galley shipwrecked in the sand. Barrels of pickled fish are recovered from the tower basement. After spotting portents of ill weather, they quickly abandon the island as a large waterspout forms in the north east.

The fleet skirts a Rottargi tower on an island to the south. Ships from the island give chase, but soon choose to pursue closer prey: a small fleet of vessels from Godrey, a good distance to the south.

A purple sail is sighted on the horizon, belonging to the lead vessel of Jarl Iarund Nightwolf’s fleet. They parley, making arrangement for alliance should they meet in the new world. The fist-fighting braggart Erik makes eyes at Iarund’s daughter. A cask of pickled fish is traded for three young goats.

A blood moon rises, and the spirits of the dead ascend from the ocean depths to attack the fleet. They are defeated and cast back into the sea with little in the way of casualties. The following morning, one of the goats is sacrificed to Aegir, god of the sea. His great hand shelters the fleet during a terrible storm from the northeast the next day. There are no casualties from the storm.

In early July, land is sighted on the eastern horizon. Sailing along the coast, the fleet discovers a sheltered harbor along a wooded coast. The coast they explore contains tall timber, strong cold streams, and bountiful wildlife. The weather is warm and fair.

A watch-post is set up on a tall hill overlooking the coast, and the boats are hauled up onto the beaches. Several areas of ruined stone structures are discovered. The ruins appeared to have been burned, and there is little sign of any bones or abandoned weapons. The Jarl and his council decide to make their initial settlement there, and explore further in the near future.

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