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By Bloody Scotsmen LLC. Copyright (c) 2021. All rights reserved. Photographs courtesy of Wargames Tonight. Ravenfeast is owned and produced by Little Wars TV, and we love it!
(Click on the Chapter where you stopped to continue your saga. Note that you do not go through the chapters in order - the numbers just help you remember where you are going next, as instructed by the app.)
You have assembled your warband and ships, and you have taken counsel on which lands across the sea are likely to offer up the greatest plunder. The seidkohna has been consulted, and has blessed your enterprise in the song of her divine trance. The omens coming from the blood sacrifice - a healthy ox, with its horns richly decorated - are favorable. All the signs are good.
You bid your families goodbye for one last time - you may not see them for many months. But now you must board your longships and depart, for the tide runs down the fjord, and it waits for no man.
It is time to set sail!
The wind has been fair and your passage calm. As you coast along the shore, you see a cluster of buildings on the hills inland, one larger than the others. It is the house of their Christian God! You know full well that such places are inhabited only by weak, fat men who have no weapons, but often hold rich treasures!
Your warriors are excited at the prospect, and urge you to land. There is a small beach where you can come ashore, although you will be sailing in plain view of the inhabitants. You look for any signs of danger, but there is nothing to make you suspect a trap.
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Two.)
You land and move inland toward the house of the enemy God. As you approach, you spy the weak defenders of the place: only a pitiful handful of men. You surge forward to claim your prize!
Play the scenario "Easy Plunder". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You land and move inland toward the house of the enemy God. You realize too late that it will not be as easy as you think - armed men are arranged in battle, and they charge forward. You have no time to return to your ships!
Play the scenario "An Unexpected Foe". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
After an uneventful cruise, you have beached your longships and ventured ashore. You discover a farmer's steading, and spy a number of its inhabitants. They look like they will fight, but you have them outnumbered. A few might be warriors, and it is unlikely that there is a huge amount of plunder, but it is probably worth looting. You ask yourself if it is better to look further along the coast for richer prospects, but the steading is here in front of you, and ripe for the picking. Your warband looks to you for a signal to attack...
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Three.)
You advance toward the steading and see the farmers and their thralls react with alarm. You will have the first move in the raid, and very likely the last. The battle is joined!
Play the scenario "A Farmer's Steading". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
As you move toward the steading, you realize too late that the whole thing is a trap! The inhabitants have seen you coming, mustered men from the neighboring farms, and have laid a careful ambush, surrounding your band. You prepare to fight your way free, despite your mistake.
Play the scenario "It's a Trap!". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
Your progress is good, with a fair wind. As you sail along the coast, you see smoke rising into the sky, and stop to investigate. You find a cluster of small huts and rude houses - there is a fire, but the inhabitants are nowhere to be seen. It is clear that people live here, but they look to be very poor, judging from their filthy hovels. They have obviously seen you coming, and have abandoned their rude dwellings in order to save themselves.
Your men want you sack the village, in case there is anything of value - even the poorest folk have something to steal!
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Four.)
You move into the village to rummage through the filthy hovels, but it is not long before the villagers start to make their presence known. They have retreated to the woods, but will not give up without a fight. They do not present a huge threat, but they will attack you in any way they can!
Play the scenario "Filthy Hovels". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You have moved into the village and start sacking the rude dwellings when you hear a horn, and realize that you are being approached. But these are no simple villagers - it is a band of raiders, like yourselves. It wasn't you the villagers were hiding from! The filthy hovels may not hold much treasure, but the other warband is likely to have some loot on them. First, however, they will need to be defeated...
Play the scenario "You're Not Alone!". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You are making good progress in your voyage, cruising along the shoreline, and you spot some fishermen plying their trade. You easily capture them, and - when threatened - one of them tells you about a rich lord in the area. You know that such a lord will have great wealth, but also a strong band of warriors to defend it. Anxious to please you, so that you will spare his life, the fisherman offers to guide you and your warband along a concealed path so that you can surprise the lord and more easily defeat him.
There is the prospect of a fabulous haul of loot, and maybe a way to get it without too hard a fight. Your men seem eager. But can the fisherman be trusted? Of this you are not sure - the threat of a painful death will cause some men to promise anything...
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Five.)
You follow your guide inland, weaving your way between hills and trees to avoid being seen. After an hour's march, you look out over the hall of a wealthy lord, surrounded by an enclosure. Sure enough, there is a back entrance, and it is standing open, unguarded. You can see the lord's warriors within, but they do not seem prepared for a fight. You turn to your men and motion them forward. Riches await!
Play the scenario "A Lord's Holding". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You let the fisherman lead you ashore, and follow him up into the hills and woods. Ahead of you lies the hall of a powerful lord, surrounded by an enclosure. There are many guards in evidence, but they are unaware of your presence - you press eagerly forward.
Suddenly, your guide disappears into the trees and the arrows and spears of the enemy start falling amongst you! You are not sure of how the fisherman did it, but there is one thing you are sure of: you have been betrayed! Now you must fight your way out of the trap...
Play the scenario "An Untrustworthy Guide". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
The wind has dropped and a heavy fog has descended. You man the oars of your longships and push forward, peering into the wet grey wall in front of you. Suddenly, a large dark shape appears before you, only a stone's-throw away - it is an island! As you proceed, you see eerie signs which some among you recognize: this is no simple island, but one which you have heard of in tales told by the skald around the fire on long winter nights. It is Fosetisland, a sacred island held in respect and fear by many peoples, for here dwells Forseti, the God of Judgement!
Some of your warriors are afraid - this is not a place where mortals are meant to go. Others are greedy, imagining the wealth possessed by a God, and thinking themselves able to defeat any foe, even the gods. As you listen to the words of your band, a stone pier emerges from the mist - a place where a ship could easily land. You have a decision to make: either you row away and leave the island and its god untroubled, or you go ashore. If you decide to land, you must choose to either raid the sacred isle, looking for plunder, or to go in supplication and offer a sacrifice.
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Six.)
You pull up to the pier and swarm ashore, rushing forward to see what can be found. Ahead of you, the sacred grove is visible - the home of the God of Judgement! But it is not going to be easy - the God's attendants are not happy to have their sacred places violated, and they come out to meet you, a fanatical passion in their eyes and gleaming blades in their hands. They rush out of the mist to kill those who would dare to commit such sacriledge!
Play the scenario "The Sacred Isle". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You pull up to the pier and clamber ashore, moving cautiously forward to see what you are up against. The massive trees of the sacred grove are visible as you advance, even through the mist. There will be a rich hoard of treasure!
Suddenly, you find yourself surrounded by the God's armed servants, their eyes showing a fanatical devotion to their master, and an absolute determination to kill those who would defile his sacred places. You are cut off from your ships and surrounded by the enemy, and now you must fight for your life!
Play the scenario "Fight For Your Life". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You pull your ships up at the pier and proceed ashore. As you move toward the tops of the huge trees, visible through the mist - no doubt the location of the sacred grove - you are welcomed by the priests and priestesses of the God of Judgement, Foresti. They move toward you and embrace you and your men, each in turn, and you find afterwards to your surprise that you have been disarmed. They are not threatening, however, and you feel compelled to move forward toward the grove without offering any resistance.
Beneath the massive trunks of the towering sacred trees stands the figure of a man - handsome, broad-shouldered, and richly dressed. He radiates an aura of power which tells you that this is no man, but a god! He bids you welcome, and it is then that you know that you must offer a sacrifice. It can be treasure, or the life of a man, but it must be an offering worthy of a god.
You must give up a piece of Geld or one of your men to be sacrificed. (You must sacrifice something!) When you have done so (and if you have not had to sacrifice yourself!), click "CONTINUE" to find out what comes next.
As you come ashore, you are greeted by the priests and priestesses of the Sacred Isle. They embrace each of you, after which you notice that you have been disarmed. Their welcoming words and gestures reassure you, and you follow them to the sacred grove. Here massive trees tower above you, and among them stands a magificent man - handsome, broad-shouldered, and fair. He has an aura of power about him, and as he gazes at you he looks thoughtful.
Suddenly, a frown crosses his face and he speaks a single word: "Guilty!" You have been judged, and you have been found wanting!
The priests and priestesses seize you - when you try to resist, you find that you are paralyzed. Their faces are the last thing you see as you and your men are put to death.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
Foresti has accepted your sacrifice - he nods once, and wanders off into the trees of the sacred grove, disappearing from sight. The priests and priestesses lead you back to the pier, and restore your weapons to you. You are free to go.
As you pick up the oars and row away through the fog, a strange realization dawns on you - you have been blessed by the gods! Roll a die and add 3: this is the number of Rune Cards you may now take into your hand.
Click on "CONTINUE" to find out what comes next.
You are at sea when a storm blows up, ripping your sails and damaging your ships. It comes on suddenly, and despite everything you do you to weather the storm you are left wondering if your ships are still seaworthy. As the sky clears, you can see the coast nearby, but you have no idea whether it is inhabited, or if any inhabitants will be hostile. You could put ashore and repair your ships, or you could risk it and sail on, hoping that they are still sound.
Some of your warband are in favor of sailing onward, trusting in the gods to keep you safe. Others are more cautious, and think it is worth landing to make sure that there is no further danger, especially if there is more bad weather on the way. If you continue, you will know soon whether your ships are sound, or whether further storms will drive you onto the rocks!
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Seven.)
You find a quiet bay to beach your longships, and soon the work is underway repairing the damage caused by the storm. A scouting party reports that the countryside is empty - there is neither threat nor prospect of gain. After a day spent ashore, you are able to return to your boats and put out to sea, confident they are again seaworthy.
Click "CONTINUE" to see what comes next.
You have landed on an isolated beach, pulled your ships out of the water, and have started inspecting and repairing the storm damage. Suddenly, you see a group of the local inhabitants coming toward you. They are carrying weapons and looking very angry - clearly, they want you to leave. With your ships out of the water, you do not have that option!
Play the scenario "You Are Not Welcome!" When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You are at sea and the weather is fine, but the smooth sailing is not to last. The wind veers and strengthens, the skies grow black, and suddenly you are struck by a violent storm. You are at the mercy of the wind - neither sail nor oars can help you! Your warriors offer desperate prayers to Thor, Aegir, and Ran, but to no avail. Your ships founder, and you and your men are washed onto the shore by the action of the wind and waves. Some may be lost. Your voyage has taken a turn for the worse, as you are now stranded on an enemy shore without ships.
In the storm, all your Geld is lost. Further, you must roll a die for each figure in your warband. On a 6, the figure is killed or wounded (if Tough, they take one wound). If wounded, roll again - on a second six, the figure is killed regardless of how Tough it is. (If everyone dies, the game is over for you! Click "[PAUSE]" and then go to One to begin again, or to let another player continue their tale.)
You gather the remains of your warband together, and scout out the area. Nearby, there is a village with a protected harbour. Several boats are there, but the village is large and may hold many enemy soldiers. You could try to steal the boats, or make your way down the coast, where an easier target may present itself. Exhausted, your men look to you for leadership in this desperate situation.
What do you decide? (Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Eight.)
You make your way through the rocks and trees, trying to get as close to the harbour as you can before launching your raid. These ships do not have the graceful hulls of your longships, but they are far better than no ships at all. If you can make it to the docks, it will not be long before your will again be on your way, seeking plunder. But before that happens, you will need to enter the village and make your way down exposed streets where you can be easily seen, and the alarm raised. You can only pray that you will not have to do too much fighting!
Play the scenario "To Steal a Ship". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You creep through the underbrush to try and get close to the village unseen. There are likely to be many soldiers, and you need to reach the harbor and steal a ship before they can sound the alarm and gather to intercept you. As you watch, you hear a bell ringing, and recognize the clatter of weapons as soldiers rush to the muster. It is too late! But you have been seen, and now you are committed. If you cannot sneak past your enemies, perhaps you can fight your way through!
Play the scenario "A Vigilant Foe". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You avoid the busy village and make your way down the coast. Before long, you spot another, smaller settlement. While there is a ship in the nearby bay, there is no one in evidence aside from women, small children, and feeble old men. There is no challenge here - you can simply walk in and take what you want! Soon, you are back at sea, looking for new sources of riches to steal!
Click "CONTINUE" to find out what comes next.
You are hoping to avoid being seen by any of the local inhabitants - they will know of your ship-wreck, and come looking for you. You have gone unnoticed, and hope that perhaps the gods are finally smiling. You have not been favored by them of late, but your luck has to change at some point, doesn't it?
An hour later, as you make your way along the coast, you hear the baying of hounds in the nearby hills, and realize that you are still down on your luck - you have been seen, and they are coming for you. Lucky or unlucky, now you will have to trust to your blade!
Click "CONTINUE" to find out what comes next.
As you cruise along the coast, you see the mouth of an estuary. The land beyond looks fertile and inviting. Visible in the distance are plumes of smoke rising into the sky - a promise of settlements to plunder. To reach them, however, you will need to venture up the river. Although your ships have a shallow draft, and will sail a fair distance in the stream, at some point you will need to beach them and proceed on foot.
Your warriors are eager for loot, and are keen to row upriver. You know, however, that the further you go from the sea, the greater the danger you face - if a raid goes badly, you may be cut off. Your men look to you to choose the best course. On the other hand, the inhabitants living farther from the sea may not expect your raid, making them easier targets.
What do you decide? (Press "SAIL FOR HOME" if you wish to finish your voyage, ending your personal tale. Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Nine.)
You have made your way upriver, and have seen villages in the distance, but have travelled past them to get inland as far as you can. You beach your longships and clamber out onto the bank. As you move cautiuously away from the river, you find a well-travelled road. Not long after, you capture a farmer and his wagon, heading back from a nearby market town. He seems surprised to see raiders so far from the sea. He tells you that there are many people in the town, selling the produce from their farms and the wares of the artisans - even imported goods from far away. Best of all, they have no wall to protect them.
The gods have smiled on you this day!
Play the scenario "Yours for the Taking". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
As you sail up the river, you see figures in the distance, but you cannot tell if you have been spotted. At length, you are forced to beach your longships as the river grows shallower. You send scouts out, and when they return they report a nearby settlement. It is not unprotected, but also appears to be fairly wealthy, with fields of grain and herds of cattle nearby. Having rowed all the way up-river, your men are in no mood to be denied, and you agree to raid the place.
Play the scenario "A Prosperous Settlement". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You have ventured up the river, and think that you have spotted a likely target to raid on a hill further inland. You beach your longships and proceed on foot, making your way through rich farmland and small woods. Your spirits are high, and your prospects are good!
Suddenly, your progress is interrupted by the sound of a horn, and you realize that all is not as pleasant as it seems! You have been surrounded by the forces of a local lord, who has learned of your voyage upriver and set an ambush for you. You are cut off, and will need to fight your way back to your ships!
Play the scenario "Ambushed!". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You have been noticed by the locals, and they both fear you and hate you. They have assembled what forces they can muster, sufficient to challenge you. As they advance toward you, hurling insults and missiles, you are faced with a choice: you can stand your ground, or try to flee. Once beaten, it is unlikely they will trouble you further, but the force you face is not small, and they are unlikely to have much worth looting. If you flee, your own men will be disheartened, and the enemy encouraged: it is likely they will pursue you further.
What do you decide? (Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Ten.)
You have successfully managed to evade your pursuers, and are free to carry on. You still need to find a ship, but at least you are no longer being hunted by the hostile inhabitants of this land - at least for now. You see more settlements in the distance, and these may offer new opportunities.
Click "CONTINUE" to find out what comes next.
The locals may brag about their fighting prowess to each other around the fire at night, when they are full of ale, but they are not veteran warriors like your men. There will be little profit in this fight, but you know that your forces have the advantage in quality if not in numbers. Your warriors are not so tired that they cannot look forward to the battle with enthusiasm - this is what it means to live by the sword!
Play the scenario "An Unequal Contest". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
The group that intercepts you is no hastily assembled group of farmers - this is a warband, and they have come looking for you. It does not look like it will be an easy fight, but you have no choice - your only hope is that if you triumph, there will be some loot worth taking. The enemy will certainly make you fight for it!
Play the scenario "Hard Pressed". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
You come across a sheltered bay, with no one in evidence. Drawn up on the beach are several small ships, but no one is there to guard them. Your luck has turned, and you lose no time taking them to sea, and continuing your voyage!
Click "CONTINUE" to find out what comes next.
You thought you had escaped from the locals, but they have followed you - or is this a new band of angry inhabitants? It doesn't matter, for they have found you! You look around to see where you can turn, but you have the sea to your back and your foes to your front. Your men are beginning to doubt the wisdom of following you, and mutter about the curses of the gods. Now you must either fight or throw yourself on their mercy. If you choose to do the latter, your saga is done, as the locals have little time for raiders and will either execute you or consign you to a life of servitude as a thrall.
If you decide to fight, play the scenario "Cornered". When you are done (and if you have not all been killed), go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next. If you throw yourself on the mercy of the locals, return to the main screen to let another player continue their tale, or to start a new one.
(Either way, click "CONTINUE").
You are caught ashore without a ship, and now you are being hunted across the landscape by your foes. If you can get past them, there is a chance of escape, but first you will need to run the gauntlet. Your men are desperate, but they are determined warriors, and will follow your lead - they put their faith in your skill, their own blades, and the favor of the gods. Is that faith misplaced?
Play the scenario "Hunted!". When you are done (and if you have not all been killed), click "CONTINUE" to go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Eleven.)
You have been beaten in this fight, but you are not done yet! A quick retreat to the ships will allow you to put to sea and regroup, hopefully finding more lucrative opportunities elsehwere. But your opponents have other ideas, and have anticipated your withdrawal. Before you can reach saftey, you will need to get past the ambush they have set for you.
Play the scenario "Back to the Ships". When you are done (and if you have not all been killed), click "CONTINUE" to go to the main screen and click on "REPORT BATTLE" to indicate whether you have won or lost, and to find out what comes next.
Press "[PAUSE]" if you wish to stop and let the next player take their turn - when you come back, choose "CONTINUE" from the main screen to resume your saga, but remember you stopped at Eleven.)
The Norns have smiled on you, and you have arrived safely home with your plunder and any companions who have remained alive. You are done playing (for now, anyway) and should record how much Geld you have amassed, and the strength of your warband. (For competitive games, the winner is the player who returns safely home with the most Geld. In case of a tie, whichever player has the warband worth the most points returning alive is the winner.)
Press "CONTINUE" to let another player continue with their own tale.
Please select the scenario you played from the list, and then click on the button indicating whether you (the player whose saga is being told) won or lost.
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(If you accidentally report the wrong scenario, reload the page and report it correctly.)
The Norns have smiled on you today, and the thread of your life has not been cut! You and your men return safely to your ships, and sail away, carrying your plunder with you. Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Press "CONTINUE" to find out what the next Chapter in your saga will be, and then - if it is another player's turn - click "[PAUSE]" and let them continue with their own tale.
You have successfully captured a ship, and are ready to continue on your voyage. You thank the gods for your victory, and hope that your good fortune will hold! Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Click "CONTINUE" to see what happens next!
The Norns have not smiled on you today, although the thread of your life has not yet been completely severed! As you and your men return to your ships, to sail away in defeat, you are pursued by your opponents. Any wounded figures will still be wounded, and you may not refresh your Rune Cards.
Click "CONTINUE" to see this next Chapter of your saga, and then - if it is another player's turn - click "[PAUSE]" and let them continue with their own tale.
The Norns have not favored you with victory, but you are not entirely without luck: as you make your way back to your ships, you see the enemy setting out in pursuit. You are crafty, and avoid them, reaching your ships and sailing away with your plunder (if any). Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Press "CONTINUE" to find out what the next Chapter in your saga will be, and then - if it is another player's turn - click "[PAUSE]" and let them continue with their own tale.
You have violated the sanctity of the gods' sacred places, and now you will pay the price! Any soldier who is not yet dead will find that death is swift in coming, and they will not have their blade in their hand when it does. Slaughtered like animals, they will find that Valhalla is forever denied them, and will instead keep company with other doomed souls in Hel. It is the price of defying the gods!
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
Without the ability to get back into your boats and escape, you are at the mercy of your foes. For some, this means death - either quickly, for the wounded, or at the hands of the torturer, for the leaders. For the others, it means a life of bondage, chained to the rowing bench of a ship, or toiling without pay in some lord's fields.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
You have been defeated - your ships have been burned and any of your party left alive will be enslaved or tortured. You have been abandoned by the gods - those who died with a sword in their hand are to be envied.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
You have been defeated - with nowhere left to run, any of your men who have survived will ether face torture or enslavement. The Norns have decided your fate, and it is a grim one.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
You have cowed the locals with your victory, and they will not stand against you. It is not long before you find a hastily abandoned village on the coast. All of the valuables have been taken, but there are ships pulled up on the beach which will hold you and your men. Soon, you are back at sea, your voyage once again underway! Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Click "CONTINUE" to find out what comes next.
You have been defeated by an inferior force, and they have decided that you are not as dangerous as they had been told. You turn and run, but now your pursuers are emboldened by your poor performance. With no ships, you are in a desperate situation! Any wounded figures will still be wounded, and you may not refresh your Rune Cards.
Click "CONTINUE" to see what comes next.
You have been defeated by a force of veteran enemies - a worthy foe - and they are thorough in their pursuit, giving you no time to regroup. Soon, you realize that you warband has disintegrated, with each warrior trying to save themselves as best they might. It is with sadness in your heart, but with your sword in your hand, that you turn to face your foes alone, determined that if you have to die, it will be a glorious death!
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
Your enemy has been beaten, and you found some items which may be of value on the fallen (roll a die and subtract 2 to determine the number of Geld you find). Your foes do not run away, however - they have withdrawn out of missile range, and are watching you. They do not confront you, but follow you at a distance. With such a band shadowing you, it is impossible to forage for food, and your men grow weaker on the small game and handfuls of berries you collect as you march.
The weaker among you fall, and are left for dead. At length, you find an abandoned village on the coast where some boats are pulled up on shore. Your enemy watches you from a distance as you climb aboard and push off into the sea, glad to be away from their surveillance. Soon, you will find a safe place to regroup, and then get back to your primary objective: finding weaker foes to rob!
Roll a die for each member of the warband. Any figure who rolls a 6 will take a wound (if not Tough, they will die). Note that wounds received in the battle you won will not be healed until after you have made the roll (surviving figures will remove all wounds after the roll is taken, and you may draw additional Rune Cards if you have fewer than 2 in your hand.)
Click "CONTINUE" to find out what comes next (assuming anyone is left alive!).
You have been run to ground, and will end your days in this god-forsaken land, hunted down like a dog. Only those who have died well, sword in hand, will end up in Valhalla. The others will freeze for all eternity in the lifeless realms of Hel, or end their days as slaves to their new masters.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
You have escaped your pursuers, and they have given up the hunt. Now, you are free to focus on getting back to sea, where you can find some better prospects for profit. It is not long before you manage to ambush some of the local fishermen and steal their boats - they may smell a bit like fish, but they are seaworthy. Now, you are no longer the hunted, but the hunters! Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Click "CONTINUE" to find out what comes next.
You have been intercepted as you flee to your ships and the safety of the open sea, and you have not been able to defeat your ambushers. Cut off from your ships, you must face the humiliation of defeat: you envy those who have died well, sword in hand - you face a slow death by torture, or a life of servitude, chained to a plow or the rowing benches of a galley.
For you, the voyage is over, and your story has ended. Click "CONTINUE" to return to the main screen, where another player can take up their own tale, or you can begin a new one..
You have frustrated the ambush your foes have laid for you, and vow to come back another day, and subject them to the humiliation they deserve! For now, it is enough that you have reached your ships, and can make your way back to the open sea, where the favor of the gods can be tested again - this time with a better outcome! Although you have not prevailed, your spirits are high. After your narrow escape, your men share your optimism, for today the gods are smiling. Remove all wounds from your surviving figures, as you will have time to bind them. If you have played any Rune Cards, and have fewer than 2 in your hand, draw more.
Click "CONTINUE" to find out what comes next.