Player Reference

Campaign Rules

Silver, maneuvers, downtime, training, property, ships, and the practical work of surviving the Raven Road.

The Silver Economy

Money is measured in silver pieces. Forty silver buys a sword, while a good mail byrnie costs about 120 sp. Silver may be coin, hacksilver, jewelry, arm rings, or foreign money. Its value matters more than its form.

Sail out → seek opportunity → survive → bring home treasure → carouse → gain XP → sail again.

Treasure is not merely accumulated. Feasting, drinking, gift-giving, and sharing wealth turn successful expeditions into reputation, stories, and XP.

Combat Maneuvers

Forgo your attack to attempt a maneuver. These are examples, not a complete menu.

ManeuverOpposed CheckEffect
ShoveSTR vs STRPush 5 feet.
Knock DownSTR vs STRKnock the target prone.
GrappleSTR vs STR or DEXTarget cannot move until it escapes.
Shield BashSTR vs STRRequires a shield. Push 5 feet or knock prone.
DisarmSTR or DEX vs STR or DEXRoll with disadvantage. Success makes the target drop one weapon.
FeintDEX or CHA vs WISThe next attack against the target has advantage.
IntimidateSTR or CHA vs STR or WISTarget has disadvantage on its next attack.
TauntCHA or INT vs WISTarget has disadvantage attacking anyone except you until your next turn.
Break FreeSTR or DEX vs STREscape a grapple.

Try Anything

Throw sand, slam someone into a wall, hook a shield with an axe, grab a spear, or throw an enemy over a table. Describe the attempt. The GM selects a sensible check. Fighters may apply Grit when appropriate.

Downtime Training

Each attempt requires two weeks, an instructor, and a check. The first attempt is DC 18, then DC 15, DC 12, and DC 9 on successive attempts. Success teaches the skill and resets the progression for the next skill.

Combat

Seax Fighting, Keep Your Distance, Wrestling, Shield Fighting, Shield Bash, Disarming, Spear Fighting, and Mounted Fighting.

Seamanship

Helmsman, Sail Handling, Oarsman, Sea Legs, and Coastal Navigation.

Wilderness

Fishing, Foraging, Hunting, Tracking, Pathfinding, and Cold-Weather Survival.

Crafts

Farming, Carpentry, Leatherworking, Shipwright, and Blacksmithing.

Martial Training

Hit DieDCBenefit
d415+1 attack and damage with one proficient weapon, once per weapon.
d418Proficiency with a weapon dealing up to d6.
d612+1 attack and damage with one proficient weapon.
d615Weapon up to d10 or next armor category.
d8+9Any new weapon or armor.
d8+12+1 attack and damage with one proficient weapon.
d8+15Increase a weapon’s damage die one step, maximum d12, twice per weapon.

Language and Literacy

Speaking and literacy are separate. Each level requires one two-week period, a teacher, and a check.

LevelDCSpoken LanguageLiteracy
19Words and phrasesLetters, names, numbers, common words
212Basic speechSimple messages and short letters
315ConversationalOrdinary reading and writing
418FluentComplex and learned texts

Runic literacy uses the same DCs, progressing from Rune Reader to Rune Carver, Runic Literacy, and Runemaster. Norse runes use Younger Futhark.

Work, Crafting, and Construction

WorkDCEarnings per two weeks
Common94 sp
Skilled128 sp
Expert1512 sp
Exceptional1820 sp

Materials for crafting normally cost half the finished value. Repairs cost one-quarter. A character contributes one Work Unit per downtime, or two with an appropriate building craft. Common labor costs 2 sp and provides one unit; a skilled craftsman costs 5 sp and provides two.

Silver can buy labor. It cannot give a character more downtime.

Buildings and Property

PropertyPrice
Crude hut30 sp
Small house60 sp
Ordinary family house100 sp
Good house150 sp
House and workshop200 sp
Large prosperous house250 sp
Smithy250 sp
Boathouse150 sp
Large storehouse250 sp
Small hall500 sp
Wealthy man’s hall1,000 sp
Jarl-scale hall compound2,500 sp
Ordinary farmstead600 sp
Prosperous farmstead1,200 sp
Great farm2,500 sp

Ships, Cargo, and Repairs

The Sea Raven carries 12 Cargo Slots. Einar’s emergency supplies take one, leaving 11 available. Ten Gear Slots equal one Cargo Slot. Normal expedition food and water do not consume Cargo Slots.

VesselPrice
Small rowing boat50 sp
Fishing boat100 sp
Small sailing vessel300 sp
Sea Raven-type karve800 sp
Large karve1,200 sp
Knarr2,000 sp
Small longship1,500 sp
Medium longship2,500 sp
Large war longship4,000 sp
Great chieftain’s ship6,000 sp
Part or RepairPrice
Oar2 sp
Steering oar8 sp
Anchor10 sp
Rigging30 sp
Mast75 sp
Sea Raven sail200 sp
Minor hull repair20 sp
Moderate hull repair75 sp
Major hull repairVariable