Combat
Seax Fighting, Keep Your Distance, Wrestling, Shield Fighting, Shield Bash, Disarming, Spear Fighting, and Mounted Fighting.
Silver, maneuvers, downtime, training, property, ships, and the practical work of surviving the Raven Road.
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.
Forgo your attack to attempt a maneuver. These are examples, not a complete menu.
| Maneuver | Opposed Check | Effect |
|---|---|---|
| Shove | STR vs STR | Push 5 feet. |
| Knock Down | STR vs STR | Knock the target prone. |
| Grapple | STR vs STR or DEX | Target cannot move until it escapes. |
| Shield Bash | STR vs STR | Requires a shield. Push 5 feet or knock prone. |
| Disarm | STR or DEX vs STR or DEX | Roll with disadvantage. Success makes the target drop one weapon. |
| Feint | DEX or CHA vs WIS | The next attack against the target has advantage. |
| Intimidate | STR or CHA vs STR or WIS | Target has disadvantage on its next attack. |
| Taunt | CHA or INT vs WIS | Target has disadvantage attacking anyone except you until your next turn. |
| Break Free | STR or DEX vs STR | Escape a grapple. |
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.
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.
Seax Fighting, Keep Your Distance, Wrestling, Shield Fighting, Shield Bash, Disarming, Spear Fighting, and Mounted Fighting.
Helmsman, Sail Handling, Oarsman, Sea Legs, and Coastal Navigation.
Fishing, Foraging, Hunting, Tracking, Pathfinding, and Cold-Weather Survival.
Farming, Carpentry, Leatherworking, Shipwright, and Blacksmithing.
| Hit Die | DC | Benefit |
|---|---|---|
| d4 | 15 | +1 attack and damage with one proficient weapon, once per weapon. |
| d4 | 18 | Proficiency with a weapon dealing up to d6. |
| d6 | 12 | +1 attack and damage with one proficient weapon. |
| d6 | 15 | Weapon up to d10 or next armor category. |
| d8+ | 9 | Any new weapon or armor. |
| d8+ | 12 | +1 attack and damage with one proficient weapon. |
| d8+ | 15 | Increase a weapon’s damage die one step, maximum d12, twice per weapon. |
Speaking and literacy are separate. Each level requires one two-week period, a teacher, and a check.
| Level | DC | Spoken Language | Literacy |
|---|---|---|---|
| 1 | 9 | Words and phrases | Letters, names, numbers, common words |
| 2 | 12 | Basic speech | Simple messages and short letters |
| 3 | 15 | Conversational | Ordinary reading and writing |
| 4 | 18 | Fluent | Complex 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 | DC | Earnings per two weeks |
|---|---|---|
| Common | 9 | 4 sp |
| Skilled | 12 | 8 sp |
| Expert | 15 | 12 sp |
| Exceptional | 18 | 20 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.
| Property | Price |
|---|---|
| Crude hut | 30 sp |
| Small house | 60 sp |
| Ordinary family house | 100 sp |
| Good house | 150 sp |
| House and workshop | 200 sp |
| Large prosperous house | 250 sp |
| Smithy | 250 sp |
| Boathouse | 150 sp |
| Large storehouse | 250 sp |
| Small hall | 500 sp |
| Wealthy man’s hall | 1,000 sp |
| Jarl-scale hall compound | 2,500 sp |
| Ordinary farmstead | 600 sp |
| Prosperous farmstead | 1,200 sp |
| Great farm | 2,500 sp |
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.
| Vessel | Price |
|---|---|
| Small rowing boat | 50 sp |
| Fishing boat | 100 sp |
| Small sailing vessel | 300 sp |
| Sea Raven-type karve | 800 sp |
| Large karve | 1,200 sp |
| Knarr | 2,000 sp |
| Small longship | 1,500 sp |
| Medium longship | 2,500 sp |
| Large war longship | 4,000 sp |
| Great chieftain’s ship | 6,000 sp |
| Part or Repair | Price |
|---|---|
| Oar | 2 sp |
| Steering oar | 8 sp |
| Anchor | 10 sp |
| Rigging | 30 sp |
| Mast | 75 sp |
| Sea Raven sail | 200 sp |
| Minor hull repair | 20 sp |
| Moderate hull repair | 75 sp |
| Major hull repair | Variable |