10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. Your clan's chief is dead. Sitric holds a tournament to find a successor.
Description:
Part 1 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. Your kinsmen go missing after a night of revelry. Can the culprits be found?
Description:
Part 2 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. Crom Cruach's vengence is nigh. His herald seeks not conquest, but death.
Description:
Part 4 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. Could a wedding bring new prosperity? Or is there more to this ancient rite?
Description:
Part 3 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. If the Emerald Isle is lost, perhaps a new home awaits in the Otherworld.
Description:
Part 6 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
10th century Ireland is a dangerous place. The Norse King Sitric claims the island. The sidhe awake to expel all intruders. Could a slumbering dragon from deep beneath the waves bring bring salvation?
Description:
Part 5 of 6. Every adventure may be played independently, or as part of a larger, connected arc.
Your crew need work, need food, need steel, and yet you are caught in the politics of two crowns, and a wandering villain famous for dealing death. How will you write Egil's Saga?
Description:
Welcome to the Viking Age; Ireland in the 10th century. The sun has been gone 3 whole years, and people have become desperate, and dangerous. Lords are calling on their vassals to confirm their allegiances, and many people are caught in between. Food is the new gold, and paid in its stead. Your crew need work, need food, need steel, and yet you are caught in the politics of two crowns, and a wandering villain famous for dealing death. Which side will you take, and what ending will you give to Egil’s Saga?