The party set out up the mountain again after a cold night sheltering in an overhang.

Two medium wyverns circled overhead, watching them. As the vikings reached the steeper slope leading up to the nest, a larger wyvern took flight. Geir fired some arrows, but to little effect. Near the base of the slope they found a corpse hidden beneath some sort of cloak/basket done up to look like a rock. Frigga figured out the cloak could provide visual cover from the wyverns.

Frigga and Grimman climbed up a short ways (limited by the length of their rope), followed by Geir. While Geir was climbing, wyvern flew by, mauling him with its claws. Helga and Aesa started trying to climb up to reach him. The largest wyvern attacked Helga, trying to carry her off. Helga was roped to the rest of the group, and the extra weight caused the wyvern to crash and let go of Helga. Once on the ground, Helga and Frigga (who bolted down the slope like a madwoman) made short work of the big one. Other wyverns started attacking during this time, but big axes and spears to the eye proved sufficient to deal with them.

They climbed some more, and another large wyvern plus two small ones started attacking them. Geir shot one eye out of the large one, and after several might weapon strikes to its legs, with no damage inflicted on the party (and the loss of more of its brood), it led the few remaining wyverns away, leaving the nest and eggs to the group.

Searching the nest revealed the axe of Odd Dragonslayer, which Aesa happily claimed as her own.
Jarl Skorri is in his 50s, and has generally been a wise and just ruler. His health is overall good, despite the weight he has been gaining as he gets older. He lost an eye in battle many years ago. His wife died years ago, although he keeps two favored concubines. He has no children left. His oldest son Brand left on an expedition to the west 4 years ago, and Eirik went on a raid two years ago from which no one returned. Losing Eirik made the Jarl melancholy and conservative, but he remains a good ruler.

Gyda is older than anyone else in Odense. She lives up in the woods, comes to the Jarl's halls for some festivals and feasts, but not all. There is always a place set for her, though. When folks need a potion, or other witchcraft, they go up to 'those woods', and don't talk about what happens. Otherwise, folks avoid her and her woods, traveling around it if necessary.

Pere is the blacksmith. Not native to Odense, he arrived as a young man. Surprisingly thin, he is still quite strong. He claims to have studied under dwarfs to learn his trade, and does good work. He won't make weapons, but his tools are highly regarded.
The World:

The world is bounded to the north by mountains of ice. Those aren't too far away.
To the west, around the arm of mountains, is a vast ocean, with fewer islands the further you go,
and mighty storms. To the east, across the sea, are the lands of wild men, and many goblins.
To the south are men, and far south are lands of good plunder. (Use a real world
map of Scandinavia to get the general idea, but that becomes less accurate the further you go from
Stockholm.)

The Viking kingdoms are generally small, but gather into large federations under a high king.
The kingdoms to the south tend to be larger, with stronger central governments, and more stable
alliances. Generally, a great leader spends as much time keeping his followers going in the same
direction as picking a direction.

Local travel is mostly on foot, and boats dominate the distances. People live mainly on the coasts,
avoiding the thick forests and steep slopes of the mountains. Winters are harsh and dark,
and legends tell of giants attacking during the worst of them. Horses are known but uncommon, becoming more common further south.
Fishing is a mainstay, with some basic agriculture and pig/cattle raising.

Climate:
Cold. Winters are damn cold. Up in the mountains the weather is even worse.
Old folks talk about how winters today are easy, but they also had to walk uphill both ways to get
to the well. Summers are nice, even warm, but nights at sea are always cold.

Magic:
People see magic in many things, attributing many things to curses or good luck charms. Blatant magic (flying, fireballs) is rare. Friend of a friend, or 'my grandfather told me' stories, include more obvious magic. The less verifiable the story, the bigger the magic. Exotic beasts are uncommon. Dire wolves and goblins are the most common of these.

Non-humans:
Goblins (nasty little claws and teeth, not intelligent but clever and vicious) are uncommon,
but most folks that don't live in larger towns have seen them. Usually about the size of a
pre-adolescent human, they must gather in packs to be dangerous to a warrior.
Dwarves are known to exist, but it is rare to see them. Perhaps one or two will come to
a big town once a decade. They trade mostly for ivory, offering excellent weapons.
There are stories of fey creatures in the woods, but most 'sensible' folks attribute them to wild
human tribes, like the Finns (east) or Germans(South).

Campaign Notes:
The game focuses on the actions of Jarl Skorri's personal warband--his elite troubleshooters. Full-time warriors, they live in his hall, ready to act at a moment's notice. Skorri has many more troops available, if the call goes out, but it would take days or weeks to muster them. Every member of the warband can (and will, in the shake-out session) pass a combat trial. They are all accomplished warriors, and can live off the land, sail a ship, or sneak by a guard.
As vikings, they don't think twice about trading or piracy, depending on the strength of those they meet.

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