Part 3: Day 0: Departing Strand

BGM: We Will Not Be Forgotten
So, let's visit the docks, then.

A familiar varl steps onto the docks. In your mind you recall a much younger version trampling the halls of Grofheim, abundant in purpose.







Hakon motions to the other ships in the bay, sails still fluttering. Golden wolf head emblazoned on red. The king of men, or someone on his behalf.








A host of giants depart in his wake. You recognize a few, others are strangers to you.


The young prince of men ambles from his ship. He brushes off his tunic, scanning the beach with low eyelids. Ludin looks for all the world the sort of boy who grew up pulling the legs from spiders. The long road back to Grofheim should be more interesting than most years, you think.

On the other hand, if you're going to join Vognir's caravan tomorrow, it might not hurt to share a drink with Hakon, or introduce yourself to the prince they spoke so highly of.

For the first time, we are granted options! Before heading on to the Great Hall, I can optionally talk to Hakon or Ludin. I will hit up the former first.

You find Hakon in a mead house surrounded by other varl. Strand is no stranger to varl but rarely sees this many. Hakon waves you over.







Hakon lets slip a low chuckle. Any varl could recount his deeds, known as he is for cutting through dredge at Vognir's side in the second war, and regularly since then.


You drink until the mead house becomes overbearing, then step back into the cool air outside.

Okay, I can only put off talking to the prince for so long.

You find the prince at an inn. Guards blanket the building, including a sharp-eyed varl who must be working for Ludin. A woman in red eventually waves you over and stands nearby, arms crossed.



Ludin looks up for the first time. The woman doesn't react.






Ludin takes a deep sigh. Whether tired or ungracious you aren't certain. Maybe both.



You get the sense he's struggling not to complain outright. You take the opportunity to excuse yourself.

And with no further distractions, we hit the Great Hall in the morning.

+20 Renown
Your guards take the treasure wagon down to the gates. Vognir is already here. A while later Ludin and his men appear, groggy and disheveled.

You follow Mogr and join the others.
Usually the smaller doors set into the gates would be enough to enter or leave the city, but the town guards have been told to push them open entirely. They mutter things under their breath that are best not heard. Perhaps the governor expected you to draw a crowd, but there's nothing of the sort; just frustrated, tired people. It summarizes Strand well as a while, you think.

Now that we're on the road, let's talk about all those numbers!
The big one at the center is the number of days since the story began. As time passes, the ring around it fills, one full circle representing a day (or an equivalent period of time - there's no day and night with the sun frozen in the sky).
The red banner on the top is our Renown, which can be used to get supplies or upgrade units. The gold banner is Supplies, measured in days - it will go up and down as people join or leave our caravan, and drops by one at the start of each new day. We do not want it to reach zero.
The numbers on the left are the size of our caravan. Clansmen are human non-combatants, Fighters are human warriors, Varl are varl. The face to the right of these numbers is the caravan's morale - currently Great.

This caravan is very well-off. Most everyone in it can fight, spirits are high, and we have food to spare. No difficult tradeoffs involved yet.
At the end of day 2:


"Thanks for the speech," slurs Vognir...








You down your mead instead of replying. Vognir slouches and shakes his head.




Vognir stares into he campfire, lost in thought. You leave him to it.