What Happened Last Session

The Axe’s True Power

The Axe of Nine Eyes revealed its secrets, and the truth proved both profound and limited. Carmin, now bearing the weapon that marks him as temporary Yarl, learned it grants the power to learn a creature’s true name—nine times total, each use closing one of the axe’s eyes forever. True names provide advantage in combat and spellcasting, a tactical edge rather than the absolute control you might have hoped for. The weapon’s power is real but finite, each invocation a permanent cost that cannot be undone.

The revelation forced a recalibration of expectations. This wasn’t the god-slaying artifact of legend but a tool of precision—powerful when used wisely, diminished with each careless expenditure. Carmin’s status as Yarl came with the weight of those nine choices, each eye a decision that would ripple through whatever conflicts lay ahead.

Sacred Ground and Serpent’s Wrath

Your journey through the Isles of Andrik led to the seer village of Rolug, where Torbald the Bloodless maintained the spiritual neutrality that kept the feuding villages from total war. The seers’ authority transcended politics, their judgment carrying divine weight that even ambitious jarls respected. Near the village, ancient rune stones marked burial sites of sea wolves, their graves tempting but ultimately left undisturbed—a choice that spoke to growing wisdom about when treasure isn’t worth the curse.

The sea serpent encounter taught a harsher lesson. The creature defending its nest struck with devastating force, its attacks precise enough to reduce Carmin to three hit points in moments. You retreated, recognizing that some battles aren’t meant to be won through force. The serpent wasn’t evil, just protective, and discretion proved the better part of valor when facing a creature with +8 to hit and multiple attacks per turn.

Manipulation Revealed

Jarl Olaf of Skargat presented a troubling picture: paranoid, erratic, clearly being steered by forces he didn’t recognize. His supposed seer Brugatha broke every pattern—wearing perfume and makeup unlike any true seer, whispering constant instructions, even attempting to seduce Carmin with charm magic that briefly took hold before reason reasserted itself. The contrast with Torbald’s austere authority made Brugatha’s deception obvious to outside eyes, but Olaf remained blind to the manipulation.

Through careful questioning, you learned of Olaf’s trusted warriors: Fronk, Krell, and Draugr, waiting back at Skargat. Whether they’re real allies or more of Brugatha’s fiction remains to be seen, but the information might prove useful when the deception finally unravels. The sea hag—if that’s what she truly is—has positioned herself to corrupt an entire faction from within, turning Olaf’s strength against the very seers who should be guiding him.

A Gathering Called

You invoked ancient tradition and called for Drakenfjell, the sacred gathering of all jarls that occurs once every seven years. The meeting will bring Signe, Karsgald, and Olaf together under divine witness, providing opportunity for resolution through trial by combat rather than village-destroying war. Your plan takes shape: let the jarls fight for unification as blood sacrifice to the gods, channeling their violence into sacred ritual rather than wholesale slaughter.

The political maneuvering has positioned you as power brokers rather than simple adventurers. Carmin’s status as Yarl through the axe gives your call legitimacy, and the seers’ neutrality means they cannot refuse the ancient summons. But Drakenfjell also means seven days of sacred gathering where grudges will simmer, Brugatha will scheme, and the gods will watch to see if mortal solutions can prevent the conflicts brewing across the isles.

Looking Ahead

The journey to Drakenfjell begins, but you’ve chosen to visit Skargat first—a chance to investigate Olaf and Brugatha directly before the sacred gathering. Whether you’ll find evidence of sea hag corruption, verify the existence of his supposed warrior allies, or simply gather intelligence about Brugatha’s hold over the jarl, the visit carries risks. If she recognizes you as threats to her influence, the confrontation may come sooner than anticipated.

The Ring of Freedom now adorns Silinar’s finger, granting enhanced dexterity and unhindered movement as long as it stays dry—a powerful boon with a weakness you’ll need to remember. The sea serpent still guards its bridge, a reminder that not every challenge can be overcome through violence. And somewhere in the background, Kilmin’s arms dealing continues to fuel the very conflicts you’re trying to resolve through sacred combat. The merchant’s past as peace-seeking Minkil suggests complexity beneath the opportunism, but whether that matters to the weapons he’s selling remains to be seen. The gods are watching, and Drakenfjell will demand answers written in blood.


Every alliance forged in desperation carries the weight of what comes after.