Saturday, 3 January 2026

Frisia 1100 the figure choices.

It's an old movie.  "The Warlord" 1965.  The plot, such as it is, Chrysagon de la Cruex is a Norman knight whose duke gives him a Flemish village to rule and protect, commanding him to keep their goodwill. He and his men arrive in time to beat off Frisian raiders.  In terms of historical accuracy it goes downhill from there.


Charlton de la Heston is however a great wargames protagonist. 

I have some peeves, of course I do!  The "castle" is a single round tower, 200 years out of time.  The costumes, well, the "Normans" are surprisingly fair, but the Frisian "Vikings.". Not so much.

Historically this is the period of Henry the Fat and his attempt to subdue Frisia, so I can build some of the Hollywood nonsense into my campaign.

Figures

I already have a small Lion Rampant Norman army.  18 mounted, 36 spear, 12 archers.  These are plastics a mixture of Victrix, Conquest and Gripping Beast Dark Ages Archers.  These are great for the forces of the Count of Holland, and the German nobles, as well as the Bishop of Utrecht.


For the Frisians I went with Victrix Late Saxon Anglo Danish foot.  It's rather late for Victrix Vikings, and the Anglo Danes, especially the ones lacking mail, look the part.

Even the "Viking" settlers on the Frisian coasts would resemble Anglo Danes rather than the earlier Vikings. 

On top of this I've ordered Little Big Man shield transfers.  Maximum reward for a basic painting effort!

Henry the Fat has links to Swabia, so I intend to create some Swabian two handed swordsmen from a Victrix Norman frame.  A group of six of these "foot knights" should fit the bill as Henry's household.

Added to that a dozen kit bashed Gripping beast dark age foot with Victrix heads and weapons as hastilly raised foot for all sides and I have it sorted.

Terrain

I have Dark age buildings, but specifically for this campaign I need a motte and bailey.

The general terrain is low lying with dyke lined fields.

The naval aspect of the campaign is going to require three scratch built northern style galleys.  Coffee stirrer sticks balsa and some artists card.  I'll make sure the stack inside each other.

It's a. Plan!


Friday, 26 December 2025

Frisia Aflame: The Campaign Arc.

This is my complete narrative campaign arc written specifically for Blood & Crowns, structured around banners, leaders, crossings, morale collapse, and sea action, culminating in Henry’s death near Stavoren (1101).

This is not a points list or rules rewrite — it is a scenario-driven campaign that runs over 6–9 games, with branching outcomes but a strong historical pull.


FRISIA AFLAME: THE FALL OF HENRY THE FAT (1100–1101)

A Blood & Crowns Narrative Campaign


CAMPAIGN STRUCTURE (AT A GLANCE)

  • Players:

    • Imperial: Henry the Fat (primary)
    • Frisian Free Confederations (primary opposition)
    • Optional third players: Floris II of Holland, Viking raiders
  • Length:
    7 core scenarios + 1 final battle
    (Can be shortened to 5 + finale)

  • Key Mechanics Used:

    • Banners & sub-commanders
    • Command collapse
    • Objectives over attrition
    • Naval actions & coastal raids
    • Territory-based morale effects

CAMPAIGN SPECIAL RULES

Imperial Legitimacy Track

Henry begins with 4 Legitimacy Points.

  • +1 if Henry wins a scenario AND holds the field
  • −1 if Henry loses a banner
  • −2 if Henry is forced to withdraw
  • If Legitimacy reaches 0, all Imperial command rolls suffer −1

This models Henry’s increasingly fragile authority.


Frisian Resistance Track

Frisians begin with 0 Resistance.

  • +1 for each burned settlement that survives
  • +1 for each Imperial banner destroyed or captured
  • At 3+ Resistance, Frisian infantry gain a morale bonus in homeland battles


SCENARIO I – THE IMPERIAL CAUSEWAY

Type: Hold a Crossing
Setting: Early 1100, Henry enters Frisia

Narrative

Henry attempts to assert imperial rights by forcing a major dike or river crossing.

Forces

  • Henry: 2–3 banners
  • Frisians: 2 banners, hidden deployment

Objectives

  • Imperial Victory: Hold the crossing with a banner at game end
  • Frisian Victory: Prevent crossing OR rout Henry’s banner

Special Rules

  • Narrow frontage
  • Marsh slows mounted units
  • Frisians may deploy skirmishers hidden

Campaign Effects

  • Imperial victory: +1 Legitimacy
  • Frisian victory: +1 Resistance

SCENARIO II – THE TAX OF FRISIA

Type: Escort Tax Carts
Setting: Inland villages

Narrative

Henry sends tax collectors under armed escort to enforce imperial rights.

Forces

  • Imperial escort banners
  • Frisian ambushers (one fewer banner)

Objectives

  • Imperial: Escort at least one tax cart off-table
  • Frisian: Capture or destroy all carts

Special Rules

  • Tax carts slow movement
  • If a cart is captured, Frisians gain bonus morale

Campaign Effects

  • Imperial success: +1 Legitimacy
  • Frisian success: +1 Resistance, −1 Legitimacy

SCENARIO III – THE BURNING OF THE TERP

Type: Burn Settlements & Withdraw

Narrative

Henry retaliates, ordering the burning of raised farm mounds (terps).

Forces

  • Imperial banners with fire markers
  • Frisian defenders arrive in waves

Objectives

  • Imperial: Burn 2+ settlements and exit at least one banner
  • Frisian: Kill or capture a banner leader OR prevent withdrawal

Special Rules

  • Fire spreads unpredictably
  • Imperial troops suffer morale penalties if delayed

Campaign Effects

  • Imperial success: +1 Legitimacy, +1 Resistance
  • Frisian success: +2 Resistance

SCENARIO IV – THE SEA KINGS’ INTERFERENCE (Naval)

Type: Naval Skirmish / Coastal Raid

Narrative

Viking adventurers raid Frisian coasts — Henry attempts to suppress them or hire them.

Forces

  • Vikings vs Frisians or Imperials (player choice)

Objectives

  • Vikings: Loot and withdraw
  • Others: Sink or capture Viking ships

Special Rules

  • Shallow waters
  • Boarding actions emphasized
  • Poor visibility

Campaign Effects

  • If Vikings win: next Frisian scenario begins with unrest
  • If Vikings lose: Imperial or Frisian morale bonus

SCENARIO V – THE BISHOP’S SHIPS (Naval + Land)

Type: Escort & Intercept

Narrative

Church-owned vessels carry tithes along the coast; Frisians plan an interception.

Forces

  • Utrecht/Henry escorts
  • Frisian boats and shore forces

Objectives

  • Escort: Get ships to safety
  • Frisians: Capture ships or kill an escort banner leader

Special Rules

  • Mixed naval/land table
  • Units may disembark

Campaign Effects

  • Escort success: +1 Legitimacy
  • Frisian success: +1 Resistance

SCENARIO VI – THE AMBUSH AT STAVOREN (Naval Focus)

Type: Kill or Capture a Banner Leader

Narrative

Henry travels by sea near Stavoren to reassert control.

Forces

  • Henry’s banner aboard ships
  • Frisian vessels and shore ambushers

Objectives

  • Frisians: Kill or capture Henry
  • Imperial: Survive and escape

Special Rules

  • Surprise round for Frisians
  • Henry must be embarked at start

Campaign Effects

  • If Henry is killed: proceed to Final Scenario (historical)
  • If Henry survives: Legitimacy +1, Resistance −1

FINAL SCENARIO – THE FALL OF THE MARGRAVE

Type: Last Battle (Land or Mixed)

Trigger

Occurs automatically if:

  • Henry is killed earlier OR
  • Legitimacy reaches 0 OR
  • Resistance reaches 4+

Narrative

Imperial authority collapses; all sides commit remaining forces.

Forces

  • All remaining banners
  • Optional Hollandic intervention

Objectives

  • Imperial: Break Frisian resistance decisively
  • Frisians: Kill Henry or rout his banner
  • Holland: Secure territory, not annihilation

Special Rules

  • Morale tests more frequent
  • Death of Henry causes immediate Imperial collapse

CAMPAIGN ENDINGS

Historical Ending

Henry is killed near Stavoren →
Frisians win independence; Holland rises.

Alternate History

Henry survives →
Imperial authority stabilizes; long-term conflict continues.

Viking Ending

Vikings gain wealth and influence →
Later scenarios include Norse mercenary banners.


🌾 FRISIAN & REGIONAL NOBLES (1100 AD)

Blood & Crowns Character Additions


🛡 Eilrad the Fat of Westergo

Role: Wealthy Frisian noble, ambiguous loyalties
Faction: Frisian Free Confederations (or Imperial client)
Command Type: Banner Leader (Foot)

Banner – Eilrad’s Household

  • Eilrad the Fat – Foot Men-at-Arms
  • Shieldwall Spearmen
  • Fierce Foot
  • Archer Militia

Traits

  • Stubborn: Banner ignores first failed morale test
  • Self-Interested: If Henry’s Legitimacy drops to 1, Eilrad may defect or withdraw

Campaign Impact

  • If Eilrad defects → Frisian Resistance +1
  • If Eilrad is killed → nearby Frisian banners test morale immediately

⚓ Hrothgar of Dokkum

Role: Coastal war-leader, trader, and raider
Faction: Frisian / Viking-aligned
Command Type: Mixed Land–Sea Banner

Banner – Hrothgar’s Shore Band

  • Hrothgar – Fierce Foot (Leader)
  • Fierce Foot
  • Javelin Skirmishers
  • Archers

Traits

  • Sea-Wise: Gains bonuses in coastal or naval scenarios
  • Pragmatic: May switch sides if offered plunder

Campaign Impact

  • If Hrothgar survives 2 scenarios → unlocks a Viking naval banner
  • If killed at sea → Viking morale penalty next naval game

🏞 Adalhard of Middelzee

Role: Inland Frisian noble, defender of causeways
Faction: Frisian Free Confederations
Command Type: Defensive Banner

Banner – Adalhard’s Dike Guard

  • Adalhard – Sergeant Spearmen (Leader)
  • Sergeant Spearmen
  • Spear Militia
  • Javelin Skirmishers

Traits

  • Engineer of Dikes: +1 defense when holding crossings
  • Cautious: May voluntarily withdraw without morale penalty

Campaign Impact

  • If Adalhard holds a crossing → Frisian Resistance +1
  • If he is captured → Imperial Legitimacy +1

⛪ Odo, Bishop of Utrecht

Role: Ecclesiastical powerbroker and rival to secular lords
Faction: Bishopric of Utrecht
Command Type: Ecclesiastical Banner Leader

Note: Odo replaces or rivals Bishop Burchard depending on your campaign timeline.

Banner – Odo’s Sacred Retinue

  • Bishop Odo – Foot Men-at-Arms (non-combatant commander)
  • Foot Men-at-Arms (Church Guard)
  • Sergeant Spearmen
  • Crossbowmen

Traits

  • Sanctified Authority: Nearby banners reroll morale once per game
  • Political Survivor: If Odo’s banner is routed, he may escape on a 4+

Campaign Impact

  • If Odo survives a loss → Utrecht retains influence
  • If Odo is killed → Imperial Legitimacy −1, Frisian Resistance +1

⚔️ HOW TO USE THEM IN THE CAMPAIGN

As Sub-Commanders

  • Replace generic banner leaders with named nobles
  • Each brings distinct behaviour and consequences

As Wild Cards

  • Eilrad and Hrothgar may change sides mid-campaign
  • Odo may support Henry or Floris depending on Legitimacy

As Scenario Triggers

  • “Protect Eilrad’s Terp”
  • “Escort Bishop Odo’s Tithe Ship”
  • “Ambush Hrothgar’s Longship”
  • “Adalhard Holds the Causeway”

🎭 WHY THIS WORKS IN BLOOD & CROWNS

  • Leaders matter more than unit types
  • Killing the right noble wins wars
  • Side-switching feels organic
  • The campaign becomes political, not just tactical


⚔️ IMPERIAL HOST OF HENRY THE FAT (1100 AD)

Army Character

  • Few banners
  • Elite cavalry and retainers
  • Morale collapses if leaders fall

Typical Army Size

  • 3 banners (Henry + 2 sub-commanders)
  • Occasionally reinforced to 4

BANNER I – Henry the Fat, Margrave of Frisia

Type: Feudal Lord’s Banner (Elite)

  • Henry the Fat – Mounted Men-at-Arms (Commander) 
  • Mounted Men-at-Arms (Household Knights). 6 Mtd Knights
  • Foot Men-at-Arms (Milites, mail & shield)
  • Sergeant Spearmen (Retainers, spear & shield)
6 Mtd Milites, Household Knights
6 Dismounting German Milites, two handed swords.  (it's my Swabian vibes)
12 foot spearmen 

Notes:
This is the hammer. Lose this banner and the campaign likely collapses.


BANNER II – Kunibert of Hildesheim

Type: Knightly Retinue

  • Kunibert – Mounted Men-at-Arms
  • Mounted Sergeants
  • Sergeant Spearmen
  • Archer Levy
6 Mounted Milites.  A mix of mailed and padded armours.  
12 foot spearmen
6 archers

Notes:
Flexible support banner. Archer levy represents Saxon foot.


BANNER III – Imperial Enforcement Column

Type: Mixed Retinue

Lord Adalhard of Middlezee

  • Sub-Commander – Foot Men-at-Arms
  • Sergeant Spearmen
  • Spear Militia (Pressed locals)
  • Crossbowmen (Rare mercenaries)
6 Dismounting Milites
12 foot spearmen 
12 Militia spearmen pressed
6 crossbowmen

Notes:
Used for tax escort, settlement burning, or garrison duty.


Optional BANNER IV – Utrecht Ecclesiastical Support

(Scenario-dependent)

  • Church Captain – Foot Men-at-Arms
  • Foot Sergeants
  • Crossbowmen
  • Archer Levy
12 foot spearmen 
12 Militia spearmen
6 crossbowmen


🌾 FRISIAN FREE CONFEDERATIONS

Army Character

  • Infantry-heavy
  • Excellent morale at home
  • Weak cavalry, strong numbers

Typical Army Size

  • 3–4 banners

BANNER I – Hauke Redhand, Potestate of Westergo

Type: War Leader’s Banner

  • Hauke Redhand – Foot Men-at-Arms
  • Fierce Foot (Axes & spears)
  • Shieldwall Spearmen
  • Javelin Skirmishers
6 Huscarles
12 Fierce Foot
12 Spearmen
6 bidowers

BANNER II – Clan Muster

Type: Militia Banner

  • Clan Captain – Sergeant Spearmen
  • Spear Militia
  • Archer Militia
  • Javelin Skirmishers
12 Foot Spearmen
12 Pear Militia
6 Archers
6 bidowers 

BANNER III – Marsh Fighters

Type: Light Infantry Banner

  • Sub-Leader – Fierce Foot
  • Fierce Foot
  • Javelin Skirmishers
  • Archers
12 Fierce Foot
12 Spearmen
6 bidowers

Optional BANNER IV – Wealthy Farmers’ Retinue

(Rare)

  • Mounted Sergeant (Leader)
  • Mounted Sergeants
  • Shieldwall Spearmen
6 Milites, Mounted.  Mail and padded mix.
12 Foot Spearmen

🏰 COUNTY OF HOLLAND (FLORIS II)

Army Character

  • Balanced, cautious
  • More cavalry than Frisians
  • Strong militia core

Typical Army Size

  • 3 banners

BANNER I – Floris II, Count of Holland

Type: Feudal Lord’s Banner

  • Floris II – Mounted Men-at-Arms
  • Mounted Men-at-Arms
  • Foot Men-at-Arms
  • Sergeant Spearmen

BANNER II – Castle & Town Retinue

Type: Urban Banner

  • Castellan – Foot Men-at-Arms
  • Sergeant Spearmen
  • Archer Militia
  • Crossbowmen

BANNER III – Coastal Patrol

Type: Mixed Light Banner

  • Mounted Sergeant (Leader)
  • Mounted Sergeants
  • Archers
  • Spear Militia

⚓ VIKING SEA-RAIDERS (c.1100 AD)

Army Character

  • Small, elite, aggressive
  • Excellent at boarding
  • Command fragile

Typical Army Size

  • 2–3 banners

BANNER I – Sea-King’s Warband

Type: Raider Lord’s Banner

  • Sea-King – Foot Men-at-Arms
  • Huscarls (Foot Men-at-Arms)
  • Fierce Foot
  • Archer Skirmishers

BANNER II – Raider Crew

Type: Light Raider Banner

  • Sub-Leader – Fierce Foot
  • Fierce Foot
  • Javelin Skirmishers
  • Archers

Optional BANNER III – Mercenary Horse

(Rare, late Norse adventurers)

  • Mounted Sergeant (Leader)
  • Mounted Sergeants
  • Light Infantry

🚢 NAVAL BANNERS (FOR SEA & MIXED SCENARIOS)

In Blood & Crowns naval actions, each ship = a banner analogue.

Imperial / Utrecht Cog

  • Ship Captain (Sergeant or Foot MAA)
  • Foot Men-at-Arms
  • Sergeant Spearmen
  • Archers or Crossbowmen

Frisian Coastal Boats

  • Boat Leader (Fierce Foot)
  • Fierce Foot
  • Javelin Skirmishers

Viking Longship

  • Sea-King or Lieutenant
  • Huscarls (Foot MAA)
  • Fierce Foot
  • Archers

Special: Viking ships gain boarding bonuses; Frisian boats gain shallow-water advantages.


⚔️ HOW THESE PLAY IN PRACTICE

  • Henry hits hard but cannot afford losses
  • Frisians absorb punishment and counterattack leaders
  • Holland waits, intervenes selectively
  • Vikings strike suddenly, then withdraw

Every banner matters, which is exactly what Blood & Crowns wants.



FRISIA AFLAME: THE FALL OF HENRY THE FAT (1100–1101)

I've been working on a campaign using Lion Rampant set during Henry the Fat's attempt to conquer Frisia in 1100.  However I've had a rethink — Blood & Crowns is actually a stronger fit than Lion Rampant for what I wanted, as long as I can dial the period back and lean into retinues, banners, and political leadership rather than later medieval weaponry.

I've done a reinterpretation for the Frisia 1100 AD project using Blood & Crowns as the engine, but re-skinned for the early 12th century rather than the mid 1300s.  This would work well for earlier 11th Century games too.

I’ll explain:

  1. What changes when using Blood & Crowns
  2. What an 1100 AD Frisia army looks like in B&C terms
  3. Faction lists (Henry, Holland, Frisians, Vikings)
  4. Campaign & scenario feel
  5. What to ban or reskin from the 14th century rules

No rules text is reproduced — this is a compatibility guide, not a rewrite.

My working copy of the map

1. WHY BLOOD & CROWNS WORKS FOR 1100 AD

Blood & Crowns already models:

  • Retinues around lords and sub-commanders
  • Banners as morale anchors
  • Command friction
  • Limited missile dominance
  • Battles decided by leadership collapse, not annihilation

All of that fits 1100 AD Frisia and by extension the later dark ages very well.

What changes:

  • Fewer professional infantry
  • Less armour overall
  • Cavalry still powerful, but not yet shock-charge dominant
  • Many troops are free men, not feudal levies

This is post-Hastings, pre-crusade Europe.


2. CORE ADAPTATIONS (SYSTEM-LEVEL)

A. PERIOD ADJUSTMENTS (GLOBAL)

Apply these to all factions:

  • No handgunners, artillery, pavises
  • Crossbows are rare and expensive
  • Most infantry count as Medium rather than Heavy
  • Mounted men-at-arms are fewer, but elite

B. ARMOUR ASSUMPTIONS

  • Heavy armour = mail shirt + helmet
  • Shields are ubiquitous
  • Very few fully armoured foot knights

C. MISSILE TROOPS

  • Archers are common but shorter ranged
  • Javelins and throwing spears are widespread
  • Crossbows: mostly mercenary or ecclesiastical

3. FACTIONS IN BLOOD & CROWNS TERMS (1100 AD)

⚔️ HENRY THE FAT, MARGRAVE OF FRISIA

Imperial Enforcement Host

Army Character:
Small elite core, poor local support, brittle morale if leaders fall.

Typical Retinue

Henry’s Banner

  • Mounted Knights/Milites (Men at Arms, Henry + household)
  • Foot Men-at-Arms  (dismounted Milites)
  • Sergeant Spearmen (Saxon retainers)

Sub-Commander Retinue

  • Mounted Sergeants
  • Spear Militia (pressed locals)

Optional Support

  • Crossbowmen (Imperial or Italian mercenaries)
  • Archer Levy

Army Traits (Narrative Use):

  • +1 to command rolls while Henry lives
  • If Henry is killed or routed → immediate army morale test

Battle Style:
Advance methodically, secure crossings, punish resistance.


🏰 FLORIS II OF HOLLAND

Emerging Feudal County

Army Character:
More flexible, more infantry, politically cautious.

Typical Retinue

Floris’ Banner

  • Mounted Milites
  • Foot Men-at-Arms (dismounted Milites)
  • Sergeant Spearmen

Town Retinue

  • Archer Militia
  • Spear Militia

Optional

  • Light Cavalry (scouts, messengers)
  • Crossbowmen (coastal towns)

Army Traits:

  • Can reroll one failed command per game
  • Gains bonuses in defensive or urban scenarios

Battle Style:
Combined arms, careful positioning, avoids risky charges.


🌾 FRISIAN FREE CONFEDERATIONS

The Anti-Feudal Host

Army Character:
Large infantry forces, excellent morale at home, weak cavalry.

Typical Retinues

Chieftain’s Banner

  • Fierce Foot (axes, spears)
  • Shieldwall Spearmen

Clan Retinues

  • Spear Militia
  • Javelin Skirmishers
  • Archers

Rare

  • Light Cavalry (wealthy farmers)

Army Traits:

  • Infantry gain bonuses in marsh, dikes, villages
  • Never suffer morale penalties for lacking knights
  • Gain bonus if fighting a “feudal lord” banner

Battle Style:
Defensive depth, ambushes, grinding attrition.


⚓ VIKING ADVENTURERS (1100 AD)

Late Norse Sea-Raiders

Army Character:
Small, elite, aggressive, unreliable.

Typical Retinue

Sea-King’s Banner

  • Heavy Infantry (huscarls)
  • Fierce Foot (berserks)

Raider Retinue

  • Archer Skirmishers
  • Light Infantry

Optional

  • Mounted Sergeants (very rare; mercenary horsemen)

Army Traits:

  • First turn aggression bonus
  • Suffer command penalties if leader is wounded

Battle Style:
Fast strikes, brutal melee, disengage early.


4. WHAT A GAME LOOKS LIKE ON THE TABLE

Battlefield Themes

  • Dikes, causeways, tidal flats
  • Scattered farmsteads
  • Small churches or toll stations
  • Rivers matter more than hills

Victory Conditions

Rarely “kill them all”:

  • Hold a crossing
  • Kill or capture a banner leader
  • Escort tax carts
  • Burn settlements and withdraw

Typical Engagement Size

  • 2–4 banners per side
  • 1 main lord + 1–2 sub-commanders
  • Games feel political and personal

5. CAMPAIGN IN BLOOD & CROWNS TERMS

My map campaign plugs in perfectly:

  • Each territory = one banner slot next battle
  • Losing a banner = territory unrest
  • Killing Henry = immediate strategic collapse
  • Holland benefits from survival, not domination
  • Frisians win by endurance

6. WHAT TO REMOVE FROM 14TH CENTURY RULES

Remove / Rare

  • Polearms beyond spears
  • Plate armour
  • Large disciplined pike blocks
  • Gunpowder

Reskin

  • “Foot Men-at-Arms” = mail-armoured retainers
  • “Sergeants” = free men with spear & shield
  • “Light Infantry” = javelin men, hunters

7. FINAL VERDICT

Blood & Crowns for 1100 AD feels like:

A brittle imperial expedition, a cautious rising county, an angry free people, and opportunistic sea-wolves — all fighting over dikes, tolls, and pride.

It will play:

  • Slower than Lion Rampant
  • More political
  • More narrative
  • More tragic (perfect for Henry the Fat)


Saturday, 6 December 2025

Odd's Betrayal

Betrayal: The Duel That Was a Trap

Theme: Honor turned into treachery

Previously... Odd has killed Rolf eldest son t ancient Ulf.  The old man wants revenge and plots a betrayal.

Odd, with his big chopper, captured in tapestry by Münster Münch famous contemporary Scandi thread artist.

Setup: Ari the enemy chieftain challenges Arse one of Odd’s closest followers and Kinsmen to a holmgang on a neutral island.

Twist: Odd attends as second—but hidden bowmen and spearmen lie in ambush to kill him once he’s separated.

Objectives:

Odd’s side: Keep the duel honorable while discovering the ambush in time. Survive and escape to the longship.

Enemy: Kill Odd during the duel or prevent reinforcements from reaching him.

Special Rules:

Have an “Ambush Trigger” roll—on turn 2–4, the ambushers reveal.

Duel mechanics can be dramatic: ring boundaries, weapon choices, oaths broken.

Odd and Arse

vs

Plokka, Ari,

Plus Eric and Egil hiding in ambush in with six spearmen.

 

"Here doth Odd smack the heck out of Ari."

---

Add-On: Narrative Campaign Consequences

If Odd survives the betrayal:

May earn a mythic epithet (Odd the Fire-Breaker, Odd the Fordsworn, etc.).

If the betrayer escapes:

A future scenario becomes “The Revenge of Odd” with high stakes.

Betrayer gains followers; his social status increases.

The island

And the honourable duelists 

Game on.  Odd wounds Pllokka. Ari goes at Arse.

But treachery.  Plokka's lads appear from ambush and rush the summit.

And the duel begins


Plokka and Ari are losing

The duel goes particularly hard on Ari.

The whole hilltop is now fighting.

Arse is killed.  Odd is now alone but he kills Plokka.

Odd is surrounded and cut down


End of the campaign.  Basically everyone loses.

Odd bows out after a successful mini campaign!

Odd's Saga: The Steading Defense

 Furious at Odd's killing of his eldest son Rolf, and if several Kinsmen, old Ulf attacks Hrot's Stedding.  Hrot, Odd's father, has the mercenary Wolf as his guest and the pair gather a few men to withstand the attack.

Odd is off table racing to get to the battle but I'm rolling an Edna dice for his appearance at the table edge.

Hrot and the lads come out to meet the enemy

Ulfs forces are substantial 



Ulf commands three other bowmen and Wolf is injured.

Hrot charges his men to avoid the arrows.

And old Ulf finds himself in big trouble.

Wolk and Eric fight, but Hrots men are outnumbered.


Ulf falls to Hrot.

But the odds are still poor.

The death of Hrot.

As does Wolf.  Game over.  Odd will be furious.

After all of that the Edna dice reached 2.  Odd never did get into the table.

Hrot in the eyeball!

Thursday, 4 December 2025

Odd's Stand at Grimmsteade

 Odd's Stand near Grimmsteade

Game three

Odd has raided the farm of Grimm son of Groat, and is withdrawing back home with the loot.  Plokka, furious about that poem naming him a sheep sh*gger, has gathered his Kinsmen, Rolf and Eric and a half dozen big hefty lads.

Odd turns his carts into a defensive line and makes a stand.

Odd and the loot meet with the locals!

Plokka leads the attack 

Actual 15mm sheep models!

The defensive line at the carts.  Odd's bowman gets to work

Plokka charges and bounces back wounded.

It's a carve up.  Odd's Danish axe kills three in a row.  Plokka flees.  Rolf stands but is wounded and fails to escape.  Odd wins again.


Odd's Saga: the Ambush

Odd's Saga

 After a factious ball game Odd son of Hrut has drunkenly composed a poem which could be understood as mocking Plokka son of Ulf.  He called him "Pleasant Plokka the sheep sh*gger!"  A Skald passing through Ulfsteade repeated the rhyme.

The unanswered question of whether it was intentional hangs over the valley.  

The feud roll is a 4.  Odd has been challenged.

Odd draws a "fated dream" card.  He accepts the challenge and takes five men (2d6 = roll of five) with him as he heads to recruit the mercenary Wolf.  He is ambushed on his journey.

My Characters

Ulf, old Ulf, family head.  A lawyer and noted bowman.
Rolf. Ulf's eldest son.  A Viking hero
Plokka the sheep sh*gger Ulf's second son 
Ari Ulf's kinsman 

Wolf. An outlaw and mercenary

Hrot. Farmer of Hrotsteade.
Odd. Hrot's son
Arse, Hrot's kinsman
Grimm, a sheep herder and Hrot's old mate

Egil. A wise councillor with an unpleasant wife (Thora) and daughter (Hild)

Feud Levels:
0 – Neutral
1 – Insults
2 – Compensation demanded
3 – Raiding
4 -- The Challenge * (game one level)
5 – Blood Feud
6 – Kill-on-sight

Actions like killing, burning property, winning duels, or refusing compensation change this track by + or -1.

High feud levels give bonuses (vengeance) but also penalties (must attack).

B. Legal Phase

Between battles, players attend the Althing:
Pay compensation
Call witnesses
Attempt outlawry against rivals
Recruit new allies
Trigger plot events
Reduce (or escalate!) feud levels
A diplomacy / court phase makes narrative progression rich.

Fate / Prophecy Cards
A deck that represents omens, dreams, curses, and prophetic warnings.
“The Fated Dream” – see opponent’s deployment
“Bad Omen” – morale penalty
“the scorned woman” – vengeance bonus
These add the supernatural flavor without breaking historical realism.

The Scenarios
The High Pass Ambush
Odd's Stand at Grimmsteade
The Sheep Dispute
Duel at the Hrotfljót
Attack at Arsendi
Final Standoff – Odd's Last Stand

The High Pass Ambush

The High Pass ambush.  Ari and Grim hold the high ground.
I'm using Pillage for this game.  Lion Rampant didn't give the right feel.

Ari and Grimm sent by Plokka to kill Odd.  This way Plokka can deny involvement.

Odd and his kinsman Arsë

The ambushers begin a furious charge

Odd's only bowman kills one of Ari's spearman, a guy who clearly needs a repaint.

Odd wield's a Danish axe.  Devastating but slow.  Turns out Odd's miniature is an old Mike's Models guy from the 70s.

Arsë wounds Ari.  Time to dig out the micro dice!

I separate out the melees so it makes sense.  Odd is winning!

Odd does well and after another round of combat the enemy is going backwards

And this is a bloody game!

Grimm falls to odds axe.

Ari flees with only three men surviving.

Grimm and the other three are fallen.

Next game Odd's Stand at Grimmsteade.