Mjölnir is a devious king of a petty kingdom. He is a tall and strong man, has brown hair, green eyes and a scar across his face. He controls his territory with an iron fist. He uses slaves for his mines and has set up a large slave market in his capital. He attracts and employs criminals and bandits to attack and disrupt his neighbouring lands to retrieve slaves needed to run his kingdom.
The small family of Mjölnir consists of his second wife and two sons. They all live at his powerful mountain fort. His parents and former family all died a long time ago in a poisoning attempt. He was targeted as well but was lucky as by chance his plate had been switched with unaffected food. Seeing his family members die that night has made him vengeful and very suspicious.
Mjölnir grew up in a small village in the mountains. His father was a hunter and woodcutter and his mother ran a small shop. They lived at the edge of the village close to the forest. He often went with his father into the woods to help out. When he became 17 years of age, a viking noble arrived at their house. He spoke to his parents and thanked them very generously with all kinds of gifts. Not knowing what was happening Mjölnir asked why that man was here to thank his parents. The noble explained that he was the son and heir of a small kingdom far away. His father, the king, had died in a recent battle and therefore he came here to take him back to his new kingdom. His parents turned out to be his foster parents and had been given the king's son to raise in a safe environment.
Mjölnir was brought back to the kingdom and had been crowned king. The first months were difficult but he adapted slowly to the new land and customs. He asked his foster parents to live with him again and they accepted. Soon after the parents arrived he married a noble woman called Frøygunnr. After a year twin daughters were born and everything was going well for him and his kingdom. But then tragedy struck and the royal family was poisoned. His cousin who was second in line to the throne had hired a intrigant. He tried to poison the whole family so he would become the next king. Mjölnir survived the attempt and got into a terrible rage. His cousin was hunted down and died after a long period of torture. All other royal family members were taken prisoner and one by one they died in the dungeons.
In the following years the mountain fort was extended and new mines were opened and populated with slaves and prisoners. More and more slave traders came to the kingdom to sell their wares to the king. The population became more fearful of the king and his doings and alienated, many migrated to neighboring lands.
Mjölnir is a bitter king who has turned to evil ways. He is fortifying himself in his lands and raids the surrounding lands to lessen the threat of his neighbors. His primary skills are maneuvering and accuracy, his secondary skills are trading, tracking and lumber.
Mjölnir rules 1 town and 3 villages (pick random cards for these, one town has to have a port). He has also constructed a large fort. He has a vast number of troops, 10 royal huskarls, 20 huskarls, 45 karls and 25 thralls (pick any combination of warband cards to get these numbers). He also has a small fleet of 3 snekkja and 2 karve ships. Next to this he operates 2 mines (pick random mine cards) and 1 quarry. He gets 50 silver every turn and has a treasury of 120 silver. He also uses a number of informants to tell him about the situation outside his lands (pick 2 informants).
|Weapons & Items|
+1 per player
+0.5 per player
Henchmen and Informants
The king controls 5 henchmen, most of them serve as captains of a ship or leaders of a large contingent of warriors. These henchmen are extremely tough and resilient warriors and are part of an elite group of experienced and heroic fighters. Most of these warriors can kill a dozens or so before taken down themselves. All henchmen have at least 2 maneuvers in their collection when in combat. One of the toughest difficulty results in tough opposition and players need to be aware of the task at hand. The king also employs informants which are special characters who are hired to cover up tracks or delay discoveries. Two informants (2 informant character cards) are used to block or delay players in finding valuable clues. The informants can also set up false clues (bad clues) to further delay and discourage the players.
Scenarios & quests
Mjölnir the devious king is a large scenario with more land then sea combat. The fort and settlements are well protected and need an organized group of warriors to dislodge. Seeking allies or other help is advisable to deal with forces of this size. Discovering the lands will be a task for scouts and explorers alike, as informants and patrols will often disrupt their activities. In a cooperative game players would do well to organize the attacks to decrease the number of forces of the king. A solo player will have a hard time to gather up enough troops to defeat him, prepare for a long campaign. The number of patrols and henchmen depend on the number of players. A starting area for players is most likely Norway, Denmark or Sweden and the size of the map can be made smaller to shorten the duration of the game. Probable starting areas for Mjölnir are Ireland, Scotland, Iceland or perhaps island groups. Greenland or Svalbard are a possibility too but will make the campaign more difficult.
|Scenario-Quest||Mjölnir the devious king|
|Type||discover and destroy|
|Area||Ireland / Scotland / Iceland|
|Patrols||+0.5 per player|
|Henchmen||+1 per player|
|Informants||+0.5 per player|