Valdemar the sea jarl is an ambitious noble who seeks to extend his domain of influence. He is tall, has long blond hair and brown eyes. He is quite agile and has a keen eye for new opportunities.
His family consists of his wife Lorraine and four children, two girls aged 15 and 12, and two boys aged 13 and 17. All family members live in the great hall which is extended with additional buildings. The hall is lavishly decorated and is guarded by his best huskarls. He also keeps a significant number of horses in the stables for travel and trade.
Valdemar grew up in the town he now rules. His father, the previous jarl, was a calm man. He focussed on building a network of trails, roads and cairns keeping them in good condition. The town harbor was also an important project for him. He expanded the docks from time to time and increased security in the surrounding area. Valdemar's father died at the old age of 60 and was given an elaborate viking funeral. His son took over the domain and kept the achievements of his father alive.
The king, to which Valdemar owed his allegiance to, kept increasing the taxes for his domain every year. At some point Valdemar got very angry and frustrated with this policy and demanded that the tax raise was going to be reversed. The king did not respond to his demands but continued his yearly raise and so Valdemar took the law into his own hands. He set up a small raiding party and kidnapped two daughters and the son and heir of the king. He then wrote a message to the king saying that the daughters and his heir would be killed if taxes were raised or his lands were invaded. Valdemar effectively created a stalemate which has been active ever since.
Every year the kings's taxes are collected under the supervision of Valdemar's troops, they watch the whole thing closely and make sure that not a single coin will be paid more. Ever since the feud for taxes started there is a lot of tension between the people of Valdemar and the king. Valdemar has also secretly set up pirate activities in distant seas to disrupt the king's trade. He has send informants to the king's domain to subtract information on his trade routes. All actions are aimed to spite the king's doings and policies.
Valdemar is a shrewd and somewhat greedy jarl with his own agenda. His aim is to extend his influence over the surrounding isles and sea routes. His primary skills are trade and ship maneuvering, his secondary skills are maneuvers, search, weather forecasting and establishing new routes.
Valdemar rules one town and two villages (pick a random town card with port and 2 random village cards). He further controls 15 huskarl warriors, 35 karl warriors (pick 3 warband cards of 5 or 10 huskarls, pick 5 warband,cards of 5 or 10 karls) and a small contingent of 10 mounted huskarls which is lead by a champion. He also has three snekkja ships, one skeid ship and two karve ships. Volunteers and common people are used to man the ships when there are shortages in crew. He owns 40 silver and has an income of 300 silver a year. He has established 3 trade routes to different destinations and therefore has to pick 3 trade cards. These destinations are unknown but can be revealed by the villain player when there is a match available from newly discovered locations. The produced and traded resources have to match together with the amount of trade points available at the location.
|+2||new trade routes|
|Weapons & Items|
+1 per player
+0.5 per player
Henchmen and Informants
The jarl controls only 5 henchmen, 4 of them are captain of a drakkar and the sixth leads the guards of the great hall. These henchmen are well trained huskarls and each has a special maneuver. The players need to be wary when trying to take out the henchmen for they are very strong opponents. Informants are special characters in control of the villain to destroy the tracks of the villain or delay the discovery of assets and lands. A number of informants (1 informant character card) are used by the jarl to slow down the progress of the players in finding his domain. Exploration can be delayed and tracks can be covered up, making it harder to get clues by the players. The informants can also spread misinformation to give the players the wrong information for their next destination (bad clues, dead end trails).
Strategy & Tactics
When the direct waters surrounding the main island are entered by the players they will be attacked by a small drakkar immediately. If the players attempt to land on the island they will be attacked from sea and land. Patrols are heavy around the island and the chance that the players encounter a fleet are substantial (50% chance).
Scenarios & quests
Valdemar the sea jarl is a big scenario with sea combat and invasions on land. To deal with his forces taking down one ship at the time is probably a good idea. Finding the location, and territory will be a big task for scouts and explorers alike, patrols will often disrupt their activities. In a cooperative game players could attack en masse by sea or / and specialize in different ship tactics. For a solo player it will hard to make it to the great hall. Early disruptions and delays can take their toll in the eventual score. The total number of patrols and henchmen depend on the number of players. A starting area for players is most likely Norway, Denmark or England. The size of the map can be made smaller to shorten the duration of play. Probable starting areas for Valdemar are the isle of Skye, Orkney islands, Faroe islands, Shetland islands, isle of Mull, isle of Islay, isle of Jura, Isle of Arran or the isle of Man. Iceland or Greenland are a possibility too although this will lengthen the campaign. Additional villains can be combined with the jarl, also informants can be added to keep the heroes and heroines at bay.
|Scenario-Quest||Valdemar the sea jarl|
|Type||track and capture|
|Area||Isles / Greenland / Iceland|
|Patrols||+0.5 per player|
|Henchmen||+1 per player|
|Informants||+0.5 per player|