A grounded Norse survival RPG about the long distance between being born into a household and becoming the person others follow onto the sea.
01The household
Family standing, foster ties, work, scarcity and childhood histories decide who knows you before reputation does.
02The first place aboard
Earn passage through seamanship, craft, courage, kinship or debt. A place on the rowing bench is an opportunity and an obligation.
03The wider world
Trade, exploration, settlement, mercenary service and raiding lead to different lives. “Viking” is something one does, not a permanent character class.
04What survives
Oaths, wounds, companions, feuds and the household change over years. Battle is brief, dangerous and never a source of superhuman power.