June 10th, 215
The next morning dawns relatively warm, but with hint of rain in the air, as Dagna Styrsdottir (Joanne) confirms to the others when they meet bright and early. Sigrun Evardsdottir (Angela) continues to sulk about the enforced trade mission to Havnor, but she cheers up when Ingrid Horoldsdottir (Kathy) comes over to talk to her. Meanwhile, Jordis Hodersdottir (Ellie) is somewhat excited about the trip, but Dagna cautions her that it may not be as simple as the apprentice volva thinks.
Over the next little while, the rest of the player characters - Ogir Haralfsson (Nick), Vigfur Egilsson (Tom), and Amund Torkelsson (David) - arrive on the scene. The thulr and the scout are pleased at the prospect of the trip, as both prefer the wilderness environs to the confines of Grontvand, but Sigrun continues to sulk despite the best efforts of Amund and Ingrid to turn her thoughts away from matters at hand. Finally, Sigrun says that perhaps it would be best if they depart. She confirms that she has the trinkets and a few trade goods that they will use in Havnor, and the group head for the gates of Grontvand.
Emerging out of the gates of Grontvand, Vigfur leads the party around the western edge of Lake Morke So, and the characters discuss how they should proceed. Since they must travel through Herm Pass, which lies to the north and west of Grontvand, Ogir and Vigfur are agreed that they should head directly for the pass. The other see no fault with that, and so the group sets off.
The first day's travel is relatively uneventful, the party of characters socialising, though it becomes evident that Ingrid and Vigfur are sweet on each other, much to the amusement of all but Sigrun. When asked, Amund tells the other characters what he knows about Havnor. Havnor is a community of carpenters and lumbermen on the edge of the Manen Trae near the Slange Flod, which is the source of their timber trade. The town is home to a community of 190 people, with a stout wall of wood and strong wooden gates protecting the place. The group will certainly get their exercise during this trip.
After an uneventful first night in the wilderness, the characters wake the next morning and continue their travels. Approaching a small copse of woods, the player characters are beset upon by a pack of ravenous wolves. Sigrun's focus is brought back during the attack, as she and Ingrid fight back to back, and though Vigfur is slightly wounded (much to Ingrid's alarm) the player characters kill three of the wolf pack, driving the rest off. The characters decide that they cannot have him slow them down, and despite Ogir's offer to treat his wounds, it is Dagna who heals his injuries through her (Seidr) magics. Continuing their travels, Vigfur takes the lead, while Dagna and Ogir teach young Jordis about some of the plants they are encountering, and a bit about travel and things to watch out for. The characters spend the night near a small copse of woods and a small stream, after making sure there are no nasty surprises present. Jordis comments that the Sneklaedte Mountains seem much closer. Vigfur sleepily says that they will reach the mountains in a couple of days.
Morning dawns relatively warm, but raining, a fact that irritates Jordis no end, but Dagna tells her it is the cycle of all things. Sigrun has finally overcome her sulk, and is in a good humour, much to the pleasure of the rest of the group, particularly Amund. The skald lightens the mood with some playful, merry tunes on his lyre. The group's mood is turned dour as they come across a broken down wooden wagon, with the skeletal remains of two people (Ogir thinks they were a man and woman, but can't be sure). While Dagna considers using magic to find out what happened to them, the group is alerted to the presence of a couple of ravens resting on the burn remains of the wagon. Frowning, Sigrun comments that perhaps this is an ill omen, but Dagna and Amund are having none of it. The characters are forced to camp for the night, still in the drizzle of rain, and it makes for an unhappy group of characters. Only Ingrid and Vigfur seem content, the others finding their "physicality" somewhat unnerving.
The next morning dawns dry and clear, and the characters make good time on their travels, Vigfur commenting that they might make the mountains, which now loom significantly, by nightfall. They decide not to attempt the mountain pass this day, if they are successful. While the characters travel, Ogir and Vigfur go hunting, taking young Jordis with them. (The thulr tells the volva that her apprentice needs to learn something about nature and its balance.) They return with deer meat, much to the rest of the group's pleasure, but Dagna sees that Jordis is disturbed. She talks with her apprentice, who is disgusted by the brutality of the hunt; Dagna tells her they are Northmen, and they do what they must to survive. The group spends the night camped in the hills near the mountain pass, small copses of woods and shrubs in the area. Vigfur tells the others, notably Ingrid, that they must be alert. He has found footprints in the area, and Sigrun says that these may well be brigands and the like. As dawn arrives, Sigrun (who is taking the watch) comments to Dagna as she lays out the morning gruel that she has a feeling of trepidation about this day...
And there you have Friday night's game session of Yggdrasill. I don't really have a lot to add to what I said about the game session in the blog entry earlier this morning, other than the fact that I'm really enjoying the relationships established between the various player characters. The players are enjoying playing their characters, and the interaction with each other, but they keep affirming the notion that they really like the game mechanics and the simplicity of the system itself.
Really looking forward to next week's game session. :)