The Isle of Scagnar
and arsenal of Scagnar Harbor look inviting considering your voyage to get
here. Long ships, called Serpents or Dragons, are moored here. Some are
being repaired, some outfitted for trade or raiding. Some are being loaded
with cargo. If your Serpent ship, round ship or tarn ship makes a safe
landing, do not drop your guard. Wary eyes of many dock workers, warriors
and free men watch you as you walk from your ship and across the docks.
Perhaps you are followed, perhaps not, but you are certainly noticed and
At the port
of call, you are met by a warrior of Torvaldsland, fair haired, tall and
brawny. He blocks your path, two other warriors stand behind him, all are
armed with heavy two handed war axes. The guard demands to know your
business. Think carefully before answering him, for your life could hinge
on your reply.
You are escorted by the armed guards through the port
of call and trading village of Scagnar. The guards watch your every
movement. Many lodges, cabins and buildings can be seen in the port of
call. You can smell the wood burning and the molten metal of the metal
smith and iron works shops. The Great Hall of Scagnar, which once belonged
to Thorgard, sits in the center of the village.
Hall is a building with one long hall and rooms, offices, chambers and
quarters off both sides of the hall. Inside, a massive table runs almost a
third of the length down the center of the Hall. Cooking fires are
constantly burning. A great carved circle is visible in the stone floor of
the hall, the circle of the bond maids and thralls. Anyone entering the
circle, according to Torvaldslander law, becomes a bond maid or thrall.
You are escorted to the Jarl of the Isles and the Captains of Scagnar.
Their eyes seem to look into the depths of your soul. It would be
difficult to deceive these men. Behind them beautiful bond maids and
strong thralls await, ready too serve at just a word.
The Jarl speaks
"What brings you to the Isles, stranger?"