Chapter 8 The Old Temple Still in the village of Isuer, the warband decided to spend the morning examining the old ruins near town. Unfortunately, none of them were experts on the old Romans, so upon their arrival they decided to search the area for signs of the previous adventurers passage.
As the group left the city of Jorvik and headed north with Andhere and his men in tow for extra support. This made their numbers 9, hopefully enough to help this village to the north with some sort of ghost. It was not long before they saw smoke in the distant off of the old Roman road. They quickly identified that buildings were on fire nearby and that it likely meant trouble so they decided to investigate. When they arrived, they found a small group of homesteads that were under attack by raiders bearing the shields of Ivar Ivarsson, a clear disrespect to King Gurthred and the men that they were hoping to gain information. However, they were lead by a young man with a sword and the accouterments of a noble and they numbered 8 warriors. Aesc could tell they had served in a shield wall and were no simple farmers bearing weapons. The group decided on an ambush, leading several of the men into a trap where they could be overwhelmed while the others caught up to their companions. The fight was fierce, with this child in command proving to be a battle hardened warrior and his men Axe Danes. In the end, the 8 lay dead save for their leader who they captured and the warband was heavily injured and Andhere's men were cut down to a man. Even Felberta was minorly injured, as she charged in to save one of her companions and fought with the strength of god, no longer a simple nun but a warrior of God. The Warband interrogated the man and found that he was in fact a noble, he was Ivar's own son and heir, Ketil. They discovered that Ivar had come to Jorvik to raid and to see the advise of a seer known as the Witch of the Wall who made her camp near the old Roman wall to the north, sacrificing his own wife (and Ketil's mother) for the knowledge the seer possessed. The warband decided to leave Ketil with Andhere and continue to help the village with a ghost before they made arrangements to trade their hostage with Ivar for the sword they seek.
The Group were invited to meet King Guthred in his court, only to find that he was a most unusual King who followed none of the customs associated with the role. He came to sit at their table and immediately offered them to join his personal guard. He talked about his changes to economic policy to fix the issue with coins by issuing more coins with less precious metals in them, which immediately drew concern. Despite his clearly optimism, he was very charismatic and the war-band started to like his less than Kingly nature but polity refused any oath that would force him into his service. The King's Councillors seemed better suited to their positions and quickly guided the group to assist them with a few issues around Jorvik that could use their help with in exchange for some well earned coin (and not the devaluation kind). They also discovered their quarry Ivar Ivarsson was to the north in an encampment and that the Councillors too wished to understand his intentions. Felberta's identity was discovered by the local Bishop, leading the group to worry how safe she was here. Huw discovered a long lost enemy was in town searching for him, drawn by the words of one of his companions spoken in the wrong company so the group decided they should take the missions outside of the city to escape town for a few days.
The Warband heads north in search of the sword of Beric and information about Ivarsson's plans. Absconding with Felberta, they dressed her as a man that they referred to as Pip to hide her identity. They headed first to Derby the find a ship. The town was the old home of Aesc whose family owned land before the Danes seized it. He found the land much changed by the industry of the Danes and was disappointed to see old comrades serving their new lords, but at least happy to find them alive. There was an attempt on Felberta's life by a man with a knife and they found that news of her escape had reached Derby before them. They decided to further hide her identity and continue north. Before they could leave town, they discovered a dead man torn apart by an animal in his own home and the locals claimed that there was a wolfwere stalking the land. The Jarl Halfhand dismissed these claims as superstition and the old enemy of Aesc didn't even recognize the warrior upon first glance rousing Aesc's anger. To avoid a fight, the group booked passage on a ship headed to Jorvik and left quickly. The trip was uneventful and they arrived safely in the largest town any of them had ever seen. Within moments of arrival they accidentally helped the King of Jorvik Guthred from an attacker and were invited to take dinner with the King.
The warband was invited to a local Symbel to honor the Ealdorman who was visiting to collect the food rent from his Thegns. During the Symbel, the warband had intended to make several boasts to try and gain favor but things quickly became complicated. Huw the Scop was cornered by the wife of Ealdorman, Osma, who blackmailed him into going after a relic called the sword of Beric. Aesc heard more of the plight of Sister Felberta and agreed to rescue her from the minster once the warband left town. While this was happening, Ketillogh found out that a Thegn named Andhere was seeking the sword of Beric as well to win the hand of the Reeve's daughter Egefride. A series of unfortunate events later, the party had agreed to work with Andhere to retrieve the sword and boasted that they would find it or die trying. Andhere revealed that he believed that the blade was in the possession of a Dane named Ivar Ivarsson who was assembling a force of raiders in Jorvik.
The Party received a second mission from the local Thegn Reeve to track down some cattle thieves. Originally thought to be Danes, it turned out to be several Saxons thralls who had rebelled against their master and were looking for quick silver to escape to the Daneland. A battle ensued and the warband was able to overcome the superior numbers of untrained thralls. A few surrendered and the Warband decided to let them live and run off to live in the Daneland.
The Warband begins as many adventures do, in a tavern in the small town of Ispam. In quick order they retrieved a mission from the local Minster to locate a missing Nun named Felberta who had run off. The Warband quickly discovered she had been kidnapped by Danes and tracked down her captors, rescuing her. In doing so they learned a terrible secret, that Felberta was actually the bastard daughter of the King of Merica, imprisoned in the Minster because of a prophetic dream that her father would die. She is concerned for her life, but the party chose to return her to the Minster for now.