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==Overview==
==Overview==
An impressive fortress erected during the dark ages by the Hjalmarsson-Eklund families, who withdrew from the raider-infested lands of Stokke Hills and Watery Eyes around the year 2300 to form their own stronghold inside Ikaanos.
An impressive fortress erected during [[The Dark Age|the dark ages]] by the Hjalmarsson-Eklund families, who withdrew from the raider-infested lands of [[Locations (Ikaanos)#Stokke Hills|Stokke Hills]] and [[Locations (Ikaanos)#Watery Eyes|Watery Eyes]] around the year 2300 to form their own stronghold inside [[Ikaanos]].


Odensborg holds Midgard's Hall, the Scandinavian Armory, a vital trade asset that safeguards most of the Aesir community's wealth, constantly replenished by the nearby weapon and armorsmiths and The Allting, the local court where every matter of law and governance in Myrdalen is decided, as well as a number of other important buildings that solidify the power of The Embryl Crown of the Aesir, a powerful relic forged several centuries ago held by the current leader of the Ikaanian Aesir Tribe, within Myrdalen.
Odensborg holds Midgard's Hall, the Scandinavian Armory, a vital trade asset that safeguards most of the Aesir community's wealth, constantly replenished by the nearby weapon and armorsmiths and The Allting, the local court where every matter of law and governance in [[Myrdalen]] is decided, as well as a number of other important buildings that solidify the power of The [[Embryl]] Crown of the Aesir, a powerful relic forged several centuries ago held by the current leader of the Ikaanian Aesir tribe, within [[Locations (Ikaanos)#Myrdalen|Myrdalen]].


==Faction Overview==
==Faction Summary==
*Fighters: 288
*Fighters: 288
*Power Value: 745
*Power Value: 745
Line 15: Line 15:


==Quests==
==Quests==
The player can perform the following quest for the Aesir Tribe, should they follow the religion:
The MC can perform the following quests for the [[Factions#Existing Factions|Aesir faction]], regardless of whether he follows the [[Asatru]] religion or not:
*The Outpost
 
=== The Outpost ===
A couple of months ago the Aesir lost one of their hunting outposts in [[Kanji Gardens]], burned to ash. The jungles north of [[Hamah Bay]] are savage lands, thick with monstrous beasts and savage raiders. But hunts there bring honor to the ancestors. So they want to rebuild. They have a construction crew with sufficient timber ready, but the crew will need protection.
 
Once you think you are powerful enough to accept this mission, you are to travel to [[Hamah Bay]] to meet a crew of timberwrights. Then escort them with their timber north to [[Bela's Marsh]], where you will clear the ground, secure it, and protect the crew while they build.
 
Prerequisites: none.
 
Success will bring you '''+3 Standing''' with the Aesir, and will bring them '''+15 Power Value'''.
 
=== The Valkryia ===
Once you have established yourself as trustworthy, discreet, and capable at capturing bandits alive, the Aesir's army commander ("Hersir"), Lord Hakon Eklund, asks to use your manhunting prowess to solve a problem of his. His troublesome niece, "[[Valkyria|the Valkyria]]", who he adopted aged 15 after her parents were killed in a hunting expedition, ran off to become a bandit a few years ago. He had given up on her, but recently her band have started preying on other Scandis - she using her charm and good looks to lure travellers into honey-traps, where her small crew of elite warriors rob them. She's been recognised doing this, and it has become a growing scandal, which must be addressed. So the Hersir would like you to capture his niece and return her to Odensborg to face justice.
 
You can ask in taverns for leads. Her crew have been targeting travellers in the [[Marston Avenue]] and [[Stokke Hills]] area, so he suggests starting with [[Moe's Tavern]], as it is local.
 
Prerequisites: '''6+ Standing.'''
 
Success will bring you a '''$5,000''' cash reward and +'''3 Standing''' - or you can forfeit these and instead take "[[Valkyria|the Valkyria]]" as a '''slave''' to add to your household, saving her from a possible death sentence.
 
=== The Wolf Oath ===
This is a '''repeatable''' quest, where the MC can accept regular '''bounties''' to track and kill various of the fearsome Raanic creatures which threaten humans in and around Aesir settlements. 
 
You have enough trust and esteem with the Aesir now that they ask if you would be interested in swearing the Wolf Oath, to join the ranks of the '''Wolf Brothers''': "oath-bound wardens of the wild", who protect weaker folks from "unnatural beasts" (i.e. Raanic fauna). Bounties are regularly posted for brave individuals to track and kill dangerous creatures too powerful for common hunters to deal with. But there is no shame in saying no: it is dangerous work, with a high fatality rate. 
 
* '''Prerequisites:''' 10+ Standing.
* '''Locations:''' Each target will be in one of nine wild or semi-wild locations in Ikaanos: [[the central Wetlands]], [[Ishir Valley]], [[Imogen's Barrow]], [[Preacher's Pond]], [[Darkmere]], [[Blackfang Valley]], [[Bela's Marsh]], [[Silfren Woods]] or [[Sewo's Bend]]. The location has a relationship to the creature(s) who are subject of the bounty: the most fearsome beasts won't be found within Ikaanos' City walls.
* '''Information:''' Details of the currently activated beast hunt appear in your [[Journal]] under "The Wolf Oath".
* '''Time limit:''' Each quest has a time limit of 4–7 days within which it must be completed, else the beast(s) will vanish from that location and no longer be trackable - and the entry will vanish from your Journal.
* '''Objective:''' Each bounty is to kill a single group comprising one or more of one of the following types of creatures: wrool cats, baneclaws, chanoga wasps, dengi marauders, noxipedes, beryll apes, night stalkers, or charucks. Creatures of the same type can be of variable strengths, some much more dangerous than others. 
* '''Rewards:''' Success will earn: (1) a '''cash reward''' of from $1,500 to $16,500 depending on the strength of the foe and what atrocities they have committed; (2) +20 to +120 '''Wolf Oath''' '''Standing''' (see below), amount depending on toughness of the foe; (3) +1 Aesir standing if the foe was formidable enough to have been worth $12,000+ (alpha charucks; most night stalker groups); (4) [[Warfame|'''warfame''']], +0 –3 points depending on the toughness of the foe; (5) possible +1 Willpower (cap: 120), Dexterity (cap: 120, or 80 if [[Traits (MC)#Mountain Man|Mountain Man]] trait) and Ranged skill (cap: 100), from defeating the very toughest foes; (6) '''trophies''' from your defeated foes, e.g. [[beryll ape skulls]], [[wrool cat pelts]], [[charuck tail meat]], [[night stalker talons]], [[Dengi Marauders|dengi]] weapons.
* '''Instructions:''' Go to the map area described in your Journal entry, select "Investigate Area" then "Track Monster", and then you need a Survival check to find it; retries are possible. If you win the subsequent fight, return to Odensborg for the cash reward; you can keep any trophies.
* '''Frequency:''' After collecting the reward for one beast bounty, another will be available in '''two''' '''days''' time.
 
Wolf Oath Brotherhood '''Standing''' is for status and bragging rights: < 40 = Novice Hunter, 41–99 = Hunter, 100–199 = Seasoned Hunter, 200–299 = Veteran Hunter, 300–599 = Master Hunter, 600–899 = Beast Slayer, 900–1,299 = High Slayer of Odensborg, 1,300–1,999 = Warden of the Wilds, 2,000+ = Legendary Beastbane.


==Business Ventures==
==Business Ventures==
The player can participate in business ventures with the Aesir Tribe, should they follow the religion:
The MC can participate in business ventures with the [[Factions#Existing Factions|Aesir]], regardless of whether he follows the Asatru religion or not:
*The Slavemaster
 
*The Steelmaster
=== The Slavemaster ===
*The Boatmaster
Provide slaves to the Aesir, at your own discretion and pace. They may pay less than you might get from Crystal Market or Watery Eyes, particularly for female slaves, but in return you can gain Standing with the Aesir, and help build up their Power Value and Warrior count. Plus for fit and combat-trained men they may well pay more than you would get from auction, as slaves male sold at the markets are generally for pleasure use of hard labor, not fighting. And the Aesir are especially worth considering if you want to dispose of a captive quickly, as they do not deduct a penalty for slaves you have owned less than a week. 
*The Mercenary
*'''Women''' must be under 40 yrs old and have Beauty 40+ and Charisma 35+; '''men''' must have Strength 30+ and Stamina 35+.
*If the slave is acceptable, they will pay '''$500''', with bonuses for the following, which may bring the total up to $6,800 for men, or possibly as high as $15,000 for women:
**Women: +$15 per point of Beauty and Charisma; age <30 (+$500) or <20 (+$2,000); Stamina 80+ (+$500); Corruption 30+/60+/90+ (+$500/$2,000/$4,500); Melee 60+/90+ (+$200/$800); Ranged 60+/90+ (+$200/$800); Domestic 60+/90+ (+$800/$2,000); PLUS sometimes extra bonuses for Domestic 60+ (+$500), Dancing 60+ (+$800), Acrobatics 60+ (+$800) or Performer 60+ (+$2,000), IF the girl isn't a useful fighter (each day there is a 1 in 8 chance for that particular skill being in demand).
**Men: Melee 60+/90+/120+ (+$200/$800/$1,400); Ranged 60+/90+/120+ (+$200/$800/$1,400); Stamina 80+/100+/120+ (+$500/$1,000/$2,000); Strength 80+/100+/120+ (+$500/$1,000/$2,000).
*A slave for which the Aesir pay you '''$2,500''' or more will give you '''+1 Standing''' with them (cap: +10).
*If they have Melee 90+ AND Ranged 60+, the Aesir gain '''+1''' '''Warrior'''.
*The Aesir gain +2 '''Power Value''' if the slave has 90+ Ranged, or +4 if 120+, and the same for 90+ and 120+ Melee, for a total '''+0 to +8''' PV.
 
=== The Steelmaster ===
Myrdalen's '''blacksmiths''' need constant iron to work, to produce arms for their hird, and to trade in Prometheus. But the Aesir's iron mine is exhausted, and steel bought on the open market is too expensive to yield a profit. If you can provide them with large quantities of cheap steel, you will be rewarded in other ways. 
 
'''Required:''' 10,000 units of [[Steel]], deliverable in batches of 500. Each 500 Steel pays you '''+$500''', and gives the Aesir '''+5 PV'''.
 
'''Completion:''' will gain you '''+4 Standing''' with the Aesir, and will have raised their '''Power Value''' by '''+100'''.
 
=== The Boatmaster ===
In the past six months the Aesir have lost two of their merchant ships to pirates, likely hired by the muslims with whom they are in a trade war. They have craftsmen capable of building replacement craft, but their timber reserves ran dry some years ago. They would like to build an '''armored carrack''' and fit it out with heavy machine guns, to protect their fleet and get trade moving again. If you can provide them with sufficient cheap timber to build this, they will give you the honor of naming the ship.
 
'''Required:''' 10,000 units of [[Steel|Wood]], deliverable in batches of 500. Each 500 Wood pays you '''+$25'''. 
 
'''Completion:''' will gain you '''+3 Standing''' with the Aesir, will bring them '''+70 Power Value''', and you will be asked to name the ship.
 
=== The Mercenary ===
The Aesir are in the process of establishing a new mercenary outfit, based in [[Watery Eyes]]: "'''Valgard Operations'''", to be led by Gunnar Hassel and Tomas Fremlund, two famous warriors of the Vetlanda tribe. You are invited to contribute towards their $500,000 start-up capital: one contract of either either '''$80,000''' or '''$150,000''' (not both).
 
'''Yield:''' $80,000 will return '''$120/day'''; $150,000 will return '''$144/day'''. However income may vary according to City [[Control]] and the Power Value of the Aesir.
 
'''Risk:''' here is also a 0.1% daily chance of the operation being taken out any day that the Aesir's Power Value is below 1,500.
 
=== The Armory ===
The Aesir wish to  modernise their elite forces, but their weaponsmiths are traditionalists, and lack the equipment to produce high-tech weaponry. So they wonder whether you might be able to discreetly provide them with what they need - again cheaply, in return for the honor of strengthening their tribe.
 
'''Required:''' 50 Coilguns, 500 MAG ammo, 10 Plasma Rifles, and 100 Energy Cells.
 
'''Completion:''' will gain you '''$200,000''' and '''+6 Standing''' with the Aesir, and will bring them '''+350 Power Value'''.
 
== Notes ==
'''Variables:'''
 
'''Links''': [[Locations (Ikaanos)#Myrdalen|Myrdalen]], [[Asatru]] religion, [[Factions#Existing Factions|Aesir faciton]], [[Valkyria|the Valkyria]]
 
'''Source''': Updated for MoR version 0.8.5.1

Latest revision as of 22:31, 29 July 2026

Overview

An impressive fortress erected during the dark ages by the Hjalmarsson-Eklund families, who withdrew from the raider-infested lands of Stokke Hills and Watery Eyes around the year 2300 to form their own stronghold inside Ikaanos.

Odensborg holds Midgard's Hall, the Scandinavian Armory, a vital trade asset that safeguards most of the Aesir community's wealth, constantly replenished by the nearby weapon and armorsmiths and The Allting, the local court where every matter of law and governance in Myrdalen is decided, as well as a number of other important buildings that solidify the power of The Embryl Crown of the Aesir, a powerful relic forged several centuries ago held by the current leader of the Ikaanian Aesir tribe, within Myrdalen.

Faction Summary

  • Fighters: 288
  • Power Value: 745
  • Treasury: $965,001
  • Focus: Mercenary
  • Leader: Jarl Hjalmarsson
  • Huscarls: 15

Quests

The MC can perform the following quests for the Aesir faction, regardless of whether he follows the Asatru religion or not:

The Outpost

A couple of months ago the Aesir lost one of their hunting outposts in Kanji Gardens, burned to ash. The jungles north of Hamah Bay are savage lands, thick with monstrous beasts and savage raiders. But hunts there bring honor to the ancestors. So they want to rebuild. They have a construction crew with sufficient timber ready, but the crew will need protection.

Once you think you are powerful enough to accept this mission, you are to travel to Hamah Bay to meet a crew of timberwrights. Then escort them with their timber north to Bela's Marsh, where you will clear the ground, secure it, and protect the crew while they build.

Prerequisites: none.

Success will bring you +3 Standing with the Aesir, and will bring them +15 Power Value.

The Valkryia

Once you have established yourself as trustworthy, discreet, and capable at capturing bandits alive, the Aesir's army commander ("Hersir"), Lord Hakon Eklund, asks to use your manhunting prowess to solve a problem of his. His troublesome niece, "the Valkyria", who he adopted aged 15 after her parents were killed in a hunting expedition, ran off to become a bandit a few years ago. He had given up on her, but recently her band have started preying on other Scandis - she using her charm and good looks to lure travellers into honey-traps, where her small crew of elite warriors rob them. She's been recognised doing this, and it has become a growing scandal, which must be addressed. So the Hersir would like you to capture his niece and return her to Odensborg to face justice.

You can ask in taverns for leads. Her crew have been targeting travellers in the Marston Avenue and Stokke Hills area, so he suggests starting with Moe's Tavern, as it is local.

Prerequisites: 6+ Standing.

Success will bring you a $5,000 cash reward and +3 Standing - or you can forfeit these and instead take "the Valkyria" as a slave to add to your household, saving her from a possible death sentence.

The Wolf Oath

This is a repeatable quest, where the MC can accept regular bounties to track and kill various of the fearsome Raanic creatures which threaten humans in and around Aesir settlements.

You have enough trust and esteem with the Aesir now that they ask if you would be interested in swearing the Wolf Oath, to join the ranks of the Wolf Brothers: "oath-bound wardens of the wild", who protect weaker folks from "unnatural beasts" (i.e. Raanic fauna). Bounties are regularly posted for brave individuals to track and kill dangerous creatures too powerful for common hunters to deal with. But there is no shame in saying no: it is dangerous work, with a high fatality rate.

  • Prerequisites: 10+ Standing.
  • Locations: Each target will be in one of nine wild or semi-wild locations in Ikaanos: the central Wetlands, Ishir Valley, Imogen's Barrow, Preacher's Pond, Darkmere, Blackfang Valley, Bela's Marsh, Silfren Woods or Sewo's Bend. The location has a relationship to the creature(s) who are subject of the bounty: the most fearsome beasts won't be found within Ikaanos' City walls.
  • Information: Details of the currently activated beast hunt appear in your Journal under "The Wolf Oath".
  • Time limit: Each quest has a time limit of 4–7 days within which it must be completed, else the beast(s) will vanish from that location and no longer be trackable - and the entry will vanish from your Journal.
  • Objective: Each bounty is to kill a single group comprising one or more of one of the following types of creatures: wrool cats, baneclaws, chanoga wasps, dengi marauders, noxipedes, beryll apes, night stalkers, or charucks. Creatures of the same type can be of variable strengths, some much more dangerous than others.
  • Rewards: Success will earn: (1) a cash reward of from $1,500 to $16,500 depending on the strength of the foe and what atrocities they have committed; (2) +20 to +120 Wolf Oath Standing (see below), amount depending on toughness of the foe; (3) +1 Aesir standing if the foe was formidable enough to have been worth $12,000+ (alpha charucks; most night stalker groups); (4) warfame, +0 –3 points depending on the toughness of the foe; (5) possible +1 Willpower (cap: 120), Dexterity (cap: 120, or 80 if Mountain Man trait) and Ranged skill (cap: 100), from defeating the very toughest foes; (6) trophies from your defeated foes, e.g. beryll ape skulls, wrool cat pelts, charuck tail meat, night stalker talons, dengi weapons.
  • Instructions: Go to the map area described in your Journal entry, select "Investigate Area" then "Track Monster", and then you need a Survival check to find it; retries are possible. If you win the subsequent fight, return to Odensborg for the cash reward; you can keep any trophies.
  • Frequency: After collecting the reward for one beast bounty, another will be available in two days time.

Wolf Oath Brotherhood Standing is for status and bragging rights: < 40 = Novice Hunter, 41–99 = Hunter, 100–199 = Seasoned Hunter, 200–299 = Veteran Hunter, 300–599 = Master Hunter, 600–899 = Beast Slayer, 900–1,299 = High Slayer of Odensborg, 1,300–1,999 = Warden of the Wilds, 2,000+ = Legendary Beastbane.

Business Ventures

The MC can participate in business ventures with the Aesir, regardless of whether he follows the Asatru religion or not:

The Slavemaster

Provide slaves to the Aesir, at your own discretion and pace. They may pay less than you might get from Crystal Market or Watery Eyes, particularly for female slaves, but in return you can gain Standing with the Aesir, and help build up their Power Value and Warrior count. Plus for fit and combat-trained men they may well pay more than you would get from auction, as slaves male sold at the markets are generally for pleasure use of hard labor, not fighting. And the Aesir are especially worth considering if you want to dispose of a captive quickly, as they do not deduct a penalty for slaves you have owned less than a week.

  • Women must be under 40 yrs old and have Beauty 40+ and Charisma 35+; men must have Strength 30+ and Stamina 35+.
  • If the slave is acceptable, they will pay $500, with bonuses for the following, which may bring the total up to $6,800 for men, or possibly as high as $15,000 for women:
    • Women: +$15 per point of Beauty and Charisma; age <30 (+$500) or <20 (+$2,000); Stamina 80+ (+$500); Corruption 30+/60+/90+ (+$500/$2,000/$4,500); Melee 60+/90+ (+$200/$800); Ranged 60+/90+ (+$200/$800); Domestic 60+/90+ (+$800/$2,000); PLUS sometimes extra bonuses for Domestic 60+ (+$500), Dancing 60+ (+$800), Acrobatics 60+ (+$800) or Performer 60+ (+$2,000), IF the girl isn't a useful fighter (each day there is a 1 in 8 chance for that particular skill being in demand).
    • Men: Melee 60+/90+/120+ (+$200/$800/$1,400); Ranged 60+/90+/120+ (+$200/$800/$1,400); Stamina 80+/100+/120+ (+$500/$1,000/$2,000); Strength 80+/100+/120+ (+$500/$1,000/$2,000).
  • A slave for which the Aesir pay you $2,500 or more will give you +1 Standing with them (cap: +10).
  • If they have Melee 90+ AND Ranged 60+, the Aesir gain +1 Warrior.
  • The Aesir gain +2 Power Value if the slave has 90+ Ranged, or +4 if 120+, and the same for 90+ and 120+ Melee, for a total +0 to +8 PV.

The Steelmaster

Myrdalen's blacksmiths need constant iron to work, to produce arms for their hird, and to trade in Prometheus. But the Aesir's iron mine is exhausted, and steel bought on the open market is too expensive to yield a profit. If you can provide them with large quantities of cheap steel, you will be rewarded in other ways.

Required: 10,000 units of Steel, deliverable in batches of 500. Each 500 Steel pays you +$500, and gives the Aesir +5 PV.

Completion: will gain you +4 Standing with the Aesir, and will have raised their Power Value by +100.

The Boatmaster

In the past six months the Aesir have lost two of their merchant ships to pirates, likely hired by the muslims with whom they are in a trade war. They have craftsmen capable of building replacement craft, but their timber reserves ran dry some years ago. They would like to build an armored carrack and fit it out with heavy machine guns, to protect their fleet and get trade moving again. If you can provide them with sufficient cheap timber to build this, they will give you the honor of naming the ship.

Required: 10,000 units of Wood, deliverable in batches of 500. Each 500 Wood pays you +$25.

Completion: will gain you +3 Standing with the Aesir, will bring them +70 Power Value, and you will be asked to name the ship.

The Mercenary

The Aesir are in the process of establishing a new mercenary outfit, based in Watery Eyes: "Valgard Operations", to be led by Gunnar Hassel and Tomas Fremlund, two famous warriors of the Vetlanda tribe. You are invited to contribute towards their $500,000 start-up capital: one contract of either either $80,000 or $150,000 (not both).

Yield: $80,000 will return $120/day; $150,000 will return $144/day. However income may vary according to City Control and the Power Value of the Aesir.

Risk: here is also a 0.1% daily chance of the operation being taken out any day that the Aesir's Power Value is below 1,500.

The Armory

The Aesir wish to modernise their elite forces, but their weaponsmiths are traditionalists, and lack the equipment to produce high-tech weaponry. So they wonder whether you might be able to discreetly provide them with what they need - again cheaply, in return for the honor of strengthening their tribe.

Required: 50 Coilguns, 500 MAG ammo, 10 Plasma Rifles, and 100 Energy Cells.

Completion: will gain you $200,000 and +6 Standing with the Aesir, and will bring them +350 Power Value.

Notes

Variables:

Links: Myrdalen, Asatru religion, Aesir faciton, the Valkyria

Source: Updated for MoR version 0.8.5.1