Table of Contents
After three long years, Einarr was finally able to marry his beloved Runa. No sooner do the two return from their honeymoon, however, than they learn something terrible has happened in their absence: Jorir, Einarr’s best friend, First Mate, and sworn liegeman, has disappeared!
A search was organized, but they lost the trail in Mýrarhöfn, one of the roughest, most lawless ports in the cold seas. Now Einarr must set out once more with a small, elite band in search of the missing dwarf, all while evading the newly-formed League, the Order of the Valkyrie, and Einarr’s own penchant for finding himself in hot water.
- 12.1 – Disappearance
- 12.2 – The Wild Goose
- 12.3 – Mýrarhöfn
- 12.4 – Bar Hopping
- 12.5 – The Salty Grotto
- 12.6 – The Path Forward
- 12.7 – Kraken
- 12.8 – Landfall
- 12.9 – The Barren Isle
- 12.10 – Under Ice and Stone
- 12.11 – Door to Myrkheim
- 12.12 – The Vestibule
- 12.13 – Rune Wards
- 12.14 – Wheel Spokes
- 12.15 – Above and Below
- 12.16 – Next Level
- 12.17 – Small Sparks
- 12.18 – Tunnels of Fire and Blood
- 12.19 – Flood
- 12.20 – Freezing
- 12.21 – Interference
- 12.22 – Pursuit
- 12.23 – Deadfall
- 12.24 – Helping Hands
- 12.25 – Bestiary
- 12.26 – Disruption
- 12.27 – Resonance
- 12.28 – Beyond the Door
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