Jarl Olaf died in the forty-eighth year of his life. He fell in one of his campaigns. He named no successor, and so the lands went to the eldest of his sons. When Ogmund began to rule, he stopped going on campaigns and demanded that his brothers give him a portion of their plunder, or else he would take away their fiefs granted by Olaf. They agreed, because the warband obeyed Ogmund and might was on his side. But Asmund did not wish to lose his property and did not wish to indulge Ogmund, and so he plotted to become jarl himself. He told Sigurd and some huscarls to help him, and they agreed, because he promised them gold and lands. By night, Asmund's men slew Ogmund's guard and cut down the jarl himself. When Asmund became jarl, he granted lands to Sigurd, who became as good as a free man. Guting, upon learning of Ogmund's death, condemned his brothers and left Halla. Asmund and Sigurd continued to go on campaigns together and lived richly.
Asmund was in his twenty-eighth year when he rode to the Thing, where they were deciding how to deal with the threat from the North. At the Thing, Asmund argued that they should turn their gaze southward and seize new lands from the southerners, for even if the Hallians defeated the bloodsuckers, the weakened country would immediately be crushed by its neighbors. Jarl Snorri, whose lands were neighboring, argued fiercely with him. When the latter accused Asmund and his men of cowardice, Sigurd drew his axe and cut off Snorri's head for such an insult. It was decided to end the Thing before great bloodshed occurred, and the matter remained unresolved.
A week after the Thing, the men of Jarl Snorri, led by his brother Thorvald, attacked Asmund by night. Asmund won that battle, and Jarl Thorvald fled, but much of Asmund's wealth and homes were lost in the fire, and his wife and children were killed. Enraged, Asmund and his warband chased Thorvald to his lands and slew many people, including children and women. When the jarls heard of the massacre, it was decided to sentence Asmund to exile. Thus, Snorri's audacity, Thorvald's and Asmund's vengefulness, and Sigurd's hot temper led Asmund and his men into exile. They boarded ships and set sail southward.
They landed in Boria and, realizing there was no place for them in this fragmented land, traveled eastward to Tanigon. The Hallians were warmly received in this country, and the king offered them good money if they would enter Tanigon's service as mercenaries. After some deliberation, Asmund decided to agree.
"It is not fitting for a jarl, son of Olaf, to serve a foreign king," Sigurd said to Asmund.
"There is nothing wrong in serving the strong, if it brings money and glory; but it is foolish to starve out of pride," Asmund replied, and most agreed with him.
Soon a conflict with Boria flared up, and the Hallians were to enter battle together with Tanigon's army. Before the battle, Asmund surveyed the enemy forces and said to the marshal of Tanigon thus:
"One thousand and three hundred men stand in the center. On their right flank are five hundred, but I see only two on the left. They think they will hold the attack with the center and then encircle us with the right flank, while the left seems to be merely fire support. That is where we will strike with my detachment and sow chaos in their formation."
"How do you know this, barbarian, and how can I trust you?" the marshal asked in astonishment.
"Such is my gift. Watch, and you will see," Asmund replied briefly.
He placed himself at the head of his warriors and led them farther away from Tanigon's soldiers, ignoring the protests of the foreign commanders. When the battle began, the Hallians swiftly outflanked the Borian ranks on the left, and everything happened exactly as Olaf's son had foreseen. After that battle, Asmund was held in great esteem by the military commanders, who always sought his advice and considered him a sorcerer. They won many more victories and captured new lands, returning with glory and wealth.
When the war ended, there was a great feast at the king's court, and Asmund was present. For his successes in battle, he was awarded an order of pure silver. At that feast, Olaf's son drank and danced much, and told many stories from the lives of the Hallians. He made a great impression on the aristocracy, who saw the Hallians for the first time not on the battlefield, and all agreed that, barbarian though he was, he was an entertaining and pleasant barbarian to talk to. Many women found Asmund an attractive man, moreover clad in glory and wealth, but he chose Ilse von Krueger, which greatly surprised less knowledgeable people, for that girl was by no means the first beauty, being thin and pale, and came from a not very noble family, at that time completely ruined. But the nobles who knew that all women from the von Krueger line were skilled in potion-making were not at all surprised, and they themselves had more than once sought help from Ilse. At the feast, she offered Asmund a goblet of wine, and he drank it. After that, Asmund paid attention to no one but Ilse. They spent the night together, and soon Ogmund's son took her as his wife, thereby restoring to the von Krueger family the glory and wealth it had lost, for the Hallians were the elite guard of Tanigon, and Asmund himself stood above many barons. And although some warriors suspected something amiss in this marriage, no one dared express their suspicions to Asmund, and those who did, failed to convince him.
Asmund and his warband spent many months in the service of the King of Tanigon. There were no more wars, which greatly displeased Sigurd Olafsson. One day he came to his brother and said:
"We have wealth and glory, but we have no purpose. You, brother, sit motionless, drinking wine and dallying with your wife. You have grown weak, and we have all grown weak from peace. We lead a life unworthy of Hallians."
Having said these words, Sigurd left, and Asmund was lost in thought for a long time afterward. The next day, he went to the king and said he was leaving the service. Siegfried agreed but said that his warband would remain in Tanigon, as would the property he had acquired. Olaf's son agreed, and they parted peacefully. Returning home, he told Ilse he was leaving. Try as she might, she could not dissuade him, and not wishing to return to the life of an impoverished noblewoman, she decided to follow her husband. Also going with Asmund was the huscarl Thorir Sturlusson, his longtime comrade who had also taken part in the murder of Ogmund Olafsson. Thus, the four set out eastward.
They visited many countries and saw many things. The four reached as far as Celia, where they met a certain Yagensdorfian who said he was gathering a band of mercenaries. Asmund said this was a good opportunity for them and he was confident the venture would be profitable and successful. Ilse, Sigurd, and Thorir agreed, because all of Asmund's previous ventures had ended in success. So they joined the "Iron Hearts."
Asmund Olafsson
Origin: Halla (+1 to accuracy and evasion for each point of wisdom)
Attributes:
Strength -- 30
Intellect -- 5
Willpower - 20
Agility -- 10
Perception -- 10
Wisdom - 35
Charisma – 40
Skills:
— Special Technique — Strategy
Strategic maneuvers — the movement speed of units under the character's command is doubled.
— Special Technique — Leadership
Characters under the commander's command receive +2 to movement speed, as well as +0.5 to accuracy, initiative, and evasion for each point of the commander's charisma.
Conviction:
The player can create two characters with this "conviction."
Perk:
The player can create a companion for themselves at the start of the game
Equipment: one-handed sword, bow and arrows, order, fur cloak, money
Ilse von Krueger
Attributes:
Strength -- 15
Intellect -- 20
Willpower - 30
Agility -- 35
Perception -- 25
Wisdom - 15
Charisma – 10
Origin: Tanigon (Puppeteer: active action, a roll of the average of the character's agility and perception against the target's strength. On success, the target will obey the character's commands. Range: 10, active puppet limit: intellect/10.)
Skills:
— Special Technique — Elixir of Life
With a 50% probability, the character gains +1 HP. The second time, the chance to gain HP decreases to 25%, then to 12%, and so on. Up to three portions can be prepared per month. Not using the elixir for a full month increases its effectiveness by 1 point.
— Truth Serum
Forces the chosen character to reveal all their (or others') secrets, if all other conditions for this are met.
— Love Elixir
Forces the chosen character to fall in love with the first person they speak to, if all other conditions for this are met. One portion can be prepared per month.
— Health Potion
Restores 50% of the character's maximum health. Up to 8 health potions can be prepared per month.
Conviction:
The player can create two characters with this "conviction."
Perk:
+1 HP and +1 MP
Equipment: stiletto, spare dresses, potions, ingredients
Sigurd Olafsson
Origin: Halla (Two additional attacks when using axes)
Attributes:
Strength -- 50
Intellect -- 5
Willpower - 10
Agility -- 25
Perception -- 45
Wisdom - 10
Charisma - 5
Skills:
Two-Handed Weapon
— Might
+2 damage from weapons for each point of strength.
— Adrenaline
Evasion and accuracy +50% when health is below 50%
— Special Technique — Berserker
Immunity to any negative effects except damage.
Conviction:
Damage is increased by 50%, additional attack, range of any weapon is increased by 4, area of effect of spells is increased by 2.
Perk:
+15 health and +2 to immunity for each point of strength.
Equipment: broadaxe, helmet, leather armor
Thorir Sturlusson
Origin: Halla (Armor penetration and penetration of other protective mechanisms when using spears)
Attributes:
Strength -- 50
Intellect -- 5
Willpower - 8
Agility -- 35
Perception -- 40
Wisdom - 5
Charisma - 7
Skills:
Spear
— Special Technique — Battlefield Control
The character attacks all enemies that appear on their line of attack.
— Special Technique — Berserker
Immunity to any negative effects except damage
Conviction:
+10 to accuracy and evasion for each ally in combat (limit: 50)
Perk:
+1 to evasion for each point of agility, +2 to movement speed.
Equipment: spear
e si ieu muoir, er mi grans deliuriers