"The reason the American Army does so well in wartime, is that war is chaos, and the American Army practices it on a daily basis." - post-war German General's debriefing

Rules Amendments and Clarifications

This campaign uses the main Saga: Dark Age Skirmishes rules, as amended by rules clarifications in Saga: The Crescent & The Cross. The basic campaign mechanism is that presented in Age of the Wolf, which has been further modified by incorporating additions from the fan supplement Head of the Serpent. Following play testing, we've made a lot of other changes to the whole package as well. The whole of this is what makes Eye of the Raven.

Resources for the Eye of the Raven campaign are available at our members only pages.

Our campaign is set in Western Europe and has allowed players to choose from the following factions: Anglo-Danish, Anglo-Saxon, Frankish, Irish, Norman, Norse Gael, Scots, Strathclyde, Viking, or Welsh. We deliberately excluded Bretons and Jomsvikings from this list.

Eleven players joined the campaign, with most taking a different faction. Three players chose to take Vikings, and nobody opted for the kingdom of Strathclyde.

At the end of Season 3 we made some minor amendments to the rules as we were finding that the different flows of wealth, reputation and land were uneven and had implications for different motivations. These rules significantly changed the way bonus campaign victory points were awarded. Retrospective changes were made to the leaderboard and historic rosters. At the same time we dropped the Hazel Wands scenario which nobody was happy with.

Campaign Map

The campaign map from Head of the Serpent was modified to allow for these choices of factions and to facilitate other aspects of campaign management. Changes made to the map were as follows:

  • Iceland was added to allow for a third Viking faction;
  • The area of Strathclyde was assigned to the Norse Gael faction;
  • Northern Europe was shifted slightly to remove Brittany and add four Frankish provinces. The strongholds were moved so that they remained at the same separation as those of Brittany and Normandy in the original map;
  • Each faction was assigned a unique colour, and the starting areas of those factions were coloured accordingly. This is noted in a key to the map;
  • All provinces were named, both to add flavour and to enable Campaign Actions to be more clearly written;
  • All strongholds were named, and some small islands were added;
  • The province of Gwent was shifted slightly to make it clear that it does not have a land border with English Mercia.

Campaign Co-Ordinators and Umpire

To help manage the campaign and ensure information is handled openly and fairly, key information concerning the campaign is kept up to date an d avaiable via these web pages. Thi has meant that our campaign has created two roles for people who ensure the campaign runs smoothly.

The Independent Arbiter is a trustworthy person who is not playing in the campaign. They are there to help adjudicate any necessary dice rolling connected with the campaign and to take note of all players' campaign actions at the beginning of each campaign season. For our campaign, Bruce is the Independent Arbiter.

The Campaign Co-ordinators ensure that the necessary after-game and campaign season actions occur and are recorded, and that rosters are kept up to date. This includes updating the relevant campaign information (rosters, maps, leaderboard) on these web pages. Players MUST inform one of the campaign co-ordinators when a campaign game has been played, and of any outcomes that have been determined. For our campaign, Jon and Andy are the Campaign Co-ordinators.

Campaign Rules

The rules for the campaign were broadly taken from Age of the Wolf and Head of the Serpent but some significant changes and additions were made following play testing. We also re-wrote a lot of the rules for clarity. The major changes and additions were:

  • Changes to the Blood Feud, Oathsworn, War Crafty, and Learn'd Traits;
  • Design changes to the Roster;
  • New rules mechanisms to handle Land in relation to the Campaign Map, including buying and selling of Land;
  • Abstraction of rules for movement on the Campaign Map;
  • Specific rules for continuing the campaign if a winner has not been determined;
  • Revised rules for Wealth;
  • A simplified mechanism for recruitment to the Roster;
  • New rules for recruitment of reinforcements following battles;
  • Expanded and complete Campaign Season, Pre-Battle and Post-Battle Sequences;
  • Separation of the Fate Table into Post-Battle events and Fate at the end of each Campaign Season;
  • Revised rules for Spy in the Enemy Camp;
  • Revised rules for Mercenaries, including use of Swords for Hire;
  • Revised rules for Allies;
  • Changes to the tables for Scenario determination, and he choice of Scenarios available;
  • Clarified rules for how to determine the points size of Warbands based on units from the Roster;
  • Benefits to winners of defensive battles when their lands are Raided or Invaded;
  • Changed rules for ransoming captured Warlords;
  • Revised rules for Danegeld;
  • Rules for defending Strongholds;
  • Rules for calling a General Levy when in desperate straits;
  • Specific rules for Irish Curaidh;
  • Structural changes, new and revised tables, and numerous clarifications to clear up possible misunderstandings of the rules.