Behind the scenes

Spoiler warning. Every puzzle, answer and solution of The Raven Inheritance is on this page. If you might play this backpack, turn back now.

Norse Backpack · The Raven Inheritance: the full adventure

Designer copy with spoilers. Design: envelope by envelope, what is inside, the puzzle that opens it, its logic, hints and solution (13 envelopes). Production: components, print costs, how it gets made. Next steps: playtesting, quotes, launch plan. Built from the records, 2026-10-31 12:43.

Hints and solutions are folded until you open them.
Box

On top of the box

Loose on the lid before any envelope is opened. Postcard L1 and the wheel start the first code (a worked example).

Inside

Postcard L1 · L'Anse aux Meadows PP-001

Postcard L1 · L'Anse aux Meadows Front
Front
Postcard L1 · L'Anse aux Meadows Back
Back

Printed · built

Liv's box (was her field bag) PP-045

Liv's box (was her field bag) Rectangular box cover - fireside table
Rectangular box cover - fireside table

Physical object · decided

Rune cypher wheel and marked envelopes PP-047

Rune cypher wheel and marked envelopes Wheel, assembled
Wheel, assembled

Printed · decided

Liv's notes card PP-048

4 × 6 inch card, two sides: names and words on the front, Liv’s hint QR and all 13 code formats on the back. Print at Actual size, duplex, flip on long edge. Test QR scanning and alignment before batch printing.

Word print sheet · Open PDF

Liv's notes card Names and words · front
Names and words · front
Liv's notes card Hints and code formats · back
Hints and code formats · back

Printed · decided

1

Envelope 1 ᚷᛉᚦᛉ

Opens when players set the code from The opening puzzle on the wheel.

Inside

Postcard AD · Bjarnarhöfn (decoy) PP-015

Postcard AD · Bjarnarhöfn (decoy) Front
Front
Postcard AD · Bjarnarhöfn (decoy) Back
Back

Printed · built

Aud's comb PP-028

Aud's comb Comb on postcard AD
Comb on postcard AD

Physical object · decided

Puzzle that opens envelope 1: The opening puzzle PZ-001decided

Uses: Postcard L1 · L'Anse aux Meadows · on the box Rune cypher wheel and marked envelopes · on the box

The logic

14 Oct 2026 (designer, box + envelopes, PR-007): no longer a puzzle: a worked example. The luggage tags are gone (PP-023 parked, Q-047 answered). Postcard L1, loose on top of the box with the rune wheel, tells the story and hands over the first code as an example of how the wheel works: “Set 1 0 2 1 on my rune wheel and open the envelope with the same runes!” The wheel's arm prints the three steps (PP-047), so the rule stays in front of players for every later code. Designer's brief in chat: the first note explains that the package is the adventure, how the cypher works and that it picks the next envelope (with an example leading to envelope 1), and the story; option 2 of three (story on L1, rule on the wheel) chosen. The tag text below is superseded.

Players have: Opening the box: postcard L1 and the rune cypher wheel lie loose on top of the envelopes. L1's message introduces Aunt Liv, the adventure and the four Norse figures, then says the Norse were felling trees at this spot in 1021 and asks players to set 1 0 2 1 on the wheel.

Players do: Turns the four rings until the left-hand windows read 1 0 2 1 (step 1 on the arm), reads the four runes in the right-hand windows (step 2) and finds the envelope with the same runes (step 3). This is the loop every later code uses.

They get: Code 1021 → runes ᚷᛉᚦᛉ → envelope 1: AD and Aud's comb (PR-007, reordered 15 Oct 2026; was L2, L3 and the magnifier).

Why it is there: The data is in plain sight on both tags; the only hidden thing is which tag goes first, and the postcard hands that over. It teaches the game’s core habit — the card carries the rule, the props carry the data — at its lightest.

Hints, easiest first
  1. Hint 1
    Read the postcard on top of the box: it tells you what to set on the wheel.
  2. Hint 2
    Turn the four rings until the left-hand windows show 1 0 2 1.
  3. Hint 3
    Read the four runes in the right-hand windows and open the envelope marked with the same runes.
  4. Hint 4
    Superseded 14 Oct 2026* (luggage tags): 1. Everything you need is already outside the envelopes.
  5. Hint 5
    Both tags carry a hand-written address. Only one of them is in a place you have seen before.
  6. Hint 6
    The postcard names L’Anse aux Meadows. That tag goes first.
Solution and code

Set 1021 on the wheel. The windows show ᚷᛉᚦᛉ, the runes on envelope 1.

Superseded 14 Oct 2026 (luggage tags): Tag A: Vinland Trail Lodge, 10 Skipper’s Wharf, L’Anse aux Meadows, NL — matches the postcard, so it reads first: 10. Tag B: Hôtel Rollon, 21 avenue Rollo, Rouen, France — reads second: 21. Code 1021, the year tree-ring dating placed the Norse at L’Anse aux Meadows.

Code: 1021 → wheel runes ᚷᛉᚦᛉ → envelope 1

2

Envelope 2 ᛉᛖᚠᛁ

Opens when players set the code from The comb grille on the wheel.

Inside

Postcard L2 · Battle Harbour (Markland) PP-002

Postcard L2 · Battle Harbour (Markland) Front
Front
Postcard L2 · Battle Harbour (Markland) Back
Back

Printed · built

Postcard L3 · Qikiqtarjuaq, Baffin Island (Helluland) PP-003

Postcard L3 · Qikiqtarjuaq, Baffin Island (Helluland) Front
Front
Postcard L3 · Qikiqtarjuaq, Baffin Island (Helluland) Back
Back

Printed · built

Magnifier PP-027

Physical object: no picture yet

Physical object · decided

Puzzle that opens envelope 2: The comb grille PZ-003decided

Uses: Postcard AD · Bjarnarhöfn (decoy) · envelope 1 Aud's comb · envelope 1

The logic

Aud’s comb, laid upright on the decoy card’s message, covers every line except the four its broken teeth leave open.

Players have: The comb and decoy postcard AD (Bjarnarhöfn), both in envelope 1, opened by 1021 from L1 (since 15 Oct 2026, PR-007); ; .

Players do: Sit the comb’s two end ring-and-dots over the two printed on AD, handle in the left margin, teeth across the message. One tooth covers each line. Read the first letter showing on each line that is not covered.

They get: Code BOOK. Set on the wheel, it opens envelope 2 (L2, L3, magnifier: PP-002, PP-003, PP-027).

Why it is there: Gives the comb a job as an instrument rather than a keepsake, and gives the Aud decoy a reason to be kept rather than discarded.

Hints, easiest first
  1. Hint 1
    The two ring-and-dots on the card match the two on the comb.
  2. Hint 2
    Line the comb up so its holes sit over the printed dots — handle on the left, teeth over the writing.
  3. Hint 3
    Some teeth are broken. Read the first letter you can see on each line they leave open, from top to bottom. (Unchanged by the 15 Oct 2026 message rewrite.)
Solution and code

With the comb in place only four lines show: Bjarnarhöfn today, / o follow the / of followers, then claimed land of her / ke (the end of “feels like”). Reading the first visible letter of each, top to bottom: BOOK. (Changed 15 Oct 2026 with AD's new message; the lines are 1, 2, 5 and 8.)

Superseded 15 Oct 2026: brother’s harbor… / could… / o awesome to find that comb / keep it!

Superseded 13 Oct 2026 (5 × 3.5 in card): With the comb in place only four lines show: brother’s harbor… / ould find about / ongside the coins… / keep it! Reading the first visible letter of each, top to bottom: BOOK.

Code: BOOK → wheel runes ᛉᛖᚠᛁ → envelope 2

3

Envelope 3 ᛒᛚᛟᛉ

Opens when players set the code from The joined top edge on the wheel.

Inside

Postcard H2 · Staraya Ladoga PP-017

Postcard H2 · Staraya Ladoga Front
Front
Postcard H2 · Staraya Ladoga Back
Back

Printed · built

Postcard H3 · Kyiv PP-018

Postcard H3 · Kyiv Front
Front
Postcard H3 · Kyiv Back
Back

Printed · built

Postcard HD · Constantinople (decoy) PP-022

Postcard HD · Constantinople (decoy) Front
Front
Postcard HD · Constantinople (decoy) Back
Back

Printed · built

Puzzle that opens envelope 3: The joined top edge PZ-002decided

Uses: Postcard L2 · Battle Harbour (Markland) · envelope 2 Postcard L3 · Qikiqtarjuaq, Baffin Island (Helluland) · envelope 2 Magnifier · envelope 2

The logic

Laid together, postcards L2 and L3’s top edges join into a four-digit code, read with the magnifier.

Players have: Postcards L2 and L3, both in hand once lock 1 has opened (lock 2 until 27 Sept 2026).

Players do: Lay card L2 against card L3, rotated 180°, so their top edges meet. The cloud fragments printed across the two edges align into four digits; read them with the magnifier. Changed 7 Oct 2026 (user): holding the cards up to the light is not needed, the magnifier is enough.

They get: Code 1576. Set on the wheel, it opens envelope 3 (H2, H3, HD: PP-017, PP-018, PP-022).

Why it is there: Gives Leif’s trail a third lock from its own cards without adding a fourth card. Establishes early that cards can be combined physically, not just read individually, ahead of harder cross-trail combines later.

Hints, easiest first
  1. Hint 1
    Read the two new postcards. What do they both say about the sky?
  2. Hint 2
    Bring the two skies together. The top edges of the cards matter.
  3. Hint 3
    Turn one card upside down and lay it so its top edge meets the other card’s top edge, both picture side up. Look along the join with the magnifier.
Solution and code

Laid top edge to top edge, one card upside down, the cloud fragments across the join read 1576.

Code: 1576 → wheel runes ᛒᛚᛟᛉ → envelope 3

4

Envelope 4 ᚱᛒᛚᚷ

Opens when players set the code from What’s in the horn on the wheel.

Inside

Postcard A2 · Hvammur PP-013

Postcard A2 · Hvammur Front
Front
Postcard A2 · Hvammur Back
Back

Printed · built

Aud's trail map (The Island Settlement) PP-030

Aud's trail map (The Island Settlement) Map
Map

Printed · decided

Aud's Treasure Museum ticket PP-031

Aud's Treasure Museum ticket Front
Front
Aud's Treasure Museum ticket Back
Back

Printed · decided

Puzzle that opens envelope 4: What’s in the horn PZ-004decided

Uses: Postcard H2 · Staraya Ladoga · envelope 3 Postcard H3 · Kyiv · envelope 3 Postcard HD · Constantinople (decoy) · envelope 3

The logic

Three postcards each hide one attribute word behind a different riddle technique; only one drink fits all three.

Players have: Postcard H3 (Kyiv), postcard H2 (Staraya Ladoga) and postcard HD (Constantinople) — HD stops being a pure decoy and takes on this leg’s third lock, closing the “Constantinople still needs one assigned” gap in the [Final riddle tab].

Players do: Solve each card’s riddle for its one word — HONEY, DRINK, FERMENTED — using a different technique per card so no two feel the same, then combine the three attributes: the only drink that is honey, fermented and a drink is MEAD.

They get: Code MEAD. Opening this lock releases PP-013, PP-030, PP-031, PP-025.

Why it is there: Closes the last open lock of Harald’s leg (PZ-004) without touching the map, which the rune-and-perch branch already uses. Gives HD the real puzzle job every decoy is required to carry ([Final riddle tab]) instead of leaving Constantinople unassigned. H3 and HD are linked by real Rus’-Byzantine history, not only by this puzzle: Oleg of Novgorod made Kyiv the Rus’ capital and, per the Primary Chronicle, sailed on Constantinople in 907 — the treaty that followed gave Rus’ merchants trading rights there. That fact carries H3’s Fun Fact, deliberately not honey/bees, since the riddle itself already is the honey content and a Fun Fact repeating its own answer would break Q-015’s one-fact-per-voice rule. Superseded 26 Sept 2026: on review this was judged too close after all — same core claim (fortune made here funded the throne), just with dates added. HD’s Fun Fact is now unrelated Constantinople trivia (Varangian runic graffiti in the Hagia Sophia) instead.

Hints, easiest first
  1. Hint 1
    Three cards, three words, one drink.
  2. Hint 2
    What do you get when honey ferments?
  3. Hint 3
    Each card hides its word a different way — read one, count one, look at one.
Solution and code

Staraya Ladoga spells DRINK with the first letter of each of its five sentences. Kyiv’s riddle (sweet but not fruit, gold but not metal, made by thousands, six-sided walls) is HONEY. Constantinople’s picture puzzle (sugar feeding yeast, a bubbling flask) means FERMENTED. A fermented honey drink is MEAD.

Code: MEAD → wheel runes ᚱᛒᛚᚷ → envelope 4

5

Envelope 5 ᛈᚹᛟᛇ

Opens when players set the code from The treasure route on the wheel.

Inside

Postcard R1 · Châlus PP-005

Postcard R1 · Châlus Front
Front
Postcard R1 · Châlus Back
Back

Printed · built

Postcard R6 · Roumare Forest PP-010

Postcard R6 · Roumare Forest Front
Front
Postcard R6 · Roumare Forest Back
Back

Printed · built

Postcard RD · Walcheren (decoy) PP-011

Postcard RD · Walcheren (decoy) Front
Front
Postcard RD · Walcheren (decoy) Back
Back

Printed · built

Puzzle that opens envelope 5: The treasure route PZ-006decided

Uses: Postcard A2 · Hvammur · envelope 4 Aud's trail map (The Island Settlement) · envelope 4 Aud's Treasure Museum ticket · envelope 4

The logic

One portrait map, symbols not to scale, carrying line/area/point symbols instead of isolated icons — the split-panel design below was shelved 17 Sept 2026 in favour of this. Players walk the drawn path network and count what the route crosses.

Players have: Postcard A2 (Hvammur), Aud’s laminated journey map, and the Aud’s Treasure Museum ticket (six rows, one per leg, three tally columns: bridges, fords, gates).

Players do: Walk the six legs on the real drawn network, from the northern chapel to the wood beyond the ruin at I9. At the merged leg 5, follow the road to the correct “village at a crossing” (H9, not the lookalike near H3/G3) — A2’s message gives only the forest detail (“the road that followed the forest”) to tell them apart; it does not name a direction (corrected 17 Oct 2026, Q-063: the card never said “south”). Tally bridges, fords and gates crossed across all six legs.

They get: Code 532 (521 until the map redraw of 16 Oct 2026). Opening this lock releases PP-005, PP-010, PP-011.

Why it is there: Turns Aud’s own map from a final-route prop into a working treasure map without printing a second sheet, and makes the tally self-checking — a blue line or a gate is unmistakable, so counting is hard to get subtly wrong.

Hints, easiest first
  1. Hint 1
    The Island Settlement map and the Treasure Museum ticket go together: the ticket gives directions, and the Hvammur postcard says what to count on the way.
  2. Hint 2
    Start at the northernmost chapel on the map and follow the ticket’s six steps along the roads.
  3. Hint 3
    Keep three separate tallies as you go: bridges, fords and gates. On the fifth step, the postcard tells you which road to follow.
Solution and code

Six legs: chapel → chapel (1 bridge), → well (2 fords, 1 bridge), → landing (1 ford, 1 bridge), → standing stone (1 bridge), → village at the crossing, south along the forest road (2 gates, 1 bridge), → the wood beyond the ruin (nothing). Totals: 5 bridges, 3 fords, 2 gates: 532.

Code: 532 → wheel runes ᛈᚹᛟᛇ → envelope 5

6

Envelope 6 ᛈᛏᛟᛇ

Opens when players set the code from Counting in the illustration on the wheel.

Inside

Postcard LD · Brattahlíð (decoy) PP-004

Postcard LD · Brattahlíð (decoy) Front
Front
Postcard LD · Brattahlíð (decoy) Back
Back

Printed · built

Viking Museum of Brattahlíð ticket PP-024

Viking Museum of Brattahlíð ticket Front
Front
Viking Museum of Brattahlíð ticket Back
Back

Printed · decided

Leif's trail map (The Western Lands) PP-029

Leif's trail map (The Western Lands) Map
Map

Printed · decided

Puzzle that opens envelope 6: Counting in the illustration PZ-009decided

Uses: Postcard R1 · Châlus · envelope 5 Postcard R6 · Roumare Forest · envelope 5 Postcard RD · Walcheren (decoy) · envelope 5

The logic

Three Rollo-trail fronts each hide a count of one repeated object. Their Fun Facts fix the order.

Players have: Postcards R1 (Châlus), R6 (Roumare Forest) and the decoy RD (Walcheren). Nothing else.

Players do: Count the repeated object on each front. Read each card’s typed Fun Fact for its date, put the three in chronological order, and read the counts in that order.

They get: Code 562. Opening this lock releases PP-004, PP-029, PP-024.

Why it is there: Gives the only three Rollo-trail cards without a lock job one, satisfying PZ-013’s rule that every card gates a lock. The doubling step keeps it from being plain counting.

Hints, easiest first
  1. Hint 1
    Look closely at the pictures on three of the postcards. Each message mentions something small in passing.
  2. Hint 2
    Count the Viking boats at Walcheren, the wild boars in Roumare Forest and the crossbow bolts at Châlus. Use the magnifier: some hide well. Read Roumare’s message again before you settle on its number.
  3. Hint 3
    The Fun Facts on the backs date each place. Put the counts in date order. Liv thinks there were twice as many boars as she saw.
Solution and code

Walcheren 5 boats (before 911), then Roumare 3 boars doubled to 6 (911), then Châlus 2 crossbow bolts (1199): 562.

Code: 562 → wheel runes ᛈᛏᛟᛇ → envelope 6

7

Envelope 7 ᚺᛏᛏᚦ

Opens when players set the code from The beasts on the chart on the wheel.

Inside

Postcard A1 · Dögurðarnes PP-012

Postcard A1 · Dögurðarnes Front
Front
Postcard A1 · Dögurðarnes Back
Back

Printed · built

Postcard A3 · Esjuberg PP-014

Postcard A3 · Esjuberg Front
Front
Postcard A3 · Esjuberg Back
Back

Printed · built

Treasure tally PP-026

Treasure tally SOLE ring check
SOLE ring check

Printed · decided

The coin hoard PP-037

The coin hoard The coin faces
The coin faces

Physical object · decided

Puzzle that opens envelope 7: The beasts on the chart PZ-005decided

Uses: Postcard LD · Brattahlíð (decoy) · envelope 6 Leif's trail map (The Western Lands) · envelope 6 Viking Museum of Brattahlíð ticket · envelope 6

The logic

A hidden imprint on the decoy card points to one square of Leif’s sea chart. The unlabelled animal drawn there names the key to a lookup on the museum ticket.

Players have: Leif’s trail map — a North Atlantic sea chart with seven animal vignettes drawn into the empty water and land — decoy postcard LD, which points into it, and the museum ticket (Viking Museum of Brattahlíð since 28 Sept 2026). The card and the map arrive together from lock 4 (MEAD) since 7 Oct 2026 (Q-005); . Since 9 Oct 2026 the card, the map and the ticket all arrive together from lock 6 (counting, PZ-009).

Players do: Follow the decoy card’s imprint to one beast on the chart, identify it from how and where it is drawn, then read its four letters off the A–Z visitor index printed on the back of the ticket. Each letter gives one digit.

They get: Code 4865. Opening this lock releases PP-012, PP-014, PP-037, PP-026.

Why it is there: It gives Leif’s map a job on the front, using the geography rather than just the paper. It is a transformation chain rather than a pointer: the map’s answer becomes the key that operates the next prop, so neither object is any use alone.

Hints, easiest first
  1. Hint 1
    The chart is not empty. Something is drawn where the card is pointing.
  2. Hint 2
    Are you certain which animal that is? Look at its pose and silhouette, not only its location.
  3. Hint 3
    It is a wolf. Read W, O, L, F off the index on the back of the museum ticket.
Solution and code

The postcard points to square A6 on the sea chart, where the wolf is drawn. Reading W, O, L, F off the museum ticket’s visitor index gives 4865.

Code: 4865 → wheel runes ᚺᛏᛏᚦ → envelope 7

8

Envelope 8 ᛏᚾᚠᛖ

Opens when players set the code from The hoard and treasure tally on the wheel.

Inside

Postcard R2 · Rouen PP-006

Postcard R2 · Rouen Front
Front
Postcard R2 · Rouen Back
Back

Printed · built

Rollo's trail map (The Granted Lands) PP-032

Rollo's trail map (The Granted Lands) Map
Map

Printed · decided

Musée Ducal de Rouen ticket PP-033

Musée Ducal de Rouen ticket Front
Front
Musée Ducal de Rouen ticket Back
Back

Printed · decided

Puzzle that opens envelope 8: The hoard and treasure tally PZ-010decided

Uses: Postcard A1 · Dögurðarnes · envelope 7 Postcard A3 · Esjuberg · envelope 7 The coin hoard · envelope 7 Aud's Treasure Museum ticket · envelope 4 Aud's trail map (The Island Settlement) · envelope 4 Treasure tally · envelope 7

The logic

Sort three real-history coin piles, convert the Viking pile's values, add to 3705, and turn the total upside down to find a word.

Players have: Loose mixed hoard of 12 coins (dirham, denier, Norse), the museum ticket’s Coin Room key, the three icon marks on Aud’s map, A1/A3, calculator or four-wheel tally.

Players do: Sort the loose coins by face against the ticket’s Coin Room. The fehu rune beside the ruin at the end of the route on Aud’s map matches the ticket’s Norse group; add those three coins’ values ($5 + $100 + $3,600 = 3705) and rotate the entire tally 180 degrees.

They get: Code SOLE. Opening this lock releases PP-006, PP-032, PP-033.

Why it is there: Preserves physical sorting and the word reveal without a calibrated scale, and gives each currency's rarity a real-history basis instead of an arbitrary number.

Hints, easiest first
  1. Hint 1
    Your museum ticket has a coin room. Sort the coins into its three groups.
  2. Hint 2
    The treasure hunt ended in the wood beyond a ruin. Look at the mark beside it on Aud’s map, then find the same mark on the ticket: only those coins count.
  3. Hint 3
    Add up what those coins are worth on the ticket and set the total on the treasure tally.
  4. Hint 4
    Turn the whole tally upside down and read the four characters from left to right.
Solution and code

The marked group adds up to 3705, which reads SOLE upside down.

Code: SOLE → wheel runes ᛏᚾᚠᛖ → envelope 8

9

Envelope 9 ᛒᚠᛞᛉ

Opens when players set the code from The word-lock chain on the wheel.

Inside

Postcard R3 · Bayeux PP-007

Postcard R3 · Bayeux Front
Front
Postcard R3 · Bayeux Back
Back

Printed · built

Postcard R4 · Winchester PP-008

Postcard R4 · Winchester Front
Front
Postcard R4 · Winchester Back
Back

Printed · built

Postcard R5 · Battle PP-009

Postcard R5 · Battle Front
Front
Postcard R5 · Battle Back
Back

Printed · built

Architect's scale ruler PP-025

Architect's scale ruler Ruler
Ruler

Printed · decided

Puzzle that opens envelope 9: The word-lock chain PZ-007decided

Uses: Postcard R2 · Rouen · envelope 8 Musée Ducal de Rouen ticket · envelope 8 Rollo's trail map (The Granted Lands) · envelope 8

The logic

Four English word pairs split along the Norman Conquest’s class line. The Rouen card fixes the order, the ticket turns pairs into coordinates, the map turns coordinates into a square-count.

Players have: Postcard R2 (Rouen), the Musée Ducal de Rouen ticket, and Rollo’s trail map with its word icons.

Players do: Read the four Saxon-register words out of the Rouen message in the order they appear. For each, find its Norman partner on the ticket — the Norman column gives a letter, the Saxon column a number, together a grid coordinate. Find that word’s icon already drawn on Rollo’s map, and count the squares between the icon and the coordinate. Four counts, one per dial of the lock.

They get: Code 1486. Opening this lock releases PP-007, PP-008, PP-009.

Why it is there: Gives Rollo’s map a second job besides the final route, and makes the Conquest’s language history the puzzle rather than the flavour. Swapping the directional lock for a numeric one keeps the same props, ticket and map work, just cheaper, more common hardware.

Hints, easiest first
  1. Hint 1
    Read the Rouen postcard next to the back of the Rouen museum ticket. Some of Liv’s words have a partner on the ticket.
  2. Hint 2
    The ticket pairs everyday Saxon words (numbered) with their Norman partners (lettered). A matched pair gives a letter and a number: a square on the Granted Lands map.
  3. Hint 3
    Liv mentions fighting, people, poultry and an inn, in that order. For each word, find its square on the map and count the squares to the little drawing for that word.
Solution and code

Fight: 1 square. People (folk): 4. Poultry (hen): 8. Inn: 6. In the postcard’s order the code is 1486.

Code: 1486 → wheel runes ᛒᚠᛞᛉ → envelope 9

10

Envelope 10 ᛁᛉᚲᛇ

Opens when players set the code from The rebus distance on the wheel.

Inside

Postcard H1 · Oslo PP-016

Postcard H1 · Oslo Front
Front
Postcard H1 · Oslo Back
Back

Printed · built

Harald's trail map (The Varangian Road) PP-034

Harald's trail map (The Varangian Road) Map front
Map front
Harald's trail map (The Varangian Road) Map back
Map back

Printed · decided

Hnefatafl board and pieces PP-035

Hnefatafl board and pieces Setup insert
Setup insert

Physical object · decided

Hnefatafl Museum ticket, Oslo PP-036

Hnefatafl Museum ticket, Oslo Front
Front
Hnefatafl Museum ticket, Oslo Back
Back

Printed · decided

Puzzle that opens envelope 10: The rebus distance PZ-011decided

Uses: Postcard R3 · Bayeux · envelope 9 Postcard R4 · Winchester · envelope 9 Postcard R5 · Battle · envelope 9 Architect's scale ruler · envelope 9 Rollo's trail map (The Granted Lands) · envelope 8

The logic

The Bayeux card explains why Liv’s postcards start carrying tapestry-style drawings — and carries the first rebus itself. Winchester carries the second. Battle names which ruler scale to use.

Players have: Rollo’s Bayeux, Winchester and Battle postcards (all built), his trail map with its story icons, and the architect’s scale ruler already in the kit.

Players do: Read each card’s rebus as a word or phrase, find the map icons the first two name, set the ruler to the scale the third names, and measure the distance between the two points.

They get: Code 104. Opening this lock releases PP-016, PP-034, PP-035, PP-036.

Why it is there: Gives two props that currently have no job a job together, and gives the margin drawings an in-fiction reason to exist rather than reading as unexplained publisher art.

Hints, easiest first
  1. Hint 1
    The Bayeux, Winchester and Battle postcards each end with a little picture puzzle. Read them as words.
  2. Hint 2
    Two of the picture puzzles point to places on the Granted Lands map; the third tells you which scale of the ruler to use.
  3. Hint 3
    Measure between those two places on the Granted Lands map, dot to dot, with Liv’s ruler. Use the edge that matches the drawing on the Battle postcard.
Solution and code

Bayeux: cross + bow + lightning bolt = CROSSBOW BOLT, so Châlus. Winchester: tree + tea = TREATY, so Saint-Clair-sur-Epte. Battle: a drawing of a longship, so use the LONGSHIP edge of the ruler (the other edge, SPEAR, is a decoy). Châlus to Saint-Clair-sur-Epte reads 120 on the LONGSHIP edge: 120.

Code: 120 → wheel runes ᛁᛉᚲᛇ → envelope 10

11

Envelope 11 ᛚᚹᚲᛏ

Opens when players set the code from The king’s unfinished escape on the wheel.

Inside

Postcard H4 · Hedeby PP-019

Postcard H4 · Hedeby Front
Front
Postcard H4 · Hedeby Back
Back

Printed · built

Postcard H5 · Aci Castello, Sicily PP-020

Postcard H5 · Aci Castello, Sicily Front
Front
Postcard H5 · Aci Castello, Sicily Back
Back

Printed · built

The raven's flights card PP-038

The raven's flights card Player card
Player card

Printed · decided

Puzzle that opens envelope 11: The king’s unfinished escape PZ-008decided

Uses: Postcard H1 · Oslo · envelope 10 Hnefatafl board and pieces · envelope 10 Hnefatafl Museum ticket, Oslo · envelope 10 Harald's trail map (The Varangian Road) · envelope 10

The logic

Rebuild the board your aunt sketched on the back of a map, then finish the game she left set up.

Players have: The 11 × 11 board and pieces, the Hnefatafl Museum ticket with the rules, Harald’s Oslo map whose back carries the setup, and postcard H1 which sets the task.

Players do: Recover the setup from Liv's papers (the back of Harald's map and the museum ticket), place the pieces, then play the sequence: a dark piece moves, then the king, four times. The first two dark moves are the numbered arrows on the map back, the third is Liv's riddle, the last is marked by the shield icon on Harald's map. The king must reach a corner in exactly four straight-line moves. Count how far he travels on each leg.

They get: Code 253. Opening this lock releases PP-019, PP-020, PP-038.

Why it is there: The strongest physical centrepiece in the set, the only puzzle that can release something mechanically rather than through a dial, and the only one that gives a trail map a job before the endgame.

Hints, easiest first
  1. Hint 1
    The board is eleven columns wide. Count what you can actually see, and think about what the smudge hides.
  2. Hint 2
    Something was lying on the ink. It is still in the box, and it is the right shape.
  3. Hint 3
    Dark moves first, then the king, four times. The numbered arrows on the back of Harald's map are the first two dark moves; Liv's riddle gives the third.
  4. Hint 4
    The shield on the museum ticket is also printed on Harald's map. It marks where the last dark piece goes, and that move frees the way for the king.
  5. Hint 5
    The king does not have to run to the top of the column. Try stopping after one square.
  6. Hint 6
    F6 → H6 → H7 → K7 → K11, then measure each leg.
Solution and code

Set out the starting position from Liv's note, with columns I to K taken from the museum ticket. Then play: dark E1 → E6, king F6 → H6; dark H2 → H5, king H6 → H7; dark H10 → H11 (the attacker on the second-highest row steps up to the top row), king H7 → K7; dark K10 → I10 (the shield on Harald's map is at I10, and moving the piece on K10 frees column K), king K7 → K11. The moves are 2, 1, 3 and 4 squares long: 2134.

Code: 2134 → wheel runes ᛚᚹᚲᛏ → envelope 11

12

Envelope 12 ᚲᛟᛉᛏ

Opens when players set the code from Branch runes and the raven’s flights on the wheel.

Inside

Postcard H6 · Patara PP-021

Postcard H6 · Patara Front
Front
Postcard H6 · Patara Back
Back

Printed · built

Travel tickets (hops and flights) PP-039

18 hop tickets, each 3½ × 2 inches, in the matching fancy carrier designs. Print one Letter sheet per carrier, single-sided at 100% / actual size on the paper colour shown. Check the one-inch ruler before cutting.

The previews show the unprinted paper as white. Routes, dates and service numbers are preserved. Physical print contrast is untested.

Travel tickets (hops and flights) Nordic Air · 4 tickets · sage paper
Nordic Air · 4 tickets · sage paper
Travel tickets (hops and flights) Nordmark Rail · 6 tickets · coral paper
Nordmark Rail · 6 tickets · coral paper
Travel tickets (hops and flights) Northway Buses · 4 tickets · golden-yellow paper
Northway Buses · 4 tickets · golden-yellow paper
Travel tickets (hops and flights) Longship Ferries · 4 tickets · dark-green paper
Longship Ferries · 4 tickets · dark-green paper

Printed · decided

Puzzle that opens envelope 12: Branch runes and the raven’s flights PZ-012decided

Uses: Postcard H4 · Hedeby · envelope 11 Postcard H5 · Aci Castello, Sicily · envelope 11 Harald's trail map (The Varangian Road) · envelope 10 The raven's flights card · envelope 11 Magnifier · envelope 2

The logic

Decode five letters, then use them as five perches to read four flight digits.

Players have: H4/H5 and the player-only perch card (from lock 11) and the corrected Harald map (from lock 7, with the board kit), since 7 Oct 2026.

Players do: Use RAVEN to select map columns; H4 decodes HRAFN. Follow the direct connections H→R→A→F→N and read one digit per flight in that order.

They get: Code 2648. Opening this lock releases PP-021, PP-039, PP-040, PP-041.

Why it is there: Keeps the existing cipher and replaces the cryptex with one printable card and a normal lock.

Hints, easiest first
  1. Hint 1
    The underlined word on the Sicily postcard matters to the map’s unusual column labels.
  2. Hint 2
    Read the columns R, A, V, E, N in that order. On Hedeby’s key, each stem’s left branches select the row; its right branches select the letter.
  3. Hint 3
    Use the five decoded letters as perches on the raven’s flights card. Move directly from each letter to the next and read one digit from each flight. Do not add them.
Solution and code

R6 → H, A10 → R, V9 → A, E3 → F, N2 → N: HRAFN. Then H → R = 2, R → A = 6, A → F = 4, F → N = 8: 2648.

Code: 2648 → wheel runes ᚲᛟᛉᛏ → envelope 12

13

Envelope 13 ᛈᛚᚹᛉ

Opens when players set the code from The route hidden in plain sight on the wheel.

Inside

Plane ticket and letter PP-043

Plane ticket and letter Plane ticket
Plane ticket
Plane ticket and letter Letter
Letter

Printed · decided

Adventure medallion PP-044

Adventure medallion Medallion v3
Medallion v3

Physical object · decided

Puzzle that opens envelope 13: The route hidden in plain sight PZ-013decided

Uses: Postcard L1 · L'Anse aux Meadows · on the box Postcard L2 · Battle Harbour (Markland) · envelope 2 Postcard L3 · Qikiqtarjuaq, Baffin Island (Helluland) · envelope 2 Postcard LD · Brattahlíð (decoy) · envelope 6 Postcard R1 · Châlus · envelope 5 Postcard R2 · Rouen · envelope 8 Postcard R3 · Bayeux · envelope 9 Postcard R4 · Winchester · envelope 9 Postcard R5 · Battle · envelope 9 Postcard R6 · Roumare Forest · envelope 5 Postcard RD · Walcheren (decoy) · envelope 5 Postcard A1 · Dögurðarnes · envelope 7 Postcard A2 · Hvammur · envelope 4 Postcard A3 · Esjuberg · envelope 7 Postcard AD · Bjarnarhöfn (decoy) · envelope 1 Postcard H1 · Oslo · envelope 10 Postcard H2 · Staraya Ladoga · envelope 3 Postcard H3 · Kyiv · envelope 3 Postcard H4 · Hedeby · envelope 11 Postcard H5 · Aci Castello, Sicily · envelope 11 Postcard H6 · Patara · envelope 12 Postcard HD · Constantinople (decoy) · envelope 3 Leif's trail map (The Western Lands) · envelope 6 Rollo's trail map (The Granted Lands) · envelope 8 Aud's trail map (The Island Settlement) · envelope 4 Harald's trail map (The Varangian Road) · envelope 10 Travel tickets (hops and flights) · envelope 12 Viking Museum of Brattahlíð ticket · envelope 6 Aud's Treasure Museum ticket · envelope 4 Musée Ducal de Rouen ticket · envelope 8 Hnefatafl Museum ticket, Oslo · envelope 10

The logic

Twenty-two cards, four of them decoys. Filter, sort, trace, and read the four shapes as four digits.

Players have: 17 Oct 2026 (designer, Q-062): the 22 postcards (18 carry Liv's small raven, the 4 decoys none), the four maps (each with its stamp), the 18 hop tickets (one page per journey, stops chain from one to the next, decoys included), (dropped 20 Oct 2026; every hop ticket is dated), and H6's note about the family icon. 12 Oct 2026 (Q-054): the 22 postcards (18 carry a family mark, the 4 decoys carry none), the four maps (each now shows its journey's stamp), and Liv's journal page with the family iconography. 19 Oct 2026 (designer): every hop ticket and booking now carries a departure date (PP-039, 8 Sep to 12 Dec 2025). The stop order still comes from chaining the routes; the dates also confirm it. Code stays 1972. Retest needed.

Players do: 17 Oct 2026 (designer, Q-062): set aside the four cards with no raven. Put each remaining card beside the map with the same stamp. Chain the journey's travel tickets (decoys included) to get the stop order, then join the raven stops in that order on the map. Each map traces one digit; the ticket dates give the order of the four journeys (20 Oct 2026). 12 Oct 2026 (Q-054): set aside the four cards with no mark. Put each remaining card beside the map that shows the same stamp. On each map, order the cards by their marks, in the order Liv's journal page lists them under each drawing (symbol: raven, longship, sun-wheel; crest: bearded axe, round shield, wolf, anchor, drinking horn, valknut), and join the stops in that order. Each trail traces one digit. Nobody needs to reread a card's text.

They get: Code 1972. Opening this lock releases PP-043, PP-044.

Why it is there: The cards work first as story and individual clues, then return as the final meta-puzzle. Every place name gains a second meaning.

Hints, easiest first
  1. Hint 1
    Liv wrote to retrace only the steps that matter to your family's history. Only the postcards with her small raven count. Four cards have no raven: set them aside.
  2. Hint 2
    Each map shows the stamp of its journey. Put each postcard beside the map with the same stamp. The travel tickets show how Liv got from each stop to the next, so use them to put each journey's stops in order.
  3. Hint 3
    On each map, join the raven stops in that order, skipping any stop without a raven. Each map draws one digit. The dates on the travel tickets give the order to read the four maps.
Solution and code

Set aside the four postcards with no raven. Match the rest to the maps by their stamps. Chain each journey's travel tickets (each goes from one stop to the next) to put its stops in order; the decoy stops appear on the tickets too, so skip any whose postcard has no raven. On each map, join the raven stops in that order: Leif's map draws 1, Rollo's 9, Aud's 7 and Harald's 2. The ticket dates put the journeys in order: Leif (September), Rollo (late September to mid October), Aud (late October), Harald (November to December): 1972.

Code: 1972 → wheel runes ᛈᛚᚹᛉ → envelope 13