Danes II

1047-1340 CE

The Danes of the high medieval period had put the Viking longship behind them but not the sea, building a Christian Baltic kingdom whose merchant cogs, fortified coasts, and aggressive diplomacy made Denmark the dominant power in Scandinavia for three centuries.


Ethnogenesis


History

Who Were the Danes?

The Danes of the eleventh through fourteenth centuries were the heirs of the Viking age who had traded the longship for the cog and the pagan war-band for a Christian monarchy. Denmark in this period was the wealthiest and most organized of the Scandinavian kingdoms, its power built on control of the straits between the North Sea and the Baltic, a position that let it tax every ship passing between the two. The transition from raider to toll-collector was not glamorous, but it was profitable.

The kingdom's ambitions extended eastward. Danish crusades in the Baltic brought Livonia and Estonia under temporary Danish control. Valdemar II's capture of Tallinn in 1219, where legend says the Dannebrog fell from the sky, gave Denmark its national flag and a foothold in the eastern Baltic that lasted over a century.

Homeland and Way of Life

Denmark was a landscape of islands, peninsulas, and shallow seas. Jutland's sandy heath supported cattle and barley. The islands of Zealand, Funen, and Lolland had richer soil and denser settlement. The coastline was everywhere, and no Dane lived more than a day's walk from salt water. Fishing was as important as farming. Herring shoals migrated through the Sound each autumn, and the seasonal herring markets at Skanor and Falsterbo drew merchants from across northern Europe.

A fisherman hauling nets from a small boat off the Scanian coast in October, his catch destined for the salting barrels of a Hanseatic merchant who would ship it to Lubeck and beyond, participated in a trade chain that connected Danish waters to dining tables across the continent. The herring made fortunes. The fortunes built churches. The great brick cathedral at Roskilde, burial place of Danish kings, rose on the profits of fish and grain.

Warfare, Power, and Limits

Danish military power combined a feudal cavalry levy with a naval fleet of cogs, broad-beamed sailing vessels that carried cargo in peacetime and soldiers in wartime. The cog was slower than the old longship but could carry far more: men, horses, supplies, and the siege equipment needed for campaigns against fortified Baltic towns. A cog squadron covering a landing operation on the Estonian coast provided the firepower and transport that turned Danish crusading ambitions into territorial reality.

The kingdom's weakness was structural. The Danish nobility was powerful enough to constrain the crown, and every reign involved negotiation between king and magnates over taxation, military service, and the distribution of conquered land. When the monarchy weakened after Valdemar II's death, the kingdom fragmented into competing noble factions, and by the early fourteenth century Denmark was effectively a collection of noble estates rather than a unified state. Recovery required a new dynasty and decades of patient rebuilding.

Beliefs, Customs, and Society

Denmark had been Christian for over a century by the start of this period, and the church was woven into every aspect of daily life. Parishes covered the entire kingdom, tithes funded a network of churches, monasteries, and hospitals, and the archbishop of Lund exercised authority over all of Scandinavia. Monasteries managed agricultural estates, operated breweries, and provided the literacy that the royal administration depended on. A Cistercian monk at Sorø abbey, keeping the estate's accounts in a ledger while rain drummed on the cloister roof, performed work that was as much administrative as spiritual.

The Thing, the assembly tradition inherited from the Viking age, survived in modified form. Free men gathered at local and regional assemblies to settle disputes, witness transactions, and approve royal legislation. The tradition provided a check on royal authority that was customary rather than constitutional, dependent on the willingness of armed free farmers to show up and speak their minds.

Contacts, Conflicts, and Legacy

Denmark's position at the entrance to the Baltic made it a natural rival of the Hanseatic League, the German merchant confederation that dominated Baltic trade. The relationship alternated between cooperation and conflict. Danish kings needed Hanseatic commercial expertise and credit; Hanseatic merchants needed access to Danish waters and herring grounds. When the balance tipped too far in either direction, war followed. The Hanseatic blockade of Denmark in the 1360s demonstrated that a commercial league could bring a kingdom to its knees through economic pressure alone.

The Danish legacy of this period was a Baltic power structure that endured for centuries. The Kalmar Union of 1397, which united Denmark, Norway, and Sweden under a single crown, grew directly from the political relationships established during these centuries of Danish expansion. The cog fleets, the Baltic crusades, and the herring trade created the networks and the ambitions that made Scandinavian unification conceivable, even if holding it together proved harder than achieving it.


Abilities

DanesII

permanent
Cogs: None 3 | None 2 | None 2 (1-2)
SB: +1 per your adjacent army
Cost: 2 wood 1 weapon 10 coins | Dockyards
permanent
You have +1 Forge for each of your Cities adjacent to the ocean
permanent available till Age III
You may perform any main actions requiring at least 2 action cubes using experience cubes
recurrent available till Age III
During the voting, after adding any number of experience cubes on an event, add 1 more cube of your color there

In the game, the Danes have outgrown their Viking past but not their mastery of the sea. Coastal ocean cities gain virtual forges, arming your fleet the way Danish ironworks armed the Baltic crusade cogs. Experience cubes are your secret weapon: they substitute for action cubes on any expensive action and add extra weight to your votes, giving you flexibility and political influence that scale as the game progresses. Accumulate experience early through combat and governance, build cogs alongside supporting land armies for the strength bonus, and let your growing reserve of experience fund the expensive moves that win the late game.


FAQ

How do I recruit Cogs?

You must have at least 1 Castle built. Recruit by activating the Castle area (up to the number of your Castles) or by activating the Dockyard area (up to the number of your Dockyards).

The Cog's bonus says "+1 per your adjacent army." Adjacent to what?

Adjacent to the Cog itself. For each of your own armies on a hex next to the Cog, it gains +1 strength bonus. The enemy's position does not matter.

Do exhausted armies still grant the Cog its strength bonus?

Yes. Any of your armies on an adjacent hex grants the bonus regardless of exhaustion.

Do other vessels count as armies for the Cog's bonus?

Yes. Any of your armies adjacent to the Cog, of any kind, adds to its strength.

Where does the extra voting cube come from?

From the general supply. After you add any number of experience cubes to an event, you take one additional cube of your color from the supply and place it on the same event.

Can I mix action cubes and experience cubes for actions requiring 2+ cubes?

Yes. You may pay in any combination, as long as the total meets the requirement.

Does this apply to activating a corrupted area that requires 2 cubes?

Yes. Activating a corrupted region is a main action requiring at least 2 cubes, so experience cubes can substitute.

Can I research a technology not adjacent to my cubes on the grid using experience cubes?

Yes. Such research requires at least 2 action cubes, so the ability applies.