The Islejarl guide
Everything about playing Islejarl, in one place. Start with the overview if you're new, or jump straight to whatever you're trying to understand.
Islejarl has not launched yet, so exact numbers across this guide (how much things cost, how long things take) are still being tuned and mostly aren't shown yet. Everything else describes how the game is meant to work. New word? Every one is explained the first time it shows up, and most also link to the full glossary of Norse terms.
How Islejarl works
The overview: what a jarl is, your isles, fleets, trading, Oaths and Renown.
New jarlsGetting started
Your first few days, stage by stage: what unlocks, and what it teaches you.
TimeOrders & real time
Why there's no such thing as a daily turn, and what Orders actually gate.
ExpansionGrowing your jarldom
Three ways to get another isle: buy one, go find one, or take one by force.
MoneyThe economy
Feeding your people, the Harbor Exchange, and the Counting House bank.
WarCombat
Fleets, the three fronts, how a battle actually resolves, and Strandhogg raids.
IntrigueCovert ops & Outlaw Crews
What your Informants can do to a rival, and the sea raiders you can hunt.
WeatherThe Tide Calendar
The sun and sea cycle that changes what pays, what's safe, and what's risky.
StandingReputation
Renown, the Lawspeaker's Log, and what it costs (and earns you) to be trusted.
WinningSeasons & Leagues
How a season runs, how League tiers work, and how a winner is really scored.
OpponentsAI jarls & solo play
Who fills out a young world, the difficulty ladder, and playing alone.
ReferenceGlossary
Every Norse word and game term, with meaning and how to say it.
