The Norse were quite proficient in warfare, especially the lightning-quick style of their raids. However, what they would call an ambush and what we would call an ambush aren't as similar as you might expect.
A modern day ambush is where you hide away and lie in wait for the enemy to appear. Then launch a quick and sudden strike into their lines, causing as much chaos as possible before disappearing into the night, or hills, or forests, or wherever you are.
A Norse ambush, on the other hand, is a far more straight forward affair. The main difference between murder and killing is that murder is done in secret and isn't owned up to while killing is done in the open and no attempt is made to hide it. As such, the Norse practiced ambushing in a much different way to how we do it today.
First, they send spies to scout out a path their target takes regularly. Spies can take the form of thralls, warriors, wanderers, old women, all kinds of forms. The spies not only track movement, but also how many men the target has with him and how good they are. This is so that the ambushers can gather more and/or better fighters than the target.
Next, the ambushers gather together and stand around a place they know the target will be. They don't make any attempt to hide themselves, for such a thing would be cowardice. Oftentimes the ambushees would spot the ambushers and a chase would begin as the ambushees try to move to better fighting ground while the ambushers try to stop them. Sometimes the ambushees would decide to just go ahead and fight the ambushers anyways, even in poor ground.
Norse ambushes were less a matter of sudden surprise and more a matter of outnumbering your opponent when they least expected it. You want to massively outnumber your enemy if you can. Sometimes, ambushes would be called off if the ambushers saw that the ambushees had more men than expected, even if the ambushers still outnumbered them.
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I've decided to start talking about different aspects of Norse culture so that you can make more and better informed decisions. Please feel free to ask questions and I shall answer them to the best of my ability.
i wanted to joke, but unless spying is considered not worthy of renown, or not worth much, i don't see a reason to worry about an ambush with just the hideout in the woods.
The silver, on the other hand gives me more reason to do so, in connection with the hideout. Because why would there be a lost silver in a random hill without anyone nearby watching another flock of sheep?
And correct me if I'm wrong, but wasn't it important who where takes their cattle in the fields? Something to keep tract of, so there isn't any feud between families about it or avoiding the drama of "finding a stray sheep".
Guess the possibility of a raid/ambush is part of the harder hurdle for Halla's start? because less options to defend herself?
Fortunately, Halla is a woman, so she's got protections from most violence on pain of full outlawry. With the exception of raids. Once she starts really pursuing violence and being a warrior, however, those protections start falling away.
Abjorn seems interesting to me in that he seems to have giants blood and bloodthirsty traits. So he could be a good father for next generation if those can be passed down. At least I imagine that's how some of the starting traits get passed down
Abjorn seems interesting to me in that he seems to have giants blood and bloodthirsty traits. So he could be a good father for next generation if those can be passed down. At least I imagine that's how some of the starting traits get passed down
Starting traits do get passed down, you are correct, but it is not guaranteed that your descendants will get them. Starting traits can also be improved by having a lot of hamingja when children are born.
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Voting is now closed
Scheduled vote count started by Imperial Fister on Feb 3, 2023 at 7:43 PM, finished with 16 posts and 9 votes.
[X] Plan Dog time
-[X] (Seasonal) Check and reset the animal traps.
-[X] (Dog) Try to win the dogs trust
-[X] (Training) 2d6 Hugr
-[X] (Training) What in the heck is a 'fylgja'?
-[X] (Orthstirr Usage) 2 to Hugr
[X] plan first fight
-[X] (Seasonal) Help out with the animals.
-[x] (Personal) Pick a fight or spar with...
--[x] Eric, your older brother
-[X] (Training) Hugr (2 successes to rank up)
--[x] 2d6
-[X] (Training) Hamr (4 successes to rank up)
--[x] 1d6
-[x] (Orthstirr Usage) (Write in)
--[x] 2 to hamr
Starting traits do get passed down, you are correct, but it is not guaranteed that your descendants will get them. Starting traits can also be improved by having a lot of hamingja when children are born.
I mean any kids will have the chance to be bloodthirsty just from Halla anyways. It's not like there is no chance even if we went to another husband for any future offspring.
I mean any kids will have the chance to be bloodthirsty just from Halla anyways. It's not like there is no chance even if we went to another husband for any future offspring.
Yes. You can spend hamingja to lock in or discard traits that you and your partner have. But keep in mind that any hamingja spent on that is hamingja that your offspring does not get. Otherwise, each of the traits gets a roll to see whether or not it gets passed down. If both parents have it then it gets two more tries.
Yes. You can spend hamingja to lock in or discard traits that you and your partner have. But keep in mind that any hamingja spent on that is hamingja that your offspring does not get. Otherwise, each of the traits gets a roll to see whether or not it gets passed down. If both parents have it then it gets two more tries.
The initial options can be passed down, they just 'skipped' your character. But yes.
edit: However, they're not limited by having to have flaws to compensate
You get to pick from all of your children when deciding who to continue as. So if your firstborn has a trait that you don't like or is missing a trait that you want, then maybe your next child will.
[X] Plan Dog time
-[X] (Seasonal) Check and reset the animal traps.
-[X] (Dog) Try to win the dogs trust
-[X] (Training) 2d6 Hugr
-[X] (Training) What in the heck is a 'fylgja'?
-[X] (Orthstirr Usage) 2 to Hugr
0~0~0 (Traps: 1, reroll: 2, reroll: 1) (Timing: 5)
"Eric?" Your brother's lips press into thin slivers, his bushy red eyebrows creating a trench on his forehead. "Those aren't animal tracks, are they?"
"No," Eric replies, kneeling beside the shoeprints in the forest floor, "no they're not."
The rabbit snares had been sprung, alright. But the animals hadn't been retrieved by any of your family.
Which meant that someone else got here first. Which means that they stole from your family.
Frankly, your blood boils at the thought of that. Eric's too, if the way his spear creaks in his grip means anything.
While the loss of the rabbits wouldn't starve your family, it does mean that you might have to butcher a sheep or a goat, or even a cow to make up for the loss. And if the harvest goes poorly... then you all might have to tighten your belts come winter.
A single cow can be the only difference between life and death.
So how dare someone try and steal that from you.
"The tracks are fresh, he's still nearby," Eric says as he rises to his feet. "Go find father; I'll look for the thief here." (Hugr: 6, 5, 4) 3 Successes
There's a determined look in his eye as he checks the straps on his shield and makes certain his boots and belt are firm. He doesn't intend to just look for the thief, you know your brother well enough for that.
Timid he may be, but when push comes to shove he's always there, ready and waiting.
Eric breathes in, centering himself in the here and now. The hair on the back of your neck stands tall as your own breathing quickens.
Orthstirr swirls around Eric's body, forming itself into a cloak of wind-filled sailcloth and a crown of blazing red fire.
Eric breathes out and the display of orthstirr leaves with it.
You blink, heartrate and breathing returning to normal.
Maybe it's the way the wind changes as he readies himself. Maybe it's the smell of fresh rain springing up around you. Maybe it's the way the light dims and shadows lengthen. Maybe it's the way that the carrion-birds begin crowing as Eric looks to the woods.
Whatever the reason, you hesitate and linger.
What do you?
[ ] Do as he says and find Steinarr. He should be gathering firewood close by. (Medium Hamr (Overland))
[ ] Demand that he come with you to Steinarr. (Easy Hugr (Silver-Tongue))
[ ] Try to convince him to let you go with him. (Hard Hugr (Silver-Tongue))
[ ] (Unlocked: Bold) Disregard his instructions and follow along, at a distance. (No Check)
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AN: Overland corresponds to your ability to move over land quickly and efficiently.
And here we have the first 'encounter' of the saga. How will our heroine respond?
Should combat happen, you'll be given an opportunity to re-assign orthstirr, though it will cost you a round in combat.
25 minute moratorium.
Here's a peek at Eric's character sheet after he stoked his orthstirr, to help you make an informed decision on what to do.
Armed With:
Hide-Rim Shield (Left Hand)
Iron Spear (Right Hand)
Neck-Knife (Hanging from the neck)
Armored In:
Brown Hat
Green Tunic
Brown Pants
Leather-wrapped Shoes
Hamr 3 (2/3 Dice Available):
Spear 4 (2/4 Dice Available)
-Recall Trick (Cost 1): A basic trick that recalls a thrown, discarded, or otherwise lost spear back to you.
-Spear-Foot Trick (Cost 1): Delivers a stab to the foot, aiming to, if not disable, throw the enemy off-balance.
-Swap-Throw Trick (Cost 1): A sudden, surprising throw distracts the enemy, letting the user quickly pull out another weapon.
-Stomp-Throw Trick (Cost 2): A powerful stomp lends the thrown spear great force, letting it punch through unenhanced shields while also disabling enhanced shields.
-Long-Lunge Trick (Cost 2): A lunging stab that seems to cause the spear to lengthen, granting extended range to the attack.
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Glima 2 (1/2 Dice Available)
-Toe-Stomp Trick (Cost 1): A stomp to the toes to break concentration and then a throw to the ground with a pin.
-Knee-Groin Trick (Cost 1): A knee to the groin brings the enemy down, followed by a pin.
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Knife 1 (0/1 Dice Available)
-Pin-Stab Trick (Cost 1): A sudden stab to the neck, free and automatically used if pinning.
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Shield 2 (1/2 Dice Available)
-Shield-Strength Trick I (Cost 1): The first rank of Shield-Strength, which strengthens the shield and lets it survive more attacks.
-Recall Trick (Cost 1): A basic trick that recalls a thrown, discarded, or otherwise lost shield back to you.
Hugr 5 (1/5 Dice Available):
Hugareidr: Wind 1 (1/1 Dice Available)
-(Readied) Cutting-Gust Trick (Cost 3): Shapes a gust of wind into a cutting edge before directing it at the target.