Alright, voting will be called in an hour-and-a-half

If you wanted to, you could, feasibly, travel to China. It'd be difficult, and probably end in your death, but you could do it.
Sounds like a nice way to fade out after a grand battle, just leave our most treasured stuff for our descendants, then go and explore the world.... who knows, if we are lucky, we survive and bring back the secrets (and spices) of the east...
But yeah, its always interesting to see how different cultivation/advancement/progression systems interact.
 
Voting is now closed, looks like you're going on something of an escapade :)
Scheduled vote count started by Imperial Fister on Feb 9, 2023 at 5:43 PM, finished with 24 posts and 12 votes.

  • [X] Go ice-skating (Begins Encounter: A Walk on the Ice)
    [X] Give the hat to Asva
    [X] Plan Say Hi To Mom
    -[X] (Seasonal) The fields need to be cleared.
    -[X] (Personal) Spend time with...
    --[X] Mother
    -[X] (Exploration) Go on a walk through...
    --[X] The Hading!
    ---[X] Try to get even deeper than before.
    -[X] (Training) Hamr (3 successes to rank up)
    --[X] 3d6 to Hamr itself
    -[X] (Training) Hugr (4 successes to rank up)
    --[X] 4d6 to Hugr itself
    -[X] (Orthstirr Usage)
    --[X] 2d6 Hamr
    --[X] 2d6 Hugr
    --[X] 1d6 free for tricks
    [X] Plan Training and Exploring the Strange.
    -[X] (Seasonal) The fields need to be cleared.
    [X] Plan Say Hi To Hnotbresta
    -[X] (Seasonal) The fields need to be cleared.
    -[X] (Personal) Spend time with...
    --[X] Mother
    -[X] (Exploration) Go on a walk through...
    --[X] The Hading!
    ---[X] Try to get even deeper than before.
    -[X] (Training) Hamr (3 successes to rank up)
    --[X] 3d6 to Mastering Knee-Groin Trick
    -[X] (Training) Hugr (4 successes to rank up)
    --[X] 4d6 to Hugr itself
    -[X] (Orthstirr Usage)
    --[X] 2d6 Hamr
    --[X] 2d6 Hugr
    --[X] 1d6 free for tricks
    [X] (Personal)
    --[X] Aki Runson
    -[X] (Exploration) Go on a walk through...
    --[X] The Hading!
    ---[X] Try to get even deeper than before.
    -[X] (Training) Hamr (3 successes to rank up)
    --[X] 3d6 to Hamr itself
    -[X] (Training) Hugr (4 successes to rank up)
    --[X] 4d6 to Hugr itself
    -[X] (Orthstirr Usage)
    --[X] 2d6 Hamr
    --[X] 2d6 Hugr
    --[X] 1d6 free for tricks
 
A Walk on the Ice 1
In a secluded spot not too deep in the Hading, you find a small, iced-over lake. Snow covers the ground where empty trees grow on the shore. A little frozen stream will feed from and feed to the lake come summer. A small island with a single grove of trees sits in the middle of the lake, which you use as a rest point every once in a while.

Now, though, the lake is home to you, Stigr, and Abjorn as you take to the ice on bone-carved skates.

Abjorn, like with all things physical, is a natural at it. He moves with a grace that belies his massive size, every movement made with utter surety and every motion a swift, smooth work of art.

To no one's surprise, Stigr has the most practice of all of you. Where Abjorn moves with a natural grace, Stigr spins, twirls, and twists with practiced skill.
(Hamr (Ice-Skating): 6, 2) 1 Success
You aren't amazing at ice-skating, but this isn't your first time out on the ice either. You're steady on your feet, which is more than you can say for some people you know. Sure, you're not doing any of the fancy stuff that Abjorn and Stigr are doing, but that's okay.

After all, they are your friends.

But not everyone is friends with you. In fact, most people aren't.

A lot of people don't really like you, for your 'unwomanlike behavior'. You don't really like those people back and boy have you driven that point home.

So when Osborn Burisson, one of his many brothers, and another two boys you don't recognize show up, you and your friends are immediately on edge.

There have been some light scuffles between the Burissons and the Stein-Vid-Ker alliance in the past. They've never tried anything overt, though, not with most of the other families in the valley not particularly liking them.

Osborn and the rest of the Burissons had a poor reputation. Nobody could prove that they were the ones stealing wool and milk, but everyone in the valley knew it was them.

However, none of the allied families are especially large, only just about equaling the Burissons in number. If the new family in the valley weren't aware of the Burissons' bad habits, or worse, benefited from them, then they might be inclined to allying with the Burissons.

Which would tip the scales in their favor.

Which might mean war.

You'd be lying if you said there wasn't some part of you that wants to plant Thievesbane square in Osborn's smug face. The little lying bastard looks like a rat when he smirks, which is constantly.

But if there is to be war, Halla Steinarsdottir won't be the one that starts it. Steinarr made you promise that you wouldn't be the one to do it.

You'll end it, though, should war come to the valley.

You all come to a stop, skidding to a halt on the ice. Perhaps you have a hand on your axe, perhaps you don't, whatever the case, something draws Osborn's attention to Theivesbane on your hip.

"Ah, Hod, I was just telling you about some of the neighbors, wasn't I?" Osborn says to the younger of the two strangers. If you had to make a guess, you'd put him at thirteen or fourteen, about the same age as Osborn. His, assumed, brother looks to be fifteen or sixteen with the beginnings of a beard on his face.

They're all armed, as all Norsemen are. The older stranger has an axe and shield while the younger has a bow and a sheaf of arrows tied to his belt. A sax hangs from the back of his belt, as a precaution to close-up violence.

Osborn himself carries a sax and shield, while his older brother, Lori, has a spear in hand and an axe in belt.

"You were, Osborn." Where Osborn's voice is smooth and calculating, this 'Hod's is a blunt instrument, more like a hammer than a knife. There is an intelligence behind those eyes, though, of a raw, unrefined sort. The kind that belongs to a man who lets his emotions rule him, rather than the proper way of things.

"Then this is a perfect opportunity to introduce you to some of them!" Osborn's smirk turns into a cruel grin as he points at each of you in turn. "The lumbering oaf over there is Abjorn Vidsson. The dark-haired freak is Stigandr Kersson. And the woman is unimportant." There's something about the way he says 'woman' that makes your skin crawl.

Fury burns in Abjorn's eyes and his hand moves to his weapon, but Stigr's hand on his shoulder keeps him from doing anything rash.
(Hugr (Composure): 5, 6, 1) 3 Successes, Pass
A slight taste of warm iron fills your mouth as you bite your tongue. You made a promise and you fully intend to keep it, like a true drengr would. His words sting in your soul, but they don't have the bite of nid's heat. You can let it go.

Instead of letting loose a torrent of the most vile insults you have, you instead take a step and call out to the band of armed boys. "Why are you here, Burisson?"

"I could ask the same of you, Steinarsdottir!" Hod's eyes narrow as he hears your father's name. He mouths it to himself as Osborn continues. "After all, this land is part of Buriby!"

Stigr winces as your gaze snaps to him. You and Abjorn would be having words with him, after this is all over.

While most everything that leaves Osborn's mouth are nothing more than dirty lies, you had been travelling far enough to reach the area that Buriby lays in...

"If that's true, then we're sorry for trespassing and we'll be on our way!" You turn to leave, Abjorn reluctantly following behind with Stigr helping keep him calm, but Osborn's voice calls you back.

"Not so fast, Steinarsdottir!" The glint of greed sparks in Osborn's eye. "You still have to pay for your transgressions," his smile turns to a cruel, smug grin, "and I think that fancy axe of yours will do nicely."
(Hugr (Composure): 1, 2, 5) 1 Success, Fail
Oh by the gods, you want to let loose and rip this bastard limb from limb. You've had more than enough of this smug prick and his smug face.

But if this war starts here, and now, then you are not going to start it.

You made a promise. Come Hel or highwater, you'll keep it.

"You want my axe?" You snarl, said axe having entered your hand in the blink of an eye. "Then come and take it, if you can! Maybe then I'll get to show you why it's called Thievesbane."

There's a ringing of iron as weapons are drawn.

Alright, then, looks like this is happening.

Good.

0~0~0
(Hugr (Tactics): 1, 1, 2) 3 Failures

You are near the middle of the lake, with Abjorn and Stigr a little further in. Your opponents, of which there are four, are on the edge.

The ice is not a good surface to fight on, even with skates. The island is likely going to be the best surface to fight on.

You can't tell what the enemy are planning, as they quietly discuss amongst themselves. Abjorn and Stigr look to you for guidance.

Abjorn has his shield and his sax. He looks to be in perfect condition.

Stigr has a shield, a spear, and his bow. He looks to be in perfect condition.

You have 2/2 Endurance.
Your shield can take 4 more hits. You have no back-up shields.
You have 2 orthstirr held in reserve and you have not tapped frami, virthing, or saemd.
You can put 1 more point of orthstirr into your hamr and 1 more into your hugr.
You have a combat pool of 5d6.

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

Since you are acting as the leader of your side in this battle, you can give Abjorn and Stigr general directions. Through ranking up your Tactics skill, you can get more detailed information on their condition.

0~0~0

AN: Good luck.

Moratorium of 40 minutes. Gotta give you some time to think and plan. If necessary, the moratorium can be extended.

Ask any questions you require.
 
They're all armed, as all Norsemen are. The older stranger has an axe and shield while the younger has a bow and a sheaf of arrows tied to his belt. A sax hangs from the back of his belt, as a precaution to close-up violence.

Osborn himself carries a sax and shield, while his older brother, Lori, has a spear in hand and an axe in belt.
For reference, our enemies weapons.
 
Hmm, the ice is something of a defense, but the bow is a serious problem. There's no cover and no way to maneuver well enough to make us difficult targets. Our only options are to retreat to the island or rush the enemy. The latter has the advantage of surprise; the former has the advantage that it's then our guy who's shooting at enemies who are trying to cross the ice. Do our enemies have skates?

If we turtle in the island, do we risk being besieged? Can we survive a night out here? Will anyone come looking for us?
 
Option A) move to the island, let Stigr shoot at them until they get close, then melee fight.
Issues:
  1. If they realize they can strike the ice to break it so we can't pass it, we are trapped.
  2. They got ranged fighters, too.
Advantage:
  1. We have solid ground, they have lake ice
Option B) move towards them
Issues:
  1. They can just move close to the lake so that we have to fight them with the lake disadvantage while they are on dry land
  2. They can break the ice.
Option C) get to the other side of the lake
We can fight without the lake disadvantage and without the risk of being caught in the island.
Option D) stand on the ice and wait for them to come
Issues: all of A without the advantages
 
It escalated quickly...
If possible, I would prefer to avoid murder - apparently, if it comes to revenge, the bloody wheel of violence is quite capable of simply destroying the local community along with our father and brother.

So we must try to fight non-lethally. Fortunately, we have such a trick, even if we know that its non-lethality is not guaranteed.
 
We could try to
Barb-Tongue (Hostile Talking) Rank (1) (Dice Max is 2d6) (2 Successes Left)
-Probe Trick (Cost: 1): A Barb-Tongue trick that tries to figure out people's insecurities and faults. (Mastery: 81/81)
Osborn to manipulate him.

We could provoke him into a stupid attack (we take position on the island and provoke him to charge at us).
Or
We talk him into a 1 vs 1 unarmed duel for the axe.
 
So, whatever else we do we should assign one more orthstirr to Hamr, since that seems to be an option. We can tap frami, virthing, or saemd if we need more after that for tricks, but maxing out our combat dice pool seems like a must-have. Maybe even stoke one of them to assign some dice to Axe as well, if that works?
 
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Moratorium is up, extend it another 40 minutes or open the vote?

I'll extend it 20 minutes.
 
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[x] Plan King of the Island
-[x] 1d6 Attack
-[x] 2d6 Defense
-[x] 1d6 Intercept
-[x] 1d6 Barb-Tongue Trick (2 Orr)
-[x] Stoke Frami and Virthing
-[x] Put 1 Orthstirr each into hamr and hugr
-[x] Tactics: Retreat across the ice towards the island, taunting your foes to come after you. From there, get in formation, using your shields to cover your archer and attacking anyone who comes near.

I think I've messed up every plan I've made so far, hopefully this is closer than the last have been, but I wouldn't bet on it :V
 
We could try to

Osborn to manipulate him.

We could provoke him into a stupid attack (we take position on the island and provoke him to charge at us).
Or
We talk him into a 1 vs 1 unarmed duel for the axe.
Hod is probably a better bet for that. He is both singled out as a man led by his emotions and someone who doesn't know Halla and her ways yet.

The downside is that he's also the one we'd like to punch in the face the least.
 
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