Yeah, IIRC Beowolf clowns on Grendel with a boast like "Why would a warrior need weapons when fighting a beast?" and then when grendel's mother shows up uses a sword to kill her, and it was fine.
Interestingly enough, one of the theories for where the heck Beowulf is from is Gotland (not to be confused with the neighboring place of Gotaland), which makes him a Gute (which is separate from a Geat (who are from Gotaland) though they have very similar names and are often conflated with each other). Halla is actually half-Gute/half-Norwegian, thanks to Steinarr and Asveig respectively.

Another theory, which holds way more water than the Gotland theory, is that he's a Geat. Why, you may ask? Well it's because it's directly said so in the text, lmao.
I thought that was probably the case but magic often gets treated differently, so I wanted to make absolutely sure it still applied even there.
Ah, but you see, this isn't magic *wink wink* (as in it is, technically, by definition, magic, but absolutely nobody is going to call you out on that for fear of being called out in turn)
 
[X] Plan level up the owl

We picked smart and friendly as 2 of our main chargen traits. I think it'd make sense for us to ask Jerasmus how to talk to Gabriel at some point.
 
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[X] Plan level up the owl
-[X] (Violent) Pick a fight or spar with...
--[X] Eric, your older brother, for fun
-[X] (Personal) Spend time with... (Write in)
--[X] Jerasmus the Mendicant
--[X] Try and learn more about him and his people
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] A more mundane defensive trick with Shield or Dodge 1d6
-[X] (Training) Hugr (7 successes to rank up)
--[X] Hugr Itself 5d6
--[X] Tactics 1d6
--[X] Composure 1d6
-[X] (Training) Fylgja (2 successes to rank up)
--[X] Fylgja Itself 4d6
-[X] (Orthstirr Usage)
--[X] 4 Hamr
--[X] 4 Hugr
--[X] 2 Fylgur
--[X] 3 Axes
--[X] 4 free for tricks

fylgjas are explicitly a weakness that can be exploited, i think it would be wise to buff it up a bit harder so that its not such am easy target. Moved dice from weapons training to fylgja training.
 
I wonder if it's possible to attack someone's fylgja even when it's invisible, or to make our fylgja invisible (ideally being able to swap between visibility/invisibility at will).
 
fylgjas are explicitly a weakness that can be exploited, i think it would be wise to buff it up a bit harder so that its not such am easy target. Moved dice from weapons training to fylgja training.

Fylgja definitely needs to increase, but we can keep our fylgja out of combat fairly readily for a few turns while it rises gradually, I think. Remember that one die increments are more efficient...I think 1 die each turn for the next few turns will be fine to get it to 3. From there, we'll likely need to invest more dice at once to get it from 3 to 4, but that's a bit away and it's only one point (and thus 1 Endurance) down from Hamr at that point anyway. Additionally, our just learned spell can probably defend our fylgja pretty well if we really need to.

Really, the more things we can get away with increasing in one die increments the better, and we can get away with that in regards to fylgja for at least a bit longer.

I wonder if it's possible to attack someone's fylgja even when it's invisible, or to make our fylgja invisible (ideally being able to swap between visibility/invisibility at will).

My impression from the Fylgja stat description was that we could already do this (nowhere is making our fylgja visible to others stated as permanent), though the text is a bit unclear. We can, I think, keep them out of combat for the next couple of turns either way, though.
 
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I wonder if fylgjas can learn their own techniques/tricks. Can our owl grow to giant size and let us ride on it?

The description says we can 'store' muna, hugareida, and spells in our fylgjur, so it can presumably cast those spells we store in it for us. So we'd likely need to learn some shapeshifting and then 'store' it (if that's even an option for shapeshifting) to do this...or potentially get the right hugareida for size changes and likewise store that.

Amusingly, having an owl actually makes doing this a lot less necessary than it is for other people just because our capacity is so much higher.
 
It's more a matter of "Finding moments where time seems to stop" I think.

I mean Halle literally said. It is impossible to improve upon hugareida through training, the only way is by experiencing and comprehending deeper, more complex, versions of the original experience.' It has to be similar to the original experience is why I said that
So, we aren't just battle crazy but also adrenaline junkies now? :V
Only half joking though, adrenaline does make it like things are in slow motion.

On the Inertia arresting... does this make us able to, in case we fall, to throw a "cloack" of standstill under us and stop falling/dont get damage no matter how far we fall? or would it just act like we fell a shorter distance?
Also, your family has a tendency towards developing fire-based hugareida, thanks to Blackhand's shenanigans.
...what the hell did Blackhand do, to char not only his own soul but his whole bloodline?
that aside though, fire can have many uses, even outside battle.

Also, should we try to learn skills from mother? Like business? might help with the witch.
 
So, we aren't just battle crazy but also adrenaline junkies now? :V
Only half joking though, adrenaline does make it like things are in slow motion.

On the Inertia arresting... does this make us able to, in case we fall, to throw a "cloack" of standstill under us and stop falling/dont get damage no matter how far we fall? or would it just act like we fell a shorter distance?

...what the hell did Blackhand do, to char not only his own soul but his whole bloodline?
that aside though, fire can have many uses, even outside battle.

Also, should we try to learn skills from mother? Like business? might help with the witch.
My bets are on something something something dragon fire. Though...maybe something involved with muspellheim?
 
Norse dragons are more likely to be associated with poison than fire, I'd think. Of course, no guarantee he encountered a dragon locally, could have been anywhere, if it was a dragon.
I mean, OP did state that for honor was a big inspiration, which is all about a clash of warriors from different cultures and times. Something we have already seen with the foreign witch and the eastern artifact meteor. If this quest really is a clash of different real world cultures flavored by xianxia, then more traditional fire breathing dragons would certainly be on the table.
 
I'm down for learning business skills if that's an option, but I think the situation with what we owe the witch is honestly fine in terms of negotiation stuff. Our only problems come if she tries to go further than that.
Honestly, if it's in addition of stuff we need, I don't mind.
But Halla will need to deal with house keeping stuff as well, later on.... Unless we manage to collect our own thralls, that is.
But knowing them will not hurt either way...
And I just realized cooking should go on the list as well, if we go on longer/farther exploring.

For the fire and blackhand, there is more than just dragons, like phoenixes or burning down wholearmies and more is possible too.

Edit:
Like, getting the timestop or the healing mastered would get ridiculous for adult Halla.
I like that plan!
 
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<edit> weird, it posted my post before i was finished without showing me or clearing comment box. Deleteing everything that was part of the premature post</edit>

Also, If we train it, we could ask Hallr how we suddenly know seidr as a free action. Or training our timestop trick may mean we could ask him what his first/most-important-to-him muna was.
 
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If the min-maxed "spread dice 1 deep per skill" is gonna be status quo, how about training some of our tricks, too?

Like, getting the timestop or the healing mastered would get ridiculous for adult Halla.

This seems premature. Right now, there are easily 12 things we could put dice into that would all give us more benefits than being partway to mastering something. Once our low level skills are rounded out and we have a few more tricks, we can start doing things like this, but right now I'd rather have a new and different trick than be at 70 successes away from Mastery rather than 80. It would potentially get us the Mastery a little earlier, but we're talking about a turn or two earlier in all likelihood, and in exchange we miss out on a trick for dozens of turns. Once there are no new tricks we want urgently this becomes much more appealing, but I can think of at least 3 or 4 we still want quite badly.

Like, the one die at a time thing maximizes successes per die, but it also caps total successes on the project each turn to the point that I don't think it actually winds up worth it for the really high success projects. Like, when we decide to Master our Inertia trick, that's easily 11 turns at 10 dice each of us just training that and nothing else. We could cut it by one, maybe two turns by investing a single die for 10 turns first, but we'd then have one less Trick for the 10 turns we are just working on Mastery...I don't think getting the Mastery maybe 2 turns faster is worth losing out on a different Trick for 9-10 turns (or being 10 successes behind in other ways).

Isn't the Witch Norse? Where was it said she was foreign?

Her Goddess was stated as foreign by our QM. That makes her likely, though by no means certain, to be foreign as well.

<edit> weird, it posted my post before i was finished without showing me or clearing comment box. Deleteing everything that was part of the premature post</edit>

Also, If we train it, we could ask Hallr how we suddenly know seidr as a free action. Or training our timestop trick may mean we could ask him what his first/most-important-to-him muna was.

I mean, we could also ask him to train us in additional hugenreida or even seidr tricks and get that information that way. A meeting with the seeress might well also provoke an explanation on the seidr and is something we want to do anyway when Summer comes around.

I'm not saying I want to stop learning magic, but for the same cost as Mastering our current spell we could learn nine others. Nine might be overkill, but I'd rather pick up at least another one or two before we even decide which we want to master. Our current inertia trick is a great candidate (I actually think our healing isn't...it's rare to need it more than once or twice a fight, and by the time it was Mastered our orthstirr will be such that we'll be able to afford it when we need it), but I don't know that it's the best one, and won't until we have a few more options.
 
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Just a reminder, he also knew runes, so that's an option as well.

Edit:
Imperial Fister, does hone work on magic (tricks, seidr, hugareida, runes and etc.)?
 
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[X] Plan Talking and Talking
-[X] (Personal) Spend time with... (Write in)
--[X] Jerasmus the Mendicant
--[X] Try and learn more about him and his people
-[X] (Personal) Spend time with... (Write in)
--[X] Asva
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] A more mundane defensive trick with Shield or Dodge 1d6
-[X] (Training) Hamr (15 successes to rank up)
--[X] Axes 1d6
--[X] Shield 1d6
--[X] Dodge 1d6
-[X] (Training) Hugr (7 successes to rank up)
--[X] Hugr Itself 2d6
--[X] Tactics 1d6
--[X] Composure 1d6
--[X] Silver tongue 1d6
--[X] Poetry 1d6
-[X] (Training) Fylgja (2 successes to rank up)
--[X] Fylgja Itself 1d6
--[X] Command 1d6
-[X] (Orthstirr Usage)
--[X] 4 Hamr
--[X] 4 Hugr
--[X] 2 Fylgur
--[X] 1 Axes
--[X] 2 Silver tongue
--[X] 4 free for tricks

I kinda want to try talking to Asva, and I'd rather spread out our dice where we can.
 
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@Karnax626 You've still got that whole thing quoted as mine rather than listed as your own plan as it should be.

In terms of the actual proposed plan, Eric is moving away and I'd like to spar with him first. I'm down for talking to Asva next turn though (along with probably visiting the seeress...I think it's Summer then).
 
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