BTW, did our Odr gain get resolved before or after our Aspects got locked up? Like, has our income dropped after this or is it being treated like we haven't actually committed a big chunk of our pool?
Odr gain is always resolved first.

However, your odr gain will drop to 4 next turn, depending on how much orthstirr you get from this fight.

As for The Enemy's trap... it was that you weren't warned in anything other than broad scope that 'hey, this is, more or less, permanent. Be careful how much you put in.' It's an exceptionally petty move, but that is what The Enemy is.
 
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Odr gain is always resolved first.

However, your odr gain will drop to 4 next turn, depending on how much orthstirr you get from this fight.

As for The Enemy's trap... it was that you weren't warned in anything other than broad scope that 'hey, this is, more or less, permanent. Be careful how much you put in.' It's an exceptionally petty move, but that is what The Enemy is.

Mm, not permanent, but a pain in the ass to work with. What, is this just straight-up one-way unless you've got the Clothes Making Trick?

Still, "Petty", good to know. This was a good mistake to make in that it's reversable, and mostly just a pain in the ass rather than something crippling. It gives us good insight into the Enemy's logic as well.

Notably, it also confirms a theory that I've had in that The Enemy can respond to Cultivation, but can't actually directly interfere with it. They attack through controlling information. The Landmines are probably put down in places where Cultivation intersects with the Outside World. Like how we almost died with our initial breakthrough when we opened the Gate because for some reason, Halla thought to do it out in the middle of nowhere rather than in the Farm.
 
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Mm, not permanent, but a pain in the ass to work with. What, is this just straight-up one-way unless you've got the Clothes Making Trick?

Still, "Petty", good to know. This was a good mistake to make in that it's reversable, and mostly just a pain in the ass rather than something crippling. It gives us good insight into the Enemy's logic as well.

It also actually may be good we did it now because we might never have realized it could store Frenzy if we already had a Fast when we did it.

Frenzy is physical, so that makes sense on one level...but so is orthstirr itself. I really want to try storing Orthstirr in the Pockets next turn and see what happens. Probably, they don't store enough to be worth it (making one is effectively 20 Orthstirr and I doubt they hold that much), but it seems an interesting experiment.

Notably, it also confirms a theory that I've had in that The Enemy can respond to Cultivation, but can't actually directly interfere with it. They attack through controlling information. The Landmines are probably put down in places where Cultivation intersects with the Outside World. Like how we almost died with our initial breakthrough when we opened the Gate because for some reason, Halla thought to do it out in the middle of nowhere rather than in the Farm.

We did that precisely because we thought it might be dangerous, too. Like, the lack of information in and of itself is what made us do it that way.
 
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So yeah, the Traps will mostly come in the form of Unconscious Expectations that lead Halla to make poor moves, like how we ended up accidentally committing way more of our Orthstirr pool than we needed to here.

The Landmines though are in places where Cultivation intersects with the Outside World.

That aside, it's good to get a chance to face the Foemen outside of an Overwhelming Response. Because if we can tease out their weaknesses, we can prepare a battleground for our Big Reveal that gives us an advantage.

Realistically speaking too, there's nothing actually obligating us to fight to the death either. Not against Monsters, Sten certainly was allowed to withdraw when the Troll ripped off his arm. Of course, it might actually be that way and he was just willing to eat the Odreng/Nid involved because it was better than dying in an unnecessary battle when he could come back for another go later.
 
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I wonder if its one Fury per infusion rank or one Fury per Odr infused into Hugr. That would be a mean trick if someone was all ready to deal with two Fury or 3 Fury and end up with 9, therefore probably going nuts.
 
Okay, so the first Realm requires a lot of use of the "womanly art" of weaving.

I wonder if a later realm will involve smithing?

On the contrary, the 'Weaving' part is only involved with Pockets, which I suspect is going to be something that interacts with Seidr very nicely down the line. (I had the idea that they could be used to store completed spells in advance so you can just release them when the time is right, which massively increases the viability of Seidr as a style)

But everyone is a Cultivator, so everyone has to do the land stuff.
 
I wonder if its one Fury per infusion rank or one Fury per Odr infused into Hugr. That would be a mean trick if someone was all ready to deal with two Fury or 3 Fury and end up with 9, therefore probably going nuts.

It'd be 7 going from Invested Hugr 0 to 3 all at once, but yeah, that's a possibility. Luckily, we have plenty to store 3 Frenzy and we're only gonna invest 2 Odr next round, so that's the most we'd wind up with.

That said, I suspect that would get too powerful too quickly. But I could be wrong.

On the contrary, the 'Weaving' part is only involved with Pockets, which I suspect is going to be something that interacts with Seidr very nicely down the line.

But everyone is a Cultivator, so everyone has to do the land stuff.

No, gathering Odr itself is also weaving. It's as integral to the process as farming.
 
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It'd be 7, but yeah, that's a possibility. Luckily, we have plenty to store 3 Frenzy and we're only gonna invest 2 Odr next round, so that's the most we'd wind up with.



No, gathering Odr itself is also weaving. It's as integral to the process as farming.

I was of the impression that the Virthing and the Saemd just took the right form, and introducing Frami causes it to come together and Open the Gate. Trying to just stitch it together just has it unravel.
 
Virthing and saemd quickly return to their woven glory as they wrap around body and soul in turn. They sit there, waiting patiently for what you suspect to be frami.

Slowly, ever so slowly, you stoke your frami and erupt into crimson flames as you carefully guide it down into your barren, empty soul.

Swallowing a gulp, you allow its fire to touch the woven length o-

'The Gate. It opened when your frami touched the woven strand and through it flowed odr. After some time, the thread began to unravel and... well,'
We weave them together and then add frami to open the Gate.
 
30+30 Orthsirr per Frenzy is pretty expensive.

We'll probably want to unravel this, mostly.

I don't think we should put Odr into Hugr anytime soon, though. Even if our theory is right, and having pockets to store Frenzy in = No Berserk mode, that's still 30+30 Orthsirr gone per Frenzy. That's a lot. And of course 1 Odr/Turn.
So yeah, the Traps will mostly come in the form of Unconscious Expectations that lead Halla to make poor moves, like how we ended up accidentally committing way more of our Orthstirr pool than we needed to here.

The Landmines though are in places where Cultivation intersects with the Outside World.

That aside, it's good to get a chance to face the Foemen outside of an Overwhelming Response. Because if we can tease out their weaknesses, we can prepare a battleground for our Big Reveal that gives us an advantage.

Realistically speaking too, there's nothing actually obligating us to fight to the death either. Not against Monsters, Sten certainly was allowed to withdraw when the Troll ripped off his arm. Of course, it might actually be that way and he was just willing to eat the Odreng/Nid involved because it was better than dying in an unnecessary battle when he could come back for another go later.
It's good tactics, and thus Drengskapr to withdraw from a fight you're losing.

It's Odrengskapr to not fight a fight that you can win.

So if we have a few rounds and conclude 'welp we gonna lose', we could withdraw without it being Odrengskapr.

---

By the way, Hallr Blackhand, aside from improving our Orthsirr, what other ways are there to get more Odr over time?
 
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( ) Frami: 40 | ( ) Virthing: 40 | ( ) Saemd: 40
Sagaseeker has 20 orthstirr in its reservoir.
Ashen Kiss has 13 orthstirr in its reservoir.
You can put 30 orthstirr into your combat pool.
Your combat pool is 24d6.
Incidentally this is missing our Superior Chain Mail with it's 13 Orthsirr reserve. Important now, I know.

...We should (have) give our armor a name.
 
[X] Plan Simple And Straightforward

Neat, progress all around, and a lucky mistake.

So, guess it's time to try the Norse meta, huh? :V

The door to the underhouse slides open and you are welcomed into the dwarves' home by a smiling Toki. He's missing a few teeth on the side of the mouth, but he doesn't seem overly bothered by them. As he gestures for you to take a seat, you notice that metal coats his arm from fingers to shoulder.
Automail :o
Joke aside, is it magical, clockwork, modern prosthetic or a mix of any of the above?

Also, could we learn it? "Iron hand" would be an interesting kenning.
The conversation falls to quiet after that.
Hm.... No mention of the bolt thrower? Oh well, perhaps next turn

So, the enemy is a vicious asshole in fight, huh?
Although Halla didn't notice it, but do they have poison on the weapons?
As for the other ambushers.... I am unsure, but it would make sense they are waiting to strike.... And probably even they understand tactics like having the high ground.
The river though, gives them ammo, what with throwing things with super strength is fucking scary.

Hm..... What happens when we wave frami with one of the other two? (Also, I still want to know how virthing or saemd affects orrtstirr)
 
30+30 Orthsirr per Frenzy is pretty expensive.

We'll probably want to unravel this, mostly.

I don't think we should put Odr into Hugr anytime soon, though. Even if our theory is right, and having pockets to store Frenzy in = No Berserk mode, that's still 30+30 Orthsirr gone per Frenzy. That's a lot. And of course 1 Odr/Turn.

It's worth it to put one more level of Hugr Infusion in to see if one set of three pockets can hold more than 1 Frenzy. Like, if it can hold 3 Frenzy, it'd be much more worth it.

That also lets us gain some benefits from those pockets while we wait to unravel them (because, even at 15d6 per turn, that'll take a while). We don't want to go higher than that, but we want to go that high, I think.

Incidentally this is missing our Superior Chain Mail with it's 13 Orthsirr reserve. Important now, I know.

...We should (have) give our armor a name.

Huh. Missed that. But actually, Ashen Kiss has no Orthstirr pool, so the numbers are correct.
 
It's worth it to put more in to see if one set of three pockets can hold more than 1 Frenzy. Like, if it can hole 3 Frenzy, it'd be much more worth it.

That also lets us gain some benefits from those pockets while we wait to unravel them (because, even at 15d6 per turn, that'll take a while). We don't want to go higher than that, but we want to go that high, I think.
We want to be really sure that we won't go Berserk, though. And that if we do Berserk people won't get Nid for taking us down.

Having pockets to put Frenzy in doesn't necessarily equate to automatically storing them, after all.
 
We want to be really sure that we won't go Berserk, though. And that if we do Berserk people won't get Nid for taking us down.

Having pockets to put Frenzy in doesn't necessarily equate to automatically storing them, after all.

Oh definitely. We do it while truly unarmed and being grappled by our husband, I suspect (he bear hugs us from behind and restrains us completely). And warn everyone in advance, of course. Now, as the second time and us ready for it with a place to store it, I think it'll probably be fine...but better safe than sorry.

That really is a shame, though. Three pieces of equipment with their own independent Orthstirr pools would've been atrocious even under current circumstances.

We can reforge it and give it one once we have Forgefire. We'd probably want to do that anyway to jack up the quality.
 
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By the way, Hallr Blackhand, aside from improving our Orthsirr, what other ways are there to get more Odr over time?
'I don't remember, unfortunately. It's possible that there is no other way.'
Hallr, do you have any idea?
'No real skill is required in taking out these knots. It's just time consuming... damn Enemy.'
Huh. Missed that. But actually, Ashen Kiss has no Orthstirr pool, so the numbers are correct.
Yeah, I blanked on the thing that had the orthstirr and defaulted to the named item, lmao
 
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