... We Did.

That was the only debt I can recall that we didn't square away.

I wonder if that's the trick? The Enemy can co-opt or buy-out debts from other people, and while it has this, it can observe you more closely and gain the freedom to act, but once it expends those openings, they close and it has to get a new one to act again.

And that's the budget it has to work with. If you're indulging in honorable behavior and making sure to repay kindnesses and obligations, the Enemy has little ability to fuck with you outside of daisy-chaining other events (Which is more expensive on account of it having to burn multiple debts in order to direct people in your direction).

It fits, as a force of primordial Malice, that the Enemy gains strength when you're acting like a dink, even to people who were a dink back to you. But if you indulge in honorable behavior, it has little ability to directly meddle in your affairs.
As a general note,

I don't think we should ever assume that The Enemy has a specific group of budgets only. It obviously has a lot of tools at hand. Tricks it's keeping in reserve. Stuff like that.

Our position is like that of a starting character in an RPG, the final boss is way out of our league at the moment.
Honestly, I probably shouldn't have even said anything to begin with. But I'm a big softy when it comes to stuff like this so here we are.
Honestly thank you for that.

I was panicking a little when I woke up and saw the plan that was coming into shape.
The Enemy is not omniscient, I'll go ahead and confirm that. It is also not omnipotent, though it has a lot of power and resources
...Hmm.

Now I don't think The Enemy is Nidhoggr, though Nidhoggr might be aligned with The Enemy.
 
I guess it makes sense that revelation would be so dangerous - stopping True Norse Cultivation is clearly one of the Enemy's greatest priorities.

It sounds like the trollmen may not have been placed by the Enemy, but the Enemy might have placed the Foemen knowing the trollmen were on their way.
 
From everything Fister is saying right now sharing what we know is dangerous. I think we should put it off. However if possible we should share some basic information. That we have discovered something which has drawn the attention of something dangerous and powerful, something strong enough that the gods are involved.

[X] Plan Rest and Recovery
 
So did we try gathering odr inside our home before it fell in the hole? Just thinking that if doing so inside our fields helped then perhaps inside a threshold and by the hearthstone might be more protective again, perhaps in other ways as well. Sagas after all are told by the fire in winter. Might make rebuilding the homestead a bit of a priority but l cant find if we tried already.
 
So did we try gathering odr inside our home before it fell in the hole? Just thinking that if doing so inside our fields helped then perhaps inside a threshold and by the hearthstone might be more protective again, perhaps in other ways as well. Sagas after all are told by the fire in winter. Might make rebuilding the homestead a bit of a priority but l cant find if we tried already.

We didn't try inside cultivating again, no. We need Odr for too many things. I wanna say that the one time we tried was indeed in our house but I could easily be wrong about that and would need to check to be sure.
 
I think we should recover our Orthstirr and rest before doing anything dangerous.

We were incredibly lucky with the Neanderthal and the Troll-Men. We should not walk into a trap unprepared.

[X] Plan Rest And Recovery
 
[X] Plan Rest And Recovery
So I would like to make some requests:


1) We should put in as much Odr as possible into reforging Wanderlust, up to 8 on the Crafting roll (Sten rolls 25d6, or an average of 8 failures) and up to 4 on the Rune roll (we roll 12d6, or an average of 4 failures). It's expensive, but he did save our children. A little bit of Odr to get the best possible sword for him is a small price compared to that.

--[X] Undo our internal nalbinding (leaving 12 pockets for now no matter how well we roll) 15d6
2) I would lower the lower bound for this to 6 pockets. Orthsirr is important for getting Odr.

e:

3) Also, I can't tell, but we *are* putting enough dice for steady rank-ups everywhere, right? Especially Chop, Pierce, Recall, Tactics and Strategy.

4) And the Alarm thing, please. If our house had an Alarm going into this we wouldn't have been nearly as screwed.
 
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Ugh. Even if it's good for us, I always hate it when qms come out and tell people the optimal path. Especially in a game like this where we inherit into another character when we die. Like, Halla, in a fit of rage telling all her close companions and drawing the enemy's ire and eventually being brought down by it would be a *fantastic* narrative, and then we'd end up one of her kids swearing bloody vengeance on the Enemy and we'd know more than we do now about what is going on. It might not be optimal from a min maxing perspective and it would certainly disrupt things, but it would be interesting as hell and I'm really disappointed that narrative beat got disrupted by the qm coming out and warning people off with ooc knowledge.
 
Ugh. Even if it's good for us, I always hate it when qms come out and tell people the optimal path. Especially in a game like this where we inherit into another character when we die. Like, Halla, in a fit of rage telling all her close companions and drawing the enemy's ire and eventually being brought down by it would be a *fantastic* narrative, and then we'd end up one of her kids swearing bloody vengeance on the Enemy and we'd know more than we do now about what is going on. It might not be optimal from a min maxing perspective and it would certainly disrupt things, but it would be interesting as hell and I'm really disappointed that narrative beat got disrupted by the qm coming out and warning people off with ooc knowledge.
We would have basically killed everyone we know and love because someone made the assumption that this would be perfectly fine, except it isn't.

Which is a really stupid way to go.
 
Then it's probably worth trying eventually, but not soon given how useful Odr is...the most likely result is just only gaining 1 Odr again, after all.

We will only get 4/5 Odr this turn, depending on if it is divide by 9 or 10.

Oh yeah, l agree with you guys, not a good time, it was just a line of thought l was following and needed a help with whether we'd already done the first part of what l was thinking and there might have been a post l was missing.
On top of that l don't think we have a house anymore, we're currently staying at Steinby, Steinarrs farm.

[X] Plan Rest And Recovery

Keep forgetting to vote.
 
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Ugh. Even if it's good for us, I always hate it when qms come out and tell people the optimal path.
You're 100% right. I would have done it like you say,
and then we'd end up one of her kids swearing bloody vengeance on the Enemy and we'd know more than we do now about what is going on.
If this were true, that is.

The Enemy won't spare your children in a situation like that. That's a Quest End, and an especially shit-tasting one at that.

I'm sure that some people don't care, but I do.
 
So I would like to make some requests:


1) We should put in as much Odr as possible into reforging Wanderlust, up to 8 on the Crafting roll (Sten rolls 25d6, or an average of 8 failures) and up to 4 on the Rune roll (we roll 12d6, or an average of 4 failures). It's expensive, but he did save our children. A little bit of Odr to get the best possible sword for him is a small price compared to that.

Sure, it's 8 failures but it also averages better than 16 successes even including those plus another 15 from his tools for a total of more than 31 successes on average. Sten does not need the help to make something at least as good as Sagaseeker, and we cannot really afford the Orthstirr for what, in most ways, amounts to a 1d6 bonus to Stigr's combat pool (I mean, what if we need that 7 Odr to save the children later, or hell, to save Stigr himself). He's getting an amazing weapon either way, and the Rune is very nice as well.

Like, our personal contribution is waking it up (giving it an orthstirr pool) and the runework, which is no small thing.

2) I would lower the lower bound for this to 6 pockets. Orthsirr is important for getting Odr.

We'd need to roll more than 20 successes to even hit that limit, and we likely do want at least a few pockets on top of those we use for Frenzy. 12 may be a little high, but I wouldn't go less than 9 at a minimum, and even the 12 is pretty unlikely for us to reach in this roll.

I'll drop it to 10, but no lower. EDIT: And dropped to 10.

3) Also, I can't tell, but we *are* putting enough dice for steady rank-ups everywhere, right? Especially Chop, Pierce, Recall, Tactics and Strategy.

We're continuing to work on Chop and starting Recall, but the others are being delayed a bit to get our Orthstirr freed up. We'll be starting Pierce, Tactics, and a bunch of other combat skills next turn, though. Not Strategy because from what's been said fighting every man Horra has still wouldn't be a big enough battle for Strategy to apply to rather than Tactics. We do want it eventually, but it's less urgent.

4) And the Alarm thing, please. If our house had an Alarm going into this we wouldn't have been nearly as screwed.

This is runework and thus something we work on OOC once Imperial Fister gives us the puzzle. Research dice can't be used for this.

Also, it wouldn't have changed much on this one, they probably only would've set off the alarm when they broke through the floor, and that wouldn't have actually materially altered the situation. Also, it's, like something a sentry wears so it might need a person to set it off, rather than being an automatic thing.

Ugh. Even if it's good for us, I always hate it when qms come out and tell people the optimal path. Especially in a game like this where we inherit into another character when we die. Like, Halla, in a fit of rage telling all her close companions and drawing the enemy's ire and eventually being brought down by it would be a *fantastic* narrative, and then we'd end up one of her kids swearing bloody vengeance on the Enemy and we'd know more than we do now about what is going on. It might not be optimal from a min maxing perspective and it would certainly disrupt things, but it would be interesting as hell and I'm really disappointed that narrative beat got disrupted by the qm coming out and warning people off with ooc knowledge.

For me, the thing here is a large part of the reason we were contemplating doing that was us misinterpreting some OOC discussions with the QM, so even leaving aside the 'quest end' thing Imperial Fister brings up, him saying 'Uh...that's not what I meant guys.' about stuff he said OOC is pretty reasonable and basically what happened here, IMO.

Like, if we make a mistake purely about something said or done IC that should probably be handled IC, but if we instead are making a mistake due to thread discussion stuff getting misinterpreted that's definitely when an OOC correction is warranted.
 
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I'm guessing Blackhand didn't share what he knew about Odr with others, given how he had living children?

...What's the Enemy's actual attention focused on, anyway?
 
I'm guessing Blackhand didn't share what he knew about Odr with others, given how he had living children?

...What's the Enemy's actual attention focused on, anyway?

I mean, he may have at some point, but those 'others' definitely didn't include his kids. Steinarr clearly has no idea, for example. And he may not have done so until his kids were grown and away from him, either.

If he did share it, I firmly believe those he shared it with are dead now.
 
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