Yeah. We could take a moment to calm down and think how to phrase this and talk with Steinarr about it another time if we really want to. Like "Why didn't the magic take with Asva?" or something like that. But at the wedding seems really not cool, and we should take a little time to chill out before doing it if we even want to (and I'm honestly not convinced we ever do).
 
Yeah. We could take a moment to calm down and think how to phrase this and talk with Steinarr about it another time if we really want to. Like "Why didn't the magic take with Asva?" or something like that. But at the wedding seems really not cool, and we should take a little time to chill out before doing it if we even want to (and I'm honestly not convinced we ever do).
The vote isn't to do it at the wedding, to be clear. It is to do it later, when the guests are going home and the clean up begins, when Halla has calmed down and has had time to think over her words.

I believe I said ceremony a lot, but that was in reference to both the actual ceremony and also the wedding as a whole.
 
The vote isn't to do it at the wedding, to be clear. It is to do it later, when the guests are going home and the clean up begins, when Halla has calmed down and has had time to think over her words.

I believe I said ceremony a lot, but that was in reference to both the actual ceremony and also the wedding as a whole.

Fair. That makes voting to do it less of a big deal, but I'm still not convinced it's any of our business.
 
Huh, extending onwards from Skalds being able to use their voice not being Nid, would a Seeress or Seer also be able to do certain things in a fight that aren't Nid?

How would Halla become a Skald or be acknowledged as a Seeress if she wanted to? Is it incompatible with being a warrior? We gotta work on being Norse!Renaissance Woman after all.
Fair. That makes voting to do it less of a big deal, but I'm still not convinced it's any of our business.

IMO it's totally our business, Asva is our sister, fullblooded or not. I just don't think it's a great idea to bring it up, but it's totally our business if we do.
 
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The vote isn't to do it at the wedding, to be clear. It is to do it later, when the guests are going home and the clean up begins, when Halla has calmed down and has had time to think over her words.

I believe I said ceremony a lot, but that was in reference to both the actual ceremony and also the wedding as a whole.
Does voting not to do it now lock us out of that option? Halla completely refuses to acknowledge the possibility after this?
 
Does voting not to do it now lock us out of that option? Halla completely refuses to acknowledge the possibility after this?
Halla is scared. She's not scared of anything about Asva. Asva is her sister, there is no changing that. What Halla is scared of is the possibility of, just, the unknown. Super-powered divine blood does not just fail to pass on like that. It just doesn't work that way.

If Halla does not do it now, it will require a very hefty composure check to do it later.
 
How would Halla become a Skald or be acknowledged as a Seeress if she wanted to? Is it incompatible with being a warrior?
Typically a formal apprenticeship, like Halla sort of has with the Seeress (sort of as she started as an adult rather than a child and she's not fostering with Solrun) or, in the case of skalds, you impress a king or jarl enough with your work that they give you the title. There is a difference between a simple poet and a skald. One simply speaks verse, the other crafts truths.

If Halla successfully completes her apprenticeship, then she may well be regarded as a seeress... with all that entails. I say 'if' because, well, death is a very real possibility at this stage. I find myself doubting that Halla could be a skald and a shapecrafter as well, not ones of any decent quality at least. She just doesn't have enough time in the day to learn it all.
 
That's not right and you know as well.

We already have tricks we don't use always, for one. (Looking at you mostly, stabilizing palm)
We only have so many free slots due to the wizard owl fyjgla, for second. we would have already be selecting our load out specifically for that turn's planned battles, random events not included.

(Our descendants will all have theirs revealed by the time we switch to one of them, hopefully, but we probably won't have another fyjgla revelation vote for a long time.... And who knows what the dice rolls for them?)

We were lucky not to deal with this so far, yes, that is no reason to limit ourselves.

And we still don't have blunt tricks.

Edit: urgh, I hate double posting, sorry about that.

[X] Yes, yes you will

With the revelations, yes, that changes things.
Learning is not bad and is the only weapon to vanquish the fear of the unknown.
Also, some background info for the vestfold trip!
 
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Typically a formal apprenticeship, like Halla sort of has with the Seeress (sort of as she started as an adult rather than a child and she's not fostering with Solrun) or, in the case of skalds, you impress a king or jarl enough with your work that they give you the title. There is a difference between a simple poet and a skald. One simply speaks verse, the other crafts truths.

If Halla successfully completes her apprenticeship, then she may well be regarded as a seeress... with all that entails. I say 'if' because, well, death is a very real possibility at this stage. I find myself doubting that Halla could be a skald and a shapecrafter as well, not ones of any decent quality at least. She just doesn't have enough time in the day to learn it all.

Yeah, that's fair. Honestly, I'm not even that interested in trying to become a full Skald. A shapecrafter is more tempting, I admit.

Hallbjorn, on the other hand, seems like he'd make a great Skald if we can get him trained by one. His hemophobia is largely countered by the skald defensive tricks we were just told about and using Skald stuff, ranged weapons, flaming weapons, and Glima himself, and he has the Poet Boon. That seems very doable.

That's not right and you know as well.

We already have tricks we don't use always, for one. (Looking at you mostly, stabilizing palm)
We only have so many free slots due to the wizard owl fyjgla, for second. we would have already be selecting our load out specifically for that turn's planned battles, random events not included.

(Our descendants will all have theirs revealed by the time we switch to one of them, hopefully, but we probably won't have another fyjgla revelation vote for a long time.... And who knows what the dice rolls for them?)

We were lucky not to deal with this so far, yes, that is no reason to limit ourselves.

Sure, but we don't have very many of them. They mean we're, what, 6 away from hitting our Capacity and having to start making load-out choices rather than 4? If that? And that's before the Seidr Healing Spells, which there are 5 of we're likely picking up most of in the long run (though, admittedly, we probably only need to keep two or three of them in our 'combat build'). And we might easily pick up three more spells immediately next turn as well. Now is still the time we need to start thinking about prioritization in terms of what we keep active.

We were indeed lucky, we've literally never had to worry about it before. Which is why I mention that we need to start soon. And it's no reason not to take conditional stuff, no, as there will be situations for that. It's definitely a reason not to take things we'll never prioritize over other stuff, though. And stuff like that absolutely exists.

Which is all I'm saying: We have never had to pick which Tricks to keep active before. We will need to start in the near future and should pick our new Tricks with that in mind. That's it. That we have a thing we need to be aware of when making decisions that hasn't been super relevant before but almost certainly will be in the near future.

And we still don't have blunt tricks.

Er...this is a complete non-sequitur. Our normal Tricks don't take up Capacity, only Spells, Muna, and Hugareida Tricks. They have their own individual caps based on the Skill in question. We definitely want at least one Bash Trick, yes. We also likely want a Cut Trick, absolutely want a Shoot Trick and probably want a second, cheaper, Pierce Trick even more if we're gonna be training people. Getting those is gonna take a minute, though, especially if we're putting less dice into combat training for a bit.

I'll note that, for the skald thing, blunting weapons or having invulnerable clothing doesn't do a whole lot when your face is on fire. So we do have a way around that to at least some degree already.
 
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A daughter I wish would aim just a little bit higher in spars," he grimaces and Blackhand winces.
Drifa, we do not use the Knee-Groin Trick against family and friends. We use it on people we disrespect. Like outlaws, mind-controlling priests, felag leaders who do nothing while their felag is dying..
Sten talk + Forging tools for Asva (Hugr (Housecraft): 6x3, 5x2, 4x2, 3x4, 2x1, 1x2-2)15+10(Tools+Workshop)+3(Aspects)=28 Successes, Upgraded to Mastercraft
Could this be edited to show the 'correct' successes? It would otherwise be confusing for future readers.
 
Which is all I'm saying: We have never had to pick which Tricks to keep active before. We will need to start in the near future and should pick our new Tricks with that in mind. That's it. That we have a thing we need to be aware of when making decisions that hasn't been super relevant before but almost certainly will be in the near future.
That is fair, it just came across for me, specifically, as something that's misrepresented.

We only used ignition and standstill, after all, aside from normal tricks.
Er...this is a complete non-sequitur. Our normal Tricks don't take up Capacity, only Spells, Muna, and Hugareida Tricks. They have their own individual caps based on the Skill in question. We definitely want at least one Bash Trick, yes. We also likely want a Cut Trick, absolutely want a Shoot Trick and probably want a second, cheaper, Pierce Trick even more if we're gonna be training people. Getting those is gonna take a minute, though, especially if we're putting less dice into combat training for a bit.
Knew I was forgetting something, but not what.

Yeah, my bad there, was remembering wrong on normal tricks taking capacity.
On the other hand, makes training normal tricks more important.

And yeah, good thinking on Halljborn.

The skalds though, not that worrisome for us, as you said.
 
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Sure, but we don't have very many of them. They mean we're, what, 6 away from hitting our Capacity and having to start making load-out choices rather than 4? If that? And that's before the Seidr Healing Spells, which there are 5 of we're likely picking up most of in the long run (though, admittedly, we probably only need to keep two or three of them in our 'combat build'). And we might easily pick up three more spells immediately next turn as well. Now is still the time we need to start thinking about prioritization in terms of what we keep active.

Wait, actually, this is probably wrong and we have less margin than that by a fair bit due to Runes. If we need free Capacity for each of those we're down another two or three from Runed items, and likely to be more so in the future (we definitely want a runed arm-ring for enhanced strength, and a sword with some sort of rune on it...maybe duplicating Crowfeeder's). We're fine for this turn (4 is more than the number of runes we have, so we're fine), but may need to start making prioritization choices next turn.

@Imperial Fister we're hitting the point where we need to know the rules for Runes and Capacity definitively by, like, next turn. So what are they?

That is fair, it just came across for me, specifically, as something that's misrepresented.

We only used ignition and standstill, after all, aside from normal tricks.

I mean, the rest haven't been used mostly because they are brand new, but fair enough.

Knew I was forgetting something, but not what.

Yeah, my bad there, was remembering wrong on normal tricks taking capacity.
On the other hand, makes training normal tricks more important.

Oh definitely. Hugareida are cool and have real advantages, but we need some more non-Hugareida Tricks. Which is one reason I'm a little worried about Atgeir not getting used. We have so many other things to get!

And yeah, gods thinking on Halljborn.

The skalds though, not that worrisome for us, as you said.

Yeah, I think Hallbjorn would do well at that. I'm less sure if any of the kids want to follow in our footsteps with seidr or learn shapecrafting, though I'm obviously hopeful for them all and Sigurdr specifically. We'll have to see.
 
We can keep up our Hugr Capacity for quite a while still by Infusion Odr into Wordplay. We get 2 courtesy of our Owl Fylgja.

Honestly can't believe that 2x Hugr Capacity is proving so useful. A 'regular' Norseman would have to get by with (with our stats) 12. Instead of our 36.
 
We can keep up our Hugr Capacity for quite a while still by Infusion Odr into Wordplay. We get 2 courtesy of our Owl Fylgja.

We already have Infusion 2 there, we can get to 3, and a +2 Capacity (for 38 total) for 4 Odr, getting more after that is getting expensive (8 Odr for the next +2). It's probably not worth focusing on Wordplay Infusion past getting to 38, not in the immediate future anyway. We're gonna need to start dealing with hitting our limits some time, after all.

Honestly can't believe that 2x Hugr Capacity is proving so useful. A 'regular' Norseman would have to get by with (with our stats) 12. Instead of our 36.

Only 11, actually. Which, yeah, is not nearly as impressive. It's been super handy. In fairness, we'd still have an 18 due to Odr even without the Fylgja, and would only have a 22 with the Fylgja alone and no Odr, but our current situation is still a lot better than either of those in terms of capacity.

On the other hand, if we'd gone Wolf, we'd be doing 10-16 damage per attack pretty regularly, and if we'd gone Bear we'd have 22 Endurance. Fylgja are wild.
 
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