I'll call voting in an hour and a half

I don't normally ask for slowdowns, but could we get a little more time? This may be the single biggest mechanical decision we've made in months of real time, and I know I'd be super upset if I missed it because I was asleep or something.

I get that it's not narratively a big beat, but it's an important decision mechanically and I think it avoids a lot of issues if we have more time with it. Maybe do the next update while leaving the vote open if needed or something.
 
It's hilarious that maximizing our shapecrafting potential for our current stats would take millions of oz of silver. Absurd.

Clearly we must save up hundreds of thousands to bequeath on our chosen protagonist child to give them a massive leg up.
 
It's hilarious that maximizing our shapecrafting potential for our current stats would take millions of oz of silver. Absurd.
Xianxia, eh? ;P

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Alright, I'm going to need 9 people to roll me a d5, please. This is for the strength of your new recruits and uses Alectai's combat tier list as a general measuring stick, from Novice to Master
 
By the way Imperial Fister, a quick question. Can we in the thread invent a Shapeshift? Like we describe the effects and give it a name? Of course you would be the one to approve the idea, so we don't come up with overpowered stuff. But we are basicaly already doing similar stuff every time we forge a magical item anyway.
You are allowed to, yes

4 more rolls to go

3, actually
I.F. Ister threw 1 5-faced dice. Reason: Strength Total: 4
4 4
 
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I think we should consider whether permanently thickened skinned would interfere with Abjorn's quality of life.

-e

I was a bit slow on the draw on that one.

-e2

Maybe not!
 
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I think we should consider whether permanently thickened skinned would interfere with Abjorn's quality of life.

We've established that 'anti-shapeshifts' are possible, reversing shapeshift effects, so he'd be able to shift it down and avoid those, I think.

That said, the Agency plan is probably the way to go. I was in a hurry and thinking mechanically when I made mine. Given what we've seen of him, I think Abjorn will likely choose Thickened Skin anyway, but it really should be his choice.
 
Technically not, but I'll count yours rather than mine.
Ok so thats...
Four 2s
Two 3s
Three 5s
Going off of this scale, with 1 as novice and 5 as master, thats Four Warmains, Two Adepts, and Three Masters:
Novice-class
Cultivators who have some power, but don't see fit to translate that into combat ability. Relatively uncommon, as few will stay in the Novice-class for long, but it can show up when attacking someone's base of operations, and while they're weak and inexperienced, they can't be entirely dismissed, as if they commit their full dice pool to an attack, they might very well manage to tilt an otherwise even battle. Generally has a total dice pool not exceeding 20 dice, and no more than 4 Endurance. Might have one or two notable Tricks.
Examples: Pages, Norse Women and Children, Sergeant-at-Arms

Warmain-class
Cultivators who have gained a comfortable familiarity with their craft, and can be trusted to meaningfully contribute to greater conflicts. This is the level of amateur Raiders and junior Squires, and each is likely to pose a threat even to higher ranked Cultivators, to the point where this is the first rank that genuinely contributes to a faction's war potential. Generally has a total dice pool not exceeding 40 dice, and around 5-6 Endurance. Will definitely have one potent Trick up their sleeves and a coherent battle strategy, though will rarely have something potent to fall back on if that falls through for any reason.
Examples: Junior Squires, Typical Raid-Ready Norseman. Weaker Monsters.

Adept-class
Cultivators who have seen the proverbial elephant and come back in one piece, an Adept is a survivor of at least one modest campaign, and can rest easy knowing that they can secure their home against most kinds of threats. While not exceptional in any particular sense, an Adept has sanded the worst of the sharp-edges off of their technique, and gained the confidence of a warrior--even if they decide not to advance further. Generally has a total dice pool not exceeding 70 dice, and between 7-9 Endurance. Has further refined their primary battle strategy and developed the rudiments of secondary options if their favored choice isn't viable for some reason.
Examples: Junior Stonesons, Many Errants, Most Adult Norsemen who haven't made war their trade

Expert-class
Cultivators who have risen above the levels of their peers and gained a measure of renown, Experts can challenge Monsters, serve as strongpoints in war, and are often the peak of what can be called 'Deniable' assets in the various intrigues of Europe. While far from unassailable, an Expert is a genuine threat to all but the very pinnacle fighters. Many elite orders will seek to gain the allegiance of an Expert, as they serve as the mailed fist of Europe's forces. Generally has a total dice pool not exceeding 110 dice, with anywhere from 10-11 Endurance. Has a fully mature combat strategy, and several offramps to handle difficult situations comfortably. Are almost never considered Trivial Opponents.
Examples: Senior Squires and Knights up to the 5th Decade, Senior Stonesons, presumably Varangian Guard, experienced Thanes

Master-class
Cultivators who have beaten the odds again and again, reaching a level of power that lesser folk can only dream of. They have often forgotten more about warfare than ordinary people have ever learned, and refined their tactics and strength of will over and over again in the hottest of furnaces. A true Master is one to be feared, and are usually considered to be the peak of what is considered 'Possible' to the majority of the populace, as most regions will require a few Masters as security against the work of monsters or hostile factions. Generally has less than 160 combat dice in their pool, with somewhere between 12-14 Endurance. Are usually completely unassailable within their home ground, and can likely make short work of single Experts in a fight.
Examples: Junior Ironbrothers, Knights up to the Eighth Decade, Presumably Varangian Veterans. Thanes with a great amount of territory to control.
 
Visiting Jurgdby 7
[X] Charge him 1600 oz. of silver and 400 oz of silver worth of whetstone (at Jurgdby market rates) for 950 units of Healing Clay and 50 of Restful Clay, Along with laying out our thoughts on the Blood Infusion thing and if he can give us some insights as to how we can properly make use of it ourselves.
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Blood Infusions
"I've seen people merge with shadows and use fire to reattach lost limbs," you begin as you land upon the price you shall ask, "I know how that is done, but I also know that how they do it is a false way."

"You want to know how it is truly done, then?" Corpsemaker tilts his head as he slips his hands behind his back, "It is a simple matter, when one knows the right secrets." Stepping to the lamb roasting over the now-dead hearth fire, he carves off a sliver of flank with a fingernail. Holding it up, he lets his crimson odr seep into the meat, "Blood is a magically charged substance, this much is obvious when one looks to runes." Popping the bite into his mouth, he chews thoughtfully for a few moments before swallowing, "Odr too is magically charged," he lifts a goblet of rich red wine to his lips, "So when the two are mixed," a trickle of wine runs down the corner of his mouth, "it creates a substance that seeks to bond with similar existences." Dabbing at his mouth with a cloth, he turns to you as his hands find homes behind the small of his back once more, "This substance empowers those who drink it, granting them strength and bodies like that of the source of the blood. However," a single finger prods toward the smoke-choked roof, "greater strength can only be gained from the blood of those stronger than yourself, otherwise nothing happens."

"So the stronger you are," you mutter as you process the deluge of information, "the less benefits you gain?"

Corpsemaker shrugs, "Such is the way of things."

Indeed it is.

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Recruitment Selection (Drengskapr: 10-1(Distance)) 9 Successes
After getting some shapecrafting done and returning to the Wavedancer, you find yourself met by a small crowd of people looking to sail with you. Somehow, they'd caught wind that you were aiming to do some light raiding in the Baltic and were wanting to join up. Most left after you clarified what you'd be doing, but a few remained regardless.

Would you like to take any of them?
[ ] Write in

3 Masters
-Nikolas Copper-Fox (A generous trickster who fights with an atgeir, shield, and sword. He's got copper and lightning hugareidas as well as both a fox hugareida and fox fylgja)
-Banki the Wasp (An archer capable of flight. He has arrow and wind hugareidas as well as a wasp fylgja)
-Magnus Floodwaters (A swordsman with a shield who is known for big, expansive blasts of water)

2 Adepts
-Vetgeir Shatterbow (An experienced archer. He's fought in a few raids and is known for disabling enemy archers by breaking their bows)
-Arnkel Bjorgolfsson (An experienced swordsman. He's fought a few duels and a raid. He once slew three men in a single fight)

4 Warmains
-Mord Flosisson (A young spearman in search of orthstirr)
-Heriolf Hjaltisson (A young spearman in search of orthstirr)
-Edgar Hard-Arrow (A young archer in search of orthstirr)
-Sturla Sigguatsson (A young archer in search of orthstirr)
-Halla Skyfire (Us, see character sheet)
-Nokkvi Good-Oars (Oar Hugareida, Can do the rowing work of four men, not especially social)
-Abjorn Bearbreaker (Our wonderful husband, see character sheet...possibly underranked)
-Vagn Wheel-Drifter (Our retainer, friendly, likable, good with wagons, Wheel Hugareida and fights with a giant wheel)
-Hakon Thunderclap (Youngest brother of Haklangr and Haleikr Underfoot)
-Kare Wolf-Seek (Wolf Hugareida, unusually good at working in a group)
-Skavidr Skatasson (Relative newcomer to the Valley. Fought bravely during the revenge raid)
-Tryggr Broadteeth (Giant-Blooded, Gale Hugareida – Paired Saxes, Mail fromHalla – Reckless and hedonistic, but loyal, works for Halla)
-Trausti Pinchfinger (Giant-Blooded, Ice Hugareida –Large Axe, Mail from Halla – Tries to be a calming influence on hisbrother, also works for Halla)
-Roar Shiningspear (Fleinn Hugareida, Light Hugareida, has a good throwing arm)
-Arnfinn Heavystep (Actually 15 now. Still hardcore for his age)
-Trygve Ironoath (A man who has always kept his word, even when drunk and/or a small child)
-Torgny Shocker (Another younger man in search orthstirr, unusually fleet-footed and in possession of a Storm Iron enhanced spear)
-Halle the Hairless (A man... at least, you think they're a man. Has an unusually feminine face and overall slender appearance.)
-Alvis Torleifsson (Archer, fairly wise all things considered)
-Magni Little-Rock (Has a rock hugareida and Giant's Blood)
-Adalsteinn (Newcomer to the Valley. Fought bravely during the revenge raid, but seems to lack a patronym)
-Gudbrand Gunnesson (Gunne Warstalker's eldest son, accompanying his father in search of orthstirr)
-Stigmar Kersson (Clay Hugareida – Sword, Magic Shield, Cloak of Flight, Mail Armor from Halla – Loyal retainer to Halla, Stigr's brother)
-Svend Sulsson (A young man in search of orthstirr)
-Eysteinn Egilsson (Unusually lucky, newcomer)
-Ingolf Ulfsson (Kare's younger brother, in search of orthstirr)
-Haggar Worm (Works for a merchant named Johannes, experienced in fighting Slavs)
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AN: Alright, I've given the patreon reward dice out.

Also, the vote for shapecrafting is still open.

No moratorium.
 
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