Benchmarks for Average Norsewomen (DeadmanwalkingXI)
Benchmarks for Average Norsewomen

Age 16

By adulthood at Age 16 it is expected that a Norsewoman will have 3 Hamr and 4-5 Hugr. The normal amount of orthstirr a Norsewoman will have at 16 is somewhere between 10 and 20 while having 10-15 dice in their combat pool.

They'll have around Rank 1 in one or two combat skills (other than Composure, which falls under non-combat skills for them in practice) and Glima 1, as well as Rank 3 or so in quite a few non-combat skills. They'll likely have a 4-5 in Housecraft at this point.

They'll likely know about 5 or 6 tricks, though almost entirely focused on non-combat endeavors, and a wide variety of Skill-Tricks useful in craftwork and running a household.

Age 20
The normal stat-spread of a Norsewoman of 20 is 3-4 Hamr and 5-6 Hugr (with Hugr 7 not being too unusual). They'll likely have around 20-30 orthstirr available to them and will have a combat dice pool of 15-20.

They'll likely have only 1-2 in two or three combat skills, favoring those not involving weapons, and Glima 1 or so. Their non-combat skills will probably mostly be around 3-4 or so, often 5 or 6 if they're more common. Housecraft is probably at 7 at this stage.

They'll likely know about 6 to 8 tricks, with maybe even one or two useful in combat, and an even wider variety of Skill-Tricks than a 16 year old. It's not uncommon for a Norsewoman at this age to have learned a hugareida of some kind, particularly Clearwater, which can be taught, and many know some basic household seidr spells.

Age 30 and Onwards
If a Norsewoman has made it to Age 30, then she's going to be very impressive, if vastly less combat oriented than a Norseman of the same age.

We're talking at least Hamr 5, Hugr 8, over one hundred Orthstirr, a combat pool of around 20-25, dozens of Tricks and Skill-Tricks, extremely high skills in relevant fields, several Hugareida, a wide array of seidr spells useful for a household (though usually no grounding in theory), and so on.

Their combat prowess and training may be little greater than that of younger women (though it will likely have increased somewhat, most women this age will have at least a couple of combat Tricks for emergencies), but their knowledge and skill at crafts and magic will have advanced remarkably.

The longer a Norsewoman lives the more they learn and know.
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Basically, my attempt, based on stuff Imperial Fister has said, to make an equivalent post for the 'Norseman Benchmarks' post for Norsewomen. I would obviously be happy to be corrected by the QM himself, but I think having something like this to reference is probably a good idea for getting an idea of how Halla compares in the 'womanly arts'.
 
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Preliminary Combat Tier List (Alectai)
Preliminary Combat Tier List
Relax! It's just a bit of friendly quantification!
One of the great headaches with the baseline of Orthstirr Cultivation being so... Fluid in nature is that it's difficult to eyeball the Threat Rating of a given entity. Fortunately, as there are no formal numbers, we have the freedom to make them up ourselves

Enclosed are my current Best Guesses as to how the combat tiers shake out.

Mortal-class
The level expected of a human being who doesn't perform any cultivation what-so-ever. Generally has a total dice pool not exceeding 10, and only 1 to 2 endurance points. Rarely--if ever--has anything that could qualify as a Trick. Mortal-class foes are only threats to established experts either in overwhelming numbers, or when augmented by actual Cultivators.
Examples: Troll-Men, Men-at-Arms

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.

Champion-Class
There are Masters, and then there are those who the Masters look up to, a Champion is the strong right hand of Kings and Warlords, challenged by few, and bested by fewer still. They have the right to demand nearly any price for their service, and the presence of a Champion in any territory can be expected to deter all but the most determined of foes. A proper Champion has no discernable weaknesses, either having mastered their specialty to such a degree that evading it is nigh impossible, or having mastered a diverse set of abilities to claim victory in any scenario. Generally does not exceed 220 combat dice in their pool, though degrees of Endurance vary at this level, and is largely irrelevant, because for any Champion to sustain all but the most glancing of injuries risks being outright destroyed at the level of power being displayed here.
Examples: Knights up to the 11th Decade, Greater Monsters, Senior Ironbrothers

Heroic-Class
The absolute pinnacle of the Secular World, those who backstop entire nations--or forces with similar influence. A Hero is a force of nature given form, and nothing short of another Hero can hope to bring one down. Specific details are currently unknown, but it takes some truly outrageous nonsense to rise above 'Mere' Mastery to reach the Heroic-class.
Examples: Steelfathers, Knights above the Eleventh Decade. Legendary Monsters.

????-Class and Beyond
Higher tiers than Heroic-Class exist, but for whatever reason, they seem to concern themselves with Other Affairs beyond the Secular World. No concrete examples of Beyond Heroic Class have been confirmed--though it is likely that Atilla is in this range, as are Crucifix Knights (Those who have reached the Fifteenth Decade) and presumably elite Einherjar
 
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Repository for Character Sheets (CedeTheBees)
Here's all the character sheets so far:

[Sten Iskearauta]
Endurance: (8/8) | Rhythm: (4/4) (4 Synnyt Knots, +4 to Magic Rolls) | Armor: (24/24)(8 to Pierce)(+6 to Defense Rolls)
Magic Capacity: (32/32)
Orthstirr: (642/642) | Vaki: (80/80) | Henki: (18/18)
( ) Frami: 214 | ( ) Virthing: 214 | ( ) Saemd: 214
Hamingja: (12) (0 temporary)
Haltija: (8)
Hamr: (8)
Hugr: (7)
Itse: (4)

78 Combat Dice Maximum

Synnyt Knots:
-
-
-
-

Hugareida:
Ironbloom (Grade VI: +8 Dice to Ironbloom Rolls)
Ignition (Grade II: +2 Dice to Ignition Rolls)
Forgefire (Grade VI: +8 Dice to Forgefire Rolls)
???

Twists:
-Hammer and Anvil
-Puncture
-Tolling Bell
-Sowing Seeds

Muna:
-Watching the Flowers Bloom
-Laughter of Snow
-Keeping the Fire Burning
-Unrelenting Fury
-Death of the Teacher
-Watching it Burn
-Homecoming
[Steinarr Freedfire]
Endurance: (13/13) | Armor: (24/24)(8 to Pierce)(+6 to Defense Rolls)
Capacity: (/)
Orthstirr: (1,872/1,872)
( ) Frami: 624 | ( ) Virthing: 624 | ( ) Saemd: 624
Hamingja: (33) (0 temporary)
Hamr: (13)
Hugr: (9)
Fylgja: (10)

183 Combat Dice

Martial Styles:
Stoker State (Mastery 7)
Varangian Way (Mastery 6)
Golden Chain (Mastery 6)

Hugareida:
Firestorm (Grade 7)
Wildfire (Grade 8)
Ignition (Grade 6)
Campfire (Grade 3)
Clearwater (Grade 3)
Sword (???)
Greenthumb (???)

Twists:
Astonishing Colors as the East Meets the West
Punching Up
Dogged Pursuit
Stone-Faced
Overload
Puncture

Muna:
A Little Cheep
The First New Growth
Gotland Burns
Vile Murderer
The Path to Miklagard
Blood-Stained Crete
Hero of Cyprus
Honored by Purple
The Riot Wars
Oh, Asveig
Vengeance Finally Had
[Gabriel Blackstone]
Endurance: (7/16) | Focus: (0/7) (33 Replenish/66 With Armor)
Capacity: (14)

Third Bead of the Fourth Decade
Fervor: 23/99 (Replenish: 33|66) | Zeal: 150 (105 Left)

Grace: (12) (36 Zeal)
Soma: (8) | Infusion: (8)
Psyche: (7) | Infusion: (7)
Pneuma: (5) | Infusion: (5)

Combat Dice: (164d4)

3 Meditation Slots

Armor
Armor: (33/33) | Rebuke: 6 (11)
Boost: +15 to Rolls/+3 Speed | Charges: (1/3)
Armor Blessings
-Freedom of Motion
-Defying the Onslaught
-Long Lost Companions

Martial Styles
-Blackstone Blade - Mastery: (6) | Dice: (36d4)
[Abjorn Bearbreaker]
Endurance: (18/18)
Capacity: (8/8) (+1 from Tafl Board)
Orthstirr: (215/215)
Hamingja: (12)
Hamr: (9)
Hugr: (5)
Fylgja: (4)

Combat Dice: (80d6)

Martial Styles:
Glima (Mastery 7)
Fang (Mastery 4)

Hugareida:
Leverage III
Silhouette I

Twists:
Puncture
Punching Up
Sudden Interrupt
Tight Grip

Muna:
Oversized, Underloved
Father's Axe
Not Enough, Never Enough
Hair of Red
How Dare You
Shame to See Her Hurt
Bear Any Load for Her
A Red Handprint Stokes Hate
Horrid Dreams, Haunting Eyes
A Light in the Darkness
Her Bloodstained Smile
Just Like Him
[Hal Wolfhound]
(16/16) Endurance | (6/6) Frenzy (+6 to all combat rolls) | (15/23) Armor, +5 to Defense, 8 to pierce
837 Orthstirr | 2 Odr
Hamingja 18
Hamr 9 | Infusion 7
Hugr 6 | Infusion 6
Fylgjaskinn 10 | Infusion 7 (Porter Blitzingwolf)

Twists
Puncture
Punching Up
Dealt Likewise
Hidden Blade

Hugareida
-Ignition 4
-Emberwind 4
-Campfire 1

Martial Styles
-Stoker State
-Ulfsinsbregda
-Guiding-Light

I'll keep this updated if we get more.
 
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Children of the Valley
Boys
Henrik - Age 4, Bold, Rude, Rowdy (Great Potential)
Hrimnir - Age 3, Bossy, Quiet, Sharp (Good Potential)
Kjaran - Age 2, Small, Loud, Rowdy (Great Potential)
Klaus - Age 5, Friendly, Bold, Charming (Incredible Potential)
Lieknir - Age 3, Rude, Sharp, Quick (Good Potential)
Markvard - Age 3, Big, Loud, Friendly (Unstoppable Potential)
Liknvidr - Age 4, Quick, Sharp, Bossy (Good Potential)
Lodvig - Age 2, Big, Loud, Rowdy (Great Potential)
Hring - Age 2, Slow, Charming, Friendly (Good Potential)
Rodgeirr - Age 3, Quick, Small, Sharp (Great Potential)
Runolfr - Age 2, Bold, Rude, Big (Good Potential)
Ryggia - Age 4, Bold, Charming, Rowdy (Incredible Potential)
Oddkell - Age 2, Smelly, Slow, Bold (Poor Potential)
Oddmarr - Age 5, Slow, Big, Rude (Good Potential)

Girls
Brigida - Age 2, Quiet, Sharp, Quick (Great Potential)
Gudveig - Age 4, Loud, Big, Bold (Good Potential)
Gylla - Age 2, Quick, Sharp, Friendly (Great Potential)
Helga - Age 5, Quiet, Bold, Quick (Incredible Potential)
Hilda - Age 2, Loud, Rude, Bold (Good Potential)
Kadrina - Age 3, Sharp, Charming, Rowdy (Unstoppable Potential)
Radgirdr - Age 3, Slow, Big, Friendly (Great Potential)
Rinda - Age 3, Small, Bossy, Rowdy (Good Potential)
Siggunr - Age 4, Bold, Charming, Friendly (Incredible Potential)

Siblings (Not necessarily full siblings)
Henrik-Helga (Coast Family) | Hjalmir Hammerhand (~0 Relations)
Klaus-Kjaran-Kadrina (Coast Family) | Agvald Gundisson (~+3 Relations)
Hrimnir-Hilda-Hring (Fjord Family)
Rodgeirr-Radgirdr-Runolfr (Coast Family)
Rinda-Ryggja (Fjord Family)
Oddkell-Oddmarr (Asvir Family)
Gylla-Gudveig (Fjord Family)
Markvard-Brigida-Siggunr (Asvir Family)
Liknvidr-Lodvig-Lieknir (Fjord Family)
 
Dramatis Personae (Alectai)
DRAMATIS PERSONAE
Or, a detailed list of characters relevant to Halla's Story

The One Who Started This Shit
Hallr Blackhand: Grandfather, an absolute behemoth of a man who may very well have been the most powerful Norse Cultivator alive. Died when he was tackled by nine Steelfathers of the Jomsvikings when their approach was concealed by the machinations of the Enemy, but dragged 4 down to Helheim with him. A piece of him serves as Halla's Spirit Guide

Heirs of Blackhand
Halla Skyfire: That's Us!
Hal Wolfhound: Great Grandson of Blackhand, who's mother was apparently used as part of a bet against a legendary Berserk named Hake, and was later taken and married by a man of King Halfdan the Black's hird. Brothers with who is presumed to be Harald Fairhair (The future First King of Norway), and swore an oath not to marry until his brother rules in Vestfold.
Hallvar Songbird: Related to Hallr somehow, he's Brother-in-Law to Hooknails unfortunately, and really would prefer us not be in Agder when Heljarskinn comes for war. Met him while on opposite sides of a fight.

Halla's Immediate Family
Steinarr Hallsson: Father, Hero of Cyprus, called Freedfire by some, the kind of swordsman that most only wish they could emulate, recently settled the blood feud that occupied much of his life and is largely retired to enjoy his sunset years as a farmer. Came out of retirement to stop a gank squad sent by Rogaland on behalf of a Faceless, Nameless man with a shitton of money, and proceeded to style on every last one of them after using his dowry--a slice of one of Idunn's Apples that returned him to his prime. Died afterwards, but was personally carried off by a Valkyrie to the afterlife, where he got a chance to touch base with his father and has gotten his Happily Ever Ever.
Asveig Rovisdottir: Mother, very traditional, had something of a fraught relationship with Halla, though things started smoothing out in later years. Died from apparently childbirth complications at the end of Summer 5/Turn 2
Sten Iskearauta: Eldest Brother, Fostered in Finland under a master smith, and became one himself. Understands the Riddle of Steel, but knows better than to wield it without damn good cause.
Eric Steinarsson: Elder Brother, Spent time to learn the craft of a Shipwright and got quite good at it, he also became a Stoneson of the Kyrsvikingar at some point, so good on him!
Asva Steinarsdottir: Elder Sister, takes after Asveig the most, technically a Half-Sister due to a Runecrafting Mistake but who's counting. Married to Jordan Halfdanson
Sterki Steinarrsson: Younger Brother, Bit of a scamp, not much more is known yet, he is baby
Steinkell Steinarrsson: Youngest Brother, doesn't seem to like Halla very much :(
Randi: A Thrall, but a very well liked one who helps out a lot around Steinby.

Halla's Household
Abjorn Bearbreaker: Husband, The Childhood Friend Victorious, a chonkin' lad who is relatively soft spoken and prone to letting Halla take the lead, but this is because he is intimately aware of his power to destroy and dislikes wielding it recklessly.
Asgeirr Abjornsson: Eldest Son, The God-Spear, a bundle of short tempered rage and battle-fury, part of a triplet group with the other first batch. Has a Wolf Fylgja
Sigurdr Abjornsson: Second Son, Named for the Fafnirsbane, literally a born protagonist with wanderlust and a magic childhood friend knife, plus, you know, the Power of Friendship, has an Albatross Fylgja
Eyvor Abjornsdottir: Eldest Daughter, Named for Blackhand's first wife, a bit tempermental, but secretly a bundle of incandescent murder barely held in check. Has a Bear Fylgja, like Papa
Hallbjorn Abjornsson: Third Son, Literally Stone Bear, a bit grumpy, still largely baby, though we've already determined he won't grow a beard (How?), has a Beaver Fylgja
Asveig Abjornsdottir: Second Daughter, Named for Halla's mother, Twins with Steinulfr, has a trait "Eyes of the Full Moon", presumably inherited by Moonless Night's heart being nommed while in the womb.
Steinulfr Abjornsson: Fourth Son, Twins with Asveig, also has Eyes of the Full Moon, whatever it does.
Stigmar Kersson: Our first Housecarl! Swore to Halla's service in thanks for seeing his brother's affliction healed. Determined and honorable, but sort of struggles as being the Normal Guy in a band of heroes.
Tryggr Broadteeth: Second Housecarl, Swore to Halla's Service for mending his brother's wounds after being on the wrong side of an offensive raid, wields two Saxes and Wind Hugareida.
Trausti Pinchfinger: Third Housecarl, Was saved by Halla in that battle, swore to presumably keep his brother under control, largely fails. Wields a heavy axe and Ice Hugareida.
Vagn Wheel-Drifter: Newcomer to the Agder and a former Geat, First Grade Berserk, surprisingly friendly. Great with carts and vehicles of all types.
Kurt Frogtongue: Farmhand working for Halla, Has an unusually long tongue
Haydis Slipshoe: Farmhand working for Halla, Strong Willed, also helps wrangle the kids. Where did Slipshoe come from?
Hallota Kurtsdottir: Daughter of Kurt and Haydis, gets along with our less bloodthirsty children.

Sten's Household
Minna: Sten's Wife, Finnish, which means she is probably the most deadly of us all, absolutely savage when you can get her to talk at all.
Drifa Stensdottir: Niece, idolizes Halla, this will definitely cause problems later on.
Draupnir Stensson: Nephew, Not much known about, but he isn't as snitty at Halla as Steinkell is at least!
Eldjarn Stensson: Nephew, Literal Baby, apparently ridiculously talented.

Eric's Household:
Stigrun Kerssdottir: Eric's Wife, Stigr's sister, seems a 'Bit Flimsy', but Halla hasn't talked to her much.
Leif Ericsson: Nephew, also a very cheeky reference, currently still just an inquisitive child.
Leikny Ericsdottir: Niece, Literal Baby

Childhood Friends
Stigandr Safety-Bringer: Childhood Friend, called Stigr by most, had a spot of depression for a while brought on by spooky ghosts, but got better. Skilled archer and a wanderer, also very Lucky. Currently wandering the Danelaw
Aki Weaponwing: Childhood Friend, a frail, blind boy who found friendship in our band of goons, has Soulsight and a Raven Fylgja that he has seriously weaponized, currently living in Vestfold.

Childhood Foes:
Sverre Glebson: Tried to kiss Halla once before the story and was thrown in a pond by Abjorn, surprisingly, this didn't lead to ETERNAL FEUD

Halfdan's Household:
Halfdan the Dane: A dude who apparently got on the bad side of at least some of the Skirsvikingr, and nearly had his sons butchered in front of him before Halla intervened, swore friendship to her and her household in thanks. Actually a veteran Varagnian, so he's a real badass.
Jordan Halfdansson: Brother-In-Law, Decent guy, but not really exceptional? We saved his life when Halfdan's farm was getting bushwhacked.
Joarr Halfdansson: Nice kid, but not exceptional.

The Buri Houshold
Buri Borusson: The Head of the Buri Household, apparently seeks to outbreed everyone else, is largely succeeding.
Osborn Burisson: Apparently was called out on a Lie by Halla before the story started, this apparently was an insult punishable by ETERNAL FEUD.
Lori Burisson: Picked a fight on a frozen pond with Halla and her friends, got killed for it, actually stayed dead.

The Horra Household
Hasvir the Elder: Literally the Best, Blackhand Happened To Him because he killed Solrun's father at some point, this was probably not the greatest of ideas in hindsight.
Horra Hasvison: Literally the Worst, Very, Very Dead
Hasvir Horrasson: Not actually that bad, fairly capable administrator and warrior, and wields some weird kind of Water based Erosion Hugareida
Hod Horrasson: Kind of a shitter, but not the worst, got fucked up in the battle on the ice, but apparently walked it off. Surprisingly, is only slightly miffed about it.
Knappr Horrason: Troublemaker and a bit of a shit disturber apparently, but not as bad as his father. Kind of wants vengeance on Halla for beating him in a wrestling contest, but we also saved his remaining family, so he just hates us instead of ETERNAL FEUD
Hirkir Horrason: The Weirdo of this household, a fairly capable Fleshcrafter, which makes him extremely mercurial and a bit of a mad scientist apparently.
Veny Horrasdottir: Apparently a Seeress in her own right, with the ability of Shroudsight, Married to Hardir Haraldson, and ollied the fuck outie the moment Horra died.

The Kyrsvikingr
Heima Smiles: Newcomer to the Hading Valley, Creepy as fuck, Second Grade Berserk,

The Skirsvikingr (Apparently Defunct due to Jomsvikings Happening)
Reidarr Swordfury: Ironbrother of the Skirsvikingr. Led Hakon to bushwhack Halfdan along with a small group of locally recruited bandits, then Halla and Abjorn got in the way, Fate says that the next time he and Halla meet eyes, one is going to die.
Hakon Atlason: Stoneson of the Skirskivkingr, was being taken by Reidarr to bushwhack Halfdan, Halla and Abjorn happened to him first, He ded.

Kingdom of Wessex:
Gabriel Blackstone: Squire, apparently has had the Worst Life, has been returned to his home after admitted that there's an awkward grudge spiral to be sorted out, we'll do our best to navigate it!
King Alfred: King of Wessex, has nautical ambitions, surprised at Halla being actually competent and worked out a solid working relationship. A Dual Cultivator in the Carolingian and Anglo-Saxon Styles.
Iohannes: One of King Alfred's advisors, a fighting monk, An Saxon Cultivator
Grimbald: One of King Alfred's advisors, a Benedictine Monk, The Pragmatic One, Presumably a Carolingian Priest
Tobias Belanger: A Noble from the mainland, basically tried to steal Alfred's clay and run a tax evasion scheme while he was at it, DEAD
Louis Duboix: A Fifth Decade Knight, apparently wields plant magic, but is resistant to Fire. Stormed off in a huff when he learned of Tobias Tax Evasion Scheme
Serge Gagnon: An Eighth Decade Knight, Terrifyingly capable, able to fight Farbjorn to a standstill before the battle ended.
Thomas Laurent: A Squire of the Third Decade, known for wielding light magic, but faced us with a history-reading ice sword that may have possessed us, got humbled when we figured out his gimmick, but got to walk away because their lives weren't our concern. Squire to Serge Gagnon.

Asvir:
Dorri Rattlespear: Headman of Asvir--and by extension, the Hading Valley. Long suffering and dealing with all these lunatics.
Logi Firehair: Head of Dorri's Hird, Third Grade Berserk, can actually get Steinarr to put on his asskicking boots (Before promptly getting his ass kicked)
Folkmarr Manetaker: Dorri's younger son, led Halla's first raiding party, headstrong and a bit of a drama whore, but decent hearted at the core.
Audrikr Fishfighter: Ironbrother tier, Folkmarr's Official Minder, pretty cool veteran dude.
Audvin Audriksson: Audrikr's son, Drifa seems to be crushing on him, this is definitely not going to cause problems.
Barki Bertholdsson: Participated in Halla's First Raid, Soft spoken, shy Fylgja Expert
Gautrekr Klippsson: Participated in Halla's First Raid, Hates boats, decides to go on them anyway, this led to him getting ganked, maybe that's why?
Fabvir the Gorgeous: Participated in Halla's First Raid, literally Fabio, worfed hard.
Nainn Rotting: Member of Dorri's Hird, Second Grade Berserk, coolheaded and extremely lethal.
Nokkvi Good-Oars: Friend of Eric, really, really likes boating.
Skoll the Hasty: Huge Prick, but very, very fast.

Jurgdby:
Jarl Erikaer Corpsemaker, Jarl of Jurgdby and the Hading: Steelfather of the Kyrsvikingar, and technically where the Buck Stops in Halla's home, took the high seat at both of the on screen weddings as a power play on Steinarr, a huge fucking dick apparently, but he's nigh invincible so there's nothing that can be done about it. Also apparently a very keen political animal, which surprised all of us on the first discussion we had with him. Thinks Dorri is trying to undermine him, actually underestimated the degree of such.
Idonea Hemmingasdottir: The mother of the Stigs, Remarried and living in Jurgdby

Vestfold:
Salamon Silverscales: Right hand man of Hal Wolfhound, has some kind of Lizard Fylgja that gives him superlative regenerative powers.

Geirstdat
King Olaf the Half-Standing: Steelfather and Jarl of Geirstdat, seems to be mostly senile at this point, has ordered his Hird to remain within the town of Skein.
Nereid Hornbuster: Veteran fighter and member of King Olaf's Hird, seems to handle the day to day business of ruling while the King is being senile. Somehow has memories of witnessing Hallr's Last Stand. Wields the Steel Atgeir "Sundertouch"

Unrelated Freemen of the Hading Valley:
Kerr: The father of the various Stigs, died tragically :(
Vidar: Abjorn's Father, kind of an abusive prick, but a battle buddy of Steinarr.
Runar: Aki's Father, a very sad man but he does his best o7
Haklangr the Large: Jovial dude Halla briefly met in a wrestling competition, later was killed and murdered by Horra and turned to a Draugr.
Haleikr Underfoot: Brother of Haklangr who joined us to avenge him and ideally recover his body, was squished by the Threaded Elephant, how ironic.
Hogne Scarherd: Rancher and Livestock Seller.

Rogaland:
King Geirmund Heljarskinn: Steelfather of the Heljarskinn and King of Rogaland (Presumably), has a huge grudge against the current King of Agder because apparently he killed a close friend of his, and plans to fuck him over badly. Hasn't been seen on screen, but his shadow looms.
Hamund Heljarskinn: Father of Alarik, that's all we know about him.
Alarik Dragon-Dancer: Nephew of Geirmund Heljarskinn, Odr Cultivator, the one who led the gank squad that took Steinarr down, regretted it, and did his best to fuck over the moneyman as Weregild.
Hooknails: Ironbrother of the Heljarskinn's hird, a peak Third Grade Berserk who knows way more than he should, was involved with disrupting Agder's metal supply, and we are definitely going to have a rematch. We got that rematch and toasted him twice in an Fated Duel. He is now a pile of ashes on the wind with a death most Einherjar agree was an 8/10, could have been bloodier.

The Danelaw:
Farbjorn Bleedingstone: Elder brother of Abjorn, Jarl with a holding around Jorvik. Odr Cultivator, an an absolute beast capable of facing an Eighth Decade Knight and his horse on even grounds. Pretty nice guy, may be connected to Bram Ironjaw.
Stigulf Snowbeard: The oldest son of Kerr, and brother of the other Stigs, went to the Danelaw, is a Berserk, currently Farbjorn's right-hand man.

Dwarves:
Toki Thunsson: Member of the Duckling Clan, also a neighbor of Halla, we do business from time to time

Svartalfar:
Cathki: Son of a Svartalf Headman? Headbug? Whatever, guided Halla's group to a Troll-Man Nest and back

Divinities:
Odin: Serial Meddler
Thor: Best Great Uncle
Modgudr: Guardian of the Gjallarbru, just likes her peace and quiet.

Einherjar
Astmundr: Escorted Halla into the Gjoll, then got splattered by Modgudr when he mildly annoyed her, this is only a nuisance

Notable Monsters:
Moonless Night: Fenriskin, extremely powerful, zero relevant combat experience, got absolutely bodied.
Drysalt: A super Troll who is also apparently a wizard, the nemesis of the Hading Valley and the reason for it being so sparsely populated. Hasn't been seen on screen yet (We think)

Others:
The Witch of the Hading: Kind of shady, also ended up getting murdered by an axe to the back of the head at some point from behind her wards, how'd that happen?
Solrun: Seeress of Asvir, a lover of Hallr Blackhand, currently teaching Halla the secrets of Seidr. Really gets around.
Kolla: Solrun's daughter, actually also the child of Bram Ironjaw, saw Aki and decided "Mine", and eloped to Vestfold with him, this will definitely not cause problems later.
Jerasmus the Mendicant: Wandering Priest? Tutor? May actually be an angel in deep cover, probably not an enemy but also not a friend, but not also awful? How confusing.
Father Gerrit: Arrogant Priest Halla encountered during the first attack on her first raid. Proved that min-maxing is not a valid strategy by getting cut in half.
Bram Ironjaw: The Notable Exception, a Frenemy of Blackhand, the only Steelfather who hasn't actually taken on the Curse of Steel. Also taught Steinarr at first. A living meme who will definitely fight us when we first meet him.
Torsten Two-Shield: Battle Buddy of Steinarr from the the time he was with the Varagnian Guard, wields two Steel-rimmed Shields to battle, somehow makes this work.
Lars Forkbranch: One of the bandit leaders that were being funded by Horra, Ironbrother with access to Lightning, took him down in a hard fight, but he'll be back. Came Back, proceeded to get offscreened by Sten and then his soul shoved in a knot, just to be sure he wouldn't come back.
Jordan Sharkmouth: One of the bandit leaders that were being funded by Horra, never actually fought him. Probably a Thrall now.
Harald Wolfwind: Horra got a hook on him through his son, an absolute beast comparable to Steinarr, fortunately, we ended up saving the life of him and his son, and he's moved to Vestfold since.
Hardir Haraldson: Harald's Son, somehow is at the actual bottom of the Tier List. How.
Gary Tuskpuncher: Apparently sails around finding exotic animals and punching them, before selling them to the highest bidder. A meme given reality.
Lidrun of the Red Scarf: Odr Cultivator and Skald, really has strong Xianxia Vibes, and not for the better. Kind of a bitch.
Absalom Careful-Stepper: One of the Only Steelfathers that Blackhand respected, intervened when Heklr tried to burn Gotland's sleeping spirit to the ground. May be the actual Biblical Absalom which would give him a solid claim to being one of the Oldest People Alive in the setting. Took a Vow of Nonviolence, but managed to become the Best Main Tank Ever.
 
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Bestiary (alexthealright)
Norse Quest Bestiary


Please inform me of any creatures I have missed and any mistakes I have made regarding them.


Abysslings

Abysslings are found in Ginnungagap and the deep sea where they will sometimes attack ships in the open ocean, they attack in large groups and are made of Etir, the bigger the Abyssling the stronger and smarter they are.

Bright light scares small ones and attracts the large ones.

Discussed in (Rescuing Aki)

Bergsra

Bergsra are mountain spirits who sometimes lure people into their caves and keep them as either lovers or slaves.

In combat Bergsra are generally stronger than trolls. They don't turn to stone in the sunlight but lack trollish regeneration though, being creatures of rock and stone, bergsra are significantly more durable than mere flesh and blood. They are easily as intelligent as any human and are known to help miners if given the correct prompting, though they are just as likely to play tricks on them instead.

Appearance wise they are quite handsome and possess a hollow cavity in their back which shines like the inside of a geode.

Encountered during (Summer 10/Troll? Cave)


Draugr

They exhibit extreme variation in power, ranging from Lower Bottom to Steinarr tier, they can haunt your dreams if you encounter them and fail to kill them, They can be anywhere from mindless to fully sapient and can use Hugareida (we met one smart enough to feign weakness who also possessed an Ice Hugareida based fear aura)
They can be made from almost any animal (or at least you can to it to an elephant) and they either drain Orthstirr from living Norsemen or use that of their maker depending on whether they were born or made but cannot obtain it otherwise.

Dragur are why Hallr Blackhand instituted a tradition of cremation among his family

Unconfirmed: in some IRL myths they can become giants (In size not the race) and use dark magic.

Encountered during (An Evening Stroll Gone Terribly Wrong) (Horra's Sanctum) and (The Last Breath of Horra Hasvisson)


Threaded-Men were custom made Dragur created by Horra Hasvisson, they had Frenzy and used inbuilt weapons.



Dwarves

A Quick Overview
Dwarves are incredibly, ridiculously profit oriented maggot like humanoid creatures, they are fantastic miners, architects and smiths, whose services are often paid for with food from the surface which they love more than almost anything in existence, they are also the Hugr specialized race.

Dwarves are organized into clans made of male dwarves who bargain for the privilege of (fertilizing? I think?) a clutch of eggs from a female dwarf, the prosperity of the clan (or possibly its economy?) is directly linked to the clans cultivation similar to how a Norseman's fame and reputation is tied to their orthstirr (probably?) although the details aren't clear.

Dwarves hold a monopoly on the secret of forged iron and were the people who taught The Norse how to work metal (they rapidly began to regret this mistake when the secret spread and they lost their monopoly)


Love and Hate: Dwarves and the Sun
Dwarves love the Sun it is their greatest desire and the most beautiful thing they can ever imagine.

It is also their greatest weakness. Direct Sunlight and even spells which imitate it can instantly and permanently turn a dwarf to stone as well as render their enchanted objects (Temporarily?) inert.

This is probably the only reason they have not tried to conquer the surface world.

Origins
Dwarves were originally svartalfar who changed themselves to better trade and otherwise interact with Humans and are descended from the maggots who devoured Ymir's body alongside Trolls.


Dwarves and Warfare

Dwarves are incredibly dangerous communal supercomputers and instead of figuring out a new way to describe all various dangers I'm just going to quote Halla's analysis.


Quote begins
With little else to do other than continue shuffle-walking forwards, you allow a bit of frenzy to slip free of its binds. After all, since you're going to be fighting dwarves, you might as well get an idea of what sort of tactics might be in play.

What's immediately made apparent is the fact that, though they're smaller, their strength far outclasses that of the average human. But while their strength is considerable, their sheer endurance is what makes them a threat. A dwarf can spend six days of the week doing literally nothing other but mine and cart around ore. They eat and sleep on the seventh day, which is all they need to be ready for another six days of what would be unthinkably hard labor to a human.

No matter the tactics you employ, letting it become a battle of attrition means that you lose, eventually. Their armor and natural robustness makes such tactics worthless, as they will simply out-stubborn you and weather your attacks.

Dwarves, obviously, are aware of this. While their preferred method of defense seems to be to simply absorb the blows, their preferred method of attack is to unleash a ton of damage all at once. The shimmers show you losing limb after limb to their scything blades, if you dare to let them get hits in.

Though strong and tough, their weaknesses are also readily apparent. Dwarves simply don't have the vast array of options that you and humans in general have. While their minds are capable of processing extraordinarily complex calculations on the fly, which grants them the power to come up with new strategies and tactics on the spot, they don't always have the arsenal of tricks and abilities to take proper advantage of those new ideas.

Dwarves seem to share a sort of instinctual ability to seamlessly work together. A preternatural awareness that links them to their siblings, allowing them to pick up the slack wherever it may be and to quickly get up to speed on projects. While one dwarf may not be able to accomplish a tactic, two or three or even four dwarves working together might. Fighting a group of dwarves is less fighting a bunch of individuals and more fighting one individual that's spread out across the the group.

Get a dwarf on their own and you'll be able to outclass them quickly, which means that the trick to defeating a group of dwarves is to separate them...

Huh... That's sort of what the overall plan is, isn't it? Instead of dealing with the dwarves on an individual level and thinking about matters of single combat, like a human would do it, the dwarves are thinking on the larger scale of group-on-group.
Quote Ends

Other things you should know about Dwarves

1 They can counteract your Frenzy if you have it.

2 They gain a multiplier in combat equal to the number of dwarves you're fighting (This didn't activate for Contested Movement)

3 Dwarves don't roll dice against other Dwarves, presumably taking the average of any roll.

4 They have no sense of honor and are fully willing to do whatever it takes to win.

5 They like Flamethrowers and seem to enjoy WW1 style weapons in general.

6 If you make them really mad they will tunnel under your house and turn it into a sinkhole.

7 They seem to lack Hugareida or any obvious equivalent.

8 They have IPads. I am just as confused as you are.



The Ancestral Treaty prohibits any organized interference between the realms of man and dwarf and is very seriously enforced.
For the Good of Everyone. Do. Not. Fuck. with the Ancestral Treaty.

Encountered during (Dwarven Realpolitik)


Fenriskin

Very rarely, a wolf will be born with the blood of Fenrir coursing through its veins. These wolves inevitably gain a cruel, wicked intelligence and an intense hunger for the heart's blood of man. They gather wolves around them like a Jarl does a hird, and will begin to cause mayhem.

Fenriskin should be taken with deadly seriousness, they double damage like all wolves, they have Hugareida, can use Sedir, and the one we met was a full Odr cultivator.

Encountered during (Hunting the Hunters)


Foemen

Foemen are Neanderthals who serve the enemy, happily this means that I don't have write a summary of their entire culture and can instead focus on their combat performance.

Foemen are a force to be reckoned with in battle, they use a combination of formations and their own complicatedly simple cultivation system.

They have a small amount of "Points" which seem to function similarly to hone and reinforce and are hypothesized to give 1d4+1d6+1d8+1d10+1d12 per point, this makes them incredibly vulnerable to basic attack spam.

They have some equivalent to puncture allowing them to penetrate Perfect Defenses, however they seem to lack access to Hugareida or any equivalent except for Possessed Foemen, which we have not encountered yet but will appear alongside regular Foemen during Disclosure at a rate of 1-3 per infusion rank and 3-9 respectively.

They seem to have 1 of every shapeshift.

Encountered during (The Enemy's Men)


Giants

Giants are like Troll except that they are match for a Tenth Decade Knight, are much smarter, and do not turn to stone in sunlight.

Giants are generally isolationists so much so that they rarely see another giant let alone a human.
However, they also judge you based on how well you can use your body to convey ideas
The bee-comparison isn't too far off
They live in 'studios' and get together with the other members of their studio to compete with other studios over things like who gets to keep the children produced from couplings



We have never met a Giant.



Jotun

Jotun are full on capital G gods who have similar relationship to giants to what Aesir have with humans, they will absolutely destroy anyone who attempts to contest them in battle save the likes of Blackhand and Carful Stepper, try riddles instead as they cannot help but accept an issued challenge while on Midgard.

Interestingly they seem always emerge from the sea when appearing..

Encountered in (Summer 9/Voyage 1.12 Part 2) (Riddle Duel) and (Gotland Calls)

Nisse

Nisse are farm spirits placated by a bowl of porridge every Yule, they like horses, they can make decent illusions at combat relevant speed, are quite fast, and they have an incredibly poisonous bite.

Encountered during (Adult Responsibilities)

Pursuers

A Pursuer will appear to stop us during Disclosure. We have no more information on them.

The QM will give vague information for 3 reward dice



Trolls

Trolls are large, ugly, stinky, and stupid creatures. That doesn't inhibit their combat prowess however so you should still treat them with caution.

A Troll in combat is roughly equivalent in power to a Knight of the 5th decade but have two significant differences

1 They have Truly Absurd Regenerative Powers

2 They will turn to instantly and permanently turn to stone in sunlight.

Additionally they have some amount of innate magic although we don't know how relevant it is in combat.

Encountered in (Winter 5/Investigating Steinby)

Drysalt Hadingsbane is proved that there is some significant variation in Trollish power when he slaughtered almost the entire Hading Valley.


Troll-Men

Troll-Men have nothing to do with Trolls, They are an endless horde of literally subsapient humanoids which reproduce at a terrifying rate, even a single troll-man, if given unfettered access to meat, can swiftly produce one-hundred more troll-men in only a week's time. Expect at least 1000 of them per nest and quite possibly significantly more.

They seem to universally nest deep underground, forcing any extermination team to be quick or suffer Hamingja Damage from the sunless environment.

Luckily their tactical skill seems to stop at "Get him" and they are completely free of any cultivation allowing them to be brutally cut down like the mortals they are.

Interestingly they have begun to appear in Viking occupied parts of England.

Encountered during (The Enemy's Men) and (Your Pound of Troll-men Flesh)


Shadow Bear

A six clawed bear capable of jumping between shadows. It had around 20 Hamr (although it didn't exhibit combat speed shapeshifting during our fight.) and had doubled Endurance.

Encountered during (The Six-Clawed Beast)

Svartalfar

Svartalfar are the ancestors of modern day dwarves, who they have a certain resemblance to but their pale white heavily wrinkled skin, bulging segmented eyes, four arms, and mandibles, are all clear signs of their divergence.

They typically are not found anywhere near the surface, staying much deeper below ground than dwarves but are a favored tool the enemy in its schemes.

Encountered during (Your Pound of Troll-men Flesh)


Vittra

Vittra are invisible herders of similarly invisible cattle who are mostly native to Norrland (northern sweden in the modern day)

They are apparently quite strong

Encountered during (Winter 10/Lost Herd?)

Water-wolves

Water-Wolves are magical wolves who possess frenzy, use a good deal of water based magic, and have the doubled damage inherent to all wolves.

Encountered during (Hunting the Hunters)


Soulscape ecology

Tomvaettir

Tomvaettir - A minor sort of spirit that feeds upon plant life and whatever is weak enough to be devoured. They appear to have little in the way of conscious thought and seem almost emptierthan your average spirit. Perhaps you could 'fill' that emptiness somehow?

First encountered during (Winter 10/Turn 3)

Skapandivaett

This minor spirit seems far more creative than others of its ilk. Where tomvaettir merely graze, the skapandivaett searches. It upturns rocks, pokes its head into tree hollows, and even digs in the ground!

First encountered during (Summer 11/Turn 1)

Syngjandivaett

Instead of searching for food itself the syngjandivaett will instead begin to sing, while the noises have no clear meaning it seems to have a positive effect on the lesser spirits around it as they bring all manner of food to the syngjandivaett

First encountered during (Summer 11/Turn 1)

Veidvaett

Instead of singing or searching for its meal, this creature hunts. The 'veidvaett' stalks the tomvaettir with frenzied efficiency as it cleaves a bloody trail through the soulscape.

First encountered during (Summer 11/Turn 1)

All three spirits are far more intelligent than their once-peers. They're probably smart enough to actually communicate with, should you be so inclined.


Assorted Tomvaettir Evolutions

As you feed some of the tomvaettir in your soul rocks, wood, and metal, you notice that the tomvaettir you feed a few months prior have vanished. In their place now sits a number of different spirits, each far more advanced than their previous selves.

Grjonvaett - Spirit of grain, pleasing the local grjonvaettir can mean bountiful harvests of grain while angering them can mean your grain withers in your fields.
Kjotvaett - Spirit of meat, pleasing the local kjotvaettir can mean you get ample meat from your animals and that it keeps for longer times. Angering them means that the meat is stringy and lacking in substance while it goes bad quicker.
Fiskvaett - Spirit of fish, pleasing the local fiskvaettir can mean bountiful catches of fish while angering them can mean that they drive the fish away.
Eplivaett - Spirit of fruit, pleasing the local eplivaettir can mean that the fruit-bearing trees have great harvests while angering them can mean that the local trees are barren and empty, or even poisonous to eat.
Grasvaett - Spirit of vegetation, pleasing the local grasvaettir can mean that the vegetables grow well while angering them can mean that the vegetables grow poorly or are even poisonous to eat.
 
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Reward Dice-Earned Knowledge (alexthealright)
Hey Everyone I'm making a list of all of the knowledge we've gained from spending reward dice (as well as everything else important that isn't threadmarked)

I'd really appreciate if anyone would send me any ones I can't find

OOO

When you Disclose, you will face a myriad of foes.

The first will be Foemen. You can safely assume that you will be massively outnumbered with 3–9 Foemen for every rank of Infusion you have.
The second will be Spirited Foemen, which are Foemen that are enhanced by spirits of the Dark Forest via posession. You will encounter these at a rate of 1–3 per Infusion Rank.
The third will be draugar drawn from the region. Improperly buried dead and currently active draugar will be drawn to fight you. The number of these depends entirely on the local region.
The fourth will be trolls, if available. Trolls will only appear if the Disclosure is done at night. Numbers depend on local environment.
The fifth will be giants drawn from the region. Giants are stronger then trolls, posses shapeshifting abilities, are very smart, and, worst of all, are immune to sunlight.
The sixth will be a Pursuer.
If the local spirits are hostile, then locally sourced monsters may be added to the mix as well.

(In story, this is an instance of Odin appearing and giving you required intel)

OOO

Boat SoulFarm Soul
Pros
>More ready to ride the waves of odr
>Transitory, inherently more able to change and shift
Pros
>A firm foundation leaves this type of soul stronger
>Broader array of options
Cons
>Inherently weaker than a farming soul
>Less say over how it develops
Cons
>Highly vulnerable to the ravages of odr, unless the proper steps are taken
>Once something is decided, it is set in ston

OOO

Berserkergang:
-Massive boost to how fast you can Shapeshift
-Immunity to weapons
-Resistance to fire (which applies to heat in general)
-Regeneration of Endurance
-Regeneration of Frenzy (Per Attack)
-Treatment of Hugr as Hamr and, thus, Shapeshifting Slots
-Treatment of Frenzy as Hamr and, thus, Shapeshifting Slots
-Treatment of Frenzy as DR
-Treatment of Frenzy as additional Damage

All for the price of being literally useless and lying in bed, infirm, for the next weeks/months

OOO

TheCount said:
Hey, Halla, how does the Magyars feel, cultivation wise?

Like sunbeams upon the skin, yet carefully restrained in preparation for that which is yet to come

alexthealright said:
Hey Halla does this guy have anything similar to Frenzy, a Spotlight or anything else that he has that none of the rest of them do?


Now that you mention it, there's almost something like a delayed Frenzy, but that's something that all of the Magyars have.

OOO

Serous said:
@Imperial Fister If its not a spoiler, I'm curious how strong was the strongest cultivator that Hallr has ever met? Wonder if the answer is himself.

Cultivator specifically? That he personally met?
Attila the Hun. (None of you saw that one coming)

OOO

alexthealright said:
Hey Blackhand what do you know about the Twist: Astonishing Colors as the East Meets the West?


'I believe it allows one to learn the normally unlearnable, in accordance with Miklagard's own status of crossroads between worlds.'

OOO

Free Answers;
KittyEmpress said:
How similar is Bear cultivation to Norse Cultivation? Or does Bjorney just have Norse cultivation because he's a norse bear?


Animals of a culture follow that culture's cultivation method. There isn't any such thing as 'bear cultivation' because there isn't a 'bear culture'.
KittyEmpress said:
Can he gain Orthstirr in the same way we can?


He can, yes.
KittyEmpress said:
If Bjorney uses a variant of of Norse cultivation, does he have a Fyljga stat?


He does

Costly Answers;
KittyEmpress said:
Are there special rules for a Norse Bear cultivator, re: Nid or Kunna access?


There are not, no.
KittyEmpress said:
Is his Fyljga even veiled, or does he always have the Bear benefits? Can we unveil it - and if so, is it always a bear?


Animals don't so much have a fylgja stat as they do an as of yet unnamed 'growth' stat. Bjorney's 'fylgja' will always be a bear because he is a bear and it starts 'unveiled', thus granting him its benefits from birth.
KittyEmpress said:
Can they raise the stat to gain the evolution benefits of a Fyljga, be it veiled or not? If they can, does that change their physical form - would a dog Evolve into a stone dog, like Steinnar's Fyljga did?


This is where wacky creatures come from
KittyEmpress said:
And of course; would it be theoretically possible to make Norsely Companions, based off Knightly Companions?


Theoretically, yes!

KittyEmpress said:
Edit: fuck it, I'm just gonna ask @Imperial Fister , because I feel like this question will hugely impact how much I wanna pursue them in the future, so if it's enough, I offer my last reward die as sacrifice:

Is there any possibility of Norse animals lives being extended to be more human like, if we potentially pursue the path of Norsely companions? Some way to let them live as long as their bondmate does, or share lifespan between the two?


There is, in fact, a way to do it.


OOO

alexthealright said:
Hey Blackhand do Animals have fated days?


'What is an animal? Is it something that is non-human? I know that dwarves and elves both have fated days, though theirs are of a different sort. I don't fully understand it, but I believe that dwarves get an allotment of time upon birth and, should they perish before their time, that's it for them. I know next to nothing about elves, at least I don't remember much.'

OOO

Because I don't really expect you folks to ever learn this in-character, Mirror Waltz' landmark is a massive plane of highly polished silver that the Kyrsvikingar practice before.

OOO

Shard said:
1) What do you think about dressing up your Fylgja fashionably?


Sure!
Shard said:
2) So putting tricks in your Fylgja lets you just execute the trick without any hand motions or like, right? Does this also apply to (Stitch) Seidr, letting you simply output a spell without any motion?


Yes
Shard said:
3) What personality are Ravens associated with?


Intelligent and perceptive, with a dash of greed and cunning.
Shard said:
IF:
Reward Dice Qs:
1) At what point in Hugr Infusion should we fear Undesirable Side Effects (tm)?


9 is safe, 10 is not.

OOO




So far this is everything I can personally recall but any help would be greatly appreciated.

A huge thank you to @Shard for making this list as thorough as it is.





OOO

What info can you give us about these system agnostic skills for a reward dice IF?


History repeats itself, over and over again

OOO

I feel like "What is a Pursuer" is too broad. :V Instead I'll go with "What does a Pursuer look like?" under the theory that might let us figure out more based on inference.


*ahem*

A Pursuer has 4 limbs arranged around a central, vaguely rectangular torso—the upper limbs end in five-fingered grabbers while the lower set end in flat, nub-tipped appendages used for walking.

They have a fur-topped head—the fur's color comes in many hues, as does the surface of their outwards-facing, body-spanning, pressure-sensory organ—two binocular organs with which they observe the world, two splayed-out auditory receptors on either side of the head, two olfactory orifices on the underside of an organ-covered, vaguely triangular growth, as well as a wide, bone-filled slash they use to both make noise and consume the flesh and meat of their food.

OOO

alexthealright said:
Hey Imperial Fister I'd like to spend a reward dice to learn about any universal traits or rules of spirit stats
in other words things all spirit stats share


There are three commonalities that can be seen in most—but certainly not all—cultivation systems.

The first is that they have a way to strengthen the body. For the Norse, this is their Hamr. For the Carolingians/Christians, this is their Soma.

The second is that they have a way to enhance the mind. For the Norse, this is their Hugr. For the Carolingians/Christians, this is their Psyche.

The third is that they have a way to interact and interface with the greater world. For the Norse, this is their Fylgja. For the Carolingians/Christians, this is their Pneuma.

OOO

AeonIlluminate said:
@Imperial Fister I would like to put 2 of my three Reward Dice towards this, and my remaining 1 towards finding buff people for the attack


You got it

Ahem

When Steel becomes the soul, the soul becomes the body. A Steelfather's skin is his soul. Anything that happens to the body, also happens to the soul.

OOO

AeonIlluminate said:
@Imperial Fister Aletcai said that he would pay the 1 Reward Die to get the info on what the Enemy would let pass , so could you lob us that info please?


Forgor, whoops

Anyways, the Enemy lets things go un-accosted if they won't—or it believes they won't—pan out to anything.

OOO

DeadmanwalkingXI said:
@Imperial Fister I'd like to spend a Reward Die to know what Orthstirr and Odr respectively actually do on this Banishing Rebuke roll and the rough amount of both we likely need to succeed (like we did for knowing we needed how much to spend on the Moonless Night thing). We probably can't get exact numbers, but a rough number should be available, right?


I'll give you the first part for the Reward Dice, though the second part will cost another. Orthstirr provides structure and power, while odr provides the raw creative might to overcome the enemy.

Mechanically, 1 Odr = 9 Orthstirr in terms of seid

DeadmanwalkingXI said:
So...I'm actually really unclear, does Odr do something unique, or is it 'just' the equivalent of 9 Orthstirr each? Because those are very different things.


Odr doesn't do anything unique mechanics-wise... Actually, perhaps every 3 Odr should let you re-roll? Yeah, that sounds right to me


OOO

Shard said:
...Hey Fister, could I spend a reward dice for more details on 'Odr Infusion into Crafting Dangers'?


The average human needs about 2–4 liters of water a day to stay hydrated. I won't bill you a reward dice for that little bit of information, but that's all I can say without a substantially greater cost.

OOO

Imperial Fister said:
The more odr put in, the greater the result will be. That's free.

If you want anything more, it will require dice.


I'd like to know the effect of (if there are any) or reaching specific 'breakpoints'. If too broad for a reward dice, specifically the effects on our wedding gift to Asva.

Shard said:
I'd like to know the effect of (if there are any) or reaching specific 'breakpoints'.


There are effects, yes. They mostly deal with strengthening the spirit of the object (in ways beyond the expanding of orthstirr pools)
DeadmanwalkingXI said:
The thought is that any bone ash is better than none, and we don't have any other bone ash. Is that wrong?


You could definitely use the bone ash of a farm animal, there's nothing stopping you. I just don't think that Asva would appreciate something made with troll-men — a notable cause of deaths in childhood — when she's intending on starting a family of her own.

While the overall power of the ash is important, what's more important is how thematically relevant the source creature is to whatever you're adding the ash to.

OOO

This List is nowhere near complete so if you know where anything else is then please direct me towards it.
 
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Prowess
With everything going on when I posted the revised mechanics, I accidentally overlooked the exclusion of a rather important mechanic. My apologies for that, by the way.

Prowess is a way for you to close the gap between you and the top tiers, a gap I didn't really think about before hand. Every time you level Prowess, you get a point to spend on increasing one of your combat stats by one. It starts out requiring 3xp to raise and, with every level up, it requires 3 more xp to get to the next.
Prowess 1 - 3xp
Prowess 2 - 6xp
Prowess 3 - 9xp
Prowess 4 - 12xp
Prowess 5 - 15xp
Prowess 6 - 18xp
Prowess 7 - 21xp
Prowess 8 - 24xp
Prowess 9 - 27xp
Prowess 10 - 30xp
Prowess 11...

Regardless, there's some point allocation for you to do. I'm starting you out at Prowess 9 because 9 is a good, Norsely number. As such, you have 9 points to spend on the following;
Initiative: How fast you react to things and, thus, how soon you act in both a round of combat and clashes.
Stamina: How many clashes you can manage in a single round of combat. Once all clashes have completed—or something flips the table—the round ends.
Speed: How many attacks you can make in a single clash.
Capacity: How many different tricks you have available for the round.
Analysis: How well you can read your opponent/s and/or the situation.
Offense: What gets added to your attack rolls.
Defense: What gets added to your defense rolls
Pierce: Things that add damage to your attacks
-Specifics: Sometimes, you have things that give you Pierce only in specific situations/requirements
Resist: Things that detract damage from enemy attacks
-Specifics: Sometimes, you have things that give you Resist only in specific situations/requirements

Halla's current combat baseline (that is to say, not counting equipment or shapeshifting);
Initiative 1
Stamina 1
Speed 6 (+5 from Shapecrafting)
Capacity 12
Analysis 8 (+8 from Frenzy)
Offense 8 (+8 from Frenzy)
Defense 8 (+8 from Frenzy)
Pierce 0
Resist 0

You have 9 points to spend here, how would you like to spend them?
[ ] Write in

0~0~0

I'm going to leave this vote open till tomorrow.
 
NorseQuest 2.0 Benchmarks
So, because I'm interested in average stats and similar stuff, I've come up with averages on various stats for the new system in combat. Here are those NQ2 averages. Hopefully they'll prove useful.

Average Combat Totals:

Mortal: Total average of 10 or less.
Novice: Total average of 20 or less
Warmain: Total average of 40 or less.
Adept: Total average of 60 or less.
Expert: Total average of 80 or less.
Master: Total average of 100 or less.
Champion: Total average of 120 or less.
Heroic: Total average above 120.

This is for Tricks and based on Alectai's Tier List (averaging dice and adding bonuses).

All numbers include burning 1/5 their Orthstirr Pool or other applicable resource (so someone who averaged 55 without Orthstirr, but had an Orthstirr Pool of 40 would qualify as a Expert by this, as 1/5 of that takes them to 63).

For comparisons, Halla, all things considered averages between 82 and 92 and can thus be considered a Master level combatant (which is where she was last edition as well).

Combat Benchmarks for Average Norsemen:

16 year Old: Combat 3-4 + Glima 2-3. Orthstirr Pool 1. (Average Combat Total 21)
20 Year Old: Combat 5 + Glima 3 + maybe one Hugareida at 3. Orthstirr Pool 2. (Average Combat Total 29)
30 Year Old: Combat 6-7 + Glima and maybe other Martial Styles 5-6 + Hugareida 3-6. Orthstirr Pool 8-20. (Average Combat Total 43)

Combat Benchmarks for Average Norsewomen:

16 year Old: Combat 1-2 + Glima 1, Orthstirr Pool 0. (Average Combat Total 10)
20 Year Old: Combat 2-3 + Glima 1-2 + maybe one Hugareida at 1-2, Orthstirr Pool 1. (Average Combat Total 13)
30 Year Old: Combat 3 + Glima 2 + Hugareida 3-6, Orthstirr Pool 4-8. (Average Combat Total 17 or anywhere between 18 and 22 with Hugareida if she has a combative one)

Prowess Benchmarks:

Average xp invested in Prowess is equal to half the xp invested in the Combat Skill, which makes for this as a rough average for people's Prowess based on their Combat Skill. Some people diverge from this, obviously. It's just an average.

Combat 1-2 = Prowess 0
Combat 3 = Prowess 1
Combat 4 = Prowess 2
Combat 5 = Prowess 3
Combat 6 = Prowess 4
Combat 7 = Prowess 6
Combat 8 = Prowess 8
Combat 9 = Prowess 12
Combat 10 = Prowess 15
Combat 11 = Prowess 18
Combat 12 = Prowess 20
Combat 13 = Prowess 22

So, looking at benchmarks and how items and characters work in this edition, making completely generic random Norsemen and Norsewomen is actually viable, and I wanted to see what that actually looked like. So I did. Here are those:

Average Full Stats For Generic Norseman (20 years old):
Endurance 6, Armor 4 (Good Gambeson), Orthstirr 2,
Hamr 6, Hugr 5,
Prowess 3 (Initiative 1, Stamina 3, Speed 2, Capacity 5, Analysis 0, Offense 0, Defense 0, Pierce 0, Resist 0),
Combat 5, Labor 7, Travel 4, Housecraft 4, Smithing 5, Wordplay 4, Scouting 5, Social 4, Tactics 4,
Glima 3, maybe one Hugareida at 3,
1 Mastered and 7-14 Refined Tricks, mostly Combat and Labor.
Has a Good Gambeson (4 Armor), Good Shield (2 Uses, +1 Defense), and Good Bog Iron Axe or Spear and Sax (+3 Offense).
Basic Attacks 5d6+9, Basic Defenses 5d6+7, Tricks add +3

Actual Full Stats for Generic Norsewoman (20 years old):
Endurance 4, Orthstirr 1,
Hamr 4, Hugr 6,
Prowess 0 (Initiative 1, Stamina 1, Speed 1, Capacity 6, Analysis 0, Offense 0, Defense 0, Pierce 0, Resist 0),
Combat 2, Labor 5, Travel 4, Housecraft 7, Smithing 5, Wordplay 5, Scouting 4, Social 6, Tactics 3,
Glima 2, Campfire 1, Clearwater 1, one Hugareida at 2, household seidr spells
1 Mastered and 7-14 Refined Tricks, mostly non-combat stuff,
No combat items. Basic Attacks and Defenses 2d6+4 (+6 with combat hugareida), Tricks add +2

Actual Full Stats for Generic Medium Farm:

Land 3
-Food per Turn: 20
-Silver per Turn: 5.5 oz

Tools 2
-Crafting: +6 Successes (+2 successes away from home)

Infrastructure 4
-Living Space 20
-Storage Capacity 160
 
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NorseQuest 2.0
Finally, it's done. Thank you @DeadmanwalkingXI and all the other helpers for assisting me greatly in this. As it is extremely probable that I've missed or overlooked something, please don't hesitate to point anything out!

Furthermore, we will be redoing the turn vote.
0~0~0
Turns are now 1 month each rather than 2/3 months.
You also now have 1 Focus Action and 2 Low-Effort Actions per turn.
Focus Actions are for talking to people or other, more intensive things while Low-Effort Actions (or LK Actions) are for lower effort things like crafting, exploration, research, information gathering, sacrifices, and more.

You also now have Extended Actions, which are where you go and do something that takes multiple updates to get through, like travel or shopping or combat. You get 1 Extended Action a season (every 6 turns), but that is a bit up in the air.
Here's the new skill list;
Hamr:
Combat (All Hamr Combat Skills),
Labor (Farmwork + Labor + Management),
Travel (Overland + Sailing),
Hugr:
Housecraft (Artcraft [but not Smithing and Runes] + Design + Housecraft [Everything but Smithing])
Scouting (Scouting + Wildcraft),
Smithing (Artcraft [Smithing Only] + Armorcraft + Housecraft [Smithing Only] + Weaponcraft),
Social (Barb-Tongue + Composure + Silver-Tongue),
Tactics (Tactics + Strategy),
Wordplay (Artcraft [Runes Only] + Wordplay + Adds to Capacity)


Stats no longer need Orthstirr committed in order to work at full capacity. In-universe, the Norse still use Orthstirr for this, but it's below the level of abstraction.

Skills also have unique—for the most part—bonuses for Infusion.
-Combat: Adds +1 to each Prowess Stat in order as it increases in level (so Infusion 1 grants +1 Initiative, Infusion 2 grants +1 Stamina, and so on)
-Labor: +1 Work
-Travel: +1 to find interesting things while traveling or exploring
-Housecraft: +1 Minimum quality
Scouting: Increased Insight into what you see
Smithing: +1 Minimum quality
Social: Calm Charges
Tactics: Increased Insight into others
Wordplay: +1 Capacity
Noncombat Skill Rolls are rolled with Attribute using the normal dice, then get a number of successes added equal to the Skill. So if Halla has Hugr 12 and Social 6 she'd roll 12d6 for Social rolls, then add 6 successes. Other boosts to that like Odr are added on top.

You have a total pool of 'Work Points' equal to your Labor stat. This pool is spent to do additional low-effort (for me) things like crafting, research, and so on.
-Crafting (Spend 1 Work and gain one item that you could auto-succeed at crafting, not counting Aspect usage...this is the replacement for mass production)
-In-Depth Crafting (Spend 1 Work to make a crafting roll and then one additional work if the item has runes, one if it gets bone ash added, one if it is quenched in a specific way, one if an Experience is added, and so on. Can only be done twice per turn.)
-Consumables (Spend 1 Work per three consumables)
-Write poetry based on an Inspiration (Spend 3 Work, gain 1/9 Orthstirr per 3 successes, only available once per Inspiration)
-Repair (Spend 1 Work to repair one damaged item that it's possible to repair completely)
-Seidr and Other Magic (Do something like collect an Experience or perform a single minor divination or fertility blessing. Each costs 3 Work)
-Proof of Concept (Make a quick check of how two magical things interact, most obviously this allows checking if an Alloy works, though it'd also allow checking unknown magic items and how they work and similar things. Can only be done 9 times per season.).
Note: Names are not finalized and are up for change should they be unwieldy

Combat Foundation
Endurance: How much damage you can withstand before defeat
Armor: How much damage must be dealt before it affects you. Reduced every time an attack lands.
Orthstirr: How many levels of orthstirr you have available to spend for the fight. Every round, you decide how much orthstirr to spend, which boosts everything you do in the round by +1.
Combat: How many dice you roll per roll.

Combat Framework
Initiative: How fast you react to things and, thus, how soon you act in both a round of combat and clashes.
Stamina: How many rounds of combat you can fight before you start to get increasing penalties from fatigue.
Speed: How many attacks you can make in a single round.

Capacity: How many different tricks you have available for the round.
Analysis: How well you can read your opponent/s and/or the situation.

Combat Modifiers
Offense: What gets added to your attack rolls.
Defense: What gets added to your defense rolls
Pierce: Things that add damage to your attacks
-Specifics: Sometimes, you have things that give you Pierce only in specific situations/requirements
Resist: Things that detract damage from enemy attacks
-Specifics: Sometimes, you have things that give you Resist only in specific situations/requirements
Planning
Planning for combat is vastly simplified. There are 3 steps and they are as follows;

Step 1: Determine Goal
-Step 1 is to decide what you are trying to accomplish in that round and how you want to go about it. This gives me a general idea of the way to write Halla in the fight.
Step 2: Ready Tricks
-You then pick as many tricks as is equal to your Capacity. These are the tricks that you have on hand to use whenever applicable during the fight. You can repick while planning for the next round. When performing this step, you can choose to only pick a single Trick with the (Focus) notation, and if you do so you only use that Trick and only once, but may add dice equal to your Capacity to the roll for that single Trick.
Step 3: Decide Orthstirr
-Next, you decide how many levels of orthstirr to use. To use tricks at all, you need to spend a minimum of 1 level of orthstirr. Every level of orthstirr you spend gives you a +1 bonus to all your rolls during that round of combat. If you spend 7 levels, you get +7 to your rolls.

An example of this is as follows;

[ ] Plan Name
-[ ] Goal: Take out the enemy's henchmen as quick as possible.
-[ ] Tricks: Trick 1, Trick 2, Trick 3, Trick 4, Trick...
-[ ] Orthstirr: 5 Levels

After that, your job is done and mine begins.

How Stats Come Into Play
While this doesn't matter as much to you as it does to me, I think it's still important for you to know how your stats affect the outcomes of combat. This way, you can better decide how to train and develop.

First things first, some terminology.
-'Basic': Basic attacks and defenses are just that, basic. There's no special gimmick with them, unlike with tricks. You don't need to spend anything to do them, either, as they're done automatically.
-'Tricks': Special attacks or defenses or other moves that 'shake up the board', so to speak. They're potent moves one does to create or take advantage of opportunities, such as when one is on the backfoot and needs to make space or any other situation.

Second things second, how dice are rolled.
-Basic Attacks or Defenses are rolled with Combat Skill. Tricks may add their associated Style or Hugareida as a flat bonus as well.
-On any attack, whatever stat is being used adds its rating as a static bonus (so, +10 at Hamr 10). Fylgja Attacks use Fylgja, Hugareida Attacks use Hugr.
-Frenzy, Weapons, and Armor give static numerical bonuses to all attacks and defenses using them, as does spending Orthstirr (spending it adds to all attacks and defenses, Odr cannot be spent for this).
-Sharpen and Fortify add +1d6 each, add +1 damage/-1 damage respectively, have their normal downsides, and can be combined with spending Orthstirr. They take no Capacity, cost an additional 1 Orthstirr and cannot be stacked.
-Weapon Elemental Effects add +1 damage and cost an additional 1 Orthstirr.
-Stoker State always costs 1 additional Orthstirr and adds 'Stoked Points' to the pool rather than dice, at the same rate.

Weapon Effects
-Two-Handed Weapons - When wielding a two-handed weapon in both hands (or, with Leverage-Enhancing Musculature, a one handed weapon in two hands) the wielder gets to double their Pierce, but every round spent doing this counts as two rounds for Stamina purposes. This obviously foregoes the use of a shield and various other advantages to using a one handed weapon.

-Dual Wielding - When wielding weapons in both hands, the wielder may attack twice for every time their opponent does. This doesn't increase Speed, and they still need a shapeshift to strike truly simultaneously, but it allows them to get through six attacks while their opponent has only gotten through three. This also obviously foregoes the use of a shield.
Tool and Farm Rules:

This system is somewhat speculative and may be changed later, but we're simplifying all logistical stuff involving tools and farm stuff into three stats, rated between 1 and 9

Unlike the current system, you don't need to spend Work on making this function (that gets fiddly), though you probably need a total number of adults equal to the higher of Land and Infrastructure to keep a farm running.

These three stats are:

-Land – The natural resources of the land itself that are inherent to it, such as its fertility, wood, and wild game.
-Provides Food equal to Level x4 per turn
-Provides Silver equal to Level/2 per turn
-Can only be raised by gaining new land

-Tools – This stat determine possession of tools of all types, from farming, to training, to crafting.
-Provides bonus successes on Crafting rolls equal to its rating
-Provides bonus xp equal to (Level-3) per turn from Training Items
-Doubles the xp invested in a number of attributes, skills, Martial Styles, and Kunna equal to (Level-3) x3 (the first six levels are what most people have and provide nothing)
-Can be raised with sufficient money or crafting. Specifically, three Crafting actions requiring a success level at the new level of Tools being aimed for , each of which may be replaced by an expenditure of (New Level Squared) x3 oz. Silver (so 48 oz. silver each roll replaced to go from 3 to 4, 243 oz. silver per roll replaced to go from 8 to 9), assuming there is a sufficiently skilled smith around to purchase items of that level from.

-Infrastructure – This stat governs anything you use on a farm but is neither part of the land, nor readily portable. The buildings, any beehives, livestock, all that kind of thing. This includes some things that are tools in NQ1 like Pots.
-Level x5 determines how many people can live on your land
-Provides bonus successes equal to its rating on Crafting rolls made at home
-Provides Food Storage equal to Level x40
-Provides Food equal to Level x2 per turn
-Provides Silver equal to Level per turn
-Can be raised by work in theory, but in practice, that's more of a plot element than spending Work. Maybe an action or all your Work would be expended, but it involves enough NPCs you can't generally do it alone. Or by acquiring new infrastructure in other ways like inheriting a herd of cattle.

Weapons and non-utility magic items must be kept track of separately, but everything else is just folded into these stats.
Advancement:

Advancement mostly works the same (being based on xp used for training), but specific numbers from things other than Hamingja are reduced to reflect the fact that this is per month rather than every two months. This looks like this at the moment:

Training: 59 xp (1 from base, 34 from hamingja, 11 from Sparring [Halfdan, Abjorn, Stigmar, Tryggr, Trausti, Vagn Wheel-Drifter, Kare, Hakon, Alvis, Trygve, and Magni], 2 from Partial Sparring [Eric, Ingolf, Eysteinn, and Kurt], 5 from Training Item, 6 from Hooknails' Reckoning)
The system change results in some slight adjustments to various shapeshift options:

-Offensive-Tuned Reflexes (1 Slot) - Adds a +1 bonus to all attacks (basic and trick)
-Defensive-Tuned Reflexes (1 Slot) - Adds a +1 bonus to all defenses (basic and trick)

-Adrenaline Rush (1 Slot) - Increases dice rolled for Hamr rolls in combat by 1
-Reduced Sleep (1 Slot) - Reduced need for sleep allows one free Work per turn.
-Quick-Recovering Muscles (1 Slot) - Gives +1 Stamina, physically works by increasing the rate at which your body removes lactic acid
-Leverage-Enhancing Musculature (1 Slot) - Allows the user to gain the benefits of wielding a weapon in two hands with a normally one handed weapon.
0~0~0

With all that said and done, it's time for you folks to try out the new turn planning method.

[ ] Plan Name
-[ ] Write in what you wish to focus on
-[ ] Write in your first low-effort action
-[ ] Write in your second low-effort action
-[ ] Write in your extended action, if you desire to use it right now.
0~0~0
Training: You have 59 XP to spend as you see fit.
-[ ] (Training) Hamr (511 XP to rank up)
--[ ] (Optional) Train a hamr skill or trick (Write in)
-[ ] (Training) Hugr (183 XP to rank up)
--[ ] (Optional) Train a hugr skill or trick (Write in)
-[ ] (Training) Fylgja (512 XP to rank up)
--[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
-[ ] Work Options
--[ ] Specify specific things
 
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