Any melee attack is going to get wrecked by his wrestling counterattack that we have no chance of beating, and firebomb strike doesn't deal enough damage.
ah, damn, right, forgot the defence...
and i know it wouldn't deal damage, that wasn't the intent, just simply unbalancing him.
Guess its time to throw out heat shroud then?

hm... what else...yeah, we gotta destroy his footing, so, how about fireside barrage on the ground? then fly close, with heats hroud active and use Mireward when we are near him? give him a Sparkbomb with all our love in it?
 
Guess its time to throw out heat shroud then?

Heated Shroud just does damage...and not enough of it to matter. He actually kissed us with it up.

hm... what else...yeah, we gotta destroy his footing, so, how about fireside barrage on the ground? then fly close, with heats hroud active and use Mireward when we are near him? give him a Sparkbomb with all our love in it?

I'm dubious we can mess up his footing under these circumstances, none of our options are actually designed for it and he definitely has options we know about focused on keeping it. See my plan above for my idea of what we should do.
 
[X] Plan Let's Try Some Things
Still think its worth try to destroy his footing, but the plan is otherwise good.
too bad about heated shroud though.

Edit: Wait... he knows about mire wards and has ranged tricks. he WILL test us by trhowing something if we just go to ground and wait...
 
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[X] Plan Let's Try Some Things
Still think its worth try to destroy his footing, but the plan is otherwise good.
too bad about heated shroud though.

Heated Shroud is great crowd control for less impressively tough people...it winds up at, like, 4 damage to everyone near us, which is really good if we're trying to make engaging in melee with us unpleasant for most foes. It's less useful against anyone with DR 4+ but DR 4+ is specialist territory...not every tough foe will have it (Lars, to pick one example, had only DR 2) and even on high DR people it'll at least damage their armor. Abjorn is just in a very specific position that allows him to ignore it.

Edit: Wait... he knows about mire wards and has ranged tricks. he WILL test us by trhowing something if we just go to ground and wait...

We have defenses for that. Quite a few of them, honestly. If he just stays back throwing things and refusing to engage in melee, that's likely a round break pretty quickly. We'll weather some fire and come back with a new plan. But our tactical analysis says if we get on the ground he's gonna want us to stay there, and I think that's right, so I bet he'll engage.
 
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Good gravy, he's as tough as the Threaded Elephant! Just ate a Sparkbomb and he's only injured!
Even back when I was thinking of doing this as a regular novel rather than a Quest, I had Abjorn penciled in as the single strongest head-to-head combatant of the 4 main characters. You don't win against Abjorn in a one-on-one, melee fight—unless you're far stronger than he is, of course.
Hooo.... Did abjorn focus the majority on defence for the first attack this turn?
That's what Abjorn does
hey, @Imperial Fister would it count as a shaming strike if we whacked him on the back of the head with his boot that flew off, using a quick recall? because if not, lets use that for distraction.
It absolutely would, lmao. I like where your head is at, though.

0~0~0

Remember that conversation we had a while back, about how HorraQuest would probably be thinking that me giving Abjorn Avow is basically just handing them loot? While, sure, that Abjorn wasn't as strong as this Abjorn, 13-year-old Abjorn was still trading blows with a 16-year-old. With how fast Norsemen grow in strength, an Abjorn with just 4–6 more years of training would rock an unprepared person's shit, let alone the 8–9 he's working with now.

Anyways, I'll call the voting in, like 10 minutes
 
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Good gravy, Abjorn may be low key, but he is a beast.

It helps that he has Halla on hand who's very twisty about figuring out fun ways to abuse his Hugareida.
 
Abjorn is also a grappler, which means he excels specifically at one-on-one combat. He's fine vs. groups of foes, but it's not his strength, which has hampered his ability to shine a couple of times.

But yeah, Abjorn is scary. Making him sneaky on top of all that was an excellent choice I'm very pleased we made.
 
Good gravy, Abjorn may be low key, but he is a beast.

It helps that he has Halla on hand who's very twisty about figuring out fun ways to abuse his Hugareida.
And whose specialization could synergize well with his.
Halla the glass canon, who can rely on having her beast of a husband as a tank? Nasty for enemies.
Halla doing her "fly around throwing fuck you damage at enemies" thing, not only acting as her usual successful strategy, but also as a distraction so Abjorn can shadow in and surprise enemies with the noise of their spines being snapped? Yikes^2.
 
So I wanted to post some musings for the future. With any luck, we'll be with Halla for at least another decade and two if we get exceptionally lucky. Her job is basically to discover the building blocks of cultivation, accrue boosters for the future, and give us a proper grounding in the world. Once she pops her clogs we'll most likely be switching over to Sigurdr (unless an even better kid somehow manages to show up) who'll be going on his wanderings. Traveling the world, learning about other Cultivation methods and cultures, probably a stint with the Varangians. His main job is to bring home knowledge and tools from afar we can use to grow our power.

So let's talk about life number three. As far as I noticed, no one seems to have done much musing on that, but to me it seems that would be the life we want to use to set up a proper power base we can start to operate from. Get Jarl-soul sorted out and get our own Jarldom (or maybe Kingdom if we're lucky and greedy enough), and then use that to start working on the Great Project. If we want to fundamentally change Norse culture and cultivation so it can survive in the face of encroaching Christianization and overcome the Enemy, we're going to need the power and influence to do so. And we're unlikey to gain that power without being an actual player on the political board. Whether that means yoinking our current Jarldom or sailing off to England and carving out some land for ourselves, we're going to need to do it, and I think that's a great project for the precocious grandchild of Halla.
 
And whose specialization could synergize well with his.
Halla the glass canon, who can rely on having her beast of a husband as a tank? Nasty for enemies.
Halla doing her "fly around throwing fuck you damage at enemies" thing, not only acting as her usual successful strategy, but also as a distraction so Abjorn can shadow in and surprise enemies with the noise of their spines being snapped? Yikes^2.

I wouldn't categorize Halla as a glass cannon at all. She's less durable than Abjorn, but her fighting style is actually quite defensive and difficult to harm, and her durability is a head and shoulders above most Norsemen without Infusion by quite a lot. Like, I'd peg her as the second tankiest character we know (at least, pound for pound in our circle of acquaintances)...she's probably tankier for her power level than Sten is, and definitely vastly more so than Tryggr, Stigmar, or Stigr. I suspect she's also tankier than Trausti, but we haven't fought him directly so we don't know that for sure, only suspect it.

Her general tactics acting like a distraction for Abjorn is definitely spot on, though. They've got an excellent Shadow and Flame thing going on in that regard.

So I wanted to post some musings for the future. With any luck, we'll be with Halla for at least another decade and two if we get exceptionally lucky. Her job is basically to discover the building blocks of cultivation, accrue boosters for the future, and give us a proper grounding in the world. Once she pops her clogs we'll most likely be switching over to Sigurdr (unless an even better kid somehow manages to show up) who'll be going on his wanderings. Traveling the world, learning about other Cultivation methods and cultures, probably a stint with the Varangians. His main job is to bring home knowledge and tools from afar we can use to grow our power.

I'd say our odds of getting Halla to 40 are pretty decent, honestly. It's her odds of ever hitting 50 that are not great.

So let's talk about life number three. As far as I noticed, no one seems to have done much musing on that, but to me it seems that would be the life we want to use to set up a proper power base we can start to operate from. Get Jarl-soul sorted out and get our own Jarldom (or maybe Kingdom if we're lucky and greedy enough), and then use that to start working on the Great Project. If we want to fundamentally change Norse culture and cultivation so it can survive in the face of encroaching Christianization and overcome the Enemy, we're going to need the power and influence to do so. And we're unlikey to gain that power without being an actual player on the political board. Whether that means yoinking our current Jarldom or sailing off to England and carving out some land for ourselves, we're going to need to do it, and I think that's a great project for the precocious grandchild of Halla.

Planning this far in advance seems kinda premature. Like, what happens if Halla or Sigurdr completes Jarlsoul and builds a power base? It's by no means impossible, and would derail this plan a fair bit. We can plan one life out because we know the kid in question's Traits, but planning two is basically just pure guesswork.
 
But yeah, Abjorn is scary. Making him sneaky on top of all that was an excellent choice I'm very pleased we made.
Now he can truly live up to his name (half the reason I made the monster a shadow-bear was in the off chance you decided to feed Abjorn its heart, lmao)

If you'd like a little bit more inspiration, Iceland will soon be discovered in just a few short decades (in real life, Iceland would already have been discovered and well-colonized by now, but in NorseQuest I'm setting it at around 900 AD (9000 AD in-setting)). If you're at all familiar with Viking Age Iceland, you'll know that it functioned a fair bit differently then Scandinavia did.

0~0~0

Anyways, voting is now closed.
Scheduled vote count started by Imperial Fister on Jul 18, 2023 at 4:46 PM, finished with 33 posts and 7 votes.

  • [X] Plan Let's Try Some Things
    -[X] 59d6 Attack (40d6 tricks)
    -[X] 26d6 Defense (25d6 tricks)
    -[X] 0d6 Intercept
    -[X] Activate Slipstream (-16 Orthstirr) and stay in the air with Ember-Wing Cloak to start with (-6 Orthstirr). After our ranged attacks, retrieve Sagaseeker with Fast Recall (-1 Orthstirr) and land, popping up Mire Ward (-6 Orthstirr) and waiting for Abjorn to come to us.
    -[X] If Abjorn goes down at any point, start healing him and try kissing him gently. We're working on it.
    -[X] Swoop towards him and make a 16d6+5 (w/Hugareida and Skyfire) Gale Spear attack against him (-4 Orthstirr) from just outside his melee range (but still definitely outside it), and follow it up with a 48d6+5 (w/Hugareida and Skyfire) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr) using Gale Spear's wake to hopefully allow it to connect. If we manage to catch him in an Inertia-Arresting Throw use another 48d6+5 (w/Hugareida) Orthstirr-Enhancedx24 Sparkbomb attacks w/Puncture (-40 Orthstirr) on him while he is trapped, this one at point-blank range.
    -[X] If he uses his wrestling counterattack on us and we still have them, use all three of our Fight Of Our Life uses and any remaining Stoker State dice on the opposed roll (+36 dice)
    -[X] For the first melee attack he targets us with, if we haven't needed to contend with his wrestling counterattack yet, use Contested Movement and all three of our uses of Fight Of Our Life to defend (-3 Orthstirr, 28d6+5 defense) and counterattack with a Sparkbomb attack w/Puncture (-16 Orthstirr). For the second melee attack we receive (again, if we haven't needed to contend with his wrestling counterattack) use Contested Movement and all our Stoked Dice to defend (-3 Orthstirr, 24d6+5 defense) and counterattack with a Sparkbomb attack w/Puncture (-16 Orthstirr). For either, if they fail to defend abort to Focused Guard if stationary (-14 Orthstirr) or Sidestep if he somehow manages to attack us in the air (-2 Orthstirr). For the third melee attack he uses against us (or the first if we've previously needed to deal with his wrestling counterattack), defend with a 50d6 Orthstirr-Enhanced x30 Inertia-Arresting Throw (-35 Orthstirr) to trap him in place momentarily, and default to the same Perfect Defenses if that fails and it's an option.
    -[X] After that, or in regards to ranged attacks, by default use Atgeir Bodyguard to defend against everything. In response to anything that gets through Atgeir Bodyguard use Halting Vortex (-4 Orthstirr) and/or Focused Guard (-14 Orthstirr) as appropriate, and if something gets through those use up to five 58d6+9 Reinforcedx58 Hefty-Halter Chop defenses (-60 Orthstirr each).
    -[X] Tactics – So, this is basically trying every remaining idea we have to land a Sparkbomb and seeing what works. We obviously stop after landing another. We start by swooping at him again, this time launching a Gale Spear (which will do nothing) but following it up with a Sparkbomb using the slipstream. If that doesn't work, we fly away, grab Sagaseeker, and assume a melee stance to hopefully get him to come to us, using Mire Ward and Contested Movement to hopefully hit him with a counterattack when he attacks, and using IAT as a final try if those don't work and we're still up and not grappled.
 
Anyways, Abjorn is proving difficult to fight. Imagine if you hadn't picked friendly at the start. You could've had Abjorn as an enemy!

Halla: Ugh, I can't believe Horra has Abjorn protecting his land's borders; I hate fighting him. I'll be stuck against his stupid damage resistance and his overpowered grappling and his hand-me-down clothes that are always a size too small so I HAVE to look at his broad chest and his perfect abs and his stupid grin and his curly hair and... Hate! Hate is the emotion I am feeling now; it can't be anything else!
 
With any luck, we'll be with Halla for at least another decade and two if we get exceptionally lucky.
We'll see.
I could well see Halla taking her final risk before her first child is an adult.


Once she pops her clogs we'll most likely be switching over to Sigurdr (unless an even better kid somehow manages to show up) who'll be going on his wanderings. Traveling the world, learning about other Cultivation methods and cultures, probably a stint with the Varangians. His main job is to bring home knowledge and tools from afar we can use to grow our power.
One thing I'll note:
We should take good care to set up the "remain npc" kids so they are good support for the Charred Soul line.

Like we should apprentice Hallbjorn to a Skald, it would get him a chance to have a happy, successfull life despite being afraid of blood in this battle obsessed culture, and it would mean he can act as hypesquad for his siblings.

Sigurd too, if there is a Skald that teaches both Skaldry and being a warrior (for his travels). Gets Skaldskills (one of the Odr Secretberaters, like Seers or Shapecrafters) into the CharredSoul line, fits well with his "making friends with everyone, including the horses" type, fits well with his Wanderlust (traveling many places and finding story material), and turn up the benefits Halla got from poetry to 11 for Sigurd.
 
Halla: Ugh, I can't believe Horra has Abjorn protecting his land's borders; I hate fighting him. I'll be stuck against his stupid damage resistance and his overpowered grappling and his hand-me-down clothes that are always a size too small so I HAVE to look at his broad chest and his perfect abs and his stupid grin and his curly hair and... Hate! Hate is the emotion I am feeling now; it can't be anything else!
I didn't know how much I needed this until I had it dangled before my eyes. Have a goddamn Reward Dice.
 
I'd say our odds of getting Halla to 40 are pretty decent, honestly. It's her odds of ever hitting 50 that are not great.
I'm not as sure about that as you are. Ignoring the fact that we regularly throw ourselves into peril against people as strong or stronger than us, I imagine each stage of cultivation has more traps than the ones before it. Halla may have been able to dance amongst the landmines so far, but that luck will run out one day and Ymir will squash us flat.
Planning this far in advance seems kinda premature. Like, what happens if Halla or Sigurdr completes Jarlsoul and builds a power base? It's by no means impossible, and would derail this plan a fair bit. We can plan one life out because we know the kid in question's Traits, but planning two is basically just pure guesswork.
I don't really see it as premature. Having long term plans in this sort of generational quest seems like a good idea. You guys planned what you wanted for a successor long before Sigurdr came along and fit the mold you had cast for him. Alectai first came up with the idea of a wandering cultivator for life two before Halla even got married.

I also don't see Jarlsoul being completed in Halla's life as being particularly likely? For one thing, we're having enough trouble fitting all these damn characters on screen as it is, and we want to stuff in another 7? I think IF would explode. :V

But also, even if Halla does manage it, it won't help because our most likely chosen successor has already been born and therefore can't get the trait from her. We'd have to start all over again, and a wanderer who doesn't put down many roots isn't really the sort people gravitate towards as a leader. Even spending time amongst the Varangians's isn't a guarantee of it, since none of the former guards we know have it (I imagine being sworn to the Roman Emperor changes how the system works).

A third life, one who we can set up from the outset to fill the role would likely be our best bet to truly seize power from somewhere. If nothing else, we can make them slightly less personable so they don't need to know each and every single person who serves them's deepest and darkest thoughts and fear, thereby saving poor @Imperial Fister some work.
If you'd like a little bit more inspiration, Iceland will soon be discovered in just a few short decades (in real life, Iceland would already have been discovered and well-colonized by now, but in NorseQuest I'm setting it at around 900 AD (9000 AD in-setting)). If you're at all familiar with Viking Age Iceland, you'll know that it functioned a fair bit differently then Scandinavia did.
Iceland could be a really cool choice to set up shop in, but it does come with some downsides. The upside would be that it's far away, basically unclaimed, the perfect place to build a power base and start changing how our people view the world. Hell, being far away from traditional Norse lands might even help dampen The Enemy's like being in Christian lands does.

Of course, the downsides are basically exactly the same. It's far away, undeveloped, and whatever changes we make there will have very little impact on wider Norse society unless we force them to accept them somehow.
 
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I think we were told by IF that Halla's likely to bite it somewhere into her thirties.

So we can plan for a decade, probably, assuming she doesn't die before then, but anything more than that is borrowed time. Remember that Halla's death day is not up to us.

Realistically, it's probably more fungible than that, but by the time we're pushing thirties, we'll probably be chomping at the bit for a change of pace anyway.

But we've got Vestfold in the next two years or so, then the Big War. Which might very well be the period where Halla probably dies. We're not lacking in events.
 
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