We should definitely avoid stealing it, then. We could maybe make a social out of it and offer to lead them to something valuable we spotted on their land for a cut. The family is pretty mercenary, so it might work.
We could probably craft something for them. Halla's a decent enough crafter to get stuff like that or do some Seidr work for them at cost.
 
Yeah, that might work. "I noticed something while my Fylgja was passing over that looks like a valuable herb, I'll show you where it is if I can take a cutting of it." Maybe a little money to grease the wheels.

Or we could ask someone to be a proxy for it instead.

A proxy might be best, honestly. We did kill a member of the family. We can set something up given a little networking, though. I wonder what proxy would be best to send?

Remember: it's not theft if you beat the owner up.

We just finished the last blood feud, I'd rather not start another. Sure, this is a more minor matter than killing someone, but it might enflame tensions to the point where we need to kill someone and that'd be bad.
 
A proxy might be best, honestly. We did kill a member of the family. We can set something up given a little networking, though. I wonder what proxy would be best to send?



We just finished the last blood feud, I'd rather not start another. Sure, this is a more minor matter than killing someone, but it might enflame tensions to the point where we need to kill someone and that'd be bad.

Maybe talk to Tuskpuncher? He's a merchanty guy.
 
Could Halla develop a Standstill trick similar to Stasis in BotW? Something that Freezes things for a time and stores all kinetic energy dealt to them when frozen, then unleashes that stored energy when unfrozen. Would pair well with Abjorn's Leverage.
 
Last edited:
"Stealing from other's is always nid."
"What about your Owl?"
"That's not stealing, it's Gacha."

Arguably, the Owl is picking up discarded things that no longer possess an owner. That's certainly true of the Straw-Guy, and it being true of the others is very plausible...all have been, like, consumables, the sort of thing someone might lose one of and not go on a major quest to get it back.
 
If we're going to Asvir, I'm hoping we can talk to Folkmarr.

Also, is it possible to have the Shadowbear Pelt be part of Abjorn's Realized Armor, without like, taking up one of the 3 magic option slots for the Shadowbear (I guess we can mechanically still pay out the bling normally)? Because it would look cool.

e: This is if we're planning on using the Shadowbear for the book, to be clear.
 
Last edited:
If we're going to Asvir, I'm hoping we can talk to Folkmarr.

The plan is to primarily talk with Audrikr, but probably?

Also, is it possible to have the Shadowbear Pelt be part of Abjorn's Realized Armor, without like, taking up one of the 3 magic option slots for the Shadowbear (I guess we can mechanically still pay out the bling normally)? Because it would look cool.

e: This is if we're planning on using the Shadowbear for the book, to be clear.

I would also like to do this, and will add it to the plan now that you've mentioned it. EDIT: And added.
 
Last edited:
Also, is it possible to have the Shadowbear Pelt be part of Abjorn's Realized Armor, without like, taking up one of the 3 magic option slots for the Shadowbear (I guess we can mechanically still pay out the bling normally)? Because it would look cool.

Basically, the Bear has 3 magic uses. We used one with the heart being eaten, bone-ash for the armour is a second one, and then theres one use left that is still magic. We can take bits of it for stuff without magic benefits no problem.
 
This turn was just full of fluff. i love it.
It was very nice to write it. A solid break from the shenanigans going on otherwise
And a source of wolf heart. And other wolf based ingredients.
You know these monsters (frenzy) fit the 'wolf' archetype of monster, but Gleb didn't get a good look at them to determine exact type before scampering off to warn the Headsman. So, you could get all manner of beastie powers from this, if you're lucky!

Though, only the strongest of wolf monster will be fit to eat the heart of. After all, you don't want a runt's heart do you?
Technically, we could get there with Glima alone but it's a much harder row to hoe.
That's an interesting saying
On the backlog... used search and checked, the Runestone(Soulscape) idea is 700 pages old (original posting: page 305) and teaching via poetry is 600 pages old (original posting: 415)
Unearthing the ancient texts lmao
Couple questions @Imperial Fister
1. How old are our younger siblings, cousins, nieces, and nephews now?
Asgeirr - Age 3
Sigurdr - Age 3
Eyvor - Age 3
Hallbjorn - Age 2

Drifa - Age 11
Draupnir - Age 5
Eldjarn - Age 1

Sterki - Age 7
Steinkell - Age 4

Leif - Age 6
Leikny - Age 2

2. If they are old enough can we start including them in the Driffa training.
Only Sterki is—and also Leif, I suppose—but Leif is probably being going to be initiated into the Kyrsvikingar via nepotism and Sterki is recieving Steinarr's proper education regimen.
3. (Don't know if this is already a thing) Can the training of the Basics with our niece count as success (or as steady rank-ups) towards our own?
You can specify which you're focusing on, I suppose, and that'll do it
Now I trust the QM and the other dedicated players who make the plans, that they can properly manage the shift to a numbers-light quest. As long as there are some numbers, I can be happy with that.
Yeah, swapping now would just be weird as we're, like, 3/5ths of the way through my immediate plans for Halla's story.
 
I'm not against these by any means, it's just a matter of fitting them in. I think we can combine #1 and #2, honestly a 'Try combining Sword Strike and other Tricks' strikes me as one Research action.
The quench in blood/quench in oil will impact our future decisions to craft stuff. We should do them this turn, then put in a conditional for the Armor to incorporate those ideas if the results are positive/useful.
Only Sterki is—and also Leif, I suppose—but Leif is probably being going to be initiated into the Kyrsvikingar via nepotism and Sterki is recieving Steinarr's proper education regimen.
Eric, you've broken the budding family tradition of mass sparring! :(
 
That sounds good to me and have fun with your swording!

Does that sound good to you and are you okay with being a thread collaborator, @DeadmanwalkingXI ?

Finally remembered to actually do this. 😅

The basic framework for NorseQuest II's system is something along these lines.

Orthstirr: Instead of counting every individual mote of orthstirr, we now go by general 'level' of orthstirr. So, Halla right now would have, like, 20 levels of orthstirr to spend in combat/other things (undecided if that is how much she would actually have). While planning for a round of combat, you'd decide how many orthstirr levels to spend on that round with higher spendature meaning the MC has more power to work with and bonuses to their moves.

Tricks in Combat: Instead of deciding exactly how many times you're going to throw out an attack or what have you, you instead decide what tricks the MC will have available to them to be used as needed. Hugr Capacity would no longer be an over-all limit, but instead being how many tricks you can have readied for action in a single round. It would literally be what the MC thinks to use in that moment.

Combat Stats: Instead of having a bunch of different combat stats, you have a single 'primary combat' stat that includes all the cutting, slashing, stabbing, and all that sort of thing in it. On top of that, you've got your martial styles which have their own bonuses to things. Also, individual capacity for stats and stuff is being gotten rid of

Now, this is all very WiP and is not the entirety of the rework, just what I've landed properly on so far.

Sounds great!
 
The Strawman can recognize Charred Soul and Blackhand.
I think a weapon's tier would be way more impactful, if their combat dice added to every action taken with them. Similar to how armor gives a defence bonus.

Possibly balanced out by giving out less combat dice (maybe +1d for 10/20/30/40 success tiers), mind, but the idea would be there.
Speaking of which @Imperial Fister what do you think of this idea, at least the spirit behind it?

To me, the idea of weapons simply adding to all actions where they are relevant (instead of adding to your combat pool) solves several issues:

1) The mechanical requirement to have backup weapons, for combat dice if nothing else. If weapons add directly to actions, then backup weapons aren't obligatory. Nice to have as a backup, yes.
2) Weapons not really being all that impactful. A warrior with a T8 weapon against a warrior with a T1 weapon will find that, especially towards the mid or higher levels, that the impact of the weapon isn't much if at all.

If so, there are several formulations that could implement this idea:

1) Instead of +1d/tier, it's +1 to relevant actions per tier
2) It's +1d/2 tiers to relevant actions

And so forth. Basically weapons would work like Frenzy or a developed Hugareida. A T8 weapons giving +8 to all attacks would be significant and powerful, enough to be decisive in an otherwise even match.
 
Last edited:
To me, the idea of weapons simply adding to all actions where they are relevant (instead of adding to your combat pool) solves several issues:

1) The mechanical requirement to have backup weapons, for combat dice if nothing else. If weapons add directly to actions, then backup weapons aren't obligatory. Nice to have as a backup, yes.
2) Weapons not really being all that impactful. A warrior with a T8 weapon against a warrior with a T1 weapon will find that, especially towards the mid or higher levels, that the impact of the weapon isn't much if at all.

If so, there are several formulations that could implement this idea:

1) Instead of +1d/tier, it's +1 to relevant actions per tier
2) It's +1d/2 tiers to relevant actions

And so forth. Basically weapons would work like Frenzy or a developed Hugareida.

For the record, while I like this idea there are a few important knock-on effects to keep in mind. Particularly, how it effects dual-wielding. If you just add the two numbers together for dual wielding, then it becomes almost obligatory, and if you only use whichever is making the attack, dual wielding becomes useless absent very specific stuff. This isn't an unsolvable problem at all, but it is one in need of a solution if implementing something like this.

One solution is that a dedicated two-handed weapon gets 1.5 times the normal bonus and off-hand weapons get half the normal bonus rounded up (which would mean shields give at least +1, which isn't bad), but other solutions are possible.
 
For the record, while I like this idea there are a few important knock-on effects to keep in mind. Particularly, how it effects dual-wielding. If you just add the two numbers together for dual wielding, then it becomes almost obligatory, and if you only use whichever is making the attack, dual wielding becomes useless absent very specific stuff. This isn't an unsolvable problem at all, but it is one in need of a solution if implementing something like this.

One solution is that a dedicated two-handed weapon gets 1.5 times the normal bonus and off-hand weapons get half the normal bonus rounded up (which would mean shields give at least +1, which isn't bad), but other solutions are possible.
I figure a dual-wielding weapon is a 'single' weapon for purposes of calculating bonuses? That seems the simplest to me.

There's some other good solutions, we can go with D&D-style 'Separate, but Dual-Wielders get an extra attack per round to compensate', for example (they *are* giving up Hugareida and Shields to Dual-Wield, after all..)
 
Last edited:
I figure a dual-wielding weapon is a 'single' weapon for purposes of calculating bonuses? That seems the simplest to me.

Shields are good, as is having a hand free, so dual wielding (and, to a lesser extent using a weapon two-handed...if it effectively allows off-hand hugareida use the same as having a free hand it might need less) needs something to make it viable as an alternative to those. It doesn't have to be huge, and may even require specific stuff to be good, but there should be a solid reason to do it.

There's some other good solutions, we can go with D&D-style 'Separate, but Dual-Wielders get an extra attack per round to compensate', for example (they *are* giving up Hugareida and Shields to Dual-Wield, after all..)

Yeah, there's definitely other implementations. Actually, wait, I have a great idea: Rather than giving bonuses to rolls your option for weapon choice gives an ancillary bonus about equivalent to a shapeshift slot:

Two-handed weapon: +1 Damage with the weapon
Weapon + Shield: -1 incoming damage (probably replaces shield Endurance, though you can likely still burn your shield to cancel a Trick), prevents some Hugareida use.
Two Weapons: +1 Attack Speed, prevents some Hugareida use
One Handed Weapon + Free Hand: This one is hardest. Maybe +1 Attack Speed with Hugareida only?

That makes Two-Handed pretty solid all-around, Two Weapons better than one for people without Hugareida attacks, One-Handed better for people heavily relying on Hugareida attacks, and Weapon + Shield being great defensively and can transition to One Handed easily. Maybe that's too fiddly though? I dunno.
 
Last edited:
Back
Top