Are these wolves, or wolf-men?

Also, do we know how does fire affect water-attributed things? Will we do less or more damage? Or is there no change?
 
Most likely reduced damage. Probably -1 or -2 levels of reduced damage though.

Our Felagmates should be able to swat their Wolves fast, since they're 1v1 instead of 3v1 and are as strong or stronger than us.
 
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Most likely reduced damage. Probably -1 or -2 levels of reduced damage though.

Mmm. Assuming damage isn't halved like how damage is doubled against us, Sparkbomb would still be viable. Hell, sufficiently hot enough fire would boil water, and I recall Fister not being a fan of hard set weaknesses like Water > Fire > Ice and whatnot, so our damage shouldn't suffer too badly.
 
Some tricks made for multiple vs multiple type of fights would be pretty helpful. If we can develop them.

I mean, most of our arsenal is pretty good in a many vs. many scenario...really only Heated Shroud and Mire Ward are problems and even then only sometimes. More Tricks for that scenario are potentially valid, though...what did you have in mind?

I'm not sure where you keep your plan notes, but we should pencil in testing out combo moves with Abjorn. Especially now that he's immune to our attacks, there's probably some extremely nasty tricks we can do.

I don't think this requires a Trick per se, but experimenting with it seems like a reasonable Research Die use, yeah. I'll pencil it in.

And I have a text document for plan notes.

Are these wolves, or wolf-men?

Wolves. They have Frenzy and water-stuff, so they're supernatural wolves, but there's no 'man' element.

Also, do we know how does fire affect water-attributed things? Will we do less or more damage? Or is there no change?

We don't know. Per IF strict type advantages/disadvantages don't really apply, so it likely depends on the individual creature whether they have an advantage, a disadvantage, or neither.

Mmm. Assuming damage isn't halved like how damage is doubled against us, Sparkbomb would still be viable. Hell, sufficiently hot enough fire would boil water, and I recall Fister not being a fan of hard set weaknesses like Water > Fire > Ice and whatnot, so our damage shouldn't suffer too badly.

They have significantly lower Hamr than we do. That means they probably only have 5-6 Endurance. Maybe 10-12 if they're effectively Infused. Our Sharpened Basic Attacks do 5 damage each. Sparkbomb is overkill.
 
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Ignition seems specialized in small explosions. Giant AoEs are more Wildfire or Firestorm's things. We'll definitely grab a Firestorm AoE sometime, but it's not super urgent right this second.

Yeah, but like, that makes me wonder what Ignition's thing is supposed to be compared to the other fire hugareida.

Also, I wonder how Sagaseeker finds being Sharpened. Probably isn't very comfortable, but at least we have the runes.
 
I mean, most of our arsenal is pretty good in a many vs. many scenario...really only Heated Shroud and Mire Ward are problems and even then only sometimes. More Tricks for that scenario are potentially valid, though...what did you have in mind?
I was thinking Tricks that effective have friendly fire of some sort included, and are still AOE.

Probably Gale Tricks really, that effectively shape the battlefield. 'This area has wind that makes all range attacks from one direction suck', and suchlike.

But probably formations akin to the Skaldwall with our Hird. Not that they would be useful though, I suspect.
Mmm. Assuming damage isn't halved like how damage is doubled against us, Sparkbomb would still be viable. Hell, sufficiently hot enough fire would boil water, and I recall Fister not being a fan of hard set weaknesses like Water > Fire > Ice and whatnot, so our damage shouldn't suffer too badly.
Born in Fire doubles incoming water damage? o_O

That's brutal, since it means even a single water Hugareida hit by wolves would be 4x damage, which basically is instant death.
 
Yeah, but like, that makes me wonder what Ignition's thing is supposed to be compared to the other fire hugareida.

IIRC, Ignition was noted as generally having the best single-target (or small number of targets) burst damage of the general Fire Hugareida. Emberwind is obviously also good at that, but its description was also 'Ignition, but more precise'.

I was thinking Tricks that effective have friendly fire of some sort included, and are still AOE.

Probably Gale Tricks really, that effectively shape the battlefield. 'This area has wind that makes all range attacks from one direction suck', and suchlike.

But probably formations akin to the Skaldwall with our Hird. Not that they would be useful though, I suspect.

Formation tactics of some sort seem possible. That's still a bit vague to try for a specific Trick, though.

Born in Fire doubles incoming water damage? o_O

That's brutal, since it means even a single water Hugareida hit by wolves would be 4x damage, which basically is instant death.

We actually don't know how much Born of Fire increases incoming water damage. We also don't know the wolves do double damage either...the Shadow Bear was tough, but it didn't have doubled Endurance. Fylgja effects are indicative of things about the creature in question, but they aren't 1-to-1 'this creature has this' effects.
 
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Wolves. They have Frenzy and water-stuff, so they're supernatural wolves, but there's no 'man' element.
Something I've belatedly decided on is that there aren't any supernatural creatures. Rather, they're not supernatural because that's how everything is normally, which makes it natural. When Halla refers to a deer or a hare or something without adding any descriptors like 'thunder' or 'frozen', it's not 'generic average deer #4', it's just that she can't immediately identify the animal's characteristics. Stormbucks, for example, are only obviously stormbucks during mating season, as that's when they grow their electrified antlers.

The taxonomy debates in the far-future of NorseQuest will be even fiercer then in real life.

1) Are your Aspects as of now the same as just prior to your death?
'Maybe? I honestly don't know what my aspects are.'
3) Are our pools of Orthsirr separate, or the same?
'I'm not sure. I don't really feel like I have orthstirr anymore, which is how I know I'm dead, but at the same time I'm talking to you right now, aren't I?'
1) Do you count Shadeclaw as a sibling?
"Why would I? I've never spoken with her nor do I intend to."
2) Does 'Odr' mean anything to you?
"Should it?"
 
Not sure if I missed it, but I've always been a bit disappointed we didn't do more with Hallas Longstride's title. Figured we shoulda trained overland a bit more to live up to it.
 
We actually don't know how much Born of Fire increases incoming water damage. We also don't know the wolves do double damage either...the Shadow Bear was tough, but it didn't have doubled Endurance. Fylgja effects are indicative of things about the creature in question, but they aren't 1-to-1 'this creature has this' effects.
Nah we do know that the Wolves in fact do doubled damage, which probably indicates that Shadowbear probably had double Endurance (~40 Endurance in total, assuming Hamr ~20). It did survive taking 19 damage on top of losing an arm, after all.
'Maybe? I honestly don't know what my aspects are.'
Hmm.. Our Aspects actually changed form when Blackhand took over at the Lori fight. I was wondering what was up with that.
'I'm not sure. I don't really feel like I have orthstirr anymore, which is how I know I'm dead, but at the same time I'm talking to you right now, aren't I?'
Hmmmmmmm.

How did Blackhand even fight off that dark spirit that invaded Halla's soul then?

There's probably methods of empowering spirits that are probably applicable to Blackhand.

I suspect the answer to them is 'put in Odr' though.. which would probably kill Blackhand. He's probably too fragmented to grow in power again anymore.
Hmmmm. If Sagaseeker understood what Odr meant, that would have had interesting implications..
 
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Would it be possible to clue in Sagaseeker if we merely refer to the energy we've used to supercharge him every now and then? The one that creates owl feathers along his blade/handle.
 
Sagaseeker's a weapon, and weapons do not have a concept of 'chill'.

If Blackhand does not have Orthsirr anymore, then either his theory of memory being stored in Orthsirr is wrong (in that he should have no memories instead of fragmented memories), or his Orthsirr is just ours now.
 
Not sure if I missed it, but I've always been a bit disappointed we didn't do more with Hallas Longstride's title. Figured we shoulda trained overland a bit more to live up to it.

Weirdly, it kinda discouraged that via its dice bonus...more importantly we can fly, though, which means when we need to be somewhere quickly we usually fly there. We'll probably pick up the Hastening Overland Trick to Rough at some point for when we want to move fast more discreetly and may get some use out of it that way, but it's not super urgent.

Nah we do know that the Wolves in fact do doubled damage, which probably indicates that Shadowbear probably had double Endurance (~40 Endurance in total, assuming Hamr ~20). It did survive taking 19 damage on top of losing an arm, after all.

Where was this confirmed? I don't recall anything being stated about this.

How did Blackhand even fight off that dark spirit that invaded Halla's soul then?

We asked him about his various feats, according to him he had some Odr left over and used that.
 
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Where was this confirmed? I don't recall anything being stated about this.
Here: NorseQuest (A Norse Xianxia) Original - Fantasy - Action
We asked him about his various feats, according to him he had some Odr left over and used that.
From what I know,

Blackhand started with 9 Odr

He spent 8 Odr in the Lori Fight (horrifically inefficient, but what do you do) - 5 to messily overkill Lori, 3 to stop Abjorn from dying
He spent 1 Odr to keep us from Dying in our Awakening

He presumably fought off the Dark Spirit without using any Odr, and he has 'little power', implying he has nonzero if small amounts of power.
Weirdly, it kinda discouraged that via its dice bonus...more importantly we can fly, though, which means when we need to be somewhere quickly we usually fly there.
We have also to my knowledge never made an Overland check since then.

Saddest Kenning ever.
 

Ah! Missed that part of that one.

From what I know,

Blackhand started with 9 Odr

He spent 8 Odr in the Lori Fight (horrifically inefficient, but what do you do) - 5 to messily overkill Lori, 3 to stop Abjorn from dying
He spent 1 Odr to keep us from Dying in our Awakening

He presumably fought off the Dark Spirit without using any Odr, and he has 'little power', implying he has nonzero if small amounts of power.

Blackhand's exact amount of starting power has never been stated, and even if it was 9, I'm not convinced he needed 5 to kill Lori. Also, which dark spirit are you talking about? Blackhand does also give us some specific and ongoing powers even sans Odr (immunity to fear effects and other 'cold' emotions, most notably) so defending us from dark spirits might be part of that?

We have also to my knowledge never made an Overland check since then.

Saddest Kenning ever.

I mean, my point is that I'm pretty sure we haven't needed to make one because we can fly. Like, situations have come up where if we didn't have the ability to fly at high speeds an Overland Roll might've ensued.
 
Blackhand's exact amount of starting power has never been stated, and even if it was 9, I'm not convinced he needed 5 to kill Lori. Also, which dark spirit are you talking about? Blackhand does also give us some specific and ongoing powers even sans Odr (immunity to fear effects and other 'cold' emotions, most notably) so defending us from dark spirits might be part of that?
Each attack should have cost Blackhand 1 Odr to make, and Blackhand made 5 attacks to overkill Lori. Stabilising Palm was 3 Odr if he can't use Orthsirr.

Blackhand mentioned fighting off a Dark Spirit when we talked to Solrun prior to the Raid. He presumably did this without Odr.

It's really a shame we aren't getting whatever it is Blackhand was saving his 1 Odr for though. That kinda sucks.

Blackhand must have been bluffing real good against the Hading Witch that she was so sure Blackhand could just murder her easy. Solrun got that impression too. Real scary, Blackhand is.
 
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Each attack should have cost Blackhand 1 Odr to make, and Blackhand made 5 attacks to overkill Lori. Stabilising Palm was 3 Odr if he can't use Orthsirr.

As Blackhand noted later, the attacks were made by Halla, not him. He 'unlocked' Hone somehow (and likely paid for the first usage), and he definitely paid for the Stabilizing Palm, but he didn't necessarily pay for every attack himself...Halla had the Orthstirr to Hone the subsequent attacks herself once he'd given her access to Hone.

Blackhand mentioned fighting off a Dark Spirit when we talked to Solrun prior to the Raid. He presumably did this without Odr.

Ah! Yeah, I wouldn't assume he did that without Odr at all.
 
A quick search on mythological spider associations indicates they're associated in Norse mythology with, well, weaving but specifically the Norns and Odin and weaving the loom of fate. So...something to do with fate or seidr, probably. Dunno the exact mechanics, but something in that vicinity seems likely. A lot of modern neopagans also associate them with Loki, but that seems to be ahistorical (ie: the actual ancient Norse did not make that association).

It is 100% on brand for Taylor to have a Flygia which seems kind of underwhelming and gives her weaving-themed powers, and by the end of the story, she has somehow managed to munchkin it so hard that it gives her the ability to fucking unwind and reweave the loom of fate itself.
 
Seems like it would be used more, since every time we're not flying we walk/run. Kinda seems like a forgotten skill.

We raised it to level 3 (like most of our skills), so there's not much else we can do at this point other than pick up the aforementioned Hastening Trick for when we want to go some place more discreetly. It's a QM call what skills get used when, so we can't actually force it.
 
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