I think that if our attacks hit at roughly the same percentage, this would be broadly true, but as a ranged specialist I expect he may have more stuff specialised at stopping ranged attacks hitting him than we do.

I mean...like what? He definitely has solid defenses, but what would he have that we don't? I'm curious.

That's a really good idea.

It's probably the only fight likely to result if he sticks to the formal process. Which is good.

It was enough food to feed a person for 2 months which is pretty impressive in universe

Oh sure, it's a nice capability to have, but not something we want to use except in case of famine.
 
So Frenzy Organs happen naturally in animal in the Nordic sphere? And because Berserkers are 'super' humans with regen and 'magic' they don't suffer organ rejection?
Sooo do the Frenzy pockets we made act like the Organs?
 
So Frenzy Organs happen naturally in animal in the Nordic sphere? And because Berserkers are 'super' humans with regen and 'magic' they don't suffer organ rejection?
Sooo do the Frenzy pockets we made act like the Organs?

Our Pockets are in our soul, so no. Our Fasts are entirely physical, so kinda? If it actually makes Frenzy then we honestly probably grew one when we shoved Odr into our Hugr.
 
I don't actually think he's a ranged specialist? When the other members of our party were introduced, Skoll was said to have three weapons... all of them being melee weapons. Specifically a spear, axe and sax. His bow isn't actually mentioned anywhere, although he was said to have a shield on top of everything.

I got the impression he was an all-rounder.

He apparently pulled the bow from... somewhere mid-fight, and started shooting arrows. So yeah you're right, more of an all-rounder.

Honestly I feel like I kinda communicated what I meant badly; when I said ranged specialist, I kinda meant someone who would use a bow at all in a fight. (Seems to imply a degree of confidence in using it as a weapon, given we don't see many people who do other than Stigr.) But it's a good point, and you're absolutely right, it's not like he's monofocused around archery. Which is probably good for us in a potential fight, honestly.

I mean...like what? He definitely has solid defenses, but what would he have that we don't? I'm curious.

Well, as Constentanto says, it was probably inaccurate of me to say "ranged specialist", but if I imagine the kind of Tricks someone specced into winning ranged duels might have...

...probably some defence Tricks which are extra good at dodging ranged fire, at the cost of being less applicable in melee? Or using arrows to shoot down incoming attacks, that feels like something any Xianxia archer worth their salt would learn.

But it feels more likely on consideration his whole shebang is actually just "Superspeed", applied to a variety of different weapons, rather than focussing on any one weapon per se. So beyond probably being able to dodge better than we can if his Acceleration Hugareida gives him something good, I don't think any of this is necessarily true for him on consideration.
 
Our Pockets are in our soul, so no. Our Fasts are entirely physical, so kinda? If it actually makes Frenzy then we honestly probably grew one when we shoved Odr into our Hugr.

True. How do they even produce Frenzy? Is is just naturally occuring in beasts? Like an advanced ability when they get to a certain lvl of Hugr (or their equivilent)?
 
Well, as Constentanto says, it was probably inaccurate of me to say "ranged specialist", but if I imagine the kind of Tricks someone specced into winning ranged duels might have...

...probably some defence Tricks which are extra good at dodging ranged fire, at the cost of being less applicable in melee? Or using arrows to shoot down incoming attacks, that feels like something any Xianxia archer worth their salt would learn.

I was more asking how they'd be better. Like, so far, Defensive Tricks fall into five categories:

1. Perfect Defenses. These often have different weaknesses and strengths, but also, we can mostly ignore them in our enemies due to Puncture.
2. Rolled Defenses. Thus far, we've seen none of these that actually add dice beyond basic Hugareida dice-additions. We have some of these for ranged that seem entirely workable.
3. Guard Defenses. Which are ongoing effects and again, don't seem to add a lot of dice. I guess he could have a cheaper one that only applies at range?
4. Counterattack Defenses. I'm not sure how these work at range, though it's possible with the shooting arrows out of the air thing...though I'm not sure how well that'd work on non-physical projectiles?
5. Opposed Stat Roll Defenses. Things like Contested Movement or Weapon-Grapple Reversal that change the whole basis of the roll. So far all these are also counterattacks, but that doesn't have to be true.

Having written all that out, I can see some options, but nothing that makes our odds of hitting all that much worse in most cases, I don't think.

But it feels more likely on consideration his whole shebang is actually just "Superspeed", applied to a variety of different weapons, rather than focussing on any one weapon per se. So beyond probably being able to dodge better than we can if his Acceleration Hugareida gives him something good, I don't think any of this is necessarily true for him on consideration.

Yeah, fair enough. Going back to the above categories, the only one to be wary of, I think, is #5, which we should keep an eye out for...him having his own version of Contested Movement seems very plausible.

True. How do they even produce Frenzy? Is is just naturally occuring in beasts? Like an advanced ability when they get to a certain lvl of Hugr (or their equivilent)?

Well, this one was an Odr Cultivator, so he may have gotten his the same way we got ours.
 
Mire Ward in a Holmgang really does feel like this guy's bane if he specializes in GO FAS, which makes Halla in some ways his natural enemy.

Come to think of it, we didn't even exhibit Standstill fighting here yet, haven't we?

EDIT: We used IAT a few times in the scrum with the pack on initial contact, but not in the main event here, yeah, unless he was specifically observing us instead of contributing, I don't think he'd have caught it
 
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Come to think of it, we didn't even exhibit Standstill fighting here yet, haven't we?
I would just like to say that if you've used it and anyone who saw it lived, then it is a known fact about you as news travels fast in Norse lands. I'll add in an option to gather information on a subject

Just because he hasn't seen you use Standstill does not mean that he doesn't know you have it.
 
Of course, but using it specifically as Mire Ward is probably not known at this point, since we've rarely had a chance to use it.
 
Skoll, having actually both landed the first blow and set it up for you and Heima to finish off, is entitled to much more then Vagn. He wants the heart and the bones and he's not budging on either. He also wants the frenzy-fast, but he's seemingly more ambivalent on that front.
Okay but, this part isn't actually true? We got the first blow off on the wolf. We hit him with a pot of glue which locked the wolf down, helping to set everything else up.
 
Yeah, which is why I go "He can have one of the Heart and Bones, and sure, but he didn't earn both of them. Even his set-up was mostly from the guy being glued to the ground by Halla's pot"

That being said, it looks like this is Skoll's MO in a nutshell. "Spec to get First Blood and then leverage that aggressively to get a disproportionate share of the loot compared to the work I put in"
 
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Hmm. Lemme see which of our Tricks are likely known at this point:

Normal Tricks:
-Hone
-Sharpen
-Reinforce
-Shatter-Wrist
-Power Chop
-Leaping Cleave
-Skewer Flick
-Chuck
-Reinforce Shield
-Hefty-Halter Chop
-Focus Guard
-Sidestep
-Sway

Martial Styles:
-Stoking Strike
-Knee-Groin Trick

Alloys:
-Heated Shroud
-Sparkbomb

Standstill:
-Contested Movement
-Halting Vortex
-Inertia-Arresting Throw

Ignition:
-Kindle Spinner
-Firebomb Strike
-Ember-Wing Cloak
-Flashfire Cleave

Gale:
-Slipstream

Weapons:

-Sword Strike
-Sword Guard
-Atgeir Counter-Stab

That would leave as potential unknowns:

-Stunner Slam
-Long Lunge
-Meteoric Shot
-Slice Aside
-Backstep

-Fireside Barrage
-Mire Ward (?)
-Semi-Halting Vortex
-Explosive-Reactive Armor
-Gale Spear
-Atgeir Bodyguard (?)
-Forceful Lever
-All other Stoker State Tricks and all Glima Tricks

Mire Ward and Atgeir Bodyguard are a little iffy? We'd need to go back through and check...Ategir Bodyguard doesn't matter, though, since in one-on-one fight it has the same utility as Sword Guard and they'll thus already have plans for it. Mire Ward matters a lot more, so I may go back through and see if we've revealed it.
 
Steinarr, Hearthfire (Toboe)
Steinarr, Hearthfire

valorous varangian
reaped battlefields bounty
reaps botanical bounty
Hearthfires hospitality

Steinarr really deserves a kenning that celebrates the live he lived after he settled.
He has Greenthumb for his farming, he deserves something for being a great father/family man.
Hearthfire keeps the fire theme of Wildfire from his time as a warrior, and fits his domestic side perfectly.
 
Hunting the Hunters Final
[X] Heart - Consuming it grants enhancements (Staking a claim here will put you in conflict with Skoll)
0~0~0

"That heart is mine," you say as you plant a foot on the skinned corpse. You pierce Skoll with a glare, as if daring him to say something about it.

And dare he does. He scoffs and folds his arms over each other, "So we are at an impasse."

"So it seems."

It's then that Nainn steps in as self-declared arbitrator. Reaching down, he plucks the heart from the corpse and sticks it with what you recognize as a meat-keeping stick. "I'll hold onto the heart until you find some way of settling this. I swear on my good reputation that nothing will happen to your prize."

There's never any hesitation in his voice, not even as he declares a binding oath on the spot. That's just the kind of man Nainn Rotting is, a stern-faced man who treats each situation with the seriousness it deserves. When he says something, he means it.

You can respect that.

(+19 Orthstirr)
(+1 progress to Nut-Cracker)
(+1 Fenriskin Pelt)
(+3 Water-Wolf Pelts)
(Muna: Banish the Night)

(The Valley as a whole ended up with 450 extra food)
0~0~0
Searching for other Underhouses in the hills (Hamingja: 6x2, 5x2, 4x4, 2x5, 1x3) Neutral Outcomes = 1 Success
Unfortunately, as your owl flies over the hills near your home, you're not having much in the way of luck looking for old Underhouses. The only thing you spot that could be one has collapsed inwards.

Still, at least it's something.

0~0~0
Owl Gacha (Do you get anything? 1/20) Looks like you don't get anything this time around
It's only as you finish feeding Hallbjorn that you realize why today feels so weird. Your fylgja hasn't brought you anything!

...Strange, normally there's something. Maybe there's just not a lot of luck right now?

0~0~0
Personal (Pick 2/3, if no Exploration is picked. 1 Free Social):
[ ] (Heart-Shaped Fruit) Go and dig up that heart-shaped plant
[ ] (Playdates) Set up a playdate between one/multiple of your kids and one/multiple of other kids. (Write in)
[ ] (Violent) Pick a fight or spar with... (Sparring with people reveals a summery of their character sheets)
-[ ] Spar with Abjorn, your husband
-[ ] Spar with Gabriel, without armor
--[ ] (Optional) With armor
-[ ] Spar with Stigmar
-[ ] Spar with Stigr
-[ ] Someone else (Write in)
[ ] (Personal) Spend time with... (Write in)
[ ] (Personal) Gather information on... (Write in)
[ ] (Shopping) Ask Abjorn to buy something for you (Write in) (Can only be used to buy or sell things you are already aware of and cannot haggle)
[ ] (Court) Send Abjorn to make a case at the Thing (Write in) (Unavailable)
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
-[ ] (Optional) Focus on repairing something (Write in)
[ ] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
0~0~0
Exploration/Travel (Pick 1 or none):
[ ] (Visit) Go visit...
-[ ] The Witch... even though she's dead
-[ ] Asvir!
--[ ] (Optional) Attend the Thing (Unavailable)
-[ ] Vidby, Vidar's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a solid chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Hasviby, Hasvir's Farm
-[ ] Halfdanby, Halfdan's Farm
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
-[ ] The Hading!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
--[ ] (Optional) Try to find the Heart of the Hading
-[ ] The hills!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
[ ] (Battle) Go and attack somewhere...
0~0~0
Training: You have 57d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Seeress) Learn seidr with the Seeress (Only available during Summer)
-[ ] Write in up to 3 things to request of her
[ ] (Drifa) Teach Drifa some of your tricks (Write in)
[ ] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
[ ] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
[ ] (Training) Hamr (74 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (53 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (27 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Orthstirr Available: 577/623
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 8/10
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0
Equipment/Capacity/Shapeshifting/Alloy/Pocket/Whatever Management
What do you want to have equipped on your person, in your capacity, or for your shapeshifting? Leaving this blank means that no changes are made.
[ ] Write in (Optional)
0~0~0
Property Management: You have 77 Work Dice Available
How do you want to use them?
[ ] Write in
0~0~0

AN: And boom, turn done

No moratorium, as it is a bit late
 
There's not a specific action listed for the Underhouse, so I wrote one in. We were told it took an action, after all. But here's a plan

[X] Plan Trading Expedition
-[X] (Exploration) Go on a walk through...
--[X] The fields!
--[X] Looking for any resources that might help our soulscape's fields
---[X] (Optional) Send your fylgja in your place (Does not cost an action)
-[X] (Personal) Spend time with...
--[X] Gabriel
--[X] Talk to him about heading to Wessex for trade and what goods they'd likely value most that are cheap locally, see if he wants to come along and in what context.
-[X] (Visit) Trading Expedition
--[X] Go to Asvir, recruit men, buy trade goods
--[X] While in Asvir, handle the mediation with Skoll if possible
--[X] Head out on Wavedancer for Wessex (or wherever the Seeress advises if she thinks Wessex is a bad idea) to buy food, maybe the Danelaw as well, depending
--[X] While there we may do a bit of exploring, and will offer our services to quickly deal with monsters or bandits for a very reasonable fee (though we won't fight for them against the Danelaw or other Norse...we have friends and relatives over there)
-[X] (Personal) Clear Out The Underhouse
-[X] [Social] (Playdates) Set up a playdate between one/multiple of your kids and one/multiple of other kids.
--[X] Inviting Rinda-Ryggia (Fjord Family) and Markvard-Brigida-Siggunr (Asvir Family)
--[X] Suggesting our children spend time especially with Ryggia, Markvard, and Siggunr
--[X] Keeping a particular watch on Asgeirr to ensure there are no further incidents (well, none involving physical violence anyway)

Training:
-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Ask her the best place to go on our food expedition (if more specificity is needed, maybe the best place in Britain, or even specifically in Wessex). She's a seeress and should have some insight into this.
--[X] Learn Banishing Rebuke
--[X] Talk about how the fylgja interacts with seidr and ask for a list of seidr spells involving the fylgja to potentially study on our own
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Hamr Itself 2d6 (1d6)
--[X] Train Hugr itself 2d6 (1d6)
--[X] Train Fylgja itself 44d6 (22d6)
--[X] Train Silver-Tongue 3d6

-[X] (Research)
--[X] Taking the same precautions we do when Infusing Hugr try infusing 1 Odr into Stoker State
--[X] Attempt to use our Unending Time In The Sun and some of the healing water to help our soulscape's farm by giving it magical water and sunlight 1d6
---[X] If rolls are involved stoking Frami, Virthing, and Saemd (+3 successes)
---[X] Again, if rolls are involved, using Frenzy if possible (+5 successes if it works)
--[X] Continue otherwise trying to improve our soulscape's farm 1d6
---[X] Starting over from scratch if necessary if the healing water/sunlight doesn't help
---[X] Stoking Frami, Virthing, and Saemd (+3 successes)
---[X] Using Frenzy if possible (+5 successes if it works)
--[X] Continue working on our house in our soulscape 1d6
---[X] Stoking Frami, Virthing, and Saemd (+3 successes) and likely using Tools (for +9 successes)
---[X] Using Frenzy if possible (+5 successes if it works)
---[X] Using Hearthroot Oil for heating our home and thus re-purposing what would otherwise be firewood for this to keep our wood consumption inconspicuous outside the household.
---[X] Remember to add Glowstones to the house at the appropriate stage of things to improve it
--[X] Try feeding Sagaseeker up to 12 oz. of Molten Iron (one oz. at a time) and see if he can absorb them and what effect that has...if it allows him to duplicate its properties, stop once he can fully do so 1d6
--[X] Try and start teaching Sagaseeker the Atgeir Bodyguard Trick, the Long Lunge Trick, and the Skewer-Flick Trick 1d6
--[X] With Abjorn's help, teach Shadeclaw how to use her Aspects 1d6
--[X] Research the multiplying fish 1d6 (Refund)
---[X] Make sure to use Identify Concept as part of this
--[X] Experiment with using glue from the sealwood trees inside the pottery of our Explosive Charms to make a glue bomb. If we can do it as part of the same research, also try and use Hearthroot Oil in the same charms and make what amounts to magic napalm grenades 1d6 (Refund)

-[X] (Drifa) Teach Drifa some of your tricks
--[X] Teach her Leaping Cleave (with warnings about the dangers involved), Heated Shroud, Sway, and Shatter-Wrist 1d6
---[X] Accompany this with a discussion about when it is wise and appropriate to fight and when it isn't, and other standards of appropriate behavior needed to be a dreng.
-[X] (Training) Solo Seidr Training
--[X] Bone Settlement 1d6
--[X] Doorway Ward 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
--[X] Train Sword Guard 1d6
--[X] Train Atgeir Counter Stab 1d6
--[X] Train Atgeir Bodyguard 1d6
--[X] Train Forceful Lever 1d6
--[X] Train Spring Source 1d6
--[X] Train Scouring Cleanse 1d6
--[X] Train Sailwind 1d6

-[X] (Training) Martial Style
--[X] Train Stoker State 1d6 (+1 Success from Born of Fire)
--[X] Train Fire Poker 1d6 (+1 Success from Born of Fire)
--[X] Train Devouring Blaze 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Strike 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X] Train Glima 1d6
--[X] Train Fang 1d6
--[X] Train Momentum Reversal 1d6

-[X] (Training) Hamr (74 successes to rank up)
--[X] Train Focus Guard 1d6
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6
-[X] (Training) Hugr (53 successes to rank up)
--[X] Talk to Sten about how to make an Axe and Ranged weapons (the latter with an eye towards remaking or reforging the bolt thrower)
--[X] Train Facial Schooling 1d6
--[X] Train Talent Tell 1d6
--[X] Train 'Axe' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Ranged' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)

-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Crafting: Making 2 Exploding Charms (6 Total)
--[X] Conversion: Spend for 6 Research Dice (12 Total)
-[X] (Incidentals)
--[X] Adding Taafl Board Capacity Gains to: Asgeirr, Eyvor
--[X] Receiving Metal from Dwarves: 6 oz Molten Iron

Capacity:
-[X] (Capacity Slots)
--[X] Assign Banish The Night, Identify Concept, and Banishing Rebuke
--[X] Unassign Vows of Love, Fireside Barrage, and Forceful Lever

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 1 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4 Strike, 4 Shoot, 3 Farmwork, 4 Labor, 4 Overland (48 total)
--[X] 2 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 3/4 Silver-Tongue (depending on whether it increases), 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (61/62 total)
--[X] 16 Odr and 1/2 Orthstirr to Fylgja (depending on whether it increases)
---[X] 3 Command
--[X] 1 First Impression
--[X] 46 Stored Tricks
--[X] 460/458 free for tricks (depending on whether Silver Tongue and Fylgja increase)
 
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