That's probably true, but this is just a gut feeling - I think there have to be some kind of limitations to these or wrestling would predominate more in the "meta" of Norse combat than it seems to.

Well, it's risky as hell because you never know whether the person you're doing it to is better than you...unless you know them very well or have a lot of faith in your prowess. Once we hit level 5 in Glima and Fang we could beat Abjorn's advantage over us in this with our temporary bonuses like Fight of Our Life. And we'll get there real soon.

Like, the only counter we need is to increase our Glima and Fang. I think that's why it doesn't dominate the meta...it's very hard to predict who will win.

Don't get me wrong: I think we might get something roughly as fast as a regular Kindle-Spinner out of the combo. But a strong opponent who sees what is obviously a very powerful attack coming their way probably has several ways to dodge or intercept something as fast as a regular Kindle-Spinner. That's why I think that trapping an enemy in IAT or using it as part of a Contested Movement is probably needed against stronger enemies.

Against multiple weaker foes, like the wolves, this is probably still really useful though!

I mean, if people can just ignore Kindle Spinner they can do the same with all ranged combat and there's little point to ranged combat. I think the way people oppose attacks like that is to roll dice against them like normal, not anything else. And that works equally well on any attacks, ranged, melee, high damage or low damage.

I mean, Wrestling's good in 1v1.

But when you're in a scrum, being locked down with another dude is a great way to get fucking stabbed by his buddies. Which is why Fang is all about becoming resistant to those buddies and is required to make Wrestling viable in a real fight.

Resistant, but I guess not actually immune.

I think Fang does make you immune (well, barring AoE), but only until someone pulls your target free or they die, and you sure aren't able to hurt anyone but your target while doing this.
 
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[X] Plan This Is Our Kenning, How Do You Like It?
[X] Vagn wheel-drifter

How is vagn pronounced anyway? I've been rhyming it with wagon in my head for maximum wheel association
 
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How is vagn pronounced anyway? I've been rhyming it with wagon in my head for maximum wheel association

A quick google search reveals that the g is mostly silent (it's pronounced somehwere between Van and Vaughn), but it does literally mean 'wagon'.

So, what are your thoughts on Hal so far?

I'd like to talk with him more and get to know him better before making any but the most cursory judgments.

Also, is everyone satisfied with the story pace?

Generally fine. I was hoping for more of a breather this year, but with the famine this trip seemed necessary. Hopefully we at least get the winter off before any excitement next year.
 
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I mean, if people can just ignore Kindle Spinner they can do the same with all ranged combat and there's little point to ranged combat. I think the way people oppose attacks like that is to roll dice against them like normal, not anything else. And that works equally well on any attacks, ranged, melee, high damage or low damage.

I don't think they can trivially ignore all ranged attacks, so much as seeing a Sparkbomb barrelling down you will trigger them to use tactics they would not against a Kindle-Spinner. (This might actually be useful if we want to force someone to dodge/conjure their own wind/etc..) Relying on a secondary Trick to make it work also gives another point of failiure.

More broadly, and returning to your previous point; I'm kind of sceptical of the inherent logic of "we invested in another trick to make this idea which runs explicitly counter to the presented trade-offs of Sparkbomb work, therefore we should be rewarded". The fact that we've put effort into Sailwind does not necessarily mean it will do what we want it to do in adverse conditions. There's a kind of narrative logic to this, and I think that Sparkbomb (or our other stronger-than-normal moves) needs for us to create an opening to exploit it, or it becomes uninteresting.

That might involve Sailwind, and I don't think it's necessarily unviable in all circumstances (it might have worked on Abjorn for example), but I don't think Sailwind by itself will be a panacea.

So, what are your thoughts on Hal so far?

Also, is everyone satisfied with the story pace?

Intrigued to learn more of his backstory, feels there might be another undropped shoe here.

And yeah, definitely!
 
Time and effort is also a sacrifice, I would point out. Getting a crazy effect through use of three Tricks that outweighs any one of them alone and greater cost is entirely in vogue. Since it meant you had to train and equip those three tricks at the same time.

As for Hal... I like him? But we haven't known him long enough to really have firm feelings I guess.
 
I don't think they can trivially ignore all ranged attacks, so much as seeing a Sparkbomb barrelling down you will trigger them to use tactics they would not against a Kindle-Spinner. (This might actually be useful if we want to force someone to dodge/conjure their own wind/etc..) Relying on a secondary Trick to make it work also gives another point of failiure.

They might use bigger defenses, yes. But not using things because the enemy might counter them strikes me as very bad tactics. That's true of anything good and effective we do. The better it is, the more likely that the enemy will spend resources on stopping it.

Also...Sparkbomb doesn't look like much. It looks a lot like Kindle Spinner actually, aside from being slower. So they'd need to get a good read on us to know how powerful it is.

More broadly, and returning to your previous point; I'm kind of sceptical of the inherent logic of "we invested in another trick to make this idea which runs explicitly counter to the presented trade-offs of Sparkbomb work, therefore we should be rewarded". The fact that we've put effort into Sailwind does not necessarily mean it will do what we want it to do in adverse conditions. There's a kind of narrative logic to this, and I think that Sparkbomb (or our other stronger-than-normal moves) needs for us to create an opening to exploit it, or it becomes uninteresting.

That might involve Sailwind, but I don't think Sailwind by itself will be a panacea.

My logic is not 'we invested another Trick so it will work' my logic is 'our QM isn't lying to us so it will work'. We asked about Sailwind + Sparkbomb and were told the combo would be effective at making it move fast enough that the normal combat rules apply even at range. The commentary on investing another Trick was me explaining why I agree with that decision and think it's fair. As Alectai says, having to invest multiple Capacity and Tricks known and Orthstirr into one effect is not a small price to pay for an effect.

There are, of course, ways around it and to counter it, like everything (most obviously, Gale users have a lot of ways to counter Sailwind + Sparkbomb and our Gale is terrible so they'll likely succeed), but combining Sparkbomb and Sailwind should be a viable (if wildly expensive...it costs around 30 Orthstirr even once Sailwind is Refined) tactic for general combat with most opponents. Its down sides in use no more numerous than many of our other offensive Tricks.

Like, assuming that goes as fast as Kindle Spinner we are paying around 27 Orthstirr more than Kindle Spinner (24 more even if Kindle Spinner was only Refined), and giving up the AoE, for +7 damage. That's probably worth it, but it's expensive enough, especially combined with having needed to learn an extra Trick and spend an extra Capacity on having it available, that it doesn't need additional down sides aside from that.
 
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Just checking incidentally @Imperial Fister, but is Mire Ward effectively a "Soft" counter to ranged attacks? In the sense that it slows all but the very fastest down enough that we can just bat them out of the air at our leisure?

Not actually a perfect defense so much as it is a "Makes the attack inapplicable" trick?
 
Just checking incidentally @Imperial Fister, but is Mire Ward effectively a "Soft" counter to ranged attacks? In the sense that it slows all but the very fastest down enough that we can just bat them out of the air at our leisure?

Not actually a perfect defense so much as it is a "Makes the attack inapplicable" trick?

My impression is that in combination with Sagaseeker's speed-enhancing runework it was this for specifically physical projectiles we could slap out of the way. It wouldn't work so good on boulders or blasts of flame and we'd need to use other defenses for those.
 
Just checking incidentally @Imperial Fister, but is Mire Ward effectively a "Soft" counter to ranged attacks? In the sense that it slows all but the very fastest down enough that we can just bat them out of the air at our leisure?

Not actually a perfect defense so much as it is a "Makes the attack inapplicable" trick?
It only does that to physical ranged attacks, like an arrow or an ice blast. Doesn't do anything to slow energy or concept-based attacks, like fireballs or sleep.
 
It only does that to physical ranged attacks, like an arrow or an ice blast. Doesn't do anything to slow energy or concept-based attacks, like fireballs or sleep.

Of course, still something to keep in mind.

The fact it's so conditional means that it doesn't count as a Perfect for the purpose of Puncture however, right?

That's something to keep in mind for future advanced defenses I think, including a Catch into them but otherwise making them excellent counters in their area of expertise seems to be the next step up in the Arms Race.

...

Come to think of it, would we be able to develop an Emberwind Trick that effectively acts as a Phalanx against more energy based attacks? Or would that be more in the sphere of our Weapon Hugareida?
 
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So, what are your thoughts on Hal so far?

Also, is everyone satisfied with the story pace?
Hal is interesting but I have only seen him for like three updates. He seems a lot more like Blackhand than us though. Though of course like us he has actual living parents, unlike Blackhand.

I think the story is pretty fast-paced.

I want more downtime where we can do (mostly) plot-irrelevant conversations T_T
 
My logic is not 'we invested another Trick so it will work' my logic is 'our QM isn't lying to us so it will work'. We asked about Sailwind + Sparkbomb and were told the combo would be effective at making it move fast enough that the normal combat rules apply even at range. The commentary on investing another Trick was me explaining why I agree with that decision and think it's fair. As Alectai says, having to invest multiple Capacity and Tricks known and Orthstirr into one effect is not a small price to pay for an effect.

There are, of course, ways around it and to counter it, like everything (most obviously, Gale users have a lot of ways to counter Sailwind + Sparkbomb and our Gale is terrible so they'll likely succeed), but combining Sparkbomb and Sailwind should be a viable (if wildly expensive...it costs around 30 Orthstirr even once Sailwind is Refined) tactic for general combat with most opponents. Its down sides in use no more numerous than many of our other offensive Tricks.

Mmm, fair enough.

It's a cool idea and we should see how it works. I think my reservation here is that Finales and Finishers tend to operate on a sort of "Quick to Charge, Easy to Hit With, Pick One" basis, and I'm sceptical of anything which breaks that. But as you say, it's not like this combo (or any individual technique) is actually infallible, but that also does not mean it isn't worth trying. I think I was arguing against a more maximalist One Weird Trick version of this idea, which in fairness was not really what you were saying in the first place.

Sailwind is also clearly very useful for sailing, so it's a really good Trick to have picked up on top of this.
 
Mmm, fair enough.

It's a cool idea and we should see how it works. I think my reservation here is that Finales and Finishers tend to operate on a sort of "Quick to Charge, Easy to Hit With, Pick One" basis, and I'm sceptical of anything which breaks that. But as you say, it's not like this combo (or any individual technique) is actually infallible, but that also does not mean it isn't worth trying. I think I was arguing against a more maximalist One Weird Trick version of this idea, which in fairness was not really what you were saying in the first place.

That's fair to some degree, I just think that's a lot more true of Finales than Finishers. Finishers still can't have everything but they have more axes to have weaknesses in than just charging and being easy to hit with and one of them is cost/logistical issues, which is the weakness of the Sailwind/Sparkbomb combo (which is both a tad fiddly and very expensive in both Orthstirr and Capacity).

If it helps, remember that for the same price of acquiring Sparkbomb + Sailwind we could have gotten Sparkbomb and another finisher entirely with non-overlapping weaknesses. The version where we combo it with Sailwind is better than that largely in the sense it gives us some utility as well, and probably slightly worse in combat (since it's more expensive to use).

Sailwind is also clearly very useful for sailing, so it's a really good Trick to have picked up on top of this.

This was a large part of the reason we grabbed it. I wasn't sure increasing the range on Sparkbomb was worth a whole Trick (rather than just grabbing a different finisher, as discussed above), but the potential of that plus a solid utility option in Sailwind as well as increasing Sparkbomb's range was definitely worth the price of admission.
 
After telling your respective comrades about the upcoming spar, you and Hal take opposite sides of the camp—his idea. Apparently, it makes for a more interesting battleground and you certainly see why. Leftover tents and constructed walls litter the ground, providing cover, concealment, and plenty of ideas.
-[X] Tactics – Fly out of his reach and try and nova him down with fire attacks immediately is the basic plan here. If he weathers those and there's no round break, we try and whittle down his defenses a little with relatively cheap attacks.
So a problem with tactics here: There's cover, concealment and all in this camp. Going Skyfire in the sky means we don't have that advantage while Hal Wolfhound gets to exploit the remains of the camp for defensive activities.
-[X] By default use Halting Vortex (-4 Orthstirr) or another perfect defense as appropriate against anything without Puncture. Against attacks with Puncture, use Sword Guard to defend against everything. In response to anything with Puncture that gets through Sword Guard and is still coming rely on our Reinforce Shield to take the blow. If the Sword Guard goes down and more attacks are incoming thereafter, use up to five 75d6+9 Reinforced x69 Hefty-Halter-Chop defenses (-72 Orthstirr each)
If Hal is hitting us with ranged attacks, we should tailor our defences for each attack.
He's going to get in close and aim to stay there as best he can. He's most dangerous when he's close, a lot like Abjorn in that respect. If he can't get you in melee, he'll resort to a variety of ranged attacks both precise and area. He may also throw rocks.
Precision attacks can be countered with either Gale Spear or a Big Rock. Probably Hefty-Halter as well.
Area Attacks can be countered with a Big Rock or a Sword Guard. It may be worth making sacrificial Sword/Atgeir guards whose sole purpose in existence is eating a ranged attack and dying, since they have ablative effects.
Big Rock Attacks can be countered with a Big Rock or dodging.

If we're fighting at range, Sagaseeker can do Atgeir Bodyguard.

It might be worth putting in a contingency to do a juiced up Contested Movement in the event that Hal gets into melee - A melee build like his probably has a bunch of tools to try and force the issue, and we can't be sure that we'll succeed in preventing him from forcing the issue.
 
So a problem with tactics here: There's cover, concealment and all in this camp. Going Skyfire in the sky means we don't have that advantage while Hal Wolfhound gets to exploit the remains of the camp for defensive activities.

Yeah, the problem is we definitely need the enforced distance provided by flight, and that makes this tricky. We can maneuver around and avoid this being too big an issue, I think, even if we don't get to take advantage of it.

If Hal is hitting us with ranged attacks, we should tailor our defences for each attack.

Precision attacks can be countered with either Gale Spear or a Big Rock. Probably Hefty-Halter as well.
Area Attacks can be countered with a Big Rock or a Sword Guard. It may be worth making sacrificial Sword/Atgeir guards whose sole purpose in existence is eating a ranged attack and dying, since they have ablative effects.
Big Rock Attacks can be countered with a Big Rock or dodging.

We don't have a good way to use Big Rocks defensively, I don't believe. That said, ablative Sword Guards and Atgeir Guards seems potentially valid.

If we're fighting at range, Sagaseeker can do Atgeir Bodyguard.

I'd rather keep him to hand...there's no real advantage to this over a conventional Atgeir Bodyguard.

It might be worth putting in a contingency to do a juiced up Contested Movement in the event that Hal gets into melee - A melee build like his probably has a bunch of tools to try and force the issue, and we can't be sure that we'll succeed in preventing him from forcing the issue.

This is fair. I'll add it to the plan, though him using Stoker State dice on it is risky if he has them. Still. Something can be figured out, though it may be a one-use thing.

EDIT: And added. I dunno if 30d6 is enough for the Contested Movement but it's probably fine, and otherwise I think we're good.
 
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Actually if he throws Big Rock attacks at us, if we're flying it might be possible to catch them and then Chuck them back at him. Though flying will likely already mean he isn't going to do Big Rock attacks at us.

I think a 171 Orthstirr Sword Guard Defence may be overkill, because there are tricks that one-shot persistent defences regardless of how much Orthstirr is inside them.
 
Actually if he throws Big Rock attacks at us, if we're flying it might be possible to catch them and then Chuck them back at him. Though flying will likely already mean he isn't going to do Big Rock attacks at us.

Yeah, but we don't have a Trick to catch them, which is an issue with this.

I think a 171 Orthstirr Sword Guard Defence may be overkill, because there are tricks that one-shot persistent defences regardless of how much Orthstirr is inside them.

I'm not sure those are actually all that common, and don't think he'll lead with them right off the bat. If he does, it costs us some Orthstirr, but it teaches us something as well. I think it's more likely he'll try to attack through the Guard at least once or twice first and no-selling even one big attack is probably worth the price of admission. Also, to even encounter the Sword Guard he'd need to be using Puncture on his Guard Break effect, which strikes me as unusual and not something he'd default to immediately. Like, by the plan we should Halting Vortex and defend it from non-Puncture Guard Breaks. I'll make that a little clearer...
 
Hmm, do we need Explosive Reactive Armor slotted in? If so that means we can keep fire bomb strike within our regular kit. We don't seem to use it or want to use it at all most of the time.
 
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Hmm, do we need Explosive Reactive Armor slotted in? If so that means we can keep fire bomb strike within our regular kit. We don't seem to use it or want to use it at all most of the time.

For most fights we're gonna keep it in...this fight specifically it'll do less damage than our other melee options because of Hal's fire resistance. But you've reminded me to add ERA to the plan.
 
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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