I don't think what Hallr did is common enough or easy enough to repeat to make this a thing in Norse society as a whole...we could do it if we get famous and powerful enough, but getting as powerful as Hallr is a very large ambition to have. Very large indeed.

It's also worth noting that Born of Fire appears to actually already be a bloodline thing not restricted to the name in question, which is worth noting in terms of inherited power. As I mention above it's not the most powerful bonus ever, but it's certainly a lot better than nothing, and as near as we can tell everyone in the family gets it.
The whole 'Hallr is a voice in our head' thing is explicitly a 'because Halla was named after him' thing, at least, and is a fairly valid reason to make limited-but-consistent reuse of an ancestor's name a traditional thing.

But yeah, you aren't wrong. This definitely isn't the kinda thing the average joe could pull off, and it's certainly not easy even for the exceptional individuals. Even so, if we can manage it, it'd be rather interesting to attempt, I think, as a way to keep a bunch of bonus effects in the family even if they're not all on one character.
 
The whole 'Hallr is a voice in our head' thing is explicitly a 'because Halla was named after him' thing, at least, and is a fairly valid reason to make limited-but-consistent reuse of an ancestor's name a traditional thing.

But yeah, you aren't wrong. This definitely isn't the kinda thing the average joe could pull off, and it's certainly not easy even for the exceptional individuals. Even so, if we can manage it, it'd be rather interesting to attempt, I think, as a way to keep a bunch of bonus effects in the family even if they're not all on one character.
Are you certain that it is a name thing and that the "its because of the name" is not just an IC misconception?
The trait calls it "access to the counsel of their predecessors". That would make a lot of sense for Hallr (who earned the trait) being in our head, the only other candidate to be in our head due to the trait (Steinarr) hasn't gone the way of all mortals yet.
-Charred Soul - A trait guaranteed to be passed down to your successor. This trait gives the recipient access to the counsel of their predecessors as well as parts of their knowledge.
 
The whole 'Hallr is a voice in our head' thing is explicitly a 'because Halla was named after him' thing, at least, and is a fairly valid reason to make limited-but-consistent reuse of an ancestor's name a traditional thing.

Right, but him talking to us is completely unique. His other namesakes got some stuff, but not that, and from OOC stuff stated it will continue to only be one person who receives that blessing per generation. The name is not the deciding factor on that one, though it may (or may not) be a necessary prerequisite.

But yeah, you aren't wrong. This definitely isn't the kinda thing the average joe could pull off, and it's certainly not easy even for the exceptional individuals. Even so, if we can manage it, it'd be rather interesting to attempt, I think, as a way to keep a bunch of bonus effects in the family even if they're not all on one character.

Oh, if we can manage it, that would be interested, but Halla and Hallr are already bound and gonna go to the same successor next generation, so we'd need to not only get powerful enough to do this, but get powerful enough we can set it up for someone else. Which isn't impossible, but adds an extra level of difficulty, IMO.
 
Are you certain that it is a name thing and that the "its because of the name" is not just an IC misconception?
We've been told that the 'weirdness' of our Soul is normal for people named after others. We've been told that Hallr's memories and power are fragmented is because Halla is not the only kid named after him, etc.

I feel as though there's enough variety of characters correlating it to 'being a name thing' that it's the simplest explanation available. I don't think there's enough evidence to definitively declare 'No, all these characters are incorrect'.

Right, but him talking to us is completely unique. His other namesakes got some stuff, but not that, and from OOC stuff stated it will continue to only be one person who receives that blessing per generation. The name is not the deciding factor on that one, though it may (or may not) be a necessary prerequisite.
My understanding of it has been that the name is a prerequisite, yeah, though the more people who have a chance at the inheritance, the weaker the inheritance becomes. Hence why my suggestion is to keep reusing the names (to ensure the inheritance can be passed down), but limit it to one or two kids to ensure the inheritance isn't fragmented much.
 
Adult Responsibilities 1
The year, by the reckoning of the followers of Christ, is 8974 AD and you, Halla Steinarsdottir, have just turned sixteen.

Which makes you an adult...

Well, you're not sure what you were really expecting. It's not like there's much of a difference between you at fifteen and you now.

With your newfound adulthood comes certain responsibilities, though. Responsibilities like caring for the family while the men are away.

Like now.

"Halla," Steinarr says with a grim look on his face. He's belting his mail shirt tight. "That draugr you fought can't have been the only one out there, there's been too many weird sightings for that. I need you to keep the house while Sten and I report this to the Thing. The Jarl's Thing."

"The... the Jarl of Jurgdby?" You nearly trip over yourself as you follow your father to Sten, who waits by the door. He too wears a shirt of mail and he's strapping a helmet on his head. He has a cloak draped across his body, leaving an arm free and unhindered. "But... you can't be going now, there aren't any ships heading west yet!"

"That is true," Sten adds after sharing a goodbye kiss with his wife. "Ice hasn't cracked, so we have to go on foot."

"There are draugar in the Hading and we need to clear them out, before they start preying on people and livestock." Steinarr clicks his tongue against his teeth, holding your objection at bay. "Asvir has the power, but the potential costs could leave them crippled at the start of the raiding season. So the Jarl of Jurgdby, with his Kyrsvikingar, is our best and likely only bet."

"How long will it be before you return?" Asveig asks with the now not-so-little Sterki on her breast. Her stomach is starting to swell again; you might be having another little sibling soon.

"Four days' time, the Meinvaldfjord causing no troubles," Stein snorts as he says that, like he can't even believe the words he speaks.

"In all likelihood, the Meinvaldfjord will hold us captive for a few days at least, no more than five." Steinarr runs finger and thumb across his chin and jaw. "I would imagine we'll be back in a week-and-a-half."

Your breath freezes in your throat as your heart pounds hammers against your ears. A week-and-a-half?! You're not ready for that, you can't be ready for that!

'Then what was the point of all that training?' Blackhand's scoffing voice nearly knocks you flat. 'This is what you wanted, isn't it? To be treated as a man, as a warrior?'

He's... he's right

"And you want Halla to watch the house?" Asveig's jaw hangs open. "She can't... I've tolerated this... this idiocy for long enough, but I have to put my foot down!"

Steinarr scowls, but keeps his voice level. "Our daughter is an accomplished warrior. She's slain man and monster both, she can do this."

You release the breath frozen in your throat and let your shoulders sit naturally. Setting your jaw and gritting your teeth, you make your choice.

"I'll do it." Your words put a stop to your parents' argument. Asveig scowls as Steinarr smiles.

He puts his hand on your shoulder and meets your gaze with eyes of fire and steel — exact copies of the eyes you bear. "I trust you, Halla. Make me proud."

"I will, I promise."

0~0~0

In the silence of the third night, the sudden battering against the window turns your blood to ice.

You snap wide awake in an instant, Sagaseeker already in your grasp as you leap to your feet.

Just as quickly as it arrived, the rattling disappears into the night. Its sudden absence leaves you uncertain, but what you do know...

Is that there's something outside the door. Its wet, ragged wheezes are loud enough to wake the house as it shuffles along.

In your bones, you know this to be an enemy. A dangerous one.

One you'll have to fight.

Your fylgja wouldn't have woken you otherwise.

"Gabriel," you hiss at the Christian Squire as he rubs at his eyes. Hooking a foot around the fancy sword — Sparrowflight — hanging from the wall, you flick it up and over to the blonde boy. He snatches it out of the air and looks to you as you lay a hand on the door, "I'm going out, keep them safe."

"I... I will, on my pride as a Squire I swear it." He nods, making a snap decision while warring with his emotions.

"W-what's," Drifa yawns as she slips free from Minna's terrified grasp, "going on?"

"A monster, dear child, has found its way to the doorstep our Young Lady has sworn to protect," Jerasmus says from the corner furthest from the hearth. His legs are crossed and a quarterstaff balances in his lap as he finishes his prayer.

He's no fighter, despite Blackhand's misgivings, but even the sworn-pacifist has taken up arms tonight.

"A monster?" Drifa's eyes sparkle as a brilliant smile smashes its way onto her face. "I wanna fight it too!" Minna gasps, eyes filling with faint-hearted terror as she drags a squirming Drifa back to her blanket. "Mama! It's not fair, lemme fight!"

You smile as Drifa tries her hardest to squirm from her mother's grasp, to little avail. But, speaking of mothers...

You meet your mother's gaze and find her unreadable.

"Well?" She asks, Asva suddenly looking very uncomfortable right now, "Aren't you going out?"

"I am."

"Then the only way you're walking through that door again is as a corpse or a victor."

"Time, then, to find out which I am."

You step through the door and go to meet your fate.

0~0~0

The monster twitches as it stares at the full moon hanging in the night sky. A red, pointed cap sits on its head — the only evidence to what it once was.

It towers over you, utterly dominating the landscape. It is a twisted mass of cancerous growths and rotting flesh-swamps once called skin. Its body and limbs are made of stitched-together arms, hands-interlocked as they wrap around themselves over and over again. To call it living would be to tell a lie.

Perhaps, once, it was among the living. Now, though, it is little more than a cruel mockery of the human form.

It turns its red eyes onto you and purple sludge drips from its slack jaw as it eyes you hungrily.

"...hunger...unsatisfied," it groans, its voice a dozen whispering husks all stitched together, "need... more..."

'Good luck, Halla. No matter what, know that I will always be proud of you.'

0~0~0
(Hugr (Tactics): 3, 1, 6, 2, 6, 6, 5, 3, 3, 4) 10 Successes

The monster stands in the middle of the three fields your family farms while you stand on your doorstep, the door closed behind you. Your house sits on a low, sloping hill, a rocky path leads down the hill and to the rest of the farm. Behind the house is Sten's forge as well as the barn and toolshed. A low-standing wall — a fence, really — surrounds the hill save for the open gap.

Snow covers the ground, hiding any sort of rocks you might be able to use. It is dark out, but not as dark as it could be thanks to the light of the moon. You can see perfectly fine, as well as you normally can.

The monster was once a nisse, your farm's fjoesnisse, to be specific — if your suspicions about the bowl of porridge are true. What it is now, of course, is an utter mystery. It stands at least three times taller than you with thin shoulders and very long, oversized limbs to match. It has a hunch to its shape and poison in its mouth. Its fingers drag along the ground.

It looks very strong, perhaps the strongest thing you've ever seen. How it compares to your father... you don't know. From what you recall from Randi's stories, nisse are strong enough to crush a cow's skull with a casual swat and possess illusionary powers. You find yourself doubting that it still has those powers in this form, but you can't be sure.

What you do know is that it has a very poisonous bite. So poisonous that it requires supernatural, otherworldly healing to cure. Healing that you don't have access to, as far as you are aware. Better not get bit, then.

From where you're standing, its plan appears to be... you're having trouble reading its movements, thanks to unfamiliarity with the form. All you can really tell, at the moment, is that it's going to be rather aggressive and rely on its raw strength.

You have 5/5 Endurance | 8/8 Armor | N/A Shield
You have 58/58 orthstirr in reserve and neither Frami (20), Virthing (19), nor Saemd (19) are tapped
Sagaseeker has 8 orthstirr in its reservoir
You can put 29 more points of orthstirr into your Combat Pool.
You have 7d6 in your Combat Pool

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: I've refunded all your orthstirr for this fight. You're sitting on a full tank of power right now.

Well, this is it. This is your boss fight. Good luck, everyone, I'm rooting for you.

Alectai, I'm sorry for the stress this is probably causing you.

25-minute moratorium. Depending on how quickly you figure out a plan of action, the vote might be called early. Obviously only if you're okay with it. I don't want you to feel rushed on something as important as this.
 
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It's okay, let's just sort this out first.

Now. RULE ONE

Positively, under no circumstances, are we to let this fucker turn it into a clash. What this means is that Contested-Movement is right out, we should expect this thing to be operating on a minimum of 7 Hamr, and possibly more. If this turns into a clinch or a wrestling match, or even just a strength vs strength test? We are fucking dead.

It is very large, which'll make it comparably awkward since that's not the size it's supposed to have, but it'll make it an absolute meat wall of damage absorption, we should be seeking to bait out attacks, avoid them, and retaliate with overwhelming strength when we can. Rather than focus on getting lots of hits in, we want to focus our strategy on getting decisive hits in, ideally boosted with our Bomb-Strikes.

Given the nature of its teeth, we want to do everything we can to avoid letting it get a clean hit on us, so that means heavy use of Defensive Dice, followed by probing offensive dice to bait out its defensive dice, and following up with high impact, high cost assaults.

Remember, it's far, far stronger than us, so we shouldn't rely on Contested-Movement to be a viable defense. Nor should we rely on Halting-Vortex primarily either, since most of our Orthstirr needs to be reserved for exploiting any openings we've baited out. We shouldn't assume chip-damage to be a viable option here, it's too big, and its likely Hamr level means chances are good it'll just be able to regenerate plink damage. We need to go for all of the damage we can when our openings arrive.

EDIT: Footwork is important, so is keeping it baited, I think we'll want to open up with a Kindle-Spinner to get its attention, and then try to maneuver to complicate the terrain. Make it have to fight across fences or other obstructions if we can, we're smaller than it is, what's an obstruction for it isn't necessarily an obstruction for us. Use the fences, use anything lying around, make getting a straight hit on us as irritating as possible while committing to all-out, high impact attacks rather than spamming blows.
 
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Well, alright then, here we go.

Remember, it's far, far stronger than us, so we shouldn't rely on Contested-Movement to be a viable defense. Nor should we rely on Halting-Vortex primarily either, since most of our Orthstirr needs to be reserved for exploiting any openings we've baited out. We shouldn't assume chip-damage to be a viable option here, it's too big, and its likely Hamr level means chances are good it'll just be able to regenerate plink damage. We need to go for all of the damage we can when our openings arrive.

I agree with most of this, but you're making a fundamental error about how defense dice work. Without a Trick, you cannot assign more than one defense die per defensive roll...they therefore cannot be used as our primary means of defense, or indeed a valid defense against Tricks at all. It simply won't work. You need Tricks to spend more than one per roll.

For that reason, we pretty much have to rely on Halting Vortex defensively, at least vs. tricks...we could technically use Hefty-Halter-Chop instead occasionally, but that needs dice assigned to it so it limits our offense significantly and opens up the possibility of getting hit in exchange for saving us only 1 Orthstirr.
 
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Well, alright then, here we go.



I agree with most of this, but you're making a fundamental error about how defense dice work. Without a Trick, you cannot assign more than one defense die per defensive roll...they therefore cannot be used as our primary means of defense, or indeed a valid defense against Tricks at all. It simply won't work.

For that reason, we pretty much have to rely on Halting Vortex defensively, at least vs. tricks...we could technically use Hefty-Halter-Chop instead occasionally, but that needs dice assigned to it so it limits our offense significantly in exchange for aving us only 1 Orthstirr.

Doesn't Hefty-Halter Chop work better against larger targets anyway? Still something to keep in mind.
 
True. And I'm not against using it occasionally, but I think we're using it once per turn at most if we still want to do serious damage (and we do).

What do you think about using the fences and other stuff lying around the farm to complicate its mobility? Anything we can do that can obstruct it but not us due to the size difference is important.

And beyond that, we absolutely want to remain defensive, but if we can, we want to bait out its defense dice with relatively cheap, weak attacks to create openings for high impact strikes. Leaping Cleave + Firebomb Strike together should do ruinous damage if we can create openings to use it and not get wrecked for it, and we'd have Halting Vortex to cover for any unexpected counterattack that might come with it.
 
Hmm, do we want to try to lure it away from the home and pepper it with Kindle Spinners first? If we're lucky, it may be the classic "strong but slow" monster.

What we want is to have cover and things to slow it down that don't bother us.

But remember, we were told our opponent would be small, this isn't that. We should take care to try to have a reserve of Orthstirr unless we have no other choice.
 
What do you think about using the fences and other stuff lying around the farm to complicate its mobility? Anything we can do that can obstruct it but not us due to the size difference is important.

Yeah, that seems like a good call. Dunno how well it will work (as it may just bull through), but it can't hurt to try.

And beyond that, we absolutely want to remain defensive, but if we can, we want to bait out its defense dice with relatively cheap, weak attacks to create openings for high impact strikes. Leaping Cleave + Firebomb Strike together should do ruinous damage if we can create openings to use it and not get wrecked for it, and we'd have Halting Vortex to cover for any unexpected counterattack that might come with it.

Well, the thing about primarily using Halting Vortex defensively (which I legitimately think we have to do), is that it actually leaves almost all our dice for offense. Our Orthstirr needs to be managed carefully and a lot saved for defenses, but throwing out several 7-10d6 Power Chops (or a few more 5d6 ones) is pretty easily doable.

And I doubt it'll care much about mundane attacks given its power and size, but I'm definitely up for trying some medium die Power-Chops to bait out its defenses.
 
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Dodge is going to be the word of the day. Depending on how fast it is, we our first focus may to either go for its hamstring, or knees if it regenerates quickly. My suggestion is that we do not wait for it to attack first and instead to start baiting it out and blind the monster with Kindle-Spinner to the face. Even if it does minimal damage, it should stun it long enough to give us time to start whaling at it. Stun lock it whenever possible.
 
We shouldn't be certain it experiences pain like a normal being would, this thing is a horribly mutated abomination. Hope for it to be stunned, but expect it to shrug off anything we throw at it.
 
Explosive Charm shouldn't be used in the opening, save it for when we've done some real damage so we can amplify it.

A firecracker goes off in an open hand? You burn your hand.

A Firecracker goes off in a hefty open wound? Well, that's another thing entirely.
 
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