So, in retrospect, it seems kind of fortuitous that we went for the element of surprise here. If this was the illusion they were capable of with essentially no prep time, would anyone like to have seen what kind of nonsense they'd have managed with prep time? Not to mention how badly they might have managed to deceive our scouting, depending on whether Halla went herself and if she realised or not.
The other thing which occurred to me is that given that Wolin is apparently a tributary of Jomsburg, what are the chances that the Jomsvikingar will see this as an attack on a vassal? They may not care about their tributaries, but if they do, even to the point of being a minor affront, that could produce some fun ripples down the line.
It wouldn't have been great, no. It does seem like it only added people rather than concealing them, so it wouldn't have been as bad as it could've, but it would've been less than ideal.
Scheduled vote count started by Imperial Fister on Dec 8, 2023 at 5:17 PM, finished with 57 posts and 8 votes.
[X] Attempt to dispel the magic
-[X] Use a Rewrite to instantly Alloy "Banish the Night" and "The Mind's Eye Blinks" (replacing Solar Flare) to try and create an area of light that dispels illusions.
-[X] Fly around the battlefield at high speed dispersing illusions to get rid of them as quickly as can be arranged. Proceed from there.
[X] Plan: Fireball is the Universal Counterspell to Everything MK II, Thermic Boogaloo
--[X] Use a Rewrite to Alloy our Banishing Rebuke and Thermic Reckoning, creatingULTIMATE ABJURATION ART: THERMIC REBUKE. Unleash our empowered counter-spell to break the enchantment of the opposing caster, as well as eardrums and tree branches within a six to ten mile radius.
--[X] Gather up our men and make preparations for an organised departure scholar and stolen goods we came for, as well as any other thralls who would like to be freed and dropped off along our route/come to Norway to work as waged farmhands.
--[X] Keep using Mind's Unblinking Eye and Banishing Rebuke at regular intervals to forestall any trickery. Use it on the Latin scholar (without being too intimidating) to ensure he's not a fake.
Depends on wich is closer i suppose. Maybe first Hedeby and then Bornholm. We also still need to recruit the help of Halla friends in the Danelaw and Gabriel in Wessex. And also the people in Vestfold.
The scholar was already stated to be here and the ship should be as well. At least that gives us more space to transport whale meat...we can sell some of that in Hedeby, buy more Restful Clay and sell that at home, maybe? We probably make a profit on the trip one way or another, just not mostly from the raid. The slaves may be a sticking point for the crew if they're all that's here in terms of loot, since I don't think we want to engage in the slave trade, but I hope not too much of one.
Although arguably this result might be more appropriate given who we're fighting.
The "treasure" that the Wolonians left behind turns just out to be some pebbles and a crude drawing on a piece of bark that says "TRESUR" with a glamour cast over it.
[X] Attempt to dispel the magic
-[X] Use a Rewrite to instantly Alloy "Banish the Night" and "The Mind's Eye Blinks" (replacing Solar Flare) to try and create an area of light that dispels illusions.
-[X] Fly around the battlefield at high speed dispersing illusions to get rid of them as quickly as can be arranged. Proceed from there.
0~0~0
Bending your knees, you turn your gaze to the sky as you ready your crimson wings of playful flame. Kicking off the ground, a man-sized crater explodes in your wake as you rocket into the air. Sound breaks around you as your jaw clenches and wind screams in your ears.
Willpower takes hold of the fabric of reality with a grip of steel. Fingers of mental fortitude tear at the seams and undo the knots as you twist the string to your will. Where one pattern-now-lost once stood, another takes its fleeting place on the loom of life—one more suited towards your desires.
Arms stretching from horizon to horizon, sunlight explodes from your body in a shower of golden light. Rays of shining sun streak across the battlefield as pockets of magic-adorned smoke meet blazing ends.
Dozens of men freeze in their fighting as they watch the fruits of your ascendance. Your strength clearing their eyes of all illusory magics, they gape at their empty surroundings as they look for their now missing foes. Shoulders relax as arms fall to their sides, weapons held loosely yet still ready for use at the slightest sign of danger.
As you take the role of the shining sun in the now-darkened sky and cast down the Slavic magic, the trickle of power giving away the wizard's presence fades away like smoke on the wind. You could try following the remaining wisps of dissipating strength—your face twists into a frown as you start your gentle descent—but you don't fancy your chances of tracking such small traces.
Touching back down, you're met with a wave of cheers as your men put two-and-two together. Hands clap together and palms meet shoulders as your men sing your praises. Getting started with looting—under the careful eye of Haggar Worm and with plenty of reminders of caution—they follow your orders as they work in large, watchful groups. You won't be taken by surprise, that's for sure!
Turning your gaze to the fortifications on the earthworks-ridden hill, you hop over the now-defunct palisade with little issue as you return to the homes of the wealthy. Five houses of polished wood walls, cut stone floors, and carved decorations of all manner of material sit protected on all sides by the charred, smoking palisade. If there's a place that this scholar you're after will be, it's in one of these five houses. Loot (Hamingja: -1) 1 Failure
Starting with the leftmost, you're met with a deeply disappointing sight when you throw open the door, one that's repeated in the next three houses you search. It seems, in the chaos, that the wealthy managed to make off with all their valuable possessions in their grasp. There's a few scraps of food here and there, but not near enough to be worth the effort.
However, as you let the last house's door swing open, a certain whimpering sound tickles your ears as you step across the creaking wood floor. Zeroing in on a closet set in the wall, you stride over the remnant embers of the hearth and reach the wood-plank doors in a moment. Taking hold of the handle, you open it with a curious tilt of the head.
A shivering monk with a carefully shaven tonsure blinks up at you as he sits with knees drawn up to his chest. For a moment, hope rises in his eyes as the light obscures your appearance, only for that hope to dim as you lean in and he gets a good look at your equipment.
"Oh good," he mutters in English, lip corners twisting into a deep frown, "another viking come to take me away..." He sighs and shakes his head before collecting himself. Rising to his feet he slides around you and steps out into the house proper. Though his hands are bound at the wrists, he dusts himself off as best he can before taking a deep bow and pressing his hand to his chest, "Greetings and a good day to you, Lady Warrior," he says in perfect Norse, "I, Brother Bartholomew of Chester, am at your service."
"A good day to you as well, Brother-Monk," you answer him in English, which draws an impressed lift of the brows from the Anglo-Saxon, "I have a question for you."
"You speak English?" Bartholomew seems rather excited at the prospect as his eyes light up like the lights of Yule, "Oh, thank the Good Lord! It's been so long since I could last talk to someone in it! Please, ask your question!"
"Do you also speak Latin?" You barely even wait for him to start nodding before you grin and grab him by the ropes binding his wrists together. He yelps as you lead him out from under the wooden roof to stand beneath the blue sky. As you exit the house, though, you're met by an eager-eyed Arnfinn Heavystep.
"Boss!" His eyes light up as he sees you. Waving you over, he points a bloody finger towards a barn visible through a shattered portion of the log-built wall. "Tryggr found the, uh," he blinks as he snaps his fingers and taps his toe in time with an unconscious beat.
"The Sea-Snake?" You try a name, eying the boy with a bit of confusion as he nods.
"That's the fucker!" ...He's been spending too much time around Tryggr, hasn't he?
Patting the boy on the shoulder, you give him your next orders, "Go tell Tryggr to have the men load their takings in the ship while I figure out our next step."
He nods and runs off to do just that. You watch from the hilltop as Arnfinn repeats your words to Tryggr, Trausti, Halle the Hairless, and Trygve Ironoath, who then spread the word to the rest of your men.
All the while, you ponder on your next step: Return to the Wavedancer or head straight to the sea?
[ ] Return to the Wavedancer
-[ ] Have a group carry the Sea-Snake
-[ ] Have one person carry the Sea-Snake (likely Abjorn, but you may specify)
-[ ] Carry the Sea-Snake yourself
[ ] Head straight to the sea
-[ ] Have a group carry the Sea-Snake
-[ ] Have one person carry the Sea-Snake (likely Abjorn, but you may specify)
-[ ] Carry the Sea-Snake yourself
I don't think we've been given a description of how far away the Wavedancer is exactly or what else is nearby...what's the practical difference between these two options?
I don't think we've been given a description of how far away the Wavedancer is exactly or what else is nearby...what's the practical difference between these two options?
Essentially, you left the Wavedancer a little out of the way so any potential patrols wouldn't stumble across it. Either way, you're going back to the Wavedancer, going to the sea just means you're going by water rather than over land
Going by sea seems more secure, and maybe even faster? That's my intuition, anyway.
[X] Head straight to the sea
-[X] Have a group carry the Sea-Snake
I think keeping our scary people free and having some of the less scary ones carry it is probably best? It should be a pretty short job of carrying it anyway.
You didn't, but the Sea-Snake was the important part. Goods can be replaced quite easily if you know the right people, but ships are expensive no matter who you are