27 by my count, so 25 after bonuses and reductions.


Well, that's not ideal...

Nevertheless, I'll also do a Silver-Tongue roll.

EDIT: 13 rolled successes, so 11 after bonuses and penalties.
DeadmanwalkingXI threw 12 6-faced dice. Reason: Silver-Tongue Total: 43
4 4 3 3 3 3 1 1 5 5 1 1 4 4 4 4 5 5 5 5 4 4 4 4
DeadmanwalkingXI threw 12 6-faced dice. Reason: Silver-Tongue Total: 37
5 5 1 1 2 2 6 6 1 1 1 1 4 4 4 4 4 4 5 5 1 1 3 3
DeadmanwalkingXI threw 3 6-faced dice. Reason: Silver-Tongue Total: 5
2 2 1 1 2 2
 
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Going back through, I realized the Benchmarks for Average Norsemen weren't taking Glima being a Martial Style (and thus giving significantly more dice) into account (which makes sense given the flow of linear time), as well as maybe being a tad low. They've been adjusted to note the existence of Glima and more accurately reflect likely Combat Pools. No other changes.

Halla was still ridiculously dangerous for her age by the time of her first raid.
 
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Halla was still ridiculously dangerous for her age by the time of her first raid.
Does anyone have a record of what our sheet looked like at the various benchmarks, so that we can put them in a spoiler and see just how scary we were/are? I seem to remember mentioning that they have taken screencaps whenever it changed, but idk who that was and when they started
 
Does anyone have a record of what our sheet looked like at the various benchmarks, so that we can put them in a spoiler and see just how scary we were/are? I seem to remember mentioning that they have taken screencaps whenever it changed, but idk who that was and when they started
When were those updates posted? I can pull up the character sheet's history and post it
 
Ooh, neat. So, I believe we turned 16 in Summer 5/Turn 1 which was on the 20th of March 2023, and we turned 20 in Summer 9/Turn 1 which was on the 17th of July 2023. Thanks IF
Alright, here are your requested character sheets

[Halla Steinarsdottir]
Endurance: (5/5) | Armor Health: (3/8) | Shield Health: (NA)
Hugr Capacity: (10/14)
Orthstirr: (71/71)
-Frami: 24 | Virthing: 24 | Saemd: 23
Hamingja: (7) (0 temporary)
Hamr: (5)
Hugr: (6)
Fylgja: (4)
Bloodlust: 0 (Will increase by 1 every season you go without fighting something. If it reaches 10 then you will *have* to fight something.)
  • You are Abjorn's Bride-to-Be and also a warrior in your own right, now. Once you prove yourself at the Raid Trials, anywho.
    You are 16 years-old.
    You have no titles or kennings, though some know you as 'that rowdy girl'.
    You have no lands or property.
    Currency: 3 Ounces of Silver

    Your Maximum Combat Dice Pool is 36d6 (30d6 from stats and skills, costing you 29 Orthstirr to reach, and 6d6 from equipment)
    Your Base Combat Dice Pool is 7d6 (1d6 from stats, 6d6 from equipment)

    You are Fluent in:
    -Norse
    -English

    Steinarr's Training
    -You have one year before you're sixteen, which means any adventures you have between now and then are gonna have to be at least in the areas near Asvir. No dueling Jomsvikingar for spots in their ranks just yet, not that they'd take you, being a woman and all that.
    -You need a weapon to properly train! And you now have one!
    -Your father's been around awhile, maybe he knows a few good tricks he can show you?

    The Hading Witch
    -Aki Runson pointed you towards a witch who, apparently, lives in the heart of the Hading. Maybe it's not a good idea to trust the word of a little blind boy, but when have you ever let something as minor as that stop you?
    -Alright, so, turns out that the Witch isn't who Aki was trying to point you to. Which begs the question, who is the Witch?

    Fire in the Sky
    -Something fell from the sky and landed in the hills. Just *what* did that?
    -Turns out, somebody threw it. There's also something inside of it. And it's very explosive. Great.
    -It's not made out of iron or steel, but definitely is made out of something with a high-heat tolerance, like Fire-Glass or Sunstone.
    -Aki came up with an idea. By replicating the runes on the meteor, you can figure out how they work and then disarm them. But you're the only person that has hands both slender enough to fit and steady enough to do it. You'll need to get better at painting before you take a crack at it, though. (Rank up Artcraft to at least Rank 2 and acquire Imaging Skill-Trick)
    -Alright, looks like the key involves someone with small power, like Gabriel, to unlock it. Unfortunately, you're going to have to be friends (Relations 6) with him in order to get him to do it.

    Who's Horra?
    -Aki said that the newly built farm belongs to a man called Horra and that things won't end well if you tell Steinarr who lives there, apparently.
    -...Well that's a bit of a big reveal. Horra Hasvisson is the killer of two of your uncles, so no wonder Aki said not to tell Steinarr who lives there. In order to get access to seidr, however, it looks like you're going to have to kill him... Great.

    The Freedfire Kenning
    -Drifa called your father by a name unfamiliar to you. The name 'Steinarr Freedfire'. Why is it only now that you find out about this? Frankly, you're getting a bit annoyed at being so out of the loop!
    -There's something about kennings that makes men act in certain ways.

    Skirsvikingar and You
    -You fought and barely managed to edge out a victory against a Slagson of the Skirsvikingar, thanks mainly to Abjorn's might and a *lot* of luck. But the question remains, what where Skirsvikingar doing in the Hading Valley of all places?
    -You found a necklace bearing the words 'Skirsalr Entry-Key' and 'Slagson Hakon Atlason' on Hakon Atlason's corpse. The name suggests that Skirsalr is the hall of the Skirsvikingar, but that doesn't tell you that much.

    Stigandr's Plight
    -You and Abjorn have come to the conclusion that Stigandr is being plagued by nidheart. Unfortunately, neither of you know how to help with something like that. According to Blackhand, though, the Seeress in Asvir might know some rituals or techniques.
    -The Draugr. You battled a Draugr and not only lived to tell about it, but also absolutely styled on it. Your best poem for it so far has 7 successes, giving you 7 orthstirr.
    Rock-Filled Hillside Field (Lots of rocks, open space, varying ground height)
  • Boons:
    -Snake's Tongue - +1 to starting hugr and makes it easier to raise.
    -Bold - Unlocks certain events and makes it easier to gain orthstirr.
    -Beautiful - Unlocks certain events and makes it easier to charm others.
    -Friendly - Unlocks certain events and makes it easier to make friends.
    -Bloodlust - Unlocks certain events and makes it easier to do acts of violence.
    -Spirit of the Wizard-Owl - Doubles hugr capacity while also occasionally bringing you magical spells, potions, and other miscellaneous things.
    -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.
    -Born of Fire - A trait guaranteed to be passed down to your children. You are resistant to fire and find it far easier to develop fire-based hugareida (+1 Success to Training Fire-Based Hugareida), but take additional damage from water-based hugareida.

    Incomplete Boons:
    -Little Sister's Wisdom (2/9): Unlocks certain events and makes it easier to convince older brothers. Unlock by being a wise little sister.
    -Nut-Cracker (3/9): Unlocks certain events and makes it easier to scare men. Unlock by cracking nuts.
    -Born With Hammer in Hand (1/9): Unlocks certain events and makes it easier to forge. Unlock by forging well.
    -Knightslayer (1/9): Unlocks certain events and makes it easier to battle Pages, Squires, and Knights. Unlock by dueling and defeating 9 different Pages, Squires, and/or Knights

    Flaws:
    -A Woman in a Man's World - Makes it difficult to gain recognition for your actions.
    -Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated.
    -Nearsighted - You vision is blurry at distance, making it harder to fight at range.
  • A simple wool dress with light embroidery. A red apron is secured by a belt to your body. The belt has a couple pouches which are empty save for a pair of silver pennies.
    You've taken to wearing your Good Gambeson over your dress and apron. The gambeson has 8 Armor and has your name embroidered on it.
    You wield an atgeir called 'Sagaseeker', which you received as a reward from Halfdan the Dane. It has a lively, catlike spirit and has a replenishing supply of 8 orthstirr, which you can draw from at will. It gives you an extra 4d6 combat dice, though costs you both hands to use effectively.
    You have an axe, called 'Thievesbane', which you took as a trophy from your battle with the outlaw. It gives you an extra 2d6 combat dice.

    -1 Fine Work Knife (Worth ~3 Silver Oz) (+4 Successes to House and Wildcraft Rolls)
    -1 Meat-Keeping Stick (???) (Stab into meat to keep it fresh)
    -1 Fine Silver Armband (Worth ~5 Silver Oz) (Blank)
    -48oz of Bog Iron
  • You saved Halfdan's Farm, which earns you 2 Orthstirr a year.
    You won a wrestling match against Knappr Horrasson in a spectacular fashion, earning you 1 Orthstirr a year
    You battled and defeated a nisse-turned-monster when it attacked your home, earning you 3 Orthstirr a year
  • Drengskapr: 3 | Odrengskapr: 0

    Family:
    Father: (10/10) He loves you more than life itself. He would rather die than see harm come to you. However, he's starting to come to terms with the fact that he won't always be there to protect you.
    Mother: (8/10) You and your Mother... You don't get along, well, you get along better than you did before. You and her will never see eye to eye, not truly, but... well, at least you're not fighting anymore, right?
    Eric Steinarsson: (10/10) He's your older brother by about four years. He's fine, if a little absent-minded and a little timid. He seeks your counsel on certain matters. He's recently found a fascination with ship-making and has went off with his new wife, Stigrun — Stigr's sister — to learn the craft at Jurgdby.
    Asva Steinarsdottir: (8/10) She's your older sister by two years and is Mother's favorite. She's bossy, she's rude, and you just want to push her into dirt, but she's still your sister so...
    Randi: (10/10): Randi is a thrall of your father's and helps around the house. You grew up listening to her tell you stories, so she's got a soft spot in your heart.
    Flekkr: (10/10): Flekkr the Dog is a friendly sort, once you got to know him. As long as you treat him right, he'll stay loyal to the end. It's clear he's suffered from human hands in the past and that's not something you want to remind him of.

    Sten's Family:
    Sten Iskearauta: (9/10): It's been 10 years since your eldest brother went off to be fostered somewhere. He's back now, though, with wife and daughter. He seems somewhat fearful of something, but isn't saying what.
    Minna: (7/10): A petite and demure woman. She's certainly pretty, with blonde hair and quiet eyes, though she doesn't seem to be much of a talker.
    Drifa Stensdottir: (6/10): An utterly adorable little girl. Frankly, she reminds you of yourself, when you were as little as her. As cute as she was when she disliked you, it's increased ten-fold now that she sees you as the older sister she never had.

    Friends:
    Abjorn Vidsson: (10/10) Abjorn is a large lad, about a year older than you. He sometimes struggles to keep his temper down, though he's always been pleasant to you. You and he shared a kiss under a falling tree, cementing your relationship as lovers. You hope to marry him one day.
    Stigr Kersson: (8/10) Stigandr, or 'Stigr' to his friends, is about your age. No matter how many times you've seen him get knocked down, he's never learned to keep his mouth shut. He's probably one of the best shots in the valley.
    Aki Runson: (6/10) Aki's about four years younger than you and he's an... odd child. Says things he shouldn't know and predicts the patterns of the weather, that sort of thing. He's rather sassy, but also extremely lonely.
    Halfdan the Dane: (10/10) Halfdan is a farmer who recently arrived in they valley. You saved his son, Jordan's, life and received a promise of friendship and loyalty to not only yourself, but your descendants as well.

    Foes:
    Osborn Burisson: (-10/10) Turns out, being called-out on a lie by a 'woman of all things' really doesn't make some people happy.
    Sverre Glebsson: (3/10) He tried to kiss you once, but Abjorn threw him into a pond. You don't hate him or anything, but it was kinda gross. He didn't take it very well, but doesn't hold any animosity towards you.
    Hod Horrasson: (-4/10) He shot Abjorn with an arrow before having his chest blown open by one of Stigr's. If he's alive, you don't like him very much, plus he's got some sort of grudge against your father.
    Knappr Horrasson: (-10/10) You wrestled with him at Asvir and absolutely demolished him. He's pissed and boy does he want revenge.
    The Hading Witch: (?/10) Okay, there's something about her that *really* sets you on edge. With new information from Aki, you know that she's definitely *not* friendly.

    Others:
    Jerasmus the Mendicant: (9/10) Jerasmus is some kind of learned traveler, or something that Steinarr took as a thrall. He's very old, but has this infectious enthusiasm for life and learning that you can't help but like him. He's also Gabriel's 'teacher', for what you don't know.
    Gabriel: (3/10) Gabriel is a thrall taken by Steinarr during a raid. He's about your age and is something called a 'Squire', whatever that means. He can apparently use that set of 'Knightly Armor' that Steinarr also brought back. He's started to warm up to you, if only a little bit.
    The Seeress: (6/10) The Seeress is a wise woman who lives in Asvir during the summer with her young daughter, Kolla. She, apparently, had a pair of sons with Hallr?
    Kolla: (?/10) A very strange child, she reminds you a bit of Aki.
    Torsten Twoshield: (5/10) A strange, short, and ugly man. He's your father's friend and wants to talk to him about a 'business proposal'.
  • Training Dice: 19d6 (1d6 from base, 7d6 from hamingja, 6d6 from Steinarr's Training, 3d6 from Halfdan's Training, 2d6 from Sparring with Gabriel)
    +1 Auto-Success to Housecraft Training, thanks to Asveig's Teaching
    +1 Auto-Success to Fire Hugareida Training, thanks to Boon: Born of Fire
    Double training dice put towards learning fire hugareida tricks, thanks to Blackhand's Fire Safety Course.
    Hamr
    Rank 5 (Dice Max is 6d6, 5 Orthstirr to Max)
    Requires (30) more successes to rank up
    0~0~0
    General Tricks
    (1/5 Trick Capacity)
    (X) Hone Trick (Cost 1 Per Dice): Coats your held items in orthstirr, adding an extra dice to every action of your choice. Please mark the actions that receive and the amount that they receive.

    Glima Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (1 Success Left)
    (1/2 Trick Capacity)
    Refined Tricks:
    (X) Knee-Groin Trick (Cost 1): A Glima trick that involves driving your knee between your opponent's legs and then bringing them to the ground. (Mastery: 0/36)

    Chop Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (3/3 Trick Capacity)
    Refined Tricks:
    (X) Shatter-Wrist Trick (Cost 1): A trick that's aimed at a shield that's meant to break the wrist holding it. (Mastery: 1/36)
    (X) Power-Chop Trick (Cost 1): A basic yet useful trick. Cheap and does damage, what more can you ask for? (Mastery: 1/36)
    (X) Leaping-Cleave Trick (Cost 3): A trick that's a bit of a gamble. It leaves you somewhat vulnerable in the air and gives the target a window of escape, but deals devastating damage on hit. Strips defensive tricks and demolishes shields, at the very least. (Mastery: 0/36)

    Bash Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)

    Pierce Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)

    Throw Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)

    Defend Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (7 Successes Left)
    (2/3 Trick Capacity)
    Refined Tricks:
    (X) Reinforce-Shield Trick (Cost 1 Per Layer): Every orthstirr put into this trick gives your shield an additional HP. A trick hitting it strips it of all trick-HP, though it leaves the shield intact. (Mastery: 0/36)
    (X) Hefty-Halter-Chop Trick (Cost 3): A chopping trick best used for purposes both defensive and intercepting. By swinging hard, the user tries to stop an incoming attack with one of their own. (Mastery: 0/36)

    Dodge Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (7 Successes Left)
    (0/3 Trick Capacity)

    Overland Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (1/1 Trick Capacity)
    (X) Climb Trick: Unlocks ability to scale difficult surfaces.
    0~0~0
    You have not learned any shapeshifting.
    Hugr
    Rank 6 (Dice Max is 7d6, 6 Orthstirr to Max)
    Requires (31) more successes to rank up
    0~0~0
    Barb-Tongue (Hostile Talking) Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (1/1 Trick Capacity)
    (X) Probe Trick (Cost: 1): A Barb-Tongue trick that tries to figure out people's insecurities and faults. (Mastery: 0/36)

    Silver-Tongue (Friendly Talking) Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (1/2 Trick Capacity)
    (X) First-Impressions Trick (Cost: 1): A passive Silver-Tongue trick that improves first impressions. (Mastery: 0/36)

    Management Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (0/1 Trick Capacity)

    Composure Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)

    Wordplay Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (2 Successes Left)
    (1/2 Trick Capacity)
    -Every other rank up of Wordplay grants you an extra Capacity (+2 thanks to Owl Fylgja)
    (X) Poetry Trick: Unlocks creation of poetry.

    Artcraft Rank (2) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (1/2 Trick Capacity)
    (X) Imaging Skill-Trick: Unlocks the ability to draw and paint.

    Housecraft Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (5 Successes Left)
    (2/3 Trick Capacity)
    (X) Tool Trick: Unlocks creation of wood axes, work knifes, scythes, and other tools.
    (X) Clothes Trick: Unlocks creation of clothes.

    Armorcraft Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (3 Successes Left)
    (0/2 Trick Capacity) (Automatically repairs 2 Armor every turn)

    Wildcraft Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (0/1 Trick Capacity)

    Scouting Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (2 Successes Left)
    (0/1 Trick Capacity)

    Tactics Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)

    Strategy Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (1 Success Left)
    (0/1 Trick Capacity)

    0~0~0
    Seidr (???)
    (X) Stabilizing Palm (Cost 12): Stabilizes heavily wounded, as long as it is not their time to die.

    0~0~0
    Hugareida

    Standstill (Grade II) (Adds 2 Extra Dice to Standstill Tricks)
    Refined Tricks:
    (X) Inertia-Arresting-Throw (Cost 6): Throw out a cloak of Standstill that can either block ranged attacks or stop a weapon in its tracks until you free it. (Mastery: 1/36)
    (X) Contested-Movement (Cost 3): A low-cost move that seems to slow down time, letting the user turn an incoming attack into a contest of hamr. The victor carries on with a either a trick or a basic attack against the loser. If neither are available then the opponent's attack is simply stopped. (Mastery: 1/36)
    (X) Halting-Vortex (Cost 4): A three-foot wide circle of invisible stopping force swirls around your palm and acts the role of a shield. (Mastery: 6/36)

    Ignition (Grade I) (Adds 1 Extra Dice to Ignition Tricks)
    Refined Tricks:
    (X) Kindle Spinner (Cost 5): Call up a tightly-spinning ball of densely-packed fire. You can either detonate it directionally with a flick of the wrist or lob it underhanded to send it bouncing along, where it'll explode on contact with an obstacle. (Mastery: 0/36)

    Rough Tricks:
    (X) Ember-Winged Cloak (Cost 24): This is an awfully expensive trick that allows you to defy gravity, at least for a little while. (Refined: 2/6)
    (X) Firebomb-Strike (Cost 8): You swing a weapon and produce an explosion on impact. Not very complicated, just expensive. (Refined: 0/6)

    0~0~0
    Muna
    (X) First Kiss Under A Falling Tree - You remember how the world seemed to freeze as you and Abjorn kissed. Unlocks Standstill Hugareida.
    (X) Lesson of Fire - You remember how your blood sang so sweetly as you plunged your hand into fire. You now understand fire, at least this level of it. Unlocks Ignition Hugareida.
    (X) The Fight of Your Life... So Far - You remember how the thrill of battle pulsed through your veins. This grants you a bonus 5 dice to any single move in combat, once per fight.
    Fylgja
    Rank 4 (Dice Max is 5d6, 4 Orthstirr to Max)
    Requires (16) more successes to rank up
    0~0~0
    Your fylgja is a Wizard-Owl.
    F.Endurance: 4/4
    F.Capacity: 4/4
    -Basic Shield (4/4 HP)
    -1 Good Work Knife (Worth ~1 1/2 Silver Oz) (+3 Successes to House and Wildcraft Rolls)
    -1 Decent Toolset (Worth ~2 1/2 Silver Oz, Each) (+2 Successes to Crafting Rolls)
    -Travel pack of food, water, a blanket, and other survival stuff
    0~0~0
    Command Rank (2) (Dice Max is 3d6) (3 Successes Left)
    Runes
    Decoded Runes:

    0~0~0
    Known Runes:
    **Hardened-Soft Meets Black Man's End. Force of Fire is Low-Tide's Gift.**
  • Nothing here yet, smile, but you'll have something here eventually!
[Halla Skyfire]
Endurance: (11/11) | Frenzy: (4/4) (+4 to all Combat Rolls) | Armor: (8/8)
Hugr Capacity: (27/34)
Orthstirr: (510/510) | Odr: (19)
-Frami: 170 | Virthing: 170 | Saemd: 170
Hamingja: (16) (0 temporary)
Hamr: (7) | Infusion Rank: (4)
Hugr: (7) | Infusion Rank: (4)
Fylgja: (5) | Infusion Rank: (3)
Bloodlust: 0 (Will increase by 1 every season you go without fighting something. If it reaches 10 then you will *have* to fight something.)
  • You are Abjorn's Warrior-Wife and are now a Berserk-by-definition. You are also now a mother to four beautiful little children.
    You are 19 years-old. You are at the Saga Establishment stage of Norse Cultivation.
    Your main kenning is: Skyfire (+1 dice to all combat rolls made while flying)
    2: Longstride (+4 dice to Overland rolls)
    3: N/A
    4: N/A
    5: N/A
    You own 240 acres of land in the Hading Valley, very close to Steinarr's Farm.
    You now own the *Wavedancer*, a 22-bench snekkja.
    Currency: 429oz Silver, 41oz Gold

    Your Maximum Combat Dice Pool is 66d6 (45d6 from stats and skills, costing you 36 Orthstirr to reach, and 19d6 from equipment)
    Your Base Combat Dice Pool is 24d6 (5d6 from stats and skills, 23d6 from equipment)

    You are Fluent in:
    -Norse
    -English

    You are making progress understanding these things:
    -The Bible (9) COMPLETE!
    -Atgeirs (1)

    Your soul is full of life. Grasses grow, flowers bloom, life thrives. Yet... it feels like it's a bit empty, like you need to fill it with *more* life, with more variety. You've got more variety, but it still feels like there's *more* you're missing.

    In the middle of your soul is a hill with a mostly empty crater. Odr pools at the bottom, slowly filling the well.

    You have 11 Basic Pockets. (110 Orthstirr left)
    -3 Holding 1 Frenzy
    You have 1 Armory Pocket (20 Orthstirr)
    -Bolt Thrower (4 Dice, Ranged)

    A Hearthroot seed has taken root in a patch of soil. It now bears 2/2 berries, which regrow every year. 3/3 oil-slick fronds grow from the center stem — which regrows every year. It has been fed 9 Odr and seems to want more.

    A sealwood sapling has been planted. It has now grown to the size of a young tree. 5/5 of the branches bear the waxy leaves. It has been fed 9 Odr and seems to want more.

    At the very edge of your being, where the in meets the out, is a locked and barred Gate. It faces out, away from the emptiness of your soul. A ring of holes surrounds the meadow, ready and waiting for fenceposts to be planted in them.
    Note: Unfortunately, I did not start keeping track of this until late Winter of Year 7, so that's my bad.

    Seeking Aki
    -In the Battle for Horra's Compound, Aki's fylgja was unfortunately killed. That means he's trapped in Ginnungagap — *without* a fylgja. You need to rescue him before he... well, before he's not Aki anymore.
    -You managed to rescue him and learned just how low on the ladder you really are.

    Troll-men Reprisal
    -Troll-men attacked your farm, destroyed your home, and carried off your animals. This *cannot* stand. Vengeance must be had, one way or another, your burning soul demands it.
    -After descending into the depths beneath your destroyed home, you met some svartalfar, one of which guided you to the troll-men nest.
    -After a ferocious battle, you managed to destroy the nest. You even slew 1230 troll-men in the process! Good for you!
    The Hading Witch
    -Aki Runson pointed you towards a witch who, apparently, lives in the heart of the Hading. Maybe it's not a good idea to trust the word of a little blind boy, but when have you ever let something as minor as that stop you?
    -Alright, so, turns out that the Witch isn't who Aki was trying to point you to. Which begs the question, who is the Witch?

    The Freedfire Kenning
    -Drifa called your father by a name unfamiliar to you. The name 'Steinarr Freedfire'. Why is it only now that you find out about this? Frankly, you're getting a bit annoyed at being so out of the loop!
    -There's something about kennings that makes men act in certain ways.
    -Since you've gotten your kenning of 'Longstride', you've been a bit more... You're not really sure, really. You suppose that you're bouncier than you used to be, and just generally faster, quicker to move. You also are struggling to slow down for the slower people.... Yeah, yeah kennings do have an effect, but how deep does it go?
    -You met a man called Logi Firehair with, as the name would imply, hair perpetually on fire. Is that as a result of his kenning or is his kenning a result of it?

    Skirsvikingar and You
    -You fought and barely managed to edge out a victory against a Smeltson of the Skirsvikingar, thanks mainly to Abjorn's might and a *lot* of luck. But the question remains, what where Skirsvikingar doing in the Hading Valley of all places?
    -You found a necklace bearing the words 'Skirsalr Entry-Key' and 'Smeltson Hakon Atlason' on Hakon Atlason's corpse. The name suggests that Skirsalr is the hall of the Skirsvikingar, but that doesn't tell you that much.

    The Vestfold Amulet
    -Asveig left you an amulet with her dying breath. Apparently, there's something in Vestfold it belongs with. No further details were given and you doubt there's much more you could learn from your home.
    -The amulet has runes neither you nor Blackhand can read.

    How to Write?
    -Ever since you finished the Bible, you've been thinking about how knowledge is stored and passed down. Oral is good, but it could be better. One thing is clear, though, if you want to store information for a very long time, writing seems to be good at that!

    Yellow-Eyed Drysalt
    -Mentioning the name of 'Drysalt' threw everyone native to the Valley into a state of near-panic. What in all the realms is going on?!

    A Second Kyrsvikingar Outpost?
    -Eric's back and he's not alone. Apparently, a new Kyrsvikingar outpost has been set up in Asvir, but there's already one here... Just what is going on?
    -The Draugr. You battled a Draugr and not only lived to tell about it, but also absolutely styled on it. Your best poem for it so far has 7 successes, giving you 7 orthstirr.
    -The Ironbrother. You battled an Ironbrother and managed to eek out a victory. Your best poem for it so far has 12 successes, giving you 12 orthstirr. +1 to Nut-Cracker, as well.
    -Ginnungagap. You travelled along the banks of Ginnungagap.
    -Niflheim. You travelled along the banks of the Land of Mists.
  • Boons:
    -Snake's Tongue - +1 to starting hugr and makes it easier to raise.
    -Bold - Unlocks certain events and makes it easier to gain orthstirr.
    -Beautiful - Unlocks certain events and makes it easier to charm others.
    -Friendly - Unlocks certain events and makes it easier to make friends.
    -Bloodlust - Unlocks certain events and makes it easier to do acts of violence.
    -Spirit of the Wizard-Owl - Doubles hugr capacity while also occasionally bringing you magical spells, potions, and other miscellaneous things.
    -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.
    -Born of Fire - A trait guaranteed to be passed down to your children. You are resistant to fire and find it far easier to develop fire-based hugareida (+1 Success to Training Fire-Based Hugareida), but take additional damage from water-based hugareida.
    -The Bloody Basics - The basics of combat are so ingrained in you that they're passed on to your children. Guaranteed to be passed down. (Your children start with Hone and Reinforce already unlocked)
    -Born With Hammer in Hand: Unlocks certain events and makes it easier to forge. (Upgrades forged products by 1 tier, to a maximum of Superior if lacking Forgefire)
    -It's About What You Leave Behind: Your children will have an easier time earning muna.

    Incomplete Boons:
    -Little Sister's Wisdom (5/9): Unlocks certain events and makes it easier to convince older brothers. Unlock by being a wise little sister.
    -Nut-Cracker (6/9): Unlocks certain events and makes it easier to scare men. Unlock by cracking nuts.
    -Knightslayer (2/9): Unlocks certain events and makes it easier to battle Pages, Squires, and Knights. Unlock by dueling and defeating 9 different Pages, Squires, and/or Knights
    -Jarl-in-the-Making (2/9): Have 9 different people (not related to you nor to each other) swear themselves into your service to unlock Incomplete Boon: Jarlssoul.
    -Speaking Out of Law (3/9): Unlocks certain events and gives bonuses towards socializing with beings outside the law. Unlock by successfully socializing with beings outside the law
    -Lawyer Up (1/9): Unlocks certain events and gives bonuses towards speaking in court. Unlock by successfully winning court cases.
    -Army Cleaver (1/9): You have a knack for withstanding the horde, which makes it easier to fight against large masses of weak foes. Unlock by winning against overwhelming odds.

    Flaws:
    -A Woman in a Man's World - Makes it difficult to gain recognition for your actions.
    -Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated.
    -Nearsighted - You vision is blurry at distance, making it harder to fight at range.
  • A simple wool dress with light embroidery. A red apron is secured by a belt to your body. The belt has a couple pouches which are empty save for a pair of silver pennies.
    You've taken to wearing your Good Gambeson over your dress and apron. The gambeson has 8 Armor and has your name embroidered on it.
    You wield an atgeir called 'Sagaseeker', which you received as a reward from Halfdan the Dane before turning into a legend. It has a lively, catlike spirit and has a replenishing supply of 35 orthstirr, which you can draw from at will. It gives you an extra 9d6 combat dice, though costs you both hands to use effectively. It now has Storm Iron infused into its edge, providing you with the ability to channel orthstirr into it for an extra point of Damage while allowing for non-hugareida lightning-based tricks to be used. Its runes make it swing faster while forcing the enemy to swing slower, effectively giving you an extra attack.
    You have two saxes hanging from your belt, one is merely Good (4d6, Forged Iron), the other is Ashen Kiss, a Superior-grade sax (6d6, Molten Iron - Allows orthstirr to be channeled through to increase Damage by 1, also allows non-hugareida fire-based tricks to be used. Runes on it cause any wounds it makes to be moved to the target's neck)

    -1 Superior Mail Shirt (Forged Iron) (13/17 Armor, +4 to Defense) (13 Orthstirr Reserve)
    -1 Fine Work Knife (Worth ~3 Silver Oz) (+4 Successes to House and Wildcraft Rolls)
    -1 Fine Toolset (Forged Iron) (+5 Successes to Crafting Rolls)
    -1 Good Wood Axe (Bog Iron) (+3d6 to Resource)
    -1 Good Scythe (Bog Iron) (+3d6 to Field Rolls)
    -1 Superior Scythe (Forged Iron) (+6d6 to Field Rolls)
    -1 Superior Plow (Forged Iron) (+6d6 to Field Rolls)
    -1 Good Pot (Bog Iron) (+3d6 to Cooking and Feasting Rolls)
    -7 Meat-Keeping Stick (???) (Stab into meat to keep it fresh)
    -1 Fine Silver Armband (Worth ~15 Silver Oz) (Runes: 'Weaken, defy, and resist what is drawn to the beacon's light, what is found near the troll's cave, what is held in the swimmer's hand.' which protects against hostile magics and spirits with a specific focus on Horra and Hasvir.)
    -1 Fine Silver Armband (Blank)
    -1 Superior Bible (???)
    -1 Multiplying Fish (It multiplies upon poke, getting slightly smaller each time)
    -Empty Sack Body (Seems to need straw...)
    -A scorn-pole, the runes colored with old red paint. It was made by Horra Hasvisson and planted on your land.
    -65oz of Bog Iron, 59oz of Forged Iron
    -1 Rune-Carved Silver Amulet (You inherited this from Asveig... it doesn't feel right to wear, just yet)
    -1 Alarm Charm (???)
    -4 Black, Spiky Seeds. They pulsate with a heartbeat-like tempo.
    -2 Wax Writing Tablets, With Styli
    -1 Automatic Comb. It combs your hair automatically! Nifty!
    -1 Weird stick thing. It leaves a dark trail where the point touches.
  • (+26 Orthstirr a Year)
    You saved Halfdan's Farm, which earns you 2 Orthstirr a year.
    You won a wrestling match against Knappr Horrasson in a spectacular fashion, earning you 1 Orthstirr a year
    You battled and defeated a nisse-turned-monster when it attacked your home, earning you 3 Orthstirr a year
    You battled and defeated Father Gerrit while on raid, earning you 3 Orthstirr a year
    You attacked a Knightly Manor and didn't get absolutely bodied, earning you 5 Orthstirr a year
    You fought an Ironbrother-tier enemy and won, earning 5 Orthstirr a year.
    You battled a Threaded Man in defense of your friends, earning you 3 Orthstirr a year
    You went to Ginnungagap and back, earning you 4 Orthstirr a year
  • Drengskapr: 10 | Odrengskapr: 0
    0~0~0
    Family:
    Abjorn Vidsson: (10/10) Abjorn is a large man, about a year older than you. He sometimes struggles to keep his temper down, though he's always been pleasant to you. You and he shared a kiss under a falling tree, cementing your relationship as lovers, though you and he are long past that stage now, for he is your husband and you his wife.
    Asgeirr Abjornsson: (N/A) Asgeirr is your firstborn. He seems to be rowdy and temperamental. He's easily the loudest crier of the three.
    Sigurdr Abjornsson: (N/A) Sigurdr is your secondborn. He's much calmer than his siblings and far more social, which is why you decided that he should be the one to carry that odd puukko.
    Eyvor Abjornsdottir: (N/A) Eyvor is your thirdborn. She's rather temperamental, but it takes a bit more to get her crying than it does Asgeirr.
    Hallbjorn Abjornsson: (N/A) Hallbjorn is your fourthborn. He's got a grumpy nature and has a strange lack of hair to his face.

    Father's Family:
    Father: (10/10) He loves you more than life itself. He would rather die than see harm come to you. However, he's starting to come to terms with the fact that he won't always be there to protect you. After the death of Asveig... he's gotten better, with the lifting of the curse, but he's still been deeply affected by her passing.
    Mother: (X/10) You and your Mother... You don't get along, well, you get along better than you did before. You and her will never see eye to eye, not truly, but... well, at least you're not fighting anymore, right? Well... you'll never fight with her again now, you suppose.
    Asva Steinarsdottir: (8/10) She's your older sister by two years and was Mother's favorite. With Mother's death, she's really started to grow into her own. Still snide, but in an adult way. She's planning on marrying Jordan Halfdansson.
    Sterki Steinarsson: (6/10) He's a little scamp, just like his older sister. He enjoys being around you.
    Steinkell Steinarsson: (3/10) He's your youngest brother and boy does he not really like you very much.
    Randi: (10/10): Randi is a thrall of your father's and helps around the house. You grew up listening to her tell you stories, so she's got a soft spot in your heart.
    Flekkr: (10/10): Flekkr the Dog is a friendly sort, once you got to know him. As long as you treat him right, he'll stay loyal to the end. It's clear he's suffered from human hands in the past and that's not something you want to remind him of.
    Sten's Family:
    Sten Iskearauta: (9/10): It's been 10 years since your eldest brother by six years went off to be fostered somewhere. He's back now, though, with wife and daughter. He seems somewhat fearful of something, but isn't saying what. He's a master smith.
    Minna: (7/10): A petite and demure woman. She's certainly pretty, with blonde hair and quiet eyes, though she doesn't seem to be much of a talker.
    Drifa Stensdottir: (6/10): An utterly adorable little girl. Frankly, she reminds you of yourself, when you were as little as her. As cute as she was when she disliked you, it's increased ten-fold now that she sees you as the older sister she never had.
    Draupnir Stensson: (4/10): Draupnir is a bit ambivalent towards you, though certainly warmer than Steinkell!
    Eldjarn Stensson: (N/A) Even as young as Eldjarn is, anyone with an ounce of spiritual sense can tell that he's got potential. He's bursting at the seams with it!
    Eric's Family:
    Eric Steinarsson: (10/10) He's your older brother by about four years. He's fine, if a little absent-minded and a little timid, though that doesn't seem to be the case anymore! He seeks your counsel on certain matters. He's now a Stoneson of the Kyrsvikingar and an accomplished shipwright.
    Stigrun Kerssdottir: (6/10) You don't know much about Stigr's sister, other than that she's a bit flimsy. You've not spoken with her much.
    Leif Ericsson: (5/10) Leif is your brother's firstborn. He's rather quiet and keeps to himself, though he is *very* inquisitive.
    Leikny Ericsdottir: (N/A) Leikny is the current youngest of Eric's children. She's only a baby, not much going on behind those eyes.
    Friends:
    Stigr Kersson: (10/10) Stigandr, or 'Stigr' to his friends, is about your age. No matter how many times you've seen him get knocked down, he's never learned to keep his mouth shut. He's probably one of the best shots in the valley. He's probably your best friend, other than Abjorn. Now that he's back, it's like everything is right in the world... even though you know it can't be.
    Aki Weaponwing: (10/10) Aki's about four years younger than you and he's an... odd child. Says things he shouldn't know and predicts the patterns of the weather, that sort of thing. He's rather sassy, but also extremely lonely.
    Halfdan the Dane: (10/10) Halfdan is a farmer who recently arrived in they valley. You saved his son, Jordan's, life and received a promise of friendship and loyalty to not only yourself, but your descendants as well.
    Stigmar Kersson: (10/10) Stigmar is Stigandr's brother. You don't know much about him, but he seems pleasant enough. He's sworn himself to you, on account of acting when Stigandr was suffering from Nidheart.
    Gabriel: (7/10) Gabriel is a Squire, which honestly spooks you a little bit after the events of the raid. More importantly, though, is that he's sworn to help you annihilate the evil cursing your father's home.
    Tryggr Broadteeth (7/10) One part of a pair of twins that you recruited after defeating in battle. Tryggr is the more wild of the two and seems to be a kind of kindred spirit to you.
    Trausti Pinchfinger: (7/10) The other part of a pair of twins that you recruited after defeating in battle. Trausti is the more levelheaded of the two and can often be seen trying to rein Tryggr's antics in.
    Foes:
    Osborn Burisson: (-10/10) Turns out, being called-out on a lie by a 'woman of all things' really doesn't make some people happy.
    Sverre Glebsson: (3/10) He tried to kiss you once, but Abjorn threw him into a pond. You don't hate him or anything, but it was kinda gross. He didn't take it very well, but doesn't hold any animosity towards you.
    Hod Horrasson: (-3/10) He shot Abjorn with an arrow before having his chest blown open by one of Stigr's. If he's alive, you don't like him very much, plus he's got some sort of grudge against your father.
    Knappr Horrasson: (-7/10) You wrestled with him at Asvir and absolutely demolished him. He's pissed and boy does he want revenge.
    The Hading Witch: (?/10) Okay, there's something about her that *really* sets you on edge. With new information from Aki, you know that she's definitely *not* friendly.
    Others:
    Jerasmus the Mendicant: (9/10) Jerasmus is some kind of learned traveler, or something that Steinarr took as a thrall. He's very old, but has this infectious enthusiasm for life and learning that you can't help but like him. He's also Gabriel's 'teacher', for what you don't know.
    The Seeress: (6/10) The Seeress is a wise woman who lives in Asvir during the summer with her young daughter, Kolla. She, apparently, had a pair of sons with Hallr?
    Kolla: (?/10) A very strange child, she reminds you a bit of Aki.
    Torsten Twoshield: (5/10) A strange, short, and ugly man. He's your father's friend and wants to talk to him about a 'business proposal'. He's apparently a former Varangian, same as Steinarr.
    Toki Thunsson: (8/10) A dwarf of Clan Duckling. He and his brothers live on — or rather, *under* — your land. He named you a dwarf-friend of Clan Duckling.
    Folkmarr Manetaker: (4/10) Folkmarr is a rather interesting young man, about the same age as you. He's a Jarl, which means a lot of things to a lot of people, but the most important part is that he's the boss. He killed a lion and wears its mane as his own. He's also related to fucking Horra Hasvisson, the bastard. But, in recent years, he's started to come around on a lot of things.
    Audrikr Fishfighter: (6/10) Audrikr is probably the oldest of the felagi at 30 and is one of Folkmarr's hird. He wields a winged spear and has a sardonic sense of humor. He calls you 'sister', which is fun.
    Barki Bertholdsson: (4/10) He looks like a child. He's small, there's not even a wish of a beard on his face, and he is weak. How in all the realms did he manage to get in this felag? Well, at least his voice is pleasant, when he's not stuttering all over the place.
    Fabvir the Fabulous: (3/10) Possibly the handsomest man you have ever met. He looks strangely familiar, like you've seen pictures of him before... He fights with a sword with a guard shaped like antlers.
    Hasvir Horrasson: (4/10) Hasvir... You're not really sure what exactly you feel about him. He's pleasant enough to you, but the way he treats other people... He doesn't want to continue the feud, which is a good thing, you suppose.
    Gautrekr Klippsson: (X/10) (Died: Summer 5) He's bald and hates boats. He fights with an axe, a sax, and a shield. You don't know much about him, other than the fact that he tries to distance himself from you, on account of your brother the boat maker.
  • Training Dice: 46d6 (1d6 from base, 16d6 from hamingja, 3d6 from Halfdan's Training, 2d6 from Sparring with Gabriel, 3d6 from Abjorn's Leverage, 3d6 from Stigmar Sparring, 2d6 from Stigr, 1d6 from Aki, 6d6 from Tryggr and Trausti, 1d6 from Eric, 8d6 from Steinar's Plant Lore)
    +1 Auto-Success to Crafting Training, thanks to Sten's Teachings
    +1 Auto-Success to Fire Hugareida Training, thanks to Boon: Born of Fire
    Double training dice put towards learning fire hugareida tricks, thanks to Blackhand's Fire Safety Course.
    Hamr
    Rank 7 (Dice Max is 8d6, 3 Orthstirr to Max) | Base Dice: 5d6
    Odr Required for Next Infusion: 16
    Requires (121) more successes to rank up
    0~0~0
    General Tricks
    (3/7 Trick Capacity)
    (X) Hone Trick (Cost 1 Per Dice): Coats your held items in orthstirr, adding an extra dice to every action of your choice. Please mark the actions that receive and the amount that they receive.
    Sharpen Trick: A rather unorthodox trick that requires one to develop a considerable degree of control over their orthstirr. Using one's orthstirr, you shave away a layer of metal from the edge of a blade, leaving it with a new, perfectly sharp edge. (4/9)
    (X) Reinforce Trick (Cost 1 Per Dice): Coats your body+held items in orthstirr, adding an extra dice to every defend you make, as long as the orthstirr fuels it.
    (X) Magnify-Sight Trick (Cost 3 Orthstirr/1 Odr): Focusing your orthstirr into your eyes, you see the world sharper and far clearer than before. Counters Nearsightedness while active.

    Glima Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (2/3 Trick Capacity)
    Refined Tricks:
    (X) Knee-Groin Trick (Cost 1 Orthstirr/1 Odr): A Glima trick that involves driving your knee between your opponent's legs and then bringing them to the ground. (Mastery: 0/36)
    Rough Tricks:
    (X) Palm-Crush Trick (Cost 2 Orthstirr/1 Odr): A Glima trick that involves slamming your palm into various different parts of the body. (Refined: 0/6)

    Strike Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (1 Success Left)
    (0/1 Trick Capacity)

    Chop Rank (4) (Dice Max is 5d6, 4 Orthstirr to Max) (16 Successes Left)
    (3/5 Trick Capacity) (Base Dice: 1d6. 2 Odr to next level)
    Refined Tricks:
    (X) Shatter-Wrist Trick (Cost 1 Orthstirr/1 Odr): A trick that's aimed at a shield that's meant to break the wrist holding it. (Mastery: 1/36)
    (X) Power-Chop Trick (Cost 1 Orthstirr/1 Odr): A basic yet useful trick. Cheap and does damage, what more can you ask for? (Mastery: 1/36)
    (X) Leaping-Cleave Trick (Cost 3 Orthstirr/1 Odr): A trick that's a bit of a gamble. It leaves you somewhat vulnerable in the air and gives the target a window of escape, but deals devastating damage on hit. Strips defensive tricks and demolishes shields, at the very least. (Mastery: 0/36)

    Bash Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (0/3 Trick Capacity)

    Cut Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (0/3 Trick Capacity)

    Pierce Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (1/3 Trick Capacity)
    Refined:
    (X) Skewer-Flick Trick (Cost 4 Orthstirr/1 Odr): With this trick, you run an enemy through and lift them into the air. Once up high, you toss them away with a sharp flick. (Mastered: 0/36)

    Throw Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (7 Successes Left)
    (1/3 Trick Capacity)
    Rough:
    (X) Chuck Trick (Cost 4 Orthstirr/1 Odr): A basic trick that allows you to throw things with great force, if less accuracy. (Refined: 0/6)

    Shoot Rank (1) (Dice Max is 2d6, 2 Orthstirr to Max) (1 Success Left)
    (0/1 Trick Capacity)

    Defend Rank (3) (Dice Max is 4d6, 3 Orthstirr to Max) (5 Successes Left)| Base Dice: 1d6
    Odr Required for Next Infusion: 2
    (3/4 Trick Capacity)
    Mastered Tricks:
    (X) Reinforce-Shield Trick (Cost 1 Orthstirr/1 Odr Per 2 Layers): Every orthstirr put into this trick gives your shield an additional HP. A trick hitting it strips it of all trick-HP, though it leaves the shield intact. (Perfection: 0/72)
    Refined:
    (X) Hefty-Halter-Chop Trick (Cost 3 Orthstirr/1 Odr): A chopping trick best used for purposes both defensive and intercepting. By swinging hard, the user tries to stop an incoming attack with one of their own. (Mastery: 0/36)

    Rough:
    (X) Slice-Aside Trick (Cost 8 Orthstirr/2 Odr): A cutting trick that comes in two parts. The first is the initial block, which is rolled as a trick defense. The second is the counterattack, which is rolled as a mundane attack. (Cutting Polearms Only) (Refined: 0/6)

    Vague:
    Focus Guard: A perfect parry trick. The caveat of this one is that it requires total focus in order to wield, which means that the user cannot move or dodge during its use. (1/3)

    Dodge Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (5 Successes Left)
    (2/3 Trick Capacity)
    Refined:
    (X) Sidestep Trick (Cost 2 Orthstirr/1 Odr): A basic trick that allows you to side step a single physical attack. (Masterr: 0/36)
    (X) Sway Trick (Cost 2 Orthstirr/1 Odr): A basic trick that allows you to try to sway out of the way of attacks. (Mastery: 0/36)

    Farmwork Rank (2) (Dice Max is 3d6, 2 Orthstirr to Max) (3 Successes Left) | Base Dice: 1d6
    Odr Required for Next Infusion: 2
    (0/3 Trick Capacity)

    Labor Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (3 Successes Left)
    (0/2 Trick Capacity)

    Overland Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (1/2 Trick Capacity)
    (X) Climb Trick: Unlocks ability to scale difficult surfaces.
    0~0~0
    You have 3 open shapeshifting slots.
    -High-Twitch Muscles (Increases Attack Speed)
    -Thickened Skin (Reduces Incoming Damage)
    -Target-Tracking Eyes (Increases Ranged Damage)
    Hugr
    Rank 7 (Dice Max is 8d6, 3 Orthstirr to Max) | Base Dice: 5d6
    Odr Required for Next Infusion: 16
    Requires (59) more successes to rank up
    0~0~0
    General Tricks
    (1/7 Trick Capacity)
    (X) Recall (Cost 0): Call an unsecured object to your hand using the power of your projected will.
    Fast Recall: Quickly call an unsecured object to your hand using the power of your projected will. (7/9)

    Barb-Tongue Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (1/2 Trick Capacity)
    (X) Probe Trick (Cost: 1 Orthstirr/1 Odr): A Barb-Tongue trick that tries to figure out people's insecurities and faults. (Mastery: 0/36)

    Silver-Tongue Rank (3) (Dice Max is 4d6, 3 Orthstirr to Max) (7 Successes Left) | Base Dice: 1d6
    Odr Required for Next Infusion: 2
    (2/4 Trick Capacity)
    Refined:
    (X) First-Impressions Trick (Cost: 1 Orthstirr/1 Odr): A passive Silver-Tongue trick that improves first impressions. (Mastery: 0/36)
    (X) Goal-Tell Trick (Cost 3 Orthstirr/1 Odr): An active trick that gives you a good idea of what someone is angling for, if they have one and if you manage to slip past their Composure. (Mastery: 0/36)

    Composure Rank (3) (Dice Max is 4d6, 1 Orthstirr to Max) (8 Successes Left) | Base Dice: 3d6
    Odr Required for Next Infusion: 8
    (1/6 Trick Capacity) (Calm Charges: 1/3)
    Refined:
    (X) Cool-Off Trick (Cost 3 Orthstirr/1 Odr): An active trick that allows you to flush your system with calming thoughts. (Mastered: 0/36)

    Management Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (2 Successes Left)
    (0/2 Trick Capacity)

    Design Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (4 Successes Left)
    (0/2 Trick Capacity)
    Security Skill-Trick: Unlocks the ability to competently design things like fences, walls, hideouts, and watchtowers, amongst other things. (0/6)

    Wordplay Rank (4) (Dice Max is 5d6, 3 Orthstirr to Max) (16 Successes Left)
    (2/4 Trick Capacity) (Base Dice: 2d6. 4 Odr to next level)
    -Every rank up of Wordplay grants you an extra Capacity (+2 thanks to Owl Fylgja)
    (X) Poetry Trick: Unlocks creation of poetry.
    (X) Teaching Trick: Unlocks competent teaching.

    Artcraft Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (12 Successes Left)
    (1/4 Trick Capacity)
    (X) Imaging Skill-Trick: Unlocks the ability to draw and paint.

    Housecraft Rank (5) (Dice Max is 6d6, 6 Orthstirr to Max) (31 Success Left)
    (3/5 Trick Capacity)
    (X) Tool Trick: Unlocks creation of wood axes, work knifes, scythes, and other tools.
    (X) Clothes Trick: Unlocks creation of clothes.
    (X) Household Trick: Unlocks creation of basic household items like pots, utensils, and furniture
    Alcohol Skill-Trick: Unlocks creation of various kinds of alcoholic beverages. (5/6)

    Armorcraft Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 Successes Left)
    (1/4 Trick Capacity) (Automatically repairs 4 Armor every turn)
    (X) Mail Skill-Trick: Unlocks the ability to make mail.
    Helm Skill-Trick: Unlocks the ability to make helms. (4/6)

    Weaponcraft Rank (5) (Dice Max is 6d6, 6 Orthstirr to Max) (32 Successes Left)
    (2/5 Trick Capacity)
    (X) Sax Skill-Trick: Unlocks the ability to make saxes.
    (X) Rare Weapon Skill-Trick: Unlocks the ability to make rare weapons like atgeirs and bryntrolls.
    Sword Skill-Trick: Unlocks the ability to make swords. (4/6)

    Wildcraft Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 Successes Left)
    (1/4 Trick Capacity)
    (X) Tracking Skill-Trick: A skill-trick that unlocks the ability to competently find and follow tracks
    Stealth Skill-Trick: A skill-trick that unlocks the ability to competently sneak around. (1/6)

    Scouting Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 Successes Left)
    (0/3 Trick Capacity)

    Sailing Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 Successes Left)
    (0/4 Trick Capacity)

    Tactics Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (6 Successes Left)
    (0/3 Trick Capacity)

    Strategy Rank (2) (Dice Max is 3d6, 3 Orthstirr to Max) (2 Successes Left)
    (0/2 Trick Capacity)

    0~0~0
    Seidr (???)
    (X) Stabilizing Palm (Cost 12 Orthstirr/3 Odr): Stabilizes heavily wounded, as long as it is not their time to die.

    0~0~0
    Hugareida
    You have 1/3 open alloy slots

    Alloy: Forgefire (Grade III) (Adds 4 Extra Dice to to Forgefire Tricks/Smithing) (Ignition+Campfire)
    Rough:
    (X) Heated Shroud (Cost 11 Orthstirr/3 Odr): By focusing, a shroud of intense heat surrounds the user. While not especially damaging, it still hurts all those who get within melee range. (Refined: 1/6)

    Alloy: Emberwind (Grade II) (Adds 2 Extra Dice to Emberwind Tricks) (Ignition+Gale)
    Refined:
    (X) Sparkbomb (Cost 15 Orthstirr/3 Odr): Originally a modified Kindle Spinner, this trick is designed to be a finisher. In accordance with its origins, it can be used both in melee and at range. While the creation of the bomb itself is very quick, it travels very slowly through the air. (Mastered: 0/36)

    Standstill (Grade III) (Adds 4 Extra Dice to Standstill Tricks)
    Refined Tricks:
    (X) Inertia-Arresting-Throw (Cost 6 Orthstirr/2 Odr): Throw out a cloak of Standstill that can either block ranged attacks or stop a weapon in its tracks until you free it. (Mastery: 1/36)
    (X) Contested-Movement (Cost 3 Orthstirr/1 Odr): A low-cost move that seems to slow down time, letting the user turn an incoming attack into a contest of hamr. The victor carries on with a either a trick or a basic attack against the loser. If neither are available then the opponent's attack is simply stopped. (Mastery: 1/36)
    (X) Halting-Vortex (Cost 4 Orthstirr/1 Odr): A three-foot wide circle of invisible stopping force swirls around your palm and acts the role of a shield. (Mastery: 20/36)

    Rough:
    (X) Mire Ward (Cost 12 Orthstirr/3 Odr): Produce a slowing field around you, that hinders the movements of all caught in its grasp whether it be friend, foe, or object. You are immobile while this is happening and it needs to be continuously fueled to keep active. (Refined: 2/6)

    Ignition (Grade IV) (Adds 6 Extra Dice to Ignition Tricks)
    Mastered Tricks:
    (X) Kindle Spinner (Cost 2 Orthstirr/1 Odr): Call up a tightly-spinning ball of densely-packed fire. You can either detonate it directionally with a flick of the wrist or lob it underhanded to send it bouncing along, where it'll explode on contact with an obstacle. (Perfected: 21/72)
    (X) Firebomb-Strike (Cost 2 Orthstirr/1 Odr): You swing a weapon and produce an explosion on impact. Not very complicated, just expensive. (Perfected: 9/72)
    (X) Ember-Winged Cloak (Cost 6 Orthstirr/2 Odr): This is an awfully expensive trick that allows you to defy gravity, at least for a little while. (Perfected: 18/72)

    Refined:
    (X) Flashfire Cleave (Cost 6 Orthstirr/2 Odr): This trick is a combination of Ember-Winged Cloak and Leaping-Cleave. While it retains its armor-penetrating effects, its damage now suffers as a result. (Mastered: 2/36)

    Campfire (Grade II) (Adds 2 Extra Dice to Campfire Tricks) (13/36 Successes)
    Refined Tricks:
    (X) Beaconlight (Cost 3 Orthstirr/1 Odr): By lighting a beacon in the night, you draw the gaze of spiritual predators preying on the forms of your beloved. (Mastery: 1/36)
    (X) Sickness Sear (Cost 10 Orthstirr/2 Odr): By bringing a healthy flame near to where the sickness lies, the fire cleanses the area and restores the patient to good health. Only works on mundane sicknesses and poisons. (Mastery: 1/36)

    Gale (Grade I) (Adds 1 Extra Dice to Gale Tricks)
    Rough
    (X) Gale Spear (Cost 8 Orthstirr/2 Odr): A long-range and very precise trick. This is useless for attacking large areas, but rather effective for single targets thanks to its decent damage and speed. (Refined: 1/6)

    Vague Tricks:
    Slipstream: A passive speed-enhancing trick that, while rather expensive, can yield results. (Rough: 2/3)

    Sword (Grade I) (Adds 1 Extra Dice to Sword Tricks)
    Rough:
    (X) Sword Strike (Cost 8 Orthstirr/2 Odr): A trick that swings a spectral sword at your foes. Paying double the cost allows you to follow another attack up with an instant Sword Strike. (Refined: 1/6)

    Vague:
    Sword Guard: A trick that summons a spectral sword to guard you. Incoming attacks must first get through this defense before they can challenge your own. If the sword is defeated, then it must be summoned again. (Rough: 1/3)

    0~0~0
    Twists
    -Punching Up (Cost 35 Orthstirr/7 Odr): When fighting an opponent twice as strong as you, your Combat Pool is multiplied by 1.5, rounding down.
    -Hidden in Rags (Cost 18 Orthstirr/4 Odr): When dressed in rags, you can avoid unwanted detection as long as they don't know you're there. Getting detected by hostile Norsemen while wearing rags will cause them to laugh at you, which has the potential of giving you minor nid.
    -Puncture (Cost 9 Orthstirr/2 Odr): Allows an attack to slip through perfect defenses.

    0~0~0
    Muna
    (X) First Kiss Under A Falling Tree - You remember how the world seemed to freeze as you and Abjorn kissed. Unlocks Standstill Hugareida.
    (X) Lesson of Fire - You remember how your blood sang so sweetly as you plunged your hand into fire. You now understand fire, at least this level of it. Unlocks Ignition Hugareida.
    (X) The Fight of Your Life... So Far - You remember how the thrill of battle pulsed through your veins. This grants you a bonus 6 dice to any single move in combat, twice per fight.
    (X) Vows of Love - You remember the vows you made on your wedding day, on the hilts of swords both old and new. This gives you a free trait lock-in/lock-out for your future children.
    (X) Fighting Father Gerrit - You remember how it felt to have to punch up, outside of your weight class. Gives you Twist: Punching Up.
    (X) The Return of Stigr - You remember how it felt to have your friend back. Gives you Twist: Hidden in Rags.
    (X) Failing Vortex - You remember how the Storm Arrows pierced your Halting Vortex. Gives you Twist: Puncture.
    (X) A Mother's Fear - You remember how your heart hang heavy with the lack of knowledge towards your children's condition. Never again will you have that fear, that uncertainty for now you know your children's condition at all times.
    (X) Determination From Defeat - You remember how it felt to lose, but even more so you remember the fire it lit inside. After suffering a defeat, you get 1.5x your current training dice for the next turn.
    (X) Whistling Wind - You remember how the wind whistled as you fought Sten. Unlocks Gale Hugareida.
    (X) Fire in the Sky - You remember how you flew through the air on wings of fire. Grants the Skyfire kenning.
    (X) Steinarr's Sword - You have witnessed swordplay perfected. Unlocks Sword Hugareida.
    Fylgja
    Rank 5 (Dice Max is 6d6, 2 Orthstirr to Max) | Base Dice: 4d6
    Odr Required for Next Infusion: 8
    Requires (30) more successes to rank up
    0~0~0
    Your fylgja is a Wizard-Owl.
    F.Endurance: 8/8
    F.Capacity: 6/8
    -Basic Shield (4/4 HP)
    -1 Fine Toolset (Worth ???) (+4 Successes to Crafting Rolls)
    -Travel pack of food, water, a blanket, and other survival stuff
    -An axe, Thievesbane (2d6 Combat dice) It belongs to somebody in Geatland, someone who would probably pay good money to have it back.
    -Bomb Boulder
    -Bomb Boulder
    -
    -
    Shapeshift/Alloy Slots:
    -Fast Creation (3 Frenzy)
    0~0~0
    Command Rank (2) (Dice Max is 3d6) (2 Successes Left)
    Runes
    Decoded Runes:
    "**Let those who taste its bite stay fresher than morning dew**"="Anything stabbed with this stays completely fresh"
    -Allows creation of Meat-Keeping Sticks (2 Successes)
    "**Hardened-Soft Meets Black Man's End. Force of Fire is Low-Tide's Gift.**"="When the pottery breaks, it leaves an explosion behind"
    -Allows creation of Explosive Charms (3 Successes)
    -Explodes (3 Damage)
    "**Let all struck by falling-feathers be like the trees.**" = "When this bow's arrows strike a target, they're rooted in place for a time."
    "**When iron is damaged, it is fixed after it swings**." = "When the iron is damaged, it is repaired once swung."
    0~0~0
    Known Runes:
    Alarm Charm:
    "Breaking Brittle Bones Brings Battle"
  • Abjornsby
    ...Well, the land is still good, at least.
    The Wavedancer
    The Wavedancer is a 60-foot long snekkja, which is a type of longship. It has 22 rowing benches, room for 45 vikingar, and 4500 units of cargo space. It is built for deeper seas than the Danish or Swedish variants.
    Eric's Wedding Present
    A faering that Eric gave you as a belated wedding gift. It's rather fancy, with silver inlay dancing across the wood. It's well-loved and well-used, but it's yours now. It can fit a maximum of eight people in it and also has a sail.
 
Going back through, I realized the Benchmarks for Average Norsemen weren't taking Glima being a Martial Style (and thus giving significantly more dice) into account (which makes sense given the flow of linear time), as well as maybe being a tad low. They've been adjusted to note the existence of Glima and more accurately reflect likely Combat Pools. No other changes.

Halla was still ridiculously dangerous for her age by the time of her first raid.

Do we have an informational post on all the Martial Styles? Like, each one rapresents a different style of combat right? With Glima begin the "standard Norse moves" and everything else begin more specialized.

I'm giving you folks a break from fighting for a little bit, so this one'll be a more mundane bad luck all things considered

Mundane in a Cultivation setting its pretty relative.
 
Note also that we actually gained a crapload of power (relative to our current power level) between turning 16 and our first raid (we gained a bunch of Orthstirr from the Raid Trials alone, and were at +1 Combat Pool comparatively).

Do we have an informational post on all the Martial Styles? Like, each one rapresents a different style of combat right? With Glima begin the "standard Norse moves" and everything else begin more specialized.

We do not. We've only heard very broad descriptions of any but the ones we have, though, which would make such a post a bit sparse. And Glima is specifically wrestling rather than 'Norse moves' in general (all Norsemen just learn at least the basics of wrestling)...Martial Styles are all somewhat specialized in their own ways.
 
Note also that we actually gained a crapload of power (relative to our current power level) between turning 16 and our first raid (we gained a bunch of Orthstirr from the Raid Trials alone, and were at +1 Combat Pool comparatively).
Also worth noting that we gained a shitload of power between 20 and 22. Not the same magnitude as going from 71 to 510, but 510 to >1500 is noteworthy. Maybe we'll break 2000 by the time we hit 24?
 
Ok I'll do it

Sorry I should have rolled D3s but I think that's 18 successes
alexthealright threw 12 6-faced dice. Total: 48
6 6 4 4 2 2 5 5 3 3 4 4 3 3 6 6 2 2 6 6 6 6 1 1
alexthealright threw 9 6-faced dice. Total: 33
5 5 3 3 4 4 4 4 4 4 2 2 3 3 6 6 2 2
 
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