Now that we have our (first?) Kenning, might be good to think about some Overland Tricks. Maybe a water-running Trick, and/or a Flash Step?

I'm not sure those are even available. Well, not as Overland tricks anyway.

When we asked about Overland tricks, we were recommended either Hastening for increased running speed or a jumping Trick. Our Hugareida make the second sub-par, but starting work on Hastening would make some sense, though we do already have a lot of different things to work on, at least until we get to reasonable levels (3+) in a bunch more of our skills.

Too much investment in Overland when we're aiming to be able to fly everywhere eventually is also probably counterindicated, though a single trick is probably fine for when we need to be subtler than that.
 
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The Burissons are greedy and unprincipled rather than enemies per se. They're thieves and opportunists.

Eh, I wouldn't call them mere 'thieves and opportunists'. From the way Halla described it, they're a major power in the valley despite the fact they have no allies. Sure, the majority of their power comes from their numbers - but if they were weak I doubt they'd be considered a threat, to begin with, let alone a major power that was on the level of the Stein-Vid-Ker alliance. Halla seemed pretty sure that the Burissons would escalate to war should they have the power to do so.

Like, I doubt that they're an immediate problem - as you said - and it would definitely be a better idea to deal with Horra first. But I wouldn't write off the Burissons either. Yeah, they've mainly been skulking around in the background and staying quiet, doing nothing too overt - but I didn't get the impression that they're like this because they're weak, but rather they're just cautious/opportunistic. The way I see it, our side is on the same level as theirs, and if they had an ally they'd be considered slightly strong. I honestly think we can take them if it came down to it, but I expect that there'd be a lot of blood, especially if we write them off as weaklings.
 
maybe something for stability in difficult terrain like ice?
Something like that. The water-walking thing from earlier would also be an Overland trick

Also, I'm not planning on having any large-scale violence (like a war) happen until you guys have at least 1 kid. Stuff like that is where Halla has the best chance of dying. Raids are also up there, but, well, your enemies tend to not be prepared for you in raids.

Also, voting will be called in an hour-and-a-half, so vote while you can!
 
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Eh, I wouldn't call them mere 'thieves and opportunists'. From the way Halla described it, they're a major power in the valley despite the fact they have no allies. Sure, the majority of their power comes from their numbers - but if they were weak I doubt they'd be considered a threat, to begin with, let alone a major power that was on the level of the Stein-Vid-Ker alliance. Halla seemed pretty sure that the Burissons would escalate to war should they have the power to do so.

Like, I doubt that they're an immediate problem - as you said - and it would definitely be a better idea to deal with Horra first. But I wouldn't write off the Burissons either. Yeah, they've mainly been skulking around in the background and staying quiet, doing nothing too overt - but I didn't get the impression that they're like this because they're weak, but rather they're just cautious/opportunistic. The way I see it, our side is on the same level as theirs, and if they had an ally they'd be considered slightly strong. I honestly think we can take them if it came down to it, but I expect that there'd be a lot of blood, especially if we write them off as weaklings.

I'm not saying they're weak, I agree with your assessment of their strength, I'm talking about their motivation. Their motivation is profit, and specifically profit that isn't a huge risk for them to get (hence 'thieves and opportunists'). They absolutely could be a threat if they decided to be, but from everything we've heard, there'd need to be profit in doing that...and greater profit than there is risk, at that.

Profit-minded people don't try to take on a fight where their odds are only 50% unless the rewards are far out of proportion to the risks...we avoid that ever being true and we avoid them attacking us. Which would, as you say, be a bad fight due to the odds.

Like, he wasn't confident of fighting 'our side' over his son's death, and even with the death of Stigandr's dad, I think Halla and Abjorn coming of age as way scarier than normal and the addition of Haldan to our side mean we're stronger now relative to them than we were then. He's a threat if we corner him or he sees weakness to exploit, but not likely to seek out a straight fight (at least, not unless Horra talks him into it).

We have climbing in overland right now, wonder what else could be added? maybe something for stability in difficult terrain like ice?

I remain a little skeptical of taking overland tricks that are redundant with flying since we can, y'know, fly (for at least short bursts). And will eventually likely be able to do so cheaply (we'll actually eventually be able to do so for free, but that'll probably be a while). It's only 13-14 turns of one die increments to Master Ember-Wing Cloak, which is only a bit more than the 9 turns in one die increments to get a new Trick...so I'm more inclined to work on that than try to get things it renders unnecessary.
 
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I remain a little skeptical of taking overland tricks that are redundant with flying since we can, y'know, fly (for at least short bursts). And will eventually likely be able to do so cheaply (we'll actually eventually be able to do so for free, but that'll probably be a while). It's only 13-14 turns of one die increments to Master Ember-Wing Cloak, which is only a bit more than the 9 turns in one die increments to get a new Trick...so I'm more inclined to work on that than try to get things it renders unnecessary.
Smart, tbh overland dice bonus is bait. QM has in story warned us about playing into your Kenning and if we train overland skills we might get a second Kenning that buffs it too since we are using those skills. More overland bonus would be nice but I am sure we can get a bonus in much better areas instead. Flying would play off our movement Kenning and start steering it towards fire and the combat skills we actually like.
 
And voting is now closed. Have a meme;

Scheduled vote count started by Imperial Fister on Mar 26, 2023 at 6:30 PM, finished with 93 posts and 31 votes.

  • [X] Plan Raid The Town
    -[X] The Town (Medium Danger) (Medium Loot) (+++Heat)
    -[X] Get to know/spend time with the other felagi
    --[X] Folkmarr Manetaker, the Jarl in charge of the felag
    --[X] Make sure Abjorn is also involved
    -[X] Get to know/spend time with the other felagi (again)
    --[X] The one who looks *incredibly* bored
    -[X] Get to know/spend time with the other felagi (and once more)
    --[X] The one with the luxurious hair
    -[X] Train Reinforce 8d6 + 1 Reward Die from @DeadmanwalkingXI
    -[X] (Orthstirr Usage)
    --[X] 5 Hamr
    ---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
    --[X] 6 Hugr
    ---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
    --[X] 4 Fylgja
    --[X] 1 First Impression
    --[X] 30 free for tricks
    [X] Plan Raid The Manor
    -[X] The Manor (High Danger) (High Loot) (++++Heat)
    -[X] Get to know/spend time with the other felagi
    --[X] Folkmarr Manetaker, the Jarl in charge of the felag
    --[X] Make sure Abjorn is also involved
    -[X] Get to know/spend time with the other felagi (again)
    --[X] The one who looks *incredibly* bored
    -[X] Get to know/spend time with the other felagi (and once more)
    --[X] The one with the luxurious hair
    -[X] Train Reinforce 8d6 + 1 Reward Die from @DeadmanwalkingXI
    -[X] (Orthstirr Usage)
    --[X] 5 Hamr
    ---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
    --[X] 6 Hugr
    ---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
    --[X] 4 Fylgja
    --[X] 1 First Impression
    --[X] 30 free for tricks
    [X] Plan Raid The Manor, but with poetry
    -[X] The Manor (High Danger) (High Loot) (++++Heat)
    -[X] Get to know/spend time with the other felagi
    --[X] Folkmarr Manetaker, the Jarl in charge of the felag
    --[X] Make sure Abjorn is also involved
    -[X] Get to know/spend time with the other felagi (again)
    --[X] The one who looks *incredibly* bored
    -[X] Recite poetry to the felag (Hugr (Wordplay))
    -[X] Train Reinforce 8d6 + 1 Reward Die from @DeadmanwalkingXI
    -[X] (Orthstirr Usage)
    --[X] 5 Hamr
    ---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
    --[X] 6 Hugr
    ---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
    --[X] 4 Fylgja
    --[X] 1 First Impression
    --[X] 30 free for tricks
 
Oh boy, is Halla about to become a Mook Horror Show?

EDIT: It makes sense if she does too. Firebomb Strike seems to find its particular niche in taking on groups of enemies. What with it being giant explosions following up your attacks that you're largely resistant to.
 
Smart, tbh overland dice bonus is bait. QM has in story warned us about playing into your Kenning and if we train overland skills we might get a second Kenning that buffs it too since we are using those skills. More overland bonus would be nice but I am sure we can get a bonus in much better areas instead. Flying would play off our movement Kenning and start steering it towards fire and the combat skills we actually like.
I mean, the nice thing about Longstrider is it's pretty neutral, personality-wise. It probably gives us some antsiness and wanderlust, but a kenning about fire and combat skills is going to push us towards bloodthirst and arson, which is a bit more serious.
 
Depending on how well we do on this raid, I totally wanna write an omake from the perspective of one of the guards or something.
 
I mean, the nice thing about Longstrider is it's pretty neutral, personality-wise. It probably gives us some antsiness and wanderlust, but a kenning about fire and combat skills is going to push us towards bloodthirst and arson, which is a bit more serious.
At the same time, it's kind of like Halla told Hallr - the kenning itself comes out of your deeds. So, sure, a kenning about her being a whirlwind of blood and dying foes is goign to have an influence... but it's going to be there because that's who she was already.
Depending on how well we do on this raid, I totally wanna write an omake from the perspective of one of the guards or something.
It might be brief.
 
At the same time, it's kind of like Halla told Hallr - the kenning itself comes out of your deeds. So, sure, a kenning about her being a whirlwind of blood and dying foes is goign to have an influence... but it's going to be there because that's who she was already.
Its probably character leading to kennings and kennings influencing character.
 
It strikes me as an "Incentive" thing. You've got a really good hammer, and you're incentivized to turn your problems into nails.

After all, 5 dice in Overland is gigantic, and that doesn't strike me as a particularly high level Kenning. We're even seeing people trying to figure out how to game it in the thread now, if only briefly.
 
Smart, tbh overland dice bonus is bait. QM has in story warned us about playing into your Kenning and if we train overland skills we might get a second Kenning that buffs it too since we are using those skills. More overland bonus would be nice but I am sure we can get a bonus in much better areas instead. Flying would play off our movement Kenning and start steering it towards fire and the combat skills we actually like.

Yeah, our flight isn't subtle so a single movement trick isn't crazy talk, but I'd want it to be Hastening or something else straightforward not something circumstantial that can be covered by being able to fly.

I mean, the nice thing about Longstrider is it's pretty neutral, personality-wise. It probably gives us some antsiness and wanderlust, but a kenning about fire and combat skills is going to push us towards bloodthirst and arson, which is a bit more serious.

True, but keeping it as a kenning doesn't mean we need to take a bunch of Tricks in Overland. Having maybe one as discussed above (for when we want to not have flaming wings), some strategic use of our flight, and maybe another level of Overland is enough that we can be very successful compared to most people and maintain the rep without investing heavily.
 
At the same time, it's kind of like Halla told Hallr - the kenning itself comes out of your deeds. So, sure, a kenning about her being a whirlwind of blood and dying foes is goign to have an influence... but it's going to be there because that's who she was already.
Sure, but the example we have was a of Steinarr rejecting the Freedfire kenning specifically because he didn't like what it was doing to him.
 
Summer 5/Raid 1/Turn 1
[X] Plan Raid The Town
-[X] The Town (Medium Danger) (Medium Loot) (+++Heat)
-[X] Get to know/spend time with the other felagi
--[X] Folkmarr Manetaker, the Jarl in charge of the felag
--[X] Make sure Abjorn is also involved
-[X] Get to know/spend time with the other felagi (again)
--[X] The one who looks *incredibly* bored
-[X] Get to know/spend time with the other felagi (and once more)
--[X] The one with the luxurious hair
-[X] Train Reinforce 8d6 + 1 Reward Die from [@DeadmanwalkingXI](https://forums.sufficientvelocity.com/members/89786/)
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
--[X] 6 Hugr
---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 30 free for tricks
0~0~0
(Reinforce Training: 6, 5, 6, 4, 2, 2, 6, 5)9+2(Reward Dice)=11 Successes
During a break in travel, you and Audrikr run through a light spar. Nothing serious of course.

He's... slippery. Even touching him is a tall order as he bends and weaves. He twists around each of your blows with an ease and grace that leaves you astonished. From how he moves you'd think that he's less a warrior and more a dancer!

But thinking such a thing would be the last thing you do, if the many shallow cuts littering your arms are anything to go off of. His spear darts out like a snake's tongue and like lightning it makes its strike.

He lunges, catching you off guard. Freeing your hand from Sagaseeker, you coat your palm with last-ditch orthstirr moments before he strikes. The power forces you back and pushes your feet into the sandy-dirt. Teeth grind together as your head rattles.

But you did it.

Your palm stopped the spear.

And since you did it once, you can do it again.

You grin and thank Audrikr for the spar.

(Reinforce Unlocked!)
(+3 Hamingja!)
(Boon: The Bloody Basics Added!)
0~0~0
Talking to Folkmarr with Abjorn (Hugr (Silver-Tongue): 4, 5, 5, 4, 4, 4, 1, 5, 2, 1) 7 Successes
"Hey, Folkmarr!" You call to your Jarl as you put ashore close to the chosen town. "What was that lion thing you used earlier?"

"A muna!" His answer is rather non-committal, but you weren't expecting much anyways. After all, it's a rather foo- "I received it after my battle with this lion," he runs a hand over the mane wrapped around his shoulders, "and I believe it to have potential."

He glances between you and Abjorn — who joined you after securing the ship — with a curious look in his eyes. "If you want any more than that, I'll need some stories in exchange."

"What've you got in mind?"

Folkmarr rubs at his chin with one hand while the other plants itself on his hip. He snaps his fingers as a grin sprouts on his face. "Why don't you two tell me how you met?"

Abjorn flushes, red embarrassment creeping up his face. "Do we really have to?"

You weigh your options, but find that it isn't a competition. "Yes, yes we do."

"Fine," Abjorn huffs and turns to Folkmarr, "I got stuck in a tree, Halla got me out."

"Come now, surely there's more to it than that!"

Your husband heaves a heavy sigh and begins to recount the tale. He tells of how he was a young boy of six and you a young girl of five. He describes how he travelled to your house with his father and mother — who hadn't yet died — and was challenged by Stigandr to climb a large tree.

Even as a boy, Abjorn was heavier than most, so when he reached the highest of branches, they snapped under his weight and he plummeted directly into a hollow — which was just wide enough for him to fit through but narrow enough to get him stuck.

You had been the first to reach him, scrambling up the tree like a woman possessed. With knife in hand, you carved away at the wood and bark until there was enough wiggle room for Abjorn to escape.

Ever since then, he decided that he would follow you no matter where it took him.

"That..." Folkmarr begins, a happy smile on his face, "is utterly adorable."

There's a hint of something in his eyes, something that's quickly hidden by learned skill. It wasn't around long enough for you to identify it, but it reminded you of... jealousy? Envy? What does he have to be envious of? He's a Jarl!

"Remind me once we start sorting out loot and I'll tell you the tale of my kenning."

You nod, noting that down for later.

(+1 Relations with Folkmarr)
0~0~0
Talking to Bored Guy (Hugr (Silver-Tongue): 6, 3, 2, 1, 2, 4, 3, 5, 3, 1)4+1(FirstImpressions)=5 Successes
"I hate boats," the bald man declared the moment he disembarked, "I hate them. I hate them. I. Hate. Them."

You laugh. "I don't think you'd get along very well with my brother," you say as you follow him off the boat.

"Why, is he a boat-lover or something?" His brow's furrow as you offer a grin.

"He's apprenticing to build them." The man recoils full-bodily as you speak, like he was trying to get away from you and your boat taint.

"Horrific," he scowls, offering you his hand, "Gautrekr Klippsson."

"Halla Longstride," you shake his hand and note the axe at his waist, the sax on his belt, and the shield on his back.

He grumbles, pulling away.

Definitely a weirdo.

(+1 Relations with Gautrekr)
0~0~0
Talking to the man with the luxurious hair (Hugr (Silver-Tongue): 1, 4, 2, 2, 6, 1, 1, 1, 5, 1)-2+1(FirstImpressions)=1 Failure. (Boon: Beautiful Triggers, turning it into a success)
On the prow of the Treadfast is a tall man with broad shoulders and the most beautiful hair you could ever imagine. It was long and golden, like straw in the summer morning. The way it caught the air as the ocean and air itself seemed to work together to give him the best possible appearance.

His chin and jaw look like they were chiseled from stone and the way the light catches his eyes... Wow.

He smiles as he catches you looking. Leaping from the prow, he lands before you with a light bounce — the wind stopping as soon as he touches down.

"Ah, Halla was it?" His striking blue eyes sparkle as he examines your hair. "I see that you too are a follower of good hair. Marvelous!"

"That's me, Halla Longstride," you take his hand in your own and give it a firm shake.

"Fabvir the Gorgeous," Fabvir lacks a beard, but he honestly doesn't need it. A sword hangs from his belt and the guard resembles antlers. "No, if you'll excuse me, I need to get back to my modelling."

He nods his goodbyes and leaps back up onto the prow. The wind immediately picks back up as he does.

...Weird guy. Handsome, though.

(Fabvir the Gorgeous Added to Relations)
0~0~0
Attacking the Town
You find yourself standing on a forested hill overlooking the town, the rest of the felag gathering around you as Folkmarr lays out the facts.

"Alright, it looks like they've got eighty fighters and about two-hundred-and-fifty non-combatants," the young Jarl begins as he points out locations of note, "they've got some wooden walls with a pair of gatehouses — about twenty fighters in each. Around fifteen fighters are scattered on the walls and the rest are probably either drinking, in their barracks in the center of town, or at the mayor's house."

"The places likely holding the most loot are the church," he points towards the center of the town, "and the mayor's house, which I believe also serves as their treasury." He changes targets, pointing towards a fancy house built on a small hill, well inside the walls of the town.

"Now then, the plan;"

He begins explaining the rough idea he's come up with. The majority of the felag will attack one of the gates, with another part leaping up onto the walls. While the defenders are distracted by attacks on their gate and walls, they'll be leaving the mayor's house mostly undefended, allowing him and one or two felagi to assault and loot at their pleasure.

People start volunteering once the plan is laid out. Audrikr declares that he's going with the Jarl. Fabvir volunteers to take the walls while Gautrekr says he's going for the gate. Stigmar decides that he's assisting Gautrekr while Barki sits there, trembling.

Abjorn waits to see what you do. He can't accompany you if you go with Folkmarr and will assist at the gate if you do.

What do you pick?
[ ] Attack the mayor's house
-Folkmarr is here
-Audrikr is here
[ ] Attack the walls
-Fabvir is here
-3 others are here
[ ] Attack the gate
-Gautrekr is here
-Stigmar is here
-Barki is here
-2 others are here

0~0~0

AN: Functionally, attacking targets isn't all that different than a combat encounter.


No moratorium today, let's get this party started!
 
These social rolls are god-AWFUL. Our luck has been rather horrid with them as of late. We haven't really rolled exceptionally in any of them, which is a shame.
 
Ooof, glad that Beautiful kicked in, that was a dogshit roll there.

But still, we got The Bloody Basics and a pile of free Luck! How grand!

I'm thinking the Gates, that's going to be the area with the toughest fighting I suspect.

[X] Attack the gate
 
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Nice training roll! I have zero regrets about spending that Reward Die on the roll given the results! And now we can start training other stuff.

The social rolls are meh, but we avoided failure so it works well enough.

For where we attack, the gate is probably the most glory, the mansion probably the most loot (though the church definitely has some loot as well, don't get me wrong...but Ruler + Treasury probably has more, either alone would have less but not both together). The mansion also has less people at it than the church. So, yeah, I'm thinking one of those two:

[X] Attack the mayor's house
[X] Attack the gate

EDIT: Oh, also, @Imperial Fister I think we should have 25d6 Training dice, not 24d6, at least by my math.
 
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There's a hint of something in his eyes, something that's quickly hidden by learned skill. It wasn't around long enough for you to identify it, but it reminded you of... jealousy? Envy? What does he have to be envious of? He's a Jarl!

"Remind me once we start sorting out loot and I'll tell you the tale of my kenning."

You nod, noting that down for later.
Hmm, I'm feeling this guy is holding off on marriage for a reason. If this were a saga, I'd be guessing he was operating under some sort of prophecy of romantic doom, but the Fates are a little less active in this version. Alternately, maybe he's gay and not willing to compromise? That doesn't fit with him being a romance option though. 🤔 Holding off for a love match for personal reasons? On a long-term betrothal? Mourning a lost love?
 
Nice training roll! I have zero regrets about spending that Reward Die on the roll given the results! And now we can start training other stuff.

The social rolls are meh, but we avoided failure so it works well enough.

For where we attack, the gate is probably the most glory, the mansion probably the most loot (though the church definitely has some loot as well, don't get me wrong...but Ruler + Treasury probably has more, either alone would have less but not both together). The mansion also has less people at it than the church. So, yeah, I'm thinking one of those two:

[X] Attack the mayor's house
[X] Attack the gate

Keep in mind, the loot gets spread evenly, specifically who gets the loot is less important than us getting all of it.

EDIT: Yeah, on consideration, Abjorn and Halla make for a hell of a one-two combo on the Gate. Abjorn can force it open with his VAST GIRTHINESS and Halla can lock it open with Standstill.
 
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