How strong is Halla approximately in terms of Christian cultivation? Slightly more than a 2nd Decade, less than a 3rd Decade?
This would be energy-wise
 
How strong is Halla approximately in terms of Christian cultivation? Slightly more than a 2nd Decade, less than a 3rd Decade?

Probably about on par with a senior Squire I think? Whatshisface the teleporting wizard was about twice as strong as Halla was if the Twist was any indication, and he was late in his Fifth Decade.
 
Our owl is strong enough to do that? I suppose I'm not opposed to the idea - provided there are no archers or people with ranged capabilities - but it'd probably work best as a sneak attack. Any cultivator worth a damn would have a decent chance of dodging it otherwise. It's something to keep in mind.

By the way, @Imperial Fister, is it possible to end a raid early? Like returning home on raid turn 2? And if a bounty has been placed on your head, would it still exist even after you leave?
 
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Our owl is strong enough to do that? I suppose I'm not opposed to the idea - provided there are no archers or people with ranged capabilities - but it'd probably work best as a sneak attack. Any cultivator worth a damn would have a decent chance of dodging it otherwise. It's something to keep in mind.
It was ruled before that we can store it in our fylgja.
The dropping is probably just unstoring it.
Wow, that's a lot of iron! Can we put the bell in our fylgja for ease of transport?
Absolutely. I'm abstracting it a little bit, but you do have a technical limit to how much you can carry back with you
 
Our owl is strong enough to do that? I suppose I'm not opposed to the idea - provided there are no archers or people with ranged capabilities - but it'd probably work best as a sneak attack. Any cultivator worth a damn would have a decent chance of dodging it otherwise. It's something to keep in mind.

Hmm, what if we first use Standstill to lock the enemy in place, like in that fight with the priest?
 
Hmm, what if we first use Standstill to lock the enemy in place, like in that fight with the priest?

You might be on to something. That could certainly work. I'm not sure if that's the best use of Standstill, though. Unless we can have the owl drop the bell and also attack the frozen opponent at the same time... which probably isn't possible, now that I think about it, unless we want to get hit by the bell too. It would be a good alternative for if we want to avoid using orthstirr, though.
 
How strong is Halla approximately in terms of Christian cultivation? Slightly more than a 2nd Decade, less than a 3rd Decade?
This would be energy-wise

Well, Gabriel is very high in the 2nd Decade (or was when we sparred) and I think we've definitely surpassed him (or where he was at that point anyway) at this point, so at least early 3rd Decade, but they're honestly not really comparable in energy terms because we know for a fact that Fervor replenishes every turn and there's also Focus. Them building permanent things inside their spirit also means, I think, that their attributes and skills are permanently 'on' rather than needing an orthstirr infusion like Halla does every turn.

At this point, I think we know that Norse Cultivation novas better, but Christian Cultivation has better defenses and staying power and Knights specifically also usually have more dice...a combination that makes novaing them down difficult and risky. Which more or less matches what Blackhand told us before our first spar with Gabriel. Everything else is speculative, though.

I absolutely adore this idea. This is valid

Our owl is gonna wind up full of loot on the way home. Sadly, I don't think we have a good way to make bell-dropping a Trick Attack which makes the utility of this less awesome...

Good question. With the acquisition of the bell, you would be able to loot the manor before space became an actual issue

Does the space equation get notably better if we start putting huge things (like the bell) in our fylgja?
 
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You might be on to something. That could certainly work. I'm not sure if that's the best use of Standstill, though. Unless we can have the owl drop the bell and also attack the frozen opponent at the same time... which probably isn't possible, now that I think about it, unless we want to get hit by the bell too. It would be a good alternative for if we want to avoid using orthstirr, though.

While the sync attack will probably take practice, it's probably still worth it. I'm pretty sure that the bell will hit much stronger than any of our tricks, provided that it flies with sufficient velocity.

Good question. With the acquisition of the bell, you would be able to loot the manor before space became an actual issue

Obviously, we should encourage everyone in the felag to unlock Fylgja in order to store more loot.
 
While the sync attack will probably take practice, it's probably still worth it. I'm pretty sure that the bell will hit much stronger than any of our tricks, provided that it flies with sufficient velocity.

If we're gonna do this long term, we don't use the bell (we melt that down and use the iron, like sane people), we instead use the biggest boulder we can find. Ideally, we eventually also inscribe runes for things like weight and durability onto it, making for a Runestone Missile. That's much more economical and sustainable.

Obviously, we should encourage everyone in the felag to unlock Fylgja in order to store more loot.

I can't think of any reason to disagree with this.
 
At this point, I think we know that Norse Cultivation novas better, but Christian Cultivation has better defenses and staying power and Knights specifically also usually have more dice...a combination that makes novaing them down difficult and risky. Which more or less matches what Blackhand told us before our first spar with Gabriel. Everything else is speculative, though.
We saw the other problem with novaing vs. the priest - Christians can top themselves up with a Prayer. How efficient or limited that is vs. Norse stoking we don't know, but it definitely presents challenges if we expend too much orthstirr and they come back with a full tank.
 
We saw the other problem with novaing vs. the priest - Christians can top themselves up with a Prayer. How efficient or limited that is vs. Norse stoking we don't know, but it definitely presents challenges if we expend too much orthstirr and they come back with a full tank.

Yeah, that's absolutely true. I was thinking that just went under the category of 'staying power', but it probably is worth a separate note in its own right.
 
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For a missile:
Firebomb-Strike based runes at the top.
Ember-Winged Cloak based runes at the back.
(X) Ember-Winged Cloak (Cost 12): This is an awfully expensive trick that allows you to defy gravity, at least for a little while. (Mastery: 1/36)

(X) Firebomb-Strike (Cost 4): You swing a weapon and produce an explosion on impact. Not very complicated, just expensive. (Mastery: 4/36)
 
Summer 5/Raid 1/Turn 2
[X] Plan And Now The Manor
-[X] The Manor (High Danger (100% chance a Knight is there. 30% chance a second Knight is there)) (High Loot) (++++Heat)
-[X] Get to know/spend time with the other felagi
--[X] Folkmarr Manetaker, the Jarl in charge of the felag
--[X] Convince him to make sure nobody challenges any Knights to single combat
--[X] Stigmar Kersson, Stigandr's brother
-[X] Recite poetry to the felag (Hugr (Wordplay))
-[X] Train Sidestep 1d6
-[X] Train Magnify-Sight Trick 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 2d6 (1d6)
--[X] Train Ember-Winged Cloak 2d6 (1d6)
--[X] Train Firebomb-Strike 2d6 (1d6)
--[X] Train Campfire 2d6 (1d6)
--[X] Train Halting Vortex 1d6
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Farmwork 1d6
--[X] Train Labor 1d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Management 1d6
--[X] Train Sailing 1d6
-[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] 49 free for tricks
0~0~0
(Hamr Trick Training #1: 6) 2 Successes (Hamr Trick Training #2: 1) 1 Failure
Back and forth you bounce. Orthstirr surges and throws you left and right, over and over again.

Well, looks like you've gotten the hang of Sidestepping! Ain't that something!

(Sidestep Trick is now Rough!)
0~0~0
(Hugareida Trick Training #1: 6, 3)3+1=4 Successes. (#2: 4, 4)2+1=3 Successes. (#3: 1, 4)1+1=2 Successes. (Campfire Training: 3, 2)1+1=2 Successes. (Halting Vortex Training: 5) 2 Successes
You practice your fire-based hugareida a lot, which has some nice results.

(+4 to Kindle-Spinner)
(+3 to Ember-Winged Cloak)
(+2 to Firebomb-Strike)
(+2 to Campfire)
(+2 to Halting Vortex)
0~0~0
(Farmwork Training: 2) 1 Failure. (Labor: 3) 1 Success
Helping out around the camp gives you a better understanding of how labor works

(+1 to Labor)
0~0~0
(Management Training: 1) 1 Failure. (Sailing: 2) 1 Failure
With all the preparations going on for the raid on the manor, you don't have time to practice management or sailing. A shame, but oh well.
Childmaking Rolls:
(Halla's Hamr: 6, 5, 5, 6, 5, 6): fucking Max Success. 24 Successes. God. Damn. Halla.
(Abjorn's Hamr: 4, 3, 6, 4, 2, 2, 6, 1, 6) 6 Successes
That's 30 Successes between you.

...

Well, looks like it's time for children.

Oh, also, Abjorn has Boon: Fecund, which increases the max amount of potential children rolled by +1. So, uh, quadruplets are on the table.

(Child Number: 9)

Looks like you're having triplets! This roll, by the way, works on a scale based off the level of children rolled. In this case: 1-4=Single, 5-7=Double, 8-9=Triple, 10=Quadruple.

You have 10 Hamingja to spend. How do you wish to spend it?
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.
-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)

Flaws:
-A Woman in a Man's World - Makes it difficult to gain recognition for your actions. (Auto-Passes to Girls)(Not Available for Boys)
-Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated. (Auto-Passes with Boon: Bloodlust)
-Nearsighted - You vision is blurry at distance, making it harder to fight at range.
Boons:
-Giant's Blood - +1 to starting hamr and makes it easier to raise.
-Seeing Eyes - +1 to starting fylgja and makes it easier to raise.
-Godly Luck - +1 to starting hamingja and makes it both easier to gain and harder to lose.
-Poet - Unlocks certain events and makes it easier to both write and understand poetry.
-Leader - Unlocks certain events and makes it easier to lead others.
-Prosperous - Unlocks certain events and makes it easier to gain money.
-Wanderlust - Unlocks certain events and makes it easier to go on adventures.

Flaws:
-Beardless - Makes it very hard to earn orthstirr if you are a man. Has no effect if you are a woman.
-Hemophobia - Makes it very hard to battle to the fullest extent as well as perform medical activities.
-Low Self-Control - Makes it harder to stop yourself from doing things.
-Undersized - Makes it harder to improve hamr and to battle. (Cancels out Giant's Blood)
-Unlucky - Bad things are more likely to happen to you and people try to distance themselves from you, for fear of your bad luck spreading to them. (Cancels out Godly Luck)
-Unintelligent - Makes it harder to improve hugr and to use magic (Cancels out Snake's Tongue)
-Dirty - Hygiene is no longer automatic. Low levels of hygiene will make it harder to be around you.
-Wanderlust - You will struggle to stay focused on tasks if your Wanderlust has not been sated. (Auto-Passes with Boon: Wanderlust)
Boons:
-Giant's Blood - +1 starting Hamr and makes it easier to raise.
-Wolf's Nose - Increases smell sensitivity and unlocks certain events.
-Bearheaded - Allows the holder to keep on going even under extreme duress.
-The Terror-Bear's Loyalty - Once earned, your loyalty is for life. Makes it easier to raise relations with your superiors.
-Stoic Silence - You have a calmness to you that steadies not only yourself, but also others. Grants immunity to panic and fear, while allowing nearby allies to re-roll failed Composure checks.
-Bloodlust - Unlocks certain events and makes it easier to do violence. Comes with Flaw: Bloodlust.
-Wrathful - Unlocks certain events and makes it easier to do violence. Comes with Flaw: Irritation
-Fecund - Allows for +1 more children even if under the threshold for multiple births.

Flaws:
-Follower - For all your martial prowess… you are not a leader.
-Content - You are happy with what you have, not really seeing the need to obtain more unless necessary.
-Reactive - Though you may be a great warrior… you simply aren't very proactive.
-Stubborn - You struggle to change your ways.
-The Terror-Bear's Loyalty - If someone who has earned your loyalty is attacked, you are obligated to take the hit for them — even if it would mean your death. (Auto-Passes with Boon: The Terror-Bear's Loyalty)
-Irritation - You can't let things go and the longer you go without releasing your anger, the worse the eventual explosion will be. (Auto-Passes with Boon: Wrathful)
-Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated. (Auto-Passes with Boon: Bloodlust)

Child 1
(Gender Coin Flip: Heads) That's a Boy
[ ] (Child 1) Write in Traits
[ ] (Child 1) Don't spend

Spawn 2
(Gender Coin Flip: Heads) That's a Boy
[ ] (Spawn 2) Write in Traits
[ ] (Spawn 2) Don't spend

Offspring 3
(Gender Coin Flip: Tails) That's a Girl
[ ] (Offspring 3) Write in Traits
[ ] (Offspring 3) Don't spend
0~0~0
Speaking with Folkmarr (Hugr (Silver-Tongue): 3, 4, 4, 2, 1, 6, 4, 2, 6, 4) 6 Successes
"Folkmarr? I need to talk to you."

It's the early afternoon when you catch Folkmarr alone. He was sharpening his swords, making sure they were honed and ready for battle against a potentially overwhelming foe.

He looks up as you enter his tent. "Yes, Halla?"

He gestures for you to take a seat at the small table he'd brought along, which you do. Smoothing out the folds in your dress, you take a deep breath and go for it, "I... I'm worried about the manor. Or, more specifically, I'm worried about the Knight who lives there."

You weren't intending to talk to Folkmarr about this. Heck, you hadn't even worried until... until this morning, when you woke up next to Abjorn. Something was different and that something has you worrying.

He nods, giving you his full attention as only a Jarl can. It's like you're the center of the world, that he respects you enough to devote all of himself to understanding where you're coming from. You swallow the small lump in your throat and keep going, "I think that if we fight the Knight one at a time, we'll only taste defeat."

He frowns, running a hand across his barely-there beard. "You're right... even if such a thing won't go over very well with the felag. It is, after all, infringing on their rights beyond the scope of my status."

"But, you'll do it, right?" Your hand subconsciously snakes its way to your lower belly, for reasons beyond your ken.

He sighs, staring at the cloth ceiling of the tent. "I'll do it, and I'll take the blame for it, but you'll owe me for this. Is that clear?"

You smile as relief floods your body. "It is, yes. Thank you, Folkmarr."

"Anything for my felagi."

0~0~0
Spending time with Stigmar (Hugr (Silver-Tongue): 2, 3, 6, 5, 3, 3, 5, 3, 5, 5) 13 Successes
As you exit Folkmarr's tent, a familiar-looking man approaches you. Stigmar Kersson, Stigandr's brother, stands before you with a thankful look in his eyes.

"I heard what you did for my brother, before we departed. You're the reason he's getting better." He takes your hand in his. "No matter where you go, I will be there to keep your guard. I swear it on Tyr's name and before Odin's gaze."

There's a weight to his words. A weight that you can't really explain. It takes root in your soul, lighting a tiny, infinitesimally small fire in the very depths of your being.

(Incomplete Boon: Jarl-in-the-Making added)
(+5 Relations with Stigmar)
(Stigmar added to your Household as a huskarl)
0~0~0
Reciting Poetry (Hugr (Wordplay): 5, 6, 3, 4, 4, 5, 3, 5, 3, 4, 3) 15 fucking Successes. Okay
Before the felag heads out to raid, you leap up onto a nearby rock and clear your throat.

The words that flow from your mouth are like liquid gold as you speak of fates, glory, and good times spent in good company. By the end of it, Barki weeps openly and all listening have moistened eyes.

All in all, a good poem.

(+8 Orthstirr (Drengskapr Included))
(The Felag are at Perfect Morale!)
0~0~0
Is there a second Knight there? (28+6(Reward Dice)=34) There is not a second Knight there
The manor stands atop a hill and is surrounded on all sides by cleared forest. No matter how you approach it, you're going to be spotted by the inhabitants. However, that doesn't mean you have to be stupid about it!

After discussing it with the felag, Folkmarr lays out the plan.

"The felag will split in two, with one side outnumbering the other. The smaller section will hit the manor from the other side, hopefully drawing out the Squire while the Knight handles the larger portion. Abjorn," he points towards your husband, "I'd like you in the smaller team. If the Knight chooses that one to attack, then we need someone who can dish out damage and that steel sword of yours will help tremendously."

Abjorn doesn't look especially pleased by this, but nods his assent anyways.

With that, the rest of the felag starts to volunteer for different roles. Stigmar waits for you to pick, as he's going with you no matter what.

Which team do you go with?
[ ] The Larger
-Folkmarr
-Gautrekr
-Barki
-5 others

[ ] The Smaller
-Abjorn
-Fabvir
-Audrikr

[ ] (Unlocked: Pregnancy) Actually, call this whole thing off. (+1 Odrengskapr. -1 Relations with everyone in the felag (sans Stigmar and Abjorn))

0~0~0
Edit: Because I forgot, here're the options for interludes

Pick 3:
[ ] Steinarr out raiding
[ ] Steinarr squints at his daughter's shenanigans
[ ] Abjorn battling on the ice
[ ] Abjorn on his Sword Quest
[ ] Eric travelling to Jurgdby
[ ] Blackhand's Perspective
[ ] Folkmarr at the trials
[ ] The Gunslinger (A sneak peak at a future Wild West Cultivation Quest)
[ ] The Greaser, the Cyborg, and the Slave (A sneak peak at a future Post-Post-Apocalypse Cultivation Quest)
[ ] The Samurai

0~0~0

AN: You are pregnant, by the way. If you take Endurance damage while pregnant, you may suffer miscarriage.

If you've got Reward Dice, the child generation rolls are a good place to use them.

25-minute moratorium. I was intending to have a second update today, but I'm going to give you guys as much time as you need to hash out child generation stuff.

Huskarls provide less management dice than farmhands, but are always ready in case of a fight
 
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