I reread walk on the ice, and only now realize Hod's brother actually existed. They outnumbered us 4:3, had older and more experienced people too.

Dayum Stigr was pulling a lot of weight in that fight.

...No wonder Horra went and hit him with a curse. And probably killed his father as well.

Nah, his father died on a raid. It happens and I doubt Horra can kill someone that badass in that manner or, like, Steinarr would be dead. Stigr getting cursed is very plausible, though.
 
Huh, the idea of setting up a Runestone in our battlespace has some teeth to it...

Anyway, here's hoping we get some good feedback in the AAR, and hopefully we can get the other members of the group thinking about what they need to be even stronger next time.
 
Also, should we add the twins to our expanding sparring/training ground routine?

We absolutely should as soon as we have a spare action...

Actually, @Imperial Fister is talking with them about adding them to the sparring a valid addition to the general debrief action? I'm adding it right now as it makes sense to me, but I'll remove it if that seems like too much.

EDIT: And done, the after-action report includes a general invitation to regular sparring for everyone there, though I suspect Steinarr and Sten may decline on the basis of not getting much out of it (which would leave the twins and Joarr as potential new people, and Joarr may have other commitments).
 
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Also, the Seeress in in Asvir only during Summer, right? Shouldn't we visit Asvir to talk with the Seeress and share what we know? We also only get one visit per season.

Possibly using Dressed in Rags to visit, if we're concerned about Shenanigans. Would also be a good time to test putting Odr into Twists. It would also be good to experiment on putting Odr into Twist: Punching upward while sparring with Sten, see what happens.

I think the 5d6 into 'Train a Dodge Trick that allows multiple dice' is a lot of dice into a trick we don't know the effects of yet. 1 Dice into it should be fine, then if we like the trick we can start shoving dice into it.

With the other 4d6, I'd like to:

- Figure out a Tactics/Strategy (what's the difference? We're not doing large scale combat..) trick that lets you coordinate between allies. Maybe even wordless communication.
- Maybe train our friends in Reinforce-Shield, if they don't have it?
 
Also, the Seeress in in Asvir only during Summer, right? Shouldn't we visit Asvir to talk with the Seeress and share what we know? We also only get one visit per season.

It's Winter right now (the turn that just ended was Summer 3, that Summer also involved investigating Horra's place, so no room for another Visit).

My hope is that, late in the Winter, we go get evidence from Horra's sanctum, then next Summer we can go to Asvir, bring charges, talk to the seeress, maybe buy some stuff...all one big trip.

I think the 5d6 into 'Train a Dodge Trick that allows multiple dice' is a lot of dice into a trick we don't know the effects of yet. 1 Dice into it should be fine, then if we like the trick we can start shoving dice into it.

We don't get to know what the trick does until it hits 3 successes, which is what the 5d6 is for...hitting 3 successes.

- Figure out a Tactics/Strategy (what's the difference? We're not doing large scale combat..) trick that lets you coordinate between allies. Maybe even wordless communication.
- Maybe train our friends in Reinforce-Shield, if they don't have it?

A communicator Tactics trick is a good call, but not super urgent...we mostly communicate okay. And Reinforce Shield is already on the itinerary for our friends as part of mutual training and sparring. Investing a die would speed that up, but probably for only one person and doesn't seem necessary.
 
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It's Winter right now (the turn that just ended was Summer 3, that Summer also involved investigating Horra's place, so no room for another Visit).

My hope is that, late in the Winter, we go get evidence from Horra's sanctum, then next Summer we can go to Asvir, bring charges, talk to the seeress, maybe buy some stuff...all one big trip.
We don't get to know what the trick does until it hits 3 successes, which is what the 5d6 is for...hitting 3 successes.
Fair enough.
A communicator Tactics trick is a good call, but not super urgent...we mostly communicate okay. And Reinforce Shield is already on the itinerary for our friends as part of mutual training and sparring. Investing a die would speed that up, but probably for only one person and doesn't seem necessary.
The problem with communication, especially verbal communication, is that our enemies can hear us. Wordless communications (if possible) solves that.

Of course that assumes this is possible at all.
 
The problem with communication, especially verbal communication, is that our enemies can hear us. Wordless communications (if possible) solves that.

Of course that assumes this is possible at all.

I definitely think it's worth pursuing in the longer term, I'm just not currently willing to prioritize it over the other stuff we've got in the plan.
.
.
.
Also, total non-sequitur, but the loot on that bandit camp was really good. Like, I think that's somewhere between 1/2 and 2/3 of what we got on the Raid we went on. It's a solid chunk of change. The Orthstirr is also not bad at a bit less than half what we got on the actual Raid (more like 1/3 when you count the Trials and joining Folkmarr's Felag). Maybe better than 1/2 the actual raid once the Poetic Inspiration gets used and counted (still closer to 1/3 all things considered).

So yeah, tough fight, but very big rewards to go with it.
 
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man, the Norse walking along with deadly injuries without a problem would make the renaissance secret body study groups salivate at seeing how the body works....
Also, did Sten died a body dead, what with him stopping breathing?

[X] You do and the twins join your household as huskarls.
[X] Plan Making Our First Weapon

For the training, i know its not major, but do we infuse Odr and Orthstirr into Hamr before or after the Hugr infusion? because i would think doing it after would make the other's task of restraining us easier...

Also, i know its late, what with the gift already given to Stigr, but here is what i had in mind for his gifft.... perhaps we can give it when he wanders off?
"Let the wearer ride the wolf of the land as he travels the path of the giants" = airstep in a steep upward or downward incline
(wolf of the land = wind, path of the giants = mountains)

IF mentioned Stig will go wandering, so this will help him get to places easier, and an archer can always use the high ground advantage.
 
man, the Norse walking along with deadly injuries without a problem would make the renaissance secret body study groups salivate at seeing how the body works....
Also, did Sten died a body dead, what with him stopping breathing?

IF explained it as "A Norseman dies some death when they've been convinced that they die and stop animating their body.", then I suppose the difference between Bodily Dead and True Dead is whether it's your Time, and presumably your Gate opens on it's own to eat you if that's the case. Even if Sten is clinically dead by modern medicine's standards, he'll be fine after a night's sleep because he doesn't believe he's dead--he's just tired.

Not how Halla is casually walking off heart palpations and just finds it it being a little lazy. The higher your Hamr score, the more you can hilariously shrug off damage that should be literally impossible to survive, strap a few band-aids on, and walk it off. Case in point, the dude who's walking and talking with a concave chest from taking 6 Endurance Damage, and he's still got 2 or 3 left, which means you'd need to kill him that many times over before he finally goes "Oh hey, I should be dead now", and passes out.

Remember, Ordinary human beings have 1 Endurance, which is to say "Every point of Endurance represents enough damage to kill a human fucking dead."
 
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For the training, i know its not major, but do we infuse Odr and Orthstirr into Hamr before or after the Hugr infusion? because i would think doing it after would make the other's task of restraining us easier...

Sure, I'll specify we do Hugr first.

Remember, Ordinary human beings have 1 Endurance, which is to say "Every point of Endurance represents enough damage to kill a human fucking dead."

Eh. There are some indications that Hamr 2 is still within the range non-cultivators can manage (at the very high end, but still). I suspect 2 Endurance is very possible for mortals.

Of course, that still leaves someone with Hamr 8 as able to walk off things that would kill any three men.
 
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Would Puncture work on something like Father Gerrit's shield?

[X] You do and the twins join your household as huskarls.

[X] Plan Making Our First Weapon
 
I think Fister implied that the Captain we beat got a Muna out of the experience, and by extension, is likely to be a recurring character.

Families keeping locks of hair to regrow from is interesting. Does our extended family have a hair exchange program so that if someone dies we can regrow?

e: I think the big lesson to be taken from Puncture is: There's always a counter, a way to break through any defence. And probably counter any attack, too. RS-Layers are broken by any trick. Halting Vortex can be penetrated by various elemental attacks. You can maginuke Sidestep spammers. This lesson was repeated with Horra, too. We accidentally countered his shenanigans with a Fylgja and a Twist. There's a counter to everything. Don't get complacent!

ee: I think a great Ignition trick would be one where we use Ignition on ourselves, similar to Emberwing Cloak, to accelerate our attacks. Think Rinko's handglove bomb from Law of Ueki, where she uses bombs to accelerate her punches. Extra momentum for more damage! For standstill, a trick to immediately arrest our own momentum would also be useful. Actually, can we combine Standstill with Kindle-Spinner? What I was thinking is, the Kindlespinner explodes, but also dumps Standstill on the target - similar to IAT. This would improve the 'stun' effect of Kindle-Spinner.

Also, a trick that's basically a bajillion Orthsirr to achieve a big impact might be helpful to learn.

Like if we're getting a ton of arrows rained on us ala what Sten did to the Captain, a Standstill 'bulwark' might be great to have to NOPE all ranged attacks.

Also can we combine Firebomb-Strike with Hefty Halter Blow? Nuke their weapon out of their hands! Actually we should just combine Firebomb-Strike with everything we do.

eee: In general, is there a reason not to use blood for runes? Blood is replenishable, paint not so much.
 
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I think Fister implied that the Captain we beat got a Muna out of the experience, and by extension, is likely to be a recurring character.
I guess an odr infused knee to the groin probably *would* be the sort of thing that sticks in your memory. But really, there's a lot of good moments in the fight. Taking Abjorn's massive hit, the kgt, that moment of knowing he can't stop Sten's steel wave.

As epic as the fight against the captain was, my favorite moment from the camp raid is still that poor sentry running face first into Halla's ridiculousness and just being super frustrated over it lol.
 
What I was thinking is, the Kindlespinner explodes, but also dumps Standstill on the target - similar to IAT. This would improve the 'stun' effect of Kindle-Spinner.

Don't think such a thing would work. We've been told that Standstill doesn't play well with anything, and while that was said in response to Alloying, I suspect that'd also extend to trying to combine Standstill with another hugareida. The KS would probably get frozen, rather than it acting as a vector for IAT.
 
Alright. Added that to the plan, if people prefer a different rune combo they can speak up and I'll change it if a bunch of people object or have a better suggestion.
One alternative, (or an option for our next firesax, if we make another one):
snakesires rival starting sax
laments nurturing logi

snakesire -> Loki (father of the Jörmungandr)
Lokis rival -> Logi (who was pitted against Loki in an eating contest by Utgard-Loki)
Logi -> Fire/"Wildfire itself"

So overall
firestarting sax, complaints (/speaking) feeds the flames (or the blade)

https://en.wikipedia.org/wiki/Logi_(mythology) said:
In Gylfaginning ('The Beguiling of Gylfi'), Logi appears in the tale of Thor and Loki's journey to the castle of the giant Útgarða-Loki in Jötunheimr, where Loki was pitted against Logi in an eating contest. The contestants appeared to be equal in speed at eating meat from the bone, but Logi also consumed the bones and even the wooden trencher in which the meat was placed showing off his might. Útgarða-Loki afterwards explained that Logi was really wildfire itself.

https://en.wikipedia.org/wiki/Logi_(mythology) said:

https://en.wikipedia.org/wiki/Logi_(mythology) said:

Name

The Old Norse name Logi is generally translated as 'fire', 'flame', or blaze'.[1][2] It was also used in poetry as a synonym of 'sword, blade'.[1]
 
Talking with new hires (and potential witnesses), forging a sax, and infusing our stats with phenomenal cosmic power. Let's do this!
 
Voting is now closed.
Scheduled vote count started by Imperial Fister on Apr 28, 2023 at 9:12 PM, finished with 110 posts and 13 votes.

  • [X] You do and the twins join your household as huskarls.
    [X] Plan Making Our First Weapon
    -[X] (Personal) Spend time with...
    --[X] Everyone who went on the attack, plus our two new employees. Plus Steinarr if he wants to come.
    --[X] General after-action report stuff, discussing what happened, asking the twins if they know what locals were helping or supplying them, as well as why two groups had joined up, and so on.
    --[X] Getting the twins situated and integrated and inviting them to join the regular sparring is also on the list. Everyone else is also invited to general sparring (though Sten and Steinarr may decline due to not getting much out of it...Joarr might join, though).
    --[X] We will also feast and have drinks, obviously. Though no heavy drinking until we're done talking.
    -[X] (Crafting) Try to make something
    --[X] Molten Iron Sax (+7 Successes from Tools/Workshop)
    --[X] Start using instead of Thievesbane if it's at least Decent.
    --[X] Add runes saying "No matter where the raven-father wanders clad in grey, I will know him by his hoist-scar" - Wherever the sax strikes, the wound appears on the throat.
    --[X] Add 1 renewable Reward Die courtesy of @DeadmanwalkingXI
    -[X] (Exploration) Go on a walk through...
    --[X] Our Farm (I think that's the fields, but just to be clear)
    --[X] With Abjorn.
    --[X] Taking Drifa and Sterki with us, assuming their parents approve, the kids deserve to explore a bit and it's safer with us.
    --[X] Ask Drifa about her Hugareida while we travel (among other things we talk about with both kids, including helping train them to fight when they're older)
    -[X] (Rolled)
    --[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Campfire 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train a Dodge-based Trick that enables the use of multiple actual dice to dodge 5d6
    -[X] (Research)
    --[X] Cultivation Note: Do so on our own property inside our fence this time
    --[X] Odr Note: Will have Abjorn, Sten, and likely Steinarr and probably several others (we'll do it after the meeting where we discuss things) standing by when we invest our Odr into our stats, and will invest it one point at a time, starting with Hugr. Will do this unarmed after handing our weapons over to Abjorn.
    --[X] See if we can bring our fylgja into our soul space and thus bring in physical objects, if we can bring in the sealwood twig and try and plant it 1d6
    --[X] Very carefully try investing 1 Odr into our newly created weapon 1d6
    --[X] Do more bible reading with Jerasmus 1d6
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
    --[X] Train Halting Vortex 1d6
    --[X] Train a Standstill Trick for an area-of-effect that slows enemies and thus makes them less effective 1d6
    -[X] (Training) Tricks
    --[X] Note: While Sten is teaching us, ask him about the best way to make mail armor, and on an unrelated note, if a weapon can be reforged in a way that leaves its spirit intact and how that would work.
    --[X] Train Goal-Tell 1d6
    --[X] Train Cool-Off 1d6
    --[X] Train Skewer-Flick 1d6
    --[X] Train 'Mail' Armorcraft Skill-Trick 1d6 (+1 Success from Sten, since we asked)
    --[X] Train a counterattack Trick that works with the atgeir 1d6
    --[X] Train a Throwing Trick for grenades, boulders, and so on (something cheap to allow us to put more than one die into throwing something) 1d6
    -[X] (Training) Hamr (60 successes to rank up)
    --[X] Train Hamr itself 1d6
    --[X] Train Chop 1d6
    -[X] (Training) Hugr (26 successes to rank up)
    --[X] Train Hugr itself 1d6
    --[X] Train Composure 1d6
    --[X] Train Housecraft 1d6 (+1 Success from Sten)
    --[X] Train Weaponcraft 1d6 (+1 Success from Sten)
    --[X] Train Wordplay 1d6
    -[X] (Training) Fylgja (9 success to rank up)
    --[X] Train Fylgja Itself 1d6
    -[X] (Orthstirr Usage)
    --[X] 2 Odr and 4 Orthstirr to Hamr
    ---[X] 1 Odr and 3 Orthstirr into Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (33 total)
    --[X] 3 Odr and 4 Orthstirr to Hugr
    ---[X] 3 Barb-Tongue, 4 Composure, 5 Housecraft, 3 Management, 4 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, 1 Odr and 4 Orthstirr into Wordplay, 5 Wildcraft (42 total)
    --[X] 3 Odr and 2 Orthstirr to Fylgja
    ---[X] 3 Command
    --[X] 1 First Impression
    --[X] 235 free for tricks
    [X] Plan Making Our First Weapon
    -[X] (Personal) Spend time with...
    --[X] Everyone who went on the attack, plus our two new employees. Plus Steinarr if he wants to come.
    --[X] General after-action report stuff, discussing what happened, asking the twins if they know what locals were helping or supplying them, as well as why two groups had joined up, and so on.
    -[X] (Crafting) Try to make something
    --[X] Molten Iron Sax (+7 Successes from Tools/Workshop)
    --[X] Start using instead of Thievesbane if it's at least Decent.
    --[X] Add 1 renewable Reward Die courtesy of @DeadmanwalkingXI
    -[X] (Exploration) Go on a walk through...
    --[X] Our Farm (I think that's the fields, but just to be clear)
    --[X] With Abjorn.
    --[X] Taking Drifa and Sterki with us, assuming their parents approve, the kids deserve to explore a bit and it's safer with us.
    -[X] (Rolled)
    --[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Campfire 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
    --[X] Train a Dodge-based Trick that enables the use of multiple actual dice to dodge 5d6
    -[X] (Research)
    --[X] Odr Note: Will have Abjorn, Sten, and likely Steinarr and probably several others (we'll do it after the meeting where we discuss things) standing by when we invest our Odr into our stats, and will invest it one point at a time. Will do this unarmed after handing our weapons over to Abjorn.
    --[X] See if we can bring our fylgja into our soul space and thus bring in physical objects, if we can bring in the sealwood twig and try and plant it 1d6
    --[X] Very carefully try investing 1 Odr into our newly created weapon 1d6
    --[X] Do more bible reading with Jerasmus 1d6
    -[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
    --[X] Train Halting Vortex 1d6
    --[X] Train a Standstill Trick for an area-of-effect that slows enemies and thus makes them less effective 1d6
    -[X] (Training) Tricks
    --[X] Note: While Sten is teaching us, ask him about the best way to make mail armor, and on an unrelated note, if a weapon can be reforged in a way that leaves its spirit intact and how that would work.
    --[X] Train Goal-Tell 1d6
    --[X] Train Cool-Off 1d6
    --[X] Train Skewer-Flick 1d6
    --[X] Train 'Mail' Armorcraft Skill-Trick 1d6 (+1 Success from Sten, since we asked)
    --[X] Train a counterattack Trick that works with the atgeir 1d6
    --[X] Train a Throwing Trick for grenades, boulders, and so on (something cheap to allow us to put more than one die into throwing something) 1d6
    -[X] (Training) Hamr (60 successes to rank up)
    --[X] Train Hamr itself 1d6
    --[X] Train Chop 1d6
    -[X] (Training) Hugr (26 successes to rank up)
    --[X] Train Hugr itself 1d6
    --[X] Train Composure 1d6
    --[X] Train Housecraft 1d6 (+1 Success from Sten)
    --[X] Train Weaponcraft 1d6 (+1 Success from Sten)
    --[X] Train Wordplay 1d6
    -[X] (Training) Fylgja (9 success to rank up)
    --[X] Train Fylgja Itself 1d6
    -[X] (Orthstirr Usage)
    --[X] 2 Odr and 4 Orthstirr to Hamr
    ---[X] 1 Odr and 3 Orthstirr into Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (33 total)
    --[X] 3 Odr and 4 Orthstirr to Hugr
    ---[X] 3 Barb-Tongue, 4 Composure, 5 Housecraft, 3 Management, 4 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, 1 Odr and 4 Orthstirr into Wordplay, 5 Wildcraft (42 total)
    --[X] 3 Odr and 2 Orthstirr to Fylgja
    ---[X] 3 Command
    --[X] 1 First Impression
    --[X] 235 free for tricks
 
e: I think the big lesson to be taken from Puncture is: There's always a counter, a way to break through any defence. And probably counter any attack, too. RS-Layers are broken by any trick. Halting Vortex can be penetrated by various elemental attacks. You can maginuke Sidestep spammers. This lesson was repeated with Horra, too. We accidentally countered his shenanigans with a Fylgja and a Twist. There's a counter to everything. Don't get complacent!

I don't really disagree, but I think the lesson is to have multiple different ways to do everything with very different weaknesses, so you can always use a different tactic if the current one is insufficient.

ee: I think a great Ignition trick would be one where we use Ignition on ourselves, similar to Emberwing Cloak, to accelerate our attacks. Think Rinko's handglove bomb from Law of Ueki, where she uses bombs to accelerate her punches. Extra momentum for more damage! For standstill, a trick to immediately arrest our own momentum would also be useful. Actually, can we combine Standstill with Kindle-Spinner? What I was thinking is, the Kindlespinner explodes, but also dumps Standstill on the target - similar to IAT. This would improve the 'stun' effect of Kindle-Spinner.

Immediately arresting our own momentum is probably part of the 'platforming/double jump' Standstill movement thing we'll be getting eventually. I'm unconvinced that using Ignition to accelerate our attacks is worth it...we have both Firebomb-Strike and Power Chop which both do different parts of that already. Like, what's that actually gonna do that one of those two doesn't?

And as Constenanto suggests Standstill doesn't play well with other Hugareida so I'm skeptical of the Kindle Spinner/IAT thing.

Also, a trick that's basically a bajillion Orthsirr to achieve a big impact might be helpful to learn.

We did in fact just grab Skewer-Flick Trick specifically to have a 'big hit' that wasn't Leaping Cleave...that might've been big enough to trigger a cave-in, which would be why we didn't use it here.

Like if we're getting a ton of arrows rained on us ala what Sten did to the Captain, a Standstill 'bulwark' might be great to have to NOPE all ranged attacks.

Halting Vortex actually does this if they're simultaneous, and IAT might work even if they aren't.

Also can we combine Firebomb-Strike with Hefty Halter Blow? Nuke their weapon out of their hands! Actually we should just combine Firebomb-Strike with everything we do.

This seems possible once we Master Firebomb-Strike, yes. Might be worth it since it likely adds some damage to the enemy on top of Hefty-Halter Chop's usual effects.

eee: In general, is there a reason not to use blood for runes? Blood is replenishable, paint not so much.

Blood dries and then flakes off. Or rots. It's...really pretty shitty for writing long term. If we need something quick we could use it, but it's sub par at best for anything long term.
 
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