Suggestions for research:
Construct Barrels (to store part of the frenzy)
Construct a basic home.
Construct a basic workshop.
Construct a basic warehouse.
Store a weapons worth of forged iron in our soul, try to bathe it in Odr, then return it and see how it behaves when used to forge.
Do our Cultivation at the dwarves altar* instead of our own (the one under the ash tree).

I'll try cultivating at the altar, since that shouldn't take a die. For the rest, I think we need a consensus on what we do to store Frenzy before we do anything else...I suspect barrels aren't correct, though a building could be.

EDIT: Y'know what, thinking about it no, doing that without permission would be rude. We should wait until we get such permission.

Could be that we need a higher level of Hamr infusion.

That seems unlikely given we have Hamr Infusion 3 to our current Hugr Infusion 1. A bigger imbalance than that can't be necessary if we do this right.
 
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I'll try cultivating at the altar, since that shouldn't take a die. For the rest, I think we need a consensus on what we do to store Frenzy before we do anything else...I suspect barrels aren't correct, though a building could be.
Do we?
Trying some things to explore cultivation wouldn't hurt, unless those things (a) involve unreasonable risk (b) take time from more important things.
And if those buildings are good for something else, they could still give us ideas for the Frenzy.
 
Do we?
Trying some things to explore cultivation wouldn't hurt, unless those things (a) involve unreasonable risk (b) take time from more important things.
And if those buildings are good for something else, they could still give us ideas for the Frenzy.

Well, that's where having only so many Training Dice comes in. I could free up a few, but I think if we figure out a Frenzy solution we need to do it. From there is there are dice free, maybe we build stuff.

We could bring some food and request such permission.

They're grieving their dead right now. This seems super rude, same as engaging in trade would've been. Like, we could drop off food (and I may add that), but asking them favors right now is not okay.
 
It might just be our Owl is currently too weak to pull in living beings, and we need to make it stronger. Maybe Odr infusion, maybe raise it to 7.
 
Article:
While some researchers believe the Berserkers simply worked themselves up into a self-induced hysteria before fighting, others maintain that it was sorcery, the consumption of drugs or alcohol, or even mental illness, that accounted for their behavior. Some botanists have claimed that berserker behavior could have been caused by the ingestion of alcohol, hallucinogenic mushrooms or the plant known as bog myrtle, one of the main spices in Scandinavian alcoholic beverages. Other more esoteric theories surround supernatural beliefs. For instance, some scholars have claimed that the Vikings believed in spirit possession and that berserkers were possessed by the animal spirits of wolves or bears. According to some theorists, berserkers learned to cultivate the ability to allow animal spirits to take over their body during a fight (an example of animal totemism) that also involved drinking the blood of the animal that they wished to be possessed by.


Reading this it seems that there might be two paths for Halla to handle the berserker Frenzy, find magical berserker plants, cultivate them within Halla's soul and then turn them into alcohol, or have Halla's Fylgja hold onto the Frenzy and somehow possess her when it's needed.
 
Ooof.

Okay, that's probably not it then, too far from the Body.

Ugh, so where the fuck is the Fast and how do we open it without a Shapecrafter?

It feels like it might actually be the 'Secondary Gimmick' of Hamr, come to think of it. Hugr unlocked Frenzy as well as raising its Capacity, Fylgja is raising Fylgja Endurance and Capacity, but Hamr is only raising Endurance--it doesn't fit. Might be that Infusing Hamr also expands your Fast, but since we don't know where it is, we can't take advantage of that.
 
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@Imperial Fister
Would cultivating in the stone circle be rude if we did it without asking the dwarves first? (By Hallas/Blackhands understanding of norse/dwarven culture)
Leaving the tree behind, you step further into the circle and find yourself standing upon a large stone circle set into the earth. Frankly, it reminds you a bit of the place you found under the ancient ash, where you practice your cultivation.

In comparison, that place is dead. This place, though? It's not just alive, but thriving! The very air hums with power as hidden runes reveal themselves in your presence.
 
I mean, I guess we could ask Aki? See what Berserks have that we don't?

Fasts after all aren't Forbidden, so he won't end up memory-holing it like he does Odr related stuff, right?

Fuck though, my brain is not running on all cylinders tonight :( This is really hard! But I really want to solve this without backing into a trap. I don't even know where to begin looking in this case.
 
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Ugh.

I hope someone galaxy brains this, because I feel stumped. I've still got a reward die, but I don't think it'd be wise to shoot it blindly at this point.

Maybe I should get an early night for once.
 
fasts are a known thing to the Norse, so the Enemy probably doesn't have a problem with them. I am against getting a Fast because it might impede our cultivation.
 
fasts are a known thing to the Norse, so the Enemy probably doesn't have a problem with them. I am against getting a Fast because it might impede our cultivation.

I think a Fast itself is not necessarily the problem--the idea feels right. The risk is having a Shapecrafter create them for you, because you're putting yourself under the knife of someone The Enemy doesn't feel any particular urge to suppress. No telling what they can slip in during that period.

This isn't to say Shapecrafting is neccessarily evil, but the Enemy suppresses things that could lead to the Norse getting better as a culture, and Berserks are well known enough (And more importantly, something everyone 'Knows' how are made, which we just proved wrong) that this is not something the Enemy considers to be a Problem.

Since Frenzy is a natural application of the Norse System, by definition, Frenzy itself can't be the Work of the Enemy--it can put landmines in the way but it can't actually cut off Cultivation entirely. So the problem must be on the other side, the Shapecrafters who make them.
 
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You know, its probably unrelated, but Fasting is pretty common in a lot of mythologies. IIRC Odin fasted for nine days while he was being stabbed and everything, and in this time period breakfast for christians literally meant to break their nightly fast, as IIRC eating too late was forbidden by the church.
 
You know, its probably unrelated, but Fasting is pretty common in a lot of mythologies. IIRC Odin fasted for nine days while he was being stabbed and everything, and in this time period breakfast for christians literally meant to break their nightly fast, as IIRC eating too late was forbidden by the church.

Wrong kind of Fast.

It's a Fast in the sense that it's a home, a fortress.

It makes sense that it's a storage space inside Hamr, it would explain why everything else has generated 2 "Resources" with Odr Infusion but Hamr is so far, the exception. The problem is identifying them and opening them, which I don't even know where to begin with aside from the obvious approach--which is so obvious that there's no way the Enemy hasn't put it there as a trap.

Remember the Rule. "If it seems too easy, it's probably the Enemy's scheme."
 
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I mean, the oldest definition of Fast apparently is this.

"Old English fæst 'firmly fixed, steadfast' and fæste 'firmly', of Germanic origin; related to Dutch vast and German fest 'firm, solid' and fast 'almost'. In Middle English the adverb developed the senses 'strongly, vigorously' (compare with run hard ), and 'close, immediate' (just surviving in the archaic fast by ; compare with hard by ), hence 'closely, immediately' and 'quickly'; the idea of rapid movement was then reflected in adjectival use. "

Here's the full Definition for Fast

www.merriam-webster.com

Definition of FAST

firmly fixed; tightly shut; adhering firmly… See the full definition

Someone take the wheel, my brain is very much drowning under a tide of despair.
 
[X] Plan Making Our First Armor, doubling down on the soulscape

-[X] (Shopping) Ask Abjorn to buy something for you
--[X] Sell 300 oz. of Bog Iron
--[X] Buy 200 oz. of Forged Iron and a Good Helm
-[X] (Crafting) Try to make something
--[X] Forged Iron Mail (+7 Successes from Tools/Workshop)
--[X] Attempt to put 3 Odr into it as you forge it and see what happens
-[X] Horrby, Horra's Farm
--[X] Rather than visiting normally, you instead stealthily approach and try to scout it out.
--[X] Again, using Dressed in Rags and going with our fylgja.
--[X] Attempt to follow any visitors and couriers, especially the small form shrouded in shadows if it shows up, see if we can figure out where they're coming from and their routes...ideally to set up an ambush of some sort. Anything we overhear is also great, obviously.

Training:
-[X] (Rolled)
--[X] Train Kindle-Spinner 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 Hugr itself 7d6
-[X] (Research)
--[X] Try setting up a runestone dedicated to kissing Abjorn in the "First Kiss Under A Falling Tree" muna 1d6
--[X] Try building a home in the Soulscape 1d6
--[X] Try to manifest our Frenzy as materially in the Soulscape 1d6
--[X] Set up an altar in our soul analogue to the one under the ash tree 1d6
--[X] Make sacrifices at our homes altar, to the spirits major and minor, try to sacrifice some Orthstirr and 1 point of Odr, too 1d6
--[X] Attempt to determine the properties of sealwood sap in general, with a particular focus on how to dissolve it, including using the oil that comes from the same plant 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 Mire Ward 1d6
-[X] (Training) Tricks
--[X] Talk more to Sten about how to make an atgeir
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train Chuck 1d6
--[X] Train Slice-Aside 1d6
--[X] Train 'Rare Weapon' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)
-[X] (Training) Hamr (58 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Chop 1d6
-[X] (Training) Hugr (23 successes to rank up)
--[X] Train Artcraft 1d6 (+1 Success from Sten)
--[X] Train Housecraft 1d6 (+1 Success from Sten)
--[X] Train Tactics 1d6
--[X] Train Weaponcraft 1d6 (+1 Success from Sten)
-[X] (Training) Fylgja (7 success to rank up)
--[X] Train Fylgja Itself 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 3 Orthstirr to Hamr
---[X] 3 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Farmwork, 3 Labor, 3 Overland (36 total)
--[X] 5 Orthstirr to Hugr
---[X] 4 Artcraft, 5 Armorcraft, 3 Barb-Tongue, 1 Odr and 3 Orthstirr Composure, 5 Housecraft, 3 Management, 4 Scouting, 4 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, 4 Wordplay, 5 Wildcraft (52 total)
--[X] 4 Odr and 1 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 224 free for tricks

Fylgja:
-[X] (Fylgja Capacity)
--[X] Add Sway, Halting Vortex, Kindle Spinner, and Ember-Wing Cloak
--[X] Remove Boulder and Shield
 
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[X] Plan Making Our First Armor, doubling down on the soulscape

This seems really premature, man. I'm fine with putting more dice into research, even a lot more dice, but we should come up with an actual plan that multiple people agree on for that first. Research should 100% be the most communal thing we do here since it's by far the most likely to get us killed outright.

Plus, I'm very against trying to put Odr into Twists as of yet, that's super risky from what we understand.
 
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