Incidentally, does Mastered and Perfected versions of Sickness Sear do anything? The ability to deal with magical disease and poisons, maybe?

It doesn't do that. We've been explicitly told you need Seidr for magical diseases and poisons. It might upgrade how well it deals with non-magical ones (though, really, it probably just changes cost like most Tricks), but investing heavily in that seems like a not great choice.
 
Dosen't one of the twins have a Wind Hugareida? We could use that to provoke a fight between Horra henchmen and the bandits. Make it look like the bandits are ambushing them.

Or we could send a message to the bandits and trick them in thinking that Horra henchmen are there not to help them but for a surprise attack.

Or we could see what the exchange between the bandits and Horra henchmen is and then ambush the bandits. Or provoke Horra henchmen in attacking us first so we don't take Nid.

Another possibility is luring monsters from the forest in attacking during the meeting, causing cause and weakening both sides. Possibly also causing distrust between them if the bandits think that the monsters were sent by Horra.
 
Dosen't one of the twins have a Wind Hugareida? We could use that to provoke a fight between Horra henchmen and the bandits. Make it look like the bandits are ambushing them.

They do, but they actually aren't there, and cannot readily sneak close enough for this, I think.

Or we could send a message to the bandits and trick them in thinking that Horra henchmen are there not to help them but for a surprise attack.

Or we could see what the exchange between the bandits and Horra henchmen is and then ambush the bandits. Or provoke Horra henchmen in attacking us first so we don't take Nid.

Another possibility is luring monsters from the forest in attacking during the meeting, causing cause and weakening both sides. Possibly also causing distrust between them if the bandits think that the monsters were sent by Horra.

We really want them to talk to each other before they fight since that gives us evidence, and we fundamentally want to overhear that, which limits our ability to, like, fetch monsters. Getting the meeting to devolve into violence would be great, but our options for how to do so are a bit limited.
 
"Do you think we should give it to them?" Tryggr asks in turn as the chair creaks from his weight. "Could be a good way to even out the odds."

Sten frowns. "Without the blessing of the Headsman, any action we take will have to be in secret. Which means we'll have to eat some nid to do that."

None of the people gathered seem very keen on that idea.
If we wait for them to meet the bandits, can we take that as evidence of them meeting the bandits and ambush them on their way back, treating them as bandits?
 
Horra's henchmen currently have the upper hand from what I can tell, if a fight breaks out. We'd want the bandits to win, then mop them up.

If Horra's henchmen succeed though we have different issues. And it's more likely than not that Horra's Henchmen will win, too.
 
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So, a thought occurs about what we might be missing in our soul. The soulscape provides the earth for the plants, our odr serves as water, but we don't have a sun for the plants. Maybe that's what's missing? I'm not sure how we'd *make* a sun in our soul, but it certainly sounds like it might be beneficial? And creating a luminescent shining core in our soul certainly *feels* cultivatory.
 
Horra's henchmen currently have the upper hand from what I can tell, if a fight breaks out. We'd want the bandits to win, then mop them up.

Do they? Depends on how many bandits show up for the meeting, I think, and how dangerous the guy in the cloak is. This is a group of 5 and we know there were around 7 bandits (maybe even more), and the leader of the bandits is supposedly a match for the berserk, which leaves three vs. three plus three against the guy in the cloak...so are three bandits a match for the guy in the cloak? We don't actually know.

If Horra's henchmen succeed though we have different issues.

True. But we also get to see them in action, and I suspect it won't actually be casualty free even if they win. We'll need to see what happens.
 
Do they? Depends on how many bandits show up for the meeting, I think, and how dangerous the guy in the cloak is. This is a group of 5 and we know there were around 7 bandits (maybe even more), and the leader of the bandits is supposedly a match for the berserk, which leaves three vs. three plus three against the guy in the cloak...so are three bandits a match for the guy in the cloak? We don't actually know.
I mean, in our experience bandit leaders tend to hang out and watch all their guys get butchered before being swarmed to death :V
 
Do they? Depends on how many bandits show up for the meeting, I think, and how dangerous the guy in the cloak is. This is a group of 5 and we know there were around 7 bandits (maybe even more), and the leader of the bandits is supposedly a match for the berserk, which leaves three vs. three plus three against the guy in the cloak...so are three bandits a match for the guy in the cloak? We don't actually know.
The way there talking indicated to me that the shapecrafted abomination in the cloak is probably a match for or better than the Berserk.

So it comes out to:

Horra's HenchmenJordan's Raiders
1x Berserk "Wolfwind" (~Ironbrother tier)
1x Shapecrafted Ambionation in a state worse than death (~Ironbrother tier)
~3x Raiders (Probably somewhere at Norseman 20~22 year old tier)
1x Jordan Sharkmouth (~Ironbrother tier)
~6x Raiders (probably at Norseman 20~22 year old tier)

From what I can tell the result should be a victory for Horra's Henchmen. I'd give about 70-30 odds in their favor if we do nothing.

Now, if Jordan's Raiders had more men, it should be more of a tossup.
 
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From what I can tell the result should be a victory for Horra's Henchmen. I'd give about 70-30 odds in their favor if we do nothing.
I mean, I'd expect the bandit leader or the berserk to beat 3 average bandits pretty handily, but the guys with the cart seem to think the abomination is weaker than the berserk, so hard to say? Our recruits seem to think the bandit leader would win, so I guess it comes down to whether we think the abomination would shred through 3 people before the bandit leader manages to kill the berserk.
 
It occurs to me that the "Slagson" rank is ambiguous whether it's supposed to be a son of English slag, meaning metallic waste, or of Norse slag, meaning an attack or battle. The former fits the theme naming of "Ironbrother" and "Steelfather" but also sounds weirdly insulting to me.
 
The way there talking indicated to me that the shapecrafted abomination in the cloak is probably a match for or better than the Berserk.

So it comes out to:

Horra's HenchmenJordan's Raiders
1x Berserk "Wolfwind" (~Ironbrother tier)
1x Shapecrafted Ambionation in a state worse than death (~Ironbrother tier)
~3x Raiders (Probably somewhere at Norseman 20~22 year old tier)
1x Jordan Sharkmouth (~Ironbrother tier)
~6x Raiders (probably at Norseman 20~22 year old tier)

From what I can tell the result should be a victory for Horra's Henchmen. I'd give about 70-30 odds in their favor if we do nothing.

If these bandits are equal to the ones we fought in quality, if not number, three of them should be significantly more badass than that. Like, our new huskarls are very much a tier up from that (if still below Ironbrother) as was the sentry, the last guy Sten killed before the final fight (the one in mail), and at least one of the ones Gabriel was fighting to boot. Really, all the ones who survived the initial onslaught were scarier than that, I think (which was just over half of them).

Meanwhile, all the non-berserk men on Horra's side seem pretty green, so I think your analysis is right there. Also, they're worried about the guy in the cloak turning on them, so there's a non-zero chance it'll be the only survivor if they have a near-win and it turns on them (at that point, we could and should get our people together and put it down while its wounded).

So, like I said, it depends on whether three bandits can fight the guy in the cloak. And a fair bit on luck. I do think Horra's people are probably slightly favored based on what we know, but only slightly (55-45 or maybe 60-40 if we're right about everything and the bandits lack any surprises).

Now, if Jordan's Raiders had more men, it should be more of a tossup.

We actually don't know that they don't. We only saw seven when we scouted, but there could be a couple more.
 
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Well, there's also the possibility that Jordan is like, alone. His cousin Lars did practice good opsec.

Hopefully that's not the case, and it's not like we can alter the circumstance.

Although if they just fight and only kill Jordan before leaving we can probably move in on the decapitated Bandit Camp and mop up. Either way Horra has less assets.
 
We could try to divide the group and ambush the guy in the cloak when he is alone, i doubt that whatever that thing is it is protected by the Law.

We then take the body as evidence, and if the others catch up with us we pretend we don't know who they are. So they must choose if they want to walk away and leave us with evidence of Horra crimes or attack us and confess to apparent random people that they are accomplices of some crime.

Well, there's also the possibility that Jordan is like, alone. His cousin Lars did practice good opsec.

Then maybe we can wait until Horra henchmen are gone and ambush Jordan when he is alone? maybe capture him alive to use him as a witness for the trial?
 
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We could try to divide the group and ambush the guy in the cloak when he is alone, i doubt that whatever that thing is it is protected by the Law.

We then take the body as evidence, and if the others catch up with us we pretend we don't know who they are. So they must choose if they want to walk away and leave us with evidence of Horra crimes or attack us and confess to apparent random people that they are accomplices of some crime.



Then maybe we can wait until Horra henchmen are gone and ambush Jordan when he is alone? maybe capture him alive to use him as a witness for the trial?
I doubt we can ambush the thing in the cloak and take it alive. It seems a little too dangerous, and not coherent enough to do anything.

We might want to be nearby (~20 mins away) in case opportunities come up. Far enough that we're way beyond the hearing of a keen-hearing Norseman.
 
I doubt we can ambush the thing in the cloak and take it alive. It seems a little too dangerous, and not coherent enough to do anything.

We might want to be nearby (~20 mins away) in case opportunities come up. Far enough that we're way beyond the hearing of a keen-hearing Norseman.

I never said we try to take the thing in the cloak alive, i said we try to take the bandit leader alive.

My idea was killing the thing in the cloak and steal its corpse, then use Meat-Keeping Sticks to preserve it until the trial, presenting the shapecrafted abomination as evidence of Horra crimes.
 
I wonder. Is this the means to getting around the Enemy's obfuscation?
I could see it, yeah.
Risky to try, but maybe worth a shot at some point.
Yes
That aside, man, for all it was a giant research sink? "You have unlocked the idea of writing things down" is a game changer. Well worth the time and investment involved.

Even Runestones are more turns of phrases and sentences then something intended to put a lot of information forward. The only downside is that the Runes are... Well, too magical to be something you can write a lot in.

Which means we're going to need to develop a simplified version that isn't magical.
Yup.
It will take time... But once we iron the steps, we can leave behind riddles to help others, even if it's coded/hidden in poems.
We also need a practical writing medium, which probably means importing parchment.
Perhaps a trip to China or Egypt?
I mean, it was literally in the first of Halla's updates too. Doesn't require Odr at all, technically. As long as something is giving you a Foundation.

We also know that Seidr has a price attached, though that Price can vary. (Like how the Seeress wants Horra's head in exchange for teaching us).
Perhaps the great price is because whoever teaches you seidr pays the first few steps?
A personal sacrifice for a persona service rendered?
A wandering albatross, not exactly very common in these parts
Huh, interesting.
I just hope he don't start acting like a garbage can too. :V
In a somewhat similar manner of jumping at the slightest sudden movement.
...they are on the edge as a group so makes sense...
But twitchy just reminds me of the nisse...
Just as a bit of a heads up from me. So, a guy I knew might have died. I wasn't the closest to him, but it's definitely robbed me of the writing mood.

I dunno if it'll come back tonight, but we'll see.
Dang, take care and my condolences.
Take whatever time you need man, we can wait.
Sten frowns. "Without the blessing of the Headsman, any action we take will have to be in secret. Which means we'll have to eat some nid to do that."
Guess it's time to drop the pole next turn.... And our findings so far.
Sure, it's not a magical silver bullet, not a sunshine dagger against trolls, but it starts things up.
"Still, dying would be better than," The first glances over his shoulder, a flash of fear in his eyes, "...ending up like that."
Yeeeep, definitely shapecrafted monstrosity
... can we steal whatever it is they're transporting maybe?

Oooh, better idea, we use the glue

To elaborate, we use the Glue from our Tree, we place it secretly on the road before them, and it means they can't bring the cart.

Which means their 'Insurance Plan' goes up in the air. Might even wake up whatever beastie they're bringing, which means that whatshisface the Raider blames Horra for the bullshit and attacks him.
...do we have free space in our fylgja? If yes, it's worth a try.

Glue would not work though.
I don't think out fylgja could teleport it from the tree not would it stop the delivery.
The earth would just stick to the wheels. Or the raiders lose their boots and the game is up.
They can also just pick up the whole wagon and carry it.
We maybe could, but that would maybe call off this meeting. We really want this meeting to occur, I think. It's almost certainly the first incontrovertible evidence of Horra's farm being in league with bandits (and claiming Horra is orchestrating it) and we need that.

And apparently Horra can make berserks, but maybe not very well or without terrible side effects. That seems worth noting. His magic being shapecrafting but more messed up definitely fits what we know of it.
Yeah, definitely need to steal it after the meeting if we do that.

He is a shaoecrafter or dabbles in it.
But I doubt he made one or the clocked one is all too happy to have been worked on.
The problem is that they're practicing some pretty damn good Opsec for the most part too, and it seems to be suggesting that Horra's daughter is trying to pull a fast one as well on everyone involved.

Hrm, that being said, like, if we actually see all this go on, is that actual Evidence? Or would they just close ranks anyway without something to actually nail him to the ground with?
I think his daughter is the security/insurance that the opsec is kept up.
Seems likely they're transporting some fleshcrafted monstrosity ala the nisse, but made out of human corpses. 🤔 And taking it to the raiders... As a gift? Something to sell?
The clocked one definitely is one, but more a guard, I think.....
No idea what's on the cart thou, could be siege weapons or additional weapons and stuff too, but flesh/shapecrafted monstrosities work fine for those, yeah.
Later was clarified as an Albatross, which is pretty neat.
Yeah, saw thatthanks though!
Probably helps with luck, travel, or both, though the details are completely unclear.
Hm... That's the superstition surrounding them. Let's hope it's so then.
Nothing is unbeatable and neither is Frenzy. Judging things by if they're unbeatable or not does not a very good standard make.

I know that's not what you mean, but I just want to make it clear that there is no skeleton key move that counters everything always no matter what.
With seidr and nit, and magic in general, not being there in the first place doesn't work either, huh?

An addition to the plan, if you don't mind it ...
Take care of our owl's claws when setting in to listen, so they don't scrap on whatever it lands on (nor whatever it sits on gives a noise from the added weight)
 
[X] Keep watching as they actually meet with the bandits. If the bandits kill them, that's fine, if they kill the bandits that's also fine. If they act all friendly or discuss business, that too is fine as it gives more evidence of Horra consorting with bandits.
 
[X] Keep watching as they actually meet with the bandits. If the bandits kill them, that's fine, if they kill the bandits that's also fine. If they act all friendly or discuss business, that too is fine as it gives more evidence of Horra consorting with bandits.
 
Guess it's time to drop the pole next turn.... And our findings so far.
Sure, it's not a magical silver bullet, not a sunshine dagger against trolls, but it starts things up.

We basically only get one opportunity to drop off evidence before Steinarr's timeline is up, since we only get a total of 2 more Visits before then, that means we need to visit his Sanctum this Summer, then drop off all our evidence this Winter. At least, if we want to be there personally (and I think we do). We can also do non-Visit activities as well (like mop up the bandits if they survive this), but only the two Visits.
 
We need to coordinate with the Seeress for maximum results.

It's a good idea. We can probably send her a message via Abjorn as to when we'll be dropping it off and doing the trial (we might also even request her help gathering it, in the case of the sanctum), but either way the timeline just doesn't work out for us to personally go to Asvir this Summer unless we forsake actually being at the trial...and much as Abjorn is wonderful, he is not the most talkative of men and I don't think he should be the one presenting our case.
 
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