So, you can put orthstirr into the Pockets, but it seems to function in a similar way as when you put orthstirr into your hamr or hugr.
However, as you slip your orthstirr into a Pocket, you notice that the Pocket seems to almost *draw* your orthstirr in, as if it were able to use it for some unknown purpose.
You pull away from the Pocket before it gets a chance. While it doesn't feel particularly dangerous, you'd rather play it safer than just jumping in like a maniac.
Well, sounds like we have a new experiment to do.
Returning to your spot across the room, you will your orthstirr into motion. Crimson power races down the length of string and flows over the mug. It flings up and you snatch it out of the air with a sullen look on your face.
Hm, that sounds like an interesting principle to use with other tricks once we got the remote Orthstirring down by learning this trick.
(imagine sending Orthstirr to an enemy to set them on fire, with the fire exploding once we stop the connection, or firewhips)
Or sending fire Orthstirr through a weapon made from Fireore, see if that strengthens firetricks.
Hugr Infusion (Hugr (Composure): 6x2, 5x1, 4x2, 3x2, 2x3, 1x1)7-8+4(Calm Charge)=3 Successes.
So our composure experiment saved our butt on the Hugr Infusion experiment.
(You have unlocked Calm Charges, which can be spent to counter failures during Composure rolls. They replenish yearly.)
Very neat.
Also neat, looks like the predictions got more detailed, spanning longer.
Also should try Odr-ing dodge, see if that unlocks some synergy.
Poetry (Hugr (Wordplay): 6x2, 5x2, 4x1, 3x2, 2x3, 1x1-1)8+4=12 Successes
The poem is certainly a good one, there's no doubt about that. While you could've covered any manner of topic, you instead decided to focus on how you absolutely clowned on that bastard with a Knee-Groin Trick.
It was a good enough poem that, as it starts to spread around, people — men in particular — start to regard you ever so slightly differently.
(+12 Orthstirr, +1 to Nut-Cracker)
So, either
- Odr does not do anything special in poetry, just the usual "removes a fail"
- We got the +1 to Nut-Cracker from the fight
- Odr gave us the +1 to Nut-Cracker
Further experimentation required.
Also still want to try that poem to the "kiss abjorn" muna that symbolizes both our relationship and our standstill hugareidr
Tryggr laughs as he waves it off with his good arm — the other having been broken in seven places during the fight and it 'still didn't feel quite right', according to him. "There's no need to repay anything!"
Trausti sighs as he rubs at his forehead — his eyes having been torn out in the battle. "What my brother means is that we signed up for good fights and a good fight is what that was."
What weapons do they use and what quality do they have?
Long term wanna make them weapons from elemental ore. (Just because that seems like a good thing to do for "we signed up for good fights" hird)
On a pedantic note, the Valhalla thing is also probably ahistorical (well, depending on what you mean by that phrase). The Norse certainly believed in Valhalla but you got in by Odin and the Valkyries inviting you for being a great warrior in life, rather than 'dying in battle' specifically, and it was nice but it wasn't the only nice place in the afterlife by any means.
A video with a bit more on that topic:
View: https://www.youtube.com/watch?v=_wJH33VrEPw
I'm against putting more int Hugr right now until we know how Fasts work, since I don't think Pockets are a good long-term solution. As for the rest, the Training plan is mostly done (and does include combat skills), though I'll put you down for 'focus on Hamr over removing pockets'.
Pockets are great long term, when we get enough Orthstirr that the price of a pocket becomes less and less of our full Orthstirrcapacity.
And the filling them with Orthstirr looks promising.
Eventually? Yes. Right now? It doesn't seem to do anything special for crafting or combat skills...not that we can see or use anyway. We could try more social skills or mental skills next (ie: Tactics, Silver-Tongue), and may do so.
Tactics, Silver-Tongue, but also Barb-Tongue.
It can help us provoke people into breaking formation and run into a trap.
Strategy is another thing.
Next turn or later:
Wordplay
(or do we already know what it means when it says "Odr to next level" instead of infusion?)
Poetry is usefull, teaching is usefull, but both isn't important for the upcoming fight.
Also we should learn a haggle/negotiate trick and try infusing that. (timescale: preferably before we go on our next shopping tour)
(Base Dice: 1d6. 2 Odr to next level)
'Most of the general hugr tricks I know fall under Seidr. Grab-Ahold is a good one that I can teach you, it allows you to hold onto things with your orthstirr. Recall-Fast is also a useful one, it does exactly what the name implies. Does require an advanced understanding of Recall to learn, though.'
Seid in battle sounds like nid danger.
Can we try to fuel a KS with Frenzy/fuel it with Frenzy in addition to the normal cost? (In a prepared firesafe place, of course. Don't want to get screwed by accidentally oversucceeding and setting on fire something we don't want to burn)
Wonder if that has any boosting effects.
[ ] (Sten) Sten's been looking for you, saying that he wants to talk to you about Drifa.
Maybe she wants to learn from us?
Would be cool to have her as first pupil. And then she can act like a big sister and help teaching when our kids get old enough to start learning.