The good news is that if we can lure out such a big attack and overcome it, we should come out stronger and the Enemy weaker. But we should probably be at the next Realm, have made enough friends with the dwarves we can have ballistas armed with rune-bolts, rune-stones to buff our side and hamper the enemy, and generally stack the deck as much as possible in ways we can't really do on foreign ground.
I'm fine with waiting to prep, but I don't think we should wait until we've reached the next Realm, for two main reasons. First, reaching the next Realm is going to be an extremely long and difficult task, at least on par with surviving the Enemy's retaliation, if not harder imo. We're pretty much fumbling around throwing stuff at the wall to see what sticks in terms of cultivation right now. It's the price we pay for treading new ground. We don't know when or even if we will achieve said Realm.

Second is that we know that the Enemy has placed traps along the path to Norse Cultivation. The boundary between Realms is practically tailor made for placing such a trap. As such, I don't think the first character we have try to break across that threshold will survive the experience.
 
Through leveling up the composing hugareida


Hugr (Wildcraft)

A lot of moving stealthily is just in being smart about how you move, having a lot of patience, and keeping an eye out for people and opportunities

Oh boy, that makes daisy chained Alloys really potentially good, since it's super easy to focus your Muna in smaller areas to grow even stronger. It's also a good incentive to keep levelling Campfire too, since it's trainable as well as the root of our Alloy Chain.
 
Through leveling up the composing hugareida


Hugr (Wildcraft)

A lot of moving stealthily is just in being smart about how you move, having a lot of patience, and keeping an eye out for people and opportunities
So ist it deadmans guess of
without trickwith trick
hugrhugr+wildcraft
Or is the hugr part of adding wildcraft? (Which would probably leave us with 1d6 (or something like that) that would then be doubled)
 
[X] "Let's do it now!" (You'll spar with Sten now, which might leave you weakened while you're exploring Horra's Sanctum.)
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes. Assign our Fylgja Sharpened Senses.

[X] Yes
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Softened Steps, and Sharpened Senses. Assign our Fylgja Sharpened Senses.
 
[X] "Let's do it now!" (You'll spar with Sten now, which might leave you weakened while you're exploring Horra's Sanctum.)
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes. Assign our Fylgja Sharpened Senses.

[X] Yes
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Softened Steps, and Sharpened Senses. Assign our Fylgja Sharpened Senses.
 
I'm fine with waiting to prep, but I don't think we should wait until we've reached the next Realm, for two main reasons. First, reaching the next Realm is going to be an extremely long and difficult task, at least on par with surviving the Enemy's retaliation, if not harder imo. We're pretty much fumbling around throwing stuff at the wall to see what sticks in terms of cultivation right now. It's the price we pay for treading new ground. We don't know when or even if we will achieve said Realm.

Second is that we know that the Enemy has placed traps along the path to Norse Cultivation. The boundary between Realms is practically tailor made for placing such a trap. As such, I don't think the first character we have try to break across that threshold will survive the experience.
If that means we can't Reveal till characters two or three, that's what it means. Keep in mind the Enemy's response would have smeared Steinarr and Sten, even on guard, and the QM implied we need more Power ourselves.
 
Alrighty, voting is now closed.

I'm assuming that you're wearing your mail.
Scheduled vote count started by Imperial Fister on May 8, 2023 at 7:11 PM, finished with 33 posts and 7 votes.

  • [X] "Let's do it now!" (You'll spar with Sten now, which might leave you weakened while you're exploring Horra's Sanctum.)
    -[X] Assign our shapeshifting slots to High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes. Assign our Fylgja Sharpened Senses.
    [X] Yes
    -[X] Assign our shapeshifting slots to High-Twitch Muscles, Softened Steps, and Sharpened Senses. Assign our Fylgja Sharpened Senses.
    [X] "Let's do it now!" (You'll spar with Sten now, which might leave you weakened while you're exploring Horra's Sanctum.)
 
-Thickened Skin (1 Slot) - Reduces incoming damage by 1
-Dense Muscles (1 Slot) - Increases outgoing melee damage by 1
-Target-Tracking Eyes (1 Slot) - Increases outgoing ranged damage by 1
-Offensive-Tuned Reflexes (1 Slot) - Increases dice rolled for attacks (basic and trick) by 1
-Defensive-Tuned Reflexes (1 Slot) - Increases dice rolled for defend (basic and trick) by 1
-Sharpened Senses (1 Slot) - Doubles 'sensing' rolls, such as trying to detect something via sight or smell.
-Softened Steps (1 Slot) - Doubles 'stealth' rolls.
-Ambidextrous Hands (1 Slot) - Allows simultaneous use of two weapons at once
-Counter-Tuned Reflexes (1 Slot) - When you tie while defending, you deal 1 damage to your opponent.
-Supported Grip (1 Slot) - Allows two-handed weapons to be effectively used in one hand.
-High-Twitch Muscles (1 Slot) - Increases attack-speed by 1
-Broad Frame (1 Slot) - Increases enemy morale loss
-Fast Creation (1 Slot) - Creates a Fast in your body, which can be used to store up to 3 things. Some examples are Frenzy (1 Fast for 3 Frenzy), pre-fueled, single-use tricks, or things like extra weapons, replacement shields, or any manner of tools/items.
So...
- Dense Muscles are more useful to us (by a fair margin) than Thickened Skin, especially in the long term, so we can skip thickened skin.
- Target-tracking Eyes are generally less useful than Dense Muscles except in weird/specific circumstances, so skip that except under unusual situations. Regardless, we're generally going to be better off having one or the other, not splitting them.
- Sharpened Senses/Softened Steps are kind of situational. At some point we're likely to want to fit these onto our fylgia, though.
- Ambidextrous hands, we can skip as well. Not our fighting style.
- Counter-tuned reflexes, at least as I can read them, are really persnickety. You have to receive an attack, and defend against it with dice rather than a perfect, and then have the numbers come up as a tie. Too edge-case to be worth investing in for general use.
- Supported Grip... honestly somewhat tempting. Being able to use our atgeir and also just have a free hand has a lot of potential utility. I'm not arguing for it, necessarily... but I'm also not arguing against it.
- High-Twitch Muscles? A bit hard to say. Its super-useful when the combat round ends early, since it'll mean that we got off more attacks and/or they got off fewer. It's not so useful for the move rate thing, since we're going to be handling necessary combat repositioning with wings of fire anyway. If the round doesn't end early, though... it's just letting us get the same total number of attacks in somewhat earlier, and I tend to think that wouldn't be worth it. I'm not going to say "no", here, but I'm looking at it suspiciously.
- Broad Frame is... huh. It doesn't feel like a Halla thing, really. We don't want our enemies to be demoralized. We want them either dead or having fun. That might just be me, though. Anyway, it doesn't feel like something to spend precious build resources on. Might be better suited for Abjorn and/or some of the kids.
- I feel like Fast Creation is something we want to handle in our fylgia
- I feel like Fast Creation is something we want for our fylgia, because fylgia-shapeshift slots are less valuable than standard shapeshift slots, and then we put our frenzy in that. Ideally, the way I see it, we manage three shapeshift slots in our fylgia (Odr infusion?) so that we can have one for the fast and one each for "super-stealth" and "super-senses".

So... my final run-down:
- Dense Muscles: All the yes.
- Target-tracking eyes: Alternate loadout. Lots of one or lots of the other. Not both.
- Supported Grip, High-Twitch Muscles: maybe.
- Fast Creation, Sharpened Senses, Softened Steps: fylgia.

It's true. 2x Target Tracking Eyes + 2x High-Twitch Muscles is pretty much Massive Honed Kindle Spinner Spam (once we've gotten enough proficiency in that particular trick to make it free), or, from the perspective of our enemies, "Why is everything exploding". There's some value there. At the same time, it's going to be a bit before we hit that magical "kindle spinners are free" point, and until then, i'm thinkign that Dense Muscles have the advantage.
 
- Target-tracking Eyes are generally less useful than Dense Muscles except in weird/specific circumstances, so skip that except under unusual situations. Regardless, we're generally going to be better off having one or the other, not splitting them.

I disagree. Target-Tracking Eyes up our Kindle Spinner damage, which is a pretty standard part of our arsenal, and it removes our nearsightedness as a bonus.

- High-Twitch Muscles? A bit hard to say. Its super-useful when the combat round ends early, since it'll mean that we got off more attacks and/or they got off fewer. It's not so useful for the move rate thing, since we're going to be handling necessary combat repositioning with wings of fire anyway. If the round doesn't end early, though... it's just letting us get the same total number of attacks in somewhat earlier, and I tend to think that wouldn't be worth it. I'm not going to say "no", here, but I'm looking at it suspiciously.

Being able to attack three times while someone else does so only once kills people before they even get many attacks off. It's very good and not to be underestimated at all. Like, the stacking with Sagaseeker makes this especially awesome, IMO. Also, making us faster than the Foemen seems like a really good move for our long term success and survival vs. them.

the way I see it, we manage three shapeshift slots in our fylgia (Odr infusion?) so that we can have one for the fast and one each for "super-stealth" and "super-senses".

The owl only got one slot at Infusion 3. Infusion 6 requires Fylgja 7, and higher would require Fylgja 8+. We may eventually get more slots but it's very far in the future indeed. We basically have one and, long term, will usually be using it for Fast Creation.

So... my final run-down:
- Dense Muscles: All the yes.
- Target-tracking eyes: Alternate loadout. Lots of one or lots of the other. Not both.
- Supported Grip, High-Twitch Muscles: maybe.
- Fast Creation, Sharpened Senses, Softened Steps: fylgia.

I don't buy that you should always pick one of Target-Tracking Eyes and Dense Muscles. We need to vary our combat tactics and use both Kindle Spinner and close combat attacks too often (re: so far, every single fight since we got Kindle Spinner down to 2 Orthstirr a pop). We could try and cut down on how much we vary things, but limiting our versatility like that seems a bad call.

I sincerely think the loadout we're doing for the Sten fight (High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes) should be standard, with adjustments made as needed for specific situations. I basically agree on the owl if we can get the slots.
 
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Sten Spar 0
[X] "Let's do it now!" (You'll spar with Sten now, which might leave you weakened while you're exploring Horra's Sanctum.)
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes. Assign our Fylgja Sharpened Senses.
[X] Yes
-[X] Assign our shapeshifting slots to High-Twitch Muscles, Softened Steps, and Sharpened Senses. Assign our Fylgja Sharpened Senses.
0~0~0
(Hugr (Tactics): 6x2, 5x1, 4x2, 3x1, 2x2, 1x2) 5+2(Frenzy)=7 Successes

Grass is under your feet and you stand at the top of a hill with a single tree swaying in the wind. You stand across from Sten Iskearauta, Sagaseeker in hand and mail covering your body — the oak to your right and his left. Both of your saxes are in your belt and your heart beats strong and proud in your chest.

He's unarmed, but not unarmored. Mail, good and strong, rests over his body. He's not going to be unarmed for long, his Ironbloom providing him access to any number of weapons. He's discarded his shield for this fight.

There's something different to how he's holding himself. His arms are crossed and his legs are held shoulder's-width apart. With every breath he takes, the air around him grows warmer and warmer. If you focus hard enough, you swear you can even hear the steady, relentless, rhythmic pounding of his heart.

'Hmm... that smells of Finnish wizardry to me. Maybe you should try asking him about his time amongst the Finns after this? If he's learnt the secrets of steel, then he might have picked other things up as well.'

You know your brother well enough to know that you have no real idea what he's planning on doing. However, his shimmers tell you that he's probably going to be using a lot of ranged attacks.

Endurance: (10/10) | Frenzy: (2/2) | Armor Health: (17/17)
Orthstirr: (212/212) | Odr: (18)
( ) Frami: 71 | ( ) Virthing: 71 | ( ) Saemd: 70
Sagaseeker has 23 orthstirr in its reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
You can put 31 more points of orthstirr into your combat pool.
Your combat pool is 24d6.

**Punching Up Is Available**

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: Whoops, little late on my part. I had to do a bit of research and got distracted, sorry!

Anyways, there's no moratorium.
 
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Hmmm. Looking back on it, for this fight specifically we probably should've doubled up on melee damage due to Sten's fire resistance. My bad everyone.

Other than that, get in close and go to town seems correct...anyone have anything clever to add to that?
 
So, he's going to try and play the ranged game, that's fine, we just mastered EWC, so we can afford to be more aggressive in using it to close the distance, he's probably going to have a fair amount of roots and binds, so we should definitely take advantage of our relative attack speed advantage to go full momentum on him.

Hmm, maybe EWC to get in close, then pop Mire Ward and go full Blendo before he can open the distance again? He's a caster, though he's no slouch in an infight obviously.

Should pop our Twist as well, we're going to need it.
 
I'm unconvinced of our ability to reliably stop his attacks without Halting Vortex which is unavailable with Mire Ward up.

I'm unconvinced of our ability to outspend him if we try pitting Halting Vortex against his attacks, we've seen that he can produce stupid numbers of attacks with iron-shard storms and the likes.

I suspect he's going to have good options to pin and root, so we need to be on guard for shackles and fetters to be flash-forged. The only upside is that he still needs to spend actions to create his constructs, which is why it might be a good idea to try and use Action Economy as a cudgel. Frenzy means we have a certain budget that we can use to risk taking hits with after all.

Dropping him to half an action per exchange against our three is still a stupid advantage.
 
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Just woke up!

Anyway Sten should be immune to fire attacks from both Born in Fire and probably Forged in Forge or something like that. Or at least like DR 3+ vs Fire.
 
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