Something to note is that becoming a Steelfather is something only the Norse would seriously consider. It seems to me most other cultivation systems by default give you a very long lifespan (Christian, Chinese). The Curse of Steel at the least predates the Norse system. Seeing as the Finnish people can make Steel.

Though..

Hey Blackhand,

Are Steelfathers aligned with the Enemy, or against it?

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How hard will it be to fix our relationship with Hjalmir Broadbeard?
 
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Like, my great-grandmother had seven kids. This was not her choice. Constant pregnancies left her trapped for the better part of her adult life, not to mention pretty viscerally unpleasant complications with the last few. This is fairly typical of the experience of women before widely available family planning; it's what this kind of thing actually looks like in real life. So the idea of Halla having nine children, and still having time for the vast array of cultivator bullshit we do every turn, and this being treated as entirely stress-free, breaks my suspension of disbelief. If it doesn't for you, then fair enough.
What happened to your grandma is horrible and sadly common at the time.
But the complications not applying to Halla is just a common sense application of the big assumptions made to make the fighting feasible.
Halla has Endurance 12.
She could get 11 wounds that each would kill a normal person and next turn it would all be healed, as if it was just an annoying case of the sniffles.
Not to speak of the Shapeshifting she unlocked between the first and second birth.
Shapeshifting slots include damagereduction, so that what would kill a normal person doesn't even wound Halla unless it is bad enough to kill a normal person multiple times (with 3 damage reduction, something would need to kill a normal person 4 times to even wound Halla).
And it seems obvious that there are also shapeshifts helping with birth, we just don't see them because they have no use outside that specific situation and are obvious to use in that situation.
She doesn't spontaniously stop being superhuman when the battle is over.
So on childbirth being easier than in reallife: It would be weird If it wasn't.

On the raising:
Halla isn't raising them alone.
Look at Hallbjorn: Terrorbears loyalty and content. Very stay-at-home-dad traits.
And he is consistently portrayed as loving and never as trying to avoid homework.
I would be shocked if he didn't help with the kids raising.
Then Steinarr. He loves family and having family around himself. Imagine the perfect grandpa, best you could realistically wish for, now remove any issues from old age and replace them with superhuman strength/health.
Sten and Minna exist, they'd probably help if Halla needs any.
Oh, and while counting Hallas blessings: Her hird includes a woman hired exactly for the purpose of helping with raising kids.
It takes a village and Halla has a village.
(Well, a very supportive family and a maid)
As something of a small bit of levity from the somewhat heavy topic, what is everyone's favorite fight so far and also your favorite kill? Doesn't have to be Halla's kill, just a kill that's happened.
I liked the no-bullshit attitude of the dwarves fire weapons. No 'omg honourablebattle senpai' sugarcoating.
Hallas reaction fits her as a flawed human being.

Probably. The historical Norse probably did some whaling, and certainly ate whales that washed up on shore, so there'd be some in circulation. I dunno if that's the best possible bone to use, but I admit I'm not clear what would be better. We do have some from the Threaded Elephant, but that seems better for a weapon than armor, at least to me.
How about Bear?
Fits Abjorn, and if you look at the bonus it gives as Fylgja it also fits armor itself. (Though I'd prefer damage reduction over bonus Endurance)
 
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Gram (a highly famous magic sword)

I know what Gram is. Honestly i would be preocuppied if somebody on a thread abaout norse mythology did't know what Gram is.

If you believe that thematic doubling down can lead to greater potency (potentially greater than the sum of its parts) it can make perfect sense.

There is nothing i love more than thematic doubling down. And considering that the Norse Cultivation System is based on crafting your own Story/Saga, giving a character a theme should actualy help his cultivation.
 
What if the weapon that will defeat the curse of steel is actually Charred Soul? What if before Charred Soul was Charred Soul it was Stoked Soul which was what was used to poison and curse steel? Charred Soul is what remains and was what Hallr was able to retrieve from Ilmarinen's Forge, the fragments are actually just pieces or remnants needed to complete it.
 
What if the weapon that will defeat the curse of steel is actually Charred Soul? What if before Charred Soul was Charred Soul it was Stoked Soul which was what was used to poison and curse steel? Charred Soul is what remains and was what Hallr was able to retrieve from Ilmarinen's Forge, the fragments are actually just pieces or remnants needed to complete it.

The Weapon existed before Charred Soul was a thing, since we know that our ancestors were the ones that created it, and Charred Soul only became a thing when Hallr was alive.
 
@Imperial Fister

Hey Halla,

1) Do you know what the social and legal implications for you would be if you finished your tutelage under Solrun and were considered properly a Seeress?
2) Are the Einheri considered part of The Highest's Hird?
3) Is it Nid to set traps on your own land?
4) Do you know how do raids (on other Norsemen) not completely demolish everything in a farm, village or town, seeing as buildings are kind of fragile compared to the attacks Norsemen dish out? Is there like a, 'raiders will patiently wait for the defenders to exit their houses before starting the fight' kind of thing?
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Hey Blackhand,

1) Could I store my Frenzy in my Fylgja's Capacity, the same way I can store tricks in it?
2) Is the amount of Frenzy any Norseman can hold limited by their Hugr?
3) If I put multiple runes on an item, would it work if some parts were filled with paint and other parts with blood?
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What if the weapon that will defeat the curse of steel is actually Charred Soul? What if before Charred Soul was Charred Soul it was Stoked Soul which was what was used to poison and curse steel? Charred Soul is what remains and was what Hallr was able to retrieve from Ilmarinen's Forge, the fragments are actually just pieces or remnants needed to complete it.
I think the Curse of Steel predates both the Norse and Finnish cultures in this setting.
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Standstill thoughts:

Standstill Net. If we can pin down someone with a net instead of a cloak, we can stab them freely without breaking Standstill. Downside: It's a partial pin and they can definitely talk.
Standstill Whip. Using standstill as a weapon would allow multiple attacks to attempt a pin on someone, and could allow unbalancing an enemy because dodging invisible whips is kind of hard even if you can detect them.
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We can actually Seal Away our Frenzy if Halla wants to feel at ease with her children and think more human-ly. That's helpful emotionally.
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re: Norsewomen in Xianxia Norselands

So the discussion got me thinking. Yes, culture influence cultivation. But cultivation also influences culture - It's a two-way street. And one of those influences is the effect of Hamingja and Hamr on a woman's ability (or inability) to have children. A woman with more Hamingja can have more children, a woman with less Hamingja can have less or even no children.

So what does that mean for Norse marriages?

Well, it's actually very hard to produce a child. The average 20 year old Norse couple can expect maybe one child every 2 years. You cannot afford to practice infanticide unless you're fine with potentially not having children again (this also makes contraceptives very important if you are not ready to support a child). But it also directly influences the marriage prospects of a woman in Norse Xianxia, for whom Hamr and Hamingja become critically important. You can measure Hamr, of course. But how do you measure Hamingja? You can't, you can only measure things affected by Hamingja. Which, in this case, is pretty much your stats and skills.

In other words, the ideal woman in Norse society should be a warrior who can dropkick you into the next week, and ideally also has a ton of other talents on her side. Weaving? Great. Basketweaving? Awesome. Seidr? Amazing! Smithing? More's the merrier!

That sounds like Halla, actually.

*Also literally impossible for a mortal to succeed on, so it's definitely Cultivation Magic happening here.
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I think we should:

Try to teach Sagaseeker a trick. I don't know what tricks are even suitable to teach, but if Sagaseeker can use tricks it's basically extra AP in combat. It might even be more dice in combat.
Give our unnamed Armor a name ("Verja", maybe). Seriously, it's already saved us in combat a few times, most notably the previous one.
-And try to teach it a trick as well. Reinforce-Shield would give us in-combat regenerating shields. That would be extremely good.
We are introducing Abjorn to Blackhand, right?
 
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Standstill thoughts:

Standstill Net. If we can pin down someone with a net instead of a cloak, we can stab them freely without breaking Standstill. Downside: It's a partial pin and they can definitely talk.
Standstill Whip. Using standstill as a weapon would allow multiple attacks to attempt a pin on someone, and could allow unbalancing an enemy because dodging invisible whips is kind of hard even if you can detect them.

These are conceptually cool, but I feel like there's a lot of duplication of effort and effect here. Like, how often does the circumstance come up that we'd want one of these over IAT? Is it often enough to justify 9 Training Dice and 1 Capacity? Personally, I think probably not. There are definitely a few more Standstill Tricks we want, but I don't think those that mostly duplicate our existing ones are probably among them.

In terms of Capacity, now that we're full up, niche non-combat Tricks are good, and combat Tricks we can slot in vs. specific enemies or situations are potentially solid, but these seem like in order to use them we'd need to have them 'loaded' in our Capacity at all times, and the increase in effectiveness over IAT alone is just not high enough to justify that.

Try to teach Sagaseeker a trick. I don't know what tricks are even suitable to teach, but if Sagaseeker can use tricks it's basically extra AP in combat. It might even be more dice in combat.
Give our unnamed Armor a name. Seriously, it's already saved us in combat a few times, most notably the previous one.
-And try to teach it a trick as well. Reinforce-Shield would give us in-combat regenerating shields. That would be extremely good.

Trying to teach Sagaseeker Tricks is definitely on the agenda (along with trying to teach it to use Aspects)...though we might want to wait until we have some Atgeir Tricks to teach it, after all if it can learn any Tricks at all, those seem the most appropriate. I'm also not sure how well it using more physical Tricks would work out with us trying to wield it...maybe a parry Trick would be okay, there.

And we'd definitely try that with the armor, too, assuming we name it and get the opportunity (we've been told actually communing requires dedicating a kill, and we can only dedicate kills to the armor after it has saved us...the opportunity has not presented itself as of yet). As for what name I just have no idea. Anyone who's got a good one should definitely speak up.
 
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And we'd definitely try that with the armor, too, assuming we name it and get the opportunity (we've been told actually communing requires dedicating a kill, and we can only dedicate kills to the armor after it has saved us...the opportunity has not presented itself as of yet). As for what name I just have no idea. Anyone who's got a good one should definitely speak up.
The armor did save us in our fight against Hookfingers.

But then we didn't kill Hookfingers. So it may not count.
These are conceptually cool, but I feel like there's a lot of duplication of effort and effect here. Like, how often does the circumstance come up that we'd want one of these over IAT? Is it often enough to justify 9 Training Dice and 1 Capacity? Personally, I think probably not. There are definitely a few more Standstill Tricks we want, but I don't think those that mostly duplicate our existing ones are probably among them.

Niche non-combat Tricks are good, and combat Tricks we can slot in vs. specific enemies or situations are potentially solid, but these seem like in order to use them we'd need to have them 'loaded' in our Capacity at all times, and the increase in effectiveness over IAT alone is just not high enough to justify that.
I was thinking Standstill has some utility tricks possible, stuff like making an invisible wall over an entrance. Or making an invisible table (lol). Shame we'd need a ton of training dice for each of them though, so certainly not worthwhile.

Also, I was thinking about how our Hamr only gave Endurance (and Shapeshift slots) while Hugr gave an entirely new resource (Frenzy).

I was wondering.. did something corresponding happen for Hamr, we just didn't know what other (hidden) attribute increased from Odr infusion? Could that attribute be related to Flame-Tending Blade, which seems potentially tied to our Organs (heart specifically?)
 
The armor did save us in our fight against Hookfingers.

But then we didn't kill Hookfingers. So it may not count.

Yeah, without the kill we haven't met the stated requirements. Basically, I think we need to bribe/reward it, not just owe it a favor.

I was thinking Standstill has some utility tricks possible, stuff like making an invisible wall over an entrance. Or making an invisible table (lol). Shame we'd need a ton of training dice for each of them though, so certainly not worthwhile.

I think the 'double jump/cancel momentum' effect that's been discussed is probably worth it eventually. There's some cool stuff we can do with that. But yeah, there's a lot of neat stuff that just aren't worth the time and effort to acquire. Ah, well, we'll just have to make do with the awesome powers we can find the time to learn.

Also, I was thinking about how our Hamr only gave Endurance (and Shapeshift slots) while Hugr gave an entirely new resource (Frenzy).

I was wondering.. did something corresponding happen for Hamr, we just didn't know what other (hidden) attribute increased from Odr infusion? Could that attribute be related to Flame-Tending Blade, which seems potentially tied to our Organs (heart specifically?)

I think this or something like it is pretty likely, yes. We've already been told that Flame Tending Blade shouldn't be taking up Capacity, and only is because we lack the proper thing for it to take up, so there's definitely something going on behind the scenes with Hamr there.
 
Nice, top of the line tools, two of the kids made good bonds and we finally checked out our ship. Good. Good good good!
The runes, even half-finished, still work. Which means that you'll have to be careful if you want to ever activate them.
Hm..... Is there a difference between half finished and finished rune effects?
...Now you just need to figure out what that potential is...
Mud bath, obviously. :V
Joke aside .... Ceramics with...? finish/polish.... Glaze! That's the word!
[X] Plan Sparring With Steinarr
We could ask stenar about FTB for no added action cost. Sure, it might not be as comprehensive as a whole action/dice spent on it, but he can give leads.
As something of a small bit of levity from the somewhat heavy topic, what is everyone's favorite fight so far and also your favorite kill? Doesn't have to be Halla's kill, just a kill that's happened.
The priest fight and agree with Cede on the first kill being my favourites, so far.

[X] Plan Sparring With Steinarr
 
I wonder if we can somehow get polar bear bones just for the added specialness of them being the strongest bears. Probably difficult but it should be at least possible?
 
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