Although the Samurai might have an actual stacking version of Sharpen as one of the big things in their cultivation, come to think of it. Probably limited by the number of folds in their katana.

Samurai are kinda notable for ending battles in a single attack IIRC

Honestly, there are Norsemen who can do the same when dealing with peers...specifically, those with a Wolf Fylgja. Doing up to 30 damage or so in one attack is pretty viable for a damage-focused Norseman with one of those.

They seem to have a frenzy equivalent.

I mean, everyone does in differing ways. Focus is a Frenzy-equivalent for Feudal cultivators, though the functions are somewhat different, and the Samurai version is likely closer to Frenzy than to Focus.
 
Alright, so, that brings up Stoker State and two questions leap to my mind, one short term and one long term:

1. Short term: Do we want to add the 12 dice from Stoker State to our first attack...we could drop 6 combat pool dice and add them to the Kindle Spinner if we wanted to equalize those two, or so some other split (40d6 on the initial attack, 32 on the Kindle Spinner is where I'm leaning), or do we want to build up and save for next turn? I was thinking we save up originally, but now I'm very tempted by alpha striking a bit harder.
2. Long term: We have hit Refined with Flame-Tending Blade. Do we want to keep trying to progress that towards Mastered at 1 Training Die (and thus two successes) per turn starting now? Or not? If we want it Mastered, we want to do that, but the question is do we want that enough to burn 18 Training Dice over three years? Or more over a shorter time? I lean towards yes we do, but what do other people think.

I think we should save our stoked die for next round; we don't fully know his abilities yet and the fog of war means we've got a better chance of nailing him then than right now. The tactics assessment outright says that he's waiting for Halla to overcommit to something big.

On FTB, we want it perfected I think - we know that ranking it up makes it both faster and more powerful, and long term it's likely to be one of our most powerful abilities.
 
Do you think he's waiting for us to charge in? Or Standstill specifically, since he saw that before and might have a counter for it (or IAT) specifically?

Personally it might be better for him to come to us while we RS up and stuff?
 
I think we should save our stoked die for next round; we don't fully know his abilities yet and the fog of war means we've got a better chance of nailing him then than right now. The tactics assessment outright says that he's waiting for Halla to overcommit to something big.

We can't really 'overcommit' to Contested Movement, which is where the Stoker Dice are currently assigned. Not except in the sense of burning more Stoker Dice than we meant to...which is only avoidable by burning the ones we have early on.

The more I think about it, the more saving them just doesn't seem that useful at the moment. It'll be better once we have a better handle on the Stoker Tricks, but right now the requirement we dump them all on one thing makes them a little unwieldy. If we're gonna use them on Contested Movement ever, we want to do it now, because for that purpose, 12 extra dice is as good as 24, so if we burn the 12 now, we'll still have more later, but if we burned them next turn on Contested Movement, we'd still need to burn our whole pool...and Contested Movement really is an excellent use for them.

On FTB, we want it perfected I think - we know that ranking it up makes it both faster and more powerful, and long term it's likely to be one of our most powerful abilities.

That seems to be the consensus, yeah. So that's what we'll do.

Do you think he's waiting for us to charge in? Or Standstill specifically, since he saw that before?

Personally it might be better for him to come to us while we RS up and stuff?

Nah, the tactical analysis specifically says he's not gonna give us time to buff. We're risking things just doing Slipstream.
 
We can't really 'overcommit' to Contested Movement, which is where the Stoker Dice are currently assigned. Not except in the sense of burning more Stoker Dice than we meant to...which is only avoidable by burning the ones we have early on.

The more I think about it, the more saving them just doesn't seem that useful at the moment. It'll be better once we have a better handle on the Stoker Tricks, but right now the requirement we dump them all on one thing makes them a little unwieldy. If we're gonna use them on Contested Movement ever, we want to do it now, because for that purpose, 12 extra dice is as good as 24, so if we burn the 12 now, we'll still have more later, but if we burned them next turn on Contested Movement, we'd still need to burn our whole pool...and Contested Movement really is an excellent use for them.



That seems to be the consensus, yeah. So that's what we'll do.



Nah, the tactical analysis specifically says he's not gonna give us time to buff. We're risking things just doing Slipstream.

Fair point, I guess it isn't hugely more valuable than Orthstirr right now - and being able to win one CM per turn without even spending FoyL charges is pretty nifty.

Edit: We should gain a moment with the Mire Ward plan if it works, are you sure you don't want to add in a Slipstream which is conditional on that?
 
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Fair point, I guess it isn't hugely more valuable than Orthstirr right now - and being able to win one CM per turn without even spending FoyL charges is pretty nifty.

Edit: We should gain a moment with the Mire Ward plan if it works, are you sure you don't want to add in a Slipstream which is conditional on that?

There's an argument to be made, certainly. Putting off our speed boost seems a bit counterproductive, though. Like, we don't need to attack him before he attacks us, and the extra time boosted seems likely to pay for itself pretty rapidly.
 
There's an argument to be made, certainly. Putting off our speed boost seems a bit counterproductive, though. Like, we don't need to attack him before he attacks us, and the extra time boosted seems likely to pay for itself pretty rapidly.

Oh, sorry, I think I'd misinterpreted your earlier post as saying you didn't think we should do a SS full stop, fair enough.
 
Ranged attacks are worth it even without a damage bonus, but when discussing whether we should swap the shapeshift out the key question is whether we will be making more melee attacks that hit than ranged attacks that hit. That's basically the only criteria which is better in a fight like this once you're above certain breakpoints (and we almost certainly are): Which we will hit with more often.
Yeah, I never said don't use any ranged attacks?
Only to use ones that are still good without the damage boost.
After all, why spend dice on attacks that will be nulled by passive defense?
I'm not convinced we're gonna, long term, hit him with more melee attacks than ranged ones. This turn, in terms of 'likely' hits, we have two melee attacks and a single ranged attack, so if it was just this turn it'd be just barely worth swapping the shapeshift...but I'm not at all convinced that'll still be true next round.
And yes, I do believe we will throw more melee dice than ranged ones.
Again, he knows us. And, as far as we know, he could have prepared for a rematch since the shackles are off, if not since the last spar.
Well, firstly, we're defaulting to a rolled defense: Atgeir Bodyguard. But it's a single rolled defense meaning we can duplicate that shapeshift with a single Orthstirr. And even assuming that gets broken and so do our Perfect Defenses, how many attacks is he gonna be making that we avoid? If it's 10 attacks that we need to make rolled defenses against we can duplicate the effects for 10 Orthstirr...1 per attack. All it does is save Orthstirr, and I don't think it saves enough to be worth a slot in this combat.
Ah, forgot we can buy dice for ort, my bad there, yeah.

And yeah, I doubt it will be just 10.
But otherwise, the plan is good.

[X] Plan Saying Hi To Gabriel
 
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Honestly I think it would be worthwhile to go 4x Attack Speed here. We have Hugareida damage bonuses for any DPS we actually want to inflict, and the narrative capability of Just Being That Fast shouldn't be underestimated.
---
But despite its fearsome appearance, the dog before you has nothing but tenderness in its eyes — at least when it considers you. It plops down right in front of you, so you give it a pat on the head.

...Wait, this is Steinarr's fylgja and not a real dog that you can just pet like that...

"Sorry," you immediately turn to Steinarr, who snorts and waves it off.

"It happens, but moving on," he shrugs before turning towards his fylgja.
Steinarr (as a dog) is adorable. Adorableness is a family trait inherited from Steinarr, apparently. Plus, petting a Fylgja's head is the same as ruffling their hair, right?.. Right? Anyway it's clear why Steinarr never unveiled his Fylgjur in casual company. He would be swamped with unwanted affection. It would be humiliating!

So Steinarr took his name to the logical conclusion and became a lithovore. Apparently he's eaten a lot of rocks, lmao. Rock on.
Gabriel is stronger than you, you don't need to be a genius to realize that right off the bat, but he's not that much stronger than you. Actually, it's completely possible that he's not actually stronger than you and you're just not reading him right. Either way, he's certainly not weaker.
I think I can feel Halla rationalising Gabriel not being 'that strong'. Girl, when someone spends ~100% of their free time getting good at fighting.. you bet they're going to git gud at fighting.
 
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Yeah, I never said don't use any ranged attacks?
Only to use ones that are still good without the damage boost.
After all, why spend dice on attacks that will be nulled by passive defense?

Why would ranged attacks be more likely to be nulled by passive defenses than melee ones? What determines whether attacks get through Knightly Armor is the amount of Orthstirr spent, not whether they're melee or ranged.

And yes, I do believe we will throw more melee dice than ranged ones.
Again, he knows us. And, as far as we know, he could have prepared for a rematch since the shackles are off, if not since the last spar.

I mean, this assumes he can stop us from distancing ourselves. Which is a big 'maybe' as far as I'm concerned. I suspect he has been prepping for this, but honestly our ranged attacks were a lot less impressive even relatively recently, and he's got a bit of a shortage when it comes to tutors in combative magic...it's pretty much just Jerasmus. Now, does Jerasmus know some way to prevent us from getting distance? Honestly, I doubt it, that's not his style. I'm sure Gabriel has a plan for that eventuality but I think mobility enhancers and ranged attacks of his own are both more likely, and neither stop us from using ranged attacks.

Honestly I think it would be worthwhile to go 4x Attack Speed here. We have Hugareida damage bonuses for any DPS we actually want to inflict, and the narrative capability of Just Being That Fast shouldn't be underestimated.

That's a lot more arguable. We're already at Speed 5 counting Slipstream and Sagaseeker, but going all the way to Speed 7 isn't completely unreasonable...unfortunately, Knightly Armor makes me think we need to hit harder than that would allow. Or maybe not. Lemme do some math here...

EDIT: Looking at it, I think we don't have enough data to math out which is better. My gut check is saying we need damage and Speed 5 is already more than respectable, but I could easily be wrong...anyone else want to go all-in on speed?

I think I can feel Halla rationalising Gabriel not being 'that strong'. Girl, when someone spends ~100% of their free time getting good at fighting.. you bet they're going to git gud at fighting.

I think it's more, like, how are we measuring strength here? Soma vs. Hamr? Do we count their respective Infusion amounts? What about comparative Focus vs. Frenzy? Combat Pool? Orthstirr vs. Fervor?

In some of those he's better, in some he's on par, in at least one he's likely not as good. So who's stronger? Halla has no idea.

And remember, he does help out on the farm. He's even gotten halfway decent (I think he's on par with Tryggr). He does train for combat while Halla is busy crafting things, but the difference isn't all that large.
 
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A good question is what we want to get out of this fight.

For me, it's learning more about knightly bullshit. So lengthening out the fight is something worth considering in of itself. The longer the fight, the more stuff Gabriel pulls out, and the more we learn.

---

By the way, do we want to do Calm Charges for this fight? Since, well, year's ending and all.

---

Are we planning to clear out the dwarven home under our Cultivation site anytime soon?

That's a lot more arguable. We're already at Speed 5 counting Slipstream and Sagaseeker, but going all the way to Speed 7 isn't completely unreasonable...unfortunately, Knightly Armor makes me think we need to hit harder than that would allow. Or maybe not. Lemme do some math here...

EDIT: Looking at it, I think we don't have enough data to math out which is better. My gut check is saying we need damage and Speed 5 is already more than respectable, but I could easily be wrong...anyone else want to go all-in on speed?
If we're running the risk of Gabriel just getting us before we're ready, shouldn't we have more Attack Speed so that we, you know, can react faster? Simply being That Fast could be the difference between actually getting our buffs off and not getting our buffs off.
-[X] Formally introduce ourselves to Gabriel with "I am Halla, of Clan Volsung, called Skyfire and Longstrider, whose ancestor was Sigurdr Fáfnirsbane, and I have taken the first steps to composing my own Saga."
"I am Halla Skyfire of Clan Volsung, descendant of Sigurdr Fáfnirsbane and on the first step of composing my own Saga."

---

I can't believe we need to deal with Disclosure even when doing the Boss Fight Introduction.

Truly, The Enemy's malice knows no bounds.

---

Can we use Unending Time in the Sun to grow crops even in the winter?
 
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Speed IIRC seems mostly to govern the ratio of our attacks to how many the enemy gets off? Though presumably Fister takes it into account for other stuff like who wins a race to strike a first blow etc..

So IDK what mix is best, but we know for sure that we need damage to get through his defence, so I'd prolly leave it as-is?

Also I'd echo those who've said maybe our eye shapecrafting would be better spent on reflexes or muscles, but I also know that @DeadmanwalkingXI loves his Kindle-Spinners with the same intensity that a Labrador loves unattended cooked meats, so I don't think we're getting too far with that one. 😅

"I am Halla Skyfire of Clan Volsung, descendant of Sigurdr Fáfnirsbane and on the first step of composing my own Saga."

Yeah I prefer this wording, it's cleaner and more succinct than my earlier draft.
 
Also I'd echo those who've said maybe our eye shapecrafting would be better spent on reflexes or muscles, but I also know that @DeadmanwalkingXI loves his Kindle-Spinners with the same intensity that a Labrador loves unattended cooked meats, so I don't think we're getting too far with that one. 😅
Our Kindle-Spinners are already at +4 Damage from Ignition, Tracking Eyes is like, overkill at this point. It's like, 7-8 damage with Target Tracking Eyes at this point.

And we've seen that all the really good fighters (read: everyone we've seen who has Shapeshifting) tend to like, specialize their Shapeshifts slots.

e: Plus like, it would be worth trying it out in a controlled combat environment to see how it fares. Instead of never considering it at all.
 
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This is going to be a pretty crazy fight, isn't it?

Like, this is a pretty close to even match in terms of experience, but it's asymmetrical because things are a bit different on each side.
 
With this talk about speed boosts and as we're starting to run low on research topics iirc, should we try to figure out a more general version of contested movement that grants 1 Combat Speed, and screw around with fire stuff to try and find something there that can do the same. The fire stuff is extremely unlikely to work, but more speed can't hurt.

Hey Blackhand, do you remember any ways to grab more combat speed that we currently don't know?
 
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By the way, do we want to do Calm Charges for this fight? Since, well, year's ending and all.

We still have a crafting action featuring burning Aspects for +3 successes each after this, so not unless it's an emergency.

If we're running the risk of Gabriel just getting us before we're ready, shouldn't we have more Attack Speed so that we, you know, can react faster? Simply being That Fast could be the difference between actually getting our buffs off and not getting our buffs off.

We're doing one buff and I think we get it off first either way. If we're going speed it's for the rest of the fight, not that one buff. So far you're the only one suggesting this so I'm not switching unless other people do as well.

Also I'd echo those who've said maybe our eye shapecrafting would be better spent on reflexes or muscles, but I also know that @DeadmanwalkingXI loves his Kindle-Spinners with the same intensity that a Labrador loves unattended cooked meats, so I don't think we're getting too far with that one. 😅

That's not really it, it's not about any specific Trick and Kindle Spinner isn't a particular favorite (for the record, I think my favorite Attack Trick is probably Flashfire Cleave, but it's situational), it's about the ability to shift from ranged to melee as the situation dictates without needing to worry about sacrificing damage.

Our Kindle-Spinners are already at +4 Damage from Ignition, Tracking Eyes is like, overkill at this point. It's like, 7-8 damage with Target Tracking Eyes at this point.

7 damage without, 8 damage with. Of course Sharpened Flashfire Cleave is currently 9 damage to the person, 12 damage to their armor with the current slot allocation. If you think 8 damage is overkill, well, there are higher damage attacks to drop in melee than at range. I actually don't think that's overkill, I'm just noting.

And we've seen that all the really good fighters (read: everyone we've seen who has Shapeshifting) tend to like, specialize their Shapeshifts slots.

Uh...no we haven't. We have exactly zero evidence of this. Like, most foes we fight have maybe 2-3 shapeshifting slots, of which at most 1 is even in damage, and we don't get hit for damage very often, so the combination of factors means a lot of our foes can't specialize like this, and of those who can I don't think we've literally ever gotten hit with both a melee and a ranged attack where we knew the original base damage and could thus infer shapeshifting slot allocations like this.

Like, Sten hit us with both, but the ranged one was a Trick and we don't know its base damage, and the Threaded Elephant hit for massive damage with both, but then it would and isn't a good example either way...and I can't think of anything else where we've even seen both their melee and ranged numbers on damage absent intervening variables (well, not anything else that uses shapeshifting slots, anyway).

It's possible this is true, but saying we've seen it is just factually inaccurate.

e: Plus like, it would be worth trying it out in a controlled combat environment to see how it fares. Instead of never considering it at all.

I mean...the fight isn't gonna look that different based on damage getting reassigned? We could figure out whether we'd have done marginally more damage with one damage up reassigned from ranged to melee, sure, but it wouldn't mean much one way or the other. Given our high damage numbers either way, one specific fight will almost always come down to, like, a few hits that actually get through and do damage...whether those are melee or ranged is gonna be a little bit of a crapshoot if we're actually mixing them up, and down to circumstances if we decide to heavily favor one over the other.

Like, if Gabriel turns out to be very susceptible to Mire Ward, then we probably stick to melee and the shift to melee damage is correct, but if he's instead wrecking us in melee and we need to get some distance, suddenly we'd regret that choice, and then if he can actively prevent us backing off we're maybe back to melee being better...unless Sparkbomb turns out to be decisive in which case it's ranged we wanted. We don't know which at this point, and whichever it turns out to be doesn't mean a lot for other fights against other foes.
 
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Hey Blackhand, do you remember any ways to grab more combat speed that we currently don't know?
'I suppose you could host a spirit of speed, but I'm not entirely certain how to summon one. You might also be able to earn a kenning towards speed, or have some sort of spell cast on you.'

0~0~0

Alright, calling the vote.

To clear things up, how do you want me to handle the after-spar conversation about cultivation and stuff? Do you want me to do it mid-spar or after?
Scheduled vote count started by Imperial Fister on Jul 10, 2023 at 6:30 PM, finished with 192 posts and 9 votes.

  • [X] Plan Saying Hi To Gabriel
    -[X] Before we actually show up for the spar, swap our Ignition Hugareida slots all to damage (+4 Damage total), and remove a Fast Creation, adding another Fast-Twitch Muscles, and rearrange our stored Frenzy so we have one Fast slot to store our 3Fold IAT (our only Fast-stored Trick). Also, switch out Beaconlight for Fireside Barrage in our Capacity.
    -[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 3 in Tactics, 3 in Scouting (-9 Orthstirr)
    -[X] Formally introduce ourselves to Gabriel with "I am Halla, of Clan Volsung, called Skyfire and Longstrider, whose ancestor was Sigurdr Fáfnirsbane, and I have taken the first steps to composing my own Saga."
    -[X] 49d6 Attack (43d6 tricks)
    -[X] 37d6 Defense (37d6 tricks)
    -[X] 0d6 Intercept
    -[X] Activate Stoker State Stage 2 (-6 Orthstirr)
    -[X] Put up a 30d6+9 (w/Hugareida) Atgeir Bodyguard (-14 Orthstirr)
    -[X] Activate Slipstream (-16 Orthstirr) immediately and Mire Ward (-6 Orthstirr) as soon as we perform our first Flashfire Cleave anyway...if we need to break it to Flashfire Cleave a second time, we will, and then reinstate another Mire Ward afterwards (-6 Orthstirr again). Use Ember-Wing Cloak (-6 Orthstirr) to retreat from melee if necessary and regroup.
    -[X] Make a 42d6+5 (w/Hugareida) Sharpened x8 Lightning-Charged Flashfire Cleave attack using Puncture (-24 Orthstirr) followed up buy a free Sword Strike (-8 Orthstirr), followed by six 8d6+5 Honedx7 Lightning-Charged Basic Attacks (-8 Orthstirr each), then one 32d6+5 (w/Hugareida) Orthstirr-Enhanced x13 Kindle Spinner using Puncture (-24 Orthstirr) followed up by another Sword Strike (-8 Orthstirr each) if we're in melee at the time.
    -[X] For one of our early defenses (the first that breaks Atgeir Bodyguard if that happens early, around the second attack otherwise), use Contested Movement enhanced with the use of our Stoker State dice (-3 Orthstirr, 19d6+5) instead using a Sharpened Lightning-Enhanced Flashfire Cleave w/Puncture as our counterattack (-17 Orthstirr). If that defense fails, fall back on Halting Vortex (-4 Orthstirr).
    -[X] When not using Contested Movement, by default use Atgeir Bodyguard to defend against everything. In response to anything that gets through Atgeir Bodyguard use Halting Vortex (-4 Orthstirr), and if something gets through that use up to eight 30d6+9 Honed x7 Reinforced x22 Hefty-Halter Chop defenses (-32 Orthstirr each).
    -[X] Stoke Frami if we go down below 100 Orthstirr or so
    -[X] Tactics – The plan is to introduce ourselves, get our most basic buff and defense going, then attack aggressively with Flashfire Cleave, trap him with us via Mire Ward and use basic attacks, and then one Kindle Spinner to cover our retreat if needed (or just to hit him with something new and different if retreat is not warranted).
 
To clear things up, how do you want me to handle the after-spar conversation about cultivation and stuff? Do you want me to do it mid-spar or after?
Scheduled vote count started by Imperial Fister on Jul 10, 2023 at 6:30 PM, finished with 192 posts and 9 votes.

  • [X] Plan Saying Hi To Gabriel
    -[X] Before we actually show up for the spar, swap our Ignition Hugareida slots all to damage (+4 Damage total), and remove a Fast Creation, adding another Fast-Twitch Muscles, and rearrange our stored Frenzy so we have one Fast slot to store our 3Fold IAT (our only Fast-stored Trick). Also, switch out Beaconlight for Fireside Barrage in our Capacity.
    -[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 3 in Tactics, 3 in Scouting (-9 Orthstirr)
    -[X] Formally introduce ourselves to Gabriel with "I am Halla, of Clan Volsung, called Skyfire and Longstrider, whose ancestor was Sigurdr Fáfnirsbane, and I have taken the first steps to composing my own Saga."
    -[X] 49d6 Attack (43d6 tricks)
    -[X] 37d6 Defense (37d6 tricks)
    -[X] 0d6 Intercept
    -[X] Activate Stoker State Stage 2 (-6 Orthstirr)
    -[X] Put up a 30d6+9 (w/Hugareida) Atgeir Bodyguard (-14 Orthstirr)
    -[X] Activate Slipstream (-16 Orthstirr) immediately and Mire Ward (-6 Orthstirr) as soon as we perform our first Flashfire Cleave anyway...if we need to break it to Flashfire Cleave a second time, we will, and then reinstate another Mire Ward afterwards (-6 Orthstirr again). Use Ember-Wing Cloak (-6 Orthstirr) to retreat from melee if necessary and regroup.
    -[X] Make a 42d6+5 (w/Hugareida) Sharpened x8 Lightning-Charged Flashfire Cleave attack using Puncture (-24 Orthstirr) followed up buy a free Sword Strike (-8 Orthstirr), followed by six 8d6+5 Honedx7 Lightning-Charged Basic Attacks (-8 Orthstirr each), then one 32d6+5 (w/Hugareida) Orthstirr-Enhanced x13 Kindle Spinner using Puncture (-24 Orthstirr) followed up by another Sword Strike (-8 Orthstirr each) if we're in melee at the time.
    -[X] For one of our early defenses (the first that breaks Atgeir Bodyguard if that happens early, around the second attack otherwise), use Contested Movement enhanced with the use of our Stoker State dice (-3 Orthstirr, 19d6+5) instead using a Sharpened Lightning-Enhanced Flashfire Cleave w/Puncture as our counterattack (-17 Orthstirr). If that defense fails, fall back on Halting Vortex (-4 Orthstirr).
    -[X] When not using Contested Movement, by default use Atgeir Bodyguard to defend against everything. In response to anything that gets through Atgeir Bodyguard use Halting Vortex (-4 Orthstirr), and if something gets through that use up to eight 30d6+9 Honed x7 Reinforced x22 Hefty-Halter Chop defenses (-32 Orthstirr each).
    -[X] Stoke Frami if we go down below 100 Orthstirr or so
    -[X] Tactics – The plan is to introduce ourselves, get our most basic buff and defense going, then attack aggressively with Flashfire Cleave, trap him with us via Mire Ward and use basic attacks, and then one Kindle Spinner to cover our retreat if needed (or just to hit him with something new and different if retreat is not warranted).

I mean, a little back and forth during a lull in the fight after one side shows something awesome off never hurt anyone. But at the end of the day, you're the one writing this, whatever sounds really cool when you're writing it.

At the end of the day, this is a friendly bout between two peers that respect each other.
 
To clear things up, how do you want me to handle the after-spar conversation about cultivation and stuff? Do you want me to do it mid-spar or after?

Personally, I think interspersing some of the basics (whatever you think we're gonna get told no matter what) into the mid-fight banter and then going more in depth afterwards (possibly based on what we the thread decide to ask) seems like the most fun to me, but like Alectai said, you're the one writing this, and whatever you decide seems very likely to be just fine.
 
'I suppose you could host a spirit of speed, but I'm not entirely certain how to summon one. You might also be able to earn a kenning towards speed, or have some sort of spell cast on you.'

This is interesting. So hosting spirits inside our Soulscape gives us new abilities and bonuses?

We should explore more the summoning spirits part of Seidr. Until now we barely used it, but it seems really important to reach higher levels of power. And seems connected to True Cultivation and Odr.

Considering how much time and effort we have put in earning the right to learn Seidr from the Seeress, we really should take more advantage of it.
 
To clear things up, how do you want me to handle the after-spar conversation about cultivation and stuff? Do you want me to do it mid-spar or after?
I'd prefer after, so it is collected in one place.

Considering how much time and effort we have put in earning the right to learn Seidr from the Seeress, we really should take more advantage of it.
*happy broken record noises*
 
This is interesting. So hosting spirits inside our Soulscape gives us new abilities and bonuses?

We should explore more the summoning spirits part of Seidr. Until now we barely used it, but it seems really important to reach higher levels of power. And seems connected to True Cultivation and Odr.

Asking about spirits and how to deal with them in more depth is top of the list for 'meaningful seidr questions'. Definitely part of the plan for next turn (ie: our next opportunity).

Considering how much time and effort we have put in earning the right to learn Seidr from the Seeress, we really should take more advantage of it.

In fairness, we were going to spend that time and effort on doing that anyway, so we basically got seidr as a free gift with purchase. Y'know a 'Settle one blood feud avenging fallen family, get seidr instruction free' kinda thing.
 
Is it possible to ask Steinnar what sorts of styles Bram Ironjaw taught him but he didn't mesh with and how to initiate into it?
 
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