[X] Start sorting through the options for your ship's crew
-[X] Steadiness. The ability to remain calm and keep their head. Being competent and dangerous is also good, and we may pick based on knowing people well already, but what we want is people who won't fly off the handle.
0~0~0 How many available people match your requirements? (Hamingja: 6x3, 5x3, 4x3, 3x2, 2x2, 1x3) 12 Successes = 36 people, oh boy
After another exhausting round of interviews and question-asking, you and Abjorn want nothing more then to curl up together and sleep.
Unfortunately, that's many hours away.
You've got thirty-fucking-six people that fit your requirements. Thirty-six people to get through.
Sighing, you and Abjorn get to talking.
Who would you like in your crew?
[ ] Write in as many as you'd like
Vagn Wheel-Drifter (Berserk, Wheel Hugareida, Generally Competent)
Nokkvi Good-Oars (Oar Hugareida, Can do the rowing work of four men, not especially social)
Eric, Your Brother (Wind Hugareida, He is Your Brother)
Barki Bertholdsson (Fylgja Specialist, Folkmarr's Felag Member)
Fabvir the Fabulous (Deer Hugareida, Handsome, Vain)
Jordan Slicksword (Halfdan's Son and Asva's Husband)
Sverre Glebsson (Generally Competent, but may cause friction with Abjorn)
Bo Burisson (Rumored to be an actually decent person)
Egil Slaughtershark (A newcomer to the Valley, you don't know much about him)
Alf Arrow-Catcher (Another newcomer, good at bows)
Bjorn Bjornsson (Berserk, kind of weird, talks in the third person)
Hakon Thunderclap (Youngest brother of Haklangr and Haleikr Underfoot)
Audman Audsson (Audrikr's little... brother? Wait, he has a brother?)
Rollo Sunesson (Spear Hugareida, bit of a show off)
...Heima Smiles, why the fuck is he here
Sten Other-Sten (A guy named Sten who also happens to be a smith. He's not planning on accompanying you back to Asvir)
Kare Ulfsson (Wolf Hugareida, unusually good at working in a group)
Njal the Tall (The tallest man in the entire Valley, but not Giant's Blooded, oddly enough)
Gorm Bloodslick (Berserk, a man with an unusually large amount of blood)
Trygve Ironoath (A man who has always kept his word, even when drunk and/or a small child)
Skarde Sharpshooter (One of the better shots in the Valley)
Svend Sulsson (A young man in search of orthstirr)
Age Seedsower (An exceptionally handsome man who will not be returning to Asvir, or Norway at all)
Roar Shiningspear (Fleinn Hugareida, Light Hugareida, has a good throwing arm)
Harold Hugehands (An average-sized guy with genuinely massive hands, good at shadow puppetry)
Halle the Hairless (A man... at least, you think they're a man. Has an unusually feminine face and overall slender appearance.)
Randolf Well-Named (A man with a shield hugareida and a wolf fylgja)
Gordon Wiggles (A man who can make things... bouncy?)
Selby Terrysson (Just a guy, unusually so, in fact)
Somerled Lungingwalk (He's got a 'walking hugareida', whatever that means)
Arnfinn Heavystep (Barely 13, but... Good Gods, what do they feed people in this Valley?)
Torgny Shocker (Another younger man in search orthstirr, unusually fleet-footed and in possession of a Storm Iron enhanced spear)
Eindride Laststanding (An older warrior with a haunted look in his eyes. Very recent arrival, just came in from the Danelaw, in fact.)
Oscar Sharphone (He made a name for himself by getting his Hone to an unusually fine edge)
Ivor Thinbow (He's an archer with a thinner-than-average bow)
Snorri Deepsleeper (Sleep Hugareida, a little lazy)
Note: Not everyone here will get along with everyone else. In fact, just about everyone here has some kind of grudge with someone else on this list.
0~0~0 Shopping
As you come into the market, you find that it's absolutely swamped with wolf pelts. If you so desired, you could purchase one water-wolf pelt for two ounces of silver!
It's mostly merchants trying to get rid of stock they thought was going to be a big deal. But, there are one-hundred-and-thirteen water pelts available.
How many do you wish to purchase? (1 pelt = 1 cargo space)
[ ] Write in
Unfortunately, Asvir does not produce enough tar by itself to really be a good trading item. You do get pointed towards the tarman in Jurgdby, though.
0~0~0
AN: Apologies at the short length, I got very lazy after making the list.
[X] Plan Eliminating Problems The Kids Are Okay
-[X] Everyone _except_ for:
--[X] Sverre Glebsson (Generally Competent, but may cause friction with Abjorn),
--[X] Egil Slaughtershark (A newcomer to the Valley, you don't know much about him)
--[X] Rollo Sunesson (Spear Hugareida, bit of a show off),
--[X] Age Seedsower (An exceptionally handsome man who will not be returning to Asvir, or Norway at all)
--[X] Eindride Laststanding (An older warrior with a haunted look in his eyes. Very recent arrival, just came in from the Danelaw, in fact.)
[X] Buy up all the pelts, try to negotiate a bulk discount given it's a buyer's market.
-[X] Use Silver-Tongued.
0~0~0 Bargaining for a discount (6x2, 5x4, 4x2, 3x1, 2x2, 1x1)16+1(Friendly)+10(Drengskapr)=27 Successes
Though it took a considerable amount of negotiation, you managed to convince the myriad merchants to pool their resources together in exchange for splitting the total take amongst them. After bargaining for a few hours, you successfully worked the price down from two ounces to one-and-a-quarter each.
Shaking the merchant's hand—which belonged to bushy-browed man by the name of Ketill Longarms—you break a debt-stick and hand over one half. Tasking your newly-acquired crew to loading the cargo, you set to divvying-out the money.
Ketill carefully eyes the scales as he places one last ounce on the right. As the weights balance out in a particularly satisfying way, a smile spreads across his face as he pantomimes the tipping of a hat—which was a bit of a silly look given his bald and shiny head. "Pleasure doing business with you, Halla Skyfire. May the Gods deliver you home in one piece."
You nod your thanks to the man as he and the rest of the merchants start sorting out the money. It doesn't take long before one starts shouting at another and chaos descends upon the marketplace. Audrikr—who had been keeping an eye on both the dealings and his little brother—offers a brief wave as he strides in and sets to breaking up the looming brawl.
Not bothering with the gangway, you simply leap up onto the helm of the ship. Wavedancer seems to hum with excitement as the last pelts are loaded and the crew finds their spots on the rowing benches, as if its spirit knows that it will soon ride the waves once more.
Sharing a nod with your brother, you take hold of the helm as he extends his arms and lets his orthstirr sing. Your hair whips past your head as the sailcloth expands and your journey begins.
As you take Wavedancer out of the shallow harbor Asvir is situated upon, you're left with a choice.
Where to first and what shall you do on the way?
Destination (Pick 1)
[ ] Jurgdby (Same Day, West)
[ ] England (7 Days, West)
[ ] Denmark (1 Day, South)
[ ] Lotharingia (3 Days, South)
Personal (Pick 1 for each Day spent traveling, to a minimum of 1)
[ ] Talk to a Crewmember
-[ ] Write in who and about what
[ ] Pay Close Attention to a Crewmember
-[ ] Write in
[ ] Talk to the Seeress
-[ ] Write in one thing
[ ] Craft or Repair
-[ ] Write in
Training (You get 17 Training Dice per day spent travelling)
[ ] Training
-[ ] Write in
(-141 and 1/4th silver ounces)
(+113 Water-Wolf Pelts)
0~0~0
Content Warning: Implied Sexual Harassment
0~0~0
(Current Turn: Summer 9/Turn 3 | Days Until Winter 9/Turn 1: 58/60)
(You have cultivated 4 Odr)
[X] Plan Geirstadt and Heading Off Problems
-[X] Geirstadt (Two Days, East)
--[X] Taking a full day for a shakedown cruise, getting to know people, all that sort of thing.
--[X] Remove Dragon-Prow to signal peaceable intent, assuming that doesn't take an action.
-[X] Talk to a Crewmember
--[X] Halle the Hairless, just trying to get a read on him and his situation, plus the reactions of others to said situation
--[X] Use Goal-Tell to help with this
-[X] Craft or Repair
--[X] Complete the Rune Phrase on Wavedancer
--[X] Specifically add "Through Wind and Waves"
--[X] Stoke all three Aspects on this Task (+3 Successes) and use our Tools (+9 Successes)
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Sailwind 4d6
--[X] Train Sailing Trick for better navigation 6d6
--[X] Train Hugr itself 2d6 (1d6)
--[X] Train a rolled Trick for our Fylgja to Dodge with, we want something as generally applicable as we can arrange 1d6
--[X] Train Silver-Tongue trick for bargaining 5d6
--[X] Train Silver-Tongue trick for presenting ourselves as peaceful or soothing high emotions in others, ideally both 1d6
-[X] (Training) Solo Seidr Training
--[X] Bone Settlement 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Scouring Cleanse 1d6
-[X] (Training) Martial Style
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
--[X] Train Weapon-Grapple Reversal 1d6
--[X] Train Double-Leg Takedown 1d6
--[X] Train Glima 1d6
--[X] Train Fang 1d6
-[X] (Training) Hamr (73 successes to rank up)
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6
-[X] (Training) Hugr (53 successes to rank up)
--[X] Train Silver-Tongue 1d6
--[X] Train Facial Schooling 1d6
--[X] Train Talent Tell 1d6
-[X] (Incidentals)
--[X] Put Wondrous Toolset, our Taafl Board, and our Weighted Harness into Pockets.
--[X] Bring our Fine Bog Iron Toolset and 65 oz. of Bog Iron in the hold as trade goods
-[X] (Capacity Slots)
--[X] Assign Unending Time In The Sun
--[X] Unassign Stabilizing Palm
-[X] (Fylgja Capacity)
--[X] Assign Chuck, Fireside Barrage, Sidestep, Stabilizing Palm, and Dead Air
--[X] Unassign Fine Bog Iron Toolset
-[X] (Orthstirr Usage)
--[X] 1 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4 Strike, 4 Shoot, 3 Farmwork, 4 Labor, 4 Overland (48 total)
--[X] 2 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 4 Silver-Tongue, 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (62 total)
--[X] 2 Orthstirr to Fylgja
--[X] 1 First Impression
--[X] 46 Stored Tricks
--[X] 461 free for tricks
New (North-Knowing Trick: 6x1, 2x1, 1x4) 3 Failures. (Flap-Away Trick: 3) 1 Success. (Lowest-Limit Trick: 6x2, 2x1, 1x2) 1 Success. (Light-Touch Trick: 2) 1 Failure.
Getting your sea-legs took far longer then you expected, resulting in a lot of struggles with following your training regimen. Still, you managed to get a few new trick ideas down.
Flap-Away Trick is a pretty basic trick, all things considered. Your orthstirr enhances your fylgja's wings as it flaps as hard as it can, allowing it to dodge away from projectiles and attacks while also granting it a burst of speed.
Lowest-Limit Trick is rather useful, if not readily apparent. After all, when bartering, it's important to not go so low that you insult the merchant. With this trick, no longer will you be able to trip over the lowest price they are willing to go.
(+1 to Flap-Away Trick)
(+1 to Lowest-Limit Trick)
0~0~0
Rolled (Hugr: 6, 4) 3 Successes. (Kindle Spinner: 1, 1) 1 Failure. (Firebomb Strike: 4, 5) 4 Successes. (EWC: 4, 3) 3 Successes. (Sailwind: 5x1, 3x2, 1x1) 3 Successes
Though training Kindle Spinner was rather challenging—as the only time you could train it was when you put to shore—you still managed to make progress on a number of other techniques.
(+3 to Hugr)
(+4 to Firebomb Strike)
(+3 to EWC)
(Sailwind is now Rough! 5 Successes to Refined!)
0~0~0 Talking to Halle the Hairless (Silver-Tongue: 6x3, 5x2, 4x1, 3x3, 2x3, 1x1)11+1(First Impressions)+1(Friendly)=13 Successes
One evening, while winding down from a day of relatively smooth sailing, you notice that not everyone is participating in the festivities.
Halle the Hairless' red eyes meet yours as you peer into his tent. He sits slouched on his empty chest with his slender, delicate-looking arms resting on his knees. A sheathed, oversized sax is leaned up against his leg as his long, feminine fingers pause their work on his shield. With the flap wide open, it's not like he's avoiding the laughter and cheers from the shoreside bonfire, but it's as clear as Njal is tall that Halle's not exactly delighted by the situation at hand.
He's also probably not all too happy with your presence, but it's a weight he'll have to bear for a little while longer.
"Come to gawk?" Scratch that, he's definitely not happy with you being here. "I don't know what else you'd be here for, given your lack of alcohol-soaked stupor and overall scarcity of," he wiggles slim fingers at your waist, "undersized, quote-unquote 'masculine' genitalia with which to drunkenly wave in my general vicinity."
The first thing that strikes you is how scathingly cynical he is. The second is that he has a wide vocabulary and has no hang ups with unleashing it.
You frown, concerns instantly springing to mind. You'd thought you'd gotten rid of the trouble-makers, dammit! "Has anyone here done that to you?"
"Not as of yet, thank the Gods for having mercy on fools," he snorts and waves you in, "But if my space must become yours, I would know the reason why."
"Well," you scratch at your cheek, "I was wondering why you were off on your own."
He arches a brow as he leans in, folding his fingers underneath his chin, "But what makes me special when a man like Heima and," a tiny smirk passes over his face as the next name passes his lips, "Audman are doing the exact same thing?"
"Audman's not feeling well."
"I'm sure he's not."
You decide to ignore that little interruption, "and Heima... Refused to answer."
"He simply stared at you until you left, I presume?"
"That's... right." You narrow your eyes as you lean in, curiosity setting your eyes to sparking, "But how'd you know?"
A wry grin stretches his mouth as he chuckles, "Heima Smiles, by way of marriage, is my uncle. I, as his favorite nephew, am well-acquainted with his antics."
As the conversation moves on past that point and you familiarize yourself with Halle, you can't help but feel like he had you by the nose for that entire talk.
It's only as you bid him goodnight and step out from the tent that you realize you didn't actually find out why he came on this trip. In fact, your Goal-Tell Trick didn't manage to go through...
Interesting.
Very interesting, even.
0~0~0 Finishing the runes (Artcraft: 5x4, 3x5, 2x4, 1x1)8+3+9=20 Successes
While bored at the helm, your fingers dance over the crude runes roughly carved into the wood. 'Net-Holder, see us safely-' and then it cuts off, never to be finished.
Until it met a rather bored you, that is.
With the tip of your tongue sticking out from between your lips, you ever-so carefully fix the mistakes and scratches as your work-knife carves out new shapes in the wood. Where once it stopped, now it simply continues as though it never halted.
Something clicks into place as the last mark is made and the rune sequence is complete.
'Net-Holder, see us safely through wind and waves.'
You smile to yourself as Wavedancer hums its approval, your boredom temporarily sated.
0~0~0 To Geirstadt
By all rights, Skein, supposed capitol of Geirstadt, should be a far grander sight then it is. With thick walls made of triple-layered ironlogs, it should stand ready to resist any attack.
Instead of standing with hearts full of pride, the walls are in a state of disrepair and battle damage scars not just the wood, but the entire town. The people are doing fine, all things considered, but they know as well as you that the end of Geirstadt is fast approaching.
The Riot Wars—between an alliance of rebellious Jarls of Agder, Geirstadt, and Vestfold and their once-overlords—saw to that. While Agder got off mostly fine and Vestfold saw very little fighting in its territory, nearly the entire war was fought within the borders of Geirstadt. As a result, over half the population of the once prosperous kingdom of Geirstadt filled shallow graves.
The wars only ended sixteen years ago, not nearly enough time to rebuild after death on such a massive scale.
So, as the dragon-headless prow of the Wavedancer puts ashore, you're not met by a force of heavily armed men like you'd been expecting. In fact, only fifteen men stand to greet you as you hop from the deck to the grass-covered beach.
A graybeard in mail—the only graybeard and mail-wearer there, in fact—steps forward with steel atgeir in hand. He raises a hand in a cautious wave, his eyes narrowed with suspicion as you happily offer it back.
He's a powerhouse for sure. No man could keep a weapon of steel for long if they weren't. Weaklings don't get to have things like that.
"Welcome to Geirstadt shores, ship of Agder," the obvious Berserk peers at you from beneath his iron helmet, "I am Nereid Hornbuster," though you fail to place it, the name alone sends tufts of grass swirling into the air, "and for what business have you come here?"
You grin and hold out your hand, "I'm Halla Skyfire and I'm here for whetstones."
A ripple of mutters falls from the lips of Nereid's men as you give them your name. Nereid himself sighs and shakes his head.
He takes your hand with a firm yet surprisingly gentle grip. "While you've come to the right place, Halla Skyfire, you've come at the wrong time. We stockpile during winter and sell during summer and, as you can tell, it's nearing the end of summer." He breathes a heavy sigh, "However, a seer came by, speaking of a woman with eyes of steel and hair of fire who rides the skies on wings of flame. A woman in need of whetstones, who will rid us of a certain someone in the hills."
You squint as Nereid finishes speaking. This seems awfully convenient, but...
"And if I solve your hill-dwelling problem, you'll give me whetstones?"
Nereid sighs and rubs at the bridge of his nose. "The King ordered us to save over two-thousand units of whetstones for you, out of the faintest hope of you existing."
You whistle as the number jumps out at you. Two-thousand units of whetstones may very well be enough to trade for all the food and then some! Of course, it would require a rather large departure from the plan...
Do you accept?
[ ] Accept the quest (Begins 'A 'Chance' Encounter')
[ ] Decline the quest, but offer to pay instead (Begins trade negotiations)
[ ] Decline the quest and leave while you still can
0~0~0
AN: Well, looks like somebody is pulling strings.
Also, with the excellent counseling of @Skippy helping me through the process, I've created a Patreon
No moratorium. Potential for a second update depending on which option the majority votes are for.
[X] Accept the quest (Begins 'A 'Chance' Encounter')
0~0~0
With your felag at your back, you following Nereid Hornbuster through the fields and into the hills. Along the way, he explains a little of what's going on.
"There's some kind of," Nereid scowls as he wiggles his hand back and forth, "I want to call him a shape-changer, but that's not quite right. You ever see a Realized thing stoke its Aspects?"
"Yes...?" You slowly nod as you step over a dip in the road.
"It's a little bit like that, but on a man instead of a thing. Like the ghost of a wolf is clinging to the bones of a man."
"Poetic."
He nods, "Which is why it's accurate."
Well, you can't argue with that. What can do, however, is ask about this 'ghost-wolf-man-thing's' capabilities. "How strong is he? Or they? How many are there?"
"We're pretty sure they're a bunch of raiders who just haven't gotten on their way," you wince as you hear that, "not a whole lot of them, only around, oh, twenty or so. They've taken a few casualties here and there, mainly thanks to old," he pats his atgeir, "Sundertouch here. Their leader is the only one that's actually properly dangerous, mind you. He's the ghostly man wolf thing, the one the prophesy said would need you to..."
"To what?"
He frowns, "The seer didn't say, only implied 'defeat'. He was very vague on that one," the frown deepens into a scowl, "too vague for your typical prophecy. Bastard was hiding something."
"If you don't mind me asking," you begin as a thought comes to mind, "why aren't you dealing with it? You've got steel, you're clearly a powerful warrior, so what's up?"
Hornbuster releases a long-suffering sigh. "I would if I could, alas," he waves a hand towards Skein, "the King's forbidden any of his hird from leaving the city limits." Immediately after saying that, Nereid stops on the spot and plants the end of Sundertouch in the ground. "And that's as far as I can go. Keep going north for an hour and you'll find 'em on a big hill, can't miss it."
With that, Nereid pivots on the spot and starts the trek back to Skein, which leaves you and your men to plan.
How do you want to play this? How are you going to approach the enemy camp?
[ ] Shock and Awe
-Hits them hard and fast while giving them no time to react or organize
-But also means that you're not doing any scouting beforehand, so you're going in blind
[ ] Scout it First
-Before launching an attack, you'll send men (who you send and how many is up to you) to scout it out
-Chance for your men to get spotted and for the element of surprise to be lost. If one of your men gets spotted, they may escape freely, get injured but still escape, get captured, be injured and then captured, or straight-up killed.
[ ] Write in your own tactics
[X] Scout it First (v2)
-[X] Do it ourselves, sending our Fylgja
-[X] Reassign our Dense Muscles to a Fast, move Frenzy there, move our Fylgja's shapeshift slot to the Stealth increase. Move everything back when it comes back
-[X] Unassign Semi-Halting Vortex and Thievesbane on the Fylgja and assign it Sway and Ember-Wing Cloak. Unassign Heated Shroud and assign The Return of Stigr. Again, undo these changes when it comes back
-[X] Use a combination of mundane stealth and Hidden In Rags to sneak closer and get an idea of the situation, being prepared to retreat if there's trouble. Use Dead Air as needed and useful to enhance this, and Magnify Sight to get a better look at them without getting closer than necessary.
0~0~0
Retrieving Thievesbane from your cindersoot owl, you dress it in a trio of cloaks volunteered by members of the felag. After cutting out and stitching on strips of old cloth, you end up with an article of clothing perfectly suited for your twist. It wasn't easy work, given the sheer size of your fylgja, but it was well worth it in the end.
Your cindersoot owl's wings spread out—stretching three or four times its height!—and takes off into the sky. With the twist-fueling rags fluttering around its feathery form, any onlooker would quickly lose it in the fluffy white clouds blanketing the afternoon sky.
It doesn't take long for the enemy's camp to come into sight. Sitting atop a steeply inclining hill—which the locals call 'Sollikollen'—is what can only be described as an 'encampment'. The raiders have cleared away a number of surrounding trees to build a palisade that protects their base from would-be heroes. Following a foot-trodden path down the hill, you find a pair of sixteen-bench snekkjas on the shore of a small pond. The ships seem surprisingly light on loot, given the length of time these raiders have spent harrying these parts.
Finding an updraft, you climb up and circle high overhead. Orthstirr trickles into your eyes as your vision magnifies and blurry figures sharpen into strong men. Out of the collection of twenty-eight men milling about the camp, two catch your eye. They're having a private conversation in the solitude of the latrine, away from the prying eyes of the camp.
The first is an older man with black-and-silver hair and a wrinkled face. He's probably younger then he looks, given how spry he seems. A sword hangs on his belt, mail shines on his body—like it does for two-thirds of the group—and a spear rests in his hands. As he speaks, you spy a two-pronged tongue slipping out between strong teeth. His fingers end in hardened, curling nails and a collection of shining silver scales cling around the sockets of his vertically pupiled eyes.
The second man, however, is significantly younger than the first—only five or six years older than yourself—yet the older man defers to him. But that's not what draws your gaze, no. It's the eyes of steel, the hair of fire, and that feeling of significance, like the eyes of the world watch his every movement.
"Hal," the wind carries the older man's stern words to your ears, "the men are getting annoyed. They've been itching to go home for weeks now and, frankly, so have I."
"The men know the reason we came here, Silverscales," Hal brushes off his presumed-second as Silverscales huffs. "He said there'd be someone here that I'd want to meet."
"And we met Nereid! You said it yourself!" Silverscales raises his voice, clearly holding himself back in the process.
Hal nods as he folds his arms, "Learning the Hornbreaker still lives is valuable, that's undeniable, but he's not why I'm here."
"How can you be sure? Seers lie all the time!"
"Because—" He stops on the spot, elongated canines vanishing as his mouth clicks shuts. Steel eyes snap towards the sky and scan it, searching for something—searching for you. Something had to have tipped him off, but what? Dressed in Rags
Though Hal's eyes can't find yours, his sudden agitation puts Silverscales on edge. "What's going on?"
"We're being watched," a knowing grin slides up Hal's face, exposing a set of wolf-like fangs as his eyes stay locked to the sky, "put the men on alert and prepare the ships. If it's not on a ship in an hour's time, it's being left behind."
"Sudden change of heart?" Silverscales' head swivels around the camp as he notes where all the men are located.
Hal's grin widens into a full-blown smile, "Not in the slightest."
The camp bursts into a frenzy as the men hurry to load all the treasures gained onto their ships.
Letting your fylgja fade back to the fold, you lean back on the chair-height rock you found. Thumb and forefinger stroke chin and jaw as you think and consider just what happened. The felag watches closely, waiting for you to come to a decision.
What do you do?
[ ] Go say 'Hello' with an axe to the face (Fight)
[ ] Go say 'Hi' with peaceful intentions (Try to Talk)
[ ] Don't say anything at all and let them leave unharried (Hal Angered)
0~0~0
AN: Alrighty, looks like we've got ourselves an interesting situation.
[X] Go say 'Hi' with peaceful intentions (Try to Talk)
0~0~0
You make no attempt to hide yourself or your felag as you emerge from the forest. With thirty-seven warriors at your back, you don't exactly have much to fear. Yet, despite the overwhelming numerical superiority, you can't quite quell the pounding of your heart or the nervous shivers making gooseflesh of your skin.
After all, there's something different about the man you're going to see.
If your intuition were screaming it any louder, you would be too. Hal is a member of your family, that much is as obvious as Abjorn is handsome. You've met extended family before, your wedding day being a prime example, so it should be nothing new.
Right?
Well, you're about to find out.
The moment you exit the woods, over two-dozen pairs of eyes land on your and yours. The raiders pause their loading as hands fall to belt-stowed weapons. But, despite the danger inherent in such gestures, you pay them little mind.
After all, there's a far more interesting sight ahead.
Sitting on a barrel with a knee supporting an ankle is a oddly familiar-looking man—and not just because you just saw him. If you were to make Blackhand taller, give him longer arms, and removed the stoic streak, you'd be left with Hal.
Which brings to mind a question. If Hal looks like a slightly different Blackhand, do you look like Blackhand if he were a woman?
'...Now that you mention it.'
Ignoring Blackhand, you turn your attention to Hal, who's got the same look on his face as you. A small squint, a little tilt of the head, a slightly slack jaw and pursed lips—it's the same look that Blackhand has when he's confused.
...Weird.
You stop about a half-dozen paces away from him while leaving your men by the tree line. After all, he's sitting out on his own, it would be extremely rude to bring your felag when he's not brought his—not to mention that it would make you look scared.
Drumming his fingers on his shin, Hal leans an elbow on his floating knee as words with the accent of Vestfold escape his lips, "My name is Hal Wolfhound and," his eyes never leave yours, not even for a moment, "why do you look like me?"
You pause as you open your mouth to answer, your intuition telling you that saying the wrong thing here will result in bloodshed.
How do you wish to answer, what questions do you wish to ask, and how open are you? You may decide how open you are when it comes to specific topics, if you so desire.
[ ] Plan name
-[ ] Write in your greeting
-[ ] Write in questions
-[ ] Write in openness
0~0~0
AN: Not much to say here other then that I'm excited to see where you go with this.
I would recommend being very careful with the answers you give and the questions you seek.
[X] Plan Saying Hello
-[X] "My name is Halla Skyfire, and I think we're family. We seem to have both been named after Hallr Blackhand, my grandfather. Nice to meet you, kinsman."
-[X] Just ask about who he is, where he's from, his family, his life. Basic stuff. We'd potentially be willing to share the same kind of info, though we won't mention Halfdan or the fact that his son is right here and married to our sister (mentioning Jordan as our brother in law would be fine, we just won't mention his father's name).
-[X] Once we feel him out, if it seems like a reasonable option, ask via Eyetalking in veiled terms about Odr Cultivation (ie: 'We have both started on the same path'), specifically if he'd like to trade secrets. We do know a few. If he can't Eyetalk back we'd have a slight issue here, but we can have a private discussion if needed.
-[X] In terms of openness, we're being very open with everything but Odr secrets and Charred Soul, we're sort of feeling him out on that stuff via Eyetalking.
0~0~0
"My name is Halla Skyfire, and I think we're family." The last syllable barely manages to leave your mouth before Hal leaps upon it like a wolf hunting its prey. The entire semi-relaxed demeanor vanishes as his eyes sharpen and muscles tense. The scent of readying orthstirr fills the air as steel locks with steel. "Looks like we're both named after Hallr Blackhand, my grandfather."
Hal is silent for a long time, his unblinking eyes locked to yours. You can almost hear the oars of his mind's ship making waves in the ocean of thought as he considers what that means. He's tensed, ready for battle, but not hostile just yet.
"My great-grandfather," Hal's sudden words catch you off-guard, "Hallr Blackhand, had a damn good reason for not rescuing my mother. So, the only question—the question bouncing around my skull from sun up to sun down—" he taps his head meaningfully, "why didn't her family save her from Hake?"
You were not ready for this, not at all.
"I, uh," you blink, mentally reeling from the metaphorical blow-to-the-ear, "I don't know the timing of all this, but my father was far away from his extended family for a long time."
It feels more like you're covering your ass then actually offering an explanation, but Hal sighs and seemingly accepts it. His muscles slacken as his eyes lose that lethal edge, "Guess it was a bit much for me to assume you'd know." He pauses before adding a belated, "Sorry."
"It's whatever," you wave it off with a shrug, "But, uh, if you don't mind me asking, you said something about your mother...?"
"Stolen away from her home by a Berserk named Hake, who won her in a duel. She and a fellow victim were then stolen from Hake by a man of King Halfdan the Black's hird. The King married the man, my father, to my mother while taking Ragnhild for himself." As you open your mouth to ask another question, Hal cuts you off with a raised hand. "It's my turn to ask a question, cousin-aunt, and that question is where, exactly, does our family live? I have some questions to ask them, you see."
And if he doesn't like the answers... Well, it's pretty clear what his plan is.
However, keeping something like that from him would be undeniably nid.
[ ] Tell him
[ ] Don't tell him
0~0~0
AN: An interesting predicament you've ended up in
No moratorium, very short vote, you will continue asking and answering questions after this vote.
[X] Tell him
-[X] If he swears to start by asking what happened, not go right to violence, and to leave noncombatants out of it as best he can.
0~0~0
"I need you to promise me that you won't go in swords swinging, that you'll hear them out before you make any rash decisions."
Your words hang in the air like an oath. Hal doesn't flinch away from your eyes, his gaze keeps steady as he gives voice to thoughts.
"On the oath I swore to my blood-brother, you won't see me slaughter our undeserving kin."
Fated chains fall in place as those words leave his lips. He will abide by that oath or suffer terribly.
Things progress smoothly afterwards. You tell him of the relatives in Skane and he tells you of his life. Of how he was born to a doting mother in Alfny and a compassionate father in Adgils. He largely glosses over his youth, but one notable thing sticks out to you.
"Wait, wait hold on a second," you say as your eyebrows enter orbit, "you joined a Warband at, what, ten?"
"The Ulfhednar," Hal nods with a small, wry grin on his face, like it was the most casual thing in the world, "and yeah, yeah I did. My father is a Skirsvikingar survivor, so he taught me a couple tricks, which helped."
Yeah, going with the diplomatic angle was the right choice here, there's no doubt about it.
Hal glances over his shoulder, towards his men waiting on the boats. He frowns and casts his gaze up to the sun. The frown deepens into a scowl as he clocks the time.
"Looks like the hour is almost up," he mutters as he turns back towards you. "We've only got a few minutes before I have to leave. So," he slaps hands to his thigh and stands up, eyes sharpening as he rises, "would you like to spar before I go? It'd be nice to get a measure for our family's strength."
He offers his hand. Do you take it?
[ ] Yes, spar with Hal
[ ] No, don't spar with Hal
After telling your respective comrades about the upcoming spar, you and Hal take opposite sides of the camp—his idea. Apparently, it makes for a more interesting battleground and you certainly see why. Leftover tents and constructed walls litter the ground, providing cover, concealment, and plenty of ideas.
However, you're not the only one sparring today. While you and Hal meet as cousin to cousin, Hal's second—Edvin Silverscales—waits for a sparring partner of his own on the hillside.
Who of your crew steps up to challenge him?
[ ] Write in
You and Hal stand across from each other on opposite sides of a freshly abandoned encampment. He's bent slightly at his knees as his arms hang ready at his sides. He bears no obvious weapon, but that won't matter if he's the ghostly-wolf man you've been hearing about.
In such a situation, his hands alone would serve well as weapons. With that in mind, it's best to keep him at arm's length. Too close and he'll be able to wreck havoc. Hal clearly isn't an idiot, so he knows that too. He's got Frenzy, he'll be able to puzzle that one out pretty clearly.
He has roughly equal combat dice as you, likely more. His orthstirr pool, however, is higher. His fylgja is his greatest strength.
He's going to get in close and aim to stay there as best he can. He's most dangerous when he's close, a lot like Abjorn in that respect. If he can't get you in melee, he'll resort to a variety of ranged attacks both precise and area. He may also throw rocks.
Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense)
Orthstirr: (559/623) | Odr: (16)
( ) Frami: 208 | ( ) Virthing: 208 | ( ) Saemd: 207
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
Your combat pool is 104d6 and you have 15d6 Stoked Dice
What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in
0~0~0
AN: Not much to say here other then that we may have to pull back on the update rate as I am not sure I can keep doing 2 a day in this state. 1 a day, sure, 2 a day? I dunno.
[X]Abjorn
[X] Plan This Is Our Kenning, How Do You Like It?
-[X] Unassign Firebomb Strike and assign Sailwind before the fight. Also reassign Chuck from our Fylgja.
-[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
-[X] 79d6 Attack (79d6 tricks)
-[X] 25d6 Defense (25d6 tricks)
-[X] 0d6 Intercept
-[X] Put 4 Orthstirr into 8 layers of Reinforce Shield before the combat begins (-4 Orthstirr) and add Explosive-Reactive Armor (-9 Orthstirr) to it
-[X] Activate Slipstream (-8 Orthstirr), and Ember-Wing Cloak (-6 Orthstirr) as combat begins and take to the air and stay there (all attacks and defenses below include +1d6 from Skyfire).
-[X] Put up a 170d6+9 (w/Hugareida) Sword Guard defenses (-174 Orthstirr), a 2d6+9 (w/Hugareida) Sword Guard (-6 Orthstirr), and a 2d6+9 (w/Hugareida) Atgeir Guard (-15 Orthstirr). The latter two will not defend against anything the first one does.
-[X] Open up with a 100d6+5 (w/Hugareida) Orthstirr-Enhancedx61 use of our 3Fold Kindle Spinner from our Fast w/Puncture (-70 Orthstirr) followed by a 100d6+5 (w/Hugareida) Orthstirr-Enhancedx66 3Fold Inetia-Arresting Throw from our Fast w/Puncture (-75 Orthstirr), if he gets caught by that, use the opportunity for a 7d6+5 (w/Hugarieda) Sharpenedx2 Lightning-Enhanced Flashfire Cleave w/Puncture (-18 Orthstirr) and a 6d6+5 (w/Hugareida) Orthstirr-Enhancedx3 Sparkbomb w/Puncture (-27 Orthstirr) while he's trapped and if he's still up after that retreat back to the sky with EWC (-6 Orthstirr if needed). At that point, whether he was trapped or not, if he doesn't have a Guard type ongoing defense and the first Kindle Spinners weren't completely useless after hitting him, hit him again with another eight 6d6+5 (w/Hugareida) Orthstirr-Enhancedx3 Kindle Spinners (-5 Orthstirr each), adding Puncture to the first one (-9 Orthstirr each) if he actually got caught by the IAT so they are sure to hit.
-[X] Against the first melee attack using Puncture we use a Contested Movement adding all our Stoker State dice and one use of Fight of Our Life (-3 Orthstirr, 30d6+5) and counterattack with a Sparkbomb w/Puncture (-24 Orthstirr)
-[X] By default use Halting Vortex (-4 Orthstirr) or another perfect defense as appropriate against anything without Puncture (or something else that makes them unusable) targeting either us or or primary Sword Guard. Against attacks with Puncture or other methods of avoiding our Perfects (other than the one melee one mentioned above), use our largest Sword Guard to defend against everything. In response to anything with Puncture (or other ways of getting past perfects) that gets through the first Sword Guard and is still coming rely on our Reinforce Shield to take the blow. If the big Sword Guard goes down and more attacks are incoming thereafter, first use the other Sword Guard and the Atgeir Guard as ablative defenses if possible and then use up to five 75d6+9 Reinforced x69 Hefty-Halter-Chop defenses (-72 Orthstirr each)
-[X] If our Orthstirr drops below 100 or so, stoke an Aspect, do this again as needed if it happens again, though we will not use Calm Charges on this.
-[X] Tactics – Fly out of his reach and try and nova him down with fire attacks immediately is the basic plan here. If he weathers those and there's no round break, we try and whittle down his defenses a little with relatively cheap attacks.
0~0~0
"So, your husband against my second, eh?" Hal casually asks as you finish swapping out your Fast-stowed tricks. He was watching you all the while, so he knows what used to be in your Fasts, but that won't tell him what they now contain. "How'd you meet the big guy anyways?"
You grin as fond memories bring warm feelings. "It's a bit of a long story, so I'll just say that I saved him from getting stuck in a tree and leave it at that." A shared laugh slips free from both your lips as a thought occurs to you. "Say, Hal, do you have a wife or somebody waiting for you back in Vestfold?"
The smile freezes on Hal's face, "I, uh, something like that, yeah," he coughs and waves a hand towards the sparring field, "Regardless," a sharp edge gleams in his eye as he locks his with yours, "we've got a spar to fight."
As the grins fade into sighs and tension falls across the sparring field, Hal's lack of weapons stands out prominently. A man like him would have more then enough silver for a skillfully crafted sword, let alone a fine axe or sax, so where are they? He doesn't even have a work-knife, for crying out loud!
Despite his apparent lack of weapons, you can't help but shiver as dread trickles down your spine. After all, you know all too well that a lack of arms does not mean a lack of danger—Abjorn alone proves that theory.
Twin hearts hammer a harmonic rhythm as steel meets steel. If he's skilled in wrestling, then close is the last place you want to be. As Hal darts forward with crimson fire swirling in his palms, you kick off the ground and let your Fasts release a trick. (Countered)
As a trio of Folded Kindle Spinners burn a path across the tent-filled sparring grounds, another trio of Kindle Spinners race to meet them. Crimson fire strikes red flames and both explode together. However, it's clear to both you and Hal's eyes that your Ignition is stronger—which means that his Kindle Spinners are worthless against you and, more importantly, that your fire is effective against him!
Drawing your hands back, you loose a laugh as a barrage of crimson flames rains down around Hal. He darts this way and that, his eyes never leaving yours as he skillfully dodges in between flaming raindrops. Suddenly, he drives a foot into the ground and throws himself to the side, putting a tent's cloth between you and him.
Your flames swiftly devour the woolen folds of the tent, but it gives him just enough time to emerge with shining metal in his hand. Your eyes widen as you trace the shape of the fleinn in his grasp—where in all the realms did he get that?!
His fleinn-arm draws back as his free hand takes aim, fire raining down around him all the while. He takes a powerful step forward—his full weight adding further momentum to the iron-headed throwing-spear—and lets it fly with all his might behind it.
Crimson orthstirr explodes from the fleinn as it leaves Hal's fingers—a leather strap flapping in his hand. It spins as it flies, crimson power streaking off it in great arms of might. It blurs across the sky at such speeds that you struggle to follow it—but that was never something you had to do. (Honed Trick Attack: 67+6=73 vs Sword Guard: 605+9=614, Sword Guard Wins, but Fleinn disables it!)
A Sword Guard bursting at the seams with orthstirr dives in from where it floated next to your shoulder. Crimson power spills free with every movement as it deftly intercepts the fleinn and smacks it aside, only for something to happen.
As the spectral sword met shining iron, the ghostly material shatters! Though the sword still ruins the fleinn's flight, the throwing-spear still manages to disable your protector. Shattered pieces of your Sword Guard accompany the fleinn as it tumbles through the air.
But even as the fleinn falls, your eyes stay locked to Hal's. After all, something isn't quite right. The way he casually dodged your probing fire barrage was well beyond the capabilities of a mere First-Grade Berserk and the way his latest attack flew just confirmed your suspicions. The bastard's hiding his Frenzy!
As your mind races at speeds far beyond a mortal's ken, Hal's forefinger curls and an invisible length of orthstirr tightens. The fleinn shudders and leaps from the ground towards his outstretched hand. The moment it crosses the halfway point is the moment you make your move.
Flinging out a hand, you let the next trick in your Fast fly free. Spiraling out from your hand is a trio of overlapping fields of stilling force. And as Hal's fingers wrap around his fleinn, so too do the frozen folds of Standstill wrap around his limbs.
He freezes on the spot and his shocked eyes swivel towards yours. A smug grin spreads across your face as crimson lightning crackles across Sagaseeker's blade while he purrs in your hand. Spinning him around, you throw yourself into a laughing, thunderous dive. Fire explodes from both your and Sagaseeker's backs as you stoke yourselves to ever-faster speeds.
Moments before the Flashfire Cleave makes contact, you meet Hal's eyes one last time—just in time to catch the last dregs of false fear. The corners of his mouth quirk up into a smirk as his fingers twitch. The fleinn vanishes as it's replaced by a pair of simple, unadorned swords. The sudden appearance of the swords ruptures Standstill, freeing Hal from its grasp.
Crimson power surges down the lengths of his swords as a pair of small explosions throw them into motion. Iron swings in, racing to strike you as you prepare to deliver the Flashfire Cleave. There's no trick here, it's just a contest between warriors of equal speed. (Halla's Hamr: 115+5=120 vs Hal's Hamr: 43+6=49, Halla Wins! Punctured! 13 Damage!)
As the furnace of your heart stokes your strength to ever-grander heights, you slip through his intercepting blades and drive Sagaseeker's edge into his chest. But just before Sagaseeker strikes iron chain, a crimson flash shines out and your eyes spark.
Thanks to your spark-filled eyes, you spy the flickering shape of a wolf's hide appearing just long enough to absorb the blow before disappearing in that flash.
Hal flips as he's thrown back and he lands on steady feet—undaunted, undamaged, and undeterred. But as he lands, it's not to a breather or a pause in the fight. No. He lands just in time to receive your follow-up charge.
Sparkbomb screams in your palm as he staggers back, only for the trick to sputter out as you make contact with his armor. His steely eyes flash with wolf-like, bloodthirsty joy as he winks and grins. "Looks like I've the better Emberwind, eh?"
Though outwardly calm and collected, you don't miss the spark of relief flashing behind that mask of his. He wasn't sure of his superiority, but that doesn't change the result.
You drive a foot into the ground as your wings surge with strength, but he's just as fast as you. Strips of shaven iron fall from his swords as your defenses race to contain his attacks. (Sharpened Attack #1: 12+6=18 vs Sword Guard: 7+9=16, Attacker Wins! Sharpened Attack #2: 10+6=16 vs Atgeir Bodyguard: 6+9=15, Attacker Wins! Halting Vortex'd!)
As his attacks reduce your Sword and Atgeir Guards to splinters, your hand springs up just in time to catch the blades on a Halting Vortex. As his swords bounce off the spiral of momentum-halting force, you drop the shield and launch yourself into the air. Hal doesn't hesitate and leaps up after you a heartbeat later.
Swiveling around, tongues of crimson flame spill from your hand as you turn to meet the pursuing Hal. Kindle Spinner leaps from your hand, a punishment for the ground-dwelling fools who dare to challenge the goddess of the skies! It burns through the air with a majestic spin to its arc, only for Hal's hand to twitch. (Shield Sacrifice)
His sword disappears, replaced by a simple, poorly-crafted wooden shield. A low-quality shield it may be, but a shield it still is. Though Kindle Spinner reduces it to kindling, the shield does the job it was made for.
Hal's other arm swings down and releases the sword-replacing fleinn. It spins as it flies, crossing the space between you in no time at all. Your hand springs up with Halting Vortex already spinning into existence—that'll stop it in its tracks! (Halting Vortex'd, but Fleinns disable shields and guards)
Stop the fleinn it does, but the weapon punches through the shell of stopping power regardless. Something cracks deep within your soul, in the place where your knowledge of Halting Vortex is stored. It's not broken and the damage will heal quickly—a few seconds at most—but until it does, Halting Vortex cannot be used.
You're forced to drop Halting Vortex as a sword appears in Hal's hand—for fear of him further damaging the trick. The fleinn tumbles through the air as Hal starts to swing. The blade draws closer, the world slowing down as Sagaseeker's words slip into your ears.
"Trust me, mother-mine," he purrs out encouragement as your grip tightens around his haft. "I won't fail you."
Your nod is nearly imperceptible, but you make it all the same. Twisting on the spot, you aim Sagaseeker and let him fly into a blisteringly fast Hefty-Halter Chop. (Halla's Attack: 241+5=246 vs Hal's Attack: 10+6=16, Halla Wins!)
Hal's sword spirals from his hand as Sagaseeker strikes true. His eyes follow the gentle spinning of his sword as you twist around, free a hand from Sagaseeker, and stoke a handful of flames. (Trick Attack: 24+5=29 vs Reinforced Defense: 15+11=26, Attacker Wins! 8 Damage! Armor Pierced!)
Stunned as he is by the impossible speed of Sagaseeker's strike, Hal can only barely muster a basic—if strongly Reinforced—defense as you deliver your own. He crosses his orthstirr-coated arms before his head, but your hand darts under and crimson fire meets the armor over his stomach.
Broken links of iron chain explode out as the force sends Hal hurtling to the ground. He hits the dirt with a heavy crunch, but a fall from that height matters little to a man of Hal's strength. Hal grits his teeth as he climbs to his feet—just in time for you to give him something that does matter. (Shield Sacrificed)
Another Kindle Spinner comes spiraling from the sky, only to meet the wooden surface of another poorly-constructed shield. The wood splinters and disintegrates under the force, but it fulfills its purpose all the same. It gives Hal all the time he needs to bend down and scoop up a rock.
His eyes meet yours as crimson power coats the rock with both his strength and Puncture. Taking a step forward, he whips the rock forward with all his might. As the rock streaks across the sky, he's already gathering more from the ground. In the blink of an eye, they too will join their brother in their flight.
You have a split-second to make a decision here. You can either deliver Hefty-Halter-Chops to each of the incoming rocks—a true waste of orthstirr—or... You can accept the blow, let it strip your Reinforce Layers, and then use the opportunity to plan and reassess.
You nod to yourself as you make up your mind. As the trick-enhanced rock strikes your orthstirr-coated armor, it triggers the coating of explosive strength you layered in. The explosion devours it and its fellows as you throw yourself to the ground under the smokescreen.
The sparring grounds are even further ruined. There's only a single tent left standing, though there are plenty of rocks scattered about. Small fires burn everywhere you look, the leftovers from your battle so far.
Hal Wolfhound is a dangerous man, that much is clear. Overall, he's physically stronger than you but lacks the same mental fortitude. He thinks slower then you do, is what that essentially means. He beats you out on Frenzy and is clearly very clever, but you have the greater Hugr between the two of you.
He has access to Ignition (Weaker) and Emberwind (Stronger), though it's not clear if he has any Alloys or not. He's got some kind of 'hot-swap' ability, that allows him to swap out his weapons at a near-if-not-truly-instantaneous speed.
He himself is not hurt, though his armor is damaged. Something appeared to protect him from an attack, something you're not entirely sure on the details. Is it part of his fylgja? Maybe! Either way, you've got a spar to fight.
Hal is planning on ramping up the aggression. He's going to try and force you into positions where you either take damage or give up in some other way.
Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense)
Orthstirr: (35/623) | Odr: (16)
( ) Frami: 208 | ( ) Virthing: 208 | ( ) Saemd: 207
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
Your combat pool is 104d6 and you have 0d6 Stoked Dice
What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in
0~0~0
AN: The hiatus is now over—until this supply of medicine runs out, of course. It'll last me till early September, so we've got some time until then.
15-minute moratorium. I hope this was up to snuff, I'm a little bit out of practice.