Ok, I think what I'll be doing in the battle itself is recovering dead bodies, possibly throwing logs and delivering messages and almost certainly playing the role of roaming artillery.

So if any of you are planning on doing anything extremely dangerous then please inform me now, it will make my life a bit easier.
 
Ok, I think what I'll be doing in the battle itself is recovering dead bodies, possibly throwing logs and delivering messages and almost certainly playing the role of roaming artillery.

So if any of you are planning on doing anything extremely dangerous then please inform me now, it will make my life a bit easier.
Besides trying to slow down the army of skeletons with only four other people :lol2: .
 
Oh, a norsequest riot quest.

Think I'm gonna going to make a character later.

Is there a list of chargen-only options for TP?
I think i saw "seeing eyes" as chargen only trait, but is there more?
Also besides that: TP are for hugareida kunna, skills, and special items, with a general m.o. of "just select something that seems reasonable and qm/assistants will tell you if there is an issue", right?
 
I'll work with Liv to try to freeze as much of the skeletons as I can. Then I'll probably just spam AOE finales with my ice kunna, recharging with the magic water.
 
Your action is what you engage in before the battle
So does that mean I can quickly go around the village (the centre area) and inscribe Smárgneisti's name into the kindling for each active fire and then call upon Smárgneisti and offer those fires up to Smárgneisti to watch, so that Smárgneisti is more powerful/has more fire I can draw from when we get around to battling? How does Major/Passives work in this? Is it like just the singular action, or are passives also available?
 
Is there a list of chargen-only options for TP?
I think i saw "seeing eyes" as chargen only trait, but is there more?
Also besides that: TP are for hugareida kunna, skills, and special items, with a general m.o. of "just select something that seems reasonable and qm/assistants will tell you if there is an issue", right?
God/Jotan Blood, Flaws and Boon, Bloodlines that aren't from eating a heart, stuff like that. Also, you'll have to develop later on skills related to the following, Skald, Shipwright, Shapecrafter, Jarl, Seer, Blacksmith
 
Last edited:
General Tactical Plan For The Battle

Okay, so, once we get to a good site, we'll reinforce our defenses, trenches and walls and so on to the best of our earth-movers abilities (probably burning some aspects and recovering them with the Seeress's gift), and set up a killing field including any traps people want. Then we'll have people use any long-range or AoE abilities (Kunna, runed logs, etc.) that they can on the horde, once the numbers have been whittled down as much as we can, we'll engage them in melee last of all.

Anyone have any ideas or objections to that?
 
General Tactical Plan For The Battle

Okay, so, once we get to a good site, we'll reinforce our defenses, trenches and walls and so on to the best of our earth-movers abilities (probably burning some aspects and recovering them with the Seeress's gift), and set up a killing field including any traps people want. Then we'll have people use any long-range or AoE abilities (Kunna, runed logs, etc.) that they can on the horde, once the numbers have been whittled down as much as we can, we'll engage them in melee last of all.

Anyone have any ideas or objections to that?
I think I should wear the Dino suit so I can focus all my Ordstirr on offense.
 
[X] Valo Halvarson, Amlóði Tooth taker, Vatn Galtison will go commit to a skirmish/ambush/delaying action
-[X] Specifics determined after scouting the formation.
-[X] Initial ideas, however, include:
-[X] Valo Tidal Wave from the sea and along with the others killing as many as possible by smashing heads, while breaking legs if possible, Toothtaker can also use his muck Kunna to slow down the advancing enemy and/or keep the knocked down skeletons still.
-[X] Using stealth and range to whittle down the enemy forces, Valo uses blunt arrows, Vatn uses his axe, Tooth-taker uses his muck to keep the enemy bogged down for easy targets.
-[X] Pincer attack where Valo attacks from sea to draw away forces escalating if they don't respond while the other two attack from the jungle using terrain to advantage.
-[X] If possible Valo will retreat into water and swim away with companions if possible.

Edited: Including Tooth-taker's muck Kunna
@DeadmanwalkingXI, @wabbitking, @Bass11 any recommendations?
 
Last edited:
Oh, a norsequest riot quest.

Think I'm gonna going to make a character later.

Is there a list of chargen-only options for TP?
I think i saw "seeing eyes" as chargen only trait, but is there more?

As others note, Giant's Blood and Bloodline stuff are the other big ones. And artifacts...you could get those in play, but not usually by just paying for the one you want. EDIT: Oh, and being a Berserk, since we lack a source of Frenzy.

Also besides that: TP are for hugareida kunna, skills, and special items, with a general m.o. of "just select something that seems reasonable and qm/assistants will tell you if there is an issue", right?

This is correct. Physical enhancements (like 'Really Fast' or 'Really Strong') and Martial Styles are also valid and pretty common.

I think I should wear the Dino suit so I can focus all my Ordstirr on offense.

Seems solid. Take one.
 
Last edited:
[X] Moli will scout the army his Mirror-Raven (He follows Kare's strategy of being absurdly high to avoid ranged attacks). He uses his Seeing Eyes and his Raven-Spotlight to look for any magic and unseen things specifically.
 
[X] Krakr will scout the army with his raven, specifically in its spiritual form to see if there is any anomalies about his cluster within the spiritual realm
 
You're off plan, but not in a way Ragnarr cares about strategically. If you succeed, great. Try not to die.

Thanks, I'll do my best!

Honestly didn't expect my memnic Norse to come out like this.

Would Bryjnar and Bjorn be willing to make a few temporary bone swords for Agmundr to wield for the duration of the defense?

Assuming Bjarneson makes it out of this alive with enough Ordstirr to spend on it, I have no issues with that.

I just assumed it was some bullshit one of yall had set up in one of the twenty pages I didn't read, but apparently it was something we should have reacted to, lol.

Hah, so, funny story-

I blame Bjorn Bjarneson for bringing it, but we could've stopped him.

Yeaaaah, so, on Turn 1 the "East Scouting Party" as we were called (Bjarneson, Ivor, and Ragnarr) first stumbled into this random cave with an animated skeleton in it? Well, Ragnarr stumbled into it- fell really- and then he smote the skeleton in one hit? And we kinda exchanged glances and said "We'll deal with this later" and continued onto our objective of The Boat. But Bjarneson with his Bone Kunna is kinda obsessive about skeletal reconstructions and thought "This could be a neat archeological find!" or the equivalent, and so- well- brought it with him.

And then we arrived at the Boat and possibly accidentally antagonized the crabeople.

So technically speaking, both the Skele-Army and the Crab Guerillas might actually, ya know, be our fault, maybe :V

Are Skeletons vulnerable to fire by any chance? I contracted a fire spirit.

Fire at sufficient temperatures might turn the bones to ash, which might either destroy them fully or massively power the skeletons up.

I'm leaning "final death" myself.

Or— or is this the sort of situation I should just call upon my favour with Alfatella the Askefroa and just watch several hundred skeletons get pulversied?

You could, though that would prevent us from getting a lot of Ordstirr.

Honestly, everything so far sounds conquerable, if with difficulties.

Or do we want to save for that for whatever's coming from the Ocean— given (don't remember who's— but someone's blood/danger sense what off about THAT but not the skeleton army)?

That would be the crabeople (crab people).

Their wizardry seems to be very Interesting.
 
Last edited:
Okay, one other thing we need to do is organize who's in what line once we're reduced to fighting in lines.

I'll assign the best melee people to the front line, and then ranged and support people, no trouble. The question, which I would like help with, is how many lines to have. Dow we want to be three lines deep in standard Norse style or what? What do people think?

If one is still I available, Agnes will go into one.

We'll see. I think there are better suited people, but if they don't want one, you'll get it.
 
[X] Valo Halvarson, Amlóði Tooth taker, Vatn Galtison will go commit to a skirmish/ambush/delaying action
-[X] Specifics determined after scouting the formation.
-[X] Initial ideas, however, include: Valo Tidal Wave from the sea and along with the others killing as many as possible by smashing head, while breaking legs if possible; Using stealth and range to whittle down the enemy forces; Pincer attack where Valo attacks from sea to draw away forces escalating if they don't respond while the other two attack from the jungle using terrain to advantage.
-[X] If possible Valo will retreat into water and swim away with companions if possible.

@DeadmanwalkingXI, @wabbitking, @Bass11 any recommendations?
I might be able to use my muck Kunna to slow some of them down but against a horde this size It's not likely to be very effective on it's own. It might be useful if we need to leave though.
 
[X] Agmundr will be at Hersir Ragnarr's disposal with regards to activities prior to the battle.
 
Back
Top