A delaying action is perfectly viable to let us build up more defenses and whittle them down a bit. If people want to do it, I say they go for it, as long as it's not too many.
Hey, I'm not arguing against it. Just talking about how the battery performance works. See...

We're trying to give y'all more time to coordinate, prepare, and build up defenses.
I know what a skirmisher is, and I don't disrespect them, and in fact Erik's actual armed combat style looks a lot like what, say, a Roman legionnaire or Greek hoplite would immediately point at and call "skirmisher," in that he yeets a bunch of javelins and then optionally closes in with a sword and a big round wooden shield.

But the Norns or the gods or whoever hands out the Ordstirr doesn't really care about all that tactical-practical stuff; they're not gonna give you a recharge in the middle of a deliberately extended battle during a time period in which you've specifically chosen not to do-or-die come to grips with the enemy. It's not because you're wrong to do that, it's because they don't provide that incentive.
 
I know what a skirmisher is, and I don't disrespect them, and in fact Erik's actual armed combat style looks a lot like what, say, a Roman legionnaire or Greek hoplite would immediately point at and call "skirmisher," in that he yeets a bunch of javelins and then optionally closes in with a sword and a big round wooden shield.

But the Norns or the gods or whoever hands out the Ordstirr doesn't really care about all that tactical-practical stuff; they're not gonna give you a recharge in the middle of a deliberately extended battle during a time period in which you've specifically chosen not to do-or-die come to grips with the enemy. It's not because you're wrong to do that, it's because they don't provide that incentive.

We do have a supply of Aspect recharges (water from the seeress). If the skirmishers return successfully but depleted we can probably give them at least one of those each. Most will be used on those making big moves (including prepared defenses), but sparing a few to replenish the skirmishers is a valid usage.
 
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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?
Not an idea, but an addendum: Erik is going to carve as many runic angry bouncing bone-breaking logs* as he has time for, though he'll only personally bleed on and activate the runes for at most two, so someone else is gonna have to do the actual bleeding or whatever in order to activate the rest.
____________________

*(rune phrase I put in last night though I can dig it up if you need)

We do have a supply of Aspect recharges (water from the seeress). If the skirmishers return successfully but depleted we can probably give them at least one of those each. Most will be used on those making big moves (including prepared defenses), but sparing a few to replenish the skirmishers is a valid usage.
[fistbumps]

Respect.
 
I think first priority in those is definitely those with big moves and high priority Kunna like earth or bonds gir the advantage, have them take water skins into the field to imbibe mid battle.
 
But the Norns or the gods or whoever hands out the Ordstirr doesn't really care about all that tactical-practical stuff; they're not gonna give you a recharge in the middle of a deliberately extended battle during a time period in which you've specifically chosen not to do-or-die come to grips with the enemy. It's not because you're wrong to do that, it's because they don't provide that incentive.
For your first thing, fair.

And yet, I think, the narrative of men throwing their lives at the army barely putting a dent, regardless of harm rewards Ordstirr. I think that 3 men going out and 'heroically' attacking the force delaying them just long enough for the defenses to finish laying down their lives for their fellows is enough for Ordstirr. As any good skald knows there is a story to be in everything.

The stalwart defense at a shield wall is equally glorious as men selling their lives dearly to buy just a few more minutes.

Edit: Besides, I don't really care if it's all that Glorious, few standing against many is still fine by me.
 
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For your first thing, fair.

And yet, I think, the narrative of men throwing their lives at the army barely putting a dent, regardless of harm rewards Ordstirr. I think that 3 men going out and 'heroically' attacking the force delaying them just long enough for the defenses to finish laying down their lives for their fellows is enough for Ordstirr. As any good skald knows there is a story to be in everything.

The stalwart defense at a shield wall is equally glorious as men selling their lives dearly to buy just a few more minutes.

Edit: Besides, I don't really care if it's all that Glorious, few standing against many is still fine by me.
[shrug]

Well, all I know is what the QM said. The rest is speculation and me not wanting to argue with him.

Speculation: The trouble with the whole Norse dramatic conventions thing is that getting to recharge your batteries isn't just a reward for being brave, it's a sort of cosmic acknowledgement that the fight's over. If the fight isn't over, then the fact that you were personally doing something brave doesn't mean you get to recharge, because it's not over

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?
Dunno. Erik's probably better as a ranged combatant, though he's not going to completely fall apart in close quarters.

He should probably work on that melee, come to think of it.

I'm more asking how many lines do people thing we should have? Like...2, 3, 4? What? I'm currently leaning for the traditional Norse 3 lines, but I could maybe be convinced.
Honestly, with us having like 20-30 active combatants unless I'm losing track of people, we might go for two lines. Getting overlapped is bad and there's a lot of these skelebros.

"Moli's works must just be enough." Moli remarked.
Immediately after Moli says this, Erik hands Agmundr a wooden sword. :D
 
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Speculation: The trouble with the whole Norse dramatic conventions thing is that getting to recharge your batteries isn't just a reward for being brave, it's a sort of cosmic acknowledgement that the fight's over. If the fight isn't over, then the fact that you were personally doing something brave doesn't mean you get to recharge, because it's not over
Guess it'll be smarter to simply put our all in it then. We'll spend every bit of Ordstirr while we're there.
 
Eirny is down to join a delaying action, if people wanna commit to a team for one.

On QM-Helper note, I'm going through and gathering all the omakes made yesterday/this morning for xp rewards. Sorry for the delay.
 
But the Norns or the gods or whoever hands out the Ordstirr doesn't really care about all that tactical-practical stuff; they're not gonna give you a recharge in the middle of a deliberately extended battle during a time period in which you've specifically chosen not to do-or-die come to grips with the enemy. It's not because you're wrong to do that, it's because they don't provide that incentive.
For your first thing, fair.

And yet, I think, the narrative of men throwing their lives at the army barely putting a dent, regardless of harm rewards Ordstirr. I think that 3 men going out and 'heroically' attacking the force delaying them just long enough for the defenses to finish laying down their lives for their fellows is enough for Ordstirr. As any good skald knows there is a story to be in everything.

The stalwart defense at a shield wall is equally glorious as men selling their lives dearly to buy just a few more minutes.

Edit: Besides, I don't really care if it's all that Glorious, few standing against many is still fine by me.
"Ordstirr be deeds that rise above reeds. It be the worth given to your name in dearth and mirth. But the worth-giver may be men shivering, men glorious or men nortorious. Men in need not even be to seed Frami, for word spreads as grains shred takes to air. Which is to say, the weigh of glory lays on witnesses' wits." Moli remarks on Ordstirr.
Immediately after Moli says this, Erik hands Agmundr a wooden sword. :D
Moli huffs in mock outrage.
 
Guess it'll be smarter to simply put our all in it then. We'll spend every bit of Ordstirr while we're there.
We don't get to recharge between this and our upcoming adventures, any expended Ordstirr and Aspects, or dead Norse, are used up for those. Basically, anyone going on one of the still-upcoming expeditions needs to think carefully if they'll need the Ordstirr or Aspect they're about to expend later.
 
In about an hour, I'll conduct Bjorn Bjarnesson and the Great Escapade, the skirmishes, and that remainder scouting venture.

That all the adventures?
 
In about an hour, I'll conduct Bjorn Bjarnesson and the Great Escapade, the skirmishes, and that remainder scouting venture.

That all the adventures?

There are two scouting ventures, I believe? There's the undetwater one and a 'look at them for magic' with Moli and Krakr, I think.

Also, I tried to check with the seeress if she could divine whether this was all a distraction from another attack, either intentionally or unintentionally. That seems like something she could do given the specificity of the question and is relevant.
 
Thinking about things I might want to spend PT on later: would something like Gardening make sense, as a skill focused more on cultivating small batches of specialty plants in contrast to Farming?
 
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Grid gave Agmundr Idskapadr swords of ice. Erik provides him backup wooden swords...
And Moli provides glass swords.

BJORN BJARNESON mounts upon his noble steed and rushes headfirst into the horde, heedless of planning or self preservation. Alyssa confides that she doesn't expect him to come back.

Agmundr, Erik Hardhead, Katla Hrafndottir and Njal Redaxe evacuate their loved ones and join the militia.
Bjorn is Erik's neighbor and cousin, and has a family. If Bjorn's family isn't at the rendezvous, Erik is going to strongly agitate that he (or if not he, someone) run up to Bjorn's homestead and go fetch them.

Ragnarr commands the militia bring forwards many spare logs, and Erik Hardhead begins carving runes into them to make them particularly dangerous when hurled.
Dangerous and bouncy! Hopefully only dangerous to skeleton men, unless the runes take a liberal interpretation of what "breaks bone men" means.
 
Before I sleep I just want everyone to realize that if we do kill all these smelly bois we have bonemeal fertilizer for a years worth of gold grass :V
We just have to make sure they're really, really dead, because we do NOT want the fragments of them slowly reassembling out of our own fields. :p

Name: Hulfr (17/M)
Pt Expenditure: Wood Kuna 1, Wood Working 1, Bowyer 1, Architect 1
Personality: Hyper Fixated on wood working because he is terribly awkward. He relies upon keep himself busy to avoid small talk and the uses the quality of his work to earn respect while avoiding everyone he can.
Appearance: An incredibly tall but very lanky individual. His hands are covered in small scars from practicing his trade. His hair always looks like it was cut with a crude knife, mostly because he cuts it with a crude knife whenever it gets long enough to interfere with his work.
Oh hey, someone for Erik to infrequently talk to almost entirely and exclusively about carpentry!

(Erik has a 'Carpentry' thing that may or may not be a Kunna, and a few tricks connected specifically to woodworking, as far as I know I had the only specialized carpenter character until you came along, Hulfr. Glad you could join us!)

Added to the character sheet post, with the age reduced by a year. Not because you're younger but because all ages are currently as of Year 0 (1 year before the current time). I'll update those sometime, but doing it every year is a logistical nightmare at the moment. The post now includes a note to this effect.
Thank you for clarifying that. Uh, I've been updating ages of my own family in my own little spoilered character sheet copies in various posts. Is that a problem and should I stop?

Huh, that's really neat!

I just thought these dudes where analogous to the OG Fimir and we were dealing with "Irish Bullshit" from that direction.
What's that all about? Do tell.

Help write explosion runes on the tree trunks that are being collected.
Cool! Want to use your own rune phrase, or do you want to copy mine? Come to think of it, if you want them to explode, you'd need your own, because my phrase is for making them just bounce around and clonk the skeletons over and over.

Ragnarr made very sure all noncombatants were evacuated. Confirmed by QM.
Thanks, gotcha. It's just that they're Erik's family too, so he's paying extra attention to them in particular.

In hindsight, probably should've factored in the bone users in Dinosaur Bone armour. Oh well, accidents happen. The Norse motto is "Fuck around, Find out" for a reason!
If your necromantic dinosaur power armor can be taken down by a tactical assault caber, then was it really power armor?
 
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