Ironsworn (Solo Play) - The Kingdom of Ice

Session 10 - From one Fight to Another

Woven through the music are discordant elements. Becca is overcome by a wave of nausea, the world seems to shift underfoot [[1]]. Becca tries to gather her courage to herself, but is unable to shake off the effects of the music. She staggers and stumbles, going down onto one knee. The Wilde surges up from within. Becca lets out a howl, that becomes a word that becomes a song of battle and blood, of gore and glory, of iron and blood. Becca climbs to feet and begins to advance, strides lengthening as she picks up pace to towards a full speed charge.

"Stop!" The voice rings out from the trees, cutting through the music and song alike. The music wavers and then stops as the player lowers his flute. Becca slows to a halt and ceases to sing. The two Landvaettir with spears shift their weight awkwardly, spear tips wavering. Out of woods strides another Landvaettir accompanied by another. The new arrival says something to the flute player in a lilting language Becca does not understand. He goes to respond, but is waved into glaring silence. The newcomer turns her attention to Becca.

"The River of the Song is correct, you should not have returned. But you have, and as magic has failed us, we choose words before violence." Which Becca decides, she is happy to agree with. For more Landvaettir are emerging from the woods, most armed with light spears, but some with small bows. "Shall we walk? By now Kanno has moved up beside Becca, knife still clutched in one hand. Becca glances at Kanno, who nods.

Introductions are made as the Winter Matron leads them away from the camp down towards the waters of the lake. The Spring Matron accompanies them, as does The River of the Song. She leads them to a small collection of rocks that form a convenient circle. The sit, with Becca and Kanno on one side and Winter and River facing them. Spring remains standing behind Winter.

"So," begins Winter, "Why do you return to this place?"

Becca is still considering whether to start with the Landvaettir's abduction of Poke to see if she can leverage some advantage from it when Kanno jumps right in. "We seek information regarding Torgan, the Second Earl of Whiteridge. He and his band died here in the Weirwood. I have sworn to to return his remains to his family. I think that you were there. I think that know where he is. Tell us and we can be gone." [[2]]

"No," responds Winter flatly, and without hesitation. "You cannot be trusted with that information.

"Trust is something that you have to earn," Winter adds with a hard smile.

Becca knows what that means. Ironlanders and Landvaettir are not so different in some ways. "What would you have us do?" asks Becca. "I assume it involves violence," adds Becca as an afterthought.

"Yes, I suspect it will," responds Winter without a trace of humour.

"One of your kind has taken up residence in a place of importance to us," continues Winter. "We want him gone." The individual in question is armed. But they breath and bleed Winter assures Becca. So not a Bonewalker. The location in question is not far, about two hours for a Landvaettir, three for an Ironlander. A couple of the Landvaettir will guide them. It is only mid afternoon, so there are still plenty of hours left in the day to make the journey. Becca probes for more information, but the questions are either deflected of flat out ignored.

Becca would really like to rest up tonight, recover and if possible, resupply. But she is not sure how the Landvaettir would respond to such a request, and no invitation looks like being forthcoming. Eventually, Becca decides to try something else. According to her mothers tales, offering food to the Landvaettir is no guarantee of goodwill, but it is generally well received

"We can leave today if that suits you. But first, it has been a long day, and we should eat," Becca adds, laying out food. "Please join us." [[3]]

Winter gives Becca a considered look before nodding. Spring is sent back to the camp, but River remains. As they finish eating, two Lanvaettir arrive. Both are armed, one with a bow, the other with a spear. Becca eyes the bow, she really wants one. They are about a size for her, and beautifully crafted. But now is not the time to ask, and she has nothing really to trade.

The two Landvaettir lead Becca and Kanno to the head of the lake before leading them up river for a few hours. Eventually they get to a fork in the river. The Landvaettir indicate Becca and Kanno take the right fork. As they travel the two Landvaettir talk among themselves, but respond to Becca and Kanno with only shakes of their head. At the fork, when Becca asks how far, the response is more shakes of the head and gestures for Becca and Kanno to follow the river. Which is really no more than a stream in a larger river bed at this time of year. The two Landvaettir then retreat a little ways and settle down where they can watch.

"Thoughts?" Becca asks.

Kanno shrugs. "Likely someone resistant to their magic. I doubt they have not already tried their way. I think this will go to iron fast."

"But we start with words, if possible," Becca responds. "I will scout ahead," she adds before setting off with Kanno trailing behind. [[4]]

The attack catches Becca completely by surprise. One minute she is inspecting the small pool at the bottom of a series of waterfalls, the next a screaming woman has Becca wrapped in a bear hug, arms pinned to her side. Becca, knowing what is coming, drives forwards, unbalancing the woman instinctively releases Becca to regain her balance. Becca brings up her axe and steps in close attempting to strike the woman. But she grabs Becca's axe and tries to wrench it free. Becca head butts the woman, distracting her long enough for Becca to recover her axe and strike the woman a killing blow.

Kanno appears at Becca's side. "Ah, a Broken. Thats makes sense. You cannot charm someone who has no mind to speak of." Becca's silence draws Kanno's attention. After a moment Becca responds.

"I have never killed another Ironlander. I mean, she was once, even if no more."

That description could apply to Nisus. Kanno keeps the though to herself.

"You had no choice. You cannot negotiate with a Broken. You cannot save them either. The best we can do is give her an proper Ironlander send off."

Becca nods. "I will gather some wood."

[[1]] Face Danger (Heart) [Weak Hit: 4 + 2 + 0 = 6 vs 7 | 2] -1 Spirit [3]
Endure Stress [Miss: 1 + 3 + 0 = 4 vs 5 | 8] -1 momentum [6]
Secure Advantage (+1 Berserker) [Weak Hit: 3 + 2 + 1 = 6 vs 10 | 5] +1 momentum [7].
Enter the Fray (Heart) [Strong Hit: 3 + 2 + 0 = 7 vs 5 | 5] with Match. Reset Momentum [2] +2 momentum [4]. Take Initiative. Match: The conflict is interrupted and the chance to talk presents itself (finally).
[[2]] Compel [Miss: 4 + 2 + 0 = 6 vs 8 | 6] Refuse or make a demand.
Oracle. Action: Betray. Theme: Corruption. Rank: Troublesome. A Broken
[[3]] Secure an Advantage (Heart, +1 offering) [Strong Hit: 3 + 2 + 1 = 6 vs 3 | 4] Prepare +2 momentum [6]. -1 Supply [2]
Oracle: Can the Landvaettir understand Becca? Possible (63) Yes.
[[4]] Face Danger (Shadow +1 Berserker) [Weak Hit: 3 + 1 + 0 = 4 vs 3 | 8] Lose Advantage, -1 Momentum [5].
Enter the Fray (Ambush) [Miss: 2 + 3 + 0 = 5 vs 7 | 9] Pay the Price.
Face Danger (Iron +1 Berserker) [Strong Hit: 4 + 2 + 1 = 7 vs 3 | 2] +1 Momentum [6].
Clash (Iron) [Miss: 3 + 2 + 0 = 5 vs 7 | 10] Lose initiative. Pay the Price. -1 Health [4].
Clash (Iron, Rage) [Strong Hit: 2 + 2 + 0 = 6 vs 3 | 4] Inflict 3 harm [9] Take initiative. Rest momentum. Rage -1 Health [3].
End the Fight [Progress Roll: Enter the Fray (Troublesome M3P/1H) :Weak Hit = 9 vs 8 | 10] Overcome -1 Spirit [2].
 

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Session 11 - 1011

Becca is digging a shallow grave in the soft sand of the riverbed when a blinding wave of pain washes over her. She comes too with a mouthful of sand and Kanno pouring water over her head. [[1]]

"Sorry, I thought that I might discover something interesting from the Broken. I forgot about the link between us." Kanno helps Becca to her feet, and together they finishing the grave and bury the Broken with her meagre possessions. Afterwards they wash and cool down in the pool at the bottom of the waterfall. They decide to remain at the waterfall for the night. Becca sets off to resupply while Kanno makes a camp. [[2]] Becca has barely started when the late afternoon stillness is broken by a deep rumbling grinding noise.

From the rocky cliff face of the waterfall emerges a creature of stone the size of a huge elder bear. It steps into the open, shaking itself like a wet dog and sending small rocks and dirt flying, before turning its gaze upon Becca. After a moment, it turns, and shambles over to the site where Becca just recently buried the Broken. It reaches into the ground and pulls the dead woman free. Holding the dead woman gently, the Primordial places her on the ground in a seated position facing away from itself before drawing a six inch long black spike from the back of her neck. The creature slips the spike into its mouth, then returns the dead Broken back into the earth. And there it remains, with its paws resting on the earth of the Broken's grave until Evileye lands and begins nudging Becca back towards the Kanno and and the camp fire. Becca, not knowing what else to do, lets herself be pushed along.

The creature only moves again once Becca is back at the fire, taking a position opposite Becca and Kanno. It settles onto its haunches and taking the spike from its mouth, holds it out to Becca. Becca glances at Kanno, who shakes her head. The creature taps the back of its neck, and gestures again for Becca to take the spike. Evileye's gaze is unblinking, and unreadable.

"I don't understand what you want me to do?" Becca says eventually. The primordial taps the back of its neck again. Evileye nudges Becca's elbow with its snout. A shiver runs down Becca's back. I am not doing this. Am I?

Becca takes the spike and, leaning forward, places it at the base of her neck. The world disappears. Becca screams but it is consumed by the void before it makes any sound. The void keeps consuming. Becca feels herself being reduced, dying, fading like a candle at the end. Terror threatens to overwhelm her. [[3]] The Wilde surges within her and Becca abandons herself to it letting it envelope her, protect her. For the moment, as it comes at a cost, drawing on her strength. But in the moment of calm that follows, Becca senses herself watching herself through a familiar set of eyes. Becca reaches down the link and finds Evileye. And then he is there and Becca is astride his broad back.

But the void is relentless, hungry, all consuming, eating away at her existence. But not Evileye's. Becca realises that the void is not an alien environment for Evileye. Becca dances in the moonlight of her imagination and Binds Evileye. Becca forces herself into Evileye's awareness. The void through Evileye's eyes is not a chaotic destructive space but a world full of vast things which are unknown to Becca. Just as she is unknown the void. A thing with no existence, except in Evileye's mind. Becca forces Evileye to remember her, to create her in its minds eye, in the language of the void. And the void flickers; shapes, meanings, moments, memories start to form into cohesive, coherent things. Becca desperately scans them, trying to build a picture she recognises, understands.

The void, however, resists. Whatever existence Becca carves out for herself will only exist as long as Evileye envisions it. Becca has to create her own reality, and to do that she has to accept the void. Becca screams silently as the void rushes in tearing at her existence. Becca instinctively shunts the pain away, and Evileye is gone. It is only Becca now, and she knows that she cannot survive a repeat of the experience alone. But to stop is to stop existing. Becca opens herself to void again. And in the moment between something and nothing Becca demands to be known. And she is. But there will be a price, eventually something must be give in return. Which is, at this point, a bargain that Becca is willing to accept.

[[1]] Oracle. Does the Broken have anything interesting on her. Unlikely (55) No.
Divination (Dead/Shadow) [Strong Hit: 6 + 3 + 0 = 9 vs 7 | 6] +1 move.
Gather Information [Miss: 4 + 3 + 1 = 8 vs 8 | 10] Pay the Price -1 Spirit [1]
[[2]] Resupply [Weak Hit: 1 + 3 + 0 = 4 vs 4 | 2] +1 Supply [3], -1 momentum [1].
Make Camp [Miss: 6 + 3 + 0 = 9 vs 9 | 9] with Match. This game is brutal.
Oracle Action Arrive Theme Land.


So I got stuck here for a while. Several weeks in fact. The first thing that came to mind after rolling the Oracle was a Primordial (Earth). Which seemed kind of cool. But they have a challenge rank of Extreme, which seemed kind of terrifying. Other options included the Landvaettir (but this didn't seem to line up with the idea of an new threat; Becca and Kanno have done what was asked), or a Troll (for reasons). In the end I rolled to see if it was a Primordial, got a "No", response, and then decided to ignore it.

Meta Notes: The goal was to run this as a combat (Primordial, Challenge Extreme, 2 ticks per Harm, Inflicts 4 Harm) that wasn't a combat. So I went with Strong Hit was the equivalent of inflicting two Harm, a weak hit was the equivalent of inflicting one Harm. A Miss resulting in Becca Enduring 4 harm. At this point, Becca had only three Health and one Spirit, so a single miss would likely take her out. But as this was essentially a "spirit" battle, I figured Becca would probably be able to shunt damage to Evileye (five Health) or Kanno (five Health). So between them they could take two misses before characters were at risk of dying.


Oracle Descriptor: Successful, Dependent, Doomed. Disposition: Desperate. Goal: Make an Agreement.
[[3]] Face Danger (Heart) Draw on the Wilde +1 [Weak Hit: 6 + 2 + 1 = 9 vs 9 | 7] Inflict 1 Harm. ** Inflict 1 Harm (2ticks/2) **
Endure Harm [Strong Hit: 2 + 3 + 0 = 5 vs 3 | 3] with Match. Embrace the Pain -1 Health [2], +1 Momentum [3]. A link to Evileye. ** Inflict 2 Harm (4 ticks/6) **
Secure an Advantage (Wits +1 Berserker) [Strong Hit: 6 + 3 + 1 = 10 vs 1 | 9] Take Control +1 next move, +1 Momentum [4] *** Inflict 2 Harm (4 ticks/10)
Bind [Strong Hit: 4 + 3 + 1 = 8 vs 6 | 6] with Match ** Inflict Double Harm (8 ticks/18) **
Forge a Bond with Evileye (Heart) [Strong Hit: 6 + 2 + 0 = 8 vs 6 | 3] +2 momentum [6] ** Inflict 2 harm (4 ticks/22)
Compel (Heart, +1 Bond, +1 Berserker) [Strong Hit: 5 + 2 + 2 = 9 vs 4 | 7] +2 Momentum (Berserker) [7], +1 Gather Info. ** Inflict 2 harm (4 ticks/26)
Gather Information (Wits, +1 previous, +1 bond) [Strong Hit: 3 + 3 + 2 = 8 vs 4 | 2] ** Inflict 2 harm (4 ticks/30) **
Secure an Advantage (Wits, +1 Berserker) [Weak Hit: 5 + 3 + 1 = 9 vs 10 | 1] +1 momentum [8], ** Inflict 1 Harm (2 ticks/32).
Face Danger (Heart) [Miss: 3 + 2 + 0 = 5 vs 9 | 9] with a Match. Suffer 4 harm, passed to Evileye [1 health]. Lose Evileye.
Face Danger (Heart) [Strong Hit: 4 + 2 + 0 = 8 vs 7 | 3] Burn momentum [2] +1 momentum [3]. ** Inflict 2 Harm (4 ticks/36).
Compel (Heart, +1 Berserker) [Weak Hit: 3 + 2 + 1 = 6 vs 2 | 7] +1 momentum [4], something in return.
[Progress Roll: Primordial (Extreme 2T/H:4H) :Strong Hit = 9 vs 6 | 4]
 

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