Talk:Sigrun Ljosdottir

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Shackamaxon Free Militia

 Wait. There's a free Militia? There is if we say there is. Sigrun is volunteering to stand up a citizen response force, one capable of hitting the armory for what's there and running to the ramparts in the event something else comes to hammer at the walls again. The battles of the past year demonstrated that the courtly propensity to depend upon self-financed heroes to deal with far ranging and nuanced problems is not tenable in the long run. (And Sigrun is a self-financed hero.) The fight at the gates was won by the skin of everyone's teeth, and nearly cost people their lives.

 It's not enough to know how to use a weapon, we need to know how to use them together. Which is why membership in the Militia involves working towards training in Weapon & Shield. Especially if command positions are sought. Given militias involve people of vastly different skill levels and backgrounds, the ability to stand alongside a novice in a shield wall and magnify their defensive and offensive potential is crucial to the whole point of having a militia to begin with. With a 3 dot investment a line of six novice fighters can achieve a shared defense of 8 while performing an all out attack, all while disarming any counter-attacker that misses them.

 This is not intended to be an elite force. This is not intended to be a full time force. This is not intended to feature special operators or indeed any real differentiations besides 'archer' and 'shield wall'. This is the people of Shackamaxon defending the people of Shackamaxon shoulder to shoulder when the need arises, as it has in the past.

 In any event. She can now say she tried.

Shackamaxon Free Armory

 The Shackamaxon Free Armory is what happens when an anarchist is put in charge of something. Modeled after the armories of the Black Panther Party and other political militias, the Free Armory does not answer to any court. While it is housed in a hollow that leads directly to Sighall, Sigrun's personal hollow, Sigrun has made it clear that all are welcome to buy into the hollow if they wish it. She just needed a safe place to stash an armory away from the courts. Those who know the way inside are permitted to sign out equipment. They're responsible for returning it or reporting it missing. While nobody will be expected to repair or replace equipment lost to routine use, excessive destruction or loss of equipment may lose that individual access until they've materially contributed back to the Free Armory in some fashion. It is understood that armor is struck, shields split, and swords shatter. And also understood that each individual piece in the armory was a resources 5 crafting project. Don't abuse a good thing.

 Members in good standing of the Shackamaxon Freehold, regardless of court, may sign out one (1) suit of armor, one (1) shield, one (1) bow w/ up to 40 arrows, one (1) spear, sword, or axe, and one (1) sidearm at any one time. Individuals able to raise the Hue and Cry within the Freehold are understood to be able to flagrantly disregard these guidelines for whomever they wish. They then sign the book alongside the responsible party, though.

 Unless the freehold is under some state of heightened alert, Sigrun will be personally asking why weapons and equipment are remaining checked out of the armory beyond their stated use periods. And she has Relentless Pursuit. This doesn't mean you can't use the arsenal to stage a coup, it just means you should probably plan to include Sigrun before you do.

Armor

Light Armor

Heavy Armor

Shields

Round Shield Damage: 0 Init: -1 Strength: 2 Size: 3 Availability: 5
Tags: Concealed
Made of ash, light weight and ideal for novice fighters.


Round Shield Damage: 0 Init: 0 Strength: 3 Size: 3 Availability: 5
Tags: Concealed
Fast and protective.


Heavy Round Shield Damage: 0 Init: 0 or -1 Strength: 4 or 5 Size: 3 Availability: 5
Tags: Concealed, Enhance 1 or 2: Intim or Pers
+1 or +2 to Intimidation or Persuasion for Str 4 or 5 & Init 0 or -1. Painted w/ either the Summer or Shackamaxon seal respectively.


Buckler / Heater Damage: 0 Init: 0 Strength: 2 Size: 2 Availability: 5
Tags: Concealed, Enhance 1: Intim or Pers
Choose either Intimidation or Persuasion. Painted w/ either the Summer or Shackamaxon seal respectively.

Weapons

Swords

Balanced Long Sword Damage: +3 Init: 0 Strength: 2 Size: 3 Availability: 5
Tags: None
This one is good for low strength characters looking for a fast weapon.


Damascus / Quillioned Long Sword Damage: +3 Init: 0 Strength: 3 Size: 3 Availability: 5
Tags: 9-Again or Guard 1
Requiring more strength, this version will increase defense or provide 9-again, depending on which version you choose.


Hand and a Half Broadsword Damage: +4 Init: 0 Strength: 4 Size: 3 Availability: 5
Tags: None
Requiring yet more strength, this weapon does more guaranteed damage.


Shield Breaker Damage: +5 Init: -5 Strength: 5 Size: 3 Availability: 5
Tags: 9-Again, Guard 3
Modeled after Sigrun's personal blade, Sigsverd, this weapon is slow but brutal and provides excellent protection to its wielder.


Spears

 Note: Two handed weapons may be used one handed if your character has a strength rating at least one higher than what the weapon requires. While you can use these spears two handed, they are designed with shield use in mind.

Pike Damage: 2 Init: 0 Strength: 1 Size: 4 Availability: 5
Tags: Reach, Two-Handed, Guard
A standard pike for a light infantry shield wall.


Halbard Damage: 3 Init: 0 Strength: 2 Size: 4 Availability: 5
Tags: Reach, Two-Handed
A pike with an axe head for pokey choppy.


Bill-Guisarme Damage: 3 Init: 0 Strength: 3 Size: 4 Availability: 5
Tags: Reach, Two-Handed, Guard
A hooked pike with an axe head for pokey choppy.


Long Spear Damage: 4 Init: 0 Strength: 4 Size: 4 Availability: 5
Tags: Reach, Two-Handed
A truly gigantic long spear with a lead blade.


Boar Spear Damage: 4 Init: -4 Strength: 4 Size: 4 Availability: 5
Tags: Reach, Two-Handed, Guard 2, 9-Again
Based on Sigrun's own spear Krilsbane, a damascus leaf blade boar spear with reinforced cross guard and a pike spiked haft cap.

Axes

 Note: Two handed weapons may be used one handed if your character has a strength rating at least one higher than what the weapon requires. While you can use these axes two handed, they are designed with shield use or dual wielding in mind.

Small Fighting Axe Damage: 3 Init: -4 Strength: 1 Size: 3 Availability: 5
Tags: 9-Again, Two-Handed
A light axe for a less powerful fighter.


Hooked Fighting Axe Damage: 3 Init: -4 Strength: 2 Size: 3 Availability: 5
Tags: 9-Again, Guard 1, Two-Handed
A norse fighting axe with a notch in the bill for disarms and parries.


Heavy Fighting Axe Damage: 4 Init: -4 Strength: 3 Size: 3 Availability: 5
Tags: 9-Again, Two-Handed
A heavy billed axe for a more powerful fighter.


Massive Fighting Axe Damage: 5 Init: -4 Strength: 4 Size: 3 Availability: 5
Tags: Two-Handed
A heavy billed axe for a truly powerful fighter.


Sidearms

Seax Damage: 2 Init: 0 Strength: 1 Size: 2 Availability: 5
Tags: 9-Again
A wide bladed cleaving knife, typically carried in the boot or at the back.


Parrying Dagger Damage: 0 Init: -1 Strength: 1 Size: 2 Availability: 5
Tags: Guard x3
A dagger with a sharp point but dull edges and a wide, forward curving cross guard.


Survival Knife Damage: 0 Init: -1 Strength: 1 Size: 2 Availability: 5
Tags: Enhance: Survival x3
Cut, saw, hammer, dig, fish! Even has a bandaid tucked into the pommel.

Hlévangr & Sighall

Stats

  • Hollow:
  • Stable Trod:
  • Workshop:
    • Armor Crafting: +5
    • Weapon Crafting: +5
    • Bowyer/Fletcher: +5
    • Hedgespinning: +5
    • Goblin Fruit: +5
  • Size Matters:
  • Luxury Goods:
  • Phantom Phone Booth:
  • Hob Alarm:

Hlévangr

 Meaning "sheltered meadow" in Old Norse, Hlévangr is the name Sigrun claims to have given to the cave in which Sighall is built. Driven straight into a limestone cliff face, and therefore entirely bereft of thorns, Hlévangr is a verdant sanctuary within the belly of a hedge river valley, one that spills eventually into the hedge ocean. The interior, covered in mosses, lichens, and lush ferns also featured patches of drier goblin grasses and flowering plants. Water pours from a stream, down the cliff face and into a waterfall which forms a clear pond of water at its base. The pond, frequented by the Rivermen, is a shrine to the living water, and they maintain a levee that keeps the pond water contained, but cycling, and the fishes and frogs that swim between the reeds safe as houses.

 Light filters in through a sink hole directly above where the hall stands, such that the hall itself is built atop the mossy pile of rubble and spoil that the cave in left behind. Its light shimmers, and is forever silver and gold, as though being shone from a harvest moon. It remains diffuse, unless Sigrun or another Valkyrie is present, in which case it always shines clearly upon them. Candles set into ox horns line the stone paths about the village built below the great hall, where the workshops and general lodgings reside. Kraklin sometimes patrol the street, and often stand guard outside their peculiar stone and chitin lodgings nearest the stream. Goblin fruit beds are a fixture near the farm and cannery, planted primarily with utilitarian healing fruits and the like.

 While Hlévangr is expansive, and the village and meadow have plenty to commend them, the cave and all it contains is built to draw the eye to Sighall, built atop the spoil heap from the roof collapse, shaped rather like an upended longship, and lit brightly with horn candles and golden moonlight. The shields that decorate its exterior feature Freyja's trefoil, the Triple Tiwaz of Sigrun herself, as well as the knotwork Yggdrasil that decorates her token shield. The candle lit walk way turns into ascending stairs of piled slate stones which wind their way, helix like with a smooth stone ramp, up towards what is apparently one of the few ADA accessible mead halls in the world. Great tapestries and furs decorate the exterior awning, the largest that of Sabotabby in knotwork, surrounded by Futhark that roughly translates to "Wound one fight all".

Sighall

 Sighall is a two story mead hall with a public entrance at one far end, and a private one at other. Built onto a frame of great oaken pillars into a foundation of piled stone, it manages to feel both timeless and temporary. Wood set into limestone. A great central hearth dominates the main floor, with seating alongside it so that meals might be had direct at the hearth if one so chooses. Tables and benches are situated about the hearth for more typical seating, and the walls are lined with barrels ostensibly filled with varying kinds of mead. The hearth features a rotating assortment of hot, cooked, hearty meals. Typically in the meat and potatoes vein, but the hall will provide for whatever food needs someone has. A carved motif can be found embedded into the wood and stone around the hearth. When translated, it reads 'Vorpal may not steal from this table'.

 The back wall, behind which are the private quarters of Sigrun herself, is decorated in furs and tapestries which serve to conceal just where the door to the back of the hall is at any given moment. There, a raised dais consisting of three steps only holds the wood and antler throne of the hall's lady. As seats for Fairest go, it is not particularly ostentatious. Furs from briarwolves to pad it, antlers from stags to adorn it, comfortable tall back, elegant arms, and a built in caddy for a drinking horn. Behind the throne rises a barky trunk of oak that disappears into the ceiling, and likely forms a central part of the structure. Its face is carved in relief with that of a woman with helmet and long hair, her arms looking to reach out as though starting to surround the hall. Notably, positioned directly before the throne at ground level, there is a silver water filled bowl held aloft by a silver tripod. Every so often it hums and sings, and the water within ripples ever so subtly.

 The second story has meeting rooms, spare lodgings for personal guests, storage, and Sigrun's personal library. The back quarter of the hall is walled off both first and second story, being the private quarters of the lady of the Hall, Sigrun. Sigrun claims the hall is blessed by Freyja, the Goddess of fertility and war, and that the Hall sometimes provides blessings to aid the cause. Given the propensity of it to burp out useful items, this may not be entirely inaccurate.