-[x] (Personal) You've heard about the nearby village of Asvir for many years now, but have never been. Lets see if you can't wring a promise out of your father to take you some time.
-[x] (Exploration) Go on a walk through...
--[x] The hills!
Since this mistake seems to happen a lot, I've decided to just make an additional section for exploration rather than have it be a Personal action.
0~0~0
Voting is now closed, expect a bit of a delay to today's turn thanks to some shenanigans on my way home.
The spirit of the midwest possessed me and I found myself an hour into saying goodbye. I could feel my accent travelling further north as the conversation went on, by the end of things I was almost... Minnesotan.
Normally I'm stronger than that. Normally I'm not susceptible to my kinsmen's curse. But I let my guard down for but a moment.
And that was all it took.
Scheduled vote count started by Imperial Fister on Feb 7, 2023 at 5:54 PM, finished with 21 posts and 11 votes.
[x] Plan We've Got Spirit, Yes We Do
-[x] (Seasonal) Help prepare the yearly offering to the gods.
-[x] (Personal) You've heard about the nearby village of Asvir for many years now, but have never been. Lets see if you can't wring a promise out of your father to take you some time.
-[x] (Exploration) Go on a walk through...
--[x] The hills!
-[x] (Training) Hamr: 5d6
--[x] 5 dice
--[x] Axe: 3d6
--[x] (Steinarr's Training) (Optional) Ask Steinarr to teach you a trick: Wrist-Shattering Trick: 2d6
-[x] (Training) What in the heck is a 'fylgja'? 2d6
--[x] 2d6
-[x] (Orthstirr Usage)
--[x] 1d6 Hamr
--[x] 2d6 Hugr
--[x] 1d6 free for tricks
I think it'd help to say how many actions we're allowed to pick in each section on every turn update. It's pretty easy to forget with all the action in between.
[x] Use the Outlaw's
[x] Plan We've Got Spirit, Yes We Do
-[x] (Seasonal) Help prepare the yearly offering to the gods.
-[x] (Personal) You've heard about the nearby village of Asvir for many years now, but have never been. Lets see if you can't wring a promise out of your father to take you some time.
-[x] (Exploration) Go on a walk through...
--[x] The hills!
-[x] (Training) Hamr: 5d6
--[x] 5 dice
--[x] Axe: 3d6
--[x] (Steinarr's Training) (Optional) Ask Steinarr to teach you a trick: Wrist-Shattering Trick: 2d6
-[x] (Training) What in the heck is a 'fylgja'? 2d6
--[x] 2d6
-[x] (Orthstirr Usage)
--[x] 1d6 Hamr
--[x] 2d6 Hugr
--[x] 1d6 free for tricks
0~0~0 (Exploration) Go on a walk through the hills! (Hamingja: 4, 3, 2) 1 Success
Over the past few months, you've taken to carrying your new axe with you everywhere. Well, as much as you can get away with it. Obviously you're not wearing it around the house or the farm, but, like now, when you're wandering the hills all by yourself?
There's a grin on your face and an axe on your hip, just as it should be.
The axe, which you're thinking of calling 'Kneebiter', is fancier than you were expecting your first weapon to be. It's a bit undersized for an axe, though it's perfect for you! As you grow older and larger, though, you might find yourself having to upgrade sizes. But that's far from now!
Now, though, you're content with simply viewing your axe in all its majesty.
The general shape of it is bearded, with a pair of curving horns that end in sharp points — perfect for stabbing with. Two silver strands swirl their way around the flats of the axe head, like a snake winding through grass. A ring of bone sticks out from the bottom of the haft, allowing for easy carry by threading string around your wrist and through the ring.
It's sharp, very sharp. Sharp enough to hew through bone, as your father had declared. Of course, that would require you actually hitting them in the first place, but you're working on that.
Snow crunches beneath your shoes as you climb to the top of a steep hill. Cresting the peak, you shield your eyes from the sun as it shines like a beacon in the night. Blinking spots from your eyes, you overlook the scenery.
Well... there sure are a lot of rocks!
From hill to hill stretches a great, rock-strewn field of snow. It looked as though some great giant had fallen, spilling a basketful of rocks all over the ground.
A thought occurs to you as you look upon it. This would be a pretty good spot to have a battle in. Lots of rocks to throw and varying ground plus wide-open spaces! That's what makes a good battleground, according to Steinarr.
You'll have to keep this in mind for the future!
(Rock-Filled Hillside Field added to Locations, Battlefields, in Overview)
[ ] (Axe's Name) Go with Kneebiter
[ ] (Axe's Name) Write in
0~0~0 (Seasonal) Help prepare the yearly offering to the gods.
With a wooden bowl in hand, you dip your fingers into the blue mixture and spread it over the flank of a fat pig, fed specifically in preparation for this feast.
Your mouth waters at the thought of the feast, but you remain on task as best you can. Asveig had acquired some honey glaze and was planning on using it on the pork, which only fueled your pig-based food-fantasies further.
It's almost enough to make you consider helping out in the kitchen. Almost.
0~0~0 You've heard about the nearby village of Asvir for many years now, but have never been. Lets see if you can't wring a promise out of your father to take you some time.
Some time after the sacrifices were made, you find yourself wondering where the taxes are taken every year. You know that it's a village called Asvir, which supposedly has a fair few skilled craftsmen living in it.
Ever since you fought that outlaw — well, 'fought' — you've had his neck-knife burning a hole in your pocket. Maybe you could sell it at Asvir? It's not like you have much use for it now.
Well, other than as a gift, you suppose.
So, you found your father late one afternoon, after you completed your chores at record pace.
"Done already?" Steinarr asks, brows at the top of his head. There'd been a bit of water damage in the smithy, which he's spent the last few days repairing.
"Yep! I even sheared the sheep, too." You smile, Flekkr looking up and wagging his tail as he hears you. While he's, technically, your dog, it's like he and Steinarr simply get each other on a level you don't quite understand.
"Good work, Halla." Your grin widens at his praise. "Do you need anything or did you just come by to say 'hi'?"
"Well..." You rock on your heels, hissing through bitten lip. "I was wondering if, maybe, I could come with you the next time you go in to Asvir?" Roll Bypassed: Steinarr trusts that you'd be able to at least defend yourself should trouble arise
Steinarr rubs jaw and chin. "I don't see why not."
"Promise!" You demand, faux-seriousness on your face.
Steinarr laughs, but accepts anyways. "I promise that I will take you with me the next time I go to Asvir. Which should be next summer, as the roads are too dangerous right now."
He knows full well that words said even in jest have power. The promise he made is binding, even if made playfully. But, of course, he fully intends to take you with him, so why wouldn't he make an easy promise?
(Asvir will be unlocked as a Travel location next Summer)
0~0~0 (Axe Training: 1, 1, 6: Neutral Outcomes count as 1 Success) (Shatter-Wrist Training: 3, 3: 2 Successes)
With a heaving cry, you bury your axe into Steinarr's flimsy shield, smashing it to kindling as you inject orthstirr into his wrist. A face-splitting smile springs up on his face as he tosses aside the wreckage.
"Good!" He grabs another shield, shaking out his bruised wrist. "Now do it again!"
You wipe your brow, but gather what meager orthstirr reserves you have. Despite the slow speed, you're happy to be making any progress at all.
(Axe Rank Up: 2 Successes until next Rank Up)
(+2 to Shatter-Wrist Trick, 5 Successes left)
0~0~0 (Fylgja Training: 6, 6: 4 Successes)
"Some are born with it, some must find it for themselves," A young boy's voice scares the living hell out of you as you walk through the woods.
You nearly jump out of your skin as you whip around, axe in hand and blood pounding in your ears. Your trembling eyes land on the small figure of an 8-year-old boy, one that you vaguely recognize as he sits against a tree.
Aki Runson turns his head to meet your stare. His silver eyes stare at you with an unseeing gaze, giving no clue to his feelings or intentions. It unnerves you greatly, as it does all the other children of the valley.
"W-what are you talking about?" You hiss, sweat dripping down the back of your neck.
"Fylgjur, we all have one," a raven almost as big as Aki lands beside the undersized boy, "yet few see them."
You eye the raven — no, fylgja — its eyes boring into you almost as intensely as its master stares at nothing. You feel small, as if it was judging your every move and action.
Flekkr growls, low and deep, the first you've ever heard him make that noise. It's a warning, a promise of violence.
The raven doesn't seem to care, which only makes your heart beat faster.
"You want to see them." Aki's voice is a complete deadpan, no inflection at all. "You will need to conduct the Spirit-Seeing Eye, a ritual of seidr."
"How do I do that?" You quickly tire of fear, so you plant your feet and resolve to end this as quickly as you can.
"Find the wise-woman who lives in the deepest part of the Hading. She will guide you to what you must seek."
Aki Runson rises to his feet and walks with an utter, complete confidence that most grown men, let alone blind children, could ever hope to match.
You make no move to stop him, somehow knowing that there's nothing you could do save for cutting him down that would slow his pace.
The raven lingers for a heartbeat before it too leaves. A black-winged caw rings out as it disappears into the trees.
(The Hading Witch added to Journal)
0~0~0
Seasonal (Pick 1):
[ ] (Seasonal) Celebrate Yule and your Birthday
0~0~0
Personal (Pick 1):
[ ] (Personal) Ask Randi to tell you some stories
-[ ] (Optional) Write in
[ ] (Violent) Pick a fight or spar with...
-[ ] Eric, your older brother, for fun
-[ ] Steinarr, as part of your training
-[ ] One of the local boys, for violence! (Optional Write In)
-[ ] Asva (You doubt she'd be willing to fight you, but maybe you can needle her enough?)
[ ] (Personal) Spend time with... (Write in)
[ ] (Crafting) Try to make something (Write in)
0~0~0
Exploration/Travel (Pick 1)
[ ] (Visit) Go visit...
-[ ] Vidby, Abjorn's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a large chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] One of the two undiscovered farms
--[ ] The newly built one to the north
--[ ] The one at the bottom of the river
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
-[ ] The Hading!
-[ ] The hills!
0~0~0
Training: You have 7d6 training dice to spend as you see fit.
[ ] (Training) Hamr (3 successes to rank up)
-[ ] (Optional) Train a hamr skill (Write in)
-[ ] (Steinarr's Training) (Optional) Ask Steinarr to teach you a trick (Write in)
[ ] (Training) Hugr (4 successes to rank up)
-[ ] (Optional) Train a hugr skill (Write in)
0~0~0
Orthstirr Available: 4
How do you want to use your orthstirr?
[ ] (Orthstirr Usage) (Write in)
0~0~0
(Random Event: 1, Reroll: 1, Reroll: 2...)
Some strange foreigners have arrived in Asvir, according to a passing traveler.
They are armed and are asking after your father.
This can only be bad. Your father has taken to sleeping with Crowfeeder in hand.
0~0~0
AN: You've had some funky rolls this time around, wowee.
Essentially, travelling somewhere means that you get a few sub-turns of spending time there. By doing this you have a way of seeing what other people need to have done for both a physical reward as well as orthstirr, as well as buying and selling things, including services.
I'd prefer we keep things just a little bit classier in the future, but since Halla is 12 (not exactly the classiest of ages) I'll let it slide. Perhaps something like 'Lancebane' or 'Lineender'
I don't really feel like naming the axe until we've actually done something with it. Unless we want to call it thieve's bane or similar, since it enabled our slaying the outlaw.
I don't really feel like naming the axe until we've actually done something with it. Unless we want to call it thieve's bane or similar, since it enabled our slaying the outlaw.
I feel like we should maybe visit some friends? Or the new farm, which might have new friends in it! Clearing the map for our little town before things widen in scope (which they might be, given the Potential Badness coming for Dad) feels like it could be cool.
The armored strangers could also be sent because of our brother, who we don't know all that well because he's being fostered far away.
That said, Kneebiter is a perfect name for the axe. Very in like with Halla's personality.
[X] (Axe's Name) Go with Kneebiter
[X] (Axe Name) Thievesbane
I will also approval vote other names that are not based on crotch shots. Halla actually has conflicted feelings about that and I don't think she'd treat it lightly in this context.
In the absence of other suggested plans, here's mine. I think this is right mechanically:
[X] Plan Witches, Friends, and Tricks
-[X] (Seasonal) Celebrate Yule and your Birthday
-[X] (Personal) Spend time with... (Write in)
--[X] Her friends Abjorn and Stigr
-[X] (Exploration) Go on a walk through...
--[X] The Hading!
-[X] (Training) Hamr: 7d6
--[X] Axe: 2d6
--[X] (Steinarr's Training) (Optional) Ask Steinarr to teach you a trick: Wrist-Shattering Trick: 5d6
-[X] (Orthstirr Usage)
--[X] 1d6 Hamr
--[X] 2d6 Hugr
--[X] 1d6 free for tricks
Basically, I think Halla should hang out with her friends more and look for the witch. She can keep training with her Axe and try to complete the trick we're aiming for (because, if we find the witch, we may switch gears a bit in terms of training to learn magic...we're not gonna give up on Hamr and axes, but focusing now before we have to split our focus still seems reasonable).
Neither, we literally just killed a dude and that dropped our Bloodlust counter back to zero. We'll need to fight more eventually, but our bloodlust should be fine for a minute.
We need to do both, IMO, with the order being not a huge deal at this point (we already lack the orthstirr to really use our full stats), but if people like I'd switch over from 2d6 Axe/5d6 Trick to 3d6 Hamr/4d6 Trick. I almost went with that version instead in the first place but decided more emphasis on the trick was better in the short term.
I like this name more than Lancebane, since it strictly speaking wasn't the axe that broke the Thief's lance.
On the other hand, giving the axe credit for causing the downfall of the thief himself would work in a "thieves never prosper" sort of way.
[X] Plan Witches, Friends, and Tricks
I would prefer if we spent some time also practicing our Hugr (witches love huge Hugr scores), but Halla is still young, there's yet time for her to open up a book later.
I would prefer if we spent some time also practicing our Hugr (witches love huge Hugr scores), but Halla is still young, there's yet time for her to open up a book later.
Halla already has a 3, which isn't too shabby, and has invested orthstirr into it this turn so as to hopefully persuade the witch. But yes, we definitely want more. My hope is that the witch, if we can get her to train us, gives training dice which can be used for this, but we'll see.
I will say that you can get details from someone you already know (a couple people, actually, though the one you're closest to doesn't really want to tell you), from Asvir, or from one of the neighboring farms.
I think we'll be more inclined to do so in the future when our path to battle, magic, and adventure is more secure. Like, we killed a guy and are getting axe training, so we're on that path but there's still the potential for mom to try and force Halla to focus more on her needlework instead, so we're a bit reluctant.