Anyone got fun realm name ideas? Saga Establishment works, but I don't wanna just go with the default option.
 
Okay. The gods are getting involved and are on our side. That's...actually really interesting. Hmmm.

(Beaconlight added to Campfire Vague Tricks)

So only seidr can protect against hostile magic, eh? Well, this is still something we likely want long term...


Wildcraft didn't actually rank up. Which is correct, mind you, it shouldn't have, but it shouldn't be on the list.

Also...what happened with the shopping trip? Doesn't need an in-depth analysis, but can we know how much Fodder cost at least?

EDIT: I also notice two minor character sheet issues, our Training Dice should be 28d6, and our max Combat Pool should be 44d6 (never got the two dice from buying Cut...it'll be going to 45d6 in the upcoming turn).

(That being said, now that I think about it.. The Hamr Contest involved with Contested-Movement, that's improved by our Standstill Bonus, isn't it?)

We were told it was not, just raw Hamr, no bonuses of any sort. That might change as Standstill level goes up, though.
 
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Seems like the idea that blot energy has any direct connection to cultivation was a miss, but I assume the sacrifices had something to do with Thor's personal appearance.
 
@Imperial Fister

Oh, and one more question: How does planting and harvesting a field a second time in a year work? You said we could but the fields show being tended not done...do we need to do something to harvest them or what?

And in additional character sheet error (I think anyway), we have 5 Fine Chickens that seemingly appeared out of nowhere and we super do not want (we wanted a total of only 5 fine Hens, 1 Superior Hen, and 1 Fine Rooster). We would've sent those with Abjorn for sale as part of the shopping...but actually, I'm unclear where they even came from, we started with 12 Fine Hens and gave away 9 Fine Hens and I don't think we had bred an additional 7 this year...
 
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Seems like the idea that blot energy has any direct connection to cultivation was a miss, but I assume the sacrifices had something to do with Thor's personal appearance.

They got his Attention after we already lit up on the radar, presumably that's what happened.

As for name, I'm happy sticking with Saga-Establishment.
 
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So here's an idea for some protection against eating any bad seeds for cultivating purposes, an indigestion or iron gut trick. There's probably something for that as a general trick or even in Campfire.

Anyway I'm for calling the first stage of Norse Cultivation Midgard, I'm assuming that there are nine stages you see. The first stage is probably all about achieving what is expected of a human person in Norse society, grow the crops, take care of animals, go raiding, build a farm, all that stuff, maybe.
 
Oh wait. It's not just animals we need for an ecosystem. Our soul scape might need a sun. The sun feeds plants and enables a water cycle. Pity Baldr's dead... I wonder if his death was a means of sabotage.
 
So Odin was keeping us hidden from The Enemy all this while, huh? But then Hallr wasn't hidden. Because he was a True cultivator.

.. Anyone who becomes a True cultivator draws the attention of The Enemy. That's the other part of why it's so damn dangerous.
 
So Odin was keeping us hidden from The Enemy all this while, huh? But then Hallr wasn't hidden. Because he was a True cultivator.

.. Anyone who becomes a True cultivator draws the attention of The Enemy. That's the other part of why it's so damn dangerous.

It seems to be a double-edged sword. You need to become a True Cultivator to have a shot at changing Fate, but a True Cultivator can't be hidden with that kind of spell anymore.
 
So...with cultivation being automatic, what research projects are we trying next folks? I'm writing up a plan and with less dice I'm not sure how many research projects to plan for. Does watering our Hearthroot even count or are we just doing that automatically now?
 
Wildcraft didn't actually rank up. Which is correct, mind you, it shouldn't have, but it shouldn't be on the list.
Thank you
Also...what happened with the shopping trip? Doesn't need an in-depth analysis, but can we know how much Fodder cost at least?
Went swimmingly, you got the Fodder. It costs about 1/4oz silver for 8 Fodder.
EDIT: I also notice two minor character sheet issues, our Training Dice should be 28d6
You had 33d6 (unless I'm wrong about that), Steinarr gave you 6, with it gone you have 27d6.
and our max Combat Pool should be 44d6 (never got the two dice from buying Cut...it'll be going to 45d6 in the upcoming turn).
I'll update that in the next turn.
And in additional character sheet error (I think anyway), we have 5 Fine Chickens that seemingly appeared out of nowhere and we super do not want (we wanted a total of only 5 fine Hens, 1 Superior Hen, and 1 Fine Rooster). We would've sent those with Abjorn for sale as part of the shopping.
I only saw the 2 Good and 2 Fine Hens for Abjorn to bring along.

Honestly, the entire farming mechanic kinda just feels a bit beans. I'm thinking I might scrap it and come up with a better idea for the next character, if they even settle down to farm since it seems like you're planning on playing Sigurdr and he's gonna be a heckuva wanderer.

Specifically, the Food and Fodder aspects are what's causing me a lot of fatigue, which isn't great for the longevity of this Quest nor the regularity of updates.

It's also clogging up the plans, I think.

If anyone has any ideas, I'd be ecstatic to hear them!

0~0~0

Voting is now open.
 
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So...with cultivation being automatic, what research projects are we trying next folks? I'm writing up a plan and with less dice I'm not sure how many research projects to plan for.

We should pick one to bring the rest of our inner circle up to date with our findings so far. That we seem to have figured out something kind of like that Zeal thing that Christians have, but activating it is pretty risky, we passed out the first time we tried our idea and if we weren't woken up, were're pretty sure we would have died. The way I see it, there's two conditions involved to try it for yourself.

1) A large sum of Orthstirr--the more you have, the more time you have to regain consciousness, and the more you gain from trying this in the first place. You certainly wouldn't suggest someone trying this without the Orthstirr held by someone who's been on at least one successful raid, or a similar level of development in other fields. There just isn't enough time to recover before you're in trouble otherwise.

And 2) A way to reawaken yourself when you're completely overwhelmed, or barring that, an outside force to drag you back to wakefulness before you run out of time. You were able to retain consciousness the second time you tried it, and you think you'll be fine trying it in the future now, but that first step is absolutely going to be courting death--you'd bet it's an outright guarantee to anyone who tries it too soon, or doesn't have people on hand ready to drag you back awake.

3) If they want to take a look themselves, they can burn their Virthing and Saemd in tandem while your Orthstirr is full. Do not introduce Frami however, as that's what triggers the effect. And as you've said, you're pretty sure anyone without a good quantity of Orthstirr and someone to drag you back awake will die a True Death. Absolutely do not try this alone even if you think you're up to it.
 
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You could change the mechanics to just price out what food/fodder costs and convert it to an upkeep in silver if that's easier for you. Each animal then would have their upkeep cost in silver, and you'd have one less thing to track.
 
You could change the mechanics to just price out what food/fodder costs and convert it to an upkeep in silver if that's easier for you. Each animal then would have their upkeep cost in silver, and you'd have one less thing to track.

You know? That would absolutely work.

Instead of generating Food and Fodder, just abstract it as Silver. You pay a Silver upkeep per month, but also get a Silver profit, and this works as long as someone in your household does a Market Trip sometime in the year, which at this point is more or less below our level of abstraction since we have enough people on hand that this isn't a problem.

Never use three currencies when one will solve your problems.

Then have it that a fully farmed 'Conventional' Field just gives you X amount of Silver every time it's harvested as a lump sum.
 
Does The Enemy actually exist in the Norse mythos, or in a different mythos? Are they opposed to just us, or like, a lotta people? Since the (Norse) Gods are opposed to The Enemy, at least.
Honestly, the entire farming mechanic kinda just feels a bit beans. I'm thinking I might scrap it and come up with a better idea for the next character, if they even settle down to farm since it seems like you're planning on playing Sigurdr and he's gonna be a heckuva wanderer.

Specifically, the Food and Fodder aspects are what's causing me a lot of fatigue, which isn't great for the longevity of this Quest nor the regularity of updates.

It's also clogging up the plans, I think.

If anyone has any ideas, I'd be ecstatic to hear them!
We need to simplify somehow. Like maybe instead of Management Dice and stuff, it's like, just, you can manage this many animals with this many dice.
 
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Does The Enemy actually exist in the Norse mythos, or in a different mythos? Are they opposed to just us, or like, a lotta people? Since the (Norse) Gods are opposed to The Enemy, at least.

We need to simplify somehow. Like maybe instead of Management Dice and stuff, it's like, just, you can manage this many animals with this many dice.
The Enemy is associated with (if not confirmed to have caused) the Curse of Steel, which caused the Bronze Age collapse in the 12th and 13th Century BC IOTL. It's likely they predate Norse cultivation.
 
You could change the mechanics to just price out what food/fodder costs and convert it to an upkeep in silver if that's easier for you. Each animal then would have their upkeep cost in silver, and you'd have one less thing to track.
Very good idea, 2 reward dice sent your way. I'll put the farming stuff on hold while I play around with that.
 

No problem.

Went swimmingly, you got the Fodder. It costs about 1/4oz silver for 8 Fodder.

Cool. Just curious.

You had 33d6 (unless I'm wrong about that), Steinarr gave you 6, with it gone you have 27d6.

We had 34 and thus now have 28.

I'll update that in the next turn.

Cool.

I only saw the 2 Good and 2 Fine Hens for Abjorn to bring along.

Right, but we also gave Halfdan 9 Fine Hens (way more than we bred as excess...we were intentionally reducing chicken numbers here), so we gave away or sold 11 total, and I'm pretty sure we only had 16, not 21.

Honestly, the entire farming mechanic kinda just feels a bit beans. I'm thinking I might scrap it and come up with a better idea for the next character, if they even settle down to farm since it seems like you're planning on playing Sigurdr and he's gonna be a heckuva wanderer.

Specifically, the Food and Fodder aspects are what's causing me a lot of fatigue, which isn't great for the longevity of this Quest nor the regularity of updates.

It's also clogging up the plans, I think.

If anyone has any ideas, I'd be ecstatic to hear them!

That's fair, it's pretty fiddly. I'll try and think of simplifying solutions...honestly the easiest is probably to define our fields more like the animals are and just give them Maintenance Dice rather than rolling. Like, if each Field had a defined Quality and our Decent Fields gave 2 Fodder per turn in exchange for 2 Maintenance dice or something like that then it'd be a lot easier to keep track of (that means they 'produce' even in Winter, but it's an abstraction anyway), and we then get an activity to improve Field Quality.

The Fodder amount being the same every turn would make things more predictable and less fiddly...though maybe not enough. Another possibility is to abstract the animals even more, making one stat block for a Herd (or Coop for chickens) rather than each individual animal (a Herd would presumably have Quality and Size, so we'd have, like, a Small Herd of Fine Cows [Insert Stat Block] and then roll only once for what sort of progeny came out of the Herd as a whole). But I'd have to fiddle with numbers for how that would work.

EDIT: Making everything count in silver is also a great suggestion and could be combined with either or both of these depending on what you're aiming for.
 
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"So when does this 'Jesus' fellow come into play?"
fun fact about that jesus fellow, he was actually portrayed as a warband leader when the missionaries were preaching to the germanic peoples mainly to help them understand his significance but also to heighten the awe at a simple fact, as far as fate was concerned jesus had conquered it. all men were destined to die, but he defied fate several times throughout his life. starting with when he was first born and the king of isriel at the time ordered he be killed. but the main thing was that he defied fate by not staying dead, and like a raider returning from the battle with glory and riches he offered a path to defy fate as well for all who would follow him.

i wonder if the norse know about jesus from this version of the story or if because cultivation is a thing they leaned more on the power that he offered in this universe.

and to even out the random facts here's one about odin, there are some who argue that the Santa Claus we all know and love might be the altered form of odin, sanitized for little kids over the centuries but still with the same powers of knowledge and magic. therefor it's entirely possible that halla not only met thor but also met santa.
 
We should pick one to bring the rest of our inner circle up to date with our findings so far. That we seem to have figured out something kind of like that Zeal thing that Christians have, but activating it is pretty risky, we passed out the first time we tried our idea and if we weren't woken up, were're pretty sure we would have died. The way I see it, there's two conditions involved to try it for yourself.

Firstly, this seems premature...I think we need to know more about this before we try and share it, heck right now we don't even know of any actual benefits, just that it paints a target on us, though we certainly expect that there are some.

Also, how are we getting by the perception filter? I did not get the impression that was entirely gone.

Got it, fixed in the post and will be fixed on the character sheet with the next update

Sweet.

On a separate matter, when planning what to raise next, I ran into a question that it seems almost certain we (or, more specifically Blackhand) would casually know the answer to:

(X) Sickness Sear (Cost 20): By bringing a healthy flame near to where the sickness lies, the fire cleanses the area and restores the patient to good health. Only works on mundane sicknesses. (Refined: 1/6)
-Poison Boil: By focusing a healthy fire, the user is able to almost 'boil' away poison in a patient's veins. Only works on mundane and minor poisons. (Rough: 0/3)

@Imperial Fister

Are the limitations on these inherent no matter how good we get at them, or do they become more able to handle magical and less minor poisons/diseases as our rank in them and/or Campfire itself goes up? How does that work?
 
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