... Yeah, that would make sense.

So yeah, it looks like we need to build Walls in our Soulscape--maybe using the Gate as the, well, actual Gate?

...

Huh

That makes sense actually, we need to build actual walls because most of the Odr that comes in probably just spills out everywhere. By building Walls, we trap the power inside and allow it to further condense.

That seems like the thing to do, yeah. Plus the farm and...something else? I'm pretty sure, the more I think about it, that the Tree is not something we do, just something that happens.
 
... Yeah, that would make sense.

So yeah, it looks like we need to build Walls in our Soulscape--maybe using the Gate as the, well, actual Gate?

...

Huh

That makes sense actually, we need to build actual walls because most of the Odr that comes in probably just spills out everywhere. By building Walls, we trap the power inside and allow it to further condense and accumulate.

We have a Gate but no Walls, fucking hell, it was right there all along!

We'd probably need to make actual fields, too? Since our plantlife is just spread out throughout our soul pretty sporadically, rather than with an organisation in mind.

I'd also like to ask Steinarr in case we're missing something or we're wrong... he is the super-farmer after all.
 
Building walls probably still falls under the Design Skill so we probably want to wait at least a moment. Hmmm. I wonder if it's a separate Skill-Trick than buildings? Or if we even need Skill-Tricks with Design?

@Imperial Fister what Skill-Tricks if any do we need to build walls and buildings?
The actual design of the walls would be done with Design while the building would be done with Labor. I'm gonna say that you don't need skill-tricks to make things, it's just that if you want to make anything better than 'Decent' you need them.

0~0~0

Anyways, voting is now closed
Scheduled vote count started by Imperial Fister on Jun 11, 2023 at 4:25 PM, finished with 36 posts and 15 votes.
 
If we can't bring living things into our soul, does that include our Flygia? I wonder if having it help watch for pests would be helpful.

I'd also like to ask Steinarr in case we're missing something or we're wrong... he is the super-farmer after all.

Man, that makes me think, imagine what an utter beast he would be at Odr cultivation given his knack for farming and how strong he is already.
 
The actual design of the walls would be done with Design while the building would be done with Labor. I'm gonna say that you don't need skill-tricks to make things, it's just that if you want to make anything better than 'Decent' you need them.

Check. What Design Tricks are available? Like, would walls and houses/barns/etc. be the same Trick or different ones? Or would walls actually be a Labor Trick since that's what's used to do the building?

If we can't bring living things into our soul, does that include our Flygia? I wonder if having it help watch for pests would be helpful.

Our fylgja is actually how we bring most things into our soul, so it can definitely go there...it just can't bring animals with it. Not even a fertilized egg (we tried).
 
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Check. What Design Tricks are available? Like, would walls and houses/barns/etc. be the same Trick or different ones? Or would walls actually be a Labor Trick since that's what's used to do the building?
I'm thinking something like this for Design.
-Residence Skill-Trick (handles houses and things of that nature)
-Utility Skill-Trick (This is for things like workshops, storage sheds, barns, things like that)
-Security Skill-Trick (this one does walls, hideouts, lookout points, and so on)

Labor is just the skill that is used to build the thing, not how it functions or how good it is at it, that's all from how it's designed.
 
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I'm thinking something like this for Design.
-Residence Skill-Trick (handles houses and things of that nature)
-Utility Skill-Trick (This is for things like workshops, storage sheds, barns, things like that)
-Security Skill-Trick (this one does walls, hideouts, lookout points, and so on)

Labor is just the skill that is used to build the thing, not how it functions or how good it is at it, that's all from how it's designed.

Well, we definitely want all of those, then. It may be a minute given all our other priorities...
 
Our fylgja is actually how we bring most things into our soul, so it can definitely go there...it just can't bring animals with it. Not even a fertilized egg (we tried).

But could it hang out there and keep watch? Or is it assumed to live in our soul most of the time anyway when it's not doing something ese?

Just thinking in terms of pest control on a farm, since that was the hint.
 
We could probably make irrigation channels for the Odr so they could automatically water our 'crops'.
Also maybe learn a 'pesticide' rune scheme to keep out pest? For general stuff not the soul stuff.

Hey @Imperial Fister would this need a specific skill trick or is this under labour and design?
 
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But could it hang out there and keep watch? Or is it assumed to live in our soul most of the time anyway when it's not doing something ese?

Just thinking in terms of pest control on a farm, since that was the hint.

I believe the assumption is that it spends a lot of its time in our soul, yes. Not all the time because that would make it leaving notable which would be bad for anything subtle we need to use it for, but a fair percentage of the time.
 
Hm... so, tentative list for advancement:
- Walls, to keep out pests and disease (?)
- Plantlife, and arranging them into fields (?)
- Planting a tree in our well (?)
- ?

...I'm not too sure on this, honestly. I recall someone getting a hint from Imperial via reward dice that one of the requirements has to do with a problem we faced on our farm immediately after buying our animals, which was building a house and an actual farm. However, I can't for the life of me imagine what we'd else we'd need to do on top of building a farm, since one of the requirements I previously outlined was mentioned to be missing something.
 
Midgard is in Yggdrasil. Yggdrasil supports all the realms in its roots, trunk, and crown. So, yes, if you travelled far enough you could, feasibly, reach Yggdrasil from Midgard.

The cosmology of NorseQuest is weird. Same with the timeline and origins of humanity.
The question naturally arising from this: could Gabriel reach Yggdrasil from Midgard?
 
Hm... so, tentative list for advancement:
- Walls, to keep out pests and disease (?)
- Plantlife, and arranging them into fields (?)
- Planting a tree in our well (?)
- ?

I think the farm and house is the requirement rather than the Tree. It makes more sense with the walls.

Like:
-Plantlife, arranged into fields
-Walls to keep out spiritual pests and predators
-Farmhouse and other buildings as appropriate
-???

Specifically, I think the Tree isn't a requirement, but instead a result. Like the Well, when we hit the right point of cultivation, we get a Tree.

...I'm not too sure on this, honestly. I recall someone getting a hint from Imperial via reward dice that one of the requirements has to do with a problem we faced on our farm immediately after buying our animals, which was building a house and an actual farm. However, I can't for the life of me imagine what we'd else we'd need to do on top of building a farm, since one of the requirements I previously outlined was mentioned to be missing something.

I think the plants one was the incomplete one, with us needing to do stuff with the plants, and the 'build a farm' was correct.
 
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Honestly the first one there is quite a job of work, and I think it should definitely count towards the hint on requirements as part of guarding against weeds and pests.

If we want to arrange the plant life it into fields, then we'll need to plough the earth, and sow it with our desired crops, as well as weeding out undesired species which are there already, and weeding again as our crops grow. That's a lot of painstaking work; it's honestly remarkable how much muscle power and effort* goes into just moving soil around and controlling weeds in premodern farming without fertilisers, especially if you're trying to farm intensively. Probably worth thinking about what crops we want to grow; whilst cereal crops are an obvious one as our stable, the effects of commonly cultivated flowers like linseed, cornflowers, lupins, flax, or sunflowers might have beneficial effects on our cultivation if they have elemental or other spiritual connotations?


*(Like, I was watching a talk about the medieval agricultural revolution from Greenwich College the other day, which was largely on whether the term "revolution" is even appropriate at all, and it mentioned that medieval farmers were disturbing and turning over the soil roughly as much as modern farming does. Completely wild when you think about the fact that they were doing so without machines. Luckily in this setting the average farmer is strong enough to pull a tractor, so the reality isn't quite as back-breaking.)
 
So one thing I'm a little stuck on is Hallr gaining the Blackhand kenning.
Did he kill a god or did he just stick his hand in the Forgeflame of one?

Also did we ever test out how our normal crops react to Odr?
 
If we want to arrange the plant life it into fields, then we'll need to plough the earth, and sow it with our desired crops, as well as weeding out undesired species which are there already, and weeding again as our crops grow. That's a lot of painstaking work; it's honestly remarkable how much muscle power and effort* goes into just moving soil around and controlling weeds in premodern farming without fertilisers, especially if you're trying to farm intensively. Probably worth thinking about what crops we want to grow; whilst cereal crops are an obvious one as our stable, the effects of commonly cultivated flowers like linseed, cornflowers, lupins, flax, or sunflowers might have beneficial effects on our cultivation if they have elemental or other spiritual connotations?

I don't think it particularly matters what crops we grow? Well, mundane crops at least. Right now, we've just filled our Soulscape with the average crop... although I don't think it was ever actually specified what said crop was. I agree that growing spiritual/magical plants - such as the Hearthroot - would be better for our cultivation, though.

I wonder if we'd be able to harvest the crops in our soul and bring them to the real world with our fylgja? We wouldn't have to worry about losing our crops as much if we could do that. Would be pretty neat.
 
I am just thinking about Halla going full farming Nerd "I need to make the best possible farm" and everyone else wonders what turned Halla's soul from a warrior into a farmer, if only temporarily.
 
Your Pound of Troll-men Flesh 3
The right-hand passage, where the troll-men were going
"Well, they had to be going somewhere, right?" You ask the group as a whole as they pick through the dead.

Stigr shrugs as he yanks an arrow from the skull of a troll-man, grimacing at the blood. He pulls a cloth from his belt to wipe the iron clean. "I dunno," he squints as he examines the gunk-encrusted arrowhead, a light frown twisting his face, "but this stuff isn't easy to clean."

"Troll-men blood clots quickly, but burns easily when dry," Eric says as he relights his torch with a finger snap — it had extinguished after he shoved it in a troll-man's mouth, "Troll-men only do things because they think it will get them meat."

Stigmar rubs at his beard — which had finally started to thicken up, "So they had to have some reason for running this way. They didn't have full bellies nor were any sporting injuries, so they weren't returning from a raid..."

You frown, running thumb and forefinger across chin and jaw — Eric mirroring your motions, "Right, but that wasn't a very big group of troll-men, not nearly enough to hit a farm, right?" Your frown deepens as a sneaking suspicion starts to slither through your thoughts, "They didn't seem very surprised to see us, but is that a result of lacking intelligence or was it because they knew we were here...?"

Silence falls across the group as nobody wants to acknowledge the possibility that you might be walking into a trap. Nobody wants to speak it into existence.

"I've been meditating on tranquility since we started walking," Gabriel's voice startles you as he suddenly finishes praying and rises to his feet, "so they couldn't have heard us."

You quirk your head to the side, your brows furrowing a valley on your forehead. "You've been... meditating?"

"Yes," his helmet dips in a nod, "through meditation and contemplation of the Lord's Creation, one can bring a myriad of things to pass."

"Huh," you're about to ask him more but Stigr coughs into his fist and puts a stop to that.

"That's all well and good and all, but we've got places to go and things to kill, yeah?" He spreads his arms wide, head turning from you to Gabriel and back again. Eric looks to be in agreement while Stigmar doesn't seem to care all that much.

"Right, right..." You trail off as you return to the intersection. Left or right? Coming from or going to? Hmm...

Blackhand takes the moment to add his piece, 'I, for one, am interested in seeing where they were going.'

"Since they had to have some kind of objective and Gabriel was doing his weirdo Christian cultivation stuff," you wave a hand in Gabriel's general direction as he scoffs and rolls his eyes, "then why don't we go see what that objective was?"

Nobody has any complaints or issues with that plan, so you set off to the right, to find where the troll-men were going.
Do you happen to run into anything while on the way? (Hamingja: 6x4, 5x1, 4x2, 3x2, 2x5, 1x2) 7 Successes.
The journey is swift and concise, a pleasant change to the slog that brought you here. The further you walk, however, the more a sort of dread starts to build up in the bottom of your stomach.

You've only been down here... maybe an hour? Thirty minutes at least. Just what is going on?

'We are surface dwellers, creatures of the sunlight. To go against that is to invite terrible things into your life. The longer you spend outside the sun's light, the more bad luck you will accrue. End this as quick as you can, else your hamingja will begin to suffer.'

You resolve to do just that, then. No time for dawdling down here!

Fortunately, the tunnel breaches into a massive, wide-open chamber. The chamber is round and smooth, obviously not natural nor made by troll-man hands.

And speaking of troll-men, their bodies are scattered across the chamber, piled high by the dozens. Working to stack the bodies are around seven or so... are those dwarves? If they are, then they sure don't look it!

For one, they're actually a tiny bit smaller. For another, dwarves don't have pale white, heavily wrinkled skin nor do they have bulging, segmented eyes. They also definitely do not have four arms!

'Svartalfar, the ancestors of modern day dwarves. You don't typically see this many of them this close to the surface, however... The Enemy is fond of using them in its schemes.'

A svartalfr notices you and a sharp, insectile hissing rises from their chittering mouths — mandibles replace their lips, though their teeth are square like a human's. They raise their weapons — swords, axes, shields, and spears — up high as they start bunching together.

"Halla?" Stigmar has his weapons at the ready as he turns to you, questions clear in his gaze, "What do we do?"

You frown, considering the options before you.

The svartalfar don't look very hostile. Well, at least not in the sense that they'll be aggressive about attacking you. If you get too close, they will almost certainly attack — that's what their shimmers say, at least. They won't chase you, though, if you retreat. However, if you do that, then they'll be able to continue whatever they were doing. You'll also be giving up this opportunity if you do retreat.

On the other hand, this is an opportunity to put a stop to one of The Enemy's schemes before it has a chance to even start. But, there's no way that doing that won't come at a time cost, not to mention that they outnumber you at seven-to-five. They also probably have dwarf-like tricks up their chitinous sleeves, meaning that their capabilities are more or less unknown and likely exotic.

What do you do?
[ ] Nip the problem in the bud, before it has a chance to fester
[ ] Pull back, this isn't worth it
[ ] Talk to them first, let's see if they can understand Norse.
-[ ] Write in what to say

0~0~0
(Hugr (Tactics): 6x3, 5x2, 4x2, 2x2, 1x3)8+4(Frenzy)=12 Successes

First things first, the svartalfar are seemingly content to wait for you to do something. Their movements are that of trained warriors, which is further supported by the fact that, though there were easily over three-hundred troll-men here, not one of them has anything more than a token injury — a bruise or scrape.

The chamber is a large, dome-like shape. It's easily roomy enough for you to comfortably fly around in. It's completely smooth and, on the far side of the chamber, is a small, svartalfr-sized door — shut tight and likely also locked, to boot.

The svartalfar, if pushed, will fight as a unit. One will cover the other as they attack, which is only made worse by the fact that they all have four arms and each holds a weapon. They'll play it defensive, but thinking that they aren't prepared for wide-scale, formation disrupting attacks is a mistake.

Stigmar is fine.
Stigr is fine.
Gabriel is fine.
Eric is fine.

They look to you for direction.

Endurance: (10/10) | Frenzy: (4/4) (+4 to all Combat Rolls) | Armor Health: (9/17) (+4 to Defense) | 4/4 Shield Layers
Orthstirr: (382/449) | Odr: (13)
( ) Frami: 150 | ( ) Virthing: 150 | ( ) Saemd: 149
Sagaseeker has 35 orthstirr in its reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1 Attack-Speed)
Your combat pool is 60d6.

You currently have these on your person:
x1 Bottled Sunlight
x7 Exploding Charms
x1 Set of Digging Tools
x4 Torches
Plenty of Rope (Enough for any given scenario)

What do you do? (Only necessary if deciding to attack)
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: Well then, how do you want to play this?

No moratorium.
 
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[X] Pull back, this isn't worth it

Well, looks like nobody here needs help and we don't actually know these guys are hostile (the Enemy uses them, but that doesn't mean all of them are always doing its bidding), plus the clock is more of an issue than it seemed like. I feel bad for advocating this direction, let's just head back the other way and take care of the Troll-Men thing.
 
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