Oh yeah, I wonder if we can smuggle Abjorn's Fylgja in and tell him stuff there without the Enemy being able to nose in?
We are married after all, what's ours is his and likewise, I wonder if that's the "There's a condition in which the Enemy will grudgingly let a Disclosure pass".
[X] Plan Yuletide Gifts (Part 1)
-[X] (Crafting) Try to make something (1)
--[X] Forged Iron Wheel for Vagn (+15 successes from Tools/Workshop)
--[X] Add Crowfeeder's runes and "I the skull splitter, the shield smasher, the foe hammer." – (Hopefully just hits harder)
--[X] Using wolf bone ash
--[X] Spending **2 Odr** on the project as necessary
-[X] (Crafting) Try to make something (2)
--[X] Storm Iron Sword for Stigmar (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "May my foe's armor part before me like the skies before lightning" – (Hopefully anti-armor runework)
--[X] Spending **3 Odr** on the project as necessary
-[X] (Crafting) Try to make something (3)
--[X] Ice Iron Axe for Trausti (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "May my weight be always as my wielder wishes." – (Hopefully allows control over its weight)
-[X] (Crafting) Try to make something (4)
--[X] Pair of Drafty Iron Saxes for Tryggr (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "Like Sleipnir, may I slip all bonds to return to my wielder's hand after striking." – (Hopefully returns his saxes to his hands when thrown without them being intercepted) to both saxes
-[X] Special Note: On all Crafting add the following if possible unless otherwise specified:
--[X] For metal items, switch Forgefire Slots to Dice (+7d6 total) before starting and back afterwards and have Heat Hold available just incase
--[X] Using Sundersight (+1d3 Successes)
--[X] Stoking Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process
-[X] (Visit) Go visit...
--[X] Asvir!
--[X] Go to deal with the Fenriskin Heart situation (likely heading to the Thing)
-[X] [Social] (Playdates)Set up a playdate between one/multiple of your kids and one/multiple of other kids.
--[X] Inviting Klaus-Kjaran-Kadrina (Coast Family), Rinda-Ryggia (Fjord Family) and Markvard-Brigida-Siggunr (Asvir Family)
--[X] Try and get Eyvor and Hallbjorn more involved with the other kids, if possible
--[X] Keep an eye on Asgierr to avoid any potential issues
-[X] (Exploration) Go on a walk through...
--[X] The hills!
---[X] (Optional) Send your fylgja in your place (Does not cost an action)
-[X] (Research)
--[X] Invest all Odr we're investing _before_ Cultivating this turn so as not to breakthrough yet, making sure that we will not go over 80 Odr (putting more into Hamr to make sure)
--[X] Feed Bjorney **1 Odr** a third time
--[X] Continue reading up on Frisian cultivation 1d6
--[X] Experiment with Abjorn and see if we can use each others' Orthstirr(possibly while touching?) 1d6
--[X] Try and Alloy Eyetalking and Mother's Fear (long range telepathy with the kids?) 1d6
--[X] Try and Alloy Banish the Night and Fight Of Your Life (Muna + Muna) 1d6
--[X] Try and Alloy Punching Up and Stoker State (Twist + Martial Style) 1d6
--[X] Try and Alloy Puncture and Ignition (Twist + Hugareida) 1d6
--[X] Try and contact the Ice Sword again, taking proper precautions and being more forceful 1d6
---[X] Use Sundersight to help with this, and have all our spiritual combat seidr ready to go
--[X] Examine our newly acquired Knightly Armor with a focus on its physical structure to attempt to learn how to duplicate it 3d6
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Campfire 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Hamr Itself 15d6 (Doubled and then +1 Success Training Items)
--[X] Train Slowing Slog 13d6 (Doubled and then +1 Success Training Items)
--[X] Train Flamecalling 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Unleash Inferno 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Develop a new Finisher, Threadcutter, aimed to be delivered as an instant killing blow after attacking the enemy nine times on a Stoked Engage. (This idea is from [@Alectai](https://forums.sufficientvelocity.com/members/391/) , and [@Skippy](https://forums.sufficientvelocity.com/members/166/) is pledging 1 Reward Dice to it.) (+1 Success from Born of Fire)
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Scouring Cleanse 1d6
--[X] Train Sailwind 1d6
--[X] Train Time Stands Still 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Halting Vortex 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Contested Movement 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Veto Motion 1d6 (Doubled and then +1 Success Training Items)
-[X] (Training) Martial Style
--[X] Train Stoker State 1d6 (+1 Success from Born of Fire)
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X] Train Momentum Reversal 1d6 (+1 Success from Training Item)
--[X] Train Weapon-Grapple Reversal 1d6 (+1 Success from Training Item)
--[X] Train Double-Leg Takedown 1d6 (+1 Success from Training Item)
--[X] Train Tight Squeeze Trick 1d6 (+1 Success from Training Item)
--[X] Train Knee-Drop Back Breaker 1d6 (+1 Success from Training Item)
--[X] Train Fang 1d6 (+1 Success from Training Item)
--[X] Train Glima 1d6 (+1 Success from Training Item)
-[X] (Training) Hamr (19 successes to rank up)
--[X] Train Chop 1d6 (+1 Success from Training Item)
--[X] Train Throw 1d6
--[X] Train Sowing Sight 1d6
-[X] (Training) Hugr (211 successes to rank up)
--[X] Talk to Sten about how to make spears and vehicles
--[X] Train Hugr itself 1d6 (Doubled successes from Training Item)
--[X] Train Tactics 1d6 (Doubled successes from Training Item)
--[X] Train Effort Gauge 1d6 (Doubled successes from Training Item)
--[X] Train Armorcraft 1d6 (+1 Success from Sten)
--[X] Train Composure 1d6
--[X] Train 'Spear' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Vehicles' Housecraft Skill-Trick 1d6 (+1 Success from Sten)
-[X] (Training) Fylgja (106 successes to rank up)
--[X] Train Fylgja itself 1d6 (Doubled successes from Training Item)
--[X] Train Flap Away 1d6
-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 0 Food,7 Goods, 5 Silver (18 Total)
--[X] Livestock: 5 Quality, 4 Food, 4Goods, 4 Silver (17 Total)
--[X] Crafting: Making 9 Alarm Charms, 1 Glue-Bomb, 1 Explosive Charm, and 4 Meat-Keeping Sticks (22 Total)
---[X] Give out Alarm Charms to every adult on our and Steinarr's farms.
--[X] Conversion: Spend for 9 Research Dice (18 Total)
-[X] (Alloy Slots)
--[X] Create Firestorm with Ignition and Emberwind
-[X] (Incidentals)
--[X] Adding Taafl Board Capacity Gains to: Eyvor, Hallbjorn,
--[X] Receiving Metal from Dwarves: 24 oz Forged Iron, 6 oz Drafty Iron
-[X] (Orthstirr Usage)
--[X] **20 Odr** and 1 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4 Strike, 4 Shoot, 3 Farmwork, 4 Labor, 4 Overland (48 total)
--[X] 3 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 4 Silver-Tongue, 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (62 total)
--[X] 1 Orthstirr to Fylgja
--[X] 1 First Impression
--[X] 77 Stored Tricks
--[X] 640 free for tricks
New (Flamecalling: 0+1) 1 Success. (Unleash Inferno: 3x2+1) 7 Successes. (Threadcutter: 2+1) 3 Successes
You breathe heavily as your limbs protest each following movement. One more, that's all you need! One more is all it'll take for you to realize that flicker of an idea, that faded dream fragment.
But can your heart take one more? With the way it's spasming in your chest, you're not sure.
Regardless, you grit your teeth, you have to try.
Risks are what make Rewards, after all.
(+1 to Flamecalling)
(+7 to Unleash Inferno)
(+3 to Threadcutter)
0~0~0
Rolled (Kindle Spinner: 0+1) 1 Success. (Firebomb-Strike: -2x2+1) 3 Failures. (EWC: 2x2+1) 5 Successes. (Campfire: 4x2+1) 9 Successes. (Hamr: 8x2+1) 17 Successes. (Slowing Slog: 4x2+1) 9 Successes.
...
(+1 Kindle Spinner)
(+5 to EWC)
(+9 to Campfire)
(+17 to Hamr)
(+9 to Slowing Slog)
Feeding Bjorney Odr-Honey
Bjorney yawned as he rose from his food-induced coma.
It's rather curious, the bear thought to himself as he cast his gaze about the room, Food, no matter how delectable, has never tired me before, so what oddities occurred today?
As those thoughts trickled through Bjorney's mind, he suffered a jolt of shock as realization dawned, By Mimir's Beard, I'm thinking! Oh bother... The trouble this will bring.
0~0~0 Continue reading up on Frisian cultivation Frisian Cultivators have a duel-affinity for water and the conquering of it. Attempting to defeat a Frisian with waterpower will result in jeers and mockery by a water-logged Frisian and his loathsome compatriots, before they promptly send you sprawling with their own water-affinity.
I recommend befriending a man of the desert, as an affinity for dry sands makes short work of pesky water-affinity cultivators.
0~0~0 Experimenting with orthstirr
Abjorn's orthstirr is clearly out-of-place in your body. Where your orthstirr is dense and tightly packed, his is large and expansive. His orthstirr is relatively slow and pensive, but is ready to dig in and resist all challengers while yours bounces around as if searching for an opening to exploit.
It seems that you can give other people access to your Aspects. You, of course, retain ownership over your Aspects, but they can utilize them as if they were their own.
You get the feeling that bad things will happen if someone uses your Aspects in an act of nid.
0~0~0 Alloy Experimenting
Unfortunately, even though Eyetalking and Mother's Fear does Alloy together, the result does not function as Eyetalking requires eye contact to work.
As you Alloy together Banish the Night and Fight of Your Life, you find that it seems to spread out the boost of strength you get from Fight of Your Life to whoever is bathed by your light.
Alloying Punching Up and Stoker State does not seem to work.
Alloying Puncture and Ignition has an interesting effect. It grants all your Ignition moves Puncture by default with no additional costs, but it means that you can't use Puncture on your other moves.
0~0~0 Knightly Armor Examining
You and Sten share a grin as you finally can do all sorts of motions without any pinching—though you never did figure out how you were supposed to put it on by yourself...
Regardless, you're just wearing a wooden mock-up at the moment as the real thing would require anywhere from 528 to 880 ounces of iron to make and also several months of dedicated work that you just don't have.
0~0~0 Crafting rolls can be found in a spoiler at the end of the update
After about a month's work, you've come up with a number of Yule-gifts for your men.
The first, a gift for Vagn, is a gigantic, spike-laden wheel of Forged Iron. It stands at shoulder height and weighs more than you do. The spikes are shaped to resemble a wolf's fangs while a flame-like pattern rides the sides. It'll be difficult hiding its wolf-themed mass, but the look on Vagn's face alone will be more then worth it!
The second, a sword of Storm Iron, is meant for the ever-loyal Stigmar. He swore to be your shield and, with the exception of when he physically could not follow you, he's served that role as well as can be expected, so he deserves a weapon to fit him.
As such, you've designed Shieldingsword with a shield motif in mind. The grip resembles that of a strong arm holding the shield-styled pommel aloft. The guard is a pair of shield-arms clasped together in unity while the runes running up and down the blade proclaim death to armor—for a loyal shield is all anyone needs!
It will be a fitting gift for a fitting friend.
The third is meant for the grumpier half of the Twins. An axe your equal in height with a blade of ice-cold, Frozen Iron. When the air holds moisture in spades, snowflakes tumble from its cutting edge. Though its size is considerable indeed, the axe can be as light as any feather or as heavy as any stone—perfect for a man as strong as Trausti.
The fourth will be in the grinning Twin's hands soon enough, if the Gods have mercy. A pair of twinned saxes of Drafty Iron, they'll be perfect for Tryggr's wind hugareida. With the runes you've lain into the iron, they'll have no trouble return to Tryggr's wind-swept fingers. You can already imagine the sorts of things he'll come up with!
Besides, Tryggr's the kind of guy who'll appreciate the irony of you of all people giving him saxes that return to his hand.
0~0~0 Visiting Asvir
You smile as you once more enter Asvir. Hopping off the back of the Vagn-driven cart, you stroll in with your head held high and a goal in mind.
As you arrive, however, a number of things catch your eye.
The first is that there are a number of rumors floating around, shared by some wandering tradesmen from the east. You could listen in and gather some potentially useful information, if so desired.
The second is that Nainn Rotting and Skoll the Hasty are waiting for you at the Headsman's hall. Skoll actually looks... Somewhat apologetic? Odd.
The third is that there seems to be some manner of Skald performing on the beach. You can spy the bursts of light and color from here and the thunderous applause as well.
What would you like to do?
[ ] Go shopping!
-[ ] Write in
[ ] Go meet with the Headsman for some purpose or another
-[ ] Write in
[ ] Go listen to the rumors floating around
[ ] Go talk to Skoll and Nainn
[ ] Go see what the Skald is up to
0~0~0
AN: I'm using a new notation method to cut down on time spent rolling and recording dice results. It's working quite well! A thousand thank yous to @Shard for coming up with it
Oh yeah, I wonder if we can smuggle Abjorn's Fylgja in and tell him stuff there without the Enemy being able to nose in?
We are married after all, what's ours is his and likewise, I wonder if that's the "There's a condition in which the Enemy will grudgingly let a Disclosure pass".
Oh yeah, I wonder if we can smuggle Abjorn's Fylgja in and tell him stuff there without the Enemy being able to nose in?
We are married after all, what's ours is his and likewise, I wonder if that's the "There's a condition in which the Enemy will grudgingly let a Disclosure pass".
I suspect we can't do that...but we could probably initiate him and then use various techniques to guide him in the correct methods of Odr cultivation without outright saying things. We just need to work on the gentle way to initiate someone...Bjorney shows one way that might work?
Oh yeah, I wonder if we can smuggle Abjorn's Fylgja in and tell him stuff there without the Enemy being able to nose in?
We are married after all, what's ours is his and likewise, I wonder if that's the "There's a condition in which the Enemy will grudgingly let a Disclosure pass".
One possible effect for weaving together virthing of 2 people:
Make a tunnel between their doors, which could then allow the affected people to visit each others door and pass it (presumed weaved virthings effects: no ambient Odr to enter the door -> passing through the door is much safer).
Regardless, you're just wearing a wooden mock-up at the moment as the real thing would require anywhere from 528 to 880 ounces of iron to make and also several months of dedicated work that you just don't have.
For other stuff... I'd suggest talking to the Skald.
If we want to get Sigurd and/or Hallbjorn a Skald education with apprenticeship, it would make sense to talk to one beforehand.
Seems a little premature, no? Hallbjorn is at most, like, two or three right now? Unless the guy is willing to stay, but given their line of work (travelling around and finding interesting things they can turn into stores) I doubt he'd stay, unless we give him reason to.
Seems a little premature, no? Hallbjorn is at most, like, two or three right now? Unless the guy is willing to stay, but given their line of work (travelling around and finding interesting things they can turn into stores) I doubt he'd stay, unless we give him reason to.
Sending the kids of with them right now? Yeah. That would be completely premature.
But:
The skald could give their general opinions.
The skald could agree to come back in a few yeras when the kids are old enough.\Tell us when their itinerary leads them through here again.
The skald could give their general opinions.
The skald could agree to come back in a few yeras when the kids are old enough.\Tell us when their itinerary leads them through here again.
Eh, if we have nothing better to do I suppose it wouldn't hurt to ask. But there's no guarantee that they'll return, or even that they'll be alive by the time they're old enough to learn.
Eh, if we have nothing better to do I suppose it wouldn't hurt to ask. But there's no guarantee that they'll return, or even that they'll be alive by the time they're old enough to learn.
for the shopping thats likely to come after the heart thing is settled. we should go look at the things the wandering trader is selling. he could have a rare herb to round out our plants.