It would be a pretty big deal if the Seeds respawn every year, as it means we can use them for.. well, potentially anything.

The progression for plants looks like 3/6/9, although of course it's possible that more advanced plants have more stages or more cost, presumably in exchange for better results.
 
We reached the third tier of Stoker State, btw so we can now spend 9 Orthstirr per turn to get 3 stoked dice per basic attack.
 
Could someone remind me what the hearthberries do again?
The Hearthberries give +1 Damage to all Fire Hugareida tricks in the round you eat them, and the Oil Fronds can be used as Fire Resistance Oil (reduces incoming fire damage by 1).

Halla is probably also thinking of the other uses of, well, oil.
 
Maybe it's the effect from the change in rules for hugareida that makes +1 Damage less exciting.
 
"Blaze of Glory?"

"The signature Martial Style of the men of the Hammershus, Ironjaw's Warband. It..." He frowns, searching for the right word, "I could've learned it, if I wanted to, but I refused. It is a Style that encourages the practitioner to throw themselves into the frenzy in search of ever-greater deaths.
Blaze of Glory sounds hella a lot like Blackhand. Maybe that's why Blackhand and Ironjaw became friends? Also sounds like a Berserker type style, too.
 
Underhouse scouting
After a couple hours spent wandering your cultivation site, you come to the conclusion that this was pointless, as the Underhouse is, you know, underground, which you don't have access to yet.

(That's my bad there, I'll refund you the dice)
lol
Threads of orthstirr at range
As you extend your willpower in a thread of lengthened might, you find yourself being able to guide the trick. A Kindle Spinner follows the directions of your invisible will, bouncing about the place like some kind of demented rabbit.

While it wasn't what you were looking for, it does provide you with some ideas.
That sounds like exactly what we were looking for.
Next step: enemy tricks and non-trick projectiles.

If that works:
Great Combo with Inertias persistent perfect defense trick.

And we can try teaching it to Drifa (first Recall, then this) to give her something that may makr up for her 11/100 ranged aptitude If she needs to hit enemies outside melee range.
'The effect will diminish greatly if it's passed to any of your children. Or rather, given how you're feeling right now, when.'
!
The effect can be passed on?
Thats new!
Abjorn seems to blend into the shadows cast by the early evening sun. He's not making any real effort to hide, it's just a side-effect of eating the Shadow Bear's heart. If he puts a little muscle into it, he can shroud himself in shadows in all kinds of different ways.
Well, Unbeding Time in the Sun can Deal with that!
...
Aaand it isn't selected.
(O) Unending Time in the Sun (Cost 72 Orthstirr/15 Odr): A seidr spell that summons a miniature ball of sunlight to float around behind you. Lasts a full day, but can be dismissed at will. If dismissed, it needs to be summoned again.

The real question is, do the Seeds respawn once a year too?

Because I get the feeling that we want to reach a certain number of Hearthroot Bushes in order to get best effect, and this effectively means we can double our number every year.

Presumably, we can ferment the Hearthberries too to concentrate their effects, and the more we have, the better.

EDIT: Stoker State training was extremely blessed too. 20 successes on 15 dice
We could be conservative and plant the second hearthberry in our soul, too.
Then the seed is used and next year change we see If it regrows.
If not its just 18 Odr to finish the newly planted hearthroot to get another seed.
 
Well, Unbeding Time in the Sun can Deal with that!
...
Aaand it isn't selected.

Our selected stuff is our 'walking around' selections, we can mess with them for a spar (or other specific planned activity) as long as it's part of the first turn's plan. So we can swap things out for Unending Time In The Sun if we want.

We did this with both our shapeshifts and capacity stuff for the Gabriel spar, for instance.
 
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Our selected stuff is our 'walking around' selections, we can mess with them for a spar (or other specific planned activity) as long as it's part of the first turn's plan.

Kind of against the spirit of giving him a chance to see how his shadow magic works.

I'm actually a bit leery about our current setup, we've each got around 18 effective Endurance, and no Armor to absorb some damage, yet we're specced for killing the hell out of things.
 
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I'm actually a bit leery about our current setup, we've each got around 18 effective Endurance, and no Armor to absorb some damage, yet we're specced for killing the hell out of things.

Our walking around selection is actually only +2 damage on Ignition. We usually swap it to +4 on hard targets (and did for the Gabriel spar), and maybe should go for that in general starting, like, next turn (as the dice are less needed if we're gonna be doing Basic Attacks and using Sharpen more often), but right now our Kindle Spinners are 6 damage-ish, and our Firebomb Strikes are 6-8.
 
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That's pretty expensive just to get a new hearthroots seed. We'll see if planting a hearthroot seed outside we'll progress through the stages regularly.
Worstcase (seed doesn't regrow, we fail to get a seed outside of our Soul):
That locks us out of planting more and of passing it on.
Not very likely, but much worse than 18 Odr (one turn cultivating).
 

Wait. @Imperial Fister why did we gain 17 Food? My own calculations say we should have gained 9, I think? (26 gained, 14 expended for people, 3 for Trade Deal). Did we get another 8 from our Soulscape?

Also, in terms of character sheet errors:

1. Dead Air does not have successes listed after it, it should have 2.
2. In our Soulscape, our 10 normal Pockets are listed with a cost of 110 rather than 100. Our actual Orthstirr numbers are correct, but this specific line needs to be fixed.
 
Alright, I'm finally caught up! This has been a really fun read so far.

On the matter of our spirit farms, I wonder if we can dig irrigation trenches from our Odr crater to automatically "water" our crops so we don't have to spend an action doing so. Also, the healing water from the spring in the Hading may be a valid brewing ingredient. Or we could combine a hearthroot berry with sealwood sap to make magic napalm, which is a bit warcrime-y, but potentially quite effective.
 
As others have already pointed out this seems to be a change. Is there a reason for that?
I forgor 💀
Wait. @Imperial Fister why did we gain 17 Food? My own calculations say we should have gained 9, I think? (26 gained, 14 expended for people, 3 for Trade Deal). Did we get another 8 from our Soulscape?
I also forgor 💀 about the trade deal
Alright, I'm finally caught up! This has been a really fun read so far.
Welcome to the party! And thank you!
 
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