On the subject of our children being bullshit, I've been doing some analysis of what happens if we actually go decently hard on training them:
Assuming we can manage to provide such instruction that they're getting 13 Training dice per turn (very doable, I think...Halla's been noted as, like +5d or so due to our Teaching Trick, and given Godly Luck they should all have Hamingja 4 or so by the time we begin teaching, which means we only need Abjorn providing +3d and we're there) and they invest 1d into each stat every turn, which doubles due to using our Training Items (very doable) and we train them for exactly 10 years (6 to 16), we could easily have the following:
7s in all attributes (about 105 successes in each, getting to 7 is 62...they're about 19 successes away from level 8 on all three...for simplicity, if creating them, they'd likely have two 8s and one 7 at this point). Plus, effectively 10 Training Dice per turn on top of that, or 600 over 10 years.
They'd have 3 in every skill (7 successes each for 27 skills and thus 189...except that it costs a little less for Tactics, so 186 total). Then 4 in, say, 5 skills (40 successes) and 5 in another one (24 successes). So 250 Training Dice in Skills.
They'd have Stoker State 6 (63 successes, but only 32 Training Dice due to Born of Fire), Glima 5 (31 successes), and Fang 3 (7 successes, lower since we would not teach them Fang until they were at least 14 or 15 and could be trusted not to kill people by accident). 70 Training Dice there.
They'd have level 1 each in Campfire and Clearwater (18 Training Dice as the cost of Campfire is halved due to Born of Fire). They'd have Sickness Sear at Refined (for 5 Training Dice), Tenderize Roast at Rough (2 Training Dice) and Clearwater Tricks for cleaning and conjuring water at Rough (3 Training Dice each, 6 total). 31 Training Dice here total.
So then we get to Tricks. We'd teach them, in terms of Skill Tricks: Poetry, Imaging, Stealth, Clothing, Residence, Utility, Fortifications, and Tools (the Design stuff and Clothes for reasons of cultivation). Call it another 4 Skill-Tricks of their choice and we call that 72 Training Dice.
For Stoker State Tricks we'd teach them Stoking Strike, Stoking Guard, Fire Poker, Flame-Tending Blade, and two other Tricks of their choice, all at Refined, plus three at Rough (36 Training Dice due to Born of Fire), and 3 Glima Tricks at Refined and 3 Fang/Glima Tricks at Rough (36 Training Dice total).
We would then teach them all First Impression, Cool Off, Reinforce Shield, Sidestep, Focus Guard, Sway, and either Power Chop or Long Lunge at Refined, plus three other Tricks at Refined. And Goal Tell, Facial Schooling, and Talent Tell at Rough, plus two other Tricks at Rough. for 105 Training Dice total.
So, by 16, that'd be 8/8/7 stats, a Combat Pool of 85-90 or so, 3s in every skill (except five 4s and one 5), a 6 a 5 and a 3 in Martial Styles, 12 Skill Tricks, 2 utility Hugareida, and 34 Tricks (20 Refined, 14 Rough). And that's sort of a lowball estimate. It does leave out seidr which we'd want to teach them, but I figure a bit of that can be included as part of this being a 'lowball' if we can initiate them.