This turn was just full of fluff. i love it.
As that strange, foreign qi fuels the seeing-seal, vision returns once more. Hair of red, eyes of steel, soul of two.
Ah, Othstirr does work well with qi, i see. probably doesn't hurt the strawman isn't as rigid as the meteor was.
Also.... did we just got Aki a soul surgeon?
As you turn away to return to your work, an idle thought stops you in your tracks. Sure, it's not really a person, but what kind of host allows a 'guest' to shiver in their sleep? A poor one, that's what.

You frown and reach for the nearest blanket, let it never be said that Halla Skyfire is a poor host!

Tucking the strawman in, you smile and nod to yourself before returning to your chores.
Aw, that's cute....
Hopefully the strawman can grow into its own person as well.
The will so nascent yet so active is gone. In its place is someone new.
O.O
What happened with the lil cat boy???
Or, was it just, like, sudden maturing?
Like a cat rubbing its cheek against a particularly beloved person, a presence brushes up against your teary-eyed soul. Sagaseeker purrs his first words as a tail invisible to the naked eye swishes back and forth behind him, "Hello, mother."

You swallow your joyful tears and smile at your son, "Hello, Sagaseeker."
hm.... does Sageseeker count as our 6th child by the wedding prophecy?
After travelling through the Hading for a few hours, your fylgja spots something from the sky. On the lake where you battled Osborn, Lori, Hirkir, and Hod is a small island. And on that island is a small glow.
Just a reminder, the plant is in Buriby, and we will get accused for sneaking and theft if the Burisons and Buridottirs catch us.
 
Well, there goes this turns AP.

Onward to see what research dice we can pry free.

Yay! Progress!

Sagaseeker is a good boi!

Anyway, definitely want to sort out the monsters and get the herb, should make for useful materials for someone if we can get a share of it. Should also make Abjorn's armor, and this'll be a great chance for him to show it off as well.

Aside from that, hmm, maybe we should ask Solrun about Odr channelling and how to close a Gate?
How about making it
  1. How to open and close someones Gate.
    • Yes, opening someone elses Gate as a combat move is a "everyone who hears wants to kill you" level of forbidden move. But it fits with closing (which we need for cultivation reasons) and can be a secret ace in the sleeve when we absolutely need to nuke someone and don't care about being killed)
  2. a pack of trainable spells themed around resurrection. Potential contents:
    1. How to resurrect someone.
    2. How to open a portal to the bridge in ginnungagap.
    3. How to make a talisman to find a persons soul.
    4. How to resurrect someone who died through their Fylgja, after retrieving their soul.
  3. And a third, options (I'm more interested in 1-3 atm):
    1. How to look into the future (which Solrun mentioned as main services done by seeres (together with fertility spells and ressurection), iirc)
    2. Use of singing in Seid (Galdr; what Sten did was finnish, but may have analogues in Scandinavian Norse cultivation)
    3. Use of Staves and how to make them. (They are Seid tools and Halla loves making tools to increase her performance. Might be doable as an upgrade for Sagaseekers haft)
    4. More on how High Seid rituals work: How to vary them for stronger/weaker (= hopefully cheaper) effects.
    5. Commercial viable Seid, like fertility.
    6. Fertility Seid not about increasing the number of children, but about the health/strength of the resulting baby.
 
So... what ideas do we have for research?
The seed was mentioned.
The blood quenching is also a big one.

hm.... thats all, i guess?

The main thing i would like to get this turn though, is the identify Seidr.
alas, i doubt we will be throwing enough dice for it to learn it in one go.

Hm.... also, i forgot but... did we ever spent the action to let Blackhand remember about battle Seidr? can we do that with research dice?
 
Here's a quick rough draft

[ ] Plan: Monsters and Strawmen
-[ ] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
-[ ] (Heart-Shaped Fruit) Go and dig up that heart-shaped plant
-[ ] (Crafting) Try to make something (Write in)
--[ ] Armor for Abjorn
-[ ] (Social) Try to see if you can communicate with the Straw Guy (Free action)
-[ ] Research/Training tbd
 
How is it that we have nearly the same amount of Orthstirr as Sten and near triple our Boi Abjorn? I knew we were strong but hot damn.
Also, seriously, we need to need to get Abjorn more oppurtunities to earn feats and muna. Perhaps a trip to the Gap and disclosure would be good for him?
 
Here's a quick rough draft

[ ] Plan: Monsters and Strawmen
-[ ] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
-[ ] (Heart-Shaped Fruit) Go and dig up that heart-shaped plant
-[ ] (Crafting) Try to make something (Write in)
--[ ] Armor for Abjorn
-[ ] (Social) Try to see if you can communicate with the Straw Guy (Free action)
-[ ] Research/Training tbd

Want to specify use of the Shadow Bear for crafting. And include him for stoking so some of his Orthstirr is in the creation.
 
How is it that we have nearly the same amount of Orthstirr as Sten and near triple our Boi Abjorn? I knew we were strong but hot damn.
Also, seriously, we need to need to get Abjorn more oppurtunities to earn feats and muna. Perhaps a trip to the Gap and disclosure would be good for him?

Abjorn has two Flaws that reduce his orthstirr gain and also cause him to not seek out feats of glory to gain orthstirr.

I want that heart shaped fruit, if only to see what it does. I'm up for joining the felag - seems like it'd be a good source of orthstirr. Will Abjorn join us, too?
 
[X] Plan: It's Wolf Season!
-[X] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
-[X] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
--[X] Mail armor for Abjorn, make use of the Shadow Bear Bone Ash, stoke Aspects and use tools (Total +18), and use 5 Odr
-[X] (Heart-Shaped Fruit) Go and dig up that heart-shaped plant
--[X] Make sure you be discreet about it, you really don't want a repeat of the incident from when you were younger right now.
-[X] (Personal) Spend time with...
--[X] Stigandr, he's been with you the longest, and now that you've gotten your biggest list of stuff sorted out, he's next on the list. Does he have any weapons or anything he'd like? Any properties he'd prefer? Just generally work things out with him.
-[X] (Exploration) Go on a walk through...
--[X] The hills!
---[X] (Optional) Send your fylgja in your place (Does not cost an action)
-[X] Training
--[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
---[X] How to close the Gate if it gets opened, how to better channel Odr, and while you're at it, what's the deal with the Earthblood anyway?
--[X] Research!
---[X] Starting doing a test of your fields in the Farm, see if you can get an idea of how much Odr would be required to improve on them, since they're not magical like some of your other discoveries, you don't think they'll need as much, but there's a lot more of them too. (Budget up to 3 Odr for this, see if we can get an idea of how much we need for them) (1d6)
---[X] We've got an idea of what we need to write on, now start to experiment with the actual writing, try a few test projects to determine how to prepare the hides to better match what's in the sample book, and what would be a solid thing to do the writing with--you've got that weird stick you found, that's an example, but maybe something similar to it that you could actually produce in house? (1d6)
---[X] You've got a rough plan together for where you should build your Soulscape Home, now to start actually drawing up a good design. (1d6, commit up to 4 Odr to knock failures off.)
---[X] If one berry isn't enough, try three Hearthberries in your Brewery Pocket and see if that's enough to start some fermentation! (1d6)
---[X] You've got a good variety of Hugareida, you should definitely start work at exhaustively figuring out their Alloys.
----[X] Clearwater + Gale (1d6), Sword + Atgeir (1d6), Atgeir + Gale (1d6), Forgefire + Sword (1d6), Forgefire + Atgeir (1d6)
--[X] (Drifa) Teach Drifa some of your tricks
---[X] 1d6, see about making sure she has the hang of Hone and Reinforce--you cannot go wrong with either of those.
--[X] (Blackhand) Try to develop old/train new hugareida tricks
---[X] Halting Vortex (1d6)
----[X] You've had the idea of developing a Standstill Trick that you can use to cancel your inertia, you can use this to quickly maneuver in the air or hang there for a while if you need to (1d6)
---[X] Kindle Spinner, Firebomb Strike, Ember-Winged Cloak, Flashfire Cleave (4d6 total from the Training Pool, 2d6+1s per Trick)
---[X] Slipstream, Dead Air (2d6 Total, 1d6 per Trick)
---[X] Sword Guard (1d6)
---[X] Atgeir Bodyguard, Atgeir Counter Stab, Forceful Lever (3d6 total, 1d6 per Trick)
---[X] Campfire (1d6 spent, 2d6+1s rolled)
---[X] Clearwater (1d6)
--[X] (Seidr Homework)
---[X] The Quickest Stitch, Draw Poison, Sear Diseased Flesh (3d6, 1d6 per Spell)
--[X] (Training) Hamr (75 successes to rank up)
---[X] Train Hamr (1d6 for 2d6 dice)
---[X] (Stoker State Tricks): Fire Poker, Devouring Blaze, Stoking Strike, Stoking Guard, Tinder Blades, Fire Starter, Ember Stoke (7d6, 1d6+1s each)
---[X] Train Glima (6d6)
--[X] (Training) Hugr (54 successes to rank up)
---[X] Train Hugr (1d6 for 2d6 dice)
---[X] Barb-Tongue, Silver-Tongue (2d6, 1d6 each)
---[X] Ask Sten for help with Crafting Tricks (Gambeson Skill-Trick, Shield Skill-Trick) (2d6, 1d6+1s each)
---[X] Facial Schooling, Talent-Tell Tricks (2d6, 1d6 each)
--[X] (Training) Fylgja (16 successes to rank up)
---[X] Fylgja Training (41d6 for 82d6 Dice), Also, infuse 16 Odr to bring it to Infusion 5
---[X] Command 1d6
----[X] Your Fylgja is an Owl, they should be able to evade harm with ease (Develop a Command Trick for the Fylgja to gain a Perfect Dodge with) (6d6)
-[X] (Orthstirr Usage) Max out all Dice Pools (102 Orthstirr-ish?)
-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Crafting: Making 3 Meat-Keeping Sticks (6 Total)
--[X] Conversion: Spend for 6 Research Dice (12 Total)

Still need to do a numbers pass on Orthstirr Usage and Property Management, but the general thrust of this plan here is to clean up our remaining low hanging fruit and then make a heavy push towards Fylgja 7, we probably won't get it, but we'll be well on our way towards it and can probably clinch it next turn. Researchwise, it focuses on figuring out our Alloys as well as further work on our Cultivation, and further progress on BOOK.

Abjorn gets his armor sorted out, as we have a minimum of Grand coming here assuming we get zero successes on the crafting roll, just from our Odr and Tools. Fylgja definitely levels up at least once (With a small but measurable chance of levelling up twice and unlocking the Evolution), and we can hopefully figure out what the budget on upgrading our Soulscape Fields will look like as well, while retaining enough Odr for the upcoming throwdown with the Wolf Monsters.

Anyway, going to work on figuring out the rest of the mathy stuff, but that's my submission here.
 
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As for a staff, I suggest we make one out of a tree planted in our soulscape, infused with odr.
Yup, exactly what i was hoping for, give Ash and Elm 1 plant tier worth of odr and look what happens, use their wood for twin staves. Ash for Sagaseekers new shaft (warrior tree to channel battle tricks) and Elm without a weapon topping (Seid tree for seid channeling).

So... what ideas do we have for research?
The seed was mentioned.
The blood quenching is also a big one.

hm.... thats all, i guess?
  • Projectile guiding trick research: try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer
    • maybe we can make independendly target seeking projectiles.
  • Projectile guiding trick research: Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target
    • maybe we can figure out how to steal enemy projectiles.
  • Do the tracking ritual with Hallas hair at midnight, try to bribe the spirit with 1 Odr to have a chat, learn what else moon spirits may do for us.
  • When breeding animals add Odr like we would when making kids. (to test what it does so we can use it next time we make kids without worrying about it doing something trap-y or otherwise dangerous/harmful to the youngone)
  • develop a clearwater based trick to keep someone else hydrated (and later teach it to Abjorn, critical preparation for our crafting skill infusion)
  • infuse Stokerstate with Odr?
  • Set up an altar in our Soulscape
  • Prepare a runestone in our Soulspace so that we can add a meaningful to us poem laters.
  • Start learning the teaching by poetry trick. The sooner we learn it, the sooner we can start making those poems (maybe via omake?)
  • Invent fresh keeping urns from clay. (would be gread for spoilable Seid ingredients)
  • See if we can specialize one of our pockets to take different Seid ingredients (ritual chamber/store room for Seid)
  • Try to build a house in our Soulscape.
  • Try to build a warehouse for stuff like Seid ingredients in our Soulscape.
  • Water our Ash and Elm trees in our Soulscape with Odr.
  • Water our normal plants in our Soulscape with Odr.
Just a few ideas from the top of my head.
Would like to get teaching by poetry and the runestone done. And probably the hydration trick to get crafting infusion higher, with how much we are crafting.

I want that heart shaped fruit, if only to see what it does. I'm up for joining the felag - seems like it'd be a good source of orthstirr. Will Abjorn join us, too?
And a source of wolf heart. And other wolf based ingredients.
 
Just decided to copy Deadman's Property plan from last turn verbatim to save some time and energy.

I think it's essentially good to go now?
 
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Okay, so, if people want to go hunting , we can go hunting, but we sort of need to visit Asvir. We also have a need to talk with Audrikr about, well, a lot of things and the turn we go to Asvir and hang out with the Headman's Felag makes the most sense, so here's my plan with that. If we don't go to Asvir, Abjorn's new armor is also really boring in terms of its bling, or doesn't get Realized, both of which seem bad.

Additionally, Training-wise, this is our chance to pick up Fang and put some dice into Glima as well without delaying our Attribute progress too much, so I think it behooves us to do that. Picking up wrestling stuff also makes a lot of sense after last turn and we won't regret it (this is something like 6-12 Combat Pool dice gained this turn):

[X] Plan Armored Bear
-[X] Go on a visit...
--[X] Asvir!
--[X] Shopping for bling, look into additional livestock (specifically, a horse), stock up on food, maybe see if we can talk to Gary Tuskpuncher about a trade idea
-[X] [Social] (Personal) Spend time with...
--[X] Audrikr Fishfighter
--[X] Play Taafl, discuss the nature of being a berserk and ask him a few questions about the whole thing. Is there a Style associated with berserks? How much Frenzy is typical for a berserk (this should be quantifiable in-universe due to number of Fasts needed)? Does he know how much shapecrafting most berserks have done?
-[X] (Crafting) Try to make something
--[X] Mail for Abjorn (+15 successes from Tools/Workshop)
--[X] Add runes "May this garment of the spear's downpour draw its strength from the hard walls of the ship of thought." - Hopefully allow it to share in the wearer's damage reduction
--[X] Using the shadow-bear's bone ash to enhance its capabilities (using one of its three uses)
--[X] Adding sufficient bling to be Realized, specifics for that to be determined based on our shopping trip. This will include the pelt of the shadow-bear, but not for magical effect or as one of its three uses (and thus that's probably not mechanically relevant, just cool).
--[X] Make sure Abjorn is present and involved in the process
--[X] Potentially quenching it in Abjorn's blood or hearthroot oil depending on whether either is helpful and what they seem to do
--[X] Switch Forgefire Slots to Dice before starting and back afterwards
--[X] Spending 13 Odr on the crafting, and burning Frami, Virthing, and Saemd (for +3 successes total) to enhance the crafting process
-[X] (Wolf-Monsters) Agree to join the Headsman's felag and go deal with the wolf-monsters (This Turn Only)
-[X] (Exploration) Go on a walk through...
--[X] The hills!
---[X] Look for evidence of any other Underhouses nearby, not as the only thing we're looking for but keeping an eye out.
---[X] (Optional) Send your fylgja in your place (Does not cost an action)

Training:

-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Ask about opening and closing the gates of others, when that's useful, how it works and so on
--[X] Learn seidr spell for resurrecting the bodily dead
--[X] Learn Identify Concept

-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Tenderize Roast 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Hamr Itself 2d6 (1d6)
--[X] Train Hugr itself 2d6 (1d6)
--[X] Train Fylgja itself 60d6 (30d6)
--[X] Train Glima 6d6
--[X] Train Fang 9d6
--[X] Train Clearwater Trick for conjuring pure water, usable for drinking, bathing, putting out fires, and so on 1d6
--[X] Train Clearwater Trick for cleaning things 1d6
--[X] Train a Gale Trick for a guiding wind, suitable for speeding up Sparkbomb or providing wind to a ship's sails 1d6
--[X] Train a Glima or Fang Trick for initiating and holding a grapple 1d6
--[X] Train a Glima Trick for escaping or gaining advantage in an ongoing grapple 1d6
--[X] Train the wrestling-based counter that Abjorn used on us while sparring or something similar 1d6

-[X] (Research)
--[X] Put up to 9 Odr into the Sealwood Tree in our soulscape and see what happens
--[X] Starting doing a test of your fields in the Farm, see if you can get an idea of how much Odr would be required to improve on them, since they're not magical like some of your other discoveries, you don't think they'll need as much, but there's a lot more of them too. (Budget up to 3 Odr for this, see if we can get an idea of how much we need for them) 1d6
--[X] Test out quenching a forged weapon in our blood and see if there's any special results - Can our children wield it, would Abjorn or our friends have trouble wielding it, etc. 1d6
--[X] Test out quenching equipment in the fire-resistant oil after forging, see if that would make the product give inherent fire resistance 1d6
--[X] Begin work on the house in our soulscape 1d6
---[X] Stoking Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance any involved rolls
---[X] Our Tools probably help with some stage of this (+9 successes)
--[X] Try planting one of the seeds from the Meteor in the real world, somewhere away from the rest of our crops 1d6
---[X] Check the seeds with Identify Concept and consult with Steinarr on what it might be and what should be done with it both before planting (and listen to Steinarr's advice), make sure to plant it somewhere isolated where it can't, like, infect or otherwise interact with other crops
--[X] Try and teach Sagaseeker how to stoke its Aspects 1d6
--[X] If one berry isn't enough, try three Hearthberries in your Brewery Pocket along with honey and water and see if that's enough to start some fermentation! 1d6
--[X] Continue trying to figure out how to use Recall's string-effects to guide and possibly speed the progress of other Tricks, with soem examples of what to try listed following 1d6
---[X] Have a volunteer throw stones and tricks at us, catch them with Standstill and then try to use the Orth thread to throw them at some target (using enemy projectiles against them)
---[X] Try to make the Orth thread extend from the projectile we are manipulating to some volunteer and attach it to the volunteer (automatic target tracking)
--[X] We've got an idea of what we need to write on, now start to experiment with the actual writing, try a few test projects to determine how to prepare the hides to better match what's in the sample book, and what would be a solid thing to do the writing with--you've got that weird stick you found, that's an example, but maybe something similar to it that you could actually produce in house? 1d6

-[X] (Drifa) Teach Drifa some of your tricks
--[X] Continue our basic combat curriculum 1d6
-[X] (Training) Solo Seidr Training
--[X] Quickest Stitch 1d6
--[X] Draw Poison 1d6
--[X] Sear Diseased Flesh 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Clearwater 1d6
--[X] Train Halting Vortex 1d6
--[X] Train Slipstream 1d6
--[X] Train Sword Guard 1d6
--[X] Train Atgeir Counter Stab 1d6
--[X] Train Atgeir Bodyguard 1d6
--[X] Train Forceful Lever 1d6
--[X] Train Dead Air 1d6

-[X] (Training) Tricks
--[X] Talk to Sten about how to make a Gambeson and Shield
--[X] Train Focus Guard 1d6
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6
--[X] Train Facial Schooling 1d6
--[X] Train Talent Tell 1d6
--[X] Train 'Gambeson' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Shield' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)

-[X] (Training) Martial Style
--[X] Train Stoker State 1d6 (+1 Success from Born of Fire)
--[X] Train Fire Poker 1d6 (+1 Success from Born of Fire)
--[X] Train Devouring Blaze 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Strike 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)

-[X] (Training) Hamr (75 successes to rank up)
--[X] Train Overland 1d6
-[X] (Training) Hugr (54 successes to rank up)
--[X] Train Barb-Tongue 1d6
--[X] Train Silver-Tongue 1d6

-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Crafting: Making 2 Meat-Keeping Sticks (4 Total)
--[X] Conversion: Spend for 7 Research Dice (14 Total)

-[X] (Incidentals)
--[X] Adding Taafl Board Capacity Gains to: Asgeirr, Eyvor
--[X] Receiving Metal from Dwarves: 6 oz Molten Iron

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 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] 2 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 3 Silver-Tongue, 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (61 total)
--[X] 1 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 46 Stored Tricks
--[X] 441 free for tricks
Capacity:
-[X] (Capacity Slots)
--[X] Unassign The Return of Stigr, Beaconlight, Sickness Sear, and Semi-Halting Vortex
--[X] Assign Draw Poison, Fireside Barrage, The Quickest Stitch, and Forceful Lever

Fylgja:
-[X] (Fylgja Capacity)
--[X] Add Semi-Halting Vortex and Sickness Sear to Fylgja

Hugareida:
-[X] (Assign Hugareida Levels)
--[X] Assign 3 Forgefire Levels to Damage
--[X] Assign 2 Emberwind Level to Damage
--[X] Assign 4 Standstill Levels to Instances
--[X] Assign 4 Ignition Levels to Damage
--[X] Assign 2 Campfire Levels to Instances
 
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Uh, Deadman? Audrikr's going to be part of the Felag that's being called, there's no need to double dip this turn. We'll have a chance to touch base with him there. I also feel like it might be premature to just insta-Realize Abjorn's armor, especially if it decides that it doesn't like him for some reason. Better to give him some time with a Wondrous hauberk to get accustomed before taking that final push.

It looks like basically all of the Valley's Expert levels are being called together in this, which is what makes me think this is something they've reason to believe is Drysalt fucking around. Glima and Fang stuff also seem to be something you've overfocused on when we don't need it right this second--I'd much rather introduce the possibility of getting to Fylgja 7 than chase after another Martial Style that doesn't fit too great into our build.
 
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[X] Plan: It's Wolf Season!

I dig this more tbh

It brings us 1 step closer to chugging the Earthblood
 
Uh, Deadman? Audrikr's going to be part of the Felag that's being called, there's no need to double dip this turn. We'll have a chance to touch base with him there. I also feel like it might be premature to just insta-Realize Abjorn's armor, especially if it decides that it doesn't like him for some reason. Better to give him some time with a Wondrous hauberk to get accustomed before taking that final push.

I doubt we have time for a full social action with him if we don't spend for one. Definitely not with long enough to ask him detailed questions on a bunch of berserk stuff. Like, he was with us for the assault on Horra's place, but we didn't have a lot of time to talk.

@Imperial Fister is that correct?

It looks like basically all of the Valley's Expert levels are being called together in this, which is what makes me think this is something they've reason to believe is Drysalt fucking around. Glima and Fang stuff also seem to be something you've overfocused on when we don't need it right this second--I'd much rather introduce the possibility of getting to Fylgja 7 than chase after another Martial Style that doesn't fit too great into our build.

We're actually really well set up to take advantage of more wrestling prowess, and a new Martial Style is always worth picking up if we have one available. Two levels of Fang are +6 combat dice for 3 successes, which is a silly good rate of return. But it's also a character beat...shouldn't we spend time with our husband learning what he fights like and how he beat us? Especially with the dice we got specifically from losing to him?

And you could do it to some extent without moving a single die from Fylgja. Pull 6d6 from Hugr and go for Fang with them and still have just as much Fylgja as you have now.

I dig this more tbh

It brings us 1 step closer to chugging the Earthblood

Mine actually also has the fermentation thing, I'm currently in the process of duplicating most of Alectai's Research section, which is better than some of my original ideas (with the exception of all the Hugareida checking, which we'll do but maybe not this turn).
 
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I just really want to push for Fylgja 7, okay? I don't think pushing more Glima and introducing a whole new branch of it will make a bigger difference than that.
 
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