Yeah, I think we go to Jurgdby.

I'm less clear on what action to take for the day, though, if we get one. Maybe set someone we trust on watching Halle for problems? So we don't have to do it every day?

Also, relatedly, are we bringing any of our existing trade goods? We have Bog Iron and Goods, so we could.
 
@Imperial Fister , question.

Would a Trick involving keeping a bunch of Vikings peaceable be under Management or Silver-Tongue?

Also, where would we find a Trick to signal that we're here with peaceable intentions at a distance?
 
So, Jurgdby first to stock up on trade goods, then we head to England? It's in the same direction anyway, so.

Also, yayifications for training Dice!
Shard has an alternative travel route, with shorter, safer legs and more opportunities to exchange trade a few waterwuff furs and silver for local specialities to sell in england.
Or we going to go

Norway -> North Sea -> England -> Wessex

or something more reasonable like

Norway -> Demark -> North Germany -> Netherlands -> (optional) North France -> England -> Wessex

Because if it's the former, uh, we might just land in Scotland or something.

Do maps even exist in this era?
Do we have whoever it is did the navigating for Folkmarr's Felag?

Yeah, I think we go to Jurgdby.

I'm less clear on what action to take for the day, though, if we get one. Maybe set someone we trust on watching Halle for problems? So we don't have to do it every day?

Also, relatedly, are we bringing any of our existing trade goods? We have Bog Iron and Goods, so we could.
Maybe have a chat with Halle first?
I would like to talk to him about the similar names, tell a bit about being named after grandpa Hallr Blackhand. See if he opens up and starts telling where his name comes from. Get some vibes.
@Imperial Fister , question.

Would a Trick involving keeping a bunch of Vikings peaceable be under Management or Silver-Tongue?

Also, where would we find a Trick to signal that we're here with peaceable intentions at a distance?
Oooh, Leadership!
The wolf kenning guy that is noted for being extra good at teamwork could help us learn a trick about that.

And we should get a bargaining trick.
Also, we may want to invest a few trainingdice to teach basics of sailing to the newbies.
a) It fits well with being Halla Drengmaker
b) It presumably makes them more usefull
 
And we should get a bargaining trick.

Definitely on the agenda, yeah.

Also, we may want to invest a few trainingdice to teach basics of sailing to the newbies.
a) It fits well with being Halla Drengmaker
b) It presumably makes them more usefull

Eh...I'm not sure we're the person for that. Our sailing is pretty basic. We have an average skill and no Tricks. We have teaching, so we aren't the worst choice, but we're not the best either. I think leaving it to others is probably better.
 
Eh...I'm not sure we're the person for that. Our sailing is pretty basic. We have an average skill and no Tricks. We have teaching, so we aren't the worst choice, but we're not the best either. I think leaving it to others is probably better.
Make a start to get people sharing wisdom?
Not saying to invest 17 dice a day, just some.

Also,
Vague:
Sailwind: A Gale trick that pushes things forward, though can struggle with heavier things (Rough: 1/3)
Sounds like something to finish off (and share with other wind user) for better sailing.
 
As you take Wavedancer out of the shallow harbor Asvir is situated upon, you're left with a choice.

Where to first and what shall you do on the way?
Destination (Pick 1)
[ ] Jurgdby (Same Day, West)
[ ] England (7 Days, West)
[ ] Denmark (1 Day, South)
[ ] Lotharingia (3 Days, South)
Personal (Pick 1 for each Day spent traveling, to a minimum of 1)
[ ] Talk to a Crewmember
-[ ] Write in who and about what
[ ] Pay Close Attention to a Crewmember
-[ ] Write in
[ ] Talk to the Seeress
-[ ] Write in one thing
[ ] Craft or Repair
-[ ] Write in
Training (You get 17 Training Dice per day spent travelling)
[ ] Training
-[ ] Write in

(-141 and 1/4th silver ounces)
(+113 Water-Wolf Pelts)
0~0~0

AN: And off you go!

25-minute moratorium.
Will we be able to do a personal action if we vote Jurgdby?

Yeah, @Imperial Fister, could we make the Jurgdby option take 1 day and get the Personal Action/Training Dice out of it if we justify it by the idea that Halla wants to take a day getting to know her crew, practicing rowing, and generally "working up" the ship?

I'd be happy to spend the majority of the training dice on nautically-themed stuff to help further justify this, that sounds fair to me.
 
Oh, and we have the thunder spear guy with us.
We could work with him to develop our thunderball idea as electricity weapon trick. (without hugareida)
(Trick that can be either fired as projectile or be delivered via a strike with a weapon, probably very fast, mainly done for a stunning effect)
 
Geirstadt, the next-door neighbor to the east of Agder, is well-known for their abundance of whetstones thanks to the quarry at Eidsborg. Trondelag—recently conquered by Vestfold—also has an abundance of whetstones thanks to their own quarry. However, those might be a little out of the way for you.

Fortunately, every King or Jarl with a brain is going to secure a source if one is available. The Jarl of Jurgdby controls a quarry of high-quality whetstones, which is a major source of his political power.

Tar can be gotten from the local tar-maker and soapstone is also quarried, which you can acquire from Jurgdby as well

Alternately, perhaps we sail to Geirstadt for whetsones, and then head to Jurgby for soapstones and tar?

This means we don't have to go through the Jarl of Jurgby to get whetsones, which is a good thing IMO because he's a prick.

@Imperial Fister, how long would this take, and could we compress it as one action/update?
 
Alternately, perhaps we sail to Geirstadt for whetsones, and then head to Jurgby for soapstones and tar?

This means we don't have to go through the Jarl of Jurgby to get whetsones, which is a good thing IMO because he's a prick.
Or we buy them in Geirstadt and Eric buys them in Jurgby.
I doubt we can buy as many as the english would buy from us at a good price in any single location.
 
Will we be able to do a personal action if we vote Jurgdby?
You will, yes
Yeah, @Imperial Fister, could we make the Jurgdby option take 1 day and get the Personal Action/Training Dice out of it if we justify it by the idea that Halla wants to take a day getting to know her crew, practicing rowing, and generally "working up" the ship?

I'd be happy to spend the majority of the training dice on nautically-themed stuff to help further justify this, that sounds fair to me.
And that works for me
Would a Trick involving keeping a bunch of Vikings peaceable be under Management or Silver-Tongue?

Also, where would we find a Trick to signal that we're here with peaceable intentions at a distance?
Neither of these are all that 'Trick' like. For the first, it would be a bunch of tricks all working together to sooth feathers. There's no 'one size fits all' trick.

As for the second, you could do things like remove the dragon-prow, which would lower how threatening you appear
@Imperial Fister, how long would this take, and could we compress it as one action/update?
It would take you about 2 days to get to Geirstadt. Traveling is always 1 update, but we can skip over the 'finding people' side of things if you'd like.

0~0~0

Voting is now open, by the way
 
Hmm, what about a general mediation Trick then to help smooth things over in general?
 
And that works for me

Sweet.

Neither of these are all that 'Trick' like. For the first, it would be a bunch of tricks all working together to sooth feathers. There's no 'one size fits all' trick.

As for the second, you could do things like remove the dragon-prow, which would lower how threatening you appear

We could still do a Silver Tongue Trick to come off peaceful to people we're actually talking to, though, right? And would the Dragon-Head thing be an action?

EDIT:

Oh! And could we learn a Sailing Trick for better navigation? Like, that seems almost certain to exist but whether we have the people and resources to learn it here is another matter.
 
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It would take you about 2 days to get to Geirstadt. Traveling is always 1 update, but we can skip over the 'finding people' side of things if you'd like.

Oh no, I like the "finding people" bits, I meant more we have one update including both legs and ending with us in Jurgdby, since I imagine that's where more plot-relevant stuff might happen. But honestly if it's a two day trip, we could just do it separately.

Although really I guess that's a four day trip, because we'd be coming back...

...How do people feel about this? On the one hand, it's four days, but it means we get to know our crew better, practice sailing a bit with them, and buy some cheap whetstones. Sixty eight training dice are nothing to sniff at either!

@DeadmanwalkingXI, are you cool with going to Geirstadt first? I kind of feel like a "shakedown cruise" might be a good idea before we end up in the North Sea.
 
@DeadmanwalkingXI, are you cool with going to Geirstadt first? I kind of feel like a "shakedown cruise" might be a good idea before we end up in the North Sea.

Time is a factor. We don't have all the time in the world here...but the additional prep time before England would be good. We can make it, effectively three extra days instead if we go to Geirstadt and then back to Jurgdby, both taking two days (since we were talking taking a day to Jurgdy anyway). Yeah, that's probably worth it all things considered.
 
Time is a factor. We don't have all the time in the world here...but the additional prep time before England would be good. We can make it, effectively three extra days instead if we go to Geirstadt and then back to Jurgdby, both taking two days (since we were talking taking a day to Jurgdy anyway). Yeah, that's probably worth it all things considered.

If we spend a week either way travelling England, that's a fortnight, plus this trip would set us back fourteen days, we're at eighteen days... that still would give us time for the best part of two weeks of shenanigans in England, and we'd still have half the turn left at that point. Not that I think we'll actually need to spend two weeks in England unless something goes wrong, or King Alfred personally challenges us to bring him some lost Arthurian relic in exchange for selling us enough grain to fill the ship or something. But more about what kind of "contingency fund" we have available in time.

So yeah... it seems doable, I think?
 
If we spend a week either way travelling England, that's a fortnight, plus this trip would set us back fourteen days, we're at eighteen days... that still would give us time for the best part of two weeks of shenanigans in England, and we'd still have half the turn left at that point. Not that I think we'll actually need to spend two weeks in England unless something goes wrong, or King Alfred personally challenges us to bring him some lost Arthurian relic in exchange for selling us enough grain to fill the ship or something. But more about what kind of "contingency fund" we have available in time.

So yeah... it seems doable, I think?

Yeah, I'm down. Water Wolf pelts might actually sell better there, honestly, which would let us pick up more things that the Christians might actually like? I dunno. The destination works either way. Heck, maybe they even have spare food (though I'm not holding my breath).

I doubt Wavedancer would be psyched if we pop their head off

It's a standard thing done often, with them made to be detachable...the analogy for a person is more 'taking off your helmet' than 'removing your head'
 
The moratorium should be over, so:

[X] Plan Geirstadt and Heading Off Problems
-[X] Geirstadt (Two Days, East)
--[X] Taking a full day for a shakedown cruise, getting to know people, all that sort of thing.
--[X] Remove Dragon-Prow to signal peaceable intent, assuming that doesn't take an action.
-[X] Talk to a Crewmember
--[X] Halle the Hairless, just trying to get a read on him and his situation, plus the reactions of others to said situation
--[X] Use Goal-Tell to help with this
-[X] Craft or Repair
--[X] Complete the Rune Phrase on Wavedancer
--[X] Specifically add "Through Wind and Waves"
--[X] Stoke all three Aspects on this Task (+3 Successes) and use our Tools (+9 Successes)

Training:

-[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 Sailwind 4d6
--[X] Train Sailing Trick for better navigation 6d6
--[X] Train Hugr itself 2d6 (1d6)
--[X] Train a rolled Trick for our Fylgja to Dodge with, we want something as generally applicable as we can arrange 1d6
--[X] Train Silver-Tongue trick for bargaining 5d6
--[X] Train Silver-Tongue trick for presenting ourselves as peaceful or soothing high emotions in others, ideally both 1d6

-[X] (Training) Solo Seidr Training
--[X] Bone Settlement 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Scouring Cleanse 1d6

-[X] (Training) Martial Style
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
--[X] Train Weapon-Grapple Reversal 1d6
--[X] Train Double-Leg Takedown 1d6
--[X] Train Glima 1d6
--[X] Train Fang 1d6

-[X] (Training) Hamr (73 successes to rank up)
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6

-[X] (Training) Hugr (53 successes to rank up)
--[X] Train Silver-Tongue 1d6
--[X] Train Facial Schooling 1d6
--[X] Train Talent Tell 1d6

-[X] (Incidentals)
--[X] Put Wondrous Toolset, our Taafl Board, and our Weighted Harness into Pockets.
--[X] Bring our Fine Bog Iron Toolset and 65 oz. of Bog Iron in the hold as trade goods

Capacity:
-[X] (Capacity Slots)
--[X] Assign Unending Time In The Sun
--[X] Unassign Stabilizing Palm

Fylgja:
-[X] (Fylgja Capacity)
--[X] Assign Chuck, Fireside Barrage, Sidestep, Stabilizing Palm, and Dead Air
--[X] Unassign Fine Bog Iron Toolset

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, 4 Silver-Tongue, 5 Sailing, 3 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (62 total)
--[X] 2 Orthstirr to Fylgja
--[X] 1 First Impression
--[X] 46 Stored Tricks
--[X] 461 free for tricks

I'm down with alternate rune-phrases, I just think we should complete it. And we'd remove the Dragon-Prow instead of completing the Rune if it takes an action to do. We'd then do the Rune the next turn.

EDIT:
Actually, hmmm. @Imperial Fister can we bring our Taafl Board or Weighted Fylgja Harness with us? Just out of curiosity. That might change the above plan very slightly.
EDIT2:
In response to that being okay, I've removed training Atgeir Tricks for training Hugr (and a bit more Sailwind training). After considering, also added more dice to the bargaining Trick as there's an immediate use there.
 
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@Imperial Fister, is it alright to compress the outward and return journeys to Geirstadt into one plan, under the assumption that there's not a log happening other than getting to know our crew and haggling for whetstones? Or would you prefer that they were kept separate?

There's actual shopping in Geirstadt, plus whatever else we do there. Then again in Jurgdy (which is the next step after Geirstadt), which warrants them being separate plans...they are separate destinations. They seem quite different to me narratively. This would also actually be a significant mechanical disadvantage, as it means we can't change plans midstream (ie: talk to Halle again on the way back based on this talk, or talk to someone else specific based on what they did in Geirstadt), and more turns of dice are somewhat better than more dice on one turn.

So I'm against this for logical, narrative, and mechanical reasons.
 
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Yeah, I think Fylgja now works kind of like a Martial Style? Where it has X number of spots for Tricks specific to it that don't use up its Capacity?

So specifying "A Trick for our Fylgja to avoid harm" should be enough. Maybe another Trick to help us with Navigation? Having a giant bird with notoriously good eyesight fly up and survey the area seems like it'll be great whether we're on sea or land.
 
Yeah, I think Fylgja now works kind of like a Martial Style? Where it has X number of spots for Tricks specific to it that don't use up its Capacity?

So specifying "A Trick for our Fylgja to avoid harm" should be enough. Maybe another Trick to help us with Navigation? Having a giant bird with notoriously good eyesight fly up and survey the area seems like it'll be great whether we're on sea or land.

I'm not clear on the exact rules, I'm hopeful the above wording communicates the intent that we want a Fylgja Trick for dodging. I can fiddle with it somewhat, but I think it's okay?
 
-[X] Craft or Repair
--[X] Complete the Rune Phrase on Wavedancer
--[X] Specifically add 'Through Wind And Wave'
--[X] Stoke all three Aspects on this Task (+3 Successes) and use our Tools (+9 Successes)
How about "to our destination, speeding along the whaleroads"?
i.e.
Net-Holder, See Us Safely to our destination, speeding along the whaleroads.
or just
Net-Holder, See Us Safely to our destination.
For discusisons sake: The incomplete runes
Net-Holder, See Us Safely-' The rest of the rune phrase was never completed, likely one of if not the last act of the now deceased helmsman. The helmsman probably colored it with his blood, like as not, when he realized he wasn't going to be able to finish carving.
 
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