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.
Sure!
@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?
If the thread was cool with it and aware that you'll not get to bargain, then sure.
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?
It'll work fine, but you may want to be more specific in your desires as, otherwise, you'll end up with the first thing that comes to mind that fits your parameters.
 
How about "to our destination, speeding along the whaleroads"?

We've been repeatedly told recently that simpler is better so I'm dubious of longer phrases at the moment. And this sounds like it'd speed journeys more than really provide safety? The phrase I picked is as safety focused as I could arrange and I think that focus is good? I could be wrong.


Sweet. I'll fiddle slightly then.

If the thread was cool with it and aware that you'll not get to bargain, then sure.

I'm definitely not cool with it either way, but especially not if we don't get to bargain.

It'll work fine, but you may want to be more specific in your desires as, otherwise, you'll end up with the first thing that comes to mind that fits your parameters.

I'll clarify, I suppose.
 
We've been repeatedly told recently that simpler is better so I'm dubious of longer phrases at the moment. And this sounds like it'd speed journeys more than really provide safety? The phrase I picked is as safety focused as I could arrange and I think that focus is good? I could be wrong.
Then just "to our destination".
Implies safety, and implies navigation.
 
Edited slightly to account for Training Items being along.

Then just "to our destination".
Implies safety, and implies navigation.

Hmmm. That does mostly work. Maybe 'intended destination'...or is that getting too fancy? Hmmm. I'll probably go with one of those...a bonus to navigating would not go amiss.

EDIT: And changed to that version.
 
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"Net-Holder, See Us Safely to our intended destination" sounds good.
And If that is too fancy:
What could we carve besides "Halla was here"

Fair enough. I did already add that version.

Do we need Orthstirr in Weaponcraft and Armorcraft for something specific?

It's used for repairs, but probably not. On the other hand, the amount of investment is so tiny compared to our pool that it's worth investing just in case they come up. With Stoking we effectively have a pool of over 1200, not counting Calm Charges. Our investment in those two skills is less than 1% of that. It's worth it to hedge our bets.
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On another topic entirely, our merry band consists of the following force allocations, just so we keep those in mind:

By the Valley Power Rankings, in our group, we have 1 person at Top, 5 at Lower Top (including us, Abjorn, and Gabriel), 14 at Upper Middle, 9 at Middle, 5 at Lower Middle, and 4 at Upper Bottom. That's not bad at all. Very impressive level of martial prowess for a trading expedition.
 
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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.
If the thread was cool with it and aware that you'll not get to bargain, then sure.

Fair enough!




So here's my plan.

[X] Plan Off To Sea We Go!

-[X] Destination
--[X] Geirstadt (2 Days East)
-[X] Personal
--[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)
--[X] Talk to Crewmembers
---[X] Halle the Hairless, be friendly, politely try and get a better handle on whatever their deal is.
-[X] Training (34 Training Dice)
--[X] Train Fang. (3 Dice)
--[X] Train Glima. (6 Dice)
--[X] Train Double-Leg Takedown. (1 Dice)
--[X] Train Weapon-Grapple-Reversal. (1 Dice)
--[X] Train Hugr by playing Tafl with the crew. (4 =Tafl Board=> 8 Dice)
--[X] Train Sailwind. (4 Dice)
--[X] Develop and train a new Sailing Trick for navigation. (6 Dice)
--[X] Train Silver-Tongue. (1 Dice)
--[X] Train a Silver-Tongue trick for haggling. (6 Dice)
--[X] Train a Silver-Tongue trick for calming raised tempers and deescalating tense situations. (1 Dice)
--[X] Train Scour-Cleanse. (1 Dice)

For the Training here, I've tried to focus on what I think makes logical and narrative sense for training during our shakedown cruise on a ship.

Training our Stoker State and Ignition Hugareida, for example, feels kind of odd to me on an extremely flammable ship, although I could be talked around if someone has a cool idea. Training wrestling however makes sense, as you can easily do that on the deck of a ship, and it's a good way for the crew to socialise and get to know eachother. This also means we should get six extra combat dice by levelling both of these up, which is nice! Similarly, I wanted to put lots of Tafl in there, because my hope is we can have raised our Hugr by the time this trading expedition is done, but also it's a great method of socialising.

In general, I've tried to invest more dice in things that are really beneficial to us, and less dice going towards incrementally ranking up a million things at once, which is something I've always found kinda grating in previous plans. (Sorry Deadman, love you lots.) If we keep training this way throughout the expedition, I think we could aim to hit Hugr 8, Glima and Fang 5, with lots of dice left over for Flygia training and other combat training in subsequent turns.
 
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Training our Stoker State and Ignition Hugareida, for example, feels kind of odd to me on an extremely flammable ship, although I could be talked around if someone has a cool idea.

For the record, flying around and hunting seagulls (or something similar, if that'd be bad luck) leapt immediately to mind for the Ignition stuff. In terms of training.

If we keep training this way throughout the expedition, I think we could aim to hit Hugr 8, Glima and Fang 5, with lots of dice left over for Flygia training and other combat training in subsequent turns.

We can probably do that on the trip to England alone while continuing to up other things incrementally as well. 85 dice is, uh, a lot.

Additionally, you should at least put 1d into Silver-Tongue as it's 1 success from ranking up. Ditto Scouring Cleanse. Both of those are definitely gonna be useful on this trip. Backstep is also only 2 successes away, and Stoker Guard only 1d away. Like, at least pick up the low hanging fruit.

Neglecting the Glima Tricks, which are only 2 successes away from Rough is also weird if going with the wrestling thing.
 
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I think 'through wind and wave' is a better rune-phrase than 'to our intended destination', in that it sounds better and is possibly more applicable.

===

I don't think we should remove the Dragom Prow, that seems terribly insulting to our ship?
 
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We can probably do that on the trip to England alone while continuing to up other things as well. 85 dice is, uh, a lot.

Additionally, you should at least put 1d into Silver-Tongue as it's 1 success from ranking up. Ditto Scouring Cleanse. Both of those are definitely gonna be useful on this trip. Backstep is also only 2 successes away, and Stoker Guard only 1d away. Like, at least pick up the low hanging fruit.

Neglecting the Glima Tricks, which are only 2 successes away from Rough is also weird if going with the wrestling thing.

Yeah, I hope we can! Broadly this is just the way I'd like to set out investments of training dice; I think we should put more training dice into our "meat and potatoes" kinda stuff and less on the desert trolley of skills and tricks. But I'm not trying to harangue you or anything here, and do realise we've had this conversation before. 😅

Is there any especial hurry to upgrade Backstep or Stoker Guard now? There'll be there when we get home; Backstep is perfectly functional as is and Stoker Guard is something we've never used. Backstep also takes a lot of distance, so it feels odd to train on a ship, and Stoker Guard uses fire on our wooden ship, so... I guess we could, but I don't see why now. Similarly, for the Glima Tricks, good point, but we can probably get them on the trip back to Jurgdby?

Fair point on Silver-Tongue and Scouring Cleanse, though! Editing in now.
 
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I think 'through wind and wave' is a better rune-phrase than 'to our intended destination', in that it sounds better and is possibly more applicable.

I could easily be convinced to swap it back.

I don't think we should remove the Dragom Prow, that seems terribly insulting to our ship?

It isn't. They're designed to be removable specifically so you can remove them for trading missions. It's like putting the top down in a convertible...an intended thing that is not damaging or disrespectful.

Yeah, I hope we can! Broadly this is just the way I'd like to set out investments of training dice; I think we should put more training dice into our "meat and potatoes" kinda stuff and less on the desert trolley of skills and tricks. But I'm not trying to harangue you or anything here, and do realise we've had this conversation before. 😅

I mean, I personally prefer for most of our dice to be on big ticket items as well...we just keep discovering Tricks and similar things that we actually need. Which makes it hard. But if we use the opportunity of this trip to finish some stuff off, we'll have a lot more ability to do that when we're back home, and get the benefits of the things we raise now as well.

Is there any especial hurry to upgrade Backstep or Stoker Guard now? There'll be there when we get home; Backstep is perfectly functional as is and Stoker Guard is something we've never used.

We've never used Stoker Guard because we didn't have it to use, or not cheaply enough to be useful. If we don't buy new things because 'we've never used them' we, uh, have a problem. And we do it now because they provide a direct improvement to our combat options, bigger than the extra combat pool dice from raising our Styles past 4, and for a lot cheaper, and combat can always happen, and is indeed likely to happen at Wessex.

Backstep also takes a lot of distance, so it feels odd to train on a ship, and Stoker Guard uses fire on our wooden ship, so... I guess we could, but I don't see why now.

We can fly. This does not seem like a meaningful obstacle. We can train them while flying around scouting really easily. Ditto the Ignition Tricks, as I note above.

Similarly, for the Glima Tricks, good point, but we can probably get them on the trip back to Jurgdby?

I mean, if you get them 1d now and 1d on the way back, that's 2d and they're raised. If you try and do them all on one leg it's likely at least 3d and might not work.
 
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We've never used Stoker Guard because we didn't have it to use, or not cheaply enough to be useful. If we don't buy new things because 'we've never used them' we, uh, have a problem. And we do it now because they provide a direct improvement to our combat options, bigger than the extra combat pool dice from raising our Styles past 4, and for a lot cheaper, and combat can always happen, and is indeed likely to happen at Wessex.

This feels a bit hyperbolic?

I'm not saying that we should never buy new things because we've never used them, my plan does have researching three new Skill-Tricks after all. Nor am I saying we should never put dice into Backstep or Stoker Guard again. Just in general, it's not like they're desperately urgent. If we want to throw dice at them later on in the journey, we can.

I mean, if you get them 1d now and 1d on the way back, that's 2d and they're raised. If you try and do them all on one leg it's likely at least 3d and might not work.

Hmmm, fair point, editing.
 
This feels a bit hyperbolic?

I'm not saying that we should never buy new things because we've never used them, my plan does have researching three new Skill-Tricks after all. Nor am I saying we should never put dice into Backstep or Stoker Guard again. Just in general, it's not like they're desperately urgent. If we want to throw dice at them later on in the journey, we can.

The 'never buy new things' was specifically in response to 'we've never used it' as a reason not to get it. We've never used it because we didn't have it, and then it was too expensive. If you put one die in, then those stop being true. It's like saying we never drive anywhere as a reason to not buy a car...of course you never drive anywhere, you don't have a car.

And I see no reason to put useful stuff off until later? That's a good way to not ever get it done. Your plan did inspire me to swap out some dice for more on the Bargaining Trick, since that's immediately useful, though. Thanks for that.
 
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Could we work on the Standstill Momentum cancellation trick?

Should we cultivate on the boat?
 
I wonder if there are any True Cultivators whose soulscape is a boat rather than a farm?
Possibly warband members who've never farmed in their lives but spend a lot of time guiding their boat.
 
The 'never buy new things' was specifically in response to 'we've never used it' as a reason not to get it. We've never used it because we didn't have it, and then it was too expensive. If you put one die in, then those stop being true. It's like saying we never drive anywhere as a reason to not buy a car...of course you never drive anywhere, you don't have a car.

And I see no reason to put useful stuff off until later? That's a good way to not ever get it done. Your plan did inspire me to swap out some dice for more on the Bargaining Trick, since that's immediately useful, though. Thanks for that.

I mean, I don't disagree with you, but I also feel this is beating a dead horse a bit, it was kind of a throwaway. What I mean is that neither are really at the core of our combat prowess; they're occasionally and situationally useful.

It's definitely true that if we keep putting stuff off we'll never get it, but that argument cuts both ways. We've spend a lot of time putting the majority of our dice goes into Skills and Tricks of tertiary usefulness, rather than our stats, which we know gate really powerful things if we level them past breakpoints, or our Styles, which add directly to our combat pool and are always useful. To get Backstep and Stoker Guard ranked up in this plan for example, we'd have to cut something or have it not rank up this turn. Everything in the plan right now is more directly valuable to Halla right now than Backstep costing slightly less or Stoker Guard providing defensive redundancy, in my view.

I'm not saying there's no place for versatility, but right now we have mountains and mountains of training dice spent on redundancies or things we rarely use, and not enough in our core competencies, and I'd like to swap that around. This is something I know we've discussed before, so I don't imagine it's a huge surprise.
 
I'm not saying there's no place for versatility, but right now we have mountains and mountains of training dice spent on redundancies or things we rarely use, and not enough in our core competencies, and I'd like to swap that around. This is something I know we've discussed before, so I don't imagine it's a huge surprise.

Fundamentally, I would also like to switch that ratio, I just think we need to finish off the things we're currently working on first. There aren't all that many of them in the grand scheme of things. A few turns/days of continuing that and it's pared way down. And we're gonna need to spend those turns/days some time, so I see no reason to put it off.
 
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