I dont think we should support Gabriel in killing our father, the father who loves us, who taught us and helped us so much, who comes to his daighter's defense at the drop of a hat and who supported Halla in her ambitions of becoming a warrior instead of shutting it down because she is a woman. We know he could have been worse, Vidar is an example.
2: At the end of the year (and thus hopefully the famine) two minor changes will be made to the Farming Mechanics:
-Firstly, the cap on tools changes from one of each per farm to one of each per 9 people, rounded down but with a minimum of 1 (so that splitting up the farm doesn't suddenly make it more efficient for no reason). So at 18 people on a farm an extra set of Tools becomes usable. Then again at 27 and so on.
-Secondly, Food per turn will be simplified slightly. Livestock will no longer cost Food in Winter (all costs are rolled into them not actually giving much Food), but Horses will cost 1 Food each every turn. This is a slight net gain in Food, but much more importantly, it means the system gives out identical amounts of Goods, Food, and Silver every turn, simplifying things significantly.
Relatedly, our oldest kids will start helping around the farm at that time as well (when they turn 4 years old), providing a few extra Work Dice.
That's it. None of this is a huge sea change in anything, but they seemed worth informing people of.
We could start expanding our farm. Maybe see if we can reclaim the lands of Stigr family and Aki family, hire more farmhands or improve our buildings.
Afterall Halla already has a Muna related to leaving a legacy to her children, building a better farm for them to inherit when she dies would be a step foward for her character development.
Maybe we could learn how to make Straw Puppets to have more farmhands? We're already familiar with calling spirits and giving them a task, after all.
*checks front page*"Halla Skyfire, leader of this expedition, and I'm honored to be here," you take the proffered arm and shake it firmly. As you do that, though, the Earl's eyes travel across your form and lingers on your breasts and hips as confusion sparks in his squinting, brows-furrowing eyes.
Improving farm size also increases the Work Dice needed to get the most out of it. Which isn't bad, exactly, but it's worth noting...our current farm is also about twice the size of an 'average' farm with around the average number of people. It's why we have a surplus.
If some of our huscarls got married (which, setting-wise, it really seems like they should) and added their wives to the farm we'd definitely start being able to utilize that land better, though. Or if we recruited more people one way or another. We can hope to recruit another huscarl or two on the trip (though we shouldn't count on it) and we could see about hiring another farm hand while in town if we did buy more land, and maybe should.
Maybe we could find someone a bit older with grown daughters they'd be bringing with them? Or someone with an unmarried sister they'd bring along? See if we can convince our huscarls to settle down that way? That might be problematic with Tryggr around though, I must admit.
The Straw Puppet appears to be working on being a person...I'm reluctant to create more until we see how that goes.
*checks front page*
*Beautiful trait is still there*
...Makes me wonder what sort of gorgeous Vikings he has met if he is confusing Halla for a man
I didn't know that, how big its actualy the average farm for Norsemen?
Becasue after Runby and Stigby were abbandoned in the last year, the number of farms in the Valley is gone down. And half of the remaining farms are our kin.
I was thinking of hiring another farmhand, maybe some of the people in our crew are interested in a more stable job. That beardless fellow (i don't remember his name) could be interested in a place were we would't allow others to bully him.
Stigmar and Trausti are more likely to settle down and marry, they seem the ones who desire a more peaceful life (for Norse standards).
I mean, summoning Spirits to work on our farm would be like hiring farmhands. Just a bit more exotic.
We don't need to create a person, just make a contract with a Spirit.
I kind of like the idea of bribing the Norse equivalent of leprechauns to help us with odd jobs around our farm.
Well, there've also been a fair number of immigrants during that time...the population of the valley as a whole has actually gone up.
Halle? If he was interested, sure. And yeah, hiring someone from the crew is valid, though I'd also like to acquire at least one huscarl on this expedition if we can manage it.
Yeah, agreed entirely. I'm worried about bringing young women to the farm, a little, because Tryggr is a womanizer and that could cause some drama. But I also don't want all our friends to remain single forever, y'know? Tryggr may take a while to settle down...ditto Stigr, really, but Trausti and Stigmar should be looking for wives in the very near future based on cultural norms. And are both impressive enough that they shouldn't have huge problems doing so.
That's a little risky if we intend to attract a nisse (which we do), as they might or might not get along. There's also the economic side of things...I'd like people to work for us, increasing our connections with the community. People are also a lot more likely to back us in a fight than spirits are.
I didn't think the immigrants were many, i trought they were just a few staying in Asvir.
I absolutely want new huscarls too, i even talked abaout who i favored in the crew a few pages back. I just thinked that hiring farmhands its probably easier than finding huscarls.
Yhea, Tryggr and Stigr don't seem the types who want to be tied down by a family. Probably like Blackhand when he was young.
Stigmar seem to have some self esteem issues, or at least he might feel overshadowed by the other warriors araound him. This insecurity probably dosen't help him thinking positively abaout his future prospects.
Trausti should find a wife easly, he is a strong warrior and probably the most mature and responsable person among our friends.
I agree that farmhands would be better to have than spirits, i just pointed out that using spirits its a possibility if we wanted.
Maybe don't have them work directly, but bribe them to bless our lands and make them more fertile.
And it may be us loading checkhovs gun.Lowkey our solution to Gabriel is 'okay, I can defer this indefinitely by beating up Gabriel whenever he comes over. I can do this. This is something I can achieve.'
This can't possibly be good for Gabriel's self-esteem issues.
Lowkey our solution to Gabriel is 'okay, I can defer this indefinitely by beating up Gabriel whenever he comes over. I can do this. This is something I can achieve.'
This can't possibly be good for Gabriel's self-esteem issues.
I feel like that's not really our problem and something we can reasonably manage when he has set himself to killing our father.
I mean, again, this is sort of what attracting a nisse is for? I'm potentially down for doing more, depending, but the nisse alone ought to do it, I think.
Lowkey our solution to Gabriel is 'okay, I can defer this indefinitely by beating up Gabriel whenever he comes over. I can do this. This is something I can achieve.'
he was looking at us from a distance, in a tense situation, while we wear armor. it makes sense it took him a moment, especially when he expected a man.*checks front page*
*Beautiful trait is still there*
...Makes me wonder what sort of gorgeous Vikings he has met if he is confusing Halla for a man
[X] Plan From the Heart
I was intending the layout I sent you to be the replacing for the 'high, low' seidr thing, but that can wait for NQ21. Seidr has been slightly adjusted organizationally on the Character Sheet into High, Low, and Quick Seidr. High and Low are both spells that take a while (with the main distinction between the two being High Seidr's use of spirits), Quick Seidr spells are the ones that take Capacity, as they might need to be pulled out in combat time scales (technically they're usually just Low Seidr in-universe, but they're mechanically distinct). Further minor adjustments to this structure may be forthcoming.
I was intending the layout I sent you to be the replacing for the 'high, low' seidr thing, but that can wait for NQ2
Yeah, that's what I was intending Stitch Seidr to beI wasn't sure (hence noting that might get more changes)...we could do that for High/Low, but things that are fast enough to be used in combat and thus take up Capacity would still need their own category mechanically, I think.
hmm. interesting theme of weaving and related stuff. quick spells are stitching something quickly, longer term spells are weaving creating a whole cloth, and spirit stuff is bind, which can also be seen as weaving ropes and ties and that sort of thing.Fair. I can do that. One minute.
EDIT: And categories renamed (to Bind which is basically High Seidr stuff...binding spirits and contracts and so on, Weave which is basically non-combat Low Seidr, and Stitch which is the Quick stuff)...I'm still not sure if some spells are placed properly, but we can do that via PMs.