Logistical Notes For Everyone:

After discussion with IF the following things seem worth mentioning as logistical changes:

1. 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.
EDIT: Category names changed to Bind (for binding agreements with spirits), Weave (for weaving long-term spells), and Stitch (for combat timescale spells you quickly stitch together). Some spells moved from one category to another.

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.
 
Last edited:
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.
 
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.

We're really not supporting him. The currently winning vote is just telling him we care about both our father and him and getting him to agree to fight and actually beat us before he even tries for Steinarr. The hope is that we can thus prevent him from ever even trying by continuing to win our fights with him until Steinarr dies of old age.
 
Last edited:
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.
 
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.

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. Particularly if we're gonna lose Gabriel (which isn't certain, but is worth keeping in mind) we'd need to cut down on our research a bit to make proper use of yet more land...unless we get more people, of course. Now, in a planning for the future sense, adding another 120 acres would be a reasonable thing to do if we come back with a significant profit, but full utilization would likely not occur immediately unless we can add some personnel.

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.

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.

The Straw Puppet appears to be working on being a person...I'm reluctant to create more until we see how that goes.
 
Last edited:
"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.
*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 :V

[X] Plan From the Heart
 
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.

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.

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.

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.

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.

Stigmar and Trausti are more likely to settle down and marry, they seem the ones who desire a more peaceful life (for Norse standards).

The Straw Puppet appears to be working on being a person...I'm reluctant to create more until we see how that goes.

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.
 
*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 :V

The armor probably does a fair bit to conceal her figure...but gender roles can also tend to blind people to even the obvious.

I didn't know that, how big its actualy the average farm for Norsemen?

A bit of research indicates that the 120 acre 'starting size' we got as a dowry is about typical.

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.

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.

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.

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.

Stigmar and Trausti are more likely to settle down and marry, they seem the ones who desire a more peaceful life (for Norse standards).

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.

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.

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/interpersonal 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 kind of like the idea of bribing the Norse equivalent of leprechauns to help us with odd jobs around our farm.

I mean, that's just attracting a nisse...which we already planned to do at year's end. That's actually why we bought a horse in the first place.
 
Last edited:
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.

I didn't think the immigrants were many, i trought they were just a few staying in Asvir.


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.

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.

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.

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.

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 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.
 
I didn't think the immigrants were many, i trought they were just a few staying in Asvir.

The numbers have gone up significantly...some of that is new kids, but some seems to be immigrants as well.

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.

That's probably fair, yeah.

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.

Stigmar is still a respected warrior, or should be. Him finding a wife should be doable. And Trausti does have the whole 'former bandit' thing, which might present him with a few difficulties, though not insurmountable ones by any means. But they should both be fine to find spouses. Assuming they want to, of course, but cultural norms suggest they likely do.

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.

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.'

This can't possibly be good for Gabriel's self-esteem issues.
 
Last edited:
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 interacting with more reasonable people will rapidly allow him to realize he's a badass. But we'll have to see.

I feel like that's not really our problem and something we can reasonably manage when he has set himself to killing our father.

But also this. Gabriel's self esteem issues are not the primary issue here.

And it may be us loading checkhovs gun.

I very much doubt us losing to him is preordained. We'll see what happens.
 
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.

I agree that the Nisse its more important, the spirit-farmhands were just a random idea.

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.'

I mean, if nothing else it would be a pretty epic piece of our Saga. Challenging the same Knight again and again for years in a tragicaly doomed attempt to save both him and our father.

Feels like the type of thing people would tell stories abaout for a long time.
 
*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 :V

[X] Plan From the Heart
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.
I'd assume he started noticing when he dismounted and approached. it surprised him, and took him a moment to process
 
1. 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

0~0~0

I'll call voting in an hour
 
I was intending the layout I sent you to be the replacing for the 'high, low' seidr thing, but that can wait for NQ2

I 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. Just in terms of organization, even if it's not a 'real' category in-setting.
 
Last edited:
Yeah, that's what I was intending Stitch Seidr to be

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.
 
Last edited:
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.
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.

given a lot of cultivation and Odr stuff was weaving related, it something we should take note of
 
And voting is now closed
Scheduled vote count started by Imperial Fister on Aug 14, 2023 at 6:37 PM, finished with 144 posts and 34 votes.

  • [X] Plan From the Heart
    -[X] "Gabriel, I love you like a brother. I'm sorry I have never been able to give you what you wanted. If I had not already given my heart to Abjorn, then gladly might I have given it to you."
    -[X] "But I also love my father as a daughter. The thought of you one of you killing the other fills me with enough dread to break my heart in two."
    -[X] "If your heart is set on this, then allow me one favour. When you think you're ready, ask me for a rematch. You won't be ready to face my father until you can beat me first."
    [X] good luck
    [X] "...I can accept this... somewhat... As long as my Father dies with honor. But what will you do if he dies before you have a chance to kill him?
    [X] "Want a place on my ship on the way back home so you can challenge father to a duel?"
    [x] "I can see this is something you've fought long and hard about. I understand where you're coming from. I fought to bring the killer of my uncles' to justice. But I'm worried about what you're planning on doing to become strong enough to face him, and I'm worried about the consequences. Jerasmus taught me your book, and I know it counsels against vengeance. I saw what happened to you in your spar, and I think you would have done something that stained you if you hadn't been stopped. I worry about what this might cost you. I'm also worried this might spiral out of control - even if I stepped aside, I can't guarantee my family wouldn't seek retribution, and that could lead to war between our peoples."
    [X] I'm not gonna wish you luck on that. Better men than you have tried, and better men than you have died. I doubt I'll be able to fish you out of a river of souls if you fail either; your White Christ would take offense to that. Walk carefully if that's the path you must walk- and for sake of Thor anf myself, have a backup plan if something grander than us is scheduled for my father's fated day. An unfulfilled oath would eat decades of years and centuries of your cultivation, Gabriel. Don't waste it on the dead.
    [X] Laugh. A good, long laugh.
    [X] Gatekeeper of our family.
    -[X] First off, be understanding about his grief of his master and the need to try an avenge him. Even if it is against our father, However...
    -[X] Ask Gabriel to swear an oath that whenever he feel ready to kill Steinerr, he must first come and challenge Halla and defeat her in a duel.
    -[X] Rationalize it to him that if can't defeat Halla he won't stand a chance against Steinerr, and he owe it to her at least the chance to protect her family from one she sees as a companion. Try to use his friendship with us to make him emphasize with our desire to protect our family. The same as his desire to avenge his master.
    -[X] Try to push him toward spending his time living up to the better aspects of his knights oaths, rather then just training in a monastery, hoping time and chivalrous living might help push him away from his current focus on vengeance. And also speak of all the good he might achieve that might never happen for the chance the kill a man that for all intend and purposes is now retiring to raise his grandchildren.
    -[X] To help convince him to agree to a duel with us, and whatever he agree or not, remind him that doing anything other then an arranged duel with Steinerr will cause a family feud, and even that might cause it, and whatever we are willing to forgive him the death of our father, our brothers will not, and should they seek to continue the cycle of vengeance and fall, we will be answer that in blood, even with our friendship with Gabriel. And beside if he will lead a squad of knights to attack a pillar of our community, we will be forced to act as part of our oaths to our Jarl.
    -[X] If needs must, try and use the favor he owes us to make him swear that oath.
    [X] Gatekeeper of our family.
    [X] Plan: Direct warning
    -[X] "Then you are my enemy. Fare well. If we meet when you try, that could end with one of us killing the other."
    [X] How? I understand why, but do you have a plan? Do you have a hundred years in a bottle? You gonna sell your soul for power? You've seen him fight. You know how wide that gap is. What are you willing to sacrifice to cross it?
 
Back
Top