...wasn't the plan to make stuff to our huskarls?

That's still the plan next turn, but Training Items are better the sooner you have them, so doing them first makes sense inasmuch as we can.

and why the hell are we spending every action on crafting, instead of other stuff?

Because we have a huge number of items that we really need, basically. We'll have most of them done in three or four more turns, but until then...

Edit: Also, wasn't the sauna deemed as a cosmetic that can be done anytime?

Yes, which is why it's being included as part of the social to talk with Sten and Minna. It's a cosmetic addition to the conversation with them.
 
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@Skippy

Crafting material ideas to potentially enhance/guide wondrous effects (the '?' are for the ones that I'm unsure of):
Amber [Standstill; Lightning]
Pearls [Purity; Water/Sea]
Iceland spar [Clarity; Disjunction(??)/Split(??)]
Moldavite [Luck; Fertility(?); Protection]
Hematite [Magnetism; Blood(?)]
Sunstone [The Sun (duh); Light; Fire; Purification(?)]
Moonstone [The Moon (duh); Night; Light; Frenzy(?)/Madness(?)]
Bronze [Alloying/Combining; Lightning(?); The Past(???)/Time(???)]
 
I understand Standstill but why lightning?

The classical names for amber, Latin electrum and Ancient Greek ἤλεκτρον (ēlektron), are connected to a term ἠλέκτωρ (ēlektōr) meaning "beaming Sun".
[...]
The word elektron gave rise to the words electric, electricity, and their relatives because of amber's ability to bear a charge of static electricity.
Directly from Wikipedia. I remember I was on a 27 hour wiki dive a few summers ago and read that and it stuck in my memory.
 
I just read again some of the previous chapters, and i think Emberguard must be the strongest armor we have seen in the story until now.

Even Shadeclaw and Gabriel Knight Armor don't have such high stats.

Now, there is obviously stronger armors out there. Probably owned by some truly ancient Knight or a powerful King.

But i think we can safely claim we have the best armor in the Hading Valley, and probably the best of the nearby regions too.
 
I just read again some of the previous chapters, and i think Emberguard must be the strongest armor we have seen in the story until now.

Even Shadeclaw and Gabriel Knight Armor don't have such high stats.

Shadeclaw will be stronger once we add a mail-necked helm to her. And given how Knightly Armor works, the 5th and higher Decade Knights we've met were certainly better as well (since a 5th Decade would be at least 41 Endurance and +20 Attack and Defense)...Gabriel's is also arguably better depending on how you value total Endurance as compared to bonus. He had 'only' 33 to this armor's 42, but he also had +15 on attacks and +6 on defenses that this armor won't. So depends on how you count it, really.

Now, there is obviously stronger armors out there. Probably owned by some truly ancient Knight or a powerful King.

But i think we can safely claim we have the best armor in the Hading Valley, and probably the best of the nearby regions too.

This, however, is likely true. It's very nice armor indeed.
 
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That's still the plan next turn, but Training Items are better the sooner you have them, so doing them first makes sense inasmuch as we can.

Because we have a huge number of items that we really need, basically. We'll have most of them done in three or four more turns, but until then...

Yes, which is why it's being included as part of the social to talk with Sten and Minna. It's a cosmetic addition to the conversation with them.
Yeah, no. its just too much crafting for me in the near future. And just because the training items are good, even in the next installment of the quest, doesn't mean we need training items for every skill, however much it would help in the training.
As for the Sten and Minna social... i have nothing against it, was just kinda strange to have the sauna as an opening. kinda blocked the second part out for me.
Here is another plan, its mostly the same, i just added in the underhouse ledger and the information gathering for the fenriskin heart.

[X] Plan: Less crafting, more plot
-[X] (Underhouse) What would you like to use the Underhouse for?
--[X] Search the empty bedroom for the ledger
-[X] call a family council, ask their opinion of the coming war and tell them what we know about it.
-[X](Crafting) Try to make something (3)
--[X] Molten Iron Wand (+15 successes from Tools/Workshop)
--[X] Add Runes saying "May flames cast through me ignite fires of learning." – Hopefully an Ignition (or even more hopefully Fire Hugareida in general) Training Item
-[X](Crafting) Try to make something (4)
--[X] Weighted Training Harness (+15 successes from Tools/Workshop)
--[X] Add Runes saying "May my weight provide training in wrestling." –Hopefully a Glima/Fang Training Item

-[X](Visit) Go visit...
--[X] Buriby, Osborn's Farm
---[X] Try and work out a finder's fee for leading him to a valuable plant
-[X][Social] (Personal) Spend time with...
--[X]Sten and Minna
--[X]Get their advice and help on making a sauna and use that as an in to get them talking about what things were like in Finland
--[X]If possible add Runes saying "???" to our new sauna.

-[X](Exploration) Go on a walk through...
--[X] The hills!
---[X](Optional) Send your fylgja in your place (Does not cost an action)

-[X]Special Note: On all Crafting add the following if possible unless otherwise specified:
--[X]For metal items, switch Forgefire Slots to Dice (+7d6 total) before starting and back afterwards and have Heat Hold available just incase
--[X]Using Frenzy during the crafting process, under careful observation(+6 successes), and Sundersight (+1d3 Successes)
--[X]Stoking Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process

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 Campfire 2d6 (1d6) (+1 Success from Born of Fire)
--[X]Train Hamr Itself 38d6 (19d6)
--[X]Train Hugr itself 2d6 (1d6)
--[X]Train Fylgja itself 2d6 (1d6)
--[X]Train Tactics 2d6 (1d6)
--[X]Train Effort Gauge 2d6 (1d6)

-[X](Research)
--[X]Pluck and save the Hearthroot seed, put up to 9 Odr into the plant and see if we can grow another one from the sameplant.
--[X]Feed 1 Odr to Bjorney in honey again.
--[X]Ask Steinarr if possible and Blackhand either way about good Firestorm and Wildfire Tricks (espaecially powerful area effects), we'll also try and swap Stoker State stuff with Steinarr again if possible (tell him about Stoker Engage, see if he knows any Tricks to gain Stoker Dice he hasn't mentioned yet).
--[X]Get together hair from everyone in our family (including Steinarr, Stenn, and Asva's parts of it), and all the friends willing to giveit and store it in the Underhouse, as a backup in case houses getburned down at some point.
--[X]Continue trying to improve our soulscape farm 1d6
---[X]Try bone meal fertilizer, crop rotation, and bring in things likeworms and bees to provide the supporting ecosystem
--[X]Add Glowstones to our Soulscape's Farmhouse 1d6
--[X]Continue reading up on Frisian cultivation 1d6
--[X]Attempt to use Stoker Dice on a non-combat action, starting withsinging and physical motion, but also attempting otherpossibilities...also try building them up while swinging a hammer andsimilar non-combat activities 1d6
--[X]See what the actual effects of Stoked Standstill are. Does it let ususe only some Stoked Dice on Standstill Tricks? Does it add our Hugareida dice to Stoker State Tricks? What does it do? 1d6
--[X]Check what our Alloyed Unending Time In The Sun and Banish the Night+ Ignition combos actually do in terms of damage and other effects 1d6
--[X]Carefully, taking all possible precautions against unpleasant spirits, examine the Ice Sword and attempt to make contact with the spirit within it 1d6
--[X]Continue examining our newly acquired Knightly Armor with a focus on its physical structure to attempt to learn how to duplicate it 3d6

-[X](Blackhand's Training) Try to develop old/train new hugareida tricks
--[X]Train Atgeir Counter Stab 1d6
--[X]Train Forceful Lever 1d6
--[X]Train Scouring Cleanse 1d6
--[X]Train Sailwind 1d6
--[X]Train Halting Vortex 1d6 (+1 Success Floating Sphere)
--[X]Train Veto Motion 1d6 (+1 Success Floating Sphere)
--[X]Train Slowing Slog 1d6 (+1 Success Floating Sphere)
--[X]Train Time Stands Still 1d6 (+1 Success Floating Sphere)

-[X](Training) Martial Style
--[X]Train Stoker State 1d6 (+1 Success from Born of Fire)
--[X]Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X]Train Fang 1d6
--[X]Train Glima 1d6
--[X]Train Momentum Reversal 1d6
--[X] Train Weapon-Grapple Reversal1d6
--[X] Train Double-Leg Takedown 1d6
--[X]Train Tight Squeeze Trick 1d6
--[X]Train Knee-Drop Back Breaker 1d6

-[X](Training) Hamr (53 successes to rank up)
--[X]Train Throw 1d6
--[X]Train Sowing Sight 1d6

-[X](Training) Hugr (215 successes to rank up)
--[X]Talk to Sten about how to make axes and vehicles
--[X]Train Armorcraft 1d6 (+1 Success from Sten)
--[X]Train Silver-Tongue 1d6
--[X]Train Facial Schooling 1d6
--[X]Train Contention-Connection 1d6
--[X] Train Light-Touch 1d6
--[X]Train 'Axe' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X]Train 'Vehicles' Housecraft Skill-Trick 1d6 (+1 Success from Sten)

-[X](Training) Fylgja (106 successes to rank up)
--[X] Train Flap Away 1d6

-[X](Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 0 Food,7 Goods, 5 Silver (18 Total)
--[X] Livestock: 5 Quality, 4 Food, 4Goods, 4 Silver (17 Total)
--[X] Crafting: Making 5 Alarm Charms and 1 Glue-Bomb (7 Total)
--[X] Conversion: Spend for 9 Research Dice (18 Total)

-[X](Incidentals)
--[X]Adding Taafl Board Capacity Gains to: Eyvor, Hallbjorn,
--[X]Receiving Metal from Dwarves: 24 oz Forged Iron, 6 oz Molten Iron

-[X](Assign Hugareida Levels)
--[X]Assign 2 Standstill Levels to Instances and 2 to Dice

-[X] Sacrifice!
--[X] Sacrifice 27 Food for +3 Hamingja (+1 Permanent)
--[X] Sacrifice specifically to Odin (we owe him this one, we'll spread our sacrifices next turn)

Orthstirr:
-[X](Orthstirr Usage)
--[X] 1 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4Strike, 4 Shoot, 3 Farmwork, 4 Labor, 4 Overland (48 total)
--[X]3 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 4 Barb-Tongue, 1 Composure, 4 Design, 6Housecraft, 4 Management, 3 Scouting, 4 Silver-Tongue, 5 Sailing, 3Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (62total)
--[X] 1 Orthstirr to Fylgja
--[X] 1 First Impression
--[X] 77 Stored Tricks
--[X] 640 free for tricks
 
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Yeah, no. its just too much crafting for me in the near future. And just because the training items are good, even in the next installment of the quest, doesn't mean we need training items for every skill, however much it would help in the training.
As for the Sten and Minna social... i have nothing against it, was just kinda strange to have the sauna as an opening. kinda blocked the second part out for me.
Here is another plan, its mostly the same, i just added in the underhouse ledger and the information gathering for the fenriskin heart.

We're not getting them for every skill in my plan? At all? We're getting a multi-use one that also gives Work Dice (which are very handy), plus ones for Hugareida and Martial Styles, which we will be using every single turn.

And we'll need to make the items for our retainers over the next couple of turns, so if we don't make Training Items now, it's at least three turns until we can. In particular, your plan definitely delays us getting Perfected Slowing Slog by at least a couple of turns on top of costing us around 4 Training Dice per turn at a minimum, if the items go right.

Also, the Fenriskin Heart issue requires going to the Thing, which isn't available this turn. It's only at season end/beginning turns. I have it penciled in next turn for that very reason.
 
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We're not getting them for every skill in my plan? At all? We're getting a multi-use one that also gives Work Dice (which are very handy), plus ones for Hugareida and Martial Styles, which we will be using every single turn.

And we'll need to make the items for our retainers over the next couple of turns, so if we don't make Training Items now, it's at least three turns until we can. In particular, your plan definitely delays us getting Perfected Slowing Slog by at least a couple of turns on top of costing us around 4 Training Dice per turn at a minimum, if the items go right.

Also, the Fenriskin Heart issue requires going to the Thing, which isn't available this turn. It's only at season end/beginning turns. I have it penciled in next turn for that very reason.
First, don't care, it's too much crafting for me.

Second, the fenriskin isn't going for it, just gathering information, because we will need that and it's always bad to leave the legwork for the last minute.

Third, I literally copied your plan, and yes, the only difference is the chop and standstill training in it
Or was, before there were changed.
 
First, don't care, it's too much crafting for me.

Just noting the consequences.

Second, the fenriskin isn't going for it, just gathering information, because we will need that and it's always bad to leave the legwork for the last minute.

That seems like a big waste of an action? We're in the right on the Heart thing, all the witnesses probably like us more than Skoll, we have huge Drengskapr, and we are pretty persuasive...spending multiple actions on something that probably only takes one is a waste, IMO. We need to spend the one, and should do so, but spending one on info-gathering when we could do that beforehand as part of the same action? Not needed.

Third, I literally copied your plan, and yes, the only difference is the chop and standstill training in it
Or was, before there were changed.

Thanks for reminding me to note those changes:

The only changes I made that are relevant to your plan are specifying what runes to put on the sauna if it's convenient (and noting them as a lower priority than talking with Minna and Sten), and specifying that we add our Aspects to the runes (rather than the construction roll) when crafting. The other change was adding some Odr to the Standstill item.

All pretty minor stuff other than the Odr, just clarifying intent.
 
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do you think we can host the tournament next summer? if we are not travelling, it can be a good way to still get some actual fighting and get orthstirr, and it might help bind together the valley's warriors. and we have the wealth to make it good, especially if trade some food to the dwarf for precious stuff.

question is do you think we can fit it in? maybe at Yule or the turn after?
 
do you think we can host the tournament next summer? if we are not travelling, it can be a good way to still get some actual fighting and get orthstirr, and it might help bind together the valley's warriors. and we have the wealth to make it good, especially if trade some food to the dwarf for precious stuff.

A tournament isn't impossible if we can do it as one action. We can't afford a lot of actions of setup, though.

question is do you think we can fit it in? maybe at Yule or the turn after?

Not Yule. If we did it, it'd likely be the last turn of Summer...and that assumes we don't take a quick trade run.
 
I was thinking we do that at Yule, yeah. Though maybe we could do it just before and invite anyone they're interested to a feast at Yule? Something like that anyway.

Either at Yule or right before is okay for me, maybe right before would work better. So they have more time to court their potential future spouse.

Unlike us they can't just marry one of their childhood friends, but they have to court a wife the old fashioned way and earn the aproval of her family.

do you think we can host the tournament next summer? if we are not travelling, it can be a good way to still get some actual fighting and get orthstirr, and it might help bind together the valley's warriors. and we have the wealth to make it good, especially if trade some food to the dwarf for precious stuff.

question is do you think we can fit it in? maybe at Yule or the turn after?

I think we should first give our Huskarls their weapons, talk with them abaout marriage and then prepare a tournament. So if they want to catch the eye of a potential wife they can earn Orthstirr in the tournament while showing off their new shiny weapons.

Some dwarf treasures as a prize seem like a good idea, i am not sure if the value of the prize would give us more Orthstirr or just make people in the Valley respect us more but its worth trying.
 
Either at Yule or right before is okay for me, maybe right before would work better. So they have more time to court their potential future spouse.

Unlike us they can't just marry one of their childhood friends, but they have to court a wife the old fashioned way and earn the aproval of her family.

Something like that, yeah. It's basically a question of how to orchestrate the actions involved.

I think we should first give our Huskarls their weapons, talk with them abaout marriage and then prepare a tournament. So if they want to catch the eye of a potential wife they can earn Orthstirr in the tournament while showing off their new shiny weapons.

Our Huskarls are, sadly, not likely to win much given the sheer level of prowess in the Valley...well, maybe Vagn if there's a race or something. They can make a decent showing, but win? Probably not.
 
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Something like that, yeah. It's basically a question of how to orchestrate the actions involved.

I don't think we will need too many actions, 2 or 3 at worst. But i am sure the rewards would be woth the investment.

Our Huskarls are, sadly, not likely to win much given the sheer level of prowess in the Valley...well, maybe Vagn if there's a race or something. They can make a decent showing, but win? Probably not.

Never expected them to win, but if they make a good showing they should earn Orthstirr and the approval of the family of a potential spouse.

The tournament could also be an occasion to recruit another Huskarl, a warrior who sees Halla fight and sees the weapons and benefits her Huskarls get. It would be better if we target as potential recruits people we have already met, possibly people from our expedition.
 
I don't think we will need too many actions, 2 or 3 at worst. But i am sure the rewards would be woth the investment.

I'm not talking number of actions (though I think we start with one and go from there), more that I'm fiddling with what turn we do said actions on and similar stuff.

Never expected them to win, but if they make a good showing they should earn Orthstirr and the approval of the family of a potential spouse.

The tournament could also be an occasion to recruit another Huskarl, a warrior who sees Halla fight and sees the weapons and benefits her Huskarls get. It would be better if we target as potential recruits people we have already met, possibly people from our expedition.

Recruiting more people is certainly one possibility we want to explore if we can arrange it, yeah.
 
[X] Plan: Less crafting, more plot

I'm down for this tbh

Halla's gonna reach her fated day by the time we're "ready" to actually do things
 
A tournament isn't impossible if we can do it as one action. We can't afford a lot of actions of setup, though.
either forging a prize as half a craft action or trading with the dwarves for a prize should be possible though, right?

we can probably dedicate work dice to making a tournament ground
Some dwarf treasures as a prize seem like a good idea, i am not sure if the value of the prize would give us more Orthstirr or just make people in the Valley respect us more but its worth trying.
a better prize likely means more competitors, which by itself raises the tournaments prestige likely meaning more orthstirr to us as organizers. and it also increases orthstirr gains to the top ranking people, most likely- cause they are fighting against more and stronger opponents. regardless of who wins thats good for us as it raises the ability of the valley to defend against Drysalt of in the war. good all aroundd

respect of the valley is by itself good cause it can earn Drengskapr which is great.

and another benefit of the tournament, actually, is that it lets us better evaluate valley combat rankings

[X]Plan: Less crafting, more plot
 
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I'm down for this tbh

Halla's gonna reach her fated day by the time we're "ready" to actually do things

The action isn't even very useful, is the thing. If it were the Troll Cave or something, maybe, but going and asking about the heart can't be resolved and will require another action next turn anyway (which is happening either way).

either forging a prize as half a craft action or trading with the dwarves for a prize should be possible though, right?

we can probably dedicate work dice to making a tournament ground

We could probably make a prize or something, yeah. Personally, I'd do it afterward...the prize is we make a custom item for the winner.
 
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