Okay, basic plan idea, making weapons for our retainers and heading to the Thing, plus a playdate between our kids and those they haven't pissed off. I'm a little on tilt from screwing up on the previous vote so I don't have a lot to say, but I actually wrote the plan in advance and very little needed to be changed, so that shouldn't effect the plan as such.

[X] Plan Yuletide Gifts (Part 1)
-[X] (Crafting) Try to make something (1)
--[X] Forged Iron Wheel for Vagn (+15 successes from Tools/Workshop)
--[X] Add Crowfeeder's runes and "I the skull splitter, the shield smasher, the foe hammer." – (Hopefully just hits harder)
--[X] Using wolf bone ash
--[X] Spending 2 Odr on the project as necessary
-[X] (Crafting) Try to make something (2)
--[X] Storm Iron Sword for Stigmar (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "May my foe's armor part before me like the skies before lightning" – (Hopefully anti-armor runework)
--[X] Using wolf bone ash
--[X] Spending 3 Odr on the project as necessary

-[X] (Crafting) Try to make something (3)
--[X] Ice Iron Axe for Trausti (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "May my weight be always as my wielder wishes." – (Hopefully allows control over its weight)
--[X] Using wolf bone ash
--[X] Spending 2 Odr on the project as necessary
-[X] (Crafting) Try to make something (4)
--[X] Pair of Drafty Iron Saxes for Tryggr (+15 successes from Tools/Workshop)
--[X] Adding Crowfeeder's Runes and "Like Sleipnir, may I slip all bonds to return to my wielder's hand after striking." – (Hopefully returns his saxes to his hands when thrown without them being intercepted) to both saxes
--[X] Using wolf bone ash
--[X] Spending 2 Odr on the project as necessary

-[X] (Visit) Go visit...
--[X] Asvir!
--[X] Go to deal with the Fenriskin Heart situation (likely heading to the Thing)

-[X] [Social] (Playdates)Set up a playdate between one/multiple of your kids and one/multiple of other kids.
--[X] Inviting Klaus-Kjaran-Kadrina (Coast Family), Rinda-Ryggia (Fjord Family) and Markvard-Brigida-Siggunr (Asvir Family)
--[X] Try and get Eyvor and Hallbjorn more involved with the other kids, if possible
--[X] Keep an eye on Asgierr to avoid any potential issues
-[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 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) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Campfire 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Hamr Itself 15d6 (Doubled and then +1 Success Training Items)
--[X] Train Slowing Slog 13d6 (Doubled and then +1 Success Training Items)
--[X] Train Flamecalling 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Train Unleash Inferno 2d6 (1d6) (Doubled and then +1 Success from Blackhand/Born of Fire)
--[X] Develop a new Finisher, Threadcutter, aimed to be delivered as an instant killing blow after attacking the enemy nine times on a Stoked Engage. (This idea is from @Alectai , and @Skippy is pledging 1 Reward Dice to it.) (+1 Success from Born of Fire)

-[X] (Research)
--[X] Invest all Odr we're investing before Cultivating this turn so as not to breakthrough yet, making sure that we will not go over 80 Odr (putting more into Hamr to make sure)
--[X] Feed Bjorney 1 Odr a third time
--[X] Continue reading up on Frisian cultivation 1d6
--[X] Experiment with Abjorn and see if we can use each others' Orthstirr(possibly while touching?) 1d6
--[X] Try and Alloy Eyetalking and Mother's Fear (long range telepathy with the kids?) 1d6
--[X] Try and Alloy Banish the Night and Fight Of Your Life (Muna + Muna) 1d6
--[X] Try and Alloy Punching Up and Stoker State (Twist + Martial Style) 1d6
--[X] Try and Alloy Puncture and Ignition (Twist + Hugareida) 1d6
--[X] Try and contact the Ice Sword again, taking proper precautions and being more forceful 1d6
---[X] Use Sundersight to help with this, and have all our spiritual combat seidr ready to go
--[X] Examine 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 Scouring Cleanse 1d6
--[X] Train Sailwind 1d6
--[X] Train Time Stands Still 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Halting Vortex 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Contested Movement 1d6 (Doubled and then +1 Success Training Items)
--[X] Train Veto Motion 1d6 (Doubled and then +1 Success Training Items)

-[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 Momentum Reversal 1d6 (+1 Success from Training Item)
--[X] Train Weapon-Grapple Reversal 1d6 (+1 Success from Training Item)
--[X] Train Double-Leg Takedown 1d6 (+1 Success from Training Item)
--[X] Train Tight Squeeze Trick 1d6 (+1 Success from Training Item)
--[X] Train Knee-Drop Back Breaker 1d6 (+1 Success from Training Item)
--[X] Train Fang 1d6 (+1 Success from Training Item)
--[X] Train Glima 1d6 (+1 Success from Training Item)

-[X] (Training) Hamr (19 successes to rank up)
--[X] Train Chop 1d6 (+1 Success from Training Item)
--[X] Train Throw 1d6
--[X] Train Sowing Sight 1d6

-[X] (Training) Hugr (211 successes to rank up)
--[X] Talk to Sten about how to make spears and vehicles
--[X] Train Hugr itself 1d6 (Doubled successes from Training Item)
--[X] Train Tactics 1d6 (Doubled successes from Training Item)
--[X] Train Effort Gauge 1d6 (Doubled successes from Training Item)
--[X] Train Armorcraft 1d6 (+1 Success from Sten)
--[X] Train Composure 1d6
--[X] Train 'Spear' 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 Fylgja itself 1d6 (Doubled successes from Training Item)
--[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 9 Alarm Charms, 1 Glue-Bomb, 1 Explosive Charm, and 4 Meat-Keeping Sticks (22 Total)
---[X] Give out Alarm Charms to every adult on our and Steinarr's farms.
--[X] Conversion: Spend for 9 Research Dice (18 Total)

Alloys:
-[X] (Alloy Slots)
--[X] Create Firestorm with Ignition and Emberwind

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

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 20 Odr and 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] 3 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] 1 Orthstirr to Fylgja
--[X] 1 First Impression
--[X] 77 Stored Tricks
--[X] 640 free for tricks

EDIT: Moved some dice from social stuff we don't have a Training Item for to things we do. Replaced one alloy Experiment with talking with the sword again. Well 'talking'. Added the Reward Die from Skippy. Fiddled with research a little. Added Odr to all the items.
 
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I would kind of like to go and see the troll or the spirit, although we're in a bit of a bind now with needing to make weapons for our retainers before Yule. @Imperial Fister, Yule is next turn, but any gifts we want to give have to be made this turn, right? Or do we get some time next turn? Though there is something to be said for not cramming too many actions into a turn.

We should continue our research with the Ice Sword, and I think we also need to change our approach with the Knightly Armour - the really relevant thing isn't the physical structure, which we've managed to copy now anyway, it's the spiritual construct which overlays it. Honestly in retrospect it's sort of odd we invested an action making Emberguard and have given it a name and various cool abilities given the whole point is that copying Knightly Armour will probably supersede it, but oh well, there you go.

More broadly, I think this is continuing to fuel our addiction to spending loads of training dice on a million different Tricks, rather than being more strategic. This is an issue I've had with these plans going back a while, but there you go.
 
I would kind of like to go and see the troll or the spirit, although we're in a bit of a bind now with needing to make weapons for our retainers before Yule. @Imperial Fister, Yule is next turn, but any gifts we want to give have to be made this turn, right? Or do we get some time next turn?

Based on history, we can make them stuff next turn, but we were also hoping to do armor for them, which is two more actions.

We should continue our research with the Ice Sword, and I think we also need to change our approach with the Knightly Armour - the really relevant thing isn't the physical structure, which we've managed to copy now anyway, it's the spiritual construct which overlays it. Honestly in retrospect it's sort of odd we invested an action making Emberguard and have given it a name and various cool abilities given the whole point is that copying Knightly Armour will probably supersede it, but oh well, there you go.

We were told the physical armor part was 9d to actually understand, so this turn will finish it and we can move on to the esoteric. I'm pretty sure the sword isn't gonna let us wield it, ever, but we could potentially investigate that instead of one of the alloy experiments, it's true...I can be convinced.

More broadly, I think this is continuing to fuel our addiction to spending loads of training dice on a million different Tricks, rather than being more strategic. This is an issue I've had with these plans going back a while, but there you go.

A shocking number of these 'small investments' are actually rank ups this turn, or will be after only one more. I'd have to go through and count them but it's more than you'd think. We can more easily consolidate a fair bit after that.
 
Based on history, we can make them stuff next turn, but we were also hoping to do armor for them, which is two more actions.

Are we making stuff for our family?

I would be tempted to leave armour for the year and make family gifts, although it also feels like setting a precedent where we have to make a bunch of stuff for family every year is not great given how the action economy works. But it is a bit weird to give two gifts for all our huskarls and nothing for Sten, Abjorn or Steinarr, to say nothing of the kids. Presumably we're exchanging something even if we don't but an action towards it, but it still feels a bit off somehow...

We were told the physical armor part was 9d so this turn will finish it and we can move on to the esoteric. I'm pretty sure the sword isn't gonna let us wield it, ever, but we could potentially investigate that instead of one of the alloy experiments, it's true...I can be convinced.

Fair enough on the armour, I'd completely forgotten that.

The update said that to break through and communicate with it we'd just need to keep going and be ready for a fight. That seems like a fun alternative to meeting the troll or whatever. Even if we don't befriend it using the Goku technique of punching it until it wants to hang out with us, I think we might learn something cool, plus I'm intrigued what kind of spirit it is. It doesn't feel like an angel, but not really like a demon either?

A shocking number of these 'small investments' are actually rank ups this turn, or will be after only one more. I'd have to go through and count them but it's more than you'd think. We can more easily consolidate a fair bit after that.

It feels like you say this every turn when I say we're spending too much on random Tricks. 😅

More seriously... we're putting dice into social tricks we already have at Mastered, into multiple wrestling moves when you've said yourself you don't think Halla will ever be a grappling specialist, various utility tricks... about the only thing out of those which is close to completion is Momentum-Reversal, from what I can see?

I think we should be making a beeline for getting Stoker State to Rank 6 given how much it synergises with Stoked Engage, putting a lot into Slowing Slog, Contested Movement, Time Stands Still, Hamr, and not much else.
 
I woke up today to see that Buri gave us a great deal for the seed, and then we proceeded to say no while giving him what he wanted anyway.

What the fuck?
 
A skogtatt is a kind of mountainous cat spirit with the ability to climb rocks with ease.
@Imperial Fister, Yule is next turn, but any gifts we want to give have to be made this turn, right? Or do we get some time next turn?
Yule happens in between Winter and Summer. You get time next turn to decide on how you want to handle it.
 
Yule happens in between Winter and Summer. You get time next turn to decide on how you want to handle it.

Cheers! That's good to know.

Also, could we spend a full crafting action to make some small gifts for all our our family members?

Like, not something big like a sword, just some nice gifts for everyone, like a comb, or an eating knife, or children's toys, or whatever. Just so it feels that they aren't being left out.

I woke up today to see that Buri gave us a great deal for the seed, and then we proceeded to say no while giving him what he wanted anyway.

What the fuck?

It happens.

It felt to me a bit like we were sort of pushing a bit hard, but hindsight is 20/20 and Deadman was doing his best. Don't give him a hard time.
 
Are we making stuff for our family?

I would be tempted to leave armour for the year and make family gifts, although it also feels like setting a precedent where we have to make a bunch of stuff for family every year is not great given how the action economy works. But it is a bit weird to give two gifts for all our huskarls and nothing for Sten, Abjorn or Steinarr, to say nothing of the kids. Presumably we're exchanging something even if we don't but an action towards it, but it still feels a bit off somehow...

Our family have repeatedly refused smith-based gifts from us. Probably largely because Sten is better and has already outfitted them. We could spend an action on it, though, in theory. I'd still want to focus on the weapons for our huskarls this turn, though.

Fair enough on the armour, I'd completely forgotten that.

The update said that to break through and communicate with it we'd just need to keep going and be ready for a fight. That seems like a fun alternative to meeting the troll or whatever. Even if we don't befriend it using the Goku technique of punching it until it wants to hang out with us, I think we might learn something cool, plus I'm intrigued what kind of spirit it is. It doesn't feel like an angel, but not really like a demon either?

Fair. I'll replace one of the alloy options with attempting contact with the sword.

It feels like you say this every turn when I say we're spending too much on random Tricks. 😅

You have a timing issue, I swear!

More seriously... we're putting dice into social tricks we already have at Mastered, into multiple wrestling moves when you've said yourself you don't think Halla will ever be a grappling specialist, various utility tricks... about the only thing out of those which is close to completion is Momentum-Reversal, from what I can see?

We're not pursuing any social Tricks past Refined. We're pursuing some from Rough to Refined, though...it could be argued we can wait a bit on that in hopes of a training item. That's probably fair, actually. I'll ditch those for that reason.

At 2 successes per turn, we're within 2 turns of Refined on basically all the wrestling tricks but the Back Breaker, which will hit Rough this turn. We also complete Sailwind and Sowing Sight to Refined this turn. And the Vehicles Skill-Trick, and will get Spear Skill-Trick next turn...Halting Vortex and Veto Momentum both go up levels this turn as well.

I think we should be making a beeline for getting Stoker State to Rank 6 given how much it synergises with Stoked Engage, putting a lot into Slowing Slog, Contested Movement, Time Stands Still, Hamr, and not much else.

I don't think Contested Movement is that urgent to up. We want to keep it progressing, but it mostly works fine at its current level. And Time Stands Still will hit Refined next turn even the slow way, which will hopefully give us more insight and coincide with a Realm Increase as well.

I woke up today to see that Buri gave us a great deal for the seed, and then we proceeded to say no while giving him what he wanted anyway.

What the fuck?

I mean, I fucked up? I thought there'd be the opportunity to negotiate more if he disagreed and I was wrong. My bad. If I'd realized it was all or nothing I would've voted differently. Sorry everyone.


If we decide to delay the armor we could do this next turn, which is probably fair enough...we do want to outfit all of them, but it's not desperately urgent unless we go for the troll next turn, and maybe not then.
 
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Our family have repeatedly refused smith-based gifts from us. Probably largely because Sten is better and has already outfitted them. We could spend an action on it, though, in theory. I'd still want to focus on the weapons for our huskarls this turn, though.

I'm actually wondering if we make various small gifts for family and the stuff for Sten/Vagn this turn, and then do the armour for Tryggr/Trausti this turn. Then we reforge Tryggr and Trausti's weapons in the New Year. Armour feels like a more significant gift than reforging weapons if we have to pick one, because it's a new thing, and not something they could realistically purchase for themselves.

That would also free up one action slot next turn for doing something like going to see the cat spirit or the troll, which would be fun.

You have a timing issue, I swear!

😅

We're not pursuing any social Tricks past Refined. We're pursuing some from Rough to Refined, though...it could be argued we can wait a bit on that in hopes of a training item. That's probably fair, actually. I'll ditch those for that reason.

At 2 successes per turn, we're within 2 turns of Refined on basically all the wrestling tricks but the Back Breaker, which will hit Rough this turn. We also complete Sailwind and Sowing Sight to Refined this turn. And the Wheel Skill-Trick, and will get Spear Skill-Trick next turn...Halting Vortex and Veto Momentum both go up levels this turn as well.



I don't think Contested Movement is that urgent to up. We want to keep it progressing, but it mostly works fine at its current level. And Time Stands Still will hit Refined next turn even the slow way, which will hopefully give us more insight and coincide with a Realm Increase as well.

Beyond the Orthstirr cost, is getting most of the wrestling or social tricks to Refined that important? What qualitative difference can we expect? Like I can see an argument if we think that Refined tricks work better than Rough tricks, but it feels like when we discussed this about Contested Movement the other day, you were arguing the opposite side of things. Fair enough regarding Veto and HV, though.

Contested Movement is a core enough part of our repertoire that I think we should be investing enough that it will hit Perfected over the next few years - it does not take precedence over stuff like Slowing Slog, Hamr, or Time Stands Still, but it could be quite useful. Something like three to six dice a turn, let's say.
 
I'm actually wondering if we make various small gifts for family and the stuff for Sten/Vagn this turn, and then do the armour for Tryggr/Trausti this turn. Then we reforge Tryggr and Trausti's weapons in the New Year. Armour feels like a more significant gift than reforging weapons if we have to pick one, because it's a new thing, and not something they could realistically purchase for themselves.

That would also free up one action slot next turn for doing something like going to see the cat spirit or the troll, which would be fun.

Well, for armor, there's a chance that if we wait a turn we could make them plate armor instead. So putting that off makes sense to me. I don't think that's likely, but it's worth the prioritization when we're gonna do both anyway.

And I don't think we are gonna wait a whole year to armor them up no matter what...one possibility is we make something for our family, armor up everyone but Vagn, then give Vagn armor just a little later as a non-Yule present...Vagn's the new guy, he'll understand (especially since he still gets his GIANT WHEEL). I do think we have an action free next turn to look into the Troll or Cat or something no matter what.

Beyond the Orthstirr cost, is getting most of the wrestling or social tricks to Refined that important? What qualitative difference can we expect? Like I can see an argument if we think that Refined tricks work better than Rough tricks, but it feels like when we discussed this about Contested Movement the other day, you were arguing the opposite side of things. Fair enough regarding Veto and HV, though.

The Orthstirr reductions on the wrestling Tricks are actually big enough to matter, IMO, even if it does nothing else. But actually, my argument has never been that upping quality doesn't do anything other than cost breaks, it's that its other effects are situational and often not worth huge costs to the tune of 36 or 72 Training Successes...wrestling seems like one of the most likely situations for it to come up and we're only talking about investing 2 Training Dice each in getting them there. That's worth it.

Contested Movement is a core enough part of our repertoire that I think we should be investing enough that it will hit Perfected over the next few years - it does not take precedence over stuff like Slowing Slog, Hamr, or Time Stands Still, but it could be quite useful. Something like four to dice a turn, let's say.

4 dice per turn average only just over 6 successes with all our bonuses. 1 die averages exactly 3 (with items and the new ruling)...I don't think getting it up at twice the speed when we're not in a rush is worth 4 times the price.
 
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I woke up today to see that Buri gave us a great deal for the seed, and then we proceeded to say no while giving him what he wanted anyway.

What the fuck?
We wanted to make sure we could soul plant it soon and ask Steinarr beforehand.

We made a reasonable request, he insisted on his reasonable demand.

Shit happens.

Though I do worry now that there is something about to go wrong, which we would have gotten forewarned if we were to ask Steinarr.
"Then you shall have to go home empty-handed," the seed disappears into a pocket as Buri stands. Taking careful hold of the Brazen-Heartleaf, he turns to you and says, "I simply can't take the risk."

You frown and fold your arms, "And what makes you think I won't just spread this around?"

"Because I trust you wouldn't take more from me then you already have."

He turns and walks away—and you let him.

After all, he speaks the truth.
Wait.
Did Halla just internally agree to the no talking about it demand?
So that asking Steinarr about Brazen-Heartleaf would be her going back on a decision (even if it isn't going back on a promise since she didn't tell Burri her decision)
 
Well, for armor, there's a chance that if we wait a turn we could make them plate armor instead. So putting that off makes sense to me. I don't think that's likely, but it's worth the prioritization when we're gonna do both anyway.

And I don't think we are gonna wait a whole year to armor them up no matter what...one possibility is we make something for our family, armor up everyone but Vagn, then give Vagn armor just a little later as a non-Yule present...Vagn's the new guy, he'll understand (especially since he still gets his GIANT WHEEL). I do think we have an action free next turn to look into the Troll or Cat or something.

Wait a whole year?

By "new year" I mean the turn after next, sorry for any miscommunication. We could make them plate armour... but that feels like a more long term project. In any case, we can decide next turn.

The Orthstirr reductions on the wrestling Tricks are actually big enough to matter, IMO, even if it does nothing else. But actually, my argument has never been that upping quality doesn't do anything other than cost breaks, it's that its other effects are situational and not worth huge costs to the tune of 36 or 72 Training Successes...wrestling seems like one of the most likely situations for it to come up and we're only talking about investing 2 Training Dice each in getting them there. That's worth it.

Getting it to Refined isn't a huge deal, and I agree that there probably is some kind of qualitative difference... I just think this kind of thing can easily become self-justifying, where stuff stays in the plan each turn because it was there the last turn, and the cumulative investment becomes quite large.

4 dice per turn average only just over 6 successes with all our bonuses. 1 die averages exactly 3...I don't think getting it up at twice the speed when we're not in a rush is worth 4 times the price.

I think we're in a moderate rush. Not a "I missed my alarm and I've got to be at work in half an hour" rush, but also not a "I've got this thing in the evening but I've also got some chores to do and I'm not sure if I can be bothered to go or not". Somewhere in between those two.
 
Wait a whole year?

By "new year" I mean the turn after next, sorry for any miscommunication. We could make them plate armour... but that feels like a more long term project. In any case, we can decide next turn.

Okay cool, that's what I was thinking as well. My current thought is that next turn we do armor for Stigmar, Tryggr, and Trausti, plus small gifts for everyone, then get Vagn his a turn later (along with a few other crafting projects). We then hopefully scale back our crafting a bit from then on (doubled crafting is good, spending more than one action a turn on it should not be something we do long term).

Getting it to Refined isn't a huge deal, and I agree that there probably is some kind of qualitative difference... I just think this kind of thing can easily become self-justifying, where stuff stays in the plan each turn because it was there the last turn, and the cumulative investment becomes quite large.

That's fair to some degree, but I think hitting Refined is usually worth the price of admission if we're gonna get a Trick at all. There are exceptions, but it's cheap enough I generally think it's the right call. It's Mastered and higher, with the huge price jump, where I tend to think we need to consider various factors more carefully.

I think we're in a moderate rush. Not a "I missed my alarm and I've got to be at work in half an hour" rush, but also not a "I've got this thing in the evening but I've also got some chores to do and I'm not sure if I can be bothered to go or not". Somewhere in between those two.

On Contested Movement? Why the rush? It's something we have established we probably want at Mastered, maybe Perfected, but getting it even to Mastered doesn't seem super urgent. It works fine at Refined in, like, well over 90% of situations, and there's not much combat planned in the next year.
 
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We wanted to make sure we could soul plant it soon and ask Steinarr beforehand.
Would it have even taken that long for it to grow now that we know the relative thresholds for plant growth? Like we could have waited until after Yule and then spent a good amount of Odr after getting the ok from Steinarr to jump it up to like, stage 2. (as far as I know spending Odr on soul plants is different than putting it into tricks.)
 
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