I was thinking about it, and we could always just burn an Aspect or something next turn so there's a really limited risk of not hitting enough dice for Wondrous, whilst telling Fister that we are deliberately not trying to Realise it so there's no risk of overrunning. I mean, I think T7 armour would not be the end of the world because it's such an upgrade over what they have now, but I agree we might want to avoid it if we can.

We can't accidentally Realize things and burning Aspects is possible. I just don't like literally not having a backup plan for no reason. Working without a net in the case of bad rolls is, well, risky and there's no actual need for it. Like...why do the family gifts this turn? There's no upside only down sides near as I can tell.

I also think that if next turn we do one action crafting Tryggr and Trausti's stuff and one action visiting the troll/cat spirit, then that's still an action free, so I'm considering amending my plan where we make small gifts to say it's one of two. That means we're spending two full crafting actions making small gifts, so should be able to produce some pretty baller items. It also delivers on the promise of "More Gifts". I will phrase it so that it does not mean we've not got gifts for half our family if you go with a different plan next turn or something.

I'm really against doing this next turn. We have a truly immense crafting queue. Spending the equivalent of 4 crafting actions on this is just a much bigger investment than we need to make in order to create something nice for the family that will likely not even come up again.

Basically my thought is that any sort of minor magical item we can think of is kosher if it's not too crazy. Like, we could make a little bronze horse with wheels, and rune it so that it moves under its own power, that sort of thing. Or a whistle that can talk to birds. (They are poor conversationalists.) Just that sort of stuff, add in a bit of whimsy.

Sadly, I've got nothing specific for this, though I'll happily include any neat ideas in my own plan next turn if my plan wins this turn.
 
We can't accidentally Realize things and burning Aspects is possible. I just don't like literally not having a backup plan for no reason. Working without a net in the case of bad rolls is, well, risky and there's no actual need for it. Like...why do the family gifts this turn? There's no upside only down sides near as I can tell.

Well at this point it's honestly partly because I was worried about not having enough difference between the plans.

But also, I only want to make our Huskarls one thing each, because I think otherwise it shows an unhelpful kind of favouritism, but I was kind of struck by your argument that we might be able to make plate for Tryggr and Trausti because we'll finish researching the physical structure this turn. And I think we should make them armour rather than reforge their weapons, because the armour would be a surprise (we can't hide the fact we're taking their weapons for reforging) and also is a much more impressive gift.

That means that we actually need to put off that crafting action for their armour until next turn.

I'm really against doing this next turn. We have a truly immense crafting queue. Spending the equivalent of 4 crafting actions on this is just a much bigger investment than we need to make in order to create something nice for the family that will likely not even come up again.

Eh, sometimes it's nice to do things out of kindness. Also IDK, if our ancestor is Santa then being especially generous around a religious significant date might well have some perks.

what downsides are there?

Deadman wants to front-load the crafting actions for our huskarls so that if we roll less well, we have room to reforge things. However as I explained above, this does not actually work if we want to make Tryggr and Trausti plate armour - and I don't want to reforge their weapons as there's no way to hide that as a gift.
 
But also, I only want to make our Huskarls one thing each, because I think otherwise it shows an unhelpful kind of favouritism, but I was kind of struck by your argument that we might be able to make plate for Tryggr and Trausti because we'll finish researching the physical structure this turn. And I think we should make them armour rather than reforge their weapons, because the armour would be a surprise (we can't hide the fact we're taking their weapons for reforging) and also is a much more impressive gift.

That means that we actually need to put off that crafting action for their armour until next turn.

Only giving one present each is defensible, holding off on the weapons until we give Vagn and Stigmar armor, but I still think we should have the backup option if possible, and that's still gonna need to be real soon

Eh, sometimes it's nice to do things out of kindness. Also IDK, if our ancestor is Santa then being especially generous around a religious significant date might well have some perks.

I mean, the other factor is we're kind of winging it coming up with stuff for even one action...I'm not sure two actually gets better stuff to the family all things considered.

- and I don't want to reforge their weapons as there's no way to hide that as a gift.

Huh? Yes there is, we wouldn't have given the weapons to them yet? Reforging things that have yet to be given shouldn't be hard to conceal, given the time we spend in the forge anyway.
 
Yule is the time when we give gifts. Making the items later means we don't get to give them as gifts during gift-giving season.

That's a big downside. Like giving a Christmas present after Christmas is over.
 
Huh? Yes there is, we wouldn't have given the weapons to them yet? Reforging things that have yet to be given shouldn't be hard to conceal, given the time we spend in the forge anyway.

Sorry, by reforging their weapons I was meaning their actual weapons that they own and carry around.

...Although with Stigandr we're presumably just making him a new sword on top of the one he already owns, so if we do that with Tryggr and Trausti's weaponsas well it's not a huge deal I guess.
 
Sorry, by reforging their weapons I was meaning their actual weapons that they own and carry around.

...Although with Stigandr we're presumably just making him a new sword on top of the one he already owns, so if we do that with Tryggr and Trausti's weaponsas well it's not a huge deal I guess.

We're literally making all the weapons from scratch from magic iron, so yeah, no need to be concerned about this. When I talk reforging I'm talking 'we screwed up the weapon we were making for them, let's reforge it'.
 
I would like us to research to see if we can:

1) Break our Frenzy using a Calm Charge.
2) If our Fylgja can break our Frenzy with a Calm Charge.
a) If our Fylgja benefits from our Frenzy.
3) If our Fylgja can break our Frenzy with a Standing Order.

Benefits of working this out is reducing the risk of Frenzy-Crafting via Fylgja standing orders.

Also it might be worth doing a Standing Order for our Fylgja to automatically use a Calm Charge when we fail a Composure check, because we generally don't get to react to them and they can have really bad outcomes on a fail.
 
a) If our Fylgja benefits from our Frenzy.

We know the Fylgja benefits from Frenzy because it can be used in combat with all our bonuses. The other questions are valid, mind you, but this is something we know.

Also it might be worth doing a Standing Order for our Fylgja to automatically use a Calm Charge when we fail a Composure check, because we generally don't get to react to them and they can have really bad outcomes on a fail.

I dunno if this works? I'm not sure you can use something like that after the roll. It seems worth doing if it does, though, yeah.
 
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Don't feel bad, i honestly think Buri was too paranoid. We just wanted to verify what he told us with Steinarr. We could't predict he would refuse the deal at the last moment.
With all due respect we absolutely could predict that. Buri was made clear this was his hard line in the sand, and we pushed past it anyway with a pointless proviso instead of just being patient. The thread got greedy and got burned for it, Buri was not at fault here.
 
Right now, Skippy's plan is winning. I still think that's the wrong choice personally for reasons already expounded on involving action ordering and what I feel are some inefficient Training Die usages (but then, I would think that, wouldn't I?), and if anyone wants to change it now's the time. Or reinforce it with more votes, of course.

It's not a huge deal either way, but now is the last chance for people to change the result.
 
Alright, voting is now closed. Let's rock
Scheduled vote count started by Imperial Fister on Sep 14, 2023 at 8:10 PM, finished with 91 posts and 11 votes.

  • [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] 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] (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] (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
    -[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)
    -[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
    -[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

    [X]Plan Yule Gifts: This Time With Even More Gifts

    -[X] Personal Actions

    -[X] (Crafting) Yule Gifts (1)
    --[X] Forged Iron Wheel for Vagn (+15 successes from Tools/Workshop)
    --[X] Add Crowfeeder's runes and "I am the skull splitter, the shield smasher, the foe hammer." Spend 3 Odr on them.
    --[X] Using wolf bone ash
    -[X] (Crafting) Yule Gifts (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) Spend 3 Odr on them.
    --[X] Spend 3oz of gold on the handle, fittings, and a really swanky scabbard.
    -[X] (Crafting) Yule Gifts (3) & (4)
    --[X] Make various gifts for our family. Toys for the children, little knick-knacks and keepsakes for the adults, the important thing is that they're something they can enjoy, and are tokens of our love.
    --[X] Use our considerable knowledge Seidr and runecraft to give them various cool and fun abilities, nothing especially powerful, just fun or useful.
    --[X] Ideas:
    ---[X] A whistle for talking to birds or sheep.
    ---[X] A bronze horse with wheels that can move around under its own power.
    ---[X] A wolf plushie, maybe enchanted to move?
    ---[X] Wooden swords for the kids.
    -[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] Watch over Asgeir to avoid another Incident.
    -[X] (Exploration) Go on a walk through...
    --[X] The coastline!
    ---[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
    -[X] (Research)
    --[X] Invest all Odr we're investing before Cultivating this turn so as not to breakthrough yet. (We need to remain at 80 or below.)
    --[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] Develop a new Finisher, Threadcutter, aimed to be delivered as an instant killing blow after hitting the enemy nine times on a Stoked Engage. (This idea is from @Alectai, and I'm pledging 1 Reward Dice to it.)
    --[X] Try and contact the Ice Sword again, make preparations including our spirit-wrangling Seidr and Sundersight, and be ready for a struggle. 1d6
    --[X] Examine our newly acquired Knightly Armor with a focus on its physical structure to attempt to learn how to duplicate it 3d6
    -[X] (Training) Hamr (19 successes to rank up)
    --[X] Train Hamr Itself 14d6 (Doubled and then +1 Success Training Items)
    --[X] Train Chop 1d6 (+1 Success from Training Item)
    --[X] Train Sowing Sight 1d6
    --[X] Martial Styles
    ---[X] Train Stoker State 4d6 (+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] (Training) Hugr (211 successes to rank up)
    --[X] (Training) Skills
    ---[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 'Spear' Weaponcraft Skill-Trick 1d6 (+1 Success from Sten)
    ---[X] Train 'Vehicles' Housecraft Skill-Trick 1d6 (+1 Success from Sten)
    --[X] (Training) Hugareida
    ---[X] Train Sailwind 1d6
    ---[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 Slowing Slog 15d6 (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] Train Time Stands Still 4d6 (Doubled and then +1 Success Training Items)
    ---[X] Train Contested Movement 4d6 (Doubled and then +1 Success Training Items)
    ---[X] Train Halting Vortex 1d6 (Doubled and then +1 Success Training Items)
    ---[X] Train Veto Motion 1d6 (Doubled and then +1 Success Training Items)
    -[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)
    -[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
    -[X] (Orthstirr & Odr Usage)
    --[X] 14 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
 
Theft of the heartleaf (fearsome hill)
Theft of the heartleaf:
kymmen vuotta kylvi, kuokki
poika borun kantahasta
kasvia kauan kasvatutti
huolehti ja haaveili
saavansa tulen sieluun
leijonan sydämmen suuren
sitten tuli pelkuri poika
kunniatta kähvehelsi
kasvin kauniin, leijona lehden
otti lehden itsellensä
kähvelsi sielun suuren
nyt taas kuokki borun poika
kymmen vuotta kylvi
saadaksensa tavan taas


Boru's boy, cowards kin
ten years did he cultivate
to gain a heart, haughty and hale
so he'd no longer be coward's kin
in ten years it came
and so came thiefs
dorri's son, the thief, took the lions heart
into his gullet gulped
manetaker took his name
then did the coward cultivate
ten more years he did
so he'd no longer be coward's kin

slightly related fun fact: finlands coat of arms is a lion holding a sword in a gauntleted hand
 
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