At Summer 5/Turn 2. Props to OP for invisitexting the rolls.

Still, this isn't my sort of thing. I read thinking that at age 16 we'd stop using the turn-by-season system and, you know actually do things and engage the plot and greater world around us, instead of the quest turning into a management simulator with, an utterly unchanging static status quo that every chapter we return back to. Sure, we might fight or visit someone, but no matter what everything is back to normal in short order and we wind up right back where we started. No going to China, no messing with the Christians, no engaging with Norse myth, no adventuring, no plot threads, no nothing, just brief random encounters like it's a JRPG. Not even core Xianxiaisms like the tags indicate are present, like ascending to a higher level of being / attaining agelessness or even escalating longevity doesn't even seem to be a thing, and nor does interacting with progressively more and more supernatural and stronger beings, as the areas and scale we operate in escalates from a mere village, to towns and cities, and so forth, instead of sticking to bumfuck nowhere forever. Part of the whole point of Xianxia or pseudo-cultivation settings is the sense of exploration, growth and adventure, so sitting around farming, while training for what are mere brief random encounters instead of any sort of true plot thread is terribly boring and stagnant. I started hoping for highwaymen to murder our husband so we go on a compelling revenge journey instead of spinning our wheels turn-in turn-out.

A damn shame too, the worldbuilding is nice and the author is decent, but we're allowed to see so little of the world due to being quite literally chained to our starting location. Seriously, there could be fun shit like exploring the world, engaging with the greater viking and supernatural community instead of sticking to the sticks, and so forth simply by simply ditching the present seasonal turn system wholesale and placing significantly more emphasis on actions (e.g. gain skill and hadr/hamr exp by using shit, no more seasonal turns, all week-by-week if not even shorter), and ditching farm management wholesale instead of letting it becomes Harvest Moon: Norse Edition. The easiest way to accomplish both is simply giving Halla an actual compelling reason to leave on a long-term adventure, it doesn't matter what it is. She could be being hunted, and leaves to protect her family and friends, or maybe her husbando has gone missing, etc. There's plenty of compelling reasons to do so.

Also, the die got ridiculous by doubling every level, needing like 45 successes to merely master a single skill, taking 5 dedicated seasons spent just training that one skill. Perfected isn't even worth considering in the slightest, costing 117 successes total, meaning something like 200 die invested in a single skill, or 10 consecutive seasons of literally nothing. Hadr/hamr has also gotten insane, needing 30 successes to upgrade, which, given the systema OP has used, will become 60, then 120. This is worsened by the intended roguelike nature of the story, making the whole thing into a repetitive training simulator that leads utterly nowhere. The moment Halla dies, we'll start at square one, sure probably with a few boons, but we're up for another wonderful gorillion words of training and random encounters to get back up to snuff, something that will kill the quest the moment it happens due to having already invested 400k words in Halla. Better to make all training significantly easier, like it is in all roguelike quests, and/or ditch the roguelike mechanic wholesale for more emphasis of Halla.

If that does happen, Hamr, is going to need some sort of anti-aging and ascension aspect instead of the present wuxiaisms, so she doesn't suddenly become useless at age 40-50 (average Norse lifespan).

Anyway, as-is, the quest ought to be renamed Norse Homestead Quest, it's more accurate.
 
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Guys, guys, I just had a REVELATION on the drive home from getting some munchies and grape drink.

We just had two vulnerabilities of our current approach exposed. One: We can't undo our needlebound Aspects fast enough to safely avoid Odr Poisoning, and Two: Our Gate is wide open for anyone to exploit.

The first option is one that's likely solvable with enough practice and processing power, but the Second...

Well, how does a keep protect itself from anyone storming in the front door when it's open?

A Gatehouse.

We need to build a Gatehouse and ward it tightly, permeable to Odr but proof against any outside attacker. That's what we need to finish a proper Cultivation Technique!
 
Do we have the budget to ask the Dwarves what the best stone for building a tough fortification is that won't melt in the sun?

The best thing is that we can test this method with the original Odr Cultivation method too, because we can see if it's working without having to commit to the Nalbound Aspects.
 
Anyway, as-is, the quest ought to be renamed Norse Homestead Quest, it's more accurate.
Well, we eventually ended up vastly reworking and de-emphasizing the farming side of it. You were only a couple updates away from Halla adventuring to Lotharingia in search of wealth and glory, lmao.

Regardless, if it's not to your taste then it's not to your taste. NQ2 will be a lot more streamlined, though, so maybe that's more to your fancy?

Do we have the budget to ask the Dwarves what the best stone for building a tough fortification is that won't melt in the sun?
Given that it's not your money being spent, it's probably not wise to go and use it for your own gain.

0~0~0

Anyways, a game I've been following for about a year or so just released into early access and I'm very excited to play it. I find myself doubting my ability to write with that big of a distraction in the back of my head, so I'm going to call the vote later today/maybe even tomorrow rather then around now-ish.
 
-Barricade Ward: A spell that places a barrier around the doorway. When hostile spirits approach, they will find the door locked and barred even if otherwise appearing open.
-Privacy Ward: Very useful for when you wish to practice your 'marital styles', but also to avoid gazes, muffle sounds, create sight-stopping shrouds, and other privacy-related things.
these two, though, mainly barricade Ward seems to be the most fitting as a foundation for warding our soul... but we will see.

Edit: Good luck and have fun!
 
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The moment Halla dies, we'll start at square one, sure probably with a few boons, but we're up for another wonderful gorillion words of training and random encounters to get back up to snuff, something that will kill the quest the moment it happens due to having already invested 400k words in Halla.

The rest is mostly preference stuff (and far from universal, some of us quite like the slice of life stuff), which obviously cannot be argued with as it's purely personal preference, or issues that have solutions that have been implemented (doubling cost to raise things have been matched by avenues we've gained to raise them quicker, and de-emphasizing the farming itself was definitely a thing), but this part is just flatly not true and basically never was.

Per discussions at various points in the thread, we start our next character at somewhere between the age of 16 and 20...given the training abilities Halla has gained during the intervening time, our new character will be less powerful than Halla winds up being, but will nevertheless have 7+ in all three stats, at least a 4 in every Skill (higher in the important ones to our build), and be otherwise generally pretty impressive. We also collectively seem to want to be more active with them, so as IF says, maybe NQ2 would be more to your tastes.

A Gatehouse.

We need to build a Gatehouse and ward it tightly, permeable to Odr but proof against any outside attacker. That's what we need to finish a proper Cultivation Technique!

Huh. Interesting. This definitely seems worth pursuing, though I'm not sure if it'll solve the problem by itself...it should definitely at least help, though.
 
What would it cost us to get Intel on the doppelganger problem? We should find out what's up with that before we have to kill something with Asgeir's face
 
Hmmmm. prolly not worth buying a lot, assuming Solrun can make more of her version

[x] Plan No Goatees
- [x] Give the dwarves 300 Food, 700 Goods, and 1,502 in Dwarf-Coins (+2,036 Balance)
- [x] Receive 21,994 oz Forged Iron (-1833 Balance)
- [x] Receive 1,152 oz of various magical metals (192 oz each of Molten, Ripple, Muddy, Icy, Drafty, and Storm Iron) (-192 Balance)
- [x] Recieve 8 Bottles of Doppleganger revealing juice
 
Are the beetle and usage instructions sold seperately/for how much?
Good Catch

[x] Plan Only Iron
- [x] Give the dwarves 300 Food, 702 Goods (2 of them from us), and 1,502 in Dwarf-Coins (+2,036 Balance)
- [x] Receive 22,116 oz Forged Iron (-1843 Balance)
- [x] Receive 1,152 oz of various magical metals (192 oz each of Molten, Ripple, Muddy, Icy, Drafty, and Storm Iron) (-192 Balance)
 
Guys, guys, I just had a REVELATION on the drive home from getting some munchies and grape drink.

We just had two vulnerabilities of our current approach exposed. One: We can't undo our needlebound Aspects fast enough to safely avoid Odr Poisoning, and Two: Our Gate is wide open for anyone to exploit.

The first option is one that's likely solvable with enough practice and processing power, but the Second...

Well, how does a keep protect itself from anyone storming in the front door when it's open?

A Gatehouse.

We need to build a Gatehouse and ward it tightly, permeable to Odr but proof against any outside attacker. That's what we need to finish a proper Cultivation Technique!
And a Gatehouse could also help with the Odr poisoning. (reduce the issue, i.e. make it so we can take a bit more odr per session)
Odrs issue is its chaoticness.
Gatehouses make things enter more ordered.
Independent Idea: build a big gatehouse on our side of the Gate. Something that everything that wants to enter our Gate is forced to Go through, something which forces our idea of order on it.

edit:
Though while symbolically fitting, it could have "must be opened to allow cultivation" issues. (read: secure but permeable to Odr might not be a thing that works)
 
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The issue with this is pretty much purely that the current deal is not us spending our own funds, but Dorri's. I don't think he wants the juice specifically, and it wouldn't go to us even if he did. We could make a separate deal on our own with the dwarves for some juice later.

I mean, it's such a small proportion of the overall value that I'm not sure this really matters? We're doing him a massive favour at the end of the day, I think skimming like half a percentage point off the top for ourselves is not really unreasonable.

We could just include some of our own wealth to make it square though, if that's a concern. That seems a lot easier than spending another update on a whole second deal, and maintains narrative momentum.

Since we're continuing to poke into the Underhouse this turn, I'd also suggest seeing if we can a Dwarven consultant to come and help us with our investigations and make sure we don't miss some crucial clue.
 
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I mean, it's such a small proportion of the overall value that I'm not sure this really matters? We're doing him a massive favour at the end of the day, I think skimming like half a percentage point off the top for ourselves is not really unreasonable.

I don't think skimming is a good call, personally...that seems like potential nid for being untrustworthy for one thing.

We could just include some of our own wealth to make it square though, if that's a concern. That seems a lot easier than spending another update on a whole second deal, and maintains narrative momentum.

Since we're continuing to poke into the Underhouse this turn, I'd also suggest seeing if we can a Dwarven consultant to come and help us with our investigations and make sure we don't miss some crucial clue.

Including some of our own stuff for things for us is definitely more valid though. That'd look something like this:

[X] Plan Iron And Paranoia
-[X] Give the dwarves 300 Food, 702 Goods (2 of them from us), and 1,502 in Dwarf-Coins (+2,036 Balance)
-[X] Receive 22,116 oz Forged Iron (-1843 Balance)
-[X] Receive 1,152 oz of various magical metals (192 oz each of Molten, Ripple, Muddy, Icy, Drafty, and Storm Iron) (-192 Balance)
-[X] Give the Dwarves 18 Goods from us (+6 Balance)
-[X] Buy 6 doses of Doppelganger-Revealing Juice for ourselves (-6 Balance)

Which seems reasonable to me. Hence switching my vote to it...it's possible Solrun can just teach us how to make it, but having some on hand is still a good idea.

For the Underhouse, based on previous stuff involving the Dwarves and the Underhouse, I'm dubious their help is worth the money they'd charge. When we asked for advice about its defenses they charged us 7 Balance for 'there are none, go nuts'...the return on that investment is very meh. They were more helpful the second time around, but I don't think we need their help all that much.
 
For the Underhouse, based on previous stuff involving the Dwarves and the Underhouse, I'm dubious their help is worth the money they'd charge. When we asked for advice about its defenses they charged us 7 Balance for 'there are none, go nuts'...the return on that investment is very meh. They were more helpful the second time around, but I don't think we need their help all that much.

I'm thinking more along the lines of helping find hidden records in common Dwarven hiding places or having cultural context which gives IF an opportunity to hand us a clue. Neither is a sure thing, to be sure, and there's a decent chance we can do it fine ourselves. But it's also not like, beyond the realms of possibility that it could come in handy.

Mostly I just don't want us to still have this plot thread still hanging next turn, so I'm willing to spend a modest amount of resources for even a marginal increase in the probability we get it resolved this turn.
 
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