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.

I mean, the current lead we're following was directly suggested by the dwarves...assuming we have time to do anything about it, I think that will either pan out or it won't, with dwarven presence not really helping. Plus there's bringing in the sword. Basically, I'm pretty sure we have enough things pointed at that task that it either gets solved now already or it's not gonna get solved now no matter what because we're on step 2 out of 7 or something.

I just think the odds of bringing in dwarves speeding it up when we already got dwarven aid in knowing where to look and are bringing in other resources are very low.

Maybe get some advice about the best kind of stone to use for building a tough set of walls?

I believe we've been previously told Halla thinks she's got this in terms of using stone to build things.
 
Should we do some kind of divination to find Blackhand?

We should definitely try and find him...divination is certainly one idea. I think following through on our Finding the Heart of the Hading plans (where we watch his battle with Hasvir the Elder) is also a good idea. That might help us reconnect with him on a narrative level, which is the most important level in Norse cultivation (and thus magic) in many ways.

We were thinking we were gonna do that next turn anyway, and it seems narratively on point as a way to find him.
 
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We should definitely try and find him...divination is certainly one idea. I think following through on our Finding the Heart of the Hading plans (where we watch his battle with Hasvir the Elder) is also a good idea. That might help us reconnect with him on a narrative level, which is the most important level in Norse cultivation (and thus magic) in many ways.

We were thinking we were gonna do that next turn anyway, and it seems narratively on point as a way to find him.
That could work but I think it would be better to attack the problem from several angles
 
I'm still interested in growing and Odr watering an ash and an elm in our Soulscape. (Because of the creation of humanity symbolism and the Seer Warrior symbolism)
We could see if twigs n stuff (If harvestable without harming the tree) from those have any effect when used for the tree.
thats also an interesting idea. either grow them, or try find an elm and an ash in our soulscape and infuse them with Odr

@Imperial Fister for future plans, is it possible to convert a personal action to research? just in case we really need to focus on cultivation research for a turn
 
@Imperial Fister for future plans, is it possible to convert a personal action to research? just in case we really need to focus on cultivation research for a turn
If its something like "spend 3 days doing this one thing" then its probably fair game, but if its "do 50 separate cultivation research things" then no, we can't, as IF as asked us to keep to max like 6 researches a turn as otherwise its hell for him to write out and consider
 
@Imperial Fister for future plans, is it possible to convert a personal action to research? just in case we really need to focus on cultivation research for a turn

We could casually do something like 15 Research actions a turn with Work Dice alone, possibly more. We're currently sticking to 6 because IF requested we keep the total number down to avoid attention overload, not due to any mechanical limitations per se.
 
So, on the subject of a Gatehouse for our soul, I feel that, while it'd do something, it still wouldn't be as useful keeping things out. Since we can't exactly build it on the other side of the Gate, and if it's on the Soul side it would still count for being in the soul, thereby making spirits harder to make leave.
 
So, on the subject of a Gatehouse for our soul, I feel that, while it'd do something, it still wouldn't be as useful keeping things out. Since we can't exactly build it on the other side of the Gate, and if it's on the Soul side it would still count for being in the soul, thereby making spirits harder to make leave.

Totally true, but until we learn to build things outside our soul it's what we've got, and even if we do learn how to do that (which is possible but not assured), we'd still want it as a second line of defense.
 
We should also look at just generally fortifying all aspects of our soulscape and our realscape home.
 
I mean, the current lead we're following was directly suggested by the dwarves...assuming we have time to do anything about it, I think that will either pan out or it won't, with dwarven presence not really helping. Plus there's bringing in the sword. Basically, I'm pretty sure we have enough things pointed at that task that it either gets solved now already or it's not gonna get solved now no matter what because we're on step 2 out of 7 or something.

I just think the odds of bringing in dwarves speeding it up when we already got dwarven aid in knowing where to look and are bringing in other resources are very low.

Mmmm, I was thinking along the lines of knowing about common hiding places for documents and so on, but fair enough.

Also I kinda wish we hadn't made the investigation second priority, but that ship has sailed and I guess an emergency shelter is useful too.
 
Mmmm, I was thinking along the lines of knowing about common hiding places for documents and so on, but fair enough.

Also I kinda wish we hadn't made the investigation second priority, but that ship has sailed and I guess an emergency shelter is useful too.

The thought is that we actually need the shelter imminently since we're gonna be attacked. We want the information, but getting it next turn instead would be less of an issue.
 
[X] Plan Iron And Paranoia
Fair, it ain't paranoia if they are actually out to get you
 
No need

[X] Plan Only Iron

We can sort something else later, but I don't want to muddy the waters here and raise confusion by doing two separate deals at once, especially since we're poisoned and all that technically.
 
Alright, voting is now closed
Scheduled vote count started by Imperial Fister on Oct 4, 2023 at 6:52 PM, finished with 80 posts and 7 votes.

  • [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)
    [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)
 
Hey Halla/Blackhand, is the first death on your Fated Day always the one that final kills you, or is it possible for you to die a Bodily Death, get brought back that day, and then final die later on that day?

Also, IF, I would like to throw a Reward Dice at Blackhand while he's away so that he comes back faster, or with less damage, or something. Just something to help him.
 
Hey Halla/Blackhand, is the first death on your Fated Day always the one that final kills you, or is it possible for you to die a Bodily Death, get brought back that day, and then final die later on that day?
Any death you die on your Fated Day will be your true death. So, it is the first death that kills you.
Also, IF, I would like to throw a Reward Dice at Blackhand while he's away so that he comes back faster, or with less damage, or something. Just something to help him.
You got it, I'll give him some luck with evading one of his exes.
 
Alright, voting is now closed
Scheduled vote count started by Imperial Fister on Oct 4, 2023 at 6:52 PM, finished with 80 posts and 7 votes.

  • [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)
    [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)

Oh snap, come to think of it I kinda wanted to swap votes.

C'est la vie!
 
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