Voting is open
[X] Plan Mostly Wood

"...it's silly to make another plan, and this won't win..."

We'll see about that!
 
Knowing what we now know about Hadingtree Wood (or maybe already knew but I missed it) maybe one of our long term goals, if our family ends up ruling Hading as seems to be... likely... is making an actual shipwright's setup in it. Being able to make boats from the best boat wood on site would be extremely prestigious.
 
"...it's silly to make another plan, and this won't win..."

We'll see about that!

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Knowing what we now know about Hadingtree Wood (or maybe already knew but I missed it) maybe one of our long term goals, if our family ends up ruling Hading as seems to be... likely... is making an actual shipwright's setup in it. Being able to make boats from the best boat wood on site would be extremely prestigious.

Yeah it would be nice to set up Eric as a proper independent shipwright, I think he'd appreciate with it.

Wouldn't be bad to have as one of our conditions if we end up bargaining again with Corpsetaker about taking over the Hading at some point in the future...
 
Eric seems valuable for that project, given shipbuilding is his trade.

-e: lol
 
Yeah the only reason I didn't call out Eric right away as useful to such a thing is because I'm not sure if us taking over Hading will be this generation or not. But if Halla ends up Heads(wo)man, then yeah, there's definitely value in building up the village to benefit most from our brothers expertise and the lands natural resource.
 
Alright, voting is now closed
Scheduled vote count started by Imperial Fister on Nov 5, 2023 at 2:25 PM, finished with 35 posts and 13 votes.
 
I'd love to have Hading evolve over the generations from a shitty podunk village to being some sort of huge deal prestigious city, as a result of our family.

Not in a full 'turn this into a Nation Quest" way but just in a 'yeah you've slowly built up the land and reputation with projects and victories and now people are flocking to buy land and expansion is at an all time high'.

One day our great grandchildren will say they were born in Hading and people all over the world will know where that is!!!
 
Gotland Calls | Preparation Final
[X] Plan Mostly Wood
-[X] Purchase 240 units of Hadingtree Wood (30 oz. silver)
-[X] Purchase 50 units of Cooling Claw (3 1/8 oz. silver)
0~0~0

Smiling to yourself as the cargo finds new homes aboard the Wavedancer, you call for oars to ready up and for the sail to be unfurled.

Rudder in hand, you gently guide the Wavedancer away from the shores of Asvir and towards the southern land of Denmark—the destination of the first leg of the journey.

What do you do along the way?
Current Destination: Denmark (3 Days, travel time increased from extra weight, 15% risk of suffering bad luck)
Personal (Pick 3)
[ ] Talk to a Crewmember
-[ ] Write in who and about what
[ ] Pay Close Attention to a Crewmember
-[ ] Write in
[ ] Craft or Repair
-[ ] Write in
Training (You get 30 XP per day spent travelling, for a total of 90 XP)
[ ] Training
-[ ] Write in
Night-time (3 Nights)
[ ] Night 1
-[ ] Put to shore (+5% bad luck per night spent sleeping ashore)
-[ ] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[ ] Sleep on the ship (No XP per night spent sleeping aboard the ship)
[ ] Night 2
-[ ] Put to shore (+5% bad luck per night spent sleeping ashore)
-[ ] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[ ] Sleep on the ship (No XP per night spent sleeping aboard the ship)
[ ] Night 3
-[ ] Put to shore (+5% bad luck per night spent sleeping ashore)
-[ ] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[ ] Sleep on the ship (No XP per night spent sleeping aboard the ship)
0~0~0

AN: I've decided to have you folks choose where you'll sleep at night. Every day spent traveling in a leg of a journey results in +5% chance of having bad luck (which could manifest itself in a variety of different ways). You may spend Reward Dice to improve your odds (+1d6 to the final result).

Putting to shore leaves you vulnerable to ambushes, monsters, and other forms of bad luck.

Lodging with local landowners means that you run the risk of getting into a scuffle with the locals, should the rolls be particularly poor. You do, however, have the chance of making friends with the locals and getting news! Your crew will also be happy to be lodging in a real house.

Sleeping on the ship is difficult, it'll leave you tired and sore in the morning, costing you a day's worth of XP to shake off. However, you are completely safe while aboard the ship.

15-minute moratorium.
 
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[X] Plan Social Person
-[X] Talk to a Crewmember
--[X] Kare Wolf-Seek
---[X] get to know him and see if he is interested in working for us
--[X] Hakon Thunderclap
---[X] ask how things are going for him and his family, if he needs a job we are willing to hire him
--[X] Alvar the Half-Elf
---[X] ask abaout his story and what he knows abaout Elves, we never met an Elf before, if he is searching for a job we could hire him
-[X] Night 1
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[X] Night 2
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[X] Night 3
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)

While the extra training would be nice. I want this to be a complete Social turn. So we can talk with as many people as we can.

I want to try and recruit all of them, so even if one of them refuses then one of the others might accept.

I am willing to consider dropping one Social action for some Training.
 
Well. Note to all of us: Take a bit less cargo next time. Ah, well, live and learn.

Okay, so, basic plan idea. For the actions, these are all things we want to to do. I'm fine with talking with Hakon later, but we wanted this info from Sten. Training is focused on stuff we can actually get (especially the Silver-Tongue) and starting on Fylgja, which we should be able to get to 10 this trip with a bit of focus.

[X] Plan We Have Silver-Tongue For A Reason
-[X] Talk to a Crewmember
--[X] Sten
--[X] Ask him about the true nature of Steel, including its Price. We understand his concerns, much better now than when we first spoke of it years ago. We have no desire to forge Steel for any useful purpose, and are willing to swear an oath to that effect. But we need to understand more about it if we are to learn how to defeat it, as we may need to deal with Steelfathers in the future. If he says this is impossible, remind him of our grandfather.
--[X] Using various means to ensure this is as private a conversation as we can arrange (Sten may have his own methods, we'd do Eyespeech and Warding and likely do it somewhere a bit away from others on land). If Abjorn, Eric, or our huscarls want in they could potentially do so, but nobody we know less well.
-[X] Talk to a Crewmember
--[X] Kare Wolf-Seek
--[X] Get to know him better, with an eye towards seeing if he's a recruitment target
-[X] Talk to a Crewmember
--[X] Alvar Half-Elf
--[X] Discuss with him what elves are actually like, if he's willing to open up about it. We've met dwarves and trolls and other creatures, but never actually dealt with elves.

Nights:

-[X] Night 1
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale)
-[X] Night 2
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale) (again)
-[X] Night 3
--[X] Lodge with local landowners (Silver-Tongue Check, -1 Success for every 10 crew you have, +1 Morale) (and again)

Training:

-[X] (Research)
--[X] Teach Eric and Stigmar Eyespeech. If we can set up a class and teach more of our retainers for the same investment, we would do so – 6 Research
-[X] (Training) Hamr (511 xp to rank up)
--[X] Train Stoker State 64xp (32xp)
--[X] Train Glima 24xp (12xp)
-[X] (Training) Hugr (254 xp to rank up)
--[X] Train Silver-Tongue 32 xp (16 xp)
-[X] (Training) Fylga (102 xp to rank up)
--[X] Train Fylgja itself 48 xp (24xp)

Other:

-[X] (Pockets)
--[X] Add Tafl Board, Weighted Harness, Fylgja Training Harness, Silver Drinking Horn, Forged Iron Chain, and Mastercraft Cooking Pot to our Pockets.
-[X] (Shapeshifting Slots)
--[X] Assign our empty slot to High-Twitch Muscles

I am willing to consider dropping one Social action for some Training.

We get Training no matter what, it looks like. I also think trying to hard sell people on recruitment on our first actual social with them is a bit much. We want to recruit people, I agree, but that takes a bit more time.

EDIT: Used Skippy's suggested wording on the Sten conversation, and added a note that we're making sure it's private.
EDIT2: Forgot the full xp. Added it.
 
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I already noted who I am personally most interested in in an earlier post, see below;

I'm interested in Gunne, his son Gudbrand, Skavidr, Alvar, Adalsteinn, and Snorri.

This is in order of interest btw. From most interested in to least.

All of them are called out as newcomers to the valley. With recent things we have learned on Dorri and his ilk, it might be useful to try and gain allies who aren't from around here

As for training, things we can rank up with 90xp total:

Hugr skills: Silver tongue needs 32 xp. Composure needs 16 xp. Both are useful skills we roll pretty often for social stuff.

Crafting wise: Design needs 7xp, Wordplay needs 16. Housecraft/Armorcraft/Weapon craft need 32 each.

Potentially useful on this trip life skills: Scouting needs 8, Management needs 8, sailing needs 16, tactics needs 32

Hamr Combat skills: Strike/Bash/slash need 8xp each. Chop needs 32. Throw needs 16. Defend and dodge need 16.

Martial styles: Stoker State needs 63. Glima needs 23. Fang needs 64.

Non combat Hamr: overland, farmwork, and labor only need 8xp each.

I'm not looking at tricks because there's too many to really count.

So there's quite a few skills we can rank up. Some.of which might be very useful on this journey. I honestly think dumping xp into sailing could be a worthwhile thing to do, to help against potential bad luck.
 
(You get 30 XP per day spent travelling
So, the whole journey is like 12 days (plus how long it takes us to get back which at minimum is 5 days) that means we get at least 510 XP to distribute over the whole journey that's basically the total we need to push Hamr to 10 (I'm no actually sure how our training items interact with the fact that were traveling).

And 10 seems like a major stepping stone that would be nice to cross.
 
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