The consensus seems to be Folkvangr, which winds up being two actions, as we probably want to recruit Hasvir the Younger to go along (one action to talk to Hasvir the Younger, then one for Folkvangr). We have one Travel action left this season thanks to IF being generous and that qualifies, so it's really incentivized to do that before Winter ends. I was also thinking we then finish up the magic weapons for our retainers.

The turn after that we'd send off Brother Bart and start working on additional allies (likely Buri first?).
What about learning needlework with Asva? And asking her to help our kids with our kids learn it(maybe offer something for her kids in return, if it's needed). It's really good for research and it might lead to us initiating Asva.

And on another thing, can we try feed Sagaseeker experiences?
 
What about learning needlework with Asva? And asking her to help our kids with our kids learn it(maybe offer something for her kids in return, if it's needed). It's really good for research and it might lead to us initiating Asva.

We already know needlework. Is Asva better? Almost certainly, yeah, but learning more from her isn't urgent...and initiating her is hard and risky. Maybe if we have a free action...but free actions are in real short supply.

And on another thing, can we try feed Sagaseeker experiences?

We can give it a shot once we have a better idea of which experiences to feed him.
 
We already know needlework. Is Asva better? Almost certainly, yeah, but learning more from her isn't urgent...and initiating her is hard and risky. Maybe if we have a free action...but free actions are in real short supply
It's not really for us. A bit for us maybe. But mostly it's for our kids. And that's gonna off later.
We already know needlework. Is Asva better? Almost certainly, yeah, but learning more from her isn't urgent...and initiating her is hard and risky. Maybe if we have a free action...but free actions are in real short supply.



We can give it a shot once we have a better idea of which experiences to feed him.
I can think of a few
 
It's not really for us. A bit for us maybe. But mostly it's for our kids. And that's gonna off later.

Even for the kids, we've been told that training in general is pretty premature until they're a bit older.

I can think of a few

I mean, we don't know what they do. I think we'd rather know before feeding them to him.

On Discord, IF also likened them to Legos and said that adding more changes the current picture rather than adding a separate thing, so once we add any, adding more changes and replaces the current effect. We want to know what we're doing with that on Sagaseeker.
 
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Finally got around reading the chapter
Nothing urgent happening, which is good, but damn, was it packed with important stuff!
Dancing Sparks (Cost 80 Orthstirr/16 Odr, 0 if Flamecalled): Small motes of flame dance across the battlefield and channel whatever passive effects the user has to those the flames touch.
I love this.
The limitation on passive effects is a good idea, yeah. Curious if it can start fires if the motes touch flameable things.
But this will do nicely.
Gotta be careful with stuff like heated shroud though, if there are less durable people on the field we don't want nice and toasty.
Learning Slavic is going well, as is the teaching of Norse.
i just love that Charred Soul will let us understand things when others don't bother really hiding because "How would they speak our language?"
Flame Step is a ring style he acquired and mastered on one of his adventures. It allows him to move at shocking speeds and close gaps that otherwise might not be possible.
*sigh*
Aw, too bad, i liked him.
Adding more animals to your soulscape
We should get insects too. And fish. Perhaps birds?
Asgeirr's mud-caked clothing—the poor boy had fallen into a cooling clay pit and nearly froze his toes off, if not for Sigurdr and Eyvor getting Stigmar's help
...
Asgeirr is gonna end up with more Hugreidas than he can use huh? first bornze cast, now (cooling) mud....
He really needs that capacity increase.
And she cuts you off, "I already know why Solrun died," so why did she ask?! "and I have been preparing for the consequences since before I could walk."
Oh... wait, consequences? Did Solrun's oath involved a clause that would affect her family in case it was broken?
Or was it just a bloodline thing her dad made built into whatever he used to control of Drysalt?
"You heard me right," Kolla continues, uncaring for you, "it's the whole reason I decided to leave with Aki rather than arrange for any other method of leaving the Valley. By birthing me, Solrun involved me in this struggle whether I wanted it or not, so I'm doing my best to survive it."
Hm.... ah, its just revenge, huh? makes sense.
"You're not going to be able to contact Veny, by the way, her father had an anti-scry spell put on her family stopping anyone from using magical means to contact them, amongst other things."
Veny was Horra daughter, married to Forkbeard's boy, right?
Kolla stays silent for longer than the entire conversation up until that point. Eventually, as the sun starts setting in the distance, her voice warbles as her mask slips, "I... I don't know."
Lets hope they succeed.
We already know needlework. Is Asva better? Almost certainly, yeah, but learning more from her isn't urgent...and initiating her is hard and risky. Maybe if we have a free action...but free actions are in real short supply.
Uhm... i am not sure, and know the situation with Abjorn was fucked, but does Asva know how to read? We could just give her the book if yes, or teach our whole family together if not.
(We could also ask our family to give ideas what should be added to the book later)
On Discord, IF also likened them to Legos and said that adding more changes the current picture rather than adding a separate thing, so once we add any, adding more changes and replaces the current effect. We want to know what we're doing with that on Sagaseeker.
Hm... So, every experience puts a new filter on Sageseeker that changes him, huh?

On Drysalt, too bad we cant trap him in a big lake of cooling mud. Like, its already hadr to get our of mood if you sink into it, but with the chilling effect as Asgeiir demonstrates is another debuff and security feature...
No idea how we would do it though, even if we could bury him under the stuff with the help of the dwarves.
 
*sigh*
Aw, too bad, i liked him.

We already knew that. Doesn't mean anything...there's at least one other person who'd match the description that we know Dorri could have sent. Logi might be in it with him...or not. No proof either way.

...
Asgeirr is gonna end up with more Hugreidas than he can use huh? first bornze cast, now (cooling) mud....
He really needs that capacity increase.

I wouldn't assume he gained a Hugareida there. I'd think it would've been mentioned if so.

Veny was Horra daughter, married to Forkbeard's boy, right?

She's Horra's daughter, married to Wolfwind's son. Forkbeard is not involved.

Uhm... i am not sure, and know the situation with Abjorn was fucked, but does Asva know how to read? We could just give her the book if yes, or teach our whole family together if not.
(We could also ask our family to give ideas what should be added to the book later)

We should probably check that at some point, yeah.

Hm... So, every experience puts a new filter on Sageseeker that changes him, huh?

Not exactly. Or at least maybe not...the thing we know it changes is the powers bestowed by the Experiences. Whether it effects anything else is up in the air.

Like, if we add an Experience for 'sounds of battle' and it gives a bravery boost and then add a different Experience, it will change the power granted, not add a new and different one.

On Drysalt, too bad we cant trap him in a big lake of cooling mud. Like, its already hadr to get our of mood if you sink into it, but with the chilling effect as Asgeiir demonstrates is another debuff and security feature...
No idea how we would do it though, even if we could bury him under the stuff with the help of the dwarves.

Yeah, that might delay him but that would be all.
 
Hey Halla,

1) Did you get the names of the boys Asgeirr beat up? Faxi's sons/Kurt's younger brothers.
2) Does Sagaseeker have a Fylgjur?
3) Has anyone seen your farm's new Nisse yet?
4) Are Fylgjur easily recognizable as a specific person?
5) Okay. Fylgja fashion Halla, have you considered dressing up your Fylgja with clothes, ties, ribbons.. ? Appearance is a big deal to Norsepeople and Fylgjur are you, right???
6) Do you know what kind of people get Ravens as a Fylgja, personality wise?
 
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Winter 11/Dwarf Diplomacy
[X] Plan The Stuff We Want
-[X] We want to trade for additional Iron, including elementally infused Iron of various sorts, as well as plans for Bolt Throwers like the one we have, if possible.
-[X] Use the fact that they're late on their commitment to give us back the ledger to get a better deal on the plans...plus potentially other stuff, depending on how far we can push that.
-[X] Use our social Tricks to get an idea of how far we can push without offending the dwarves...push a bit less far than that, probably, depending on details.
0~0~0

The poison goes down as easily as it ever does. That is to say, it doesn't.

As your throat burns and lesions open up on your skin from where a few fell drops splashed, you stare Toki dead in the eyes. Every time it's a different poison. Every time prepared by a new face. This way, you can't pre-emptively dose yourself with an antidote—you assume, anyways. It's not like Toki or anyone else took the time to explain the inner workings of dwarf machinations to you.

Regardless, you came here for a purpose and you're nothing if not dutiful. Folding your hands together, you lay them on the table as you lean back in your chair, "Alright, Toki, here's what I'm after. I want additional iron of all kinds and plans for those bolt throwers."

"Regretfully, we can't sell you weapon plans as, according to Section B, Paragraph C of the Armaments Division of the Ancestral Treaty," Toki really does seem apologetic that he can't sell you weapons, "plans for weapons such as bolt throwers goes against the Ancestral Treaty."

Lips twisting into a frown, you're forced to sigh and shrug. You'd rather not break the Ancestral Treaty, not when it allows trade to function at all. "The iron is still good, right?"

Toki nods, beard swishing in time with his movements, "Of course!" A glimmer of greed flashes in his eye as he sweeps a hand across the table, "Now then, shall we proceed with negotiations?"

You sigh and nod, the lesions starting to itch something fierce, "Let's get on with it."

Goodwill: 9
Current Balance: +8

Your Holdings:
195 Food) 1 Food = +1 Balance
56 Goods) 3 Goods = +1 Balance

Their Holdings:
Resources:
Forged Iron) 12oz = -1 Balance
Magical Metal) 6oz (Write In) = -1 Balance
Socket Stones) 1 Stone = -1 Balance
Precious Gemstones) 1oz = -1 Balance
Semi-Precious Gemstones) 2oz = -1 Balance
(Others determined via thread discussion)

Knowledge:
(Extras determined via thread discussion)

Services:
(Determined via thread discussion)

How do you wish to proceed?
[ ] Write in

0~0~0

AN: And there we go. Apologies I didn't post this yesterday, I got quite a bit distracted with stuff.

No moratorium, we'll see if there's another today.
 
Do we have any interesting new options opened up for metal at least?

Might also be interesting to get some gemstones for our Sagaplate now that we've got a pretty good idea what to go with, it should have Bling even if it doesn't get Realized.
 
I am kinda curious if we can get it working without the gods help, but guess that will be another version, if we ever come around that.
Would still require a sacrifice of some kind though, what with the "Power requires sacrifice" rule.
But the sacrifice to the gods seems to be the most easily streamlined version to make.

Edit: I woud like to get socket stones and glowstones..... the glowstones is to put in our soulscape, both the house and in general experimentation.
 
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I am kinda curious if we can get it working without the gods help, but guess that will be another version, if we ever come around that.
Would still require a sacrifice of some kind though, what with the "Power requires sacrifice" rule.
But the sacrifice to the gods seems to be the most easily streamlined version to make.

Edit: I woud like to get socket stones and glowstones..... the glowstones is to put in our soulscape, both the house and in general experimentation.

We've got two viable options to join the metal with the spirit, one is effectively setting up a business contract with the Gods where they lend you a measure of their power in exchange for a measure of the glory in battle (Translating to a reduction in gained Orthstirr--anywhere from 25% of what you would have gained to completely negating it, depending on the level of empowerment), and the other is using the Armor as a focus for Fylgja Actualization.

Both approaches evidently have their own strengths and weaknesses.
 
Some trick ideas I had for some lesser used skills that we have room for tricks; most of them are focused on things like our farm though I know farmstead stuff isn't the most interesting to some people.

Hamr:

Farmwork (we have 2 available capacity):

Livestock-Ken Trick - A farming trick that lets you see the condition of any of your Livestock just by looking at them, allowing you to spend less time tending to them by knowing their exact needs.

This one seemed like a no brainer - I based it off our sewing and harvesting sight. This one is like those but for animals, letting us better tend our animals more quickly and easily.

Chores List Trick - Organizing many hands to work together without wasting labor is a cinch with this trick. Everyone will know exactly what they need to do to handle their side of the work, making the workforce more efficient at finishing the basic work on the farm. (Reduces Workdie requirement to fully harvest/gather goods/etc by some amount per people Capped by rank)

The name is a joke, but the idea is serious. A better name didn't come to me though. I think with us having so many people, a trick to be better at organizing them and getting them to work together more efficiently might work.

I could see this being a Management trick instead. But we have 3 trick capacity for that as well.


Labor (3 trick capacity open):

Automatic Log Trick - This trick is a Loggers dream - no longer do you need to hew the branches and prepare the wood, as your Orthstirr bleeds through the tree with the swing of your axe and prepares it for you. At low ranks a felled tree's limbs fall off, at higher ranks the logs are perfectly formed for you to haul the instant the tree falls!

This one just sounded fun, having our felled tree's prep themselves is a time save and a fun visual.

Hauler's Trick - This trick ties together all the items the user wants to move with easily grippable ropes of orthstirr, allowing them to create great masses to be hauled and granting leverage to lift and carry that which should not be liftable. Higher ranks can comfortably carry larger objects.

We've had it mentioned that leverage still matters when lifting and awkward to lift stuff is still awkward no matter how strong we get. So something to help make up for that seems useful.

Overland (3 trick capacity open):

Deep Diver Trick - This trick enhances the user's ability to dive for long periods of time, their deep breath taken with the power of their Orthstirr. Users of this trick can stay underwater for impossible amounts of time.

Swift Swim Trick - Enhancing the muscles used for swimming with one's Orthstirrs, they propel themselves forward at a greatly increased speed, allowing them to reach enemy ships in transit.

These two are kinda a combo in my head. When we met the pirates we were told flying to go fight them was suicidal because we would be a big target. What if we could swim under the waves to go surprise attack our attackers? Ambushes aren't Nid after all.

It's a niche technique for Halla, but maybe someone like Sigurdr more focused on being on a boat would appreciate such things.


Hugr:

Management: (3 slots remaining)

Efficient Overseer's Trick - While self direction is the Norse way, efficient management is always a boon when building one's farm. By overseeing a construction task (farm building improvements), the user may multiply the amount of workdice put into the task by an amount based on the mastery of this trick.

I see this trick as starting kinda low, if we put 5 workdice into improving building quality we get the effect of 6, but being able to double the dice eventually, like a training aid for double xp for construction.

Tax Fraud Mastery Trick - By mastering the art of managing what you look like you should owe in taxes, you can make what you have seem less than what it is, allowing you to pay less for your property. Lowers property taxation based on rank.

This one was just a funny idea to me. It doesn't really matter, we have enough money in pocket to pay our taxes for like 100 years. But the idea of Halla becoming the world's first tax accountant arguing she owes nothing is hilarious as an image.


I mostly made this list because I think having some more mundane tricks is good, and hey, make farmquest side even easier in the future, since we were running up against some limits on expanding further.
 
We've got two viable options to join the metal with the spirit, one is effectively setting up a business contract with the Gods where they lend you a measure of their power in exchange for a measure of the glory in battle (Translating to a reduction in gained Orthstirr--anywhere from 25% of what you would have gained to completely negating it, depending on the level of empowerment), and the other is using the Armor as a focus for Fylgja Actualization.

Both approaches evidently have their own strengths and weaknesses.
alright the first is new for me. (should look into the discord more)
The fylgja one.... eh, wasn't that the Fyjglaskin option? because sounds really like it. But if it can still wander, i would be fine with it.
 
We've got two viable options to join the metal with the spirit, one is effectively setting up a business contract with the Gods where they lend you a measure of their power in exchange for a measure of the glory in battle (Translating to a reduction in gained Orthstirr--anywhere from 25% of what you would have gained to completely negating it, depending on the level of empowerment), and the other is using the Armor as a focus for Fylgja Actualization.

Both approaches evidently have their own strengths and weaknesses.

I feel like we could also probably make an Armor that lets us invite a spirit into our armor to empower us at the cost of Odr, since spirits love odr (though the gods apparently prefer Orthstirr).

This could come in two flavors from my thought; a long term relationship with a single spirit (meet a fire spirit, make a deal to feed it Odr every turn, it stays in the Armor as long as we keep the deal, and we keep special fire Armor norsely plate.

The second thought would be more for Halla and other Seers, but rather than long term making a deal with one spirit, calling on local spirits to barter with and make deals for one battle at a time, allowing the Armor to shift and grant different bonuses each time could be neat.


The former is probably easier to do than the latter, but either of these options would require the user have Odr.
 
alright the first is new for me. (should look into the discord more)
The fylgja one.... eh, wasn't that the Fyjglaskin option? because sounds really like it. But if it can still wander, i would be fine with it.

Similar idea, different approach. Fylgjaskinn is a form of Actualization though, yeah.
 
Could we buy a weapon and reverse engineer it? I don't know enough about the ancestral treaty to know if that's breaking it?

It wouldn't help with finding the composition of the material but it would help us figure out the parts.
 
So...no discounts or anything due to them being in default? Unfortunate.

Well, the basic idea for what to buy should be simple enough:

[X] Plan Replenishing Stocks
-[X] Purchase 600 oz. Forged Iron (-51 Food)
-[X] Purchase 10 oz Forged Iron and 1 oz Molten Iron for 1 Food (-1 Food)
-[X] Purchase 24 oz each of Dusty Iron, Molten Iron, Drafty Iron, and Storm Iron (-16 Food)
-[X] Purchase 7 Socket Stones (-7 Food)

I've been doing some math, and in terms of Food, every 10 Food is about one turn we can sustain ourselves with no (or very minimal) Food income (the Pots are great, and we'll usually have the livestock as well). So 120 is 2 years, which seems sufficient for the most part. This spends our excess on getting enough Magical Iron to make swords for our remaining four retainers, plus enough Iron to handle making Nordic Armor and, if we wish, Mail-Necked Helms for our retainers without them.

This also gives them a slight advantage on the deal to increase Goodwill as usual. Which may be overly generous right now, but is still good policy if we want to keep our working relationship going. It also does one mixed Molten Iron/Forged Iron purchase because all our molten iron expenses are in multiples of 6 and yet we have 5 of it just sitting there...

Some trick ideas I had for some lesser used skills that we have room for tricks; most of them are focused on things like our farm though I know farmstead stuff isn't the most interesting to some people.

Most of these seem a bit niche to actually be acquired, but fine...I think the first Management Trick is wildly overpowered as compared to our existing Work Die related Tricks (our existing one grants 1 Work Die per level...that one would potentially grant 60 or more per level which is terrible game design). And the tax-related one seems difficult to justify without nid.

alright the first is new for me. (should look into the discord more)
The fylgja one.... eh, wasn't that the Fyjglaskin option? because sounds really like it. But if it can still wander, i would be fine with it.

The fylgja version prohibits our current shield-spam ability, or using Tricks from Fasts in our Fylgja while in use. It's really bad for us specifically. Great for some people, but mechanically awful for Halla.

Could we buy a weapon and reverse engineer it? I don't know enough about the ancestral treaty to know if that's breaking it?

It wouldn't help with finding the composition of the material but it would help us figure out the parts.

The thing is that we both have one, and have looked it over with Sten extensively...we don't need one for that and should probably have done so already if it were possible. We asked and were told it wasn't viable, though we could try again...our Hugr is much higher now.
 
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Could we buy a weapon and reverse engineer it? I don't know enough about the ancestral treaty to know if that's breaking it?

It wouldn't help with finding the composition of the material but it would help us figure out the parts.
Yes, the weapon trading is explicitly banned by the ancestral treaty.
So is going on war against human and dwarf families going on war against each other, because of the tactics used by both in no holds barred fights for survival, iirc.
 
Honestly, I think we might want to review what the Ledger cost us, and charge them a portion of that in additional material as Penalties until the ledger is returned. That's a better incentive for them to get their shit together than just a lump sum which they might just pay and write-off us getting it.
 
Honestly, I think we might want to review what the Ledger cost us, and charge them a portion of that in additional material as Penalties until the ledger is returned. That's a better incentive for them to get their shit together than just a lump sum which they might just pay and write-off us getting it.

The thing is, it cost us two pots of the Carbon Flour. Which we are unclear of the exchange rate on...from what Toki said they actually don't ever sell it, so the exchange rate is utterly unknown. Charging a percentage of either 0 or infinite is hard.
 
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