Someone's personal saga has just been repurposed as a place for them to leave each other notes. They do this via some combination of weather, bizarre animal behavior, and other similar things. That man lives a deeply odd life.
The hilarious part of it is that he's entirely accustomed to having this deeply odd life. It's normal for him. He thinks the world just works that way... and it's basically impossible to come up with evidence that will convince him otherwise, because for him, it does.
 
NorseQuest 2.0
Finally, it's done. Thank you @DeadmanwalkingXI and all the other helpers for assisting me greatly in this. As it is extremely probable that I've missed or overlooked something, please don't hesitate to point anything out!

Furthermore, we will be redoing the turn vote.
0~0~0
Turns are now 1 month each rather than 2/3 months.
You also now have 1 Focus Action and 2 Low-Effort Actions per turn.
Focus Actions are for talking to people or other, more intensive things while Low-Effort Actions (or LK Actions) are for lower effort things like crafting, exploration, research, information gathering, sacrifices, and more.

You also now have Extended Actions, which are where you go and do something that takes multiple updates to get through, like travel or shopping or combat. You get 1 Extended Action a season (every 6 turns), but that is a bit up in the air.
Here's the new skill list;
Hamr:
Combat (All Hamr Combat Skills),
Labor (Farmwork + Labor + Management),
Travel (Overland + Sailing),
Hugr:
Housecraft (Artcraft [but not Smithing and Runes] + Design + Housecraft [Everything but Smithing])
Scouting (Scouting + Wildcraft),
Smithing (Artcraft [Smithing Only] + Armorcraft + Housecraft [Smithing Only] + Weaponcraft),
Social (Barb-Tongue + Composure + Silver-Tongue),
Tactics (Tactics + Strategy),
Wordplay (Artcraft [Runes Only] + Wordplay + Adds to Capacity)


Stats no longer need Orthstirr committed in order to work at full capacity. In-universe, the Norse still use Orthstirr for this, but it's below the level of abstraction.

Skills also have unique—for the most part—bonuses for Infusion.
-Combat: Adds +1 to each Prowess Stat in order as it increases in level (so Infusion 1 grants +1 Initiative, Infusion 2 grants +1 Stamina, and so on)
-Labor: +1 Work
-Travel: +1 to find interesting things while traveling or exploring
-Housecraft: +1 Minimum quality
Scouting: Increased Insight into what you see
Smithing: +1 Minimum quality
Social: Calm Charges
Tactics: Increased Insight into others
Wordplay: +1 Capacity
Noncombat Skill Rolls are rolled with Attribute using the normal dice, then get a number of successes added equal to the Skill. So if Halla has Hugr 12 and Social 6 she'd roll 12d6 for Social rolls, then add 6 successes. Other boosts to that like Odr are added on top.

You have a total pool of 'Work Points' equal to your Labor stat. This pool is spent to do additional low-effort (for me) things like crafting, research, and so on.
-Crafting (Spend 1 Work and gain one item that you could auto-succeed at crafting, not counting Aspect usage...this is the replacement for mass production)
-In-Depth Crafting (Spend 1 Work to make a crafting roll and then one additional work if the item has runes, one if it gets bone ash added, one if it is quenched in a specific way, one if an Experience is added, and so on. Can only be done twice per turn.)
-Consumables (Spend 1 Work per three consumables)
-Write poetry based on an Inspiration (Spend 3 Work, gain 1/9 Orthstirr per 3 successes, only available once per Inspiration)
-Repair (Spend 1 Work to repair one damaged item that it's possible to repair completely)
-Seidr and Other Magic (Do something like collect an Experience or perform a single minor divination or fertility blessing. Each costs 3 Work)
-Proof of Concept (Make a quick check of how two magical things interact, most obviously this allows checking if an Alloy works, though it'd also allow checking unknown magic items and how they work and similar things. Can only be done 9 times per season.).
Note: Names are not finalized and are up for change should they be unwieldy

Combat Foundation
Endurance: How much damage you can withstand before defeat
Armor: How much damage must be dealt before it affects you. Reduced every time an attack lands.
Orthstirr: How many levels of orthstirr you have available to spend for the fight. Every round, you decide how much orthstirr to spend, which boosts everything you do in the round by +1.
Combat: How many dice you roll per roll.

Combat Framework
Initiative: How fast you react to things and, thus, how soon you act in both a round of combat and clashes.
Stamina: How many rounds of combat you can fight before you start to get increasing penalties from fatigue.
Speed: How many attacks you can make in a single round.

Capacity: How many different tricks you have available for the round.
Analysis: How well you can read your opponent/s and/or the situation.

Combat Modifiers
Offense: What gets added to your attack rolls.
Defense: What gets added to your defense rolls
Pierce: Things that add damage to your attacks
-Specifics: Sometimes, you have things that give you Pierce only in specific situations/requirements
Resist: Things that detract damage from enemy attacks
-Specifics: Sometimes, you have things that give you Resist only in specific situations/requirements
Planning
Planning for combat is vastly simplified. There are 3 steps and they are as follows;

Step 1: Determine Goal
-Step 1 is to decide what you are trying to accomplish in that round and how you want to go about it. This gives me a general idea of the way to write Halla in the fight.
Step 2: Ready Tricks
-You then pick as many tricks as is equal to your Capacity. These are the tricks that you have on hand to use whenever applicable during the fight. You can repick while planning for the next round. When performing this step, you can choose to only pick a single Trick with the (Focus) notation, and if you do so you only use that Trick and only once, but may add dice equal to your Capacity to the roll for that single Trick.
Step 3: Decide Orthstirr
-Next, you decide how many levels of orthstirr to use. To use tricks at all, you need to spend a minimum of 1 level of orthstirr. Every level of orthstirr you spend gives you a +1 bonus to all your rolls during that round of combat. If you spend 7 levels, you get +7 to your rolls.

An example of this is as follows;

[ ] Plan Name
-[ ] Goal: Take out the enemy's henchmen as quick as possible.
-[ ] Tricks: Trick 1, Trick 2, Trick 3, Trick 4, Trick...
-[ ] Orthstirr: 5 Levels

After that, your job is done and mine begins.

How Stats Come Into Play
While this doesn't matter as much to you as it does to me, I think it's still important for you to know how your stats affect the outcomes of combat. This way, you can better decide how to train and develop.

First things first, some terminology.
-'Basic': Basic attacks and defenses are just that, basic. There's no special gimmick with them, unlike with tricks. You don't need to spend anything to do them, either, as they're done automatically.
-'Tricks': Special attacks or defenses or other moves that 'shake up the board', so to speak. They're potent moves one does to create or take advantage of opportunities, such as when one is on the backfoot and needs to make space or any other situation.

Second things second, how dice are rolled.
-Basic Attacks or Defenses are rolled with Combat Skill. Tricks may add their associated Style or Hugareida as a flat bonus as well.
-On any attack, whatever stat is being used adds its rating as a static bonus (so, +10 at Hamr 10). Fylgja Attacks use Fylgja, Hugareida Attacks use Hugr.
-Frenzy, Weapons, and Armor give static numerical bonuses to all attacks and defenses using them, as does spending Orthstirr (spending it adds to all attacks and defenses, Odr cannot be spent for this).
-Sharpen and Fortify add +1d6 each, add +1 damage/-1 damage respectively, have their normal downsides, and can be combined with spending Orthstirr. They take no Capacity, cost an additional 1 Orthstirr and cannot be stacked.
-Weapon Elemental Effects add +1 damage and cost an additional 1 Orthstirr.
-Stoker State always costs 1 additional Orthstirr and adds 'Stoked Points' to the pool rather than dice, at the same rate.

Weapon Effects
-Two-Handed Weapons - When wielding a two-handed weapon in both hands (or, with Leverage-Enhancing Musculature, a one handed weapon in two hands) the wielder gets to double their Pierce, but every round spent doing this counts as two rounds for Stamina purposes. This obviously foregoes the use of a shield and various other advantages to using a one handed weapon.

-Dual Wielding - When wielding weapons in both hands, the wielder may attack twice for every time their opponent does. This doesn't increase Speed, and they still need a shapeshift to strike truly simultaneously, but it allows them to get through six attacks while their opponent has only gotten through three. This also obviously foregoes the use of a shield.
Tool and Farm Rules:

This system is somewhat speculative and may be changed later, but we're simplifying all logistical stuff involving tools and farm stuff into three stats, rated between 1 and 9

Unlike the current system, you don't need to spend Work on making this function (that gets fiddly), though you probably need a total number of adults equal to the higher of Land and Infrastructure to keep a farm running.

These three stats are:

-Land – The natural resources of the land itself that are inherent to it, such as its fertility, wood, and wild game.
-Provides Food equal to Level x4 per turn
-Provides Silver equal to Level/2 per turn
-Can only be raised by gaining new land

-Tools – This stat determine possession of tools of all types, from farming, to training, to crafting.
-Provides bonus successes on Crafting rolls equal to its rating
-Provides bonus xp equal to (Level-3) per turn from Training Items
-Doubles the xp invested in a number of attributes, skills, Martial Styles, and Kunna equal to (Level-3) x3 (the first six levels are what most people have and provide nothing)
-Can be raised with sufficient money or crafting. Specifically, three Crafting actions requiring a success level at the new level of Tools being aimed for , each of which may be replaced by an expenditure of (New Level Squared) x3 oz. Silver (so 48 oz. silver each roll replaced to go from 3 to 4, 243 oz. silver per roll replaced to go from 8 to 9), assuming there is a sufficiently skilled smith around to purchase items of that level from.

-Infrastructure – This stat governs anything you use on a farm but is neither part of the land, nor readily portable. The buildings, any beehives, livestock, all that kind of thing. This includes some things that are tools in NQ1 like Pots.
-Level x5 determines how many people can live on your land
-Provides bonus successes equal to its rating on Crafting rolls made at home
-Provides Food Storage equal to Level x40
-Provides Food equal to Level x2 per turn
-Provides Silver equal to Level per turn
-Can be raised by work in theory, but in practice, that's more of a plot element than spending Work. Maybe an action or all your Work would be expended, but it involves enough NPCs you can't generally do it alone. Or by acquiring new infrastructure in other ways like inheriting a herd of cattle.

Weapons and non-utility magic items must be kept track of separately, but everything else is just folded into these stats.
Advancement:

Advancement mostly works the same (being based on xp used for training), but specific numbers from things other than Hamingja are reduced to reflect the fact that this is per month rather than every two months. This looks like this at the moment:

Training: 59 xp (1 from base, 34 from hamingja, 11 from Sparring [Halfdan, Abjorn, Stigmar, Tryggr, Trausti, Vagn Wheel-Drifter, Kare, Hakon, Alvis, Trygve, and Magni], 2 from Partial Sparring [Eric, Ingolf, Eysteinn, and Kurt], 5 from Training Item, 6 from Hooknails' Reckoning)
The system change results in some slight adjustments to various shapeshift options:

-Offensive-Tuned Reflexes (1 Slot) - Adds a +1 bonus to all attacks (basic and trick)
-Defensive-Tuned Reflexes (1 Slot) - Adds a +1 bonus to all defenses (basic and trick)

-Adrenaline Rush (1 Slot) - Increases dice rolled for Hamr rolls in combat by 1
-Reduced Sleep (1 Slot) - Reduced need for sleep allows one free Work per turn.
-Quick-Recovering Muscles (1 Slot) - Gives +1 Stamina, physically works by increasing the rate at which your body removes lactic acid
-Leverage-Enhancing Musculature (1 Slot) - Allows the user to gain the benefits of wielding a weapon in two hands with a normally one handed weapon.
0~0~0

With all that said and done, it's time for you folks to try out the new turn planning method.

[ ] Plan Name
-[ ] Write in what you wish to focus on
-[ ] Write in your first low-effort action
-[ ] Write in your second low-effort action
-[ ] Write in your extended action, if you desire to use it right now.
0~0~0
Training: You have 59 XP to spend as you see fit.
-[ ] (Training) Hamr (511 XP to rank up)
--[ ] (Optional) Train a hamr skill or trick (Write in)
-[ ] (Training) Hugr (183 XP to rank up)
--[ ] (Optional) Train a hugr skill or trick (Write in)
-[ ] (Training) Fylgja (512 XP to rank up)
--[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
-[ ] Work Options
--[ ] Specify specific things
 
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We might want to hold off on turn plans for a minute while I update the character sheet to the new system. For one thing, xp would still be included and the amount of that per turn is being adjusted.

That might take a little, but should be done sometime tonight-ish.
 
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We might want to hold off on turn plans for a minute while I update the character sheet to the new system. For one thing, xp would still be included and the amount of that per turn is being adjusted.

That might take a little, but should be done sometime tonight-ish.
In that case, i'll just put the last char sheet (as of 01/23/2024) here for an archive for future readers:
[Halla Sunshine]
Endurance: (17/17) | Frenzy: (8/8) (+8 to all Combat Rolls) | Armor: (16/16) (+1 to Defense Rolls)
Hugr Capacity: (56/56)
Orthstirr: (1603/1603) (+94 per year) | Odr: (157) (+64 per turn)
-Frami: 535 | Virthing: 534 | Saemd: 534
Hamingja: (34) (including 9 temporary)
Hamr: (10) | Infusion Rank: (7)
Hugr: (12) | Infusion Rank: (8)
Fylgja: (10) | Infusion Rank: (7)
Bloodlust: 0 (Will increase by 1 every season you go without fighting something. If it reaches 10 then you will *have* to fight something.)
  • # Overview

    You are Abjorn Bearbreaker's Warrior-Wife, a Berserk-by-definition, a fully-fledged Seeress, and most recently a newly-minted Hero. You are also a mother to six beautiful little children.
    You are 22 years-old. You are at the Saga Expansion stage of Norse Cultivation.
    Your main kenning is: Sunshine (While you are in the sun you no longer struggle to control your fear, others around you also benefit from this, and you gain +1 dice to all combat rolls made while under the sun)
    2: Skyfire (+1 dice to all combat rolls made while flying)
    3: Life-Bringer (+1 Endurance healed at a time)
    4: Owl-Eyes (+2 dice to Tactics and Scouting rolls when using your fylgja)
    5: Longstride (+1 dice to Overland rolls)
    You own 240 acres of land in the Hading Valley, very close to Steinarr's Farm.
    You now own the *Wavedancer*, a 22-bench snekkja.
    Currency: 1,450 and 1/8 oz Silver, 141 oz Gold,

    Your Maximum Combat Dice Pool is 141d6 (55d6 from stats and skills, costing you 45 Orthstirr to reach, 57d6 from Martial Styles, and 29d6 from equipment)
    Your Base Combat Dice Pool is 96d6 (10d6 from stats and skills, 57d6 from Martial Styles, and 29d6 from equipment)

    You are Fluent in:
    -Norse
    -English
    -Latin

    You are reading these books:
    -The Bible (9) COMPLETE!
    -Treatise on Frisian Cultivation (5)

    ## Your Soulscape

    A vast valley of fertile rolling hills and densely packed forests boxed in by a protective, snow-capped mountain range. The valley is dominated by a lonely mountain growing from the centermost point and topped by a farm belonging to yours truly.

    Beyond the mountain range is a great expanse of emptiness just waiting to be filled. Filled with what, you're not overly sure. However, your intuition guides you to consider how familiar your soulscape is. You've lived in a valley all your life, so perhaps that has something to do with it?

    Up at the top of the lonesome mountain sits a farm, your farm. Bordered by a rune-covered fence of superior quality and with a Gate of some odd material—reddish and oddly warm to the touch—your soulfarm is a well-protected place. Farmplots dot the inside of the fence and copses of trees fill the gaps. A small, hollowed-out hill sits near the back, where your odr finds a home. Atop the hill, beside the well you've constructed, sits a house of superior quality. It is a fine thing with many little accessories.

    A single chicken walks around the farmsoul, looking a little hungry.

    While your farmsoul is well protected by the presence of a fence, that's more then can be said for your soulscape as a whole. Already, wisps of curious spirit-matter prod at the limits of your soul, testing and examining to see what this new thing is. These entities are barely sentient let alone sapient, merely spirit-matter that's clumped together enough to have some semblance of locomotion. That won't last forever, though. One day, something with actual intelligence will have a gander at what you've built.

    A Hearthroot seed has taken root in a patch of soil. It now bears 1/3 berries, which regrow every year. 4/4 oil-slick fronds grow from the center stem — which regrows every year. In the middle of the fronds is a single seed. It has been fed 18 Odr and seems to be sated, though it would not refuse more if offered.

    A sealwood sapling has been planted. It has now grown to the size of a proper, adult tree. 7/7 of the branches bear the waxy leaves. If you so desired, you can now extract sealwood sap from the trunk. A single seed hangs from one of the branches. It has been fed 18 Odr and seems to be sated, though it would not refuse more if offered.

    An extensive patch of falling moss has been planted, currently providing up to 9 clumps of moss. 9 Odr has been fed to it.
    You have 10 Basic Pockets. (100 Orthstirr)
    -6 Holding 2 Frenzy
    -1 Holding Travel pack of food, water, a blanket, and other survival stuff
    -3 Empty
    You have 1 Armory Pocket (20 Orthstirr)
    -Bolt Thrower (4 Dice, 6 Base Damage, Ranged)
    You have 1 Improved Armory Pocket (30 Orthstirr)
    -Emberguard (see Equipment listing)
    You have 1 Brewery Pocket (20 Orthstirr)
    -Holding three hearthberries, water, and honey (Batch started Year 11, Summer 1)
    ## Journal
    Note: Unfortunately, I did not start keeping track of this until late Winter of Year 7, so that's my bad.

    Seeking Aki
    -In the Battle for Horra's Compound, Aki's fylgja was unfortunately killed. That means he's trapped in Ginnungagap — *without* a fylgja. You need to rescue him before he... well, before he's not Aki anymore.
    -You managed to rescue him and learned just how low on the ladder you really are.

    Troll-men Reprisal
    -Troll-men attacked your farm, destroyed your home, and carried off your animals. This *cannot* stand. Vengeance must be had, one way or another, your burning soul demands it.
    -After descending into the depths beneath your destroyed home, you met some svartalfar, one of which guided you to the troll-men nest.
    -After a ferocious battle, you managed to destroy the nest. You even slew 1230 troll-men in the process! Good for you!
    The Hading Witch
    -Aki Runson pointed you towards a witch who, apparently, lives in the heart of the Hading. Maybe it's not a good idea to trust the word of a little blind boy, but when have you ever let something as minor as that stop you?
    -Alright, so, turns out that the Witch isn't who Aki was trying to point you to. Which begs the question, who is the Witch?
    -ALRIGHT. So, the Witch is *dead*. How long? You don't know. What killed her? You also don't know. You don't know a lot of things when it comes to this situation, unfortunately.
    -...The evidence, what little there is, points to Halfdan being the murderer. But why? What reason would he have to kill the Witch?

    The Freedfire Kenning
    -Drifa called your father by a name unfamiliar to you. The name 'Steinarr Freedfire'. Why is it only now that you find out about this? Frankly, you're getting a bit annoyed at being so out of the loop!
    -There's something about kennings that makes men act in certain ways.
    -Since you've gotten your kenning of 'Longstride', you've been a bit more... You're not really sure, really. You suppose that you're bouncier than you used to be, and just generally faster, quicker to move. You also are struggling to slow down for the slower people.... Yeah, yeah kennings do have an effect, but how deep does it go?
    -You met a man called Logi Firehair with, as the name would imply, hair perpetually on fire. Is that as a result of his kenning or is his kenning a result of it?

    Skirsvikingar and You
    -You fought and barely managed to edge out a victory against a Stoneson of the Skirsvikingar, thanks mainly to Abjorn's might and a *lot* of luck. But the question remains, what where Skirsvikingar doing in the Hading Valley of all places?
    -You found a necklace bearing the words 'Skirsalr Entry-Key' and 'Stoneson Hakon Atlason' on Hakon Atlason's corpse. The name suggests that Skirsalr is the hall of the Skirsvikingar, but that doesn't tell you that much.

    The Vestfold Amulet
    -Asveig left you an amulet with her dying breath. Apparently, there's something in Vestfold it belongs with. No further details were given and you doubt there's much more you could learn from your home.
    -The amulet has runes neither you nor Blackhand can read.

    How to Write?
    -Ever since you finished the Bible, you've been thinking about how knowledge is stored and passed down. Oral is good, but it could be better. One thing is clear, though, if you want to store information for a very long time, writing seems to be good at that!
    -Book pages are made of a thin animal hide, with string to bind the pages, and a cover of some kind. With time, you could definitely make something like this.

    Yellow-Eyed Drysalt
    -Mentioning the name of 'Drysalt' threw everyone native to the Valley into a state of near-panic. What in all the realms is going on?!

    A Second Kyrsvikingar Outpost?
    -Eric's back and he's not alone. Apparently, a new Kyrsvikingar outpost has been set up in Asvir, but there's already one here... Just what is going on?

    The Loaves of Lombardy
    -Every since you feasted on some cheese-covered breadsticks and learned their origins — both by courtesy of Gary Tuskpuncher — you dreamed of what else you might discover in Lombardy, in the Kingdom of Italy.

    The Heart of the Hading
    -While walking home one evening, you happened to witness the retelling of Hallr Blackhand's battle against Hasvir Hadinghero. For some reason, you feel a strong desire to see the site where it happened.

    Gabriel's Demons
    -Gabriel's hiding something, maybe even some*things*. He even lied about them. You have your suspicions, but they're not certain.

    Norsely Armor? Nordic Armor? Hmm...
    -You know... If Knightly Armor is a shell, then what happens if *you* try and fill it? The first step is acquiring a set of Knightly Armor. While you're sure that Gabriel would be rather hesitant to give you his armor — if he even considered it — he might know who or where to point you to get one.

    A Corpse in the High Chair
    -You learned from Lidrun of the Red Scarf that the King and Steelfather of Vestfold, Halfdan the Black, may very well be dead. If so, then his former hall refuses to acknowledge it and continues going through the motions with a corpse in the high chair.

    Here, Kitty-Kitty
    -After finding the skogtatt's cliff-side cave home, you're left with something of a conundrum: How to make friends with a magical mountain cat?

    Dorri
    -Dorri and Drysalt worked together to kill your fucking father. You'll take your vengeance, one way or another.
    ## Poetic Inspirations

    -The Draugr. You battled a Draugr and not only lived to tell about it, but also absolutely styled on it. Your best poem for it so far has 7 successes, giving you 7 orthstirr.
    -The Ironbrother. You battled an Ironbrother and managed to eek out a victory. Your best poem for it so far has 12 successes, giving you 12 orthstirr. +1 to Nut-Cracker, as well.
    -Ginnungagap. You travelled along the banks of Ginnungagap.
    -Niflheim. You travelled along the banks of the Land of Mists.
    -The Bearbreaker. You were there when your husband earned a kenning.
    ## Stored Experiences

    (X) The Swish of a Sheet as it is Swept Aside
    (X) The First Warmth of the Rising Dawn
    (X) The Glimmer of Cobwebs Bearing the Moon's Light
    (X) The feeling of coming home to a place you've never been
    (X) The glint of a sword as it is sharpened
    (X) The feel of a sword being unsheathed
    (X) The sounds of battle
    (X) The Meeting Between Dorri and Drysalt
  • # Traits

    Boons:
    -Snake's Tongue - +1 to starting hugr and makes it easier to raise.
    -Bold - Unlocks certain events and makes it easier to gain orthstirr.
    -Beautiful - Unlocks certain events and makes it easier to charm others.
    -Friendly - Unlocks certain events and makes it easier to make friends.
    -Bloodlust - Unlocks certain events and makes it easier to do acts of violence.
    -Spirit of the Wizard-Owl - Doubles hugr capacity while also occasionally bringing you magical spells, potions, and other miscellaneous things.
    -Cindersoot Owl - Forging things just comes easier now. You can tell exact temperature at a glance, even when it's stopped glowing, which allows you to complete projects quicker and more efficiently. You also have a greater resistance to heat and flames and can eat coal and/or coke for sustenance. (-2 to incoming fire damage)
    -Father's Cindersoot Owl - In memory of, and connection with, your father this triples the die result of basic moves
    -Charred Soul - A trait guaranteed to be passed down to your successor. This trait gives the recipient access to the counsel of their predecessors as well as parts of their knowledge.
    -Born of Fire - A trait guaranteed to be passed down to your children. You are resistant to fire and find it far easier to develop fire-based hugareida (Doubles XP to Training Fire-Based Hugareida and the Stoker State Martial Style), but take additional damage from water-based hugareida. (-2 to incoming fire damage)
    -The Bloody Basics - The basics of combat are so ingrained in you that they're passed on to your children. Guaranteed to be passed down. (Your children start with Hone and Reinforce already unlocked)
    -Born With Hammer in Hand: Unlocks certain events and makes it easier to forge. (Upgrades forged products by 1 tier, to a maximum of Superior if lacking Forgefire)
    -It's About What You Leave Behind: Your children will have an easier time earning muna.
    -Frenzybane: You gain a bonus to your rolls when fighting Berserks.
    -Speaking Out of Law: Unlocks certain events and upgrades Silver-Tongue successes one category when socializing with beings outside the law.

    Incomplete Boons:
    -Little Sister's Wisdom (5/9): Unlocks certain events and makes it easier to convince older brothers. Unlock by being a wise little sister.
    -Nut-Cracker (7/9): Unlocks certain events and makes it easier to scare men. Unlock by cracking nuts.
    -Knightslayer (4/9): Unlocks certain events and makes it easier to battle Pages, Squires, and Knights. Unlock by dueling and defeating 9 different Pages, Squires, and/or Knights
    -Jarl-in-the-Making (4/9): Have 9 different people (not related to you nor to each other) swear themselves into your service to unlock Incomplete Boon: Jarlssoul.
    -Lawyer Up (1/9): Unlocks certain events and gives bonuses towards speaking in court. Unlock by successfully winning court cases.
    -Army Cleaver (2/9): You have a knack for withstanding the horde, which makes it easier to fight against large masses of weak foes. Unlock by winning against overwhelming odds.

    Flaws:
    -A Woman in a Man's World - Makes it difficult to gain recognition for your actions.
    -Bloodlust - You will struggle to stay focused on tasks if your Bloodlust has not been sated.
    -Nearsighted - You vision is blurry at distance, making it harder to fight at range.
    -Sooty - You don't feel quite right when you're not covered in soot or ash which, as a result, can make you a little grouchy. Fortunately, this doesn't make you smell or anything, though significant amounts of dirt will negatively affect your appearance.
  • # Equipment
    Wearing a dress made of red cloth with black and gray thread adding trim in a style reminiscent of the ashes of the forge. A red apron is secured by a belt to your body. The belt has a couple pouches on it.
    You've taken to wearing your Superior Gambeson over your dress and apron. This provides 16 Armor and +1 Defense.

    Sagaseeker, the now-Realized atgeir, has a lively, catlike spirit and has a replenishing supply of 80 orthstirr, which he allows you to use as you please. He grants you an extra 10d6 combat dice, though costs you both hands to use effectively. He now has Storm Iron infused into his edge, providing you with the ability to channel orthstirr into him for an extra point of Damage while allowing for non-hugareida lightning-based tricks to be used. His runes make him swing faster while forcing the enemy to swing slower ("I come down as the corpse-gulper rises, leave them wanting for what I arrived with."), effectively giving you an extra attack. He now has two additional sets of runes that grant him an undamageable edge and a resistance to hostile slowing effects (which is the result of a socket stone). Like the lynx that silently stalks its prey, Sagaseeker now is silent until the moment to strike, granting his enemies a slight malus when defending against him. Due to items he has consumed he can shift his shape fairly freely within the confines of remaining an atgeir, store liquid which he can use to color his own Runes, and has 12 Wind Charges and 1 Fire Charge he can spend for magical effects. He has been bathed in Godly Blood, allowing him to strike through defenses such as Rebuke or a Jotun's Skin that normally have prerequisites to even strike through (though this ability does not apply to damaging or destroying Steel).

    You have hanging at your belt Ashen Kiss, a Superior-grade sax (6d6, Molten Iron - Allows orthstirr to be channeled through to increase Damage by 1, also allows non-hugareida fire-based tricks to be used. Runes on it cause any wounds it makes to be moved to the target's neck) and a sword, Burning Caress, which is a Wondrous quality sword made of Molten Metal. It was forged with Wolf Bone-Ash and is covered in runes of armor-piercing and edge-protection. It provides 9d6 Combat Dice.

    ## Personal Equipment
    -"Emberguard" Wondrous Mail Shirt + Mail-Necked Helm (Forged Iron) (42/42 Armor, +9 to Defense) (28 Orthstirr Reserve, +1 to rolled Hamr while worn due to Bear Bone Ash, Fire Resistance 1 due to Hearthroot Oil Quenching) (When Emberguard's runes are colored, it grants the wearer the effects of one instance of Target Tracking Eyes, most notably +1 to Ranged Damage, treats incoming Damage as if it were Fire Damage, and uses the wearer's fire resistance as if it were its own. It also renders the wearer functionally immune to being grappled or tied up. All but the Ranged Damage are from 3 Socket Stones.)
    -Twin Snake Arm-Rings (They are both of Wondrous quality and are made from intertwining braids of gold and silver. One band—a golden dragon wrapped around a silver tree—bears runes to strengthen the bearer's blows while the other—a golden dragon wrapped around a silver spear—adds haste to their movements. These, when worn together, provide the wearer with +1 to Melee Damage and +1 to their Speed)
    -A chain belt clearly modeled after Hooknails with 12 individual links that can each take 1 damage for the wearer, but must each be filled with pigment individually.
    -A cloak with fire spun into it, it resembles the flame of a firepit, the tongues of fire even shifting to and fro as you turn it this way and that. Supposedly liquid also slides right off it.
    -1 Fine Silver Armband (Worth ~15 Silver Oz) (Runes: 'Weaken, defy, and resist what is drawn to the beacon's light, what is found near the troll's cave, what is held in the swimmer's hand.' which protects against hostile magics and spirits with a specific focus on Horra and Hasvir.)
    -1 Fine Silver Armband (Blank)
    -1 Boar-Headed Horn (Encourages your allies while discouraging your enemies)
    -1 Adder Stone, also called a Hag Stone or Odin Stone (a stone with a naturally occurring hole through it) that lets you see through all illusions and see the true form of shapeshifted creatures (including Norsemen, though their changes are usually minor) when you look through the hole. The works of a caster stronger than this item's creator cannot be seen through.
    -1 Rune-worked amulet to help avoid magical detection for a person, allowing them to not be spotted by perception-enhancing magic or scrying effects
    ## General Inventory
    -Whalebone Bedrest (Adds 3 Extra Dice when rolling for children and a free trait pick)
    -Lightning Rod (A long, copper pole that is said to attract lightning.)
    -Treatise on Frisian Cultivation, by Archibald Lachapelle
    -The Hallamal, by Halla Steinarrsdottir (A book covering Norse life in general with some of the secrets of Odr encoded in poems within it, with Fine Quality writing and Wondrous physical construction and Mastercraft Runes, bound in the hide of Moonless Night, a Fenriskin, the title written with Odr and runes on the cover saying "When this book is opened, the contents will be restored from damage.", its pages waxed with a mix of wax and Hearthroot Oil to defend against water and fire alike)
    -2 Jurgdby Whetstones (80 oz. silver each, when used to sharpen a weapon, provide the effect of the Sharpen Trick (+2d6, +2 Damage) to the next hit with that weapon without damaging the weapon)
    -1 Scrying crystal that allows for seeing through magical concealment when scrying or otherwise using magic to spy on people
    -1 Old and somewhat battered wooden box holding a collection of beautifully carved bees, made of a strange dark stone with that seems to drink light. When these bees are taken out of the box, they come to life and begin recording what they see and hear. Whilst not especially intelligent, they can be given simple instructions, and are capable of flying surprisingly long distances. Putting them back in the box transfers their memories to the owner.
    -12 Grand Silver Arm-Rings (5oz silver each for 9 of them, 10 oz. for the other three, sized for Giant-Blooded)
    -1 Good Gambeson. Has 8 Armor and has your name embroidered on it.
    ##Tools
    -1 Wondrous Toolset (Forged Iron+Salamander Bone Ash) (+9 Successes to Crafting Rolls, Doubles Armor Repair, Doubles xp towards crafting skills)
    -1 Wondrous Forged Iron Work Knife (+9 Work Dice, the beaver bone ash doubles its bonuses when used on wood. The Runes double XP when used on Pierce and Slash Training)
    -1 Grand Scythe (Forged Iron) (+7 Work Dice)
    -1 Grand Plow (Forged Iron) (+7 Work Dice)
    - 1 Wondrous Forged Iron Wood Axe (+18 Work Dice, the beaver bone-ash doubles work-dice gained from it. The runes doubles XP on your Chop training)
    -1 Wondrous Pot (Forged Iron + Whale Bone Ash+ Runes ("What is cooked in this pot will be healthy to eat.")) (+9 Food Produced, Doubles xp for Hamr Training, helps with storing fat and gives one additional turn before starvation occurs)

    Secondary:
    -1 Grand Work Knife (Forged Iron) (+7 Work Dice)
    -1 Grand Scythe (Forged Iron) (+7 Work Dice)
    -1 Grand Plow (Forged Iron) (+7 Work Dice)
    - 1 Wondrous Forged Iron Wood Axe (+18 Work Dice, the beaver bone-ash doubles work-dice gained from it. The runes doubles XP on your Labor and Farmwork training)
    -1 Mastercraft Pot (Forged Iron + Tasty Sheep Bone Ash + Runes ("What is cooked in this pot will be healthy to eat.")) (+8 Food Produced, Doubles xp for Hamr Training though that doesn't stack with other items, Makes everything cooked in it taste a little bit like mutton)

    Tertiary:
    -1 Grand Work Knife (Forged Iron) (+7 Work Dice)
    -1 Grand Scythe (Forged Iron) (+7 Work Dice)
    -1 Grand Plow (Forged Iron) (+7 Work Dice)
    -1 Grand Wood Axe (Forged Iron) (+7 Work Dice)
    -1 Grand Pot (Forged Iron) (+7 Food)

    Unused:
    -1 Fine Work Knife (Bog Iron) (Worth ~3 Silver Oz) (+4 Work Dice)
    -1 Good Scythe (Bog Iron) (+3 Work Dice)
    -1 Good Wood Axe (Bog Iron) (+3 Work Dice)
    -1 Good Pot (Bog Iron) (+3 Food)
    -1 Fine Toolset (Forged Iron) (+5 Successes to Crafting Rolls)
    -1 Fine Toolset (Bog Iron) (+4 Successes to Crafting Rolls)
    ##Training Items
    -1 Wondrous Tafl Board. The Owl Bone Ash allows you to pick two people every turn. They both roll a d6. On a 6, their Capacity is upgraded by 1. The board also doubles xp on training for Hugr and Tactics.
    -1 Fylgja Training Harness. This harness is runed to allow fylgja to train at double the pace (doubling xp invested). Runes: "Bear my weight, burden willfully, / Spirit strengthening as the hand-sacrificed god. / Feel my fetters, free from rest, / Sight sharpening as old one eye's twin stares."
    -1 Wondrous Floating Iron Sphere. This Item adds +8 to Training per turn for those with Momentum Hugareida. Runes: "Motion I have, movement I possess./Inexorable inertia pushing me onward./Halt me, hobble me./And be skilled in Standstill."
    -1 Wondrous Forged Iron Chain. The runes allow it to restrain things it is thrown at and doubles xp assigned to Standstill training
    -1 Mastercraft Wand of Molten Iron. You can write runes or draw pictures in the air, allowing you to quickly illustrate topics to onlookers. People being taught by you gain an additional 7 training xp.
    -1 Wondrous Weighted Harness. Doubles xp assigned to Glima and Fang training
    -1 Silver Drinking Horn (Doubled xp on Silver-Tongue and Wordplay. After drinking from it, you gain a slight understanding of birdspeak)
    -1 Wondrous Runed Target. Doubles xp assigned to Shoot and Throw
    -1 Wondrous Set of Magic Boots. Double xp assigned to Scouting and Wildcraft, leave no tracks.
    ##Crafting Materials
    -99 oz. Bog Iron, 882 oz. of Forged Iron, 12 oz. Icy Iron, 0 oz. Dusty Iron, 30 oz. Drafty Iron, 12 oz. Molten Iron, 6 oz. Storm Iron,
    -12 Socket Stones
    -6 Water-Wolf Pelts (Oddly wet to the touch.)
    -50 Pieces of Blank Paper
    -60 Units of Sprang (1 unit can be used to make 1 article of clothing)
    -30 Units of Glass (1 unit can be used to add 5oz of worth to an item)
    -385 Units of Restful Clay
    -50 Units of Cooling Clay
    -50 Units of Healing Clay
    -43 Units of Whale Bone
    ##Consumables
    -12 Restful Clay Cups (distributed between adults on our and Jordan's/Steinarr's farm)
    -14 Alarm Charms (distributed between adults on our and Jordan's/Steinarr's farms)
    -5 unused Meat-Keeping Sticks
    -6 Explosive Charms
    -6 Glue-Bombs
    -7 Amber-Trapped Lightning (Crushing this unleashes the stored lightning, often in a violent manner)
    ##Seeds
    -29 Units of Wessex Seeds (1 unit can be used to seed a field with English plant-life of your choice)
    -1 field's worth of Hashish seeds
    -23 Falling Moss Seeds (Falling in this allows someone to survive a fall from any height)
    -19 Drill-Well Tuber Seeds(When it is planted, it drills down in search of water sources which it then pumps back to the surface)
    -2 Blood-Seeking Petal Seeds (Stops bleeding and mends wounds, allowing warriors to get back in the fight quicker)
    -2 units of raw Woad
    -20 units of sundry seeds
    ##Journal Entry Related Items
    -1 Superior Bible (???)
    -1 Suit of Knightly Armor
    -A scorn-pole, the runes colored with old red paint. It was made by Horra Hasvisson and planted on your land.
    -1 Rune-Carved Silver Amulet (You inherited this from Asveig... it doesn't feel right to wear, just yet)
    -2 Wax Writing Tablets, With Styli
    ##Magical Trinkets
    -1 Magical boat (designed to hold up to around 8 people) that floats in the air when its runes are used. Not very fast on it's own but it makes things in it weightless, so someone who can fly can pull it at however fast they go with minimal issues.
    -1 Set of Spectacles that correct nearsightedness. Magical because they're basically unbreakable.
    -1 Map of the lands and seas of Northern Europe (Scandinavia, the British Isles, a few points south of there). Magical because it tracks your position on it...there's a little picture of a ship/boat that moves as you do as long as you're in a ship or boat.
    -1 Multiplying Fish (It multiplies upon poke, getting slightly smaller each time, will provide a total of 60 Food before running out)

    -1 Seeingsnow, a Realized Ice Sword (Can see the past, Christian)
    -1 Automatic Comb. It combs your hair automatically! Nifty!
    -1 Weird stick thing. It leaves a dark trail where the point touches. Works as a writing utensil.
    -1 False Eye. This is a strange, see-through, false eyeball that seems to contain a slumbering spirit. It may serve as a replacement eye should you somehow lose one.
    -1 Glass Vial of Blood (Magical Cow's Blood of some sort)
    ##Unresearched Magical Trinkets
    -1 Weird teeth necklace thing. Six large, pointy teeth sit on a woven cord. Each tooth hums with power. Clearly a necklace of trophies, perhaps allowing one to summon past kills to assist them?
    -1 pot of Carbon Flour found in the Underhouse
    -1 Strange Sword (Probably A Katana) (7d6 Dice. ???)

    -4 Black, Spiky Seeds. They pulsate with a heartbeat-like tempo.
    -1 Dwarven Hammer and Chisel. You're not really sure what it does, but it sure does *something!*
    -1 Clay Bottle of Earthblood. Earthblood, of course, being lava.
    -1 Vial of Liquid Sunlight. Incased in crystal, this bottle contains the liquid light of the river Leiptr.
  • # Feats

    (+39 Orthstirr a Year)
    You saved Halfdan's Farm, which earns you 2 Orthstirr a year.
    You won a wrestling match against Knappr Horrasson in a spectacular fashion, earning you 1 Orthstirr a year
    You battled and defeated a nisse-turned-monster when it attacked your home, earning you 3 Orthstirr a year
    You battled and defeated Father Gerrit while on raid, earning you 3 Orthstirr a year
    You attacked a Knightly Manor and didn't get absolutely bodied, earning you 5 Orthstirr a year
    You fought an Ironbrother-tier enemy and won, earning 5 Orthstirr a year.
    You battled a Threaded Man in defense of your friends, earning you 3 Orthstirr a year
    You went to Ginnungagap and back, earning you 4 Orthstirr a year
    You led a successful assault against a Keep in Wessex, earning you 3 Orthstirr a year
    You banished all illusions from a battlefield in Wolin, earning you 3 Orthstirr a year
    A poem was written by Banquet-Ronald praising your gift-giving prowess, earning you 1 Orthstirr a year
    You recovered the stolen ship of the merchant Johannes from the Wolinians, earning you 3 Orthstirr a year
    You beat a Magyar swordsman in a spar in less than a second, earning you 1 Orthstirr a year
    You provided wale meat for a grand feast, earning you 2 Orthstirr a year

    # Heroic Feats

    (+27 Orthstirr a Year)
    You have Dueled a Jotun in Riddling and Won, earning you 9 Orthstirr a Year
    You have dueled and defeated Hooknails, earning you 9 Orthstirr a Year
    You have slain the Jotun Heklr, earning you 9 Orthstirr a Year
  • # Reputation and Relations
    Drengskapr: 21 | Odrengskapr: 0
    0~0~0
    ## Family:
    Abjorn Bearbreaker: (10/10) Abjorn is a large man, about a year older than you. He sometimes struggles to keep his temper down, though he's always been pleasant to you. You and he shared a kiss under a falling tree, cementing your relationship as lovers, though you and he are long past that stage now, for he is your husband and you his wife. Considered Lower Top in the Valley Power Rankings.
    Asgeirr Abjornsson: (10/10) Asgeirr is your firstborn. He seems to be rowdy and temperamental. He's easily the loudest crier of the three.
    Sigurdr Abjornsson: (10/10) Sigurdr is your secondborn. He's much calmer than his siblings and far more social, which is why you decided that he should be the one to carry that odd puukko.
    Eyvor Abjornsdottir: (10/10) Eyvor is your thirdborn. She's rather temperamental, but it takes a bit more to get her crying than it does Asgeirr.
    Hallbjorn Abjornsson: (10/10) Hallbjorn is your fourthborn. He's got a grumpy nature and has a strange lack of hair to his face.
    Steinulfr Abjornsson: (-/10) Steinulfr is your fifthborn, and twin to Asveig. He has full moon like eyes, but he's just a baby so everything else is still largely to be determined.
    Asveig Abjornsdottir: (-/10) Asveig is your sixthborn and twin to Steinulfr. Like her brother, she has full moon like eyes, but is otherwise a baby. The two children are very similar indeed.
    Bjorney: (2/10) Eyvor's pet bear cub. Doesn't have actual opinions on most people as of yet.

    ### Father's Family:
    Father: (X/10) He loves you more than life itself. He would rather die than see harm come to you. However, he's starting to come to terms with the fact that he won't always be there to protect you. After the death of Asveig... he's gotten better, with the lifting of the curse, but he was still deeply affected by her passing right up until the end. Recently murdered on the orders of Dorri Rattlespear and Drysalt.
    Mother: (X/10) You and your Mother... You don't get along, well, you get along better than you did before. You and her will never see eye to eye, not truly, but... well, at least you're not fighting anymore, right? Well... you'll never fight with her again now, you suppose.
    Sterki Steinarsson: (6/10) He's a little scamp, just like his older sister. He enjoys being around you.
    Steinkell Steinarsson: (3/10) He's your youngest brother and boy does he not really like you very much.
    Randi: (10/10): Randi is a thrall of your father's and helps around the house. You grew up listening to her tell you stories, so she's got a soft spot in your heart.
    Flekkr: (10/10): Flekkr the Dog is a friendly sort, once you got to know him. As long as you treat him right, he'll stay loyal to the end. It's clear he's suffered from human hands in the past and that's not something you want to remind him of.
    ### Sten's Family:
    Sten Iskearauta: (9/10): It's been 10 years since your eldest brother by six years went off to be fostered somewhere. He's back now, though, with wife and daughter. He seems somewhat fearful of something, but isn't saying what. He's a master smith. Considered Upper Top in the Valley Power Rankings.
    Minna: (7/10): A petite and demure woman. She's certainly pretty, with blonde hair and quiet eyes, though she doesn't seem to be much of a talker.
    Drifa Stensdottir: (6/10): An utterly adorable little girl. Frankly, she reminds you of yourself, when you were as little as her. As cute as she was when she disliked you, it's increased ten-fold now that she sees you as the older sister she never had.
    Draupnir Stensson: (4/10): Draupnir is a bit ambivalent towards you, though certainly warmer than Steinkell!
    Eldjarn Stensson: (N/A) Even as young as Eldjarn is, anyone with an ounce of spiritual sense can tell that he's got potential. He's bursting at the seams with it!
    ### Eric's Family:
    Eric Steinarsson: (10/10) He's your older brother by about four years. He's fine, if a little absent-minded and a little timid, though that doesn't seem to be the case anymore! He seeks your counsel on certain matters. He's now a Stoneson of the Kyrsvikingar and an accomplished shipwright. Considered Lower Top in the Valley Power Rankings.
    Stigrun Kerssdottir: (6/10) You don't know much about Stigr's sister, other than that she's a bit flimsy. You've not spoken with her much.
    Leif Ericsson: (5/10) Leif is your brother's firstborn. He's rather quiet and keeps to himself, though he is *very* inquisitive.
    Leikny Ericsdottir: (N/A) Leikny is the current youngest of Eric's children. She's only a baby, not much going on behind those eyes.
    ### Asva's Family:
    Asva Steinarsdottir: (10/10) She's your older sister by two years and was Mother's favorite. With Mother's death, she's really started to grow into her own. Still snide, but in an adult way. She's married to Jordan Halfdansson and is a talented seamstress.
    Jordan Slick-Sword: (10/10) Jordan is... He's fine, you guess. On the handsomer side of the spectrum and is pleasant enough to be around, but not all that outstanding personality-wise. Above-average combatant, but that's about it. Considered Middle in the Valley Power Rankings.
    Dan Jordansson: (N/A)
    Asveig Jordansdottir: (N/A)
    ## Our Children's Traits And Birth Year:
    All Kids: Godly Luck, Giant's Blood, Seeing Eyes, Snake's Tongue, Born of Fire, Bloody Basics, (this is basically the automatic stuff as well as +1 to every stat).

    Asgeirr (Born Year 6): Bold, Wolf's Nose, Bloodlust, Wrathful, Stubborn, Low Self Control, -Wolf Fylgja (2 Positive, 2 Mixed, 2 Negative) + Cheerful, Religious,
    Sigurdr (Born Year 6): Bold, Friendly, Handsome, Stoic Silence, Wanderlust, Nearsighted, - Albatross Fylgja (4 Positive, 1 Mixed, 1 Negative) + Heroic, Passionate,
    Eyvor (Born Year 6): Beautiful, Bearheaded, Prosperous, Bloodlust++ (Upgraded version, gives actual bonuses to fighting but has a 5 season clock instead of 10), Terror-Bear's Loyalty, Wrathful, Woman In A Man's World, - Bear Fylgja (3 Positive, 3 Mixed, 1 Negative) + Reserved, Serious,
    Hallbjorn (Born Year 7): Friendly, Leader, Poet, Stoic Silence, Terror-Bear's Loyalty, Beardless, Hemophobia, - Beaver Fylgja (4 Positive, 1 Mixed, 2 Negative) + Animal Lover, Considerate,
    Steinulfr (Born Year 10): Eyes of the Full Moon, Shadowy Shroud, Friendly, Born With A Hammer In Hand, Stoic Silence, Bloodlust, - Unknown Fylgja (5 Positive, 1 Mixed, 0 Negative) + Snarky, Irreverent, Disconcerting,
    Asveig (Born Year 10): Eyes of the Full Moon, Shadowy Shroud, Friendly, Born With A Hammer In Hand, Stoic Silence, Bloodlust, Woman In A Man's World - Unknown Fylgja (5 Positive, 1 Mixed, 1 Negative) + Snarky, Irreverent, Disconcerting,
    ## Retainers:
    Stigmar Kersson: (10/10) Stigmar is Stigandr's brother. You don't know much about him, but he seems pleasant enough. He's sworn himself to you, on account of acting when Stigandr was suffering from Nidheart. Has sworn an oath to us, considered Middle in the Valley Power Rankings.
    Tryggr Broadteeth: (9/10) One part of a pair of twins that you recruited after defeating in battle. Tryggr is the more wild of the two and seems to be a kind of kindred spirit to you. Has sworn an oath to us, considered Upper Middle in the Valley Power Rankings.
    Trausti Pinchfinger: (9/10) The other part of a pair of twins that you recruited after defeating in battle. Trausti is the more levelheaded of the two and can often be seen trying to rein Tryggr's antics in. Has sworn an oath to us, considered Upper Middle in the Valley Power Rankings.
    Vagn Wheel-Drifter: (8/10) Vagn is a friendly, happy-go-lucky Geat, who enjoys adventure. A First Grade Berserk, he has a Wheel Hugareida and a regrettable tendency to take hits from powerful foes, but is quite competent. Has joined Halla's household. Considered Lower Top in the Valley Power Rankings.
    Kare Wolf-Seek: (?/10) Wolf Hugareida, good at cooperation and tafl, has a wolf's head. Has sworn an oath to us, considered Lower Top in the Valley Power Rankings.
    Ingolf Ulfsson: (?/10) Kare's younger brother. Scared of women, and magic users, and fire. He's very brave to have come into our service. Has sworn an oath to us, considered Lower Middle in the Valley Power Rankings.
    Eysteinn Egilsson: (?/10) Newcomer to the valley, unusually lucky. Considered Middle in the Valley Power Rankings.
    Hakon Thunderclap: (?/10) Younger brother of Haklangr and Haleikr Underfoot. Considered Lower Top in the Valley Power Rankings.
    Alvis Torleifsson: (?/10) Archer, aspiring skald, fairly wise all things considered. Considered Upper Middle in the Valley Power Rankings.
    Trygve Ironoath: (?/10) Always keeps his word. Always. Considered Upper Middle in the Valley Power Rankings.
    Magni Little-Rock: (?/10) Giant's Blood and Rock Hugareida/ Considered Upper Middle in the Valley Power Rankings.
    Kurt Frogtongue: (6/10) Kurt is your farmhand. He's decent at his job and has a notably long tongue. Has sworn to us, considered Lower Middle in the Valley Power Rankings.
    Haydis Slipshoe: (6/10) Haydis is Kurt's wife and helps you look after your children. She's a strong willed woman, though tries not to be overbearing.
    Hallotta Kurtsdottir: (5/10) Hallotta is the daughter of Kurt and Haydis. She gets along well with Sigurdr and Hallbjorn, but really doesn't like Asgeirr or Eyvor.
    Lata: (?/10) Young Slavic girl we freed from thralldom
    Kazimir: (?/10) Slavic scholar we freed from thralldom
    Vesna: (?/10) Slavic mother of two we freed from thralldom.
    Milan: (?/10) Vesna's son
    Mira (?/10) Vesna's daughter
    ## Friends:
    Stigr Kersson: (10/10) Stigandr, or 'Stigr' to his friends, is about your age. No matter how many times you've seen him get knocked down, he's never learned to keep his mouth shut. He's probably one of the best shots in the valley. He's probably your best friend, other than Abjorn. Now that he's back, it's like everything is right in the world... even though you know it can't be.
    Aki Weaponwing: (10/10) Aki's about four years younger than you and he's an... odd child. Says things he shouldn't know and predicts the patterns of the weather, that sort of thing. He's rather sassy, but also extremely lonely.
    Halfdan the Dane: (10/10) He's a tough old dog of a man. Armed with an atgeir, he is a force to be reckoned with on any battlefield. While Vidar has him beat in raw power and Steinarr out-skills him, Halfdan is still a veteran Varangian and that puts him at a high tier.
    The Seeress: (9/10) The Seeress is a wise woman who lived in Asvir during the summer with her young daughter, Kolla (until Kolla ran off with Aki a little while ago). Her name is Solrun and she, apparently, had a pair of sons with Hallr. She's also teaching you seidr now, which is great!
    Gabriel: (7/10) Gabriel is a Squire and a good friend of yours. Which makes him having sworn to kill your father more than a bit awkward.
    ## Foes:
    Jarl Erikaer Corpsemaker, Jarl of Jurgdby and the Hading: (-100/10). There aren't enough words to describe how much you hate this man. He insulted your father in a massive way, by steal the high seat from him at your wedding. Unfortunately, as he is the Steelfather of the Kyrsvikingar, he's more or less untouchable.
    Osborn Burisson: (-10/10) Turns out, being called-out on a lie by a 'woman of all things' really doesn't make some people happy.
    Sverre Glebsson: (3/10) He tried to kiss you once, but Abjorn threw him into a pond. You don't hate him or anything, but it was kinda gross. He didn't take it very well, but doesn't hold any animosity towards you.
    Hod Horrasson: (-3/10) He shot Abjorn with an arrow before having his chest blown open by one of Stigr's. If he's alive, you don't like him very much, plus he's got some sort of grudge against your father.
    Knappr Horrasson: (-7/10) You wrestled with him at Asvir and absolutely demolished him. He's pissed and boy does he want revenge.
    The Hading Witch: (X/10) Okay, there's something about her that *really* sets you on edge. With new information from Aki, you know that she's definitely *not* friendly. Though, she's probably not as big a threat anymore.
    ## Others:
    Jerasmus the Mendicant: (9/10) Jerasmus is some kind of learned traveler, or something that Steinarr took as a thrall. He's very old, but has this infectious enthusiasm for life and learning that you can't help but like him. He's also Gabriel's 'teacher', for what you don't know.
    Kolla: (?/10) A very strange child, she reminds you a bit of Aki. She's the daughter of Ironjaw and the Seeress, which means that she's got a wild time ahead of her. Ran off to Vestfold with Aki.
    Joarr Halfdansson: (7/10) He's a younger guy, about Aki's age if you had to make a guess. Decent with a bow and spear, but he lacks any real drive to get stronger on his own.
    Jon Halfdansson: (6/10) You've never formally met Halfdan's youngest son, though he's said to be a talented rider.
    Torsten Twoshield: (5/10) A strange, short, and ugly man. He's your father's friend and wants to talk to him about a 'business proposal'. He's apparently a former Varangian, same as Steinarr.
    Toki Thunsson: (10/10) A dwarf of Clan Duckling. He and his brothers live on — or rather, *under* — your land. He named you a dwarf-friend of Clan Duckling.
    Clan Duckling: (8/10) The Dwarves of Clan Duckling treat you with respect. They will occasionally come with business offers for you.
    Folkmarr Manetaker: (4/10) Folkmarr is a rather interesting young man, about the same age as you. He's a Jarl, which means a lot of things to a lot of people, but the most important part is that he's the boss. He killed a lion and wears its mane as his own. He's also related to fucking Horra Hasvisson, the bastard. But, in recent years, he's started to come around on a lot of things.
    Audrikr Fishfighter: (6/10) Audrikr is probably the oldest of the felagi at 30 and is one of Folkmarr's hird. He wields a winged spear and has a sardonic sense of humor. He calls you 'sister', which is fun.
    Barki Bertholdsson: (6/10) He looks like a child. He's small, there's not even a wish of a beard on his face, and he is weak. How in all the realms did he manage to get in this felag? Well, at least his voice is pleasant, when he's not stuttering all over the place.
    Fabvir the Fabulous: (5/10) Possibly the handsomest man you have ever met. He looks strangely familiar, like you've seen pictures of him before... He fights with a sword with a guard shaped like antlers.
    Hasvir Horrasson: (4/10) Hasvir... You're not really sure what exactly you feel about him. He's pleasant enough to you, but the way he treats other people... He doesn't want to continue the feud, which is a good thing, you suppose.
    Gautrekr Klippsson: (X/10) (Died: Summer 5) He's bald and hates boats. He fights with an axe, a sax, and a shield. You don't know much about him, other than the fact that he tries to distance himself from you, on account of your brother the boat maker.
  • # Training and Stats

    Training: 95 xp (1 from base, 34 from hamingja, 3 from Halfdan's Training, 3 from Abjorn's Leverage, 3 from Stigmar Sparring, 6 from Tryggr and Trausti, 1 from Eric, 4 from Vagn Wheel-Drifter, 4 from Kare, 1 from Ingolf, 1 from Eysteinn, 4 from Hakon, 3 from Alvis, 3 from Trygve, 3 from Magni, 1 from Kurt, 8 from Weighted Sphere, 12 from Hooknails' Reckoning)

    Doubled xp on Fire Hugareida and Stoker State Training, thanks to Boon: Born of Fire
    Triple xp put towards learning Fire Hugareida tricks, thanks to Blackhand's Fire Safety Course (this stacks with Born of Fire additively to quadruple Fire Hugareida training xp in total).
    Hamr
    ## Hamr
    Rank 10 (Dice Max is 11d6, 3 Orthstirr to Max) | Base Dice: 8d6
    Odr Required for Next Infusion: 128
    Requires (511) more xp to rank up
    0~0~0
    • ### General Tricks

      General Tricks
      (5/10 Trick Capacity)
      (X) Hone Trick (Cost 1 Orthstirr/1 Odr Per Dice): Coats your held items in orthstirr, adding an extra dice to every action of your choice. Please mark the actions that receive and the amount that they receive. (Adds +1 Damage)
      (X) Sharpen Trick (Cost 1 Orthstirr/1 Odr Per Dice): A rather unorthodox trick that requires one to develop a considerable degree of control over their orthstirr. Using one's orthstirr, you shave away a layer of metal from the edge of a blade, leaving it with a new, perfectly sharp edge. (Adds +2 Damage)
      (X) Reinforce Trick (Cost 1 Orthstirr/1 Odr Per Dice): Coats your body+held items in orthstirr, adding an extra dice to every defend you make, as long as the orthstirr fuels it.
      (X) Fortify (Cost 1 Orthstirr/1 Odr): This is a general-purpose defensive trick that allows the user to strengthen themselves, their equipment, and their surroundings to better resist attacks. When something is Fortified, that object cannot be moved as long as Fortify is fueled. (Adds an additional 3d6 to defense rolls it is used on, Reduces Damage by 1)
      (X) Magnify-Sight Trick (Cost 3 Orthstirr/1 Odr): Focusing your orthstirr into your eyes, you see the world sharper and far clearer than before (Counters Nearsightedness while active).
      • ### Combat

        Strike Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (1/3 Trick Capacity)
        Rough Tricks:
        (X) Tree Split Strike (7 Orthstirr/2 Odr): A punch powerful enough to split a tree in half (Base Damage 1, Guard Break, Destroys objects and structures)

        Chop Rank (5) (Dice Max is 6d6, 5 Orthstirr to Max) (32 xp Left) | Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (3/6 Trick Capacity)
        Refined Tricks:
        (X) Shatter-Wrist Trick (Cost 1 Orthstirr/1 Odr): A trick that's aimed at a shield that's meant to break the wrist holding it. (Base Damage 1) (Mastered: 1/36)
        (X) Power-Chop Trick (Cost 1 Orthstirr/1 Odr): A basic yet useful trick. Cheap and does damage, what more can you ask for? (Base Damage 2) (Mastered: 1/36)
        (X) Leaping-Cleave Trick (Cost 3 Orthstirr/1 Odr): A trick that's a bit of a gamble. It leaves you somewhat vulnerable in the air and gives the target a window of escape, but deals devastating damage on hit. Strips defensive tricks and demolishes shields, at the very least. (Base Damage 5) (Mastered: 0/36)

        Bash Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (1/3 Trick Capacity)
        Rough:
        (X) Stunner Slam (Cost 8 Orthstirr/2 Odr): A quick-firing trick that aims to strike the target in such a way to leave them stunned, such as between the eyes or the stomach. Use of this in a fight can cause people to grow angry, as it can serve as a shaming-strike depending on location. (Base Damage 0-1 depending on location hit) (Refined: 0/6)

        Slash Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (1/4 Trick Capacity)
        Rough:
        (X) Tendon-Cut Trick (Cost 4 Orthstirr/1 Odr): A relatively simple trick that focuses attack power on cleaving through a limb's tendons. (Deals no damage—as a lost tendon won't kill—but it does disable a limb if successful.) (Refined: 1/6)

        Pierce Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (2/4 Trick Capacity)
        Refined:
        (X) Skewer-Flick Trick (Cost 4 Orthstirr/1 Odr): With this trick, you run an enemy through and lift them into the air. Once up high, you toss them away with a sharp flick. (Base Damage 4) (Mastered: 0/36)
        (X) Long-Lunge Trick (Cost 3 Orthstirr/1 Odr): A simple trick that extends the reach of a spear or other polearm while lunging. Can vary the extension by fueling with additional orthstirr. (Base Damage 2, usually auto-wins initiative) (Mastered: 0/36)

        Throw Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (2/4 Trick Capacity)
        Rough:
        (X) Chuck Trick (Cost 4 Orthstirr/1 Odr): A basic trick that allows you to throw things with great force, if less accuracy. (Base Damage depending on what is thrown) (Refined: 0/6)
        (X) Power Throw Trick (Cost 2 Orthstirr/1 Odr): A fairly basic trick, all things considered, that allows one to throw with great force. (Base Damage 2) (Refined: 1/6)

        Shoot Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (3/4 Trick Capacity)
        Rough:
        (X) Meteoric Shot (Cost 12 Orthstirr/3 Odr): When a projectile is fired, it leaps high into the sky before falling back down to earth towards its target. Deals heavy damage, very high range, and can be difficult to defend against if the target is unaware, however, it requires a moment of time to aim properly and is relatively easy to dodge if the person is aware of it. (Base Damage 4, 9 with Bolt Thower) (Refined: 0/6)
        (X) Heavy-Arrow (Cost 12 Orthstirr/3 Odr): An archery trick that adds great weight to an arrow, allowing it to punch through shields and deal damage at the cost of range and speed. (Base Damage 3, 8 with Bolt Thower. Close Range, scaling malus to hit if used at greater distances. Delivers 1/3rd Damage through shields, destroying the shield in the process) (Refined: 0/6)
        (X) Power Shot (Cost 2 Orthstirr/1 Odr): A basic archery trick that simply allows one to enhance their arrows with power. (Base Damage 2, 7 with Bolt Thower) (Refined: 0/6)

        Defend Rank (4) (Dice Max is 5d6, 4 Orthstirr to Max) (16 xp Left)| Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (4/5 Trick Capacity)
        Mastered Tricks:
        (X) Reinforce-Shield Trick (Cost 1 Orthstirr/1 Odr Per 2 Layers): Every orthstirr put into this trick gives your shield an additional HP. A trick hitting it strips it of all trick-HP, though it leaves the shield intact. (Perfection: 0/72)
        Refined:
        (X) Hefty-Halter-Chop Trick (Cost 3 Orthstirr/1 Odr): A chopping trick best used for purposes both defensive and intercepting. By swinging hard, the user tries to stop an incoming attack with one of their own. (Rolled defense, disarms opponent) (Mastered: 0/36)
        (X) Focus Guard (Cost 7 Orthstirr/2 Odr): A perfect parry trick. The caveat of this one is that it requires total focus in order to wield, which means that the user cannot move or dodge during its use. (Perfect defense) (Mastered: 0/36)
        Rough:
        (X) Slice-Aside Trick (Cost 8 Orthstirr/2 Odr): A cutting trick that comes in two parts. The first is the initial block, which is rolled as a trick defense. The second is the counterattack, which is rolled as a mundane attack. (Cutting Polearms Only, rolled defense) (Refined: 0/6)

        Dodge Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (3/4 Trick Capacity)
        Refined:
        (X) Sidestep Trick (Cost 2 Orthstirr/1 Odr): A basic trick that allows you to side step a single physical attack. (Perfect defense) (Mastered: 0/36)
        (X) Sway Trick (Cost 2 Orthstirr/1 Odr): A basic trick that allows you to try to sway out of the way of attacks. (Rolled defense) (Mastered: 0/36)
        (X) Backstep Trick (Cost 3 Orthstirr/1 Odr): A quick-use trick that allows the user to fling themselves back at great velocity. It while keep you safe from all but the most large scale attacks, however it gives your opponent ample opportunity to take advantage of. (Perfect defense) (Mastered: 0/36)
      • ### Non-Combat

        Farmwork Rank (3) (Dice Max is 4d6, 3 Orthstirr to Max) (8 xp Left) | Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (2/4 Trick Capacity)
        Refined:
        (X) Sowing Sight (No Cost): A farming trick that allows the user to see where to sow to achieve maximum effectiveness. This allows you to spend less time for the same result, with further refinements improving both time saved and final results. (Mastered: 0/36)
        Rough:
        (X) Harvesting Sense (No Cost): A farming trick that allows the user to tell exactly when crops are perfect for harvesting, which saves a lot of time allow the user to achieve the same results for less effort, with further refinements improving both time saved and final results. (Refined: 0/6)

        Labor Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (0/3 Trick Capacity)

        Overland Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (1/3 Trick Capacity)
        (X) Climb Trick: Unlocks ability to scale difficult surfaces.
    • ### Martial Styles
      • #### Stoker State

        Stoker State (Mastery 7) (127 xp Left)
        (Starting Stoked Pool: 21d6, Max Stoked Pool: 63d6 - You can go over this, but take damage at the end of the round) (Combat Dice: 21d6)
        (12/64 Trick Capacity)
        Stages: (Upgrades every other Mastery Up)
        -Stage 1 (Cost 3 Orthstirr/1 Odr): Every Basic Attack or Defense made adds 1d6 to the 'Stoked Pool'
        -Stage 2 (Cost 6 Orthstirr/2 Odr): Every Basic Attack or Defense made adds 2d6 to the 'Stoked Pool'
        -Stage 3 (Cost 9 Orthstirr/2 Odr): Every Basic Attack or Defense made adds 3d6 to the 'Stoked Pool'
        -Stage 4 (Cost 12 Orthstirr/3 Odr): Every Basic Attack or Defense made adds 4d6 to the 'Stoked Pool'

        Mastered:
        (X) Flame-Tending Blade (Cost 1 Aspect): A powerful Finale that requires time to charge up. The longer you give it, the harder it hits and the faster it deploys. (Base Damage Incalculable) (Perfected: 0/72)
        (X) Thermic Reckoning (Cost 1 Aspect): A beam of focused heat aimed towards annihilating one person and all that stands in its way. (Base Damage Incalculable) (Perfected: 0/72)
        (X) Threadcutter (Cost 10 Orthstirr/2 Odr and 9 Stoking Dice): A Stoker State Finisher that delivers nine rapid-fire blows back-to-back to soften an opponent up before delivering a powerful attack to finish them off. The powerful attack is usually a Stoking Strike, but can be swapped out as needed. Any Stoker Dice added to this trick will be used in the final attack. These nine attacks grant Stoker State dice based on Threadcutter's level of Refinement; 0 at Rough, 1 at Refined, 2 at Mastered, 3 at Perfected. (Perfected: 0/72)

        Refined:
        (X) Fire Poker (Cost 6 Orthstirr/2 Odr): A medium-to-long range Stoker State trick that features a spear-shaped blast of hardened fire. (Base Damage 3-5) (Mastered: 0/36)
        (X) Devouring Blaze (Cost 8 Orthstirr/2 Odr): A trick that scales with how much energy was put into it. The more energy, the longer the range and greater the area of effect. (Base Damage 0-1, Area of Effect, Breaks Guards) (Mastered: 0/36)
        (X) Stoking Strike (Cost 3 Orthstirr/1 Odr): A basic offensive melee trick that allows the user to control how much power is put into it. Damage scales with power put into it. (Base Damage 1 +1 for every 3 Stoked Pool dice) (Mastered: 0/36)
        (X) Stoking Guard (Cost 3 Orthstirr/1 Odr): A basic defensive trick that allows the user to control how much power is put into it. (Mastered: 1/36)
        (X) Stoking Engage (Cost 13 Orthstirr/3 Odr): A powerful finisher that delivers many basic attacks all at once while building up more power to then unleash later. (1 Basic Attack per Stoked Pool Die, +1 Speed per 3 Stoked Pool Dice, if hit during these attacks all remaining attacks are lost and the dice are not refunded) (Mastered: 3/36)
        (X) Stoking Cleave (Cost 6 Orthstirr/2 Odr): A spin-off of Stoking Strike that allows one to deal damage to all those in reach of the attack. (Damage 1 +1 per 3 Stoked Dice but is split between those afflicted by it) (Mastered: 1/36)
        Rough:
        (X) Ember Stoke (Cost 12 Orthstirr/3 Odr): A passive trick that converts damage taken into extra Stoked Dice. It does not mean that you take no damage, it simply means that taking damage gives you dice. (For the rest of the turn gain 1 Stoked Die for every damage inflicted on you after Damage Reduction) (Refined: 1/6)
        (X) Brazier Bomb (Cost 16 Orthstirr/4 Odr): A short range trick that sees the user planting a campfire-sized patch of fire on the ground. If the enemy steps into it, it explodes. The user may also trigger it at will. (Damage 4) (Refined: 1/6)
        (X) Fire Starter (Cost 18 Orthstirr/4 Odr): A short-to-medium range trick that allows the user to throw fire at a point and create a location to use as a launchpad for fire-based tricks. (Refined: 1/6)

        Vague:
        Tinder Blades: A short-to-medium range Stoker State trick that unleashes a flurry of hardened fire knives at an enemy. Does little damage on its own, but is great for area denial. (Rough: 0/3)
        Smolder Sword: A melee trick that summons a sword of hardened fire for the user to wield, meaning that the user will never be caught weaponless. (Rough: 0/3)
        Firepit Fling: A movement trick that allows the user to launch themselves in any direction at great speeds. Scales with how much power is put into it. (Rough: 0/3)
      • #### Glima

        Glima (Mastery 6) (63 xp Left)
        (Combat Dice: 18d6)
        (5/32 Trick Capacity)
        Effect:
        Able to dedicate dice to non-trick grapple attacks.

        Refined:
        (X) Knee-Groin Trick (Cost 1 Orthstirr/1 Odr): A Glima trick that involves driving your knee between your opponent's legs and then bringing them to the ground. (Base Damage 1) (Mastered: 0/36)
        (X) Momentum-Reversal (Cost 8 Orthstirr/2 Odr): A wrestling contest that sees you go up against your opponent's hamr and wrestling skills. The greater their speed, the greater malus they receive. If successful, you leave them open for a pin or throw or other takedown. (Mastered: 0/36)
        (X) Double-Leg Takedown (Cost 6 Orthstirr/2 Odr): A wrestling trick that sees you grab your opponent behind the knees, lift them up, and then slam them against the ground. (No Damage) (Mastered: 1/36)
        (X) Weapon-Grapple-Reversal (Cost 7 Orthstirr/2 Odr): A wrestling contest that sees you go up against your opponent's hamr and wrestling skills. If successful, you wrestle their weapons away from their grip and get an opening for more wrestling moves. (Mastered: 1/36)
        Rough:
        (X) Palm-Crush Trick (Cost 2 Orthstirr/1 Odr): A Glima trick that involves slamming your palm into various different parts of the body. (Base Damage 1) (Refined: 0/6)
      • #### Fang

        Fang (Mastery 6) (64 xp Left)
        (Combat Dice: 18d6)
        (2/32 Trick Capacity)
        Effect:
        Able to ignore incoming attacks from other hostiles while you're grappling an enemy

        Refined:
        (X) Tight-Squeeze Trick (Cost 16 Orthstirr/4 Odr): A defensive trick that can also be used offensively in a grapple to gain an advantage. When an attack is made against the user, the user responds by grabbing the offending limb and squeezing with all their might. (Base Damage 2, can disable limbs.) (Mastered: 0/36)
        (X) Knee-Drop Back-Breaker (Cost 19 Orthstirr/4 Odr): A throw where the user breaks an opponent's back over their knee. (This is used after a successful grapple and deals 8 Damage while also stunning.) (Mastered: 1/36)
    • ### Shapeshifting
      You have 5 shapecrafted shapeshifting slots.
      -High-Twitch Muscles x5 (Increases Attack Speed x5)

      You have 8 natural shapeshifting slots.
      -Improved Attractiveness x2 (+2d6 to Silver-Tongue rolls)
      -Reduced Sleep x1 (Adds 1 Research Dice per turn)
      -Increased Lung Capacity (Allows you to hold your breath much longer, granting+1 Attack Speed)
      -Sharpened Senses x2 (Triples 'sensing' rolls, such as trying to detect something via sight or smell)
      -Adrenaline Rush x2 (+4 dice to Hamr checks in combat)
    Hugr
    ## Hugr

    Rank 12 (Dice Max is 13d6, 4 Orthstirr to Max) | Base Dice: 9d6
    Rewrite Uses: 3/3
    Odr Required for Next Infusion: 256
    Requires (255) more xp to rank up
    0~0~0
    • ### General Tricks
      (4/11 Trick Capacity)
      (X) Recall (Cost 0): Call an unsecured object to your hand using the power of your projected will.
      (X) Fast Recall (Cost 1 Orthstirr/1 Odr): Quickly call an unsecured object to your hand using the power of your projected will.
      (X) Unbinding (Cost 3 Orthstirr/1 Odr per additional knot): A general use Hugr Trick that allows one to undo knots at an accelerated pace.
      (X) Lie Sense (Cost 4 Orthstirr/1 Odr): A General Hugr trick that allows one to detect lies. It is simply a refinement of one's own lie detection senses.
      • ### Social

        Barb-Tongue Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (1/3 Trick Capacity)
        Refined:
        (X) Probe Trick (Cost: 1 Orthstirr/1 Odr): A Barb-Tongue trick that tries to figure out people's insecurities and faults. (Mastered: 0/36)

        Silver-Tongue Rank (6) (Dice Max is 7d6, 6 Orthstirr to Max) (64 xp Left) | Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (5/7 Trick Capacity)
        Refined:
        (X) First-Impressions Trick (Cost: 1 Orthstirr/1 Odr): A passive Silver-Tongue trick that improves first impressions. (Mastered: 0/36)
        (X) Goal-Tell Trick (Cost 3 Orthstirr/1 Odr): An active trick that gives you a good idea of what someone is angling for, if they have one and if you manage to slip past their Composure. (Mastered: 0/36)
        (X) Lowest-Limit Trick (No cost, gives you more precise information the higher the refinement): Through careful analysis of your opponent's words, attitude, stance, and many other things, you can now determine how low someone is willing to go in bartering with but a glance. (Mastered: 4/36)
        (X) Light-Touch Trick (Cost 3 Orthstirr/1 Odr): By carefully structuring and stressing your words, you can now ask questions and/or make requests that would be otherwise insulting—though there's no certainty of acceptance. (Mastered: 1/36)
        (X) Contention-Connection Trick (Cost 4 Orthstirr/1 Odr): Allows you to get a general grasp of the point of contention between two opposing parties without needing them to go over it again. (Mastered: 1/36)

        Composure Rank (4) (Dice Max is 5d6, 1 Orthstirr to Max) (16 xp Left) | Base Dice: 4d6
        Odr Required for Next Infusion: 8
        (1/8 Trick Capacity) (Calm Charges: 1/4)
        Refined:
        (F) Cool-Off Trick (Cost 3 Orthstirr/1 Odr): An active trick that allows you to flush your system with calming thoughts. (Mastered: 0/36)
        (X) Facial Schooling (No cost, higher levels of refinement would increase the malus applied to hostile rolls): A passive trick that makes it progressively harder to get a read on you after initial reading. (Mastered: 0/36)
      • ### Crafting

        Design Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (7 xp Left)
        (3/3 Trick Capacity)
        (X) Security Skill-Trick: Unlocks the ability to competently design things like fences, walls, hideouts, and watchtowers, amongst other things.
        (X) Residence Skill-Trick: Unlocks the ability to competently design things like homes, halls, and things of that nature.
        (X) Utility Skill-Trick: Unlocks the ability to competently design things like barns, workshops, storehouses, and things of that nature.

        Wordplay Rank (5) (Dice Max is 6d6, 3 Orthstirr to Max) (32 xp Left) | Base Dice: 3d6
        Odr Required for Next Infusion: 8
        (2/5 Trick Capacity)
        -Every rank up of Wordplay grants you an extra Capacity (+2 thanks to Owl Fylgja)
        (X) Poetry Trick: Unlocks creation of poetry.
        (X) Teaching Trick: Unlocks competent teaching.

        Artcraft Rank (5) (Dice Max is 6d6, 6 Orthstirr to Max) (32 xp Left)
        (3/5 Trick Capacity)
        (X) Imaging Skill-Trick: Unlocks the ability to draw and paint.
        (X) Jewelry Skill-Trick: Unlocks the ability to make jewelry.
        (X) Decorate Skill-Trick: Unlocks the ability to add decorations and embellishments to crafted items.

        Housecraft Rank (5) (Dice Max is 6d6, 6 Orthstirr to Max) (31 xp Left)
        (5/5 Trick Capacity)
        (X) Tool Trick: Unlocks creation of wood axes, work knifes, scythes, and other tools.
        (X) Clothes Trick: Unlocks creation of clothes.
        (X) Household Trick: Unlocks creation of basic household items like pots, utensils, and furniture
        (X) Alcohol Skill-Trick: Unlocks creation of various kinds of alcoholic beverages.
        (X) Vehicles Skill-Trick: Unlocks ability to create various vehicles, not including ships

        Armorcraft Rank (5) (Dice Max is 6d6, 6 Orthstirr to Max) (32 xp Left)
        (4/5 Trick Capacity) (Automatically repairs 4 Armor every turn)
        (X) Mail Skill-Trick: Unlocks the ability to make mail.
        (X) Helm Skill-Trick: Unlocks the ability to make helms.
        (X) Gambeson Skill-Trick: Unlocks the ability to make gambesons
        (X) Shields Skill-Trick: Unlocks the ability to make better shields

        Weaponcraft Rank (5) (Dice Max is 6d6, 5 Orthstirr to Max) (32 xp Left) | Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (6/6 Trick Capacity)
        (X) Sax Skill-Trick: Unlocks the ability to make saxes.
        (X) Rare Weapon Skill-Trick: Unlocks the ability to make rare weapons like atgeirs and bryntrolls.
        (X) Sword Skill-Trick: Unlocks the ability to make swords.
        (X) Axe Skill-Trick: Unlocks ability to create axes
        (X) Ranged Skill-Trick: Unlocks ability to create bows, arrows, javelins, and slings
        (X) Spear Skill-Trick: Unlocks ability to create spears

        Wildcraft Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (3/4 Trick Capacity)
        (X) Tracking Skill-Trick: A skill-trick that unlocks the ability to competently find and follow tracks
        (X) Stealth Skill-Trick: A skill-trick that unlocks the ability to competently sneak around.
        (X) Traps Skill-Trick: A skill-trick that unlocks ability to create and lay traps
      • ### Other

        Management Rank (3) (Dice Max is 4d6, 4 Orthstirr to Max) (8 xp Left)
        (0/3 Trick Capacity)

        Scouting Rank (4) (Dice Max is 5d6, 4 Orthstirr to Max) (16 xp Left) | Base Dice: 1d6
        Odr Required for Next Infusion: 2
        (1/5 Trick Capacity)
        Refined:
        (X) Give-Away Trick (Cost: 2 Orthstirr/1 Odr): A trick that points out signs of danger. Makes it easier for one's fylgja to give warnings, as well, and this effect improves with refinement. (Mastered: 0/36)

        Sailing Rank (4) (Dice Max is 5d6, 5 Orthstirr to Max) (16 xp Left)
        (1/4 Trick Capacity)
        Refined:
        (X) North-Knowing Trick (Cost 1 Orthstirr/1 Odr): Using the power of your mind, you now instinctively know where North is. (Mastered: 7/36)

        Tactics Rank (5) (Dice Max is 6d6, 4 Orthstirr to Max) (32 xp Left) | Base Dice: 2d6
        Odr Required for Next Infusion: 4
        (Tactics Infusions adds greater depth to your ability to read your opponents)
        (4/7 Trick Capacity)
        Mastered:
        (X) Effort Gauge Trick (Cost 3 Orthstirr/1 Odr): A relatively simple trick that allows one to gauge how much effort someone is putting into any given action. Precision increases with level of refinement. (Perfected: 0/72)
        Refined:
        (X) Talent Tell (No cost, higher levels of refinement increase the depth of knowledge): A passive tactics trick that allows the user to identify what their opponent is best at whether it be melee combat, hugareida usage, or whatever it is. (Mastered: 6/36)
        (X) Clay-Footsteps Trick (Cost 8 Orthstirr/2 Odr): A trick that points out points of weakness. (Mastered: 6/36)

        Vague:
        Size-Up Trick (Passive): Allows you to tell if someone is better, equal, or worse than you in wrestling. (4/9)

        Strategy Rank (3) (Dice Max is 4d6, 2 Orthstirr to Max) (8 xp Left) | Base Dice: 2d6
        Odr Required for Next Infusion: 4
        (Strategy Infusions adds greater depth to your ability to read your opponents)
        (0/5 Trick Capacity)
    • ### Hugareida
      • #### Alloys
        You have 1/11 open alloy slots

        (X) Alloy: Stoked Contest
        [Contested Movement + Stoker State + REWRITE]
        Allows Contested Movement to count as a Stoker State Trick, allowing the use of any number of Stoked Dice on the Hamr roll it provokes.

        (X) Alloy: Sunfire (Grade III)
        (+5 Bonus Dice to Sunfire Tricks) [Ignition + Unending Time In The Sun + REWRITE]
        Mastered:
        (X) Sunshine Slap (Cost 75 Orthstirr/15 Odr): You slap your foe with the full, unbridled power of the sun. (Damage incalculable) (Mastered: 3/72)
        (X) Sunfire Spear (Cost 100 Orthstirr/20 Odr): Forming a spear of sizzling sunfire, you hurl it at a foe at distance. (Damage incalculable) (Mastered: 3/72)

        (X) Alloy: Forgefire (Grade VI)
        (+1 Bonus Dice and +5 Bonus Damage to Forgefire Tricks, +11 Bonus Dice to Smithing) [Ignition + Campfire]
        Refined:
        (X) Heated Shroud (Cost 5 Orthstirr/1 Odr): By focusing, a shroud of intense heat surrounds the user. While not especially damaging, it still hurts all those who get within melee range. (Base Damage 1) (Mastered: 0/36)
        (O) Forge Weld (Cost 2 Orthstirr/1 Odr): A surge of concentrated flames allows two pieces of metal to bond together. (Mastered: 0/36)
        Rough:
        (O) Heat Hold (Cost 4 Orthstirr/1 Odr): A Forgefire trick that allows the user to stop heat from escaping an object as long as concentration is held. (Refined: 1/6)

        (X) Alloy: Emberwind (Grade IV)
        (+7 Bonus Dice to Emberwind Tricks) [Ignition + Gale]
        Perfected:
        (~) Sparkbomb (No Cost): Originally a modified Kindle Spinner, this trick is designed to be a finisher. In accordance with its origins, it can be used both in melee and at range. While the creation of the bomb itself is very quick, it travels very slowly through the air. (Base Damage 12)
        Refined:
        (X) Fireside Barrage (Cost 7 Orthstirr/2 Odr): A trick that sends a barrage of low-power fire attacks at an opponent with the intent to overwhelm their defenses. (Base Damage 1 +1 additional per action's worth of time spent in it) (Mastered: 2/36)
        (X) Fanned Flames (Cost 7 Orthstirr/2 Odr): Speeds up and strengthens fire-based attacks, helping them to hit faster and harder. (Mastered: 1/36)

        (X) Alloy: Firestorm (Grade V)
        (+1 Bonus Dice and +4 Bonus Damage to Firestorm Tricks) [Ignition + Emberwind]
        Refined:
        (O) Unleash Inferno (Cost 0 if Flamecalled, 150 Orthstirr/30 Odr if not): With every source of flame at your disposal, you unleash the gathered mass in the general desired direction. You may use your own fire for this, but the cost increases exponentially. (Base Damage 1, halves all damage bonuses, rounded down, including from Odr) (Mastered: 7/36)
        (O) Flamecalling (Cost 30 Orthstirr/6 Odr): Call every source of flame in a radius to yourself. At Rough it is a maximum of 3 miles, which increases as you refine it further. (Mastered: 3/36)
        Rough:
        (O) 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. (Refined: 1/6)

        (X) Alloy: Stutter-Stoke
        [Standstill + Stoker State]
        Standstill Tricks add dice to the Stoked Pool as if they were Basic Attacks. Additionally, while Stoker State is active, when a Standstill effect stops an attack, you gain Stoked Dice as if from a Basic Attack.

        (X) Alloy: Stoked Ignition
        [Ignition + Stoker State]
        Ignition Tricks add dice to the Stoked Pool as if they were Basic Attacks.

        (X) Alloy: Stoked Body
        [Hamr + Stoker State]
        Hamr Tricks add dice to the Stoked Pool as if they were Basic Attacks.

        (X) Alloy: Banish the Nightmare
        [The Mind's Eye Blinks + Banish the Night]
        Allows you to emit enough light to illuminate a room at will, and to have that light banish all mental illusions within its radius, but may not be used at the same time as Banish the Night.

        (X) Alloy: Fight Of Our Lives
        [Fight Of Your Life + Banish The Night]
        The dice bonus from Fight Of Your Life is split among allies hit by Banish The Night's light.

        (O) Alloy: Solar Flare
        [Ignition + Banish the Night/Unending Time in the Sun]
        Ignition Tricks are infused with the light of the sun.

        (O) Alloy: Stoked Snare
        [Glima + Stoker State]
        The benefits of Glima apply to Stoker State and the benefits of Stoker State to Glima. So Glima Tricks can use only part of the Stoker Pool and a basic attack using Glima (ie: a grapple, even a multiple die one, as long as it isn't a Trick) would gain Stoker State dice.

        (O) Alloy: Piercing Ignition
        [Ignition + Puncture]
        Ignition Tricks all have Puncture for free. Puncture cannot be used on other Tricks.

        (O) Alloy: Stoker Chop
        [Chop + Stoker State]
        Chop Tricks add dice to the Stoked Pool as if they were Basic Attacks.

        (O) Alloy: Extinguish
        [Ignition + Inverted]
        While this is alloyed, fires cannot start in your vicinity, but you cannot use Ignition Tricks.
      • #### Momentum

        Standstill (Grade VI)
        (+7 Bonus Dice and +2 Instances to Standstill Tricks)
        Perfected:
        (~) Slowing-Slog (Cost 9 Orthstirr/2 Odr per point of damage reduced): A Standstill trick that slows incoming attacks, robbing them of their lethality. This is a very difficult trick to maintain and, as such, cannot be done simultaneously to other tricks. (Special: Slowing Slog's cost is not based on level, it always remains the same, you may only have a number of points of damage reduction based on its level: 1 for Rough, 3 for Refined, 6 for Mastered, 9 for Perfected. It no longer limits the use of other Tricks at Perfected.)

        Mastered:
        (X) Halting-Vortex (Cost 2 Orthstirr/1 Odr): A three-foot wide circle of invisible stopping force swirls around your palm and acts the role of a shield. (Perfect defense) (Perfected: 0/72)
        (X) Time Stands Still (Cost 1 Aspect): A Finale of ??? that inverts the Standstill Shroud that surrounds all bearers of the Standstill hugareida. At Refined, you get two free actions. This increases by one with every level of refinement. The target may partially resist this with an opposed Hamr + Hugr roll to be aware of what is occurring and plan around it. (Perfected: 0/72)
        (X) Contested-Movement (Cost 1 Orthstirr/1 Odr): A low-cost move that seems to slow down time, letting the user turn an incoming attack into a contest of hamr. The victor carries on with a either a trick or a basic attack against the loser. If neither are available then the opponent's attack is simply stopped. (Makes any attack it opposes a raw Hamr contest)
        (X) Semi-Halting Vortex (Cost 1 Orthstirr/1 Odr): A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails. Automatically succeeds against tricks of a lower level of refinement. (Ongoing rolled defense, perfect against lower-tier attacks) (Perfected: 1/72)
        (X) Stutter Step (Cost 7 Orthstirr/2 Odr): Allows you to take steps in frozen, stuttering time as many times per round as you have steps. You can only manage one step at the current time. (Can act to provide a penalty to enemy defenses, or as a conditional defense against attacks a single step can avoid) (Perfected: 1/72)
        Refined:
        (X) Inertia-Arresting-Throw (Cost 6 Orthstirr/2 Odr): Throw out a cloak of Standstill that can either block ranged attacks or stop a weapon in its tracks until you free it. (Rolled action, Odr added to effect increases the number of hits needed to break it) (Mastered: 1/36)
        (X) Mire Ward (Cost 6 Orthstirr/2 Odr): Produce a slowing field around you, that hinders the movements of all caught in its grasp whether it be friend, foe, or object. You are immobile while this is happening and it needs to be continuously fueled to keep active. (Can act as a conditional defense against some ranged attacks) (Mastered: 0/36)
        (X) Veto-Motion (Cost 3 Orthstirr/1 Odr): A Standstill trick that robs the user of any momentum, stopping them instantly and harmlessly on the spot. (Mastered: 0/36)
      • #### Fire

        Ignition (Grade VII)
        (+1 Bonus Dice and +6 Bonus Damage to Ignition Tricks)
        Perfected:
        (~) Kindle Spinner (No Cost): Call up a tightly-spinning ball of densely-packed fire. You can either detonate it directionally with a flick of the wrist or lob it underhanded to send it bouncing along, where it'll explode on contact with an obstacle. (Base Damage 3, Area of Effect)
        (~) Firebomb-Strike (No Cost): You swing a weapon and produce an explosion on impact. Not very complicated, just expensive. (Base Damage 2-4, can only be avoided by things that can avoid AoE)
        (~) Ember-Winged Cloak (No cost): This is an awfully expensive trick that allows you to defy gravity, at least for a little while.

        Refined:
        (X) Flashfire Cleave (Cost 6 Orthstirr/2 Odr): This trick is a combination of Ember-Winged Cloak and Leaping-Cleave. While it retains its armor-penetrating effects, its damage now suffers as a result. (Base Damage 1, +4 Damage to Armor Only) (Mastered: 2/36)
        (X) Explosive-Reactive Armor (Cost 9 Orthstirr/2 Odr): This trick, though very expensive, allows the user to 'paint' themselves with layers of armor that, when struck, explode to deal damage to the attacker. (Base Damage 3, can act as a conditional defense against some ranged attacks) (Mastered: 2/36)
        (X) Eyeshine Blind (6 Orthstirr/2 Odr): An Ignition Trick allowing one to generate a burst of light in the hopes of blinding nearby foes (Mastered: 3/36)
      • #### Wind

        Gale (Grade I)
        (Adds 1 Extra Dice to Gale Tricks)
        Refined:
        (O) Gale Spear (Cost 4 Orthstirr/1 Odr): A long-range and very precise trick. This is useless for attacking large areas, but rather effective for single targets thanks to its decent damage and speed. (Base Damage 4) (Mastered: 0/36)
        (X) Slipstream (Cost 8 Orthstirr/2 Odr): A passive speed-enhancing trick that, while rather expensive, can yield results. (Mastered: 0/36)
        (O) Sailwind (Cost 7 Orthstirr/2 Odr): A Gale trick that pushes things forward, though can struggle with heavier things. (Mastered: 0/36)
        (X) Vortex Gathering (8 Orthstirr/2 Odr): A Gale Trick that allows one to pull people, animals, and unsecured items to themselves while keeping those affected trapped. The user cannot move while this trick is being used. (Mastered: 0/36)
        Rough:
        (O) Dead Air (Cost 12 Orthstirr/3 Odr): A Gale trick that stops the wind from carrying noises in an area. (Refined: 0/6)
      • #### Weapon

        Sword (Grade II)
        (Adds 1 Extra Dice and +1 Instance to Sword Tricks)
        Refined:
        (X) Sword Strike (Cost 4 Orthstirr/1 Odr): A trick that swings a spectral sword at your foes. Paying double the cost allows you to follow another attack up with an instant Sword Strike. (Base Damage 1, or as per Trick) (Mastered: 0/36)
        (X) Sword Guard (Cost 5 Orthstirr/1 Odr): A trick that summons a spectral sword to guard you. Incoming attacks must first get through this defense before they can challenge your own. If the sword is defeated, then it must be summoned again. (Ongoing rolled defense) (Mastered: 0/36)

        Atgeir (Grade III)
        (Adds 1 Extra Dice and +2 Instance to Atgeir Tricks)
        Refined:
        (X) Atgeir Bodyguard (Cost 7 Orthstirr/2 Odr): Summons a ghostly atgeir that follows either the user or a selected target. Before an attack can reach the target, it must first get through the atgeir. Upon unsuccessfully stopping an attack, the atgeir breaks and must be re-summoned. (Ongoing rolled defense) (Mastered: 0/36)
        (X) Atgeir Counter Stab (Cost 8 Orthstirr/2 Odr): Summons a ghostly atgeir that follows either the user or a selected target. When the target is attacked, the atgeir launches a counter-attack of its own. (Base Damage 1, or as per Trick) (Mastered: 0/36)
        (X) Forceful Lever (Cost 5 Orthstirr/1 Odr): Summons a ghostly atgeir to forcefully move someone around, if they fail to defend properly against it. If the person wills it, they may allow themselves to be moved unopposed. (Mastered: 0/36)
        (X) Atgeir Strike (Cost 4 Orthstirr/1 Odr): A trick that swings a spectral atgeir at your foes. (Base Damage 1, or as per Trick) (Mastered: 0/36)
      • #### Utility

        Campfire (Grade V)
        (+5 Bonus Dice and +2 Instances to Campfire Tricks) (3/72 xp)
        Refined:
        (O) Beaconlight (Cost 3 Orthstirr/1 Odr): By lighting a beacon in the night, you draw the gaze of spiritual predators preying on the forms of your beloved. (Mastered: 1/36)
        (O) Sickness Sear (Cost 10 Orthstirr/2 Odr): By bringing a healthy flame near to where the sickness lies, the fire cleanses the area and restores the patient to good health. Only works on mundane sicknesses and poisons. (Mastered: 1/36)
        (O) Tenderizing Roast (Cost 2 Orthstirr/1 Odr): A Campfire trick that tenderizes meat through a slow roast. (Mastered: 0/36)
        Rough:
        (O) Warm Up (Cost 8 Orthstirr/2 Odr): By mantling a comforting fire, one can project an aura of calming heat. (Refined: 1/6)
        (O) Dry Off (Cost 8 Orthstirr/2 Odr): A surge of warming flame robs cold of its bite. Using it too much can result in burns. (Refined: 1/6)

        Clearwater (Grade I)
        (Adds 1 Extra Dice to Clearwater Tricks)
        Refined:
        (X) Scouring Cleanse (No cost, but the greater the refinement, the gentler it is on fabric): While harsh on fabric, it can't be denied that a spray of water does a good job of cleaning things quickly and efficiently. (Mastered: 0/36)
        Rough:
        (O) Spring Source (No cost, can better control the intensity and rate of flow with higher levels of refinement): Conjures fresh water from the palm or fingertip. Fingertip is a trickle while palm is a spray. (Refined: 0/6)
    • ### Seidr
      • #### Bind Seidr

        -Tracking Someone by Their Hair (Visual): For this, you will need three tail feathers, the hair of the person in question, and an eyeball. The ritual can only be done at high noon or midnight. Place the feathers in a circle around the eye — the pupil must be staring at the sky and the feathers must be facing away from the eye. Next, take the strand of hair and puncture the eye through the lens. Enter the Trance and consume the hair-pierced eyeball. Do not chew, you have to swallow it whole.

        -Glowstone Spirit Trap: For this, you will need a chunk of glowstone, which serves as the anchor by which you bind a spiritual predator. By placing items that correspond with desired attributes next to the stone, you will then expose yourself to the Dark Forest. However, when a spirit matching those attributes approaches to take advantage of your apparent weakness, it will instead be sucked into the glowstone, as you will have carved and colored runes into the stone. When hostile spirits next approach your house, they will be attracted to the glow of the stone and will be sucked in as well. Either the original spirit will win the ensuing brawl, or you will have a new occupant in the stone. Only works on one spirit at a time.

        -Divination: For this, simply use anything that involves luck to divine information, because anything will work as long as the relevant Gods or spirits are alerted and have room to influence the outcome.

        -Contact Fylgjukona: Take some blood from the fylgjukona's family, an ash and elm-fueled fire, and nine links of an iron chain. Place the links in an even spread around the fire before tossing in the blood to summon the spirit. Be careful what you ask, for while fylgjukona are powerful in their own right, they can also call upon Valkyries for aid.

        -Reveal Fylgja: Acquire some kind of smearable substance—such as clay or ash or mashed plants—and then mix in the swish of a sheet as it is swept aside, the first warmth of the rising dawn, and cobwebs bearing the moon's light, before applying it to the eyes.

        -Orthstirr Sieve: A complicated spell that involves the use of Orthstirr to slowly filter Odr into relatively safe concentrations. Needs significant time to cast and must be cast nine times in order to complete 1 Odr.
      • #### Weave Seidr

        Healing:
        -Bone Settlement: A spell that swiftly sets broken bones and rapidly speeds up healing.
        -Odr Soul-Shock: This seidr spell cannot use odr in place of orthstirr. Essentially, once the body of the bodily dead is healed, the soul needs a slight jolt to get back in the saddle—in this case, that jolt is a tiny bit of odr that's been filtered through layer upon layer of orthstirr so that it doesn't harm the subject's soul in the process.
        -Time Heals All Wounds: A spell that heals the injured back to peak health, but requires constant touch to work.

        Fylgja:
        -Weighed on the Scales: Your fylgja is, by nature, on the look-out for threats and dangers. This technique simply hones that aspect and focuses it on a single figure, allowing you to get an understanding of the threat they pose
        -Raven's Unriddling: A Weave Spell that allows one to detect deception.
        -Calling for Congress: By having your fylgja make a specific, predetermined call into the fold between worlds, you call specific fylgjur in order to conduct any manner of business.
        -Follower Finds a Friendly Fellow: By giving a spirit a piece of your fylgja, you make it significantly easier to find and summon them again.

        Utility:
        -Domestic Spells: Spells that handle the domestic side of things. From cleaning stains from cloth to quickly preserving food for winter, this method of magic does it all.
        -Slow Time: Slows the passage of time for a single willing individual or object. All bodily and mental processes are slowed significantly as long as the spell is in place, letting the Seeress figure out a solution for their problems in a longer span of time, or even cast delicate spells at a better time frame (like Draw Poison, for example.) Or for a certain Halla, make Frenzy Initiation somewhat less fraught. Can be left in place if needed (deducts Orthstirr from caster's Orthstirr pool until dismissed).

        Wards:
        -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.
        -Lock Seal: A lock seal must be unlockable. No matter the mechanisms and strength of the lock, it can always be bypassed through brute force. A lock seal will not stop a determined enemy, but it can and will give you time to prepare, assess, and react accordingly. Depending on what manner of things you've added to the lock seal, the spell itself may do the work for you.
        -Signpost: A simple spell that, when cast, allows one to convey concepts to those who happen into its range. One can convey complex subjects through the layering and clever application of multiple signposts.
        -Backlash Seal: A seal that activates some kind of set effect when parameters are triggered.
        -Soul Shroud: Creates a 'simulacrum' of the caster's mind/soul on top of their own, with the intention of it being 'hit first' by mental/soul magics. Absolutely will not pass inspection for a real mind/soul by anyone doing more than a cursory glance, does not actually possess any real thoughts, only the appearance of such.
      • #### Stitch Seidr

        Healing:
        (X) Stabilizing Palm (Cost 12 Orthstirr/3 Odr): Stabilizes heavily wounded, as long as it is not their time to die.
        (X) The Quickest Stitch (Cost 2 Orthstirr/1 Odr): A quickly casting spell that swiftly mends cuts and slashes, but does little for broken bones or internal injuries.
        (X) Draw Poison (Cost 6 Orthstirr/2 Odr): A spell that draws poison from a wound, no matter the potency. Struggles against poisons of spiritual nature, but is not completely ineffective.
        (X) Sear Diseased Flesh (Cost 8 Orthstirr/2 Odr): While extremely painful and sometimes scarring, this spell *will* stop disease in its tracks.
        (O) Neutralize Poison (Cost 81 Orthstirr/17 Odr): Transmutes poison to harmless liquids. More effective against magical poison than Draw Poison. This requires one or more of the following three Experiences to function: The sensation of drinking truly vile medicine (the worst tasting, the better), Water (ideally murky and poisonous water) being purified by boiling, or the warmth of sunlight on skin. It may be more effective if used with up to nine of the following reagents: silver dust, salt, charcoal, and as many medicinal plants as possible (each counting as a separate reagent).

        Mental:
        (X) The Mind's Eye Blinks (Cost 1 Orthstirr/1 Odr): A quick casting spell that clears the imagination of unwanted images.
        (X) Identify Concept (Cost 3 Orthstirr/1 Odr): A spell that quickly rifles through known things to identify what a potentially unknown thing is.
        (X) Banishing Rebuke (Cost 24 Orthstirr/5 Odr): A spell that forces hostile spirits and spells away by sheer power.

        Elemental:
        (X) Unending Time in the Sun (Cost 72 Orthstirr/15 Odr): A seidr spell that summons a miniature ball of sunlight to float around behind you. Lasts a full day, but can be dismissed at will. If dismissed, it needs to be summoned again.

        Communication:
        (X) Eyetalking (No Cost): By locking eyes with someone, you are able to send messages to them. They cannot respond unless they also have Eyetalking.
        (~) Signalfire (No Cost): A modified Signpost spells that you shoot off into the spirit realms. They're built so that they only poke spirits that meet the criteria that you set when creating the spell.

        Spiritual Combat:
        (~) Probe Stitch (Variable Cost): A spell that pokes a spirit and lets them know that you know they're there while getting some cursory details.
        (~) Overwhelm Stitch (Variable Cost): A spell that focuses on overwhelming your opponent with raw magical strength and/or some other kind of power like fire or ice.
        (~) Pierce Stitch (Variable Cost): A spell that pierces through defenses while dealing small damage.
        (~) Cleave Stitch (Variable Cost): A spell that struggles to get through defenses while dealing lots of damage.
        (~) Crush Stitch (Variable Cost): Similar to Overwhelm in that they focus on overpowering your opponent. However, Crush Stitches differ in that they're focused on one spot at a time.
        (~) Flank Stitch (Variable Cost): A 'fire and forget' spell. You mix it together with another spell and then they go off on a wide arc before coming back around—potentially when your opponent is undefended and/or to apply pressure or what have you.
    • ### Twists
      -Punching Up (Cost 35 Orthstirr/7 Odr): When fighting an opponent twice as strong as you, your Combat Pool is multiplied by 1.5, rounding down.
      -Hidden in Rags (Cost 18 Orthstirr/4 Odr): When dressed in rags, you can avoid unwanted detection as long as they don't know you're there. Getting detected by hostile Norsemen while wearing rags will cause them to laugh at you, which has the potential of giving you minor nid. (Currently Unassigned)
      -Puncture (Cost 9 Orthstirr/2 Odr): Allows an attack to slip through perfect defenses.
      -Against the Odds (Cost 35 Orthstirr/7 Odr): When you are fighting against many enemies, for every enemy you are crossing swords with, you gain an additional +3 to every roll.
    • ### Muna
      (X) First Kiss Under A Falling Tree - You remember how the world seemed to freeze as you and Abjorn kissed. Unlocks Standstill Hugareida.
      (X) Lesson of Fire - You remember how your blood sang so sweetly as you plunged your hand into fire. You now understand fire, at least this level of it. Unlocks Ignition Hugareida.
      (X) The Fight of Your Life... So Far - You remember how the thrill of battle pulsed through your veins. This grants you a bonus 7 dice to any single move in combat, thrice per fight.
      (O) Vows of Love - You remember the vows you made on your wedding day, on the hilts of swords both old and new. This gives you a free trait lock-in/lock-out for your future children.
      (X) Fighting Father Gerrit - You remember how it felt to have to punch up, outside of your weight class. Gives you Twist: Punching Up.
      (O) The Return of Stigr - You remember how it felt to have your friend back. Gives you Twist: Hidden in Rags.
      (X) Failing Vortex - You remember how the Storm Arrows pierced your Halting Vortex. Gives you Twist: Puncture.
      (X) A Mother's Fear - You remember how your heart hang heavy with the lack of knowledge towards your children's condition. Never again will you have that fear, that uncertainty for now you know your children's condition at all times.
      (X) Determination From Defeat - You remember how it felt to lose, but even more so you remember the fire it lit inside. After suffering a defeat, you get 1.5x your current training xp for the next turn.
      (X) Whistling Wind - You remember how the wind whistled as you fought Sten. Unlocks Gale Hugareida.
      (X) Fire in the Sky - You remember how you flew through the air on wings of fire. Grants the Skyfire kenning.
      (X) Steinarr's Sword - You have witnessed swordplay perfected. Unlocks Sword Hugareida.
      (X) Meeting Your Grandfather - You finally met Hallr Blackhand — in person — while successfully communing with your atgeir, Sagaseeker. Unlocks Atgeir Hugareida.
      (X) Banish the Night - You banished the Empty Night with the power of the sun, which allows you to emit enough light to illuminate a room at will. This light also strips emotional manipulation effects from all it bathes.
      (~) Different After All - You and Blackhand may share the same soul, but that doesn't mean that you are him. Stepping from beyond his shadow, even as little as you have, has strengthened your ability to cultivate odr.
      (X) Piercing the Veil - You pierced the veil covering Iceland, which means that you must have some kind of Seersight, right? Grants limited access to Sundersight (The ability to look at something and gain an understanding of its weaknesses)
      (~) Sunshine - You remember facing someone in the throes of berserkergang in combat. Grants the Sunshine Kenning.
      (X) Hooknails' Reckoning - You remember the conflicts between you and Hooknails, both how it began and how it ended at your hands. Grants +12 xp per turn.
      (~) Honor thy Father - You remember your father and all he meant to you. Your children will have an easier time learning the skills your father had.
      (~)Gotland's Call! - Though you won't ever be able to return to Gotland, you still carry a piece of it in your soul. Expands your Soulscape to include a facsimile of Gotland
    Fylgja
    ## Fylgja
    Rank 10 (Dice Max is 11d6, 3 Orthstirr to Max) | Base Dice: 8d6
    Odr Required for Next Infusion: 128
    Requires (512) more xp to rank up
    0~0~0
    Your fylgja is a Cindersoot Owl.
    F.Endurance: 17/17
    F.Capacity: 17/17
    -Basic Bog Iron Rimmed Shield (6/6 Armor, +1 Combat Pool) x11
    -Restful Clay Cup (Restores all Orthstirr when used) x3
    -Bomb Boulder (Variable Damage, usually around 25-ish) x2
    -Cool-Off
    Shapeshift/Alloy Slots:
    -Fast Creation (3 Frenzy)
    -Fast Creation (3 Frenzy)
    -Fast Creation
    -- 4Fold Kindle Spinner (9 Orthstirr)
    -- 3Fold Sparkbomb (5 Orthstirr)
    -- Inertia-Arresting Throw (6 Orthstirr)
    Standing Orders
    -During combat feed us shields and other items as necessary via the Armory Pocket
    -Refill the '4Fold Kindle Spinner' Trick-storing Fast with a 3Fold Kindle Spinner (-5 Orthstirr) whenever it is empty
    -Refill the '3Fold Sparkbomb' Trick-storing Fast with another identical Trick (-5 Orthstirr) whenever it is empty
    -If we experience any sudden burst of anger use Cool-Off automatically to keep a clear head
    -During combat feed us Restful Clay cups as necessary via the armory pocket
    -Empty
    -Empty
    -Empty

    Refined:
    Flap-Away Trick (Cost 6 Orthstirr/2 Odr): A trick that helps a flying fylgja dodge out of the way of incoming attacks, as well as granting them a brief burst of speed. (Mastered: 0/36)
    Rough:
    Owl-Eye Pulse (Cost 4 Orthstirr/1 Odr): A short-range trick that allows an owl fylgja to send out a 'pulse' of spiritual power. When the pulse encounters something, it bounces off back to the owl. (Refined: 0/6)
    Runes
    ## Runes
    ### Decoded Runes:
    "Let those who taste its bite stay fresher than morning dew"="Anything stabbed with this stays completely fresh"
    -Allows creation of Meat-Keeping Sticks (2 Work Dice)
    "Hardened-Soft Meets Black Man's End. Force of Fire is Low-Tide's Gift."="When the pottery breaks, it leaves an explosion behind"
    -Allows creation of Explosive Charms (3 Work Dice)
    -Explodes (3 Damage)
    "Let all struck by falling-feathers be like the trees."="When this bow's arrows strike a target, they're rooted in place for a time."
    "When iron is damaged, it is fixed after it swings."="When the iron is damaged, it is repaired once swung."
    "Breaking Brittle Bones Brings Battle." = "Breaking this clay gives off an alarm."
    -Allows creation of Alarm Charms (1 Work Die)
    0~0~0
    ### Known Runes:
    The Unfinished Final Act of the Wavedancer's Helmsman:
    "Net-Holder, See Us Safely-"
    0~0~0
    ### Created Runes:
    "What is cooked in this pot will be healthy to eat." - Written on our Cooking Pot
    "Those who use me shall train their thoughts to run swift like the hanged god's steed, and their wills as hard as Hrungnir's bane." - Written on our Taafl Board
    "Bear my weight, burden willfully, / Spirit strengthening as the hand-sacrificed god. / Feel my fetters, free from rest, / Sight sharpening as old one eye's twin stares." - Written on our Fylgja Training Harness
    "Net-Holder, See Us Safely Through Wind And Wave" - Finished version of the Wavedancer's runes we went with.
    Emberguard's Runes:
    Helmet: "Helm 'pon head, hard head-guard./Gift your gaze through twin gates./With eagle's eyes, easy hunting prey./Sharp seeing sight staring down foes." - Grants +1 Ranged Damage
    Socket Stone #1: "Strike me, my skin of iron./All that would harm and hurt./Find your blows, now are flames./Etch upon me, embers alone." - All damage dealt to the armor counts as fire damage
    Socket Stone #2: "I felt heat, born of fire,/Blackened burns I know well./Fireborn-worn, fireproofed I am./Persist as you against pyroclasm." - The armor gains the wearer's fire resistance
    Socket Stone #3: "Unbound, unchained/Free of fetters high and low/Movement, momentum/Wearer's will alone abided" - Generally keeps people from grappling or tying us up against our will
  • # Property
    Yearly Taxes: 26oz Silver
    (20oz from Wavedancer, 6oz from Abjornsby)
    Yearly Orthstirr Gain: +28
    (+10 from Wavedancer, +18 from Abjornsby, including horses)
    0~0~0
    ## Abjornsby
    ### Overview
    0~0~0
    Total Work Dice: 238 (130 from Residents, 108 from Tools)
    Adult Residents: 19
    (Halla: 9, Abjorn: 14, Stigmar: 5, Tryggr+Trausti: 7, Vagn Wheel-Drifter: 8, Kurt+Haydis: 15, Kare: 8, Ingolf: 3, Eysteinn: 3, Vesna: 9, Lata: 5, Kazimir: 3, Brother Bartholomew: 2, Hakon: 6, Alvis: 3, Trygve: 6, Magni: 3)
    (Note: Vagn Wheel-Drifter's expertise in driving sleds and wagons allows for an additional Visit opportunity every year)
    Child Residents: 9
    (Asgeirr: 1, Sigurdr: 1, Eyvor: 1, Hallbjorn: 1, Hallotta Kurtsdottir: 1, Steinulfr: 0, Asveig: 0, Milan: 2, Mira: 2)
    Other Residents (Horses and other standout creatures, plus magical folk): 4
    -Morningsilver (Superior Mare, +6 Orthstirr and +3 oz silver a year), Sundancer (Superior Stallion, +5 Orthstirr and +3 oz silver a year), Bjorney (Adorable Bear, +3 Work Dice), Scarecrow (A magical murder puppet turned famhand, +9 Work Dice)
    -Construction Note: Tournament Grounds at 3/10


    Maximum Food Produced/Turn: 46
    Total Food Required/Turn: 28 (34 with Animals and Trade Deal)
    Net Food Gained/Turn: 12

    Maximum Goods Produced/Turn: 25
    Total Goods Required/Turn: 8
    Net Goods Gained/Turn: 17

    Silver Gained/Turn: 11 and 1/2 oz. silver

    Storage Capacity: 24/130 Free
    Extra Food Storage: 0/70 Free
    --55 Pottery, 15 Meat-Keeping Sticks
    Food Supply: 132
    Goods Supply: 8

    Taxes: 6oz Silver a Year
    0~0~0
    ### Buildings
    Quality Rating - 8
    -128 Dice to Upgrade (Cost is doubled every upgrade)
    Living Space - 7
    -128 Dice to Upgrade (Cost is doubled every upgrade)
    Storage Space - 5
    -32 Dice to Upgrade (Cost is doubled every upgrade)
    Workshop - 7
    -128 Dice to Upgrade (Cost is doubled every upgrade)
    ### Resources
    Quality Rating - 6
    Food Rating - 9 (+2 Max from Sowing Sight, +1 Base from Harvesting Sense)
    Goods Rating - 7
    Silver Rating - 5
    ### Livestock
    Quality Rating - 8
    Food Rating - 7
    Goods Rating - 4
    Silver Rating - 4
    0~0~0
    ## The Wavedancer
    The Wavedancer is a 60-foot long snekkja, which is a type of longship. It has 22 rowing benches, room for 45 vikingar, and 4500 units of cargo space. It is built for deeper seas than the Danish or Swedish variants.

    Cargo Capacity: 4500/4500 Free
    ## Eric's Wedding Present
    A faering that Eric gave you as a belated wedding gift. It's rather fancy, with silver inlay dancing across the wood. It's well-loved and well-used, but it's yours now. It can fit a maximum of eight people in it and also has a sail.
 
We might want to hold off on turn plans for a minute while I update the character sheet to the new system. For one thing, xp would still be included and the amount of that per turn is being adjusted.
Well, I'm not calling it until sometime either tomorrow or the day after. I've got just a ton of anxiety over this so I'm definitely in no place to be writing anything at all and also so we can make any adjustments that are needed.
 
Well, I'm not calling it until sometime either tomorrow or the day after. I've got just a ton of anxiety over this so I'm definitely in no place to be writing anything at all and also so we can make any adjustments that are needed.

Totally fair.

Some additional logistical stuff has been added to the listed plan format (XP and Work) along with how some logistical stuff functions. Character sheet update still pending.

I'll throw up a version of the previous turn plan matching the new system after the character sheet (I still think doing Yule stuff and Owlbear hunting is probably right).
 
The initiative, endurance and speed stats reference clashes, but nowhere it is clarified what those are. Also, one of the benefits of infusing stats was freeing the orthstirr put there. Now that it's not needed will the attribute infusions be adjusted as well?
 
The initiative, endurance and speed stats reference clashes, but nowhere it is clarified what those are. Also, one of the benefits of infusing stats was freeing the orthstirr put there. Now that it's not needed will the attribute infusions be adjusted as well?

I can't speak to the first, but Attribute Infusions are already great even with the current stuff...the not needing to add Orthstirr has been barely relevant for a very long time. I think those probably stay.
 
The initiative, endurance and speed stats reference clashes, but nowhere it is clarified what those are.
Ah! Clashes are the brief moments in a fight where you're exchanging blows with an enemy, rather than maneuvering, catching your breath, planning, or any other myriad action. Essentially, they're 'sub-rounds' of combat. Sometimes one clash is against one foe while the second is against a different foe—both foes will, of course, be made clear during planning.
 
The skills listed feels a little too small, especially only having 3 skills for all of Hamr imo. Unless the xp requirement for each skill goes up largely, we are going to be quickly able to become extremely... extremely good at skills, in a way that was not really possible before. And this is paired with the new system actually giving incentives to raise skills high.

I don't really understand the land system or how it's raised or improved. What determines the level of our tools? How many more tools would we need to improve our tool level? How many tool levels do we have? Can we just craft endlessly to create tool levels to get xp bonuses? What are the limits here? How much money do you need to raise it? It seems like it'd be optimal for us as written to spend all our Work for awhile on making more Tool levels to make xp so much better. Is that what we can do?
 
The skills listed feels a little too small, especially only having 3 skills for all of Hamr imo. Unless the xp requirement for each skill goes up largely, we are going to be quickly able to become extremely... extremely good at skills, in a way that was not really possible before. And this is paired with the new system actually giving incentives to raise skills high.

Each skill (other than Combat, which is special) tends to include only 2-3 of the old skills, due to skill costs doubling every level, this actually only makes the average skill level about 1 level higher than the same amount of xp in the previous iteration. Like, two skills at 5 in the previous system almost exactly equal out to one at 6 in the new system, and so on. Inasmuch as skills have gone up more than that in the conversion, it's purely due to some Tricks going away and getting cashed in...but raising high skills further is expensive. Getting one from 7 to 8 is 128 xp...that's a lot of xp, even halved via Training Items/Tools. Will we do it? In some cases yes, but it's not a casual expense.

The incentives thing is true, sure, but that's a good thing, not a bad thing...an actual incentive to raise skills is to the good. Like, thematically, we want a reason why we would raise skills, so there being incentives to do so is a positive.

It's also worth noting that we've lost some dice in the transition, so the numbers haven't changed as much as you might think, in terms of averages. In NQ1, Hugr 12 + Silver Tongue 6 was 20 dice and averaged just shy of 14 successes...in NQ2, with Hugr 12 and Social 7, it's 12 dice and 7 Successes which averages 15 successes exactly...a gain of only 1 and 1/3 successes. So there's a boost in efficacy, but a very modest one all things considered.

I don't really understand the land system or how it's raised or improved. What determines the level of our tools? How many more tools would we need to improve our tool level? How many tool levels do we have? Can we just craft endlessly to create tool levels to get xp bonuses? What are the limits here? How much money do you need to raise it? It seems like it'd be optimal for us as written to spend all our Work for awhile on making more Tool levels to make xp so much better. Is that what we can do?

The rules for raising Tools are a bit preliminary (something that's totally my fault), but assuming this was true that makes no difference at all between now and how it was previously. We could already do that in the old rules (and, indeed, had done so pretty extensively). We're currently starting with about Level 8 in Tools (out of 9...it caps out at 9) just based on accurately converting our existing Tools.

Work definitely can't raise a stat like that, though. It'd be actions, assuming it's doable (my inclination is to say three crafting actions, each getting 9 success levels, to get it from 8 to 9...something like that anyway, maybe one extra action to fill out our existing slots, which aren't quite filled yet or something like that).

EDIT: And filled in some progression details on Tools (basically as suggested above or large infusions of cash to a crafter capable of making the same kind of rolls).
 
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The character sheet should now all be updated. I may have missed some stuff, in which case anyone informing me of that would be nice.

Meanwhile, in terms of plan, here's a basic reprise of the previously voted on turn plan, in the new format, and in terms of training putting the xp into some of the new stuff available that is very good to have, mostly Hugareida. Had to ditch the crafting as the Yule Action was just a bit too big. The Research is basically unchanged, since we actually already got the results on that, so we should probably stick with it (Tafl Board gains have also been rolled already...that'll go down to 1 after next turn, due to doubled turn number).

The Focus action could easily shift to Buri (who is probably more important), but I think the party is just likely to take up more writing time, which seems to be the way that's structured?

This plan also assumes we still get a free Yule Divination. If that's incorrect we'll need to fiddle with things a bit, depending on what that costs.

So, yeah, two questions @Imperial Fister

1. Do we still get a free Yule Divination, and if not would we be able to do it with Work or what?

2. How should we assign Focus actions: The thing it's most important to get done, even if we think it'll be real short, or the thing we think should get the most word count? Is the Focus an in-character thing or us the readers making a decision about what we're interested in reading?

[X] Plan Goodbye Brother Bart v 2.0

-[X] [Focus] Yule Party
--[X] Specifically, invite a bunch of people to our Yule party with a specific focus on any women any of our huscarls say they'd like to invite (they're all single, giving them an opportunity to mingle is good)
--[X] All direct neighbors would also be invited, including Buri's family
--[X] Very publicly give our retainers the things we've made for them (weapons, armor, and arm-rings)
--[X] Give out Grand Forged Iron farming tools to those families in the valley most in need of good tools, picking members of the family other than the head if appropriate
---[X] Including one set Bo Burisson, former member of our crew

-[X] Talk To Buri
--[X] The idea here is to get somewhere private and recruit him to the cause of bringing down Dorri.
--[X] Taking all reasonable, and possibly some unreasonable, precautions to prevent being overheard.

-[X] Yule Divination
--[X] Take all appropriate privacy precautions, especially about vermin like ants
--[X] Ask who knows about Dorri's deal with Drysalt (using the same list of important people in the Valley for answers)
--[X] Ask who knows the truth about what happened to the Witch (again, same list)
--[X] Ask id defeating and slaying Dorri would escalate things with Drysalt in a way that speeds up the time-table on his plans? (Drawing lots for Yes, No, Likely, Unlikely, and Uncertain)

-[X] Send off Brother Bartholomew for Wessex
--[X] Assigning Vagn Wheel-Drifter and anyone else who wants to go on a quick drop off to accompany him.
--[X] Send them along on one of the ships already headed that way this year
--[X] Offer to send Seeingsnow with them if Seeingsnow so desires.
--[X] Send a letter to Gabriel, asking Brother Bartholomew to deliver it and explaining our connection with Gabriel Blackstone, who seems likely to be a relative of his.
---[X] This letter will tell Gabriel of Steinarr's death, and request thathe help us against those who killed him, if he is willing (along with noting the rough time frame based on Drysalt's threat, and that these enemies include supernatural evil). They did deny him his own chance for revenge, after all, and our remaining family is in danger, we could use his help. That said, this is a request for help from a friend, not a demand.

-[X] [Extended] Hunt the Owl-Fire-Bear-Thing
--[X] Taking at least Abjorn, Stigmar, and Alvis with us...possibly others depending on the situation

Training:
-[X] (Training) Hamr (511 XP to rank up)
--[X] Train Sword Stepping 9xp
--[X] Train Harvesting Sense 6xp (3xp)
--[X] Train Fire Starter 6xp (3xp)
--[X] Train Brazier Bomb 6xp (3xp)
--[X] Train Ember Stoke 6xp (3xp)

-[X] (Training) Hugr (255 XP to rank up)
--[X] Train Ignition 60xp (15xp)
--[X] Train Standstill 24xp (12xp)
--[X] Train Size Up 6xp (3xp)
--[X] Train Dancing Sparks 8xp (2xp)

-[X] (Training) Fylgja (512 XP to rank up)
--[X] Train Owl-Eye Pulse 6xp

Work:
-[X] (Work Options)
--[X] Craft 7 Grand sets of Forged Iron farming tools as presents for those most in need in the Valley, customized to what we know of their needs
-[X] (Research)
--[X] Plant hashish in our soulscape, spending 3 Odr for a crop (and see how much that gets us and what effects it has)
--[X] Get Bolt Thrower results back from Sten – Free
--[X] Continue adding animals to our soulscape, focusing on making a complete ecosystem, with animals to eat the animals that graze on plants, ravens to eat corpses, and so on – Free
--[X] Continue our reciprocal Slavic/Norse studies – 2 Research
--[X] Complete our Sagaplate Nordic Armor dedicated to Odin – 1 Research
--[X] Experiment with storing things in the house in our soulscape, try and figure out how much can be stored there and if non-corporeal things like Frenzy or Odr can be stored there – 1 Research (Refunded from last turn)
--[X] See what there is to know about Alvis Torleifsson – 1 Research
--[X] See what there is to know about Trygve Ironoath – 1 Research
--[X] Try Alloying Sharpen and Firebomb Strike and see what happens (we're aiming for something to enhance Sharpen and thus Basic Attacks, but not using a Rewrite as of yet) – 1 Research

Other:
-[X] (Incidentals)
--[X] Before gaining Odr this turn infuse 128 Odr into Hamr, afterwards infuse 6 Odr into Labor, 4 Odr into combat, 2 Odr each into Smithing and Scouting, and 3 Odr each into Housecraft and Travel.
--[X] Adding Taafl Board Capacity Gains to: Asgeirr, Eyvor,
--[X] Receiving Metal from Dwarves: 24 oz Forged Iron, 6 oz Storm Iron,

-[X] (Shapeshifting Slots)
--[X] Assign new slot and all slots other than Improved Attractiveness to Reduced Sleep (for a total of 7 slots)

EDIT: Switched from specifying Work Knives to just 'farming tools' hoping the differentation helps avoid pissing people off. Added 4 more Odr to Combat.
 
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Before gaining Odr this turn infuse 128 Odr into Hamr, afterwards infuse 6 Odr into Labor, 2 Odr each into Smithing and Scouting, and 3 Odr each into Housecraft and Travel.

With skills being such low hanging fruit for us now, wouldn't it be smart to just dump all our Odr into infusing all of those to much higher ranks? 128 odr is equivalent of getting one skill to infusion rank 7, but could also get every single one of our skills to nearly infusion rank 5.

Getting every single infusion up to rank 5 seems Good and smart.
 
With skills being such low hanging fruit for us now, wouldn't it be smart to just dump all our Odr into infusing all of those to much higher ranks? 128 odr is equivalent of getting one skill to infusion rank 7, but could also get every single one of our skills to nearly infusion rank 5.

Getting every single infusion up to rank 5 seems Good and smart.

Well, we're gonna have a fight this turn. Going into a fight in a new system with no Odr seems like not the greatest plan, to me. A solid Odr supply can be a very big advantage under those circumstances, to say nothing of its non-combat uses. We're spending 147 out of 188 Odr this turn and going down to 41, which seems like a good place to be before a fight...we aren't gonna need more than that, but we might need a fair portion of it if the fight winds up tough enough.

The benefits of some of the Infusions are also kinda meh for the price past a certain point. The crafting ones verge on useless for Halla personally, for instance...they're still worth 3 Odr for level 2, but another 4 for another level? Eh. And I don't think Capacity alone is worth the 8 for upgrading Wordplay right now, or a fifth Calm Charge is worth 16 Odr at the moment. Scouting and Travel we're not even positive how they work yet exactly.

We definitely want to get most of them to at least 3 (all but the crafting ones...maybe even those), but going through them, I'm not sure we want to get many of them beyond that...maybe Tactics, Combat, and/or Labor? Plus Social already being there, of course.

This plan gets us to at least 2 in everything to let us test them out, and sets the stage for more later without running us out of Odr right before a fight.

EDIT: Thinking about it, 4 more Odr into Combat for Infusion 3 in that probably is worth it, so I'll add that.
 
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I think while the smaller skill list is a good idea, it might have a negative impact on the diversity of characters in setting. Those are less than 10 skills to be good at, considering the doubling cost it's likely everyone will have good levels of them all. Which is a bit weird. Perhaps there could be some incentives to invent more in a smaller group of skills? Like synergy/skillset thng, or specializations, or the like?

a specific case of that is the combat skill, and combat rolls. I feel like uniting all combat skills to a single skill might also make it more of a straight up dice contest? And with the doubling cost and combat being a single skill, this means combat is kinda uniform among a tier, and thus dice.
 
I think while the smaller skill list is a good idea, it might have a negative impact on the diversity of characters in setting. Those are less than 10 skills to be good at, considering the doubling cost it's likely everyone will have good levels of them all. Which is a bit weird. Perhaps there could be some incentives to invent more in a smaller group of skills? Like synergy/skillset thng, or specializations, or the like?

IF was talking on Discord about relevant Traits being a thing to reflect specialization, which seems like a good idea. We even have a couple that are quite relevant to specific skills and change their effects a lot (Beautiful, Friendly, and Born With A Hammer all leap to mind, though Speaking Out Of Law is also an example), so there's precedent. There being more of those going forward among NPCs seems likely and reasonable.

a specific case of that is the combat skill, and combat rolls. I feel like uniting all combat skills to a single skill might also make it more of a straight up dice contest? And with the doubling cost and combat being a single skill, this means combat is kinda uniform among a tier, and thus dice.

Combat Skill tends to get somewhat standardized, but I'm not sure that's a problem per se, and you can make up for lower combat in several different ways, potentially. Most obviously, the wrestling Tricks remove the Combat Skill from the equation entirely, but Attributes also provide bonuses that can easily prioritize them above combat skill, depending, and things like crafting can also make items that are a bigger advantage than one more die.

For instance, someone with Hamr 7, Combat 7 and a Good Forged Iron Sword is rolling 7d6+11 on Basic Attacks. If he gets another rank of Combat that goes to 8d6+11...but if he gets, say, Smithing 6 and Wordplay 6 (which is the same price as going from 7-8 in Combat) he could easily wind up making his own blade at Superior (even without Forgefire) and going to 7d6+13 as well as getting better armor and one or more Rune effects and Bone Ash stuff...and two or three Rune effects plus increased armor might well be better than the +1.5 the guy who went Combat 8 gets. Hamr 10 and it's ability to reassign shapeshifts at will is also not something 'more dice' is really comparable to, nor are Alloys or some Martial Style and Hugareida bonuses/options, and several other interesting things fall into the same category of 'things dice don't buy'.

Combat Skill is, in some ways, the most direct route to some kinds of combat power (which makes sense), but whether it's the best one is a bit harder to tell.
 
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The crafting ones verge on useless for Halla personally, for instance...they're still worth 3 Odr for level 2, but another 4 for another level?

Maybe I'm misreading what the crafting ones do, but combined with the Work system they seem to just naturally raise what level of gear we can make. Having 5 infused ranks in Smithing would make us always craft Grand items. Which we would then be able to make for a single work dice. 6 ranks (affordable if we focused on it) for Mastercraft guaranteed? That seems worthwhile. I'm not sure how they're Useless at all. For 7 total infusions (would take a whole turn of Odr next turn but possible) we could mass produce Wondrous items. That's an insane benefit, unless I'm somehow reading the minimum quality bonus completely incorrectly.

Labor is straight up more Work Dice in a system where we have much fewer work dice than before, which makes it huge on its own. Combined with the above, 5 labor and 7 smithing would let us make 5 wondrous swords a turn without touching our work die pool. That's insane. It also makes us able to justify the 9 work die cost for Experiences more easily.

Scouting and Tactics seem self evidently useful; additional insight improves our ability to plan. We like to fight smart, so they seem like natural places to focus on improving. Taking Tactics up to like infusion 6 this turn could be potentially more combat useful than one more Hamr, if we are going into battle.
 
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