As I'm sure you are all well aware, I am getting extremely fatigued and burnt out with this story. Because you and I both don't want this story to just die, I have something of a proposition for you.

We complete this turn, skip winter (while still giving you all the XP you would have gotten), and then start the final arc (Begins with Vestfold, moves on to Dorri, then ends with Drysalt).

What are your thoughts on the matter? Does this sound agreeable?

Yeah, go for it.
 
As I'm sure you are all well aware, I am getting extremely fatigued and burnt out with this story. Because you and I both don't want this story to just die, I have something of a proposition for you.

We complete this turn, skip winter (while still giving you all the XP you would have gotten), and then start the final arc (Begins with Vestfold, moves on to Dorri, then ends with Drysalt).

What are your thoughts on the matter? Does this sound agreeable?
If you're feeling that burnt out, I have no complaints.
 
As I'm sure you are all well aware, I am getting extremely fatigued and burnt out with this story. Because you and I both don't want this story to just die, I have something of a proposition for you.

We complete this turn, skip winter (while still giving you all the XP you would have gotten), and then start the final arc (Begins with Vestfold, moves on to Dorri, then ends with Drysalt).

What are your thoughts on the matter? Does this sound agreeable?

Seems reasonable. Maybe give us the opportunity to do a single 'zoomed out turn' for the whole of Winter and allow us to outline three goals for that in very broad strokes, to reflect we'd still be doing something?

Whatever we do for the whole winter time-skip should also definitely include what happens with us and Abjorn's half-brothers, which were mentioned and we were very much intending to deal with (hopefully diplomatically). If the weregild is handled this round that's the only real 'hanging plot thread' that we'd probably do over the Winter (well, and maybe the recording slate if the dwarves actually get back to us with that).
 
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Fine by me. We have too many characters involved in the big showdown anyways.

Hm.... If you need time to work out that network of loyalties, just take your time!
 
As I'm sure you are all well aware, I am getting extremely fatigued and burnt out with this story. Because you and I both don't want this story to just die, I have something of a proposition for you.

We complete this turn, skip winter (while still giving you all the XP you would have gotten), and then start the final arc (Begins with Vestfold, moves on to Dorri, then ends with Drysalt).

What are your thoughts on the matter? Does this sound agreeable?

Fated day, here we come 😃
 
Take it easy if you need to. Burn out is rough, whatever you decide to do, I'll be happy to wait for it either way.
 
As I'm sure you are all well aware, I am getting extremely fatigued and burnt out with this story. Because you and I both don't want this story to just die, I have something of a proposition for you.

We complete this turn, skip winter (while still giving you all the XP you would have gotten), and then start the final arc (Begins with Vestfold, moves on to Dorri, then ends with Drysalt).

What are your thoughts on the matter? Does this sound agreeable?
I think you should do whatever you need to do for you. If you think you still have enough gas in the tank to run a full conclusion, then great. If not, then even a "here's your epilogue, kids" would be welcome. Most quests just cut off midstream and never update again.

Do you know what it was that cut off your resource flow?
 
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Notice of Spin-Off
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NorseQuest: Collective Edition (Group-Based Xianxia Settlement-Builder) Original

NorseQuest: Collective Edition (NQCE) is an experimental riot-like quest heavily inspired by quests like Magna Graecia. In NQCE, a small fleet of Gutes fleeing the destruction of Gotland find themselves thrown significantly off-course by a freak, once-in-a-lifetime storm. Landing on the shores...


NorseQuest: Collective Edition (NQCE) is an experimental riot-like quest heavily inspired by quests like Magna Graecia. In NQCE, a small fleet of Gutes fleeing the destruction of Gotland find themselves thrown significantly off-course by a freak, once-in-a-lifetime storm. Landing on the shores of a strange, foreign land, Grimfari Jarl (as played by me, I.F. Ister) leads his people (you, the playerbase) to build a new home in a far-off place.

Who will ascend to legend, their feats engraved in glory forever? Who will flounder and flail, failing to manage even the slaying of a single foe on the field of battle? Who will live simple lives, surrounded by the fruits of their labor?

Only time will tell, time and participation in NorseQuest: Collective Edition.

0~0~0

I'm still picking away at NQ proper, but it's slow going. Sorry for the wait.
 
Ivor brings the skald a heaping helping of maize-ahol. Around the rock in his mouth, he says, "Tr' 't. 's gud!" In increasingly incomprehensible fashion, he tells the story of meeting the natives and encountering the onigar.
 
Spiritual Successor to NorseQuest
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Outlaw (A Norse Xianxia) Original

You have been outlawed for a crime you did not commit. Clear your name or die trying. (Summerfest '24 Storytelling Showdown Finalist)

I know it's not what you want to see and I'm sorry about that, but this is the spiritual successor to NorseQuest in a more traditional format.

You are an outlaw, try to survive. Good luck.
 
End of a Journey 1 New
Wood creaks as it gently drifts ashore, the dragon-prow stowed away in accordance with the local laws. The groaning of oarsmen fills the air as the Wavedancer comes to a rest. Salty shore-wind kisses cheeks as it plays through hair of red and along eyes of shining steel.

Halla Sunshine, mistress of the Wavedancer and much more besides, steps ashore with an unsteady stride. Dangling from her neck is a weight heavier than any she had borne before, heavier still than the children she brought into this world; the weight of half her heritage she has yet to explore—the weight of her late mother, Asveig Rovisdottir, and the necklace bequeathed to her.

The necklace—an amulet, really—glimmers as the sun catches it just so. Runes painted in white decorate the side of the coin-like shape. No man had ever been able to decipher their meaning, least of all thanks to their aberrant nature. Never have the runes lingered in one form, always changing, shifting, and rearranging with every blink of the eye.

Now that Halla stands on Vestfold land, however, the runes almost seem to shiver as if with excitement. A strange tug drifts at the limits of her mind, her senses struggling to make sense of its shape or form. The faintest taste of honey touches upon her tongue, the flavor all-too familiar to Halla's mind; for it was the honey of Asveig's youth, that which she had imported to her home in the Hading whenever available.

A massive, plate-sized hand falls on Halla's shoulder, the weight and warmth a familiar comfort in trying times. The dark eyes of her husband, Abjorn Bearbreaker, greet her steel as he offers her a reassuring smile and comforting words, "I am with you, always, and will be there every step of the way."

Halla takes a deep breath as her hand wraps around Abjorn's, the frown on her face slipping into a warm smile, "I never doubted for a second."

'There's word of trouble in Vestfold, don't forget,' the gruff voice of Halla's grandfather, namesake, and mental roommate, Hallr Blackhand, pulls Halla from her marital bliss, 'Civil wars are prime opportunities for vikings and highwaymen to ply their trade. I would not want your ship to fall victim to some wretched rot-spawn's predations.'

Halla nods as she lets her husband go. Turning to her men, she lifts her voice and calls, "Men, put the ship in hiding. Abjorn and I will head inland and scope out the place. At nightfall, we shall return to this beach."

A chorus of affirmations answers her orders as her men set about the task. Pushing the Wavedancer back to sea, the men take to their oars as they begin to row.

"So," Abjorn says as the Wavedancer soon disappears from view, "where to first?"

[ ] Search for settlement inland and along the shore
[ ] Follow the tugging, where ever it may lead

0~0~0

AN: And so our journey begins its end.
 
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