It doesn't sound like Hallr forgot about the weirdness there, he just didn't have the context to explain it previously. I think our passed-down memories sort of cover the 'leave a record' thing.

It's much better to keep this sort of thing in your head, I think.

But yeah, hoo boy, mysteries fucking abound.

Anyway, all that aside, we need to start working on our non-combat Tricks going forward. We'll have 25 dice per turn, but we want to grab the crafting Tricks as soon as reasonably practical, so we can start gearing up our faction with quality stuff. Hopefully if we work hard enough at this, we'll get Forgefire unlocked too, which is the gateway to higher level Crafting apparently.

Combatwise, I think we're mostly good for the immediate future, the priority to me seems to be seeing about pushing another rank of our Management Skills, and then farming up Crafting Tricks from Sten. Then once our board is more or less clean, we can start the Grind for our next level of our Attributes (Maybe we can squeeze Fylgja to 5 somewhere in there too?)
 
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It doesn't sound like Hallr forgot about the weirdness there, he just didn't have the context to explain it previously. I think our passed-down memories sort of cover the 'leave a record' thing.
It's partially a redundancy measure, tbh? In case we somehow don't trigger the inherited memories in a generation, in case the enemy tries screwing with our memories (or as bait, because if they become aware of the diary and consider it a threat, they might attempt to alter fate to get rid of it... and we might be able to use that as a warning mechanism!), in case the memories get too naturally fragmented, in case we need evidence other people can consult to convince them it's a problem we need help with...
 
It's partially a redundancy measure, tbh? In case we somehow don't trigger the inherited memories in a generation, in case the enemy tries screwing with our memories (or as bait, because if they become aware of the diary and consider it a threat, they might attempt to alter fate to get rid of it... and we might be able to use that as a warning mechanism!), in case the memories get too naturally fragmented, in case we need evidence other people can consult to convince them it's a problem we need help with...

The tip we got in fact is that Halla's memories can't actually be tampered with by this kind of nonsense. Hallr not remembering everything seems to be one part being splintered across several successors--but also because Charred Soul can only be held by one person at a time by all indications. Which means his 'Awareness' is solely with Halla.

Regardless though, it does seem that the Enemy's reach doesn't extend beyond the lands held by the Norse Paradigm, which might be why Folkmarr didn't convienently forget to mention why we shouldn't do that. That discussion happened while we were still in Lotharinga after all. Anything squirrelly we do should probably be outside of the Norse realms if we want to protect them from Shenaniganry.

It's why following the Gabriel Plot Arc to the limit is probably a good idea, having a pact of friendship with a specific Knight seems like a useful asset if we're planning to reform the Norse system.

I wonder if we can find him a Mount in the wilderness somewhere? Wild horses that live in the Norselands are probably something crazy if you can win their trust, though I don't know if Knightly Steeds are a specific breed or if it's just a form of magic that Squires have access to.
 
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Side note at Hugr 4 we learned Poetry without spending training dice (see: Summer 2/turn 1) and also might have caused to realize we loved Abjorn (also could have been the immediate aftermath of battle on ice and nothing with Hugr 4)

Actually, I went back and looked at this and I was wrong about what was going on. On that turn, we were still working without a skill list and the skill we gained was actually Poetry 0 (which is why it was only one success to rank up). Basically, it was an announcement to us the Questers that poetry, as a skill, existed (which it did at the time). Nothing to do with the Hugr rank up, and not something relevant under the current system iteration.
 
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There would be, a Fylgja is literally 'You but it's a spirit animal', which is why it dying also kills its master.

It's tied into the Norse system.
Thralls gain Orsthir-by-association, don't they? They already seem somewhat tied to the Norse system, at least in that regard. A Fylgja doesn't seem impossible, I would think.
 
Thralls gain Orsthir-by-association, don't they? They already seem somewhat tied to the Norse system, at least in that regard. A Fylgja doesn't seem impossible, I would think.

It's more that there's no Fylgja to be revealed, because it's there from birth, and he wasn't born in the Norse System.
 
For the sake of my post, I am assuming using elemental usage via sword metal will make it easier to unlock Hugareida of the same element later., an thus the metal we choose for our GOAT sword will become our secondary element.

Magic metal wise we have icicle, magma and storm. They all appeal to me but one stands out.
Storm
Nobody walks around in conductive metal armor except those we like so I doubt storm is super effective against our kinsmen but will be against knights. Hugareida wise it is just fire 2: this time with more offense focus, lightning cant rarely lends itself to defensive techniques except like lightning armor that make people who attack you, your armor, and your shield connect to a bunch of electricity which travels along their metal sword and shocks them for a powerful thorns-based attack. Lightnings biggest upside is in the sword itself, it has the most front loaded benefits, we take double damage from water techniques, water conducts electricity especially if sea water. This could easily let us shock water technique users from a far and ignore water based defenses. This is my rank 2 sword.
Magma
We benefit from magma the least since we have fire hugareida and explosions, going magma will just leave us even more vulnerable to fire damage counters. Hugareida wise it might let us unlock tons of fire hugareida but over specialization again. Fire has few defensive techniques but more than lightning. It has smoke for visibility obscuring, often associated symbolically with healing, and many cultures/stories have shadows from fire be used for illusions (in Plato's cave, shadow's from a fire simulate an entire fake reality). Instead of fire armor it'd be a fire aura that makes melee attackers take heat exhaustion/attacks before reaching us and in prolonged melee heats their metal weapon until burns their hand to even hold it. Plus it might have light generation for flash bang cover. So well better defensively than lightning it doesn't improve them one bit, while lightning has some counter our weaknesses options in its offense.
Icicle
This works the best of the 3 but not perfectly (cause its rely on the assumption of ice hugareida later) because I think we need defense focus for a second element. Even ignoring the second element aspect both Storm and Magma leave burns but Icicle will leave frostbitten flesh. Heat and cold use different pain nerves making it the most painful weapon for us to use. Like lightning the sword itself can counter water technique users. It can turn water based armor into ice which restrains their movement and replaces the magic of the armor with the sturdiness of mundane ice. Freezing water makes it something they cant use for water techniques which will limit their options over time. Hugareida-wise it can create cover, actual solid armor, and terrain control from freezing the floor (it'll remain slippery even when melted). Just do not try and freeze water projectiles they will keep moving but will be solid ice now. Our fire Hugareida benefits immensely from slippery floors, we have a powerful projectile that difficult terrain will make easier to hit, our fire jump let us approach from the air ignoring the terrain and due its great air borne control, than say leaping cleave, will make countering other jumping tricks from opponents easier.

TLDR or My grammar is too painful to read: lightning sword is best for counter play against water, then ice, then fire. If prologed sword usage unlocks Hugareida's then Ice will compliment Ignition the best, then lightning/fire.


EDIT: Also no Fire sword for Abjorn or Gabriel or anybody we will fight alongside often, that just makes the 2 of us weak to the same stuff which makes our weaknesses fully present even with allies.
 
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Well, I guess that's the final nail in the coffin of plan "Let Gabriel become his own mount"
Hmm foreign animals have shown up in Asvir we might find one that cultivated or we will have to let him go home/on raid with us to find a horse. I am assuming we somehow win his respect enough to make him stay with us willig, maybe he will find our goals with stopping whatever the Norns are up to be a cause worthy of dedicating his life towards. It'd be cool to have Gabriel as a willing long term ally, if he extends his lifespan enough we could easily work and train with him even as distant future characters.

Actually, I went back and looked at this and I was wrong about what was going on. On that turn, we were still working without a skill list and the skill we gained was actually Poetry 0 (which is why it was only one success to rank up). Basically, it was an announcement to us the Questers that poetry, as a skill, existed (which it did at the time). Nothing to do with the Hugr rank up, and not something relevant under the current system iteration.

Ahh just early installment stuff, I was hoping it lead credibility to my idea of every 3 stages somethign special happens, but that is at best for fylgja leveling only (level 7 is evolution, no way we had a Fylgja 10 on our raid). Hugr Seems like the kind to have its unlock be at 10 and most norse warriors end up dumping it and se it strong boys rarely see it hit 10. Or maybe it has something at 7 that benefits Seidr exclusively or is helpful but not visibly impactful so we havent seen it.

Also could be Hugr 4 is needed for Seidr or Runes period and thats the cool unlock and its just really easy to miss the impact of that unlock.

Hamr 4 for sure unlocked our ancestor sicne he did speak to us once before the Fylgja unveiling ritual!
 
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Voting is now closed
Scheduled vote count started by Imperial Fister on Apr 9, 2023 at 5:42 PM, finished with 96 posts and 8 votes.

  • [X] Plan Backup Tools And Metals
    -[X] 120 oz Forged Iron (75 Silver)
    -[X] Good Sax (Forged Iron) (8.25 Silver)
    -[X] 8 oz Molten Iron (20 Silver)
    -[X] Good Wood Axe (Bog Iron) (4.25 Silver)
    -[X] Good Scythe (Bog Iron) (4 Silver)
    -[X] Good Pot (Bog Iron) (7.25 Silver)
    -[X] Good Plow (Bog Iron) (10.5 Silver)
    -[X] Sell the church bell to defray expenses (263 oz Bog Iron should go for just under 33 Silver...we'll throw in an extra ounce and make it exactly 33 silver worth. They may pay a little less since they have to melt it down, but it should be close to that.)
    [X] Plan: Firestorm Weapon Materials
    -[X] 8 oz Forged Iron (5 Silver)
    -[X] 8 oz Molten Iron (20 Silver)
    -[X] 8 oz Storm Iron (20 Silver)
    -[X] Good Scythe (Forged Iron) (17 Silver)
    -[X] Good Pot (Forged Iron) (28.75 Silver)
    -[X] Good Toolset (Forged Iron) (16 Silver)
    -[X] Good Plow (Forged Iron) (34.75 Silver)
    [X] Plan: Just Fire
    -[X] 16 oz Molten Iron (40 Silver)
    [X] Plan: I Like Swords
    -[X] 20 oz of Molten Iron (50 Silver)
    [X] Plan: Fire and tools
    -[X] 20oz Molten Iron (50Silver)
    -[X] Good Wood Axe (Bog Iron) (4.25 Silver)
    -[X] Good Scythe (Bog Iron) (4 Silver)
    -[X] Good Pot (Bog Iron) (7.25 Silver)
    -[X] Good Plow (Bog Iron) (10.5 Silver)
 
Summer 5/Asvir Visit 4 Final
[X] Plan Backup Tools And Metals
-[X] 120 oz Forged Iron (75 Silver)
-[X] Good Sax (Forged Iron) (8.25 Silver)
-[X] 8 oz Molten Iron (20 Silver)
-[X] Good Wood Axe (Bog Iron) (4.25 Silver)
-[X] Good Scythe (Bog Iron) (4 Silver)
-[X] Good Pot (Bog Iron) (7.25 Silver)
-[X] Good Plow (Bog Iron) (10.5 Silver)
-[X] Sell the church bell to defray expenses (263 oz Bog Iron should go for just under 33 Silver...we'll throw in an extra ounce and make it exactly 33 silver worth. They may pay a little less since they have to melt it down, but it should be close to that.)
0~0~0

You're laughing at something Abjorn said, some dry bit of humor relating to birds and rocks, when you arrive at the doorstep to your father's farm.

The door to Steinarr's home creaks open tp reveal the backlit form of its master in the doorway. Face gaunt and eyes red, he looks upon you with sorrow in his gaze and a shake to his hands.

"Asveig- Your mother... Sh-she's dead." He wipes his eyes, red and puffy from a day of tears. Asva stands behind him with a hand on his shoulder, a shell-shocked look on her face. "Sickness took her... from me."

He crumples in on himself, hands flying to his face as his body shakes and shudders, racked by tearful waves of sorrowful agony. Asva catches him before he can fall, even managing to pick him up.

You're left standing there in the Summer evening as flakes of ash fall from the sky. When it happened you can't recall, but your hand found its way into Abjorn's — your fingers lacing together as you lean on him for support.

But even as you stand there, a single thought worms its way through and across the landscape of your mind.

Is this the work of the Enemy?

'Not all tragedies are the Enemy's doing, to think otherwise plays into the Enemy's hand.' Blackhand sighs as the wind picks up, carrying the scattered remains of your mother to the far ends of the earth. 'Sometimes, bad things happen for no rhyme or reason.'

Still...

"The Nornir did this," words barely a whisper, but Abjorn squeezes your hand all the same.

'They do not decide how the yarn spins, merely that it does. To blame them for tragedy is to blame ice for melting.'

"Why are you arguing with me?" It's irrational, you know, but right now...

You weren't friends with your mother. For most of your life you might have even called her an 'enemy'. But...

But she was your mother. She fed you from her own body and by her own hands clothed you. That means something.

Missing her funeral leaves stinging welts in your soul.

'Because it works in the Enemy's favor for us to be wrong, for us to be incorrect. Because knowledge is power and power is victory and victory is everything.'

"How far back does this feud go?"

'By the time the first clouds cried, it was already ancient.'

Swallowing the dryness in your mouth, you walk through the door and join your family in mourning.

0~0~0

A month later, as you're dressing in your home, you glance down and frown at your slightly distended stomach.

Suddenly, like a joyous lightning bolt, realization hits.

'Can you not feel their souls?' Blackhand scoffs as you pause in telling your husband the good news.

"Souls? Plural?" Now that he mentions it... you can actually feel three distinct clumps of energy in your lower stomach, in your womb.

You grin as Abjorn raises an eyebrow.

"You're gonna be a father three times over."

He pauses, freezing as your words fall upon him. He sits still for a long, long moment as a glimmer of light in his eyes thanks the heavens for their mercy.

You snort as he gives the most Abjorn-like response to anything ever;

"Huh."

0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Violent) Pick a fight or spar with... (Not an option while pregnant)
-[ ] Spar with Abjorn, your husband
-[ ] Someone else (Write in)
[ ] (Personal) Spend time with... (Write in)
[ ] (Shopping) Ask Abjorn to buy something for you (Write in) (Can only be used to buy or sell things you are already aware of and cannot haggle)
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
-[ ] (Optional) Focus on repairing something (Write in)
[ ] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
0~0~0
Exploration/Travel (Pick 1 or none):
[ ] (Visit) Go visit... (Not available)
-[ ] The Witch! (Actually, it's probably a good idea to avoid her entirely)
-[ ] Asvir! (Take this if you want to try the Raid Trials)
-[ ] Steinby, your Father's Farm
-[ ] Vidby, Vidar's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a guaranteed chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Horrby, Horra's Farm (Has a very good chance of ending in a fight)
--[ ] Rather than visiting normally, you instead stealthily approach and try to scout it out.
-[ ] Halfdanby, Halfdan's Farm
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
-[ ] The Hading!
--[ ] (Optional) Try to find those bandits you heard about (not while you're pregnant)
-[ ] The hills!
--[ ] (Optional) Towards where the flaming thing landed. Maybe there's something you missed?
0~0~0
Training: You have 25d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
[ ] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
[ ] (Training) Hamr (30 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (31 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (16 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Management: You have 33d6 management dice to spend as you see fit
[ ] (Construction) Write in
[ ] (Resource) Write in
-[ ] (Cloth) 8 Dice Maximum
[ ] (Fields) Write in
0~0~0
Orthstirr Available: 219
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 4/4
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0
Equipment Management
What do you want to have equipped? Leaving this blank means that no changes are made.
[ ] Write in (Optional)
0~0~0

AN: Valhalleluja! We did it! We made it to the end of Turn 2!

Resource collection works thusly; you assign Management Dice to the resource and then you collect it based off of the successes. The max for animal-sourced resources is determined by the amount of animals that produce that resource.

No moratorium, as it is getting a bit late, but normal voting period.

Sacrifices and/or feasts or whatever you do with surplus food and fodder happens in Winter.
 
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Damn. That fucking sucks. I feel for Halla.

On mechanics @Imperial Fister it is at the end of this turn that we lose, well, a metric crapload of food and fodder if we don't use it. So, uh, how do we do the activities you mentioned with sacrifices or donations or feasts? Is that an action, a use of Management dice, what?

Also, how exactly does clothmaking work? I'm unclear.
 
33 amanagement dice, 12 successes for the 2 storage buildings, 5 for the house (able to hold us, Abjorn, and the triplets), and we will 6 more for the second house for stigandr and the farm hands. so 23 needed for sure, we will avg 22 successes (-1+1+2=2, 2/3 = avg success, 33*2/3=22) though it will be bolstered by the tools we have, even further assuming our farm hand brought some tools of their own.

edit: we could drop the basic house for a forge or upgraded storage, the triplets arent here yet so we dont need to house them. keep in mind the house gets +4 to rolls so 1 dice should suffice 2/3rds of the time, 2 dice 6/9ths of time, and since we need 5, 3 dice is 9/27ths of the time (all failure, or 2 failures and 1-2 successes), and 15/81ths for 4 dice. So 1 dice = 3 dice for chances house gets improved and 4 dice + 4 successes is overkill for a 5 success barrier unless we overflow that to something else which most likely QM will only let be the second basic house.
 
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33 amanagement dice, 12 successes for the 2 storage buildings, 5 for the house, and we will 6 more for the second house (able to hold us, Abjorn, and the triplets) for stigandr and the farm hands. so 23 needed for sure, we will avg 22 successes (-1+1+2=2, 2/3 = avg success, 33*2/3=22) though it will be bolstered by the tools we have, even further assuming our farm hand brought some tools of their own.

We use the highest tools available and they apply to everything (I specifically asked about this), so you can effectively just subtract 4 from all those numbers since we get +4 successes on each building project (we need 2 rolled successes to build each building, one to improve the house...7 successes total). Now, we want to be absolutely sure, so we'll overkill on dice, but we'll be fine.
 
On mechanics @Imperial Fister it is at the end of this turn that we lose, well, a metric crapload of food and fodder if we don't use it. So, uh, how do we do the activities you mentioned with sacrifices or donations or feasts? Is that an action, a use of Management dice, what?
Its at the end of Summer 6 that you lose the gains made this year.

Summer is for work, Winter is for feasting and making merry (and also more work).
Also, how exactly does clothmaking work? I'm unclear.
You gather cloth by assigning dice to the collection option (we're glossing over the cloth-making process) and then you've got the cloth. Make a Workshop and then you can start properly making stuff on the farm.
 
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Its at the end of Summer 6 that you lose the gains made this year.

Summer is for work, Winter is for feasting and making merry (and also more work).

Oh, cool. No rush then, and it's only available in winter. Check. I'd still like to know if it's an action or Management die usage or what?

You gather cloth by assigning dice to the collection option (we're glossing over the cloth-making process) and then you've got the cloth. Make a Workshop and then you can start properly making stuff on the farm.

Check.
 
T_T

What a way to top off the whole Bad Feels this entire arc has instilled.

But it can't be helped now, the best we can do is be supportive. Would just generally Being Around the Family be "Visit Steinby?"

We should also probably float our little idea past Gabriel and Jerasmus I think.
 
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'Not all tragedies are the Enemy's doing, to think otherwise plays into the Enemy's hand.' Blackhand sighs as the wind picks up, carrying the scattered remains of your mother to the far ends of the earth. 'Sometimes, bad things happen for no rhyme or reason.'

Still...

"The Nornir did this," words barely a whisper, but Abjorn squeezes your hand all the same.

'They do not decide how the yarn spins, merely that it does. To blame them for tragedy is to blame ice for melting.'

"Why are you arguing with me?" It's irrational, you know, but right now...
This seems to confirm the Enemy is someone other than the Norns, is that correct per Halla and Hallr's understanding?

Also, we're going to purchase Jerasmus and Gabriel right? I don't think we should scout while pregnant, even if technically having unborn children means we have a bit of tutorial protection left. But we do need to do some scouting soon.
 
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