Alright, so, here's my plan:
[X] Plan First Turn Back
-[X] (Personal) Spend time with...(Write in)
--[X] Steinarr and the rest of the family
--[X] Grieve with them over our mother. Hug our family.
-[X] (Personal) Spend time with...(Write in)
--[X] Stigandr
--[X] See if he's any better, try and get him to talk and spend time with you and Abjorn. Stigmar is also invited.
-[X] (Personal) Spend time with...(Write in)
--[X] Gabriel
--[X] Talk about buying and freeing him (and Jerasmus), discuss the favor with the meteor...make it clear that this isn't conditional, we'll buy and free him either way if he wants, but it'd be appreciated if he helps with the meteor and needs to be done while he's wearing his manacles for technical reasons.
Training:
-[X] (Leverage suggestions for Abjorn)
--[X] Something to allow him to simply break in half people or things he gets ahold of (wrestling being the obvious usage, but snapping weapons would also work if he grabbed them, or breaking trees in half...not that he needs the help on that last one)
--[X] Something to allow him to swing weapons even harder (a sword is a lever when swung, after all)
--[X] Something allowing him to redirect force when it hits his shield knocking opponents off balance.
-[X] (Research)
--[X] Look into what happened with the break in reality we experienced and the Norns. Just...talk with Hallr and try and figure out what's going on there. 1d6
--[X] Experiment with using Frami, Virthing, and Saemd. When full on orthstirr and see if we can make the orthstirr do anything odd...see if we can figure out where it goes. Try pouring orthstirr into them. Try and manifest them for longer than usual. Try to have our Fylgja manifest them. Try using only orthstirr from each of the three to activate Tricks, particularly Kindle Spinner (both from us and our fylgja) and see if it makes any difference in the tricks in question. Other stuff like that. 1d6
---[X] While doing this, make sure to always have at least one of the three in reserve so we're not taken by surprise or anything.
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 2d6 (1d6)
--[X] Train Firebomb-Strike 2d6 (1d6)
--[X] Train Ember-Winged Cloak 2d6 (1d6)
--[X] Train Campfire 2d6 (1d6)
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Sidestep 1d6
--[X] Train Magnify-Sight Trick 1d6
--[X] Train 'Household' Housecraft Skill-Trick 1d6
--[X] Train 'Teaching' Wordplay Skill-Trick 1d6
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Hamr itself 5d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6
--[X] Train Artcraft 1d6
--[X] Train Barb-Tongue 1d6
--[X] Train Housecraft 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Weaponcraft 1d6
--[X] Train Wildcraft 1d6
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (16 success to rank up)
--[X] Train Fylgja Itself 1d6
Management:
-[X] Management
--[X] (Construction) Improve House 7d6
--[X] (Construction) Build Workshop 5d6
--[X] (Construction) Build Barn 10d6
--[X] (Construction) Build Storehouse 5d6
--[X] (Fields) Clear Fields 7d6 (6d6 from Plow and Scythe)
--[X] (Resources) Cloth 8d6 (3d6 from Wood Axe)
Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
--[X] 6 Hugr
---[X] 3 Composure, 4 Housecraft, 2 Management, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (28 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 145 free for tricks
So, in terms of actions, we support our family and friends and check whether Gabriel is amenable to us buying and freeing him. All that seems pretty straightforward...crafting something is tempting, and was in the plan before Mom's death was revealed...I think being there for our family takes priority.
For training, raising Hamr before the actual birth would be really good, but we also have a plethora of crafting skills and tricks we want to raise all of and this turn seems a good place to start. We're focusing on social skills a little here due to the Horra Problem...we'll need them. Research topics and Abjorn Leverage Trick suggestions are both as discussed previously...if people have anything else cool suggest away.
For Management, we really need the House and the Barn completed so we have places for all the people and animals before winter...but we're gonna succeed at everything in all likelihood, so investing into the cloth is still worth it. Clearing Fields isn't urgent, but with +3 dice to the action (or is it +6...do the Plow and Scythe both apply?) it'd be a waste not to put at least one.