I think it's a waste not to put the 8d6 allowed into Cloth (since that's marketable and we do have taxes), or at least 1d6 into Clearing Fields since that persists over the winter and 1d6 becomes...I think 7d6? Silly not to do that.

Other than that I was going 7 House, 7 Barn (the other one we actually need done), and 5 each Storehouse and Workshop. That seems sufficient to get the basic versions going most of the time and we can improve them really easily over time. I could be convinced to reduce Storehouse or Workshop for more Barn dice, though.
I thought the cloth was an action not management dice based on what QM said must have mis understood, if that is true id do that plan or maybe transfer 3 dice from house to a storehouse/barn since we only have 5 people right now and extra storage or better odds of decent barn would be nice.
 
I thought the cloth was an action not management dice based on what QM said must have mis understood, if that is true id do that plan or maybe transfer 3 dice from house to a storehouse/barn since we only have 5 people right now and extra storage or better odds of decent barn would be nice.

I mean, we're gonna do a lot more construction next turn. And we're gonna have 11 people before Winter is done in all likelihood (+4 babies +2 Gabriel and Jerasmus)...the house is a priority (we will likely need to build at least one more...but can't until the current one hits Decent).
 
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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.
 
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Hey, you want to do some revisions on that Deadman? We need Tricks right now more than we need more skill points. For instance, we're going to need some of the Armorcrafting Tricks going forward as well as the Weaponcrafting ones and we want to finish Household Tool Trick as well.

Plus, we want to pick up the Teaching-Trick before the murderkittens appear.

On the whole, I think it's a lot more important to try and grab a plethora of the Crafting Tricks than to slow roll stuff that's already in a relatively good place, you know? Definitely still improve Barb-Tongue, but if we're raising Wildcraft, it'd be better to get the Tracking Trick for when we start spying on Horra. We can pass on Silver-Tongue and Wordplay training for now too, as well as the 'Craft' training because they're all in a good place. In exchange, we can take advantage of Sten's +1 autosuccess on Crafting rolls to make good progress towards several of the crafting Tricks.
 
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Hey, you want to do some revisions on that Deadman? We need Tricks right now more than we need more skill points. For instance, we're going to need some of the Armorcrafting Tricks going forward as well as the Weaponcrafting ones and we want to finish Household Tool Trick as well.

Uh...Tool Trick is done? We have that. And our uncompleted Household Skill Trick is being worked on.

In terms of Armorcraft and Weaponcraft...tricks are certainly nice, but right now we wouldn't reliably make Good quality weapons or armor with them, which is something of a non-starter on getting them for me. They also aren't urgent...our weapon and armor are fine for now. We certainly want them eventually, but with Sten's bonus it only takes 3d6 over three rounds to get them, on average, and we don't need them that urgently. Like, we do not need to have those in three or four turns, so taking them yet is unneeded, IMO.

Plus, we want to pick up the Teaching-Trick before the murderkittens appear.

Teaching Trick is on there...and we aren't gonna be teaching them anything before we complete it. Like, at 1d6 per turn we will have it before they are a year old...we're not making use of any teaching skills when they're less than a year old.
 
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Teaching Trick is on there...and we aren't gonna be teaching them anything before we complete it. Like, at 1d6 per turn we will have it before they are a year old...we're not making use of any teaching skills when they're less than a year old.

Hah.

Okay, fair enough then. Just being nosy on my end. Didn't see them up in the Steinarr section.
 
Plus, we want to pick up the Teaching-Trick before the murderkittens appear.
They appear at the start of next year, because fuck if I'm keeping track of due dates
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.
By the way, the 6d6 from Scythe and Plow aren't applied to each roll, they're free dice for the working of the fields in general.
 
They appear at the start of next year, because fuck if I'm keeping track of due dates

By the way, the 6d6 from Scythe and Plow aren't applied to each roll, they're free dice for the working of the fields in general.

Oh yeah, did converting our old Bull to an Ox give us anything handy? Or is that just triggering next turn?
 
On the whole, I think it's a lot more important to try and grab a plethora of the Crafting Tricks than to slow roll stuff that's already in a relatively good place, you know? Definitely still improve Barb-Tongue, but if we're raising Wildcraft, it'd be better to get the Tracking Trick for when we start spying on Horra. We can pass on Silver-Tongue and Wordplay training for now too, as well as the 'Craft' training because they're all in a good place. In exchange, we can take advantage of Sten's +1 autosuccess on Crafting rolls to make good progress towards several of the crafting Tricks.

Expanding on my above point a little...making any weapon or armor is an action. We don't need to be spending too many action on that, and outright don't want to waste actions making bad ones. We need higher skills before it's worth the investment. I'm not saying we don't want these...but we want at least 3s in the relevant skills, more likely 4s before we start using them a lot, so timing the tricks to come online a little later in the process than the skills is correct. We'll probably start working on at least one next turn, mind you, but not before we start working on the skills.

And they're not urgent. Again, we have weapons and armor that are pretty sufficient to most of our needs for the moment.

They appear at the start of next year, because fuck if I'm keeping track of due dates

By the way, the 6d6 from Scythe and Plow aren't applied to each roll, they're free dice for the working of the fields in general.

Do we need to assign them then? Does that mean we also need to assign the 3d6 from the axe...to cloth, I guess?
 
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Fair enough.

Oh yeah! @Imperial Fister , I think you mentioned once that "Training Aids" are something that can be unlocked in Management Mode too? When does that kind of stuff start showing up?
 
Orthstirr: (219/219)
-Frami: 77 | Virthing: 76 | Saemd: 76

Huh. Looking at the character sheet this isn't correct. All three of Frami, Virthing and Saemd should be 73, or we should be at 229 Orthstirr...one of the two and I'd need to go check which.

Doesn't our Work Knife help with that too?

Yes, but it adds successes like our Crafting Tools rather than adding to the dice pool so we don't need to assign the dice.
 
Huh. Looking at the character sheet this isn't correct. All three of Frami, Virthing and Saemd should be 73, or we should be at 229 Orthstirr...one of the two and I'd need to go check which.



Yes, but it adds successes like our Crafting Tools rather than adding to the dice pool so we don't need to assign the dice.

Okie dokie then. At least we have a literal ocean of wool to shear.
 
Fun thing about cloth is that it was also used as a currency by the Norse.

About 12 Cloth equals 1oz Silver.
 
Fun thing about cloth is that it was also used as a currency by the Norse.

About 12 Cloth equals 1oz Silver.

Well at an average of...about 36 Cloth per turn (a conservative estimate assuming we put the full 8d6 in every turn...the +4 successes from our work knife make that average 9 successes, and we get 4 Cloth per success) with our combination of gear, I suspect we won't have any trouble paying our taxes then, swince that's 18 oz. of silver a year in Cloth and our taxes are only 6 oz. silver per year.

So that's definitely nice.
 
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So the recent relevations for me are:

1. Becoming Steelfather/Steelmother is a Bad End.
a. The creation of Steelfather/Steelmothers may have been a turning point where The Enemy started to get a decisive advantage. It's a tool we won't use, but which The Enemy can use.
2. The Norns are much, much more closer to being 'machine that tries to keep everything functioning' that an actual player. (Hallr said blaming them for anything is like blaming ice for melting, plus their actions.)
a. If they have.. agency of sorts, they're probably more 'aligned' towards us than against us. They didn't mindwipe Halla, though that may have been the 'easiest' way for them to retcon the situation.
The written world shatters like broken glass.

The falling shards unravel as three womanly voices begin to hum in unison.

Long, slender fingers weave in tandem as they re-harmonize the past, present, and future.
3. The Written World is where Halla currently lives in, a world of sagas and stories. Writing is incredibly important to the Norse in general.
(If we wrote down our Saga, would that have tangible effects? Especially if we wrote it down in blood and stuff, i.e magical)
4. The Norns have the job/function of making sure the Written World stays, 'intact', as it were, and will try to resolve paradoxes in a non-damaging way. Their existence is probably why the Norse setting hasn't imploded already from the Feud between The Enemy as our Family (?).
(Are our family/Blackhand's line more like, 'players', or more like, 'pawns', or something in between?)
 
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