It's definitely more exciting, it's just also a lot more powerful. Like, if we chose with the system you suggest we could just Master all three of our Ignition Tricks next turn, or get Hugr 7. We could then get Hamr 7 maybe two turns after that, and so on. We could pretty reliably get another 5 or 6 combat pool dice in a turn if we wanted (we put 4 dice in each of 5 skills we have at 2), and so on.
We can do some of that now, but the really big jumps are so costly compared to the efficiency of slow steady progress that we only do them when we have a compelling reason. We would need no such reason if the dice odds were the same at high numbers of dice as low ones. Since high numbers of dice are basically necessary to raise high level stuff (7+ especially) it also makes us a lot more quick and efficient at raising those things specifically, which is an obvious power increase for us long term.
Like, it's definitely more dynamic, it's just also a lot more able to jump our actual power level by huge leaps and bounds in a single turn, and would generally be a significant power-up in practice. Which isn't inherently bad, but it'd be a big change of the sort that warnings should be made about.
A good non-power-up alternative route would probably be 'Please pick like (ex) 6 things to focus your training dice on'. That would immediately cut down number of things to roll for. The system I proposed would still be slightly less efficient than 1d everywhere though, just close enough that it shouldn't matter.
Though I wonder how Christians train with d4 dice. It's can't be d[-1,-1,1,1], as they'd make literally no progress in that case. {-1,0,1,2} might be possible, though worse than the Norse. {0,0,1,2} would be better than the Norse at higher dice, as would {0,1,1,1}..
... Hrm. Sounds like Odr would probably influence the creation of a fully awakened Weapon Spirit. After all, the difference in whether a soul is "Alive" or not is whether it has Odr within it.
I know Odr is shiny and it's a solution to problems, but let's not try using it on everything first time we get, please?
There is the old talk to them.... Or, if they can't be reasoned with, just use them in better ways...
Like Sunny the plow from Beware of Chicken.
This does make coming up with an appropriate gift for him harder, though...not much use for livestock if he's going off a-wandering and we don't have much in the way of spare combat equipment...we could just give him money with an admonishment to buy himself armor and some good melee weapons, but that's admittedly a bit impersonal.
Camping gear, fire starter made from a bit of molten iron. Runed stuff....
Anything to make travels more comfortable or safer..... Better tools perhaps, so he can work on the road easier?
I would like to point out, we still only know what Frami is doing, in itself.
The other two is a mystery on their own, we only worked them together, after all.
Sliding down the hillside, you pluck the bag up and pop the seal. Peering inside are a quartet of black, spiky seeds. They seem to pulsate to a steady tempo, like the beating of a heart.
As you pick it up, you note that it feels... strangely warm? Like you'd left it near a fireplace overnight. Frankly, strange as it is to say, it reminds you almost of something sleeping. Or rather, snoozing.
Again, we do not know what the other two aspects are like, alone....
But I guess we would experiment with them too, just like with Frami before working them.... Right?
It's helping others... For the shake of it, and not expecting anything in return?
Sacrifice coming from the heart?
I have an idea for something for String, will write it up later.
Also, on the possible choices, my idea was:
Sword: super metal/strange material, possibly sharper than anything we know
Statue: spirit beast (chesire cat?) Artifact
Seeds: spiritual herb of a kind
After the relevation they are trouble if handed without care:
Sword: haunted/sentient weapon
Statue: spirit beast (chesire cat?) Artifact
Seeds: plant creature, parasitic/predatory plant, as was said, probably poisonous.
A good non-power-up alternative route would probably be 'Please pick like (ex) 6 things to focus your training dice on'. That would immediately cut down number of things to roll for.
The issue with this, of course, is that it's a massive power decrease. Being forced to do almost all our dice in non 1d6 increments drops our total successes pretty precipitously. Like, is we did 6 rolls of 5d6 we average 21.48 successes, or thereabouts, while 1 roll of 6d6 and 24 of 1d6 gives us 28.2 on average, so it decreases our total speed by nearly a quarter even if we're doing one high roll per round...and more like a third if we were using 30d6 each on 30 individual things (as that would net 30 successes on average).
Which is why I suggested, if we need a solution, just translating 1d6 (and only 1d6) rolls into a flat 1 success (we could call it Incremental Progression, Slow And Steady or a host of other things if we need a term for it). It's neither a power up nor power down mechanically or mathematically and won't speed up or slow down our progression in any meaningful fashion. It makes it a little more predictable, which is an advantage, but not a big one, and not nearly the game changer that bonus successes on more dice or forcing only advancing a few things are, and probably cuts down the actual difficulty of rolling more than any of the other alternatives to boot.
Though I wonder how Christians train with d4 dice. It's can't be d[-1,-1,1,1], as they'd make literally no progress in that case. {-1,0,1,2} might be possible, though worse than the Norse. {0,0,1,2} would be better than the Norse at higher dice, as would {0,1,1,1}..
Camping gear, fire starter made from a bit of molten iron. Runed stuff....
Anything to make travels more comfortable or safer..... Better tools perhaps, so he can work on the road easier?
Again, we do not know what the other two aspects are like, alone....
But I guess we would experiment with them too, just like with Frami before working them.... Right?
For me I'd like to forge a 'Bad Curses begone' Amulet with the shit he's gone through.
Something like
"Protect from malign magic."
Or in rune-riddle form:
"Let the Wanderer not be disturbed by spirits unseen. Andvari's saga be undone where it falls upon him. We forbid Grettir's fate upon their person. Any who dares against this shall suffer woody arrow's tune."
Wanderer = Stigr
Andvari's saga refers to a cursed ring.
Grettir's fate was being magic'ed to death.
woody arrow's tune = Eat your own words (your spell rebounds back on you). But most people might think it's a poetic way of being shot at by arrows (which Stigr uses).
We don't actually know stat caps for non-cultivators, but they probably aren't a single die. We were, IIRC, told that you need to get to level 2-3 stats in Norse cultivation before we're beyond normal human limits, and even level 1 in Hamr or Hugr can be rolling 2d6...non-cultivator Christians maxing out at, like, 3d4 or 4d4 on stats and skills (and not needing orthstirr) would not be super weird, and indeed in combat at least the more impressive mortals seemed able to do 2d4 on mundane attacks (since one successfully rolled a 7 to attack us at one point), so their caps clearly aren't quite the same as ours.
That's an interesting idea. I wonder if that even works? If it does we want significantly more than one, albeit with different wording (we'd definitely want at least one each for us, Abjorn, and Stigmar...probably other family members as well).
Something along the lines of...
"If Virthing and Saemd unravels, after a time, what if I wave them separately? But magic can be fickle... Not to mention Frami was a hungry thing, even if the other two was stable together, they should be know each on their own, before making something from them."
Basically, we shouldn't start work without knowing what we are working from, even if we got lucky, in character, with the interface of the two.
Yes, the gues was great, and the outcome even greater, but if we skip too many steps, we will run into a wall... Like now, and that's the better outcome.
Who knows when we fall into a pit instead of our but after jumping blindly forward?
....too bad we can't even......see...
... @Imperial Fister would we need seeing eyes or seer sight for seeing these traps on the Norse Cultivation?
...that's a great idea and we should definitely give him one.
Luck is a skill to, but the less it needs to deflect bad JuJu, the more work it can get done.
I'm going to try this idea out this turn and also will lower the 'max success=double result' breakpoint down to either 2d6 or 3d6, likely 3d6 but I could be argued down to 2d6. Make any changes to the plan you need to.
Something along the lines of...
"If Virthing and Saemd unravels, after a time, what if I wave them separately? But magic can be fickle... Not to mention Frami was a hungry thing, even if the other two was stable together, they should be know each on their own, before making something from them."
I'm...actually not even sure what this sentence says that's different from the current version? Maybe that's on me, but it seems like a philosophical statement that we're being careful rather than a specific thing we do, and I already suggested we're being careful, I think. I'll add a note about being extra careful, I guess. EDIT: Added some additional notes about being careful, though not in this format.
I'm going to try this idea out this turn and also will lower the 'max success=double result' breakpoint down to either 2d6 or 3d6, likely 3d6 but I could be argued down to 2d6. Make any changes to the plan you need to.
Cool. Hmmm. I'll not use my Reward Die since that was just to ensure 1 success (and thus, sadly, drop Tracking to only 5d6) but I think that's it.
Whether it's 2d6 or 3d6 that gets the doubling/Crit Chance is basically a choice of if you want our training from Blackhand to potentially always give us those bouts of inspiration on Fire Hugareida, IMO, since rolling 2d6 on those is our most common use of that specific number of dice by a lot. Like, we'll get those quite a lot on Fire stuff if you make it 2d6 (like, every two or three turns). Which would be thematically appropriate but maybe a bit too powerful.
Actually, yeah, doing the math 2d6 is too low for the crit to be allowed on without messing with things a lot, that actually makes 2d6 better than 1d6 (it ups the average successes to north of 2.2, since it happens so often), which would shift the problem and messes with how things work. 3d6 is the lowest breakpoint the success doubling should work on, IMO. Doing the math on 3d6, it makes rolling 3d6 technically better (if much more inconsistent) than rolling 2d6 + 1 Success, but that's likely fine, and 4d6 is completely unobjectionable (it makes it a tad better, but not enough it's a problem), so either 3d6 or 4d6 as a breakpoint should work fine (depending on whether you care about 2d6 +1 Success being better than 3d6...I really don't personally).
Yeah, no mechanism in the Norse System will be able to identify the traps proactively. Because it was designed to be inassailable from that.
There's no One Neat Trick after all, and the Fundamental Truths warn against it. Any solutions are only going to be something we can determine by observing systems that aren't booby-trapped to being impossible to climb, or from going full Minesweeper and dying to them.
Alright, I'm back from the shower, which took about 30 minutes from start to finish, so I am actually on schedule!
Voting is now closed
Scheduled vote count started by Imperial Fister on Apr 17, 2023 at 10:30 PM, finished with 60 posts and 4 votes.
[X] Plan Crafting And Research
-[X] (Crafting) Try to make something
--[X] Forged Iron Toolset
--[X] Forged Iron Plow
-[X] (Personal) Spend time with...
--[X] Aki
--[X] Discuss the weirdness he witnessed with Gabriel, and then some of our own cultivation discoveries (and how dangerous they are) and how they are working. Ask his advice and consultation on our research projects going forward.
-[X] Make a sacrifice to the Gods (+1 Hamingja for 60 Food)
-[X] Donate to a family in need (+1 Drengskapr for 12 Food)
-[X] (Research)
--[X] Try using only one Aspect at a time to weave something in our soul space (moving very carefully and as safely as possible, starting, and maybe ending, with the less volatile aspects) 1d6
---[X] Make sure to have spotters with us when doing this (specifically, Aki and Abjorn)
--[X] Continue cultivating our Hearthroot as best we can 1d6
--[X] Investigate our newly acquired 'work knife' and see what might be special about it and what we can learn 1d6
---[X] Specifically consult with Sten about it...this seems within his area of expertise
--[X] Examine our new bag of seeds and try to figure out what they might be. We will not be eating them. 1d6
--[X] Do more bible reading with Jerasmus 1d6
-[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] Train Halting Vortex 1d6
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
-[X] (Training) Tricks
--[X] Train Sidestep 1d6
--[X] Train Magnify-Sight 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Sax' Weaponcraft Skill-Trick 1d6
--[X] Train 'Tracking' Wildcraft Skill-Trick 5d6
-[X] (Training) Hamr (64 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Cut 1d6
--[X] Train Farmwork 1d6
-[X] (Training) Hugr (30 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6
--[X] Train Barb-Tongue 1d6
--[X] Train Housecraft 1d6
--[X] Train Scouting 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Wildcraft 1d6
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (13 success to rank up)
--[X] Train Fylgja Itself 1d6
-[X] Management
--[X] (Construction) Improve Decent House 1d6
--[X] (Construction) Build Storehouse #2 3d6 (+2 Successes from Ox)
--[X] (Multicraft) Make Meat-Keeping Sticks 17d6
--[X] (Multicraft) Make Exploding Charms 1d6
--[X] (Fields) Clear Fields 7d6 (6d6 from Scythe and Plow)
--[X] (Resources) Cloth 8d6 (3d6 from Wood Axe)
-[X] (Orthstirr Usage)
--[X] 6 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Cut, 2 Labor, 3 Overland (32 total)
--[X] 6 Hugr
---[X] 2 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 4 Wildcraft (33 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 159 free for tricks
I'm...actually not even sure what this sentence says that's different from the current version? Maybe that's on me, but it seems like a philosophical statement that we're being careful rather than a specific thing we do, and I already suggested we're being careful, I think. I'll add a note about being extra careful, I guess. EDIT: Added some additional notes about being careful, though not in this format.
Basically, what I wanted is to figure out what the two aspect is like.
We know Frami is a hungry thing and that it went straight to our soul space looking for something when we experimented that first time with the kindle spinner.
That same probing didn't happen with the other two aspect.
I'm sure it's not a big deal, but we are only just scratching the tip of the iceberg, so to speak.
Also, I just wanna see what effect the other two aspect have on tricks as well.
Edit: ouch, so many typos in the previous comment, it hurts.... But work was busy.
Sorry for the confusion.
"Indeed! Thankfully, the Old Testament isn't something we as Christians have to follow." He laughs, fingering his smock and the clothes underneath it. "I do rather enjoy the mixing of cloth."
Because it really sounds like a euphemism and the ban on mixing different cloths came from the same book as like all the various sex things good Christians aren't supposed to do.
Because it really sounds like a euphemism and the ban on mixing different cloths came from the same book as like all the various sex things good Christians aren't supposed to do.
So far we've been taking it as a cultivation hint since we, in fact, weave different things together in our cultivation. But it could be a euphemism for something or other.
Go ahead and re-post the whole poem about Aki if you want to, you wrote most of it and I would feel bad taking credit for it. its at 8,591 right above Winter 5/Turn 2.1
Go ahead and re-post the whole poem about Aki if you want to, you wrote most of it and I would feel bad taking credit for it. its 8,591 right above Winter 5/Turn 2.1
I feel we were pretty balanced in the work.
I made 3 lines and rewrote one of yours, you made 4 lines that are in the poem unchanged and one I re-rewrote.
So either 4-4 or 3.5-4.5
But I'll repost if you want.
You agree that the reward should be about Halla boosting Aki, a friend that may be overlooked by others but that she believes in, right?
[X] Plan Crafting And Research
-[X] (Crafting) Try to make something
--[X] Forged Iron Toolset
--[X] Forged Iron Plow
-[X] (Personal) Spend time with...
--[X] Aki
--[X] Discuss the weirdness he witnessed with Gabriel, and then some of our own cultivation discoveries (and how dangerous they are) and how they are working. Ask his advice and consultation on our research projects going forward.
-[X] Make a sacrifice to the Gods (+1 Hamingja for 60 Food)
-[X] Donate to a family in need (+1 Drengskapr for 12 Food)
-[X] (Research)
--[X] Try using only one Aspect at a time to weave something in our soul space (moving very carefully and as safely as possible, starting, and maybe ending, with the less volatile aspects) 1d6
---[X] Make sure to have spotters with us when doing this (specifically, Aki and Abjorn)
--[X] Continue cultivating our Hearthroot as best we can 1d6
--[X] Investigate our newly acquired 'work knife' and see what might be special about it and what we can learn 1d6
---[X] Specifically consult with Sten about it...this seems within his area of expertise
--[X] Examine our new bag of seeds and try to figure out what they might be. We will _not_ be eating them. 1d6
--[X] Do more bible reading with Jerasmus 1d6
-[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] Train Halting Vortex 1d6
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
-[X] (Training) Tricks
--[X] Train Sidestep 1d6
--[X] Train Magnify-Sight 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Sax' Weaponcraft Skill-Trick 1d6
--[X] Train 'Tracking' Wildcraft Skill-Trick 5d6
-[X] (Training) Hamr (64 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Cut 1d6
--[X] Train Farmwork 1d6
-[X] (Training) Hugr (30 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6
--[X] Train Barb-Tongue 1d6
--[X] Train Housecraft 1d6
--[X] Train Scouting 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Wildcraft 1d6
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (13 success to rank up)
--[X] Train Fylgja Itself 1d6
-[X] Management
--[X] (Construction) Improve Decent House 1d6
--[X] (Construction) Build Storehouse #2 3d6 (+2 Successes from Ox)
--[X] (Multicraft) Make Meat-Keeping Sticks 17d6
--[X] (Multicraft) Make Exploding Charms 1d6
--[X] (Fields) Clear Fields 7d6 (6d6 from Scythe and Plow)
--[X] (Resources) Cloth 8d6 (3d6 from Wood Axe)
-[X] (Orthstirr Usage)
--[X] 6 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Cut, 2 Labor, 3 Overland (32 total)
--[X] 6 Hugr
---[X] 2 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 4 Wildcraft (33 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 159 free for tricks
(Improve Your Decent House: 5)6 Successes (Build Storehouse #2: 1, 4)3 Successes
...
(Your House has Improved to Good!)
(+3 to Build Storehouse #2)
0~0~0 (Cloth: 1, 2, 4, 1, 1, 2, 4, 2)1 Success, 4 Cloth
...
(+4 Cloth)
0~0~0 (Clearing Fields: 1, 1, 6, 2, 1, 2, 2) 4 Failures
No fields were cleared.
0~0~0 (Meat-Keeping Sticks: 6x3, 5x5, 3x2, 2x3, 1x4)13 Successes (Exploding Charm: 6)4 Successes
...
(+5 Meat-Keeping Sticks)
(+1 Exploding Charm)
0~0~0 (Rooster: 1st Hen: Fine Hen. 2nd Hen: Fine Hen. 3rd Hen: Good Hen. 4th Hen: Decent Rooster)
...
(+1 Decent Rooster, 2 Fine Hens, 1 Good Hen will be added next year)
0~0~0 One Aspect Weaving
Much to your chagrin, nothing seems to come of weaving just your virthing. Yet again, the sense that you're skipping a step passes through your being.
However, as you open your eyes after an hour of silence, it is to Aki's brows furrowing in astonishment.
"What the fuck was that." His words are blunt and flat, less a question and more just an observation. "First the Christian, now you?"
Abjorn stands silent as you shrug. "What did you see?"
"I...." Aki frowns as his words fail him. "How do I..." his frown deepens to a scowl, "and it's gone, slipped through my fingers."
"That's... weird."
"Tell me about it."
0~0~0 +1 Odr to Hearthroot
The Hearthroot eagerly devours the odr, but fails to make any noteworthy changes. It feels as if it is almost ready to grow again, though.
(-1 Odr)
0~0~0 Work Knife
With the odd, warm work knife in your hands, you open up the door to Sten's forge as he's pounding away at a length of hot iron. It has a shallow sloping curve to it and every once in a while he turns to a charcoal sketch to compare his work to the drawing.
"Sten?" He looks up as you wave the knife above your head, "I've got a weird knife here."
Sten's brows rise high on his head as he sets his work to the side. "That's... a puukko."
You tilt your head. "A 'puukko'?"
"Finnish work knife." He takes the puukko and gingerly examines it. Drawing his own knife, he compares the two. His brows continue to rise as astonished recognition sparks in his eyes. "This... is the work of my master, Mikko." A dark shadow passes over his face as his eyes flick to you. "Where did you get this?"
"My fylgja brought it to me."
"Then tell your fylgja to not go to Finland." He sighs, offering the puukko back as he runs a hand through soot-filled hair. "Take good care of it, for no more will ever be made."
Carefully, you stow the puukko away before asking your brother one final question. "Is there anything off about it? Do you know why it's warm?"
He shrugs. "That knife and its siblings were forged before I was born, but I did see ones like it in the hands of my foster-siblings. All I know is that they 'bond at birth', whatever that means."
0~0~0 Seed Study
The spiky seeds in the pouch fail to respond to your gaze.
There's only one way to truly understand something like this... but you get the feeling that eating this seed would be a stupid decision, at least at this point in your life.
0~0~0 Bible Study
"That's not what rainbows are," you scowl as Jerasmus finishes the tale.
He arches a white eyebrow. "Then what are they?"
"The Bifrost! The bridge of the Gods!"
His eyes gleam. "Interesting."
(+1 to Understanding the Bible)
0~0~0 (Forged Iron Toolset: 6x3, 5x2, 4x2, 3x2, 2x1, 1x2) 17 Successes (Forged Iron Plow: 6x2, 5x3, 4x3, 3x3, 1x1) 21 Successes
For the first time since you built the place, you use your workshop's forge for a purpose other than making bread.
Sparks fly as you pound metal into desired shape and willful submission. You can't keep the smile off your face as iron turns to art.
In the end, you're left with two true works of art; a set of tools far better than your current set...
And a plow built for the express purpose of breaking earth at an expediated pace.
(+1 Fine Forged Iron Toolset)
(+1 Superior Forged Iron Plow)
(+2 to Born With Hammer in Hand)
0~0~0 Talking with Aki
"Well, well, well," a grin splits your face as Aki scowls, "if it isn't my good friend and associate, Aki Weaponwing!"
He groans, hands slapping against his face. "Odin's hairy ballsack, not you too!"
Hands on hips, you strut towards the boy sitting on a stump — the grin you're wearing one of the 'shit-eating' variety. "When you've got a kenning, that's what people call you. You can take that from me," you press a palm to your chest, "Halla Longstride."
"Yeah, I guess!" He throws his hands in the air as his Sword Raven cackles from up in the tree. Sighing, he waves a flippant hand your way. "Let's get on with this, eh? You came here to tell me about the, uh, the thing I forgot."
"I... didn't tell you that yet."
"I know."
Snorting, you roll your eyes as he rolls his. "Anyways, what you saw the other day was odr, I think."
He squints, confusion running rampant. "Did you just skip a word or something?"
Your brows furrow. "No...?"
'...Try mentioning Zeal, see if that is any different.' You follow Blackhand's advice, which only serves to worsen the situation.
"Zeal?!" Aki's getting frustrated. "What the fuck are you talking about?"
"It seems that you can't hear me say.... well, I guess it doesn't really matter if I say the name, given that you can't hear it for some reason."
He squints, irritation reaching a fever pitch. "Just... if you figure out a way to tell me about whatever the fuck it is, then tell me about it, alright?"
You shrug. "Well, I guess that's a plan."
0~0~0 The Murderkittens Emerge
Though the winter sunrise casts brilliant colors across the sky, you lack the desire to gaze upon the sight.
After all, you carry in your arms a trio of wonders far more amazing than a mere fire in the sky.
"That was probably one of the hardest births I've seen," the Matron says as her dour expression stands resolute on her wizened face. She cracks her neck as she rises to her feet and makes her way to the door, her body laden with wrinkles and dense slabs of well-used muscle.
Many tales are told of how the Matron often has to restrain first-time husbands as they panic. Or worse, having to throw them out of their own home. She is a not a woman to be trifled with, especially since she is in her eighth decade and shows no signs of age slowing her down.
Stopping at the door, the Matron turns towards you with one final set of instructions, "They'll need names by their fourth day, afterwards you forfeit the right of exposure."
With all said and done, she makes her exit.
You share a loving kiss with your beloved husband — his beard tickles your face — before turning your mind to the names of your children... and to the puukko stashed nearby.
'If you wouldn't mind, I would like to offer a name for the girl. Eyvor, the name of...' Blackhand takes a deep breath, 'the name of my wife. My first wife.'
You relay Blackhand's offer to Abjorn, who shrugs noncommittally. He doesn't really feel one way or another on it.
After thinking on the matter more, an idea sparks to your mind. "Blackhand, what was your father's name? And his father's name?"
'Sigmundr and Sigurdr.'
Nodding, you begin to discuss the matter with Abjorn.
What do you want to name Boy 1?
[ ] Sigmundr (Boy 1)
[ ] Write in
What about Boy 2?
[ ] Sigurdr (Boy 2)
[ ] Write in
And your daughter?
[ ] Eyvor (Girl)
[ ] Write in
Do you want to give the puukko to one of your children?
[ ] Give it to Boy 1
[ ] Give it to Boy 2
[ ] Give it to Girl
(Please mark which name goes to which child)
0~0~0
Yule!
[ ] (Optional) Write in gifts and their recipients
[ ] (Optional) Write in sacrifices
0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Empty Sack) ...Maybe you should try stuffing that empty sack full of straw? (Costs 6 Fodder)
[ ] (Violent) Pick a fight or spar with... (Sparring with people reveals a summery of their character sheets)
-[ ] Spar with Abjorn, your husband
-[ ] Spar with Gabriel, without armor
--[ ] (Optional) With armor
-[ ] Spar with Stigmar
-[ ] Spar with Stigr
-[ ] Spar with Aki
-[ ] 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...
-[ ] The Witch! (Actually, it's probably a good idea to avoid her entirely)
-[ ] Asvir!
-[ ] 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
-[ ] The hills!
0~0~0
Training: You have 33d6 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 (63 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (29 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (12 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Management: You have 27d6 management dice to spend as you see fit
[ ] (Construction) Write in
[ ] (Multi-Crafting) Write in
[ ] (Resource) Write in
-[ ] (Cloth) 8 Dice Maximum
[ ] (Fields) Write in
0~0~0
Orthstirr Available: 242
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: I'm going to be counting 1d6 training rolls as just a flat 1 success from now on, because that significantly sped up the making of this update.
You'll lose Steinarr's Training next turn, so make use of it while you can!
Also, children! You've got 1 ups now! It's time to kick things up a notch!