Also, IF, does Hallr knows a trick to eat/take in/gather/controll already existing fire?
He does not.
@Imperial Fister can you add to the authors notes that management has been temporarily suspended?

Because if someone is reading through the quest in the future they will be very confused why one of the categories are suddenly missing.
Good idea, adding it in.
That superior tool we didn't make that we got the boon progress for but didn't pay iron, since farming is on hold... Can we pay the iron and use it as part of our greeting package?
Sure.
 
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)
[ ] (Court) Send Abjorn to make a case at the Thing (Write in) (Can only be selected on Turn 3 of a Season)
[ ] (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
Since we have QM confirmation that we are NOT doing this yet, but a single social would be enough to get it started:
[] Spend time with Stig
-[] Teach him explosive pottery runes, meat keeping stick runes, and hone. Ask about the runes on his bow.
Also would like, but it can wait a turn with the more urgent things going on:
[] Spend time with Drifa
-[] Tell her a story about your raid. Focus on the poems you told the felag and how it motivated them so that they didn't hesitate in the fight, even when a hawk tore one of the felagis throat out.
 
We've got until Yule of 8. Plenty of time as long as we stay focused.
I'd say it's more like the start of Turn 3 of that Winter from a practical perspective. The evidence will still need to be presented to the Thing after all. Maybe even a bit earlier depending on how much time we wish to take to prepare for the actual attack. That being said, I suppose the point still holds. We got time, albeit not as much as I'd prefer.

Anyways, what do people think about consulting the Seeress with what we found? I suspect her divinations could get a whole lot more effective if she actually knows where to look for Horra's workshop.
 
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Can we take Dad to attack the bandit camps. I think doing something about the threat would help him even if he has to hold off on finishing the job.
 
Can we take Dad to attack the bandit camps. I think doing something about the threat would help him even if he has to hold off on finishing the job.

Not sure, we don't want Steinarr moving until we're ready to make our move though.

Huh, Deadman's not around? Does this mean my time has finally come to make a plan?
 
[X] Plan: Seizing the means of Planning
-[X] (Personal) Spend time with...
--[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
---[X] The Superior Forged Iron Wood-Axe We Made
---[X] 3 Meat-Keeping Sticks
---[X] A Significant Amount of Food and Mead (Equivalent of 12 Food in the old system, plus the Mead)
-[X] (Battle) Go and attack somewhere...
--[X] Attack one of the bandit camps to the East
---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
-[X] (Exploration) Go on a walk through...
--[X] The fields! -- The more interesting resources you can acquire, the more options you'll have, down the line.
-[X] (Research) Try to figure out how things work
--[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
--[X] Sealwood might produce a useful sap, but what could happen if you had more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
--[X] Bible Study Continues... (1d6)
--[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. (1d6--to be done after we've rolled for training this turn)
-[X] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
--[X] Kindle Spinner (6d6) (3d6 spent)
--[X] Firebomb Strike (2d6) (1d6 Spent)
--[X] Ember-Winged Cloak (2d6) (1d6 Spent)
--[X] Campfire (2d6) (1d6 Spent)
--[X] Sickness-Sear (2d6) (1d6 Spent)
--[X] Beaconlight (2d6) (1d6 Spent)
-[X] (Training) Hugr (27 successes to rank up)
--[X] Train Hugr Itself (5d6)
--[X] Train Barb-Tongue (1d6)
--[X] Train Silver-Tongue (1d6)
--[X] Train Composure (1d6)
--[X] Train Wordplay (1d6)
--[X] Train Armorcraft (1d6)
--[X] Train Mail-Skill Trick (2d6)
--[X] Train Weaponcraft (1d6)
--[X] Train Sax-Skill Trick (2d6)
-[X] (Training) Fylgja (10 successes to rank up)
--[X] Train Fylgja Itself (1d6)
-[X] (Orthstirr Usage) (Write in)
--[X] Hamr: 40 (Full Combat Pool + Overland)
--[X] Hugr: 49 (All except Artcraft and Management)
--[X] Fylgja: 7 (Maxed out)
--[X] Total Cost: 97 Orthstirr
--[X] Remaining Reserve: 173 Orthstirr
--[X] Default Equipment and Inventory.


The objective this turn is as follows.

A) Get Kindle-Spinner to Master and then see if spending Odr on it causes improved effects. Master Kindle-Spinner only costs 2, which is cheap enough to experiment with.
B) Start working on the Hugr Grind
C) Get Armorcraft and Weaponcraft up to rank 4, and then trying to get our first crafting Tricks done with them by spending a bit more there. We'll need at least 2 successes to pull it off beyond our auto, and spending just 1 die there doesn't give us that.
D) Get Silver-Tongue to the next level and Barb-Tongue within reach of it.
E) Wordplay and Composure will also be ready to level up by next turn with another 1d6.
F) Poke the Bandits that are widely known about, the ones that are causing trouble by the border. It's some extra Orthstirr at the very least and potentially wins us some more allies, even if they're smart enough to leave more evidence lying around.
 
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[X] Plan: Seizing the means of Planning
-[X] (Personal) Spend time with...
--[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
-[X] (Battle) Go and attack somewhere...
--[X] Attack one of the bandit camps to the East
---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
-[X] (Exploration) Go on a walk through...
--[X] The fields! -- The more interesting resources you can acquire, the more options you'll have, down the line.
-[X] (Research) Try to figure out how things work
--[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
--[X] Sealwood might produce a useful sap, but what could happen if you had more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
--[X] Bible Study Continues... (1d6)
--[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. (1d6--to be done after we've rolled for training this turn)
-[X] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
--[X] Kindle Spinner (6d6) (3d6 spent)
--[X] Firebomb Strike (2d6) (1d6 Spent)
--[X] Ember-Winged Cloak (2d6) (1d6 Spent)
--[X] Campfire (2d6) (1d6 Spent)
--[X] Sickness-Sear (2d6) (1d6 Spent)
--[X] Beaconlight (2d6) (1d6 Spent)
-[X] (Training) Hugr (27 successes to rank up)
--[X] Train Hugr Itself (5d6)
--[X] Train Barb-Tongue (1d6)
--[X] Train Silver-Tongue (1d6)
--[X] Train Composure (1d6)
--[X] Train Wordplay (1d6)
--[X] Train Armorcraft (1d6)
--[X] Train Mail-Skill Trick (2d6)
--[X] Train Weaponcraft (1d6)
--[X] Train Sax-Skill Trick (2d6)
-[X] (Training) Fylgja (10 successes to rank up)
--[X] Train Fylgja Itself (1d6)

The objective this turn is as follows.

A) Get Kindle-Spinner to Master and then see if spending Odr on it causes improved effects. Master Kindle-Spinner only costs 2, which is cheap enough to experiment with.
B) Start working on the Hugr Grind
C) Get Armorcraft and Weaponcraft up to rank 4, and then trying to get our first crafting Tricks done with them by spending a bit more there. We'll need at least 2 successes to pull it off, and spending just 1 die there doesn't give us that.
D) Get Silver-Tongue to the next level and Barb-Tongue within reach of it.
E) Wordplay and Composure will also be ready to level up by next turn with another 1d6.
F) Poke the Bandits that are widely known about, the ones that are causing trouble by the border. It's some extra Orthstirr at the very least and potentially wins us some more allies, even if they're smart enough to leave more evidence lying around.

EDIT: Yes, I know, Orthstirr isn't here yet, I just realized after I distributed the training dice, I'm adding that now.
Can we add an explicit gift for the dwarves please?
These 3 gifts are what i have in mind:
-[] the superior forged iron axe we made
-[] 3 meat keeping sticks
-[] 12 food
Thoughts on why these:
The Axe shows our interest in crafting (and anything fine+ is acceptable according to qm*1), giving the best quality we have on hand for the best first impression.
Food and meat keeping sticks:
Dwarves are generally described as liking things that require sunlight, since they can't make anything requiring sunlight since it would kill them.
They are also described as being at war, greatly reducing their trade capacity.
So this is a gift of things they urgently need in their time of crisis. And meat keeping stick that help keep the cow or whatever fresh.

Citation on us being able to sacrifice the superior forged iron axe:
That superior tool we didn't make that we got the boon progress for but didn't pay iron, since farming is on hold... Can we pay the iron and use it as part of our greeting package?
Sure.

Citation on Fine+ things we made being ok:
I guess Superior Quality would be enough that even they'd recognize it as a respectable gift?

Huh, I realize Dwarfs like Gold, I wonder if a hand-crafted golden arm-ring would be considered a princely greeting gift. We do have some gold lying around after all, and picking up the Jewelry-Trick shouldn't be that hard if we focus on it.

Good beer probably wouldn't hurt either. I don't think they can grow hops.
Yes to all, though Fine is quality enough.

Citation dwarves liking surface stuff that requires sunlight.
Dwarfs enjoy most the things that come from the surface, the things that require a steady supply of sunlight to create. After all, much like trolls, dwarfs turn to stone when exposed to the light of the sun, so things that require sunlight to make are highly valued.
Citation on the ducklings being at war and aren't able to trade as much.
Metals?" The smith runs a hand through his beard as the wind tickles his ears. "That may be a problem. The local dwarves are in a bit of a political mess with another clan and haven't been able to keep a steady stream of metal flowing."

"That can't be good." A bargain was struck between dwarves and humanity long ago. In exchange for milk, meat, and bread the dwarves gave humanity the precious gems and metals of the underworld. It is a balanced deal, all things considered, but sometimes problems occur and disrupt the trade. "Any details on the problem? And what metals do you have on hand?"

"Apparently, another clan of dwarves are trying to come up from the deeps and have decided that the Meinvaldfjord is a good spot. Of course, the Ducklings have been trying to colonize it for as long as I can remember and they haven't taken too kindly to the Lurkalings — I believe they're called — building underhalls there." He shrugs as there's just not much humans can do about the political messes that stubborn dwarves wind up in. Fighting the earth-dwellers in their underhalls is possibly one of the stupidest things anyone could ever do. "That's about all I know from my contacts, sorry I can't say more. You know how dwarves are."
 
[X] Plan: Seizing Back The Means Of Planning

-[X] (Personal) Spend time with...
--[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
---[X] The Superior Forged Iron Wood-Axe We Made
---[X] 3 Meat-Keeping Sticks
---[X] A Significant Amount of Food and Mead (Equivalent of 12 Food in the old system, plus the Mead)
-[X] (Battle) Go and attack somewhere...
--[X] Attack one of the bandit camps to the East
---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
-[X] (Personal) Spend time with...
--[X] Stigr
--[X] Discuss runes with him (both those on his bow and using explosive charm on arrows) and start teaching him Hone if he currently lacks it.

Training:
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Campfire 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Beaconlight 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train 'Sax' Weaponcraft Skill-Trick 4d6
-[X] (Research) Try to figure out how things work
--[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
--[X] Sealwood might produce a useful sap, but what could happen if you had more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
--[X] Bible Study Continues... (1d6)
--[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to help fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. Try spending 1 Odr to help with this Trick, and the rest with Orthstirr if necessary. (1d6--to be done after we've rolled for training this turn)
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
-[X] (Training) Tricks
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Mail' Armorcraft Skill-Trick 1d6
-[X] (Training) Hamr (61 successes to rank up)
--[X] Train Hamr itself 1d6
-[X] (Training) Hugr (27 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6 (+1 Success from Sten)
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6 (+1 Success from Sten)
--[X] Train Silver-Tongue 1d6
--[X] Train Weaponcraft 1d6 (+1 Success from Sten)
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (10 success to rank up)
--[X] Train Fylgja Itself 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 1 Odr + 5-6 Orthstirr into Hamr (however much orthstirr it will take after the Odr)
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (34 total)
--[X] 6 Hugr
---[X] 3 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 4 Scouting, 4 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 5 Wildcraft (36 total)
--[X] 4 Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 189/188 free for tricks (depending on how much Orthstirr we can put into Hamr)

Fylgja:
-[X] (Fylgja Capacity)
--[X] Remove Halting Vortex. Kindle Spinner, and Ember-Wing Cloak
--[X] Add Fine Bog Iron Tools
--[X] Add Boulder
--[X] Add Shield

The name is obviously a joke. But I think getting Stigr started on combat training is a bit more urgent than exploring, and I think the training stuff above is important for several reasons:

1. It hopefully gets Sax finished this turn (or next turn at the latest). That's the single biggest combat pool enhancer we can have, actually, because it lets us replace Thievesbane with, probably, a +5d weapon with special effects (we can make a flaming sax).
2. Significantly more efficient in various ways (we should, IMO, probably literally never train 2d6 outside obligatory Fire Hugareida stuff...crits only kick in on 3d6)
3. We don't want to overload Kindle Spinner on dice because we probably don't actually want to try for Perfected with it, at least not any time soon. Going from 2 Orthstirr to none on an attack is just not really that big a deal...as it's only 5 successes from Mastered (which we do want) I think investing more than the basic 2d6 is a mistake.
4. This one's a smaller deal, but the investment in Barb-Tongue from Alectai's plan is weird to me. We're no closer to level 3 in that than any other base level 2 skill and I'd rather raise, say, Tactics at least in the short term.

EDIT:
-[] the superior forged iron axe we made

We actually didn't make this due to GM intervention. Which is actually a bit of a problem with 'what do we give them' since a scythe or plow are useless to them. Upon reflection we might want to put things off a turn and make them something...anyone have good gift ideas for what we should give them now?

If not, I'm putting the exploring back in instead of the dwarf visit. Or maybe talking to Drifa as suggested (I'd like to spend time with family). Or crafting something if people have a good idea what (more tools?). We could also craft a sax next turn for them, but that'd probably put off the meeting because we don't want to give them anything less than Fine so we wouldn't want to gamble.


Added and specified along with the rest.

Added spending 1 Odr to power Hamr. That seems like something we should try. Also clarified we're not paying the full 5 Odr to power Kindle Spinner...even Alectai's plan only masters it around half the time on average. Spending 1 should work as a test, or at least test if orthstirr and odr can be used together like that, or if 1 Orthstirr can power even a big Trick all by itself.
 
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[X] Plan: Seizing Back The Means Of Planning

(Something witty and a tad dark about failed coups)
 
We actually didn't make this due to GM intervention. Which is actually a bit of a problem with 'what do we give them' since a scythe or plow are useless to them. We might want to put things off a turn and make them something...
I'll refer to this quote where qm explicitly confirmed that we can. (though then he would subract the proper amount of forged iron, of course)
That superior tool we didn't make that we got the boon progress for but didn't pay iron, since farming is on hold... Can we pay the iron and use it as part of our greeting package?
Sure.
 
Hrm, do I need to specify on that level @Imperial Fister ? Or is Halla smart enough to know what a good gift is so we don't need to micro?
Toboe's got the right of it here.

While Halla is smart enough to know — so you could leave it vague if you so desired — being explicit shows me (in the role of the dwarves) that you were thoughtful in your gift selection.
 
I'll refer to this quote where qm explicitly confirmed that we can. (though then he would subract the proper amount of forged iron, of course)

Missed it since I just woke up, read the update and got to work with planning. Sweet. That'll work, and I'll specify the gifts you suggest (well, Food doesn't exactly have a number any more, but the point stands). EDIT: And done.
 
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Jokes aside, mine is really a compromise plan. Two of the actions are just straight from Alectai's and so is all the Research. I only changed the Training a bit for efficiency and finishing Sax Skill Trick (to the tune of 8d or so, I think) and one action to something suggested by Toboe (and added a pretty standard orthstirr setup and a reversion to the norm for our fylgja's capacity).
 
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I feel like our gift should include mead, and maybe a meat-keeping stick or three (we have plenty. I would actually propose altering the Meat Keeping Stick Runes to work on a pot or jar, and say "Anything within me will be as fresh as spring and cold as winter". Refrigeration would be really handy in keeping stuff from above-ground fresh underground. Fill it with fresh milk to show it off.
 
I feel like our gift should include mead, and maybe a meat-keeping stick or three (we have plenty. I would actually propose altering the Meat Keeping Stick Runes to work on a pot or jar, and say "Anything within me will be as fresh as spring and cold as winter". Refrigeration would be really handy in keeping stuff from above-ground fresh underground. Fill it with fresh milk to show it off.

My plan already does include meat-keeping sticks. I'll add some mead, that's a good idea.
 
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