Been lurking a while, so I wanted to say I really enjoy the quest. Norse cultivation is an interesting take on the genre, and trying to climb the minefield that is the norse system is a really fun twist. Though even just a communal based qi system was interesting take.

A few thoughts.

QM did write that the among of Odr that a full gate opening would have been 12, and depend on how he round out the Orthstirr , that mean that the hidden bonus went up to 2. in the same turn that Halla push the Hamr infusion to 2. might be the hidden bonus we see. I think the pervious hidden bonus of 1 Odr happen in the same turn of the initial Odr infusion.

What would happen if we try to draw a Orth from SageSeeker and place an Odr into it instead, is it possible? would it effect or improve the weapon spirit?

What would happen if we Odr infuse the Fylgja command rank?

If the theory of cultivation in a civilized place reduce the Odr, something we can test if apply only to our farm or any other place of human dwelling. would the opposite be true?, Sites of power is a staple of the genre and truly wild place might offer the benefit, and danger, of more Odr per turn. Though it might be a finite bonus that would force the Norse to ever wander and prevent any 'Sect' forming around fixed location.

Would cotton plants in our soulscape allow Odr infused clothes? what would that look like both from an in universe view and out considering that Fister have already enough overhead to keep track of.
 
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Anyway, here's the Wishlist for Noblekitten.

1) Lock out Bloodthirst and Wanderlust. (Already locked-out Bloodthirst, Wanderlust should get a die as well just to be safe)
2) Lock In the Basics (Deadman has got us covered, we need 1 more for Snake's Tongue though)
3) Lock in Friendly (2 Dice needed)
4) Maybe lock out some of the annoying Recessives? But these are the things we really need.

Just re-checking, does just one Reward Die lock in a Recessive Trait, or do we need two? And what do we need to lock stuff out?

Basically, what we want is to lock out Bloodlust and Wanderlust, Lock in the Basics, and grab Leader, Friendly, and Prosperous. Everything else from there is mostly flavor because the worst stuff has been locked out by now.

Depending how time consuming the noblekitten stuff is, Born with Hammer in Hand and Poet could be good lower priority traits that allow good use of spare time at home.

Stoic silence has the re-roll on composure checks for our allies. May be good to avoid the people around him doing stupid stuff?

And Wrathful/Irritation would be a real issue if it gets passed to noblekitten.
-Born With Hammer in Hand: Unlocks certain events and makes it easier to forge. (Upgrades forged products by 1 tier, to a maximum of Superior if lacking Forgefire)
-Poet - Unlocks certain events and makes it easier to both write and understand poetry.
-Leader - Unlocks certain events and makes it easier to lead others.
-Prosperous - Unlocks certain events and makes it easier to gain money.
-Stoic Silence - You have a calmness to you that steadies not only yourself, but also others. Grants immunity to panic and fear, while allowing nearby allies to re-roll failed Composure checks.
-Wrathful - Unlocks certain events and makes it easier to do violence. Comes with Flaw: Irritation
-Irritation - You can't let things go and the longer you go without releasing your anger, the worse the eventual explosion will be. (Auto-Passes with Boon: Wrathful)
 
Depending how time consuming the noblekitten stuff is, Born with Hammer in Hand and Poet could be good lower priority traits that allow good use of spare time at home.

Stoic silence has the re-roll on composure checks for our allies. May be good to avoid the people around him doing stupid stuff?

And Wrathful/Irritation would be a real issue if it gets passed to noblekitten.

Oh yeah, Wrathful needs to be locked out, good call. Adjusting.

EDIT: Hoo boy, these numbers are getting chonky, but it's worth the gamble. We've got a large pile of Traits on the table that can combine together to make the Ultimate Town Builder.
 
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If people actually invest Reward Dice on everything else, spending a second Hamingja for Lordly isn't crazy talk. I'm very against investing too much Hamingja here, but 2 to ensure all the stats line up and Lordly wouldn't be unreasonable.

If they don't invest for the full load-out (or close to it), then we should probably stick to my current suggestion.
 
If people actually invest Reward Dice on everything else, spending a second Hamingja for Lordly isn't crazy talk. I'm very against investing too much Hamingja here, but 2 to ensure all the stats line up and Lordly wouldn't be unreasonable.

If they don't, then we should probably stick to my current suggestion.

I'm all for investing 2 Hamingja total here to get Leader as well as Seeing Eyes, that'll cut down on our budget considerably.
 
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I'll adjust the plan, or post a new one if the Reward Dice come in to make it viable. Lordly alone without investment into, like, adding Friendly as well and locking out Wrathful and so on doesn't seem nearly as appealing.
 
Anyway, here's the Wishlist for Noblekitten.

1) Lock out Bloodthirst and Wanderlust. (Already locked-out Bloodthirst, Wanderlust should get a die as well just to be safe)
2) Lock In the Basics (Deadman has got us covered, we need 1 more for Snake's Tongue though)
3) Lock in Friendly and Leader (2 Dice needed for Friendly, 2 or more for Leader)
4) Lock In Prosperous (2+ Dice)
5) Lock out Wrathful (1 die should do it)

Just re-checking, does just one Reward Die lock in a Recessive Trait, or do we need two? And what do we need to lock stuff out?

Basically, what we want is to lock out Bloodlust and Wanderlust, Lock in the Basics, and grab Leader, Friendly, and Prosperous. Everything else from there is mostly flavor because the worst stuff has been locked out by now.

EDIT: Current Wish List is sitting at a daunting 5 to lock in and out Dominant traits, with another 4 or more to rig for Recessives. It's pretty hefty, but the rewards are great. Deadman has agreed to spend a Hamingja to lock in Leader if we can get enough Reward Dice committed to Noblekitten to get a bunch of the other lock-ins and lock-outs. So with 5 more dice committed across the entire playerbase, we should have the ultimate house-husband primed and ready to roll with most of the worst Traits taken off the table and most of the core traits locked in.
I will add my reward die to lock in "Born with hammer in hand".
 
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Been lurking a while, so I wanted to say I really enjoy the quest. Norse cultivation is an interesting take on the genre, and trying to climb the minefield that is the norse system is a really fun twist. Though even just a communal based qi system was interesting take.
Thank you! I've got a few more funky ideas for fun twists on the usual system for future projects.
I will add my reward die to lock in "Born with hammer in hand".
Noted.
 
I will add my reward die to lock in "Born with hammer in hand".

Sure, it won't hurt and two throws of the die at that are good as well.

That being said, we need a bunch to lock out Wanderlust, Wrathful, and ideally lock in Friendly. So 4 there ideally. Prosperous is our stretch-goal but really makes it all pop. Noblekitten gonna start the Baltic Trade League.
 
Updated the Odr Mechanics post with our new info (well, what new info we have).

Before we start investing Reward Dice everywhere else, can someone put one more into Snake's Tongue to ensure the basics are covered? That seems like the first investment we should do.
 
Updated the Odr Mechanics post with new info.

Before we start investing Reward Dice everywhere else, can someone put one into Snake's Tongue to ensure the basics are covered? That seems like the first investment we should do.

Yep, sounds good to me. 1 more for Snake's Tongue. 2 on Friendly, and 1 on Wrathful. We do that, and we've got the core stuff locked in/out as required.
 
Thank you! I've got a few more funky ideas for fun twists on the usual system for future projects.

Noted.
(Assuming we get the plan going, of course)
How long do we have to scrounge up the reward dice? Can we dealy it until birth (at worst)?

That being said, we need a bunch to lock out Wanderlust, Wrathful, and ideally lock in Friendly. So 4 there ideally. Prosperous is our stretch-goal but really makes it all pop. Noblekitten gonna start the Baltic Trade League.
Do we want noblekitten to stay at home and be a reliable place where the others can return to, or do we want him to start the Hanseatic League, with all the travel that would involve?
(Starting a trade league does sound like a mc kinda thing)
 
(Assuming we get the plan going, of course)
How long do we have to scrounge up the reward dice? Can we dealy it until birth (at worst)?


Do we want noblekitten to stay at home and be a reliable place where the others can return to, or do we want him to start the Hanseatic League, with all the travel that would involve?
(Starting a trade league does sound like a mc kinda thing)

We'll pivot based on what actually happens. We want to rig, absolutely, but we can propose all we want, in the end, the dice gods will rule.
 
Yep, sounds good to me. 1 more for Snake's Tongue. 2 on Friendly, and 1 on Wrathful. We do that, and we've got the core stuff locked in/out as required.

That seems fine if we can do it.

(Assuming we get the plan going, of course)
How long do we have to scrounge up the reward dice? Can we dealy it until birth (at worst)?

We have to do it now. Traits are determined at conception. You can, of course, do stuff to earn Reward Dice right now if you've a mind to...I wrote a poem last time.
 
Sure, but those sound like different things to rig for.
Homemaker would be... at home.
Trade League would go around trading, then go to places to make friends to trade with.

We can ignore locking out Wanderlust then, and if he rolls it up anyway, we can go Trade League. Otherwise, he can be our Town Settlement Simulator character.

Brings our wish list for minimum requirements down to 3 more Reward Dice, and I know we've got at least one person who's got that much themselves.
 
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