This seems premature. Right now, there are easily 12 things we could put dice into that would all give us more benefits than being partway to mastering something. Once our low level skills are rounded out and we have a few more tricks, we can start doing things like this, but right now I'd rather have a new and different trick than be at 70 successes away from Mastery rather than 80. It would potentially get us the Mastery a little earlier, but we're talking about a turn or two earlier in all likelihood, and in exchange we miss out on a trick for dozens of turns. Once there are no new tricks we want urgently this becomes much more appealing, but I can think of at least 3 or 4 we still want quite badly.

Like, the one die at a time thing maximizes successes per die, but it also caps total successes on the project each turn to the point that I don't think it actually winds up worth it for the really high success projects. Like, when we decide to Master our Inertia trick, that's easily 11 turns at 10 dice each of us just training that and nothing else. We could cut it by one, maybe two turns by investing a single die for 10 turns first, but we'd then have one less Trick for the 10 turns we are just working on Mastery...I don't think getting the Mastery maybe 2 turns faster is worth losing out on a different Trick for 9-10 turns (or being 10 successes behind in other ways).



Her Goddess was stated as foreign by our QM. That makes her likely, though by no means certain, to be foreign as well.



I mean, we could also ask him to train us in additional hugenreida or even seidr tricks and get that information that way. A meeting with the seeress might well also provoke an explanation on the seidr and is something we want to do anyway when Summer comes around.

I'm not saying I want to stop learning magic, but for the same cost as Mastering our current spell we could learn nine others. Nine might be overkill, but I'd rather pick up at least another one or two before we even decide which we want to master. Our current inertia trick is a great candidate (I actually think our healing isn't...it's rare to need it more than once or twice a fight, and by the time it was Mastered our orthstirr will be such that we'll be able to afford it when we need it), but I don't know that it's the best one, and won't until we have a few more options.
Then why aren't we learning tricks besides 1d in mundane defense?
There a mass of dice could at least get us a better defense trick.
Or ask for rune lessons as @TheCount suggested.
 
Then why aren't we learning tricks besides 1d in mundane defense?
There a mass of dice could at least get us a better defense trick.
Or ask for rune lessons as @TheCount suggested.
The shield or dodge training is for getting a defense trick, but yeah, just 1 dice feels lacking there.
Muna is the important memory though, that give us magical concepts like standstill. And we can't train those concepts like standstill directly...
Edit: changed magical tricks for magical concepts, because Hugareida is a a damn tounge and memory twister.
 
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How does being a warrior lady intersect with unmanly magic anyway?
You're in a bit of a gray area. Men who know seidr tend to overcompensate for their perceived lack of 'manliness'. That, or they simply were so badass that no one dared to insult them in such a way.

Halla, as a woman, isn't going to be shamed for learning magic. Halla as a warrior, however, very well could be. This causes most Norsemen's brains to short circuit so they just shrug and carry on.

Of course, eventually a choice will have to be made.
My impression from the Fylgja stat description was that we could already do this (nowhere is making our fylgja visible to others stated as permanent), though the text is a bit unclear.
Fylgjur stay in 'spirit mode' unless called up. They return to it afterwards.

Aki uses his raven to see, because he's blind, so he kind of has to have it out all the time
Is it possible to combine muna/hugareidr?
100% yes
Imperial Fister, does hone work on magic (tricks, seidr, hugareida, runes and etc.)?
Works with tricks, doesn't work with more ranged stuff (other than arrows and the like, of course)
 
So probably no shame learning magic, but being known for using it in warrior contests is going to lead closer to witch than valkyrie?
 
You're in a bit of a gray area. Men who know seidr tend to overcompensate for their perceived lack of 'manliness'. That, or they simply were so badass that no one dared to insult them in such a way.

Halla, as a woman, isn't going to be shamed for learning magic. Halla as a warrior, however, very well could be. This causes most Norsemen's brains to short circuit so they just shrug and carry on.

Of course, eventually a choice will have to be made.

Like mechanically, or what we identify as socially? If we choose to be a magic girl of some sort then its cool, but if we identify as a warrior then people will give us shit for it until we hit that so badass people won't disrespect us?

I'd kinda like to do both warrior stuff and magic stuff. Not just hard focus on one or the other.
 
Like mechanically, or what we identify as socially? If we choose to be a magic girl of some sort then its cool, but if we identify as a warrior then people will give us shit for it until we hit that so badass people won't disrespect us?

I'd kinda like to do both warrior stuff and magic stuff. Not just hard focus on one or the other.
Same here. Battlemage for the win. Just dont get lost in looting so much that you dont hear the Ancient Draugr Lord come up behind you and Fus Roh Dah you to Oblivion. Speaking from personal experience.
 
Consider dropping the word "magic" for a minute, it's a very vague category that may or may not include various kinds of supernatural martial art and trick, depending on the context and who's talking.

Seidr or seid carries with it a connotation of unmanliness. At one point in the sagas Loki and Odin get into an argument over this, and Loki says "you learned your seid by sucking off jotuns" and Odin retorts "look who's talking, it's the guy who disguised himself by turning into a milkmaid and stayed that way long enough to birth a child". (Crudely summarized.)

Conveniently for a game, ;) seid is condemned for several interlocking reasons, one of which is the unfairness and cheese of tactics that should be banned from a good game, like No-Save-You-Lose effects, or safely sitting at home weaving curses on people far away who don't even realize what happened to them, let alone how to retaliate
The complaint "Fight like a man" has two senses here: fight like a male, and fight like a drengr (show drengskapr). Part of drengskapr is showing up to fight alongside your allies.

I'm not the QM, so take this as speculative, but I would guess "battlemagic" in the sense of fireballs on the battlefield is fine because you have to show up to the battlefield where someone could shoot you over it, whereas "magic" seid in the sense of SV Optimizers Would Like Zero-Risk Victories gets disrespected because fighting with that is no longer about skill in any way, it's merely about being the first one to break out the seidr.
 
You're in a bit of a gray area. Men who know seidr tend to overcompensate for their perceived lack of 'manliness'. That, or they simply were so badass that no one dared to insult them in such a way.

Halla, as a woman, isn't going to be shamed for learning magic. Halla as a warrior, however, very well could be. This causes most Norsemen's brains to short circuit so they just shrug and carry on.
So, so far as the "magic" we use is only what every warrior uses in duels (hamr and tricks), we are probably safe.
Muna and their Hugareida is, perhaps, on the fence, but... That's a case by case basis, from previous info nuggets.
Oh, and to make this a proper question: If we do figure out a way to paralyze or disable people with Standstill, would we be considered cowardly for using it in a fight? I'm thinking not, but just want to be sure.

If someone dies because of it, it's their fault for not blocking or dodging. Fighting someone in pitched combat means that you're gonna try your hardest to win and, if possible, absolutely clown on your opponent by doing things like spanking them with your sword or kicking their ass with something that's not a weapon, like a hammer.

That's the Norse thinking on it, at least. As long as you're not blasting someone with it from across the entire battlefield or using it to 'cheat' (like dulling weapons or making yourself immune to attack) then you're good.
I thought that was probably the case but magic often gets treated differently, so I wanted to make absolutely sure it still applied even there.

Ah, but you see, this isn't magic *wink wink* (as in it is, technically, by definition, magic, but absolutely nobody is going to call you out on that for fear of being called out in turn)
Basically, as long as it's melee range/usable, it should be fine?

As for seidr.... Probably the same, but better not to use it before it during. Afterwards should be fair play, if we don't attack our previous opponent like a sore loser.
 
Then why aren't we learning tricks besides 1d in mundane defense?
There a mass of dice could at least get us a better defense trick.
Or ask for rune lessons as @TheCount suggested.

Definitely on the agenda, but there basically just weren't enough dice. I think raising Hugr within the next two turns is a really good idea and we still need to round out our actual skills a bit (having Composure is a priority, for example). Once Hugr's hit 5 (hopefully the next turn after the coming one) expect more of that.

Basically, we have enough dice for one or two 'big purchase' die investments (5d+), plus a smattering of 'raise lower ranked stuff' in one die increments, and I think Hugr is the best bang for our buck right now in terms of the available big purchases (Tricks are great, but it's cheaper than any trick and +1d on a wide range of stuff we actually use). We can likely put a die into one or two additional tricks next turn, but the big trick investment probably starts the turn afterward when we're not investing so many dice in Hugr any more (all this happens next turn instead if Hugr rises precipitously in the coming turn...but at 5 dice I don't expect that).

But base stats are really good and we want more of them. I talked about the efficiency of raising things in one die increments, and it's true, but raising a stat is not only cheaper (at least right now) but flatly better than raising every single skill governed by that stat since each skill needs an orthstirr investment to be good but the stat needs only one such investment.

Like, for example, going from Hugr 4 to Hugr 5, we can invest 1 more Orthstirr and get +1 die on Silver-Tongue, Tactics, Poetry, Composure, Barb-Tongue, and even Needle-binding, while raising each skill individually would need 6 Orthstirr to do the same thing (5 if we don't care about Needle-binding). Base stats are so deeply efficient to use that getting them is a priority and worth some inefficiency in advancement.

This is a lot less true in combat, since you can actually stack dice from all sources there, and you're seldom engaging in multiple types of combat using different skills in the same turn, but even there Hamr also determines Endurance and is very worth it to at least a point (it also has obvious non-combat uses where my above point applies).
 
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I'm not the QM, so take this as speculative, but I would guess "battlemagic" in the sense of fireballs on the battlefield is fine because you have to show up to the battlefield where someone could shoot you over it, whereas "magic" seid in the sense of SV Optimizers Would Like Zero-Risk Victories gets disrespected because fighting with that is no longer about skill in any way, it's merely about being the first one to break out the seidr.
Absolutely love this breakdown, great work. One thing I'd add is that it's not just about the skill being used that makes something respected, it's also the danger of the situation that does it.

Anyone can sit in a cave and mind-blast their enemies from half a world away, but that's cowardly as hell and would not only fail to earn you orthstirr, but also actively take away from your current supply.

Stepping out onto the battlefield and doing the exact same mind-blast where anyone could run up and shank you or take your head off with a crazy move, however, is respectable. It's by facing danger head on and showing courage in the face of fear that something becomes drengskapr.

That's also part of why you guys don't really have any real 'feats' yet. What danger did you face when you ran up and ganked a half-dead thief? What danger was faced when you used power-not-your-own to kill Lori?

If Hallr hadn't woken and you'd defeated Lori with your own power, then you'd have a feat from that.
 
Ah, so the restrictions on the Norse cultivation are not just honor bound, but straight up noble warrior, I see.

That makes things both simpler and more complicated at the same time.

But at least clears up things very nicely as well.

Edit: typo
 
ganked a half-dead thief?
Considering the thief managed to somewhat keep up with our brother and father (well he got mulled but considering the odes were 2v1 and he still almost managed to escape goes to his credit) and we were an 11 years old girl I would say there was some risk.

Admittedly very low risk with our father not so far behind but I wouldn't say no risk.
 
Considering the thief managed to somewhat keep up with our brother and father (well he got mulled but considering the odes were 2v1 and he still almost managed to escape goes to his credit) and we were an 11 years old girl I would say there was some risk.

Admittedly very low risk with our father not so far behind but I wouldn't say no risk.

Well, I mean, we did get orthstirr for it...just not 'qualifies as a Feat' levels of orthstirr. That's probably fair.
 
Voting will be called in an hour-and-a-half, so vote if you haven't yet!

Is there a way to make our temporary hamingja permanent?
Yes. By spending time around lucky objects/people, you slowly gain in hamingja. If, by the time the specified time is up, you spend a lot of time with them, then the hamingja gain is permanent.

This also applies to unlucky things. So, you know, be on the look-out for that.
 
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Hmm spending time around Stigr would probably help in gaining Hamingja considering he is lucky. Also we should have the social event with him considering he is one of our friends.
 
Hmm spending time around Stigr would probably help in gaining Hamingja considering he is lucky. Also we should have the social event with him considering he is one of our friends.

Definitely not a bad call. The temporary point we got most recently was also from story time from Randi, so more of those in our future seem likely as well.

[ ] Spend time with (insert friends here)
-[ ] Try to teach them (insert tricks here)

Presumably in the Personal category, right?
 
Hmm spending time around Stigr would probably help in gaining Hamingja considering he is lucky. Also we should have the social event with him considering he is one of our friends.
Stole DeadmanwalkingXIs plan and made some changes to it:
We do fishing and try to teach our now extended group the hone trick.
Both involves spending time with our lucky friend.
Also swapped around the dice amount for training Hugr itself and initial attempt at learning a defense trick.
[X] Plan Learning and Teaching
-[X] (Personal) Stigr came by, asking if you wanted to go ice fishing with him. (Hamr+Fishing)
-[X] Abjorn, Stigr, and Aki
--[X] Try to teach them the Hone trick
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] A more mundane defensive trick with Shield or Dodge 5d6
-[X] (Training) Hamr (15 successes to rank up)
--[X] Axes 1d6
--[X] Shield 1d6
--[X] Dodge 1d6
-[X] (Training) Hugr (7 successes to rank up)
--[X] Hugr Itself 1d6
--[X] Tactics 1d6
--[X] Composure 1d6
-[X] (Training) Fylgja (2 successes to rank up)
--[X] Fylgja Itself 1d6
-[X] (Orthstirr Usage)
--[X] 4 Hamr
--[X] 4 Hugr
--[X] 2 Fylgur
--[X] 3 Axes
--[X] 4 free for tricks
 
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Trying to switch plan to something completely new with only 40 minutes left to vote doesn't seem likely to work. Even if I switched, most people don't have time to.

I also don't agree with either prioritizing a trick over getting our Hugr up, or going fishing with Stigr over getting a story from Randi given that she's the one who actually gave us a point of hamingja. I'm definitely up for focusing a tad on our luckier associates going forward, but changing the plan at this stage doesn't seem workable and this specific one doesn't seem like the best way to do that.
 
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