244-729 Orthstirr: The Ruling Realm. Mostly the province of Jarls and the like, as it is very difficult to reach this realm through personal deeds only.
I mostly like this Realm list, but this just isn't true. Going on as few as two or three raids can get you into this Realm easily enough. Certainly any professional warrior will wind up in it pretty rapidly, and personal deeds are more than sufficient to do so...Sten is nearing the peak of this Realm at 642 Orthstirr, and while impressive, he's certainly no ruler and only 24 years old, to say nothing of Halla, who hit it with only a single raid and a few fights under her belt. I suspect almost all professional warriors hit this benchmark before the age of 25 even if they never rule a thing, which makes it poorly named and described.

The same is almost certainly true for the next one up (currently Ringgiver's Realm). Just being badass for long enough almost certainly gets you north of 729 Orthstirr by the age of 30 (again, Sten is almost certain to get there by then, and Halla would almost get there by 30 from farm ownership and her existing deeds alone), and I suspect basically anyone Ironbrother level has hit that point even if they're younger. The top two small realms are likely legitimately restricted to rulers and other people cheating the system (2188 is very hard to get to on personal deeds), but 250 Orthstirr is too common among normal warriors, and 750 too common among hardened veterans for the names to make sense on those two small Realms.

I'd retitle the 'Ruling Realm' as the 'Warrior's Realm' or maybe 'Stoneson's Realm' and the Ringgiver's Realm as the 'Veteran's Realm' or 'Ironbrother's Realm' to more accurately reflect reality on the ground. Maybe fiddle with the top two as well to reflect the new pattern in some way (though keeping them as ruling terms would be appropriate).
Mmm-hmm. The simple 3x rule with 3x groupings was crude, and I freely acknowledge that it'll be mismatched in some places.
OTOH, I don't know how much skew we have with OP main characters relative to the rest of the setting. Xianxia protagonists and their immediate peers are "supposed" to be (by narrative convention) a realm ahead of where they're "supposed" to be (by in-universe standards).
Three high-risk high-reward raids also feels to me like the sort of thing that gets people swearing to you if you survive, and plausibly produces Jarls out of those foolish and lucky enough to do it or die trying.
I'll change it and maybe put the improved version in a new post eventually, but lemme think out loud and do some brainstorming here first, and maybe @Imperial Fister can chime in on what the setting is "supposed" to look like and how much of a prodigy Halla is with protagonist advantages.
I don't think I want to name the realms after Stoneson/Ironbrother/Steelfather, they're too much of a separate organization, not a cultivation core element. They're hardly even teaching people, as I understand it.

Currently: a very simple 3x pattern.
1-3, 4-9, 10-27 ... 28-81, 82-243, 244-729 ... 730-2187, 2188-6561, 6562-19683.

Fix one: I nudge some of the names up a tier as you suggested. 244-729 gets a new name for elite warriors, "Ruling Realm" becomes a name in or for the third Great Realm instead of the end of the second.
Fix two: I stretch out one of the ranges. Maybe stretch the first small realm from 1-3 to instead be 1-9, then the others go 10-27, 28-81 ... 82-243, 244-729, 730-2187 ... 2188-6561, 6562-20k, 20k-60k.
Fix three: I stretch all the ranges a little, get some rounder numbers. 1-3, 4-10, 11-30 ... 31-100, 101-300, 301-1000 ... 1001-3K, 3K-10K, 10K-30K.

And here's another possible interpretation of the sixth small realm, the one you quoted:
"244-729, The Killing Realm. This is the realm where sheer quantity of orthstirr becomes decisive in fights, consistently defeating those lower-ranked cultivators unwise enough to fight. In lower realms, it is possible to fight up a realm by skill and gear and luck, hoping for the opponent to run dry from spending orthstirr at the wrong time or on the wrong maneuver. But in the Killing Realm, the cultivator has achieved enough orthstirr to simply outspend and out-dice anyone from the Kenning Realm (81-243) or even lower in the same realm by pouring dozens of orthstirr into every attack and defense."

(I don't understand the mechanics well enough to confidently say this is true, but I think that the 250-700 range, whatever you call it, feels like the one where fights are most likely to be won through More Orthstirr.)
 
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Horra's Sanctum Final
Leave now
Tempting though it may be...

You scowl in the dimly lit, dust free entrance of the sanctum as you rest your hand on the ladder. Taking a deep breath, you let go of your annoyance.

While searching the store room would likely result in information and evidence alike, it's just not a good idea to do that when Horra, Hasvir, and Wolfwind are nearly here. And with Horra so giddy... well, anything that has him like that can't be good for your health.

With that in mind, you take hold of the ladder and make a quick escape.

(You've gained some more information regarding Horra's activities, which will strengthen your side during the trial)
0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Troll-men Reprisal) The sinkhole where your house once sat, does it lead anywhere?
[ ] (Empty Sack) ...Maybe you should try stuffing that empty sack full of straw?
[ ] (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)
[ ] (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!
-[ ] Asvir!
--[ ] (Optional) Attend the Thing
-[ ] 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!
[ ] (Battle) Go and attack somewhere...
-[ ] Attack the bandit camp to the North
0~0~0
Training: You have 48d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Drifa) Teach Drifa some of your tricks (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 (125 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (19 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (3 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Orthstirr Available: 215
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 4/7
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0
Equipment/Capacity/Shapeshifting Management
What do you want to have equipped on your person, in your capacity, or for your shapeshifting? Leaving this blank means that no changes are made.
[ ] Write in (Optional)
0~0~0

AN: Finally got around to doing the Alarm Charm's runes, sorry about the wait.

Alarm Charm:
"Breaking Brittle Bones Brings Battle"

Also, the revised mechanics for farming. Thoughts? I'm still working on the spreadsheet, so it's not quite ready yet.
You have a Property Points Pool, which is gained through your farming, labor, management skill ranks. Property Points can be assigned to various aspects of your farm/other property. You can also spend Silver for Property Points at a ratio of 10oz for 1 Point.

Two resources are gained through farming; Silver and Goods. Goods represent the various produce of the farm while Silver is currency measured in ounces. By assigning Property Points to farmland, animals, or property, you produce Goods, which are then used to feed your Household, turned into Silver or items through Crafting, or sacrificed to the Gods in exchange for a variety of boons.

Each member of your household requires 9 Goods a year. 3 during Summer at 1 per Turn, 6 during Winter at 2 per Turn. This represents the various things that a member of the Household requires, like clothing, heating, medicine, and food. If they don't get it, then they'll have to spend Training Dice in its place.

Each plot of farmland produces 12 Goods every Summer at 4 Goods per Turn. Each plot of farmland requires 1 Property Point a turn in order to produce Goods.

Chickens produce 1 Good per chicken per Turn. Goats produce 2 Goods per goat per Turn. Pigs produce 3 Goods per pig per Turn. Sheep produce 4 Goods per sheep per Turn. Cows produce 5 Goods per cow per Turn. Animals can also be sold in exchange for Silver according to their Quality. They all require 1 Point per Turn.

If an animal does not get a Property Point, then it both fails to produce Goods and also starts to starve. If an animal goes without 'food' for a season, then it dies of starvation.

At a ratio of 3 Goods for 1oz Silver, you can convert Goods into Silver through the dedication of Property Points, 1 Point for one conversion

No moratorium, as it is getting a bit late.
 
I'll look over the farming system in a minute, but here's the plan, at least tentatively:

[X] Plan Let's Go To Court

-[X] (Crafting) Try to make something
--[X] Putting Runes on the Silver Arm-Ring (+7 Successes from Tools/Workshop)
--[X] Wording: "Weaken, defy, and resist what is drawn to the beacon's light, what is found near the troll's cave, what is held in the swimmer's hand."
--[X] Meaning: Protects against spiritual predators, curses, and destructive magics. Hopefully works especially well against Horra's family and Hasvir for a couple of reasons (it's symbolically a symbol of victory over their family, and the second reference is specifically to Horra while the third is specifically to Hasvir).
--[X] Spending 1 Odr and 24 Orthstirr to enhance the crafting process
-[X] (Personal) Spend time with...
--[X] Stigulf Snowbeard
--[X] Bring a tafl game and some food gifts, while playing (with Frenzy), aks questions/discuss
---[X] Most important: Our upcoming trial and if/how we could use Frenzy
---[X] Uses for Frenzy outside of battle, like in social situations, or could it help avoid mistakes while crafting?
---[X] Uses for Frenzy in battle (besides the obvious)
---[X] General advice
-[X] (Visit) Go visit..
--[X] Asvir!
---[X] (Optional) Attend the Thing
--[X] Bring charges against Horra and Hasvir
--[X] Coordinate with the seeress and our own friends and family first, strategizing how we'll do this
--[X] Bring Abjorn and Sten with us.
--[X] Also go shopping if there's time before things kick off (we have a couple of things we could use)

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 a Trick combining Ember-Wing Cloak and Leaping Cleave that compensates for Leaping Cleave's weaknesses 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Hugr itself 29d6
--[X] Undo our internal nalbinding (leaving 12 Pockets for now no matter how well we roll) 1d6
-[X] (Research)
--[X] When investing Odr into Hugr and Composure we will take the same precautions as last time...we will do Composure first, Sten, Steinarr, and Abjorn will be there, Sten will chain us up, and then Abjorn will bear-hug us from behind to hold us in place. We will be completely unarmed (work-knife included). Additionally, for this activity only, we will use shapeshifting to actively reduce our speed and damage (reversing our usual bonuses).
--[X] See how many soul fruits or other small items (like explosive charms, or, more mundanely, mundane fruit or fist-sized rocks) we can store in a single Pocket (we'll try putting them in a bag if that helps) and if we can make them appear in different places when conjured (soul fruit in our mouth, charms in our hands or 10 feet away, shields in the hands of someone next to us, things like that), and how large an item we can fit in one 1d6
--[X] Try investing Orthstirr into a Pocket and see what it does in terms of what can be stored there (can an invested Pocket store more, store better, do something else entirely?) Definitely includes seeing if we can store Frenzy more efficiently this way 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
-[X] (Training) Tricks
--[X] Ask Tryggr what kind of Gale Tricks he actually knows and would recommend. He knows the specific Hugareida better than we do and he's seen us fight, his advice seems relevant. Have him demonstrate so we can get a better idea of what they do, especially in terms of actual attacks.
--[X] Train Recall 1d6
-[X] (Training) Hamr (125 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Bash 1d6
--[X] Train Chop 1d6
--[X] Train Cut 1d6
--[X] Train Pierce 1d6
--[X] Train Throw 1d6
-[X] (Training) Hugr (19 successes to rank up)
--[X] Train Tactics 1d6
--[X] Train Weaponcraft 1d6 (+1 Success from Sten)
-[X] (Training) Fylgja (3 success to rank up)
--[X] Train Fylgja Itself 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 4 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Farmwork, 3 Labor, 3 Overland (37 total)
--[X] 4 Odr and 3/4 Orthstirr to Hugr (depending on whether it goes up)
---[X] 5 Artcraft, 5 Armorcraft, 3 Orthstirr to Barb-Tongue, 4 Odr and 1 Orthstirr to Composure, 6 Housecraft, 3 Management, 4 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, 4 Wordplay, 5 Wildcraft (50 total)
--[X] 1 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 116/115 free for tricks (depending on whether Hugr goes up)

Fylgja:
-[X] (Fylgja Capacity)
--[X] Remove Sidestep

Shapeshifting:
-[X] (Shapeshifting Slots)
--[X] Assign our slots to High-Twitch Muscles, Dense Muscles, and Target-Tracking Eyes
--[X] Assign Fylgja's slot to Sharpened Senses

So, the plan here is bringing charges against Horra and doing stuff to prep for the trial and the fight (anti-magic stuff and seeing how we can utilize Frenzy during the trial).

For Training, I think the Gale-based speed boost is unambiguously good if we can get it (hence the hefty number of dice, though I could be convinced to drop some of those), and we're both trying to level up Hugr and get rid of some Pockets. We're also exploring what we can do with the pockets we're keeping, since that'll give us a better idea of how many we want to keep, and that plus continuing our progression on stuff makes sense. Shapeshifting is for reasons discussed at length.

We also still have one research topic undefined, which I'm sure we can come up for something for.

EDIT: Upon reflection and request, dropped the Gale Trick and most of the nalbinding for more Hugr. This should, on average, get us to Hugr 7 this turn, which would be great for various reasons, and puts off the Gale Trick until after we talk with Tryggr, which makes sense. We'll be doing those two things next turn instead, is the plan.
 
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Also, the revised mechanics for farming. Thoughts? I'm still working on the spreadsheet, so it's not quite ready yet.

Looking at the Farming Mechanics, the only actual problem I see is that there is literally no reason to diversify in terms of animals which seems bad for verisimilitude.

Like, chickens being effectively much cheaper and less effective cows works (eggs instead of milk and so on), but goats and sheep provide wool, which you'd think would mean you could pour more Property into them and get more Goods out (ie: Cows are 5 Goods for 1 Property, Sheep are 3-4 Goods for 1 Property but you can put two Property into them, one for caring and one for shearing...numbers may vary). Pigs are in a weird spot, but I can see them as somewhere between Chickens and Cows on the same scale.

Also! Rules for oxen and how many Property Points they provide seem relevant and appropriate. That would probably also be what horses do mechanically? And what does animal Quality actually do? I'm not seeing an effect.

Property Points also seem like a not ideal name, I'd probably go with Production Points, Management Points, or even Farming Points.

I might see more when I see a list of what different crafting levels cost, but those are what leap out at me.
 
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"Breaking Brittle Bones Brings Battle"
The most obvious interpretation:
If the sentry wearing the charm gets hurt (his bones are broken), alarm is raised and the rest of the camp comes to fight.

The less obvious interpretation:
Using dried bird bones as a trap. If someone steps on them they break, making sound. The sound of the breaking bones alarming the camp -> they come to do battle.

--[X] Ask him more about how being a berserk works, especially about applications in social or mental conflicts and how to make the most of Frenzy in those situations, but also just his general advice and insight into how being one works.
Would you be okay with using a more flavoured version?
--[] Bring a tafl game and some food gifts, while playing (with Frenzy), aks questions/discuss
---[] Most important: Our upcoming trial and if/how we could use Frenzy
---[] Uses for Frenzy in battle (besides the obvious)
---[] Uses for Frenzy outside of battle, like in social situations, or could it help avoid mistakes while crafting?
---[] General advice

Putting Orthstirr into a pocket!
So, you can put orthstirr into the Pockets, but it seems to function in a similar way as when you put orthstirr into your hamr or hugr.

However, as you slip your orthstirr into a Pocket, you notice that the Pocket seems to almost *draw* your orthstirr in, as if it were able to use it for some unknown purpose.

You pull away from the Pocket before it gets a chance. While it doesn't feel particularly dangerous, you'd rather play it safer than just jumping in like a maniac.
 
We can go for Hugr 7 if we want to get an extra dice for the Thing and also Hugr 7 benefits. We would need about 30 training dice to have a 50-50 chance of pulling it off, which we can pull from undoing our internal Nalbinding.

Maybe you're right. I may not have adjusted the plan sufficiently when we got the 16 extra dice...I just tossed most of them into Hugr without thinking about putting the full 30...

We'd need more than just the Nalbinding dice, but only slightly. We'd need to double down on Nalbinding removal next turn, but we could do it in theory as we'd have the dice...

Would you be okay with using a more flavoured version?
--[] Bring a tafl game and some food gifts, while playing (with Frenzy), aks questions/discuss
---[] Most important: Our upcoming trial and if/how we could use Frenzy
---[] Uses for Frenzy in battle (besides the obvious)
---[] Uses for Frenzy outside of battle, like in social situations, or could it help avoid mistakes while crafting?
---[] General advice

I might reorder those a little, but sure.

Putting Orthstirr into a pocket!

I thought we were putting that off because it seemed risky?
 
Maybe researching clearing the fields?

Anyway, it might be wiser to spend an action with Steinarr going over our findings, since things are going to start moving very fast now once we pull the trigger. Just a social action going over his arsenal, his tools, and our countermeasures (Getting him access to the Sealwood Leaves for instance seems very important, as is making him aware of everything we've discovered.)

Things are going to unfold very quickly once we pull the trigger, let's not make sure Steinarr goes in unprepared.
 
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Each plot of farmland produces 12 Goods every Summer at 4 Goods per Turn. Each plot of farmland requires 1 Property Point a turn in order to produce Goods.

Chickens produce 1 Good per chicken per Turn. Goats produce 2 Goods per goat per Turn. Pigs produce 3 Goods per pig per Turn. Sheep produce 4 Goods per sheep per Turn. Cows produce 5 Goods per cow per Turn. Animals can also be sold in exchange for Silver according to their Quality. They all require 1 Point per Turn.
Wait...
A chicken requires as much effort to support per month as a plot of farmland?
Also, having pigs produce goods/turn, rather than being a fatten/slaughter situation, is a bit weird.
...and this suggests that the Most Efficient Farm has all cows and no fields.
Anyway, it might be wiser to spend an action with Steinarr going over our findings, since things are going to start moving very fast now.

I definitely think that taking an action to make sure that everyone knows what's going on with Horra and we have a plan laid out and everything sounds like a Good Idea, assuming they aren't told already
 
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I thought we were putting that off because it seemed risky?
Iirc we put it of for a turn because that is the turn we went into Horras sanctum and reduced our acceptable risk range because it might turn into a "we need everything we can get" fight.

This turn we have not critical fights, so we can use more normal risk approaches.
And this research is very interesting and already noted by Halla to not feel particularly dangerous.
 
And edited in the slightly more formalized plan for Stigulf and the Hugr focus (I got us to 29d6, which is enough, on average).

Maybe researching clearing the fields?

Possible. I'm still reluctant to take the next step there when we know there's a trap coming.

Anyway, it might be wiser to spend an action with Steinarr going over our findings, since things are going to start moving very fast now.

Do we need to? I admit I was sort of assuming we kept him up to date, and could inform him as part of trial prep.

@Imperial Fister do we need a separate action to update our family and friends on what we've found out?

This turn we have not critical fights, so we can use more normal risk approaches.
And this research is very interesting and already noted by Halla to not feel particularly dangerous.

Fair. I'll see what we can do with that, then.
 
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Wait...
A chicken requires as much effort to support per month as a plot of farmland?
Also, having pigs produce goods/turn, rather than being a fatten/slaughter situation, is a bit weird.
...and this suggests that the Most Efficient Farm has all cows and no fields.

I'd presume we're getting more than one chicken per 'chicken'...the production was per 3 chickens in the previous iteration of the rules.

But yeah, pigs doing ongoing production is weird...are young animals part of the Goods animals produce? And making fields a requirement somehow may be correct as a solution to the 'all cows no fields' issue.
 
Wouldn't getting the Seeress to scry or divine for empty grave for more supporting evidence of Horra's grave robbing for Draugar making be helpful. Didn't we include in a previous plan to have the Seeress be in Asvig this winter to witness the Thing.
 
Wouldn't getting the Seeress to scry or divine for empty grave for more supporting evidence of Horra's grave robbing for Draugar making be helpful. Didn't we include in a previous plan to have the Seeress be in Asvig this winter to witness the Thing.

We did. I'll note to talk to her beforehand, though as a woman she can't testify...Halla may be able to testify herself through sheer force of personality and being a warrior, but we're not getting the seeress in without damaging our case.
 
Strategizing with our family and huskarls on what we should be doing once we start the Trial seems very important.
 
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