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So, with all this sorted out, how does Seidr work, mechanically @Imperial Fister , and do we get some Training Dice from the Seeress to learn it? Are they just Weird Tricks or is it a separate sub-system?
When talking to the Seeress, you have a portion of 'time slots'. You can spend one time slot to learn one seidr spell, ask a question, or get a small selection of spells to practice and learn on your own — which is done through either Researching it or just normal trick, I'm still a bit undecided on that.

You'll have an opportunity every turn in Summer to talk to the Seeress, though I'm still playing around with that.
Will we have time to do anything else if we get breadsticks? Because we 100% need to go livestock shopping.
You'll have enough time to do one thing after it, everything else will be verging on night time

And we all know that the night is full of danger
Clever clever

Have a Reward Dice
 
She has no idea what you're talking about with blessings.
Ah crap, messed up the question, opposite of curse...
Meant things lilke the fertility spell... Beneficial high Seidr and Seidr with longer lasting positive effects would probably have been the better wording.
But if that is always spirits based or if there are other kinds, and how many ways there are to work with spirits is something she will probably tell us when we get there.
 
When talking to the Seeress, you have a portion of 'time slots'. You can spend one time slot to learn one seidr spell, ask a question, or get a small selection of spells to practice and learn on your own — which is done through either Researching it or just normal trick, I'm still a bit undecided on that.

Okay, did we get a starter package then? Or was this just a "Basic Infodump to unlock the system at all" action?
 
When talking to the Seeress, you have a portion of 'time slots'. You can spend one time slot to learn one seidr spell, ask a question, or get a small selection of spells to practice and learn on your own — which is done through either Researching it or just normal trick, I'm still a bit undecided on that.
Oops.
Guess I screwed that up.
Looking forward to next meeting.
 
Clever clever

Have a Reward Dice

Nice

It also gives us a Path to Victory--namely, establishing New Traditions and Customs that include proper Trials as part of it, so the Enemy doesn't get to just move first and go "Okay, I'll administer your trial, you need to defeat ten juvenile dragons with a toothpick, here they are, have fun"
 
When talking to the Seeress, you have a portion of 'time slots'. You can spend one time slot to learn one seidr spell, ask a question, or get a small selection of spells to practice and learn on your own — which is done through either Researching it or just normal trick, I'm still a bit undecided on that.

You'll have an opportunity every turn in Summer to talk to the Seeress, though I'm still playing around with that.

Interesting. We probably want to burn most of these actions on learning spells directly (our Training Dice are busy enough as it is!), but getting one 'package' of spells to learn from as well would make sense...

You'll have enough time to do one thing after it, everything else will be verging on night time

And we all know that the night is full of danger

Check. Breadsticks, livestock, and then home. Seems good.
 
Okay, did we get a starter package then? Or was this just a "Basic Infodump to unlock the system at all" action?
This is a basic infodump action, but you can absolutely play around with the stuff mentioned here— like the fertility spell and Eye-Talking — using Research Dice. Heck, you could even do your own experimenting with spells if you so desired.
 
This is a basic infodump action, but you can absolutely play around with the stuff mentioned here— like the fertility spell and Eye-Talking — using Research Dice. Heck, you could even do your own experimenting with spells if you so desired.

Of course.

On further thought, this line of thoughts tells me that we need to line things up to get the maximum possible impact out of our Disclosure. Just telling people isn't going to be enough, because that just adds a few more people to the table, who each have to subsequently take a Trial to tell anyone else.

No.

What we have to do is perform Disclosure in such a way that The Enemy loses claim to that specific Disclosure.

That's what the importance of Writing is. We need to create the Norse System's First Proper Cultivation Manual, and the rudiments of its First Sect, complete with a great trial to gain the right to study its Lore.

And then we need to Win the Disclosure, and repeat that method in the future, because the Enemy's already lost his claim as long as the rest of the Trial is suitable. We paid the price to pass the knowledge on, and the Trial we set pays the price for people to be allowed to study from that same lore. The Enemy no longer gets a say in the matter because we've sorted it all out ourselves.
 
Of course.

On further thought, this line of thoughts tells me that we need to line things up to get the maximum possible impact out of our Disclosure. Just telling people isn't going to be enough, because that just adds a few more people to the table, who each have to subsequently take a Trial to tell anyone else.

No.

What we have to do is perform Disclosure in such a way that The Enemy loses claim to that specific Disclosure.

That's what the importance of Writing is. We need to create the Norse System's First Proper Cultivation Manual, and the rudiments of its First Sect, complete with a great trial to gain the right to study its Lore.

And then we need to Win the Disclosure, and repeat that method in the future, because the Enemy's already lost his claim as long as the rest of the Trial is suitable. We paid the price to pass the knowledge on, and the Trial we set pays the price for people to be allowed to study from that same lore. The Enemy no longer gets a say in the matter because we've sorted it all out ourselves.
And creating all these institutions is the final part of Norse Cultivation: Memory is Forever. Institutional memory is forever.
 
What we have to do is perform Disclosure in such a way that The Enemy loses claim to that specific Disclosure.
That is probably how shapecrafting/berserkr were won from the enemy.
And I'd bet Seeresses were won from the enemy, too.

Hey Blackhand, is the existence of Seeresses something that was won from the enemy?


Interesting. We probably want to burn most of these actions on learning spells directly (our Training Dice are busy enough as it is!), but getting one 'package' of spells to learn from as well would make sense...
One could argue that we should reorganize our training dice.
Roughly earmark 1/3 for combat stuff, 1/3 for Seid, 1/6 exploratory research, 1/6 for generell life stuff (anything not fitting prior cateogies)
 
What we have to do is perform Disclosure in such a way that The Enemy loses claim to that specific Disclosure.

That's what the importance of Writing is. We need to create the Norse System's First Proper Cultivation Manual, and the rudiments of its First Sect, complete with a great trial to gain the right to study its Lore.

And then we need to Win the Disclosure, and repeat that method in the future, because the Enemy's already lost his claim as long as the rest of the Trial is suitable. We paid the price to pass the knowledge on, and the Trial we set pays the price for people to be allowed to study from that same lore. The Enemy no longer gets a say in the matter because we've sorted it all out ourselves.

The trail would need to be something potentially lethal. Like perhaps an Orsthir requirement or a petty raid in the vein of the Iron walk that Vikingr go through (perhaps vs mosters or an errant or surviving a knight). Perhaps if we want to leave a path for non-combatants a trail of creation in quality or quantity for their intended field.

Probably would need to include weaving, farming, and other household classes as a part of the ciriculum.
 
If Odr powers Seidr and Fasts store Odr does that mean there are some crazy Witches able to unleash hell with spells, its just really rare to have all the ingredients?
 
One could argue that we should reorganize our training dice.
Roughly earmark 1/3 for combat stuff, 1/3 for Seid, 1/6 exploratory research, 1/6 for generell life stuff (anything not fitting prior cateogies)

I mean, free spells are, like, 14 free Training Dice on the turns we get them if she just auto-trains us in one spell per, assuming they work like normal tricks (which is admittedly unclear). That's great and should be taken as often as we can arrange.

But in terms of training what spells we do decide to learn on our own, we have not yet had any seidr spells actually offered that are worth investing anywhere close to that many dice (which would be 15 dice per turn, for reference). We certainly want some (Eye Speech is great and well worth a die a turn until we get it...it's not worth more, IMO), but I don't know if we want them more than, like, our farming training or our plethora of combat Tricks, and I certainly don't know if we want more than the few we can easily grab from her directly to defend us. We need to come up with a list and then work it. I'm not against putting some dice every turn into seidr (I'm all for it), but 15 would be wildly excessive.

Like, so far, Seidr spells we want:

-Eye Speech (which we'll research on our own)
-Defense against evil magic and possessing spirits
-Healing (both damage, and poison and disease...probably separate spells)
-Some sort of spiritual attack against possessing spirits?
-Something to help with traveling underground (we should've asked about this, but we forgot)

What else do people have in mind?
 
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The energy is naturally chaotic and, when introduced to a space as naturally orderly as the soul
So Odr is in truth the raw energy of creation. Raw creative energy of possibility.

Which means.. you can use it to make anything. If you know how to.
"maybe if you sacrificed the right things, you might be able to convince the Nornir to let you have more children than you otherwise would."

"Thank you." Your mind is already swimming with possibilities.
Halla: Hey Abjorn, I've just started on learning Seidr! It's really exciting stuff!
Abjorn: Oh?
Halla: See, I found out about fertility rituals..
Abjorn: Um.
Halla: And apparently, if I offer up the right sacrifices, I might convince the Nornir to let me have more children than normal-
Abjorn: Uh.
Halla: Obviously, I'd have to test their efficacy to be sure I'm doing it right-
Abjorn: Pales.
 
When talking to the Seeress, you have a portion of 'time slots'. You can spend one time slot to learn one seidr spell, ask a question, or get a small selection of spells to practice and learn on your own — which is done through either Researching it or just normal trick, I'm still a bit undecided on that.

Hmmm. Thinking about this again, maybe treat Seidr spells like Skill-Tricks? 6 successes needed and you either have them or don't? That seems to mesh better with how they've been presented and described thus far than treating them as conventional Tricks would.
 
What else do people have in mind?
Finding people Seidr.
Like originally the "return axe to its original owner".
But also finding the guy we are bound to fight to the death.
Or like Akis soul. (Assuming those would fit a similar spell with different levels of investments.

Crafting our own spells that fit the situation.
(Like maybe make something from three fireberries for longer/stronger boost)

Generally I'd say we have to learn a bit to learn all the possibilities.

Shapecrafting seems to be Seidr for permanent shapeshifting, maybe Solrun can teach us the beginnings.
 
You know for rights of Disclosure we may need to form a holy order or do something similar to the christians. And then set the trail and/or sacrifice to an appropriate level. Swearing to a holy order is essentially sacrificing a part of your life to follow a specific path.
 
What's a price appropriate to learning Odr? Obviously, being attacked by a ton of monsters/warriors that will smash you to paste is the 'maximum' price The Enemy can attempt to inflict. Killing Horra (or Hasvir) were both 'appropriately' priced, but not strictly the minimum. And there's no reason why we couldn't let them take a trial communally - Norse cultivation is communal, after all. Would the quest to kill Horra have still worked if we had asked for Abjorn to be taught as well?

Can we teach Abjorn Eye-Speak? This is mostly so Abjorn can talk to Blackhand. Which would be hilarious. But it would also be useful for other practical reasons.
 
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So I think what happens with the energy beyond the gate and us weaving our aspects together is that we are 'imprinting' our aspects onto the Odr, making it ours?
 
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