Wait a damn minute. @Imperial Fister, is that a Sesame Street reference?

It's from a very long-ago post, so it might not be the case:

Nah, it's probably true. Thanks for the reference.

That, at least, is a relief.

it's still going to be messy as hell, of course.

Oh, definitely, but our actual home won't come in for any special attention...well, maybe from Lars and Sharkmouth.

I wonder if it would be possible for us to go to Mikkalgard and join the Guard

In theory? Sure. In practice? We'd have to desert many of our friends and family and would wind up involved in a lot of violence anyway.
 

More next generation, probably. Sigurdr can probably go do that sometime, possibly with his siblings. Or, at least, that's the plan. I was speaking purely of Halla going, not future generations, sorry if that was unclear.

Adult Residents: 6
(Halla: 6, Abjorn: 14, Stigmar: 5, Gabriel: 3, Tryggr+Trausti: 7, Stigr: 5, Kurt+Haydis: 15)
Child Residents: 5
(Asgeirr, Sigurdr, Eyvor, Hallbjorn, Hallbera Kurtsdottir)

Maximum Food Produced/Turn: 17
Total Food Required/Summer Turn: 10
Total Food Required/Winter Turn: 15

@Imperial Fister, these numbers are off. We should have 9 Adult Residents now with Kurt and Haydis, and our Total Food Required per turn should thus be 14 in Summer, 19 in Winter, but this is also not counting our Pot, so our Food Produced should be 20.
 
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In theory? Sure. In practice? We'd have to desert many of our friends and family and would wind up involved in a lot of violence anyway.

I don't really feel like the former counts as a reason? Like, Stigr is a wanderer... and with raids also being a thing, I don't see people taking an issue with us disappearing for a time. Our stay in the Guard wouldn't be permanent, after all. I agree that leaving behind our infant children is a bad idea, though. But I would hate to play as our next character and refuse to join the Guard because of 'deserting' our friends, which I feel paints it in an overly negative light.
 
I don't really feel like the former counts as a reason? Like, Stigr is a wanderer... and with raids also being a thing, I don't see people taking an issue with us disappearing for a time. Our stay in the Guard wouldn't be permanent, after all. I agree that leaving behind our infant children is a bad idea, though. But I would hate to play as our next character and refuse to join the Guard because of 'deserting' our friends, which I feel paints it in an overly negative light.

I was thinking specifically in the context of 'right before we know there's about to be a war', which may have been me reading too much into the question looking back. I agree that going off and joining them wouldn't normally constitute desertion (aside from of small children, as you say)...doing it right before they're gonna be in a war kinda would be.
 
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I mean, the whole bone-ash thing is morbid. But frankly, so are the Norse in general, so...

I'm more concerned about nid or odreng for using enemy people's bones, which I feel like there was some reference to, but I'm not finding it so maybe I'm wrong?

I asked if it would be odrengskapr to use the body of an enemy Norseman for bone ash. Imperial said it would be. Nothing said about dwarf bodies, but I suspect it'd be the same.
 
I asked if it would be odrengskapr to use the body of an enemy Norseman for bone ash. Imperial said it would be. Nothing said about dwarf bodies, but I suspect it'd be the same.

Yeah, if it's odreng for the bodies of the Norse it almost certainly is for Dwarves, too. They speak Norse and don't qualify for Speaking Out of Law, so I think the same standards apply.
 
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I wonder how a revolution would work if Louis XIV could just murderblitz the rioters..
It's Robespierre with a steel chair!

Also cultivation changes with the culture, so things will likely have evened out a little bit over the millennia.
Hmm, I'm guessing something like a warhammer or mace just isn't Norse from this perspective?
Indeed. Neither of those are weapons that the Norse use in NorseQuest, nor were they in use by the real life Norse — as far as I am aware, at least. Blunt attacks were typically used as shame strikes, if they were used at all.
Wait a damn minute. @Imperial Fister, is that a Sesame Street reference?
Mayhap
Hey Halla, what does the Law look like on bodily killing another norseman? Does it start a blood feud?
It can escalate. Still able to be brought to court, but a fine is often the only price you pay
Also, do you know what the custom is on how you should treat people who bodily killed you?
With animosity, unless they paid the fine. In which case, back to normal relations.
Is Geirmund Helskin a Steelfather, and does he lead a warband?
Geirmund Heljarskinn is one of the most powerful men in the viking world and yes, he is a Steelfather.
What do you know about the rumors about Erikaer officiating two weddings here now? Rumors are repuation.
Primarily, the rumors fall into three categories. That Steinarr did something that pleased Erikaer, that Steinarr did something that displeased Erikaer, or that something else is going on.
@Imperial Fister, these numbers are off. We should have 9 Adult Residents now with Kurt and Haydis, and our Total Food Required per turn should thus be 14 in Summer, 19 in Winter, but this is also not counting our Pot, so our Food Produced should be 20.
Good catch, thank you
@Imperial Fister
Hey Blackhand, do you know what dwarves opinion on dead bodies is? If we kill Lurkalings without sunlight, do you think the Ducklings would mind if we take the Lurkaling bodies?
'Myrkheim is a place where nothing can be left to waste. Taking the bodies of your enemies is only to be expected, for food, fuel, furnishings, or what have you. The Ducklings would likely think nothing of it but it would greatly anger the Lurkalings.'

0~0~0

Alright, I believe I have answered all the questions. Voting will be called in an hour.
 
'Myrkheim is a place where nothing can be left to waste. Taking the bodies of your enemies is only to be expected, for food, fuel, furnishings, or what have you. The Ducklings would likely think nothing of it but it would greatly anger the Lurkalings.'

Huh. Interesting, if it's not odreng or nid that might well be worth it. We're already Not Friends, and dwarf bone-ash has to be great for smithing...

Particularly since I can't think of any animals with mythological smithing associations whatsoever.

Alright, I believe I have answered all the questions. Voting will be called in an hour.

I did actually have one other question which seems to have been missed: What are the finalized rules on using Runed items and Capacity? We're fine for this turn but depending on what they are we might need to start taking those into account next turn.

Is it one per item? Do they only take up Capacity when in active use (ie: weapons would only count separately if you're wielding them simultaneously)? How does that work?
 
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I did actually have one other question which seems to have been missed: What are the finalized rules on using Runed items and Capacity? We're fine for this turn but depending on what they are we might need to start taking those into account next turn.
I've decided against that as a mechanic, just doesn't make sense with how Capacity works as a concept
 
Forgive the non-sequitur, but I wonder what kind of person the Seeress' father was? Hasvir was said to be a good man, and everything we've learnt about him seems to support that. So how did the Seeress' father end up on the other side of his blade?

I recall people theorising that her father may have been the person that was behind Drysalt, but I doubt that's the case, as I imagine if she actually was related to the man who had orchestrated the death of nearly everyone in the Valley, she wouldn't be welcome here.
 
Blacksmithing tool is exactly what I was thinking about.
Dwarven bone-ash and heartblood.
The legendary smith creatures used on a smithing tool.
For that I'd honestly push for 9 Odr, something like that must be a rare opportunity.

Yeah, Tools are more generic than that, so we'd use them for other stuff too...but we care most about the smithing and that's what dwarven bone-ash would help most with. 9 Odr is a lot, but I'd be willing to burn it on something like that as well.

I've decided against that as a mechanic, just doesn't make sense with how Capacity works as a concept

Alright then, that works. Is there some other limit on Runes then, or not?
 
Yeah, Tools are more generic than that, so we'd use them for other stuff too...but we care most about the smithing and that's what dwarven bone-ash would help most with. 9 Odr is a lot, but I'd be willing to burn it on something like that as well.
Yeah, if this works out (many ifs, like we can't use the sunlight nuke or they turn to stone) i bet this will become a family heirloom.
 
The dwarves frown upon using sunlight in conflict with one another right? So in normal circumstances, I imagine they wouldn't be fond of us using our new seidr spell against the Lurkalings. But the Lurkalomgs have already used sunlight against them, so would they be alright with us returning the favour?

Also, @Imperial Fister, could I get an answer to whether Sear Diseased Flesh would work on magical diseases?
 
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Yeah, if this works out (many ifs, like we can't use the sunlight nuke or they turn to stone) i bet this will become a family heirloom.

I don't think that would have quite that big an effect for something like this? I guess we should ask, though:

@Imperial Fister would tools or other items made with Dwarven bone-ash be destroyed by sunlight? Or would they just be, like, less effective when used in it? Because we can handle the latter, but the former would be a much bigger problem.

The dwarves frown upon using sunlight in conflict with one another right? So in normal circumstances, I imagine they wouldn't be fond of us using our new seidr spell against the Lurkalings. But the Lurkalomgs have already used sunlight against them, so would they be alright with us returning the favour?

I think that our ability to do that is pretty close to nonexistent while with the Ducklings just due to collateral damage reasons.
 
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Could they not just send us out alone? I don't see why clearing the field would be such a difficulty for them.

I don't have great faith in our ability to navigate the tunnels (likely including traps and such) all on our own for any great distance. This tactic also feels deeply unsporting, which is usually a good sign it's hedging into odreng or nid territory, though not always, I suppose.
 
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