Still would be a good idea to get it unlocked some time so that we can train it and then pass it on to future kids if they need it.

I mean...we do not get unlimited spells. I'm not against additional divination spells, but that one will be last on the list because we can readily duplicate it with a mundane skill which we can also teach to our kids.

We could also ask Erik about it.

If Eric knows anything about Flame Tending Blade, he's likely forbidden from talking about it due to being part of a warband.

Well then I'd support seeing if there's any way to still follow the tracks the regular way, although we should ask IF first since I think there's a decent chance they're gone. Tracking it down to its lair if it has one does not obligate us to get into a fight after all.

It's worth having our fylgja track it down if we spot its tracks again, yeah. Burning actions to do it ourselves runs into the fact that we have a whole lot of actions we need to take.

I think reaching the next realm of cultivation should be something we're aiming for in the near to medium term? If that means investing a bit more into getting the relevant Design Tricks, then I think we should.

We absolutely should. However, we're not gonna be ready in the next three turns no matter what, I don't think, and we don't want to try and advance while pregnant (which we will almost certainly spend most of next year just based on how that works). Which means, in practice, we have a minimum of 9 turns before we can try. We do not need to try and speed through the Design Tricks in order to still get that stuff done in plenty of time to do it as soon as we're recovered from giving birth.

We've also been told OOC by Imperial Fister that the war is probably (not a sure thing, but probably) going to occur after our Vestfold trip, which is likely a turn or two after that 'no longer pregnant' deadline (and was planned so long before that comment), so the likely timeline on that doesn't make this any worse.
 
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I mean...we do not get unlimited spells. I'm not against additional divination spells, but that one will be last on the list because we can readily duplicate it with a mundane skill which we can also teach to our kids.
For the beast it is probably replacable.
For other situations it may actually synergize: Use mundane skills to find one good footprint, then use Seid to deal with "track becomes impossible to follow" (like when the tracks lead to the coast, where they entered a boat; Or when the tracks go towards the town where they are drowned out by all the other tracks)
 
We absolutely should. However, we're not gonna be ready in the next three turns no matter what, I don't think, and we don't want to try and advance while pregnant (which we will almost certainly spend most of next year just based on how that works). Which means, in practice, we have a minimum of 9 turns before we can try. We do not need to try and speed through the Design Tricks in order to still get that stuff done in plenty of time to do it as soon as we're recovered from giving birth.

We've also been told OOC by Imperial Fister that the war is probably (not a sure thing, but probably) going to occur after our Vestfold trip, which is likely a turn or two after that deadline (and was planned so long before that comment), so the likely timeline on that doesn't make this any worse.

If the next realm is anything like our current one, then it is likely that as much as any immediate power upgrade, it unlocks things which make us much stronger after we've been able to spend some time tinkering with them and investing in them. (I.E. Shapecrafting, Alloying, Infusions, etc..) So I think that sure, we don't need to race ahead, but it would be good to have some time to really get established in the second realm? Fair point on the timeframe, but it's not like the Vestfold trip is unlikely to present some dangers either given our track record.

Like, I think that three extra training dice to unlock something quickly rather than incrementally would be a silly reason to deny ourselves an extra six turns spent on fully realising the powers of the second realm.
 
If the next realm is anything like our current one, then it is likely that as much as any immediate power upgrade, it unlocks things which make us much stronger after we've been able to spend some time tinkering with them and investing in them. (I.E. Shapecrafting, Alloying, Infusions, etc..) So I think that sure, we don't need to race ahead, but it would be good to have some time to really get established in the second realm? Fair point on the timeframe, but it's not like the Vestfold trip is unlikely to present some dangers either given our track record.

Like, I think that three extra training dice to unlock something quickly rather than incrementally would be a silly reason to deny ourselves an extra six turns spent on fully realising the powers of the second realm.

We actually literally can't hit the next Realm in 3 turns. We need Odr 81 for that and at 20 per turn it's just not enough. We'll need to start carefully saving if we even want to do it as soon as we recover from giving birth. The extra dice are not a barrier to advancement, the existing barrier is why I'm not inclined to spend the extra dice. Like, it's gonna be 9-10 turns minimum regardless of whether we invest more dice in the Design Tricks, that's just true either way due to other factors at this point.

But we were also warned about rushing too much, so I'd be inclined to wait even if we could do it in three turns. I'd rather take the time to get things right than rush ahead and, y'know, die. One theory that seems very plausible is that realm advancement sends out a beacon and attracts a variety of malevolent spirits from the dark forest to kill us which we then have to fight (references to a tower defense were made). That seems plausible and, if true, then I'd actually like a bit more time to train to fight that than the next three turns are likely to provide. The next nine turns are more promising. That specific theory might not be true, but there's definitely something deeply dangerous lurking at the edge of the next Realm, the only question is what.

Sure, we need power, but the Second Realm is not only a way to prepare to deal with the risks of a war, it is a risk in and of itself, and one we need to prepare for. Personally, I think our odds of dying due to a cultivation-related incident are at least as high as those of dying in a war, and it thus behooves us to prepare accordingly, rather than treating cultivation purely as a preparation for other threats. It does help with that, but it also is a threat in and of itself and must be prepared for in turn.
 
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We actually literally can't hit the next Realm in 3 turns. We need Odr 81 for that and at 20 per turn it's just not enough. We'll need to start carefully saving if we even want to do it as soon as we recover from giving birth. The extra dice are not a barrier to advancement, the existing barrier is why I'm not inclined to spend the extra dice. Like, it's gonna be 9-10 turns minimum regardless of whether we invest more dice in the Design Tricks, that's just true either way due to other factors at this point.

But we were also warned about rushing too much, so I'd be inclined to wait even if we could do it in three turns. I'd rather take the time to get things right than rush ahead and, y'know, die. One theory that seems very plausible is that realm advancement sends out a beacon and attracts a variety of malevolent spirits from the dark forest to kill us which we then have to fight (references to a tower defense were made). That seems plausible and, if true, then I'd actually like a bit more time to train to fight that than the next three turns are likely to provide. The next nine turns are more promising. That specific theory might not be true, but there's definitely something deeply dangerous lurking at the edge of the next Realm, the only question is what.

Sure, we need power, but the Second Realm is not only a way to prepare to deal with the risks of a war, it is a risk in and of itself, and one we need to prepare for. Personally, I think our odds of dying due to a cultivation-related incident are at least as high as those of dying in a war, and it thus behooves us to prepare accordingly, rather than treating cultivation purely as a preparation for other threats. It does help with that, but it also is a threat in and of itself and must be prepared for in turn.

I'm not suggesting we hit in in three turns, sorry, where did that bit come from?

All I'm saying I'd like us to prioritise us getting it sooner, rather than later, and speed up bits where we can speed them up without compromising on quality. We know that actually getting stuff built in our soul can involve significant lead time as well, so let's not add more delays. The point about the risk from cultivation is a valid one but... we're a cultivator, that's the path we've chosen. Absolutely, I agree we should not risk ourselves unnecessarily in cultivating or be super reckless, but ultimately the risk of dying in a cultivation experiment gone wrong is always going to be with us.

Also I can definitely see the argument for not wanting to be pregnant whilst we're playing Bloons Tower Defence in our soul, it puts the baby's life at risk at the very least, but would you mind walking me through the timing on that again? Are we pregnant right now and I forgot, or if not, how do we know when we'll be pregnant in future?
 
I'm not suggesting we hit in in three turns, sorry, where did that bit come from?

All I'm saying I'd like us to prioritise us getting it sooner, rather than later, and speed up bits where we can speed them up without compromising on quality. We know that actually getting stuff built in our soul can involve significant lead time as well, so let's not add more delays. The point about the risk from cultivation is a valid one but... we're a cultivator, that's the path we've chosen. Absolutely, I agree we should not risk ourselves unnecessarily in cultivating or be super reckless, but ultimately the risk of dying in a cultivation experiment gone wrong is always going to be with us.

Also I can definitely see the argument for not wanting to be pregnant whilst we're playing Bloons Tower Defence in our soul, it puts the baby's life at risk at the very least, but would you mind walking me through the timing on that again? Are we pregnant right now and I forgot, or if not, how do we know when we'll be pregnant in future?
We aren't pregnang atm.
While breastfeeding her child Halla doesn't roll for creating new loinspawn. After both Halla and Abjorn roll and add their values each turn, if the value is at least 10 its stork time.
 
I'm not suggesting we hit in in three turns, sorry, where did that bit come from?

Sorry, my mistake, it just seemed like you were suggesting we actually go quicker than 9 turns which sort of requires doing it in three or less.

All I'm saying I'd like us to prioritise us getting it sooner, rather than later, and speed up bits where we can speed them up without compromising on quality. We know that actually getting stuff built in our soul can involve significant lead time as well, so let's not add more delays. The point about the risk from cultivation is a valid one but... we're a cultivator, that's the path we've chosen. Absolutely, I agree we should not risk ourselves unnecessarily in cultivating or be super reckless, but ultimately the risk of dying in a cultivation experiment gone wrong is always going to be with us.

All evidence is that we can get building and stuff done pretty fast if we invest in it. Exact details are unclear but we're two turns into building the fence and from description that's gonna be maybe another two? Definitely not more than three. Getting the Tricks done is four more turns for Utility and five more turns for Residence, and we can start building the same turn we complete them. With the nine turn clock, we would then have a minimum of 5 turns to build Residence stuff and 6 for Utility. That seems entirely sufficient to me, especially since we should be able to spend multiple Research dice to build multiple things simultaneously.

Also I can definitely see the argument for not wanting to be pregnant whilst we're playing Bloons Tower Defence in our soul, it puts the baby's life at risk at the very least, but would you mind walking me through the timing on that again? Are we pregnant right now and I forgot, or if not, how do we know when we'll be pregnant in future?

So, we're not pregnant, but we wean Hallbjorn at the end of the year, at which point, based on how things have gone previously, we probably start rolling for pregnancy again starting in the new year. Those rolls require 10 successes on a combined Hamr roll between Halla and Abjorn...we have 15 dice or more on that combined roll. We're, uh, very likely to get pregnant there very quickly. It's not technically a sure thing, but it's the way to bet by a lot that it'll happen within the first couple of turns. And, for rules simplicity (and possibly magic!) all babies are born at the end of the year, so once we're pregnant, we're pregnant for the rest of the year.

We could try and just not get pregnant, but honestly, I'm skeptical that we the Questers can stop Halla from doing so...those rolls continued even while we were out raiding last time and a lot of references have been made to her being very invested in both the process and the result. We also need to have additional kids some time and now seems as good a time as any.
 
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Summer 8/Turn 3 Part 2
[X] Training Dice: The next time you encounter Hooknails, you will have to fight him. However, you'll gain an extra 12 training dice until that time comes.
[X] Refined Semi-Halting Vortex: A field modification of Halting Vortex that sacrifices stopping power for reusability and mobility. If an enemy trick has more orthstirr, then Semi-Halting Vortex fails.

[X] Plan Recovering From That Whole Thing
-[X] (Crafting) Try to make something
--[X] Tools for ourselves (+11 successes from Tools/Workshop)
--[X] Use bone ash from salamanders if we can arrange it (hoping to draw on their symbolic connection to fire and maybe regrowth for smithing)
--[X] Switch Forgefire Slots to Dice before starting and back to damage afterwards
--[X] Spending ****9 Odr**** and burning Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process.
-[X] (Playdates) Set up a playdate between one/multiple of your kids and one/multiple of other kids. (Write in)
--[X] Inviting the Henrik-Helga (Coast Family) and Klaus-Kjaran-Kadrina (Coast Family) families
--[X] Suggesting our kids spend particular time with Helga, Klaus, and Kadrina
--[X] Adding 3 Reward Dice to how well our kids get along with them courtesy of [@Shard](https://forums.sufficientvelocity.com/members/6983/)
-[X] (Wavedancer) Check out your new ship!
-[X] (Exploration) Go on a walk through...
--[X] The hills!
---[X] (Optional) Send your fylgja in your place (Does not cost an action)

-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Learn Time Heals All Wounds
--[X] Learn a seidr spell for finding a person
--[X] Talk about the Hading Witch and needing to confront her and ask for whatever defensive spell would best protect us from her magic (this might get either a specific spell or a list, either would be okay)
-[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 Clearwater 5d6
-[X] (New Tricks)
--[X] Train Forge Weld 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and train a combination of Reinforce Shield and Kindle Spinner that acts as Reinforce Shield but explodes with fire and damages the attacker when broken (should be an Ignition Trick) 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and train a fire-based Trick for multiple weak attacks in a single trick to eat through multiple ablative defenses (maybe with Emberwind? Wed prefer Ignition, if possible, but it may not be) 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Try and work on merging our _Flashfire Cleave_ and _Sparkbomb_ Tricks into a single finishing move, hitting extremely fast and hard, at the cost of needing to "stoke" as we fight 2d6 (1d6) (+1 Success from Born of Fire)
---[X] Suggested name is 'Blood-Stoked Sword Flame' (though some of us might prefer something simpler) and spending 1 Reward Die courtesy of [@Skippy](https://forums.sufficientvelocity.com/members/166/) to help ensure the final version works as intended.
--[X] Train 'Residence' Design Skill-Trick 1d6
--[X] Train 'Utility' Design Skill-Trick 1d6
-[X] (Research)
--[X] Continue working on our soulscape's fence (hopefully with new insight from Security) 1d6 + 2 Reward Dice courtesy of [@Alectai](https://forums.sufficientvelocity.com/members/391/)
--[X] Begin actually setting up our soulscape's land as a farm 1d6
--[X] Investigate the Dwarven grove and stone and compare it to our own cultivation site to see what's different and how we could improve our own site 1d6
--[X] Move one of our Frenzy from our Fasts to Pockets, use the empty Fast to experiment with putting Tricks in it and see how that works (in particular, does it get around the main downside of Folded Tricks by putting, like, a 4Fold Trick in it and releasing it instantly), starting with non-damaging Tricks and lower Folds before moving on to bigger and scarier stuff 1d6
--[X] Try alloying Sword and Standstill (Peacebond?) 1d6
--[X] Try alloying Sword and Ignition 1d6
--[X] See if we can apply the principles behind Recall to make another Trick operate at range (ie: make a Kindle Spinner appear 100 feet away in the first place rather than throwing it) and if channeling it through different thematically fitting materials (ie: Ashen Kiss for Kindle Spinner) makes any difference 1d6
--[X] Try practicing the body switch trick with Blackhand to throw of enemy tactical analyses, especially from berserks 1d6
-[X] (Drifa) Teach Drifa some of your tricks
--[X] Continue our basic combat curriculum 1d6
--[X] Discuss with her when it is and is not appropriate to aim for the groin
-[X] (Training) Solo Seidr Training
--[X] Train Abjorn in Eye-Speech 3d6
--[X] Quickest Stitch 1d6 x
--[X] Draw Poison 1d6 x
--[X] Sear Diseased Flesh 1d6 x
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Consult with Halfdan, see if he knows any good Atgeir Hugareida Tricks and what they might be.
--[X] Train Halting Vortex 1d6 x
--[X] Train Mire Ward 1d6 x
--[X] Train Slipstream 1d6 x
--[X] Train Gale Spear 1d6 x
--[X] Train Sword Guard 1d6 x
--[X] Train Sword Strike 1d6 x
-[X] (Training) Tricks
--[X] Talk to Sten about how to make Jewelry and how to Decorate weapons
--[X] Train Fast Recall 1d6 X
--[X] Train Sharpen 1d6 x
--[X] Train Focus Guard 1d6 X
--[X] Train Sowing Sight 1d6 x
--[X] Train Harvesting Sense 1d6 x
--[X] Train 'Security' Design Skill-Trick 1d6 X
--[X] Train 'Stealth' Wildcraft Skill-Trick 1d6 x
--[X] Train 'Jewelry' Artcraft Skill-Trick 1d6 (+1 Success from Sten) x
--[X] Train 'Decorate' Artcraft Skill-Trick 1d6 (+1 Success from Sten) x
-[X] (Training) Hamr (120 successes to rank up)
--[X] Train Hamr itself 1d6 x
--[X] Train Farmwork 1d6 x
--[X] Train Labor 1d6 x
--[X] Train Defend 1d6 x
--[X] Train Dodge 1d6 x
--[X] Train Shoot 1d6 x
--[X] Train Strike 1d6 x
-[X] (Training) Hugr (58 successes to rank up)
--[X] Train Hugr itself 1d6 x
--[X] Train Artcraft 1d6 (+1 success from Sten) x
--[X] Train Design 1d6 x
--[X] Train Management 1d6 X
--[X] Train Strategy 1d6 X
--[X] Train Silver-Tongue 1d6 x
--[X] Train Tactics 1d6 x
-[X] (Training) Fylgja (29 success to rank up)
--[X] Train Fylgja Itself 1d6 x
--[X] Train Command 1d6 X

-[X] (Work Dice Usage)
--[X] Construction: Workshop 4-5 (16 Total),
--[X] Buildings: 6 Quality, 1 Living Space, 0 Storage, 5 Workshop (12 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Conversion: Spend for 2 Research Dice (4 Total)
--[X] Use 5 Meat-Keeping Sticks for extra Food storage

-[X] (Orthstirr Usage)
--[X] **16 Odr** and 2 Orthstirr to Hamr
---[X] 4 Chop, 3 Defend, 4 Dodge, 4 Glima, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 3 Strike, 3 Shoot, 2 Farmwork, 3 Labor, 3 Overland (45 total)
--[X] 2 Orthstirr to Hugr
---[X] 5 Artcraft, 5 Armorcraft, 3 Barb-Tongue, 1 Composure, 3 Design, 6 Housecraft, 4 Management, 4 Scouting, 3 Silver-Tongue, 5 Sailing, 4 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (60 total)
--[X] 2 Orthstirr to Fylgja
---[X] 4 Command
--[X] 1 First Impression
--[X] 435 free for tricks

-[X] (Assign Hugareida Levels)
--[X] Assign 2 Forgefire Levels to Damage
--[X] Assign 1 Emberwind Level to Damage
--[X] Assign 3 Standstill Levels to Instances
--[X] Assign 2 Ignition Levels to Dice and 1 to Damage
--[X] Assign 1 Campfire Level to Instances
0~0~0
Salamander Tools (Hugr (Housecraft): 6x2, 5x4, 4x3, 3x2, 2x4-4, 1x3-3)17+2(Odr)+14(Aspects, Tools, Workshop)=33 Successes. Upgraded to Wondrous
Finding salamander bones wasn't the hard part, not at all. What was the hard part was finding enough for an entire set of tools! Salamanders aren't exactly all that big, you know!

Regardless, you still managed it. Though many newts tragically gave their lives, it was for a good and noble cause! Namely, better tools!

Hooray!

You laugh as you watch the painstakingly-acquired bone ash settle into the iron mix.

A few hours later, you're left with a rather nice set of tools. Very, very fine tools. So fine that you wouldn't wait a heartbeat to call them Wondrous!

The set of Wondrous Forged Iron tools hum in your hands. Barely a few minutes old and yet they already yearn to be put to work. As you test them against bits of heated-up scrap, you find that you have a much easier time fixing it up. Easily double the tempo!

All in all, this was a very good investment!

(Wondrous Forged Iron+Salamander Bone Ash Toolset added to Inventory)
0~0~0
(Asgeirr's Personability: 2)1+3(3 Dice from Asgeirr being Asgeirr)-1(Reward Dice)=3 Failures. (Sigurdr's: 6, 6, 5, 6)8x2(Max Success)x2(Friendly)+1(Reward Dice)=33 Successes. (Eyvor's: 2, 3)1+2(Reward Dice)=3 Successes (Hallbjorn's: 3, 6, 5)5x2(Friendly)=10 Successes
The playdate was nearly an unmitigated disaster and it was only thanks to Sigurdr's near instant befriending of everyone in attendance — adults and horses included! — that a feud didn't spark between your family and the family of Henrik Hjalmisson.

Seriously, it was bad. Asgeirr broke Henrik's nose with a damned punch. Blood got on his clothes, on his face, and all over the ground. It got everywhere.

Something like that happening while they were guests under your house? Utterly unforgivable.

Except, apparently, Sigurdr can hold a conversation well enough with an adult several times his age that he's able to smooth things over. Where did he even learn how alcohol is made?! You certainly haven't taught him anything about that!

Fortunately, while Asgeirr's burnt bridges with Hjalmir Broadbeard's family, the actions of Sigurdr soothed them enough that, maybe with enough time and effort, you might be able to mend them. Not only that, but he and Kadrina Agvaldsdottir seem to have made some sort of connection. They're both far too young to know, but the chemistry is there.

Plus, Hallbjorn and Helga Hjalmisdottir hit it off quite well, which will certainly make repairing relations easier in the future. She was already asking when the next playdate would be while they were leaving!

Unfortunately, Eyvor spent most of her time steadily ignoring the going-ons. She stayed long enough to give her name and her age, but soon wandered off to play with the puppies Steinarr had gifted you for the solstice. At least she didn't make any enemies!

...Oh well, you can't win them all.

(Sigurdr and Kadrina Agvaldsdottir have great chemistry! This could very well blossom into something more as they age and spend more time together!)
(Sigurdr, despite the actions of Asgeirr, also managed to make friends with nearly everyone in attendance!)
(Hallbjorn and Helga Hjalmisdottir have hit it off! Friendship is almost assured!)
0~0~0
Exploring the Wavedancer
The Wavedancer is a beautiful craft, all proud curves and strong wood. A dragon's head curls up with a powerful snarl on its eager face. It desires nothing more than to roam across the world and sail to all that there is to sail to.

As you run your hands across the prow — near which a deadly-looking ram sits burrowed in the pebble beach — you pass row after row of rowing bench-chests, all ready to receive their charges and their cargo. Simple locks secure the chests, with each container having two keys, both of which are currently in your possession.

The sail is a grand piece of art. In swirling lengths of red, yellow, and black, it tells the story of how the Wavedancer earned its name. A deadly storm, a sea-beast, and waves higher than the ship is tall. Yet even when faced with such long odds, the Wavedancer was up to the task. It waltzed between the threats as it rode the waves to safe harbor, losing not a single of its crew to waves, storm, or monster — except for the helmsman, who gave his to guide the vessel through the storming sea.

The death of the helmsman saw the Wavedancer master-less, as the helmsman had no kin to lay claim on the beauty. As such, it went to the Jarl of Jurgdby, who then gifted it to his relative, Headsman Dorri Rattlespear.

And now, after changing many hands, this wondrous ship is yours.

But as you reach the stern, that's when you notice something carved into the finely polished wood of the tiller. It's not well-done or even particularly good at all, but even though the letters are rough, carved by a shaky, desperate hand with a dull, sub-par knife, the runes are legible all the same.

'Net-Holder, See Us Safely-' The rest of the rune phrase was never completed, likely one of if not the last act of the now deceased helmsman. The helmsman probably colored it with his blood, like as not, when he realized he wasn't going to be able to finish carving.

The runes, even half-finished, still work. Which means that you'll have to be careful if you want to ever activate them.

You briefly consider removing them, but instantly discard the grimy thought. It just wouldn't be right to desecrate the helmsman's final act like that.

0~0~0
Exploring the Hills (Hamingja: 6x4, 5x2, 4x5, 3x2, 2x1, 1x3) 15 Successes
Your owl circles high in the sky as it overlooks a rather strange looking sight. In an infant valley formed by a stream nestled between two small hills is a patch of glistening clay. The clay seems to sparkle and shine, a glittering bauble in the late-summer sun.

This has potential!

...Now you just need to figure out what that potential is...

0~0~0
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Playdates) Set up a playdate between one/multiple of your kids and one/multiple of other kids. (Write in)
[ ] (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) (Unavailable)
[ ] (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 (Unavailable)
-[ ] Vidby, Vidar's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a solid chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Hasviby, Hasvir's Farm
-[ ] Halfdanby, Halfdan's Farm
[ ] (Exploration) Go on a walk through...
-[ ] The fields!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
-[ ] The Hading!
--[ ] (Optional) Try to find those bandits you heard about
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
-[ ] The hills!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
-[ ] The Fjord! (High Chance of Combat)
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
-[ ] The Coast!
--[ ] (Optional) Send your fylgja in your place (Does not cost an action)
[ ] (Battle) Go and attack somewhere...
-[ ] Nothing, as far as you are aware, is available at the moment
0~0~0
Training: You have 59d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Seeress) Learn seidr with the Seeress (Only available during Summer)
-[ ] Write in up to 3 things to request of her
[ ] (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 (119 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (57 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (28 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
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Orthstirr Available: 553
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
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Fylgja Capacity: 6/8
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
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Equipment/Capacity/Shapeshifting/Alloy/Pocket/Whatever 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)
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Property Management: You have 74 Work Dice Available
How do you want to use them?
[ ] Write in
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AN: Not much to say here

25-minute moratorium.
 
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(Asgeirr's Personability: 2)1+3(3 Dice from Asgeirr being Asgeirr)-1(Reward Dice)=3 Failures. (Sigurdr's: 6, 6, 5, 6)8x2(Max Success)x2(Friendly)+1(Reward Dice)=33 Successes. (Eyvor's: 2, 3)1+2(Reward Dice)=3 Successes (Hallbjorn's: 3, 6, 5)5x2(Friendly)=10 Successes
If we are using Crafting tiers, then Sigurds successes are "Mastercraft" tier.

The playdate was nearly an unmitigated disaster and it was only thanks to Sigurdr's near instant befriending of everyone in attendance — adults and horses included! — that a feud didn't spark between your family and the family of Henrik Hjalmisson.
Adults and horses.
Sigurd made friends with the horses.
Except, apparently, Sigurdr can hold a conversation well enough with an adult several times his age that he's able to smooth things over. Where did he even learn how alcohol is made?! You certainly haven't taught him anything about that!
Starting to sound like a main character.

Kadrina - Age 2, Sharp, Charming, Rowdy (Unstoppable Potential)
So the one he has great chemistry with has "Unstoppable Potential", is keen of mind, is charming, and as someone rowdy should be able to deal with adventures well. That would fit great with our hope for him.
 
Well. Asgeirr having trouble making friends is...not unexpected even if it is unfortunate. At least everyone likes Sigurdr. Maybe take a slight break from playdates for a turn...

@Imperial Fister is there anything we could do to get Asgeirr to, like, not do that next time? A lecture on company manners or something?
 
@Imperial Fister is there anything we could do to get Asgeirr to, like, not do that next time? A lecture on company manners or something?
After all was said and done, Asgeirr said that Henrik said bad things about you and Abjorn. So he did what felt right at the time.

You can try to teach him that sort of thing, but this is Asgeirr we're talking about. It might be best to do one-on-one playdates with him.

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Voting is now open
 
So how about using Sagaseeker's orthstirr to upgrade Halla's armory pocket? Should probably be done with the pocket emptied or else containing Sagaseeker.
 
Okay, so, plan. Basically, we need more Food if we want to use it in trade or establish a good stored food supply, so we need a better Pot, and that applies every turn so the sooner the better. We also need to deal with the Hirkir/Hasvir situation for good. So we will. And finally...let's see how high the mountain we have to climb really is by sparring with Steinarr.

Training mostly continues stuff, plus research topics and new Atgeirr tricks as dicussed, it also invests some dice in Clearwater and Fylgja, and starts in on a few 'mundane' tricks we could really use (Long-Lunge and Backstep have been mentioned previously...the former gives us a more basic Pierce Trick plus extra reach can be very good, and Backstep is a perfect dodge defense similar to Sidestep which would let us have either it or Sidestep in our Fylgja at all times, which seems like a good safety net), plus a basic ranged weapon Trick for use with the bolt-thrower. Work Dice mostly just expands our storage space, which is likely needed.

[X] Plan Sparring With Steinarr
-[X] (Crafting) Try to make something
--[X] Forged Iron Pot (+15 successes from Tools/Workshop)
--[X] Add runes to it saying "What is cooked in this pot will be healthy to eat."
--[X] Add the bone ash of a particularly tasty sheep to the forging
--[X] Switch Forgefire Slots to Dice before starting and back afterwards
--[X] Burning Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process
-[X] (Visit) Go visit...
--[X] Hasviby, Hasvir's Farm
--[X] Tell him we have, kind of accidentally, probably found the location of Hirkir and would happily go with him to retrieve his brother
--[X] We are not going alone but with multiple comrades (probably Abjorn, Stigmar, Tryggr, and Trausti)...if asked why we brought them we can mention Hooknails and the possibility of people from Rogaland being about, and also that the place we're going is further into the Hading which is never perfectly safe
-[X] (Violent) Pick a fight or spar with...
--[X] Spar with Steinarr
--[X] Ask him about Flame-Tending Blade at some point before or after if we can arrange it...there's something weird there that he might know about.
-[X] (Exploration) Go on a walk through...
--[X] The fields!
--[X] Try and find additional tracks from the six-toed creature and maybe what it is and where it lives.
---[X] (Optional) Send your fylgja in your place (Does not cost an action)

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 Heat Hold 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Forge Weld 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Explosive Reactive Armor 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Fireside Barrage 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Flame Tending Blade 2d6 (1d6) (+1 Success from Born of Fire)
---[X] Try and figure out what makes it different from our other Tricks.
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6
--[X] Train a Bash Trick for stunning an opponent 1d6
--[X] Train a Shoot Trick focused on high damage available at long ranges 1d6
--[X] Train an Atgeir Hugareida Trick for forced movement, hopefully forcing the target to go wherever we like 1d6
--[X] Train an 'Atgeir Guard' Hugareida Trick like Sword Guard but designed to work to defend either us or someone else 1d6
--[X] Train an Atgeir Hugareida Trick to counterattack anyone who attempts to attack through the 'Atgeir Guard' Trick above 1d6
--[X] Train Clearwater 4d6
--[X] Train Fylgja Itself 4d6

-[X] (Research)
--[X] Continue working on our soulscape's fence 1d6
--[X] Continue setting up our soulscape's land as a farm 1d6
--[X] Try and figure out what the weird tooth necklace does 1d6
--[X] Try and use Recall like a bow to propel a Trick and see how that works 1d6
--[X] Try and experiment with using Recall and/or seidr and the above Tricks channeled through different materials (ie: try and use it to throw a Kindle Spinner while doing it through Ashen Kiss) 1d6
--[X] Invest 10 Orthstirr into a Pocket and try and make a dedicated Brewery Pocket...see what we can do with that 1d6
--[X] Investigate our physical farm for anything that might be causing a spiritual blockage at our metaphorical gate (ie: our cultivation spot) 1d6

-[X] (Drifa) Teach Drifa some of your tricks
--[X] Continue our basic combat curriculum 1d6
-[X] (Training) Solo Seidr Training
--[X] Quickest Stitch 1d6
--[X] Draw Poison 1d6
--[X] Sear Diseased Flesh 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
--[X] Train Mire Ward 1d6
--[X] Train Slipstream 1d6
--[X] Train Gale Spear 1d6
--[X] Train Sword Guard 1d6
--[X] Train Sword Strike 1d6

-[X] (Training) Tricks
--[X] Talk to Sten about how to make Jewelry and how to Decorate weapons
--[X] Train Sharpen 1d6
--[X] Train Focus Guard 1d6
--[X] Train Sowing Sight 1d6
--[X] Train Harvesting Sense 1d6
--[X] Train 'Residence' Design Skill-Trick 1d6
--[X] Train 'Utility' Design Skill-Trick 1d6
--[X] Train 'Stealth' Wildcraft Skill-Trick 1d6
--[X] Train 'Jewelry' Artcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Decorate' Artcraft Skill-Trick 1d6 (+1 Success from Sten)

-[X] (Training) Hamr (119 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Farmwork 1d6
--[X] Train Labor 1d6
--[X] Train Defend 1d6
--[X] Train Dodge 1d6
--[X] Train Shoot 1d6
--[X] Train Strike 1d6
-[X] (Training) Hugr (57 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Artcraft 1d6 (+1 success from Sten)
--[X] Train Design 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Tactics 1d6

Work Dice:
-[X] (Work Dice Usage)
--[X] Construction: Storage 2-4 (12 Total),
--[X] Buildings: 6 Quality, 1 Living Space, 1 Storage, 5 Workshop (13 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Crafting: Make 1 Meat Keeping Stick (2 Total)
--[X] Conversion: Spend for 3 Research Dice (6 Total)

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 2 Orthstirr to Hamr
---[X] 4 Chop, 3 Defend, 4 Dodge, 4 Glima, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 3 Strike, 3 Shoot, 3 Farmwork, 4 Labor, 3 Overland (47 total)
--[X] 2 Orthstirr to Hugr
---[X] 5 Artcraft, 5 Armorcraft, 3 Barb-Tongue, 1 Composure, 3 Design, 6 Housecraft, 4 Management, 4 Scouting, 3 Silver-Tongue, 5 Sailing, 4 Strategy, 4 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (60 total)
--[X] 2 Orthstirr to Fylgja
---[X] 4 Command
--[X] 1 First Impression
--[X] 425 free for tricks

Capacity:
-[X] (Capacity Slots)
--[X] Unassign Forge Weld, assign Time Heals All Wounds

So how about using Sagaseeker's orthstirr to upgrade Halla's armory pocket? Should probably be done with the pocket emptied or else containing Sagaseeker.

This was originally in the last plan, but there were concerns and objections. We should probably still try it eventually, but I'm willing to do a bit more experimentation with Sagaseeker first.
 
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So after a quick google, I found Ràn, a goddess of the sea who uses her net to drag sailors into the depths. I'm thinking we should fix up those runes and finish it with something like:

'Net-Holder, See Us Safely Away From Your Reach'
 
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