-[X] Major Action: Finish the Main Hall Using, my Kunna, and wood crafting to replace the need for nails with joinery techniques.
Grimfari Jarl thanks you for your efforts and offers his belt and belt-knife as payment. His belt is made of sea-beast leather and is hardened against the rigors of the sea. His knife is made from Searing Iron and has sea glass embedded in the hilt, runes of good grip carved upon the handle.
+3 Ordstirr
+Good, the Hall has been completed
-[X]Major Action: Search for viable livestock
One day, while taking a walk along the coast, you stop and stare as fish climbs upon the land. Four muscular limbs end in human-like hands as it It grazes on the grass and low-hanging leaves of the shore. Upon seeing you, it dives back into the water, silver scales shimmering in the sun. Where it stood, it seems to have left a number of those scales of its. The scales are double sided with the outside smooth and silvery and the inside thick with clumps of what resembles some manner of fatty hair-like substance.
Later during that same walk, you encounter a sort of bat creature hanging from a snare about its neck, dead as a doornail. The trap clearly wasn't set by any of your people--it bore no marks of spiritual significance--so it had to have been laid by one of the more intelligent folks about these lands.
Regardless, the bat is roughly the size of a cow and something tells you that it comes from nearby. You aren't quite sure why this is the case, why you get this feeling of it, but it just feels like the sort of thing that would arise from these lands.
These two sightings could both prove worthwhile livestock; the fish for a wool-replacement and the bat for its presumable milk.
[X] Major: Investigate the local spirits in our village/beach. See what spirits are available here and now. Try to Find one past the Ornery one.
I'll pull you into a PM here in a bit
-[X] Active: Try to find those weird big birds again and try to tame some.
Luck strikes as you wander about the Jungle! There, in a protected grotto, is a nest full of rather large eggs. Speckled with all manner of colorful splotches, could these belong to those weird, big bird things?
+6 Speckled Eggs added as a personal resource.
-[X] Major: Scout the surrounding area for some livestock animals and/or useful herbs and plants.
Following the words of Bjorn Drakeslayer, you wander about the coast in search for the silvery handfish. As you do so, you notice that a trail of bubbles seems to be following alongside you as you walk. Upon noticing, the bubbles vanish as the faintest flicker of a turtle's shell and a long, slender fish-like tail catches your eye.
Very interesting, that.
Regardless, later on your walk you stumble across a shell-carved bowl filled with those silvery scales, the lardy hair still attached. Upon closer inspection, it seems that the lard-like substance waterproofs the hair.
Someone left this for you, or perhaps the village at large. But, who would do such a thing?
+1 Unit of Hairy Scales added as a personal resource
[X] (MAIN) Help around the Settlement to fix things? Or at least try contributing to do so anyway due to obvious damage done to some areas...
Some of the rainfall of the previous year had left the structures of Rekavidr slightly damaged. Lending a helping hand wherever its needed, you earn quite a bit of praise for your efforts.
+1 Ordstirr
+Good, lingering damage repaired.
-[X] Major: Clear out Gefjosa's land. (With Gefjosa's help if she wishes.)
Clearing out Gefjosa's land results in a rather curious find. In a small, land-locked pool of otherwise stagnant water grows florescent coral! It grows quickly, too, replacing the sample broken off in a matter of weeks. Unlike other coral, this doesn't seem to lose its luster upon being taken from the water.
It has something of a glow, implying use in low-light conditions.
Gefjosa gains access to 3 Units of Glowcoral as a personal resource. As long as 1 Unit remains, the coral replenishes every year.
0~0~0
I'll conduct the expeditions in PMs here in a bit.