If anyone is looking for ideas for what to do with those resources, the Western expedition could use trade goods. Right now we're going to be taking some Bonemeal and maybe a little silver. We're hoping to offer our services as mercenaries since the local humans seem weak-ish, but gifts and other goods are always welcome.
Gunnar will loan you his share of the silver he acquired from the Necromousers cave, for trade goods. He also suggests bringing some Storm Toad meat with you, if the natives are as weak as we suspect, they probably struggle to hunt their own meat.
 
Gunnar will loan you his share of the silver he acquired from the Necromousers cave, for trade goods. He also suggests bringing some Storm Toad meat with you, if the natives are as weak as we suspect, they probably struggle to hunt their own meat.

That all seems reasonable. If we use the silver, you obviously come in for a share of the gains.
 
If this Glowcoral doesn't turn out to be evil, it's going to turn into Gefjosa's whole thing, lol. I can't think of anything more perfect than that to make knickknacks out of!

After hearing that Gefjosa has gotten some good news, Harald visits Gefjosby(or Njallby if Gefjosby doesn't exist) and asks if Clan Blomtanja would be willing to sell their field worth of flax seed for one third of his first seasons crop of flax and a replacement for the seeds.
 
After hearing that Gefjosa has gotten some good news, Harald visits Gefjosby(or Njallby if Gefjosby doesn't exist) and asks if Clan Blomtanja would be willing to sell their field worth of flax seed for one third of his first seasons crop of flax and a replacement for the seeds.

Canonically, there is a very small, very sad cabin in which constitutes the whole of Gefjosby. But Gefjosa would be found working on Njal's farm or clearing her own land mostly this season.

She'd be happy to trade flax seeds but would prefer help fortifying her land against the oncoming crab invasion (which is still a thing, right?) instead of extra flax.

She also thanks him for protecting her in on the battlefield and, if he sticks around for any period of time, asks him about the things he left behind in Gotland.
 
Ok so we have a definite potential resources from fishing, even if them having muscular arms for legs is deeply disturbing.

Also damn Gefjosa that's some damn good material you found.
 
what has got me worried is when people keep bringing up losing memories and sensation. What I am worried about is if what I am losing is a finite resource that I cannot replenish
I apologise— perhaps I didn't provide the full context of what I learned. I was told that the memories/sensations you lose (if you gave up any) aren't permanent, you regain them when the spirit returns to the Ginnungagap. (Granted— said spirits won't do so willingly and will want to extend their stay as much as possible, but that's what the contract is for— to make them boot themselves back into the Ginnungagap once you're done using their services)

On the plus side— I think someone mentioned at some point that the spirits in the area like blood? So sensations/memories may not be that much of a concern? It probably doesn't hurt to mention that I haven't actually had to really give up anything yet to the Spirits? So I'm not entirely sure what the magnitude of whatever thing a Spirit asks for will be?

And I am irritated with Amerion. I started first with Warding but she immediately pops up with Warding 2 as well as a variety of other skills on top of that.
There may be some confusion— I did not start with Warding 2 or all those 'other skills'. I made my character during Winter 1, and my initial PT expenditure was Warding 1, Runes 1, and Fire-Kunna 1. After the Gravity-Tyrant hunt and the conclusion of Winter 1– that's when I got said other skills/upgrading them (Warding 2/Spirit-Contracts 1 (the latter is not necessary, but I wanted to put some PT into something to avoid getting manipulated by wordplay)– (The Storage Fasts was from the Shapecrafter giving out a free upgrade in exchange for the Gravity-Tyrant's corpse))— because I learned that I'd have to make contracting spirits the next turn (this turn) my primary focus if I wanted to actually get use out of warding. It may seem like I'm further ahead of the curve than where you're at, but part of that may be because my active-action was completed before the Draugr Invasion, which occurred this turn— wherein I contracted Smárgneist and got an Askefroa'a favour. My active action is already done— yours is not.
 
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The Crabs don't seem friendly, but the prediction of them invading was based on a 'clacking noise' which turned out to probably be the skeletons, so maybe not.

@OneArmedYeti considering the above information, Gefjosa says that the crab thing probably isn't true but she's still worried about it and she IS on the edge of the jungle and would feel better if there was some kind of fortification and she's babbling and still asking for the same thing.
 
I apologise— perhaps I didn't provide the full context of what I learned. I was told that the memories/sensations you lose (if you gave up any) aren't permanent, you regain them when the spirit returns to the Ginnungagap. (Granted— said spirits won't do so willingly and will want to extend their stay as much as possible, but that's what the contract is for— to make them boot themselves back into the Ginnungagap once you're done using their services)

On the plus side— I think someone mentioned at some point that the spirits in the area like blood? So sensations/memories may not be that much of a concern? It probably doesn't hurt to mention that I haven't actually had to really give up anything yet to the Spirits? So I'm not entirely sure what the magnitude of whatever thing a Spirit asks for will be?
For the record, I've attempted to replicate the information disparity inherent in hedgewitch-style shenanigans by informing people of slightly different aspects of how spirits work. Your knowledge will not line up perfectly with other peoples'
 
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
Hey, ahm, just...did anyone else get anything for helping with this? Like, my last major action was supposed to help with the construction of the Main Hall, but ended up getting lost, I think, because of a conditional "if someone donates stones, I'll build a wall around it, instead", but nobody ended up doing that. Would be a bit disappointing if the action was basically lost because of that...
(Also, I'm not sure if the person prepping the foundations got anything for that?)
 
Hey I asked Hulfr for some altered wood to carve, would that take away from any of his passives to do so or should I literally just ask for them?
Altered how if you just want a few dried and hardened slabs I mean that's an hour of two of work, not even sure it's worth a minor.
 
Hey, ahm, just...did anyone else get anything for helping with this? Like, my last major action was supposed to help with the construction of the Main Hall, but ended up getting lost, I think, because of a conditional "if someone donates stones, I'll build a wall around it, instead", but nobody ended up doing that. Would be a bit disappointing if the action was basically lost because of that...
(Also, I'm not sure if the person prepping the foundations got anything for that?)
This is the last action I have for you. Can you link to a more recent one if I missed it?
 
Holmgang - Grid vs Kare

+9 Ordstirr

9/9 for season

Ragnarr in his first fight with a skeleton.

+9 Ordstirr

9/9 for season

Necromancer POV: On the Stream

+9 Ordstirr

9/9 for season

Anja Giantbone steps forth
Krakr gets carried away

+9 Ordstirr

9/9 for season

Sigmund's report on the first wave of skeletons
Necromouser and the Skeletons Bestiary

+6 Ordstirr

9/9 for season

Stand of the Sea Guard
+3 Ordstirr

9/9 for season

Moli illuminates the Goliath Relays

+9 Ordstirr

9/9 for season

Hulfr's no good, rotten, very bad, terrible day. (Part 1 of 3).

+0 Ordstirr

9/9 for the season.


+7 Ordstirr

7/9 for sesason

Amerion Wardson-- Draugr Preparations

+3 Ordstirr

3/9 for season



+9 Ordstirr

9/9 for season


Fleeing From Gotland.

+6 Ordstirr

6/9 for season

The Thing hurt Gefjosa
+3 Ordstirr

3/9 for season


As a reminder, after this season, omake XP is going the way of the dodo.
 
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