Nando
they, them
Liv Sweetwater upgrades for Summer 2
From: Clearwater Kunna 2, Architecture 1, Demolition 1, (Unspent 0/5, Ordstirr 17)
To: Clearwater Kunna 2, Architecture 2, Demolition 1, Shield 1, Brewing 1 [+ The Spring 1 (not sure where to put that one...)] (Unspent 0/10, Ordstirr 2)
Following having been forced to fight in the attack of the walking bones and after having listened to the stories of the dangers that stalk these lands, Liv takes to training her skill with the shield, to be better prepared should she find herself in the face of danger again. (Spend 1 PT to gain Shield 1)
The experiences gained from helping construct the Main Hall, the fortifications around the village, and lastly constructing a palisade and watchtower all on her own pushes Liv's Skill in all things Architecture to a new level. (Spend 2 PT to advance Architecture 1 -> 2)
Having had her first real taste of alcohol, Liv sets out to learn more about this stuff and asks those that brought it back to the village what the locals told them about its creation. Starting from there Liv collects tips and tricks from any who will share them about the art of Brewing, which is collectively enough to push her into someone with noteworthy Skill in this art. (Spend 1 PT to gain Brewing 1)
Liv also conducts a ritual: Two days from the summer solstice she retraces her steps to the secluded spot she'd found. She carries with her the waterskin with which she'd brought proof of the spring she'd found, years ago, in a place now lost; the spare shield of her father, the thing that is her closest connection to those who are not here with her; and the name she earned, when she brought the sweet water of an unknown spring back with her; and neither food nor drink. On that first night, she marks the spot with her blood, places the waterskin as a seed from which a new-old spring shall grow, and states her purpose, and promises to fast, until she can drink from that same spring again. On the second night she offers the shield, and her blood, and pleads for the place to become a safe refuge for those that rest in it. On the night of the solstice she offers more blood, her kenning and pours power into her kunna, recreating that spring she'd found, long ago, on a perfect summer day. (Spend 1 PT, misc. narrative items, and the "Sweetwater" kenning to re-create the spring that Liv found on Gotland, which earned her the kenning in the first place)
Hope that last one works like this...?
@DeadmanwalkingXI @I.F. Ister
From: Clearwater Kunna 2, Architecture 1, Demolition 1, (Unspent 0/5, Ordstirr 17)
To: Clearwater Kunna 2, Architecture 2, Demolition 1, Shield 1, Brewing 1 [+ The Spring 1 (not sure where to put that one...)] (Unspent 0/10, Ordstirr 2)
Following having been forced to fight in the attack of the walking bones and after having listened to the stories of the dangers that stalk these lands, Liv takes to training her skill with the shield, to be better prepared should she find herself in the face of danger again. (Spend 1 PT to gain Shield 1)
The experiences gained from helping construct the Main Hall, the fortifications around the village, and lastly constructing a palisade and watchtower all on her own pushes Liv's Skill in all things Architecture to a new level. (Spend 2 PT to advance Architecture 1 -> 2)
Having had her first real taste of alcohol, Liv sets out to learn more about this stuff and asks those that brought it back to the village what the locals told them about its creation. Starting from there Liv collects tips and tricks from any who will share them about the art of Brewing, which is collectively enough to push her into someone with noteworthy Skill in this art. (Spend 1 PT to gain Brewing 1)
Liv also conducts a ritual: Two days from the summer solstice she retraces her steps to the secluded spot she'd found. She carries with her the waterskin with which she'd brought proof of the spring she'd found, years ago, in a place now lost; the spare shield of her father, the thing that is her closest connection to those who are not here with her; and the name she earned, when she brought the sweet water of an unknown spring back with her; and neither food nor drink. On that first night, she marks the spot with her blood, places the waterskin as a seed from which a new-old spring shall grow, and states her purpose, and promises to fast, until she can drink from that same spring again. On the second night she offers the shield, and her blood, and pleads for the place to become a safe refuge for those that rest in it. On the night of the solstice she offers more blood, her kenning and pours power into her kunna, recreating that spring she'd found, long ago, on a perfect summer day. (Spend 1 PT, misc. narrative items, and the "Sweetwater" kenning to re-create the spring that Liv found on Gotland, which earned her the kenning in the first place)
Hope that last one works like this...?
@DeadmanwalkingXI @I.F. Ister
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