Hm.

By the way, I'm a little confused about how the plan to dig stone out of the ground wound up turning into a fight with a bunch of oni, which I gather is what happened.

@Simon_Jester @DeadmanwalkingXI
We do not need it, but the process of creating linseed oil creates animal fodder as waste. It is good feed that still has plenty of nutrients.

Want not, waste not.
I mean, in general yes, it's just that bulk plant matter is not, by any stretch of the imagination, something we're short of. It's like being careful not to waste dirt or air, in contrast to things we are short of like cloth, good stone, and metal.

Hmmm. I don't think you have enough for all that? Including turn end stuff and the 3 Ordstirr from your adventure you have 17, which converts to 5 PT. That's a total of 7. Unless there's 4 Ordstirr or a couple of PT I don't know about from somewhere, which is possible...

Maybe 18 and 6 PT if the Penguin grants Prestige, which it maybe should... @I.F. Ister does the penguin grant Prestige?
It damn sure impresses Erik Hardhead!
 
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So, with that sorted out, now I need to figure out what Rikard's Major Action is this season, hmm...
 
I mean, in general yes, it's just that bulk plant matter is not, by any stretch of the imagination, something we're short of. It's like being careful not to waste dirt or air, in contrast to things we are short of like cloth, good stone, and metal.
...I am not sure what your issue is.

In creating linseed oil, we create a ton of flax meal. That is just part and parcel of the process.

Flax meal goes rancid quickly, so it is used as fodder. Fodder that has a shorter shelf life than living leafy plants.
 
...I am not sure what your issue is.

In creating linseed oil, we create a ton of flax meal. That is just part and parcel of the process.

Flax meal goes rancid quickly, so it is used as fodder. Fodder that has a shorter shelf life than living leafy plants.

Have we tried to actually make any linseed oil yet and see what happens?
 
[X] Rikard Villeson: Winter 2 Actions:
-[X] Major Action: Galti Hanison's runestone has gone unraised for too long as it is, Rikard has plenty of time on his hands now, and he's had his fill of adventure for now with his other obligations. He'll spend much of his time and energy this season raising the Runestone to him using one of the stones we've acquired to the best of his abilities, as a literate, skilled laborer with a glib tongue and no small amount of education, he should be able to make this enough to prevent a rematch of the Draugr War. Moli did a good poem that I can add to it as well, for good measure.
-[X] Passive Action: Hopefully leveraging his labor and focus on setting the Runestone up to get some materials to, improve his structures to nicer, even more prestigious lands. Hopefully at least getting to Decent!
-[X] Passive Action: Gather Wood and any other material available in one of his two plots to supplement construction and other projects in the future.
-[X] Passive Action: Spend time with the family, especially making sure that the little Muspel-Bird integrates well, is healthy, and generally free of problems--either causing or being the cause of. Raising Pets is like raising kids, right?
-[X] Passive Action: Generally help out around the village as an assistant, teacher, guide, and helper for favor-trading, lending his assistance for a share of the resources to cover his other interests.
 
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By the way, I'm a little confused about how the plan to dig stone out of the ground wound up turning into a fight with a bunch of oni, which I gather is what happened.

Full explanation: We decided to dig on Amlodi's property and found some Stone (4 units of Tier 1) but thought that probably wasn't enough, so we went to the Northeast Mountains to see if we could get more. There was an onigar border fort there in the way. We decided we would try and be sneaky and poison them since a straight fight seemed...dicey (1 Full Horn, 4 Half Horns, only 6 of us). They didn't fall for the trick, and noticed when Ragnarr tried to use Emotion Kunna on them to make them...then there was a fight, as described. Then we booked it home because they might have successfully called for reinforcements (we hit their messenger as he fled but didn't know if we killed him), and we were down two people and about half our Aspects.
 
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Also... how are we on food? I think I saw some people go hunting, but I was not sure if it was enough.
Have we tried to actually make any linseed oil yet and see what happens?
It is not a terribly complicated process, especially with superhuman Viking strength. Just squeeze the oil out of the seeds. Linseed comes from the flax plant.
 
We did have crops and knew we wouldn't be able to grow more in Winter due to the Steam Rain

What?

Did I spend a minor caring for a plant outside with farming tricks stating I was willing to exhaust myself ever day without knowing I'd be fighting boiling rain...

I mean I guess I did say I'd bring it inside.

Well, this'll be fun to read.
 
Will it be clear by summer for next years crop, do we know what's causing it...
Seems to happen every Winter. And no, no clue what's causing it.
As I remember it someone (Moli?) experimented with the specifics. It's not even remotely "just" Steaming Rain as in "steaming hot water falls from the sky". It's more that rain during winter immediately boils into steams when it touches the ground, I think? And can be caught in containers just fine, but if you pour it onto the ground, it boils into steam.

Might be something that would actually be nice to have, an informational with general knowledge we can assume our characters to have, just from having lived in these lands as part of the community. Some things are pretty much buried somewhere in the thread... :/
 
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So I'm not worried at all about it being possible and doable, I'm just worried about the level of abstraction the quest operates on.

Probably best to figure out before next seasons planting when IF has time to explain.
I think that was part of why I.F. Ister set it up as a unit of Flax so it can be Schrödinger supplies, it can be enough for whatever we need to make another Unit of a processed supply.

Also I have to say, having looked at your vote again, you have definitely helped cheer up Agnes in your failure to stop gushing ^3^

You also receive lots of headpats and get spoiled. (I.E. Agnes will be willing to offer you a passive until Erik gets back, though you will be treated like a kid)
What?

Did I spend a minor caring for a plant outside with farming tricks stating I was willing to exhaust myself ever day without knowing I'd be fighting boiling rain...

I mean I guess I did say I'd bring it inside.

Well, this'll be fun to read.
Oh it is worst than that. It is freezing rain until it hits the grown and then flash-boils whatever it lands on. Though, we do have a hint as to the source.
Occasionally, flakes of fresh ash drift in from the distance, tasting of ruin on the wind and settling against the earth.
So you can probably follow the ash very winter.

As I remember it someone (Moli?) experimented with the specifics. It's not even remotely "just" Steaming Rain as in "steaming hot water falls from the sky". It's more that rain during winter steams when it touches the ground, I think?

Might be something that would actually be nice to have, an informational with general knowledge we can assume our characters to have, just from having lived in these lands as part of the community. Some things are pretty much buried somewhere in the thread... :/
It is called the
S E A R C H B A R
:V
We have at least four days to decide on plans and people constantly tuning in to the thread if you do not want to look it up yourself.
 
As I remember it someone (Moli?) experimented with the specifics. It's not even remotely "just" Steaming Rain as in "steaming hot water falls from the sky". It's more that rain during winter immediately boils into steams when it touches the ground, I think? And can be caught in containers just fine, but if you pour it onto the ground, it boils into steam.

This is correct, yes. It's actually really cold until it hits the ground, then immediately becomes steam.

Might be something that would actually be nice to have, an informational with general knowledge we can assume our characters to have, just from having lived in these lands as part of the community. Some things are pretty much buried somewhere in the thread... :/

I'll see what I can do. I was already gonna do something for the various peoples and creatures we've encountered, but I can add a general phenomenon category.
 
@DeadmanwalkingXI has put together a very useful summary of what we know Onigar so far and he's allowed me to repost it here as it's the most comprehensive summary anyone had made so far.

-

No-Horns/Flat Horns are like the first guy we fought and not super impressive all things considered. They'll kill you if they hit you and you don't have a shield, but they die pretty readily.

Half-Horns have 6" horns or thereabouts can do things like supersonic dodges of Aspect boosted attacks, though only occasionally, not every attack. They are also stronger, faster, and better in general.

Full Horns have 12" horns and are a threat to an entire group of experienced Norsemen, able to kill multiple Norsemen before they can even react. Some of them have artifacts, lightning powers, or both. So far it was one with artifacts and one with powers.

-

@Shard

"Moli!" Kare Sky-Dancer exclaims, "I have heard that you've granted the Hersir some powerful Twists, how much would you charge to provide me similar benefits? I'm well aware it won't be cheep."
 
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"Moli!" Kare Sky-Dancer exclaims, "I have heard that you've granted the Hersir Twists, how much would you charge to provide me similar benefits? I'm well aware it won't be cheep."

Ragnarr chimes in, very seriously "Ah yes, I had meant to mention this. My Twists from Moli played a significant part in my ability to stand toe-to-toe with the Full Horn Onigar for as long as I did. Without Punching Up to bring me closer to its level and possibly a few other Twist-related benefits, I highly doubt I would have managed so well, and thus would've bought less time for Harald. They are well worth acquiring if you can get him to provide you with any...though as Kare says, I doubt it will be cheap."
 
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Haskistadr Field Guide

Haskistadr Field Guide:

What follows is a brief summary of animals, plants, and phenomena found in this place that everyone should be aware of. Names are in-character, descriptions are not entirely.

Phenomena:

The Winter Steam Rains: Perhaps the most obvious local phenomenon is that during the winter, cold rain constantly comes down, only to instantly turn to steam upon contact with the earth. There's also a bit of ash in it. Any way you look at it, it's really odd and prevents most farming of plants during the winter.
The Poison In Everything: Everything contains trace amounts of some sort of slow acting poison. It adapts to most magic and cannot be detected or defeated for long by anything except the Golden Grass, and its cultivated descendant, maize.
Draugr: This isn't unique to here, but just remember everyone that if one of our people meets his Fated Day and no runestone is raised to remember them, they will probably eventually rise as a draugr and wreak vengeance upon us.
The Calming Bog: To the North is a bog that makes you feel eerily calm and at ease when near it. If you get into it, then it will trap you, like quicksand but utterly unescapable and devour you. We don't know more than that, but as long as you're careful to avoid it, it doesn't move or anything.

Plants:

The Mouth Trees: Moving trees that will try and eat you, probably actually an animal or fungus or something rather than a real tree.
The Golden Grass: A local grass with anti-poison properties vital to our survival.
Maize: A cultivated variant of golden grass making it a much better food crop. Best planted with squash, beans, and a fish head (all of which we have access to). Maintains the golden grass's anti-poison effects.
Flax: Provides cloth and oil. An essential plant for us to cultivate long term.
Bananas: We have bananas here, worth noting.

Animals:

Giant Cows: The onigar have cows, but giant. About twice as tall at the shoulder and with other proportions to match.
Egging Frogs: Temperamental but not dangerous 3' tall egg-laying frogs. Used as livestock (to provide eggs) by the Feeding Ones and now us.
Mushlings: Humanoid-ish mushroom creatures capable of following simple instructions. Made or modified by our shapecrafter, we use them as thralls.
Flatsquito: Gigantic mosquitoes, can drain a man to death, but not dangerous if you're paying attention as doing so takes a bit. According to the Feeding Ones can pull out 'bad blood' first, making them potentially medicinal.
Tree Octopi: Camouflaged shelled octopi that wish to feast on your brain. Not a problem for a prepared Norseman.
Clawed Lizards: Velociraptors ala Jurassic Park. No known powers.
Storm Toads: Giant toads that can throw lightning bolts. A common feature in our diet, as they are one of the better game animals.
Exploding Hedgehogs: What they sound like. They blow up when startled with enough force to kill a Norseman. Probably eusocial.
Crest Heads: Parasaurolophus dinosaurs. Can create lethal vibrations with their crests and make enemy creatures explode.
Time Lizards: Time-stopping alligators that travel in large groups. Can only effectively stop time at range, though not unlimited range, but not in-close without freezing themselves so mines and pit traps can be used to kill them if you get them to walk over such things.
Tatzlwurm: Cat-headed snake creature that can exhale poison gas. From actual mythology, and something our characters might actually be familiar with.
Muspel-Birds: Penguins with a Godzilla-style nuclear breath weapon. Rikard has one as a pet and they havent bothered us, so we probably shouldn't bother them. Live to the East, probably.
Gravity Tyrants: Tyrannosaurus Rexes but with gravity sensing and control powers. Seemingly not quite an apex predator here, but happy to eat people.
Void Eagles: Eagles big enough to carry off a man and eat him and inclined to do so, though they prefer children. Can teleport and replaces parts of their body with ice facsimiles if needed, along with having an ice breath weapon. Can also sense spirits.
The Beardra: A gigantic bear-hydra creature that lives in a cave to the North. Takes trophies of Gravity Tyrants and at least one Void Eagle. Probably intelligent, definitely enormous and dangerous.

Intelligent Peoples:

The Feeding Ones: Mortal humans with no magical abilities except maybe a talent for growing things, they are generally abused and used for their agricultural talents. They are likely originally Mesoamerican, possibly Mayan, but whatever cultivators they have back home, they have none here. Basically friendly, but kept under the harsh rule of whoever the big cheese is this week (right now it's the onigar). We probably want to recruit them eventually...working as our farmhands would be a lot better for them than their current situation. A lot better. They are found West of us, with the nearest village about 15 miles out by a river.

The Onigar: Oni from Japanese myth, basically. Found to our North and West they are red in color, 12' tall, and with horns (we'll get to that in a moment). The onigar are intelligent and have some sort of translation magic (they have magic dubbing, to be specific), but are also wildly arrogant and somewhat gluttonous at least in the case of low ranking ones. They are all armed with 100 lb iron clubs and can swing them fast enough to cause a sonic boom. Their cultivation seems highly based on speed and strength, with their durability not being as high (though it's a relative lack...they're still within standard Norse bounds on toughness). Their soldiers wear brass lamellar armor, and they seem to worship lightning and storms to some degree. Their power level seems to correlate with horn length, with the following categories (that we know of):

No-Horns/Flat Horns are not super impressive all things considered. They'll kill you if they hit you and you don't have a shield, but they die pretty readily. No major tricks beyond just being fast and strong.

Half-Horns have 6" horns or thereabouts can do things like supersonic dodges of Aspect boosted attacks, though only occasionally, not every attack. They are also stronger, faster, and better in general.

Full Horns have 12" horns and are a threat to an entire group of experienced Norsemen, able to kill multiple Norsemen before they can even react. Some of them have artifacts, lightning powers, or both. So far it was one with artifacts and one with powers.

The Crabmen: The Crabmen are Cosplay Powered Hermit Crab people. One wearing a wizard costume will have magic powers, for example, while one dressed as a warrior would gain battle skill. They appear to be run by a Crabsortium and have access to advanced technology including guns and a more modern set of sensibilities. 'Nakeds' may be their equivalent of mortals. They are found to our East, at least probably.

The Rattock: Physically weaker than even mortal humans, they make up for it with magic and possibly mad science technology, as well as numbers. The one we met was a necromancer capable of fielding hundreds of skeletal troops and working on a giant monster. That said, he was probably an exile (they regularly use exile to keep population pressures manageable), so how representative he was is unclear. That said he had a communication orb which seems to indicate there are more like him out there. Mostly live underground, except for the aforementioned exiles.

The Horned Ones: Basically the pop culture conception of demons. Actually 600 feuding city states and several servitor species under the leadership of the seldom seen Damaskari. The most common local variant are the Impari, who have red skin, horns, and fight with fire magic and pitchforks and seem to enjoy blood and pain. We have not met them, only heard about them from the Feeding Ones.

The Jaltuar: A warrior-people with animal heads and khopeshes. They are likely Egyptian in origin and have a caste based society based on animal head commoners have heads like Pig or Donkey, rulers have things lick Crocodile or Hippopotamus. Also not a group we've met only been informed of by the Feeding Ones.
 
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From the description, it seems like what the issue might be is a Rattock curse on our land or some other manner of fuckery with it. Perhaps figuring out exactly what this is is what has the seer busy this season.

Or maybe some of our running the land ha sducked up.

Edit: Description of Steaming Rain.
 
@OneArmedYeti

Wherever Harald wakes up, unless his clan has taken him somewhere she's not allowed to go, Gefjosa is probably one of the first things he sees. She is asleep on a chair pulled nearby, quiet snores rustling the light brown fringe of hair that always seems to fall in her face.
 
From the description, it seems like what the issue might be is a Rattock curse on our land or some other manner of fuckery with it. Perhaps figuring out exactly what this is is what has the seer busy this season.

Or maybe some of our running the land ha sducked up.

Edit: Description of Steaming Rain.
I think there's a weird volcano that's responsible for the steam rain. Because there's the distant smell of ash and such every winter
 
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