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Author Topic: TSG: The Hero's Wife  (Read 27409 times)

Weirdsound

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Re: TSG: The Hero's Wife
« Reply #105 on: September 29, 2013, 10:08:49 pm »

This ain't Magia. People wouldn't be practicing Magic openly if it was.
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Taricus

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Re: TSG: The Hero's Wife
« Reply #106 on: September 29, 2013, 10:13:05 pm »

Fair enough then, though I did reckon this wouldn't be on earth regardless (AKA I operated on the assumption this was on another plane/realm/whatever)

Still, point stands that unless we get a humanist teacher, it would probably be best that he didn't get taught at all.
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Harbingerjm

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Re: TSG: The Hero's Wife
« Reply #107 on: September 29, 2013, 11:32:31 pm »

And from your second point, you've probably never played any of weird's games that involved mages (Though if you have, my apologies), is that just about ANYTHING with magical ability turns into a complete and utter asshole. Magic doesn't also work like psykers do in 40k: It does take a serious amount of training to use most magics to a decent degree, Though what he does have is an internal store to power any magic. Unless we can find a humanist teacher, he's FAR better off not learning at all.
Using it to a decent degree is not the same as accidentally triggering it or, in worse cases, being used by it. "Master your magic or it will master you" is a common literary theme, and particularly so when you're a sorcerer with inborn magical potential. We know that at least some of the sorcerers in this setting are not "I am superior, everyone else must serve" arseholes, and given that our source held said superior viewpoint, she may well have been misrepresenting the numbers to make her own view more common. Combine that with the fact that apparently the nobles hold similar views about themselves, pointing to a fairly strong feudal mindset (at least in some areas), and it seems that the viewpoint is more likely cultural than a result of magical corruption.
I am aware that Magic in the setting isn't likely to work the same way as Psykers, I was pointing it out as a worst-case comparison. When "suddenly your head asplode" is pretty much the best that an untrained user in the setting can hope for, "but they all go full-arsehole!" isn't much of a concern.

Also, I should point out that you're discounting Koro's opinion on the matter, and if he wants to learn he's probably a lot more likely to go full "non-magical people are lesser beings trying to opress their betters through numbers" if we deny him the chance to learn.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

Mlamlah

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Re: TSG: The Hero's Wife
« Reply #108 on: September 29, 2013, 11:47:43 pm »

I think we should seek tutelage for Koro, but resolve to teach him compassion will serve him better than heartlessness. Even if for no other reason that his own good. Even the most powerful of the cruel and the compassion less tend to have much shorter lifespans.

I also think our character should resolve herself to kill or otherwise seriously dissuade miss Killman if she should even come close to attempting to take Koro away from us.
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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #109 on: September 30, 2013, 12:40:32 am »

I do need some suggestions other than 'lets not trust Killman when she gets back in two months or so.'

Otherwise I'll do one more short turn tomorrow following Harbingerjm's idea.
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Mlamlah

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Re: TSG: The Hero's Wife
« Reply #110 on: September 30, 2013, 01:45:11 am »

Ah, apologies. I think we need to find a way to somehow be useful to both others (in order to gain allies and assistance) and ourself (self-sufficiency is important, and we need to be dependable.)

Given our recent success, it might prove handy to supplement our diet through hunting (though somewhat smaller game than our last hunt.) We could even make a friendly game of it between us and Koro, he hunting sea creatures and us hunting land creatures. Though we should take turns doing so, it would be best not to regularly drift far from him.

In this manner we just might feed ourself without mooching, and we might gain some minor stealth and tracking skills. Eat from the inn as a second resort, and eat with our inlaws as a very last resort.

We can eat our own crappy burnt food for a while, the satisfaction of helping catch it ourself might make it almost seem to taste better.
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LordBucket

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Re: TSG: The Hero's Wife
« Reply #111 on: September 30, 2013, 02:38:18 am »

I think we need to tell Koro what's going on. Fully inform him bout the situation with Killman and the tutor. It benefits nobody for him to be surprised by this, and it could save us both a great deal of heartache if he's well informed. I think him learning magic is a good move, but let's ask for his opinion and preference on the matter. We want him to lern to treat others well, so let's teach by example rather than keeping secrets and making decisions that will affect his entire life without even talking to him about it.

Also, I note that we don't actually need to get pregnant to appear pregnant.
« Last Edit: September 30, 2013, 02:40:13 am by LordBucket »
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Harbingerjm

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Re: TSG: The Hero's Wife
« Reply #112 on: September 30, 2013, 03:41:10 am »

I think we need to tell Koro what's going on. Fully inform him bout the situation with Killman and the tutor. It benefits nobody for him to be surprised by this, and it could save us both a great deal of heartache if he's well informed. I think him learning magic is a good move, but let's ask for his opinion and preference on the matter. We want him to lern to treat others well, so let's teach by example rather than keeping secrets and making decisions that will affect his entire life without even talking to him about it.

Also, I note that we don't actually need to get pregnant to appear pregnant.
Agreed, and an interesting point.
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15:35   HugoLuman reads Harb his secret spaghetti recipe

GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #113 on: September 30, 2013, 07:52:24 am »

I think we need to tell Koro what's going on. Fully inform him bout the situation with Killman and the tutor. It benefits nobody for him to be surprised by this, and it could save us both a great deal of heartache if he's well informed. I think him learning magic is a good move, but let's ask for his opinion and preference on the matter. We want him to lern to treat others well, so let's teach by example rather than keeping secrets and making decisions that will affect his entire life without even talking to him about it.
Sounds like a plan. I'd still rather have Koro taught than risk the wrath of Killman and the chance of Koro's magic misfiring.

Quote
Also, I note that we don't actually need to get pregnant to appear pregnant.
Wait, what?
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Zako

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Re: TSG: The Hero's Wife
« Reply #114 on: September 30, 2013, 08:39:06 am »

He's providing an out for us if we want to run away from the in-laws. Appear pregnant and our husband will take us off and into adventure and stuff.

I agree with asking Koro what he thinks about getting a tutor, it's too important for him not to know about and keeping it open with him is best.

We should do the following in the time that the party is away:
  • Definitely keep attending those cooking lessons with the dwarves regularly (take whatever Koro catches to them so we can use it to cook with)
  • Use our free time to look around town a bit and get the general layout of what's there and what's not
  • Talk to people and make friends (try chatting about what's in town for starters) and encourage Koro to make some friends too
  • Ask around for possible future jobs for Koro
  • Make sure to keep our injuries in check from that hunting trip!

I would like us to be a housewife that's not afraid to lay the smackdown on someone if need be while being a good and caring wife. Something suitable for the wife of a bezerker, so we should look into ways that we can look after both ourselves and Koro if things go south.
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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #115 on: September 30, 2013, 01:32:51 pm »

Summer - 63 Days Until the Season Changes:

Freedom. For the first time in your life there is nobody around to hold you accountable for your actions. Before your parents or the Kracken watched your every move and judged and punished as they saw fit. Now the only person currently in town that you feel you owe anything is your son, and he knows too little of human society and social grace and loves you too deeply to disapprove of anything you do.

You spread your wings and try some more hunting, but find this to be difficult. When you were drunk it was your sister-in-laws who tracked the deer and wounded it with a crossbow bolt. On your own you know nothing of the woods and little of the animals that live there. Eventually, through trial and error, you start to pick up on where small game such as hare can be found, although you'd need a ranged weapon or proper trap to take down such a small and swift target.

Although your own hunting excursions never end well, Koro continues to bring in seafood on a semi regular basis. Mostly shellfish, but occasionally something bigger. More often than not the two of you eat his catch raw, like you used to do when you lived with the Kracken.

On the days you do eat warm meals, you get them from the Embassy, where your lessons in the culinary arts continue. You learn slowly, as the dwarves are more interested in gossiping and having you do grunt work than they are in actual teaching, but you still manage to pick up a trick or two from them, and some of your experiments in the kitchen at home begin to resemble something that may be edible.

You also spend some time touring town and reacquainting yourself with Crab Port. You find the memorial to the Kracken attack all those years ago. Both your name and your father's, along with several others you don't know, are carved into a rock on the beach where it happened. You can see the remains of a boat in the shallow nearby, and assume that somebody torched it to give one or more of the victims a proper old religion burial.

In your absence the changes in town seem to be entirely changes of scale. Some new docks have been put in, and the market place is larger and more vibrant, but over all there is little now that wasn't there in some form when you were a child. The one exception to this is the Guild Halls, a large building where several guilds from the Empire's Heartland share space and try to get established in the north. The three guilds currently occupying the space are the carpenters, the magicians, and the importers. From what you understand the magicians guild traffics in some spell magic, but mainly exists as a front for a large thieves guild.

You attempt to make some friends and do find that you have a bit of luck. Your social skills are a bit lacking after years of neglect, but you do manage to get close to a few people. You can tell most of them want something out of you or your husband however.

-Maylyn is the daughter of a subsistence farmer who lives a few days outside of town. A pack of Wargs have taken to extorting her family for livestock, booze, and occasionally other privileges. She was sent to town to fetch Alred or the local guard, but she missed the former and the later wanted payment. She is afraid to return home without help to face her father or their oppressors, so you let her sleep in your house from time to time.

-Jung is a jeweler from the south with a fiery wit and brutally blunt personality. About the only thing he doesn't speak openly about is his poorly concealed infatuation towards you. He helps advise you on who to stay clear of in town, and appraises your wedding gifts, most of which are jewelry.

-Vicar Petal, an elven wanderer and missionary, has also taken an interest in you, but his is more of a spiritual nature. Almost every day you end up talking with him about your ordeal, and you do find a degree of comfort in the wisdom of Aileaf, the exotic goddess he is peddling. He also shows off some of his divine granted magic. Unlike the shaman of the North his spells tend to inspire warmth, healing, and happiness. It is he who fixes up your leg when the pain fails to go away completely.

Koro also manages to make some friends with some encouragement from you. With a bit of prompting he falls in with a group of Dwarven Boys from the embassy. They are all a bit older than him, and sometimes play a bit rough, but you hold onto hope that perhaps the dwarven values of hard work and justice will rub off on your son if he spends enough time with them.

It is not all good news on the Koro front however. Aside from the dwarves he has also fallen under the influence of teenage woman with ties to the brothel and magicians guild. He often brings lock-picks home with him after meeting with her, and has become intent on breaking into the basement. You stop and scold him when you can, and thank the gods Travon had chosen a good lock, but fear that it is only a matter of time before this woman gets him into real trouble.

Worried, you begin to search for a proper job or apprenticeship for your son. By asking around friends and family you manage to drag up a few interesting offers.

-Your friend Jung the Jeweler has offered to take Koro on as an apprentice. This would keep him in town, but you are not sure how indebted you want to be to a man who clearly desires you.
-The Wildbloods would be willing to let him work on the fishing boat. When you bring this offer up to Koro, he protests. Like his father, Koro rather dislikes boats.
-There is a sacred village several days from town where young children can be trained in the arts of hunting, animal husbandry, combat, and the laws of the old religion. Children with high potential are made into Bezerkers or Shaman. Sacred Villages are free for children, but parents are encouraged to make donations from time to time.
-Maylyn mentions that subsistence farmers in the area sometimes hire children for the fall harvest.

Koro seems ambivalent to all talk of employment and magical tutoring that doesn't involve boats. When you ask him directly he gives you lots of non-answers. At his age you recall that you and Lenny wanted little more than to be children, so you don't begrudge his attitude, but you know the stakes for Koro are high and you will see your son become an adjusted member of society if it kills you.

With Jung's help you manage to sort through your wedding gifts. Most of it is either jewelry or clearly meant for Alred, but you do manage to find a few interesting pickups.

Cantrips for the Good Wife is the book that introduces the bare basics of wizardry and teaches a few simple spells, most of which are designed for use in the kitchen, bedroom, or other areas of domestic duty. You don't know your letter particularly well, and some of the stuff in there is too embarrassing to have Koro read for you, but you could find a use for it.

Trilby, the merchant who currently owns the brothel, sent some effects from your family. Most of the items are purely sentimental in their value, but a pair of weapons catches your interest and fires up old memories. Enforcer was your father's old shortsword that he used to settle disputes in the brothel. The blade was enchanted so as to never cut female flesh, and a quick test on your finger proves that this is still the case. Stopper was the spear your father used in the war against the dwarves. He always claimed he picked the weapon up off a dead dwarven wizard, and that it sometimes displayed magical properties, but you had never seen any proof.

Last but not least you note Killman had somehow acquired for you a Hag's Cauldron, a large enchanted pot that would in an hour turn any living creature sealed inside into tasty stew. The hags that first introduced the device originally used it to cook sentient children, but the women of the north use them more ethically to cook animals. The lid is enchanted to become heavy when somebody tries to push it from the inside of the cauldron, but is magically light at all other times and has a handle and straps on the inside so that it can function as a rather effective shield.

Three weeks have passed. In theory Alred should have just arrived at his destination. In a bit more than three weeks he should send back a party member with your wedding band and news of Alred's next destination. What do you do next?

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GiglameshDespair

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Re: TSG: The Hero's Wife
« Reply #116 on: September 30, 2013, 03:57:53 pm »

Send Koro to the sacred village for now. Once he can hunt for animals we can go hunting with him as a bonding exercise. And it'll get him away from that girl.
Aside from that, she if the priest can teach us our letters, and study the book we have. Continue cooking practice.
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Mlamlah

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Re: TSG: The Hero's Wife
« Reply #117 on: September 30, 2013, 04:24:35 pm »

Sweet! Well the cauldron makes eating easier if we ever have a shortage of food to waste on our terrible cooking.

I think we need to find some kind of healthy outlet for Koro that he may have fun doing. I can't think of anything just now though.
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #118 on: September 30, 2013, 07:32:57 pm »

Send Koro to the sacred village for now. Once he can hunt for animals we can go hunting with him as a bonding exercise. And it'll get him away from that girl.
Aside from that, she if the priest can teach us our letters, and study the book we have. Continue cooking practice.
As good an idea as any, although I feel a bit sad that we need to take Koro away from his friends because of one bad apple.
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Harbingerjm

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Re: TSG: The Hero's Wife
« Reply #119 on: September 30, 2013, 08:10:22 pm »

Perhaps discreetly point out to said bad apple that Alred is likely to take a dim view of her being a negative influence on his step-son, and that maybe she should think about what she teaches him a bit more carefully? I should point out I don't actually dislike him being taught to pick locks, it's not a bad skill to have, especially if Alred's plans about going South work out, just that apparently she's not teaching him any caution to go with it.
« Last Edit: September 30, 2013, 08:13:12 pm by Harbingerjm »
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15:35   HugoLuman reads Harb his secret spaghetti recipe
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