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Author Topic: TSG: The Hero's Wife  (Read 27340 times)

Toady One

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Re: TSG: The Hero's Wife
« Reply #180 on: October 10, 2013, 07:57:11 pm »

Hopefully people can sort out the issues in here without further trouble.
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GiglameshDespair

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Re: TSG: The Hero's Wife
« Reply #181 on: October 10, 2013, 09:05:44 pm »

Oh my. Toady One himself.
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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #182 on: October 10, 2013, 10:39:38 pm »

Lets just be civil folks. Its okay to not like each other's ideas, but argument ad hominem is just uncalled for on a form game. No point slowing down the DF update by making Toady do forum moderator work. :p

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Weirdsound

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Re: TSG: The Hero's Wife
« Reply #183 on: October 11, 2013, 11:44:15 am »

Autumn - 40 Days Until the Season Changes:

You decide to head to the ball and let Snarlf know so he can set you up with a date. When the appointed hour rolls around, you are paired up with a Baron Ironside. Ironside is tall for a dwarf, almost matching you in height, and carries the tell-tale scars of a war veteran. You are a bit nervous at first, after all it is likely that he has killed many humans in his time, but he is charming enough and is able to lead you through a few dance steps so you don't look to be a fool.

The topic of spouses comes up. You learn Ironside's wife is a Beekeeper at the small fortress he controls. They have four children together, two of whom are old enough for employment. The Eldest son followed his mother into beekeeping, and his next eldest, a daughter, is at the mountain home training to be a Speardwarf. You find it curious that dwarves put little prestige in leadership, to them it is a job just as important as any other. A Barron is picked by a king or his predecessor, and is rarely the child of another Barron.

When you mention who your husband is, Ironside is quite surprised by the name Wildblood. As it turns out that in his younger days as a squadron leader, he once repelled a charge lead by Monna Wildblood. You remind yourself that dwarves age much slower than humans. When he learns that Alred is also a bezerker and an adventurer, Ironside smiles and notes that he might have work for him someday.

After a few dances you leave Ironside and move about to meet as many of the dwarves spread around the room as you possibly can. Most of the conversation is nothing more than polite pleasantries, but a few people manage to catch your interest.

-A skinny dwarf named Abruzzi who lives in the cosmopolitan heart of an imperial city far to the south claims  to know your brother Lenny. He tells you that your twin makes a living supplying arms and supplies to the beast men east of the desert. He offers to pass along a message for you.

-A truly ancient looking dwarf asks you if your are Koro's mother. When you answer in the affirmative he pulls you aside. He explains he has a great granddaughter who is a skilled sorcerer and descendant of a mighty Roc. He implies that he would be willing to pay good money to see that she marries into a bloodline as magical as Koro's. He declares that he will send the girl and her father in spring so that you can meet her and perhaps discuss a betrothal.

-One of the embassy guards has caught wind of the fact that you inherited a Dwarven Spear from your father. His father also took trophies from the war, and he would be willing to facilitate a deal to return some objects to the ownership of their race of origin. He would be willing to trade you your choice of a Sliver Idol and prayer book to Some Imperial God, an enchanted shovel of permafrost piercing, or a set of sturdy manacles in exchange for the spear.

After the ball concludes, you modify your routine by doubling down on the reading lessons. On the days when the Vicar is unavailable to work with you in the afternoons you can now call upon Disgrace as a replacement tutor. Compared to the Vicar she can be tough to work with. It is clear that she inherited her mother's inability to string together three consecutive sentences without insulting anybody or speaking in a condescending tone. You find however progress comes a bit easier when working with her. You suspect it is the text. While the Vicar generally has you read from boring writings on medicine and religion, Disgrace's literature of choice is the entertaining and enjoyable sort that is best kept away from Koro. Your progress in learning Elfish stalls, but between your two teachers you are able improve your reading of both human scripts.

You also find the magic lessons have a solid secondary benefit: They get Koro talking. For the first time in his life he talks to you about religion and philosophy, topics that were previously reserved for his father the Kracken. For a boy his age Koro is well trained in the philosophical arts, although you find the 'might makes right' views of the monster philosophers his father made him study more than a little disturbing. As a silver lining of sorts Koro tells you that 'might makes right' is the reason he is able to accept Alred and his party as surrogate parents; Anybody strong enough to slay the Kracken is strong enough to raise him. He does however express concern that neither Alred nor most of his party members keep any sort of god. The one thing Koro's father taught the boy that you sort of agree with is that every being of flesh and blood should worship a higher power. You ask what gods Koro thinks should be worshiped, and he gives you a shrug acknowledging that none of the deities of his father would be appropriate for a human village.

On the days you work with the teenager, you do you best to play her against her mother and get her talking. Her birth name was Grace, but her mom changed it when she was little to punish her for some minor misdeed. She was tossed out of the house at age four when it became clear that her bloodline was too impure for sorcery. She survived mostly by begging and stealing, but winters would almost kill her every year until she turned eight and the Magician's guild came. She quickly found a home with them as a lockpick, drugrunner, and scribe. She never knew her father, but she has a few main suspects as to who he could be in mind. She admits that she despises people who are helpless or have things easily handed to them, which is why she hated you more than most at first.

Disgrace is reluctant to discuss Killman's plans for Koro with you. When you pry she tells you that you might do something rash if you knew what Killman was truly up to, and that you should trust her to protect your son. Needless to say, this only makes you want to know even more.

Magic practice goes smoothly. Perhaps it is your improved reading ability, but mastering Dispel Wrath takes less than half the time it takes you to make Drowsiness castable. Koro meanwhile has run into his first roadblock trying to learn a temporary version of the improved sharpness enchantment. The spell is tougher than the four he has learnt so far, but Koro seems willing to grind out long practice sessions to learn a spell that has a bit of combat utility. You wonder if you could help by working on the tough spell with him, or if you would just be better off having him help you learn to Mend Clothes or Repel Vermin.

With the summer crowd gone, the Embassy is a bit less interesting to you. Once more you begin to neglect your cooking lessons to spend your evenings out in the Harbor with Koro. Searching for new shipwrecks proves fruitless at this point, however you do find a strange underwater cave that appears to be some sort of place of worship. It hasn't been used in eons; the features have eroded off the statues, and Koro tells you the engravings he can make out are in a highly archaic version of Monster Script. You manage to pick a good handful of ancient coins from the floor in the cave. They are so tarnished you cannot even tell which metal they were originally minted on.

In a pleasantly surprising development, Travon steps up in a big way to play a role in Koro's social life. He gives the boy a musket and teaches him to use it, which is enough to make him want to spend more time with the Dwarven Boys on their hunting adventures. The downside is that hunting on land is much less productive for the half-Kracken, and you find yourself dipping into your supply of money to keep yourself fed.

Koro's new gun and your attempts to keep Disgrace busy reduces the time your son spends with the thief significantly. Still, you can't help but find the time they do spend together a bit disturbing. You learn that she is teaching your son human anatomy, and where he should strike people to kill them quickly.

Weeks pass and you send and receive a few messages from Alred. You send him 'longing' and he repeats the word back minutes later. The following week he sends you the word 'gold' and you reply with 'amount?'. A week later you learn that the answer is 'sufficient'.

As the calendar moves into the middle of fall, the first light snows arrive along with a family situation that captures the attention of the town. Your frail sister-in-law Pelii has found herself with child, and the family is in a state of near panic over the situation. Pregnancy and the Winter Cold have both brought her close to death, and everybody including the poor girl herself is just about positive that she will not be able to survive the brunt of both at once. The family considers sending her south by boat for the winter if they can work up the funds to do so.

Rollo Wildblood also quietly approaches you, and asks if you would pass a message along to your friend Maylyn, the girl in town trying to find relief for her families Warg Problem. The Wildblood Brothers would be willing to kill the Wargs on the condition that Maylyn marry them should Pelii die. You are shocked. It is vastly inappropriate to try and find a replacement for your wife before she is even dead. Your brother in law hangs his head in shame and agrees, telling you that it is all old Monna's idea. The old woman sees it as a grave sin against the Rage Spirits for a pair of twins to only be married to two spouses, and insists that another woman be lined up to be wed immediately following the funeral should Pelii die.

You tell him to ask Maylyn himself, but he shrinks away. He says he could never bring himself to do such a shameful thing. He then takes things a step forward by threatening to tell Monna that you are a twin if you don't help him out.

Yikes. Cornered. What is your move?

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Taricus

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Re: TSG: The Hero's Wife
« Reply #184 on: October 11, 2013, 12:03:15 pm »

Well... That was productive. Got a lot more knowledge on a few important things. We probably should deal with that "Might makes Right" Mindset Koro has, lest he starts trying to go overlord on the local area later in life.

Though about religion, why not try and take out two birds with one stone though, I think the vicar would be glad for another convert (Maybe two if we drag Koro along). As for the marriage situation, I'm going to let everyone else float ideas first, since I don't really have much to go on there.
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Re: TSG: The Hero's Wife
« Reply #185 on: October 11, 2013, 01:03:06 pm »

((Hi there, awesome game, so I wanna pitch in))
Bring Vicar to the Ancient Temple, to ask his opinion about it.
Show the ancient coins to your jeweler friend Jung, to ask his opinion on the matter.
Also, discuss with Disgrace how to get your uncle out of prison.

On the matter of marriage, disagree with the Brothers, as it is not modest to ask such a thing.

Practice a spell which loosens one's tongue, making him more charismatic for a time being.

Also please DO NOT join Vicars religion, it seems to weak for us, also Koro might find his religion outlandish. Instead search for a deity which values strength and power.

Also for some fun, go climbing with Koro. This should provide some fun time with the son.
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #186 on: October 11, 2013, 01:18:32 pm »

In case LordBucket still thinks I'm not reading the updates, there's a list of thoughts I had:
Spoiler: Mostly Relevant (click to show/hide)

Well... That was productive. Got a lot more knowledge on a few important things. We probably should deal with that "Might makes Right" Mindset Koro has, lest he starts trying to go overlord on the local area later in life.
Yeah, that would be a good thing to do. Unfortunately, there isn't an easy easy to do it. We're trying to get several years of that kind of conditioning out of Koro's system along with more recent influences like Disgrace, all without seeming like a jerk to Koro, which will undo it all.
Maybe we should have Koro spend some time with the in-laws? The Wildbloods seem like they are pretty nice people, but they also embody enough Might that Koro should see them as Right until they can fix that.

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Though about religion, why not try and take out two birds with one stone though, I think the vicar would be glad for another convert (Maybe two if we drag Koro along).
That could be a good idea. We should bring it up. Of course, we should also mention the issue to the Wildbloods; they might have a family god (and be offended if we don't convert to him/her), or an enmity with the elven gods, or the elves, or something.

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As for the marriage situation, I'm going to let everyone else float ideas first, since I don't really have much to go on there.
Well...I don't see a huge issue with telling her personally if we don't give the impression that it was our idea. We could say something like, "Rollo wanted you to know that the Wildbloods would be willing to solve the Warg issue for your family if you promised to marry the twins should Pelii die." What could happen?
On the other hand...I vaguely recall that when one twin dies, the other was sent into death after him/her. So, we would be facing death or at least running from home if we didn't comply. So...yeah, tell.

Somehow, typing a post of this length got me ninja'd!

((Hi there, awesome game, so I wanna pitch in))
Greetings and hallucinations!

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Bring Vicar to the Ancient Temple, to ask his opinion about it.
...Wasn't the temple in an underwater cave?

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Show the ancient coins to your jeweler friend Jung, to ask his opinion on the matter.
Probably not an ideal source. Try checking in with the dwarves, they probably have access to a good historian.

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Also, discuss with Disgrace how to get your uncle out of prison.
Not a high priority.

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On the matter of marriage, disagree with the Brothers, as it is not modest to ask such a thing.
On the other hand, Monna noted that a new wife should be lined up for if Pelii dies, so maybe that isn't unusual for twins in this culture. Neither the players nor Leona knows much about this culture's customs.

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Practice a spell which loosens one's tongue, making him more charismatic for a time being.
1. Do we have such a spell?
2. "Loosens one's tongue"...what do you mean by that?

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Also please DO NOT join Vicars religion, it seems to weak for us, also Koro might find his religion outlandish. Instead search for a deity which values strength and power.
Where do you get the idea that his religion is weak, or that Koro would find it outlandish?
Either way, I think you can agree that checking with the Wildbloods about religion would be worthwhile.

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Also for some fun, go climbing with Koro. This should provide some fun time with the son.
Climbing where?
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Re: TSG: The Hero's Wife
« Reply #187 on: October 11, 2013, 02:02:51 pm »

Well talking with the family about religion seems like a good idea. As well as bringing the coins to the dwarves, I was thinking Jung only because he's a friend and all.

I don't know this Vicar fella seems to elfish for my taste, its a personal preference really and not based on anything really.

It would be nice to bring Vicar to the temple, as he seems knowledgeable on the subject. I do admit that we have to find a way to bring him there.

I basically mean a spell which improves smooth talking. As I don't see Leona going into fights, yet. A spell like this would improve her already well developing social skills opening new doors and new opportunities.

As for the climbing: Rocks, cliffs, walls. anything really, cuz I want them to improve on those skills that are naturally improved anyway, as we have greater potential than others.

Hmm, you are right the marriage situation is quite tricky. We do not want to offend and should ask maybe Tavon what to do.
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #188 on: October 11, 2013, 02:16:06 pm »

As well as bringing the coins to the dwarves, I was thinking Jung only because he's a friend and all.
Arguable friend, and the big problem is that he is a jeweler, not a historian of any kind.

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I don't know this Vicar fella seems to elfish for my taste, its a personal preference really and not based on anything really.
Fair enough. I just refuse to stereotype all elves in all media without knowing the specifics of that realm's elves.

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I basically mean a spell which improves smooth talking. As I don't see Leona going into fights, yet. A spell like this would improve her already well developing social skills opening new doors and new opportunities.
I don't expect to find such a spell in either of the spellbooks we possess.

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As for the climbing: Rocks, cliffs, walls. anything really, cuz I want them to improve on those skills that are naturally improved anyway, as we have greater potential than others.
"Ma'am, why were you climbing the walls?"
"To get even better. I'm better than most people by nature."
"..."
Besides, I'm not sure when we would be climbing. If we were in a situation where we would be climbing a lot, I'd agree, but without any reason to I'd take our climbing bonus as basically an excuse to say "We should be good if we ever need to climb".

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Hmm, you are right the marriage situation is quite tricky. We do not want to offend and should ask maybe Tavon what to do.
Is Tavron even from the north? This strikes me as at its heart a cultural thing--culture states that it's impolite to look for a replacement wife when your widow is still alive, but it also states that twins should not be stuck with two wives. If Tavron isn't from the north, he wouldn't be able to help.
And, again, I don't see the harm in telling. At least, not the harm to us, and the harm to the twins is something they've almost certainly considered; I don't want us deciding what's best for them.
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3man75

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Re: TSG: The Hero's Wife
« Reply #189 on: October 12, 2013, 08:53:05 am »

Maybe we should visit the governors palace just because we might as well right?
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Mlamlah

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Re: TSG: The Hero's Wife
« Reply #190 on: October 16, 2013, 08:36:00 pm »

I think we should bring up that the wildbloods might be willing to help with the warg problem as soon as possible. Even if she doesn't jump on the oppurtunity she can chew it over. Explain to her what that would mean, and add that it might not even be neccecary to go through with it if luck goes true.

Perhaps we can tell Vicar that he is allowed to try to convert our son if he thinks he can, as long as he remains respectful and accepts Koro's decision in whatever end may come to that.

I agree with greatwyrm that climbing is unnecessary right now.

I vote that we try helping Koro learn his spell of choice. I think we need to stop pushing him away so much, and affirming some of his interests might help.
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #191 on: October 17, 2013, 06:48:48 am »

I vote that we try helping Koro learn his spell of choice. I think we need to stop pushing him away so much, and affirming some of his interests might help.
Within reason. We shouldn't help him learn any highly dangerous magic, or attempt magic beyond his current reach, or something.
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3man75

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Re: TSG: The Hero's Wife
« Reply #192 on: October 17, 2013, 08:41:10 am »

I vote that we try helping Koro learn his spell of choice. I think we need to stop pushing him away so much, and affirming some of his interests might help.
Within reason. We shouldn't help him learn any highly dangerous magic, or attempt magic beyond his current reach, or something.

He knows magic to keep away mice? well fuck he should work a shift in the granary making sure the town/cities food isn't being chewed on by vermin. or is this not like Stronghold/D fortress.
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GreatWyrmGold

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Re: TSG: The Hero's Wife
« Reply #193 on: October 17, 2013, 10:38:51 am »

Yes, because having Koro drive out mice is the most useful and interesting thing he could be doing.
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Gervassen

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Re: TSG: The Hero's Wife
« Reply #194 on: October 17, 2013, 11:20:56 am »

I didn't recognise that as sarcasm at first. You got to admit that driving out mice is pretty cool. Especially if you can then drive out all the children, after the adults don't pay you for the rats. One step at a time, though.
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