hmm, i'd like to note that the rivers would probably gain synergy with carve the worldspine. those are the source of the rivers after all. in any case, happy new year
 
hmm, i'd like to note that the rivers would probably gain synergy with carve the worldspine. those are the source of the rivers after all. in any case, happy new year

Looking at it, i think it might depend if the mundanes do it or not. My reading of it, is that the White tower is just going to manipulate fate so that the avelances goes from "bad luck" to "Wow, we were so lucky that an entire copper vein was in this rockslide that landed convinently outside the city", where as the mundane is more of them actually shaping the mountain.

Switching over though, would mean not doing the river action with the mundane, which means we're losing out on the possible synergy of Precision and the sundal tower doing the other river action. Which i don't know if it would be worth it. Maybe? It does make me wonder, if there are some synergies that only works if done the turn after actually. If the hive-precision things works out great this turn, does that mean it would synergize into a mountain cleaving later, due to mundanes now being able to use the Hive when they are carving out the mountain, as just an quick example.

But yeah, overall, i think we'd need to have a mundane point on both river and worldspine for full synergi effect. Which we can hopefully do next turn with the ruins and egg, assuming we don't get a new crisis in our lap.
 
So, slightly different, but a bit of theory thinking regarding the paths we've seen in the latest update.

As far as i can see, there are now three different Path's options "Path of Elements", "Path of Entropy" and "Path of Binding"

We've got the most actions regarding Path of Elements followed by Path of Entropy. I suspect that if we do all the Element actions currently, we will unlock or get extremly close to getting a new tower, though it should be noted that one of the action is regarded as "dangerous"

In regards to what each Path could be.

I suspect that Path of Elements is the Mountain Tower one of the nine starting tower we could choose between, and one of the Three Divination line towers. It's a tower that's speclilized in controlling the elements. Overall, given what we can see from the First Works threadmark, most of it's benefits is relatively straightforward.

Path of Binding we only have one action for, but given it's clear empisis on punishing evil with evil, i suspect this is the path towards the Tower of Chains. A tower that gives form to evil and then uses that against evil. Fighting fire with fire. This is also one of the nine starting tower, and of the Theurgy line. It should be noted that, in order to gain second circle Theurgy mastery, we do probaly need another tower, so if we want to have smarter minions, this is the most obvious way forward.

Finally, there is Path of Entrophy. Looking over the starting tower, i don't think there's any that's a full match for this one, with the closest being Purification, but one that doesn't quite fit. I'm therfor, of the belief that this is a tower not from the Thrice-Great Progenitor, and thus not something we can ever find from dungeon/ruin actions on Cradle. This is probaly the result of the massive use of Entropy in order to prevent the Second doom, something that may have been unthinkable for the Thrice-Great Progenitor.

Guessing, this is probaly tower around the idea of using decay in order to bring ruin to the Order's enemies, and maybe even a reversal of it, in order to benefit the Order. Enemies tools breaking quicker, as the order's last far longer then they should. This would probaly fit into either Alchemy brance of tower which is the towers that affects the circles and changes of the universe(living Tower being the current one), assuming it's not it's own seperate branch, which is probaly something like "destruction - Removing the natural laws of the universe".

The more important part, regarding this is the Storm choice. There is one to Path of Entropy, by destroying all storm's, essentially removing storm's as a concept from Cradle, and potentially further, or Path of Elements, by purify them, by letting them become back to their natural state.

I suspect, that if we fully want either tower, we need to comit to a branch before we start. So we either go all in on Entropy, or we go all in on Elements. Elements carry the benefit of the fact that we can probaly know what we will get out of it, while Entropy may be a new, fully untread path alltogether.

Should be noted, that Entrophy want us to destroy the ruins, so that's a drawback, just a question if the Tower of End's would be worth it. I'm currently leaning towards Elements, simply because i do want us to use the storm's, not remove them entierly, but whatever path we choose, it's one we have to comit to, that i fully believe at the very least.

(All things said, i do not expect entropy to win this, with both ruins and storm needing to be destroyed in order to empower it. But, depending on what insight we may gain, there may be power found in destroying the ruins and storm's for power.

The Philosophers found gain in the decayed pieces of the mundanes. What will they find by casting aside their own past and Cradle's winds. Something to be said in that, for good and ill)
 
Last edited:
[X] Plan Mundane Focus

Voting at this point is rather a formality than anything else, but might as well. While I understand trying to tie up the end of cycle of rebirth with rediscovering our lost secret, I would like to point out to this.

The end of a cycle is coming, your actions will determine what will dominate the new one.
So focus on the single theme of improving mundanes life and abilities seem to be a good foundation for the new cycle. Especially in the light that we are entering AP hell and having more capable mundanes might be one way to get more AP (well, MP - mundanes points).

I also think there is something to be say about ending our rebirth with looking back to the mundanes, whom the Order sworn to protect and uplift. The physical restoration of the world is nearing it's end, now is the time we look to actually improve upon it and bring prosperity to all it's people. Or something like that, I am never the best at symbolism.
 
We should be getting another mundane AP point next turn. Personally i suspect that stuff like inborn command will improve the efficency of dumb labour actions that we use the mundanes and Living Tower on, but it won't be increasing our AP.

We will probaly need either Second Circle Mastery, since that's going to improve the servants, or the Intelligence workings. But since that's stated to only be the first experiment due to cost, there is probaly several actions we need to do before it start giving us anything like that.

So for now, i expect it to improve mundane efficency, or allow us to use mundana AP points on new actions.
 
Binged the quest today, this is fantastic. Incredibly creative and magical, without feeling chaotic or arbitrary. Very much looking forward to the future of Cradle, and then the Stars!

I like the Mundane plan except I'd rather do Ordered Gardens than a temporary intelligence invocation as the cycle ender, seems more dramatic with inborn command.

Also would rather do Gift of Power or Skill, those seem like actual restitution for our shame. Health makes sense, but is just more bread and circuses, rather than changing the balance of power that led to our shame. Depends I suppose if you see the error as one of a shepherd failing to protect its weak flock (an interpretation the rest of our mundane empowerment seems to argue against), or one of hubris and control. I don't really understand Freedom but it seems kinda frivolous, still in the Shepherd from On High paradigm.

Maybe we could've voted on the Gift separately before the turn? Might've allowed more thematic considerations rather than binding it into plans.

Moot at this late point, but will share a tweaked plan anywho (skill over power since I think that needs meditation, and ending cycle with riverine biosphere restoration seems too juicy to pass up):

[X] Plan Mundane Focus w/ Skill + Gardens
-[X] Logic Gates [Eye]
-[X] Gift of Skill
-[X] Teaching of Precision [0/1]
-[X] Instruction on Inborn Command [0/1]
-[X] Trial of the Avatars [0/1]
--[X] Ordered Gardens
-[X] Taming the Rivers [0/2]
-[X] Taming the Rivers [0/2] [Mundane]
 
Vote closed
Scheduled vote count started by OldShadow on Dec 31, 2023 at 8:29 AM, finished with 35 posts and 18 votes.

  • [X] Plan Mundane Focus
    -[X] Logic Gates [Eye]
    -[X] Gift of Health
    -[X] Teaching of Precision [0/1]
    -[X] Instruction on Inborn Command [0/1]
    -[X] Invocations of Intellectual Excellence [0/1, Use 1 Scale]
    -[X] Taming the Rivers [0/2]
    [X] Plan First Principles and Future Foundation, Skill Edition
    -[X] Logic Gates [Eye]
    -[X] Gift of Skill
    -[X] Teaching of Precision [0/1]
    -[X] Provide Precious Elixirs [0/1] [Consume 1 Scale] [Living Tower]
    -[X] Carve the World-Spine [0/1] [Mundane]
    -[X] Explore Times Forgotten [Ruins] [0/1]
    -[X] Seek the Egg [0/1] [White Tower]
    [X] Plan Exploration
    -[X] Introspection [Eye]
    -[X] Gift of Health
    -[X] Explore Times Forgotten [Ruins] [0/1]
    -[X] Instruction on Inborn Command [0/1]
    -[X] Seek the Egg [0/1] [White Tower]
    -[X] Trial of the Avatars [0/1]
    --[X] Halls of Battles
    -[X] Carve the World-Spine [0/1] [Mundane]
    [X] For Cradle and its People
    -[X] Memories [Eye]
    -[X] Gift of Freedom [Shame] [White Tower]
    -[X] Meditations on Craft [0/2]
    -[X] Taming the Rivers [0/2]
    -[X] Explore Times Forgotten [Ruins] [0/1]
    [X] Plan Mundane Focus w/ Skill + Gardens
    -[X] Logic Gates [Eye]
    -[X] Gift of Skill
    -[X] Teaching of Precision [0/1]
    -[X] Instruction on Inborn Command [0/1]
    -[X] Trial of the Avatars [0/1]
    --[X] Ordered Gardens
    -[X] Taming the Rivers [0/2]
 
wait, did we not actually put two points into tame the rivers? i thought we did

we need that in order to complete recover from the doom this turn
 
Last edited:
We did, one tower AP and one Mundane, the tally just seems to have gathered them into one point for some reason. Probaly me somehow writing the plan wrong?

[X] Plan Mundane Focus
-[X] Logic Gates [Eye]
-[X] Gift of Health
-[X] Teaching of Precision [0/1]
-[X] Instruction on Inborn Command [0/1]
-[X] Invocations of Intellectual Excellence [0/1, Use 1 Scale]
-[X] Taming the Rivers [0/2]
-[X] Taming the Rivers [0/2] [Mundane]

But this is what won, two river points
 
alrighty i'll take one

edit: well crap wait i remember that it was roll under for our comet accretion, i think that's this so this is actually pretty good
Lord_Abaddon threw 1 100-faced dice. Total: 28
28 28
 
Last edited:
We're about to meet the Wheel of Extinction now, it's a giant rolling yoyo about to crash into us :V
 
Less then promising rolls, let's just hope it isn't anything too important then

Really hoping that this part of the Inteligence

Neither glorious success nor cruel disasters shall come from this, only new ways opening upon the Order's Path.

Is going to tie well in with the new cycle we're entering, allowing us lots of new options. Since the end of cycle, is when this would have maximum effect, i think.

Edit: Wait....The mundanes got inborn command now, which means they are commanding the Hive right?

I wonder if this
-[] Under-Spawns [0/1]
The Living Tower shall create spawns of the Hive-Empress able to dig deep under the earth, and integrate the metals and stones found below into their flesh.

and this

[] Carve the World-Spine [0/1] [Mundane] [White Tower]

Would stack together? I feel like that would actually become a really amazing combo. The Living tower creating spawns that can dig, on the same turn as inborn commanders take the newly fanged hive with them and goes diving. That actually feels like it sets up for an amazing combo. I was struggling to think about where to put the Make Flesh harder action, since i didn't find any obvious synergy at first. But this feels really promising. Of course, problem is having enough places to fit all of this stuff into with plans.

Combine this with battle-hall, and you might get Battle-trained Hive knights covered with metal, or something. That could become a really solid fighting force, which would in turn make the egg/ruin stuff go a lot better. Just in pre-turn plans. That feels really solid, though maybe i'm overthinking it here?
 
Last edited:
Back
Top