TreeQuest: Magitech (Riot Quest)

I might rephrase a bit; I'm asking if I should look into an economic, I.E. non-combatant Ent.

Like a Gardener Ent that just persistently Grows the Forest, or an Ambassador Ent that just tries to Connect to new animal types.
They'd probably still be capable of fighting just due to being able to punch things, I'm just noticing a lack in our overall economy growth.
For economy upgrades, there are a few plant incorporates, like clover
0 of 20 - Clover - Via a symbiotic bacterium, Clover naturally adds nitrogen to the soil. Completing this project will automatically add 10% of all Active Specialized Growth Dice as a bonus to Grow the Forest each turn, and permanently add a +5% bonus to Store Resources.

But Weapons and armor would allow us to equip our allies and very important: "You expect the results to include any available Magic Elements that the Forest has access to", that means all Magic Elements we unlock would also aid our allies through equipment. And we have a push to get more competent magics, that then all would aid our equipped allies.
[ ][Action] Design Magic Weapons and Armor (Magic Research)
-The Forest has spun off a few basic Magic Weapons and Armor for the Creatures. But the Forest hasn't deeply studied either. If a war is on the horizon… time to change that.
-The early stages will involve scanning Talanburg for books related to crafting Magic gear, and actual demonstrations thereof. (Depending on the terms you reach with Talanburg, you may eventually wish to compensate the sources.)
-Finishing this will unlock a Growth-or-Survival project to outfit your Creatures (and potentially Newton Village and/or any Irn Refugees) with high-quality Magic Weapons and Armor. You expect the results to include any available Magic Elements that the Forest has access to.
-8.11 of 50 successes
 
[X][Action] Mining Mushrooms Manifold: grow the mining portion of the fungal network and infrastructure for separating out samples of any interesting minerals that it might find for the researches to poke at.
[X][AutoFocus] Any


Spore Spraying Spruces: Trees that take the true reproductive regimen: spread seeding spores, not nuts
Spiteful Sporing: grow spores to combine into annoying pollen and encourage fungal growth. it won't help right away but victims invaders can "enjoy" a wild proliferation of fungal infections, fungal blooms, etc.
Mouldy Mining: use the fungal network to survey what sort of minerals and materials are available
Mining Mushrooms: grow the portion of the fungal network dedicated to extracting minerals from the ground
Spy Shrooms: fungi as a spy network. Did you know some can hear? They grow towards the sound of water
More Mycelium: grow more symbiotic fungi
Humans' Hyphae Highway: grow an underground system of roots and fungi to the human village to reduce the distance penalties for working there
Slime Servitors: grow mindless mobile molds that are powered and piloted by a fungal umbilical chord back to the trees
Magic Mushrooms Multiplication: hypertrophy heaps of hallucinogens
Magical Mushrooms: store spellpower in shrooms
Might Morphin' Mushrooms: Make Massive Mushroom Monsters
Mining Mushrooms Manifold: grow the mining portion of the fungal network and infrastructure for separating out samples of any interesting minerals that it might find for the researches to poke at.
 
[X][Action] Veritas (Magic Elements)

Due to confirmation on the benefits of Veritas, I will be changing my action to researching it.
 
Minor note, just because I've already written down the thoughts for something else:

I have asked myself what would happen if someone tried to duplicate the Fidelius in TreeQuest.

They could try, but there would be a few limits. The chief one not seen in Canon, would be something like:

"A Fidelius functions, Magically, on building a defense with exactly one loophole, concentrating all possible vulnerabilities into one. It does not, technically, work perfectly (see: side-along apparition), but comes very close. As such, however, attempting to close that loophole will destroy the Fidelius. A Fidelius will begin to break down after roughly one week of 'the secret keeper staying within the Fidelius.' Should the Secret Keeper head out for groceries/scouting/whatever for five minutes every three days, that suffices to keep the Fidelius active. A chain of Fidelius'es(?), with each one permanently containing the Secret-Keeper for the next, may be built freely. However, should a loop be formed in this chain, the breakdown will begin."
 
I know I'm not researching Sound this turn.
But when I (likely next turn) switch back to it, could people actually help by voting the dire bat to study Sound, too? They should have easy time cracking it and it should help me...
 
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No, but I would claim to believe such to be true.
...So you have a fairly high but not certain confidence that it is (?objectively/subjectively?) true?

Something that the subject believes to be true, through logically valid justification.
...I'd give you an Element of 'Logical Beliefs' if you really wanted.

Though, wow, I agree: that should have a better Name than the best I can think of. (I'm still not willing to make Truth subjective, though.)

...Anybody know a word that means precisely that, from English or another language? "Something you believe, through logically valid justification"? If worst comes to worst, I'll make up one in-universe; I bet the Elves had one...

Of course, it's possible that my definition of Reality is how the setting and magic define Truth but there's nothing I can do about that other than ponder the implications of magical elements being influenced by perception in general but not by the perception of the wielder specifically.
I think it would be closer to, "A statement is True insofar as it accurately describes Reality." But yeah.

And - for the record - the wielder's perception can push the limits for where an Element can be applied to an extent, but it can't generally alter their core essence, their definition or central concept.

For example, you can't shift the core essence of Truth, but you can totally take someone who is stating a falsehood-that-they-believe and detect (or otherwise work with) that. Because it's not quite Truth, exactly - but it's very close. (...Mitochondria are arguably not Fire exactly, but then again they sort-of are.)

The thing is that magic here appears to operate at a conceptual level. Truth magic doesn't care one bit what you believe to be true, only what is actually True. If it could be deterred so easily as by mind-magicking yourself into believing something, it wouldn't be any good in a lot of cases anyway. If you teach someone that 2+2=5, and then use Truth magic, it will absolutely tell them that they are wrong, as 2+2=4 is the Truth, and you can't be subjective about math.

And anyplace where things are subjective, Truth just doesn't care and simply tells you straight up 'this person believes X' without having any opinion on X whatsoever, unless X is a real physical or metaphysical thing that can be confirmed or denied.

Honesty is its own thing.
Yep.

One additional note: Using Truth Magic as an Oracle requires a ton of power, a ton of skill, or a Truth that Magic can easily confirm/deny.

"Person XYZ believes/doesn't believe what they're saying," is the classic example of the third. Though, something like, "behind XYZ ward that I can't see through, there is/isn't a Vampire" would also be a good example of the third - depending on said ward, of course.

If you want to ask random Ants to start reciting procedurally-generated phrases about Laws of the Setting, and detecting which ones are True, you'd best have a lot of Truth Skill and a lot of Resources, or you're going to run out of power long before you get anywhere.

I have to be honest and say I have zero clue on what I want to do towards the Talanburg slash spynet stuff. Like most things are "oh yeah, that's my vote" but on that, no clue. Absolutely no clue.
I haven't given the Forest any choices that are obviously-stupid.

...Indeed, I'll say one better: This time, as far as I've thought ahead through the options and their probable effects, all options are good and do what they say they'll do. It's just a trade-off of what good-result you'd prefer.

Oh. Damn. This just gave me a really weird, extremely cool and all too possible idea for a Quad-Negacion.

Truth/Lies/Illusion/Void.

Void is the Truth of Absence, Illusion is the Lie of Presence. Truth is the Illusion of Certainty, Lies are the Void of Doubt. When they are meet, the Reality of Existence is woven.
...Probably doesn't quite work, but I agree that it's a cool description!

So are we doing a full disclosure or are we doing finding perfect proof, and can we use our individual dice to help whichever we choose? Because I am willing to stall my research if only to help either option.
EDIT: or are we further infiltrating the network to collapse the system in greater effect?
Especially if you're doing a write-in - and even if you aren't, really - you could always write in "If we choose A, then I'll do X. If we choose B, then I'll do Y. If we choose C, then I'll do Z." Or something in roughly that format.

Yay, I'm a grown up now!
Are the number of dice for (Magic Elements) still determined by my Research dice or was that changed?
Regardless I'd like to be a

[] [Etree] Research Tree
Elder Tree chosen. Front post updated.

Anything listed as (Magic Elements) is almost guaranteed to be a Research action. So, yes.

@Robinton is the "[] Write-in: Focus our efforts on tracking and subverting our known out-of-town contacts. Any actions against the Talanburg cell's interference should be strictly deniable or beneath notice. Walk away if we have to." obsolete with the changes to the Talanburg options? Would the Spynet Focus still be activated if it win?
Honestly, I think I'd treat that as a "Stall one turn and do as much against non-Talanburg spies as possible; if perfect proof also lands in your lap, great!" vote. So, yeah, it is its own thing.

Also, if you have a number of close contenders and I can find a way to combine them or build a compromise between them, I probably will.
 
And - for the record - the wielder's perception can push the limits for where an Element can be applied to an extent, but it can't generally alter their core essence, their definition or central concept.

For example, you can't shift the core essence of Truth, but you can totally take someone who is stating a falsehood-that-they-believe and detect (or otherwise work with) that. Because it's not quite Truth, exactly - but it's very close. (...Mitochondria are arguably not Fire exactly, but then again they sort-of are.)
I don't give a shit about the perceptions of individual wielders. Fire isn't a real, tangible thing, it's a process, but magic doesn't give a shit about that and makes real, tangible Fire anyway. Law functions on both legal codes and the fundamental principles of physical reality. Sun and Moon and Star magic are different even though sunlight and moonlight and starlight are all the same thing fundamentally. Clearly the idea of a thing has influence on the mystical reality of that thing. Elsewise laws of man were related to physical processes far before mortal minds thought to codify them into "laws" of physics which has its own slew of implications.
 
...Anybody know a word that means precisely that, from English or another language? "Something you believe, through logically valid justification"? If worst comes to worst, I'll make up one in-universe; I bet the Elves had one...
There is "true and well justified belief" as definition for knowledge, but that also includes "true".
For what you are describing I'd use two words "justified belief".
If you want to stick to single word....
"Conclusion"? Though that lack the "logically valid" part of the justification.
"Inference" and "Implication" would be the process, not the product.
 
...Probably doesn't quite work, but I agree that it's a cool description!
If it's that close to working, then expect quite a bit of effort getting invested to modify perspectives until it does. And you can't exactly say that the much easier to achieve Triple Negacion that gets me on the path there isn't perfect for doing that perspective work. :V
 
I wonder if we can learn Air/Earth/Fire/Water Magic as a method of looking at the world as something that is both combined and full of its own threads.
 
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I wonder if we could create a banishing tree? Like put it on the front line of any frontline and uses its limbs to just banish whatever hits it into a random direction up down, anywhere. Like far though, half a mile at least. That would be interesting.
You could. Though - given that the best "banishing" technique you currently possess combines "whack it with a bat" and "TK" - it might make more sense to just add "banishing" as an upgrade to the Defender Ent, at least for now...

if the same enemy gets hit by Magic Mushrooms based Spores multiple times, does that increase the penality?
Generally speaking: yes. Though the law of diminishing returns applies - if for no other reason than "disabled foe is now slightly more disabled."

Caveats that I can think of: An enemy with a high enough prior dosage won't meaningfully care. If an enemy overdoses to an insane degree, they might die of it. Any enemy with rapidly-mutating biology designed around countering bio-shenanigans will probably counter a higher dosage faster. Baseline humans technically sort-of do that sometimes across the course of days to years (immune system, drug tolerance, maybe other effects).

What is the education in Newton Village like, what is the Grimms role in it?
Would them doing work ("additional Focus" level) mean they miss parts of their education, or can they do it besides (or have they already finished the school part and would now gather experiences in apprentice-esque roley?
(As far as I can tell, and as far as I can find in my notes, I've given answers for Talanburg/Andrewsburg and other nearby polities, but not for Newton. Correct me if you can find prior statements of mine.)

Initially, education tends to be in the hands of - essentially - "whoever has time for it." Granny Miller actually wound up teaching the basics of a lot of things; Mrs. Charlotte Miller and Mrs. Beth Grimm are a tie for second/third. Violet Miller wins the contest for "youngest person to actively try to hog kid-teaching-time."

That - generally - gets you through Reading, 'Riting, and 'Rithmatic, along with a large dollop of folk-lore and common sense, mostly (but not universally) accurate. After that, it's a question of what you want to learn.

...Ignoring combat skills. Those aren't really part of schooling per-se, but any boy is expected to be able to defend himself and one other by thirteen. Girls are only expected to be good enough to defend themselves. (Betty Grimm, obviously, intends to go considerably further.) This is typically taught along similar lines, but Mr. Matthew Miller is one of the more common teachers - with Gustav his son taking after him of late (though some of that is "what can I teach Annabeth's little brothers... I know!"). Notably, Old Man Materson is not a normal combat instructor - he's good for the occasional insight, but he struggles to dumb his sheer intuitive skill down into something teachable.

After that, after you learn the basics, everyone (older than you) will point out various things like "if you know more than the basics, you can get a better deal" and "people who know more get more city trips" and "you remember that winter when food was tight - we survived because we adults had a bunch of extra skills" and "better fighters are more likely to come home" and "I know it's annoying to learn - but Magic is so useful!"

They'll almost force you to keep learning, but you're pretty free to choose what you learn. How To Tell A Great Story, for example, would start with "read a bunch of Tavish's books and have a talk about the elements of storytelling with him," involve (at some point) "Old Man Materson and Granny Miller discussing old yarns and favorites," and end with you doing a lot of actual practice - some off by yourself, getting the story just right.

First, though, wow, I didn't do well last turn.
You rolled poorly. Actually, as a note, you rolled just well enough that the effect shouldn't have long-term repercussions (which it didn't - while your failed write-in was memorable, it didn't actually make the situation meaningfully worse than it would have been anyway).
 
You should probably chill. Arguing with the QM about the rules of his own quest is unlikely to accomplish anything beyond annoying him.
I feel like I know Robinton pretty well and I think he gets that my vibe is more "overexcited analysis of world-building and theorizing" than "you're wrong about your own setting". The goal was to point out that I was referring to a broader, consensus perception rather than a specific, personal one.
 
Generally speaking: yes. Though the law of diminishing returns applies - if for no other reason than "disabled foe is now slightly more disabled."

Caveats that I can think of: An enemy with a high enough prior dosage won't meaningfully care. If an enemy overdoses to an insane degree, they might die of it. Any enemy with rapidly-mutating biology designed around countering bio-shenanigans will probably counter a higher dosage faster. Baseline humans technically sort-of do that sometimes across the course of days to years (immune system, drug tolerance, maybe other effects).
My takeaway is:
Drugging enemies via shroom spores until they are harmless is a plausible idea unless/until they have countermeasures.
(As far as I can tell, and as far as I can find in my notes, I've given answers for Talanburg/Andrewsburg and other nearby polities, but not for Newton. Correct me if you can find prior statements of mine.)
Hm, so "learn basics from whoever has time, afterwards learn more from whoever has time and knowledge to teach things you are interested in".
Have the speaker kids learnt the basics?
Would the "additional focus" option for speaker action impede them getting education, or would that just lead to them learning about speaker stuff and directing trees?
 
I don't give a shit about the perceptions of individual wielders. Fire isn't a real, tangible thing, it's a process, but magic doesn't give a shit about that and makes real, tangible Fire anyway. Law functions on both legal codes and the fundamental principles of physical reality. Sun and Moon and Star magic are different even though sunlight and moonlight and starlight are all the same thing fundamentally. Clearly the idea of a thing has influence on the mystical reality of that thing. Elsewise laws of man were related to physical processes far before mortal minds thought to codify them into "laws" of physics which has its own slew of implications.


Doesn't change how Truth works. If 'Magic itself operates on a consensus reality' is true, well Truth remains inviolable so long as universal consensus is that it is, and if that changes it stops being Truth and becomes Consensus anyway because you just changed the fundamental makeup of the Element. Truth is objective because it is defined as the magic of objective Truth, with subjective Belief and Consensus being different Elements.
 
Doesn't change how Truth works. If 'Magic itself operates on a consensus reality' is true, well Truth remains inviolable so long as universal consensus is that it is, and if that changes it stops being Truth and becomes Consensus anyway because you just changed the fundamental makeup of the Element. Truth is objective because it is defined as the magic of objective Truth, with subjective Belief and Consensus being different Elements.
Yeah? I'm not arguing that point. I was clarifying my sidebar on the nature of magic as a whole.
 
If people want to do the spynet focus thing in the next turns to subvert all of it then they may want to vote for "[][Talanburg] Walk Away" as Robinton confirmed that the leading write-in for Talanburg would only do it for one turn to try to find proof and then probably spoil the fact that we know about the Spynet by proving its existence to Talanburg if it's successful.
 
If people want to do the spynet focus thing in the next turns to subvert all of it then they may want to vote for "[][Talanburg] Walk Away" as Robinton confirmed that the leading write-in for Talanburg would only do it for one turn to try to find proof and then probably spoil the fact that we know about the Spynet by proving its existence to Talanburg if it's successful.
Changes, do you think this would fit our intentions?
[X][Talanburg] Write-in: Walk away for now, to fully Focus on subverting the spy-network. Return when the network is subverted.
[X][Talanburg] Walk away
 
[X][Talanburg] Write-in: Focus our efforts on tracking and subverting our known out-of-town contacts. Any actions against the Talanburg cell's interference should be strictly deniable or beneath notice. Walk away if we have to.
[X][Talanburg] Walk away
[X][Spynet Focus] 1

[X][Action] Investigate Andrewsburg

I wanted to do Incorporated Growth, but now I want to poke the Woo clan spy network more.

I think I'm going to change my vote to :

[]Write-in: Focus our efforts on tracking and subverting our known out-of-town contacts. Any actions against the Talanburg cell's interference should be strictly deniable or beneath notice. Walk away if we have to.

It seems the most logical I guess.

(PS. I'm doing the change in my actual vote, just as a note.)
A note for you 2:
That write in is not the "lets subvert the spynet" vote, it just delays one turn to get as much spynet work as possible in, then goes ahead with negotiations.
For full subversion we need the walk away vote.
Honestly, I think I'd treat that as a "Stall one turn and do as much against non-Talanburg spies as possible; if perfect proof also lands in your lap, great!" vote. So, yeah, it is its own thing.
 
Eh, I'll just keep on with what I was trying to work on last turn, I suppose!

[X][Action] Continue attempting to design Living Armor.
There should be some way to make still-living wood that can be worn by Two-Legs and Creatures, even if they might need to leave it in the dirt when not wearing it. Maybe a layered system, with some soft and absorbent pulp/moss on the inside, then a layer of Shield Tree wood, and then some metallic bark?

[X][Corvids] Contribute to Hevel
[X][Focus] Veritas (Magic Elements)
[X][Focus] Void Forest (Magic) (Void) (Magic Research)
[X][Focus] Raise Shield

[X][Spynet Focus] 2
 
Eh, I'll just keep on with what I was trying to work on last turn, I suppose!

[X][Action] Continue attempting to design Living Armor.
There should be some way to make still-living wood that can be worn by Two-Legs and Creatures, even if they might need to leave it in the dirt when not wearing it. Maybe a layered system, with some soft and absorbent pulp/moss on the inside, then a layer of Shield Tree wood, and then some metallic bark?

[X][Corvids] Contribute to Hevel
[X][Focus] Veritas (Magic Elements)
[X][Focus] Void Forest (Magic) (Void) (Magic Research)
[X][Focus] Raise Shield

[X][Spynet Focus] 2
The Spynet focus vote requires "[][Talanburg] Walk Away" to win so you may want to vote for it too if you want it to count.
 
Replies up to this post:

I don't give a shit about the perceptions of individual wielders. Fire isn't a real, tangible thing, it's a process, but magic doesn't give a shit about that and makes real, tangible Fire anyway. Law functions on both legal codes and the fundamental principles of physical reality. Sun and Moon and Star magic are different even though sunlight and moonlight and starlight are all the same thing fundamentally. Clearly the idea of a thing has influence on the mystical reality of that thing. Elsewise laws of man were related to physical processes far before mortal minds thought to codify them into "laws" of physics which has its own slew of implications.
"Fire isn't a real, tangible thing" - It's a reaction not a stable state, at least, yeah.

"Law functions on both legal codes and the fundamental principles of physical reality." - Scholars like to debate whether this means 'Reality had a Creator' or 'Mortal Law is a poor attempt at imitating physical law' or just 'Law is one of those rare Magics that doesn't seem to make sense to us.'

The fact that Moonlight is treated differently makes a bit of sense, due to the "it's star+sun-light that has been reflected" aspect. But you're correct that no one in the present era has a satisfying analysis of why Sunlight and Starlight are meaningfully distinct - especially given that someone's managed to prove that "extremely concentrated Starlight" does less damage to Vampires* than an equivalent (energy-per-second) amount of Sunlight.

* Idrial bypasses this via: a ton of pure quantity, adding a bit of Magic to the Starlight so that it goes from "mundane light from stars" to "Magical Starlight," and grabbing some Light from one particular Star.

Scholars are even more perplexed about Swordsmanship - and Archery and similar weapon-Elements. Aren't those rather obviously drawing upon likely-exaggerated legends? Aren't the powers these Elements confer based upon those legends, rather than anything remotely Objective or Eternal?

There is "true and well justified belief" as definition for knowledge, but that also includes "true".
For what you are describing I'd use two words "justified belief".
If you want to stick to single word....
"Conclusion"? Though that lack the "logically valid" part of the justification.
"Inference" and "Implication" would be the process, not the product.
I like your thoughts!

Not an obvious name, but thanks for thinking it over!

If it's that close to working, then expect quite a bit of effort getting invested to modify perspectives until it does. And you can't exactly say that the much easier to achieve Triple Negacion that gets me on the path there isn't perfect for doing that perspective work. :V
I don't mind if you try!
Even if you ultimately prove it impossible, you'll likely be (at that point) on the verge of something very similar...

I wonder if we can learn Air/Earth/Fire/Water Magic as a method of looking at the world as something that is both combined and full of its own threads.
I don't see an obvious problem with that.

I mean, it's probably worth noting that "many things in the world can't easily be expressed through a combination of those four." But the majority can, and a Negacion Quartet would be powerful* even if you only got to Novice, so probably worth looking into.

* And expensive. Can't forget that.


Hm, so "learn basics from whoever has time, afterwards learn more from whoever has time and knowledge to teach things you are interested in".
Have the speaker kids learnt the basics?
Would the "additional focus" option for speaker action impede them getting education, or would that just lead to them learning about speaker stuff and directing trees?
Pretty much.
Yes.
It's assumed that most of their Speaker Actions will give them good practice at something. Void Forest - fortification, military theory, brainstorming, abstract thought, Void Magic, and probably other stuff. Talanburg Negotiations - social skills, negotiations, local knowledge (Talanburg), etc. You get the picture.

If people want to do the spynet focus thing in the next turns to subvert all of it then they may want to vote for "[][Talanburg] Walk Away" as Robinton confirmed that the leading write-in for Talanburg would only do it for one turn to try to find proof and then probably spoil the fact that we know about the Spynet by proving its existence to Talanburg if it's successful.
I'm starting to think I might need to add a part-turn post just on analyzing options and making sure the vote was fairly done by everyone who cares... :p
 
I mean, it's probably worth noting that "many things in the world can't easily be expressed through a combination of those four." But the majority can, and a Negacion Quartet would be powerful* even if you only got to Novice, so probably worth looking into.

* And expensive. Can't forget that.
Hm. I need to finish my Wu Xing omake, considering that the five phases have a much firmer interrelation than the four elements.
 
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