- Location
- Bretonnia
- Pronouns
- He/Him
Would Farmwork alone let us make crop fields? Or does that take a specific skill-trick?
Would Farmwork alone let us make crop fields? Or does that take a specific skill-trick?
I would go with making the Fence now. It's actually replaceable if we make a suboptimal fence (~certain), which a rare, rare thing in cultivation. Being able to backtrack on your decisions means you can go ahead now while figuring out better ideas for next time.
I mean, I don't see any reason to complete it now... it's not like we're in a rush or anything. We lose nothing from improving our skills and then making a better wall, and making a wall early would do nothing for us, either. I'd rather have a better foundation and put those research dice into doing something else, rather than complete it now only to remake it later.
I think a separate sub-skill just for laying out fields would be a little much, but we could ask.
I sincerely doubt readying a keystone of our Cultivation is going to be a mediocre thing. We should push this fairly hard until we are least get the first major breakpoint, so we can see what benefits it provides
I fully admit that I could be off-base here, it was just my gut read. To expand a little...
I would note that it's quite possible for Runar both care about his son, possibly even rely on him emotionally, and still constantly make Aski aware of his shortcomings; it's why I said "co-dependent", not "abusive". It's a pretty common dynamic. The particular bits which especially inclined me towards this were the fact that Aski mentions his mother's death in his reasons, and this not an external social stigma. Now of course it would make sense that Aski has deep personal feelings about it, but the fact that he lists it as a reason to stay with his father implies he associates his mother's death with a sense of obligation or guilt; or there would be no reason to bring it up.
Furthermore, we know from the vote that Runar will be angry if Aski does not come with him, which is an odd reaction for a parent who wants their child to flourish and become independent. At a minimum, it implies a degree of overprotectiveness; Runar does not think Aski can thrive and succeed on his own as an adult man in Norse society. (It also possibly indicates that Runar relies a lot on Aski emotionally for comfort and does not want to lose him, which is understandable, but again see "co-dependency".) The way Aski said his father was angry during his disappearance also made me suspect that this is a household where Aski is often aware keenly of his father's temper.
Lastly, note that Runar did not come and thank us for voyaging into the underworld to save his son. When you think about it for a second, that's actually pretty extraordinary, given that what Halla did was actually pretty exceptional. It's an odd reaction for a parent who really loves their child and should be overjoyed to get them back. There are two possible interpretations here; either he's a prick, or he's so overprotective that he was furious at us for getting Aski into danger in the first place. Neither is great.
So yeah, on consideration, playing Internet Psychologist I think it's possible their relationship is more on the "co-dependent, overprotective" end of the spectrum rather than "co-dependent, constantly belittling" end. But it's certainly not healthy, or letting Aski become an independent adult. Even if we really do think Runar is a saint, which is not my reading, and that Aski's guilt and feelings of obligation are all internal - that's a lot of guilt for a young man to have to bear, so is it really doing him any favours staying wallowing in it?
It's possible that in the end, something like your write-in is the better course, because Aski needs to actually decide for himself to leave, rather than staying with us having and having guilt towards his father loom over him for the next few years. If he's feeling caught between two obligations and two strong senses of guilt right now, maybe the kindest thing we can do is absolve him of his sense of obligation to us and say that he's free to go. This is something his father, notably, is clearly not willing to do.
But I do worry about how he'll fare cut off from his friends.
Yep, and also, the better your foundation, the better the gains usually. Committing like, 4 dice per turn on that project seems doable.
Well, speak for yourself; personally I am absolutely eager to get to the next realm, because it's exciting and opens up new challenges and mysteries.
There's likely some opportunity cost to stalling our own Cultivation, but more generally, it's a cultivation story, so I personally would like us to actually do that.
Well, speak for yourself; personally I am absolutely eager to get to the next realm, because it's exciting and opens up new challenges and mysteries.
There's likely some opportunity cost to stalling our own Cultivation, but more generally, it's a cultivation story, so I personally would like us to actually do that.
Realistically, the real danger to increasing our Cultivation is increasing the amount of resources that the Enemy is willing to spend to squash you.
Does anyone want to spend a Reward Die to see if we can get a hint as to whether this is the general outline?
@Imperial Fister do we have the structure approximately right at this point with a Fence, Fields, Buildings (probably including a proper well), and then filling the Well with 81 Odr to actually trigger things? I am spending 1 Reward Die on the hint.
Our regenerating point has regenerated, I'm turning my key on it as well, so let's use that instead of your own pool.
While it's a classical genre convention that having perfect super-arts and strong foundations that take a long time to put into place is "right" in a cultivation setting...Given @Imperial Fister has said "fence" the last two times we asked him about this, I don't think we should necessarily assume that waiting until we can build the City Wall of Minas Tirith is the right way to go about this.
Constantly tinkering with your soul-farm's perimeters might be the intended method of cultivation; this is notably much closer to how farm walls actually work, where maintaining, and changing fences and walls as the farm expands is an omnipresent chore for farmers.
We don't know, which means we need to find out, rather than making assumptions.
Realistically, the real danger to increasing our Cultivation is increasing the amount of resources that the Enemy is willing to spend to squash you. Realm 1 isn't a serious danger because it doesn't actually seem to do anything that you can't do with Orthstirr and training, it just lets you accelerate the learning curve somewhat. Hence, the Enemy's responses and attention is mostly automated at this stage, as long as you don't try to do Disclosure, which apparently is one of the few things that will always get its immediate attention and reaction.
So we don't want to spend forever in Saga Establishment, especially once we've more-or-less mapped out the path to advance in it, which locks it in for future characters. Hence, while we don't necessarily need to focus on having the absolute most perfect foundation possible, we should at least try to cover all of the major traits before we push forward. The Walls especially feel very important, because if there's going to be a Tribulation of some kind, that seems like the biggest thing between us and obliteration.
But yeah, it's four major things, right?
1) A Perimeter
2) Fields
3) Buildings
The question is if the 'Trigger' is separate from all of these or not. We've not seen anything suggesting that the Seed is something that we directly plant in Realm 1, which suggests that the actual trigger is filling the Well to its limit (Which I would bet is going to be 81 Odr). We already know, after all, that getting 9 Odr was the requirement to enter Saga Establishment in the first place. It'd be fitting if the trigger for Realm 2 is having 81 Odr (9 times 9)
Because if that's the case, Number 4 will probably be "A Full Well"
Does anyone want to spend a Reward Die to see if we can get a hint as to whether this is the general outline?
EDIT: The more I think about it, the more this feels sound actually.
What does a Farm require before it's considered to be a Farm?
It needs a perimeter to divide the inside from the outside and protect the former from the latter, it requires fields producing goods to sustain life, and it requires a place for the people working it to stay and keep the tools they use. Finally, you need a source of water to sustain everything involved.
These four traits are the most fundamental things a person needs to survive, Food, Water, Shelter, and Safety. This also seems to be why you can theoretically advance without these, but you're likely to cripple your advancement if you're missing anything. At the end of the day, you can survive with just food and water, but you're neither going to be comfortable or secure just living out in the open, and you might just wake up one evening halfway down some predator's gullet because there was nothing stopping it from just walking in and eating you.
If that's the case then... I suspect Realm 2 is introducing Life into it. Because they need food, water, shelter, and safety to survive after all, which are all what we're setting up in Saga Establishment. This might be the point where we can introduce the Demon Seeds as well, because they straddle the line between plant and animal.
Then Realm 3 I suspect is taking your living world full of life and making it a proper Realm, through the planting of a World Tree.
I'm eager too - I really want to hit the next realm on Halla at the very least - but I feel like we have enough time to take this part slow. We've got time right now.
The Well fills up on it's own, notably, it's been regularly called out that it's "Pooling at the bottom", but we spend it generally as fast as we get it, so we don't know how much it can take.
I mean, obviously I also want to cultivate, but we've also been warned repeatedly and comprehensively by the QM that doing that is the most likely way for us to die instantly with no way out of it. Which makes me want to do so very carefully rather than rushing ahead as fast as possible. I do not want to die because we were casual with the risks inherent in cultivation in this setting.
This is a cultivation story, sure, but it's one where the cultivation system is explicitly booby-trapped and designed to kill us.
Honestly, I think the capacity will just magically expand itself when we hit 81, but there might be value in building at least a housing around it and a bucket to lower down. At the very least, that shouldn't hurt like tampering with the Well directly might.
Anyway, Hallr didn't die from a Cultivation fuckup, he died because the Enemy teleported nine fucking Steelfathers on top of him while he was busy with a critical project and thus was a bit low on Orthstirr or Odr, or whatever it was he was running with at that time.
A bucket is a really clever idea actually, yeah.
That's true, but what I meant in the more general sense is we ideally want each generation to know a bit more than the last did about how to reach successive stages and what the traps are. Finding a better, permeant method of information storage and transmission is also important, maybe our experimenting with runes might help?
Absolutely correct, yeah, while we can transfer information down through Charred Soul, that doesn't directly change the culture.
One idea I'm playing around with is writing a 'Guide for Proper Living', mostly revolving around Useful Tricks and universal stuff like Campfire and Cleanwater, stuff that is useful no matter who you are, and doesn't actually break out into any Secret Knowledge that might disrupt things overly much, but we put secret hints and guides that can lead the clever towards Odr Cultivation and give them an idea of how to do it.
The Enemy's attention after all, is limited, and while he can overhear and see things, he doesn't actually care about most things as long as they don't step on one of his Forbidden Topics. Low level Orthstirr stuff isn't really something he especially cares about beside his general antipathy towards people sharing knowledge at all, and as long as there's no obvious red flags in the text, he isn't likely to act to interfere until it's too late.
It feels like even the information transmission through our soul is not as good as it good be; Hallr seems to have significant blind spots. My vague nucleus of an idea, which might be completely wrong, is what if we experimented with like, a runestone within our soul? That might mean that our successors who inherit the same soul can also access and add to the runestone.
A sort of general farming/tips for life guide would be good. We could also include poetry which has coded hints about cultivation, nothing which explicitly gives stuff away, but is immensely useful if you've worked out the initial secret and have realised it has hints? The same way a lot of alchemical and other esoteric texts were can be heavily coded and work through allusion and metaphor, I guess.
We asked around before when this came up, and I think we were relatively sure this was it, I can't remember if people spent Reward Dice scoping it out fully, but they may have done.
The "Full Well" bit I'm a little more iffy on since it seems like... dredging/digging down into our own soul-well is one of those things where if we fuck it up, it might actually have consequences? But we could use Reward Dice and/or do other research to investigate this a bit more.
Well, sure, but even assuming we're choosing "Nordic Cultivation Slice of Life Quest" for the next while, we have a choice about how we use the time, you know?
We can spend two years sorta faffing around practicing fifteen different skills until we're sorta-okay at each, or we can use that time to advance our Cultivation and become much stronger, and probably gain access to more Odr. It does not seem to me that there's a hugely compelling case for the former; especially when you factor in the compounding opportunity cost of having a lower Odr income over multiple turns.
Sure, I think we want to tread carefully and try to poke around for booby-traps as well, but this is explicitly not true of the thing we are actually talking about right now. Also, if we want to be able to defuse future booby-traps, we need to actually be investigating and putting active effort towards working it out - not just delaying, which gains us nothing.
We also have WoGM that cultivation is booby-trapped in such a way that it's pretty much impossible to defuse all the traps in one lifetime unless you're a genius; you have to spend generations at it. Which means our ultimate goal has to be to reach the level of Cultivation that Hallr had, and then either surpass him, or at least learn more about what the pitfalls at his stage were. Hence wanting to pick up the pace a little.
One idea I'm playing around with is writing a 'Guide for Proper Living', mostly revolving around Useful Tricks and universal stuff like Campfire and Cleanwater, stuff that is useful no matter who you are, and doesn't actually break out into any Secret Knowledge that might disrupt things overly much, but we put secret hints and guides that can lead the clever towards Odr Cultivation and give them an idea of how to do it.
Remember, Blackhand almost won at his level...hitting his cultivation level is plausibly a win condition in and of itself.