Salted Sands (A Caves of Qud-Inspired Cultivation Quest)

Ash in the Wind (Intro Arc End)
The morning tide brings the telltale taste of ash to their lips.

Kell hadn't even bothered trying to sleep, knowing that he'd struggle to even close his eyes let alone drift off to slumber. Not only because of the monstrous threats lurking in the shadows, but because the fires in the distance burned the whole night long.

Why would the fires still burn if there was anyone left to put them out?

It was the question that kept him up, the words playing through his head over and over again stripping him of any hope of sleep. By the time the dawn-edge pierced the horizon, the fires had only just began dying down.

The trip back was done in silence, for there was nothing to say when surrounded by the ruined dreams of past, present, and future. A single cart was all it took to carry the children, so it was all the men of Surran took with them from the once-Nordenite campsite.

It was only as Surran came into view that the blanketing silence was ripped asunder. A choked gasp slipped free of someone's throat as the taste of ash mixed with the smell of charred flesh. Bodies, dozens of them, litter the black-burnt rubble of a village called Surran. Some large, some small, all once someone with a name, with a story, with hopes and dreams, only to be reduced to piles of blackened flesh and scorched cloth.

Hundreds of black-feathered carrion birds circle overhead as they sound their cries of joy. One lands on a corpse, just before the horror-stricken cart, and swallows the morsel of flesh in its beak, "Behold, men of hope, and witness all that remains of your futile efforts!" The taunting crow dips its beak and rips free a fresh chunk of meat from the too-small body, "Nothing but a feast for my kin and me!"

A rifle barks and the crow disappears in a cloud of feathers as a cawing chorus echoes. Surt steps forward and cycles his weapon's bolt, the spent shell falling to the ground in a sharp clatter as he fixes each and every carrion-feeder with an evil eye, "Begone, spirits of ruin, and go bother some other poor soul!"

Mocking laughter is all he receives as the flock takes wing and retreats on their black feathers of death. Surt waits until they've all disappeared before his head and shoulders fall together. Lifting a hand overhead, he waves it in a broad circle, "Go... I don't know, go see if there's any survivors. Maybe the gods know mercy?"

Kell stares at the retreating forms of his comrades as they do just that. Each heads towards their familial home, each hoping to find any shred of hope in a burnt-out ashtray. Deep down, they must know they walk to hellish sights, but not a one can bear not knowing.

Which is exactly why Kell's feet take him towards the hillside house—his house.

Except, except it's not there. Where once stood—and should still—the proud home of the Nakeshi, now is but an empty lot of barren soil. Kell stares, brows furrowing deep crevices on his face, as the wind whistles in the distance.

There's nothing left of his home.

Kell is far from certain on how he's supposed to feel about this. Relief that he doesn't have to see his dead mother? Sorrow that there's no body to bury? Anger at whatever took his mother from him?

All Kell really feels is that odd emptiness inside, the same that arises whenever something truly awful happens. Like when his dog got picked off by a mountain beast. Not even the faint swirls of feelings that swirl about his being have anything to say.

The sharp report of a single gunshot breaks the silence as one of the once-defenders takes his own life. A tragedy, but understandable in the face of such despair.

As Kell gazes upon the empty ground of his once-home—his father, uncle, or any of the other men who went back nowhere to be seen here or in Surran—he's left with a list of responsibilities.

First and foremost, before any idea of revenge can be had, bodies must be buried. After that, though, Kell has a choice to make: north or south?

Shelter can be found in Nash to the north, where the Baron's rule is strongest. Though there is no love lost between the Surranese and the Baron, he is honor-bound to look after those under his care. He will provide what little aid he must.

However, the village of Melka to the south is both closer and will provide far grander aid to Kell and his sleeping siblings, thanks to their connection through their mother. Unfortunately, that same aid will likely not be extended to the other Surranese, forcing them to go north to Nash while Kell and his siblings go south.

What does Kell do?
[ ] North, to Nash
[ ] South, to Melka

0~0~0

+3 XP for surviving a battle
+1 XP for surviving the intro arc
Final XP: 4

How do you wish to spend your 4 XP?
[ ] Write in

(Please vote by plan)
0~0~0

AN: And so, Kell finds his home gone and Surran a pile of ash. Will he go north, to the Baron's Nash, or will he go south, to his kin's Melka?

As the intro arc is now over, the update rate will slow down to the stated weekly. Sometimes, things may proceed differently, but that's what I'm aiming for.


Explanation of Stats and Skills and how Leveling Works
Stats govern how many dice you roll when doing the relevant activity (Every X = +1 Dice). Skills govern the numeric modifier that is added to the roll (Every X = +10). Purchasing a new Stat or Skill costs 1 XP, with every level after that costing an additional 1 XP.

Stats are more general than Skills. For melee Stats you have 'One-Handed', 'Two-Handed', 'Polearm', and 'Unarmed'. For ranged Stats you have things like 'Archery', 'Crossbows', 'Firearms', and 'Throwing'. For noncombat Stats you have 'Social', 'Craft', 'Movement', and 'Perception'.

Skills are more specific than Stats. To use Movement as an example, you might have 'Acrobatics', 'Swimming', 'Athletics', and 'Stealth' as Skills.

If something is not represented here, you may make it up yourself (pending approval from me, of course).

25-minute moratorium
 
We need to take care of our siblings, so a tentative plan.

[ ] Plan: Newly Made Adult
-[ ] South, to Melka
-[ ] 2XP-Skill: Handguns
-[ ] 1XP-Skill: Cooking
-[ ] 1XP-Stat: Perception

Any feedback is appreciated, Cooking is meant to be under crafting.
 
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Explanation of Stats and Skills and how Leveling Works
Stats govern how many dice you roll when doing the relevant activity (Every X = +1 Dice). Skills govern the numeric modifier that is added to the roll (Every X = +10). Purchasing a new Stat or Skill costs 1 XP, with every level after that costing an additional 1 XP.

Stats are more general than Skills. For melee Stats you have 'One-Handed', 'Two-Handed', 'Polearm', and 'Unarmed'. For ranged Stats you have things like 'Archery', 'Crossbows', 'Firearms', and 'Throwing'. For noncombat Stats you have 'Social', 'Craft', 'Movement', and 'Perception'.

Skills are more specific than Stats. To use Movement as an example, you might have 'Acrobatics', 'Swimming', 'Athletics', and 'Stealth' as Skills.

Wait...am I misunderstanding this or is each Stat worth +50 (well, +1d100) or so and each skill only worth +10 (and thus both narrower and only 1/5 as effective on average)? Because that seems odd given that the two are equal in cost. Or is the +10 bonus from skills per die or something?

What does Kell do?
[ ] North, to Nash
[ ] South, to Melka

We have family connections and a better rep in Melka, so going South seems right.
 
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Wait...am I misunderstanding this or is each Stat worth +50 (well, +1d100) or so and each skill only worth +10 (and thus both narrower and only 1/5 as effective on average)? Because that seems odd given that the two are equal in cost. Or is the +10 bonus from skills per die or something?
Each level of a Stat gives you an additional dice to roll
Each level of a Skill gives you +10 to the result

0~0~0

Voting is now open
 
[X] Plan: The Young Need Protection
-[X] North, to Nash
-[X] 2XP-Skill: Handguns
-[X] 1XP-Skill: Cooking
-[X] 1XP-Skill: Childcare
 
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Not IF but it sounds like ywe roll the number of dice for the first roll plus skill modifiers, and if it rolls over 100 it explodes.

That makes stats about 5 times as good as skills if true (actually more, since skills are narrower). Which means we should focus heavily on stats rather than skills for quite some time.

Which is why I'm asking. If that's true, then it's true, but I'd like to know before we spend a bunch of xp based on mistaken understanding of how the rules work.
 
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[X] Plan We Should Probably Not Suck At Everything Other Than Guns
-[X] 1 xp Stat: Social
-[X] 1 xp Stat: Movement
-[X] 1 xp Stat: Perception
-[X] 1 xp Stat: Unarmed

[X] South, to Melka

We should go south for reasons I mention above (it's where mom is/was from and they actually like us there). If stats are as good as they seem, this makes us vastly better at, well, general survival and competence. Like, by a lot.

And even if stats aren't as good as I'm thinking they are, having the basic level in all these stats seems exceedingly good. We've lost a lot of our support structure...lacking Movement and Perception in particular seems nearly suicidal in the lang term. And Social may well be needed to get a village to even let us in...being likable is not our strength.
 
Which is exactly why Kell's feet take him towards the hillside house—his house.

Except, except it's not there. Where once stood—and should still—the proud home of the Nakeshi, now is but an empty lot of barren soil. Kell stares, brows furrowing deep crevices on his face, as the wind whistles in the distance.

There's nothing left of his home.
Damn that really sucks but the MC needs the good old tragic backstory for character building.

Kell is far from certain on how he's supposed to feel about this. Relief that he doesn't have to see his dead mother? Sorrow that there's no body to bury? Anger at whatever took his mother from him?
Cost of Emotion is really showing itself here.

[X] Plan We Should Probably Not Suck At Everything Other Than Guns
-[X] 1 xp Stat: Social
-[X] 1 xp Stat: Movement
-[X] 1 xp Stat: Perception
-[X] 1 xp Stat: Unarmed

[X] South, to Melka

Heading south allows the MC to look after the remaining kids which is now the MC's responsibility.
 
So...are we rolling a bunch of dice and picking the highest or what? I'm confused how this works, I think, though I may be overthinking it.
You roll all the dice together and I think you're overthinking it a fair bit. This is very simple stuff, lmao.

If you have 3d100 in something, the range you can roll on the first roll is 3–300. The first roll also has skills and equipment added to it, while subsequent rolls do not. Subsequent rolls also only roll 1d100. If you don't have anything in a stat, then you roll 1d100.
The worldbuilding is rather interesting, the cultivation seems like it has potential from what little we've seen of it, the stats and skills is a little confusing due to just starting out on that, and the MC's deadened emotions is being shown really well.
Thank you very much! I've given it a lot of thought for how Kell acts and reacts. Such as, for example, when Kell stood up during the firefight in an attempt to get a clear shot on the Nordenite. He lacks the same intensity of fear as everyone else, so he didn't stay in cover for fear of being shot.

Heck, the entire format of the story (3rd person semi-omniscient) was chosen with that in mind.
 
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So, now that the introduction arc is done, what are your thoughts on Salted Sands?

It's interesting and neat. I'm liking the worldbuilding (though I obviously want to see more) and the establishment of Kell as a character.

You roll all the dice together and I think you're overthinking it a fair bit. This is very simple stuff, lmao.

If you have 3d100 in something, the range you can roll on the first roll is 3–300. The first roll also has skills and equipment added to it, while subsequent rolls do not. Subsequent rolls also only roll 1d100. If you don't have anything in a stat, then you roll 1d100.

Check. That reaffirms my thoughts on my above plan, though. It takes us from a 1% chance to get 100+ to a better than 50/50 shot in a number of important areas. And means Stats are a lot better than skills until we get them to a pretty high level (at which point skills start being a better deal just because of escalating costs).
 
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I really don't understand why people are making plans involving skills rather than stats given what's been said about them. Skills are a +10 on rolls they apply to. Stats are +1d100 on the same rolls, and apply to a broader spectrum of rolls. So they're 5 times as good, on average, and more widely applicable.

If Childcare is Social (which seems reasonable), buying a Childcare skill gets us 1d100+10 on that action...buying the Social stat instead gets 2d100 instead, and applies to more things to boot.
 
I really don't understand why people are making plans involving skills rather than stats given what's been said about them. Skills are a +10 on rolls they apply to. Stats are +1d100 on the same rolls, and apply to a broader spectrum of rolls. So they're 5 times as good, on average, and more widely applicable.

If Childcare is Social (which seems reasonable), buying a Childcare skill gets us 1d100+10 on that action...buying the Social stat instead gets 2d100 instead, and applies to more things to boot.
Something to remember is that Sands is a narrative quest. Just because you have high stats doesn't mean that you'll be able to do something if you lack the relevant skill. You won't even have the option to roll if you lack certain skills or sufficient levels in those skills
 
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Something to remember is that Sands is a narrative quest. Just because you have high stats doesn't mean that you'll be able to do something if you lack the relevant skill.

That does make sense, but if DCs usually require a 100 to succeed (which seems to be the case) a 1d100+10 is only a 11% chance to succeed. To really succeed at a test requiring a skill at all reliably, you would need 2d100 and the first level of the skill. Which makes sense, but at least the stat gives benefits on things that don't require a skill...
 
Knowing that Skills gate options but stats are stronger, I think it's worthwhile to look at what skills we might need in the upcoming section. We are now alone for the most part(?) And are expected to care for our siblings in a new place. We are also a Man now - if we were a child, we might expect to just be Given, but I expect we will have to provide.

For this reason I'm going for

[X] Plan: Man Of The House
- [X]1XP: Social Stat
- [X]1XP: Negotiation Social Skill
-[X] 1XP: Perception Stat
- [X]1XP: Hunting (Tracking?) Perception Skill

My thought here is that we need to have some sort of Job or Role we can fill whereever we go. We are a Man. This could be Gunsmithing (we already have crafting 1 and gunsmithing 1) but I kind of don't want to play a crafter.

So my idea is instead becoming a hunter, learning to track and hunt beasts, and negotiating fur and meat to either make ends meat with our siblings in the North, or to make sure our family doesn't resent us in Melka.

I expect wherever we end up we will have someone capable of cooking for us, I don't think we need to be entirely self sufficient yet, thus not including cooking in it.


This also ensures we have some basic Social Stat and Perception seems like a good thing to focus on since our Sight is so special.
 
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