Are these some kind of magical horses?
What can they do if they cost much more than armor that practically doubles the knight's strength level?
Historically, a destrier cost about 80 pounds of gold in the 13th century. Now, this is far from the 13th century but you get the point.

You're buying a Knight-grade horse. They are expensive.

Now, there are lesser horses like rounceys, chargers, and coursers, but the destrier is the medieval equivalent of the MBT.
 
They are Pokemon-style magic horses that level up alongside the Knight and 'evolve' into firebreathing unicorns. :D
 
Are these some kind of magical horses?
What can they do if they cost much more than armor that practically doubles the knight's strength level?

A Knight's bonded mount is, in combat, probably the equal of the Knight themselves, or pretty close anyway. They're certainly at least in the same ballpark. Knightly Armor grants doubled Fervour, but it doesn't double action economy in a fight...a warhorse pretty much does. To say nothing of some of the potential teamwork bonuses...

They are Pokemon-style magic horses that level up alongside the Knight and 'evolve' into firebreathing unicorns. :D

This is far from the only way they can evolve...but this isn't wrong.
 
Can they become pegasus?

This is an IF question as it's more world lore than anything and I, at least, haven't specifically asked him previously.

How often are there ways in the world of cultivators that allow people to fly?

Not super common but not unheard of by any means. In the original Norsequest a specific crew of around 50 Norsemen had, IIRC, about 3-5 flying combatants, and that wasn't considered super odd, so call it somewhere in the 5-10% range. That said, in large battles particularly, trying to fight in the air is basically a death sentence as it allows literally all ranged enemies (and having ranged attacks is nearly ubiquitous) to target you at the same time and massed fire is a hell of a thing. A Knight is better able to survive that than most, but if we're talking peers rather than minions, it's still a definite problem.

It's much more useful in duels or small-scale engagements, plus the obvious uses for scouting...though having a bird companion can handle that part just as well. Bird companions are also usually not seen as priority targets and thus don't come in for the 'massed fire' treatment.

Flying mount aside, this would also require a Revelation, Martial Style, or Shape that enabled flight and you have none of the above that would be useful for this. You could create 'ground' over surfaces you shouldn't be able to move over with the right Ground Feat, but full flight not so much.
 
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[X] Plan Combat Prep

I could maybe go the other way on a 4/2 split for Hard-Fall Style/Perfect Footing rather than the current 3/3 split, but I understand why the plan is the way that it is and it doesn't feel significant enough to split the plan over.

EDIT: Although, if someone else feels that it is...

[X] Plan Solid Foundation

I will say that I think we should spend the back half of the year monofocused on cultivation if we're expecting to have made significant progress there by the time we turn 15, though. Next training turn is liable to involve us getting Soma or Psyche (probably Soma but both are valuable) up a stage with our full Zeal income, and then we have 36-37 (depending on how the Rosary Bead income is calculated) until Audrey turns 15. So we pretty much either do less than a full send and end up with very little to show for it, do nothing and end up falling behind, or go all-in and end up on track at the 3rd Bead. The last feels like it's probably the best, and once we've got those gains we can probably step off the gas pedal over the next year, and just rank up by like a Bead or so a turn until we hit 3rd Decade while also doing other stuff with Zeal. That's my thinking at least.

The math can change slightly with additional external Zeal sources, of course, but I don't think we should plan around that.
 
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Not super common but not unheard of by any means. In the original Norsequest a specific crew of around 50 Norsemen had, IIRC, about 3-5 flying combatants, and that wasn't considered super odd, so call it somewhere in the 5-10% range. That said, in large battles particularly, trying to fight in the air is basically a death sentence as it allows literally all ranged enemies (and having ranged attacks is nearly ubiquitous) to target you at the same time and massed fire is a hell of a thing. A Knight is better able to survive that than most, but if we're talking peers rather than minions, it's still a definite problem.

It's much more useful in duels or small-scale engagements, plus the obvious uses for scouting...though having a bird companion can handle that part just as well. Bird companions are also usually not seen as priority targets and thus don't come in for the 'massed fire' treatment.
Flying cultivators seem to be very deadly saboteurs if they learn abilities that will make them invisible in the sky.
For example, to infiltrate an enemy camp, send food and kill the commander in his sleep, or drop some analog of Greek fire on a floating ship.
 
Hey QMs, would this plan be valid? Because I think that actually finishing ranking up either Perfect Footing or Hard-Fall Style is a good idea. I opted to go for the Hard-Fall Style because it should go well with increase in Combat rank. I want to be lethal enough that we can kill our opponents faster than they can kill us, because even the durability and the endurance of our Cultivation style gives has its limits.

Besides that, I kept it the same to the currently winning plan. Had no other issues with it.

[X] Plan Solid Foundation
-[X] [Focus Action] Try to ingratiate ourselves with local Thanes
-[X] [Secondary Action] Spend time with Chad
-[X] [Chancellery] Head on a Swivel
-[X] Training and Zeal (12 Training, 12 Zeal)
–[X] Spend 6/6 Training on Vanguard's Prayer.
–[X] Spend 4/4 Training on Hard-Fall Style.
–[X] Spend 2/6 Training on Perfect Footing.
–[X] Spend 8/8 Zeal on Combat.
I could maybe go the other way on a 4/2 split for Hard-Fall Style/Perfect Footing rather than the current 3/3 split, but I understand why the plan is the way that it is and it doesn't feel significant enough to split the plan over.
Might I interest you in my plan above?
 
[X] Plan Solid Foundation
-[X] [Focus Action] Try to ingratiate ourselves with local Thanes
-[X] [Secondary Action] Spend time with Chad
-[X] [Chancellery] Head on a Swivel
-[X] Training and Zeal (12 Training, 12 Zeal)
–[X] Spend 6/6 Training on Vanguard's Prayer.
–[X] Spend 4/4 Training on Hard-Fall Style.
–[X] Spend 2/6 Training on Perfect Footing.
–[X] Spend 8/8 Zeal on Combat.
 
I understand the urge to go for more cultivation sooner, but getting it to a point where it starts paying off is so slow. It takes 29 zeal before we get anything while for 32 zeal we could increase Hama instead which would increase our Zeal income permanently and make us tankier.
 
Hi, posting to watch, at some point I should double-back and read the other quests in this setting but for now I can amuse myself with the tales of this Tsundere knight while she's still smol and adorable…
 
"Wipe that grin off your face." Sir Vieux chastised her, Audrey bristling as she took command of her expression. "You got a decent taste of what it's like to fight a proper Cultivator, but there's a whole different barrel of incentives involved with Norsemen.

This may be a bit of a nitpick, but is the term "cultivator" part of Christian methods? I've always had the impression that almost no nation calls its superpowered people that way.
 
This may be a bit of a nitpick, but is the term "cultivator" part of Christian methods? I've always had the impression that almost no nation calls its superpowered people that way.
it seems to be kind of a catch all term here. Wessex calls its superpowered people Thanes, Knights, or Priests or what have you, with Cultivator being used for any superpowered person, since you might not always be able to tell someone's exact title before they start swinging at you.
 
Probably. You'd need the proper Shape for that, though, I think? Ground and Web are both a tad off. Maybe Web to figure them out...dismantling would be something else, at least in combat time, anyway.
I was more thinking along the lines of knowing where to hit a magical construct so it falls apart, finding the power source/central processing unit of magical artifacts, and when to disrupt someone's concentration so that their magic fails.

Might I interest you in my plan above?
I'm sticking with the other plan so we can finish up Perfect Footing next turn. I don't think the Hard-Fall style upgrade is in that much of a rush. We can grab it alongside Perfect Footing next turn.
 
it seems to be kind of a catch all term here. Wessex calls its superpowered people Thanes, Knights, or Priests or what have you, with Cultivator being used for any superpowered person, since you might not always be able to tell someone's exact title before they start swinging at you.

That's the thing - as far as I remember, most people don't perceive Christians, who are given powers by their god, and Scandinavians, who receive these powers from their own fame, as similar phenomena. Not to mention that the term "cultivator" itself sounds very strange from the point of view of Christian concepts, and would probably be called something completely different by them, as is the case with other terms.
 
That's the thing - as far as I remember, most people don't perceive Christians, who are given powers by their god, and Scandinavians, who receive these powers from their own fame, as similar phenomena. Not to mention that the term "cultivator" itself sounds very strange from the point of view of Christian concepts, and would probably be called something completely different by them, as is the case with other terms.
You'd need to be a complete fool in universe to not figure out that all Cultivators share a lot of things in common, and the term Cultivator was used extensively in the manner which Wrecksalot was describing in NQ1.
 
Hey QMs, would this plan be valid?

This is a legal plan, yeah.

This may be a bit of a nitpick, but is the term "cultivator" part of Christian methods? I've always had the impression that almost no nation calls its superpowered people that way.

The term is probably translated (as are all the things said), but has always been standard in NQ to refer to cultivators as, well, cultivators. It doesn't come up as much in cultures where everyone cultivates, mind you, but it came up in the original NQ too. Like any anachronisms of speech that creep in or the fact this Quest is in modern English, think of it as a translation convention.

That's the thing - as far as I remember, most people don't perceive Christians, who are given powers by their god, and Scandinavians, who receive these powers from their own fame, as similar phenomena. Not to mention that the term "cultivator" itself sounds very strange from the point of view of Christian concepts, and would probably be called something completely different by them, as is the case with other terms.

People in-universe definitely have a general term for those who have gained extensive superhuman power, regardless of source. It might not linguistically be 'cultivator' but that's where the translation convention mentioned above becomes relevant. They probably also have specific terms based on perceived source, but there is a general term, and we're using cultivator as that general term.

I was more thinking along the lines of knowing where to hit a magical construct so it falls apart, finding the power source/central processing unit of magical artifacts, and when to disrupt someone's concentration so that their magic fails.

Right, so, you can't usually just stab a construct and have it fall apart. Well, not in a specific place anyway...a weak construct might break when stabbed anywhere, but something sturdier, you'd need some sort of specific tool to stab to do that on a combat time scale. So Web might be able to tell you how an effect is structured, but you'd then need some other effect to disrupt it.

That's in combat, mind you, outside combat Insight and Precision alone can do this...at least in theory.

I'm sticking with the other plan so we can finish up Perfect Footing next turn. I don't think the Hard-Fall style upgrade is in that much of a rush. We can grab it alongside Perfect Footing next turn.

Next turn is likely when the shift to longer turns starts (it's probably 3 months long) and you will thus likely have a higher cap on how much can be put into Hama stuff. I won't comment on plans themselves beyond both current plans being legal, but just to clarify the assumptions here.
 
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In other news, there has been a Rules Update/Clarification on Prayers in general. It is as follows:

Even Prayers unsuited to combat may, in theory, be used in a combat situation, to do this the cultivator spends a whole round (not one of their actions, but all of them) reciting the prayer, and may not use any other Prayers or Fervour in that turn (though they may make basic defences if attacked). This costs no Fervour in and of itself. All Rotes may also be used in this way, with all associated costs and difficulties, and their effects are significantly amplified when so used.
 
How long does an opening last? if we knock someone down at the end of one round, will they still be a valid target for a Giant Killing Blow at the end of the next?
 
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