If "Do as I say, not as I do" won't work for everything, then we'll have to pointedly at least leave him a lesson of how to take a break, at least. So at least he won't be able to say "You never take a break, Hunger!" Because Hunger is totally taking a break. Why, he might even catch and cook a fish.

But you guys just had a 5-pick fight...
 
[x] Evening Chill
[ X] Letrizia

There are 3 socialize options, but I figure the others would be about equally good. After his recent actions, it is clear his stability isnt good enough. More seriously, learning to make luxury is still learning a bit of crafting, and he needs to remember why he is putting so much pain and work in, which time spents with friends should help. Also might help him recover similar memories from earlier, but that is probably a long shot.

Unrelatedly, mental stability, and enjoyment of but resisting addiction to luxury like this is probably a great way to improve ability to take the aura/presence of certain allies better. Not just heroism incarnate, the orher women are heading that way too.
 
I care a lot about the Adorie & Aobaru social actions.

However, I just had a really idea. (Not a typo - it is a very idea! I just don't know what kind of idea it is.)

Here is the idea: The teenagers are all somewhat at risk for the Lotus Eater addiction to Realm of Evening, right? Letrizia was having some issues with indulging in luxury back at the Sovereignty. Aobaru is from a working (military) family iirc. And Aeira's family is broke.

If the teens do become addicted to the level of opulence here, then they will become more loyal in order to avoid losing the perks of being on Team Hungry. Undying Vanguard protection scales according to individual loyalty.

I'm saying that we need to get these teens addicted to the hedonism box. It's for their own protection.


Very Idea!
 
I'm saying that we need to get these teens addicted to the hedonism box. It's for their own protection.


Very Idea!
Hunger becomes a drug fixer and sells Realm of Evening produce to unexpecting teenagers to turn them into loyal servants... That's surprisingly grim when you think about it.

Also, I have a question. Objects cannot be taken out, but their effects persist; if someone were to, say, swallow an entire strawberry in the Realm of Evening, go outside, and then puke, would the strawberry be puked up or does that only apply after digestion?
 
Honestly the most relevant Sign improvement from Adorie's social link I'd like is expanding Nightmare Flight.
Versh, Adorie, Liz, Gisena, Aeria, Aobaru, Hunger.
Pick 5 isn't viable with the size of our party anymore, it was only barely earlier and that's only if we were willing to risk someone.
 
I'm not sure I agree. Artemisinin gives us 2 months to find another pick. So week 3 can be a Huntress' Moon target without FK, and we should still never have to spend RoE time on Decimator's Affliction ever again.
Gisena got Renaissance Woman after we killed the armament fish so we only have a month.
I would rate these as Adorie > Letrizia > Aobaru > Gisena > Aerie
Poor Aeria, she doesn't even get her name spelt correctly.
 
Gisena got Renaissance Woman after we killed the armament fish so we only have a month.
Yes.

I am saying that we should allow 1 week of active decimation, mitigated by 2/3 while we are in the Realm of Evening. With the Lens + Nightmare Flight, Nilfel & the VR will experience maybe an hour of decimation before we teleport away to go deal with our next Huntress Moon target.

Spending an entire third of our Pillars time on getting AHS is a horrendous waste of resources. It isn't even certain that we will be able to get a Huntress' Moon target on our first try. The conversation yesterday had people saying that we need to grind picks (in week 2) in order to ensure that Hunger knows how to operate the monster generating functions. That means two weeks lost to the Decimator's Affliction.

We will just have to allow a little bit of decimation when we return to the VR. The opportunity cost of seamlessly refreshing AHS is way too high.


In the future, our AHS clock will not line up with our Pillars procs because of Artemisinin & Fisher King. So this problem shouldn't come up again.
 
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[X] Plowshares to Swords
[X] Adorie
[X] Letrizia


The most sensible vote for me in and out of character. The blade needs fixing, and safety comes first, rest and relaxation after that when there's no need to worry about cracked blades. Crafting might even be fun for Hunger, and we still get to pick to social picks. Even if it's not, it needs to be done. Perhaps it's partly my personal preference of work before play, but I think that Hunger would probably be more gun ho about it than any living person.

Afterwards, I think it's picks and some chill, since the mental stability does seem needed, both mechanically and in character. I would prefer getting it somewhere else than in the evening realm though.
 
I would prefer getting it somewhere else than in the evening realm though.
The RoE is the most efficient place to do our relaxation, though. We are basically safe, our Tyrant curse is at minimum power, and the Realm is custom designed to meet Hunger's every whim. Doing relaxation anywhere else will be considerably more difficult, more dangerous, and less effective.
 
The RoE is the most efficient place to do our relaxation, though. We are basically safe, our Tyrant curse is at minimum power, and the Realm is custom designed to meet Hunger's every whim. Doing relaxation anywhere else will be considerably more difficult, more dangerous, and less effective.

On the other hand, given the ability to throw up a bunch of enemies to rapidly and safely gain, probably even specific, picks agnostic of our current power level, it's also one of the best places we have to train and that's just one many examples of having nigh deific control over time dilated surroundings does. Fixing his sword his sword is another task that's not easily going to be taken care of outside this place. The RoE's comparative advantages don't really end at it's capacity for relaxation, they apply to quite a lot of tasks Hunger could also potentially undertake outside of it.
 
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The RoE is the most efficient place to do our relaxation, though. We are basically safe, our Tyrant curse is at minimum power, and the Realm is custom designed to meet Hunger's every whim. Doing relaxation anywhere else will be considerably more difficult, more dangerous, and less effective.
As to effectiveness, I think it's interesting that Sightseeing in the Realms of Myth was worth worth +stability, and now after what we've put ourselves through a week in luxury is still only worth +stability.

One possibility that springs to mind as to why this may be, is that it's not so much the amenities, but taking the time to socialize itself that is stabilizing Hunger. Such as that as long as the environment is at all conducive to being restful, Hunger could always re stabilize around friends.
 
Basically, I see our proc being something like:

1st week: Chilling out
2nd week: Hunger Sated/Fixing sword
3rd week: Picks

Getting picks on our third week is of utmost important as they would allow us to translate Arete into value, hopefully by purchasing an EFB(or, better yet, EFB and FK).

Also, this proc has shown how badly we need RR. Apparently we can get Dominion: War, but not Dominion: Passion. As such I'd say that we should try getting Passion at some point in the next month. Somewhat difficult given how hard is to find picks, but hopefully Apo-chan will throw a two pick at us at some point.
 
Spending week one repairing the sword, week two farming picks and week three finding an A Hunger Sated target seems like it would be a good plan.

Pick farming is likely to cause conditions if we try it without a repaired sword and getting Pathway to Idyll would allow us to gain more mental stability than we currently can, also we don't really have many ways to easily gain power outside of the RoE.

Given that Hunger is Rank 10 the range for the Decimator's affliction is likely the entire voyaging realm so a week spent outside of the RoE with it active would claim countless lives so there isn't really any other choice.
 
claim countless lives
*well under one percent of the remaining life force from each of countless lives
week spent outside of the RoE with it active
Also, "a week" is very unlikely considering how quickly Nightmare Flight allowed us to reach the previous task. Like, based on the previous task we'd be looking at hours or maybe a couple days.
As to effectiveness, I think it's interesting that Sightseeing in the Realms of Myth was worth worth +stability, and now after what we've put ourselves through a week in luxury is still only worth +stability.

One possibility that springs to mind as to why this may be, is that it's not so much the amenities, but taking the time to socialize itself that is stabilizing Hunger. Such as that as long as the environment is at all conducive to being restful, Hunger could always re stabilize around friends.
I find this really interesting as well. It also might be reflecting how it is easier to gain +Mental Stability when you are already mentally stable. Obviously mental health isn't a single number, but when you are suffering even a small action can feel insurmountable. If it is harder to gain +Stability when you don't have any +Stability then we could be on the cusp of an unpleasant death spiral
 
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Let's remember that the entire Nilfel adventure started due to us needing Decimator's mitigation. It's not supposed to be easy at all.
 
Their is literally no reason whatsoever to let decimator proc if we have a chance to drum up a Hunger Sated target here. Yes, yes, I get it, it's only a few hours/days/weeks, but believe it or not, a bunch of people would actually reasonably object to having that amount of their life taken away, and given that the descriptions of power of rank 10 outscaling stage 15 cultivators and the fact that A Armanent managed to damage the armor of midnight likely meaning it's attacks were above universal scale in potency, though obviouly not area of effect, even while damaged we're likely looking at a radius of decimation that far outstrips any reasonable claim of Hunger being able too make up for it with empowerment anytime soon. It's not even like the tower vote where we have to choose between power and getting hunger sated since any target we'd conjure would likely give us both from picks.
 
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Let's remember that the entire Nilfel adventure started due to us needing Decimator's mitigation. It's not supposed to be easy at all.
So here's the thing. Decimator mitigation is one of the few places where our build actually uses its Utility abilities. Hunger's abilities (with the party) are reasonably well suited to quickly locating an appropriate target. We managed to quickly find three valid targets (Fish / Springs / Stalks) once already.

Since then, Accretion's probability manipulation has only intensified as our Rank improved. Letrizia's ability to manipulate Rank has improved (a "bright" searchlight might qualify under her element). Gisena's control over her Ring has improved. Adorie's ability to resist diminishment has improved.

I don't want to say that it will be trivial, but we are well situated to solve the problem within hours in at least a couple different ways:
1. Decimation Lens + Nightmare Flight was highly efficient last time. We finished the task in less than a day or two.
2. Vast Enclosure allows us to summon Astral monsters according to specific criteria, and our casting Rank is now at least 10. We could try to summon a HM target and then kill it. This would be a casting time of 1 hour + however long the fight takes


Their is literally no reason whatsoever to let decimator proc if we have a chance to drum a Hunger Sated target here
I really do not want to repeat the dustup of the Tower morality debate, so I'm not going to push this topic much further during this vote cycle. I meant what I said when I apologized, and that means changing my behavior now that the topic is active again.

I hope that you will consider the reality that spawning a Hunger Sated target during week three is not guaranteed to succeed. The position that even a day of decimation in the VR is intolerable carries costs to both Hunger and the Thread. In this case, that cost is between 1/3 and 2/3* of our time in the RoE. I believe that it is worth discussing whether that cost is worth paying.


*Note: I should clarify that grinding 10 picks and then failing to proc AHS the following week would still leave us with 10 picks, so it's not like we're leaving empty handed. But it's still 2 out of 3 weeks dedicated to mitigating a Curse that we have multiple ways of handling outside the RoE.
 
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I do wonder what constitutes an acceptable circumstance under which to relax and not pursue further acquisitions. It sure as hell won't be when we're sledgehammering the Human Sphere or fighting off Armaments.

On a note not related to relative empathy towards a fictional character, I recall Adorie mentioning spending time inside the Cloak whenever she gets homesick. Did she know the Realm of Evening was possible back then? We were told she had exceptional insight into the Empyreal Signs back when we recruited her, perhaps with her newfound dominion she could expedite our instruction in Realm control.

There was also a period shortly after recruiting Aeira where we considered consuming her Surge to become Shadowlord. If the Cloak holds sway over Night eternal, perhaps we could reverse the process and empower her while we're here? A lesser version of the Armor of Midnight could be possible, if used in conjunction with Adorie's anti-diminishment and Aobaru's frankly excessive power level. Maybe Gisena should turn her second Working in that direction?
 
The number of people within the last 0.2% to 0.03% of their lives inside the Voyaging realm would still be enourmous.
Decimator doesn't work that way. It's not maximum lifespan, it's percentage of remaining lifespan. Nobody is or will ever be within the last 0.2% of their current remaining lifespan bar lifespan draining techniques which they're calibrating to leave them with only hours or days to live.
If it were maximum lifespan, Decimator + Geas would be an almost-impossible / trivial task, as the world would be completely barren within 10 years, which would make conquering impossible but hero-slaying auto-complete.
 
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Spending an entire third of our Pillars time on getting AHS is a horrendous waste of resources. It isn't even certain that we will be able to get a Huntress' Moon target on our first try. The conversation yesterday had people saying that we need to grind picks (in week 2) in order to ensure that Hunger knows how to operate the monster generating functions. That means two weeks lost to the Decimator's Affliction.
Based anarcho-capitalist. Reaping profit from an unexploited place rather than do the moral thing (mitigate curse) due to efficiency. I am proud of you Zampano

[X] Plowshares to Swords
[X] Adorie
[X] Letrizia


Letrizia for the SJUC and adorie for improving Death Star/Nightmare Flight.
 
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The number of people within the last 0.2% to 0.03% of their lives inside the Voyaging realm would still be enourmous.

Additionally, Is the absorption as such:
100->90->81->... (*0.9)
or as such?
100->90->80->...(-0.1)

It's multiplicative.

Someone in the last 0.2% of their life would still have 0.199% of their life after the course of 1 day unmitigated decimation.

Of course, we've all been assuming that the drain occurs uniformly across expected lifespans. It's equally possible that the first bits of "fundamental life force" to get siphoned off are things like vigor & "appetite for all the visceral pleasures of life" (that's from the blurb for our Ring of Hunger). What if the unit of life-force is vibrance, instead of mere lifespan? If Decimation was like getting (briefly) exposed to a Dementor would your objection be more urgent, or less?
 
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So I got stuck without internet for quite a while, and after I finished everything I could do for the animation I'm working on-I needed to check the description of the Ring, Hunger, after he'd just left the false moon temple and bits flaked off- I decided to work on Cardinalism.

NORTH is the archmage's path, Magic and Metamagic both; Emission is a spell and Copy an enhancer, and so are Charge and Tax and Magic. Angelus is metamagic in another guise, and Flame is a spell of great arcane might.

EAST is the direction of other-enhancement and Creation, of Artifice, as Enhance and Convert and Talisman and Antithesis and Merge are of creation, and as this is opposed directly to the WEST. Edit: It can also be thought of as the Preparation Cardinal.

SOUTH ... I'm not quite sure what South is. Chance and Explode and Clarity and Tao are all pretty utility effects though, in my view, so utility I guess? <oss is also pretty utility because of the explicitly huge variety of magical mosses... but on those grounds emission would be a utility too. Edit: It can also be viewed as the 'whatever isn't one of the others' Cardinal.

WEST is the direction of the self, as Escort and Chi and Muscles enhance the self, and Fae mutates it, and Cloud centers on it, as does Tamper.

This isn't a required thing for people to follow, 'course! It's just an attempt to put patterns to spells which are only half-there (half-there because I've already been trying to put spells in directions which they are similar to other spells in.), for anyone (like me) who wants to give their spell-directions Meaning.
next up, a partially-complete example of my working process! why?... because I'm mildly curious about other peoples process for Cardinals, so others might be curious about mine, and besides,why not? feel free to skip to the actual cardinals, it's just a copy-pasted in-progress thing.
West (would go under West. lets you pick extra West cardinals, very very hard to train, defaults to nothing, max potential? Precludes Weight, but maybe I should vary my 'west' cardinals more...
Alternatively, gives you extra West cardinals if you're muscular enough *wink wink, nudge nudge*?

...nah.)
Win? (path to victory effect? Overdone with Chance, Tamper?)
When? (Time control? conditionals? not overdone, but how to make interesting?)
Wane? (Weakening effect? Curse targets to weaken with time?)
Warn? (sensing danger before it comes? true uber-divination, or just checks a few seconds ahead to see if you're dead?)
Will? (fate style outcome control? hyper-focusing on specific goals?)
Whole? (repair. kinda boring.)
Wail? (Sound attack, emotional bonus? sadness power?)
War? ( no good ideas.)
Wight? (Wights drain life energy, right? make this a drain spell, life to start; advanced use can drain any positive valance, but not, like. cold, emotionlessness, etcetra?)
Wait? (...shrug)
Wall? (Barriers! advanced use includes metaphysical barriers, damming energy flows?)
Water? (Essence of life / you can use this to get anywhere? not something conceptual, flame did that.)
Weight? (MUSCLE WIZARDZ.)
Wyrm?
Winter?
wilt? (like Wane?)
Wreath? (buff effect, armor?)
Wrist? (West? A good way to have something for West, but not be going the full muscle wizard way. I think I'll go with this. Or Wight?)
And without further ado...
Wight - A wonderful addition to any Cardinal North-Purists arsenal of offensive spells, the Wight cardinal can be thought of as a weaponized form of Tax. like Tax, it can drain any interactions, but unlike Tax this is through touch and projectile contact, not an aura. the Wight cardinal also has many of the safeties removed; Touch a man with this cardinal, and his flesh shall shrivel and brain rot in moments. However, it has a much higher limit then Tax; not a measly 10%, but, with practice, near-absolute draining... as long as the users magical reserve can hold the stolen might, and their muscles not tear from the potential they steal. There are limits on that which can be drained, not conceptually but due to the inherent nature of the Wight; Cold cannot be sapped, as it is the absence of heat, though cold Mana may. gravity may be sapped, but one cannot fly like this, only stop in the air. One other advantage the Wight cardinal has over Tax is this- the malus when controlling foreign magic or energy is removed, allowing for captured mana to be used like ones own and head to be used offensively.

Advanced use can shift the control over whether draining is active to ones subconscious, reacting to attacks without conscious interference. true masters can even imitate the mythical gargonaut, entirely immune to assault on any vector they have ever perceived. this is also an effective way to reach immortality, as long as one is willing to slay a few flies along the way. Additionally, if the user is already a Wight, this frees them of all of their less savory instincts and grants them an evolution into a superior species.

Selecting this Cardinal alters all the users other Cardinals with the concept of Redistribution, augmenting their power by nullifying a significant portion of possible defenses.

Wreath - Following in the trend of Eastern Cardinals, the Wreath Cardinal is a powerful creation utility. While technically usable on the self, allowing the user to wreath themselves in flame or wind or whatnot like a c-list superhero, the spell can target anything within roughly three meters. Wreathed objects are immune to most negative effects of the wreath, which can be modified to, for instance, allow warriors to safely grasp the handle of a flame-wreathed blade. Not only that, but, with comparatively minor experimentation/training, a Cardinalist can wreath an object in a spell or concept they have access to, including other Cardinal Geometer Spells and Enhancements. The power of such an item, like the power of a Cardinal Geometer spell itself, is difficult to overstate, though the Cardinalist will need to train separately for each new spell they seek to gain Wreathing of.

Advanced use can unlock multicomponent Wreaths; generally, di-elemental wreaths are gained first, then either di-spell Wreathing or tri-elemental wreathing; N-elemental wreathing is generally around as difficult as N/2-Spell/Concept Wreathing. Additionally, specialists can unlock concepts they do not have direct access to, albeit with greater difficulty, and mold the manifestation of a Wreath more effectively.

Selecting this Cardinal enhances the users other Cardinals with the power of Suffusion, allowing them to be altered into an Aura manifestation. in cases where this is not feasible or nonsensical, Suffusion instead grants temporary access to the Cardinal to all within a short range; this is disconcerting but ultimately nonlethal in combination with the Fae Cardinal.

Wall - Simple is sometimes best; never so in the Arcane arts. Simplicity sees the Arcanist struggling a hundred, a thousand steps bellow their pears... But sometimes a capability which is, at its most basic, simple, has depths sufficient to not stunt the budding archmage's path overmuch; so too here. The Wall Cardinal at its most basic simply produces powerful barriers, practically impenetrable ones for its level of power. This is fairly quick to cast, but not as domineering a defensive utility as it appears; the shape of a wall is, without training, locked to a single rectangular prism, with at least one side much thinner then the rest, perhaps one hand-span thick and ten-span tall. Sufficient to block a projectile or beam? indeed. to break a single charge? likewise. But any flow will over-spill and any combatant stride around, and though Wall is quick to cast it has a longer cooldown thereafter, perhaps sixfold. Still, with the aid of metamagical effects such as recursion, or a synergistic ordinary Cardinal such as Copy or many other Northern effects, it can be a formidable defensive utility.

Advanced use, however, is where this cardinal shines. of course the simplest advancement is control over the shape and size of the wall, and with any training the power will increase accordingly, but the greatest use is the creation of walls in a less traditional sense. Many types of magic rely on shaping the flow of a metaphysical substance such as Mana, and often an unruly one at that; by erecting a sufficient number of mystical walls,one can form a mold, allowing one to simply pour in mana with no regard for precision; thereby even a novice can be granted power to individual spells on an archmages level, though inherently inferior due to lack of adaptability. many types of cultivation errors can also be prevented through the erection of mystical barriers, such as whenever Qi rampages through the... meridias?.. of a cultivator.

Choosing this Cardinal empowers all the users other cardinals with the concept of Indomitability, making them increasingly resilient to direct harm, but not subversion.

Wrist - as the saying goes, it's all in the wrist. The Wrist Cardinal allows for a user to convert practically any form of training or physical activity into something wrist-based, including activities which appear to rely on ones legs. Assuming a tactile energy such as a Diagram Magi employs or other enhancement effects such as Mana-sense, this can even include magical disciplines. This also grants the user supernaturally honed wrists and preternatural talent with the use of their wrist.

Advanced use includes the concentration of all the users magical capabilities into their wrist, proving an additional multiplier to All forms of magical growth; skill of this level also allows for quite literally instant mastery of everything under the Wrist cardinals traditional purview, which is a powerful benefit. the users wrist can also be made incredibly durable and vital, something like a phylactery, and thereafter as long as their Wrist is intact they will maintain a minimum of 98% combat potential. Other effects are possible, as long as they can be rationalized under the saying 'it's all in the wrist', such as a storage dimension so that everything is, indeed, physically in the wrist.

Choosing this Cardinal empowers all the users other Cardinals with the essence of Supremacy, making them exemplifications of their category. This benefit will be lost and consolidated into the Wrist Cardinal if the user concentrates their being into their wrist.
 
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