On everyone voting for pool of blood. If your not ready to stop and think REAL hard on possibly how to keep Melia alive then please don't vote for it.

Seriously do not vote for high risk options if your not willing to help sort out the consequences. Please.
We certainly can't fight it or anyone else connected with blood lake, so that leaves groveling. Submitting to every demand the voice makes as it is clearly our superior, appealing to its curiosity about us, and offering to let it leave through a portal which we need to be alive to create sounds like an acceptable gameplan to me.

I bet our elementals can pretty much flat-out ignore rule twenty-two.
Their personalities are so malleable that they're affected by being given NAMES at this level. I don't like the thought of what a massive surge of energy would do to them.
 
Suffice to say that I am strongly in favor of us going to places that are civilized and organized in recognizable terms, because this makes it much easier for us to get our bearings and find magic teachers who will help an adolescent girl obviously lost and stranded from another dimension. Places with towns and laws and crowds and roads and marketplaces and big buildings tend to be like that, much more so than eldritch glowing pools of blood with unseen persons singing songs asking us to tell them stories so we can "forget about the fear" together.
If we didn't have a supernatural calming effect, I might agree. As it stands, I'm inclined to take advantage of it to make a powerful friend.

I am much more in favor of augmenting our talent, our allied elementals, and our power supply, when we can. Teachers are easy, with our abilities, but high-mana zones of this caliber might not be.
THIS. Very much this. I mean, when you have a character who's actually got a significant arsenal of powers, you can take risks because they have a backup plan if something goes wrong: power up and break out of the danger. Melia has very, very little power, she is squishy compared to many quest protagonists.
And we aren't going to get that power without risk, within a sane timeframe. I do not want to play 'Grinding, Playing it Safe, and Social: The Quest' again. I play that enough already. High-mana areas are dangerous, yes, but they can enhance not just our power, but that of our elementals. That last is my highest priority right now, because they will be able to keep Melia safe a lot sooner and better than she would manage. We picked that talent for a reason.
If I had a clear idea of just how much firepower the elementals had and how much capability they had to drive off an enemy, I might be less worried. My impression of them so far is that, just as Melia's magical powers are in their larval state, so are the elementals. They're cute little sprites with the power to singe, bruise, and baffle an attacker, but not necessarily the power to deal with hostile or highly competent beings that have the power to kill.

Also, any entities native to (or worse yet, controlling) the place with the pool of blood are likely to be just as good at accessing its power as we are, if not better- so if they are hostile, we don't get a power advantage over them that way. And given our utterly untutored state of magical knowledge, it seems dangerous to assume we can outmaneuver OR outpower them on their home turf.
Never mean that to argue for a power advantage, but as perks for going there. Buffing our elementals is how I think we can best become able to survive. That involves having them along with us, to expose to mana.
To be fair, these are possibilities. But "it's some kind of place that traps people and draws power from having trapped them," while very possibly wrong, is not obviously-wrong. It is not a possibility we should breezily dismiss as "oh, that can't be what's going to happen."

The "spa for necromancers" options are plausible and very interesting, of course- but frankly, our knowledge of necromancy and how it works are a bit shaky, and even a natural affinity doesn't guarantee you won't screw up when you are (again) utterly untutored in magic.

The "prison for ancient magical being" option is plausible, but deeply worrying. Ancient magical beings that have been imprisoned for long periods of time are not safe cellmates; they are entities that are likely willing to do nearly anything to escape, who may have been imprisoned for a reason, and who may well be very 'hungry' in some dangerous sense. All this is especially relevant to a girl who is (again) utterly untutored in magic.
1. If it is what's going on, we have a built-in escape function. Just have to survive long enough to use it.
2. Why are you ignoring that we might have a teacher available if we pick this option? One who can, like Morgan, give us study materials. With some social, it'd be pretty helpful wouldn't you say?
3. Ancient beings might exchange knowledge for companionship. The voice sounds a lot more bored than hungry. Companionship might be more than enough.
Melia's instincts are mixed. Melia is, we have noted, curious to a fault, to the point where almost any dangerous environment she might walk into would have some element of "oooh shiny" in her eyes.

Meanwhile, my own instincts are going "NOPE NOPE NOPE" and I am trying to articulate why.
My instincts are telling me 'social challenge, with potential physical threat for failure, but likely to be very socially focused'. Between that, our curiosity, unusual nature, and calm effect, I like the sounds of this. I've been wrong on that before, but I think we'll probably be okay.
Look, I'm going to try to be fair, you have a point about the necromancy aspect. However, this is still the sort of place I'd be a lot more confident of being able to survive in, if I knew Melia had some ability to create basic wards and defenses. And that her familiar creatures (elementals, spirits, etc.) were powerful enough to be effective counterattackers against the typical sort of magical threat.
And they aren't going to BE effective without exposure to lots and lots of mana. Hey, guess what's in the cave? Lots and lots of mana. Funny that. High mana is correlated with high risk. I'll take a risk we can have a conversation with, over a risk we can't talk to.
On everyone voting for pool of blood. If your not ready to stop and think REAL hard on possibly how to keep Melia alive then please don't vote for it.

Seriously do not vote for high risk options if your not willing to help sort out the consequences. Please.
I'm perfectly ready. I'm going to start looking up rhyming dictionaries immediately, if that's what we choose. Seriously, intelligent monsters are people too. Lonely and bored, as I've said, sounds like something to social.
[EvilOverlord]

"Rule number twenty-two: no matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head."

[/EvilOverlord]
What if we only eat it in parts? I mean, if you're counting all the mana we've ever absorbed, say, at home, that would almost certainly be bigger than our head.
I bet our elementals can pretty much flat-out ignore rule twenty-two.
Oh yeah. And given the ridiculous mana levels, our air elementals might start sucking up all the ambient energy very fast.
 
I just like the idea of chatting with a whimsical entity that lives by a blood lake. Sure it may be more powerful than us but just going by it's voice it also sounds like a bit of a dork.

I wanna go see the dorky blood pool voice.
Adhoc vote count started by Spectral Waltz on Jul 13, 2017 at 4:06 PM
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I would like to point out that my idea if safe is 'we should be able to get Melia out alive'. Like Nixeu I think that the blood pool will be social that goes physical for failurr due to the voice working on its ryme. With a chance to maybe use the mana to improve our elementals. It will also be intersting narrative wise even if Melia takes some serious damage escaping.

I am perfectly ok risking Melia with serious bodily harm to have an intersting narrative.
 
[1] A pool of blood.

[3] A stone road.

[2] A bustling marketplace.

[2] A magical demonstration...?

Stone road-san is boring but will let us hang out with our elementals and if anything truly boring happens, ehh, we can just leave.

My immediate thought on the marketplace is "Hey we might be turned into a lab rat" because some people aren't nice, but there are water elementals so making friends with them would be cool. And it's not like everyone, or even most people, are going to be a dick.

Magical demonstration is probably a high tech world, or at least industrial. Baring that it's a magi tech world, though the low mana level makes it kinda unlikely in that regard. Also it's a situation where we might be in immediate danger due to random explosions but that will really only happen if someone is an idiot.

I want to go to the blood pool most of all for a couple of reasons: The voice sounds like it's not really expecting visitors and is lonely. The fact that it is practicing makes me think it is not trying to intentionally lure us in. The weird connection to the place is also intriguing but kinda a side consideration. I like the idea of the high ambient mana that gets absorbed quickly, that sounds like a way for us and our elementals to gain power quickly. Also it might have blood elementals which I figure would be fun to have as friends. It is also mostly looking like a social situation so that will give us time to evaluate the situation.
Basically, I want to make a friend.

And finally, I do have a plan to get us out of there if we need to: Use Calm, delay while we break the anchor as fast as humanly possible. Then leave.
 
The fact that it is practicing makes me think it is not trying to intentionally lure us in
I do not expect the voice to exist. It smelling like us and us being able to understand it without using our language ability, I expect the entire thing to be a mental-effect-type illusion of some kind.
 
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I do not expect the voice to exist. The whole thing about it smelling like us and us being able to understand it without using our language ability, I expect the entire thing to be a mental-effect-type illusion of some kind.
Very very much this. There are multiple lines of evidence suggesting that illusions have been cast over the area of the blood pool; we have ample reasons to doubt our senses and to doubt conclusions drawn from specific sensory cues. Especially second-order conclusions like "the specific words of the unseen voice indicate a being that is lonely and relatively harmless."

If we didn't have a supernatural calming effect, I might agree. As it stands, I'm inclined to take advantage of it to make a powerful friend.
Uhh... just to be clear, I was under the impression that this supernatural calming effect is working on us. Remind me again why you appear to think it works on the entities we're talking to?

I am much more in favor of augmenting our talent, our allied elementals, and our power supply, when we can. Teachers are easy, with our abilities, but high-mana zones of this caliber might not be.
My argument is that augmenting our talent and learning more about how magic works synergize.

On the one hand, learning vast amounts of information while having limited power has drawbacks, because we know that we have more time to learn than we do to grow our power levels.

On the other hand, consuming vast amounts of magical energy when we don't understand the most basic facts about how magic works and can't even reliably detect magic worked by other beings, only ambient background magic... That is a good way to take disproportionate risks.

There's probably a reason why in this world, it is considered critical to give people lessons in how to control magic, and tests of character, before letting them access large amounts of power. And why in our home world, they have scouts running around looking for magically talented youths to formally educate in an organized magical tradition.

And we aren't going to get that power without risk, within a sane timeframe. I do not want to play 'Grinding, Playing it Safe, and Social: The Quest' again. I play that enough already.
Well, you're clearly not objecting to the social aspect, since you're specifically going looking for a social challenge rather than, say, a wilderness survival challenge.

If the objection is to grinding and playing it safe... Well, out of curiosity, how many big gambles do you want us to take for the sake of ramping up the strength of Melia's defenses? One? Two? Three? What overall probability of the quest coming to a Bad End are you prepared to accept, in the interests of rapidly powering-up Melia and her familiar spirit/elementals?

Give me a couple of numbers, so I can estimate the level of risk you consider acceptable in any given place.

[Yes, this is a serious request. Casually estimating the probability of disaster you're prepared to accept, as the price for a desired outcome, is a good way to help others understand your attitude towards risk. Conversely, refusing to estimate basically boils down to 'NEVER TELL ME THE ODDS' thinking, which is... less than persuasive, at least to me.]

High-mana areas are dangerous, yes, but they can enhance not just our power, but that of our elementals. That last is my highest priority right now, because they will be able to keep Melia safe a lot sooner and better than she would manage. We picked that talent for a reason.

Never mean that to argue for a power advantage, but as perks for going there. Buffing our elementals is how I think we can best become able to survive. That involves having them along with us, to expose to mana.
Incidentally, what happens if our elementals absorb a vast amount of power very quickly and grow into more reckless and destructive creatures, faster than our ability to train and restrain them improves?

I'm thinking of Dany from Game of Thrones and what happened with her dragons.

1. If it is what's going on, we have a built-in escape function. Just have to survive long enough to use it.
2. Why are you ignoring that we might have a teacher available if we pick this option? One who can, like Morgan, give us study materials. With some social, it'd be pretty helpful wouldn't you say?
3. Ancient beings might exchange knowledge for companionship. The voice sounds a lot more bored than hungry. Companionship might be more than enough.
1) It takes days for the anchor to decay naturally and we're not sure we can cut it in a hurry. As a 'panic button' option to escape disaster, it leaves much to be desired.

2) I'm not- but it falls under the 'reward' side of the situation. I'm trying to at least make sure we discuss the 'risk' side, which some people are (I feel) sort of breezing past. I mean... I wasn't actually part of the Ignition quest when it ran into Calypso, but I'm pretty sure "what could possibly go wrong" was part of the mindset that led us there too. It's not that we should never take risks, but we should recognize that risks are in fact, risks- that if you roll the dice something bad might happen, and that if you roll the dice several times in a row, something bad will happen.

3) Ancient beings might desire companionship. On the other hand they might desire a meat-puppet, or a yummy soul to snack on. Or they might have some brilliant century-old idea for escaping their prison that just happens to require the assistance of an innocent dupe whose life will be badly endangered in the process. The point is, we're placing Melia in an unpredictable situation where the power disparity is large, where the environment is highly alien, and where there's very little chance of anyone feeling much restraint from taking advantage of her.

My instincts are telling me 'social challenge, with potential physical threat for failure, but likely to be very socially focused'. Between that, our curiosity, unusual nature, and calm effect, I like the sounds of this. I've been wrong on that before, but I think we'll probably be okay.
What could possibly go wrong?
 
I do not expect the voice to exist. It smelling like us and us being able to understand it without using our language ability, I expect the entire thing to be a mental-effect-type illusion of some kind.
I was under the impression that we are using our translation gimmick, but it is speaking in a language we already have encountered so there was no adjustment time.


What a bizarre turn of phrase.
It's an appropriate one for Melia.
 
Incidentally, what happens if our elementals absorb a vast amount of power very quickly and grow into more reckless and destructive creatures, faster than our ability to train and restrain them improves?

Melia can't imagine that happening. Her elementals love her and the feeling is mutual; if it would upset Melia, and reckless destruction definitely would, they quickly learn not to do it.
 
I do not expect the voice to exist. It smelling like us and us being able to understand it without using our language ability, I expect the entire thing to be a mental-effect-type illusion of some kind.
Would that even work through the portal, though? Seems likely to me that most magical effects wouldn't usually be able to cross the barrier between worlds.
Very very much this. There are multiple lines of evidence suggesting that illusions have been cast over the area of the blood pool; we have ample reasons to doubt our senses and to doubt conclusions drawn from specific sensory cues. Especially second-order conclusions like "the specific words of the unseen voice indicate a being that is lonely and relatively harmless."
And maybe all the other options are illusory, too. I dunno, I feel like we probably shouldn't assume everything we see is an illusion on minor pieces of evidence. Especially because I don't think an illusion would be able to adapt to us when we aren't even there. Depends on how magic works, though. Unless I miss my guess, most illusions would be like programs, made reacting to outside stimuli. Especially in the case very long-term ones, you'd want an 'inactive' mode, to conserve power.

Also, why in the world would you make an illusion that would drive off the target completely, if not for one or two minor details? That seems rather self-defeating.
Uhh... just to be clear, I was under the impression that this supernatural calming effect is working on us. Remind me again why you appear to think it works on the entities we're talking to?
It means we won't freak out, even if we see something horrifying. I call that quite an advantage, in not screwing up negotiations. Especially if this is maybe something like Koh the Facestealer expy, or something else that is linked to fear.
My argument is that augmenting our talent and learning more about how magic works synergize.

On the one hand, learning vast amounts of information while having limited power has drawbacks, because we know that we have more time to learn than we do to grow our power levels.

On the other hand, consuming vast amounts of magical energy when we don't understand the most basic facts about how magic works and can't even reliably detect magic worked by other beings, only ambient background magic... That is a good way to take disproportionate risks.

There's probably a reason why in this world, it is considered critical to give people lessons in how to control magic, and tests of character, before letting them access large amounts of power. And why in our home world, they have scouts running around looking for magically talented youths to formally educate in an organized magical tradition.
...Except that our talent's power has bugger all to do with any of that. Our elementals don't really care. It has everything to do with exposing our ELEMENTALS to high concentrations of mana. That's how they grow. As far as I'm concerned, the stuff we absorb is a bonus, not the goal. If we have a posse of powerful elementals, we'll be quite a bit safer.
Well, you're clearly not objecting to the social aspect, since you're specifically going looking for a social challenge rather than, say, a wilderness survival challenge.
It's what we can do. I'll take what I can get.
If the objection is to grinding and playing it safe... Well, out of curiosity, how many big gambles do you want us to take for the sake of ramping up the strength of Melia's defenses? One? Two? Three? What overall probability of the quest coming to a Bad End are you prepared to accept, in the interests of rapidly powering-up Melia and her familiar spirit/elementals?

Give me a couple of numbers, so I can estimate the level of risk you consider acceptable in any given place.

[Yes, this is a serious request. Casually estimating the probability of disaster you're prepared to accept, as the price for a desired outcome, is a good way to help others understand your attitude towards risk. Conversely, refusing to estimate basically boils down to 'NEVER TELL ME THE ODDS' thinking, which is... less than persuasive, at least to me.]
I dunno, one, maybe two? It depends pretty heavily on how much of boost the elementals get. We need them combat-capable ASAP. We probably aren't going to be lucky enough to get safe options every jump.

Percentage chance of Bad End? Depends on the level of the reward, honestly. I'd guess...I dunno, no higher than 20%, at the extreme far end, for incredible power? I'll do everything I can to skew the odds in our favor, too. For this? I dunno, less than 10%?

I should note you specified 'Bad End', and not 'harm'. Harm I can probably live with, so long as we live. Harm can be fixed and minimized. And expecting none, given that I suspect most of the worlds we visit are going to be about as hospitable as our home plane, is probably a poor assessment. Though, again, I'll do what I can to minimize harm.

The problem is that we can't calculate those odds. At all.
Incidentally, what happens if our elementals absorb a vast amount of power very quickly and grow into more reckless and destructive creatures, faster than our ability to train and restrain them improves?

I'm thinking of Dany from Game of Thrones and what happened with her dragons.
We avoid people for a while, while we train them. They're unlikely to want to harm us, so we're probably cool. Also, pretty sure they aren't naturally vicious. More just incidentally destructive.
1) It takes days for the anchor to decay naturally and we're not sure we can cut it in a hurry. As a 'panic button' option to escape disaster, it leaves much to be desired.
So we last a couple days. I'm fairly confident we can manage it.
2) I'm not- but it falls under the 'reward' side of the situation. I'm trying to at least make sure we discuss the 'risk' side, which some people are (I feel) sort of breezing past. I mean... I wasn't actually part of the Ignition quest when it ran into Calypso, but I'm pretty sure "what could possibly go wrong" was part of the mindset that led us there too. It's not that we should never take risks, but we should recognize that risks are in fact, risks- that if you roll the dice something bad might happen, and that if you roll the dice several times in a row, something bad will happen.
*Deep breath*

Please be careful bringing up Calypso. And please be careful making assumptions about what we were thinking at the time. Because I, at least, was aware it might go wrong the entire time. But I didn't think it could go Bad End wrong (which I was actually kinda wrong about, due to certain things I had forgotten about, and have apologized for the whole thing).
3) Ancient beings might desire companionship. On the other hand they might desire a meat-puppet, or a yummy soul to snack on. Or they might have some brilliant century-old idea for escaping their prison that just happens to require the assistance of an innocent dupe whose life will be badly endangered in the process. The point is, we're placing Melia in an unpredictable situation where the power disparity is large, where the environment is highly alien, and where there's very little chance of anyone feeling much restraint from taking advantage of her.
And that's different from just about every other option...how? I dunno about you, but getting locked up to be experimented on because we used magic on a non-magic world would suck. Same with being chased by a mob of villagers, or being attacked by a passing pack of Dire Wolves. Life is risk, and we are currently too weak. We need to fix that as soon as possible, which, paradoxically, requires risk.
What could possibly go wrong?
A ton of things. The question is 'will they end the quest', and, more importantly, 'will all of the participants be alive at the end of the day'? Pretty sure the answers are 'pretty unlikely, unless we act dumb' and 'almost certainly yes'.

I know people get attached to protagonists and take things too seriously on here, but have some perspective, please. No one's life is actually depending on our actions. This is a game on the internet. We are here to have fun.
Melia can't imagine that happening. Her elementals love her and the feeling is mutual; if it would upset Melia, and reckless destruction definitely would, they quickly learn not to do it.
Ah, good. That should help a lot.
 
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I would like to thank everyone for being civil. This all could of become salty with acusations of trying to ruin the quest or some such. Instead we have people explaining why theu have decided the risk is ok to take.. or not depending on their side of the debate.

And my phone is about to die.. will see what happens tommarow.
 
I'm against Plan Elizabeth Bathory for many of the reasons previously mentioned, but also because I am reasonably confident that having our water elementals turn into blood elementals might have slightly detrimental effects on our ability to interact with anyone who isn't a necromancer, undead, or from hell.

[4] A pool of blood.

[1] A stone road.

[2] A bustling marketplace.

[3] A magical demonstration...?
 
Our elementals being able to evolve into more specialized elementals as they absorb particular kinds of mana would be awesome. Seriously would be amazing trying to collect all the crazy elemental types we can think of. Uranium elementals! Time elementals! Human elementals! :D
 
I was under the impression that we are using our translation gimmick, but it is speaking in a language we already have encountered so there was no adjustment time.
It would be nice to think so.

Melia can't imagine that happening. Her elementals love her and the feeling is mutual; if it would upset Melia, and reckless destruction definitely would, they quickly learn not to do it.
If the emotional bond is that strong and keeping them in check is that easy, then that is unexpected good news. You can understand why one would be concerned, though, since they do show a penchant for small-c chaos.

...



ON MELIA'S ABILITY TO KEEP HERSELF SAFE, AND ENVIRONMENTAL HAZARDS

Would that even work through the portal, though? Seems likely to me that most magical effects wouldn't usually be able to cross the barrier between worlds.
Since this is only the second portal we've observed and we lack the magical knowledge to understand the portals very well... I think this might be an unwarranted assumption. Even so, though...

And maybe all the other options are illusory, too. I dunno, I feel like we probably shouldn't assume everything we see is an illusion on minor pieces of evidence. Especially because I don't think an illusion would be able to adapt to us when we aren't even there. Depends on how magic works, though. Unless I miss my guess, most illusions would be like programs, made reacting to outside stimuli. Especially in the case very long-term ones, you'd want an 'inactive' mode, to conserve power.
None of the other scenes show us anything abnormal. The marketplace looks like a normal marketplace. The road looks like a normal road. The tower is an exceptionally large building and the explosions are unusual, but they're within the bounds of things that Melia has some frame of reference for evaluation.

We can make reasonable inferences about all three scenes, based on using our intuition to fill in the gaps in our explicit knowledge about what's going on. For instance, we can reasonably infer that the presence of water elementals means other kinds of elementals exist. We can reasonably infer that the existence of marketplaces implies the existence of trade caravans, merchants, currency, and the other paraphernalia associated with marketplaces. We COULD be wrong about these inferences, but they are reasonably likely to be correct.

Nearly everything about the 'pool of blood' scene is unusual or uncanny. That doesn't mean it's bad, but it does mean paying extra scrutiny. We cannot assume that any specific detail of the 'pool of blood' scene means what we think it means, without cross-referencing it against other details of the situation, because we don't have a wealth of prior experience with other similar glowy blood pools that have unseen voices singing in the middle of them. Since the area is rich in magic, illusions and other exotic magical effects are a distinct possibility that should be taken seriously.

...

As to "why would the illusion always be on?" ... A spatial rift might very well trigger the tripwire for "switch the illusion back on." A spell that creates a chemical substance that lulls the sniffer into a sense of familiarity might not strictly be an illusion either, but could have similar triggers, and would pass through portals just fine since it's wafted on the air. An illusionary voice could be generated in the middle of the air as though by a magical 'speaker' device, and would then project through portals just fine because it's just sound waves.

Also, why in the world would you make an illusion that would drive off the target completely, if not for one or two minor details? That seems rather self-defeating.
Perhaps the lake of blood is not an illusion, but the "reassuringly familiar smell" and "charmingly naive/dorky singer" are illusions? Or, to clarify, sensory stimuli generated by magic in an attempt to lull the unwary into a false sense of security, or at least of reduced in-security?

It means we won't freak out, even if we see something horrifying. I call that quite an advantage, in not screwing up negotiations. Especially if this is maybe something like Koh the Facestealer expy, or something else that is linked to fear.
Okay, but it doesn't do anything to turn an entity with hostile designs on us into an entity with friendly designs on us. Which is my underlying concern- that this very much looks like the kind of place where malign entities are likely to hang out.

We'd be stepping into what is probably a high-power, high-strangeness environment. Inhabitants of this environment are likely to be powerful and strange. Our reaction to them is important, but not nearly as important as their reaction to us, which is largely outside our control.

...Except that our talent's power has bugger all to do with any of that. Our elementals don't really care. It has everything to do with exposing our ELEMENTALS to high concentrations of mana. That's how they grow. As far as I'm concerned, the stuff we absorb is a bonus, not the goal. If we have a posse of powerful elementals, we'll be quite a bit safer.
If the elementals showed more signs of being, for lack of a better term, mature, I would worry less. However, as it stands they are very simple creatures, and likely to miss a lot of threats. Plus, I don't think we can assume they're going to rapidly grow powerful enough just from soaking up ambient magic to challenge the natives of the place they're soaking up the magic from. Something native to that place will have already absorbed plenty of environmental magic of their own, after all.

It's like, Melia's knowledge and the combined power of the Melia-elemental team multiply to determine Melia's power to keep herself safe. An entirely ignorant Melia is much, much less safe than a somewhat more educated Melia, regardless of how powerful her guardians are.

So we last a couple days. I'm fairly confident we can manage it.
That depends heavily on us throwing ourselves on the mercy of unknown and powerful entities, who may not adhere to any particularly civilized set of rules or values.



ON MATHEMATICAL ANALYSIS

I dunno, one, maybe two? It depends pretty heavily on how much of boost the elementals get. We need them combat-capable ASAP. We probably aren't going to be lucky enough to get safe options every jump.

Percentage chance of Bad End? Depends on the level of the reward, honestly. I'd guess...I dunno, no higher than 20%, at the extreme far end, for incredible power? I'll do everything I can to skew the odds in our favor, too. For this? I dunno, less than 10%?

I should note you specified 'Bad End', and not 'harm'. Harm I can probably live with, so long as we live. Harm can be fixed and minimized. And expecting none, given that I suspect most of the worlds we visit are going to be about as hospitable as our home plane, is probably a poor assessment. Though, again, I'll do what I can to minimize harm.
Okay, so I'm going to eyeball your "acceptable overall risk of coming to a bad end while powering up Melia" as, oh, 10% ? And you would be willing to take risks like this, say, twice?

If so, any situation with more than a 5% chance of coming to a bad end should probably be avoided.

As to your remark that "The problem is that we can't calculate those odds. At all..." Well, the point is, it's a guideline. Imagine if I believed you were comfortable taking a 50% risk of coming to a bad end, three times in a row, to power up Melia (and/or her elementals). That would tell me a lot about how to interpret your advice. Namely, that if we follow it, we could well end up committed to a course of action that leaves us with only a 12.5% chance of avoiding a bad end.

Now, obviously we don't KNOW in advance what the exact odds of a bad end are just from glancing casually at a situation. But we can estimate. Some situations are obviously very dangerous. Some are obviously moderately dangerous. Some appear to be entirely non-dangerous and we can assign to them a minimal level of "background radiation" danger.

Looking at the 'pool of blood' scenario, I can easily think of a lot of scenarios in which Melia goes there and comes to a bad end. I can imagine plenty of outcomes that go well, or at least not-very-badly. But I can't honestly say to myself "the odds of a bad end in this situation are less than 5%."

That's tantamount to saying "Twenty Melia's, all of them no more equipped than she is now, could go to twenty places this dangerous-looking, and we would expect only about one of them to come to a bad end."

I'm not so optimistic. I look at this situation and imagine that of our sample size of twenty Melias in comparably dangerous/strange/eldritch situations, two or three of them might well come to a bad end.

And if you think two or three of the Melias would likely come to a bad end, out of a sample size of twenty... maybe you should reconsider whether this is a "safe enough" course of action. On the other hand, if you think zero or at most one of the Melias would come to a bad end, then you have made a decision that is consistent with a well-developed understanding of statistics. Which is praiseworthy; many people can't do that.




ON RISK-TAKING BEHAVIOR

*Deep breath*

Please be careful bringing up Calypso. And please be careful making assumptions about what we were thinking at the time. Because I, at least, was aware it might go wrong the entire time. But I didn't think it could go Bad End wrong (which I was actually kinda wrong about, due to certain things I had forgotten about, and have apologized for the whole thing).
See, I'm not saying YOU thought the thing with investigating an ancient temple (which had the Goddess of Obnoxious Mind Control lurking within, it turned out) could not possibly go wrong. I freely acknowledge that you were aware there were potential risks. What I'm saying is, I suspect a mindset of systematically underestimating risks, or ignoring that "risk" means "horrible things could for serious actually happen," played into the Calypso Incident.

In short, people thought 'oooh, a reward!' and simply discounted the existence of the risks, or thought of them as an exciting adventure rather than as a potential way for something to go horribly wrong.

...

Thing is... any risk that can lead to severe personal harm CAN lead to a bad end. Anything with the power to hurt you physically has the power to kill you, unless you have some kind of weird contrivance like a hit point bar. Anything with the power to manipulate your mind has the power to (potentially) manipulate you into a situation you turn out to be unable or unwilling to escape. And unlike Jade, Melia doesn't have an instant "escape button" to get away from a situation where someone is hurting her, since she has to use her own limited magical skills to saw through her 'tether' magic... And she doesn't have full control or understanding of how the tether works or how to saw through it in different magical environments.

It's like, you're a diver with amazing natural buoyancy, so by nature you rapidly float back up to the surface where rescuers are waiting. But your buoyancy makes it hard for you to explore the bottom of anything. So you jump into a body of water with a rope tying your ankle to a big rock. Now, the rope will automatically release long before your air supply runs out- no problem there! However, you cannot leave the bottom of the body of water early unless you take out your utility knife and cut the rope.

In such a situation, you do NOT go jumping into shark-infested waters. Because if a shark notices you, you have no guarantee of being able to cut the rope around your ankle in less time than it takes the sharks to decide you look tasty.

A ton of things. The question is 'will they end the quest', and, more importantly, 'will all of the participants be alive at the end of the day'? Pretty sure the answers are 'pretty unlikely, unless we act dumb' and 'almost certainly yes'.

I know people get attached to protagonists and take things too seriously on here, but have some perspective, please. No one's life is actually depending on our actions. This is a game on the internet. We are here to have fun.
See, yes, we are, but...

Put this way. Everyone who plays driving sims plays them for fun. But there are two different approaches to playing a driving sim.

One is to drive the car and do one's best to avoid collisions. This is done because failure is usually un-fun, and because some people don't enjoy the experience of vicariously watching a simulated character take unnecessary risks. They want experiences, not risks. And the kind of experiences you get from high-risk behavior aren't inherently that much more fun (to these people) than the kind you get from low-risk behavior.

I am a person of this type.

In extreme cases, the other kind of person will drive the car off cliffs to watch it fly through the air and explode, or drive on the wrong side of the road. In less extreme cases, they 'merely' do things like try to jump over obstacles a la Evel Kneivel, because they can within the game environment. In other words, they will go out of their way to do things that would get a real person killed or arrested or crippled. Because they're in an environment where risk-taking behavior just means reloading your saved game, at worst.

I am not a person of this type.

In general, when playing games of any type I pursue strategies calculated in terms of perceived likelihood of 'success,' where survival is a major element of 'success.'

Therefore, I don't see a lot of value in the argument that "well, if the character dies it's not like anyone dies in real life." I totally get that, but nevertheless prefer that we try to pursue courses of action that minimize the risk of disaster, just as I would in real life.

I'm strongly hoping that Melia's quest doesn't become dominated by the mindset of "try to jump the canyon in our car, because nobody gets crushed in an accident in real life if we fail."

[CLARIFICATION: I am NOT attributing this mindset to you directly. I am describing it and expressing a hope that it will not become the prevailing mindset of the quest.]
 
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Our elementals being able to evolve into more specialized elementals as they absorb particular kinds of mana would be awesome. Seriously would be amazing trying to collect all the crazy elemental types we can think of. Uranium elementals! Time elementals! Human elementals! :D

Elemental elementals.

That is, elementals aligned to the concept of elementals.

These would possibly lead into recursion elementals, too.
 
Elemental elementals.

That is, elementals aligned to the concept of elementals.

These would possibly lead into recursion elementals, too.
*winces*

Ow. My head.

Please can we have some so we can inflict this suffering on our enemies/people who bother us?


Our elementals being able to evolve into more specialized elementals as they absorb particular kinds of mana would be awesome. Seriously would be amazing trying to collect all the crazy elemental types we can think of. Uranium elementals! Time elementals! Human elementals! :D
Time elementals would be pure bullshit because I would imagine at higher levels that they can just tell us the future. Our own mini oracles.
 
*winces*

Ow. My head.

Please can we have some so we can inflict this suffering on our enemies/people who bother us?



Time elementals would be pure bullshit because I would imagine at higher levels that they can just tell us the future. Our own mini oracles.

Elemental elemental elementals: elementals aligned to the concept of elemental elementals.

WE CAN GO DEEPER
 
One is to drive the car and do one's best to avoid collisions. This is done because failure is usually un-fun, and because some people don't enjoy the experience of vicariously watching a simulated character take unnecessary risks. They want experiences, not risks. And the kind of experiences you get from high-risk behavior aren't inherently that much more fun (to these people) than the kind you get from low-risk behavior.

I am a person of this type.

In extreme cases, the other kind of person will drive the car off cliffs to watch it fly through the air and explode, or drive on the wrong side of the road. In less extreme cases, they 'merely' do things like try to jump over obstacles a la Evel Kneivel, because they can within the game environment. In other words, they will go out of their way to do things that would get a real person killed or arrested or crippled. Because they're in an environment where risk-taking behavior just means reloading your saved game, at worst.

I am not a person of this type.
This is a really good example of a time when all the arguing in the world isn't going to change anyone's mind.

My god, though, I cannot imagine how anyone could enjoy playing a car sim without crashing into everything for at least long enough for the novelty of the crashing physics to wear off.
 
See, I'm not saying YOU thought the thing with investigating an ancient temple (which had the Goddess of Obnoxious Mind Control lurking within, it turned out) could not possibly go wrong. I freely acknowledge that you were aware there were potential risks. What I'm saying is, I suspect a mindset of systematically underestimating risks, or ignoring that "risk" means "horrible things could for serious actually happen," played into the Calypso Incident.

In short, people thought 'oooh, a reward!' and simply discounted the existence of the risks, or thought of them as an exciting adventure rather than as a potential way for something to go horribly wrong.
Derail time:

We were remarkably cautious with the temple. The moment we cottoned on to the mind effect, we chose to leave rather than remain subject to it / leave Agneyastra subject to it. Then we sent in a construct. The final decision that did us in was to attempt diplomacy, which was a rather wretched evaluation of the risks for that decision, but had that decision been "cut our losses" instead we'd have gotten out with only small loose ends.

At no point was there really a feeling that what we were doing could not go wrong; rather, every decision was predicated on what could or already had gone wrong. Even the final choice had a debate to it.

So no, you're not really accurately describing the thought processes at all.
 
My god, though, I cannot imagine how anyone could enjoy playing a car sim without crashing into everything for at least long enough for the novelty of the crashing physics to wear off.
When crashes are fun for thirty seconds but then the computer locks up for three hours, crash physics get boring really fast.
 
Our elementals being able to evolve into more specialized elementals as they absorb particular kinds of mana would be awesome. Seriously would be amazing trying to collect all the crazy elemental types we can think of. Uranium elementals! Time elementals! Human elementals! :D
I know, right?
Since this is only the second portal we've observed and we lack the magical knowledge to understand the portals very well... I think this might be an unwarranted assumption. Even so, though...
Eh. If it did, it would mean that magical effects can reach us through portals, which would be...really annoying. And I'd have to start questioning what else might be able to leak through and affect us, is all.
None of the other scenes show us anything abnormal. The marketplace looks like a normal marketplace. The road looks like a normal road. The tower is an exceptionally large building and the explosions are unusual, but they're within the bounds of things that Melia has some frame of reference for evaluation.
Effective illusions show you what you want to see. Most people would run screaming from a lake of blood, or at least leave immediately.
We can make reasonable inferences about all three scenes, based on using our intuition to fill in the gaps in our explicit knowledge about what's going on. For instance, we can reasonably infer that the presence of water elementals means other kinds of elementals exist. We can reasonably infer that the existence of marketplaces implies the existence of trade caravans, merchants, currency, and the other paraphernalia associated with marketplaces. We COULD be wrong about these inferences, but they are reasonably likely to be correct.

Nearly everything about the 'pool of blood' scene is unusual or uncanny. That doesn't mean it's bad, but it does mean paying extra scrutiny. We cannot assume that any specific detail of the 'pool of blood' scene means what we think it means, without cross-referencing it against other details of the situation, because we don't have a wealth of prior experience with other similar glowy blood pools that have unseen voices singing in the middle of them. Since the area is rich in magic, illusions and other exotic magical effects are a distinct possibility that should be taken seriously.
Why in the fiery pits of Muspelheim would the illusions show that, though? Unless it's using our own mind to tailor the illusion, which would have some rather bizarre implications about the cross-over between worlds our portals allow, this is a TERRIBLE illusion for luring people.
As to "why would the illusion always be on?" ... A spatial rift might very well trigger the tripwire for "switch the illusion back on." A spell that creates a chemical substance that lulls the sniffer into a sense of familiarity might not strictly be an illusion either, but could have similar triggers, and would pass through portals just fine since it's wafted on the air. An illusionary voice could be generated in the middle of the air as though by a magical 'speaker' device, and would then project through portals just fine because it's just sound waves.
The issue is that no one and nothing in the other portals is reacting to them. Unless it just wasn't mentiomed. Meaning that magic can detect us, but people can't, even before we make our choice and fully form the portal. That has some profoundly complex implications for our future jumps. To the point where I'd actually want to take the pool of blood more, just so we don't get blindsided later on.
Perhaps the lake of blood is not an illusion, but the "reassuringly familiar smell" and "charmingly naive/dorky singer" are illusions? Or, to clarify, sensory stimuli generated by magic in an attempt to lull the unwary into a false sense of security, or at least of reduced in-security?
Picked an odd way to do it. It's not a 'reassuringly familiar smell', it smells like us. Something we can't normally smell. Blatantly making your 'soothing' illusion unnatural is a bad idea.
Okay, but it doesn't do anything to turn an entity with hostile designs on us into an entity with friendly designs on us. Which is my underlying concern- that this very much looks like the kind of place where malign entities are likely to hang out.

We'd be stepping into what is probably a high-power, high-strangeness environment. Inhabitants of this environment are likely to be powerful and strange. Our reaction to them is important, but not nearly as important as their reaction to us, which is largely outside our control.
Would be the same as most other options, TBH, just not quite the same scale/type. Any world where water elementals frolick openly is going to have mages, and their culture would be quite foreign to us. If those mages have hostile intentions, we'd be about as screwed. And a high-tech environment would be even worse, in some respects. A mix of familiar and new/scary is often more unsettling. I'd rather have an obviously different scenario, to a deceptively familiar one.
If the elementals showed more signs of being, for lack of a better term, mature, I would worry less. However, as it stands they are very simple creatures, and likely to miss a lot of threats. Plus, I don't think we can assume they're going to rapidly grow powerful enough just from soaking up ambient magic to challenge the natives of the place they're soaking up the magic from. Something native to that place will have already absorbed plenty of environmental magic of their own, after all.

It's like, Melia's knowledge and the combined power of the Melia-elemental team multiply to determine Melia's power to keep herself safe. An entirely ignorant Melia is much, much less safe than a somewhat more educated Melia, regardless of how powerful her guardians are.
Melia isn't entirely ignorant about how to handle dangerous scenarios, though. She comes from a death-world. A relatively tame one, but still a death-world. Monsters and magically mutated organisms are common where she grew up. That means, given her inquisitive nature, she probably knows a little about survival. Also, when to run.

I'm not advocating we fight anything that picks a fight. Fighting doesn't play to our strengths. We talk, and failing that, we run. A lot. Maybe throw up our shield, if need be, but then prepare to run. We might have our elementals hold off or distract the enemy for a bit, but the plan is still GTFO, if we can't talk our way out of it.

I have to say, I kinda disagree with that assessment, or, rather the knowledge you're focused on. The thing Melia really needs to learn how to do is effectively order her elementals around. They already respond to threats, though, so the basics are there. But if we can coordinate them, their power increases immensely. I don't see a need to learn how to throw fireballs, when we can just throw a fire elemental instead.
And if you think two or three of the Melias would likely come to a bad end, out of a sample size of twenty... maybe you should reconsider whether this is a "safe enough" course of action. On the other hand, if you think zero or at most one of the Melias would come to a bad end, then you have made a decision that is consistent with a well-developed understanding of statistics. Which is praiseworthy; many people can't do that.
Sounds about what I figure, actually. The 1-in-20 or so, I mean.

We can deliberately decay our Anchor, since we've figured out how it works, by burning mana. Once it hits a certain level of decay, we can break it. It's unclear what level that is, but it's probably not too bad, by the sound of it. So our escape plan should be available within a decent period of time.

Our elementals are only at distraction level, but we have access to a rapidly replenishing mana supply, to quickly rebuild their bodies. And they're small, so they're harder to hit, especially for a big monster. We're traveling pretty light, and we're fairly fit.

Given that it's us navigating the situation, I'd say we have good odds of escape, if need be, or successful sweet-talking, if that's available. Mind-f*ckery and illusions are problematic and BS, but they always are, unless you're resistant. More so if our elementals coordinate, and they do all know each other, so that's fairly likely.
Thing is... any risk that can lead to severe personal harm CAN lead to a bad end.
Not usually in Ignition. Jade OP. Which means a very different scenario.

That's all I'm saying on that subject. Please stop bringing up Calypso.
It's like, you're a diver with amazing natural buoyancy, so by nature you rapidly float back up to the surface where rescuers are waiting. But your buoyancy makes it hard for you to explore the bottom of anything. So you jump into a body of water with a rope tying your ankle to a big rock. Now, the rope will automatically release long before your air supply runs out- no problem there! However, you cannot leave the bottom of the body of water early unless you take out your utility knife and cut the rope.

In such a situation, you do NOT go jumping into shark-infested waters. Because if a shark notices you, you have no guarantee of being able to cut the rope around your ankle in less time than it takes the sharks to decide you look tasty.
Good thing that's an analogy. One picked by someone with a completely different threat assessment about the situation to me. Seriously, analogies only go so far. Amongst other things, we have things to delay and distract the sharks.
Yeah see, I get that, but I have fun by playing games that last a while, in which people make decisions calculated to make the game last.
I actually really hate it when people play board-games that way. Because the game often NEVER FREAKING ENDS. I only have so long to play. At some point, you have to go for the goal, ya know?

To some extent, the same is true for video-games, too. Depending on how extreme the people take it. Like, say, refusing to reach the finish line in a racing game, because you came in last, forcing the other players to either turn the system off/reset, or hunt you down, or steal the controller.
There is a different mindset that will do things like drive the car off a cliff in a videogame to watch it fly through the air and explode. I never do that. Because I don't find failing to be enjoyable, especially failures brought about by (simulated, vicarious) recklessness. Put me in a driving sim and I will try to avoid collisions rather than seeking them out.
Oh hell, I do stupid sh*t in video games all the time. It means I get my stupid out in virtual environments, rather than in real life. I don't necessarily try to lose, and it varies by game, but uh...well, I've played New Super Mario Bros. Wii multiplayer. For fun. With 3 other people of varying skill. The things we did out of recklessness and/or out of revenge...had one guy who was really good, who would try and clear the level at a constant run. We died a lot because of him. And took our revenge, to our own detriment. The joys of having friends.
So I'm really hoping that the Melia quest isn't going to be dominated by the kind of people who like to pull stunt-driving maneuvers because they don't care whether the car crashes or not.
Yeah...sorry, but I play games to enjoy things I wouldn't get to do IRL without dying, or at all. And also for the stories. I'm not going to act like a complete jackass, mind. I like calculated risks, thanks, and I will skew the odds in my favor as best as possible.
This is a really good example of a time when all the arguing in the world isn't going to change anyone's mind.

My god, though, I cannot imagine how anyone could enjoy playing a car sim without crashing into everything for at least long enough for the novelty of the crashing physics to wear off.
For some, like me, it can be a re-occurring entertainment.

...I suddenly want to play Saint's Row: the 3rd again. Popping tires with spikes on my car's wheels and watching the AI try and drive with popped tires is so much fun.

I'm usually decent driver, too, though that might be the predictability of the AI at work. I can dodge cars by inches and drive the wrong way without hitting other cars. I feel like a pro...up until I crash into a wall. I'm good at avoiding cars, but bad at braking and not slamming into walls. Mostly because I don't care. I found a nice car that, when reinforced to max, is like a tank. The engine explodes before the hood dents, most of the time.
When crashes are fun for thirty seconds but then the computer locks up for three hours, crash physics get boring really fast.
Ah, yeah, they suck if they're too complex.
 
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