It might not be Dual Cultivation per se, but Communal Cultivation. The Norse are a very communal people, and it might be possible for other members of the same farm to contribute their Orthstirr to an Odr cultivator.
 
Hey Blackhand

is there a maximum amount of people that can be included in charred soul at any one time?
like after 100 lives will you and me still be here?
 
IF did also note on Discord that we could spend an action doing it even more and get the standard per turn amount per action spent. We probably don't need to do that for a bit, but maybe once we've got all our Infusions at 7 and are aiming for 8s we can think about doing it a little.
Interesting.
In emergencies we'll be able to burn AP for Odr to invest into Soulscape farming.
 
It's easy to forget about the first landmine in Odr cultivation. Just I keep wanting to drop vague hints to the secret but not enough to trigger disclosure. But if we do that then people might hit that first landmine.

The hints I would like to drop if that wasn't an issue are roughly, "I have a secret that helps make me stronger," and, "A lot of Steelfathers know how to weave, funny that," started thinking about that because I started thinking about Steinar and Hallr and what to tell him.
 
It's easy to forget about the first landmine in Odr cultivation. Just I keep wanting to drop vague hints to the secret but not enough to trigger disclosure. But if we do that then people might hit that first landmine.

The hints I would like to drop if that wasn't an issue are roughly, "I have a secret that helps make me stronger," and, "A lot of Steelfathers know how to weave, funny that," started thinking about that because I started thinking about Steinar and Hallr and what to tell him.

What we do, is we figure out how to do the safe initiation method, then drop hints to people we've done that with once they're technically initiated.
 
If I remember correctly, what the weave does is open the gate in your soul, and what comes from the other side is Odr. Is that right? The weave itself doesn't make odr.
The weave opens the door and ??? (my assumtpion: filter & personalize) the incoming Odr.
??? Has a limit on how much of it you can do (the reason for the aspectsize -> Odr conversion ratio) at once, if you go over that it is dangerous (my assumption: it can't personalize Odr anymore -> wild Odr enters the cultivators Soul -> boom)
 
The weave opens the door and ??? (my assumtpion: filter & personalize) the incoming Odr.
??? Has a limit on how much of it you can do (the reason for the aspectsize -> Odr conversion ratio) at once, if you go over that it is dangerous (my assumption: it can't personalize Odr anymore -> wild Odr enters the cultivators Soul -> boom)

Per IF on Discord the big limiter is that the Aspects all being weaved together both open the Gate and start dissolving themselves...our Odr income is how much we can take in during the amount of time before they dissolve and the Gate shuts (hence bigger Aspects meaning more Odr). Personalization is also plausible, but not a sure thing by any means.
 
Hot gossip from discord curtesy of IF

Steel is Steel.
What Steel does cannot be undone.

If someone were to key your car's door with Steel, you'd have to replace the whole door.

That's the lowercase c curse of Steel.
 
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What Steel does cannot be undone.
but a wound from a steel sword can heal, no? like, is Abjorn just leaving a trail of never healing wounds as he battles? even if he doesn't kill?

Per IF on Discord the big limiter is that the Aspects all being weaved together both open the Gate and start dissolving themselves...our Odr income is how much we can take in during the amount of time before they dissolve and the Gate shuts (hence bigger Aspects meaning more Odr). Personalization is also plausible, but not a sure thing by any means.
about that, is there a chance improving our needlework might help improve our Odr income?

and perhaps weaving the aspects in a certain pattern yield special results? though that research should probably wait for realm 2.

is there a limit to the amount of Odr we can add, aside from the breakthrough amount? if not, it might be useful to burn AP for Odr to stock up before big projects, harsh challenges, and especially tough wars and adventures. having a heavy tank of Odr to use for boosts might prove incredibly helpful.
 
but a wound from a steel sword can heal, no? like, is Abjorn just leaving a trail of never healing wounds as he battles? even if he doesn't kill?

Per IF you have to cut out the wounded section with a normal blade then heal from there.

about that, is there a chance improving our needlework might help improve our Odr income?

It does not. The formula never changed while we went from Housecraft 3 to 5 or so.

and perhaps weaving the aspects in a certain pattern yield special results? though that research should probably wait for realm 2.

I have no idea how we'd test this safely. I'm also skeptical it would work but the safety is the main issue.

is there a limit to the amount of Odr we can add, aside from the breakthrough amount? if not, it might be useful to burn AP for Odr to stock up before big projects, harsh challenges, and especially tough wars and adventures. having a heavy tank of Odr to use for boosts might prove incredibly helpful.

There is a cap, yes. For Realm 1, hitting 81 makes you hit Realm 2 (whether you are ready or not). We don't know what it is for Realm 2, though it's likely higher...I'd guess 243 to be safe, though it could be much higher than that.
 
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There is a cap, yes. For Realm 1, hitting 81 makes you hit Realm 2 (whether you are ready or not). We don't know what it is for Realm 2, though it's likely higher...I'd guess 243 to be safe, though it could be much higher than that.
of course, but aside from that no cap right? meaning once we hit realm 2, we can (if really needed) charge up to 242 (going with your guess) before a tough adventure to get a massive tank. assuming we don't change the formula on realm 2, we can theoretically cultivate this much Odr in 2 turns of burrning all our AP. and thats a monstrous amount to burn on stuff. of course, burning all AP for 2/3 of a season is a heavy cost, so its something better reserved for emergencies, but its still very good to have when the need arises

if we dedicate 2 turns right before or during the war for it, for example, that can be very, very powerful
 
of course, but aside from that no cap right? meaning once we hit realm 2, we can (if really needed) charge up to 242 (going with your guess) before a tough adventure to get a massive tank. assuming we don't change the formula on realm 2, we can theoretically cultivate this much Odr in 2 turns of burrning all our AP. and thats a monstrous amount to burn on stuff. of course, burning all AP for 2/3 of a season is a heavy cost, so its something better reserved for emergencies, but its still very good to have when the need arises

if we dedicate 2 turns right before or during the war for it, for example, that can be very, very powerful

I'd be very leery of getting quite that close, but there's no reason we can't get to, like, 200 in the tank before what we expect to be a major event, no.
 
We should definitely fuck around with combining needlework and cultivation in various weird ways. Given the fairly clear hints we've gotten, there's likely something important there.

I'm kind of stumped at what the specific secret is here, partly because I skimmed the bits of the Quest where we invented Fasts and Pockets. But if we try a bunch of weird and wacky stuff, then law of averages is that we might stumble over something useful by accident.
 
We should definitely fuck around with combining needlework and cultivation in various weird ways. Given the fairly clear hints we've gotten, there's likely something important there.

I'm kind of stumped at what the specific secret is here, partly because I skimmed the bits of the Quest where we invented Fasts and Pockets. But if we try a bunch of weird and wacky stuff, then law of averages is that we might stumble over something useful by accident.

The problem with this, and it's a big one, is that involves the very real risk of exploding and dying with no real way to stop that from happening. Norse cultivation is riddled with traps, and that very much includes any needlework stuff (making Pockets had a less lethal one, but that's just one example).

Which is not to say I'm against experimenting in this area entirely by any means (I think we very much should), but we can't just do every arbitrary thing we think of and hope it all turns out okay either. We need to be doing stuff that we've logiced out should do something we have some idea about and have contingencies prepared for the likely failure points.
 
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