I feel like the Frami, Virthing, and the Saemd are the key somehow.
That it's your
actual Cultivation, while your Orthstirr is just your share of the communal energy supply. But by default, they're arranged primarily as energy storage, we also know that Orthstirr recovers
extremely quickly as long as you have a chance to catch your breath, given how Halla was able to quiet her Virthing without putting the Orthstirr back into it as long as she had a short interlude. It just doesn't recover in combat time.
I suspect the first step to actually advancing in true Cultivation is actively cultivating these three traits.
So, what do they actually
mean in english? Roughly?
Frami:
- advancement
- distinction, renown, fame
Virthing:
No idea, because NorseQuest itself is on the front page of google results for this.
Saemd:
fame,
glory,
honor
So, by pattern, they're all separate words for Fame of some extent, but they have different focuses.
Frami is "Distinction" or "Advancement" Which is to say, it's what makes
you stand out from anyone else. I guess we could qualify this as "Uniqueness?" This manifests as an outline of crimson flames--notably, those flames can
ignite things, it's not merely cosmetic in nature!
Saemd though is
Glory, and notably, it's the one that manifests as a crown of candles on Halla. Glory and Honor as a Crown. Your Deeds upon your Brow. I think I remember Imperial Fister saying that someone witnessing your three aspects can get a pretty good idea of what you're about if they have the right skills?
Still need to figure out what Virthing is supposed to be though before we can figure out a Unified Theory. Either way, Norse Cultivation
appears to be intended as "Conversion of self from person to a Living Legend", effectively turning yourself into a living storybook character, a
parable given life. And in doing so, achieve Immortality (Because you can't kill a Story after all). Presumably, the Three Aspects can be cultivated Intentionally to give you something similar to the passive benefits that the other forms of Cultivation can achieve, but because nobody thinks to do that or has the knowledge, it doesn't spread.
The problem is that by default, the overall Cultural Myth takes precedence, which is that the Norse are fearsome warriors who take what they please, seek out worthy battles, and die when their Time Is Up (Which is something decided from the outside). The Cultural Myth is
Soldiers and
Raiders, and working against this is virtually impossible for two reasons. First and foremost is because accumulating Orthstirr is massively harder unless you cleave to the commonly held cultural myth. The other half is that the story that "You'll die when the Fates decide you do and there's nothing you can do to stop that" means that people just don't have
time to do any different. You're put on a timer from birth and inherently handicapped because you've got a strict time limit, which is weird because stories
should last forever.
That leads to the second problem in this theory I'm putting together. The Steelfathers. They are the
absolute pinnacle of Respect in Norse Society, and apparently unlike everyone else, they either don't have a Fated End, or have negotiated a significant extension on it with the Fates using some special measure. Presumably, they exist to protect Norse Society from externalities that would significantly impact its current direction--which presumably exists for a Reason (Though we have no idea what that Reason is). To that end, they're granted greater power and influence over everyone else--a level of power that apparently
cannot be matched by someone who didn't make a similar deal, and exist to stop things like Knightly Crusades.
Or, as we learned with Hallr's story.
Preventing someone from breaking the system. Steelfathers apparently either have extended Fated Ends, and power that nobody else could even dream of matching, to the point where we can't even call Steinarr--in all his mid-fourties insanity and 'Can manfight a Ninth or Tenth Decade Knight and win'--even a Half-Step Steelfather.
And yet Hallr fought
Nine of these fuckers, which should be impossible... Unless he figured out how actual Norse Cultivation should work, and they were out to stop him from passing that along. He certainly had enough power and influence that he'd be Listened To, which is unacceptable. Now, we don't know
why things are set up the way they are--whether it's a soldier mill for the Gods, a broken machine carrying out its function even beyond when it should have stopped, or some other unknowable reason. The
Results look like they're clear.
More importantly, we got a Hint too, between Hallr's story and what we saw in the Manor. Namely, that the Fates don't have sway over those who don't believe in them, Hallr made his massive breakthrough adventuring in the wilderness and fighting a pagan God. Halla couldn't bind the Squire to a rematch, it straight up said there was 'Nothing there'. It means that any real Answers aren't going to be found in the Norse Lands,
Phew, that's it for my wild theorizing right now. It'll be nice if someone can find out what Virthing is supposed to actually be though so I can try to fit it into my Unified Norse Cultivation Theory.