ODR
Poetic Madness, Divine Inspiration, these are all viable terms for this form of Refined Power. Generated--as far as we know--by the confluence of
Frami, Virthing, and
Saemd within a human soul, this is the "True Qi" of the Norse Paradigm, separate from--but not entirely distinct from--Orthstirr.
Might also have a connection to
Odic Force , but our studies in Odr are still in their infancy and we've barely managed to scratch the surface of this frontier--the True Cultivation of Halla's paradigm, and widely feared by our currently unknown and unnamed Adversary.
To first tap Odr, a Norse Cultivator must simultaneously ignite all three Aspects while their Orthstirr is full, opening up a Gate at the edge of their Soul Space through which Odr flows.
This is dangerous, as the first time one taps Odr places the cultivator in an unconscious state. Should all of one's Aspects be exhausted while the Gate remains open,
You will risk True Death, it is of
Critical Importance that the first time one Opens the Gate be with friends and allies, who can draw you out of that unconscious state while your Aspects remain. Subsequent openings are less risky, as one's Soul gains a tolerance for the shock.
It has since been discovered that Odr Generation is slower and smoother when done within a place tamed by civilization, such as the confines of a farm. There is a
High Probability that drawing Odr is much safer in those conditions, and this is the ideal state in which to initiate someone into its mysteries.
Presumably, there are many Traps and Alarms riddled throughout the Norse System, as for a presently unknown reason, The Adversary greatly fears its potential, and has hobbled it at every turn.
All Major Steps therefore must be treated as though you Court Death, don't attempt any cutting edge research in this field unless we have an Heir prepared!
Once Odr is drawn into the Soul, it brings it to life, creating a Well through which the Odr is stored.
NOTE: Odr and adjacent topics are Forbidden to anyone who have not Opened the Gate themselves. Those who can observe it will lose their memory of the experience, and speaking on the matter will draw the Enemy's Attention.
Make sure all preparations are complete and an ideal battleground chosen before initiating others!
BASE APPLICATIONS:
--Odr can be used as a substitute for Orthstirr, at a roughly 1-5 Ratio (One Mote of Odr generates 5 Orthstirr)
--Odr can also be used to empower Tricks above and beyond their normal limitations. Once the cost is paid in Orthstirr, 1 Odr can be further invested per rank in the Skill or Hugareida. We know that this increases the Damage of Tricks by 1 per Odr infused, we do not currently know what happens if this is used for Twists, presumably this has an interesting effect.
--Odr is deeply involved with Seidr, as the Craft involves directing the tide of Odr into a desired shape to create all manner of useful effects.
THE FIRST REALM: SAGA ESTABLISHMENT:
--This Realm is achieved when a Norse Cultivator first accumulates 9 Odr within their Well.
At this point, you can be noticed by The Enemy, be wary!
--Odr can be used to Invest in Attributes, at the same cost per point as XP is required to train them. Doing so increases the floor of what can be done without Orthstirr, as well as other benefits. At present, we know that Invested Hamr is worth twice the Endurance as the standard kind,
It has later been discovered that Infusing Odr into one's Hugr increases the Hugr Capacity--but more importantly, it turns a Cultivator into a
Berserk, who can gain a powerful combat state known as Frenzy--which provides a regenerating Endurance track and a combat buff, similar to the Focus of Christian Cultivators, though we have been warned that there are differences, notably, the first time we Infused Hugr sent Halla into a killing frenzy, and she needed to be subdued by others, whether this is inherent in the Norse system or a trick of the Enemy is not yet clear. Infusing into Fylgja doesn't seem to have such an extreme consequence, though it raises the Fylgja's endurance and Capacity both. We have confirmed that Odr can be Infused into Skills, but have not identified any discernable differences beyond the increased floor and increased Trick Capacity outside of ones like Wordplay, which increases Hugr Capacity as well. This isn't to say those differences don't exist, but they're not readily apparent at our level.
--Various forms of Flora can be drawn into the Soul Space, and then raised using Odr as food and drink alike. Such evolved plants generate Produce once per year, which serve as useful consumables that would be difficult to achieve otherwise. Do note, that Produce cannot be stacked up over time, if you gather it, it will regrow at the turning of the year. If you don't, it will remain ready to use until you do. There are implications that filling the Soul Space with Life is a key aspect of advancing in Saga Establishment, though the details are still unknown.
--We have established the rough requirements to be able to advance beyond Saga Establishment through deduction and the use of the occasional Hint, and confirmed the broad shape of the matter. Utilizing the principles of "As Without, So Within", a farm estate must be constructed, capable of fostering the development of life. This requires
Food, Water, Shelter, and Safety. Or, more relevant to us--it requires a Fence to keep pests and disease out, the fields must be cleared and tended (Beyond simply generating Produce it seems), a place of shelter must be constructed, and sufficient Odr must be gathered to overflow the Well and trigger the next stage. In other words, you have to
literally build a farm. All Norse are Cultivators indeed.