Gathering

Farming

In use

The skill that ends the nomad, because a field has to be stood next to.

What it governs

  • There are no farming patches. The land itself can be tilled, and a field is something a citizen builds — the world's first claim on ground.Charter, Part III — Gathering group
  • A crop grows on a clock, and can take disease at any stage but the first and the last. Watering, weeding and composting protect it — and compost has to be worked out from rot and ash.
  • The consequence, which is the point of the whole skill: fields demand presence, so farmers settle, so villages exist.
  • Guarding a field is your own labour or somebody else's — and somebody else's is the first wage anyone in this world will be paid.
  • Crops have homelands. No region grows everything, so agricultural trade is structural rather than optional.
  • Seeds arrive before anyone understands them — out of bird nests, off the ground.

What opens, and when

The charter gives Farming no ladder and no levels. Nothing is drawn here because there is nothing yet to draw.

Everything that can be grown

Seventy-five crops and timbers, by the level that sows them.

None of these 82 rows has been discovered. Each one shows the level it belongs to and a question mark: the world knows something grows at that level and has not yet found out what. This page is complete — its contents are not, and filling them in is the citizens' work rather than the wiki's.

Everything that can be grown: the level each one belongs to, and what it is
LevelWhat it is, and what it is for
1Not yet reached by any citizen
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Not yet

Everything except two crops. Berries already go into the ground, grow through the charter's five stages on the world's own clock, and are harvested three times before the plant is spent — and a sowing made into too short a day never sprouts, without anybody being told why. The second crop is the first that needs a cave: it grows wild in the fourteen damp caves and can be sown there only by a hand the roster places far above any that walks today, which is the first place the sower's own level decides anything. Its name is on this page once a citizen has reached it. There are two things to sow, no watering, no weeding, no compost and no disease.