Farming

A crop plot costs six wood and a measure of seed. Stand on it with seed in your pack and press E to sow; press it again when the crop is ready and you cut it — and get the seed back, so a farm feeds itself after the first sowing. Buy that first measure from the Merchant.

It ripens on the clock, whether you are logged in or not, and how fast depends on the ground: open green ground grows grain, forest floor does badly, and rock, sand and snow do nothing at all. You can see how far along a crop is — a plot wears bare tilled earth, then sown ground, a sprout, a half-grown crop, and finally the full-grown picture, which appears only when it is genuinely ready to cut.

Besides the two grains the Merchant sells seed for four garden crops, and they are not four versions of each other — each wants different ground, so where you put a field is a reading of the land:

CropGroundRipensYield
Potatoeswill come up in ground that would starve anything else13 min5
Carrotsmost ordinary ground, and quickly10 min4
Corndecent ground, and it takes its time25 min3
Tomatoesthe best soil in the valley and nothing less18 min4

A hoe and a bucket

The Merchant sells a hoe (55 coins). Hold it, stand where you want a bed and press E — the ground is tilled, for nothing. A crop plot can still be built from the catalogue for six wood; the hoe is the other way, paid for once instead of every time. Everything else is the same: your own land, the same room in the quarter, the same refusals.

And a bucket (30 coins). Fill it at the village well, or at any open water — a river, a lake, anywhere deep enough to fish — and empty it on a bed you have sown. A watered bed comes on faster while the ground stays wet, about six minutes, and it looks wet, so you can see from across a field which rows you have done. The bucket comes back empty; walk to the water again.

The well’s winch seized years ago and somebody took the crank away to mend the mine pump, so it will never turn again — which is exactly why you lower your own bucket on your own rope. That is what a bucket is for, and why the village still has water.
Watering buys time, not a bonus on the whole crop, so the same bucket is worth far more to a ten-minute carrot than to a twenty-five-minute corn. And a bed with nothing in it drinks nothing — sow first, then water.

The ground wears out

Cutting a crop takes something out of the soil, and the soil puts it back on its own if you leave it alone — about an hour and a half from worked out to fresh again. Corn is a heavy feeder, carrots are a light one, and a plot tells you its condition every time you look at it: in good heart, a little tired, tired, worn thin, worked out. A tired bed greys off, so you can see which of your fields needs resting from across the valley.

What makes that interesting is the table above. As ground wears it drops off the bottom of that list one crop at a time: tomatoes give up first, then corn, then carrots, and potatoes keep going longest. An exhausted field is potato country. How far it falls depends on where you started — the best valley floor worked to nothing will still grow carrots, and ordinary good ground will not.

No field can be ruined for good. The worst it gets is poor, and resting always brings it back. And ashgrain barely touches the soil, because it grows in ruined ground to begin with — so a field you have farmed into the floor is one of the few honest reasons to sow the other half of the world.

All four are edible raw and barely worth it — the point of a vegetable is what the campfire does with it. Four of any of them make a root stew; three and a flatbread make a field pie.

Grain will not come up in ground the Gloom has had — and ashgrain will come up nowhere else. The two are opposites rather than a better and a worse, so where you farm is a statement about which half of the world you mean to hold. Ashgrain already grows out there, in stands nobody planted, and somebody who was stuck in the Hills long enough worked out what to eat.

The world is waiting.

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