Cultivator

I had a fever. The Greenhouse Keeper of Pell put a hand on the side of my neck, said "wait," and went away for nine minutes. When she came back she had a sheaf of pale leaves still wet from the work-bench and a flake of Warm Glass between two fingers. She did not pray to it. She listened to it. And then she did the thing it needed, which was that she crushed the leaf into the flake, and the flake brightened, and the brightness went into my neck where her hand had been, and the fever ran out of me into the floor like dirty water. I asked her, later, what she had done. She said: I read what was wrong. The Greenhouse knew the rest.

-- recovered fragment, courier's journal, Pell, late winter

What a Cultivator is

A Cultivator is the person who has read the old work and learned to do some of it. Not all of it. Nobody alive knows all of it. But enough that the settlement does not have to ration water, enough that the doors of the deep-strata cache will open for them once, enough that the wound that should have killed someone yesterday is closing tonight.

Where the Mage compels the Winds with pattern, where the Sage narrows the Winds through clarity of will, where the Bloodborn channels through lineage, the Cultivator does none of those things. The Cultivator works the Lattice — the stable, programmable data-dimension that lies under everything. The Mage, the Sage, and the Bloodborn channel the Winds; the Cultivator tends the systems that make the Winds possible. Their power is recovered technique. It is reproducible. A second Cultivator can be taught what the first learned, given a Greenhouse and time.

This is why settlements with Cultivators are richer than settlements without them. It is why some Holds have running water and some Freeholds ration. It is why the Greenhouse Keeper of a Carehold is, often, as politically significant as the gate captain. Cultivators do not make society possible. They raise the ceiling of what society can be.

A Cultivator is legible the way a Fighter is legible. They are the technician the surface world recognizes. Every faction has work for one. Every warband wants one. Every settled place that has lost theirs will hire the next to walk in.

Chassis

Hit Died8
Primary statINT
SavesINT and WIS
ArmorLight only. Lattice work needs an open signal envelope; heavier weave dampens the read.
WeaponsSimple melee, simple ranged
ToolsRepair Kit (proficient). One additional tool from background.
Subclass level3 (the Lattice domain you commit to)

The class engine

Five moving parts. Together they are the Cultivator at the table.

1. Seeds

The Cultivator's known protocols -- each one a distinct process: cellular repair, water synthesis, Miasm-clearing, structural diagnostic, nanite-mediated toxin filter. A Seed is not a channel effect pushed through biology. It is a learned process you carry and run. Your collection is unlimited: you gather Seeds from the world through Greenhouse mentors, trade, salvage, and field recovery, and every Seed you acquire stays in your collection permanently. The constraint is not how many you know -- it is how many your Slates can hold at once. A Seed's tier determines what level of Seed Slot it requires to activate. You cannot activate a Seed of a tier for which you have no Seed Slots.

2. Seed Slots

Your activation budget -- the channeling resource you spend to run a loaded Seed. The slot tier must match or exceed the Seed's tier. You have far fewer Seed Slots than a full-channel class: the Cultivator's power lies in selection, Technique, and timing, not volume. All Seed Slots recover on a long rest. The Seed/Slate engine does not share a resource pool with Wind-slot classes; multiclassing does not merge activation budgets.

3. Slates

Physical interface devices you carry -- recovered Lattice hardware from the same tradition that produced the Seeds. A Slate hosts a loaded Seed and provides its activation interface. You must have a Seed loaded on a Slate you are carrying to activate it. Your Slate count (see class table) is the only limit on how many Seeds you have ready at any moment -- and any Seed in your collection can be swapped onto a Slate during a short rest. This makes the Cultivator more flexible than either a Bloodborn (fixed known list) or a Mage (dawn preparation): the full collection is always one short rest away, at the cost of fewer total slots. Slates are physical objects: they can be lost, damaged, found, and traded. A Cultivator who has lost all Slates cannot activate anything until they recover one.

4. Slate Slots

Your metamagic pool -- the resource that powers Technique modifications. Slate Slots recover on a long rest. They do not begin until L2 and grow slowly (see class table). A Technique modification that costs Slate Slots must be declared when the Seed is activated; they cannot be spent retroactively. Slate Slots do not activate Seeds directly -- they shape an activation, extending it, redirecting it, or amplifying what the Seed does beyond its rated parameters.

5. Techniques

Learned modifications and crafting methods, drawn from the technique tree. Two kinds:

You know a growing number of Techniques as you level (see class table). Any Technique in the tree can be learned regardless of Field, unless it lists a prerequisite.

Ambient: Greenhouse access

Every Cultivator starts with a home Greenhouse -- through a settlement, a faction, or a mentor. Without Greenhouse time between long rests, you cannot load Seeds onto new Slates, add Seeds to your collection, or use crafting-method Techniques. A campaign that never provides Greenhouse time is playing with a broken Cultivator. The World Master should plan for it.

Class features

The Cultivator's class features reflect a technician's path: broad capability that deepens with level, and a capstone that removes the last environmental constraint on the work.

Feature ladder

LFeaturesSlatesTechniquesSlate SlotsSeed Slots
1st2nd3rd4th5th
1Lattice Sense, starter Seed set1--------------
2Greenhouse access221----------
3Field (subclass); Field starter grant2212--------
4ASI2323--------
5--3323--------
6Field feature3433--------
7--34342------
8ASI35442------
9--45442------
10Field feature46543------
11Field feature; Rare Seed unlock (L11+)465432----
12ASI476432----
13Rare Seed unlock (L13+)476432----
14Field feature487433----
15--487433----
16ASI498433----
17Rare Seed unlock (L17+)4984331--
18Field capstone41094331--
19ASI410943311
20Walking Greenhouse5111043311

Major class features

The technique tree

Each time your Techniques Known increases (see class table), pick one from any branch below. Some require prerequisites listed inline. The list grows as the class is played. Techniques marked modification are declared when activating a Seed and cost Slate Slots as listed; at most one modification per activation unless a Technique states otherwise. Techniques marked crafting use Greenhouse time and produce items or altered Seeds. Unmarked Techniques are passive: once learned, always active or triggered without cost.

Reading

Activation

Slate work

Greenhouse

Cycle

Defense

Social

Rare (level-gated)

Fields

At L3 a Cultivator commits to a field — the layer of the Lattice they have learned to read most deeply. Three fields ship at launch: the Cell (Life), the Wind (Substrate), the Slate (Code). Three more are in development: Spark, Vril, Omega. A Cultivator who has not committed by L3 commits then; there is no field-less Cultivator at higher level.

Below L3, every Cultivator is a generalist. The L1-L2 work is foundational: Seed handling, Slate use, Greenhouse access. The field is the depth a Cultivator chooses to add to that foundation.

Cultivator of the Cell

The Pell Keeper was sixty, looked thirty, and once — I have this on the courier's word — regrew a child's hand from the wrist in three weeks. The hand worked. The child grew up with it. The Keeper said only that the cell remembered the hand; she had merely reminded it.

-- recovered fragment, courier's journal, Pell, late winter

Identity

The Cell Cultivator works the Life layer. Living Seeds. Genetics. Symbiont weaves. Crop strains, breed lines, wound-knitters, gut-cultures, antitoxin colonies. Their Greenhouse is a garden, a cellar, a wet-room. To anyone outside the field, what they do looks like miracle. To them it is reading what the cell already knows and helping it remember.

A Cell Cultivator is the most common starter Cultivator. The settled world wants what they do, and the work scales: from a wandering medic with a Greenhouse-in-a-bag, to the Carehold Keeper whose name carries past three trade routes.

Field features

Cultivator of the Wind

We did not know who he was. He stayed two nights in the lee of the watch-house and asked nothing. The third morning he was gone. By the next moon the channelers of the settlement reported their work was easier; the Sage said she could feel her own reach without straining. Nobody connected the visitor to it for years.

-- recovered fragment, courier's journal, Westcairn, early autumn

Identity

The Wind Cultivator works the Substrate layer. Nanite colonies. Miasma density. Wind health. They do not channel; they tend the Winds the channelers depend on. They are the only Cultivator whose work makes other people's classes better. Sages, Mages, and Bloodborn in a Wind Cultivator's range report a thicker, more responsive Wind. They have no idea who tended it.

A Wind Cultivator's Greenhouse is unmarked from outside. It is the Miasm-tuning room. The hum of healthy nanite culture. The pressure-of-attention every visitor feels and cannot name.

Field features

Cultivator of the Slate

He had six Slates on him when he came through the gate. Six. Two on his belt, two in a chest harness, one in a hand satchel, one under the pack flap. The watch let him in because of the seventh: a folded Slate the size of a coin he showed at the door, on which a small green light kept the time of the captain's pulse. The captain had been with the watch for nineteen years. She did not need to ask what the light meant. She let him in.

-- recovered fragment, courier's journal, Eastern Lattice run, midsummer

Identity

The Slate Cultivator works the Code layer. They carry more Slates than other Cultivators. They run more Seeds at once. They can re-write what a Slate does. They are the door-opener, the signal-runner, the comms operator, the ECM artist. The Hold's signal-room operator. The wanderer who walks into a sealed cache and ten minutes later walks back out.

Where the Cell Cultivator is the settlement's healer and the Wind Cultivator is the Miasm's gardener, the Slate Cultivator is the operator — the one whose work changes what the relics in the room can do.

Field features

Fields in development

Three more Cultivator fields are sketched but not yet shipped. They are noted here so a player or World Master can plan around them.