Readify

Cull the Down

The Legend of William Oh

Cull the Down is a Key Site operation that begins as a controlled purge of Sky Hares and becomes a dangerous demonstration of how quickly the Tower’s creatures can exceed ordinary expectations. The assignment sends Will and a group of young Climbers to investigate a wild down reproducing around the Key Site, remove any hares displaying aberrant behavior, and drive the remainder away. Its decisive outcome is both practical and systemic: after the operation, the System confirms that the Key Site has been cleared and grants the participants permission to advance to the 3rd Floor, together with 300 XP.

Causes and Assignment

The operation is presented as a formal quest rather than an improvised hunt. A veteran Climber brings a dozen young men and women, all in civilian dress and about Will’s age, to the area surrounding the Key Site. Their target is visible in the distance as a pillar of light, giving the group a fixed objective even before the fighting begins. The quest instruction identifies the ecological problem precisely: a wild down of Sky Hares has begun reproducing near the Key Site, and the Climbers must investigate, cull those exhibiting aberrant behavior, and force the rest away from the site.

The assignment also belongs to the Tower’s broader system of advancement. The fastest route to a higher Floor is to follow a Bus and assist in clearing its Key Site, provided the assisting Climbers are present and do not actively sabotage the main group. That lenient rule makes the operation an opening through which lower-status participants can attach themselves to a larger expedition and share in its progress. Will and Loth, however, understand that advancement is not merely a matter of reaching the next threshold: Climbers who are still acclimating, or who have not reached the maximum level permitted on their current Floor, may be exposing themselves to unnecessary danger.

From Routine Culling to Aberrant Threat

The veterans initially treat the young Climbers as disposable helpers. One returning team arrives carrying nearly dead hares, and a veteran orders the passengers to line up and stab one animal each. The attached Climbers are given only twenty seconds to contribute before the veterans finish the work themselves. Will and the others respond by sprinting toward the Key Site, entering the assignment under severe time pressure and with little control over its terms.

The apparent routine collapses when Will notices that one hare is white rather than tan. The distinction identifies it as the aberrant specimen, but the visual clue is only the beginning of the danger. The white Sky Hare creates a wisp of cloud beneath its feet, bounds from it to change direction in midair, and exhales an arctic storm that covers a Climber in hoarfrost. It then rebounds from the frozen man’s head with enough force to shatter it. The creature’s movement turns the hunt into a lethal problem of timing and trajectory: the threat is not simply an animal to be surrounded, but an airborne opponent able to redirect itself and weaponize cold.

Coordinated Combat

Will intervenes when another Climber is caught in the Boss’s attack. He kicks the back of the Climber’s knee, dropping the man’s head below the Sky Hare’s flight path, and swings his tomahawk through the creature’s route. The strike catches a hind limb and nearly severs it. Will attempts to deliver the finishing blow, but another hare leaps into his face, forcing him to abandon that attack and decapitate the smaller creature instead.

The final exchange depends on abilities and cooperation rather than individual strength alone. A taunter’s ability provokes an overwhelming urge to attack him; Will recognizes the effect and deliberately averts his gaze, reducing the compulsion almost completely. At Loth’s command, the taunter retreats two steps, causing a snare to spring into the air, catch the Boss, and drag it to the ground with explosive force. The taunter and the claw-girl then lunge together and stab the immobilized hare, putting the Boss out of the fight. The scene therefore makes the Key Site a network of interacting agents: the Sky Hare’s cloud, the taunter’s provocation, the snare, the claw-girl’s attack, and Will’s timed intervention each alter what the other participants can do.

Result and Advancement

Once the remaining Sky Hares have been dealt with, the System announces that the Key Site has been cleared. It authorizes every qualifying participant to advance to the 3rd Floor at their discretion and awards 300 XP. The conclusion converts the violence into measurable progression, but it does not erase the operation’s lesson: an assignment framed as pest control can conceal a creature capable of killing an experienced Climber in seconds. Cull the Down thus marks the point at which Will’s advancement is earned through a mixture of rule exploitation, rapid observation, physical intervention, and coordinated ability use rather than through a clean or predictable victory.

Coordinated Combat

Will intervenes when another Climber is caught in the Boss’s attack. He kicks the back of the Climber’s knee, dropping the man’s head below the Sky Hare’s flight path, and swings his tomahawk through the creature’s route. The strike catches a hind limb and nearly severs it. Will attempts to deliver the finishing blow, but another hare leaps into his face, forcing him to abandon that attack and decapitate the smaller creature instead.

The final exchange depends on abilities and cooperation rather than individual strength alone. A taunter’s ability provokes an overwhelming urge to attack him; Will recognizes the effect and deliberately averts his gaze, reducing the compulsion almost completely. At Loth’s command, the taunter retreats two steps, causing a snare to spring into the air, catch the Boss, and drag it to the ground with explosive force. The taunter and the claw-girl then lunge together and stab the immobilized hare, putting the Boss out of the fight. The scene therefore makes the Key Site a network of interacting agents: the Sky Hare’s cloud, the taunter’s provocation, the snare, the claw-girl’s attack, and Will’s timed intervention each alter what the other participants can do.

Result and Advancement

Once the remaining Sky Hares had been dealt with, the System announced that the Key Site was cleared. The participants were permitted to advance to the 3rd Floor at their discretion and received 300 XP, turning the purge into a measurable step in Will’s progression. Yet the reward did not make the operation routine in retrospect. A quest framed as pest control had concealed an aberrant creature capable of killing a Climber in seconds, so advancement depended on more than simply joining a Bus or reaching the site. Will’s survival and progress came through recognizing the danger, exploiting the rules that allowed auxiliary Climbers to participate, and adapting quickly when the expected hunt became a coordinated fight.

Significance of the Operation

Cull the Down is important because it exposes the instability beneath the Tower’s apparently orderly advancement system. The quest presents extermination as a regulated procedure: investigate the Sky Hares, remove the aberrant animals, drive away the remainder, and receive authorization to ascend. Yet its practical reality is governed by unequal information and rapidly changing material conditions. The veterans control the pace, the young Climbers are treated as temporary attachments, and the difference between an ordinary tan hare and a white one marks the difference between a disposable target and a lethal aerial predator. The operation therefore turns a simple administrative category—an aberrant animal—into a warning about classification itself: the System can define the task, but it cannot make the danger predictable.

The action also clarifies how advancement is produced through networks rather than isolated heroism. Will’s tomahawk matters because he reads the Boss’s trajectory and creates an opening for another Climber; Loth’s command matters because the taunter’s movement activates the snare; the taunter’s ability, the claw-girl’s attack, and the hare’s own cloud all redistribute position and vulnerability. Even the Bus and the Key Site participate in the action by carrying Climbers toward a shared objective and converting collective violence into a formal reward. The System’s final notice—permission to advance to the 3rd Floor and an award of 300 XP—does not simply record victory. It transforms a chaotic encounter into recognized progress, showing how the Tower absorbs danger into rules, ranks, and incentives while leaving the Climbers to discover the real cost of satisfying them.